B1. Old Svalich Road

This scene takes place in Chapter 2: Area A.

The journey from the tower to B2. Gates of Barovia is two miles long and takes forty minutes.

This scene unfolds as described in Old Svalich Road (p. 33).

Black pools of water stand like dark mirrors in and around the muddy roadway. Giant trees loom on both sides of the road, their branches clawing at the mist.

B2. Gates of Barovia

This scene takes place in Chapter 2: Area B.

This scene unfolds as described in Gates of Barovia (p. 34).

The journey from the Gates of Barovia to B3. Svalich Woods is one-quarter mile long and takes five minutes.

The fog spills out of the forest to swallow up the road behind you. Ahead, jutting from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two headless statues of armed guardians flank the gate, their heads now lying among the weeds at their feet. They greet you only with silence. 009-cos02-04.webp

The gate swing open with a loud creak as you approach them, as if they haven’t been opened in years.

After you walk through, the gates close behind you.

B3. Svalich Woods

This scene takes place in Chapter 2: Area C.

Towering trees, the tops of which are obscured by heavy fog block out all but a death-gray light The tree trunks are unnaturally close to each other, and the woods have the silence of a forgotten grave. Yet they exude the feeling of an unvoiced scream. This whole place is eerie

  • The Masque catches the scent of death in the air
  • Following it leads them to a human corpse, buried the underbrush fifteen feet from the road. He appears to be a commoner. His muddy clothes are torn apart by brambles and thorns. Hes clearly been dead for a bit. In his hand is an old, tarnished copper compass, and hes holding it out in the direction of a tree that bears thirteen tally marks and an arrow pointing deeper into the woods along a well-traveled footpath CONTINUES ON SITE

B5a. The Barricade

  • Kereza (crossbow woman on the roof)
    • Very suspicious of the players, think them to be vampires zombies or ghouls in disguise
  • Ismark intervenes
    • “Kereza! Look at them! They’re clearly alive just like us” laughs
    • to the players “come come, welcome to barovia” invites them through a removable section of barricade
    • “my name is Ismark Kolyanovich, pleasure to meet you. although you have caught us at quite a poor time ha”
    • WHY? “well the village has been under siege by an undead horde for the past few days. as you can see, we’re trying our best” gesturing to all the barricades and such
    • “Hey Baro, hows it looking”
      • “All good Ismark. She’ll hold for another night” (one of the villagers working on the barricade)
      • “good good.”
    • “say why dont you come with me for a drink? we can speak further. we have at least three hours before dusk falls” (he says squinting at the gray sky overhead) “should give us enough time before the dead return”
    • if the players agree, the blue tip winged raven follows them as ismark leads them to the center of town to the “blood of the vine tavern”
    • Ismark if asked about the raven: “I’ve not heard anyone name that particular one yet. It is a good omen though. Never harm a raven though, now thats just asking for trouble” NEXT IS THE TOWN SQUARE AS HEADING TO BLOOD OF THE VINE TAVERN

B5b The Town Square

Barovian NPC Generator For generating character names if needed

If Ismark is asked about the statue

  • “Oh thats Ismark the Great. He was a mighty warrior and the burgomaster of the village of Barovia. Back in his prime he fought scores of vampires and undead that rose when Strahd disappeared. He eventually died defending a group of trappers from a dire wolf attack and the statue was erected in his honor. He alsoooo happens to be me great grandfather. ”

B5c The Blood of the Vine Tavern

There are a couple people in the tavern dining or drinking at separate tables. Ismark brings all of you over to a table and says “Hey Arik, can you fetch us some drinks please” “Sure thing Ismark”

A pudgy little man named Arik Lorensk (CN male human commoner) tends bar. Mindlessly, he cleans glasses, one after another. When they’re all clean, he starts over. If he is spoken to, he takes orders for drinks in a dull, hollow voice. A small glass of wine costs 1 cp. A pitcher of wine costs 1 sp. After serving drinks, Arik returns to cleaning glasses. He ignores all attempts to question him.

“Now then, I’m sorry for the state of the village. Normally it would at least be a little more organized, even if itsn’t much brighter here. How’d you guys arrive to the valley?” … “You must have a thousand questions”, he says sympathetically. “I’d be glad to answer as many as I can”

Ismark can share the following information:

  • The players have entered the land of Barovia, a realm surrounded by deadly fog and ruled by Strahd von Zarovich, a powerful vampire who slumbered in Castle Ravenloft until recently.
  • Outsiders are occasionally spirited into Barovia by the mists. (Ismark has no knowledge of Death House, but vaguely remembers tales of unorthodox ways by which travelers have come to the valley.) There is no escaping Barovia once an outsider has entered it.
  • Just over three months ago, a man named Doru, the son of the village priest, raised a rebellion against the castle, hoping to free the valley from its prison in the mists. Their revolt failed, awakening Strahd from his dormancy and spurring the vampire to vow vengeance upon the village below.
  • Several dozen Barovians fled to the town of Vallaki, almost a day’s travel to the west. The remainder stayed in the village, determined to defend their homes and those who were unable to make the journey.
  • Six nights ago, Strahd’s undead forces began attacking the town. Each night, the Barovians beat back multiple waves of the dead—and each night, the horde comes ever-closer to breaching the village’s defenses.
  • Many Barovians fear that the village is doomed. The undead have infested the woods to the north, west, and south, blocking the Old Svalich Road just past the Ivlis River. With the Mists blocking passage to the east, the village has been effectively cut off from the world, left to survive on its own—or perish.
  • Ismark’s father, Burgomaster Kolyan Indirovich, is still alive—albeit wounded—in the burgomaster’s mansion

After about 3 questions (a short time after they start asking/answering), Bildraths Fury happens

When players conversations with Bildrath and Ismark is coming to an end, Mary’s News plays out

B5d. The Burgomaster’s Mansion

A weary-looking mansion squats behind a rusting iron fence. The iron gates are twisted and torn. The right gate lies cast aside, while the left swings lazily in the wind. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down to create a path all about the domain. Heavy claw markings have stripped the once-beautiful finish of the walls. Great black marks tell of the fires that have assailed the mansion. Not a pane nor a shard of glass stands in any window. All the windows are barred with planks, each one marked with stains of evil omen.

A small mob of villagers CONTINUES ON RELOADED

When the players enter the mansion

The interior of the mansion is well furnished, yet the fixtures show signs of great wear. Noticeable oddities are the boarded-up windows and the presence of holy symbols in every room.

B5f. The Siege

Augmented Zombies Zombie Plague Spreader Wight Ghoul Zombie

  • First Wave
    • 4 Zombies
    • 1 Spitfire Zombie with all fire D6 -> D4
    • Second Wave
      • Another Spitfire Zombie (above)
      • 2 Zombies (above)
      • A Nerve Zombie (all lightning d6 -> d4)
  • Third Wave
    • A Wight
    • A Zombie Plague Spreader

Bildraths Mercantile

DISCOUNT FOR MASK KRAMPUS AND AUM NAUM PRICE INCREASE FOR RAY AND REGINALD