Based on the 5e Campaign Curse of Strahd, I will develop it as I continuously add things.
Played | 51 times |
Cloned | 12 times |
Created | 143 days ago |
Last Updated | Yesterday |
Visibility | Public |
Abbey of Saint Markovia
Much of the abbey serves as a prison for the mad Belview Family, too dangerous to themselves or others to be let roam freely. The abbey allows for the player characters to interact with multiple strange characters who are not necessarily hostile. Here too, the Abbot educates Vasilka in etiquette and culture at the main hall, though he still seeks a bridal gown for her. Ezmerelda d'Avenir stays in the (now unused) barracks as the Abbot's guest. She intends to take advantage of the Abbot's hospitality to ambush Strahd, though she might readily abandon this to join with the player characters. Inside the Abbey, there is a main hall, which is where The Abbot is usually.
Aresek's Wares
A stockyard and a number of warehouses in Vallaki, which is currently owned by Yelena Olavnya Aresek. They carry a general amount of goods, ranging from common to slightly rare.
Barovia Burgomaster Mansion
The Burgomaster's Mansion in Barovia Village was where burgomaster Kolyan Indirovich lived with his children Ismark and Ireena. Now that Kolyan Indirovich isn't alive, it is Ismark and Ireena's mansion.Weeds grow around the edge of the house. There are claw markings and great black burn marks around the walls. The windows don't contain any glass and are barred with planks. Behind the mansion is a courtyard flanked by the two wings of the building. In the courtyard is a dried-up fountain. Inside, the house is clearly the home of people of wealth, but it is dusty and in poor repair. There are holy symbols everywhere, more so than even a very religious person would have for protection against monsters. Inside lay Kolyan Indrovich's coffin, as Ireena and Ismark haven't been able to bury it. So it just sits in the living room.
Blinsky Toys
This cramped shop has a dark entrance portico, above which hangs a wooden sign shaped like a rocking horse, with a “B” engraved on both sides. Flanking the entrance are two arched, lead-framed windows. Through the dirty glass, you see jumbled displays of toys and hanging placards bearing the slogan “Is No Fun, Is No Blinsky!” This creepy toy shop is run by Gadof Blinsky who has a fascination with eerie playthings, accompanied by the monkey Piccolo, who is currently wearing a tutu. The party discovered that this monkey used to belong to Rictavio, who Blinsky claims is a friend.
Blue Water Inn
One of the few notable locations of Vallaki, and one of even fewer that people enjoy visiting, the Blue Water Inn has been owned and operated by the Martikov family for as long as it has existed within the walls of Vallaki. Rarely ever empty, besides the early morning, the Blue Water Inn is the main gathering place of the locals, where they can rest and enjoy a good meal and good wine.
Burgomaster's Mansion
The burgomaster's mansion is the home of Baron Vargas Vallakovich, the Vallakovich Family, and their servants. Baron Vargas has imprisoned a Vallakian dissident, Udo Lukovich in a closet upstairs. A bridal gown and a magical mirror are located in the Baron and Baronesses' room upstairs. Victor Vallakovich keeps his secret arcane workroom (and faulty teleportation circle) in the attic. He is responsible for the disappearance of the family's butler and lady-in-waiting, two people he forced to try the circle, quite disastrously. It is only publicly known they've disappeared.
Church of the Morninglord
Located on the northern outskirts of the village, the church is an ancient building, suffering damage that has grown more and more impossible to hide or deny. While the village of Barovia itself has no defenses against the dangers of the land, the church's location and status leave it even more vulnerable. While the Morninglord's doctrine promotes hope and good will towards others, the centuries of strife and oppression in Barovia have thinned the number of faithful worshippers significantly. Even before the events involving Doru and the wizard, the church was little more than just another building in the village.
Coffin Maker's Shop
This uninviting shop is two stories tall, and has a sign shaped like a coffin jutting outwards above the front door. All of the window shutters are closed up tight, and not a sound can be heard from within. Not a particularly clever or imaginative man even when sober, Henrik's shop has no name besides its function: a coffin maker's shop. Outwardly, it is marked by a wooden sign in the shape of a coffin to differentiate it from the other shops that line the stockyard. Several months before the party arrives in Barovia, a nobleman named Vasili von Holtz approached Henrik at his shop, offering the bitter and cowardly old drunk "good business" if he would follow some simple instructions. One of these was to allow six vampire spawns to be placed in his shop, and another of his instructions was to remove the bones of St. Andral from the church. Henrik has avoided the top floor of his shop ever since, fearful of disturbing the vampire spawn, and instead sleeps and eats downstairs.
Mad Mary's Townhouse
A moaning sob floats through the still, gray streets, coloring your thoughts with sadness. The sounds flow from a dark, two-story townhouse. The house, which is about 40 feet square, is boarded up and barricaded from the inside. The sobbing belongs to Mad Mary. She is lost in her sorrow and despondency. Mary hid her beloved daughter, Gertruda, in this house for the girl’s entire life. Gertruda, now a young adult, broke out of the house a tenday ago and has not been seen since. Her mother fears the worst.
Slavich Woods Player spawn
This is where characters will appear, as they are suddenly dropped into the world of Barovia in the Slavich Southeast Woods. (Or they are from Barovia and are in the woods when the other players get to Barovia.) However, the campaign SHOULD start with how the player characters get to Barovia, whether they are originally from Faerun and ran into the woods or from Barovia and just went out to the woods and found the other players. When players are transported to Barovia, have them talk together and let their characters meet.
St. Andral's church
St. Andral's Church is a temple in the village of Vallaki dedicated to the Morninglord, a deity that is merely an alias of the Faerûnian solar god Lathander and whose faith was started by the Lathanderite Martyn Pelkar. This temple is slouching in appearance, with a bulging steeple in the back and walls lined with cracked stained glass windows that depict saints. Outside of the temple proper is a garden of gravestones, enclosed within a wrought iron fence. By the 15th century DR, the building appeared to be centuries old. Beneath the main altar of the temple is a crypt, holding the bones of its namesake St. Andral, a fact that was known only by the head priest. So long as St. Andral's bones are at rest in this crypt, the temple was hallowed ground and protected from Strahd von Zarovich.
The Death House
You can run Curse of Strahd for 1st-level characters with this mini-adventure, which is designed to advance characters to 3rd level. The house has been burned to the ground many times, only to rise from the ashes time and again—by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. The wealthy family that built the house practiced the dark arts. Through seduction and indoctrination, they expanded their cult to include a small yet nefarious circle of friends. The cultists regarded Strahd as a messiah sent to them by the Dark Powers. Drawn to Strahd like moths to a flame, they pledged their devotion to a promise of immortality, but Strahd turned them away, deeming the cult and its leaders unworthy of his attention. The cultists withdrew to Death House in despair. Centuries later, the cultists’ spirits haunt the dungeons under the house. The building is unwilling to let the cult be forgotten.
Tser Pool Encampment
This is an Encampment of Vistani npc’s. If the party are escorted by a Vistani, their escort remains in the camp and does not accompany them any further. Twelve Vistani (eleven male and female Vistani and one Vistani scout) are gathered around the campfire, singing, telling stories, and relaxing. Thirteen Vistani children are playing in the camp, and are non-combatants with 1hp each. Three Vistani captains are resting in the wagons. The Vistani in this camp are welcoming to any who are allowed to enter their camp. They will not attack or harass unless they are provoked. Otherwise, the players are offered wine and food, and invited to join around the campfire. If the players are in a hurry to leave, an NPC will urge them to see "the Madame," as she has been expecting them.
Vallaki Town Square
The shops and homes that enclose the town square are decorated with limp, tattered garlands and painted wooden boxes filled with tiny, dead flowers. At the north end of the square stands a row of stocks, locked in which are several men, women, and children wearing crude, plaster donkey heads. In the center of the square, peasants in patchwork clothes eye you suspiciously as they use cups and vases to draw water from a crumbling stone fountain. Standing tall at the center of the fountain is a gray statue of an impressive man facing west. All around the square are posted proclamations, discussing future events going on in the town.
Village of Barovia Entrance
The entrance to the Village of Barovia is dreary and cold just like the rest of the town.