TOM 1 REALMS PC's / NPC's ITEMS LOCATIONS GAMELOG

007 Barovia


STREETS OF BAROVIA

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ZOMBIE STREET AMBUSH

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ZOMBIE STREET ENCOUNTER

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E3: ZOMBIE'S IN THE SQUARE

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E4: BILDRATH'S MERCANTILE

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E4A: GHOUL GRAVE

ENCOUNTER LEVEL 9

This encounter can take place at any point in the adventure. The main difference for the party is with regard to the undead creatures they encounter. If the blaspheme has been destroyed the undead do not possess the disease aspect and they do not have the augmentation to strength and turn resistance.

The entrance to the tunnels is in the store room for the mercantile and can be located with a Search check of DC 17. The scuffed and scratched floor is perfect concealment for a trap door and the riting above the floor will reach any part of the floor. With a Spot check of DC 15 the party notices that there is nearly three times the length of rope needed to move crates around the storeroom.

RUNNING THE ENCOUNTER

The floor panel opens to a a tunnel that leads down into a rough chamber, which is entirely dark. The runned is only 7 feet wide in places and the ceiling is the bottom of the mercantime and is only 10 feet tall.

the tunnel opens up nto a fetid earthen chamber that appears to have been created within the last year. The construction appears to be sturdy and the walls are braces with timbers. The floor is compacted earch and there are drag marks.


Ghasts: (2) (CR 3)

HP:  29 each
CE Medium Undead
Init +3;  Senses:  Darkvision60 feet;  Listen +2, Spot +8


AC: 17, touch 12, flat-footed 14
HD 4;
IMMUNE: mind-affecting, proison, sleep, paralysis, stunning, disease, death effects, critcal hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores, fatigue and exahaustion
Resist: +2 turn resistance
Fort +2, Ref +2, Will +5


Speed 30 feet (6 squares);
Melee: Bite +5 (1d8+3 plus disease, paralysis), Claw (2) +3 each (1d4+1 plus disease, paralysis)
Base Attack +2; Grapple +5
Attack Options: disease, parasysis, stench
Abilities: STR 17, DEX 17, CON --, INT 13 WIS 14, CHA 16
SQ: undead traits
Feats: Multiattack, Toughness
Skills: Balance +8, Climb +9, Hide +9, Jump +9, LIsten +2, Move Silently +9, Spot +8

Disease (SU): Necromantic Infection -- slam, Fort DC 13 negates, incubation period instant, damage sickened. An infected creature that drops to -1 hit points or fewer, or that dies, rises as a zonbie in 1d4+1 rounds undles properly treated. Once infected the creature completely drops to 0 hit points after 2d10 turns. After the infected drops to 0 they rise as a zombie after 1d4 turns.
Disease (SU): Ghoul Fever -- Bite, Fort DC 15, incubation period 1 day, dmage 1d3 CON and 1d3 DEX. An infected creature that dies from ghoul fever rises as a Ghoul on the next midnight.  A humaoid with 4 or more Hit Dice rises as a ghst instead.
Paralysis (EX):
1d4+1 rounds; Fort DC 15 negates. (Elves are not immune.)
Stench (EX):
Sickens living creatures within 10 feet for 1d6+4 minutes; Fort DC 15 negates.

Ghast Tactics

 


Inka, Gravetouched Ghoul Monk : (CR 7)

HP:  39 each
Female Human Monk 6
CE Medium Undead (augmented humanoid)
Init +8;  Senses:  Darkvision60 feet;  Listen +4, Spot +4
Languages: Common, Terran


AC: 23, touch 19, flat-footed 19; Dodge, Mobility
HD 6;
IMMUNE: mind-affecting, proison, sleep, paralysis, stunning, disease, death effects, critcal hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores, fatigue and exahaustion
Resist: +2 turn resistance, Evasion
Fort +5, Ref +9, Will +9 (+11 against enchantments)


Speed 50 feet (10 squares); Spring Attack
Melee: unarmed Strike +7 (1d8+3) or
Melee: unarmed Strike +6/+6 (1d8+3) with flurry of blows
Melee: Bite +7 (1d6+3 plus disease, paralysis), Claw (2) +5 each (1d4+1 disease, paracysis)
Base Attack +4; Grapple +11
Attack Options: Deflect Arrows, Improved Grapple, Improved Trip, disease, KI strike (magic), parasysis, stench


Abilities: STR 16, DEX 18, CON --, INT 12, WIS 19, CHA 10
SQ: Slow Fall 30 feet, undead traits
Feats: Deflect Arrows, Dodge, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Multiattack, Spring Attack
Skills: Balance +11, Climb +12, Hides +13, Jump +13, LIsten +4, Move Silently +8, Spot +4, Tumble +13
Possessions: Commanding Bracers of Armor +2

Disease (SU): Necromantic Infection -- slam, Fort DC 13 negates, incubation period instant, damage sickened. An infected creature that drops to -1 hit points or fewer, or that dies, rises as a zonbie in 1d4+1 rounds undles properly treated. Once infected the creature completely drops to 0 hit points after 2d10 turns. After the infected drops to 0 they rise as a zombie after 1d4 turns.
Disease (SU): Ghoul Fever -- Bite, Fort DC 15, incubation period 1 day, dmage 1d3 CON and 1d3 DEX. An infected creature that dies from ghoul fever rises as a Ghoul on the next midnight.  A humaoid with 4 or more Hit Dice rises as a ghst instead.
Paralysis (EX):
1d4+1 rounds; Fort DC 15 negates. (Elves are not immune.)

Inka's Tactics:

Once an intruder (anyone other than Bildrath) enters the main cavern she is awakened. As she still possesses her own mind she can decide to wait in her coffin or meet the intruder.

Her primary orders are to subdue anyone other than Bildrath that enters the chamber. Her orders are simple and Inka is allowed to endulge herself as long as the victim is not killed or severelyl harmed. She has also been ordered to not leave these caverns or take items from any intruder. Inka prefers to attack with her clasws and bite, hopng to paralyse and infect victims. She exploits her high speed, Tumble skill, Mbility, and Spring attack to deliver attacks while staying away from opponents. If inka drops to 9 hit point or below, she switches to her unarmed stikes to deal more damage.


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E5: BLOOD OF THE VINE TAVERN

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E6: GHOUL FORAY

This encounter takes place in the church grounds if the party searches the tomb stones.  These ghouls are starving and have resorted to feeding on the dead from the night before. The bodies of last night have been burned and the Ghasts are searching for any remains.


The Ghasts are not part of the necromantic infection, but an independent pack of undead taking advantage of the chaos. After venturing out of the cemetery Ghasts are moving from house to house in search of still living creatures. They are upset by the quick conversion of zombie victims to yet more zombies but they are so hungry that they are consuming even the rotting undead. They are looking for fresh corpses. If the party manages to make it to the church cemetery during the night they encounter the Ghasts. If the party wait until the following day the Ghasts are found picking through the bones and charred remains of the previous nights victims. The Ghasts attack immediately upon seeing the party.


ENCOUNTER LEVEL 7

This encounter takesp place the first time taht the PC's encounter the Ghasts. Either they encounter the Ghasts during the battle if they approach the church or they encounter the Ghasts the following day behind the church rooting through the burned bodies.


RUNNING THE ENCOUNTER

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MONSTERS:

Infected Zombies:
These mindless corpeses have been animated by necromancy to walk once more. The zombies (and some of the other creatures) stalking Barovia are Catrriers of a terrible infection.

Ghouls (Ghasts):
These foul creature sappear more or less humanoid, but they have molted, decaying flesh drawn tight across clearly visible bones. Mostly hairless they have a carnivore's teeth, and eyes that burn like hot coals in their sunken sockets. As character who makes a successful (DC 20) Knowledge (arcana or Knowledge (religion) check realizes that the Ghouls are actually Ghasts. , which are a more formidible of he Ghoul

Carcass Eaters:

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Infected Zombie(3) (CR 2)

HP:  45 each
NE Medium Undead
Init +0;  Senses:  Darkvision60 feet;  Listen +0, Spot +0


AC: 16, touch 10, flat-footed 16
HD 6; DR 5/slashing
IMMUNE: mind-affecting, proison, sleep, paralysis, stunning, disease, death effects, critcal hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores, fatigue and exahaustion
Fort +2, Ref +2, Will +5


Speed 30 feet (6 squares);
Melee: Slam +6 (1d6+4 plus disease)
Base Attack +3; Grapple +6
Attack Options: disease
Abilities: STR 17, DEX 10, CON --, INT --, WIS 10, CHA 1
SQ: plodding, undead traits
Feats: Toughness
Skills: LIsten +0, Spot +0

Disease (SU): Necromantic Infection -- slam, Fort DC 13 negates, incubation period instant, damage sickened. An infected creature that drops to -1 hit points or fewer, or that dies, rises as a zonbie in 1d4+1 rounds undles properly treated. Once infected the creature completely drops to 0 hit points after 2d10 turns. After the infected drops to 0 they rise as a zombie after 1d4 turns.

Zombie Tactics

On its turn, each zombie moves from it startng position toward the closest enemy, The zombies try to overwhelm a single target if possible, They do not purposely go though the hole in the floor.


GHASTS (3)

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CARCASS EATERS (2)

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AFTER THE BATTLE

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E7: CHURCH

The party has already met Danovich when they met the Light Bringer Ashlyn. When they encountered the church that furst tiem it was in disrepair but was still intact. The evil that lies underneath the church had not grown large enough to breach the church yet. The only effect was a dismay and a slight desecration of the building.

A great sagging at office of stone and would stanza top a slight fry's on the ferry roots of the great pillar stone avi on the present castle like liquors 2 holes burn through the roof singles and of course chanting is audible within.

Characters to listen at the double doors parentheses listen d_c 15 parentheses here 8 voice I doing a strange convoluted prayer and anything from somewhere inside.


Danovich was the village priest. He devoted years of fighting the influence of strada over peruvian. He spends most nights meditating enchanting prayers to board away evil. 1 night, though, is prayers prude inadequate. His son, was killed by bergen on the old village road.

This tragedy, on top of the stress of decades of the dillons without respond, finally broke down a bitchseduced by the very evil evil it so long, the priest read a fragment from the lever blasting a terrible menu script he discovered years ago in the catacombs below castle rate unlocked. Using the vinyl techniques it describes, he attended to revive his son. The result was a blast seen, and on dead horror who's perverted existence propagate the neck romantic infection.

Dunno village keeps do ru sick western in the church is under story, but as long as the black female exists, the zombie infestation versus. Several on dead now share the ground floor of the church with the shattered priest.


Development:

A hollow in the church is alter contains in addition to other items described blow a much stained journal cat by then avenge. The species can locate the hollow automatically by announcing there intend to search the altar. The last half of the journal describes dunno bitches grief over his son's death, reveals his descent into madness, and rationalize is his subsequent decision to read the first manuscript.

The first half of the journal contains only stars notation spending months or years with hardly a word. The pc's can clean a few minutes of relevant inforsmation summarize in the following entries.

There is a book, the toma of strada that mike shad light on the steps necessary to destroy the monster of the castle. It is well known that stride keeps meticulous notes from ancient times on all he did or said. Perhaps some weakness of his could be found there. This town was once located in raven law library, but now I'm not sure where it is. I have asked madam eva about it, and she mumbles something in decipher awful. Why do sears always speak in riddles.

Treasure:

Atop the altar is the fragment of the lever blasting, which describes how to create a blast theme from a recently dad human courts. The process is lenghty 1 week and requires 15,000 gold piece is worth of materials. It can be attempted only on the corpse of a close blood relation of the creator parentheses parent, grand parents, child, or grandchild. The hollow in the altar contains other valuables:

  • A gold chalice worth 700 gp
  • Silver Bell worth 50gp; silence spell 20 ft radius lasts 10 minutes
  • Silver Bell worth 50gp; silence spell 20 ft radius lasts 10 minutes
  • Potion of Cure Moderate Wounds
  • Potion of Cure Moderate Wounds
  • Potion of Cure Moderate Wounds

ENCOUNTER LEVEL 8

This enconter takes place when the PCs enter the old village church (labled E7 on the village map). The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Hide checks.

The church interior is a shambles, with overturned and broken benches littering the dusty floor. A claw-scarred altar broods at the north end of the church, directly north of a gaping hole in the rotten floorboards. A hoarse voice coming from theat same direction chants the phaases o a nonsence prayer.

The party was inside the chruch just a few hours ago and the inside is considerably different. The church has devinately see better days but the place looks years older and the wood has begun to rot. The hole in the floor was not there before and the walls were not covered in mold and rotting wood. All of this damage has occured in the last 12 hours.

Running This Encounter:

When the pcs open the doors to the church, no enmies are immediately visible. If anyone enters, ask the player to place their character inside or outside the church; any PCs inside should be no more than 10 feet from the entrance. Roll initiative for all monsters, but do not place them until their turn in the initiative order. on their initiative, the infected zombies (Z) and the deathlock (DL) open the doors and attack. The old priest, Danovich (D), jumps from behind the altar where he wa praying.

When Danovich appears:

A wild-haired man pops up from behind the altar. He screams, "You can't take my son from me!" and launches a spell from a crumbling scroll he clutches in one filthy hand.

If one of more PCs approach shealthily, they find Danovich crouched behind the alta, sobbing and mumbling disjointed prayers. He acts on his initiative count if he is awareo f the PCs entering the church


The Monsters:

  • Infected Zombies
  • Infected Deathlock
  • Danovich

Infected Zombie(3) (CR 2)

HP:  45 each
NE Medium Undead
Init +0;  Senses:  Darkvision60 feet;  Listen +0, Spot +0


AC: 16, touch 10, flat-footed 16
HD 6; DR 5/slashing
IMMUNE: mind-affecting, proison, sleep, paralysis, stunning, disease, death effects, critcal hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores, fatigue and exahaustion
Fort +2, Ref +2, Will +5


Speed 30 feet (6 squares);
Melee: Slam +6 (1d6+4 plus disease)
Base Attack +3; Grapple +6
Attack Options: disease
Abilities: STR 17, DEX 10, CON --, INT --, WIS 10, CHA 1
SQ: plodding, undead traits
Feats: Toughness
Skills: LIsten +0, Spot +0

Disease (SU): Necromantic Infection -- slam, Fort DC 13 negates, incubation period instant, damage sickened. An infected creature that drops to -1 hit points or fewer, or that dies, rises as a zonbie in 1d4+1 rounds undles properly treated. Once infected the creature completely drops to 0 hit points after 2d10 turns. After the infected drops to 0 they rise as a zombie after 1d4 turns.


Zombie Tactics

On its turn, each zombie moves from it startng position toward the closest enemy, The zombies try to overwhelm a single target if possible, They do not purposely go though the hole in the floor.


Infected Deathlock (1) (CR 3)
 

Danovich, Fallen Priest (1) (CR 5)
 

Pasic Dustin is looking for a place that he calls home. 

 

 

 

 

 

E7A: CHURCH UNDERSTORY

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As described in tactical counter the 7, the center of the church floor has begun to all away.  If Danovich decides to flee the pc's by jumping into the hole he joins his reanimated son and two zombies in the understory to continue to fight.

Doru the blaspheme haunts the understory. Along with him are the animated corpses of the 2 unfortunate light bringers Thendrick and Mathilda, risen as infected zombies.  The area contains remnants of the alchemical equipment Danovich used for the reanimation process.

Tactical encounter:

Development:

Doru is the hub of the necromantic infection.  If the blaspheme is destroyed, all infected zombies immediately become lifeless corpses and fall where they stand.  This immediately ends he zombie incursion.  Other undead leave the village once the zombies cease.

If the PC's haven't yet spoken with the Vistani and learned about Strahad they seek them out at the first opportunity.

As the party searchs the understory they locate a crate that is labled by the Mercantile Bildrath for delivery to the next town. Bildrath has a mercantile in the next town and these are scheduled for delivery in two days.  The Light Bringer's equiptment and cloths are packed in the crate.

Treasure:

  • Danovich's specalized alchemical equiptment is worth 2,000 gp if undamaged
  • Damaged alchemical equiptment is only forth 500 gp
  • Half-plate (+1 armor)
  • Chainmail (+1)
  • Greatsword (+2 att/dam)
  • 2 Scroll of Cure Light Wounds
  • Scroll of Lesser Restoration

E8: CEMETARY

To Merek and party:

Dawn is coming. The rest of the party is restless and anxious, some of them even eager to get started. The Barbarian wanted to leave at sundown. It took all of us to convince him that was a bad idea and I still half expect him to be gone before the day break. I've tried to tell them what we're up against, tried to detail the devil Strahad but they don't care. They are more interested in glory and what names they can make for themselves. Honestly, I truely hope we all survive so they can have their glory and their name.

I have had many years to think about what to tell you. There is a lot that I want to discuss but shouldn't. You can't go this alone and in the dark and because the Vistani will not help you I will tell you this. The devil Strahd is waking. It may be weeks or months but he is waking. The Vistani tell us as much but they will not help. It would seem that our pending mission is doomed to fail.

My intent was to return to the time I visited the village of Barovia the first time. I even put together a high level party that I thought would both complement and augment my previous party. I may never know if Donovan lied about knowing how to send me back or if he mistranslated. I dont pretend to understand the gate like he does. At this point it doesn't matter because I'm 50 years too early. I have made arrangements that if I do not survive the night some of the tools that I have acquired will hopefully survive until your visit to Barovia. Along with the blade of the Sun sword I leave this bit of lore about a "chosen one". A young Vistani girl, Eva, mentioned in passing a "chosen one" but she was quickly hushed and removed from site by the other Vistani. Over the next couple of days Eva managed to sneak information to me and the rest of the party. We were able to take a side trip deep in the forest to recover a holy item that is sacred to the chosen one. We were never able to locate the "chosen one" but we did learn that he or she is some type of balance to Strahd's evil. He or she supposedly has something to do with Strahd's origins but, once again, this was a dead end as the Vistani aren't talking. As best as we can piece together, in times of great unrest the "chosen one" awakens. We had absolutely no luck in locating this "chosen one" and it may be only a myth. Even if the "chosen one" is a myth,the holy symbol we recovered is real and it is divine. Hopefully you will have better luck with this holy item than we did.

I just received word that the Vistani are not going to help us in this time either. And they said they've already done too much already and that anymore would put them all in danger. At this point I've tried to make every argument I can think of but if I haven't been able to change their mind yet, there's no need to try in the next few hours. I've given this letter to Eva as well as instructions as to what's to be done with my body and my possessions if I don't survive. I believe in this respect she will follow my instructions. Ideally, I hope to change things and take this letter back but I have become a realist in my old age and I do not expect to see another sunrise after today. I have to try.

In addition to this letter I have included instructions for the bonding ritual that needs to be performed on the Sun sword. I have also included the required platinum pieces as well as the other ingredients that we will need. The blade itself bonds to whoever performs the bonding ritual and the Platinum is used to form the new hilt once the bonding ritual has been performed.

Childe Merekus Knight of the Order of the Raven


E9: ZOMBIE-INFESTED BUILDING

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MAD MARY'S TOWNHOUSE

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BURGOMASTER'S HOUSE

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