Vallakovich Reformation Center

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

1

mobs will overrun the Reformation Center


N11. Vallakovich Reformation in defiance of the Burgomaster, setting the
prisoners free and tearing down the building,
Center
brick by brick.

The Vallakovich Reformation Center The Process of Reformation


is a building that combines the function of a The Reformation Center’s primary
courthouse, a guard barracks, and a prison. goal is to reorient people’s minds into the
However, despite its prominence as a place “correct” way of thinking. Those who
of law, it is far from just. The Center has a question the Burgomaster or cause public
dark reputation for torture, both physical and unrest must be trained to be better citizens.
mental, and for making innocent folk This happens in a series of steps depending
disappear. The people of Vallaki have come on the level of an offender’s corruption.
to fear the Reformation Center far more than Step 0: The Stocks and Execution.
the stocks. The most initial and basic of offenses are
Built generations ago by one of punished with a time in the stocks in the
Vargas Vallakovich’s ancestors, the town square. This is the “slap on the wrist”
Reformation Center is a large, two story punishment that is openly displayed as a
structure built around a stone lookout tower. warning to both the offenders and to the
Originally, it was made to protect the people onlookers. A prisoners’ time in the stocks
of Vallaki from Strahd, should the evil lord usually ranges between one and seven days.
of Barovia ever decide to attack the town. On the opposite end, those who
More recently, the building was commit extreme, public crimes are put to
renovated and upgraded by Vargas’ death in the gallows in the town square.
grandfather as a place to help “reform” Those who murder town guards are
corrupted minds. Anyone who breaks automatically executed because their crime
Vallaki’s laws, shows doubt in Vallakovich is not in their minds. Extreme public figures
rule, or sympathizes with the Devil Strahd like Lady Wachter would also be better off
are taken to the Reformation Center to learn made as an example by being put to death.
the errors of their ways. As a result, the gallows are not used often
and public executions are quite the event in
Reformation Center Adventure Hooks Vallaki.
Captured in Vallaki. With all the Step 1: Incarceration. Criminals are
laws and oppression in Vallaki, the chance captured by the city guard and sent to court
that players will cause some sort of where they are more often than not declared
commotion and attract the attention of the guilty. The presiding judge is either one of
guards is quite high. Instead of being driven the three Reformers or Baron Vargas
out of town as the RAW material suggests, Vallakovich. There is no jury.
captured players are sent to the Reformation Step 2: Subtle Convincing. First tier
Center to serve a sentence for their crimes. offenders are sent to the 2nd floor ward. The
Revolution at the Festival of the prisoners here receive treatment from the
Blazing Sun. During the Festival event, it is Reformers, a trio of elven siblings that use
very likely that Fiona Wachter will magic to alter mindsets and behaviors.
somehow cause an uprising amongst the First, the Reformers use a
people of Vallaki. Should this occur, the combination of detect thoughts, hypnotic
u/MandyMod
Full Sized Maps on Imgur
2

pattern, and suggestion to make the noise before going back into the darkness.
subject’s mind more pliable. They use their The constant strain on their senses breaks
charismatic skills to make the prisoner’s their minds.
objections seem baseless and try to convince Step 5: The Forgotten and the
the subject of their own foolishness. They Damned. If prisoners still seem
cycle through the prisoners, usually unresponsive to treatment, they are
affecting a handful each day. After a few considered the highest tier of offenders and
weeks of treatment, many weak minded must endure penance for their criminal and
individuals begin to believe these thoughts corrupted minds for the rest of their lives.
are their own. Execution would be but a release for such
Step 3: Your Worst Nightmare. If souls.
step 2 seems ineffective, the Reformers These people are moved into the
move on to more sinister forms of treatment: depths of the underground cells. The cells
using the subject’s worse fears against them. are isolated and dark. Besides the food left
The Reformers cast Phantasmal through the door each day, prisoners here are
Force to summon the form of a subject’s left to rot.
loved one and make that illusion attack and
berate the subject. Sometimes the Reformers The Results of Reformation
work in tandem, summoning two images: After enduring any amount of time
one of a loved one and one of a torturer who or treatment at the Reformation Center, tier
interact while the subject watches helplessly. one and tier two prisoners are released back
They also cast Fear on the subject to into Vallaki once they show adequate mental
further the emotional trauma. Finally, the readjustment. These people show signs of
Reformers use Dream to plague the victim’s their trauma in varying degrees for the the
sleep with horrific night terrors. rest of their lives.
Step 4: Sensory Deprivation. If Most former residents of the
prisoners are able to resist the treatment, Reformation Center have a myriad of
they’re moved to the underground solitary nervous ticks as well as fragile dispositions.
cells and are considered second tier Many are plagued by debilitating forms of
offenders. Repeat offenders or those anxiety and depression. Players who spend
convicted for higher level crimes from the enough time in Vallaki may come across a
start begin automatically at Step 4. handful of survivors of this prison.
The solitary ward cells are small and
pitch black. The cells are under the constant Notable NPCs at the Center
effect of a Silence spell, which the
Izek Strazni. Izek is Captain of the
Reformers recharge each day. Prisoners in
Guard. However, he rarely makes
these cells are left blinded, deaf, and alone
appearances at the Reformation Center. Izek
for weeks without any human interaction.
much prefers being on the front lines, openly
Even their food is slid through a small flap
patrolling Vallaki before retiring to his room
at the base of the door each day, which they
at the Baron’s Mansion. As far as he’s
can only find by feeling around in the
concerned, Izek’s responsibility is to catch
darkness.
criminals. What happens to them afterward
After a few weeks at a time, the
is someone else’s job.
prisoners are then forcibly taken from these
cells and thrust into a room of light and

u/MandyMod
Full Sized Maps on Imgur
3

Baron Vargas Vallakovich. Two with smiles exceptionally foolish. However,


days a week, Vargas spends his hours in the they still want the people of Vallaki to be
courtroom acting as judge. Otherwise, happy and to fear Strahd, and so keep up
Vargas does not venture far into the their work.
Reformation Center, much preferring to For Your Consideration: Victor
leave such nasty business in the hands of the Vallakovich is actually secretly learning
Reformers. Every couple months, he takes a magic from the Reformers, thus gaining the
cursory tour of the main floors to admire the spells and methods he would need to break
work being done. Stella Wachter’s mind. The elven siblings
Quote: “Oh come now, my dear. You are unaware Victor has been carefully
mustn’t cry to me! The first step in your observing them and creating his own
rebirth is accepting you’ve no one to blame spellbook.
but yourself, after all.” Guards. The Reformation Center is
Reformers. The Reformers are a trio positively teeming with guards. The building
of elven mages responsible for using their serves as a training ground for newer
magics to condition and brainwash prisoners recruits and a base of operations for the
at the Reformation Center. They were given captains. Most guards are loyal to the
their positions by Vargas’ grandfather when Burgomaster, raised from birth to follow the
he updated and renovated the building. Vallakovich line unwaveringly. Some guards
Consisting of two brothers, Legalai are former prisoners at the Center, now
and Ilimir, and a sister, Ivalice, the reformed and ready to serve. However, there
Reformers came to Barovia over one are a few who’ve retained their free thinking
hundred years ago with a traveling band of minds and are deeply disturbed by the
adventurers. The group fought together goings on in the Reformation Center.
valiantly and aspired to defeat Strahd. Prisoners. The prisoners are a
However, Strahd annihilated them. The high variety of people. The majority are normal
lord hunted down the party and their allies, townsfolk caught saying the wrong thing at
murdering them and leaving nothing but ruin the wrong time to the right people. Some are
in their wake. As the siblings watched their dissenters who tried to actively oppose the
friends die horrifically at the hands of the Burgomaster. Some are thieves and bandits
devil, they abandoned their adventures and and actual criminals. However, none will
hid in Vallaki where the Burgomaster at the leave this place with minds intact.
time took them in. The Mindlost. The mindlost are
The Reformers have since vowed to brainwashed human servants that live in the
never let someone willingly oppose Strahd underground prison. While normal guards
again, for they know the consequences deliver meals to the first tier prisoners on the
personally. They truly believe that blissful second floor, the mindlost serve meals to the
ignorance is a far better life and use their offenders in the cellar.
magics to help the people of Vallaki remain The mindlost were the worst of the
happy. If a little pain is needed to promote worst offenders. A couple are former sadists
that happiness, then so be it. and serial killers. A couple others are Strahd
The siblings aren’t particularly supporters. One even tried to plot the
enamored by Vargas. They are far more assassination of the Burgomaster. The
intelligent than the Burgomaster and find his Reformers ritualistically casted a modified
belief that he can somehow combat the devil version of Feeblemind on these individuals

u/MandyMod
Full Sized Maps on Imgur
4

and left them to attend the dungeons. The All locked doors can be opened with
mindlost are virtually brain dead and DC 15 thieves’ tools unless otherwise stated.
incapable of speech, able only to mindlessly
follow the Reformers’ orders. 1. The Courtroom
The mindlost are neutral human This large, two story courtroom has a
non-combatant commoners. However, their pitched roof with rafters. Several wooden
Intelligence and Charisma scores are 1. benches are separated from the front of the
They’ve been given the following duties and room by a two foot high wooden divider
know nothing beyond them: 1. Deliver food fence. A large, ornate chair sits on a raised
to the prisoners. 2. Collect dishes and plates dais at the end of the room like a throne.
as well as they can and leave them by the
dungeon entrance for removal. 3. If a cell Informally and much more popularly
hasn’t shown signs of life for a month, stop known as “Executioner’s Court,” this is
delivering food. After another month, check where those accused of breaking Vallaki’s
the cell for a body and bring the corpse to laws come to prove their innocence or, at the
the dungeon entrance for disposal along with very least, ask for mercy in sentencing.
any piled dishes. However, nearly all cases that come to this
courtroom are declared guilty and sentenced
Areas of the Reformation Center anyway, giving the area its nickname.
Not far behind the Burgomaster’s Mansion One of the Reformer siblings holds
stands a fortress-like complex that brims court the first two days of a week and
with authority. The two story building is Vargas Vallakovich holds court on the last
supported by a tall, stone lookout tower, two. On other days the courtroom is closed.
atop which you catch the faintest glimpses Both the Reformers and the Burgomaster
of guards peering out over Vallaki. The front serve as judge and jury and their rulings are
of the building bares two, giant wooden never merciful.
doors that sit heavily in their frames. When court is in session, two elite
guards and four guards stand watch over
Locks and Keys the proceedings. When court is not in
session, two guards stand watch near the
Most doors in the Reformation judge’s dais.
Center are locked. Usually, a guard The courtroom’s front doors are
patrolling the area carries a key to one or unlocked when court is in session, and
two nearby doors. locked otherwise. One guard carries a key to
Vargas Vallakovich has a skeleton the front doors and another carries a key to
key which opens all doors in the Center, Area 3. None have a key to Area 2 except
which he has on his person when he visits. the Reformers.
Otherwise, the key is in a locked drawer in
the desk in his library (Area N3L) at the
Burgomaster’s Mansion.
Each of the three Reformer siblings
also carry a skeleton key, which they keep
attached to a bracelet on their wrists at all
times. They never remove the bracelets.

u/MandyMod
Full Sized Maps on Imgur
5

2. The Reformers’ Chambers


You find yourself in a cozy, but well
furnished room. There’s a bookshelf and a
couple desks on the east wall and a tall
wardrobe, slightly ajar. There’s a wash basin
in the corner of the room and a number of
plush pillows are piled by the fireplace. A
similarly plush couch sits nearby and tucked
in the far corner is a small footlocker.

Because the Reformers are elves and


don’t sleep, this room contains no beds.
Instead, the Reformers use this room for
their meditations and to further their studies.
The door to this room is both locked
and trapped by a glyph of warding spell. The
only keys to this room are the skeleton keys.
To notice the glyph, a PC must succeed on a
DC 14 Intelligence (Investigation) check.
The glyph activates if someone opens the
door without saying the password:
“Waterdeep.” If triggered, all creatures
within 20 ft. of the door must make a DC 14
Dexterity saving throw or take 5d8 thunder
damage or half as much damage on a save.
The thunder also makes a loud noise which
alerts all creatures within 60 ft.
Treasure: The desk contains three
leather pouches, one containing 50 gp, the
second containing 10 sp, and the last
containing 25 cp. Tucked into the cushions
on the couch is an ornate, silvered dagger.
The footlocker contains a carefully folded
Cloak of Elvenkind, equipment from the
siblings’ adventuring days.
The wardrobe has a false back which
can be found with a DC 15 Investigation
check. In the hidden area is a mid sized
metal chest that is both locked and guarded
with a poison needle trap (DC 20
Investigation to find and DC 15 thieves’
tools to disarm). If triggered, the opener
takes 1 piercing damage from the needle and
is paralyzed for 1 hour.
u/MandyMod
Full Sized Maps on Imgur
6

Inside the chest is a spellbook


containing the Reformers’ spells from their 4. The Main Hall
spell list, an aged map of Waterdeep (the This seems to be the main walkway of the
Reformers’ hometown before they were building. Of the many doors leading into this
brought to Barovia), and a signet ring with a room, one heavy wooden door sits on a
ruby gemstone worth 50 gp (Formerly curved, stone wall. A wide staircase takes up
owned by Ivalice’s fiance who died by the center of the room.
Strahd’s hand). The chest also has a false
bottom, which can be found with an This hallway gets a lot of foot traffic,
additional DC 15 Investigation check. mostly between guards and prisoners. Each
Beneath the false bottom is a Spell Scroll of floor is only decorated with a mounted
Feeblemind. shield bearing the Vallakovich coat of arms
and twin plaques of the Vallakovich family
3. Prisoner Processing and Holding Pen crests.
Three armored guards resolutely stand There are always two elite guards
watch. Two benches, a pile of discarded making rounds here, one on the first floor
clothing, and some lockers sit along the and one on the second, who alternate shifts
western wall. To the east, behind floor to every six hours. The guard on the first floor
ceiling iron bars, is what appears to be a carries a key to the far western door, which
large prison cell with a handful of huddled leads down to the underground prison. The
occupants. guard on the second floor carries keys to the
locked doors to Area 10, Area 9, and the
Newly captured criminals cells in Area 9.
(reformation step 1) are placed in the
holding pen to await their day in court. If 5. Mess Hall
they’re found guilty, they’re further The mess hall smells of burnt food and
processed in this room before being taken to starch. While a makeshift kitchen makes up
their cell. the far corner of the room, tables and
The doors to Area 1 and Area 8 are benches take up the rest of the space.
locked. There are always three guards on
duty here in alternating shifts, one of which A skinny old man simply known as
holds the keys to the locked doors. Cook (N human commoner) mans the pots
The lockers contain various and pans in the makeshift kitchen. He makes
confiscated objects from the currently large pots of starch heavy gruel each day for
confined prisoners. If they’re found guilty, the Reformation Center’s many prisoners.
these objects become the property of the He makes hearty stew and tough breads for
Baron and are sold off to pay for and the guards. Cook is in the kitchen from the
support the Reformation Center. early morning until sunset, when he returns
Treasure. Currently the lockers to his home for rest.
contain a gold wedding band worth 1 gp, a At any given time, 1d6 guards are in
pouch containing 5 sp and 9 cp, a dagger, a the mess hall eating a meal.
set of thieves’ tools, and a hooded lantern.

u/MandyMod
Full Sized Maps on Imgur
7

sharpened point so that the barrier stretches


6. Guard Barracks up like hundreds of deadly spears. The
Rows of simple beds take up the space of ground beyond the fence is well trodden and
this room, each with an accompanying guards patrol the area like vengeful spirits
footlocker. Besides the spartan furnishings, a searching for an outlet for their wrath.
shield bearing a coat of arms hangs in the
center of the far wall. The fence is ten feet tall and topped
with sharpened spikes. The gates are always
The shield bares the Vallakovich coat locked but can be opened with thieves tools,
of arms. Most of the elite guards have their DC 15. The fence and gates can be climbed
own homes and families in town. Long term with a DC 20 Strength (Athletics) check.
guards tend to share communal lodgings However, an additional DC 12 Dexterity
elsewhere. Newer guards, trainees, and saving throw must be made or take 1d4
cadets sleep in these barracks. piercing damage from the spikes.
At any given time, there are 2d4 - 2 There are perpetually two guards on
guards in each barracks either sleeping, patrol in the front gated area and three
rising, or readying themselves for bed. guards on patrol in the back gated area
which change shifts every six hours. One
7. Training Room and Armory. guard in the front gated area carries the key
to the gate and the door to Area 3. One
This tall, stone tower far outdates the rest of
guard in the back gated area carries the key
the building. The watchtower is hollow, save
to the gate.
for a large, stone staircase that spirals up to a
ladder which leads to the rooftop hatch. The
9. Second Floor Prison
ground floor contains several lockers and
shelves bearing a variety of weapons, the This prison ward contains rows upon rows
majority of which are longswords, of cells, locked by floor to ceiling iron bars.
shortbows, and pikes. Suits of armor sit on Each contains a makeshift cot and a single
stands waiting to be donned. Hay litters the bucket for waste. The majority of the cells
floor in the center of the room, serving as have occupants, all in varying states of
padding around a pair of training dummies. mental health. Some pace their cells angrly.
Others cower from unseen evils and talk to
During the day, the training area is themselves in long lines of gibberish. This
occupied by one elite guard teaching four place feels more like an insane asylum than
guards fighting maneuvers. During the a prison.
night, the training room is unoccupied and
the door locked. The first tier prisoners undergoing
Treasure. The armory contains reformation steps 2 and 3 are held here.
multiple longswords, pikes, shortbows, and Should a PC be arrested and sentenced, they
quivers of arrows. The armor is all chain might be moved to any of the cells marked
shirts and shields. with an X.
There are two windows at the ends
8. The Gated Yards of the main hallways which let in minimal
light. These windows are barred from the
A wrought iron fence encloses most of the
outside.
building. Each post is topped with a

u/MandyMod
Full Sized Maps on Imgur
8

Two guards patrol the hallways and


switch shifts every six hours. Neither guard 11. The Watchtower
has keys to the cells. The elite guard on the The top of the tower has four impressive
second floor of Area 4 has the keys instead. ballistas mounted into place. The view here
overlooks most of Vallaki and provides
10. The Reforming Chamber excellent vantage points over the grounds
Darkness clings to the corners of this room surrounding the building.
like a curse. Heavy black curtains separate
the space and warp the walls, making the One elite guard and three guards
room seem somehow unstable. The entrance are always on watch here in alternating six
way contains shelves stacked with small, hour shifts.
cloudy jars on one wall and a shield with a
coat of arms on the other. The central 12. The Sensory Deprivation Cells
chamber contains a single chair that’s been Upon entering this area, you’re shaken to
mounted to floor. Leather straps are attached find that you’ve gone deaf. You can no
to armrests and legs of the chair, open and longer hear your footsteps or the gentle
waiting for their next victim. The only wall sound of your clothing rubbing together. In
unshrouded by drapes displays a massive the center of this dark, soundless hallway is
painting depicting a demonic figure on a a pale blue orb emitting only the faintest of
flaming horse. The figure smiles cruelly and light.
clutches the mutilated corpse of a dead child
while other witnesses flee in terror. This is where second tier prisoners
are held. The door from the stairwell into the
This is where the mental torture and hallway is locked and guarded by an elite
conditioning takes place. The Reformers guard.
usually focus on two or three prisoners a The doors beyond that are made of
day, using the methods detailed in “The heavy iron and are locked from the outside
Process of Reformation” to break them. by heavy latches and bolts. They require no
The painting is a depiction of Strahd, keys. Each door has a two inch metal flap on
but much more devilish in appearance than the bottom that can be lifted for plates of
he actually is, with horns, a tail, and other food.
ghastly features. While all other Both the hallway and the eight cells
iconography of Strahd is banned throughout are pitch black. The glass orb isn’t a
Vallaki, this painting exists solely to legitimate source of light, as it only creates
promote fear and is accepted as a necessity dim blue light for 2 feet. It would be
of reformation. Vargas adamantly avoids the impossible for prisoners to see such light
painting, however, and refuses to unless they looked directly at the orb.
acknowledge its existence from his own The glass orb is a large magical item
personal fear of Strahd. about one foot in diameter that can contain
The door to this room is always and maintain one spell for a continuous 24
locked. hour period. If the orb is moved at all, the
spell currently contained within is
immediately deactivated and lost. The orb is
also exceedingly fragile. If a creature should

u/MandyMod
Full Sized Maps on Imgur
9

hold the orb and attempt to move faster than


their normal speed or perform any strenuous 13a. The Mindlosts’ Room
physical activity (such as fighting or This cell looks identical to all the rest, save
climbing), roll a d6. On a 1, the orb cracks for the fact that it is unlocked.
and loses all its magical properties.
One of the Reformers comes down to This is the only cell that is never
this hallway each day and deposits a silence latched. The mindlost gather here to eat and
spell into the orb. sleep.

13. The Halls of the Forgotten 13b. The New Corpse


These long, underground hallways are dark This room reeks of recent death. The body
and suffocating. The foul stench of human of a man lays curled in the corner. Flies
waste and decomposition permeates the air swirl around his corpse and maggots eat at
like the faint cologne of a dead god. his flesh.

This is where third tier prisoners are The mindlost have yet to find this
held. Each cell contains a deteriorating straw man for disposal.
mat and a hole in one corner for a makeshift
toilet. The people down here are not tortured 13c. The Lovers’ Cell
or taken from their cells, but are instead left
These two cells are exceptionally dirty, with
to rot.
piles of earth pressed into the corners. A
The doors are made of heavy iron
small tunnel, no more than a couple feet in
and are locked from the outside by heavy
diameter, connects the two rooms.
latches and bolts. They require no keys.
Each door has a two inch metal flap on the
One individual driven mad from
bottom that can be lifted for plates of food.
years of isolation, clawed their way through
Four mindlost roam these hallways
the walls to the neighboring cell. The two
and distribute food to the cells each day. The
were strangers, but have since taken solace
door from Area 12 to Area 13 is also locked
in each other’s company.
from the outside by the same deadbolts,
The tunnel is small and narrow. A
meaning the mindlost are incapable of
medium creature can fit through by crawling
leaving the halls as well.
on their stomach.
Everyday, guards from the upper
levels deliver pots of gruel beyond this door,
13d. Vallaki Redemption
but venture no farther. They also collect
dirtied dishware and the occasional corpse This cell is piled high with dirt and
which the mindlost have gathered for displaced stones. The area that once likely
disposal. The only other time guards come held the makeshift bathroom has been
down to this level is to deposit a prisoner in completely excavated. An earthen tunnel
one of the cells. descends into the darkness.
If players end up down here, they
may be placed in the cells marked with an One prisoner escaped the
X. Reformation Center, tunneling their way to
freedom. The mindlost found the tunnel, but

u/MandyMod
Full Sized Maps on Imgur
10

are too brainless to understand that it is an Mrs. Ivana Mironova. Mrs.


escape. They’ve since left the cell as it is. Mironova is a cultist and avid follower of
The tunnel is exceptionally narrow. Lady Watcher. Her son, a fourteen year old
A medium creature would have to crawl on boy, once spent time at the Reformation
their bellies to make their way through. If Center and came back broken. Ivana has
that medium creature is quite bulky or large, since come to hate the Baron and joined the
they will have to roll two different DC 14 cult to stop him. During her trial, she
Dexterity saving throws to successfully remains adamantly tight lipped and bitter.
slither through the tunnel. On a fail, they The only things she has to say are some
become stuck in the tunnel and may try their vulgar obscenities aimed at Vargas. For her
save again in six hours. refusal to cooperate and her open hostility,
The tunnel comes up just outside the Ivana is sentenced as a tier two criminal and
prison walls, in an area surrounded by is lead down to the sensory deprivation
underbrush. Due to its small size, it is quite ward.
hard to find. Any player actively looking Jonathan Ulbrek. Jonathan got into
around the prison, perhaps because they’re a drunken altercation three nights prior and
casing the building, spot the upset earth with he ended up in a fight with some guards,
a DC 25 Perception check. If a player is giving one a nice, black eye. Though he
actually looking for the tunnel, they find it remembers nothing of the event and is
with a DC 16 Perception check. If a player incredibly remorseful, Jonathan is sentenced
spots the tunnel without knowing what it is, as a first tier prisoner.
simply describe it as a patch of disturbed
dirt. Breaking In to the Center
Throughout their stay in Vallaki,
Events at the Reformation Center players might have multiple reasons to try
and infiltrate the Reformation Center.
Executioner’s Court Perhaps another player has been imprisoned.
During their wanderings of the Perhaps they’ve been recruited into an
streets of Vallaki, the players might attend a underground revolution. Perhaps the
session of Executioner’s Court. You might goodness in their hearts simply demands
use a court session to further exemplify they investigate and liberate. Here are some
Vallaki’s totalitarian government. Perhaps hooks and sources of information that may
the players are attracted by a crowd at the entice them.
courthouse. Perhaps they follow another The Martikovs. The Keepers of the
NPC. In any case, the following trials might Feather primarily work against Strahd.
take place. However, they aren’t particularly fond of
Siggurd Rilsky. Siggurd missed the other sources of evil either. Urwin and
Wolf’s Head Jamboree because of his Danika Martikov, the wereraven proprietors
mother’s recent passing. She grew ill over at the Blue Water Inn, have had their eye on
the course of a few days and died on the day the Reformation Center for quite a while. If
of the festival. Siggurd is sentenced to five players show interest in the center or
days in the stocks, for which he is incredibly otherwise ally with the Martikovs, they may
grateful. suggest the players do something about the
Reformation Center.

u/MandyMod
Full Sized Maps on Imgur
11

Guards at the Blue Water Inn. However, players who can


Every so often, guards from the center spend successfully navigate his madness can gain a
their time off duty drinking wine at the Inn. myriad of useful information on the Center,
If coaxed, the guards, Laslo and Burns, will including the relative location of his tunnel.
provide information once drunk enough.
These two know the general layout Breaking Out of the Center
of the 1st and 2nd floors of the prison. They On the opposite end, if a player ends
also find it annoying keeping track of all the up a prisoner in the center, you don’t want
different keys for the many locked doors in them to sit idly by waiting to be rescued.
the prison and wish they had a skeleton key Here are some hooks an imprisoned player
like the Burgomaster’s. might use to break out of the center.
Cook. Cook has his own cart, pulled The Kind Guard. Livius Groza is a
by a single mule, which he uses to get food middle aged man who’s been a guard for
and supplies for the Center. Cook isn’t most of his life. He’s not terribly enamored
terribly observant and one or two players with life in Vallaki, but he’s also smart
can easily sneak into his cart when his back enough not to actively oppose the governing
is turned. law.
The Escapee. Andre Duveskov is the Livius is one of the main guards on
man who tunneled his way to freedom from alternating duty on the second floor. If a
the underground prison. Andre has been prisoner looks particularly down or beaten,
living in secret at the Church of St. Andral, he whispers them careful words of
under the care of Father Lucian. encouragement. Charismatic players can
Andre’s wife was once coveted by convince Livius to turn a blind eye to their
another man before their marriage. When actions or smuggle them small things. In an
she chose Andre over him, the rejected man escape attempt, Livius is the kind of man
falsely accused her of Strahd worship in who will point his fellow guards in the
retribution. Andre’s wife was sentenced to wrong direction.
the Reformation Center and returned home Other Prisoners. The cells on the
months later mentally broken. She took her second level aren’t walled off. The barred
own life weeks later. doors allow prisoners to both see and speak
Wrought with grief and anger, Andre to those in neighboring cells. Though this is
lashed out at the Burgomaster during one of discouraged by the patrolling guards, the
the festivals and was taken to the Center as more level headed prisoners converse
well. However, his anger far outlasted the anyway.
many steps of torture the Reformers dished Players might learn various intel on
out. Eventually, he was sent to the the prison and Vallaki in general.
underground cells to be forgotten. Particularly creative players might be able to
Andre is the only one who’s seen and work together with other prisoners to
experienced the full extent of the arrange a group escape.
Reformation Center’s tortures and lived to The Key in the Corner. Down in
tell the tale. He’s a broken man with nothing sensory deprivation cells, a former inmate
but anger left in his heart. He speaks in managed to swipe a skeleton key off a
circles, often mixing the past and the present Reformer a few years prior. The former
and often rockets between extreme anger inmate unfortunately didn’t survive their
and extreme grief. treatment and the Reformer has since
u/MandyMod
Full Sized Maps on Imgur
12

replaced the key with a copy. The original The players can influence whether or
was never found. not the Reformers and other guards are
If a player is locked in one of the either captured or killed as well as whether
dark, soundless cells, they can find the key or not the building still stands after the dust
tucked into the grout between stones with a settles.
DC 20 Investigation check. The key won’t
work on their cell door (as it’s locked with a
bolt and latch from the outside instead of a
standard keyhole), but if players hold onto it
when they’re moved back to the upper levels
of the prison, they have a useful tool.
The Tunnel. Other prisoners tell the
story of an old prisoner named Andre, who
went mad under the torture. Andre actually
believed that if he were moved to the lower,
less guarded but more isolated levels of the
prison, he may be able to tunnel his way to
freedom.
Andre did get what he wanted: he
was eventually moved to the lower cells.
The other prisoners who tell Andre’s story
all believe him a fool who’s still trapped
down there.

Vive la Revolution
As mentioned in the Adventure
Hooks at the beginning of this module, it is
entirely possible that the Festival of the
Blazing Sun will lead to city wide revolts
against the Burgomaster, lead by Fiona
Wachter.
Should this occur, once the mobs are
let loose from the square, the angry people
of Vallaki will rush the Burgomaster’s
Mansion and the Reformation Center. The
players have the option of joining them in
their storming of the Center, either as allies
or openly leading the mobs alongside Lady
Watcher.
Should players join in a city wide
attack against the Reformation Center, they
will be accompanied by six angry mobs as
well as one fourth of the guards currently
employed at the center.

u/MandyMod
Full Sized Maps on Imgur
13

Fey Ancestry. The Reformers have advantage on


Saving Throws against being Charmed, and magic
can’t put them to sleep.
Reformer Trance. Elves don’t need to sleep. Instead they
meditate deeply, remaining semiconscious, for 4
hours a day.
Medium High Elf, Lawful Evil

Armor Class 12 (15 with Mage Armor)


ACTIONS
Hit Points 40 (9d8) Dagger. Melee or Ranged Weapon Attack: +2 to
Speed 30 ft. hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d4 +2) piercing damage
STR DEX CON INT WIS CHA
9 (-1) 14 11 (+0) 17 (+3) 11 (+0) 12 (+1)
(+2)

Saving Throws Int +6, Wis +4


Skills Arcana +6, Insight +2, Perception +2
Condition Immunities sleep
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Elvish, Celestial
Challenge 6 (2300 XP)

Sibling Spellcasting. The Reformers are a trio of


spellcasters (+4 to hit with spell attacks, spell save
DC 14) who have learned to share their spells
through their bonded magic. Each have the
following spells and spellslots:

Cantrips (at will): Mage Hand, Minor Illusion,


Prestidigitation
1st Level (4 slots): Magic Missile, Mage Armor
2nd Level (3 slots): Detect Thoughts, Phantasmal
Force, Silence, Suggestion
3rd Level (3 slots): Counterspell, Fear, Glyph of
Warding, Hypnotic Pattern
4th Level (3 slots): Phantasmal Killer
5th Level (2 slots): Dream, Modify Memory

If one sibling dies, the remaining lose access to


their 4th and 5th level spells and spellslots. If a
second sibling dies, the last sibling only retains
access to their cantrips, 1st and 2nd level spells
and spellslots.

u/MandyMod
Full Sized Maps on Imgur
14

Strength in Numbers. Upon reaching half hit


points, the mob becomes Frightened of their last
attacker and attempts to flee to the nearest mob.
Angry Mob Upon reaching another mob, this mob is removed
from play and the other mob gains hit points equal
to this mob's remaining hit points.
Gargantuan swarm of humanoids, neutral
If no other angry mob is in the area, the mob
breaks into 10 humanoid commoners who disperse
Armor Class 10
and flee.
Hit Points 184 (16d20+16)
Speed 20 ft.
Mob Mentality. Any creature attempting to sway
STR DEX CON INT WIS CHA the mob by charismatic means has disadvantage
18 (+4) 11 (+0) 12 (+1) 8 (-1) 10 (+0) 10 on their ability check. If a spell is used to effect the
(+0) the mob's mindset and requires a saving throw, the
Mob has advantage on the roll. Attempts to sway
Skills Perception +2 the mob with violence or Intimidation automatically
Damage Immunities fail and attract the mob's wrath.
Condition Immunities charmed, grappled,
paralyzed, petrified, prone, restrained, stunned,
sleep
ACTIONS
Senses passive Perception 12 Multiattack. The mob makes four attacks per turn.
Languages The most common language spoken in
the area Torch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Challenge 5 (1800 XP) one target.
Hit: 7 (3d4) bludgeoning damage + 3 (1d6) fire
damage
Torches. The mob casts bright light up to 30 ft.
Damage is halved if the mob is under half HP.
away and dim light for 30 ft. beyond that.
Stones. Ranged Weapon Attack: +2 to hit, reach
Mob. The mob can move through any opening
20/40 ft., one target.
large enough for a medium creature to pass
Hit: 7 (3d4) bludgeoning damage
through. The mob can't regain hit points or gain
Damage is halved if the mob is under half HP.
temporary hit points.
Assault. Melee Weapon Attack: +5 to hit, reach 10
If the mob regards a creature as an ally or a neutral
ft., one target. Hit: 10 (3d6) bludgeoning damage
entity, the creature can move through the mob's
On a hit, the mob may choose to grapple the target
space without impeding movement or incurring
instead of dealing damage and pull the target into
damage. If the mob regards a creature as an
the mob’s space, or shove the target prone if
enemy and the creature tries to move through the
already grappled. Damage is halved if the mob is
mob's space, they must succeed on a DC 13
under half HP.
Athletics contest to do so and the spaces occupied
by the mob are considered difficult terrain.

Each time a hostile creature ends its turn within the


mob's space, they take 2d4 bludgeoning damage.

u/MandyMod
Full Sized Maps on Imgur
15

Elite Guard

Medium Humanoid, Any Alignment

Armor Class 16 (Chain Shirt, Shield)


Hit Points 32 (5d8 +10)
Speed 30 ft.

STR DEX CON INT WIS C


15 (+2) 12 (+1) 15 (+2) 10 (+0) 13 (+1) 12

Skills Athletics +2, Intimidation +2, Perception +2


Senses passive Perception 12
Languages Any One Language (Usually Common)
Challenge 1 (200 XP)

Pack Tactics. The elite guard has advantage on an attac


against a creature if at least one of the guard’s allies is w
ft. of the creature and the ally isn’t Incapacitated.

ACTIONS
Multiattack. The elite guard makes two melee attacks.

Pike. Melee Weapon Attack: +3, reach 10 ft., one target.


(1d10) piercing damage

u/MandyMod
Full Sized Maps on Imgur

You might also like