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LoBBlueWaterInnPK
LoBBlueWaterInnPK
LoBBlueWaterInnPK
1
Table of Contents
Credits....................................................................................... 1
Table of Contents ................................................................... 2
Overview .................................................................................. 3
Keepers of the Feather .................................................................. 4
Leaders ......................................................................................... 4
Kenku Spies ................................................................................ 4
Approaching the Inn ...................................................................... 5
Blue Water Inn (First Floor) ................................................. 6
Taproom ............................................................................................ 7
Rictavio’s Tales ......................................................................... 7
Wine Storage .................................................................................... 8
Quest for Wine ........................................................................... 8
Kitchen............................................................................................... 9
Secret Meetings ......................................................................... 9
Blue Water Inn (Second Floor) ........................................... 10
Ravens’ Loft .................................................................................... 11
Treasure ...................................................................................... 11
Rictavio’s Room ............................................................................ 12
Secret Attic.......................................................................................13
Special Event: Demonic Possession ................................... 14
Beginning the Encounter ............................................................ 14
Demonic Dream ............................................................................. 14
Characters Awake ......................................................................... 14
Arphaxat the Demon .................................................................... 15
Possession ...................................................................................... 15
Exorcism ......................................................................................... 15
Other Exorcisms ...................................................................... 15
Appendix ................................................................................ 15
2
Overview
The Blue Water Inn provides the only accommodations in
Vallaki for travelers. Vallaki rarely sees travelers, except
for the occasional trader or visitor from Krezk or the
village of Barovia.
Adventurers who wander into Barovia often find
themselves at the Blue Water Inn, perhaps the only place
in all Barovia that is welcoming to outsiders. The
proprietors are Urwin and Danika Martikov. They have two
young sons: Brom and Bray. Urwin is usually found in the
kitchen, while Danika serves the bar.
Locals and travelers alike gather and socialize at the
Blue Water, exchanging news, sharing stories, and even
conducting business. Musicians provide entertainment
occasionally as well. Use the Regular Patrons table to
determine who is present at the inn at any given time.
Some of the patrons appear in the “Vallaki Guide,” and
Danika is always present. Change the patrons present
based on the time of day to create the feeling of a busy, R OOM AND BOARD
thriving establishment.
Rooms Price
Prices for food and drink also appear on the Room and
Board table. Much to the owners’ chagrin, the inn is Private room (sleeps 2) plus a
10 sp per night
meal of soup and bread
currently out of Red Dragon and running low on purple
mash wine. See “Quest for Wine.” Bunk room (sleeps 4) plus a meal
5 sp per night per bunk
of soup and bread
Wolf steak 5 sp
Venison stew 3 sp
Rabbit stew 2 sp
Eggs and mash 1 sp
Bangers and mash 1 sp
Hard cheese and smoked meats 2 sp
Mug of ale 3 cp
Cup of purple mash 3 cp
Cup of Red Dragon Wine 1 sp
R EGULARS
1d12 Patrons
1 Vallaki villagers (2–6)
4 Rictavio
9 Ernst Larnak
10 Muriel Vinshaw
11 Izek
12 Lila (herbalist)
3
Keepers of the Feather
Formed during the Great War against the Terg centuries
ago, the Keepers of the Feather were a spy syndicate
reporting to Lord Argynvost. Now they are secret society of
wereravens that opposes Strahd. They do not trust
outsiders and rarely share their secrets. One must earn
their trust to be welcomed into the inner circle.
The Keepers of the Feather will first learn of the party
when they visit Old Bone Grinder (the windmill) and stay
updated on their actions after that by stalking them in
raven form. They are at first wary of the characters and
seek to determine their true intentions in Barovia.
The Keepers of the Feather currently have twenty to
thirty members. Even Urwin Martikov, who leads the
Keepers, doesn’t know their true number, as many
members were sent on special assignments and never
returned. At any given time, there are 1d4 wereravens in
raven form among the ravens in the Ravens’ Loft (N2h).
Additionally, at least one or more is in human form in the
taproom (N2c).
Leaders
Urwin Martikov leads the Keepers and is their primary
decision maker. Master of Feather Muriel Vinshaw is his
second in command and oversees information gathering.
She is often found in the Blue Water Inn, sitting at the bar.
If the tavern is busy, she will help Danika and will not hide
that she is Danika’s close friend. Muriel Vinshaw’s stat
block is found in the “Old Bone Grinder Guide”. Kenku Spies
Centuries ago, many wereravens were captured by Strahd
for aiding the Fey. Rather than kill his captives, Strahd
cursed the wereravens to remain in their hybrid form. Not
exactly a raven and not exactly human, they were stuck
between two worlds, forever reminded they could not hide
from him. Strahd set them free, seeing them as defeated,
and so the cursed wereravens took refuge in the
abandoned abbey in Krezk.
Over the generations, the cursed wereravens have
become a unique variety of kenku. Their minds now more
bird-like, they speak Common only through mimicry.
Villagers find them both grotesque and dangerous, as the
fear reprisal from Strahd for offering them any aid. The
kenku, however, have peacefully lived in the abbey for
centuries. Clovin sees to them the best he can, and the
Abbot pays them no mind.
The kenku, however, still hold their old allegiance to the
Keepers of the Feather and keep them apprised on the
abbot and Strahd’s activities in Krezk. Muriel Vinshaw
visits them in raven form to comfort them and learn what
they have discovered.
If Muriel and Urwin trust the party, they may reveal this
secret about the kenku, and the kenku could offer them
safety should the characters find themselves in trouble in
Krezk, the Abbey, or the surrounding region.
4
Approaching the Inn
The Blue Water Inn is a solid and imposing two-story structure in
the center of Vallaki, with thick stone walls and a slate roof. The
main entrance is a sturdy wooden door that opens into a small
vestibule.
A couple of villagers stand outside the inn, huddled in whispered
conversation. They cast curious glances at anyone who passes by
but otherwise keep to themselves. The air is thick with the scent of
wood smoke, which billows from the chimney and hangs in the air
around the building. A raven calls out, before fluttering away.
The muffled sound of voices can be heard from inside the inn,
suggesting that it is bustling with activity. A wooden sign above the
entrance bears the image of a blue waterfall.
5
Blue Water Inn (First Floor)
6
Rictavio’s Tales
When the party first arrives, or when you find it
appropriate to introduce Rictavio, read the following:
7
Wine Storage
The air is cool in the stone hallway. The east walls are lined with
curtained alcoves, each holding several large barrels of wine to
serve guests in the taproom. Just a touch of light from the taproom
slips between parts in the curtains—the only light in the space. The
scent of oak and fermenting grapes fills the air.
A empty wine barrels are stacked two high in the north. They
look well crafted and sturdy, ready to be filled with wine once
again.
Urwin will gift the party the treasure in the Ravens’ Loft if
they manage to return with the wine or help the winery
restore their operations. In addition, they have earned his
trust, and he will share information about the Keepers of
the Feather and their history and role against Strahd.
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Kitchen Secret Meetings
The kitchen serves as the secret meeting place for the
leaders of Keepers of the Feather. Urwin, the leader, meets
The inn’s kitchen is warm and filled with the comforting smells of
with Muriel Vinshaw, Master of Feathers, to discuss plans,
freshly baked bread and venison stew. The aroma is both share intelligence, and issue commands. Muriel will
tantalizing and homely, with a richness that instantly makes your usually exit the kitchen with a hot plate of food or return
mouth water. with dirtied plates to help, while also maintaining the
The kitchen is surprisingly spacious and well organized, with clandestine nature of her relationship.
large cast-iron pots simmering over open fires and a roaring Once and if Urwin or Muriel trusts the characters, this
hearth. The walls are lined with hooks, from which hang ladles, becomes one of the few locations where they will feel safe
skillets, and cleavers. to reveal any plans related to the Keepers of the Feather.
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Blue Water Inn (Second Floor)
10
Ravens’ Loft
In the loft above the stalls, hay is stored in large mounds, filling the
space with its sweet, earthy aroma. However, the loft has also been
commandeered by a group of ravens, who have made it their
home. Dozens of them sit on the rafters, watching you with beady
eyes as you enter. Several others perch on the railings, their black
feathers ruffling in the breeze.
Treasure
The chest contains 1d20+20 Strahd coins (worth 2 gp
each), two elixirs of health, three potions of healing, and a
gray bag of tricks. The treasure chest is rewarded to the
party if they succeed in the Quest for Wine.
As described in the “Guide to Strahd von Zarovich,” the
Strahd coins are used by Strahd to monitor the movement
of money and concentration of wealth in Barovia. He does
not know who has the coins, only their location. No one
knows that Strahd can scry with the coins.
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Rictavio’s Room
The cozy room was designed to offer a comfortable stay for a
weary traveler. This one appears to be occupied.
The room features a sturdy wooden bed with wolf-fur covers to
keep a guest warm on cold nights. The bed is positioned against
the wall and faces the window. Cloves of garlic hang from twine
near the window.
A wooden footlocker at the foot of the bed is locked with a heavy
iron padlock, and the tall wardrobe is made of solid oak and
features intricate carvings of ravens on its doors. Inside hangs
some traveling clothes, a black cape with red lining, and a colorful
vest.
The writing table and chair are situated near the window,
providing ample light for reading and writing. A leather-bound
journal sits on the table.
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Secret Attic
The attic is a narrow space that measures 10 feet in width and 35
feet in length. The wooden beam ceiling is slanted towards the
west, starting at a height of 8 feet and gradually dropping down to
a height of 5 feet. The floor of the attic is covered with four straw
nests, and a dozen black raven feathers cover the floor. On the
north wall of the attic sits an iron strongbox. A small square
opening in the south wall of the attic leads outside, providing
ventilation and sending a stream of soft light that barely
illuminates the small attic. Finally, two trapdoors with iron hinges
are set into the floor.
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Special Event: Beginning the Encounter
Demonic Possession To determine the target of Arphaxat’s Possession ability,
have the characters make a Constitution saving throw. The
character with the lowest failed roll becomes the Possession
target. All other characters must succeed on a DC 15
At night, when the characters are taking a long rest in the
Blue Water Inn, the demon Arphaxat will try to possess one Charisma saving throw or suffer the effects of Demonic
Dream. Once these rolls are complete, roll initiative. If all
of the players.
Arphaxat (see “Appendix”) is a demon released from the characters succeed on the Charisma saving throw, they see
a demon hovering in the room, then it quickly vanishes. The
Amber Temple. A nun from the Abbey of St. Markovia
demon will be back in the future and attempt the possession
became obsessed with the dark powers. She visited the
Amber Temple and emerged possessed by the demon again when the party takes a long rest.
On its turn, the demon will attempt to possess the
Arphaxat. St. Markovia exorcised the demon from the nun
and saved her, but the demon was trapped in Barovia, possession target. It hovers over its victim, its mouth
opens, and a dark smoke flows from the demon into the
roaming in search of another victim to possess.
victim’s mouth.
One can learn about Arphaxat from the Abbot in Krezk or
Father Petrovich, who will attempt to speak with the demon The full possession process takes 4 rounds to complete.
The demon and the target must be connected by the black
before the exorcism.
smoke at the start of the demon’s turn to count as a
Arphaxat wants to return to the Amber Temple to release
possession turn. If the possession process is broken, the
other dark vestiges or, if possible, gain their dark gifts.
demon will need to reestablish a connection again as an
One character will be the target of the possession and may
attempt to wake up during the process. Other characters action.
The possession target must succeed on a DC 20 Charisma
may suffer Demonic Dream effects as the demon attempts
saving throw to wake up and stop the possession.
to keep them asleep. Characters who wake can fight the
demon.
Demonic Dream
The characters who failed the Demonic Dream saving throw
remain in a Demonic Dream state, in which they have
nightmares and are unable to wake up, believing their
nightmares to be real. They must make a DC 15 Charisma
saving throw at the start of their turn. On a failed saving
throw, they remain in the Demonic Dream state and must
make a Nightmare check, if they do not already suffer from
Nightmares (see “Campaign Guide”). They can attempt to
wake from the Demonic Dream on their next turn.
Characters in a Demonic Dream state cannot be wakened
by any means except as described above or if the demon is
killed, flees, or takes possession of its target.
Characters Awake
Awake characters can see the demon hovering over their
fellow party member as dark smoke flows from the demon
to its victim. Other characters still asleep with Demonic
Dreams are tossing and turning, their faces full of fear.
Although attempting to wake up their allies proves
unsuccessful, awake characters can attack the demon or
disrupt the possession process by breaking the connection
between the demon and the Possession target. This can be
done by moving the demon 5 feet away from the target or by
coming up with a creative solution that seems viable to you.
Just note that the demon is immune to being restrained,
grappled, paralyzed, petrified, or prone.
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Arphaxat the Demon Exorcism
The demon has Multiattack and will stay adjacent to the Any cleric with Turn Undead may attempt to exorcise the
target to use Possession as one of its attack options. If the demon. A cleric will know the process and that the demon
demon is forced away from the Possession target or the may become a wraith and attack when exorcised. The
connection is broken, it will move back and continue the exorcism itself takes 4 rounds.
possession process. During the exorcism, the possessed player must be
If the demon drops below 10 hit points, it will attempt to subdued, and cleric must succeed on a scaling Intelligence
escape using its Incorporeal Movement. It will come back (Religion) check each turn or suffer 1d8 psychic damage.
again on a different night to try to possess one of the The DC of the first is Intelligence (Religion) check is 3 plus
characters, making it a recurring problem for the party. the possessed character’s Charisma score. A success
reduces the DC of the next check by 1.
Possession After the fourth round, the demon leaves the body. Roll a
1d20. On a 1–5, the demon becomes a wraith and attacks.
If the demon succeeds at the possession, it disappears into Otherwise, the demon turns into black smoke and vanishes.
If exorcised and not destroyed as a wraith, the demon will
the possessed character. The character’s eyes turn black,
not return to the inn or bother the party, instead seeking out
and Arphaxat speaks through the character:
other victims in Barovia.
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Appendix
Demonic Visage. Each creature within 60 ft. of the demon that can see
Medium Fiend (Demon), Neutral Evil it must succeed on a DC 14 Wisdom saving throw or be frightened for 1
minute. If the creature rolls a natural 1 on the saving throw, they age
Armor Class 13 1d4 x 10 years, and their Constitution and Strength scores are reduced
Hit Points 67 (9d8 + 27) by 1. A frightened target can repeat the saving throw at the end of each
Speed fly 30 ft. (hover) of its turns, ending the frightened condition on itself on a success. If a
target's saving throw is successful or the effect ends for it, the target is
STR DEX CON INT WIS CHA immune to this Demon's Demonic Visage for the next 24 hours. The
8 (-1) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 14 (+2) creature can remove the aging effect and ability score loss with a
greater restoration spell, but only within 24 hours of being affected by
Saving Throws Con +4 Demonic Visage.
Skills Stealth +6 Telekinetic Power. The demon targets an object weighing up to 150
Damage Immunities necrotic, poison pounds or creature within 30 feet and attempts to move it up to 30 feet.
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, If the target is a creature, the creature may attempt a DC 14 Strength
piercing, and slashing from nonmagical attacks saving throw, resisting the effect on a success. On a failure, the creature
Condition Immunities charmed, grappled, paralyzed, petrified, takes 1d6 bludgeoning damage. If target (whether an object or creature)
poisoned, prone, restrained, exhaustion is hurled at a creature, the creature must succeed on a DC 14 Dexterity
Senses darkvision 60 ft. saving throw to avoid being struck by the object or take 1d6 bludgeoning
Languages Abyssal damage. Alternatively, the demon can use the Telekinetic Power to shut
Challenge 5 (1800 XP) and lock all windows, doors, and shutters within 30 feet.
Possession. All sleeping creatures of the demon’s choice within a
Incorporeal Movement. The demon can move through other creatures
dwelling must succeed on a DC 15 Charisma saving throw. All creatures
and objects as if they were difficult terrain. It takes 5 (1d10) force
that fail the Charisma saving throw are affected by Demonic Dream. The
damage if it ends its turn inside an object.
creature with the lowest failed Charisma saving throw, however, is not
Demonic Dream. Creatures affected by this ability have nightmares but affected by Demonic Dream and instead is linked to the demon by a trail
are unable to wake up, believing their nightmares to be real. An affected of black smoke, becoming the demon’s Possession target and cannot
creature may attempt a DC 15 Charisma saving throw at the start of their wake up except as described below or if the demon dies.
turn. On a failure, they remain in the Demonic Dream state and must While within 5 feet of the Possession target, the demon deepens its
make a Nightmare check if they do not already suffer from Nightmares connection to the Possession target, who must make a DC 20 Charisma
(see “Campaign Guide”). Characters in a Demonic Dream state cannot be saving throw at the start of their turn. If the Possession target fails this
wakened by any means except as described above or if the demon is saving throw four times, the demon enters the target’s body and cannot
killed, flees, or takes possession of its target. be harmed unless exorcised. On a successful save, the Possession target
wakes up, ending the possession.
If the demon is ever more than 5 feet away from the Possession
Multiattack. The demon takes two of the actions below. target, or if the trail black smoke connecting it to the Possession target is
Dark Force Slam. Black smoke hurls out from the demon’s hand broken, the demon must use an action while within 5 feet of the target to
toward a target within 15 feet. The target must succeed on a DC 14 trigger additional saving throws.
Dexterity saving throw or be pushed back 10 feet and take 12 (3d6)
force damage.
Demonic Life Drain. Melee Weapon Attack: one creature. Hit: (2d8 + 3)
necrotic damage. The target must succeed on a DC 14 Constitution
saving throw or its hit point maximum is reduced by an amount equal
to the damage taken. This reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its hit point maximum to 0.
This attack cannot be used if the demon is attempting to possess a
creature.
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