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Landmark N: Weaver’s Monument
Landmark O: Footbridge Spiders
Landmark P: Mad Mage’s Retreat
Landmark Q: Drowned Well
Landmark R: Cliffside Tower
Landmark S: Bat Colony
Landmark T: Berserker Settlement (Yaedrag)
Landmark U: Avalanche Corridor
Landmark V: Roc’s Nest
Landmark W: Jeny’s Hut
Landmark X: Scout’s Outpost
Landmark Y: Abandoned Waterwheel
Landmark Z: Overgrown Orchard
Landmark %: Seeker’s Monument
Landmark @: False Trail
Landmark &: Burgomaster’s Messenger
Landmark $: Death House
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Appendix E: The Svalich Road
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Landmark D: Raven’s Roost
A swarm of ravens can always be found nestled in the gnarled branches of this large dead tree.
If listened to using the Speak with Animals spell, the ravens can be heard gossiping about
recent events in Barovia, as well as recent events at the Wizard of Wines. If she is with the PCs,
Ireena warns the party that to kill a raven is considered bad luck.
The wreckage of the cart contains barrels of salted jerky, wool-spun cotton, a number of
shattered glass bottles that once held inks and dyes, and a small sack of destroyed wooden
Blinsky toys (A vaguely coffin-shaped jack-in-the-box containing a pop-up Strahd puppet; a
spring-loaded set of wooden teeth with fangs, all painted white; and a smiling jester marionette
with tangled strings and tiny copper bells sewn into its cap).
This trade caravan was attacked by a thirsty and bored vampire spawn of no individual
significance. Five of the corpses are armored and carry spears (hired guards); the sixth is
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dressed in furs and wears a copper chain (the merchant). A DC 12 Investigation check shows
that nothing appears to have been stolen from the corpses or cart, while a DC 14 Survival check
can show the PCs a single set of tracks leading from the nearby underbrush onto the road. A
PC that follows the tracks will find themselves back on the road; from here, a DC 20 Survival
check will eventually lead them to Castle Ravenloft.
The humans' corpses are quite spread out, and it is clear that at least one of the guards broke
rank and ran. A DC 15 Investigation check can tell the PCs that the attack took place more than
a day ago. The guards each carry a moneybag containing 2d6 cp and 1d10 sp. The merchant
carries a purse holding 2d6 sp and 2d4 gp.
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Landmark L: Abandoned Boathouse
This rotted boathouse sits forgotten on the shore of Lake Zarovich, just beside an old wooden
dock. The boathouse’s small interior contains a single canoe and several lengths of usable
hemp rope.
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Landmark R: Cliffside Tower
This old structure was once employed by the army of Delmor as a watchtower overlooking the
southwestern corner of Barovia. The tower was stormed by Strahd’s forces long ago, and
contains at its base a small, rotted wooden chest. The chest contains a broken pendant of a
silver dragon that’s always cold to the touch.
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Jeny herself has the stat block of a green hag, but with a Charisma score of 15 and a Wisdom
score of 17. A quirky old bag with a penchant for mischief, Jeny spends her time alone
undisguised, but prefers the form of a single-toothed and warty grey-haired matron when
travelling or with company. She owns a single garishly yellow dress and an unpleasantly pink
sun-hat.
Jeny is also a long-lived former servant of the Ladies of the Fanes, and so is endowed with a
certain amount of spellcasting and enchantment ability. Her spellcasting ability is Wisdom (spell
save DC 14, +6 to hit with spell attacks), and she has the following spells at her disposal:
● Cantrips (at-will): Spare the Dying, Thaumaturgy, Mending
● 1st level (4 slots): Bane, Cure Wounds, Identify, Purify Food and Drink
● 2nd level (3 slots): Augury, Blindness/Deafness, Gentle Repose, Lesser Restoration
● 3rd level (3 slots): Bestow Curse, Dispel Magic, Remove Curse, Speak with Dead
● 4th Level (3 slots): Divination, Guardian of Faith
● 5th level (1 slot): Raise Dead, Scrying, Greater Restoration
Jeny enjoys selling her services to wayward villagers and travellers, but asks a cost in gold in
addition to a “favor” (the favor, more than the gold, serves as Jeny’s component for casting the
spell). She is also happy to barter for items of equivalent value (or items of high sentimental
value, which she keeps on a shelf beside her bed). A list of spells for purchase is as follows:
Purify Food and Drink 10 gp Allow Jeny to dig out one ounce of ear wax from your ear.
Lesser Restoration 20 gp Allow Jeny to dye your hair a color of her choice.
Remove Curse 90 gp Allow Jeny to trim your toenails with her teeth.
Divination 250 gp Bring Jeny 3 pounds of the Stinking Rotweed flower, found
near the shores of Lake Zarovich.
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Raise Dead 880 gp Allow Jeny to remove one of your fingers for use as a spell
component.
Scrying 440 gp Bring Jeny a small white puppy, a large brown cat, and an
aged rooster for use as spell components - alive.
Greater Restoration 440 gp Allow six of Jeny’s leeches to feed from you for a full hour.
Jeny also has a number of magic items for sale. She also owns a Broom of Flying, but refuses
to part with it for anything less than 1,000 gp (or its equivalent).
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hunting or foraging in the woods. If approached at night, there is a 20% chance that either
Yevgeni or Szoldar has retracted the ladder and is resting in the lean-to on top.
Today, the only items of worth remaining in the shack are a silver mirror upon a rotted vanity; a
full quiver of arrows hanging by the door; and a small, locked chest containing six gp,
twenty-eight sp, and forty cp. The key to the chest lies in the top drawer of the vanity.
A pair of skeletons lie near the door, their flesh long since rotted away. Their clothes are of
simple peasant’s make, now little more than rags. A number of bones have been cast upon the
floor, and bear the teeth-marks of a large canine. The only window of the tiny cabin is broken; a
search of the ground outside shows that it was broken from the inside.
The orchard also contains a lone scarecrow that appears to resemble an ordinary, unmoving
scarecrow tied to a wooden post. A DC 12 Wisdom (Investigation) check shows that the
scarecrow is not overgrown by vines and roots as the rest of the orchard is. The scarecrow is in
truth a spy for Baba Lysaga, and returns to Berez to inform its master of any interesting events
at or near the Winery.
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monument to the Seeker of the Ladies Three by the druids of old Cerunnos long before Strahd
arrived.
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