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The Village of Krezk

The fortified village of Krezk lies near the edge of Strahd's domain, and the wall of mist that marks the border is clearly visible above the treeline. Yet even here there is no escaping the vampire. In fact, the villagers are so terrified of Strahd and his wolves that they never venture away from the village. Within their walls, they grow trees that provide ample wood to keep them warm on cold nights, and they draw water from a blessed pool. They have chickens, hares, and small pigs, as well as gardens of beets and turnips. The only thing they depend on from the outside world is wine. The burgomaster, Dmitri Krezkov, comes from a noble family and regularly has wine delivered from the nearby winery, the Wizard of Wines (chapter 12), to keep the locals' bellies warm and their spirits up.

Looming high above Krezk is the Abbey of Saint Markovia, once a convent and hospital, now a madhouse overrun with wickedness. After Saint Markovia and her followers failed to overthrow Strahd, the abbey became a fortress closed off from the rest of the world. Strahd ruthlessly preyed on the fears of the clerics and nuns holed up inside, but ultimately it was their isolation and greed that doomed them. The clergy began fighting over food and wine. By the time their supplies ran out, they had either been killed by each other's hands or driven hopelessly insane by Strahd's acts of terror against them. For years afterward, the villagers of Krezk avoided the place, fearing that the abbey was cursed, haunted, or both.

Then, over a century ago, a pilgrim from a distant land came to Krezk and insisted that he be allowed to reopen the abbey. The nameless man was strikingly handsome and extremely persuasive, and the villagers couldn't help but do as he commanded. Eternally young, he presides over the abbey to this day, and locals refer to him simply as the Abbot. Many villagers suspect that the Abbot is Strahd in disguise, for they've heard stories about Strahd appearing in other guises. The truth, however, is even more disturbing.

Areas of Krezk

S1. Road Junction

"The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall encloses a settlement on the side of a snow-dusted mountain spur. Beyond the wall you see the tops of snow-covered pines and thin, white wisps of smoke. The somber toll of a bell comes from a stone abbey that clings to the mountainside high above the settlement. The steady chime is inviting—a welcome change from the deathly silence and oppressive fog to which you have grown accustomed. It's hard to tell at this distance, but there seems to be a switchback road clinging to the cliffs that lead up from the walled settlement to the abbey."

The Old Svalich Road continues west from this location for a little more than a mile before it plunges into the foggy curtain that surrounds Barovia (see chapter 2, "Mists of Ravenloft"). Characters who follow the road north arrive at the gatehouse (area S2).

S2. Gatehouse

"The air grows colder as you approach the walled settlement. Two square towers with peaked roofs flank a stone archway into which is set a pair of twelve-foot-tall, ironbound wooden doors. Carved into the arch above the doors is a name: Krezk.

The walls that extend from the gatehouse are twenty feet high. Atop the parapet you see four figures wearing fur hats and clutching spears. They watch you nervously."

Cut into the upper floor of each tower is an arrow slit 6 inches wide, 4 feet tall, and 1 foot deep. An open doorway leads from the archer's post in each tower to the adjacent parapet. Behind the walls, wooden ladders lead from the parapets to the ground 20 feet below.

Two archers (male and female human scouts) are stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the village is under attack and cry out in alarm. Five rounds after the alarm sounds, every able-bodied adult in the village arrives at the gatehouse, ready for battle. Krezk's militia consists of four more guards plus forty commoners (male and female humans) armed with handaxes.

The double doors are made of thick wood planks bound with iron bands and sealed shut with a heavy wooden bar held in iron brackets. The bar can be lifted with a successful DC 15 Strength check. The doors require a siege engine to break them open.

There aren't enough people in Krezk to adequately defend its outer wall. Every 300-foot stretch of wall is watched over by a lone guard (male or female human). The guards are trained to crouch behind the wall and sound the alarm at any sign of danger.

S3. Village of Krezk

When the characters get past the outer wall, read:

"The mist-shrouded village beyond the wall is nothing more than a scattering of humble wooden cottages along dirt roads that stretch between stands of snow-dusted pine trees—so many trees, in fact, as to constitute a forest. To the northeast, gray cliffs rise sharply, and the road winding up to the abbey is easy to see from this vantage."

The village operates as a commune, with no exports or moneymaking businesses. Villagers grow trees and vegetables, cut wood to heat their homes, raise chickens and pigs, and share their food. A few villagers have cows and mules, but there are no horses in Krezk. The village has no inns or taverns. Characters who are willing to chop wood, milk cows, or perform other chores can spend the night in the burgomaster's cottage or some other residence.

Cottages

Krezk's residences are single-story pine cottages with stone chimneys and thatch roofs. Pigs and chickens are kept in indoor pens and coops so that they don't freeze.

Burgomaster's Cottage

The building closest to the outer gate is the burgomaster's cottage—the largest building in town but still a modest dwelling. Dmitri Krezkov and his fearless wife Anna (LG female human noble) have no living children. The last of their four children, Ilya, died of an illness seven days ago at the age of fourteen. Given their age, the Krezkovs are unlikely to have more children—a source of great consternation to everyone in the village, since that means the end of the Krezkov bloodline.

The burgomaster's cottage has a wine cellar (currently empty) and lots of space for pigpens and chicken coops. Behind the cottage is a graveyard where deceased members of the Krezkov family are interred. Dmitri and Anna's four children, all of whom died of illness, are buried here. Several of the family caskets are empty, their contents stolen in the night by the Abbot's mongrelfolk gravediggers (see area S6). Ilya's plot is fresh and undisturbed, since he was interred only four days ago.

Commoner's Cottage

A typical cottage is only 200 square feet yet contains 1d4 adults (male and female human commoners), 1d4−1 children (male and female human noncombatants), plus the family's pigs, hares, and chickens.

Every cottage has its own graveyard where family members are interred. All the caskets planted in the past decade are now empty, thanks to the Abbot's sneaky mongrelfolk gravediggers (see area S6).

Forest Blooms & Petals

A small herbalist shop run out of a sideroom of Valeska Lopatinova's cottage. She had been busy for the past few weeks creating treatments for the burgomaster's son Ilya, so she is currently low on supplies. She offers the following items:

  • Antitoxin. Cost: 50 gp. Weight: - Properties: A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
    • Note: Valeska only has 3 antitoxins in her inventory, and it takes her roughly 1 week to gather and brew the ingredients to make another potion.
  • Herbalism Kit. Cost: 5 gp. Weight: 3 lbs. Properties: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.
  • Potion of Healing. Cost: 50 gp. Weight: 1/2 lb. Properties: A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes a bonus action.
    • Note: Valeska only has 1 potion of healing in her inventory, and it takes her roughly 1 week to gather and brew the ingredients to make another potion.
Hallowed Tallow

This small shop is owned by Zivan Antokolsky, who uses his alchemy training to create such necessities as candles, oil, perfume, and soap. He also sells Galvyn Nucklebones' line of magical perfumes, though he's a little jealous that they're better than his mundane scents. He sells the following items:

  • Candle. Cost: 1 cp. Weight: - Properties: For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Nucklebone Perfume. Cost: 10 gp. Weight: - Properties: A fragrant commodity typically used by the wealthy. Scents include Arcane Allure, Aromatic Smite, Divine Scents, Flurry of Love, Into the Wild, Midnight Masquerade, Primal Instinct, Sneaking Seductions, & Sweet Invocations.
  • Oil (Flask). Cost: 1 sp. Weight: 1 lb. Properties: Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
  • Perfume. Cost: 5 gp. Weight: - Properties: A fragrant commodity typically used by the wealthy.
  • Scented Candle. Cost: 1 sp. Weight: - Properties: For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It also creates a pleasant scent.
  • Scented Soap. Cost: 2 sp. Weight: - Properties: A commodity used for bathing and with a pleasant scent.
  • Soap. Cost: 2 cp. Weight: - Properties: A commodity used for bathing.
Jelen's Lumberyard

This lumberyard is owned by Stoyan Jelenovich, who processes all the timber gathered by the local lumberjacks. He also builds furniture, which he sells to Barovia's elite.

Timberwolf Tavern

A small dive popular with local lumberjacks, this establishment is owned by the Myaskovich siblings. They run the only brewery in Barovia, producing just enough ale to keep the locals happy. They also have a few spare rooms that are offered at a rate of 1 sp per night.

They offer simple meals of roast chicken with bread and vegetables for 3 sp. If a player befriends Bojek the Cook, then he is more than willing to cook up his special herb roasted pigeon meal that is so good it can heal wounds (see below). They also serve ale for 4 cp a pint or 2 sp for a gallon barrel. They have no wine available, as all wine shipments go to appease the Abbot.

S4. Pool & Shrine

"Even under gray skies, this pool at the north end of the village shimmers and sparkles. Near its shore sits an old gazebo on the verge of collapse. A wooden statue of a mournful, bare-chested man, its paint chipped and faded, stands in the gazebo with arms outstretched, as though waiting to be embraced."

The pool is fed by an underground spring and was blessed long ago by Saint Markovia. Its waters defy corruption, and anyone who drinks from it for the first time gains the benefit of a lesser restoration spell. (The water once had even greater magic but has weakened over the years.) The water otherwise tastes sweet and fresh.

The gazebo is so frail that it wouldn't take more than a strong wind to knock it over. It remains standing because it's protected from the elements by the surrounding trees, walls, and cliffs. The statue is a depiction of the Morninglord, positioned so that he is reaching toward the east (the dawn). Locals refer to the statue and gazebo as the Shrine of the White Sun, though they have no idea why their ancestors named it so.

S5. Winding Road

"The switchback road that hugs the cliff is ten feet wide and covered with loose gravel and chunks of broken rock. The ascent is slow and somewhat treacherous, and the air grows colder as one nears the top."

The road climbs 400 feet, doubling back on itself twice before reaching area S6, the North Gate of the Abbey of Saint Markovia.

NPC's of Krezk

The Abbot

Medium Celestial (Deva), Lawful Evil

Armor Class: 17 (natural armor)

Hit Points: 136 (16d8 + 64)

Speed: 30 ft., fly 90 ft.

Proficiency: +4

STR 18 (+4) / DEX 18 (+4) / CON 18 (+4) / INT 17 (+3) / WIS 20 (+5) / CHA 20 (+5)

Saving Throws: Wisdom +9, Charisma +9

Skills: Insight +9, & Perception +9

Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from nonmagical attacks

Condition Immunities: Charmed, Exhaustion, Frightened

Senses: Darkvision 120 ft., Passive Perception 19

Languages: all, telepathy 120 ft.

Challenge: 10 (5,900 XP)

Angelic Weapons. The Abbot's weapon attacks are magical. When The Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components:

  • At will: Detect Evil and Good
  • 1/day each: Commune, & Raise Dead

Magic Resistance. The Abbot has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Abbot makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day). The Abbot touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (The Abbot's choice).

  • In a new form, The Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Backstory

The Abbot is a deva in disguise (see appendix D, as well as "Something Old" in the "Special Events" section at the end of this chapter). He wears a holy symbol of the Morninglord around his neck. The woman in the tattered red gown is Vasilka, a flesh golem that has been exquisitely put together to serve as Strahd's bride. Characters within 5 feet of Vasilka can see the seams in her powdered skin where disparate body parts stolen from Krezkite graves have been carefully stitched together.

The Abbot is teaching Vasilka the finer points of etiquette. He also intends to teach her how to dance. Vasilka obeys his every command. She can't speak but lets loose an unholy scream if harmed. If driven berserk, she fights until the Abbot reasserts control or until she is destroyed. She has the supernatural strength of a typical flesh golem despite her smaller size.

The Abbot has no desire to harm the characters. He knows that Strahd has brought them to Barovia for a reason and doesn't want to thwart Strahd's plans for them. His calm, pleasant demeanor changes if they become hostile or if they threaten Vasilka. He sheds his disguise and assumes his true angelic form, hoping that sight is enough to make them back down.

The Abbot would like to find a proper bridal gown for Vasilka. If the characters seem friendly, he asks them for help in locating one. In exchange, he offers his magic, agreeing to cast raise dead up to three times on their behalf, or give them each the benefit of his healing touch. If they decline to help or behave rudely, he orders them to leave the abbey at once, attacking them if they refuse and doing his utmost to keep Vasilka safe.

Personality

The Abbot believes he is righteous. He regrets transforming the Belviews into horrid mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahd's bride, he believes that she is the key to freeing the land from its curse. The insane Abbot can't be convinced otherwise.

The Abbot shares his beliefs openly, claiming that his decisions are based on the Morninglord's guidance. He will give visitors a tour of the abbey if they seem friendly, but he turns hostile if they threaten him or his charges.

Baron Dmitri von Krezkov, the Burgomaster

 

Medium Humanoid (Human), Lawful Good

Armor Class: 15 (Breastplate)

Hit Points: 11 (2d8 + 2)

Speed: 30'

Proficiency: +2

STR 12 (+1) / DEX 13 (+1) / CON 12 (+1) / INT 13 (+1) / WIS 15 (+2) / CHA 17 (+3)

Skills: Deception +5, Insight +4, & Persuasion +5

Senses: Passive Perception 12

Languages: Common, Elven, & Vistani

Challenge: 1/8 (25 XP)

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Backstory & Personality

If the characters ask to be let inside or otherwise draw the attention of the guards on the wall, one of the guards fetches the burgomaster, Dmitri Krezkov (LG male human noble). His ancestors built Krezk at the foot of the abbey after Strahd's armies conquered the valley.

Dmitri is a lord and expects to be treated like one. He places the safety of his village above the welfare of strangers. He has seen adventurers before and assumes that the characters are Strahd's allies or enemies; either way, their presence spells trouble for Krezk. Dmitri isn't prepared to shelter Strahd's enemies any more than he is willing to humor Strahd's allies. The only way the characters can earn his favor is to help Krezk in some way, whereupon Dmitri is required by his oath of office and his honor as a Barovian noble to show them hospitality. If the characters ask what they can do, Dmitri asks them to secure a wagonload of wine from the Wizard of Wines winery to the south. His people have been without wine for days, and the next delivery is long overdue.

If the characters force their way into town using magic or strength of arms, Dmitri tells his guards to stand down, hoping to avoid bloodshed, and does everything he can to expedite the characters' departure.

A character who succeeds on a DC 12 Wisdom (Insight) check can discern that Dmitri is trying to hide the fact that he is distraught. He is grieving over the natural death of his youngest son, Ilya—the last of his children (see area S3).

Baroness Anna von Krezkova, the Burgomaster's Wife

Medium Humanoid (Human), Lawful Good

Armor Class: 15 (Breastplate)

Hit Points: 11 (2d8 + 2)

Speed: 30'

Proficiency: +2

STR 12 (+1) / DEX 12 (+1) / CON 12 (+1) / INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)

Skills: Deception +5, Insight +4, Persuasion +5, & Religion +3

Senses: Passive Perception 12

Languages: Common, Elven, & Vistani

Challenge: 1/8 (25 XP)

Ritual Caster. She is able to cast the following spells as rituals and her spellcasting ability is Wisdom (spell save DC 12, +4 to spell attacks).

  • Ceremony & Purify Food & Drink
Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Backstory

Anna is the wife of Dimitri Krezkov, and in the small community of Krezk acts as something of a religious leader. She is a devoted follower of the Morninglord, using a small booklet from the late priest to help perform religious rites. Only four days prior she had to bury her only surviving son, Ilya.

Bojek Myaskovich, the Cook

Medium Humanoid (Human) , Neutral Good

Armor Class: 10

Hit Points: 5 (1d8 + 1)

Speed: 30 ft.

Proficiency: +2

STR 10 (+0) / DEX 10 (+0) / CON 12 (+1) / INT 10 (+0) / WIS 11 (+0) / CHA 10 (+0)

Skills: Insight +2, Persuasion +2, & Survival +2

Tools: Brewer's Supplies & Cooking Utensils

Senses: Passive Perception 10

Languages: Common, Elven, & Vistani

Challenge: 0 (10 XP)

Chef. Time and effort spent mastering the culinary arts has paid off. She gains the following benefits:

  • As part of a short rest, he can cook special food, provided he has ingredients and cook's utensils on hand. He can prepare enough of this food for up to six creatures. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when he finishes a long rest, he can cook a two treats. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gains 2 temporary hit points.
Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Backstory

Bojeck is one of the owners of the Timberwolf Tavern, alongside his sisters Lizuska & Zenevieva. He operates as the chef and brewer of the establishment, preferring to let his sisters handle the rowdy customers.

Lizuska Myaskova, the Alewife

Medium Humanoid (Human) , Neutral Good

Armor Class: 10

Hit Points: 4 (1d8)

Speed: 30 ft.

Proficiency: +2

STR 12 (+1) / DEX 10 (+0) / CON 11 (+0) / INT 10 (+0) / WIS 10 (+0) / CHA 10 (+0)

Skills: Athletics +3, Insight +2, & Persuasion +2

Tools: Brewer's Supplies

Senses: Passive Perception 10

Languages: Common, Elven, & Vistani

Challenge: 0 (10 XP)

Crusher. She is practiced in the art of crushing her enemies, granting her the following benefits:
  • Once per turn, when she hits a creature with an attack that deals bludgeoning damage, she can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than her.
  • When she scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of her next turn.
Actions

Great Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Backstory

Lizuska is one of the owners of the Timberwolf Tavern, alongside her brother Bojek and sister Zenevieva. She assists in brewing ale, but her primary duties are handling the lumberjacks that frequent her establishment.

Kretyana Dolvof, the Midwife

Medium Humanoid (Human) , Lawful Good

Armor Class: 10

Hit Points: 4 (1d8)

Speed: 30 ft.

Proficiency: +2

STR 10 (+0) / DEX 10 (+0) / CON 10 (+0) / INT 10 (+0) / WIS 12 (+1) / CHA 10 (+0)

Skills: Insight +3, Medicine +3, & Persuasion +2

Tools: Alchemist Supplies

Senses: Passive Perception 11

Languages: Common, Elven, & Vistani

Challenge: 0 (10 XP)

Healer. She is an able physician, allowing her to mend wounds quickly and get her allies back in the fight. She gains the following benefits:

  • When she uses a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action. she can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Actions

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing/slashing damage.

Backstory

Kretyana is Krezk's healer and midwife, offering a wide variety of poltices and tonics to treat any ailments that might occur in the village. She is also a font of information concerning rumors and superstitions the locals might believe.

Stoyan Jelenovich, the Carpenter

Medium Humanoid (Human), Neutral Good

Armor Class: 10

Hit Points: 4 (1d8)

Speed: 30 ft.

Proficiency: +2

STR 12 (+1) / DEX 10 (+0) / CON 11 (+0) / INT 10 (+0) / WIS 10 (+0) / CHA 10 (+0)

Senses: Passive Perception 10

Skills: Insight +2, Nature +2, & Persuasion +2

Tools: Carpenter's Tools

Languages: Common, Elven, & Vistani

Challenge: 0 (10 XP)

Athlete. He has undergone extensive physical training to gain the following benefits:
  • When he is prone, standing up uses only 5 feet of his movement.
  • Climbing doesn’t cost him extra movement.
  • He can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Actions

Hand Axe. Melee or Thrown Weapon Attack: +3 to hit, reach 5 ft. or range 20'/60', one target. Hit: 4 (1d6 + 1) slashing damage.

Backstory

Stoyan is Krezk's carpenter, not only helping locals with any construction needs but building furniture to be shipped for most of Barovia.

Valeska Lopatinova, the Herbalist

Medium Humanoid (Human) , Neutral Good

Armor Class: 10

Hit Points: 4 (1d8)

Speed: 30 ft.

Proficiency: +2

STR 10 (+0) / DEX 10 (+0) / CON 10 (+0) / INT 11 (+0) / WIS 12 (+1) / CHA 10 (+0)

Senses: Passive Perception 11

Skills: Insight +3, Persuasion +2, & Survival +3

Tools: Herbalism Kit

Languages: Common, Elven, & Vistani

Challenge: 0 (10 XP)

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Backstory

Valeska is Krezk's local herbalist, often working closely with Kretyana to create medicines for any ailments that might effect the locals. She is very familar with the forests nearby, going with the local lumberjacks to gather ingredients.

Zenevieva Myaskova, the Barmaid

Medium Humanoid (Human) , Neutral Good

Armor Class: 10

Hit Points: 5 (1d8 + 1)

Speed: 30 ft.

Proficiency: +2

STR 10 (+0) / DEX 11 (+0) / CON 12 (+1) / INT 10 (+0) / WIS 10 (+0) / CHA 10 (+0)

Senses: Passive Perception 10

Skills: Insight +2, Performance +2, & Persuasion +2

Tools: Cooking Utensils

Languages: Common, Elven, & Vistani

Challenge: 0 (10 XP)

Tavern Brawler. Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, she gains the following benefits:

  • She is proficient with improvised weapons.
  • Her unarmed strike uses a d4 for damage.
  • When she hits a creature with an unarmed strike or an improvised weapon on her turn, she can use a bonus action to attempt to grapple the target.
Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Backstory

Zenevieva is one of the owners of the Timberwolf Tavern, alongside her elder siblings Bojek and Lizuska. She primarily deals with keeping the rowdy lumberjacks that frequent the tavern in line, though she sometimes helps with cooking.

Zivan Antokolsky, the Chandler

Medium Humanoid (Human) , Neutral

Armor Class: 10

Hit Points: 4 (1d8)

Speed: 30 ft.

Proficiency: +2

STR 10 (+0) / DEX 10 (+0) / CON 10 (+0) / INT 12 (+1) / WIS 10 (+0) / CHA 11 (+0)

Skills: History +3, Insight +2, & Persuasion +2

Tools: Alchemist Supplies

Senses: Passive Perception 10

Languages: Common, Sylvan, & Vistani

Challenge: 0 (10 XP)

Keen Mind. He has a mind that can track time, direction, and detail with uncanny precision. He gains the following benefits:

  • He always knows which way is north.
  • He always knows the number of hours left before the next sunrise or sunset.
  • He can accurately recall anything he has seen or heard within the past month.
Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Backstory

Zivan is Krezk's chandler, providing locals such necessities as candles and soap. Despite his best efforts, he's been unable to make any headway with his line of novelty soaps and scented candles.


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