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The Song of Aracos

a adventure for Dungeons and Dragons 5th Edition by Lucas Curell Edited by: Rebecca Curell and Chance Kemp Cover Art: Monica Marie Doss

Playtesters: Addison Spear, Chris Erskine, Daniel Kay, Matt Boettcher

The Song of Aracos © 2016 Embers Design Studios, LLC

Embers Design Studios, LLC P.O. Box 361 Freeland, MI, 48623 http://www.embersds.com Embers Design Studios, City of Brass, the Embers Design Studios logo and the City of Brass logo are trademarks of Embers Design Studios, LLC. Sample file DUNGEONS & DRAGONS, D&D, , , Ravenloft, , Barovia, , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Embers Design Studios, LLC and published under the Community Content Agreement for Dungeon Masters Guild.

Additional Art Credits Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games - Contents -

Introduction 6 The Reading 8 Scene 1: Getting Started 12 Scene 2: 13 Scene 3: Mangy Mongrel 14 Scene 4: Talaitha 16 Scene 5: Finding Vasha 17 Scene 6: Tarin Nightingale 19 Scene 7: Vasha Moldova 20 Sample file Scene 8: Endings 22 Death at the Mangy Mongrel 23 Aracos Drowns 24 A New Bride 25 Hope Blossoms 26 Escape for Some 26 Scene 9: Song of Aracos 27 Special Events 28 Rewards 28 Introduction The Song of Aracos is a ghost story that follows a child where he determined to effect change in the only way named Talaitha as she struggles to reunite with her he knew how: through music. An extraordinary per- mother. It is written for five characters of 6th-level. This former, Tarin’s music has always been able to soften module is meant to be used in conjunction with Curse the hardest of hearts and, unbeknownst to him, holds of Strahd, published by Wizards of the Coast. While The magical powers. Song of Aracos can stand on its own, to experience it When he first put finger to instrument, when his fully, you need the Curse of Strahd adventure. first note sounded, things began to change. That note and those which followed pierced the boundaries of Adventure Background reality, exploding like a trumpet into the spirit realm In the year 347, Strahd von Zarovich came to the vil- and the consciousnesses of Barovia’s trapped souls. lage of Aracos during his to end the enemies of These souls, languishing in darkness and silence, his family. To him, Aracos was a convenient staging flocked to the sounds – sounds that soothed, sounds ground, a place he could billet troops and review plans. that comforted. Every night, even to this night, as Tarin His days were spent in long meetings, staring at maps plays his music at Aracos’ little inn, the Mangy Mongrel, or conversing with his generals. Nights he often spent fills up with souls drawn from across Strahd’s domain. with a village girl named Vasha Moldova. To Strahd, None can see them, of course, but they linger there. Vasha was just a distraction, one he soon forgot as his Tarin played each night for months, and began to armies marched onward. To Vasha, however, Strahd despair for the lack of outward change, for he knew was much more, and nine months after his departure, not of his unseen watchers. His heart grew weary with she gave birth to a child, the daughter of failure until, only a few nights past, something ex- Strahd van Za- traordinary began to happen. The soulless denizens rovich. of Barovia, those who never smile or laugh, began A special note for PCs with the Haunted The child, to quietly sing along. Those quiet whispers turned to One Character Background: there are whom she named mumbles, the mumbles to words, and before he knew several points in this adventure when Talaitha, was it, the entire place was singing, dancing, and having a the trapped souls of Barovia gather in never healthy, grand time. Something he couldn’t understand was great numbers. PCs that chose the “I talk happening. He was overjoyed. He played all the more to spirits that no one else can see” flaw can and in the year vigorously for it. see these spirits. However, the spirits 351, only days will not interact with the characters. For after SampleStrahd’s fileAmong those assembled was a man called Bo- details on the Haunted One Character transformation gan Konstanovich. Bogan had been present for nearly Background, see the see Curse of Strahd to a , she all of Tarin’s performances, and had always kept the page 209. died. But, trapped same stoic, emotionless look on his face. On that night now in the though, on that night Bogan was smiling, and Tarin cursed realm played his music for Bogan. He watched a change take of Barovia, her soul place in the man. It was as if in one moment Bogan could not find peace. transformed from an empty shell into a living being, Vasha sunk into a deep depression after Talaitha’s filled with emotion and purpose. When the - perfor death, craving death herself. But the Dark Powers had mance ended and the usually melancholy folk returned other plans. Vasha was cursed with life. So long as her to their normal dreary ways, Bogan remained differ- daughter’s soul suffers, Vasha lives. ent. Tarin could see it in him. He was more alive than Ignorant of these events, Strahd rules Barovia from he had been. Castle Ravenloft. Strangely, of all his realm he finds What Tarin could not know, what Bogan himself himself oddly attracted to the village of Aracos. He has cannot know, is that through the power of Tarin’s mu- never understood the attraction, but often finds him- sic Bogan was indeed transformed. He entered the self visiting the town. Sometimes he visits openly, oth- Mangy Mongrel that night a soulless denizen of Baro- er times in secret. via, one of the hosts created by Strahd’s machinations to populate his realm. He left the Mangy Mongrel a Tarin Nightingale creature with a soul. A few months ago, a bard by the name of Tarin Night- These souls are not the only things that hear Tarin’s ingale arrived in Strahd’s domain. He drifted from one music. Strahd’s daughter, Talaitha, who has suffered in village to the next, finding only anger, gloom, fear, and silence for so long, can hear him also… depression in his travels. Finally, he settled in Aracos

66 laitha, and Tarin together to put the ghost’s spirit to Synopsis rest and make their return to Aracos. The Song of Aracos opens with action, as the player char- But Strahd has plans for Tarin, plans that may acters (PCs) interrupt an attack by Strahd’s minions on change things irrevocably. The PCs must face the Bogan Konstanovich. After rescuing Bogan, they re- vampire and overcome him if they are to save Aracos, turn with him to Aracos where they meet a Vistani seer Tarin, Vasha, and Talaitha. and, maybe, have their fortunes read. That same night, they witness a performance by Tarin Nightingale, a Using Strahd performance Strahd also attends. Strahd seems to be Strahd is an important actor in this adventure. You will stricken with desire for Tarin, but orders the death of use the results of a tarokka reading to determine his the patrons, so the PCs must defend themselves, and response to each of the major elements of this adven- maybe save some villagers too. ture. You may need to make adjustments to account Later that night, the PCs are visited by the ghost of for actions Strahd takes in relation to those goals. Talaitha, who asks them for help finding her mother. Keep his goals in mind, and use them to guide his ac- It is this search that brings them in contact with Vasha tions throughout the adventure. Moldova, from whom they learn something of Strahd’s past. They piece together the need to bring Vasha, Ta-

If you don’t own the Curse of Strahd adventure, use a spell- casting vampire alternative from the for Strahd and assume his Heart of Sorrow ability absorbs the first 40 points of damage he takes each day.

Sample file

7 The Reading

Fate governs the motives and desires of Strahd von Setting Up Zarovich throughout this adventure. Before beginning When doing the reading, separate the fourteen cards play, you must complete a tarokka reading. If you do with the crown icon (the high deck), shuffle them, and the reading for your players again, simply substitute set them aside. Then, shuffle the remaining cards (the the new reading for the one you completed ahead of common deck) and set them aside. Draw three cards time. from the high deck, arranging them in positions 1, 2, and 3. Next, draw two cards from the common deck and place them in positions 4 and 5. Position 6 is a spe- cial card that will come into play based on the card in position 1.

Using Regular Cards If you do not have a tarokka deck, you can use a regular deck of playing cards in its place. Seperate the aces and numbered cards from the face cards and jokers. The aces and numbered cards make up the common tarokka deck, the face cards and jokers make up the high tarokka deck.

Common Deck: Each suit correspods to a suit in the tarokka deck. The Ace card is considered a “1,” and the 10 is considered the “mas- ter” card.

Hearts = Glyphs Spades = Swords Diamonds = Coins Clubs = Stars Sample Positionfile 1: High Deck: Each card corresponds to a deck in the tarokka high deck as follows: Player Characters King of Hearts Ghost This card determines how Strahd responds to the Queen of Hearts Innocent PCs. Jack of Hearts Marionette Flip over card 1 and read: King of Spades This is your card. It reveals what the Land wishes Queen of Spades Mists of you. Heed its message. Jack of Spades Executioner King of Diamonds Broken One Beast or Horseman Queen of Diamonds Tempter Jack of Diamonds Beast These cards indicate Strahd will attempt to kill the PCs. Draw an additional card from the common King of Clubs Donjon deck and place it face-up in position 6. This card Queen of Clubs Raven determines where Strahd launches his attack. He Jack of Clubs Seer fights only until the PCs break his Heart of Sorrow Joker 1 Artifact protection (see Curse of Strahd page 239), and then Joker 2 Horseman withdraws. If the PCs survive this attack, Strahd does not attempt to kill them again. The Land calls for your blood. It is required. Stand firm before its fury and you may find solace in the dawn.

88 Broken One, Executioner, or Tempter Combat Boon These cards indicate Strahd will attempt to cause the Any time the PCs fight Strahd during this adventure, PCs great physical harm. Draw an additional card the fates impose the following boon, which is dictated from the common deck and place it face-up in po- by the card in position 5: sition 6. This card determines where Strahd launches his attack. He does not come alone, instead he brings Flip over the card 5 and read: one vampire spawn for each PC. They fight until all the This is the card of battle. When you face the Land PCs are unconscious, then withdraw. Alternately, if the heed its words and fortune will go with you. PCs destroy his Heart of Sorrow protection (see Curse of Strahd page 239), he withdraws. If the PCs repulse • Swords: Strike boldly, without hesitation. Your this attack, Strahd does not attempt a second. enemy surely shall. (on the first round of combat, anyone making a weapon attack gains advan- The Land will see you suffer. Fight if you must, tage on the roll, including Strahd) it makes no difference. When you are bruised, it ends. • Stars: Trust your wizards to lead you to victory. (on the first round of combat, all spell damage is doubled) Donjon, Ghost, or Raven • Coins: If all else fails, give over that which you These cards indicate Strahd wants to imprison the PCs. most love. (if the PCs will be defeated, they can He will attacks them, and fights until they are uncon- instead each sacrifice a treasured possession scious, surrender, or his Hearth of Sorrow protection and Strahd withdraws) (see Curse of Strahd page 239) is overcome. Draw an additional card from the common deck and place • Glyphs: Stand firm behind the mantle of righ- it face-up in position 6. This card determines where teousness. (if any PC boldly presents a holy Strahd launches his attack. If Strahd is victorious, he symbol, Strahd suffers disadvantage on the first turns the PCs over to his Vistani (see Captured below in attack he makes each round; maintaining this Special Events). If the PCs repulse Strahd, he does not effect counts as concentrating on a spell) attempt to capture them a second time. Imprisonment and ruin await. Persevere and you Darklord, Marionette, or Seer may avoid this fate. These cards indicate that Strahd takes no particular interest in the PCs. He’ll respond to their actions ac- Location of Strahd’s Attack cording to his goals regarding the other participants in Samplethis fileadventure. The place Strahd chooses to make his attack is dictated by the result of a new card, that you will place in po- Mist and fog shroud you, you go unseen. sition 6. If the PCs never visit the location, this fortune Draw an additional card from the high deck and place passes without coming to fruition. it over top the card in position 5. Do not flip either card Flip over card 6 and read: over, but add: This is a card of places. When you are tested, this is The Land alone shall know the purpose to which where it happens. you have been called.

• Swords: Your trial comes in the dark, where the Before you rake the cards, you may want to take a se- wolves howl. (Svalich Woods at night) cret look at the newly drawn card and write down a • Stars: Your trial comes in a place long abandoned note in a notebook. but cared for still. Where it began for the Land and ended for the Flower. (the old Moldova home on Artifact, Innocent, or Mists Landrin Lane [see Scene 5 below]) These cards indicate Strahd sees the PCs as his agents, • Coins: Your trial comes in the place of fellow- willing or otherwise. When the adventure concludes, if ship where the Stranger sings and souls find rest. you judge that Strahd has succeeded in gaining what (Mangy Mongrel) he wanted, he grants the PCs a boon. The nature of the boon depends on the card in position 5. Once granted, • Glyphs: Your trial comes among the people of the Land. (in the Vistani wagons). a small tattoo appears on the PCs left hand, between forefinger and thumb. It shows Strahd’s insignia. It can be activated as a bonus action, providing the list- ed boon. The boon will not function in a battle against

99 Strahd and, once used, is consumed. Once the boon Broken One, Executioner, or Tempter is activated, the tattoo slowly fades away, and is gone These cards indicate Strahd becomes enraged when entirely after the character completes a long rest. he encounters Vasha. In that rage, he seeks to harm Serve true or serve false, the Land shall give when or kill her. This attack, by Strahd alone, comes at the it has what it seeks. vampire’s first opportunity, and should coincide with a point where the PCs are in her presence. If the PCs Flip over the card in position 5 and add: destroy his Heart of Sorrow protection (see Curse of This is the card of victory. The Land’s success is Strahd page 239), he withdraws. He won’t make anoth- yours as well. er open attempt on her life, but he continues to want her dead, or at least hurt badly. Add: The Land finds only pain and bitterness in the past. • Swords: You seek violence and violence seeks you. It seeks to swallow that pain and chooses igno- (the PCs receive a +1 bonus on all melee attack rance over knowledge and suffering over peace. and damage rolls until they complete a long rest) Donjon, Ghost, or Raven • Stars: Trust in the land, for it shelters you in its hand. (the PCs receive a +2 bonus to AC until These cards indicate Strahd rekindles his desire for Va- they complete a long rest) sha. He will attempt to charm her, and take her back to Castle Ravenloft to become one of his undead brides. • Coins: The land takes what it wants and so shall Where and how he does this is left to you to decide, you. (the PCs gain advantage on one d20 roll of but if he succeeds, your PCs should encounter her their choosing. Once used, this ability cannot again when they explore Castle Ravenloft – this time be used again until they complete a short rest. as an undead. After completing a long rest, the power fades away entirely.) Fire stirs in the Land. Passion consumes and is consumed. What was forgotten will be again. • Glyphs: There is calm if you are quiet and seek it. (the PCs receive the benefits of a bless spell until they complete a long rest) Darklord, Marionette, or Seer These cards indicate Strahd takes no particular inter- Position 2: est in Vasha. He responds to her any way you see fit. Vasha Moldova SampleLove file is empty and the Land feels nothing. What was, was. It shall not come again. This card determines how Strahd responds to Vasha Moldova. Artifact, Innocent, or Mists Flip over card 2 and read: These cards indicate Strahd regrets his treatment of This card represents love and passion and is the Vasha. If the PCs ask, he will offer her a gift: either a card of the forgotten lover. It reveals the future swift death or escape from the lands of Barovia. During when the past is brought into light. scenes that involve Strahd and Vasha, describe near- ly-imperceptible looks and actions from Strahd that Beast or Horseman suggest he holds some debt, or has done some great wrong, to Vasha. If the PCs bring it up, he will, subtly, These cards indicate Strahd sees Vasha as a threat and hint at a willingness to see his wrongs made right. he wants her dead. At some point during the adven- ture his minions will attempt to kill her (see Attack on As water upon the rock so is time upon the Land. Vasha in the Special Events section of Appendix I). If Watch and when the time is right, speak, and so the attack fails, Strahd does not attempt another, but right the wrongs of a prior age. he may act if the opportunity to kill her presents itself. The Land cannot suffer it. Death hunts with the light of knowing.

10 As a gnat before a man so is this power to the Land. Position 3: It shall soon be forgotten. Tarin Nightingale This card determines how Strahd responds to Tarin Artifact, Innocent, or Mists Nightingale, the feelings Tarin creates within him, and These cards indicate Strahd experiences a rush of ap- the bard’s power to attach souls to the soulless of preciation for Tarin and what he has done for the peo- Barovia. This card is particularly important as it drives ple of Aracos. For one night, Strahd will part the mists the events of Scene 8: Endings. and allow Tarin to leave Barovia. Flip over card 3 and read: As a candle in the wind so is the fleeting moment you shall have. In that moment, don’t hesitate, act! This is a card of power from outside. Within it is the ability to reshape Barovia itself. Position 4: Beast or Horseman Talaitha von Zarovich These cards indicate Strahd wishes to see Tarin dead. This card determines how Strahd responds to his The Land resists. It fights the sweetness and shall daughter. seek to devour it. Flip over card 4 and read: This card tells of the Land, and secrets hidden from Broken One, Executioner, or Tempter it. These cards indicate Strahd has become enraged by Tarin’s actions, and views them as a direct affront to his power. He intends to punish Tarin, and all of Ara- Swords or Glyphs cos. A sword or glyph indicates Strahd wishes to see her ghost destroyed utterly. The Land seethes with fury. Death and suffering come. Screams in silent wrath. The end is nigh. It is too much; the Land cannot abide it. Look to Berez and tremble. Stars or Coins Donjon, Ghost, or Raven SampleA star file or coin indicates Strahd wishes to see her ghost These cards indicate Strahd desires Tarin as consort put to rest. but wishes to guard that secret. He will seek to capture Flowers bloom in the light of knowledge. Tarin and destroy Aracos. The Land desires but hides that need. Lust takes Conflicting Goals that which lies before it and seeks to blot out all eyes that look upon it. It is possible that some of Strahd’s goals revealed through this reading may seem in contradiction to one another. For instance, he may wish his daughter laid to Darklord, Marionette, or Seer rest, but Tarin dead. In such cases, you will need to use These cards indicate Strahd loses interest in Tarin, your best judgment to guide his actions towards ac- and does not feel threatened by the bard’s power. He complishing each goal. Perhaps, in the example above, abandons his intention to transform Tarin into a con- he waits to move against Tarin until after Talaitha’s sort, and leaves the bard to his own fate. ghost has been put to rest.

1111 Scene 1: Getting Started Goal: Get the PCs to the village of Aracos. This scene opens as the PCs interrupt an attack by peration, “Let me hear the song of Tarin one last time.” Strahd’s minions on Bogan Konstanovich. If he didn’t survive, documents in his wagon reveal he A strangled cry is cut off suddenly from nearby as was a local to the village of Aracos and is survived by figures become visible in the distant fog. An elderly a daughter. man is slumped against his cart, frantically beat- Players that hear the name Tarin can attempt an ing at a pack of two-headed dogs. They bark and Intelligence check to learn: whine as they snap at him with slavering maws. Roll Result The man is Bogan Konstanovich and, until recent- 12 There is a bard called Tarin Nightingale, of growing ly, he was one of the unnoticeable, soulless masses renown, who performs in the village of Aracos. of Barovia. Everything changed for Bogan, however, 15 Tarin is an outsider, having arrived in Barovia only when he found himself moved to true tears while lis- a few months ago. His music draws emotion from tening to a tragic ballad performed by Tarin Nightin- even the most despondent listeners gale. Unbeknownst to Bogan, Tarin fused one of the trapped souls with him, transforming Bogan from an Interrogating the Vistana unfortunate soulless to one of the truly alive. Strahd felt the change in Bogan, and had his Vistani The Vistana is terrified of Strahd and fearful of the servants hunt him down. After they found him, the power he has even in the afterlife. PCs have disadvan- Vistana (bandit captain) led a vampire spawn and tage on any attempt to convince or compel him to talk. four death dogs to Bogan, intent on killing him. He knows: Characters with a passive Perception of 16 or • He is part of a Vistani group currently camped higher spot the vampire spawn and Vistana lurking in outside of Aracos, a small village nearby. the shadows. • A Vistana named Milosh told him to find Bogan, Sample filethen rendezvous with the vampire spawn and Development take it to Bogan Regardless of how PCs deal with this encounter, Bogan • Bogan is a cobbler in Aracos. He spends a lot of will not live long. His wounds are not deadly, but his time in the Mangy Mongrel. body is old and the attack has finished him. If he’s alive, he looks at the PCs, knowledge of his coming death Moving On clear in his eyes. “Please,” he gasps, “Please take me When the PCs are ready, move on to Scene 2: Vistani. home.” His words are slow, deliberate, and full of des-

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