In this scene, players engage in a social interaction encounter. You and your group determine how similar scenes play out in your adventures.
Four adventurers—Shreeve, Mirabella, Auro, and Gareth—have traveled to the Blood on the Vine tavern in the grim village of Barovia.
Jared (as DM): This tavern might have been finely appointed once, but it has grown shoddy with the passage of years. A blazing fire in the hearth barely gives any warmth to the room. You see a man behind the counter, methodically cleaning glasses. Three older women huddle together at one table. And a handsome young man sits by himself at a corner table, sipping a glass of wine. He looks up as you enter, but the other people ignore you. “Welcome to Barovia,” he says. He holds a coin toward the bartender: “A pitcher for the visitors.” The glint of silver catches the server’s attention.
Maeve (as Mirabella): “Thank you, friend. May we know to whom we’re indebted?”
Jared: “I am Ismark Kolyanovich, though around here, I am often called Ismark the Lesser.”
Russell (as Shreeve): “That’s unfortunate.”
Jared: “Indeed. I hope one day to live up to my father’s example and rid myself of that title. And so, my new friends, who are you?”
Amy (as Auro): “I’m Auro.”
Russell: “Shreeve.”
Phillip (as Gareth): “My name is Gareth.”
Maeve (as Mirabella): “I’m called Mirabella. You said your name was Kolyanovich. Are you related to Kolyan Indirovich, the burgomaster of this town?”
Jared: He looks a little surprised. He says, “Kolyan Indirovich is my esteemed father, yes.”
Maeve: “Then he’s the one who summoned us!” I show him the letter that drew us here.
Phillip: I watch his reaction as he reads it.
Jared: He reaches for the letter but pulls back before touching it. “That seal—it’s not my father’s.” Gareth, make a Wisdom (Insight) check.
Phillip: Gareth got 18.
Ability Checks. Phillip’s character, Gareth, makes a Wisdom (Insight) check to determine whether he reads Ismark’s unspoken cues. Wisdom is the ability that measures perceptiveness and intuition. Insight reflects a character’s skill at reading other people’s moods and intentions. The DM set the DC at 15, which Gareth beats. With a successful Wisdom (Insight) check, Gareth gleans information that wasn’t obvious, so it wasn’t part of the DM’s earlier narration. For more information, see “Ability Scores” and “Proficiency” earlier in this chapter and the Search action in the rules glossary.
Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.
Phillip: I ask him what’s frightening him.
Russell: “Yeah, whose seal is it?”
Jared: “The Devil Strahd.”
Amy: “Sounds like a pleasant fellow.”
Jared: “No! He is the vampire lord of Castle Ravenloft and a plague to my sister. You must help her!”
Amy: “So Strahd wrote this letter, pretending to be the burgomaster, imploring us to come to Barovia and rescue Ireena Kolyana from a deadly affliction … which is him? Why would he do that?”
Russell: “Why would he want us to come here?”
Maeve: “Clearly, he doesn’t think we’re a threat.”
Amy: “Well, he hasn’t met us yet!”
Jared: “He’s toying with you. He delights in the destruction of all things good, like my dear sister.”
Phillip: Gareth draws closer and compassionately asks Ismark whether his sister has been bitten by the vampire.
Jared: Please make a Charisma (Persuasion) check to see how well he responds to your pastoral manner. You have Advantage because he’s Friendly.
Phillip: Oh, good thing. My first roll was a 7, but with Advantage … ugh, not much better. Well, 10 plus 5 is 15.
Influencing NPCs. Gareth takes the Influence action (see "Rules Definitions"), which characters can take to influence an NPC. It’s easier to influence an NPC who’s already disposed to help you, as Ismark is here. Ismark’s Friendly attitude gives Phillip Advantage on the roll. In this case, Advantage made the difference between success and failure.
Jared: Ismark leans toward you, Gareth, with a suspicious glance at the other people in the tavern, like he’s worried they’re eavesdropping. He whispers, “The Devil Strahd desires to make Ireena his latest plaything. Twice he has visited her in the night, using his devilry to secure an invitation into the house—for he can’t enter where he isn’t invited. Twice he has bitten her, yet she clings to life. But I fear she won’t survive another visit!”
Russell: “All right, Ismark. You bought us drinks and told us about the Devil Strahd and your sister. How can we help?”
Jared: “You are too kind! First, I need your help transporting Ireena to the town of Vallaki.”
Maeve: “Where’s Vallaki?”
Jared: “It lies to the northwest, in the heart of the valley. As the raven flies, it is less than ten miles, but the road winds among the hills and woods, and the journey takes at least five hours at speed.”
Russell: “And why there?”
Jared: “The town lies beyond the view of Castle Ravenloft, so I hope it’s beyond Strahd’s spies. And I have heard that Vallaki is well defended, with a wooden palisade and iron gates.”
Russell: “As if such defenses would stop a vampire.”
Jared: “Indeed. But if moving her there can keep him away from her for even a few days, we have time for the second part of our task.”
Russell: “A part where you help us?”
Jared: “Yes, when I help you face the vampire!”
Active Roleplaying. Notice throughout the example how Russell and Amy actively roleplay their characters’ behavior. In this active approach, they speak with their characters’ voices, like an actor taking on a role. The players might even echo their characters’ body language. They still need to describe things that can’t reasonably be acted out.
Descriptive Roleplaying. Notice how Phillip describes his character’s words and action. Drawing on his mental image of his character, he says what his character does and how the character does it. If this approach is most comfortable for you, keep these things in mind:
- Describe your character’s emotions and attitude.
- Focus on your character’s intent and how others might perceive it.
Don’t worry about getting things exactly right. Focus on what your character would do, and describe what you see in your mind.
- Provide as much embellishment as you feel comfortable with.