Reloaded Strahd
Reloaded Strahd
Reloaded Strahd
The Curse of Strahd module is a gothic horror adventure for Dungeons & Dragons 5th Edition. The
campaign provides a similar atmosphere to Castlevania, Dracula, or (if you’ve played Magic: the
Gathering) the plane of Innistrad. Here, classic horror monsters of every type haunt the woods,
mountains, and villages of the dreary and terror-haunted land of Barovia.
As PCs, your players take on the role of adventurers who are new to Barovia - either because they
have been invited there, or because they have been lured and trapped there. Through the course of
the campaign, they will have an opportunity to help the native Barovians fight back against predatory
monsters, overthrow monstrous tyrants, and gather artifacts to help kill Strahd forever.
The Curse of Strahd module is the latest in a long line of D&D campaigns that take place in the
Ravenloft setting. The first adventure including Strahd von Zarovich was created for Advanced
Dungeons & Dragons, and each edition since has included a campaign, book, and/or other product
exploring Strahd’s realm.
Please note that Curse of Strahd is a highly roleplay-oriented module. Unlike many other published
adventures, the average Curse of Strahd is roughly 60% roleplay, 20% combat, and 20%
exploration. However, it’s not a traditional social intrigue adventure - instead, a large part of the
module’s content comes from investigating mysteries, exploring character backstories, building
relationships with helpful NPCs, and dealing with Strahd as a social antagonist, rather than an
enemy combatant. Make sure that all of your players are on-board with this before beginning a
campaign.
What are some tips and tricks for running Curse of Strahd?
● Don’t be afraid to TPK! A total-party wipeout doesn’t have to mean your PCs’ deaths -
instead, perhaps they’re captured by a powerful enemy, rescued by unlikely allies, or
spirited away to Strahd’s dungeons. Curse of Strahd is a perfect place to let your PCs
fail forward, rather than ending their stories immediately because they misjudged the
difficulty of a single combat encounter. Rather than making them bitter and harming
their attachment to their characters, a few “nonlethal” TPKs can give your players a
healthy sense of respect and caution.
● Before you start running the campaign, choose what kind of relationship you want
Strahd to have with your PCs in the early stages of the campaign. Should he be a
shadowy, distant tyrant? A cruel and ever-lurking monster? A suave and cordial
patron? There are many ways to develop Strahd’s relationship with the party, and you
should ensure upfront that you have a good idea of where you’d like it to start.
● Encourage your PCs to develop flawed or tragic characters, and use your plot hook
and/or Madam Eva’s Tarokka reading to link the PCs’ goals and backstories to
questlines in Barovia.
● During Session Zero, make sure to check with your players whether they’re okay with
certain traumatic or uncomfortable content that Curse of Strahd includes. If they’re not,
see what you can to tweak the module to remove problematic elements, or (if they
can’t be easily worked around) suggest a different module altogether. A brief (though
not comprehensive) list of potential triggers include: child abuse, murder, kidnapping,
gaslighting, racism, sexism, torture, mind control, cannibalism, sexual assault, mental
illness, animal cruelty, body horror, incest, suicide, drug addiction, and alcoholism.
Curse of Strahd: Reloaded
A Campaign Guide by /u/DragnaCarta
Chapter 0: Adventure Hooks
● Plea For Help serves only as a trap to lure the PCs into Barovia, leaving the thrust of the
campaign feeling hollow, as if their very presence in Barovia is a foolish accident - an
adventure to be regretted, rather than relish.
● Mysterious Visitors is perhaps the most useful of the hooks, drawing the PCs into the
grander narrative of Strahd’s corruption and the curse upon Barovia, and presenting
them with the campaign-long task of defeating Strahd and laying his troubled soul to
rest. However, it is neither personalized nor grounded, leaving the PCs as generic
participants in a cookie-cutter campaign and introducing the players to the adventure
while within a wholly irrelevant setting (Daggerford).
● Werewolves in the Mist fails as a hook for two reasons. First, it fails to tie the PCs into
any meaningful grand narrative (as the Werewolf Den is the location in Barovia most
divorced from Strahd’s curse and storyline). Second, while it is not a bad idea to involve
some element from a PC’s backstory in the hook (the factions), the fact that the factions
will never come up again (and that the werewolves have very likely never heard of the
Harpers or Zhentarim) can leave the entire experience feeling hollow.
● Creeping Fog, while admirable in its simplicity, utterly fails to invest the PCs in the
adventure they are about to undertake.
Of these, Plea For Help, Werewolves in the Mist, and Creeping Fog are clearly intended to
serve as traps for the PCs - once the PCs willingly (or unwillingly) enter Barovia, they will soon
find that there is no way out without slaying Strahd. As a result, each of these three hooks sets
“survival horror” as the tone of Curse of Strahd, whether or not you meant to run it that way.
Moreover, Plea for Help, Mysterious Visitors, and Werewolves in the Mist seem to assume that
the PCs have already been travelling together for some time - and in the case of Mysterious
Visitors, already accomplished some notable task for the Duchess of Daggerford. A long-term
campaign can easily begin with a three-session attack on a horde of goblin bandits outside of
Daggerford, and cleanly segue into a short “arc” thereafter. However, the Curse of Strahd
module is far too long to serve as a brief “arc” in a broader adventure, leaving any earlier
adventures (like one in Daggerford) dangling off into irrelevance like a vestigial limb.
Crafting a Backstory
As you work independently with your players to create their characters, encourage them to
develop hidden tragedies, impossible goals, and regrets into their characters’ pasts. Your PCs
don’t need to be “dark and edgy,” but they should have some great desire informed by past
mistakes, losses, or failures. These will likely fall into one or more of three broad categories:
● This PC is a broken creature searching for healing or redemption.
● This PC is a lost soul searching for kinship or purpose.
● This PC has lost or been abandoned by someone or something important to them, and
are attempting to regain it.
Your players may be tempted to create traditional Dungeons & Dragons PCs - a bard whose
ultimate goal is the seduction of every creature he meets; a wizard whose only goal is the
acquisition of power for power’s sake; or a rogue who steals from others in order to become
wealthy. While these are perfectly fine for low-investment parties, they will actively detract from
any group that aims to create a high-investment, narrative-driven experience. Barovia, at its
core, is a dark and broken land that attracts dark and broken people.
Some of the traditional character archetypes can be tweaked to better fit this mold (e.g., Caleb
Widogast of Critical Role), but your overall goal should be to help your player craft a backstory
whose driving goal can only be fulfilled within the borders of Barovia. See below for some
sample PC goals:
● A draconic sorcerer has forsaken his home and his people, and is searching for a means
of understanding his ancestry and finding a new land to settle in.
● A dragonborn cleric was abandoned by his tribe at birth, and hopes to one day find them
and rejoin his people.
● An aasimar paladin destroyed her church in a fit of zealous rage and hubris and Fell
from grace; now, she searches for a way to redeem herself in the eyes of her god and
sire.
● A tiefling rogue was orphaned as a child, and desperately longs to find a family that they
can love and trust.
● An elven ranger watched her forest suffer and die to a dark, creeping corruption, and
longs to gain revenge against the evil that created it.
● A human monk was forced to abandon his adventuring party when a great injury waylaid
him for a year and a day; now, he longs to rejoin his friends and ensure their safety.
● A halfling wizard was abandoned by his mentor many years ago, and hopes to find them
and prove his worth.
Notably, while the player will not know this explicitly until informed by Madam Eva, each of these
goals can be tied to a specific location, quest, or character within Barovia:
● The draconic sorcerer is a descendant of Argynvost, and is tasked by the dragon’s spirit
with sanctifying the memory of the Order of the Silver Dragon before founding the Order
anew.
● The dragonborn cleric finds a small collection of other dragonborn amongst the
berserker tribes on Mount Ghakis - the first of his kind that he has ever seen - and is
welcomed into their tents with open arms.
● The aasimar paladin learns that she must recover the holy symbol of Tasha Petrovna as
an exercise of penance; upon completion of this task, her wings will be restored to her.
● The tiefling rogue was whisked away at birth by a caravan of Vistani after the death of
their parents; in truth, their trueborn sibling still lives in Vallaki - Izek Strazni.
● The corruption that destroyed the elven ranger’s forest blossomed from a seed of the
Gulthias Tree, empowered by the blood of Strahd von Zarovich before it was carried into
the world beyond the mists by the werewolf pack.
● The human monk learns that his adventuring party was swallowed up by Barovia’s mists
soon after his injury; by following their trail through Barovia, he can discover their fate
and rescue his sole living companion.
● The halfling wizard’s mentor is Dr. Rudolph van Richten, famed vampire hunter, who
abandoned the halfling for fear that his curse would strike his pupil down, and so fled to
hunt Strahd von Zarovich instead.
Some other potential hooks might involve the werewolf pack, the Abbot at the Abbey of St.
Markovia, the Ladies of the Fanes, or Strahd himself. As with the dragonborn barbarian and the
human monk, don’t be afraid of adding in small elements of your PCs’ backstories into the RAW
setting. Modules are built to be personalized, and your players will be thrilled to see their
backstories transform the world that you run.
● Draconic Sorcerer: “Find me at the crossroads of Tser Pool, and I will share with you
path to uncovering the power of your bloodline - and the true nature of your heritage.”
● Dragonborn Cleric: “Come to my tent, and I will guide you to the hearth of your people.”
● Aasimar Paladin: “Journey through the mists of Barovia, and I will whisper to you the key
to regaining your honor - and the favor of your god.”
● Tiefling Rogue: “You are not alone in this world. I can tell you the name of the one that
shares your blood - but only if you travel to my fire and speak my name.”
● Elven Ranger: “You hunger for vengeance, but your eyes are blind. Journey past the
mists, and I will help your eyes to see your enemy.”
● Human Monk: “The ones that you love have wandered astray, and their lives may hang
in the balance. Find me, and I will show you to them.”
● Halfling Wizard: “The teacher you love is not as far as you fear - travel to the
encampment at Tser Pool, and I will show you the place where he hides.”
In each of these instances, Madam Eva speaks the truth. She does so, however, for ulterior
motives - through her Inner Eye, she has looked out into the world to find individuals whose
potential for power and goodness is great, and who may be easily lured to Barovia of their own
will. She sees through her foresight that they may accomplish their goals if brought into Strahd’s
realm - and, if guided properly, may accomplish her own goals as well.
For more ideas on potential quests your PCs can have, see the Personal Readings & Quests
section here.
In these dreams, Madam Eva directs the PCs to travel to an inn in Daggerford called the
Nightmare’s Stable; there, she promises, they will meet their companions and find directions to
Stanimir, a “man of many colors” who can guide them to her. A PC’s full dream may look like
this:
For the past moon, you have suffered strange dreams of a woman, her voice rasping behind
a darkened veil. In each dream, she speaks of secrets of your past - knowledge buried so
deep that not a single other soul could know. She speaks of answers to your questions, and
the fulfillment of your fate. She speaks of inheritance and magic, and promises both - and
more. She speaks in riddles, and whispers in tongues.
"Seek the Thief, the Soldier, and the Monk," she told you. "You will know them by their signs -
the Devil's horns; the blinded eyes; and the setting sun's scales. You will find them in the
home of night's steed, behind the walls of the dagger's ford.
"Once you have found these companions, seek out the travelling man of many colors. His
song will guide you to me."
When you awoke, the moon still high in the night's sky, you waited for the dream to fade from
your mind. Instead, you felt the visions solidify, clarify - and felt a weight in your lap. When
you looked down, you saw a single playing card resting there: the Beggar.
The next morning, you packed your possessions and prepared for the journey. After
consulting a map, you decided your destination: the Nightmare's Stable, in the town called
Daggerford.
The road lay before you, and your past lay behind. As the sun rose above your head, you
steeled your will, cleared your mind, and let fate guide your step.
In this particular example, the Thief is the tiefling rogue, the Soldier the aasimar paladin, and
the Monk the dragonborn cleric. This dream is relayed to the dragonborn sorcerer, the Beggar,
whose sign is “the dragon’s mark.”
Upon arriving in Daggerford, the PCs soon find each other to be the only other inhabitants of the
Nightmare’s Stable, and can easily detect their companions by their signs. The barkeep, a sour
man named Kelrick, can inform them that a troupe of Vistani recently arrived in town to perform
and share stories in their encampment, a fact that is advertised on a flyer just beside the bar.
Inform your players ahead of time that you encourage them to keep their personal quests and
backstories private until such a time as they become directly relevant to the story. It is a
common temptation for many new players to introduce their characters by revealing their true
appearance (“My arms are secretly covered in dragon scales”), their hidden motives (“I’m the
lost heir of a great kingdom, and I want to reclaim my throne”), and their personal tragedies (“I
got my entire platoon killed in battle. I regret it every day”). Do your best to keep your players
from doing this. Their personal quests are much more enriching and interesting to the other
players and NPCs if they are revealed piecemeal, with each delicious hint and secret dropped
bit-by-bit over the course of the first two-thirds of the campaign, rather than dumped on the table
all at once.
When each PC has delivered their tale, Stanimir then relays his own story of Barovia’s “dark
prince,” as depicted in the Mysterious Visitors hook of the original module. Notably, however, he
does not ask the PCs to defeat Strahd or break his curse; rather, he changes the story to subtly
draw comparisons to the PCs’ own hidden backstories, and concludes by informing the PCs that
Madam Eva has seen their destinies intertwined with Strahd’s own.
The PCs are welcome to sleep overnight at the Vistani camp. The following morning, the Vistani
pack up and guide the party to Barovia through the misty woods beyond Daggerford. After a full
day of travel, it becomes evident to the party that they have “shifted” en route to a different
forest entirely, slipping into the space between planes. Stanimir leaves the PCs at Barovia’s
gates, confessing that Madam Eva has banished his caravan from Barovia for some offense
many years ago, and that his service in transporting the PCs is part of the payment for his
transgression. He bids them luck, and tells them to stay on the path, and to beware of dangers
that may far overpower them.
As your PCs make their way throughout Barovia, accomplishing each task in turn (e.g., restoring
Argynvost’s skull, reclaiming Petrovna’s holy symbol, or bringing down the Gulthias Tree),
consider bestowing them some boon or charm as a reward for achieving this milestone. For
example, the draconic sorcerer may receive a gift of flight from Argynvost’s spirit; the aasimar
paladin may be allowed to shift her subrace from fallen to protector; or the elven ranger may
receive limited power over plantlife from a thankful Lady of the Fanes. While you should take
care to keep these boons from being overpowered, you should also enjoy the experience of
tailoring them to your players and their sense of fun. Curse of Strahd has few true moments of
accomplishment, and this is a rare opportunity to truly reward your PCs for their deeds.
The choice to run Death House or not is entirely at the DM’s discretion. While surveys of
/r/CurseOfStrahd show that a large majority of DMs tend to run this dungeon, it is perfectly
permissible to run your PCs through another adventure that will take them from levels 1 to 3, or
to simply start them off in Barovia at level 3.
Pros
● Simply starting the PCs in the village of Barovia as-written can serve as an anti-hook.
Unless you employ the Plea for Help or Mysterious Visitors hooks exactly as the book
describes them, the PCs will have no pressing action or intrigue to engage them until
they receive Madame Eva’s reading, encounter Morgantha peddling her wares, or
become embroiled in the politics of Vallaki.
● The malevolence and alien nature of Death House can serve as a marked contrast to
Ismark and Ireena’s warmth and humanity, driving the players to view them more
positively.
● Should you choose to run Curse of Strahd as-written, without any modifications
regarding lethality, Death House serves as an excellent introduction to the danger and
deadliness of Barovia.
● Several items within Death House, including Strahd’s note and the deed to Old
Bonegrinder, can foreshadow future locations and characters while planting the seeds
for future plot hooks.
● Throwing a group of level-one PCs into a dark and dangerous haunted house builds
both the suspense and fear that make Curse of Strahd’s creeping horror so effective.
Cons
● The mechanical tone of Death House can differ greatly from the rest of Curse of Strahd,
building player familiarity with a linear dungeon crawl that contrasts with the open
sandbox nature of the rest of Barovia.
● Many experienced players prefer starting at a level when their characters become more
complex and their archetypes accessible. Level one characters can occasionally bore
veterans who may be more interested in mechanical aspects of D&D.
● Death House can easily be removed from a campaign without impacting the rest of the
adventure, which speaks to its uselessness in service to the overall plot.
Once you have chosen to run Death House, you must be prepared to structure the earliest
sessions of the campaign around it.
When the PCs arrive in the land of Barovia, Death House will be the first sign they see of
proper, established civilization. However, placing it within the borders of Barovia Village can
make it clear to your players that they are being railroaded inside, and possibly lead them to
mistrust Rose and Thorn from the get-go.
To play Death House as a more insular and immersive location, place it within a small hamlet on
the side of the road to the Village of Barovia. It is flanked by two abandoned structures on either
side: a dilapidated servants’ house; and a ruined stable. Both are largely empty, and contain
only a single room.1
If you would like to encourage the PCs to view Death House more favorably upon their initial
arrival, allow a thunderstorm to erupt as the characters are making their way down the Svalich
Road. While seeking shelter amidst the storm, they see a light in the distance - a lantern held by
the illusory Rose, who is standing beneath the awning of the house, sheltering her “brother”
from the rain and signalling for help to any victims nearby.
Once Death House has been completed, and the PCs have escaped its dungeon, the fog
recedes, allowing the characters to see the village in the distance.
1 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
❓ For Your Consideration - Low-Gear Beginnings
If you chose to use the Penniless and Weaponless story hook modification, Death House is
an excellent opportunity to make your players feel powerless while also providing them an
opportunity to improvise their self-defense and acquire low-level gear that they can build up
over time.
Survival horror is a genre that shines when characters are incentivized to run and hide, rather
than standing and fighting. This kind of theme is an excellent tone to strike in Death House,
both for the dungeon’s own atmosphere, and for the lesson it teaches players regarding the
rest of the sandbox-style module to come.
At this point, your PCs should retain, at most, their clothes, and a few choice items that they
have slept with, including a coin pouch, single dagger, or arcane focus. A player that has lost
their backpack, their heavy armor, or even their boots will feel much more vulnerable to the
horrors that Death House holds. As a result, they will become anxious enough to scavenge -
and more resourceful as a result.
While within Death House, your players will need to get creative with the weapons that they
can use. Fireplace pokers can serve as spears, and barrel covers can act as makeshift
shields. A bottle of wine, a tinderbox, and an old rag can easily create a Molotov cocktail. If
you keep track of the mundane and weaponized item within Death House, and add in a few
that your PCs might be able to use, your players will have a good array of options to choose
from.
Do note that this can be regarded as a hardcore mode of gameplay, afforded only to veteran
roleplayers or experienced survivors of horror games. Encourage your players outside of
game to treat Death House as a kind of Amnesia-like survival horror game, and allow them
the freedom to create their own solutions to monstrous, overwhelming problems.2
History
As-written, the legacy of the Durst family and its cult is a perfectly acceptable piece of Barovian
history for your PCs to confront. However, while the official version of the Dursts’ story can
provide a comfortably evil equivalent to Acerak, the Black Spider, or similarly evil D&D villains,
they can feel largely one-dimensional while compared to the emotional and mental depth of
Strahd himself.
Much of the modifications that this guide makes to the Death House appendix encourage
players to seek out more depth and characterization of potentially-rich characters such as Rose,
Walter, and the Durst family’s nursemaid. However, if you wish to go even deeper into
humanizing the struggles and darkness of the Durst household, you may consider using the
following family history, on which many of the following modifications are based:
When Strahd von Zarovich conquered Barovia, the Durst family was an upper-class household
of minor noble descent that managed to retain power under the new regime by cozying up to the
2 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
new lord in Castle Ravenloft. As time went on, however, Mr. and Mrs. Durst were affected by
the darkness that swept over Barovia. Mr. Durst became solemn and depressed, while Mrs.
Durst felt herself grow older and uglier.
In search of the brightness that had escaped his life, Mr. Durst turned to his children’s
nursemaid, a young and single woman by the name of Margaret. Flattered by the older and
wealthier man’s charms, Margaret enjoyed a brief affair with him that accidentally ended with
her pregnancy.
As she watched Margaret’s belly swell with her husband’s bastard child, Mrs. Durst lost herself
to jealousy and hatred, convinced that her increasing age was responsible for her husband’s
adultery. Drawing on tales of Count Strahd von Zarovich’s eldritch power, Mrs. Durst founded a
cult dedicated to the secrets of immortality and youth. Mr. Durst soon found himself involved -
and complicit as well.
The cult would lure travelers, neighbors, and servants alike into the Durst household, murdering
them in ritual sacrifice on the altar in the basement in an effort to draw forth their life force.
However, nothing ever worked.
Each time Mr. and Mrs. Durst performed these sacrifices, they locked their children in their
rooms in a sincere attempt to protect them. However, soon after Margaret’s bastard son, Walter
was born, Mrs. Durst lost her patience completely.
One stormy night, Mrs. Durst murdered Margaret in her sleep, and took Walter down into the
basement. Standing alone before the altar, she chanted an unholy prayer and sacrificed the
infant upon its stone surface. This act of infanticide attracted the notice of a Dark Power -
Norganus, the Finger of Oblivion. Amused by the depravity and desperation of the Dursts,
Norganus granted the Dursts and their cultists the immortality they so craved - by turning them
into ghouls and ghasts.
Mr. Durst, upon seeing what his wife had done, was overcome with guilt, and hanged himself in
the basement. Mrs. Durst soon lost herself to madness, and lost herself in the catacombs of the
dungeon beneath. With no adults left to remember them, Rose and Thorne starved to death in
their room.
Mrs. Durst’s final sacrifice, so perverted and malignant in its nature, transformed Walter himself.
This act of betrayal twisted and broke the infant’s soul and body, morphing Walter’s spirit and
flesh into an enormous, horrible monster that anchored Norganus’ curse to the very foundations
of Death House.3
3 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
recognize Mr. Durst’s own evil, they may yet feel a certain level of pity and sympathy for
the creature that he became.
● The twisted, two-dimensional depravity of the cult, including its cannibalism and orgies,
is no longer necessary.
While illusions, Rose and Thorn are sophisticated simulacra created by the house. They are
solid to the touch, and are indistinguishable from ordinary children.5
The children ask the PCs to check on their baby brother, Walter, who they say was left upstairs
when they fled the monster in the basement. They inform the party that their parents went down
to stop the monster some time ago, but have not returned since. Both children are too
frightened to enter the house, and Rose refuses to leave Thorn’s side, who fled in tears when
the monster began to roar.
The children refuse to venture into the fog in search of help because they know that “bad things”
lurk there. They inform the PCs that the fog appeared soon before the beast, and suggest that
the mists may clear up when the monster is killed. A PC with a sufficiently high passive
perception can hear a baby faintly crying from the upper levels of the house.6
4 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
5 ElvenTower, Curse of Strahd intro – Running the Death House
6 /u/endangerous, DM Tips Curse of Strahd - Part 1 - Intro & Death House
7 Power Score, Curse of Strahd - Death House
To this end, several of the rooms in this campaign guide have been updated to contain For Your
Consideration information boxes that build toward a creepier, more traditional haunted-house
feel. While these modifications can, individually, make Death House a more interesting
experience for your players, in aggregate they can downplay the mystery and ultimate reveal of
the house’s fate. This has the potential to transform a mystery-solving adventure into a more
straightforward dungeon escape, which may harm the narrative urgency that drives your players
to uncover the remnants of the Durst family’s legacy. Therefore, be cautious when considering
which, when, how, and how many of these spookier encounters you employ.
If you ultimately choose to leave one or several of the rooms empty, you run the risk of boring
your players. For this reason, be mindful of the pacing of your session, and do your best to keep
things moving if the story begins to drag. Don’t be afraid to tell your players that a room contains
nothing else to find, and ask them what they would like to do next.
Due to the small size of most rooms in Death House, there is very little room for tactical combat.
You may find it easier and more immersive to run combat scenarios using “theater of the mind,”
rather than an illustrated battlemap. As the floorplan of the house can be confusing, however, it
can’t hurt to encourage your players to sketch out a rough map of the rooms they’ve already
visited. Spend your time worrying about where your PCs are and what they can interact with,
rather than calculating the exact bounds of a Ray of Sickness.8
1. Entrance
If your PCs return to the front door after entering the house, they find it to be stuck in the
doorframe, unable to be opened.
2. Main Hall
If you wish to instill a sense of urgency in your players, allow them to hear a muffled scream
from the floor beneath, and the soft sobbing of an infant coming from an upper level. Keep in
mind that this may cause your PCs to skip many rooms as they race toward their ultimate goal.
3. Den of Wolves
❓ For Your Consideration - Den of Wolves Haunting
The stuffed wolves move when not directly observed.9
5. Dining Room
❓ For Your Consideration - Dining Room Haunting
The dining table is laid with a magnificent feast. A PC that eats from it must succeed on a DC
15 Wisdom save, or else be compelled to stuff themselves with food. After the PC has filled
their gullet for a full minute, the glamor upon the banquet vanishes, revealing it to be rotted,
foul meats infested with maggots and stale breads stuffed with weevils. At this point, the
compulsion upon any affected PCs falls, leaving them poisoned for 1 hour.
6. Upper Hall
❓ For Your Consideration - Upper Hall Haunting
A character that listens at the door of the Servants’ Room can smell blood, and hear the sobs
and muffled gasps of a woman in pain.10
7. Servants’ Room
If your PCs decide to take a long or short rest while in Death House, the Servants’ Room is the
most likely location for them to do so. If they choose to hole up in this small chamber, you may
consider upping the difficulty of the House by giving the characters terrible nightmares,
removing any benefits they may gain by taking a long rest.
If the PCs take a long rest in this or any other room of Death House, use one or all of the
following haunts while the characters sleep:
● A PC hears rats scrabbling up and down the spaces between the walls.11
● A PC hears footsteps descending from the attic and stopping outside of their door before
moving away to the library. Soon after, a grinding noise can be heard coming from the
library (the sound of the secret door).
● A PC hears maniacal laughter echoing from far below the House.
● A PC experiences a false awakening, wherein they wake to see that one of their friends
has been replaced by a ghast, which is slowly creeping toward another PC. If the PC
If the PCs damage anything on the first or second floor in their search for traps or treasure and
return to any such chambers after a long rest, let them know that the rooms have been restored
to pristine condition.
8. Library
A tattered piece of sheet music lies on the desk. It is titled “Song for Elizabeth.” A handwritten,
partially burnt note sits beside it; it reads “Bulwarton’s words can open the way.” The red-
covered fake book that opens the secret door is titled “An Architect’s Art,” and is written by
Archibald Bulwarton.
A small rock collection sits upon one of the shelves; each of the stones are labelled with its
scientific name. This collection once belonged to Mr. Durst. Additionally, the top drawer of the
desk contains a number of receipts for candles, daggers, and incense.14
A PC that searches the room and passes a DC 15 Investigation check can see flickering
candlelight beneath the secret door.16
9. Secret Room
Change the text of Strahd’s letter in the secret room to refer to a “bastard” instead of a
“stillborn.”17
If you are using Uncle Dimov as discussed in the For Your Consideration box of Area 20, you
may choose to include the following letter tucked away in the alcove alongside the deed to Old
Bonegrinder:
I must confess, my nights as of late have been sleepless. The child’s wails these past several
evenings have kept me awake , haunting these halls like a ghost. Margaret does her best, but
other clouds yet trouble my dreams.
My beloved Elisabeth, I am sure, feels it too, for she tosses and turns in our bed and awakes
with her forehead slick with sweat. O’er the past several congregations, I have become
suspicious of the ambitions of the others. Their dark murmurs worry me, and though I know
that a shadow ought not fear a blacker night, I cannot but fear for the extent of their plotting.
If anything happens, you are to be steward of our parents’ house, and caretaker of my
children. Keep Rose and Thorn safe, and dear Walter close to your breast. Should the worst
come to pass, you shall be all they have left.
The key to Rose and Thorn’s room is folded inside of this letter.18
10. Conservatory
If a PC plays the “Song of Elizabeth” found on the desk in the library on the harpsichord in this
chamber, the conservatory fills with ghosts that dance about the room to the tune of the melody.
The ghosts take no notice of the characters, save for two: Gustav and Elizabeth Durst, who
stand beside the fireplace, staring at the PCs. When noticed, the harpsichord’s strings are cut,
the ghosts vanish, and a grinding sound can be heard from above, signalling the opening of the
secret passage in the attic.19
If the PCs exit the room without playing the harpsichord, the sound of “Song of Elizabeth” can
be heard faintly through the doors until the room is re-entered.20
A PC that searches this room can find a small dog hiding under an armchair. A tag on his leash
identifies him as Lancelot, owned by Gertruda. As Mad Mary lost herself to grief, Lancelot left
his house in order to search for Getruda. He wandered into Death House, and was trapped in
the conservatory when the house shut the door behind him. He is rail-thin and starving, and
terrified of any character that approaches him. He can be coaxed out from his hiding spot,
however, with a DC 10 Animal Handling check, with advantage if offered food.
The cult of Death House considers Lancelot an acceptable sacrifice if killed on the altar.
A creature that is pushed over the edge of the balcony falls two stories, or twenty feet, and
takes 2d6 bludgeoning damage. That creature must succeed on a DC 15 Dexterity (Acrobatics)
check or land prone.
Remember that there are two secret doors that can lead to the attic staircase. The first lies in
the upper left corner of the Nursemaid’s Suite. The second is directly opposite the first, at the
southern corner of the Balcony.
Your advice on dealing with the unwanted fiend in my home is quite good advice indeed.
Tonight's ceremony will proceed as planned when the moon is at its highest peak - without, of
course, the attendance of Mr. Durst. I must agree with you that, with the assistance of such a
remarkably innocent subject, the results of our proceedings may be far improved. “Innocent,"
of course, is not quite the term I would use.
If nothing else, I am relieved that I shall soon no longer have to suffer the harlot’s insufferable
presence each time we must pass through her quarters to our meeting-space. We shall be
well rid of her indeed.
My Thanks,
Mrs. Elisabeth Durst24
A small piece of parchment is clutched in Mr. Durst’s right hand, held tight by rigor mortis.25 If
removed, it reads:
My Beloved Children,
I wish I could do what all fathers do and tell you that monsters aren’t real. But it wouldn’t be
true.
Life can create things of exquisite beauty. But it can also twist them into hideous beings.
Selfish. Violent. Grotesque. Monstrous. It hurts me to say that your mother has turned into
one such monster, inside and out. And I’m afraid the disease that afflicted her mind has taken
hold of me as well.
It sickens me to think what we’ve put you through. There is no excuse. I only ask you, though I
know I have not the right to do so, to try and forgive us. I despise what your mother has
become, but I love and pity her all the same.
Rose, I wish I could see you blossom into a strong, beautiful woman. Thorn and Walter, I wish
I could be there for you. But I can’t. This is the only way.
Goodbye.
A DC 13 Wisdom (Medicine) check reveals that Mr. Durst has been dead for no more than a few
hours. This is another manifestation of the house’s curse, and not actually correct.
When any character inspects the mirror, they find the secret door automatically without any
checks required. It makes little sense for such a mundane door to be concealed so expertly, and
25 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
26 /u/NobbynobLittlun, Notes from running Death House
a DC 15 Perception barrier can create undue frustration in your players, given that finding this
door is necessary to continue forward.
There are three ways to run the encounter with the nursemaid, each varying with her emotional
and spiritual state: Hostile, Alien, and Friendly.
A hostile encounter maintains the antagonism of the nursemaid’s specter. While it is ill-advised
to run this encounter as an immediate combat, due to the severe mismatch between a specter’s
CR and your PCs’ expected level, a lack of care by your players can lead to a dangerous
situation. When the PCs open the door to the nursery, they see the back of a young woman
wearing a homely dress and a bonnet. If disturbed, the specter slowly turns toward the PCs,
revealing the face of a terrified, skeletal young woman whose flesh falls off in chunks to reveal
the specter beneath.27 If the PCs approach, she warns in a whisper: “Don’t wake the baby. The
baby is sleeping.” If a PC threatens or approaches the bundle containing the “baby,” the specter
attacks, relenting only when all PCs have fled her chambers, or when the character that
disturbed her “baby” has been killed or knocked unconscious.
An alien encounter preserves the emotional distance between the PCs and the nursemaid’s
ghost. While the spirit is not actively antagonistic, she cannot be communicated with directly.
When the door is opened, she holds a finger to her lips and whispers, “Hush. The baby is
sleeping.”28 If a PC approaches the crib in the nursery and opens the bundle inside, the
nursemaid’s specter vanishes. A PC that then views the mirror sees the image of the nursemaid
looking back at them.29 The reflection perfectly follows the PC’s movements; however, the
nursemaid’s eyes can still blink on their own. If a PC asks her for help in locating Walter or the
basement, she smiles and steps aside, leaving the mirror blank. Alternatively, when the crib is
approached, the nursemaid scoops up the bundle in the crib and exits the nursery, passing
through the mirror and the closed secret door there.
A friendly encounter allows the PCs to communicate directly with the spirit of the nursemaid. If
approached with hostility, the specter vanishes in fright. If approached with kindness or respect,
however, the nursemaid’s specter introduces herself as Margaret. She is withdrawn and shy,
and does not fully understand how or why she died. She is confused, and frequently jumps
between awareness and ignorance of her own state of undeath, sometimes in the same
sentence.
She speaks fondly of Mr. Durst, but avoids mentioning their affair out of a sense of propriety. If a
PC asks her about her relationship with Mr. Durst or her parentage of Walter, she smiles sadly
and informs the party that it is “not her place to speak of such things.” She adores Rose, Thorn,
and Walter. While she does not speak ill of Mrs. Durst if asked, she is clearly uncomfortable and
fearful of the lady of the house.30 When the PCs finish their conversation, she scoops up the
27 /u/I_BLAME_YOUR_MOTHER, What I have learned from running Curse of Strahd twice Death House
to Vallaki
28 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
29 /u/NobbynobLittlun, Notes from running Death House
30 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
“baby” in her arms and informs the PCs that she’s taking him to play with his older brother and
sister. Margaret then walks through the mirror into the attic; a moment later, the secret door
clicks open, revealing the hidden passageway.31 Margaret does not appear again.
The nursemaid’s corpse appears curled up in the trunk. If the PCs investigate, they see that the
front of Margaret’s dress has multiple stab holes, indicating her murder.32
If you would like to deepen Rose’s characterization, you may make her a child prodigy who is
quite aware of the dynamics in her house (though not the specific details). She is also a budding
wizard who discovered a small spellbook in her father’s library, and took great care in copying
the Mending, Light, and Shocking Grasp cantrips into her diary. To demonstrate this, you may
choose to have the ghostly Thorn accidentally break one of his toys, which Rose swiftly Mends.
Should she possess a PC, she is able to cast those cantrips through her host’s body.
Rose shyly shares her diary with the party if her use of magic is remarked upon. Rose’s diary
contains entries regarding her studies, her friends, her younger brother (who she is fiercely
protective of), and elementary (yet insightful) observations on the nature of magic.34
It worked! Uncle Dimov snuck into our room again, but this time I was ready. I hope he
never comes back!
If the PCs attempt to discuss this incident or an Uncle Dimov with Rose, she instantly clams
up. If Thorn is asked about his uncle, he shrinks in on himself and falls silent, Rose hugging
him while glaring daggers at the PC responsible.35
If you would prefer to avoid the implication of child abuse, you may have Rose instead explain
that Uncle Dimov would break Thorn’s toys and taunt him for his timid nature and weak
constitution.
Once the PCs have made friends or allies of Rose and Thorn, if the PCs appear wounded or
tired, the ghostly children offer the use of their room as a sanctuary for a rest, and promise to
stand guard against the “monsters” that they’ve heard below.36
While ignorant to the true nature of the cult, Rose remembers hearing her mother bringing
Walter to the basement before she died. She asks the PCs to save their baby brother and
parents, and defeat the monster below once and for all.
Rose knows the way down to the basement, but “isn’t supposed to go down there” and “doesn’t
want to get in trouble.”37 If the party convinces her to show them the way, she points them
toward the dollhouse, revealing the secret entry. In exchange, she asks the PCs to deliver her
and Thorn’s bones to their resting places in the crypts below.38
The dollhouse contains small dolls that depict tiny, twisted molds of any characters and
creatures currently visible in the house. The dolls are made of painted resin. Any character
looking inside the dollhouse while in Rose and Thorn’s room can see the appropriately-placed
dolls of all living creatures within the manor.39
28. Larder
The grick in this alcove is coiled on the ceiling, and drops onto its victim when they enter. A DC
17 Wisdom (Perception) check allows a PC to determine its presence before entering.41 Rather
than reptilian, the grick’s skin has been flayed away, rendering its species unrecognizable and
its body a pink, fleshy substrate with tendon-like tentacles.
While the narrow corridors of this basement should allow your PCs to bottleneck these ghouls
quite easily, you may also wish to encourage your party to avoid this hallway entirely by
describing it as holding “an overpowering stench of death and decay.” If nothing else, this alerts
your players that something dangerous lies down this hall, and potentially prepares them for
battle.
As the ghouls are the undead forms of the former cultists, they retain some vestige of their
former selves. They mindlessly repeat any or all of the following phrases as they attack the PCs:
“Beautiful. We’re so beautiful”; “Nothing can hurt us”; “We are perfect. We are immortal”; and
“Help us live forever.”
40 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
41 /u/NobbynobLittlun, Notes from running Death House
42 StarwalkerStudios, How to Run Death House Without Killing All the PCs
43 SlyFlourish, Running Death House
31. Darklord’s Shrine
This is an incredibly lethal encounter, especially given the Strength Drain ability each shadow
has, which can easily snowball into a TPK. You can ease the difficulty by allowing the shadows
to emerge in waves, with two new shadows attacking each round.44
You can also foreshadow the danger in this room by telling the PCs that they can see five ashen
shadows burned into the walls, with soot marks stretching across the floor toward the Darklord’s
statue. If the orb is disturbed, the shadows begin swooping across the walls, and attack the
party a round later. While the shadows prepare to attack, the PCs can hear their murmured
moans, including phrases such as “Begone from this place!”; and “Look not upon us.”
A character that approaches the orb can hear many voices whispering: “His gaze burns upon
us”; “the Darklord’s eyes are always watching”; and “He is the Ancient; He is the Land.”
If you wish to remove the combat aspect of this area altogether, you can remove the shadows
from this chamber, and simply inform any PC that touches the orb that they suddenly feel “a
dark, ancient evil turning its eye upon them.” Strahd then becomes aware of the PCs’ presence
in Death House.45
When a character removes the items from the chest or inspects either of the portraits. Mrs.
Durst, a ghast, bursts from behind her portrait and attacks.46
Unlike the ghouls, Mrs. Durst retains the ability of speech. She has retained her memory, but
has completely succumbed to her own dark whims. She wears a tattered, once-beautiful red
dress, and she wears gold earrings and a golden necklace around her neck. Her lips and gums
have gone black with rot, and her smile shines with madness. At this point, she bears only a
vague resemblance to her own portrait.
Mrs. Durst has gone completely insane. She is arrogant to an extreme, and shuns her dead
husband, calling him a lecherous traitor who deserved his death. She speaks unkindly of Walter
Should the players ask her what she did to Walter, she invites them to descend further into the
basement and “see for themselves.”
If reduced to half hitpoints, Mrs. Durst commands the PCs to leave, and defensively backs
herself into the corner.
35. Reliquary
To foreshadow some of the future locations and characters, you may replace some of the items
in this chamber with trinkets or omens reflecting other events in Barovia.47 They include:
● an angelic feather
● a wooden figurine of a black knight bearing the emblem of a rose
● severed raven talons
● a small chunk of amber resin that exudes an evil aura
● a cracked egg containing the remains of a skeletal infant dragon
37. Portcullis
The wooden wheel that opens the portcullis is located on the eastern side of the gate, rather
than the western side. When the Mound is summoned, the portcullis crashes to the ground,
sealing shut.
A small, white bundle is visible atop the altar. When approached, it resembles the size and
shape of an infant wrapped in swaddling clothes. It instead contains a rusted, serrated dagger
painted red with dried blood.
When the Mound is summoned, the cultists chant instead: “Come, demon! We awaken thee!”48
A small earthquake shakes the foundations of the house above, sifting dirt and dust from the
ceiling above.49
To better situate the Mound (a plant creature) within Death House’s dungeon, use the following
reflavored description as it emerges:
When Lorgoth begins to move, the ghosts of Rose and Thorn (if on friendly terms with the PCs)
appear, interposing their spirits between the Mound and the characters, and shout for the party
to flee.
When the Dark Power accepted Mrs. Durst’s final sacrifice, Walter was transformed into a
terrible monster: a vessel for the cult’s hatred, arrogance, and depravity bound within an
innocent babe. If the PCs refuse to make the requested sacrifice, the cult is angered, and
summons Walter. If the PCs make the requested sacrifice, the cult chants victoriously, and
summons Walter anyway. Either way, your players should feel as though they have just made
a grave error.
When the Flesh Mound is summoned, the dirty water filling the chamber ripples as something
moves beneath the surface. A host of bones, flesh, and disparate body parts come together
from the water, collecting into a massive, shifting heap of gore.
During this battle, you may use the modified stat block for the Flesh Mound, which can be
found below.51
If you wish to force the PCs to engage with the Mound, consider allowing the cult to shut and
lock the portcullis that serves as the room’s main entryway.
Once a PC has seen or learned of Walter’s existence, if that PC is aware of the circumstances
of Walter’s birth and death, that PC may make a DC 15 Intelligence (Arcana) or DC 15
Intelligence (Religion) check to learn the source of the curse upon Death House. A PC that
51 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
succeeds on this check learns that the spirit of a murdered infant, unwanted by a parent, can
incite a powerful curse upon its household, tormenting its killers and chaining their souls to the
place of its death. The only way to remove the curse upon Death House, this PC learns, is to
bury Walter’s corpse at sunrise beneath the threshold of the dwelling.
Endings
Flight from Death House
When the PCs defeat or flee from the Shambling Mound, the house responds in kind. The floor
begins to quake, and the ceiling shudders and cracks as debris and dust begin to sift into the
air. As the structure groans above the PCs’ heads, make it clear that they must flee - before
Death House collapses atop them.
To successfully escape from Death House, the PCs must succeed on a skill challenge.52 A
holdover from 4th edition, a skill challenge requires the PCs to face a number of obstacles that
cannot be solved solely by combat.
Note that the following section is largely copied wholesale from Wyatt Trull’s Curse of Strahd:
Escaping Death House Skill Challenge. If you find it interesting or helpful, we heavily
recommend donating a small amount using the Dungeon Masters Guild link above to support
their work.
For more information on how to run a skill challenge, see Appendix F: How to Run Skill
Challenges.
Once the challenge begins, swarms of maggots begin to bleed from the walls, floor, and ceiling
of any room that the PCs take refuge in, filling the room completely within 3d4 rounds. Note that
only the doorways to Areas 12 and 15 have the scythes mentioned in the module.
Roll initiative upon beginning the skill challenge; on 3 failures, the slowest adventurer is left
behind. On 5 failures, the slowest two adventurers are trapped while their companions make it
to safety. If the characters achieved 4 successes before 3 failures, all make it out—worse for
wear, and forced to carry in their hearts this hellish night forevermore.
The skill challenge begins as soon as the party defeats or decides to flee the Mound in the
basement. The rooms of the house are modified in the following ways:
At your discretion, this can serve as an obstacle. A player might request—scream out, even—
for the chance to stop a character from falling into the pit. If so, it counts as a success or failure
for the skill challenge; otherwise, treat this area as a non-obstacle. Some skill checks suggested
by the players might include:
● Carpenter's- or Woodcarver's tools can be used to notice how rotted the planks are
and understand it to be unsafe before all is lost. (Moderate DC)
● Sleight of Hand can be used to snatch at the falling character's belt, or snatch at the
edge, preventing their own fall. (Easy DC)
● Acrobatics may allow a character to divert their momentum into a leap, landing safely
on the opposite side. (Moderate DC)
On a failure, the adventurer is nearly pulled into the well where they struggle against the
skeleton that seeks to drown them; ultimately, the victim escapes, but not worse for wear.
Screams rend the darkened depths. Screams for mercy, for help, for a quick end. You come
across a man chained to the wooden table, thrashing, screaming. A gash runs the length of
his belly, from which blood pulses out to the beat of his heart! How or where he came from
doesn't matter, but in the distance, you hear them: the cultists, chanting, hungering! Can you
silence him before those ravenous cannibals come upon you?
A ghost of Death House's red past has been made flesh once again, and mad babbling
threatens to draw the ghostly cultists upon the adventurers. He has the statistics of a restrained
commoner with 1 hit point remaining and is bound by chains.
If the characters linger here, five cultists (shadows) arrive in 2 rounds and descend upon the
man if he yet remains. If freed, he stumbles down the darkened corridors, babbling madly before
fading from being. If slain, he does not die quietly.
● Athletics can be used with a weapon to break the man's chains, while thieves' tools
can unlock them. (Hard/Moderate DC)
● Deception or Persuasion can be used to deceive the man into calm. (Moderate DC)
● Medicine can be used to dress his wounds, if the character has a healing kit with 1
action. (Moderate DC)
● Spells that restore hit points (healing word, cure wounds) can be used to heal the
screaming man. (Automatic Success)
A success here means that this lone spirit, weak as he may be, devotes all his unearthly power
to aiding the adventurers.
3. Den of Wolves
Death House has animated the stuffed wolves in the den and flooded the room with blinding
smoke. The wolves have the statistics of a wolf but with vulnerability to slashing, piercing, and
fire damage; their Bite attack deals 1 piercing damage; and they do not need to breathe.
● Animal Handling can be used to subdue the wolves; the long-lost spirits of the beasts
still obey such primal laws of nature. (Moderate DC)
● Stealth can be used to slip past the wolves undetected. (Easy DC)
● Levelled Spells (Automatic Success) or cantrips (DC 13 - Moderate) such as minor
illusion or animal friendship can be used to distract or subdue the wolves .
● Animal Handling or Intimidation can be used to scare off the spider, especially if fire is
used or an attack is made. (Moderate DC)
● Athletics can be used to wrench the character out of the web or to keep the spider from
dragging the character away. (Moderate DC)
● Levelled Spells (Automatic Success) or cantrips ( DC 8 - Easy) can be cast to subdue
the spider or burn the web (e.g., animal friendship, produce flame, and firebolt).
As you rush towards the door, you hear woman shout out, "Tell me to push, one more time,
Inala! One more time, I swear to the Morninglord!" but her curses are quickly consumed by
cries of pain.
You perk into the room: women crowd around a young girl laying in the bed, her feet up. Her
face twists with pain while a midwife says, "The baby's coming, but - Gods, it's ankles first!"
The balcony—the only way out of this accursed manor—lies nearby, and with frustrated
horror, you see that the door has been replaced with bloodied scythe blades that seem to spin
even quicker whenever the girl's contractions rage.
The memories of the past have come alive: while Elisabeth fumes with mute disdain in the
Master Suite, the nursemaid is giving birth to the bastard Walter. Several assistants crowd the
room while the baby is crowning—but he's coming out ankles-first. The scythe-blades spin so
long as the nursemaid is in labor, spinning faster and faster during her contractions. To escape
the manor, the adventurers must make it through that doorway.
If the party does not make an ability check for this obstacle, they accrue a failure, and each
creature that passes through the doorway must succeed on a DC 15 Dexterity saving throw or
take 2d10 slashing damage. Regardless, they pass through the doorway and onto Area 15C,
the Nursemaid's Balcony.
If the party attempts an ability check but fails, no Dexterity saving throws are necessary.
If no skills or spells are applied, the characters accrue a failure and each creature that simply
leaped must make a DC 15 Wisdom saving throw or take 2d6 psychic damage and wakes to
find itself mewling at the foot of the Durst Manor an unknown amount of time later. On a
success, a creature takes half damage. No matter the check made, scaling the cliffs takes less
than a minute, but feels as if it took an hour.
Not quite ghosts, yet not quite illusions, the Dursts are representative of the emotional carnage
of the manor. The scythes on the doorway are connected to the two's temperament. And to
escape, the party must make it through those scythes.
The master suite has grown deadly cold: a well-dressed man paces the room while a woman
stares at herself in the vanity, her eyes scornful as if to wonder why she wasn't enough for her
husband. You recognize the Dursts alive and in the flesh—how or why doesn't matter. The
two fall between bouts of silence and explosive rage, arguing over Gustav's infidelity.
You look to the corner of the room, to the balcony, that sweet, sweet balcony, the gate to
getting the hell out of this accursed manor—and in the doorway spin rusted scythe-blades.
You look back: Elisabeth is glaring at you, and she snarls, "Servant! Get out! Get out! Come
back only when the bastard's been born!"
You notice with mounting frustration that while Elisabeth snarls at you, the scythe-blades spin
pick up speed, spinning ever quicker.
If the party does not make an ability check for this obstacle, they accrue a failure, and each
creature that passes through the doorway must succeed on a DC 15 Dexterity saving throw or
take 2d10 slashing damage. Regardless, they pass through the doorway and onto Area 12C,
the Master Balcony.
If the party attempts an ability check but fails, no Dexterity saving throws are necessary.
If no skills or spells are applied, the characters accrue a failure and each creature that simply
leaped must make a DC 15 Wisdom saving throw or take 2d6 psychic damage and wakes to
find itself mewling at the foot of the Durst Manor an unknown amount of time later. On a
success, a creature takes half damage. No matter the check made, scaling the cliffs takes less
than a minute, but feels as if it took an hour.
11. Balcony
The door to the bathroom bulges outward, and then explodes into splinters. A flood of filthy
water crashes out, threatening to push the PCs away from the stairs.
● Athletics can be used to stand one's ground and resist the flood; other adventurers can
brace themselves against the character or angle themselves so that he or she takes the
brunt of the flood. (Moderate DC)
● Nature or Survival can be used to call on past experiences or knowledge of flash
floods, allowing a character in that split second to take necessary precautions (hang on
the other side of the balcony, leap for a nearby door, et cetera). Characters with the
Outlander background have advantage on such a check. (Moderate DC)
● Sleight of Hand can be used to snatch at the balcony or the oil lamps mounted on the
wall before being swept away. (Easy DC)
6. Upper Hall
The suits of armor have been animated by Death House but are not true suits of animated
armor. For the purposes of potential combat, they have an AC of 12, 5 hit points each, immunity
to poison and psychic damage, and -1 to Strength. Each suit can make a spear attack (+2 to hit,
1 piercing damage) against targets within 5 feet; these attacks might be made with advantage
(and melee attacks made against with disadvantage) depending on if any attackers are below
them on the staircase.
The mahogany hall doors behind you slam shut with ominous thunder. You look about the
room, desperate to escape—and when you look toward the exit, you see the bottom third of
the front door has been replaced by brick. Defying all logic, the wood has melded into the
rows of moldy brick. You blink—and to your mounting horror, in that span of a second, more
of the door has been converted. You keep your eyes wide open so as not cast away your
chance at breaking down the door... That's when a fetid cloud of filth rolls in, stinging your
eyes and drawing tears. The walls are brittle now, rotten. The wallpaper hangs in slivers, and
from behind the plaster, a flood of rats bursts onto the floor, crawling across your feet and
scratching at your flesh.
A PC that attempts a skill check in this room must succeed on a DC 10 Constitution saving
throw, or the rats’ stench causes them to falter, giving them disadvantage on their check.
● Athletics or combat spells can be used to break through the rotten, brittle walls (Easy
DC); the bricked-up front door (Hard DC); or the stuck hallway doors. (Moderate DC)
● Nature, Intimidation, or Animal Handling can be used to keep the rats away.
(Moderate DC)
● Perception or Investigation can allow a PC to see a weak point where the bricks have
become weak and crumbling. (Moderate DC)
Aftermath of Escape
If any PCs were trapped inside Death House, Norganus, the Finger of Oblivion appears to them
as if in a dream. The trapped PCs find themselves dragged through the front doors of Death
House, their legs and ankles seized by shrieking spirits and hissing ghouls. Just before they
cross the threshold, Norganus appears to them: a tall, dark shadow with indistinguishable
features. In a soft, hissing voice, he asks them to take his hand - an inky black void dripping a
foul, ichorous ooze from its fingertips. He mourns their wasted potential, and promises to free
them from these “unquiet dead.”
If the PCs take his hand and accept Norganus’ dark gift, they awaken in the tall grass in front of
the house. PCs that have been resurrected this way gain the Touched By the Mists Trait, which
leaves them tainted by Norganus’ evil touch.53 Cats hiss and milk sours at their approach, and
they detect as evil-aligned undead to divination magic. These traits remain until the character
53 Adventurer's League: Curse of Strahd Edition: March 4, 2016, to August 25, 2016
receives a remove curse spell. Moreover, any such PCs marked by Norganus specifically gain
one of the following Dark Gifts:
● The character’s eyes melt away, leaving empty sockets. He or she has disadvantage on
Charisma (Persuasion) checks, but gains blindsight out to a range of 60 feet. The
character is blind beyond this distance.
● The character’s skin is cold and clammy to the touch. The character gains resistance to
cold damage and vulnerability to fire damage.
● At night, the character can spend 1 hit die to move through solid objects as though they
were difficult terrain. A character who ends his or her turn inside an object takes 5 (1d10)
force damage. The character counts as an undead creature for the purpose of spells and
effects such as turn undead.
Regardless of the ultimate outcome of the ritual, Strahd is aware of the events beneath Death
House, and may taunt the PCs for their decisions in the dungeon below.54
If you choose to use the Walter, the Flesh Mound encounter discussed above, Death House
will reset (and, if destroyed, reform) soon after the PCs leave it, once more awaiting new
travellers that it can ensnare. The only way to remove its curse permanently is to remove
Walter’s body from the remnants of the Mound below, and to bury it at the threshold of the
House outside.
Master Kolyanovich,
I regret your loss, I truly do. But surely now you must see the futility of your efforts. I offer
you a simple trade:
Release Tatyana to me, and I will see that you are left in peace.
Muriel dyes the tips of her wings blue each month, a vain practice that Urwin has warned her
could endanger her ability to remain undercover. While other wereravens have monitored
adventuring parties in the past and grown cynical in the process, Muriel is a newly-accepted
member of the Order of the Feather, and still believes that a group of heroes may one day
arrive and overthrow Strahd von Zarovich.
While she does not reveal her true form unless strictly necessary, she does keep Urwin
Martikov informed of the PCs’ locations. She may occasionally contribute in combat using the
Help action if she is nearby and believes the party to be in imminent danger, but only if the
danger in question poses no great threat to her. If you choose, you may use her as a
replacement for the ordinary wereraven outside of Old Bonegrinder, providing a call-back and
a recurring character.
Consider using any of the following rumors to incite a mob while your PCs are within the village,
approaching or within the castle, or on the road between the two:
● A vampire killed Mad Mary, but townsfolk overheard it gloating about her daughter, all
snug in the castle. The townsfolk have realized that Mary wasn't crazy after all, and
some brave "heroes" are ready to rescue her daughter or (more inevitably) die trying.
● The ghosts have been hinting all along! A random rabble-rouser believes that the ghostly
procession is actually a subtle hint from the netherworld. The mob believes that any
person who follows the ghosts' path and leaps from the tower alongside them will
escape Barovia forever.
● Some villagers have gotten it in their heads that Ismark is dead and Ireena has been
taken to the castle. They believe that an end to the burgomaster’s line will mean the
death of all Barovian “vassals,” and are determined to rescue Ireena from the Devil’s
clutches.
Parriwimple, meanwhile, adores meeting newcomers, and in fact holds adventurers second only
to Uncle Bildrath in his heart. If given the opportunity, he will ask the PCs how many “big
dummies” they’ve killed, and will remark on how “amazing” they must be to have come all of the
way to Barovia. If directed by Bildrath to remove unruly customers from the shop, Parriwimple
bears them no ill will, and attempts to grapple them with his +10 Athletics in order to physically
remove them from the premises.
🎣 Plot Hook - Last Week’s Meat
Bildrath Cantemir keeps his inventory stocked by recycling the items he sells to doomed
adventurers. If the PCs complain about his prices, he asks the party to retrieve a large,
leather-bound bundle that he believes to be downstream of the Ivlis River Bridge, south of the
village. If the bundle is returned to him, undamaged and still tied in its original string, he offers
the PCs a 20 gold discount on any one purchase.
This bundle contains four explorer’s packs, unopened by the adventuring party that purchased
them two months prior. Bildrath does not tell the PCs the history of their target, though he
does inform the party that danger should be expected. The previous party, a group containing
a low-level wizard, cleric, rogue, and fighter, perished soon after entry into Barovia, dying at
the hands of a marauding tribe of scarecrows. The scarecrows were aggravated by the
wizard’s raven familiar, a Fey spirit that found refuge with the Order of the Raven.
The bundle is guarded by a mated pair of ankhegs, which have incorporated the bundle into
their nest. This nest is marked by a number of tall mounds of soil adjacent to the riverbank.
The ankhegs have burrowed underground, and attack any PCs that approach within 15 feet of
their nest. The nest also contains a purse holding 3 gp, 6 sp, and 21 cp; as well as a rusted
greatsword, a pair of rusted daggers, and a muddy wizard’s spellbook. Most of the spellbook’s
pages have been rendered unreadable, but the spells Find Familiar, Alarm, and Detect Magic
are still legible. Enough bones to comprise four adult humans can be found woven into the
wood and clay of the nest.
Alenka, Mirabel, and Sorvia are the Vistani owners of the Blood of the Vine Tavern. As-written,
they are ordinary Vistani who happen to own land in Barovia. You may also run them as mortu,
or Vistani outcasts, as described below. If you do, change the source of Radu Radovich’s
connection to Strahd from Soriva to Arrigal, and apply the following points:
● These three women are no longer welcome at Vistani camps. As mortu, they have no
friends or family among their own culture. They have been stripped of their Evil Eye, and
lack the minor precognition common to other Vistani. The sisters are cruel and shallow
individuals, and were exiled from their encampment as younger women. They mocked
their people’s beliefs in favor of the trappings of civilization, and were cast out as mortu
for crimes against other Vistani.62
60 /u/paintraina, What I have learned from running Curse of Strahd twice - Barovia and the road to Vallaki
edition
61 /u/praetorrent, Lessons from Running Curse of Strahd: Barovia Village
62 Fleshing Out Curse of Strahd: The Village of Barovia
● As a Lawful individual with respect for the Vistani, Strahd refuses to associate with them,
and so avoids using them as spies, instead using the soulless Arik as a focal point for
his Scrying spell.
Should the PCs ask the Vistani about Ismark, the trio speak of him with disdain, calling him
“Ismark the Lesser,” and placing him thoroughly in the shadow of his late father.63 The Vistani, if
asked, are happy to provide directions to Madam Eva - provided the PCs shake down the
drunken Radu Radovich for the money he owes them, a sum total of 5gp.
Currently, Radu is in Barovia on a mission from Arrigal. Commanded to search for the missing
Arabelle, Radu is instead slacking and drinking, convinced that the girl is long since dead. He
arrived yesterday morning, and has yet to pay his tab, aggravating the bar’s three owners. If
he overhears the PCs agree to escort Ireena to Vallaki, he shadows the party while they linger
in Barovia, eager to earn Strahd’s favor by providing information on their histories,
personalities, names, or abilities.64 Should Strahd become interested in the PCs, Radu follows
them on the road, gathering more information to deliver to his master.
If the PCs shake him down for the money owed to Alenka, Mirabel, and Sorvia, the drunken
and cocky Radu obeys only if a character succeeds on a DC 15 Charisma (Intimidate) check.
Otherwise, a DC 8 Dexterity (Sleight of Hand) check is sufficient to steal the purse from his
belt. If attacked, Radu throws the 10 gold at the PCs and attempts to place the following
Vistana’s Curse upon them before fleeing: “If it be gold you prize, then let it dance from your
fingers!” The PC that attacked him must succeed on a DC 12 Wisdom saving throw; on a
failure, that PC is cursed to have all gold coinage or items that they pick up vanish within thirty
seconds. This includes any gold thrown by Radu.
Radu’s purse contains 13 gp, 16 sp, and 28 cp. If the PCs offer to pay his debt, he thanks
them, and offers to lead them to Madam Eva’s tent at Tser Pool for a reading. Secretly, he
seeks to gain more information about them to report to Strahd, and will attempt to eavesdrop
on their Tarokka reading if possible.
While socializing with the PCs, Ismark attempts to discover what they aim to achieve while in
Barovia. When he describes Ireena’s predicament, the PCs can clearly see the desperation on
In order to emphasize the reveal when the PCs discover Izek’s relationship with Ireena,
remember that Ismark does not know that his sister is adopted, and believes her to be his
trueborn sibling.66
If asked about the Vistani, Ismark responds with quiet suspicion, noting that he has heard that
some serve as spies to Strahd.
The second floor corridor contains three wooden doors. One leads to a bathroom with an
unemptied chamber pot and a bowl of dirty bathwater. Mary is sobbing in her own bedroom,
which holds a writing desk and a bed. Gertruda’s bedroom door is slightly ajar, and a tray
65 Fleshing Out Curse of Strahd: The Village of Barovia
66 ElvenTower, Chapter 3 – Village of Barovia
67 /u/ReadingIs4Communists, How do I introduce dream pastries without tipping off the players?
holding a broken tea kettle and cup has shattered on the floor before it. Mary was bringing
Gertrada tea when she found her daughter missing, and dropped it in her horror.
Gertruda's room holds a clumsily handwoven dress, a shelf holding fairytales and a hairbrush, a
rug with a chewed-up bone, and an open window. Strahd stole Gertruda through the window
one week ago.
🌙 Strands of Fate - Gertruda’s Dog
When the party enters Gertruda's room, if they are accompanied by Lancelot, the dog from
Death House, he jumps up onto the bed and curls up beside the pillow, whining. He was
raised by Gertruda as a puppy, and fled through a hole in the walls after Gertruda’s
disappearance because Mary neglected to feed him. He eventually wandered into Death
House when tempted by the scent of food. Mary recognizes him, but Lancelot keeps away
from her, saddened by the scent of madness on her person.
Pros Cons
● The DM does not have to provide ● Ireena can play too specific a role to
both sides of a conversation between be left to the mercy of a player’s
Ireena and an NPC. understanding and whims.69
● The DM does not need to maintain ● Strahd’s obsession with Ireena can
Ireena’s combat statistics. make her player uncomfortable.70
● Plot twists (e.g., Izek, Sergei, etc.) ● Ireena is notably vulnerable to
have a much larger impact.68 kidnapping, corruption, or death.71
● It is easier for a PC to mislead or
direct the party than an NPC
Ismark may also provide a suitable candidate for a Barovian PC. He is directly tied to the
party’s quest, and is honorable enough to fight alongside the party even once Ireena is dead
or saved.72
Ismark is an excellent chef, despite his meager larder, and Ireena is happy to answer any
questions the PCs may have about Barovia. She is, however, eager for information about the
PCs and the world outside of Barovia, and has a thirst for tales of heroism, adventure, and
valor.
68 /u/paintraina, What I have learned from running Curse of Strahd twice - Barovia and the road to Vallaki
edition
69 /u/AmorphousGamer, Curse of Strahd: Ireena as a Player Character?
70 /u/Gyromitre, Curse of Strahd: Ireena as a Player Character?
71 /u/DG86, Curse of Strahd: Ireena as a Player Character?
72 /u/DG86, Curse of Strahd: Ireena as a Player Character?
If you wish to reduce the number of NPCs your party is likely to travel with, Ismark gently turns
down any offer to travel alongside the PCs to Vallaki. His new duties as Burgomaster limit him
to the village of Barovia.
In order to assure Ireena’s safety, Ismark tells her to stay at home while their father is buried.
Ireena fights stubbornly to come, but to no avail. She's already getting the assurance that her
father will rest peacefully, so staying safely behind the walls of their home for another day isn't
too much to ask.73
The Swordswoman is a skilled warrior. While less adept than Ismark with the blade, she is
sharp-eyed and quick on her feet. She begins the campaign with the Spy statblock, and
improves to the Veteran statblock with sufficient motivation. She is fearless in battle, and
despises Strahd with a passion. She is fiery-tempered, stubborn, and impatient, but absolutely
loyal to her friends and family.
In social situations, the Swordswoman is quick to be bored, and eager to act. She may insult
the Baron inadvertently, or betray an ally’s secrets by accident. She believes that Strahd can
be overthrown with sufficient manpower and will, and dreams of helping Ismark restore the
village of Barovia to its historical glory.
The Novice has been forced to toughen up by the everyday challenges that face a Barovian
citizen. She begins the campaign with the Scout statblock, and may improve to the Bandit
Captain statblock if given training and practice. She is stubborn, but wise for her age, and is
adept with a Healer’s Kit and Herbalist’s Kit. She has a crude sense of humor, and is
intensely curious about the world around her - sometimes to a fault.
In social situations, the Novice does her best to be helpful. She is proficient in Persuasion, as
well as Nature, Religion, and History checks. She seeks shelter from Strahd’s lusts, and
believes that someone in Barovia must be able to provide her sanctuary from his creatures.
The Noble retains the Noble statblock as defined by the module. While passable with the
sword, she has been trained by Ismark to use the Noble’s Parry feature, and aims to keep
herself alive until her brother or an ally can arrive at her side. She is occasionally frustrated by
Ismark’s safety measures, and views his worst defensive impulses as stifling. With sufficient
training, practice, and motivation, she can increase her to-hit bonus from +3 to +4, and
eventually gain a multiattack for her rapier.
The Noble possesses significant social skills. As the Burgomaster’s only daughter, she gains
the Position of Privilege feature from the Noble background. If she has built a relationship with
any NPC that the PCs are attempting to deal with, her presence gives the PCs advantage on
any social checks they may attempt in the course of the conversation. She has both
proficiency and expertise on History and Religion checks to recall information, and has
extensive knowledge of Barovia’s geography, notable residents, and history.
Due to her education in politics, the Noble understands how to manipulate an ally, turn a
political foe into a turncoat, and execute a political scandal. She enjoys embroidery as a
hobby, and can gain the Healer feat given time, practice, and motivation. She has a stubborn
streak, and can be a cunning cynic. She believes that Strahd cannot be killed, and intends to
vanish into the streets of Barovia, keeping her head down until the vampire loses interest. She
is unused to the rigors of life on the move, and her early travels with the PCs will leave her
exhausted and sore. She will never complain, but may allow signs of her own fatigue to slip
into view when with people she trusts.
No matter which archetype you choose, each of the Swordswoman, Novice, and Noble are
kind, courageous, and quick to comfort children and those in need. Should Ireena realize she
cannot keep up in a fight, she will work to help in other ways, such as gathering expended
ammunition, learning first aid, searching bodies for useful things, and training her own
physical and martial aptitude. She is terrified by Strahd, but is motivated by fear, rather than
incapacitated by it. She has a sense of humor, and an affinity for bad puns and dark jokes.
Her natural hair color is a brownish-red auburn - identical to Tatyana’s - which is uncommon
enough in Barovia that she regularly dyes it black. If questioned, she claims that “red hair is
unlucky,” and cites tales of other red-haired maids (all other reincarnations of Tatyana) who
died in gruesome ways in Barovian history. She must re-dye her hair on a regular basis, or it
will wash out, letting her easily stand out in a crowd.
If informed of the true reason for Strahd’s interest in her - namely, her status as Tatyana’s
reincarnation - Ireena recoils, at first denying the relation, and then becoming bitter if the
evidence becomes incontrovertible. She may only come to accept her soul’s history following
an encounter with Sergei’s spirit at the blessed pool in Krezk.
Romantically, Ireena is naturally drawn to strong warriors with a civilized streak. She can be
moved to fall in love with Vasili von Holtz, Strahd’s alter-ego. Strahd has issued a standing
order to all creatures of Barovia to avoid harming Ireena at all costs, and she thus has a near-
immunity to danger in most combat situations.74
You may also choose to have Ireena played as a PC. For more information on that, see the
infobox above.
If the PCs arrive at the mansion exhausted from Death House, or toward the evening, Ismark
offers them the opportunity to rest in the relative safety of his home. The PCs are offered beds
in the mansion’s equivalent of Vallaki’s room N3F, the Servants’ Quarters. If they sleep here,
one of the PCs finds beneath their pillow a child’s drawing depicting a bald-headed, scowling
man, his left arm a twisted, demonic limb coated with jagged scales. Ireena unknowingly drew
this picture of the “monster man” (Izek) as a child, but forgot it here years ago, and doesn’t
recall what drew her to make it.
Warning: Do not run this encounter unless you plan to make Strahd an obvious villain from
the get-go. Likely consequences of this encounter include:
● Your PCs will not trust Strahd or his servants at any point, including the promise of
safe passage written into his dinner invitation
● Strahd’s rationale for approaching the party with a cordial, if not friendly guise, is
heavily damaged
● Your PCs will be confused or irritated if Strahd does not continue assaulting them with
similar villainous attacks at a regular interval while in Barovia.
Keep in mind that the goal of this siege is to provide an opening for Strahd to meet and charm
Ireena - not to kidnap her. Strahd’s forces have the following goals:
● destroy the wood and nails that are boarding up the mansion’s windows, doors, and
walls
● seek out and destroy any traps or rooms that may provide Ireena haven from Strahd’s
next visitation
● incapacitate or remove any non-Ireena characters that may prevent Strahd from
gaining access to the mansion
Depending on when the PCs arrive at the manor, if Ismark expects the oncoming siege, your
players may have time to prepare for the night’s attack. Allow them to set up traps,
chokepoints, barricades, and other combat assets as they dig into the trenches. See the
following table for some sample preparations your PCs might make from the resources
Ismark has available:
Strahd’s forces arrive in waves, beginning at midnight.75 See the following table for which
creatures arrive and when:
7 2 Dire Front Door (N3A) or Injure and/or drag away any PCs within
Wolves Kitchen Door (N3G) the mansion
At the back of the horde, a PC that passes a DC 15 Wisdom (Perception) check can see a
large wolf with a pitch-black coat watching intently.77
When the siege is defeated, Ismark offers the PCs all he has as a reward, and tells them that
the Baron of Vallaki owes his father a debt. He can call on that debt - if only the party helps
escort Ireena to Vallaki.
If the PCs intervene, Mary latches onto the first PC to speak to her warmly. Despite Gertruda’s
age, Mary speaks of her like a girl of seven or eight years. Once the PCs have comforted and
reassured Mary, Ismark walks her back to her home, leaving the party alone with Ireena. Ireena
tells the party that Gertruda vanished from her home little more than a week ago, and is most
likely dead.78
E5. Church
The Vampire in the Cellar
If you would like to give your PCs the opportunity to learn more about the Mad Mage and his
rebellion against Strahd, or if you would like to avoid the possibility of an encounter with a CR 5
vampire spawn, you can make Doru more sympathetic and less monstrous by playing up his
desperation. Rather than attacking or hissing at the PCs, he shies away from them, and pleads
for “just a little blood.” If provided blood, he sates his thirst with a single Bite attack, which
restores him to a more reasonable state of mind. You may also have Doru’s thirst overtake his
sanity, which leads him to attempt to drain his victim dry. In his starvation, Doru has been
reduced to 40 hitpoints, and regenerates only 5 hitpoints at the start of each of his turns. If Doru
escapes, he flees toward Castle Ravenloft.
If Doru is killed, Donavich becomes withdrawn and inconsolable. When the PCs leave the
church, they can hear the church bell ring a single time. If the party returns to the church, they
find that Donavich has hanged himself from the bell's rope.
E6. Cemetery
You may choose to run the burgomaster’s burial as a diplomatic or combative event.
In a diplomatic encounter, Rahadin arrives at the burial shortly before the burgomaster is
interred. He extends his Master’s greetings (though does not speak Strahd’s name), and offers
his own sympathies for Ireena and Ismark’s loss. He then hand-delivers the following letter to a
PC, Ismark, or Ireena before departing80, allowing any characters within 10 feet to experience
his Deathly Choir feature.
Dearest Ireena,
It is with the deepest grief that I learn of the death of your kind and noble Father; and,
especially, that it is affecting your young heart beyond all sensation. In this sad world of ours,
sorrow eventually comes to all; and, to the young, it comes with the bitterest agony, because it
so often takes them unaware. Your elders, no doubt, have learned to ever expect it.
I am anxious to afford some alleviation of your present distress. Perfect relief is not possible,
except with time. You surely realize now that you will never smile again, is not this so? And
yet it is a mistake. You are sure to be happy again. To know this, which is certainly true, will
make you some less miserable now. I have had experience enough to know what I say; and
you need only believe it to feel your heart warm once again. The memory of your dear Father,
instead of an agony, will yet be a sad sweet feeling in your heart, of a purer and holier sort
than you have ever known before.
In a combative encounter, Strahd appears personally in an effort to seize Ireena for himself, or
to test those PCs that seek to protect her. Shortly before dawn, fog falls over the graveyard, and
an enormous swarm of bats bursts from the mists, filling the skies and obscuring the PCs’
vision. Soon after, snarling wolves creep from the mist and attack the PCs. They may be
accompanied or replaced by zombies that clamber from the graveyard around them.
As the battle commences, Strahd appears in the mist. He holds a hand out toward Ireena,
attempts to charm her, commands her to approach. If successfully charmed, Ireena begins to
After a few rounds of fighting, the wolves back off. If a hero did particularly well in the combat,
Strahd compliments them. He says to Ireena in a pained voice, "They can’t keep us apart for
long." Then he turns to mist and vanishes.81
Warning: Do not run this combative encounter unless you plan to make Strahd an obvious
villain from the get-go. Likely consequences of this encounter include:
● Your PCs will not trust Strahd or his servants at any point, including the promise of safe
passage written into his dinner invitation
● Strahd’s rationale for approaching Ireena with a cordial, if not friendly guise, is heavily
damaged
● Your PCs will be confused or irritated if Strahd does not continue assaulting Ireena with
similar villainous attacks at a regular interval while in Barovia.
Special Events
March of the Dead
🌙 Strands of Fate - Ireena’s Fascination
To drive the PCs toward this unique event, Ireena coyly advises the party to visit the
graveyard toward midnight, noting only that something “interesting” happens.84 She is
fascinated by all adventurers that come to the valley, and is awed and intrigued by the many
ethnicities, professions, and personalities represented in the ghostly march.
If Donavich is present during this event, he explains its source to the PCs, illustrating the
Sisyphean task that has lured and destroyed so many adventurers within Barovia.
Dream Pastries
The Dream Pastries event is likely to occur at one of the following times:
1. upon first entering the village
2. while travelling from the tavern to the mansion
3. while escorting the coffin from the mansion to the church
4. while exploring the village
5. while departing the village
In case 1, 4, or 5, Morgantha does not go out of her way to draw the attention of the PCs. She
goes about her business, cautiously ensuring that no one is following her, and slips suspiciously
away into an alleyway if approached.85 In case 2 or 3, she accosts the party and attempts to sell
them one or more dream pastries.
If you choose to use case 1, your PCs are almost certain to take interest in her as the first living
person they have met in Barovia. Your PCs are likely to ignore Morgantha in case 5, and may
take an interest in her in case 4.
If a PC uses Divine Sense or a similar ability to sense her Fiendish nature, Morgantha notices
the PC’s discomfort and asks for its cause. If prodded, she spins a tragic tale of a nasty
encounter with a witch that left a dark stain on her mother’s side of the family. If asked about the
contents of the pies, Morgantha describes a recipe that includes maple syrup, toasted pecans,
grandmotherly love, and “a bit of protein.” If asked about the protein, she avoids the topic, and
instead discusses the many kinds of meat used in Barovian cooking.87 She provides the party
with a single pie to share as a free sample for “new customers and tired travelers.”
85
86
87
When Morgantha describes the dream pies, she informs the characters that the pastries are
infused with a piece of magic taught to her mother before she was killed by the witch. The pies
bring the eaters only the sweetest dreams, she tells the PCs, which are poorly lacking in dreary
Barovia.
If challenged about a child she has taken, she tells the PCs that she is the matron of a local
orphanage, and makes it clear that she believes the child’s parents to be unfit to care for their
progeny. If the child is returned to its parents, both adults are visibly drugged by the pastries
they’ve consumed.88 You may wish to avoid the child-collecting portion of this encounter entirely
if you wish to build to a later betrayal of your players’ trust in Morgantha and her pastries.
Unless you wish to encourage your players to view Morgantha unfavorably from the start, it is
recommended that you avoid sharing her official illustration from the Curse of Strahd book.
❗ Expanded Event - Dream Pastry High
The players who indulge in the pie are delighted by the taste. It's quite flavorful, which is
unexpected for food from this dreary world. When they sleep that night, they have bright,
beautiful dreams full of color. In the dreamworld, they feel hopelessly safe and loved, and
cannot be woken until sunrise. In the morning, they awake feeling empty, hollow, and
desperate to return.89
Barovian Addicts
Two men are fighting in the street over a small paper bag. The bag contains a pair of dream
pastries that one of them, Braden, just purchased from Morgantha that morning. The other man,
Javaris, is going through a horrific withdrawal from a lack of the pastries, and will kill Braden if it
means getting his hands on another fix. Both men are heavily addicted to the pastries, and will
only relent if forcibly separated.90
88
89
90
Chapter 3: Tser Pool Encampment
When the PCs approach the Vistani encampment, those with high passive perception can hear
happy, festive music echoing from the trees toward Tser Pool.94
91 /u/paintraina, What I have learned from running Curse of Strahd twice - Barovia and the road to Vallaki
edition
92 /u/MandyMod, Fleshing Out Curse of Strahd: Tser Pool, the Vistani, and the Ultimate Tarroka Reading
93 /u/cudder23, DM question: Railroaded to Madame Eva?
94 /u/cudder23, DM question: Railroaded to Madame Eva?
As soon as a Vistana catches sight of the approaching PCs, they call out to the party as though
greeting a host of long-lost friends. The PCs are ushered into the camp and seated by the
campfire where the Vistani provide them food and wine. The PCs find themselves thrust into a
world of color, music, and laughter far removed from the bleakness and darkness of Barovia
and Death House, respectively.
Two Vistani serve as the PCs’ “handlers” while the party is at Tser Pool. The first is Arahja, a
larger-than-life boisterous man whose laughter booms across the clearing. The second, Rina, is
a quiet woman who speaks little; what she does say, however, is either profound or full of
mischief. While other Vistani may greet and interrogate the PCs, Arahja and Rina will ask most
of the questions, and provide most of the exposition.
The Vistani may ask the PCs any of the following questions:
● Where are you coming from?
● From where do you hail?
● Where are you headed?
The Vistani are happy to speak of their arrangement with Strahd. They have no opinion of
Strahd’s dominion over Barovia, and tend to keep out of his way. They do not warn the PCs
about Old Bonegrinder, and if asked, refer to it as “the windmill-upon-the-hill.”
At some point, Arahja should make a passive joke about the PCs’ entrapment in Barovia. "Look
at this one, Rina!” Arahja might say. “His skin is so tan! Almost like Vistani, himself, eh?"
Rina might reply: "Yes; show it off while you can, giorgio. The coming years without sunlight are
sure to steal it from you."
If asked, the Vistani somberly inform the PCs that no one leaves Barovia, and welcome them to
their new home. The Vistani don’t know how one might pass through the mists, but invite the
PCs to ask Madam Eva for insight.95
Their culture is bound up in an oral tradition - to a Vistani, a story is inseparable from the person
who tells it. Because of this, Vistani culture is an ageless one; there is no separation between a
youthful storyteller and a centuries-old story. Conversely, the stories of the present meld with
the legends of the past in Vistani society. The Vistani at Tser Pool have seen dozens if not
hundreds adventurers find their deaths in Barovia, and expect the same to occur to the PCs.
They are not, however, a morbid bunch (though dark humor is not uncommon), and are eager to
add the tales of the PCs’ past and future adventures to their oral mythologies.
95 /u/MandyMod, Fleshing Out Curse of Strahd: Tser Pool, the Vistani, and the Ultimate Tarroka Reading
The Vistani that tells the tale of the Wizard’s Rebellion does so with an edge of mirth mixed with
a tone of genuine awe. The PCs may find themselves unnerved by the fact that the Vistani view
them not as heroes, but as doomed gladiators whose stories will spin the tales of a thousand
entertainments.
Three families dominate the Tser Pool Encampment: the Funars; the Vasilles; and the Ig’ars.
1. The Funars
The Funars dwell in a large wagon painted in stripes of dark pink and bright yellow.96
The mother, Bela, is 26 years old. She is fat and loves jewelry, specializing in trading rare and
exotic adornments at markets beyond Barovia. She married her husband, Lee, at age 16, and
still adores him. They quickly - some say too quickly - had a baby, who they named Tara.
Lee is a 28 year old man. He is very skinny, hates exercise, and finds wine disgusting. He is
very kind, and adores his children. Other Vistani secretly refer to him and his wife as “the Prats,”
but neither Lee nor Bela knows this.
Tara is a 10 year old girl. She doesn’t show much interest in her mother’s jewelry-making, and
instead enjoys playing the flute. She is quite good for her age, and often warms up crowds with
her music. Her brother, Baby Karol, is a 6-month-old boy who constantly drools.
2. The Vasilles
The Vasiles live in a bright orange wagon with blue doors and shutters.97
Grigori Vasille is a 40-year-old strapping man with a plethora of tattoos. He has had many
relationships, but has never been married. Some say that no woman’s cooking has ever lived up
to his mother’s, but in truth, he fears commitment, and so continues to live with his mother and
brother. He and his brother are excellent actors, with Grigori often playing the villain.
Stefan is Grigori’s 35-year-old younger brother. His first lover cheated on him, and he never
quite got over it. He loves apples, and can often be found munching on one as a snack. He
serves Strahd as a spy. As a younger man, he was cast in plays as the handsome prince, but
has grown too old to serve in that role.
Ursula is the 60-year-old mother of Grigori and Stefan. Her husband, Varus, died many years
ago, but she was secretly glad because he became cruel in his later years. She doesn't mind
her boys living with her because otherwise she would lonely, but she does wishes that they
would grow up a bit. She enjoys reading romantic tales, but finds them difficult to come by.
3. The Ig’ars
Eliza Ig’ar is a 40-year-old woman with dark hair and green eyes. She feels uncomfortable
without her “face” of makeup, and spends at least an hour preparing it each morning. She loves
children, and especially enjoys bossing them around. She is a renowned storyteller at the
encampment, and is the Vistana that tells the story of the Mage’s Rebellion around the
campfire.
Eliza does not suspect Ireena's true identity, but is a spy for Strahd. She seeks to uncover the
nature of the PCs' abilities and backgrounds, and intends to report their goals and current
destination. To conceal this, however, she uses a cover story: Eliza's niece's nameday is
approaching, and she is unable to purchase the girl's gift herself, both due to her own familial
commitments and the ban of Vistani from Vallaki. She asks the PCs if they are heading
toward Vallaki, and offers a payment of 25 gold pieces if they purchase a toy for the girl -
Arabelle - from Blinsky's Toys in Vallaki and deliver it to Luvash in the Vistani encampment
outside town. She offers a brief note addressed to Luvash as a token to gain entry into the
camp.
After speaking with the PCs, Eliza retires to her wagon. Her magpie, an intelligent, but cruel
bird named Gurgeh, whose name means "Darkwing," is sent off into the night soon after
midnight, a message tied to its leg addressed to Rahadin. That message contains all of the
knowledge she has gained regarding the PCs’ capabilities, backstories, intentions, and
destinations. This message may serve to set up a Strahd-directed encounter on the road to
Vallaki (e.g., a meeting with Vasili von Holtz).
A DC14 Wisdom (Insight) check can reveal that Eliza is not being completely forthright with
the PCs. The “Arabelle’s nameday” trick is one that she has practiced with Luvash and Arrigal
several times; most times, the Vistani brothers are able to steal away the 25 gold pieces from
Blinsky’s shop and eventually return them to her. However, both brothers play along with the
charade while with the PCs, and Blinsky is happily ignorant of his role in the ruse. If
challenged by the PCs, Eliza “reveals” that she is estranged from her brother, and has been
barred from visiting Arabelle in person, which is why she requires adventurers to do it for her.
She refuses to divulge any more information on their “argument.”
Iosif, Eliza’s husband, is a 43-year-old man with golden hair. He plays the lute and usually plays
the trickster in plays. He also loves children and loves taking them on adventures.
Sofya is 15-year-old sullen teen girl with golden hair and green eyes. She spends most of her
time in the family’s wagon, writing poetry. She dreams of becoming a published poet. Despite
Nicu is a 13-year-old boy with dark hair. He follows his father everywhere and is currently
learning the lute from him. He dreams to one day play the part of the trickster like his father.
Simione is an 8-year-old boy with red hair. He loves dancing and will rush out of the family’s
wagon no matter the hour if he hears people playing music outside.
Lil' Rosie is a 5-year-old girl. She is always excited and adores listening to Sofya’s poetry. Eliza
and Iosif have a hard time getting her to sit still to learn her letters and numbers.
When the PCs approach Madam Eva's tent, she calls for them to enter before they even
announce themselves. She addresses each of the PCs by name without needing an
introduction, and uses their full birth name instead of nicknames.
When the party has been ushered inside and is sitting around her table, she proclaims, "It took
you all long enough! I have been expecting you. Are you ready to learn your fate?"
If the PCs ask how she knows them, Madam Eva tells them that her cards grant her sight into
the Threads of Fate that bind all things. Her Inner Eye, she tells them, told her that champions
were coming to the land and that she would guide them on their path.
After the Tarokka reading, Madam Eva shoos the party from her tent and tells them to go and
have fun. The night proceeds festively, with more wine and laughter. The Vistani happily provide
their guests with some bedrolls and a spare tent.
It is recommended whether you stack the deck or not that you practice the Tarokka reading in
order to hone your acting, sleight-of-hand, and reading of the results. You may also choose to
prepare additional reactions for Madam Eva depending on the cards drawn. A nearby treasure
may be accompanied by an encouraging hint; a distance, challenging treasure may be paired
with a despondent sigh and a suggestion to pursue it last. You may also choose to add
additional information that strongly hints to the location of more ambiguous hiding places. For
example, a treasure hidden in Sergei’s crypt may be paired with a warning that it rests beneath
“the Devil’s tower itself.
Feel free to use additional props, such as dimmed lights, a crystal ball, or a black velvet cloth.
To heighten apprehension, Madam Eva waits for absolute silence before revealing each
card.Above all else, your goal is to make this Tarokka reading feel special, atmospheric, and
memorable.
Morgantha’s Coven
The most important thing to remember about Morgantha and her daughters, Bella and Offalia, is
that they are saleswomen first, corrupters second, and monsters last.100 If presented incorrectly,
this encounter can easily lead to an unfair TPK for a low-levelled party. The purpose of this area
is not to present an immediate combat scenario. Instead, your goal should be to either:
1) present a sympathetic group of NPCs whose ethically questionable sales practices lead
to the discovery of great evil later on
2) shock your players with a thinly-concealed monstrous den whose inhabitants intimidate
or weakly imprison the PCs, setting up a long-term enemy that can be conquered later
The first priority of the hags is self-preservation. If attacked outside of the coven, Morgantha or
her daughters will beg the aggressors to stop, claiming to be innocent bakers who wish only to
feed the people of Barovia and care for its children, while portraying their attackers as unruly,
rude, and violent barbarians.101 The hags portray themselves as weak, and only use magic if
absolutely necessary.
If pleading does not seem sufficient to stop their attackers, the hags offer knowledge in
exchange for their life. As in the village of Barovia, the hags can offer the following information:
● Strahd has mastery over the land and the weather, and his spies include the Vistani
● Strahd has undead enemies in Barovia - the fallen knights of the Order and the Silver
Dragon. The revenants can be found in a ruined mansion west of Vallaki.
● Strahd’s most carefully guarded secret is a temple of forbidden lore hidden in the
mountains. The temple can be reached by following the long and winding Tsolenka
Pass.
The hags can also provide basic information and insight regarding the Tarokka readings given
by Madam Eva. However, they pass on the content of these readings to Strahd shortly
afterward.
If no amount of pleading or negotiation is sufficient to deter their attackers, the hags vanish into
the Ethereal Plane. If the PCs are still present at the windmill shortly afterwards - for example, if
they busy themselves with the task of freeing the children upstairs - the hags are waiting
downstairs for the PCs when they return, alongside the third member of their coven.
Once the hags have assembled their coven, Morgantha has one of three goals:
1) turn the PCs over to Strahd, if she knows that he has an interest in them
2) cripple the PCs by striking a deal that forces them to sacrifice some part of their power
or moral character
3) force or convince the PCs to act in a way that draws them down a path of fear or
corruption102
As per their entry in the Monster Manual, night hags find the souls of evildoers to be the
greatest delicacy. Morgantha knows that strangers in Strahd’s domain are prime targets for
temptation and corruption. She may promise an ambitious young wizard power, obtained by
sacrificing one of the children upstairs. She may even promise to set both children free - if only
the paladin leaves his squire behind.
If only one or two hostile PCs are present, or if the hags believe the PCs to be low-levelled,
the coven will use Polymorph to turn one of the PCs into a toad (L4; Wisdom DC 15) as an
intimidation tactic. If that fails, they will attempt to target that PC with Eyebite’s unconscious
condition (L6; Wisdom DC 15). The goal: to render that PC harmless, and to toss them into a
cage with a cackle.
Whenever possible, the hags will cast Bestow Curse using a level 5 spell slot, and Hold
Person using a level 4 spell slot. If facing a magic user, all three will attempt to preserve their
level-3 spell slots to cast Counterspell when necessary. See the table below for a list of all
spells that the hags will use in combat. Bolded spells are preferred at that spell slot; italicized
spells are cast at a higher spell slot than their own.
Make sure to remember that the hags share their coven spell slots. If Morgantha casts
Counterspell at 3rd-level, Bella and Offalia only have two 3rd-level spell slots remaining.
5th Level 2 Lightning Bolt; Bestow Curse; Contact Other Plane; Scrying
When facing a larger group of enemies, two hags will open with Bestow Curse at 5th-level, if
feasible, to curse one PC’s Wisdom score. The third will follow up with an Eyebite attack at
6th-level, aiming to infect the most threatening PC with the Sickened condition. They will then
use Polymorph together at 4th-level, attempting to turn all hostile PCs into toads. If that fails,
two Hags will cast Hold Person at 2nd-level, while the third casts Ray of Sickness at 1st-level
or uses her action to Change Shape, dealing critical-hit claw attacks on paralyzed PCs. A 3rd-
level Lightning Bolt is a panic button - if a dying hag sees an opportunity to kill multiple PCs at
once with it, she’ll cast it from pure spite.
Once the hags begin to run low on resources, they turn to their innate spellcasting abilities.
Two hags will focus-fire a PC with their at-will Magic Missile, after which the third will cast one
of her two daily Sleep spells in an effort to render that PC unconscious.
If any hag dips below 30 HP, she uses her action to slip into the Ethereal Plane. Note that this
doesn’t break the coven - due to the Material and Ethereal Planes’ proximity, ethereal hags
still count as present for the purposes of maintaining the coven. If two hags go below 30 HP,
any member of the coven dies, or the coven runs out of spell slots and daily innate spells,
however, the remaining members use their action to flee into the Ethereal Plane.
The PCs can learn more about the hags in Vallaki. Rictavio, Ezmerelda, Urwin Martikov, or a
book in Baron Vallakovich’s library (DC 15 Investigation check) can give the party information
on the history and interests of night hags (should the coven reveal their true forms, or hint at
their true nature); their damage resistances; their haunting ability; and the heartstone and soul
bag.103
An Intelligence (Arcana) check can allow any PC to attempt to recall information about night
hags. This information is gained at the following DCs:
DC 15: Night hags are demonic creatures of nightmares. Like other hags, they can form
covens with exactly two other hags, which vastly increases their power.
DC 20: Night hags thrive on corruption and fear. They are tempters and dealmakers, and
consume the souls of evildoers for pleasure and nourishment. Their skin is hardened against
elemental forces, and they fear no mortal metal save silver. So long as the members of a hag
coven remain nearby to one another, their arcane power is greatly increased.
DC 25: A night hag is said to have passage through the Ethereal Plane, slipping away into the
realm of spirits to better haunt her prey. It is said that the touch of a night hag from the Border
Ethereal can torment her victim with terrible nightmares and exhaustion. Night hags are fond
of devouring children, and must do so to produce their foul offspring.
DC 30: A night hag keeps two artifacts that are precious to her. One is a heartstone - a
lustrous black gem allows a night hag to become ethereal while it is in her possession. The
touch of a heartstone also cures any disease. The second is a soul bag. When an evil
humanoid dies as a result of a night hag's haunting, the hag catches the soul in a black sack
made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag
who crafted the bag can catch a soul with it.
The PCs can also learn more about the hags in Vallaki. Rudolph van Richten knows all the
information in the above table, while Ezmerelda knows all of the information up to DC 25. A
book in Baron Vallakovich’s library (Intelligence (Investigation) DC 15) can be found that
contains all information up to DC 20 of the table, while Urwin Martikov knows the information
at DC 15.
103 /u/paintraina, What I've learned from running Curse of Strahd twice: Old Bonegrinder Edition
A Hag’s Bargain
If the PCs come to the hags seeking information, or otherwise seek a deal to free children or
themselves from imprisonment, the hags are happy to offer it - at a price. The hags are
dealmakers, and they are happy to trade away things of value at an accompanying price. A hag
does not volunteer the description or mechanical impact of a deal - only its name.104 See the
table below for some example deals that the hags might offer.
Your Final Breath Medium A PC that accepts this deal dies after two failed death saving
throws, rather than three.
Your Victories High A PC that accepts this deal can no longer make the final blow
on a weakened enemy; even if their attack hits, the enemy is
able to miraculously avoid taking any damage.
Your Luck Medium Three times per day, the DM can impose disadvantage on a
roll made by a PC that accepts this deal.
Your Memory Low A PC that accepts this deal has disadvantage on any History,
Arcana, Religion, or Nature checks made to recall
information.
Your Body Low A PC that accepts this deal must provide the hags with a vial
of blood or a lock of hair.
Your Courage Low A PC that accepts this deal gains disadvantage on saving
throws against any fear-related effects.
Your Hope Medium A PC that accepts this deal gains the flaw: “The world is a
dark, terrible place, and no man’s fight can ever push back
the darkness.”
Your Swiftness High A PC that accepts this deal gains disadvantage on initiative
rolls.
Your Voice High A PC that accepts this deal becomes mute and cannot cast
spells that require verbal components.
Your Tongue Medium A PC that accepts this deal gains disadvantage on all social
Charisma-based checks.
Your Heart Low A PC that accepts this deal gains the flaw: “The suffering of
others does little to stir me.”
The hags store their gains from these deals in small glass vials stored near the childrens’ cage
on the third floor. Any ephemeral profits (e.g., “Luck”) are stored as brightly colored essences
that slosh, bubble, and swirl within the glass like liquid or gas. If one of those vials are shattered,
the essence within escapes back to its owner, and the deal is broken.
Dream Pastries
To create their magical power, dream pastries must be baked from the flesh of children with
souls. When the hags first bring a child to the windmill, they prick the child’s finger with a
needle. If the child howls in pain, the hags take this as evidence that the child has a soul, and
harvest their victim to cook the pastry filling. If the child suffers the pain silently, the hags view
the child as soulless, and use their bones to grind the pastry flour.107
When a PC eats their first dream pastry, they feel a bit drowsy and pleasant. When they next
take a long rest, that PC has wonderful, happy, vivid dreams. Any PC sleeping under the
influence of a dream pastry sleeps a full eight hours and cannot be woken. When the PC
awakes the next morning, they feel hollow and somewhat depressed.108
Each day a PC awakes after sleeping under the influence of a dream pastry, they must succeed
on a DC 10 Constitution saving throw or consume an additional pastry. If the PC fails this saving
throw and has no dream pastries easily accessible, they feel a strong craving for more and have
disadvantage on all skill checks until they consume another pastry. An addicted PC that is
unable to consume dream pastries has terrible nightmares when they attempt to sleep, and
cannot gain the benefits of a long rest.
The DC of this Constitution saving throw increases by 2 for each additional day that the PC
consumes at least one dream pastry, up to a maximum DC of 26. The DC also decreases by 2
The first day an addicted PC fails to consume a dream pastry, they gain disadvantage on all
saving throws. On the second day, the PC gains disadvantage on all skill checks and saving
throws. On the third day and beyond, the PC has disadvantage on all skill checks, saving
throws, and attack rolls until they consume a pastry or are no longer addicted.
If a PC goes seven consecutive in-game days without eating dream pastries, they are no longer
addicted. This happens regardless of their save DC and immediately alleviates any and all
disadvantages they might have gained as a result of their addiction. Should a former addict ever
eat a Dream Pastry again, their starting Constitution saving throw DC will be 15 instead of 10.
At the intersection where the windmill’s path meets the road, the PCs can find a small twig
figurine discarded upon the ground. It was left here by Offalia, who enjoys crafting them and has
a small collection in the attic.109
A soft, curling stream of smoke from a crooked pipe chimney gives the windmill a homely,
comfortable appearance. The smoke comes from the oven on the first floor.
The acrid smell coming from the barrel of demonic ichor isn't potent. Rather than mixing with the
smell of the pastries, the ichor’s scent is only detectable if the PCs place themselves directly
beside the barrel.
The windmill isn't filthy. It's certainly not clean, however, and has a musty, lived-in air about it.
There are no bones littering the floor; instead, the children’s bones are kept in a burlap sack
beside the oven. You can describe the chamber thusly:
A large brick oven takes up most of one side of the room. The oven emits warmth and you
can smell something sweet baking inside. Surrounding the oven on some shelves are several
jars of condiments and ingredients. You can also see a few bins filled with animal bones and
bits of discarded dough.
Because of their size, the bones could be easily mistaken for animal bones. A PC can make a
DC 15 Wisdom (Medicine) or Intelligence (Nature) check to correctly identify the bones as
belonging to human children.
Bella informs the PCs that she, her sister, and her mother don’t often have guests, and
apologizes for not making things nicer. Bella freely says that her sister is hard at work upstairs,
calling her “Sister” rather than “Offalia.” When the PCs enter the windmill, Bella calls up to invite
Offalia downstairs; Offalia quickly calls down that she’s hard at work, and reminds Bella that
“Mother” will be home soon.112
Bella and Offalia can inform the PCs that their mother, Morgantha, often goes into town for a
few days at a time to peddle their wares. They have a little place in Barovia to stay, but much
prefer to live in their cozy windmill. Bella and her sister are the primary bakers of their business.
If the PCs have previously met Morgantha, Bella is delighted. Bella is further pleased if one of
the PCs has sampled one of her dream pastries, and asks for the PC’s critiques on the taste,
texture, and consistency of the pastries. She doesn’t discuss the content of the pies unless
specifically asked, and even then admits that it’s a family secret passed down from her mother’s
mother, and asks the PCs not to inquire further.
Bella is aware of Morgantha’s usual excuse for her fiendish aura (that Morgantha’s mother had
a bad encounter with a wicked witch), and appears sad when she tells the PCs that Morgantha
doesn’t often talk about her grandmother’s misfortune.
If the PCs bring up the deed to the windmill obtained from Death House, Bella looks devastated.
She tells the PCs that the windmill was abandoned for centuries before their grandmother came
to live there, and asks the PCs if they plan to shamefully evict “three old women” from their
home.
Otherwise, Bella does her best to keep the conversation about the PCs. She asks them where
they're headed, where they’re from, and how they're handling Barovia.
If Bella offers the PCs a dream pastry as a sale or free sample, the wereraven outside hops
onto the windowsill and caws loudly in warning. Bella quickly closes the shutters and asks the
PCs to shut the other windows. If the PCs do not obey, the raven hops into the window closest
to one of the PCs and attempts to get their attention. An instant later, Bella throws a kitchen
knife at the raven’s chest, and attempts to use an Intelligence (Sleight of Hand) check to
conceal the Magic Missile spell she is casting around the knife. Whether the knife hits or
misses, the wereraven is wounded in the side by Magic Missile and flies off soon after.
Bella attempts to play down the incident by claiming that the ravens have been terrible bothers
to her and her sister ever since a falling tree destroyed their only scarecrow. She informs the
PCs that the ravens frequently fly inside to eat their pies, defecate on their floor, or attack their
mothers’ hairpiece. If the PCs notice and point out her use of magic, Bella claims to be a simple
woodswitch who has grown used to using her small arcane talent to keep her home clean and
safe.
If the PCs attempt to rescue Freek and Myrtle and fail, or fail to find the children while visiting,
only Freek is still alive when they return.
If the PCs burn down or otherwise destroy the windmill without rescuing the children inside,
they can later find a pair of child-sized corpses charred or otherwise killed in cages within the
wreckage. The cages have been ravaged by fingernails, and the PCs can clearly hear Freek
and Myrtles’ screams as the windmill is destroyed.114
If one of the three treasures of Madam Eva’s reading is present here, it is displayed reverently
atop a small shrine dedicated to Strahd. When Saint Markovia marched upon Castle Ravenloft,
only one of her followers - a coward of little faith - survived. He filled his bag with treasures and
fled the fortress - only to be taken in the night by the hags of Old Bonegrinder as he camped by
the road. The hags believe that the treasure’s presence is a sign of Strahd’s favor in them.
The Megaliths
The megaliths of Old Bonegrinder are home to the Forest Fane, the shrine of the Huntress. The
Huntress, a member of the Rozana, or the Ladies Three, lost much of her power when Strahd
perverted the rituals of the druids of old Cerunnos to claim the seat of her power for himself.
The Forest Fane is one of three Fanes throughout Barovia that have been claimed by Strahd to
provide him power over the land, weather, and beasts of Barovia. The Fane of the Huntress is
the source of Strahd’s dominion over the feral wolves and other beasts of the Barovian
woodland. It also provides him the continuous protection of a nondetection spell, which protects
him from the detection of all divination magic. If cleansed and reconsecrated, the fane’s boon
fades from Strahd’s grasp.115
The wall behind the altar is covered by a half-rotted tapestry depicting a trio of old crones, one
of whom resembles the Huntress. The second woman, the Weaver, bears short, ravenlike hair;
the third, the Seeker, has sharp-angled cheeks and long, flowing black hair. All three women
wear ragged tunics of leathers and rough cloth.
The front of the altar itself bears the following words in Druidic script:
The cavern is accessible through a small hollow at the center of the circle, which has been
covered up by a large boulder. A DC 12 Intelligence (Nature) or Wisdom (Perception) check
can inform the PCs that the boulder is made of a different type of rock than the standing stones
around it. It can only be moved with a successful DC 20 Athletics (Strength) check. The hags
moved it here to bury the Fane’s entrance tunnel after moving into the windmill beside it.
To keep the Fane freshly desecrated, the hags scatter children’s teeth in small mounds across
the grass in front of the megaliths. This is done as an offering to the entity they worship, the
wicked archfey Ceithleann of the Crooked Teeth.
If any of the hags observe the PCs attempting to move the boulder sealing off the cavern, they
exit the windmill and attempt to persuade the PCs to leave the Fane alone. Morgantha tells the
PCs that the Fane is the place of power of a barbaric and cruel Fae spirit who demanded
human sacrifices from the people of Barovia, and tormented her subjects through torture and
disfigurement. Though the hags may be evil, they at least only commit evil acts with the consent
of their victims.
If the PCs make any further attempts to unseal or sanctify the Forest Fane, Morgantha and her
daughters attack, fleeing only under the conditions listed above. Morgantha believes that a
return of the Huntress will invite the Lady’s retribution down upon the coven’s heads for their
sustained desecration of the megaliths above. If the Fane is successfully restored, the night
hags do not return to Old Bonegrinder until Strahd has slain the PCs and reconquered the
Huntress’ shrine.
When the offering is completed, the eyes of the Huntress in the tapestry and stone etchings
glow, and a wolf’s howl can be heard in the distance. If all three Fanes have been
reconsecrated, the tapestry is restored to pristine condition, and its depiction of the Ladies shifts
from old crones to beautiful maidens. After the Forest Fane has been restored, Strahd loses the
benefits of its nondetection spell and can no longer command the feral wolves of Barovia.
Moreover, any PCs that participated in the ritual gain the benefit of its nondetection spell for as
long as they stay in Barovia.
If the PCs are able to flee from battle, the hags let them go. However, if any one of the PCs
appeared to have a Neutral or Evil alignment, Bella or Offalia attempts to scry them one or
several nights thereafter, and focuses that PC with her Nightmare Haunting ability in an effort to
corrupt that PC’s soul. Under no circumstances does a single hag reveal herself from the
Ethereal Plane, save for an opportune moment when she believes she may be able to obtain a
lock of hair or personal possession to strengthen Morgantha’s Scrying spell.
Any haunted PCs should be unaware of the source of their nightmares. Only Rudolph van
Richten and Ezmerelda recognize the symptoms of a potential night hag haunting. Van Richten,
Ezmerelda, and the Abbot are the only creatures able to drive off the hags through the benefits
of a Magic Circle spell. The hags are also unable to enter the Church of St. Andral.
If one or more of the PCs are knocked unconscious or taken prisoner by the coven, the hags
keep them tied up alongside the children on the third floor. Bella and Offalia torment their
prisoners by murdering and devouring Freek in plain view, and promise the PCs that they plan
to fatten the characters up until they can serve as supper themselves.116 Morgantha will make a
deal to allow any one of the PCs to go free - but only at the cost of one high-value or multiple
low-value deals as described in the section above.
A captured PC that accepts a deal in this way is made into a “volunteer” that Morgantha swiftly
puts to work. The PC’s gear, arcane focus, and any weapons are taken and locked away in a
safe whose key hangs around Morgantha’s neck. The “volunteer” is then tasked with selling pies
or retrieving children from impoverished parents.117
So long as any of the PCs remain as prisoners or “volunteers” at Old Bonegrinder, the hags
torment them nightly using their Nightmare Haunting ability.
If any of the PCs die in battle with the hags, Morgantha leaves their bodies between the
megaliths behind the mill to be eaten by crows. Any PCs killed this way before level 5 should
have an opportunity to be resurrected through a Dark Gift.
If the PCs have piqued Strahd’s interest to the point where he views one or more of their party
has a potential successor, the hags put the party to sleep and proceed to load them onto
Strahd’s black carriage, which carries the PCs to Castle Ravenloft before dumping them in the
courtyard. The PCs must then succeed on a skill challenge to evade a pair of hungry vampire
spawn crawling from the upper towers and cross to the other side of the chasm before the
drawbridge is completely raised.
Wᴇʟᴄᴏᴍᴇ ᴛᴏ Vᴀʟʟᴀᴋɪ
Oᴠᴇʀᴠɪᴇᴡ ᴏꜰ Vᴀʟʟᴀᴋɪ
At more than seventy-five pages, this guide is easily the longest chapter in the Curse of Strahd:
Reloaded compendium. It’s not hard to see why. Vallaki is a centerpiece of plot hooks,
significant NPCs, and interlocking politics.
However, don’t be too intimidated by this chapter’s extreme length. Rather than a mire of criss-
crossing hooks and political snares, you can view Vallaki as a “home base” for your players to
return to while completing the campaign. Many of the events discussed in the Plot Hooks &
Special Events section should be taken as special occasions that can only happen when
Few residents of Vallaki are happy with their lives. Baron Vallakovich rules sternly, though not
wisely, and his weekly festivals have long since lost their charm. The citizens of Vallaki dare not
speak against the Baron’s “happy” world for fear that his guards will throw them in the stocks or
exile them from Vallaki, forsaking them to die.
Unlike Barovia, the streets of Vallaki are teeming with people and obvious signs of life. In
contrast to the dreary emptiness of Barovia village and the lively wilderness of the Tser Pool
Encampment, Vallaki should feel like a familiar, near-normal location for the PCs.
At first glance, the tyranny of the Baron’s rule is not immediately visible. The people here,
though oppressed, do their best to live their lives as well as possible. Vallakovich actively
encourages his citizens to smile, so a passive, jovial countenance is not uncommon amongst
Vallakians, however clearly fake it may be.121
Fear of the burgomaster’s justice is matched only by the residents’ fear of Strahd. Long ago, this
fear drove a powerful paranoia that fueled the Vallakovichs’ rise to power. The Vallakovich
family is an old noble house, and has always believed that strict laws are required to keep
Vallaki safe from the Devil of Castle Ravenloft. The severity and nature of these rules have
varied from Baron to Baron, but they are built into the very foundation of Vallakian society.
Because of Strahd’s absence, the people of Vallaki have come to believe that their methods -
guards, curfews, laws, and festivals - are effective in keeping the vampire at bay. None suspect
120 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki I - Setting Up the Big Picture and Getting
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121 /u/MandyMod, Fleshing Out Curse Of Strahd: Vallaki II
that Strahd’s absence is caused by simple apathy. As a result, the Vallakovich family has
effectively consolidated its power within the town’s walls, turning the elected position of
burgomaster to the hereditary title of Baron.122
Vᴀʟʟᴀᴋɪᴀɴ Lᴀᴡ
Mᴀʟɪᴄɪᴏᴜꜱ Uɴʜᴀᴘᴘɪɴᴇꜱꜱ
Under Baron Vargas Vallakovich, Vallaki has the following laws:
● None shall speak Strahd’s name aloud or carry written documents bearing his name.
Vallakovich believes that to speak his name is to summon his attention or presence.
When they must, Vallakians refer to Strahd simply as “the Devil.”
● None may speak ill of the Baron or his festivals, nor hold any documents that present
either in an ill light. The Baron believes that happiness is the key to the town’s safety,
and severely punishes any resident that threatens to harm “morale.”
● All visitors and residents shall assist with the festivals. This includes both preparations
and clean-up. These duties rotate through the general public on a random basis, in a
manner similar to jury duty.
● All visitors and residents shall attend the festival. Guards routinely go door-to-door in the
time before and during a festival, and patrol the streets to ensure that no attendee has
been left out.
Any Vallakian charged with breaking these laws is charged with “malicious unhappiness,” and
sentenced to 2d6 days of public humiliation in the stocks. The length of the criminal’s stay in the
stocks depends on the severity of the crime and the intent of the offender.
Gʀᴇᴀᴛᴇʀ Cʀɪᴍᴇꜱ
Theft and “public brawling” are punished with 4d6 days of public humiliation in the stocks, with
the length of the criminal’s stay depending on the severity and intent. Theft from the Baron’s
estate, repeated minor offenses, or major injury to another civilian are punishable by exile from
Vallaki to the wilderness of the Svalich Woods.
Murder is rare to nonexistent in Vallaki. However, on the rare occasion that a Vallakian kills
another - intentionally or not - the perpetrator is sentenced to a public hanging from the gallows
in the Town Square. While awaiting their sentence, the perpetrator is imprisoned in the stocks
alongside other criminals, and is executed at the next sunset following their arrest.
122 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki I - Setting Up the Big Picture and Getting
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Bʀᴇᴀᴋɪɴɢ ᴛʜᴇ Lᴀᴡ
As-written, if the PCs get on the Baron’s bad side by breaking one or more laws, he accuses
them of being “spies of the devil Strahd” and sends twelve guards to arrest them, seize their
weapons, and run them out of town.
The guards first attempt to grapple the PCs. Once a PC has been grappled, any guard will try
to shove them prone. Once a PC is prone and grappled, any of the guards can attempt to tie
the PC’s hands behind their back, making a Strength (Athletics) check contested by the PC’s
choice of Strength (Athletics) or Dexterity (Acrobatics) to do so. A prone PC’s contested check
is made with disadvantage.
The rope can be snapped with a DC 15 Strength check, and has AC 12 and 2 Hit Points. Any
creature bound by the guards’ rope gains the restrained condition, but can still move at half
speed. A second length of rope can also be tied around the ankles, capping any creature’s
movement speed at 5 feet per round (barring the use of the Dash action).
If it becomes clear to the guards that they face an overwhelmingly powerful force, they take
the Disengage action and swiftly flee.
If the guards fail in their duty, the baron sends Izek to rally a mob of thirty commoners to lynch
the party. These commoners attempt to grapple and drag the party to the stocks, at which point
a makeshift gallows is erected. Any PC lynched by the commoners has a single round to act
before the impact snaps their neck.
If the commoners also fail, the baron summons the twelve remaining guards to defend his
mansion, giving the characters the run of the town.
Rᴀɴᴅᴏᴍ Eɴᴄᴏᴜɴᴛᴇʀꜱ
d6 Encounter
1 While walking through the streets, the PCs pass a puppet show run by a brightly-
dressed man - Rictavio. His small stage is surrounded by a half-dozen drab Barovians
watching from the muddy cobblestones.123
3 The PCs are watched by a raven with blue-tipped wings. This raven is secretly Muriel
Vinshaw of the Keepers of the Feather in raven form.
4 The PCs notice two children pointing at Ireena and whispering. If approached, the
children mention that Ireena looks exactly like Blinsky’s dolls.124
5 An wild-eyed old man grabs the PCs and yells about dark magic and purple flashes of
light from the attic of the Burgomaster’s Manor in the night. Two guards rapidly
approach and drag him away.125
6 Two orphans stand on a street corner, singing a hymn to the Morninglord in off-key
voices. The poorly-spelled sign on their bucket invites donations to St. Andral’s
Orphanage. On closer inspection, one of the children has a dark bruise on their arm.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
Neither Luvash nor Arrigal has been able to search for Arabelle within Vallaki, due to the laws
barring Vistani from entry. However, Arrigal knows that Arabelle has been known to sneak into
town to play with the children of St. Andral’s Orphanage, and that she is especially fascinated by
the festivals that take place within Vallaki.126
If the PCs agree to find her, Luvash gives them a small necklace bearing a bronze tab
decorated with a trio of twinkling stars - Arabelle’s favorite. He tells them that she will trust them
if that necklace is presented to her. A transformed druid or ranger’s companion with the Keen
Senses feature can use Arabelle’s necklace to track her to the Orphanage of Saint Andral,
Blinsky Toys, Bluto’s home, and Lake Zarovich (in that order) with a successful DC 15
Perception (Wisdom) check.
Otherwise, the orphans of St. Andral’s Orphanage can inform the PCs that they recently saw a
grimy-looking man wearing a straw hat and carrying a bottle of wine watching them play when
Arabelle was last in Vallaki. Danika Martikov or Headmistress Claudia Belasco of the
Orphanage can quickly identify that as Bluto, the town drunk and local fisherman, and point the
PCs toward his home.
In this skill challenge, the PCs must accrue three successes before three failures. If the PCs
pass this challenge, they are able to rescue Arabelle before she drowns. If the challenge is
failed with at least one success, the PCs are able to recover Arabelle’s corpse from the lake. If
the challenge is failed with zero successes, Arabelle’s corpse falls into the depths of Lake
Zarovich, lost among the dark silt and cold currents.
This skill challenge is divided into three separate stages: Sprint, Recovery, and Revival.
During the Sprint, your PCs must reach Bluto’s boat before Arabelle’s sack sinks too deep in
the water. One success is required to progress from this stage to the Recovery stage. Your PCs
may use several skills or abilities to pass this section of the skill challenge, including any of the
following features:
● Athletics (DC 13 - Moderate) can be used to swim from shore to rescue Arabelle.
● Athletics (DC 8 - Easy) can be used to swim to Arabelle’s rescue if the PCs previously
took a rowboat out onto the lake.
● Nature (DC 18 - Hard) can be used to spot currents in the water’s surface that can
speed one’s progress.
● Levelled spells (Automatic Success) such as Enlarge, Gust of Wind, Alter Self, or Misty
Step; or cantrips (DC 8 - Easy) such as Shape Water can be used to speed a PC’s
attempts to swim toward Arabelle.
In the second part, the Recovery stage, your PCs must swim deep enough to retrieve
Arabelle’s sack before it sinks into the murky depths. One success is required to progress from
this stage to the Revival stage.
● Athletics (DC 8 - Easy) can be used to carry Arabelle’s sack back to the surface.
● Perception (DC 13 - Moderate) can be used to peer through the silt-choked water to
track the movement of Arabelle’s sack.
● Investigation (DC 18 - Hard) can be used to feel the motion of the water currents to
track the displacement of the sinking Arabelle.
● Levelled spells (Automatic Success) such as Enlarge, Gust of Wind, Alter Self, or Misty
Step; or cantrips (DC 8 - Easy) such as Shape Water can be used to speed a PC’s
attempts to dive down to Arabelle.
● Levelled spells (Automatic Success) such as Levitate, Tenser’s Floating Disk, or
Feather Fall; or cantrips (DC 8 - Easy) such as Gust or Shape Water can be used to
raise Arabelle through the water toward her rescuer.
With Arabelle saved from a watery fate, the PCs find the girl unconscious, unmoving, and
unresponsive. In the Revival stage, she must be saved from the liquid in her lungs before it
suffocates her. If the PCs achieve their third success in this stage before failing, they complete
the skill challenge successfully.
● Medicine (DC 8 - Easy) or Survival (DC 13 - Moderate) can be used to pump the water
from Arabelle’s lungs.
● Levelled spells (Automatic Success) such as Healing Word; or cantrips (DC 8 - Easy)
such as Shape Water can be used to remove the water suffocating the girl.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
If the PCs succeed in rescuing Arabelle, the precocious young Vistana thanks them for their aid,
and asks them to deliver her to the Vistani encampment near Vallaki. Upon arrival, Luvash
greets Arabelle joyously, and showers the PCs with praise, offering the party the choice of an
artifact or treasure from the Vistani treasure wagon. As the party prepares to leave, Arabelle’s
gifts as a seer overtake her, and she delivers a foreboding prophecy that foreshadows a great
danger or reward in the trials to come. From this point forward, the PCs are always welcome at
the Vistani encampment here, and Arrigal refuses any assignments Strahd may make to hunt or
steal from the PCs.
If the PCs fail to rescue Arabelle before she drowns, or if they ignore this quest entirely for
seven days or more, Arabelle is drowned beneath the waters of Lake Zarovich. With her dying
breath, Arabelle curses Bluto with the power within her Vistana blood. Her malediction,
strengthened by the trauma of her death and her relation to Madam Eva, disfigures Bluto’s face
into a wolf’s muzzle, so that he may resemble in body the predator he has become in spirit.
Bluto flees for Vallaki and hides himself away in his home, ashamed and terrified of discovery.
Two days after drowning Arabelle, Bluto emerges into Vallaki’s market to purchase basic
foodstuffs and supplies, and is discovered by the town guard when the rag he has wrapped
around his face falls loose. He is captured and imprisoned in the stocks. Baron Vallakovich
proceeds to parade Bluto about the town in chains during the next festival, releasing him shortly
before the burning of the wicker sun for the townsfolk to stone him to death.127
Once Fiona has identified the PCs as an asset to her plans, she sends Ernst Larnak or her sons
to deliver a standing invitation to dinner at Wachterhaus.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
Upon meeting the party, Wachter will inspect and politely interrogate each of her guests. She
favors tieflings for their “beautiful” Abyssal nature.128
During this meeting, Wachter is quite open, if politely so, about her distaste for the Baron. She
makes the following points in their conversation in an attempt to sway the PCs to her side:
● Vargas is not the first terrible burgomaster of the Vallakovich line. Each Baron has been
just as terrible as the last, if not worse. His father, Vargon, was a mad tyrant who ruled
Vallaki with an iron fist and cruel, inhumane punishments.
● Vargas and his captain, Izek Strazni, are brutes. It is common knowledge that Izek
relishes the torture of prisoners, but Fiona believes that Vargas has his own mean
streak. The Baron’s wife, Lydia, is a fragile, delicate woman - she likely fears her
husband’s wrath.
● Fiona attempted to create an understanding between their two families by arranging the
marriage between their children. However, she was unaware of Victor Vallakovich’s
cruelty, and the apathy Vargas had toward her daughter’s wellbeing. Though Wachter
does not know what Victor did to Stella to destroy her mind, she knows it must have
been horrific. It clearly pains her to share this story with the party, but she does so to
convey the hereditary corruption of the Baron’s family line.
If the flow of conversation allows, Fiona may relate the story of her meeting with Strahd as a
young woman. As-written, she shares her belief that Strahd is, at worst, a negligent landlord,
and points out Zarovich’s calm and diplomatic nature, as well as her belief that Vallaki would
remain safe under the vampire’s rule if guided by the correct leader. She uses the Devil’s name
freely, and claims that “a servant of the light has no fear of the dark.”
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Toward the end of the meeting, Fiona makes an effort to feel out the party’s sympathy toward
herself and her cause. If the atmosphere is hostile or suspicious, she thanks the PCs for their
time and sends them on their way. She then assigns Ernst Larnak to tail the party, who reports
back to Fiona immediately if he witnesses the PCs conspiring against her.
If Fiona feels she has earned the party’s trust, she informs them that, as a young woman, she
received a prophecy from a seer that told of their coming. Wachter believes that the party’s
arrival in Vallaki foretells the beginning of a new age, and she wants dearly to bring this to
fruition. Under no circumstances does she reveal the true nature of her “book club,” though she
may make reference to her “friends” amongst the Vallakian populace.
If the PCs seem willing, Fiona asks them to assassinate Izek Strazni, the Baron’s top enforcer
and main protector. If the PCs appear reluctant to do so because they have begun the Iᴢᴇᴋ’ꜱ
Oʙꜱᴇꜱꜱɪᴏɴ quest, Lady Wachter asks them instead to persuade Izek to turn on the Baron
himself - or, if he cannot be persuaded to kill the Baron by his own hand, to step away and allow
Fiona’s agents to remove him from Vallaki themselves. Fiona is not interested in the prospect of
killing or exiling the Baron while Izek remains present to retrieve and/or avenge him.
If he is neutral or hostile to the PCs, Izek is a dangerous opponent. At no time does he leave the
side of his trusty greataxe, and he is always hungry for a fight. He may mock his assailants for
failing to face him in a fair two-man fight, but will happily employ any dirty tricks (e.g., attacking
bystanding PCs with surprise) as necessary. In combat, Izek uses his Hurl Flame multiattack as
he closes the distance to his enemies, and switches to his greataxe once entering melee. In a
melee fight, Izek attempts to corner the most vulnerable of his opponents before attacking them
with his greataxe, focusing fire on one weakened PC at a time. His childhood tragedy and
blossoming sociopathy have left Izek without fear, and he does not flee battle once engaged.
If the PCs attempt to convince Izek to assassinate or allow them to assassinate the Baron, only
his sibling is able to do so. Even then, a successful DC 15 Charisma (Persuasion) check on the
part of his sibling is required, and the party must provide direct evidence that the Baron’s
removal from power will have positive consequences for Izek or his sibling (given that Izek is,
above all else, a creature of selfish desires). Izek cannot be convinced by arguments for the
greater good of Vallaki, and believes that he alone knows what is best for himself and his
sibling.
If the party is in need of a place to stay, Fiona offers her own home to them. She makes her
sons’ rooms fit for guests, informing the PCs that Nikolai and Karl stay out most nights anyway.
She notes, however, that Stella’s room, the basement, and the master bedroom are strictly off
limits.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
It is likely that the PCs may remain skeptical of Lady Wachter’s intentions, especially given
her lack of antagonism toward Strahd. Sufficiently paranoid parties may even discover the
true nature of her inner circle. If Fiona suspects that the PCs may betray her, she hands
Ernst a bag of 100 gp (taken from area N4q) and instructs him to deliver it to the Vistani
camp outside town, along with a letter from her that asks Arrigal to dispose of the
characters once they have left town. The Vistani burn the letter after reading it, as per
Lady Wachter's request. If the characters have rescued Arabelle (see Tʜᴇ Mɪꜱꜱɪɴɢ Vɪꜱᴛᴀɴᴀ
above), the Vistani return Lady Wachter's gold to Ernst and do nothing. Otherwise, a
Vistana bandit watches the road east of Vallaki and reports back to camp if the characters
are sighted leaving. Arrigal pursues the PCs thereafter, attacking from the shadows during
their next short or long rest outside of civilization if he feels confident that he can take
them on.
Otherwise, once Izek is assassinated or otherwise removed, Lady Wachter directs her three
cult fanatics, guided by her imp, Majesto, to sneak into the Baron’s manor by night and take
him and his family captive. Following an arcane duel that leaves Lydia and two of Fiona’s cult
fanatics dead, Victor Vallakovich flees his father’s manor for an abandoned cottage just beyond
Vallaki’s western gates. The surviving fanatic and two of Lady Wachter’s cultists take the
unconscious Vargas and Vallakovich servants to Lake Zarovich, where Ernst Larnak slits their
throats and drowns the corpses beneath the waves.
The following morning, Lady Wachter publicly drafts a search party to search for the Baron and
his family, ensuring behind the scenes that their mission is a farce. Meanwhile, she claims the
title of “acting Baroness,” which is indisputed without Izek to challenge her power.
Once her power is consolidated, Lady Wachter implements the following reforms:
● Abolishment of all town festivals, excepting those held as part of a normal seasonal
celebration
● Immediate release of all prisoners kept in the stocks due to “malicious unhappiness”
● Prohibition of the word “Devil” to describe Strahd von Zarovich. “Lord Zarovich” or
“Count Zarovich” will suffice instead.
● Regular meetings with Rahadin and Anastraya Karelova at Wachterhaus, transported by
Strahd’s black carriage after sundown in full sight of Vallaki’s citizenry and guards.
(Fiona claims that the meetings are “diplomatic summits” in order to “keep the peace.”)
● (Eventual) reinstatement of the centuries-old practice of paying Strahd’s twice-annual
taxes via the provision a young (and preferably attractive) Vallakian citizen, delivered
willingly or by force in Strahd’s black carriage. Twelve potential sacrifices are chosen by
lots, and the final sacrifice is selected by Anastraya (who specifically chooses a sacrifice
with a soul).
Lady Wachter is driven by four things: Her loathing for the Vallakoviches, her love for her
children, her loyalty to Strahd, and her belief in a better Valalki. Once Vargas’ legacy has been
thoroughly stomped out, she will implement reforms that she believes will drive Strahd to look
upon Vallaki more favorably. If Ireena is present in Vallaki, Strahd may reach out to her in an
effort to drive her into his arms. Fiona will also receive orders to begin hunting for Rudolph van
Richten, and will actively forbid entry to Vallaki for the PCs if they are enemies of Strahd.
Vargas believes strongly that Fiona Wachter has designs on his position, and suspects Fiona to
be an active conspirator and servant of the Devil. He knows also that two of his servants have
vanished in recent weeks, and believes - incorrectly - that Lady Wachter abducted them to steal
information regarding his habits and defenses.129
However, he has been unable to act on his suspicions, as the ancient house of Wachter is well-
established in town and has both wealth, property, and friends in many places, including a
number of vassals that work the land Fiona owns. If Vallakovich were to move openly against
Lady Wachter, Vallaki would erupt into riots, and his life’s work would be lost. As such, he has
faced difficulty in recruiting guards to investigate Lady Wachter’s secrets. Izek, of course, is far
from a subtle inquisitor.
129
https://www.reddit.com/r/CurseofStrahd/comments/8h7pvd/lessons_from_running_curse_of_strahd_valla
ki/dyic2jt/
Should he find them trustworthy and firmly opposed to the Devil’s servants, he asks them to
investigate Lady Wachter’s home for signs of conspiracy or heresy. As a reward, he offers to
assign a pair of guards to watch over Ireena Kolyana for as long as she remains in Vallaki, as
well as the substantial sum of 200 gp for their services.
He invites the PCs to begin their investigation in his mansion, and suggests they interview his
wife and son. Lydia is able to provide no useful information, but the PCs are likely to uncover
the servants’ fate upon recovering Victor Vallakovich’s journal from his study in the attic.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
Should the PCs accept the invitation (which Ireena strongly urges for the sake of diplomacy),
they are welcomed by Vargas’ wife, Lydia, and guided into the Den (area N3E), where the
Baron meets them after a few minutes of waiting. In the meantime, Lydia does her best to
entertain the PCs, though she is so lost to Vargas’ beliefs that it is clear that she is barely able
to process any other information. If the PCs make any questionable remarks or questions, Lydia
only laughs fearfully and ignores their words entirely.
While enjoying a bitter-tasting tea brewed by the cook, the Baron asks the PCs their opinions of
his “magnificent society.” He waxes at length regarding the work he has done to keep Strahd’s
influence out of the valley, and brags about the “perfect happiness” enjoyed by his subjects. His
speech patterns are streaked with nervous tics and repeated phrases (e.g., “All will be well!”),
and his face never loses its constant, gritted smile. During this time, Lydia falls entirely silent,
speaking only when spoken to and making clearly scripted responses.
Should the PCs degrade or question Vallaki’s laws or culture in any way, the Baron’s attitude
toward them quickly chills; if the PCs insult any tenet of Vallakian society, the Baron orders
them to leave. Should the PCs directly challenge the Baron’s authority, or if the situation
otherwise goes rapidly downhill, he waits for the PCs to leave before sending twelve guards to
arrest them, seize their weapons, and run them out of town. For more information on running
the Baron’s animosity, see Bʀᴇᴀᴋɪɴɢ ᴛʜᴇ Lᴀᴡ above.
Should tea-time go well, the Baron asks the PCs to investigate the indiscretions of Lady
Wachter or the disappearances of his servants. Additionally, should Ireena’s appearance and
personality charm him, he is likely to begin making preparations for an engagement between
her and his son, Victor. After the “travesty” of a mate that Stella Wachter proved to be, it’s
important the the Baron find a properly blue-blooded and demure woman for his son to marry. If
the PCs or Ireena mention her need for a place to stay, the Baron instantly offers his own home
- after all, there can be no greater sanctuary from the Devil than the domicile of his greatest
enemy.
If the PCs reject the Baron’s invitation to tea, he is grossly offended, and orders Izek to punish
them severely if caught making the slightest infraction.
Cᴏᴍᴘʟᴇᴛɪɴɢ ᴛʜᴇ Eᴠᴇɴᴛ
In the course of carrying out the Baron’s wishes, the PCs may choose to investigate Lady
Wachter further, either by infiltrating her estate or through subterfuge.
If she catches PCs snooping around her home - especially after breaking and entering - Lady
Wacher first attempts to persuade them to leave peacefully, claiming full innocence of any crime
or ill behavior. If the PCs claim to be convinced of her guilt, Lady Wachter leads them to the
room of her daughter, Stella, and describes the terrible crimes that Victor Vallakovich has
brought upon her family. If the PCs appear sympathetic, Fiona may then attempt to assign them
the quest Lᴀᴅʏ Wᴀᴄʜᴛᴇʀ’ꜱ Wɪꜱʜ, as described above.
If the PCs approach Lady Wachter and attempt to engage her socially, with the goal of gaining
access to her secrets or tricking her into revealing incriminating information, she is more than
happy to invite a party of newcomers to dine with her at Wachterhaus. If the PCs appear
sympathetic, Fiona may then attempt to assign them the quest Lᴀᴅʏ Wᴀᴄʜᴛᴇʀ’ꜱ Wɪꜱʜ, as
described above.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
If the Baron is informed of Lady Wachter’s treasonous plans, he instantly asks the PCs to seek
out incriminating evidence that will sway the town to his side. If the PCs have any information
regarding incriminating objects within Wachterhaus, the Baron writes a warrant of investigation
and assigns Izek and a platoon of six guards to ransack Fiona’s manor. Once any evidence is
found - including the corpse of Nikolai Wachter or the animated skeletons in the basement - the
Baron orders the immediate arrest of Lady Wachter and her children. Fiona and her sons are
swiftly imprisoned in the stocks following a mockery of a trial, and Stella is locked away in St.
Andral’s Orphanage for the rest of her maddened life. Fiona is able to escape arrest through the
use of her arcane powers, and flees alongside Majesto and her three cult fanatics to seek
refuge at Castle Ravenloft. Nikolai II and Karl are later tied to stakes above the wicker sun at the
Festival of the Blazing Sun and burned alive as an example.
If Ernst or another of Fiona’s spies are alerted to the Baron’s intentions, Lady Wachter quickly
moves to cleanse her home of all incriminating evidence, relocating any questionable items or
texts to the secret chamber in her basement. If she is prepared for her own imminent arrest, she
takes shelter in the cellar of one of her followers’ homes, and from there directs a guerilla
rebellion that begins with the arson of the Burgomaster’s Manor.
Tʏɢᴇʀ, Tʏɢᴇʀ
Karl and Nikolai Wachter are young, foolish men from a proud noble family. The drunken
brothers sneak into Arasek's Stockyard while everyone else is attending the festival in the town
square. On a dare, one of them rocks the wagon. The saber-toothed tiger locked inside
becomes enraged and smashes through the wagon door. The characters and everyone else in
town hear the screams of the young men as the tiger escapes. The tiger flees the stockyard
without harming the Wachters and begins to prowl the streets, looking for an escape. Reports of
a tiger running loose in the streets ruin the festival and send townsfolk scurrying for their homes.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
The saber-toothed tiger doesn't harm anyone until it takes damage, whereupon it attacks the
perceived source of the damage. If he is still alive, Izek Strazni gathers six town guards and
hunts down the beast with the intention of killing it. Meanwhile, Rictavio does his best to lure the
beast back to his wagon while assuring townsfolk that it won't harm them.
● Stealth (DC 18/20 - Hard) may be used to avoid disturbing the tiger or drawing attention
to the party’s investigation.
● Animal Handling (DC 13/15 - Moderate) may be used to coax the tiger out of the store.
● Nature (DC 13/15 - Moderate) may be used to calculate the tiger’s likely path or identify
its species, thereby predicting its behavior.
● Perception or Survival (DC 13/15 - Moderate) may be used to find and follow the tiger’s
tracks.
● Investigation may be used to infer the tiger’s trail from the site of its escape (Moderate -
DC 13/15).
● Persuasion, Deception, or Intimidate (DC 8/10 - Easy) may be used to draw clues
from startled eyewitnesses.
● Athletics or Acrobatics (DC 13/15 - Moderate) may be used to take shortcuts through
twisting Vallaki alleyways or across nearby roofs.
● Levelled spells (Automatic Success) or cantrips (DC 13/15 - Moderate) may be used
at the DM’s discretion to achieve any of the goals listed above.
The different DCs (e.g., 13/15) reflect the increase in difficulty that skill challenges undergo
when the PCs reach level 5. If the PCs are below level 5 during this challenge, use the first
given number; if they are at or above level 5 (and below level 10) during this challenge, use the
second number.
If the PCs pass the skill challenge, they arrive at Blinsky Toys to find Piccolo perched on
Rameses’ shoulder as the tiger prowls the length of the store, and Gadof Blinsky cowering on
an upper shelf. If the PCs fail the challenge, they arrive to find that a platoon of four guards has
arrived before they, and are currently aggravating Rameses with their pikes while preparing to
attack. It is instantly clear to any PCs that Rameses has no intention of fighting, and is only
hostile if cornered.
A DC 15 Animal Handling (Wisdom) check will allow any PC to calm Rameses. If the PCs fail
both the skill challenge and this check, Rameses lashes out at the guards nearby, which
provokes a full-on brawl. Rictavio arrives as soon Rameses is calmed, or at the beginning of the
third round of combat. If the guards are present, he calms Rameses and attempts to gain the
PCs’ support in persuading the guards to allow him to leave with the tiger. If the PCs refuse, or
fail to persuade the guards, Rictavio nonlethally dispatches the guards and flees with Rameses
in tow.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
If the PCs provide any aid to Rictavio during this encounter, or if they succeed in finding and
peacefully securing Rameses before he arrives, Rictavio thanks them for their assistance and
invites them to join him at the tower at Lake Baratok should they need a safe haven. He then
vanishes with Rameses into the alleys of Vallaki, gathering his possessions from the hidden
compartment of his wagon and fleeing for refuge at Van Richten’s Tower.
If he's still in power, the burgomaster conducts an investigation to find out where the tiger came
from. Guards and local witnesses are questioned. The Wachter boys feign innocence, insisting
that they were at the festival, but Gunther and Yelena Arasek admit to hearing "evil growls" and
scratching sounds coming from inside the carnival wagon parked in their stockyard. When
pressed, the Araseks admit to seeing the wagon's "weird owner" routinely drop food into the
wagon through a hatch in the roof. They also confess that the half-elf paid them for their silence.
After the burgomaster learns that the tiger belongs to Rictavio, he commands his guards to
arrest the mysterious bard. If Rictavio thinks the characters can help him, he asks them to
distract the burgomaster and the guards while he gathers his horse, wagon, and tiger (in that
order). If the characters ask Rictavio where he plans to go, he tells them about an old tower to
the west where he can lie low.
Throughout the morning, the townsfolk are made to endure a program of poorly-prepared
musical numbers, enforced “decoration appreciation,” a lengthy session of prayer and off-key
song, and a two-hour speech on security and obedience by Baron Vallakovich. Several
shopkeepers set up stands in the square during this time, including Gadof Blinsky, who displays
his best work of the month,130 and Rictavio, who puts on a small puppet show for the local
children.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
Shortly before noon, Baron Vallakovich directs his guards to assemble the Parade of the
Blazing Sun, during which the wicker sun is brought out of the Burgomaster’s Mansion and
placed in the center of the street behind a parade of children wearing poorly made flower
costumes. When noon arrives, Vargas rides his horse through the streets, leading the parade
back into the Town Square. The wicker sun, carried by a quartet of guards, is set upon a
platform constructed beside the stocks and gallows, and is set alight following a speech by
Vargas that ends with his traditional phrase, “All will be well!”
It is at this point that the storm clouds that have gathered over Vallaki erupt, dousing the wicker
sun.
The next day, a cloaked and hooded Henrik recruits Milivoj to his cause, providing the
gravedigger with fifty gold pieces and a cursed locket that Ludmilla promises will seal him to
secrecy. This same locket later finds its way into the hands of the orphan, Felix, sending St.
Andral’s Orphanage spiraling into tragedy. See Tʜᴇ Cᴜʀꜱᴇᴅ Oʀᴘʜᴀɴᴀɢᴇ quest below for more
information on the fate of this transaction.
That night, Ludmilla employs Castle Ravenloft’s Teleportation Room to deliver six vampire
spawn to Henrik’s shop, both in preparation for their assault, and as incentive for the coffin
maker to expedite his work. The next evening, Milivoj - grown sick and pale from the passive
influence of the demonic locket - meets with an anxious Henrik in the Town Square to report his
findings. Milivoj receives instructions to steal the bones and deliver them to a cart near
Wachterhaus, outside the home of Bluto Krogarov, the town drunk. Milivoj steals the bones from
Saint Andral’s crypt at midnight, and receives his sack of gold upon their delivery.
The following morning, Milivoj makes his way to the Blue Water Inn, where he hires the wolf
hunters, Szoldar Szoldarovich and Yevgeni Krushkin, to find three orphans that have gone
missing from St. Andral’s Orphanage. Upon his return to the Orphanage, he collapses into
unconsciousness, falling fully under the spell of the demon imprisoned in the locket he had
brought home.
On the seventh day of Ireena’s presence within the Church - the dawn immediately following the
bones’ disappearance - Father Lucian discovers the theft. The bones serve as his holy symbol
while he is within the church; without them, he bears none of his priestly abilities and is reduced
to the statblock of a commoner. If the party includes a cleric or paladin known to him, Father
Lucian immediately seeks them out and relates the church’s plight to that PC before begging for
their help. Otherwise, he informs Ireena of the church’s dilemma, and she seeks the PCs out to
ask their aid as quickly as possible. If she is friendly with the Martikovs at Blue Water Inn, Urwin
notices her distress and offers to dispatch a messenger raven to the PCs, which arrives no
more than two hours later bearing a note requesting their urgent help.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
When the PCs arrive, Father Lucian clears out the Church, and proceeds to lead the PCs down
into the hidden crypt beneath the stone altar at the head of the sanctuary. There, he reveals the
stone slab where St. Andral’s bones once lay, and informs the PCs that the remains must be
restored to their previous resting place to re-consecrate the once-hallowed ground.131
Unlike the module, Father Lucian does not suspect Milivoj to be the culprit. He views the boy as
something close to a son, and would never break that trust. However, he and Yeska were out of
the Church during the night that he suspects the bones were stolen, and Milivoj was assigned to
dig a trio of fresh graves that evening. Lucian hopes that Milivoj may have seen any strangers
entering or exiting the Church. Lucian provides the PCs with basic directions to St. Andral’s
Orphanage, where Milivoj lives, and wishes them luck.
Once they have uncovered the truth of his crime, the PCs may pursue Milivoj’s leads at any one
of several locations. Do remember that all clues involving Bluto, Baron Vallakovich, or Lady
Wachter are red herrings, and should be presented to force the PCs to either critically examine
their clues or waste precious time.
Blue Water Inn: Danika Martikov can inform the PCs that Bluto has not been seen in more than
a day, having vanished after boasting of a new “good-luck” charm that he hoped would solve his
fishing woes.132 She can also relate the recent death of Bluto’s wife, a sickly woman named
Vanessa. If provided the description of Milivoj’s employer, Danika is able to quickly match it to
descriptions of Bluto, Henrik van der Voort, and Ernst Larnak (who served as a laborer before
his employment to Lady Wachter). Szoldar and Yevgeni can inform the PCs that, after tracking
the boys that fled from the Orphanage, they lost the trail close to a favored haunt of the
werewolf pack. They believe the boys to be dead, or else taken to the pack’s den and turned.
Both advise the PCs not to investigate further.
Bluto Krogarov’s House: Bluto’s neighbor Camilla Veredov, a gossipy dowager arranging pots of
sickly-looking flowers, can inform the PCs that Bluto has not been seen in more than a day,
having vanished after boasting of a new “good-luck” charm that he hoped would solve his
fishing woes. She can also relate the recent death of Bluto’s wife, a sickly woman named
Vanessa, and believes that the cart left outside his house that night belonged to the local coffin
maker, who had delivered the coffin in which Vanessa was buried. Any PC that visits Bluto’s
house immediately notices that it sits across the street from Wachterhaus, caught in the shadow
of the grim, larger structure.
131 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki IV - The Feast of St. Andral and Tyger, Tyger
132 butlerlog, CoS Discord Recap: Week of 6/24
Arasek Stockyard: Any exploration of Rictavio’s carnival wagon risks setting free the saber-
toothed tiger within. The owners of the nearby general store have no knowledge of Milivoj’s
nighttime meetings, but can pass on their observations of multiple shadows moving behind the
upper-floor curtains of Henrik van der Voort’s shop - a man who lives quite alone.
Eventually, all clues should point the PCs toward the shop of Henrik van der Voort, Vallaki’s
sole coffin maker. As written in the module, Henrik refuses to allow the PCs entry to his shop,
but quickly cracks if the party forces their way in. He is able to provide the PCs with the
following information:
● A dark-skinned woman named Ludmilla approached him several weeks ago, and forced
him to discover the source of the church's hallowed ground.
● After Milivoj obtained the secret of the bones of St. Andral, Henrik directed him to steal
the bones using funds Ludmilla had provided.
● Ludmilla forced Henrik to house crates containing multiple vampire spawn in his home,
both as an incentive to expedite his work and for some dark plot that Henrik doesn’t fully
understand.
● Two vampire spawn currently rest in a straw-stuffed crate on the upper floor; four others
have been relocated to the Town Square.
● The bones of St. Andral are tucked away in a wardrobe on the upper floor, in the room
that serves as Henrik’s bedchamber. Ludmilla has warned him not to disturb them,
threatening grievous harm if he does.
Henrik has not dared to look at the bones since receiving them, and is unaware that Ludmilla
has added additional magical protections since their delivery. He does not know Ludmilla’s true
identity or intentions, and is unsure whether she is a vampire or a mortal servant of Strahd. He
does his best to conceal his original willingness to participate in Ludmilla’s plots, and portrays
himself entirely as a victim, rather than a well-paid (albeit intimidated) proxy.
Should the PCs investigate the vampire spawn, they can evade their notice by succeeding on a
DC 14 Stealth (Dexterity) check while approaching the crates. The spawn attack if disturbed or
attacked, and can be easily dispatched while asleep using a wooden stake carved from the
lumber within Henrik’s workshop.
Should the PCs disturb the bones, they trigger a pair of Glyphs of Warding placed by Ludmilla
as additional insurance. One of the Glyphs casts Clairvoyance, which alerts Ludmilla to the PCs’
interference. She immediately uses one of her third-level spell slots to cast Sending, directing
the vampire spawn in the adjacent room to confront those that removed the bones. Both spawn
fight to the death, too terrified of Ludmilla’s wrath to flee if outmatched.
If the PCs return to the Church of St. Andral in an attempt to restore the bones and after
triggering the Clairvoyance Glyph of Warding in Henrik’s shop, Ludmilla Vilisevic is waiting for
them in the pews, disguised as a worshipper. Upon the PCs’ arrival, she swiftly takes Father
Lucian hostage - with the aid of a subordinate vampire spawn if the PCs failed to prevent the
vampiric rampage before sundown. She attempts to bargain with the PCs for Father Lucian’s
life, demanding the bones in exchange for his release. If the PCs refuse, she attempts to kill
Father Lucian, but diverts her offensive efforts to the PCs once attacked.
Ludmilla’s primary goal is the death of the PCs and the recovery of the Bones of Saint Andral.
She flees only if reduced to one-half of her maximum hitpoints, or if all of her spell slots are
expended. She retains a single level-one spell slot to cast Disguise Self, and vanishes into the
crowd of Vallakians outside the church. Upon fleeing Vallaki, she returns to Castle Ravenloft in
disgrace, where she is scorned by Strahd and sealed within his crypt for her “sloppy,
incompetent efforts.”
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
If the PCs bring their findings to Baron Vallakovich before confronting Henrik, the Baron assigns
four guards to independently investigate the shop and recover the bones. Henrik immediately
confesses his crimes to the guards, and two guards return to recruit Izek for assistance in
destroying the vampire spawn upstairs. The remaining two guards disregard Henrik’s warnings
and attempt to retrieve the bones themselves, alerting Ludmilla and triggering the events
described above. When Izek or the PCs return to the shop, they find both guards and Henrik
slaughtered and drained of blood, with the lone vampire nowhere to be found.
If the PCs bring their findings to Baron Vallakovich after confronting Henrik, but before removing
the bones, the Baron assigns six guards to accompany Izek Strazni on a mission to apprehend
Henrik and destroy the vampires within. The cowardly Henrik flees Vallaki for Krezk, and is
killed just outside Vallaki’s walls by Ludmilla if the bones are disturbed soon after. If one of the
PCs has remained at the shop to ensure Henrik’s compliance, Izek immediately melts the man’s
head into slag using his Hurl Flame ability as punishment for “high treason.”133 Izek is able to
dispatch two vampire spawn, though not without the death of all of his men. The remaining
vampires remain within the coffin shop, awaiting an opportunity to attack the church at dusk.
If the PCs arrive at Henrik’s shop after dusk on the day immediately after the bones are stolen,
they are too late to stop the slaughter from beginning. The six vampire spawn have already
awoken, attacking the Church of St. Andral, where they slaughter any worshippers present and
are soon joined by Ludmilla herself.
If the PCs fail to arrive in time to prevent the rampage of the vampire spawn through Vallaki and
two or more locations are destroyed in the ensuing spree, or if the party fails to restore the
bones within three days of their arrival, public unrest boils into revolutionary fervor. With
Vallaki’s rules and customs proven useless against the vampiric menace, the terrified citizens of
Vallaki erupt into a riot during a mass burial at the town’s cemetery the next day.
When the dust settles the following morning, following a moot of minor nobles, Lady Fiona
Wachter takes over as Baroness - if she is still alive. If not, the town remains a place of
lawlessness and quiet terror for the foreseeable future. Many Vallakian citizens rendered
homeless by the fires establish refugee tents in and around the Blue Water Inn, avoiding the
burnt husk of the Church of Saint Andral. The remaining members of the town guard seize
control of the streets and demand exorbitant payments as “tribute” while ruling the ruined
settlement like a gang of common thugs.134
The Orphanage is home to Milivoj, Headmistress Claudia Belasco and nearly two-dozen
orphans. Two months ago, the Orphanage’s most recent addition arrived: an eight-year-old boy
named Felix. Socially withdrawn and suffering from nightmares of his parents’ demise at the
claws of a pack of werewolves, Felix drew the sympathy of Milivoj, who took the younger boy
under his wing. After receiving his first payment from Henrik van der Voort for investigating the
Church of St. Andral, Milivoj provided Felix with a gift included in that reward: a rusted tin locket
engraved with an inscription written in Celestial. The inside of the locket is engraved with an
inscription in Celestial that means "Let darkness hide from the gaze of the light."
Unbeknownst to Milivoj, Felix, and Henrik, the locket is the prison of a maurezhi, a demon
summoned and bound long ago by Strahd. Ludmilla Vilisevic provided Henrik with the locket as
a means of destroying any evidence of Milivoj’s crimes - but did not expect him to give it away.
Instead, Felix is the locket’s wearer, and his body now serves as a flesh disguise for the cruel
fiend within.
From its place within Felix’s skin, this demon has been secretly tormenting the other children of
the Orphanage, giving them night terrors and feeding off of their vitality, leaving terrible bruising
and wounds behind. It is also responsible for the disappearance of another orphan.
134 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki I - Setting Up the Big Picture and Getting
Through the Town Gates
135 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki - St. Andral's Orphanage
An atmosphere of fear has shrouded the Orphanage in recent days. Three boys, terrified of their
nightmares and fearful of the Headmistress’ motivations, recently fled Vallaki for the woods, and
are currently captives at the Werewolf Den. Drained and tormented by the demon’s hauntings,
Milivoj has fallen gravely ill as well. Cedrik possessed no soul, much to the demon’s
disappointment. However, Milivoj does - and once the demon is strong enough to devour him, it
will be freed from its locket prison forever.
More information on the areas of the Orphanage can be found in N10. St. Andral’s Orphanage
below.
Credit for the creation of this section is attributed to /u/MandyMod and her original guide to the
location.
If the PCs had an encounter with the hags at Old Bonegrinder, they may leave the windmill with
2-3 new children in tow, including Myrtle, Freek, and Lucian. These children, effectively
orphaned, can find a loving, if crowded home at St. Andral’s Orphanage.
Finally, if the PCs accepted the Misting Vistana quest from Luvash at the Vistani Encampment,
they can learn from Arrigal that Arabelle often snuck into Vallaki to play with the children of the
Orphanage during festivals. The orphans can tell the PCs that Arabelle departed after the Wolf’s
Head Jamboree in the company of a man fitting the description of Bluto Krogarov, the town
drunk and local fisherman.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
When the PCs arrive at the Orphanage, they are greeted in the yard by Headmistress Belasco,
who has just finished a solemn discussion with Henrik van der Voort, the coffin maker. Two
somber-looking children are also playing in the yard, but their hearts clearly aren’t in it. Henrik
has just delivered a child-sized coffin for Cedrik, who died two nights ago. As Henrik packs his
cart and leaves, Belasco sadly informs the PCs that Milivoj has fallen gravely ill, and is confined
to his room. If the PCs push to speak with him, or if one among their number is a healer,
Belasco leads them to his room.
Upon arrival in Milivoj’s room, the PCs are greeted by Keller and Ema, two of the older children
within the Orphanage. Ema sadly informs Belasco that Milivoj has yet to wake after fainting the
previous night, and Keller asks the PCs if they have come to cure him. A DC 14 Arcana or
Medicine check will reveal that Milivoj’s condition is magical in nature, and not contagious. Use
of the spell Detect Magic reveals an aura of necromancy magic shrouding Milivoj’s unconscious
form, while the Divine Sense feature will reveal traces of demonic energies feeding from
Milivoj’s spirit.
Healing magic and potions have no effect on Milivoj. His illness can only be cured by a Greater
Restoration spell or the elimination of the demon.
Belasco does not suspect Felix to be the culprit, but if asked about him following the PCs’
investigation, does reveal her suspicions that the boy may have been driven somewhat mad by
his parents’ gruesome deaths.
A cursory investigation of the Orphanage will soon direct the PCs’ suspicions toward the
evidently sociopathic Felix. Upon confronting Felix in his attic hideaway, the PCs must defeat
the maurezhi that has devoured him. If the demon successfully destroyed, Milivoj awakes soon
thereafter.
Dᴇᴠᴇʟᴏᴘᴍᴇɴᴛꜱ
If the PCs do not cure Milivoj’s illness before sundown, the maurezhi devours his body and soul
entirely, using its power to break free of the locket forever. The entire population of the
orphanage is slaughtered and devoured that same evening. Should the PCs later visit the
Amber Temple, they find that the demon has taken up residence in one of the chambers within.
Rᴇꜱɪᴅᴇɴᴛꜱ ᴏꜰ Vᴀʟʟᴀᴋɪ
Aɴ Uɴʜᴀᴘᴘʏ Fᴀᴍɪʟʏ
Baron Vargas Vallakovich is the product of his father, a dour, cruel man named Vargon
Vallakovich. Vargon ruled Vallaki with an iron fist, and believed that Strahd’s presence was
punishment for the moral failings of his sinful subjects.
Under Vargon, Vallaki enforced a strict curfew from dusk till dawn. Public torture was
commonplace for criminal activity, including public beatings and whippings. Children showing
signs of ill temper were taken from their families and re-educated at Vargon’s training camp,
where they were raised to be cold-hearted, broken members of the town guard.
Vargon Vallakovich died young, at age forty-six. His son, Vargas, took his position as Baron at
the young age of twenty-one. Though Vargon’s official cause of death was illness, several
suspicious circumstances surrounded Vargon’s death. However, the young and idealistic
Vargas was quick to rescind his father’s cruelest laws, and few Vallakians cared to investigate
the old tyrant’s premature death.
In contrast to his father, Vargas Vallakovich is a man motivated and controlled by fear, absent of
any semblance of wisdom or reason. His father, Vargon, took his cruelty home regularly, and
often took out his frustrations on his family. Vargas’ mother, Lavinia, bore the brunt of her
husband’s anger, leaving Vargas to watch helplessly as his sense of weakness and self-loathing
grew. He watched his mother suffer a string of miscarriages due to Vargon’s beatings, leaving
Vargas an only child.
Because of his father’s abuse, Vargas was raised in an environment of constant fear. As a child,
he became extraordinarily careful about his actions and words, perpetually afraid of angering his
father unintentionally. Vargon justified his cruelty and abuses to himself and his family with a
single scapegoat: the Devil, Strahd von Zarovich. To rid Vallaki of the Devil Strahd, Vargon told
his son, strict laws and severe punishments are necessary. No conspiracy or ill behavior was
too light to be ignored. Vargas soon came to believe that his father’s cruelty was not his own
fault, but that of Strahd.
As he grew, Vargas came to believe that all evil in this world could be traced back to Strahd - all
sadness, all anger, and all tragedies and hatred. As his delusions grew, he began to see the evil
in his own father. As he saw Vargon descend further into cruelty and abuse, Vargas came to
believe that his father had become possessed by the Devil, and decided to take action.
On a night when the Baroness’ pained whimpers were near drowned out by the noise of the
storm outside, Vargas decided to take action. He placed a sleeping draught in his father’s drink
and smothered the man in his sleep. Strahd, Vargas believed, had been excised from his
household forever.
Vargas refuses to lay a hand on his own wife or child. Instead, he limits his outbursts toward
those who “deserve it,” believing his rage to be a holy implement wielded against the influence
of the Devil. Each week, as mentioned above, he selects randomly a dissenter from the stocks
and imprisons them at his house. In that time, he takes out all his frustrations on this lone
individual, inflicting his father’s abuses tenfold.
According to Vargas’ delusions, feelings of panic and anger are signs of the Devil. He does his
best to conceal those feelings when they stir within him, and roams Vallaki with a constant,
strained smile. “All will be well!” has become his catchphrase, bordering on a nervous tic. It is
his constant assurance that he is right, that he is succeeding, and that Strahd holds no sway
over his heart.
The few happy memories of Vargas’ childhood are the festivals held in town, including Yuletide
and Spring Coming. He believes that those feelings can be replicated eternally, and so holds his
weekly festivals in an effort to stave off the Devil’s darkness forever.
Lydia is a Morninglord-fearing woman. She is gentle and reserved, and does her utmost to keep
“bad thoughts” from her mind. If she observes something violent, disturbing, or painful, she
actively suppresses her knowledge of it and enters a state of complete denial.
She has only the most superficial likes and dislikes. She avoids involvement in more
complicated matters, and leaves political matters to her husband. She is aware that Vargas
makes use of Vallakian prisoners as outlets for his own rage and frustrations, but denies that his
beatings take place - even to herself. Beneath her shell of denial, Lydia fears her husband
greatly, and is grateful that he has yet to turn his anger toward her.136
Due to Vargas’ terror at the possibility of repeating his father’s mistakes and Lydia’s inability to
convey any semblance of genuine emotion, Victor has grown up entirely within a cold, neglectful
household. He considers his mother a horrid simpleton and his father an ignorant and
coldhearted buffoon. As a boy, Victor was isolated from his peers due to his father’s status and
his own attention-seeking behaviors. As youth became adolescence, that loneliness solidified
into resentment and selfishness toward both his family and the rest of Vallaki.137
It was an afternoon of utter boredom and self-loathing that drove Victor to explore his father’s
study for the first time in a lifetime. That day, he made the discovery of a lifetime: an ancient,
dog-eared book containing the incantations and instructions for three spells: Friends, Minor
Illusion, and Charm Person. He mastered Minor Illusion easily, and turned then to the
fascinating concept of mental enchantment.
His first use of the Friends cantrip was magical - and terrifying. An older, prim-and-proper guard
was turned into Victor’s personal toy and amusement-maker - for a single minute. If the guard’s
family hadn’t already suspected his wits to be failing, Victor would have been found out and
punished for sure. Instead, the older guard soon retired from service for the sake of his mental
health, and Victor grew wiser and more cautious in the exercise of his burgeoning arcane
power.
It was through independent study that Victor further developed his magic. Gifted with a near-
eidetic memory, Victor began to advance his prowess as an enchanter further than he had ever
believed possible.
Still, Victor began to question his ambitions. What use were hypnosis and suggestion in a town
of fools and thugs? He began to fantasize of achieving what no other wizard had ever achieved:
escape from Barovia itself. Beyond its misty walls, surely, he reasoned, there must be some
gleaming city worthy of his gifts and control. And so, Victor began to develop his preliminary
designs for the Teleportation Circle spell.
136 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs I - Establishing Politics, The Baron and
Lady Wachter
137 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs I - Establishing Politics, The Baron and
Lady Wachter
At the time of the PCs’ arrival in Vallaki, Victor Vallakovich is a mage with the following spells
prepared and recorded in his spellbook:
Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st
level or Higher). The enchanter tries to magically divert an attack made against it,
provided that the attacker is within 30 feet of it and visible to it. The enchanter must
decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker
targets the creature closest to it, other than the enchanter or itself. If multiple creatures
are closest, the attacker chooses which one to target.
Additionally, he is responsible for the mysterious disappearance of two of his family’s servants
in the pursuit of testing his faulty Teleportation Circle. He is also the cruel and intentional
instigator of Stella’s madness, having used her as a test-subject for mind-altering magic
repeatedly until she finally broke.
Though Stella was an innocent and kind-hearted girl, Fiona pushed her to ingratiate herself into
Victor’s life. Longing to teach her daughter the ways of manipulating a husband, Lady Wachter
forced Stella to return again and again to the Burgomaster’s Mansion in the hopes of winning
Victor’s trust. However, Victor had no plans to allow her to do so.
Resentful toward his parents for pushing Stella into his life, and resentful of Stella for disturbing
his concealed research and experimentation, Victor did his best to push Stella away. Stella
proved unwilling to disappoint her mother, and remained a constant thorn in Victor’s side for the
first three days of their engagement. Finally, infuriated with the world and maddened at Stella’s
As Stella cowered and sobbed in the corner of the attic, Victor panicked at the thought of
destroying his cover, alienating a powerful noble, and angering his father. He swiftly cast Modify
Memory, doing his best to purge her memory of her fear. Stella fled immediately afterward,
leaving Victor with a cold, terrified lump in his stomach.
The following morning, an abashed Stella returned to the mansion - and apologized profusely
for her outburst the day before. Victor realized that, in his panic, he had only edited the memory
of the spell he had cast, leaving behind the memories of Stella’s terror. However, without any
recollection of the fear’s cause, Stella’s tale led her mother to dismiss the experience as a silly
girl’s fit of pique. Stella did her best to accept this explanation, and was quickly horrified at the
way she had fled Victor’s room the previous night.
Another mage would have taken this stroke of luck as an indication to exercise caution and
humility. Instead, Victor was satisfied with the evident success of his spellwork in Stella’s mind,
and hungry to put the rest of his theoretical magic into practice. Emboldened by his narrow
escape and arcane skill, Victor welcomed Stella into his laboratory - and locked the door behind
her.
The next several days were a whirlwind of cruel experimentation with Stella’s mind, driving
Victor’s maddened sense of curiosity wild with the endless possibilities that seemed to lie before
him. He repeated several tests of the Fear spell, erasing the trigger each time using Modify
Memory while leaving her experience of terror intact. He cast Phantasmal Force upon Stella in
secret, haunting her with visions and sounds that only she could perceive. Suggestion allowed
him to exult in the finesse of his control over her mind, and planted the subconscious seed that
convinced her to return to him each morning, no matter how barbaric and cruel the previous
night had been.140
Victor’s first use of Dominate Person was a rush of adrenaline and pride. With a spoken word
and a twitch of his hand, Stella was his to control, little more than a puppet dancing from strings
upon his fingers. However, cognizant of his inability to cast Modify Memory using the mana he
had spent on Dominate Person, Victor was careful to only push her toward shameful actions
that Suggestion would easily bury. Uninterested in sex to the point of asexuality, Victor
thankfully never abused Stella in that way, but did force her to humiliate herself in painful,
terrifying ways. He enjoyed the way she meowed and purred when he commanded her to walk
on all fours like one of his skeletal cats, and continued to return to that instruction time and time
again.
As Stella slipped slowly into madness, her mother, Lady Wachter, remained fixated on the
foothold she seemed to have created in Baron Vallakovich’s home. Obsessed with Stella’s
Within several weeks of their first meeting, Victor came to the realization that Stella was more of
a distraction than a boon to his research. His magnum opus - a full-fledged Teleportation Circle
that should allow egress from Barovia - lay unfinished and underdeveloped. However, a part of
Victor could not divorce itself from the cruel joy it gained from touching Stella’s mind with his
magic. At the end of the day, she was an excellent means of relieving his stress.
To keep her new strange behavior from distracting him from his studies, Victor employed a
number of minor spells to keep her in the company of his skeletal cats. Soon, he decided that
her irritating behavior might be reduced if she acted like a cat as well. Victor noted that Stella
was growing increasingly receptive to his Suggestion spells, her degrading mental state making
even more of his requests appear “reasonable.” Before long, Stella found herself slipping into
her “role” as “Little Kitty” without any spellwork at all.
One day, Stella didn’t come “out of character” when Victor grew tired of her. Victor was forced to
use magic to make her “normal” enough to return home. The next morning, Stella woke up “in
character” once more - and didn’t come out.
The widespread belief that Stella’s madness was caused by “cruel words” was an invention of
Victor’s, who used magic to persuade his father’s guards that he and Stella had shared a
contentious relationship. Soon, the story grew to include several words that Victor said “he
regretted,” an argument that swelled into a raging conflict, and Stella’s irrational breakdown
flight back to Wachterhaus.
Journal Entry #1
My miserable parents have found yet another way to drive me mad. It’s not enough that they
drag me down to their meals and force me to sit in on their meetings. No - now they’re finding
new ways to ruin my work by shoving this vapid little girl into my life. Her voice, her face, and
her very being are pure frustration to me. Surely if I keep trying to work in front of her, she’ll
be frightened and tell my parents of my work. How can I remove her?
Journal Entry #2
I might be in trouble. That irritating little girl was sent up into my workroom with me. “Spend
141 Ibed.
some time with her,” Father said; “You need to get to know each other!” I don’t want to get to
know this stupid girl; I want to be left alone!
She kept trying to talk to me, interrupting what little bits of work I could do in front of her. I
finally cast a Fear spell on her to shut her up and drive her away from me. She spent the next
minute cowering in the furthest corner of the room. It was only by the time the spell ended that
I realized what I had done. She’ll tell someone what happened!
I used one of my more difficult spells on her. I MADE her forget her fear. I hope it was
enough.
Journal Entry #3
I’m not in trouble! I’ve never been happier to see that round little face at my door. The magic
worked! She doesn’t know what happened! She actually apologized for her panic attack and
for embarrassing herself in front of me and assured me that it “wasn’t a regular occurrence.”
On the other hand. I’m stuck with her again. But perhaps that’s a good thing. I have a lot to
learn about magic, after all.
Journal Entry #4
Somehow, I forgot how ignorant this imbecilic town is. I don’t know why I worried so much.
The stupid girl doesn’t know anything about magic. I tried a few more spells on her today, and
even before I erased it from her mind, she had no idea what was happening. Still, it’s best to
be careful.
I couldn’t resist pulling a little prank on her, though. As she was leaving the house today, I
gave her a little illusion that only she could see. It was pathetic how many people came
running to see her scream.
Journal Entry #5
This is incredible! Magic is incredible! I’m like a god! I command her and she obeys; I wish her
to be frightened and she is. And all the while, she doesn’t even know what is happening!
Today, I finally used a spell on her that I have never been able to actually cast before. It
seized control and bent her to my will - she could do nothing that I did not let her, yet she was
aware the whole time!
But I’ve found that that spell uses too much mana to allow me to alter her memory until
tomorrow. I decided to kill two birds with one stone: I both got to see the extent to which I
could control her, and embarrassed her enough that it was simplicity itself to plant the idea
that she shouldn’t keep this incident a secret. It’s become so laughably easy to Suggest that
she come back in the morning.
Journal Entry #6
As I expected, the stupid Wachter girl crawled back to me this morning, red-faced and quiet. I
tidied up her memories, then sent her on her way. I couldn’t do anything too blatant to her
today, given that I’d already changed her memories once. I decided to have a little fun
instead. After a few illusions that no one else could see and a spell to scramble her stupid
brain, she caused quite the hilarious scene.
Journal Entry #7
The stupid girl didn’t show up today, I guess she’s playing sick after her little episode
yesterday. That won’t do; I have more things I want to test. There’s another spell I haven’t
tried yet. It’s supposed to let me enter someone’s dreams and control what they see.
Journal Entry #8
Well, it worked. The stupid girl is back. But now that she is, I realize how much of my time she
has been taking up. Even under my control, she’s still a nuisance. A distraction.
Still, I’ve learned much about magic because of her. I think I’ll just have her play with the cats
while I work.
Journal Entry #9
The girl is getting annoying again. She’s acting strange and can’t seem to keep a straight
thought in her head until I pound her stupid brain into shape with a spell. Still, at least she’s
becoming more responsive to my Suggestion spells; I don’t have to work twice as hard to
twist her mind as I did a week ago.
Playtime with the cats isn’t enough to keep her out of my hair. Maybe I can get her to pretend
she is a cat. Meowing doesn’t distract me.
It’s a shame, too. I’d finally gotten used to her. I guess I can admit that when she wasn’t
annoying me, she was a nice piece of scenery to have around. Maybe once I finish my work,
I’ll take her with me. She’s already shown herself a good test subject, and it would be a
nuisance to have to break another one in.
Iᴢᴇᴋ Sᴛʀᴀᴢɴɪ
Izek is Baron Vallakovich’s Captain of the Guard, and is quite dedicated to his job. He is quick to
act against threats to the Baron, and happy to shut down any public displays of malcontent.
Most Vallakians fear him, including his own subordinates. His mere presence brims with
authority, in sharp contrast to the Baron’s snobbish, cowardly personality.142
Soon after his father’s death, Baron Vargas Vallakovich found Izek Strazni lost and orphaned in
the woods near Vallaki. He saw Izek’s arm as a physical version of his own anger: a sin of their
parents that both must bear. Unable to give the boy up to the orphanage, Vargas brought Izek
into his own household, and raised him as his own.143
142 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki I - Setting Up the Big Picture and Getting
Through the Town Gates
143 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs II - The Blue Water Inn and Izek Strazni
Izek holds the Baron in the highest regard. While Izek doesn’t hold all of Vallakovich’s beliefs
regarding Strahd and the festivals, he considers himself duty-bound to carry out the Baron’s will
upon the town. He is loyal to a fault - save where his true sibling is concerned.
Since Izek entered manhood, Baron Vallakovich has grown to rely heavily on his service, both
militarily and emotionally. Vargas views Izek as his right-hand, as his confidante, and as his
personal protector. If Izek is slain, Vallakovich dresses one of his bulkier guards in Izek’s
clothing and places red-painted padding around the guard’s arm in an effort to fool his citizens
into believing that Izek is still alive.144
Should Izek live long enough, he will soon begin to descend into acts of increasing barbarity. If
Izek harms his sibling in any way, he gains the Barbed Devil’s Barbed Hide feature, and an
appearance to match it. If the PCs push Izek to commit other atrocities, especially crimes
against innocents, he gains the Devil’s Devil’s Sight and Magic Resistance abilities. Once both
abilities are obtained, if he still lives, the Dark Powers invite Izek to travel to the Amber Temple.
Upon his arrival, Izek communes with the Powers in the dark chambers of the Temple,
emerging with the the appearance of a full Barbed Devil, an additional 50 hit points, and the
ability to make three Battleaxe attacks or two Hurl Flame attacks when he takes his Multiattack
action.145
His sibling was never found by the residents of Vallaki. Though he has been told otherwise by
the Baron and the older generation of Vallaki, Izek adamantly believes that his dreams mean
that his lost sibling still lives.
As-written, Izek’s sibling is in truth the adopted daughter of Burgomaster Kolyan Indirovich of
Barovia, known to the PCs as Ireena Kolyana. However, if you chose to make one of your PCs
144 /u/cudder23, Party may leave Vallaki before anything has really happened...
145 /u/guildsbounty, Useful/Optional Fluff (collated by me)
146 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs II - The Blue Water Inn and Izek Strazni
an orphan or former resident of Barovia, you may wish to make that PC Izek’s sibling instead,
especially if that PC is human or a tiefling.
Since adolescence, Izek has used the income from his work with the Baron’s guard to
commission dolls of his sibling from Gadof Blinsky, the toymaker. Izek keeps hundreds of these
dolls mounted on shelves in his room at the Burgomaster’s Mansion, and has grown to obsess
with the idea of his lost sibling to a point bordering on worship.
If presented with his sibling - even if that sibling has dyed their hair or made other superficial
changes to their appearance - Izek recognizes them immediately. From that point on, Izek
begins plotting to recover the relationship that he has been denied for the past two decades.
There are two potential ways that you can run Izek’s actions from this point onward. He can be
an antagonist to the PCs, committing horrific acts in his pursuit to take his sibling for himself.
Alternatively, he can serve as a strange ally to the party, defending his sibling from the Baron’s
wrath while doing his best to continue his responsibilities as usual.
Your mileage may vary in either case, depending on the kind of game you want to run and the
kind of Vallakian environment you choose to manufacture. However, generally speaking, Izek is
preferred as an ally if one of the PCs is his sibling (in order to preserve player agency); and
excels as an antagonist if Ireena Kolyana remains his sister (in order to maximize tension and
conflict). Additionally, if you choose to make Izek the party’s foretold ally in Madam Eva’s
Tarokka reading, it becomes almost necessary to play him in a friendlier, more diplomatic way.
Antagonist. If you choose to play Izek as an antagonist, from the moment he lays eyes on his
sibling, his only desire is to see them by his side - even if by force - and to eliminate all others
that may come in his way. In this state, Izek is fiercely territorial of this sibling’s interest and
affections, and may believe that the only way to truly rebuild his relationship is the death of all
others who may compete for his sibling’s love. Due to his obsession, Izek covets his sibling in
an unwholesome - though non-sexual - way, and won’t allow anyone or anything to come
between them.
The next time his sibling is alone, asleep, or otherwise vulnerable (whether in the Blue Water
Inn or Saint Andral’s Church), Izek attempts to take them by force to the Burgomaster’s
Mansion, where he plans to hold them captive in his bedroom. If the PCs are outside of Vallaki
at this time, Izek orders the guards to bar the gates to them, forcing the party to assault or
sneak past the town’s walls to enter.147 If the PCs are in Vallaki when his sibling is kidnapped,
Izek doubles the guards outside the Burgomaster’s Mansion and soon tries to arrest the PCs on
trumped-up charges once it becomes clear that his sibling won’t give up their loyalties easily.
Ally. When Izek finds his long-lost sibling, he recognizes them immediately and greets them
with an unnerving level of elation and interest. Any nearby guards and commoners are disturbed
by his obvious joy, and quickly make themselves scarce.
If the PCs break a major law, Izek will do his best to follow the law and keep his sibling safe. If a
PC commits a notable crime - such as killing or grievously wounding a guard in a scuffle - Izek
still happily invites the party to the Burgomaster’s Mansion. He then quietly locks the criminal
PC in the secret closet containing Udo Lukovich, the shoemaker, where they are to await the
arrival of the guards for exile from Vallaki. Izek does his best to keep his sibling ignorant of the
criminal’s fate, claiming that they left the mansion to explore Vallaki, or that they have departed
the town entirely.
If, by chance, the worst criminal of the party is Izek’s sibling, he will actively betray Vallaki for
their sake. He will not use lethal force when dealing with the Baron’s guards, but will happily cut
through scores of enemies to keep his sibling safe.148 If all else seems lost, he offers to escort
his sibling and their companions to Krezk himself.
If Izek is the party’s foretold ally, or if the party offers him the choice to journey with them
alongside his sibling and succeeds on a DC 15 Persuasion (Charisma) check, Izek throws away
his loyalty to the Baron in an instant and follows his sibling wherever they may travel.149 If this
occurs, Izek is likely to struggle with his darker nature and violent impulses, and may be further
corrupted by the Dark Powers should the party fail to prevent his fall.150
As a young woman, Fiona grew to despise the rulers of Vallaki, unable to comprehend the sway
that their atrocities could hold over the town. Compared to the violence and fear of her
148 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki I - Setting Up the Big Picture and Getting
Through the Town Gates
149 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs II - The Blue Water Inn and Izek Strazni
150 /u/guildsbounty, Useful/Optional Fluff (collated by me)
childhood, a distant vampire lord hardly seemed a threat. At age fifteen, she persuaded her
parents to sanction a trip to the village of Barovia - a political pilgrimage, she assured them, to
strengthen the family’s ties to their southern neighbor.
Unbeknownst to her parents, Fiona was determined to meet the “Devil” whose horror had driven
her home to madness. She attempted to persuade her escort to allow a brief detour to Castle
Ravenloft, and when that failed, slipped away in the night and vanished across the drawbridge.
Strahd had little interest in the young Fiona, but served as a gentlemanly host throughout her
brief visit. Her intellect and natural charm intrigued him, and while he found her natural beauty
lacking, he offered her a place among his consorts - as a vampire.
Fiona politely - and carefully - declined. However, she was impressed by Strahd’s reserved
nature, and quickly decided that this “monster” was far less monstrous than the man that ruled
her home. She countered with an offer: She would depart Castle Ravenloft as a mortal, and
instead serve his interests from within Vallaki’s walls. Strahd agreed to this tentative alliance,
and provided her with two gifts: a tome on diabolic magic; and an imp bonded as her familiar.
It was hours later that an innocent Fiona rejoined her escort, and resumed her journey to
Barovia. Her time in the village was brief, though she befriended the young burgomaster, a
handsome man named Kolyan Indirovich.
Fɪᴏɴᴀ’ꜱ Pʀᴏᴘʜᴇᴄʏ
On the road back to Vallaki, Fiona bullied her guards into a final detour: Tser Pool Encampment.
Driven by a passing whim to meet the famous Madam Eva, Fiona was impressed by the warm
welcome she received from the Vistani, and soon found herself within Eva’s tent.
From her Tarokka deck, Madam Eva drew three cards: the Hooded One; the Executioner; and
the Healer. Thus she spoke:
“I see an outsider - a foreigner to this land. They are the Hooded One, the stranger whose
arrival will mark a new age within Vallaki’s walls
“The Executioner marks the coming of a great ruin. The coming of this outsider will bring a
purge upon this land like no other.”
“In the hands of the Healer, there is a purifying flame. When the ruin has finished, and the land
has been torn asunder, the sword of the outsider will shed sunlight on Vallaki yet again.”
Like most fortunes, this reading was vague and far-reaching. Yet in that instant, Fiona felt her
eyes open like never before. She latched onto Madam Eva’s fortune and it became her
obsession.
Lᴀᴅʏ Wᴀᴄʜᴛᴇʀ’ꜱ Fᴏʟʟᴏᴡɪɴɢ
Today, Lady Fiona Wachter commands the respect of her “book club” with her wit, her charm,
and her natural charisma. The Wachters have long maintained a base of support within the
walls due to their philanthropic efforts, and Fiona has made a point of continuing them. From her
charitable work for the poor and sick of Vallaki, she has created a faction all her own, and
through them spread the word of her prophecy.
Though the bulk of her followers believe that the Outsider will destroy Strahd and so free
Vallaki, Lady Wachter’s visit to Ravenloft has persuaded her that Strahd is not the evil that the
Outsider must destroy. Instead, she - and a small group of Vallakians that have become her
inner circle - believes that the Outsider will kill the Vallakovich line, root and branch. Once
Vallaki has been purged of the Baron’s poison, she will bring peace to Vallaki beneath the
“sunlight” of her own rule.
Wachter is the only person in Vallaki who will call Strahd by name, even in defiance of the
Baron’s laws. She has no fear of the Devil, and privately sees no monster in the land but Vargas
himself. She believes that Vargas’ fear of Strahd is merely an excuse to bolster his own power,
and that Vargas actively sows that fear to sway the citizens of Vallaki away from thoughts of
rebellion. At worst, Fiona believes Strahd to be a “negligent landlord,” but shares this only with
her most trusted associates.151
Fiona Wachter is cool, calculating, and knows how to manipulate others. However, she is no
sociopath. Her late husband, Nikolai, was her world. They met when she was sixteen, and he
nineteen. Nikolai was a banker’s apprentice, but his interest in and support for Fiona’s goals and
beliefs easily won her heart.
The two fell madly in love, much to the chagrin of Fiona's parents. Fiona threatened to elope if
they weren’t allowed to marry. Rather than suffer such a scandal, her parents allowed it - under
one condition: that Nikolai adopt Fiona’s surname, and so join her household. Weeks later, the
two were married.
Lady Wachter’s three children - Nikolai II, Karl, and Stella - are her life’s great loves. She has
done her best to nurture them, and has watched as the three have grown into largely capable
young adults. Fiona loathes herself for allowing Victor Vallakovich to destroy Stella’s sanity, and
holds a personal grudge against the Baron’s house.
151 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki III - Running the Mansion and Wachterhaus
All the same, Fiona is, at her core, a woman of strong beliefs and stronger ambitions. While it
would tear her apart to do so, if the only way to destroy the Vallakovich regime was the murder
of her own child, she would seize the knife herself and see the task through.152
Sᴛᴇʟʟᴀ Wᴀᴄʜᴛᴇʀ
Before her mental breakdown at the hands of Victor Vallakovich, Stella Wachter was a sweet,
kindly girl. She was patient, well-mannered, and eager to please those around her. These
attributes, of course, made her easy prey for Victor’s manipulations. Nikolai and Karl could only
occasionally persuade Stella to join them on their nightly revelries, but Stella never truly enjoyed
them. Though she is the youngest of the three Wachter children, Stella often found herself
chastising and looking out for her older brothers.
The two brothers prefer to avoid the politics of Vallaki. While they maintain a respected position
among the Dominionists due to their familial ties, both Karl and Nikolai are uncomfortable with
their mother’s followers and do their best to keep away from any sociopolitical events. Were
they to discover Fiona’s sacrificial rites or the depth of her loyalty to Strahd - or even the fact
that she has preserved their father’s corpse in the master bedroom - both would be horrified.153
Eʀɴꜱᴛ Lᴀʀɴᴀᴋ
Ernst Larnak is a callous, cruel man motivated primarily by gold and his own dark amusements.
While Lady Wachter finds his lecherous and irreverent personality unpleasant and unbecoming,
she nonetheless tolerates him due to his many connections throughout Vallaki’s underbelly, as
well as his own unmatched skill as a forger and informant. He is well-paid by Lady Wachter’s
house - a rate of one hundred gold pieces a year - and fears her enough that he will only
consider betraying her for a sum three times that amount.
152 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs I - Establishing Politics, The Baron and
Lady Wachter
153 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs I - Establishing Politics, The Baron and
Lady Wachter
Tʜᴇ Kɴᴏᴡʟᴇᴅɢᴇᴀʙʟᴇ & Wᴇʟʟ-Cᴏɴɴᴇᴄᴛᴇᴅ
Lucian’s fanatical personality stems from his experiences with the darker natures of Vallaki’s
residents. As head of the local church, he provides private confessional services twice monthly,
receiving and sealing to silence the most monstrous secrets of his neighbors. Bound by faith
never to divulge the knowledge confessed in this way, he has been driven close to madness
after decades of fruitless preaching.
Lucian knows the following pieces of information, and can only be persuaded to share them with
a DC 25 Persuasion (Charisma) check. A Deception or Intimidation check will always fail to
evince the desired information.
● Vargon Vallakovich abused his family before his death (Source: Vargon Vallakovich)
● Baron Vargas Vallakovich murdered his father (Source: Vargas Vallakovich)
● Fiona Wachter’s cult practices ritual sacrifice in the basement of Wachterhaus (Source:
Ivana Mironova)
● Fiona Wachter keeps the corpse of her late husband in her bedchamber (Source: Ernst
Larnak)
Mɪʟɪᴠᴏᴊ
The nineteen-year-old Milivoj is a moody, jaded young man. A former orphan at St. Andral’s
Orphanage, Milivoj contributes the bulk of his earnings as the town’s gravedigger toward the
care of the other children remaining there. His foster siblings adore him, a relationship that he
secretly treasures despite his own misgivings about his self-worth.
As an orphan with no family, no inheritance, and no education. Milivoj has few prospects.
Though Father Lucian has done his best to teach the young man to read and write, Milivoj has
stubbornly stuck to his gravedigging job, an occupation that few other Vallakians wish to do.
Milivoj bears no fondness for his work, but values the higher wage he earns from the public
coffers compared to similar menial labor.154
154 /u/MandyMod, Fleshing Out Curse of Strahd: The Church of St. Andral's NPCs and the Mechanics of
Hallowed Ground
Yᴇꜱᴋᴀ
Yeska is the altar boy at St. Andral’s, and the product of a tragic history. When Yeska was four
years old, his mother brought him to confession on the night of the full moon. Yeska’s mother -
unstable and maddened with sorrow and self-loathing - confessed how she had abandoned the
boy’s father after he was bitten by a werewolf in the woods outside Vallaki. She then slit her
throat and bled out on the altar, still cradling the bawling Yeska in her other arm.
Father Lucian took Yeska in from a sense of misplaced guilt. Unable to save the boy’s mother,
he reasoned that he might be able to save the boy in her place. As a result, he raised the boy as
his own, and was delighted to find him an intelligent, dutiful child.
Now approaching ten years of age, Yeska is a wide-eyed, fearful, and scrawny little boy. He
completes each of his chores with a constant nervous energy, and is easily intimidated or
frightened.155
While wereravens are immune to direct weapon damage, they can be overwhelmed and killed in
other ways. In Barovia, the Keepers of the Feather are heavily outnumbered by creatures that
would kill them if given the chance. As such, they prefer to avoid direct combat wherever
possible.
A Nᴇᴛᴡᴏʀᴋ ᴏꜰ Rᴀᴠᴇɴꜱ
Functionally, the Keepers of the Feather operate as a decentralized spy network that employs
the local raven population within the valley as spies and messengers. Because a wereraven can
speak with natural ravens while transformed, the birds themselves can carry simple verbal
messages to other agents throughout Barovia.
All natural ravens in Barovia reflexively defer to the Keepers of the Feather, but not all ravens
are actively employed as spies or messengers. The Keepers do, however, maintain several
hosts of ravens throughout the region assigned to warn travelers of danger; monitor specific
enemies (including Baba Lysaga, the werewolves, and the hags of Old Bonegrinder); and inform
the Keepers of the entry of any outsiders into Barovia. The reports provided by the natural
155 Ibed.
156 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs II - The Blue Water Inn and Izek Strazni
ravens tend to be simplistic, and require confirmation by a Keeper agent if further investigation
is merited.
Barovia is host to a scattering of Nests, which house a group of wereravens who “command” a
resident flock of ravens. The Blue Water Inn is one such Nest, as is the Wizard of Wines
(though not all Nests lie in civilized areas, or even human-built structures). The leader of an
individual Nest has a large amount of autonomy, but ultimately reports any notable information
to Urwin Martikov, the spymaster of the Keepers and the owner of the Blue Water Inn in Vallaki.
There are limits to the knowledge of the Keepers of the Feather. Ravens tend to avoid entering
homes or similar structures, both for reasons of subtlety and instinct. The Keepers are aware of
any movement between towns, and are generally kept informed of notable events in the
wilderness of Barovia.157
Any non-evil party interested in bringing about Strahd’s downfall will have the wereravens’
support. This support, however, will not always be obvious. Earlier on, the Keepers will do their
best to aid the PCs without revealing their true nature. Members of the Keepers of the Feather
may act as “quest givers,” pointing the party toward hidden secrets, potential allies, or notable
dangers. Danika and Urwin Martikov especially can provide intelligence to the party in the form
of rumors. If the party is stripped of gear, the Keepers will personally see that their belongings
are restored.
Once the PCs have proved their worth - likely through the destruction of Old Bonegrinder or the
restoration of the Wizard of Wines winery - the Keepers may reveal themselves, though they will
maintain the secret of their lycanthropy. They will present themselves as a secret society that
opposes Strahd, training ravens as messengers and spies. At this stage, the PCs will be able to
use the Keepers to send messages around the region, scout out dangerous locations, and
receive occasional updates of current events elsewhere in Barovia.
The Keepers of the Feather are hesitant to reveal their lycanthropic nature, or to commit to
physically fighting alongside the party. The PCs are not the first adventurers that the Keepers
have assisted, and the Keepers would rather they not be the last. The Keepers’ central goal is
the maintenance and expansion of their intelligence network; should the PCs fail, the Martikovs
and their allies will do their best to retrieve their gear, consolidate their findings, and prepare for
the next group of adventurers.
Under no circumstances will the Keepers of the Feather offer to spread their lycanthropy to a
PC. Unlike the werewolves, the control they exercise over their lycanthropic nature is a gift from
the Ladies of the Fanes, Stribog, obtained through intimate rituals and months of transformation
and meditation. A Keeper of the Feather would sooner die than allow their gift to be stolen and
misused by a PC with no appreciation for the care and control it requires.
The Werewolf Den. The Keepers are peripherally aware of the recent schism in the werewolf
pack, and that Kiril’s leadership has led to a surge in new captives for the werewolves to turn.
The wereravens have thus far been unable to intervene - while neither lycanthrope can truly
harm the other, the werewolves are stronger, and could easily grapple and bind any wereraven
that openly attacked.
Currently, the Keepers are focused on observation, gathering all of the intelligence they can in
the hopes that a group of skilled individuals can be directed toward the Den.
Lady Wachter. The Keepers of the Feather are as well-informed of Lady Fiona Wachter’s
beliefs and aspirations as any other member of the town, but are ignorant to any of her true
secrets. They are horrified at Stella’s current mental state, as the girl used to watch Brom and
Bray while Danika and Urwin were minding the taproom.
Baron Vallakovich. The Keepers are well aware of the excesses of Vargas Vallakovich. The
Martikovs take it upon themselves to smuggle food and drink to those people locked up in the
stocks, and do their best to defuse or conceal any situations that may invoke his wrath. Despite
Lady Wachter’s position as the likeliest person to take control of the town, the Martikovs mistrust
her judgment and motivations. The order has historically remained neutral in political matters for
fear that intervention will destroy the integrity and secrecy of their organization, and will not take
action against either faction’s leader without good reason.
The Abbey of St. Markovia. The Keepers are vaguely aware of the twisted nature of the
Abbey’s current inhabitants. Several flocks of ravens have previously observed the mongrelfolk,
158 Ibed.
and the Abbot has been a subject of personal interest to a scattering of wereravens over the
past century since he arrived in Barovia. However, both mongrelfolk and Abbot appear relatively
benign, and so the Abbey is subject to only the occasional observation.
Argynvostholt. The Keepers know of the revenants of Argynvostholt, and know a small amount
of the place’s history. They know that several revenants haunt the dark paths of the Svalich
Wood in search of Strahd’s servants, but are wary of Vladimir Horngaard, whose opposition to
Strahd’s enemies resulted in the failure of an attempted alliance decades previously. Both the
revenants and phantom warriors that fight under Horngaard’s command are lethal even to
lycanthropes, so the Keepers tend to keep their distance.
Tsolenka Pass & the Amber Temple. The slopes of Mount Ghakis are far too cold for ravens
to visit. All the Keepers have are rumors of an ancient treasure said to be lost amidst the
mountain’s peak. They will warn any travelers of the Roc of Mount Ghakis, and advise the PCs
to purchase warm clothing before climbing the winding mountain pass.
Van Richten’s Tower. The wereravens are aware of Rictavio’s residence within the tower at
Lake Baratok prior to his arrival in Vallaki. While they are suspicious of his motivations, and
know that his appearance is a magical disguise, the Martikovs have thus far allowed him to
remain as a guest at the Blue Water Inn, though he remains under close surveillance. They
have largely avoided the tower, however, wary of the arcane traps and dangers that may lie
within.
The Wizard of Wines. The Martikovs are aware of the blight infestation at the winery, but are
powerless to clear it out. The druids of Yester Hill have never controlled an army of this size,
and the blights within and without easily outnumber those wereravens capable of combat. Due
to Urwin’s feud with his father Davian, Danika and Urwin Martikov have been kept in the dark
regarding the winery’s current situation, and are currently hoping to steer a group of adventurers
toward the winery to investigate the reason for the delayed shipment
Uʀᴡɪɴ Mᴀʀᴛɪᴋᴏᴠ
Urwin Martikov is Davian Martikov’s second-born son; the current spymaster of the Keepers of
the Feather; and the owner of the Blue Water Inn. He is well-known and well-respected in
Vallaki, and maintains the current intelligence of the wereravens of Barovia.159
Because of his skill as a cook and his place at the Inn, Urwin has friends throughout the town of
Vallaki. He can easily gather - or spread - rumors without arousing suspicion from the Loyalists
or Dominionists.
As a person, Urwin Martikov is one of the few genuinely nice residents of Barovia. He is kind-
hearted, selfless, and willing to forgive nearly any transgression. He is able to see the best in
the worst of people, and maintains a personal code of strict nonviolence. If Vargas Vallakovich,
Fiona Wachter, or even Strahd himself required a kind word in their defense, Urwin would be
159 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki NPCs II - The Blue Water Inn and Izek Strazni
among the first to speak. He is quick to give aid to those in need, freely providing room and
board at the Inn for those with nowhere else to go. Without Danika’s business-savvy mind,
Urwin’s generosity may have driven the Blue Water Inn into bankruptcy long ago.
Dᴀɴɪᴋᴀ Mᴀʀᴛɪᴋᴏᴠ
Danika Martikov is the Blue Water Inn’s bartender, waitress, and accountant. As the face of the
Inn’s taproom, she has gained an expertise with gossip and rumors like no other in Barovia. She
collects information like a collector might gather stamps - and is exceptionally skilled at doing
so.160
Unlike her kind-hearted husband, Danika sees herself as a realist. She is slower to trust
strangers, but is always willing to give a newcomer a chance if she believes their heart to be in
the right place. Regardless, Danika is always happy to chat with any who enter her bar, from the
dour fisherman Bluto to Izek Strazni himself. Any PC should find her both relatable and easy to
talk to, two traits that are strengthened by Danika’s uncanny ability to read others’ emotions.
Danika’s love for her husband and children outweighs all else in her life. She would let the world
burn before allowing any harm to come to Brom or Bray, and adores Urwin with all her heart.
She admires her husband’s kindness, and often defers to him in charitable matters.
Brom and Bray have turned their spying into a brotherly game and competition. They make
constant efforts to push the limits of their sneakiness, with each attempting to one-up the other
on information they overhear, places they slip into, or items they are able to snatch. At the end
of each week, Urwin and Danika declare one of the boys their most useful informant, a contest
that entertains and motivates the two to no end.
At times when the boys have pushed their boundaries too far - for instance, playing near the
stocks or irritating a drunk Izek Strazni - Urwin and Danika have done their best to rescue their
children and chide them appropriately. The boys have learned that spying can be a wonderful
game, but have also learned that they are to scram at the first sign of trouble, or else be
grounded for a month.
Both Brom and Bray are resourceful children, having learned a number of tricks from their many
“Aunties” and “Uncles” among the Keepers of the Feather. They are able to use their youth to
160 Ibed.
161 Ibed.
manipulate many adults with ease, though Danika and Urwin are able to see through their wiles
without a moment of hesitation.
The previous headmistress of the Orphanage was an older woman named Victoria Moldovar,
who passed away six months ago. Belasco was previously a caretaker for the children before
Ms. Moldovar passed away, but has struggled to control the children as Victoria did, and has
resorted to stricter rules and punishments. As such, the orphans have grown particularly
resentful of Ms. Belasco, the primary source of discipline in the house. They’ve taken to calling
her “Belasco the Bully” behind her back, and swapping stories of Ms. Belasco eating naughty
children for her meals.
Despite her harshness and abrasive nature, Ms. Belasco cares for her children very much. She
is still struggling with the idea of being liked in return. Still, so long as the children are safe and
healthy, she will dish out as many lectures and confiscations as she sees fit.
If the players get on her good side, possibly by showing their similar and heartfelt concern for
the orphans, she’ll share what little information she’s gathered.
Fᴇʟɪx
Felix has only lived at the orphanage for little more than six months. Prior to his arrival, Felix
was the son of a pair of gardeners who tended a grove of apple trees just outside of Vallaki.
However, on one fateful full moon, his parents were slaughtered by wolves, leaving the sobbing
Felix to flee for the town as his parents bled out onto the forest floor.
For months, Milivoj noticed that Felix was withdrawn, shy, and isolated. In an attempt to bond
with him, the ever-awkward Milivoj provided him a gift: a rusted tin locket engraved with an
inscription written in Celestial. However, that same locket was the prison for a shadow demon
native to the Shadowfell, and that demon’s dark consciousness soon dominated Felix’s own.
Felix’s demon was sealed within the locket by a cleric who was unable to conquer it. While the
demon has great power now that it has a humanoid vessel, it is still not technically free of the
locket. Only by devouring an exceptionally strong soul can it finally find release. The illness that
is slowly killing Milivoj is actually the draining of his soul. When Milivoj dies, the ritual will be
complete and the demon will slaughter the residents of the orphanage.
Currently, Felix isn’t Felix - he’s the demon. He acts like a young sociopath with a talent for lying
and falsehoods. His emotional range is quite shallow and he shows almost no sympathy for the
plights of others, even smiling if Cedrik’s death is mentioned. If approached, he speaks
monotonously, and with great disinterest, but quickly descends into a volatile emotional state if
questioned or challenged.
Cᴇᴅʀɪᴋ
Now deceased, Cedrik was a mischievous troublemaker while alive. An orphan from birth,
Cedrik soon learned that his attention-seeking activities were the easiest and fastest way to
receiving attention from the adults around, even if that attention was more negative than
positive. As a result, he became a bully toward some of the other children at the Orphanage.
While he never injured another child, it was common for Cedrik to be punished for the theft of
another child’s toy or cruel, taunting words said toward a fellow orphan.
On the day before the PCs’ arrival in Vallaki, Cedrik stole Felix’s locket from around his neck
while he was sleeping. The shadow demon possessing Felix was enraged by the theft, and
pushed Felix to steal the locket back before pushing Cedrik out of a second-story window.
Cedrik died upon impact. Currently his body is kept in storage in the basement of the
Orphanage, awaiting the arrival of an appropriately sized coffin from Henrik van der Voort, the
local coffin-maker.
Before his death, Cedrik nursed a hidden crush for Tessa, another member of the Orphanage.
The two were close friends, with Tessa the only resident who could persuade Cedrik to return a
stolen doll or apologize for a crude comment.
The boys’ names are Marek, Stefan, and Anton. They are currently being held at the Werewolf
Den, and Kiril plans to bite and turn them on the next full moon. Szoldar and Yevgeni managed
to track them as far as the Wolfrun region before confirming that the boys had been taken by a
pack of werewolves. They report back to Vallaki shortly after the PCs’ arrival, and sadly inform
Milivoj of the boys’ fate.
Tʜᴇ Oᴛʜᴇʀ Oʀᴘʜᴀɴꜱ
Many of the orphans sport various bruises and mild injuries. These come from Felix’s demon
feeding on their life force in the night. None of the children have any idea how they received
their injuries.
All the children have been suffering from horrific night terrors. Most nights are interrupted by
more than one terrified scream.
Rɪᴄᴛᴀᴠɪᴏ
Rictavio is a colorful, flamboyant, and entertaining half-elf bard staying at the Blue Water Inn.
He rolls his r’s, speaks with constant delight, and has a never-ending stream of amusing and
lighthearted anecdotes.162 However, his bright personality is a mask that conceals the true
identity beneath: the renowned vampire-hunter, Dr. Rudolph van Richten.
Van Richten is a veteran hunter of undead and monsters, and uses his Rictavio persona as a
means of avoiding suspicion by Strahd’s servants. Under no circumstances does he reveal his
true identity to the party while within Vallaki’s walls, instead saving a proper introduction for Van
Richten’s Tower.
It is possible that the party may uncover hidden depths to Rictavio’s public persona while still in
Vallaki. If this occurs, Van Richten claims to be a spy for an anti-Strahd faction scattered across
Barovia. He refuses to reveal any additional details, such as the name of the faction or the
identities of any other members. He informs the PCs that he is currently monitoring the political
climate of Vallaki while keeping an eye out for any activity by the vampire’s servants. He has
suspicions regarding the motivations of Lady Fiona Wachter, but no clear proof.
Mᴇᴇᴛɪɴɢ Rɪᴄᴛᴀᴠɪᴏ
If the PCs rent rooms at the Blue Water Inn, Rictavio approaches them on the second or third
night of their stay to warn them about the strange customs and citizens of Vallaki. He
specifically advises them against any courses of action that may get them into trouble,
depending on their current goals and prior experiences. If the PCs have been planning a break-
out from the stocks, Rictavio relates an anecdote regarding a criminal’s torment within Baron
Vallakovich’s mansion. If the PCs have recently met with Lady Wachter, Rictavio tells them that
she is a dangerous woman, and warns them to be wary of her motivations and followers.
If the PCs push for further information; accuse Rictavio of “knowing too much”; or single him out
due to a related Tarokka reading, he leads them to his room for a more private conversation.
There, he reveals that his role as a carnival ringmaster is only a front for his spying ventures. As
the PCs are outsiders, Rictavio notes that he feels morally obligated to warn them that Vallaki is
neither a safe nor a welcoming place.
If he believes himself to be the prophesied ally, he keeps that information to himself until he
believes the party to be strong enough to overcome Strahd. If the PCs ask him outright to join
their party, he offers to serve as their spymaster and informant until such a time that they feel
prepared to investigate Strahd’s secrets directly.163 He also confirms the rumored existence of
the legendary Sunsword, and promises to join the party’s side once they have obtained it.
If the PCs ask after a Treasure that's in his possession, Rictavio either guides them to his
carnival wagon in Arasek Stockyard, or gives them directions to his tower at Lake Baratok.
If the PCs mention the Keepers of the Feather, Rictavio notes that he is watching them, and
advises the PCs to be wary before alerting them. He believes them to be enemies of Strahd, but
does not wish to disturb them before he is fully aware of their members and motivation. If the
PCs mention the Vistani, Rictavio warns the party to avoid them entirely. Despite his affinity for
Ezmerelda, he has nursed a deep prejudice against the Vistani in the decades since his son’s
death, and believes that nearly all of the Vistani in Barovia are willing servants of Strahd.
If asked about the Mad Mage of Mount Baratok, Rictavio shares his belief that the Mad Mage
and the wizard that stormed Castle Ravenloft the preceding year are one and the same. He
suggests that the PCs find him and restore his madness; if the PCs lack any means to do so,
Rictavio mentions that he has his own ways of curing insanity.164 Should the PCs apprehend the
Mage and send for Rictavio, he prepares the Greater Restoration spell the following day and
uses it to remove the Mage’s madness.
Rᴇᴄᴇɴᴛ Eᴠᴇɴᴛꜱ
Rudolph van Richten first came to Barovia four months ago with the intention of destroying
Strahd von Zarovich, whose name was legendary even among elder vampires. Employing dark
secrets and the blood of a Vistana, he slipped through the mists of Ravenloft in the guise of an
archaeologist named Relyon, bringing with him a wagon holding a “guard-dog” saber-toothed
tiger named Ramses that he had trained from birth.
According to legend spread by Vistani storytellers, the vampyr Strahd von Zarovich is known to
slumber for years or decades at a time, only to awake when a great disturbance has shaken his
lands. When Relyon arrived in Barovia, Strahd was still hibernating in his coffin. Relyon quickly
seized the opportunity to explore Castle Ravenloft in disguise, and therefore has a basic
knowledge of the layout of the first floor, as well as the Larders of Ill Omen. However, Rahadin
discovered him before he was able to enter the Crypts, and Rudolph barely escaped with his
life.
As he dueled a trio of ghasts, Relyon’s Hat of Disguise slipped, allowing Rahadin a brief glimpse
of the true form underneath. Rahadin later learned from the Vistani at the Tser Pool
Encampment that his description of the invader’s appearance perfectly matched that of Rudolph
van Richten, famed vampire hunter. He would relay this information to Strahd as soon as the
vampire awoke.
Kᴀꜱɪᴍɪʀ Vᴇʟɪᴋᴏᴠ
A mutilated and grief-stricken dusk elf, Kasimir has been trapped in Barovia since the elves’
surrender to Strahd’s conquering army. Should the PCs seek out knowledge of the history of the
land before Strahd’s ascension, or if they learn that one of the three treasures is in Kasimir’s
possession (or if Kasimir himself is their prophesied ally), they will be able to find him at the
small circle of dusk elf shacks located by the Vistani Encampment near Vallaki. Additionally,
either Ezmerelda d’Avenir or Rudolph van Richten can inform the PCs that the leaders of the
Dusk Elves are among the few peoples left in Barovia who may be able to recall the location of
the legendary Amber Temple.
As a dusk elf, Kasimir Velikov is one of the eldest living residents of Barovia - likely even older
than Strahd himself. His memory runs long, and if prompted, he can share stories of Strahd’s
original military campaign to conquer Barovia. He regrets Sergei’s death, and wishes that the
younger prince could have eventually ascended the throne, rather than Strahd’s own undead
hand.165
165 Carmilla & Lurking Grotsnik, CoS Discord Recap: Week of 7/15
Tʜᴇ Sᴇʀᴠᴀɴᴛꜱ ᴏꜰ ᴛʜᴇ Dᴇᴠɪʟ
Publicly, Vasili claims to be an accountant in Vallaki who assists several shops and the Baron
with their finances and tax payments. If the PCs ask around, they can find that no shopkeeper
remembers ever working with him, but all agree that it’s common knowledge that he works with
everyone else. The Baron barely recognizes the name, but doesn’t ever work with the taxes
himself, leaving the job for his more qualified servants.
At all times, Strahd’s true appearance is carefully hidden using a Disguise Self spell. This
illusion lasts for only one hour, and he must take periodic breaks to renew it (e.g., stepping into
an outhouse to “freshen up,” or “losing” the party temporarily while they’re exploring). A
suspicious PC can make a DC 18 Intelligence (Investigation) check to see through his illusion.
However, the illusion spell that hides his appearance is concealed from Detect Magic and
Identify through the use of Nystul’s Magic Aura, which also hides his vampiric nature from the
Paladin’s Divine Sense feature.
Due to his natural Charisma score of 18 (+4), as well as the charming and aristocratic
appearance of Vasili von Holtz, Strahd has no need for the Charm feature of his original stat
block, and actively avoids the use of any magic that might reveal his true identity. However, due
to his vampiric nature, he avoids entering any household without invitation. (The Blue Water Inn
and unconsecrated Saint Andral’s Church don’t count, because the constant influx of visitors
has worn their spiritual thresholds down to nothing.)
Vasili uses the stat block of a noble with 16 hitpoints and a Dexterity of 18 (+4), and uses the
multiattack feature of his original stat block to make two rapier attacks every turn.
His secondary goal is the investigation of the adventurers (the PCs) that have recently entered
his territory. While he bears no real interest for them until they achieve some notable act (e.g.,
overthrowing the Baron, retrieving the Bones of St. Andral, or cleansing the Winery), he still
does his best to briefly greet each new party in disguise to gain their measure and a peripheral
awareness of their background and purpose.
If you chose to run an encounter with Vasili while on the road to Vallaki, your PCs should
already be aware of him. If not, Vasili introduces himself to the PCs while they’re dining or
drinking at the Blue Water Inn on their first day in-town and shares a few pieces of advice
regarding Vallaki’s laws and society. He then offers to show them around town. He makes a
point of stepping inside the (unconsecrated) Church of Saint Andral, as if to subtly prove that
he’s no undead.
He has a basic knowledge of the culture and layout of Vallaki, and makes every effort to assist
the PCs if requested. While he does not directly intervene in the politics of Vallaki, he will join
the PCs against the vampire spawn during the Feast of Saint Andral event if the party appears
likely to win regardless.
At any time when the PCs encounter Vasili in a peaceful setting, he makes an earnest effort to
strike up a conversation with them. An inquisitive or philosophical PC will soon find that Vasili
has a wide variety of interests, including ethics, metaphysics, history, and the nature of magic
and immortality.
Once the PCs have proven comfortable with Vasili, he approaches them with a request and one
of the following plot hooks:
🎣 Pʟᴏᴛ Hᴏᴏᴋ - Tʜᴇ Rᴀɴꜱᴀᴄᴋᴇᴅ Cᴀʀᴀᴠᴀɴ
If the party includes a fighter or paladin, Vasili approaches the PCs one morning and informs
them that one of his clients, a Vallakian merchant named Zhenya Romanov, recently vanished
along the Old Svalich Road on her way toward Krezk. This merchant, Vasili claims,
possessed a ledger detailing her transactions and accounts that Vasili badly needs for his
records. Should they accept, the PCs are tasked with confirming the destruction of the
caravan, rescuing Romanov (if alive), and retrieving the ledger from the rusted tin lockbox in
which it is kept.
Vasili adds that Romanov also carried a purse containing money for making purchases and
change, and that one of her guards, a man named Elya, wore an enchanted suit of armor that
is said to be able to fire bolts of arcane energy. Should the caravan have been destroyed,
Vasili invites the party to recover both items for their own use.
If the PCs ask around and succeed on a DC 12 Intelligence (Investigation) check, they can
learn that Romanov is a moderately well-known merchant who set off for Krezk three days
prior. If the PCs pass a DC 18 Intelligence (Investigation) check, they can learn from one of
the nearby guards or shopkeepers that Romanov set off late in the afternoon - a foolish
decision, given that night would surely fall before her arrival in Krezk. This is because Vasili
enchanted her with a Suggestion spell, speeding her planned departure by a day in order to
get her killed by the werewolf pack while planting a set of magical plate armor on one of her
guards.
Romanov’s caravan can be found two hours’ travel west on the Old Svalich Road. Romanov,
Elya, and two other guards can be found slain, savaged, and dismembered. A DC 12 Wisdom
(Medicine) or Wisdom (Nature) check can make it clear that they have been partially
consumed, as if by a large wild animal. A DC 15 Wisdom (Nature) check can confirm a large
wolf as the culprit.
Elya can be found wearing the plate armor described by Vasili, which is itself miraculously
unharmed (though the helm has been lifted and Elya’s face torn off, rendering him
unrecognizable). The purse can be found attached to a finely-dressed dismembered lower
torso and pair of legs that once belonged to Romanov; it contains 22 gp, 29 sp, and 78 cp.
The lockbox containing the ledger can be easily found on the wagon beneath sacks of grain,
textiles, hide, and dried fruit and fish. It can be opened with a successful DC 13 Dexterity
(Thieves’ Tools) check, and contains the ledger that Vasili described.
If worn, Elya’s suit of armor gives a PC who wears it the same benefits to Armor Class as
does an ordinary suit of plate armor. However, it is in truth Strahd’s Animated Armor. If
examined with Detect Magic when first found, it reveals an expected aura of Evocation magic.
However, after 24 hours of discovery, it instead reveals an aura of Conjuration magic as
Strahd’s Nystul’s Magic Aura spell expires. However, Strahd believes that the PCs will be too
greedy to be suspicious. He has planted it here as a cruel joke and a means of testing the
PCs’ trust in his alter ego.
Any PC that wears the armor and is proficient with it gains the ability to wield the Animated
Armor’s Shocking Bolt attack (though without the Armor’s Multiattack feature). At any later
point, Strahd or one of his servants can speak the command word: “Mordent.” Upon hearing
this command word, the Animated Armor immediately moves to restrict and control its
wearer’s movement. At the beginning of each of its wearer’s turns, the Armor and its wearer
must make a contested Strength (Athletics) check. If the wearer wins, they can move at half
speed and make attacks with disadvantage. If the Armor wins, it can force its wearer to move
at half speed, and can force its wearer to make attacks (also with disadvantage). The Armor’s
helmet also rotates 180 degrees to blind its wearer.
Three successful Strength (Athletics) checks are required to remove the Armor from its
wearer completely - one each for the helmet, chestplate, and legs. If the helmet is removed,
the wearer’s sight is restored. If the chestplate is removed, the wearer can no longer be
prevented from making attacks, or forced to make attacks against its own volition. If the legs
are removed, the wearer can no longer be prevented from moving or forced to move.
Vasili will also make regular appearances around town. You may consider having him greet the
PCs after he has finished doing business with Lady Wachter at Wachterhaus, or sadly eye the
prisoners in the stocks in Vallaki’s town square. The PCs should receive the overall impression
that Vasili is:
Should the PCs ever become suspicious of Vasili’s nature or intentions, he “admits” that he has
become concerned by the cruel and unusual society that Baron Vallakovich has created. He
informs the PCs that he has been searching for a group of outsiders who may be more able and
willing to investigate means of changing the regime, but hasn’t had the courage or connections
to do so himself. He has kept his intentions to himself for fear of being reported to the Baron’s
guards, or losing the business of his several clients.
As the party grows more used to Vasili, he eventually confesses his interest in Ireena to one of
the PCs, and asks for guidance in courting her. From this point, he begins to bring Ireena a
number of gifts, including a rose, a bottle of wine, or a collection of Barovian folktales.
Henrik was tasked with securing intelligence on the Church of St. Andral, in preparation for an
attack by the vampire spawn Ludmilla had left in his shop. While Henrik knew of this dark plot by
eavesdropping on the vampires, his cowardly nature has kept him from reporting it to the Baron.
Upon his discovery of the bones beneath the Church, Ludmilla ordered him to steal them -
which he did by proxy soon thereafter, paying the gravedigger, Milivoj, to snatch and deliver the
bones under cover of night.
Should the PCs discover his possession of the bones, Henrik does not allow them to enter the
store, claiming that his shop is “closed.” If the party attempts to gain entry by posing as
customers, Henrik tells them (through the door) to slip a piece of parchment containing their
desired coffin’s dimensions and the address of delivery beneath the door. He delivers the coffin
using his cart and mule two days later.
If the party breaks in, Henrik offers no resistance, clearly intimidated. He can provide a clear
description of Ludmilla’s appearance, persona, and name, but does not know her vampiric
nature. He pretends to be ignorant of Ludmilla’s plans for an attack on the Church of St. Andral,
and takes care to paint himself as an innocent and waylaid bystander. He immediately throws
himself on the mercy of the PCs, asking for aid in avoiding the wrath of the vampire upstairs.166
He can also inform the PCs of the location of the other four vampires, having stored their coffins
beneath the hangman’s stage in the Town Square while making repairs to the structure.
Lᴜᴅᴍɪʟʟᴀ Vɪʟɪꜱᴇᴠɪᴄ
At nearly 200 years old, Ludmilla Vilisevic is Strahd’s oldest bride. Where other consorts have
been cast aside as Strahd grew tired of them, Ludmilla has survived by keeping to herself while
tending to matters he deems important. She serves as the unofficial leader of his harem, and
reins the others in when necessary.
Ludmilla first came to Barovia as a little girl, stowing away in a Vistani caravan that passed
through her homeland of Amn. When she arrived in Barovia, she made a living by stealing and
hiding in the shadows. It was only as a young woman that a kindly family in Vallaki found and
adopted her.
Life with a family was better than life on the streets, but the dark color of Ludmilla’s skin marked
her as an outsider - and, in some ways, an outcast - to the other citizens of Vallaki. At the age of
eighteen, Ludmilla fled Vallaki, following an ancient map that provided directions to the Amber
Temple. There, she believed, she would find the answers and belonging she sought.
It was on the snow-covered slopes of Mount Ghakis that Ludmilla met the dusk elf, Rahadin, for
the first time. Ludmilla was entranced by him; Rahadin saw her as a pleasurable and intriguing
For the next three years, Strahd taught her the secrets of the arcane arts alongside the minutiae
of courtly etiquette. He fed upon her regularly, and was impressed by her stoic, yet thoughtful
response to his hunger. Her intelligence and charisma were apparent, and Strahd soon offered
her a position as his bride. She gladly accepted.
As a vampire, Ludmilla soon learned from Rahadin that Strahd would inevitably tire of her -
unless, that is, she proved herself useful. She set about serving him in the advancement of his
arcane studies, and personally took on the task of recruiting and training his next bride,
Anastraya. She now carefully stays out of Strahd’s way unless he requests her presence
directly, and has formed close ties to Rahadin.167
Ludmilla is cautious, reserved, and cunning. She has the stat block of a vampire spawn, but
with 100 hit points, a Charisma score of 15, and an Intelligence score of 17. Ludmilla is also a
deadly spellcaster, having learned the arcane arts from her master, Strahd. Her spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks) and she has the following
Wizard spells at her disposal:
● Cantrips (at-will): Message; Mage Hand; Produce Flame
● 1st level (4 slots): Fog Cloud; Disguise Self; Magic Missile
● 2nd level (3 slots): Blindness/Deafness; Invisibility; Levitate; Misty Step
● 3rd level (2 slots): Counterspell; Sending; Clairvoyance
In combat, Ludmilla never resorts to traditional vampiric attacks unless she is truly desperate.
Instead, she begins by casting Levitate with concentration on the most threatening melee
combatant, followed by the use of a Blindness/Deafness spell on any identifiable spellcasters. If
she has any level-three spell slots available, she reserves her reaction to cast Counterspell.
Once her enemies have been incapacitated, she uses Magic Missile to whittle down their health.
She always reserves a single 2nd-level slot for escape using Misty Step, Fog Cloud, or
Invisibility. If she runs out of levelled spell slots, if her enemy reveals the Sunsword or the Holy
Symbol of Ravenkind and she does not have melee-capable allies nearby, or if she is reduced
to one-third of her hitpoints, Ludmilla immediately flees from combat. If the Sunsword or Holy
Symbol are used in combat against her, she casts Fog Cloud to conceal herself while allowing
her allies to do her dirty work.
As is her wont, Ludmilla is doing Strahd’s work before he has realized it himself. Knowing that
her master is hunting the maiden Ireena, Ludmilla soon takes note should Ireena find sanctuary
in the Church of St. Andral. She is the mastermind of the plot to steal St. Andral’s bones, rather
than Vasili von Holtz, and intends to destroy the church permanently soon after the Festival of
the Blazing Sun. Once her plan is set into motion, Ludmilla stores her coffin in Arrigal’s wagon,
and staying with the Vistani as his “special guest.” For more information on Ludmilla’s plots, see
the Feast of Saint Andral section above.
The guards will ask the PCs for the following information:
● Names, occupations, and business in town. The guards will latch onto any hesitation or
suspicious answers, and will grill the PCs on all potentially relevant information. If a PC
fails a DC 12 Deception (Charisma) check in a lie to this question, the guards will be
annoyed, and will request the truth. On the second lie, the guards will shutter the doors
to the PCs, leaving the situation salvageable only by Ireena’s best efforts.
● Opinions of Strahd. The guards will do their best to ensure that the PCs have no
sympathy or even apathy toward the Devil.
Should the PCs appear to be struggling with the guards’ questions; if the guards appear liable to
forbid entry into the town; or if the guards have refused to allow visitors to pass through the gate
due to nightfall, Ireena will intervene. As a burgomaster’s daughter, she has the social skills and
niceties to grant the PCs advantage on all of their interactions with the guards. Should the
guards remain skeptical, Ireena will warmly and proudly present herself as the daughter of the
Barovian Burgomaster’s daughter, drawing on the respect her father’s name commands and her
own diplomatic expertise to convince the guards to allow entry. Should Ireena reveal herself in
this way, one of the guards will inform Izek and Baron Vallakovich of her arrival soon after.
Once the PCs’ have passed the guards’ interrogation, they will be allowed to enter through the
gates for a briefing on Vallaki law. The guards will review the following rules with the party:
● The mention of the name “Strahd” is strictly illegal, even in written form. If he must be
referred to, “the Devil” is the commonly accepted term.
● The town holds weekly festivals in to promote merriment and honor the Burgomaster,
Baron Vargas Vallakovich. As guests, the PCs will not be required to assist in the
preparation of these festivals, but their attendance and participation in each festival is
mandatory for the length of their stay.
● The next Vallakian festival is the Festival of the Blazing Sun, to be held in five days’ time
in the Town Square.
● Failure to comply with any Vallakian laws will brand the PCs as criminals, and will lead to
punishments in accordance with the local justice system, including imprisonment in the
stocks and, in extreme cases, exile.
The guards will begrudgingly answer any questions the PCs may have, but will make sure to
reinforce any and all of these laws with the party as many times as necessary. The guards will
refer to the festivals and the Baron in only the most positive light. The guards will not discuss
the stocks or the Burgomaster’s private torture of prisoners.168
In this skill challenge, the PCs must accrue three successes before three failures. If the PCs
pass this challenge, they make it over the wall and into town undetected. If the challenge is
failed, the PCs are discovered just after cresting the wall, and the guards successfully raise the
alarm, summoning 2d4 additional guards in three rounds.
The PCs may use several skills or abilities to pass this skill challenge, including any of the
following features:
● Athletics (DC 13 - Moderate) can be used to ascend a rope quickly.
● Sleight of Hand (DC 13 - Moderate) can be used to lasso the rope to a secure and
concealed portion of the palisade.
● Perception (DC 13 - Moderate) can be used to locate a portion of the palisade wall that
provides the greatest cover from the patrolling guards’ prying eyes.
● Levelled spells (Automatic Success) such as Invisibility or Charm Person; or cantrips
(DC 8 - Easy) such as Minor Illusion or Friends can be used to disguise the PCs’ ascent
from view or dissuade the nearest guard from raising the alarm.
● Nature (DC 18 - Hard) can be used to detect when the wind is blowing in such a way to
cover the scent and sound of the PCs.
● Stealth (DC 13 - Moderate) can be used to conceal the sound and sight of the climbing
PCs.
● Investigation (DC 8 - Easy) can be used to observe the pattern of the guards’ patrol
schedule, and so calculate the best time to climb the wall without drawing their notice.
168 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki I - Setting Up the Big Picture and Getting
Through the Town Gates
N1. Sᴛ. Aɴᴅʀᴀʟ’ꜱ Cʜᴜʀᴄʜ
🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴏꜰ Sᴛ. Aɴᴅʀᴀʟ’ꜱ Cʜᴜʀᴄʜ
When the PCs first arrive in Vallaki, the party’s cleric or paladin may wish to visit the church
and meet the local priest, Father Lucian. Father Donavich of the village of Barovia may also
suggest that the PCs deliver Ireena to the safe haven of St. Andral’s Church. Finally, Danika
Martikov is happy to inform the PCs that the church is commonly rumored to be consecrated
ground, protected from the influence of vampires or dark magic.
At the church, the PCs can learn from Father Lucian that the bones of St. Andral have been
stolen, rendering its hallowed ground impotent. Father Lucian can also inform the PCs that the
local gravedigger, Milivoj, is the most likely person to have witnessed the theft, and can point
them toward St. Andral’s Orphanage, where a sickly Milivoj is currently resting. Finally, if the
Feast of Saint Andral event is allowed to proceed, the church is specifically targeted by
Ludmilla Vilisevic, Strahd’s most senior bride and the organizer of the attack, along with one
of her subordinate vampire spawn during the rampage.
When the PCs first arrive at the Church of St. Andral, no matter the hour, they can find
Willemina Rikalova in the pews, praying. If it is day, Father Lucian is beside her, comforting her.
She has not left the chapel since her son, Udo Lukovich, was taken by Baron Vallakovich’s
men.
On any given evening, Father Lucian can be found delivering a sermon to 3d6+2 Vallakian
worshippers. Otherwise, he can be found tending to the grounds, cleaning the pews or altar,
reading to Yeska from a book of holy stories, eating a meal, or praying before the altar. Only on
rare occasions does Father Lucian venture forth from the Church.
Unlike in the module, the bones of St. Andral were previously stored on a large stone slab at the
center of a ten-by-ten foot crypt concealed beneath the chapel of the church. This crypt is
accessible by means of a hidden shaft built into the stone altar of the Morninglord, whose secret
door opens when the trigger, disguised as the westernmost line of the carved sun’s rays, is
firmly pressed down.
169 /u/CS12, Our group took the time to restore the Church of the Morning Lord in Barovia Village, so I
decided to restore the map as well!
N2. Bʟᴜᴇ Wᴀᴛᴇʀ Iɴɴ
🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴏꜰ ᴛʜᴇ Bʟᴜᴇ Wᴀᴛᴇʀ Iɴɴ
Should the PCs request assistance finding lodging for the night, any guard or Vallakian
resident will point them toward the Blue Water Inn for room and board. The PCs may also visit
the Inn to obtain information or rumors from Danika, especially regarding the disappearance
of the bones of St. Andral. The PCs may also go into hiding at the Inn in the event of political
turmoil, and can find refuge in the secret loft on the Inn’s highest floor.
At the Inn, the PCs can obtain information regarding the disappearance of Bluto Krogarov and
the delayed shipment of wine from the Wizard of Wines winery. They can make friends with
Nikolai and Karl Wachter; obtain the services of Szoldar Szoldarovich and Yevgeni Krushkin;
and interrogate the half-elf Rictavio regarding a Tarokka reading that describes him or the
saber-toothed tiger within the carnival wagon in Arasek Stockyard. If the PCs are
collaborators with the Keepers of the Feather, they can also send and receive messages
through Danika and Urwin Martikov to other members of the order.
If a new PC is planning to join the campaign, the Blue Water Inn is a good place to introduce
them. This PC might be an associate of Rictavio or the wolf hunters; a wounded adventurer
nursed back to health by the Keepers of the Feather; or a local resident of Vallaki.170
Danika will charge the PCs 5 sp per person for each night they stay at the inn, though Urwin will
offer the room free of charge if he gets to the party first. The menu here is roasted wolfmeat,
aged venison, dried apples, crusty bread, goat’s cheese (imported from Krezk), and wine -
specifically, Purple Grapemash No. 3. A mug of wine normally costs 4cp, but has been raised to
8cp due to the currently limited supply. A loaf of bread costs 2 cp, a hunk of cheese 1 sp, and a
cut of wolfmeat or venison 3 sp. A modestly portioned meal of meat, potatoes, cheese, and
dried carrots costs 1 sp.171 Should all of the PCs partake of the wine, Danika’s supply runs out
that evening; otherwise, it runs out the following day.
Danika Martikov is a talkative barkeep, and can provide the PCs with any or all of the following
rumors, often without any prompting:
● One of the Inn's best patrons and the town drunk, Bluto, hasn't been seen for a couple
days. He's often found uselessly fishing on Lake Zarovich, north of town. At his last
appearance in the tavern, he boasted of a special “good-luck” charm he had found that
would ensure the success of his next fishing expedition. Bluto’s wife, Vanessa, recently
passed away due to illness.
● There have been no recent sightings of the Mad Mage of Mount Baratok. Folks used to
see him skulking along the north shore of Lake Zarovich, shooting lightning bolts into the
water to kill fish. His first sightings began around eleven months ago.
● The Baron’s henchman, a brute with a demonic arm named Izek Strazni, recently
arrested the local shoemaker, a man named Udo Lukovich, for “malicious unhappiness.”
Using some kind of dark magic, Izek burned his house to the ground as punishment for
resisting arrest. Udo’s family fled the burning house, and are currently staying with his
mother, Willemina Rikalova, who spends much of her time at the church.
● The Vistani at the nearby western encampment have been restless over the past day or
so. Rumors abound that they’re searching for something, but no Vallakian has been
brave enough to ask what.
The wolf hunters Szoldar and Yevgeni can provide the PCs a crude map of the area
immediately surrounding Vallaki, bounded by Krezk to the west, the Winery/Argynvostholt to the
south, Lake Zarovich to the north, and Old Bonegrinder to the east, providing it to the party for
the cost of a night’s worth of drinks. They can also provide information to the PCs regarding
their pursuit of the missing boys of St. Andral’s Orphanage, and explain their belief that the boys
were taken by the werewolf pack of the Wolfrun region - alive or dead, neither hunter can say.
The hunters can provide the PCs direction to Milivoj if they wish to take up the quest, but do not
know the location of the den, and view the mission as hopeless.
The PCs may enter the mansion on a wild goose chase in search of St. Andral’s bones, or to
investigate the strange purple lights that have been seen in the attic. If Izek has kidnapped
Ireena, the PCs will be able to find her kept captive in his room on the second floor. In either
case, the Baron will bar them entry, forcing the PCs to sneak in.
If the players meet Lady Fiona Wachter and earn her trust, she might ask them to investigate
the mansion for signs of the Burgomaster's corruption. Fiona also desperately wants to know
what Victor did to her daughter to cause the girl's madness.173 Baron Vallakovich, of course,
will not willingly allow the PCs to investigate his own domicile, requiring the party to break in
and snoop around unless they bring an excellent cover story and succeed on a DC 20
Deception check.
If one or more of the PCs have been imprisoned in the stocks, the party may seek mercy or
information from the Baron in order to set their friends free. If the PCs succeed on a DC 20
Persuasion or Intimidation check, the Baron agrees to release the PC in exchange for a fine
commensurate with the crime committed, with a minimum fee of 50 gp.
Finally, the PCs may also visit the Burgomaster’s Manor in order to obtain information from his
library. Alternatively, if the party’s Tarokka reading directed them to the Burgomaster’s
Mansion, they can find a treasure in the N3S, the Attic Storage, forgotten amongst piles of
junk. If the PCs are upfront regarding these requests, the Baron allows them inside only with a
successful DC 15 Persuasion or Deception check - but only after summoning Izek Strazni,
who accompanies the PCs inside to ensure that they don’t steal anything.
If the party infiltrates the Baron’s mansion during the night, the PCs must evade the attention of
the Baron's two slumbering mastiffs, who sleep in N3i., the Upstairs Gallery. While asleep, their
173 Fleshing Out Curse of Strahd: Vallaki III - Running the Mansion and Wachterhaus
collars are chained to a ring set into the wall. The dogs awake if the PCs pass by and no
attempts are made at stealth.
● Nature (DC 20 - Hard) can provide information regarding the best way to avoid
awakening a slumbering canine.
● Animal Handling (DC 15 - Moderate) can allow a PC to calm the dogs if awoken. This
check is made with advantage if the PCs provide some kind of food.
● Stealth (DC 15 - Moderate) can allow the PCs to sneak past, letting the sleeping dogs
lie.
● Levelled Spells (Automatic Success) such as Animal Friendship; or features like a
Firbolg’s Speech of Beast and Leaf (Persuasion DC 10 - Easy) can allow a PC to keep
the dogs quiet.
If the PCs fail their check, the dogs awaken, requiring an Animal Handling check (DC 15 -
Moderate) to quell their barks, or a Stealth check (DC 15 - Moderate) to hide elsewhere in the
mansion before the Baron arrives.
If the PCs enter the mansion during the day, the Baron and his dogs can be found in Area N3L
(library), with the door closed. Additionally, if the family’s maid is not cleaning downstairs, there
is a 60% chance that she is cleaning one of the rooms on the second floor. (Otherwise, she is
out running errands about town.)
Should the PCs be discovered inside of the manor by Lydia, the maid, the cook, or Lydia’s
female peasant helpers, they can successfully persuade their discoverer that the Baron has
requested their presence with a DC 12 Charisma (Deception) check (made with advantage if the
PCs are disguised as ordinary Vallakians, or if the PCs have been discovered by one of Lydia’s
helpers). If a PC fails this Deception check, their discoverer prepares to call for Baron
Vallakovich in his study on the second floor, and can only be dissuaded from doing so if the
party promises to leave immediately and succeeds on a DC 15 Charisma (Persuasion) check.
Should the PCs be discovered inside of the manor by Baron Vallakovich, only a DC 20
Charisma (Deception) check can convince him that the PCs have a legitimate reason for being
there (made with disadvantage if the PCs have broken in at night, and with advantage if the PCs
were allowed in by Lydia or one of the servants and mention that fact). If the PCs succeed on
this check and were not discovered in a compromising position, the Baron leads them to Area
N3l (library) and commands them to explain themselves. If this check is failed, or if the PCs
were discovered in an obviously criminal position (e.g., searching the Baron’s bedroom or
freeing Udo Lukovich from his restraints), he swiftly calls for Izek to arrest the PCs on the spot
(if it is night) or sends Lydia to alert the guards on duty that his home has been invaded by
servants of Strahd (if it is day).
Under no circumstances does Izek use his Hurl Flame ability if fighting within the mansion’s
walls.
N3T. Vɪᴄᴛᴏʀ’ꜱ Wᴏʀᴋʀᴏᴏᴍ
The Glyph of Warding set into the door of this room casts the Suggestion spell, rather than
triggering lightning damage, when opened. Any creature that opens the door must succeed on a
DC14 Wisdom saving throw or else be Suggested to proceed downstairs and ignore whatever
reason they may have had for entering.
If the PCs enter this room at night, Victor has fallen asleep at this desk.
N4. Wᴀᴄʜᴛᴇʀʜᴀᴜꜱ
🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴏꜰ Wᴀᴄʜᴛᴇʀʜᴀᴜꜱ
The PCs may snoop around Wachterhaus under the direction of Baron Vallakovich, who
wants the PCs to obtain evidence of Wachter’s treachery. They might also join Lady Wachter
for dinner on the invitation of Ernst Larnak, or request access to the Wachters’ library to
search for information. If the party’s Tarokka reading directed them to Wachterhaus, they can
find a treasure in the closet of N4O, the Master Bedroom, in the iron chest containing Leo
Dilisnya’s bones.
N4S. Cᴇʟʟᴀʀ
If a snooping PC encounters the skeletons in Lady Wachter’s basement and confronts her about
it, she claims that she had them raised to serve as builders for her unfinished wine cellar, but
found them to be far too unintelligent to properly construct anything, and is in the process of
having them repurposed as guards.174 She justifies her use of necromantic magic by claiming
that “so long as any action is taken beneath the Morninglord’s sight, it is good and proper and
just.”
It is also possible that the PCs (correctly) deduce from clues elsewhere that Henrik van der
Voort, the coffin maker, is the man who persuaded Milivoj to steal the Bones of St. Andral. If
so, they can locate his shop on the southeastern side of the Stockyard.
Finally, if the PCs become suspicious of Rictavio, or believe that his wagon may contain one
of the treasures referenced in their Tarokka reading, they can easily discover that his wagon
is hitched at the center of the Stockyard. If the PCs first confront Rictavio in person and
mention their Tarokka reading, he asks them to meet him in his room at the Blue Water Inn
within the hour and slips away to retrieve the lead-lined box containing the treasure from his
wagon.
When the PCs enter Arasek Stockyard, they can see two signs at the southern end: “Arasek
Goods,” and a coffin-shaped sign bearing no words that marks the entrance of the coffin-
maker’s shop (N6).
Instead of barred from the inside, the side door to the Coffin Maker’s shop is locked, and may
be unlocked with a successful DC 15 Dexterity (Thieves’ Tools) check. Henrik keeps the only
key upon his person.
N6E. Hᴇɴʀɪᴋ’ꜱ Bᴇᴅʀᴏᴏᴍ
Soon after Henrik takes the Bones of St. Andral from Milivoj, he stores them here, in the secret
compartment of the wardrobe in this room. The night after he informs Ludmilla of his success,
she enters the bedroom in secret and places two Glyphs of Warding beneath the sack
containing the bones. These glyphs are triggered when the sack containing the bones is
removed. Both glyphs are nearly invisible; only a successful DC 14 Intelligence (Investigation)
check can allow a character to detect the thin lines of arcane energy poking past the edge of the
sack.
The first Glyph is a Spell Glyph; once triggered, it casts a Clairvoyance spell that provides
Ludmilla with a direct line of sight to this chamber and any characters within it (assuming that
Ludmilla is present in the Vistani Encampment, Vallaki itself, or any of the surrounding area).
The second Glyph is a set of Explosive Runes that erupt with magical energy in a sphere of 20-
foot-radius when triggered. Each creature in the affected area (even if around a corner) must
make a DC 14 Dexterity saving throw. A creature takes 5d8 cold damage on a failed saving
throw, or half as much damage on a successful one. Ludmilla chose the cold damage type to
prevent anyone outside the shop from hearing the explosion of the runes.
🦋 Tʜᴇ Bᴜᴛᴛᴇʀꜰʟʏ Eꜰꜰᴇᴄᴛ - Tʀɪɢɢᴇʀɪɴɢ ᴛʜᴇ Rᴜɴᴇꜱ
If the glyphs are triggered, the two vampire spawn in the Vampire Nest (N6F) instantly
awaken and attack any characters on the second floor before searching for survivors lurking
on the main floor.
If the PCs or the Baron’s guards forced Henrik to retrieve the bones himself, he is killed in the
ensuing explosion, leaving the location of the five hidden vampire spawn a mystery. Only
through asking the right questions and a DC 15 Intelligence (Investigation) check can the PCs
learn that Henrik was recently commissioned to make heavy repairs to the gallows’ platform in
the Town Square.
If Ludmilla sees only Henrik when her Clairvoyance spell is triggered, she casts Clairvoyance
a second time to confirm that the bottom of the shop is empty as well. If she detects the
presence of the PCs in the shop, she quickly presumes the worst and casts Sending to direct
the six vampire spawn to eliminate all intruders in all rooms of the coffin shop. She then
makes her way to the Church of Saint Andral to await any characters that may return with the
bones.
N7. Bʟɪɴꜱᴋʏ Tᴏʏꜱ
🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴛᴏ Bʟɪɴꜱᴋʏ Tᴏʏꜱ
Picking Up a Present: The PCs may make their way to Blinsky Toys to purchase a toy for
Arabelle after accepting Eliza’s Picking Up a Present sidequest in Tser Pool Encampment. If
they do, Blinsky recognizes Arabelle’s physical description and is happy to do business with
them.
The Man with the Monkey: The PCs may make their way to Blinsky Toys after learning from
Danika Martikov of an “entertaining man with a monkey” that fits the relevant Tarokka reading
for Strahd’s Enemy. Blinsky protests any idea that he might be suitable for opposing the Devil
of Castle Ravenloft, but can inform the PCs that he purchased the monkey from a man named
Rictavio, who is currently staying at the Blue Water Inn.
The Missing Vistana: If the PCs accept the Missing Vistana quest from Luvash and Arrigal at
the Vistani Camp outside Vallaki (area N9), the residents of St. Andral’s Orphanage can
inform them that a grubby-looking man offered to purchase Arabelle some toys at Blinsky
Toys. Blinsky can inform them that the man was Bluto Korgarov, one of the local fishermen.
Bluto came by the previous day accompanying a girl fitting Arabelle’s description and bought
her a pair of zombie dolls before leaving. Bluto told Blinsky that he was “taking Arabelle
fishing.” Blinsky found the entire affair strange, as he did not know Bluto to have any children
of his own.
Tyger, Tyger: If the PCs chase after the escaped Rameses, the saber-toothed tiger, either
during the Tyger, Tyger special event or accidentally freeing him themselves, they can find
him here, having broken through the window of the shop in an attempt to reunite with Piccolo,
the monkey. The PCs find Piccolo happily perched on Rameses’ shoulder while Blinsky hides
and whimpers from a top shelf of his shop.
Additionally, several shops are located in the Town Square. Any PC searching for some kind
of commerce will be able to find their way to the appropriate shop within 30 minutes after
succeeding on a DC 5 Intelligence (Investigation check), or within 15 minutes by passing a
DC 10 check. Before ascending Mount Ghakis toward the Amber Temple, it may behoove the
PCs to commission sets of warm winter clothing from Endless Delight Clothiers, located on
the southeastern side of the square.
If the PCs decide to attend the Festival of the Blazing Sun, they will be able to enjoy the
climax of the Festival at the center of the Square.
The Town Square is the heart of Vallaki. Between the posters advertising the Festival of the
Blazing Sun, the watchful eye of Izek Strazni, and the spectacle of the stocks, any party visiting
the Square will quickly gain an appreciation for the culture and current state of Vallaki.
Because Izek can often be found lurking within or nearby the area, no Vallakian will freely speak
with the PCs while in or around the Town Square. These citizens may glare and snarl at the
PCs when approached; happily bubble with Baron-approved propaganda; or entirely ignore the
party if approached.
Though a stone fountain lies at the geographic center of the Town Square, the stocks are the
clear centerpiece. Unlike in the module, Izek cannot be found here when your PCs first
arrive. Instead, the townsfolk speak of his name in terrified whispers if the PCs suggest any hint
of disloyalty or conspiracy.
🎨 Wᴏʀᴛʜ ᴀ Tʜᴏᴜꜱᴀɴᴅ Wᴏʀᴅꜱ - Pᴏꜱᴛᴇʀꜱ ꜰᴏʀ ᴛʜᴇ Fᴇꜱᴛɪᴠᴀʟ ᴏꜰ ᴛʜᴇ Bʟᴀᴢɪɴɢ Sᴜɴ
While exploring the Town Square, the PCs can find many copies of this poster advertising the
Festival of the Blazing Sun.175
Should a tense situation descend into combat, feel free to use this Town Square battlemap.176
Dᴏɴᴋᴇʏ-Hᴇᴀᴅᴇᴅ Cʀɪᴍɪɴᴀʟꜱ
If the PCs approach the men and women in the stocks, a terrified Vallakian peasant approaches
to warn the party that providing comfort or aid to criminals in punishable by ten days in the
stocks, while attempting to free those in the stocks is also punishable by a public flogging. If any
PCs try to free the prisoners anyway, or are caught doing so, the peasant swiftly vanishes into
the crowd, but swiftly reports their crime to Izek when he next returns to make his rounds.
Sʜᴏᴘꜱ ᴏꜰ Vᴀʟʟᴀᴋɪ
There are several shops in Vallaki’s Town Square where your PCs can purchase basic goods
and supplies.
175 /u/doubleg316, My players just reached Vallaki in Curse of Strahd, and I made this poster to inform
them of the next event: The Festival of the Blazing Sun!
176 /u/centumviri, Curse of Strahd; Vallaki Town Square
As raw materials for new equipment are so hard to come by in Barovia, he will also pay the
listed price in the Player’s Handbook for any weapons offered for sale. Because of this, he often
has a small and eclectic collection of weapons and armors for sale obtained from the remains of
dead adventurers.
Magda Ulbrek, Vallaki’s only fletcher and Dragomir’s wife, also works out of this shop. She can
make bows and arrows for sale at twice the normal price, and will take a period of two days to
create a new bow from scratch.
Lᴜᴋʀᴇꜱʜ Tᴀɴɴᴇʀʏ
Lukresh Tannery is owned by the dark-humored and abrasive Fatima Lukresh. She is most
experienced in the production of straps, harnesses, and belts, but can craft normal and studded
leather armor on commission if asked. Her work is crude, but functional.
Tʜᴇ Aᴘᴏᴛʜᴇᴄᴀʀʏ
The Apothecary is owned by a soft-spoken, but nonetheless eccentric man named Harkus
Stefanovich. Possessed with an unnerving bedside manner and a lack of appreciation for
personal space, Harkus is nonetheless a simple apothecary, rather than a potion-maker or
alchemist.177 He is perfectly qualified to produce simple remedies, poultices, and tinctures, but
quite ignorant of the materials or skills needed to produce Potions of Healing or similar items.
He can sell the PCs a Healer’s Kit at twice the normal price.
Tarokka Treasures: If Madam Eva’s Tarokka reading informs the PCs that a treasure can be
found here, it is located within the Vistani Treasure Wagon (area N9I).
If the PCs successfully rescue Arabelle, Luvash tells them that some members of their camp
routinely make trips to the world outside Barovia. Should the PCs pay half of the price upfront,
the caravan would be happy to pick up some minor mundane or magical items on their behalf,
deliverable in four days. The Vistani refuse to purchase holy water or any items hazardous to
the undead, however, due to their stance of neutrality toward Strahd.178
Vasili’s home is located in an old two-story townhouse in a somewhat wealthier part of town.
The front door is locked, and the first floor shutters have been bolted closed. A DC 15 Strength
(Athletics) check can break the door down, while a DC 15 Dexterity (Thieves’ Tools) check can
unlock it. Given the wealthy nature of the neighborhood, breaking and entering Vasili’s home is
swiftly reported by a neighbor, which may lead Izek or another local constabulary to track down
the one responsible.
The first floor of Vasili’s home is divided into a front and back area. The front of the house
contains a simple, well-kept living space, which includes a stove, a pile of neatly-stacked
firewood, two comfortable-looking armchairs, and an old sofa adjacent to a brick fireplace. A PC
with a passive Perception of 16 or higher notices a faint layer of dust on the floor and furniture.
Inspection of the firewood reveals it to be quite old and nearly rotten. A doorway at the rear of
the space leads to the back of the first floor.
The second floor contains a single large room largely bereft of any furniture or decoration. The
only exception is a large, king-sized bed whose bed frame has long since rotted. The mattress
is moldy and infested with a colony of cockroaches. Many of the floorboards are clearly aged
and creaky, and the room is coated with dust, cobwebs, and patches of mold and soil.
Vistani Vittles: Arrigal and Luvash of the Vistani Encampment outside of Vallaki may agree to
part with the Sunsword, Tome of Strahd, or Holy Symbol of Ravenkind if the PCs retrieve a
fresh shipment of wine for their camp.
Gates of Krezk: Burgomaster Dmitri Krezkov of Krezk is naturally suspicious of outsiders, but
will allow the PCs entry if they retrieve a shipment of wine from the Winery.
All Will Be Well: Baron Vargas Vallakovich of Vallaki may ask the PCs to restore the
shipments of wine from the winery in order to ensure the success of the Festival of the Blazing
Sun.
Mission For the Devil: Strahd may ask the PCs to rescue the winery from the “creatures”
that have infested it, both to test their mettle and to ensure that his own stores of wine do not
run dry.179
With their last breath of defiance, these rebellious druids offered the Krezkovs of the Winery a
gift: the curse of lycanthropy. Once, all druids had enjoyed the power of wildshape, but as their
power had waned, the totems that allowed these transformations had cracked and decayed,
leaving only the Raven’s totem behind. As a token of gratitude, the rebellious druid spirited the
Raven’s totem away from the camp of Strahd’s servant-druids and delivered it to the Krezkovs.
This item would bestow upon them the gift of a wereraven’s lycanthropy, providing them the
ability to defend their land from Zarovich’s forces should he discover their treachery from his
castle.
These friendly druids also gave the Krezkovs instructions for the Hatching, a year-long ritual by
which the Krezkovs and their mates could share and master the wereraven’s transformation -
without this ritual, any lycanthrope would soon lose their minds to the animal’s instincts. The
Krezkovs accepted, and became wereravens themselves.
When Strahd von Zarovich accepted the curse of vampirism, the Krezkovs were alarmed at the
shroud of darkness that fell over their new home. They joined together, recruiting extended
friends and family, and formed the Order of the Feather - a secret society that aimed to protect
Barovia’s citizens from the monsters that now surrounded them. Years later, when the Martikovs
married into their line, the Krezkovs shared the secret of lycanthropy with them, and so passed
on the wereravens’ order to a new generation.
However, even with the use of the Moonbeam spell known only to the most practiced of the
druidic naturalists, the Keepers of the Feather were too wary, too quick, and too well-defended
for the druids to attack directly. The enemy druids retreated to their gathering place upon Yester
Hill, and glared from the shadows of the Svalich Wood.
Decades later, the soul of Tatyana Federovna was reincarnated in the body of Ireena Kolyana,
a young woman from the town of Barovia. Strahd’s newest wife, an ornery, psychopathic
vampire by the name of Volenta Popofsky, felt threatened by the emergence of this threat to her
stature as her husband’s favored bride. In a visit to the crone Baba Lysaga, she learned of the
feud between the druids and the Keepers of the Feather, and resolved to orchestrate the
destruction of the winery in a self-aggrandizing display of cunning and power.
Through the use of Volenta’s shard of the Heart of Sorrow, the druids separated a branch from
the Gulthias Tree and infused it with the essence of the tree’s power. The Gulthias Tree had
always ambiently produced blights of varying shapes and sizes as a defense mechanism, but
this staff would allow the druids to control them, directing an army of blights against the
wereravens’ winery. With this horde, the druids soon invaded the winery, driving the Martikovs
from their ancestral home and spiriting away the final gem for their own purposes.
Any ravens that the PCs encounter en route can serve as guides that lead them to the grove
where Davian Martikov is hiding. You may also want to use the Druid and Twig Blights
encounter earlier in the module in order to foreshadow their appearance later.
To prevent the PCs from fighting through the horde of needle blights concealed within the
vineyard, Davian warns the party that they will need to sneak past the horde to deal with the
druids inside. He believes that one or more of the druids may have some knowledge of how to
dismiss or destroy the blights, and advises the PCs to flee or sneak through the lines of blights.
He advises them to inspect the vineyard thoroughly before entering, and to make their way
cautiously toward the winery to avoid disturbing the blights. If the PCs take Davian’s advice and
make their way toward the winery, run the Skill Challenge: Escaping the Horde below,
starting at Stage 1: Investigation.
180 /u/paintrana, What I have Learned from Running Curse of Strahd Twice: Wizard of the Wines Edition
Once the Winery has been freed, Davian begs the PCs to retrieve the stolen wine gems from
Yester Hill, noting that without it, the Winery will have to close its doors forever. The location of
the third gem is unknown to both Davian and Urwin Martikov, and is not described in the
module. If this retrieval is successful, Davian then asks the PCs to retrieve the gem from Berez,
noting that Baba Lysaga likely has further plans for an attack on the winery.
The Keepers of the Feather are hesitant to reveal their lycanthropic nature, or to commit to
physically fighting alongside the party. The PCs are not the first adventurers that the Keepers
have assisted, and the Keepers would rather they not be the last. The Keepers’ central goal is
the maintenance and expansion of their intelligence network; should the PCs fail, the Martikovs
and their allies will do their best to retrieve their gear, consolidate their findings, and prepare for
the next group of adventurers.
Only in the most critical of situations will the Keepers voluntarily reveal their lycanthropy to the
PCs. Even then, any physical aid they provide will be limited to tactics and mobility alone. A pair
of wereravens in hybrid form can provide an emergency airborne evacuation to any single PC.181
Under no circumstances will the Keepers of the Feather offer to spread their lycanthropy to a
PC. Unlike the werewolves, the control they exercise over their lycanthropic nature is a gift from
the wind spirit, Stribog, obtained through intimate rituals and months of transformation and
meditation. A Keeper of the Feather would sooner die than allow their gift to be stolen and
misused by a PC with no appreciation for the care and control it requires.
For more information on the Keepers of the Feather, see their description in Residents of
Vallaki.
181 Ibed.
🌙 Strands of Fate: The Travellers Four
If you are using the “Travellers Four” campaign hook from the beginning of this guide, Davian
Martikov remembers that, after hosting them at the winery in exchange for labor, the three
travelers ran afoul of Baba Lysaga, with one captured by the hag while the two survivors fled
into the mountains.182
Alternatively, if the PCs pass through its front gate without investigating, or if they do so after
achieving only one or no successes in Stage 1 of the skill challenge, read:
As your boots break the boundary of this crumbling vineyard, you hear the rustle of dead
vines all around you. Inhuman shapes emerge from the vineyard, their limbs crackling as they
trudge forth through the mist and rain. One dozen - two dozen - there are too many to count!
Fighting clearly isn’t an option. You can either flee from the scene - or you can make a mad
dash for the winery.
If the PCs choose to continue toward the winery, run the Escaping the Horde skill challenge
described below, starting from Stage 2: Evasion.
For every two failures that the party accrues, each PC must make a DC 13 Dexterity saving
throw, taking 2d6 damage from the advancing needle blights on a failed save, or half damage
on a successful one.
Throughout the entire challenge, the PCs are followed by a pair of ravens that squawk for the
PCs’ attention. The PCs can gain the guidance of these ravens, as detailed in the skill checks
below.
Stage 1: Investigation
In the first stage, Investigation, the PCs have the opportunity to scope out the winery before
actually passing through its outermost fencing - and, therefore, before the blights have even
emerged. Unlike the other stages, the party may skip this one entirely or choose to complete
only a single check. If the PCs choose to skip this stage completely, they automatically accrue
The PCs can make as many skill checks as they like during this stage of the skill challenge;
however, only the first two checks matter for the purpose of counting successes or failures.
Some of the skill checks that the PCs might make include the following:
● History (DC 20 - Hard) can allow a PC to recall common layouts of vineyard
construction, directing them toward safer and speedier routes.
● Animal Handling (DC 15 - Moderate) or Levelled spells (Automatic Success) such
as Beast Bond, Speak with Animals, or Beast Sense can allow the PCs to interpret the
intentions of the ravens and follow their birds’ eye vision to a safer route.
● Perception (DC 15 - Moderate) will reveal the shadows of several needle blights lurking
nearby.
● Survival (DC 15 - Moderate) can let a character use the tracks left by the many needle
blights to infer their likely hiding places.
Stage 2: Evasion
When the PCs reach the second stage, Evasion, they must escape the notice of the needle
blights and make their way toward the winery. The first time the PCs fail a skill check in this or a
subsequent stage, or if they enter the vineyard and made one or no successful checks in the
Investigation stage, the army of needle blights begins to emerge, approaching the PCs with an
air of clear hostility. When this happens, read:
You hear the rustle of dead vines all around you. Inhuman shapes emerge from the vineyard,
their thorn-covered limbs crackling as they trudge forth through the mist and rain. One dozen -
two dozen - there are too many to count! Fighting clearly isn’t an option. You can either flee
from the scene - or you can make a mad dash for the winery.
Before the first skill check the PCs attempt to advance in this stage, read:
You tear your way through the vines, making a beeline for the building at the center of the
yard. Above you, a pair of ravens squawk and caw as they circle in the air. All around you,
you can see dark shapes rising between the vines and fence posts, their needle-covered
forms lurching toward you. What do you do?
Before the second skill check the PCs attempt in this stage, read:
The vines swallow you up, shriveled grapes and yellowed leaves forming a dense forest
around you. You dash toward the winery, but as you pass through an intersection of weaving
ditches and fences, you see two groups of blights advancing on your position from either side.
What do you do?
Potential skills that may be used to pass either skill check include:
● Acrobatics (DC 10 - Easy) or Levelled Spells (Automatic Success) such as Jump,
Longstrider, or Expeditious Retreat allow the PCs to nimbly make their way past long
stretches and small obstacles, such as a ditch, fencing, or overgrown plantlife.
● Stealth (DC 10 - Easy) or Levelled Spells (Automatic Success) such as Pass Without
Trace can allow the party to escape notice by ducking through one of the many rows of
grapevines.
● Arcana (DC 20 - Hard) and Nature (DC 15 - Moderate), if the blights are visible, can let
a PC recall information about their nature and abilities, including the details of their
blindsight and the range of their attacks.
● Animal Handling (DC 15 - Moderate) or Levelled spells (Automatic Success) can
allow the PCs to interpret the intentions of the ravens, and follow their birds’ eye vision to
a safer route, if they have not already been used in this way.
● Perception (DC 10 - Easy) can allow the PCs to detect and avoid blights moving toward
them through the vineyard.
● Intimidation (DC 20 - Hard) or Arcana (DC 20 - Hard) can force the blights to hesitate
in their pursuit, if used in conjunction with some form of fire magic (e.g., Create Bonfire,
Aganazzar’s Scorcher, Scorching Ray).
● Levelled spells (Automatic Success) such as Gust of Wind, Web, or Wind Wall; or
cantrips (DC 15 - Moderate) such as Mold Earth can be used to give the PCs cover
from the blights’ ranged attacks. Spells that interact with vision such as Fog Cloud,
Minor Illusion, Silent Image, or Darkness automatically fail due to the blights’ blindsight.
● Levelled Spells (Automatic Success) with large areas of effect such as Tidal Wave,
Fireball, or Call Lightning can halt the blights’ advance long enough to allow the PCs a
few additional seconds of time.
Stage 3: Flight
In the third stage, Flight, the PCs have passed through the vineyard and must make their way
safely into the winery. They have four doors to choose from: the padlocked double doors in area
W5; the locked door at area W3; the half-open door at the rear of area W2; or the closed stable
doors of area W1. The players may also suggest choosing to make their way around the house
to area W10 or W8, or attempt to climb the thick ivy covering the walls in order to make their
way into area W16. Depending on the route that they choose, their options during the skill
challenge vary as follows:
W1. Stables
The doors to the stables are unlocked. However, if the PCs attempt to take shelter here, they
must succeed on a DC 15 Dexterity (Stealth) check to hide from the blights outside (who soon
force the door open) and a DC 15 Dexterity (Acrobatics) check to evade the blights waiting at
the door. If they fail either of these checks, or if they choose not to hide after entering the
stables, the party automatically gains two failures, inciting another attack by the needle blights
as described above. Regardless of the outcomes of these rolls, the PCs must then choose
another entrance into the winery.
W2. Loading Dock
The south door that opens into the main floor of the winery has been forced open and hangs
ajar. Due to the open space of this area, the PCs must take additional evasive action to avoid
the routine volleys of needle blight thorns now falling like rain around them.
Before the PCs make their first skill check in their dash for the Loading Dock, read:
You run for the loading dock, taking evasive action around a pile of barrels and crates as the
main horde of blights marches forth from the vines. A shower of thorns is about to rain down
upon you. What do you do?
Before the PCs make their second skill check in their escape to the Loading Dock, read:
You dash inside the loading dock, the roof covering your escape from the main horde.
However, as you run along the wooden platforms on either side of the docked, barrel-laden
wagon within, you see a second group of blights lurch into view, their forms darkening the
entryway. The hook of a crane up above trembles with a metallic jingle, the earth shaking
from the weight of the oncoming horde. What do you do?
● Athletics (DC 20 - Hard) can allow one or more PCs to collapse the pile of barrels or
pull the Martikovs’ wagon in front of the door, preventing the blights from getting too
close and blocking their line-of-sight.
● Athletics (DC 15 - Moderate) can allow the PCs to swiftly scale the crane’s rope to the
Area W16 on the second floor.
● Acrobatics (DC 15 - Moderate) can allow the PCs to nimbly jump or sway as they
ascend the crane’s rope, avoiding the blights’ volleys of thorns.
● Acrobatics (DC 15 - Medium) or Levelled Spells (Automatic Success) such as Jump,
Longstrider, or Expeditious Retreat allow the PCs to nimbly make their way along the top
of the wagon, obstructing the blights’ view and redirecting their thorns into the barrels
and wood paneling of the cart.
● Intimidation (DC 20 - Hard) or Arcana (DC 20 - Hard) can force the blights to hesitate
in their pursuit, if used in conjunction with some form of fire magic (e.g., Create Bonfire,
Aganazzar’s Scorcher, Scorching Ray).
● Levelled spells (Automatic Success) such as Gust of Wind, Web, or Wind Wall; or
cantrips (DC 15 - Moderate) such as Mold Earth can be used to give the PCs cover
from the blights’ ranged attacks. Spells that interact with vision such as Fog Cloud,
Minor Illusion, Silent Image, or Darkness automatically fail due to the blights’ blindsight.
● Levelled Spells (Automatic Success) with large areas of effect such as Tidal Wave,
Fireball, or Call Lightning can halt the blights’ advance long enough to allow the PCs a
few additional seconds of time.
When the PCs first attempt to open the door, before making their first skill check of this phase,
read:
You make a break for the front door of the winery - and the handle rattles in your palm as you
struggle to push against whatever obstruction is barring the other side. The horde is
advancing, and you’ve only seconds before the blights send forth another volley. What do you
do?
When the PCs succeed their first skill check, if that skill check was made in effort to break down
the door, read:
The door crunches and cracks beneath the weight of your efforts. You’re so close now - but
so is the horde, whose shadowed figures are steadily advancing. Every second you have is
precious. What do you do?
W5. Veranda
These two sliding wooden doors are chained shut from the outside, and the smaller door is
barred shut from the inside. After two checks, the PCs automatically break in through the
smaller door, but risk taking another volley from the blights if they reach another two failures in
the process.
When the PCs first arrive at the veranda before attempting their first skill check of this phase,
read:
You climb the steps to the winery’s veranda - only to find that the three tall barrels had
obstructed your view of an iron chain and lock wrapped around the handles of the larger
wooden doors. To their side, a smaller door promises entry inside.
You run for the small door, eager for an escape - but the handle rattles in your palm, and you
struggle to push against whatever obstruction is barring the other side. The horde is
advancing, and you’ve only seconds before the blights send forth another volley. What do you
do?
When the PCs succeed their first skill check, if that skill check was made in effort to break down
either door or unchain the larger, read:
Sweat beads on your foreheads as your efforts mount to a climax. You’re so close now - but
so is the horde, whose shadowed figures are steadily advancing. Every second you have is
precious. What do you do?
Before the PCs make their first skill check of this phase, read:
Your feet pound on the dry, dusty dirt of the winery’s yard, and you come to a stop beside the
forest of ivy covering the building’s stone exterior. You try to find purchase, scrambling for grip
on the vines, and begin your ascent to the second-story windows. The blights continue to
advance, however, and you realize that they’ll soon have a clear line of sight. What do you
do?
Before the PCs make their second skill check of this phase, read:
You’re so close now - three feet to go; two feet; one foot left! As you glance down at your
allies, you see that the blights have formed a crescent around the building’s base, their
shoulders bristling with fresh thorns. Your fingers are so close to the windowsill now, but it’s
clear that the hordes’ next volley is closer. What do you do?
● Athletics (DC 15 - Moderate) allows the PCs to swiftly scale the vines or rope to a
higher level.
● Acrobatics (DC 15 - Moderate) can allow the PCs to nimbly jump or sway as they
ascend, avoiding the blights’ volleys of thorns.
● Levelled spells (Automatic Success) such as Gust of Wind, Web, or Wind Wall; or
cantrips (DC 15 - Moderate) such as Mold Earth can be used to give the PCs cover
from the blights’ ranged attacks. Spells that interact with vision such as Fog Cloud,
Minor Illusion, Silent Image, or Darkness automatically fail due to the blights’ blindsight.
● Levelled Spells (Automatic Success) with large areas of effect such as Tidal Wave,
Fireball, or Call Lightning can halt the blights’ advance long enough to allow the PCs a
few additional seconds of time.
Stage 4: Barricade
In the final stage, Barricade, the PCs must lock themselves inside the winery, and keep the
horde of encroaching blights from coming in after them. Due to the blights’ low intelligence, they
will not attempt to chase the PCs by taking alternate routes. If the party has not yet failed a skill
check upon reaching this stage, they have successfully avoided disturbing the needle blights
and automatically pass this stage of the skill challenge.
Once the PCs have completed all eight (or six) skill checks, they are able to successfully
barricade themselves inside the winery. Depending on their success, they may be hale and
hearty, or exhausted and wounded. If they find themselves in area W9, they may find
themselves with little opportunity to recover before they are suddenly thrust into a fight.
If this or similar defensive measures are not taken, the druids rally together to hunt down the
PCs, and force their way into the party’s resting place after 3d6 minutes have passed. Each of
the druids and blights within the winery’s walls join together to attack, with the three swarms of
twig blights leading the way, followed by two druid assailants and five needle blights, who
are then joined by two vine blights and two druid naturalists.
If the PCs successfully defend their resting place, the party can hear a suspicious banging
coming from the entrance to their sanctuary, though the sound soon subsides. The druid
naturalists spend the next hour preparing a trap for the PCs. The five needle blights and two
vine blights are lined up on opposite sides of the room’s exit.
One druid naturalist casts Fog Cloud, shrouding the corridor in heavily-obscuring mist (which
doesn’t affect the blights due to their blindsight), while another casts Spike Growth just before
the PCs exit the room. The transformation of the ground by Spike Growth is camouflaged to
look natural. Each PC that exits the party’s resting place must make a DC 12 Wisdom
(Perception) check to recognize the terrain as hazardous before entering it.
Any druids or blights that the PCs manage to slay or drive off before beginning their rest should
be subtracted from the group that attacks the PCs during or following their short rest.
Rather than utilizing the usual stat block, the druid in this room is a druid assailant. The druid
assailant has exactly the same statistics of an ordinary druid, but has the following spells
prepared:
● Cantrips: Druidcraft, Thorn Whip, Shillelagh
● 1st Level: Earth Tremor, Longstrider, Healing Word, Thunderwave
Once combat is entered, the druid assailant will prioritize weaker, squishier targets over
hardier, well-armored ones. She will use Thorn Whip to force her prey closer, and cast
Thunderwave to maneuver to a better position if cornered. Thunderwave is also used if the
druid assailant is given the opportunity to push the PCs over an elevated edge, potentially
rendering them prone and dealing fall damage as well.
Once bloodied, she will cast Healing Word as a bonus action to restore her hit points, and
cast Shillelagh as needed to refresh her staff’s enchantment. Otherwise, she will prioritize the
use of her quarterstaff as a weapon, employing Earth Tremor only when accompanied by
berserkers or melee-oriented blights able to take advantage of prone PCs. In general, a
druid assailant will never flee from combat, preferring instead to die a glorious death in battle.
The druids attacked the winery in order to steal back this totem, which they believe belongs to
their tribe as the land’s original inhabitants. The totem cannot be used to turn a PC into a
lycanthrope, as the process of becoming a wereraven involves a year-long procedure of
meditation and primal ritual.
W16. Loading Winch
Rather than utilizing the usual stat block, the druid in this room is a druid naturalist. The druid
naturalist has exactly the same statistics of an ordinary druid, but has the following spells
prepared:
● Cantrips: Druidcraft, Produce Flame, Infestation
● 1st Level: Faerie Fire, Entangle, Speak With Animals, Fog Cloud
● 2nd Level: Spike Growth, Moonbeam
Additionally, rather than using its as-written statistics, the Gulthias staff that he holds has the
following properties:
Gulthias Staff
Staff, rare (requires attunement)
Made from the branch of a Gulthias tree, a Gulthias staff is a spongy,
black length of wood from which ashen smoke wisps at a constant rate.
It has a strangely spongy texture, and leaves behind a bloody residue
on one's hand when touched. If squeezed, blood oozes from its pores.
If the staff is broken or burned to ashes, its wood releases a terrible,
inhuman scream that can be heard out to a range of 300 feet. All blights
that can hear the screams immediately wither and die.
Blight Bane. A character that has attuned to the staff has the ability to
command blights around them of CR 2 or below using simple, one-word
commands. While you are attuned to the staff, blights and other evil
plant creatures don’t regard you as hostile unless you harm them.
Vampiric Hunger. The Gulthias staff draws its power from the blood of
its wielder, extending tiny black roots into the veins beneath the owner's
skin. For each day that a character is attuned to it, that character must
succeed on a DC 14 Constitution saving throw, taking 2d6 necrotic
damage on a failure. The target's hit point maximum is reduced by an
amount equal to the necrotic damage taken. The reduction lasts until
the target destroys or unattunes from the Gulthias staff and finishes a
long rest. The target dies if this effect reduces its hit point maximum to
0.
When the PCs first arrive in this room, if any combat has taken place elsewhere in the winery, or
if the needle blights outside were disturbed, they find that the druid has already used the staff to
create one needle blight, and is currently in the process of creating a twig blight, which is
grown from a knot toward the end of the staff.
Given the size of the horde outside, it is likely that this druid’s Gulthias Staff will prove a vital
resource in destroying or redirecting the needle blights populating the vineyard. However, this
druid naturalist is skittish, and immediately attempts to flee upon being encountered. As he
leaps from the winch into the room below, he points the staff toward the PCs and commands the
blights in Sylvan to attack them. As he delivers his orders, the ash around the staff thickens
noticeably, and it weeps crimson blood from its pores.
If any PCs are looking wounded, he releases his concentration on his Entangle or Faerie Fire
spell and instead casts Moonbeam in an effort to finish them off, shifting the beam on each
turn to deal additional damage. If not casting a higher-levelled spell, the druid naturalist
attacks with Infestation or Produce Flame, depending on whether his target has some cover
or no cover, respectively, and actively focuses down any enemy spellcasters. If cornered or
reduced to zero allies, the druid naturalist casts Fog Cloud and vanishes into the mists.
Special Events
Wine Delivery
Once the PCs have restored the Martikovs to the winery, the characters will likely look to deliver
a shipment of wine to one or more locations throughout Barovia. There are three barrels
available for immediate delivery (located in the cellar), and twenty poisoned barrels’ worth of
wine available in the fermentation vats. Note that the barrels that the PCs can immediately
deliver are not tainted by poison.
It is your choice whether Davian Martikov recognizes the spoiled nature of the vats’ wine. If he
does not, any further attempts by the PCs to deliver their shipment result in a plague of
poisoned customers across the location of delivery. Assume that these characters will link their
illness to the PCs’ “gift,” and react accordingly.
Wintersplinter Attacks
If your PCs are uninterested in pursuing leads at Yester Hill or Berez, be prepared for
Wintersplinter’s attack to take place in the background while the party travels elsewhere in
Barovia. This event is a key opportunity to show your players that Ravenloft is an active,
changing setting, and that their choices and priorities can have a major impact on the way the
story unfolds.
Keep in mind that the event as-written specifies that the PCs return to the Wizard of Wines
almost immediately following Wintersplinter’s attack. Given the distance between the winery and
Yester Hill, the tree blight is perhaps no more than a half-hour’s travel southward. If you wish,
you may run a scene in which the Martikovs mourn the loss of the winery and their newfound
status as refugees. In that case, if your PCs pursue Wintersplinter down the road, use the tips
found in the Wintersplinter Marching box below.
❗ Expanded Event: Wintersplinter Marching
Wintersplinter’s goal in this encounter is to return to its masters, the druids of Yester Hill. You
may choose to employ the details of the Missing Martikovs quest hook below, in which case
one of Wintersplinter’s limbs has been transformed into a cage holding Adrian and Elvir
Martikov in raven’s form. This cage has AC 12, 20 hitpoints, and regenerates 10 hitpoints at
the beginning of Wintersplinter’s turn.
As Wintersplinter is likely unable to outrace your PCs, it will engage the PCs in combat if they
attack it first. Once combat begins, Wintersplinter grapples up to two PCs on each of its turns,
focusing its attention on the last creature to deal notable damage to it. It instantly focuses its
attention on any creature(s) that hit it with fire damage. Once a creature has been grappled,
Wintersplinter holds that creature fifteen feet away to prevent melee attacks, and attacks them
with its two branch attacks and bonus bite attack, tossing them aside once they fall
unconscious.
Alternatively, you may choose to have the PCs return to the winery hours or even days following
Wintersplinter’s attack. In that case, consider having a single NPC, such as a mournful Urwin
Martikov or Muriel fill the characters in.
In the distance, thunder rumbles as a light drizzle begins to fall. You follow the muddy trail
southward, descending through the woods until the trees part on either side. You turn
westward toward the mist-shrouded meadow that lies in the valley below—and beyond it, the
Wizard of Wines winery.
In its place, a great, misshapen pile of stone, wood, and smoke sits at the center of the
vineyard. The entire front facade of the winery has been torn away, the stones and wood
planks cast aside like refuse. Beyond it, the stone pavilion and flagstone floors have been
cracked and crunched, as if pressured beneath an enormous weight, while the walls and roof
have been torn away as if by a wrathful deity. A single stone staircase, miraculously still
standing, leads silently to a landing that no longer exists.
Not a single wall stands to its full height—most have been reduced to lumpy, contorted piles
of rock no more than five or six feet tall. The second floor is simply gone—its pulverized
remains lying in tiny, debris-ridden piles across the earth of the vineyard. The stable has been
stomped flat, the tiles of its roof cracked and mixing with piles of mud-stained hay. Smashed
stone blocks mingle with the splinters of finely-made barrels; the twisted wreckage of the
loading winch and crane lies on its side, the rigging torn to bits. Chips and shards of furniture
—beds, dressers, tables, chairs—have been thrown across the meadow, trampled and
broken.
The vineyard beyond has fared no better. The fences have been smashed into kindling, the
earth gouged with deep muddy ditches and piled high with mounds of soil mixed with plant
matter. Not a single whole grapevine remains, the pale green of life soiled by the dark brown
of earth and spreading purplish puddles that resemble gaping wounds. Through it all, a keen
eye can follow lines of massive, inhuman tracks that lurch through the destruction.
The mist swirls silently across the wreckage as droplets of rain run like tears across the mud.
The meadow around it is as silent as the grave.
Once Wintersplinter has returned to Yester Hill, it will likely remain there, either rooted within the
center of the Druids’ Circle, or lurking within the woods nearby. Should any nearby settlement,
such as Krezk, Vallaki, or Argynvostholt, anger Strahd due to the provision of sanctuary or aid to
Ireena or the PCs, he may order the druids to direct Wintersplinter to siege that settlement’s
walls alongside a small army of blights as punishment.
The destruction of the Winery will likely serve as a low point in the PCs’ friendship with the
Martikovs, and may create a dangling sense of a job unfinished. If you wish to provide the PCs
with a further reason to explore Yester Hill and Berez, consider employing the following plot
hook:
🎣 Plot Hook: The Missing Martikovs
When Wintersplinter attacked the Wizard of Wines winery, most of the wereravens fled, save
for Stefania Martikov, Davian’s daughter. Stefania fought back against the tree blight,
assuming raven’s form as she flew between Wintersplinter’s brambles - only to be ensnared in
a cage of brambles and branches grown from the great tree’s claws. When Stefania’s young
son, Martin, broke from Davian’s grasp and pursued his mother, he too was captured, and
both were spirited away to Yester Hill.
If the PCs are friendly with Muriel Vinshaw, the wereraven approaches them and begs their
help in rescuing Stefania. Many years ago, before Stefania married her husband, Dag, she
and Muriel shared a long, deep romance that Muriel still treasures to this day. If the PCs do
not know Muriel, another member of the Keepers of the Feather may arrive to give them the
quest instead.
When the PCs arrive at Yester Hill, they find Stefania Martikov bound and unconscious in a
cocoon of sap and branches bound to the trunk of the Gulthias Tree. The druids have been
preparing her body as a sacrifice to the vampiric tree, leaving her body scarred with ritualistic
cuts, poisoned with strange fungi and roots, and smeared with soil, feces, and rotted honey.
If Stefania is rescued, she informs the PCs that her son, Martin, was traded to a group of
animated scarecrows in exchange for a delivery of foul-smelling honey. If the PCs make their
way to Berez to rescue Martin, they find him trapped in raven’s form in one of Baba Lysaga’s
bird-cages. The hag has threatened to eat him, and plans on baking him into a pie once he’s
fattened up.
Any surviving Martikov or member of the Order of the Feather may assign this quest to the
PCs. If the PCs ignore this quest for two days or more, Stefania dies of her wounds soon after
being rescued, and the original quest-giver can be found dead in Berez, having attempted to
rescue Martin themselves and failed. Martin himself survives, having been forgotten in the
cages by Baba Lysaga.
Y1. Trail
You hear a whisper, a deep voice carried
The Seeker’s Shrine on the wind.
This small stone shrine was constructed
centuries ago just beside the path that “Long have I waited,” it says, “for ones
winds up Yester Hill, built as a monument to who are worthy. Approach my monument,
such that I may look upon you.”
a great chief of the druidic society now
known as the Forest People. That chief’s
spirit, a ghost named Kavan the The Chieftain’s Spirit
Bloodsinger, still lingers within the stones The raven atop the monument is a spy for
erected to his memory, his soul tormented the Keepers of the Feather, but also a
by the fate that has befallen his people. servant of the Ladies of the Fanes. Its
feathers are tipped with tufts of white, and it
can also be found at the Swamp and Forest
At the base of the terraced hill sits a small
Fanes and Jeny Greenteeth’s hut off the
western Svalich Road. If the PCs have places in the hopes that his
previously saved the Wizard of Wines from patronage would replace the power
the druids’ invasion, this messenger, called that they had lost.
Stribog by those that know it, has already ● Both sides of the druidic tribes claim
impressed Kavan with stories of their the title of Forest People. Those that
bravery and prowess. oppose Strahd name his servants
“the Faithless.”
Should the PCs approach the monument ● The Faithless have stolen an artifact
after hearing Kavan’s message, the ghost of great power from the Martikov
of the chieftain’s spirit appears to them: a clan - a large green gem imbued
tall, broad-shouldered, well-muscled man with the power of the Ladies Three.
with long, dark hair, and a pair of bloody
handprints upon his chest. One of his eyes If Wintersplinter has not yet attacked, Kavan
is missing, and he bears a gaping, ragged warns the PCs that the Faithless have
socket in the place where it once rested. He designs to invoke a ritual of foul blood
carries the ghostly image of his spear, magic atop the hill that night, likely to strike
Bloodsinger, and has a proud, solemn back against the Martikov clan in retribution
countenance. for their failed invasion. He informs them
that the ritual will begin at Moonrise, and
Kavan greets the PCs warmly, and thanks adds that the “whisperings of ravens” have
them for their service to the disciples of the told him that an emissary of the Dark One
Rozana, which he soon clarifies to be the will be present for this event. If the PCs
Martikov clan. He does not reveal their appear interested in preventing this ritual
nature as wereravens, but does reveal that and night has not yet fallen, Kavan presents
Davian Martikov and his kin serve the them with a choice: Strike in the day, before
legacy of the Ladies Three, a trio of archfey- the ritual has begun; or attack at nightfall,
like entities that once ruled the land of when the shadows can cloak their
Barovia. He can also share with the PCs the approach.
following information:
The way up the hill is long and taxing, and
● The nation of Barovia was once its trails are patrolled by many warriors of
called “Cerunnos” by the druids, but the Faithless. If the PCs are discovered,
was renamed “Delmor” when Kavan warns, the enemy will rouse many to
invaded by a race of Men called combat, and may slay the PCs or drive
Delmoreans ruled by a cruel tyrant them away. If the PCs attack under cover of
named King Dostron the Hellborn, night, however, they have a better
and again renamed as “Barovia” opportunity of making it to the top,
when Strahd’s forces invaded. especially as many of the tribe’s berserkers
● A great schism split the Forest will be drawn to the crest of the hill as
People in the wake of Strahd’s guardians of the ritual. However, if the PCs
invasion, in which a group of druids, wait until nightfall, they risk the ritual’s
bitter from centuries of oppression completion.
and isolation by the Delmoreans,
guided Strahd to their most holy
Kavan does not share any further
information until the PCs have disrupted the
ritual upon Yester Hill or destroyed
Wintersplinter in its approach upon the
Wizard of Wines. If Wintersplinter has
already destroyed the winery, Kavan
solemnly asks the PCs to destroy the
Gulthias Tree atop the hill as retribution for
the sins of his people.
Chapter 8: Argynvostholt
Chapter 8: Argynvostholt
🌙 Strands of Fate - Hooks to Argynvostholt
Search for the Searcher: If the PCs have previously been tasked by Arrigal and Luvash of
the Vallakian Vistani encampment with meeting up with Savid in his search for Arabelle, his
tracks will lead them to the scene of his skirmish with the needle blights, and, eventually, to
Argynvostholt.
Following the Tarokka: If one of the three foretold artifacts is present in Argynvostholt, it can
be found in the possession of Vladimir Horngaard in his throne room on the third floor.
A Dragon’s Destiny: If you have, through backstory or the Tarokka reading, given one of
your PCs the personal quest of laying Argynvost’s spirit to rest, they may be directed through
Tarokka prophecy or by dreams toward Argynvostholt in order to uncover the riddle within.
The Wandering Revenant: If the party has encountered the wandering revenant random
encounter, they will likely investigate Argynvostholt in order to find potential allies in the fight
against Strahd. This revenant should be encountered in the Ravenloft Moors, the Vallaki
Valley, the Bogs of Berez, or the trail up Mount Ghakis, as described here.
Areas of Argynvostholt
Q22. Bathroom
This room contains a snuffling undead silver guard drake. The drake attempts to take shiny
valuables from the PCs for use in a nest it’s built in the bathtub from torn curtains, rusted
swords, and furniture debris. This guard drake belonged to Sir Godfrey in life, though neither
now recognizes the other.
You may also choose to have the phantom warriors begin combat in the Border Ethereal -
visible to the PCs, but impossible to interact with. In this case, the spirits ignore the PCs’
attacks as they move into position, preventing any attacks of opportunity and lulling the PCs
into a false sense of security. Once positioned, the phantom warriors exit the Border Ethereal
and attack one round later.
A book containing an assortment of prayers to the Morninglord prayers written in Celestial and
Common can be found discarded on the floor here.
Due to the potential lethality of this encounter (Deadly for five 10th-level PCs), Vladimir does not
attack the PCs unless the PCs display hostile intent or directly insult the integrity of the Order of
the Silver Dragon.
If the PCs ask for assistance in killing Strahd’s minions (e.g., Baba Lysaga), Vladimir refuses
them outright if they have already revealed their hostility to Strahd, and refuses them more
gently is they have not, instead informing the PCs that the Devil’s Prison is already perfect, and
that upending the status quo by killing a notable minion may damage the delicate balance of
hope and despair - power and powerlessness - that torments Strahd so beautifully.
If the PCs imply their intention to kill Strahd, Vladimir scoffs at their intent, refusing to believe it
possible and condemning their efforts to free Strahd of his prison. He also points out the
remains of those that have asked his aid in the past - and the fate that their rudeness and folly
led them to at his hands. He promises the PCs a chance to leave and escape their inevitable
deaths if they forswear their misguided quest and depart his chambers immediately.
If challenged, his +2 greatsword blazes with a black-streaked silver light, and he summons the
six phantom warriors to his side in a clear display of force. It is only if the PCs remain after this
point that Vladimir attacks of his own volition, promising that “a quick death will be easier than
the tortures that Zarovich will inflict upon you - and more merciful than the pain I would deliver if
you succeeded.”
If Ireena is present, Vladimir will instantly note her resemblance to Tatyana, and briefly discuss
her tragic cycle of reincarnation. Vladimir will advise Ireena to kill herself, and so continue
Strahd’s torment, but will make no move to do so himself, confident that the Dark Powers that
keep Strahd entrapped will prevent him from obtaining her.
He opens combat with a pair of attacks with his +2 greatsword, making clear to the PCs the
power of the enemy they face. After this point, Vladimir uses his Fist attack in order to grapple
the PC that appears most hostile to Strahd or the Order, focusing all his attentions on them
while his Phantom Warriors defend him. Through his taunts and insults, it should become
clear to the PCs that his primary intent is to prevent them from ever departing Argynvostholt,
with the meta-goal of pushing them to flee this battle entirely.
If the PCs flee this area, the Phantom Warriors pursue the party only to the ends of the
corridor immediately outside, retreating to Vladimir’s side soon thereafter. Vladimir does not
leave these chambers under any circumstances.
The top of the chapel tower in the picture can actually be seen to glow with a faint silvery light,
casting faint glimmers upon the floor around it, though clearly weakened by the enormous tear
that has ripped the tower and manor asunder. If a PC inspects the picture, read:
You reach forward, your fingers pushing the aged canvas back into place within its frame. The
faded edges mesh together, highlighting an enormous scar that runs down the length of the
portrait.
The picture shows the mansion in better days, under clear winter skies with snow-capped
mountains in the background. The top of the chapel tower glows like a silver beacon, but is
marred by the great tear that runs through its stone walls.
As your palm pushes the torn edges closer together, the beacon in the picture begins to
flicker with a brilliant silver light. A luminescent shape appears at the beacon’s center - a dark,
winged form that slowly grows until it fills the frame. Then - it vanishes, and the room is
plunged into darkness.
With a great roar appears the spectral form of a huge silver dragon, its great size filling the
room. “My skull lies in the fortress of my enemy,” it says, “displayed in a place of ill omen.
Return my skull to its rightful crypt, and my spirit will shine here forever, bringing hope to this
dark land.” With that, the dragon’s apparition fades away, and the light returns to the
chamber.
You can't manifest your wings while wearing armor unless the armor is made to
accommodate them, and clothing not made to accommodate your wings might be destroyed
when you manifest them.
Special Events
Special Delivery
Due to its campy nature and irrelevance to the plot, it is highly advised that you do not run this
special event.
Arrigal’s Hunt
If Ezmerelda is not your PCs’ destined ally, and they have not previously encountered her at
Van Richten’s Tower, Castle Ravenloft, or the Abbey of St. Markovia, it is highly recommended
that you run this event in order to introduce her for the first time, building familiarity with her
character and increasing the verisimilitude of the world.
Treasures of the Tarokka: If Madam Eva’s Tarokka reading suggested that one of the fated
treasures lies in Van Richten’s possession at the Tower, it can be found here.
Ezmerelda’s Request: If the PCs meet with Ezmerelda in Castle Ravenloft, Argynvostholt, or
the Abbey of St. Markovia, she invites them to journey with her to the tower at Lake Baratok to
reclaim her cart and belongings, and to investigate the path taken by her mentor, Dr. Rudolph
van Richten.
As your PCs will likely not know the primary inhabitant of this tower for some time, it is
recommended that you call it “the tower at Lake Baratok” or “the old mage's tower” when
referring to it in-game, rather than “Van Richten’s Tower,” in order to avoid spoilers.
Given its many defensible position and useful properties (see Khazan’s Spell Drain below), Van
Richten’s Tower can become a useful safe haven for PCs seeking to evade the wrath of Strahd
or Morgantha’s coven. Do note, however, that a vampire spawn’s Spider Climb feature can still
allow it to climb the tower’s exterior in order to enter through the hole on the third-floor.
Additionally, a pack of werewolves can easily lay siege to the PCs from the other side of the
causeway (see Pack Attack below), while a vampire spawn or Strahd zombie can easily lie in
wait beneath the waves of Lake Baratok (which is still water, rather than running water, and
quite dark) without needing to breathe.
For more information about how to determine whether an effect is magical or not, see “Is the
breath weapon of a dragon magical?” in Sage Advice.
The werewolf pack has recently explored the area around the tower, smelling the dangerous
trap within Ezmerelda’s wagon and wisely choosing to avoid it. When the PCs arrive, they can
find large wolf tracks in the sand and soil around the wagon, but can clearly see that none have
approached the wagon proper.194 A successful DC 20 Wisdom (Survival) check can allow the
PCs to follow the wolf tracks to the entrance of the Werewolf Den on the opposite side of Lake
Baratok.
Unlike in the module, Ezmerelda has been unable to decipher the puzzle on the front door, and
is unable to enter. Originally bringing her cart to Lake Baratok to search for clues regarding Van
Richten’s whereabouts, she has recently begun ranging to nearby locations (e.g., Argynvostholt,
the Abbey of St. Markovia) while leaving her cart behind in the interest of mobility. As a result,
Van Richten’s journal page and map are no longer located in Ezmerelda’s cart, and instead can
be found within the stove and upon the desk, respectively.195
These letters once spelled out the name “Khazan,” but have lost much of their shape and
definition over the years. A creature that touches the door triggers the lightning sheath trap, as
described in the original module.
When these letters become illuminated, the red disk at the middle of the door revolves one-
hundred and eighty degrees before settling into place with a heavy thud. Two symbols (Link)
then appear on the disk’s surface196:
195 /u/paintraina, What I Have Learned from Running Curse of Strahd Twice: Van Richten's Tower
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196 redheadstock, Arcane Runes Photoshop and GIMP Brushes
A DC 13 Arcana (Intelligence) check can identify the top symbol as the arcane rune for “heat,”
and the bottom symbol as the arcane rune for “cold.” If the top symbol is exposed to a heat
source (e.g., a lit torch or candle), it begins to flicker once per round with a deep red glow. Each
time the symbol flickers, it dims slightly, darkening completely after ten rounds (1 minute). If the
bottom symbol is exposed to a source of cold (e.g., a cold gust of wind, a splash of cold water,
or a chunk of ice), it illuminates with a bright blue glow. A large brass handle then materializes
on the door, and can be used to open the door normally. The handle and symbols both vanish
after ten minutes, or after the door is opened and then closed, whichever comes first.
If the top (heat) symbol becomes completely extinguished before the bottom symbol has been
activated, or if the bottom symbol is activated before the top one, both symbols begin to throb
with a sickly purple glow. The six gryphon gargoyles atop the tower then come to life and attack
any creature standing within five feet of the door, returning to their perches once all creatures
have retreated at least fifteen feet from the door. While perched atop the tower, the gargoyles
are comprised of inanimate stone with an AC of 17, and regain all lost hit points at dawn each
day (a gargoyle that is destroyed is not able to return to its perch). All six gargoyles animate and
attack if damaged while in stone form, returning to their perches only once all creatures have
retreated at least one hundred feet from the door. The symbols’ purple glow vanishes once the
gargoyles return to their inanimate form.
🧟 Know the Monsters - Tower Gargoyles
The gargoyles of Van Richten’s Tower have two goals: the elimination of any potential
intruders to the tower; and the immediate defense of the tower from damage or robbery. To
that end, their first priority will be the physical removal of any trespasser from the area
immediately in front of the door.
When combat begins, four of the gargoyles will attempt to grapple the creature closest to the
door while two additional gargoyles move forward and use their Multiattack to engage any
enemies that might attempt to intervene. Once two gargoyles have successfully grappled a
target, they attempt to lift the target into the air at half-speed (30 feet per round). One
gargoyle each turn will use the Ready action to move alongside its partner, while the other
gargoyle will use its Multiattack action to inflict additional damage upon their victim, with both
gargoyles re-grappling as needed to ensure that their victim stays within their grasp. Once
they have successfully raised a target to 150 feet above ground level (taking a minimum of 5
turns to do so), they release their holds and allow the creature to plummet to the ground,
inflicting 15d6 bludgeoning damage upon impact (or Xd6 bludgeoning damage if the creature
manages to escape the grapple at an elevation of X * 10 feet).
No more than two gargoyles will engage a grappled creature at any given time, with additional
gargoyles attempting to grapple additional creatures before repeating the steps outlined
above. If the door is successfully opened, the gargoyles release any grappled targets (without
lowering them to the ground first) and return to their perches atop the tower.
For additional fun, the first round that the gargoyles lift a grappled creature into the air, they fly
directly adjacent to the scaffolding besides the tower. If any creatures with a combined weight
greater than 200 lb attempts to follow onto the scaffolding, it immediately collapses beneath
their weight, inflicting 1d6 bludgeoning damage per 10 feet fallen plus an additional 2d6
piercing damage from the debris. A creature underneath the scaffolding must succeed on a
DC 13 Dexterity saving throw or take 14 (4d6) bludgeoning damage from falling debris.
Khazan, in his genius, gave this door a magical lock that only he could activate. He enjoyed the
sense of powerful arrogance that came with the ability to use a mere pair of cantrips - fire bolt
and ray of frost - to safeguard the sanctum that held his many arcane secrets. In his hubris,
however, the idea that a non-spellcaster could create a similarly simple effect - and so open the
door - did not even cross his mind.197
Ezmerelda was able to complete the first half of this puzzle (Khazan’s name) with relative ease,
but managed to convince herself that Van Richten had managed some way of subverting the
spell drain around the tower in the process of solving the second half. As such, she has no idea
how to complete the puzzle, and has been unable to enter the tower. She is well aware of the
defensive measures that powerful mages tend to take when defending their sanctums, and has
therefore avoided triggering the lightning trap or gargoyles.
Due to changes made earlier in the chapter, Van Richten’s journal page and map are now
located in this room. The journal page is caught in the grated door of the iron stove (the reason
for its survival), while the map can be found in the top right drawer of the desk.200
Special Events
Pack Attack
Should the PCs set off the lightning sheath trap on the tower, the noise attracts the attention of
the werewolf pack, as described RAW. Upon their arrival, the six normal werewolves and nine
wolves conceal themselves in the woods beside Lake Baratok, while Kiril approaches in human
form. A successful DC 17 Wisdom (Perception) check can allow a suspicious character to spot
the wolves’ shapes moving in the eastern woods.
Kiril hails the characters as he approaches; if the party remains within the tower, he hollers to
them from a respectful distance outside. He presents himself as a worn and weary Barovian
who attempted to travel from Vallaki to Krezk in order to escape the civil unrest that plagued the
town. He claims to be travelling with two others: a brother, Emil, who was taken by a vampire
during an attack in the night; and a sister, Zuleika, who was wounded when they were attacked
by wolves on the road. A DC 15 Wisdom (Insight) check is sufficient to show that he is lying; if
caught in his lie, he “confesses” that Zuleika was bitten by a werewolf, and that he fears that her
fevers signify a turn to lycanthropy. A DC 13 Wisdom (Insight) check is sufficient to show his lie.
While clearly reluctant to do so, Kiril will enter the tower if invited, confessing a superstitious fear
of such an arcane monument. If the PCs catch both of his lies or otherwise refuse to help him,
he leaves, though not before assigning three werewolves and four wolves to linger in the
woods by the causeway, ambushing the PCs soon after they depart the tower.
201 /u/paintraina, What I Have Learned from Running Curse of Strahd Twice: Van Richten's Tower
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🧟 Know the Monsters - Kiril’s Pack
The werewolves of Kiril’s pack prefer to attack from hiding, ambushing prey with advantage
before retreating to the shadows. They will prefer to fight in hybrid form, aiming to deal
maximum damage through their Multiattack action. The werewolves will gang up on the
weakest members of the party, preferring to knock-out and drag away unconscious prey one
at a time rather than spreading their aggression across several PCs at once.
Due to their immunity to nonmagical weapon damage, werewolves will provoke opportunity
attacks with relish, moving freely across the battlefield in order to corner the most vulnerable
prey. If struck by magic or silvered/magical ranged weaponry from a distance, a werewolf will
aim to close the distance between themselves and the spellcaster/archer in order to maximize
their physical advantages.
If an enemy magic user or archer is too far away or otherwise inaccessible, the werewolf will
take the Dash action to flee out of sight, shift into a wolf (gaining a +3 bonus to Stealth), and
take the Hide action in order to resume stalking their prey, beginning the fight anew with
surprise some rounds later. If injured by a magical or silvered melee weapon, the werewolf will
flee from battle entirely, preferring to preserve its own hide and hunt another day.202
The wolves of Kiril’s pack prefer similar tactics, employing their high Stealth in order to
ambush prey amidst the dark trees and underbrush. While fighting alongside their werewolf
masters, their first priority is to render prone and “pin” stronger melee combatants while their
larger siblings hunt the tastiest, most vulnerable prey. Each wolf will do its best to maximize its
proximity to the enemy, thereby allowing its packmates to make use of their Pack Tactics
feature in order to gain advantage on attacks against their targets.
The wolves will then use their Bite action (with advantage) against larger, meatier opponents
with the intention of knocking them prone; once a creature has been knocked over, nearby
wolves will pile on by taking the Grapple action. While the advantage rendered by Pack
Tactics does not apply to the wolves’ Athletics checks during their Grapple attempts, their
sheer numbers will hopefully allow the pack to keep priority targets pinned to the ground while
their packmates target easier prey. In order to prevent their targets from easily standing up,
the pack attempts to have two wolves grappling prone combatants at all times.
Once the pack has rendered one or more PCs unconscious, they swiftly retreat with their
prey, aiming to imprison them at the Werewolf Den as a future sacrifice to Mother Night.
Rahadin’s Proposal
Should the PCs find sanctuary in Van Richten’s Tower alongside Ireena, Strahd is able to
deduce their location by reports from his wolves and bats and his own inability to Scry her or the
party. If Strahd is actively pursuing Ireena and/or the party with hostile intent at this time, he
deploys Rahadin alongside a platoon of three vampire spawn with the intent of laying siege to
the Tower.203
If the PCs attack and damage Rahadin or his party, he directs his vampire spawn to extract the
PCs from their “hiding place,” promising the PCs that he will call off the spawn if they accept his
offer to negotiate in good faith. If the PCs refuse to exit the tower, Rahadin orders the spawn to
retreat alongside him to the opposite side of the causeway. One hour later, he is joined by six
wolves that assume positions beside the spawn.
For as long as he lingers there, Rahadin sleeps by entering an elven trance for four hours a day,
ending just before dawn. The wolves awaken him if they detect the PCs attempting to attack or
escape. The vampires vanish into the woods approximately two hours before dawn; a watchful
PC who makes a successful DC 15 Wisdom (Perception) check can see them vanish within a
gout of black fire on the back of a tall, flaming, jet-black horse. The horse is identifiable as a
Nightmare with a DC 15 Intelligence (Arcana) check. The vampires return each dusk if the PCs
linger within the tower, departing once more at dawn.
The party will begin to run out of food and water for as long as they remain within the tower. If
the PCs have not been tracking rations, they have 1d4 days’ worth of food and drink remaining
at the start of Rahadin’s siege.
If the PCs attempt to swim across Lake Baratok to safety, they must make two DC 12 Strength
(Athletics) checks to do so swiftly. A PC that fails either one of these checks must make a DC
14 Constitution saving throw for each check failed to resist the cold water of Lake Baratok,
gaining one level of exhaustion for each failed Constitution saving throw. Unless the PCs
attempt to conceal their departure from the tower by exiting from one of the tower’s rear
windows and succeeding on a DC 16 (if Rahadin is in a trance) or DC 21 (if Rahadin is awake)
Dexterity (Stealth) check, Rahadin and his wolves quickly notice their movements and move to
intercept them on the shore.
🧟 Know the Monsters - Rahadin’s Siege Party
If they are directed to attack the PCs within the tower, the three vampire spawn employ their
Spider Climb feature in order to directly climb the walls and interior ceilings of the tower,
employing fourth-floor windows or the hole on the third floor to gain entry. While within the
tower, the spawn prioritize Ireena (if she is present and currently targeted by Strahd) and/or
the wielders of the Sunsword and Holy Symbol of Ravenkind (if their wielders present and are
known to Strahd).
If targeting Ireena, one of the spawn uses its Multiattack action, employing two Claw attacks
in order to grapple and carry her without dealing damage. This spawn then attempts to retreat
through the nearest exit in order to remove Ireena from the tower entirely. Meanwhile, the
other two spawn use their own Multiattack actions in order to grapple any PCs that approach,
using a Shove action if necessary to push a nearby enemy away from Ireena, or to push a
vulnerable and grappled target prone.
If Ireena is safely removed from the tower, the nightmare Bucephalus uses its Ethereal Stride
action to appear in the Material Plane approximately 30 feet from the tower’s entrance. If the
spawn is able to mount Bucephalus (bringing Ireena alongside it), the nightmare then takes
flight toward Castle Ravenloft, moving 180 feet per round and disappearing from sight in three
rounds. (Bucephalus is unable to use its Ethereal Stride because Ireena is an unwilling
passenger.) Once Bucephalus has successfully escaped, Rahadin and any remaining
vampire spawn flee into the woods nearby.
If targeting the wielder(s) of the Sunsword and/or Holy Symbol, the spawn gang up on one of
these wielders at a time, attempting to corner, grapple, and shove them prone before reducing
each wielder to unconsciousness. While a wielder is unconscious, one vampire spawn can
use its action to retrieve their respective magic item from the wielder’s person; on its next turn,
that vampire spawn uses its action to throw the item down to Rahadin, who is waiting at the
foot of the tower.
Once both magic items have been retrieved in this way, or once all of the spawn have been
eliminated, the nightmare Bucephalus uses its Ethereal Stride action to appear in the
Material Plane approximately 30 feet from the tower’s entrance. Rahadin (now in possession
of any stolen magic items) and up to two of the remaining vampire spawn move adjacent to
Bucephalus. Bucephalus then transports its passengers into the Ethereal Plane on its next
turn, with any remaining vampire spawn fleeing into the woods nearby.
If Rahadin and his six wolves engage the PCs in combat outside of Van Richten’s Tower, on
the opposite side of the causeway, or on the shores of Lake Baratok, the wolves prioritize the
strongest of the PCs’ combatants, aiming to knock them prone and grapple them on
subsequent turns. While the wolves harry the toughest enemy, Rahadin targets Ireena or the
wielder(s) of the Sunsword and/or Holy Symbol of Ravenkind, aiming to grapple her onto
Bucephalus (who then flies away as described above), or aiming to knock unconscious the
wielders before removing their magic items (as described above).
Rahadin begins combat by casting magic weapon (Concentration) on his scimitar as a bonus
action, increasing his to-hit to +11 and his damage to 1d6+7. He doesn’t hesitate to close the
distance between himself and his prey, relying on his Deathly Choir feature to discourage any
enemies from getting too close. However, Rahadin does not activate his Deathly Choir’s
damage when Ireena is within range, as he is unable to exempt her from the attack’s effects.
If reduced to one-third (45) of his hit points, Rahadin casts misty step as a bonus action to flee
combat. If there is mist, fog, rain, or drizzle in the surrounding area, he then employs his Mask
of the Wild feature to attempt to conceal himself in the environment as he escapes Lake
Baratok; once safely away from the PCs’ sight, Rahadin casts phantom steed and rides to
Castle Ravenloft to tell Strahd of his failure. If there is no natural phenomena that Rahadin
can hide behind, Bucephalus instead uses its Ethereal Stride action to move adjacent to him,
transporting the dusk elf into the Ethereal Plane on its following turn.
If any of Rahadin’s vampire spawn are present during this fight, they assist Rahadin
employing tactics as described above.
Fleeing Vallaki: Should Vallaki become inhospitable to your PCs due to revolution, the
Baron’s wrath, or Strahd’s intervention, Krezk can serve as a new base of operations.
Sanctifying the Sunsword: Once the PCs recover the fragmented hilt of the Sunsword from
their Tarokka reading, they are summoned by the spirit of Sergei von Zarovich to bring it to
the sanctified pool in Krezk, where he promises to restore the magic of the blade. For more
information on this, see Sergei’s Summons below.
Treasures of the Tarokka: If Madam Eva’s Tarokka reading suggested that one of the fated
treasures lies in the Abbey of St. Markovia or beneath the Shrine of the White Sun, the PCs
can find it here.
When the PCs arrive, the villagers of Krezk are terrified of monstrous incursions. This is in large
part due to a recent attack by a werewolf that - against all reason - somehow managed to
bypass the village’s walls and attack the townsfolk directly. After killing a villager and wounding
For more information on recent events in Krezk, see Baron Dmitri Krezkov & Baroness
Krezkova below.
Areas of Krezk
S2. Gatehouse
The residents of Krezk are wary of outsiders, and now even more so due to the recent events
that have rocked the village to its core. No person is allowed entry into Krezk unless they
perform some service for the village. As-written, the guards at Krezk’s gatehouse ask the PCs to
investigate and retrieve three barrels of wine from the Wizard of Wines winery to gain entry to
the village. If the PCs are unable to do so (because the winery has been destroyed; all barrels
of non-poisoned wine have been delivered; or for any other reason), the guards instead ask
them to slay and return the head of Whiteclaw, a known werewolf who haunts the woods north
of the Raven River alongside her pack of dire wolves (see The Hunt for Whiteclaw below).
Once the PCs have returned with their requested item(s) - wine or Whiteclaw’s head - they must
pass an additional trial before gaining entry to Krezk. One of the two archers within the
gatehouse descends to a reinforced, silver-lined and steel-barred window at the ground level of
one of the parapets and tosses a steel dagger to the characters requesting entry. Each of the
PCs are then asked to slice their palm with the dagger to prove their humanity (a vampire will
quickly regenerate, a ghoul’s blood will not be red, and a werewolf will not be wounded). If any
single character refuses to do this or does not continue to bleed after doing so, the entire party
is denied entry.
🎣 Plot Hook - The Hunt for Whiteclaw
Whiteclaw is a werewolf packleader (see below for full statblock) exiled from the northern
pack for the crime of consuming the flesh of another werewolf after a fight for dominance. She
is accompanied by four fiercely loyal dire wolves, which fell in beside her to devour her
packmate after he fell to her claws.
Distinguished by her snow-white fur coat in hybrid or wolf form, Whiteclaw in human form is
an elderly, dark-skinned woman bearing a frizzed mane of bright white hair that descends
past her waist. A large chunk of her nose is missing in all three forms, having been sliced from
her muzzle by Dmitri Krezkov decades past. The guards of Krezk can describe her
distinguishing features in wolf or hybrid form, but are ignorant of any details of her human
appearance.
For the past several years, ever since her exile from the werewolf pack, Whiteclaw has
haunted the woods south of Krezk, near the shore of the Raven River alongside her four loyal
dire wolves. She frequently harasses any hunters, trappers, or other woodsmen that dare
venture south of the Svalich Road, targeting Krezk’s populace with a terrifying precision
beyond even the careless ferocity of the northern pack.
In truth, Whiteclaw is Illyria Krezkov, aunt to Dmitri Krezkov and an heir to the family curse.
Wild from birth, Illyria questioned her family’s devotion to restraint and service, instead
advocating subjugation and - eventually - consumption of Krezk’s populace. Exiled from her
village after messily devouring the village priest forty years ago, Illyria soon found a new home
in the northern werewolf pack while Dmitri Krezkov’s grandmother, Kala Krezkov, worked to
cover up the incident.
Illyria and her pack have laired in a small cave atop an outcropping alongside the Raven
River. Any creature that searches for her in the woods nearby can soon locate the rotting
corpse of a badly mauled man in the underbrush to the northeast. A DC 14 Wisdom
(Medicine) check provides evidence that the man was devoured by a number of canine
creatures, and also reveals evidence of a prominent scar across the man’s shoulder - an old
bite mark made by lupine teeth. The man was a member of Kiril’s werewolf pack, and was
slaughtered recently by Whiteclaw and her packmates.
A successful DC 15 Wisdom (Survival) check made at this corpse can allow a character to
track Whiteclaw’s pack through the trees to her hideout on the Raven River. A failed check
causes the party to waste time, becoming lost in the dark woods until night begins to fall. If the
PCs linger in the nearby woods past nightfall, Whiteclaw and her packmates attempt to attack
them with surprise soon after. Otherwise, the PCs are forced to camp elsewhere in the
Barovian wilderness, or make the long trek toward some other shelter.
If the PCs speak to her of Dmitri Krezkov or Kiril Stoyanovich, Illyria speaks of them with clear
disdain, and hints to the PCs the dark nature of the Krezkov family curse. She is not aware of
Ilya Krezkov’s recent rampage, but does know that the werewolf pack recently picked up a
younger “stray.” If reduced to one-quarter hitpoints, a DC 15 Charisma (Intimidation) check
can convince Illyria to provide accurate directions to the werewolf den; on a failed check,
Illyria instead provides inaccurate directions that lead to one of the pack’s favored hunting
grounds, at which the PCs are met by a hunting band of five werewolves.
Baron Dmitri Krezkov & Baroness Krezkova
Baron Dmitri Krezkov uses the statblock of a knight, with resistance to bludgeoning, piercing,
and slashing damage from nonmagical attacks that aren’t silvered, and Keen Hearing and Smell
feature of a werewolf. Baroness Anna Krezkova has the statistics of a veteran (with a silvered
battleaxe in place of a longsword). Both own and carry six wooden stakes at all times.
The Krezkov line that rules Krezk as Burgomaster and Baron are in secret a clan of werewolves.
First infected with lycanthropy two centuries past when a progenitor of the clan, a man named
Karkal Krezkov, was bitten, the curse has been passed down from generation to generation
ever since. No one among the Krezkian populace is aware of this curse, and the Krezkovs have
long honed their abilities to keep it concealed.
Using brews of Wolfsbane to calm their emotions as the full moon approaches, the members of
the Krezkov family imprison themselves during the full moon in a cellar beneath their manor
using chains, collars, and manacles in order to avoid attacking their fellow citizens. An only
child, Dmitri Krezkov married his wife, Anna, and with her sired two children: Ilya and Alana
Krezkov. Anna, having married into the family, is free of the curse, while Ilya (14) and Alana (9)
were both born werewolves.
Ilya Krezkov, an adolescent preparing to turn with the full moon for the first time, became cocky,
and tricked his parents into restraining him incorrectly in an effort to prove his control over his
transformation. When the full moon rose, Ilya transformed - and easily escaped his restraints,
breaking out of the Krezkov’s cellar and running wild through the village. In the ensuing
rampage, Ilya killed his younger sibling, Alana, who had been outside in the garden, and one of
the other townsfolk. Maddened by the attacks of the town’s militia, he escaped over the wall and
fled into the forest.
If the PCs discover the Krezkovs’ secret, they beg the party to keep it concealed, and ask them
to find and rescue Ilya.205 Neither Dmitri nor Anna knows where Ilya is, but know that Whiteclaw,
a solitary werewolf to the south, may have more information on his whereabouts. For more
information about Whiteclaw, see The Hunt for Whiteclaw above.
In addition to serving as Baron, Dmitri Krezkov is also a skilled blacksmith. If the PCs are
looking to have their weapons silvered in order to better combat werewolves and other monsters
of Barovia, Dmitri and Anna Krezkov are happy to do so. In exchange, the Krezkovs ask them to
investigate the disappearance of their daughter’s corpse from her grave in the family garden,
fearing necromancy or worse. A number of graves have been robbed over the past year,
rousing alarm across the village.
An investigation of the area around Alana Krezkov’s grave provides the following clues:
● Intelligence (Investigation) DC 5: A preponderance of twigs and pin needles in the
area around Alana’s grave, despite a lack of non-flowering plants in the area near the
garden.
● Intelligence (Investigation) DC 10: Deep furrows in the dirt around the grave, as well
as an eclectic collection of paw-prints and footprints.
● Intelligence (Investigation) DC 15: A few scattered green lizard scales and tufts of soft
amber fur.
● Intelligence (Investigation) DC 20: A set of meandering, mismatched foot- and paw-
prints leading toward the northeastern side of the village, pointed directly toward the
Abbey of St. Markovia.
The northern wall conceals a secret door, which requires a successful DC 15 Intelligence
(Investigation) check to find. A PC can attempt a DC 15 Wisdom (Perception) check to search
the area for clues, locating the remains of a torn dark blue tunic and a path of scratch-marks
leading from the northern wall to the cellar doors. The tunic was destroyed and discarded by Ilya
205 https://www.reddit.com/r/CurseofStrahd/comments/9yc9xv/cos_discord_recap_week_of_1118/
in the midst of his transformation, and the scratches were made by his claws scrabbling across
the stone floor.
The space beyond the secret door comprises a small chamber containing six sets of steel
manacles and collars that are chained to the walls (Strength DC 20 to break). Until the recent
full moon, Dmitri Krezkov was the only person chained in this room during his transformations,
trusting his wife, Anna, to carefully imprison him for his family’s safety. When he came of age,
Ilya was chained alongside his father - but, as mentioned above, managed to trick his mother
into locking the manacles improperly, and so was able to escape.
Krezk Lore
In addition to the lore listed in the book, the residents of Krezk know the following information:
● A monstrous werewolf recently managed to somehow bypass Krezk’s walls, killing a
villager and wounding several others, before savagely mauling the Baron’s daughter and
spiriting his son away into the woods.
● Shortly after Baron Krezkov buried his daughter, Alana, in the aftermath of this attack,
her grave was dug up and her corpse stolen in the night. A necromancer is feared to be
the culprit, as several other corpses have been dug up from family plots in a similar
fashion over the past year.
If the PCs arrive at the Shrine of the White Sun, if they are in the company of either Ireena or
the shattered Sun Sword, they are beckoned to the statue of the Morninglord by a single shaft of
sunlight that splits through the clouds, piercing through a crack in the roof of the gazebo to
illuminate the face of the statue within.
The lonely shaft of sunlight dances across the statue’s mournful face, the light illuminating
every inch of its chipped and tarnished wood. And then - its expression moves.
The worn paint upon the statue’s surface begins to glow a dim gold, even as its features
begin to shift and change. The age vanishes from the old man’s face, the statue’s beard
receding and hair lengthening. Color returns to the statue’s surface, the features of a young
man’s face and body taking shape: dark hair; storm-colored eyes; and a lithe, but well-
muscled form.
His features are strikingly reminiscent of those of Strahd von Zarovich - but the soft warmth in
his gaze and quiet smile upon his lips would look alien on the vampire’s ancient face.
“I am Sergei von Zarovich,” the statue says. “Welcome to the Shrine of the White Sun.”
As-written, Sergei’s spirit has found sanctuary in the Pool of the White Sun, and is able to
manifest itself through the statue of the Morninglord within the gazebo. His spirit cannot pass
beyond the boundaries of the pool or shrine, but his awareness is linked to both Tatyana’s soul
and the Sunsword, and he is able to communicate to her and the sword’s wielder through
dreams when necessary.
Sergei thanks the PCs for keeping Tatyana safe; if she is present, Ireena hastily reminds him
that her name is “Ireena,” rather than “Tatyana.” If reminded of this, Sergei sheepishly
apologizes and addresses her as “Ireena” from that point forward.
Sergei’s goal is the removal of his brother’s curse and the freedom of the Barovian people -
especially Tatyana, now reincarnated as Ireena Kolyana. He hopes to accomplish this by
advising the PCs regarding his brother’s history and personality, and to guide them to the
fragmented Sunsword if they do not already have it in their possession. He has an approximate
knowledge of the Sunsword’s direction and distance from Krezk, as well as a fuzzy
understanding of the sword’s immediate surroundings if questioned. Notably, he is largely
ignorant of the major events over the past several hundred years since his death, though he
knows the names and circumstances of each of Tatyana’s reincarnations.
If the PCs are accompanied by Ireena upon meeting Sergei, he offers her spirit (though not her
body) sanctuary in the blessed pool—a place where Strahd cannot reach her. If Ireena agrees,
Sergei takes her by the hand and guides her soul from her body, leaving her body alive, but
nonfunctional on the shores. Sergei promises that, should Ireena wish it, she can return to her
body when Strahd is defeated (assuming the PCs protect it)—or, if she chooses, she can leave
Barovia for the afterlife with Sergei.
If the PCs have given Ireena reason to stay with them (e.g., treating her kindly, training her to
defend herself, including her as a member of the party, relying on her skills and expertise), she
Ireena considers Sergei’s offer, but firmly declines—it is Strahd, after all, who originally reduced
her agency and worth to a woman he loved centuries past. She refuses to run away—a sign of
cowardice that would be Strahd’s victory. Instead, she vows to fight by the PCs’ side until Strahd
is destroyed; not because she fears him, but because she wishes to join the PCs on their quest
to free all of Barovia, and because she refuses to be defined as “Tatyana.” She does not know
Sergei, she knows that he loves Tatyana—rather than Ireena—and she will remain—until her
dying day—herself, rather than a name or inheritance that others have given her.
If Ireena decides to stay with the PCs, Sergei is clearly crestfallen, but accepts her decision. He
then tells Ireena that, if she wishes to fight by the PCs’ side, and if she wishes to have answers
to her questions of identity, reincarnation, and purpose, she should journey to Marina’s
Monument in the ruins of Berez and lay her hand upon the epitaph. There, he promises, she will
find the answers she is seeking.
If the PCs have the fragmented Sunsword when they meet Sergei, he directs its wielder to
submerge its hilt beneath the blessed waters of the Pool of the White Sun. As its wielder
withdraws the sword from the water, the hilt is joined by a blade of pure blazing sunlight, and
can now be attuned to by its wielder as normal.
The sword consumes the blessing of the pool upon restoring its own magic, rendering its waters
dull and nonmagical. Sergei then instructs the PCs to deliver the blade to him, at which point he
transfers his spirit into the weapon, providing it with the spark of emotion and consciousness
that makes it a sentient weapon. In this form, Sergei cannot speak, but can convey emotions
and defend the sword’s wielder against Strahd’s vampiric charm, as dictated by the following
rule for sentient weapons:
Conflict
A sentient item has a will of its own, shaped by its personality and Alignment. If its wielder
acts in a manner opposed to the item’s Alignment or purpose, conflict can arise. When such a
conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check.
If the item wins the contest, it makes one or more of the following demands:
If its wielder refuses to comply with the item’s wishes, the item attempts to take control of its
wielder. The wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s
Charisma modifier. On a failed save, the wielder is Charmed by the item for 1d12 hours. While
Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it
can repeat the Saving Throw, ending the effect on a success. Whether the attempt to control
its user succeeds or fails, the item can’t use this power again until the next dawn.
Areas of the Abbey
🌙 Strands of Fate - Introducing a New PC
If you need to introduce a new PC in Krezk, this new PC arrived in Barovia several years back
and was swiftly overcome by Strahd’s minions, losing their companions and fleeing to Krezk.
They have waited for their true companions (as per Eva’s prophecy) to arrive in Barovia, and
in the meantime enjoy a daily game of chess with the Abbot while inhabiting the Abbey or
Krezk itself.206
While in combat, the Abbot takes flight and attacks using his Mace multiattack, flying out of
reach of any melee attackers before concluding each of his turns. The flesh golems prioritizes
grappling and shoving any ranged combatants, aiming to prevent them from damaging the
Abbot before attacking with its Shove actions. The Abbot targets any PC that attacks Vasilka,
who remains within the dining hall. Vasilka does not fight, but lets loose an unholy scream if
harmed; if driven berserk, she fights until the Abbot reasserts control or until she is destroyed.
When reduced to 33 hit points or fewer, if Vasilka is still alive, the Abbot grapples her and
attempts to flee through the sky away from the Abbey while trying to calm her if she has been
driven berserk. If he successfully escapes, he and Vasilka take up residence in Tsolenka
Pass, where he plots his vengeance against the “heretics” that have destroyed his holy
mission. If Vasilka has been killed, the Abbot fights to the death.
The Stolen Children: If the PCs are hunting for the missing Ilya Krezkov, or if they are trying
to rescue the two children that fled from St. Andral’s Orphanage, they can find them caged in
the cavern guarded by Zuleika.
Captive of Ravenloft. If the PCs have rescued Emil Toranescu from the dungeons beneath
Castle Ravenloft and agreed to aid him in vanquishing Kiril Stoyanovich, he can lead them
here upon his return.
Following the Trail. If the PCs successfully follow the wolf tracks left near Ezmerelda’s
wagon at Van Richten’s Tower, the trail ends shortly outside of the entrance to the Den.
Werewolves in the Mist. If the PCs take it upon themselves to rid the Barovian valley of the
werewolf scourge, or if they have been tasked by Madam Eva or a non-Barovia faction in
doing so, they can extract the location of the Den by interrogating members of the werewolf
pack after capturing one in a random encounter.
Note that the challenge ratings of lycanthropes heavily depend on their immunity to most kinds
of weapon damage. If all or most of your PCs have reliable access to magical or silvered
weapon damage, treat werewolves as creatures of CR 1, rather than CR 3.
● Weapon Immunity. You gain immunity to slashing, piercing, and bludgeoning damage
from nonmagical, nonsilvered weapon attacks.
○ Prerequisite: Take slashing, piercing, or bludgeoning damage from a
nonmagical, nonsilvered weapon.
● Increased Strength. You gain a Strength of 15 if your score isn't already higher.
○ Prerequisite: Take a long rest.
● Keen Senses. You gain advantage on all Wisdom (Perception) checks that rely on smell
or hearing.
○ Prerequisite: Make a Perception or Investigation check.
● Werewolf Attributes. You use the statistics of a werewolf while transformed. Attack
and damage rolls for your natural weapons are based on your Strength.
○ Prerequisite: Transform into your hybrid form.
● Shapechanger. On nights of the full moon (or any night in Barovia except the new
moon), you are forcibly polymorphed into a wolf-humanoid hybrid. Any equipment you
are wearing or carrying isn’t transformed. You revert back to your true form when the
moon sets, or if you die.
○ Prerequisite: Exist on the Prime Material Plane during moonrise on the night of
the full moon (or on any night in Barovia except the new moon).
● Curse of the Werewolf. When you assume your hybrid form, you lose control of your
mind and body. During this time, you are unaware of your actions, and you lose the
208 /u/MandyMod, Fleshing Out Curse of Strahd: Running Werewolves and Lycanthropes in Game.
209 /u/MandyMod, Fleshing Out Curse of Strahd: Running Werewolves and Lycanthropes in Game.
capacity to create new memories. While transformed in this way, you are driven to hunt,
kill, and devour livestock, vulnerable humanoids, and wild game. When you regain
consciousness the next morning, unless somehow restrained or obstructed, you find
yourself 3d4 miles from your original location. While transformed, you do not gain the
benefits of a short or long rest.
○ Prerequisite: Transform into your hybrid form.
When the PC is first infected, do not tell them. Instead, privately tell them to add each feature
to their character sheet when the given prerequisite is met.
Ezmerelda d’Avenir and Rudolph van Richten can immediately recognize the danger of
lycanthropic infection if they see or are informed of a werewolf bite. Ezmerelda will advise the
party to restrain and muzzle the PC before moonrise to ensure their own safety and to test the
PC’s health. The party may use silk or hempen rope, which has 2 hit points and can be burst
with a DC 17 Strength check; or a metal chain, which has 10 hit points and can be burst with a
successful DC 20 Strength check.
If the PC is infected, they must make a single Strength check upon transforming in effort to snap
their restraints. If at any point a transformed werewolf’s muzzle is left free, it will immediately
make a Bite attack against any ropes or bonds within reach of its teeth.
A creature that fails to take a long rest in a 24-hour period must make a Constitution saving
throw when that period ends. The DC is 10 + 2 for each missed day of rest. On a failed saving
throw, a character suffers one level of Exhaustion.
An infected lycanthrope, however, can be cured of their condition using a simple Remove Curse
spell. If the target does so willingly, their lycanthropy is removed when the spell resolves.
If the target is unwilling (or if the target is transformed), the caster must make a melee spell
attack against the werewolf’s AC. On a hit, the werewolf’s lycanthropy is cured, removing its
damage immunities, keen senses, and natural weapons.
However, should that creature be bitten again, it can and often will choose to fail the
Constitution saving throw against the spread of the curse. Once re-infected, the cured creature
immediately regains its full infected lycanthropy, including the ability to transform into its hybrid
or wolf form at-will (if it has previously been able to do so).
Areas of the Werewolf Den
Z1. Cave Mouth
If the guards in area Z2 become suspicious of nearby activity, Aziana enters area Z1 to survey
the area immediately beyond the cave mouth. If she spots or smells a potential enemy nearby,
she returns to the guard post and whistles for the wolfpack in area Z3 to join her at the guard
post, then lies in wait for anyone to enter. Otherwise, she returns to area Z2, prepared for a
potential disturbance.
The werewolves in areas Z3, Z5, and Z7 trust Aziana and Davanka to kill any intruders, and
remain in place even when alerted to combat.
To this end, Kiril has ordered the other werewolves to starve him, leaving three rotting corpses
of children just beside his cage. The children abducted from the realms beyond Barovia, and
were killed by Kellen in one of Kiril’s regular deathmatches. Kiril believes that if Ilya is driven
mad by starvation, he will willingly partake of the childflesh beside his cage, and so allow his
mind to be subsumed by the wolf within.
Two of the children in the cages are Lazlo and Franz, two of the three boys who fled St. Andral’s
Orphanage for fear of Felix’s demon. (The third boy was devoured by wolves as he fled through
the woods.) If the alarm has been raised elsewhere in the cave, Kellen has been left alone in
one of the cages as well. The other children keep away from him, fearful of his true nature.
Zuleika is a werewolf with 90 hit points and 16 Wisdom. In addition, she is a 4th-level cleric of
Mother Night (+5 to hit, spell save DC 13) with the following spells prepared:
● Cantrips: Toll the Dead, Thaumaturgy, Light, Spare the Dying
● 1st Level (4 Slots): Sanctuary, Inflict Wounds, Command
● 2nd Level (3 Slots): Spiritual Weapon (taking the form of a wolf wrought of moonlight),
Enhance Ability, Blindness/Deafness, Prayer of Healing
If the PCs confirm that Emil is truly dead, either by their hand or Strahd’s, Zuleika might still let
the prisoners go if they kill Kiril Stoyanovich when he returns from his latest hunt.
If the PCs attack Zuleika or move to free the children from their cages, Zuleika attacks, using
her bonus action each turn to attempt to kill one of the human children using her Spiritual
Weapon. If her concentration is disrupted, Zuleika discards her plan and enters combat in full,
casting Blindness/Deafness on the most dangerous PC before attacking a more vulnerable
target.
In combat, Zuleika begins by casting Sanctuary, and then immediately transforms into her
hybrid form. In combat, she uses Command to prevent the PCs from freeing the children in the
cages, and attacks using Inflict Wounds at 2nd-level (if any slots are available). Once she has
exhausted her supply of spell slots, she continues to attack using her Claw and Bite attacks.
Zuleika fights to the death.
If the PCs slay Zuleika, she curses them with her dying breath, condemning them to suffering
should they steal from Mother Night. She then spits her gratitude that the monstrous Kiril will kill
them when he returns, even as his cruelty has destroyed her.
Treasure
A creature that takes treasure from Mother Night’s hoard falls under the Curse of the White
Wolf. Should that character fall below half of their maximum hit points in combat, a single white-
furred wolf appears in the distance, locking eyes with the cursed character. The wolf is not
visible or detectable by any other character, except through the use of Truesight. If the
character is healed above this threshold, the wolf retreats, and soon vanishes into its
surroundings.
As the cursed creature approaches death, the wolf gets even closer. As it approaches, it shows
more noticeable signs of hunger. It begins salivating, its eyes becoming wild as it pants even
harder. If the cursed creature attempts to attack the wolf, it retreats, maintaining its distance, but
without vanishing from sight.
If the cursed creature is reduced to zero hit points, the white wolf becomes visible to all other
creatures and rolls initiative. On its turn, it attempts to use its Bite attack action on the victim to
tear out their throat, dealing a critical hit and inflicting two automatic failed death saving throws
on a hit. If the wolf is killed before its target dies, it returns the next time the cursed creature is
reduced to half its hit points.210 If the target dies (due to the wolf’s attack or a failed saving throw
while the wolf is nearby), the wolf spends its action on its next turn devouring the character’s
corpse, equipment and all. It then vanishes into silver mist.
If the PCs entreat with Zuleika and fulfill one or more bargains with her, she solemnly informs
them of the curse upon Mother Night’s hoard should they request one of the artifacts foretold by
Madam Eva’s Tarokka reading. She is incapable of interceding on their behalf, however.
Special Events
Leader of the Pack
The first time the PCs linger in the Werewolf Den for one hour or more, Kiril and his pack return
to the cave, fresh from their latest hunt, and proceed to assault the party as-written. Kiril is a
werewolf alpha with the following statblock:211
Die Kinder
If the PCs defeat Zuleika and get the children away from the den while Kiril is still alive, Kiril
reassembles his hunting party and pursues the party relentlessly by tracking their scent and
following the cries of the children. As the PCs make their way away from the Den, the sky
darkens, and a storm begins to brew overhead.
If the PCs successfully quiet the children as-written, Kiril is unable to track them, and turns to
pursue vengeance against the party instead. While Kiril is hunting the PCs, wilderness random
encounters occur on a roll of 15 or above for each 30 minutes that the party spends in the
wilderness, and each encounter has a 50% chance of being an encounter with Kiril and his pack
of six werewolves and nine wolves.
If the PCs fail to quiet or calm the rescued children as they travel, the werewolf pack catches up
with them as the party approaches the gates of Vallaki or Krezk. All the werewolves arrive in
wolf form. When this occurs, run the following skill challenge:
The PCs must accrue three successes before three failures. If the PCs pass this challenge, they
safely enter the gates of civilization and leave the pack behind. The third time the PCs fail a
check, the pack surrounds them, and combat begins. In combat, the werewolves work to detain
and kill the PCs while the wolves drag the crying children away into the surrounding forest.
During the skill challenge, the PCs face the following obstacles.
Flash Flood. The storm overhead releases a sudden downpour of rain. The road beneath the
PCs’ boots becomes muddy and slippery as the party is near-blinded by the deluge of rain
around them. Each PC must make a DC 14 Dexterity saving throw. The party accrues one
failure if at least half of the PCs fail the save.
Lightning Strike. Lightning flashes overhead, hitting and splintering a tall oak tree that
threatens to crush the PCs beneath its weight. The PCs must find some way of moving or
evading the trunk. Potential skills include Acrobatics to evade the trunk (DC 15 - Medium),
Athletics to lift or deflect it (DC 18 - Hard), Perception to spot a safe place to stand (DC 15 -
Medium), or Investigation to predict where the tree will fall (DC 12 - Easy).
Branching Path. The PCs arrive at a place where the path splits, with the main road taking a
long detour around a wooded hill. A small, but rugged footpath climbs the crags of the hill. If the
PCs choose to stay on the main road, they automatically gain one failure. If the PCs take the
footpath, one member of the party must make a Survival Check (DC 15 - Medium) to safely
climb and navigate the path, gaining one success or failure as appropriate.
Injured Child. A branch thrown into the air by the harsh winds whips past the PCs, injuring one
of the children. The child collapses on the ground, sobbing. The PCs might make a Persuasion
or Intimidation check to convince the child to continue running (DC 12 - Easy), make a Medicine
check to quickly dress the child’s wound (DC 15 - Medium), or make an Athletics check to carry
the child forward (DC 15 - Medium).
Rocky Gorge. The PCs notice a pair of werewolves peel off from the rest of the pack as they
enter a small, rocky gorge, running along the unstable top as the road meanders below. The
werewolves clearly intend to entrap the PCs where the road emerges on the other side. The
PCs can gauge the werewolves’ timing by using Insight (DC 15 - Medium), use Athletics to
create a rockslide by toppling one of the large boulders supporting the gorge’s walls (DC 18 -
Hard), or use Perception or Investigation to find a weak spot in the gorge’s walls that an attack
can collapse (DC 15 - Medium).
Lupine Aggression. Three wolves leap from the underbrush, attempting to shove several PCs
prone. Those three PCs must make a DC 11 Strength saving throw, taking 2d4 + 2 piercing
damage from the wolves’ bites on a failure. If two or more PCs fail their saves, the party accrues
an additional failure.
Hungry Wolves. A werewolf leaps forward, taking hold of a child’s arm between its jaws. The
child must make a DC 11 Constitution saving throw, or be infected with lycanthropy. The party
can tug the child free by prying the werewolf’s jaws open using an Athletics check (DC 15 -
Medium), locating and attacking a weak point in the werewolf’s anatomy using a Nature or
Animal Handling check (DC 18 - Hard), or shocking the werewolf with a sudden attack and
making an Intimidation or Performance check (DC 15 - Medium).
Long ago, the Mountain Folk comprised the The tribe trades through barter, rather than
hunter and warrior tribes of the People currencies, but is glad to accept payments
(what the Mountain and Forest Folk call of precious gemstones, high-quality trade
those who serve the Rozana, also known as goods, and services in place of gold. Should
the Ladies Three), but when the druidic the PCs make their way to Yaedrag without
tribes betrayed the Rozana and schismed cold weather clothing, they are advised to
from their fellows to serve Strahd, the other purchase sets from a local clothes maker.
tribes retreated to the mountains to escape
the wrath and sight of the Shadowsworn, The tribe is ruled by Chief Sigrid, a
their name for Strahd. boisterous and proud middle-aged woman
trained as a berserker, who resides in the
While the vast majority of Yaedrag's largest and most decorated tent to
inhabitants are human, you may choose to Yaedrag's south side. Her eldest daughter,
have Yaedrag partially populated by the Helwa, is currently venturing to the Amber
fading remnants of another species once Temple for a coming-of-age ceremony to
indigenous to Barovia, such as dragonborn become the next chief. Her younger son,
or aarakocra. This is especially Kaldur, recently left for his first hunt
recommended if one of your PCs is an alongside Brynhilde, Sigrid’s wife, and Chief
isolated member of that species, and is Sigrid has grown concerned by their failure
seeking out others of their kind in search of to return home.
family or a sense of belonging.
Developments
You can find a battlemap of Yaedrag drawn If the PCs deliver Kaldur to Yaedrag safely,
by /u/SnooTangerins5710 here. Chief Sigrid greets them like heroes,
permitting them to roam the small
Entry Tunnel settlement as they please. She offers every
The secret entrance to Yaedrag is guarded courtesy with her limited resources, and, if
at all times by six berserkers and one informed of their interest in the Amber
berserker commander with the statistics of a Temple, offers to introduce the PCs to Elder
gladiator. Ormir to obtain more information.
When the PCs leave, Chief Sigrid warns Elder Ormir is wary of sharing this
them to be wary of avalanches and goat knowledge for fear that it may encourage
attacks at Sangzor’s Ridge, as well as others to seek out the Temple in search of
Shoosuva and other corrupted demons that the dark power it contains. It is custom for
lurk the slopes of Mount Ghakis. She offers the future chieftain of the tribe to journey to
the assistance of a Mountain Folk scout the Amber Temple, accompanied only by
named Folkvar in escorting the PCs to their their most trusted retainers, and to remain in
ultimate destination. Folkvar does not fight the temple for six days and six nights,
in combat except from afar or in self- exposed to the corruption within as a means
defense, but can act once per round to give of proving their stalwart courage and
a PC advantage on their next ability check resistance to evil.
or saving throw made to traverse or survive
the wilderness of Mount Ghakis. If the PCs appear interested in overthrowing
Strahd, Elder Ormir shares with them the
On the next night following the PCs’ arrival, following information:
if the PCs informed Chief Sigrid of the
slaughter at the abandoned campsite, she ● Before Strahd von Zarovich - called the
gathers the tribe to hold a funeral ceremony “Shadowsworn” by the Mountain Folk - or
for the lost Brynhilde and Runa. his predecessors, the Delmoreans,
conquered Barovia, it was inhabited by a
Shrine of the Rozana civilization that called itself the First
The Shrine of the Rozana comprises a People. The First People worshipped the
small cavern at the east end of the village, Rozana, or Ladies Three - a trio of
its entrance enclosed within a tall, red- ancient goddesses that ruled over the
painted tent painted with the symbols of the land - and made sacrifices in their name,
Ladies Three: the wolf’s head, the tree, and seeking omens and fortune in the entrails
the eye. of beasts and mortals alike.
● The Rozana wielded powerful magic,
The tent serves as the living quarters of bringing good fortune to those that
Elder Ormir, an old man and religious leader followed their ways. Only their most
to the Mountain Folk. Elder Ormir is one of devout priests knew the Ladies’ names;
the few living experts on the histories, to all others, they were known as the
rituals, and worship of the Rozana, or Weaver, the Huntress, and the Seeker.
Ladies Three, and is willing to share his ● For as long as they ruled the land, known
knowledge only with those he trusts. He in those days as Cerrunos, the Ladies
also possesses limited knowledge of the acted as its sovereigns, making their will
Amber Temple, including its location, the known through auguries and omens.
means of entering through the collapsed Through intermediaries, they wielded
passage, the presence and temperament of powerful magic, drawing power from
the arcanaloth and flameskulls, and legends water, earth, and air. It was said that the
of the lich that inhabits the deeper Ladies could hear everything that
chambers. happened in their woods, predict the
future, twist the threads of human lives,
and bring blessings as well as curses.
● When the men of Delmor first invaded ● The druids, desperate for a protector,
Cerrunos, the druids and berserkers were silent in the face of this profane
fought bravely in defense of their ancient desecration; the warrior tribes, however,
land. Even so, the technology of iron and saw it as blasphemy, and separated from
steel drove the native warriors back to the company of the druids in disgust.
the mountains and wild places, where This became known as the Third
they hid from the wrath of the Betrayal.
Delmoreans. Worship of the Ladies ● Today, the Ladies and their rituals are
continued, but with fewer followers and lost to time and mist, the power of the
more doubt than before. Many amongst Rozana bound by Strahd’s desecrations.
the tribes believed their failure to drive Elder Ormir and those that preceded him
out the invaders to be a punishment sent believe from ancient prophecies that the
by the Ladies for their failures and flaws; Fanes can still be cleansed of Strahd’s
in their oral histories, the First People’s taint, restoring the Ladies to power and
failure to serve the Ladies adequately greatly weakening Zarovich’s defenses
became known as the Second Betrayal. and his connection to the land. However,
● Two hundred years later, a haughty the locations of these Fanes were once
warlord named Strahd von Zarovich guarded fiercely by the druidic tribes, and
conquered the fledgling kingdom of the Mountain Folk only know the location
Delmor. Fearful, yet optimistic that of the Mountain Fane, which lies beneath
Zarovich could yet be their savior, the the Gulthias Tree on Yester Hill.
druids of the forest approached him soon
after his coronation. They offered him If they appear amenable to restoring the
forbidden secrets - hidden knowledge power of the Rozana and freeing the land of
that would bind his power to the land, if Barovia from Strahd’s bindings, Elder Omir
only he would promise them patronage asks the PCs to journey to Yester Hill in
and safety. Strahd, his interest piqued, order to cleanse the Mountain Fane of the
accepted. Shadowsworn’s taint and to learn how the
● Thrice did the druids of old Cerrunos Forest Fane and Swamp Fane might be
guide Strahd von Zarovich, mortal that he restored, wherever they may be found.
was, to the Fanes of the Ladies Three.
As he stood in these sanctums and felt Shoosuva's Canyon
their primal, ancient magic, Strahd
North of Yaedrag, a half-hour’s walk from
became determined that these, too, must
Tsolenka Pass, the road passes between
be conquered. In the Swamp Fane,
two craggy cliffs covered in snow and slick
temple of the reclusive Weaver; in the
with ice. This is Shoosuva’s Canyon, the lair
Forest Fane, home of the wise Huntress;
of the corrupted beast Shoosuva, and a
and in the Mountain Fane, home of the
necessary pass for any creature aiming to
mystic Seeker, Strahd re-consecrated
climb Mount Ghakis.
each stone altar to his own image,
sealing rites of blood and powerful magic
A PC with a passive Perception of 15 or
that bound his soul to the magic of the
higher can hear soft moans emanating from
Ladies - and so became the Land.
several crags of the canyon. As the PCs
proceed down the path, several mounds of
snow occasionally swirl in the wind, forming Rahadin is standing in wait for them at the
eddies that whirl for several seconds before center of the bridge. Four wights are
settling back down. concealed in the northern archway of the
bridge, awaiting Rahadin’s orders to attack
Two hundred feet down the canyon and with their longbows. Concealed beneath
twenty feet off the ground lies the the bridge is Beucephalus, Strahd’s
shoosuva’s lair: a large, dark single-roomed nightmare.
cavern containing spoiled straw, old gnawed
bones, shredded and rotted fabric, and a A strong wind blows across the bridge at all
reflective surface formed of ice. The icy times, and the air nearby is always filled
mirror is gouged with deep claw marks and with heavy snowfall (see Climate &
a battleaxe has been slammed into the wall Hazards above for more information on
beside it, the blade embedded into the wind and heavy precipitation).
stone of the cavern wall.
Rahadin has taken it upon himself to
The cave itself is accessible by a wide ledge prevent the PCs from obtaining access to
that winds from the floor of the canyon to the Temple, Strahd’s greatest secret. He
the cavern’s mouth. The first time that a PC waits for the PCs to step onto the bridge
approaches this ledge, they are attacked by before attacking, but employs his Mask of
a shoosuva, which strikes with surprise the Wild feature to strike from the shadows
against any characters whose passive if the party strikes from afar.
Perception is lower than the shoosuva’s
Stealth check. The shoosuva fights to the Rahadin aims to keep the PCs in the open,
death. where he and his wights can easily target
them. On each round of combat, the wights
On the second round of combat, six snow move up to their speed toward the PCs,
maidens emerge from the craggy cliffs, attacking with their longswords once they
attacking any living creature that comes too are in melee range.
close.
On the fourth round of combat, the Roc of
You can find a battlemap of the canyon Mount Ghakis appears, acting on initiative
created by /u/SnooTangerines5710 here. count 20. It uses its first turn to attack one of
the wights on the bridge, but immediately
Treasure discards it with disgust after using its first
The shoosuva’s cave contains six diamonds bite attack. On his next turn, Rahadin
worth 100 gold pieces each, as well as a whistles for Beucephalus and leaps from the
shard of amber bound to the vestige of bridge onto the nightmare’s back, vanishing
Yog the Invincible. into the Ethereal Plane on Beucephalus’
next turn.
11-20 No Complication
Blizzard Fields
As the PCs enter this area, the constant
This part of the trail is barren, isolated, and
snowfall grows steadily heavier. The wind
largely flat. It is also prone to blizzards.
picks up, soon crescendoing into a gale that
sends puffs of powdered snow swirling into Stage 1: Stay Together: As the blizzard
the air. Have each character make a DC 15 escalates, the high-velocity winds and icy
Survival check; on a success, that PC snow make it difficult to see - and easy to
recognizes this weather as the beginnings become separated from your allies. The
of a potential blizzard, giving each member characters swiftly lose sight of their allies
of the party advantage on their first saving and find themselves at risk for becoming
throw and their first ability check in the skill lost in the blizzard.
challenge below.
A PC can complete this stage with a
When the PCs agree to seek shelter from successful DC 17 Perception check, a
the blizzard, or when the weather becomes successful DC 12 Sleight of Hand check to
too severe to proceed any further, the tie the party together using a rope, a Gust
Escape the Blizzard skill challenge begins of Wind or similar spell to divert the falling
(credit to /u/OrkishBlade).214 snow, a DC 17 Performance check to shout
instructions over the screaming winds, or a
Escape the Blizzard DC 15 Survival check to track one’s allies
This skill challenge has three stages. To through the snow. Other skills or spells may
complete this challenge without any be used at the DM’s discretion and player’s
penalties, the PCs must complete all stages suggestion.
before they reach three failures. On the
PCs’ third failure, and on each failure Stage 2: Find a Shelter: With the party
thereafter, each character must make a DC united, it’s clear that the PCs must find a
15 Constitution saving throw, taking 2d6 shelter to escape the elements. At this
cold damage on a failure or half damage on stage, the PCs find themselves on the edge
a success. A character that is immune or of the plains, pressed against a dark and
resistant to cold damage takes no damage craggy cliff that offers little shelter from the
from this effect. wind and biting cold.
1-4 Sudden Chill DC 17 Constitution saving throw 2d6 ice damage and the
creature’s speed is halved for
the next hour
5-8 Crumbling Earth DC 17 Strength saving throw 2d6 bludgeoning damage and
the creature has
disadvantage on ability
checks for the next hour
9-12 Slippery Ice DC 17 Dexterity saving throw 2d6 cold damage plus 2d6
bludgeoning damage
13-16 Snow Maiden DC 17 Wisdom saving throw 3d6 necrotic damage, and the
creature’s maximum hit
points are reduced by the
damage taken
17-20 Blast of Snow DC 17 Constitution saving throw 2d6 cold damage and the
creature is blinded for the
next ten minutes
Kasimir’s Plea: If the PCs agreed to escort Kasimir to the Amber Temple, he guides them to its location.
Whispers of Shadow: If one of the PCs has been directed to the Amber Temple by a Dark Gift resurrection
or a shard of amber, they can find the amber sarcophagus of their patron vestige within the Temple.
Morgantha’s Bargain: If the PCs bargain with her, Morgantha the night hag can reveal that Strahd gained
his knowledge of ancient lore from the Amber Temple, located near the peak of Mount Ghakis.
The Amber Temple is, in many ways, the true climax of Curse of Strahd. It may not be the
climactic battle, but it is the peak of many PCs’ character arcs - especially those that run the risk
of corruption. Here, the PCs will come face-to-face with the powers that enabled Strahd’s curse,
and have the option of embracing those powers as well.
This chapter changes two primary aspects of the original source material: the origin of its
inhabitants, and the nature of the Dark Gifts of the vestiges. Both aspects are heavily related to
the dark vestiges and the themes of corruption that permeate the temple.
As-written, the Amber Temple is filled with undead, aberrations, and demons. However, the
module never explains how four nothics or ghasts came to reside here, let alone a death
slaad or an arcanaloth. In this rewrite, these monsters didn’t come to the Temple simply to lair
here - instead, they are victims of the vestiges’ corruption. More information on their origins is
detailed in the sections below.
The RAW Dark Gifts given by the vestiges, while theoretically interesting, make for severely un-
fun gameplay. If run RAW, a PC accepting these Dark Gifts can instantly “die” with a single
failed Charisma saving throw, rendering them forevermore as an NPC under the DM’s control.
Many DMs, rightfully, remove this drawback to allow players to retain control of their PCs after
accepting a vestige’s Dark Gift.
However, this comes with its own consequences, with power-hungry PCs scooping up every
Dark Gift they can get their grimy hands on. This reduces the final battle with Strahd to little
more than a farce, with an army of undead, spine-covered, bone-winged, plague-diseased PCs
marching into Castle Ravenloft to fling lightning bolts, command fiery hounds, and generally be
as unpleasant as possible.
In this revision of the Amber Temple, these Dark Gifts - which, by now, have been heavily
foreshadowed by the amber shards found in Tsolenka Pass, Mount Ghakis, and elsewhere in
Barovia - are instead a constant corrupting force that the PCs know well to avoid. Any PC that
chooses to accept the great power offered by the vestiges is now free to do so at the risk of
great corruption - but in a fairer, reasonable manner.
Resting in the Amber Temple
It is difficult, if not impossible for an ordinary person to find rest in the Amber Temple’s walls.
Any person with a passive Perception of 15 or greater can easily detect that the air of the
temple is infused with a miasma of evil and madness, and that prolonged exposure can lead to
mental harm or madness.
Any humanoid or beast that attempts to take a long rest in the Temple must succeed on a DC
17 Wisdom saving throw or suffer one point of exhaustion and be visited by terrible nightmares.
A creature that fails this saving throw is visited by a suitable vestige in their dreams, which tells
them how to obtain that vestige’s Dark Gift. A character that refuses or falsely accepts a
vestige’s offer gains a random form of short-term madness when they awake, as dictated by the
appropriate table in the Dungeon Master’s Guide.
Regardless of success or failure on this saving throw, no humanoid or beast can gain the
benefits of a long rest (e.g., restoring spell slots, regaining hit points or hit dice, or restoring
class features) for as long as they remain in the Amber Temple. However, a creature can still
sleep, thereby avoiding the threat of further exhaustion due to sleeplessness.
However, if the room did not originally contain a monster encounter, or if the room originally contained a
puzzle encounter in addition to a monster encounter, you should assume that the new encounter is an
addition to the room’s original description. Similarly, if a room originally contained a monster encounter, and
the revised description of that chamber does not mention that encounter, you should assume that the
encounter is still present unless specifically removed in this revision.
If you seek honor or power, turn back - for these walls hold naught but doom.
Our arrogance and folly forged this place into our prison.
X4. Overlook
The arcanaloth Neferon does not attack the PCs on sight. Instead, as soon as the PCs enter
area X4 (Overlook), a booming, telepathic voice greets them and demands to know if they have
come to steal the secrets of the Amber Temple. If the PCs respond with hostility, Neferon
demands that they leave, and attacks immediately if they fail to do so. If the PCs appear willing
to negotiate, Neferon demands that each character who wishes to enter the Temple offer a
separate tribute of knowledge or power. As such, if three PCs and two NPCs wish to enter the
Temple together, they must offer a total of five tributes meeting Neferon’s demands. Neferon will
reject any tribute that does not meet his standards, and will allow its offerer to provide a new
tribute.
A tribute of knowledge must be a useful and well-hidden secret about some part of Barovia.
Neferon is not interested in information that is either widely known, such as the existence of Van
Richten’s Tower; information regarding current events, such as the death of Burgomaster
Kolyan Indirovich; or secrets with little value or impact, such as the nature of Stella Wachter’s
madness.
A tribute of power must be a magic item of rare or greater value. A sacrifice of three or more
uncommon magic items will also meet Neferon’s approval. Alternatively, a character can offer
three amber shards to gain passage to the interior of the Amber Temple. These tributes can be
placed at the base of Area X5a (God of Secrets) by the character that offers it.
Upon accepting the tributes of all who wish to enter into the Temple, Neferon offers the following
promise and warning:
“You shall have safe passage to and from the Temple, so long as you take no treasure that is not freely
given. Be warned - I and my guardians are not the only inhabitants of this place, and those that dwell deeper
within may greet you with hostility or violence. Your safety is your sole responsibility. And remember - those
that break the accords of this Temple shall be condemned to haunt it forevermore.”
Once the tributes have been made, if any creature attempts to enter the Temple without
Neferon’s permission (e.g., while invisible), or if the PCs attempt to enter the Temple via areas
such as X5 (Temple of Lost Secrets), area X6 (Southeast Annex), or area X15 (Southwest
Annex) without making a sufficient offering, Neferon and the three flameskulls in Area X17
(Upper West Hall) immediately attack.
For as long as the PCs remain in the temple, Neferon will follow invisibly, taking care to keep at
least 30 feet from the party and, wherever possible, hovering 20 feet above the ground at all
times. He will employ his at-will invisibility spell and his Teleport action to avoid the PCs while
monitoring them closely for any evidence of thievery.
For every 30 minutes that the PCs remain in the temple, Neferon must make a Stealth check; if
the passive Perception of the PC or NPC closest to him exceeds his result, that character can
hear the sound of whooshing air behind and above the party, as though a strange breeze is
moving through the air. If detected directly (e.g., via a character with truesight or see invisibility),
Neferon uses his Teleport to swiftly retreat to area X5a (God of Secrets).
X5a. God of Secrets
🧟 Know the Monsters - Neferon, Arcanaloth Guardian
Neferon was once the vice-chancellor of the Amber Temple, but became corrupted when he grew jealous of
Exethanter’s power and accepted several dark gifts from the vestiges below. Today, he remembers little of
his life as a mage, but remains fiercely protective of the treasures and secrets that lie within the Temple,
believing himself to be their caretaker and sole owner. However, he is willing to share the gifts of the
vestiges with others - so long as they assuage his natural greed as an arcanaloth for magical power or
valuable secrets.
In combat, Neferon’s greatest utility tools are his at-will invisibility spell, his 120-ft. truesight (which allows
him to see through all magical darkness, illusions, polymorphs, and invisibilities), and his fly speed. Unless
he is concentrating on heat metal, Neferon should always focus his concentration on invisibility, renewing the
spell whenever he feels endangered.
If he believes combat to be imminent and he can do so while remaining hidden, Neferon immediately casts
mirror image on himself.
Neferon will not abandon his position in area X5a (God of Secrets) unless the PCs maneuver to a position
beyond his reach such as Area X2 (Entrance), area X15 (Southwest Annex), or area X17 (Upper West Hall).
Whenever he is not within area X5a (God of Secrets), Neferon will use his fly speed to skim the ceiling of
whichever room or corridor he is in, refusing to allow any floor- or wall-bound enemies to engage him in
melee. Neferon will not pursue PCs into tight, enclosed spaces such as X3 (Empty Barracks), X6 (Southeast
Annex), or X39 (Plundered Treasury, preferring instead to use his Teleport and his invisibility to secure a
more advantageous position while the PCs take cover.
If he believes the PCs present a threat, Neferon opens combat with an 8th-level chain lightning, followed by
a 6th-level chain lightning; if the PCs are at 6th level or below, he will instead open with a pair of 4th-level
fireballs as warning shots, escalating his attacks with a 6th- and 8th- level chain lightning if the PCs fail to
heed his warnings. He will focus on clumped-up groups and “thieves” first, but will cast finger of death at 7th-
level toward any isolated character who appears close to escaping the Temple, either via area X2 (Entrance)
or area X15 (Southwest Annex).
Neferon will automatically reserve spell slots for and cast counterspell to block any spell that threatens to
incapacitate him, such as hold monster or hypnotic pattern. If the party does not appear to have any such
status-imposing spells, he will instead use his reaction to cast shield to defend himself from ranged attacks -
but only if he is at half health or lower.
Once his 6th- and greater spell slots are expended, Neferon uses his 5th, 4th, and 3rd spell slots to cast
fireball, though he reserves a single 4th-level spell slot to cast dimension door and escape to area X31a
(West Catacombs) in case he is ever reduced to 26 HP or less. Once he has no more 3rd-level slots
remaining, or if he is forced to hold his 3rd- and 4th-level slots in reserve to cast counterspell, Neferon
switches to casting fire bolt exclusively.
If Neferon is ever engaged in melee by a flying opponent wearing metal armor or bearing a weapon made of
metal and finds it difficult or irritating to escape using his Teleport, he will cast heat metal to force that
enemy to drop their weapon or (in the case of armor) inflict disadvantage on all attack rolls and ability
checks.
X6. Southeast Annex
Unlike the flameskulls in area X17 (Upper West Hall), the three flameskulls that reside in area
X33a (Vault of Shalx) are not under Neferon’s command, and immediately attack any intruders
that rouse their attention.
These berserkers are Helwa’s Bloodspears - her most trusted companions - and will ascend to
leadership roles within the tribe when she takes her mother’s place. They include:
A fifth berserker, Bjorn, was recently killed. His body is watched over by Skald, Helwa’s winter
wolf companion. Skald is capable of basic human speech, though he struggles to speak
through his canine muzzle. However, he does not speak when in the presence of strangers.
This group has come to the Amber Temple to undertake a traditional rite of passage for new
leaders of the tribe at Yaedrag. To pass, they must survive six days and six nights within this
chamber, enduring the madness and darkness of the Temple to prove their strength and
steadfast defiance of the temptations of evil.
The Mountain Folk have recently experienced a tragedy: Last night, their friend, Bjorn, was
killed during his watch. Astrid, who was assigned the watch after him, was the first to discover
the body. A casual inspection of Bjorn’s body reveals massive slashes down the length of his
back; a DC 14 Medicine check also indicates that large chunks of flesh have been torn from the
body’s stomach. A DC 16 Medicine check reveals a pair of puncture wounds along Bjorn’s
shoulder, as well as a distinctive grey-yellow tinge to the skin that indicate that poison was
injected by the fangs of some creature.
Skald has thus far been unable to track the killer, as the only scents within the room and on
Bjorn’s corpse are those belonging to the other Mountain Folk.
Helwa is also upset because her magic spear, Shatterspike (TftYP, page 229), has disappeared
from her belongings. It vanished on the third night of their stay at the Temple, and has not yet
reappeared. As a result of these two incidents, the Mountain Folk are tense and suspicious of
outsiders, and will threaten to attack the PCs on sight, believing them to be monsters or illusions
of the Temple, unless convinced that the party has been sent by or previously met with Chief
Sigrid.
The true killer and thief is Frida, who located an amber shard of Drizlash in a forgotten corner of
the chamber during her first night’s watch in the Temple. Since then, she has grown terrified of
the darkness that lurks within the Temple, and allowed the voice she hears through the amber
shard to coax her into accepting its gifts. Offering Shatterspike as tribute to Neferon, she
descended into the Amber Temple and accepted Drizlash’s dark gift.
As a result, Frida has obtained the Spider Climb ability and Bite attack of a drider, as well as a
Dexterity score of 16 (+3) and a Stealth modifier of +9. She also has a drider’s Sunlight
Sensitivity feature, and has been infected with a drider’s madness, paranoia, and hunger. Her
spider’s fangs are concealed among the rest of her teeth, but can be detected up with a physical
inspection and a DC 15 Medicine check or a visual inspection and a DC 20 Perception check.
She conceals the amber shard on a cord of leather that hangs around her neck.
If her true nature is revealed, Frida flies into a rage and attacks her accuser. If Helwa and her
companions have not already been convinced that Frida has been corrupted, they fight
alongside her, encouraging Frida to avoid revealing her “gifts.” If bloodied, Frida flees through
Area X1a (Narrow Fissure), hoping to find a hiding place on the slopes of Mount Ghakis where
she can complete her transformation.
If Frida is not dealt with, the first night that the PCs rest after first arriving at the Amber Temple,
she kills Astrid while Astrid is on watch. The following night, Harald is killed. The final night,
Helwa surprises Frida and kills her, though not before Keldei is killed and Skald’s left foreleg is
heavily wounded.
The staff of frost on the floor is cursed, and becoming attuned to it extends the curse to you.
As long as you remain cursed, you are unwilling to part with the staff, keeping it on your person
at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire
damage dealt by you is halved. Additionally, any creature that takes a short or long rest within
thirty feet of you suffers the effects of extreme cold. This curse replaces the flaw described in
the original module.
Unlike in the module, Exethanter cannot be found in his lair; instead, he is in area X30
(Preserved Library) when the PCs first meet him. However, his spellbook remains inside this
chamber, as well as an additional arcane laboratory comprising a cabinet full of two dozen
unmarked chemical and magical ingredients, a thick and weighty book titled The Alchemist’s
Almanac, and a potion-brewing set that includes a small cauldron, a balance scale, and all other
appropriate tools.
The weight of the centuries presses upon these old bones like quicksand, devouring every other thought.
Though my skull may be physically whole, I can feel the rot of my mind progressing like the decay of crawler
maggots.
I must locate the final ingredient of the potion. Its creation is beyond my capabilities - a cruel joke for one
capable of commanding the very fabric of reality. It is ironic, perhaps, that divinity lays beyond the reach of
one who has transgressed the laws of Death itself.
I must wait. I have never known faith, save for the sacrifices made to the nameless god below. Yet now, I
can only wait - and pray that there is yet enough time.
In his final years of lucidity, Exethanter sought to do the impossible: to replicate the power of a
divine spell - greater restoration - through purely arcane means. Through much trial and error,
he was able to develop a specific recipe capable of doing so, but with one problem: to instill the
necessary divine energy, it required an infusion of holy water, an ingredient that Exethentar is
wholly incapable of producing.
In the event that the PCs are unable to cast greater restoration to restore Exethanter’s
memories, the party can instead attempt to brew the recipe listed in the lich’s spellbook. If
brewed successfully, this Potion of Greater Restoration has the same effects of the spell greater
restoration; however, Exethanter’s laboratory has only enough spare ingredients to brew this
potion twice.
If cured of his amnesia, Exethentar thanks the PCs deeply and offers to guide them through the
Temple as described in the original chapter.
Step 1. A DC 15 Arcana check can identify the correct potion ingredients in Exethantor’s
cupboard to serve third-degree reagents, including an activator and a declinator, which must be
added in the appropriate proportions. Alternatively, the PCs can locate the proper ingredients by
searching through The Alchemist’s Almanac.
Step 2. Within Exethanter’s ingredients cupboard lies a pair of glass bottles that appear to
contain the leaves of distinct plants. The bottles are unmarked. One contains a number of thick,
curled leaves with an indigo coloration; the other contains a half-dozen needle-thin leaves with a
razor-sharp edge. A successful DC 17 Nature check can identify that the curled leaves are
poisonous blackwort and the needle leaves are nightfern leaves.
If the bottle containing the poisonous blackwort is opened, it immediately emits a cloud of toxic
gas, forcing each creature within a ten-foot radius to make a DC 15 Constitution saving throw or
take 4d6 points of poison damage, or half on a success.
Step 3. In the northwest corner of Exethanter’s lair, within the wall close to the ceiling, rests a
hidden compartment no larger than a fist. It can be located with a successful DC 15
Investigation check or one hour of careful searching; if the check result was 20 or higher, the
PCs also locate a poisonous needle trap concealed within the compartment’s door mechanism.
The needle trap can be disarmed with a successful DC 20 Thieves’ Tools check. If the
compartment is opened without first disarming the trap, the opener must make a DC 18
Constitution saving throw, suffering 10d6 poison damage on a failure or half on a success. This
compartment contains a small glass vial containing a brilliant cerulean blue liquid marked
“RIMESAP.”
Step 4. Beside the cauldron rests a glass vial labelled “WYVERN MUCUS.” Though its contents
are empty, a thick film of dried-up grey-colored flakes cling to the sides. A successful DC 16
Medicine check can match the dried-up remnants of this ingredient with a trio of other vials of
grey-white liquid within Exethanter’s component cupboard.
A trio of vials containing a similar liquid are mixed in with the others; these contain concentrated
Pale Tincture. A creature that ingests even a small amount of Pale Tincture must succeed on a
DC 18 Constitution saving throw or take 3d6 poison damage and become poisoned. The
poisoned creature must repeat the saving throw every hour, taking 3d6 poison damage on a
failed save. This damage cannot be healed by any means, though the poison can be removed
from the creature’s system by means of lay on hands or similar magic. After seven successful
Saving Throws, the effect ends and the creature can heal normally.
Step 5. The potion can only be completed if holy water is added. The PCs may obtain holy
water from Ezmerelda (if she is travelling with the party and still has some available), from the
Ceremony spell, or by some other means.
If the PCs are still being invisibly tailed by Neferon, the arcanaloth, after making the tribute at
the Temple entrance, Exethanter notices its presence using his truesight several minutes after
first encountering the PCs. Though he doesn’t recognize Neferon due to his memory loss,
Exethanter points out the appearance of a strange, fox-faced creature in the air toward the top
of the chamber, and asks the PCs if it’s a friend of theirs. Upon hearing this, Neferon swiftly
retreats from sight.
When a creature accepts a new dark gift, it begins with zero stages of corruption in that specific
dark gift. However, it also instantly gains a stage of corruption in every other dark gift it had
already accepted.215 For example, assume that a creature has previously accepted a dark gift
from Fekre. If that creature then accepts a dark gift from Drizlash, that creature begins with zero
levels of Drizlash’s corruption, but automatically gains one level of Fekre’s corruption. (You
might present this as the creature becoming increasingly vulnerable to the vestiges’ dark power,
or as a jealous vestige asserting its claim over the creature).
If a creature gains a new attack, but doesn’t have the anatomy necessary to use it (e.g., the
Barbed Tail attack in the second stage of Fekre’s corruption), the creature also gains the
anatomical features needed to use the attack (e.g., a long barbed tail).
Fekre, Queen The creature gains a +3 The creature gains the The creature
of Poxes bonus to its Constitution Rotting Presence feature, transforms into a
score and the flaw: “I the Barbed Tail attack, bulezau under the
crave violence.” Its flesh is and the flaws “I live for the DM’s control.
covered by maggot- kill,” and “Death holds no
infested open sores. fear for me.”
Zrin-Hala, the The creature gains a +3 The creature gains the The creature
Howling bonus to its Strength score Serrated Tail attack, the transforms into an
Storm and the flaw: “I long to Magic Weapons feature, armanite under
carve the flesh of my and the flaw: “Every the DM’s control.
foes.” Its feet fuse into creature - friend or foe - is
cloven hooves. an opportunity to prove my
strength.”
Sykane, the The creature gains a +3 The creature gains the The creature
Soul bonus to its Constitution Regeneration feature, the transforms into a
Hungerer score and the flaws: “I Burrowing Worm attack, spawn of Kyuss
must devour a pound of and the flaw: “I am under the DM’s
earthworms each day, or incapable of speech, but control.
become incapacitated,” giggle at odd intervals.”
and “I enjoy killing helpless
things.” Its skin becomes
pallid and gray.
Savnok, the The creature gains a +3 The creature gains the The creature
Inscrutable bonus to its Strength score Psychic Mirror feature, transforms into a
and the flaw: “I am prone the Slam attack, and the star spawn hulk
to bouts of madness.” It flaw: “I am apathetic to all under the DM’s
gains six inches in height things, and obey all orders control.
and its flesh becomes given to me.”
transparent, allowing the
veins and muscle below to
become visible.
Tarakemedes, The creature gains a +3 The creature gains a pair The creature
the Grave bonus to its Strength score of vestigial wings that transforms into a
Wyrm and the flaw: “I am envious reduce fall damage to zero bone devil under
of my betters and cruel to and allow it to glide five the DM’s control.
my inferiors.” Its nails feet horizontally per five
become long, bony, and feet fallen, the Sting
white with crimson-tips, attack, and the flaw: “I hate
and small, vestigial wings what I cannot have, and
of bone emerge from its lust for all that is valuable
back. or powerful.”
Shami- The creature gains a +3 The creature gains the The creature
Amourae, the bonus to its Charisma ability to communicate via transforms into an
Lady of score and the flaw:”I can’t telepathy, the Telepathic incubus or
Delights get enough pleasure. I Bond feature, the Charm succubus under
desire others to create action, the Draining Kiss the DM’s control.
beauty for me at all times.” attack, and the flaw: “I
Its hair turns red and demand worship and
grows past its waist, its loyalty from all that I meet.”
feet fusing into cloven
hooves.
Drizlash, the The creature gains a +3 The creature gains the The creature
Nine-Eyed bonus to its Constitution Web Walker ability, the transforms into a
Spider score and the flaw: “Only Bite attack, the Sunlight drider under the
raw flesh can satiate my Sensitivity feature, and DM’s control.
hunger, and I am always the flaw: “I suffer from
hungry.” Its skin becomes extreme paranoia, and am
a pale black, and fangs quick to anger.”
grow in its mouth.
Dahlver-Nar, The creature gains a +3 The creature gains the The creature
He of the bonus to its Dexterity Assume Form feature, the transforms into a
Many Teeth score and the flaw: “I have Claws attack, and the maurezhi under
little sense of self - it’s flaw, “I constantly hunger the DM’s control.
hard to remember who I for humanoids’ flesh, and
am or where I’m going.” Its can never sate my urges.”
teeth become long, sharp,
and pointed, and its eyes
glow a pale yellow.
Zantras, the The creature gains a +3 The creature gains the The creature
Kingmaker bonus to its Charisma Fiendish Charm ability, transforms into a
score and the flaw: “I the Fiendish Blessing cambion under
expect my orders to be feature, and the flaw: “I the DM’s control.
obeyed, and am easily exult in every opportunity
enraged by disobedience.” for wickedness and
Its skin turns red, its hands perversion.”
each gain a sixth finger,
and it grows a pair of small
horns on its brow.
Delban, the The creature gains a +3 The creature gains the The creature
Star of Ice bonus to its Strength score Cold Aura feature, the transforms into a
and Hate and the flaw: “Expressions Greatsword attack (which drowned master
of emotion disgust me.” Its manifests as a blade of under the DM’s
face and back grow never-melting ice grown control.
dozens of grotesque blue from one of the creature’s
boils. limbs), and the flaw “Fire
terrifies me.”
Khirad, the The creature gains a +3 The creature gains the The creature
Star of bonus to its Intelligence ability to communicate via transforms into a
Secrets score and the flaw: “I am telepathy from 600 feet mindwitness
obedient to all who would and loses the capacity to under the DM’s
command me.” Its eyes understand all other control.
become a milky-white speech. It gains the
color, its hair falls out, and Tentacles attack and the
its scalp grows several flaw: “I pay no heed to the
pinkish-red tentacles. concerns of creatures
incapable of the psionic
arts.”
Yrrga, the Eye The creature gains a +3 The creature gains the The creature
of Shadows bonus to its Constitution Magic Weapons and transforms into a
score and the flaw: “I enjoy Magic Resistance death slaad
tormenting others.” features, the Bite attack, under the DM’s
Patches of ash-grey and the flaw: “I believe that control.
scales sprout across its all life is pointless, and
skin, and its teeth become look forward to death when
sharp and pointed. it finally comes.”
Great Taar The creature gains a +3 The creature gains the The creature
Haak, the bonus to its Strength score Reckless ability, a 40-foot transforms into a
Five-Headed and the flaw: “I’m always climb speed, the Bite barlgura under
hungry for a fight, and I attack, and the flaw: “I’d the DM’s control.
Destroyer
love taking gruesome tear someone limb from
trophies from my victims.” limb with barely the
Its muscles swell to a slightest provocation.”
larger size, and short,
orange fur covers its body.
Yog the The creature gains a +3 The creature gains the The creature
Invincible bonus to its Strength score Rampage ability, the Tail transforms into a
and the flaw: “Once I’ve Stinger attack, and the shoosuva under
entered battle, I can’t flaw: “I’m always hungry the DM’s control.
distinguish between friend for flesh - but my hunger
and foe.” A line of jagged can never be sated.”
black spikes grows along
its spine, and its eyes
grow a dark, scarlet red.
Norganas, the The creature gains a +3 The creature gains the The creature
Finger of bonus to its Dexterity Aura of Annihilation and transforms into a
Oblivion score and the flaw: Sunlight Hypersensitivity bodak under the
“Expressions of life and joy features, the Withering DM’s control.
disgust me.” Its eyes Gaze attack, and the flaw:
become black voids, and “I seek out undead, and
its jaw unhinges, drooping avoid the living.”
uselessly past its neck.
Vaund the The creature gains a +3 The creature gains the The creature
Evasive bonus to its Dexterity Incorporeal Movement transforms into a
score and the flaw: “I do feature, Life Drain attack, wraith under the
not feel joy, sorrow, or love and the flaw: “I despise DM’s control.
- only hate, rage, and reminders of what I once
apathy.” Its form becomes was, and what I have
ethereal and clouded in become.”
shadow, and its eyes glow
yellow.
Seriach, the The creature gains a +3 The creature gains the The creature
Hell Hound bonus to its Strength score Keen Hearing and Smell transforms into a
Whisperer and the flaw: “I must feature, a 50 foot hell hound under
regularly indulge my movement speed, the Bite the DM’s control.
hunger for killing.” A cloud attack, and the flaw: “A
of smoke and embers weakened ally is little
constantly emits from the better than prey.”
creature’s mouth.
Behind the altar stands Fekre, Queen of Poxes, a tall woman with pallid, purple-grey skin and
a dress of deep violet. Her hair resembles a grey-green fungus that extends on either side of
her head, and her eyes are covered with a purple fungus that mimics the shape of a
masquerade mask. She offers the creature her dark gift: the power of spreading disease. To
216 All credit for the visual descriptions of several of the vestiges in this section goes to /u/fedex777 for
their post “Dark Powers in Barovia.”
accept, the creature must drink the potion from the ceramic bowl. The dark gift allows its
beneficiary to cast the contagion spell as an action without components three times per day.
Amidst the clouds, at the eye of the storm, hovers Zrin-Hala, the Howling Storm, a massive
humanoid apparition formed of dark storm clouds that constantly crackle and hum with lightning.
Its lower body is a black tornado that descends to the ground below, carving deep gouges into
the landscape. Its hands are long, crackling bolts of lightning, and its mouth is a gaping, dark
maw. It offers the creature its dark gift: the power to create lightning. To accept, the creature
must be speared in the chest with one of Zrin-Hala’s lightning bolts. The dark gift allows its
beneficiary to cast the lightning bolt spell as an action without components three times per day.
East Sarcophagus. A creature that touches this sarcophagus is mentally transported to a vast,
dark graveyard of twisted, decaying vegetation and sunken, crumbling headstones. The sky is
covered with flat, grey clouds, and the cemetery is interspersed with tall, cast-iron fences that
have rusted and bent with age.
At the center of the graveyard, before an enormous mass grave filled with humanoid corpses,
rests Sykane, the Soul Hungerer, an enormous worm with the mouth of a lamprey. Drifting
clouds of dim golden mist occasionally drift past its cavernous maw, which it greedily devours
whole. Its flesh is not skin, but a writhing mass of millions of tiny earthworms that weave
together like fabric. It offers the creature its dark gift: the power to raise the recently deceased.
To accept, the PC must devour an earthworm from Sykane’s flesh. This dark gift allows its
beneficiary to cast the raise dead spell once per day without components as an action.
Beside the pedestal stands Savnok, the Inscrutable, a figure whose features and limbs are
entirely concealed by the long, cowled violet robe that it wears. It offers the creature its dark gift:
the power to shield the mind. To accept, the PC must place its hand upon the orb upon the
pedestal. This dark gift allows the beneficiary to cast the mind blank spell once per day without
components.
East Sarcophagus. A creature that touches this sarcophagus is mentally transported to a vast
ossuary built to resemble a throne room forged entirely with bones. Lightless grey flames burn
in countless sconces carved from skulls and mounted upon the walls, which themselves are
built of interlocking femurs and decorated with rib cages organized in sickening patterns.
At the center of the chamber, behind a throne forged of skulls, ribs, clavicles, and femurs,
towers Tarakamedes, the Grave Wyrm, a serpentine wurm with a body formed of jagged grey
spikes, its head terminating in a massive, tooth-filled maw that extends beyond the edges of its
body, without eyes or other facial features. Twin skeletal wings extend from its back, its vast
wingspan brushing the edges of the chamber. It offers the creature its dark gift: the power of
flight. To accept, the PC must seat itself upon the throne. This dark gift allows the beneficiary to
cast the fly spell three times per day without components, manifesting as a pair of skeletal
wings.
Upon a futon at the center of the room lies Shami-Amourae, the Lady of Delights. Her
beautiful face is painted white, and her lips are a deep, crimson red. Her eyes are jade-green,
and her hair is pulled into a simple, yet neat bun atop her head, kept in place by a pair of ivory
needles. She offers the creature her dark gift: the power of persuasion. To accept, the creature
must accept a kiss from Shami-Amourae. This dark gift allows the beneficiary to cast the
suggestion spell three times per day without components.
At the center of the hall looms Drizlash, the Nine-Eyed Spider, an enormous creature with the
upper body of an ancient, wizened crone and the lower body of a bloated, spine-covered
arachnid. Her pale face has eight visible eyes; when offering her gift, a ninth, blind eye opens
atop her forehead. She offers the creature her dark gift: the power to walk on walls and ceilings.
To accept, the creature must swallow a fist-sized egg sac teeming with infant spiders offered by
one of Drizlash’s eight legs. This dark gift allows the beneficiary to cast the spider climb spell
three times per day without components.
Behind the basin lurks Dahlver-Nar, He of the Many Teeth. Each limb or body part of this
monstrous, ten-foot humanoid splits into a separate mouth - or, in some places, many separate
mouths. Each mouth is filled entirely with molars, fangs, canines, or tusks, and they constantly
drool a thick, viscous saliva onto the floor. Dahlver-Nar offers the creature his dark gift: the
power to live many lives. To accept, the creature must bathe its head in the liquid within the
basin. This dark gift allows the body to reincarnate upon death once per day, as if it was the
target of a reincarnate spell. Any stages of corruption received from this or any other dark gift
are preserved each time the creature reincarnates.
Upon the steps of the dais sits Zantras, the Kingmaker, a slender and handsome young man.
He wears fine robes of deep blues and blacks, and bears a simple dagger at his side. Zantras
offers the creature his dark gift: the power of great presence and force of personality. To accept,
the creature must allow Zantras to place the crown upon its head. This dark gift allows the
beneficiary to reroll any Persuasion, Intimidation, or Deception check up to three times per day.
The column of magma rises far into the atmosphere. As it rises, the magma can be seen
darkening, the heat vanishing as it turns black with cold. Above, the magma is devoured by a
dark, gaping crater of Delban, the Star of Ice and Hate, an icy, planetary moon that hangs
overhead. The crater is lined with enormous, miles-long spikes of ice that rim its edges like
teeth. Delban offers the creature its dark gift: the power to unleash deadly cold. To accept, the
creature must step into the column of magma and allow itself to be devoured by Delban’s crater.
This dark gift allows the beneficiary to cast cone of cold without components three times per
day.
East Sarcophagus. A creature that touches this sarcophagus is mentally transported to a stone
platform floating in an endless black ocean. The water is rough, but yards-wide pockets of
stillness occasionally bubble up from below, existing for mere seconds before the currents and
waves swallow them up once more. The sky is filled with dark clouds, and the sun is eclipsed by
a dark moon that devours the light around it.
Floating in the air before the platform, haloed by the eclipse above, is the avatar of Khirad, the
Star of Secrets, a tall,cowled figure wearing a long, rippling yellow cloak that conceals all
features. Though the moon overhead is the true vestige, this figure projects its sonorous, yet
whispered voice for the creature to hear. Khirad offers the creature its dark gift: the power of
divination. To accept, the creature must step off of the platform and dive into the ocean. This gift
allows its beneficiary to cast the scrying spell three times per day without components as an
action.
The creature is soon met by Yrrga, the Eye of Shadows, a woman’s silhouette formed by the
stars and planets of the surrounding void, her eyes a pair of swirling spiral galaxies. She offers
the creature her dark gift: the power of true seeing. To accept, the creature must remove the red
cloth and gaze into the glass orb that lies beneath it. This dark gift grants its beneficiary the
ability to cast the true seeing spell three times per day.
Rising from the lake of lava is Great Taar Haak, the Five-Headed Destroyer - an immense,
five-headed hydra of dark platinum scales, each maw wide enough to devour an entire village. It
offers the creature its dark gift: the power of great physical strength. To accept, the creature
must wade into the lake of lava and be baptised beneath the hydra’s monstrous claw. This dark
gift grants its beneficiary the ability to increase its Strength score to 26 as an action for one hour
up to three times per day.
South Sarcophagus. A creature that touches this sarcophagus is mentally transported to the
floor of a dark cavern whose arched ceiling rises hundreds of feet overhead. A stone ridge
extends from the floor and extends in dozens of spirals around the edge of the chamber toward
the ceiling. The ridges are dotted with enormous boulders, some of which rival entire houses in
size, while the smashed remains of many stones of similar size lie pulverized on the ground.
The lowest floor of the cavern sinks to a circular, flat depression; at its center, formed by several
converging cracks in the earth, rests a deep, dark hole filled with a thick, bubbling tar.
Perched atop the highest ridge overhead, and slowly descending toward the creature, is Yog
the Invincible, a house-sized wolf whose black fur is like a shell of dark, steel quills. A thick,
oozing tar constantly drips from Yog’s coat, its yellow eyes gleaming in the darkness of the
cave. It offers the creature its dark gift: the power of physical resilience. To accept, the creature
must bathe itself in the pool of tar at the center of the cavern. This dark gift grants its beneficiary
the ability to grant itself 30 temporary hit points three times per day.
Clad in twisted darkness behind the elevated coffin is Norganas, the Finger of Oblivion, a
writhing mass of shadows shaped like grasping hands and long, reaching tendrils. Just above
the darkness’ center floats an elaborate helm carved of bone, its visor revealing nothing but a
pair of crimson red eyes. Norganas offers the creature its dark gift: the power to turn life into
undeath. To accept, the creature must crawl into the coffin atop the dais and allow Norganas’
many hands to pull the cover shut above it. This dark gift grants its beneficiary the power to cast
the finger of death spell as an action once per day.
A creature that approaches the mirror, instead of their own reflection, can see a golden mask
fashioned into a smiling human face hovering in the air where another creature’s head might be.
The rest of the mirror is filled with blackness. This mask hides the features of Vaund the
Evasive. It offers the creature its dark gift: the power of evasion. To accept, the PC must step
through the surface of the mirror. The beneficiary can use this dark gift up to three times per day
to either cast the spell nondetection without components or to use their reaction to succeed on a
failed Dexterity saving throw.
East Sarcophagus. A creature that touches this sarcophagus is mentally transported to an arid
hellscape forged of black volcanic rock. A crimson sky of impossible heat blazes down from
above, and the ground is split in many places by deep fissures and cracks that allow great gouts
of lava to burst and ooze from beneath the surface. A pair of hell hounds linger beneath a
twisted arch of black earth, smoke and embers steaming from their nostrils as magma drips
from their maws like saliva.
Between and behind the hell hounds stands Seriach, the Hell Hound Whisperer, a figure clad
entirely in black steel armor inlaid with crimson markings and sigils. The armor upon its
shoulders are rimmed with spikes, and its helmet bears a pair of metal horns that thrust into the
air a full foot above the helmet’s top. In its hands, Seriach holds a pair of whips that crackle with
swirling flames. He offers the creature the power to summon and control the beasts of the Nine
Hells. To accept, the PC must allow itself to be devoured by the two hell hounds. The
beneficiary can use this dark gift to summon and control two hell hounds for one hour once per
day.
Beneath an enormous black gulthias tree that looms far above the rest crouches Vampyr, a
monstrous humanoid with two long, bat-like wings that extend beyond its arms, a pair of bat-like
ears, and a gaping maw of teeth that culminate in a pair of enormous fangs. It crouches upon
the ground rather than standing, its flesh a pale, blue-tinged gray, and its mouth and face
dripping with blood. Crimson stains mark the flesh of its chest, and its arms end in long, wicked
claws from which blood oozes without end. Vampyr offers the creature its dark gift: the
immortality of undeath, as described in the original module. To accept, the creature must allow
itself to be exsanguinated by Vampyr and its thousands of bats, its flesh torn and mutilated by
the vestige’s great claws.
Between the pedestals stands Tenebrous, a towering undead figure whose flesh has decayed
and shriveled, leaving its features sunken, twisted, and sagging. Six red circles have been
carved into the flesh of its bare scalp, and its eyes glow a dim, distant crimson. On a loop of
platinum chain links around its neck, it wears a simple amulet forged of platinum and bearing a
purple gem at its center. Tenebrous offers the creature its dark gift: the secret of lichdom, as
described in the original module. To accept, the creature must open the grimoire upon the
pedestal and read its contents.
East Sarcophagus. A creature that touches this sarcophagus is mentally transported to the
crest of a tall, mountainous hill that overlooks a rugged and desolate landscape. Cold, raised
lines of pale blue curl between each mountain, splitting and rejoining like veins. The sky
overhead is an inky black, filled only with thirteen distant stars whose blue light flickers coldly
across the void.
As the creature obtains its bearings, the hill splits apart at its peak, revealing its true nature: one
of the many, miles-long eyes of Zhudun, the Corpse Star - an aberrant moon-sized planetary
body covered in eyes. Dozens, then hundreds of mounds, mountains, and hills across the
horizon, as far as the eye can see, do the same, revealing hundreds of purple-irised eyes, each
one larger than a city. Zhudun offers the creature its dark gift: the power to raise the ancient
dead, as described in the original module. To accept, the creature must allow itself to fall into
the great dark hole of Zhudun’s pupil.
Special Events
Neferon’s Judgement
The first time that the PCs enter area X17 (Upper West Hall) or area X4 (Overlook), or approach
the southern staircases in area X5 (Temple of Lost Secrets) after taking a treasure or magic
item from within the Amber Temple, Neferon teleports to area X5a (God of Secrets), condemns
the party for stealing, and attacks - with surprise, if the darkness around the god’s statue
remains in place. The three flameskulls in Area X17 (Upper West Hall) also immediately join
his attack. The only item that the PCs can retrieve without incurring Neferon’s wrath is the wand
of secrets in area X2b (Guard Room), which Neferon does not consider to be a part of the
Temple proper.
However, if the PCs have previously found, cured, and befriended Exethanter, Neferon instead
appears before the PCs as a hovering cloud of darkness before delivering its condemnation. If
Exethanter is not already with the party, he swiftly appears and commands Neferon to cease his
foolish actions. With a snap of Exethanter’s bony fingers, Neferon’s darkness vanishes, revealing
his demonic form to the party. Exethanter scorns Neferon for his opposition, scoffing, “You made
your choice - as I made mine. Now begone, and trouble us no more.” Neferon hisses at Exethanter
in displeasure, vowing that Exethanter’s protection will not shield the PCs forever, but soon
teleports away to hide in area X5a (God of Secrets). Exethanter promises the PCs that Neferon’s
threats are hollow outside of the Temple, and offers to escort them outside. He refuses to elaborate
on his words to Neferon, but will disclose that he and Neferon were once colleagues if asked
Davian’s Quest. If the PCs have rescued the Wizard of Wines from the threat of the Forest Folk, Davian
Martikov asks them to retrieve the second enchanted gemstone from Baba Lysaga’s possession in Berez.
Ireena’s Answers. If the PCs brought Ireena to Sergei’s spirit at the blessed pool in Krezk and Ireena
refused Sergei’s offer of sanctuary, he tells her that she can find the answers she seeks at Marina’s
Monument in Berez.
The Swamp Fane. Following the PCs’ visitation to the mountain village of Yaedrag, they can learn that the
Swamp Fane, shrine to the Weaver, is located at the standing stones at Berez.
Introduction
In the original module, the Ruins of Berez are an infrequent, out-of-the-way destination for most
Curse of Strahd parties, ranked above only the Werewolf Den for player interest. Unless the
Tarokka reading places one or more items in this dreary swamp or the PCs forge a strong
connection with the Keepers of the Feather at the Wizard of Wines, it is unlikely that a party will
journey here in most campaigns. It’s easy to see why—barring Baba Lysaga herself, there is
little of note here.
Some guides have sought to expand Berez by creating a more expansive hexcrawl, adding
additional random encounters or points of interest throughout the swamp. While these additions
can make Berez feel bigger, they can run the risk of consuming the players’ valuable OOC time
while adding little of value beside additional complications and HP taxes.
I strongly recommend against the common practice of replacing Baba Lysaga’s flying giant’s
skull with the skull of Argynvost, which removes the dragon’s skull from Castle Ravenloft
entirely. While this may serve as another hook to Berez, it does raise the question of why
Vladimir Horngaard and/or his revenants have not previously attempted to recover the dragon’s
bones and how Baba Lysaga recovered the bones from Castle Ravenloft in the first place.
Additionally, many DMs have found their plans upended when their players—entirely reasonably
—have destroyed the dragon’s skull to prevent Lysaga from flying in it.
More importantly, however, the heist of Argynvost’s skull presents a prime opportunity to force
your PCs to enter Castle Ravenloft before they are ready to face Strahd, allowing them to
explore the layout of the castle’s peaks and depths before the final battle. This heist also
provides an excellent pre-finale climax (especially if paired with a rescue of Ireena and/or the
recovery of a Tarokka artifact), and can make for a notable turning point in Strahd’s relationship
with the players. See Guide to Castle Ravenloft: The Heist for more information on running
this scenario.
In this guide, Berez exists as a culmination of several disparate plot hooks: the finale of Ireena’s
quest for safety and self-discovery; the reveal of Tatyana’s nature and history; the exposition of
the lost lore of the Ladies of the Fanes; the consecration of the Weaver’s holy shrine (and the
severance of Strahd’s associated boon); the recovery of the second lost Martikov gemstone;
and a fateful encounter with the woman who helped plant the seed of Strahd’s evil.
First, Lysaga is a solitary, ancient hermit with an obsessive devotion to Strahd von Zarovich.
She is exceptionally intelligent, easily matching Strahd in cunning and arcane lore and
exceeding him in wisdom. While she is not especially charismatic, she does appear to have a
forceful personality and the capacity to gain (or create) allies, as shown by her relationship to
the coven in Castle Ravenloft. Her captivity of ravens suggests a sadistic streak—she could
easily kill them and deprive the Keepers of valuable spies, but prefers to let them live, as their
squawking is “music to her ears.” She is a fierce and amoral zealot, eager to destroy her
enemies with cold, calculating efficiency.
As a follower of Mother Night, Lysaga is capable of ruses and deception, though her dismissal
from Castle Ravenloft suggests that she is not overtly comfortable with them. Her affinity for
illusory magic and divination suggests a cerebral approach to tactics and spellwork, rather than
the blunt-force necromancy and evocation styles favored by Strahd himself (though she is
certainly capable of brute arcane strength if needed). Finally, her refusal to march on the Wizard
of Wines herself—instead dispatching her scarecrows and empowering the druids to fight for
her—suggests a tactician’s distance from conflict and an interest in self-preservation, rather
than a brawler’s love of the fight.
Accordingly, Lysaga prefers proxy fights to personal fights, solitude to company, and
(unsurprisingly) vengeance to forgiveness—though mercy is always an option if it somehow
advances her interests. If she engages in hostilities, she will have a reason to do so—whether it
is pride, obsession, or power—and she is wise enough to keep herself out of danger when she
does choose to fight. In combat, she prefers to delegate the “brute force” of fighting to her
creeping hut, choosing instead to remain out-of-reach in her flying giant’s skull while striking
down any creature that dares venture close to the enchanted gem at the hut’s heart.
A creature who is the first to strike Lysaga in an encounter temporarily breaks her composure
and draws her ire, as the ancient witch sears in fury at any who would dare lay a finger upon the
mother of royal blood. After casting finger of death at her assailant, however, Lysaga’s sharp
mind soon overcomes her hot rage, and her better senses reassert themselves. A PC who
belittles Strahd or his accomplishments soon stokes Lysaga’s rage, though; the witch will not
flee combat while such a character survives.
In combat, Lysaga prefers to use cloudkill to keep meddlesome PCs out of her hut (which is,
luckily, immune to poison damage). If her hut is present, she prefers to wield polymorph (worm)
or Evard’s black tentacles to incapacitate her enemies and ease the hut’s attacks; otherwise,
she wields blight, fireball, and lightning bolt with devastating efficiency. In either case, she will
gladly cast dispel magic to remove opposing magical effects, misty step to avoid danger, or
power word stun to incapacitate any enemy that seems capable of destroying her flying skull. If
possible, she will use her creeping hut as cover to shield her flying skull from enemy spells and
attacks, and will direct her hut to prioritize spellcasters over melee fighters.
If her flying skull is destroyed, Lysaga polymorphs into a swarm of insects (flies). If her hut is
still animated, she attempts to take cover inside and continue her attack. If not, she flees to the
skies, vanishing into the fog once she reaches a distance of 120 feet from the PCs.
If your PCs TPK to Lysaga, don’t fret. Instead, assume that she has (or soon brews) a dose of
potion of cloven curse (see below) for each of them. The PCs subsequently awaken as goats
imprisoned in Lysaga’s goat pen. If present, an imprisoned adventurer or Barovian (see “Goat
Pen” below) can suggest that the cure to their affliction may be found in Lysaga’s potions
cabinet. (In this case, assume that there is a null tincture available for each cursed PC).
According to the 5e SRD, a short rest “is a period of downtime, at least 1 hour long, during
which a character does nothing more strenuous than eating, drinking, reading, and tending to
wounds.” As such, it is impossible to take a short rest in Berez outside of the two safe
locations.
A long rest, by contrast, is only interrupted by at least 1 hour of “a period of strenuous activity”;
as such, a party can successfully take a long rest in greater Berez. The encounter with the 1d4
swarms of flies is, in this case, the cost of doing business.
Marsh Scarecrows
As-written, Berez contains seven scarecrows that attack if attacked, commanded, or
summoned by Lysaga’s howling skulls. However, the module gives little guidance on how to run
them.
Though the scarecrows are scattered at varying distances throughout the marsh, it might feel a
bit silly for them to trickle toward your players one-by-one if activated. As such, I’d recommend
having all seven (or six, if triggered by the PCs attacking one of their own) lurch through the fog
simultaneously in 1d4 + 1 rounds.
The chapter’s introduction specifies that Lysaga spends “most of her time crafting and animating
scarecrows.” Given that there are only seven scarecrows in Berez and that the average
scarecrow random encounter included four scarecrows, we can estimate that there are
anywhere from 12 to 32 scarecrows roaming around outside of Berez at any given time.
According to the text, Lysaga’s primary goal in making scarecrows is to kill the ravens and
wereravens of Barovia—enemies who she didn’t learn of until recently. As such, while she has
likely been making security scarecrows for decades, it’s probable that she didn’t ramp up
production until recently. Lycanthropes can’t be wounded by nonmagical weapon damage, but
the paralysis from a scarecrow’s Terrifying Glare ability does make it easier to kill them via
falling damage or drowning.
With that said, why hasn’t Barovia been overrun by scarecrows yet, given that Lysaga has few
other hobbies? We must assume that building and enchanting a scarecrow takes time and
resources—two limiting factors on Lysaga’s production line. After all, if the winery is destroyed,
Lysaga sends all seven of her existing security scarecrows to guard it, rather than sending new
ones.
Let’s estimate that it’s been around a year since Lysaga learned of the wereravens. Let’s also
say that she’s suffered around a 20% attrition rate (losing scarecrows to successful wereraven
defenses, annoyed werewolves, random natural disasters, etc). If she’s spent almost every day
building a new scarecrow, we can calculate (based on the average estimate from above) that
she’s built around 22 scarecrows in the past twelve months. Assuming each month has
approximately 30 days (according to the Barovian calendar in Chapter 2), that’s around 16 days
per scarecrow.
As a result? If your PCs kill several scarecrows and leave before killing Lysaga, you can make
one of the following assumptions:
● 1d4 scarecrows return to Berez at dusk each day, until there are seven scarecrows once
more
● Baba Lysaga’s forces remain depleted, forcing her to spend 4d6 days crafting a
replacement for each scarecrow destroyed
Choose the first option if you want the scarecrows to remain a threat in any combat with Lysaga;
choose the latter if you want to let your players “lay siege” to Berez and slowly whittle down the
crone’s resources.
Recall also that, according to the Monster Manual, scarecrows are animated by bound evil
spirits. Fortunately, there’s one other creature in Barovia who has access to evil spirits:
Morgantha (and her coven of night hags). Accordingly, it might be reasonable to assume that
Morgantha routinely supplies Lysaga with the souls of evil Barovians in exchange for
components, arcane lore, or simple information. (This might also provide Morgantha or any
surviving night hags with a motivation to flee for Berez if the Bonegrinder is destroyed—they
already have a working relationship with Lysaga herself).
Areas of Berez
Note that, according to the module (pg. 161), thick fog within the village blocks line-of-sight,
preventing any creature from seeing further than 120 ft. away. Baba Lysaga is familiar with this
feature, and will gladly abuse it to take down any intruders. See below for more information on
her combat tactics.
If the PCs ask for the location of Marina’s Monument or (after learning of Marina’s sad tale)
additional details of Marina’s fate, or if Lazlo has reason to believe that sharing the existence of
the Monument will in some way improve his standing in the PCs’ eyes, he shares the following:
“Travel west. Two hundred paces from the mansion lies a monument to my folly—and a testament to
Marina’s memory.”
Goat Pen
As-written, Baba Lysaga’s goat pen contains nine goats trapped behind its fence. However, if
you would like to incorporate a missing character (e.g., from a PC’s backstory) or introduce a
new PC, you can introduce that character as a true polymorphed tenth goat trapped in Lysaga’s
goat pen. Baba Lysaga caught this character intruding upon her goat pen or hut several days or
weeks ago and transformed them into a goat using a potion of cloven curse. She intends to use
this goat in her blood ritual under the light of the next new moon.
As the PCs approach the pen, they can hear the sound of repeated collisions and cracking
wood. When the pen comes into view, they can see this polymorphed character repeatedly
ramming the side of the fence with its horns. Unlike its fellow goats, this goat bears odd or
additional markers or coloration fitting its true appearance. (For example, a red tiefling could
become a red-furred goat with devil-like eyes).
Upon encountering the PCs, the goat acts in any way possible to communicate its past identity
and goal of escape to the party. While the goat has the intelligence of an ordinary goat, the PCs
should be able to tell that its behavior is far more purposeful and eccentric than its fellows. The
goat doesn’t know how to undo its condition, but does think that Baba Lysaga’s potions cabinet
might hold the secret to reversing her spell. PCs who are polymorphed into goats or otherwise
able to speak with animals can converse with the polymorphed adventurer normally.
On her first turn of combat, Lysaga emerges from Berez’s fog and commands the PCs to depart
from Berez at once, or be lost in its swamps forevermore. (PCs with sharp passive Perception
may notice the silhouettes of distant scarecrows shambling closer through the fog). If
questioned, she introduces herself as “the Witch-Mother, the begetter of power,” but makes no
allowances to further justify her demands; if challenged, she opens hostilities and strikes the
most defiant PC with blight.
If the PCs seem happy to flee, Lysaga follows by casting cloudkill (taking care not to kill any of
her goats as the poison gas flows across the earth) to ensure that they don’t have any second
thoughts.
If, however, the PCs still appear ready to do battle and Baba Lysaga is not confident in her
victory (e.g., if the PCs are at least 7th level, the blighted PC was not bloodied from her spell, or
otherwise), she cackles and informs the PCs that “they were warned.” She then vanishes into
the mist above in her flying skull. If any creature attempts to follow her through the air, such as
by a fly spell, she has no compunctions about causing her pursuer to fall to the ground by
casting power word stun once that creature is sufficiently far above the ground. As a mad witch,
Baba Lysaga cares far more for style than efficiency.
Baba Lysaga then returns to Baba Lysaga’s creeping hut and activates it, returning to the
PCs’ last known location in an attempt to hunt them down.
The wooden chest in Lysaga’s hut contains, in addition to its other contents, the spindle of the
Weaver, which Lysaga uses as a focus when casting rituals, animating scarecrows, or creating
potions. This ancient, stone-carved weaving spindle is wrought with intricate spirals and inset at
its top with a carving of a three-petalled flower with two seed clusters sprouting from its stem. A
DC 14 Nature (Intelligence) check reveals this to be the flower of the sanziene plant (a native
Barovian makes the check with advantage). See Area U6 for more information about the
spindle of the Weaver.
Your PCs may also attempt to ambush Lysaga or attack with surprise. One of the most common
issues that DMs face when running Baba Lysaga in combat, however, is her “glass cannon”
nature. Specifically, she can deal immense damage to the PCs—but if she is surprised or
cornered by high-level characters, she can easily be demolished in a round or two. Still, there
are a few things to remember when running such an encounter to avoid an unsatisfying and
undignified end.
First, if your PCs attempt to surprise Lysaga, you must first determine if she is actually
surprised. If three PCs snuck up to Lysaga’s hut and two of the three PCs succeeded on a DC
14 Stealth roll (see above), the three PCs succeeded on a group stealth check and may attack
Lysaga with surprise.
Second, there are no “surprise rounds” in 5th edition. Instead, “surprised” is a condition like
“prone” or “frightened.” “Surprised” simply means that the creature cannot move or take actions
on its first turn and cannot take a reaction until that turn ends. As such, once Baba Lysaga’s first
turn has ended, she loses the “surprised” condition and can telepathically command her
creeping hut to attack the PCs and/or protect her. The hut will then roll initiative and join the
battle on the second round of combat.
Once it does so, it can use its roots to KO any creature threatening Lysaga from within it;
alternatively, it can attempt to grapple and remove a single creature within it. In both cases, the
hut will likely also use its 30-foot move speed to move away from any other combatants and
face its open doorway away from any ranged attackers, assuming Lysaga knows that other
attackers are present). Remember that as long as Lysaga is inside of the hut, she functionally
has full cover from any creature that cannot see through the open doorway.
If the PCs approach Lysaga openly and politely, Lysaga is likely to insist that they leave her
swamp, though she may be willing to briefly humor PCs who flatter her ego (though she has no
intention of dealing fairly and honestly with anyone who trespasses into her swamp). If the PCs
overstay their welcome, Lysaga uses her action to polymorph into a swarm of insects (flies),
reappearing in her giant’s skull. She then telepathically commands her creeping hut to animate
and attack any PCs remaining inside, while casting cloudkill (which her hut is immune to) to
force the PCs to evacuate.
However, if the PCs’ appearance suggests a threat to Strahd (e.g., one or more of them are
wearing plate armor, Strahd’s animated armor, a visible holy symbol, or either the Sunsword or
Holy Symbol of Ravenkind), she greets them kindly and briefly attempts to uncover their
business and/or loyalties. If she comes to believe that the PCs pose a threat to Strahd (her
“darling boy”), she attempts to lure them out of the hut before entering her giant’s skull, casting
Evard’s black tentacles to restrain the group, and commanding her hut to attack any restrained
PCs.
If the PCs attack Lysaga openly, she immediately wills her hut to animate, at which point it
attacks all other creatures inside using its root multiattack. She then casts misty step to escape
into her giant’s skull and casts cloudkill centered within the hut.
If Lysaga catches a lone PC snooping in her hut, she uses her summon swarms of insects
action to fill the door with thick swarms of large, black flies. She then interrogates the PC,
aiming to find who and what they are. She may cast sleep to incapacitate that PC, followed by
giving them a dose of her potion of cloven curse, turning them into a goat (which she swiftly
deposits into her pen with the others).
Diplomacy with Baba Lysaga is likely doomed to failure. Aside from the extinction of the
Keepers of the Feather, there are few things that she truly desires, and she is more likely to
destroy potential “rivals” to Strahd’s power than to entertain an alliance with powerful
adventurers.
U4. Churchyard
If you have placed an imprisoned adventurer in the Goat Pen (see above), this abandoned
church and/or the cemetery behind it are a perfect place to leave their forgotten belongings.
Perhaps the prisoner and their friends (if any) made a last stand here amidst the ruined church,
and Lysaga missed one or more of their belongings in collecting their unconscious bodies.
If the PCs have not previously encountered Lysaga, her hut, or her skull, you can show them an
eerie sight when they emerge from the church after exploring it: a large, hovering silhouette that
ghosts silently through the mist from the opposite side of the ruined mansion and vanishing into
the eastern fog. (This is Baba Lysaga returning to her hut atop her flying skull after checking in
on or retrieving one of her goats.)
There’s a moment of silence, the croaking of frogs and distant buzzing of flies vanishing into a whisper. For a
heartbeat, you are alone in the swamp, the fog swirling lazily about you, as the brackish muck glistens in the
grey light. Ireena, kneeling beneath the monument, looks almost like a pilgrim offering a gesture of
supplication.
The PCs and any other allied creatures present are magically transported to a demiplane within
Ireena’s soul. Here, the PCs encounter each of Ireena’s past lives in reverse order, and must
save them from their ultimate fate. (You can find a battlemap of this sequence here).
You hear a startled gasp from a well-lit corner. There, sitting upon a hay-stuffed mattress, wearing a simple,
worn dressing gown, peering at you from behind a pair of cracked eyeglasses, sits a woman with a striking
resemblance to Ireena Kolyana.
The woman is Marina (NG female human commoner), Ireena’s fifth and most recent life. She is
reading a book by candlelight when the PCs arrive (a work of fiction about adventures in far-off
lands), but quickly sets it aside when they appear.
She is surprised and somewhat startled by the PCs’ appearance, but treats them as old friends,
welcoming them to her small home. If asked about her familiarity, she looks momentarily
confused, but insists that she feels like she’s known them for a long time. She has no
knowledge of the name “Ireena” or the PCs’ mission against Strahd.
After introductions, Marina asks the PCs if they can stay the night and guard her door against a
former friend who has taken to visiting her in the night—a man named Vasili von Holtz. She
shares that she has become uncomfortable with Vasili’s overtures, but (for reasons she’s
unsure of) feels that she would be unable to turn him away without the PCs’ help. If the PCs
agree, she thanks them and turns into bed.
Marina’s cottage stands alone on the western edge of Berez’s northern perimeter, quite close to
the village church. The village is quiet this night, but some time after Marina falls asleep, a PC
with passive Perception 10 or more can see a silhouette moving around the outside of the
house (Burgomaster Lazlo Ulrich, LN male commoner), followed shortly by a second (Brother
Grigori, LN male acolyte). If the PCs do not intervene, Lazlo fiddles at the door (unlocking it
with his key), then pauses. With a successful DC 14 passive Perception check, a PC can
overhear Brother Grigori reassure him in low tones: “It must be done to save the girl’s soul—it is
too late to save her life.”
When the door is opened, the PCs see two dark silhouettes: Lazlo and Grigori, both carrying
long, sharpened wooden stakes.
Lazlo and Grigori ignore the PCs unless attacked or obstructed, seemingly ignorant to the
characters’ presence until they make themselves known. If the PCs do not intervene, they make
their way to Marina’s bed and plunge wooden stakes through her heart as she sleeps.
The PCs can awaken Marina, block or confront Lazlo’s efforts, conceal Marina from sight, or
take any other action likely to protect her. If confronted, Lazlo and Brother Grigori attempt to
justify their actions, claiming that their efforts are necessary to protect Marina’s soul from
Strahd’s corruption. If the PCs successfully defend Marina from attack, she awakens (if still
asleep), expresses quiet horror at Lazlo’s scheme, and thanks the PCs.
Whether the PCs protect Marina or allow her to die, the environment of Marina’s cottage then
fades as the PCs are transported to Area U5b.
The five windows are made of stained-glass. When the PCs first encounter them, the first four
are rendered in muted grey tones, with each figure rendered in silhouette. Ireena believes that
each of the windows depicts one of her past lives, and is determined to know more. If the PCs
pass a window’s trial (i.e., by rescuing that window’s past life), the figure is rendered in full color
and detail. The fifth window (“The Noble”) is blank until the PCs pass the trials of the other four
windows. The windows are as follows:
● The Scholar. If Ireena touches this window, the PCs are transported to Area U5a unless
they have already passed its trial. Once the PCs do so, the window is fully illuminated,
depicting a woman resembling Ireena Kolyana wearing threadbare peasant’s clothes, a
patched traveller’s cloak, and cracked reading glasses. She carries a book under one
arm. This is Marina.
● The Warrior. If Ireena touches this window, the PCs are transported to Area U5c unless
they have already passed its trial. Once the PCs do so, the window is fully illuminated,
depicting a woman resembling Ireena Kolyana wearing leather armor, a shield, a spear,
and a longbow. This is Sorina.
● The Mage. If Ireena touches this window, the PCs are transported to Area U5d unless
they have already passed its trial. Once the PCs do so, the window is fully illuminated,
depicting a woman wearing a beautiful maroon dress and a noble’s garb. She holds a
spellbook open in one palm and carries a pale-wood wand in the other. This is Victoria.
● The Acolyte. If Ireena touches this window, the PCs are transported to Area U5e unless
they have already passed its trial. Once the PCs do so, the window is fully illuminated,
depicting a woman resembling Ireena Kolyana wearing coarse brown priest’s robes and
bearing a wooden symbol of the Morninglord on a leather cord around her neck. This is
Isabella.
● The Noble. If Ireena touches this window after the PCs have passed the other four trials,
the PCs are transported to Area U5f. A PC who touches this window transports the party
to Area U5a unless Marina has already been rescued. Once the PCs do so, the window
is fully illuminated, depicting a woman resembling Ireena Kolyana wearing a torn and
bloodied wedding dress. This is Tatyana.
U5c. Wolfrun
A light dusting of snow crunches beneath your feet, the tall pines and rotting trees around you casting long,
dark shadows across the loamy earth of the Svalich Wood. You hear a familiar voice calling from the woods
and the sound of boots stepping through the icy mulch.
The voice belongs to Sorina (NG female human scout), Ireena’s fourth life. She wears hide
armor warmed with furs and bears a spear, with a bow and quiver slung across her back.
Like Marina, Sorina neither knows the PCs personally nor recalls her existence as Ireena. She
does, however, greet the PCs as friendly strangers, introducing herself as a guardswoman and
scout from Krezk. Sorina is in the Svalich Woods north of Krezk to search for a young girl
named Vasha, Sorina’s adoptive sister, who vanished on the mountain ridge adjacent to the
Svalich Wood. (Sorina’s life pre-dates the arrival of the Abbot, and searches have turned up no
sign of Vasha in the Abbey or elsewhere in Krezk).
Sorina asks the PCs for help in finding her missing sister. If the PCs assist her, a PC can make
a DC 14 Survival check with advantage. On a success, the PCs locate the girl’s scarf hooked
around a dead log in the woods; on a failure, the PCs find nothing.
In either case, several minutes after beginning their search, the PCs and Sorina are confronted
by Gorek (CE male human werewolf), alongside six wolves and two dire wolves. Gorek,
among Strahd’s other minions, was instructed by his “master” (Strahd) to escort Sorina to Castle
Ravenloft, and is pleased that his lucky find of Vasha on the slopes of Mount Baratok has
successfully drawn Sorina out past Krezk’s walls. Gorek has already handed Vasha off to the
other members of the pack, and commands Sorina to accompany him.
If Sorina or the PCs refuse, Gorek sends his companions to knock her unconscious. If the
wolves fail, Gorek attacks in hybrid form with clear bloodlust in his eyes, adding, “The Master
wanted you brought to Ravenloft—but I’m sure he wouldn’t mind if there were a few pieces
missing, would he?”
Whether the PCs protect Sorina or allow her to die, the environment of Marina’s cottage then
fades as the PCs are transported to Area U5b. If the PCs were successful, Sorina first retrieves
Vasha’s scarf and holds it close before thanking the PCs, a resolute steel to her voice.
The figure is Victoria Voltanescu (NG female mage), Ireena’s third life and a former
noblewoman of Vallaki. The book is a spellbook containing her prepared spells strapped to the
inside of her cloak, and the wand (carved of pine wood) is her arcane focus. She has 1 hitpoint
remaining and three levels of exhaustion.
Victoria is a well-read mage and the third daughter of a minor Vallakian noble family. Distressed
by Strahd’s visitations, she turned to magic for a means of escape and protection. After fleeing
Vallaki, she found herself turned away from Krezk and found no protection in Berez (a small,
defenseless village that could barely muster enough force to defend itself). Fearing an inability
to hide from the vampire beneath the castle’s shadow in Barovia Village, Victoria fled to Mount
Ghakis in an attempt to last-ditch, desperate attempt to evade him.
Victoria is grateful for any aid the PCs may provide, but is at risk of death from exposure without
aid. The PCs can help her survive the night by locating shelter (e.g., finding a nearby crag or
cave with a successful DC 13 Survival check after one hour of searching, or within thirty minutes
of searching with a successful DC 17 Survival check), providing healing and/or warm, dry
clothes, and providing a warm heat source until morning. Both Victoria and any PC without cold
weather clothing or access to a sufficient heat source suffer the effects of extreme cold (see the
Dungeon Master’s Guide).
If Victoria survives until morning, she thanks them and bids them well in their travels. Whether
Victoria lives or dies, the PCs are returned to Area U5b.
The man is Father Marek (neutral good male human priest). The woman is Lavinia Swilova
(lawful good female human commoner) and the mother of Isabella (neutral good female human
acolyte), Ireena’s second life and an acolyte to the Morninglord. Any PC who has previously
visited the village of Barovia recognizes the church as a younger version of Father Donavich’s
dwelling.
The PCs can learn that the church was set aflame when a bolt of lightning struck the steeple,
the fire spreading unnaturally fast despite the rain.
To rescue Isabella, the PCs must succeed on the following three-round skill challenge. The
general rules for skill challenges can be found here To complete a given round, the PCs must
make two DC 10 skill checks in attempt to overcome the obstacles therein. Each time a PC fails
a skill check, that PC and Isabella take 1d4 fire damage plus 1d4 poison damage from the
smoke, representing the time that the PCs have lost by their failure. (Unlike an ordinary NPC,
Isabella falls unconscious when she reaches zero hit points, and proceeds to make death
saving throws as a PC would).
● Round One—The Burning Doors. The PCs must make their way through or
circumvent the burning doors of Barovia’s church. Potential skills include Athletics,
Acrobatics, Perception (to find places where the burning walls have left openings to dash
through), Investigation (to follow and predict the fire’s movement), or spells to move,
bypass, or extinguish the doors.
● Round Two—The Smoky Room. The PCs must rescue Isabella (who resembles Ireena
Kolyana, save for the soot-stained white acolyte’s robe and the wooden symbol of the
Morninglord she wears) from the bedroom in which she is trapped. If conscious, Isabella
is kneeling in her room and praying while quietly crying. The flames have blocked
access to her room, and the interior of the church is filled with toxic black smoke.
Potential skills include Athletics, Perception (to find openings in the flames), or spells to
extract Isabella or extinguish the flames.
● Round Three—The Crashing Roof. The PCs must escape with Isabella before the
burning roof, weakened by the flames, comes crashing down on their heads. Potential
skills include Athletics, Acrobatics, or spells to expedite the PCs’ escape.
If rescued from the church, Isabella thanks the PCs before sharing, somewhat deliriously, that
she had only prayed for an escape—a way to keep “Him” from finding her. Whether Isabella
lives or dies, the PCs are returned to Area U5b.
You find yourselves atop a stone-paved overlook, with a low stone wall adorned with outward-facing
gargoyle carvings. A flash of lightning illuminates a quiet village lying far below. Overhead, dark clouds rain
from a black sky, the silhouette of Castle Ravenloft towering ominously above you. A woman in a torn and
red-stained bridal gown stands backed up against the edge of the overlook, mere inches away from a
thousand-foot fall into the swirling mists beneath. She clutches a crystalline sword with a platinum handle,
and her features are the spitting image of Ireena Kolyana.
Corpses of men and women in livery lie across a flagstone avenue that connects the overlook to the castle,
discarded swords and spears lying beside them in pools of crimson blood. At the center of the avenue
stands a tall, gaunt man wearing a noble’s finery that has been torn and ripped by dozens of arrows that still
protrude from his flesh. His gaze snaps to the woman’s, his crimson eyes gleaming in the darkness. He
hisses: “Tatyana—please. I did this for you. All of this, for you. My brother is dead, and you are mine. With
the pact I have made, power and eternal life are within my grasp. You can deny my love no longer.”
The woman takes a half-step back, glancing uncertainly over the ledge. Her hands tremble around the hilt of
the sword, and you see a flash of fear and hesitation in her eyes.
The woman is, of course, Tatyana (NG female human noble); the man is Strahd von Zarovich
(retaining his modern statblock, but without lair actions or the Spellcasting feature). The blade
Tatyana holds is Sergei’s enchanted crystal blade and the progenitor of the Sunsword. With its
pieces joined together, it has none of the properties of a sun blade; instead, it has the properties
of a sentient crystal blade (longsword) (see Fizban’s Treasury of Dragons, pg. 22) or a +3
sentient longsword of striking (see staff of striking, DMG pg. 203).
Strahd ignores the PCs entirely. If the PCs do nothing, Tatyana drops the sword, insists that she
will never love Strahd, and leaps to her death from the overlook.
If the PCs intervene, Strahd informs them that nothing will stop him from claiming his love, and
attacks. Tatyana’s resolve is strengthened by the PCs’ support, and she joins the fight alongside
the PCs.
If Strahd is slain, Tatyana thanks them. If the PCs are slain by Strahd, the final thing the PCs
see is a figure holding up the crystal sword—now blazing with sunlight—to defend them before
all goes dark. In either case, the PCs—and Tatyana—rejoin Ireena in Area U5b. The PCs can
only fail this trial if they refuse to fight on Tatyana’s behalf.
There, Tatyana greets the PCs kindly and thanks the party for fighting for her and her other
incarnations. She warns them that Strahd will be no easy foe, having grown only stronger and
more wicked over the centuries. She tells Ireena that she has a chance that none of her past
lives had: an opportunity to make a stand and take the fight to Strahd alongside her friends—but
warns her that doing so has dangers, including an eternity of undeath.
Tatyana then asks Ireena if she truly desires to fight Strahd, despite the risks and his power.
Ireena accepts, and insists that she’s tired of running. Tatyana thanks the PCs once more, and
informs Ireena that wherever she goes, she will carry all of her past lives’ experiences with her.
“We will all be fighting alongside you,” Tatyana shares, before vanishing.
The PCs reawaken at Marina’s Monument in Berez. Ireena awakens beside five items: a bow, a
longsword, a book, a wooden wand, and a vial of holy water. She also gains the Ireena, Reborn
statblock.
When this occurs, thirteen zombies, attracted by the spiritual energy, rise from the mire around
the monument and attack all living creatures nearby. When killed, a zombie’s corpse splits
open, disgorging a hostile swarm of poisonous snakes. See here for a battlemap of Marina’s
Monument.
Long ago, Strahd desecrated the Swamp Fane, perverting its power for his own ends through
the use of blood magic and fell rituals carried out beneath the light of the new moon. In doing
so, he channelled its energy to provide himself with resistance to fire, cold, lightning, thunder,
and acid damage. So long as he remains bound to the Swamp Fane, Strahd cannot be truly
slain; instead, he revives by the will of the Dark Powers in his coffin at Castle Ravenloft 24d6
days after his destruction.
To break this connection and deprive Strahd of the Fane’s boon, the PCs must carry out a ritual
once performed by the worshippers and priests of the Weaver. They can learn of this ritual from
Elder Ormir, a Mountain Folk priest residing at Yaedrag in Tsolenka Pass. To complete this
ritual, the PCs must first obtain the spindle of the Weaver from Baba Lysaga, who has
commandeered it as an arcane focus; and the shuttle of the weaver from the Weaver’s
reliquary, which is buried at the center of the circle.
The flowers are sanziene plants. The PCs can mash or grind them (e.g., using an herbalist’s kit,
an alchemist’s kit, or simply the flat end of a dagger) into a paste, which can then be applied
around one’s eyes to reveal hidden features of the area. (See areas U6b and U6c below). One
flower provides sufficient paste for a single creature’s use.
If the PCs have not previously encountered Muriel Vinshaw elsewhere, they can find her here,
as described in the book. You can find more information about Muriel in the guide to the Village
of Barovia. If Muriel is present, add:
A wary-looking peasant woman lurks behind the tallest stone, a streak of blue bangs falling across the right
side of her face. She clutches a rusty lantern in one hand and a dagger in the other.
A creature that steps onto the soil within the menhirs feels an uncomfortable prickling on the
back of their neck. The space within the circle of standing stones is desecrated ground,
providing all undead standing within it advantage on their saving throws.
A battle map of the Swamp Fane, including the six rune-marked stones (see below). Click here
to download. You can find an alternative battle map by /u/SnooTangerines5710 here, and an
alternative battlemap by @AonbarrCartog here..
U6a. Reliquary
Buried two feet beneath the patch of earth at the center of the circle is the Weaver’s reliquary:
an ancient stone box fitted with a weighty stone lid that seals it shut. The lid is carved with the
sigil of the Weaver: a spider. The reliquary contains the stone shuttle of the Weaver. If the
shuttle or reliquary are removed from the circle, both items vanish and reappear in their original
position beneath the earth.
U6b. Carving of the Weaver
A creature who inspects the northernmost menhir finds the following image carved into its stone
surface:
Carved into the stone surface of this moss-covered menhir is the graven image of a cross-legged woman
with six arms, three on either side. Six ancient runes are carved into the stone above her head, each rune
forming a vertex of a three-pointed star.
On the left side, the woman’s lowest arm holds a carving of a mortar holding a flower with three triangular
petals and a pair of leafy fronds on either side. The middle arm holds a pestle, appearing to mash the
mortar’s contents. The fingers of the upper arm are pressed against the woman’s face, just beneath her
eyes.
On the right side, the woman’s lowest arm clasps a thread between two fingers, a spider hanging from the
end. The middle arm holds a weaver’s spindle, wound with thread. A carved line of thread connects the
spindle to a weaver’s shuttle, which the woman holds aloft with her upper arm, nearly touching one of the
runes overhead. The carved line of thread continues from the shuttle to the end of the nearest rune.
The flower depicted perfectly resembles the tri-petaled flowers (the sanziene plant) within and
around the Fane.
The stone spindle begins to glow with a faint ethereal light, glimmers of fae radiance beginning to gather
about it. Wisps of misty light are pulled from each glimmer, collecting around the spindle’s central spike until
it glows with strands of luminescent thread. As quickly as it is created, the thread is spun through the air into
the central cavity of the stone shuttle, vibrating with energy.
[To the character holding the artifacts]: As soon as the shuttle is full of radiant thread, a strand of light
weaves deftly from its center and wraps tightly around your arm. It hums audibly, and feels strangely and
pleasantly warm. The strand continues weaving around your forearm like a snake, terminating at the top of
your finger where it hangs, patiently, for your response. As your finger traces through the air, it leaves a trail
of shimmering green light in its wake.
If this character takes either artifact beyond the radius of the circle or relinquishes either artifact
to another creature takes either artifact, these threads begin to fade; once they vanish, any
activated runes are extinguished, forcing the ritual (see “Consecrating the Fane”) to start anew.
(Quick-thinking and perceptive creatures can immediately return to the circle or return the
artifacts to their original bearer, preventing the threads from vanishing completely). Stowing or
dropping either artifact does not cause the threads to vanish.
If a character grinds the flowers of the sanziene plant and smears the resulting paste around or
beneath their eyes, two unseen things become visible:
● The following phrase appears beneath the carving of the Weaver, written in smeared,
jagged crimson letters: BEWARE THE WATCHERS.
● Six carved, chalk-white runes become visible atop certain stones in the circle, as
depicted in the image below.
If a creature carrying the shuttle and spindle stands atop one of these stones and uses an
action to trace the shape of its respective rune in the air, the tile is activated and shines with
viridian light. (The tile is extinguished if the consecration ritual fails or succeeds, if the bearer
exits the circle, or if the bearer relinquishes the shuttle or spindle to another creature).
Once a tile is activated, its traced rune is connected to any also-activated neighbors by a strand
of ethereal green light, as given by the dotted lines in the diagram above.
Special Events
Consecrating the Fane
To carry out the ritual of the Weaver, the bearer of the spindle and shuttle of the Weaver must
stand atop each of the six rune-marked tiles (in no particular order) and use an action to trace
that tile’s rune into the air using the ethereal viridian thread stored in the shuttle of the Weaver.
The fey energy created in activating a tile generates additional threads of light that the bearer of
the spindle and shuttle can use to defend itself. Immediately after using the ritualist uses their
action to activate a tile, the newly activated rune shines with fae energy, erupting with radiant
strands of light in a five-foot radius.
Each hostile undead creature in that area must make a DC 17 Dexterity saving throw (with
advantage, due to the desecrated ground). On a failed save, the target takes 1d6 radiant
damage. The radius increases by five feet and the damage increases by 1d6 for each additional
activated rune (e.g., if three runes are activated at the time that the ability triggers, the light
deals 3d6 radiant damage in a 15-foot radius).
Once all six runes are activated, the strands of light connecting them form the three-pointed star
of the Ladies Three, consecrating the Fane and severing its connection to Strahd (see “The
Ritual Succeeds” below). However, to do so, the characters must first combat several attacks
launched by Strahd’s undead guardians (see “Defending the Fane” below).
Immediately after a character uses the Weaver’s artifacts to activate a rune within the circle, if
no other runes are activated, these malevolent spirits begin to climb forth from the muck and
mire nearby, assuming the forms of malignant undead as they shamble forward. Each undead
guardian is surrounded by a shimmering aura of necrotic energy.
These undead seek to destroy or drive away the creature performing the ritual, or to hinder the
ritual’s ultimate completion. Each undead guardian gains the following action:
Extinguish Rune. This creature visibly channels the negative energy it carries toward
an activated tile of the Weaver. At the start of this creature’s next turn, if it is standing
atop the activated tile, the tile is extinguished and must be reactivated for the ritual to
continue. If this occurs, this creature is immediately reduced to 0 hitpoints and is
destroyed. Destroying this creature or moving it off of the targeted tile before the start of
its next turn interrupts this action.
Weaker undead guardians prioritize the extinguishing of active tiles (if any), but will attack any
creature that obstructs their path. Stronger undead guardians prioritize the destruction of the
character performing the ritual, or, if intelligent enough, may take tactical action to harm the
ritualist’s allies.
Strahd’s undead guardians begin combat ten feet from the outside of the circle of menhirs.
Recall that the area within the circle of menhirs is desecrated ground, giving any undead
creature within that circle advantage on saving throws. The natures of these undead guardians
(and the rounds in which they emerge) are as follows:
Round Undead Guardians
1 6 zombies
2 6 ghouls
3 3 ghasts
5 3 wights
If the PCs seem to be struggling, feel free to decrease the size or difficulty of future waves (and
vice-versa if the encounter seems to be too easy). However, all waves from the 6th round
onward should feel notably more difficult than the preceding six waves, and the PCs should feel
a building sense of tension and danger throughout.
Additionally, if the PCs appear to be completing the encounter without much difficulty, you can
have a stinking cloud appear at the center of the stone circle on Round 4 (lasting for two
rounds) and a motionless cloudkill appear at the center of the stone circle on Round 7 (lasting
for three rounds).
The six runes and connecting threads of light thrum with energy. Each rune grows brighter, glowing stronger
and more vibrant until everything within the circle of menhirs is illuminated in an eerie, viridian fey light. The
undead cringe away from his light, their faces and forms contorting in unfamiliar agony.
[To the character performing the ritual]: In that moment, you can suddenly perceive a pair of viridian veins
running from the palms of your hand into the loamy soil at the center of the circle. Beside them, however,
you can now also perceive a dark, crimson vein, as wide as a tree’s trunk and crackling with malignant black
sparks, running from the center of the circle into the grey sky overhead. This bloated, throbbing vein arcs to
the east and vanishes out of sight.
As it pulses with malevolent intent, you feel from its opposite end the unmistakable touch of a dark and
ancient consciousness. There is a flash of black light from its depths, and for an instant, you perceive the
burning scarlet eyes of Count Strahd von Zarovich, their hatred and rage boring into your very soul.
The six points of light and six connecting threads shine ever-brighter, until their intensity consumes your
vision. Threads of viridian light stretch from the emerald veins bonded to your palms, burning with life, and
wrap across the throbbing vein’s surface. These burning fey threads spiral like snakes, constricting and
binding the crimson vein—and then, with a thunderous snap, sever it completely.
The sense of Strahd’s enraged consciousness vanishes—replaced with a burning warmth that runs from the
palm of your hands deep into the very core of your being.
You hear a voice—a woman’s, distant at first—speak softly: What once was stolen, I now give freely. Accept
my boon, champion of the Swamp Fane.
As you watch, small black tattoos in the shape of spiders appear in the palms of your hands, directly where
the veins of life meet your skin.
[To everyone]: The undead shriek in pain, powerless to resist as the brilliant light burns through them. Each
fell creature in turn collapses to the ground, its flesh and essence sloughing into a thick, grey sludge.
As you watch, a shimmering green liquid begins to condense around the strands of pulsing light, flowing forth
to the swampy soil below. Wherever the liquid touches the earth, it devours the grey undead sludge. In its
place, the grass grows lush and green, red and brown-speckled toadstools sprouting in small, well-rooted
colonies across the spongy, moss-covered soil.
When the liquid reaches the outer menhirs, it flows not out, but up, covering each standing stone until the
circle glimmers with ethereal fey light. As the shimmering liquid slowly evaporates, each menhir is left
covered in lush, green vines that stretch from stone to stone, covering the air above the circle with a canopy
of life. Dozens of small, beautiful spiders begin to emerge from the spaces between the vines, spinning
silvery-grey threads until the circle glistens with dew that clings to the newborn webs.
The prickling, squeamish feeling that you’ve felt since entering the stone circle has gone, replaced by a soft,
gentle sensation of warmth and peace.
With the Swamp Fane reconsecrated, Strahd loses his resistance to fire, cold, lightning,
thunder, and acid damage. The creature who carried out the ritual gains these benefits instead.
To desecrate the Fane once more, Strahd must first slay the creature who completed the
consecration ritual before performing a new corruption ritual. The corruption ritual takes three
days and nights, and must begin on the night of the new moon.
Chapter 15: Castle Ravenloft
Wᴇʟᴄᴏᴍᴇ ᴛᴏ Cᴀꜱᴛʟᴇ
major NPCs. We’ll explore why your
players are here, and what you (the DM)
Rᴀᴠᴇɴʟᴏꜰᴛ should expect.
Under the direction of the architect, In time, a new suitress came to Strahd’s
Artimus, the mages wrought Castle door: the dusk elf archmage Patrina
Ravenloft from the Pillarstone of Ravenloft Velikovna. Strahd was taken by her passion
itself, carving the castle in whole from earth for the secrets of immortality, and voyaged
and enchanted stone. The foreboding and with her to the Amber Temple to forge a
formidable fortress was guarded on all sides pact with the dark gods that lay within.
by steep cliffs, connected to the road by a When he returned, however, he learned that
simple drawbridge, and shielded from his brother, Sergei, had found a new
external threats by the eastern mountains of romance with a Barovian peasant girl
Barovia. named Tatyana—and Strahd’s heart was
set aflame with jealousy and lust.
One of these mages, the archmage Khazan,
chose to settle in Barovia, and would later Patrina was swiftly set aside, and Strahd
build the tower at Lake Baratok. His body, became consumed with envy for his
and his staff of power, lie in the crypts of brother’s impending marriage. On the day of
Castle Ravenloft to this day. the wedding, Strahd lured Sergei to the
royal chambers, slit his throat, and drank his
The castle completed, Strahd summoned blood. This sealed his pact with Vampyr,
his surviving family—his mother, Ravenovia, one of the vestiges of the Amber Temple.
and his younger brother, Sergei—to join him The guards of the castle fell upon Strahd,
at the new seat of the von Zarovich line. killing him—but Strahd was resurrected as a
Queen Ravenovia, who was old, and in poor vampire. Newly immortal and fueled by the
health—perhaps due to the whispered power of undeath, Strahd rampaged
curses and dark prayers of Baba Lysaga— through the castle, killing his own guards
passed away during the journey. Sergei and subjects. Many of those slain still linger
arrived alone, and joined his brother at in the castle today, whether as wights,
Ravenloft. skeletons, or zombies. Tatyana fled from
him—and leapt from the Pillarstone of
Rahadin, Strahd’s most trusted general and Ravenloft into the abyss below to escape.
adoptive brother, came to reside at the Her body was never found.
castle as Strahd’s chamberlain. At some
wants to gloat while getting married to
Rahadin, eager to distract his master from Ireena, or because he seeks to lure them to
Tatyana’s death, helped Strahd lure more their deaths.
women to the castle, lavishing them with
jewels and fine clothes before Strahd Exploration. The PCs may choose to
drained their lives and turned them into venture into Castle Ravenloft unbidden
vampire spawn. When Patrina heard of simply because they are curious about the
Tatyana’s death and Strahd’s rebirth as a secrets and treasures the castle holds, or
vampire, she returned to Castle Ravenloft. because they are curious about Strahd and
However, this time Strahd saw that she wish to meet him. This happens
craved only his power, and Patrina came to infrequently, but is most likely to be done at
understand that he would never love her. low levels and by individual PCs, rather than
Soon after, Patrina was stoned to death by an entire party.
the Dusk Elves at the direction of her
brother, Kasimir, and her body was laid to Infiltration. The PCs seek to raid Castle
rest in the crypts below the castle. Ravenloft to obtain an item, such as a
Tarokka treasure, the skull of Argynvost, or
Over the five centuries since Strahd’s death, Tasha Petrovna’s holy symbol; to rescue a
many adventurers have traveled to kidnapped Ireena Kolyana or an imprisoned
Barovia,most unintentionally, lured there by ally, such as Ezmerelda or another PC; or to
the mists and Strahd’s own desire for make their way to Strahd’s foretold location
entertainment. In that time, all have fallen. and slay the vampire, once and for all.
Their spirits live on as ghosts, rising each
night from the earth of the cemetery in the Negotiation. The PCs journey to Castle
Village of Barovia and marching along the Ravenloft to cut a deal with Strahd—likely
Svalich Road toward the castle. Once there, for the release of hostages or the freedom
they fling themselves from the top of the of an imprisoned ally.
highest tower, plummeting to the catacombs
below as their spirits relive their deaths, Assault. The PCs have declared all-out war
surrounded by the vampiric husks of those on Strahd (or vice-versa), and are seeking
they once called “friend.” to attack the castle with a team of allies
against the army of undead within.
So too, shall it be, for all others who
challenge Castle Ravenloft—unless and
until Strahd is slain.
Wʜᴀᴛ ᴛᴏ Exᴘᴇᴄᴛ
Rɪꜱᴋꜱ & Dᴀɴɢᴇʀꜱ
Wʜʏ Yᴏᴜ’ʀᴇ Hᴇʀᴇ
Castle Ravenloft is the deadliest location in
There are six main reasons why the PCs
Barovia. Compared to the Amber Temple,
might find themselves in Ravenloft:
the castle has few high-intensity, win-or-die
Invitation, Exploration, Infiltration,
combats, save for the ultimate battle with
Negotiation, Assault, and Imprisonment.
Strahd himself. Compared to Berez, the
castle has no face-offs with powerful
Invitation. Strahd may invite the PCs to
spellcasters or invulnerable brawlers, save
Castle Ravenloft: either because he seeks
to meet with them over dinner, because he
for the iron golem trap in area K78 (Brazier the headquarters from which he projects
Room). power across Barovia.
Rather, the danger of Castle Ravenloft is At its core, Castle Ravenloft is where Strahd
twofold: keeps his coffin and tomb—the one place
which he must always return to each
● First, once your players enter, the morning. It is where he stores his legions of
maze-like nature of the castle and its undead wights, specters, and vampire
abundance of traps make it unlikely spawn.
that they will escape again, unless
Strahd wishes them to. It is where his most trusted confidants make
● Second, the constant trickle of their home, from his brides—Ludmilla,
combat encounters and hazards will Anastrasya, Volenta, and Escher—to his
wear down your players’ resources, trusted chamberlain, Rahadin.
forcing them into a slow battle of
attrition. It is where the arcane secrets and ancient
treasures of the von Zarovich family lay
These aspects, combined with Strahd’s own undisturbed, from the teleportation brazier
power and mastery of the castle, make of area K78 (Brazier Room) to the Daern’s
Castle Ravenloft dangerous for even a high- instant fortress that defends Strahd’s
level party—deadly if those characters have treasury in area K41 (Treasury).
drawn Strahd’s wrath.
Finally, it is Strahd’s lair. It is the epicenter
Tʜᴇ Mᴀᴢᴇ of the rot and corruption that suffuses
Between the twelve different staircases Barovia, the source of Strahd’s powerful
linking seven enormous floors and a and combat-ready Lair Actions, and the
multitude of secret doors scattered home of his hordes of bats, rats, and other
throughout almost ninety separate rooms, creatures of the night.
Castle Ravenloft can be challenging for
even experienced DMs to navigate. On top Outside of Castle Ravenloft, Strahd is a
of this, the book presents the castle in challenging and worthy opponent. Inside of
isometric form by default rather than his castle, Strahd is an indomitable—and
supplying a standard two-dimensional map. deadly—foe.
For your convenience, here is a link to my Kᴇᴇᴘɪɴɢ ɪᴛ Oʀɢᴀɴɪᴢᴇᴅ
preferred two-dimensional version of the Organization is one of the most common
Castle Ravenloft maps to help you follow challenges that DMs face when running
along as we walk through Ravenloft’s full Castle Ravenloft. It can be taxing and
architectural plan. confusing to constantly flip between
different parts of the chapter as your players
Tʜᴇ Sᴇᴀᴛ ᴏꜰ Sᴛʀᴀʜᴅ’ꜱ Pᴏᴡᴇʀ traverse different areas and floors,
Castle Ravenloft is the seat of Strahd’s especially if you’re routinely referring back
power. It is the base of his operations and to maps of the castle or campaign guides
such as this one.
Depending on which medium you’re using that connect directly to a room on a different
to run your Curse of Strahd campaign, here floor (e.g., K20, the Heart of Sorrow), to
are a few suggestions for keeping orderly, easily allow you to flip back and forth when
organized, and understandable notes while your players are ascending or descending
running Castle Ravenloft. staircases. Finally, paste or type up all
monster stat blocks that you might need in
Roll20. Create a one-document file using Castle Ravenloft, then organize them by
Google Docs or OneNote. For each section floor and room. Use post-it notes or dividers
of the castle, create a new section header; to mark off and label the first page of each
for each room of the castle, create a new floor of Castle Ravenloft in these printed
section sub-header. In each room’s section, “monster” notes.
paste or type the description text that your
players see when entering that room, as Rᴜɴɴɪɴɢ Cᴀꜱᴛʟᴇ Rᴀᴠᴇɴʟᴏꜰᴛ
well as a brief bullet-pointed list of the
important features of the room. Then, create Lɪɢʜᴛɪɴɢ & Sᴏᴜɴᴅ
a brief list of exits from the room, with each Nearly all of the inhabitants of Castle
exit hyperlinked to the section sub-header of Ravenloft possess darkvision. As such,
the room that it leads to (if using Google each room of the castle is naturally dark,
Docs, place a bookmark next to each save for those where the book’s description
room’s section sub-header to allow naturally indicates otherwise—e.g., K8
hyperlinking). Whenever your players leave (Great Entry, illuminated by torches), K15
a room, click the hyperlink for the exit they (Chapel, illuminated by moonlight), K37
used to automatically scroll to their (Study, illuminated by the fireplace), or K78
destination. (Brazier Room, illuminated by the brazier)—
or where the room’s inhabitants would
Foundry VTT. Create a new folder in the require illumination to function—e.g., K30
Journal titled “Castle Ravenloft,” then create (King’s Accountant, occupied by Lief
a separate subfolder for each floor of the Lipsiege).
castle. In each floor’s subfolder, create a
new journal entry for each room. Paste or As such, any PCs without darkvision will
type the description text that your players need to bear a source of light, such as the
see when entering that room, as well as a light spell or a torch, in order to see.
brief bullet-pointed list of the important However, these light sources will make
features of the room. Drag and drop each them far easier to spot. A character who
journal entry onto the map into the center of attempts to hide from a monster or enemy
the room it refers to. When your players within Castle Ravenloft while bearing a
enter a new room, double-click that room’s source of light should automatically fail in
journal entry to pull up its information. almost all situations.
Pen and Paper. Using post-it notes or Your PCs should then face a dilemma: Do
adhesive dividers, mark off and label the they explore the castle in darkness, risking
first page of each floor of Castle Ravenloft ambush by the many denizens who can
in your Curse of Strahd book. If desired, do easily see in the dark? Or do they march
the same with each “transition room”: rooms
brazenly through well-illuminated halls, must therefore end their short rest
risking the attention of unwanted eyes? prematurely and re-start from scratch,
regaining no hit dice or class features. As
Rᴇꜱᴛɪɴɢ & Rᴇꜱᴏᴜʀᴄᴇꜱ such, if a short rest is interrupted by a
Just as Pidlwick found himself smothered in hostile random encounter, it is null and void,
his sleep by his clockwork clone, only a fool and must be restarted. Strahd understands
would think to rest in Castle Ravenloft. If the this, and will gladly create his own hostile
PCs are unwelcome, then even in the best encounters if he is aware of the PCs’
of cases short rests are potentially presence.
dangerous within the castle walls, and long
rests near-impossible. If Strahd is within the Long rests are slightly more forgiving of
castle, aware of the PCs’ presence, and interruptions—but far more difficult to
actively pursuing their deaths, the PCs shall survive. Not only will a long rest risk far
find no rest for as long as they remain within more random encounters, wearing the
the castle. party’s resources down over time, but
Strahd’s exceptional +14 Stealth score
An adventuring party must check for a allows him to easily surprise any PC
random encounter every 10 minutes they assigned to stand watch. After all, the Holy
spend resting in the castle. Over the course Symbol of Ravenkind can project sunlight
of a single 60-minute short rest, the average for only so long, and even the Sunsword’s
party must check for a random encounter wielder must sleep eventually.
six times, giving them a measly 38% chance
of taking their rest undisturbed. On the Using his mist form, Strahd can easily slip
bright side, not all encounters are hostile, through any door or open window and
and the PCs have only a 32% chance of swiftly charm the PC on watch. Due to the
encountering an enemy or monster during wording of this ability, Strahd can use his
this rest. charm ability while in bat and wolf form as
well, allowing him to repeatedly attempt to
A long rest is far more challenging. Over the charm his target while in clear view. If
course of a single two-hour period, there is Strahd is discovered, he can simply dissolve
only a 14% chance that the PCs will go to mist form, exit the room, and come back
without an encounter, and a 47% chance later. After all, the PCs must sleep to heal.
that the PCs will face a hostile enemy. Strahd—with his vampiric regeneration—
Moreover, if the PCs are unwelcome, there has no such restrictions.
is little chance that they can hide
themselves from Strahd—and even less Unlike Berez or the Amber Temple, Castle
chance that Strahd will allow his uninvited Ravenloft is first and foremost a battlefield
guests to enjoy their sleep. of attrition. In this sense, it is the purest
application of the “5-8 encounter
A short rest is “a period of downtime, at adventuring day” proposed by the designers
least 1 hour long, during which a character of 5e Dungeons & Dragons. However, by a
does nothing more strenuous than eating, cruel, intentional joke, taking short rests to
drinking, reading, and tending to wounds.” A regain resources are and should remain
character that attacks—or is attacked— nearly impossible within the castle’s walls,
condemning any party of unprepared the church in the village of Barovia, and 110
adventurers to a slow, painful death. feet below the Overlook (K6). Only
accessible by PCs with climber’s kits or
In short: Under no circumstances should magical flight. Known outside the castle only
a hostile Strahd permit any invader to by the Keepers of the Feather. Leads into
take a short or long rest within his the catacombs (K84).
castle. He is watchful, well-informed,
well-hidden, and highly mobile, and far Tower Rooftop. The rooftop of Castle
too cunning and brutal to allow it. Ravenloft’s third-highest tower (K57).
Connects to the tower of the Heart of
Aʀᴇᴀꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ Sorrow (K20) via a windy bridge (K58).
Descends via a staircase to the Familiar
Eɴᴛʀᴀɴᴄᴇꜱ ᴀɴᴅ Exɪᴛꜱ Room (K54), where the familiars of the
Barovian witches lurk. Accessible only by
There are several ways to enter Castle
flight or long-distance teleportation.
Ravenloft, each with their own challenges
and dangers.
High Tower Peak. The tallest spire of
Castle Ravenloft (K59) and the top of the
Main Entry. The main first-floor entrance of
high tower shaft (K18a), which runs all the
Castle Ravenloft (area K7). Leads into a
way down to the catacombs (K84).
foyer with adjoining corridors to the chapel
Connects to the top of the high tower
(K15) and the Dining Hall (K10), plus a
staircase (K18), which descends directly to
staircase to the Audience Hall (K25) on the
the chapel on the first floor. The roof has
second floor. Guarded by eight gargoyles
crumbled, creating a hole that allows the
in the foyer who attack any unwelcome PC
castle’s bats and Strahd’s nightmare,
that returns after leaving, and four statues of
Beucephalus, to easily enter and exit the
red dragon wyrmlings that attack any PC
castle. Accessible only by flight.
that attempts to leave the castle without
Strahd’s permission.
Parapets. The inner walls of Castle
Ravenloft’s keep (K46), adjoined to the third
Servants’ Entrance. An auxiliary first-floor
floor of the castle. An open doorway leads
door located in the back courtyard of the
into the Heart of Sorrow tower (K20) on the
castle leads to the servants’ entrance (K23),
north side, while the Guards’ Stair (K64) on
which has an adjoining staircase that
the south side leads down to the South
descends to the servants’ hall (K62). It also
Archers’ Posts (K11) on the first and second
connects to the servants’ quarters (K24),
floors—including secret doors that provide
which contain a staircase that climbs to the
access to the Dining Hall (K10) and
servants’ upper floor (K34), which contain a
Audience Hall (K25), respectively—and the
secret door providing access to the Heart of
Guards’ Quarters (K69) in the basement.
Sorrow (K20).
Accessible only by flight.
Overlook Window. A trio of stained-glass
Chapel. While the chapel has no doors, its
windows overlooking the village of Barovia
stained-glass windows make for an
from the tomb of King Barov and Queen
extremely suitable place for dramatic
Ravenovia (K88). Located 900 feet above
entrances, especially if Strahd’s wedding is
currently underway. These areas are meant to be easily
accessible by visitors to the castle.
Brazier Room. The castle also has a one-
way exit: the teleportation brazier in the The “private” area includes:
brazier room (K78). Using this artifact,
Strahd (and his minions) can travel almost ● the Servants’ Quarters (K24) on the
anywhere in Barovia, including the coffin first floor,
maker’s shop in Vallaki, the Amber Temple, ● the Maid in Hell (K32) on the second
the Abbey of Saint Markovia, and Tsolenka floor,
Pass. ● the Hall of Heroes (K45) on the third
floor,
The brazier can also provide an instant one- ● the North Tower Peak (K60) in the
way trip to several other locations in the towers,
castle including Strahd’s study (K37), which ● the Chamberlain’s Office (K72) in
is near the treasury (K41) and the king’s the Larders of Ill Omen, and
bedchamber (K42); the north tower peak ● the Catacombs (K84) in the
(K60), which contains Strahd’s crown and Dungeons.
sits atop the Heart of Sorrow (K20); and
Strahd’s tomb (K86). These tucked-away, interconnected areas
were once largely meant to be accessed
Pᴜʙʟɪᴄ & Pʀɪᴠᴀᴛᴇ Aʀᴇᴀꜱ only by servants of the castle, or the von
The interior of Castle Ravenloft can be Zarovich family themselves.
divided into two main sections: The “public”
areas accessible by the South Tower Stair A creature in the “public” area can easily
(K21), and the “private” areas accessible climb or descend the South Tower Stair
from the Heart of Sorrow’s tower (K20). (K21) to reach any other public chamber.
The “public” area includes notable locations A creature in the “private” area can easily
like: ascend or descend the stairs of the Heart of
Sorrow (K20) and Tower Hall Stair (K20A)
● the Dining Hall (K10) and Chapel to reach any other private chamber.
(K15) on the first floor,
● the Audience Hall (K25) on the To enter the “public area” from outside, a
second floor, creature can enter through the Entry (K8) on
● the Study (K37) and King’s the first floor.
Bedchamber (K42) on the third floor,
● the Lounge (K49) and Cauldron To enter the “private area” from outside, a
(K56) in the towers, creature can enter through the Servants’
● the Elevator Trap (K61) and Hall of Entrance on the first floor, proceed to the
Bones (K67) in the Larders of Ill Servants’ Upper Floor (K34) on the second
Omen, and floor, and pass through the secret door into
● the North and South Dungeons (K74 the Heart of Sorrow (K20).
and K75) in the dungeons.
The “public” and “private” areas connect at past the borders of their own territory.
four points: Rahadin and Strahd, however, are not
limited by the territories of the brides, and
● 1st Floor: The High Tower Stair pursue prey wherever they please.
(K18) that descends from the Chapel
(K15) to the catacombs (K84). Aɴᴀꜱᴛʀᴀꜱʏᴀ
Currently obstructed by a solid stone
As the envoy and hostess of Castle
wall.
Ravenloft, Anastrasya oversees the
● 2nd Floor: The secret doors that
entryway, public spaces, and royal quarters
connect the Guards’ Post (K26) to
of the castle, which include the following
the second-floor Turret Post Access
locations:
Hall (K13) through the King’s
Apartment Stair (K33)
● K7. Entry
● 3rd Floor: The door that connects
● K8. Great Entry
the Study (K37) to the Hall of Heroes
● K9. Guests’ Hall
(K45) and Heart of Sorrow (K20).
● K10. Dining Hall
● Towers: The Bridge (K58) that
● K14. Hall of Faith
connects the Tower Roof (K57) to
● K15. Chapel
the Heart of Sorrow (K20)
● K16. North Chapel Access
● Larders: The Kingsmen Hall (K70),
● K17. South Chapel Access
which connects the Kingsmen
● K19. Grand Landing
Quarters (K71) to the Hall of Bones
● K20. Heart of Sorrow
(K67)
● K21. South Tower Stair
Tᴇʀʀɪᴛᴏʀɪᴇꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ ● K25. Audience Hall
● K30. King’s Accountant
Strahd’s three most honored brides are not
● K35. Guardian Vermin
simply mindless spawn—they are devoted
● K36. Dining Hall of the Count
and powerful executors of his will, each with
● K37. Study
their own strengths and portfolios. As such,
● K38. False Treasury
each bride oversees a separate section of
● K39. Hall of Webs
the castle, with the two remaining sections
● K40. Belfry
reserved for Rahadin and Strahd himself.
● K41. TreasuryK42. King’s
Bedchamber
Strahd’s brides are as territorial as they are
● K43. Bath Chamber
fierce. While they do occasionally allow their
● K44. Closet
neighbors to complete projects in their
domains (e.g., Ludmilla's flying halberds in
While travelling through Anastrasya’s
Volenta’s Heart of Sorrow, or Volenta’s suit-
territory, the PCs are likely to meet the
of-armor trap in Anastrasya’s Grand
following random encounters:
Landing), an uninvited intrusion into a
bride’s territory by another bride is met with
● 1d4 wights, which serve as
hostility, if not violence. As such, neither the
Anastrasya’s personal guard
brides nor any creatures encountered in
their territory will willingly follow the PCs
● A giant spider cocoon, left behind by ● An unseen servant, carrying a
the giant spiders that Anastrasya crystal dinner bell that attracts 1d4
favors hungry vampire spawn
● A trinket ● 1d4 + 1 vampire spawn
● An unseen servant, carrying a silver
goblet filled to the brim with wine or Lᴜᴅᴍɪʟʟᴀ
a purple silk handkerchief with white An arcane researcher and alchemist at
ruffled edges heart, Ludmilla keeps to herself, preferring
the isolation and altitude of the castle spires
Vᴏʟᴇɴᴛᴀ to the chambers of the keep below. Her
The mistress of Ravenloft’s secret places, territory includes the following rooms:
Volenta lurks in the dark, shadowed
chambers of the castle. Her domain ● K47. Portrait of Strahd
includes the following rooms: ● K48. Offstair
● K49. Lounge
● K20. Heart of Sorrow ● K50. Guest Room
● K20A. Tower Hall Stair ● K51. Closet
● K23. Servants’ Entrance ● K52. Smokestack
● K24. Servants’ Quarters ● K53. Rooftop
● K26. Guards’ Post ● K54. Familiar Room
● K27. King’s Hall ● K55. Element Room
● K28. King’s Balcony ● K56. Cauldron
● K31. Trapworks ● K57. Tower Roof
● K31A. Elevator Shaft ● K58. Bridge
● K31B. Shaft Access
● K32. Maid in Hell While travelling through Ludmilla’s territory,
● K33. King’s Apartment Stair the PCs are likely to meet the following
● K34. Servants’ Upper Floor encounters:
● K45. Hall of Heroes
● K59. 60 North Tower Peak ● 1d4 + 1 flying swords, enchanted
● K60A. North Tower Rooftop by Ludmilla
● K61. Elevator Trap ● An unseen servant, carrying a gold
candelabra with three branches
While travelling through Volenta’s territory, ● A trinket
the PCs are likely to meet the following ● 1 black cat
random encounters: ● 1 Barovian witch
While travelling through Rahadin’s territory, After the three Barovian settlements, Castle
the PCs are likely to meet the following Ravenloft is the most well-populated
encounters: location in Barovia. Before running it, make
sure to familiarize yourself with those who
● Rahadin reside here.
● An unseen servant, carrying a Sᴛʀᴀʜᴅ & Sᴘᴀᴡɴ
covered silver platter of moldy Strahd von Zarovich. The titular villain of
scones the module, and the lord of Castle Ravenloft
● 1 broom of animated attack, himself. Strahd can be encountered in
recently escaped from Cyrus several locations throughout the castle,
Belview regardless of time of day. However, if he is
● 1d4 wights not aware of intruders in the castle, he is
● 1d6 shadows most likely to be found in his tomb (K86),
● A trinket unless the PCs’ Tarokka reading indicates
otherwise.
Ludmilla Vilisevic. As Strahd’s protege in It was only as a young woman that a kindly
magic, Ludmilla is the spellmistress of family in Vallaki found and adopted her.
Castle Ravenloft and the master of the
coven of Barovian witches that dwell in its Life with a family was better than life on the
highest towers. She has the characteristics streets, but the dark color of Ludmilla’s skin
of a vampire spawn with 105 hit points and marked her as an outsider—and, in some
an Intelligence of 18. Additionally, Ludmilla ways, an outcast—to the other citizens of
possesses a familiar named Heshka, which Vallaki. At the age of eighteen, Ludmilla fled
most commonly takes the form of a horned Vallaki, following an ancient map that
viper snake. Heshka has the characteristics provided directions to the Amber Temple.
of a familiar as defined in the find familiar There, she believed, she would find the
spell. answers and belonging she sought.
Using powerful magic, Anastrasya Strahd took to her immediately, and though
telekinetically wields a longsword that gains it meant his waning interest in Ludmilla
the properties of a flying sword that acts faded faster, he appreciated his elder
on her initiative. While wielded in this way bride’s foresight in locating this new consort.
by Anastrasya and within 50 feet of her, the
sword has a Strength of 16 and cannot be When not needed elsewhere by Strahd or
targeted or damaged by attacks or spells, resting in her coffin in Strahd’s tomb,
as though it were a held item. While Anastrasya can most often be found in area
wielding it, Anastrasya can use her bonus K37 (Study).
action to allow it to perform two Longsword
attacks against a target she can see using Volenta Popofsky. The trapmistress and
its modified Strength score. Anastrasya also self-proclaimed artist of Castle Ravenloft,
Volenta delights in hidden passages, lethal
218/u/JonathanWriting, The Brides of Strahd
mechanisms, and morbid curiosities. She macabre on several aesthetics, and
has the characteristics of a vampire spawn gleefully joined Cyrus Belview in the
with 105 hit points and a Dexterity of 18. construction of the Hall of Bones, which she
considers her masterwork.
Volenta has the Assassinate, Evasion,
and Sneak Attack features of an assassin. When not needed elsewhere by Strahd or
Additionally, Volenta has the Blood Frenzy resting in her coffin in Strahd’s tomb,
feature, granting her advantage on melee Volenta can most often be found in area
attack rolls against any creature that doesn’t K60 (North Tower Peak).
have all its hit points.
Escher. One of Strahd’s newest consorts,
In life, Volenta dwelled in the village of Escher is a dashing vampire spawn with a
Barovia as a prostitute.219 She revelled in Charisma of 16 to whom Strahd has shown
the pain and suffering of others, and favor in the past.
captured several of her customers in the
cellar of her home, tormenting and torturing Escher has the Taunt ability of a bard, and
them for weeks before they expired. When is a 4th-level spellcaster. His spellcasting
her morbid activities were discovered, a ability is Charisma (spell save DC 13, +5 to
mob drove her from the village, forcing her hit with spell attacks). He wields a silver lyre
to seek shelter at Castle Ravenloft. as his arcane focus, and has the following
bard spells prepared:
Despite Strahd’s power and intimidating
reputation, Volenta showed no fear upon Cantrips (at will): friends, prestidigitation,
meeting him, and gladly offered herself to vicious mockery
him. Strahd, impressed by the depths of her 1st level (4 slots): charm person, heroism,
sadistic streak, made her his bride. sleep, dissonant whispers, faerie fire
2nd level (3 slots): invisibility, crown of
Volenta is the most willful of the three madness
brides, gleefully pushing the boundaries of
Strahd and Ludmilla’s patience. Her A traveling minstrel with exceptional social
carefree, childlike personality can swiftly graces and adept in manipulation, Escher
descend into a berserker’s aggression when impressed Strahd with his wit, intellect, and
provoked, but her love of secrets drives her remarkable musical talents. Despite this,
to lurk and spy on all visitors to the castle. however, Escher has little ambition, and is
content to enjoy the quiet, hedonistic
She has continued her passion for torment lifestyle that Strahd provides him with.
through the traps she has installed across
Ravenloft, including the trapped chest in the Recently, Escher has begun to feel
False Treasury (K38), the trapped suits of neglected, and has retreated from his
armor on the Grand Landing (K19), and the position in the castle until Strahd’s mood
enchanted trapdoors in the Dungeon Hall improves. He dreads the prospect of losing
K73)—a collaborative project with Ludmilla. Strahd’s interest, especially if Strahd’s
She has also indulged her love for the boredom leads to his imprisonment in the
crypts below Castle Ravenloft.
219/u/JonathanWriting, The Brides of Strahd
came to be, we can make some decent
Escher strongly (and correctly) suspects the inferences about what it is and how it was
cause of Strahd’s disinterest to be the made.
Count’s growing obsession with Ireena
Kolyana. Jealous of Ireena’s presence in According to the book, "The Heart of Sorrow
Strahd’s attentions, Escher is determined to is held aloft by the will of Strahd. Casting
ensure that the happy couple is never dispel magic on it has no effect." We can
wed,220 though he justifies his treasonous connect this to the other instances of "the
thoughts through the assumption that a will of Strahd" throughout the module, plus
talentless peasant such as Ireena could this description of Strahd's curse in Chapter
never be worth Strahd’s affections. 9: ". . . Strahd saw the faces of his father
and mother in the thunderclouds, looking
To this end, Escher has forged a reluctant down upon him and judging him. He had
relationship with Sasha Ivliskova, one of destroyed the family bloodline and doomed
Strahd’s former brides, and a prisoner in the all of Barovia . . . For Strahd and his people,
crypts below the castle. Should Sasha be there would be no escape."
released to serve Strahd’s will once more,
the pair have agreed to work together to From this, we can reasonably guess that the
keep Ireena from the castle. This goal may Heart of Sorrow isn't a magical artifact at all;
lead Escher to assist the PCs in certain rather, it's an external manifestation of
endeavors—so long as his contributions Strahd's sorrow and self-loathing,
cannot be traced back to him by Strahd or empowered by the Dark Powers and mists
one of his spies. of the Demiplanes of Dread.
Escher can be found in area K49 (Lounge). In other words, it wasn't built or forged.
Instead, it sprang into being when the mists
Helga Ruvak. One of Strahd’s minor tore Barovia away and Strahd realized the
consorts, Helga is a vampire spawn who extent of his curse
lurks in area K32 (Maid in Hell). Upon
encountering the PCs, she claims to be the It’s also possible that Strahd uses the Heart
daughter of the village bootmaker, of Sorrow as a vessel for the grief and
kidnapped and forced into service by sorrow he feels due to this curse,
Strahd. Helga plays the part of the innocent externalizing his most human emotions to
damsel in distress to the last, revealing her keep them from consuming him.221 When
vampiric nature and ferocity only when she the Heart is destroyed, as glass and blood
betrays the party and attacks. She is, in rains down the hollow shaft of the tower, all
fact, the bootmaker’s daughter she claims to of the rage, sadness, guilt, and pain that
be, but she chose a life of evil with Strahd. Strahd has suppressed for centuries comes
rushing back to him. As Strahd struggles to
Heart of Sorrow. While not a “character” in process the emotions flooding his mind, he
the traditional sense, the Heart of Sorrow is is stunned for one round as his scream of
a notable presence in Castle Ravenloft. agony and rage echoes through the castle.
While it’s never explained in RAW how it
220 /u/violetgrubs, Let’s Flesh Out Escher 221 Twi, /r/CurseOfStrahd Discord
Until Strahd is able to reconstruct the Heart Strahd’s crown in K60 (North Tower Peak),
of Sorrow (a process which takes thirty days and unwittingly wears a pendant containing
and nights), he is riveted by pain and driven the hag eye of the coven in Old
by rage—specifically, rage toward those Bonegrinder. He is quite insane, and
who dared destroy his Heart. He may not be previously collaborated with Strahd’s bride
as tactful or subtle as he was before, but Volenta Popofsky on the Hall of Bones
Strahd will still bring every ounce of his (K67), an unholy work of art. He is totally
cunning, bloodlust, and power to bear upon devoted to Strahd, and will do his best to
his unfortunate victims. With the Heart usher the PCs to “their rooms” in K50
destroyed, any idea of mercy that Strahd (Guest Room), using the Elevator Trap
may have once entertained toward the PCs (K61) to transport them there. He can be
is gone for good. encountered in the Servants’ Hall (K62),
and regularly lurks in the Kitchen (K65) or
the Butler’s Quarters (K66).
Cᴀꜱᴛʟᴇ Sᴇʀᴠᴀɴᴛꜱ
Rahadin. The chamberlain of Castle Gʜᴏꜱᴛꜱ & Lᴜʀᴋᴇʀꜱ
Ravenloft and Strahd’s right-hand man, Pidlwick. The ghost of Pidlwick, the former
Rahadin is a dusk elf who betrayed his fool of Duchess Dorfinya Dilisnya, lurks in
people and served Strahd faithfully for years the Dining Hall of the Count (K36), and can
as a general of his armies. Today, he be summoned by a character who plays his
oversees the day-to-day operations of harp and succeeds on a DC 15
Castle Ravenloft, and serves as Strahd’s Performance check. If encountered, he
enforcer in the lands beyond the castle. commends the character for their playing,
Rahadin is a fearsome fighter and an and directs them to his crypt (Crypt 9) in the
adopted son of the von Zarovich line. Only Catacombs (K84), where the PCs can find a
Strahd outranks him within the walls of deck of illusions. He dislikes Pidlwick II, who
Castle Ravenloft. He can most often be killed him by pushing him down a staircase
found in the Chamberlain’s Office (K72), but in Castle Ravenloft.
can occasionally be encountered as a
random encounter throughout the castle. Pidlwick II. Constructed by the legendary
toymaker Fritz von Weerg at the request of
Lief Lipsiege. Lief Lipsiege was pressed Duchess Dorfinya Dilisnya, Pidlwick II, a
into service as Strahd’s accountant many clockwork effigy of Pidlwick the fool, was
years ago. He records all of Strahd’s riches constructed with a touch of his creator’s
and conquests, and has inhabited Castle madness. Isolated after the Duchess
Ravenloft longer than he can remember. He succumbed to illness during a harsh winter
can be found in K30 (King’s Accountant). at Castle Ravenloft, and jealous of
Pickwick's role in Strahd’s court, Pidlwick II
Cyrus Belview. Cyrus is the butler of pushed Pidlwick down a long flight of stairs,
Castle Ravenloft and a bestial mongrelfolk: killing him. Its presence was upsetting to
a member of the Belview family that was Tatyana for the time that she stayed at the
twisted into monstrous insanity by the Abbot castle, and as a result it was shut away in
in Krezk decades ago. He holds a key that the guest bedrooms of Castle Ravenloft.
can unlock the iron chest containing From time to time, Pidlwick II snuck out to
smother a sleeping guest with a pillow, Chamber), manifesting as a pool of blood
amusing Strahd with its murderous nature. It that, if disturbed, releases a terrifying (but
now lurks in the rafters of the High Tower harmless) apparition.
Peak (K59), and will try to be helpful if
shown kindness—or murderous, if treated Strahd’s Animated Armor. The armor that
meanly. Strahd wore into battle when he was alive
lives on today as a headless, animated suit
Patrina Velikovna. In life, before Strahd of plate armor. It is imbued with a sliver of
first met Tatyana, Patrina Velikovna sought Strahd’s malevolent being, and fortified with
Strahd’s hand in marriage, enamouring him arcane wards and spells. If the PCs linger
with her deep knowledge of the dark arts. on the Parapets (K46), they can encounter
Patrina was responsible for showing Strahd the Animated Armor making its patrol.
the secrets of the Amber Temple, and an Alternatively, Strahd may have previously
enchanted Strahd nearly consented to wed gifted the Armor to an unwitting PC,
her—before stumbling upon Tatyana removing it from the Castle entirely.
Federovna instead. Later, after Strahd
became a vampire, Patrina returned to win Gᴜᴇꜱᴛꜱ & Pʀɪꜱᴏɴᴇʀꜱ
Strahd’s affections, but he no longer cared Any creatures that Strahd takes prisoner are
for her, now fully realizing that she craved stored in the North Dungeon (K74) or South
only his power. Kasimir, Patrina’s brother, Dungeon (K75). He may also store bound
however, became convinced that she had and guarded noncombatant prisoners on
become a consort of Strahd’s, and directed the second floor of the Treasury (K41) if the
his people to stone Patrina to death. Strahd waterlogged conditions of the Dungeon
demanded—and received—Patrina’s body. prevents him from doing so.
Now, her soul is eternally trapped in the
Catacombs (K84) below Castle Ravenloft as If Strahd captures Ireena, he keeps her in
a banshee that haunts the crypt where her the King’s Bedchamber (K42)—with one
body was laid to rest (Crypt 21). exception. If the PCs have previously
rescued Ireena, Strahd immediately kills her
Sir Klutz Tripalotsky. A clumsy phantom and turns her into a vampire spawn, then
warrior who died by falling on his own seals her into the crypt marked “Ireena
sword, the spirit of Sir Klutz Tripalotsky Kolyana” (Crypt 18) in the Catacombs
dwells in the Catacombs (K84) of Castle (K84).
Ravenloft within his crypt (Crypt 33). If the
PCs remove the sword that killed him from Gertruda. A naive teenage girl and the
his suit of armor, Sir Klutz’s ghost appears daughter of Mad Mary from the village of
and offers to fight alongside them for seven Barovia, Gertruda escaped her mother’s
days. overbearing grasp and fled to Castle
Ravenloft, her mind aflutter with dreams of
Varushka. Varushka was a maid of Castle honorable princes in beautiful castles.
Ravenloft who took her own life when Strahd was amused by her naiveté, and
Strahd began feeding on her, denying him keeps her as his guest in the King’s
the chance to turn her into a vampire Bedchamber (K42). Gertruda is oblivious to
spawn. Her spirit resides in K43 (Bath any danger to herself—especially from
Strahd, who has charmed her. Strahd will hall is an illusion, and the dinner itself was a
gladly bite and turn her if he can do so while trap. In the community revisions, the
the PCs look on helplessly. If he captures “dinner” is an opportunity for a low/mid-level
Ireena, Strahd will relocate Gertruda to the party to safely socialize with Strahd while
Guest Room (K50). observing Castle Ravenloft as guests,
before any significant animosity has
Emil Toranescu. A werewolf from the developed. More information about this
Werewolf Den, Emil dueled with Kiril “dinner” can be found in the “Visits to the
Stoyanovich for leadership of Barovia’s Castle” section below.
werewolf pack. Kiril advocated forcing the
children captured by the pack to fight to the Recovering an Artifact. Your PCs may
death, thereby allowing only the strongest to infiltrate Castle Ravenloft to recover the
live. Emil favored turning all of the children Sunsword, Holy Symbol of Ravenkind, or
into werewolves, thereby swelling the pack’s Tome of Strahd, as foretold by Madam Eva
ranks. Emil’s actions caused a schism in the or Ezmerelda’s Tarokka reading. They may
pack, and Strahd locked him in the South also venture into Ravenloft to meet their
Dungeon (K75) as punishment. If destined ally, if that ally is Pidlwick II or Sir
encountered by the PCs, Emil claims to be Klutz.
a resident of Vallaki who was chased by
dire wolves to the castle. If freed, he betrays Locating Tasha Petrovna’s Holy Symbol.
the PCs as soon as an opportunity arises in The PCs may enter Castle Ravenloft in
order to prove his worth to Strahd. However, effort to recover Tasha Petrovna’s holy
if the PCs have previously met his wife, symbol, which must be returned to the
Zuleika, in the Werewolf Den, Emil doesn’t priestess’ grave in Krezk. The symbol
betray the party, and instead works with possesses no power of its own, but reveals
them to reunite with her. a ring of regeneration if taken to its proper
place. This is most often included as part of
Oʙᴊᴇᴄᴛɪᴠᴇꜱ ɪɴ ᴛʜᴇ Cᴀꜱᴛʟᴇ a PC’s personal quest if you used this
guide’s revised Adventure Hook chapter.
There are several reasons why your PCs
Tasha Petrovna’s holy symbol can be found
might visit Castle Ravenloft. Each of these
in Crypt 11 of the Catacombs (K84).
scenarios will be explored in more depth in
the sections “The Dinner,” “The Heist,” and
Retrieving Argynvost’s Skull. If your PCs
“The Finale” later in this chapter. See below
have previously visited Argynvostholt and
for a brief description of the different
heard Argynvost’s request, they may
objectives your PCs might have when
venture to Castle Ravenloft to recover the
entering the castle.
dragon’s skull and return it to its rightful
place in his mausoleum. Argynvost’s skull is
Attending the Dinner. Your PCs may visit
mounted in the Hall of Bones (K67).
Castle Ravenloft to attend dinner with
Strahd. This “dinner” can take two forms. In
Exploring & Looting Ravenloft. Certain
the original module, Strahd sends an
daring and intrepid—not to mention suicidal
invitation to dine when the PCs anger or
—adventurers may venture into Castle
impress him in some way. When the PCs
Ravenloft to explore its shadowed
arrive, they find that the Strahd in the dining
passageways and loot its priceless
Mᴇᴄʜᴀɴɪᴄᴀʟ & Mᴀɢɪᴄᴀʟ Tʜʀᴇᴀᴛꜱ
treasures. They will likely be most interested
in the Treasury (K41) and the contents of Castle Ravenloft is full of mechanical and
the Catacombs (K84)—but beware. Strahd magical threats—traps, devices, spells, and
does not easily endure the company of contraptions that trigger when the PCs
thieves. misstep, often to the party’s horror and
surprise.
Rescuing Emil. If the PCs have previously
met Zuleika in the Werewolf Den, they may Mᴀɪɴ Fʟᴏᴏʀ
have agreed to rescue her husband, Emil, K10. Dining Hall. An illusion of Strahd
from his place in Strahd’s dungeons. Emil greets the PCs. After three rounds, the
can be found imprisoned in the South illusion vanishes, extinguishing all open
Dungeon (K75), and will gladly join the PCs flames and torches and causing the castle
if they mention his wife. drawbridge to lift, sealing the PCs inside the
keep.
Rescuing Ireena or Ally. If Strahd has
successfully kidnapped Ireena or one of the K15. Chapel. The Icon of Ravenloft upon
PCs’ other allies, such as Ezmerelda, the altar, if touched by an evil character,
Ismark, or a member of the Keepers of the deals 16d10 radiant damage.
Feather, the PCs may attempt to rescue
them from the castle. To do so, the PCs K19. Grand Landing. Both suits of armor
must first learn where their friend is being lining the staircases to the Audience Hall
hidden, and must then find a way to free (K25) are mechanical traps; a creature that
them from Strahd’s clutches. steps on a pressure plate in front of a suit of
armor causes it to spring forward and attack
Killing Strahd. Nearly all campaigns will with its mace.
culminate in a final battle against Strahd in
the dark corridors of Ravenloft. Can your Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
PCs defeat Strahd within the seat of his
K27. King’s Hall. Upon reaching the
power? Or will they fall to his dark
halfway point of this corridor, the PCs
machinations—another band of misguided
encounter a flying vampiric mannequin
souls now lost to the ages?
disguised to resemble Strahd, which may
startle them into wasting spell slots or other
Dᴀɴɢᴇʀꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ resources to attack it.
Castle Ravenloft is full of dangers and
threats, from traps to hostile creatures, Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
environmental hazards, and more. Here’s a
full list of what you should expect (and what K38. False Treasury. The empty chest in
your players should fear) while running this chamber, when opened, releases a
Castle Ravenloft.222 cloud of sleeping gas that fills the room,
causing a paralysis that lasts for four hours.
Crypt 39. A character that opens this crypt K54. Familiar Room. If the three familiars
is attacked by Beucephalus, Strahd’s in this room see the characters, the witches
nightmare. in area K56 (Cauldron) are notified of their
presence and cast invisibility, hoping to
Sᴜʀᴘʀɪꜱᴇ Aᴛᴛᴀᴄᴋꜱ & Aᴍʙᴜꜱʜᴇꜱ surprise any intruders.
Castle Ravenloft is a dangerous place, full
of predatory creatures lying in wait for prey
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
to wander past. Here’s a list of the surprise
attacks and hidden ambushes that your PCs K62. Servants’ Hall. If the characters follow
might face as they explore Castle Ravenloft. Cyrus, he will attempt to intentionally
activate the Elevator Trap (K61).
Mᴀɪɴ Fʟᴏᴏʀ
K69. Guards’ Quarters. When one or more
K7. Entry. Any creature that attempts to
characters reach the midpoint of this hall, 10
leave the castle via this entrance causes the
human skeletons leap from the alcoves
four statues of red dragon wyrmlings to
and attack.
animate and attack.
Volenta happily latches onto whichever PC Before they depart, Strahd then offers the
appears most visually striking, and PCs a job. He informs them that an
serenades them with joyful babbles and infamous assassin named Rudolph van
questions regarding her morbid interests Richten with a genocidal hatred for the
(e.g., “Did you know how much blood is in a Vistani has come to Barovia, and that van
churchmouse?”) . After she’s regaled the Richten seeks to slay Strahd for his role as
PC with her childlike, but disturbing hobbies, the Vistani’s protector. He warns the PCs
she asks the PC if they’re interested in that van Richten may appear to be an old
seeing her artistic “masterpiece.” man, but that he is a dangerous, wiley,
Regardless of their answer, she attempts to paranoid individual with a lifetime’s
drag them downstairs to the Hall of Bones experience in death and a vast collection of
lies and cover stories at his disposal. If the
PCs apprehend him—alive—and return him 1. The activation of the drawbridge trap
to Castle Ravenloft, Strahd truthfully following the PCs’ conversation with
promises them each a treasure from his the illusion of Strahd in the Dining
vault. Hall (K9)
2. The activation of the Elevator Trap
Whether the PCs accept his job or not, (K61)
Strahd bids them farewell, and provides 3. A random encounter with Strahd
them safe return passage to their choice of himself within Castle Ravenloft
Vallaki or Barovia via his black carriage. 4. A foretold encounter with Strahd in
the location predicted by the
2. Tʜᴇ Hᴇɪꜱᴛ Tarokka reading
There are several objectives within Castle
Ravenloft that the PCs may want to Only the third and fourth possibility bring
complete before entering their final battle Strahd directly to the PCs; in the first and
with Strahd. They may seek to fulfill a second case, Strahd hears the trap from his
personal quest by returning Tasha coffin and arrives at the PCs’ location in 4d4
Petrovna’s holy symbol to the Abbey of rounds.
Saint Markovia, put the revenants to rest by
restoring the skull of Argynvost to its crypt at Strahd’s brides are jealous, territorial, and
Argynvostholt, locate a foretold Tarokka prideful beings, and are under strict orders
treasure from the castle’s depths, or rescue by Strahd to guard the grounds of Castle
a kidnapped ally (or Ireena) from Strahd’s Ravenloft with their lives; if bested by the
clutches. PCs, they will sooner die than flee. Rahadin
is similarly dedicated, and will fight to the
Gᴇᴛᴛɪɴɢ Iɴꜱɪᴅᴇ death if encountered.
Strahd will then aim to isolate and distract Here, his goal is to weaken his prey for
the PCs, either by: future encounters, taxing their resources
and health. He will aim to use his
● Using his Lair Action to summon movement, plus his legendary actions, to
swarms of bats to harry a stay out of the reach of the Sunsword, while
concentrating spellcaster attacking his target with multiattack
● Casting Blindness/Deafness to Unarmed Strike attacks or Fireball (with the
weaken his prey or incapacitate a same restrictions as before). If any PC is at
spellcaster, or or below 30 hit points, Strahd casts blight
● Casting Animate Objects or using from afar, aiming to take them down to zero.
his door-locking Lair Action to
separate his target from their Strahd will spend his reaction on Shield, but
companions only against attacks with magical weapons
by rogues or paladins or melee attacks from with a Divine Smite? What animal forms
monks. He’ll use his Lair Action to summon does the druid favor, and how adept is the
the flaming sphere, focusing on blocking or rogue at picking locks?), and prepare
harassing enemy interlopers while he accordingly.
focuses his damage on his target.
He’s seen the Sunsword in action before,
Rᴇᴛʀᴇᴀᴛ and his +10 to Religion means that he
When Strahd is severely wounded (102 almost certainly knows what the Holy
HP), he will Disengage and move to retreat. Symbol of Ravenkind is capable of.
If he has enough spell slots, he’ll cast Misty
Step instead of Disengaging. He uses his When running Strahd in combat,
Lair Action to summon a fog cloud, and preparation is king. Review your PCs’
uses Shapechange to shift to bat form character sheets and magic item lists in-
(though he prefers mist form if he can depth, and jot down any special abilities or
escape through a door, or Greater spells that they reveal to Strahd or his spies.
Invisibility if he’s within sunlight).
Whenever possible, Strahd prioritizes killing
He’ll use his Legendary Actions to get out spellcasters first, followed by skirmishers
of sight, then Hide to conceal himself. He’ll and strikers (such as rogues or monks), and
lick his wounds for a few rounds, letting his finally tanks and melee combatants.
regeneration go to work, and follow back
around when he’s fully healed, returning to Strahd’s favored strategy prefers an area
Stage 1 (Ambush) once again. with plenty of entrances and exits. He favors
larger spaces, through not wide-open areas
Cʀᴀꜰᴛɪɴɢ ᴀ Sᴛʀᴀᴛᴇɢʏ where the PCs can spread out-of-range of
Strahd is a tactical genius. As such, Strahd Fireball. If possible, Strahd prefers to avoid
never enters combat without a plan, a risking damage to his possessions (e.g., the
backup plan, and an escape route. collection of books in the Study). Additional
Moreover, these plans are never hazards are a bonus, but not necessary. As
complicated, and never rely on more than such, he prefers to fight in the following
one moving part. He also never enters spaces:
combat without first gauging his enemies’
strengths, weaknesses, and tactics. ● Entry (K7), Great Entry (K8), or
Heart of Sorrow (K20) on the first
If you’ve been using Strahd’s spies and floor
Scrying spell correctly, Strahd should swiftly ● Audience Hall (K25) or King’s Hall
learn what spells the PCs are able to cast, (K27) on the second floor
what magic items they have in their ● Tower Roof (K57) and Bridge (K58)
possession, and what benefits their class in the spires of Ravenloft
features offer. He should know what ● Elevator Trap (K61), Servants’ Hall
strategies they favor (e.g., Does the (K62), and Hall of Bones (K67) in the
sorcerer routinely polymorph the monk into Larders of Ill Omen.
a Giant Ape? Does the paladin wait for the ● Dungeon Hall (K73), Brazier Room
wizard to cast Telekinesis before rushing in (K78), and Catacombs (K84)
will also use Spider Climb to drop them into
In the Entry (K7) or Great Entry (K8), Strahd the shaft in Crypt 14 (Stahbal Indi-Bak) or
lures the PCs into the chamber, activating the ghoul-filled pit in Crypt 35 (Sir Jarnwald
the gargoyles or red dragon wyrmlings. the Trickster).
In the Heart of Sorrow (K20), Strahd casts Mᴏɴꜱᴛᴇʀ & NPC Eɴᴄᴏᴜɴᴛᴇʀꜱ
fly on himself and attempts to lure the PCs
There are dozens of potential encounters in
to a higher floor. He then grapples them
Ravenloft, and many of them have the
using his Unarmed Strike and drops them
potential to turn hostile for your players.
down the center of the shaft. A PC must
Here’s a full list of monsters and hostile
succeed on a DC 10 Dexterity saving throw
NPCs your PCs might face, how you might
and a grapple check to grab hold of Strahd
choose to approach them, and a collection
before being dropped.
of tactics they’ll prefer in battle.224
Otherwise, Anastrasya immediately flees The portrait can’t move, however, and has
battle if she is exposed to sunlight or heavily no damage-dealing attacks, meaning it has
wounded (reduced to 30 hitpoints or fewer), to rely on one of its three combat-ready
transforming into a bat (if indoors), a wolf (if spells: crown of madness, hypnotic pattern,
or telekinesis (though it automatically casts its target to take 2d6 falling damage
counterspell any time an enemy casts a when the spell ends.
spell of 3rd level or lower). Each of these
three spells uses concentration and two of Generally speaking, hypnotic pattern is
them require an action each round to most effective against a larger group, while
maintain, which means that once the portrait telekinesis is best against a small group.
casts one of them, it won’t cast another Crown of madness, which removes
spell until it sees a reason to switch. approximately one-and-a-half PCs from
combat, is somewhere in between.
Given the portrait’s low AC and hitpoints, it
will likely only have the chance to cast one According to the DMG, a spell with a 30-
of these spells, which means it has to make foot-cube area of effect like hypnotic pattern
it count. Let’s take a look at these options: should generally affect at least six
creatures. As such, the portrait won’t bother
● Crown of Madness charms one casting this unless it has at least that many
humanoid of the portrait’s choice enemies (counting both PCs, NPCs, and
within 120 feet. While the target is beast companions/familiars) in range.
charmed, it must use its action
before moving on each turn to make Telekinesis, on the opposite side of the
a melee attack against a creature spectrum, the portrait keeps tucked away
chosen by the portrait. The most for encounters with two or fewer enemies—
likely use of this is to force one of one for the rug to handle, and one for the
the PCs to attack their fellows while portrait to keep pushed away. Finally, the
reducing the number of combatants portrait casts crown of madness if it finds
attacking the rug. itself in the sweet spot of facing three to five
● Hypnotic Pattern has the potential to enemies, prioritizing obvious melee
affect every creature in the room attackers first (preferably a low-Wisdom
(aside from the rug, which operates combatant like a fighter, rogue, or
on blindsight alone). This includes barbarian).
the portrait, however, as the room is
too small to exclude it. However, Interestingly enough, the guardian portrait
because the entire party is likely to can speak Common, plus up to two other
be crammed into the room, this languages; its average Charisma modifier
means that the portrait has a decent also implies that it may be interested in
chance to charm approximately half speaking with the PCs (though it’s unlikely
of the party (assuming an average that it’ll do so before it attacks, in order to
Wisdom saving throw of +2). preserve the surprise from its False
● Telekinesis is the portrait’s highest- Appearance feature). While it’s not actually
levelled spell, allowing it to restrain a Strahd, it’s likely the portrait retains some of
creature in its arcane grip. It’ll his mannerisms, and will taunt and insult the
prioritize a low-Strength enemy, like PCs in his voice while battling them.
a rogue, wizard, sorcerer, warlock,
or druid, and fling them against the To keep this encounter interesting, make
ceiling twenty feet overhead, forcing sure to include these two nuggets of detail
from the portrait’s information section, as that’s the target’s fashion sense, their
well: physical appearance, or their mother’s
resemblance to a particularly ugly species
● “When a guardian portrait attacks, of warthog.
the figure in the painting animates
and moves as though alive (albeit in Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ
two dimensions)” Should they wander in through a window,
● “When it casts a spell, the figure the vampire spawn in these towers behave
painted on the canvas makes all the identically to the spawn described in the
appropriate somatic gestures and “Random Encounters” section. If possible,
verbal incantations for the spell” they drag their victim out of the window they
came through, using their Spider Climb
Eꜱᴄʜᴇʀ feature to cling to the stone and forcing their
As described in the original module, Escher victims to stay in their grasp—or fall to the
prefers conversation to conflict and fleeing cold, hard ground 170 feet (17d6
to fighting. However, if cornered—or bludgeoning damage) below.
ordered to do so by Strahd, Ludmilla, or
Anastrasya—Escher reluctantly enters the Bᴀʀᴏᴠɪᴀɴ Wɪᴛᴄʜᴇꜱ
fray.
A barovian witch has low Strength,
average Dexterity, and barely above-
In combat, Escher prefers the following
average Constitution. She has decent
options:
Intelligence, but otherwise average mental
stats.
● Heroism, which he uses only if
Ludmilla orders him to cast it on
Her attacks are both lackluster: Claws
herself
requires a 2nd-level spell slot and
● Dissonant whispers, which he casts
concentration, and her Dagger attack deals
to move a Sunsword-wielding
an average of 2 piercing damage with a +2
attacker away from Strahd (while
bonus to hit. Neither is worth using—leaving
providing Strahd with an opportunity
the spells.
attack), or which he uses to clear an
exit route after charm person has
● Ray of sickness is always a good
already failed
go-to, though it doesn’t really mesh
● Faerie fire, which he casts to nullify
well with Tasha’s hideous laughter
Strahd’s disadvantage on attacks
(which drops its victim prone,
while in sunlight, or to empower any
imposing disadvantage and dropping
other undead allies that may join him
the average damage by more than
● Invisibility, to conceal his escape
half).
after clearing a path to safety
● Sleep is not worth using against any
PC of 4th level or higher.
Otherwise, he either attacks with a
● Tasha’s hideous laughter imposes
Claws/Claws multiattack (if there’s no
an excellent condition (prone and
sunlight present) or casts vicious mockery,
incapacitated), but the witch has no
insulting everything he can find—whether
easy ways of following up on it. As ● Misty step—same as burning hands
such, the witch will only cast this if and mage armor above.
joined by a melee attacker.
● Invisibility doesn’t allow the witch to Using this swapped-out spell list (assuming
attack, which means that it’s only they had time to prepare it that morning),
good for escaping and attacking the witches prepare for combat by casting
surprised enemies. The witch has mage armor and invisibility as soon as
only +0 to Stealth checks, meaning they’re alerted to expect company by one of
that any opponent with even a their feline familiars. The witches
passable Perception modifier is immediately open combat with burning
pretty likely to detect her before she hands.
attacks.
● Ray of frost is a usable cantrip, but In this case, a Barovian witch will prefer
not worth casting unless there are misty step to invisibility for getaways if and
no spell slots to cast ray of sickness only if she is lightly wounded (reduced to 14
with. hitpoints or less) and immediately adjacent
to a melee opponent. In this case, she’ll
In general, spellcasters prefer to preserve misty step out of her attacker’s reach and
scarcer spell slots for spells at that level. immediately move to a safer position—or
However, alter self is almost never worth Dash away to safety if she’s decided to flee.
casting, which means that a given witch will
always reserve one 2nd-level spell slot for No matter what their spell lists are, Barovian
invisibility (in case she needs to make a witches, to quote the module, “have no
quick getaway) and one 2nd-level spell slot scruples. They will deal with anyone in
for an upcasted ray of sickness (if she return for power. They will also betray
hasn’t already spent it on another invisibility anyone for the same reason.” While they
spell to attack with surprise). fear Strahd and would never willingly betray
him, they will happily surrender to the PCs
If notified in advance by Ludmilla or Strahd as soon as they feel endangered—say, if
to expect company, however, a Barovian they’re cornered (e.g., if they have no spell
witch can swap out her spells for new (and slots remaining for misty step or invisibility)
more useful) ones using the spellbook in and reduced to 5 hitpoints or fewer, or if
area K56 (Cauldron). Potential choices they’re cornered and at least half of their
include: compatriots have already been killed.
In order to encourage your PCs to explore a variety of areas, you may prefer to choose to place
the treasures within a trio of distant, lesser-travelled regions of Barovia. It is also a wise choice
to direct each card’s reading to a separate PC, which should encourage that player to focus on
it as though it were a personal quest.
Here are the locations that we recommend placing the Tome of Strahd for your players to find:
Torturer (9 of The treasure is hidden in The Tome was stolen from Castle
Swords) the attic of the Ravenloft by an ancestor of Baron
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burgomaster's mansion in Vallakovich. However, the injuries that the
Vallaki (Curse of Strahd, thief sustained soon killed him, and his
Chapter 5, Area N3s). family never understood the value of the old
book he had stowed in his bag. The
Baron’s grandfather shelved it away in the
attic long ago, and it has lain there
forgotten ever since.
Enchanter (3 of The treasure lies under Marina was the first of Tatyana’s
Stars) Marina's monument in reincarnations, and the second time
Berez (Curse of Strahd, Strahd’s heart was broken. After her death,
Chapter 10, Area U5). Strahd hardened his heart, and buried his
Tome beneath her monument as a promise
that he would not yearn for the Tatyana of
his past, but instead hunt her down in his
future.
Abjurer (4 of Stars) The treasure lies in the When Argynvost marched on Castle
beacon of Argynvostholt Ravenloft, only one of his soldiers survived.
(Curse of Strahd, Given this Tome by the Silver Dragon
Chapter 7, Area Q53). himself, that soldier bore it back to
Argynvostholt, hoping that a brave hero
might one day use it to uncover the secrets
of Strahd’s dark past and so defeat him.
Illusionist (7 of The treasure lies in When Saint Markovia marched upon Castle
Stars) Rictavio's carnival wagon Ravenloft, only one of her followers - a
(Curse of Strahd, coward of little faith - survived. An illiterate
Chapter 5, Area N5). peasant, the follower sold the Tome to a
band of Vistani, who paid little mind to the
plain, unlabelled book. Many years later,
Rudolph van Richten purchased the Tome
from a wandering merchant, and
discovered within its pages a way by which
he could travel into Barovia.
Wizard (Master of The treasure lies on the When Saint Markovia marched upon Castle
Stars) top floor of Van Richten's Ravenloft, only one of her followers - a
Tower (Curse of Strahd, coward of little faith - survived. An illiterate
Chapter 11, Area V7). peasant, the follower sold the Tome to a
band of Vistani, who paid little mind to the
plain, unlabelled book. Many years later,
Rudolph van Richten purchased the Tome
from a wandering merchant, and
discovered within its pages a way by which
he could travel into Barovia.
Tax Collector (8 of The treasure is hidden in When the mists rolled into Barovia, sealing
Coins) the Vistani treasure it away from the Material Plane, Strahd was
wagon (Curse of Strahd, distraught. In a fit of despair, he bade a
Chapter 5, Area N9i). friend of his among the Vistani to bear his
Tome away from his castle, so that he
could no longer recall the sweetness of his
victories, nor his love for Tatyana. That
Vistani passed the Tome down their familial
line, swearing each keeper to secrecy.
Today, Arrigal is the keeper of the Tome,
but his interest in books is so low that he
regards it as little more than one more book
among many.
Druid (5 of Glyphs) The treasure lies at the When the mists rolled into Barovia, sealing
base of the Gulthias tree it away from the Material Plane, Strahd was
(Curse of Strahd, distraught. In a fit of despair, he bade a
Chapter 14, Area Y4). trusted servant among the druids to bear
his Tome away from his castle, so that he
could no longer recall the sweetness of his
victories, nor his love for Tatyana. That
druid joined with their Circle to bury the
Tome beneath the roots of the Gulthias
sapling, whose roots now cover and bind
the book beneath.
Anarchist (6 of The treasure lies in Over the years, Strahd has lost his interest
Glyphs) Castle Ravenloft's hall of in the trappings of Castle Ravenloft, and
bones (Curse of Strahd, has misplaced many treasures. One such
Chapter 4, Area K67). treasure is his Tome, which lies at the
center of the table within the Hall of Bones,
reverently avoided by Cyrus Belview, who
recognizes his master’s handwriting.
Charlatan (7 of The treasure lies in the When Saint Markovia marched upon Castle
Glyphs) attic of Old Bonegrinder Ravenloft, only one of her followers - a
(Curse of Strahd, coward of little faith - survived. He filled his
Chapter 6, Area O4). bag with treasures and fled the fortress -
only to be taken in the night by the hags of
Old Bonegrinder as he camped by the road.
The hags display the Tome reverently, and
believe that its presence is a sign of
Strahd’s favor.
Traitor (9 of Glyphs) The treasure is hidden in After the soldier Leo Dilisnya betrayed and
the master bedroom of murdered Strahd, an ancestor of Lady
Wachterhaus (Curse of Wachter hunted him down, providing
Strahd, Chapter 5, Area Strahd with his location. As a show of
N4o). gratitude, Strahd gifted the House of
Wachter with his Tome, and asked them to
guard his secrets from any that might seek
to steal them.
The Holy Symbol of Ravenkind
The Holy Symbol of Ravenkind is a powerful item for your PCs to obtain, but markedly less
lethal to Strahd than the Sunsword, whose ambient radiance can badly harm Strahd’s chance of
escape from a deadly encounter. Because of this, you may prefer to make the Symbol be the
second or third artifact found by your PCs. Because of its generic nature (as compared to the
Sunsword), it can serve an important role in directing your PCs toward more isolated areas,
such as Berez, Argynvostholt, and the Werewolves’ Den.227
Here are the locations that we recommend placing the Holy Symbol of Ravenkind for your
players to find:
Avenger (1 of The treasure is in the The Holy Symbol was an ancient holy relic
Swords) possession of Vladimir used by the Order of the Silver Dragon in
Horngaard in their crusade against the evil things of this
Argynvostholt (Curse of land. Vladimir guards it now, knowing that
Strahd, Chapter 7, Area any who might seek it must do so in order
Q36). to free the Devil from his prison.
Myrmidon (5 of The treasure lies in the The werewolves of Lake Baratok once
Swords) shrine of Mother Night in raided a church near the shores of Lake
the werewolf den (Curse Zarovich, and recognized the Holy Symbol
of Strahd, Chapter 15, as an aspect of Mother Night’s divine form.
Area Z7). They took it to Mother Night’s shrine, where
they worship it with fell services and
sacrifices.
Enchanter (3 of The treasure lies under Queen Ravenovia kept the Holy Symbol of
Stars) Marina's monument in Ravenkind as a token of office; when she
Berez (Curse of Strahd, died, Strahd kept it in the castle’s chapel.
Chapter 10, Area U5). When Marina was killed, he buried it
beneath her monument as a symbol of his
love for her.
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Beggar (6 of Coins) The treasure is hidden in Queen Ravenovia kept the Holy Symbol of
Kasimir's hovel (Curse of Ravenkind as a token of office; when she
Strahd, Chapter 5, Area died, Strahd kept it in the castle’s chapel.
N9a). Once, long ago, Kasimir stole away into the
castle in an effort to spirit away his sister’s
corpse. Instead, he found the Symbol, and
felt a powerful compulsion to take it away
with him, waiting for an ally powerful
enough to wield it.
Shepherd (4 of The treasure lies in the Queen Ravenovia kept the Holy Symbol of
Glyphs) tomb of King Barov and Ravenkind as a token of office; when she
Queen Ravenovia (Curse died, Strahd buried it alongside her.
of Strahd, Chapter 4,
Area K88).
Bishop (8 of The treasure lies in the The Holy Symbol was a holy artifact found
Glyphs) sealed treasury of the long ago by the wizards of the Amber
Amber Temple (Curse of Temple. They kept it in their treasury
Strahd, Chapter 13, Area alongside a host of other treasures and
X40). riches.
Miser (9 of Coins) The treasure lies in Queen Ravenovia kept the Holy Symbol of
Castle Ravenloft's Ravenkind as a token of office; when she
treasury (Curse of died, Strahd sealed it away in his treasury
Strahd, Chapter 4, Area from grief, vowing to keep his mother’s
K41). memory protected from any that might sully
it.
The Sunsword
As discussed above, the Sunsword is likely the most powerful magical item that the PCs will find
in the entire module. Its discovery can serve as one of the most climactic moments of the
module, second only to the defeat of Strahd himself. For this reason, you may prefer to push it
toward a difficult-to-reach or high-level area, such as the Amber Temple or Baba Lysaga’s
hut.228
When the PCs first discover the Sunsword, it is inert, bearing only a cracked hilt and no obvious
magical power. For more information on how the PCs can restore the Sunsword’s strength, see
Sergei’s Summons in Curse of Strahd:Reloaded, Chapter 10: The Village of Krezk.
Here are the locations that we recommend placing the Sunsword for your players to find:
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Avenger (1 of The treasure is in the When Khazan’s apprentice stole the
Swords) possession of Vladimir Sunsword’s hilt, he fled into the forest.
Horngaard in There, he was recognized and slain by a
Argynvostholt (Curse of wandering revenant. The undead knight
Strahd, Chapter 7, Area recognized the blade and delivered it to
Q36). Vladimir, who has kept the blade out of the
hands who may use it against the Devil.
Paladin (2 of The treasure lies in When the Sunsword’s hilt was left in the
Swords) Sergei's tomb (Curse of Svalich Wood, Sergei’s spirit was able to
Strahd, Chapter 4, Area spirit it away out of Strahd’s sight, to the
K85). one place where he knew his brother would
never dare look: Sergei’s own coffin in
Castle Ravenloft.
Conjurer (9 of The treasure is in Baba Soon after the Sunsword’s hilt was left in
Stars) Lysaga's hut (Curse of the Svalich Wood, a servant of Baba
Strahd, Chapter 10, Area Lysaga found it upon the ground, and
U3). brought it to the old witch as a gift. Lysaga
recognized the blade, and has kept it under
lock and key ever since to ensure that no
creature can use it to harm Strahd.
Beggar (6 of Coins) The treasure is hidden in When Khazan’s apprentice stole the
Kasimir's hovel (Curse of Sunsword’s hilt, he was overcome by a
Strahd, Chapter 5, Area platoon of vengeful spirits. Kasimir watched
N9a). the battle from a hiding place, and
recognized the Sunsword’s hilt. When the
apprentice fell, Kasimir took the treasure
back to his camp, and swore to keep it for a
hero who would one day overthrow the
tyrant Strahd.
Monk (1 of Glyphs) The treasure lies in the After the Sunsword’s hilt was left in the
main hall of the Abbey of Svalich Wood, it lay there for centuries -
Saint Markovia (Curse of until the Abbot arrived in Barovia. The
Strahd, Chapter 8, Area Abbot was immediately drawn to the strong,
S13). holy power possessed by the artifact, and
spirited it away to the Abbey of Saint
Markovia, where he occasionally uses it as
a holy symbol for communion with the
Morninglord.
Healer (3 of Glyphs) The treasure lies beneath When the Sunsword’s hilt was left in the
the gazebo in the Shrine Svalich Wood, Sergei’s spirit was able to
of the White Sun (Curse spirit it away to the one place where his
of Strahd, Chapter 8, soul could still touch the land of Barovia:
Area S4). the Shrine of the White Sun, near the
Blessed Pool of Krezk.
Bishop (8 of The treasure lies in the When the Sunsword’s hilt was left in the
Glyphs) sealed treasury of the Svalich Wood, Sergei’s spirit was able to
Amber Temple (Curse of spirit it away to Saint Markovia, which she
Strahd, Chapter 13, Area took as a sign to march upon Castle
X40). Ravenloft. Once the rebellion was
destroyed, Strahd seized the hilt. With
Khazan dead, Strahd was unable to destroy
the hilt himself. He stored it in the Amber
Temple, and bade Exethanter to guard it
from any who might seek its power.
Strahd’s Enemy
Due to their low hitpoints and the negligible impact of the advantage-providing buff given to the
PCs’ destined Ally by the module, it is highly recommended that you provide the PCs with an
ally of at least CR 3. Several of the potential allies provided by the module have fascinating,
compelling storylines of their own, and it is highly recommended that you work to weave those
side narratives tightly within the central trunk of your plot.
Here are the enemies that we recommend as best-suited to a mechanically and dramatically
satisfying conclusion to your Curse of Strahd campaign:
Artifact (Joker 1) This card refers to Rictavio makes for an excellent ally to the
Rictavio, who can be PCs, providing healing and support buffs
found at the Blue Water from mid- to late-game. He can easily serve
Inn in Vallaki (Curse of as a mentor or adviser to the PCs, and can
Strahd, Chapter 5, Area play a central role to the story given
N2). Strahd’s interest in finding him.
Beast (Jack of This card refers to the If you have few hooks to lead your PCs to
Diamonds) werewolf Zuleika the Werewolf Den, Zuleika can serve as a
Toranescu (Curse of strong incentive for them to find it. Her
Strahd, Chapter 15, Area aggressive personality and darker past can
Z7). serve as an excellent foil to good-aligned
PCs. Her personal quest also provides
an interesting twist to the final showdown
with Strahd, and gives the PCs an insight
into the struggles between Strahd’s
servants.
Broken One (King This card refers to the The Mad Mage is a character frequently
of Diamonds) Mad Mage of Mount touched upon in passing by other
Baratok (Curse of Strahd, characters, but never explicitly. If your PCs
Chapter 2, Area M). meet him, he can serve as a piece of living
history that they are unlikely to meet
otherwise; a side quest in his own right
(due to his need for a Greater Restoration
spell); and a plot hook for adventures
beyond Barovia following the end of the
module.
Seer (Jack of This card refers to Kasimir is rooted strongly in the history of
Clubs) Kasimir Velikov (Curse of Barovia, and can provide context to the
Strahd, Chapter 5, Area PCs regarding a number of events,
N9a). locations, and personages. Moreover, he is
a sympathetic example of Strahd’s cruelty,
and can serve as an adviser to Ireena. His
side quest with Patrina is unlikely to be a
focus of most non-allied PCs, and Patrina
herself can serve as an excellent late-game
or post-game opponent or rival.
Ghost (King of This card refers to the While not well-developed or emotive in the
Hearts) revenant Sir Godfrey module, Sir Godfrey can provide additional
Gwilym (Curse of Strahd, incentive for your PCs to explore
Chapter 7, Area Q37). Argynvostholt. His past relationship with
Vladimir Horngaard is an excellent example
of LGBTQ representation, and he can serve
as the fuel that drives your PCs to uncover
Argynvost’s quest and return the dragon’s
skull to the mansion’s tower.
Mists (Queen of This card refers to Like Rictavio, Ezmerelda makes for an
Spades) Ezmerelda d'Avenir. She excellent supporter in combat, and a
can be found in the potentially fascinating and entertaining ally.
Abbey of Saint Markovia She makes for a welcome positive example
(Curse of Strahd, of the Vistani, and her relationship with Van
Chapter 8, Area S19), as Richten may deliver her mentor as a two-
well as several other for-one contact or ally for the PCs. The one
locations throughout drawback: Ezmerelda is likely to join the
Barovia. PCs even if she is not the destined ally,
which means her selection could deprive
your party of an additional friendly NPC
toward the end of the module.
Strahd’s Location
A hefty amount of the fun of the final fight with Strahd comes from the dungeon crawl that
precedes it, as well as the romp through the castle that follows. If Strahd senses that
trespassers have entered his castle uninvited, he will make sure to prepare for them, forcing any
intruders to whittle down their resources before a final confrontation. Because of this, areas of
very high or very low elevation may be optimal for Strahd’s final location. 229
Here are the areas that we recommend as the most narratively and dramatically satisfying
locations to begin the conclusion of your Curse of Strahd campaign:
Beast (Jack of Strahd faces the As seen in this Ravenloft trailer, the
Diamonds) characters in the Audience Hall can make for a powerful and
audience hall (Curse of memorable location for a final encounter. It
Strahd, Chapter 4, Area has easy access to the K64 and K21
K25). staircases, as well as the Heart of Sorrow’s
tower. It is, however, fairly accessible to
PCs that enter through the front door, which
may reduce the number of trials your PCs
must go through on their way to their final
battle.
Broken One (King Strahd faces the The story of Strahd and Sergei is a
of Diamonds) characters in Sergei's powerful part of the lore of this module.
Tomb (Curse of Strahd, There may be no better way to portray the
Chapter 4, Area K85). wretched humanity and monstrous
corruption of the Darklord Strahd than to
begin his final battle weeping over his
brother’s tomb. It is a fitting place to mark
Strahd’s end, just as Sergei’s death marked
his vampiric beginnings.
Marionette (Jack of Strahd faces the The North Tower Peak is remote, dreary,
Hearts) characters in the north and dangerous - all perfect descriptors for a
tower peak (Curse of final showdown with Strahd. It may be
Strahd, Chapter 4, Area preferable to move this encounter to K60a,
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K60). the North Tower Rooftop, which paints a
climactic picture of Strahd standing beneath
a thunderstorm, his cloak billowing in the
wind as lightning strikes overhead. Due to
its proximity to the Heart of Sorrow’s
staircase, this location can make for an
exciting chase through the castle. However,
it lacks the thematic resonance that other
locations have, and may prove fatiguing for
your PCs to find.
If you have chosen to use the Madam Eva’s Invitation adventure hook, the PCs are already in
possession of their first card.
As these predictions are tailored to each PC, it is impossible to standardize these readings for
any given party. However, you can find below a number of suggested readings for the second
card that you may modify to better fit your PCs.
Avenger (1 of
Swords)
Paladin (2 of All your life, you have The shadow over this land has grown
Swords) dreamed of becoming a true as dark as a Devil’s heart. It is your
hero. It is your destiny to free hand that will return sunlight to its halls
Barovia of darkness. - if the darkness does not swallow you
up in its maw.
Soldier (3 of You seek a path toward You seek belonging - not merely within
Swords) enlightenment. A mystic of the the world, but of the world. Go to the
berserker tribes awaits you mountains. Climb the white tower
atop the tower at Tsolenka. guarded by the golden knights.
Mercenary (4 of
Swords)
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Myrmidon (5 of Your village was raided by a Look for the den of wolves in the hills
Swords) pack of marauding overlooking a mountain lake. The
werewolves, and a priceless treasure belongs to Mother Night.
treasure was stolen. Retrieve
it from the shrine of Mother
Night.
Berserker (6 of Your ancestors were The song of blades sings in your heart,
Swords) separated from their tribe and cries out for a chorus. The ice-clad
when the mists first shrouded mountains will echo your song with the
voices of your ancestors.
Barovia. Yearning for a
connection to your ancestry,
you must find the berserker
tribes and recreate the bond
between your peoples.
Hooded One (7 of A demon lurks inside you - a The darkness within you is strong, but
Swords) shard of one of a dark vestige. all is not lost. Its source awaits your
You must journey to the coming, beyond amber gates at the
Amber Temple and confront heart of a mountain. Beware the choice!
its source to rid yourself of its Beware refusing it!
influence forevermore.
Dictator (8 of You seek influence, power, I see a throne as your seat, and a
Swords) and dominion - either from scepter in your hand. But beware! He
greed, or from a thirst to prove that conquers the Devil may himself
your worth. It is your destiny to become the Devil.
take Strahd’s throne, whether
by right of conquest or by right
of succession.
Torturer (9 of
Swords)
Warrior (Master of You seek to prove your worth Your blade thirsts for blood, as your
Swords) as an adult of your clan or soul hungers for recognition. Seek out
tribe. You can do so by the mist-clad hill, where the tombs of
claiming the Blood Spear of the ancients hold the instrument of your
Kavan, buried beneath the glory.
cairns of Yester Hill.
Transmuter (1 of A close friend or relative of The blood of your blood has gone cold,
Stars) yours vanished into a dark and only mist yet remains. Find them in
mist, and was turned by the highest peak, and free them of their
Strahd into vampire spawn. unholy torment.
Find where Strahd keeps
them locked in Castle
Ravenloft, and free them from
their life of undeath with the
gift of a true, good death.
Diviner (2 of Stars)
Enchanter (3 of
Stars)
Abjurer (4 of You are a direct descendant Your eyes burn with flame, and your
Stars) of Argynvost. Return the blood cries out for blood. I see a fallen
dragon’s skull to its crypt, and house guarded by a great stone
speak with your ancestor dragon. Look to the highest peak.
before allowing his spirit to
rest.
Elementalist (5 of A voice has whispered in your A shadow’s whispers beckon you to the
Stars) dreams, inviting you to a place darkest chasm of the highest mountain.
of unadulterated power. This There, in tombs of amber, awaits the
dark voice is a vestige of the thing that you desire most. But beware!
Amber Temple, and seeks to A honeyed gift can prove a fool’s curse.
offer your character that which
they desire most.
Evoker (6 of Stars)
Illusionist (7 of You seek the aid of the Help is often found in the strangest of
Stars) legendary Dr. Rudolph van places. Look for an entertaining man
Richten. You must find him with a monkey. This man is more than
and assist him in Strahd’s he seems.
destruction. Only then can he
return to help you.
Necromancer (8 of Many years ago, a close The arrow of time moves ever forward,
Stars) friend or relative died from but the warp of magic can render new
sickness or violence. You life to the souls of the dead through its
weave. Follow the light of the Corpse
seek the power to raise them
Star, in the place where amber giants
from the dead - the power of sleep.
Zhudun, the Corpse Star.
Conjurer (9 of
Stars)
Wizard (Master of You thirst for power, and A fire burns in your belly, and a star
Stars) yearn to prove your might in glows in your eye. Find the mage’s staff
the arcane arts. Khazan’s in his resting place beneath the Devil’s
keep. His name is the power you seek.
Staff of Power awaits you,
deep within the catacombs of
Castle Ravenloft.
Swashbuckler (1 A close friend or relative of Alas! I see swirling snow and frigid ice.
of Coins) yours journeyed into Barovia The reaper’s shadow grows long, and
some time ago. You seek to the mountaintops ring with the pleas of
track them to the place that a lost soul.
overcame them - the Amber
Temple - and bring them back
home.
Philanthropist (2 of
Coins)
Trader (3 of Long ago, you were inflicted The beast within you is savage, yet all
Coins) with the sickness of creatures can be tamed. Find the leader
lycanthropy, or a similar dark of the feathered ones who live among
curse. The wereravens of the the vines. Though old, he has wisdom
Wizard of Wines can help you deep within his bones.
find inner peace and control
the darkness of your curse.
Merchant (4 of
Coins)
Guild Member (5
of Coins)
Beggar (6 of You are the descendant of A scarred elf has what you seek. He will
Coins) dusk elves - refugees from assist your quest to see his dark
Strahd’s military campaign in dreams fulfilled.
Barovia. You seek to find the
last of your people and restore
their civilization.
Thief (7 of Coins)
Tax Collector (8 of
Coins)
Miser (9 of Coins) You are descended from The thing you seek lies amidst glittering
refugees that fled from gold and countless treasures. Look for
Strahd’s invasion of Barovia. a fortress within a fortress, in a place
Those refugees left behind a hidden by fire.
priceless family heirloom that
now rests in the treasury of
Castle Ravenloft.
Rogue (Master of
Coins)
Monk (1 of You have been sent to The words of the divine fall on deaf
Glyphs) Barovia on the divine ears, muffled by the shadowed mists.
command of Lathander or Find the damned one in his place of
Pelor, the Morninglord. You worship, and free his radiant soul of the
will come to discover their madness of mortality.
wish: to destroy the corrupted
Abbot, and allow his
transcendent soul to return to
the Astral Plane, cleansed of
the madness of Barovia.
Missionary (2 of You have been cast out by The light has fled your blade, and your
Glyphs) your holy order or betrayed angel has turned her face away to
your sacred oaths. To regain weep. Her grace will be returned to you,
your deity’s favor, you must but only if you rescue the saint's sun
recover the holy symbol of beneath the devil's tower and restore it
Tasha Petrovna from her crypt to its rightful place.
beneath Castle Ravenloft and
return it to her grave in Krezk.
Healer (3 of
Glyphs)
Shepherd (4 of The spirits of fae and The Devil is the ancient, and so has
Glyphs) woodland have begged you to become the land. You must restore the
restore the natural order of holy places of the elder Three, whose
whispers are as wind and whose tears
corrupted Barovia. You must
are as dew. Look to the misted hill, the
sanctify the megaliths of drowned spirits, and the lonely mill.
Barovia, and restore the Listen to the raven’s cry.
druidic Fanes to the domain of
the Ladies Three.
Druid (5 of A shadowed plague of blight An evil tree grows atop a hill of graves
Glyphs) and blood has overtaken the where the ancient dead sleep. The
forest of your homeland. You ravens can help you find it. From its
must destroy the Gulthias roots you shall craft your salvation.
Tree, and craft from its
branches a weapon to cleanse
your home.
Anarchist (6 of Your ancestor was a storied Your blood’s spirit yet languishes
Glyphs) general who led the defense beneath the Devil’s watchful eye. I see
against Strahd’s invasion of walls of bones, a chandelier of bones,
Barovia. Today, his bones rest and a table of bones - all that remains
in Strahd’s Hall of Bones, and of enemies long forgotten.
only you can restore them to
their rightful resting place in
your family’s crypt or burial
ground.
Charlatan (7 of
Glyphs)
Bishop (8 of Legends tell of a powerful, yet What you seek lies in a pile of treasure,
Glyphs) lost magical relic. That relic beyond a set of amber doors.
lies forgotten in the vast
treasury of the Amber Temple.
Traitor (9 of
Glyphs)
Priest (Master of You fear death like no other, Your soul fears the outer darkness, and
Glyphs) and dread your own mortality. seeks life everlasting. Should you find
You seek immortality - and He of the Many Lives, no reaper’s clock
can restrain you. He awaits you in a
Dahlver-nar, He of the Many
tomb of amber, in a place of ice and
Lives, can provide you with darkness.
the life everlasting that you
desire.
Artifact (Joker 1)
Beast (Jack of A marauding tribe of The vengeance you seek is yet within
Diamonds) werewolves destroyed your your grasp. Look for the den of wolves
home. You seek revenge. in the hills overlooking a mountain lake.
Broken One (Kind One year ago, your mentor, I see a great chasm, and a body
of Diamonds) the archmage Mordenkainen, swallowed up by wind and water. This
vanished on an adventure. man’s mind is broken, but his spells are
You seek to discover his fate. strong.
Darklord (King of You seek greatness - power, I see a throne as your seat, and a
Spades) dominion, and influence - at scepter within your hand. Seek the
any cost. Zantras, the Kingmaker in his amber prison, but
beware his silver tongue.
Kingmaker, can provide you
the tools you need to achieve
this.
Donjon (King of A close friend or relative of The one you seek yet lives, but suffers
Clubs) yours journeyed into Barovia in a den of cruelty and despair. I see a
some time ago. You seek to dead village, drowned by a river, ruled
by one who has brought great evil into
track them to the place of their
the world.
imprisonment - Baba Lysaga’s
hut - and bring them back
home.
Seer (Jack of
Clubs)
Ghost (King of Your ancestor was a knight of Only blood can pay for honor. I see a
Hearts) the Order of the Silver Dragon fallen house guarded by a great stone
who betrayed his vows and dragon. Look to the highest peak.
fled when Strahd’s forces
overtook the land. You seek to
restore your family’s honor,
and can do so by restoring the
bones of Argynvost to their
rightful resting place.
Executioner (Jack You are an orphan or adopted A beast has marked your soul, and its
of Spades) by your parents. You crave twin lurks in the heart of a man
knowledge of your family and shrouded in flame. Marked as a devil,
the comfort of a household. this twisted creature can show you the
Izek is your brother, and his way to your spirit's cleansing. But,
twisted form matches your beware! He is no hero
own tiefling’s appearance or
demonic spirit.
Horseman (Joker
2)
Innocent (Queen
of Hearts)
Marionette (Jack
of Hearts)
Mists (Queen of You and Ezmerelda d’Avenir A Vistana wanders this land alone,
Spades) learned together under the searching for her mentor. She does not
tutelage of Dr. Rudolph van stay in one place for long. Seek her out
Richten. Soon after Van in the sun’s holy place, where its rays
Richten vanished on a secret once shone from the peak above the
mission, Ezmerelda departed mists.
to find and assist him. You
hope to find Ezmerelda and
fight by her side.
Raven (Queen of
Clubs)
Tempter (Queen More than anything, you yearn Neither dragon nor djinn holds sway in
of Diamonds) to fly - to soar the skies and these mists, but the Grave Wyrm’s gift
defy the power of gravity. The can set you free. His price is steep, but
his offering is true. Seek him in the
Dark Power Tarakamedes can
place where ice and amber meet.
deliver unto you gift of flight -
but at a price.
Svalich Wood
NPC Encounters
A team of Barovian commoners searching for a missing person abducted by
a pack of werewolves
a vengeful ghost
a horde of hungry ghouls
a pair of cannibalistic druids
A pair of Barovian scouts searching for a missing person abducted by
a pack of werewolves
a vengeful ghost
a horde of hungry ghouls
a pair of cannibalistic druids
A travelling Vistani family of commoners in a barrel-top wagon heading toward
the Tser Pool encampment
the Vallaki encampment
the outside town of Daggerford
the outside city of Neverwinter
A lonely werewolf hermit
A cautious archer tracking an elk
A babbling ghost that asks travellers to lead it to its home
A pair of Barovian scouts offering a sacrifice to the Ladies Three
Combat Encounters
A pack of 2d6+1 hungry wolves (Levels 1-4)
A thirsty colony of 2d4+1 swarms of bats (Levels 1-4)
A giant boar fending off 4d4 twig blights (Levels 1-4)
A pack of 1d4+1 hungry direwolves (Levels 2-5)
A host of 1d4 ghosts haunting their unmarked graves (Levels 3-10)
A nest of 1d8 giant spiders awaiting a meal (Levels 1-8)
A hostile dryad defending her grove alongside 1d4 thornies (Levels 3-5)
Interesting Phenomena
A forgotten hunting trap
A mutilated corpse
A ghostly fog that brings hallucinations of old regrets and hidden fears
A forgotten trinket lying in the mud
Several watchful swarms of ravens
A carved stone figurine of a maiden tucked into the hollow of an old tree
A skeletal rider
Notable Landmarks
A crumbling chapel maintained by a kindly ghost
This old structure once held a shrine visited by travellers on the road. The ghost is the spirit of
an old monk who once tended its chapel. The spirit is lonely, and has seen the building fall into
disrepair as the woods grew up around its walls.
Barovian Basin
NPC Encounters
A team of Barovian commoners tending to their fields
A travelling Vistani family of commoners in a barrel-top wagon heading toward
the Tser Pool encampment
the Vallaki encampment
the outside town of Daggerford
the outside city of Neverwinter
A shepherd’s ghost watching over the spirit of a lamb
Combat Encounters
None
Interesting Phenomena
A skeletal rider
A ghostly fog that brings hallucinations of old regrets and hidden fears
A forgotten trinket lying in the mud
A watchful swarm of ravens perched atop a dead tree
Notable Landmarks
A crumbling chapel maintained by a kindly spirit
This old structure once held a shrine visited by travellers on the road. The ghost is the spirit of
an old monk who once tended its chapel. The spirit is lonely, and has seen the building fall into
disrepair as the woods grew up around its walls.
Ravenloft Moors
NPC Encounters
A wandering revenant hunting zombies
A trader’s caravan led by a watchful scout travelling to
the village of Barovia
the village of Vallaki
An eccentric apprentice wizard communing with a lost soul
A babbling ghost that asks travellers to lead it to its home
A vampire spawn swordsman searching for a worthy opponent
A faceless wraith that stalks travellers atop a dark horse
A travelling Vistani family of commoners in a barrel-top wagon heading toward
the Tser Pool encampment
the Vallaki encampment
the outside town of Daggerford
the outside city of Neverwinter
A wereraven monitoring the road in raven form
The green hag Jenny Greenteeth and her rattling wagon of wares
Combat Encounters
A group of 1d4 vampire spawn feeding on the corpse of an ill-fated traveller (Levels 4-10)
A cloud of 1d4 blood-starved vampiric mists (Levels 3-9)
A pack of 2d4 ghouls picking through the remains of fallen travelers (Levels 2-7)
Interesting Phenomena
A mutilated corpse
A ghostly fog that brings hallucinations of old regrets and hidden fears
A skeletal rider
A watchful swarm of ravens perched atop a dead tree
Notable Landmarks
A burnt ruin haunted by a fiery poltergeist
A pair of vampire spawn invaded this house years ago. Its owner fled the structure and set it
aflame, burning the spawn alive - but leaving her spouse and child to die in fire as she fled for
Vallaki. The poltergeist is the spirit of the owner’s spouse, and acts to protect its child’s
unburied bones. The poltergeist is put to rest if the bones are buried.
NPC Encounters
A wandering revenant hunting wolves
A team of Vallakian commoners searching for a missing person
A pair of Vallakian scouts searching for a missing person
A travelling Vistani family of commoners in a barrel-top wagon heading toward
the Tser Pool encampment
the Vallaki encampment
the outside town of Daggerford
the outside city of Neverwinter
A trader’s caravan led by a watchful scout
A Vallakian archer tracking an elk
A Vallakian guard pursuing a murderer
A deranged homunculus gathering ingredients for its master
A pair of Vallakian scouts offering a sacrifice to the Ladies Three
A demented herbalist druid picking mushrooms in the forest
The green hag Jenny Greenteeth and her rattling wagon of wares
A wereraven monitoring the woods in raven form
A coven of Vallakian cultists preparing an animal sacrifice
Combat Encounters
A pack of 1d4+1 hungry direwolves (Levels 2-5)
A pack of 2d6+1 hungry wolves (Levels 1-4)
A thirsty colony of 2d4+1 swarms of bats (Levels 1-4)
Interesting Phenomena
A forgotten hunting trap
A mutilated corpse
A forgotten trinket lying in the mud
A skeletal rider
Several swarms of ravens
A carved stone figurine of a maiden tucked into the hollow of an old tree
Notable Landmarks
An old or excavated grave
This grave contains the remnants of a pair of Vallakian farmers.
Bogs of Berez
NPC Encounters
A wandering revenant hunting scarecrows
An eccentric apprentice wizard communing with a lost soul
A deranged homunculus gathering ingredients for its master
An outcast commoner cursed by a witch to bring pestilence upon their surroundings
A solitary herbalist druid picking mushrooms in the bog
Combat Encounters
A pack of 2d4 scavenging shadow mastiffs (Levels 3-10)
1d2 maddened wraiths that attack any that enter their grove (Levels 4-9)
A bubbling marsh filled by 4d4 ash zombies bloated with poison gas (Levels 2-7)
1d4 undead giant constrictor snakes mindlessly searching for flesh (Levels 2-8)
A pack of 2d4 ghouls picking through the remains of fallen travelers (Levels 2-7)
A will-o-wisp leading unwary travellers to a ruin infested by 2d6 zombies (Levels 3-7)
1d2 maddened banshees wandering a mossy fen (Levels 3-7)
A nest of 1d4 phase spiders awaiting a meal (Levels 2-9)
A wandering corpse flower (Levels 5-8)
Interesting Phenomena
A ghostly fog that brings hallucinations of old regrets and hidden fears
A forgotten trinket lying in the mud
A skeletal rider
Notable Locations
A sunken farm guarded by watchful scarecrows
The farm was abandoned years ago when a pack of rabid werewolves killed its inhabitants. A
rotting wooden barn is the only remaining structure on this old field. Tall grasses and cattails
border the several swampy streams that trickle through the loamy soil. The barn contains a half-
decayed loft and a set of stalls once used for oxen, but is otherwise empty. The scarecrow are
spies for Baba Lysaga, and attack any PCs that approach the barn while one scarecrow returns
to Berez to inform its master.
Baratok Slopes
NPC Encounters
A solitary herbalist druid picking mushrooms in the grasslands
An outcast commoner cursed by a witch to bring pestilence upon their surroundings
Combat Encounters
1d4 mutated brown bears with the features and temperaments of owlbears (Level 2-9)
Interesting Phenomena
A ghostly fog that brings hallucinations of old regrets and hidden fears
A watchful swarm of ravens perched atop a dead tree
A mutated giant elk with multicolored horns
A tree split by a lightning bolt
Notable Locations
A swarm of tormented ghosts trapped within a darkened cavern
An old well at the center of this cavern holds the souls of twelve shrieking ghosts, whose
remains have settled at the bottom of the cistern beneath. These wretched spirits were trapped
here by a necromancer who sought to devour their life force and so grow powerful enough to
defeat Strahd. Any creature that approaches the well finds themselves surrounded by the
ghosts, who are bound to the shaft of the well by ethereal chains when manifested. The ghosts
attack if the well is damaged. If the spirits are spoken to, one of them requests that their bones
be recovered from the waters beneath. 1d4 shambling mounds lurk in the cistern, and attack if
the bones are disturbed.
Mount Ghakis
NPC Encounters
A meditating revenant guarding the path
A group of berserkers hunting a goat
An injured berserker, wounded by
a winter wolf
the Roc of Mt. Ghakis
Sangzor the giant goat
Combat Encounters
A pack of 1d4 winter wolves prowling their territory (Level 2-9)
A 1d2 hungry cave bears hunting for food (Levels 2-4)
1d2 cannibalistic adventurers cursed to become bodaks by deals with a vestige (Levels 5-10)
Interesting Phenomena
A ghostly fog that brings hallucinations of old regrets and hidden fears
A herd of goats grazing on sparse grass
A forgotten trinket buried beneath a snowdrift
A frozen zombie buried beneath a snowdrift
A skeletal rider
A rockslide that threatens to knock the party down toward the banks of Luna Lake
Notable Locations
A crumbling tower atop a snow-covered peak
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.
Druidic Groves
NPC Encounters
A deranged homunculus gathering ingredients for its master
An outcast commoner cursed by a witch to bring pestilence upon their surroundings
A werewolf forester building a life away from civilization
A pair of Krezkian scouts offering a sacrifice to the Ladies Three
A solitary herbalist druid picking mushrooms in the forest
A group of berserkers hunting an elk
A wereraven monitoring the woods in raven form
The green hag Jenny Greenteeth and her rattling wagon of wares
Combat Encounters
A pack of 2d6 worgs (Levels 1-8)
A cannibalistic druid accompanied by a swarm of 2d6 twig blights (Levels 3-5)
A pack of 4d4 concealed needle blights (Levels 2-7)
Interesting Phenomena
A mutilated corpse
A ghostly fog that brings hallucinations of old regrets and hidden fears
A forgotten trinket lying amidst a patch of yellowed grasses
Several swarms of ravens
A carved stone figurine of a maiden tucked into the hollow of an old tree
Notable Locations
An overgrown field guarded by a single watchful scarecrow
A rotting wooden barn is the only remaining structure on this old, overgrown field. The barn
contains a half-decayed loft and a set of stalls once used for oxen, but is otherwise empty. The
scarecrow is a spy for Baba Lysaga and flees when not under direct observation, returning to
Berez to deliver information to its master.
NPC Encounters
A wereraven monitoring the woods in raven form
The green hag Jenny Greenteeth and her rattling wagon
A group of patrolling werewolves in human form
A Vallakian archer tracking an elk
A deranged homunculus gathering ingredients for its master
A werewolf-bitten commoner fearfully awaiting their first full moon
A cursed commoner possessed by a shadow demon
A pair of Krezkian scouts offering a sacrifice to the Ladies Three
A team of Krezkian commoners searching for a missing person
A travelling Vistani family of commoners in a barrel-top wagon heading toward
the Tser Pool encampment
the Vallaki encampment
the outside town of Daggerford
the outside city of Neverwinter
Combat Encounters
A pack of 2d6+1 hungry wolves (Levels 1-4)
A pack of 1d4+1 hungry direwolves (Levels 2-5)
A pack of 1d4 werewolves hunting in wolf form (Level 2-9)
Interesting Phenomena
A mutilated corpse
A forgotten hunting trap
A forgotten trinket lying in the tall grass
Several swarms of ravens
Notable Locations
A burnt ruin haunted by a fiery poltergeist
A pair of werewolves invaded this house years ago. Its owner fled the structure and set it
aflame, burning the lycanthropes alive - but leaving her spouse and child to die in fire as she
fled for Krezk. The poltergeist is the spirit of the owner’s spouse, and acts to protect its child’s
unburied bones. The poltergeist is put to rest if the bones are buried.
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
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. [Battlemap by /u/Soul-XII]
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.
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).
The chest can be opened with a successful DC 15 Dexterity (Thieves’ Tools) check. Yevgeni
and Szoldar, the Vallakian wolf hunters, use this outpost while 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.