Reloaded Strahd

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What is Curse of Strahd about?

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’s the basic storyline of the module?


Curse of Strahd, focuses heavily on themes of corruption, innocence, and abuse. As PCs, your
players will have an opportunity to be heroes of the Barovians - or corrupt servants (or victims) of
Strahd.
Nearly all campaigns will begin in the same place: With the PCs finding themselves magically
spirited away to Barovia, or by the PCs accepting an invitation to travel there. Upon arriving in the
land of Barovia, the PCs may encounter Death House, a haunted house-style prologue that aims to
take a 1st-level party to 3rd-level while setting the stage for Barovia’s lore and atmosphere.
After escaping Death House, most groups will explore the village of Barovia (which shares a name
with the kingdom), meeting Ismark Kolyanavich and Ireena Kolyana. Ireena is a target of Strahd von
Zarovich, who secretly views her as the reincarnation of his long-lost bride. Ismark will ask the PCs
to escort Ireena to Vallaki, the town next door, to keep her safe from Strahd. Ireena will agree to
accompany the PCs only if they bury her father, the burgomaster (mayor) of Barovia Village, at the
town church. If the PCs accept this mission, they will meet Father Donavich, the local priest, and
encounter his son Doru, a vampire spawn and victim of Strahd.
After leaving Barovia and departing for Vallaki, the PCs are heavily encouraged by assorted NPCs to
visit Madam Eva at Tser Pool Encampment. There, the PCs can receive a Tarokka card reading that
foretells the location of three artifacts that can help defeat Strahd, as well as the identity of an ally in
their fight.
After departing Tser Pool, the PCs have the choice of several stops along the way to Vallaki. They
can visit the Old Bonegrinder windmill and encounter the coven of hags that inhabit it; they can (if
they’re feeling suicidal) venture down the old road toward Strahd’s home, Castle Ravenloft; or they
can interact with a number of random encounters that you, the DM, may choose to place in their
path.
Once the party reaches Vallaki, the module opens up considerably into a full sandbox. The PCs can
stay in Vallaki and interact with its tense political situation. They can undertake a quest to sanctify
the local church (and create a haven for Ireena from Strahd). They can accept a mission to recover
wine from a nearby winery, or they can depart Vallaki entirely for the quiet mountain village of Krezk.
They can also begin searching for the artifacts and ally predicted by their Tarokka reading, which,
depending on what you chose, can take them - quite literally - anywhere on the map.
As the PCs visit additional locations and obtain allies, artifacts, and information, Strahd begins to
grow interested in them. He may make occasional appearances to lure Ireena away from the party,
or he may attack the PCs to test their abilities. Most often - though not always - once the PCs have
gathered all three artifacts and their ally, they will choose to assault Castle Ravenloft for a final
showdown with Strahd, killing him for good - or dying in the process.
Additional community-created content (e.g., the Fanes of Barovia, the Orphanage of Saint Andreal,
the sealing of Vampyr, etc.) can add further depth, length, and complexity to the narrative. However,
none of these elements are necessary for a satisfying, full-length campaign.

What’s the backstory of Barovia? Who is Strahd, and where did


he come from?
Barovia is one of the Demiplanes of Dread - a territory of the Shadowfell that lies beyond the Raven
Queen’s control. Instead, it is ruled by the Dark Powers: amorphous, anonymous beings that capture
“Darklords” - powerful villains from the Material Plane - and imprison them in shadowy, mist-filled
realms to torment them for eternity.
Strahd is one of these “Darklords.” In life, he was a general and a prince, conquering lands for his
parents, King Barov and Queen Ravenovia. Upon arriving in Barovia, he conquered its lands for his
family, slaughtering the Order of the Silver Dragon - an ancient order of knights and paladins - and
renamed the valley “Barovia,” after his father. He then built Castle Ravenloft and invited his family -
the King and Queen, and his younger brother Sergei, to join him.
Barov and Ravenovia died before they could make the journey, leaving Sergei alone with Strahd in
their new castle. Strahd soon grew jealous of Sergei, who had romanced a beautiful Barovian maid -
Tatyana Federovna. Strahd desired Tatyana for himself, but grew bitter as she spurned his
advances. He became convinced that his old age and impending death were the cause of her scorn,
and sought out a means of immortality to restore his youth.
After researching dark magic for a time, Strahd journeyed to the Amber Temple - an ancient prison
for dark and dead gods in southern Barovia - and struck a deal with Vampyr, one of the divine
vestiges locked away within. Vampyr taught Strahd the secret to vampirism, and on the day of
Sergei’s wedding, Strahd slayed his brother and drank his blood. When his castle’s guards killed
him, Strahd arose as a vampire, slaughtered the guards, and pursued Tatyana until she jumped to
her death in the ravine beside Castle Ravenloft. The Dark Powers took note of Strahd’s monstrous
acts, and sealed him - and all of Barovia - inside of a Demiplane of Dread, closed off from the
outside world.
Now, Strahd amuses himself by taking consorts, eliminating vampire hunters, and tormenting
adventurers who arrive in his lands. Barovia’s closed-off nature has caused souls to be reincarnated,
instead of moving to the afterlife - which has driven Strahd to search out Tatyana’s reincarnation in
each new generation. Today, he has found it in Ireena Kolyana, a resident of Barovia, and a major
focus of the campaign.

Which NPCs are most important?


● Ireena Kolyana: The most recent reincarnation of Strahd’s long-dead love, Tatyana
Federovna.
● Ismark Kolyanavich: Ireena’s brother and the new burgomaster of Barovia Village.
● Urwin & Danika Martikov: The owners of the Blue Water Inn and secret members of
the Keepers of the Feather, an order of wereravens that opposes Strahd.
● Baron Vargas Vallakovich: The cruel ruler of Vallaki.
● Lady Fiona Wachter: Baron Vallakovich’s main political opponent and a loyalist to
Strahd.
● Dr. Rudolph van Richten / Rictavio: A disguised vampire hunter who has come to
Barovia to kill Strahd.
● Ezmerelda d’Avenir: A Vistana monster hunter who has come to Barovia to kill Strahd
and find her mentor, Dr. Rudolph van Richten.
● Rahadin: Strahd’s dusk elf chamberlain and enforcer.
● The Abbot: A deva sent to save Barovia who has been corrupted and driven mad by
the land’s darkness.

Which areas should I prepare first?


If you’re just starting out the module, read the book cover-to-cover before your first session. You
don’t need to memorize everything, but you should have a general appreciation of what the
campaign contains and how the different areas and NPCs connect to each other.
Before running your first session, prepare (1) your campaign hook, (2) Death House (if you’re
running it), and (3) the entirety of the village of Barovia. Barovia is fairly small, so it shouldn’t take too
long. You should also secretly pre-determine which Tarokka cards Madam Eva will use in her
reading, and decide which, if any random encounters you’ll place on the Svalich Road around
Barovia. If you choose to run Death House, that’ll also give you an extra 2-3 weeks to prep Vallaki
while you run through it.
Once your PCs reach Vallaki, prepping any individual session becomes far more difficult. I highly
recommend using the Lazy DM session preparation method, in which you prepare materials based
on the locations and NPCs your PCs are likely to encounter based on their current quests and
interests, rather than worrying about predicting exactly what your party will decide to do. You should
also re-read any individual chapters (e.g., the Werewolf Den, the Village of Krezk) immediately
before any session in which you expect your PCs to travel to that specific location.

How can I avoid common pitfalls for Curse of Strahd DMs?


● Don’t do a random Tarokka reading. Pre-select cards for maximum dramatic impact
and to direct your PCs to interesting and isolated locations. There’s nothing worse than
a campaign with Clovin Belview as an ally, the Tome and Holy Symbol in Castle
Ravenloft, and the Sunsword three feet away in Madam Eva’s wagon.
● Don’t let your PCs persuade Ismark Kolyanavich to come with them to Vallaki. There’s
a common problem where parties assemble too many allies, making combat clunky
and detracting from the PCs’ accomplishments. Let Ismark stay in Barovia to tend to
his father’s estate and to assume the position of burgomaster, and make the PCs
escort Ireena themselves.
● Don’t run Morgantha and the night hags at Old Bonegrinder as an immediate combat
encounter. They’re incredibly deadly to a low-levelled party, and they’re much more
interesting as a roleplay encounter.
● Don’t treat Ireena as a bland quest item. Give her a personality, her own motivations,
and her own active goals. Give her a resourceful and helpful attitude and do your best
to make her useful and likable to the PCs.
● Don’t run Vallaki as one massive political sinkhole. You should feel free to space out
the periods of time between events like the Feast of Saint Andral and Fiona Wachter’s
rebellion. It’s pretty common for players to get super fatigued and frustrated after five
or six straight sessions dealing with Vallakian intrigue.
● Don’t let Strahd, Rahadin, or any other notable NPCs face your PCs in combat alone.
5e’s action economy will allow your PCs to lock down and destroy any solo enemy.
Use encounter building tools like Kobold Fight Club to make sure that no “boss” battle
is anything less than a Deadly encounter.
● Don’t roll for random encounters while your PCs are travelling or resting. Instead,
choose random encounters that complement the atmosphere of Barovia and
foreshadow future plot elements (e.g., the werewolf encounter, the bundle of clothes,
etc.)
● Make sure you hold a session zero with your players to clarify what Curse of Strahd is
and is not about. Don’t allow Evil-aligned PCs unless you’re comfortable with entirely
rewriting large sections of the campaign from scratch (as the campaign lays plot hooks
that are only attractive to Good-aligned PCs), and don’t allow lone wolves or antisocial
PCs (as the module is heavily dependent on teamwork and roleplaying).
● Don’t radically increase Strahd’s CR to compensate for perceived “weakness.”
Strahd’s RAW statblock has its issues - most notably including a massive gap between
playing him optimally (near-unbeatable) and playing him suboptimally (weak PC
punching bag). But while there’s an argument to be made for bumping Strahd’s
difficulty up to CR16 or CR17, try to avoid the CR27 stat block and similar “upgrades”
that are floating around. At the end of the day, Strahd is a four-centuries old vampire
who rules over a backwater duchy with three towns in it; he isn’t (and should not be) a
match for the eons-old demon prince Orcus.
● Don’t give your PCs maps from the module itself; those outright reveal the locations of
the Werewolf Den and Amber Temple. There are several better community-created
maps throughout the subreddit that can give your players a sense of Barovia’s
geography without spoiling the location of major hidden areas.

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

Chapter 0: Adventure Hooks

An Analysis of Curse of Strahd Hooks


While perfectly serviceable as generic openings to the Curse of Strahd campaign, each of the
four adventure hooks presented in the original module leave much to be desired if the DM and
players are looking for a more narrative- and character-driven experience.

● 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.

Designing a New Adventure Hook


Given all this, it is our goal to design an adventure hook that meets the following criteria:
1. Solidifies Curse of Strahd as a self-contained campaign from level 1 (or 3) to 10, without
any need to refer back to previous adventures;
2. Gives the PCs a “true” reason to enter Barovia, in order to preserve their agency and
make them feel that they chose to begin this campaign of their own volition and with full
knowledge of the potential consequences;
3. Invokes the backstories and desires of the PCs in order to allow the players to drive the
campaign by developing their characters and accomplishing long-term goals;
4. Promotes the “gothic opera” tone of Curse of Strahd, encouraging the PCs to
emotionally invest in the narrative and questlines of the campaign; and
5. Creates a beginning-to-end throughline across the entire module to give the players a
sense of accomplishment and fulfillment upon completing the finale of the campaign.

Adventure Hook: Secrets of the Tarokka


This scenario works to incorporate each of the above design goals by giving each PC a
personal goal that they can achieve while in Barovia, shaped and foretold by Madam Eva’s
predictions and promises. Over the course of their adventure, the PCs grow to rely on one
another, helping each other in their individual quests and, ultimately, accepting their destinies to
defeat Strahd and lift the curse upon Barovia.

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.

Madam Eva’s Promise


As the campaign begins, the PCs are wholly ignorant of one another - or, if their personal
quests overlap, they may be already travelling together in pairs. Two weeks before your
adventure begins, each PC receives a mysterious dream sent by a strange crone clad in red
robes: Madam Eva. Eva invites each PC to visit her in order to have their fortune read,
promising to each PC in turn that she alone can show them how to achieve their goal. For each
of our sample PCs, Eva promises the following:

● 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.

Getting the Group Together


It would be easy for any person to dismiss such a vision as a hollow dream. However, the
experience is vivid enough to leave the PC shaken, and each PC should be desperate or lost
enough to grab for Madam Eva’s promises with gusto. To solidify her promise, and to make it
clear that these dreams were true dreams, each PC then awakes with a single Tarokka card in
their lap.
Each Tarokka card should be personalized to each PC, and is preferably different from the
cards that you plan to use for the Tarokka reading proper. This card can reflect the PCs’
background, stature, weaknesses, or abilities. Madam Eva then describes to each PC that cards
that the others hold, as well as their “signs” - one or two identifying features that help each
character stand out in a crowd.

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.

In the final dream, she spoke thusly:

"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.

The Road to Barovia


Upon arrival at Stanimir’s camp, the PCs are greeted warmly by Stanimir’s children, as if the
party’s arrival has been expected. After introducing himself, Stanimir invites the PCs to sit by his
fire and share a story or experience “that can make a man laugh, or make a man weep.” Vistani
trade in stories, not money ,and this is an ages-old custom for guests invited to sit around a
Vistani fire. As a roleplaying exercise, each PC may then relay a personal tale of joy or sorrow,
keeping it as brief and vague as desired.

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.

Tarokka Readings & Beyond


When the PCs arrive at Madam Eva’s tent, they are presented with two readings: their individual
readings (as described here), and the standard reading involving the three artifacts and ally.
After completing the personal readings, Madam Eva informs the PCs: “Your fates are
intertwined, and your hands will be those that free this land from darkness,” and proceeds
directly to the standard reading.

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.

Chapter 1: Death House


Unlike most other locations in Barovia, which, while optional for the players, serve as concrete
areas within the Ravenloft setting, Death House is an entirely optional prequel module that
serves as an introduction to Curse of Strahd’s setting, tone, and themes.

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.

A few points to consider when choosing to run Death House or not:

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

If made in aggregate, these changes have several notable effects:


● Though Mr. Durst retains his culpability for his involvement with the cult, the horrors that
he produced are the indirect result of the wickedness of Mrs. Durst. Even if the PCs

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.

Rose and Thorn


If you wish your PCs to trust these children, avoid showing your players the illustration of Rose
and Thorn at all costs. The creepy imagery will immediately put the players on guard, and they
make ignore or attack the illusions instead of entering the house.4

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

Areas of the House


As your PCs explore the main floors of Death House, keep in mind that many of the rooms may
be empty, and that the story of the Durst family is told through forgotten trinkets, hidden secrets,
and personal affects. While this campaign guide has updated the first half of this dungeon to
create a more atmospheric and engaging tone, do make sure that you are keeping your players
engaged in the environment around them. The intensity of Curse of Strahd ramps slowly,
beginning mild, and spiking toward the end.7 Make sure you’re doing your part to build the slow,
creeping horror that is meant to define this module’s danger and darkness.

📜 Extra Credit - Death House Soundscape


When running your PCs through the interior of Death House, consider using this soundscape
created on AmbientMixer to enhance their immersion.

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.

8 SlyFlourish, Running Death House


❓ For Your Consideration - Main Hall Haunting
When a PC listens at the dining room doors, the sound of clinking glass, laughter, and muffled
conversation can be heard from beyond. When the door is opened, the PCs find the room to
be empty.

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

9 Los Vaqueros Press, Death House: Reworked Regions #1


10 Los Vaqueros Press, Death House: Reworked Regions #1
11 Power Score, Curse of Strahd - Death House
stays still, the ghast slices open its victim’s throat, and the PC watches their friend bleed
out before waking up.12
● A PC overhears a whispered argument about parentage. A pleading female voice in the
PC’s right ear swears that “it isn’t his.” A cold female voice in the PC’s left ear scoffs,
and says that it doesn’t care.13

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

❓ For Your Consideration - Library Haunting


One of the books on the shelves is titled “The History of (PC’s Name).” If read, it provides a
narration of the PC’s entire life. The final page reads: “[He/She] pulled the book down off the
shelf and began to read, unaware of the creature that watched [him/her] from the shadows.
Slowly, the beast began to creep forward.” The next page is blank, save for a bloodstain two-
thirds down. A search of the room evidences no indication of any other creature.15

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:

12 /u/ajcperei, Long Rests in the Death House


13 Los Vaqueros Press, Death House: Reworked Regions #1
14 /u/NobbynobLittlun, Notes from running Death House
15 /u/endangerous, DM Tips Curse of Strahd - Part 1 - Intro & Death House
16 Los Vaqueros Press, Death House: Reworked Regions #1
17 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
My dear Dimov,

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.

Your loving brother,


Gustav

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.

18 /u/NobbynobLittlun, Notes from running Death House


19 /u/NobbynobLittlun, Notes from running Death House
20 /u/endangerous, DM Tips Curse of Strahd - Part 1 - Intro & Death House
11. Balcony
As the characters ascend the spiral stairs, remind them that they can see down the center of the
staircase all the way to the bottom floor.21 If the Animated Armor is thrown down to the first floor
and the PCs do not reveal their presence atop the balcony, it is unable to observe them with its
sixty feet of blindsight, and is too stupid to think to climb back up.

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.

🧟 Know the Monsters: Animated Armor


The Armor will attempt to push PCs over the railing itself using a shove attack,22 or attempt to
grapple its nearest target before shoving them prone. Remember that, as the Armor has two
attacks per round, it is able to make two shove or grapple attempts each turn, or any mixture
of the two.23

12. Master Suite


Mrs. Durst’s jewelry box contains an unsent letter from Mrs. Durst to a fellow cult member. It
reads:

My Dear Mrs. Petrovna,

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

21 /u/NobbynobLittlun, Notes from running Death House


22 /u/endangerous, DM Tips Curse of Strahd - Part 1 - Intro & Death House
23The Monsters Know What They’re Doing, Animated Object Tactics
24 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
When the PCs enter this room, they find a male ghast dressed in fine clothes hanging from a
noose tied beside the bed. This body is Mr. Durst. He is dead, and does not attack the PCs
when disturbed.

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.

15. Nursemaid’s Suite


A small table beside the bed holds a cobwebbed copy of a raunchy romance novel on its
surface, hidden clumsily beneath a mildew-covered towel. The novel is titled “Blue-Blooded
Lips,” and tells the story of a wealthy duke who enjoys an affair with his female cupbearer.26

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.

18. Storage Room


If the players find the nursemaid’s body, and you chose to run her specter as an alien or
friendly encounter, her ghost does not reappear.

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

20. Children’s Room


Take care to play the encounter with Rose and Thorn’s ghosts as humanizing and sympathetic,
rather than alien and frightening. Despite their nature as centuries-old spirits, Rose and Thorn
are fundamentally children - lost, scared, yet innocent children. As such, when Rose or Thorn
attempt to possess a PC, attempt to present it in such a manner that the character willingly
allows the spirit to enter their body. If you describe it as “a child’s tiny hand, desperately seeking
the warm embrace of another soul,” your players may even decline to roll a saving throw against
possession.33 A PC that is possessed by Rose or Thorn can continue to communicate with the
child’s spirit as a voice in their head.

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

31 /u/endangerous, DM Tips Curse of Strahd - Part 1 - Intro & Death House


32 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
33 /u/NobbynobLittlun, Notes from running Death House
34 /u/NobbynobLittlun, Notes from running Death House
❓ For Your Consideration - Uncle Dimov
If you wish to include a darker undercurrent to Rose’s wizardry, you may choose to include
the following entry in Rose’s diary, just below her notes on Shocking Grasp:

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

21. Secret Stairs


Make sure to remind your players to prepare to reach level two before the session that you
expect them to find this area.

35 /u/NobbynobLittlun, Notes from running Death House


36 SlyFlourish, Running Death House
37 /u/NobbynobLittlun, Notes from running Death House
38 ElvenTower, Curse of Strahd intro – Running the Death House
39 /u/endangerous, DM Tips Curse of Strahd - Part 1 - Intro & Death House
25. Well & Cultist Quarters
The footlocker containing the eyepatch contains a cultist’s logbook, bound in grimy black
leather. This journal maintains a list of names, physical descriptions, and details of some sort of
event. One of the head cultists maintained this logbook as a record of the cult’s victims. The
second column maintains the physical description of each victim named in the first column,
while the third column bears gruesome details describing the sacrifice, such as “Struggled
profusely” and “No sedative given.”40

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.

29. Ghoulish Encounter


As-written, this encounter can be far beyond Deadly. To give your PCs a better chance of
survival, you may choose to tailor the number of ghouls to the size and level of your party using
a tool like Kobold Fight Club.42 You may also choose to make the ghouls spend their first turn
digging their way out from their shallow graves, removing the element of surprise.

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.”

30. Stairs Down


Similar to the house above, it is quite possible for your PCs to beeline a path directly to the ritual
chamber, thus skipping many of the other rooms and encounters. If you want to ensure that the
PCs get to see most of the dungeon, you may place a locked door at the bottom of these stairs.
If you choose to do so, you should move the corpse of Mr. Durst from Area 12 (The Master
Suite) to Area 34. The key to unlock this door can be found hanging from Mr. Durst’s neck.43

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

33. Cult Leaders’ Den


If the mimic is attacked at range by a wary or alerted PC, it flees, vanishing around the corner
and reappearing as a door, chest, or longsword elsewhere in the dungeon.

34. Cult Leaders’ Quarters


Don’t forget that the lockbox in this room contains a cloak of protection and several potions of
healing. These will be invaluable in keeping your PCs alive as they progress deeper into the
dungeon. There’s also a spellbook containing a number of staple spells that any wizard would
be grateful for.

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

44 ElvenTower, Curse of Strahd intro – Running the Death House


45 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
46 /u/NobbynobLittlun, Notes from running Death House
and the nursemaid, and writes off Rose and Thorn as “bothersome nuisances.” She is vulgar to
a fault, and speaks in a hissing, gurgling voice.

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.

38. Ritual Chamber


When the PCs enter this chamber, you can inform them that they can see a blanket of mist
rolling off of the top of the dais beneath the altar, and specifically draw their attention to its
resemblance to the fog outside. This will suggest to them that something about the altar is
causing the fog outside. When the ritual is completed, the fog disappears, signalling that the
PCs can now escape.

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:

47 /u/endangerous, DM Tips Curse of Strahd - Part 1 - Intro & Death House


48 /u/MandyMod, Fleshing out Curse of Strahd, Part 2: Entering Barovia and Streamlining Death House
49 /u/NobbynobLittlun, Notes from running Death House
Before you, coming out of the westernmost alcove is a rolling mass of decay and rot. Thick
tendrils of waste wriggle from it, reaching for nearby surfaces. You can see the tendrils’ grip
on the walls tighten with crushing force. As the enormous thing crawls towards you, you see
bodily remains of humans buried in its putrid body.50

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.

50 ElvenTower, Curse of Strahd intro – Running the Death House


❓ For Your Consideration - Walter, the Flesh Mound
For a darker, more personal, and more grotesque take on this encounter, consider replacing
the Shambling Mound with a Flesh Mound, as described below.

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.

Running the Skill Challenge


The PCs must accrue 4 successes before 3 failures to escape Death House successfully.

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:

38. Ritual Chamber


As the PCs move to flee, the portcullis slams shut. On a failure, the adventurers wallow in
indecision or struggle to force it open, eventually escaping at the cost of 1 failed check.

52 Wyatt Trull, Curse of Strahd: Escaping Death House Skill Challenge


The following skills are suggested for surmounting this obstacle:
● Athletics can be used to force open the portcullis or unjam the wheel. (Moderate DC)
● Thieves'-, or Tinker's tools can be used to assess the damage to the wheel and
manipulate its gears to unjam the portcullis. (Moderate DC)
● Insight or Investigation can be used to recall or rationalize that the nearby corridor to
Area 36, the Prison, might have a secret door. (Hard DC)
● Perception can be used to spot the hidden door to Area 36, the prison, providing
another means of escape from the chamber. (Moderate DC)

26. Hidden Spiked Pit


There is no mandatory obstacle here, but a trap that might not have been previously
encountered by the adventurers. Run it as-is in the Death House module: a DC 15 Wisdom
(Perception) check is necessary to notice the trap. The first character to step on the trapped
section falls prone and takes 1d6 bludgeoning damage, plus 2d10 piercing damage from the
spikes. The pit is 10-feet deep.

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)

25. Well & Cultist Quarters


The room has become heavily obscured by an unnatural black fog. In the well, a skeleton has
been roused from its slumber, and grapples the last character that moves through this chamber.

● Acrobatics or Athletics can be used to break the grapple. (Easy DC)


● Insight can be used to recall one's steps, if the characters explored this room
beforehand. (Easy DC)
● Perception can be used to navigate the darkness, hear the skeleton before it strikes, or
find its victim. (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.

27. Dining Hall

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 .

21. Secret Staircase


The mortared walls of this staircase have been covered with swarms of infant spiders. As the
PCs flee up the steps, an enormous giant spider climbs up from the depths, seeking to drag
them below. A PC that fails here loses time struggling against the spider.

● 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).

15. Nursemaid’s Suite


When the PCs enter this room while fleeing the house, read the following:

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.

● Acrobatics or Investigation can be used to make it through the doorway unscathed;


the adventurer making the check takes a leadership role in guiding his or her
companions through the blades. This check is made only once for all characters present.
(Moderate DC)
● Insight can be used to gauge when the nursemaid's contractions are about to begin or
end. (Moderate DC)
● Medicine can be used to assist in the birth: Walter is coming out ankles-first, posing
significant risk to the him and the mother. The scythe-blades stop spinning altogether if
this ability check succeeds. (Hard DC)

15C. Nursemaid’s Balcony


Death House has put all its remaining energy to afflict its prey with a powerful phantasmal force
spell (no saving throws required). The balcony has grown into a cliff that drops to a thousand
feet below (an eerily accurate representation of the Tser Falls of Barovia). Only with courage,
skill, or acuity can the adventurers conquer the illusory cliff without destroying their minds in the
process.

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.

● Acrobatics, Athletics or Survival can be combined with tools such as rope or a


climbing kit to scale the cliff, leading others down. (Moderate DC)
● Arcana can be used to understand the powerful phantasmal force spell at work, that
their psyches stand to be torn apart if caution is thrown to the wind; that perhaps the
best way to survive is to play along. (Moderate DC)
● Investigation can be used to shatter the illusion by harnessing the strength of the mind.
(Hard DC)
● Spells that slow or affect flying, such as feather fall; or that would imbue creatures with
courage, such as heroism can be used to conquer the illusion; both put the characters'
psyches at rest, tricking their subconsciousness believing all will be well. (Automatic
Success)

12. Master Suite


The memories of the past have come alive; on the eve of Walter's birth, the Dursts are engaged
in a cold war. The suite is as cold and unforgiving as their marriage; while Gustav paces the
room, Elisabeth fumes in mute disdain at her vanity. Every so often the two burst into a new
round of arguments—and the scythes spin ever faster.

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.

Read the following:

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.

● Acrobatics or Investigation can be used to make it through the doorway unscathed;


the adventurer making the check takes a leadership role in guiding his or her
companions through the blades. This check is made only once for all characters present.
(Moderate DC)
● Insight can be used to gauge Elisabeth or Gustav's emotions, finding the best possible
moment to make the leap. (Easy DC)
● Persuasion can be used to calm the Dursts, even if for a moment. (Moderate DC)

12C. Master Balcony


Death House has put all its remaining energy to afflict its prey with a powerful phantasmal force
spell (no saving throws required). The balcony has grown into a cliff that drops to a thousand
feet below (an eerily accurate representation of the Tser Falls of Barovia). Only with courage,
skill, or acuity can the adventurers conquer the illusory cliff without destroying their minds in the
process.

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.

● Acrobatics, Athletics or Survival can be combined with tools such as rope or a


climbing kit to scale the cliff, leading others down. (Moderate DC)
● Arcana can be used to understand the powerful phantasmal force spell at work, that
their psyches stand to be torn apart if caution is thrown to the wind; that perhaps the
best way to survive is to play along. (Moderate DC)
● Investigation can be used to shatter the illusion by harnessing the strength of the mind.
(Hard DC)
● Spells that slow or affect flying, such as feather fall; or that would imbue creatures with
courage, such as heroism can be used to conquer the illusion; both put the characters'
psyches at rest, tricking their subconsciousness believing all will be well. (Automatic
Success)

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.

● Athletics can be used by a character wielding a shield or similar protection to charge


the ranks, hoping to topple the statues. On a failure, they may be speared up to four
times. (Moderate DC)
● Acrobatics can be used to leap to the other end of the spiraling staircase. (Moderate
DC)
● Blacksmith's tools or Investigation can be used to ascertain the formation's
weaknesses, for without men behind the armor, they have significantly less strength.
Characters with the Soldier background have advantage on such a check. (Moderate
DC)

4. Kitchen & Pantry


As a character makes their way in or out of the dumbwaiter, the oven spits a column of fire. Any
characters in the room must make a DC 12 Dexterity saving throw to clamber into the
dumbwaiter, working the rope-and-pulley before being scorched. On a failure, a creature takes
1d6 fire damage, but continues upward. The explosion shakes the entirety of the manor.

1B. Entrance Foyer


To their horror, the characters discover that the front doors are slowly becoming bricked up—
and behind them, the doors to the Main Hall begin to swing shut. Characters can make a DC 12
Dexterity saving throw to hurl themselves into the Main Hall before the doors swing shut.
Otherwise, read the following:

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)

1A. Entrance Gate


This challenge takes place only if one or more of the PCs are still possessed by the spirits of
Rose and Thorn. As the PCs approach the iron gate, the ghosts struggle with the PCs for
control of their bodies, and beg and plead for the PCs to stay behind.

● Athletics can be used by an unpossessed character to force a possessed PC over the


threshold. The possessed PC must succeed on a DC 10 Wisdom saving throw or take
1d4 psychic damage as the spirit is violently torn from their body. (Hard DC)
● Persuasion or Intimidation can be used to coax the spirits from their unwilling hosts.
(Easy DC)
● Arcana or Religion may allow a character to draw on their reserves of magic or faith,
respectively, forcefully dispelling the intrusive soul. (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.

❓ For Your Consideration - The Death of Death House


When all PCs have escaped the house, you may play out any, all, or none of the following
scenes:
● Death House swallows itself up, vanishing into the ground below.
● The PCs notice a sign pointing in the wrong direction that reads: “Death House - Don’t
Talk to the Children!”
● The spirit of the nursemaid lifts a hand in thanks from atop the ruins of the accursed
house.55

54 ElvenTower, Curse of Strahd intro – Running the Death House


55 SlyFlourish, Running Death House
❓ For Your Consideration - Welcome to Barovia
When the PCs escape Death House, you may believe that a congratulations or welcome from
Strahd is in order. Feel free to use one of the following scenes:
● A coffin is left on the road outside of Death House. When opened, the corpse inside
matches one of the PCs. The PC then reveals themselves to be Strahd von Zarovich,
or else vanishes into a cloud of bats or mist.
● Count Strahd von Zarovich verbally congratulates the party, either after emerging from
his black carriage or from the roof of a nearby house.
● As the PCs leave Death House, they find a note of congratulations enchanted to
provide a “slow clap” sound effect when opened, courtesy of Strahd.56
● When the PCs escape Death House, they find a small wooden box at the entrance
containing a number of healing potions equal to the number of surviving party
members. The box also contains a message written by Strahd, reading: “Thank you for
cleaning this vermin off of my domain. Your efforts are appreciated, even if for just one
night. Please accept this small gift to help your recovery. Welcome to Barovia. -S”57
● The party finds a small gift basket in the street outside of Death House. Inside is a
note bearing the words “Welcome to Barovia,” signed with a cursive letter S; a bottle of
Purple Dragon Crush; and a taunting letter bearing the words: “Deliver To: Master
Ismark Kolyanovich.” It reads as follows:

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.

Your dread lord and master,


Strahd von Zarovich

Chapter 2: The Village of Barovia


The Raven on the Rooftop
When the PCs first arrive in Barovia, or exit Death House, if you kept it in Barovia, they
encounter a raven with blue-tipped wings perched atop one of the houses flanking the street.
This is Muriel, the wereraven, in animal form. She attempts to lead them to the Blood of the Vine
tavern.58

56 Morallygreypirate, CoS Discord Recap: Week of 6/24


57
58 Power Score, Dungeons & Dragons - How to Run Curse of Strahd
📷 Getting to Know You - Muriel, the Wereraven
Muriel is perhaps the most active of the non-Martikov members of the Order of the Feather,
and a frequent character in your campaign’s story. Naturally shy, but curious, she maintains
her raven form while monitoring the characters throughout Barovia, appearing from time to
time and assisting them if she believes them to be good-aligned. In the original module, she
appears as a guide to the characters in the swamps of Berez.

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.

Angry Mobs of Barovia


The village of Barovia, as destitute as it is, is frequently a launching point for angry mobs driven
toward Castle Ravenloft. 10 to 20 villagers come out of the woodwork once every year or so to
“save Barovia,” and are never heard from again. Upon reaching the castle proper, half of their
numbers evaporate, with the rest swiftly dying or fleeing upon entry. They act together on
initiative, and charge blindly ahead, a liability to themselves and others.59

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.

59 /u/dicenbuttons, The Village of Barovia is Dead


Areas of the Village
E1. Bildrath’s Mercantile
Due to the layout of the village, it is entirely possible for Bildrath and Parriwimple to be the first
living Barovian NPCs that your PCs encounter. Remember that Bildrath has seen many
adventurers come and go, and views your PCs as a simple cash injection from the world
beyond the mists. While he does not mention this outright, it is clear from his demeanor that he
does not expect the PCs to hold onto their purchases for long.

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.

E2. Blood of the Vine Tavern


❓ For Your Consideration - The Devil’s Name
All native-born Barovians fear to utter the name of Strahd von Zarovich. They believe that
merely speaking his name gives him power, and draws his attention upon one’s self. This is a
myth. However, it is a part of Barovian culture to refer to Strahd as “the Devil” (in Barovia and
Vallaki), “the Beast” (in Krezk), and “the Count” (for those that serve him). The Vistani name
him freely, calling him “Lord Strahd” or “Count Zarovich”; for this, Barovians fear - in some
cases, quite accurately - that the Vistani serve him. After all, who else could speak the name
of a devil with such impunity?
🌙 Strands of Fate - New PC Introductions
Should you need to replace any deceased characters after Death House, or if you have any
new players joining your campaign, the Blood of the Vine tavern is a good place to encounter
any new PCs. These PCs may have newly arrived in Barovia using any one of the module’s
adventure hooks, or they may be the survivors of a previous adventuring party, such as the
party referenced in the Last Week’s Meat plot hook in area E1.60 They may also be natives of
the village of Barovia, such as:
● the child of a Barovian hunter or trapper whose parent went missing in the woods
● a budding mage who seeks to gain the power to escape Barovia
● an acolyte of the local church who is seeking an end to Donavich’s misery
● the elder sibling of a child sold to Morgantha for dream pastries, seeking revenge on
the hag and the safety of their brother or sister
● Ireena or Ismark Kolyana (see For Your Consideration later in the chapter)

The Owners of the Tavern


Arik, the barkeep, is an excellent opportunity to introduce the Soulless to your PCs. Take care to
emphasize the emotionless, robotic nature of his words and actions, as well as the drab nature
of his clothes. Your players will be both uncomfortable and curious to know what, exactly, has
robbed Arik of his spark of life. If a PC asks the colorful and animated Vistani owners what ails
Arik, Mirabel informs them that “the poor man is addled like all Barovians,” laughing jovially. 61

❓ For Your Consideration - The Nature of the Soulless


The nature of the Soulless can provide a source of intrigue to your players as they explore the
settlements and NPCs of Barovia. Residents of Barovia, Vallaki, and Krezk call them “mist-
touched,” believing their spirits to be choked by the dark fog that surrounds Barovia. Those
Barovians with a more animated spirit name themselves “sun-touched,” but mentioning either
of these names around a Soulless is an incredibly rude taboo. Only Strahd, Madam Eva, the
Abbot, the hags of Old Bonegrinder, Baba Lysaga, and a select few others know that the mist-
touched lack a soul entirely.

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.

63 Power Score, Dungeons & Dragons - How to Run Curse of Strahd


📷 Getting to Know You - Radu Radovich
Radu Radovich is a member of Arrigal’s camp, and a frequent visitor of the Blood of the Vine
tavern. In the past, he fancied Elladore, a young woman living in the village. The relationship
was little more than a passing fling, but the deeply possessive Radu was enraged and
offended when Elladore’s father, a soulless fletcher named Tural, discovered them and
forbade Radu from darkening their doorstep. In his bitterness, a drunken Radu raved to
Soriva, one of the three Vistani owners of the Blood of the Vine. Sorvia, one of Strahd’s
Vistani spies, told Radu that Count Zarovich was known to reward his Vistani servants, and
told him how to offer his services to Rahadin, the Master’s right hand.

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.

Meeting Ismark, the Lesser


As a citizen of Barovia, Ismark has seen many adventurers come and go. Still, that does not
reduce his desperate need to ensure Ireena’s safety, nor does it reduce his faith in the potential
goodness of each newcomer that arrives in his village. Not only has he heard that Vallaki is
well-defended, but his father, Burgomaster Kolyan Indirovich, used to tell Ismark that the
Burgomaster of Vallaki owed him a favor, a debt made in their youth. Between his father’s
death, and Strahd’s second visitation, Ismark is ready to leap at the first party that may help him
escort Ireena safely.

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

64 Power Score, Dungeons & Dragons - How to Run Curse of Strahd


his face. The other villagers are too smart or fearful to oppose the Devil’s will, but Ismark sadly
and bitterly admits his hope that outsiders might be easier to convince - or buy.65 He offers fifty
gold pieces and his own companionship as payment if they escort his sister to Vallaki. He also
offers to call in his father’s favor with the Baron in order to assist their efforts. He has little else
to offer.

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 Butterfly Effect - Ireena Alone


Should your PCs choose to disregard Ismark’s request, or fail to encounter him at all, he and
Ireena set off to bury their father two nights afterward. Ismark is fatally injured by wolves on
the road to Vallaki, and Ireena buries him by the Barovian Gates near Castle Ravenloft. She
later arrives at Vallaki, and soon finds lodging with the Baron. Izek’s interest frightens her,
however, and an attack by Strahd on the burgomaster’s mansion soon drives Ireena out of
Vallaki altogether. She makes her way to Krezk, seeking refuge at the Abbey. Disheartened
by the Abbot’s madness and bereft of companionship in the world, Ireena returns to Barovia
and is spirited away by Strahd on the road. While waiting for her wedding ceremony soon
after being turned into vampire spawn, Ireena is killed by Rudolph van Richten or Ezmerelda,
which drives Strahd into a maddened rage. Ireena’s killer is found and slain soon after, their
tortured corpse displayed gruesomely before the castle drawbridge.

The Dream Pastry Patrons


As your party approaches or departs the Blood of the Vine Tavern, you may describe a trio of
drunken locals staggering away from the door. One of them splits off toward a peddler’s cart,
complaining of an empty stomach.67 If they are followed, the Dream Pastries special event is
triggered.

E3. Mad Mary’s Townhouse


The first floor of this old, dirty dwelling comprises a one-room divided living space. To the north
lies a small kitchen, its countertops dirty and covered with dust. There is a broken glass on the
floor and a rotted meal for two set on a table covered with a dirty blue tablecloth. Mary poured
herself a glass of wine to steady her nerves after realizing Gertruda's disappearance, and
dropped it on the floor in anguish. A small sitting area to the south contains a fireplace, two
comfortable armchairs, and a dirty rug. Stairs lead up from here to the second floor.

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.

E4. Burgomaster’s Mansion


❓ For Your Consideration - Ireena and Ismark as Player Characters
There are multiple pros and cons to turning Ireena Kolyana into an ordinary PC. While her
story and relationship with Strahd may ultimately remain the same, there are a number of
things to consider when making such a decision:

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

Meeting Ireena Kolyana


To conceal the marks of Strahd’s teeth on her neck, Ireena wears a thick red scarf. It was
knitted for her by her mother, Indira.

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

🌙 Strands of Fate - Purchased Dream Pastries


If Ireena or Ismark are offered a dream pastry, they politely decline. They are unaware of the
pies’ true ingredients, but have lost friends to their addictive properties. They see no harm in
trying a single pastry, however.

73 Fleshing Out Curse of Strahd: The Village of Barovia


📷 Getting to Know You - Ireena Kolyana
There are several archetypes that you can employ when playing Ireena. Choose one of the
following when planning her mechanical and character role in your party’s story:
swordswoman, novice, or noble.

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.

Spending the Night


The Burgomaster’s Mansion has a similar layout to the Baron’s mansion in Vallaki, except for
the attic, which has a ladder leading up to a trapdoor in the roof.

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.

74 /u/guildsbounty, My Notes on running Ireena without making her a badass


🌙 Strands of Fate - Madam Eva’s Invitation
If the PCs spend the night in Barovia, each of them experiences an identical dream. In that
dream, the PC finds themselves standing at the River Ivlis crossroads, where a raven
beckons them toward Tser Pool. Their surroundings blur, delivering them to Tser Pool, where
the PC finds the Vistani encampment empty. The dreamer is then psychically drawn to the
interior of Madam Eva’s tent, where the seer sits, her face and form concealed by a dark
purple cloak. Eva draws a card from the Tarokka deck atop the table - the Mists card. She
informs the PC that the distance between them renders her Sight blurred and obscured, and
invites the PC to join her at Tser Pool to learn what the future holds. The dream’s Madam Eva
addresses each character by name, and each one recalls the experience vividly. When the
party arrives at Tser Pool, Madam Eva does not acknowledge the dream, but does coyly
suggest that she can see the strings of Fate that have born them to her door.
❓ For Your Consideration - The Siege of the Burgomaster’s Manor
As-written, Strahd chooses to hold his siege of Ireena’s home to provide her time to bury her
father in the cemetery. However, if you would prefer to play up Strahd’s antagonism before
the burial, or else punish your PCs from spending time in Barovia after they have buried the
burgomaster’s body, you may run the following siege encounter, as Strahd’s forces return in
their efforts to open the mansion to Strahd’s unholy clutches.

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:

Preparation Effect Time to Prepare (per person)

Barricade (Large) Obstructs line of sight and 2 hours


movement; takes 2 rounds
to destroy/remove

Barricade (Small) Provides three-quarters 1 hour


cover and difficult terrain

Nail Trap Creatures that cross must 30 minutes


make DC 12 DEX save or
take 1d4 piercing damage
and half their speed

Grease Trap Creatures that cross must 30 minutes


make DC 12 DEX save or
fall prone

Tar Trap Creatures that cross must 30 minutes


make DC 12 STR save or
become grappled

Strahd’s forces arrive in waves, beginning at midnight.75 See the following table for which
creatures arrive and when:

Round Creatures Location Goal

1 4 Wolves Front Door (N3A) Break down front door

2 4 Zombies Kitchen Door (N3G) Break down kitchen door

3 1 Ogre Front Door (N3A) Break through 2nd-floor window (N3I)


Zombie76 Break through front door

4 2 Swarms 2nd-Floor Window (N3I) Harass characters inside the mansion


of Bats [If Open]

5 1 Ogre Outside-Facing Room Tear down any structural walls that


Zombie Containing 1+ PCs PCs are using for cover

6 2 Zombies Chimney Ascend to roof and gain access to


mansion interior

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.

75 /u/Stepchildofthesun, Lessons from Running Curse of Strahd: Barovia Village


76 /u/TheGentlemanDM, Lessons from Running Curse of Strahd: Barovia Village
77 /u/Stepchildofthesun, Lessons from Running Curse of Strahd: Barovia Village
🌙 Strands of Fate - Leaving Barovia Behind
If your PCs encountered and kept the dog Lancelot from Death House, Ismark is likely to note
that the road is no place for a house-raised animal. He can offer to care for Lancelot while he
stays to rule as Burgomaster of Barovia.

Mad Mary’s Visit


If your PCs are too spooked or distracted to investigate Mad Mary’s crying, Mary herself knocks
at the mansion’s front door soon after the party has met Ireena and gotten comfortable. Ismark
asks the PCs to stay with Ireena upstairs while he answers the door; upon opening it, however,
Mad Mary pushes her way into the house. The players can easily overhear Mary’s frantic
rambling as she begs Ismark to help her daughter.

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.

The Burgomaster’s Burial


As Donavich recites the final rites and prayers during the burgomaster’s burial, a heavy fog rolls
in. A PC with a passive perception of 13 or higher can see a figure standing behind the
cemetery fence, his features shrouded in mist. He appears to be a tall man clad in black, and is
bowing his head as if in prayer.79

78 Fleshing Out Curse of Strahd: The Village of Barovia


79 Fleshing Out Curse of Strahd: The Village of Barovia
After the burgomaster’s burial. Father Donavich suggests that Ireena be moved as far away
from Castle Ravenloft as possible. He suggests the Church of Saint Andral in Vallaki and the
Abbey of Saint Markovia in Krezk.

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.

Please present my kind regards to your afflicted brother.

Your lord, master, and love,


Strahd von Zarovich

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

80 /u/red_mosquito76, Strahd Pays His Respects


approach him, a mix of fear and yearning etched on her face. If none of the heroes try to stop
her, Ismark will hold her back.

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.

🎨 Worth a Thousand Words


If you choose to run a combative encounter, you may find helpful this map of the Barovian
graveyard,82 or this map of an autumn graveyard.83

📈 Module Milestone - The Burgomaster’s Burial


If the PCs successfully bury the Burgomaster, you may choose to reward them with a
milestone.

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.

81 Power Score, Dungeons & Dragons - How to Run Curse of Strahd


82
83
84
❓ For Your Consideration - A Lonelier Barovia
If you wish to make your PCs feel more isolated, and remove the “casual” presence of
adventurers within Barovia, you may remove the March of the Dead event entirely. Moreover,
you may find the frequency of previous adventuring parties to be damaging to the
verisimilitude and magnitude of your campaign. You may feel that a history of adventurer
incursions can damage the Barovians’ rationale for xenophobia, and reduce the impact of
Strahd’s interest in them as rare playthings. A more isolated Barovia is a potentially more
horrific and alien Barovia, so consider before you begin this campaign how frequently
adventurers have visited this setting in the past.

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 engaged in conversation, Morgantha presents herself as a defenseless and grandmotherly


peddler who only wishes to sell delicious pies and bring cheer and warmth to a village bereft of
either. If asked for her name, Morgantha replies honestly, but calls it “too formal” and asks the
PCs to call her “Granny” instead.86

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

More Barovian Encounters


The Dead Pet
If your party contains a wizard, cleric, or paladin, a child with a dead pet runs up to them. Unlike
many other Barovians, this child has a soul, and is dressed in bright red clothes. They ask this
PC to heal their pet, believing them to only be sleeping.

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
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Chapter 3: Tser Pool Encampment

🌙 Strands of Fate - The Railroad to Tser Pool


The Tarokka Reading is one of the most important components of the Curse of Strahd
module. It drives the plot forward, invests the PCs in the lore and land of Barovia, and forms
the backbone of a natural narrative between Strahd and the adventurers. It is critically
important that your PCs are incentivized to receive a reading from Madam Eva soon after
departing Barovia.

You can do so in one of the following ways:


● Ismark or Ireena hint that Madam Eva is a skilled diviner, and suggest stopping by her
camp to receive insight into their future, or advice on how the PCs may depart
Barovia.91
● Madam Eva appears to the PCs in dreams, either before or during the campaign, and
invites them to learn their fates face-to-face by Tser Pool, “where the mists do not
cloud the Inner Eye.”
● One or more of the Vistani sisters at the Blood of the Vine tavern advise the PCs to
visit Madam Eva to learn their fate in Barovia.
● The Vistani caravan in the Mysterious Visitors adventure hook guide the PCs directly
to the encampment. Warning: This will likely cause your PCs to skip over the Ismark &
Ireena plotline, unless Madam Eva advises them to return to Barovia following their
reading.
● As dusk begins to fall over the Svalich Road,92 Ismark suggests making camp at Tser
Pool, where he knows an encampment of Vistani keeps wild beasts at bay.93

Arrival at the Encampment


The Sound of Music - Vistani Camps
Feel free to use any, all, or none of the following tracks when your PCs are within or nearby a
Vistani encampment:
● Vistani Camps

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

Vistani of the Encampment


The Vistani are a joyful, cheerful people. They enjoy mischief, but honor hospitality above all
else.

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

96 /u/Blasted_Skies, Random Vistanis


97 /u/Blasted_Skies, Random Vistanis
The wagon of the Ig'ars is painted with children's drawings.98

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.

🎣 Plot Hook - Picking Up a Present


As the party is preparing for bed, Eliza approaches one of the PCs. She carries a large
magpie on her shoulder, and a bright red sash. She greets the PCs warmly, and notes that
few non-Vistani outsiders come to Barovia - after all, only one group has ventured into Barovia
since the Mage. She asks the PCs whether they are powerful mages come to tear down the
stones of Ravenloft, like the last notable visitor.

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

98 /u/Blasted_Skies, Random Vistanis


repeated requests to attempt “spoken word poetry” at shows, her parents have thus far refused
each time. She is considering spying for Strahd, and views him as a grand romantic.

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.

Madam Eva’s Tent


🎵 The Sound of Music - Madam Eva’s Tent
Feel free to use any, all, or none of the following tracks when your PCs are within Madam
Eva’s tent:
● Madam Eva’s Tent

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.

The Tarokka Reading


To combat memory issues and solidify the story’s narrative arc, you may want to allow the
players to keep their cards after they have drawn them. You may also choose to provide the
players with written notes containing the exact wording for each one of Madam Eva’s
predictions.

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.

Chapter 4: Old Bonegrinder


Old Bonegrinder is perhaps the grimmest section of the Curse of Strahd setting. Delving into the
darkest aspects of Brothers Grimm-style horror, it deals with human trafficking, child abuse and
murder, and drug addiction. Before you begin your campaign, it is highly advised that you
confirm that all players are comfortable with the darker topics that Old Bonegrinder and similar
areas of Barovia are likely to touch upon.99

🎨 Worth a Thousand Words - Old Bonegrinder’s Exterior


You can use either one of these two pictures when describing or presenting Old Bonegrinder’s
appearance to your players.

🎵 The Sound of Music - Old Bonegrinder Ambience


This ambient sound board may help you set the scene when your PCs enter Old
Bonegrinder’s structure.

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

99 ElvenTower, Chapter 6 – Old Bonegrinder


100 /u/DragnaCarta, Lessons from Running Curse of Strahd: Old Bonegrinder
3) create an opportunity for your PCs to give into the corruption of Barovia, either by
incriminating themselves through association or inaction, or by cutting dark deals with
the coven

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.

101 /u/Hoaxness, How I Managed: Old Bonegrinder


102 /u/DragnaCarta, Lessons from Running Curse of Strahd: Old Bonegrinder
🧟 Know the Monsters - Morgantha & Her Coven
An encounter with Morgantha and her daughters will come to blows only if the coven feels
genuinely offended or threatened by the PCs - and even then, only if all members of the
coven are present. In combat, the hags’ primary aims are to (1) incapacitate; (2) intimidate;
and (3) cripple their enemies, in that order.

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.

Level Slots Spells

1st Level 4 Identify; Ray of Sickness

2nd Level 3 Hold Person; Locate Object

3rd Level 3 Bestow Curse; Counterspell; Lightning Bolt

4th Level 3 Phantasmal Killer; Polymorph; Hold Person

5th Level 2 Lightning Bolt; Bestow Curse; Contact Other Plane; Scrying

6th Level 1 Eyebite

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.

Deal Value Description

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.

104 /u/Hoaxness, How I Managed: Old Bonegrinder


Your Breath High A PC that accepts this deal heals only half hitpoints from hit
dice and magical healing, and regains only one-fourth of their
total hit dice upon completing a long rest.

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.

Ownership of the Mill


If the PCs find the deed to the windmill in Death House, they may infer that they are now the
owners of the property.105 However, if confronted with the deed, the hags are able to provide
paperwork sealed and signed by Strahd that legitimizes their business practices and the storage
of Barovian children for use thereof.106

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

105 ElvenTower, Chapter 6 – Old Bonegrinder


106 /u/cheatisnotdead, What I have learned from running Curse of Strahd twice - Barovia and the road to
Vallaki edition
107 Ultanya, Curse of Strahd: Old Bone Grinder
108 /u/MandyMod, Fleshing out Curse of Strahd: The Mechanics of Dream Pastries
for each day that the PC goes without consuming any dream pastries, down to a minimum of 4.
The only exception is the day after the PC consumes their first dream pastry; at noon, the PC
may roll an additional DC 4 Constitution saving throw. On any day, if the PC succeeds when the
DC for the saving throw is 4, the PC is no longer addicted to dream pastries.

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.

Approaching the Windmill


As the PCs approach the windmill, they notice an abundance of rodents, snakes, and spiders in
the grass nearby. Characters that stray into the tall grass are attacked by a poisonous snake or
swarm of spiders the following turn. Beasts with an intelligence of 2 or lower are aggressive,
due to their proximity to the corrupted Fane marked nearby.

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.

🎨 Worth a Thousand Words - Windmill Exterior & Battlemap


Should a fight break out on or outside the first floor of the windmill, consider using this map110
to depict the location.

Areas of the Windmill


When the PCs arrive at Old Bonegrinder, Morgantha is away, returning from a successful
business venture in Vallaki. Bella instead greets the PCs at the door cheerfully inviting them
inside. If asked, or if she is in the process of showing the PCs around the first floor, she informs
the PCs that “Mother” should return within the hour.111 Bella refuses to lead the PCs to the
second floor or above, and informs them that her sister is working up there, and hates to be
disturbed.
109 /u/Hoaxness, How I Managed: Old Bonegrinder
110 /u/Havelok, Old Bonegrinder Exterior Map
111 /u/Hoaxness, How I Managed: Old Bonegrinder
Should the PCs attack Bella, she and Offalia vanish into the Ethereal Plane. Morgantha returns
home shortly thereafter.

🌙 Strands of Fate - The Treasure of Old Bonegrinder


If one of the three treasures is located here, only the hags, Baba Lysaga, and the Keepers of
the Feather know of its presence. The wereravens spotted it while scoping out the windmill
before a failed rescue attempt. Even Strahd is ignorant to its location.

O1. Ground Floor


Just behind the door, the hags keep a small umbrella stand that contains an ugly green parasol
with rotted fabric and a rusted longsword. If asked about the sword, Bella claims that it belonged
to an old lover of hers who left it to her as a memento. In truth, the sword belongs to a former
adventuring party that stormed the hags’ windmill and were swiftly and brutally destroyed. Bella
herself fondly remembers using the swordsman’s bones as toothpicks after consuming him and
his friends.

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.

Conversations with Bella


There isn’t much room inside the windmill’s first floor for everyone to be comfortable, but Bella
makes a show of trying to be hospitable. There is a single unused chair in a corner, piled high
with Offalia’s twig dolls, that Bella clears off to provide one of the PCs a place to sit.

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.

112 /u/MandyMod, Fleshing Out Curse of Strahd: Old Bonegrinder


O3. Bedroom
🦋 The Butterfly Effect - Freek and Myrtle
If the PCs are able to rescue Freek and Myrtle, the children can be taken in by Father Lucian
Patrovich in Vallaki,113 or Burgomaster Dmitri Krezkov in Krezk.

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

📈 Module Milestone - Rescue the Children


If the PCs rescue Freek and Myrtle from the windmill, you may choose to award a milestone
and allow the characters to level up.

O4. Domed Attic


A small collection of twig dolls and fetishes is kept here on a shelf by Offalia, who fashions them
in the shape of the children she devours.

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

113 ElvenTower, Chapter 6 – Old Bonegrinder


114 /u/paintraina, What I've learned from running Curse of Strahd twice: Old Bonegrinder Edition
115 /u/DragnaCarta, Revisions for Running Curse of Strahd: The Fanes of Barovia
The Fane itself is a small stone shrine that stands in a small underground cavern beneath the
megaliths. It is flanked by a pair of stone etchings that depict the Huntress: a tall, long-haired,
well-muscled maiden wielding a spear and a bow-and-arrows. The left etching shows the
Huntress chasing a deer through a forest alongside a trio of friendly wolves; the right carving
depicts the Huntress devouring the freshly-carved heart from a boar’s fresh corpse, a
bloodstained stone dagger in her other hand.

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:

Mistress of the green,


Lady of the forest,
I offer you my sacrifice.
I ask you for your blessing.
You are the eye in the trees,
the hunter of the woods,
who brings life to the dawning spring.
You are the deer in rut,
mighty Horned One,
who roams the autumn woods,
the hunter circling round the oak,
the antlers of the wild stag,
and the lifeblood that spills upon
the ground each season.
Mistress of the green,
Lady of the forest,
I offer you my sacrifice.
I ask you for your blessing.

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.

Purifying the Forest Fane


After the PCs learn the history and rituals of the Fanes from the Tome of Strahd, the berserker
spirit Kavan, or the berserker tribes, they may return to the megaliths of Old Bonegrinder in an
attempt to restore the Huntress’ place of power. The Forest Fane can be reconsecrated by
carving the heart from a hunted beast and placing the organ into a stone bowl resting atop the
shrine’s surface. The Huntress’ stone dagger must be used to accomplish this act; it lies atop
the shrine beside the bowl.

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.

📈 Module Milestone - Cleansing the Forest Fane


If the PCs cleanse the Forest Fane, and have previously reconsecrated the Mountain and
Swamp Fanes, you may choose to award them a milestone and allow them to level up.

After the Battle


Fights with Morgantha and her daughters are more often the beginning of a story than the end
of one. If the PCs drive the hags away from Old Bonegrinder, any survivors of the coven will
haunt the party from the Ethereal Plane, pushing them toward the brink of corruption so that the
PCs will be driven to commit evil, and so become a tasty meal for the hag’s soul bag.
If one or more hags were killed in the fight, the survivors instead focus on achieving vengeance
against the PCs. They pursue the PCs at any cost, haunting them with nightmares. and step in
to finish the job whenever the party appears weak or outnumbered.

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.

116 /u/DragnaCarta, Lessons from Running Curse of Strahd: Old Bonegrinder


117 /u/NaIgrim, Old Bonegrinder Brainstorm help needed.
🦋 The Butterfly Effect - Ireena and the Hags
If Ireena is with the PCs, the hags place her unconscious using a Sleep spell, and proceed to
abandon her unconscious at the bridge to Castle Ravenloft. Ireena is narrowly saved from
Rahadin’s notice by a pair of helpful wereravens, who escort her to Vallaki. If the PCs are still
imprisoned in the windmill the following day, Ireena persuades Urwin Martikov to allow her to
lead Muriel and Guswin, two members of the Order of the Feather, to the PCs’ rescue.118 The
wereravens wait until Morgantha has taken her cart down the road to Barovia, and attempt to
chew through the ropes keeping the PCs tied up. Bella and Offalia target Guswin first in their
efforts to recapture the PCs. If Guswin is killed, this sours the relationship between the PCs
and the Keepers of the Feather.119

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.

Cʜᴀᴘᴛᴇʀ 5: Tʜᴇ Tᴏᴡɴ ᴏꜰ Vᴀʟʟᴀᴋɪ

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

118 ElvenTower, Chapter 6 – Old Bonegrinder


119 /u/Expers, Ending up making a mess at the Old Bonegrinder, ack
specific conditions occur, and most of these events can be comfortably spread out across the
length of your campaign.

Vᴀʟʟᴀᴋɪᴀɴ Gᴏᴠᴇʀɴᴍᴇɴᴛ & Sᴏᴄɪᴇᴛʏ


Like Krezk and Barovia, Vallaki is ruled by a burgomaster: Baron Vargas Vallakovich. A cruel
yet cowardly man, Baron Vallakovich believes that Vallaki can be kept safe from Strahd’s
predations if its citizens retain an eternal state of happiness and mirth. To foster this goal,
Vallakovich holds weekly festivals, for which attendance and smiles are mandatory. As your
PCs arrive in town, the previous festival - the Wolf Head Jamboree - has recently finished, and
the Baron’s servants are preparing for the next event: the Festival of the Blazing Sun.120

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.

Tʜᴇ Dᴇᴠɪʟ’ꜱ Sʜᴀᴅᴏᴡ


Strahd has not openly visited Vallaki in the last century. Though he has entered the town in
disguise as Lord Vasili von Holtz, he has had no reason to take a direct hand in the town’s
affairs. For the past one hundred years, he has waited patiently for Tatyana to be reincarnated,
and so allowed the Vallakians to live their lives free of his personal influence.

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
Through the Town Gates
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

Cʀɪᴍᴇꜱ & Pᴜɴɪꜱʜᴍᴇɴᴛꜱ

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
Through the Town Gates
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.

🧟 Kɴᴏᴡ ᴛʜᴇ Mᴏɴꜱᴛᴇʀꜱ - Vᴀʟʟᴀᴋɪᴀɴ Tᴏᴡɴ Gᴜᴀʀᴅ


The guards (and Izek, if present) make every effort to subdue the PCs, only moving to attack
the PCs if one of their own has been slain. Under no circumstances do the low-level guards
outright attack a party of high-level PCs, instead preferring to incapacitate their enemies one
at a time through ambush, overwhelming force, and the use of rope ties to render their
opponents incapable of fighting back.

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

123 /u/DragnaCarta, Lessons from Running Curse of Strahd: Vallaki


2 While walking through the streets, the PCs pass a Dominionist follower of Lady
Wachter preaching of “the coming of the Sun” to a paltry audience of three Barovians.
One Loyalist jeers at the preacher, and a passing guard quells any dispute.

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.

Pʟᴏᴛ Hᴏᴏᴋꜱ & Sᴘᴇᴄɪᴀʟ Eᴠᴇɴᴛꜱ

Key: (+) = Positive Outcome / (-) = Negative Outcome


Link to Full Image

124 Ziopliukas, /r/CurseOfStrahd Discord Server


125 Matt88, /r/CurseOfStrahd Discord Server
Tʜᴇ Mɪꜱꜱɪɴɢ Vɪꜱᴛᴀɴᴀ
Bluto Krogarov, a Vallakian fisherman without a soul, has been unable to catch any fish at Lake
Zarovich for the past several weeks. In a fit of maddened desperation, he recently kidnapped
the Vistani child Arabelle while she played in Vallaki with her friends at the Orphanage of Saint
Andral. Using Blinsky toys to keep her quiet, Bluto is currently preparing to drown Arabelle in
Lake Zarovich as a sacrifice to the lake with the hopes of filling his nets with fish once more.

Bᴇɢɪɴɴɪɴɢ ᴛʜᴇ Qᴜᴇꜱᴛ


The PCs can learn of this quest at any one of the following locations:
● If the PCs talk to Arrigal and Luvash at the Vistani camp near Vallaki and view them
punishing Alexei, the characters may offer to rescue Arabelle in exchange for goodwill, a
monetary reward, or a treasure placed in the Vistani treasure wagon by Madam Eva’s
Tarokka reading.
● If the PCs encounter Bluto at Lake Zarovich as he prepares to sacrifice Arabelle, the
characters may decide to row out to meet him and rescue Arabelle from her sack before
she sinks beneath the waves.
● If the PCs encounter a group of travelling Vistani on the Old Svalich Road, or if they
meet Savid in Argynvostholt, the characters may offer to journey to the Vistani camp in
order to learn more about Arabelle’s disappearance and her abilities as a seer.

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.

126 B-E-T-A, CoS Discord Recap: Week of 7/1


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. Danika
Martikov can share the same information.

Cᴏᴍᴘʟᴇᴛɪɴɢ ᴛʜᴇ Qᴜᴇꜱᴛ


When the PCs arrive at Lake Zarovich, they will have to pass the following skill challenge to
save Arabelle, the Vistana child that Bluto Krogarov has kidnapped. See here for more
information on how to run skill challenges.

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

Lᴀᴅʏ Wᴀᴄʜᴛᴇʀ’ꜱ Wɪꜱʜ


Lady Fiona Wachter has become embittered by the inept and malicious rule of Baron Vargas
Vallakovich and his line, and wishes to destroy his family for the harm that Victor inflicted on her

127 butlerlog, CoS Discord Recap: Week of 6/24


daughter, Stella. To this end, she seeks a worthy accomplice or mercenary to dispose of the
Baron’s greatest asset and protector - his enforcer and Captain of the Guard, Izek Strazni, who
has terrified Vallaki with his barbarity and supernatural power.

Bᴇɢɪɴɴɪɴɢ ᴛʜᴇ Qᴜᴇꜱᴛ


Lady Wachter has seen many adventurers come and go, and knows only that a special group of
newcomers will be useful to her plans. Fiona’s interest is roused if the PCs do anything that
makes them stand out as potential defenders of the citizens of Vallaki or enemies of Baron
Vallakovich, including (but not limited to) the following:
● Deliver barrels of wine from the Wizard of Wines to the Blue Water Inn
● Defy Baron Vallakovich and rescue Lars Kjurl at the Festival of the Blazing Sun
● Successfully resist arrest by the Vallakian guard

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.”

128 /u/MandyMod, Fleshing Out Curse of Strahd: Vallaki I - Setting Up the Big Picture and Getting
Through the Town Gates
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.

Cᴏᴍᴘʟᴇᴛɪɴɢ ᴛʜᴇ Qᴜᴇꜱᴛ


The PCs can find by visiting or with a successful DC 10 Intelligence (Investigation) check that
Izek can often be found patrolling Vallaki’s Town Square during the day, and sleeping in his
quarters at the Baron’s manor by night. Alternatively, if the characters have met the necessary
conditions for triggering the Iᴢᴇᴋ’ꜱ Oʙꜱᴇꜱꜱɪᴏɴ quest, Izek seeks out his sibling at the Blue
Water Inn or other place of residence to introduce himself and show them around Vallaki.

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.

Bᴀʀᴏɴ Vᴀʟʟᴀᴋᴏᴠɪᴄʜ’ꜱ Iɴᴠɪᴛᴀᴛɪᴏɴ


Baron Vallakovich is ever-fearful for the stability of his position, and fears especially the
machinations of Strahd’s agents within the walls of Vallaki. The Vallakovich line has long
maintained an enmity for the house of Wachter, and that rivalry has only deepened between
Vargas and Fiona.

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.

Bᴇɢɪɴɴɪɴɢ ᴛʜᴇ Eᴠᴇɴᴛ


If the Baron learns that the daughter of Barovia’s burgomaster is in Vallaki, or if the actions of
the PCs lead him to believe that they may be potential allies, he swiftly sends Izek to personally
invite the party over for tea. The PCs might also request an audience with the Baron in an effort
to find sanctuary for Ireena, or to gain access to his library or a treasure hidden in his attic.

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.

Bᴇɢɪɴɴɪɴɢ ᴛʜᴇ Eᴠᴇɴᴛ


If the PCs are in Vallaki on the day of the Festival of the Blazing Sun, they are alerted to the
tiger’s escape by the sound of Nikolai and Karl’s screams nearby. Alternatively, if the PCs
encounter and befriend Nikolai II or Karl in the days before the Festival (e.g., sharing drinks at
the Blue Water Inn), either of the siblings may invite the PCs to ditch the “boring” Festival and
share in some mischief instead.

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.

Cᴏᴍᴘʟᴇᴛɪɴɢ ᴛʜᴇ Eᴠᴇɴᴛ


The tiger, which Rictavio has named Rameses, makes its way to Blinsky Toys, following the
scent of the monkey Piccolo in an effort to rejoin its master. The PCs can track it using a skill
challenge (see here for more information on running skill challenges), employing the following
skills in an effort to gain three successes before three failures:

● 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.

Fᴇꜱᴛɪᴠᴀʟ ᴏꜰ ᴛʜᴇ Bʟᴀᴢɪɴɢ Sᴜɴ

Bᴇɢɪɴɴɪɴɢ ᴛʜᴇ Eᴠᴇɴᴛ


The Festival of the Blazing Sun begins at sunrise on the third day after the PCs enter Vallaki,
exactly one week after the Wolf’s Head Jamboree. That morning, all the townsfolk are
shepherded (though few need to be led) by the town guards into the Town Square for a day of
“light and liveliness.” This Festival has been prepared specifically by Baron Vallakovich as a
political countermeasure to Lady Wachter’s growing popularity and the expanding membership
of the Dominionists within the town.

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.

Cᴏᴍᴘʟᴇᴛɪɴɢ ᴛʜᴇ Eᴠᴇɴᴛ


See Fᴇꜱᴛɪᴠᴀʟ ᴏꜰ ᴛʜᴇ Bʟᴀᴢɪɴɢ Sᴜɴ in the original module for a complete discussion of how this
event unfolds.

Fᴇᴀꜱᴛ ᴏꜰ Sᴀɪɴᴛ Aɴᴅʀᴀʟ


Nearly five weeks before the PCs arrived in Barovia, Ludmilla Vilisevic - Strahd’s most loyal and
highest-ranking bride - visits Vallaki to gather intelligence on the town’s sociopolitical situation.
After learning of Tatyana’s most recent incarnation, and without prompting by Strahd, she
makes the calculation that Ireena will need to be guided to Castle Ravenloft through the
absence of any other safe haven that the girl might use to escape her fate. Ludmilla then takes
it upon herself to monitor the hallowed ground of the Church of Saint Andral, in case that it
might provide sanctuary to the embattled Ireena.

130 Smoldering Grotsnik, CoS Discord Recap: Week of 7/1


Bᴇɢɪɴɴɪɴɢ ᴛʜᴇ Qᴜᴇꜱᴛ
If Ireena remains within the Church of Saint Andral for at least three days, Ludmilla concocts a
plan to both deconsecrate the Church and destabilize Vallaki’s social situation, leaving the town
completely unfit for Ireena’s habitation. She visits Henrik van der Voort, finding him a suitable
proxy for her plan due to his cowardly personality and social isolation. Through a combination of
thinly-veiled threats and the promise of a substantial reward, she tasks him with uncovering the
secret to the Church’s holy ground.

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.

Cᴏᴍᴘʟᴇᴛɪɴɢ ᴛʜᴇ Qᴜᴇꜱᴛ


In order to complete this portion of the quest, the PCs will likely need to complete the Cᴜʀꜱᴇᴅ
Oʀᴘʜᴀɴᴀɢᴇ storyline first. See below for more details on running this subquest. Otherwise, a PC
may employ the Locate Object spell in order to detect the bones directly.

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.

133 Matt88, CoS Discord Recap: Week of 7/29


Baron Vallakovich and his wife are lynched in the town square and their mansion is burned to
the ground. Vallaki’s southeastern sector (including Blinsky Toys, the Town Square, and Arasek
Stockyard) is scarred horrifically by fire, and the central market district is raided by a plague of
panicked looters.

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

Tʜᴇ Cᴜʀꜱᴇᴅ Oʀᴘʜᴀɴᴀɢᴇ


An orphan raised at St. Andral’s Orphanage, Milivoj now lives there as a caretaker, contributing
whatever meager earnings he makes from his gravedigging career to provide for the structure’s
upkeep and the childrens’ care. The children love him, and revere him as an elder brother.
Milivoj is a jaded, sullen nineteen-year-old, but holds an enormous soft spot for the other
residents of the Orphanage.135

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.

Bᴇɢɪɴɴɪɴɢ ᴛʜᴇ Qᴜᴇꜱᴛ


Should the PCs accept the Bones of Saint Andral quest from Father Lucian at the Church of
Saint Andral, he will naturally direct them toward Milivoj, the gravedigger, who has not come into
work in a few days. The PCs can find Milivoj sick and unconscious in bed in his room at the
Orphanage.

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.

Cᴏᴍᴘʟᴇᴛɪɴɢ ᴛʜᴇ Qᴜᴇꜱᴛ


If the PCs have impressed Headmistress Belasco with their sympathy, compassion, or
intelligence, she takes them into her office and presents what little information she has.
Following her discovery of a strange array of runes carved into Cedrik’s bedpost, she fears the
presence of a spirit or curse within the Orphanage’s walls. She believes that the children may
know more, but despite her good intentions, fears that her strict and authoritative nature has
aroused the orphans’ mistrust. Belasco invites the PCs to investigate the Orphanage and
inquire with - though not interrogate - the children regarding the recent strange phenomena.
Perhaps the orphans will be more likely to trust a friendly stranger than “Belasco the Bully.”

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

Tʜᴇ Rɪᴄʜ & Pᴏᴡᴇʀꜰᴜʟ

Tʜᴇ Hᴏᴜꜱᴇ ᴏꜰ Vᴀʟʟᴀᴋᴏᴠɪᴄʜ

Bᴀʀᴏɴ Vᴀʀɢᴀꜱ Vᴀʟʟᴀᴋᴏᴠɪᴄʜ

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.

Tʜᴇ Mᴀᴅɴᴇꜱꜱ ᴏꜰ Vᴀʀɢᴀꜱ Vᴀʟʟᴀᴋᴏᴠɪᴄʜ


Today, Vargas does not physically abuse his family. However, his harsh childhood instilled him
with severe problems with anger and control. He wants Vallaki run in a very specific way; when
his designs are ignored or fail, he tends to panic and lash out.

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.

Bᴀʀᴏɴᴇꜱꜱ Lʏᴅɪᴀ Pᴇᴛʀᴏᴠɴᴀ


Lydia Petrovna and Vargas Vallakovich came together under an arranged nature. Lydia’s
complacent nature appealed to Vargon’s controlling tendencies, and his son and new daughter-
in-law were married soon thereafter, little more than a year before Vargon’s murder.

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

Bᴀʀᴏɴᴇᴛ Vɪᴄᴛᴏʀ Vᴀʟʟᴀᴋᴏᴠɪᴄʜ


Victor Vallakovich is the eighteen-year-old son of Vargas Vallakovich and Lydia Petrovna, only
months younger than the gravedigger, Milivoj. He is a disobedient, irreverent, and irritable
young man, and loathes both of his parents. He is also a precociously powerful mage, an
eagerly amoral experimenter, and the source of Stella Wachter’s insanity.

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:

Cantrips: Friends, Minor Illusion, Frostbite


1st Level (4 slots): Charm Person, Shield, Tasha’s Hideous Laughter, Ray of Sickness
2nd Level (3 slots): Suggestion, Misty Step
3rd Level (3 slots): Hypnotic Pattern, Fear, Animate Dead
4th Level (3 slots): Blight, Confusion, Greater Invisibility
5th Level (1 slot): Modify Memory, Dominate Person138

Victor also has the Enchanter’s Instinctive Charm feature:

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.

Vɪᴄᴛᴏʀ ᴀɴᴅ Sᴛᴇʟʟᴀ


As an early scheme to seize the reins of power in Vallaki without endangering her own position
through open revolt, Lady Fiona Wachter employed old favors and newer allies to manufacture
an engagement between her daughter, Stella, and the Baron’s only son, Victor. The Baron was
reluctant to trust Lady Wachter’s offer, but ultimately accepted in the hopes that Lady Wachter
might be brought to heel if her daughter’s livelihood lay beneath his thumb.

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

138 Matt88, CoS Discord Recap: Week of 7/22 (


incessant attempts to start a conversation, Victor snapped and cast Fear upon her - the first
spell since Friends that he had cast upon another human being.139

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

139 /u/guildsbounty, Alternate (very negative) take on Victor Vallakovich


140 Ibed.
obvious “success” in gaining Victor’s attention and preoccupied with the machinations of her
most trusted cultists, Fiona was simply too distracted to notice or care that her daughter was
rapidly growing erratic, confused, and terrified of anything that moved.

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.

Tʜᴇ Jᴏᴜʀɴᴀʟ ᴏꜰ Vɪᴄᴛᴏʀ Vᴀʟʟᴀᴋᴏᴠɪᴄʜ


If the PCs explore Victor’s hidden laboratory in the attic of the Baron’s mansion, they find a tome
containing Victor’s experiences, research notes, and spellbook. Several of its entries are as
follows:141

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.

I’ve never used magic like that on a person before.

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.

Journal Entry #10


This is excellent. The girl stays out of my way, a quick spell shoves her into her role as a cat,
and from there she obeys without a single other spell. I can finally focus on what’s important -
and she’s still handy if I become frustrated. Even when my work is at its hardest, it’s always
satisfying to see my power in action.

Journal Entry #11


Father says the stupid girl isn’t coming back. Apparently, she woke up stuck in her role, still
acting like a cat. I suppose this was bound to happen eventually. Her stupid little brain just
couldn’t handle magic like mine can. Some of Father’s guards wanted to ask me what
happened. It was easy to convince them that I’d had some arguments with the stupid girl, said
some things I regret, and that her own delicate constitution had done the rest.

Ignorant, weak-willed idiots.

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.

Journal Entry #12


I think it’s ready. Maybe now I can finally get out of this place. It’s a shame that girl isn’t here. I
could have her try it out for me. I’m certainly not testing it first. Perhaps one of the servants
might prove useful.

Journal Entry #13


Evidently, it’s not ready. Will keep trying.

Journal Entry #14


What am I doing wrong?

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

A Dᴀʀᴋ Pᴏᴡᴇʀ’ꜱ Bʟᴇꜱꜱɪɴɢ


Izek’s arm was at once a gift and temptation from the Dark Powers, who saw the vast potential
for cruelty present in the boy and restored his missing limb with the arm of a barbed devil when
he reached adolescence. Over time, Izek has honed his sadism to a fine point, allowing him
finer control over the powers granted by his demonic arm.

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

Tʜᴇ Sɪʙʟɪɴɢꜱ Sᴛʀᴀᴢɴɪ


From the time of the tragedy that killed his parents, Izek has been haunted by dreams of his lost
sibling. The dreams resemble a dark void containing a blurry figure; as Izek approaches the
figure, it slowly becomes more resolved until its details are crystal-clear - but vanishes when he
reaches out to touch it. As the years have rolled by, the figure has aged accordingly, allowing
Izek to watch his lost sibling grow up day-by-day.146

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.

147 /u/DragnaCarta, Lessons from Running Curse of Strahd: Vallaki


The PCs will probably meet Izek during a scuffle with some of the Baron’s guards after breaking
one of Vallaki’s many laws. If swords are drawn in Vallaki’s walls, Izek will arrive fairly quickly. If
the party is accused of a minor offense, he will use his authority to excuse the party’s
wrongdoings and do his best to bring them to the Burgomaster’s Mansion, where he promises
they will be safe while he catches up with his sibling. After all, any friend of theirs is a friend of
his, and the Baron is happy to entertain guests if Izek approves of them.

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

Tʜᴇ Hᴏᴜꜱᴇ ᴏꜰ Wᴀᴄʜᴛᴇʀ

Lᴀᴅʏ Fɪᴏɴᴀ Wᴀᴄʜᴛᴇʀ

Dɪꜱᴇɴᴄʜᴀɴᴛᴍᴇɴᴛ ᴀɴᴅ Dᴇᴠɪʟꜱ


The bright and charming scion of the ancient house of Wachter, Lady Fiona grew up in a
politically tumultuous Vallaki. Vargas’ father, Baron Vargon Vallakovich, ruled Vallaki as a police
state, setting early curfews and strict, barbaric punishments. Fiona was privately optimistic when
the young Vargas Vallakovich succeeded his father, but quickly disappointed when his idealism
proved a mask for his more secretive, chaotic rule.

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.

Rᴜɴɴɪɴɢ Fɪᴏɴᴀ Wᴀᴄʜᴛᴇʀ


Lady Fiona Wachter is quite the opposite of the arrogant, neurotic Baron Vallakovich. Her
manner is both comforting and commanding, and she never raises her voice. She prefers to
listen, rather than speak, and speaks only in a calm, unhurried manner. The only hint to her
hidden, darker nature is the near-religious fervor to her words and her obsession with a “purge”
of blood and the unclean.

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.

Nɪᴋᴏʟᴀɪ II & Kᴀʀʟ Wᴀᴄʜᴛᴇʀ


Karl and Nikolai (II) Wachter are the heirs to the ancient line of the house of Wachter. As such,
they spend their time doing everything in their power to avoid that responsibility. Over the past
several years, Nikolai and Karl have acquired a reputation as drunkards, revelers, pranksters,
and generally promiscuous. However, while they may be irresponsible and crude, neither
brother would ever intentionally hurt an innocent, either physically or emotionally. Both brothers
despise Victor Vallakovich for his crimes against their younger sister, though, and would happily
cause him harm if they thought they could get away with it.

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

Tʜᴇ Cʜᴜʀᴄʜ ᴏꜰ Sᴀɪɴᴛ Aɴᴅʀᴀʟ

Fᴀᴛʜᴇʀ Lᴜᴄɪᴀɴ Pᴇᴛʀᴏᴠɪᴄʜ


In contrast to Father Donavich of Barovia, Father Lucian is a warm and welcoming man who
has dedicated his entire life to the service of the Morninglord. However, any PC that spends
time with him will soon discover a strong fanatical streak to the man’s faith, which often
culminates in the attribution of the PCs’ hard work and efforts to the favor of the Morninglord, or
the well-intended critique of others who seem to lack sufficient faith. Father Lucian’s religiosity is
so forceful as to border on irritating, but is so obviously old and broken that the party can clearly
tell that his faith is all he has left.

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

Tʜᴇ Kᴇᴇᴘᴇʀꜱ ᴏꜰ ᴛʜᴇ Fᴇᴀᴛʜᴇʀ


The Keepers of the Feather are the sole organization actively working against Strahd in Barovia,
and the Martikov family sits at the core of the operation. As the largest single family in Barovia,
as well as the sole purveyors of the Wizard of Wines winery, members of the Martikov family
can find a welcome place near everywhere they go.156 As a secret society, the Keepers of the
Feather are largely unknown by the average Barovian and Vistana. Strahd is aware of them, but
allows their work to continue for his own amusement.

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

Rᴜɴɴɪɴɢ ᴛʜᴇ Kᴇᴇᴘᴇʀꜱ


The Keepers of the Feather were formed two centuries past to support one of the earliest
rebellions against Strahd von Zarovich. While that revolt failed, the Keepers were able to fade
quietly into the background, and have worked subtly against the Devil’s machinations ever
since.

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.

157 /u/guildsbounty, My Notes on the Wereravens of Barovia


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.158

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.

What the Wereravens Know


Old Bonegrinder. The Keepers of the Feather know that Morgantha and her children are, in
truth, a coven of hags that abduct children and bake addictive pastries from their bones. They
are fully aware that open combat against the hags is suicide, and instead do their best to rescue
any children when the coven is absent or distracted. A raven is permanently stationed near the
windmill, and makes an effort to warn away any travelers who approach the structure. As the
Keepers are careful to always operate in raven form around Old Bonegrinder, the hags have not
yet been able to ID them, though the coven harbors a deep mistrust of the ravens of Barovia.

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.

Bʀᴏᴍ & Bʀᴀʏ Mᴀʀᴛɪᴋᴏᴠ


Brom and Bray are eleven and seven years old, respectively. Patrons of the Blue Water Inn
know them as harmless pranksters and generally adorable children. As such, the tavern’s
customers tend to ignore their presence, which allows both boys to easily eavesdrop on
conversations while “playing” with a favorite Blinsky toy. Even if they’re caught hiding beneath a
table, most patrons won’t suspect anything beyond a youthful proclivity for mischief.161

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.

Tʜᴇ Oᴜᴛꜱɪᴅᴇʀꜱ & Oᴜᴛᴄᴀꜱᴛꜱ

Tʜᴇ Oʀᴘʜᴀɴᴀɢᴇ ᴏꜰ Sᴀɪɴᴛ Aɴᴅʀᴀʟ

Hᴇᴀᴅᴍɪꜱᴛʀᴇꜱꜱ Cʟᴀᴜᴅɪᴀ Bᴇʟᴀꜱᴄᴏ


A shrewd woman in her early fifties, Ms. Belasco loves propriety and order. She wears her grey-
streaked brown hair up in a tight bun, and has developed fine wrinkles around her mouth from
years of disapproving frowns.

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.

Tʜᴇ Mɪꜱꜱɪɴɢ Bᴏʏꜱ


Six days prior to the PCs’ arrival in Vallaki, three of the younger boys of the Orphanage fled in
the night, driven to a maddened terror from their dark dreams, bruises, and fear of
Headmistress Belasco. By some stroke of terrible luck, they managed to slip past the guards at
the gate and into the western woods around Vallaki. It was only three days later that Milivoj
managed to uncover the details of their disappearance. The morning after, he hired the wolf
hunters, Szoldar and Yevgeni, to follow the boys’ trail into the forest and bring them home, if
possible.

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.

162 /u/guildsbounty, Rictavio Name Change?


He tells them to leave town as quickly as they can, and advises them to keep their heads down
in the meantime. He will then proceed to ask the PCs their goals in Vallaki and prior experience
in Barovia. Rictavio also provides basic directions to his tower on Lake Baratok in case of
trouble, but neglects to provide them instructions for opening the door in order to force them to
figure it out for themselves as a test of skill.

Wʜᴀᴛ Rɪᴄᴛᴀᴠɪᴏ Kɴᴏᴡꜱ


If the PCs mention Madam Eva’s Tarokka reading, Rictavio is intrigued, and offers to interpret
her card reading as best he can. While he knows little more than the locals regarding the
geography and history of Barovia, he can direct the PCs toward specific locations including
Argynvostholt, the Dusk Elf slums, or the Abbey of St. Markovia in Krezk.

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.

163 /u/MandyMod, Fleshing Out Curse Of Strahd: Vallaki II


164 butlerlog, CoS Discord Recap: Week of 7/29
As Relyon, van Richten steadily plotted his invasion of Castle Ravenloft while investigating
Strahd’s abilities, allies, and enemies. Through observation of a meeting between Muriel
Vinshaw and Adrian Martikov, he is peripherally aware of the Keepers of the Feather and their
antipathy toward Strahd, but is wary to approach the lycanthropes due to his own ill fortune with
a tribe of werewolves and a gang of wererats. He believes that Urwin and Danika Martikov may
somehow be connected, but is unaware of their lycanthropic nature.

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

Vᴀꜱɪʟɪ ᴠᴏɴ Hᴏʟᴛᴢ


Vasili von Holtz is the alter ego of Strahd von Zarovich. From time to time over the passing
centuries, Strahd has disguised himself as Vasili in an effort to explore his domain without
triggering an inevitable reaction of fear. In the past, he’s used the Vasili persona to amuse
himself by stirring up petty politics, toying with foreign adventurers, and romancing Tatyana’s
reincarnations without revealing his true nature.

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.

Gᴇᴛᴛɪɴɢ ᴛʜᴇ Jᴏʙ Dᴏɴᴇ


Vasili’s primary goal while the PCs are in Vallaki is to woo Ireena Kolyana. He believes that, if
he gains her favor while in disguise as Vasili, he can reveal his true identity as Strahd and
persuade her that he is neither a monster nor her enemy.

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.

Eɴᴄᴏᴜɴᴛᴇʀꜱ ᴡɪᴛʜ Vᴀꜱɪʟɪ


At any point while the PCs are out and about in Vallaki, if Ireena has been left behind at the
Church or the Inn, Vasili approaches her and invites her to dinner. The two meet that evening in
the taproom of the Blue Water Inn, with Vasili bringing a bottle of Champagne du Stompe wine
from his “private collection.” Should the PCs return to the Inn that evening, they find Vasili and
Ireena enjoying each other’s company, both seemingly half-drunk on wine and merrily swapping
stories. The following morning, the PCs can find Ireena eagerly reading a book of fiction left by
Vasili that details the tragedy of Marina of Berez, and the wrath visited upon the town for the
incestual lusts and jealousy of her father (without mentioning Strahd at all, and never disclosing
the identity of Marina’s suitor).

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:

1. an ordinary part of Vallakian society


2. an exceptionally curious and/or friendly Vallakian resident
3. an independent-minded man who is troubled by Vallaki’s harsh system of justice

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.

Hᴇɴʀɪᴋ ᴠᴀɴ ᴅᴇʀ Vᴏᴏʀᴛ


Henrik van der Voort is a mediocre carpenter and a troubled, lonely man. He was visited six
weeks ago by a well-dressed, dark-skinned woman who named herself “Ludmilla Vilisevic”
(rather than Vasili von Holtz, as in the book). Ludmilla promised van der Voort “good business”
in exchange for his help.

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

166 /u/DragnaCarta, Lessons from Running Curse of Strahd: Vallaki


distraction for his master. He offered to guide her to Castle Ravenloft, where he promised her a
partner, a teacher, and a home.

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.

167 /u/JonathanWriting, The Brides of Strahd


Aʀᴇᴀꜱ ᴏꜰ Vᴀʟʟᴀᴋɪ
Aᴘᴘʀᴏᴀᴄʜɪɴɢ ᴛʜᴇ Tᴏᴡɴ
When the party arrives at the border of Vallaki, the guards will halt them from behind the closed
iron gates. They will hold the following interrogation with the gates remaining locked, only
allowing the PCs through when they have answered all questions to the guards’ satisfaction.

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

Sɴᴇᴀᴋɪɴɢ Iɴᴛᴏ Vᴀʟʟᴀᴋɪ


If the PCs have been exiled or otherwise barred from entry into Vallaki, they can successfully
make their way into Vallaki undetected by sneaking over the walls. To do so, they will need
some means of ascent (e.g., a rope, ladder, or Levitate/Fly spells), and to pass the following
skill challenge.

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.

🎨 Wᴏʀᴛʜ ᴀ Tʜᴏᴜꜱᴀɴᴅ Wᴏʀᴅꜱ - Cʜᴜʀᴄʜ ᴏꜰ Sᴛ. Aɴᴅʀᴀʟ Bᴀᴛᴛʟᴇᴍᴀᴘ


If your PCs face an encounter within the Church - likely with Ludmilla Vilisevic after recovering
the saint’s bones, or with Izek Strazni as he pursues Ireena - you can use this battlemap.169

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

Rᴏᴏᴍ & Bᴏᴀʀᴅ


Should the PCs request a room at the Inn, Danika will have her boys, Brom and Bray, lead the
way to their lodging. Brom and Bray are liable to prank one of the PCs with one of their Blinsky
toys, but will happily shower the PCs with innocent questions regarding their race, equipment,
and experiences in and outside of Barovia.

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.

Pʟᴏᴛ Hᴏᴏᴋꜱ & Rᴜᴍᴏʀꜱ


Should the PCs ask about the wine shortage, Danika informs the PCs that a shipment of wine is
usually delivered from the nearby Wizard of Wines winery once per season. However, the latest
shipment is more than a week late, and the inn’s supplies are running dry. She shares that her
husband, Urwin, has family at the winery, but adds sadly that Urwin and his father, a gruff man
170 /u/GTSimo Introducing a New Character Late in the Game
171 MandyMod, CoS Discord Recap: Week of 7/29
named Davian Martikov, had a falling-out years ago. As a result, Urwin hasn’t yet sent a
message to his father regarding the winery’s fate, and has not received any information from the
winery in turn. If the PCs appear amenable to further investigation, Danika asks them to
investigate, and provides directions to the Wizard of Wines from Vallaki’s western gate.

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.

🦋 Tʜᴇ Bᴜᴛᴛᴇʀꜰʟʏ Eꜰꜰᴇᴄᴛ - A Sᴀꜰᴇ Pʟᴀᴄᴇ


Should the PCs run afoul of Vallakian law, the Martikovs will do their best to provide the party
with sanctuary. The wereravens will put the party in the secret attic (area N2Q) to hide them
from the Baron’s men, allowing them entry and egress through the secret passage in area
N2I. If any of the party’s belongings are stolen or confiscated by the Vallakian guard, the
Martikovs will steal and return them soon thereafter.172 Once the PCs’ trail has cooled, the
Martikovs help them escape over the walls in the night and provide them with directions to the
Wizard of Wines (if it still stands) or Krezk.

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.

172 /u/MandyMod, Fleshing Out Curse Of Strahd: Vallaki II


N3. Bᴜʀɢᴏᴍᴀꜱᴛᴇʀ’ꜱ Mᴀɴꜱɪᴏɴ
🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴏꜰ ᴛʜᴇ Bᴜʀɢᴏᴍᴀꜱᴛᴇʀ’ꜱ Mᴀɴꜱɪᴏɴ
If the PCs are searching for a safe place for Ireena to stay, they may visit the Burgomaster’s
Mansion in order to obtain an audience with the Baron; after all, as effective Barovian nobility,
it’s not unlikely that the Baron would be willing to host her indefinitely. The Baron happily
grants Ireena an audience and a spare bed in N3F, the Servants’ Quarters.

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.

Iɴꜰɪʟᴛʀᴀᴛɪɴɢ ᴛʜᴇ Bᴀʀᴏɴ'ꜱ Mᴀɴᴏʀ


If the PCs attempt to enter during the day, the front door and rear door are unlocked. However,
the family’s cook can always be found working in Area N3G (Kitchen), and there is a 40%
chance that the family’s maid is cleaning in one of the rooms adjoining Area N3a (Entrance Hall
and Vestibule). Additionally, if PCs sneak in before the Festival of the Blazing Sun, Lydia
Petrovna and eight peasant commoners can be found preparing decorations in Area N3c
(Dining Room). The PCs must succeed on a DC 10 Dexterity (Stealth) check to sneak past any
occupied room; a PC that fails this skill check must succeed on a DC 15 Dexterity (Stealth)
check to duck into one of the adjoining rooms and hide.

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.”

174 Franky, CoS Discord Recap: Week of 7/22


N5. Aʀᴀꜱᴇᴋ Sᴛᴏᴄᴋʏᴀʀᴅ
🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴛᴏ Aʀᴀꜱᴇᴋ Sᴛᴏᴄᴋʏᴀʀᴅ
If the PCs are searching for a general store where they can purchase basic adventuring gear,
nearly any Vallakian citizen can point them toward Arasek Goods, located at the southwestern
end of Arasek Stockyard. The PCs might also choose to investigate the Stockyard after
awakening Milivoj at St. Andral’s Orphanage to search for clues left from the meetings
between him and his mysterious employer.

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).

🦋 Tʜᴇ Bᴜᴛᴛᴇʀꜰʟʏ Eꜰꜰᴇᴄᴛ - Sᴇᴛᴛɪɴɢ Rᴀᴍᴇꜱᴇꜱ Fʀᴇᴇ


If the PCs open the back door of Rictavio’s carnival wagon without Rictavio present, they must
succeed on a DC12 Dexterity saving throw and a contested Strength (Athletics) roll to slam
the door shut on the saber-toothed tiger before it can escape. Otherwise, the tiger (whom
Van Richten has named Rameses) breaks from his rickety prison and bounds away into the
alleys of Vallaki in an effort to locate Rictavio or Piccolo. For more information on running this
encounter, see the Tyger, Tyger special event.

N6. Cᴏꜰꜰɪɴ Mᴀᴋᴇʀ’ꜱ Sʜᴏᴘ


🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴛᴏ ᴛʜᴇ Cᴏꜰꜰɪɴ Mᴀᴋᴇʀ’ꜱ Sʜᴏᴘ
If the PCs interpret Milivoj’s clues correctly, they may deduce that Henrik van der Voort, the
coffin maker, is the man who persuaded Milivoj to steal the Bones of St. Andral. Once the
party learns that Milivoj met with his mysterious employer at Arasek Stockyard, they might
attempt to ask Henrik if he saw those meetings from his shop window (and, of course, be
turned away).

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.

N8. Tᴏᴡɴ Sǫᴜᴀʀᴇ


🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴏꜰ ᴛʜᴇ Tᴏᴡɴ Sǫᴜᴀʀᴇ
Due to its nature as a nexus of transportation rather than a destination, it is rare that your PCs
will head toward the Town Square specifically. Instead, they are likely to pass through it while
traveling between Arasek Stockyard and the Burgomaster’s Mansion. Any PC that takes the
time to explore Vallaki will also naturally find themselves passing through the Town Square, a
central point of commerce and travel in Vallaki.

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.

Tʜᴇ Cʀᴀᴄᴋᴇᴅ Aɴᴠɪʟ


Owned by blacksmith Dragomir Ulbrek, The Cracked Anvil is the proud purveyor of functional
pieces including horseshoes, nails, hinges, spearheads, arrowheads, and daggers. Dragomir
can also sell shortswords and longswords at twice the listed price in the Player’s Handbook, and
can repair any nonmagical weapon or piece of armor for half of its normal price. He can also
silver weapons for the PCs, but at the exorbitant price of 200 gp per weapon, and only has
enough materials to silver two weapons without the PCs purchasing more from the Vistani.

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.

Eɴᴅʟᴇꜱꜱ Dᴇʟɪɢʜᴛ Cʟᴏᴛʜɪᴇʀꜱ


The three Alastroi siblings, Alek, Andrej, and Alana own and operate Endless Delight Clothiers
(formerly named Alastroi Clothiers, until the Baron pressured them into renaming it). They are a
weaver, cobbler, and tailor, respectively. The Baron frequently commissions their shop to
produce the outfits and decorations for his festivals, leaving them highly skilled at their trade in a
constant effort to please him. They are experienced crafters of warm clothing.

Vᴀʟʟᴀᴋɪ Wᴀɢᴏɴ Rᴇᴘᴀɪʀ


Vallaki’s most experienced wainwright is a gruff, unpleasant man named Tural. He occasionally
exits Vallaki to do business with the Vistani, which leaves him a social pariah amongst some of
the more mistrustful townsfolk. However, if the PCs need an introduction to the Vistani near
town, Tural is happy to provide it.

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.

177 /u/guildsbounty, Questions about Shopping in Vallaki


N9. Vɪꜱᴛᴀɴɪ Cᴀᴍᴘ
🌙 Sᴛʀᴀɴᴅꜱ ᴏꜰ Fᴀᴛᴇ - Hᴏᴏᴋꜱ ᴏꜰ ᴛʜᴇ Vɪꜱᴛᴀɴɪ Cᴀᴍᴘ
The Missing Vistana: Upon rescuing Arabelle from Bluto at Lake Zarovich, the PCs will be
directed to return her to her father, Luvash, at this encampment. Should they recover her
drowned body, she is recognizable as a Vistana from her clothes and complexion.

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

N10. Sᴛ. Aɴᴅʀᴀʟ’ꜱ Oʀᴘʜᴀɴᴀɢᴇ


Click here for N10. St. Andral’s Orphanage.

N11. Vᴀꜱɪʟɪ Vᴏɴ Hᴏʟᴛᴢ’ꜱ Hᴏᴜꜱᴇ


Few Vallakians know where to find the home of Vasili von Holtz, Strahd’s secret alter-ego. A DC
20 Intelligence (Investigation) check can allow the PCs to find someone who can point them
there. Urwin and Danika Martikov can also provide the PCs with directions, having observed
Vasili leaving his home on at least one occasion through the eyes of their ravens.

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.

178 /u/cryid, Questions about Shopping in Vallaki


The back area contains a small washroom, an empty pantry, and a set of wooden steps leading
to the second floor. The washroom’s corners are full of dirt and grime, and a thick layer of dust
covers the shelves of the pantry.

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.

Chapter 6: The Wizard of Wines


Ch. 12: The Wizard of Wines
🌙 Strands of Fate: Hooks to the Winery
A Martikov’s Plea: Urwin or Danika Martikov at the Blue Water Inn in Vallaki may invite the
PCs to investigate the mysterious delay of shipments from the winery.

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

History of the Winery


The Martikov family line has been the keeper of the Wizard of Wines winery for the past two
hundred years, after marrying into and subsuming the branch house of the Krezkov line that had
originally owned it. The winery itself, however, predates even Strahd’s invasion of Barovia.

The Wizard of the Wines


It is common legend - purposefully spread, in fact, by the Martikovs themselves - that the three
magical gems that produce the grapes of the winery were created by a powerful wizard, hence
its name. Only the Martikovs, however, know in truth that the gems were not a creation of the
wizard, but a gift bestowed upon her by the ancient spirits of the valley.

179 ElvenTower, Chapter 12 - The Wizard of Wines


After falling in love with the green, sweeping landscapes of this land, the mage forged a bond
with the druids of the old country, whose ancestral homes and ancient ways had been swept
aside by the cold steel of their invaders. As a reward for her friendship, the druids drew upon the
ailing strength of the Rozana, the Ladies of the Fanes, and gifted her with three enchanted
gemstones that would allow the mage - a connoisseur of wines - to produce hearty, delicious
grapes in the wilderness of the woods.

What the Martikovs Know


The Krezkovs, gifted the winery for their loyalty to Strahd, soon fell in love with the land in much
the same way as the wizard had more than a century before. Soon after the end of the war,
however, a rebellious faction of druids approached them and begged for shelter against the
purges that Strahd’s servants had wrought upon their people. The Krezkovs accepted, and so
entered a year-long guerilla war that allowed these druids to evade Strahd’s eye and gather
resources while building new, hidden encampments on Mount Ghakis.

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.

Anger of the Druids


For three hundred years, the betrayer druids that served Strahd searched in vain for the
Raven’s totem that the Gatekeepers had stolen. Finally, after beseeching the aid of Baba
Lysaga in the ruins of Berez, the druids learned by her scrying that the Martikov family were the
inheritors of the wereraven’s lycanthropy, and resolved to attack.

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.

Approaching the Vineyard


As the PCs make their way to the Wizard of Wines, you can use the Random Encounters table
(pg. 29) to establish the themes and creatures that they can expect to encounter. If you want to
set up the enemies they’re likely to run into, run the Druid and Twig Blights encounter.180 If you’d
rather focus on the Martikovs or the raven motif, use the Hidden Bundle and Swarms of
Ravens/Wereraven encounters instead.

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.

The Martikov Family


The Martikovs’ grove is filled with three swarms of ravens, which Davian Martikov treats as
pets. From this, your PCs know that the ravens within the Winery are allies, rather than
enemies.

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


Once the PCs have proved their worth through the restoration of the Wizard of Wines winery
and the retrieval of the gems from Yester Hill and/or Berez, the Keepers of the Feather may
choose to 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.

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

Approaching the Winery


If the PCs choose to inspect the vineyard from the outside before entering, run the Escaping the
Horde skill challenge described below, starting from Stage 1: Investigation.

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.

Skill Challenge: Escaping the Horde


This skill challenge has four stages. Each time the PCs complete two skill checks, succeed or
fail, they proceed to the next stage of the challenge. By the end of this challenge, the PCs
should have attempted eight skill checks in total (or six, if they skipped the first stage).

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

182 /u/B-E-T-A, CoS Discord Recap - Week of 6/17


two failures for their skill challenge, and are attacked by the needle blights as soon as they enter
the vineyard.

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.

W3. Barrel Maker’s Workshop


The north door to this room is barred from the inside. The PCs will need to break in before the
needle blights fall upon them. After two checks, the PCs automatically break in, but risk taking
another volley from the blights if they reach another two failures in the process.

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?

● Athletics (DC 20 - Hard); Levelled Spells (Automatic Success) such as Scorching


Ray, Thunderwave, or Knock; or cantrips (DC 20 - Hard) such as Firebolt or Eldritch
Blast can allow the PCs to break through the door.
● 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.

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?

● Athletics (DC 20 - Hard); Levelled Spells (Automatic Success) such as Scorching


Ray, Thunderwave, or Knock; or cantrips (DC 20 - Hard) such as Firebolt or Eldritch
Blast can allow the PCs to break through either door.
● Thieves’ Tools (DC 15 - Moderate) or Levelled Spells (Automatic Success) such as
Knock can allow a PC to unchain the large sliding doors.
● 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.

W8 & W10. Storage and Glassblower’s Workshop


The PCs can attempt to make their way around the eastern or western sides of the winery to
gain access to these unlocked entrances. No skill checks are required to do so. However, if they
take either of these longer routes, each PC must succeed on a DC 13 Dexterity saving throw,
taking 1d6 piercing damage from the blights on a failure.

W16. Loading Winch


To gain access to the second-floor windows or loading dock of this chamber, the PCs must
either attempt to scale the ivy on the outer walls of the winery, or they must try to scale the
crane hanging down into area W2.

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.

● Investigation (DC 15 - Moderate) or Perception (DC 15 - Moderate) allow a character


to locate a suitable item for use in barricading the door. (e.g., a barrel or chair)
● Athletics (DC 15 - Moderate) can allow a character to jam the door by damaging its
frame or warping its planks.
● Athletics (DC 15 - Moderate) can allow a character to barricade the door using a
number of large, heavy objects (e.g., barrels or crates).
● Sleight of Hand (DC 10 - Easy) can allow a character to reset any lock or chain that
had previously been used to keep a door shut.
● 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 obstruct the advancing
blights long enough for the PCs to find a means of keeping it shut.
● 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.

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.

🎨 Worth a Thousand Words: Winery’s Exterior Battlemap


If you are interested in running this encounter on a printed or projected battlemap, consider
using /u/x_calderhead_x’s Wizard of Wines Approach Battlemap.

📜 Extra Credit: Unearthed Arcana’s Mass Combat Rules


If you choose to run the battle as-written, given that this combat includes up to 64 creatures,
you may find this to be a good opportunity to apply the Mass Combat rules released by WotC
in this Unearthed Arcana update. The free playtesting PDF can be found here.183

Areas of the Winery


Should your PCs choose to take a short rest within the walls of the winery before the druids
have been defeated, they may take refuge in areas W3, W17, W18, W19, or W20. If they do so,
they can attempt a DC 20 Strength (Athletics) check to barricade the entrance against any
intruding druids or blights (with advantage if two or more PCs are working together to do so).

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.

183 ElvenTower, Chapter 12 – The Wizard of Wines


W9. Fermentation Vats
For the sake of simplicity, you may employ the following stat block for a swarm of twig
blights,184 with each swarm containing approximately 8 twig blights (thereby replacing 24 blights
with 3 swarms).

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

184 Matt88, /r/CurseOfStrahd Discord Server


● 2nd Level: Darkvision, Barkskin

🧟 Know the Monsters - Druid Assailant


The druid assailant, if given time to prepare before combat, always begins by casting
Barkskin and Longstrider on herself. It can also always be assumed that she will cast
Darkvision immediately upon entering any dark- or dimly-lit area, due to its long duration and
lack of concentration. Finally, the druid assailant will cast and continually refresh a Shillelagh
spell in order to maximize the damage dealt by her quarterstaff.

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.

W14. Wine Cellar


The druid in this chamber is a druid assailant, and has been alerted to the PCs’ presence if the
PCs failed the skill challenge while evading the needle blights outside, or if combat has occurred
elsewhere in the winery, and has prepared accordingly. She begins combat with a
Thunderwave spell as mentioned in the module, and proceeds to hand-to-hand combat while
the needle blights assault the PCs from a distance.

W15. Brown Mold


As described above, the source of the Order of the Feather’s lycanthropy is the three Ladies of
old Cerunnos, ancient fey creatures who created the Fanes of Barovia. This cold, secret
chamber serves as a hiding spot for a raven-shaped totem that was used to extend the Ladies’
gift to each new generation of wereravens.

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.

Sower of Corruption. The Gulthias staff has 5 charges. As an action,


its wielder can expend charges to create any of the following creatures:
● 1 charge: 1x Twig Blight
● 2 charges: 1x Needle Blight
● 4 charges: 1x Vine Blight
When all charges are expended, roll a d20. On a 1, the staff crumbles
to dust without releasing its blight-killing shriek. Otherwise, it regains
1d4 charges each dawn.

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.

🧟 Know the Monsters - Druid Naturalist


The druid naturalist never fights alone, and immediately flees if isolated. If provided with the
opportunity to affect nearly all of the enemy’s forces, he casts Faerie Fire to make it easier for
his druidic, berserker, or blight allies to hit with their attacks. Otherwise, he casts Entangle in
an effort to restrain the most dangerous melee combatants in their place.

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.

W20. Printing Press


The druid in this room is a druid naturalist, preferring to fight from behind while his vine
blights keep any intruders from entering the room.

🧟 Know The Monsters: Vine Blights


The two vine blights within the winery can use their Entangling Plants ability to restrain any
members of the party that get too close. This ability will not affect their fellow blights. Because
this ability also has reach, a blight can restrain a creature ten feet away, preventing a melee
victim from moving any closer to attack.
🎨 Worth a Thousand Words: Wine Labels
If you wish to provide printed wine labels for your players’ aesthetic enjoyment, consider using
/u/thewarehouse’s Wizard of Wines Wine Labels image.

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.

🌙 Strands of Fate: Purifying Food and Drink


It is a rare adventure that involves the use of poison or disease as a notable plot point. As
such, it is unlikely that any of your PCs will have voluntarily chosen or prepared Purify Food
and Drink. If your party lacks a cleric or druid capable of preparing this spell, consider placing
a Spell Scroll of Purify Food and Drink or similar wondrous item as a reward for a previous
encounter within Barovia. This scroll may be a relic of a previous adventuring party, loot from
Death House or Old Bonegrinder, or a special on-sale item from Jenny Greenteeth.

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.

When the PCs arrive at the destroyed winery, read:

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.

But the winery is no longer there.

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.

🦋 The Butterfly Effect: The Winery’s Destruction


Other NPCs throughout Barovia are likely to comment on or react to Wintersplinter’s siege. If
this event occurs concurrently with the Dinner with Strahd special event, consider having
Strahd arriving late to the castle, and making reference to an “event” on Yester Hill. Baron
Vallakovich is likely to take drastic action upon hearing of the destruction of the winery, and
the Blue Water Inn will find itself in dire financial straits following the addition of several new
permanent residents of the Martikov family. Krezk Burgomaster Dmitri Krezkov may offer the
PCs an alternative means of entry into Krezk, should the PCs offer proof of the winery’s
destruction. It is likely that the Order of the Feather, save for any specific allies that the PCs
make, will blame the party for its failure to stop the druids from executing their plans.

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.

Chapter 7: Yester Hill


Ch. 7: Yester Hill ring of standing slabs of stone, each slab
no taller than three feet in height. A thick
🌙 Strands of Fate: Hooks to Yester Hill carpet of moss rolls over the earth here,
clinging to the sides of a trio of carved
A Martikov’s Plea: If the PCs previously obelisk-like slabs before bubbling over the
cleared the Wizard of Wines winery of sides of a terraced cobblestone shrine
blights and druids, Davian Martikov asks three layers tall. At the center of the
them to retrieve the stolen wine gem shrine stands a single stone slab, its
taken by the druids to Yester Hill, making smooth face washed clean by millenia of
it clear that Barovia’s wine trade and the wind and water, save for a myriad of
family’s livelihood will die if the gem is carved symbols and runes. A single raven
lost. rests upon the slab, and caws mockingly
as you approach.
Treasures of the Tarokka: If Madam
Eva’s Tarokka reading suggested that
one of the fated treasures lies beneath Each of the “obelisk” slabs bears one of
the roots of the Gulthias Tree, the PCs three carvings honoring the Rozana, the
can find it here, following the directions of Ladies of the Fanes: the Eye of the Seeker;
the Martikovs or one of Vallaki’s wolf
the Tree of the Weaver; or the Wolf of the
hunters, Szoldar and Yevgeni.
Huntress. The central slab contains the
Cleansing the Fanes: If the PCs have following passage, written in druidic runes:
discovered the ancient druidic runes in “Here lies Kavan the Bloodsinger. May his
the Swamp Fane (Berez), or Forest Fane spirit guide us through the trials of the
(Old Bonegrinder), or if they’ve learned of Ladies Three.” It stands above the engraved
the nature of the Fanes from Elder Ormir image of a long spear whose carved tip
in Yaedrag (near Tsolenka Pass), they
drips with blood.
may decide to journey to Yester Hill in
order to reconsecrate the Mountain Fane
there. If the PCs move to pass the shrine by, and
have previously rescued the Wizard of
Wines from its blight infestation, read the
Areas of the Hill following:

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.

A creature that excavates the area around


Source: ElvenTower, Chapter 14 - Yester
Kavan’s grave finds his bones buried ten
Hill
feet beneath the central slab. His spear,
Bloodsinger, however, cannot be found
Berserker Patrols
here. It was stolen from his corpse by the
future leader of the Faithless when Kavan The path up Yester Hill is regularly patrolled
was buried, and is buried beneath that by a number of druidic guards, which travel
leader’s cairn on the third terrace. in groups of 1d4+1 berserkers alongside a
single druid assailant.
Geography of the Hill
The first terrace is always patrolled by a
Yester Hill is a terraced hill of four distinct
lone pair of watchful berserkers. For each
levels. The trail to the top spirals around the
of the three terraces that the PCs ascend
hillside, and is lined by the ring of stone
beyond that, roll 1d20. On a roll of 10 or
cairns. Each spiral of the trail climbs 100
above (if made during the day) or 17 or
feet up the hill, and the entire path (1.2
above (if made during the night), the party
miles) can be traversed at a normal pace in
encounters a berserker patrol that must be
roughly 30 minutes. Additionally, a long and
hidden from or fought.
jagged slope of rocky, crumbling stone cuts
up the front of the hill at a steep incline (0.1
If the PCs are attempting to make their way
miles), which can be climbed in just over 5
up the hill with stealth, they notice the sound
minutes.185 Each creature that attempts to
of an oncoming patrol if any member of the
ascend the incline must make a DC 12
party has a passive Perception of 13 or
Strength (Athletics) check for each of the
higher. The PCs may then attempt to
four terraces that they climb, taking 1d6
conceal themselves among the many stone
bludgeoning damage on a failure and
cairns that ring the ascending trail (if
drawing the attention of any nearby
climbing the main path), or by pressing
berserker patrols.
themselves between the stone crags of the
rocky scree (if ascending by the steeper
The trail is the safer, slower approach, while
slope). They succeed in doing so without
a creature climbing the rocky slope can be
rousing suspicion if at least half of the party
more easily seen by an onlooker peering
succeeds at a DC 14 Dexterity (Stealth)
over the ledge at the top.
check, made with advantage if the check is
made at night. Otherwise, the patrol moves
185 Matt88, Yester Hill to investigate further, and can only be
distracted through some manner of Y3. Druids’ Circle
spellcraft or other trickery with a successful
DC 14 Charisma (Performance) check. 🎨 Worth a Thousand Words - Map of
Druids’ Circle
One berserker in each patrol carries with The /r/CurseOfStrahd subreddit joined
them a large warhorn carved from the antler together to commission a high-resolution
of an ancient dire elk.186 When that battle-ready map of Area Y3, given that
no such map is provided in the module.
berserker is reduced to half or fewer
You can find a ZIP file containing day and
hitpoints, they use their action to disengage night versions of this map here. Those
from battle, retreating 30 feet beyond the who helped fund this project include
front line and raising the horn to their lips. @InvaderZim#5121, @BigPopaTn#3201,
On their next turn, they blow the horn, @Sainon#7087, @Chris#0768 on Discord
alerting all other creatures on or near the hill and /u/SlightestSmile on Reddit. Credit for
of the party’s presence. Once alerted in this the map goes to NeutralParty.187
way, any other berserker patrols rapidly
converge on the party’s location, and the The rocks that comprise the druids’ circle
DC of any future Dexterity (Stealth) checks range from 10 to 15 feet in height, and
made to hide from these patrols is require a DC 14 Strength (Athletics) check
increased to 17. to climb. Do note that the lightning from the
eternal storm above Yester Hill strikes the
The patrols attack all intruders without tops of these black, slippery boulders, and
mercy, and fight to the death. Yester Hill is a not the stone cairns that ring the path
sacred place to them, and they do not fear ascending the hill.
defeat.
Once the winding path around Yester Hill
reaches the top, the trail continues for an
Y2. Berserker Cairns
additional 200 feet before reaching the
Buried three feet beneath the soft earth to stone circle. The entrance to the druids’
the north of an indistinct cairn on the third circle is guarded at all times by 5
terrace of Yester Hill is Kavan’s Blood berserkers and 2 druid assailants. If the
Spear, Bloodsinger. alarm is raised by a berserker patrol lower
down the hill, 2 berserkers and a single
druid assailant peel off to investigate the
disturbance.

When the PCs enter the circle, read the


following:

Atop the hill is a wide ring of black


boulders and smaller rocks that
collectively form a makeshift wall

187 Yester Hill Map Commission & A Subreddit


186 Matt88, Yester Hill Update
him. For more information on this ritual, see
enclosing a field of dead grass. Lightning
the Druids’ Ritual special event below.
strikes the edge of the ring from time to
time, illuminating a ghastly, fifty-foot-tall
If the PCs arrive after the ritual has been
statue made of tightly woven twigs and
completed, day or night, the front of the
packed with black earth. The packed
statue has been torn open, leaving only a
earth of the ground rises five feet above
hollow shell of thick twigs and brambles
either side of the winding trail, forming a
behind. If Wintersplinter has not yet been
natural ditch that snakes toward a wide
defeated, an enormous dead tree also sits
break in the stone ring on the opposite
rooted to the ground toward the very center
side.
of the ring. This tree is in truth the tree
blight, Wintersplinter, which animates and
To the east side of the ring, rough-cut
attacks any creature that attempts to
earthen steps lead up to an array of
remove the glowing green gem from its
several large boulders that stand among
trunk. Three druid assailants and three
a patch of bare, muddy earth. To the west
druid naturalists can also be found
side of the ring, a set of dirt stairs halfway
slumbering beneath the loose earth of the
down the path ascends to a semicircle of
shallow graves between the muddy
tall standing stones arranged in simple
boulders to the east. The druids arise from
geometric patterns around the enormous
their sleep and attack any PCs that disturb
wooden statue. To the south, beyond the
Wintersplinter, or who pass through the
edge of the ring, a massive dead tree
semicircle of standing stones to the western
rises above a small thicket of gnarled,
side of the ring.
grey foliage.

Assailants & Naturalists


If the PCs arrive the day of the ritual, six
The druid assailant has exactly the same
druid naturalists and Svarog, Druid Elder
statistics of an ordinary druid, but has the
are meditating in a semicircle around the
following spells prepared:
statue within the array of standing stones to
● Cantrips: Druidcraft, Thorn Whip,
the west. An additional four druid
Shillelagh
assailants are slumbering beneath the
● 1st Level: Earth Tremor,
loose earth of several shallow graves
Longstrider, Healing Word,
scattered amongst the muddy boulders to
Thunderwave
the east.
● 2nd Level: Darkvision, Barkskin

If the PCs arrive during the ritual, six druid


The druid naturalist has exactly the same
naturalists are performing an arcane chant
statistics of an ordinary druid, but has the
around the statue while Svarog, Druid
following spells prepared:
Elder looks on. Four druid assailants are
● Cantrips: Druidcraft, Produce Flame,
gathered in defensive formation around the
Infestation
semicircle of standing stones. Strahd von
● 1st Level: Faerie Fire, Entangle,
Zarovich, mounted on the nightmare
Speak With Animals, Fog Cloud
Bucephalus, looks on from the southern
● 2nd Level: Spike Growth,
side of the standing stones, while
Moonbeam
Anastraya Karelova stands just beside
into the cocoon’s interior. He is usually
See here for more information on running asleep, and awakens on the first round of
the druid assailant or naturalist in combat. combat after a creature attacks the Gulthias
Tree.
The Wooden Statue
A creature that approaches the wooden As in the module, the grove of dead foliage
statue of Strahd can clearly see an array of is infested with 3 vine blights, 6 needle
thick, black roots woven around and into its blights, and 12 twig blights. These blights
lower half. The roots continue above ground are replenished by the Gulthias Tree each
toward the south side of the ring, a tight day at dusk. The dense thicket of gnarled
“wire” of bundled roots five feet across that trees and brushwood rises to a height of 20
winds through the southern exit, passes feet around the Gulthias Tree, obstructing
through the grove of dead foliage to the any view of Svarog’s cocoon from the
south, and ends at the trunk of the Gulthias outside of the grove. The vine and twig
tree. blights use their False Appearance to blend
perfectly with the surrounding foliage, while
the needle blights are hidden among the
Y4. Gulthias Tree thicket and require a DC 15 Wisdom
If he is not overseeing the ritual in Area Y3
(Perception) check to detect.
(Druids’ Circle), Svarog, Druid Elder can
be found within a “cocoon” of interlocking
If the Gulthias Tree is reduced to 0 hit
roots and branches approximately halfway
points, it seems to be destroyed but isn't
(15 feet) up the central trunk of the Gulthias
truly dead; it regains 1 hit point every month
Tree. A creature that inspects Svarog’s
until it is fully healed. With a successful DC
body finds that the roots of the tree have
15 Intelligence (Nature) check, a character
protruded thousands of tiny black tendrils
can determine that the entire stump must be
penetrating Svarog’s skin, drawing
uprooted for the tree to truly die. The
sustenance from his blood.
Gulthias Tree withers and dies in 3d10 days
if a hallow spell is cast in its area, and does
Should the Gulthias Tree be reduced to less
so immediately if the Mountain Fane below
than one-third of its hitpoints, it immediately
is reconsecrated.
uses its Blood Drain legendary action on
Svarog, which drains Svarog of his
Six feet above the earth on the north side of
remaining HP and reduces him to a
the Gulthias Tree’s trunk lies a knot of black
shrivelled corpse.
bark (AC 12, HP 20) that resembles a
weeping face. This knot contains the
While he is awake, only Svarog’s torso and
dagger of the Seeker (see Area Y6 below).
lower body are contained within the cocoon,
which provides him with an AC of 16. While
asleep, his body is withdrawn completely
🧟 Know the Monsters: Grove of the
Gulthias Tree
Neither the blights, Svarog, nor the
Gulthias Tree attack intruders that enter
the grove without hostile intent. Initiative
is only rolled when one or more PCs
declare attacks against the tree or any of
the lurking blights.

When combat begins, the twig blights


and needle blights attack whichever
character is nearest, but have a
preference for unarmored and/or ranged
combatants. Any blight within the dense
thicket surrounding the Gulthias Tree has
half cover and a +2 bonus to AC.
Meanwhile, the vine blights attempt to
entrap any ranged enemies using their
Entangling Plants action, after which they
focus on keeping melee enemies away
from the Gulthias Tree by grappling them
with the Constrict action and dragging
them away.

The Gulthias Tree prioritizes its own


defense over all else. It makes a
Branches multiattack on each turn, and
uses its Root and Lift legendary actions to
seize any melee attacker and haul them
high into the air, away from its vulnerable
trunk. If injured, the Tree uses its Blood
Drain legendary action to restore its lost
health from any grappled enemy. Once
reduced to fewer than one-third of its
maximum hit points, if Svarog, Druid Elder
is within his cocoon on its trunk and it has
no other targets to drain, the Gulthias
Tree uses its Blood Drain on him, draining
all of his hitpoints and rejuvenate its own.

Svarog, Druid Elder begins combat by


casting Plant Growth centered on the
trunk of the Gulthias Tree, reducing
mobility for any creature that wishes to
approach. He then alternates between an
offensive and defensive strategy,
depending on whether an enemy is
currently attacking the trunk of the
Gulthias Tree. If playing defensively, Y6. Mountain Fane
Svarog uses Gust of Wind to push any Click here for more information about the
attackers away from the tree's vulnerable Mountain Fane.
trunk, and then casts Ice Knife and
Infestation to whittle down their health. If
playing offensively, Svarog casts Call Special Events
Lightning, whose damage is improved to
4d10 on a failed save due to the stormy
conditions of Yester Hill, and uses his Druids’ Ritual
action on each subsequent turn to call If the PCs assault Yester Hill at night and
down a new bolt of lightning.
before Wintersplinter’s creation, they arrive
If his concentration on Call Lightning is at the summit of the Hill just in time to view
broken, Svarog casts Moonbeam, using the druids’ ritual in process. No matter the
his action on each subsequent turn to time the PCs arrive at the entrance to the
move it to a new enemy's space. If stone circle, the druids are always exactly
reduced below one-half health, Svarog 10 turns away from completing the ritual
casts Fog Cloud, which removes visibility and summoning Wintersplinter.
for any PCs, but allows the Gulthias Tree
and its blindsight-endowed blights to
continue attacking. While Fog Cloud is During the ritual, five druid naturalists
active, Svarog continues to attack surround the statue of Strahd within the
enemies using Ice Knife and Infestation. If semicircle of standing stones within the
a PC climbs the trunk or otherwise stone circle, chanting in the druidic tongue.
approaches his cocoon, Svarog attempts Any creature can see a stream of sickly
to push them away by casting green magic flowing from each chanting
Thunderwave.
druid’s staff toward the statue at the center
of their circle. Two of these druid naturalists
Y5. Wall of Fog must use their action to continue chanting
each round while within the semicircle of
Strahd takes Bucephalus to journey toward
standing stones; if, at the end of the druid
the Wall of Fog once every two weeks,
naturalists’ turn, there are fewer than two
when a Blood Moon rises over Barovia. As
druids casting the ritual, it is disrupted,
mentioned in the module, he spends the
Wintersplinter’s nascent form crumbles
night from dusk till dawn staring into the
within the statue, and the magic must be
mists, tantalizing himself with visions of his
begun anew.
homeland. If the PCs are looking to infiltrate
Castle Ravenloft before their final
Three druid assailants flank the standing
confrontation with Strahd (e.g., to retrieve a
stones, guarding the naturalists while the
Tarokka item or Argynvost’s skull), a
ritual is completed. They are joined by
number of NPCs can inform them of this
Svarog, Druid Elder, who is present to
event, including: Ezmerelda, Davian
oversee the ritual and defend his druids
Martikov, Rudolph van Richten, Kasimir,
from any interruptions. Watching the ritual
Jeny Greenteeth, and Madam Eva.188
from the southern side of the standing
stones are Strahd von Zarovich, astride
his nightmare Bucephalus; and his bride
188 Butlerlog, CoS Discord Recap: Week of 7/8 Anastraya Karelova. Strahd and Anastraya
are present as guests, having been invited
4 The sky grows dark as the clouds
due to Anastraya’s brokerage of the alliance swell and blacken overhead. A
between Svarog and Baba Lysaga. heavy wind begins to blow across
However, Strahd makes no effort to the hill as the magic flowing from the
interfere with the PCs’ efforts to stop the druids to the statue redoubles in
ritual, and halts Anastraya if she moves to intensity.
defend the druids, curious to see how
5 The twigs comprising the wooden
events unfold. statue begin to swell, twist, and
groan. Svarog laughs, commanding
Casting the Ritual Wintersplinter to Grow! Drink!
Consume!
A dim, green glow can be seen surrounding
the wooden statue, fueled by the sickly 6 If he has not already done so, Strahd
green mana flowing from the druids’ staffs commands Bucephalus to fly above
around it. With each passing round, this the battlefield in order to look down
aura grows brighter, as the flow of energy upon the statue. Anastraya
can be seen to empower the statue transforms into a bat and follows
further.189 The stakes and countdown are him.
made clear to the PCs each round as
follows: 7 A massive, dark shape forms within
the statue. “Wintersplinter comes!”
Svarog roars.
Ro Description
un 8 The lightning around Yester Hill
d increases in intensity, striking the
1 Svarog, Druid Elder taunts the PCs, stone circle more regularly. Any
declaring that the Chosen creature that begins its turn or atop
(Anastraya) of the Great Shadow the stone circle, a boulder, a
(Strahd) has brought his people the standing stone, or a tree has a 50%
power they need to destroy the chance of being struck by a bolt of
Betrayers (the Keepers of the lightning. A bolt of lightning lances
Feather). down toward Strahd, and he deflects
it with a lazy wave of his hand.
2 A heavy mist swirls around the
chanting druids and the statue, 9 A low cracking and resonant,
lightly obscuring everything in a 30- monstrous roar is audible from the
foot radius around the statue. statue as the shape within solidifies.
“Wintersplinter is born!” Svarog
3 The gem within the statue’s chest laughs.
begins to glow a bright green.
Svarog declares that the Scion of 10 Wintersplinter uses its action to burst
Gulthias (Wintersplinter) will soon from the interior of the statue on its
reduce the Winged Betrayers (the turn.
Martikovs) to splinters.

189 Matt88, Yester Hill


The druids continue to attack the PCs for as
🧟 Know the Monsters - Svarog,
long as they remain at Yester Hill, but make
Druid Elder no effort to pursue if the party chases after
Should the PCs attack while he is Wintersplinter.
overseeing the ritual, Svarog begins
combat by casting Wall of Fire to block
If the ritual is disrupted, Strahd descends
their approach, followed by Plant Growth
and Erupting Earth to slow them down. from Bucephalus and congratulates the PCs
Once all PCs have made it through the on their victory. If they have already dined
Wall, Svarog drops concentration on it with him at Castle Ravenloft, he makes
and casts Call Lightning, whose damage some reference to his faith in their abilities
is improved to 4d10 on a failed save due and his interest in their future; if they have
to the stormy conditions of Yester Hill,
not already done so, he informs them to
and uses his action on each subsequent
turn to call down a new bolt of lightning. expect an invitation from him shortly.
He prioritizes attacking any enemy magic-
users, but will redirect his attention if any Whether the ritual is disrupted or
PC begins attacking or ascending the successfully completed, Strahd then
statue of Strahd. dismisses Anastraya and makes his way
atop Bucephalus toward the Wall of Fog,
If his concentration on Call Lightning is
where he proceeds to stare into the mists
broken, Svarog casts Moonbeam, using
his action on each subsequent turn to until dawn. If the PCs approach, Strahd
move it to a new enemy's space. If the greets them mournfully, and ponders aloud
druids casting the ritual are reduced to the cruelties of Fate. He then dismisses
below one-half their numbers, Svarog them, transforming into his mist form if
casts Fog Cloud, which removes visibility attacked, with Bucephalus departing for the
for the PCs and allows the druids to Border Ethereal shortly thereafter.
refocus their efforts on the ritual. While
Fog Cloud is active, Svarog continues to
attack enemies using Ice Knife and
Infestation. If reduced to less than one-
half of his maximum hit points, and the
ritual is in danger of being disrupted,
Svarog casts Gust of Wind in effort to
keep any melee combatants from
reaching the druids.

After the Ritual


When the ritual has concluded, and
Wintersplinter is born, the tree blight
immediately begins marching toward the
Wizard of Wines winery at Svarog’s
direction. Using its Huge size, it is able to
easily step down one terraced level of
Yester Hill on each of its turns before
continuing on the northern path.
🧟 Know the Monsters - hulking nature, Wintersplinter makes no
Wintersplinter
Due to Wintersplinter’s blindsight, the tree
blight will not pursue any PCs or other
hostile creatures that flee its 60 ft. radius.
On each of its turns while marching
toward the Wizard of Wines, it will move
its full 30 ft. up the path and use its
Multiattack on any nearby hostile
creatures. Due to its low intelligence and
effort to target any ranged attackers while distracted from its northward path and will
melee opponents are nearby; however, if pursue any ranged enemies using the
no melee enemies are nearby and it Dash action.
sustains at least 25 damage in a single
turn or becomes bloodied, it becomes

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

Q3. Dragon’s Foyer


When the PCs first encounter the draconic shadow here, they should feel obliged to follow it,
almost as though it is summoning them to the upper floors by its presence.
Q4. Spiders’ Ballroom
The original Order of the Silver Dragon was thoroughly looted when Strahd’s forces attacked.
However, in the centuries that have passed since, more adventurers have found their way into
Barovia - such as a three-person party including a half-elf ranger, a tiefling wizard, and an elven
rogue. These adventurers were slain by the spiders here a century ago, and their remains have
long since dessicated to web-clad bone. If their skeletons are searched, the PCs can find a
Wand of Magic Detection, a silver dagger, and an Everburning Torch here. These remains are
not instantly visible to any creature, but should be described to any PC with a passive
perception of 16 or greater, or to any character that enters the spiders’ nest.

Q13. Chapel of Mourning


To alleviate the difficulty of this encounter, if the PCs have already befriended the wandering
revenant found in the random encounter described in the module, you can have that friendly
revenant make a surprise reappearance in defense of the heroes should they look to be close to
defeat.

Q14. Chapel Staircases


From the bottom of the staircase, the PCs can hear the sound of retreating boots, as well as an
echo of polished steel. Upon reaching the top however, no person is visible.

Q17. West Staircase


Unintelligible whispers from two distinct voices can be heard at the top of this staircase.

Q19. Ruined Bedchambers


Any PC that steps onto the floor of these rooms must make a DC 14 Dexterity saving throw or
fall into Q4 (Spiders’ Ballroom) below. To tempt them into doing so, a small unlocked chest sits
on the wooden floor toward the edge. The chest is empty, save for a rusted breastplate, a rotted
pair of common clothes, and a moth-eaten child’s stuffed silver dragon.

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.

Q24. Chapel Balcony


A solitary revenant can be found here, inwardly searching for a prayer it no longer remembers. If
you you have already used the wandering revenant random encounter on the roads of Barovia,
this is the same revenant, awaiting the PCs’ approach.
Q25. Trapped Hallway
To make this encounter more fair, a corpse lies at the center of the hall, warning the PCs that
something is afoot. When the Phantom Warriors attack, they give battle cries of the Order of the
Silver Dragon - “To arms, silver knights!”, “Hold the line against the devil’s men!”, and “In the
name of Argynvost!” - to make it clear to the PCs that these ghosts are re-living Strahd’s siege.
🧟 Know the Monsters - Phantom Warrior
Due to their single-minded nature, the Phantom Warriors do not fear death; due to their
damage resistances and immunities, they do not mind triggering attacks of opportunity or
placing themselves in harm’s way. Using their incorporeal movement, these warriors weave in
and out of the walls of Argynvostholt and any nearby objects or creatures in order to maximize
their mobility. Because they lack a fly speed, the spirits are unable to pass to upper floors;
however, they are able to “fall” through the ground to a lower floor if desired.

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.

Q34. Ruined Bathroom


A splatter of blood and the moldy ruins of a child’s stuffed bat are all that betray the tragedy that
took place here.

Q35. Upstairs Gallery


Upon inspection, the symbols of the Morninglord change to those of the three most powerful
vestiges for a split second. The three stained-glass figures resemble the Vampyr (a slender,
fanged crimson shadow), Tenebrous (a skull with an intricate pentagram imprinted upon its
forehead), and Zhudun (a dark star with many tendrils extending from its form) before flickering
back to their original forms.

A book containing an assortment of prayers to the Morninglord prayers written in Celestial and
Common can be found discarded on the floor here.

Q36. Dragon’s Audience Hall


This room is filled with bones - the remains of fallen adventurers and Barovians alike who came
to request the Order’s aid in defeating Strahd von Zarovich after its fall. Rusted weapons and
other armaments litter the floor bearing a variety of insignias and makes.

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.

🧟 Know the Monsters - Vladimir Horngaard


Due to his Regeneration and Rejuvenation abilities, Vladimir is aggressive in combat to the
point of appearing suicidal - he does not fear taking damage, as he knows that those Hit
Points will soon be regained, either through his natural recovery or through eventual
resurrection. His immunity to Turn Undead grants him a foolhardy confidence in his own
righteousness and abilities, and he does not hesitate to slay even the most pious of the
Morninglord’s servants.

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.

Q39. Vladimir’s Bedroom


A ghostly rainstorm drenches the interior of this misty chamber. The storm reflects the absence
of Sir Godfrey within Vladimir Horngaard’s heart.

Q40. Argynvost’s Study


Rather than landing at a PC’s feet, the journal page is blown by the wind through the air until it
snags against the frame of the picture of Argynvostholt.
🎵 The Sound of Music - Argynvost’s Journal
To lend additional gravitas to this moment, consider employing this audio reading of
Argynvost’s journal while the PCs peruse its page.

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.

Q53. Beacon of Argynvostholt


A dark cloud is present around this tower, visible to any character on the ground nearby or on
the roof. A character that enters the beacon’s chamber can see a column of black fog swirling in
the room’s center - the embodiment of Vladimir’s hatred for Strahd. When Argynvost’s bones
are restored, the fog dissipates, and the dragon’s spirit lights the beacon once more.

Lighting the Beacon


Precisely three hints direct the PCs to the proper location of Argynvost’s remains: the journal
page and slashed picture in area Q40; and the knowledge of Sir Godfrey Gwilym. Due to their
vagueness, it is entirely possible for the PCs to mistake the location of Argynvost’s remains for
the Amber Temple or a similarly foreboding location. If the PCs come into contact with
Ezmerelda or Van Richten, either can tell the PCs that they have previously observed a great
dragon’s skull placed in a hall of bones within Castle Ravenloft.
🌙 Strands of Fate - The Dragon’s Blessing
If, through backstory and/or a Tarokka reading (e.g., a draconic sorcerer descended from
Argynvost), you have assigned a specific PC the quest of restoring Argynvostholt and
restoring Argynvost’s remains, when this quest is completed, the spirit of the silver dragon
appears before that PC. Argynvost thanks the PC for their piety and courage, and blesses
them with a Charm of the Dragon, which takes the form of a small silver tattoo wrought in the
shape of a pair of dragon’s wings.

Charm of the Dragon


You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed
equal to your current speed. You can create these wings as a bonus action on your turn. This
ability lasts for 10 minutes, and can be used only once per day.

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.

In order to encourage your PCs to explore Argynvostholt more thoroughly, Ezmerelda


encounters the PCs while they are still in the midst of investigating the first floor. In addition to
looking for allies, Ezmerelda believes that the Order of the Silver Dragon once possessed or
guarded some kind of powerful magic, holy or otherwise, and seeks to find its source.
Unbeknownst to Ezmerelda and and the PCs, the Amber Temple is nowhere near
Argynvostholt, and there is, of course, no vault of magical artifacts in the mansion - Strahd’s
forces looted the place centuries ago.190 However, she will encourage the PCs to investigate
every nook and cranny of the mansion, and will irritably flounce from Vladimir Horngaard’s
chambers once his unwillingness to help becomes clear, determined to search elsewhere in the
mansion for some other form of aid.

Chapter 9: Van Richten’s Tower


190 /u/DragnaCarta, Lessons from Running Curse of Strahd: Argynvostholt
🌙 Strands of Fate - Van Richten’s Tower
Fleeing Vallaki: Should Vallaki become inhospitable to your PCs due to revolution, the
Baron’s wrath, or Strahd’s intervention, Van Richten’s Tower can serve as a new base of
operations, especially if Rictavio has previously provided directions.

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.

🎨 Worth a Thousand Words - Van Richten’s Tower Art & Battlemap


If your party encounters trouble near to Van Richten’s Tower, consider using this battlemap to
portray the environment. Otherwise, consider using this picture or this animated background
by James Webster191 to depict the structure’s appearance when outside of combat.

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.

Approaching the Tower


Six gryphon-shaped gargoyles are visible atop the tower, distributed amongst six of the eight
sides of the structure. The remaining two sides bear evidence of other gargoyles that once
rested there, but both appear to have been worn away or otherwise removed.

Khazan’s Spell Drain


The rules of Khazan’s Spell Drain are as follows:

191 JamesRPGArt, Patreon


● The antimagic field at Van Richten’s Tower nullifies the protective aura around
enchanted items, allowing them to be destroyed like mundane artifacts when exposed to
it. See here for more information on destroying objects in 5th Edition.
● Creatures (e.g., Bucephalus or the night hags) cannot enter or reach into the tower from
the Border Ethereal.
● Spells cannot be cast while the caster stands within the structure, immediately outside
the door, or on the scaffolding around the tower.
● Scrying and similar divination spells will be unable to detect any creatures within the
radius of the spell drain.

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.

Areas of the Tower


While Van Richten inhabited the tower at one point, he did not at any point regard it as a true
“home” or private residence. Due to his departure several months ago, the tower has since lost
any metaphysical strength it may have gained from his presence, leaving it without a spiritual
threshold and thereby wholly accessible to vampires that attempt to enter through the front door
or through the windows and holes of the upper floors.

V1. Ezmerelda’s Magic Wagon


Ezmerelda has carved the following rune (Link)192 onto the wooden sign hanging from the
wagon’s door, just below the words “Keep out!”193:

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.

192 /u/LivingRacoon, SCP MTF Field Codes, found on /x/.


193 Butlerlog, CoS Discord
194 BigPopaTn, CoS Discord Recap: Week of 9/9
A successful DC 20 Intelligence (History) check reveals that the rune is a Vistani tralak, or
roadsign, that means “Danger On Other Side.” A Vistani PC or one that knows Thieves’ Cant
automatically succeeds on this check.

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

V2. Tower Door


In the middle of the door is a large, embossed red circle that is clean of any marking or
engraving. The following runes (Link) are carved into the lintel above the door, their forms faded
and worn with age:

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.

Opening the Door


A creature that speaks Khazan’s name causes the runes above the door - and the area just
beneath them where the rest of the letters once stood - to glow with a dim blue light, spelling out
“Khazan” in shimmering arcane energy. This light lasts for ten minutes before fading once more;
while this light remains, the lightning sheath trap on the door and tower is disabled.

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
Edition
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.

197 Matt88, Van Richten’s Tower


V3. Rickety Scaffolding
Due to their weight, adult werewolves are unable to ascend this scaffolding while in hybrid form,
and can only ascend one at a time while in human form. Due to prior experience with the tower,
they are reluctant to approach the scaffolding unless driven to do so by the PCs or Strahd
himself.

V4. Tower, First Floor


As a creature gets within 10 feet of the golems in this chamber, both statues react by tensing
their grip on their chains, standing taller at the character’s approach.198

V7. Tower, Fourth Floor


A PC who keeps watch in the night with a sharp eye from Van Richten’s Tower (Perception DC
20) can watch the dark shapes of the werewolf pack ascending and descending a winding trail
in the northwestern hill.199

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.

198 ElvenTower, Chapter 11 – Van Richten’s Tower


199 Butlerlog, CoS Discord Recap: Week of 11/18
200 /u/paintraina, What I Have Learned from Running Curse of Strahd Twice: Van Richten's Tower
Edition
Kiril confesses to having heard the eruption of magic at the tower while resting with his sister at
their camp, and begs the PCs to return to his camp to heal his sister and help track down his
brother. He makes every effort to flatter the PCs, impressing upon them the bravery and
significance of any creature that would approach and activate the Old Mage’s Tower. His
ultimate goal is to lure the PCs and their compatriots onto the other side of the causeway, at
which point his packmates will attack with surprise.201

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
Edition
🧟 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

202 The Monsters Know, Lycanthrope Tactics


203 Matt88, CoS Discord
Upon arriving at the Tower, Rahadin approaches its front door at dusk, openly flanked by his
three vampiric compatriots. He hails the PCs politely, and asks that they exit the structure in
order to parlay with him and his companions. If he is there to retrieve the Sunsword, the Holy
Symbol of Ravenkind, or Ireena, he shares this information freely, and informs the PCs that
Strahd is more than happy to negotiate wealth, power, or freedom from Barovia in exchange for
their release. A PC who attempts a successful DC 18 Wisdom (Insight) check can tell that
Rahadin does not believe that Strahd will offer the PCs wealth or power, but can tell that the
offer of freedom is likely genuine.

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.

Chapter 10: The Village of Krezk

🌙 Strands of Fate - Hooks to Krezk


Escorting Ireena: Should Vallaki become inhospitable to Ireena Kolyana, either Father
Lucian or Father Donavich may have suggested the Abbey of St. Markovia as an alternate
place of sanctuary.

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.

🎨 Worth a Thousand Words - The Village of Krezk


Consider using this picture to provide an artist’s depiction of Krezk as your party first
discovers it.204

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

204 /u/LawJohnArt, The Village of Krezk, Barovia


several others, the werewolf savagely mauled the Baron’s daughter and spirited his son away
into the woods. Suspicion is high, and many of the villagers are terrorized - not least because of
reports that the corpse of the Baron’s daughter has recently been stolen from its grave.

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.

S3. Village of Krezk


Burgomaster’s Cottage
An external pair of wooden doors on the south side of the cottage open to a set of stone steps
that lead into the burgomaster’s wine cellar (which is identical in layout to the cellar of
Wachterhaus, save for the staircase leading to the upper floors, which is absent). These
wooden doors are badly damaged, having been splintered and bent outward when a
transformed Ilya Krezkov forced his way outward on the night of the recent full moon.

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.

S4. Pool and Shrine


🌙 Strands of Fate - Sergei’s Summons
When the PCs first find the Sunsword, they see that its blade has been shattered, leaving only
its platinum hilt behind, and leaving the sword itself inert. If the PCs keep the fragmented
Sunsword in their possession as they travel the lands beyond Krezk and have not previously
encountered Sergei at the shrine, he speaks to its wielder in dreams, sending repeated
visions of the Shrine of the White Sun and the Sunsword submerged in the pool’s waters, fully
mended and blazing with divine light.

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.

When the PCs approach the statue, read the following:

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:

● The item insists on being carried or worn at all times.


● The item demands that its wielder dispose of anything the item finds repugnant.
● The item demands that its wielder pursue the item’s goals to the exclusion of all other
goals.
● The item demands to be given to someone else.

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

S13. Main Hall


🧟 Know the Monsters - The Abbot
Should the PCs attack the Abbot while in the Abbey and persist after he reveals his divine
form, he warns his “children” (the mongrelfolk) to hide themselves from the “monsters” (the
PCs) before joining battle himself.207 The Abbot prefers to fight outdoors, and attempts to draw
the PCs into area S12 (Courtyard) through strategic Disengages and retreats. He is joined by
the flesh golem in area S15 (Madhouse) one round later.

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.

S17. Loft and Belfry


Beneath the black shroud covering the larger table lies the corpse of the nine-year-old Alana
Krezkov. While Otto and Zygfrek’s find proved wholly unsuitable for the replacement right arm
that the Abbot was hoping for, the deva is currently looking to remove portions of Alana’s skin
from her back and torso in order to cover a number of ruptures on Vasilka’s body, presuming
that a child’s skin will be more supple and last longer. If the PCs request the return of Alana’s
body, the Abbot will agree to do so if the party retrieves for him a wedding dress for Vasilka’s
use. To sweeten the deal, he also offers to cast raise dead up to three times on their behalf after
the dress is obtained, or to give them the benefit of his healing touch if required. If the PCs

206 Grotsnik, CoS Discord Recap: Week of 12/9


207 Mawmaw, MShermanator, & Grotsnik, CoS Discord Recap: Week of 11/18
decline his offer, he orders them to leave the abbey immediately, attacking them if they refuse
while doing his utmost to keep Vasilka safe.

Chapter 11: The Werewolf Den

🌙 Strands of Fate - Hooks to the Werewolf Den


Treasures of the Tarokka: If Madam Eva’s Tarokka reading suggested that one of the fated
treasures lies in Mother Night’s hoard, the PCs can find it here.

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.

Running the Werewolves


As-written, lycanthropes are immune to nonmagical and non-silvered weapon damage.
However, a werewolf’s hide isn’t immune to injury. Instead, similar to Strahd’s Heart of Sorrow,
a werewolf rapidly regenerates any wounds that it sustains in an instant. The only exceptions
are wounds from magical, silvered, or environmental (e.g., falling or drowning damage) sources,
which do not regenerate.

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.

There are two kinds of lycanthropes:


● Inherited lycanthropes were born into their curse. They are either the offspring of an
infected lycanthrope or a direct descendant of a creature that first sustained the curse.
Inherited lycanthropes first transform at a young age, and can shift to their hybrid and
bestial forms at-will. Inherited lycanthropes remain in control of themselves at all times
except on the night of the full moon, when they lose themselves to their animalistic
instincts.
● Infected lycanthropes were bitten by another lycanthrope, which spread the curse to
their body and soul. They do not control their transformations and cannot assume the
form of a non-hybrid wolf, except after months of meditation and an acceptance of the
bloodlust of the beast within. Like inherited lycanthropes, infected lycanthropes are
forcibly transformed into their hybrid state on the night of the full moon; in Barovia, an
infected lycanthrope’s transformation occurs every night other than the new moon.208

Members of the Pack


Kiril Stoyanovich, Emil and Zuleika Toranescu, Skennis, and Wensencia are natural-born,
inherited lycanthropes. Most other members of the pack are infected lycanthropes instead.209
The Krezkov family in Krezk is comprised entirely of inherited lycanthropes (save for Baroness
Anna Krezkov, who married into the family and is human).

Spreading the Curse


If a PC is infected by the curse of lycanthropy, they gain the following features and traits when
the relevant prerequisites are met:

● 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.

Removing the Curse


An inherited lycanthrope such as Kiril, Zuleika, or the Krezkov family cannot be cured of their
condition by Remove Curse or similar magic. Only a Wish spell can do that.

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.

Z2. Guard Post


If the guards here become aware of intruders nearby, they whistle for the wolfpack in area Z3 to
join them at the platform. The wolves divide into two groups, with one at the entrance to Z3 and
the other within the eastern entrance to Z4. The guards and werewolves attack any enemies
that enter the cave, but do not pursue them beyond area Z1.

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.

Z3. Wolf Den


If the alarm is raised, Skennis remains here in human form. Should the PCs confront him,
Skennis taunts them about fearing “an old, feeble man” before spending an action to transform
into his hybrid form.

Z5. Deep Caves


If alerted to activity toward the cave entrance, Bianca and Wensencia hide Kellen in area Z7,
and then return extinguish the torches in this area, hiding behind the central pillar of this cavern.
They are joined by three wolves, which attempt to grapple and drag away any weaker melee
combatants. The werewolves and their companions surprise any PCs whose passive perception
is lower than their Dexterity (Stealth) check.

Z7. Shrine of Mother Night


One of the “empty “cages is occupied by Ilya Krezkov, the son of Baron Dmitri Krezkov. An
inherited lycanthrope, Ilya was captured by Kiril the night of his recent rampage and taken to the
Den to join the pack. Ilya is horrified at his lycanthropic nature, but the strength of his bloodline
has left Kiril impressed at his potential worth as a packmate. Ilya has steadfastly refused to
cooperate with the pack’s demands, however.

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

Dealing with Zuleika


When the PCs arrive at the shrine, Zuleika assumes that they have been sent by Mother Night
as an answer to her prayers. If the PCs demand the release of the children in the cages, Zuleika
agrees to do so - but only if the party first journeys to Castle Ravenloft and releases her mate,
Emil, before returning him safely to her. If the PCs accept her deal, Zuleika promises to use her
light cantrip on one of the teeth of the cave to signal when Kiril is out hunting. If the PCs refuse
her bargain, she casts Spiritual Weapon, and threatens to kill the children herself if they do not
comply.

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

210 /u/RexiconJesse, Steal My Idea: 3 Curses Your Players Won't Expect


211 Modified from /u/StoneStrix, [Homebrew] Monster a Day BBEG Friday: Werewolf Alpha
Development
If the PCs successfully rescue Emil Toranescu, another werewolf alpha, from Castle Ravenloft,
Emil is determined to kill his rival and become the new leader of the pack. The next time Kiril
returns to the Den, Emil challenges him to single combat for control of the pack. With the aid of
a surreptitious casting of Enhance Ability on Zuleika’s part, Emil successfully defeats Kiril and
drowns him beneath the waters of Area Z4, the underground spring. If Zuleika is not present,
and the characters do not intervene on Emil’s behalf, Kiril wins a narrow victory, and directs his
pack to kill the party shortly thereafter.

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:

Skill Challenge: Escaping the Werewolf Pack


In this skill challenge, the PCs must evade the werewolves and make it safely to the gates of
Vallaki or Krezk without losing any of their wards. See here for more information on how to run
skill challenges.

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).

Chapter 12: Tsolenka Pass


Chapter 12: Tsolenka Pass
Road, and terminate just before Tsolenka
🌙 Strands of Fate - Hooks to Tsolenka Pass Pass.
Treasures of the Tarokka: If Madam Eva’s
Tarokka reading suggested that one of the fated 🎨 Worth a Thousand Words - Maps &
treasures lies in the tower of white knights or Battlemaps
within the Amber Temple, the PCs can find it For a rough visual overview of the locations
here or beyond the bridge, respectively. described in this chapter, click here. User
/u/swombat0 has also made several battlemaps
for the locations in this chapter, which you can
Ascending Mount Ghakis find here.
The journey up Mount Ghakis can be
segmented into two parts: the Barovian Climate & Hazards
Highlands, and Mount Ghakis itself.
Weather and environmental conditions in
the Barovian Highlands are largely similar to
The “Mount Ghakis” segment begins after
those of the Svalich Woods below.
Tsolenka Pass, and continues up to the
However, due to the greater elevation, the
Amber Temple (see below). The Barovian
temperature is somewhat colder, often
Highlands, conversely, begin where the
approaching or passing below freezing, and
road branches south from the Old Svalich
snow is more common than rain.
Strong Wind
The weather of the Mountain’s Peak is
A strong wind imposes disadvantage on ranged
much more severe. The ground is nearly
weapon attack rolls and Wisdom (Perception)
always covered with 1” - 2” of snowfall, and checks that rely on hearing. A strong wind also
the temperature is far below freezing. As a extinguishes open flames, disperses fog, and
result, characters who don’t have heat makes flying by nonmagical means nearly
sources, cold weather gear, or magic to impossible. A flying creature in a strong wind
protect them are subject to the effects of must land at the end of its turn or fall.
Extreme Cold (DMG 110).
Heavy Precipitation
Everything within an area of heavy rain or heavy
Extreme Cold snowfall is lightly obscured and creatures in the
Whenever the temperature is at or below 0 area have disadvantage on Wisdom (Perception)
degrees Fahrenheit, a creature exposed to the checks that rely on sight.
cold must succeed on a DC 10 Constitution
saving throw at the end of each hour or gain one Frigid Water
level of exhaustion. Creatures with resistance or A creature can be immersed in frigid water for a
immunity to cold damage automatically succeed number of minutes equal to its Constitution score
on the saving throw, as do creatures wearing before suffering any ill effects. Each additional
cold weather gear (thick coats, gloves, and the minute spent in frigid water requires the creature
like) and creatures naturally adapted to cold to succeed on a DC 10 Constitution saving throw
climates. or gain one level of exhaustion. Creatures with
resistance or immunity to cold damage
automatically succeed on the saving throw, as do
Due to this extreme cold, the following
creatures that are naturally adapted to living in
weather and environmental hazards are ice-cold water.
much more common while ascending the
Mountain’s Peak, and may be included as Slippery Ice
part of any encounter with the DM’s Slippery ice is difficult terrain. When a creature
discretion: Strong Wind (DMG 110), Heavy moves onto slippery ice for the first time on a
Precipitation (DMG 110), Frigid Water turn, it must succeed on a DC 10 Dexterity
(DMG 110), Slippery Ice (DMG 110), Thin (Acrobatics) check or fall prone.
Ice (DMG 110).
Thin Ice
Thin ice has a weight tolerance of 165 (3d10 x
10) pounds per 10-foot-square area. Whenever
the total weight on an area of thin ice exceeds its
tolerance, the ice in that area breaks. All
creatures on broken ice fall through.

Flora & Fauna


The hills of the Barovian Highlands are
dominated by broad-leaved deciduous
trees, including maple, oak, and poplar
trees. At upper slopes, these change to
needle-leaved, evergreen trees including
spruce and pine trees. Beyond the
switchback road above Tsolenka Pass, the a bloody struggle took place shortly
treeline stops, with the weather growing too afterward - indicated by the chaotic array of
cold to support large vegetation. The only boot prints and monstrous pawprints across
flora beyond this point are sparse grasses the ground. A DC 15 Nature check can
and low-growing alpine flowers. reveal that the pawprints are a wolf’s prints -
similar to a dire wolf, but far larger.
The wild inhabitants of the Barovian
Highlands include elk, foxes, goats, wolves, A character that investigates the site and
ravens, and rabbits. Ravens and elk do not succeeds on a DC 10 Investigation check
proceed beyond Tsolenka Pass due to the finds a severed human hand, its veins
cold and sparse vegetation, but the other bloated and tinged black, as well as a pair
four can be found at all altitudes at any time of discarded spears stained with black
of year. blood. A DC 15 Medicine check can reveal
that the veins contain a particularly potent
poison that likely spread from the rest of the
The Barovian Highlands body before it was severed. An investigation
Southern Hills of the tent and sleeping bags reveals a trio
of waterskins, a pouch full of rations, and a
As the PCs begin their journey through the
wooden flute inscribed with the Druidic rune
winding hills that lead to Mount Ghakis, the
for “Air.”
shadow of an enormous bird briefly blots out
the light overhead - the Roc of Mount
This campsite was previously inhabited by
Ghakis. The Roc flies far overhead the PCs,
Birghild, the wife of the Mountain Folk
and pays them no mind, focusing instead on
chieftain, Sigrid; Kaldur, Birghild’s ten-year-
transporting the adult cow that it has
old son; and Runa, a Mountain Folk scout.
clutched in its talons. It soon vanishes from
The two adults had planned to take Kaldur
sight beneath the dark clouds that encircle
on his first hunting trip, but were
the snowy peak of Mount Ghakis.
slaughtered by a demon known as
shoosuva (Volo’s Guide to Monsters, pg.
Abandoned Campsite 137) in the night. Kaldur narrowly escaped,
Shortly after bypassing the southern hills and is currently located at the Frozen Lake.
and entering the craggy road that winds
through the mountains, a PC with a passive
Frozen Lake
Perception of 12 or more can see footprints
This frozen lake is split by an icy causeway
in the snow leading behind a jagged rock
that extends across its middle. Several
formation off the side of the road.
small islands dot the water’s surface, which
Investigation reveals an abandoned
is frozen over by a thin layer of ice (see
campsite behind the rocks, including an
Thin Ice in the Climate & Hazards box
extinguished campfire, a torn and shredded
above). Battlemaps for this lake can be
leather tent, and a trio of fur-lined sleeping
found here (credit to /u/Macharian) or here
bags within the tent.
(credit to /u/SnooTangerines5710).
A DC 15 Survival check reveals that the
A PC with a passive perception of 12 or
campfire was lit the previous night, and that
above that enters the causeway
immediately notices a set of enormous paw gives out and he begins to drown. On turn
prints similar in size and shape to those of a 4, he falls unconscious; on turn 5, he dies.
dire wolf. A DC 22 Nature check can identify
the prints as belonging to a winter wolf The surface of the lake is covered in thin
(Monster Manual, pg. 340). The prints ice, and each island in the lake is covered in
proceed from the south toward the north slippery ice; the water in the lake counts as
end of the lake, parallel to the PCs’ path. frigid water. (see Climate & Hazards above
for more information).
Halfway across the causeway, each PC
must make a DC 10 Perception check; on a When the PCs first kill a winter wolf, the
success, that PC hears a faint voice calling nearest wolf begins to speak to them in
for help. The source of the voice is a small broken Common, asking the PCs to give
child struggling to stay afloat after falling them the child in exchange for guidance to a
through the thin ice - Kaldur, the Mountain great treasure. The wolf claims that it is
Folk boy who fled the abandoned campsite. working to return Kaldur to his settlement,
and that winter wolves serve as “spiritual
Seeking refuge from the shoosuva that guardians” to the people of Mount Ghakis.
attacked his guardians, Kaldur fled toward The wolf is lying (Insight DC 9), and will
the northern lake, but was soon set upon by attempt to flee with Kaldur as soon as
a pack of hungry winter wolves that escape becomes possible.
threatened to eat him. He attempted to flee
across the ice toward the opposite end of Developments
the lake, but fell through and is now close to If the PCs rescue Kaldur, he can share a
drowning. fragmented and terrified version of the
attack that took his mother’s life the
The round immediately after the PCs make previous evening. He doesn’t know what the
contact with Kaldur (a commoner with 2 hit shoosuva is, but can describe it as a “giant
points), they are attacked by four winter wolf with a stinger like a scorpion’s.” He also
wolves, who surprise any PC whose asks the PCs to escort him back to
passive Perception does not beat their Yaedrag. Kaldur doesn’t know the exact
Stealth check. One winter wolf attempts to way home, but knows that the party must
race the PCs across the lake to reach travel north through a forest to get there,
Kaldur, while the other three attempt to slow and that the entrance is hidden behind a
any would-be rescuers down. If a wolf frozen waterfall amidst ancient ruins.
reaches Kaldur, it attempts to grapple him
before dragging him away from the lake; if it If Kaldur makes himself known when the
is unable to escape from the PCs due to its PCs attempt to gain entry to Yaedrag via
slow speed and Kaldur’s struggles, it the tunnel behind the frozen waterfall, the
attempts to reduce Kaldur to 0 hit points guards automatically allow the entire party
before fleeing at full speed into the hills. in.

On turn 3 of combat, assuming he is not


removed from the water, Kaldur’s strength
Overgrown Woods
As the road progresses northward, it is
swallowed up by an ancient, overgrown
forest of snow-covered pine trees and the statistics of a specter, but with the
towering oaks, rendering the path forward following modifications:
invisible. Fifty feet beyond the edge of the
forest lies the corpse of a dead winter wolf, ● The snow maidens have immunity to
carved up by Shoosoova's claws and cold damage.
bloated from the poison of the demon's ● The snow maidens' Life Drain attack
stinger. Just beside the corpse rests an old deals cold damage instead of
headstone carved with the following necrotic damage.
inscription: "Beware the fury of the
mountain's daughters. Follow the dragon's A battlemap of this location created by
gaze and remain on the path." Twenty feet /u/SnooTangerines5710 can be found here.
beyond this stone rests a small stone
obelisk, five feet high and carved on one The final obelisk, which points toward the
side with a sigil of the Order of the Silver exit from the forest, lies in plain sight, but
Dragon that points in the direction of the upon a crumbled base of earth that has
next marker. collapsed from the forest floor onto an
outcropping ledge halfway down a rocky
Once, these obelisks marked a clear path chasm one hundred feet deep. A half-ring of
through the woods here, but time has small stones around the obelisk matches up
caused them to crumble, allowing the with a similar ring toward the top of the cliff,
nearby vegetation to swallow up any signs allowing the PCs to easily determine the
of the roadway that once cut through the obelisk’s original position. A DC 15 Athletics
forest. Now, only the obelisks remain, check is required to reach it, and the carved
halfway-concealed by the underbrush that sigil pointing the way forward is not visible
surrounds them. except when adjacent to the obelisk. On a
failure, the PC attempting to reach the ledge
Three additional obelisks lie along the old falls to the bottom of the chasm, taking 8d6
forest road, each pointing the way toward bludgeoning damage, but may attempt a DC
the next marker. The first obelisk lies 20 Dexterity saving throw to catch
beneath a thorny bramble, and must be themselves on the obelisk's ledge.
located with a successful DC 15 Survival
check. If the PCs fail this check, they must Each of these skill checks may be replaced
each make a DC 15 Constitution saving with an alternate skill check or solution (e.g.,
throw before attempting it again, taking 3d6 the Locate Object, Gust of Wind, or Fly
piercing damage from the surrounding spells) at your discretion and/or your PCs'
thorns on a failure, or half on a success. suggestion.

The second obelisk lies atop a small mound Ancient Ruins


at the heart of a chill, opaque mist, requiring
A half-hour's journey along the road past
a successful DC 20 Perception check to
the woods, the landscape is dotted by
locate. On the party's first failure for this
several dozen ancient stone structures.
check, eight snow maidens appear from
Close to the path, between a crumbled
the mists and attack. A snow maiden uses
tower and a ruined shrine that once honored
the Morninglord and the Ladies Three, a
frozen waterfall falls from a two-hundred- The first time the PCs arrive in this area,
foot cliff into an icy stream that flows into a they are set upon by the hezrou, which
shallow cavern beneath the cliff. On the attempts to conceal itself amidst the snowy
opposite side of this waterfall sits a secret bluffs before attacking the most vulnerable
stone door (Perception DC 20 to locate) that character. The hezrou is motivated solely by
opens up into a forty-foot tunnel that enters bloodshed, and will not depart combat until
into the hidden Mountain Folk settlement of all non-demon enemies are dead. It
Yaedrag. The door can only be opened from immediately engages the most vulnerable
the inside or with suitably powerful magic character with its multiattack and relies on
(e.g., the Telekinesis spell). its magic resistance and stench to defend
itself.
These ruins once comprised a trading post
between the Mountain Folk and the knights At the end of the second round of combat, a
of the Order of the Silver Dragon. Even great roar announces the arrival of the
before Strahd's arrival, the knights of shoosuva, which leaps down to the
Argynvostholt relied on the Mountain Folk combatants from atop an icy ledge. It aims
for guidance through dangerous weather to sate its hunger by slaughtering and
conditions, and honored the indigenous carrying off the weakest prey present, and
deities alongside their own as a show of attacks by using its tail stinger to paralyze
respect. Today, however, the ruins have its target, followed by a bite attack in an
long since fallen into disrepair, and the attempt to reduce its prey to 0 hit points.
surrounding area has become a favored
haunt of the Shoosuva. If the shoosuva succeeds in capturing a
creature, it carries its prey away to the
At the north end of the ruins, several icy Shoosuva's Canyon; if bloodied, it
ledges form a terraced slope up the nearest immediately retreats from combat.
cliff. Mt. Ghakis' resident shoosuva (Volo’s
Guide to Monsters, pg. 137) prowls this You can find a reader-contributed map of
area regularly, attacking any creature that the ruins by /u/Bumbr here. An alternative
breaches the borders of its territory its version by /u/SnooTangerines5710 can be
territory with fang, claw, and stinger. These found here.
ruins also lie at the edge of the territory of a
hezrou. Developments
If Kaldur or Kasimir are present with the
The shoosuva is a recent arrival to this PCs, they can easily guide the party to the
area, a fact known by the residents of secret door behind the waterfall and
nearby Yaedrag. The barlgura has resided persuade the guards to allow the party
here longer, having inhabited the mountains access to the tunnel beyond. Otherwise, a
for a generation. The Mountain Folk party that has been directed to Yaedrag by
(correctly) believe both to be the accursed Kavan's spirit or Madam Eva's fortunetelling
spirits of sinful mortals who sought the can gain entry with a successful DC 15
power of the Amber Temple and who were Persuasion check; on a failure, the tunnel
damned and twisted for their hubris. guards demand that the PCs track and kill
the shoosuva in its canyon to the north,
returning the beast's head and stinger to Tent Village
prove their worth. The Mountain Folk won't Nearly all of Yaedrag's occupants live within
answer or open the door for anyone else. large conical tents woven of hides from elks
and bears hunted among the snowy forests.
Yaedrag Most residents work as hunter-gatherers,
Yaedrag is a small village of no more than though many perform specialized tasks
one hundred inhabitants, populated entirely such as tanning, nursing, woodworking, or
by the Mountain Folk of Mount Ghakis. jewel making. Many members of the tribe
Lying within the crater of a hollow also serve as warriors and guards, training
mountainous peak north of Tsolenka Pass, in the ancient ways of the berserker to
its people enjoy the quiet and safety their defend the village from outside harm and
isolated location provides. intrusion.

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.

Tsolenka Pass On its subsequent turns, the roc attempts to


The first time that the PCs arrive at the target the largest, meatiest-looking creature
bridge at Tsolenka Pass, if Strahd has on the bridge with its talons attack. Once it
discovered their location or knows that they has captured its prey, it rapidly climbs
plan to journey to the Amber Temple,
through the air, away from the bridge and standing against the edge of the ridge.
toward its nest at the peak of Mount Ghakis. Sangzor attempts to flee when bloodied.
It uses its action to dash unless its prey
fights back, in which case it attacks with its This ridge is also a precarious avalanche
bite until the grappled creature is dead. zone. Sangzor’s routine ramming of the cliff
face has caused heavy piles of icy snow to
If, at the beginning of the Roc’s turn, there build up above - and while the goat’s Sure
are no living creatures present atop the Footed feature allows easy escape from
bridge, it shrieks in disappointment and collapses, any nearby adventurers may not
returns to its nest. be so lucky.

Each time a creature casts a non-cantrip


Mount Ghakis spell that deals fire, lightning, force, thunder,
Sangzor’s Ridge or bludgeoning damage, or any spell that
disrupts the nearby environment (e.g., tidal
This snowy, mile-long ridge (see here for
wave or earth tremor), they must roll 1d10.
battlemap; see here for an alternative)
If the result is equal to or below the level of
overlooks the fog-shrouded Svalich Woods
the spell cast, an avalanche begins.
to the south of Luna Lake. Its tall, rocky
bluffs are carved with deep gouges, each
half the width of a man’s torso - markings Running the Avalanche
left by Sangzor, the giant goat, which has Once triggered, the avalanche can be run
claimed this territory as its own. as a chase sequence (credit to
/u/mysteryHLshopper for developing this
According to legend, Sangzor has inhabited idea).212
this ridge for centuries - and its size and
sheer toughness both do little to bely those The PCs begin the sequence 100 feet in
rumors. Sangzor has the stat block of a front of the avalanche, and can attempt to
mammoth, but is Large sized, and has the flee from the avalanche each turn. The
Sure Footed feature from the giant goat avalanche falls from behind and above,
stat block. Its thick and ancient hide gives it preventing PCs with fly speeds from
the Magic Resistance feature, as well as escaping it without issue. The chase ends
resistance to bludgeoning, piercing, and after five rounds.
slashing damage from non-magical attacks.
Its gore attack rams its horns into its target, Each PC must roll initiative, with the
dealing bludgeoning damage rather than avalanche acting on initiative count 0. Each
piercing. PC also gains a number of dash points
equal to 2 plus their Constitution modifier.
As the PCs travel across this path, a thick Each PC’s turn then proceeds in the
snow begins to fall. Sangzor makes a following order:
Stealth (Dexterity) check to conceal itself
among the white snow before attacking. It
prioritizes attacking the largest or most 212
physically powerful PC, but will immediately https://www.reddit.com/r/DnDBehindTheScreen/
comments/cpvm36/three_ways_to_run_an_aval
take the Shove action against any PC
anche/
● The PC rolls 1d20, and the DM that creature takes 4d10 bludgeoning
announces the corresponding result damage and becomes restrained.213
on the Complications Table (see
below). The PC may use a skill or At the end of each turn that a creature
cast a levelled spell in order to remains restrained in this way, it must make
overcome that complication, so long a DC 15 Strength saving throw or take an
as that skill or spell takes no more additional 2d10 bludgeoning damage. When
than one action to complete. A PC the encounter ends, the avalanche settles,
that casts a levelled spell or a PC and any restrained creatures cease taking
that beats the corresponding DC damage. A creature with a Strength score of
automatically overcomes the 15 or more can dig itself out in 2d6 minutes;
complication; a PC that fails the DC otherwise, it takes 2d10 minutes for a
suffers the complication’s creature to dig itself out of the snow and
consequences this turn. debris.
● If the PC has a base speed of 60
feet or higher without taking the Creatures that are proficient in Survival can
Dash action (e.g., due to the Fly learn how far the avalanche will move at the
spell) or if the PC uses a bonus end of the current round with a successful
action to increase their speed (e.g., DC 10 Survival check.
by spending 1 ki point to use Step of
the Wind, using Cunning Action, Complications Table
etc.), the PC runs 200 feet away The table below presents a list of ten types
from the avalanche. Otherwise, the of complications that may affect your PCs
PC runs 100 feet away from the as they attempt to escape the avalanche.
avalanche. If a consequence causes Each complication must be overcome with a
the PC to move at half speed corresponding challenge. Though the table
instead, they move 100 or 50 feet, offers a brief list of recommended skill
respectively. checks for overcoming each complication
● The PC can choose to expend a (e.g., a DC 10 Perception check to
dash point to move an additional overcome a Poor Visibility complication),
200 or 100 feet, depending on their PCs are invited to be creative with their
speed. If a PC has no more dash
points remaining, they can make a 213 Assuming (1) the avalanche advances an
DC 10 Constitution saving throw; on average of 175 ft/round; (2) each PC has a
speed of 30 ft and a Constitution modifier of +2
a success, they move an additional (and therefore 4 dash points); (3) each PC faces
200 or 100 feet, depending on their a complication 50% of the time and fails that
speed; on a failure, they gain one complication 50% of the time; and (4) each
point of exhaustion. complication reduces a PC’s speed by 75% in a
given round, each PC will move an average of
150 ft/round for the first four rounds and 75
At the end of each round, the avalanche ft/round for the final round. In this situation, the
advances 50 feet plus an additional 1d4 x avalanche will catch up to the PCs in the fourth
50 feet. If this movement causes the round and overtake them in the fifth round,
requiring the average PC to risk exhaustion to
avalanche to move further than a creature, outrun it, or forcing an unlucky or low-
Constitution PC to expend spell slots or risk
exhaustion simply to keep pace.
responses (e.g., casting Gust of Wind to
automatically clear a Poor Visibility If failed, each complication carries with it a
complication, or casting Fly to automatically corresponding consequence (see the
overcome a Balancing complication). Complications table on the next page)..

1d20 Complication Skill Check Consequence Examples

1 Poor Visibility DC 10 The creature moves at thick fog, snow flurry,


Perception half speed for 1 round gale of wind

2 Impediment DC 10 Athletics The creature moves at crashing tree,


or Acrobatics half speed for 1 round slippery ice

3 Barrier DC 15 Athletics The creature moves at escarpment or cliff,


or Acrobatics half speed for 1 round icy river, fallen tree

4 Uneven DC 15 Acrobatics The creature has steep incline or


Ground or DC 10 Survival disadvantage on their decline, slippery ice
next ability check or
saving throw.

5 Obstacles DC 15 Acrobatics The creature moves at field of jagged


half speed for 1 round boulders, chunks of
broken ice

6 Entanglement DC 13 Acrobatics The creature becomes deep snow, broken


restrained (can ice over water
immediately make DC 13
Strength check to end)

7 Cramped DC 15 Acrobatics The creature moves at canyon, small cave,


Space half speed for 1 round strong winds

8 Balancing DC 10 Acrobatics The creature cannot crumbling ice, ice


move this turn. bridge over ravine,
rocky ledge

9 Animal Herd DC 15 Acrobatics The creature is pushed giant elk, herd of


or DC 13 Animal back 100 feet and takes goats
Handling 4d10 bludgeoning
damage.

10 Hunter N/A A nearby creature makes Sangzor, winter wolf,


an opportunity attack snow maiden
against the creature. (specter stat block)

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.

To complete each stage of the challenge, A creature that successfully casts


each PC must make a skill check or cast a Leomund’s Tiny Hut automatically passes
spell, as described here. At the beginning of this and the following two stages if they
each round, each character must make a pass three consecutive DC 10 Constitution
DC 10 Constitution saving throw; on a saving throws; otherwise, the caster takes
failure, that character makes all ability 2d6 cold damage and must begin again.
checks this round with disadvantage.
A PC can locate shelter and complete this
Any creature that attempts to fly in the stage with a successful DC 17 Survival
blizzard must land at the end of its turn or check, a successful DC 15 Athletics check
fall prone. to scale the cliff toward higher ground, a
successful DC 17 Nature or Investigation
check to identify likely points of shelter
214
https://www.reddit.com/r/DMAcademy/comment within the architecture of the cliff, or other
s/5j9gux/how_do_i_make_a_blizzard_into_an_e skills or spells at the player’s suggestion.
ngaging/
Regardless of which skill or spell a PC uses After the obstacle is determined, each
to complete this stage, the party member of the party must make a saving
successfully locates a cavern halfway up a throw corresponding to that specific
switchback trail that can serve as shelter. obstacle. Each PC that fails the saving
This is the Bodak Cave (see below). throw suffers the corresponding
consequence.
Stage 3: Stay on Track: As the party
attempts to make their way together toward If all members of the party fail the saving
the shelter that they’ve located, the players throw, the PCs must choose a new leader,
must select one character to lead the way who rolls a new obstacle. This counts as
toward their destination. That PC must roll one failure for the skill challenge. The
1d20; the result of this roll determines which process continues until at least one PC
obstacle the PCs will face on the path succeeds on a saving throw. When at least
toward their destination, given by the table one PC succeeds on the saving throw, the
below. party successfully reaches the cave.

1d20 Obstacle Saving Throw Consequence

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

Bodak Cave fire or similar source of heat, each PC must


make a DC 15 Constitution saving throw.
When the PCs first arrive in this cave (see
On a failure, the character suffers 2d6
battlemap here), the blizzard outside
points of cold damage, and that hour does
continues to rage, casting a deep, bone-
not contribute to the completion of a long
chilling cold into the interior chambers. For
rest.
each hour that the party remains in the first
or second chamber of the cave without a
There is no wood within the cave, but a the third chamber. Its eastern wall bears a
Create Bonfire spell can be used to rough, carved inscription written in
repeatedly conjure a campfire for as long Common: “THE SHADOWS LIE.” Below,
as the caster is awake. A PC can also around, and above it, are carved several
attempt a DC 20 Survival check to range dozen repetitions of a single phrase in
outside of the cave for wet (but burnable) Abyssal: “Do not accept their gifts.”
branches and roots, which can be lit with a
successful DC 10 Survival check or any The black line of lichen is accompanied by
1st-level spell or cantrip that deals fire a trail of dark crimson that smears across
damage. Other skills, resources, or spells the floor from the entrance toward the rear
may be used at a player’s request and at chamber. A DC 15 Medicine check shows
the DM’s discretion. this to be comprised of blood - scarcely a
day old.
Alternatively, a PC that ventures forth into
the second chamber of the cave can Toward the rear of the room, a narrow
gather enough lichen from the walls to to opening scarcely three feet across allows
fuel a campfire. passage to the third chamber. This
passageway winds an additional five feet
If the PCs take a long rest in this cave, the forward before opening into a dark corridor.
two bodaks in the third chamber emerge Any creature within the second chamber
to attack. can hear a low-pitched, pained moan
emanating from the narrow opening.
The blizzard outside ends the next
morning, allowing the party to progress. Bodak Labyrinth
This labyrinthine “chamber” comprises
Entry Chamber several narrow corridors criss-crossing and
The first chamber of the Bodak Cave holds encircling one another in a maze. The trail
the cavern entrance and is a spacious but of blood leads toward the center of the
barren and earthy room approximately forty area, where a large mound of gnawed
by forty feet across. It is connected to the bones lies at the intersection of two
second chamber by a narrow winding corridors. See here for a potential map that
passageway five feet across and ten feet may be used to depict this area.
long. Any creature near this passageway
can hear a low moan emanating from the A dead elk calf is lying against the bones,
chambers beyond, similar to that of a its eyes torn from their sockets and its
person in pain. stomach gouged open. Closer inspection
reveals that the calf’s flesh has begun to
Carved Message slough from its bones, its hide and muscles
The second chamber is approximately half rotting and its organs scorched a dark,
the size of the first. The lower walls and sickly grey. A DC 15 Medicine check can
floor are covered in a thick, grey-green show that the calf’s hide was torn by long,
lichen, save for a wide black streak of sharp claws; and that its innards appear far
lichen that cuts across the room from the more decayed than the freshness of its
first chamber’s corridor to the entrance to blood would indicate.
alongside an ancient, torn letter that reads:
The labyrinth contains two dead ends, one “Cassius - I know I’m breaking my promise,
to the east and one to the west, each one but I can’t ignore these visions any longer.
containing a “nest” belonging to one of the If there is a way to bring Mother back, then
two resident bodaks. Both nests are made I have to take it - no matter the risks.” It is
of rotted fabric, gnawed bones, and a circle signed: “Deirdre.”
of lumpy stones.
The western nest contains a set of
When a character first enters the chamber, shredded clothes, a crumpled map that
one bodak is eating the calf beside the shows a path up Mount Ghakis to the
bone mound, while the other bodak lurks Amber Temple, and a purse containing 6
in the western nest. A creature that makes silver pieces.
a successful DC 14 Stealth check can
sneak up on either bodak without being Each bodak wears a chain necklace
detected; however, any sign or sound of bearing a shard of amber bound to the
intrusion immediately places both bodaks vestige of Sykane, the Soul Hungerer.
on alert, allowing them to immediately
active their Aura of Annihilation feature Rimespire Canyon
and stealthily move through the cavern.
The Amber Temple is concealed by the
natural crags of the Rimespire Canyon,
The Aura of Annihilation is not obstructed
whose entrance lies at the north end of the
by cover, allowing a bodak to damage any
Blizzard Fields. An experienced tracker can
other creature that ends its turn within a
locate the entrance to the canyon within
30-foot radius of its location - whether the
one hour with a successful DC 15 Survival
bodak and its target are separated by
check; otherwise, a party that is searching
empty air or a ten-foot-thick cavern wall.
for the canyon automatically finds it after
2d4 hours of searching.
In combat, a bodak attempts to stalk its
prey, preferring isolated targets that are
The canyon itself is 50 feet wide, 100 feet
vulnerable to its Death Gaze. On its own
tall, and half a mile across. Its frozen sides
turn, the bodak uses its Withering Gaze to
are nearly perfectly sheer and bereft of
damage the closest target, and uses its
caverns or outcroppings, and it contains
high Stealth skill to hide away in the
only three structures: a deep chasm that
labyrinthine tunnels in response to sunlight
bisects the canyon’s midpoint; the Amber
or a Turn Undead effect, skulking away to
Temple; and the enormous spire of frozen
a more advantageous position before
ice that gave the canyon its name.
attacking once more. Neither bodak will
flee the cavern, and both will fight to the
death if cornered.
Deep Chasm
The chasm is 200 feet deep and 60 feet
Treasure wide, and its bottom is lined with jagged ice
The eastern nest contains an old spikes ten feet in height. It runs
adventurer’s pack containing 12 blood- perpendicular to the canyon, intersecting it
stained platinum pieces and 56 gold pieces at the quarter-mile point, and has no
ledges or handholds. (A reader-contributed The Rimespire
map for this location can be found here). The eponymous “Rimespire” lies
approximately halfway into the curving
An old and crumbling natural stone bridge canyon. Standing just over 70 feet in
five feet across passes over its center, height, this single-helix ice structure has
allowing medium-sized creatures to pass stood within sight of the Amber Temple
over. However, a constant strong wind since the temple was first constructed,
(see Climate & Hazards above) makes it shedding mass in warmer months and
difficult to keep upright, requiring a regaining its volume in the winters.
creature to make two DC 14 Athletics
checks to pass safely. A creature that All of the ground in a 100-foot radius
crawls across the bridge on its hands and around the Rimespire is slippery ice (see
knees automatically succeeds on its Climate & Hazards above).
Athletics check, but a creature that fails
either check must make a DC 15 Dexterity
Flight from the Roc
saving throw or fall to the bottom of the
This skill challenge has five stages: (1)
chasm, suffering 20d6 bludgeoning
crossing the chasm; (2) avoiding the
damage from the impact plus an additional
rockslide; (3) withstanding the gale; (4)
4d10 piercing damage from the ice spikes.
crossing the ice; and (5) fleeing the spire.
Developments
Stage 1: Crossing the Chasm. The PCs
After each PC has made their first Athletics
must successfully cross the deep chasm to
check to cross the bridge, if the roc of
avoid the roc’s first swoop. Each PC must
Mount Ghakis has not already been slain
make a DC 14 Athletics check to cross the
elsewhere, its piercing screech rings
bridge as normal; however, a PC may also
through the canyon. An instant later, the
use magic or different skills such as
great bird’s shadow falls over the party,
Acrobatics or Survival (if possessing a
forcing them to make a decision: to run for
climber’s kit or similar equipment) to
the Amber Temple or stand and fight.
succeed. A PC that chooses to crawl
across the bridge automatically fails this
If the PCs decide to fight, the roc—once
check, taking 4d6 + 9 slashing damage as
the familiar of the Seeker—attempts to
the roc’s talons rake across their back.
seize and kill each of the PCs to prevent
them from claiming the profane power
Stage 2: Avoiding the Rockslide. The roc
contained within the Temple. If
flies ahead of the party and perches on the
encountered here, the roc fights until
side of the canyon, its great weight and
reduced to 100 hit points, then departs to
enormous talons scraping loose an
return to its nest.
avalanche of ice, earth, and stone that
threatens to bury the PCs beneath it. Each
If the PCs choose to flee for the Temple,
PC may make a DC 15 skill check of their
run Flight from the Roc below.
choice or cast a levelled spell in order to
evade this rockslide. Recommended skills
include acrobatics, athletics, investigation
(to calculate the trajectory of the falling
rocks), and perception (to spot a path Stage 5: Fleeing the Spire. The Roc,
forward through the rockslide). A creature maddened by the PCs’ ability to evade it,
that fails this check takes 2d10 points of flies blindly toward the party - colliding with
bludgeoning damage and has and cracking the Rimespire. The enormous
disadvantage on any checks made in the ice spire splinters at its base, sending the
third stage. conical spike tumbling through the canyon
toward the fleeing PCs. Each PC may
Stage 3: Withstanding the Gale. The make a DC 15 Athletics check or cast a
roc’s mighty wings summon a forceful gale levelled spell to evade the rolling spire. Any
that threatens to bowl the PCs from their creature that fails to do so must make a
feet. Each PC must make a DC 15 DC 12 Dexterity saving throw or be
Strength saving throw in order to stand crushed by the rolling spire, taking 4d10
their ground against the oncoming winds; a bludgeoning damage plus 2d6 cold
creature that roots themselves to the damage on a failure or half damage on a
ground with a piece of equipment (e.g., success.
grappling hook or battleaxe) or that casts a
levelled spell to fortify their position has
advantage on the save. A creature that
fails this saving throw has disadvantage on
any checks made in the fourth stage;
additionally, each character that failed
must make a Dexterity check. The
character with the lowest result suffers 8d8 When the snow and dust settle, the PCs
+ 18 piercing damage as the roc slashes at find themselves safely beneath the
their prone form with its talons and tears at outcropping of rock at the end of the
them with its beak. canyon that shelters the Amber Temple. If
alive, the roc gives a final screech of rage
Stage 4: Crossing the Ice. Just as the before returning to its nest at the peak of
Amber Temple finally comes into sight, the Mount Ghakis.
PCs must cross the slippery ice that
surrounds the Rimespire. Each PC may
make a DC 15 skill check of their choice or
cast a levelled spell in order to make their
way at full speed across the icy field.
Recommended skills include acrobatics,
nature (to predict patches where the ice is
thinnest), perception (to locate a path
covered in snow for greater friction), or
survival (to draw on past experiences to
avoid slipping). Each creature that fails has
disadvantage on any checks or saving
throws made in the final stage.
Chapter 13: The Amber Temple
🌙 Strands of Fate - Hooks to the Amber Temple
Treasures of the Tarokka: If Madam Eva’s Tarokka reading suggested that one of the fated treasures lies
within the Amber Temple, the PCs can find it here or beyond the bridge, respectively.

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.

⚠️Note: Additions & Replacements


All content below is an addition to the content in the original module, rather than a replacement, unless
implied or specifically stated. As such, if a specific magic item has a new description, or if a room contains a
new monster encounter, you can assume that this description and encounter have replaced the original
description and encounter.

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.

X1. Temple Facade


The following inscription has been carved into the frame above the front door into the Amber
Temple:

If you seek honor or power, turn back - for these walls hold naught but doom.

In amber tombs below, the darkness shelters a timeless evil.

This temple is infected with a scourge of malevolent divinity.

Our arrogance and folly forged this place into our prison.

Leave now, before our damnation becomes yours.


A character with a passive Perception of 15 or greater notices that the snow to the left side of
the temple entrance appears to have been traversed recently. A DC 15 Survival check reveals a
set of human footprints alongside a much larger pair of canine paw prints leading to Area X1a
(Narrow Fissure). A DC 15 Nature check can identify the paw prints as belonging to a winter
wolf.

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.

Potential tributes include:

● The true lycanthropic nature of the Keepers of the Feather


● The headquarters and leadership of the Keepers of the Feather
● The identity and location of Mordenkainen
● The contents of the Tome of Strahd
● The true identity of the Abbot
● The history and current status of the Fanes of Barovia

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.

X15. Southwest Annex


The four berserkers that reside in this chamber are members of the Mountain Folk settlement
of Yaedrag, and are led by Helwa, a gladiator and the eldest daughter of Chief Sigrid, making
her the powerful but impatient heir to Yaedrag’s leadership.

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:

● Keldei, Helwa’s First Spear, a stubborn, and powerfully loyal warrior.


● Astrid, an inquisitive and curious tracker.
● Frida, a timid but fierce hunter
● Harald, a proud, stocky fighter

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.

X17. Upper West Hall


The three flameskulls in this chamber will not attack any creature that has made a successful
tribute to Neferon, unless that creature has previously stolen a treasure or magic item from
within the Temple.

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.

X27. Lich’s Lair


Formerly the head chancellor of the mages guarding the Amber Temple, Exethanter swiftly
moved to accept the dark gift of Tenebrous as the Temple fell into darkness and temptation.
However, in the many centuries of isolation and corruption that followed, his mind has decayed
greatly, leaving him in his current pitiable state.

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.

Exethanter’s spellbook is currently opened to a scribbled recipe for a Potion of Greater


Restoration. The following note has been jotted hastily in the margins.

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.

The recipe is as follows:

Potion of Greater Restoration


1. Brew a one-quart base of third-degree reagents (1 activator : 2 declinator).
2. Add a pinch of nightfern leaves (NOT blackwort leaves - highly toxic!).
3. Mix in ounce of rimesap for potency (check the hidden compartment)
4. Simmer for five minutes; add wyvern mucus (extra samples in cabinet if needed; taste first to confirm it’s
not pale tincture).
5. Add holy water and stir.

The phrase “holy water” is circled and underlined twice.

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.

The PCs can successfully complete each step as follows:

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.

X30. Preserved Library


Upon entering this chamber, the PCs can find Exethanter standing on the carpet in the center of
the room, looking lost. After greeting them, if the PCs seem friendly, the lich asks if any of the
characters have seen his “book.” If asked, he describes the book as “heavy,” “wrapped in a
smooth, tough material” (leather), and written in ink “the same color as those short, skinny
plants” (green grass). He also recalls that it has the word “Incants” in the title, and that he left it
open on a desk somewhere. He doesn’t know where the desk is, but knows that it isn’t
downstairs.

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.

X33. Amber Vaults


Each time a creature uses a dark gift received from one of the vestiges of the Amber Temple, it
must make a DC 10 Charisma saving throw; on a failure, one of the following consequences
occurs, based on the creature’s level (or twice the creature’s Challenge Rating, if it doesn’t have
a level):

● Level 1 or Lower: The creature is overwhelmed by the malevolent power and is


immediately transformed into a ghoul.
● Level 2 or 3: The creature is overwhelmed by the malevolent power and is immediately
transformed into a nothic.
● Level 4 or Above: The creature gains an additional stage of corruption, depending on
the dark gift it accepted and dictated by the Corruption Table below. Creatures accrue
corruption from different dark gifts separately. (For example, if a creature has two levels
of corruption from Fekre’s dark gift and one level of corruption from Drizlash’s dark gift,
and that creature fails a saving throw while using Drizlash’s dark gift, the creature now
has two levels of corruption from Fekre and two levels of corruption from Drizlash.)
Each time the creature succeeds on this saving throw, the DC for the next saving throw
increases by 5. The third time the creature makes a successful saving throw, its new abilities,
attributes, and flaws become permanent and it does not need to make any more saving throws.

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).

215 Mavinus#0903, /r/CurseOfStrahd Discord


Corruption Table
Wherever a corruption stage lists a specific feature or attack (e.g., the Rotting Presence
feature in the second stage of Fekre’s corruption), assume that it uses the same description and
statistics as the corresponding feature or attack on the stat block of the creature listed in the
third stage of that vestige’s corruption (e.g., the bulezau).

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).

Vestige Stage One Stage Two Stage Three

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.

X33. Amber Vaults216


The dark gifts and accompanying flaws listed in the original module have been replaced by a
new set of dark gifts (listed below) and the risk of progressing through the Corruption Table for
each particular dark gift (see above).

X33A. Vault of Shalx.


West Sarcophagus. A creature that touches this sarcophagus is mentally transported to a vast,
dark stone chamber lined with twisted pillars and sculptures of snakes. At the opposite end of
the chamber, upon a dais, rests a dark stone altar that bears a porcelain bowl decorated with
simple swirling patterns. The bowl is filled with a bubbling purple liquid.

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.

South Sarcophagus. A creature that touches this sarcophagus is mentally transported to an


infinite, flat plain of dead vegetation and dry, cracked soil. Overhead, torrential black storm
clouds swirl as immense lances of lightning flash across the sky, followed shortly by pounding
eruptions of thunder. No rain falls.

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.

X33B. Vault of Maverus


North Sarcophagus. A creature that touches this sarcophagus is mentally transported to a
circular chamber filled with shelves that groan beneath the weight of arcane components,
potions, and devices. The floor, which is forged of glittering lapis-lazuli, is carved in the design
of a pentagram. Each of the pentagram’s points bears the sigil of one of the five elements of
fire, earth, wind, water, and will. At the center of the room, upon a white marble pedestal, rests
an orb carved from an amethyst gem.

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.

South Sarcophagus. A creature that touches this sarcophagus is mentally transported to a


lush windowless parlor lit by flickering candlelight and filled with soft pillows, divans, love seats,
and futons colored pink, pastel green, and scarlet red.

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.

X33C. Ghastly Vault


North Sarcophagus. A creature that touches this sarcophagus is mentally transported to a
decrepit stone hall cloaked in thick webbing. The webs are covered in small, silk-woven sacs
that range in volume from the size of a fist to that of a humanoid’s head; if broken, they release
3d4 swarms of spiders that escape into the surrounding webbing. The walls and floor are lined
with ancient bones marked with the prints of many teeth, and rusted weapons and armor are
trapped haphazardly among the webbing.

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.

East Sarcophagus. A creature that touches this sarcophagus is mentally transported to a


circular chamber whose walls, floor, and ceiling are forged entirely of concentric rings of human
teeth. Nine alcoves line the walls, each containing the unconscious and floating body of an
unconscious human, elf, half-elf, half-orc, dwarf, halfling, tiefling, dragonborn, or gnome.
The bodies cannot be woken. At the center of the chamber stands a stone dais upon which
rests a tall stone basin. Within the basin swirls an ever-shifting liquid of wispy strands of grays,
whites, and blues. Visions of dozens of shifting, ever-morphing faces are visible in the liquid’s
surface.

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.

South Sarcophagus. A creature that touches this sarcophagus is mentally transported to a


kingly throne room carved of pure marble and decorated by ornate wall hangings and tapestries
of gold and purple. A tall and proud throne sits upon a raised dais at the room’s end, carved of
gold and gilded with platinum. Upon the throne’s seat, resting on a soft violet pillow, rests a
golden crown inset with many beautiful and priceless gems.

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.

X33D. Breached Vault


West Sarcophagus. A creature that touches this sarcophagus is mentally transported to a vast,
frozen wasteland. Strange, twisted monuments of ice arc unnaturally in leaping spirals and
immense, impossible architectures. Shards of ice swirl on the wind, cutting into any exposed
flesh. Several hundred yards away rests a near-bottomless pit, its sides covered in snow and
frost, its base glowing a faint, weak orange-red several dozen miles below. A constant column
of red-hot magma rises in great, shifting blobs from the base of the pit, swirling in a column of
air into the skies above.

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.

X33E. Vault of Harkotha


North Sarcophagus. A creature that touches this sarcophagus is mentally transported to a
circular glass platform floating in an endless, starry void. At the center of the platform, upon a
raised glass pillar, rests a spherical object covered in a simple red cloth.

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.

West Sarcophagus. A creature that touches this sarcophagus is mentally transported to a


desolate wasteland of mountainous canyons, ridges, and chasms that bubble with streams and
geysers of lava. A great river of lava cuts through the earth nearby, its surface churning with
melting black stone and spouts of hot magma. The river flows into a large lake of lava, framed
by a semicircle of five great mountains that tower above the rest.

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.

X33F. Vault of Thangob.


West Sarcophagus. A creature that touches this sarcophagus is mentally transported to a
decrepit chapel carved of black marble. Stone coffins carved with pentagrams fill the sanctuary
in long, perfect rows, their covers removed to reveal the ancient undead that lie within. Atop a
dais at the opposite end of the chapel lies an additional open stone coffin.

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.

South Sarcophagus. A creature that touches this sarcophagus is mentally transported to an


impenetrable void of perfect blackness. The floor is wet, as though covered by a thin layer of
liquid water. In the distance, a standing silver mirror, taller than the creature, can be seen.

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.

X38. Haunted Room


Should the PCs encounter the poltergeist that haunts this chamber, rather than forcing the
players to roll initiative, treat the spirit as an active trap or hazard, allowing it to move and attack
the PCs whenever you feel that six seconds (one round) have passed in-game.

X42. Amber Vault


West Sarcophagus. A creature that touches this sarcophagus is mentally transported to a dark
field of dead grasses and twisted, dying trees. Littering the ground are thousands of pale,
shriveled corpses, their bodies torn, pierced, and drained of all blood. Tens of thousands of
enormous black bats, each one the size of a small dog, hang from the branches of the trees,
their eyes fixated upon the creature.

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.

South Sarcophagus. A creature that touches this sarcophagus is mentally transported to a


dark tomb, the walls lined with twisted engravings of undeath and sacrilegious, profane arcane
rites. A pair of pedestals carved from enormous, powder-white bones hold a pair of objects: one,
an ancient grimoire bound in human skin; the other, a small metal box inscribed with hundreds
of intertwining, concentric arcane symbols.

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

Chapter 14: The Ruins of Berez


🌙 Strands of Fate—Hooks to Berez
Treasures of the Tarokka: If Madam Eva’s Tarokka reading suggested that one of the fated treasures lies
within Berez, the PCs can find it beneath Marina’s Monument or in Baba Lysaga’s hut.

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.

Running Baba Lysaga


Baba Lysaga is the deepest enigma of the RAW module. Despite the presence of a full page
devoted to her backstory and statblock, we know precious little about her personality. However,
what we do know is informative.

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).

Approaching the Ruins


The original module notes that, whenever the PCs take a short or long rest in the marsh, they
are troubled by several swarms of hungry flies (unless the PCs are in Lysaga’s Hut or near
Marina’s Monument).

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.

U2. Ulrich Mansion


If Ireena is present when Lazlo appears to the PCs, he greets her as if she were Marina,
apologizing profusely for his crimes against her and insisting that his actions were “necessary”
to protect her from the Devil’s clutches.

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.

Combat with Baba Lysaga


If the PCs trigger an encounter with Baba Lysaga by triggering the skulls, she arrives on her
flying skull on initiative count 20 in two rounds. Her scarecrows arrive soon after, with two
arriving every other round until all seven have arrived.

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.

U3. Baba Lysaga’s Hut


Hut Interior
The wicker cabinet containing Baba Lysaga’s wicker cabinet contains one potion of cloven
curse and two null tinctures. A creature that drinks a potion of cloven curse must succeed on a
DC 17 Charisma saving throw or be turned into a goat. Shapechangers are immune to this
effect. The potion can be reversed only by a creature casting dispel magic at 6th level (or by
casting dispel magic and beating a DC of 16), casting remove curse, or by feeding the victim a
null tincture. A null tincture, if imbibed, ends all spells and magical effects of 3rd level or lower
currently affecting its drinker.
If Baba Lysaga has taken one or more wereravens prisoner (see The Wizard of Wines guide for
more information), they have been held captive in a rusted iron cage sitting on her desk. The
cage is held shut by one of Lysaga’s arcane lock spells and opening it requires a knock spell, a
successful DC 20 Strength check, or a successful DC 20 Dexterity check using thieves’ tools.

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.

Encounters with Lysaga


If she has not been drawn forth by activity elsewhere, the PCs can find Baba Lysaga here. As-
written, she cannot hear anyone approaching due to the squawks of her imprisoned swarms of
ravens. Her hut has no windows, but because her hut’s entrance has no front door, a PC whose
Stealth roll exceeds her passive Perception (13) can peer through the empty doorway to spy on
the crone’s activities without detection.

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.

When encountered in her hut, Lysaga is likely to be:

● stuffing and weaving a new (inanimate) scarecrow,


● repairing a damaged (animate) scarecrow with needle and thread,
● sorting through the spell components in her wicker cabinet,
● restraining a sacrificial goat,
● cooing over the illusory infant Strahd,
● using her swamp water-filled tub to scry on (and receive a regular, pre-scheduled one-
way report regarding goings-ons at the castle from) a Barovian witch in Castle
Ravenloft, or
● taunting the ravens imprisoned in the cage on her desk (if she has wereraven prisoners).

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.)

U5. Marina’s Monument


If Ireena lays her hand upon Marina’s epitaph after receiving Sergei’s instructions, her past five
lives manifest before her:

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.

And then, the swamp is gone.

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).

U5a. Marina’s Cottage


You find yourselves in a small one-room cottage, its single cramped chamber lit by the flickering lights of
several candles. A pair of old, dusty windows look out over a dark, mist-shrouded village, and a lonely
wooden bookshelf groans beneath the weight of the many books upon its shelves.

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.

U5b. The In-Between


The PCs find themselves standing in a blank white space (the “In-Between”) surrounded by five
tall windows. This space is an environment created by and within Ireena’s soul; through it, the
PCs can encounter and “save” each of Ireena’s past lives in turn, allowing her to connect with
their memories and experiences. Each time the PCs return to this space, they gain the benefits
of a short rest.
The first time the PCs enter the In-Between, and each time thereafter, they are joined by Ireena
Kolyana. If the PCs successfully protected Marina, Ireena now possesses some of Marina’s
memories, and is astounded and somewhat overcome by the experience of recalling memories
from a life she never lived. She can recall Vasili’s face and mannerisms, and quickly realizes
that Strahd and Vasili are associates or (more likely) the same person. She is venomous toward
Strahd for his pursuit of Marina, and determined never to allow her life to be the plaything of
powerful men again. She believes that Marina deserved better than to have her story come to
an end as a result of Strahd’s predations.

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.

U5d. Slopes of Mount Ghakis


The howling wind muffles all sound, and the biting cold leaves your skin numb. A frozen wasteland of eerie
white surrounds you, a craggy mountain peak rising far above the snowy ridge on which you stand.
Overhead, the pale moon looms above a dark night sky. Several yards away, huddled beside a cliff and
wearing a soaked and half-frozen cloak, is a female figure holding a pale-wood wand in one hand and a
soaked book in the other. She bites out several syllables through chattering teeth, and a small wisp of flame
curls from the tip of the wand before dissipating in the arctic air.

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.

U5e. The Burning Church


A slouching church steeple, just beginning to fall to the ravages of age, burns with a torrent of crimson
flames. A splintering support beam sends sparking embers leaping into the black, smoke-filled sky as rain
pours from storm clouds overhead, thunder rumbling and lightning crackling in the distance. A man wearing
a brown monk’s robe watches the sight with silent horror and haunted eyes; beside him a pale, gaunt woman
with dark hair catches your gaze. “My daughter!” she sobs—”Please, she’s inside!”

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.

U5f. The Bloody Wedding


(Note: If using the Interactive Tome of Strahd by /u/Aciduous, please note that this sequence
conflicts with the portrayal of events in that resource. Some adjustment may be required.)

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.

U6. The Swamp Fane


The Swamp Fane is an area of tiled stone that lies within the circle of standing stones at Berez
(area U6). It is devoted to the Weaver, one of the Ladies Three, but has become corrupted by
Strahd von Zarovich. Today, it forms one of the three anchors tying him to the land of Barovia
and protecting him from harm.

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.

Areas of the Swamp Fane


A dozen moss-covered menhirs form a near-perfect circle in the spongy earth. These weathered stones
range in height from 15 to 18 feet, and the northernmost stone appears to bear ancient carvings. The ground
within the menhirs is filled with a similar circle of flat, unmarked stones, tiled across the soil like a featureless
gray mosaic. A three-foot-wide patch of earth lies at the center of the circle of tiles. Clusters of frond-bearing
flowers with triads of angular white petals sprout from around each menhir’s base.

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.

U6c. Stone Tiles


If a character who has not previously received the boons of the Forest or Mountain Fane holds
both the spindle of the Weaver and the shuttle of the Weaver while standing in the circle of
menhirs, read:

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).

Defending the Fane


When he claimed the Swamp Fane as his own, Strahd redirected its power to create many
malevolent spirits and bind them to his will. These spirits serve as his faithful guardians of the
Fane, and are reborn and conjured whenever a new creature attempts to carry out the ritual of
the Weaver.

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

4 3 will-’o-wisps and 7 skeletons

5 3 wights

6 1 wraith and 4 specters

7 1 flameskull and 3 wights

8 2 wraiths and 2 will-’o-wisps

9 2 flameskulls and 4 ghasts

10 3 wraiths and 3 skeletons

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 Ritual Succeeds


If all six rune-marked tiles are activated, the ritual succeeds and the Swamp Fane is
reconsecrated.

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.

Welcome to Castle Ravenloft—the only


We’ll go over sections such as the
location in Curse of Strahd more terrifying
mechanics of running Castle Ravenloft,
for a DM to run than Vallaki. Strahd’s castle
the guide to navigating the castle’s
is the core of the Curse of Strahd campaign.
chambers, and a list of castle residents.
It is the heart from which his power extends,
We’ll walk through the major quest
the symbol of your players’ fears, and the
objectives located in the castle, a list of
inevitable site of the adventure’s final battle.
loot, and take inventory of the traps,
monsters, and hazards that lurk within.
Castle Ravenloft is one of the largest and
most complex structures in Barovia. It is
We'll walk through the tools that Strahd
also one of the most lived-in, with more
can use while within his castle, explore the
inhabitants than any location other than
three reasons your players are likely to
Krezk, Vallaki, or the village of Barovia. It
visit the castle, Strahd's disposition and
has numerous entrances, exits, and a maze
tactics while in the castle, and a full
of twists and turns that can leave a player’s
compendium of tactics for every monster
head spinning—let alone a DM’s.
and NPC.

It is extremely likely that your players will


Finally, we’ll explore a quick list of audio
visit Castle Ravenloft at least once, if not
tracks, artwork, and battlemaps that
multiple times throughout their adventure.
might come in handy while your players are
However, fear not—for Strahd’s castle is not
exploring this towering, haunted fortress—
impossible to run. It might be tough to piece
and with any luck, we’ll finish it all in time to
together all of the information in the original
be home for dinner.
46-page chapter. However, with the right
mindset, proper organization, and a helpful
Sounds like a lot? Don’t worry—it is. But
guide, this massive fortress can soon
you’re not alone, and thousands of DMs
become quite manageable.
have ruled this castle’s halls before you.
With their guidance—and a little bit of
To give proper context for Castle Ravenloft,
preparation—you’ll do just fine.
we’ll start with a brief history of Castle
Ravenloft, followed by its significance to
Hɪꜱᴛᴏʀʏ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ point, the Duchess Dorfinya Dilisnya
journeyed to Barovia alongside her beloved
Castle Ravenloft was not built until after fool, Pidlwick, hoping to win the hand of
Strahd conquered Barovia, following his Count Strahd von Zarovich. In an effort to
conquest and near-total genocide of the earn Strahd’s favor, she commissioned the
Forest Folk and Mountain Folk who had legendary toymaker, Fritz von Weerg, to
once occupied the land. After summoning build Pidlwick II, a clockwork effigy of
settlers of every race and ethnicity from the Pidlwick. The Duchess, however, soon
diverse lands he’d conquered, Strahd succumbed to illness after a harsh winter
commissioned a small army of wizards to trapped her in the castle for several months.
construct the seat of his power: Castle Pidlwick perished as well after falling victim
Ravenloft. It was named in honor of his to the murderous envy of his clockwork
beloved mother, Queen Ravenovia. counterpart.

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

● 2d6 crawling claws Rᴀʜᴀᴅɪɴ


● A crawling Strahd zombie, the As Strahd’s chamberlain, Rahadin is
desecrated remains of an uninvited responsible for the upkeep, oversight, and
houseguest defense of the castle and its inhabitants. As
● A Blinsky toy such, his territory extends through the lower
portions of the castle, the areas reserved for
its staff, and the defensive posts throughout
the keep. Rahadin’s domain therefore Sᴛʀᴀʜᴅ
includes the following rooms: As master of Castle Ravenloft, all chambers
within the keep are under Strahd’s domain.
● K11. South Archers’ Post However, his presence is most strongly felt
● K12. Turret Post in the following rooms of the castle:
● K13. Turret Post Access Hall
● K22. North Archers’ Post ● K80. Center Stair
● K62. Servants’ Hall ● K81. Tunnel
● K63. Wine Cellar ● K82. Marble Slide
● K64. Guards’ Stair ● K84. Catacombs
● K65. Kitchen ● K85. Sergei’s Tomb
● K66. Butler’s Quarters ● K86. Strahd’s Tomb
● K67. Hall of Bones ● K87. Guardians
● K68. Guards’ Run ● K88. Tomb of King Barov and
● K69. Guards’ Quarters Queen Ravenovia
● K70. Kingsmen Hall
● K71. Kingsmen Quarters While travelling through Strahd’s territory,
● K72. Chamberlain’s Office the PCs are likely to meet the following
● K73. Dungeon Hall encounters:
● K74. North Dungeon
● K75. South Dungeon ● An unseen servant, carrying a
● K76. Torture Chamber spellbook
● K77. Observation Balcony ● 1d6 swarms of bats
● K78. Brazier Room ● A trinket
● K79. Western Stair ● Strahd von Zarovich
● K83. Spiral Stair

Rᴇꜱɪᴅᴇɴᴛꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ


● K83A. Spiral Stair Landing

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.

Ludmilla is an 8th-level spellcaster. Her It was on the snow-covered slopes of Mount


spellcasting ability is Intelligence (spell save Ghakis that Ludmilla met the dusk elf,
DC 15, +7 to hit with spell attacks). She has Rahadin, for the first time. Ludmilla was
the following Wizard spells prepared: entranced by him; Rahadin saw her as a
pleasurable and exotic distraction for his
Cantrips (at will): ray of frost, mage hand, master. He offered to guide her to Castle
prestidigitation, light Ravenloft, where he promised her a partner,
1st Level (4 slots): ray of sickness, sleep, a teacher, and a home.
shield, fog cloud
2nd Level (3 slots): misty step, For the next three years, Strahd taught her
blindness/deafness, levitate the secrets of the arcane arts alongside the
3rd Level (3 slots): counterspell, lightning minutiae of courtly etiquette. He fed upon
bolt her regularly, and was impressed by her
4th Level (3 slots): greater invisibility, stoic, yet thoughtful response to his hunger.
evard’s black tentacles Her intelligence and charisma were
apparent, and Strahd soon offered her a
At nearly 200 years old, Ludmilla is Strahd’s position as his bride. She gladly accepted.
oldest bride.217 Where other consorts have
been cast aside as Strahd grew tired of As a vampire, Ludmilla quickly learned from
them, Ludmilla has survived by keeping to Rahadin that Strahd would inevitably tire of
herself while tending to matters he deems her—unless, that is, she proved herself
important. She serves as the unofficial useful. She set about serving him in the
leader of his harem, and reins the others in advancement of his arcane studies, and
when necessary. personally took on the task of recruiting and
training his next bride, Anastraya. She now
Ludmilla first came to Barovia as a little girl, carefully stays out of Strahd’s way unless
stowing away in a Vistani caravan that he requests her presence directly, and has
passed through her homeland of Amn. formed close ties to Rahadin.
When she arrived in Barovia, she made a
living by stealing and hiding in the shadows. When not needed elsewhere by Strahd or
resting in her coffin in Strahd’s tomb,
217/u/JonathanWriting, The Brides of Strahd
Lumilla can most often be found in area K55 telekinetically wields a shield that acts as if
(Element Room). it were an animated shield while under her
control.
Anastrasya Karelova. The diplomat of
Castle Ravenloft and a former Vallakian Anastrasya is Strahd’s second-eldest bride,
noble,218 Anastrasya is as skilled with a and the foremost executor of his will among
sword as she is with her tongue—but is sure the Barovian populace. In life, she was a
never to get her hands dirty. Anastrasya has Vallakian noblewoman who hosted great
the characteristics of a vampire spawn with celebrations in Strahd’s honor and
105 hit points and a Charisma of 18, as well ruthlessly punished any who displayed
as expertise in Deception (+7 modifier). traitorous intent. Enamored with the
prospect of becoming his bride, she
Of Strahd’s brides, Anastrasya is most believed that if he could only see her
adept with the vampiric arts. As an action, unearthly beauty in person, he would deem
she can use a vampire’s Charm action with her worthy of his hand in marriage.
a DC of 15. If the target successfully saves
against the effect, or if the effect on it ends, It was at one of her events that she met
the target is immune to Anastrasya's Charm Ludmilla Vilisevic, who claimed to be an
for the next 24 hours. Anastrasya can have agent of the count and offered an invitation
only one target charmed at a time. If she to dine at Castle Ravenloft with Strahd
charms another, the effect on the previous himself. Anastrasya eagerly accepted.
target ends.
Upon arriving at the castle, Ludmilla gave
As an action, Anastrasya can also use the Anastrasya a tour of the decrepit keep,
vampire’s Shapechange action to pleased with the prospect of unnerving the
transform into a wolf, a bat, or a cloud of noblewoman with the macabre sights of
mist. However, she lacks the vampire’s Castle Ravenloft. Much to her surprise—
Misty Escape ability. Once per day, she and Strahd’s satisfaction—Anastrasya was
can use the vampire’s Children of the immediately taken with the displays of
Night ability. Strahd’s power and darkness.

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.

222 /u/RealLifeWaterfowl, Encounter Roster—


Castle Ravenloft
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ K84. Catacombs. The three corridors that
lead to Strahd’s Tomb (K86) are defended
K61. Elevator Trap. When an unwary party
by invisible teleport traps 10 feet across.
places at least 400 pounds of pressure on a
Any creature that steps inside of a trap is
10-foot pressure plate in this hallway facade
teleported into a coffin beneath Crypt 15,
(e.g., three ordinary Medium creatures or
trading places with a wight that attacks
two tanky Medium creatures), they trigger
anyone who remains near Strahd’s tomb.
an elevator that rockets them up four floors
to K47 (Portrait of Strahd), while also filling
Crypt 28. A creature that rings the bell of
the interior with sleeping gas. The elevator
Bascal Ofenheiss causes magic fire to
is audible throughout the castle, and swiftly
sweep through the crypt, scorching the
attracts Strahd’s attention. Cyrus Belview, if
chef’s bones—and anyone in the crypt.
he is with the PCs, will attempt to
intentionally trigger this trap.
Crypt 31. The floor of the crypt is actually
the cover of a 30-foot-deep spiked pit. The
Dᴜɴɢᴇᴏɴꜱ & Cᴀᴛᴀᴄᴏᴍʙꜱ cover opens if 100 pounds of weight or
K73. Dungeon Hall. Hidden under the more are placed on it. It splits down the
surface of the water lurk five submerged middle, east to west, and its doors are
trapdoors. For every 10 pounds of weight on spring-loaded. After a victim or victims fall
a trapdoor, there is a five percent chance into the pit, its doors snap shut.
that it will open—a Medium character that
weighs 150 pounds has a 75 percent Crypt 32. Creatures that enter the eastern
chance of triggering a given trapdoor. Each alcove of this crypt are teleported to the
trapdoor, when opened, is linked to a eastern alcove of Strahd's tomb (area K86).
magical teleport trap that teleports its victim
to one of the cells in the North Dungeon Crypt 35. The floor here is an illusion that
(K74) or South Dungeon (K75). hides a 20-foot-deep pit. The sides of the pit
are polished smooth; a creature without a
K79. Western Stair. The midpoint landing climbing speed can't move along them
of this staircase contains a hidden glyph of without the aid of magic or a climber's kit. At
warding. If activated, it conjures an the bottom of the pit are six starving ghouls.
aggressive illusion of Strahd, which may A permanent silence spell suppresses
startle the PCs into wasting spell slots or sound in the pit.
other resources to attack it.
Crypt 37. If the brass-knobbed end of
K81. Tunnel. The midpoint of this tunnel Gralmore Nimblenobs’ staff is placed in the
bears a trapdoor that opens when 100 recess in the marble slab, the holder of the
pounds of weight or more are placed upon staff takes 22 (4d10) lightning damage.
it. When it opens, everyone standing on it
slides into the marble chute below (K82),
Gᴜᴀʀᴅɪᴀɴꜱ & Dᴇꜰᴇɴꜱɪᴠᴇ
which deposits them into a flooded dungeon Eɴᴄᴏᴜɴᴛᴇʀꜱ
cell (K74e). Several dangerous encounters within Castle
Ravenloft are entirely optional—so long as
your PCs don’t stray from the path.
However, if your PCs insist on unwisely Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
poking the bear, they may activate one of
K60a. North Tower Rooftop. Characters
these guardian monsters or defensive
who remain on the roof for more than three
combat encounters.
rounds are accosted by 10 swarms of bats.
Mᴀɪɴ Fʟᴏᴏʀ
K20. Heart of Sorrow. If a creature Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
damages the Heart of Sorrow, Strahd K63. Wine Cellar. A character that breaks
telepathically summons four vampire the middle southern cask frees a black
spawn to attack. The tower also animates pudding that bursts forth and attacks.
10 animated halberds to attack.
K65. Kitchen. A character that looks into
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ the pot angers three zombies that rise up
from its bubbling depths and attack.
K30. King’s Accountant. If Lieg Lipsiege,
Strahd’s accountant, feels threatened, he
instantly pulls the rope near his desk, Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
summoning one of the following encounters K74a. North Dungeon. A character that
to protect him, which arrive in 1d6 rounds: enters this otherwise-empty cell is attacked
1d6 shadows, 1d4 vampire spawn, 1d4 by an effectively invisible gray ooze.
wights, or 1 wraith and 1d4 + 1 specters.
K78. Brazier Room. If the brazier,
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ hourglass, or either golem is attacked, the
doors of the room magically slam shut and
K40. Belfry. If a creature pulls the rope and
lock, and the two iron golems in this room
rings the bell, or attempts to climb the rope,
animate and attack.
it causes five giant spiders to drop from
their webs and attack.
Crypt 4. A creature that opens this crypt
risks possession by the ghost of Prince
K43. Bath Chamber. If a creature disturbs
Ariel du Plumette, who attempts to hurl a
the blood in the tub, they are surprised by a
possessed PC down the High Tower Shaft
terrifying (though harmless) apparition of
(K18a).
Varushka, the tormented spirit of a former
maid of Ravenloft.
Crypt 7. If the bones on the slab are
disturbed, one of the gargoyles in the crypt
K46. Parapets. If the PCs linger on the
animates and attacks. If it is destroyed, the
parapets for more than five minutes, they
second gargoyle animates and attacks.
encounter Strahd’s animated armor
making its rounds around the keep (unless
Crypt 14. If a creature lifts the lid of one of
the armor has previously been provided to
the occupied coffins in the vault below this
one of the PCs as a gift).
crypt, the wight within attacks.
Crypt 20. Once the vampire spawn in this Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
crypt realizes that the characters aren’t
K35. Guardian Vermin. Anyone that tries to
Strahd, she attacks.
move through this area is attacked by four
swarms of rats piled atop one another to
Crypt 21. Patrina Velikovna, the banshee
form manlike shapes.
inside this crypt, attacks as soon as the
door is opened. If her brother, Kasimir, is
with the party, she may be persuaded to Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
cease her attack. Once awakened, she is K47. Portrait of Strahd. Any person that
free to roam Castle Ravenloft. moves across or disturbs the rug of
smothering activates it. If the PCs attack or
Crypt 38. A character that opens this crypt attempt to remove the rug or disturb the
frees three hell hounds and a wraith that portrait of Strahd on the wall, the portrait (a
attack on sight. guardian portrait) attacks.

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.

K72. Chamberlain’s Office. If he has not


K8. Great Entry. The first time the PCs
been defeated elsewhere, Rahadin is here,
enter this room after leaving it, the eight
waiting for the PCs to arrive so he can kill
gargoyles animate and attack.
them. He is swiftly joined by a shadow
demon.
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
K32. Maid in Hell. If the PCs allow Helga Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
Ruvak to join their party, the vampire
K75a. South Dungeon. If the PCs free Emil
spawn attacks as soon as she is able to
Toranescu from his cell, the werewolf
isolate one of the PCs.
attacks them as soon as a good opportunity
arises.
K76. As soon as a character moves more stairs leading up to the North Tower
than 10 feet into this room, six Strahd Peak)223
zombies rise from the water and attack.
Characters who are crawling on the
Hᴀᴢᴀʀᴅꜱ & Eɴᴠɪʀᴏɴᴍᴇɴᴛᴀʟ staircase or who lie prone on the stairs
Dᴀɴɢᴇʀꜱ succeed automatically.

Castle Ravenloft is not meant for human


habitation—a fact your players will soon Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
discover. Strahd, however, knows every K29. Creaky Landing. The creatures in
twist and turn of his castle, and won’t area K28 (King’s Balcony) can’t be
hesitate to use these dangers to his surprised by anyone climbing these creaky
advantage. See below for a list of steps.
dangerous hazards and environmental risks
that can complicate any combat (or Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
peaceful) encounter.
K39. Hall of Webs. Most of this hall is full of
giant spider webs. Characters who stray
Mᴀɪɴ Fʟᴏᴏʀ
from the unobstructed path through the
K20. Heart of Sorrow. The awakened
webs risk becoming stuck.
tower shakes and pitches on the Heart of
Sorrow’s initiative count. Any creature on
the stairs or hanging on a tower wall must Hᴀᴢᴀʀᴅ: Wᴇʙꜱ
succeed on a DC 10 Dexterity saving throw
These web-filled areas are difficult terrain.
or fall to the base of the tower, falling: Moreover, a creature entering a webbed area for
the first time on a turn or starting its turn there
● 50 feet (5d6 bludgeoning damage) if must succeed on a DC 12 Dexterity saving throw
on the second floor or become restrained by the webs. A restrained
● 90 feet (9d6 bludgeoning damage) if creature can use its action to try to escape, doing
on the third floor (e.g., the landing so with a successful DC 12 Strength (Athletics) or
Dexterity (Acrobatics) check. Each 10-foot cube
adjacent to the Hall of Heroes)
of giant webs has AC 10, 15 hit points,
● 130 feet (13d6 bludgeoning vulnerability to fire, and immunity to bludgeoning,
damage) if on the fourth floor (e.g., piercing, and psychic damage.
the stairs at the same level as the
Lounge and Guest Room)
K40. Belfry. Most of the belfry is filled with
● 150 feet (15d6 bludgeoning
giant spider webs. Characters who blunder
damage) if on the fifth floor (e.g., the
into them risk becoming stuck.
stairs at the same level as the
Element Room and Cauldron)
K46. Parapets. A creature that falls or is
● 170 feet (17d6 bludgeoning
dropped off of the walls of the keep falls 90
damage) if on the sixth floor (the
feet to the castle courtyard below.
landing closest to the Heart of
Sorrow)
● 220 feet (20d6 bludgeoning
damage) if on the seventh floor (the 223 /u/Riizu, Curse of Strahd Map Analysis &
Possible Height Discrepancy (Castle Ravenloft)
Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ Sᴛʀᴀʜᴅ’ꜱ Rᴇꜱᴏᴜʀᴄᴇꜱ
K53. Rooftop. A character must succeed No good villain acts alone, and Strahd is no
on a DC 15 Acrobatics check to traverse the different. A five-hundred-year-old vampire, a
roof. The check succeeds automatically if former general, and an experienced mage,
the character crawls. If the check fails by 5 Strahd can draw upon a wealth of minions,
or more, the caracter slides off the edge of monsters, and resources within Castle
the room and falls 40 feet to the Parapets Ravenloft to supplement his own formidable
(K46). skills.

K58. Bridge. A creature that takes damage Tʜᴇ Bʀɪᴅᴇꜱ


while standing on this bridge must succeed Strahd’s three most favored brides—
on a DC 10 Dexterity saving throw or fall 60 Ludmilla, Anastrasya, and Volenta—have
feet onto the roof of the keep. proved their worth and loyalty to Strahd
many times over. Whether Strahd needs a
Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ lieutenant to command his minions in a
certain part of the castle, a guardian to
Crypt 29. This room is filled with brown
protect a valuable treasure or important
mold.
prisoner, or an envoy to another part of
Barovia, his brides are always an excellent
Hᴀᴢᴀʀᴅ: Bʀᴏᴡɴ Mᴏʟᴅ option.
When a creature moves to within 5 feet of the
mold for the first time on a turn or starts its turn Ludmilla. As a mage, Ludmilla is most
there, it must make a DC 12 Constitution saving adept in situations that require cunning,
throw, taking 22 (4d10) cold damage on a failed skill, and unique abilities. Whenever Strahd
save, or half as much damage on a successful
requires a servant to oversee a complex
one.
scheme or trap, Ludmilla is his most reliable
Brown mold is immune to fire, and any source of companion.
fire brought within 5 feet of a patch causes it to
instantly expand outward in the direction of the Anastrasya. A diplomat and warrior both,
fire, covering a 10-foot-square area (with the Anastrasya is well-equipped to hold her own
source of the fire at the center of that area). A on the battlefield and in the ballroom. When
patch of brown mold exposed to an effect that
Strahd requires a diplomatic emissary to the
deals cold damage is instantly destroyed.
PCs, Anastrasya is his first choice—
especially if a betrayal is in the cards.
K87. Guardians. A creature of lawful good
alignment can pass through the magical Volenta. Volenta is blunt, violent, and
curtain of light into the tomb without sadistic above all else. Strahd does not care
difficulty, but creatures of other alignments to use her for fine, detail-oriented tasks, but
that do so are teleported back to the top of he is glad to make use of her bloodlust for
the stairs behind them. A Small creature any battle or objective that can be
can squeeze behind and around one of the summarized with the words: “Kill it ‘til it’s
bronze statues to circumvent the light dead.”
curtain.
When necessary, Strahd can also call upon to safety. If Strahd has the ability, foresight,
the services of two additional brides: Escher and time to do so (i.e., at least one hour), he
and Sasha Ivliskova. will always rouse Beucephalus from his
place in the crypts below the castle to assist
Escher. A skilled musician and fanciful him in combat.
conversationalist, Escher is adept at luring
Strahd’s guests into a false sense of
Tʜᴇ Bʀᴀᴢɪᴇʀ Rᴏᴏᴍ
Using this teleportation device, not only can
security, even when among the dark spires
Strahd instantly transport himself and/or his
of Castle Ravenloft. Though he will do his
servants (e.g., Beucephalus, Rahadin, one
best to avoid Strahd’s attention in times of
of his brides, or any number of minions) to
strife, he can also be commanded to wield
one of several locations throughout Barovia.
his musical talents to bind and incapacitate
Additionally, the magical brazier can provide
Strahd’s enemies in battle.
access to several locations around the
castle, including the Study (K37), Strahd’s
Sasha. Though currently imprisoned
Tomb (K86), and the North Tower Peak
beneath Castle Ravenloft, Sasha is useful
(K60).
to Strahd in other ways—specifically, as a
triple-agent meant to gain the PCs’ trust.
Tʀᴇᴀꜱᴜʀʏ
Desperate to prove her worth (and win her
freedom) for Strahd, Sasha will gladly do The plundered riches of Strahd’s secret
her best to persuade the PCs that she hoard in the Treasury (K41) form a priceless
stands with them against Strahd—only to collection. Only teleportation or the
betray them at the worst possible moment. Polymorph spell can allow another creature
entry; otherwise, only Strahd and any
Rᴀɴᴅᴏᴍ Eɴᴄᴏᴜɴᴛᴇʀꜱ creature that knows the command word
(“Mordite”) can open the sealed adamantine
Castle Ravenloft is full of dark and deadly
door at its base or the adamantine trapdoor
creatures, from vampire spawn to wights,
on the roof. As such, this magic tower can
Barovian witches, shadows, swarms of
serve as a prime location to store the PCs’
bats, and much more. You should assume
stolen weapons and magic items (e.g., the
that Strahd is always aware of the location
Sunsword or Holy Symbol of Ravenkind), as
of all random encounters throughout
well as a high-security prison in the event
Ravenloft, and that—if given sufficient time
that the North and South Dungeon (K74 and
(i.e., at least one hour), he can organize and
K75) are suboptimal or undesirable.
assign all potential random encounters to
specific posts or tasks throughout the
However, under no circumstances does
castle.
Strahd make use of the magic items within
Bᴇᴜᴄᴇᴘʜᴀʟᴜꜱ this hoard. The +2 shield of the Order of the
Silver Dragon bears the emblem of an order
Beucephalus, Strahd’s nightmare, is one of
he despises; the helm of brilliance deals
his most lethal weapons. Using his
damage to him and his undead minions;
Ethereal Jaunt ability, this demonic horse
and the +1 rod of the pact keeper, potions
can lurk in the Ethereal Plane close to
of greater healing, and alchemy jug are
Strahd’s side, constantly prepared to enter
functionally useless to him. He may,
the Material Plane and whisk Strahd away
however, use the gold and jewels within as
Cʀᴀᴄᴋᴇᴅ Wᴀʟʟꜱ
rewards for loyal adventurers.
Two cracked walls exist in Castle Ravenloft,
Dᴜɴɢᴇᴏɴꜱ each one wide enough to allow Strahd’s
In the event that Strahd captures a PC or an mist form to pass through: one between the
allied NPC, he can manacle and imprison Wine Cellar (K63) and the High Tower Stair
them in one of the empty cells of the North (K18); and one in the High Tower Stair
Dungeon (K74) or South Dungeon (K75). If (K18) between the Chapel (K15) and the
he does so, he confiscates all of their Catacombs (K84). Should you choose to
weapons, holy symbols, arcane focuses, remove Strahd’s Lair Action that allows him
and other equipment, and stores it in the to pass through walls, floors, and ceilings
Treasury (K41). (see Strahd’s Tactics below for more
information on modifying and using Strahd’s
Aʀᴄʜᴇʀꜱ’ Pᴏꜱᴛꜱ stat block), these two passages can prove
invaluable for allowing Strahd to move
Castle Ravenloft is a classic medieval keep,
quickly through the castle.
and keeps were built for the explicit purpose
of defense. As such, any ranged attackers
—such as wights, Barovian witches, or Vɪꜱɪᴛꜱ ᴛᴏ ᴛʜᴇ Cᴀꜱᴛʟᴇ
charmed Barovian scouts that Strahd has There are several occasions on which your
kidnapped from Vallaki or Barovia—are free PCs may visit Castle Ravenloft. These visits
to use the South and North Archers’ Posts may be voluntary, born from desperation, or
(K11 and K22) on the first, second, and third by Strahd’s will alone.
levels to fire at any unwanted intruders.
That especially includes anyone that might Here’s what to expect in some of the more
attempt to enter the castle by air. frequent types of visits to Strahd’s keep.

Cᴀᴛᴀᴄᴏᴍʙ Iɴʜᴀʙɪᴛᴀɴᴛꜱ 1. Tʜᴇ Dɪɴɴᴇʀ


Several of the inhabitants of the Catacombs In the original module, “Dinner at Ravenloft”
(K84) are deadly when unleashed, and can is a trap laid by Strahd. When the PCs do
make excellent obstacles to a party of PCs something sufficiently impressive or
invading the castle through its lower floors. aggravating, Strahd sends them a letter
The giant wolf spiders (Crypt 27) and the inviting them to dinner at Castle Ravenloft.
hell hounds and wraith (Crypt 38) can They are peacefully escorted to the castle
prove useful shock troops, as can the by the Count’s black carriage, greeted by
hundreds of swarms of bats (2d4 swarms Rahadin, and directed to the Dining Hall
per 10-foot square), which attack when where they encounter an illusion of Strahd.
provoked or on Strahd’s command. The illusion summarily vanishes, the castle
drawbridge lifts, and the PCs are left
Additionally, Strahd will make full use of the trapped in a castle of nightmares.
many traps and hazards throughout the
Catacombs, especially the invisible teleport The dinner didn’t become a “true” dinner (in
traps, the brown mold (Crypt 29), the spiked which the PCs actually dined with Strahd)
pit (Crypt 31), and the ghoul pit (Crypt 35). until the earliest community guides. In these
versions, the dinner was either an
opportunity for Strahd to sow seeds of
division in the party, or it was the starting ● To scope out potential successors or
point of the final battle, where Strahd new consorts
delivered his ultimatum to a party that had
become too powerful or bothersome to When the PCs draw Strahd’s attention by
contain. completing one of the listed objectives, he
sends Rahadin, his chamberlain, to hand-
Today, however, most DMs use the dinner deliver his invitation to dinner. (If, for some
with Strahd as an opportunity for a low-level reason, Rahadin is indisposed or is poorly
party (anywhere between 4th and 6th level) disposed toward the PCs, Anastrasya
to encounter Strahd in-person—potentially delivers the message instead.)
for the first time. Not only does this let the
PCs socialize with him in a low-stakes, low- Rahadin arrives in Strahd’s black carriage,
conflict context, it also familiarizes them with and informs the party that their presence is
the villain of the campaign and his lair while expected at Castle Ravenloft. He does not
giving Strahd additional insight into their depart when the invitation is delivered;
histories, secrets, and motivations. rather, he waits for the PCs to accept or
refuse the invitation in person.
Sᴛʀᴀʜᴅ’ꜱ Iɴᴠɪᴛᴀᴛɪᴏɴ
If the PCs accept the invitation, Rahadin
Strahd invites the PCs to dine at Castle
bows, and notes that his Lord awaits their
Ravenloft the first time that the PCs
presence eagerly. If the PCs reject the
complete any of the following objectives:
invitation, Rahadin activates his Deathly
Choir ability as a warning sign, and reminds
● Restore the bones of Saint Andral to
them that Count von Zarovich does not take
the church in Vallaki
kindly to those who refuse his hospitality. (If
● Fend off the attacking vampire
the PCs again reject the invitation, Rahadin
spawn during the Feast of Saint
nods and departs, but warns the PCs that
Andral special event
they may come to regret their rudeness).
● Overthrow Baron Vargas Vallakovich
and reinstall a new Vallakian
If the PCs ask Rahadin for more time to
burgomaster
decide, he curtly informs them that the date
● Defeat the Forest Folk at Yester Hill
of the occasion is marked on the invitation,
● Clear the werewolf pack from the
and warns them not to offend his Lord by
Werewolf Den
rejecting his hospitality. He then departs.
● Neutralize the night hag coven at
Old Bonegrinder
No matter what, Rahadin assures the PCs
that their travel to the castle will be a
His goal in extending this invitation is as
peaceful one; that they shall be free to
follows:
come and go as they please during the
dinner; that no harm shall come to them by
● To take measure of the PCs as
Strahd’s hand or that of any creature that
people and as heroes
serves him during the dinner; and that,
● To flaunt his power over these
should they accept, their transportation to
newcomers to his land
dinner will meet them beyond the Barovian individual PCs (especially those who he
Gates to the east of Vallaki. sees as potential consorts or successors),
and shares his experiences with their
The invitation is as follows: current tasks or recent objectives.

For example, Strahd may reflect on the


My friends,
mythology of the Wall of Fog and the history
I am honored to have hosted you in this land, my of the Forest Folk if the PCs have just
home, and look forward to meeting you in cleared Yester Hill, or he may discuss the
person. I have heard tell of your activities in my history of the Vallakovich family if the PCs
domain, and wish to know those who have have recently overthrown Vargas’ rule. He
arrived in my beloved land of Barovia. As such, I then asks how the PCs are enjoying their
bid you dine at my castle in three nights’ time so
time in Barovia, and gently reminds them of
that we may meet in civilized surroundings.
his invitation. He then asks to confirm their
Your passage here will be a safe one, and you attendance.
shall have full privileges of hospitality and guest
right for as long as you remain at Castle If the PCs accept Strahd’s invitation, he
Ravenloft. bows, notes that he looks forward to seeing
them and getting to know them better, and
I await your arrival.
leaves.
Your host,
Count Strahd von Zarovich If the PCs reject Strahd’s invitation, his
mood darkens, and he asks them—politely
—if they mean to offend him. If necessary,
Sᴛʀᴀʜᴅ’ꜱ Rᴇᴍɪɴᴅᴇʀ he will (truthfully) reassure the PCs that no
If the PCs refuse or defer Rahadin’s harm will come to them for the duration of
invitation, Strahd visits them in person their visit, aiming to proactively dismiss any
within the next forty-eight hours. He may fears they might have regarding his
appear without pomp or circumstance, but is honesty.
more likely to arrive while the PCs are
preoccupied with or have recently If the PCs continue to reject his invitation,
completed another major task (e.g., battling Strahd shares his regrets that his hospitality
the Forest Folk at Yester Hill). was not to their taste, and states simply that
he shall not make the mistake of offering the
When he does, he appears atop party his friendship again. He then leaves.
Beucephalus, and may be accompanied by
Anastrasya, if he feels that her diplomatic From then on, Strahd will actively seek to
skills may be useful. torment the PCs, both personally and
through proxies, while working to forcibly
He greets the PCs warmly, inquiring after remove Ireena (if present) from their party.
them by name even if he’s not met them After all, it would be unbecoming of him to
personally before. He congratulates them entrust his bride’s safety to the hands of
on their most recent accomplishments, uncivilized brutes.
praising the specific achievements of
Tʜᴇ Bʟᴀᴄᴋ Cᴀʀʀɪᴀɢᴇ follow Sasha and Escher to the guest room
When the PCs arrive at the western and lounge upstairs, where they will be
Barovian Gate, they are met by Strahd’s cleaned and suitably dressed for the
black carriage, which opens its door at their occasion.
approach. On the carriage seat, Strahd has
left a parchment-wrapped parcel and a If the PCs refuse to change, Rahadin does
small note sealed in crimson wax. not force them to do so, but makes his
displeasure clear. He does, however,
The note reads simply: “A gift for your request that they wait in the lounge with
arrival.—S.v.Z.” Escher and Sasha until Strahd is ready to
receive them.
The parcel contains multiple black, velvet-
lined traveller’s cloaks with silver trim, Gᴇᴛᴛɪɴɢ Dʀᴇꜱꜱᴇᴅ
accompanied by pairs of gloves of similar
If the PCs agree to dress for the occasion,
make, with one set included for each visitor
Escher and Sasha lead them to the lounge
that Strahd is expecting.
(K49), where Ludmilla is waiting for them. If
the PCs have previously encountered
Wᴇʟᴄᴏᴍᴇ ᴛᴏ Rᴀᴠᴇɴʟᴏꜰᴛ Ludmilla at the Feast of Saint Andral, she
When the PCs arrive at Ravenloft, they are apologizes for her actions, and notes that
greeted by Rahadin in the Great Entry (K8). Count von Zarovich has disciplined her for
He welcomes them to the castle, and notes her errors.
that the lord of the castle, Strahd, is
currently occupied, but will be with them Each PC is asked to enter the Guest Room,
shortly. strip to their smallclothes, and allow
Ludmilla to use the prestidigitation cantrip to
The group is swiftly joined by Escher and slowly and carefully remove any grime,
Sasha Ivliskova. Escher jovially greets the blood, and sweat from the PCs’ skin. The
PCs, and shamelessly flirts with any PC is then directed to dress in a set of fine
attractive male party members (while clothing chosen by Strahd himself, and
making equally shameless vampire puns). returned to the lounge, where Escher
Sasha, who has been freed from her crypt happily and chattily brushes their hair using
for the duration of the evening, keeps to a tarnished silver hairbrush.
herself and greets the PCs with quiet,
monosyllabic responses. Any creature that exits the lounge is swiftly
met by Rahadin, who instructs them to
If the PCs have not otherwise prepared for return to their companions.
the occasion by cleaning themselves and
purchasing formal wear, Rahadin notes his When the PCs leave the castle after dinner
mild disgust for the PCs’ dirt-stained, blood- (see “Gifts from the Count” below), Sasha
marked clothing, and informs the PCs that returns them their clothes, now neatly
they must make a good first impression if cleaned and folded. When the PCs go to
they are to be allowed to dine with the lord change, they will each notice that a small
of Ravenloft. He then directs the PCs to garment of theirs—e.g., a stocking, a sock,
or a belt—is now missing.
Escher carefully cleans the hairbrush While eating, Strahd engages the PCs in a
between brushings, and provides Strahd lively conversation, exploring their histories,
with the hairs (and the stolen garments) for interests, goals, passions, and experiences.
use in scrying. If needed, he shares information from his
own past, such as his conquest of Barovia,
Tʜᴇ Dɪɴɴᴇʀ his tales of previous guests of the castle, or
When the PCs are fully dressed, or at a his relationship with King Barov and Queen
suitable moment after they’ve waited in the Ravenovia. He is instantly intrigued by any
lounge, they are summoned downstairs by PC that studies magic or deals with dark
Rahadin to enter the dining hall. powers, and enjoys theological discussions
and debates with clerics, paladins, and
There, Strahd is waiting for them, playing a druids. He may ask PCs where they
mournful melody on the pipe organ as studied, how they gained their experience,
described in the original module. When the or what drew them to their field of interest.
song concludes, he turns and greets them While he may share information about
warmly, by name. himself as-needed, he prefers listening to
speaking, and will always turn an anecdote
Strahd welcomes the PCs to Ravenloft, and about himself into a question regarding a
inquires after their health, their enjoyment of PC’s history or interests. He displays
their journey to Ravenloft, and their time in genuine interest at all times, and is glad to
the valley of Barovia. He asks how they be vulnerable, even to the point of
have enjoyed their time in his land, and discussing the nature of the curse of
asks their opinion on Castle Ravenloft. vampirism—with three exceptions:
During this time, Escher and Sasha,
assisted by a pair of unseen servants ● He never mentions his brother,
bearing trays of wine glasses and bottles of Sergei, or acknowledges the nature
Red Dragon Crush wine, serve drinks and of his death
small refreshments to the party. ● He never mentions or acknowledges
the nature of Tatyana’s death, or the
When Strahd feels that introductions have events of her wedding day
come to an end, he invites the PCs to take a ● He never shares or discusses the
seat at the table. Once they have, Escher source of his vampiric curse (the
and Sasha, once more assisted by the Amber Temple), or his reasons for
unseen servants, swiftly bring forth an obtaining it
assortment of delicious foods and drinks, as
described in the original module. Strahd Halfway through the conversation, Escher
himself takes a glass of wine alongside a informs the party that they’ve run out of
plate of roast pig and root vegetables, but a wine, and asks for help in bringing up a
player with a passive perception greater fresh barrel, claiming that it’s too heavy for
than 15 notices that Strahd never touches him to carry alone. If a PC accepts, he
his food, and that the liquid in his wineglass guides them downstairs via the South
is a deeper, fuller red than that in the Tower Stair (K21), over the Elevator Trap
players’ glasses. (K61), and through the Servants’ Hall into
the Wine Cellar (K63). The Elevator Trap ● North Chapel Access (K16)
has been deactivated, leaving a noticeable ● Creaky Landing (K29)
divot in the stone floor. ● King’s Balcony (K28)
● King’s Hall (K27)
The door to the Kitchen (K65) is open; as ● Guards’ Post (K26)
they pass, the PC clearly notices a dead ● Audience Hall (K25)
Barovian—a young man or woman—hung
upside-down from the ceiling, their blood The PCs face no random encounters as
slowly draining into a large basin below. they explore. Additionally, the Strahd
Escher notices their glance, and, shrugging, zombies have been removed from Area
asks: “You didn’t forget that you were K28, and the Flight of the Vampire trap has
having dinner with monsters, did you?” He been disabled in Area K27. The “floating”
flashes a fanged smile and continues skeletons from Area K26 have been
forward, retrieving a fresh barrel of Red similarly removed. Strahd and Ludmilla
Dragon Crush before returning upstairs. have also placed a glamor over these public
areas of the castle, covering up the
While Escher is downstairs, Strahd cobwebs, dust, and other signs of
occupied himself in conversation with one of desecration or disrepair. A detect magic
the other PCs specifically. Sasha, taking spell, however, or a character inspecting
advantage of the distraction, slips a note their surroundings too closely reveals the
into one of the PCs’ laps while refilling their illusion.
drink. The note, if unfurled, reads: “Not
everyone here is an enemy.” During the tour, Strahd shares the history of
the castle, including notable guests (e.g.,
This note is a lie. Strahd directed Sasha to Duchess Dilisnya, Pidlwick, or Patrina
deliver it to the PCs as payment for being Velikovna), its major architects (Khazan and
permitted to leave her crypt for the evening. Artimus), and the religious symbolism of the
However, if confronted, Sasha insists that Morninglord and Mother Night. If asked
the note was genuine, and will willingly about the fate of the castle’s guests or
assist the PCs with any schemes they may builders, he shares solemnly that their
have in Castle Ravenloft—even while bodies rest in the catacombs beneath the
keeping Strahd informed as to their plans castle.
and secretly working to trap or sabotage
them. If asked for a tour of other parts of the
castle, Strahd apologizes, noting that
Tᴏᴜʀ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ several areas of the keep are devoted to
private quarters or are under reconstruction,
After dinner, Strahd offers the PCs a tour of
and may be too dangerous to host visitors.
Castle Ravenloft. If the PCs accept, he
leads them on the following route:
Strahd does not move to stop any PC who
attempts to sneak away during this tour.
● Guests’ Hall (K9)
However, all doors are locked (using
● Great Entry (K8)
Strahd’s lair action), and any PC whose
● Hall of Faith (K14)
Stealth check fails to exceed Strahd’s
● Chapel (K15)
passive Perception is swiftly met by (K67) via the King’s Accountant (K30) and
Rahadin, who confronts them with catlike the South Tower Stair (K21), where she
grace and insists that they return to their gleefully presents the ossuary she’s
companions, lest they fall into danger while constructed alongside Cyrus Belview—
exploring somewhere they shouldn’t. A PC including the enormous dragon’s skull she
that goes undetected by Strahd has 2d4 found mounted in the castle courtyard.
minutes to explore the castle alone, after
which Rahadin finds them and attempts to At some point, either before or after Volenta
return them to the party. has departed, Escher enters the hall
alongside Lief Lipsiege, Strahd’s
Dᴀɴᴄɪɴɢ ᴡɪᴛʜ ᴛʜᴇ Bʀɪᴅᴇꜱ accountant. Lief does not dance, but will sip
a glass of wine while glowering from across
When the tour concludes in the Audience
the room.
Hall, Strahd and the PCs are met by
Ludmilla, Anastrasya, and Volenta, as well
as a number of magically animated Gɪꜰᴛꜱ ꜰʀᴏᴍ ᴛʜᴇ Cᴏᴜɴᴛ
instruments. As the music plays, Strahd When the dancing has concluded, Strahd
invites the PCs to dance with each other or escorts the PCs to the Great Entry, where
any of his brides, and personally dances or Rahadin awaits. If the PCs have impressed
converses with any PC who may make a Strahd during the dinner, Rahadin is
suitable successor or consort. During this accompanied by three unseen servants,
time, Strahd pries deeper into his dance each one bearing a silver tray that holds
partner’s history and goals, and attempts to one or more parcels.
gauge their worthiness for his throne or
companionship. Each parcel contains a small, personalized
gift for one of the PCs (excluding any that
During this time, Anastrasya looks to dance insulted or failed to impress Strahd during
with the PC who appears most easy to the visit). These gifts are nonmagical, non-
manipulate, and looks to extract any secrets valuable trinkets, but are tailored to the PCs’
or hidden information that she can. individual interests. They may be a book of
hymns to the Morninglord, a well-crafted
Ludmilla dances if she must, but is tight- instrument, a platinum dagger, or a
lipped and unfriendly. notebook of alchemical theorems.

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.

These castle infiltrations—or “heists”—will However, if Strahd is notified of the PCs’


most likely take place while the PCs are intentions ahead of time (e.g., through his
between level 6 and level 8. As such, the disguise as Vasili von Holtz, through a
PCs may not even have the Holy Symbol of timely scrying spell, or through a report from
Ravenkind or Sunsword when they his bestial or human spies that the PCs are
undertake this dangerous mission. heading toward the castle), he will track the
Therefore, the PCs’ first priority upon PCs from the moment they enter the castle.
entering the castle is the same: Evade
Strahd’s attention, and avoid his wrath at all If Strahd has previously been suitably
costs. impressed by the PCs on a previous
occasion, he may even allow them to carry
Strahd is not omniscient. While he has out their mission unmolested. After all, the
many spies and servants throughout symbol of a dead saint holds little interest to
Barovia and the castle, he does not have him, the skull of a dead dragon is hardly
eyes and ears everywhere—including within more than a sentimental object, and he can
Castle Ravenloft. As such, we can assume always retrieve Ireena later.
that there are four ways for Strahd to learn
of the PCs’ presence:
The only exception is if the PCs retrieve one Ravenloft through other (difficult, and likely
of the three foretold Tarokka items from complex) means.
Castle Ravenloft (the Holy Symbol,
Sunsword, or Tome of Strahd). If he is Tʜᴇ Tᴀʀɢᴇᴛꜱ
aware of the PCs’ presence and learns that
There are several objectives that the PCs
they have obtained one such treasure within
may target while infiltrating Castle
Castle Ravenloft’s walls, Strahd will not
Ravenloft. Their purposes, locations, and
allow the PCs to depart until that item is
means of access are as follows:
retrieved.

Tasha Petrovna’s Holy Symbol. If one of


There are, however, two possible occasions
your PCs has been given a personal
when the PCs can visit Castle Ravenloft
Tarokka reading by Madam Eva that
while Strahd is not present:
instructs them to recover Tasha Petrovna’s
holy symbol and restore it to the saint’s
● Red Moon. Once per fortnight,
grave at the Abbey of Saint Markovia, they
halfway between the New Moon and
can find the symbol in Tasha Petrovna’s
Full Moon, a red moon rises over
crypt (Crypt 11) in the Catacombs (K84).
Barovia. On this night, Strahd visits
Once obtained, the symbol can be returned
the Wall of Fog on Yester Hill atop
to the Sun’s Grave in the Graveyard (S7) of
Beucephalus, where he gazes into
the Abbey of Saint Markovia, where the PCs
the vision of his ancestral homeland
will receive a ring of regeneration as a
beyond the mists. The PCs can
reward.
learn of this from the Forest Folk,
Mordenkainen, Rudolph van
Skull of Argynvost. If the PCs have
Richten, Ezmerelda, or Strahd
previously undertaken Argynvost’s quest at
himself (who may mention it to the
Argynvostholt, they can locate the dragon’s
PCs during the dinner at Castle
skull in the Hall of Bones (K67). If they have
Ravenloft or following the ritual at
previously attended dinner with Strahd, they
Yester Hill).
may have recently seen the skull when
● Blood Tax. Should Fiona Wachter
shown Volenta’s “masterpiece.” The skull is
become Baron of Vallaki, she soon
heavy—250 pounds—and must be properly
implements an old custom: the
and carefully transported to the Dragon’s
Blood Tax. Once per month, on a
Mausoleum (Q16) in Argynvostholt. Once
night chosen by Strahd, the vampire
placed there, the spirit of Argynvost will
rides to Vallaki in his black carriage
illuminate the beacon at the top of the
at midnight. There, he selects one
highest tower, laying the revenants’ spirits
Vallakian—always one with a soul—
to rest and providing a +1 bonus to AC and
as tribute. The chosen townsfolk
saving throws for all creatures who oppose
vanish with Strahd into the black
Strahd von Zarovich.
carriage, and are never seen or
heard from again.
Tarokka Treasure. There are several
locations within Castle Ravenloft where
A sufficiently ingenious party may also
Madam Eva’s Tarokka reading can place
attempt to lure Strahd out of Castle
one of the Tarokka artifacts:
However, if Strahd has already wed Ireena,
● The chapel (K15). she can be found in her crypt in the
● The audience hall (K25) Catacombs (K84, Crypt 18) as a vampire
● The study (K37) spawn.
● The treasury (K41)
● The north tower peak (K60)
● The wine cellar (K63)
3. Tʜᴇ Fɪɴᴀʟᴇ
All Curse of Strahd campaigns must end,
● The Hall of Bones (K67)
and yours is no different. Unless the party
● The crypt of Artank Swilovich (K84,
has gained Strahd’s favor and therefore
Crypt 5)
their freedom from the Barovian mists, their
● The crypt of Endorovich (K84, Crypt
only escape from this cursed land is through
7)
Strahd’s death. As such, once they feel
● The unnamed crypt in the
sufficiently prepared—most likely after
catacombs (K84, Crypt 31)
reaching level 10, obtaining all three
● The crypt of Gralmore Nimblenobs
Tarokka items and their foretold ally, and
(K84, Crypt 37)
potentially reconsecrating the Fanes of the
● The crypt of General Kroval “Mad
Ladies Three, the PCs may choose of their
Dog” Grislek (K84, Crypt 38)
own volition to storm Castle Ravenloft and
● Sergei’s tomb (K85)
slay the vampire at the location foretold by
● Strahd’s tomb (K86)
Madam Eva.
● The tomb of King Barov and Queen
Ravenovia (K88)
Throughout the campaign, Strahd will likely
appear to the PCs time and time again, both
Strahd is either unaware of the treasure’s
in casual conversation and in open, hostile
location there (in the case of the Sunsword),
conflict. However, once the PCs grow
has forgotten its presence (in the case of
sufficiently powerful (e.g., possessing both
the Holy Symbol), or has spared little
the Holy Symbol of Ravenkind and the
thought to it (in the case of the Tome of
Sunsword while at level 8 or above), Strahd
Strahd).
will not dare face them in open combat. As
such, he may choose to initiate the final
Kidnapped Ally. If Strahd has kidnapped
battle by forcing the PCs into a position
one of the PCs’ allies (e.g., their foretold
where they must enter Castle Ravenloft—
ally, one of the Martikovs, or another
his lair and the seat of his power—and so
friendly NPC), they have been shackled,
fall by his hand.
gagged (if capable of spellcasting), and
imprisoned in the empty cells of either the
North (K74) or South (K75) Dungeons. Iɴꜰɪʟᴛʀᴀᴛɪɴɢ ᴛʜᴇ Cᴀꜱᴛʟᴇ
If the PCs aim to kill Strahd in accordance
If Strahd has kidnapped Ireena, or if Ireena with Madam Eva’s fortune telling, they can
has ventured willingly to Castle Ravenloft, enter the castle via any of the entrances
she can be found in the King’s Bedchamber listed above before making their way to the
(K42), charmed by Strahd. For the duration foretold location. If Strahd locates the PCs
of Ireena’s stay, Gertruda has been via random encounter or because of the
relocated to the Guest Room (K50). Elevator Trap or drawbridge trap, he
retreats once wounded. If Strahd is within Castle Ravenloft. From then on,
encountered in the foretold location, he Strahd pursues the PCs throughout the
fights to the death to defend his lair (see castle, aiming to hunt them down one-by-
“Strahd’s Tactics” below). one.

Iɴᴠɪᴛᴇᴅ ᴛᴏ Dɪɴɴᴇʀ If this invitation goes ignored, and if the PCs


If Strahd believes that the PCs may be continue to pose a threat to Strahd or his
tempted to leave Barovia rather than killing interests, he triggers the “Declaration of
him (and if he believes that none of the PCs War” finale (see below) instead.
are capable of flight), he sends the following
invitation via bat, Vistani, or (if he still lives) Cʀᴀꜱʜɪɴɢ ᴛʜᴇ Wᴇᴅᴅɪɴɢ
Rahadin:
If Strahd has previously kidnapped Ireena,
or if the Ireena has made her way to Castle
My friends, Ravenloft of her own volition, Strahd soon
issues the following invitation to the PCs
It would appear that we are at an impasse. While (which arrive via bat, or are delivered to
I have enjoyed this game that we have played, I their most common place of residence, such
am not without mercy—or without a sense of
as the Blue Water Inn in Vallaki):
practicality.

It is my understanding that you seek to depart my Count Strahd von Zarovich


lands for greener pastures. It has been a son of the late King Barov and the late Queen
pleasure to host you in my domain, but it may yet Ravenovia, Conqueror of the Delmoreans, and
be that your time in my lands is growing short. Lord of Barovia
Know that it was by my will that you entered and
Barovia, and by my will alone that you may yet
leave it. I entreat you to join me at Castle the Lady Ireena Kolyana
Ravenloft to dine at your earliest convenience, daughter of the late Burgomaster Kolyan
where we may discuss the terms of your Indirovich and the late Ira Mironova
departure face-to-face.
request the honor of your presence
I look forward to your arrival. at their wedding
Your gracious host, upon the First Eve
Count Strahd von Zarovich of the Feast of the Moon
at sundown
This invitation is, of course, a trap. When
The Chapel of the Sun
the PCs arrive at the castle, they are
Castle Ravenloft
directed by Rahadin (or another of Strahd’s
surviving trusted servants) into the Dining
Hall (K9). There, they are greeted by the Should your PCs decide to attend and
illusion of Strahd described in the original attempt to disrupt the wedding, run the
module, which soon causes the lights to (paid) “Wedding At Ravenloft” expansion by
extinguish, the doors to slam shut, and the Wyatt Trull.
drawbridge to raise—trapping the PCs
Dᴇᴄʟᴀʀᴀᴛɪᴏɴ ᴏꜰ Wᴀʀ ● Brom & Bray Martikov
● Alana Krezkova
If Strahd has exhausted all other means of
● Felix (from Saint Andral’s
stealing the Tarokka artifacts, ambushing
Orphanage)
the PCs in greater Barovia, or luring the
● Milivoj and Yeska
PCs to Castle Ravenloft, he instead selects
● Stella Wachter (if cured)
a more nuclear option: an outright (though
● Kaldur (of Yaedrag)
veiled) declaration of war.
● Doru

Once Strahd begins to believe that the PCs


Employing Beucephalus, his black carriage,
pose a true threat to him, he begins to
and the assistance of Rahadin, his brides,
gather charmed Barovian scouts from
and any Vistani or Vallakian spies, Strahd
Vallaki and Barovia, until a total of 24 scouts
oversees a mass kidnapping effort and one
are housed at Castle Ravenloft. The scouts
or more nights of terror throughout Barovia:
are split into two groups of 12, which are
stationed behind the arrow slits in the north
● A charmed Vallakian invites Strahd’s
archer’s post and south archer’s post on the
forces into the living chambers of the
third-floor Parapets (K46). The scouts are
Blue Water Inn, where Urwin and
staggered in three shifts, with eight scouts
Danika are nearly killed and Brom
sleeping on the stone floor of the archer’s
and Bray are locked in silver
posts at any one time. These sharp-eyed
manacles (which burn their skin and
and sharp-eared archers are joined by a
prevent them from transforming)
pair of wights, who employ their darkvision
● Dmitri Krezkov’s house is burned to
to constantly scan the night sky and
the ground (forcing the family and
drawbridge for approaching PCs.
their children into the unprotected
village grounds)
If he believes the PCs may approach by air
● Felix is forcefully removed from the
(and so gain entry via the Servants’
Orphanage (by a charmed Ernst
Entrance or Tomb of King Barov and Queen
Larnak or other Vallakian spy)
Ravenovia), Strahd also directs six wights
● Milivoj and Yeska are forced into the
and eight swarms of bats to defend the
black carriage (if the Church of Saint
Overlook (K6). Additionally, Ludmilla
Andral is unconsecrated or
instructs the coven of Barovian witches (if
destroyed)
alive) to set their black cat familiars to guard
● Strahd requests dinner at
the Servants’ Entrance (K23) and the
Wachterhaus, and charms Fiona
staircase beneath the Tower Roof (K57),
and Stella, forcing the girl to return
alerting the coven to the presence of any
with him to Castle Ravenloft
intruders.
● Chief Sigrid’s tent is burned to the
ground (forcing her family and her
While the PCs are next away on a quest or
children into the unprotected and icy
mission, Strahd and his minions kidnap the
grounds of Yaedrag’s crater)
children and other NPCs that the PCs have
● Doru is forcefully removed from the
grown most attached to throughout the
church in Barovia, and Donavich
module. This may include:
slain if he resists
If the PCs travel to Castle Ravenloft at the
The children are manacled, blindfolded, and predetermined time, they face no random
gagged, and placed on the second floor of encounters along the way and are met by
the Daern’s instant fortress within Strahd’s the black carriage near the western
treasury (K41). Strahd also kidnaps and Barovian gate, which transports them to the
charms Parriwimple, who he sets alongside front gates of Castle Ravenloft. Once inside,
a charmed Doru (if present) to guard the the PCs are directed by Rahadin (or
children from attack. another of Strahd’s surviving trusted
servants) into the Dining Hall (K9).
Sᴛʀᴀʜᴅ’ꜱ Uʟᴛɪᴍᴀᴛᴜᴍ
Immediately after the hostages are taken, There, they are greeted by Strahd, the
Strahd instructs one of his Vistani spies (or, charmed Barovian scouts, and Gertruda.
failing that, a charmed Vallakian or Strahd greets the PCs warmly, and
Barovian) to deliver the following message describes the terms of the hostages’
to the PCs: release: the unconditional surrender of the
Holy Symbol of Ravenkind, the Tome of
Strahd, and the Sunsword, and the
My dearest friends and subjects, immediate exit of the PCs from his lands.
Strahd (falsely) promises that the PCs will
It has been too long since I have enjoyed the
pleasure of your company. As such, I bid you join be allowed to depart Barovia unharmed and
me for dinner tomorrow evening at sundown at unmolested, and that the hostages will be
Castle Ravenloft. safely released to their families once the
transaction is complete. If the PCs refuse
I understand that a two-party dinner is a Strahd’s offer, he promises in veiled terms
lonesome affair. As such, I have taken the liberty that the hostages may not survive to the
of inviting several of our mutual acquaintances to
following sunrise.
join us for this momentous occasion. I am
delighted to share that they are currently enjoying
the hospitality of Castle Ravenloft, and look In truth, Strahd has no intention of
forward to your imminent arrival. upholding his end of the bargain (a fact he
will shamelessly and repeatedly deny).
For the safety of my retainers and our guests, I Once the PCs hand over the items they
must insist that you come alone and unarmed, hold, Strahd causes the lights to extinguish,
save for the holy relic and blessed blade you now
the doors to slam shut, and the drawbridge
carry. Should these requests prove overly
burdensome to you, I fear that I may be unable to to raise—trapping the PCs within Castle
offer my hospitality to you, or to continue offering Ravenloft. Strahd then immediately attacks.
it to our treasured guests.
Rᴇꜱᴄᴜɪɴɢ ᴛʜᴇ Hᴏꜱᴛᴀɢᴇꜱ
I am sure you have grown weary of this game we
play. Fear not—it shall end soon. The password to the instant fortress is set to
the name: “Ravenovia.” Without the
Sincerely, password, the fortress can only be entered
via teleportation (e.g., misty step) or
Your Lord and Master, transformation into a Tiny creature or
Strahd von Zarovich smaller (e.g., polymorph or gaseous form).
If the PCs have restored the Sunsword at Tower Peak or Strahd’s Tomb, whichever is
the blessed pool of Krezk and instilled it with further). He then taunts the PCs before
Sergei’s spirit, Sergei can share the names engaging them in battle.
of the royal family and any other potential
passwords if asked. Sergei can also If the PCs choose to take a short rest after
suggest potential places that the hostages saving the hostages (e.g., within the instant
may have been stored: the dungeons, the fortress, whose protection shields the PCs
catacombs, the high tower peak, or the from any hostile encounters for the duration
third-floor treasury (though Strahd has of their rest), Strahd brings any surviving
walled off the former entrance via the Barovian scouts from the third-floor
parapets and Sergei does not know how to parapets to the foretold location, where they
gain entry via the study). stand guard at his side.

If contacted via Sending or similar magic, Sᴛʀᴀʜᴅ’ꜱ Tᴀᴄᴛɪᴄꜱ


the hostages can share the approximate
elevation of their imprisonment (an upper Sᴛʀᴀʜᴅ’ꜱ Sᴛᴀᴛ Bʟᴏᴄᴋ
floor of the castle), but not their exact
Strahd’s as-written statblock, while directly
location or means of entry. Parriwimple and
templated from the vampire entry in the
Doru both know the password to open the
Monster Manual, can be severely
instant fortress (having overheard Strahd
underwhelming for a party of 10th-level PCs
saying it), and will provide it to the PCs if
in Curse of Strahd. The reason for this is
Strahd’s charm is broken or suppressed
twofold: the Holy Symbol of Ravenkind and
(and, in Doru’s case, if he is sufficiently
the Sunsword.
intimidated or wounded).
As-written, Strahd actually has a CR of 19
If Strahd becomes aware of the PCs’
(which can be determined using a standard
presence in the castle before the hostages
online CR calculator). However, this CR
are rescued, and if the PCs delay their
assumes that Strahd is fighting in a vacuum;
arrival by ten minutes or more (e.g., by
in other words, it assumes that he is fighting
casting Prayer of Healing, taking a short
in his preferred territory (e.g., darkness).
rest, or wandering the castle for a long
period of time), he retrieves the PCs’ most
If Strahd’s Sunlight Hypersensitivity feature
beloved hostage from the treasury and
is taken into account, we can make the
brings them to the foretold Tarokka location,
following adjustments to his statblock while
where he waits for the PCs to arrive.
he is in direct sunlight or within range of the
Parriwimple, Doru, or any of the other
Holy Symbol:
hostages can inform the PCs that Strahd
removed the chosen hostage shortly before
● The average attack bonus for
their arrival.
Strahd’s Claws attack is reduced
from +9 to +6 (due to disadvantage
When the PCs arrive at the foretold location,
from Sunlight Hypersensitivity)
if Beucephalus is still alive, Strahd
● Strahd’s regeneration is negated
commands him to escort the charmed
● Strahd has two fewer Legendary
hostage to a secure place (likely the North
Resistances (as he is forced to use it
each time he is affected by the Hold other monsters and NPCs is a difficult and
Vampires ability from the Holy suboptimal task.
Symbol of Ravenkind, which he has
only a 65% chance of making his Under these circumstances, Strahd’s
saving throw against. This assumes strategy is simple: Do everything he can to
an average combat encounter length whittle down the PCs from afar while forcing
of four rounds) them to waste their resources. This “guerilla
● Strahd has approximately 80 fewer warfare” strategy is detailed in-depth in my
hitpoints (due to damage from article, “The Genre-Savvy Strahd: A Guide
Sunlight Sensitivity, assuming an to Running Combat for D&D’s Most
average combat encounter length of Dangerous Villain.”
four rounds)
However, it is my firm belief and experience
Under these circumstances, Strahd has a that this strategy is unfulfilling for both the
CR of 12—barely more than Baba Lysaga DM (who must oversee a boring game of
or her Creeping Hut. When placed against cat-and-mouse for several hours), and the
five 10th-level PCs and Ezmerelda (the PCs (who, without the use of Telekinesis or
equivalent of an 8th-level PC), Strahd alone Wall of Force and an exceptional amount of
barely registers as an Easy encounter using luck, are physically unable to win). A final
the DMG’s rules for encounter building. battle using Strahd’s RAW statblock is
binary: either Strahd is destroyed in short
Averaged together, these best- and worst- order, or the players are destroyed over the
case CRs give Strahd’s given RAW course of a long, hopeless slog.
Challenge Rating of 15. However, we can
assume that most parties can defeat an Therefore, I’ve designed a customized
Easy encounter in 1-2 rounds—which Strahd statblock to meet the following goals:
means that if Strahd allows himself to enter
the range of the Sunsword and Holy ● Tough enough to last the length of a
Symbol for even a single round, he risks full high-level combat encounter (5-8
defeat. In other words, if Strahd ever faces rounds)
the PCs in a head-on combat after they ● Powerful enough to match the PCs
obtain the Tarokka artifacts, he will be in action economy
utterly demolished. ● Resourceful enough to address or
escape most compromising
While you may choose to supplement situations
Strahd’s forces with other monsters from ● Flavorful enough to provide an
Castle Ravenloft (e.g., the brides, wights, engaging, exciting, and in-character
shadows, etc.), aside from Rahadin, the combat experience to the PCs
vast majority of Strahd’s potential allies are
either far too weak to make a difference (in To this end, I have made the following
the case of the werewolves or Barovian changes to Strahd’s statblock:
witches) or equally vulnerable to sunlight (in
the case of most undead). As such, buffing ● Increased his Hit Dice to 30,
Strahd’s encounter level with the addition of increasing his hitpoints to 255
● Added +1 to his Proficiency modifier ● Replaced his lair actions with a new
● Increased his spellcaster level to 10 suite of flavorful, powerful, and
● Replaced his spell list with more diverse lair actions
standard, useful, and interesting
spells See below or click here to view the full
statblock:
Strahd also gains the following Lair Actions The sphere ignites flammable
while in Castle Ravenloft: objects not being worn or carried,
and it sheds bright light in a 20-foot
● Strahd targets any number of doors radius and dim light for an additional
and windows that he can see, 20 feet. It lasts until Strahd uses
causing each one to either open or another Lair Action or until dispelled.
close as he wishes. Closed doors ● Strahd magically calls four swarms
can be magically locked (needing a of bats or swarms of rats. Each
successful DC 20 Strength check to swarm appears next to a hostile
force open) until Strahd chooses to creature that Strahd can see, makes
end the effect, or until Strahd uses an attack against that creature, and
this lair action again. then exits the area.
● A 40-foot radius sphere of fog
appears centered on a point within At full strength, this revised Strahd is CR21
120 feet of Strahd that he can see. —comparable to Acererak of Tomb of
The sphere spreads around corners, Annihilation. While within sunlight, Strahd’s
and its area is heavily obscured. It revised CR is 14. Assuming Strahd spends
lasts until Strahd uses another Lair half of the final battle in sunlight (as his
Action or until a wind of moderate or RAW statblock does), this results in an
greater speed (at least 10 miles per average CR of 17, or a Medium encounter
hour) disperses it. for a party of five 10th-level PCs plus
● Grasping ghostly hands sprout from Ezmerelda.
the ground and walls in a 10-foot
cube starting from a point within 90 Cᴏᴍʙᴀᴛ Tᴀᴄᴛɪᴄꜱ
feet of Strahd that he can see. For This revised Strahd is a far tougher and
the duration, these hands turn the capable opponent than the RAW version.
ground in the area into difficult Even so, he is still, first and foremost, a
terrain. A creature in this area must skirmisher. While fighting in Castle
immediately make a Strength saving Ravenloft, he sets up an ambush, strikes
throw or be restrained by the hard, and retreats when moderately
grasping hands until this effect ends. wounded (179 HP) if Ireena is not present,
A creature restrained by these or severely wounded (102 HP) if she is.
hands can use an action to make a
DC 18 Strength saving throw; on a Strahd places the greatest value on his 5th-
success, it frees itself. level spell slots; he uses these slots only to
● A 10-foot diameter sphere of fire cast Animate Objects. He always reserves
appears in an unoccupied space of one 4th-level spell slot to cast greater
Strahd's choice within 60 feet that he invisibility in case he needs to escape, and
can see. Any creature that starts its uses counterspell and dispel magic as-
turn within 5 feet of the sphere must needed to block spells of 3rd level or lower
make a DC 18 Dexterity saving that would empower his enemies (e.g.,
throw. The creature takes 3d6 fire haste or fly).
damage on a failed save, or half as
much damage on a successful one.
He uses his Legendary Resistances only to If the PCs are outdoors, Strahd may also
avoid any incapacitating effects (e.g., hold cast fly on himself to keep out-of-reach of
monster or the Hold Vampires ability of the any melee attackers.
Holy Symbol); otherwise, he relies on
absorb elements and his regeneration to When the conditions are right, Strahd
protect him from direct damage. strikes, using his Legendary Actions to
approach his target as quickly as possible.
Strahd’s tactics can be divided into four
phases: ambush, attack, harass, and Aᴛᴛᴀᴄᴋ
retreat. During the Attack phase, Strahd hits hard
and fast, focusing almost entirely on his
Aᴍʙᴜꜱʜ chosen prey. He uses all three legendary
actions, plus his multiattack, to take his
During the Ambush phase, Strahd seeks to
target’s health down as quickly as possible.
establish surprise when he attacks the PCs
If he can hit four or more targets without
—both to avoid the sunlight of the Sunsword
hitting Ireena, he’ll cast Fireball first. He’ll
for as long as possible and to gain the
use his Lair Action to imprison his target
upper hand on his first attacks.
with ghostly hands, and cast Absorb
Elements to protect himself from any
During this phase, he uses his Spider
elemental damaging spell of 3rd-level or
Climb ability to relocate to hard-to-reach
higher while enhancing his Unarmed
places (such as the ceiling), and uses his
Strikes.
high Stealth to conceal himself from sight.
He relies on his high Perception to detect
the PCs as they approach. If the PCs leave Hᴀʀᴀꜱꜱ
for another part of the castle, he follows If Strahd is moderately wounded (179 HP)
them in the form of mist (if they’re in the and Ireena is not present, it’s at this point
main castle) or the form of a bat (if they’re in that he’ll move to the Retreat stage.
the catacombs or moving quickly), always However, if Ireena is present, he’ll instead
taking care to avoid the radius of sunlight. move to the Harass stage.

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

Near the Elevator Trap (K61), Strahd uses Rᴀɴᴅᴏᴍ Eɴᴄᴏᴜɴᴛᴇʀꜱ


his Unarmed Strike to grapple two PCs
Rᴀʜᴀᴅɪɴ
who together weigh 250 or more pounds,
then pulls them onto the pressure plate that If encountered as a random encounter
activates the trap, using a Legendary within Castle Ravenloft, Rahadin attacks
Resistance to resist the magic sleep gas if only if the PCs attack him first. As such, we
necessary. can assume that his response depends
largely on the strength of the PCs that
In the Dungeon Hall (K73), Strahd uses attacked him.
Spider Climb to cling to the walls, luring the
PCs into crossing over the hidden If Rahadin takes moderate damage before
teleportation traps. his first or second turn (41 damage or
more), he immediately uses his full
In the Brazier Room (K78), Strahd lures the movement to Dash away from the PCs
PCs into the center of the chamber, then (Disengaging if he doesn’t have enough
moves just outside one of the doors. He space or spell slots to cast misty step first),
casts Ray of Frost to attack one of the iron and then takes the Hide action on his next
golems within, causing the golems to available turn. From this point onward, he
animate and attack and the doors to stalks the PCs through the castle using the
magically slam shut and lock. tactics described in the Larders of Ill Omen
section below.
Finally, in the Catacombs (K84), Strahd
uses his door-opening Lair Action to release Given his high Insight and Intimidation
the wraith and hell hound inhabitants of modifiers, we can assume that Rahadin
Crypt 38 (General Kroval “Mad Dog” prefers a “shock-and-awe” approach if he
Grislek), and his nightmare, Beucephalus, believes he has little to fear from his
from Crypt 39. He lures the PCs past Crypt opponents. If Rahadin takes only light
27 (containing three giant wolf spiders)
224 Full or partial credit for many of the adapted
and across the teleportation traps outside of tactics in this section goes to The Monsters
his tomb (K86). If he has grappled a PC, he Know What They’re Doing: Combat Tactics for
Dungeon Masters, by Keith Amman.
damage before his first turn (14 damage or However, if a PC grabs hold of it, the broom
less), he focuses his attacks on the PC that immediately uses its Animated Attack
attacked first (or opened hostilities, if that reaction to make a Dexterity check
PC rolled low on initiative). He attacks three contested by its opponent’s Strength check,
times with his scimitar and attempts to flying out of the creature’s grasp and
maximize the number of targets caught by making an immediate melee attack with
his Deathly Choir ability. If he believes the advantage before combat starts.
PCs too weak to easily kill him (e.g., if the
PCs are of 7th level or below), he The broom has a +3 Dexterity modifier,
commands the PCs to lay down their giving it a slight statistical advantage on this
weapons and immediately cease their feature (as most Strength is one of the most
attack. common PC dump stats). However, if it fails
and the PC continues to grapple it, the
If the PCs obey, Rahadin sheathes his broom doesn’t mind—it’s not tough or
weapons and commands the PCs to depart intelligent enough to confidently make flyby
Castle Ravenloft immediately. If the PCs attacks against melee opponents, and it’s
defy him, Rahadin continues to attack, perfectly happy to remain adjacent to the
focusing his efforts on the PC that most nearest target available.
actively defied him.
Once it’s made its first attack, the broom
Rahadin is a cruel and ruthless killer. If one continues attacking with its multiattack until
of the PCs is a cleric, a paladin, a druid, or a destroyed.
bard, he assumes that the party is capable
of magical healing, and continues attacking Cʀᴀᴡʟɪɴɢ Cʟᴀᴡꜱ
any unconscious PCs with his scimitars
Given their low CR (CR 0), crawling claws
(dealing an automatic critical hit and
are pretty much only good for a jumpscare.
inflicting two failed death saving throws on a
Notably, however, they have a climbing
hit) until they are dead.
speed of 20 feet and a decent Dexterity
modifier, suggesting a preference for
Bʀᴏᴏᴍ ᴏꜰ Aɴɪᴍᴀᴛᴇᴅ Aᴛᴛᴀᴄᴋ Stealth. As such, the mob of severed hands
A broom of animated attack is a simple doesn’t skitter toward the PCs so much as
dumb construct with no special tactics or drop on them from above, surprising any
features—save for one: its Animated Attack PCs whose passive Perception failed to
reaction, which allows it to immediately exceed the claws’ Stealth check.
attempt an attack against a creature that
grabs it. It shouldn’t be obvious to the PCs upfront
that they’re being attacked by severed
When spotted by the PCs, the broom hands upfront, though. To play up the creep
continues sweeping for a moment, then factor, let the PCs notice the hands part
gently sets itself against a nearby wall. If the before they notice the severed part. One
PCs ignore it and continue past, it sweeps hand wraps around a PC’s mouth and
into the air and attacks from behind. clamps it shut while a second hand latches
around another PC’s throat and starts to
squeeze. Another PC finds something cold,
clammy, and foul holding their hands in a Sᴡᴀʀᴍꜱ ᴏꜰ Bᴀᴛꜱ
tight embrace, even as another pair of
A swarm of bats has high Dexterity,
hands forces a final PC to play “peekaboo.”
average Constitution, and exceptionally low
Strength, making it a shock fighter. A
As-written, at least one of the hands may
swarm’s natural resistance to bludgeoning,
attempt to scurry into a PC’s backpack to
piercing, and slashing damage (magical
hide. However, time in and out of Ravenloft
damage included), plus its 30-foot fly speed,
is short. If your PCs are in Ravenloft for the
means that a swarm has no compunctions
final confrontation, rather than an earlier
against making flyby attacks against melee
visit, consider having a hidden hand pop out
or ranged creatures.
the next time they take a short rest, instead.

If the swarm is accompanying Strahd in


Sʜᴀᴅᴏᴡꜱ battle and Strahd needs assistance with an
As-written, the shadows in Castle Ravenloft ability check (e.g., hiding from a perceptive
are non-hostile unless attacked or directed party or escaping a grapple), or if it’s been
to attack by Strahd—perhaps they’re the reduced to 11 hitpoints or fewer (reducing
shadows that Strahd has previously stolen the damage of its Bites attack by half), the
from other adventurers? swarm will take the Help action to assist
Strahd or any of his allies who are present.
In this case, if attacked in dim or bright light, Otherwise, it makes a Bites attack.
a shadow doesn’t strike back; instead it
Dodges and moves as far away from its Cʀᴀᴡʟɪɴɢ Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇ
attacker as it can. There it waits, ever- A normal Strahd zombie is only CR 1,
curious about these newcomers and leaving this bisected zombie little more than
desperate to be in the company of a living a jumpscare for even the lowest-leveled
creature once more. If the PCs leave the parties. Lean into that. Use the RAW
shadows behind, they follow from a distance description text of “the deathly groans of
of 30 feet, fleeing if attacked again and something vile” to encourage the PCs to
separating from the party if the PCs enter a hide from whatever horrific thing might be
chamber occupied with other NPCs or coming, then reveal its true nature as the
monsters. zombie pathetically crawls past. If any PCs
try to engage it, don’t worry about rolling
If ordered to attack by Strahd, a shadow initiative. Just let them deal with it (or ignore
immediately latches onto the nearest PC, it) as they’d like.
draining their strength until dealt radiant
damage, struck with a magic weapon, or It might not risk killing them, but it’ll do an
turned by a cleric or paladin’s Turn Undead. admirable job of ramping up tension and
In this case, a shadow Disengages, moves instantly defusing it—giving your players a
out of view, uses a bonus action to Hide, flash of humor and relief while ramping up
and waits for a new victim to come within their anxiety before the final fight with
striking distance. Strahd.
Wɪɢʜᴛꜱ
Bᴀʀᴏᴠɪᴀɴ Wɪᴛᴄʜ
Wights are tough fighters, but their
Barovian witches as a group are poor foes
Perception and Stealth proficiencies (plus
for PCs of any level; a single Barovian
their average Intelligence and decent
witch is barely even a speed bump.
Wisdom) suggest more intelligence than
their undead nature might indicate. They
Witches are, however, decently intelligent. If
hate the living and hunger for destruction,
encountered solo, a witch will quickly tally
but there’s no reason they have to do so
the number of foes she’s facing. If she’s
barbarically.
only up against one PC, she’ll inspect the
PC for any holy symbols or cleric’s robes; if
When the PCs first hear the sound of the
she sees any indication that she’s up
wights’ approaching footsteps, if they fail to
against a cleric, paladin, or druid, she’ll cast
hide from the wights’ passive Perception
ray of sickness to attack. Otherwise, she
(13) or if they’re carrying a light source, the
opens with Tasha’s Hideous Laughter and
footsteps instantly stop as the wights
attacks on subsequent turns with ray of
attempt their own Stealth checks to conceal
sickness.
themselves from possible intruders. The
wights take full advantage of their darkvision
If the witch finds herself up against a group
as they creep forward, then attack with their
of enemies, rather than a single foe, she’ll
Longbow multiattack as soon as the PCs
cast invisibility before turning tail and
are in their sights.
running. Even witches can do math.
Once combat has begun, the wights move
Witches are evil, but they have a strong
their full movement every turn to approach
sense of self-preservation. If cornered or
while making more Longbow multiattacks,
moderately wounded (reduced to 10
switching to their Longsword multiattack
hitpoints or fewer), a solo Barovian witch
once they’ve closed the distance to melee
immediately surrenders.
range.

Once an opponent is reduced to 18 hitpoints Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ


or fewer, a wight uses Life Drain as its Though the module suggests that the
second melee attack. When its target is vampire spawn fight until destroyed,
knocked unconscious, it continues to attack, vampires are opportunistic predators,
using Life Drain as its first melee attack, preferring the weakest or sickest prey when
rather than the second, aiming to revive the possible, and prioritizing feeding over all
PC as a zombie under its control 24 hours else. As such, when the PCs encounter a
later. pack of vampire spawn in Castle Ravenloft,
the vampires prioritize any PC that’s
Wights are capable of speech, and these moderately wounded (60 percent of its
particular wights once served as guards of hitpoints or fewer), any creature that isn’t
Castle Ravenloft. They remember nothing of wearing heavy or medium armor, and any
their lives—only the undying rage they creature that’s surprised.
harbor and the bitterness they feel toward
those who still live.
A vampire spawn uses its first Multiattack to multiattack. However, he doesn’t stay for
attempt to grapple its prey; once it’s long, warning the PCs that unwelcome
succeeded in doing so, it Dashes away, visitors will not last long in his castle before
dragging the grappled victim to a dark, sinking into the shadows using his
isolated corner where it can feed. Its Legendary Action movement, his dark
regeneration is strong enough that it doesn’t laughter echoing through the castle as he
fear triggering attacks of opportunity or regenerates any damage dealt to him.
drawing PC fire—but it does prioritize
pulling its victim as far away from sunlight From this point on, Strahd stalks the PCs
as possible. As such, a pack of vampire through the castle, aiming to see them
spawn drags its prey in opposite directions, driven from the keep—or better yet, dead.
forcing any un-grappled PCs to split up and For more information on Strahd’s combat
reducing the chance that any single vampire tactics, see the “Strahd’s Tactics” section
spawn is stuck in sunlight. above.

Ultimately, however, these vampire spawn


Mᴀɪɴ Fʟᴏᴏʀ
are under the control of Strahd von Zarovich Rᴇᴅ Dʀᴀɢᴏɴ Wʏʀᴍʟɪɴɢꜱ
and have been commanded to defend the Most dragons—wyrmlings included—will do
castle against intruders. If cornered in their best to take full advantage of their
sunlight or moderately wounded (reduced to natural fly speed. But the statues of red
50 hitpoints or fewer), a vampire spawn dragon wyrmlings in the Entry (K7) aren’t
stops dragging its victim and immediately here to stay alive—instead, their instructions
lashes out with a Claws/Claws attack. All are to make sure no uninvited guest leaves
vampire spawn continue to fight until Ravenloft alive.
destroyed.
Notably, the dragons don’t wait until every
Sᴛʀᴀʜᴅ ᴠᴏɴ Zᴀʀᴏᴠɪᴄʜ PC has entered the room—just the first. If
If the PCs do not pose a threat to Strahd the PCs are already engaged in combat
(e.g., they’re level 7 or below, and they’re when they enter this room from the Great
missing one or both of the Sunsword and Entry (K8), you’ll probably have to wait until
Holy Symbol), instead of attacking the dragons’ initiative to let them attack
immediately, he disguises himself in mist (though waiting for their initiative to let them
form and follows them through the castle, animate could be a nasty surprise for your
keeping his distance to avoid any sunlight or players—to keep things as fair as possible,
unpleasant area-of-effect damage. If he I’d have them animate and drop down to the
thinks he can get away with it, he’ll floor as a reaction as soon as a PC takes
transform into a bat and attempt to draw the the first step into their chamber).
attention of a PC with low Wisdom, using
his action to charm them without giving The dragons don’t want to kill guests—just
away his identity. keep them from reaching the exit. On their
first turn after animating, they take wing,
If the PCs do pose a threat to Strahd, he flying five feet off the ground, and form a
immediately enters combat, attacking the line down the center of the corridor to
most vulnerable PC with a Claws/Claws prevent any PCs from passing through.
long as the PCs don’t regard the unmoving
The dragons’ Fire Breath ability is a gargoyles as potential threats, the gargoyles
recharge, which means that it’s always their can and should surprise every PC once
preferred attack when available—on one combat begins.
condition. According to the DMG, a 15-foot
cone should hit at least two opponents; as For bonus points, don’t describe what the
such, a dragon only uses its Fire Breath if it gargoyles look like until after the lights go
can hit two or more enemies. Otherwise, it out—and even then, only describe their
defaults to Bite. appearance to PCs with darkvision or
magical light sources. For characters who
If any creature gets past the dragons and have been suddenly plummeted into the
makes a break for the door, the dragons dark, the gargoyles’ attack should feel like a
immediately attack with Fire Breath (or Bite, sudden, terrifying assault by a flurry of
if Fire Breath isn’t available) if that creature unseen assailants.
is heavily wounded (i.e., reduced to 30% of
its health or less). Otherwise, the dragons Due to their damage resistances to (most)
use their +4 Strength modifier to attempt to nonmagical weapon attacks, gargoyles
grapple the intruder before they escape; if don’t fear attacks of opportunity. As such,
successful, the dragon flies its captive back gargoyles prefer flyby attacks whenever
to the entrance of the Great Hall and returns possible, abusing their 60-foot fly speeds to
to its place in the line. duck down, slash at their prey with a
Bite/Claw multiattack, and then immediately
A note about Fire Breath: For a PC with a fly back up to the ceiling to ready itself for
+3 to Dexterity saving throws, this attack will another attack.
deal an average of 17 fire damage per
dragon. If a PC is unlucky enough to be No matter where the characters flee in
caught in the center of all four dragons’ fire Castle Ravenloft, the gargoyles will follow—
breaths, it’ll take an average of 69 fire unless the PCs block themselves in a room
damage—enough to outright KO any non- or corridor by closing (and reinforcing) the
martial class with a +2 Constitution modifier door. Any surviving gargoyles will happily
or less. Ouch! spend a full round making Shove attacks
against the door to force it open (contested
Gᴀʀɢᴏʏʟᴇꜱ by the PC holding it shut, who makes their
check with advantage if they’re able to lock
Unlike the dragons in the Entry (K7), the
it or otherwise reinforce their position). After
gargoyles of the Great Entry (K8) are free
one round of unsuccessful Shoves, the low-
to roam wherever they like once animated.
Intelligence gargoyles abandon their
Their goal isn’t to block the players from
quarries and return to their posts.
advancing, but to simply cause as much
damage and destruction as possible.
Aɴɪᴍᴀᴛᴇᴅ Hᴀʟʙᴇʀᴅꜱ
Also unlike the dragon wyrmlings, the The ten animated halberds around the
gargoyles have the False Appearance Heart of Sorrow are simple constructs:
feature, which makes them indistinguishable Once they spot a target, they attack it until
from a normal statue while motionless. So it’s dead. Like gargoyles, their False
Appearance feature grants them surprise A vampire spawn starts with 82 hitpoints,
against any PC who doesn’t already which means that it only uses this grapple-
suspect their true nature. After that, though, and-leap maneuver if it’s fairly confident that
they keep attacking until destroyed. it’ll survive the fall, or if it’s sure that it’s
about to die no matter what. In the former
(Note: Normal halberds have a reach of 10 case, it first uses its Spider Climb ability to
feet, but these animated ones don’t. If you pull its prey down to the sixth floor (the
think that’s an oversight by Wizards, feel landing closest to the Heart of Sorrow), or
free to upgrade the reach of their attack to the third floor (if it’s been reduced to 50
10 feet instead of 5, forcing your players to hitpoints or less); in the latter case, it jumps
get more creative in how they combat these from the highest point possible out of spite.
hovering, speedy weapons)
As it descends, a vampire spawn relies on
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ (Hᴇᴀʀᴛ ᴏꜰ Sᴏʀʀᴏᴡ) its natural regeneration to restore its health
(clinging to the undersides of staircases to
If encountered on the lower levels of the
block sunlight wherever possible), while
Heart of Sorrow’s tower (e.g., on the second
also biting its grappled victim to restore its
floor or below), the vampire spawn sent to
own health. Once it reaches the bottom, the
defend it behave similarly to the vampire
vampire drags its prey downstairs through
spawn described in the “Random
the Tower Hall Stair (K20A) or toward the
Encounters” section above: They grapple a
front of the keep through the Turret Post
vulnerable PC (attacking with surprise if
Access Hall (K13), eager to enjoy its meal in
possible), and attempt to drag their victim
private.
off to a dark, shadowy corner to feed.

The vampires behave similarly if Vᴏʟᴇɴᴛᴀ Pᴏᴘᴏꜰꜱᴋʏ


encountered at upper floors of the tower, For a link to Volenta’s revised statblock,
unless the PCs are wielding sunlight from click here.
the Holy Symbol or Sunsword. In this case,
the vampires—with few other places to go— With her Assassinate and Sneak Attack
use their Claw/Claw multiattack to grapple features, Volenta always prefers to strike
their chosen prey (using their Spider Climb from hiding wherever possible. With her
feature to maneuver along the walls if childlike personality and the additional
needed), then leap from the staircase to the insurance provided by her Evasion trait, she
distant ground below, pulling the PCs with plays combat like a game. She strikes her
them. chosen target with incredible force before
Dashing away the next turn, laughing as
(To make this fairer, you can let the she regenerates any damage she’s suffered
grappled PC make a DC 15 Dexterity saving and vanishes into the shadows. Of the three
throw to catch onto the edge of the brides, Volenta is most likely to rely on her
staircase, followed by a DC 10 Athletics Spider Climb feature, tucking herself away
check to hold the combined weight of on ceilings or ascending to inaccessible
themselves and the vampire spawn now areas as she skitters along the darkened
dangling from their ankle.) stone of Ravenloft.
If cornered, however, she is no less deadly. protecting an old man. The spawn enter
Volenta always prioritizes the weakest or K30 on the ceilings, skittering through the
most injured PC first, relying on her Blood doorway and dropping down to assault the
Frenzy feature to grant her advantage on closest prey. See the “Random Encounters”
her attacks (or to nullify the disadvantage section above for more information about
granted by sunlight). Once her playful running this encounter.
attitude has turned to mindless bloodthirst,
Volenta fights like a maniacal berserker, Wɪɢʜᴛꜱ
and never disengages from combat until her
If summoned to defend Lief Lipsiege, these
thirst is fully sated, or she’s been destroyed.
1d4 wights attack in an immediate show of
force, arriving from the Audience Hall (K25)
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ after entering through the secret door from
the southern Turret Post Access Hall (K13).
Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇꜱ See the “Random Encounters” section
The two Strahd zombies on the King’s above for more information about running
Balcony (K28) remain motionless until one this encounter.
of them is disturbed, or another creature
comes within their reach. A zombie initiates Wʀᴀɪᴛʜ ᴀɴᴅ Sᴘᴇᴄᴛᴇʀꜱ
combat by grabbing the target’s wrist, hand,
If summoned to defend Lief Lipsiege, a
or leg, then slowly looking up to meet the
wraith arrives through the wall separating
target’s eyes as the zombie’s tongue lolls
K30 (King’s Accountant) from the Elevator
from its shattered jaw and the skin across
Shaft (K31A). Rather than prioritizing the
its face sloughs down, revealing the bone-
most antagonistic foe, it immediately attacks
white skull beneath.
the most Good character present, driven by
its malevolent compulsion to kill the greatest
Sʜᴀᴅᴏᴡꜱ paragon of goodness in the party with its
If summoned to defend Lief Lipsiege, these Life Drain. If injured by radiant damage or
1d6 shadows slip into the room through the silvered or magic weapons, the wraith turns
crack beneath the door leading to K21 to attack less dangerous prey—but
(South Tower Stair). If any of the characters immediately returns to the most Good-
are standing in dim light or darkness, the aligned PC once its safer prey is dead (and
shadows each make a bonus action to take turned into a specter using the wraith’s
the Hide action, attacking with surprise if Create Specter feature).
successful. If the room is well-lit, the
shadows instead surround the characters The 1d4+1 specters that accompany it
from the walls, with each one attacking a arrive by passing through the northern wall,
separate PC. and quickly latch onto the nearest living
victim. However, a specter will only
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ reluctantly follow a wraith into sunlight, and
If summoned to defend Lief Lipsiege, these once the wraith dies, the specters will
1d4 vampire spawn are, like their peers quickly flee for darker pastures. Otherwise,
throughout Castle Ravenloft, more if a specter takes radiant or magical weapon
interested in finding a meal than in damage, it Disengages and moves to a new
place of safety 50 feet away, then swoops in to rush down the figures’ sides, the manlike
and attacks a new target in the next round. shapes slowly melting away as their “body”
If a specter suffers 7 or more points of any dissolves into hundreds of chittering,
damage from one opponent in a single wriggling rats.
round, it flies to a new target and attacks
immediately without worrying about Iɴᴠɪꜱɪʙʟᴇ Sᴛᴀʟᴋᴇʀ
opportunity attacks, relying on its damage
It’s unlikely that your PCs will trigger this
resistances to protect it. If hit by a ranged
encounter. However, if they do, the
attack, the specter immediately dive-bombs
invisible stalker should prove a memorable
the ranged attacker and engages them in
—if horrifying—encounter. With its high
melee.
Strength and Dexterity (but only decent
Constitution), plus its exceptional 50-foot fly
Hᴇʟɢᴀ Rᴜᴠᴀᴋ
speed, this monster is a shock attacker,
Helga’s strategy is simple: Attack any
lunging to strike its prey before retreating
isolated PCs, or when commanded to do so
into the air once more.
by Strahd. When she strikes, she acts as
any other vampire spawn would (see the
The stalker makes good use of its invisibility
“Random Encounters” section above), with
and fly speed, and doesn’t hesitate to
two exceptions: if the PCs enter her room
trigger opportunity attacks via flyby attacks,
with sunlight and obstruct the exit, Helga
relying on its resistance to nonmagical
shies toward the back wall, hissing in pain
attacks. However, because of its invisibility,
as the light burns her vampiric flesh, before
an invisible stalker will almost always have
lurching forward to strike whichever PC is
advantage on its attacks against its quarry
currently blocking her escape. Otherwise, if
(who effectively suffers from the blinded
Helga is already accompanying the party
condition relative to the stalker’s presence).
when the sunlight of the Sunsword or Holy
As such, it doesn’t bother taking advantage
Symbol is activated, she hisses and quickly
of its sky-high Stealth modifier, except to
scuttles away into the darkness, clinging to
gain surprise at the start of combat.
the walls and ceilings as she beats a hasty
getaway.
Whenever possible, an invisible stalker
always begins and ends its turn out of any
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ opponent’s melee reach. When it reduces
its quarry—the character that stole the
Sᴡᴀʀᴍꜱ ᴏꜰ Rᴀᴛꜱ cake’s groom figurine—to 0 hitpoints, it
When the PCs approach or attack these doesn’t stop fighting. Instead, it keeps
rats, the two “manlike shapes” they form attacking until that creature is dead.
slowly turn to face the PCs. The swarms are
covered only by threadbare black cloaks, Gɪᴀɴᴛ Sᴘɪᴅᴇʀꜱ
which reveal beneath them two standing The giant spiders in the Belfry (K40) only
mounds of writhing, furred flesh, with faces attack if attacked first or if the bell is
covered in wormlike tails, flashing white sounded. In both cases, we can safely
teeth, and dozens of glinting black eyes. assume that they’re attacking defensively,
Once their anger is aroused, the rats begin rather than for food.
In combat, the armor opens with Shocking
Giant spiders are reasonably speedy, with a Bolt (favoring attacks against opponents
high Dexterity, decent Strength and average wearing metal armor), followed by a series
Constitution. They prefer to first attack from of Greatsword attacks as soon as it closes
range using their Web attack, repeating it within melee range. Against a spellcaster
whenever it’s recharged. Since these five with an AC of 15, it can deal an average 8
spiders are living together in such a tight damage per Greatsword attack. Once in
space, we can assume that they form a melee range, it will always prioritize more
social nest—which means that they’ll focus- vulnerable opponents first (using its
fire their Web attacks on one target at a multiattack to grapple an unarmored or
time, to ensure that each enemy is lightly armored opponent before attacking
restrained before moving into melee. that same turn), and will instantly focus its
attacks on a caster that attempts to cast
Once an enemy is restrained by webbing, dispel magic on it and fails.
one or more spiders moves in to retrieve
them, first by grappling the target (rolling Shocking Bolt has a lower to-hit bonus and
with advantage, while the target rolls with deals less damage, making it an inferior
disadvantage), followed by pulling the target choice to Greatsword in all close-ranged
up into the spiderwebs above, further scenarios. Even with advantage on its
restraining the target. Once it’s done so, Shocking Bolt attack against an enemy
each spider dives in, using their Bite attacks wearing armor, it still deals slightly less than
to inject as much venom as possible. Once 8 damage per attack on average, making its
a victim is reduced to 0 hitpoints, one spider Greatsword a safer (and more powerful)
uses its Web attack to wrap it inside of a choice.
cocoon, and ties it off in the web to be
consumed later. Aɴᴀꜱᴛʀᴀꜱʏᴀ Kᴀʀᴇʟᴏᴠᴀ
For a link to Anastrasya’s revised statblock,
The belfry is far too small and constrained,
click here.
leaving the spiders with nowhere to go. If
heavily wounded (reduced to 8 hitpoints or
When encountered in Castle Ravenloft,
less), a spider will beat a hasty retreat to the
Anastrasya is never far from the sword or
top of the Belfry, where it clicks its
shield she wields with telekinetic grace.
mandibles toward the PCs threateningly. If
However, she prefers civility to open
cornered, it will fight to the death.
violence, relying on her high Deception
modifier and Charm ability to keep her
Sᴛʀᴀʜᴅ’ꜱ Aɴɪᴍᴀᴛᴇᴅ Aʀᴍᴏʀ enemies talking while she wraps them
Unlike its other animated peers, Strahd’s around her fingers.
animated armor is almost as intelligent as
an average human, allowing it to use some While speaking with the PCs, Anastrasya
basic tactics. Its Armor Class is will use each round to target a PC with her
exceptionally high, and its Strength and Charm ability, preferring to prioritize classes
Constitution are high as well, making it a without proficiency in Wisdom saving
trueborn tank. throws. When Anastrasya uses her Charm,
have each PC make a Perception or Insight
check, but secretly modify the result of her outdoors), or a cloud of mist (if nearby to
victim to use their Wisdom saving throw one of the cracks in the wall that lead to the
modifier, rather than the appropriate skill High Tower Stair). Once out of sight, if she
modifier. If the victim fails to beat isn’t already in mist form, Anastrasya
Anastrasya’s Charm DC (15), secretly let transforms into mist and conceals herself
them know that they are now charmed by amid the decay of the rest of Castle
her and what that entails. Ravenloft. If commanded to do so by
Strahd, however, she will (reluctantly)
When this happens, have Anastrasya make remain and fight to the death, unable to defy
a Stealth check. If any PC makes a her master’s will.
Perception or Insight roll that beats
Anastrasya’s Stealth result, secretly inform Anastrasya never travels alone. In Castle
them that they noticed Anastrasya’s eyes Ravenloft, she is always defended by an
flash crimson-red, followed by her victim’s honor guard of four wights that stand guard
gaze growing slack and distant a heartbeat at each entrance to her current chamber,
later. and who violently attack any creature that
threatens her.
If possible, Anastrasya will prioritize the
strongest or most charismatic PCs for her Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
Charm first, relying on the goodwill of those Rᴜɢ ᴏꜰ Sᴍᴏᴛʜᴇʀɪɴɢ
she’s already bewitched to suppress any
notion of violence. If she has any indication Due to its False Appearance feature, the
that things are about to go south, however, rug of smothering always attacks with
she quietly uses her Children of the Night surprise—but because it can’t attack while
ability, summoning 2d4 swarms of rats or restraining a target, that’s likely the only
swarms of bats to assist her should attack it will ever get. It will, however, use
combat erupt. the Dodge action on all subsequent turns to
avoid taking damage, and will attack the
In battle, Anastrasya uses her bonus action nearest target with its Smother if its original
to attack with her modified flying sword prey somehow frees itself. It fights to the
while taking the Dodge action, relying on the death.
additional AC provided by her animated
shield to protect herself. Elegant and Gᴜᴀʀᴅɪᴀɴ Pᴏʀᴛʀᴀɪᴛ
graceful to the last, Anastrasya only attacks Like the Rug of Smothering, the guardian
with her Claw/Claw multiattack if cornered, portrait’s False Appearance feature allows
and only drains a victim’s health with her it to always attack with surprise (though,
Bite if she is moderately wounded (reduced given the fact that it only attacks if the rug is
to 60 hitpoints or fewer) and a weak, attacked or either item is moved, this is only
vulnerable victim is easily available to her. relevant in the latter case).

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.

● Burning hands—an auto-include Lᴜᴅᴍɪʟᴀ Vɪʟɪꜱᴇᴠɪᴄ


anytime the witch expects open
For a link to Ludmilla’s revised statblock,
combat
click here.
● Charm person—worth including if
the witches expect to encounter only
In combat, Ludmilla focuses first on
three or fewer enemies (allowing
immobilizing and incapacitating her
them to focus their casts)
enemies. Against lower-level enemies, she
● Mage armor—same as burning
will incapacitate melee fighters by casting
hands above
levitate; against higher-level foes, she will
begin by casting evard’s black tentacles if
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
she can catch at least four enemies in its
radius. Otherwise, she begins by casting Bʟᴀᴄᴋ Pᴜᴅᴅɪɴɢ
blindness/deafness to blind any spellcaster The black pudding in the Wine Cellar
that she deems a large enough threat, (K63) has the ability to corrode weapons
followed by misty step to avoid the reach of and armor, hang from the ceiling, and Split
any melee attacker. when struck by slashing or lightning
damage. A Large black pudding retreats
If Ludmilla is alerted to the PCs’ presence when reduced to 34 hitpoints or fewer by
beforehand, she will begin by casting non-slashing, non-lightning damage; a
greater invisibility, and will stalk the PCs Medium pudding must be reduced to 16
until they are sufficiently close together for hitpoints or fewer; and a Small pudding
her to cast evard’s black tentacles. must be reduced to 8 hitpoints or fewer.

Once the PCs are restrained by evard’s Sᴋᴇʟᴇᴛᴏɴꜱ


black tentacles, Ludmilla takes advantage of
By the time they reach these skeletons in
their restrained condition to attack with
the Guards’ Quarters (K69), your PCs
lightning bolt, taking care (if possible) to hit
should be long-since used to their presence
at least three PCs with the spell whenever
in Castle Ravenloft (following their run-ins
possible.
with Cyrus
Belview’s skeletal “guards” elsewhere in the
Ludmilla has three options for her reaction:
keep). In combat, eight of these ten
counterspell, shield, and her recharge ability
skeletons immediately attack the PCs with
Misty Escape. If she is facing an enemy
their shortbows while two remaining
spellcaster with the ability to incapacitate
skeletons closest to the door block the exit,
her (e.g., via hypnotic pattern), or if she is
attacking the PCs from behind with their
heavily wounded (reduced to 32 hitpoints or
shortsword. A skeleton switches to its
less) and attempting to escape, she holds
shortsword as soon as any PC engages it in
counterspell in reserve. She uses misty
melee.
escape to block attacks by rogues, paladins,
or monks, though she switches to shield if
caught within sunlight.
Rᴀʜᴀᴅɪɴ
There are two circumstances under which
Ludmilla always keeps one 2nd-level, one the PCs may fight Rahadin here: Either the
3rd-level, and one 4th-level in reserve to party has entered his office after breaking
cast misty step, counterspell, and greater into Castle Ravenloft, or the party is working
invisibility, in case she needs to escape. to steal the skull of Argynvost from the Hall
Ludmilla places a high value upon her own of Bones (K67) nearby, and they’ve made
life, and will flee as soon as she is heavily enough noise to attract him to their location.
wounded (reduced to 32 hitpoints or less).
Rahadin has a high AC of 18, a high
Whenever possible, Ludmilla is joined by Constitution, and a godlike Dexterity (+6).
1d6 Barovian witches or 1d4 + 1 flying His mental stats are all well above average
swords, which she personally enchanted. (with a notably high Charisma) and his other
physical stat (Strength) is fairly good as step is probably less of an escape feature
well. and more of a means of avoiding
opportunity attacks when Rahadin needs to
Rahadin also has darkvision, a move speed withdraw from melee.
of 35 feet, and proficiency in two of the big
three saving throws (Constitution and Against an enemy with AC 15, Magic
Wisdom); given his exceptionally high weapon increases the average damage of
Dexterity, he’s unlikely to fail many of those Rahadin’s scimitar by 1.4 per strike,
saving throws either. increasing his average melee damage
output by 4 slashing damage per round.
While Rahadin’s Mask of the Wild feature is However, he can only cast it once per day; if
exceptionally useful in the wilderness, it is the PCs are of sufficiently low level (5th
near-useless in Castle Ravenloft unless the level or lower), or if he doesn’t plan to
PCs encounter him outdoors (e.g., on the engage the PCs in melee (as he can’t cast
Tower Roof or in the castle grounds). As magic weapon on more than one poisoned
such, we can safely ignore it here. dart) Rahadin won’t bother casting it.
Otherwise, he uses a bonus action to cast it
Rahadin’s actions are simple: He attacks on his scimitar on the first round of combat.
three times with his scimitar, dealing an
average 27 damage; or he attacks twice Deathly Choir deals an average of 13
with his poisoned darts, dealing an average psychic damage to any creature caught in it
26 damage. These attacks have the same (assuming his targets have a Wisdom
to-hit modifier, leaving them roughly modifier of +3). For a target with a higher
equivalent in value—especially when we Wisdom saving throw modifier, such as a
consider that the normal maximum range of cleric or druid, that average damage
Rahadin’s poisoned darts (20 feet), plus his decreases to 11, which is still comparable.
natural speed of 35 feet, doesn’t allow him
to escape a PC who dashes after him as he Because Rahadin’s two attacks are roughly
retreats. equal, his decision to engage in melee or
ranged combat comes down to the
Rahadin has three features that allow him to positioning of potential targets. According to
enhance his action economy through bonus the “Areas of Effect” table in the DMG,
actions: the misty step spell (which he can Rahadin’s Deathly Choir ability should
cast three times per day), the magic target at least two enemies most of the time;
weapon spell (which he can cast once per as such, if Rahadin can guarantee that he’ll
day), and his Deathly Choir ability be able to damage at least two enemies
with his ability while attacking with his
Misty step increases Rahadin’s mobility scimitars, he’ll enter melee combat
even further, allowing him to teleport up to immediately, relying on misty step to escape
30 feet away to a place he can see. to an exit if he gets in over his head..
However, Castle Ravenloft is full of
enclosed corridors and chambers—and a Otherwise, Rahadin’s Constitution, while
closed door blocks the line of sight that high, isn’t quite high enough to allow him to
Rahadin needs to cast it. As such, misty enter a lengthy combat alone against a
team of coordinated and powerful report their location to Strahd, who appears
opponents. As such, if he can’t guarantee at to confront the PCs within 6d10 minutes.
least two targets for his Deathly Choir, he’ll
take potshots from 20 feet away with his Rahadin is a cruel and ruthless killer. If one
poisoned darts before retreating his full of the PCs is a cleric, a paladin, a druid, or a
move speed, tempting the PCs to waste bard, he assumes that the party is capable
their action by Dashing. Whenever possible, of magical healing, and continues attacking
Rahadin ends his movement behind full any unconscious PCs with his scimitars
cover (e.g., a wall or closed door), forcing (dealing an automatic critical hit and
the PCs to relocate to hit him. inflicting two failed death saving throws on a
hit) and Deathly Choir (automatically
Rahadin knows Castle Ravenloft like the inflicting a failed death saving throw) until
back of his hand, and his exceptionally high his target is dead.
Stealth modifier (+14) means that few, if any
enemies, will be able to track him. While the Sʜᴀᴅᴏᴡ Dᴇᴍᴏɴ
book says Rahadin fights to the death, he For a shadow demon, staying out of light is
knows his value to Strahd, and has no plans a must. It’ll do its best to avoid bright light,
to allow his master’s enemies to roam the and will do whatever it can to avoid an
castle freely. As such, when Rahadin is enemy capable of inflicting radiant damage.
moderately wounded (reduced to 70 percent
of his maximum health, or 95 hitpoints), he In combat, the demon Hides in dim light or
uses his full movement to Dash away from darkness, giving it advantage on its first
the PCs (Disengaging if he doesn’t have attack from hiding and boosting its damage.
enough space or spell slots to cast misty Using its Incorporeal Movement feature, the
step first), and then Hides in a dark, tucked- demon will dodge in and out of the Spiral
away space. Stair Landing (K83a) to avoid PC attacks,
and to re-conceal itself before attacking
From then on, Rahadin, like the Alien of again. It will prioritize the weakest and most
Alien: Isolation, takes full advantage of the vulnerable targets first, but will retreat to
narrow, twisting, dark corridors of Castle reposition itself if its first blow either doesn’t
Ravenloft to tail his prey through the deal at least severe damage (60 percent of
shadows with his +11 Perception modifier, the opponent’s maximum hitpoints) or if the
striking from a distance before immediately second doesn’t finish them off.
withdrawing once more. According to the
PHB, we can expect Rahadin to carry no If the PCs move away from the walls of the
more than 2d4 poisoned darts (average 5), room and illuminate the chamber’s corners,
leaving him to rely solely on his scimitar the demon is out of luck, and will skulk
after all darts have been thrown. away, tailing the PCs from afar until a
suitable time comes to strike again.
Once he’s latched onto a group of invading
adventurers, he doesn’t stop his pursuit until Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
all of them are dead—with one exception. If Gʀᴀʏ Oᴏᴢᴇ
the PCs ever take a short rest while
When the gray ooze in the North Dungeon
Rahadin is stalking them, he departs to
(K74) detects a PC, it waits for them to step
close enough before attacking with surprise Strahd poses, they won’t be surprised
through its False Appearance feature. Once (unless Strahd is hidden and doesn’t trigger
it’s engulfed a victim, it slowly moves away anyone’s passive Perception).
from other living beings at its full movement
speed and keeps attacking—corroding any Once they animate, the golems fight as
metal its target is wearing—until the ooze is described in the original module.
reduced to 8 hitpoints or fewer or the PC is
completely digested (i.e., dead). Sᴡᴀʀᴍꜱ ᴏꜰ Bᴀᴛꜱ
There are a few lines of text that are easily
Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇꜱ overlooked in the Catacombs (K84):
As before, I highly recommend removing the
Loathsome Limbs feature of the six Strahd ● The bats in the catacombs fly out in
zombies in the Torture Chamber (K76) the evening to hunt at night; in other
while keeping their statistics otherwise words, if your PCs arrive in the
unchanged. Otherwise, this is a fun, spooky catacombs after dark, the ceiling will
encounter that will set the stage for the rest be empty of bats (which means
of this area while letting your players feel Strahd can’t command them, as
powerful. described below).
● The bats will attack intruders if
If any of your PCs are capable of flight, or if provoked or specifically
they wind up climbing on top of the balcony commanded by Strahd. How many
to escape the zombies, let the zombies bats is that? Well…
climb on top of each other—at half speed— ● If any bats within a 10-foot square
to reach the higher elevation. Whenever a on the map are attacked or harmed
zombie at the bottom of the stack takes by a spell, 2d4 swarms of bats form
damage, any zombie on top must make a in that area and attack. There are
DC 10 Dexterity saving throw or fall back roughly 90 squares in the catacombs
into the water. that fit that description, resulting in
225 swarms of bats. If Strahd
Iʀᴏɴ Gᴏʟᴇᴍꜱ commands them all to attack…
Yeouch. (Don’t fight a vampire in a
These two iron golems are Strahd’s secret
cave full of bats, kids).
weapon. If he is able to lure the PCs into the
Brazier Room (K78), your party is in serious
In combat, each swarm will attack the PCs
danger.
as long as its hitpoints remain above half,
and will switch to taking the Help action (to
As mentioned in the “Strahd’s Tactics”
assist Strahd or another of his minions)
section above, if Strahd finds himself
once bloodied.
adjacent to this room while the PCs are
inside, he’ll attack one of the golems with a
However, to be fair to your PCs, if Strahd
weak ranged attack, causing the doors to
commands his bats to attack, give them a
slam shut and letting the golems
reasonable warning: On the turn that Strahd
immediately animate and attack. Because
commands his bats, he must spend his turn
the PCs are already aware of the danger
verbally directing them to attack—during
which a maelstrom of thousands of bats work out on their own what’s happened and
forms overhead, threatening to eclipse the how they can escape.
PCs with their mass.
I do have to add this disclaimer, though: If
If the PCs stay in the catacombs after that, you know that the player in question has a
that’s their own damn fault. real phobia of tight spaces, ignore
everything above and instead make it
Tᴇʟᴇᴘᴏʀᴛ Tʀᴀᴘꜱ immediately clear how they can escape.
Horror is fun; anxiety attacks aren’t.
A quick note about the three teleport traps
outside of Strahd’s Tomb (K85): Once
Pʀɪɴᴄᴇ Aʀɪᴇʟ
triggered, they make for an excellent
It’s unlikely the PCs will trigger the
moment of horror, both for the victim and for
encounter with Prince Ariel’s ghost in Crypt
their companions.
4, but on the off chance they do, remember
that, like all ghosts, Ariel’s goal is the
Remember: The traps are completely
resolution of his trauma. In this case, that
invisible, which means that there’s no
trauma is his death at the hands of his ill-
indication why the person disappeared. One
begotten wish to fly.
moment they’re there, the next, they’re just
—not. They might have triggered a trap,
However, no ghost wants to be destroyed
they might have turned invisible, or they
and risk leaving its trauma unresolved. As
might have been teleported away by a
such, if wounded by magic weapons or
spellcaster.
radiant damage, Arial will swiftly Disengage
and retreat at his full speed away from the
Make sure not to reveal the fate or location
group. If repelled by Turn Undead, Ariel
of the victim until their left-behind
keeps away as well.
companions have decided what to do
(including, for example, fighting the angry
It’s unlikely Prince Ariel will have reason to
wight that has just teleported to take their
use his Horrifying Visage attack, but on the
friend’s place). If they keep walking into the
off-chance that the PCs manage to upset or
trap, keep yanking them into the trap’s
anger him (perhaps by dismissing his dream
destination (the vault beneath Crypt 14). If
of flight), Ariel uses this action immediately
they decide to look in the wrong place for
and reflexively in response. To encourage
the victim, let them wander for a bit before
them to converse with him (and to make the
turning the camera back.
stakes clear), consider having him rant and
rave about how he’ll “fly” from the highest
Once you refocus on the victim, play up the
peak of the tower before possessing a PC.
claustrophobia hard. Let them know that the
dim light of the catacombs has been
On his third failed Athletics or Acrobatics
replaced immediately with pitch-black
check to escape if the PCs grapple his
darkness, that they can barely move their
possessed target, Ariel will relinquish
arms or legs, and that the air they’re
control of his victim and immediately try to
breathing is stale, rotted, and thin—too thin
possess a different target that hasn’t
to breathe comfortably. From there, let them
already resisted his possession ability. If no
such targets exist, he flees back to his crypt, capabilities. Regardless of how they anwer,
wailing in insane despair. Sasha immediately agrees (so long as the
light of the Sunsword or Holy Symbol is kept
Wɪɢʜᴛꜱ & Sᴋᴇʟᴇᴛᴏɴꜱ low enough to avoid harming her). As she
travels with the party, she does her best to
If summoned by the teleport traps near
be “helpful” by providing directions to her
Strahd’s crypt or awoken by a creature that
companions—until a suitable moment
opens its coffin, the wights in Crypt 14
comes to misleadingly direct them to a trap
immediately engage with the PCs in melee
or stab them in the back.
with its longsword and, eventually, with its
Life Drain ability. It otherwise behaves as
If attacked, Sasha Dashes away in panic,
described in the “Random Encounters”
moving to the ceiling if needed to escape
section above.
the reach of the Sunsword. Until Strahd
commands her otherwise, she has one
Any animated skeletons brought to life
wish: freedom (and, once she reaches
when a wight dies in this vault behave
easier prey, food).
identically to the skeletons described in the
“Larders of Ill Omen” encounters section
Strahd, of course, soon catches up with her,
above.
and eventually makes Sasha’s momentary
freedom a nightmarish hell.
Sᴀꜱʜᴀ Iᴠʟɪꜱᴋᴏᴠᴀ
Sasha, a vampire spawn (Crypt 20), has Pᴀᴛʀɪɴᴀ Vᴇʟɪᴋᴏᴠɴᴀ
been locked in her crypt for decades. As a As mentioned RAW, the banshee Patrina
result, she’s blood-starved, and, at her (Crypt 21) attacks the characters
lowest points, very nearly feral—save for immediately—but immediately after doing
the compulsions Strahd has placed on her so, if Kasimir is with the party and claims to
and her desperate, twisted hope for be here to resurrect her, she ceases all
freedom. hostilities, though asks her “dear brother”
why he might wish to revive her now, after
If the PCs open the door to her crypt, she murdering her and letting her spirit lie fallow
immediately attacks with a Claw/Bite for centuries.
multiattack. If she previously delivered her
message to the PCs during the dinner (as If Kasimir isn’t with the party or can’t
described again), she immediately persuade Patrina to stop attacking, she
surrenders and apologizes when the PCs attacks with Horrifying Visage the turn after
raise a hand against her, claiming that she using her Wail while using her fly speed to
thought they were someone else. If stay aloft in the air, away from enemy
questioned, she hints that this “someone weapons.
else” may be Strahd (though a DC 14
Insight check reveals that she’s lying). From the third round onward, Patrina strafes
her opponents with Corrupting Touch, flying
If the PCs ask her to accompany them, she down to attack before flying back up out of
asks if they can protect her from Strahd, reach. She first prioritizes enemy
attempting to glean information about their spellcasters, marksmen, and skirmishers,
picking off those at the edge of the group, within this space and investigates for hidden
rather than those at the front or center. treasure will have a very unhappy time.
Under no circumstances does she willingly
end her turn adjacent to an enemy holding a Hᴇʟʟ Hᴏᴜɴᴅꜱ ᴀɴᴅ Wʀᴀɪᴛʜ
magic weapon—one of the few things
The wraith of General Grislek (Crypt 38)
capable of gravely wounding her.
behaves identically to the wraith described
in the “Court of the Count” section described
Gɪᴀɴᴛ Wᴏʟꜰ Sᴘɪᴅᴇʀꜱ above. Meanwhile his three hell hounds
The two giant wolf spiders of Crypt 27 are will zero in on the most vulnerable enemy
little more than a jumpscare. Spook your and attack with their Pack Tactics feature. If
players with an intimidating physical there’s a second enemy close enough to the
description as they jump out, threatening a first, the hounds will use their Fire Breath
much larger, more deadly arachnid foe—but feature (provided it’s available) to roast both
then reveal their true nature and let your prey, but if not, they’ll just stick with their
players easily dispatch them. Bite.

Aʟᴄᴏᴠᴇ Pᴏʀᴛᴀʟꜱ Bᴇᴜᴄᴇᴘʜᴀʟᴜꜱ


If the PCs don’t have mage hand or anyone Beucephalus, Strahd’s nightmare steed
capable of teleporting past or lifting the (Crypt 40), is the Dark Lord’s valued
portcullis to Strahd’s tomb, these transportation service, and smart enough to
teleportation portals are their only access know that. As a result, while he’ll put up a
point to the tomb after Strahd has fled to his fight against character he hasn’t met yet, if
coffin in mist form to rejuvenate. In the rare heavily wounded (reduced to 62 hitpoints or
occasion that this occurs, let your players less) within the first two rounds of combat,
wander through the catacombs in search of he will immediately use his Ethereal Stride
a hidden trick or secret—it’ll be a race to retreat to the Ethereal Plane.
against time as they carefully search every
crypt for a way to open the door (possibly When transporting Strahd in combat,
triggering several dangerous encounters as Beucephalus will ready an Ethereal Stride
they do), and they’ll be excited to find this action to occur immediately after he attacks
area when they finally succeed. (if the nightmare goes first in initiative), or
allow Strahd to ready an attack action to
Gʜᴏᴜʟꜱ take place immediately after Beucephalus
transports them to the Material Plane (if the
It’s unlikely the PCs will venture into the
nightmare goes second). When in the
seemingly-empty crypt (Crypt 35) containing
Ethereal Plane, Strahd’s regeneration can’t
the six starving ghouls, but on the off
be stopped by sunlight, making
chance they do, the ghouls won’t be
Beucephalus a treasured tool—and a
starving for long. This is one of Curse of
dangerous enemy—for the PCs.
Strahd’s classic punishments against
traditional dungeon-crawlers: A PC that
ignores the warning of the “charnel stench” Aᴅᴅɪᴛɪᴏɴᴀʟ Nᴏᴛᴇꜱ
A few minor notes of personal opinion:
● Leave the “silly names” in the they come back. If the PCs tied up
Catacombs (K84) unchanged. It might Cyrus Belview and intimidated him into
feel like you’re ruining the horror mood spilling Strahd’s secrets, he should be
by having the PCs cross paths with very unhappy to see them again. Track
“Isolde Yunk” and “Elsa Fallona von what your PCs do in Castle Ravenloft,
Twitterberg,” but spots of light and and make sure to keep those details in
humor are essential for making the order when they return.
moments of dark and horror hit harder. ● Don’t feel imprisoned by the random
Moreover, these evocative names encounter table. Instead, each time the
encourage the PCs to explore their PCs visit Ravenloft, pick out ten
crypts—without them, it’s just another interesting encounters and scatter them
array of Generic Fantasy Names for the throughout the castle, using the
PCs to skip. “Territories of the Castle” section above
● Strahd is not omniscient, and that’s for additional guidance.
doubly true in Castle Ravenloft. As ● Don’t use the Vistani thug or Barovian
written in previous sections, he is only commoner random encounter if you
alerted to the PCs’ presence in the can avoid it. The former plays up some
castle if they trigger a noise-making pretty awful stereotypes about Vistani,
trap, find him in the predestined and the latter is just unnecessary and
location, find him as a random immersion-breaking (how does a society
encounter, tip him or one of his spies off survive so many angry mobs?)
ahead of time to their presence, or ● It’s okay for the PCs to trash a low-level
summon him by letting another encounter when they’re travelling
encounter (e.g., Rahadin) escape to through Castle Ravenloft. The castle
report their presence. Though your PCs (minus the brides and Rahadin) isn’t
should feel terrified of the possibility of actually that dangerous to most
running into him, never be unfair; if they adventuring parties; if a 3rd-level party
sneak through the castle without being can somehow evade any wights or
stupid, let them escape. vampire spawn they encounter, they
● Yes, I removed Strahd’s phasing lair should have a pretty easy time getting to
action in Castle Ravenloft. It’s incredibly their destination.
unfair and punishing, and turns fights ● If your characters are in Castle
into a binary “he dies immediately, or we Ravenloft at midnight and are in a good
all suffer for six hours while he invincibly position to view it, don’t forget to run the
picks us off, one-by-one.” Seriously, finale of the March of the Dead
don’t use it. encounter from the Village of Barovia!
● Remember: The castle is a living, It’s spooky, bizarre, and wonderfully
breathing system, and its occupants are foreboding.
the same. If the PCs smash a table
when they visit the first time, that table Aꜱꜱᴇᴛꜱ & Aᴜᴅɪᴏ
should either be cleaned up or still
smashed when they return. If the PCs Bᴀᴛᴛʟᴇᴍᴀᴘꜱ
kill or alienate a bride of Strahd, that I strongly prefer the free battlemaps created
bride stays dead—or pissed-off—when by /u/pigonthewing, which you can find here
—they’re high-quality, easily scaled to a ● Bloody Tears—Orchestral Version
virtual tabletop, and wonderfully detailed. (Castlevania)
● Bloody Tears—Orchestral Cover
If you’re looking for another style, however, I (Castlevania)
recommend the (paid) battlemaps by ● Sir Alonne, Crown of the Old Iron
Venatus or G Jensen. King (Dark Souls II)
● Slave Knight Gael (Dark Souls III)
● Battle Music (The Witcher 2—
Lᴏᴄᴀᴛɪᴏɴ Aʀᴛᴡᴏʀᴋ Assassins of Kings)
JamesRPGArt (also known as
● Archangel (Two Steps from Hell)
/u/brochiefwave) has put out some amazing
● Diabolic Clockwork (Two Steps from
artwork depicting locations throughout
Hell)
Castle Ravenloft. Check out his renditions
● Fight the Darkness (Two Steps from
of the Chapel (for weddings), Dining Hall
Hell)
(for dinners), and Study, and follow his
● One Against All (Two Steps from
Patreon for still and animated versions of
Hell)
these locations and others locations
● Sariel (Two Steps from Hell)
throughout Barovia.
● Tyrianis (Two Steps From Hell)
● Unforgiven (Two Steps From Hell)
Mᴜꜱɪᴄ & Aᴍʙɪᴇɴᴄᴇ ● Divided We Fall (Two Steps From
Hell)
Swordcoast Soundscapes has published
some excellent ambience tracks for Castle
Ravenloft, including the main castle and the
catacombs.

However, if you’re looking for something a


little more instrumental to use in your
sessions, my personal playlist for Castle
Ravenloft is as follows:

● Graveyard (Midnight Syndicate)


● Opus 186—Eternal Night (Sigmund
Krähe)
● An Ominous Place (The Witcher)
● Ominous Ambience (The Witcher 3
—Blood and Wine)

Finally, my playlist for the final battle with


Strahd includes the following tracks, which
can be easily found on YouTube:

● Ludwig the Accursed Holy Blade


(Bloodborne)
Appendix A: Fortunes of Ravenloft

Appendix A: Fortunes of Ravenloft


Depending on the tone and progression you intend for your campaign, you may prefer to avoid
placing any treasures or the destined ally within Castle Ravenloft. As the “final dungeon,”
exploration of Ravenloft prior to the final showdown may make your PCs feel more familiar or
comfortable with the layout of the Castle than you may want. If any of the treasures do appear in
Castle Ravenloft, they will likely be guarded and heavily concealed, rather than out in the open
for anyone to remove.225

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.

The Tome of Strahd


As a lore-centered item, the Tome of Strahd lacks the late-game power of the Sun Sword and
Holy Symbol of Ravenkind. If found at an opportune time, the Tome can provide vital insight into
Strahd’s history and character that invests the characters in his story, rather than leaving them
focused on their own day-to-day struggles. For this reason, you may choose to place the Tome
in one of the more populated areas of Barovia, in order to ensure that your PCs locate it earlier,
rather than later.226

Here are the locations that we recommend placing the Tome of Strahd for your players to find:

Card Location History

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:

Card Location History

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.

Conjurer (9 of The treasure is in Baba The Holy Symbol of Ravenkind was a


Stars) Lysaga's hut (Curse of powerful artifact of divine power kept by
Strahd, Chapter 10, Area Saint Markovia. When Markovia’s march on
U3). Castle Ravenloft was destroyed, the
Symbol found itself in the hands of Baba
Lysaga, who kept it under her protection to
prevent any other creature from using it to
harm Strahd again.

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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:

Card Location History

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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:

Card Enemy Notes

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:

Card Location Notes

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.

Darklord (King of Strahd faces the There may be no more climactic or


Spades) characters in his tomb traditional place to duel a vampire than the
(Curse of Strahd, tomb where his coffin rests. Buried deep
Chapter 4, Area K86). within the catacombs of Castle Ravenloft, a
final showdown in Strahd’s tomb ensures
that your PCs must battle through hordes of
encounters to face off with the master. But
beware - the climax of Curse of Strahd
should not be the beginning of their fight,
but its denouement, when they realize that
Strahd’s mist form is fleeing for the safety
of its tomb. Should they defeat Strahd here,
the urgency of that chase is lost.

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.

Personal Readings & Quests


In order to invest your PCs more strongly into the narrative of the module, you may choose for
Madam Eva to offer personal readings to each of the PCs in addition to her five central
predictions. Should you do this, Madam Eva draws two cards for each PC: one to describe the
PC’s backstory and personal conflict; and one to direct the PC toward a means to achieve a
goal or spur personal growth.230

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.

Card PC’s Background/Quest Madam Eva’s Reading

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.

Appendix D: Regions of Barovia &


Random Encounters
Regional Map of Barovia

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.

An old or excavated grave


This ancient headstone marks the remains of a Barovian soldier, who died of sickness during
Strahd’s campaign to conquer the land.

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.

An old gravesite near an old ruin


This small collection of graves mark a Barovian farming family that died of a supernatural
plague in the night. Their residence, thought cursed by the locals, lies crumbling nearby.

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.

A crumbling tower above a bone-strewn courtyard


This ancient watchtower is all that remains of a ruined fort used by the forces of Delmor during
Strahd’s invasion. It stands above a flat, grassy yard scattered with rusted armor and old bones.
The tower was stormed by Strahd’s forces long ago, and contains at its peak a brass spyglass.
A person that looks through the spyglass sees the world suffering beneath a terrible storm, and
sees only ghostly images when viewing characters non-native to Barovia. A character that dies
and is resurrected in Barovia appears solid to the spyglass thereafter. A character that lingers in
this tower can hear the whistling of wind and the far-away sound of marching troops, both of
which soon fade.

A forgotten chapel ruined by age


This old shrine bears two altars: one to the Morninglord, and one to Mother Night. The
Morninglord’s fine wooden altar has decayed over time, leaving its carved sunburst barely
visible. Mother Night’s stone altar still bears the mark of her crescent moon, but moss and fungi
have overgrown her side of the sanctum, cracking and crumbling the floor.

An underground crypt housing a colony of swarms of bats


The stone slab that covered the entrance to this crypt was pushed aside long ago, revealing
crumbling stone steps leading down. The crypt contains three simple stone coffins of
Delmorean nobility, the coffins’ carved text faded beyond legibility. The crypt has been looted of
everything but the skeletons; however, a DC 15 Intelligence (Investigation) reveals a silver,
crescent moon-shaped pendant forgotten behind a crypt. The chamber now serves as a home
to a colony of bats, who rest here in the day and attack any creature that wakes them, fleeing
once reduced to half hitpoints.

A mossy standing stone slab bearing a carving of a wolf


This slab stands four feet in height, and rests on a stone surface bearing intricately carved curls
and spirals. It was constructed as a monument to the Huntress of the Ladies Three by the
druids of old Cerunnos long before Strahd arrived.
Vallaki Valley

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.

An overgrown fenced-in cemetery populated by wandering zombies


This overgrown, fenced-in cemetery once housed the dead of a small hamlet beyond Vallaki’s
walls. Its twelve zombies are now overgrown with moss and mushrooms, and do not pursue
intruders beyond its rusted fence. The three homes and well that once comprised the hamlet lie
just over a hundred yards away.
A maddened ghost that attacks any that enter its grove
This spirit is the final remnant of a hunter who was slain by a pack of wolves. It haunts the site
of its death, and cannot be calmed so long as its bones remain unburied. Its bones can be
found in a small hollow beneath the roots of a nearby tree, wound within the chain of an old
pewter locket.

A forgotten chapel defaced and desecrated by cultists


Lady Wachter’s most devout followers travel here on the night of each new moon, repeating
profane rituals as they mark the walls and altar with diabolic symbols.

A crumbling sanctuary 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.

A trio of giant spiders lurking beneath a footbridge


This old stone bridge crosses a wide ditch fifteen feet across and twelve feet deep, with steep
sides and few handholds. Each spider has constructed a web-woven lair beneath a separate
side of the bridge. The spiders attack any creature that passes over the footbridge alone.
Passers-by can see a well-worn trail that winds toward the south on the Barovian and Vallakian
ends of the bridge. Any traveller that follows the trail through the trees eventually comes to a
newer wooden bridge that provides safe passage across the ravine.

A mossy standing stone slab bearing a carving of a tree or wolf


This slab stands four feet in height, and rests on a stone surface bearing intricately carved curls
and spirals. It was constructed as a monument to the Weaver (tree) or Huntress (wolf) of the
Ladies Three by the druids of old Cerunnos long before Strahd arrived.

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.

A mad alchemist’s lonely cottage


The alchemist and his homunculus can be found gathering ingredients elsewhere in Barovia.
This cottage holds his living quarters, study, and laboratory. He is trying to create a potion of
immortality.

An overgrown fenced-in cemetery populated by wandering zombies


This cemetery once housed the dead of Berez. Its zombies are swollen with bog-water and do
not pursue intruders beyond its rusted iron fences.

A forgotten chapel ruined by age


This old shrine bears two altars: one to the Morninglord, and one to Mother Night. The
Morninglord’s fine wooden altar has rotted away completely. Mother Night’s stone altar still
bears the mark of her crescent moon, but moss and fungi have overgrown her side of the
sanctum, cracking and crumbling the floor. It was swallowed up by the swamps when Berez
was destroyed.

A mossy standing stone slab bearing a carving of a single eye


This slab stands four feet in height, and rests on a stone surface bearing intricately carved curls
and spirals. It was constructed as a monument to the Seeker of the Ladies Three by the druids
of old Cerunnos long before Strahd arrived.

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.

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.

2d4 swarms of bats living in a shallow cave


The bats rest in this shallow cave during the day and attack any creature that wakes them,
fleeing once reduced to half hitpoints.

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.

A false trail carved by druids


The road splits in twain at this misted intersection. The eastern path winds through a blighted
ridge that borders a rocky hill; the western path cuts through an autumnal grove. The western
trail was created by druids, and leads to a spiked pit trap concealed by a thin tarp made of twigs
and pine needles. Once the trap is set off, 2d6 twig blights emerge from the underbrush and
attack any creatures surrounding the pit. The eastern path is safe. A DC 15 Wisdom (Survival)
check can allow a creature to discern that the western trail has been travelled by far fewer
creatures than the eastern one.

A patch of mantraps awaiting unwary visitors


1d4+1 mantraps border the road in a circular shape. As travellers cut through this area, each
mantrap releases its attractive pollen, attempting to lure its prey toward its own plantlike maw.

A pack of thorny guarding their den


A small field contains a number of ash-gray wildflowers with razor-sharp thorn-covered stalks. A
tree containing a number of succulent-looking fruit sits at the center of the field. Its roots
conceal the burrow of 1d6 thorny, who attack any creatures that approach. The wildflowers are
difficult terrain; however, a creature may move through them at normal speed if that creature
chooses to take 1 point of slashing damage for each five-foot square travelled in this way. The
fruit tastes bitter, and its skin is as tough as leather.

A creaking water wheel connected to an abandoned lumberjack’s cottage


This creaking water wheel once used the power of the Raven River to drive a saw that split
trunks into lumber. The mechanism that drives the saw has long since rotted away, though a
rusted lock keeps the wheel in its place. The abandoned lumberjack’s cottage connected to it is
bereft of any valuables, but contains an old bed and a rotted straw-stuffed mattress. The roof is
intact, and can serve as shelter in the case of a storm.

A mossy slab of stone bearing a carving of a tree


This slab stands four feet in height, and rests on a stone surface bearing intricately carved curls
and spirals. It was constructed as a monument to the Weaver of the Ladies Three by the druids
of old Cerunnos long before Strahd arrived.
Wolfrun

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.

A crumbling sanctuary 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.

A creaking water wheel connected to an abandoned miller’s cottage


The water wheel was once used to grind wheat into grain. The mechanism that drives the mill
has long since rotted away, though a rusted lock keeps the wheel in its place. The cottage is
bereft of any valuables, but contains an old bed and a rotted straw-stuffed mattress. The roof is
intact, and can serve as shelter in the case of a storm.

Appendix E: The Svalich Road

Landmark A: Barovian Farms


These six farms spread out across much of the Barovian Basin, growing grains and root
vegetables that are then carried in heavily-guarded merchant caravans to Vallaki.

Landmark B: Old Gravesite


This small collection of graves mark a Barovian farming family that died of a supernatural
plague in the night. Their residence, thought cursed by the locals, lies crumbling nearby.
[Battlemap by /u/Soul-XII]
Landmark C: Ankheg Nest
This nest houses a pair of mated ankheg that recently killed a band of adventurers. For more
information, see Last Week’s Meat here. [Battlemap by /u/Soul-XII]

Landmark D: Raven’s Roost


A swarm of ravens can always be found nestled in the gnarled branches of this large dead tree.
If listened to using the Speak with Animals spell, the ravens can be heard gossiping about
recent events in Barovia, as well as recent events at the Wizard of Wines. If she is with the PCs,
Ireena warns the party that to kill a raven is considered bad luck. [Battlemap by /u/Soul-XII]

Landmark E: Crumbling Chapel


This old shrine bears two altars: one to the Morninglord, and one to Mother Night. The
Morninglord’s fine wooden altar has decayed over time, leaving its carved sunburst barely
visible. Mother Night’s stone altar still bears the mark of her crescent moon, but moss and fungi
have overgrown her side of the sanctum, cracking and crumbling the floor.

Landmark F: Ancient Watchtower


This ancient watchtower is all that remains of a ruined fort used by the forces of Delmor during
Strahd’s invasion. It stands above a flat, grassy yard scattered with rusted armor and old bones.
The tower was stormed by Strahd’s forces long ago, and contains at its peak a brass spyglass.
A person that looks through the spyglass sees the world suffering beneath a terrible storm, and
sees only ghostly images when viewing characters non-native to Barovia. A character that dies
and is resurrected in Barovia appears solid to the spyglass thereafter. A character that lingers in
this tower can hear the whistling of wind and the far-away sound of marching troops, both of
which soon fade.

The watchtower is a safe place to take a short rest. [Battlemap by /u/Soul-XII]

Landmark G: Destroyed Caravan


On the north side of Tser Falls, the PCs find the corpse of a horse, along with hoofmarks and
wagon treads leading into the underbrush. If they follow the tracks, they find a wrecked wooden
cart, along with the corpses of a second horse and six desiccated humans. The horses have
had their throats slit by a set of sharp, elegant claws (Medicine DC 15), and the humans have
had all blood drained from their veins (Medicine DC 13).

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]

Landmark H: Huntress’ Monument


This mossy stone slab stands four feet in height, and rests on a stone surface bearing intricately
carved curls and spirals. It bears a rough carving of a wolf’s head, and was constructed as a
monument to the Huntress of the Ladies Three by the druids of old Cerunnos long before Strahd
arrived. [Battlemap by /u/Soul-XII]

Landmark I: Crypt of Bats


The stone slab that covered the entrance to this crypt was pushed aside long ago, revealing
crumbling stone steps leading down. The crypt contains three simple stone coffins of Delmorean
nobility, the coffins’ carved text faded beyond legibility. The crypt has been looted of everything
but the skeletons; however, a DC 15 Intelligence (Investigation) reveals a silver, crescent moon-
shaped pendant forgotten behind a crypt. The chamber now serves as a home to a colony of
bats, who rest here in the day and attack any creature that wakes them, fleeing once reduced to
half hitpoints. [Battlemap by /u/Soul-XII]

Landmark J: Crypt of Vampire Spawn


The entrance to this crypt is covered by a heavy stone slab, which requires a DC 15 Strength
(Athletics) check to move. The crypt contains twelve unmarked stone coffins. If the PCs arrive
during the day, each coffin contains a sleeping vampire spawn. If the PCs arrive at night
instead, they find that the slab has been moved aside, leaving the entrance to the crypt open; if
they descend, the PCs find that each of the coffins has been opened and emptied, leaving 1d4
awake vampire spawn lurking in the darkness. [Battlemap by /u/Soul-XII]

Landmark K: Wolves’ Den


Any PC that attempts to circumvent the curve in the Svalich Road north of Old Bonegrinder by
cutting across the Svalich Wood soon stumbles into this small glen. The shallow cliffs on either
side mark the entrances to three dens of wolves, each containing two wolves and one dire
wolf. The wolves attack as soon as the PCs enter the area. The wolves’ caves contain only
droppings and bones. [Battlemap by /u/Soul-XII]
Landmark L: Abandoned Boathouse
This rotted boathouse sits forgotten on the shore of Lake Zarovich, just beside an old wooden
dock. The boathouse’s small interior contains a single canoe and several lengths of usable
hemp rope. [Battlemap by /u/Soul-XII]

Landmark M: Undead Cemetery


This overgrown, fenced-in cemetery once housed the dead of a small hamlet beyond Vallaki’s
walls. Its twelve zombies sleep in shallow graves during the day, and are overgrown with moss
and mushrooms. They do not pursue intruders beyond its rusted fence. The three homes and
well that once comprised the hamlet lie just over a hundred yards away. [Battlemap by /u/Soul-
XII]

Landmark N: Weaver’s Monument


This mossy stone slab stands four feet in height, and rests on a stone surface bearing intricately
carved curls and spirals. It bears a rough carving of a tree, and was constructed as a monument
to the Weaver of the Ladies Three by the druids of old Cerunnos long before Strahd arrived.
[Battlemap by /u/Soul-XII]

Landmark O: Svalich Footbridge


This old stone bridge crosses a wide ditch fifteen feet across and twelve feet deep, with steep
sides and few handholds. Several giant spiders have constructed a web-woven lair beneath a
separate side of the bridge. The spiders attack any creature that passes over the footbridge
alone. Passers-by can see a well-worn trail that winds toward the south on the Krezkian and
Vallakian ends of the bridge. Any traveller that follows the trail through the trees eventually
comes to a newer wooden bridge that provides safe passage across the ravine. [Battlemap
by /u/Soul-XII]

Landmark P: Mad Mage’s Mansion


A closed extraplanar door to Mordenkainen’s Magnificent Mansion can be found here. The Mad
Mage haunts the woods nearby.

Landmark Q: Drowned Well


The road cuts through a ruined hamlet that was abandoned when the Luna River first flooded its
banks. An old well at the center of the hamlet 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 the vampire spawn Ludmilla Vilisevic, who once used their corpses to experiment upon
the nature of life force . 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. See here for a battlemap.
Landmark R: Cliffside Tower
This old structure was once employed by the army of Delmor as a watchtower overlooking the
southwestern corner of Barovia. The tower was stormed by Strahd’s forces long ago, and
contains at its base a small, rotted wooden chest. The chest contains a broken pendant of a
silver dragon that’s always cold to the touch. See here for a battlemap of this location.

Landmark S: Bat Colony


The bats rest in this shallow cave during the day and attack any creature that wakes them,
fleeing once reduced to half hitpoints. See here for a battlemap of this location.

Landmark T: Berserker Settlement (Yaedrag)


This small settlement hosts the largest population of Mountain Folk in Barovia. For more
information, see here.

Landmark U: Avalanche Corridor


This section of the path up Mount Ghakis is unstable and prone to rockslides. If the PCs are led
by Kasimir or a berserker guide from Yaedrag, the party is warned to keep slow and quiet, for
fear of triggering an avalanche. Each member of the party must pass a DC 13 Dexterity
(Stealth) check. If one or two characters fail the check, their clumsiness triggers the fall of an
equal number of large boulders, requiring each member of the party to pass a DC 15 Dexterity
saving throw per falling boulder, taking 2d6 bludgeoning damage on a failure. If three or more
characters fail the check, a full avalanche is triggered. To escape, the PCs must pass a skill
challenge. For more information, see here. See here for a battlemap of this location.

Landmark V: Roc’s Nest


This snowy peak hosts the nest of the Roc of Mount Ghakis. See here for a battlemap of this
location.

Landmark W: Jeny’s Hut


Nestled just beyond the treeline of the Old Svalich Road, the hut of the green hag Jeny
Greenteeth is an odd sight to behold. Perched atop a set of wooden scaffolding resembling
rickety stilts, and draped with an array of flickering luminescent mushrooms, bulbs, and insects
trapped in jars, this wooden hovel serves as Jeny’s home and shop. A poorly-painted sign on
the main road directs travellers down the dirt path that leads to the hut, advertising
“GREENTEETH ENCHANTMENTS. SOLICITORS WILL BE STEWED.” See here for a
battlemap of this location.

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:

Spell Cost Favor

Mending 5 gp Give Jeny a stein full of your still-warm saliva.

Cure Wounds 10 gp Give Jeny a lingering embrace.

Identify 10 gp Bring Jeny 13 strands of your hair.

Purify Food and Drink 10 gp Allow Jeny to dig out one ounce of ear wax from your ear.

Augury 20 gp Tell Jeny your deepest, darkest fear.

Gentle Repose 20 gp Give Jeny exactly one ounce of your skin.

Lesser Restoration 20 gp Allow Jeny to dye your hair a color of her choice.

Dispel Magic 90 gp Eat 11 of Jeny’s cantaloupe-and-venison cookies

Remove Curse 90 gp Allow Jeny to trim your toenails with her teeth.

Speak with Dead 90 gp Describe 3+ generations of your family tree to Jeny

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).

Item Cost Item Cost

Amulet of Proof Against 500 gp Bag of Tricks, Gray 250 gp


Detection and Location
Bottled Breath 250 gp
Bag of Holding 125 gp
Cap of Water Breathing 250 gp
Eyes of the Eagle 250 gp
Dust of Sneezing and 250 gp
Figurine of Wondrous 300 gp Choking
Power, Silver Raven
Ring of Jumping 250 gp
Lantern of Revealing 500 gp
Ring of Water Walking 250 gp
Rope of Climbing 300 gp
Sending Stones 250 gp
Staff of Birdcalls 25 gp
Staff of Flowers 25 gp
Wand of Entangle 400 gp
Wand of Smiles 25 gp
Wand of Web 400 gp

Landmark X: Scout’s Outpost


A Passive Perception of 15 or higher is required to notice this well-camouflaged structure. This
ten-foot-tall wooden platform is disguised by expertly shaped foliage, with a retractable vine-
wrapped ladder leading up from the forest floor. The top of this ten-foot-square platform holds a
small lean-to (large enough for two Medium-sized creatures), a spare set of blankets, and a
locked chest containing a longbow, a shortbow, 30 arrows, 4 days’ worth of rations, a waterskin,
and a compass.

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.

See here for a battlemap of this location.

Landmark Y: Abandoned Waterwheel


This creaking water wheel once used the power of the Raven River to drive a saw that split
trunks into lumber. The mechanism that drives the saw has long since rotted away, though a
rusted lock keeps the wheel in its place. The abandoned lumberjack’s cottage connected to it is
bereft of any valuables, but contains an old bed and a rotted straw-stuffed mattress. The roof is
intact, and can serve as shelter in the case of a storm. See here for a battlemap of this location.

Landmark Z: Overgrown Orchard


While travelling on the road or in the wilderness, the PCs find that their path runs through an
overgrown orchard beside an old, run-down shack. The shack once belonged to a married
couple whose adolescent son was bitten by a werewolf while hunting. Hiding his wound in
shame and fear, the son transformed on the night of the full moon and slaughtered his parents
in his madness.

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.

The chest also contains a small leatherbound journal detailing:


● a disease that fell upon the orchard’s crops, shriveling and poisoning the apples
● the son venturing into the forest to hunt for food
● the son returning home with his injury
● the son snapping at his mother in a rage
● the father preparing the shack’s locks for the full moon
● the son falling ill with a grave fever on the night of the full moon

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.

See here for a battlemap of this location.

Landmark %: Seeker’s Monument


This mossy stone slab stands four feet in height, and rests on a stone surface bearing intricately
carved curls and spirals. It bears a rough carving of an eye, and was constructed as a
monument to the Seeker of the Ladies Three by the druids of old Cerunnos long before Strahd
arrived. See here for a battlemap of this location.

Landmark @: False Trail


The road splits in twain at this misted intersection. The eastern path winds through a blighted
ridge that borders a rocky hill; the western path cuts through an autumnal grove. The western
trail was created by druids, and leads to a spiked pit trap concealed by a thin tarp made of twigs
and pine needles. Once the trap is set off, 2d6 twig blights emerge from the underbrush and
attack any creatures surrounding the pit. The eastern path is safe. A DC 15 Wisdom (Survival)
check can allow a creature to discern that the western trail has been travelled by far fewer
creatures than the eastern one. See here for a battlemap of this location.

Landmark &: Burgomaster’s Messenger


This is the resting place of the corpse of Burgomaster Kolyan Indirovich’s messenger, Dalvan
Olensky.

Landmark $: Durst House


See Chapter 1: Death House for more information.

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