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Delve into the caves and sewers beneath the cursed Abbey in Barovia
in this expansive adventure for the Curse of Strahd campaign.
Delve into the caves and sewers beneath the cursed Abbey in Barovia
in this expansive adventure for the Curse of Strahd campaign.
Howls rend the air, cascading out over Krezk. But they are only the
outward signs of trouble at St. Markovia’s Abbey. If we only knew that
beneath the Abbey, behind an imposing cliff face, lay chambers long aban-
doned to horrors. And through these caves and sewers flows a steady stream
of filth directly down and into the secluded town – filth purified and rendered
at the last minute “safe.” That is, until a certain party of travelers arrives and
unknowingly set in motion events which may ultimately doom every fearful
inhabitant of the frosty mountain town.
Beneath the Stained Abbey is a full adventure expansion built to tie
in with the Curse of Strahd campaign setting. That said, it can easily be
adapted to any urban setting or castle underdark. It adds a complete adven-
ture which should take many hours and present a scalable challenge appro-
priate to any party. We present on a basis of about 4 players at level 8, as a
starting point.
Preface
A New History of Krezk 7. During Strahd’s seige (per the campaign book)
Prior to CoS & Beneath the Stained Abbey the Abbey’s population flees into the sewers but
are trapped. Despairing, they tear Saint Markovia
1. Markovia builds the Abbey (per campaign book) limb from limb and fall to violence or starvation.
2. Krezk forms (per campaign book) The water is clean again at the source, but the
blessing on the Sparkling Pool remains. Krezk’s
3. Saint Markovia realizes that due to the amount crops are once again without sufficient fertilizer
of people suffering in Barovia, the meager sanita- and again barely suffice to provide enough food to
tion offered by outhouses is insufficient for all the sustain the community.
sick and tortured showing up at the Abbey. She
hires a local mining family, the Belviews, to 8. After years of silence at the Abbey, The Abbot
excavate below the Abbey and build a sewer arrives .
system. 9. The Belviews move in under the Abbot’s care
4. The Belview line is tainted by a curse as they and, with their “contributions” crops grow better in
dig into and accidentally desecrate an ancient Krezk; the citizens credit the Abbot with bringing the
Druid burial ground (the same Druids from Yester blessing of the Morninglord, and have a reason for
Hill). tolerating his eccentricity. They do not know the
real reason for their crops improving is the “night
5. The sewer is built poorly by the Belviews, who soil” from dozens of insane, gibbering, slavering
are slowly going insane (which leads to their monsters.
eventual desire for the Abbot to change their
bodies) and the sewer-water taint flows into 10. Over years, Saint Markovia’s blessings begin to
Krezk’s water supply. None will venture into the fade. Crops grow well but the citizens fall ill - the
caves to fix it. source of a wasting plague that eventually kills
Burgomaster Krezkov’s last child.
6. Saint Markovia blesses the water at the point
where it enters Krezk’s immediate water supply - 11. The Abbot steals the 3rd gemstone from the
rendering the Sparkling Pool clean and beautiful, Wizard of Wines and places it in the Gazebo statue,
and the rest of the water beneficial for fertilizing or the pool itself, to once again purify the drinking
the land. This gives Krezk soil far richer than it had water for all of Krezk.
ever known, allowing them to become self-suffi- Note this is unnecessary if you’ve placed the
cient - which they do with great eagerness, closing gemstone elsewhere.
their walls. 12. The PCs arrive in Krezk - and shit hits the fan.
Page 1
How it Begins other. Every surface is covered in excrement except
the toilet-hole grate in the far corner. In their
madness they have polished the bars and set small
Your players have arrived at Krezk, and the candle stubs in a circle around it. They stare at you
chances are good that things have not gone with wide, fearful eyes.”
completely smoothly. At its base, Beneath the
Stained Abbey is a dungeon-crawl exploration If calmed and interrogated, one will tell how the
adventure. However, much of the story of it ties into candles are a memorial for an old cousin who
the past - and future - of Krezk, and can make for managed to pry up the grate (it IS freely openable!)
significant changes to Curse of Strahd as a whole. and descended below. This was years ago. In truth
Here are tips to tie it in smoothly. the mongrelfolk immediately died upon falling down
the slough-tube and smacking into the filter-grate.
The Gemstone Issue: The third gemstone, long But this is why they do not defecate down this grate.
missing from the Wizard of Wines, has been placed
in the cave system. The Abbot stole it when he Additionally the garden behind the Abbey, with the
realized the blessing of Saint Markovia was fading scarecrows, should be described as having a power-
and he wanted to protect the community. He figured ful odor of shit, despite the cold air. The crops,
safe drinking water to be more important than however, appear to be healthy - if not odorous. In
champagne. You can hint to this happening when truth they are not exactly safe to eat.
the PCs talk to the Martikovs at the winery. The
Abbot will have visited the Abbey a month before the
first gemstone disappeared, learning of its power. How it Ends
The Abbey: You should ramp up your descrip- Depending on what the PCs do, there may be
tions of how depraved the Mongrelfolk are. Replace many different outcomes. There is a list of repurcus-
one of the room’s descriptions with: sions at the end of the adventure. It’s impossible (as
“From inside this chamber an overwhelming odor you know) to predict every action your players will
assaults your senses, making you reel. Roll a CON take, but this will let you adapt.
save. (DC15 or PC is poisoned for 2d4 rounds. This
happens to the first PC only) The five mongrelfolk
living in this squalid cell fearfully and angrily gibber Use Your Big DM Words
over each other. They are all so twisted and covered Oh. Shit.
with boar’s hair and stubby but spindly appendages
that they resemble hideous human-faced spiders. We’re going to say “shit” a lot in this adventure module.
Hopefully so will your players. Just a heads up.
They have also smeared feces over every surface in
the room - the floor, the walls, the ceiling, and each Here are some alternatives appropriate to the adventure:
• night soil
• mongrelfolk’s blessing
• the remnants of the Belview curse / the Belview Legacy
• puddles of pungent poop
• the blessing of the asses of the insane
Content Warning • the asylum’s drainage
• wastewater from the criminally mad
Because we care.
• the remnants of the Abbot’s meals
Mental Health is no joke. We use terms like “insane” and “mad” • the shit flows down hill, and you’re far beneath a hill
to describe the Belviews, and “madhouse” for the Abbey. These • dark chunky and slimy matter choking your lungs
are antiquated and offensive terms. But they are used • sewer gold
throughout Curse of Strahd because it fits a gothic-horror • the bane of plumbing Barovia-wide
setting. We do not condone the use of such diminishing • the Dark Powers’ very own excrement
terminology when it comes to the real, modern world. We • a bouquet of fecal flowers, blossoming with fragrance
respect and support those dealing with mental health issues.
Page 2
Introduction to Beneath LEVEL ONE
There are five main levels of the Beneath: Note: use the Abbey map from Curse of Strahd.
THE ABBEY The PCs get flushed. THE ABBEY: Once the players have decided to
ADMINISTRATION Sorting, storage, stench go into the drain system, gaining access is easy.
WATER CONTROL Puzzle and flow Each of the eight Mongrelfolk cells contains a grate
DRUID BURIAL GROUND They didn’t move the bodies in the far corner with the following description:
SECRET GARDEN The power of stolen magics
Each has a distinct environment, challenge, and Upon closer inspection, this heavy grate looks like
vibe, as described in its section. PCs may progress it was once well cemented into the flagstones of the
quickly through them but will miss opportunities floor. Time and abuse by the mongrelfolk has left it
and story. heavily corroded and loose in its fittings. Surely a
few sharp blows and a strong heft from two of you
would suffice to dislodge it completely, but are you
Enticing the Players sure you want to? The acrid aroma of bodily refuse
lingers here. Below the grate you can see a rusted
steel tube descending a few feet before giving way to
Some players are natural born explorers and tight-fitted stonework - covered all around in yellow
want to overturn every stone. Others need convinc- moss. The tube descends further than your light
ing. We have concocted several different story carries, curving away like a grain chute and delving
options to entice players who otherwise might say deep into the cliffside’s rock.
“tell me why we would voluntarily jump down a
shit-hole in a monster-ridden madhouse?”
• If Strahd destroys the Gazebo and zaps the pool DESCENT: If they jump down, read this. If they
with lightning (see ”Something Blue” special event rappel or descend slowly otherwise, modify this
in the Krezk chapter of Curse of Strahd) then St. description as required:
Markovia’s blessing is immediately destroyed and
the pool instantly starts to bubble with sewage.
Townsfolk, drawn by the explosion, cry out, “our You aim for a controlled slide or to have any
only source of water! What has happened?” the control (DC 25 Dex Check) but you find no purchase
Burgomaster adds, “My grandfather told me our and no footing. You tumble, cartwheel and spin as
water comes from within the cliffside - perhaps you slide into the dark. The trip lasts a few dozen
feet before you careen into stone barrier; the wall of
something below the Abbey?” a steep funnel with a hole easy 15 feet across at the
• As the players explore the Abbey, replace the bottom. You notice you fell through one of eight
first of the Mongrelfolk rooms with this description: identical tube exits, as you tumble and swirl around
“As you open the door, a half dozen mongrelfolk of the hole and drop again into darkness. (DC 10 DEX
all description huddle in the far corner. They are check or drop anything they’re holding - which WILL
fall through the sluice grate when they land)
fearfully gibbering but hush up and stare at you. You
catch the end of what they were saying: ‘protect the You free-fall dozens of feet, fingers fruitlessly
gold and copper! protect the great treasure and brushing the dung-slick walls, before slamming into
power!’” – they are standing on top of a sewer grate. a thick iron grate set at a steep angle – taking 5d10
The gold they refer to is urine. The copper? It’s shit. falling damage – and tumbling off it to land in a pile
But they will easily and fearfully tell the PCs that of other detritus too large to fall through: chunks of
there is ancient treasure down the grate. furniture, an entire stained carpet, and several
corpses broken, twisted, and years decayed. One
• As the players explore the Abbey, replace one of appears to have survived the fall and crawled a few
the Mongrelfolk rooms with this description: “The dozen feet before succumbing to injury.
door swings open to display a solitary Mongrelfolks-
man dropping something down the sewer grate. He
turns to you with his blue-black fur and gleaming
yellow eyes and grins: ‘an offering to the Night
Prince!’”
LADDER: If they find the hatch and ladder, it is
• The Mongrelfolk tell a story of their parents easy for them to open and climb down, save for it
seeing the Abbot descend with the gemstone. missing the bottom 10 feet. Proceed to the descrip-
• If all else fails, Rahadin shows up and laughs at tion of the room in Level Two.
their lack of exploratory skills and directly tell them
that he saw the Abbot steal the 3rd Winery
gemstone, go down into the sewers, and return Light Reading
without it. This is true. Remember that there is NO illumination anywhere in the
Beneath until the players reach Level 5. They must provide
• It’s possible they find the hatch-and-ladder in the torches, laterns, magical light, etc., or rely on darkvision.
garden, if they search the area and pass a DC15.
Page 3
25 square feet
(approx.)
+800
LEVELS:
+650
+700
LV.2 ADMINISTRATION
+750
+600
+550
+500
+450
+400
NOTE: Distances on this map are approximate, especially distance from the edge of the cliff. See Levels’ pages for accurate details.
LEVEL TWO 2B This room contains the pulley-belts needed to
operate the machinery on Level Three.
2A - ADMINISTRATION: This level was a
staging area for the Belviews during construction. The heavy door feels permanently damp with
humidity and is covered in slippery mold. Years ago
The stale air in this large rectangular room is cold the handle mechanism has rotted away. The door
and fetid. The walls, floor, and ceiling are a colorful falls open to reveal a dank room with hanging
patchwork of slick-looking molds. At each far end of cobwebs - fist-sized spiders long ago starved to death
the room, a pair of mold-covered doors sit grossly. lay curled up on the floor and covered in fungus.
The collection tank in the center of the room slowly
leaks piss and shit into a trough which flows to a Several large crates are stacked haphazardly
large tunnel opening in the wall, then into darkness. throughout the room, in various stages of decay.
The tank’s sluice grate is tilted at an extreme
angle, and it appears that over the years many large Searching the crates takes some time, as much of it
items - and bodies - have been dumped, fell, or leapt is rotten through to paste and bits, but reveals:
down, sliding off into a heap of detritus on the floor. • A total of 60 feet of rope if several pieces are
A broken ladder from a hole in the ceiling aims to knotted together. This rope will break if subjected
a hole in the ground - the rest of the ladder long rusted to more than 300lbs of weight.
to pieces. It’s now simply a hole into darkness. • Three large somewhat elastic cloth bands that
A tarnished brass sign with mold-highlighted appear to reach some 30 feet. They were carefully
writing proclaims this area to be the proud work of packed in dry crates wrapped in oiled cloths. A
Belview Mining & Construction Family character must have a 14 STR to be able to carry
one without disadvantage on STR & DEX checks.
A player who searches this pile is set upon by two • Three serviceable but corroded bullseye lanterns
mongrel-zombies who attack with surprise. An • Oil for lanterns
investigation of the pile of detritus reveals the • Two mining pickaxes (1d10 piercing dmg,
heavy two-handed weapon. Reach 5 feet)
twisted, animalistic forms of more mongrelfolk. • A key (to room 2C)
These are all years old - some so dessicated and
leathery they must have laid in this pile for decades. 2C The key to this room is in 2B. The door can be
If an investigation check passes DC15, tell the battered in on a DC20 STR check or the lock picked
players that the oldest corpses appear to have the on a DC20 DEX check.
least animalistic qualities. This indicates a time
before the Abbot completely twisted their forms. The oxidized metal door to this room refuses to
There is little of any value in the pile, as everything budge, a large lock mechanism set into it and
is either smashed to bits, corroded beyond salvag- stubbornly denying entry despite its age.
ing, or soaked through with wastes.
The ladder-hole drops to Level Three, some 60
feet straight down with no ladder. When entry is gained:
STR DEX CON INT WIS CHA On a DC15 Perception or DC10 Investigation, a
14 (+2) 10 (+0) 14 (+2) 7 (-2) 10 (+0) 4 (-3) hidden door in the back of the room is revealed by
following scuffs in the patterns of rock chips.
Immunities Poison, Charm
Senses Darkvision 30 ft., Passive Perception 10
2D The room seems at first empty, however:
Languages Understands Common, can’t speak
Challenge 1/2 (100 XP) The room strikes you as empty at first until you
see the far corner: two dead figures, stout men, are
Climbing. The Mongrel-Zombie’s spider- and slug-like skin locked in a tableu of eternal greed: between the two
patches allow it to climb and crawl on surfaces without of them is a spilled basked filled with gold coins.
difficulty, including ceilings. Each grips one of the basket’s handles, and each has
ACTIONS a hand either grasping the other’s throat or thumb-
ing out its eye. Their leathery mouths hang open in
Mongrel-Zombies make two attacks. One each of:
an endless horror of choked screams.
Fist Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6 + 2 bludgeoning damage.
The basket hold 750 gold and a black moonstone.
Claw Slash or Bite. Melee Weapon Attack.+3 to hit, reach 5 ft., The stone is cursed: one who completes a long rest
one target. Hit: 1d6+2 slashing damage and the target must
make a DC10 CON save vs. poison or be sickened by the filth with it in their possession will take 1d6+2 Necrotic
and sickness on the claws (poisoned) until the end of their damage whenever they deal 15 or more damage at
next turn.
once. A remove curse spell or being 5 or more miles
away from The Betrayer’s Moonstone ends its effect.
Page 5
LEVEL TWO 2I
2D
2J
2B 2C
2A
2G ~150’ 2H
2K
2E 2F
Page 6
2E The sturdy, oiled lock to this door resisted 2F Clues for later exploration!
corrosion. The door is in decent shape, appearing to
be an oiled metal somewhat protected from the Upon your lightest touch the door crumbles to
elements. The door features a quality looking lock pieces in a heap on the floor. You see the room
built into it. The key is long lost to time and the lock beyond is filled with chunks of rock rubble. This
requires a DC20 lock pick check to be opened. must have been a drop zone for rock debris before
Pickaxes from 2C and other methods may be used they were brought to the surface. Off to one side is a
to destroy the door, but the maggot-creatures at area series of rocks intentionally put in a row.
2I will have surprise when the first PC reach them.
The rocks placed to the side show things the miners
This was once a tidy office. Now it is a tomb. A were interested in as they explored. Several large
bath of ancient dried blood covers most of the floor, rocks hold depressions with fossilized fish bones.
flaking and brown. Two figures, a man and woman, Another stone is split open to reveal a geode worth
are slumped in chairs across a desk from one 15gp. Another stone is a pretty glistening purple
another. Inside the doorway, a purplish fungus is color. Yet another appears to have a fragment of
spread out across the width of the floor. carving on it. Upon inspection it is ancient Druidic
language. One who speaks Druidic can pass a DC10
The purple mass is a violet fungus (MM p138). History check to read the phrase “-and your garden
will be tended. Slumber in its evergreen peace as-”
2G Upon entering this area, players must roll a
The woman behind the desk has a shining rapier DC15 CON save. A PC covering their face gives
protruding from her chest, her hands grasping the advantage. If they fail, the player rolls a d6 twice.
handle. The man sitting at the desk has a death grip The PC is violently nauseated and has disadvantage
on a rusty dagger; his throat is open and everything on ability score checks and saves for the two
below his neck is brown with dried blood. Open on abilities corresponding to: 1=STR, 2=DEX, 3=CON,
the desk between them is a work ledger containing
many daily entries.
4=INT, 5=WIS, 6=CHA. If the same number is rolled
twice, only one score is affected. This lasts until they
The second to last reads: “We have delved into a are out of the area (on to Level 3 or return to 2A)
new chamber in pursuit of drainage for the Abbey’s
sanitation system. This could be the stroke of luck The nearly stagnant flow of mongrelfolk waste
for which we have waited. The Belview family will slides down a moldy, mildewy channel in the middle
increase its standing in all of Barovia!” of this tunnel extending hundreds of feet into
darkness. The acrid horror that is the stench claws
The last entry reads in fevered script: “We have its way across your nostrils as you swallow a
dug too deep! Would that we never reached this retching impulse. A shallow ledge runs along each
accursed place. Our ancestors are shamed, our side of the trough. You can manage to walk along it
descendants accursed!” The quill pen is crushed and carefully, but the threat of the sewage is everpresent.
laying next to the page, along with dry spilled ink. Here and there small flotillas of maggots wriggle.
2K The way out is through. STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-3) 1 (-5)
The slurry of the twisted mongrelfolks’ waste
slides down this tunnel in a steepening slope. The Damage Resistances Bludgeoning, Piercing, Slashing
tunnel widens into a fifteen foot circular drain chute Immunities Charmed, Frightened, Grappled,
that plummets 20 feet before turning into a shallow Paralyzed, Petrified, Prone, Restrained, Stunned
slide and twisting out of view. A distant splashing Senses Blindsight 15 Ft., passive Perception 8
reverberates back up the pipe. A similar large grate
to the previous room sits atop this pipeway, however Swarm: The swarm can occupy another creature's space and
it is corroded and missing several bars. It would be vice versa, and the swarm can move through any opening large
easy to slip through, for anyone depraved enough to try. enough for a Tiny insect. The swarm can't regain hit points or
gain Temporary Hit Points.
A huge metal arm daubed with thick grease has On a DC20 perception or investigation check a
avoided corrosion. It extends 30’ over the water to a player will notice a shadow of something under the
huge stone wheel (B) partially covering a smooth water. It is moving so slowly that at first the PC
opening out of which water pours into the pool. The thinks it a submerged log. But they discern a hand
other end of the arm is toothed to an array of and arm of a very tall humanoid laying under the
massive stone gears affixed to metal pillars. There water, face up, staring at the PC. No bubbles escape
are also empty metal pillars, and long somewhat its motionless mouth or nose. It begins to sit up.
elastic cloth bands. Read the following either way. No matter what they
You notice the sheen of mongrel-waste slowly do, Sloth notices them first:
flowing down underneath the ledge nearby, flushing
to some unseen destination.
Approaching as you do, it takes you a few seconds
If they pass an Investigation check at DC10, add: to notice something rousing itself so slowly that your
eyes almost glide off of it. A figure, humanlike in
concept but distorted and elongated in execution is
pulling itself up, dripping and covered in watery
All of the toothed-wheels appear to be coated in scum, from the shallow water. Its flesh is pale and
this same grease that keeps them from corroding but wrinkled, hanging loose on an impossible skeleton.
also makes them hard to grip. You don’t think you The heavy-lidded eyes fix on you.
could move these gears by hand, even if you COULD “Whaat. Arre. Youu...” it groans words like molasses.
get a grip on them. They are massive.
The gear assembly seems to be turned by using Sloth is not inherently violent, but easily angers if
the leverage handles on a gear marked “ONLY turns
clockwise” – which is accurate.
bothered. He stands 8 feet tall yet is emaciated and
thin. Sloth may be bribed to answer questions if the
PCs provide him any of the following:
The gear assembly was built by the Belviews as Sweet treats, meat, wine, magical items or
they were going insane from the Druid Curse (see weapons, silver, anything owned or written by
the Druid Graveyard Level. Strahd, the bedrolls of the entire party, music or
performances (DC15 Performance Check), or by
See the green entry-box for 3D (p12) for a having any sleep effect cast upon him, or calm
description of OPERATING THE MACHINE. emotions (the spells have no effect but he likes them).
Opening the Flow Gate without opening Sloth is angered by being called lazy and will
the Drain Gate further will begin to flood the attack. He also hates being patronized, being forced
room, filling it in 4d4 minutes. Shutting the to watch illusions meant to entertain him, and any
Flow Gate without shutting the Drain Gate live animals besides cats and, of course, sloths.
will empty the reservoir, but flood Krezk Sloth doesn’t hate the Abbot, nor is he fond.
If they empty the reservoir, they find 80GP and a The Seven Sins are based on the Flesh Golem
topaz worth 25GP in the muck at the bottom, monster stats but have their own unique stats.
several skulls and other miscellaneous bones. See the page after the map for Sloth’s block.
Page 9
LEVEL THREE
3A
See enlarged
gear puzzle
next page.
A CONNECTS TO
NOTHING
B WILL CLOSE FLOW
C WILL OPEN FLOW
D WILL CLOSE DRAIN
3E E WILL OPEN DRAIN
G F CONNECTS TO
D NOTHING
C
B G HANDWRITTEN
SIGN SAYS:
F
3D
3B
3C
Page 10
3C Wheelhouse
If the PCs ignore Sloth and make for the wheel-
house, he cautions, “Be careful. Where you. Delve.
ILE
PA R ATE FZZLE.PDF My brothers. And sisters. Are not as. Patient. As I.”
E U DOUT
THE S AR-P The wheelhouse is ramshackle but sturdy. There
SEE BBEY-GE ABLE HAN are no windows.
TA I N ED-A N, PRINT ZZLE!
S CLEA THIS PU
FOR A OF The door to this 10-foot cube of a building opens
easily, having been slicked with the same grease that
coats the machinery. In fact, the door is flung open
as soon as the latch clicks, by the pressure of the
LEVEL THREE GEARS “IF THIS GEAR SIDE water against it. Inside is a storehouse of some sort,
LOWERS... DRAIN
UPPENS. IF’T RAISES, housing parts for the machinery outside. The once-
DRAIN CLOSES. stagnant water outside now swirls into the room.
DUN’T BREAK IT!”
Several of the smaller - yet still massive -
toothed-wheels lay on sturdy stone tables. Unfortu-
nately it appears most have cracked or split over
time. One remains intact. Also several long metal
D G handles lay under the now rising water. A large
C pulley band hangs from hooks on the wall.
B
H I
A
E The gear is massive and requires at least two PCs
to pass a DC10 STR check to carry and set in place.
F only turns
It requires a further DC10 check to move it to the
clockwise
second gear-pole.
Sloth can help, giving automatic success, if he is
asked by the PCs and bribed with something.
Magic Weapons: The golem's weapon attacks are magical. A solution, deserving inspiration, is to convince
Sloth to re-set the gates to their current position
ACTIONS once the PCs have passed. He will if they promise
to leave him alone and “once every decade or so”
Sloth makes one attack. Because of his eight-foot height and send someone to bring him wine or a cat with which
elongated limbs, he has 10’ reach.
to play. He is not lonely, and cannot leave.
Fist Slap. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 2d6+4 bludgeoning damage. Target must
make a DC15 WIS save or fall into a logy catatonia
(asleep). The creature affected falls unconscious for
5 hours unless the sleeper takes damage, or an action
is used to shake or slap the sleeper awake.
Page 12
3E Continued
3E - THE DRAIN GATE
Past the Drain Gate, the drain tunnel is 10-foot
The only way out (down) from this chamber is diameter rough rock. It slopes downward. 30 feet
through the Drain Gate below the surface of the past the Drain Gate it dumps into a huge steel-lined
water. The Belviews were digging out the Drain tube 20 feet in diameter. PCs are in freefall from
Gate when they broke into Level Four - the Druid here for a total of 60 feet, landing in a pool of
Graveyard, and were cursed, so they never got half-sewage at the bottom, taking half damage from
around to building a ladder or stairs. the 60 foot fall. Unless, of course, they use flying,
Hint that the sewage-water is draining through feather fall, rope, or other means to descend safely.
this particular area if the players seem stuck. When Remember torches may be extinguished!
they investigate from the surface:
(See the illustration on Page 1)
You can see that the mixed sewage-water flows
under the ledge here and is carried away some-
where. The draining water looks to pick up danger-
ous speeds. Now that you’re paying attention to it LEVEL FOUR
you can hear a faint churning sound. It’s impossible
to tell how the drain system is setup from up here. 4A - DRUID BURIAL GROUND
This is a real opportunity to tie some ancient
Only a small creature can fit through the Drain Barovian history in with the current events, giving
Gate at its current, half-open, position. If a creature place to the otherwise random-feeling Druids at
goes to investigate, there’s a chance they could Yester Hill. Be liberal with arcana and history checks!
drown fighting their way back against the current:
Swimming in water costs 1 extra foot per foot of Descending amongst the lingering flow of fetid
movement. Difficult swimming takes 2 extra feet. water the world opens up to you and at least
Descending into the Drain to investigate is 15 feet, temporarily relieves a feeling of claustrophobia. You
but it costs 75 feet of total movement (30’ in + 45’ find yourselves inside a huge cave almost 200’ at its
out). Additionally on the way out they must pass a longest axis. At the ground, the sewage spills into a
DC10 DEX OR STR check each turn to use hand- deep pool of viscous glop. This end of the cave
holds and withstand the flow of sewage, or be swept appears to split off into several different tunnels,
fully back to the gate, starting over with 45 feet of each winding its way into darkness.
movement before breaking free.
Toward the wider far end of the cavern the floor
If they are tied to a rope, the other PCs can pull takes on a bowl-shaped depression. Piled along the
them back with automatic success slopes of the bowl are dozens of tree trunks. Against
that far wall another tunnel exits the cavern.
There are 3 settings for each of the two gates.
These are the results of a PC swimming down the The stone of the walls and ceiling almost shimmer
drain for each of those positions: with a purplish iridescent fleck at the edge of your sight.
or larger, they are above, Medium slowly. PCs can into the next and final level.
pinned against creatures cannot swim to the gate
the drain gate & fit. DC 10 STR or and back with It is possible for the PCs to exit the cave system at 4G.
must swim with DEX check req’d only 1 extra foot
disadvantage to to swim back. of movement and
STR/DEX checks. no checks. Still
PC may drown. can’t fit, though! 4B - 4I There’s a sucker born every minute.
ADD THIS DESCRIPTION to the beginning of the first “tentacle
PC is smashed PC is smashed PC may freely tunnel” which the PCs enter:
against the gate, against the gate, walk, search, and
Closed
takes 2d6+6 takes 1d8+3 investigate. “The walls of this tunnel look smooth and rounded and have
damage per turn. damage per turn. It is impossible the same almost iridescent sheen to the rock that uniquely
to proceed w/o marked the main chamber. You progress along a sloping,
PC may drown. PC may drown. curving path for a dozen feet before you begin to see regular,
destroying or
opening the gate. almost honeycombed, impressions in the left side of the wall.
Each alcove is about a foot and a half in diameter. Nearly every
single depression has a human skull staring out, or other bones,
placed in it. There must be hundreds in these tunnels.”
4B WRATH of the SEVEN SINS
They hear stomping and rattling growing louder:
WRATH OF THE SEVEN SINS
Large construct, chaotic evil
Careening around the corner of the tunnel Armor Class 15
charges a six-legged monstrosity, spiderlike legs Hit Points 180
propelling atop which flail four human-like arms – Speed 30ft
each holding a weapon. An apelike face twists in the
STR DEX CON INT WIS CHA
middle on a stalk-neck, its features screwed up in a
rage - the gaping mouth gasping and grunting and 19 (+4) 12 (+1) 19 (+4) 9 (-1) 9 (-1) 5 (-3)
chewing the air. Damage Immunities Lightning, Poison; Bludgeoning, Piercing,
and Slashing from Nonmagical Weapons
Condition Immunities Charmed, Exhaustion, Frightened,
Wrath cannot talk. It cannot bargain, be charmed, Paralyzed, Petrified, Poisoned
or bribed. It attacks until all creatures are dead. Senses Darkvision 100 Ft., passive Perception 10
Wrath exists as an attempt by the Abbot to create a Languages Understands Common, cannot speak
monster to kill Strahd, but he realized that wrath Challenge 5 (1,800 XP)
without compassion, and rage without intelligence, Immutable Form: The golem is immune to any spell or effect
is a worse abomination than a cold despot. that would alter its form.
DC15 Perception checks will reveal that 2 of Magic Absorption: Whenever subjected to Necrotic damage,
Wrath’s weapons are bright and clean (magical), and it instead gains these hitpoints back.
2 are corroded (mundane). DC20 perception will Magic Resistance: Immunity to Charm, advantage on saving
reveal coarse stitching. throws against Spells and other magical effects.
When the Abbot created Wrath he envisioned it Magic Weapons: The golem's weapon attacks are magical.
battling Strahd. He stuffed Wrath with additional
If Wrath takes 5 or more points of bludgeoning damage at once,
weapons and supplies. When defeated, describe the have the source of damage roll a d20
monster as having bits of metal sticking out of it. If • 1-8: nothing happens
the characters “search” by cutting it open, they find • 9-17: Wrath regains 4d4+4 hit points
• 18-20: Wrath regains 4d4+4 hit points twice
the following amongst matted cloths, dry meat, hay: This can happen a total of 5 times, see left column for details.
• 1 each of the following: longsword, mace, ACTIONS
dagger, five +1 arrows, scimitar, rapier Wrath makes 3 attacks, and alternates amongst its weapons
• 5 potions of greater healing and web at will, but will not do more than one of each per turn.
• 99 silver pieces
Web Wrath “casts” web as an action up to 2x/day.
Note that if Wrath took bludgeoning damage and
Greatsword +1 Melee Weapon : +5 to hit. Hit: 2d6+5dmg
was healed (see Wrath’s stat block) this is because the Morningstar Melee Weapon : +4 to hit. Hit: 1d8+4dmg
healing potions were smashed inside it. Deduct them Handaxe +2 Melee Weapon : +6 to hit. Hit: 1d6+6dmg
from the treasure found on a search. Thrown: range 20/60
Spear Melee Weapon : +6 to hit. Hit: 2d6+6dmg
4C Thrown: range 20/60
If they investigate this tunnel before visiting 4B, have
everyone roll a Stealth check. If they fail to pass DC15,
Wrath of the Seven Sins (who waits in 4B), hears them
and charges down the 4C tunnel towards them.
4K
4L
LEVEL FOUR
4C 4B
4J
4D
4E 4A
4A1
4F
4I
4G
4H
~150’
4D 4F
This tunnel takes several sharp twists and turns, This tentacle was attacked and severed by ancient
the skulls staring at the PCs as they explore, but it is humans millenia ago:
ultimately empty.
4E This tunnel ends shorter than the other tunnels, in
a sudden flat wall that is indistinguishable from the
This tunnel is unstable. Unless the PCs pass a
rest of the stone. The other tunnels narrowed down
DC15 Perception check while exploring, the unsta- before ending. Sticking into the end of this tunnel at
ble ceiling collapses. The first 1d4 PCs are beneath odd angles are clearly-ancient corroded axe heads
the unstable section and must succeed on a DC 15 and pitted spears, something resembling a harpoon.
Dexterity saving throw, taking 22 (4d10) bludgeon-
ing damage on a failed save, or half as much
damage on a successful one. The area is filled with 4G
rubble and becomes difficult terrain, but there is The players could exit the entire sewer-cave
nothing unusual or special here. system at this point, if they can find a safe way down
(or back up) the cliff. If they do leave and the Abbot
is still alive, he will learn of the PCs’ activities and
personally go down into the sewer-cave to retrieve
the gemstone and actively try to stop them from
returning to the system.
Page 17
GREED OF THE SEVEN SINS
Large construct, chaotic evil
Fairly straight compared to the other tunnels, this Armor Class 19 (due to metal embedded in its skin + dex)
pathway also seems longer. After about 100 feet the Hit Points 120
Speed 40ft
purple sheen of the cave walls fades to a dull grey.
After another hundred feet the tunnel begins to be STR DEX CON INT WIS CHA
covered by a thin film of moss and mold and you 16 (+3) 14 (+2) 19 (+4) 9 (-1) 9 (-1) 10 (0)
perceive a slight movement of the air. Moving further
you see light - the pathetic, wan light of the Barovian Damage Immunities All Fire, Poison; Bludgeoning, Piercing,
sun. Around a sharp corner, brushing away hanging and Slashing from Nonmagical Weapons
moss and roots, you emerge on a small shrub-hidden Condition Immunities Charmed, Exhaustion, Frightened,
ledge two hundred feet in the air, overlooking Krezk. Paralyzed, Petrified, Poisoned
Senses Blindvision 100 Ft., passive Perception 10
Languages Understands Common, cannot speak
Challenge 5 (1,800 XP)
4H - GREED of the SEVEN SINS Immutable Form: The golem is immune to any spell or effect
that would alter its form.
If the PCs take the time to scrape off the gold on
the walls of this tunnel (which is laborious and Magic Absorption: Whenever subjected to Force or Radiant
would take an entire long rest), or melt it off with a damage, it instead gains these hitpoints back.
fireball (etc), they can collect a sum of gold worth Magic Resistance: The golem has advantage on saving throws
precisely, exactly, no more no less, 2,000 GP. against Spells and other magical effects.
About 20 feet into this tunnel you begin to see Magic Weapons: The golem's weapon attacks are magical.
threads, strands, and stripes of a yellowish material
pasted against the walls. Drawing closer, it appears ACTIONS
to be actual gold - melted and flung against the walls Greed makes 2 attacks, one with either eye, and one bite or claw.
like paint from a spun paint brush. Further into the
tunnel the purple walls grow more occluded with Bladed Bite Melee Weapon : +3 to hit. Hit: 3d4+3dmg
DC15 STR/DEX check or knocked prone.
this coating of splattered gold until it is nearly solid. Knife Claws Melee Weapon : +3 to hit. Hit: 1d6+3dmg.
There must be hundreds of coins worth of gold every
few yards! Even the skulls in the alcoves are coated. Ruby Eye Area Spell Attack 3x/day : 10’ sphere of fire, range 90’
Creatures in the area of effect make a
DC15 DEX check or take 4d6 fire damage
and 2d4+4 damage from molten gold,
This is the tunnel of Greed, who loves coin, half damage on a save.
precious metal, magical items, gemstones, and
Diamond Eye Spell Attack 2x/day : cast Geas, DC 15 WIS.
anything that is precious to a player. Greed can be Greed, who can’t speak, uses this to make
bribed for a sum of 1,500 GP worth of gems, coins, the PC drop all its coins, gems, valuables
and other items - magical items are worth half their (including magic items) and walk away.
GP values in the DMG. Progressing, the PCs see:
Page 18
Around a long slow curve, the sound of tapping You come upon a small, hollowed out chamber at
echoes. You see a figure moving. It steps into view, the end of the tunnel. It is roughly hewn by hand and
strangely, on a pair of spindly legs. It’s bent over fifteen feet round. In the center, a large rough-look-
almost double in the tunnel - surely it’s over fifteen ing chair is built of long logs lashed together with
feet tall if it could stand! But the skinny frame of this ancient rope and vine. Sitting in repose, the dessicat-
pale yellow creature seems to be bulked out and ed skeleton of a humanoid rests with its hands on a
weighed down with stones and metal plates embed- lap-blanket of dried moss. Its face is trailing a
ded in its flesh; its pockmarked pudgy skin full of massive white beard, and atop its tilting head sits a
plates and forks, steel fireplace pokers, horseshoes, headpiece or crown of thin vines woven coarsely
and all manner of mundane metals. You see with small bones sticking out at odd angles, and a
smashed into where a human’s eyes would be a pair pair of tree branches set like antlers.
of small bright gemstones – one clear, one red.
Instead of a mouth a hole lined with small blades
and coins gapes. Its long metal fingers - steak knives A player who searches – and thereby desecrates –
and sickle blades - trail ceaselessly up, down, and the body of this ancient Druid King, becomes
around the gold walls. Its thin monstrous head cursed. They also discover the following:
swivels to you, pinpointing you, and the wolf-trap • the man wears no clothes; only the moss
mouth clicks and clacks wordlessly. Its body stiffens.
• woven into the beard are threads of gold
(totaling 3gp if removed) and feathers
Greed’s eyes are worth 350 GP each.
• while attuned to and wearing the magical
Despite being squeezed in the tunnel, Greed does antler-crown, the wearer has +1 WIS
not suffer disadvantage to its attacks. • underneath the throne are the bodies of
Greed cannot speak - and so it cannot explain four badgers; the king’s familiars
how much it wants the PCs’ gold and treasures. If • a parchment sitting on the king’s lap
Greed knocks a player unconcious or kills them, it is reads the following in ancient
so distracted by their possessions that it will spend Druidic script (knowledge of the
its next turn trying to loot the body. Druidic language is required):
• Curse the Lands - the PC must pass a DC15 Have each PC roll 1d4+1. That many wights will
CON save to benefit from a Short Rest. They must awaken, groaning, and crawling their way out of the
pass a DC10 WIS save to benefit from a Long Rest. trunks. Those wights target that PC specifically.
Because they have to crawl out of the trunks, the
• Curse the Hands - the PC cannot wield any PCs have one free turn for normal actions and
item that requires two hands (they may wield
versatile weapons with one hand). They also have a movement. Distribute each players’ wights near
permanent -1 to hit and -1 to damage when using them, crawling from the trunks.
weapons. If a spellcaster’s spell uses somatic Because of the ancient dry wood, a magical
components, they must pass a DC10 Save in their fire-based attack on the wood where a wight is
spellcasting ability or the spell cannot be cast that standing will do double damage. Destroying the
turn (they do not lose their spell slot)
trunk of a tree will immediately kill the wight that
A DC20 Religion check or 25 Nature check will came from it.
reveal the exact nature of the curse. A remove
curse will cure the PC. Tree Trunk Trinkets (1d20, ignore repeats)
Have the PCs roll randomly on this table for each
trunk they search. Or, if they take a long time to
4J - BURIAL BOWL search, they find everything. It is assumed these
treasures are in addition to a random 50/50 male/fe-
The great bulk of this singular cavern is occupied male skeleton in the trunk.
by a natural bowl floor about 150 feet in diameter. 1 carved wooden antelope worth 2gp
The bowl of the ceiling arcs overhead, with long thin
stalactites hanging down and matching short fat 2 ceremonial dagger, leather wrapped obsidian
stalagmites on the floor of the cavern...which is 3 a leather satchel full of dried cherries (good)
littered with piles of what look like blackened tree
trunks and white branches. There does not appear to
4 a quarterstaff with a carving of an owl
be any clear path through, but on the opposite side of 5 15 well preserved ferrets
the bowl is a tapered tunnel entrance curling into 6 a necklace of mouse skulls
darkness.
7 a +1 scimitar with a handle of bone, when a
Horrifyingly strewn amidst the black trunks and 1 is rolled, it drains 1d8 HP from
white branches are the twisted bodies, leathery with the user. Its name is Bone Thorn (written
years past rot, of thirty figures or more. They all face in Druidic on the rough-hammered blade)
you with hollow eyes, motionlessly gasping or 8 hammered copper plates worth 4 GP
howling, hands in death-grip around branches or
trunk as if trying to crawl away.
9 a gold ring with an opal stone (50GP)
10 body has a snake skeleton threaded through it
11 the skull is placed at the feet
The Belviews were cursed with death for those 12 the skull has several holes drilled in it
who immediately desecrated the Druid burial 13 the dried leather skin is covered in tattoos
ground - the party who came to explore the area
14 every single bone has been carefully broken
after having accidentally stumbled upon it while
carving their drain tunnels for sewage. This desecra- 15 Druid symbol for Leaf carved on skull,
tion doomed them. But the curse of the Belview line trunk stuffed with leaves
would drive the survivors mad, as per the Mongrel- 16 scroll of protection from energy
folk storyline in the Abbey. 17 no human skeleton but three dogs’ bones
The bodies may be searched - there is nothing of 18 a woman with the skeletons of five children
particular value, but many of them have pickaxes, 19 a bronze tiara with aquamarine stone (50GP)
shovels, helmets (hard hats), and peasant working
clothes. The average Belview stands 5’ tall and they 20 a quiver with ten masterful hunters’ arrows
(+1 to damage and to hit, nonmagical)
are all human. A mix of male and female is present.
Page 21
4K If and when it perceives the PCs (it has no eyes
but does possess formidible blindsight) it will
A long tunnel arcs out of view at the far side of
unleash an unholy clacking, groaning sound from
the Burial Bowl.
every mouth and once and attempt to roll/shuffle its
way towards them, but is unable to move. The arms
Shortly after entering this tunnel you see the
purplish stone gives way to rougher-hewn rock. gyrate rapidly in windmills.
Occasional pieces of bone fragment or tooth are Although it only has “normal” arms, it has 10’
strewn about the floor. The tunnel takes a long curve reach as it thrusts its bulk across the cavern.
and slants downward into darkness. Eventually, you
see no more bone pieces and start to hear a soft If a PC is grappled, Gluttony will use its arms to
sound like the clacking of stones together. move it away from allies at a rate of 20‘ per turn
over or around itself as a free action, biting it each
turn.
The tunnel was expanded by the Druids as a place
to dump the least revered of their order. This may be
surmised on a DC15 Insight or History check. GLUTTONY OF THE SEVEN SINS
Gluttony of the Seven Sins followed this path down, Huge construct, chaotic evil
gobbling up bones. Now it is too large to fit back out,
yet it forever hungers. Armor Class 8
Hit Points 220
It can bark out one-word phrases, but has little Speed 0ft
intelligence. When it “speaks” a half dozen mouths STR DEX CON INT WIS CHA
say the word. It is pathetically stuck. It can cause 16 (+3) 4 (-4) 19 (+4) 6 (-3) 9 (-1) 4 (-4)
quite a bit of damage to the PCs if they get close.
But it’s entirely possible for them to just walk away Damage Immunities Lightning, Poison; Bludgeoning, Piercing,
or “mercy-kill” it from a distance. and Slashing from Nonmagical Weapons
Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned
Senses Blindsight 100 Ft., passive Perception 10
4L GLUTTONY of the SEVEN SINS Languages Limited Common
Challenge 5 (1,800 XP)
After diving in a slant, the tunnel levels and then
takes a climb. The clacking rocks sound louder now, Immutable Form: The golem is immune to any spell or effect
that would alter its form.
yet perhaps more leathery. There are no more bones
laying about. In fact, there is nothing but the echoes Magic Absorption: Whenever subjected to Necrotic damage,
of the clacking and a clammy cold humidity. Whatev- it instead gains these hitpoints back.
er is causing the sound must be just beyond this rise.
Magic Resistance: The golem has advantage on saving throws
against Spells and other magical effects.
Page 22
Cutting open the corpse of Gluttony reveals the At the bottom of the mess – and make it clear that
partially digested and yet totally dry pieces of what it will take hours to sort through – are:
must be hundreds of skeletons, some crushed to • 150 GP
dust and some nearly whole. It appears to have no • 13 SP
organs other than mouths leading to muscular sacks • 1,130 CP
that crush and roll. There doesn’t even appear to be • Diamond worth 150 GP
fecal facilities - the Abbot did not think that Gluttony • Wand of Magic Missiles with 6 charges left
would be “in service” long enough to need them! (this particular wand does not recharge)
• A regular potion of healing
So there are some truly ancient partially digested
• 3 of the Vistani’s fake (poisonous) potions
items within. Many weapons, plants, and animals
that “allow them to cross the mists”
join the druid skeletons and a couple dead, insane
Belviews. Grass and dirt, moss, and bricks. Most
everything is crushed beyond usefulness.
Page 23
LEVEL FIVE The PCs, once down on the skull island, will
notice a ruddy pink figure rolling slowly and crawl-
5A SECRET GARDENS ing through the undergrowth which is about waist
Note information on the Skull Island can be found high across the entire island. This figure is tall,
at area 5A1. curvy, seems to generally be humanoid, save for the
arms that end in long whiplike purple tentacles
On this floating island tethered in place by vines, trailing to the ground from its elbows. It has long
Lust of the Seven Sins waits for the PCs. Lust silver hair that almost appears blue. None of the
means many things other than simple sexual desire. golems under the Abbey wear clothes, but this figure
The golem will easily lust after freedom, knowing it seems to underscore the fact. Its beet-colored skin is
can’t willingly leave the caves. The golem will lust finely woven together into seductive curves and
for the release of death, attacking the PCs after a muscle, creating a figure that appears at once
brief conversation. That sort of thing. androgynous and yet undeniably sensual. Some-
thing about it is inexpressably...interesting.
Coming off the sewage drainspout, the drop is If allowed to stand and speak, Lust licks a spotted
some 60 feet down, but the height isn’t what catches yellow slug-like tongue over wet thin purple lips, its
your attention at first. The soft glow of lumiscent huge black eyes rolling between the PCs excitedly. “I
moss illuminating the massive cavern of lush, green want you... to tell me who you are, my pretties!” is a
foliage is impossible to ignore. fitting opening line. Lust will speak with the follow-
ing kind of cadence and sauciness:
Bathed a gentle ubiquitous green glow, this
cavern’s air swirls with pollen motes almost like • Look at these big, tough adventurers -
fireflies. Directly below you is a small island in a so brave to have survived so long!
pond of what appears to be the most crystal blue • The horrors of Barovia are no comparison
water; certainly clearer than the drizzle raining to the sadness of being lonely!
directly down on it currently from the spout on • I’d slaughter a thousand children for a look
which you stand.
at that sword hilt!
Stretching away from you, the cavern rises at a • I hear the whisper of the... Sun Blade? ... it
steep but walkable angle. Something like ancient calls to me. I want it.
standing stones litter the area, oddly lit by a patchy • You’re a fine specimen, aren’t you? Think you
spotting of glowing moss. Large strange shaped can wrestle me into submission?
boulders are scattered in a rough path up the center • I want to devour you! I’ll let you choose how.
of the cavern, while tall ancient tree trunks or curved • Sorry, what were you saying? I was just thinking
stones arc up over twenty to thirty feet in a coarse about how delicious you all look.
pattern on either side of these boulders. • I bet you have all kinds of treasure, raiding
Barovia. Any presents for me?
...and the like. Lust can hear the cravings of the
SunBlade for vengeance, but simply wants it as a
If the PCs look for signs of movement or life, a companion. Unlikely to give it up freely, the PCs may
DC20 Perception check will reveal a slight rustling have to fight to protect it.
in the shrubbery and undergrowth on the skull
island below them. This is Lust rolling around Remember, Lust isn’t necessarily sexual, but it
slowly on the carpet of moss beneath bushes. craves and desires to consume the PCs. Not like
Gluttony of the Seven Sins. Lust is constantly
If they pass a DC20 Nature Check they can moving, sliding its tentacles through the air.
discern from this distance a footpath leading up,
winding inefficiently around the boulders, and If Lust kisses & charms the entire party (see stat
disappearing from view as the rest of the cavern block as follows) the party isn’t killed. Instead they
disappears from view. regain self awareness and control 1d4 days later
with a fully healed Lust saying “I’m done with you
A perception check freely notices the “exit” tunnel now, you may go” and dismissively wandering away
detailed in area 5H. from them. The PCs only remember vaguely what
Note that through solid roleplaying and encour- happened, and are reluctant to discuss it. Have most
agement from the Dungeon Master, none of the of their healing potions gone, holy water poured out,
golems in this cavern (Lust, Pride, Envy) will attack arrow quantities reduced by half, etc - as Lust had
on sight. Combat may be completely avoided by them consumed with various hedonistic entertain-
careful PCs. If you are in a place to do so, reward ments. Perhaps they sport new scars or their hair is
this by granting extra XP or Inspiration. shorn, perhaps they each find a Lust’s Tongue in
their packs during their next rest period.
Page 24
5A1 Skull Island & LUST of the SEVEN SINS
This island is a floating skull of an ancient LUST’S TONGUE SWARM
Medium swarm of tiny beasts, unaligned
whale-like creature. Do not describe it to the PCs as
such; hopefully it will take them a minute to figure it Armor Class 10
out unless they immediately see it on a battle map. Hit Points 30
Speed 20ft
The island bobs ever so gently when the PCs walk
on it; not enough to make it difficult terrain. STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-3) 1 (-5)
The missing third gemstone is tucked in the
center of the whale skull, held aloft on a plate and Damage Resistances Bludgeoning, Piercing, Slashing
chain just above the water. The gem’s magical Immunities Charmed, Frightened, Grappled,
properties have had years to work in this cave, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 15 Ft., passive Perception 8
purifying the sewage water that trickles down
ceaselessly onto it, making the pool a beautiful
cerulean blue. It is also incredibly healthful for Swarm: The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
plants, which have overgrown the entire cavern. You enough for a Tiny insect. The swarm can't regain hit points or
may feel free to add fruit trees or other unique gain Temporary Hit Points.
plants to the area. This is the least Barovian the ACTIONS
players have felt in a long time - save for the fact that
Acid Lick: Melee Weapon Attack: +3 to hit, reach 0 ft., one target
they’re literally inside the remnants of a dead whale. in the swarm's space. Hit: 2d6 acid damage, or 1d6 acid
damage if the swarm has half of its hit points or fewer. The
It is easy to investigate, swim to, and take the target also has disadvantage on any next weapon attacks or
gem. The Seven Sins don’t like it, so they leave it. must succeed on a DC10 check with its main spellcasting ability
to be able to cast a spell. These effects last until the start of the
Tongue Swarm’s next round.
Armor Class 15
Hit Points 120
Speed 30ft
ACTIONS
Wrath makes 2 tentacle attacks or 1 kiss on a grappled opponent.
Once per day Lust may vomit up dozens of its own tongues as a
Lust’s Tongue Swarm (see below)
Page 25
LEVEL FIVE
5C
5H
5A 5A1 5B
5D
5G
5E
5F
5C Free Willy
5B The Treasure Trail
The moss on the walls here is greyish green, and
Progressing up from the pond and island, the a soft bed of lavender coats this cave’s floor. Here
ground rises steeply. It’s blanketed with softly and there the moss has been pulled away from the
glowing moss, thin vines with green flowers that walls and crude cave paintings have been scratched
dangle from where they crisscross the roof of the into the stone wall: pictures of a whale breaching
cavern, and floating glowing dust motes. It smells the surface of water; a whale being hunted by a
earthy and comforting. crude pirate or whaling ship; a whale underneath a
mighty mountain, etc. There is nothing else of
White bone towers are surrounded haphazardly interest here.
by clearly worked pieces of wood - dark timbers, long
flat boards with rusted nails, an occasional piece of 5D Fruits of Labor
lattice.
This flipper-cave contains a beautifully soft white
The cavern narrows slowly as one hundred and moss and is a perfect place to take a short or long
fifty feet ahead it curves out of view. There are rest. No harm will come to them here - but Pride
apparent offshot caves or perhaps tunnels to either and Envy may sneak up and watch them. They take
side as you look around; two to your left and two to no action against the PCs, and are merely curious at
your right, fairly symmetrical in position and size. the moment. You might mention to the PCs that they
feel sleepy when they investigate this large offshot
When they stop to investigate, search, or even cave. If they have a high Passive Perception or pass
continue on, progress to this description: an active DC15 Perception Check while resting,
they spot Pride and Envy.
You see, hanging on a stripped vine and danging There is a fruit tree in this cave. Perhaps plums.
from one of the overhanging stone rib-like Its fruit is lightly magical and eating one piece will
structures, a small sculpture. It’s made of twisted heal/restore one hitpoint. Have each player roll a
vines and sticks. It appears to be a sort of balanced d12. The total is how many fruits are on the tree.
mobile with a pair of Xs, one larger than the other, If removed they quickly become nonmagical - not
both with seed pods in the top crook where they join. healing. They must be consumed on the spot. Any
that are removed or “saved for later” are useless, but
If they make a loud noise in this area, Pride and still delicious.
Envy will appear at 5G, watching.
Page 29
5E One Eyed Willy’s Treasure 5G Pride and Envy of the Seven Sins
The magical Cistern of Jeweled Water here can The current homes of Pride and Envy:
solve Krezk‘s water issues - it can also cure disease!
It is a tight squeeze to gain access to this cham- After having narrowed, the cavern flares out wide
ber. This floor of this cave is a relatively smooth again to both sides. The low ceiling tapers down
surface, much like the other caves, with a pink-pur- toward the back wall. Nestled incongruously off to
the left of where you stand is a cabin, but no
ple fog of ferns growing across it. In the center is the
ordinary one. Yes, oddly, a ship captain’s cabin has
detritus and treasure that Pride and Envy salvaged been carefully set here, the rest of the ship missing...
from the wreck of an ancient pirate ship. (it is the detritus throughout the whale-cave)
The treasure pile is lumped in the center of the
cave and overgrown with a cyan-colored moss. The whole area is lightly obscured by a continu-
ous curtain of vines hanging snake-like from the
Digging through it reveals the following, amongst
ceiling. They are far apart, but twitch disconcertingly.
pillars and pylons of rotted wood and molded rope:
4200 cp, 200 sp, 1000 gp
Bolt of Silver Cloth (50 gp) Touching one of the vines deals 1d3 points of acid
Small Ebony Ship inlaid w/ bronze (50 gp) damage. It is a DC10 DEX check to move a full
A Toy Boat of black wood (10gp) move action through the vines, as they twitch and
Carpet roll, elegantly woven (200 gp) curve themselves towards animals - even cold-blood-
Ornate Mirror set with Malachite (100 gp) ed ones - as they move past. Pride and Envy have
Fine Leather Scabbard (10 gp) lived here so long they can anticipate the move-
Bronze Shortsword (20 gp) ments and do not have to roll this check.
Sable Pouch (20 gp)
+1 Wand of the War Mage (rare, attunement) Investigating the cabin, they see it is made from
While you are holding this wand, you gain a +1 bonus
ancient, black, shipwood, lacquered, and sports a
to spell Attack rolls. In addition, you ignore half cover name painted on the back - “The Blood-God’s
when making a spell Attack. Orchid” (the ship’s name)
Leather Ribbon (1 gp)
Iron Hairpin (3 gp) The latticework portholes are covered by curtains.
Fine Sash trimmed with Leopard (20 gp) Pride is meditating, sitting cross-legged on the
Leather Belt set with Turquoise (20 gp) desk in this otherwise empty cabin. Envy is watch-
Carved Wooden Orb (10 gp) ing from the right hand “wing” of the tail cave. A
Iron Tiara (8 gp) DC20 perception check will spot Envy.
Rabbit Fur Choker (3 gp)
Larger-than-lifesized rough carving of a If the PCs knock on the door, Pride will beg them
mermaid from the bow of a ship, with black hair and enter. If they barge in, it will respond with increduli-
pointing finger. It was painted once but now has ty. If they call from outside, Pride will greet them at
mostly flaked off. It faintly emanates magic that the door.
wards off fog (watch out Barovia!) but is far too large
for a single person to carry. The inside of the cabin is almost what you expect;
The Cistern of Jeweled Water - a large, a nautical vessel’s captain‘s cabin! Though the walls
ordinary barrel with a highly magical pearl secured are more moss-covered than the exterior. A large
to the bottom. The pearl magically cleans and desk is at the back of the area. The room is stuffy
purifies water the flows over it, removing disease and dark, but enough light filters through the ship’s
and impurities. latticework windows in soft pencilshafts to be able to
see. There is a figure sitting on the desk.
5F Whale There Goes the Neighborhood
The colossal octopus and whale fought aeons ago.
Somehow the octopus’ beak ended up inside the A description of Pride and Envy are on the next
whale’s cave. Here is where it lies. page, to be appended where and when they are
encountered.
This chamber is striped with competing bands of
yellow and brown mosses, the air heavy with the
Pride moved down to the bottom level because
smell of honey. Up against the wall of this chamber the beautiful gardens pleased it. Envy followed.
and peeking out beneath a tarp of the mosses is a When they found a demolished pirate ship, Pride
large and shiny chitinous-looking structure. It is promoted himself to Captain, and Envy to First
smooth except at the edge, where you discern a Mate. Leaders of their own cadre of undead pirates,
scalloped ridge ending in a point. which are hidden beneath the moss unless beck-
oned by Pride.
If they investigate and pass a DC10 Nature check Pride tolerates Lust because Lust always makes
they can determine it is the beak of a colossal over-the-top compliments towards Pride, which
octopus. The beak can be fashioned into two suits it just fine.
great-shields that, in addition to their normal armor
Pride is also quite fond of Envy, because Envy
bonus, grant an additional 1d4 damage reduction
wants what Pride has, which reinforces Pride’s ego.
against fire-based attacks (non-magical) .
Page 30
PRIDE OF THE SEVEN SINS
ENVY OF THE SEVEN SINS
Large construct, chaotic evil
Page 31
Pride‘s Description 5H The Way Out is Through
The way out of this chamber is through the
The figure before you is 8’ and lanky. Its skin is a fossilized tunnel leading from what was the whale’s
light tan or gold color, but puckered and black-brown blowhole; the air of its dying breath creating an
at the edges of its obvious seams. A cape made of escape point in the muddy magma that subsumed it
flesh is part of its bizarre body. It wears a tattered,
ancient pirate captain’s hat. At the center of its
aens ago.
enlarged head sits a tiny slit mouth below a single The opening is noticeable peeking above the edge
huge cerulean-blue eyeball. The eye makes a wet of the water at the far side of the pool. If PCs do a
sound in the socket as it swivels toward you. The perception check on area A, it is freely noticeable.
creature’s open mouth creaks into a grimace.
It is a tight swim of a dozen feet underwater, but
then becomes a smooth, sharp edged tunnel leading
Envy’s Description to the half-light of Barovia. Compared to the Druids’
ingress point, this is significantly closer to the
A short monster twitches rapidly, suddenly, ground level of Krezk. Towering a mere 100 feet
making its appearance known. It is perhaps three higher than the buildings of the sequestered town,
feet tall, but hunched over. Its grey skin is a misera- the opening to the cave is similarly hidden by scrub
ble patchwork of mismatched tones. Donkey skin? brush and obscuring boulders. The pitch of the cliff
Dog? It has a second set of arms sprouting from its is less steep at the bottom as well, allowing PCs to
back, and all four hands fiddle ceaselessly with six descend with an acrobatics check. It is still difficult,
fingers on each. Its huge wet eye swivels around, a so follow this chart:
bright blue taking in the whole scene.
• Fail a DC10 - take 4d10 tumbling damage
• Pass DC10 - take 2d12 tumbling damage
This encounter is the climax of Beneath the • Pass DC15 - take 2d6 tumbling damage
Stained Abbey. Pride and Envy’s interactions should • Pass DC20 - take no damage
be dramatic. The waves of zombies should be a real Use of rope or climbing tools automatically
threat, with epic combat actions encouraged. The succeeds.
catharsis of this battle is ideal.
Pride will be seen first, typically. Envy is skulking
RESOLVING THE ADVENTURE
around near Pride but hides. If combat starts, Envy
will show up within a round or two. Take careful note of the stages in which the
players have left the chambers, the Abbey, and the
Pride immediately wants to “collect” the PCs as
Seven Sins. The entire next page has suggestions as
part of his pirate army’s retinue, like he collected
to the ramifications.
Envy, the zombies, and the shipwreck treasure.
It is very easy for the players to unknowingly
Envy will defend Pride until Pride is below 30 HP,
make the situation in Krezk worse. Most crucial will
at which time Envy will turn and attack Pride with a
be the state of the machine on Level 3, and the state
vengeance, trying to steal its glory. It is suggested
of the Winery Gemstone when they leave.
that the Dungeon Master have Envy steal a weapon
from a PC and deal the killing blow to Pride itself. It is possible for Krezk to have too much fresh
water, too little poisoned water, and every iteration
Pride may disclose much about the sewer system
in between. It is up to you to determine how the
above. It is aware of the “third gemstone” in the
mechanics affect the town. It is suggested to make
skull and doesn’t want the PCs to take it, for it likes
things a little worse, but not so bad that it necessi-
the mosses and plants that the gem enables to grow.
tates the PCs going back - unless they want to!
The Abbot will almost certainly be frustrated and
Avoiding Combat annoyed by the PCs’ actions. And if they leave the
Pride has no direct need to attack the PCs but it situation particularly bad for the citizens of Krezk
is easily prone to attack. Things that would set it off: the Abbot will consider them a sworn enemy. He will
• A show of disrespect descend himself into the sewers to “set right what
• The act of trying to leave its lair/service the players left awry” and the next time they appear
• That the PCs have more power than it he will attack them on sight. He may even send
• Mocking Pride or its position as Captain mongrelfolk to track them down and harass them,
or go himself to demand an apology (and the
Pride can show the PCs how to exit but demands penance of death).
a grand tribute. Tributes may include:
• Praise (DC20 Performance or Persuasion)
• All of the PCs’ coins and gems As always, much is left to the Dungeon Master’s
• Any 3 magical items, including potions discretion. This adventure booklet details sugges-
• For the PCs to incapacitate it and bring it tions and recommendations, but it’s your world!
out of the caves with them. This will kill Pride. Pride
knows this. It will die saying the weak sun of
Barovia is “so bright, so glorious, just like me...”
Page 32
RESOLUTION FACTORS RESOLUTION FACTORS
Page 33
n
Tha Yk o u !
Author and Illustrator Carl Huber For additional adventures to the Curse of
Carl is a designer. His freelance artwork is often
Strahd campaign setting, seek additional materials
shared first on his twitter account: at www.dmsguild.com (search: Carl Huber)
• The Curse of Strahd NPC Relations Map
http://www.twitter.com/natural20shirts An absolutely necessary (we think) visual
map of the NPCs of the campaign.
Carl is a passionate creator and fantasy and sci-fi
enthusiast. He welcomes your follow and friendship • Lady Wachter’s Cult of the Blackness:
on Twitter and your emails if you have comments. a one- to two-session adventure for Vallaki
that supposes your PCs have killed Lady
email: carlh@carlh.com Wachter. Get the Premium edition!
Please rate and review us on DMsGuild! • The Abbot’s Journal
A detailed expository journal chronicling the
Abbot’s descent into madness and relations
You can find me under the tradename of Natural of Strahd and the Belviews.
20 Shirts! My tshirts, mugs, stickers, etc., can be
found in several places including TeePublic, Redbub- • Wizard of Wines Wine Labels
ble, Spreadshirt, Amazon, ShirtWoot, and more! Beautiful, fun wine labels to impress players.
• Khazan’s Tower
Gorgeous full color maps of the tower, and
teepublic.com/user/carlhuber bonus material such as an upgraded “door
puzzle.”
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Page 34