Curse of Strahd - Reloaded v2.0.4

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Curse of Strahd

Reloaded By DragnaCarta

AA guide
guide toto the
the darkest
darkest adventure
adventure ofof the
the
world's greatest roleplaying game.
Table of Contents
Introduction Arc B: Welcome to Barovia G3. Return to the Blue Water
B1. The Old Svalich Road Inn
Chapter 1: Into the B2. Gates of Barovia G4. Izek’s Assassination
Mists B3. The Svalich Woods Arc H: The Strazni Siblings
Why This Adventure? B4. Barovian Overlook H1. The Blue Water Inn
Why This Guide? B5. The Village of Barovia H2. The Streets of Vallaki
Running Session Zero Arc C: Into the Valley H3. The Kidnapping
Setting Expectations C1. The Svalich Woods H4. The Rescue
Triggers & Accommodations C2. River Ivlis Crossroads Arc I: The Lost Soul
Character Creation C3. The Strix I1. Burgomaster’s Mansion
Flaws C4. Tser Pool I2. The Refugee Camp
Bonds C5. The Skeletal Rider I3. Victor’s Plan
Motivations C6. The Watchtower I4. Stella’s Discovery
Chapter 2: The Land of C7. Tser Falls I5. Wachterhaus
Barovia C8. Black Carriage I6. The Old Svalich Road
Lore of Barovia C9. Old Bonegrinder I7. Old Bonegrinder
Metaphysics & Magic C10. The Deep Woods I8. The Ritual
Geography C11. The Werewolf's Hunt Arc J: The Walls of Krezk
Cultures C11. The Town of Vallaki J1. The Road to Krezk
Factions Act II: The Shadowed J2. The Gates of Krezk
Religions Town J3. The Road to Berez
History of Barovia Timeline J4. The Ruins of Berez
Strahd von Zarovich Diverging Paths J5. Return to Krezk
Roleplaying Strahd Arc D: The Tome of Strahd J6. The Village of Krezk
Strahd’s Relationships D1. Burgomaster’s Mansion
Strahd’s Goals D2. Wachterhaus
Strahd’s Allies D3. Unlocking the Tome Appendix: NPC Profiles
Strahd’s Tactics Arc E: St. Andral's Feast Appendix: Amber Shards
Chapter 3: Running the E1. St. Andral's Church Handout: Strahd's
Game E2. Milivoj’s House Espionage
Adventure Organization E3. Return to the Church
The Tarokka Reading E4. Arasek Stockyard
The Tome of Strahd E5. Coffin Maker's Shop
The Holy Symbol of Ravenkind E6. Returning the Bones
The Sunsword Arc F: The Missing Vistana
Strahd’s Enemy F1. Blinsky Toys
The Card Reading F2. Vistani Camp
Strahd’s Spies F3. Burgomaster’s Mansion
Encounters with Strahd F4. Lake Zarovich
Adventure Hooks F5. The Svalich Road
Adventure Summary F6. Lake Baratok
F7. The Road Back
F8. Return to Vallaki
Act I: Into the Mists F9. Rictavio’s Wagon
Arc A. Escape From Death House Arc G: Lady Wachter’s Wish
A1. Daggerford G1. The Blue Water Inn
A2. Death House G2. Wachterhaus

2
Acknowledgments
Curse of Strahd: Reloaded is written by DragnaCarta.
You can support his work by joining his Patreon.
This unofficial free guide is made available under
the Wizards of the Coast Fan Content Policy. You
can purchase the official Curse of Strahd campaign
module on the Dungeons & Dragons website or via
D&DBeyond.
Art credit: Cover and background artwork by
JamesRPGArt, available on Patreon. Additional
illustrations by Caleb Cleveland.
Formatting credit to: Dungeon Master's Guide
watercolor stains by Jared Ondricek, and Curse of
Strahd Theme for GMBinder by /u/AeronDrake.
Designed with: GMBinder.
Special thanks to: Twi, whose deliberation and
creativity made this revision possible; to Ziopliukas
and Paintknight for their encouragement and
support; to Friendly, shmamy, Nancy, yaboicorny,
Busdriver, and Scarfe for their frequent counsel and
feedback; and to GPT-4 for assistance in
brainstorming and revision.
Additional thanks to: Eban921, Zumarius,
arkansandragoness, murdoc, Az, Werben, a_Kyrill,
calebisdrawing, Timetheif, Massiah, Schelling,
joshuacc, ELQUEMANDA4, DerkLucas, Sigmarius,
Mr_Gelan, rave98, BeaverBoy99, Maurycy-skell,
whatistheancient, Galahadred, LordMordor,
justadmhero, xxItsAJackalxx, JaeOnasi,
KrempelRitter, terrible_boots, Numerous-Ad-1357,
PM_me_your_PhDs, sunirgerep, dead_dads,
Mon5teRico, CrazyEnough1757, rawnan,
AlexanderThulin, InconditeCullion, BetaMax-
Arcana, greenglowstix, Anp117, ShapKees, Arow-
Remade, Exdeth, FinRingil, ericthealfabee1,
Tirrigon, InsideNervous, chroma900, and
DarthHarambae, taffer, Starless, Aonbarr, farlet10,
Eve, Ebonhawk, Aeristria, mattjanor, jabberdoot,
snickduck, continuity, snarkycatboy, and styx for
feedback, playtesting, and review.

3
Introduction

W
elcome, wretched souls, to the land of Barovia
—where nightmares come to life and death is
merely the beginning. Brace yourselves for
Curse of Strahd: Reloaded, the ultimate guide
to running Dungeons & Dragons' most
notorious adventure.
Curse of Strahd has earned its reputation as
one of the most spine-chilling Dungeons & Dragons
campaigns ever created. But beware: running it is a
monstrous task. Fear not, however, for Curse of Strahd:
Reloaded is here to lead you through the darkness, offering a
new adaptation of this classic horror tale.
A Rebirth in Darkness
Curse of Strahd: Reloaded aims to transform the original
adventure into something far more sinister, accessible, and
immersive. That's why this guide:
Simplifies your journey into the heart of Barovia,
presenting the adventure in an organized, Dungeon
Master-friendly format.
Guides you through the gloom with tips and advice to
make your Curse of Strahd campaign a blood-curdling
masterpiece.
Enhances the gothic horror experience by filling in gaps,
tying loose ends, and presenting a more immersive and
cohesive narrative.
Elevates the gameplay and story by refining, expanding,
and removing content where necessary, ensuring a truly
unforgettable adventure.
Together, this guide transforms Curse of Strahd into an
easy-to-run, pulse-pounding, dark fantasy horror experience
that will haunt your players' dreams for years to come.
Unleashing the Mists
Consider Curse of Strahd: Reloaded your all-in-one grimoire
for running this campaign. You'll only need to reference the
original Curse of Strahd module when this guide tells you to
do so, though you should feel free to read the original module
to familiarize yourself with the bones of the campaign first.
As you read through this guide, make sure you have access
to the following resources:
the Monster Manual,
Xanathar's Guide to Everything, and
Van Richten's Guide to Ravenloft.
When we reference one of these unholy tomes, you'll find
the necessary citation in parentheses. If you lack the required
sourcebook, get creative with a homebrewed statblock or find
a suitable replacement.
Now, gather your courage and prepare to descend into
darkness. Barovia awaits—and with it, the dreaded Curse of
Strahd.

4
Chapter 1: Into the Mists
Theme. As you explore this gothic horror landscape,
Why This Adventure? prepare to allow your characters to confront their own
regrets, traumas, flaws, and fears, enhancing the overall
Curse of Strahd is 5th Edition's most haunting adventure— atmosphere and tension of the campaign.
and for good reason. Starring one of Dungeons & Dragons' Engagement. Prepare to delve deep into the rich lore and
most iconic villains, this campaign takes you and your players history of this world. Taking notes and engaging with the
into the chilling world of Barovia, where you'll encounter: story will not only heighten your experience but also benefit
Atmosphere. A dark, mysterious setting brimming with your party as you navigate this intricate adventure.
rich lore and immersive experiences. Tactics. Tread carefully in a land rife with hidden allies and
Adversity. The legendary Strahd von Zarovich, a complex potential enemies. Consider the consequences of your
and memorable villain who meticulously exploits your actions and avoid making unnecessary enemies who could
players' weaknesses. hinder your progress.
Horror. A foray into horror and tragedy that sets Barovia Roleplay. Be open to forming meaningful relationships
apart from traditional fantasy settings, offering a unique and with the unique and intriguing non-player characters that
captivating environment. inhabit this world. Emotional investment in these characters
Roleplay. A diverse cast of NPCs, each with distinct will enrich your overall experience.
personalities and motivations, allowing for engaging and Difficulty. Death may lurk around every corner, but with
varied roleplay opportunities. clever thinking and strategic alliances, your party can
Intrigue. A tapestry of plot threads and character arcs that overcome even the most daunting obstacles.
weave together, creating a compelling story for your players Rewards. While material treasures may be scarce, the true
to influence and uncover. rewards of this campaign lie in the allies, information, and
Impact. A narrative that delves into themes of love, loss, story hooks you'll uncover as you complete each harrowing
and redemption, evoking emotional investment in both the quest. Experience points will be awarded for milestones
characters and the world. achieved along the way.
Narrative. Expect the campaign to begin with a clear path
Why This Guide? but quickly evolve into an expansive sandbox. Balancing and
Curse of Strahd: Reloaded is one of several guides to the prioritizing multiple quests will be crucial as you navigate the
Curse of Strahd campaign. Here's what sets it apart: world's urgent deadlines and far-reaching consequences.
Simplicity. A focused approach to the campaign, avoiding Triggers & Accommodations
convoluted lore or extraneous storylines and ensuring a
straightforward, streamlined experience. Our aim is to create a memorable and enjoyable gothic
Resonance. Enhanced emphasis on the themes of tragedy, horror experience for everyone involved. To that end, it's
pride, hope, and redemption that make Curse of Strahd truly essential to address any potentially uncomfortable or
memorable. controversial topics before beginning your Curse of Strahd
Depth. A deeper exploration of Barovia and its inhabitants, adventure. During Session Zero, we encourage open and
bringing the setting and its people to life. honest communication with your players about their personal
Empowerment. Game design that allows your players to boundaries and any elements of the campaign that may
be the heroes of Barovia, rather than the victims of a dark require modification or removal.
and soul-crushing survival-horror experience. A list of potentially uncomfortable topics you might want to
Accessibility. Detailed notes and preparation, allowing you discuss with your players before beginning the campaign
to focus on running engaging sessions instead of getting includes:
bogged down in planning and prep work. Child abuse and death (e.g., the Durst children)
Torture and mutilation (e.g., Kasimir's severed ears)
Running Session Zero Mind control (e.g., Strahd's charm ability)
(Implied) incest (e.g., the Belviews)
Setting Expectations (Implied) necrophilia (e.g., Nikolai Wachter)
Welcome to a world shrouded in darkness and horror, where Stalking and (symbolic) sexual assault (e.g., Strahd's
secrets and conspiracies lurk around every corner. In order to obsession with Ireena)
fully immerse themselves in this chilling adventure, your Suicide (e.g., Tatyana's death)
players should consider these expectations when crafting Drug addiction (e.g., the dream pastries)
their characters and preparing for the campaign: Body horror (e.g., the vestiges' dark gifts)
Tone. Embrace the dark fantasy setting and create Racism (e.g., Barovian views of the Vistani)
characters with heroic hearts or the potential to grow into
true heroes when faced with life-or-death situations.
Cooperation and collaboration will be key in this twisted
realm.

5
Flaw Character Arc
Character Creation I must learn to confront the harms that
Obsession
my obsessions have caused to others.
Flaws
I must learn to stop using my fears as an
Your players can choose one or more flaws from the table Paranoia
excuse to harm others.
below to add a dash of darkness to their characters' stories.
Encourage them to embrace their inner struggles and to let Pride
I must learn to ask others for help, rather
these complex traits drive their arcs forward. than shouldering responsibility alone.

Flaw Character Arc I must learn to slow down—to stop, wait,


Recklessness
and think before I act.
I must learn to conquer the addictions
Addiction I must learn to let go of the anger that
and demons that twist my better nature. Resentment
was born from my grief.
I must learn to value things other than
Ambition I must learn the value of mercy and
power and control. Ruthlessness
compassion.
I must learn to let go of my need for
Anger I must learn to let go of my need to feel
revenge. Sanctimony
righteous and pure.
I must learn to be confident in my ability
Anxiety I must learn to let go of my guilt for the
to protect those I love. Shame
mistakes that I have made.
I must learn to hold hope again for the
Apathy I must learn to forgive those who have
future. Spite
hurt those I love.
I must learn to let go of my need to
Control I must learn to overcome my pride and
control those around me. Stubbornness
make amends to those I have hurt.
I must learn to have faith in things
Cynicism I must learn to stand up for myself, rather
greater than myself once again. Timidity
than letting others control me.
I must learn to allow myself to grieve for
Denial
the things I have lost.
Bonds
I must learn to become the hero that I've
Doubt
been waiting for. Your players can choose one or more bonds from the table
below to weave a tapestry of connections between their
Greed
I must learn to let go of the things I characters and the ghosts of their pasts. Encourage them to
believe I'm owed. reexamine and grow beyond these memories as they venture
I must learn to move past the loved one through Barovia, informing their interactions with the NPCs
Grief
that I lost. and narratives they encounter.
I must learn to let go of my guilt for my Bond Character History
Guilt
failure to protect my loved one.
One of my siblings was cruel to me as a
I must learn to conquer my fear of the Abuse child. I've forgiven them, but never
Hesitation
responsibilities that are expected of me. forgotten.
I must learn to accept that others have Two warring lords brought devastation to
Hubris
wisdom that I do not. Bitterness my community. I wish I could show them
the cost of their war.
I must learn to find my way back to the
Impiety
grace that I abandoned. I was once pursued by an unrelenting
Boundaries suitor. No one should have to endure
I must learn to define myself apart from
Insecurity what I did.
the expectations of others.
My older sibling was burdened by great
I must learn to open up and allow others Comparison expectations while I was not. I think they
Isolation
to get close to me.
resented me for it.
I must learn to protect myself from those Someone tried to steal from me once.
Naivete
who would take advantage of me. Compassion Rather than hurting them, I helped them
I must learn to value the lives and instead.
Narcissism
experiences of others. One of my loved ones left home to seek
Concern
I must learn to leave the past behind and their fortune. I hope they're staying safe.
Nostalgia
to look to the future instead.
Everyone knows that power corrupts. I've
Corruption
seen how firsthand.

6
Bond Character History Bond Character History
My mentor was one of the few people I've seen what happens when people
Determination that believed in me. I'm determined to Humility think they have all the answers. It never
make them proud. turns out well.
Someone once destroyed everything I I've seen people cause great harm in the
Devastation cared about. I can't understand what Judgment name of faith. They laughed when I called
could drive someone to such evil. it a sin.
I love my family above all else. There's One of my loved ones was stolen away
Devotion Loss
nothing I wouldn't do to protect them. from me. I'm still searching for them.
People should never be used as a means Someone close to me fell onto a dark
Dignity Loyalty
to an end. I should know. path. I'd do anything to redeem them.
My family was split by a bitter feud. I still One of my parents loved to create things.
Division Nostalgia
hope that they'll reconcile someday. Their work always brought me joy.
I'll never forget the sound my parents A cruel lord once ruled my community.
Empathy made when they learned that my sibling Oppression I'll never forgive the harms he caused to
had died. my people.
I know what it's like to be persecuted for I once knew someone with grand,
Faith what you believe in. I never let it shake Regret ambitious plans. I wish they'd heeded my
my beliefs. advice.
Someone once did me great harm. It was I watched someone allow their family to
Responsibility
Forgiveness only much later that I learned to forgive come to ruin. I'll never do the same.
them.
Love never dies. It might flicker, but I'll
Romance
Someone took me in when I had no one never let it burn out.
Gratitude
else to turn to. I'll always be grateful.
I once promised someone I'd keep their
I lost someone close to me to addiction Secrecy secrets safe. I intend to do so—no matter
Hope and vice. I still hope that they'll get better the cost.
someday.

7
Motivations Redemption—The Angel's Feather
A player seeking redemption begins the campaign with the
If you choose to use the Barovian Relics adventure hook for angel's feather, a large, snow-white feather. When viewed
one or more players (see Chapter 3: Running the Game), beneath the light of the morning sun, the feather's barbs
have those players choose a core character motivation from glimmer like gold.
the following table. Unbeknownst to the player, the angel's feather formerly
d12 Motivation Relic belonged to Lumiel, a deva that serves the god Lathander,
who is known to his followers as the Morninglord. Lumiel is
1 Knowledge Amber Shard the true name of the Abbot, who dwells in the Abbey of Saint
2 Redemption Angel's Feather Markovia in Barovia. When it senses the presence of Death
House, the feather is swept away by an unseen wind, its barbs
3 Family Wanderer's Scarf glimmering with golden light, before eventually landing on
4 Inheritance Dragon's Scale the house's threshold.
The player who possesses the angel's feather should have
5 Wealth Electrum Coin strong, vivid reasons to believe that the feather will one day
6 Healing Wolf's Tooth lead them to penance for the sins that they have committed.
Developments. When the players first arrive at the Abbey
7 Duty Raven's Feather in Act IV, Arc N: The Holy Symbol of Ravenkind or Act IV,
8 Power Crumpled Page Arc Q: A Bride for Strahd, the angel's feather glimmers and
is swept away in the same way that it did upon sensing Death
9 Ambition Tattered Banner House, guiding the player toward the Abbot. The Abbot
10 Faith Sunrise Medallion recognizes the feather as his own, but dismisses its
11 Harmony Stone Crest
importance.
12 Justice Broken Blade Family—The Wanderer's Scarf
A player seeking family begins the campaign with the
Once a player has chosen their core motivation, use the wanderer's scarf, a multicolored scarf woven with complex
relevant section below to aid that player in developing their patterns. The fabric is soft and warm, and is long enough to
character's history and goals. be worn around the neck or over one's head. When bright
sunlight, moonlight, or starlight is allowed to pass through it,
Knowledge—The Amber Shard the patterns seem to shimmer and twist in eerie and beautiful
A player seeking knowledge begins the campaign with the ways.
amber shard, a small chunk of amber resin mounted on a Unbeknownst to the player, the wanderer's scarf once
chain-link cord. The shard is inset with complex, three- belonged to a Vistana who left their caravan and settled down
dimensional arcane runes. When viewed under the detect to marry the one they loved. The scarf was a parting gift from
magic spell, it exudes a strong aura of abjuration magic. the caravan's leader—a reminder of the joys that the Vistana
Unbeknownst to the player, the amber shard was formerly had experienced while traveling. When it senses the presence
a part of a dark vestige's amber sarcophagus in the Amber of Death House, the scarf is carried away by a warm, playful
Temple in Barovia. When it senses the presence of Death breeze, its patterns shifting and turning in the air, before
House, it glows with amber light and tugs its cord in the eventually landing on the house's threshold.
direction of the house. The player who possesses the wanderer's scarf should
The player who possesses the amber shard should have have received the scarf from a beloved family member, and
strong, vivid reasons to want to unlock its secrets and the should have strong, vivid reasons to long for a sense of family
magic that it possesses. and belonging.
Developments. In Act I, Arc A: Escape From Death Developments. When the players first encounter
House, the player recognizes Elisabeth Durst's amber shard Ezmerelda in Act IV, Arc M: Strahd's Enemy or Act IV, Arc
as similar in appearance to their own. In Act II, Arc G: The N: The Holy Symbol of Ravenkind, the wanderer's scarf
Strazni Siblings, the player recognizes Izek Strazni's amber shimmers and is carried away in the same way that it did
shard in a similar way. In Act V, Arc U, Elder Burebis of upon sensing Death House, landing at Ezmerelda's feet.
Soldav can recognize the amber shard as a shard of evil Ezmerelda recognizes the scarf and, upon confirming how
taken from the Amber Temple, and the player can recognize the player came to inherit it, greets the player as family,
the amber shards kept by the shoosuva and bodaks as calling them "cousin."
resembling their own. Inheritance—The Dragon's Scale
If the player character is reduced to 0 hit points in Barovia
while in possession of their amber shard, it behaves as A player seeking inheritance begins the campaign with the
described in Appendix B: The Amber Shards, offering the dragon's scale, a large silver scale that always feels cold to
player an opportunity to forge a pact with a vestige of the the touch. A Good-aligned creature that touches the scale
Amber Temple that fits the player character's personality, feels a fleeting sense of safety, protection, and comfort.
flaws, and temptations. Upon entering the Amber Temple, the
player's amber shard glows and tugs in the same way that it
did upon sensing Death House, guiding the player toward a
suitable amber sarcophagus.
8
Unbeknownst to the player, the dragon's scale formerly
belonged to Argynvost, the adult silver dragon who founded
the Order of the Silver Dragon. The order's headquarters, the
mansion of Argynvostholt, can be found in Barovia. When it
senses the presence of Death House, the scale burns with an
icy cold, one end glowing with a bright, silver light in the
direction of the house. While the scale glows in this way, a
Good-aligned creature that touches it feels a deep sense of
longing, loss, and hope.
The player who possesses the dragon's scale should have
received the scale from a family member, and should have
strong, vivid reasons to believe that the scale will one day
unlock the secrets of their heritage.
Developments. When the player first encounters
Argynvost's shadow in the foyer of Argynvostholt in Act IV,
Arc O: The Beacon of Argynvostholt, the scale briefly burns
cold in the same way that it did upon sensing Death House.
Each time the player approaches a manifestation of
Argynvost's spirit, the scale burns cold and glows with a
bright, silver light in the direction of the manifestation.
If the player helps to retrieve Argynvost's skull and restore
it to his crypt, Argynvost's spirit greets the player warmly,
naming them his heir to the legacy of the Order of the Silver
Dragon before lighting the beacon of Argynvostholt.
Wealth—The Electrum Coin
A player seeking wealth begins the campaign with an old,
chipped electrum coin stamped with the profiled visage of a
proud, yet cold-looking nobleman. When seen in a certain
light, the nobleman's expression seems to change from a
firm, aristocratic sneer to a feral, monstrous snarl.
Unbeknownst to the player, the visage stamped upon the
electrum coin is the face of Strahd von Zarovich, the undead
ruler of Barovia. The coin was minted long ago, but spirited
away from Strahd's treasuries by a thief shortly before
Barovia was lost to the mists. When it senses the presence of
Death House, the coin lands on its edge, then begins rolling
across the ground toward the house until it reaches the base
of its steps.
The player who possesses the electrum coin should have
strong, vivid reasons to believe that the coin first came from a
wondrous vault of treasure—a conqueror's hoard—and that,
one day, it will lead them to claim riches beyond imagining.
Developments. Any Barovian immediately recognizes the
visage stamped upon the coin as Strahd's. If the player shares
the coin's story with one of the Vistani of Madam Eva's camp
in Act I, Arc C: Into the Valley, Sir Godfrey Gwilym in Act
IV, Arc O: The Beacon of Argynvostholt, or Kasimir Velikov
in Act V, Arc U: The Amber Temple, they can learn of
Strahd's vast hoard of treasure, collected in his days as a
conqueror and hidden away in Castle Ravenloft.
When the player first approaches Strahd's treasury, the
coin lands on its edge and rolls as far as it can toward the
treasury's entrance, in the same way that it did upon sensing
Death House.
Healing—The Wolf's Tooth
A player seeking healing begins the campaign with a wolf's
tooth coated with clear resin and mounted on a leather cord.
The tooth seems to lengthen and sharpen on nights of the full
moon, and calms its wearer's dreams when worn at night.

9
Unbeknownst to the player, the tooth once belonged to a Unbeknownst to the player, the page was taken from the
wolfir—a werewolf that served the fey goddess known as the library of Exethanter, a lich who dwells in the deepest
Huntress before her gift of lycanthropy was twisted into a sanctum of the Amber Temple in Barovia. When it senses the
curse. The Huntress's holy place, the Forest Fane, dwells presence of Death House, the ink on the page glows with
amidst the woodlands of Barovia, silently waiting to be amber light, the runes reshaping themselves into a map that
restored. When it senses the presence of Death House, the leads to the house.
tooth lengthens, glowing with silver moonlight, and tugs its The player who possesses the crumpled page should have
cord in the direction of the house. strong, vivid reasons to want to find and claim the power that
The player who possesses the wolf's tooth should have the page promises.
strong, vivid reasons to believe that the tooth is the key to Developments. When the player first approaches
curing a particular wound, malady, or curse that ails them. Exethanter's library in Act V, Arc U: The Amber Temple, the
Developments. If the player shows the wolf's tooth to ink glows with amber light as it did upon sensing Death
Kavan in Act III, Arc K: The Missing Gem or to Elder House, and the runes reshape themselves into a map of
Burebis in Act V, Arc W: The Ladies of the Fanes, the tooth Exethanter's chambers and nearby access points. If the
is recognized as an artifact and symbol of the Huntress. player shows the page to Exethanter after restoring his
When the player first approaches the circle of stones at the memories in the same arc, Exethanter grows warmer and
Forest Fane in Act V, Arc W: The Ladies of the Fanes, the friendlier toward that player.
tooth lengthens and glows with moonlight as it did upon
sensing Death House. Ambition—The Tattered Banner
A player seeking ambition begins the campaign with the
Duty—The Raven's Feather tattered banner, an old, ragged red banner bearing the
A player seeking duty begins the campaign with a raven's heraldry of a raven in front of a shield. The raven's wings are
feather, a small, black feather with soft, downy barbs. When spread wide, and the shield has the image of a castle's keep
held aloft before a storm, the feather seems to gently tremble, engraved into its top. Sometimes, when a Lawful-aligned
exuding the scent of cold rain and damp earth. creature holds the banner, a crimson light seems to glimmer
Unbeknownst to the player, the feather once belonged to from the peak of the castle's keep, and the sound of soldiers
the roc of Mount Ghakis, a servant of the fey goddess known marching can be distantly heard.
as the Seeker, whose Mountain Fane rests in the shadow of Unbeknownst to the player, the banner was once flown by
Mount Ghakis in Barovia. The roc once enjoyed disguising the warlord Strahd von Zarovich in the days before he
itself as a common raven, and shed this feather on one such became a vampire and was trapped within the mists of
occasion. When it senses the presence of Death House, the Barovia. When it senses the presence of Death House, the
feather is swept away by an unseen and violent wind, the distant sound of war-drums fills its holder's ears and the
scent of rain and ozone filling the air, before eventually banner blows in an unseen wind, pulling toward the house's
landing on the house's threshold. direction.
The player who possesses the raven's feather should have The player who possesses the tattered banner should have
strong, vivid reasons to believe that the feather will always strong, vivid reasons to believe that the banner was once the
guide them to those who need aid, protection, and comfort. sigil of a mighty conqueror—and that, by following in that
Developments. If the player shows the raven's feather to conqueror's steps, they will one day achieve greatness, glory,
Madam Eva in Act I, Arc C: Into the Valley, she inspects it and the right to rule.
reverently and returns it to the player, claiming mysteriously Developments. When the player first experiences the
that she once knew the bird that shed it. If the player shows haunted battlefield north of Berez in Act V, Arc T: Baba
the feather to Urwin Martikov, Danika Martikov, Muriel Lysaga's Revenge or Act V, Arc W: The Ladies of the
Vinshaw, or any other member of the Keepers of the Feather, Fanes, the banner flaps in the wind, which echoes with the
that member grows warmer and friendlier toward that player. sound of war-drums.
When the player first enters the circle of standing stones at If the player shows the banner to the revenant at Tser Falls
the Mountain Fane in Act V, Arc W: The Ladies of the in Act I, Arc C: Into the Valley, Sir Godfrey Gwilym or Sir
Fanes, the feather trembles and the air around it briefly Vladimir Horngaard in Act IV, Arc O: The Beacon of
grows thick with the scent of rain and ozone as it did upon Argynvostholt, or Kasimir Velikov in either Act V, Arc U:
sensing Death House. If the player shows the feather to the The Amber Temple or Act IV, Arc M: Strahd's Enemy, its
Roc of Mount Ghakis after consecrating the Mountain Fane appearance is met with revulsion and bitter disgust.
in the same arc, the roc places the tip of its beak against the If the player shows the banner to Strahd, he regards it with
player's forehead as a sign of gratitude and approval before fond thoughtfulness, but declines to elaborate on its
departing. significance. If the player shows the banner to Dr. Rudolph
van Richten in Arc M: Strahd's Enemy or any Vistani, they
Power—The Crumpled Page immediately recognize it as the heraldry of Castle Ravenloft.
A player seeking power begins the campaign with the
crumpled page, an old, yellowed page that was torn from its
book long ago. The page is written in strange and cryptic
arcane runes; those few runes that can be decoded speak of a
path that leads to immortality and untold power.

10
The player who possesses the stone crest should have strong,
Faith—The Sunrise Medallion vivid reasons to believe that the symbols upon it represent a
A player seeking faith begins the campaign with the sunrise primal or divine power of harmony and nature, and that the
medallion, a bronze disc engraved with the image of a rising crest can aid them in restoring the sanctity of wild places.
sun. The disc glitters like gold when exposed to the light of Developments. When the player first approaches the
the sunrise, and a Good-aligned creature that touches it feels exterior of Soldav in Act V, Arc W: The Ladies of the
a fleeting sense of reverence, righteousness, and peace. Fanes, the stone crest hums and releases a scent of pine
Unbeknownst to the player, the medallion once belonged to needles and earth soil as it did upon sensing Death House,
Sergei von Zarovich, the brother of Strahd von Zarovich and both of which grow stronger as the player approaches the
an acolyte of the Church of the Morninglord who was once Shrine of the Rozana in Soldav.
expected to become its Most High Priest. When it senses the If the player shows the stone crest to Kavan in Act III, Arc
presence of Death House, the medallion shines with a warm, K: The Missing Gem or to Elder Burebis in Act V, Arc W:
golden glow, the rays of sunlight emanating from the The Ladies of the Fanes, the crest is recognized as an
engraved sun pointing in the direction of the house. artifact and symbol of the Ladies of the Fanes.
The player who possesses the sunrise medallion should
have strong, vivid reasons to believe that it will strengthen or Justice—The Broken Blade
guide them in faith, and that certain signs of the divine will A player seeking justice begins the campaign with the broken
lead them to those in need of salvation and deliverance. blade, the shattered tip of an elven longsword. The blade is
Developments. When the player first approaches St. engraved with the sigil of a lion rampant, which seems to
Andral's Church in Act II, Arc D: St. Andral's Feast, the roar when the light of dusk touches it.
sunrise medallion glows and shines in the direction of the Unbeknownst to the player, the blade once belonged to
church's doors. If the player shows the sunrise medallion to Erevan, a dusk elf prince. Erevan, a master bladesinger,
Father Donavich or Lucian, they recognize it as a symbol of practiced the style of the lion, which he also used as his
the Church of the Morninglord and grow warmer and personal sigil. However, Erevan refused to pay tribute to King
friendlier toward that player. Barov von Zarovich, a powerful warlord and the father of
Strahd von Zarovich.
Harmony—The Stone Crest Rahadin, a dusk elf who had spurned Erevan's rule, helped
A player seeking harmony begins the campaign with the King Barov conquer the dusk elf kingdom. Rahadin then
stone crest, a flat, round stone engraved with the image of a broke Erevan's blade and personally executed Erevan and his
three-pointed star. On the nights of the new moon, the star family as punishment for his defiance. When it senses the
seems to glimmer with emerald light. presence of Death House, the blade emits a high-pitched hum
Unbeknownst to the player, the crest once belonged to a and begins to tremble violently, spinning like a compass
spiritual leader among the First Folk, the people who first needle in the direction of the house.
settled the land of Barovia long ago, and who have now The player who possesses the broken blade should have
divided into the Forest Folk (who are loyal to Strahd) and the strong, vivid reasons to believe that their ancestors were
Mountain Folk (who are not). The engravings upon it depict refugees, driven forth from their ancestral lands and
the symbols of the Seeker, the Weaver, and the Huntress—the persecuted, and that the blade will one day deliver justice to
three fey goddesses that the First Folk once called the the traitor who destroyed them.
Rozana, or Ladies Three. When it senses the presence of Developments. If the player shows the broken blade to
Death House, the crest emits a low hum and releases a scent Kasimir Velikov in Act V, Arc U: The Amber Temple, he
of pine needles and earthy soil, which both grow stronger as mournfully recalls its history and asks the player how they
the player approaches the house. came to possess it. If the player informs Kasimir of how they
came to inherit it, Kasimir greets them as family, wondering
aloud if more of the dusk elves may have escaped Strahd's
slaughter outside of Barovia.
If the broken blade is ever in close proximity to Rahadin,
Strahd's chamberlain, it emits a high-pitched hum and
trembles violently, spinning like a compass needle in his
direction just as it did upon sensing Death House. If the
player shows the broken blade to Rahadin, he at first claims
to have no memory of it, noting dispassionately the
thousands that he has slaughtered. However, in combat,
Rahadin eventually comes to remember the blade's origins,
dismissing it as "the shattered toy of a weak and worthless
man."

11
Chapter 2: The Land of Barovia
Geography
Lore of Barovia The geography of Barovia is largely as described in Lay of
Metaphysics & Magic the Land (p. 23) and Areas of Barovia (p. 33). However, the
winding slopes of Tsolenka Pass now house the hidden
The land of Barovia is a "demiplane"—a small, self-contained village of Soldav, an isolated settlement of Mountain Folk
plane of existence. It is one of many Domains of Dread, which who reject the druids' decision to worship Strahd as a deity.
together occupy a small corner of the Shadowfell.
Like all of the Domains of Dread, Barovia is entrapped by Cultures
the mists of Ravenloft, as described in Mists of Ravenloft (p.
23), and ruled by the mysterious Dark Powers. The Dark Barovians
Powers are nameless, shapeless entities that serve as the The denizens of the Village of Barovia are a broken, haunted
jailers of the "Darklords" of the Domains: evil individuals who people, largely as described in Chapter 3: The Village of
have committed unspeakable crimes. Strahd von Zarovich is Barovia (p. 41) and Barovian Villagers (p. 41).
one such Darklord. Until recently, however, the village of Barovia faced few
Precious few—including only archmages, scholars, and (at overt troubles. While not thriving, its residents eked out a
times) the Darklords themselves—know that the Dark meager existence and lived as well as they could.
Powers exist. Fewer still know of their true nature and That changed when the priest’s son, Doru—emboldened by
origins. While the Dark Powers were born from the miasma the arrival of the vampire hunter Dr. Rudolph van Richten—
of evil that dwells within the Amber Temple of Barovia, they incited a Barovian mob to march against Castle Ravenloft.
are not themselves the vestiges—the non-sapient fragments Awoken from his long slumber, Strahd laid waste to the
of dead, malevolent gods—that are sealed within the members of the mob, killing many of the village’s beloved
sarcophagi of the temple. (For more information about the sons and daughters.
vestiges of the Amber Temple, see The Amber Temple (p. Strahd then roused an undead army and sent it against the
181).) village as punishment for their insolence. The siege of
The Dark Powers do not necessarily seek to corrupt those Barovia decimated the village, killing dozens and wounding
they encounter. Instead, for certain individuals, they seek to many more. Only when Barovia’s burgomaster, a man named
offer a choice between darkness and light—and to punish and Kolyan Indirovich, was slain in battle, did Strahd’s forces
ensnare those who fall to their temptations. In this adventure, ultimately withdraw, judging the slaughter to be sufficient
two such individuals are Strahd von Zarovich and Ireena discipline.
Kolyana. The burgomaster’s children, Ismark and Ireena, took
As described in Mists of Ravenloft and Sunlight in charge of the rebuilding effort. Even so, many Barovians,
Barovia (p. 23-24), the land of Barovia is surrounded by a fearful of Strahd’s emergence and the shadow of Castle
deadly fog that engulfs any creature that tries to leave, and Ravenloft, left their ruined homes and broken families and
has not known the light of the sun in centuries. fled for Vallaki to the west, hoping that its high walls could
Spells cast in Barovia function as described in Alterations bring security. Many of those who remained in the village
to Magic and Resurrection Madness, and may be turned on Ismark, blaming him and his father for allowing
cosmetically modified in gruesome ways as described in Strahd to awaken, and for failing to do more to prevent
Cosmetic Spell Modifications (p. 24). While deities and Strahd’s counter strike. Ismark—named for “Ismark the
patrons can still empower clerics and warlocks who make Great,” an ancestral hero who rooted out nests of vampires
their way to Barovia, their ability to intervene directly—given across the valley—is now scorned as “Ismark the Lesser.”
the limited omnipotence of the Dark Powers within the The village has fallen into a state of paranoia,
Domains of Dread—is sorely limited. hopelessness, and despair. Neighbors mistrust neighbors,
fearful that any person could be charmed by a vampire—or,
worse, a vampire in disguise. Few go out of doors, whether
Design Notes
day or night. All avoid the church, a scarred and haunted
building rumored to be cursed by the Devil Strahd himself.
This guide includes a diverse array of revisions to
the original Curse of Strahd module which, taken Vallakians
together, aim to form a complete and cohesive The people of Vallaki are largely as described in Chapter 5:
narrative. As such, use caution when combining this The Town of Vallaki (p. 95) and Townsfolk (p. 96). Though
guide with other supplements or homebrew, which the town is ruled by Baron Vargas Vallakovich, the local
risk compromising the integrity of the adventure. burgomaster, few townsfolk view him with much love or
To guide you in applying any changes or respect.
additions (if desired), however, each chapter
includes a Design Notes section that explains
which major changes have been made, why they
have been made, and how they can be properly
implemented.

12
However, Baron Vallakovich commands the loyalty of Izek
Strazni, a cruel and capricious brute who enforces the
Baron’s will with an iron fist. Izek, as Captain of the Guard,
commands the loyalty—and, more importantly, the salaries—
of the town’s twenty-four guards, as described in Town Gates
(p. 95).
Though Vallaki is far from a police state, Izek has spies
throughout the town—individuals that he has threatened or
intimidated into keeping him abreast of news and
information. Those who speak ill of the Baron or his
“festivals” (described in Chapter 5: The Town of Vallaki (p.
95)) are thrown in the stocks as described in Donkey-
Headed Criminals (p. 119). Those who go further may find
themselves forcibly summoned to the Baron’s manor for
“corrective rehabilitation,” or even left to the tender mercies
of Izek himself, whose diabolic mastery of fire allows him to
burn his victims’ flesh or set their homes aflame.
As a result, the vast majority of Vallakians have
surrendered themselves to Baron Vallakovich’s rule, too
terrified of Izek to dare speak out. The sole exceptions are
Lady Fiona Wachter, as described in Vallaki Lore (p. 96), and
the secret members of her devil-worshipping cult, as
described in Cultists (p. 96) and N4. Wachterhaus (p. 110).
Krezkians
The people of Krezk are largely as described in Chapter 8:
The Village of Krezk (p. 143), S3. Village of Krezk (p. 145),
and Krezk Lore (p. 146). The villagers are largely unaware
that their burgomaster, Dmitri Krezkov, is secretly a
werewolf.
Vistani
The Vistani are largely as described in Vistani (p. 26), with
two major semi-permanent settlements: the encampment at
Tser Pool (as described in G. Tser Pool Encampment (p.
36)), and the encampment near Vallaki (as described in N9.
Vistani Camp (p. 119)).
However, most Barovian Vistani view the valley as a
temporary shelter from the evils of the world beyond, or as a
brief stopover on their journeys through the mists. Only a few
Vistani within Barovia reside there permanently and regard
Strahd as their "king"; among those that do, even fewer serve
Strahd faithfully as his eyes, ears, and hands amidst the
valley. Most Barovian Vistani simply want to live their lives, to
partake in life's wonders, and to raise their families in peace.
Dusk Elves
The dusk elves are as described in Roleplaying the Vistani
and the Elves (p. 119).
First Folk
The First Folk are a loose society of druidic hunter-gatherers
descended from the nomads who first settled in the valley
millenia ago. Since Strahd’s arrival in the valley, they have
split into two factions: the Forest Folk, who worship Strahd
as a deity and do his bidding across the Svalich Woods; and
the Mountain Folk, a reclusive people who keep to the old
religion of the Ladies Three and who largely remain within
the sheltered settlement of Soldav, tucked away on the slopes
of Mount Ghakis.

13
Factions
Dark Powers
Both everywhere and nowhere, the Dark Powers are not
quite a proper faction—their goals are inscrutable, their true
agenda concealed. As the nameless jailers of Strahd von
Zarovich, they seek only to ensure that his prison remains in
place, and his suffering continues.
As part of Strahd’s punishment, however, the Dark Powers
quietly work to keep the soul of Tatyana Federovna—now
reincarnated as Ireena Kolyana—out of the vampire’s reach.
For all their might, it is against the nature of the Dark Powers
to act directly upon the souls within their domains: they can
neither destroy her, nor command her spirit.
However, as they once did with Strahd, the Dark Powers
can always offer a choice—in Ireena’s case, a choice to end
her existence, to flee from Strahd’s pursuit, and to find the
safety of temporary oblivion. Nearly five hundred years ago,
Tatyana Federovna accepted this offer, and leapt from the
Pillarstone of Ravenloft to her doom. Two centuries later,
Marina Ulrich did the same, and let slip to her father the
secret of Strahd’s pursuit.
Time and time again, the women bearing Tatyana’s soul
have been offered this choice and, bereft of other options,
made the decision to accept it. It is not yet Ireena’s time—but
the Dark Powers are patient, and they know that, alone, she
will inevitably fall once more into their grasp.
Keepers of the Feather
The Keepers of the Feather are largely as described in
Keepers of the Feather (p. 98), The Martikov Family (p.
174), and U6. Standing Stones (p. 165). The high-ranking
membership is dominated by the Martikov family, with
patriarch Davian Martikov directing the order’s activities.
However, more than a dozen other members are also
scattered incognito throughout Barovia, with most stationed
in and around the town of Vallaki.
The Keepers, despite their lycanthropic nature, are spies—
not warriors. With the sole exception of Muriel Vinshaw, a
young wereraven with a fiery temper and a streak of
defiance, the Keepers are reluctant to take up arms in battle.
Few are trained in martial combat, and fewer still have the
stomach for violence or blood.
More importantly, one of the Keepers—a young wereraven
named Elric, Muriel’s former romantic partner—recently
accompanied Doru’s mob of Barovians to Castle Ravenloft,
and was killed in the slaughter. Fearing Strahd’s attention,
the rest of the Keepers are now laying low, hoping to keep
their members safe and their secrets out of the vampire’s
hands.
That doesn’t mean, though, that the Keepers are staying
idle. Their spy network—led by Urwin Martikov and his
wereraven associates—has tendrils that reach throughout the
valley and mountains, gathering constant intelligence from
the flocks of ravens that soar through the skies. Some among
the Keepers joke that not a twig could be snapped in the
Svalich Woods without Urwin knowing of it—and, sometimes,
they wouldn’t be far wrong.

14
Barovian Refugees The passage of time, however, has not been kind to the
Those Barovians who fled their village in the aftermath of elders' legacy. Set adrift from their traditions and corrupted
Strahd’s siege faced a long and difficult path on the road to by darkness, the modern Forest Folk are a maddened,
Vallaki. Several lost their lives, whether to wolf attacks or obsessed people, wholly dedicated to Strahd as their "god."
malicious undead, leaving the survivors to bury them along Their leader is Svarog, a mad druid who has bonded his flesh
the way—if, of course, there was anything left to bury. to the Gulthias Tree that grows atop Yester Hill. The Forest
When they arrived outside Vallaki’s walls and asked for Folk are now otherwise largely as described in Chapter 14:
sanctuary, however, they were met with disturbing news: the Yester Hill (p. 197) and Hidden Graves (p. 198).
gates of the town were closed to them. News of Barovia’s Recently, the Forest Folk were approached by Ludmilla
siege had traveled to Vallaki’s streets, and Baron Vallakovich Vilisevic, one of Strahd’s brides and an envoy from Baba
had evidently become convinced that the Barovians Lysaga, the Witch of Berez. Ludmilla carried information
themselves were an accursed, unsavory people—and that indicating that the Keepers of the Feather, a secret society of
permitting them to enter his “perfect” town would only wereravens that opposed Strahd’s rule, used the nearby
empower the Devil to destroy it. Wizard of Wines Winery as one of their hideouts. With
Most of the refugees despaired, but only a few struck out on Ludmilla’s aid, the druids of the Forest Folk fashioned a way
the path back to Barovia; those that did were never seen to create and command blights—the children of the Gulthias
again. The rest linger on the outskirts of Vallaki, huddling in Tree—and declared war upon the winery and all its
threadbare tents and bedrolls. Their encampment hugs close inhabitants.
to Vallaki’s palisade walls, praying that the silvered spears Mountain Folk
and crossbows of the town’s guards will keep the beasts of When the schism of the First People began, many were
the woods at bay—and that, sooner or later, the people of horrified at Strahd’s desecration of their holy places. In
Vallaki will change their minds and allow them entry. seeking protection from the evils of the world, they believed,
So far, the wolves have kept their distance, but so have the the druidic elders had destroyed the very things that their
Vallakians. With resources running low, and morale even society held dear. “Faithless,” they called the Forest Folk, and
lower, the refugees are slowly running out of time—even as named Strahd “Shadowsworn” for the darkness he wielded.
the shadows of the woods creep ever-closer to their Unable to resist the druids’ power, or the might of Strahd’s
campfires. armies, however, these rebels found themselves outmatched:
Forest Folk powerless and alone in a world that no longer had a place for
The Forest Folk are one of two groups descended from the them.
hunter-gatherer nomads who first settled the valley. Those who denied Strahd’s rule—largely hunters, artisans,
Nearly five centuries ago, when Strahd first invaded and warriors—were cast out from the druids’ circles and fled
Barovia, a group of druidic elders approached him in secret for the slopes of the Balinok Mountains. There, they founded
the hidden settlement of Soldav among the crags of Mount
with an offer. Fearful of repeating the oppression their people Ghakis. Banished from the woodlands of Barovia, they
had once suffered under King Dostron, the elders told Strahd became the Mountain Folk, and set out to carve a new
that they would guide him to the sacred places of the valley— existence among the peaks.
the Fanes of the Ladies Three—and teach him the secrets of Their spiritual leader, an elder storm giant named
unlocking their power. In exchange, the elders asked for Burebis, is the sole mortal being that still remembers the old
Strahd’s protection, and his promise that he would leave days: when the First People ruled the valley, and the Ladies
them in peace in a valley now flooded with blood and ghosts. of the Fanes showed them peace and prosperity. In his old
Strahd agreed, and, with the aid of the druidic elders, the age, however, Burebis’ weakened body has been swallowed
archmage Khazan, and arcane research taken from the up by the roots of Mount Ghakis, the embers of his spirit
Amber Temple, fashioned a profane ritual with which to slowly dwindling as he awaits a sign of the Rozana’s return.
claim the Fanes for his own. In desecrating these holy sites, For now, it is all he can do to keep Soldav hidden from
Strahd forged an unholy connection with the leylines that lay Strahd and his spies, encircling the settlement with a
beneath them—and so became, in a way, the land of Barovia constant cover of clouds and snow.
itself.
The elders’ betrayal split the First People, causing a Beasts of Barovia
schism that sent dark tremors through their weakened While not members of any civilized society, the wolves, rats,
society. Some among them—in particular, the other druids, and bats of Barovia are Strahd’s loyal servants and spies.
and the caste of primal berserkers who served them—grimly Each day, at sunrise and sunset, each beast with news to
agreed with the elders’ choice. The Ladies of the Fanes, they report—of outsiders, of turmoil, or simply of interesting
reasoned, had long since abandoned the People. The days of trinkets or treasures—returns to Castle Ravenloft to share
tooth and claw had ended; the age of steel had begun. what it's learned and to receive new orders to disseminate
Seeking Strahd’s protection, they believed, was the only through the valley. Strahd’s vampiric brides gather and
choice left to them. organize their intelligence: the wolves to Volenta Popofsky,
the rats to Ludmilla Vilisevic, and the bats to Anastrasya
Karelova.

15
Brides of Strahd
Strahd’s eldest three vampiric consorts—Ludmilla,
Anastrasya, and Volenta—serve their master loyally, but
compete bitterly for his favor. As the eldest and most adept at
the arcane arts, Ludmilla is Strahd’s favored research
partner, developing new spells for his use while investigating
the secrets of the Mists. Meanwhile, Anastrasya is a master of
the arts of espionage and diplomacy, managing Strahd’s
political relationships while retaining key spies in each of
Barovia’s settlements. Finally, Volenta is a skilled artificer and
torturer, innovating new traps to guard Ravenloft’s halls while
wringing information from those who fall into them.
Over the past hundred years, with Strahd asleep in Castle
Ravenloft, each of his brides dispersed through the valley to
pursue their own agendas. Now, with Strahd awoken, and his
moment of reckoning at hand, each bride is desperate to
prove their loyalty and worth to Strahd once more—and to
win their place at his side when his grand plan comes to
fruition.
Witches of Mother Night
While the good-hearted worshippers of Barovia keep the faith
of the Morninglord alive, other, darker individuals seek the
power and favor of Mother Night instead. Chief among them
is Baba Lysaga, the Witch of Berez, who has fostered a coven
of fellow devotees by recruiting outcasts and exiles from the
settlements of Barovia. The maddened Lysaga views these
practitioners as her children, and teaches them to secretly
consider themselves the younger siblings of Strahd—sworn
to protect and obey him for eternity.
These witches are largely as described in Barovian Witch
(p. 229), though their pacts are forged with Mother Night
instead of Strahd and the Dark Powers. Those sent to
Ravenloft serve at the pleasure of Ludmilla Vilisevic, Strahd’s
magic-minded consort, though none forget that their true
loyalty is owed to Baba Lysaga of the swamp—and, above her,
to Strahd himself.
Wachtercult
As part of her latest scheme to gain control of Vallaki, Lady
Fiona Wachter has founded a devil-worshipping cult,
described further in N4. Wachterhaus (p. 110). Currently,
Lady Wachter’s “book club” boasts six cult fanatics, with each
fanatic leading a smaller cell of six cultists as described in
Cultists (p. 96).
Werewolf Pack
The werewolf pack—the members of whom call themselves
the Children of Mother Night—are largely as described in
Chapter 15: Werewolf Den (p. 201). Until Strahd’s
awakening, the pack largely used Barovia as a place to rest
between hunts, occasionally prowling the roads between
settlements, but preferring the tastier meat of the lands
beyond the mists.
However, when Strahd awoke, he demanded the loyalty of
the werewolves whose forebears had once served him
faithfully. He threatened to seal the pack within the mists for
all eternity if they defied him—but promised them wealth,
power, and plentiful prey if they returned to his service.

16
Emil, the leader of the pack, resisted Strahd’s efforts to strip
the pack of its agency. He quietly argued that the Children of
Mother Night had always been free—free to hunt and kill and
live as they chose—and suggested that the pack pretend to
accept Strahd’s terms, but abandon Barovia as soon as the
mists reopened to them.
But Emil was betrayed. Kiril, a young and haughty werewolf
who felt his strength had gone unrecognized, was lured by
Strahd’s promises of riches and might. Kiril reported Emil’s
plot to Strahd’s own ear—and, when the vampire’s dire wolves
dragged Emil to the dungeons of Castle Ravenloft, was
rewarded with the leadership of the werewolf pack.
Now, as the pack’s new alpha and Strahd’s faithful servant,
Kiril leads his werewolves on a savage and bloody crusade to
dominate the wild places of Barovia, though he dreams of
one day surmounting the settlements’ walls and devouring
their people like sheep. Meanwhile, Emil’s mate Zuleika, the
pack’s holy woman and soothsayer, sits alone in Mother
Night’s shrine, silently praying for deliverance—or vengeance.
Amber Vestiges
The vestiges of the Amber Temple are not sentient as most
would imagine it; as the decaying remnants of dead gods,
they are mere scraps of malevolent power, described further
in Chapter 13: The Amber Temple (p. 181), Amber
Sarcophagi (p. 191), and X33. Amber Vaults (p. 191).
Even so, that is not dead which can eternal lie. From the
chill of their amber tombs, these vestiges dream of the power
they once wielded—and of a path to renewed apotheosis.
Shards of their amber sarcophagi are scattered across the
land of Barovia, with each shard bearing a psychic
connection to the vestige it once imprisoned. Through these
shards, the vestiges can whisper words of corruption,
promising power without price. This is a lie: no power is
without cost, and the shreds of darkness the vestiges offer
warp and transform their recipients—in subtle ways at first,
but swelling grotesquely over time.
Elisabeth Durst of Death House once bore one of these
amber shards; Izek Strazni of Vallaki holds one today. These
shards are merely a gateway, however—through small tastes
of power, the vestiges hope to lure their victims to the Amber
Temple itself. There, the vestiges can offer their greatest dark
gifts—and, in doing so, claim their true price and prize: a
sliver of the victim’s soul.
With each scrap of spirit a vestige claims, it grows in
power, inching closer to the day that it will have the strength
to break free of its amber prison. One has already succeeded.
Others are now on the precipice. And for those that remain—
eternity is full of possibilities, and the dead have nothing but
time.
The Ladies of the Fanes
With their holy places desecrated and their worshippers
weakened and divided, two of the three Ladies of the Fanes—
the Weaver and the Huntress—have been reduced to little
more than spirit, unable to take action or exercise the power
they once wielded. Only the Seeker, who forged a pact with
Katarina, the bastard sister of Strahd von Zarovich, to free
the valley from Strahd’s evil, survives. Through their pact, the
Seeker subsumed Katarina’s soul to manifest an avatar of her
divine power: the Vistana seer Madam Eva.

17
As an aspect of the Seeker, Madam Eva is bound to follow the Religions
rules of her divinity. She cannot refuse to read another’s
fortune, nor can she share her foretellings with any but those The Church of the Morninglord
who hear them. Many individuals, both savory and not, have The dominant faith in Barovia worships the deity known as
therefore called upon her to see their futures—including, at the Morninglord, a god of dawn and renewal. In centuries
times, Strahd von Zarovich himself. past, with the sun always hidden behind overcast skies, the
Given Madam Eva’s exceptionally long lifespan—far longer people’s faith had slowly slipped into empty ritual.
than any ordinary human—Strahd strongly suspects that she With Strahd newly awoken, however, a wave of despair has
is more than she appears. However, thus far, Madam Eva has swept across the valley—and, with it, a streak of religious
been content to give him the foretellings he seeks—and he, in revivalism. Vallaki in particular has seen a dramatic
response, has been content to accept her sly smiles and expansion in worshippers seeking hope, comfort, and a sense
denials. of security from the faith of their forefathers. Father Lucian
However, Madam Eva foresees that Strahd will soon return Petrovich, the priest of St. Andral’s Church in Vallaki, does
to her for a final, terrible time—and that the reading she will what he can to preach the Morningword’s grace, as described
deliver shall define the fate of all Barovia. in N1. St. Andral’s Church (p. 97), but even he has his quiet
doubts about how far that protection can go.

The Names of the Gods


In Forgotten Realms lore, “Morninglord” is the
epithet of Lathander, the greater god of dawn and
renewal. However, no canonical deity has the
epithet “Mother Night,” leaving her true name a
mystery.
Mother Night’s identity is, admittedly, irrelevant
to the narrative of this campaign, However, her
divine portfolio—including witches, foresight,
nocturnal beasts, and lycanthropes—most closely
matches that of Shar, the Forgotten Realms'
greater god of trickery and death. Known also as
the “Mistress of the Night,” Shar was the creator of
the Shadowfell, the realm in which Barovia—and all
the Demiplanes of Dread—now reside.

The Coven of Mother Night


Though most Barovians worship the Morninglord in public, a
precious few scorn his faith and instead turn their worship to
Mother Night, seeking safety, power, or simple vengeance.
Witches and werewolves comprise the bulk of Mother Night’s
followers, though some ordinary Barovians build secret
shrines to her, joining in profane fellowship with the
creatures of night.
The Cult of Ezra
Some Barovians are neither wholly satisfied with the faith of
the Morninglord nor depraved enough to seek the blessings
of Mother Night. In their eyes, the Morninglord is a powerless
or craven deity, unable to save his own worshippers or even
raise a single sunrise, while Mother Night is a cruel and
savage being, too dangerous to acknowledge or worship.
These Barovians walk a middle path, and instead worship
Ezra, the Mistwalker: the god of the Mists, or—as some
suggest—the embodiment of the Mists themselves. (See
Ezra, God of the Mists, Van Richten's Guide to Ravenloft at
p. 64, for more information.)
In Barovia, the followers of Ezra preach that power is an
illusion, and suffering life’s only constant. Many believe that
tales of the sun are myths, and that Barovia has neither past
nor future: only an unceasing present that must be forever
endured.
18
Though she preaches devil-worship to her cult, Lady Fiona Geography. This guide has intentionally preserved the
Wachter of Vallaki is a quiet worshipper of Ezra. Many turn to scale of Barovia as described in the original module, rejecting
Ezra for comfort in times of tragedy, finding it easier to popular community changes that double (or even triple) the
believe that hope is an illusion than to believe that it may be distances between settlements. Barovia is intentionally a
attained and then lost. claustrophobic space; one in which the specter of Strahd and
Few, however, suspect the horrible truth: that “Ezra” does his minions is everpresent.
not, and has never existed—and that her soothing voice is More practically, the module's fast-paced narrative requires
merely a simulacrum conjured by the twisted whispers of the short travel times between points of interest to ensure that
Dark Powers themselves. the players are never far from their next destination. While
some may be tempted to increase travel times nonetheless in
The Faith of the Ladies Three order to force the players to camp on the road, it's worth
In Soldav, the hidden bastion of the Mountain Folk, the noting that nocturnal random encounters are rarely valuable
people still keep to the old faith of the Ladies of the Fanes: in advancing the story. Curse of Strahd: Reloaded is
the Weaver, the Seeker, and the Huntress. They do their best intentionally a Gothic action-adventure campaign, rather than
to honor their goddesses with offerings of food, flowers, and a survival-horror one, because the Dungeons & Dragons
song, but mourn the loss of knowledge and tradition that system is a poor home for scarcity mechanics—and because
came when the druids betrayed their faith for Strahd’s most players would rather feel like heroes than survivalists.
protection. They no longer remember the sacred rites that Cultures. The changes to Barovian history are discussed
once bound their ancestors to the Ladies’ fellowship, nor do in further detail in History of Barovia below. In Vallaki, Izek
they remember the secrets of the Ladies’ blessings. Strazni now has a small number of local spies to explain why
The Mountain Folk still remember, though, that the —in a town where all guards have been assigned to patrol the
Weaver’s holy place was the Swamp Fane, near the ruined walls—the Baron is so easily able to find and prosecute
town on the shores of the Luna River; the Huntress's, the individuals for "malicious unhappiness." Secondly, the First
Forest Fane, atop Yester Hill; and the Seeker’s, the Mountain Folk have been included to provide a shared backstory for the
Fane, in a western clearing in the valley's woodland basin. mad druids of Yester Hill and the berserkers of the Balinok
They remember that the Seeker was a goddess of Mountains.
foresight, prophecy, and storms, her sigil a raven’s eye, ever- Factions. More information about the Dark Powers'
searching. They remember that the Weaver was a goddess of relationship with Strahd von Zarovich and Ireena Kolyana is
resilience, craftsmanship, and care, her sigil a spider’s discussed in Chapter 3: Running the Game. The deceased
delicate web. They remember, too, that the Huntress was a wereraven, Elric, has been added to the Keepers of the
goddess of beasts, wild places, and war, her sigil a sharpened Feather to explain why Baba Lysaga and the druids of Yester
wolf’s tooth. Hill have suddenly discovered the society's existence.
Together, this trinity oversaw each life that was born in the Meanwhile, the Barovian refugees have been added outside
valley: the Seeker, forging the threads of fate that would bind of Vallaki's walls to give Ireena a non-selfish reason to travel
them together; the Weaver, spinning those threads into a lush to Vallaki (i.e., to aid the refugees in relocating from Barovia);
and vibrant tapestry; and the Huntress, cutting each thread at to explain why the village of Barovia is a hollow, empty town;
its appointed time, and ushering its soul into death. and to provide Fiona Wachter with victims to offer Strahd on
the night of the Vallakian "Blood Tax," which provides the
Design Notes: Lore of Barovia players a critical opportunity to infiltrate Castle Ravenloft
Metaphysics & Magic. The original Curse of Strahd module while Strahd is not present.
makes clear that the Dark Powers and the vestiges of the The "good" Mountain Folk of Soldav have been added to
Amber Temple are separate entities, and that the evil of the provide the players with a meaningful opportunity to learn
latter gave birth to the former. This guide has intentionally the history of the mad druids of Yester Hill and to hook the
preserved this distinction, aiming to retain the Gothic players into the Ladies of the Fanes questline—a narrative arc
mystery of Barovia's existence without explaining it to the that now plays a key role in Strahd's final plan.
players outright. Finally, the recent history of the werewolf pack has been
In doing so, this guide rejects a popular community idea updated to tie more strongly into the narrative of Strahd's
that the Vampyr, one of the vestiges of the Amber Temple, is a recent reawakening, while the amber vestiges have been
"Dark Power" that has locked Barovia away in the mists—and given "amber shards" to introduce players to their corruption
that binding or otherwise defeating Vampyr is necessary to on a much earlier timescale than the original module.
truly lift the "curse of Strahd." While this idea of a hidden Religions. The cult of Ezra has been added to the
"final boss" may be attractive on its face, the addition of a campaign to provide additional depth to Fiona Wachter’s
"Bigger Bad" diminishes Strahd by comparison, leaving him characterization and to foreshadow the true nature of the
a puppet on the strings of a far more powerful villain. Dark Powers before Ireena meets and defies them at the
Strahd is not the villain of Curse of Strahd because he is climax of her character arc.
powerful; he is the villain because he is a cruel, prideful, and
deeply personal antagonist. To remove him as the final boss
of his own campaign would both weaken the tragic themes
that underly it and, more importantly, cheapen the
relationship that the players have developed with him
throughout the course of the adventure.

19
However, these defenses could not stop the wizards
History of Barovia themselves from falling to the vestiges’ corruption. Within
three generations, nearly all of the wizards were dead as
The following is a narrative summary of Barovia’s history, described in Chapter 13: The Amber Temple (p. 181). The
from the ancient past to the modern age. A chronological lone survivor—an archmage named Neferon—was
timeline can be found in Appendix A: A History of Barovia. transfigured to an immortal, monstrous form and settled in to
Origins of the Valley guard his “hoard.”
Nearly four millenia ago, the land of Barovia was a peaceful
valley inhabited by the First Folk: a nomadic society of
hunter-gatherers. When they arrived in the valley—which they
called "Cerunnos," meaning "fertile land"—the First Folk
brought with them the worship of a trio of minor fey
goddesses that they called the Rozana.
To honor them, the First Folk built three sacred fanes at
places of natural power—the Swamp Fane, the Forest Fane,
and the Mountain Fane. These fanes served as conduits for
the goddess' power, allowing the Rozana—known informally
as the Ladies Three, or simply the Ladies—to walk among
their worshippers and to anchor themselves to the land they
loved.
The Ladies Three wielded powerful magic, bringing good
fortune to those that followed their ways. Only their most
devout priests knew the Ladies’ names; to all others, they
were known as the Weaver, the Huntress, and the Seeker.
For as long as they ruled the land, the Ladies acted as its
sovereigns, making their will known through auguries and
omens. Through intermediaries, they wielded powerful
magic, but one different from that of mages. They drew
power from water, air, and earth, and were bound to the
ancient valley in which they dwelled. It was said that the
Ladies could hear everything that happened in their woods,
predict the future, twist the threads of human lives and bring
blessings as well as curses.
Two of the Ladies bestowed upon their most faithful
worshippers the gifts of lycanthropy: flocks of wereravens
served the Seeker’s will, while packs of Good-aligned
werewolves called wolfir raced through the woods to join the
Huntress’s Wild Hunt. Meanwhile, the Weaver fashioned
three gemstones the size and shape of pinecones, imbued
them with the raw energies of life, and delivered them to her
priests with a promise that the bounties of the woods would
always feed them and their children.
The Amber Temple
Though the First Folk were the first to claim the valley, they
were far from the last. Two thousand years after the First
Folk passed through the Balinok Mountains, a secret society
of wizards worshipping a nameless god of secrets came into
the valley. These wizards founded the Amber Temple near the
peak of Mount Ghakis, as described in Chapter 13: The
Amber Temple (p. 181), and used it to contain the vestiges of
dead, hateful gods, which they imprisoned in amber
sarcophagi in the temple’s deepest vaults.
When the forces of evil sought to claim the vestiges’ power
for their own, the wizards resolved to guard the Temple
themselves, and built a road from the Temple through the
mountains to import supplies. To protect it, they constructed
the defenses described in T1. Gatehouse Portcullis, T2.
Demon Statues, and T3. Curtain of Green Flame (p. 157)
along the winding Tsolenka Pass.

20
Fall of the First Folk
The seven tribes of the First Folk kept largely apart from one
another until, one day, a proud and ambitious warlord named
Kavan led his tribe down the slopes of the Balinok
Mountains, waging a bloody war to unite them. His magic
spear, the symbol of his might, drank the blood from his
enemies and fed their strength to its wielder; for this, Kavan
was called Blood-Drinker, and his spear bloodthorn.
Kavan’s conquest united the tribes, but broke their sacred
peace. The Ladies’ words grew mournful and quiet on the
wind, even as their priests—the druids who enacted their
sacred rituals—found themselves subject to the whims and
scorn of Kavan’s warrior caste. The wolfir fled into the
woods, and the wereravens to the mountains. Fearful of the
corruption that Kavan might wreak upon them, the Weaver’s
eldest druids bestowed her life-giving gems to the wereravens
for safekeeping, ensuring that the secrets of their power
would die with them.
When Kavan passed and was buried with his spear at
Yester Hill, a new chieftain fought to take his place, beginning
a line of brutal successions that lasted for centuries. Where
the wizards of the Amber Temple had been content to keep to
themselves, however, the First Folk could not remain isolated
forever.
Four centuries after Kavan’s death, King Dostron, a cruel
and ambitious monarch described further in Crypt 34: King
Dostron the Hellborn (p. 92), sought to claim Barovia’s
splendor for his own nearby kingdom. He invaded the valley,
massacred its inhabitants, and desecrated their holy places
with wanton abandon.
Dostron's invasion shattered the Ladies' power, driving
their surviving followers back into the slopes of the Balinok
Mountains. To cement his claim to the valley, Dostron bade
his troops to builld an enormous stone fortress atop a
mountain to the east and settled there to taste the land’s
many riches.
However, King Dostron’s hand reached too far, leaving his
kingdom rocked by calamity and war. When he died, thirty
years after he had first invaded the valley, his generals buried
him in the crypts beneath his fortress and left it behind to fall
into ruin.
Even so, the damage to the First Folk had been done.
Never again would they reach their former glory; never again
would their priests work the Ladies’ greatest miracles.
Though the land was still beloved of the Rozana, a crack had
been left in its heart—a crack that, centuries later, Strahd von
Zarovich would exploit.
Meanwhile, near the peak of Mount Ghakis, the evil
archmage Exethanter breached the wards of the Amber
Temple, as described in Chapter 13: The Amber Temple (p.
181). After becoming a lich, Exethanter seized control of the
temple from Neferon, transforming the long-dead wizards
into flameskulls under his command and settling in to
welcome fellow seekers to the corridors of power.
The Von Zarovich Line
More than four centuries after King Dostron's death, King
Barov von Zarovich I became the first monarch of his House,
unifying several separate city states to found the nation of
Zarovia. The young kingdom thrived for two hundred years,
until civil strife and foreign invaders caused it to fracture and
drove House von Zarovich into exile.
21
However, the dream of Zarovia never left King Barov’s Within four years of his safe return, Strahd became a general
descendants. One hundred years after their exile, Barov von in King Barov’s army, leading the vanguard of the conquering
Zarovich II, the heir to the family name, took up arms to force. As he waged war upon his family’s enemies, Strahd
reclaim his namesake’s legacy. Wielding his cunning and saw neither leaf nor stone of his family’s homeland, more
wealth, Barov II built an army of soldiers legions strong and often sleeping in tents on soggy, bloodstained earth than in
began to carve out a territory that he could be proud to call royal sheets and linens.
his kingdom. Within five years of Strahd’s dispatch to the front lines—by
Barov’s crusade was buoyed when Saint Andral—a the time Strahd himself was twenty-six years old—his mother,
spiritual leader among the Church of the Morninglord, Queen Ravenovia, bore Barov a second son: Sergei.
despairing at the chaos and poverty that had embroiled the
kingdom since its fall—granted him the crown of old Zarovia. Arrival of the Outsiders
With Barov’s aid, Saint Andral became the Most High Priest Less than a decade after Sergei’s birth, a world away in the
of the Morninglord’s church; with Andral’s aid, Barov’s valley of the First Folk, Saint Markovia, a priest of the
expansion became a holy war. Morninglord, began the construction of an abbey on a spur of
The kingdom of the dusk elves—a former province of Mount Baratok. Markovia, a fierce opponent of Saint Andral’s
Zarovia—declined to pay fealty to King Barov, who declared support for Barov’s claim, sought to create a sanctuary of
war. Within a year, Barov’s forces—aided by Rahadin, the reflection and peace far away from the killing fields. Priests
exiled dusk elf son of Prince Erevan Löwenhart, described and refugees alike heeded her call, and within two years, the
further in Rahadin (p. 237)—had conquered the dusk elves, Abbey of Saint Markovia was complete.
obliterating the elven royal line and subjugating those that To sanctify it, Markovia blessed a sacred pool at the base of
remained. the mountain below, as described in S4. Pool and Shrine (p.
With the aid of Ciril Romulich, King Barov took the hilt of 146). A trading post was established nearby—which, over
Prince Löwenhart's shattered moonblade and used it to forge time, grew into a small and humble hamlet.
the Brightblade: a crystal blade of radiant light. To further Within three years of the Abbey’s founding, a renewed
empower the sword, the witch Baba Lysaga—King Barov's interest in the region’s history drew Argynvost, a silver
advisor on matters of magic—sealed Prince Löwenhart's dragon, to uncover the lost secrets of the Amber Temple, as
spirit within the blade. described in Ch. 7: Argynvostholt (p. 129). Given the unrest
Not longer thereafter, however, Baba Lysaga was banished and bloodshed that dominated the lands nearby, Argynvost
for her unhealthy attachment to the king's newborn son, feared that evildoers might seek out the Temple and unleash
Strahd, as described in Baba Lysaga (p. 228). Seven years the darkness that slumbered within.
later, the young Strahd, joined his father’s army as a squire. The dragon moved quickly to develop plans for the Order
While at war, Barov also sired a bastard daughter, Katarina, of the Silver Dragon: an order of valiant knights that would
by a Vistani woman. (See Madam Eva (p. 233).) do battle to defend the innocent. Their true, hidden purpose,
A decade after the fall of the dusk elves, Strahd—now a however, would be to guard the Temple from evil and ensure
soldier and captain under King Barov’s command—was that its prisoners remained secured.
wounded in battle and rescued by the Vistani, as described in After relocating to the valley, Argynvost began the
The Dancing Fire (p. 20). construction of the manor of Argynvostholt, his new lair and
the headquarters for the Order of the Silver Dragon.

22
He dedicated its chapel to the Morninglord, and—as a shrewd Emboldened by the elves’ courage, other nations entered
political gesture—its upstairs gallery to both Saint Andral and the fray, staging troops near the kingdom’s borders and
Saint Markovia, who by now had become the two competing issuing embargoes and high tariffs on goods transported
spiritual leaders of the Morninglord’s faith. from its markets and ports.
With the mansion complete, Argynvost put out the call for Where his generals saw threats, however, Strahd saw
knights to join his order—and, as described in Chapter 7: opportunities. Such newfound hostilities provided him with
Argynvostholt (p. 129) and Q40. Argynvost's Study (p. 140), the perfect justification to sow the seeds of his future empire.
they came. He began by mercilessly crushing the dusk elves’ rebellion, as
Many were dispatched to the front lines of nearby conflicts described in Kasimir Velikov (p. 232), and proceeded to
to wage war against evil—including, in some places, the declare war on every nation that had ever insulted or opposed
armies of King Barov von Zarovich II, who had begun to test him. The dusk elves were left to the care of the Vistani, who
the borders of long-peaceful nations with an ambitious and spirited them away to the valley in which Strahd’s enemies—
obvious hunger. the Order of the Silver Dragon and the Abbey of Saint
With the Abbey and manor drawing new settlers to the Markovia—offered sanctuary and peace.
valley, the descendants of the wereravens that had once fled By now, Strahd’s forces were legion, their soldiers a
Kavan’s tyranny now saw an opportunity to thrive. Using the ruthless fighting force that embodied his conquering
last of the secrets passed down from their ancestors, they ambition. Though technically outnumbered, Strahd’s cunning
reshaped the Weaver’s lifegiving gemstones to grow strong, and military prowess allowed him to cut through any
hearty grapes in the woodlands’ rich soil. They built a winery opposing force with ease—and, one by one, the dominoes fell.
along the western edge of the valley, and—hoping to conceal Within six months of Strahd's ascension, his armies had
the true source of their produce—named it the “Wizard of waged a bloody military campaign that had reunited, and
Wines,” spreading a rumor that a powerful mage had founded then surpassed the ancient borders of Old Zarovia—and yet
the business. Strahd’s hunger was unabated. With few others left, the
The winery soon forged strong relationships with Order of the Silver Dragon stepped forward to lead and
Argynvost and Markovia, and a profitable trade began. coordinate the defensive alliance, winning several crucial
Deliveries to the Abbey were stored in S16. Wine Cellar (p. battles that temporarily stopped Strahd’s advance in its
152), while deliveries to Argynvostholt were kept in Q11. tracks. (See Chapter 7: Argynvostholt (p. 129).)
Wine Storage (p. 133). News of the Wizard of Wines drew Vladimir Horngaard, a young captain among the Order,
new immigrants to the valley, bolstering the Order’s forces proved instrumental in directing the war effort; for his
and further growing the hamlet at the base of the abbey. courage and skill, Argynvost made him a field commander, as
With the winery completed, however, Argynvost foresaw described in Vladimir Horngaard (p. 241). By the first frost
that an economic boom in the valley might bring about the of winter, however, Vladimir believed that Strahd’s advance
very fears he had founded the Order of the Silver Dragon to could no longer be stopped. He issued the order to retreat,
prevent. To fortify the existing gatehouse at Tsolenka Pass, he escorting hundreds of refugees to Argynvostholt in the hopes
directed his knights to construct a white stone tower that winter and the natural protection of the Balinok
overlooking the road, securing it from any who might seek to Mountains would keep them safe.
embark toward the Temple on foot. But Vladimir’s hopes proved in vain. Before the end of
Throughout this process, the First Folk watched cautiously, winter, Strahd’s forces tracked the Order to the valley—now
fearful of the newcomers’ sudden and aggressive expansion— the last bastion of resistance against his dreams of empire.
but far more fearful that provocation could spur a reprisal to When Strahd’s reinforcements arrived, they breached the
rival King Dostron’s greatest cruelties. And so, they remained valley’s natural defenses, and did battle with the Order’s
amidst the woodlands and mountain slopes, silently knights—and the silver dragon Argynvost himself—on the
observing the newcomers’ activities. marshy field beneath the fortress of Argynvostholt. In what
would later be called the Battle of the Luna River,
Birth of Barovia Commander Vladimir Horngaard, Vladimir's husband Sir
King Barov did not live to see the fruits of his labors. When Godfrey Gwilym, and nearly all of the knights of the Order
he passed into death, Strahd inherited his lands and enemies were slaughtered.
and vowed to finish what his father had started. Though he Despairing and enraged, Argynvost retreated to his lair: the
had been Barov’s heir, Strahd did not name himself king; manor of Argynvostholt itself. Strahd’s forces pursued him
instead, he deferred the ancient crown of Zarovia, keeping it within, the resulting battle destroying the mansion’s western
in a chest carried by his attendants. A kingdom was not wing (described in Q4. Spiders' Ballroom (p. 132), Q32.
enough—Strahd dreamed of forging an empire. Ruined Bedchambers (p. 138), and Q48. Roof's Edge (p.
Strahd refused, too, his father’s Brightblade, gifting it to 141)) and bursting a hole in its roof (described in Q43. Hole
Sergei—now a priest in the Morninglord’s church—on the in Roof (p. 140) and Q33. Collapsed Ceiling (p. 138).). When
grounds that his legacy was his own to win. His own blade silence finally fell, the dragon’s corpse lay unmoving upon the
had sufficed for the countless battles before; it would suffice floor.
for the wars to come. Strahd’s soldiers looted the manor, as described in Q23.
War came first from the long-subjugated dusk elves, who— Storage Room (p. 135), Q37. Knights of the Order (p. 139),
hoping to take advantage of the change in leadership—staged Q39. Vladimir's Bedroom (p. 140), Q40. Argynvost's Study
a rebellion against the governor that Strahd had set over their (p. 140), and Q41. Dragon's Vault (p. 140). Strahd then had
homeland. Argynvost's corpse hacked to pieces and stripped to the bone,
intending to keep the dragon's skull as a trophy.
23
When the dust of Strahd’s final battle had settled, he was With the repopulation of the valley well underway, Strahd
finally left with no more foes to destroy—and no more lands now turned to his own home. He summoned artisans,
to conquer. His advisors urged him to return to his homeland wizards, and workers loyal to him, described in Chapter 4:
to govern, but Strahd had better ideas. He was envious of his Castle Ravenloft (p. 49) and The Vampire's History (p. 9),
mother’s attention to Sergei, eager to escape the shadow of and set them the task of constructing a castle worthy of his
his father’s legacy, and struck by the beauty of the valley he’d family’s legacy. He chose to place it atop the ruins of an
conquered. He named the valley “Barovia”—not after his ancient stone keep—the very same fortress built by King
father, but after King Barov I, the great patriarch of the Von Dostron centuries before—and named it Castle Ravenloft, for
Zarovich line—and decided to settle there. his mother Queen Ravenovia.
However, Strahd did not suffer peace well. Restless, and
Rise of Castle Ravenloft feeling like his best years were behind him, he experimented
Not all the denizens of the valley were grateful to see Strahd’s with an assortment of eccentric hobbies and arts before
arrival. Saint Markovia, embittered by the death of her friend, finally turning to the study of magic. Mages flocked to his
Argynvost, visited Strahd’s court to condemn him as a mad court for the chance to serve as his arcane tutor—and, seeing
tyrant. Magnanimous in victory, Strahd allowed her to depart opportunity, Patrina did the same.
in peace, amused by the futility of her convictions. Near-ageless and fair, the elven Patrina knew well of
Meanwhile, after a lifetime spent at war, Strahd began to humanity’s fear of death. Where others saw a powerful
turn to the question of peace. As noted in Barovians (p. 24), conqueror, Patrina saw a man of middling age fast-
Strahd repopulated the valley with human subjects drawn approaching his twilight years. She whispered in his ear the
from his other conquered lands. The nobleman Boris name of the Amber Temple—and the secret of immortality it
Vallakovich, described further in Chapter 5: The Town of concealed—and Strahd eagerly listened.
Vallaki (p. 95) and N8. Town Square (p. 119), founded the Upon Strahd’s arrival at the Amber Temple, the lich
town of Vallaki in the heart of the valley, while the Exethanter welcomed him with open arms, as described
noblewoman Vasha Krezkova settled within the hamlet at the Chapter 13: The Amber Temple (p. 181). Patrina led him to
foot of the Abbey of Saint Markovia, naming it “Krezk.” an amber sarcophagus deep in the temple, to the vestige that
For her family’s loyalty, Strahd bequeathed to the Krezkovs offered the dark gift of Tenebrous: the secret of lichdom. She
the Wizard of Wines winery, its former owners having fled spoke to him of the grand power he could wield—of the
amidst the tides of war. He awarded parcels of land to the ageless aeons through which he could conquer.
noble House of Wachter, described in N4q. Storage Room What she left unspoken, of course, was that the vestige’s
(p. 114), who settled in the growing town of Vallaki. dark gift could be wielded only by an archmage capable of the
Meanwhile, Elisabeth and Gustav Durst, the heirs to a highest circles of magic—a level that, with his fledgling skill,
wealthy merchant family, funded a grain mill near Vallaki— Strahd could reach only with her aid and influence.
Chapter 6: Old Bonegrinder (p. 125)—atop a promontory Patrina was not surprised when Strahd insisted upon
overlooking the valley. The Dursts themselves settled in the speaking with each of the three vestiges in the temple’s
newborn village of Barovia, a settlement that had spawned amber vault; he was a man of power, and men of power
among Strahd’s military encampment to the east. enjoyed the drugs of knowledge and control. She was
Saint Andral, now the Most High Priest of the astounded, however, when—after being offered the dark gifts
Morninglord’s church, passed away at the ripe age of eighty- of Tenebrous, of Zhudun, and the Vampyr—Strahd declined
two. A church was built in Vallaki and named St. Andral’s them all, refusing Patrina’s promise of immortality.
Church in his honor, his bones interred in a crypt beneath the
altar. Meanwhile, an old witch named Baba Lysaga—Strahd’s
former nursemaid, as described in Baba Lysaga (p. 228)—
followed Strahd’s forces to the valley, settling in a small,
ramshackle hut amidst the Svalich Woods.
The dusk elves—the same refugees who had fled the
aftermath of Strahd’s rebellion not long before—found
themselves trapped in the heart of their conqueror’s new
empire. After a lengthy debate led by their leader, Kasimir
Velikov, the elves reluctantly agreed to remain in the new
homes they had built in the valley, hoping that the sanctuary
of the Vistani would keep them safe from further reprisal.
Kasimir’s sister Patrina Velikovna, however, an archmage
of considerable power, felt stirred to further action. With the
Order of the Silver Dragon fallen, she investigated the secrets
it had left behind—and so discovered the secret of the Amber
Temple. There, she completed her studies of the black arts,
and began to hatch a dark and ambitious plan.

24
Strahd returned to Castle Ravenloft, mortal and unchanged. It was then, as the revenants of the Order ravaged Strahd’s
Troubled, yet fascinated, Patrina followed after him. perfect valley, that a circle of druidic elders among the First
Strahd continued his studies of magic, learning at a far Folk saw an opportunity. The new denizens of Barovia had
more rapid—and voracious—pace then any student Patrina begun to expand their settlements into the wild places of the
had yet seen. Suspicious of his fellow dusk elf’s motives, land, pushing the First Folk back toward the Balinok
however, Rahadin—now one of Strahd’s most trusted Mountains. As tensions mounted and a series of small
advisors—began to seek out women who could distract him skirmishes unfolded, the elders feared that a return of King
from Patrina. Dostron’s genocide was imminent.
Meanwhile, the construction of Castle Ravenloft continued Those elders secretly approached Strahd with an offer. He
unabated. As a token of his favor, Strahd led one of the mages would provide the First Folk with his protection, defending
—a brilliant architect named Artimus—to the Amber Temple their people and the integrity of their woodland home. In
itself, showing him the secrets of setting magic deep into exchange, the elders would guide him to three hidden places
quarried stone. There, Artimus finalized the design of the of power within the valley—the sacred fanes of the Ladies
castle itself, as described in X20. Architect's Room (p. 187). Three—and teach him to command their might.
Just over a year after construction had begun, Castle Amused by their audacity and intrigued by the possibilities,
Ravenloft was finished. Strahd appointed Rahadin as the Strahd tentatively accepted the druids’ offer. He allowed them
chamberlain of the keep, as described in Rahadin (p. 236). to guide him to the Mountain Fane first—the closest to Castle
He then summoned his mother, Queen Ravenovia, and his Ravenloft—and proceeded to study it and its properties in
brother, Sergei—now a high priest in the Church of the exhaustive detail. The elders shared with him the secrets of
Morninglord—to join him in Barovia. With their work its ancient rituals, the blessings that it granted the Lady’s
complete, Strahd’s masons and mages departed the castle; champions, and the bonds it shared with the earth of the
the archmage Khazan, however, chose to settle in the valley, valley itself.
constructing a magical tower in Lake Baratok as described in With their aid, guided by the fell arcana that Patrina had
Chapter 11: Van Richten's Tower (p. 167). taught him and a flash of his own genius, Strahd forged a
Afflicted with poor health—perhaps as a result of Baba profane ritual that would tie the Fane’s power to his own
Lysaga’s curse, as described in Baba Lysaga (p. 228)—Queen spirit. It was a clumsy attempt, admittedly—a bond that he
Ravenovia did not survive the journey to Barovia. Two would return to refine again and again in the centuries to
months after she and Sergei had departed, he and her coffin come. But when the first drops of Strahd’s blood soaked into
arrived in the valley. It was in grief for their mother that the Fane’s earth, he felt its power infuse his very soul. The
Strahd met Sergei for the first time in each of their lives, and land became a part of him—and he, a part of the land.
both oversaw the Queen’s burial in the newly-built crypts of Strahd repeated the process at the valley’s two other
Castle Ravenloft. sacred places: the Swamp Fane, just east of the young town
Sergei, however, did not arrive alone. He was accompanied of Berez; and the Forest Fane, south of the Wizard of Wines
by Ciril Romulich, a high priest of the Church of the winery. With each site he claimed, he felt his bond to the land
Morninglord (described in Crypt 30: Prefect Ciril Romulich grow stronger. The beasts, woodlands, and even the very
(p. 91). Ciril provided Strahd with the Icon of Ravenloft, skies of the valley seemed to sing to him—and he followed
described in K15. Chapel (p. 57) and Icon of Ravenloft (p. that song to crush Vladimir Horngaard and his undead
222), to consecrate the castle and its chapel. knights wherever their spirits fled.
Ciril also delivered news that the priest Kir—the Most High
Priest of the Morninglord’s church and Saint Andral’s Sergei and Tatyana
successor—had crafted a strange holy relic called the Sigil of By the time Strahd returned once more to Castle Ravenloft,
the Sun that he claimed was needed to prepare for the his spirits buoyed by the new turn in the war against the
coming of a future enemy. revenants, he found Sergei to be in high spirits. Sergei had
Kir, however, had died in the process, leaving the position fallen in love with a young woman named Tatyana Federovna,
of Most High Priest vacant—a position that the council of described in The Vampire's History (p. 9), and visited her
high priests chose Sergei to fill. Sergei, already the bearer of daily in the village of Barovia to pursue her affections. On a
King Barov’s Brightblade, was now also given the Sigil of the whim, Strahd followed his brother to the village—and was
Sun as a symbol of his new station, and set about preparing smitten utterly with her at once.
to assume the role. Strahd lavished Tatyana, a woman more than thirty years
his junior, with gifts and attention—but it was Sergei, of an
Strahd Becomes the Land age with Tatyana and still in his prime, who swiftly won her
With Castle Ravenloft’s furnishings now largely complete, affections. Now, it was Tatyana who visited Sergei as often as
Strahd installed the pièce de résistance: the skull of he did her, escorted to Castle Ravenloft in a snow-white
Argynvost, mounted upon the wall of his great war-room as a carriage with gold filigree.
trophy. (See K67. Hall of Bones (p. 78).) However, this final Each time she did, Strahd welcomed her with the fondness
desecration enraged the spirit of Commander Vladimir of a suitor—and each time he did, she accepted his warmth
Horngaard, who returned to life as a revenant to avenge the with the obeisance of a niece. Slowly, Strahd felt a darkness
destruction of the Order of the Silver Dragon. His zeal was so begin to clutch at his heart, finding his aging reflection more
great that it also brought back the spirits of his fellow fallen repulsive by the day. Only his pride, tinted with bitterness,
knights, as described in The Order of the Silver Dragon (p. stayed his hand from obstructing the young couple’s love.
129).

25
Tatyana was not the first visitor to walk Castle Ravenloft’s Immortality—the secret of eternal youth—had been within
halls, nor the last. As Strahd fumed and longed for her love, his grasp only three years before. Had he been brave enough
he also hosted a number of dignified guests—including —strong enough—to accept it then, Tatyana could have been
Duchess Dorfniya Dilisnya and her fool, Pidlwick, further his. Had he done so mere days before now, she might still
described in Pidlwick II (p. 235). Determined to win Strahd’s have been so. But the hour of the wedding was near, and the
hand in marriage, the Duchess nonetheless was blind to his vault of the Amber Temple far away.
infatuation with Tatyana, visiting the castle many times with It was then that a voice spoke to him: a woman’s voice on
gifts and stories. Eager to please him, she commissioned the the surface, but a cacophony of maddened whispers below.
legendary toymaker, Fritz von Weerg, to build a clockwork Time slips through your fingers like the sands in an
effigy of Pidlwick, as described in Pidlwick II (p. 235), and hourglass, it whispered. Yet a chance yet remains to claim
assigned Pidlwick to train it. what is yours.
Meanwhile, even as the war against the revenants "Who are you?" Strahd demanded. We are the eternal, the
continued, Strahd soon found his day-to-day agenda full with Dark Powers replied. The hidden. We are Death—and we
the management of his domestic affairs. Prince Ariel du may grant what you seek.
Plumette, a distant relative from a branch house of the von "What must I do?" Strahd asked. "How can immortality be
Zarovich clan, plumetted to his death as described in Crypt mine?"
4: Prince Ariel du Plumette (p. 86). Sir Sedrik Spinwitovich, A shard of the tomb of the one you once spurned, came the
a general who had won his post through nepotism as much answer. Take it, and be reborn. A broken shard of amber
as skill, completed the construction of the Barovian navy appeared before him, glinting amidst the shadows.
within the landlocked Lake Zarovich, as described in Crypt Strahd reached to take it—but hesitated. "What price must
17: Sir Sedric Spinwitovich (p. 89). Sir Klutz Tripalotsky, a I pay for such a gift?" he asked. "What man can trust Death
loyal knight of Strahd's court, perished when he fell on his itself?"
own sword, and was put to rest within the crypts. (See Crypt What man can deny it? the whispers replied. The choice is
33: Sir Klutz Tripalotsky (p. 91). yours.
More significantly, Sergei’s dalliances with Tatyana had Strahd closed his eyes—and grasped the shard. The
begun to impede his priestly duties. Sensing an opportunity— whispers vanished, and in their place, he felt the familiar
and annoyed at his brother’s negligence—Strahd gave Sergei presence of the vestige of the Amber Temple. Once again, he
an ultimatum: end his relationship, or abdicate his position as felt the entity offer him the dark gift of the Vampyr—the
Most High Priest. To Strahd’s shock and horror, Sergei chose immortality of undeath.
the latter, forswearing his vows as a priest of the Morninglord. And this time, Strahd accepted.
Within a fortnight, he and Tatyana were engaged to be In an instant, Strahd knew the two conditions he must
married. fulfill to gain the immortality he desired, described in Amber
Unfortunately for Strahd, a harsh winter soon trapped him Sarcophagi (p. 196). Where once the thoughts might have
in Castle Ravenloft with Sergei and Tatyana, condemning horrified him, he now accepted them gladly like old friends.
him to suffer endlessly their laughter, stolen kisses, and love- Strahd came upon Sergei in his own royal chambers and
addled gazes. Duchess Dilisnya, a fellow prisoner of the slew him with a single blow. With blood on his hands and
snowdrifts, made her best efforts to bring warmth and good lips, Strahd found Tatyana in her dressing room and
cheer, but ultimately succumbed to a bad bout of pneumonia confessed his obsession with her; at long last, he told her,
and was buried beneath Castle Ravenloft. they could be together as they were always meant to be.
Not longer after the snows lifted, Tatyana kindly asked Tatyana fled—and Strahd pursued.
Duchess Dilisnya’s fool, Pidlwick, to remain at Castle He chased her through the gardens of Castle Ravenloft,
Ravenloft—but within a week, the mechanical fool, now commanding and pleading with her to stop. At last, he
named Pidlwick II, secretly murdered the original Pidlwick cornered her at K6. Overlook (p. 54) and begged for her love.
by pushing him down a flight of stairs. Not long after, it was Horrified at the monster he had become, and desperate to
shut away in a guest bedroom closet, as described in escape, Tatyana stepped away from him—and felt the
Pidlwick II (p. 235). thousand-foot chasm beneath the mountain’s cliffs silently
By mid-spring, preparations had fully begun for the waiting behind her.
upcoming royal wedding. Sergei asked—and Strahd In that moment, as Strahd stepped slowly forward, Tatyana
reluctantly granted—his elder brother’s blessing for the union heard a voice: a woman’s voice, too pleasant and kind for her
to come. Even as the revenants’ battles burned on in the to notice the cacophony of whispers that lay just below the
lands beyond, the world within the castle’s walls was abuzz surface.
with romance and excitement. Only Strahd, tormented by the I see your heart, the voice said to her, heavy and weeping
sight of the happy couple together, felt his spirit sinking ever- with fear and despair.
deeper into shadow and mirk.
Tatyana, trembling, whispered, "What can I do? I am
Arrival of the Mists trapped, and I cannot bear to be with him."
The morning of Sergei's wedding, Strahd gazed into his The Dark Powers replied, Escape is within your reach,
mirror and realized he had been a fool. dear one—within the reach of a single step.
"But the fall," Tatyana said, her voice shaking. "It would
surely mean my end."
An end by stone, or an end by blood, the voice said sweetly.
The choice is yours.

26
With a deep breath, Tatyana leapt—and Death claimed her. Finally, covered with blood, Strahd exited Castle Ravenloft
Strahd, enraged and despairing, ran to the edge—but her and saw his parents’ faces in the thunderclouds, as described
body had already vanished, swallowed up by the mists of the in The Vampire's History (p. 9). Along the borders of
forest far below. It was there, upon the overlook, that the Barovia, the Dark Powers raised the Mists: impenetrable
assassins found him—treacherous castle guards, as walls that imprisoned all who would cross them.
described in The Vampire's History (p. 9), led by Leo
Dilisnya, the son of Duchess Dorfniya Dilisnya—and brought Aftermath of the Wedding
Strahd to his death. Katarina sought refuge with a Vistani encampment at Tser
But Strahd did not die. His last breath sealed the pact he Pool, too fearful of Strahd to seek shelter elsewhere. There,
had made with Death and the vestige alike, and he was she prayed for a means to free her half-brother from the fate
reborn as a vampire. In that moment, the Dark Powers took that had befallen him and to liberate her people from the
him as their own—and, by the bond that Strahd bore to the death he embodied—and a voice answered.
land, the land accompanied him. The sky above Barovia That evening, Katarina forged a pact with the Seeker, the
turned black, and the Dark Powers spirited the valley away: sole surviving spirit of the forsaken Ladies Three. She traded
their first domain of the Mists. her youth for the power to undo Strahd's evil, transforming
The treacherous guards, terrified of what Strahd had into Madam Eva: an ageless crone and avatar of the Seeker,
become, fled into Castle Ravenloft through K23. Servants' endowed with magical foresight. Alone in a Vistani tent,
Entrance (p. 59), across K62. Servants' Hall (p. 76), and into Madam Eva delicately manipulated the threads of Fate,
K67. Hall of Bones (p. 78), Strahd's war-room, praying that bracing herself for the burden of years to come.
his loyal guards would slay the beast that their master had By nightfall, Strahd's heart was consumed by fury, hatred,
become. and grief. He preserved Sergei’s corpse using the magic he
Strahd pursued them there, slaughtering dozens of guards had mastered, then set out to hunt down the treacherous
—both loyal and traitor alike. The survivors retreated and guards. With eyes sharper than a hawk's, a nose stronger
made their stand in K70. Kingsmen Hall (p. 79), while Leo than a wolf's, and ears keener than a bat's, he pursued them
Dilisnya and his most trusted conspirators fled into K71. through the darkened woods, extinguishing their lives one by
Kingsmen Quarters (p. 79), ascended the stairs to K20. one like candle flames. Each time he killed, he fed
Heart of Sorrow (p. 59), and exited the secret entrance into voraciously, draining their blood like a drunkard indulging in
K34. Servants' Upper Floor (p. 64) before escaping into the wine.
courtyards once again. By the time Strahd had finished his As dawn approached, only Leo Dilisnya, the mastermind of
slaughter, Dilisnya was gone—fled across the drawbridge and the conspiracy, still eluded him. Bloated with blood, but his
lost in the mountains. thoughts still in chaos, Strahd returned to the castle. He
Katarina, still serving as a maid in the castle, came upon descended to the carnage he had unleashed in the cellars
Strahd amidst the slaughter—and, for reasons he did not fully below, only to find dried husks— the soldiers' corpses,
understand, Strahd left her in peace. She fled from him, drained of all blood.
escaping the keep as screams echoed behind her, and never
looked back.
27
Instead, an enormous blood-red human heart hovered at the Reluctant yet driven by hunger, Strahd turned his attention
pinnacle of the dark and empty tower, looming far above the to his maid, Varushka—who chose to take her own life, as
killing grounds. Forged of shattered crystal and as tall as a described in Tormented Spirit (p. 68).
man, it stood as an unholy monument to Strahd's first As her body was buried, scouts returned with ill tidings: the
victims: the Heart of Sorrow, described in K20. Heart of edges of the valley had been engulfed by an impassable mist,
Sorrow (p. 59). confounding to those who passed through, and deadly to
As Strahd surveyed the wreckage of his former nobility, the those who lingered.
revenants of the Order of the Silver Dragon marched towards By now, only a remnant of the castle’s original staff
Castle Ravenloft, determined to understand why Strahd's remained, driven by loyalty, fear, or a combination of both.
death had not freed their spirits. Upon arrival, they Strahd found a stableboy among them and ordered him to
encountered Madam Eva, as described in The Order of the prepare his horse, Beucephalus, for departure from the keep.
Silver Dragon (p. 129), who informed them of Strahd's fate. Too terrified to refuse, the stableboy stammered that the
Hearing this, Vladimir Horngaard halted his advance and led stallion's coat had darkened with the skies, and now a
his knights back to Argynvostholt. demonic fire blazed upon its mane and fueled its temper.
Strahd eventually returned to the chamber where Sergei's The stableboy spoke true. Gone was Beucephalus, the
corpse and possessions still lingered. Whether it was grief, Wonder-Horse, a stallion fit for an emperor. In its place was a
wistfulness, or a mere impulse that moved him to pick up the nightmare, a demon that burned with rage and spite. (See
Brightblade, Strahd couldn't be certain. All he knew was that, Crypt 39: Beucephalus (p. 93).) Strahd found the demonic
as the sun's rays shone from his father's crystal blade, they steed fitting for a creature such as himself and rode forth
scorched him with an unimaginable pain. He threw the from the castle to the Amber Temple, determined to seek a
weapon aside, his skin seared with burns, and howled in both means of escaping his fate.
agony and rage. It was in the archives of the Amber Temple that Strahd
Slowly, time resumed its flow for Strahd. However, learned his new name. "Vampire," the books called him, an
adjusting to his new state proved difficult. Discovering that enemy of the sun and its blessed light. But the sun had not
his reflection no longer appeared in the castle's mirrors, he shone upon the valley since his transformation days earlier,
ordered them removed and stored in K11. South Archers' the skies remaining dark and overcast. Strahd couldn't help
Post (p. 57). As the bloodthirst rose within him, he attempted but wonder if it was a blessing to be granted respite from the
to quench it first with animals, then criminals. Beast's blood light he once knew, or a curse, to endure without it.
brought no nourishment, however, and the keep's dungeons
quickly emptied of prisoners.

28
Ghosts of the Past Determined to complete her crusade, Saint Markovia led
Eager to put Tatyana out of his mind, Strahd lured more her followers to Castle Ravenloft, where she battled Strahd
women to the castle in rapid succession, taking several of as described in Saint Markovia's Thighbone (p. 222). Strahd
them as brides before draining their lives and turning them slayed her and her followers, and sealed her remains in the
into vampire spawn. Rahadin, his ever-faithful chamberlain, crypts below Ravenloft.
ensured that Strahd’s victims were made comfortable during Though unsuccessful, Markovia’s attack had left Strahd
their stay, as described in Rahadin (p. 236). The first of these wounded and emptied the castle of most of its remaining
was a woman named Sasha Ivliskova, who Strahd would staff. Adamant that a keep should lack neither guards nor
later seal in a crypt beneath Ravenloft after tiring of her. (See attendants, Strahd raised the corpses of his former guards as
Crypt 20: Sasha Ivliskova (p. 89)). wights and set them to patrolling the castle.
By the time a month had passed since Strahd’s Fearful that a future revolt might find and raise Sergei’s
transformation, Patrina had learned of Tatyana’s death and Brightblade against him, Strahd then journeyed to Khazan’s
Strahd’s terrible curse. Though taken aback by his decision tower at Lake Baratok and commissioned the archmage to
to accept the Vampyr's dark gift, she saw an opportunity destroy it. Though Khazan’s apprentice stole, then lost the
within her circumstances. She returned to Ravenloft to win sword’s hilt, Khazan told Strahd that the entire weapon had
Strahd’s heart—and Strahd accepted her offer of marriage been destroyed, as described in Sunsword (p. 223).
with amusement. When news of Markovia’s death reached its walls, the
Before they could be wed, however, Kasimir Velikov, clerics of the Abbey sealed it off from the outside world,
Patrina’s brother, learned of their plot. Helpless to keep her terrified of Strahd’s reprisal. Meanwhile, near Yester Hill to
from Strahd, but determined to thwart the vampire’s plans, he the south, a vision of Strahd’s homeland appeared in the
rallied the dusk elves to stone her to death. In response, Mists, as described in Y5. Wall of Fog (p. 200).
Strahd demanded her body—which he sealed in the castle Determined to distract himself from the visions in the mist,
crypts—and sent Rahadin to punish her killers, as described Strahd terrorized the clerics of the Abbey, preying upon their
in Kasimir Velikov (p. 232) and Rahadin (p. 236). paranoia and fear. It was’t long before the the clergy began to
When news of the dusk elf massacre reached Saint fight amongst themselves; within weeks, all were either dead
Markovia’s ears, she knew that she could wait no longer. or insane, as described in Chapter 8: The Village of Krezk
Markovia rallied her followers and declared holy war on (p. 143).
Castle Ravenloft—and when Strahd sent a group of vampire
spawn to the Abbey, destroyed them with contempt.
29
In the darkened halls of Argynvostholt, quarrels rang out
amongst the revenants of the Order as Vladimir’s knights
demanded vengeance for Saint Markovia. Vladimir, however,
crushed their dissent, determined that Strahd should suffer
his accursed fate for all of eternity. Awoken by their discord,
the ghost of Argynvost began to haunt his ruined lair—too
weak to speak out, but strong enough to mourn.
Strahd’s First Followers
By now, word had spread of Strahd’s transformation and the
valley's isolation. Not all reacted with fear, however. In the
village of Barovia far below, Elisabeth Durst found herself
spellbound by the news from the castle, following Strahd’s
descent with admiration and awe.
All was not well in the Dursts’ home. Gustav Durst,
Elisabeth’s husband, was rumored to be having an affair with
the family’s nursemaid, Klara, described in 15. Nursemaid's
Suite (p. 215). Elisabeth dismissed the claims; they were
baseless accusations, she said, born from jealousy of her
husband’s wealth and success. She chose to ignore the
steady growth of Klara’s stomach, their fleeting glances, and
the hours they spent alone. It was nothing, she told herself—
and, for a time, she believed it.
That changed when she discovered a shard of amber
within a shipment of grain delivered from their mill to the
west. The mysterious gem seemed to beckon her, captivating
her senses and sparking an inexplicable fascination. She kept
it, storing it in the jewelry box in 12. Master Suite (p. 214),
where she admired it each night.
From that moment, something within her shifted. No
longer could she bear the sight of Klara’s pregnant figure or
ignore the whispers and shared glances between her and
Gustav. Denial turned to suspicion, then paranoia and rage.
Slowly, Elisabeth’s bitterness simmered, building in fury until
she could bear it no longer.
When the maid's bastard son, Walter, was born, Elisabeth
snapped. She took a carving knife from the kitchen and
ambushed Gustav in their bedroom, killing him. With blood
still dripping from the blade, she went to Klara’s suite, where
she found the nursemaid asleep and her baby resting in its
crib.
Elisabeth first bound Klara's limbs to the bed with rope and
twine, then murdered the child where he lay. As Walter’s
blood stained her knife, she prayed to Death that his infant
soul would be damned—and Death listened.
From her jewelry box, Elisabeth felt the amber shard
calling to her. She picked it up, and for the first time, heard
its voice. It offered her the power to conceal her husband’s
untimely death, to torment his mistress, to bind Walter’s
spirit, and to secure a family truly faithful to her. She agreed
—and accepted the dark gift of the vestige within.
With its aid, Elisabeth summoned Walter’s soul from the
Mists and bound it to his tiny corpse. The undead child had a
ravenous hunger, and, over the following days, she gleefully
mutilated his mother’s body, feeding him fingers, toes, eyes,
and teeth. However, she made sure to keep Klara alive,
prolonging her vengeance.
As Walter fed, he grew, transforming into a misshapen
aberration of flesh. Meanwhile, in the twisted labyrinth of her
own mind, Elisabeth found solace in nightly prayers to
Strahd, whom she perceived as the source of the power that
sustained her.

30
Slowly, she gathered a group of like-minded followers to do Passage Into History
her bidding, using her newfound power and Walter’s Ten years passed, and the land of Barovia sank deeper into
monstrous strength to keep them in line. The cult made darkness and despair. Khazan—now in his waning years, and
sacrifices to Strahd on an altar deep underground, feeling the weight of his impending mortality—visited the
worshipping him as a messiah sent by the powers of Amber Temple and discovered the secret to becoming a lich.
darkness. They feasted on the organs of those that they killed, When he had completed the transformation, he traveled to
and fed the carcasses to the ever-hungry Walter. Castle Ravenloft to challenge Strahd for the rulership of
Rose and Thorn, haunted by the ghastly sounds below, Barovia. Instead, Strahd persuaded him to serve as an
begged their mother to end their nightmares. Elisabeth advisor in matters of magic—a proposition that Khazan, to
ignored them at first, but when the sight of their faces— his own surprise, accepted.
painful reminders of her late husband’s blood—became too Since he had become a vampire, Strahd’s own magical
agonizing to bear, she locked them in their attic bedroom and progress had slowed to a trickle; where mortals could wield
left them to starve. their life force as a means of channeling the arcane, he had
Elisabeth’s fixation with Strahd only grew. She saw in him been forced to find other, less efficacious means. With
a kindred spirit, and yearned to unite with him. On the first Khazan’s aid, though, Strahd’s studies began to advance once
anniversary of Barovia’s entry into the mists, she led her cult more.
to visit Castle Ravenloft, eager to pledge their devotion in Together, they developed a spell that would preserve
exchange for a promise of immortality. But Rahadin, on Sergei’s body for eternity, and built a tomb whose splendor
Strahd’s orders, turned them away instead, delivering a letter would never fade. Sergei was buried there in his gleaming
dismissing Elisabeth and her ambitions. The cult withdrew to armor, with the Sigil of the Sun around his neck. They built
the Durst house in despair, where Elisabeth’s worship soured arcane traps to defend Strahd’s tomb and castle, including
to rage and despair. the Teleport Traps (p. 85) of the catacombs, the gargoyles of
Months passed, and the cult’s members began to depart. K8. Great Entry (p. 55), and the wyrmling statues of K7.
Through the eyes and ears of her remaining followers, Entry (p. 54).
Elisabeth came to learn that a group of outsiders— Strahd learned also to imbue his armor with permanent
adventurers—had entered Barovia, spirited to the valley by spells and a sliver of his being, creating Strahd’s Animated
the will of the Mists. She also came to learn that Strahd had Armor (p. 227). Meanwhile, he delved deeper into the secrets
encountered them on two occasions—occasions that, by all of necromancy; as an amusement and a challenge, he created
accounts, he had seemed to take pleasure in. Strahd zombies—foul creatures both stronger and more
Jealous of Strahd’s attentions and determined to draw his horrible than the ordinary undead.
eye, Elisabeth lured the adventurers to her home, where they But as time stood still for the immortals of Castle
were captured and killed atop the cult’s bloody altar. She had Ravenloft, its sands continued to flow for those in the valley
intended their murder to be a sacrifice to Strahd’s glory—but beyond. The once-loyal retainers and vassals of the von
she had no knowledge that Strahd, bored and hungry for Zarovich line began to pass into death—Artimus, the castle’s
fresh blood, had intended those outsiders to be his own prey. architect; General Grislek, Strahd's most trusted
Enraged by her interference, Strahd slew her and the commander; Prefect Ciril Romulich, high priest of the
entirety of her cult. Their spirits, however, lived on in the Morninglord; and countless others. Strahd found each one
haunted foundations of the house, serving Mrs. Durst’s final when they died and sealed their corpses in places of honor in
wish to find and capture a worthy sacrifice to Strahd’s glory— the catacombs beneath Ravenloft, as described in K84.
and so win his affections at last. Catacombs (p. 85).

31
One life yet eluded him, however: Leo Dilisnya, the traitor. Driven to desperation beneath layers of Strahd’s hypnosis,
Through his spies, though, Strahd soon discovered that Marina accepted the Dark Powers’ offer—and was soon killed
Lovina Wachter had discovered Leo’s location. To avoid as described in Chapter 10: The Ruins of Berez (p. 161).
causing alarm, Strahd disguised himself as a human Strahd erected U5. Marina's Monument (p. 164) in her
nobleman and journeyed to the Wachter manor in Vallaki. memory, and condemned her father’s guilt-ridden spirit to
There, he introduced himself under the pseudonym of Vasili haunt U2. Ulrich Mansion (p. 162). Over the course of the
von Holtz, claiming to be an envoy from Ravenloft. coming centuries, Strahd would chase Tatyana’s spirit again
With Lovina’s aid, Strahd tracked Leo to the darkened and again; each time, the Mists would speak sweet words of
corridors of the Abbey of Saint Markovia. As they climbed the sanctuary—and her soul would once more slip from his
path from Krezk below, Lovina, whose family had been fingers.
slaughtered by the traitorous guards on the day of Sergei’s By the time of Marina’s death, the Martikov family—the
wedding, asked that Leo be denied the mercy of a quick descendants of the druids who had once owned the Wizard of
death. “Vasili” agreed to her request, and asked her to remain Wines winery—had assimilated among the Barovian people,
outside while he confronted him. with a goal of reclaiming their birthright. After earning a
Strahd defeated Leo with contemptuous ease. Instead of small fortune through the secret use of their wereraven
killing him, Strahd transformed Leo into a vampire spawn lycanthropy—as messengers, knowledge-brokers, and
and, with Lovina’s approval, entombed him in a mausoleum everything in-between—the Martikovs arranged a marriage
beneath the Wachter’s manor. Without access to human between their eldest son and one of the Krezkovs’ daughters.
blood, Leo would slowly starve to death, his sanity eroding Fifteen years later, when the reigning Krezkov patriarch
over the decades. passed away, the Martikovs made sure that his will
Lovina agreed that on when Leo died, her descendants bequeathed the winery to his daughter, who now bore the
would remove the flesh from Leo's bones and hide them Martikov name and was secretly a wereraven herself.
away, preventing his resurrection. Years later, Strahd sent Though the business was now once again truly theirs, the
Lovina the letter described in N4q. Storage Room (p. 114), Martikovs kept good relations with the Krezkovs by making
signed “Vasili” to maintain his disguise. regular deliveries of wine, free of charge—a practice that
Elsewhere, facing an eternity of confinement in Barovia, would continue for centuries to come.
Khazan became determined to find an escape. He sought the As the Martikovs reclaimed their vineyards, the witch Baba
secrets of demilichdom at the Amber Temple but destroyed Lysaga claimed the swamp that Berez had become as her
himself in the process, as described in Chapter 11: Van new home, as described in Chapter 10: The Ruins of Berez
Richten's Tower (p. 167). Strahd, mourning the loss of a (p. 161). She built U3. Baba Lysaga's Hut (p. 163) atop the
fellow immortal, sealed Khazan’s skull and staff in Crypt 15: stump of an enormous tree, and erected the Goat Pen (p.
Khazan (p. 88). The lich’s spellbook, however, was nowhere 162) outside of U2. Ulrich Mansion (p. 162). She found
to be found. herself drawn to the latent power of the nearby Swamp Fane
at U6. Standing Stones (p. 165); when the storm giant
The Decades Pass Deceba, the mate of Elder Burebis, confronted her, Baba
Forty years after Tatyana’s death, Strahd encountered Marina Lysaga killed her and took her head, from which she crafted
Ulrich: her first reincarnation. However, before he could turn her Giant Skull (p. 163) magic vehicle.
her into a vampire spawn, the Mists spoke to her as they had Meanwhile, Strahd found himself intrigued by a new arrival
once whispered to Tatyana, and promised her an escape from to his keep: a mage by the name of Ludmilla Vilisevic, who
Strahd’s clutches—if only she would allow her father to had sought him out seeking the secrets of immortality.
discover the vampire’s nightly visits.

32
Unlike Elisabeth Durst long ago, Strahd was impressed by When the plan was complete, however, Strahd found little
Ludmilla’s cunning, ambition, and aptitude for the arcane else to retain his attention. Impatient to see the fruits of his
arts. Strahd made Ludmilla his vampiric bride and labors and weary of his subjects, he retired to his tomb for a
commissioned her to serve as his chief advisor on matters of final hibernation: one that would last a hundred years. The
magic, given Khazan’s absence. Devil Strahd vanished from public view—and, as he
Decades passed, and the last remnants of Strahd’s slumbered, the Heart of Sorrow slowly grew in power,
humanity faded with them. By now, he had been undead far devouring the energies of the land itself.
longer than he had ever been alive; any romance, nostalgia, or
regret he had once possessed had long since vanished from Echoes of Evil
his hollow heart. Though Strahd slept in Castle Ravenloft, his children and
In this time, Strahd learned that the Mists that entrapped servants remained active in Barovia. Without their master to
him and his land would occasionally bring outsiders into the restrain their appetites, dozens of Strahd’s surviving vampire
valley: playthings for him to torment and entrap. He found spawn dispersed across the valley, beginning a reign of terror
himself looking forward to these interruptions from the that made the streets run red with blood.
monotony of unlife, savoring each moment of the games that Lugdana, a paladin of the Morninglord, took up arms to
he played before his toys inevitably snapped. defend her people. With the aid of burgomaster Ismark
Those opportunities, however, were few and far between, Antonovich and the wereraven Livius Martikov, she
with years or even decades passing between them. Bereft of uncovered the secret history of the long-lost Sigil of the Sun,
lands or people to conquer, Strahd grew melancholic, an ancient artifact that could aid her in her quest.
withdrawing to his coffin for weeks, then months at a time, It was Livius who discovered that the Sigil of the Sun lay in
spending his solitude in a state of slumbering torpor until his the crypts of Castle Ravenloft, and Livius who stole it while
servants awoke him. Lugdana and Ismark kept the castle’s guards distracted. With
When not hibernating, Strahd continued to seek Lugdana wielding the sigil’s power, the trio began a campaign
entertainment wherever he could find it. He took on two new to root out and destroy nests of vampires scattered across
brides: Anastrasya Karelova, a Vallakian noblewoman who Barovia, inspiring renewed faith in the Morninglord’s glory
delighted him with her cunning and wit; and Volenta Popfsky, wherever they went.
a Barovian courtesan whose cheerful sadism was matched Unwilling to reveal that the power to resist Strahd’s
only by her innovative spirit. Anastrasya assumed authority creatures had come from the Devil’s own castle, but
over Strahd’s vast network of spies, while Volenta built traps determined to give his people something to believe in, Ismark
and gruesome installations across Castle Ravenloft, including told the masses that an angel in the form of a raven had
Flight of the Vampire (p. 61), the floating skeletons of K26. delivered the sigil to them—and so it became known as the
Guards' Post (p. 61), the armor traps on K19. Grand Holy Symbol of Ravenkind.
Landing (p. 58), and the K67. Hall of Bones (p. 78).
One hundred and eighty years after Barovia’s isolation, a
deva named Lumiel was sent from the Upper Planes to
honor Saint Markovia’s memory. Lumiel took up residence at
the Abbey of Saint Markovia and called himself the Abbot. He
reopened the abbey and began tending to Barovia’s sick, but—
with Strahd's influence—ultimately fell from grace and
descended into madness. (See The Abbot (p. 225).)
The Abbot’s arrival, however, reminded Strahd of the world
that lay beyond the Mists, inspiring him to renew his efforts
to escape. On a whim, he visited the Vistani fortuneteller
Madam Eva and bade her to read his future. When Madam
Eva, however, foretold the coming of a Grand Conjunction—a
time, more than a century in the future, when the borders
between worlds would grow thin, and the Mists would touch
the Material Plane—the fragile light of hope reignited within
Strahd’s blackened heart.
Decades prior, Strahd had learned that the Heart of
Sorrow—the invulnerable crystal heart that hovered at the
peak of Ravenloft’s tallest tower—represented the bond
between himself and the Mists, which allowed him to control
others’ passage in and out of the valley even as he himself
proved unable to leave. Now, he returned to the Fanes of
Barovia, where he bound their power ever-closer to his own.
In doing so, he channeled their energies into the Heart,
laying the foundations for a weapon that, on the eve of the
Grand Conjunction, would carve a hole through the Mists for
Barovia’s escape. He told no one of his grand designs—not
even Rahadin, his faithful chamberlain—fearful that speaking
it aloud would invite interference.
33
Grateful for Ismark’s honor, and inspired by their adventures A New Generation
alongside Lugdana, Livius Martikov founded the Keepers of Three years after Lugdana’s death, in a land far beyond the
the Feather: a secret society of wereravens who would aid valley, Rudolph van Richten was born.
and assist the good-hearted heroes of Barovia. Membership By the time he was twenty-eight, he was a successful
was small, at first, limited to Livius’s own family—but as time doctor and husband, married to his childhood sweetheart,
passed, their ranks began to grow. Ingrid. Across the Mists, in the land of Barovia, Livius
By the time of Lugdana’s crusade, Baba Lysaga had begun Martikov’s grandson Davian became the proud father to
to recruit a coven of witches from amongst the exiles and Urwin, Davian’s first-born child.
forsaken of Barovia. However, twenty-five years after Lugdana Not far from the Martikovs' winery, in the town of Vallaki,
had first claimed the Holy Symbol, many of Baba Lysaga’s the sixteen-year-old Fiona Wachter ran away from home
faithful had grown resentful of the swamp-mother’s tireless following an explosive argument with her parents and
dedication to Strahd. With the vampire asleep in his castle, brother. She found herself in the Old Svalich Woods, where
the youngest among the coven had no living memory of his the witch Baba Lysaga found her.
power or authority and no desire to serve his name or legacy. Lysaga led Fiona to the ruins of old Berez and allowed her
The strongest among them, a witch who called herself to become a member of her witch's coven. There, Fiona
Baba Zelenna, secretly founded the Cult of Chernovog: a learned of Mother Night, of Strahd's legacy and curse, and of
fiendish cult that venerated the demon prince Chernovog and the secrets of magic, though she struggled to hear, as Baba
sought to summon him into Barovia to overthrow Strahd. The Lysaga called it, "the voice of Mother Night."
cult assembled at the Forest Fane at Yester Hill, seeking to Six months later, however, upon learning that her parents
use its power for their own ends. Together, they broke and brother had died in a tragic accident, Fiona chose to
Strahd’s bond to the sacred fane and began the ritual that return to Vallaki against Lysaga's will. Though Fiona secretly
would summon Chernovog, known also as the Green God, to took her grimoire of magic with her, Baba Lysaga banished
wreak havoc across the valley. Fiona for her decision, barring her from returning to Berez
With the weight of years upon her shoulders, Lugdana was ever again.
now far from the days of her prime. Ismark, named “Ismark Fiona returned to take command of Wachterhaus, her
the Great” for his feats of bravery, had perished in a heroic family's estate. As she wept and prayed in her parents' former
fight defending the people of his village years before. bedroom, a voice spoke to her—identifying itself not as
Lugdana and Livius went alone to Yester Hill to do battle with Mother Night, but as Ezra, goddess of the Mists. Fiona
the coven and Chernovog. accepted the voice's counsel eagerly, ignorant of its nature as
The demon prince was fearsome, but the Holy Symbol and a mere mask of the Dark Powers.
the Keepers’ aid balanced the scales. With a mighty blow, Six years later, Rudolph van Richten's son, Erasmus, was
Lugdana felled Chernovog and dispelled his spirit—but born. However, when Erasmus was fourteen, the young
sustained a wound that soon cost her her life. In the chaos, Vistana Ezmerelda d’Avenir watched in horror as her parents,
the Holy Symbol of Ravenkind was lost, vanishing once more joined by the members of the Radanavich Vistani caravan,
amidst the sands of time. kidnapped Erasmus and sold him to the vampire Baron
Metus.
34
Rudolph tracked down and interrogated Ezmerelda's parents Six years later, while ransacking a household that had failed
before departing to find his son, but was too late, losing not to pay its taxes, Izek—now Vargas's loyal enforcer—found an
only Erasmus, but Ingrid as well. (See Ezmerelda d'Avenir amber shard tucked away in a forgotten box. The vestige from
(p. 231) and Rictavio (p. 238).) Rudolph destroyed Metus in whence it came spoke to Izek in his dreams, promising him
fury, and took up a life of hunting monsters—and vengeance the power to demand respect, authority, and status. That
against the Vistani. night, in the attic of the Baron's mansion, it gifted Izek with a
For three years, Rudolph traveled in search of the Vistani fiendish limb that could conjure fire, as described in Izek
who had wronged him. As he did, he passed through the Strazni (p. 231).
territory of a lich and was followed by a horde of voracious Izek was seen, however, by Baron Valentin Vallakovich. A
undead, as described in Journal of Rudolph van Richten (p. deeply religious man, Valentin condemned Izek for his
254). When he finally came upon the Radanavich clan, he blasphemy and vowed to cast him out of the Vallakovich
released the undead swarm upon them, declaring, "Undead household. Instead, Izek suffocated him with a pillow,
take you as you have taken my son!” savoring the Baron's slow, quiet death. Unbeknownst to Izek,
The horde killed all but one young man: Arturi Radanavich, Valentin's son, Vargas, observed the entire interaction. Rather
who hid away in a trunk until Rudolph and the monsters had than intervene, however, Vargas chose to do nothing, both out
gone. The leader of the Radanavich clan, the Vistana seer of hatred for his father's abuse and from Vargas's own
Madam Irene Radanavich, cursed Rudolph as she died, as narcissistic ambitions.
described in Journal of Rudolph van Richten (p. 254). Vargas became Baron, and Izek his right hand. Not long
Ezmerelda d’Avenir and her parents, however, survived thereafter, Izek began to dream of Ireena and commissioned
unaware of the massacre, having departed from the the toymaker Gadof Blinsky to craft toys that resembled her.
Radanaviches’ company mere weeks before. (See Izek Strazni (p. 231) and Creepy Toys (p. 118).)
That same year, in Barovia, Izek and his younger sister, the Meanwhile, at the Wizard of Wines, Danika Dorakova, a
four-year-old Ireena Strazni, were attacked by a dire wolf, as wereraven and agent of the Keepers of the Feather, became
described in Izek Strazni (p. 231). Izek lost his arm, and pregnant with the child of Urwin Martikov, her sweetheart
Ireena fled. She would later appear near the Village of and beau. Alarmed by their romantic dalliances, their families
Barovia with no memory of her past, where she would be betrothed them at once to ensure that the child would not be
adopted by Burgomaster Kolyan Indirovich. (See E5f. born out of wedlock.
Chapel (p. 46). Shortly before the wedding, however, a Vistana—acting at
Izek soon lost his parents to grief, as described in Izek the behest of Madam Eva—secretly stole one of the three
Strazni (p. 231), and lashed out at those around him— magic gems from the winery’s fields while Urwin was on
eventually killing several other children. He was caught and watch, ending its production of Champagne du Stompe.
pardoned by Vargas Vallakovich, the adult son of Baron Madam Eva foresaw that the theft would bring discord to the
Valentin Vallakovich. Against his father's wishes, Vargas took Martikov family and drive Urwin to Vallaki, where he would
Izek into their home. Vargas's wife, Lydia Petrovna, was one day assist and guide heroes who could defeat Strahd and
disturbed by the boy’s violent proclivities and withdrew to return sunlight to Barovia.
care obsessively for the their newborn son, Victor.

35
Madam Eva’s foretelling proved prescient. As described in Six months later, Van Richten—now disguised as a
Chapter 12: The Wizard of Wines (p. 173), Davian blamed traveling scholar and accompanying a caravan of Vistani—
Urwin for the theft, leading to a bitter fight. Urwin and arrived in the quiet village of Barovia. The burgomaster, a
Danika departed the winery altogether for Vallaki, where they man named Kolyan Indirovich, welcomed him as an honored
purchased a run-down tavern and renamed it the Blue Water guest, and Van Richten settled in to gather intelligence and
Inn. The inn soon became a haven for the members of the prepare his attack.
Keepers of the Feather, who expanded their operations in Two weeks after Van Richten’s arrival, however, disaster
Vallaki and extended their spy network. struck. A massive undead dire wolf—the beloved pet of
Not far away, in the Vistani encampment just outside of Strahd’s bride Anastrasya Karelova—attacked a group of
Vallaki, the Vistana Luvash became the proud father of Barovian children who had strayed too far from the village.
Arabelle—an unknowing descendant of Madam Eva’s blood. Van Richten, luckily nearby, fended off the beast and
Months later, Ezmerelda, now a young woman, ran from destroyed it, freeing the children with nary a scratch.
home in search of Dr. Van Richten. Two years passed before It was ill luck, however, that the beast’s attacks knocked off
she finally found him, becoming his apprentice as described Van Richten’s hat of disguise, revealing his true appearance.
in Ezmerelda d'Avenir (p. 231). Their companionship lasted It was worse luck still that the priest’s son—a young man
for two more years, after which they parted ways after named Doru who had been looking for the children himself—
months of infighting. Less than a year later, a werewolf bit off recognized Van Richten’s face, tools, and fighting style from
Ezmerelda’s right leg following a rescue mission gone wrong, Van Richten’s Guide to Vampires, a well-worn tome that Doru
sidelining her for months while she commissioned an artisan had read countless times since purchasing it from a Vistani
to craft a prosthetic. caravan. That evening, Doru confronted Van Richten,
Back in Barovia, the young Victor Vallakovich found an old demanding to confirm his true identity.
spellbook in his father’s library—the lost spellbook of the lich
Khazan—and began to teach himself magic. That same
winter, Nikolai Wachter, the husband of Lady Fiona Wachter,
died of illness, breaking Fiona’s heart. Meanwhile, the last
elders of the Vallakian Vistani encampment passed away,
leaving Luvash—and his younger brother Arrigal—in charge
of the caravan.
Strahd’s Return
Two years after Nikolai Wachter’s death, Dr. Van Richten
came to learn the terrible truth of the Vistani curse that
haunted him. Maddened with rage, he became determined to
seek vengeance upon the Vistani people for the deaths of
those he had lost across the years. He was saved, however, by
the return of Arturi Radanavich—the sole survivor of Van
Richten’s massacre two decades before.
Unbeknownst to Van Richten, the words he had spoken to
unleash the undead horde had cursed Arturi, driving undead
to pursue him wherever he went. Arturi, exiled from the
Vistani caravans, sought Van Richten’s aid to lift this curse—
and offered a chance to lift Van Richten’s in turn.
Together, the two men spent a year among the Vistani:
Arturi, the exile, and Van Richten, the enemy. Van Richten
learned their ways, came to know their people, and slowly
released the hatred that had gripped his heart. When the year
came to an end, Arturi and Van Richten became blood-
brothers, forgiving one another the sins of their pasts and
lifting their curses.
Finally at peace, Van Richten retired to his home
accompanied by a parting gift from Arturi: a mischievous
monkey named Piccolo. However, as Van Richten prepared to
document his life’s work, he recalled that Strahd von
Zarovich—the greatest vampire of all—still lurked within
Barovia like a shadow beneath the land.
Van Richten’s research confirmed that Strahd still
slumbered in the catacombs of Ravenloft, but he knew that
the vampire would not remain vulnerable forever.
Determined to see the task done before his last years were
upon him, Van Richten prepared his tools one final time and
set off through the Mists.

36
Cornered, Van Richten reluctantly did so—and an awestruck As his minions prepared to execute his bidding, Strahd
Doru posed an ambitious and audacious plan. A fierce gave Rahadin a critical task: announcing the Devil's return to
devotee of the Morninglord’s sacred texts and an amateur Castle Ravenloft. Rahadin rode forth from the keep with
swordsman, Doru was determined to lead an army against haste and delivered his proclamation first to Barovia. As
Castle Ravenloft and return sunlight to Barovia. With Dr. punishment for their treason, he told them, the village of
Rudolph van Richten at their helm, Doru believed their Barovia alone would face Strahd's wrath, giving them ninety
righteous fight would surely be victorious. days to make peace with their gods.
Van Richten attempted to dissuade him—but Doru was Rahadin rode next to Vallaki and Krezk, sharing the news
unconvinced. Proud and zealous, Doru demanded the right to of Strahd's reawakening. In response, a terrified Baron
accompany Van Richten to Castle Ravenloft to destroy the Vargas Vallakovich closed Vallaki's gates to outsiders, and
vampire Strahd. To force the old man’s hand, Doru vowed to began hosting weekly festivals in an effort to drive out the
gather his friends and neighbors and set off for the castle in Devil's influence.
the morning—with or without Van Richten’s aid. Shortly after Rahadin's warning, many of the villagers of
Realizing that Doru’s crusade would see his companions Barovia proposed an exodus to Vallaki, where they could take
destroyed—and risk awakening Strahd regardless—Van shelter behind the town's fortified walls. However, when
Richten reluctantly agreed to accompany them, if only to Ismark Kolyanovich gave a rousing speech invoking the
ensure that their lives were not spent for naught. He exacted memory of Lugdana and Ismark the Great, most decided to
from Doru a promise to depart in two days’ time, rather than remain in the village to defend their homes. Only a few
one, giving him additional time to prepare. Doru also agreed Barovians—two dozen at most—gathered up their belongings
to conceal Van Richten’s true identity, calling him by the alias and fled on the Old Svalich Road.
“Alanik Ray” to avoid alerting Strahd’s servants. Upon their arrival, however, Baron Vargas Vallakovich
As Van Richten readied himself for the journey, Doru refused to allow the Barovian refugees entry, fearful that they
raised the cry of revolution. By the day of reckoning, he had were cursed by Strahd’s wrath. With news of the vampire’s
gathered a mob of two-dozen hopeful young Barovians to return ringing in his ears, the Baron instead enacted a series
march upon the keep, promising to restore the light of the of iron-fisted laws, clamping down on “malicious
sun to the dreary valley. Ismark Kolyanovich, a skilled unhappiness” and mandating attendance at the “festivals”
swordsman and the son of Burgomaster Kolyan Indirovich, that he now considered the keys to Vallaki’s salvation.
remained behind, concerned of the consequences should the Not far away, in the village of Krezk, the Abbot felt Strahd’s
village be undefended. return, and became determined to see the vampire’s curse
As Van Richten had feared, though Doru’s efforts proved lifted. (See The Abbot (p. 225).) The Abbot directed two of his
worse than fruitless: Instead of killing Strahd, the mob only attendants, the mongrelfolk Otto and Zygfrek Belview, to
awoke him from his hibernation. Stirred from his slumber, begin scouring the village’s cemeteries for human remains.
Strahd massacred the Barovian invaders, sparing only two: Meanwhile, the darkness and despair spread by Strahd’s
Escher, a talented bard who confessed a fascination with revival drew the attention of Morgantha, a night hag, and her
Strahd and the dark power of immortality; and Doru himself. two daughters, Bella Sunbane and Offalia Wormwiggle. The
As Van Richten fled from the castle for Chapter 11: Van coven, drawn to Barovia like moths to a flame, took up
Richten’s Tower (p. 167), Strahd turned both Escher and residence in Chapter 6: Old Bonegrinder (p. 125) and
Doru into vampire spawn. He kept Escher to amuse him as a began selling Dream Pastries (p. 125) to the Barovian
consort and cupbearer, and—after forcing “Alanik’s” true refugees outside of Vallaki. Hoping to keep apprised of Castle
identity from his lips—sent Doru back to Barovia to bring Ravenloft’s doings, Morgantha bestowed her coven’s hag eye
terror to its people. upon Cyrus Belview, as described in K62. Servants’ Hall (p.
Displeased with the weakening of his rule while he had 76).
slept, Strahd summoned his minions to Castle Ravenloft and Concerned that the Barovian werewolf pack had forgotten
ordered them to restore his authority over the land. He also its ancient fealty to him, Strahd closed the valley's borders to
directed them to hunt down Dr. Van Richten, as described in them and sent dire wolf emissaries to confirm their loyalty
Find Rudolph van Richten (p. 10). The castle’s servants, Lief once more. Emil Toranescu, the pack's alpha, privately
Lipsiege and Cyrus Belview, proved grateful to finally have a schemed to betray Strahd's pact and escape through the
proper lord to serve. mists—until Kiril Stoyanovich, a younger and more ambitious
Meanwhile, Strahd interrogated Rahadin to confirm the werewolf, betrayed him in turn. Strahd locked Emil in the
current date—and was relieved to learn that the time of the castle dungeons, and Kiril took control of the pack in his
Grand Conjunction had not yet passed. Rahadin, stead.
knowledgeable of Strahd’s tells, inquired as to the reason
behind Strahd’s concern—and Strahd shared with him the The Darkened Valley
secrets of the Fanes, the Heart of Sorrow, and the coming Two weeks now had passed since the failed revolt, and
Grand Conjunction. Strahd began gathering hordes of undead to serve his
Their conversation was overheard, however, by the wrathful will. Upon learning of his dark designs, the revenant
banshee of Patrina Velikovna, described further in Crypt 21 knights of the Order of the Silver Dragon demanded that
(Patrina Velikovna) (p. 89). Eager to seize Strahd’s power for their commander, Vladimir Horngaard, release them from
herself, and seeing an opportunity to manipulate their vows and permit them to warn and defend the village.
circumstances in her favor, Patrina contacted Kasimir in his Enraged by their defiance, Vladimir banished his knights
dreams as described in Kasimir Velikov (p. 232) and K9a. from the mansion and commanded them to secrecy, allowing
Kasimir’s Hovel (p. 121). only Sir Godfrey Gwilym to remain.

37
Not long thereafter, Kasimir Velikov, investigating the secrets Now, as Strahd’s servants spread themselves across the
of the Amber Temple at Patrina's direction, visited the now- valley, obedient once more to the vampire’s will, a creeping
empty manor of Argynvostholt and spoke with Sir Godfrey. darkness is returning to corrupt the land. Shadows lurk in
Though Godfrey warned him to avoid the darkness that lay every corner, and the Mists watch silently as the horrors
within the temple, Kasimir did not leave empty-handed, unfold.
finding amidst the rubble an ancient map that bore the Meanwhile, in a distant land far beyond the valley, several
temple's location. travellers arrive in the town of Daggerford, blissfully unaware
As Kasimir prepared to climb the slopes of Mount Ghakis, of the trials that await…
Victor Vallakovich and Stella Wachter—the children of Baron
Vallakovich and Lady Fiona Wachter—activated a prototype Design Notes: History of Barovia
teleportation circle, dreaming of escaping Strahd's tyranny. Origins of the Valley. The "First Folk" are a fleshed-out
The circle malfunctioned, however, and the psychic backlash interpretation of the ancient druids and mountain tribes
tore Stella's soul from her body. Enraged by Stella's fate, Lady mentioned in the original module. The Ladies of the Fanes,
Wachter began recruiting a cult to depose the Vallakovich as well as the Fanes themselves, are reinterpretations of lore
clan. from the 3.5 module Expedition to Castle Ravenloft, added to
In Krezk, the Abbot completed a prototype of his own: a Curse of Strahd: Reloaded in order to give Strahd a more
monstrous flesh golem, which he set to patrolling S15. active goal (i.e., escaping Barovia) and to tie together a
Madhouse (p. 151). He swiftly began work on his next number of narrative elements, including the werewolves, the
project: a masterpiece to serve as Strahd's final bride. wereravens, the winery's enchanted gems, and Madam Eva's
As the Abbot's grave-robbing intensified, Kasimir attempted divine pact.
to reach the Amber Temple, but was turned back by the The Amber Temple. No changes have been made to this
vrocks of Tsolenka Pass at T2. Demon Statues (p. 157). period of history aside from Neferon's biography.
Wounded and despondent, Kasimir returned to the dusk Fall of the First Folk. This section aims to provide
elves’ settlement to ponder his next move. additional depth to Kavan and Dostron, to explain why and
how the Ladies of the Fanes were unable to resist Strahd's
The Wrath of Strahd invasion, and to justify the druids' decision to aid Strahd in
Ninety days after Rahadin's proclamation, Strahd's undead desecrating the Fanes.
army was finally complete. He unleashed the zombie horde The Von Zarovich Line. This section aims to flesh out the
against the village of Barovia—and, to punish Doru, sent him history of Strahd's "ancestral homeland" and to place Saint
to the Barovian church to torment his father, Father Andral into a fuller historical context. This period of history is
Donavich. otherwise unchanged from the original module.
The zombies’ siege of the town lasted a full week, with the Arrival of the Outsiders. This section aims to justify the
undead crashing against crude village fortifications night Martikovs' possession of the winery's enchanted gemstones
after night. Though the village was ultimately secured, dozens and to place Saint Markovia into a fuller historical context.
of lives were lost—including, on the final night, the life of This period of history is otherwise unchanged from the
Burgomaster Indirovich himself. With that, Strahd finally original module.
withdrew his forces, allowing the Barovians to heal their Birth of Barovia. This section aims to explain Strahd's
wounded, gather their dead, and attempt to rebuild. refusal to name himself "king," his decision to allow Sergei to
The burgomaster’s children, Ismark and Ireena, took inherit their father's sword, and the cause of Argynvostholt's
charge of the rebuilding effort. Even so, many Barovians, exaggerated collapse. This period of history is otherwise
fearful of Strahd’s emergence and the threat of Castle unchanged from the original module.
Ravenloft, left their ruined homes and broken families and Rise of Castle Ravenloft. This section elects to have
fled for Vallaki to the west, hoping that its high walls could Strahd initially refuse the dark gift of the Vampyr in order to
bring security. both establish his independence from Patrina and to set up
Many of those who remained in the village of Barovia his pact with the Dark Powers later on. The Holy Symbol of
turned on Ismark, blaming him for dissuading them from Ravenkind has been initially renamed to the Sigil of the Sun
fleeing for safety weeks before. Ismark—named for his in order to provide an opportunity for the relic to be given its
ancestor “Ismark the Great”—was now mocked as “Ismark "Ravenkind" association later on. Patrina's characterization
the Lesser.” has also been somewhat further developed. This period of
Two nights after the siege ended, visiting the village in history is otherwise unchanged from the original module.
disguise to assure himself of its submission, Strahd caught a Strahd Becomes the Land. This section aims to resolve
glimpse of Ireena in the streets—and recognized her as the the apparent contradiction between the one-year time limit
spitting image of Tatyana Federovna. that revenants have to fulfill their revenge and the fact that
The following night, believing Ireena to be Tatyana’s latest multiple years passed between Strahd's conquest and death.
reincarnation, Strahd visited the burgomaster’s manor and The druidic elders have also been added in order to justify
charmed his way inside before biting her. Two nights later, he the division between the "Forest Folk" of Yester Hill and the
visited again, overcoming Ismark and Ireena’s best efforts to "Mountain Folk" of Soldav, given that the latter are an
resist him and biting Ireena a second time. Desperate and essential part of conveying the Fanes questline.
defiant, the two siblings placed heavy fortifications around Sergei and Tatyana. This section has incorporated classic
the manor—all while doing their best to keep Strahd’s Ravenloft lore regarding Sergei's negligence of his priestly
visitations hidden from the other villagers. duties. This period of history is otherwise unchanged from
the original module.
38
Arrival of the Mists. This section aims to reconcile the Echoes of Evil. This section aims to flesh out the history of
module's assertion that Strahd made two pacts—one with a the Holy Symbol of Ravenkind, explain why Ismark
vestige, and one with the Dark Powers—as well as to set up Koylanovich is called Ismark "the Lesser," develop the
Tatyana's relationship with the Dark Powers in order to give beginnings of the Keepers of the Feather, and—by requiring
Ireena's character arc a suitable climax when she confronts Strahd to reestablish his connection to the Forest Fane upon
her past lives' memories at Marina's Monument in Berez. reawakening—prevent Strahd from obtaining the necessary
This period of history is otherwise unchanged from the energy for his Grand Conjunction plan during his
original module. hibernation, thereby providing the players with a meaningful
Aftermath of the Wedding. This section expressly links opportunity to halt his plan by reconsecrating the Fane
Katarina and the Seeker, replacing Katarina's pact with the themselves. The cult of Chernovog is incorporated from
evil Mother Night and justifying the Seeker's continued Expedition to Castle Ravenloft to justify the disappearance of
involvement in mortal affairs (when compared with the the Holy Symbol of Ravenkind.
inactive Weaver and Huntress). The Heart of Sorrow has also A New Generation. This section aims to reconcile the
been linked to the slaughtered castle guards to provide it with evident contradictions between Van Richten's account of past
an appropriate origin story. This period of history is events (in which he claims that he killed Ezmerelda's parents)
otherwise unchanged from—or, at least, not inconsistent with and Ezmerelda's account of the same (in which she claims
—the original module. that Van Richten showed them mercy). Arturi Radanavich, a
Ghosts of the Past. This period of history is unchanged character of the 2nd Edition book Van Richten's Guide to the
from the original module. Vistani, has been added to provide additional depth to Van
Strahd's First Followers. The Dursts' history has been Richten's character and introduce Van Richten's biography to
changed to enhance Death House's status as a the players at Tser Pool, thereby limiting the players'
"miniaturization" of Barovia, paralleling Elisabeth Durst's suspicion when they encounter him in Vallaki. This section
villainy to Strahd's. The shambling mound of the original also aims to explain the disappearance of the winery's third
module has been exchanged for a flesh mound bound to enchanted gem, the source of Izek's demonic arm, the source
Walter's spirit, which both creates a more evocative final boss (and speed) of Victor Vallakovich's arcane learning, and the
for the Death House dungeon and mirrors the Heart of source of Fiona Wachter's spellcasting abilities. This period
Sorrow as a symbol of the local "Darklord's" fall from grace. of history is otherwise unchanged from the original module.
Finally, Elisabeth Durst has been given an amber shard—a Strahd's Return. This section further develops Van
new kind of magical item that allows the players to connect Richten's relationship with Arturi and reworks Van Richten's
with the vestiges of the Amber Temple before ascending original plan to slay Strahd by removing the nonsensical (and
Tsolenka Pass—in order to explain the source of her cult's ethically problematic) "saber-toothed tiger" plot. This section
power and to foreshadow the shards' appearance later on in also sets the wheels in motion for the adventure to come,
the revised campaign. tying together Strahd's knowledge of Van Richten's presence,
Passage Into History. This section aims to explain why Doru's transformation into a vampire, the Barovian rebellion
Strahd—a near-five hundred-year-old vampire—has not against Castle Ravenloft, Ismark's condemnation by the
progressed beyond the expertise of a 9th-level wizard, and to villagers of Barovia, and Escher's acceptance into Strahd's
incorporate old Ravenloft lore from prior editions of D&D to collection of consorts.
add further depth to Leo Dilisnya's destruction and Strahd's The Darkened Valley. This section provides a reasonable
relationship with the Wachter family. This period of history is time period for Strahd's awakening to reverberate throughout
otherwise unchanged from the original module. Barovia, thereby setting up many of the challenges and
The Decades Pass. This section moves Berez's conflicts, such as Kasimir's search for the Amber Temple and
destruction further into Barovia's past, creating opportunities Stella Wachter's "illness," that the players will later face.
for Tatyana's soul to experience additional reincarnations The Wrath of Strahd. This section provides context for
between Marina and Ireena. This section also aims to explain the players' arrival in the village of Barovia, setting up
the Martikovs' inheritance of the Wizard of Wines, explain Ireena's journey alongside them.
the winery's close relationship with Krezk, identify the source
of Baba Lysaga's flying giant skull, and provide additional
background for Strahd's vampiric brides, who have been
given expanded roles in this guide in order to provide the
players with level-appropriate antagonists before the final
battle. The Grand Conjunction has been added to provide
Strahd with a more active agenda in the time leading up to
the final battle. Finally, Strahd's hibernation has been added
to turn modern-day Barovia into a more active and dynamic
environment and to explain the timing of Strahd's more
antagonistic schemes (e.g., the destruction of the Wizard of
Wines or the attack on St. Andral's church).

39
As the Monster, Strahd should disgust the players with his
Strahd von Zarovich complete indifference to life and death, inspire pity for his
inability to feel happiness or love, and frustrate the players
Roleplaying Strahd with his refusal to ever lose his cool.
Strahd is cold and calculating, skilled in social manipulation In this role, Strahd most often feels indifferent, curious,
and deception. As the adventure unfolds, his attitude toward satisfied, and determined. Consider channeling Stan Edgar
the players shifts significantly. Though Strahd never conceals (The Boys), Gus Fring (Breaking Bad), and Thanos (Avengers:
his nature or identity, this dynamic relationship manifests as Endgame).
three "roles" that he plays: the Gentleman, the Tyrant, and The Monster crushes any resistance ruthlessly and
the Monster. efficiently. Though he can't be provoked, he's too proud to
ever flee from a fight.
The Gentleman
When the players first enter Barovia, Strahd acts as the Strahd’s Relationships
Gentleman—polished and poised, if somewhat sociopathic. Strahd has a complex web of relationships with the denizens
He is welcoming, well-mannered, and insatiably curious. His of Barovia, many of which are described below.
goal—to learn the ins and outs of the players' minds, Death House. Strahd views the cult of Death House with
including their goals, strengths, and weaknesses. respectful disdain; he finds their methods and obsessions
As the Gentleman, Strahd should flatter the players with distasteful, but appreciates their efforts to bring worthy
his interest and curiosity, offend them with his arrogance and consorts and adversaries from the lands beyond the Mists.
condescension, and disgust them with his disregard for Village of Barovia. Strahd believes, without romance or
human freedom. obsession, that Ireena Kolyana’s body is the host for Tatyana’s
In this role, Strahd most often feels curious, amused, soul, and that Tatyana’s soul belongs to him. Through his
nostalgic, or disappointed. Consider channeling Hannibal spies, he is aware of Ismark Kolyanovich’s position and
Lecter (The Silence of the Lambs), Don Corleone (The relationship to Ireena, but finds him to be a lackluster leader
Godfather), or Frank Underwood (House of Cards) when and a half-rate swordsman. He views Donavich and Doru
playing him. with scorn, disdaining the convictions, pride, and faith that
The Gentleman avoids clashes as much as he can, taking Doru had in life.
any player rudeness or defiance in stride. If pushed, he might Tser Pool Encampment. Strahd finds Madam Eva a
send his minions to stop a player's physical attacks, but only fascinating enigma, but has come to an unspoken
as a last resort. understanding with her: she shall read his fortune whenever
The Tyrant
he requests it, and, in exchange, he will not delve too deeply
into her history or affairs.
When he learns that the players have relit the beacon of Old Bonegrinder. Strahd is aware of the night hag coven’s
Argynvostholt at the conclusion Arc R: The Beacon of presence, but has little interest in their affairs.
Argynvostholt, Strahd becomes the Tyrant—harsh, stern, Town of Vallaki. Strahd has no interest in Baron Vargas
and somewhat cruel. He keeps his cool and aloof demeanor, Vallakovich, but, through his spies, believes him to be a
but treats the players less like guests and more like bumbling fool. He finds Lady Fiona Wachter to be a useful
disappointing protégés. His goal—to push the players to their agent and favors her for her family’s history of loyalty, but
limits, testing their resilience and assessing their cares little for her obsession with Vallakian politics. He is
competence. aware of the existence of the Keepers of the Feather (though
As the Tyrant, Strahd should offend the players with his not that the Blue Water Inn serves as their meeting-place),
insults and condescension, and disgust them with his but does not view them as a significant threat.
disregard for human life. Vistani Encampment. Strahd holds Arrigal as one of his
In this role, Strahd most often feels disappointed, scornful, favored spies. However, he pays little mind to the dusk elves—
satisfied, amused, and contemptuous. Consider channeling Kasimir especially—and has little interest in their affairs.
Moriarty (Sherlock), Tywin Lannister (Game of Thrones), Argynvostholt. Strahd views the revenants of the Order of
Severus Snape (Harry Potter), and Omni-Man (Invincible). the Silver Dragon with disinterested contempt, but has long
The Tyrant never strikes first—but will dare defiant players since determined that the knights pose no threat to him, and
to back their words with action. Should a player back down, has largely ignored them as a result. He has heard the
Strahd mocks their resolve and capabilities. Any players who rumors that Argynvost’s spirit haunts the manor, but pays
attack him, though, are met with a swift and ruthless them no mind; he would refuse to believe that the beacon of
response—though never a lethal one. Argynvostholt could be relit even if told to his face.
The Monster Wizard of Wines. Strahd is aware that the winery is a
When he first learns that the players have restored the blade stronghold for the Keepers of the Feather, but does not view
of the Sunsword in Arc V: The Sunsword, Strahd abandons them as a significant threat. He has delegated their
all pretense and becomes the Monster—a cold, unfeeling “discipline” to Ludmilla, ensuring that their insubordination
sociopath, described further in Roleplaying Strahd (p. 10). and resistance will be properly punished.
His goal—to achieve his goals, no matter the cost.

40
Yester Hill. Strahd views the Forest Folk with disdain and The people of Barovia had forgotten why they feared him,
some amusement. He finds their maddened worship to be and their burgomasters no longer served him faithfully. His
more grating than gratifying, and views the modern servants and consorts had dispersed across the valley in
generation as a poor shadow of their more distinguished pursuit of their own schemes and whims, and the wilds
forebears. He does find them to be useful tools, however, and themselves had somehow cleansed the stain of corruption.
knows that their “faith” is a necessary evil to ensure their That, he knew, must be addressed.
continued loyalty. He moved quickly to reclaim the Forest Fane as his own,
Village of Krezk. Strahd has little interest in Baron Dmitri restoring its bond to the Heart of Sorrow once more. He bade
Krezkov or the people of Krezk. He is, amused by the Abbot’s Rahadin to find staff and attendants for Castle Ravenloft, and
descent into madness and corruption. He intends to to ensure that each of the keep’s occupants served their
temporarily “play along” with the Abbot’s efforts to construct master’s will. And he summoned his brides and spawn to
a flesh golem bride for him, but has no serious intention of Castle Ravenloft, commanding them to spread his shadow
accepting Vasilka when complete. across the valley once more.
Werewolf Den. Strahd finds Kiril Stoyanovich to be a Since then, Strahd has broken the village of Barovia and
useful and loyal servant, if somewhat brutish and brought the werewolf pack to heel. He seeks next to break the
unsophisticated. He intends to keep Emil Toranescu, the town of Vallaki and the village of Krezk, to discipline the so-
pack’s former alpha, as a prisoner in his dungeons until Emil called “Keepers of the Feather,” and to capture the vampire
is sufficiently mad with starvation to be “tamed.” hunter Dr. Rudolph van Richten.
Tsolenka Pass. Strahd is peripherally aware that the When his servants’ work is done, Strahd expects to look
Mountain Folk roam the Balinok Mountains, but—due to down from the Pillarstone of Ravenloft upon a faithful and
Elder Burebis’s protection—is unaware of the existence of fearful populace, its people subservient to the Devil of Castle
their settlement Monsdav. He considers the Mountain Folk to Ravenloft once more.
be a lost and broken people and has no use for or interest in
them. Renewing His Servants
Amber Temple. Strahd respects Neferon’s dedication to When Strahd awoke from his slumber, he found that many of
protecting the temple and finds him to be a worthy guardian his vampiric brides and other servants had dispersed across
of the treasures contained within. He has historically had a the valley, forgoing his dark will in favor of their own petty
collegial respect for Exethanter, but, after awakening from his pursuits. He has quickly moved to correct this—but some
own hibernation, was disappointed by Exethanter’s loss of doubts still remain.
memory—something Strahd has little interest in restoring. Strahd seeks assurances that, when he escapes Barovia,
Castle Ravenloft. Strahd is amused by the efforts of his he will do so with an army that will heed his words and
brides—Ludmilla Vilisevic, Anastrasya Karelova, and Volenta execute his will without error or hesitation. To this end, he
Popfsky—to placate and impress him. He is momentarily has delegated many of his plots to reassert his authority to
entertained by his newest consort, Escher, but has been his servants. Should they succeed, they shall be exalted and
distracted lately by other, grander designs. He views Rahadin placed in positions of authority beneath him; should they fail,
as his most loyal, trusted, and favored servant, but spares they shall be locked in the crypts beneath Ravenloft for
little mind to the other staff and occupants of the castle, eternity.
including Cyrus Belview, Lief Lipsiege, the coven of witches, Strahd is always hungry for new talent, however, and is on
and his own vampire spawn. By contrast, Beucephalus is his the lookout for new generals to serve his conquests and fresh
favored “pet” and most valued tool. consorts to keep him entertained. When the players arrive in
Barovia, he focuses his attention on those who are especially
Strahd’s Goals charismatic, arrogant, intelligent, cunning, or attractive,
Strahd’s primary goal is simple: to free himself and Barovia seeking to determine whether any among the party are
from the Mists. worthy of serving him in undeath.
As a conqueror, Strahd craves new lands and the freedom Though Strahd has not said so expressly, his brides are
—and power—to claim them. He seeks to restore his long-lost well-aware of the risk of being replaced—a motivation that he
empire, with Castle Ravenloft and the valley of Barovia as its hopes will fuel their efforts on his behalf. Strahd believes fully
seat of power. in the “survival of the fittest” and expects to see the strongest
To this end, he needs three things: a pacified kingdom, a rise to the top.
host of loyal servants, and—most importantly—an escape Escaping the Mists
plan. With Madam Eva’s reluctant guidance, Strahd has learned
By defeating his servants and halting their schemes, the that the Grand Conjunction—a time when the barriers
players can deny him the first; by defending Ireena Kolyana between worlds will be thinned, and the energies of the stars
and resisting his temptations, they can also deny him the aligned—is a prime opportunity to free himself from the Dark
second. However, Strahd has plans within plans, and there is Powers’ prison.
only one way to halt his final scheme: to destroy the vampire To this end, Strahd has crafted an ambitious and
himself. dangerous ritual to escape the Mists, using the Heart of
Reclaiming the Valley Sorrow as its conduit and anchor. This ritual has three
When Strahd awoke from his century-long slumber, he found necessary components: a power source, a control
that much had changed. mechanism, and a catalyst.

41
The Power Source. Strahd’s plan requires a substantial Beucephalus, Strahd’s nightmare steed
amount of power—far more than he can supply himself. So Strahd’s vampiric brides, Ludmilla, Anastrasya, and
long as he remains bonded to the Fanes of Barovia, however, Volenta
he can channel their power directly into the Heart of Sorrow Strahd’s vampire spawn, including his consort, Escher
for use in the ritual. Undead servants, including zombies, Strahd zombies,
Using the Fanes in the ritual will also allow Strahd to bring and wights
the valley itself—and all of its inhabitants—along with him to Loyal beasts, including Barovian bats, rats, wolves, and
the Material Plane. Given that Barovia was his final conquest dire wolves
and the centerpiece of his power, Strahd will not relinquish it The werewolf pack commanded by Kiril Stoyanovich
so easily. Vistani spies, including Eliza (at Tser Pool Encampment)
The Control Mechanism. The raw power of the leylines and Arrigal (at the Vallaki encampment)
beneath the Fanes is wild and near-impossible to control. The witches’ coven that dwells in Castle Ravenloft
Even as their master, only a token of the Ladies’ divinity can However, Strahd always faces the final battle alone.
allow Strahd to direct them. He has recently learned that a Whether by pride, fate, or mere coincidence, this fight is his
child with the blood of the Seeker resides somewhere within to win—or lose.
the valley—the Vistana Arabelle, though Strahd does not yet
know her name—and has directed his spies to locate and Strahd’s Tactics
capture her.
Should this plot fail, Strahd must instead journey to the Even in combat, Strahd is no ordinary foe. Like several of the
Whispering Wall at Yester Hill and make a sacrifice of great enemies encountered in this adventure, he uses a multi-
personal value—his animated armor, the symbol of his early phase statblock in battle. Strahd’s statistics work as follows:
conquests and might—exchanging a piece of his past for a
promise of his future. Phases
The Catalyst. Power and control are all well and good. In Strahd's combat statistics include three phases: the Mage,
order to break through a wall, however, all good conquerors the Soldier, and the Vampire. Each phase has its own unique
need a point of attack. To this end, Strahd plans to forge a features, abilities, and an independent pool of hit points.
battering ram capable of piercing through the Mists—a siege (For example, damage dealt to the Soldier phase doesn’t
weapon forged from the souls of the Barovians themselves. carry over to the Mage phase.)
The Mists, as creations of the Dark Powers, are born of Strahd can choose which phase he begins in when rolling
apathy, fear, and despair. To escape the Mists without drawing initiative. By default, his starting phase is the Mage.
their ire, therefore, Strahd intends to surround the Heart of When outside of combat, Strahd can:
Sorrow with a shell of wailing, hopeless souls. He believes
that, by brutally reasserting his dominion over Barovia, his switch into his Solder phase by drawing his longsword
subjects will lose themselves to fear and despair, darkening and extinguishing his focus;
their souls to meet his needs. switch into his Mage phase by lighting his focus (his
By consuming the Barovians’ souls, Strahd can also use cloak's ruby clasp) and stowing his longsword;
the energies of his escape to repurpose their soulless husks switch into his Vampire phase by stowing his longsword
as undead soldiers, forging a new army for his conquests to and extinguishing his focus.
come. The sole exceptions include Ireena Kolyana and Dr. Phase Transitions
Rudolph van Richten, who Strahd will allow to keep their
souls for his own purposes. When a phase is reduced to 0 hit points, Strahd’s statistics
Plans Within Plans. If the players reconsecrate the Fanes, are immediately replaced by the statistics of another phase
Strahd quickly devises a backup plan. By becoming the (your choice). When this happens, all conditions afflicting
champions of the Fanes, the players will unknowingly have Strahd end. (For example, if Strahd was prone or paralyzed,
made themselves into conduits for their power, allowing he is no longer prone or paralyzed.) Damage dealt to one
Strahd to access the Fanes’ energies if he can lure the phase does not carry over to the next.
players to Castle Ravenloft. By default, Strahd's second phase is the Soldier, and his
He can do this by using the power stored in the Heart of third phase is the Vampire. When Strahd enters his second
Sorrow to plunge Barovia into eternal night, raising the phase, his eyes glow crimson red and his fingernails lengthen
deceased from their graves and sending a plague of undead and harden. When Strahd enters his third phase, his fangs
against Barovia’s settlements—a siege that will end only if grow longer and sharper, and his nostrils become batlike
Strahd himself is defeated. As a bonus, Strahd believes that slits.
this undead apocalypse will surely drive the Barovians into A phase reduced to 0 hit points can’t be used again until
fear and despair, counteracting the players' efforts to bring Strahd completes a long rest in his coffin.
hope to the valley. Defeat
Strahd’s Allies If all three phases are reduced to 0 hit points, Strahd
transforms into a cloud of mist instead of falling unconscious,
Strahd commands a vast host of beasts, undead, and other provided that he isn't in running water or sunlight. If he can't
minions, which he can direct in a host of plots or schemes. transform, he is destroyed.
They include:
Rahadin, Strahd’s dusk elf chamberlain
42
While transformed in this way, he has a fly speed of 30 feet,
can hover, and has immunity to all damage, except the Vampiric Forbiddance
damage he takes from sunlight. He must reach his coffin When deciding whether and how Strahd's
within 2 hours or be destroyed. Once in his coffin, he reverts Forbiddance feature applies, use the following
to his vampire form. He is then paralyzed until he regains at definitions:
least 1 hit point. After 1 hour in his coffin with 0 hit points, he A residence is a place of residence that is not
regains 1 hit point. generally open to the public, including houses,
apartments, cabins, and even certain types of
Attributes & Weaknesses rooms within a larger building, like an inn or
All three phases share the following vampire attributes and church, provided they are used for living purposes
weaknesses: and offer some degree of privacy. The definition
does not include public places like taverns, shops,
Undead Nature. Strahd doesn't require air. streets, or town squares.
Forbiddance. Strahd can't enter a residence without an An occupant is an individual who expects to
invitation from one of the occupants. reside in the dwelling indefinitely, or a guest of
Chained to the Grave. Strahd cannot gain the benefits of a such an individual. This person must have some
long rest except by resting in his coffin for eight claim to the space, such as by being a homeowner,
consecutive hours between dawn and dusk. renter, tenant, or guest of one of the
Children of the Night. Strahd can comprehend and aforementioned.
verbally communicate with Barovian bats, rats, and Remember that an occupant charmed by the
wolves (including dire wolves), which obey his charm ability of Strahd’s Vampire phase will gladly
commands. invite him to enter if asked.
Stake to the Heart. If a piercing weapon made of wood is
driven into Strahd’s heart while he is incapacitated in his
coffin, he is paralyzed until the stake is removed.
Additionally, Strahd can use the following action in his
Vampire form:
Shapechange. If Strahd isn't in running water or sunlight,
he polymorphs into a Tiny bat, a Medium wolf, or a
Medium cloud of mist, or back into his true form. His
statistics, other than his size and speed, are unchanged.
Anything he is wearing transforms with him, but nothing
he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can't take any actions, speak,
or manipulate objects. He is weightless, has a flying speed
of 20 feet, can hover, and can enter a hostile creature's
space and stop there. In addition, if air can pass through a
space, the mist can do so without squeezing, and he can't
pass through water. He has advantage on Strength,
Dexterity, and Constitution saving throws, and he is
immune to all nonmagical damage, except the damage he
takes from sunlight.
While Strahd retains a connection to the Fanes of Barovia,
he also possesses the following features in all three phases:
Dominion of the Mountain. While Strahd retains the
power of the Mountain Fane, he is under the effect of a
permanent nondetection spell. Additionally, Strahd can
cast control weather as an action without components.
Dominion of the Swamp. While Strahd retains the
power of the Swamp Fane, he can cast major image and
move earth without components.
Dominion of the Forest. While Strahd retains the power
of the Forest Fane, he can cast beast sense, locate
creature, and animal shapes without components.
Rejuvenation. If Strahd is destroyed while he retains the
power of at least one of the Fanes, he gains a new body in
24 hours, regaining all his hit points and phases and
becoming active again. His new body appears within his
coffin.

43
Strahd, the Mage Telekinetic Grasp. Strahd exerts his will on one creature
that he can see within 60 feet and forces it to make a
Medium undead (shapechanger), lawful evil
DC 19 Strength saving throw. On a failure, that creature
rises vertically, up to 20 feet, and remains suspended
Armor Class 16 (natural armor) there until the start of Strahd’s next turn. That creature
Hit Points 331 (39d8 + 156) also takes 7 (2d6) necrotic damage and is restrained
Speed 40 ft., climb 40 ft. until the end of Strahd’s next turn. When the effect
ends, the target falls to the ground if it is still aloft.
STR DEX CON INT WIS CHA Bonus Actions
20 (+5) 20 (+5) 18 (+4) 20 (+5) 15 (+2) 20 (+5) Circle of Sickness. A sphere of negative energy bursts
Saving Throws Dex +11, Wis +8, Cha +11 from Strahd in a 10-foot radius. Each creature within
Skills Arcana +17, Athletics +11, Deception +17, range must make a DC 19 Constitution saving throw.
Perception +14, Religion +11, Stealth +17 On a failure, a creature takes 28 (8d6) necrotic damage
Damage Resistances necrotic; bludgeoning, piercing, and gains disadvantage on its next attack roll made
and slashing from nonmagical attacks before the end of its next turn. A creature that
Senses darkvision 120 ft., passive Perception 24 succeeds on the roll takes half damage and doesn’t gain
Languages Abyssal, Common, Draconic, Elvish, Giant, disadvantage.
Infernal
Lightning Bolt. Strahd casts lightning bolt.
Challenge 21, or 19 when fought in sunlight
Proficiency Bonus. +6 Reactions
Strahd can take up to three reactions per round, but
Complex Casting. If Strahd casts a spell on his turn using
only one per turn.
a bonus action, he can also use his action to cast a non-
cantrip spell on the same turn. Misty Step. In response to taking damage, Strahd casts
misty step.
Legendary Resistance (1/Day). If Strahd fails a saving
throw, he can choose to succeed instead. Blindness/Deafness. In response to taking damage from
a melee attack, Strahd casts blindness/deafness against
Regeneration. Strahd regains 20 hit points at the start of the attacker. A creature that fails its saving throw
his turn if he has at least 1 hit point and isn’t in
against the spell takes an additional 7 (2d6) necrotic
sunlight. If he takes radiant damage, this trait doesn’t damage.
function at the start of his next turn.
Spider Climb. Strahd can move up, down, and across Lair Actions
vertical surfaces and upside down along ceilings, while While Strahd is in Castle Ravenloft, he can take lair
leaving his hands free. actions as long as he isn't incapacitated.
Sunlight Hypersensitivity. While in sunlight, Strahd takes
On initiative count 20 (losing initiative ties), Strahd can
20 radiant damage at the start of his turn, and he has
take one of the following lair action options, or forgo
disadvantage on attack rolls and ability checks.
using any of them in that round:
Innate Spellcasting. Strahd’s innate spellcasting ability is
Intelligence. He can innately cast the following spells: Scatter. The air quivers around up to three creatures of
Strahd's choice that he can see within 60 feet. Each
3/day: detect thoughts, animate dead creature must succeed on a DC 19 Wisdom saving
throw or be teleported to an unoccupied space on the
1/day: scrying
ground or floor that Strahd can see within 60 feet of
Actions him.
Multiattack. Strahd uses vampiric touch twice, or Fiery Sphere. A 10-foot diameter sphere of fire appears
vampiric touch and telekinetic grasp once each. in an unoccupied space of Strahd's choice within 60
feet that he can see until initiative count 20 on the
Vampiric Touch. Strahd casts or attacks with vampiric following round. Any creature that starts its turn within
touch. A creature hit by an attack made with this spell 5 feet of the sphere must succeed on a DC 19
must make a DC 19 Constitution saving throw or be Dexterity saving throw or take 14 (4d6) fire damage.
dazed until the start of Strahd’s next turn. (That The sphere ignites flammable objects not being worn
creature can move or take one action on its turn, not or carried, and it sheds bright light in a 30-foot radius
both. It also can’t take a bonus action or a reaction.) and dim light for an additional 30 feet.

44
Strahd, the Soldier Bonus Actions
Medium undead (shapechanger), lawful evil Thunderous Wave. Strahd slams the point of his sword
into the ground, creating a shockwave. Each creature
Armor Class 16 (natural armor) within 5 feet must make a DC 19 Strength saving
Hit Points 331 (39d8 + 156) throw or take 14 (3d8) thunder damage and be pushed
Speed 40 ft., climb 40 ft. 5 feet away. A creature that succeeds on the roll takes
half damage and isn’t pushed.

STR DEX CON INT WIS CHA Dark Volley. Strahd conjures a rain of shadowy arrows to
fall toward a point he can see within 120 feet. Each
20 (+5) 20 (+5) 18 (+4) 20 (+5) 15 (+2) 20 (+5) creature within a 10-foot radius, 40-foot-high cylinder
Saving Throws Dex +11, Wis +8, Cha +11 centered on that point must make a DC 19 Dexterity
Skills Arcana +17, Athletics +11, Deception +17, saving throw, taking 18 (4d8) necrotic damage on a
Perception +14, Religion +11, Stealth +17 failure or half as much damage on a success.
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks Reactions
Senses darkvision 120 ft., passive Perception 24 Strahd can take up to three reactions per round, but
Languages Abyssal, Common, Draconic, Elvish, Giant, only one per turn.
Infernal
Challenge 21, or 19 when fought in sunlight Commander’s Retreat. In response to taking damage
Proficiency Bonus. +6 from a melee attack, Strahd forces his attacker to
succeed on a DC 19 Strength saving throw or be
Battlefield Awareness. Strahd has advantage on Strength pushed 5 feet away. He can then immediately move up
and Dexterity saving throws against effects that he can to his speed away from them without provoking
see or hear, such as traps and spells. opportunity attacks.
Vengeful Strike. In response to taking damage from a
Legendary Resistance (1/Day). If Strahd fails a saving
spell or attack, Strahd moves up to his speed toward
throw, he can choose to succeed instead.
the attacker and can make a longsword attack against
Regeneration. Strahd regains 20 hit points at the start of them. This movement doesn’t trigger opportunity
his turn if he has at least 1 hit point and isn’t in attacks.
sunlight. If he takes radiant damage, this trait doesn’t
function at the start of his next turn. Lair Actions
Spider Climb. Strahd can move up, down, and across While Strahd is in Castle Ravenloft, he can take lair
vertical surfaces and upside down along ceilings, while actions as long as he isn't incapacitated.
leaving his hands free.
On initiative count 20 (losing initiative ties), Strahd can
Sunlight Hypersensitivity. While in sunlight, Strahd takes take one of the following lair action options, or forgo
20 radiant damage at the start of his turn, and he has using any of them in that round:
disadvantage on attack rolls and ability checks.
Ghostly Hands. All non-undead creatures in a 10-foot
Actions square starting from a point within 60 feet must
succeed on a DC 19 Strength saving throw or be
Multiattack. Strahd makes two attacks, only one of restrained by grasping ghostly hands until initiative
which can be an umbral net. count 20 on the following round.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 Fog Bank. A 40-foot radius sphere of fog appears
ft., one target. Hit:: 11 (1d10 + 5) slashing damage centered on a point within 60 feet of Strahd that he can
plus 7 (2d6) necrotic damage. If the target is a creature, see. The sphere spreads around corners, and its area is
Strahd can force it to succeed on a DC 19 Strength heavily obscured. It lasts until initiative count 20 on the
saving throw or be pushed 5 feet away and knocked following round or until a wind of moderate or greater
prone. speed (at least 10 miles per hour) disperses it. When
the fog appears, Strahd can immediately take the Hide
Umbral Net. Ranged Spell Attack: +11 to hit, range
action as a reaction and move up to his speed.
30/60 ft., one creature. Hit: 7 (2d6) necrotic damage
and the target is restrained until the start of Strahd’s
next turn.

45
Strahd, the Vampire A target that can't see Strahd automatically succeeds.
While charmed, the target regards Strahd as a trusted
Medium undead (shapechanger), lawful evil
friend to be heeded and protected; it isn't under
Strahd's control, but takes his requests and actions in
Armor Class 16 (natural armor) the most favorable way and lets Strahd bite it.
Hit Points 331 (39d8 + 156)
Speed 40 ft., climb 40 ft. The target can repeat the saving throw at the end of
each of its turns, ending the effect on a success. If the
target is still charmed at the end of the minute, the
STR DEX CON INT WIS CHA effect lasts for 24 hours, until Strahd is destroyed, or
until he takes a bonus action to end it.
20 (+5) 20 (+5) 18 (+4) 20 (+5) 15 (+2) 20 (+5)
Saving Throws Dex +11, Wis +8, Cha +11 Bonus Actions
Skills Arcana +17, Athletics +11, Deception +17, Bats’ Frenzy. Strahd summons a swarm of bat-like
Perception +14, Religion +11, Stealth +17 shadows from his cloak, forcing each creature within
Damage Resistances necrotic; bludgeoning, piercing, 10 feet to make a successful DC 19 Dexterity saving
and slashing from nonmagical attacks throw or take 15 (6d4) necrotic damage and gain
Senses darkvision 120 ft., passive Perception 24 disadvantage on the next attack roll it makes before the
Languages Abyssal, Common, Draconic, Elvish, Giant, start of Strahd’s next turn. A creature that succeeds on
Infernal the roll takes half damage and doesn’t gain
Challenge 21, or 19 when fought in sunlight disadvantage.
Proficiency Bonus. +6
Predator’s Fury. Strahd summons a pair of wolf-like
Father of the Night. A humanoid killed by Strahd’s bite, shadows from his cloak and chooses up to two
or which is reduced to 0 hit points by it and dies creatures he can see within 60 feet that are within 5
without regaining consciousness, arises as a vampire feet of each other. A target must succeed on a DC 19
spawn under Strahd’s control at the start of his next Dexterity saving throw or take 16 (2d10 + 5) force
turn. damage and be knocked prone. A creature that
succeeds on the roll takes half damage and isn’t
Legendary Resistance (1/Day). If Strahd fails a saving knocked prone.
throw, he can choose to succeed instead.
Reactions
Regeneration. Strahd regains 20 hit points at the start of
his turn if he has at least 1 hit point and isn’t in Strahd can take up to three reactions per round, but
sunlight. If he takes radiant damage, this trait doesn’t only one per turn.
function at the start of his next turn. Night’s Retreat. In response to taking damage, Strahd
Spider Climb. Strahd can move up, down, and across can fly up to his speed without provoking opportunity
vertical surfaces and upside down along ceilings, while attacks.
leaving his hands free. Blood Frenzy. In response to taking damage, Strahd can
Sunlight Hypersensitivity. While in sunlight, Strahd takes move up to his speed toward the attacker and make an
20 radiant damage at the start of his turn, and he has unarmed strike attack.
disadvantage on attack rolls and ability checks.
Lair Actions
Actions While Strahd is in Castle Ravenloft, he can take lair
Multiattack. Strahd makes two attacks, only one of actions as long as he isn't incapacitated. On initiative
which can be a bite attack. Strahd can replace one of count 20 (losing initiative ties), Strahd can take one of
his attacks with a charm. the following lair action options:
Unarmed Strike. Melee Weapon Attack: +11 to hit, Deluge of Blood. A wave of blood explodes outward
reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing from a point Strahd can see within 60 feet. Each
damage plus 14 (4d6) necrotic damage. If the target is creature within 10 feet of that point must make a DC
a creature, Strahd can grapple it (escape DC 19). 19 Strength saving throw. On a failure, a creature takes
7 (2d6) bludgeoning damage and is pushed 10 feet
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
away from the point and knocked prone. The creature is
willing creature, or a creature that is grappled by Strahd,
also blinded until initiative count 20 on the next round.
incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing
damage plus 10 (3d6) necrotic damage. The target's hit Wails of the Damned. Strahd summons an ethereal
point maximum is reduced by an amount equal to the torrent of shrieking specters in a 5-foot radius centered
necrotic damage taken, and Strahd regains hit points on a point within 60 feet that he can see. Each creature
equal to that amount. The reduction lasts until the in that area must make a DC 19 Wisdom saving throw
target finishes a long rest. or be frightened of Strahd until initiative count 20 on
the next round. A creature frightened in this way is
Charm. One humanoid within 30 feet that Strahd can
paralyzed and loses its concentration.
see must make a DC 19 Wisdom saving throw or be
magically charmed for 1 minute or until Strahd loses
46 his concentration (as if concentrating on a spell).
Any Strahd statblock that is unable to knock players
Design Notes: Strahd von Zarovich unconscious with a single attack is fragile and must rely
Roleplaying Strahd. The Gentleman, the Tyrant, and the on hit-and-run guerilla tactics instead, disappointing and
Monster reflect three distinct popular community frustrating players who had rightfully expected an epic
interpretations of Strahd's character. Many DMs will attempt confrontation.
to combine two or more of these archetypes into their This issue can be solved by dramatically increasing
campaign at a time, but doing so can risk making Strahd's Strahd's hit points and/or Armor Class (i.e., "Defensive
character feel inconsistent and unpredictable. Challenge Rating") while dramatically decreasing his attack
As such, this section provides a structured, methodical bonus and/or damage output (i.e., "Offensive Challenge
approach to developing Strahd's character through his Rating"). These changes dramatically increase his lifespan
relationship with the players. Importantly, each transition is without risking a TPK, ensuring a long, yet winnable boss
tied to a particular point in the adventure's timeline, ensuring battle
that Strahd does not, for example, spoil his relationship with Long battles, however, leave players exhausted and bored—
the players before inviting them to dinner, or treat them as especially for playgroups whose combats run slow. To inject
enemies before they have the capacity to defend themselves. energy and dynamism into the fight, we can split Strahd's
Strahd's Relationships. This section preserves Strahd's statblock into three parts, or "phases," with each phase
canonical relationship with Ireena in order to keep his (cold, bestowing Strahd with new abilities and features. Each phase
calculating, and sociopathic) characterization consistent. has been calibrated using Challenge Ratings 2.0 to survive
Strahd's Goals. This section is structured to ensure a approximately three to four rounds against an average 10th-
high-tension, action-packed sequence of challenges from the level party wielding the Sunsword and Holy Symbol of
beginning to the end of the campaign. Specifically, it explains: Ravenkind and accompanied by Ezmerelda d'Avenir, Ireena
why Strahd does not simply seize Ireena from the players Kolyana, and Kasimir Velikov; the entire combat encounter
(he fears the Dark Powers’ intervention if he does not should last nine to twelve rounds in total.
escape Barovia first); To strengthen the themes of the final fight, each phase
why Strahd’s forces are attacking St. Andral’s Church and reflects a part of Strahd's history and descent into darkness:
the Wizard of Wines winery (he seeks to break the the Soldier (reflecting his history as a conqueror); the Mage
Barovians’ spirit to fuel his escape ritual); (reflecting his search for immortality); and the Monster
why Strahd does not assist his forces in defeating the (reflecting his passage into undeath).
players at St. Andral’s Church or the Wizard of Wines Even with a multi-phase statblock, however, Strahd's
winery (he seeks to separate the weak from the strong); battlefield remains relatively stagnant. To introduce
why Strahd “tests” the players instead of killing them (he additional tactics and dynamics into the fight, each of
wants to find generals for his future armies); Strahd's phases have been given the following: two attack
why the players must reconsecrate the Fanes (they must options (for moving enemies and imposing conditions,
stop Strahd from using them in his ritual and remove respectively); two bonus attack options (for punishing short-
Strahd's immortality); and long-range foes, respectively); and two reaction options
why Strahd does not simply kill the players when they (for escaping and aggressing, respectively).
reconsecrate the Fanes (he seeks to use them as alternate Strahd's legendary actions have also been replaced with
conduits to the Fanes); the ability to take multiple reactions per round, maintaining
why the players cannot bring an army of allies to Castle his ability to react to changing circumstances while reducing
Ravenloft (they are preoccupied defending their homes memory issues for the DM.
from Strahd’s undead apocalypse); and Note that the Mage statblock intentionally foregoes a
why the players must confront Strahd at Castle Ravenloft traditional "spellcasting" feature in favor of an action-oriented
(they must do so to end his undead apocalypse). selection of spells. While some DMs might be disappointed
Strahd's Allies. For reasons of both balance and narrative, by Strahd's lack of choice, it is important to remember that
it is important that Strahd faces the final fight alone. each phase will survive for only a short period of time; as
such, Strahd's spells have been carefully curated in order to
Strahd's Tactics. Strahd's original statblock is provide players with the most challenging, tactical, and
exceptionally fragile, allowing players to destroy him without memorable experience possible.
the Sunsword as early as level 6. His phasing lair action, Vampire Forbiddance. Tension is the key to horror, and
however, turns the original final battle into a torturous slog, monsters are therefore scary only when bound by meaningful
ensuring that the players cannot win unless the Dungeon rules. Permitting Strahd to enter any home simply because
Master allows it or makes a mistake. “he is the Land” removes the players’ ability to meaningfully
Many substitute statblocks have been proposed, increasing prevent it, thereby removing a large amount of suspenseful
Strahd's Challenge Rating beyond his original difficulty. gameplay.
However, these strengthened statblocks fail for two simple Moreover, a monster is only as resonant as its most notable
reasons: weaknesses; a werewolf that cannot be killed with silver, for
Any Strahd statblock that is powerful enough to survive example, is hardly a werewolf at all. Removing Strahd’s
the players' attacks for more than three rounds is also Forbiddance destroys a key part of the horror fantasy: the
powerful enough to knock players unconscious with a ability to defy a monster using its unique rules and
single attack, thereby starting a "death spiral" that kills weaknesses. As such, this guide intentionally retains that
the entire party. feature.

47
Chapter 3: Running the Game
Adventure Organization The Tarokka Reading
While Curse of Strahd, like most official campaign modules, The Tome of Strahd
is organized around specific areas and locations, Curse of Insert the following text into the Tome of Strahd:
Strahd: Reloaded is organized around narratives:
Acts. An act is a collection of adventures with similar
settings and stakes that are meant to be completed in . . . I fear and hate it as much as the sun.
approximately the same timeframe (e.g., "adventures in I have learned much, too, about this land of
Vallaki"). Barovia. Ancient are its ways, ancient beyond the
Arcs. An arc is a high-concept adventure within an act knowledge of the simple folk of the valley. Ancient
that has a particular goal (e.g., "restore the bones of Saint gods dwelt in this valley long before my coming, and
Andral"). three hidden fanes still give tribute to their memories.
Chapters. A chapter is a portion of an arc that takes place I visited the Swamp Fane, the Forest Fane, and the
within a particular location (e.g., "the coffin-maker's Mountain Fane, and claimed their power for my own.
shop"). Their servants now serve me, and thus I have become
Scenes. A scene is a particular scene that unfolds at a the Land.
particular time and place within a chapter (e.g., "battling I have often hunted for Tatyana . . .
the vampire spawn"). Source: amerigoV, Tome of Strahd, Savage Ravenloft (Oct. 10, 2010).

While no Dungeons & Dragons campaign can be perfectly


predicted, this guide uses a strategy of strong "dramatic The pages following the legible text are filled with diagrams,
questions," flexible narrative design, and the author's equations, and thousands of strange symbols. The symbols
experience in running Curse of Strahd campaigns to craft a are not written language, but a cipher devised by Strahd to
"critical path" of arcs, chapters, and scenes that are most conceal his secret plans. Several diagrams appear to depict a
likely to lead your players on your journey through Barovia. large, crystalline human heart, while others depict circles of
Note that, because Curse of Strahd is a sandbox campaign, standing stones.
it is reasonably possible for the players to trigger a new act Players who read through these sections find numerous
before completing all of the adventure arcs in the previous annotations referencing (in Common) an individual named
act. If this happens, the players can still continue and Exethanter. Multiple instances of Exethanter’s name are
complete any adventure arcs in the previous acts—assuming, accompanied by the symbol of the Amber Temple: an
of course, that it is still possible for those arcs to be equilateral triangle containing two concentric circles, which
completed. (For example, if the players fail to recover the in turn contain a vertical wavy line. (The triangle represents
bones of Saint Andral before the night of Saint Andral's the god of secrets, the circles the amber sarcophagi, and the
Feast, the congregation of Saint Andral's Church is wavy line the vestiges sealed within.)
massacred and the quest can no longer be completed.) The symbol can be identified by the dusk elf Kasimir
It is, of course, always possible for players to go "off the Velikov (who has seen it in his dreams), by the revenant Sir
rails" and forge their own path in this adventure. This guide's Godfrey Gwilym (who once guarded the Temple), or by Victor
Session Zero guidelines have been shaped with the explicit Vallakovich (who has seen the symbol in his spellbook).
intent of minimizing this possibility (by, for example,
discouraging players from creating non-heroic characters).
However, it is important to remember that this guide's
narrative presents, at best, a single "critical path" that your
players may follow, and that the threads of fate might always
guide them along another.
As a final note: The original Curse of Strahd: Reloaded was
a highly modular guide, containing a number of distinct
ideas, concepts, and challenges that could easily be extracted,
applied, and recombined alongside a number of additional
reworks or homebrew elements. However, this revision aims
to take a more cohesive path, weaving together characters,
narratives, and themes to forge a more evocative, dramatic,
and memorable adventure.
As such, be cautious when removing, adding to, or
changing aspects of this guide, as a seemingly innocuous
detail may instead prove to be a load-bearing support. When
in doubt, read the Design Notes for the relevant section and
review the Adventure Summary below to confirm the
context and purpose of the detail in question.
48
The Holy Symbol of Ravenkind The Tome of Strahd
Place the Tome of Strahd in one of the following locations:
The Holy Symbol of Ravenkind has been revised as follows:
Nine of Swords—Torturer. Choose the attic of the
Holy Symbol of Ravenkind Burgomaster's mansion in Vallaki if you want to give the
Wondrous item, legendary (requires attunement by a creature players a reason to befriend or antagonize Baron Vargas
of good alignment) Vallakovich. (If you do, the Tome has been relocated in
The holy symbol has 5 charges for the following properties. Victor Vallakovich’s workroom within the attic.)
It regains 1d4 + 1 charges daily at dawn. Nine of Glyphs—Traitor. Choose the master bedroom of
Dawn's Embrace. As a reaction, when a creature you can Wachterhaus if you want to give the players a reason to
see within 60 feet of you would be reduced to 0 hit points, befriend or antagonize Lady Fiona Wachter.
you can expend 1 charge to cause that creature to drop to 1
hit point instead. That creature gains immunity to all damage The Holy Symbol of Ravenkind
until the start of its next turn. Place the Holy Symbol of Ravenkind in the shrine of Mother
Light of Hope. As an action, you can expend 1 charge and Night in the werewolf den (Five of Swords—Myrmidon).
choose one creature you can see within 30 feet of you. All of
the following conditions on that creature end: blinded, The Sunsword
charmed, deafened, frightened, paralyzed, poisoned, and Place the Sunsword in one of the following locations:
stunned. Seven of Swords—Hooded One. Choose the head of the
Sun’s Blessing. As an action, you can expend 3 charges to giant statue in the Amber Temple if you want to force the
cause holy power to radiate from the symbol in a 30-foot players to fight Neferon, the arcanaloth.
radius for 1 minute. Nonhostile creatures in that radius deal Eight of Glyphs—Bishop. Choose the sealed treasury of
an extra 1d4 radiant damage when they hit with a weapon the Amber Temple if you want to give your players a
attack. reason to delve more deeply into the Amber Temple.
You can also use the holy symbol as a spellcasting focus for
your cleric and paladin spells. You gain a +1 bonus to spell Strahd's Enemy
attack rolls and to the saving throw DCs of your cleric and Assign the role of Strahd's Enemy to Ezmerelda d'Avenir
paladin spells. (Mists—Queen of Spades).
The Sunsword Strahd's Location
The Sunsword cannot be attuned to when the players first Assign Strahd's location in Castle Ravenloft to K20. Heart of
obtain it. Instead, the players must submerge it in the blessed Sorrow, represented by the Marionette (Jack of Hearts).
pool near the Shrine of the White Sun to restore its radiant Design Notes: The Tarokka Reading
blade. (The hilt retains its sentience and ability to
communicate telepathically before its blade is restored.) For The Tome of Strahd. The Tome of Strahd has been
more information about this arc, see Arc V: The Sunsword expanded to provide the players with secret information
below. about Strahd's ultimate plan, as well as additional hooks to
Note that the Sunsword is a sentient magic item; as the Fanes of Barovia and the Amber Temple. (If the players
described in Conflict (Dungeon Master's Guide, p. 216), it restore his memory and show him the Tome, the lich
may make demands of its wielder or attempt to seize control Exethanter can interpret Strahd's ciphers and notes at their
of them if they act contrary to its will. (This is especially likely request.)
to occur if, for example, its wielder is charmed by Strahd von The Tome has been intentionally placed in Vallaki to
Zarovich.) ensure that the players find it (and are intrigued by its
mysteries) as early as possible. Because they tie strongly into
Strahd’s Enemy other quests, Rictavio's wagon (Seven of Stars—Illusionist)
and the attic of the Blue Water Inn (Master of Coins—
Strahd's enemy no longer possesses the Inspire action Rogue) have been removed as possible locations.
(Strahd's Enemy, p. 15). Instead, if she confronts the Dark The Holy Symbol of Ravenkind. The statistics of the Holy
Powers at Marina's Monument in Berez (see Arc X: Symbol have been revised in order to ensure that its utility is
Whispers of the Mists), Ireena Kolyana gains this ability as a not overshadowed by the Sunsword once the latter is
bonus action. See Arc B: Welcome to Barovia for more obtained and to replace its nonstrategic Hold Vampires and
information about Ireena's statistics. Turn Undead features with tactical, engaging abilities. Its
class restrictions for attunement have been removed to
The Card Reading ensure that any party can use it—with or without a cleric or
Immediately before the scene in which the players meet paladin.
Madam Eva, if you are using a physical Tarokka deck for the The Holy Symbol has been intentionally placed in the
reading, choose which five cards Madam Eva will draw and Werewolf Den to ensure that the players find it after they
stack them on top of the deck in the order described in Card have already confronted Strahd's brides (in Vallaki and at
Reading (p. 11). Yester Hill), but before they invade any truly dangerous
When choosing which card(s) to use for which part of the locations (e.g., Castle Ravenloft, the Amber Temple, or the
reading, select from the following lists. ruins of Berez).

49
The four foretellings leading to Krezk—the scarecrow in the
garden of the Abbey of Saint Markovia (Two of Glyphs— Strahd’s Spies
Missionary), the main hall of the Abbey (One of Glyphs—
Monk), the nursery of the Abbey (Two of Coins— One or more of Strahd's spies check in on the players once
Philanthropist), and the gazebo in the Shrine of the White each day and once each night, as described in Strahd's
Sun (Three of Glyphs—Healer)—have been removed to Spies (p. 29). However, the nature of Strahd’s spies may vary
ensure that the players do not fulfill two of their Tarokka with the players’ location and the time of day. Use the
readings (i.e., both the Holy Symbol and Strahd's Enemy) following table when planning an encounter with a spy:
while within the same relative area. Location Day Encounter Night Encounter
The Sunsword. The Sunsword's radiant blade has been
withheld from the players to create a more organic Village of
1 Vistani bandit 1d4 swarms of bats
opportunity to meet the spirit of Sergei von Zarovich, to Barovia
manufacture a late-game interaction between Sergi and Svalich 1 wolf or 1d4
Ireena, and to create a more climactic and engaging Woods
1 wolf or druid
swarms of bats
narrative.
Due to its power in combat against Strahd, the Sunsword Town of
Vallaki
1 swarm of rats or 1
Wachter cultist
1 swarm of bats
has been intentionally placed in the Amber Temple—the most
dangerous and isolated location in the game—to ensure that Village of
1 swarm of rats 1 swarm of bats
the players do not obtain it too early. This placement also Krezk
ensures that the players have a reliable hook to the Temple Mount 1 dire wolf or 1
and a rewarding goal to achieve while there. Ghakis berserker
1 swarm of bats
Strahd's Enemy. All possible allies other than the Vistana
monster hunter Ezmerelda d'Avenir have intentionally been Strahd's spies report the following information, which you
removed from the Tarokka reading. should track using the Strahd's Espionage handout on the
Several of these allies, such as Sir Godfrey Gwilym or the end of his guide:
(now nonexistent) archmage Mordenkainen are too powerful
and unbalance the scales in favor of the party. Others, such as any conversations that the players are heard having;
Nikolai Wachter or Clovin Belview, are far too weak to any spells, weapons, or abilities that the players are seen
provide meaningful aid. Others still, such as Vasilka, Pidlwick using; and
II, Sir Klutz, or Parriwimple, lack sufficient character depth any locations or NPCs that the players are seen visiting.
to serve a meaningful narrative role.
Many of the remaining possible allies—including Davian Encounters with Strahd
Martikov, Victor Vallakovich, or Ismark Kolyanovich—have
been removed as possibilities because their revised character Throughout the adventure, the players will have numerous
arcs tie them more strongly to their families, friends, or encounters with Strahd von Zarovich. After meeting Strahd
homes. The final alternative ally, Kasimir Velikov, has been for the first time at the River Ivlis Crossroads (see Arc C:
removed to ensure that the players do not seek him out—and Into the Valley), the players may later speak with him at
receive the deadly Amber Temple questline—until they are Yester Hill (see Arc M: The Missing Gem) and dine with him
strong enough to do so. at Castle Ravenloft (see Arc L: Dinner with Strahd).
That leaves Ezmerelda d'Avenir. Selecting Ezmerelda as Once Strahd learns that the players have obtained the Holy
Strahd's Enemy reduces the number of NPC allies that the Symbol of Ravenkind or relit the beacon of Argynvostholt, he
players can recruit, keeping the party to a more manageable refocuses his efforts toward determining whether any of
size; provides the players with a clear hook to Krezk and the them are worthy to serve as generals or consorts in his court.
Abbey of Saint Markovia, which unlocks several additional See Arc Y: The Devil’s Ordeals for more information.
quests; and ensures that the players are neither outmatched
by nor overpowered compared to their ally at any point in the Adventure Hooks
game.
Strahd's Location. The location of the final battle with In contrast to the original Curse of Strahd module, this guide
Strahd has been intentionally limited to K20. Heart of offers a single, original adventure hook to guide the players
Sorrow. As the new centerpiece of Strahd's power and into Barovia. In this hook, Death House serves as a portal to
schemes, a perfect arena for tactical combat, and an area Strahd's domain: the players enter Death House in their own
with clear views of the post-battle sunrise, the Heart— world, and—upon defeating or pacifying the cult—emerge into
including its adjoining bridge and rooftop—is the ideal (and the land of Barovia. However, this hook can be implemented
expected) place for the finale to unfold. in two possible ways:
Lost in the Mists. In this version, the players are members
of a mercenary adventuring party that has been hired to
investigate a series of mysterious disappearances tied to a
particular house (Death House). This hook focuses the
players' attention solely on Strahd's tyranny and the
Barovians who suffer under his rule, encouraging the players
to immerse themselves in the campaign's lore and to develop
unique relationships with its diverse cast of characters.
50
Barovian Relics. In this version, one or more players
possess certain relics that originated from Barovia and are Adventure Summary
tied to their backstories. When Death House manifests
nearby, those relics are drawn to it, encouraging the players Act I: Into the Mists
to enter and investigate. (Any players who do not wish to craft For 2nd to 3rd-level characters.
a backstory may instead choose to be a mercenary In this act, the players are lured into the haunted Death
investigating recent disappearances, as in Lost in the Mists.) House, which mystically transports them into the land of
This hook focuses the players' attentions on their own Barovia. As the players gain their bearings, they travel to the
interests and personal connections to the land of Barovia, village of Barovia, where they meet burgomaster Ismark
encouraging them to invest their attention in NPCs and Kolyanovich and his sister, Ireena Kolyana, and learn about
locations tied to their unique relics. the mysterious Strahd von Zarovich, a vampire that has
In general, Lost in the Mists may be viewed as a "pure" recently awoken to plague the Barovian valley.
version of Curse of Strahd, focusing its narrative on the The players are asked to escort Ireena to the nearby town
isolation and alienation of Barovia. By contrast, Barovian of Vallaki for safety; if the players agree, Ireena also asks
Relics is best used by Dungeon Masters who are passionate them to assist in the burial of her late father, Burgomaster
about Barovia's gothic atmosphere and environment, but Kolyan Indirovich. While at the local church, the players meet
whose players require a personal connection to the campaign Doru, a vampire spawn at war with his bloodthirsty nature,
to be emotionally invested. and have an opportunity to reconcile him with his father, the
See Arc A. Escape From Death House and A1. priest Donavich.
Daggerford for more information about how to run these Upon receiving a warning and invitation sent in a dream
hooks. If you choose to run Barovian Relics for one or more from the Vistani seer Madam Eva, the players depart the
of your players, have each of those players choose a village of Barovia for a Vistani encampment at nearby Tser
motivation from the Motivations section in Chapter 1: Into Pool. Following a brief encounter with Strahd himself, the
the Mists before beginning the campaign. players receive a mystical Tarokka reading from Madam Eva,
who foretells the location of three mystical artifacts—and a
Design Notes: Adventure Hooks companion—who will help them defeat Strahd.
The original module's four adventure hooks are As the players travel to Madam Eva's camp and the nearby
fundamentally flawed: Plea for Help tends to make players to town of Vallaki, they encounter a number of characters with
resent Ireena Kolyana; Mysterious Visitors tends to make ties to possible future adventures, as well as some adversarial
players feel deceived (and therefore regret accepting encounters that will test their tactics, coordination, and
Stanimir's mission); Werewolves in the Mist reaches its combat skill.
climax too early; and Creeping Fog offers little setup or Upon their arrival in Vallaki, the players can find shelter at
emotional investment. Most significantly, aside from the Blue Water Inn, and—if she is with them—help Ireena
Mysterious Visitors, no adventure hook leads the players seek shelter at St. Andral’s Church. The act ends when the
directly and inevitably to a final confrontation with Strahd. players take their first long rest in Vallaki.
Custom adventure hooks that tie player backstories directly
to Barovia (e.g., by allowing players to rescue a lost loved Act II: The Shadowed Town
one) tend to fall flat for three reasons: they lack a direct tie to For characters of 4th level and higher.
Strahd; they distract the players from the fight with Strahd; In this act, the players are left to explore the shadowed
and they violate principles of verisimilitude (i.e., by making town of Vallaki—a Barovian settlement that has fallen to
Barovia a far busier place than it deserves to be). Importantly, tension and conflict in the wake of Strahd's awakening.
players receiving such hooks may struggle to understand the As the players seek to complete lingering obligations—
importance of Madam Eva's Tarokka reading, especially while escorting Ireena to St. Andral's Church, purchasing and
they retain unfinished business in the valley. delivering a toy for the Vistani child Arabelle, and uncovering
However, a large subset of Curse of Strahd DMs the Tome of Strahd—they meet new allies and enemies,
nonetheless prefer tying player backstories to Barovia in including Father Lucian, the priest of St. Andral's Church;
order to promote player engagement and emotional Izek Strazni, Baron Vallakovich's brutal enforcer; and Lady
investment in the campaign itself. To this end, the Barovian Fiona Wachter, the Baron's Strahd-loyalist rival.
Relics hook provides players with reasons to journey to At St. Andral's Church, the players will be tasked with
Barovia that will inevitably lead them to a direct recovering the stolen bones of St. Andral in order to protect
confrontation with Strahd. Meanwhile, Lost in the Mists the church's holy protection. At the nearby Vistani
serves as a fleshed-out substitute for Creeping Fog, aiding encampment, the players will have an opportunity to prove
DMs who would prefer to keep Barovia as an eerie and themselves heroes by finding and rescuing Arabelle following
alienating location. her mysterious disappearance—and receive a mysterious
prophecy if they do. And at Wachterhaus, the ancestral home
of House Wachter, the players will be given a choice: slay Izek
Strazni and allow Lady Wachter to seize power—or do
nothing, and allow the Baron's mad reign to continue.

51
Meanwhile, one of the players begins to experience haunting Act IV: Into the West
apparitions, leading them to discover the tragic fate of Stella
Wachter's soul—and an opportunity to restore her broken For characters of 6th level and higher.
mind. Simultaneously, a nocturnal killer haunts Vallaki's In this act, the players have an opportunity to delve more
streets, secretly working to drive the disguised vampire deeply into the hooks they've received into the western
hunter Dr. Rudolph van Richten out of hiding. portion of the valley, including the revenant's invitation to
Through it all, the players will have an opportunity to seek Argynvostholt, the location of the Holy Symbol of Ravenkind,
out clues leading to the hidden location of the Tome of and the identity of Strahd's foretold enemy.
Strahd, which—depending on the Tarokka reading they Upon gaining access to the village of Krezk, the players will
received—may be hidden in the Baron's mansion or in have an opportunity to assist Baron Dmitri Krezkov in finding
Wachterhaus. And as the date of the Festival of the Blazing and rescuing his son, Ilya—a secret werewolf like his father—
Sun approaches, Izek Strazni and Ireena Kolyana grow from the hidden werewolf den nearby. There, the players can
closer to a fateful, yet tragic encounter. meet Zuleika Toranescu, a werewolf priestess of Mother
Act II ends when the players reach 5th level. However, the Night who asks them to rescue her mate, Emil, from the
players can still complete unresolved arcs from this act even dungeons of Castle Ravenloft in exchange for the Holy
after Act III begins—assuming, of course, that those arcs are Symbol of Ravenkind.
still possible to complete. While within Krezk, the players can also meet the Abbot of
the Abbey of Saint Markovia, a deva. Though the players can
Act III: The Devil's Hand accept the Abbot's request to obtain a wedding dress from
For characters of 5th level and higher. Vallaki in exchange for his resurrection magic, the spirit of
In this act, the players receive a plea from Urwin Martikov Saint Markovia warns them that he has fallen from grace—
to investigate the Wizard of Wines winery—and an invitation and that they must obtain the holy symbol of the cleric Tasha
from Strahd to dine at Castle Ravenloft. Petrovna from the catacombs of Ravenloft in order to restore
If the players agree to Urwin's request, they are joined by him.
Muriel Vinshaw—the secret identity of the disguised Should the players visit Argynvostholt, the former
wereraven that they rescued near Tser Pool. As the players headquarters of the Order of the Silver Dragon, they can
work to free the winery from the scourge of druids and learn the ancient history of the Order—and the nature of its
blights that have invaded it, Muriel relays an excerpt of current schism. From Sir Godfrey Gwilym, they can also
Strahd's foretelling to Davian Martikov, an elder wereraven learn that Kasimir Velikov, a dusk elf mage, shares an
and the leader of the Keepers of the Feather. interest in the mysterious Amber Temple and has attempted
Upon freeing the winery from the druids' clutches, Davian to visit it in the recent past.
asks them to journey to Yester Hill to the south, where the As the players explore the mansion, the spirit of Argynvost
druids are plotting a dark ritual that threatens the vineyard's himself will set them a dangerous task: to recover his
destruction. Upon defeating the druids, the players will have remains from the Hall of Bones in Castle Ravenloft. If the
an opportunity to speak with Strahd by the Whispering Wall players assisted Lady Fiona Wachter in becoming
and to learn of the hidden settlement of Soldav from Kavan, Burgomaster in Act II, Vallaki's forthcoming "Blood Tax" can
the spirit of an ancient Mountain Folk chieftain. provide a night on which Strahd will be absent from the
Once the players have recovered the winery's stolen castle—and therefore present a perfect opportunity for a
gemstone and returned it to Davian Martikov, they can learn heist.
the true nature of the Keepers of the Feather and gain If the players infiltrate Castle Ravenloft, they can recover
Muriel's knowledge of Strahd's cryptic fortunetelling. Argynvost's skull from the Hall of Bones, Emil Toranescu
Should the players accept Strahd's invitation to dine at from the castle dungeons, and Tasha Petrovna's holy symbol
Ravenloft, they will be escorted by Strahd's black carriage to from the catacombs beneath the castle. Along the way, they'll
the castle, where they will meet Strahd's servants, brides, likely do battle with any or all of Strahd's brides.
and consorts. After dining with Strahd himself and learning By returning Argynvost's skull to Argynvostholt, the players
of the castle's history, the players will have an opportunity to can relight the beacon of the Order of the Silver Dragon,
tour the castle, to dance with Strahd's brides, and—if they bringing hope to the valley and allowing the revenants' spirits
choose—to solve a brief mystery on Strahd's behalf. to find peace. By rescuing Emil, they can gain a powerful ally
Act III ends when the players complete or refuse both the in defeating the current leader of the werewolf pack, Kiril
Martikovs' quest and Strahd's dinner invitation. However, the Stoyanovich, and win the Holy Symbol of Ravenkind. Finally,
players can still complete the Martikovs' quest until the end by obtaining Tasha Petrovna's holy symbol and defeating the
of Act IV, at which point the tree blight Wintersplinter Abbot in combat, the players can restore the grace of his
destroys the winery if the druids' ritual hasn't already been divine spirit, providing Krezk with a mighty protector.
stopped. Act IV ends when the players recruit Kasimir to journey to
the Amber Temple. However, the players can still complete
unresolved arcs from this act even after Act V begins—
assuming, of course, that those arcs are still possible to
complete.

52
Act V: Secrets of the Valley Act V ends when the players first enter the Swamp Fane
(in Berez), Mountain Fane (by Old Bonegrinder), or Forest
For characters of 8th level and higher. Fane (on Yester Hill). However, the players can still complete
In this act, the players journey with the dusk elf Kasimir unresolved arcs from this act until all three Fanes have been
Velikov to the Amber Temple, traveling along Tsolenka Pass reconsecrated—at which point all quests will become
as they ascend Mount Ghakis. As they do, they can befriend impossible to complete.
the Mountain Folk of Soldav, including Elder Burebis, an
ancient storm giant and devotee of the Ladies Three. From Act VI: The Curse of Strahd
Burebis, the players can learn of the three Fanes of Barovia, For characters of 9th level and higher.
and of the profane knowledge that Strahd took from the In this act, the players reconsecrate the Swamp Fane, the
Amber Temple to desecrate them. Mountain Fane, and the Forest Fane. Soon after the last Fane
After overcoming the trials of Mount Ghakis's slopes, is restored, however, Strahd's masterstroke unfolds. By
including Strahd's chamberlain Rahadin, the giant goat releasing the stored energy bound within the Heart of
Sangzor, multiple fiends corrupted by the Amber Temple, and Sorrow, Strahd plunges Barovia into an eternal night—and
the roc of Mount Ghakis itself, the players can finally arrive at turns the valley itself into desecrated ground.
their destination. Within the Amber Temple, the players can As an undead apocalypse threatens to overwhelm the
obtain the broken hilt of the Sunsword, as well as the arcane Barovian people, the players must journey to Castle Ravenloft
secrets that Strahd used to corrupt the Barovian Fanes—and to face Strahd at the Heart of Sorrow. As the final battle
which can, in turn, be used to restore them. unfolds, the Heart of Sorrow shows visions of Strahd's
Upon restoring the memory of the lich Exethanter and undead siege from across Barovia—and of the heroic
sharing with him the schematics found in the Tome of resistance shown by the allies and friends that the players
Strahd, the players can also learn Strahd's ultimate plan: to have made across their journey:
channel the power of the Fanes into the indestructible Heart Village of Barovia. If the players escorted Ireena to
of Sorrow within Castle Ravenloft, which Strahd will use to Vallaki, reconciled Doru with Father Donavich, befriended Dr.
tear open the Mists and escape. The players will also learn Rudolph van Richten in Vallaki, and inspired Ireena to reject
that Strahd plans to consume the souls of all Barovia in order Sergei's invitation, the village of Barovia is saved by the
to power his audacious scheme, and that he cannot ever truly leadership and prowess of Ismark Kolyanovich, Doru and
be killed unless severed from the Fanes' power. Donavich, Dr. Van Richten and the ghost Erasmus van
With the broken hilt of the Sunsword in their hands, the Richten, and the spirit of Sergei von Zarovich.
players are called by a mysterious voice to return to the Town of Vallaki. If the players restored the soul of Stella
Shrine of the White Sun in Krezk. There, they can meet the Wachter, aided Lady Fiona Wachter in defeating Izek Strazni,
spirit of Sergei von Zarovich, who offers to use the power of located the missing Vistana Arabelle, recovered the stolen
the blessed pool to restore the Sunsword's radiant blade. bones of St. Andral, and rescued the Blue Water Inn from
If Ireena still accompanies the players, Sergei invites her to Baba Lysaga, the town of Vallaki is saved by the power and
take sanctuary with him—an offer which she denies if the foresight of Lady Fiona Wachter and her cult; the young
players have treated her with kindness and courage. If she mage Victor Vallakovich; the Vistani Luvash, Arrigal, and
rejects him, Sergei advises Ireena to journey to the ruined Arabelle; the dusk elves; the priest Father Lucian Petrovich;
manor in Berez, where a wandering spirit can help her learn and the wereravens Urwin Martikov and Danika Dorakova.
the true nature of Strahd's curse—and her own. Village of Krezk. If the players rescued Ilya Krezkov from
Soon after descending Mount Ghakis, the players also the Werewolf Den, rescued Emil Toranescu from the
learn that the swamp-witch Baba Lysaga has sealed the dungeons of Castle Ravenloft, and restored the Abbot's divine
Wizard of Wines and Blue Water Inn within dual mirage grace, the village of Krezk is saved by the might and savagery
arcane spells and taken Muriel Vinshaw prisoner at her of the redeemed Abbot, the Belview mongrelfolk, the
creeping hut—and that she plans to return with an army of Krezkov werewolves, and Emil's new werewolf pack.
wereraven-slaying strix to exterminate the Keepers of the Wizard of Wines. If the players saved the Wizard of Wines
Feather for good. from the druids and Wintersplinter, defeated Baba Lysaga,
In Berez, the players can do battle with Baba Lysaga, and relit the beacon of Argynvostholt, the winery is saved by
freeing Muriel and the swarms of other ravens that Baba the combined efforts of the Keepers of the Feather and the
Lysaga has kept captive. Should the players bring Ireena to spirits of the Order of the Silver Dragon.
Marina's Monument nearby, they can also encounter the Settlement of Soldav. If the players aided the Mountain
ghost of Burgomaster Lazlo Ulrich, the father of Marina Folk within the Amber Temple and reconsecrated the Fanes
Ulrich—one of Ireena's past lives. of Barovia, the settlement of Soldav is saved by the sudden
Ulrich can guide the party to Marina's Monument within arrival of the Mountain Folk warrior Helwa, the chieftain
the swamp, where Ireena can experience the deaths of her Kavan and his warband of spirits, the bestial spirits of the
past lives and learn the terrible truth: that, in order to escape Huntress, and the roc of Mount Ghakis itself.
Strahd's predation, each of her past lives ultimately accepted
the gift of the Dark Powers themselves—the oblivion of death. Should the players defeat Strahd, the Mists vanish and the
With the players' aid, Ireena can defy the Dark Powers' sun rises over Barovia once again—a free land, at long last.
temptations and reclaim a power of defiance and hope.

53
A Taste of Horror
The following pages contain a guide to the first
acts arcs of the campaign: Act I: Into the Mists and
Act II: The Shadowed Town. Updates providing
additional content are expected to follow regularly
on the /r/CurseOfStrahd subreddit. You can sign up
to receive update notifications in your email inbox
by joining the free DragnaCarta community on
Patreon.
You can also get an early peek at drafts of the
chapters involving Act III: The Devil's Hand, as well
as outlines and notes for all following acts and arcs,
by supporting this guide on Patreon.

54
Act I: Into the Mists

I
n this act, the players are lured into the haunted When the relics they carry sense the presence of Death
Death House, which mystically transports them into House, however, the players are led through Daggerfords’
the land of Barovia. As the players gain their rainy streets and into the house’s waiting threshold.
bearings, they travel to the village of Barovia, where Once inside, the players are trapped and told that a
they meet burgomaster Ismark Kolyanovich and his monster will hunt them down once it awakens. They have six
sister, Ireena Kolyana, and learn about the hours to find it first and either appease it with a suitable
mysterious Strahd von Zarovich, a vampire that has sacrifice—or kill it. As they explore the house, they come to
recently awoken to plague the Barovian valley. learn the house’s lurid history, as well as the true identity of
The players are asked to escort Ireena to the nearby town the beast that lurks beneath.
of Vallaki for safety; if the players agree, Ireena also asks If the players kill the monster, the house begins to collapse,
them to assist in the burial of her late father, Burgomaster forcing them to flee or be lost in the rubble. Upon emerging,
Kolyan Indirovich. While at the local church, the players meet they find that their surroundings have changed, transporting
Doru, a vampire spawn at war with his bloodthirsty nature, them to the darkened land of Barovia.
and have an opportunity to reconcile him with his father, the
priest Donavich. A1. Daggerford
Upon receiving a warning and invitation sent in a dream
from the Vistani seer Madam Eva, the players depart the A1a. The Nightmare’s Bridle
village of Barovia for a Vistani encampment at nearby Tser If one or more of your players are using the Barovian Relics
Pool. Following a brief encounter with Strahd himself, the hook, read the following text. Otherwise, proceed to A2.
players receive a mystical Tarokka reading from Madam Eva, Death House below.
who foretells the location of three mystical artifacts—and a
companion—who will help them defeat Strahd. It’s the evening before Highharvesttide, and a storm has
As the players travel to Madam Eva's camp and the nearby descended over Daggerford, with dark clouds pouring
town of Vallaki, they encounter a number of characters with cascades of rain down upon the town below. Despite the
ties to possible future adventures, as well as some adversarial weather, however, the town buzzes with anticipation of the
encounters that will test their tactics, coordination, and
combat skill. impending falltime festival, each home filled with warmth and
Upon their arrival in Vallaki, the players can find shelter at joy. Bright, cheery candlelight twinkles from every window,
the Blue Water Inn, and—if she is with them—help Ireena and the sounds of song and dance echo throughout the wet
seek shelter at St. Andral’s Church. The act ends when the and muddy streets.
players take their first long rest in Vallaki. Amidst the merriment, however, you stand apart. Neither
locals nor visitors, you’re vagabonds—travelers, ghosts
Milestones
passing through an unfamiliar town. As laughter rings out from
The players begin this act at 2nd level and should end it at inns and homes, you face a simpler, starker dilemma: the
4th level, gaining milestone XP when they successfully do any quest for shelter.
of the following:
Every room in this town is claimed, every hearth filled to
discover the secret staircase in Death House (200 XP) bursting, leaving you in the grip of the bitter storm. Until, that
successfully escape Death House, either after appeasing is, the owner of the ramshackle Nightmare’s Bridle tavern
or defeating its monster (400 XP)
bury the remains of Walter Durst, thereby putting the offers you a grudging reprieve: the hayloft above their stable.
spirits of Death House to rest (100 XP) It’s nothing to boast about, leaving the biting cold and the
bury the remains of Burgomaster Kolyan Indirovich in the lingering scent of musty hay as your only companions. But it’s
cemetery of the village of Barovia (400 XP) a roof over your heads nonetheless—a small mercy on a night
reconcile Doru with his father (100 XP) such as this.
receive the Tarokka reading from Madam Eva (500 XP) One by one, you find a home amidst the muck and hay.
find lodging in Vallaki (900 XP)
Overhead, rain lashes the stable, thunder punctuating the

Arc A. Escape From Death rhythmic drumming on the roof. Flashes of lightning lance
across the skies, casting the stable’s interior in stark lights and
House darks. Rainwater drips steadily down through a leak in the roof,

The players begin in the town of Daggerford on the night snaking its way across the floor until it pools in the corner.
before Highharvesttide, an annual feast and holiday Here, then, you find yourselves: huddled in the darkness
celebration. The local inns are full for the night, and the amongst strangers, while joy and mirth dance just out of
players—vagabonds with little coin or company to speak of— reach.
find shelter in the stable of the Nightmare’s Bridle, a
ramshackle tavern on the outskirts of town.

55
Invite the players to describe each character's appearance Wanderer's Scarf. The scarf is carried away by the wind,
and countenance, how they’ve positioned themselves, and its patterns shifting and turning in the air as it whirls
how they’ve arranged their belongings. through the streets toward Death House.
When the players have finished introducing themselves, If the players give chase, read:
read:
You emerge from the hayloft into the swirling mists beyond,
A searing bolt of lightning rends the sky, illuminating the
the stones of Daggerford's streets slick and gleaming beneath
evening in a blinding flash of stark white. The booming
your feet. The city’s laughter and cheer is now but a hollow
thunder that follows is so loud it shakes the very ground
echo, the brightness of its revelry drowned in the fog that
beneath you, causing the timbers of the stable to creak and
encircles you. The taste of the cold, damp air is sharp on your
groan.
tongue, and the sound of your own breath loud in your ears.
The light of the strike lingers unnaturally, silhouetting small
Your relics call you forward, the mists parting to make way.
wisps of fog that twist through the air. A thick, ankle-deep
You move slowly at first, then faster, your hearts pounding in
mist gathers outside, shrouding the earth in a ghostly veil. Its
your chest. As you venture deeper into the fog, each step you
tendrils curl invitingly, as though beckoning you to the
make feels heavier, each echo of thunder a beat in this
darkness beyond.
relentless march.
The rain continues to pelt the roof above, but the wind no
The fog swallows the town, buildings reduced to looming
longer howls, and the merry sounds of Daggerford’s festivities
shadows, their shapes dancing and flickering in the storm's
seem muted and distant. The horses in the stable beneath stir
sporadic flashes of lightning. Rain drums a relentless rhythm,
uneasily, their whinnies echoing loudly in the stillness. An
the patter of drops on cobblestone accompanying the distant,
uneasy feeling sweeps through the hayloft, a cold shiver that
mournful peal of thunder. For brief moments, you can feel
has nothing to do with the wind or rain.
something else beneath your feet: the steady pounding of a

One by one, the players’ relics then react as follows, in the deep and distant heartbeat.
following order. You're pulled left, then right, then left again, the relics
guiding you through the murky labyrinth. Distance and
Stone Crest. The crest emits a low hum and smells of direction have lost all meaning, the shadows around you
pine needles and earthy soil, which both grow stronger
when the crest is moved toward Death House. contorting in twisted shapes. Your blood sings in your ears,
Broken Blade. The blade emits a high-pitched hum and and the air grows denser, electric, as the energy of the storm
begins to tremble violently, spinning like a compass —of the chase—swells with reckless abandon.
needle in the direction of Death House. And then—the pounding stops.
Dragon's Scale. The scale burns icy cold, one end The thunder pauses.
glowing with a bright, silver light in the direction of Death
House. And the mist breaks.
Sunrise Medallion. The medallion shines with a warm, The fog pulls back like a curtain, revealing a tall, eerie
golden glow, emitting rays of bright light in the direction of silhouette that towers in the gloom before you.
Death House.
Amber Shard. The shard glows with amber light and tugs This is Death House.
its cord in the direction of Death House.
Wolf's Tooth. The tooth lengthens, glowing with silver A2. Death House
moonlight, and tugs its cord in the direction of Death
House. If one or more of your players are using the Lost in the Mists
Crumpled Page. The ink on the page glows with amber hook, read the following text. Otherwise, proceed to A2a.
light, the runes reshaping themselves into a map that The Arrival below.
shows the page's location—and an arrow that guides
toward Death House. Highharvesttide in Daggerford. It’s a time of joy and
Tattered Banner. The sound of war-drums fills the air, celebration, of hearth and home, of golden laughter ringing
and the banner blows in an unseen wind in the direction out into the night. But tonight, as a storm has swept over the
of Death House.
Electrum Coin. The coin lands on its edge and begins town, you find yourselves apart from the warmth and revelry,
rolling across the muddy cobblestones in the direction of drawn into the cold, dark embrace of mystery.
Death House. As mercenaries, you're no strangers to danger or the
Angel's Feather. The feather is swept away by an unseen unknown. But this—this is different. Over the past few weeks,
wind, its barbs glimmering with golden light as it twirls whispers have spread throughout Daggerford of
through the streets toward Death House. disappearances: ordinary folk, vanished without a trace.
Raven's Feather. The feather is swept away by the wind,
its shadow seeming to dance in the air, as it twirls through
the streets toward Death House.

56
The only connection? A grand, old manor, known in hushed
Strahd & the Cult
tones as “Death House.”
The cult of Death House earned no love from
Tonight, as the storm rages outside, you've been
Strahd in life. But in death, the two parties have
summoned to investigate this mysterious dwelling. The town come to an informal, unspoken understanding. In
crier’s proclamation still echoes in your ears, a bounty for any exchange for the permission to roam far afield
brave souls who dare to uncover the truth. Driven by a mix of from the misty land of Barovia to claim sacrifices,
greed, curiosity, and perhaps a touch of bravado, you stepped
Death House is bound to return to the valley after
each hunting excursion. Should any adventurers
forward. successfully escape the house's bloodied altar,
Now, guided by the faint glow of your lanterns, you traverse they inevitably emerge into Strahd's domain—
the slick, fog-shrouded cobblestone streets. The distant assuring him of a worthy crop of prey to pursue.
merriment is a stark contrast to the eerie quiet around you.
The world has been reduced to hushed whispers and the
steady drumming of rain, a somber serenade to your perilous
2. Main Hall
journey.
When the players pass through Death House’s threshold, any
And then, as if answering an unspoken summons, the mists Barovian relics they carry cease to be active. (For example,
before you part, revealing the grim silhouette of your the sunrise medallion ceases to glow.)
destination: the “Death House.” Its dark, stone façade and The main hall is largely as described in Main Hall (p. 212)
towering spires loom ominously against the storm-tossed sky, but now contains a grandfather clock, which is placed in the
a wordless challenge against your resolve. circular space at the base of the stairs.
Instead of a longsword, the portrait of the Durst family
from 6. Upper Hall (p. 213) now hangs above the fireplace.
A2a. The Arrival In the portrait, Rose is holding a smiling doll wearing a
yellow lace dress. A plaque beneath the portrait reads: Mr.
1. Entrance Gustav and Mrs. Elisabeth Durst, with their two children,
Read all players the following text: Rosavalda and Thornboldt.1
Shortly after all of the characters enter the main hall, the
A grand manor stands before you, four stories of cold, soot- front door slams shut, extinguishing all lights in the house.
stained stone, tall narrow windows, and high peaked roofs The sound of the rain outside completely vanishes, leaving
forming a picture of austere, chilling grandeur. Midway up, a
the house eerily silent.
Bloody letters then begin appearing on the southern wall,
narrow balcony juts out from the third floor, offering a grim
just above the marble staircase. They read as follows:
perch from which to survey the surrounding grounds.
The centerpiece of this imposing facade is the portico, a Beneath this dwelling lurks a beast
stone arch standing sentinel before the house's oaken doors. Who hungers for a bloody feast.
A wrought-iron gate fills this arch, its rusty hinges creaking as He sleeps until the midnight chime
it sways in the wind. Then wakes to feed his dark design.
On either side of the gate, oil lamps hang from chains, their If morsels seek to flee their doom,
light dim and flickering, casting a sickly glow that barely Then bring toward his secret room
pierces the surrounding fog. A gift to soothe his savage mood
Beyond the gate, a set of sturdy oaken doors stand closed, But mind the servants of his brood.
framed by the gate and the lamps. The doors are old and
weathered, their wood darkened by time, but they stand strong The grandfather clock then strikes six o’clock.
and and proud—an unwelcome entrance to the house beyond. A player who opens any outside-facing door or curtain in
A gust of wind sweeps past you, carrying with it a whisper Death House, or who exits onto any balcony, finds that the
of cold dread that sends shivers down your spine. exterior of the house has been surrounded by thick, fleshy
tendrils. Although the tendrils can be damaged, more grow
back swiftly to replace them, sealing the players inside. A
Any players who began with the Barovian Relics hook can player who inspects the tendrils finds that they appear to be
now see the players who began with the Lost in the Mists extruding from beneath the house.
hook, and vice-versa. (If any of the players’ relics flew or
rolled to Death House—as with the wanderer’s scarf or the A2b. The First Floor
electrum coin—they land on the house’s threshold, just
beyond the portico.) The street is otherwise deserted. 1. Cloakroom
The entrance beyond the portico is otherwise as described A player who investigates the cloakroom adjoining the Main
in 1. Entrance (p. 212). Hall can observe an envelope poking from the pocket of one
of the cloaks. The envelope, which is addressed to Lady
Lovina Wachter, contains an invitation. It reads:
57
You are cordially invited to join
Time in Death House
When the clock strikes six, place three six-sided
MR. GUSTAV & ELISABETH DURST dice on the table in front of the players, with each
side showing a six. Each pip on the dice represents
for a celebration of the one-year anniversary of the twenty minutes until midnight.
Durst Mill. As the players explore the house, tick this dice
clock downward to indicate the passage of time,
The Durst Residence, Barovia Village always starting with the die showing the lowest
number. If the lowest die shows a one, you can tick
6 o'clock p.m. it down to “zero” by removing it from the group
13 Neyavr, 348 instead.
The dice clock counts down as follows:
Dinner and refreshments to be served.
Each time the players enter a new floor of the
house or dungeon, tick the dice clock down by
one.
2. Den of Wolves Each time the players make a Perception or
This room is largely as described in Den of Wolves (p. 212). Investigation check to search an entire room,
As the players enter this room, read: tick the dice clock down by one.
Each time the players complete a short rest,
As you crack the door to this room open, you catch a glimpse tick the dice clock down by three.
of something feral beyond: an amber eye that flashes in the The grandfather clock in the Main Hall sounds on
darkness, and a bestial muzzle curled into a snarl. the hour, every hour, and can be heard throughout
the house and dungeon.
If the players proceed, read: When the clock strikes midnight, the flesh
mound in the Ritual Chamber awakens and makes a
beeline for the players, exiting through the Hidden
The door cracks open, revealing a gray-furred wolf frozen into Trapdoor into the Den of Wolves if necessary to
place. It's only a moment before you realize that it's not reach them. At least one minute should pass
moving—and another before you realize that it's not alone. between the time the mound wakes up and the
This oak-paneled room looks like a hunter's den. Mounted time that it first reaches the players, nullifying its
heavy sleeper feature and allowing it to use its
above the fireplace is a stag's head, and positioned around the
multiattack actions.
outskirts of the room are two additional stuffed wolves—a
large gray wolf and a smaller brown wolf. Resting in Death House
Two padded chairs draped in animal furs face a hearth, with Due to their midnight deadline, it is impossible for
an oak table between them supporting an assortment of the players to take a long rest in Death House.
However, the players might still need to take a
objects. A chandelier hangs above a cloth-covered table
short rest. Each time they do so in the main house,
surrounded by four chairs, and two cabinets stand against the they experience one or more of the following
walls. A pair of small toys seems to have been forgotten hauntings:
beneath one of the chairs.
A player hears rats scrabbling up and down the
spaces between the walls. A thick, choking
The discarded toys are small, plush gray wolves, whose stench of rot seeps into the room.
threadbare coats show evidence of heavy mending and A player hears the sound of a woman’s
patchwork. Clumsy stitchwork on their stomachs reads humming emanating from the opposite side of
ROSE and THORN, respectively. a closed door. If the door is cracked open, a
In addition to its other contents, the east cabinet contains cold blue eye stares back before vanishing.
three silvered crossbow bolts mixed in with the other twenty A player hears footsteps descending from the
bolts. Meanwhile, the north cabinet also contains a mounted attic, which stop outside of their door before
piece of child's needlework that depicts a boy and girl holding moving away to the library. Soon after, a
the hands of a young woman, alongside clumsily stitched grinding noise can be heard coming from the
words that read FOR MISS KLARA. The young woman's library—the sound of the secret door.
face has been slashed and cut out. A player hears maniacal laughter echoing from
far below the house.
The first time that no players are looking at them, the three A player hears a pleading female voice in their
taxidermied wolves move. When the players next look at right ear that swears that “it isn’t his.” Another,
them, the large gray wolf is standing beside the smaller colder female voice in the player’s left ear
brown wolf, and the first gray wolf has turned its snarl toward scoffs and says, "You would say that, you little
the others. harlot."
A player that succeeds on a DC 12 Intelligence (Nature)
check can identify the large gray wolf as male and the other
two as female.
58
The wine's label shows that it is from the Wizard of Wines
3. Dining Room winery and provides the name of the wine: Champagne du
Players that approach this door can hear the muffled sound le Stomp. (A player that drinks the wine finds it to have
of a lively dinner feast, including clinking glasses, quiet turned to vinegar, as though it has magically aged
laughter, and distant conversation. If the players open or centuries in mere moments.)
knock on the door, however, the room falls silent, leaving only The piece of lace bears the initial "K" sewn onto one
the stillness and the cold grandeur of the room beyond. corner.
This room is largely as described in Dining Room (p. 213). A successful DC 14 Intelligence (Nature) check identifies
When the players enter it, read: the brown powder as dried silphium, a contraceptive herb.
The parchment scroll reads: "For the light of my life. —G."
You enter into a wood-paneled dining room. The centerpiece If the players read the note, one of the knives in the kitchen
is a carved mahogany table surrounded by eight high-backed flies off of its shelf and embeds itself in the opposite wall.
chairs with sculpted armrests and cushioned seats. A crystal
chandelier hangs above the table, which is set with
A2c. The Second Floor
resplendent silverware and crystal glasses polished to a 1. Upper Hall
dazzling shine. Mounted above the marble fireplace is a
This room is largely as described in Upper Hall (p. 213).
mahogany-framed painting of an alpine vale. When the players enter this room, read:
The wall paneling is carved with elegant images of deer
among the trees. Red silk drapes cover the windows, and a Unlit oil lamps are mounted on the walls of this elegant hall.
tapestry hangs from an iron rod bolted to the south wall. Hanging above the mantelpiece is a longsword with a windmill
The table groans beneath the weight of a delicious-looking cameo worked into the hilt.
feast. Exquisite dishes lay on grand platters: succulent roasted Standing suits of armor flank wooden doors in the east and
poultry glazed with a shimmering honey sauce, perfectly west walls. Each suit of armor clutches a spear and has a
grilled cuts of beef still steaming lightly, a variety of cheeses visored helm shaped like a wolf's head. The doors between
and fresh fruits, and freshly baked breads giving off a them are carved with images of dancing youths.
comforting aroma. The red marble staircase continues its upward spiral to a
third floor, a cold draft whispering down from above.
A player who partakes in the food suffers no ill effects.
4. Kitchen and Pantry 2. Servants’ Room
This room is largely as described in Kitchen and Pantry (p. This room is largely as described in Servants’ Room (p.
213). When the players enter this room, read: 213). When the players enter this room, read:
This undecorated bedroom contains a pair of beds with straw-
You enter a tidy kitchen, with dishware, cookware, and utensils
stuffed mattresses. At the foot of each bed is a closed foot
neatly placed on shelves. A worktable has a cutting board and
locker. A door to the left appears to lead to a closet.
rolling pin atop it. A stone, dome-shaped oven stands near the
In the right-hand corner stands a small wooden door, a
east wall, its bent iron stovepipe connecting to a hole in the
metal button set into the wall beside it. A basket full of
ceiling. Behind the stove and to the left is a thin door.
unwashed laundry appears to have been left beside it.
In the front right-hand corner of the room stands a small
wooden door set into the wall.
The basket contains a man's laundry, including fine suits,
If the players inspect the cookware, they find that the largest tunics, neckties, pants, and stockings. However, a single,
much-smaller woman's slip appears to have been mixed in
kitchen knife is missing. with the rest.
A player who enters the pantry finds that one of the shelves
contains a set of beautiful decorative plates painted with 3. Conservatory
pictures of windmills. One of the plates appears to have been Players that approach this door can hear the faint sound of a
knocked off of the shelf and lies in shattered pieces on the harpsichord playing from beyond the doors. If the players
floor, leaving an empty spot in the row of plates. open or knock on the door, however, the music falls silent.
A few inches behind the empty spot on the shelf sits an This room is largely as described in Conservatory (p. 214).
antique copper pot, its lid slightly ajar. Peeking out from When the players enter it, read:
beneath the lid is the cork of what appears to be a bottle of
wine.
A player who opens the pot finds it to contain a bottle of You enter into an elegantly appointed hall, the windows of
wine, a folded piece of delicate lace, a vial of a brownish dried which are covered by gossamer drapes. A brass-plated
powder, and a bouquet of wilted sunflowers tied to a small chandelier hangs from the ceiling, and upholstered chairs line
scroll of parchment. the walls.

59
Several stained-glass wall hangings depict beautiful men, 4. Library
women, and children singing and playing instruments. A This room is largely as described in Library (p. 213-14).
harpsichord with a bench rests in the northwest corner. Near When the players enter this room, read:
the fireplace is a large standing harp. Alabaster figurines of
well-dressed dancers adorn the mantelpiece. Red velvet drapes cover the windows of this room. An
exquisite mahogany desk and a matching high-back chair face
The Harpsichord. A player who inspects the harpsichord the entrance and the fireplace, above which hangs a framed
finds that one of the keys appears to be permanently pressed picture of a windmill perched atop a rocky crag. Situated in
in the "down" position. A player who investigates the interior corners of the room are two overstuffed chairs.
of the harpsichord finds the cause: a rolled-up piece
parchment tucked beneath one of the strings. Floor-to-ceiling bookshelves line the south wall. A rolling
The parchment is a piece of handwritten sheet music for wooden ladder allows one to more easily reach the high
the harpsichord titled Waltz for Klara. If the sheet music is shelves.
played on the harpsichord, read:
The Desk. A handwritten note sits atop the desk. It reads:
As you press your fingers to the keys, the notes echo, a
haunting melody filling the quiet, dusty room. As you continue
to play, the music seems to take on a life of its own, your Dear Mr. and Mrs. Durst,
hands moving across the keys unbidden as if guided by an In light of my current condition, I respectfully
unseen force.
ask your leave for a brief time away from my
responsibilities.
From the edges of the room, spectral figures begin to
While my devotion to your dear children makes
materialize, spinning and weaving in a ghostly dance as though this decision difficult, I have taken it upon myself
led by the song. Most are unfamiliar to you, but you recognize to find a solution that, I hope, will serve your
two: Elisabeth Durst, in the corner, watching Gustav's household well. A good acquaintance of mine is
experienced in the care of children, and I believe
apparition dancing with a beautiful young woman wearing
that she could assume my role during my
humble clothes. temporary leave without difficulty.
The eyes of Elisabeth's apparition eyes narrow into a cold, I realize that my request is not without its
furious stare. The dancers pay her little heed, however, the complications. However, my years serving your
song growing faster as the spirits whirl to the rhythm of the
family have shown me the depth of your
understanding and compassion. I truly feel that I
harpsichord's crescendo. have become a part of this family, and I look
With a swift movement, Elisabeth reaches for a pendant forward to bringing another member of that family
around her spectral neck—a shimmering amber shard hung on into this world.
a cord of ethereal mist. As her ghostly fist curls around it, her Yours sincerely,
Klara
eyes flash a bright, menacing amber—and the spectral dancers
dissipate, swept away as if by an unseen wind.
Elisabeth's apparition lingers but a moment longer before
The top drawer of the desk now contains a number of
disappearing with the rest. As it does, a sound resonates receipts for candles, daggers, and incense, rather than the
through the room: the low sound of scraping wood, key to 20. Children's Room* (p. 215).
originating from the room across the hall. The floor trembles The Bookshelves. A small rock collection sits upon one of
faintly—and you hear a crash from the mantelpiece. Two of the shelves, each of the stones labeled with its scientific
the alabaster figurines have fallen from their place on the
name.4 (This collection once belonged to Mr. Durst.)
Immediately beside the rock collection is a book titled The
shelf: one, toppled over on its side; the other, shattered across
Tale of ________, with the final word being the name of the
the floor. player character who first found it. It appears blank to any
other creature, but, if read by that player character, tells the
A player who inspects the fallen figurines finds that the story of their life.2
toppled figurine has cracked across its face, arms, and torso, The final written page of this book reads:
and depicts a young and slender female dancer. The
shattered figurine has broken into dozens of pieces, and
appears to have once depicted a comely, older man. A third, ________ pulled the book down from the shelf and
female dancer figurine remains defiantly standing atop the began to read, unaware of the creature that
mantelpiece where all three once stood. watched them from the shadows. Slowly, the beast
began to creep forward.

60
The next page is blank, save for a bloodstain. A search of the
room provides no evidence of any lurking monster. Making Multiple Ability Checks
A character that searches the room and succeeds on a DC As the players explore Death House and the many
15 Wisdom (Perception) check can see flickering candle light secret places within the land of Barovia, don't
emanating from beneath the secret door.4 forget the Multiple Ability Checks rule, found on
The Secret Door. The secret door in this room has two page 237 of the Dungeon Master's Guide, which
components. First, a player must pull on the switch as reads as follows:
described in Secret Door (p. 214). Doing so causes the
bookshelf to swing forward, revealing a blank wooden wall Sometimes a character fails an ability check and
behind it. wants to try again. In some cases, a character is
Once the bookshelf has been moved, the players can see a free to do so; the only real cost is the time it
small panel made of dark wood behind it, built into the wall takes. With enough attempts and enough time, a
at approximately chest level. A small hollow niche, jagged and character should eventually succeed at the task.
To speed things up, assume that a character
irregular, lies at the panel's center and emanates a faint spending ten times the normal amount of time
amber glow. needed to complete a task automatically
The door cannot be opened unless the amber shard from succeeds at that task. However, no amount of
the Master Suite (see below) is placed into the niche. The repeating the check allows a character to turn an
secret door then swings open, allowing the players to enter impossible task into a successful one.
the Secret Room.
In other cases, failing an ability check makes it
5. Secret Room impossible to make the same check to do the
This room is largely as described in Secret Room (p. 214). same thing again. For example, a rogue might try
When the players enter this room, read: to trick a town guard into thinking the
adventurers are undercover agents of the king. If
the rogue loses a contest of Charisma
This small hidden room is packed with bookshelves groaning
(Deception) against the guard's Wisdom
with old and ominous-looking leather-bound tomes. A heavy (Insight), the same lie told again won't work. The
wooden chest with clawed iron feet stands against the south characters can come up with a different way to
wall, its lid half-closed. Sticking out of the chest, its ribs and get past the guard or try the check again against
head caught beneath the lid, is a skeleton in leather armor.
another guard at a different gate. But you might
decide that the initial failure makes those checks
more difficult to pull off.
Change Strahd’s letter to read as follows:

My most pathetic servant, 1. Balcony


I am not a messiah sent to you by the Dark
Powers of this land. I have not come to lead you on
This room is largely as described in Balcony (p. 214). When
a path to immortality. However many souls you the players enter this room, read:
have bled on your hidden altar, however many
visitors you have tortured in your dungeon, know You climb the red marble staircase to its full height, arriving at
that you are not the one who brought me to this a dusty balcony. The air here is dry and musty, but tinged with
beautiful land. You are but a worm writhing in my a strange, coppery scent.
earth.
A suit of black plate armor stands against one wall, draped
You say that you are cursed, your fortune spent.
Your husband took solace in the bosom of another in cobwebs and marked by age. Oil lamps are mounted on the
woman, sired a bastard son, and drove you to faded oak-paneled walls, which are carved with woodland
abandon love for madness. Cursed by darkness? Of scenes of trees, falling leaves, and tiny beasts.
that I have no doubt. Save you from your
wretchedness? I think not. I much prefer you as
you are. When triggered, the animated armor will use one or both of
Your dread lord and master, its multiattack attacks to attempt to push a player over the
Strahd von Zarovich railing using a shove attack, or attempt to grapple its nearest
target before shoving them prone.
If the armor is thrown down to the first floor and the
The players do not recognize the name "Strahd von players do not reveal their presence atop the balcony, it is
Zarovich." unable to observe them with its sixty feet of blindsight, and is
too stupid to think to climb back up.
A2d. The Third Floor A creature that is pushed over the edge of the balcony falls
As the players ascend the spiral stairs to the third floor, two stories, or twenty feet, and takes 2d6 bludgeoning
remind them that they can see down the center of the damage. That creature must succeed on a DC 15 Dexterity
staircase all the way to the bottom floor. (Acrobatics) check or land prone.

61
The Jewelry Box. The jewelry box is empty of valuables.
2. Master Suite Instead, it is filled with grain, with an amber shard resting in
When a player first approaches this door, read: the center of the box. (This amber shard is the unique key to
the secret door in the Library.)
These grand doors loom tall, their dark wood frames enclosing A roll of parchment is half-buried in the grain beside the
a pair of dusty stained-glass windows. Each pane is etched
shard. If unfurled, it reads as follows:
with intricate designs that resemble windmills, their once-
vibrant hues now faded and obscured beneath a thick veil of
Drasha,
grime.
I have selected you as the Beast’s custodian in
Through the dusty haze that prickles your eyes , you catch a my absence. Should the Beast grow unruly or show
glimpse of something through the windows: a silhouette, signs of agitation while I am away, I have left this
standing mere inches behind the glass, lit from behind by a amber shard to weaken it and soothe its fury.
Should the need arise, present the shard and
dim, amber glow. It's still and unmoving, but the mere sight of
speak the Beast's name to quiet its tantrums—but
it seizes your muscles in a vice-like grip, your limbs refusing to
be sure to begone from the house before it
obey your conscious mind. awakens at midnight.
The air around you thickens, its temperature plummeting to So long as the Beast draws breath, it—not you—
a bone-chilling cold. Your breath fogs the glass panes, a is the heart of this house, and no meal shall ever
sate its appetite. Should you linger in its domain, it
delicate frost creeping across them as the house's distance
will mean doom for you all.
creaks and whispers are swallowed by a heavy silence. Elisabeth
The shadow behind the door is nearly formless—
insubstantial—but its presence invokes a primordial dread
deep within your marrow. Your heart beats faster, sweat A player can present the shard and speak Walter's name as a
beading on your forehead, pulse racing through your veins. bonus action while within 30 feet of the flesh mound in the
Slowly, the silhouette begins to turn its head toward yours. Ritual Chamber (see below) to force the mound to make a
And then, just as suddenly as it appeared, the shadow
DC 13 Wisdom saving throw or be dazed until the start of the
player's next turn. (A dazed creature can move or take one
evaporates. The biting cold ebbs away, and the house's quiet
action on its turn, not both. It also can’t take a bonus action or
sounds return once more. a reaction.)
This room is largely as described in Master Suite (p. 214). 3. Bathroom
When the players enter this room, read: This room is as described in Bathroom (p. 215).
You enter a dusty, cobweb-filled master bedroom with
4. Storage Room
burgundy drapes covering the windows. A four-poster bed
This room is largely as described in Storage Room (p. 215).
When the players enter it, read:
with embroidered curtains and tattered gossamer veils stands
against the center wall.
Dusty shelves line the walls of this room. A few of the shelves
A door facing the foot of the bed has a faded full-length
have folded sheets, blankets, and old bars of soap on them. A
mirror mounted on it. In the right-hand corner of the
cobweb-covered broom leans against the far wall.
roomstands a small wooden door, its surface half-rotted by
age. A tarnished metal button is set into the wall beside it.
When a player first approaches within 5 feet of the broom of
A rotting tiger-skin rug lies on the floor in front of the animated attack, it attacks with surprise as soon as they
fireplace, which has a dust-covered portrait of the man and avert their eyes or turn away, thwacking them once upside the
woman from the first-floor portrait hanging above it. A web- head. It then immediately returns to its initial position—now
filled parlor in the southwest corner contains two chairs and a cobweb-free. On its future turns, the broom uses its
multiattack to continue to attack any player not looking at it
table holding several items, as well as a door with a dark, dirt-
who remains within 5 feet, foregoing opportunity attacks
flecked window. against players that move away.
The room also contains a matching pair of wardrobes, a
padded chair, and a vanity with a wood-framed mirror and a 5. Nursemaid’s Suite
silver jewelry box. A soft amber glow emanates from beneath This room is largely as described in Nursemaid’s Suite (p.
the jewelry box's lid. 217). When the players enter it, read:

The Bed. A player that approaches the bed can see that a Dust and cobwebs shroud this elegantly appointed bedroom.
large, bloodstained kitchen knife has been driven into one of A large bed stands against the far wall, its once-opulent
the pillows. coverings now faded and threadbare.

62
Though its appearance is disturbing, players observing the
Beside the bed, a mildew-covered towel covers most of a
spirit feel that it is simply watching them with shy curiosity.
dusty yellowed book on one of its two end tables. On the far The spirit can neither speak aloud nor exit the mirror.
side of the room, you can see a pair of two more stained-glass However, it shows no hostility toward the players, and can
doors, their windows flecked with dirt and grime. answer basic questions by nodding or shaking its head. It
To the left stands an empty wardrobe, its doors slightly ajar. knows everything that the nursemaid did in life. It shows fear
Mounted beside it stands a full-length mirror, its wooden
at any mention of Mrs. Durst’s name, sorrow at any mention
of Mr. Durst’s, melancholic fondness at any mention of Rose
frame carved to resemble ivy and berries.
or Thorn, and despair at any mention of Walter.
To the right, an empty doorway leads into a darkened If the players ask the spirit for aid in reaching the
nursery. You can see the silhouette of a crib, its quiet form basement or finding the “monster,” the spirit steps aside—
veiled by a hanging black shroud. A strange substance seems vanishing from sight—and the secret door behind the mirror
to cover the floor beneath it. slowly swings open. The spirit does not return.
As you look around the room, you notice that the blankets
A2e. The Attic
atop the bed lift slightly away from the mattress, as though
something is lying atop the mattress beneath. As you watch, 1. Attic Hall
you can see the coverings, almost imperceptibly, slowly rise This room is largely as described in Attic Hall (p. 215). When
and fall with low, rhythmic rustling. the players enter this room, read:

The Bed. A player that removes the covers from the bed finds This bare hall is choked with dust and cobwebs. Several doors
that there is nothing beneath them. Instead, the player only lead from this attic corridor, including a door held shut with a
finds a bloodstained mattress and crude hand-and-foot padlock.
restraints made from barbed wire nailed to the four posts of A low creak cuts through the air as one of the unlocked
the bed frame. doors slowly creaks open.
The Doors. A player that exits the bedroom through the
stained-glass doors and onto the balcony sees that the town
of Daggerford has vanished. Instead, the balcony looks out The door leads to the Spare Bedroom (see below).
over an endless, mist-filled chasm. 2. Spare Bedroom
The Book. The book is a cobwebbed copy of a raunchy
romance novel titled Blue-Blooded Lips. It tells the story of a This room is largely as described in Spare Bedroom (p. 215).
peasant woman's romance with a wealthy duke. When the players first enter it, read:
The Nursery. If a player enters the nursery, read:
This cold, dust-choked room contains a slender bed, a
The air in this small nursery is strangely warm and tinged with nightstand, a small iron stove, a writing desk with a stool, an
a coppery scent. Blood-red runes cover the walls, arranged in empty wardrobe, and a rocking chair. A frowning doll in a lacy
concentric circles around the crib in the center, which seems yellow dress sits in the northern window box beside a
to have a name carved into its side. Strange, flesh-like tumors tarnished old music box, cobwebs draping it like a wedding
have grown along the floor around it in sparse clusters, and veil.
slowly pulsate as if they're breathing.
Looking down, you notice that a small object seems to have The players can recognize the doll as the same doll that Rose
fallen beneath the crib. In the distance, you can faintly hear the was holding in the family portrait in the Main Hall.
sound of an infant's soft whimpering.
The music box contains a rusted, bloodstained skinning
knife as well as the key to the padlock on Rose and Thorn's
bedroom door.
The object is a severed human finger with several pieces of The music box also contains two curled-up pieces of
flesh stripped from it. Tiny toothmarks can be seen around parchment. The first parchment shows a basic floor plan split
the wounds. A DC 12 Wisdom (Medicine) check identifies the into three rectangles labeled QUARTERS, SHRINE, and
finger as a woman's, and the teethmarks as a human child's. ALTAR. QUARTERS and SHRINE are connected at the top
The name "Walter" has been lovingly carved into the head by a single line, and at the bottom by a double line, which
of the crib. A successful DC 14 Intelligence (Arcana) connects both to ALTAR. The second parchment contains a
identifies the runes around it as dark necromantic magic. list of unfamiliar names beneath the word RECRUITMENT.
The Mirror. The nursemaid’s specter does not appear in As the players exit the room, the rocking chair begins to
this room. Instead, when a player approaches the mirror, the rock softly and the music box opens and begins to play. The
nursemaid’s spirit appears as an apparition in the glass. sound of motherly humming floats through the air for two
The spirit resembles a pale, skeletally thin young woman, measures, but grows off-key and distorted before coming to a
with all of her fingers and toes removed, her eyes sewn shut, violent, screeching halt. The rocking chair then stops rocking.
and her lips and teeth torn from her mouth. Countless knife-
thin scars line her entire body, including the flesh around her 3. Children’s Room
wrists and ankles, and her hair has been carelessly hacked to This room is largely as described in Children’s Room (p.
stubble. 215-16).
63
In addition to her cantrips, Rose’s aged and faded diary
also contains entries regarding her studies, her friends, her
Profile: Rosavalda "Rose" Durst younger brother, her nursemaid (“Miss Klara”), and
Roleplaying Information arguments between her mother and father. (Rose doesn't
Resonance. Rose should inspire sympathy for her know anything about the content of those fights.)
insecurities and fears, endearment for her Rose knows the way down to the basement, but “isn’t
dedication to Thorn, and gratitude for her earnest supposed to go down there.” If the party convinces her to
efforts to aid the players. show them the way, she points them toward the dollhouse,
Emotions. Rose most often feels apprehensive, revealing the secret entry. In exchange, she asks the players
curious, defiant, or bold. to take her and Thorn's bones with them when they escape,
Motivations. Rose wants to keep Thorn safe and
comforted, and to allow their spirits to finally find
burying them in the garden outside.
peace.
The dollhouse contains small dolls that depict tiny, twisted
Inspirations. When playing Rose, channel Eleven
molds of any characters and creatures currently visible in the
(Stranger Things), Matilda (Matilda), and Lucy
house. The dolls are made of painted resin. Any character
Pevensie (The Chronicles of Narnia). looking inside the dollhouse while in Rose and Thorn’s room
can see the appropriately-placed dolls of all living creatures
Character Information within the manor. The dollhouse only contains rooms within
Persona. To the world, Rose is Thorn's fiercest the house itself, and does not depict the dungeon levels
protector. To those she trusts, Rose is a lost, below.
fearful, and traumatized young girl. When the secret door is revealed, Thorn shyly asks the
Morale. In a fight, Rose would plead for peace, players if he and Rose can accompany them downstairs to aid
but flee with Thorn if that proved impossible. them, and attempts to possess a friendly player if permitted.
Relationships. Rose is Thorn Durst's older sister, When Rose or Thorn attempts to possess a player, describe it
Walter Durst's half-sibling, and the eldest child of as “a child’s tiny hand, desperately seeking the touch of
Elisabeth and Gustav Durst. another soul.”
Profile: Thornboldt "Thorn" Durst A player possessed by Rose can cast the cantrips in her
diary, while a player possessed by Thorn can gain the effects
Roleplaying Information of the mage hand cantrip as an action, without the use of
Resonance. Thorn should inspire sympathy for
his shyness and fear, and endearment for his
components. (The spectral hand is invisible.)
childlike joy. 4. Storage Room
Emotions. Thorn most often feels uncomfortable,
joyous, anxious, or terrified. This room is largely as described in Storage Room (p. 215).
Motivations. Thorn wants to keep close to Rose When the players enter this room, read:
and find toys to play with.
Inspirations. When playing Thorn, channel Neville This dusty chamber is packed with lumpy, squat shapes
Longbottom (Harry Potter) and Piglet (Winnie the draped in dusty white sheets. An old iron stove stands against
Pooh). the right-side wall, next to what looks to be a large trunk
Character Information covered by a sheet.
Persona. To the world, Thorn is a frightened
young boy who clings to his sister. To those he
trusts, Thorn is a quietly observant and insightful
The nursemaid’s specter does not appear in this room.
child.
Instead, a character who opens the trunk finds the
Morale. In a fight, Thorn would cower and cry,
nursemaid’s corpse, with wounds consistent with those seen
pleading for Rose to rescue him. on the spirit’s body in the Nursemaid’s Suite. A DC 14
Relationships. Thorn is Rose Durst's younger Wisdom (Medicine) check reveals that the woman died of
brother, Walter Durst's half-sibling, and the starvation.
youngest child of Elisabeth and Gustav Durst. A player inspecting the remains feels a cold breath on their
shoulder and the unshakeable sense of being watched.
Meanwhile, if another player has previously uncovered a
In life, Rose was a budding wizard who discovered a small nearby mirror from its sheet covering, that player can see an
spellbook in her father’s library, and took great care in apparition of Elisabeth Durst within the mirror staring at the
copying the mending, light, and shocking grasp cantrips into player near the chest. Once observed, the apparition swiftly
her diary.4 vanishes.
As the ghost children speak with the players, Thorn Milestone. Descending into Death House's dungeon level
levitates one of his toys into the air, which falls and breaks. completes a story milestone. When the party gains access to
Rose swiftly uses her mending spell to repair it. If her use of the secret stairs, award each player 200 XP.
magic is remarked upon, she shyly shares her diary’s 5. Guest Bedroom
location, which can be found hidden in the cobweb-covered
pillowcase on her bed. This room is as described in Spare Bedroom (p. 215).

64
6. Secret Stairs This side-corridor branches again to the left and right. On
This room is largely as described in Secret Stairs (p. 217). either side, large standing stone slabs have been set aside to
However, opening the secret door reveals only a stone slab on lean against the walls, opening the way to a pair of dark, quiet
the opposite side, inset with a small bronze panel at crypts. The slab to the right is etched with the name "Walter
approximately chest level. A small hollow niche identical to Durst"; the slab to the left is blank.
the one in the library lies at the panel's center, emanating a
faint amber glow. When the niche is exposed, the amber If the characters enter the Empty Crypt, read:
shard from the Master Suite glimmers faintly and swings in
the air toward it, as though held aloft by an unseen force.
To allow the stone slab to swing open and reveal the You peer past the leaning stone slab to see an empty earthen
hidden stairs on the opposite side, the players must place the crypt.
amber shard into the niche.
When the players enter this room, read: If the characters enter Walter’s Crypt, read:
The secret door opens to reveal a narrow spiral staircase built Swollen, bloody cysts cover the walls of this crypt like tumors.
of aged-looking wood within a tight shaft of mortared stone. From time to time, they pulsate and burst, streams of pus
Thick cobwebs fill the staircase as it descends into the oozing down to collect on the floor. In the distance, you can
darkness below. hear an infant's quiet whimpers.

As the players descend the stairs, read: As the players approach Gustav’s Crypt and Elisabeth’s
Crypt, read:
The broken cobwebs around you sway like a gossamer
wedding veil, beckoning you forward as the ancient stairs This side corridor branches again to the left and right. Large
creak and groan underfoot. The gaping maw of the stairwell standing stone slabs seal the entrance to the tunnels on either
draws you deeper, swallowing you up as you descend further side, blocking the way forward. The slab to the left is etched
down its gullet. You descend one floor—two floors—three. with the name "Gustav Durst"; the slab to the right is etched
The walls of the stone shaft narrow around you, forcing you with the name "Elisabeth Durst." The tunnel here is unnaturally
to hunch your shoulders and pull in your elbows to continue quiet, and a thin mist clings to the floor.
downward. In the darkness, you can only hear the shuffle of
your feet, the choking groan of the stairs, and the pounding of If the characters enter Gustav’s Crypt, read:
your blood in your ears.
Finally, after what feels like hours, the descent levels out, The crypt beyond the slab contains a stone coffin lying atop a
and the spiral staircase ends at a darkened landing of packed dusty stone bier. Silence hangs heavy over the lonely chamber.
earth. A narrow tunnel supported by aged timber braces
stretches ahead of you, its stone walls seeming to bleed with If the characters enter Elisabeth’s Crypt, read:
deposits of streaked, red clay. Eight feet ahead, the tunnel
splits, branching to the left and right. A thick, acrid miasma hangs over the interior of this crypt,
which holds a stone-carved coffin resting atop a stone bier.
The floor before it is littered with the bodies of hundreds of
As your eyes and ears adjust to the cold, subterranean
dead termites. Many cling to the elongated, bloated body of a
corridor, you notice that the tunnel isn't as silent as the
dead termite queen, while others appear to have died atop the
staircase above. An eerie, low-pitched sound echoes through
scarred, mutilated bodies of four larger beetles not far away.
the space—and you soon recognize it as a deep, incessant
chanting.
As the players approach Rose’s Crypt and Thorn’s Crypt,
read:
A2f. The Basement
This side-corridor branches again to the left and right. Large
1. Family Crypts standing stone slabs seal the entrance to the tunnels on either
These rooms are largely as described in Family Crypts (p. side, blocking the way forward. The slab to the left is etched
217-18). with the name "Rosavalda Durst"; the slab to the right is
As the players approach the Empty Crypt and Walter’s
Crypt, read: etched with the name "Thornboldt Durst." Each slab exudes
the silence of a forgotten grave.

65
If the characters enter either crypt, read: The staircase leads to a quiet landing. To the front, the stairs
continue upward and vanish around a bend. To the right, the
This small chamber contains a stone coffin resting on a stone
landing continues straight into a lonely corridor. This tunnel
bier. The air in this crypt hangs heavy with sorrow.
hallway seems surprisingly clean and bereft of debris; at its far

The players cannot help Rose or Thorn’s ghosts find peace by end, another earthen staircase descends into darkness.
placing their remains in their coffins. Neither Rose nor Thorn The incessant chanting that has filled the air of this
finds these crypts comforting. Both prefer to leave as quickly underground complex grows stronger toward the far end of
as possible. this corridor. Its source seems to lie beyond the descending
stairs.
2. Cult Initiates’ Quarters
This room is largely as described in Cult Initiates’ Quarters If the characters enter this area from Dining Hall, read:
(p. 218).
As the characters move to descend to the Well and Cultist
Quarters (p. 218), a sudden splashing sound can be heard— The staircase descends to a quiet landing. To the front, the
which then quickly subsides. stairs continue to descend, opening into a broader chamber.
To the left, the landing continues straight into a lonely
2. Well and Cultist Quarters corridor. This tunnel hallway seems surprisingly clean and
This room is largely as described in Well and Cultist bereft of debris; at its far end, another earthen staircase
Quarters (p. 218). When the players enter this room, read: descends into darkness.
The incessant chanting that has filled the air of this
The ceiling of this dark, earthen chamber rises a foot higher
underground complex grows stronger toward the far end of
than the cramped tunnel. It's supported by thick wooden
this corridor.
posts and cross beams that have rotted with age and bear
deep holes indicative of hungry insects.
Here, a lonely well stands at the center of the room,
If the characters enter this area from Ghoulish Encounter,
read:
surrounded on three sides by several smaller, alcove-like
chambers that have been carved into the walls. Old footprints
The staircase descends to a quiet landing. To the left, the stairs
criss-cross the floor, leading into the alcoves, around the well,
continue to descend, rounding a bend before vanishing into
up a staircase on the other end of the room, and back upstairs
darkness. The incessant chanting that has filled the air of this
the way you came.
underground complex appears to be echoing from below.
An old hempen rope attached to a rusted pulley descends
To the right, the landing continues straight into a lonely
past the mouth of the well, swaying gently in the stagnant air
corridor. This tunnel hallway seems surprisingly clean and
as if just abandoned by an unseen occupant.
bereft of debris; at its far end, the corridor branches left and
right.
The well comprises a 4-foot-diameter well shaft with a 3-foot-
high stone lip, and descends 30 feet to a water-filled cistern.
A wooden bucket hangs from a rope-and-pulley mechanism 4. Dining Hall
bolted to the cross beams above the well. The interior of the This room is largely as described in Dining Hall (p. 218).
shaft is covered with an ash-black species of fungi. When the players enter this room, read:
If the players toss an object down the well and then turn
away, they hear loud splashing and tearing sounds coming This room contains a plain wooden table flanked by long
from below. When they turn back, the object has been torn to benches. Moldy humanoid bones lie strewn on the dirt floor. A
pieces, with large parts missing. thick stench of rot and gore fills the chamber, so coppery with
Replace the silvered shortsword in footlocker 25E with a
book bound in grimy black leather. This journal, which one of blood that you can taste it on your tongue.
the cultists kept as a log of the cult’s victims, contains a list of A few dozen moldy bones have been piled into a grotesque
names and physical descriptions associated with each name. and misshapen pyramid in a dark alcove to the south.
Each entry includes gruesome details describing the victim’s
sacrifice, such as “struggled profusely” or “no sedative 5. Larder
given,”1 and ends with the phrase, "Fed to Walter."
This area is largely as described in Larder (p. 218).
3. Hidden Spiked Pit The grick in this alcove—the warped remains of Gustav
This room is largely as described in Hidden Spiked Pit (p. Durst’s flayed corpse—is coiled on the ceiling, and drops onto
218). If the characters enter this area from Well and Cultist its victim when they enter. A DC 17 Wisdom (Perception)
Quarters, read: check allows a player to determine its presence before
entering.

66
If the players disturb the grick, read:
7. Stairs Down
A horrific creature—a long, flesh-like worm the breadth and This room is largely as described in Stairs Down (p. 218).
length of a human man—drops from the ceiling. Its flayed When the players approach this area, read:
muscles split open to reveal a flapping, gaping maw ringed by
A dark set of chiseled stone steps descends into darkness. It's
hundreds of tiny, humanlike teeth and a gnashing, bony beak.
clear that the origin of the muffled chanting you've been
It lets out a high-pitched, gurgling squeal as it hurls itself
hearing lies below.
forward, writhing, tendon-like tentacles lashing toward your
face.
8. Darklord’s Shrine
6. Ghoulish Encounter This room is largely as described in Darklord’s Shrine (p.
218). When the players enter this room, read:
This area is largely as described in Ghoulish Encounter (p.
218). When the players first approach this area, read: This room is festooned with moldy skeletons that hang from
rusty shackles against the walls, their mouths hanging open in
A deathly stench emanates from this corridor. The stone walls
silent screams.
bear cracked, red stains, and a trail of old bones leads deeper
A wide alcove in the south wall contains a painted wooden
down the tunnel.
statue carved in the likeness of a gaunt, pale-faced man
wearing a voluminous black cloak, his pale left hand resting on
the head of a wolf that stands beside him. The statue's right
hand holds a smoky-gray crystal orb, and its painted gaze
stares down toward you, a cold and cruel glint to its eye.
Five ashen shadows are burned into the walls, with soot
marks stretching across the floor toward the statue.
The room has exits to the west and north. Chanting can be
heard coming from the west.

A player that approaches the orb can hear many voices


whispering the following phrases:
“His gaze burns upon us.”
“The Darklord’s eyes are always watching.”
Additionally, that player’s shadow begins to writhe and
twist, its edges growing tattered and blurred as it lashes
erratically across the floor. A player who touches the orb feels
as though a “dark, ancient evil” has suddenly turned its eye
upon them.
If the orb is removed from its position, the ashen shadows
When a player first enters one of the 5-foot squares at the upon the walls begin to stir. Each round, up to two of the
entrance of the corridors (marked T on the map), three shadows “awaken,” swooping across the walls. As they
ghouls rise up out of the ground in the spaces marked G and awaken, they murmur and moan the following phrases:
attack.
As the ghouls attack, they mindlessly repeat any or all of “Begone from this place!”
the following phrases: “Look not upon us.”
“Return the Darklord’s offering!”
“Beautiful. We’re so beautiful.”
“We are perfect. We are immortal.” Once all shadows have awoken, they attack, with each
“Help us live forever.” shadow preferring to target a different player. If the orb is
returned to its place on the statue, the shadows return to
If the players continue down the corridor, read: their original positions and become dormant once more.
If the players approach the door leading to Cult Leaders’
The trail ends at the center of a quiet intersection. The Den, read:
incessant chanting you've heard since first entering the
dungeon is noticeably louder down the northern branch of the This old wooden door is covered in ancient red stains.
intersection.

67
If the players have not already seen this door from the The wardrobe contains several old robes, a pair of iron
opposite side, add: candlesticks, and an open crate containing thirty torches and
a leather sack with fifteen candles inside it. A rotting aroma
The half-eaten body of a rat lies at its base, its head torn off also emanates from a pair of rotted organs—a half-eaten liver
and half of the spine poking from its severed lower torso.
and a gnawed intestine—lying hidden beneath the hems of
the robes.
Folded inside the foot locker, on top of its other contents, is
Any creature that touches the door becomes adhered to it, a boneless (Van Richten’s Guide to Ravenloft, p. 228) made
whereupon the mimic attacks. The mimic also attacks if its of the recognizable flayed skin of Gustav Durst. When the
takes any damage. foot locker is opened, the boneless springs out to attack the
When the mimic attacks, the victim's hand is sucked inside nearest creature.
of it. The door then deforms, sprouting dozens of mouths and No ghasts attack if a player removes any items from the
eyes, with the nearest mouth attempting to bite down on the foot locker, and there are no hidden cavities behind the walls.
now-stuck victim.
If the mimic is attacked at range by a wary or alerted PC, it A2g. The Dungeon
flees, vanishing around the corner and reappearing as a door,
chest, or longsword elsewhere in the dungeon. 1. Reliquary
9. Hidden Trapdoor
This room is largely as described in Reliquary (p. 219). When
the players enter this room, read:
This room is largely as described in Hidden Trapdoor (p.
219). When the players find and enter this area, read: The dusty stone steps descend past a landing and around a
bend until they end at a cold, rectangular chamber. A thin,
The clay staircase ends at a cramped landing. Six feet above
wafting mist clings to the ground, and the wooden cross
the ground, a half-rotted ceiling of close-fitting planks holds a
beams that support the ceiling groan beneath the weight of
closed wooden trapdoor leading to an upper floor. The
the house and underground complex above.
trapdoor is bolted shut from this side.
The walls of this room are cut with small, chiseled alcoves,
each holding a strange, ghastly trinket or relic. A corridor with
10. Cult Leader’s Den a sagging ceiling exits the chamber and bends out of sight to
This room is largely as described in Cult Leaders’ Den (p. the right. Past it, you can see a stone slope that descends into
219). When the players enter this room, read: black, murky water. The ghostly chant you've heard since
entering the basement is strongest here, and seems to be
This quiet room contains a wooden table flanked by two high-
emanating from the other side of a rusted, closed portcullis.
backed chairs and holding a clay jug and two flagons. Above
You can finally understand the words.
the table is suspended an unlit cast-iron chandelier. Iron
They say, over and over again, in a ceaseless refrain:
candlesticks stand in two corners of the chamber, their
"He is the Ancient."
candles long since melted away. A short corridor at the north
"He is the Land."
end of the room leads to a darkened chamber beyond.

See Darklord’s Shrine for more information on running the 2. Prison


mimic here. This room is largely as described in Prison (p. 219). When
the players enter this room, read:
11. Cult Leader’s Quarters
This room is largely as described in Cult Leaders’ Quarters The sound of clinking chains melds with a quiet, near-
(p. 219). When the players enter this room, read: imperceptible rustling as you round the bend into a long,
darkened dungeon. Rusted shackles hang patiently from the
This room contains a large wood-framed bed, the feather walls, as if waiting to bite into prisoners' flesh once more.
mattress rotted by years of disuse. An old wooden wardrobe
carved with demonic faces stands against the wall to the left,
3. Portcullis
and a faded wooden footlocker stands quietly at the foot of
This area is largely as described in Portcullis (p. 219). When
the bed.
the players approach this area, read:

The room is suffused with a familiar stench of death—but far The floor is submerged beneath two feet of dark, murky water
stronger, mixing with a noxious scent that fills your lungs with that sloshes around your calves and boots. The tunnel forward
every breath. is blocked by a rusty iron portcullis. Beyond its iron bars, you
can make out the dark outline of a half-submerged chamber, a
raised stone dais, and a thick cloud of rolling mist.

68
4. Ritual Chamber
Flesh Mound, 1st Form This room is largely as described in Ritual Chamber (p.
Large undead, chaotic evil
219). When the players enter this room, read:
The smooth masonry walls of this forty-foot-square room
Armor Class 15 (natural armor)
provide excellent acoustics. Featureless stone pillars support
Hit Points 51 (6d10 + 18)
Speed 20 ft. the ceiling, and murky water covers most of the floor. Stairs
lead up to dry stone ledges that hug the walls. In the middle of
the room, more stairs rise to form an octagonal dais that also
STR DEX CON INT WIS CHA
rises above the water. Rusty chains with shackles dangle from
16 (+3) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 5 (-3) the ceiling directly above a stone altar mounted on the dais.
The altar is carved with hideous depictions of grasping ghouls
Condition Immunities blinded, deafened, exhaustion
and is stained with dry blood. A small, white bundle lies atop
Senses blindsight 60 ft., passive Perception 10
Languages — it, surrounded by pulsating, fleshy tendrils.
Challenge 3, or 2 when its heavy sleeper feature is The tendrils run to a breach in the far wall that leads to a
active. dark cave, their fleshy masses connecting to a dark, hulking
shadow that lies within, its bloated mass rising and falling with
Heavy Sleeper. If either of the mound’s forms has
a slow, shuddering rhythm.
been unconscious within the past minute, it can’t
use its multiattack. As soon as you step foot into the chamber, the ghostly
chanting you've heard suddenly falls silent.
Instinctual Defense. When the mound drops to 0 hit
points, it expels each creature currently engulfed by
it. (Those creatures appear prone in an empty space A player that approaches the altar sees that the words "FEED
within 5 feet of the mound.) The mound’s statistics HIM" are carved into its flat stone surface just below the
are then instantly replaced by the statistics of its white bundle, surrounded by several fleshy tendrils inset with
second form. Its initiative count doesn’t change. human teeth. The tendrils belong to the flesh mound (see
below), which awakens and attacks if the tendrils are
damaged.
Actions The bundle atop the altar is the size and shape of an infant
Multiattack. The flesh mound makes two Slam wrapped in swaddling clothes. If unwrapped, the players
attacks. If it has a Medium or smaller creature instead find it to hold a rusted, serrated dagger stained red
grappled, the flesh mound then uses its Engulf on it. with ancient blood.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
The dark shadow in the cave is a flesh mound containing
one target. Hit: 8 (2d4 + 3) bludgeoning damage. If Walter’s spirit and remains.1 It is a swollen, bloated mound of
the attack hits a Medium or smaller target, the bones, flesh, and gore that seems to breathe as its mass rises
target is grappled (escape DC 13). and falls. A player that observes it concludes that it appears
to be sleeping.
Engulf. The flesh mound engulfs a Medium or The cultists' shadows described in “One Must Die!” (p.
smaller creature grappled by it. The engulfed target 220) do not appear when a player climbs the altar. Instead,
is blinded, restrained, and unable to breathe, and it the players have two choices: sacrifice a living creature on the
must succeed on a DC 13 Constitution saving throw
at the start of each of the mound’s turns or take 8
altar, or attack the flesh mound.
(2d4 + 3) bludgeoning damage. If the mound
If a creature is sacrificed on the altar, the flesh mound's
moves, the engulfed target moves with it. The
tendrils accept its corpse and pull it to the mound's lair.
mound can only have one creature engulfed at a There, the mound messily devours it before returning its
time. tendrils to the altar once more. Feeding the mound does not
free the players, because its hunger cannot be sated.
The flesh mound awakens if attacked. When it does, its
subsequent screeching wail causes the earth to tremble,
The wooden wheel that opens the portcullis remains on the sending the Portcullis crashing to the ground if it's been
western side of the gate (i.e., the side facing the Ritual opened and damaging the mechanism responsible for
Chamber). However, the chain-link mechanism to open the opening it.
portcullis has broken, preventing the players from proceeding In combat, the flesh mound begins in its first form. For
without repairing it (e.g., by using Rose’s mending cantrip) or one minute after it has awoken, the flesh mound’s heavy
lifting the portcullis by hand. (If the players lift the portcullis sleeper feature prevents it from using its multiattack actions
by hand and then release it, its weight causes it to shut once in either form.
more unless propped open.) A creature engulfed by the mound’s first form can hear the
faint sound of a baby crying at the center of its swollen bulk.

69
Elisabeth's Amber Shard
Remember that a player in possession of
Flesh Mound, 2nd Form
Elisabeth's amber shard from the Master Suite can Large undead, chaotic evil
present the shard and speak the name "Walter"
while within 30 feet of the flesh mound, forcing the Armor Class 15 (natural armor)
mound to make a DC 13 Wisdom saving throw or Hit Points 51 (6d10 + 18)
be dazed until the start of the player's next turn. (A Speed 20 ft.
dazed creature can move or take one action on its
turn, not both. It also can’t take a bonus action or a
reaction.) STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 5 (-3)

A2h. Escape From Death House Condition Immunities blinded, deafened, exhaustion
When the flesh mound dies, the players can hear the sound Senses blindsight 60 ft., passive Perception 10
of the house’s front door opening far overhead, and the Languages —
distant thunderstorm beyond. Challenge 3, or 2 when its heavy sleeper feature is
When the players next begin to move toward the exit, read: active.

A guttural moan ripples through the air—and a terrifying Heavy Sleeper. If either of the mound’s forms has
been unconscious within the past minute, it can’t
apparition manifests before you: the spirit of Elisabeth Durst,
use its multiattack.
her once-beautiful features now grotesquely distorted. Her
lustrous hair is a wild, disheveled mess, her skin a deathly Innocent Heart. The front of the mound contains a
large, misshapen rib cage. Within the rib cage
pallor, and her lips peeling back to reveal sharp, yellowed
hovers the infant corpse of Walter Durst. Walter's
teeth. An amber shard glows ominously on a cord around her corpse has AC 17, 20 hit points, and the same
spectral neck, a shadowed wisp swirling within its depths. ability scores as the flesh mound. If Walter's corpse
The spirit levitates high above the floor, sunken eyes blazing is reduced to 0 hit points, the flesh mound instantly
with malice and mouth twisted into a snarl. "You may have
dies.
evaded my pet," it rasps, "but I will tear this house apart
before I let you escape." It throws its head back and lets loose Actions
a blood-curdling scream that reverberates across the stone Multiattack. The flesh mound makes two tentacle
walls—and sets the very foundations of the house trembling. attacks and uses its gore spray.
Far above, the grandfather clock begins to chime, the sound Tentacle. Melee Weapon Attack: +5 to hit, reach 10
mounting to a thunderous cacophony. Dust and debris rain ft., one target. Hit: 8 (1d10 + 3) bludgeoning
down as the floor shakes beneath you, the wooden cross damage. If the target is a creature, it must succeed
on a DC 13 Strength saving throw or be knocked
beams of the ceiling starting to splinter and crack. Elisabeth's
prone.
spirit fixes you with a feral grin—and then dissipates into thin
Gore Spray. The mound spews blood and gore in a
air, leaving only echoes of its spiteful laugher as the house
15-foot cone. Each creature in that area must make
rumbles, shifts, and groans. a DC 13 Dexterity saving throw. On a failure, a
creature takes 7 (2d6) necrotic damage and is
blinded until the end of the mound's next turn. On a
success, a creature takes half as much damage and
isn't blinded.

70
The players must flee from the ritual chamber to the A2i. Outside Death House
Entrance of Death House before the entire structure When the players exit Death House, the storm overhead has
collapses upon their heads. However, they don't need to roll slowed to a mere drizzle, and the mists around the house
initiative, and the architectural changes described in The have disappeared. Night has long since fallen, and the waning
Cult is Denied are not present. moon is high in the sky.
Instead, as the players escape the crumbling Death House, Most surprisingly, the players now find themselves in a
they face two additional obstacles. dark forest clearing at the beginning of the Old Svalich Road
Gustav's Ghost. As the players move to exit the Reliquary, (p. 33), rather than in the streets of Daggerford. The road
the ghost of Gustav Durst (use the statistics of a poltergeist, travels west. To the east lie dark, endless woods filled with
but without its invisibility feature) confronts them. Read: the Mists of Ravenloft (p. 23).
The house then collapses into the earth, leaving a dark and
An ethereal apparition appears before you, obstructing the bottomless pit behind. If the players still have it, Elisabeth
stairs—the ghost of a man. He is a gaunt and pale figure, with Durst's amber shard then crumbles into dust. The pit
sunken, haunted eyes and trembling hands, wearing once-fine vanishes the first time the players depart the clearing.
clothing now tattered with age. If they’re still possessing the players, Rose and Thorn’s
"Please," the spirit says, tears beading at the corners of his
spirits end their possessions. The children remark that the
woods look like their home—Barovia.
eyes. "You have to stay here and die. She won't accept
As the players explore their surroundings, they can quickly
anything else." see the top of an old, ruined stone tower poking up through
the treetops. The architecture of the tower is as described in
The spirit is recognizable as Gustav Durst. Gustav pleads Will-o'-Wisp (p. 33), but the interior is not desecrated ground,
with the players to give up, insisting that Elisabeth's spirit is there is no wooden chest on the ground, and there are no
simply too powerful—too fearsome—to disobey. A DC 10 zombies or will-o'-wisps inside or around the tower.
Wisdom (Insight) check reveals that Gustav is terrified of The players can easily surmise that this ruin appears to be
Elisabeth—and ridden with guilt, doubt, and self-loathing. a safe place to spend the night. Rose and Thorn offer to serve
If the players attempt to bypass or attack Gustav, a swarm as sentries while the players rest, watching the woods and
of levitating debris and shrapnel arises around him. He awakening the players should any threats emerge.
pleads with the players again, insisting that he doesn't want The night passes without issue. When the players awaken
to fight them, but that he doesn't know that he has any other the following morning, Rose and Thorn ask the players if they
choice. can bury their remains before proceeding any further, so that
The players can convince Gustav to step aside with a they can finally rest. (The children's spirits will not proceed
successful DC 20 Charisma (Intimidation) check. further into Barovia, instead pleading for the players to allow
Alternatively, if the players reference Gustav's history with them to rest.) If the players bury their remains here, the
Elisabeth and Klara, they can convince him to stand aside children’s spirits thank them before vanishing.
with a DC 10 Charisma (Persuasion) check, succeeding The players can find the beginning of the Old Svalich Road
automatically if they show him empathy or kindness. a short ways through the woods away from the tower. Arc B:
If the players successfully persuade Gustav to stand aside, Welcome to Barovia then begins.
he warns them that "her other servants" are lying in wait Milestone. Escaping Death House completes a story
ahead to block the players' escape. "Don't fear them," he says. milestone. When the party begins their first long rest after
"Their only power is fear." He then vanishes. escaping the house, award each player 400 XP. (This should
The Cult's Return When the players first reach the Family allow the players to advance to 3rd level.)
Crypts or (if they have previously found and opened the
hidden trapdoor described in 32. Hidden Trapdoor, p. 219) Death House Design Notes
the Darklord's Shrine, the spirits of the cult arise to stop The Arrival. The illusory Rose and Thorn have been
them. Read: intentionally removed from this version of Death House in
order to ensure that the players enter the house of their own
The changing rises once more as thirteen dark apparitions volition and trust the real Durst children upon meeting them.
appear around you, obstructing the way forward—as well as The countdown and poem have been added to provide the
players with a clear sense of direction and purpose while
the way back. Each one resembles a black-robed figure holding
exploring the house, and to prevent the players from taking a
a torch, but the torch's fire is black and seems to draw light long rest (and therefore disrupting the balance of subsequent
into it. Where you'd expect to see faces are voids. "He is the combat encounters) while doing so.
Ancient!" they chant, over and over. "He is the Land!" The First Floor. The feast in the dining room has been
made intentionally harmless in order to encourage the
The apparitions are harmless and intangible figments that players to trust the safety of Strahd's dinner invitation when
can't be damaged, turned, or dispelled. At the end of each they later receive it. Additional clues have been added to
round, each player that remains between the apparitions convey to the players the relationships within the Durst
must succeed on a DC 10 Dexterity saving throw or take 2 family, including Mr. Durst's affair.
(1d4) bludgeoning damage from falling debris. The Second Floor. Clues have been added to ease the
discovery of the library's secret room and to convey the depth
of Mr. Durst's affair, as well as the nursemaid's pregnancy.

71
The dog Lancelot, a popular community character, has been
intentionally cut from Death House to avoid providing the
players with an easy sacrifice to make at the altar in the ritual
chamber—a sacrifice that is no longer functional (because the
cult no longer releases the players upon making a sacrifice)
and which rings hollow when compared to the campaign that
procedes it (because Strahd's "hunger" cannot be sated.)
The Third Floor. The nursemaid's specter now serves as a
vital tool that allows the players to find the attic staircase
without undue frustration or delay. Additional clues have
been added to convey the fate of Walter, Mr. Durst, and the
nursemaid.
The Attic. Clues have been added to convey the
nursemaid's fate and the founding of Mrs. Durst's cult.
The Dungeon. Several of the encounters in this area have
been changed to reduce the probability of a TPK and to teach
the players to act cautiously and make wise decisions. In the
ritual chamber, the cult is no longer willing to accept the
sacrifice of a beast (e.g., Lancelot), foreshadowing that Strahd
will not be content with Ireena alone. The shambling mound
has been replaced by a two-stage flesh mound, whose
statistics have been calibrated to provide a challenging fight
without risking a TPK.
Escape From Death House. The original "escape from
Death House" sequence has been replaced with a pair of
social encounters that reward the players for investigating the
history of the house, and which serve to foreshadow the
characterizations of Sergi von Zarovich, Lady Fiona Wachter,
and Strahd's brides and servants in the adventure to come.
The frequent community addition of a skill challenge to
escape the house has been removed to ensure a smooth and
simple transition from the flesh mound's death to the players'
exit from the house, to remove any friction with players who
may struggle to learn the mechanics of a new system of
gameplay in the heat of the moment, and to preserve the
players' immersion in the narrative of the escape, rather than
its gameplay.
This guide has intentionally foregone a popular community
addition that places a bottle of wine—courtesy of Strahd—at
or near the exit of the house. Strahd is not omniscient, and
the players' efforts to avoid or foil his spies will prove a
recurring aspect of gameplay through the adventure.
Moreover, Death House is too far from Barovia proper for
Strahd to have obtained and delivered a fresh bottle of wine
to its location. A villain is only as evocative as their
limitations, and Strahd has many. Finally, it is an intentional
design choice of this guide that the players do not encounter
Strahd directly until their meeting at the River Ivlis
Crossroads, which ensures that their relationship with
Strahd before then is built solely on rumor, second-hand
knowledge, and superstition. Earlier direct exposure would
wholly spoil this effect.

72
Arc B: Welcome to Barovia
In this arc, the players travel to the gloomy village of Barovia,
which has been ravaged by death and despair in the wake of
Strahd’s revival. When a disguised wereraven guides them to
the Blood on the Vine Tavern, they meet Ismark, the eldest
child of the village’s recently deceased burgomaster.
In exchange for food, shelter, information, and assistance
against Strahd, Ismark asks the players to escort his sister
Ireena—a target of Strahd’s interest—to St. Andral’s Church
in the walled town of Vallaki to the west, where he believes
she will be safe. Ismark is soon approached by "Mad Mary," a
villager whose daughter, Gertruda, has recently left the
village in search of her betrothed.
If the players agree to help him, Ismark escorts them to the
Burgomaster's Mansion. There, Ireena insists on a burial for
her father before departing, which can be performed at dawn
with the aid of the village’s priest, Father Donavich. As the
players rest in the mansion, they receive a shared dream from
the Vistani seer Madam Eva, who warns them that they are in
grave danger and invites them to journey to her tent at Tser
Pool Encampment to learn their fates.
Upon delivering the Burgomaster's coffin to the church the
following dawn, the players can meet Doru, Father
Donavich's son, who Strahd transformed into a vampire
spawn as punishment for his rebellion. The players then face
a choice: Will they destroy Doru, as Father Donavich requests
—or spare him?
B1. Old Svalich Road
This scene largely unfolds as described in Old Svalich Road
(p. 33). However, as the players travel down the road away
from Death House's clearing, read:
Heavy mists roll in across the road, creeping between the
weather-worn trees like gnarled, ghostly fingers. The air carries
an unnatural chill, and the hush of silence falls over the woods
like a burial shroud.
As you walk, something catches your eye—a hunched
silhouette in the fog, watching silently from the underbrush.
Then, as quickly as it came, it vanishes.

Pause briefly to allow the players to interject. If they do not,


proceed to read the following:
Your footsteps quicken on the path, boots squelching in the
wet brown mud. Gray-tinged light filters weakly through the
treetops—and then darkens, an enormous avian shadow
overhead briefly blocking out the day. It disappears, leaving
not even a stir to the air in its wake.
Not moments pass before the daylight blinks out once
again—this time, by a reptilian silhouette that soars across the
heavens, batlike wings spread wide. It, too, plunges into the
mists, devoured by the fog as dozens of tiny, birdlike shadows
flit among the ancient branches far above. The birds'
silhouettes follow the dragon's into the mist, and silence falls
once more.

73
More visions come, fleeting and ephemeral, like whispers on
What Happened to Dalvan?
the wind. A tall, slender figure looms in the darkness,
In the wake of Strahd's attack on the village of
feathered wings spreading elegantly from its back before it,
Barovia, one of the survivors—a young man named
too, melts into the shadows. In the distance, a broad- Dalvan Olensky—was overcome with terror and
shouldered silhouette lurks among the moss-covered trunks, despair.
the shadow of an axe across its shoulder as it slowly curls a Determined to find a way free from Barovia,
clawed, swollen hand. It hold your gaze for a moment, then
Dalvan traveled to the Vistani encampment at Tser
Pool, seeking out the reputed Vistani seer Madam
fades back into the fog from whence it came. Eva. There, Madam Eva read his future in the
A final figure—a tall, cloaked silhouette sitting atop a horse Tarokka cards, and drew the Horseman—a card
whose shadowed mane seems to ripple like flames—flickers that predicted that he would die in the Barovian
in the fog betwixt three ancient yews. It seems to appraise valley.
Panicked, Dalvan returned to the village of
you, its presence palpable even from a distance—and then a
Barovia under cover of night, stole a horse and
roll of distant thunder echoes across the skies. Before you can compass, and set off for the eastern road out of
even blink, the figure is gone, the forest falling silent once Barovia. When the Svalich Road seemed to end,
more. Dalvan delved into the woods, crossing through
the mist and reemerging on the opposite side of
the road.
These silhouettes depict, in order: Madam Eva, the Roc of A terrified, desperate, and delirious Dalvan
Mount Ghakis, Argynvost, the Keepers of the Feather, the repeated the loop forty-three times, his stolen
Abbot, Izek Strazni, and Strahd von Zarovich. The figures are horse expiring of exhaustion halfway through. It
illusions of the mists, and bear no deeper bond to the wasn't long before Dalvan succumbed to the
individuals they represent. effects of the Barovian fog as well—though not
When the last silhouette disappears, the mists part on the before inscribing his own epitaph in the form of
road ahead, revealing the Gates of Barovia. the carving on the fourth tree.
Madam Eva regrets Dalvan's fate—but as the
B2. Gates of Barovia avatar of the Seeker, she is bound to read the
future when asked, and knows that no efforts to
This scene unfolds as described in the Gates of Barovia escape can unravel a future that she has foreseen.
section (p. 34).
B3. Svalich Woods The fog is part of the Mists that surround and entrap Barovia.
This scene begins as described in the Svalich Woods section If the players brought Dalvan's compass with them, the
(p. 34). However, when the players find the corpse of Dalvan needle is now spinning wildly in circles.
Olensky, he is not holding a crumpled envelope, and his If the players follow the footpath through the fog, they
clothes appear to have been torn by brambles and thorns, emerge after 2d4 minutes in an unfamiliar portion of the
rather than claw marks. He doesn't appear to have any visible Svalich Woods. Each time the players emerge from the wall
wounds, but a successful DC 10 Wisdom (Medicine) check of fog around Barovia, they must make a DC 5 Constitution
reveals that he died of exhaustion. saving throw or take 1 level of exhaustion, as the fog saps
Instead of the envelope, Dalvan is now holding an old, their energy and drains their life force. (The DC increases by
tarnished copper compass, whose needle trembles strangely 5 each time that the players pass through the fog again.)
even when held still. (The compass is an ordinary compass, Upon emerging from the fog, the players can see a fourth
but acts strangely the closer it gets to the vicinity of the tree, which bears another forty-three tally marks an an arrow
borders of Barovia.) that points further along the direction of the footpath. In
Dalvan's hand holding the compass is now splayed out in addition, the fourth tree appears to bear a carving and has an
the direction of a nearby tree, which bears forty-three tally object protruding from its trunk. If the players inspect it,
marks and an arrow that points deeper into the woods, along read:
what seems to be a well-traveled footpath.
If the players follow the footpath in the direction of the Someone has stabbed an old, dagger in the trunk of this old,
arrow, they soon come to a second tree, which bears another gnarled tree. Beside it lies a rough carving of a figure atop a
forty-three tally marks and an arrow that points further along
the direction of the footpath. The edge of the footpath here horse, just above two sets of rough-hewn words:
bears the corpse of a horse, which is in a similar state of "THE HORSEMAN RIDES.
decay to Dalvan's. "THE SEER SPOKE TRUE."
If the players continue to follow the footpath in the
direction of the arrows, they come to a third tree, which bears If the players follow the footpath in the direction of the arrow,
another forty-three tally marks and an arrow that points they find that it crosses the Svalich Road before returning to
further along the direction of the footpath, which visibly the location of Dalvan's corpse.
vanishes into a wall of impenetrable fog. If the players then leave Dalvan's corpse and return, they
find that both his and the horse's remains have vanished.

74
B4. Barovian Overlook The statue bears a weather-worn plaque at its base. It reads:
“ISMARK ANTONOVICH THE GREAT. Burgomaster of
When the players emerge from the Svalich Woods, read: Barovia. Bane of Vampires. 618—662 B.C.” (“B.C.” stands for
“Barovian Calendar.”)
The dark woods fall away, revealing a misted, gloomy valley
dotted with thick clouds of fog.
Rolling thunderclouds cast a gray pall over the land below,
no sun visible in the cold, grey light. Evergreen trees climb the
sides of the mountains that enclose the valley. To the north
rises a stony mount with tufts of trees; to the south, a snow-
capped peak with rugged slopes towers imperiously above the
land below.
The muddy road continues on ahead, passing through
yellowed grasses and farmland until it reaches a small, humble
settlement hunkered down in the earth. Alongside the road, a
river flows as clear as a blue winter sky through the valley.
Far above the village looms a dark, twisted castle, standing
alone atop a pillar of sheer stone. For an instant, a distant
spear of lightning crackles, illuminating the towering keep in
harsh lights and shadows—and then a thick bank of fog rolls
in, concealing the village and castle from view.

B5. The Village of Barovia


B5a. The Raven’s Guidance
This scene largely unfolds as described in Approaching the
Village (p. 41). Modify the description as follows:
Tall shapes loom out of the dense fog that surrounds
everything. The muddy ground underfoot gives way to slick,
wet cobblestones. The tall shapes become recognizable as
village dwellings. The windows of each house stare out from
pools of blackness. Not a sound cuts the silence, save for the
quiet flapping of wings.

The flapping is made by a raven with blue-tipped wings,


which perches atop one of the houses flanking the street.
This raven is Muriel, a disguised wereraven and member of Entering the Tavern
the Keepers of the Feather. Instead of Alenka, Mirabel, and Sorvia—the three Vistani
Once noticed by the players, Muriel caws and takes off found here in the original module—Arik is the sole owner and
once more into the air, attempting to lead them through the proprietor of the tavern. Alenka, Mirabel, and Sorvia are
misty streets to the Blood of the Vine tavern, where she merely patrons, visiting from Tser Pool to drink and gather
perches atop its sign. news.
The players do not encounter Morgantha, the night hag When the players enter, these Vistani eye them with brief
peddler, while exploring the village of Barovia. (They will interest, but soon return to their drinks, departing the tavern
meet her later on the Old Svalich Road instead.) soon after. (Alenka and Mirabel return to Tser Pool. Sorvia, a
B5b. The Blood on the Vine Tavern spy for Strahd, travels to Castle Ravenloft to report that new
This area is largely as described in Blood of the Vine Tavern outsiders have entered Barovia.)
(p. 43). However, insert the following at the beginning of this As the PCs speak with Arik, Ismark approaches, offers to
area’s description: pay for their drinks, and invites them to his table. He notes
that the players appear to be newcomers to Barovia,
apologizes for the state of the village, and asks
An old, chipped stone statue stands at the center of this town
sympathetically how they've come to arrive in the valley.
square, depicting a man wearing leather armor and holding a
sword.

75
Ismark reels back as if struck, then his eyes crease with
worry. He gives Mary his condolences, and promises that he
Profile: Ismark Kolyanovich will organize a search party as soon as the last one returns.
Roleplaying Information Mary thanks him, gives the players a pale, wide-eyed look,
Resonance. Ismark should inspire flattery with his and departs swiftly through the door.
genuine interest and empathy for the players, Arik then delivers the players' drinks, and the taproom
sympathy for his guilt and desperation, endearment slowly fills once more with murmurs of conversation and the
for his anxiety to step beyond his ancestor's occasional clinks of tankards. Among them, the players can
shadow, and gratitude for his friendliness and aid. hear someone spit into a mug and snarl, "Ismark the Lesser."
Emotions. Ismark most often feels concerned, (Ismark stiffens at the epithet, but refuses to discuss it
guilty, friendly, melancholy, defiant, hopeful,
desperate, and grateful.
further.)
Motivations. Ismark wants to keep his village and Drinks with Ismark
Ireena safe, keep his father's memory alive, and one
day match his ancestor's legacy.
As the players drink, in addition to the information given in
Inspirations. When playing Ismark, channel Jon Roleplaying Ismark (p. 43) and Barovian Lore (p. 26), and
Snow (Game of Thrones), Faramir (Lord of the the village’s recent history described above, Ismark can share
Rings), and Trevor Belmont (Castlevania). the following information:
Character Information The players have entered the land of Barovia, a realm
Persona. To the world, Ismark is a courageous, surrounded by deadly fog and ruled by Strahd von
reliable, and compassionate leader. To those he Zarovich, a powerful vampire who slumbered in Castle
trusts, Ismark is a self-doubting, struggling warrior Ravenloft until recently.
desperate to keep his loved ones safe. Deep down, Outsiders are occasionally spirited into Barovia by the
Ismark worries that he will never live up to his mists. (Ismark has no knowledge of Death House, but
ancestor's deeds—and fears that he has already vaguely remembers tales of unorthodox ways by which
irreparably failed. travelers have come to the valley.) There is no escaping
Morale. In a fight, Ismark would first seek to Barovia once an outsider has entered it.
mediate the parties' conflict, but would gladly draw The village of Barovia was recently decimated by a siege
his sword—and even fight to the death—if he from Strahd's undead forces. While the undead were
believed that he was fighting for something or dispatched, the village suffered heavily, and many
someone worth protecting. Barovians fled to Vallaki, a fortified town to the west.
Relationships. Ismark is the adoptive brother of Many are still missing, and Ismark has had to dispatch
Ireena Kolyana, and the great-grandson of Ismark several search parties across the nearby woods in search
the Great. of survivors.
All Barovians call Strahd “the Devil,” fearing that speaking
his name gives him power and draws his attention. (This
As Ismark and the players await their drinks, read: is a myth.) Ismark is unsure whether he believes this, but
warns the players that Strahd’s spies are thought to be
The door to the tavern swings open once more, and a woman always watching— bats, wolves, and even human servants,
steps through, clad in a tattered and threadbare cloak. Her hair,
including some among the Vistani.
St. Andral’s Church in Vallaki is said to be hallowed
tied into two loops that fall around her neck, is unkempt and
ground, protecting its congregants from vampires and
tangled, and her wide eyes dart across the room with fearful other undead. Ismark hopes to bring his sister, Ireena
energy. there, but is currently unable to due to his duties as his
Her gaze falls upon Ismark, and she steps shakily forward. father's successor.
As her features come into the light, you see that her face is
If the players ask about Mary and Gertruda, Ismark can
pale, her eyes blotchy, with dried tears staining the flesh share the following information:
across her cheeks. Her voice is a ragged, haunting whisper as
she says, "Burgomaster Kolyanovich—I apologize for
Just over three months ago, Gertruda's betrothed, a man
named Doru, led a revolt against Castle Ravenloft. Doru
interrupting you and your guests. I need your help." and the members of his mob never returned.
Shortly thereafter, a dusk elf named Rahadin visited the
Ismark greets her, addressing her as Mary. He gently reminds village to deliver a warning: the Devil had awoken from his
her that he is not yet burgomaster—not until the village elects coffin, and the villagers of Barovia had ninety days to
him to replace his father—but asks how he can aid her. Read: make peace with their gods. Some Barovians fled for
Vallaki, but a majority chose to remain in Barovia and
Mary swallows, sways, and—for a moment—appears as defend their homes.
though she's about to faint. "It's Gertruda," she says. "I think
Two weeks ago, Strahd made good on his threat. A horde
of undead came to lay siege on Barovia. The villagers
she's gone to the castle."
fended them off for a week, but suffered dozens of
Though her voice is little louder than a whisper, the tavern casualties. The siege only ended when Ismark's father,
immediately falls silent. Burgomaster Kolyan Indirovich, perished in battle and the
undead withdrew.
76
If the players ask about the statue outside the tavern, Ismark
can share the following information: A snort of defiance echoes from the other side of the thin
wooden partition. "I am no coward, Ismark, and I will not
In life, Ismark Antonovich, also known as Ismark the abandon our friends and neighbors in their hour of need."
Great, was a mighty warrior and the burgomaster of the
village of Barovia. In his prime, he fought scores of There's a pause. Then, Ismark says, quietly, "Gertruda is
vampires and other undead left behind when Strahd gone."
vanished from public view. He eventually died defending a You hear a choked sob from Ireena's direction. "No."
group of trappers from a dire wolf attack at the age of 44, "She must have gone after Doru," Ismark murmurs. "I told
and the statue outside was erected in his honor. her to give up on him—to accept that he must simply be dead
Ismark Antonovich was Ismark Kolyanovich's great- —but I don't think she ever could."
grandfather. Ismark's father gave him that name in the
hopes that he would one day become a great warrior. There's a long, suffering silence. Then—
Ismark seems to hesitate, his words slightly fumbled. "I'm
Ismark doesn't believe that the players will be able to find not asking you to abandon them. But there are others who
either answers or protection in the village of Barovia, but
suggests that they might find both in the town of Vallaki to need your help. Think about our neighbors who fled for Vallaki.
the west. In the meantime, he is glad to offer the players They need guidance, advocacy—and perhaps a leader to bring
room and board at his own home. (The Blood on the Vine them home one day."
Tavern doesn't have rooms for rent.) There is a long pause, filled only with the muffled sounds of
If the players indicate an interest in traveling to Vallaki, he low, haggard breaths. Ireena's voice is low when she finally
asks if they would allow Ireena to accompany them, escorting speaks—barely even audible. "Do you truly see no other way?"
her to St. Andral's Church in Vallaki. Ismark's response is quiet. "It's your choice. I can't take that
B5c. The Burgomaster’s Mansion away from you. But after losing Father, I can't... I can't bear the
This area is largely as described in Burgomaster’s Mansion thought of losing you too."
(p. 44). However, Kolyan’s corpse still bears the wounds that The silence that follows is palpable, weighted with
killed him: a deep gash on his forehead, and multiple unspoken emotions. Finally, Ireena's voice breaks it, fragile and
lacerations across his chest.
Additionally, Ireena wears a thick red scarf to cover the quiet. "I will go. If only for you. But on one condition."
marks of Strahd’s teeth on her neck. (It was knitted for her by
her late mother, Korina, who died of illness fourteen years Ireena's next words are too quiet to hear. When Ismark and
ago.) Ireena emerge a few moments later, a player with a passive
Wisdom (Insight) score of 12 or more notices that both have
The Argument blotchy, red eyes, as if from crying.
Ireena is surprised to see the players and assumes them at
first to be merely travelers. If Ismark informs her that they
are to escort her to Vallaki, however, Ireena asks the players Ireena’s Fate
to excuse them and has a brief conversation with Ismark in
private. If the players refused Ismark’s request and chose to
proceed alone, he and Ireena set off to bury their
The entire conversation takes no more than five minutes. If father two nights after the players depart. Torn
the players do not choose to listen in, they are free to wander between his village and his sister, Ismark chooses
around the manor, talk amongst themselves, or simply wait the latter, promising himself that he will soon
for Ireena and Ismark to finish. return to aid his broken village. Soon after
The players can eavesdrop on this conversation with a departing Barovia, however, Ismark is fatally
successful DC 13 Dexterity (Stealth) check or a successful wounded by wolves on the road to Vallaki, and
DC 15 Wisdom (Perception) check. Read: Ireena buries him by the Barovian Gates near Castle
Ravenloft.
The murmurs from the next room are largely indistinct, Despite finding lodging at St. Andral’s Church,
obscured by the low groans of the old house's timbers. As you Ireena is frightened after an encounter with Izek
Strazni and flees Vallaki for Krezk. Before she can
strain your ears, however, the siblings' words come slowly into
arrive, however, Rahadin spirits her away to Castle
focus. Ravenloft by means of Strahd’s black carriage.
Ireena's voice, sharp with indignation, pierces the silence. Before Strahd can turn her into a vampire spawn,
"You had no right, Ismark. You can't just decide to send me however, Ireena hears the voice of the Dark Powers
luring her to K59. High Tower Peak (p. 73). There,
away without even discussing it with me first! The village still
an emotional outburst drives her to offend
needs help with rebuilding. We can't just abandon them." Pidlwick II, who pushes her down a flight of stairs
Ismark's reply is measured, though laced with an shortly therafter, killing her.
unmistakable note of worry. "Strahd still has his sights set on
you—and even if we don't believe the legend about women
with red hair, others might. Barovia just isn't safe for you
anymore."

77
When Strahd's dusk elf servant—a cruel-looking man
named Rahadin—delivered his warning three months ago,
Profile: Ireena Kolyana many Barovians were prepared to flee the village for
Roleplaying Information Vallaki.
Resonance. Ireena should inspire flattery with her Ismark, however, delivered a thundering and inspiring
genuine interest in the players' goals and interests, speech, invoking the memory of Lugdana and Ismark the
sympathy for her sense of guilt and fear of Strahd, Great to encourage them to stay and fight for their homes.
endearment for her determination to continue Most did so.
moving forward, and gratitude for her efforts to In the aftermath of Strahd's siege, many who had lost
help the players succeed. homes or loved ones in the battle blamed Ismark, who
Emotions. Ireena most often feels curious, they felt had led them astray with his foolish fantasies of
thoughtful, melancholy, guilty, stubborn, joyful, heroism and valor. They now call him "Ismark the Lesser"
determined, defiant, and anxious. in mockery of his ancestry.
Motivations. Ireena wants to keep her fellow
Barovians and Ismark safe, honor her parents'
No one feels more guilty or ashamed than Ismark himself,
memory, learn new stories, and one day explore
who has taken the weight of every death incurred in the
distant lands.
siege on his own shoulders—and the weight of the
Inspirations. When playing Ireena, channel Belle
rebuilding that followed.
(Beauty and the Beast), Elizabeth Swann (Pirates of If the players ask about their parents, Ireena freely shares
the Caribbean), Eowyn (Lord of the Rings), the following information while asking after the players' own
Hermione Granger (Harry Potter) and Katniss families:
Everdeen (The Hunger Games).
Ismark and Ireena's parents were Kolyan Indirovich and
Character Information Korina Targolova. Korina died of a sickness fourteen years
Persona. To the world, Ireena is a compassionate, ago, but Kolyan has done his best since then to continue
curious, yet stubborn young noblewoman. To those raising both children alone. (The scarf Ireena wears is her
she trusts, Ireena is an anxious, yet determined last memory of her mother.)
young woman who dreams of freedom and
adventure. Deep down, Ireena wonders whether
Kolyan, their father, was the one who found Ireena when
giving herself up to Strahd would be the best way
she was a young girl, by the edge of the Svalich Woods
to protect those she loves.
near the Pillarstone of Ravenloft. Ireena doesn't
Morale. In a fight, Ireena will always turn to words remember anything of her past before then, but is grateful
before a sword. If necessary to defend herself, to her parents for taking her in and loving her dearly.
though, she'll draw her rapier—reluctantly, if A few hours later, dusk arrives over Barovia. Ismark
protecting herself, and proudly, if protecting returns, weary and somber, but carrying a small bag in his
another. hands. He joins Ireena to prepare a meal for the players: a
Relationships. Ireena is the (knowing) adopted stew of turnips and rabbit-meat, plus a somewhat stale loaf of
sister of Ismark Kolyanovich, the (unknowing)
sister of Izek Strazni, and the (unknowing)
bread. Ismark apologizes for the sparse meal, but the players
reincarnation of Tatyana Federovna.
can clearly see that the siblings' pantry is nearly bare, and
can surmise that Ismark purchased the rabbit while out.
Over dinner, Ismark and Ireena ask the players about their
interests and lives outside of Barovia. Ireena especially is
Ismark then asks the players if they will assist him in fascinated by tales of the world beyond the mists. When the
transporting their father’s remains to the local church shortly meal has finished, Ismark and Ireena retire to bed, leaving the
before daybreak the following morning, so that he can be players to their own devices.
buried at dawn before they depart. (Ireena will not willingly
leave Barovia before this is done.) If they agree, Ireena and Night at the Mansion
Ismark are both vocally grateful. That night, as the players rest in the mansion, each of them—
Settling In
including those who do not ordinarily sleep—are drawn into a
shared dream.
Ismark soon departs to gather a search party to locate In the dream, the players find themselves within Madam
Gertruda—one that he clearly fears will be in vain. As he Eva's Tent (p. 37), seated across from an old crone—Madam
does, Ireena offers to help the players get settled in, setting Eva—whose face is concealed by the cowl of her cloak.
them up in the mansion's two guest bedrooms and providing Madam Eva greets them and delivers the following
them with basic supplies. message, pausing after every paragraph to allow the players
If the players are looking to purchase additional supplies, to interject:
Ireena offers them directions to Bildrath’s Mercantile, but
warns them not to mention Ismark's name. If the players ask
her why Ismark is called "the Lesser," Ireena winces, and can "Welcome, weary travelers," she says, "to my humble tent. You
share the following information: may call me Madam Eva. I have been expecting you.

78
If Ismark is present (or if the players mention him),
"The winds of fate have brought you to this land, but do not
Bildrath mocks him as “Ismark the Lesser” and instead
be fooled—they are not winds of change, but winds of doom. I raises his prices to five times the price listed in the Player’s
can see a shroud of darkness descending upon you. The lord Handbook, spitefully claiming them to be a “special deal” for
of this land knows that you have trespassed into his domain, friends of the town’s “great hero.” (Bildrath lost his sister and
and he has set you in his sights. He is a creature of eternal brother-in-law—Parriwimple’s parents—in Strahd’s recent
hunger, and he will not rest until he has claimed your souls.
siege, and blames Ismark for his failure to protect them.)
During the players’ conversation with Bildrath,
"But there is yet hope. I have been blessed with the gift of
Parriwimple enters the room carrying a box of wares that
foresight, and I can see the twisting paths that lie ahead. Seek Bildrath asked him to fetch. He is excitedly curious about the
me, in my tent at Tser Pool, so that I may read the cards for players’ presence, but Bildrath orders him to return to his
you and decipher the strands of fate. Together, we may yet bedroom in order to avoid “disturbing the customers.”
escape this darkness. If Bildrath orders Parriwimple to remove the players from
"But be warned: Time is running out, and the shadows are
the store, Parriwimple attempts to grapple them and pull
them out the door, preferring to avoid violence if at all
growing longer. Will you find me at Tser Pool?"
possible.
If the players appear suspicious of Madam Eva's motives, she B5e. The Barovian Church
says, "Your fates are more than your own. My vision is When the players arrive at the church with the burgomaster’s
obscured, but I can see that your futures are intertwined with body, Ismark is disturbed by the damage wrought to its walls
the very destiny of the land itself. In conquering this shadow, and roof. As he knocks on the front door, calling for Father
you may yet find salvation for others as well—and, in failure, Donavich, read the following:
deliver damnation instead."
If the players ask for directions to Tser Pool, Madam Eva As Ismark's knock echoes through the cold air, a voice rings
says only, "I am not far. Travel west. The path to my tent out from the darkened street: "He won't come out."
begins at a place of death." A hulking silhouette steps forward from the mist—a young
Soon after Madam Eva delivers her warning, the "light" in
the tent visibly dims, as though a shroud of darkened mist man, tall and brawny. His shaggy brown hair falls messily
has descended upon it. In response, Madam Eva stirs and across his face, and his crooked teeth glint in the moonlight.
says, "He has sensed me. He cannot know of our meeting. Though muscles ripple beneath his tunic, there's a lightness
Fly, travelers! I shall await you at Tser Pool!" and immaturity to his posture that belies his strength and size.
The players then violently awaken, hearts beating fast and The young man fidgets with the hem of his tunic as your
covered in sweat. Outside, the pale, ethereal light of the eyes fall upon him. "Not since two weeks ago," he mumbles.
March of the Dead—just now beginning the march to Castle
Ravenloft—is visible from the Old Svalich Road. The players
can also see two swarms of bats—Strahd's spies—gathered The young man is Parriwimple, described further in E1.
on the eaves of a nearby house, watching silently from the Bildrath's Mercantile (p. 43). Despite the early hour, he’s out
darkness. for a walk. (He hasn’t been able to sleep well since his
parents died in the siege, though he’s grateful to his uncle,
Waking Up Bildrath, for taking him in.)
Ismark rouses the players shortly before dawn, gathering Parriwimple can share the following information with the
them to deliver the burgomaster’s remains to Barovia’s players:
church. Father Donavich used to be a kind and friendly man,
If the players ask Ismark about the March of the Dead, he always ready to share a word of wisdom or a warm
can tell them that the ghosts began appearing shortly after crabapple pie with visitors.
the failed revolt, when Strahd presumably first awoke. Until Ever since the siege started, however, Donavich has shut
that time, the villagers had thought the so-called “March of himself inside the church and turned away visitors more
the Dead” to be a myth from older times. If asked, Ismark often than not. When Parriwimple last saw him three days
awkwardly explains that the March is said to be a parade of ago, Donavich looked like he hadn’t slept or bathed in a
outsiders that had become trapped in Barovia and sought, week.
unsuccessfully, to slay the vampire Strahd. Father Donavich hasn’t worn his holy symbol (a bronze
If the players ask Ismark about Tser Pool, he can tell them sunburst) since the rebellion, which Parriwimple
that a Vistani encampment is known to reside there. To reach considers odd. (Parriwimple always loved how the light
Tser Pool, he says, they must first travel west from Barovia would glint off of its surface, and adored hearing
down the Old Svalich Road, then travel north from the River Donavich’s son, Doru, tell stories of how the sun once
Ivlis Crossroads. shone in Barovia.)
B5d. Bildrath’s Mercantile Parriwimple misses Doru, who left to lead the rebellion
This area is largely as described in Bildrath’s Mercantile (p. against Strahd three months ago alongside the stranger,
43). However, instead of selling items for ten times the price Alanik. (Parriwimple also misses Alanik’s pet monkey,
listed in the Player’s Handbook, Bildrath sells them for only which he loved to play with.) Despite his uncle telling him
twice the price, citing the recent economic upheaval. that Doru died at Castle Ravenloft, Parriwimple hopes
that he somehow survived.
79
Parriwimple won’t accompany the players inside of the
church, but wishes them well and invites them to visit him at
Profile: Parriwimple Bildrath’s Mercantile before departing.
Resonance Parriwimple should inspire sympathy for
the loss of his parents, endearment for his childlike Inside the Church
mannerisms and optimistic perseverance, and This area is largely as described in Church (p. 45). However,
flattery for his fascination with the players’ exotic modify the descriptive text for E5a. Hall (p. 45) to remove
weapons and clothes. Doru’s scream:
Emotions. Parriwimple most often feels curiosity,
hope, wonder, melancholy, and confusion. The doors open to reveal a ten-foot-wide, twenty-foot-long hall
Motivations. Parriwimple wants to help his
friends and neighbors, take care of his Uncle leading to a brightly lit chapel. The hall is unlit and reeks of
Bildrath, and honor his late parents’ memories. mildew. Four doors, two on each side of the hall, lead to
Inspirations. When playing Parriwimple, channel adjacent chambers.
Lenny Small (Of Mice and Men) and Forrest Gump You can see that the chapel is strewn with debris, and you
(Forrest Gump).
hear a soft voice from within reciting a prayer.
Character Information
Persona. To the world, Parriwimple is a cheerful, Doru does not cry out to his father when the players enter the
simple-minded young man. To those he trusts, chapel. Instead, when the players first approach the chapel,
Parriwimple is a thoughtful, insightful, yet grieving Donavich’s prayers halt. Add the following line to the chapel’s
orphan, desperate to move past his parents’ deaths description in place of Doru’s cry:
by proving useful to others.
Morale. In a fight, Parriwimple would hold up his
The sound of mumbled prayer stops, and a hoarse, tired voice
hands and plead for peace. If ignored, however, he
would swiftly use his strength to restrain any rings through the chamber from the figure kneeling behind
combatants—with righteous fury if defending his the altar. “I cannot offer the blessing you seek. Go, and leave
uncle Bildrath. this accursed place in peace.”
Relationships. Parriwimple is an orphan and the
nephew of the general-store owner Bildrath
Cantemir.

80
A Recent History of the Church Profile: Father Donavich
Father Donavich was no supporter of Doru’s march Roleplaying Information
on Castle Ravenloft. A mild and soft-spoken man, Resonance. Donavich should inspire sympathy
Donavich feared that Doru would meet only his for his sorrow and fears, pity for his separation
end beyond the walls of the keep. To keep his son from the Morninglord, endearment for his kindness
safe, however, and as a token of his love, Donavich and hospitality, and discomfort for his zealous
gave Doru his holy symbol, as well as his blessing. condemnation of Doru’s undead nature.
Donavich’s holy symbol, however, did little to Emotions. In his current state, Donavich most
protect his son. When Strahd began his siege on often feels grief, guilt, exhaustion, compassion, and
the village of Barovia two weeks ago, his undead obsession. If reconciled with Doru, he most often
forces were not alone: Strahd also sent Doru, now a feels hope, relief, gratitude, confusion, fear, and
freshly turned vampire spawn, to terrorize the shame.
church and torment his father. Donavich barely Motivations. Father Donavich wants to free his
managed to lure and trap Doru in the undercroft, son from Strahd’s clutches—at any cost.
where he remains imprisoned still. Inspirations. When playing Father Donavich,
Since Doru returned, Father Donavich has been channel Eddard Stark (Game of Thrones), Walter
unable to cast any spells and no longer feels the White (Breaking Bad), and Boromir (The Lord of
Morninglord’s presence when he prays. When the Rings).
Strahd sent Doru back to Barovia, he allowed Doru
to continue wearing his father’s holy symbol as a Character Information
cruel joke. As a result, Donavich wrongly believes Persona. To the world, Father Donavich is a
that Doru’s undead nature has corrupted his grieving, yet zealous father. To those he trusts,
symbol—and, therefore, his relationship with the Donavich is a broken man adrift in the world, lost
Morninglord—and so prevented him from reaching and confused without guidance or purpose.
the Morninglord’s divine grace. Morale. In a fight, Father Donavich would
In fact, however, it is Father Donavich’s own loss ordinarily fight to defend his people and church. In
of faith that hinders him—a crisis that blinds him his current state, however, he would immediately
to an even starker truth. Donavich believes that his surrender, too wracked with guilt to even defend
son, Doru, is dead, and that the vampire spawn his own life.
trapped in the undercroft is a foul and profane Relationships. Father Donavich is Doru’s father
beast that wears Doru’s skin. He is mistaken: and the priest of the Barovian church.
though his body is now undead, Doru’s soul is very
much alive.
Though he cannot ignore Strahd’s direct If he learns that Ismark is with the players, Donavich acts
commands, and though his thirst for blood weighs more warmly toward them and apologizes for the chapel’s
heavily on his thoughts and actions, Doru state of disrepair.
continues to fight bitterly against his own vampiric As the conversation unfolds, the following exchanges might
nature. Though he doesn’t always succeed, it was occur:
this resistance that allowed his father to entrap him
in the undercroft at all. When hope rises in him, If Ismark or a player asks about burying the deceased
Doru calls out to his father to release him, pleading burgomaster, Father Donavich informs them that he
for salvation and forgiveness. Donavich, however, would be glad to oversee a burial, but that he cannot
has so far refused to respond. perform the holy rites that would sanctify Kolyan’s
Doru continues to wear his father’s holy symbol, remains. (Donavich is sorrowful to hear of Kolyan’s death,
both to reassure himself that they will one day and expresses his condolences for his passing.)
reconcile and to steel his will when the vampire’s If Ismark or a player notes the damage done to the church,
urges rise too strongly within. His ability to resist Father Donavich informs them that it was caused by a
the call of blood has slowly grown since his
imprisonment—but so too has his exhaustion,
vampire spawn that attacked amidst the siege—the
exacerbated by slow starvation. Now, Doru’s sanity
undead husk of his son, Doru.
balances on a knife’s edge, and a simple push If the players inquire further, Donavich can share the
could mean salvation—or damnation. following information:
When Doru set off for Castle Ravenloft, Father Donavich
gave him his holy symbol of the Morninglord—a bronze
sunburst on a leather cord—to keep him safe in the face of
darkness. When Doru failed to return, however, Donavich
feared the worst.
Two weeks ago, as the siege was beginning, Doru returned
to the church at midnight, now transformed into a
vampire spawn. Donavich managed to lure Doru into the
undercroft and trap him there.

81
Ever since Doru returned, Donavich hasn’t been able to
cast spells or feel the Morninglord’s presence. He believes Profile: Doru
that this is because Doru still has his holy symbol, and Roleplaying Information
that Strahd’s foul influence has corrupted Donavich’s Resonance. Doru should inspire sympathy for his
connection to the gods. struggles against his vampiric nature, mild
Donavich believes that his son is dead, and that the discomfort with his occasionally inhuman
creature that wears his skin is a mockery that must be mannerisms, and endearment for his clear
destroyed. dedication to his father and Gertruda.
Emotions. Doru most often feels grief, guilt,
Donavich knows that he can’t defeat Doru and can’t bear to shame, desperation, resignation, and hope.
see his son’s face again. If the players are willing, however, Motivations. Doru wants to reconcile with his
Donavich asks them to descend to the undercroft, destroy father and ensure Gertruda's safety.
Doru’s body, and retrieve his holy symbol. In exchange, Inspirations. When playing Doru, channel Theon
Donavich offers to complete the proper burial rites and to tell Grejoy (Game of Thrones), Zuko (Avatar: The Last
the players of a place where they can find safety from the Airbender), Jesse Pinkman (Breaking Bad), and
Devil Strahd. Steve Harrington (Stranger Things).
If the players agree, Donavich produces the key to the to
the padlock in E5d. Trapdoor (p. 45) and allows them to Character Information.
enter. (Ismark accompanies them unless told otherwise, but Persona. To the world, Doru is a monstrous,
allows the players to take the lead when interacting with bloodthirsty vampire spawn. To those he trusts,
Doru.) Doru is a broken, guilty man who is desperate to
avoid hurting those he loves.
Descent to the Undercroft Morale. In a fight, Doru would seek to flee to
The undercroft is largely as described in E5g. Undercroft (p. avoid hurting anyone—but if his father or Gertruda
47). However, modify the last sentence of the description as were endangered, he would fight savagely to
follows: protect them.
Relationships. Doru is Father Donavich's son,
Escher's former friend, and Gertruda's betrothed.
Candlelight from the chapel above slips through the cracks,
but there's no sign of any creature in the gloom.
Doru’s request is simple: to prove to himself that he can
Doru, a vampire spawn, has used his spider climb feature to control his vampiric urges, he wants the players to expose
cling to the ceiling at the sound of the players’ approach. A him to the scent of fresh blood. If he can refrain from
player with a passive Wisdom (Perception) score of 16 or attacking for a full minute, he wants the players to tell Father
higher automatically spots him in the darkened upper corner Donavich that his son is still alive. If he can’t, he wants the
on the far side of the room. Otherwise, read the following players to kill him. In either case, he won’t stop the players
after one round has passed. from taking the holy symbol once the experiment is complete.
Doru can also share the following information with the
A young man’s voice, strained and tired, echoes from the players if asked:
darkness above. “You’ve come to kill me, haven’t you?” As a child, Doru was enraptured by stories of the sun and
the light and hope that it once brought to the valley. As he
Doru prefers to speak with the players from the safety of grew older, he learned swordsmanship from Ismark and
darkness, but won’t refuse if the players command him to studied the book Van Richten’s Guide to Vampires to learn
reveal himself. If he does, read the following: how to destroy the undead. He dreamed of one day
destroying the Devil of Castle Ravenloft and bringing
From the darkness of the cross beams above, a figure unfurls freedom to his people.
itself like a moth from its cocoon, moving like a spider as it
Sixteen weeks ago, a foreign scholar calling himself
Alanik Ray arrived in Barovia and rented a room in the
lowers itself slowly to the ground. As it comes into the faint burgomaster's manor. When an enormous undead dire
light, the shadow resolves into the form of a young man, his wolf attacked a group of children who had strayed too far
youthful features strikingly reminiscent of Father Donavich. from the village, however, Doru alone saw "Alanik" fend it
His skin is ghostly pale, with dirt and grime streaked across off with expert skill—and when the wolf knocked the hat
his face. His clothes are ripped and worn, and his hair is an
off of "Alanik's" head, his appearance magically changed,
revealing him to be the legendary vampire hunter Dr.
unkempt mess of tangles and knots. His eyes are red and
Rudolph van Richten.
bloodshot, his gaze darting from face to face. A leather cord Doru confronted him and insisted that Van Richten lead
hangs around his neck, holding a bloodstained bronze the village in revolt against Castle Ravenloft. Though Van
sunburst that rests against his chest. He swallows and licks his Richten was reluctant at first, he eventually agreed—on
lips—and a pair of pointed fangs pokes through. the condition that Doru allow him to keep his disguise.
"If you want to kill me, I won't stop you," he says, his voice
Two days later, Doru, aided by a man named Escher—the
village bard and Doru’s oldest friend—had assembled
cracking. "But I just have one request first." more than two dozen fighters to march on the keep.

82
If told that Gertruda has left the village for Castle Ravenloft
—likely in a misguided effort to save Doru himself—Doru
Doru Will Remember That becomes visibly distraught with guilt and regret, despairing at
When the players’ conversation with Doru begins, the thought that she might already be dead. Though he
secretly place a six-sided die on the table, with its doesn’t ask them to travel to Castle Ravenloft, he asks the
top face showing a one. Each time the players players to look out for her—and bring her home should they
antagonize or discourage Doru, increase the find her. Doru feels that he has earned his fate, but believes
number on the die by one. Each time the players that Gertruda, a good and compassionate woman, deserves
are encouraging or kind, decrease the number on far better.
the die by one. (The number can’t go below zero.)
If the players agree to perform Doru’s Doru's Trial
experiment, roll a second six-sided die when the If the players agree to fulfill Doru’s request by exposing him
experiment begins. If the result on the second die to fresh blood, he asks them to remain silent while he resists
is equal to or greater than the number on the first,
Doru resists his vampiric addiction and the test
—and to strike him down if he succumbs. When the trial
ends successfully. If the result on the second die is
begins, read the following:
less than the number on the first, however, Doru
succumbs to his bloodlust and attacks the source Doru’s muscles tense and he squeezes his eyes shut. A few
of the blood. moments later, his nostrils flare, and a thin line of saliva begins
For example, if the players antagonize Doru to run down his lips. He whimpers, his clawed fingers flexing
twice and offer no kindness or encouragement, the
and twitching.
first die should show a three. If the second die rolls
a one or a two, Doru attacks. "When the shadows come,” he whispers, “I will not yield.
Darkness is the destroyer, and temptation its weapon. I will
face the night and its horrors and await the horizon. For in the
With Van Richten’s aid, the mob struck down any undead light of the Morninglord's love, only light can remain."
guards that tried to stand in their way. However, when they Doru's voice shakes, his emaciated body trembling. One fist
finally opened Strahd’s crypt, Escher was nowhere to be is clenched at his side, the other squeezing the bloodstained
found—and Strahd’s coffin was empty. (If asked, Doru
forcefully denies that Escher betrayed them.) sunburst that lies across his neck.
Shortly thereafter, Strahd emerged from the shadows and "In the light of the Morninglord's love," he repeats, gasping
attacked the mob with merciless force. Most of Doru’s for breath. "In the light of the Morninglord's love. Gertruda.
companions were slain. Doru himself was turned into a Gertruda. Gertruda—"
vampire spawn, and later learned that Escher had been as
well. Doru doesn’t know what happened to Van Richten, If Doru succumbs to the bloodlust (see Doru Will
but was forced to confess the old man’s identity when Remember That above), he pauses, then attacks. Roll
Strahd interrogated him later. initiative.
Doru spent nearly three months at Castle Ravenloft, Otherwise, if Doru successfully resists the bloodlust, read:
during which Strahd repeatedly forced him to drink the
blood of his former companions. Two weeks ago, Strahd
commanded Doru to return to the church and his father. After what seems like an eternity, Doru's body finally relaxes.
Doru can’t disobey Strahd’s direct orders, and can feel his His tense muscles seem to uncoil, his breath grows steadier,
presence at all times. His vampiric bloodthirst is a and the look of strain fades from his face. His eyes remain
constant distraction, and it’s difficult to control his closed a moment longer, then flutter open.
predatory urges and instincts. When he first returned to "I have not yielded," he whispers hoarsely. "Not yet."
the church, he was almost grateful that his father had
locked him in the undercroft, where he couldn’t do any
harm. Doru thanks the players and relinquishes the holy symbol
Doru doesn’t know if his soul or body can be saved, but without protest.
he’s kept his father’s holy symbol to remind him of his Doru also warns the players that Strahd will likely take an
faith and family, and to steel his will against the addictions active interest in newcomers to his land, and that they should
of his new form. If not for that, he suspects that he would therefore be careful. As a token of his gratitude, he provides
have lost control days or even weeks ago. (Doru doesn’t the players with the location of a hidden weapons cache that
know why Strahd allowed him to keep it, but suspects that Van Richten kept in case of emergencies. To reach it, the
Strahd viewed it as a form of ironic amusement.) players must cross the River Ivlis Bridge and travel down the
Old Svalich Road three hundred paces south into the woods,
As the conversation continues, Doru might ask the players: until they arrive at an ancient oak tree. They'll find the cache
whether Escher has been seen in the village, and nestled in a hollow beneath the tree's roots.
whether Doru’s betrothed, Gertruda, survived the siege. Before the players depart, Doru asks them once more to
tell Father Donavich that his son is still alive.

83
The Burial Grant him entrance into Your land of light and joy
If the players return to Father Donavich with his holy symbol In the fellowship of thy saints
in hand, he accepts it with gratitude. And the brilliance of thy presence
If the players tell Father Donavich that they killed Doru to By Your will and grace.
obtain the symbol, read:
At the conclusion of Donavich’s prayer, any players who wish
Donavich's eyes well up with tears as he clasps the symbol in to may offer words, prayers, or tributes of their own. If he has
his hands, holding it so tightly his knuckles begin to turn recovered his holy symbol, Donavich first casts gentle repose
white. A strangled sob escapes him as he sinks to his knees, to sanctify Kolyan’s remains. Donavich then directs the
cradling the sunburst like an infant. players to lower the coffin into the ground.
"My boy—my dear, precious boy," he murmurs, his voice
With the burial concluded, Strahd’s bats take off into the
air, vanishing up into the mist surrounding the base of Castle
barely above a whisper. "May the Morninglord forgive me for
Ravenloft.
what I've done—and for what I couldn't do." Donavich takes the bats’ presence as a bad omen. In a
He swallows and his face tenses, his expression growing as surprisingly lucid moment, he warns the players and Ismark
hard as stone. "It had to be done. For his sake—and ours." of a Barovian superstition that young women with red hair
often find that ill luck travels beside them, and asks if Ireena
Otherwise, if the players spared Doru and relay his final plans to remain in Barovia now that the Devil has awoken. If
message, read: told that Ireena intends to leave, Donavich suggests she and
the players travel to the Abbey of Saint Markovia in Krezk,
which was once a bastion of good, and may yet still offer
Donavich stumbles back as if he's been struck, his face pale some protection.
and his eyes wide with shock. For a moment, he simply stands
there, silent—and then the silence is broken by a pained noise, Return to the Mansion
a cross between a gasp and a sob, as he clutches the symbol When the players return to the burgomaster’s manor
to his chest. following the burial, Ireena meets them with a hot breakfast
prepared. She and Ismark then engage the players in a
His eyes glisten as he runs a trembling hand through his
discussion of their next steps, which largely proceeds as
hair, a myriad of emotions playing across his face in quick follows unless redirected by the players:
succession: disbelief, rage, grief, shame, and—finally—hope.
He sags against a nearby pew, his body shaking with exertion.
Ismark confirms that St. Andral's Church in Vallaki is
Ireena's destination.
"My boy," he chokes out. "He's—he's still my boy?"
Ireena asks the players about their destination or plans in
Vallaki, as well as whether they expect to make any stops
Once he’s received his holy symbol, Father Donavich gladly along the road there.
agrees to conduct Kolyan’s burial. If the players have mentioned their intent to visit Tser
The cemetery is as described in E6. Cemetery (p. 48). At Pool, Ismark notes that the journey to Vallaki is more than
night, it is watched by two swarms of bats—spies of Strahd’s a day's travel if the players plan to visit Tser Pool first, and
—who hang to the eaves of the church and the nearby that Ireena and the players will likely need to spend a
mausoleums, watching the players. night on the road. He recommends doing so at Tser Pool
Upon entering the cemetery, Donavich retrieves four itself.
shovels from a shed abuting the church and shares them with If the players haven't mentioned their intent to visit Tser
the players. When the grave is fully dug and dawn has begun, Pool, Ismark notes that the Svalich Road can be
Donavich offers prayers to the Morninglord, asking for dangerous, and advises the players to set a waypoint to
Kolyan’s deliverance in the following refrain: rest and recuperate along the way. (Better to be cautious,
he says, than to rush into a more taxing journey than
O Morninglord necessary.) He suggests Tser Pool as a potential waypoint.
Lord of blessed light and patron of new beginnings
In either case, Ismark notes that Tser Pool is a bit under
two hours' journey from Barovia. (Though some Vistani
We commend into thy mercy and thy radiance Master
are rumored to be in league with Strahd, Tser Pool is
Kolyan Indirovich known to be a safe place for travelers to spend the night,
Now departed hence from us and gone evermore into especially given the reputation of the Vistani leader,
your glory. Madam Eva.)
We beseech thee to grant unto him thy mercy and Given the short distance to Tser Pool, Ireena tells the party
everlasting peace that she'll be ready to leave at noon. Until then, the players
As thou deliver'st him from this everlasting darkness into are free to explore the village, shop at Bildrath's Mercantile,
infinite light or otherwise pass the time.
From pestilence into growth
From shadow into day
And from death into new life.

84
The silver bracelet, which is tarnished and clearly
Ireena's Detour hundreds of years old, is worth 100 gp and bears an intricate
Approximately an hour before noon, Ireena quietly slips out pattern of the moon and stars along the exterior, with a
of the mansion, walking to Lugdana's Knoll, a small, quiet hill moonstone gem embedded at the center of the moon and five
to the north of Barovia. (The hill is named for the paladin lapis-lazuli serving as the stars. On the inside of the bracelet,
Lugdana, who, according to legend, first met Burgomaster in tiny, elegant script, the following message is engraved in
Ismark Antonovich the Great upon that hill.) Common: "Tatyana: May you find your path, and may you find
Shortly before noon, if the players haven't been keeping light even in the darkest places—Mother & Father."
track of her, Ismark—who's currently briefing a pair of Ireena doesn't know who Tatyana is. (Unbeknownst to
Barovian scouts regarding Gertruda's disappearance—notes Ireena, the bracelet was a gift from Tatyana Federovna's
Ireena's absence with minor concern and asks the players to parents on Tatyana's eighteenth birthday. It was lost in the
find her and bring her home. Svalich Wood when Tatyana leapt to her death from the
Because Strahd and his servants have only visited at night, Castle Ravenloft overlook.)
Ismark isn't notably alarmed by Ireena's absence, but still Ireena gladly returns to the mansion with the players, or
wants to see her brought home as quickly as reasonably returns on her own shortly after noon if the players failed to
possible. Ismark advises that the players check Lugdana's find her. She then retrieves a packed traveling bag from her
Knoll first—one of Ireena's favorite spots around the village— room.
and provides brief directions to get there. When the players are ready to leave, Ireena bids Ismark a
If the players visit the knoll, read: heartfelt farewell and sets off on the road.
Milestone. Burying the Burgomaster completes a story
As you pass through the sea of tall grasses north of the village, milestone. If the players depart Barovia with Ireena
a gentle knoll rises before you, bordered on the far side by the
accompanying them, award each player 400 XP. If Doru
successfully passed his test of will, award each player an
clutches of the dark Svalich Wood. Plants with white, feathery
additional 100 XP.
flowers and a sweet, earthy scent seem to dance amidst the
grass atop the hill, their leaves rustling in a whispering wind.
A lonely tree stands atop the hill, its gnarled branches
Ireena Joins the Party
reaching skyward like outstretched arms. Beneath its shade
Ireena has the statistics of an expert sidekick
kneels a female figure, her gaze fixated upon the ground. (Tasha's Cauldron of Everything, p. 142), using the
base stat block of a noble.
The figure is Ireena, who has adorned her chestplate and Ireena's starting level is the same as the average
rapier. As the players approach, they can see that she is using level of the party at the time she first joins them.
a trowel to dig a hole in the earth between the tree's roots. She begins with additional proficiencies in History,
Ireena, fixated upon her work, doesn't notice the players until Medicine, Perception, Religion, and Stealth.
they call out to her or otherwise enter her field of view. Ireena also gains a level whenever the party does,
Ireena greets the players with warmth, though with some whether or not she accompanied them, ending the
adventure at 10th level. (See Tasha’s Cauldron of
embarrassment for having driven them to come search for Everything, p. 142 for more information about how
her. She shares freely that she is digging for a small wooden to run and level sidekicks.)
chest that she and her mother, Korina Targolova, buried here By default, Ireena chooses the following sidekick
before her mother's death fourteen years ago—a coffer whose options as she gains levels:
contents she hopes to take as a keepsake when she departs
for Vallaki, given that she doesn't know when, if ever, she'll be 3rd Level. Ireena gains expertise in the Insight
able to return home. and Medicine skills.
If allowed to finish unearthing the chest, Ireena opens it, 4th Level. Ireena’s Dexterity score increases by
revealing its contents. The chest contains a silver bracelet set 2 to 14.
with gemstones, a pressed aster flower, a wooden charm in 8th Level. Ireena’s Dexterity score increases by
the shape of the yarrow flower on a leather cord, and a 2 to 16.
handkerchief with floral patterns. 10th Level. Ireena’s Dexterity score increases by
The flower (which Ireena found and her mother pressed), 2 to 18.
charm (which Ireena's mother wore as an apprentice to the None of Strahd's servants or monsters—
town's healer), and handkerchief (which Ireena's mother regardless of their intelligence, and least of all
helped her to sew) are all mementos of Ireena's childhood Strahd himself—ever attack Ireena.
with her mother. The bracelet is an item that Ireena was
found carrying when Kolyan found her in the Svalich Wood,
which Korina kept as a memento of their "miracle child" after
she learned that she could bear no more children.
The bracelet holds no sentimental value for Ireena, and
she doesn't remember why she was carrying it when Kolyan
first found her, or where she obtained it. She offers it to the
players as a gift for their agreement to escort her to Vallaki,
as compensation for their trouble.

85
B5f. Mad Mary’s Townhouse Mad Mary's plea has been relocated to the tavern and
There should be no reason for the players to visit Mad combined with Ismark's introduction to create a more
Mary’s Townhouse (p. 44) in this revision. However, if they dramatic and engaging opportunity for the players to learn
do, the following changes have been made: about the village's plight.
Mad Mary did not hide Gertruda in this house for her Gertruda has been changed to be Doru's betrothed to
entire life. Instead, Gertruda lived a fairly ordinary life—albeit provide her with a more rational reason to have willingly
one with a fairly overbearing widowed mother. (Ireena and gone to the castle, and to add additional tragic irony to Doru's
Gertruda initially bonded as young girls over the loss of their secret imprisonment in the undercroft of the church.
parents—Ireena's mother and Gertruda's father.) When he It is intentional that Ismark neither offers payment for
was alive, Gertruda’s father was a merchant who raised Ireena's escort, nor requests it for allowing the players to stay
Gertruda on stories of great lords and ladies, using their at his home. By graciously offering the players a place to stay,
family’s meager funds to purchase her occasional books from free of charge, Ismark should easily earn goodwill from the
Vistani caravans regarding diplomacy and military history. players, thereby encouraging them to accept his request
The first floor of this old, dirty dwelling comprises a one- when he asks if Ireena can accompany them to Vallaki.
room divided living space. To the north lies a small kitchen, The Burgomaster's Mansion. Ireena and Ismark's
its countertops dirty and covered with dust. There is a broken conversation has been added to make Ireena a more
glass on the floor and a rotted meal for two set on a table sympathetic character.
covered with a dirty blue tablecloth. (Mary poured herself a Ireena now knows that she was adopted and bears no ill
glass of wine to steady her nerves after realizing Gertruda's will or melancholy regarding this fact. Her ignorance of her
disappearance, and dropped it on the floor in anguish.) adoption in the original module serves no narrative purpose,
A small sitting area to the south contains a fireplace, two and her devotion to Kolyan Indirovich is far more endearing if
comfortable armchairs, and a dirty rug. Stairs lead up from her love is undiminished by their adoptive relationship.
here to the second floor. Knowledge of her adoption also foreshadows her relationship
The second floor corridor contains three wooden doors. to Izek Strazni later on, thereby ensuring that the reveal of
One leads to a bathroom with an unemptied chamber pot and their connection packs a greater dramatic punch.
a bowl of dirty bathwater. Another leads to Mary’s bedroom, Madam Eva's dream invitation has been added to provide
which holds a writing desk and a bed. (If found here, Mary is the players with a clear, urgent, and meaningful reason to
sitting on the bed, quietly sobbing.) travel to Tser Pool before traveling to Vallaki. The players'
The third door, which is slightly ajar, leads to Gertruda’s vision of the March of the Dead from the burgomaster's
bedroom; a tray holding a broken tea kettle and cup has mansion also establishes the danger of opposing Strahd,
shattered on the floor before it. (Mary was bringing Gertruda raising the tension for when the players first encounter him
tea when she found her daughter missing, and dropped it in at the River Ivlis Crossroads.
horror.) This sequence intentionally foregoes a popular community
Gertruda's room holds a clumsily handwoven dress and a modification involving an overnight siege of the mansion
shelf holding a dozen well-read, dog-eared books, as well as a staged by Strahd's forces. Such a dangerous experience
hairbrush, a rug, and an open window. would make the players less comfortable with escorting
Ireena to Vallaki, would establish Strahd as a savage and
Design Notes: Village of Barovia hostile antagonist, and would deny the players their first
The Raven's Guidance. This scene has been added to opportunity for rest and recovery since the campaign first
foreshadow the Keepers of the Feather, to inform the players began.
that ravens are helpful, to provide guidance and comfort to Ireena Kolyana is intentionally not offered as a potential
players who have recently entered a strange and alienating player character—despite an occasional community interest
land, and to introduce the players to Muriel, a recurring in making her so—because providing the players with a
member of the Keepers of the Feather who will accompany Barovian player character diminishes the "fish-out-of-water"
the players on multiple occasions in the future. experience of exploring Barovia; because few players are
Morgantha has been relocated from the village of Barovia willing or able to endure Strahd's abusive relationship with
to the Barovian refugee camp outside of Vallaki to ensure Ireena (along with Izek's stalking and kidnapping of her);
that the players do not develop an antagonistic relationship because, for the first half of Act II: The Shadowed Town,
with her too early and to make her more accessible in future the adventure relies upon Ireena's nature as a generally
arcs. passive character whose path diverges from the party's; and
The Blood on the Vine Tavern. The statue of Ismark the because Ireena's particular arc throughout the campaign is
Great has been added to clearly set up Ismark's personal likely to conflict with player expectations and preferences for
struggles to define himself apart from his ancestor, and to their own character's arc.
foreshadow the tale of Lugdana and the Holy Symbol of Bildrath's Mercantile. Bildrath has been changed to be
Ravenkind that the players will hear at Tser Pool. slightly more reasonable and far more sympathetic, aiming to
Arik has been made the sole owner of the tavern to create a discourage players from attacking him and thereby alienating
sharper distinction between the Barovians and the Vistani. Ismark and Ireena.
Ismark has been intentionally made a friendlier and more The Barovian Church. Parriwimple has been placed by
sympathetic character to encourage the players to build a the entrance to the church to inspire curiosity regarding
warm and trusting relationship with him and his sister, Donavich's strange behavior and Doru's ultimate fate, and to
Ireena. further develop the tragedy endured by the residents of the
village.
86
The plotline involving Donavich's holy symbol and Doru's
blood trial has been added to provide the players with an
opportunity to interact with Doru, to enhance the exposition
with dramatic tension, and to teach the players that NPCs
generally should be aided, not attacked. The players'
conversation with Doru also sets up Gertruda's and Escher's
presence in Castle Ravenloft and introduces Dr. Rudolph van
Richten.
The Burial. This guide intentionally foregoes two popular
community additions to the burgomaster's burial: Rahadin's
delivery of Strahd's condolences and Strahd's silent
observation of the ceremony
Throughout this campaign, it is critical to remember that
Strahd is not omniscient. In fact, the players' efforts to avoid
and foil his spies serves as a recurrent source of tension and
gameplay as they travel through Barovia. As such, from a
practical matter, it is important to note that neither Strahd
nor Rahadin would have any way of knowing that the
burgomaster would be buried on this precise date and time.
More significantly, Strahd views Ireena with neither
romance nor regret. He has no illusions that he might win
her hand for his own, nor does he believe that such efforts
might prove worth his while. A message expressing his
condolences to his prey—or a silent vigil observing the burial
—are sentiments that Strahd would never express.
Finally, this guide also foregoes a popular community
modification that adds an attack by Strahd's wolves and
undead during the ceremony. In addition to the fact that
Strahd, unaware of the date and time of the burial, would
have no opportunity to send it, such an overt attack would
immediately antagonize the players and ensure that they feel
actively unsafe around Strahd. It is a delicate balancing act to
ensure that the players hate and fear Strahd while still feeling
safe enough to accept his invitation to dine at Ravenloft. An
outright assault on the players destroys that fragile balance
utterly.

87
Arc C: Into the Valley
In this arc, the players depart the village of Barovia for Tser
Pool and the town of Vallaki. As they journey through the
woods, they can encounter a pair of Barovian scouts
searching for a missing family, distract or do battle with a
horde of zombies, and recover a weapons cache left by Dr.
Rudolph van Richten.
Upon their arrival at the River Ivlis Crossroads, the players
encounter Strahd von Zarovich for the first time,
accompanied by Escher, one of his vampiric consorts. After a
tense conversation, the players can head north to Tser Pool.
On the way to Tser Pool, the players encounter a raven—the
disguised wereraven Muriel Vinshaw—fleeing a monstrous
strix, a scarecrow of the skies crafted by the swamp-witch
Baba Lysaga. If the players defend Muriel from the strix’s
onslaught, she joins them for the remainder of their journey
to Vallaki, though without revealing her true identity.
Soon afterward, the players finally arrive at the Vistani
encampment at Tser Pool. There, they receive a magical
Tarokka reading from Madam Eva, which foretells the
location of three artifacts that will assist them in the fight
against Strahd, as well as an ally who is destined to aid them.
While staying at Tser Pool, the players hear Vistani tales of
Strahd's history and the Holy Symbol of Ravenkind, and can
also meet Arturi Radanavich, a wandering Vistana who
claims to have once known Rudolph van Richten. As the
players depart, they also receive a mission from Madam Eva
to purchase a toy in Vallaki for delivery to her great-grand-
niece, Arabelle.
If the players are tasked with escorting Ireena to St.
Andral's Church in Vallaki, or if they have their own reasons
for doing so, they then return to the Old Svalich Road via the
River Ivlis Crossroads, traveling west through the mountains.
Along the way, they encounter a strange skeletal rider, a pair
of fresh graves, a watchful revenant, the night hag
Morgantha in her peddler's disguise, two flocks of friendly
ravens, and a werewolf accompanied by its pack of ravenous
wolves.
Upon arriving in Vallaki, the players can find lodgings at
the Blue Water Inn. There, they can meet a host of colorful
characters, including the ringmaster Rictavio and the sons of
Lady Fiona Wachter. When morning comes, the players can
also have a fateful encounter with Baron Vargas Vallakovich
and his brutish enforcer, Izek Strazni...

The Road From Tser Pool


The module’s map of Barovia depicts a dotted line
that appears to connect the Tser Pool
Encampment to Tser Falls. Despite its appearance,
Tser Falls (p. 37) makes clear that this is not a
shortcut. Instead, this dotted line is a footpath that
leads to the base of Tser Falls, one thousand feet
below the bridge overhead. At no point does it
actually reconnect to the main road.
To travel from the Tser Pool Encampment to
Vallaki, the players will instead need to travel south,
back toward the River Ivlis Crossroads, then take
the Old Svalich Road westward.

88
C1. The Svalich Woods The voice belongs to a gruff female Barovian scout named
Kereza, who is joined by a second, soft-spoken male scout
The journey from the village of Barovia to the River Ivlis named Korga. The two warily demand to know if the players
Crossroads is three miles long and takes one hour. are spies or servants of Strahd. If reassured, the scouts warn
the players that Strahd’s spies are numerous throughout the
C1a. The Barovian Scouts Svalich Woods, including wolves, bats, and—at times—the
As the players travel, read: very trees themselves. (If asked about the trees, the scouts
can describe seeing animate vines, saplings, and bramble-
You set off from the silent village of Barovia, the fog creeping patches that wander through the woods with hostile intent.)
around your feet as you pass onto the Old Svalich Road. A sea If Ireena is with the players, she can aid the players in
reassuring the scouts, who recognize her and greet her with
of tall, pale-green grasses stretches out before you on either
quiet respect. The scouts are surprised to see Ireena
side of the road, all the way up to the edge of the Ivlis River. venturing forth from the village, but agree that Vallaki is likely
The sky above is a dull grey, the clouds heavy with the promise a safer place than Barovia—assuming, of course, that she can
of rain. make it there safely. (Ireena stubbornly insists, however, that
It's not long before you can see the old arched stone bridge her journey is a diplomatic and humanitarian one, and that
in the distance that spans the clear blue river ahead. Crossing
the players are her escorts and bodyguards.)
The scouts are searching for the Lansten family: two
it, you find yourselves on a muddy road that winds its way
parents and three young children—a girl and two boys—who
through the trees. The air is thick with the scent of damp earth went missing during the zombie attack on the village and
and decaying leaves, and the trees press in close, casting deep haven’t been seen since. After asking whether the players
shadows that carve dark gouges across the road. have seen their quarries on their journey, the scouts warn
them not to stray from the road, noting that dead and dark
If any players have a passive Wisdom (Perception) score of things lurk beneath the treetops. Kereza and Korga then
16 or higher, they hear a rustling noise and see a silhouette respectfully depart.
crouching in the misty underbrush. Otherwise, the players Shortly after the players resume their trek down the Old
simply hear a voice call out, muffled and diffuse in the fog: Svalich Road, a light drizzle begins to fall, stirring a fine mist
“Who goes there? Name yourselves.” that drifts through the underbrush.

89
C1b. Van Richten’s Cache C2. River Ivlis Crossroads
As the players continue down the road, read:
As the players approach this area, the drizzling rain stops.
You travel further into the woods, the muddy road guiding you
Read:
deeper and further away from civilization. As the road bends,
Soon, the river bends once more out of sight and the dark
the river brushes up against you once more. Here, the river is
woods surround the road once again. Finally, though, the trees
wider, its waters dark and calm. You can see the reflection of
pull away, revealing a tall cliff at the base of a foggy mountain
the trees and fog in its surface. The sound of the quiet,
slope. The air is cold and damp here, and soft wisps of fog
trickling water is met only by the rustling of leaves and the
swirl around the base of the cliff.
drizzle of soft rain. No birdsong breaks the silence that hangs
over the woods.
The players have arrived at the River Ivlis Crossroads, which
is largely as described in River Ivlis Crossroads (p. 35). Do
If the players received the location of Van Richten’s hidden not check for a random encounter when the players arrive.
weapons cache from Doru in Barovia’s church, they can enter This scene begins similarly to River Ivlis Crossroads (p.
the woods to the south to find it. If they do, read: 35). However, the first time the players move to depart for
Tser Pool, instead of seeing The Hanged One, they can hear
You step from the road and into the woods, crossing the the sound of a horse-drawn carriage or wagon approaching
treeline as your feet squelch into mud and loamy soil. Wisps of through the fog. Almost as soon as the sound appears,
fog curl across the earth around you, gnarled trees reaching
Strahd’s black carriage, as described in Black Carriage (p.
37) and Carriage House (p. 54), comes into view.
their arms overhead as gray light filters through the canopy.
You walk for three hundred paces, stepping softly through the C2a. Strahd’s Arrival
mulch and mist until you arrive at a clearing, the woods The players can see a driver sitting in the coach box: the
parting to make room for a tall, ancient oak whose knotted vampire spawn Escher, as described in K49. Lounge (p. 70).
black trunk rises far above its peers.
An ugly red scar now runs across Escher’s right cheek. (The
scar was left by Dr. Rudolph van Richten in a recent skirmish.
You soon realize, however, that you’re not alone. Five
See Arc E: The Missing Vistana for more information.) If
figures shamble or stand aimlessly within the clearing, their present, Ireena gasps at the sight of him, whispering that she
clothes muddied and torn and their flesh just beginning to thought that he was dead.
turn pallid and gray. A sixth figure, bearing the remnants of
tattered leather armor, stands just beside the tree, its white
eyes staring dully into the canopy overhead. This figure’s flesh, What If The Players Flee?
though rotting, is a smooth, sickly white, its skin run through The players should have little time to attempt to
with raised, crimson veins. A faint cloud of reddish mist spills conceal themselves before Strahd’s carriage comes
from its mouth and down onto the forest floor around it into view. However, if the players attempt to flee
the carriage into the woods, Strahd’s dire wolves—
before dissipating into the air.
one for each player—emerge from the fog behind
them and snarl, obstructing the players' escape.
The five figures are zombies. They also match the
descriptions of the Lansten family provided by the scouts—
two parents, a young girl, and two young boys. The sixth The carriage then comes to a stop. Read the following,
figure is a zombie plague spreader (Van Richten’s Guide to modifying the text as necessary if Ireena isn’t present, and
Ravenloft, p. 255) created by Strahd, and the former leader of pausing briefly after each paragraph to allow the players a
the undead siege. short opportunity to act or react:
The players can attempt to lure the zombies away from the
clearing; given the zombies’ low intelligence, doing so should The driver releases the reins, steps down from the coach box,
be reasonably easy. Alternatively, the players can attempt to
ambush and attack the zombies to destroy them altogether. and moves to open the side door of the carriage, bowing
If the players reach the oak tree, they can find Van deeply. A moment passes—and then a man steps out from the
Richten’s weapons cache where Doru told them: in a hollow carriage.
nestled beneath the tree’s roots. The cache itself is a small, He is tall, gaunt, and dressed in finery befitting a man of
unlocked wooden chest containing 20 silvered crossbow aristocratic, even royal stature. A black cloak is pulled neatly
bolts, a light crossbow, two healer’s kits, two vials of holy
water, and one potion of healing. around his shoulders, tied at the neck by a blood-red brooch.
A longsword rests ensheathed at his hip, its polished hilt
gleaming beneath the dim light. His scarlet tunic is worked
with intricate designs, and his hair is pulled back into a sharp
and immaculate widow's peak.

90
His eyes are dark, and as he moves to adjust the ruby at his
Strahd’s Foretelling
neck, you see that his fingernails form long, elegant claws. It's
At the time that he encounters the players, Strahd
only then that you realize that his skin is pale—unnaturally so
is returning from a visit to Madam Eva’s tent at the
— and that his eyes glint with a deep, intelligent hunger. Tser Pool Encampment. Finding the Forest Fane’s
power difficult to control due to Baba Zelenna’s
If Ireena is with the party, add: interference during his slumber, he sought Madam
Eva’s counsel in his preparations for the Grand
Conjunction. He received the following fortune:
Ireena rocks backward, as if slapped. She averts her eyes from
the man's gaze, her entire body tightening. "Don't look into "The Darklord—the master of shadows, the beast
his eyes," she chokes out. in the labyrinth that tears at his chains.
The man's gaze rests briefly on Ireena, and he smiles— "The Six of Stars, the Evoker—the power you
though no warmth reaches his eyes. "Lady Kolyana," he says. covet, a force untamed by mortal hands, raw and
"What a pleasant surprise." He then turns his gaze to you. wild with burning fury.
"The Artifact—the token you seek, the key to
Whether Ireena is with the party or not, add: power. Divinity’s heart waits, but where?
"The Innocent. I see a maid of raven hair and
"Good day," he says. "I am Count Strahd von Zarovich—and it
twilit eyes. She is one way to the token.
is a pleasure to finally meet the newcomers to my domain. My
friends have told me so much about you." His eyes linger over "But there is another—the Broken One. The path
of sacrifice opens another door. The wall that
each one of you in turn, regarding you like a cut of meat
whispers awaits your tribute.
weighed at market, an intriguing but inanimate trinket—a prey
animal spotted by a predator in the bush. "The threads of fate yet spin. The Seven of
Swords, the Hooded One, is next. Strangers walk
the land—their presence a riddle, their intentions
C2b. The Conversation Begins a maze. They dwell in the dusk, their role yet
If undiverted, Strahd greets each of the player characters unclear.
individually—by name, if his spies have had a chance to learn
them and report back to him. While doing so, he makes a "But the One of Stars, the Transmuter, is last.
personal comment regarding each character’s species, class Change comes on newcomers’ wings, the dusk of
(if apparent from their equipment or dress), and/or an era upon us. As one age ends, another is
born."
personality (if reported by his spies). If possible, he frames
each comment in the form of a compliment, sympathetic Much of Strahd’s foretelling was overheard by
remark, or (sparingly) exceptionally veiled threat. Muriel Vinshaw, an eavesdropping wereraven, until
If Ireena is present, Strahd then asks if “Lady Kolyana” has Strahd detected her presence and drove her away.
properly introduced them to his domain, and apologizes for Both Muriel and Strahd were unaware that Madam
any “folktales” his subjects may have shared about him. Eva knew of Muriel’s presence all along. As the
(He does not, however, deny his attack on the village of hidden avatar of the Seeker, Eva bears a special
Barovia, noting only that the people of the village defied him bond with Barovia’s wereravens, and deliberately
in an act of utmost treason. "I am sure that you can agree continued her foretelling to allow Muriel to hear it.
that my response was a measured one," he says. "After all, no Muriel heard the first five cards that Madam Eva
lord could tolerate a settlement that fostered such sedition. read, but doesn’t know the last two. More
The good people of Barovia needed to be taught a lesson. information about Muriel and her escape from
Their discipline was a kindness that few others would Strahd’s minions can be found in C3. The Strix
entertain.") below.
As the conversation progresses, Strahd notes that he's
heard "such wonderful things" of the players' exploits at "a
certain old house at the edge of my domain." Strahd then (If the players ask about the nature of Death House, or its
makes brief reference to the players' actions in Death House, purpose in bringing them to Barovia, Strahd smiles coldly
sardonically lauding: and says only, "The souls of the damned are tragically twisted
things. Do not linger upon their madness.")
their "heroic and compassionate spirits" if they put If the players ask about Strahd's driver, Strahd introduces
Walter's spirit to rest; him as Escher, "my coachman and cupbearer." Escher does
their "fierce and fiery valor" if they defeated the flesh not respond to the players’ questions or statements and
mound; and/or simply stands demurely at Strahd’s side.
their "cunning and ruthless will" if they made a sacrifice
on the cult's altar. C2c. Strahd's Questions
During the conversation, at moments when it seems natural
to do so, Strahd poses the players the following questions (in
no particular order):
91
"Ismark Kolyanovich defied me by keeping his sister from
me. Why should I, as his lord, not punish him for his
disloyalty?" The Players Misbehave
"I have claimed Ireena Kolyana, and twice marked her as If any of the players act rudely toward Strahd, he
my own. Why should I not take her with me to Castle doesn't feel a need to "punish" or "discipline"
Ravenloft right now?" them. Instead, he responds with amusement, like a
"You are trespassers in my lands, and the last outsider parent soothing a child throwing a tantrum. Strahd
that entered Barovia fostered sedition and treachery. Why doesn't view the players as a threat to either his
should I not dispatch with you now, in the same way that I ego, his person, or his reputation, and treats them
dispatched with him?" (Strahd's question is referring to accordingly.
Dr. Rudolph van Richten.) In such a situation, Strahd might draw upon the
following lines of dialogue when responding to a
If the players buried Walter's bones and put the spirits of misbehaving player:5
Death House to rest, Strahd poses an additional question:
"Do not imagine that you are the first to invade
"Immediately prior to your entry to my lands, you caused my realm."
great damage to a group of my servants—the occupants of "If you are trying to impress me, you have
a particular house on the borders of my domain. I had failed."
relied upon those servants to bring me specimens of "What lies do you tell yourself before you close
interest, but your activities have left them indefinitely your eyes at night?"
indisposed. Why should I not punish you for your crimes "There is none in all of Barovia whose honor
against them?" you have more cause to trust."
"Faith is that faculty which enables us to
Strahd frames each of these questions as a hypothetical. In believe things which we know to be untrue."
asking them, his tone is inquisitive, curious, and at least
somewhat amused. If the players despair at the prospect of If, at any point during the encounter, the players
answering these questions at all, Strahd notes, "I am not an move to threaten Strahd or flee, read:
unreasonable man. If there is some reason or rationale that I From behind Strahd, you hear a chorus of low,
might have missed, then by all means do enlighten me." feral growls. Multiple pairs of eyes glint from the
underbrush—each one the height of a man's
C2d. Strahd's Concessions shoulder.
As the players attempt to answer his questions, Strahd Slowly, from the shadows, slinks a pack of
delights in playing Devil's advocate, pushing back against massive wolves, each one as tall as a horse and
their responses and probing at the holes in their reasoning. twice as muscled, measuring nine feet in length
Ultimately, though, if the players' points are at least from head to haunches. Their fur is a thick,
reasonably well-argued, Strahd is willing to accept them. (It mottled grey, and saliva drips from their yellowed,
should be fairly clear to the players, however, that he is sharpened teeth.
merely humoring them by accepting their responses.) They take up positions behind and around
The players can push Strahd to make the following Strahd, flanking him like a noble's honor guard.
concessions: "You must forgive my pets," Strahd says. "They
can be . . . overenthusiastic at the sight of new
He agrees to overlook Ismark's transgressions, so long as friends."
Ismark does not defy him or act counter to his will again.
He agrees to allow Ireena to depart the River Ivlis The wolves are dire wolves, as described in Dire
Crossroads safely. (Strahd will not grant a longer grace Wolves (p. 30). (The number of dire wolves in the
period than that.) pack is equal to the number of players in the party.)
If the players appear to need further persuading,
He agrees to refrain from judgment against the players the dire wolves step forward, growling with their
unless they take action directly against his person. hackles raised. If the players proceed to attack
He agrees to forgive the players their transgressions Strahd or flee, the wolves attack.
against the cult of Death House.
The players might successfully exact these concessions
using a variety of arguments, including (but not limited to) the If the players appear to doubt Strahd's fidelity to his
following: concessions, he promises, "Fear not, dear children. I am no
liar. We both know deception is for the weak."5
The players have promised Ismark that they will escort When the players have answered all of Strahd's questions
Ireena to Vallaki and they must be allowed to fulfill their to his satisfaction, he bids them farewell and steps back into
word. the black carriage.
The players have taken no hostile action against Strahd As he does, Strahd’s six dire wolves emerge from the
and should be granted a presumption of innocence. woods, if they haven’t already, and move to flank the carriage.
The players' actions in Death House were conducted in Strahd notes that he and his “friends” shall see the players
self-defense, and therefore should be excused. again—perhaps very soon. The carriage then departs for
Castle Ravenloft.

92
C2e. Departing the Crossroads The greater strix is joined by two swarms of lesser strix
As the players move to depart the River Ivlis Crossroads after (each using the statistics of a swarm of ravens). Each lesser
Strahd has left, they encounter The Hanged One (p. 35). The strix is an artificial “crow” slightly larger than a raven, crafted
character hanged from the gallows should be the character of burlap, straw, twigs, and sharp stone teeth.
who was the rudest to Strahd or the least cooperative with These abominations were built by the witch Baba Lysaga
his questions. to hunt down wereravens. These particular strix—a gift from
Baba Lysaga to Strahd upon his awakening—have been
C3. The Strix ordered to hunt and kill Muriel, who was spotted
eavesdropping on the Tarokka reading that Strahd received
Halfway down the path from the River Ivlis Crossroads to from Madam Eva earlier that morning. It continues to pursue
Tser Pool Encampment, the players hear the sound of a Muriel, attacking the players if they obstruct it. It fights to the
distressed bird cawing from above. A raven with blue-tipped death.
wings—recognizably the same raven that met them in the If rescued, Muriel remains with the players until she can
village of Barovia—then crashes into the road at the players’ discern their intent. A player can remove the silver barbs in
feet, visibly wounded. This is, again, the wereraven Muriel, in her body and wings with a DC 15 Wisdom (Medicine) check,
disguise with 1 hit point. Her wings and torso have been reducing her to 0 hit points and causing her to fall
penetrated by several dozen silver barbs, leaving her unable unconscious on a failure. Once the barbs are removed,
to fly, regenerate, or transform until removed. however, Muriel’s regeneration immediately returns, healing
The raven’s arrival is followed soon after by a terrible, her wounds in a matter of seconds.
grating shriek and the arrival of a greater strix (using the If she learns that the players plan to travel to Vallaki,
statistics of a manticore): an enormous artificial “bird” Muriel travels with them while maintaining her raven
crafted of wood, animal skins, burlap, and hundreds of black disguise, hoping to rely upon safety in numbers until she can
raven’s feathers. (Instead of actual tail spikes, the greater report her findings to Urwin Martikov at the Blue Water Inn.
strix’s tail spikes attack releases a volley of dozens of tiny Under no conditions does Muriel willingly reveal her true
silver barbs from its wings.) nature to the players at this time.
C4. Tser Pool
The journey from the River Ivlis Crossroads to the Tser Pool
Encampment is one-and-a-half miles long and takes thirty
minutes.
C4a. Arrival at Tser Pool
This area is largely as described in G. Tser Pool
Encampment (p. 36). However, none of the Vistani at the
camp are intoxicated, and only one—a Vistana woman named
Eliza—serves as a spy for Strahd.

Lycanthropy in Barovia An infected werewolf must voluntarily kill another


In Barovia, the curse of lycanthropy spreads as described humanoid and devour their flesh.
in Player Characters as Lycanthropes (Monster Manual, p. An infected wereraven must be knocked unconscious
207). However, an infected player or other creature does while voluntarily attempting to protect another
humanoid from (what they believe to be) near-certain
not automatically receive any changes to their ability
scores or Armor Class, nor do they automatically receive death.
the benefits of the lycanthrope's stat block (e.g., An infected lycanthrope can be recognized by the scar
immunities or regeneration). of the wound that originally transmitted the curse. The
Instead, an infected creature only receives the benefits wound will never entirely heal, and remains raw and
of lycanthropy upon transforming into their hybrid form bloody until the curse is lifted.
on the night of the full moon. During this time, the The child of two lycanthropes possesses the full
creature becomes an NPC under the DM's control until benefits of lycanthropy from birth, and may learn to
dawn, at which point the creature loses the benefits of control their curse as they age.
lycanthropy. Finally, while the mists remain, the lunar cycle is
An infected creature can embrace the curse of accelerated in Barovia: the full moon arrives once every
lycanthropy—and so gain its full benefits—by two weeks, instead of once every four. The first full moon
completing a certain task, depending on the nature of that the players experience takes place on the sixth night
their curse: after they first arrive in Vallaki.

93
As the players enter the camp, they are met by Stanimir, an “I have only seen him once these past ten years, however,”
old Vistana who informs them that the leader of their Eva adds, somewhat mournfully. “Doubtless, he has gone
encampment, Madam Eva, has been waiting for them and wild without me.” (Madam Eva is referring to the Roc of
points them toward Eva’s tent. Stanimir, a jovial, colorful old Mount Ghakis, which served her when she retained the
man with a twinkle in his eye is largely as described in mantle of the Seeker of the Ladies Three.)
Mysterious Visitors (p. 19). However, he has the spell major If the players ask Eva about Dalvan Olensky's corpse, she
image prepared rather than vampiric touch. shares only that he was a Barovian named Dalvan Olensky
Stanimir is happy to answer any questions that the players who came to her tent in the aftermath of Strahd’s siege on
may have about the Vistani or about Barovia, as described in the village of Barovia, and that he insisted upon hearing—
Vistani Lore (p. 27). However, he will not discuss Strahd’s and then defying—his fate, a choice with tragic consequences.
business at Tser Pool. Instead, he shares his belief that (As with Strahd, Eva can’t disclose the nature or content of
Strahd will not soon return, and reassures the players that Dalvan’s foretelling.)
anything discussed at their meeting with Madam Eva will not Madam Eva then asks the players if they would like their
reach the vampire’s ears. fortunes read, and produces a worn deck of cards if so. She
If the players ask whether Strahd obtained a foretelling then pauses and closes her eyes, though they flash wide open
from Madam Eva, Stanimir tells them that Madam Eva again soon after. Read:
shares her gifts freely with all—but that each person’s future
is different, and often difficult to discern. Madam Eva’s voice is a low hiss as she speaks, her silhouette
dancing in the flickering candlelight. "A shadow is
C4b. The Tarokka Reading
This scene unfolds largely as described in Madam Eva’s Tent approaching my tent: a lone servant of Darkness. They seek
(p. 37). After greeting the players, Madam Eva names each knowledge of your future—secrets that I am sworn never to
player character personally, giving them one or more reveal to any but their keepers.
symbolic epithets related to their histories, their goals, and/or “Do not look, child, nor rush to greet them; if they learn the
their capabilities. import of what we have discussed, all may be lost. Do not
She thanks the players for making the journey to Tser Pool.
If asked about Strahd’s visit, she says only that each person’s reveal, even, that you know of their true nature, for their
future is their own to know, and that, while her duty binds her master will know that I have told you, and his wrath will
to seek the whispers of Fate for any who invoke her name, descend upon us all. I will read the cards as swiftly as I dare
she is bound not to reveal what she sees to anyone else. before they arrive, and you will listen closely, for I shall never
If Muriel is with the players in raven form, Madam Eva again repeat what they say. Are you ready?"
regards her with an emotion nearly resembling fondness and
asks to inspect her. She strokes Muriel’s wings and notes that If the players respond affirmatively, read the following text,
she once had a beloved pet raven named Turul long ago. choosing the appropriate descriptions and narration where
appropriate:
94
The crone then moves her wrinkled hand to the left-most card
Profile: Madam Eva —the first. She closes her eyes and tilts her head, as if
Roleplaying Information listening to an unspoken word. The arcane lights swirl and
Resonance. Madam Eva should inspire then shift, their colors changing to a deep, piercing blue.
discomfort with her intimate knowledge of the "This card tells of history. Knowledge of the ancient will
players’ pasts, gratitude for her dedication to the
help you better understand your enemy."
players’ journey, and reassurance with her
confident predictions. She flips the card.
Emotions. Madam Eva's most frequent emotions The cerulean light dances across its surface, revealing an
are amusement, solemnity, concern, and illustration of:
contemplation.
Motivations. Madam Eva wants to see the land of Nine of Swords—Torturer. A scowling, bearded man, clad in
Barovia healed and freed from Strahd's corruption. leather armor and a hood tipped with spikes, his calloused,
Inspirations. When playing Madam Eva, channel gnarled hands turning the wheel of a grisly device. “The
The Ancient One (Doctor Strange) and the Fates
Nine of Swords—the Torturer.” Her dark pupils shift from
(Hercules).
side to side, as though reading from an unseen text. (See
Character Information Swords (Spades), p. 12, for this card’s foretelling.)
Persona. To the world, Madam Eva appears as a Nine of Glyphs—Traitor. A smirking guardsman looking up
wise, yet maddened crone who speaks in
at a haughty priest, the priest’s pointing fingers mere
prophecies and riddles. To those she trusts, she
appears as a kind, yet frustratingly opaque and inches from the guardsman’s nose as the guardsman
stubborn old woman. readies a wickedly curved dagger behind his back. “The
Morale. In a fight, Madam Eva would calmly insist Nine of Glyphs—the Traitor.” Her dark pupils shift from
that her opponent cease their attacks, then—if her
side to side, as though reading from an unseen text. “Look
Vistani aides prove unable to stop her assailant—
weaken them with the harm spell before for a wealthy woman. A wary servant of the devil, she keeps
demanding their surrender. the treasure under lock and key, with the bones of an
Relationships. Madam Eva alone knows that she ancient enemy.”
is an avatar of the Seeker.
She moves her hand to the second card, this one at the top
of the cross. As she closes her eyes and listens once more, the
candlelight flares, its color bursting into a fierce, cheery
Her old hands working deftly, the ancient seer removes
yellow.
fourteen cards from the top of the deck, setting them aside.
"This card tells of a powerful force for good and protection,
The remaining cards, she shuffles nimbly twice, three times,
a holy symbol of great hope." She flips the card.
four.
This time, the light reveals a new illustration: an armored
Madam Eva sets both decks upon the surface of the velvet
warrior clutching a cracked iron sword and a leather-bound
table. Closing her eyes, she places her right hand over the
wooden shield, his face obscured by a heavy iron helmet. “The
surface of the larger deck. The crimson flames dim and swirl in
Five of Swords—the Myrmidon.” Her eyes stare deep into the
eldritch patterns as her lips move silently, a distant tension
shadows that lurk in the corners of the tent. (See Swords
spreading through the air. The sounds of the rustling trees and
(Spades), p. 12, for this card’s foretelling.)
rippling pool beyond the tent's walls begin to dim, the external
She moves her hand to the third card, at the right arm of the
world growing mute and insubstantial as the space within
cross, her eyelids closing like a trance, her lips pursed in quiet
grows more solid—more real.
contemplation. The candlelight vanishes, for a heartbeat—and
Slowly, reverently, the crone draws three cards from the top
then returns in a nova of fierce, burning white, so pure and
of the deck, laying them face down separately on the table,
strong and clean that it hurts to look at, burns to see—
with the second laid between and above its partners. She then
Madam Eva's eyes snap open, burning with a fierce
moves to the smaller deck, drawing two more cards. The first,
determination.
she places below the first three, forming a cross. The second,
"This is a card of power and strength. It tells of a weapon of
she places in the center.
vengeance: a sword of sunlight." She flips the card.
The lights of the candles sway like silhouettes, leaning in
The light reveals a third illustration: a solemn-faced man
toward the cards like anxious watchers—yet the air in the tent
clad in holy vestments, one hand clutching the chain of a
is perfectly still. No light intrudes through the seams in the
bronze censer that billows with burning smoke. “The Eight of
tent's walls; no voice rings out in the silence. Shadows and
Glyphs—the Bishop.” The crone's voice is strong with
mist swirl at the boundaries of the tent, where the darkness of
purpose. (See Glyphs (Hearts), p. 14, for this card’s foretelling.)
deepest night dwells—but here, at its center, light yet reigns.

95
Milestone. Receiving the Tarokka reading completes a
She moves to the fourth card, at the bottom of the cross, and
story milestone. When the party exits Madam Eva’s tent,
listens once more, tracing small circles across its back as she award each player 500 XP.
hums a contemplative note. The magic flames leap and dance
upon their wicks, now casting swirling violet embers into the C4c. Vistani Hospitality
air as the walls of the tent gleam with the shimmer of twilight. Upon exiting Madam Eva’s tent, the players find two other
Vistani waiting outside of the tent: a woman named Eliza and
"This card sheds light on one who will help you greatly in
a man named Arturi Radanavich. Stanimir joins the group a
the battle against darkness." few moments later.
She flips the card. Unless the players intervene, the conversation unfolds as
This time, the illustration revealed is a quiet graveyard follows:
choked with fog, its entrance sealed with a sharp iron fence.
Eliza greets the players immediately, giving them a warm
"The Mists." Madam Eva leans forward. (See Strahd’s Enemy, p.
welcome to the Tser Pool Encampment.
15, for this card’s foretelling.) As Stanimir approaches, Eliza clicks her tongue and
Finally, she moves her hand to the fifth card—and nearly scolds him for his lack of hospitality, noting that the
recoils, her brow furrowing until the wrinkles split her players seem to have traveled a long way.
forehead like a trench. Behind her, shadows encircle the Stanimir amusedly reminds Eliza that fate waits for no
one, but nonetheless invites the players to rest their weary
candlelight until the light is very nearly swallowed by the
feet at the camp’s central fire, offering wine, food, and
creeping dark. When next she speaks, Madam Eva's rasping song should the players join.
voice is scarce above a whisper. If the players accept and move to accompany Stanimir,
"Your enemy is a creature of darkness, whose powers are Arturi hesitates, then asks if the players would mind if he
beyond mortality. When the hour of judgment arrives, this accompanied them. He notes that he has heard that they
card will lead you to him!"
have just arrived from Barovia, and has recently arrived
himself from the west to seek information regarding the
Her hand trembles above the card for a silent moment—and village. (He adds, somewhat awkwardly, that it has been
then deft, ancient fingers reveal its opposite side. some time since he had last shared a Vistani fire, and
In the darkness, the fifth and final illustration is only barely apologizes for imposing upon them and the others.)
visible through the smoke and unnatural murk. Upon the
card's surface dwells a depiction of a crowned, grinning
emperor clad in royal finery and reaching for a goblet of wine
Arturi and Eliza
—though his limbs are wooden puppet’s limbs, lashed to
Arturi Radanavich, a close friend of Dr. Rudolph van
corded strings that disappear into the darkness overhead. Richten, has recently arrived at the Tser Pool
Madam Eva slowly exhales. "The Marionette." (See Strahd’s encampment. He has now heard that travelers have
Location in the Castle, p. 17, for this card’s foretelling.) arrived from the village of Barovia and hopes to
As the last syllable passes her lips, the old woman freezes— hear whether the Barovians have obtained any
information regarding Dr. Van Richten’s
and then rocks back in her chair, her eyes rolling until their
whereabouts. (See The Curse of Arturi Radanavich
whites gleam like pearls in the darkness—and then she snaps below for more information about Arturi's
back, the candlelight burning down to its ordinary crimson connection to Dr. Rudolph van Richten.)
glow. Arturi is a thoughtful, soft-spoken man in his late
thirties with a distant, almost absent-minded
The sound of the outside world returns—the voices of the
countenance and a near-painful sincerity.
Vistani, the crackling of the bonfire, the whisper of the wind, Meanwhile, Eliza, one of Strahd’s spies, has heard
and the lapping of the waves against the shore of the pool. that outsiders have entered the pool from beyond
Light, grey and insubstantial, filters in once more through the the Mists, and hopes to glean information about
their goals, capabilities, and weaknesses. (Eliza had
canvas walls of the tent, and you feel yourselves breathe for
hoped to eavesdrop on the players’ Tarokka
the first time since the reading began. Beyond the tent’s walls, reading as well, but was foiled by Madam Eva’s
you think you can hear the sound of footsteps approaching. foresight.)
Madam Eva says nothing. She only regards you silently with In sharp contrast to Arturi, Eliza is a cheery,
dark, heavy eyes. excitable woman in her early thirties, always glad to
insert herself into a conversation with a brash or
witty comment.
Madam Eva refuses to elaborate on the players’ readings or
provide any additional information or assistance. If asked to,
she says only, “The threads of Fate cannot be beckoned like a
servant or conjured like a magician’s trick. I see only what the
cards show me, and no more.” Before the players leave, she
whispers to them again to tell no one of what they have just
heard.

96
The Curse of Arturi Radanavich
Dark Beginnings. Twenty years ago, when Arturi Arturi spent three weeks searching for Van Richten,
Radanavich was only seventeen, several members of his eventually finding him in a small cottage at the edge of a
extended family amongst the Radanavich caravan invited sleepy village. Concealing himself from view, Arturi
him on a “hunting trip.” Awkward, lonesome, and watched Van Richten rage against the lives taken by the
desperate for connection, Arturi accepted their invitation raunie’s curse, then finally crumple into sleep, alone and
gratefully. undefended. No lust for vengeance stirred Arturi’s hand
It wasn’t long, however, before Arturi learned the true to the dagger at his side, though—instead, he felt only
nature of their hunt. His uncle, a man named Radu commiseration and pity.
Radanavich and the leader of the caravan, had recently When Van Richten awoke, Arturi was there to greet
seen his son, Ionel, fall deathly ill. When the Vistani’s him, suggesting that, together, they could aid one
treatments proved fruitless, Radu had taken Ionel to a another and see their curses lifted. Though Arturi was
healer in a nearby village—a doctor named Rudolph van not sure how, he suggested that the two spend a year
Richten. Ionel, however, had died under Van Richten’s traveling among the Vistani caravans, so that Van
care, and a vengeful and grieving Radu sought to visit his Richten could come to know the people that had taken
pain upon Van Richten in turn. his son, and so Arturi could come to know the man who
Arturi felt bewildered and afraid—but each time he had murdered his family. After some discussion, Van
thought to open his mouth, he imagined the insults and Richten reluctantly agreed.
jeers of his cousins or Uncle Radu’s smoldering glare. Redemption & Understanding. The two men set off
And so, Arturi watched silently as his family kidnapped together—awkwardly, at first, but soon coming to a
Van Richten’s fourteen-year-old son, Erasmus, spirited quiet understanding. For the next twelve months, they
him away to a darkened mire, and sold him to the visited each of the largest Vistani caravans in turn,
vampire lord Baron Metus. exposing Van Richten to the lives, joys, and sorrows of
It wasn’t long after Erasmus was sold that Van Richten his most hated foes. Arturi, in turn, learned of Van
tracked the Vistani caravan down, ambushing the Richten’s grief: of the love he bore for his son, Erasmus,
d’Avenirs—a Vistani husband and wife who then traveled and the guilt he felt for his friends who had fallen.
with the Radanaviches and had aided Radu in his When the year had ended, Arturi warned Van Richten
vengeance—and demanding to know where his son had that only blood could pay for his crime. Van Richten,
been taken. Arturi later learned that Van Richten had head bowed with the weight of his guilt, promised not to
spared the d’Avenirs’ lives—a mercy that would not last resist should Arturi choose to take his life. Instead,
forever. however, Arturi sliced both their palms and took Van
Three years later, Van Richten returned, grim-faced Richten’s hand, allowing their lifeblood to intermingle. In
and surrounded by a swarm of ravenous undead. His son that moment, the two became blood-brothers, and
Erasmus had died—transformed into a vampire spawn released their hatred forever.
and killed by Van Richten’s own hand. Torn by fury and Somehow, the two knew that there was one thing left
grief, Van Richten released the undead horde upon the to do. They traveled to the old wreckage of the
Radanavich caravan, howling, “Undead take you as you Radanavich caravan and set it aflame, defending its
have taken my son!” burning husk from legions of the undead that swarmed
Arturi alone survived, hiding himself away in his from the darkness. When dawn finally broke, the undead
grandmother’s magical trunk. When he finally emerged, had gone—and the wreckage was naught more than a
hours later, he found the encampment shattered, his pile of smoking ash. The two men embraced, laughing,
family slaughtered—and Van Richten nowhere to be knowing that their curses had finally come to an end.
found. The Next Chapter. Arturi and Van Richten parted ways
Arturi's Curse. Arturi soon learned, however, that Van soon after—Van Richten returning to his family home to
Richten’s vengeful words had taken on a life of their compile a lifetime’s notes, and Arturi returning to the
own, clinging to him like a burial shroud. “Undead take solitude of the roads, too distant from his people to truly
you,” Van Richten had promised—and so they did, return to their camps. Not long thereafter, Arturi’s
pursuing Arturi wherever he went. The Vistani banished travels took him to a southern port, where he purchased
him from their camps after dusk, naming him mortu, or a small, trained monkey—a baboon named Piccolo—and
“outcast,” a word that can also be more directly had him delivered to Van Richten’s home as a memento
translated as “living dead.” No village gave Arturi and gift.
sanctuary; no town’s walls would protect him. Several months later, Arturi heard rumors from the
For eighteen years Arturi wandered, ever-evading his Vistani that Van Richten had been sighted once more—
eternal pursuers. One day, however, he came upon a this time, in Barovia, the cursed valley of the vampire
Vistana caravan while traveling the roads, from whom he Strahd von Zarovich—and that he was now widely
learned that Van Richten, the murderer of Arturi’s family, believed to be dead. Fearful for his friend, Arturi set off
had suffered beneath the weight of a curse as well—a for Barovia through the Mists, hoping to find Van
curse placed by the raunie, or leader, of the Radanavich Richten should he still be alive—and to ensure him a
caravan with her dying words: “Live you always among proper burial should he have fallen in battle.
monsters, and see everyone you love die beneath their
claws!” A flutter of hope emerged in Arturi’s heart— Source: Wise, David. Van Richten's Guide to the Vistani.
hope that, together, their two curses might be lifted. Wizards of the Coast, 1995.

97
If the players make their way to the Vistani fire, Eliza—and After dinner, Stanimir cheerfully informs the players that,
Arturi, if he is present—introduce themselves. Eliza also asks as guests at a Vistani fire, they are now expected to play the
the players’ names in return. (If asked why he has not shared Game of Stories, and asks whether the players will accept. To
a Vistani fire until recently, Arturi winces and admits only play, each participant must put up a wager, which can be an
that the situation is complicated.) object of small monetary, intellectual, or sentimental value.
While seated around the fire, the players are given wine Each participant must then share a story to make a man
and food, including a midday meal of bread, cheese, and “laugh or weep.” Each time a story is told, the other
pickled beets. As they eat, Eliza asks the players about their participants in the game must guess whether the story is
next destination. If the players note that they are headed truth, falsehood, or both. At the end of the game, the
toward Vallaki or otherwise indicate an interest in staying the participant with the most correct guesses wins the pot.
night, Stanimir invites them to rest at the camp overnight, If the players accept the challenge, Eliza, Arturi, and Ireena
noting that the roads can be long and dangerous beyond also offer to join the game. The participants’ wagers are as
Madam Eva’s wagons. follows:
C4d. The Dancing Fire Stanimir wagers a worn deck of Tarokka cards that once
As dusk descends around the campfire, the Vistani serve the belonged to his late wife. (“They’ve sat unused and dusty
players a dinner of a hearty stew of rabbit, potatoes, turnips, in my wagon for long enough,” he says with a sad smile. “I
lentils, and parsnips alongside hearty chunks of flatbread. think she’d like it if they were out in the world again.”)
If he hasn’t already, Arturi asks the players for news from Eliza wagers a collapsible brass spyglass with a small,
Barovia, inquiring specifically whether they have encountered maneuverable mirror, allowing the user to peer around
a man named Rudolph van Richten. If asked about his corners.
interest, Arturi notes sorrowfully that Van Richten is a friend Arturi wagers a short manuscript on werewolves
of his, and that he had recently heard a rumor that he had authored by Dr. Rudolph van Richten.
come to harm while traveling to Barovia. Arturi is unsure Ireena wagers a painted wooden hairclip in the shape of a
whether he believes Van Richten to be dead, but is hopeful sunflower that she once wore as a child.
that he still lives—if for no other reason than that the old man Give the players a few minutes away from the table to plan
is impressively hard to kill. out their stories before the game begins.

Arturi’s Manuscript
Arturi’s manuscript—authored by Dr. Rudolph van Richten—is two pages long. It is titled “A Study of the Werewolf’s
Curse,” and reads as follows:

Werewolves are among the most fearsome lycanthropes, The cursed have two paths: they may resist the beast
bearing a curse as ancient as it is terrifying. For them, the within or embrace it. Those who resist bear unending
affliction of lycanthropy transforms even the most strain—until the rising full moon triggers a compulsory
civilized individual into a monstrous beast, warping the and horrific transformation. These individuals often
lines betwixt man and nature. experience bloody, haunting dreams: echoes of the
In its humanoid form, a werewolf retains many of the carnage wrought in their madness.
characteristics of its original identity, save for certain Some twisted souls, however, choose to accept their
nuances such as heightened senses, an explosive beastly nature. With time, they can master their abilities,
temper, and an odd preference for rare meats. Over time, calling upon the wolf's resilience and strength as they
subtle features that hint at their animalistic nature begin will. To do so, however, they must first perform a
to manifest. Nevertheless, it is in their wolf and hybrid gruesome act: to murder another and consume their
forms that the true horror of the curse is revealed. A flesh.
werewolf's hybrid form is particularly terrifying, with a One sure way to identify an afflicted individual is the
muscular humanoid body crowned by the head of a presence of a perpetually raw, bloody wound: the scar of
ravenous wolf. It is capable of wielding weapons, though the initial curse transmission. This wound never fully
its favored means of attack are its devastating claws and heals until the curse is lifted.
powerful bite. Beyond this mark, however, these creatures bear an
Werewolves typically abandon civilization soon after extraordinary resilience. Conventional methods of harm
their transformation. Those who reject the curse flee in prove ineffective in permanently subduing a werewolf.
fear of harming their loved ones, whereas those who Only through the bite of silver or the chill of death's
accept it fear exposure and the repercussions of their power can a werewolf be truly put to rest.
violent deeds. Out in the wild, they form packs, living in A spell of removal can also cure an afflicted
cohesion with ordinary wolves and dire wolves alike. lycanthrope, though those who accept the beast may
The most tragic aspect of lycanthropy is its fight it bitterly. As for those unfortunate souls born
transmission. A humanoid can contract this curse under the curse, they are doomed to bear their affliction
through a wound inflicted by a lycanthrope or through for life. As far as my research has shown, there exists no
inheritance if one or both of its parents are lycanthropes. cure, no respite for such individuals. They are caught in
an eternal struggle, forever haunted by the wolf within.

98
Lugdana was indeed a paladin of the Morninglord who
Stanimir’s Tale bore the legendary Holy Symbol of Ravenkind. According to
Stanimir goes first, delivering the same tale as described in legend, the symbol was given to Lugdana by an angel in the
The Dancing Fire (p. 20). However, exclude the final guise of a raven. Eliza notes with a chuckle, however, that no
paragraph, and instead end with the sentence, “The figure in one knows what happened to the Symbol after Lugdana fell
the dancing fire vanquishes its final foe, then disperses in a at Yester Hill, nor where it resides today.
cloud of smoke and embers.” Throughout his tale, the players
can notice Stanimir using the major image spell to create the Arturi’s Tale
shapes in the flames. After three of the players have gone, Arturi then shares the
When his tale has ended and all participants have made following tale:
their guesses—Eliza and Arturi going last, with Eliza voting
“True” and Arturi voting “Half-True”—Stanimir reveals that “There was once a silver Fox, renowned among all for his
his story was indeed a true tale of the Vistani people, and that curative touch. On a cold, moonlit night, however, a rustle of
the wounded prince lived on as a friend to the Vistani, even
when his heart was led astray by shadows and mist. (If asked, wings disturbed his peaceful reprieve. A flock of Sparrows
Stanimir admits that the prince was Strahd von Zarovich in brought him one of their own, the tendrils of Death clutching
the days before he came to Barovia, and that his promise to its small, shivering body. The Silver Fox took the sickly
the Vistani is why they remain in the valley to this day, sparrow into his den, but with all his wisdom and skill, he
“without fear or favor.”) could not cure its ailment, and it breathed its last in his paws.
“Fearing the Sparrows’ anger, the Fox begged them to take
Eliza’s Tale
After one of the players has gone, Eliza then shares the anything in exchange for peace. The Sparrows, hearts filled
following tale: with grief, departed into the moonlit night. It was only at dawn
that the Fox realized what they had taken: His beloved kit had
“It is said that within each raven flutters a lost soul, and that vanished, taken by the Sparrows’ claws.
each raven’s song tells a tale of ages past. They whisper, so “The Fox pursued the sparrows through barren lands and
listen closely.” shadowed woods. He found them slumbering amidst the
She takes a deep breath; when she speaks again, her voice is branches of a gnarled tree—and, in his cleverness, snatched
quiet, with an eerie, melodic quality to it. two of their flock in the jaws of his teeth.
“Sing, ravens, of Barovia, birthed from the mists and bathed “‘Where is my kit?’ the silver Fox roared. The Sparrows, now
in twilight. Sing of Lugdana, the Morninglord’s stalwart, dawn- prey in his claws, shared the terrible truth: they had given his
touched foe to the deep-lurking dark. The Holy Symbol of kit to the Kingdom of Night, where the cursed Sovereign of
Ravenkind, her radiant testament, the warrior’s beacon of Dusk dwelled in the darkness.
faithful resolve. “And so the Fox passed from light into dark, his legs aching
“Sing, ravens, of Chernovog’s rise, named Green-God and and sore, his paws bramble-pricked and bloody. It was in the
Demon-Lord upon Yester Hill. Lugdana, gray-haired, weary of keep of Dusk’s Sovereign that he found his lost quarry—and
battle, her longsword and shield yet polished and ready. uncovered his kit’s dreadful fate. His kit now shared the
Guided through shadows, toward sacred ground, she clashed Sovereign’s curse, the features of life now twisted and warped,
with the demon, their tempest-like dance. his once-lively eyes now deadened and cold.
“Sing, ravens, of Lugdana’s last fury, of Ravenkind’s token The kit begged for reprieve—for his father to free him from
now blazing with light. The battle’s tide turning, a hero’s brave his cursed existence. And the silver Fox, with a heart heavier
cry, a final onslaught with divinity’s grace. The Demon-Lord than the mountains, with eyes stinging with tears, did the
banished, the warrior now fell, the wound at her side gouged unthinkable—and ended his kit’s torment. As the Fox’s
too deep to bear. anguished howl shattered the night, so, too, did his heart. A
“Sing, ravens, of light’s final moments, a shadow father had entered the Kingdom that day, but it was a
descending from radiance on high. Sing of the angel, black- phantom, born of anguish and rage, that vanished into the
feathered and beaked, the Morninglord’s angel reclaiming its shrouded night.”
gift. The Symbol retaken, in ravens’ claws held.
“Sing, ravens; you are the keepers, the watchers, the tellers When his tale has ended and all participants have made their
of stories untold. Sing, ravens, of Lugdana’s memory, the guesses—Stanimir and Eliza going last, with Stanimir voting
shadows that lurk, and heroes to come.”
“True” and Eliza voting “False”—Arturi reveals that his story
was true. He politely declines, however, to reveal anything
further, noting only, with a sad smile, that “Some stories are
When her tale has ended and all participants have made their not mine to tell.”
guesses—Stanimir and Arturi going last, with Stanimir voting
“True” and Arturi voting “False”—Eliza reveals that her story Ireena’s Tale
was half-true. After all of the players have gone, Ireena (if present) then
shares the following tale:
99
"When I was a child, my father took me and my brother to a C4e. A Gift for Arabelle
vast, tranquil lake. I remember the sand beneath my bare feet,
As the players prepare to depart Tser Pool, they are
approached by Madam Eva, who greets them with a friendly
and the lapping of the waves against the shore. cackle. Once pleasantries are disposed of, she proffers a
"But then, something broke the silence—a low growl that velvet pouch containing 10 gp and asks the players to bring it
echoed through the wind. As I turned, I saw a beast emerge to Blinsky Toys, in Vallaki, to purchase a toy for her great-
from the fog: a wolf, far larger than any I'd ever seen. I still grand-niece, Arabelle. (Blinsky’s are Arabelle’s favorites.) She
remember its eyes—yellow, cold, and hungry.
adds that the players are welcome to keep any change as
payment for their efforts.
"My father screamed for me to run. I took off for the woods,
Madam Eva asks the players to deliver the toy to the
and the wolf followed, its snarls echoing through the Vistani encampment to the southwest of Vallaki by the end of
underbrush. I remember branches whipping against my face, Arabelle’s tenth nameday, which is in two days’ time. Eva
thorns cutting at my feet as my legs burned and my breath claims that she would go herself, but that long journeys are
grew ragged, but my fear drove me forward. simply too taxing for her old bones. She adds, with a cryptic
"It was only much later, when my heart had quieted in my
smile, that the players may enjoy speaking with Arabelle, as
chest and the wolf's footsteps had faded into silence, that I
she is “a most interesting child.”
Madam Eva concludes the conversation by wishing the
finally allowed myself to stop. By then, though, the woods players well on their journey. She then returns to her tent.
were strange to me, and my father's shouts had faded.
"A heavy mist had descended around me, and shadowed C5. The Skeletal Rider
shapes lurked in every corner. I stepped forward, one hand When the players return to the River Ivlis Crossroads after
reaching fearfully into the fog—and a wolf made of mist leapt receiving the Tarokka reading, they encounter a skeletal rider,
forth, its jaws opened wide to devour me. And then— as described in Skeletal Rider (p. 31). If the players saw
everything went black. Dalvan Olensky’s corpse upon entering Barovia, they notice
"The next thing I remembered, I awoke in my own bed, my
that the rider’s clothing is recognizably similar to his.
father's humming echoing from the kitchen. I don't know how
C6. The Watchtower
I got there, or what became of the wolf, but I can still
remember its teeth as clearly as ever."
As the players travel west from the River Ivlis Crossroads,
read:
When her tale has ended and all participants have made their You leave the crossroads behind and resume your westward
guesses—Stanimir voting “True” and Eliza and Arturi voting
“False”—Ireena reveals that her story was false. With a quiet journey. You follow the road as it bends around, then ascends
laugh, she shares that the story is a dream that she’s had the cliff, trudging up its steep, rocky incline.
since childhood, noting that there are no lakes near the The fog is thick here, obscuring the top of the cliff
village of Barovia and that she’d never seen a dire wolf until overhead. The road itself grows narrow and treacherous, with
recently. loose stones and deep ruts that make it difficult to maintain
If challenged on his vote, Stanimir merely says, with a your footing.
mysterious smile, that many dreams have a kernel of truth.
He then thanks Ireena for sharing her tale. Soon enough, though, the road levels out, continuing past a
ruined three-story watchtower perched atop the edge of the
cliff.
The tower's old stone walls are covered in moss and ivy, its
Confronting Arturi
rotten wooden door hanging off its hinges. Nearby, two fresh
If one of the players confronts Arturi after the
Game of Stories has ended and suggests that the graves sit against the road. An animal's corpse seems to lie in
Silver Fox of his tale is a pseudonym for Dr. the tall grass not far away.
Rudolph van Richten, Arturi graciously admits it.
He notes, wistfully, that Van Richten has suffered
many pains in life—some just, some unjust—but
Pause to allow the players to act or react. If the players
that, in due time, he found healing and redemption
remain silent, continue to Tser Falls below. Otherwise, allow
for both his sins and the sins of others. Arturi says,
the players to explore the area.
however, that the continuation of Van Richten’s
tale is not for him to tell.
The Watchtower
Arturi does note, though, that Van Richten did The ruined watchtower was built as a lookout post by the
later find precious friends who began to heal his Order of the Silver Dragon long ago. It has the same
broken heart, including his student Ezmerelda structure as the Guard Tower (p. 157) at Tsolenka Pass, with
d’Avenir. He concludes by sharing his hopes that the following changes:
Van Richten still lives, if only so that he may one
day find the peace he has long searched for.
The tower door has been half-pulled from its hinges and
can be opened easily.
The temperature and wind in the tower are far less
severe.
100
There is no dire wolf's head mounted above the hearth. Tser Falls
There are neither statues nor skeletons atop the This area is largely as described in Tser Falls (p. 37).
battlements. Additionally, when the players arrive, they can see a revenant
If the players explore the watchtower, they find a broken (p. 31) standing alone at the midpoint of the bridge with its
pendant of a silver dragon lying on the ground of the first hands resting on the pommel of its sword, the blade of which
floor, close to the entrance. The pendant is always cold to the is planted firmly on the ground.
touch. If the players call out to this nameless revenant or step
From atop the battlements of the watchtower, the players onto the bridge, it hails them in a raspy voice and asks their
can see Tser Falls to the northwest and Tser Pool to the business. Upon hearing their response, it says, "Old things
northeast. To the south, above and beyond the slopes of are stirring and the lord of Castle Ravenloft roams the valley.
Mount Ghakis, they can see only an impenetrable wall of Tell me: Do you serve him?"
thick, gray fog. If the players claim to serve Strahd, the revenant visibly
stiffens, but stands aside, saying coldly, "Then be gone on
The Graves your way, and may your foul work bring you ruin and despair."
The two graves hold the remains of two Barovian refugees If the players deny serving Strahd, the revenant is visibly
who were slain by wolves during the journey to Vallaki some relieved and invites them to approach so that it may "get a
time ago. A DC 12 Wisdom (Survival) check reveals that the closer look at them." It introduces itself as a knight of the
graves are no more than a few days old. Order of the Silver Dragon, but claims to have long forgotten
Small pebbles have been arranged in the soil atop each its name in life.
grave to form the shape of a rising sunburst. If the players' weapons are clearly visible, it asks the
players if they oppose the lord of Castle Ravenloft. If the
The Corpse players claim to oppose Strahd, the revenant advises them to
The corpse belongs to a wolf killed by spears and crossbow travel to Argynvostholt to the west, where Sir Godfrey
bolts. The Barovian refugees left it here after slaying it and Gwilym awaits those who would raise their swords against
driving off the other members of its pack. the darkness that lurks in the castle's depths.
If the players inquire about the Order of the Silver Dragon,
C7. Tser Falls the revenant shares only that the knights of the Order
The journey from the River Ivlis Crossroads to Tser Falls is opposed the lord of Ravenloft in life and suggests that the
seven-and-a-half miles long, or two-and-a-half hours. players speak with Sir Godfrey to obtain further information.
If the players obtained the silver pendant in the watchtower
The High Road by the River Ivlis Crossroad, the revenant recognizes it, but
As the players travel west on the Old Svalich Road, read: refuses to comment further on its significance.
If the players ask the revenant why it is guarding the
You continue down the winding mountain road, the jagged
bridge, it says only, "Because I raised my voice against my
commander and was banished. Now, I stand like my brothers-
peaks looming ominously through the fog far above. and sisters-in-arms, watching the dark places of this land and
The air grows colder as the road passes through a dark awaiting an order that will never come."
evergreen forest, the thick canopy once more blocking out
much of the sky's dim light. The only sounds that follow you
are the crunching of fallen leaves and an occasional rustling in Vladimir’s Fury
the underbrush. This nameless revenant was banished, along with a
dozen of its peers, from the ruins of Argynvostholt
While traversing this section of the Old Svalich Road, the shortly after the failure of Doru’s rebellion three
players are stalked by one of Strahd's spies: a wolf. (See months ago.
Strahd's Spies on pg. 29 for more information.) When news of Strahd’s planned counterstroke
If the players dispatch, ignore, or fail to notice the wolf, reached them, the knights of the Order of the
continue: Silver Dragon raised their voices, begging Vladimir
Horngaard to allow them to lend their swords to
the cause.
As you curve around the edge of the mountain, the right-hand Vladimir denied them and, when the knights
cliffs fall away, leaving a sheer drop to a forested gully below. grew enraged and unruly, banished them from the
The road bends, doubling back around this ravine before manor and forbade them from raising their swords
plunging dramatically and winding around a smaller mountain
against Strahd or any of his creatures. Now, only Sir
Godfrey Gwilym, Vladimir Horngaard, and the
peak. spirits of the phantom warriors that once fought for
the Order remain in Argynvostholt.
The players then arrive at Tser Falls (p. 37).

101
If the players ask why it cannot take up arms against Strahd
itself, it says only, "Because my commander forbids it, and my
spirit is bound from disobeying his will." It is willing to share
that its commander's name is Sir Vladimir Horngaard, but is
unwilling to share more, advising the players to speak with
Sir Godfrey instead.
If the players ask for directions to Argynvostholt, the
revenant advises them to travel "west, beyond the walled
town, then south upon the ash-gray path."
If the players mention Strahd's carriage, the revenant notes
its disgust for "the beast von Zarovich" and advises the
players to be cautious of him and his servants and spies. If
the players mention the skeletal rider, the revenant recalls
that "the Wandering One has long sought a road to freedom
through the mists. It has never succeeded."
The revenant will not leave its post on the bridge under any
circumstances.
C8. Black Carriage
The journey from Tser Falls to the Black Carriage (p. 37) is
one-and-a-half miles and takes thirty minutes. As the players
make this journey, read:
You continue down the winding road, which climbs a short
distance north before bending west to avoid a bald-headed
peak on the right, its craggy cliffs bearing an array of sharp
rocks that jut out over the roadway.
It's not long before the road bends north once again, a
second hill arising from the fog on your left. Twisted trees dot
its steep slopes, their branches reaching out like gnarled
fingers.
As you travel deeper between the hills, the road narrows and
the cliffs grow taller. Soon, though, the hills fall away once
more, the road continuing forth into a small, fog-choked basin.

This area is as described in Black Carriage (p. 37). (Strahd's


carriage is not present, though the players can see deep
grooves in the muddy road that pass from the Old Svalich
Road onto the old cobblestone-strewn thoroughfare that
leads to Castle Ravenloft.)
The journey from the Black Carriage to the western Gates
of Barovia is a quarter-mile and takes five minutes. This area
is as described in Gates of Barovia (p. 38), but seen from the
opposite side.
C9. Old Bonegrinder
The journey from the Gates of Ravenloft to Old Bonegrinder
is two-and-a-half miles long and takes forty-five minutes. As
the players make this journey, read:
The road continues forward, passing between a patch of dark
woods. The air here is as quiet as the grave, the trees standing
perfectly still in the unnerving silence.
Not far from the road, nestled in the overgrown underbrush,
stands a mossy stone slab standing just under six feet in
height. It rests on an old, cracked stone circle, and seems to
bear some kind of carving.

102
Briefly pause to allow the players to act or react. If the players Before she departs, Morgantha warns the players that the
choose to investigate the slab, they find that it bears a crude guards at the Vallaki gates are confiscating silver coins and
carving of a raven over an engraved three-pointed star, the visible silver items from travelers as a tax. "But," she says,
grooves lined with lichen and moss. (The slab is an ancient tapping her nose with a cheeky, half-toothed grin, "you didn't
monument to the Seeker, and the three-pointed star the hear it from me."
symbol of the Ladies Three.)
If the players remain silent or continue ahead, read: C10. The Deep Woods
The journey from Old Bonegrinder to the Town of Vallaki is
The road soon emerges from the woods once more, veering five-and-three-quarter miles long and takes two hours. As the
between two hills. Before long, it bends to the north, hugging players make this journey, read:
the base of a mountain.
The winding valley road hugs the mountainside as it meanders
The players emerge at the base of the hill upon which Old north. The dark woods cling to the opposite side of the road,
Bonegrinder rests, as described in Approaching the the tall, gnarled trees creeping as close as they dare. You can
Windmill (p. 125). hear the sound of the wind rustling through the leaves and the
As the windmill comes into view, the players also notice occasional creak of branches. From time to time, it almost
Morgantha approaching from the opposite direction with her
cart, as described in Dream Pastries (p. 48). sounds like the trees are whispering among themselves, or
This scene largely unfolds as described in Dream Pastries stirring their ancient roots in the old, rotten mulch.
(p. 48), but Morgantha is coming from the town of Vallaki, not As the road continues, the forest swallows it up on both
the village of Barovia, and she doesn't have a child stuffed sides. The trees towering far above your heads, blocking out all
into a sack in her peddler's cart. (Because her shapechange but the barest hints of gray light. The air grows thick and heavy
ability is a polymorph effect, a paladin’s divine sense and with the scent of moss and rotting leaves; in the distance, you
similar abilities don’t detect her fiendish nature.)
Morgantha greets the players warmly, calling them "weary hear a raven's gurgling croak, followed by the sound of
travelers," and shares her hope that the road has not been too fluttering wings.
hard on them. She freely shares the following information if Before long, it becomes clear that your presence in this
asked: dreary land has not gone unnoticed. A raven follows you for

She is a peddler who sells baked wares to the "good several minutes while keeping a respectful distance.
people of Barovia."
She is just returning from a day peddling her goods to the This encounter unfolds as described in Swarms of Ravens
townsfolk of Vallaki and the "poor, hungry dears" camped (p. 32), with the party joined by two swarms of ravens. If she
outside the gates. (Her latter comment is referring to a is with the party and able to fly, the disguised Muriel takes
camp of Barovian refugees that has not been allowed to wing alongside the flock, but keeps a sharp eye on the players
enter the town.) as they travel.
She lives in the old windmill up the hill with her two As the players proceed down the road, read:
daughters, Bella and Offalia. (She kindly declines to share
what happened to her "husband," saying only, "Now, that's Ahead, the trees to the north break, revealing a grassy field.
an old woman's business, meant to be shared only if she The tall grasses sway in the chill air, the field stretching until it
chooses.") reaches the shores of a dark, distant lake. Fog clings to the
Morgantha has a few "dream pastries" left from her shoreline. Even from a distance, you can hear the faint sound
workday—"filled with the light and love of dreaming"—which of water lapping against the rocks.
she offers to the players for free as a "first sample." She
advises the players that the dream pastries taste best after a
warm meal, "especially with a nice bit of wine to wash them If Ireena is with the party, she freezes and asks the players if
down." (The dream pastries, if eaten, affect the players as the party can take a quick detour across the field to the lake.
described in Dream Pastries, p. 125.) If asked, she notes only that the lake seems strangely familiar.
If asked how she manages to travel the roads safely, Lake Zarovich is as described in L. Lake Zarovich (p. 38),
Morgantha only smiles and promises the players that "an old but without the beached rowboats or Bluto's boat visible.
woman has her tricks." ("But," she complains, "my back and Upon arriving at the shore of the lake, Ireena notes with
poor feet do complain from time to time. I can't wait to soak trepidation that it appears to be the same lake that she has
them in a tub of nice, hot water once I'm home.") seen in her dreams. (If she hasn't already shared it, Ireena
When the conversation runs out of steam, Morgantha bids tells the story of her dream, described in C4d. The Dancing
the players a safe journey, and lets them know that they can Fire above.)
find her outside of Vallaki's gates in the future, should they Ireena is certain, however, that she has never visited this
like to purchase additional pastries. lake with Ismark and her father, Kolyan. She is uncertain of
the implications, but becomes lost in thought if a player
reminds her that her father found her wandering the Old
Svalich Woods as a child.

103
C11. The Werewolf's Hunt Then, without warning, eight snarling shadows launch from

As the players continue down the road, read: the underbrush, fangs bared and claws outstretched!

As quickly as it appeared, the field is swallowed up by the Have the players, wolves, werewolf (in wolf form), and (if
forest again, the trees closing in around you once more. The
they are with the party) Ireena, the two swarms of ravens,
and Muriel (a wereraven in raven form) roll initiative. Any
dark undergrowth rustles and stirs in the wind, and the weight
character with a passive Wisdom (Perception) score lower
of the forest presses in from all sides. You're unable to shake than 14 is surprised.
the sense that, somehow, you're being watched. Use the statblock below for the werewolf, rather than the
one in the Monster Manual.
If one of the players has a passive Wisdom (Perception) score Each wolf gains the following additional action option:
of 14 or higher, or if one of the players makes a successful Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one
DC 14 Wisdom (Perception) check, add: target. Hit: 7 (2d4 + 2) piercing damage. Instead of dealing
damage, the wolf can grapple the target (escape DC 11).
As your footsteps squelch into the old, muddy road, you
glimpse a flicker of movement in the underwood: a flash of In combat, the wolves work together, using their Bite to
gray fur, amber eyes, and sharp, white teeth. Then, as soon as
knock characters prone, then using their Maul to grapple
prone targets. Once the wolves have dragged a grappled
it appeared, it vanishes, skulking back into the shadows. character away from the party, the werewolf shifts its
attention to target them with its bite. The first character
The movement belongs to a wolf. Its six wolf packmates—led targeted in this way notices that the werewolf is slightly
by a single werewolf (in wolf form)—are not far behind. larger than the rest and has intelligent, disturbingly human
Soon after the first wolf appears, the pack attacks. Read: eyes.
The werewolf flees if it begins its turn with 20 hit points or
The woodland road takes you through a small, forested fewer and doesn’t regenerate, or if it begins its turn with 0 hit
clearing, the circular treeline littered with dense thickets,
points on three turns in a row. Any surviving wolves follow
moss-covered boulders, and craggy ridges.
soon after.

104
Werewolf Actions
Medium Humanoid (Human, Shapechanger), Chaotic Multiattack. The werewolf makes two attacks: two with
Evil its spear (humanoid form) or one with its bite and one
with its claws (wolf or hybrid form).
Armor Class 11 in humanoid form, 12 (natural armor) in
wolf or hybrid form Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
Hit Points 84 (13d8 + 26) +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
Speed 30 ft. (40 ft. in wolf form) piercing damage. Instead of dealing damage, the
werewolf can grapple the target (escape DC 11).
Additionally, if the target is a humanoid, it must
STR DEX CON INT WIS CHA succeed on a DC 13 Constitution saving throw or be
cursed with werewolf lycanthropy.
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Claws (Wolf or Hybrid Form Only). Melee Weapon
Saving Throws Str +4 Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 +
Skills Perception +4, Stealth +3 3) slashing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be
Senses darkvision, passive Perception 14
Languages Common (can't speak in wolf form) knocked prone.
Challenge 3, or 2 without its regeneration Spear (Humanoid Form Only). Melee or Ranged Weapon
Proficiency Bonus +2 Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage, or 6 (1d8 +
Keen Hearing and Smell. The werewolf has advantage on 2) piercing damage if used with two hands to make a
Wisdom (Perception) checks that rely on hearing or melee attack.
smell.
Bonus Actions
Pack Tactics. The werewolf has advantage on an attack
Shapechange. The werewolf polymorphs into a wolf-
roll against a creature if at least one of the werewolf's
humanoid hybrid or into a wolf, or back into its true
allies is within 5 feet of the creature and the ally isn't
form, which is humanoid. Its statistics, other than its
incapacitated.
AC, are the same in each form. Any equipment it is
Regeneration. The werewolf regains 10 hit points at the wearing or carrying melds into the new form. It reverts
start of its turn. If the werewolf takes necrotic damage to its true form if it dies.
or bludgeoning, piercing, or slashing damage from a
silvered weapon, this trait doesn't function at the start
of the werewolf's next turn. The werewolf dies only if it
starts its turn with 0 hit points and doesn't regenerate.

If the werewolf dies, it reverts to its true form: a young man C11. The Town of Vallaki
with pale, freckled skin and a lean, muscled frame. A bloody,
raw, and blighted wound is visible on his side—the source of C11a. The Vallakian Gates
the young man's lycanthropic affliction. The road continues forward to the Town of Vallaki, largely
Any players who failed their saving throw against the curse as described in Approaching the Town (p. 95). However,
of lycanthropy soon find that, although they regain hit points remove the first sentence of the descriptive text and add the
normally, the original wound remains cosmetically bloody following text at the end of the first paragraph:
and raw—just as described in Van Richten's manuscript on
the werewolf's curse. The next full moon takes place on the More than a dozen ramshackle tents have been set up against
night of the sixth day after the players’ arrival in Vallaki.
the palisade wall. Among them, dozens of ragged, emaciated
people mill about or sit by low-burning campfires and bedrolls,
their hollow gazes watching silently as you approach.

If Ireena is visibly traveling with the party, add:


Some of them regard Ireena with dull recognition, but none lift
a hand in greeting or make any gesture of warmth.

This area, the Morning Gate, is largely as described in Town


Gates (p. 95). The tents are a camp of Barovian refugees,
housing those who survived the trek from the village of
Barovia in the wake of Strahd's siege.
105
The guards refuse to accept payment on behalf of the
The Refugee Camp refugees, who the Baron has specifically barred from
If she is with the party, Ireena is heartbroken and enraged at entering, claiming concerns of "sickness, unruliness, and
the sight of the refugee camp. She suggests that she meet malicious unhappiness."
with the refugees while the players find lodging in town, and If the players pay the toll, the guards also insist that each
promises to join the players later. The players can dissuade entrant opens their purse (or equivalent) and surrender any
her with a successful DC 10 Charisma (Persuasion) check. silver pieces in their possession. (If the players complain, the
Otherwise, Ireena approaches one of the cookfires, either guards assure them that the silver is needed to produce the
alone or—if the players have insisted on joining her—with silvered weapons necessary to defend the town from
company. werewolves.) In exchange for any silver coins that they give
The members of the refugee camp, which include Emeric, up, the players receive an amount of copper coins of equal
a melancholy older man, and Magda, a grief-stricken young value—minus a ten percent tax.
woman, can share the following information: If asked about lodging, the guards can share information
about the Blue Water Inn, as described in Vallaki Lore (p.
The Barovian refugees arrived at Vallaki's gates a few days 96). The guards are also willing to provide additional
ago, but were barred from entering. When they attempted directions to other landmarks in the town in exchange for a
to breach the gates by force, the guards summoned a man bribe of 1 gold piece.
they called Izek, who bore a twisted devil's arm and Each time the players pass through the gates, including the
conjured fire to drive the refugees back. first, the guards nod at them and intone the Baron's favored
Since then, the refugees have set up camp outside the phrase: "All will be well."
town's walls, clustering together for protection and
warmth. They've managed to secure some minor Entering the Town
necessities, such as the tents, by bribing the guards at the As the players pass down Vallaki's main avenue, read:
gates, but have been unable to persuade the guards to
allow them entry or to even invite the town's Baron to
discuss their plight. You pass from the earthen road onto cobblestone streets,
Swarms of bats and packs of wolves have plagued the mud staining your boots and the bottoms of your pants.
camp each night since they've arrived. Thankfully, no one Behind you, the gates close with a slam, and you can see the
has died yet, but several refugees have been wounded. guards resume their posts behind it. In the distance, you can
Due to losses they suffered on the road and the threat of see two other figures bearing pikes, patrolling the walls as they
the Devil in Castle Ravenloft, the refugees are unwilling to
risk the journey back home, instead hoping to wait until look down on the twisted forest beyond.
the Baron sees reason and allows them to enter the walls. The eaves of the buildings hang with old banners and
Roughly one-quarter of the refugees have become tattered fabrics that flap and twist in the chill breeze. The
addicted to "dream pastries," a foodstuff sold by the banners are painted with faded words and illustrations, but
peddler Morgantha. These refugees seek an escape from time has robbed them of both their legibility and any beauty
the misery and despair of their situation. Those who eat a they may have once had.
dream pastry fall into a trance as described in Dream
Pastries (p. 125).
If the players arrive during the day, add:
The refugees are lost in despair. Many are cold toward
Ireena, and all are unwilling to accept her offers of help. The streets are filled sparsely with townsfolk, many wearing
Some blame her, as well as Ismark "the Lesser" and the late
Burgomaster of Barovia, for their failure to protect them from drab, patched grey clothes that have faded with age. They
Strahd's awakening and invasion. Others recall a superstition shrink back toward the sides of the streets as you pass, their
that red-haired Barovian woman bring misfortune, and pale faces growing paler with faint fear at the sight of you.
suggest that Ireena herself has brought a curse upon their Their frightened eyes linger on your strange appearances, and
people. None have any wish to deal with her further. quiet whispers fill the air.
Following her interaction with the refugees, Ireena is A few townsfolk bear strained, silent smiles, but no mirth
enraged by the Baron's callousness, and vows to make her
best efforts to secure entry for the refugees into Vallaki. reaches their eyes. There's not a glint of hope or joy—only
weariness, tainted with fear.
The Guards at the Gates As you pass by them, the tension leaves the townsfolk and
The guards at the gates largely act as described in Town they return quietly to their business.
Gates (p. 95). One has a silvered spear, while the other has a
quiver containing a dozen crossbow bolts, half of which are Otherwise, if the players arrive at night, add:
silvered.
The guards demand that each person first identify
themselves, then pay 1 gold piece as a toll in order to enter Flickering candlelight lingers behind the shuttered townhouse
the village. (The Baron has imposed this law to prevent windows, and humanoid shadows move beyond closed
werewolves or Vistani from entering the town.) curtains.

106
Danika pecks Urwin's cheek with a kiss and says, "The
Long shadows lurk in the alleyways, where the grass grows
table by the window is getting hungry." Urwin winks at the
long and twisted beneath the stained and sagging wood of the players, picks up the tray again, and exits the bar to deliver
buildings above. the food.
The streets are empty, though you can see a single cloaked
Danika then tells the players the rates for room and board,
figure traveling away from you down the central road. In the as listed in N2. Blue Water Inn (p. 98). (Both the large guest
distance beyond the walls, a lone wolf howls, and a cold gust room, N2m. Guest Room (p. 102), as well as the two small
of wind cuts through the night like a knife. guest rooms, N2l. Guest Rooms (p. 102), are available for
rent.) When Urwin returns, he offers to take the players'
The cloaked figure is Willemina Rikalova, as described in St. orders for dinner, assuming they're hungry.
Andral's Church (p. 97). She is traveling to the church to The players then have a few minutes to talk with Urwin
pray for the freedom of her son, Udo Lukovich. and Danika or amongst themselves. During this conversation,
As the characters pass through the streets, they are noticed Urwin and Danika can provide the players with information
by Ernst Larnak, who intently watches them—though doesn't about Rictavio, the Festival of the Blazing Sun, and the
follow them—as described in Lady Wachter's Wish (p. 124). nearby Vistani camp, as described in Vallaki Lore (p. 96).
(Ernst does not yet deliver an invitation to dine with Lady Both Urwin and Danika can provide directions to any
Wachter, though he does return to N4. Wachterhaus (p. 110) major landmark inside of Vallaki, including N1. St. Andral's
to report back to Lady Wachter when the players leave his Church, N5. Arasek Stockyard, and N8. Town Square. If
sight.) the players ask about the inn's other guest, Urwin and Danika
can also share information about Rictavio, which is largely as
C11b. The Blue Water Inn described in N2c. Taproom (p. 100), except that Rictavio first
This area is largely as described in N2. Blue Water Inn (p. arrived that same morning.
98). The inn's most recent shipment of wine is slightly late, but
When the players first arrive, assuming they arrive between has not been sufficiently delayed as to make Urwin alarmed.
late afternoon and early evening, the inn contains the As such, he does not ask the players to investigate the Wizard
following notable NPCs: of Wines at this point. (This quest will not become available
until the players reach level 5. See Arc K: The Stolen Gem
Danika Martikov, who is pouring drinks and serving for more information.)
patrons in the N2c. Taproom;
Urwin Martikov, who is cooking bread and beet stew in The Wolf-Hunters Arrive
the N2e. Kitchen; If the players order food or wine in the taproom, Danika
Brom and Bray Martikov, who are playing with toys in offers to seat them at the long table at the south end of the
N20. Boys' Bedroom; and taproom. (See Map 5.2: Blue Water Inn.) While the players
Rictavio, who is feeding his horse, Drusilla, in N2f. wait to be served, Szoldar Szoldarovich and Yevgeni
Stable. Krushkin enter the inn and proceed to the bar, where they
order pints of wine.
Entering the Inn Assuming the players do not interrupt, they can overhear
When the players first enter the inn, Danika greets them and the following conversation between Danika, Szoldar, and
asks them to wait at the bar while she tends to other patrons. Yevgeni while Danika pours the wolf-hunters' drinks:
If the characters approach the bar, Urwin exits the kitchen
carrying a tray of fresh-baked bread, hot beet stew, and wolf Danika greets Szoldar and Yevgeni and asks how the day's
steaks, which he sets down on the bar. (The food smells "wolf hunt" has gone.
mouthwateringly delicious.) Szoldar tells Danika that they've managed to kill several
Urwin greets the players warmly and welcomes them to wolves in the Svalich Wood west of Vallaki, but more keep
the Blue Water Inn. If the players don't direct the coming—both ordinary wolves and horse-sized dire
conversation elsewhere, he notes that they look like travelers wolves.
and asks if they need rooms for the night. Danika thanks the two for their work, and notes that the
Before Urwin can reply to the players, Danika returns and inn will need another shipment of wolf steaks soon, an
apologizes to the players for her delay. Assuming the players order that Szoldar promises to fill.
do not interrupt, the conversation then proceeds as follows: Szoldar and Yevgeni then take two seats at the south side
Danika lightheartedly accuses Urwin of plotting to rent of the bar, where they nurse their drinks for the rest of the
rooms to guests "for free" again, an allegation that Urwin evening.
cheerfully denies. If the players approach them and strike up a conversation,
Danika tells the players that Urwin has already let one Szoldar and Yevgeni are largely as described in N2c.
other guest stay for free for almost a week, and would Taproom (p. 100). Additionally, the wolf-hunters can tell the
"bankrupt the inn" with generosity if she weren't there to players about Lake Zarovich, the nearby Vistani camp, the
keep the books. (Urwin graciously concedes the point.) haunted mansion to the west, and the abandoned village to
"After all," Urwin says cheekily, "why else did I marry you?" the south, as described in Vallaki Lore (p. 96).
With a smile, Danika replies, "A rare instance of common
sense, I imagine."

107
Profile: Urwin Martikov Profile: Danika Dorakova
Roleplaying Information Roleplaying Information
Resonance. Urwin should inspire amusement with his Resonance. Danika should inspire amusement with her
bad puns and jokes, gratitude for his fatherly counsel and “straight-man,” good-natured banter with Urwin,
support, and comfort from his compassion and sincerity. gratitude for her hospitality and motherly care, and
Emotions. Urwin most often feels amused, satisfied, comfort from her practical, down-to-earth nature and her
cheerful, thoughtful, concerned, and hopeful. fierce dedication to her family, home, and guests.
Motivations. Urwin wants to raise his children well, Emotions. Danika most often feels fond, satisfied,
serve guests with hospitality and skill, and see the congenial, determined, defiant, and affectionate.
people of Barovia freed from Strahd’s tyranny. Motivations. Danika wants to keep her family safe, run
Inspirations. When playing Urwin, channel Vander a successful business, and ensure that her children one
(Arcane), Greg Universe (Steven Universe), and Linda day see sunlight over Barovia.
Belcher (Bob's Burgers). Inspirations. When playing Danika, channel Tenzin
(Avatar: The Legend of Korra), Bob Belcher (Bob's
Character Information Burgers), and Garnet (Steven Universe).
Persona. To the world, Urwin is a kind fatherly figure,
family man, and welcoming host with an ever-present Character Information
twinkle in his eye. To those he trusts, Urwin is a cunning Persona. To the world, Danika is a practical, no-
spymaster and tactician with fierce hope for the future nonsense businesswoman with a heart of gold. To those
of Barovia. Deep down, Urwin fears for his sons’ futures she trusts, Danika is a fierce mother with a deep
in a realm ruled by Strahd. dedication to the Martikov clan. Deep down, Danika is
Morale. In a fight, Urwin would immediately attempt to grimly prepared to defend those she loves—at any cost
defuse the situation, and attempt to flee if unsuccessful necessary.
—though not before escorting anyone else out of harm's Morale. In a fight, Danika would swiftly attempt to de-
way. escalate, but would fight to the death to defend her
Relationships. Urwin is the father of Brom and Bray family or her guests.
Martikov and the husband of Danika Dorakova. He is also Relationships. Danika is the mother of Brom and Bray
the exiled son of Davian Martikov, and the beloved older Martikov and the wife of Urwin Martikov. In addition to
brother of Adrian, Elvir, and Stefnia Martikov. In addition co-owning the Blue Water Inn, Danika is a high-ranking
to co-owning the Blue Water Inn, Urwin is the spymaster member of the Keepers of the Feather.
of the Keepers of the Feather.

Dinner is Served
Shortly after Szoldar and Yevgeni are served their drinks, if Danika then asks the boys, "And what did I tell you about
the players ordered dinner, Danika approaches their table running in the taproom?" The two are quiet, then Bray
with a tray of food. As she serves them, she is suddenly pipes up, " . . . we're not s'posed to do it?" Danika replies,
jostled from behind, sending one of the bowls of soup "Exactly."
tumbling from her grasp. The two players sitting at the If the soup was spilled, Danika directs Bray to fetch a pail
northernmost end of the table must make DC 10 Dexterity of water from N2a. Well outside, and Brom to fetch a mop
saving throws, catching the bowl on a success. (If both from the kitchen to clean up the mess. If the soup wasn't
players succeed, the player with the higher result catches the spilled, Danika reminds the boys that they're supposed to be
bowl first. If neither player succeeds, the bowl topples onto helping their father cook dinner, and shoos them into the
the floor, spilling the soup.) kitchen.
Danika turns, revealing the culprit: a red-cheeked Brom In either case, Danika apologizes to the players and offers
Martikov wearing one of the painted wooden clown masks as them free meals the following evening. If the players ask
described in N2o. Boy' Bedroom (p. 102). (Bray Martikov, about Brom and Bray, Danika smiles fondly and says, "They
wearing the other mask of the pair, is cowering behind one of can be a handful sometimes, but they're good boys."
the chairs of the nearest table.) If the players ask about the children's masks, Danika tells
If the players do not interrupt, Danika scolds the boys as them that Urwin bought them from the local toymaker,
follows: Gadolf Blinsky, who works at N7. Blinsky Toys (p.118).
Danika sharply (though not unkindly) addresses Brom
and Bray by their full names. Both children snap to The Brothers Wachter
attention. As the players eat their dinner, Nikolai and Karl Wachter
Danika asks the boys, "What did your father tell you about enter the taproom, obviously at least somewhat drunk. (The
wearing those masks in the taproom?" Both boys remove two are as described in N2c. Taproom (p. 100).)
their masks, flushed, and Brom says, sheepishly, "We're
not supposed to do it."

108
Slightly slurring his words, Nikolai announces to the bar, "My A few patrons around the bar pick up the cry, and Rictavio
fellow Vallakians! All is not well!" The room abruptly turns, flourishing his cape, and beams, vowing, "Who would
becomes quiet and tense. If the players do not interrupt, a Rictavio be if he did not quench his fans' thirst for revelry?"
beat later, Karl steps forward, leaning on his brother, and Unless interrupted, Rictavio then leaps halfway up the
booms, " . . .at least, not until I've got a bellyfull of wine!" A staircase leading from the taproom to N2j. Great Balcony,
tense, humorless chuckle rolls through the taproom, and the where he delivers the following tale:
other patrons return to their business.
Karl and Nikolai then stumble toward the bar, where I was making my way through the forest on Drusilla, my trusty
Danika is regarding them skeptically. If the players do not steed, along with my coterie of carnival companions, when I
interrupt, they can overhear the following conversation: heard something carried to me on an errant breeze. A voice it
Danika greets Karl and Nikolai by name, and asks, was, singing a melody so beautiful it brought a tear to my eye.
"Haven't you already had too much to drink, boys?" I couldn't help but follow the sound, leading Drusilla deeper
Nikolai waves away her words and says, "Nonsense— into the woods. And soon enough, I found the source of the
we've only begun! Two pints of wine to start, and keep
them coming." singing.
Danika replies, "We're starting to run a bit low on some of There, before my very eyes, was a plant quite unlike anything
our vintage stock—can I start you with some Purple I had ever seen. It was gigantic, towering high above me with a
Grapemash No. 3?" Nikolai scoffs and says, "What do you mouth that could swallow a grown man whole. And yet, there
take us for—tasteless peasants? Red Dragon Crush, and it was, singing with a voice that could fill an angelic choir with
don't be stingy."
As she pours their wine, Danika says idly, "Does your jealousy.
mother know what you're up to this evening?" Karl waits By all the gods, I could not believe my luck. A singing plant!
until he receives his pint, then grunts, "Mother's far too This was just the kind of oddity I had been looking for.
busy these days. And what she doesn't know can't hurt I approached it, trying to get a better look at it. That's when I
her." ("Or us," Nikolai charms in, elbowing his brother. The saw one of my companions from the carnival—a man by the
two chuckle, then return to their drinks.) name of Wilfred—approaching the plant with a mischievous
Shortly after the Wachter brothers arrive, Urwin exits the grin on his face.
kitchen carrying a tray of food, which he sets down at a "What are you doing, Wilfred?" I asked.
nearby table. On his way back to the kitchen, he stops at the He laughed and replied, "I'm going to give this plant a taste
players' table and asks their opinions on the food. of what it's been missing."
If the players ask about the Wachter brothers, Urwin can
tell them the information listed in N2c. Taproom (p. 100). If
the players ask about their mother, or about the response to
Nikolai's declaration that "All is not well," Urwin becomes
visibly uneasy, and promises to speak with the players further
in the morning.
If the players speak with the Wachter brothers, Nikolai and
Karl are wary at first, but happy (if prodded) to rant about:
the Festival of the Blazing Sun,
Vallaki's recent history of festivals,
the Baron's response to those who speak ill of the
festivals, and
the flashes of purple light that have been seen from the
attic of N3. Burgomaster's Mansion
(See Vallaki Lore (p. 96)). Once the players have won the
brothers' trust, the conversation proceeds as described in
N2c. Taproom.
The Ringmaster Arrives
Soon after the Wachter brothers receive their drinks, Rictavio
arrives, entering the taproom through the front door. He is
largely as described in Rictavio (p. 238) and N2c. Taproom
(p. 100).
Though Rictavio appears to be headed for the stairs
leading to N2j. Great Balcony, Nikolai and Karl catch sight
of him and begin to hoot and holler in his direction, calling,
"It's the carnival-man! Tell us a story, carnival-man!" (As they
do, the players can see Brom and Bray standing beside the
bar, helping Danika wipe some glasses dry.)

109
Before I could stop him, Wilfred dropped his trousers and
Profile: Rictavio
began to, ah, "water the bushes"—right on the plant's stalk.
Roleplaying Information
Well, let me tell you, that was not the wisest move on
Resonance. Rictavio should inspire amusement
Wilfred's part. The plant, it seems, was not amused. It opened for his flamboyant dress, his ringmaster’s
its giant mouth and, with one swift movement, swallowed extravagance, and his colorful manner of speech,
Wilfred whole. There was a moment of stunned silence, and which most often includes referring to himself in
then the plant continued to sing as if nothing had happened.
the third person.
Emotions. To onlookers, Rictavio most often
Despite what I had just seen, I couldn't help but burst out appears to feel amused, delighted, or satisfied.
laughing at the absurdity of it all. And as I looked around at my Motivations. Rictavio wants to maintain his
carnival members, their faces a mixture of shock and disbelief, reputation as an amusing, though somewhat
I knew: This singing, man-eating plant would be the star of our outrageous carnival ringmaster.
Inspirations. When planning Rictavio, channel
next show.
Varrick (Avatar: The Legend of Korra) or a
And so it was. "Ladies and gentlemen," I announced not stereotypical carnival barker.
long thereafter, curtain rope in hand. "It is with equal parts
caution and excitement that I present to you, the singing Character Information
Persona. To the world, Rictavio appears as a
carnivorous plant! And do remember, folks—keep your
flamboyant, irreverent, and occasionally narcissistic
distance, and try not to pour out any libations on it, lest you carnival ringmaster.
wind up on the menu." Morale. In a fight, Rictavio would attempt to fast-
The carnival erupted in giddy laughter and applause. In a talk his way out of trouble, fleeing from battle if
moment, I knew that this would be one of our greatest hits.
hostilities seem unavoidable. (He might, however,
step in to defend an innocent from harm at the
And, as for poor Wilfred—well, I suppose he'll be singing in a hands of the supernatural—though doing his best
different kind of choir now. to preserve his secret identity.)
Relationships. Rictavio is secretly Dr. Rudolph
The patrons of the inn burst into laughter and applause—a van Richten, the famed vampire hunter.
welcome respite from the previous dreary mood. Rictavio
takes another flourishing bow and excuses himself, retiring
for the night to N2n Private Guest Room. After exchanging pleasantries, Urwin warns the players that
Any player who watches as Rictavio makes his way along they must be cautious in Vallaki—both due to the town's
N2j. Great Balcony sees him pass Brom and Bray, who are harsh system of law enforcement and recent political
crouched along the balcony in front of N2o. Boys' Bedroom. tensions. Urwin can share the following additional
(The boys are dangling the stuffed bat described in N2o. information, as described in Vallaki Lore (p. 96):
Boys' Bedroom (p. 102) over the bar below, giggling while The date of the Festival of the Blazing Sun,
Nikolai and Karl drunkenly swat at it. The boys used the N2i. Vallaki's recent history of festivals,
Secret Stairs and Hall (p. 101) to scamper quietly from the The Baron's strict rules regarding his festivals—and the
kitchen to the balcony during Rictavio's tale, unseen by the fates of those who speak ill of them,
inn's patrons.) The brutish nature and terrible strength of Izek Strazni,
End of the Evening the baron's henchman. ("Many have tried to test his
The taproom slowly clears out over the following two hours. strength," Urwin notes grimly. "All have failed.")
If the players rented rooms for the night, Danika eventually Urwin quietly notes, however, that the Baron is known to
approaches their table and offers to show them to their be highly susceptible to flattery—and that should the players
rooms. (See N2l. Guest Rooms and N2m. Guest Room (p. ever need to win his favor, his ego may be a prime target.
102)). During the tour, Danika lets them know that they're If the players ask whether the Baron has any enemies in
free to request fresh linens or a tub of hot water (for a bath) Vallaki, Urwin can also share the information about Lady
be brought up to their rooms. "Breakfast is served an hour Fiona Wachter described in Vallaki Lore (p. 96).
after sunrise," she says warmly, and adds, "Feel free to let us
know if you need anything else." Exiting the Inn
Milestone. Arriving in Vallaki completes a story milestone. As the players exit the Blue Water Inn on their first morning
When the party takes its first long rest in Vallaki, award each in Vallaki, they find the street full of townsfolk. Assuming the
player 900 XP, plus an additional 100 XP if they successfully players do not interfere, the following scene then unfolds:
escorted Ireena to Vallaki. (The players don't need to bring
Ireena to St. Andral's church to receive this XP.) The players hear the sound of a whinnying horse from
down the street—and the townsfolk freeze and fall silent.
B4c. Morning in Vallaki A small procession lies to the south: Baron Vargas
Vallakovich (as described in Roleplaying the Vallakovich
Urwin's Advice Family, p. 105) riding upon his chestnut horse, flanked by
When the players next awaken in the Blue Water Inn, Urwin his two mastiffs named Claw and Fang, and followed by
knocks on their door and asks to speak with them. three guards. Izek Strazni leads the procession.
110
The players can see that an old, frightened-looking woman
wearing threadbare commoner’s clothes has just Profile: Baron Vargas Vallakovich
stumbled away from the horse and fallen into a puddle of Roleplaying Information
mud a few feet away from the horse. The horse has come Resonance. Vargas should inspire frustration with
to an abrupt halt, and the procession has stopped along his obstinance, disgust for his narcissistic
with it. Izek’s devilish arm is outstretched, suggesting that arrogance, and mild amusement for his utter and
he has just pushed—or flung—the old woman into the ridiculous self-assurance.
mud. (The woman is Willemina Rikalova, the mother of Emotions. Vargas most often feels annoyed,
the imprisoned shoemaker Udo Lukovich.) offended, satisfied, outraged, impatient, or smug.
The Baron angrily scolds the woman for getting mud on Motivations. Vargas wants to secure his power
his cloak with her “filthy peasant’s hands.” The old free from Strahd's influence and lead Vallaki to
woman, her voice quavering, apologizes and pleads with escape the Mists by forcing everyone in the town
the Baron to release her son, Udo, claiming that he meant to be happy.
no harm with his “foolish joke.” Inspirations. When playing Vargas, channel Lord
The Baron insists that Udo needs “rehabilitation” for his Farquaad (Shrek), Joffrey Baratheon (Game of
“malicious unhappiness,” and suggests that the woman Thrones), and Governor Ratcliffe (Pocahontas).
does as well. He commands Izek to seize her and lock her
in the stocks, suggesting that “a few days in the stocks Character Information
ought to tighten her tongue.” Izek steps forward, flexing Persona. To the world, Vargas is an entitled,
his devilish arm with a cruel glint in his eye. narcissistic, blue-blooded noble with a bad temper,
Izek grabs the woman, hauls her to her feet, and thrusts delusions of salvation, and a love for praise and
her rudely into the guards’ waiting arms. Two of the adoration.
guards pull the old woman’s arms behind her back and Morale. In a fight, Vargas would command his
begin to pull her south as she struggles, weeps, and dogs, Claw and Fang, as well as Izek Strazni and any
present guards to seize any who oppose him. If
pleads for her son’s freedom. No townsfolk dare to help deprived of his defenders, Vargas would either
her. attempt to flee, or—if flight were obstructed—
As the old woman is hauled away, the Baron turns to the grovel pathetically at the feet of his attacker,
townsfolk surrounding him and announces: “Let that be a begging for mercy.
lesson as to the dangers of malicious unhappiness! The Relationships. Vargas, the burgomaster of Vallaki,
Devil’s hand is long, but our joy shall overcome his is the father of Victor Vallakovich, the husband of
shadow.” Baroness Lydia Petrovna, the brother-in-law of
Father Lucian Petrovich, and the son of the late
If the players interrupt Willemina’s arrest, the Baron greets Baron Valentin Vallakovich. He is also the employer
them as outsiders and asks, with amusement, whether they and adoptive "father" of Izek Strazni, his captain of
seek to claim responsibility for the “old fool’s” rehabilitation the guard and chief enforcer.
themselves.
Diplomacy. If the players make a successful DC 10 Profile: Izek Strazni
Charisma (Persuasion) check or make an argument that Roleplaying Information
sufficiently flatters the Baron’s ego, he directs the guards to Resonance. Izek should inspire disgust with his
release her into their custody. He welcomes them to Vallaki cruelty and indifference to human life, and
and pompously commands them to ensure that they educate discomfort with his unnerving interest in Ireena
themselves as to the town’s rules and traditions. Kolyana.
Hostility. If the players indicate a willingness to start a Emotions. Izek most often feels irritated,
fight, the Baron’s eyes narrow and his mastiffs begin to growl. enraged, impatient, sadistic, obsessed, or bored.
Meanwhile, Izek’s arm burns with a crimson flame, his grip Motivations. Izek wants to serve the Baron
tightening around the haft of his silvered battleaxe. faithfully—and, far more importantly, find and
The Baron first demands to know whether the players are possess the woman he's been dreaming of.
“spies of the Devil Strahd.” The players can attempt to calm Inspirations. When playing Izek, channel Ser
the situation and secure Willemina’s arrest peacefully, but any Gregor Clegane (Game of Thrones), Fenrir
subsequent Charisma checks made to sway the Baron are Greyback (Harry Potter), and Kratos (God of War).
made with disadvantage.
If it appears that combat is imminent, Father Lucian Character Information
Petrovich (as described in N1. St. Andral's Church, p. 97) Persona. To the world, Izek is a cruel and brutish
enforcer with a love for fire and blood.
steps forth from the crowd and urges peace. The Baron Morale. In a fight, Izek would gladly draw his
greets him warmly by name, and Father Petrovich apologizes silvered battleaxe and fight to the death.
for Willemina’s behavior, noting that she has been troubled in Relationships. Izek is the adoptive "son" of Baron
recent days at his congregations. He promises to escort her Vargas Vallakovich, the captain of Vallaki's town
to St. Andral’s Church and see that her troubled mind is guard, a frequent customer of the toymaker Gadof
eased—a proposition that the Baron reluctantly accepts. Blinsky, and (unbeknownst to either of them) the
biological brother of Ireena Kolyana.

111
The Baron also wonders aloud whether he should punish the While running this scene, recall the wise words of Tywin
players for their insolence. Father Petrovich assures the Lannister: "Any man who must say 'I am the king' is no true
Baron that they are merely outsiders, untaught in Vallaki’s king." So too for Strahd: allowing the players to successfully
ways, and that he shall see to it that they are properly irritate, annoy, or otherwise drive him to "punish them"
educated. functionally allows the players to gain a certain measure of
The Baron imperiously orders that he see to it, then control over the conversation, reducing Strahd's appearance
informs the players that they have caught him “in a good of real and apparent control, and indicating that Strahd is a
mood,” and that they should be grateful for “the Morninglord’s petty noble who cares about his own ego. Always remember
mercy.” He warns them, however, that future lawbreaking that, especially at this stage, the players cannot hurt Strahd
shall be met with harsh punishments. in any meaningful way—and, as such, he feels no need to hurt
Departure. As the Baron departs the scene, he announces them in any meaningful way.
to the crowd: “I shall expect to see you all at the Festival of Altogether, the intended effect of this encounter is to
the Blazing Sun four days hence. All will be well!” introduce the players to Strahd, make the players hate and
The townsfolk, bearing smiles that better resemble fear him, put the players on notice of Strahd's minions and
grimaces, grimly intone, “All will be well.” The Baron nods, servants, to reassure the players that Strahd will be an
evidently satisfied, and continues riding north, followed by inevitable antagonist, and to make the players appreciate
Izek, his mastiffs, and any remaining guards. The activity of Strahd's Lawful Evil alignment—that, while inhabiting his
the street resumes shortly thereafter. Gentleman, he will do them no harm until and unless they
If Ireena is with the party, she has drawn up the cloak of give him reason to do so.
her hood upon exiting the inn. Nonetheless, unless the party The Strix. The greater and lesser strix have been
has taken specific action to prevent Izek from noticing her, he introduced to provide Baba Lysaga and the druids of Yester
catches Ireena’s eye and holds her gaze for a long, lingering Hill with a meaningful way of combating the wereravens of
moment before ultimately departing, leaving Ireena feeling the Keepers of the Feather. Muriel has also been added here
uncomfortable and cold. Arc H: The Strazni Siblings then to foreshadow the Keepers of the Feather, to foreshadow
begins. Strahd's prophecy (which the players will have an opportunity
If asked, Ireena notes with uncertainty that something to learn after defeating the druids at Yester Hill), and to
about Izek seemed almost familiar, though she can’t continue setting up Muriel's existence before her formal
remember why. introduction at the beginning of the winery quest.
If the players defied Vargas or Izek in any way, or otherwise Changes to Lycanthropy. Due to the game-breaking
assisted Willemina, Ernst Larnak reports their actions to impact that a lycanthrope player character can have on your
Lady Fiona Wachter at Wachterhaus. Arc G: Lady Wachter’s game, it has been intentionally made as difficult as possible
Wish then begins. to achieve the full benefits of the curse. This version creates
End of an Act. When the players set off from the Blue clear-cut rules to delineate lycanthropes who have
Water Inn for their first full day in Vallaki, Act I ends and Act "embraced" their curse and those that have not, and ensures
II begins. that these rules rely on character-driven storytelling, rather
than arbitrary game mechanics.
Design Notes: Journey to Vallaki Lycanthropic immunity has been changed to silver-based
The Lansten Family. The encounters with the Barovian regeneration in order to ensure that lycanthropes resonate
scouts and the undead Lansten family have been added to with common understandings of lycanthropy and to ensure
underscore the tragedy of Strahd's siege on the village of that all classes can meaningfully contribute to a lycanthrope's
Barovia, to introduce Strahd's undead forces, and to defeat, with or without magic weapons or spell. Lycanthropes
foreshadow Strahd's ultimate plan to turn the Barovians into have also been made weak to necrotic damage (in addition to
undead to forge his new army upon escaping the Mists. damage from silvered weapons) in order to provide creative
Encounter with Strahd. Many community encounters players with an alternate means of halting their regeneration
with Strahd create situations in which, in order to drive home and (more importantly) to explain how Strahd, who owns no
Strahd's power and cruelty, the players inevitably "lose." Such silver weapons, is able to keep the werewolves in line.
encounters are likely to frustrate players and endear apathy The Tarokka Reading. Madam Eva's warnings at the
or despair instead of a tense, yet enjoyable gameplay beginning of the reading have been added to increase the
experience. However, it is equally important that Strahd not tension of the reading, to ensure that players treat it with the
be allowed to "lose" his initial encounter with the players, weight and care that it deserves, and to introduce a minor
even by proxy (e.g., combat with his minions). To allow element of dramatic intrigue in the scenes that follow.
Strahd's power to be questioned at this stage would Arturi Radanavich. Arturi Radanavich is a creation of the
fundamentally undermine his capacity as a villain. Advanced Dungeons & Dragons sourcebook Van Richten's
As such, this encounter intentionally creates a Guide to the Vistani. His tale (and his character) have largely
circumstance in which both Strahd and the players can "win" been transplanted directly into this guide in order to further
by the end—the players, by convincing Strahd to let them and introduce Van Richten's legend (and tragedy), to provide an
Ireena go, and Strahd, by gleaning useful information from explanation for Van Richten's transformation into a more
the players' arguments and by clearly signalling that he is sympathetic character, to introduce Ezmerelda d'Avenir, and
merely humoring their efforts. to create player investment in Van Richten's history upon
uncovering his burned journal in Van Richten's Tower.

112
The Dancing Fire. The Game of Stories has been
introduced to provide the players with an opportunity to Design Notes: Welcome to Vallaki
decompress in a relatively safe location while engaging with The Refugee Camp. The Barovian refugee camp has been
and exploring one anothers' histories and interests. The placed here to provide the players with an additional reason
Game itself—along with its wagers—introduces an aspect of to hate Baron Vallakovich and Izek, and to provide
dramatic tension to the encounter, ensuring that players Morgantha with a natural constituency for her dream
remain invested and engaged with each story told. pastries. By rejecting Ireena's efforts to help them, the
Stanimir's tale indicates the relationship between Strahd refugees progress her character arc by allowing her to realize
and the Vistani, thereby foreshadowing Arrigal's loyalty to that she cannot help her people so long as Strahd survives,
him. Eliza's tale introduces the Holy Symbol of Ravenkind which fuels her ultimate decision to join the party in their
and the sympathetic nature of ravens, as well as Baba fight.
Zelenna's interference with the Forest Fane at Yester Hill (i.e., The Tax. The guards' tax gives the players an additional
by using it to summon Chernovog). Arturi's tale colorfully reason to hate Baron Vallakovich. The silver tariff also
introduces the tragedy of Dr. Rudolph van Richten, building indicates to the players the wealth of silvered weapons and
the suspense for a character that the players will soon have ammunition that the Baron has hoarded.
an opportunity to meet. Finally, Ireena's tale foreshadows her The Blue Water Inn. This sequence has been intentionally
relationship to Izek Strazni and her true origins in Vallaki. structured to slowly and manageably introduce the players to
A Gift for Arabelle. Madam Eva's request has been added several of the key players in Vallaki: the Martikovs, the
to create a hook to Blinsky Toys in Vallaki (allowing the Wachters, the wolf-hunters, and the ringmaster Rictavio.
players to observe Izek's commissioned Ireena-shaped doll) Rictavio's tale has been written to be as baudy and comedic
and to the Vistani encampment outside of Vallaki (allowing as reasonably possible in order to discourage the players
the players to begin the quest to find the missing Arabelle). from taking him seriously until the reveal of his identity in
The Skeletal Rider. The encounter with the skeletal rider Arc E: The Missing Vistania.
is a short, but evocative scene that aims to resonate with the Exiting the Inn. The players' encounter with Baron
themes of undeath, loneliness, and mystery that infuse this Vallakovich and Izek on the roads of Vallaki has been added
arc. to provide the players with an immediate reason to dislike
The Watchtower. This short landmark serves to them, to introduce the players to Father Lucian Petrovich, to
foreshadow the tragedy of the Barovian refugees, the fate of set up the core dramatic tension of the Baron's tyrannical
the Order of the Silver Dragon, and the bloodstained history rule over Vallaki, to kick off Izek's pursuit of Ireena, and to
of the valley. provide Lady Fiona Wachter with an actionable reason to
Tser Falls. The encounter with the revenant has been invite the players into her machinations. It is essential that
added to provide the players with a clear, though non-urgent the players do not fight Izek here, and all reasonable
hook to Argynvostholt. The revenant's responses are precautions have been taken to ensure this.
intentionally kept terse in order to ensure that the players
learn little of the Order of the Silver Dragon until their
meeting with Sir Godfrey Gwilym.
Meeting Morgantha. This scene has been intentionally
structured to discourage the players from uncovering
Morgantha's true identity, attacking the night hags, or
entering Old Bonegrinder. (They will have a full opportunity
to do so later in Arc I. The Lost Soul.) Instead, this scene
merely introduces Morgantha as a character, foreshadows
her domain over dreams, and informs the players that she
lives in the old windmill with her two daughters (i.e., her
coven).
The Deep Woods. The swarms of ravens have been added
to ensure that the players view ravens (and, by extension,
wereravens) as friends and allies. Ireena's reaction to Lake
Zarovich has been added to further foreshadow her
relationship to Izek and her origins in Vallaki.
The Werewolf's Hunt. This brief combat encounter
introduces werewolves and provides the swarms of ravens
(and Muriel) with an opportunity to assist and defend the
players. The wolves' Maul action option has been added to
create a more tense and dynamic combat scenario.

113
Act II: The Shadowed
Town

I
n this act, the players are left to explore the
shadowed town of Vallaki—a Barovian settlement
that has found itself embroiled in tension, tragedy,
and intrigue in the wake of Strahd's awakening.
As the players seek to complete lingering
obligations—obtaining the Tome of Strahd in Arc D:
The Tome of Strahd, escorting Ireena to St.
Andral's Church in Arc E: St. Andral's Feast, and delivering
a toy to the Vistani child Arabelle in Arc F: The Missing
Vistani—they'll meet new allies and enemies, including
Victor Vallakovich, the son of Baron Vargas Vallakovich; Lady
Fiona Wachter, the Baron's rival for power; Father Lucian
Petrovich, the priest of St. Andral's Church; Luvash and
Arrigal, the leaders of the Vallakian Vistani camp; and Dr.
Rudolph van Richten, the veteran vampire hunter and lone
survivor of Doru's rebellion.
At St. Andral's Church, the players will be tasked with
recovering the stolen bones of St. Andral before the night of
St. Andral's Feast in order to sustain the church's hallowed
defenses. At the Vallakian Vistani encampment, the players
will be asked to find and rescue Arabelle following her
mysterious disappearance. And, depending on the location of
the Tome of Strahd—at the Baron's mansion or in
Wachterhaus—the players will be asked to help restore Stella
Wachter's missing soul or kill Izek Strazni, the Baron's brutal
enforcer.
Soon after the players' arrival in Vallaki, Lady Wachter may
invite them to dine with her personally at her family estate,
Wachterhaus, seeking to recruit them into a dangerous
conspiracy in Arc G: Lady Wachter's Wish. Meanwhile, Izek
Strazni prowls Vallaki's streets for his long-lost sister, Ireena,
in Arc H: The Strazni Siblings. And following a close
encounter with the spirit of Erasmus van Richten, the players
will be tasked with obtaining a heartstone from the night
hags of Old Bonegrinder—a mission that ultimately
culminates in an ethereal combat with the vengeful ghost of
Leo Dilisnya in Arc I: The Lost Soul.
Act II ends when the players reach 5th level. (See
Milestones below.) However, the players can still complete
unresolved arcs from this act even after Act III begins—
assuming, of course, that those arcs are still possible to
complete.
Milestones
The players begin this act at 4th level and end it at 5th level,
with each player gaining an equal amount of milestone XP
when they successfully do any of the following:
restore the bones of St. Andral (1,250 XP)
find the missing Arabelle (1,250 XP)
defeat Izek Strazni (1,250 XP)
obtain the Tome of Strahd (750 XP)
restore the soul of Stella Wachter (1,750 XP)
gain entry to the gates of Krezk (750 XP)

114
Timeline Fifth Day After Arrival
Once the players arrive in Vallaki and Act II begins, the If the players failed to prevent Volenta's attack or otherwise
timeline of events unfolds as follows. defend St. Andral's Church in Arc E: St. Andral’s Feast, an
angry mob forms outside of Baron Vallakovich's manor. The
Day of Arrival hunter Szoldar Szoldarovich also finds Milivoj, the church
Before the players arrive, the ringmaster Rictavio reserves a groundskeeper, hanging from a tree outside Vallaki—dead by
apparent suicide—and returns his body to his family.
room at the Blue Water Inn. That night, the church Shortly after sundown, if the players failed to prevent
groundskeeper, Milivoj, steals the bones of St. Andral and Volenta's attack or otherwise defend St. Andral's Church in
delivers them to the local coffin-maker, Henrik van der Voort. Arc E: St. Andral’s Feast, the angry mob assaults the manor,
First Day After Arrival capturing the Baron and lynching him in the town square.
At dawn, Father Lucian Petrovich discovers the missing Victor Vallakovich escapes, taking shelter in one of the
abandoned houses abutting Vallaki's western walls. If he still
bones. Players who bring Ireena to St. Andral's Church after lives, Izek Strazni also escapes, taking shelter in Q9.
this point begin Arc E: St. Andral's Feast. Servants' Quarters (p. 133) in Argynvostholt.
Izek Strazni and two guards put up posters in the Vallaki
Town Square advertising the Festival of the Blazing Sun. Sixth Day After Arrival
Players who bring Ireena to the Town Square at this point in At sundown, the full moon rises over Vallaki. (Due to
time begin Arc H: The Strazni Siblings if Izek has not Barovia's strange cosmology, the next full moon will arrive
already seen Ireena. just two weeks later.)
Ireena Kolyana seeks an audience with Baron Vargas
Vallakovich in order to obtain aid for the Barovian refugees. Seventh Day After Arrival
She is denied, but learns that the Baron's household has If the players have not yet restored Stella Wachter's soul to
experienced a series of recent hauntings. Players who seek to her body, her spirit vanishes into the Ethereal Plane at dawn,
speak with the Baron about these problems after this point and is reincarnated into a newborn infant in the village of
begin Arc I: The Lost Soul. Krezk. If he's still alive, a grieving Victor Vallakovich hears
Second Day After Arrival the call of an amber shard buried in the cemetery of St.
Andral's Church. Upon unearthing it, he travels to the Amber
If the players defied Baron Vallakovich or aided Willemina Temple in search of a means of restoring Stella to life.
Rikalova on their first morning in Vallaki, the players receive
an invitation left by Ernst Larnak inviting them to dine with
Lady Fiona Wachter at Wachterhaus. Players who accept
Lady Wachter's invitation at this point begin Arc G: Lady Ireena's Diplomacy
Wachter's Wish. The day after she speaks with the refugees for the
If Izek Strazni saw Ireena outside of the Blue Water Inn on first time, Ireena attempts to meet with the Baron,
the players' first morning in Vallaki, he visits the Inn while using her noble birth as a means of obtaining his
the players are away—preferably at dusk, during Lady attention. Though she expects to meet with him
Wachter's dinner—and ransacks it in a search for Ireena. Arc alone, she welcomes the players' support and
H: The Strazni Siblings then begins. assistance if offered.
If Ireena has already encountered or heard of the
Third Day After Arrival Baron’s temperament, she is under no illusions as
If the players accepted Lady Wachter's mission to kill Izek to the difficulty of winning his favor. However, she
Strazni, Ernst Larnak meets them at the Blue Water Inn with is determined to do her best to at least try to help
a poisoned bottle of wine and a burlap sack for Izek's head. her people—and, as a noble, she is no stranger to
the realities of negotiation, compromise, and
That night, if the players completed Arc F: The Missing manipulation.
Vistana and have not yet begun Arc I: The Lost Soul, the During Ireena’s meeting with the Baron—
spirit of Erasmus van Richten appears to the players as a whether the players are present or not—the Baron
poltergeist and invites them to meet with Victor Vallakovich. dismisses out of hand any suggestion that the
refugees be allowed to enter the town. However,
Fourth Day After Arrival he is willing to allow Ireena to come and go from
If the players have not restored the bones of St. Andral to St. the town into the refugee camp without requiring
Andral's Church, the church's protective wards fail at dawn. her to pay the toll at the gates. If the players are
If Baron Vallakovich is still in power, Vallaki observes the present at this meeting and befriend or antagonize
Festival of the Blazing Sun in N8. Town Square (p. 119) at the Baron, he responds as described in Roleplaying
noon as described in Festival of the Blazing Sun (p. 123). the Vallakovich Family (p. 105).
At sundown, the parishioners of St. Andral's Church attend
a service observing the holiday of St. Andral's Feast.
If the protective wards of St. Andral's Church have not
been restored, Strahd's vampiric bride Volenta Popofsky
attacks the church during the service, killing dozens of
Vallakians and Baroness Lydia Petrovna.

115
Upon returning to the Blue Water Inn, however, the players
Diverging Paths find it ransacked by Izek himself—thereby beginning Arc H:
The Strazni Siblings. Enraged, the players return to
The town of Vallaki can be a tangled web of assorted paths in Wachterhaus and accept Lady Wachter's offer of aid in killing
the original module. While this guide aims to present it in a Izek once and for all. Ireena, upon learning of Izek's attack,
more streamlined and predictable manner, DMs may still find demands the right to assist them.
the number of possible events, characters, and outcomes to Day Three. The players continue Arc G: Lady Wachter's
feel overwhelming. To help you digest this act, two of many Wish when they meet Ernst Larnak in the taproom of the
potential paths have been provided below to guide you in Blue Water Inn, where they receive the poisoned wine for
understanding how your players' choices might drive the Izek. The players sneak into the Baron's Mansion and
narrative forward. persuade Tereska, the Baron's cook, to include the poisoned
The Zealous Crusaders wine as a "gift" to Izek. The players stalk Izek for the rest of
the day, eventually killing him on the shores of Lake Zarovich
In this potential narrative, the players are passionate, quick- and delivering his severed head to Lady Wachter. That night,
moving characters with a penchant for action over thought. Lady Wachter intimidates Baron Vallakovich into
Day Zero. After reserving rooms at the Blue Water Inn on surrendering power.
their first night in Vallaki, the players befriend Karl and Day Four. The players learn of the night hag binding ritual
Nikolai Wachter and learn of the Wachter family's hatred of from Victor in Arc I: The Lost Soul. Following Lady
the Vallakoviches. Wachter's speech in the town square at the end of Arc G:
Day One. Upon encountering Izek Strazni and Baron Lady Wachter's Wish, the players convince her to lower the
Vargas Vallakovich for the first time, the players leap to protective circle around Wachterhaus, allowing Stella
Willemina Rikalova's defense, nearly inciting an all-out brawl Wachter's spirit to manifest there and recruiting Lady
until Father Lucian Petrovich steps in to calm the tension. Wachter as an ally.
Their decision to act draws the attention of Lady Fiona Together with Lady Wachter and her cult fanatics, the
Wachter in Arc G: Lady Wachter's Wish. players set off for Old Bonegrinder. There, they steal the
The players and Ireena accompany Father Petrovich to St. night hag coven's contract, allowing Lady Wachter to bind
Andral's Church, where they receive the hook for Arc E: St. the hags to the Material Plane. The players vanquish the hags
Andral's Feast. After investigating and interrogating Milivoj, and take their heartstones for use in Victor's etherealness
the players recruit Father Petrovich and travel to the coffin- ritual.
maker's shop, where they do battle with Volenta Popofsky Day Five. With the full moon—and, in Arc I: The Lost
and recover the stolen bones. Soul, Victor's etherealness ritual—just over twenty-four hours
Later that same afternoon, the players visit Blinsky Toys to away, the players take a daytrip to the village of Krezk in Arc
purchase a toy for Arabelle, followed by the Vistani J: The Walls of Krezk, hoping to pick wolfsbane that Dr.
encampment. There, they learn of Arc F: The Missing Rudolph van Richten can use to quell the curse of
Vistana, and accept the signet ring from Kasimir Velikov. lycanthropy for one among them.
That night, the players break into the Baron's Mansion, After receiving Baron Krezkov's quest, the players travel
hoping to investigate the ring's history—only to be caught by south to the ruins of Berez, where the witch Baba Lysaga
Victor Vallakovich, who leads them to his workroom and scries on Ilya Krezkov in exchange for Baron Krezkov's gift.
informs them of Khazan's tower at Lake Baratok. A chance The players then return to Krezk to pick wolfsbane. Given the
sighting of Stella Wachter's silhouette in Victor's spirit mirror proximity of the Abbey of Saint Markovia, the players also
sparks a conversation, and the players begin Arc I: The Lost ascend to the Abbey's gates, where they meet the Abbot and
Soul. are informed to return in two days to meet with Ezmerelda
Day Two. The players receive a dinner invitation from Lady d'Avenir, their foretold ally in Arc M: Strahd's Enemy.
Fiona Wachter at the Blue Water Inn, thereby beginning Arc Day Six. The players return to Vallaki and spend a day of
G: Lady Wachter's Wish. While waiting for Szoldar and downtime exploring the town and acquiring gear. That night,
Yevgeni to return, the players visit the Barovian refugee camp the players join Victor and Lady Wachter to travel to the
outside of Vallaki's walls, meeting the refugee Franz and Ethereal Plane in Arc I: The Lost Soul, where they do battle
learning of Morgantha's true night hag nature in Arc I: The with the spirit of Leo Dilisnya while Victor restores Stella's
Lost Soul. soul to her body.
After contriving an excuse to speak with Victor again, the
players travel north to Szoldar and Yevgeni's dressing shack The Cautious Explorers
to obtain directions to Lake Baratok in Arc F: The Missing In this potential narrative, the players are cautious, soft-
Vistana. The players venture forth on their own, and quickly spoken characters with a preference for passivity over
discover Rictavio's true identity. The players return to Vallaki boldness.
by evening, confronting Dr. Rudolph van Richten and Arrigal Day Zero. After reserving rooms at the Blue Water Inn on
in Arasek Stockyard, where they hear Arabelle's prophecy. their first night in Vallaki, the players watch the half-elf
That night, the players dine with Lady Wachter at Rictavio carefully, viewing him with suspicion.
Wachterhaus, continuing Arc G: Lady Wachter's Wish. Day One. Upon encountering Izek Strazni and Baron
Though receptive to her hostility to the Baron, they're Vargas Vallakovich for the first time, the players remain quiet
suspicious of her loyalty to Strahd, and decline her along the sidelines, unwilling to risk their necks for a
assassination mission. stranger.

116
The players bring Ireena to St. Andral's Church, where With Ireena freed, the players and Victor discuss the
Father Petrovich delivers them the hook for Arc E: St. prospect of defeating the night hag coven through a binding
Andral's Feast. Agreeing that the night of the feast is far in ritual in Arc I: The Lost Soul. The players visit Wachterhaus
the future, the players, leave Ireena at the church and depart and convince Lady Wachter to lower the protective circle
for Blinsky Toys, followed by the Vistani encampment outside around Wachterhaus, allowing Stella Wachter's spirit to
of Vallaki, where they begin Arc F: The Missing Vistana. manifest there and recruiting Lady Wachter as an ally.
After accepting the signet ring from Kasimir Velikov, the Day Six. Together with Lady Wachter and her cult
players visit the Baron's mansion to research its origins. fanatics, the players set off for Old Bonegrinder. There, they
There, Baron Vallakovich agrees to allow them access to his steal the night hag coven's contract, allowing Lady Wachter to
library in exchange for their investigation into a series of bind the hags to the Material Plane. The players vanquish the
paranormal events that have lately plagued the mansion. hags and take their heartstones for use in Victor's
As the players investigate the attic, they meet Victor etherealness ritual.
Vallakovich and the spirit of Stella Wachter, beginning Arc I: That night, the players join Victor and Lady Wachter to
The Lost Soul. The players decide to bargain with the night travel to the Ethereal Plane, where they do battle with the
hag coven, rather than fighting the hags, and agree to set off spirit of Leo Dilisnya while Victor restores Stella's soul to her
toward Old Bonegrinder after rescuing Arabelle and body.
retrieving St. Andral's bones.
Late that afternoon, the players travel to Szoldar and
Yevgeni's dressing shack, where they recruit Szoldar as a
guide to Lake Baratok in Arc F: The Missing Vistana. When
they return to the Blue Water Inn, they find that Izek Strazni
has ransacked it in search for Ireena.
Day Two. The players and Szoldar travel west to Lake
Baratok, where they uncover Rictavio's true identity. They
return to Vallaki and confront Dr. Rudolph van Richten and
Arrigal in Arasek Stockyard, where they hear Arabelle's
prophecy.
That afternoon, the players return to St. Andral's Church in
Arc E: St. Andral's Feast. After investigating and
interrogating Milivoj, the players recruit Father Petrovich and
travel to the coffin-maker's shop, where they do battle with
Volenta Popofsky and recover the stolen bones.
Day Three. The players travel to Old Bonegrinder alone,
where they attempt to bargain with the night hag Morgantha
for the loan of her heartstone in Arc I: The Lost Soul.
Because the players are unwilling to pay her price, however,
Morgantha dismisses them without a deal. The players
attempt to take her heartstone by force, but are easily
dispatched by the coven, which locks them in the attic and
infects them with cackle fever.
That night, the players escape from Old Bonegrinder and
return to Vallaki, where they learn that the Abbot of the
Abbey of Saint Markovia in Krezk can cure their cackle fever.
Day Four. The players set off for the village of Krezk in Arc
J: The Walls of Krezk. After receiving Baron Krezkov's
quest, the players travel south to the ruins of Berez, where
the witch Baba Lysaga scries on Ilya Krezkov in exchange for
Baron Krezkov's gift.
The players then return to Krezk and ascent to the Abbey
of Saint Markovia, where they meet the Abbot. The Abbot
heals their cackle fever in exchange for a promise to
undertake Arc N: Something Borrowed. The players are
informed that their foretold ally in Arc M: Strahd's Enemy,
Ezmerelda d'Avenir, will return to the Abbey in two days.
Day Five. The players return to Vallaki and find that Ireena
has been kidnapped by Izek Strazni in Arc H: The Strazni
Siblings. The players gain entry to the Baron's mansion with
Victor's help and do battle with Izek in the corridors of the
manor.

117
Arc D: The Tome of Strahd D1. Burgomaster’s Mansion
In this arc, the players must locate and retrieve the Tome of D1a. Entering the Mansion
Strahd from one of two locations, depending on which The players can gain access to the attic of the Burgomaster’s
Tarokka card Madam drew in Tser Pool: the attic in Baron Mansion through persuasion or infiltration. See F3a.
Vallakovich’s mansion or the master bedroom closet of Entering the Mansion for more information. (Because the
Wachterhaus. To obtain the Tome, the players must somehow players are likely to visit the mansion on multiple occasions—
gain access to its hiding spot through subterfuge, infiltration, either during Arc F: The Missing Vistana, Arc G: Lady
or by performing a task for Victor Vallakovich or Lady Wachter’s Wish, Arc H: The Strazni Siblings, or Arc I:
Wachter, respectively. Upon finding it, the players must either The Lost Soul—it is likely that they will obtain the Tome of
bypass the magical lock securing it or uncover the Strahd on one such occasion.)
passphrase that unseals its secrets . . . D1b. Obtaining the Tome
The Tome of Strahd can currently be found on the edge of
Victor Vallakovich’s workdesk. A player viewing it through a
What Happened to the Tome? detect magic spell can see that it is surrounded by magic, and
One hundred years ago, Strahd used his Tome as a can use an action to discern that the magic is of the
repository for his secret plans involving the Grand abjuration school.
Conjunction and the Fanes of Barovia. When he Victor won’t relinquish the Tome willingly. After finding it in
began his hibernation amidst the crypts of his parents’ attic and recognizing the Von Zarovich crest, he
Ravenloft, he did his best to hide his Tome away, is determined to one day unlock and read its contents.
safe from prying eyes. Nonetheless, it was found— However, he is willing to surrender it to the players if they
by the wereraven Livius, who was searching for the first help him restore the soul of Stella Wachter to her body.
legendary Sigil of the Sun (later renamed the Holy See Arc I: The Lost Soul for more information on this quest.
Symbol of Ravenkind) while Lugdana and Ismark
Antonovich kept the guardians of the castle D2. Wachterhaus
occupied.
When the trio escaped the castle, Livius shared As with the Burgomaster’s Mansion, the players can obtain
with them the Tome, wondering aloud which of the Tome of Strahd in Wachterhaus through persuasion or
Strahd’s secrets it might hold. Because they could infiltration.
not open its magical lock, however, Lugdana took Wachterhaus is largely as described in N4. Wachterhaus
the Tome to a bookbinder in Vallaki with a (p. 110), but with the following changes:
reputation for puzzle-solving and lockpicking,
hoping that he might be able to open it instead. Lady Wachter’s late husband, Nikolai, was buried in the
Lugdana, however, was betrayed. The cemetery after his death several years ago and is no
bookbinder’s apprentice—a scion of House longer in Lady Wachter’s bed in N4o. Master Bedroom
Wachter—overheard their conversation and made (p. 113).
plans to steal the Tome instead: Stella Wachter doesn't scratch at her door or call out to
The Tome in Wachterhaus. If the modern Tome is the players in N4l. Upstairs Hall (p. 113). If found, she is
located within the master bedroom closet of dull-eyed and non-responsive, incapable of speaking to the
Wachterhaus, the apprentice hid the Tome away in players or even moving of her own volition. (This is
the bookbinder’s desk, then returned that night to because she has lost her soul, which is currently trapped
steal it. The Tome has remained locked away in in the Ethereal Plane. See Arc I: The Lost Soul for more
Wachterhaus ever since. (Because her parents died information.)
while she was still a teenager, Lady Fiona Wachter Stella's room is neither musty nor dark, and her bed is not
never learned of the Tome’s true origins.) fitted with leather straps. Instead, her room is well-
The Tome in the Baron's Mansion. If the modern appointed, including a woven lavender rug, a comfortable
Tome is located within the attic of the
Burgomaster’s mansion, the apprentice hid the
armchair with floral patterns, and a small bookcase with a
Tome away in a pile of books with the intent to
collection of carved wooden cats atop it. (The cats were
later return to steal it—but didn’t realize that that
whittled by her older brother, Karl, as get-well gifts
particular pile included an assortment of books
following Stella’s illness.)
that Baron Vallakovich’s ancestor had dropped off The manuscript and treatise contained in the iron chest in
at the shop for re-binding. The pile of books was N4q. Storage Room (p. 114) are now titled Voices of the
picked up later that day, before the apprentice Mist (a religious text written by Lady Fiona Wachter
could return and steal the Tome. The Tome itself attesting that the worship of Ezra, goddess of the Mists,
was soon discarded and forgotten amongst the can bring peace, understanding, and solemnity), and The
many items scattered in the Vallakovich attic, Grimoire of Night's Whispers, a ritual book and religious
where it remained until Victor Vallakovich found it text to Mother Night written by the witch Baba Lysaga.
using the detect magic spell. (Victor hasn’t been The high shelf in N4o. Master Bedroom (p. 113) also
able to successfully unlock it yet, but is curious to holds a thirteen-inch scale model of Wachterhaus, crafted
know what the book contains.) of twigs, clay, and painted thatch.

118
Additionally, while Lady Wachter still has the statistics of a Dhavit, Lady Wachter’s cook, can generally be found in
priest, she has a different list of prepared spells: N4c. Kitchen (p. 112) or N4d. Storage Room (p. 112)
Cantrips (at will): light, toll the dead, thaumaturgy during the day, and N4h. Servants' Quarters (p. 113) at
1st level (4 slots): command, sanctuary, bane night.
2nd level (3 slots): blindness/deafness, zone of truth, hold The four cult fanatics can be found in N4t. Cult
person Headquarters (p. 114) in the evening.
3rd level (2 slots): animate dead, spirit guardians Madalena, one of Lady Wachter’s maids, can generally be
found on the first floor during the morning, in the gardens
D2a. Persuading Lady Wachter outside of the house in the afternoon, and in N4h.
The players can persuade Lady Wachter to give them the Servants’ Quarters (p. 113) at night.
Tome of Strahd by: Amalthia, the other maid, can generally be found on the
second floor during the morning, assisting Lady Wachter
bargaining for it as a condition to killing Izek Strazni, or or Dhavit in the afternoons, and in N4h. Servants’
requesting it as a gift after killing Izek Strazni or restoring Quarters (p. 113) at night.
the soul of Lady Wachter’s daughter, Stella. (See Arc I: Haliq, Lady Wachter’s valet, can generally be found
The Lost Soul for more information.) assisting Lady Wachter in the mornings, running errands
Because Lady Wachter was an adolescent at the time of in town in the afternoons, and in N4h. Servants’
her family’s tragic death, her parents never had an Quarters (p. 113) at night.
opportunity to reveal to her the true nature and origins of the Ernst, Lady Wachter’s spy, can generally be found in N4k.
Tome. As a result, while Lady Wachter is aware that the sigil Den (p. 112) in the mornings, and spends much of his
on the cover is the crest of House Zarovich, she has always remaining time out of the house spying.
assumed that the book itself is a record of House Wachter’s 1. Raising the Alarm
service to Strahd, rather than Strahd’s own journal. Each of Lady Wachter’s servants carries a small, spherical
If the players make explicit reference to an item kept wax bauble on a cord around their neck. Each wax bauble
“under lock and key,” or an item kept “with the bones of an contains a small iron ingot carved with arcane runes. When a
ancient enemy,” Lady Wachter immediately knows that servant crushes or breaks the wax around their bauble and
they’re referring to the Tome of Strahd. exposes the ingot to air, the runes flicker with grey light and
If she feels cordial toward the players, Lady Wachter plays cast a single thaumaturgy spell, creating the sound of a crow’s
coy, pretending to dismiss the idea of keeping “bones” in caw that echoes through the house. If she is in the house,
one’s home and slyly asking the players how they came upon Lady Wachter hears the crow's caw and quickly moves to
such knowledge. If pressed further, however, she carefully confront the intruders.
concedes the hypothetical existence of such a book and Alternatively, if the players activate the skeleton trap in
attempts to bargain with the players as a means of securing N4s. Cellar (p. 114), Lady Wachter senses it and arrives from
it. N4r. Cellar Entrance (p. 114) in the second round of combat
If she feels warmly toward the players (e.g., because they to command any remaining skeletons to halt.
have killed Izek for her), Lady Wachter instead gladly In either case, Lady Wachter arrives with a crow (her
retrieves the Tome from her closet and presents it to them. disguised imp, Majesto) perched upon her shoulder, retaining
In either case, Lady Wachter warns the players that she a cool, diplomatic head at all times. (She doubts her ability to
cannot be held responsible for what the book contains. defeat the players through force, even with the aid of her cult,
Before handing the Tome over, she also exacts a promise that and prefers to resolve their differences peacefully. Despite
the players tell no one of where they obtained it. her arcane power, Lady Wachter is no warrior.)
D2b. Infiltrating the Estate First, Lady Wachter greets the players warmly and asks
The players may choose to infiltrate Wachterhaus, rather them their business. If the players refuse to tell her what
than obtaining the Tome with Lady Wachter’s permission. they’re looking for, she guesses aloud that, because they
The NPCs in the mansion behave as follows: haven’t assassinated or kidnapped her yet, they’re not here on
Baron Vallakovich’s orders, and are therefore looking for an
Lady Wachter can generally be found in N4p. Library (p. item in her possession. (She further wonders aloud that it is
113) in the mornings, N4i. Parlor (p. 112) in the either something incredibly valuable which they seek to steal
afternoons, N4t. Cult Headquarters (p. 114) in the to enrich themselves, or something non-valuable that they
evenings, and N4o. Master Bedroom (p. 113) at night. want, but which they don’t trust her to barter for.)
(Lady Wachter is, however, a light sleeper; treat her If she has previously met the players at dinner and
passive Perception while asleep as the same as her asked them to kill Izek, Lady Wachter sadly mourns their
passive Perception while awake.) lack of trust in her and notes that she had hoped to work with
Karl and Nikolai Wachter can generally be found in N4m. them, and in fact still does. She then offers to obtain the item
Brothers' Room (p. 113) in the mornings and late at that they seek if they are willing to speak with her as equals.
night, and spend much of their remaining time out of the If she has not met the players before, Lady Wachter
house carousing. instead offers a bargain in exchange for the item that the
Stella Wachter can generally be found sitting on a sofa in players seek. (If the players express interest in such an
N4i. Parlor during the day, and lying in N4n. Stella's arrangement, she offers their desired item in exchange for
Room (p. 113) at night. the head of Izek Strazni. Negotiations proceed as described
in G2d. The Vallakovich Problem.)

119
Lady Wachter is more than glad to permit the players to tie
her up during the interrogation, and even suggests that the
Profile: Lady Fiona Wachter players move their conversation to N4p. Library (p. 113) so
Roleplaying Information that they may question her free from prying eyes and ears.
Resonance. Lady Wachter should inspire wariness She freely offers the key to the library—both so that the
for her loyalty to Strahd, grudging respect for her players can unlock the door and lock it behind them—and
streak of pragmatic rationality, endearment for her suggests that the players restrain her to a chair and hold a
dedication to her children, and pity for the tragedy dagger to her throat if it puts them at greater ease.
of her family. If the players point out her extraordinary nonchalance,
Emotions. Lady Wachter most often feels Lady Wachter asks them, quite mildly, if panicking or arguing
concerned, apprehensive, irate, melancholic, would help her situation. “I am entirely at your mercy,” she
satisfied, thoughtful, determined, stern, or (with observes. “Armed foreigners have broken into my house,
her children) compassionate and loving.
Motivations. Lady Wachter wants to keep Vallaki
evidently for nefarious or criminal purposes, and taken me
—and especially her children—safe from harm. To
prisoner. Would you have me fight back and die, or attempt to
that end, she hopes to see Baron Vargas
flee and be restrained nonetheless?”
Vallakovich removed from power and to reassure If the players refuse Lady Wachter’s offer and continue
Strahd von Zarovich that Vallaki is no danger to his their burglary, she makes no effort to resist them. If, however,
rule. the players accept Lady Wachter’s offer and choose to
Inspirations. When playing Lady Wachter, channel restrain her during the interrogation, she asks only that her
Moiraine Damodred (The Wheel of Time), Olenna hands be kept free, so that she may perform the somatic
Tyrell (Game of Thrones), Minerva McGonagall components necessary to cast zone of truth.
(Harry Potter), and Lady Jessica (Dune). Lady Wachter is well-aware that the players may not trust
that her spell is legitimate. As such, she invites the players to
Character Information test the spell in two ways: first, by stepping into the zone of
Persona. To the world, Lady Wachter is a cold, truth and experiencing its effects themselves; and second, by
cunning, and cordial noblewoman. To those she compelling her to share her deepest, darkest secrets.
trusts, Lady Wachter is a melancholic, wry, yet If asked her secrets when under the effects of zone of truth,
fiercely determined advocate for what she sees as Lady Wachter shares any or all of the following pieces of
the good of Vallaki. Only Lady Wachter herself
appreciates the depth of love she feels for her
information:
children—and her shattered sense of faith and She has intentionally gathered a conspiracy of Vallakians
hope. dedicated to the worship of Ezra, the goddess of the Mists.
Morale. In a fight, Lady Wachter would attempt These conspirators are all fervently loyal to her and aim to
to negotiate or flee, seeking any means necessary overthrow Baron Vargas Vallakovich should Izek be killed.
to quell hostilities, up to and including outright The cellar of Wachterhaus, the cult’s headquarters, is
surrender. If necessary to save her life or those of protected by nearly a dozen skeletons, which Fiona stole
her children, however, she would fight to the death
with bitter ferocity.
from the town cemetery and animated with dark magic.
Relationships. Lady Wachter is the widow of the
For one full year after her husband’s death, Fiona kept the
deceased Nikolai Wachter I, and the mother of
corpse of her late husband, Nikolai, magically preserved in
Nikolai Wachter II, Karl Wachter, and Stella the bed of her master bedroom. (He eventually received a
Wachter. She is the employer of the spy Ernst proper burial when she moved past her grief.)
Larnak, and an outspoken critic of Baron Vargas The crow upon Fiona’s shoulder is an imp named
Vallakovich. Majesto, who Fiona summoned and bound using the
profane teachings of her mentor, the swamp witch Baba
Lysaga.
If the players indicate or imply that they don’t trust her, If questioned regarding her allegiance to Strahd, Lady
Lady Wachter asks the players for their permission to cast Wachter truthfully tells them the following:
two spells: one to ensure that they are alone and away from The Wachter family owes a debt of allegiance to Strahd,
prying eyes, and one to prove to them that she is telling the who rescued their ancestors from a slaughter many
truth. (If permission is granted, she immediately casts detect centuries ago.
evil and good, her eyes flashing briefly gray as she confirms Lady Wachter herself considers Strahd to be a dangerous
that none of Strahd’s undead servants are currently watching individual, but one whose temper can and must be
them.) managed and controlled through strategic shows of fealty.
2. Lady Wachter’s Offer Lady Wachter will obey Strahd’s direct orders for as long
The second spell that Lady Wachter seeks to cast is zone of as necessary to ensure the peace, prosperity, and safety of
truth, which she explains aloud to the players. To prove her the people of Vallaki.
credibility, she suggests casting the spell and stepping inside Lady Wachter bears no ill will toward the players, even if
of it, permitting the players to question and interrogate her to they consider themselves to be enemies of Strahd, and
their hearts’ content. By doing so, she hopes, they will be able will lift no hand against them unless compelled to do so.
to assuage any of their fears regarding her loyalty to Strahd.

120
She has heard rumors from Strahd’s servants among the
Vistani (relayed to her through her spy, Ernst) that he I called for my family, long unseated from their ancient
intends no harm toward the players, at least for now, and thrones, and brought them here to settle in the castle
has in fact ordered that they be kept alive for his own Ravenloft. They came with a younger brother of mine, Sergei.
purposes. (Lady Wachter isn’t sure why, and admits as He was handsome and youthful. I hated him for both.
much.) From the families of the valley, one spirit shone above all
If questioned regarding her proposed bargain, Lady others: a rare beauty, who was called 'perfection,' 'joy,' and
Wachter truthfully tells them that she will provide them with 'treasure.' Her name was Tatyana, and I longed for her to be
the item they seek, if it is within her physical power to do so, mine. But 'Old One' was my name to her—'elder' and 'brother'
as soon as Izek Strazni is dead. (She is glad to assist them in
doing so. See Arc G: Lady Wachter’s Wish for more also. Her heart went to Sergei. They were betrothed. The date
information.) If the players describe Madam Eva’s reading to was set.
her—specifically by mentioning an item “kept under lock and With words she called me "brother," but when I looked into
key” or “with the bones of an ancient enemy,” Lady Wachter her eyes they reflected another name: "death." It was the
instantly realizes that they are referring to the magical book death of the aged that she saw in me. She loved her youth and
locked in the trunk in the closet of N4o. Master Bedroom (p. enjoyed it, but I had squandered mine. And so I came to hate
113) and promises to deliver it to them once they fulfill their
end of the bargain. death—my death.
If the players refuse her bargain, Lady Wachter takes no But I would not be called "death" so soon. I made a pact
action to resist them, but will not disclose the Tome’s location with Death. On the day of the wedding, I killed Sergei, my
under any circumstances, even under threat of physical harm. brother, and sealed my pact with his blood.
She remains cold and unhelpful toward the players for the I found Tatyana weeping in the garden east of the chapel.
remainder of the adventure (though she takes no actual She fled from me, and I pursued. Finally, in despair, she flung
hostile action against them), until and unless they restore the
soul of her daughter, Stella. (See Arc I: The Lost Soul for herself from the walls of Ravenloft, and I watched everything I
more information.) ever wanted fall from my grasp forever.
It was a thousand feet through the mists. No trace of her
D3. Unlocking the Tome was ever found, and not even I know her final fate. Arrows
The Tome of Strahd is kept closed by a locked steel clasp from the castle guards pierced me to my soul, but I did not
enchanted with an arcane lock spell cast at 5th level. The die. Nor did I live. I became undead, forever.
pass phrase to suppress it is "I come in Dostron's memory." I have studied much since then. 'Vampyr' is my new name. I
(Only Strahd and his eldest bride, Sasha Ivliskova, know this still lust for life and youth, and I curse the living that took
pass phrase. See Arc L: Dinner with Strahd for more
information about Sasha Ivliskova.) them from me. Even the sun is against me, but little else can
The clasp ordinarily takes a successful DC 15 Strength harm me now. Even a stake through my heart does not kill me,
check to break, but requires a successful DC 25 Strength though it holds me from movement. But the sword, that
check instead while under the effects of the spell. Similarly, cursed sword that Sergei brought! I must dispose of that awful
the lock itself ordinarily requires a DC 15 Dexterity (Thieves’ tool! I fear and hate it as much as the sun.
Tools) check to open, but requires a successful DC 25 I have learned much, too, about this land of Barovia. Ancient
Dexterity (Thieves’ Tools) check instead while under the
effects of the spell. An attempt to pick the lock takes 1 minute are its ways, ancient beyond the knowledge of the simple folk
to complete. of the valley. Ancient gods dwelt in this valley long before my
The lock is also enchanted with a magical trap. A character coming, and three hidden fanes still give tribute to their
that fails to break, pick, or dispel the lock must make a DC 19 memories. I visited the Swamp Fane, the Forest Fane, and the
Constitution saving throw, taking 10 (3d6) necrotic damage Mountain Fane, and claimed their power for my own. Their
on a failure or half as much on a success. servants now serve me, and thus I have become the Land.
Reading the Tome Since my passage into eternity, I have often hunted for
Once successfully opened, the contents of the Tome now read Tatyana. I have even felt her within my grasp, but each time,
as follows: 6 she flees from me again. But she cannot run forever—and I
have nothing but time.
I am the Ancient. I am the Land. My beginnings are lost in the I now reside far below Ravenloft. I live among the dead and
darkness of the past. I was the warrior, I was good and just. I sleep beneath the very stones of this hollow castle of despair. I
thundered across the land like the wrath of a just god, but the have abandoned the riches of my conquests beneath the toll
war years and the killing years wore down my soul as the wind of the belfry, sealed behind a reminder of the treasure I once
wears stone into sand. lost. Yet one day, I shall rise again from the ashes of my glory,
All goodness slipped from my life. I found my youth and and reclaim what is rightfully mine.
strength gone, and all I had left was death. My army settled in
the valley of Barovia and took power over the people in the
name of a just god, but with none of a god's grace or justice.

121
The pages following the legible text are filled with diagrams, The Tome's contents have been revised to foreshadow the
equations, and thousands of strange symbols. The symbols existence of the Fanes of the Ladies Three and to guide the
are not written language, but a cipher devised by Strahd to players to Ravenloft's hidden treasury, which they will have
conceal his secret plans. (Only the lich Exethanter knows the an opportunity to raid in Arc T: Ravenloft Heist. The Tome
key to decode Strahd's cipher. See Arc T: The Amber has also been revised for tone in order to remove traces of
Temple for more information about Exethanter.) Several romantic sentiment and to make Strahd's cold, predatory, and
diagrams appear to depict a large, crystalline human heart, sociopathic character more apparent.
while others depict circles of standing stones. The Tome also contains a coded section discussing
Players who read through these sections find numerous Strahd's plot to escape the Mists, as well as the means by
annotations referencing (in Common) an individual named which Strahd corrupted the Fanes of Barovia. This section
Exethanter. Multiple instances of Exethanter’s name are has been included to ensure that the Tome remains useful to
accompanied by the symbol of the Amber Temple: a thick- the players through the latter portions of the campaign,
bordered equilateral triangle containing an inverted ensuring that it retains equal weight to the Sunsword and
equilateral triangle, which in turn contain a vertical wavy line. Holy Symbol of Ravenkind.
(The triangle represents the god of secrets, the inverted This guide intentionally foregoes any other additions to the
triangle the amber sarcophagi, and the wavy line the vestiges Tome, including any modifications that implement its history
sealed within.) as "visions" that the players can experience or any
The symbol can be identified by the dusk elf Kasimir modifications that turn the Tome into a combat-ready item.
Velikov (who has seen it in his dreams), by the revenant Sir In the former case, this guide aims to keep Strahd as a
Godfrey Gwilym (who once guarded the Temple), or by Victor pseudo-mythic figure whose exploits are less seen than
Vallakovich (who has seen the symbol in his spellbook). Of heard, and works to lay the seeds of his past as quickly as
these three, only Kasimir and Godfrey know what the Amber possible to drive the plot forward and build player intrigue,
Temple is and where it can be found, and only Kasimir is rather than sowing them slowly over the course of many
willing to tell the players how to get there. sessions.
In the latter case, Madam Eva's reading regarding the
Design Notes: The Tome of Strahd Tome of Strahd specifically states that "Knowledge of the
This arc has been intentionally written to draw the players ancient will help you better understand your enemy," not that
into one of Vallaki's two largest arcs: Arc I: The Lost Soul (if knowledge will assist them in defeating him. The Tome is
the Tome is located within Victor Vallakovich's workroom) or unique in that its value is derived from knowledge, not
Arc G: Lady Wachter's Wish (if the Tome is located within martial power. This guide seeks to preserve that uniqueness.
Lady Wachter's master bedroom closet). (In addition, in a campaign built upon defeating Strahd
What Happened to the Tome? This brief history of the through defying his philosophy—selfishness—it would be a
Tome aims to explain how it was retrieved from Strahd's strange thing indeed for the players to defeat Strahd through
castle, tying it together with the history of the Holy Symbol of a tool of his own making.)
Ravenkind and providing two possible alternative paths that
it took once retrieved.
Burgomaster's Mansion. The Tome has been placed to
encourage the players to interact with Victor and to naturally
entice them to begin Arc I: The Lost Soul.
Wachterhaus. The Tome has been placed to encourage the
players to interact with Lady Wachter and to naturally entice
them to begin Arc G: Lady Wachter's Wish.
Should the players decide to steal the Tome from Lady
Wachter (e.g., because they mistrust her as a servant of
Strahd), this section has been written to provide Lady
Wachter with a believable and in-character approach to
winning the players' trust, while introducing her relationship
to the cult and Baba Lysaga (both of which will prove
essential later on in Arc I: The Lost Soul).
Unlocking the Tome. The Tome of Strahd has been made
somewhat more difficult to open in order to ensure that the
players have an appreciate for the importance of its contents,
and to explain why Victor Vallakovich and Lady Wachter are
ignorant of its content. (The Tome should generally be simple
to open, though some parties may be unable to do so until
learning or preparing dispel magic upon reaching 5th level.
Parties unable to do so might be able to obtain the aid of
Sasha Ivliskova in doing so in Arc L: Dinner With the
Devil).

122
Arc E: St. Andral's Feast
In this arc, the players escort Ireena Kolyana to St. Andral's
Church in Vallaki, fulfilling their vow to her brother, Ismark.
However, Father Lucian, the church's priest, informs them
that the bones of Saint Andral—the source of the church's
protective magic—have recently been stolen, placing its
wards and parishioners at risk.
The players have until the night of their fourth day after
arriving in Vallaki to identify the thief (the church
groundskeeper, Milivoj), track down the bones to their hiding
place (the Vallaki coffin maker's shop), and return them to
their rightful place in the church. Their mission will bring
them into direct conflict with Volenta Popofsky, Strahd's
most sadistic vampiric bride, and her vampiric minions.
Can the players defeat Volenta's plan and restore the
church's protection? Or will the church be lost in darkness
and blood, its flickering light snuffed out in the shadows?
E1. St. Andral's Church
The church is largely as described in N1. St. Andral's
Church (p. 97). Milivoj, the church groundskeeper, isn’t
present when the players arrive.
The church's occupants follow the following schedule
unless interrupted:
At dawn, Yeska joins Father Lucian for prayers in the
chapel and assists him in preparing breakfast.
In the morning, Yeska runs errands around Vallaki while
Father Lucian sweeps the chapel, dusts the pews, polishes
the altar, and tidies up the kitchen.
In the afternoon, Father Lucian teaches Yeska how to
read, and educates him in basic history and theology.
In the evening, with Yeska's assistance, Father Lucian
leads the congregation in prayer and delivers a sermon
promising sanctuary and comfort.
E1a. Meeting Father Lucian
When the players first meet Father Petrovich , he greets them
warmly, recognizing them as newcomers to Vallaki,
welcoming them to St. Andral's Church, and asking if they
have come seeking fellowship or to pray to the Morninglord.
If informed that Ireena is seeking sanctuary in the church
from Strahd or other monsters, Father Petrovich first
ensures that no other congregants are present—shooing away
Yeska if present—and swears the players to secrecy.
If the players agree not to spread his words beyond the
church, Father Petrovich sorrowfully informs them that,
while he would love nothing more than to extend Ireena an
offer of permanent shelter, recent events have left the
church's wards in a precarious state. He can also share the
following additional information at the players' prompting:
The church is ordinarily hallowed ground, as though the
building was protected by a hallow spell. This magical
ward prevents fiends and undead from entering the
church, and keeps them from magically charming,
frightening, or possessing those within it.
The source of this protection is the crypt of Saint Andral,
which has historically held the blessed bones of Andral
himself, the founder of Vallaki's church and a great cleric
of the Morninglord.
123
Originally, only Father Petrovich knew of the bones'
existence. However, after news the siege of Barovia
reached Vallaki a few days ago, he shared the knowledge Profile | Father Lucian Petrovich
of the bones with Yeska, as described in Bones of St. Roleplaying Information
Andral (p. 97). Resonance. Father Petrovich should inspire
To retain the church's protection, Father Petrovich must gratitude with his hospitality, flattery with his
invoke a particular rite of protection over Saint Andral's willingness to listen and empathize, comfort with
bones once every year, at dawn on the morning of Saint his warmth, serenity, and wisdom, and sympathy
Andral's Feast—a holy day that memorializes Andral's life. for his anxiety regarding the missing bones and the
If the rite cannot be carried out at that time, the wards will safety of his congregation.
fall until the rite is completed on a subsequent dawn. Emotions. Father Petrovich’s most frequent
Last night, someone broke into the church's crypt and emotions are thoughtfulness, hopefulness,
stole St. Andral's bones. Without them, Father Petrovich concern, and compassion.
can't complete the protective rite, and the wards will fall at Motivations. Father Petrovich wants to keep
dawn on the day of St. Andral's Feast. Vallaki's spirits up, to keep the church a place of
Father Petrovich is fearful that some fell creature or sanctuary and comfort, and to raise Yeska as best
wicked soul has manufactured this crisis as an as he can.
opportunity to cause his congregation harm; though the Inspirations. When playing Father Petrovich,
channel Uncle Iroh (Avatar: The Last Airbender),
Baron is confident that no monsters could breach Vallaki's Michael Carpenter and Father Forthill (The Dresden
walls, Father Petrovich fears that the town is not as safe Files), and Mr. Rogers (Mr. Rogers' Neighborhood).
as it appears.
Father Petrovich can also share the date of St. Andral's Character Information
Feast, which will take place on the fourth day after the Persona. To strangers, Father Petrovich is a
players arrived in Vallaki. He has not reported the theft of the serene, humble, and compassionate priest who is
bones for the reasons described in Bones of St. Andral (p. always happy to share a word of praise or a few
97). pearls of wisdom. To those he trusts, Father
Petrovich is a dedicated and stalwart defender of
Father Petrovich does not know that Yeska has told anyone his community, who nonetheless worries about his
of the bones' existence, and firmly believes that the boy would ability to keep his congregants safe. Deep down,
not be capable—physically or otherwise—of stealing them. He Father Petrovich harbors a twinge of doubt about
does not suspect Milivoj of stealing the bones either, having the Morninglord's providence and power,
no reason to do so. wondering if Strahd's awakening is a test of
If the players express an interest in doing so, Father Barovians' faith or a sign that the land is forsaken
Petrovich is glad to allow them to inspect the crime scene— forever.
having made neither heads nor tails of it himself—and to Morale. In a fight, Father Petrovich would prefer
interview Yeska, so long as they promise to be patient and to dissuade his attackers, surrendering peacefully if
gentle with the boy. necessary to avoid unnecessary bloodshed.
If the players ask for the identities of other possible However, if an innocent life or the members of his
witnesses, Father Petrovich notes that the only other congregation were threatened, he would fight to
employee of the church is the groundskeeper, Milivoj. the death with a prayer on his lips and peace in his
However, Milivoj hasn’t come into work today. Father heart.
Petrovich can give the players directions to Milivoj’s house, Relationships. Father Petrovich is a mentor and
which is located in the northwestern quarter of Vallaki. father figure to the orphan and altar boy Yeska, the
Before allowing the players to begin their investigation, employer of the groundskeeper Milivoj, the brother
Father Petrovich asks them to promise to retrieve him as of Baroness Lydia Petrovna, and the distant
descendant of Tasha Petrovna, an ancient cleric of
soon as they learn of the bones' location. He takes personal the Morninglord whose remains are kept in the
responsibility for their disappearance, and—given his catacombs of Castle Ravenloft.
connections across the town and his service to the
Morninglord—wishes to assist the players in recovering them
if necessary.
The players can find the following information by
E1b. The Scene of the Crime investigating the area around the crypt:
Father Lucian is glad to lead the players to the location of the
crypt if prompted. The players can inspect the replaced While investigating the floorboards, the players can find a
floorboards behind the altar for clues, and Father Lucian will torn piece of gray wool fabric snagged on a nail with a
also reluctantly allow them to pry up the floorboards again if successful DC 15 Intelligence (Investigation) check, and a
they want to investigate the crypt itself. line of rust-stained dirt smeared across a floorboard with
The crypt is as described in Bones of St. Andral (p. 97), a successful DC 20 Wisdom (Perception) check.
lying beneath the chapel's altar and concealed by the chapel While investigating the interior of the crypt, the players
floorboards. The interior of the crypt is a dark and damp can find several clumps of earth with a successful DC 10
chamber, its walls made of rough-hewn stone blocks that are Wisdom (Perception) check. Each clump is in the shape of
stained with age and moisture. Its center contains a small a large bootprint, and contains several blades of pale
stone slab, which held the bones until recently. green grass and white flower petals.
124
While investigating the altar or the stone slab in the crypt,
the players can find a few strands of dark black hair with a The woman at the door grunts, her hollow gaze scanning
DC 15 Wisdom (Perception) check. you expectantly.

The fabric was torn from Milivoj's shirt as he lowered The children in the armchairs are a twelve-year-old boy
himself down, and the rust was left when he used his shovel named Bogan and a ten-year-old girl named Zondra. The
to pry up the floorboards.
The clumps of earth were left when Milivoj's boots hit the three children wrestling on the ground are named Lazlo
floor of the crypt. Father Lucian can inform the players that (eight years old), Grilsha (seven years old), and Dargos (five
the petals are from the ramson plant, which grow in several years old).
patches in the church graveyard. Jarzinka is a woman of few words, and is annoyed because
The hair is Milivoj's. she has just finished the last of her dream pastries. If the
players ask to speak with Milivoj, she turns to Bogan and
E1c. Interviewing Yeska Zondra, then grunts at them. The conversation then proceeds
If the players choose to interview Yeska, Father Lucian asks as follows:
them not to press him too hard for information. The boy is Bogan cheerfully informs the players that Milivoj is sick
still emotionally fragile from the death of his parents three and doesn’t want to talk to anyone today.
months ago, and Father Lucian doesn't wish to harm his If the players succeed on a DC 10 Charisma (Persuasion)
mental well-being over a mere suspicion of danger. check or insist that the matter is urgent, Zondra turns and
If one of the players asks Yeska whether he has told anyone hollers, “Milo! Someone wants to speak to you.”
else about the bones and makes a successful DC 10
Charisma (Persuasion) check, he admits to telling Milivoj A few moments later, Milivoj exits a swollen wooden door
about the bones three days ago. If the players first tell Yeska at the back of the room, with his three-year-old brother Jirko
that the bones have been stolen, however, the DC increases giggling delightedly from atop Milivoj’s shoulders and his
to 15, and Yeska begins to cry upon admitting his actions. four-year-old twin sisters, Victoria and Vasha, hanging from
his biceps.
E2. Milivoj’s House
Milivoj’s house is located in the impoverished northwest
quarter of Vallaki, a short walk from St. Andral’s Church. Profile: Milivoj
Roleplaying Information
The muddy road that leads into the town’s northwest quarter Resonance. Milivoj should inspire scorn with his
is rough and uneven, chilled by a persistent fog that seems to gruff, cynical, and stubborn personality, sympathy
for his frustration at his parents' addiction to
cling to the soaked earth beneath your feet. As you move
dream pastries, and endearment to him for his
further from the town’s center, the streets narrow and the wholehearted dedication to provide for his siblings,
houses grow grimier and more dilapidated, the smell of damp no matter the cost to himself.
wood and mildew filling your nostrils. Emotions. Milivoj's most frequent emotions are
annoyance, worry, frustration, boredom, bitterness,
Your path leads you to a leaning, decrepit structure that
and cynicism, and (when with his siblings)
seems to sag beneath its own weight. Its timbers are rotting, compassion, mirth, and joy.
the windows cracked and filthy. At its front, a ramshackle Motivations. Milivoj wants to provide for himself
wooden door stands slightly askew in its frame atop a small, and his siblings.
mud-spattered porch.
Inspirations. When playing Milivoj, channel
Katniss Everdeen (The Hunger Games), Arya Stark
(Game of Thrones), and Carl Fredericksen (Up).
If the players knock on the door, it’s answered a few moments
thereafter by Jarzinka, Milivoj’s mother. Read: Character Information
Persona. To strangers, Milivoj is a quiet, gruff,
The door groans open, revealing a gaunt, glassy-eyed woman and hardworking groundskeeper. To those he
trusts, Milivoj is a loving and dedicated elder
standing on the other side. Her hair is matted with grease and
sibling, a frustrated and bitter son, and a desperate
hangs in knots across her shoulders, and a painted beaded and confused young man.
necklace hangs around her neck, its colors faded and chipped Morale. In a fight, Milivoj would brandish his
with age. shovel in an attempt to get his attacker to back
Behind her, a trio of young children wrestle and shout as
down, but would quickly surrender if seriously
wounded. (If defending his siblings, however,
they roll across a cramped living space stuffed with old, Milivoj would fiercely and gladly fight to the death.)
threadbare furniture and an old, stained rug. Two other Relationships. Milivoj is employed by Father
children—a near-adolescent boy with long, shaggy hair, and a Lucian Petrovich, secretly works for the coffin
freckled girl of similar age wearing cracked, oversized glasses maker Henrik van der Voort, and is the eldest of
nine children belonging to Oleg and Jarzinka, two
—peer curiously around a pair of overstuffed, patchwork
dream pastry-addicted Vallakians.
armchairs at the sight of you.

125
Upon spotting the players, Milivoj’s face visibly falls, and he E3. Return to the Church
gently shakes Victoria and Vasha from his arms and sets
Jirko down in Bogan’s lap. A successful DC 10 Wisdom Once Milivoj has admitted to the bones' theft, Father
(Insight) check reveals his body language has grown tense, Petrovich can lead the players to the coffin maker's shop. (He
and that he is shifting uncomfortably. knows the owner, Henrik, well, and hopes that he can reason
As Milivoj reaches the door, he tersely addresses Jarzinka with the man.) If the players appear skeptical, Father
as “Mother” and gives her a grudging nod. Jarzinka grunts Petrovich—who has the statistics of a priest—reveals that he
and shuffles away from the door, disappearing into the room bears the holy symbol of Tasha Petrovna—his ancestor and a
from which Milivoj came. mighty follower of Saint Markovia—and promises them that
If the players inform Milivoj that they want to speak with he is more than capable of defending himself.
him about St. Andral’s bones, he scowls, insists that he If the players suggest reporting the theft of the bones to the
knows nothing about the matter, and attempts to close the burgomaster, Father Petrovich is reluctant to do so, fearing
door. A player can prevent him from doing so with a the possibility of raising a panic. With a successful DC 15
successful DC 10 Strength or Dexterity check. (If Milivoj Charisma (Persuasion) check, however, the players can
successfully closes the door, the players can make him open convince Father Lucian to join them in reporting the theft to
it again by making a sufficient nuisance of themselves, by Baron Vallakovich, who responds as described in N6. Coffin
succeeding on a DC 10 Charisma (Intimidation or Maker's Shop. (If the players don't have Father Petrovic with
Persuasion) check, or by forcing the door down with a them, the burgomaster refuses to believe that the bones are
successful DC 10 Strength check.) responsible for the church's divine protection or to assist the
Milivoj denies any knowledge of the bones or their theft if players in recovering them.)
asked about them outright. However, he claims to have seen a
cloaked figure watching the church two days ago from an
alleyway. (The description of the cloaked figure coincidentally Reporting the Theft
matches the appearance of Ernst Larnak, Fiona's spy, though
Milivoj doesn't know Ernst or the nature of his employment.) If the players report the theft to Baron Vallakovich
and do not accompany his guards, the four guards
A successful DC 10 Wisdom (Insight) check reveals that he is gain access to the coffin maker's shop as
speaking slightly too quickly. described in N6. Coffin Maker's Shop, but are
If the players accuse Milivoj of stealing the bones and slaughtered when they accidentally trigger
succeed on a DC 15 Charisma (Intimidation) check, Milivoj Volenta's trap and alert the vampires to their
admits to stealing them, as described in Bones of St. Andral presence.
(p. 97). Players who confront Milivoj with evidence from the One day later, Baron Vallakovich responds by
crypt or Yeska's confession automatically succeed. Milivoj sending Izek to summon the players to N3.
can't take the players to the coffin maker's shop himself, but Burgomaster's Mansion, where he accuses them of
notes that Father Petrovich can lead them there. causing his faithful guards to disappear and
If asked his motive for stealing the bones, Milivoj shares threatens to exile them from Vallaki. (The players
the reasons described in Bones of St. Andral (p. 97). He can can win back his good graces by promising to
also share that, after his father—a former Vallakian guard— recover the bones themselves.)
was wounded in a recent wolf attack, both of his parents
began regularly purchasing dream pastries from the peddler
Morgantha outside of the gates. With both parents addicted
to Morgantha's wares, Milivoj sees himself as his siblings' E4. Arasek Stockyard
sole means of avoiding total poverty. (If asked, Milivoj can Arasek Stockyard is largely as described in N5. Arasek
provide a basic description of the effects of dream pastries, as Stockyard (p. 115). However, while Rictavio's wagon is
described in Dream Pastries (p. 125).) mostly covered by old and faded paint, the Carnival of
If informed that the bones may have been stolen to allow Wonders sign on its side is brand new and fresh-painted.
an attack upon the church, Milivoj dismisses the idea, If one of the players expresses an interest in breaking into
insisting that the bones are just a "moldy old relic" and that the wagon, Father Petrovich discourages them from doing so
"he doesn't have time to believe in fairy tales." if he is present.
If a player nonetheless attempts to unlock or force open the
door to the wagon, the entire wagon suddenly rocks violently
Milivoj’s Revelation from side to side. The players can also hear the sound of
If he is later informed that Henrik's actions were something with large, heavy claws scratching against the
directed by one of Strahd's vampire spawn, and interior of the wagon. (The rocking and scratches are made
that the theft of the bones could have allowed a by the ghost of Erasmus van Richten, a poltergeist seeking to
slaughter at the church, Milivoj is overcome with protect Arabelle by scaring visitors away.)
anxiety, horror, and guilt. He prostrates himself If the players successfully break the door to the wagon or
before Father Petrovich and begs for his pick its padlock, they find that the wagon’s interior contains a
forgiveness, offering to exile himself to the Svalich soft bed of straw, a comfortable woolen blanket, a few books,
Woods if doing so will make up for the harm he and a young Vistana girl—Arabelle—who is clutching a plush
has caused. (Father Petrovich, of course, declines, saber-toothed tiger to her chest and wearing a beaded
tearfully embracing and forgiving Milivoj instead.) necklace with a carved copper amulet. (For more information
about Arabelle, see Arc F: The Missing Vistana.)
126
E4. Coffin Maker's Shop The poison needle trap can be identified and disarmed as
described in the Dungeon Master's Guide (p. 123).
The coffin maker's shop is largely as described in N6. Coffin The hidden wire can be identified before the compartment
Maker's Shop (p. 116). However, the crates in N6f. Vampire is fully opened with a successful DC 20 Intelligence
Nest now contain only two vampire spawn, as well as (Investigation) check, and disarmed with a successful DC 20
Volenta Popofsky, one of Strahd's vampiric brides. Dexterity (Thieves' Tools) check.
Henrik van der Voort, the coffin maker, follows the Opening the compartment without disabling the wire or
following schedule: unsuccessfully attempting to disarm the wire causes the
noisemaker to loudly screech, “Is no fun, is no Blinsky!”
In the morning, he sleeps in, remaining in bed in N6e. repeatedly for 1 minute, alerting the vampires in N6f.
Henrik's Bedroom. Vampire Nest.
In the late morning, he anxiously checks that the
wardrobe containing St. Andral's bones hasn't been E4c. Volenta's Trap
disturbed, and then prepares breakfast in N6d. Kitchen. If the players allow the bell to ring, Volenta and her two loyal
In the afternoon, he builds coffins in N6c. Workshop. vampire spawn arise to confront them one round later, either
In the evening, he prepares an evening meal in N6d. by forcing their way into N6d. Kitchen or (if the players have
Kitchen. already exited N6e. Henrik's Bedroom) by obstructing the
At night, he sleeps in N6e. Henrik's Bedroom. players' path down the stairs. When the vampires appear,
they use their spider climb to clamber across the walls
E4a. Entering the Shop before dropping down to the players’ level, with Volenta
The players cannot access the shop through persuasion, crouching upside-down on the ceiling behind them.
deception, or intimidation; in each case, Henrik will respond Volenta uses the two vampire spawn with her as cover,
as described in N6. Coffin Maker's Shop. placing them between her and the players. After briefly
Additionally, note that the windows are locked from the taunting the players, she playfully notes that it's lucky that
inside and the doors are barred. As such, the players cannot they're in a coffin shop, adding, "After all, they'll need
open a window or door by use of thieves tools. Instead, the somewhere to put your parts when I'm through with you."
players can enter the shop by either of the following means: She then directs the other vampires to attack.
They can break down one or both of the barred doors with
a successful DC 20 Strength (Athletics) check. Doing so
alerts Henrik, who comes to confront them. Profile: Volenta Popofsky
They can use magic (e.g., mage hand or misty step) to Roleplaying Information
open the windows or doors from the inside. Doing so Resonance. Volenta should inspire revulsion with
avoids alerting Henrik, who remains in his current her obsession with pain and gore, discomfort with
location. her sadistic and psychotic personality, and a
In either case, Henrik offers no resistance as soon as he strange sort of flattery with her flirtatious—if
sees that the players have entered the shop. Instead, he eccentric—attitude.
rightfully guesses that they have come to recover the bones Emotions. Volenta most often feels amused,
and informs them of the bones' location and the danger of the curious, irritated, bored, fascinated, enraged, and
gleeful.
vampire nest, as described in N6. Coffin Maker's Shop. In Motivations. Volenta wants to impress Strahd and
exchange, he pleads with them to protect him from the earn her place as foremost among his brides, to
vampires, who he rightfully fears will butcher him for his satisfy her frequent sadistic urges, and to find
betrayal. He won't retrieve the bones alone, but will novel ways to cause suffering and pain through
accompany the players upstairs if demanded. tinkering and innovation.
Henrik does not know that Volenta has secretly installed a Inspirations. When playing Volenta, channel Jinx
poison needle trap and tripwire bell in the wardrobe secret (Arcane), Ty Lee (Avatar: The Last Airbender), and
compartment where the bones are kept. He assumes that the Harley Quinn (Batman).
players will be able to quietly recover the bones, depart the
shop, and escort him elsewhere to safety. Character Information
Persona. To strangers, Volenta is a manic,
E4b. Recovering the Bones impulsive, and trigger-happy sadist with a flair for
The bones have been concealed as described in N6e. invention and innovation.
Henrik's Bedroom (p. 117). However, Volenta Popofsky has Morale. In a fight, Volenta would gleefully relish
added two additional safeguards to the secret compartment: the opportunity to test her custom-made weapons
on hostile subjects—and, when pushed far enough,
a poison needle trap (Dungeon Master's Guide p. 123), to tear those subjects apart with her bare hands
which triggers unless a particular wooden panel is pushed and teeth.
before the compartment is opened, and Relationships. Volenta is fanatically loyal to
a hidden wire attached to the compartment's opening, Strahd von Zarovich, and views his other brides
which connects to a noisemaker at the base of the and consosrts—especially Anastrasya, Ludmilla,
compartment shaped vaguely like the head of the and Escher—with deep resentment, jealousy, and
toymaker Gadof Blinsky, including his jester’s cap and suspicion.
bells.
127
Volenta, First Form Awakened Bloodlust. When Volenta drops to 0 hit
points, her statistics are instantly replaced by the
Medium undead, chaotic evil
statistics of her second form. Her initiative count
doesn't change.
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33) Actions
Speed 30 ft., climb 30 ft.
Multiattack. Volenta uses hail of daggers twice, or uses
hail of daggers once and either tanglefoot or
STR DEX CON INT WIS CHA thunderstone.

16 (+3) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 14 (+2) Hail of Daggers. Ranged Weapon Attack: +7 to hit, 15
ft., one target. Hit: 9 (2d4 + 4) piercing damage.
Saving Throws Dex +7, Wis +5 Tanglefoot (1/day). Volenta hurls a bag of writhing,
Skills Perception +5, Stealth +10 sticky black tar at a point on the ground within 30 feet.
Damage Resistances necrotic; bludgeoning, piercing, The bag bursts on impact, covering up to two creatures
and slashing from nonmagical attacks within 5 feet of one another with sticky tar and forcing
Senses darkvision 60 ft., passive Perception 15 each target to succeed on a DC 14 Strength saving
Languages Common throw or be restrained. A target can repeat the saving
Challenge 5 (1,800 XP) throw at the end of each of its turns, ending the effect
Proficiency +3 on a success.
Thunderstone (1/day). Volenta hurls a crystalline shard at
Regeneration. Volenta regains 10 hit points at the start a creature, object, or surface within 30 feet. The shard
of her turn if she has at least 1 hit point and isn't in shatters on impact with a blast of concussive energy.
sunlight or running water. If Volenta takes radiant Each creature within 10 feet of the point of impact
damage or damage from holy water, this trait doesn't must succeed on a DC 14 Constitution saving throw or
function at the start of her next turn. be knocked prone and pushed 10 feet away from that
Spider Climb. Volenta can climb difficult surfaces, point. A creature that fails the save is also deafened
including upside down on ceilings, without needing to until the start of Volenta’s next turn.
make an ability check. Alchemist's Firebomb (1/day). Volenta hurls a flask of
Sunlight Hypersensitivity. While in sunlight, Volenta concentrated alchemist's fire and hurls it at a point
takes 20 radiant damage at the start of her turn, and within 30 feet. The vial shatters on impact and
she has disadvantage on attack rolls and ability checks. detonates in a 10-foot radius. Any creature in that area
must succeed on a DC 14 Dexterity saving throw or
Nimble Escape. Volenta can take the Disengage or Hide take 2d6 fire damage and be set ablaze. A creature set
action as a bonus action on each of her turns. ablaze in this way takes 1d4 fire damage at the start of
each of its turns, and can make an additional DC 14
Dexterity saving throw at the end of each of its turns to
extinguish the flames.

In either case she first snarls, “You think your precious


1. Volenta little church can keep you safe? He'll burn down the rest of
Volenta begins combat in her first form, preferring to start Vallaki to get to you, and kill the rest of this stinking vermin
the fight by lobbing her alchemist's firebomb. Afterward, she to force you out!” Before departing, she sneers at the players
alternates between using her multiattack to use tanglefoot and promises to see them again soon.
and thunderstone.
When using her hail of daggers, Volenta prefers to target 2. Father Petrovich
the players instead of Father Petrovich. As she fights them, Father Petrovich retains the statistics of a priest. However,
she taunts Father Lucian gleefully, noting, "I'd intended to rip his divine eminence feature now reads as follows:
out your throat in front of your cute little congregation, but I
guess decorating the church steps with your friends' heads Divine Eminence. As a reaction when he sees another
and entrails isn't a bad second place!" creature within 30 feet hit with a weapon attack, Father
Volenta flees from combat, smashing through a nearby Petrovich can expend a spell slot to cause that attack to
window and galloping across the rooftops like a four-legged magically deal an extra 10 (3d6) radiant damage to a
beast, if either of the following happens: target on a hit. If Father Petrovich expends a spell slot of
2nd level or higher, the extra damage increases by 1d6 for
both of her vampire spawn are defeated and her first form each level above 1st.
is reduced to 0 hit points; or
her second form is reduced to 50 hit points or fewer.

128
Volenta, Second Form Actions
Medium undead, chaotic evil Multiattack. Volenta makes two attacks, only one of
which can be a bite attack.
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft., climb 30 ft. willing creature, or a creature that is grappled by
Volenta, incapacitated, or restrained. Hit: 6 (1d6 + 3)
piercing damage plus 7 (2d6) necrotic damage. The
STR DEX CON INT WIS CHA target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and Volenta
16 (+3) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 14 (+2) regains hit points equal to that amount. The reduction
lasts until the target finishes a long rest. The target dies
Saving Throws Dex +7, Wis +5 if this effect reduces its hit point maximum to 0.
Skills Perception +5, Stealth +10
Damage Resistances necrotic; bludgeoning, piercing, Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
and slashing from nonmagical attacks creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
dealing damage, Volenta can grapple the target (escape
Senses darkvision 60 ft., passive Perception 15
Languages Common DC 13).
Challenge 6 (2,300 XP)
Bonus Actions
Regeneration. Volenta regains 10 hit points at the start Leap. Volenta moves up to her speed without
of her turn if she has at least 1 hit point and isn't in provoking opportunity attacks. As she does, she can
sunlight or running water. If Volenta takes radiant replace 10 feet of movement with a 10-foot high jump.
damage or damage from holy water, this trait doesn't Reactions
function at the start of the vampire's next turn.
Spit Blood. In response to taking damage from a melee
Spider Climb. Volenta can climb difficult surfaces, attack, Volenta spits a wad of blood at the attacking
including upside down on ceilings, without needing to creature’s eyes, forcing it to make a DC 15 Dexterity
make an ability check. saving throw. On a failure, the creature is blinded until
Sunlight Hypersensitivity. While in sunlight, Volenta the end of its next turn.
takes 20 radiant damage at the start of her turn, and Aggress. In response to taking damage from an attack
she has disadvantage on attack rolls and ability checks. or spell, Volenta moves up to her speed toward a
Blood Frenzy. Volenta has advantage on melee attack hostile creature she can see without provoking
rolls against any creature that doesn't have all its hit opportunity attacks.
points.

In combat, Father Petrovich directs the players to form a If any of the players are reduced to 0 hit points, Father
defensive line around the door, hoping to funnel the vampires Petrovich spends his action casting cure wounds on them. If
one-by-one into a choke point in order to dispatch them his concentration is ever disrupted, he spends his action to
individually. Father Petrovich himself attempts to end his renew spirit guardians instead.
turns behind full cover on each round of combat, ducking out
only briefly to target vampires with his offensive spells.
On his first turn, Father Petrovich uses his action to cast Dying NPCs
spirit guardians, filling the air with a galaxy of swirling, fiery
suns that burn with fierce golden light. He stands as near to Because Volenta and her vampire spawn prefer to
the front lines as possible while remaining behind full cover, target the players instead of Father Petrovich, it's
seeking to ensure that any attacking vampire spawn will unlikely that Father Petrovich will be reduced to 0
inevitably be drawn into range of his spell. hit points in this battle.
However, as noted in Monsters and Death
On his second turn, Father Petrovich casts spiritual (Player's Handbook, p. 198), allied non-player
weapon, summoning and attacking with a golden ethereal characters—such as Father Petrovich, Ireena
mace whose head resembles a sunburst—a facsimile of the Kolyana, and any other NPC fighting alongside the
mace that his ancestor, Tasha Petrovna, once wielded in players—should fall unconscious upon being
battle. He then casts sacred flame, targeting any vampire that reduced to 0 hit points. When they do, they follow
is currently attacking the players. the same rules for death saving throws as player
On his third and subsequent turns, Father Petrovich uses characters, described further in Death Saving
his action to cast guiding bolt and his bonus action to attack Throws (Player's Handbook, p. 197).
with spiritual weapon once again.

129
Arasek Stockyard. Erasmus's ghost has been added to
3. The Vampire Spawn discourage the players from investigating the wagon while
The two vampire spawn fight by using their claws to grapple also carefully avoiding encouraging them to do it out of spite.
enemies, who they then drag away to feast upon in private— The fresh paint for the Carnival of Wonders sign has been
preferably by hauling grappled prey out of the windows and added to intentionally foreshadow that Rictavio (who the
onto the rooftop of the shop. Both spawn are prepared to players will confront in Arc F: The Missing Vistana) is not
fight to the death, but retreat with Volenta if she does. all that he seems.
Coffin Maker's Shop. Volenta's two traps have been added
E5. Retrieving the Bones to increase the probability that the players do battle with the
If the players and Father Lucian successfully return the vampires, thereby introducing them directly to Strahd's
stolen bones to St. Andral’s Church by dawn of the fifth day minions and the threat posed by vampires. The number of
after the players arrived in Vallaki, Father Lucian thanks the vampire spawn has been reduced from six to three,
players and invites Ireena to remain under their protection including Volenta, to ensure that the encounter is balanced
for as long as she desires. Volenta’s attack is averted, and the for a 4th-level party.
celebration of St. Andral’s Feast begins without a hitch. Volenta has been placed as the mastermind of this scheme
Milestone. Restoring the bones of St. Andral completes a in order to provide the players with a low-level boss that they
story milestone. If the church is successfully reconsecrated, can reasonably defeat—but who will recur as an antagonist
award each player 1,250 XP. throughout the adventure.
Volenta's statblock has been designed to provide the
players with a dynamic, tactical experience while ensuring
A Peaceful Recovery that she is not the first of her minions to die.
If the players recover the bones of St. Andral
Meanwhile, Father Petrovich's divine eminence feature
without alerting or defeating Volenta and her has been modified to allow the players to reap its benefits
vampire spawn, Volenta is enraged by Henrik’s and ensure that the encounter is not too deadly, as well as to
failure to stop them and humiliated by her plan’s ensure that martial characters without access to magical
failure. That same night, she uses her alchemist’s weapons can deal substantive damage despite the vampires'
firebomb to burn down the shop, causing a fire that resistances to nonmagical weapon damage.
also damages two nearby warehouses before it’s
extinguished.
If Henrik still dwells within the shop, Volenta
spirits him away to Castle Ravenloft. There, she
locks him in a cage in K76. Torture Chamber and
visits painful torments upon him each night as
punishment for his betrayal.

Design Notes: St. Andral's Feast


St. Andral's Church. The original module's requirement that
one of the players be a cleric or paladin to receive this quest
has been removed to make it more accessible.
Though it doesn't exist in the original adventure, the holy
day of St. Andral's Feast has been added to provide a clear
deadline for the players' efforts to recover the bones, and to
ensure a safe place for Ireena to stay while the arc unfolds.
The date of the bones' theft has been moved to the night of
the players' arrival in Vallaki to ensure that the scene of the
crime is sufficiently undisturbed for the players to do
substantive detective work while investigating. An assortment
of clues has been added to clearly point the finger at Milivoj.
Milivoj himself has been relocated to his family home—
both to show (not tell) his motivation for stealing the bones,
to provide dramatic distance between the players'
investigation and their confrontation with its prime witness,
and to accentuate the appearance of Milivoj's guilty
conscience.
Return to the Church. Father Petrovich asks to
accompany the players to the coffin maker's shop in order to
ensure that the party has the benefits of his spirit guardians
spell during the fight with Volenta's vampire spawn (i.e., to
counteract their regeneration).

130
Arc F: The Missing Vistana
In this arc, at Madam Eva’s request, the players visit Blinsky
Toys, the home of Vallaki's resident toymaker, to purchase a
nameday gift for Eva’s great grand-niece, Arabelle. There, the
players learn new information about the traveling ringmaster
Rictavio, and the Baron's brutish enforcer, Izek Strazni.
After obtaining a toy for Arabelle, the players visit the
Vistani encampment located a short distance away from
Vallaki's walls. There, the players can meet the camp’s
leaders: Luvash and Arrigal, Arabelle’s father and uncle,
respectively.
When the players learn that Arabelle has recently
disappeared, Luvash asks them to retrieve a clue from the
scene of her disappearance—a strange platinum signet ring—
from Kasimir Velikov, one of the dusk elves whose hovels
circle the encampment. Luvash believes that the ring may
hold the key to finding his daughter, and promises the players
a wealth of treasure if they research its secrets in the Baron’s
personal library in Vallaki and uncover Arabelle’s location.
Upon obtaining the ring from Kasimir and returning to
Vallaki, the players must gain access to Baron Vargas
Vallakovich’s personal library—either by cunning, diplomacy,
or subterfuge. Once inside, they are soon met by the Baron’s
son, Victor Vallakovich, whose spellbook bears the same sigil
as the signet ring.
In exchange for the players’ promise to bring back any
relics found therein—including, if possible, a proper wizard’s
staff—Victor tells them that the sigil was the personal symbol
of the archmage Khazan, whose abandoned tower sits on the
shores of Lake Baratok. Though Victor doesn’t know how to
get there, he can direct the players to Szoldar Szoldarovich, a
Vallakian wolf-hunter who knows the Svalich Woods well.
The players can hire Szoldar as a guide, or simply buy him
a drink to get directions to Lake Baratok. Upon arriving at the
lake, the players can find the trapped wagon of the Vistana
monster hunter Ezmerelda d’Avenir, as well as the ancient
mage’s tower of Khazan himself. After bypassing the tower’s
magically locked door, the players can find clues revealing
Arabelle’s fate—and suggesting that the ringmaster Rictavio
is not all he appears.
If the players return to Vallaki, confront Rictavio, and
persuade him that they’re friends, rather than foes, he
reluctantly reveals his identity and leads them to Arabelle’s
hiding place: the carnival wagon stored in the Arasek
Stockyard. Unbeknownst to the players, however, Arabelle’s
uncle, Arrigal, has followed them into Vallaki—and when
Arrigal reveals himself and demands her return, the players
must decide which man to trust. And even once the tension
has settled, Arabelle delivers a dark and cryptic prophecy . . .
F1. Blinsky Toys
After receiving Madam Eva’s request in Arc C: Into the
Valley to purchase and deliver a toy for her great grand-niece,
Arabelle, the players can get directions to Vallaki’s local toy
shop, Blinsky Toys, by asking Urwin Martikov, Danika
Dorakova, or most native Vallakians for directions. Blinsky
Toys can now be found on the northern edge of Vallaki's town
square, which is as described in N8. Town Square (p.119).

131
When the players arrive at the camp, they can choose to
either ascend the hill to the ring of wagons at the top (see
Profile: Gadof Blinsky E2a. The Vistani Encampment) or speak with one the dusk
Roleplaying Information elves guarding the hovels at the base of the hill (see E2b.
Resonance. Blinsky should inspire amusement Dusk Elf Hovels below).
with his accent, attire, and morbid aesthetic,
endearment for his loneliness and sincerity, and F2a. The Vistani Encampment
sympathy for his terror of Izek.
Emotions. Blinsky most often feels cheerful, Entering the Vistani Camp
frightened, anxious, lonely, joyful, or melancholy. The Vistani are largely as described in Roleplaying the
Motivations. Blinsky wants to use his macabre Vistani and the Elves (p. 119), with the encampment largely
toys to bring joy to Barovia’s children and to as described in N9c. Vistani Tent, N9d. Horses, N9e.
succeed Fritz von Weerg as the greatest toymaker Luvash's Wagon, N9f. Wagon of Sleeping Vistani, N9g.
of history.
Inspirations. When playing Blinsky, channel Olaf
Wagon of Gambling Vistani, N9h. Vistani Family Wagon,
(Frozen), Rubeus Hagrid (Harry Potter), and
and N9i. Vistani Treasure Wagon (pp. 121-23).
Gepetto (Pinocchio), When the players first enter the tent, modify the descriptive
text as follows:
Character Information
Persona. To the world, Gadof Blinsky is a cheerful As you duck inside the tent, you hear the sound of splintering
toymaker with a love for the macabre. To those he
wood and shattering ceramic. Blinking through the haze of
trusts, Blinsky is a lonely and anxious man, fearful
that his work will never be good enough to win his smoke that fills the interior, you see three sputtering
customers’ love. campfires burning low with embers. A total of six Vistani sit
Morale. In a fight, Blinsky would plead for peace, around the hearths, watching the source of the commotion
stumbling over himself and babbling for mercy with solemn, sympathetic looks.
while looking for an opportunity to flee.
A shirtless young man kneels on the dead grass by the
Relationships. Blinsky owns Piccolo, a pet
monkey that was given to him by Rictavio, the center of the tent, his eyes downcast and his face pale. Beside
traveling ringmaster. Blinsky also makes dolls him, a broken wooden crate sits amidst a pile of broken
resembling Ireena Kolyana for Izek Strazni, and pottery shards, several of which are still wobbling from the
receives a humble stipend to craft decorations for
force of impact.
Baron Vallakovich’s weekly festivals.
A dozen feet from the kneeling youth stands an older, larger
man wearing studded leather armor and a thick, well-trimmed
Blinsky Toys is as described in N7. Blinsky Toys. As the beard. His eyes are bloodshot, and his right hand is trembling.
characters explore the shop, Blinsky cheerfully tells them He appears to be leaning his weight against a makeshift
about his inspiration for making toys: the legendary toymaker wooden crutch for support; looking down, you see that his
Fritz von Weerg, and his greatest invention that was lost to lower right leg is wrapped in blood-stained bandages.
the ages: a clockwork man said to lie somewhere in Castle "You were supposed to keep her safe!" the larger man
Ravenloft.
If the players ask Blinsky about the doll resembling Ireena bellows hoarsely. He whirls, his hand grabbing blindly as if for
Kolyana (see Creepy Dolls, p. 118), he anxiously insists that something else to throw. Sweat beads on his forehead, and he
it is not for sale and asks them to choose another toy. If the chokes back a sob of rage. "My little girl! And now—"
players demand an explanation for its eerie resemblance, He wavers unsteadily—and stumbles. In a blink, a third man,
they can coax a fearful Blinsky to share what he knows with a also clad in studded leather and wearing a fine-trimmed
successful DC 10 Charisma (Persuasion or Intimidation)
check or by taking the doll for themselves. Blinsky is clearly goatee, steps out from his shadow and catches the larger man
terrified of Izek’s wrath, and will do anything to ensure that on his shoulder before he falls. "Easy, brother," the third man
the doll is delivered on time. murmurs. "You've lost a lot of blood." He glances up and
If the players ask Blinsky about Piccolo, he can inform catches sight of you, his brow tightening imperceptibly. "And
them that he received the monkey only a few days ago from it would appear that we have company."
Rictavio, a traveling ringmaster who recently arrived in
Vallaki. If the players do not respond first, Luvash hails them warily
As the characters exit Blinsky Toys, they can see Izek and—leaning back on his crutch to conceal any weakness—
Strazni and two guards arrive to post new proclamations, as asks them their business. If the players share that they have
described in N8. Town Square (p. 119). come to deliver Madam Eva’s gift, Luvash tells them that
F2. Vistani Camp Arabelle—his daughter—has recently gone missing.
The path from Vallaki to the Vistani Camp is as described in
N9. Vistani Camp (p. 119).

132
Profile: Luvash Profile: Arrigal
Roleplaying Information Roleplaying Information
Resonance. Luvash should make the players feel Resonance. Arrigal should make the players feel
sympathetic to his grief, endeared to his dedication to insulted by his slight condescension, unnerved by his
his daughter, irritated with his stubbornness, and mildly intense curiosity and veneer of cheerful courtesy, and—
uncomfortable with his hot temper. when they learn of it—both disgusted by and
Emotions. Luvash most often feels angered, sympathetic to his decision to serve Strahd.
melancholy, anxious, guilty, desperate, frustrated, joyful, Emotions. Arrigal most often feels curious, suspicious,
content, amused, or grateful. frustrated, resentful, relaxed, or amused.
Motivations. Luvash wants to ensure that his daughter, Motivations. Arrigal wants to protect his family and
Arabelle, is safe and loved, and that the families of the ensure a bright future for Barovia’s Vistani, free of the
Vistani encampment can thrive and prosper. resentments of the small-minded Barovians—a goal
Inspirations. When playing Luvash, channel Boromir which he intends to accomplish by serving Strahd.
(The Lord of the Rings), Robert Baratheon (A Game of Inspirations. When playing Arrigal, channel Loki (Thor),
Thrones), Bob Parr (The Incredibles), and Wolverine (X- Littlefinger (A Game of Thrones), and Hannibal Lecter
Men). (The Silence of the Lambs).
Character Information Character Information
Persona. To the world, Luvash is a gruff, stubborn Persona. To the world, Arrigal is Luvash’s enforcer and
brawler with an impatient spirit and a heart of gold. To adviser: a cautious, cheerful, and curious man who
those he trusts, Luvash is a fiercely devoted father with a prefers to remain aloof from the troubles of others. To
soft and gentle compassion—but near-overwhelmed by those he trusts, Arrigal is a dedicated uncle, a fierce
anxiety for the safety of his daughter. advocate for the Vistani, and a duelist with a slew of
Morale. In a fight, Luvash would draw his blade to deadly skills. Only Arrigal knows that he serves Strahd
protect his people without a moment’s hesitation, but von Zarovich faithfully as one of his spies—and that he
would swiftly sheathe it if necessary to keep Arabelle would go to great lengths to serve the vampire’s will in
safe. exchange for the prosperity of his family and people.
Relationships. Luvash is the elder brother of Arrigal, Morale. In a fight, Arrigal would act with ruthless
one of Strahd’s spies. (Luvash doesn’t know that Arrigal cunning, retreating as necessary before striking from the
is a spy for Strahd.) Luvash is also the father of Arabelle, shadows, using deceit, manipulation, or dirty tricks to
whose mother was one of Madam Eva’s descendants, ensure an advantage.
and—along with Arrigal—one of the two leaders of the Relationships. Arrigal is Luvash’s younger brother and
Vistani camp outside of Vallaki. Arabelle’s uncle. He is also a spy for Strahd and makes
regular reports to Anastrasya, one of Strahd’s vampiric
brides.

Luvash can share the following information with the players: Luvash believes that the sigil on the signet ring may lead
him to Arabelle’s location. Though Kasimir has been unable
Three days before the players’ arrival in Vallaki, Luvash’s to make sense of it, Baron Vargas Vallakovich of Vallaki is
nephew, Alexei, was tasked with watching Arabelle play in rumored to own an impressive library of books, which could
the nearby woods while Luvash mediated a dispute hold the key to identifying the ring. However, the Vistani and
between two Vistani families. dusk elves are forbidden from entering the town.
Instead of watching Arabelle, Alexei got drunk on wine. Luvash asks the players to recover the ring from Kasimir,
When he woke up, Arabelle was gone. then research its sigil in Baron Vallakovich’s library. Should
Alexei claims that Yan, a long-time member of the the players return to him with actionable information about
encampment, gave him the wine and had vanished when Arabelle’s whereabouts—or, better yet, Arabelle herself—
Alexei awoke. Luvash promises to give them a valuable reward. (If pressed,
Luvash led the search for Arabelle, joining more than a Luvash can promise the players a sum of 500 gp—or an
dozen Vistani and nearly that many dusk elf scouts from assortment of treasure worth as much or more.)
the hovels below the hill. Luvash himself had to return to If the players accept Luvash’s mission, he directs them to
the encampment after his right leg was caught in a wolf E2b. Dusk Elf Hovels to meet with Kasimir.
trap, leaving him too wounded to walk.
The search parties haven’t yet found Arabelle. However, a
dusk elf named Savid found Yan’s decapitated body lying
in bloody grass near the Luna River, surrounded by signs
of a fight.
Savid also found a strange signet ring lying in the grass,
which seemed to have been dropped in the struggle.
Luvash gave it to Kasimir, the dusk elves’ leader and
foremost scholar, to identify, but hasn’t received any useful
news or information.
133
Within seconds, Yan was dead and a wounded Escher
Strahd’s Bounty had fled for Castle Ravenloft. Van Richten swiftly rescued
When Strahd received Madam Eva’s most recent Arabelle from her restraints, and was astounded to see
fortelling, he learned that he could not control the raw that she was a young Vistana herself. When Van Richten
power of the Fanes without a token of the Rozana’s used his talisman of echoes to cast speak with dead on
divinity. Strahd also learned of two means by which he Yan’s severed head and learnt of Escher’s plan, he and
could obtain such a token: by sacrificing a memento of Arabelle realized that the Vistani encampment was no
his past at the Whispering Wall by Yester Hill, or by longer safe from Strahd’s spies.
securing a mortal descendant who bore a divine spark of Taking Yan’s head with them to prevent investigation
the Ladies Three themselves. Strahd’s preference is, of and wading upstream through the Luna River to mislead
course, the latter. the dusk elves’ scouts, Van Richten and Arabelle
Strahd knows that a descendant of one of the Ladies returned to Chapter 11: Van Richten's Tower (p. 167) to
lives somewhere in the valley, and knows which signs hatch a plan. Remaining at the tower was infeasible—
will lead him to them. To this end, he has dispatched his Strahd now knew Arabelle’s face and location, and would
spies across Barovia in search of them. Though Strahd surely attempt to scry her. Though the tower’s antimagic
doesn’t know it, his cupbearer and most recent consort field would hinder Strahd’s efforts, it would also be the
—the vampire spawn Escher—has taken it upon himself first place he would look when his scrying spell
to pursue the descendant as well. inevitably failed.
Though Escher joined Strahd’s court freely, he has Van Richten himself had an amulet of nondetection to
recently grown anxious that Strahd might soon discard avoid Strahd’s watchful eye—as well as a spare amulet
him—especially if Strahd’s vampiric brides, Ludmilla, that his student, Ezmerelda d’Avenir, had returned to
Anastrasya, and Volenta, succeed in winning back his him when the two parted ways. The two amulets would
favor. As such, when a Vistana named Yan—one of suffice to protect them from Strahd’s magic, but
Strahd's many spies—visited Castle Ravenloft for a Arabelle still needed a place to live and sleep away from
report, Escher struck a deal with him. Yan agreed to the eyes of Strahd’s spies—at least until Van Richten
assist in locating the Ladies' descendant; in exchange, could find a better alternative.
once Escher became Strahd’s favored consort, he would
provide Yan with riches and power. Laying Low
The nearby town of Vallaki, with its large and bustling
Arabelle’s Disappearance population, could provide a far better place for the two
Yan returned to the Vistani encampment outside of to lose themselves in the crowd. However, while Van
Vallaki—and it wasn’t long before he struck gold. Upon Richten could disguise himself with his hat of disguise,
recognizing that Luvash’s daughter, Arabelle, bore many he had no such disguises for Arabelle, and any effort to
of the signs that Escher had described, Yan summoned transport her into or around Vallaki would risk alerting
Escher to the camp and prepared to make his move. Strahd’s spies.
Alexei, a Vistana youth and Arabelle’s older cousin, Fortunately, Van Richten still had an old Vistani wagon
was ordinarily tasked with watching her while her father, hidden away in the woods from when he had first
Luvash, worked. While Arabelle played in the woods near entered Barovia—one with ample space for Arabelle to
the encampment, Yan approached Alexei and shared reside. While Vistani weren’t welcome in Vallaki, Van
with him copious amounts of wine—more than enough Richten decided that a different disguise—one that
to get him exceedingly drunk. Once Alexei was asleep, would allow them to hide in plain sight—could serve
Yan grabbed Arabelle, gagged her, and stuffed her into a just as well.
sack. Disguising himself as Yan, Van Richten used Arabelle’s
Yan moved quickly to bring Arabelle to Escher’s pre- advice to sneak into the Vistani camp itself, stealing
arranged meeting point: an innocuous spot along the several of the colorful paints that the Vistani used to
banks of the Luna River nearby. Yan found Escher there decorate their wagons. That night, Rictavio’s Carnival of
as expected—but as Escher retrieved Yan’s payment, Wonders was born—and Van Richten himself became
disaster struck. Rictavio, ringmaster of the “carnival.”
Dr. Rudolph van Richten, the vampire hunter who had As Van Richten worked, Arabelle—who had stowed
fled Castle Ravenloft after Strahd’s awakening, had been the card in her pocket following a vague premonition
staying nearby at the old tower on Lake Baratok. Today, that morning—felt her inner Sight flare once more.
Van Richten was searching the marshy riverside grasses Without understanding entirely why, she hid a copy of
for a particular medicinal herb he’d run out of—and it the Hooded One Tarokka card in her pillow alongside a
was there, crouching hidden in the underbrush, that he silvered dagger that Van Richten had given her, leaving
noticed Yan and Escher’s clandestine meeting. her beaded charm bracelet wrapped around them.
Ordinarily, Van Richten would have been loath to In the morning, Van Richten hid Arabelle in the back
reveal his location—even in the presence of one of of the wagon, which he hitched to Drusilla, his horse,
Strahd’s foul spawn—and risk blowing his cover. and rode it into Vallaki. There, he struck a deal with the
However, when he noticed Yan’s sack moving and heard Gunther and Yelena Arasek to store the wagon (still
a child’s whimpering within, Van Richten’s mind flashed holding Arabelle) in Arasek Stockyard, and took up
back to the kidnapping and death of his late son, residence in the private guest room of the Blue Water
Erasmus—and his body moved without thinking. Inn.

134
F2b. Dusk Elf Hovels
Aftermath of the Kidnapping The dusk elf hovels are as described in N9b. Dusk Elf
Arabelle’s absence, didn’t go unnoticed for long. By
Hovels (p. 121). The dusk elves themselves are as described
dusk on the night she’d been kidnapped, Luvash
in Roleplaying the Vistani and the Elves (p. 119). If the
had discovered the hungover Alexei and learned of
players approach one of the guards and inquire about the
his daughter’s disappearance. The Vistani and dusk Vistani, the guard directs them to the ring of wagons at the
elves spread out among the nearby woods, top of the hill.
searching in vain for any sign of the missing girl. If the players inquire about Luvash’s mission, the guard
At nearly the same time that Van Richten and directs them to Kasimir's hovel. The guard notes, however,
Arabelle were riding through Vallaki’s gates, a dusk that Kasimir has recently returned from a long and arduous
elf named Savid found Yan’s decapitated body journey and that the players must not disturb him beyond
amidst the reeds of the Luna River amid signs of a what is reasonably necessary.
struggle. Savid also found a strange trinket atop the
bloodied grass: a platinum signet ring stamped F2c. Kasimir’s Hovel
with a strange sigil. He returned it to Luvash, who Kasimir’s hovel is largely as described in N9a. Kasimir's
ordered Savid to deliver it to Kasimir Velikov—the Hovel (p. 121). If the players enter it, read:
dusk elves’ leader and scholar—for inspection
upon Kasimir’s return. Luvash has continued the You enter into a small, cozy vestibule several degrees warmer
search for Arabelle, though his personal efforts
than the chill mists outside. The walls of this small chamber
came to a bloody and brutal halt when his right leg
was caught in a well-hidden wolf trap. are decorated with hanging sketches and portraits of proud
Meanwhile, Van Richten delivers Arabelle food and wise-looking elves with dark skin, tree-borne spires carved
from the Blue Water Inn’s kitchens once each of dark wood, and artistic depictions of constellations and
morning and night, claiming to nosy onlookers that
celestial bodies. Two curtains of dark brown fabric obscure the
he is merely delivering snacks to the “ferocious
saber-toothed tiger” he has locked up in his entrance to another chamber beyond.
wagon. Van Richten’s lie, however, is more true Beyond the curtains lie a larger chamber, lit and heated by a
than he knows. The wagon is haunted by the kindly fireplace at the north end. An old green rug sits facing the fire,
ghost of his son, Erasmus van Richten (see Van just beside an old wooden table flanked by several chairs. The
Richten's Guide to Ravenloft, p. 180)—and
left-side wall of this comfortable room bears a dozen
Erasmus, in his youthful exuberance, has already
scared onlookers away more than once by shaking cubbyholes bearing leather-bound books and small wooden
the wagon and scratching against its wooden statuettes of elven figures, while the wall to the right bears a
interior. faded tapestry of a lush and beautiful forest beneath a
Both Van Richten and Arabelle know that this is
noonday sun.
a temporary solution at best. Van Richten, who first
heard of the mysterious Keepers of the Feather
during Doru’s rebellion, is quietly investigating the The players can find Kasimir sitting on the green rug facing
members as described in N2c. Taproom (p. 100). the fire, meditating. He is as described in Kasimir Velikov (p.
He hopes to determine whether the secret society 232), but has recently sustained a black eye and several cuts
is friend or foe—and, if friend, whether its agents across his cheek.
can be trusted.

135
Profile: Kasimir Velikov
Roleplaying Information
Resonance. Kasimir should make the players feel
grateful for his competence and genuine interest in
assisting them, mildly insulted by his slight
condescension, mildly suspicious of his caginess,
and sympathetic to his sorrow for the plight of his
people.
Emotions. Kasimir most often feels curious,
frustrated, suspicious, excited, melancholy,
nostalgic, somber, or regretful.
Motivations. Kasimir wants to ensure the safety
of the dusk elves and resurrect his sister, Patrina,
once he’s freed her of Strahd’s dark influence and
seen Strahd destroyed.
Inspirations. When playing Kasimir, channel
Stephen Strange (Doctor Strange), Sherlock
Holmes (Sherlock), Spock (Star Trek), and the
Twelfth Doctor (Doctor Who).
Kasimir notes that the runes are the symbols of the evocation
Character Information (left) and necromancy (right) schools of magic, respectively,
Persona. To the world, Kasimir is a quiet and but confesses that the ring has shown no reaction to any kind
withdrawn scholar, with a powerful curiosity and a of magic.
fierce dedication to his people. To those he trusts, If the players ask Kasimir about his injuries, he claims that
Kasimir is a lost and broken man, guilt-ridden for he had been hiking across Mount Ghakis, but fell when the
his role in Patrina’s death and resigned to somber frozen bluff he’d been walking on crumbled beneath his
despair for the dusk elves’ future. Only Kasimir weight. If the players ask him why he was visiting Mount
knows the lengths to which he is willing to go to Ghakis, he discloses only that he was searching for
resurrect his sister—and the price he is willing to something of personal significance. (If the players push
pay. harder, Kasimir politely asks them to avoid intruding too
Morale. In a fight, Kasimir would attempt to
negotiate a peace, but would not hesitate to
deeply into his private matters.)
unleash his most powerful spells—or use his
If the players ask Kasimir about the history of the dusk
magic to escape—if a diplomatic solution proved
elves, Kasimir shares the following tale:
untenable.
Relationships. Kasimir is the leader of the dusk elf Even now, nearly five centuries past, the memories are sharp
encampment and the younger brother of the late and clear in my mind, like shards of broken glass. I was a mere
Patrina Velikovna, a banshee who resides in the century old when my people lost their freedom—when the
catacombs of Castle Ravenloft. Kasimir is also the
tyranny of the Von Zarovich clan rose like a shadow across the
cousin of Rahadin, Strahd’s chamberlain, and the
nephew of the late dusk elf prince, Erevan land.
Löwenhart. (Kasimir is not a direct blood relation of It was not Strahd that shattered the peace, but his father,
Erevan, who married Kasimir’s aunt, Lorelei.) King Barov von Zarovich II. In those days, our people dwelled
in Othrondil, the Forest of Twilight. A council of princes ruled
us, led by Erevan Löwenhart, my uncle and a master in the art
His right hand and forearm are a pale bluish-white, with
much of the skin puffy and blistered. (A successful DC 12 of bladesong. When King Barov's eyes fell upon our lands, he
Wisdom (Medicine) check identifies the symptoms of demanded our fealty—our tribute to the borders of old
frostbite.) Zarovia, the kingdom his ancestors once ruled. Erevan, who
Kasimir welcomes the players warmly, though obviously practiced the style of the lion and bore the lion's sigil, was
with some discomfort. If the players ask for the signet ring, never one to bow, however, and refused. His act of defiance
he produces it from his cloak and wishes them luck, noting ignited the fires of war.
that he could not identify it himself—odd, he thinks, given his
knowledge of pre-Barovian heraldry and his long history in Barov's conquest was swift and brutal. His forces, joined by
the valley. (He isn’t sure whether the Baron’s library might Rahadin, my cousin, and a traitor to our people, laid waste to
hold more information, but believes it a lead worth pursuing.) our kingdom. I was a mage and scribe in Erevan's court—I saw
The symbol on the signet ring resembles the connected Rahadin shatter Erevan’s blade and execute his family, marking
series of lines depicted on V2. Tower Door (p. 169), but the end of the royal line. My people were subjugated; those
rotated counterclockwise such that the shape is vertically that resisted were hunted like rabbits.
symmetrical. A tiny arcane rune has been carved into the
metal above each of the two unconnected ends of the series
of lines.

136
Barov ruled over us with an iron fist—and when he died and
his son, Strahd, came to power, we rose in rebellion, leading
the charge for freedom. But Strahd was even more cunning
and cruel than his sire. He quashed our revolt in a matter of
days, and slaughtered our people in a genocide that left less
than a hundred alive. He left us, the survivors, to the mercies
of the Vistani, who took us into their caravans and led us to
sanctuary in this valley.
Strahd's hunger for conquest, however, was endless. Within
a year, the last of his enemies had fallen, and he had claimed
the valley for his own, naming it "Barovia." We found ourselves
trapped, imprisoned in the heart of our conqueror's new
empire. By then, however, we had built a home here, and
chose to remain—hoping, in our heart of hearts, that the
Vistani's kindness would keep us safe. And so here we have
remained ever since.

F3. Burgomaster’s Mansion


The burgomaster's mansion is largely as described in N3.
Burgomaster's Mansion (p. 103). However, the magic mirror
in N3p. Bridal Gown and Spirit Mirror (p. 108) has been
modified and moved to N3s. Attic Storage (p. 109). See
Speaking with Victor below, or Arc I: The Lost Soul for
more information about the mirror.
If the players visit the burgomaster’s mansion openly, they
are greeted by Clavdia, the Baron’s maid, and led to the den
as described in N3. Burgomaster's Mansion (p. 103) and
N3e. Den (p. 106). The Baron arrives to speak with them a
few minutes later, joined by his twin mastiffs named Fang
and Claw, as described in **N3l. Library (p. 107).
F3a. Entering the Mansion
If Ireena Kolyana has already visited the mansion alone and
obtained an audience with the Baron regarding the Barovian
refugees, the Baron is glad to grant her and her companions
access to his library. Otherwise, the players can attempt to
persuade the Baron to grant them entry, or try to gain access
by subterfuge if all else fails.
If the players visit the library, proceed to Searching the
Library below.
1. Persuading the Baron
If the players ask Baron Vallakovich for access without
Ireena’s aid, he demands to know their background, their
purpose in Vallaki, and their intentions for using his library.
While he is not generally inclined to grant their request, if
the players indicate that they are adventurers, mages, clerics,
scholars, or otherwise up to the task, Vargas is willing to
allow them entry into the library if they agree to resolve a
problem his household has been facing. He can share with
them the following information:
For the past two months, a spirit has haunted the
Vallakovich mansion.
Servants have seen its reflection in mirrors or darkened
windows, and have reported cold drafts, strange sounds,
and objects that move of their own volition.

137
The mansion’s butler and the baroness's lady-in-waiting If the players express an interest in investigating the attic,
have already left the Baron's employment, too fearful of Tereska provides them with directions to the entrance in
the ghost to continue working in the house. N3o. Master Bedroom (p. 108). She also prepares a small
The Baron’s wife, Baroness Lydia Petrovna, hosts daily plate of bread and cheese, which she asks them to bring to
lunches for a group of Vallakian women, who Vargas uses Victor. Proceed to Speaking with Victor below.
to prepare costumes and decorations for his weekly
festivals. Vargas is desperate to ensure that the women 2. Infiltrating the Mansion
remain ignorant of the spirit’s existence. The players may choose to infiltrate the mansion rather than
The Baron's cook, a doughty woman named Tereska, has obtain Baron Vallakovich’s permission. If they are found,
seen the spirit most recently, and nearly quit her job however, one or more NPCs can raise the alarm by shouting
before the Baron convinced her to stay by (reluctantly) for aid. If the alarm is raised, twelve guards arrive at the
increasing her pay. mansion two minutes later, followed by Izek Strazni one
The Baron doesn’t mind allowing the players to use the minute afterward.
library before they’ve solved the case, but will only grant them The NPCs in the mansion behave as follows:
access if they agree to take it on. Baron Vallakovich can generally be found in N3l. Library
The Baron cannot be convinced with appeals to Arabelle’s (p. 107) during the day, and in N3o. Master Bedroom (p.
safety, insisting that he cares little for the plight of a “Vistani 108) at night. He is accompanied by his two mastiffs,
whelp.” Fang and Claw, at all times. If he finds the players
If the players wish to visit the library, the baron summons trespassing, he sets Fang and Claw to attack them, but
Clavdia, the maid, to escort them to the library before raises the alarm if the dogs are defeated.
departing. (Proceed to Searching the Library below.) If the Baroness Lydia Petrovna can generally be found in N3c.
players wish to interview Tereska, the baron asks Clavdia to Dining Room (p. 106) during the day and in N3o. Master
escort them to the kitchen instead. In both cases, as the Bedroom (p. 108) at night. If she finds the players
Baron departs, he asks them to avoid discussing the spirit trespassing during the day, she assumes that they are
with anyone who lives outside the household. guests of her husband, Vargas, and greets them
The kitchen is largely as described in N3g. Kitchen (p. accordingly; otherwise, she screams, then faints.
106). The cook, Tereska, is a broad-shouldered, rough-hewn Victor Vallakovich can generally be found in N3t. Victor's
woman with a tough, no-nonsense attitude who wears her Workroom (p. 109) both day and night. If he finds the
heart on her sleeve. She is reluctant to discuss the spirit, but players trespassing, he greets them warily and demands
can share the following information if asked: to know their names and business. (He won’t raise the
alarm if his curiosity is satisfied.)
The spirit has mostly been seen on the second floor, Tereska, the cook, can generally be found in N3g. Kitchen
though strange sounds have been heard coming from the (p. 106) during the day, and in **N3f. Servants' Quarters
attic at night. (p. 106) at night. If she finds the players trespassing, she
Tereska experienced one particularly bad haunting while gives them an opportunity to leave, but raises the alarm if
retrieving an old pot from the attic last week—an eerie they refuse.
presence, coupled with a cold draft and the unmistakable Clavdia, the maid, can generally be found on the second
sound of breathing—which nearly pushed her to quit her floor during the morning, on the first floor during the
job. afternoon, and in N3f. Servants’ Quarters (p. 106) at
The Baroness’s lady-in-waiting, a quiet woman named night. If she finds the players trespassing, she immediately
Valentina, reported seeing the spirit in the Baroness’s raises the alarm.
mirror on multiple occasions. The Baroness hid the
mirror away in the attic shortly thereafter. F3b. Searching the Library
Valentina described the spirit’s appearance as the If the players gain access to N3l. Library (p. 107), they can
distorted silhouette of a young woman. All of the servants attempt to search the shelves for information regarding the
agree that its hauntings universally carry a sense of platinum signet ring. With a successful DC 15 Intelligence
sorrow, loneliness, and longing. (Investigation) check or a full hour spent searching, the
Few members of the household enter the attic anymore, players can confirm that no books contain any information
though the Baron’s son, Victor Vallakovich, has been about the ring.
known to disappear into it for hours or even days at a In the course of the players’ search, one of the players
time. When he does, Tereska usually leaves his meals on a identifies a familiar name in a genealogical tome archiving
table by the entrance to the attic and knocks on the births and deaths to Vallakian families: Ireena Strazni, the
trapdoor to alert him. younger sister of Izek Strazni and the daughter of Grygori
If the players ask about Victor, Tereska notes that he eats and Fatima Strazni. According to the records, however,
too little and seems strangely isolated and terse for a Ireena Strazni died more than eighteen years ago at the age
young man his age, especially since the strange illness of four, with Grygori and Fatima dying shortly thereafter.
that struck “that Wachter girl” nearly three months ago. Grygori and Fatima’s deaths are marked as Suicide by
(Tereska doesn’t remember her name, but knows that the hanging, while Ireena’s cause of death is marked as
girl was Lady Fiona Wachter’s daughter, and that she and Unknown (presumed devoured by wolves).
Victor got along well.) Tereska declines to elaborate,
insisting that the Baron’s family matters are none of her
business.
138
Shortly after the players discover these records, however,
they are interrupted by the arrival of Victor Vallakovich, who
has come to the library in search of a particular book: Profile: Victor Vallakovich
Ethereal Entities: Denizens of the Unseen Realm, written by Roleplaying Information
the archmage Mordenkainen. Resonance. Victor should make the players feel
Victor, who is largely as described in N3t. Victor's annoyed at his suspicion and condescension,
Workroom (p. 109), is carrying his spellbook with him. The sympathetic to his anxiety, frustration, and
players can easily see that the cover of the book displays the desperation, and endeared to his stubborn
same symbol as the platinum signet ring. determination to see Stella healed.
If the players ask about Victor’s spellbook, he demands to Emotions. Victor most often feels curious,
frustrated, suspicious, excited, bored, anxious,
know their names and purpose. The players can persuade desperate, or determined.
him to aid them by sharing the story of Arabelle’s Motivations. Victor wants to restore Stella’s soul
disappearance or by making a successfuly DC 15 Charisma to her body and escape Barovia.
(Persuasion) check. Inspirations. When playing Victor, channel
If Victor agrees to aid the players by sharing information Jonathan Byers (Stranger Things), Prince Zuko
about his book, he first obtains Ethereal Entities from one of (Avatar: The Last Airbender), Raven (Teen Titans),
the shelves, then invites the players upstairs to N3t. Victor’s and Perrin Aybara (Wheel of Time).
Workroom to speak further. He won’t share any information
outside of his workroom. Character Information
Persona. To the world, Victor is a quiet, moody,
F3c. Speaking with Victor and isolated young man with an awkward manner
Victor’s workroom is largely as described in N3t. Victor’s and a total lack of social graces. To those he trusts,
Workroom (p. 109), except that the glyph of warding on the Victor is a devoted and compassionate friend, with
door, rather than dealing lightning damage, casts fear in a 30- a spark of brilliance and the stubbornness of a
foot cone away from the door when activated. Additionally, mule. Only Victor knows that he secretly fears
Victor’s spellbook contains the sending spell, rather than losing Stella’s friendship—both due to the harm
remove curse. caused by his teleportation circle and due to the
time she’s spent with Erasmus van Richten in the
Ethereal Plane.
Morale. In a fight, Victor would attempt to flee,
but would resort to his most dangerous spells with
wanton and amateurish abandon if cornered or if
defending his friends or family.
Relationships. Victor is the only child of Baron
Vargas Vallakovich and Baroness Lydia Petrovna.
He is a close friend to Stella Wachter, and a friendly
(though wary) acquaintance to the ghost of
Erasmus van Richten. Victor despises and fears
Izek Strazni, who killed Victor’s childhood cat,
Miska, by kicking it across a room when it
wandered into his path two years ago. (Victor has
since reanimated Miska’s skeleton through the use
of his animate dead spell.)

Additionally, Victor has only one skeleton cat, which is the


animated remains of his childhood cat, Miska. Victor’s
teleportation circle is perfectly constructed, and Victor has
leaned the full-length mirror from N3p. Bridal Gown and
Spirit Mirror (p. 108) against the wall beside the rug.
The mirror is a spirit mirror, a magical item that reflects
both the Material Plane and creatures in the Border Ethereal.
Upon entering the room, a player who looks into the mirror
sees a flash of a young woman’s silhouette that swiftly
vanishes—the spirit of Stella Wachter.
If the players have not already met Victor, he casts greater
invisibility as described in N3t. Victor’s Workroom (p. 109)
if alerted to their arrival, but clumsily knocks over a pile of
parchment as the players enter the room in his haste to hide.
A player who inspects the parchment sees that they are
covered with elaborate diagrams of teleportation circles.

139
Long ago, Khazan built a wizard’s tower, which he imbued
with powerful enchantments, including a protective field
Ethereal Entities that prevented any other spellcasters from using magic
Ethereal Entities: Denizens of the Unseen Realm by within its reach.
Mordenkainen is a slim hardback book with a
leather cover dyed a deep, midnight blue. Its title If the players agree to investigate Khazan’s tower and give
and author's name are embossed in silver script Victor any artifacts they find, he tells them where the tower
along the spine and front cover, and the corners of can be found: a gravel causeway on Lake Baratok, to the
the book are adorned with small, silver filigree west.
resembling ethereal wisps. Its pages are filled with Victor isn’t sure how to get to Lake Baratok from Vallaki.
neatly-written text and beautifully detailed However, he does know someone who will: Szoldar
illustrations. Szoldarovich, one of the town’s most skilled hunters. (Last
The book is a treatise on the Ethereal Plane and year, in an effort to encourage Victor to develop more
the creatures that dwell within or visit it. It contains masculine hobbies and traits, Vargas forced him to
all of the information provided in Ethereal Plane accompany Szoldar on a hunting trip in the woods by
(Dungeon Master's Guide, p. 48), as well as a Vallaki’s walls. Victor detested the experience, but came away
bestiary divided into the following three sections: with a healthy respect for Szoldar’s knowledge of Barovia’s
Etherborn: Natives of the Deep Ethereal,
wilderness.)
containing information about creatures that are If the players are interested in speaking with Szoldar,
said to dwell solely in the Deep Ethereal, such Victor directs them to a ramshackle hut at the mouth of the
as the mythological mistfiends, ethershades, Luna River to the west, which Szoldar and his partner,
and shimmerlings. Yevgeni Krushkin, have turned into a dressing shack for
Phantomfolk: Travelers from the Border Ethereal, skinning, gutting, and butchering their kills. To get there, the
containing information about incorporeal players should travel north, past Vallaki’s Zarovich Gate, and
creatures that dwell in the Border Ethereal and then travel west along the shores of Lake Zarovich.
often cross into the Material Plane, such as Victor can tell the players that, while Szoldar and Yevgeni
ghosts and phantom warriors. spend most mornings checking their traps for captured
Veil-Walkers: Visitors to the Ethereal, containing game, they usually return to the dressing shack by early
information about physical creatures that can afternoon to clean their weapons, reset their traps, and
cross into the Ethereal Plane, such as night whittle and fletch fresh arrows.
hags, nightmares, and phase spiders. (See If the players ask Victor about the haunting of the
Matrons of Malevolence in Arc I: The Lost Soul burgomaster’s mansion, or inquire too deeply about the
for an excerpt of the chapter regarding night silhouette in the spirit mirror, the players begin Arc I. The
hags.) Lost Spirit. Otherwise, Victor tries to avoid discussing Stella
The subsection discussing night hags includes a or the haunting, preferring to keep his involvement as quiet
brief sidenote discussing a ritual that uses a night as possible.
hag’s heartstone and the energies of a leyline to
replicate the effects of the Etherealness spell for
up to ten individuals for one hour on the night of
Khazan’s Staff
the full moon.
While reading Khazan’s spellbook, Victor learned
that Khazan was the owner of a powerful wizard’s
staff, which Victor believes may still be somewhere
If the Tome of Strahd is located within Victor’s workroom, it in his tower.
can be found atop Victor’s desk among his other papers. If According to the spellbook, a magical binding
the players attempt to pick up the Tome of Strahd, Victor allowed Khazan to summon it by merely speaking
immediately casts mage hand to retrieve it, revealing his his own name. With the aid of Khazan’s staff,
position. Victor believes he may be able to rescue Stella’s
Otherwise, shortly after the players enter the room, they soul from the Ethereal Plane and restore it to her
can hear the sound of a sneeze from the corner where Victor body.
is hiding. Victor then reveals himself—including his spellbook Victor is, however, mistaken. Unlike the
and the recognizable sigil upon it—and proceeds to speak archmage’s spellbook, Strahd recovered Khazan’s
with the players as described in Searching the Library staff from the remnants of his body. It is now
above. concealed in Crypt 15 (p. 88) in Castle Ravenloft.
If persuaded to aid the players in finding Arabelle, Victor See Arc T: Ravenloft Heist for more information
can share the following information: about Khazan's staff.

Three years ago, he found an old spellbook in his father’s


library. He’s used it to study magic ever since.
The original owner of the spellbook was a mage named
Khazan. The symbol on the cover of the spellbook was his
personal sigil.

140
F4. Lake Zarovich The werewolves's recent flurry of activity has made Szoldar
suspect that the pack has come under the leadership of a
Lake Zarovich is largely as described in L. Lake Zarovich (p. new, more reckless alpha. He doesn’t know where the
38). However, Bluto is not present. werewolves’ den is, but he cautions the players to keep an eye
As the players journey west toward Szoldar’s shack, read: out for anything strange or unusual.
The path ahead is uneven, littered with pebbles and overgrown
F5. The Svalich Road
in parts by moss and wild grass. To the left, the trees of the As the players exit Szoldar’s shack, any characters with a
Svalich Wood stand tall and foreboding; to the right, a chill passive Wisdom (Perception) score of 19 or higher notice a
breeze sweeps in from the lake, tinged with a faint, brackish
silhouette watching them from the southern treeline. If the
players approach, look toward, or otherwise attempt to
scent and the damp earthiness of old silt. Other than the
interact with the silhouette, it vanishes.
mournful croak of a distant raven, the only sound that breaks The silhouette is Arrigal, who has decided to spy on the
the eerie silence is the squelching of mud beneath your feet players on Strahd’s behalf and to ensure that Arabelle is
and the quiet lapping of the waves against the shore. safely returned should the players find her. Though he
It's not long, however, before the air is tinged with the faint remains out of sight for the remainder of the journey, Arrigal
scents of fur and a familiar, metallic tang. Ahead, you can hear
continues to track the players from afar.
the sound of rushing water, and see a place where the dark F5a. Luna River Bridge
waters of the lake flow swiftly into a river that disappears As the players cross the bridge over the Luna River, read the
southward into the dark woods. A small, crudely built shack following:
stands tucked away near the water's edge, its timbers worn
and weathered with age. The path narrows, flanked by dense, towering trees. Up ahead,
you can see an old wooden bridge come into view, its age-
If the players arrive between the hours of noon and dusk, worn planks spanning the rushing river below. As you
Szoldar and Yevgeni can be found inside. Szoldar is cleaning approach, you can see the dark river tumbling over the smooth
the blood from an old rusted hunting trap, while Yevgeni is stones of the riverbed, bordered on either side by gnarled
halfway finished with skinning a large dead wolf. bushes and trees.
When Szoldar and Yevgeni are away, the door to the shack As you step onto the bridge, your boots echo against the
is locked with a padlock. (Both wolf hunters carry a key.) If
either wolf hunter is inside, the door is unlocked and hangs old, damp wood. To the north, you can see the river meander
ajar. upstream around the tree line before vanishing around a curve.
If the players enter the shack, read: To the south, the river winds like a ribbon between its banks,
then gradually vanishes into mist.
The walls of this cramped shack are stained dark with age and Halfway across the bridge, you notice something odd: a
use. Knives, cleavers, traps, and chains hang from the walls, small scrap of white material fluttering on the surface of the
each one well-cleaned and oiled. Animal pelts hang from the far side of the river, caught on a tree root a dozen yards
rafters, their empty eyes seeming to watch you as you pass. downstream.

Whether or not the players have already spoken with him, If the players retrieve the scrap of material, they find it to be a
Szoldar instantly recognizes them as the newcomers residing small, soaked white handkerchief, monogrammed with the
at the Blue Water Inn. As described in N2c. Taproom, embroidered red initials “R.V.R.”
Szoldar and Yevgeni are glad to serve as guides if paid, or to
provide directions to Lake Baratok in exchange for a promise F5b. Luna River Crossroads
of free drinks when the players return. The Luna River Crossroads are largely as described in P.
If the players choose to set off on their own, Szoldar gives Luna River Crossroads (p. 40).
the following directions: If this is the first time that the players have visited the Luna
Exit Vallaki from the western Sunset Gate, then cross the River Crossroads, four twig blights and two scarecrows are
lying in wait here. Modify the area description as follows:
bridge that fords the Luna River.
Take the northern branch of the Luna River crossroads,
which is marked “Lake Baratok” on a nearby signpost. The road comes to an X intersection, with branches to the
Continue down the path as it bends through the woods, northwest, northeast, southwest, and southeast.
before ultimately arriving at the lake. Scattered across the intersection are four, small dead

Szoldar also warns the players to be cautious of saplings, their branches and trunks blackened and gnarled.
werewolves on the Svalich Road and northern path. The Some lean at slight angles, while others stand stubbornly
woods to the west of Vallaki—and especially the woods upright, their twig-like structures idle and quiet in the windless
around Lake Baratok—are the preferred hunting grounds of a air.
local werewolf pack.

141
Beneath the warning on the third sign, someone has drawn a
Nearby, a pair of scarecrows appear to have been mounted
small frowning face with crossed-out eyes, surrounded by a
along two separate trees, bodies hewn of rough straw and stylized flame.
weathered cloth clinging to twisted, low-hanging branches. A player who approaches the wagon detects a faint scent of
Their painted sackcloth eyes seem almost mocking, and black sulfur, and notices that the grass around it appears to have
raven's feathers poke from their stuffed guts. been tramped down by many feet. A player who makes a
The lower half of a snapped wooden signpost thrusts
successful DC 14 Wisdom (Survival) check learns that the
tracks were left by a pack of wolves the previous night, which
upward at an angle near the eastern elbow of the intersection.
evidently inspected the wagon before leaving it alone. (If he is
The top half of the sign, featuring arms pointing in four with the players, Szoldar points this out after a brief
directions, lies in the weeds nearby. investigation, and advises them against interfering with the
wagon.) The player also learns that the wagon has been
If Szoldar is accompanying the players, he warns them that parked here for no more than forty-eight hours.
the saplings and scarecrows are new additions to the
crossroads, and that recent rumors have reported sightings
of scarecrows moving of their own volition through the A Chance to React
woods. As noted in The Order of Combat (Player's
If the players approach the snapped signpost or move to Handbook, p. 189), combat is a "clash between
leave the intersection, the blights and scarecrows attack. two sides." A participant in combat need not seek
to harm one another—merely obstruct another
F6. Lake Baratok participant from taking some sort of action or
Lake Baratok is as described in Approaching the Tower (p. achieving some sort of goal.
167). The tower itself is largely as described in Chapter 11: As such, when one player states their intent to
Van Richten's Tower (p. 167). take an action that another player might seek to
oppose—such as opening the door to Ezmerelda’s
F6a. Ezmerelda’s Wagon wagon—ask other nearby players if they’d like to
Ezmerelda’s wagon is largely as described in V1. intervene to prevent that action. (For example, a
player might wish to shove the first player away
Ezmerelda's Magic Wagon (p. 168). However, rather than a from the wagon, or grapple them and pull them
single wooden sign, a trio of wooden signs has been arranged forcefully away.)
vertically in a haphazard diagonal across the back door. If so, have all involved players roll initiative. (The
The signs read, in order: “Keep out!”, “Home & Property of first player is, of course, free to change their mind
Ezmerelda d’Avenir,” and “Trespassers will be immediately and cease their original action at any time.)
incinerated.”

142
A player that inspects Ezmerelda’s wagon also learns that it
was not the only one that has parked here recently. A second
set of wagon tracks lies nearby, leading from the eastern
woods to a spot nearby Ezmerelda’s wagon, then south along
the path away from the lake. A player who follows the tracks
south finds that they reach the Old Svalich Road then turn
east, toward Vallaki. A player who makes a successful DC 14
Wisdom (Survival) check can ascertain that the second set of
tracks was made approximately three days before the players
first arrived in Vallaki.
A player who makes a successful DC 10 Wisdom (Survival)
check can follow the second set of tracks into the woods,
where they end in a dark, sheltered hollow. Much of the forest
floor around the hollow is stained with bright yellow and
white paint. A successful DC 14 Intelligence (Investigation)
check reveals that the paint was left fairly recently—
approximately three days before the players first arrived in
Vallaki.
If the player has previously seen Rictavio’s wagon in Arasek
Stockyard, they recognize the paint as the same shade as
yellow as the sign on the wagon.
If the players successfully enter Ezmerelda’s wagon, it does
not contain the burned page of Van Richten’s journal.
F6b. The Tower
1. The Tower Door
The tower door is largely as described in V2. Tower Door (p.
169). However, modify the descriptive text as follows: The two possible proper sequences are:
evocation, divination, illusion, transmutation, conjuration,
The tower door is made of iron, with no visible handles or abjuration, enchantment, necromancy
hinges. In the middle of the door is a large, embossed, blank necromancy, enchantment, abjuration, conjuration,
red seal. Carved into the lintel above the door is a word: transmutation, illusion, divination, evocation
Khazan. Each time a button is pressed, its symbol glows with the
color of its corresponding school of magic: evocation (red),
The seal appears to be blank. However, if a character divination (silver), illusion (purple), transmutation (green),
approaches within 5 feet of the door, eight fist-sized buttons conjuration (brown), abjuration (yellow), enchantment (pink),
grow from its waxlike surface in the same positions as the and necromancy (blue).
stick figures depicted in V2. Tower Door (p. 169). If the A creature that touches any part of the door other than
character then moves away from the door, the buttons vanish buttons without first unlocking it receives a mild, but painful
once more. The buttons emerge in different places each time, electric shock. A creature that attempts to break down the
but the order of the buttons as they move around the seal door must succeed on a DC 25 Strength check; on a failure, a
always stays the same. stroke of lightning blasts out from the door in a straight line
Each of the eight buttons depicts a different arcane rune. A 100 feet long and 5 feet wide. Each creature in the line must
player with proficiency in Arcana, or who makes a successful make a Dexterity saving throw, taking 8d6 lightning damage
DC 10 Intelligence (Arcana) check, identifies the runes as the on a failed save, or half as much damage on a successful one.
symbols of the eight schools of magic. The order of the (Triggering the lightning multiple times doesn't cause the
symbols, moving clockwise around the seal, is always: door to collapse.)
illusion, abjuration, necromancy, conjuration, divination, If eight different symbols are pressed in an incorrect
enchantment, transmutation, evocation. sequence, their lights briefly flicker, then go out again. The
A player who compares the platinum signet ring to the first time this happens, the griffon statues atop the tower roof
symbols notices that the evocation and necromancy runes —four disguised gargoyles—come to life and attack. The
exactly match the appearance of their corresponding symbols gargoyles fight to the death.
on the door. To unlock the door, the players must press the
buttons in the order given by the pattern of crossed lines on 2. The Scaffolding
the signet ring, beginning with either the evocation or The scaffolding is as described in V3. Rickety Scaffolding. If
necromancy symbol and moving along the lines in the proper a creature climbs the scaffolding to the second floor, the four
sequence. gargoyles on the roof come to life and attack. (Remember
that the scaffolding leads to a hole in the wall on the third
floor, and therefore has no entry point into the second floor.)

143
3. Inside the Tower
The interior of the tower is largely as described in V4. Tower, The Lily Pads
First Floor, V5. Tower, Second Floor, V6. Tower, Third A player who investigates the stained patch of lily
Floor, and V7. Tower, Fourth Floor (pp. 170-71). However, pads can find a trio of ceramic pots sunk ten feet
the wooden box containing Yan's severed head has been below the surface of the water. The pots are each
removed from the tower. half-filled with rocks; two bear traces of dried
A successful DC 15 Intelligence (Investigation) check or a yellow paint along their rims and interior, while the
ten-minute search of the room reveals two clues: third bears traces of dried white paint along its rim
and interior.
A colorful beaded bracelet with several wooden charms If the player has previously seen Rictavio’s
sized for a child, wrapped around a silvered dagger and a wagon in Arasek Stockyard, they recognize the
Tarokka card (the Hooded One). paint as the same shade as yellow as the sign on
Two burned pieces of parchment amidst a pile of charred the wagon.
ashes in the stove, including a burned page from Van
Richten's journal and a singed sketch of a sign
proclaiming Rictavio’s Carnival of Wonders. (The sketch If read, the burned journal page now reads as follows:
appears to have been made far more recently than the
journal entry.) For nearly two decades now, I have undertaken to investigate
A player who makes a successful DC 13 Intelligence and expose creatures of darkness to the purifying light of truth
(History or Arcana) check recalls that the Hooded One and knowledge. "Hero" I am named in some circles; "sage"
represents mysteries, newcomers, and hidden identities.
As the players search the room, any character who looks and "master hunter" I am called in others. That I have survived
out one of the windows toward Lake Zarovich notices countless supernatural assaults is seen as a marvel among my
something odd: a patch of lily pads approximately fifteen feet peers; my name is spoken with fear and loathing among my
from the shore stained a bright, flamboyant yellow, at clear foes.
odds with the muted greens of the lily pads nearby.

144
In truth, this "virtuous" calling began as an obsessive effort to Unfortunately (I say in hindsight), the plan worked. I found the
destroy a vampire that murdered my child, and it has become child-stealers, and my unwelcome entourage included a
for me a tedious and bleak career. Even as my life of hunting growing horde of voracious undead that could not touch me,
monsters began, I felt the weight of time on my weary thanks to the lich's ward. When I finally found the caravan,
shoulders. I expect that those who think me a hero will change something inside me snapped. I released the zombies, and the
their minds when they know the whole truth about my life as a entire tribe was eaten alive.
hunter of the unnatural. Nevertheless, I must reveal, here and Yet the story had not yet ended. Before she died, the leader
now, the truth of my fate—and the fates of those I have loved. cursed me, saying, "Live you always among monsters, and see
I have related the tragic story of how my only child Erasmus everyone you love die beneath their claws!" Even now, so
was taken by Vistani and sold to a vampire. I explained how many years later, I can hear her words with painful clarity,
Erasmus was made a minion of the night stalker, and how it haunting me still.
was my miserable part to free him from that fate at the point After nearly two decades of bloodshed and agony and loss,
of a stake. What I have neglected to illuminate before, it slowly dawned on me that the Vistana’s curse had never
however, is how I returned to track Erasmus's kidnappers once slaked its thirst for revenge—and that all the true and stalwart
more across the land—and the terrible choice that I made friends I had come to know and lost were victims, not of
when I found them. ourtageous fortune, but of my own actions. True to the words
In fact, the Vistani took Erasmus with my own, unwitting of the dying Vistana, my life had been shielded from fate again
permission. They had brought an ill member of their tribe to and again, while those I esteemed above any treasure had
me one evening and insisted that I treat him—but I was unable taken my place!
to save the young man's life. In fear of their retribution, I When the horrifying enormity of my revelation swept over
begged the Vistani to take anything of mine if only they would me, I railed bitterly at the cruel irony of my life. I contemplated
withhold their terrifying powers, of which I knew nothing. To deliberately ending my wretched existence in the most violent
my lasting astonishment, they chose to surreptitiously take my of ways—but, thankfully, patience and wisdom stayed my
son in exchange for their loss! By the time I realized what had hand. Drained of all spirit, I cast myself into bed and wept, as I
occurred, they were already an hour gone. had not done since my former, blissful life was forever ripped
Incensed beyond reason, I strapped the body of the dead from me.
young man to my horse and doggedly followed the Vistani But fate had not finished with me yet. When the dawn next
caravan through the woods, naively allowing the sun to set came, it brought with it a man whose name invoked terror in
before me without seeking shelter from the night. But when I me above all else: Arturi Radanavich, a sole survivor of the
found them and demanded my son, they replied that he had massacre I had perpetrated. Yet he came not to destroy me,
been sold to the vampire, Baron Metus. but to heal me—and himself.
A short time later, I found my dear Erasmus made into a I learned that, in commanding the death of his family, I had
vampire. He begged me to end his curse, which I did with a cast a deadly curse of my own: “Undead take you, as you have
heavy heart. The darkness had torn him from my loving arms taken my son!” As my hands had been stained with the blood
forever, and I foolishly believed that the curse had exacted its of my friends, so, too, had Arturi been pursued those many
deadly toll. I wept until an insatiate desire for vengeance filled years by the walking dead, leaving him an exile in the eyes of
the bottomless rift in my heart. I set off into the twilight, in his people.
search of the Vistani caravan once more. For one year, I traveled with him—learning the ways of the
When I found that they had gone, I found the grave of the Vistani that I had come to hate, so that I could learn their ways
man who had died and carried his corpse with me, in search of and comprehend life through their eyes. When the year had
his family or one who could tear the secrets from his dead lips. ended, joy and despair filled my breath—joy at the realization
I searched for many months, alone and driven by the fury of that those I had dreaded as my longtime enemies had never
the damned. truly been enemies at all, and despair for all the wasted years
As I traveled, I was beset by undead that would have slain of bitter anger and resentment.
me, had not their master—a lich—intervened and spared my I offered my life to Arturi as forfeit for my crimes against his
life, for reasons that I do not completely understand. He family, insisting that he must consider my curse on his tribe
somehow detected me and, with his powerful magic, took null and void, for there was little left to forgive. He drew a
control of a pack of zombies that wandered in the forest. He knife from his boot—but instead of delivering judgment,
spoke to me through the mouths of the dead things and pulled his blade across our palms, opening them, then clasped
placed a magic ward against undead on me, then animated the our hands together until our blood mingled as brothers.
dead Vistana and bade it tell me where I could find its people.

145
There was but one task left to complete. Together, we He pauses, and his lips spread into a wolfish grin, "But I'm
journeyed to the wreckage of the Radanavich caravan, where sure we'll have naught to worry about with fine, strong folks
we both had left it so many years ago. We burned it, defending like you on the roads. And besides—how deadly can a tale
its blazing husk as undead fell upon us—and when dawn truly be?"
shone over the ashes, there was nothing left there, for them or
for us. When his story is complete, Zsolt playfully asks the players
whether they have good steel to defend themselves, should
the murderess find them upon the road.
F7. The Road Back If at least two characters show that they’re carrying
The players’ activities at Lake Baratok attract the attention of silvered weapons or ammunition, the playful light fades from
a pair of werewolves, who lurk in the woods east of the lake, Zsolt’s eyes, and the playful light fades from Zsolt's eyes,
silently waiting for the players to return to the road. replaced by a momentary glint of wariness. His grip tightens
When the players begin the trek back to Vallaki—either by around his spear, and his gaze meets Mathilda's for a brief,
the northern path or the Old Svalich Road to the south—the near-imperceptible moment. He congratulates the players on
werewolves follow. Fifteen minutes after the players depart entering the woods well-prepared, but the joviality in his voice
the lake, they encounter the two werewolves in human form. has become hollow. Unless stopped or provided with a
The scene unfolds largely as described in Werewolves (p. suitable excuse, Zsolt and Mathilda accompany the players in
32), but revise the descriptive text as follows: silence as far as the Luna River Crossroads, then depart
south toward Berez.
Otherwise, if no characters show that they’re carrying
A deep voice calls out, "Who goes there?" Through the chill silvered weapons or ammunition, a mocking smirk creeps
mist you see a large man in drab clothing wearing a tattered onto Zsolt's face, and he says, "You seem to be mighty
gray cloak. He has shaggy, black hair and thick mutton chops. warriors indeed! But it seems you've forgotten something
He leans heavily on a spear and has a small bundle of animal important." If the players ask what they've forgotten, Zsolt's
pelts slung over his shoulder.
eyes flash with hunger, and he hisses, "Silver." He and
Mathilda then assume their hybrid forms and attack.
Just behind him, barely visible in the gloom, stands a grim-
In battle, the werewolves prioritize players wielding
faced woman, her long, dark hair loosely braided. She holds a silvered weapons, if any. If one werewolf is killed or both are
spear of her own, the tip glinting in the scarce light, and wears bloodied, they flee into the Svalich Woods.
a cloak wrapped tightly around her chest. The players experience no other encounters on their
journey to Vallaki.
The two werewolves introduce themselves as Zsolt and F6c. Return to Vallaki
Mathilda, trappers from Krezk. (If Szoldar is with the players,
he whispers warily that he recognizes neither "trapper's" When the players return, they can pursue their leads either
name.) Zsolt is warm and friendly, while Mathilda is sullen by seeking out Rictavio at the Blue Water Inn, or by directly
and quiet. investigating Rictavio’s wagon in Arasek Stockyard.
Zsolt warns the players that the road has become As the players return to Vallaki’s Sunset gate, a player with
dangerous for travelers, and suggests traveling together. a passive Wisdom (Perception) score of 19 or higher notices
Whether the players accept or reject his offer, Zsolt then the same silhouette as before watching them—this time, from
shares the following story: the northwestern woods. The silhouette vanishes into the
trees if looked at, spoken to, approached, or otherwise
A light glints in Zsolt’s amber eyes. "There's been a tale interacted with. (This is, again, Arrigal, who has tracked the
echoing through these woods of late. A tale of a Vistana players back to Vallaki. If the players enter Vallaki, Arrigal
uses his two daggers as makeshift pitons to climb over
woman, a kind of phantom, who stalks the paths under the
Vallaki’s palisade walls and sneak past the patrolling guards.
moon's gaze. They say she's not of this world, but from the He then continues stalking the players through the streets in
realms of death itself.” the hopes that they’ll lead him to Arabelle.)
He licks his lips. "She's said to be a frightful sight, with eyes
that burn like embers in the darkness. They say she's clad in a
1. Confronting Rictavio
patchwork of cloaks, like a wandering vagabond, but don't let
If the players visit the Blue Water Inn first, they can learn
from Danika Dorakova that Rictavio recently departed the
that fool you. For in her hand, she carries a wicked blade—a
inn and that he mentioned “inspecting his wagon for some
weapon that thirsts for the blood of innocents.” necessary repairs.” If the players ask where Rictavio has kept
He chuckles lightly. "And oh, does her blade drink well! his wagon, Danika recalls hearing him mention keeping it in
She's been butchering good folk in the woods, they say. Men, Arasek Stockyard.
women—it matters not. Whip! goes her blade, and off come If the players indicate an interest in following Rictavio to
their heads, trophies for her dark desires.”
the stockyard, Danika jokingly warns them to be on the
lookout for dangerous beasts—local rumors suggest that the
ringmaster is keeping something big and deadly in his
wagon.

146
If the players wait for Rictavio to return before confronting When Van Richten first arrived in Barovia, he hoped to
him, Rictavio greets them warmly and feigns ignorance of face Strahd alone, taking advantage of the vampire’s
their allegations and claims. However, he invites them to his hibernation to destroy him in his coffin.
guest suite to discuss the matter in private if the players insist His plans were foiled when an undead direwolf attacked a
that they wish to help Arabelle, show him the burned journal trio of Barovia children, and the resulting battle revealed
page, or otherwise threaten to blow his cover. his identity to the onlooking Doru.
Once he and the players are alone in his guest suite, Doru blackmailed Van Richten into leading a full-scale
Rictavio draws his sword-cane and demands proof that the revolt on the castle, threatening to bring an untrained mob
players are not servants of Strahd von Zarovich. If the players to Ravenloft’s doors if Van Richten didn’t lead them there.
muster sufficient evidence or succeed on a DC 15 Charisma Van Richten, fearful that such a mob could awaken Strahd
(Persuasion) check, Rictavio reluctantly stows his blade, and destroy his own plans, reluctantly agreed.
checks the window and corridor for Strahd’s spies, and shuts Shortly after entering the castle, however, they were
the window shutters tight. He then removes his hat of betrayed. Escher, Doru’s “lieutenant,” vanished from the
disguise, and confesses his identity as Dr. Rudolph van group as they explored the catacombs. Not long thereafter,
Richten. the mob found Strahd’s coffin empty—and Strahd himself
Van Richten can share the following information: attacked shortly thereafter. Van Richten fled, knowing
from his long studies of Strahd that victory was
Until recently, he had been laying low in the tower at Lake impossible.
Baratok. However, that changed when he saw a Vistana Upon escaping Castle Ravenloft and recovering his horse,
man bringing a wriggling sack to a golden-haired vampire Van Richten began the journey to warn the Barovians of
spawn on the banks of the Luna River. (Van Richten the vampire’s awakening. However, he was stopped by the
recognized the vampire as a man named Escher, a bard Vistani seer Madam Eva, who warned him: “The message
from Barovia who had joined the Barovians’ revolt.) you bring shall be born by another. Should you return to
Van Richten attacked the pair, killing the Vistana and the village while light lingers in the valley, you shall surely
scarring the vampire, who fled. Upon opening the sack, he meet your grave.”
found a young Vistana girl within. Knowing full well of Eva’s reputation, Van Richten
The girl, who introduced herself as Arabelle, was reluctantly set forth for Lake Baratok instead, weeping
uncertain of why she had been kidnapped. Van Richten bitter tears for the sons and daughters of Barovia.
used his talisman of echoes to interrogate the dead
Vistana’s severed head, and learned that Strahd had If the players demand it, Van Richten agrees to bring them
issued a bounty on young girls matching Arabelle’s precise to his wagon at Arasek Stockyard to see Arabelle for
and unique description: dark-haired and olive-skinned, themselves. Proceed to F7c. Van Richten's Wagon below.
with lavender irises. Van Richten and Arabelle agreed that
returning her to the Vistani camp would leave her 2. Following Rictavio
exposed to Strahd, and was therefore too dangerous. If the players follow Rictavio to Arasek Stockyard instead of
The two returned to the tower at Lake Baratok, where Van waiting for him at the Blue Water Inn, they can find him
Richten had previously hidden his horse, Drusilla, and a kneeling by the wagon, where he appears to be adjusting the
covered Vistani wagon that he had first used to enter spokes of the wagon’s rear left wooden wheel. A player with a
Barovia. Using his hat of disguise, Van Richten adopted passive Wisdom (Perception) score of 16 or higher notices
the dead Vistana’s guise and snuck into the Vistani camp that Rictavio is repeatedly adjusting and re-adjusting the
by Vallaki to steal three pots of paint, which he used to same spoke, and that Rictavio’s lips are moving, as if he is
disguise his wagon as “Rictavio’s Carnival of Wonders.” speaking with someone. If the players watch him, he
Van Richten and Arabelle then traveled to Vallaki, with continues his task for a full five minutes—far longer than such
Van Richten adopting the identity of Rictavio to hide in a task should ordinarily take—before standing and moving to
plain sight. Arabelle has remained concealed in his wagon depart.
ever since. If the players confront him, Rictavio greets them warmly,
While the tower at Lake Baratok contains a permanent but feigns ignorance of their allegations and claims. If the
antimagic field that would block Strahd’s scrying, Van players insist that they wish to help Arabelle, show him the
Richten believed that Strahd would be well-aware of this burned journal page, or otherwise threaten to blow his cover,
fact, and that the tower would therefore be among the first Rictavio’s gaze hardens, his fist tightens around his cane, and
places he looked. As such, Van Richten, who already wore his voice lowers to a near-whisper. He demands to know if
one such amulet, gave Arabelle a spare amulet of proof they are spies of Strahd, and calmly threatens to “dispatch”
against detection and location that he had once given to— them if they serve the Devil’s will.
and then received from—one of his students. (If pressed, If the players muster sufficient evidence of their good faith
Van Richten admits that the amulet once belonged to or succeed on a DC 15 Charisma (Persuasion) check,
Ezmerelda d’Avenir, but does not discuss the matter in Rictavio sighs and commands the players to form a protective
further detail.) wall around the rear of the wagon. If the players antagonize
Rictavio instead, or otherwise fail to convince him, a young
If the players ask Van Richten about his arrival in Barovia girl’s voice quietly rings out from the wagon: “They mean me
or the revolt against Strahd, he can also share the following no harm. Please, open the door.”
information:

147
F7c. Rictavio’s Wagon As such, Van Richten, who already wore one such amulet,
gave Arabelle a spare amulet of proof against detection
Once the players or Arabelle have convinced him to do so, and location that he had once given to—and then received
Rictavio produces a key from his sleeve and opens the door. from—one of his students. (If pressed, Van Richten admits
When he does, the players can see that the wagon contains a that the amulet once belonged to Ezmerelda d’Avenir, but
soft bed of straw, a comfortable woolen blanket, a few books, does not discuss the matter in further detail.)
and a young Vistana girl—Arabelle—who is clutching a plush As the conversation draws to a close, Arrigal emerges from
saber-toothed tiger to her chest and wearing a beaded the shadows of a nearby alley. If the players do not divert the
necklace with a carved copper amulet. conversation, it proceeds as follows:
Unless diverted by the players, the conversation unfolds as
follows: Arrigal thanks Van Richten for the “fascinating story,”
Arabelle greets the players warmly, thanks them for their thanks the players for their “aid and guidance,” and
efforts to find her, and shares her regret for the wounds commands Arabelle to exit the wagon and return with
they have sustained along the way. him.
Van Richten is surprised to learn that Arabelle was Van Richten immediately accuses Arrigal of being a spy
expecting them, and Arabelle admits that she had a for Strahd, noting that, while stealing the pots of paint, he
premonition that someone would follow in their tracks saw Arrigal whispering to a bat in the woods nearby. He
and that she left multiple clues—the Tarokka card, the demands that Arabelle remain in the wagon, and asks the
bracelet, the handkerchief, and the ring—to guide the players to defend her from Arrigal.
players in their path. Arrigal’s hands go to the shortsword and daggers on his
Arabelle thanks Van Richten for his efforts to keep him belt, while Van Richten prepares to draw his sword-cane
safe, but gently reminds him that they both knew that their for battle. Arabelle quietly asks the players to help them
plan could not last forever—and that, with the players see reason.
present, a long-term solution is more likely within reach. Arrigal is ignorant of Strahd’s bounty on Arabelle and
During this conversation, Van Richten can also reveal the truthfully shares this if asked, finding the notion
following information if he hasn't already: preposterous. If asked whether he would give Arabelle up to
Strahd if commanded, he fiercely and truthfully rejects that
Until recently, Van Richten had been laying low in the he would ever do such a thing.
tower at Lake Baratok. However, that changed when he If the players ask Van Richten for proof that Strahd sought
saw a Vistana man bringing a wriggling sack to a golden- to kidnap Arabelle, Van Richten retrieves the wooden box
haired vampire spawn on the banks of the Luna River. containing Yan’s severed head from the hidden compartment
(Van Richten recognized the vampire as a man named of his wagon, as described in V7. Tower, Fourth Floor* (p.
Escher, a bard from Barovia who had joined the 171), and casts speak with dead upon it using his talisman of
Barovians’ revolt.) echoes. (Because Van Richten was disguised at the time of
Van Richten attacked the pair, killing the Vistana and Yan’s death, the head doesn’t recognize Van Richten as his
scarring the vampire, who fled. Upon opening the sack, he killer.)
found a young Vistana girl within. Van Richten asks the following five questions and receives
The girl, who introduced herself as Arabelle, was the following five answers:
uncertain of why she had been kidnapped. Van Richten What is your name? Yan.
used his talisman of echoes to interrogate the dead What lord did you serve in life? The vampire, Strahd von
Vistana’s severed head, and learned that Strahd had Zarovich.
issued a bounty on young girls matching Arabelle’s precise Did that lord command you to kidnap the girl Arabelle? He
and unique description: dark-haired and olive-skinned, did, through his servant, the vampire Escher.
with lavender irises. Van Richten and Arabelle agreed that What did he ask you to do with her? He bade me to take
returning her to the Vistani camp would leave her her to the Luna River, where she would be brought to
exposed to Strahd, and was therefore too dangerous. Castle Ravenloft.
The two returned to the tower at Lake Baratok, where Van How did you die? A man’s sword cut my head from my
Richten had previously hidden his horse, Drusilla, and a shoulders.
covered Vistani wagon that he had first used to enter
Barovia. Using his hat of disguise, Van Richten adopted Arrigal is shaken by Yan’s apparent testimony, but not
the dead Vistana’s guise and snuck into the Vistani camp entirely convinced—until Arabelle speaks up to confirm Van
by Vallaki to steal three pots of paint, which he used to Richten’s story, calmly reporting that Yan kidnapped her, that
disguise his wagon as “Rictavio’s Carnival of Wonders.” Van Richten rescued her, and that she overheard Yan asking
Van Richten and Arabelle then traveled to Vallaki, with another man whether “Castle Ravenloft” would pay its debts
Van Richten adopting the identity of Rictavio to hide in in exchange for the “whelp’s delivery” before hearing the
plain sight. Arabelle has remained concealed in his wagon exchanging of coins shortly thereafter.
ever since. Van Richten is unwilling to allow Arrigal to take Arabelle
While the tower at Lake Baratok contains a permanent back to the Vistani encampment. However, Arrigal is
antimagic field that would block Strahd’s scrying, Van unwilling to allow Van Richten to keep Arabelle hidden in
Richten believed that Strahd would be well-aware of this Vallaki, away from her family. It is up to the players to broker
fact, and that the tower would therefore be among the first an agreement between them.
places he looked.
148
As they do, keep the following interests in mind: Van Richten is troubled by Arabelle’s prophecy, and the
resemblance it bears to Madam Eva’s warning on the Svalich
Van Richten wants to prevent Strahd’s spies from finding Road. Nonetheless, in gratitude for the players’ aid, he
Arabelle. bequeaths to them his talisman of echoes.
Arrigal wants to keep Arabelle with her family—and Arrigal is similarly grateful for the players’ assistance in
especially her father, Luvash. recovering his niece. He is glad to promise that,
Both Van Richten and Arrigal want to keep Arabelle notwithstanding his oath of loyalty to Strahd, he will refrain
comforted and safe. from reporting Arabelle or Van Richten’s true locations to
Because neither Van Richten nor Arrigal will concede any Castle Ravenloft, and will avoid reporting the players’
of these priorities; the players will need to find a solution that movements for as long as he can.
satisfies all of then simultaneously. Van Richten and Arrigal In addition, though he won’t take up arms against Strahd
will reluctantly accept any reasonable proposal that does so. or cease his work as a spy, Arrigal offers to deliver false
(For example, the players might propose that “Rictavio” information to Castle Ravenloft once when the players
relocate his wagon to the woods near the Vistani camp, request it—but no more than that. He won’t deliver any
where Luvash can visit her daily, while Arrigal feeds Strahd information that is obviously false, however, and he provides
false information about Arabelle’s whereabouts.) no guarantees as to how long or whether Strahd will believe
When a final agreement is reached, Arabelle places a small his information.
hand on one of the players’ arms and softly thanks them for Milestone. Finding Arabelle completes a story milestone.
their efforts. If the players do not intervene, she then steps When Arabelle delivers her prophecy, award each player
forward and takes Van Richten’s hand in hers. The following 1,250 XP.
sequence then unfolds:
Arabelle thanks Dr. Van Richten for helping him, and
informs him that he’s a good man—a sentiment that his Talisman of Echoes
son agrees with. Wondrous item, rare (requires attunement)
The blood drains from Van Richten’s face, and he sways This talisman has 4 charges. While holding it,
on his feet, as though he’s about to faint. “My son?” he you can use an action to spend 1 of its charges to
croaks. cast the gentle repose spell, or 2 of its charges to
Arabelle pats the back of Van Richten’s hand, and tells him cast the speak with dead spell.
that his son has been keeping her safe in the wagon. She The talisman regains 1d4 expended charges
promises him that his son loves him very much, and daily at dawn. If you expend the talisman's last
shares her belief that he has been keeping Van Richten charge, roll a d20. On a 1, the talisman crumbles
safe as well. (Van Richten quietly thanks her, now into ashes and is destroyed.
resembling a weary old man far more than a veteran The Werewolf’s Curse
monster hunter.) If one of the players was infected by a werewolf’s
A few moments later, Arabelle staggers, her eyes rolling bite on the Old Svalich Road, Van Richten shares
back into her head, and the whites of her eyes becoming the that he is capable of brewing an elixir capable of
color of storm clouds. When she speaks, her voice seems to suppressing the curse of lycanthropy for a single
echo with the sound of a second, far older woman’s voice as night, rendering the player a docile wolf during a
she delivers the following prophecy: full moon, rather than a raging werewolf.
To do so, however, he requires a supply of
wolfsbane, a flowering plant said to grow along the
In darkest night, the light shall flee,
shores of a blessed pool in Krezk. (See Arc J: The
No dawn to break, with no reprieve. Walls of Krezk for more information about the
From the grave, the dead shall climb, players’ efforts to gain entry to Krezk.) Van Richten
Their restless march a baleful sign. is glad to brew one portion of the elixir for each
At castle’s peak, a heart beats red,
wolfsbane flower that the players fetch for him, a
process which requires six hours and a number of
Its hunger deep and ever-fed. additional ingredients.
Should silence fall, the skies shall crack,
A thousand souls in torment black.
Design Notes: The Missing Vistana
Arabelle then falls over unconscious. Any character that The original module's quest to rescue Arabelle provides the
makes a successful DC 10 Wisdom (Medicine) check can players with no clear motive for her kidnapping, no real
easily discern that she is unharmed—merely asleep. Upon reason to find her, and no clear clues to follow in order to do
waking, Arabelle retains no memory of the prophecy she so. The original module also provides Dr. Rudolph van
spoke. Richten with no clear purpose while in Vallaki, introducing
Neither Arabelle, Van Richten, nor Arrigal know it, but him as little more than a murderous pseudo-antagonist who
Arabelle's prophecy refers to Strahd's ultimate plot to use the wishes to commit mass homicide against the Vistani of the
Heart of Sorrow to plunge the valley into eternal night, nearby encampment with a vague (though undeveloped)
summoning a horde of undead across the land and using the interest in investigating the Keepers of the Feather.
souls of the Barovians to escape the Mists.
149
This arc aims to remedy both issues simultaneously, Rahadin's relationship to Prince Erevan (relayed in
providing Van Richten with a reason to remain hidden in or Kasimir's story) has been added to accentuate his decision to
around Vallaki for the duration of the campaign (i.e., to keep choose King Barov as his family over his own people, and to
Arabelle safe) while providing the players with a more create a more personal antagonistic relationship between
comprehensive and engaging storyline for Arabelle's Rahadin and the bearer of the broken blade in the Barovian
kidnapping. It also brings closure to Van Richten's troubled Relics adventure hook.
relationship with the Vistani, providing him with a symbolic Burgomaster's Mansion. The "haunted mansion" plotline
opportunity to protect a child of the people that effectively has been added to provide the players with a hook to Arc I:
killed his own. The Lost Soul, and as a backup diplomatic option if the
In the process, the arc provides the players with an players chose to leave Ireena in the safety of St. Andral's
opportunity to venture west beyond Vallaki's walls, alleviating Church.
the sense of suffocating claustrophobia that many parties The geneology of the Strazni family has been added to
describe following several consecutive sessions in the town. explicitly reveal Ireena's connection to Izek, clarifying and
Blinsky Toys. The toy shop has been introduced as a first accentuating the stakes of Arc H: The Strazni Siblings.
stop in this arc in order to discourage the players from fully Ethereal Entities has been added to provide additional
completing it on their first day in Vallaki (in favor of information to aid the players in restoring Stella's soul, and to
encouraging them to complete Arc E: St. Andral's Feast provide Victor Vallakovich with an excuse to visit his father's
instead), and to further develop Izek Strazni's relationship library while the players are present. (See Arc I: The Lost
with Ireena Kolyana, explored further in Arc H: The Strazni Soul for more information about Stella's fate.)
Siblings. Victor has been given Khazan's lost spellbook to provide
Vistani Encampment. Luvash, Arrigal, and the entire him with a reason to know of (and a reason to take an
Vistani tribe have been made more sympathetic in order to interest in) the tower at Lake Baratok, as well as to explain
encourage the players to build a long-term relationship with Victor's precocious skill as a mage. Victor's interest in
them, to further develop the adventure's themes of unity and Khazan's staff has been added to foreshadow the means by
redemption over selfishness and mistrust, and to further which the players can obtain the staff in the Ravenloft
motivate the players to locate Arabelle and find a solution catacombs in Arc T: Ravenloft Heist.
that reunites her with her family. Lake Zarovich. This brief detour to Szoldar and Yevgeni's
The plotline involving the signet ring has been added to dressing shack has been added to make sure that the
provide Luvash with a real reason to recruit unqualified Barovian wilderness remains strange and foreboding
strangers in the search for his daughter (because they are (because only experienced hunters know how to navigate it),
uniquely capable of entering Vallaki) and to provide the to explicitly introduce the players to a pair of individuals able
players with a clear sense of direction as they work to to point out important paths and landmarks, and to inform
uncover the mystery of Arabelle's disappearance. the players of the werewolves' heavy presence along the
Strahd's Bounty. Strahd's interest in Arabelle has been western half of the valley.
added to provide an altruistic motivation for Van Richten to The Svalich Road. Van Richten's handkerchief has been
"kidnap her first." Yan has been changed from an ordinary left in the Luna River to foreshadow his involvement in
Vistana thief to Escher's agent in order to paint Van Richten's Arabelle's disappearance. The twig blights and scarecrows
actions in a better light (he was triggered by his traumatic have been placed here to foreshadow the druids of Yester Hill
memories of Erasmus and was working to protect an and their alliance with the witch of Berez, Baba Lysaga.
innocent), to explain why Arabelle was not immediately taken Lake Baratok. The additional clues around Ezmerelda's
to Castle Ravenloft (Yan had to first deliver to Escher at an wagon (the signs, scent of sulfur, and wolf tracks) have been
isolated, pre-determined spot), and to explain why Arrigal was added to discourage players from attempting to open it and
ignorant of Strahd's plot (thereby providing the players with a thereby activate the alchemist's fire trap. The additional set of
proper diplomatic moral dilemma at the climax of the arc). wagon tracks and the paint in the woods have been added to
Dusk Elf Hovels. In order to discourage the players from provide additional clues connecting Rictavio to the tower.
exploring the Amber Temple too early (and because the The puzzle on the tower door has been changed to befit a
players are strangers that he has only just met, with no more dignified archmage like Khazan, and has been
evident qualifications that will help him achieve his goals), integrated with the signet ring to provide the players with an
Kasimir Velikov no longer shares Patrina's dreams or his easy "Eureka!" moment that nonetheless provides a sense of
interest in the Amber Temple upon their first meeting. satisfaction for deciphering the puzzle.
Kasimir will later lead the players to the Amber Temple in The gargoyles on the rooftop have been turned into
Arc U: The Amber Temple after the players learn of his gargoyles to replace the young blue dragon as a more fitting
interest in the temple at the conclusion of Arc R: The enemy for the genre. The gargoyles attack players who climb
Beacon of Argynvostholt. For now, however, Kasimir's the scaffolding in order to ensure that there is no "challenge-
injuries from his most recent venture up Mount Ghakis have free" entrance into the tower.
been shown to foreshadow his involvement in that future arc. The lightning sheath from the original module has been
The symbols on the signet ring have been added to provide intentionally removed and replaced with a fairer lightning
the players with the solution to the puzzle door at the trap that foreseeably punishes players who attempt to evade
entrance to Van Richten's Tower. the puzzle.

150
The paint-stained lily pads have been added to provide
additional clues regarding Rictavio's connection to the tower,
as has the burned sign for Rictavio's Carnival of Wonders.
The beaded bracelet and Tarokka card have been added to
confirm Arabelle's presence in the tower, and to suggest that
Rictavio is not all that he seems.
Van Richten's journal page has been slightly modified and
extended to include his history with Arturi Radanavich, which
explains why he no longer views the Vistani as his enemies
and explains why he is willing to serve as Arabelle's protector
(because his curse has been lifted). The journal also
introduces the character of Erasmus van Richten, who will
serve a more significant role in Arc I: The Lost Soul.
The Road Back. The encounter with Zsolt and Mathilda
introduces the werewolf pack more formally, foreshadowing
Arc O: The Den of Wolves and ensuring that the players
have an appreciation for the value of obtaining silvered
weapons before their encounter with the coven of Old
Bonegrinder in Arc I: The Lost Soul.
Return to Vallaki. Van Richten's saber-toothed tiger has
been removed from his wagon because it no longer serves a
purpose in the absence of his homicidal plan to kill the
Vistani, because he would have had no place to store it
during his time as "Alanik" in the village of Barovia before
Strahd awoke, and because it is far more overt and
uncontrollable a weapon than his cautious and prudent
characterization would reasonably allow.
Van Richten's confrontation with Arrigal has been added to
provide a suitable climax for the arc—a social encounter,
rather than a combat one. Van Richten's talisman of echoes
has been added to provide the players with a means of
proving their case to Arrigal (and thereby winning his
loyalties) and to provide the players with a material reward
for completing the quest.
Arabelle's prophecy has been provided to accentuate the
importance of deciphering the Tome of Strahd (and,
therefore, of locating the Amber Temple) and to foreshadow
Strahd's final plan, building dramatic tension.

151
Arc G: Lady Wachter’s
Wish
In this arc, if the players defied the Baron’s will on their first
morning after entering Vallaki, if they or Ireena were
observed visiting with the Barovian refugees outside of the
eastern gate, or if they shared their dislike of Baron
Vallakovich with Nikolai or Karl Wachter at the Blue Water
Inn, the players receive a letter delivered by Ernst Larnak,
Lady Fiona Wachter’s courier and spy, which invites them to
dine at Wachterhaus that evening.
When the players arrive at Wachterhaus that night, Lady
Wachter welcomes them to Vallaki and proceeds to offer
them wine, food, and conversation. Throughout the evening,
she subtly interrogates the players as to their capabilities and
goals, all while working to convince them that Baron Vargas
Vallakovich is a menace who must be deposed.
Iif Lady Wachter determines that the players are suitable
allies, she asks them to kill the Baron’s right-hand man, Izek
Strazni, and to bring her his head. Lady Wachter promises
the safety of the Barovian refugees, as well additional
payment, should the players succeed.
If the players accept Lady Wachter’s assignment, Ernst
provides them with a bottle of poisoned wine for use in
intoxicating Izek, as well as information that the players can
use to track Izek in order to assassinate him. The players can
find Izek in Vallaki’s town square, and eventually track him to
the shore of Lake Zarovich, where—if the players successfully
planted it—he drinks the poisoned wine.
If the players deliver Izek’s severed head to Lady Wachter,
she visits Baron Vallakovich under cover of darkness the
following night, accompanied by a trio of cult fanatics. Upon
viewing Izek’s head, the Baron surrenders peacefully to Lady
Wachter’s rule. The following morning, the Baron publicly
abdicates to Lady Wachter in Vallaki’s town square.
G1. The Blue Water Inn
If the players defied Baron Vallakovich or otherwise
intervened in Willemina’s favor on their first morning in
Vallaki, if they or Ireena visited the camp of the Barovian
refugees at any point while in Vallaki, or if the players shared
their dislike of Baron Vallakovich with Nikolai or Karl
Wachter at the Blue Water Inn, Urwin Martikov delivers them
an envelope upon their return to the Blue Water Inn that
same night.
The envelope is addressed to whichever player first
introduced themselves to Nikolai and Karl Wachter on the
night of their first arrival or, if the players did not interact with
Nikolai and Karl in the taproom, whichever player first
identified themselves to the guards at Vallaki’s gates that
same day.
Urwin doesn’t know who the letter is from, but can tell the
players that it was delivered by a scruffy-looking man wearing
a muddy, but well-made brown cloak who was very insistent
that the players receive it. (The man was Ernst Larnak, Lady
Wachter’s spy.)
The envelope contains the following letter, with the blank
filled with the name of whichever player the envelope was
addressed to:

152
Additionally, the high shelf in N4o. Master Bedroom (p.
113) also holds a thirteen-inch scale model of Wachterhaus,
Dear _____ and esteemed companions,
I hope this missive finds you in good health and
crafted of twigs, clay, and painted thatch.
high spirits. Vallaki appears to have been blessed
Lady Wachter. Lady Wachter still has the statistics of a
by your presence and the promise of goodwill you
priest. However, she has a different list of prepared spells:
bear with you. Cantrips (at will): light, toll the dead, thaumaturgy
It has come to my attention that our paths, 1st level (4 slots): command, sanctuary, bane
though they wind through such trying times, bear a 2nd level (3 slots): blindness/deafness, zone of truth, hold
striking convergence. Accordingly, I write to you person
today with a humble invitation to dine at my home, 3rd level (2 slots): animate dead, spirit guardians
Wachterhaus, at sundown tomorrow evening. You
may find it on Vallaki’s northern road, a short G2a. Welcome to Wachterhaus
distance from the Zarovich Gate. When the players knock upon arrival, Lady Wachter's valet,
I trust that this setting shall provide a quiet and Haliq, opens the door and welcomes the players warmly,
welcoming environment to discuss matters of using the same form of address used in Lady Wachter's letter.
mutual interest and concern. My doors, as they Haliq, a prim and proper butler, first offers to take the players'
have always been, stand open to those who wish coats and other belongings, which he stores in the eastern
for the best for the good people of Barovia. closet of N4a. Front Door and Vestibule (p. 110).
Should you choose to accept, simply present Haliq then leads the players into N4b. Staircase (p. 110),
this invitation at the door to my estate. I gladly
await your presence tomorrow evening. Until then,
from which they can smell an assortment of delicious scents,
I remain,
both sweet and savory, wafting from N4c. Kitchen (p. 112).
Sincerely yours,
(A player who peeks through the open door into the kitchen
Lady Fiona Wachter
can see the cook, Dhavit, hard at work preparing a roast leg
of lamb and assorted stewed vegetables.)
Haliq then guides the players through N4j. Dining Room
(p. 112) and invites them to take seats in N4i. Parlor (p. 112).
If the players ask Urwin about Lady Wachter, he can share all After determining which players would like glasses of wine,
of the information about her described in Vallaki Lore (p. Haliq assures the players that Lady Wachter will be with
96). He can also share that, according to town legend, Lady them shortly and excuses himself.
Wachter’s parents and elder brother were killed in a The players have a few moments to take stock of and
mysterious accident when she was a teenager. (Urwin, who discuss their surroundings. Should they investigate the doors
only relocated to Vallaki ten years ago, can’t confirm or deny to N4k. Den (p. 112) or N4h. Servants' Quarters (p. 112),
the story.) they find both doors to be locked. Throughout the evening,
Ernst Larnak, Lady Wachter’s spy, silently eavesdrops on the
G2. Wachterhaus players’ conversations from the den as described in N4i.
Wachterhaus is largely as described in N4. Wachterhaus (p. Parlor (p. 112).
110), but with the following changes:
Stella's Bedroom. Stella Wachter doesn't scratch at her G2b. Meet the Wachters
door or call out to the players in N4l. Upstairs Hall (p. 113). Shortly after the players arrive in the parlor, they notice that a
If found, she is dull-eyed and non-responsive, incapable of young woman wearing slippers and a white nightgown,
speaking to the players or even moving of her own volition. approximately sixteen years of age, is standing in the open
(This is because she has lost her soul, which is currently doorway leading back to the staircase and front entrance.
trapped in the Ethereal Plane. See Arc I: The Lost Soul for The woman appears to be staring vacantly into space toward
more information.) them, but neither moves nor makes eye contact—even if
Additionally, Stella's room is neither musty nor dark, and approached.
her bed is not fitted with leather straps. Instead, her room is A few moments after the players notice the young woman,
well-appointed, including a woven lavender rug, a comfortable Nikolai Wachter stumbles into view from the staircase behind
armchair with floral patterns, and a small bookcase with a her. Assuming the players do not otherwise divert the
collection of carved wooden cats atop it. (The cats were conversation, the scene unfolds as follows:
whittled by her older brother, Karl, as get-well gifts following Nikolai greets the young woman as “Stella” and worriedly
Stella’s illness.) wonders aloud how she got here.
Storage Room. The manuscript and treatise contained in Nikolai notices the players and apologizes profusely to
the iron chest in N4q. Storage Room (p. 114) are now titled them, assuring them that he’ll get his little sister out of
Voices of the Mist (a religious text written by Lady Fiona their hair.
Wachter attesting that the worship of Ezra, goddess of the If he previously encountered the players in the Blue Water
Mists, can bring peace, understanding, and solemnity), and Inn, Nikolai might then recognize them and greet them
The Grimoire of Night's Whispers, a ritual book and religious more personally—either warmly or coldly, depending on
text to Mother Night written by the witch Baba Lysaga. their prior interaction. He will then ask the players why
Master Bedroom. Lady Wachter’s late husband, Nikolai, they have come to Wachterhaus.
was buried in the cemetery after his death several years ago Lady Wachter arrives from the kitchen and lightly scolds
and is no longer in Lady Wachter’s bed in N4o. Master Nikolai for allowing Stella to wander off.
Bedroom (p. 113).
153
Nikolai tells her that he intends to take Stella for a brief If asked how she came to her position, Lady Wachter
walk around the gardens, and Lady Wachter’s face notes that she was not always the heir of House Wachter. Her
softens. elder brother, Frederich Wachter, had always been expected
Lady Wachter reminds Nikolai that it’s a brisk evening, to inherit their mother’s household and title. As a teenager,
and to ensure that Stella is warmly dressed and that she Fiona often fought with her mother and brother—and, on one
neither trips nor injures herself. such occasion, ran away from home in a pique of stubborn
Nikolai agrees and departs, leading a vacant-eyed Stella fury. She fled into the Svalich Woods, where she would have
out the front door. surely died had she not been found by an old woman named
Lysa. Fiona stayed in Lysa’s cottage for six months, until she
Lady Wachter then enters the parlor and apologizes to the learned that her parents and brother had perished in a tragic
players for the disturbance. She then introduces herself as accident. Fiona returned to Vallaki against Lysa’s advice and
Lady Fiona Wachter and formally welcomes the players to reclaimed her family’s position.
Wachterhaus, thanking them for accepting her invitation. She
invites the players to seat themselves upon the couches, if Dinner is Served
they haven’t already, and to make themselves comfortable. As the cocktail conversation draws to a close, Haliq re-enters
Haliq arrives shortly thereafter bearing a tray of wine the room to announce that dinner is served. As the players
glasses for those that requested them. He also offers a glass take their seats, Dhavit and Lady Wachter's two maids,
to Lady Wachter, who declines and instead requests a glass of Madalena and Amalthia, set the table with an assortment of
brandy. At Lady Wachter’s request, Haliq informs the group rich and mouth-watering foods: a roast leg of lamb, stewed
that dinner will be served in a quarter-hour. Lady Wachter vegetables, boiled and seasoned potatoes, and fresh-baked
thanks him, and he bows and departs. bread with butter and cheeses.
G2c. Drinks in the Parlor
During the following conversation, Lady Wachter can share
the following information: Who is Lysa?
“Lysa’s” true identity is Baba Lysaga, the swamp-
The young woman was Stella Wachter, her daughter and witch of Chapter 10: The Ruins of Berez (p. 161).
youngest child. Stella suffers from a mysterious illness— Fiona’s story is true—as a young woman, she ran
one that has left her mind in a vegetative state for nearly from home and found refuge with Baba Lysaga. For
the past three months. Lady Wachter has tried every six months, she joined the ranks of Lysaga’s
means available to her to cure Stella’s sickness, but none witches-in-training, many of whom now serve at
has succeeded. Strahd’s pleasure in K56. Cauldron (p. 72) in Castle
The man with Stella was Nikolai Wachter II, Lady Ravenloft. During this time, Fiona struggled
Wachter’s eldest son. Nikolai is named for his father, beneath Lysaga’s tutelage to “hear the voice” of
Nikolai Wachter, who died of a wasting sickness three Mother Night, a task that she ultimately never
years ago. achieves.
Nikolai and his younger brother, Karl, can be mischievious Upon learning of her family’s death, Fiona chose
and troublesome louts at times, but Lady Wachter believes to return to Vallaki to claim her birthright. Baba
that they both have good hearts—if highly disorganized Lysaga did not take the news well, and warned
ones. (She is fond of her sons, but regrets that both grew Fiona that her departure would be treated as a
wild and thrill-seeking following their father’s death.) personal betrayal—and that she would be banished
from Berez forevermore for her choice. Fiona
Lady Wachter also attempts to engage the players in small returned to Vallaki nonetheless, taking the small
talk, asking questions about their histories, their homes, their grimoire that Baba Lysaga had given her as a
interests, and the means by which they came to Vallaki and memento of her studies.
the valley of Barovia. Throughout the conversation, she offers On her first night in the empty, silent
compliments on any visible armor, weaponry, or arcane or Wachterhaus, Fiona knelt in her parents’ bedroom
holy foci, and lightly questions the players as to their training —now hers, as the mistress of the house—and
in the martial, arcane, or holy arts. prayed, sobbing, to Mother Night for guidance.
Lady Wachter may also respond to player questions as When a voice spoke to her, Fiona asked in disbelief
follows: whether she had heard Mother Night’s voice at
If asked why she chose to invite the players for dinner, last.
Lady Wachter notes only that outsiders are a rare sight in The voice—a woman’s, light yet melancholy—
Vallaki, and that she was taken by reports of their apparent instead identified itself as Ezra, goddess of the
competence. She notes that, “in such troubled times, it is Mists, and offered Fiona quiet solace in her time of
always wise to find friends”—and that, to the canny eye, sorrow. Fiona has been a quiet, but dedicated
friends may be found in even the most unexpected places. worshipper of Ezra ever since, and doesn’t suspect
that Ezra is merely a guise used by the Dark
If asked whether she serves Strahd, Lady Wachter Powers.
pauses, considers her words carefully, and calmly replies that
she is, and has always been a realist. As preferable as some
may find it to live in a realm not ruled by Strahd von
Zarovich, Vallakians do live in such a realm, and they must
learn to come to terms with it. Unlike Vargas, Strahd is, at
the very least, capable of reason.
154
G2d. The Vallakovich Problem Lady Wachter can also share the following information about
As the players eat dinner, Lady Wachter poses the following Izek:
questions: Izek was orphaned at the age of ten, losing his younger
What do they think of Vallaki, given the time that they sister and arm in a wolf attack, and both of his parents to
have spent in it so far? grief not long thereafter. His sister’s body was never found.
What do they think of the town’s policies and culture, and Izek was often mocked for his disability, but after several
how does it compare with the players’ homelands? of his tormentors went missing, the laughter abruptly
stopped. No bodies were ever found, but rumors persist
As the conversation continues, Lady Wachter notes that that Izek—a large and frequently violent child—murdered
she has heard of the players’ actions in the town streets the them himself.
previous morning, and that she was taken with their Approximately a year after losing his parents, Izek was
willingness to defy the Baron’s will. (If the players mention arrested by the town guard and brought to the Vallakovich
additional adventures within Vallaki’s walls, such as a mansion. No one knows what crime he committed or why
confrontation with Volenta at the Coffin-Maker’s Shop, Lady he was released soon thereafter, but Valentin Vallakovich’s
Wachter is suitably impressed.) twenty-five-year-old son, then-Baronet Vargas Vallakovich,
Should the players indicate an opposition to the Baron, all but adopted Izek and took him into their home.
Lady Wachter confesses that she has recently found herself Izek served the Vallakovich family faithfully for the next
with grave doubts regarding his fitness to rule. She can share five years. When Izek was sixteen, he somehow obtained a
the following information about Baron Vargas Vallakovich: new arm to replace the one he had lost—though his new
limb more resembled a devil’s than any human form.
The Vallakovich family has ruled Vallaki ever since its first (Curiously, the day that Izek regrew his arm came the
patriarch, Boris Vallakovich, founded the town nearly five- same day that Baron Valentin Vallakovich was announced
hundred years ago. The Vallakoviches claim to have royal to have passed in his sleep. Lady Wachter is confident that
blood in their veins, and have always believed themselves the two events are connected.)
superior to all others in the valley—and the current Baron Izek’s fiendish arm allowed him to wield a proper weapon
is no different. —but, more significantly, magically gave him the power to
Baron Vargas Vallakovich first came to power as conjure fire. Vargas soon put both of Izek’s skills to work,
burgomaster eleven years ago, when his father, Baron designating Izek his personal enforcer and a ranking
Valentin Vallakovich, passed away in his sleep. (At the member of Vallaki’s town guard. As time passed, Izek
time, Valentin was barely fifty years old and in near- became a terror throughout Vallaki, committing wanton
perfect health. Fiona has always harbored her suspicions, acts of battery, arson, and extortion both at the Baron’s
but no foul play ever came to light.) command and to serve his own diabolic whims.
Vargas is a firm believer in the superstition that the Devil Many of the townsfolk hate and fear Izek—a sentiment
Strahd first arrived as a punishment for the sins of the that has slowly spread to Vargas as well in the wake of
Barovians’ ancestors. He has therefore always had a Strahd’s revival. However, Izek’s strength protects them
strange fixation on the idea that “happiness” may one day both, swiftly dispatching any person who dares defy them,
allow the Vallakian people to return sunlight to the valley, and intimidating those that don’t.
hosting monthly “festivals” that most have always
considered to be dull affairs. Where appropriate, Lady Wachter can also share the
Ever since Strahd’s awakening three months ago, Vargas’s following story about her daughter, Stella:
once-harmless beliefs have become an obsessive fixation. Six months ago, against her advice, Lady Wachter’s
He has instituted weekly festivals and made attendance daughter, Stella, began visiting Victor Vallakovich, the
mandatory. Baron’s son. Lady Wachter warned her against
Vargas has also criminalized “malicious unhappiness,” as entanglement with the Vallakovich family, but Stella
described in Donkey-Headed Criminals (p. 119). While ignored her pleas.
most “lawbreakers” wind up in the stocks, a select few Three months ago, Izek Strazni returned Stella to
have been taken to his mansion for personal Wachterhaus in her current state: mindless and
“rehabilitation”—including Udo Lukovich, a local speechless, unable to walk, eat, or even dress herself
shoemaker, who was arrested last week as described in without another’s assistance.
N3m. Locked Closet (p. 107). Udo hasn’t been seen Baron Vallakovich has refused to discuss the matter in
since. depth, suggesting only that the girl’s fragile constitution
Vargas’s fear and paranoia have even driven him to bar the and her family’s exposure to the Devil were to blame.
refugees from the village of Barovia from entering Vallaki Victor Vallakovich himself has refused to speak to her at
—an enormous abuse of power that has caused significant all.
and undeserved suffering. Fiona is convinced that Izek or the Vallakoviches did
Vargas’s will is enforced by his right-hand man, Izek something terrible to Stella—and that, even if they did not,
Strazni, who serves both as Vallaki’s Captain of the Guard their cold refusal to assist or even commiserate with her
and as Vargas’s personal enforcer. illness proves their unfitness to rule.

155
Compensation. If the players demand compensation for
their services, Lady Wachter promises them their selection of
Stella’s Illness silvered weapons and ammunition from the town guard’s
If the players reveal the true nature of Stella’s stores, paid once she assumes the Baron’s place. The players
illness, Lady Wachter’s eyes tighten, and she asks are also welcome to, of course, Izek’s silvered battleaxe and
them for a full explanation of how Stella came to any valuables they may recover from his person.
inhabit her current state. If the players demand additional compensation and
When the players have finished their story, Lady succeed on a DC 15 Charisma (Persuasion) check, Fiona
Wachter states that she believes them to be reluctantly agrees to pay an additional 100 gp upon
playing a cruel joke upon her and her family, and completion of their task.
asks whether they have any means of proving their
claims. (She refuses to journey to the Vallakovich
Should the players mention the Barovian refugees, Lady
manor if the players suggest using the spirit mirror
Wachter swiftly, and without reservation, promises to ensure
to allow her to view Stella directly, dismissing it as
that the refugees will be permitted to safely enter the town as
a “foolish” suggestion.)
soon as Baron Vallakovich has been removed from power.
See Arc I: The Lost Soul for more information on Fiona’s Loyalty. If the players indicate that they have
how the players can persuade Lady Wachter of concerns about Lady Wachter’s loyalty to Strahd, she shares
Stella’s fate. the following story:
“Barovia, Vallaki, and Krezk—this land’s three lights of
civilization. Did you know, however, that there was once a
G2e. The Wachter Conspiracy fourth?
If the players appear receptive to her concerns, Lady Wachter
proceeds to ask for their discretion, as well as their promise “It was a fishing village named Berez, built on the banks of
that not a whisper of their conversation shall escape this the Luna River, not far south of here. In its prime, it was a
room. If the players agree, Lady Wachter makes the following bustling and thriving place, full of life, hope, and laughter.
proposal, speaking carefully and making sure to choose her “And then, one day, more than three hundred years ago, the
words delicately: village’s burgomaster defied the will of Strahd von Zarovich.
There are many in Vallaki who are uncomfortable with the “The details are lost to time. But the histories make clear
Vallakoviches’ rule, and who would prefer to see fresh that Berez thought itself able to challenge the Devil’s rule.
leadership overseeing the town. Whether it was pride, desperation, or mere foolishness, I
However, so long as Izek Strazni serves the Baron’s cannot say. But it was, nonetheless, a grave mistake.
household, any attempt to shift the town’s political
leadership would be met with violent brutality. “Zarovich did not argue. He did not negotiate. He simply
Izek is utterly faithful to the Baron. His life is the sole commanded the river Luna to rise, and it obeyed. The waters
obstacle to the change that Vallaki needs. swallowed Berez whole. No building was left standing, and few
The players appear to be capable, intelligent, and good- lives were spared. The survivors found themselves lost, adrift,
hearted individuals—both well-armed and well-trained. If and broken. Most found their way north, to Vallaki, where they
any group of individuals could aid Vallaki in its hour of
need, they could. struggled to forge new lives amongst the ruins of the old.
“What did defiance earn Berez? A marsh and some broken
If the players are interested in Lady Wachter’s proposal, stone. A stark, cold warning to anyone who would follow their
she asks them to perform the following tasks: path.
Follow Izek and find a time when he is vulnerable— “As a child, I once heard a tale of a sword that shone with
unaccompanied by the guards that most often seem to the fury of the sun—a mighty weapon indeed, and one that
follow him. (Any guards will fight to the death to defend would dawn a new age for Barovia in the dreams of a little girl.
him and raise the alarm if allowed, which will both make
the players’ fight more difficult and complicate Lady But a lady cannot waste time on fairy tales or fools’ errands.
Wachter’s efforts to ensure a smooth transfer of power.) She must take the world as it is, not the way that she wishes it
Once Izek is dispatched, dispose of the body, but bring his to be.
head to Lady Wachter. (Lady Wachter notes that proof of “We live under Zarovich’s rule, and survival requires
Izek’s removal should greatly aid any efforts to encourage pragmatism. A lord at peace can be reasoned with—even
Vargas to step down peacefully.) ignored, with sufficient assurances paid. But a vengeful lord
When the players have completed their task, Lady
Wachter and her associates will quietly and peacefully cannot be put aside so easily.
oversee the shift in power. “Defiance leads to nothing but destruction. Berez learned
this the hard way. It is our duty—our obligation, to both our
Lady Wachter also shares that Izek is known to be a heavy ancestors and to our children—to take that lesson to heart.”
drinker. While he is a formidable foe, she has secured a bottle
of poisoned wine that should dull his senses—imposing the
poisoned condition for 1 hour—shortly after finishing it.
Should the players accept her assignment, she promises to
have one of her associates deliver it to them.
156
If the players reject Lady Wachter’s argument, she replies Once he has finished his breakfast, Ernst can inform the
curtly with the following points: players that Izek Strazni generally receives a delivery of a
midday meal and a case carrying two bottles of wine shortly
It is a popular thing amongst the Barovian people to after noon in the Vallaki town square, delivered by the
worship the Morninglord—especially now, with Strahd Baron’s cook, Tereska. Izek’s afternoon schedule is highly
recently returned. Fervent worshippers proclaim the day variable, but he reliably finishes the first bottle of wine by
when the Morninglord’s light shall return to the valley, a dusk and drains the second bottle shortly after settling down
new dawn rising with the sun. in one of several favored haunts.
Lady Wachter rejects such illusions. Instead, she heeds Ernst can also provide the players with a burlap sack of
the word of Ezra, goddess of the Mists, who teaches her sufficient size to contain Izek’s head, which also contains the
followers to look past one’s hopes, to recognize them as bottle of poisoned wine. (“To carry the goods,” he says,
the fog that clouds the mind, and to see the world as it grinning, as he holds out the sack. As he opens it to reveal the
truly is and shall forever be. It is Ezra who teaches her bottle, he adds, “And a parting gift for their owner.”) The wine
followers to endure what must be endured. After all, the is labeled Red Dragon Crush.
oak fights the wind and is broken, but the willow bends When the handoff is complete, Ernst advises the players to
when it must and survives. follow Izek as he leaves the town square to ensure that they
Strahd von Zarovich is not so immutable or unreasonable don’t lose sight of him by evening. He then snidely wishes the
as he may appear. Centuries ago, Lady Wachter’s ancestor, players luck before departing.
Lady Lovina Wachter, served Strahd faithfully as his
vassal. When a traitor and assassin named Leo Dilisnya
murdered Lovina’s husband and attempted to kill Lovina
as well, Strahd defended her, then hunted Dilisnya down Ernst’s Preparations
to punish him for his treachery. House Wachter has Ernst was able to learn of Izek’s daytime schedule
remained loyal to Strahd ever since. by stalking Izek himself. However, he was unable to
Lady Wachter does not begrudge others their hope that learn of the inner goings-on within the
the valley may one day escape Strahd’s control. She does burgomaster’s mansion until recently, when the
not seek to destroy that hope, nor bring pain where Baron’s butler and the Baroness’s lady-in-waiting
unnecessary. But, in the meantime, she believes that her departed the manor out of fear of its recent
people must bend like the willow in order to survive. If the haunting. Ernst took advantage of the situation and
players seek to oppose Strahd, she will lift no finger to bribed the two former servants to share those
stop them. She merely asks that they bring no harm to details with him.
Vallaki as they do. The poison that Ernst added to the wine was
purchased from Arrigal, one of the two leaders of
If the players insist that Madam Eva foresaw the existence the Vallakian Vistani encampment.
of the Sunsword, she pauses, then notes that, as much as the
“Vistana seer” might believe what she saw, “the future is
notoriously difficult to interpret.” She is willing to concede—
albeit with some amusement—that, despite her doubts, she G4. Izek’s Assassination
may be more willing to believe the players’ arguments should On the particular day that the players choose to carry out
the sword itself be found.
Accepting the Mission. If the players accept Lady their plan, Izek follows the following schedule unless
Wachter’s assignment, she promises that she will send one of interrupted:
her associates to brief them on Izek Strazni’s schedule—and 11:00 A.M. Izek wakes from his drunken slumber and
provide the bottle of poisoned wine—the following morning. takes his morning meal in the kitchen of the
burgomaster’s mansion, where he is met by two guards
G3. Return to the Blue Water Inn who deliver a morning report.
The following morning, as the players enter the taproom of 11:30 A.M. Izek, accompanied by the two guards, travels
the Blue Water Inn, Danika informs them that a man has to the western Sunset Gate, the northern Zarovich Gate,
requested their presence at his table by the southern window. and the eastern Morning Gate to receive the guards’
She quietly adds that Urwin has identified the man as the reports and inspect the town’s defenses.
same cloaked individual who delivered the players’ invitation 1:00 P.M. The Baron’s cook delivers Izek a midday meal
the previous day. and a case of two bottles of wine in the Vallaki town
The man, Ernst Larnak (described in N4. Wachterhaus, p. square. Izek eats his lunch and begins drinking the first
110), is currently enjoying a breakfast of bread, egg, and bottle of wine while the two guards patrol the
cured sausage. In lieu of greeting the players, he reflects surrounding area.
(with his mouth full) on the quality of Urwin Martikov’s 2:00 P.M. Izek and the two guards visit three or four of
cooking, but mourns that the inn doesn’t carry coffee, a Izek’s “spies” scattered across the town to receive reports
wonderful foreign drink he once purchased from a Vistana of recent malicious unhappiness. (Ernst notes with
caravan. distaste that Izek’s “spies” are mere town gossips who
Izek has intimidated into snitching on their neighbors.)

157
4:00 P.M. Izek and the two guards travel to the Sunset, Players should be careful, however, to avoid being caught in
Zarovich Gate, and Morning Gate (beginning with the act. Izek is liable to declare—and join—a manhunt for any
whichever gate is closest) to receive the guards’ reports player seen breaking the law. Any manhunt, which will
and inspect the town’s defenses. require Izek to rouse the town’s twelve off-duty guards, will
5:30 P.M. Izek dismisses the two guards and travels last until nightfall. Izek then resumes his normal schedule the
alone to one of a dozen different haunts scattered following day.
throughout the town. He spends the remainder of the
evening consuming the second bottle of wine, staring into G4b. Trailing Izek
space, and occasionally shouting expletives or threats at As the players trail Izek, any or all of the following encounters
bystanders who dare cross his path. may take place. Should the players fail to escape initial notice
10:00 P.M. Izek returns to the burgomaster’s mansion in any of these encounters, they can still avoid detection by
and takes his evening meal, as well as a third bottle of making a successful DC 13 group Dexterity (Stealth) check,
wine, in his bedroom. which may be accompanied by one or more additional skill
checks at your discretion. (See Group Checks on p. 175 of
Once Izek drinks the entire bottle of Lady Wachter’s the Player's Handbook.) For example, a player who seeks to
poisoned wine, he suffers the poisoned condition for 1 hour escape notice by clambering onto the roof of a nearby house
afterward. might attempt a DC 10 Strength (Athletics) check, gaining
G4a. Planting the Poisoned Wine
advantage on their Dexterity (Stealth) check if they succeed.
The players can attempt to plant the poisoned bottle of wine 1. The Town Square
in Izek’s case of wine in multiple ways, including (but not As the players watch Izek eating his lunch in the town square,
limited to) the following: Bluto, the town fisherman, drunkenly approaches them
The players can sneak into the kitchen of the carrying a large, shallow wicker basket lined with river reeds
burgomaster’s manor and distract the cook, Tereska, in and filled with stinking fish. (“Fresh-caught from Lake
order to replace the second bottle with the poisoned Zarovich!”)
bottle. Bluto loudly and belligerently demands to know whether
The players can follow Tereska to the Vallaki town square the players will buy one of his fish for 4 cp, or a half-dozen of
and distract Izek while he’s eating his lunch in order to his fish for 20 cp. He takes any refusals as a personal offense
replace the second bottle with the poisoned bottle. and begins yelling at the players for being “outsiders” and
“looking down at him,” which draws the attention of Izek and
Sneaking Into the Kitchen. If the players choose to swap his guards.
the bottles in the burgomaster’s mansion, Tereska’s schedule
unfolds as follows:
12:00 P.M. Tereska retrieves two bottles of Purple
Grapemash No. 3 wine from the pantry and places them
on the counter in the kitchen beside an empty leather
wine case.
12:15 P.M. Tereska places the two bottles of wine into the
wine case, beginning with the bottle closest to the case. (If
the players have replaced one of the bottles with the
poisoned bottle, which is labeled Red Dragon Crush,
Tereska regards it with surprise and makes a cursory
Wisdom (Perception) check to discern whether anyone
else is in or around the kitchen. If she sees no one, she
chides herself for forgetfulness and assumes that the
bottle was labeled Red Dragon Crush all along.)
12:45 P.M. After preparing and packing Izek’s midday
meal, Tereska takes the leather wine case and walks it to
the Vallaki town square, where she delivers it to Izek.
Tereska cannot be bribed, cajoled, or intimidated into
switching the bottles. (She is too suspicious of strangers and
too fearful of Izek to risk disappointing him.)
However, if the players fake a convincing cover story, they
can convince her to replace one of the Purple Grapemash No.
3 bottles with the poisoned Red Dragon Crush bottle with a
successful DC 13 Charisma (Deception) check.
Distracting Izek. If the players choose to swap the bottles
while Izek is eating lunch, they can distract Izek by, among
other possibilities, causing any apparent breach of the peace,
such as an evident jailbreak by one or more of the prisoners
in the town stocks.

158
Izek Strazni, 1st Form Silvered Battleaxe. Melee weapon attack: +8 to hit, reach
5 ft., one target. Hit: 11 (1d10 + 5) slashing damage
Medium humanoid, neutral evil
and Izek can push the target up to 5 ft. away.

Armor Class 14 (studded leather) Flame Hurl. Ranged spell attack: +5 to hit, range 60 ft.,
Hit Points 110 (13d8 + 42) one target. Hit: 3d6 fire damage.
Speed 30 ft.
Bonus Actions
Slicing Whirl. Izek whirls his battleaxe around him. Each
STR DEX CON INT WIS CHA creature within a 5-foot radius must succeed on a DC
20 (+5) 15 (+2) 18 (+4) 10 (+0) 9 (-1) 15 (+2) 16 Dexterity saving throw or take 5 (2d4) slashing
damage and fall prone. A creature that succeeds on the
saving throw takes half damage and doesn’t fall prone.
Saving Throws Str +8, Con +7
Skills Athletics +8, Intimidation +5, Perception +2 Flame Volley. Izek conjures a volley of fiery orbs that
Damage Resistances fire rain down on a point within 60 ft. that he can see. Each
Senses passive Perception 12 creature within 10 ft. of that point must make a DC 13
Languages Common Dexterity saving throw or take 7 (2d6) fire damage.
Challenge 6 or 5 if poisoned
Reactions
Legendary Resistance (1/day). If Izek fails a saving throw, Izek can take up to three reactions per round, but only
he can choose to succeed instead. one per turn.
Second Phase. When Izek is reduced to 0 hit points, his Forceful Retreat. In response to taking damage from a
arms and axe are engulfed in flames, the barbs on his melee attack, Izek makes a shove attack against the
fiendish arm grow longer and sharper, and his skin attacker. He can then immediately move up to 15 ft.
grows red and begins to smoke. His statistics are then away from the attacker without provoking opportunity
instantly replaced by the statistics of his second form. attacks.
His initiative count doesn’t change.
Vengeful Strike. In response to taking damage from an
Actions attack or spell, Izek can move up to 15 ft. toward the
attacker without provoking opportunity attacks. He can
Multiattack. Izek makes two attacks. then immediately make an attack with his battleaxe.

The players can calm Bluto with a successful DC 14 Izek conjures a flame in his hand and threatens to burn the
Charisma (Persuasion) check or by purchasing one or more refugees unless they disperse, which they do. Izek then snarls
of his fish. to the guards that if wolves are getting brave enough to
approach the walls, werewolves can’t be far behind.
2. Izek’s Spies Izek then commands one of the guards to fetch a dozen
As Izek visits one of his spies, the players can overhear a fresh silvered crossbow bolts from a weapons cache stored in
conversation in which the spy informs Izek that several of crates near the players’ hiding position. The players can avoid
their neighbors have recently visited the Morning Gate to the guard’s attention with a successful DC 13 group Dexterity
purchase "pastries that allow you to dream while wide- (Stealth) check or by other suitable means.
awake" from a peddler named Morgantha. As Izek is leaving the Morning Gate, he idly commands one
As the conversation continues, the players are noticed by a of the guards standing watch to purchase and deliver a dream
small, mangy mastiff standing guard in the alleyway near the pastry for him when the peddler returns the following day.
spy’s house. Upon spotting the players, the dog begins to
growl at them, threatening to draw the attention of Izek, his 4. End of the Day
guards, or his spy. The players can calm the dog with a When Izek has finished the evening inspection for all of the
successful DC 14 Wisdom (Animal Handling) check or by gates, he dismisses his two guards as usual. However,
providing it with food. instead of proceeding to one of his usual drinking spots, he
travels to N7. Blinsky Toys (p. 118), where he attempts to
3. Gate Inspections pick up the doll that looks like Ireena Kolyana.
As Izek visits the eastern Morning Gate, three Barovian
refugees rattle the iron bars of the gate and plead for entry, G4c. Ambushing Izek
claiming that the camp’s food stores are running low and Upon retrieving the doll, Izek proceeds north through the
wolves have been spotted prowling around the edges of the Zarovich Gate until arriving at Lake Zarovich. As he sits upon
forest on multiple recent nights—made worse by the fact that the shore, he drains the second bottle of wine in his case—
nearly a full third of the camp has grown addicted to the so- gaining the poisoned condition for the duration of the
called "dream pastries" sold by the peddler Morgantha. following hour—and regards the doll with obsessive fixation.

159
Izek Strazni, 2nd Form Bonus Actions
Medium humanoid, neutral evil Flame Burst. Izek slams his battleaxe into the ground,
causing a torrent of flames to swirl around him. Each
Armor Class 14 (studded leather) creature within 10 feet must make a DC 13 Dexterity
Hit Points 110 (13d8 + 42) saving throw or take 11 (2d10) fire damage.
Speed 30 ft.
Explosive Blast. A bright streak flashes from Izek’s
clawed hand to a point he chooses within 90 feet and
STR DEX CON INT WIS CHA then blossoms with a low roar into an explosion of
flame. Each creature in a 10-foot-radius sphere
20 (+5) 15 (+2) 18 (+4) 10 (+0) 9 (-1) 15 (+2) centered on that point must make a DC 13 Dexterity
saving throw. A target takes 9 (2d8) fire damage on a
Saving Throws Str +8, Con +7 failed save, or half as much damage on a successful
Skills Athletics +8, Intimidation +5, Perception +2 one. A target that fails the save is also knocked prone.
Damage Immunities fire The fire spreads around corners. It ignites flammable
Senses passive Perception 12 objects in the area that aren't being worn or carried.
Languages Common
Challenge 6 or 5 if poisoned Reactions
Izek can take up to three reactions per round, but only
Legendary Resistance (1/day). If Izek fails a saving throw, one per turn.
he can choose to succeed instead.
Hot Pursuit. In response to taking damage from an
Actions attack or spell, Izek propels himself forward with a jet
of crackling flames, moving up to 30 feet without
Multiattack. Izek makes two melee attacks.
provoking opportunity attacks. He can then
Silvered Battleaxe. Melee weapon attack: +8 to hit, reach immediately make a burning punch attack against a
5 ft., one target. Hit: 10 (1d8 + 5) slashing damage creature within range.
plus 2 (1d4) fire damage. Cinder Sparks. In response to taking damage from a
Burning Punch. Melee weapon attack: +8 to hit, reach 5 melee attack, Izek causes the air around him to burst
ft., one target. Hit: 8 (1d4 + 5) bludgeoning damage with swirling cinders. The attacker must succeed on a
plus 2 (1d4) fire damage, and Izek can push the target DC 13 Constitution saving throw or take 2 (1d4) fire
up to 5 ft. away. On a critical hit, the target must also damage and be blinded until the start of Izek's next
succeed on a DC 16 Constitution saving throw or be turn.
dazed until the start of Izek’s next turn. (That creature Retaliatory Burn (1/round). In response to taking damage
can move or take one action on its turn, not both. It from a melee attack made with a metal weapon, Izek
also can’t take a bonus action or a reaction.) causes the object to glow red-hot until the start of his
Flaming Wave. A wave of flames sweeps out from Izek next turn. Any creature in physical contact with the
in a line that is 60 feet long and 5 feet wide. Each weapon immediately takes 9 (2d8) fire damage and
creature in the line must make a DC 13 Dexterity must succeed on a DC 13 Constitution saving throw or
saving throw or take 11 (2d10) fire damage. The fire drop the weapon if it can. If it doesn’t drop the object,
ignites flammable objects in the area that aren't being it has disadvantage on attack rolls and ability checks
worn or carried. until the start of Izek’s next turn.

While he is poisoned in this way, treat Izek’s passive Wisdom


(Perception) score as 8. The Missing Doll
If Izek is undisturbed, he leaves Lake Zarovich and returns If the doll is not available for Izek to take, he beats
to the burgomaster’s mansion approximately four hours later. Blinsky using unarmed strikes until the toymaker is
If Izek is attacked, he defends himself, vowing to destroy the at 1 hit point, and then uses his hurl flame ability to
players for their insolence. Izek always begins combat using burn each of the other toys on display to cinders.
the statistics of his first form. Upon realizing his poisoned Izek then threatens to kill Blinsky and burn his
state at the end of his first turn in combat, Izek roars in rage shop down unless a replacement doll is completed
and demands to know what the players have done to him. by dusk on the following day.
If the players ask the truth behind the Ireena-shaped doll, In his fury, Izek forgets the case containing the
Izek snarls that the doll is none of their business. poisoned wine on Blinsky’s counter. The players
If the players loot Izek’s body following his death, they can can persuade Blinsky to help them poison Izek
recover his silvered battleaxe, a pouch containing 35 gp, and when he returns by showing Blinsky kindness and
an amber shard of Seriach, the Hell Hound Whisperer. (See treating his wounds or with a successful DC 15
the Amber Shard appendix for more information about Charisma (Persuasion) check.
amber shards.)
160
G4d. Aftermath of the Mission "It is through these three principles that we may secure the
If the players successfully deliver Izek’s severed head to Lady safety of our children, our neighbors, and ourselves—and it is
Wachter, she thanks them and assures them that she and her through these three principles that I will work to ensure a
associates will “take it from here.” If the players are
concerned about the possibility of further bloodshed, Lady better future for our beloved town.
Wachter assures them that, once shown Izek’s head, Baron “May Vallaki find sanctuary in the mercy of the mists, and may
Vallakovich will step down peacefully. She promises to we come together stronger, more united, and more
provide them with any promised compensation the following prosperous than ever before. Thank you.”
evening at Wachterhaus, and invites them to attend a public
transition ceremony in the town square the following The townsfolk answer her speech with muted applause and
morning. slowly disperse from the square.
If still alive, Father Lucian Petrovich emerges from the
crowd and greets the players. He notes, with dry amusement,
The Transfer of Power that he has not previously heard the phrase “find sanctuary in
That night, Lady Wachter, accompanied by her the mercy of the mists” before, but that it is reminiscent of a
three cult fanatics, travels to the Baron’s mansion, passage he once read in a prayer book dedicated to Ezra,
requests an audience with the Baron, and presents goddess of the Mists. He wonders aloud whether Vallaki shall
him with Izek’s severed head. The Baron, assuming soon see a religious revival of a different kind, then chuckles
that he is about to be assassinated, attempts to wryly and moves to return to St. Andral’s Church.
flee. However, he is forcefully stopped by the If asked his opinion on Lady Wachter, Father Petrovich
command spell of one of Lady Wachter’s cultists. states, carefully, that he believes that her heart is in the right
Trapped in Lady Wachter’s clutches, the Baron place, and that he believes that the light of the Morninglord
spitefully agrees to relinquish his claim to the can guide any soul—even those that believe themselves lost to
position of burgomaster. (Lady Wachter graciously the Mists.
permits him to retain his noble title, ensuring that Father Petrovich also briefly expresses his regret for his
he retains his family’s estate, incomes, and other younger sister, Baroness Lydia Petrovna, who has faced
trappings of status.) many challenges over the past several months and years, and
shares his hopes that the Vallakovich family will find a sense
of peace amidst their new circumstances.
The following morning, Vallaki’s guards gather the townsfolk If the players return to Wachterhaus to obtain their
for an announcement in the town square. While standing promised compensation (if any), Lady Wachter provides it to
atop the wooden scaffold erected for the Festival of the them with gratitude. The players are free to take up to thirty
Blazing Sun, the Baron solemnly abdicates his position as silvered crossbow bolts and four silvered spears, as well as
burgomaster and appoints Lady Wachter to replace him. up to two pairs of any piece of armor worth 100 gp or less,
If the players attend the announcement, Lady Wachter and up to one of any piece of armor worth 400 gp or less. (All
does not publicly acknowledge them, but offers them a of the weapons, ammunition, and armor were taken from an
knowing look and a small nod of recognition. old armory whose location was lost for several years due to
Lady Wachter first commands the town guard to release Izek’s chronic mismanagement.)
the prisoners in the stocks, and then proclaims that the town Milestone. Assassinating Izek completes a story
shall have no further festivals, except those on holy days. She milestone. When Lady Wachter takes power, award each
then delivers the following speech: player 1,250 XP.
“Thank you, Baron Vallakovich, both for your foresight in these
times of trouble, and for your family's long history of service
to the good people of Vallaki. You honor me with this
position, and I vow to do my utmost to carry out the
responsibilities of burgomaster with wisdom and care.
“My fellow Vallakians, we find ourselves in a period of
change. Change is difficult—it can lead us into danger, or into
a period of new and brighter prosperity. To navigate such
murky waters, a steady hand is needed—a hand that
acknowledges the world as it is, not the world as we may wish
it to be.
"It is neither defiance nor abdication that will lead us to
prosperity and peace, but respect, homage, and a sense of
proper duty.

161
Design Notes: Lady Wachter's Wish
Lady Wachter’s Promises The Blue Water Inn. The hook to this quest—Lady
When Lady Wachter’s speech is complete, she Wachter's decision to send the players an invitation to dine at
returns to Wachterhaus and there establishes her Wachterhaus—has been tweaked to provide more support for
seat of government. She summons each of Vallaki’s Lady Wachter's decision to entrust the players with her
town guards and meets with them personally, conspiracy.
reassuring them that their employment will be Wachterhaus. The corpse of Nikolai Wachter has been
protected and their salaries maintained. She further removed from Wachterhaus to ensure that he does not serve
recruits one dozen members of her cult to serve as as a black mark against Lady Wachter—a complicated figure
“deputy guards” to assist in patrolling the walls and who the players should have more cause to trust, not less.
keeping the peace throughout the town.
Lady Wachter then commands the guards to
(See Arc I: The Lost Soul and Arc S: The Moonlit
open the gates to the Barovian refugees, resettling
Murders for more information about the players' relationship
them in the town square until such a time as
with Lady Fiona Wachter.)
housing can be found. (Any Barovian refugees Lady Wachter's spell list has been updated to include zone
addicted to dream pastries continue to visit the of truth in order to provide her with a powerful tool to
eastern Morning Gate daily to purchase fresh encourage the players to trust her. (See Arc D: The Tome of
pastries from Morgantha, and are joined by a Strahd for more information about Lady Wachter's use of
number of Vallakians interested in her wares.) zone of truth).
Baron Vargas Vallakovich and his family are Toll the Dead, Bane, Blindness/Deafness, and Lesser
placed under unofficial house arrest, with the Restoration have also been added to Lady Wachter's spell list
mansion guarded by two of Lady Wachter’s cultists to provide her with additional options in the fight against the
at all times—one guarding the front door and one specters of the Ethereal Plane and Leo Dilisnya's spirit in
guarding the back. The cultists assure Baron Arc I: The Lost Soul.
Vallakovich that they are present for his protection, Stella's introduction has been added as a prelude to the
both from ungrateful townsfolk and servants of dinner to humanize Lady Wachter and to encourage the
Strahd, but are under strict orders to bar him and players to view her with sympathy, and to foreshadow Stella's
his family from exiting the manor. Victor fate in Arc I: The Lost Soul.
Vallakovich, the Baron’s son, is mildly perturbed by Lady Wachter's connection to Baba Lysaga and the tragic
this development, but takes no action against it. death of her family have been added to provide her with a tie
Udo Lukovich, the shoemaker, is released from
his prison in the Baron’s home and returned to his
to the spirit of Leo Dilisnya, and a means to entrap the hags
mother, Willemina.
of Old Bonegrinder in Arc I: The Lost Soul.
Lady Wachter's interest in using Stella to secure power in
Gratitude of the Townsfolk Vallaki through marriage with Victor Vallakovich has been
Yelena Arasek—one of the two co-owners of the
removed to make Lady Wachter a more sympathetic
general store at Arasek Stockyard, and Gunther character, to deepen her internal conflict and guilt in Arc I:
Arasek’s wife—is the sister of Udo Lukovich, the The Lost Soul (because her coldness toward Victor
man that Baron Vallakovich imprisoned in his discouraged him and Stella from seeking her aid sooner), and
mansion. Should the players ensure the Baron’s to make Victor's friendship with Stella more meaningful to
downfall and see that Udo is freed, they receive a the two of them.
permanent fifty-percent discount at Arasek Lady Wachter's scheme with the poisoned wine has been
Stockyard each time they return, as well as the added to provide the players with a fuller gameplay
Arasek’s gratitude. experience in the lead-up to Izek's assassination (thereby
building the dramatic tension and enhancing the impact of
Izek's ultimate death), and to provide the players with a
reason to seek out and benefit from Lady Wachter's aid.
In addition to supporting her argument, Lady Wachter's
tale of Berez has been added to introduce the fate of the
ruined village (which the players can visit in Arc J: The Walls
of Krezk) and to subtly foreshadow her connection to Baba
Lysaga.
Lady Wachter's anecdotes regarding Ezra and Leo Dilisnya
have been added to foreshadow Ezra's connection to the
Dark Powers (which the players will discover in Arc X:
Tatyana's Legacy) and to introduce Leo Dilisnya's hostile
relationship with the Wachter family. (The players will have
an opportunity to fight Leo Dilisnya and learn more about
that relationship in Arc I: The Lost Soul.)
Return to the Blue Water Inn. The players' encounter
with Ernst Larnak has been added to introduce his character
prior to his antagonistic role in Arc S: The Moonlit
Murders.
162
Izek's Assassination. Izek's wine case has been added to
provide the players with an additional opportunity to explore
the Baron's mansion, and to provide preliminary stealth
gameplay to raise the dramatic tension before the
assassination takes place. The players' encounters with Bluto
in the town square, with the dog in the Vallaki alleyway, and
with the town guard by the eastern Morning gate provide
similar roles.
Izek's spy, as well as the refugees' complaints regarding
Morgantha's dream pastries, has been added to foreshadow
Morgantha's nature as a night hag, which the players will
explore further in Arc I: The Lost Soul.
Ambushing Izek. Izek's statblock has been redesigned to
provide a challenging, yet winnable solo combat encounter
for a balanced party of 4th-level players. Note, however, that
this statblock will likely prove an exceptionally difficult (if not
impossible) fight for such a party if faced in a fair fight—the
players will need to leverage one or more advantages (such as
Lady Wachter's poisoned wine) in order to win.
Aftermath of the Mission. There are intentionally no
direct consequences for Lady Wachter's takeover of Vallaki.
Her role in this guide is as a sympathetic antihero—and,
eventually, as a full-blown heroic ally to the players. The sole
consequences of Lady Wachter's rise to power can be found
in Arc S: The Moonlit Murders, in which Anastrasya
Karelova and Ernst Larnak take advantage of Lady Wachter's
fealty to Strahd to misguide and misdirect her following a
slew of unnatural murders in the streets of Vallaki.

163
The debris from the broken table and chairs have been
Arc H: The Strazni placed outside by the shed just outside of the inn’s front door,
and the glass from the broken window has been swept into a
Siblings neat pile, though a cold draft is seeping in through the
In this arc, shortly after seeing Ireena Kolyana, Izek Strazni shutters.
realizes that she is—quite literally—the woman of his dreams. Urwin, who is holding a broom and dustpan as he gathers
After learning from his spies that Ireena has most recently splinters and shards from the taproom floor, greets the
resided at the Blue Water Inn, Izek visits the Inn himself in players wearily upon their return. He can provide the players
an attempt to uncover her location. If his effort is with the following information:
unsuccessful, he directs the town guard to publish WANTED Izek Strazni, the baron’s enforcer and captain of the guard,
posters around Vallaki offering a reward for information visited the Blue Water Inn earlier that day and demanded
regarding Ireena’s location. the location of a woman matching the description of the
If the players neither stop Izek nor take extraordinary players’ companion.
measures to keep Ireena concealed, Izek finds and kidnaps Izek tore apart the inn in an effort to find her, but was
Ireena two days later, imprisoning her in his room at the ultimately unsuccessful. In the process, he damaged some
Baron’s mansion. Can the players free Ireena from Izek’s of the inn’s property and ransacked the inn’s guest rooms.
clutches—or will they perish in the attempt? If Izek took the coins from the Martikovs’ locked chest,
Urwin notes that he also took some items with him, but
H1. The Blue Water Inn that thankfully no one was harmed. If asked, Urwin
dismisses the confiscated coins as “some savings of ours,”
H1a. Izek’s Visit but reiterates his relief that Ireena and the players are
Just over a day after catching a glimpse of Ireena Kolyana for safe.
the first time—either in the street outside of the Blue Water
Inn, in Vallaki’s town square, or in some other location—Izek Urwin sincerely apologizes to the players for the damage to
Strazni recognizes her as the woman that he has seen their rooms, and promises that he and Danika are working
repeatedly in his dreams and becomes determined to find hard to ensure that they will be cleaned up and ready for the
her. players to sleep in that night.
Izek soon comes to believe that Ireena is a guest at the If the players indicate an interest in attacking Izek for his
Blue Water Inn—either because he observed her in the transgressions or to stop him from finding Ireena, Urwin
vicinity of the Blue Water Inn on the players’ first morning in warns them that Izek is a powerful and dangerous foe,
Vallaki, or, if the players failed to disguise her upon their protected by the town guard at nearly all hours of the day.
entry into Vallaki, because he learned of her recent arrival Should the players challenge him outright, it shall surely be
from the guards at the gates. (If Izek did not see Izek outside suicide.
of the Blue Water Inn and the players kept Ireena disguised If the players appear dead-set on challenging Izek, Urwin
upon entering Vallaki, Izek learns of Ireena’s location from reluctantly advises them to seek the counsel of Lady Fiona
one of his spies an additional day later, unless the players Wachter, who is known to be a steadfast enemy of the Baron.
have taken extraordinary measures to keep her hidden.) He also offers to uncover details regarding Izek’s schedule
While the players are away—and preferably during the and activities in order to assist the players’ efforts.
players’ dinner with Lady Fiona Wachter in Arc G: Lady Urwin declines to reveal his sources, but notes only that
Wachter’s Wish—Izek visits the Blue Water Inn and some “friends” of his are adept at finding information without
demands to know of Ireena’s location, describing her by being detected.
appearance. Urwin and Danika deny knowledge of her
current location and insist that she is not a current guest. H1c. Ireena’s Aftermath
Izek demands entry into each room of the inn to search for If Ireena was at the inn when Izek arrived, Urwin further
her, which Urwin and Danika reluctantly allow. informs the players that Danika is comforting her in N2e.
If Ireena is currently staying at the inn, Urwin quietly Kitchen (p. 101) while brewing a batch of hot mulled wine to
directs Brom and Bray to retrieve and conceal her in N2i. steady her nerves. (Brom and Bray have been sent to their
Secret Stairs and Hall (p. 101) while he and Danika keep room for the night—not as a punishment, but to keep them
Izek distracted in N2f. Stable (p. 101). To keep Izek busy, safe should Izek return. Urwin has promised both new toys
Danika allows him to search N2h. Ravens' Loft (p. 101), as a reward for their selflessness and bravery.)
allowing him to find the locked chest buried in the hay. Urwin Ireena is shaken, confused, and disturbed by Izek’s visit,
reluctantly complies with Izek's demands to open the chest, but deeply grateful to the Martikovs for their efforts to keep
and Izek confiscates the 140 ep and 70 pp as "unpaid taxes." her from harm. (If asked, she can inform the players of the
After rummaging through each room of the inn—including existence of the inn’s secret corridor and staircase, but asks
Rictavio’s suite—Izek breaks a table, two chairs, and a them to promise to keep the Martikovs’ secrets safe.)
window in a fit of rage and storms out of the inn. Ireena's Choice. Whether Ireena was at the inn or church
during Izek's attack, she is filled with guilt, rage, and
H1b. The Players Return frustration upon learning of it. With a tremble in her voice,
The next time that the players return to the Blue Water Inn, she demands that the players allow her to accompany them
they find that the inn is closed to non-guests for the evening, should they decide to put a stop to Izek's rampage. Ireena
with all of its shutters and doors closed to the public. doesn't care about Izek's motivation; she simply wants others
to stop suffering for their decisions to protect her.
164
St. Andral’s Church. If Ireena has been moved to St.
Andral’s Church, Izek interrupts Father Petrovich in the
Urwin’s Aid middle of a sermon and demands to know Ireena’s
If the players request Urwin’s aid in tracking Izek, location. Despite Father Petrovich’s protests, Izek finds
Urwin meets them in the taproom the following Ireena in the priest’s office (which Father Petrovich and
morning to share the following information, Yeska have converted into a makeshift third bedroom) and
though he politely declines to reveal his sources: seizes her. Izek coldly vows that he will return to punish
the church for hiding Ireena from him, but departs
Izek is accompanied for most of the day by two
Vallakian guards. The guards keep a close eye on
without causing further harm.
his surroundings, making it difficult to ambush If Izek is successful, he then takes Ireena by force to his
him. However, Izek usually dismisses the room in the Baron’s mansion (described in N3j. Izek's
guards and retires to one of several preferred Bedroom, p. 107), where he binds her with rope, gags her,
haunts to drink around dusk. and places her on his bed. He then takes a chair and several
Izek’s day-to-day schedule varies, but he reliably bottles of wine from the first floor, places the chair in his
takes his midday meal in Vallaki’s town square, room beside the bed, and proceeds to silently stare at her
delivered by the Baron’s cook. He returns every
night to Baron Vallakovich’s mansion to sleep.
without moving for the next seventy-two hours.
Strange figures have been seen going in and out
of Wachterhaus, the home of Lady Fiona
H4. The Rescue
Wachter, one of the Baron’s fiercest political The players can rescue Ireena from Izek’s clutches by first
enemies. Rumor has it that one of her servants gaining access to his bedroom in the Baron’s mansion. They
has been shadowing Izek around town for the can do so by infiltrating the mansion or openly storming it.
past two weeks. She might have aid to offer. In either case, if the players are found in a place where
If the players journey to Lady Wachter’s estate to they’re not supposed to be, an occupant of the mansion can
seek her assistance, they begin Arc G: Lady raise the alarm by shouting for aid. If the alarm is raised,
Wachter’s Wish. twelve guards arrive at the mansion two minutes later.
The NPCs in the mansion ordinarily behave as follows:
Baron Vallakovich can generally be found in N3l. Library
H2. The Streets of Vallaki (p. 107) during the day, and in N3o. Master Bedroom (p.
108) at night. He is accompanied by his two mastiffs,
One day after his visit to the Blue Water Inn, Izek directs the Fang and Claw, at all times. If he finds the players
town guards to begin publishing posters requesting trespassing, he sets Fang and Claw to attack them, but
information regarding the location of a woman matching raises the alarm if the dogs are defeated.
Ireena’s description. Each poster includes a sketch that Baroness Lydia Petrovna can generally be found in N3c.
roughly matches Ireena’s appearance and offers a reward of Dining Room (p. 106) during the day and in N3o. Master
five gold pieces for information delivered to Izek Strazni at Bedroom (p. 108) at night. If she finds the players
the Baron’s mansion. trespassing during the day, she assumes that they are
guests of her husband, Vargas, and greets them
H3. The Kidnapping accordingly; otherwise, she screams, then faints.
One day after Izek’s posters are published around Vallaki, Victor Vallakovich can generally be found in N3t. Victor's
unless the players have taken sufficient precautions to ensure Workroom (p. 109) both day and night. If he finds the
that Ireena remains completely concealed from the public, a players trespassing, he greets them warily and demands
Vallakian delivers a tip to the Burgomaster’s mansion to know their names and business. (He won’t raise the
regarding her current location. alarm if his curiosity is satisfied.)
That night, just before midnight, Izek, joined by four Tereska, the cook, can generally be found in N3g. Kitchen
guards, breaks into Ireena’s current location and attempts to (p. 106) during the day, and in N3f. Servants' Quarters
kidnap her. Ireena bites off Izek's left ear in the process, (p. 106) at night. If she finds the players trespassing, she
permanently giving him disadvantage on all Wisdom raises the alarm unless they agree to leave.
(Perception) checks involving hearing. Clavdia, the maid, can generally be found on the second
floor during the morning, on the first floor during the
Blue Water Inn. If Ireena is still at the Blue Water Inn, afternoon, and in N3f. Servants’ Quarters (p. 106) at
Urwin and Danika, alerted by a wereraven about Izek’s night. If she finds the players trespassing, she immediately
approach, swiftly move once to hide her in the hidden raises the alarm.
staircase. However, Izek notices a strand of Ireena’s hair Izek remains in his bedroom with Ireena at all times and
caught in the secret door and forces the door open, refuses to allow anyone else to enter, including the Baron and
finding her. As he hauls Ireena away, he commands the the household staff. If the players loot Izek’s body following
guards to place Urwin in the town stocks. He uses his his death, they can recover his silvered battleaxe, a pouch
hurl flame ability to set fire to the Blue Water Inn, containing 35 gp, and an amber shard of Seriach, the Hell
causing severe property damage before Danika and six Hound Whisperer. (See the Amber Shard appendix for more
wereraven members of the Keepers of the Feather are information about amber shards.)
able to extinguish it using water from the inn’s well.

165
The players will find it difficult to lure Izek from his bedroom
while Ireena is present, but can do so with sufficiently
Don’t Wake Izek creative and provocative efforts—assuming, of course, they
When the players first arrive at Izek’s bedroom, roll roll sufficiently high. Otherwise, Izek draws his silvered
1d20 to determine if he is asleep, with advantage if battleaxe and fights at the slightest provocation.
it is nighttime. Izek is asleep in his chair on a roll of During the battle, Izek can break through one of the
15 or higher. interior walls of the Baron’s manor by expending 15 feet of
If a player attempts to sneak into the room while his movement. If he does, he takes 7 (2d6) bludgeoning
Izek is asleep, they find it impossible to reach the damage.
bed without passing near Izek’s chair. As they do
so, he clumsily wraps a hand around their wrist H4b. Storming the Manor
while snoring, forcing the player to make a If the players cause a ruckus at the front door or on the first
successful DC 12 Dexterity (Sleight of Hand) floor of the manor, Izek overhears them and exits his
check to extricate themselves without awakening
him.
bedroom, bringing his silvered battleaxe in case of battle. He
If the players free Ireena and move to exit from
fights at the slightest provocation.
the room with her, one of the floorboards creaks H4c. Ireena's Gratitude
loudly, briefly stirring Izek from his deep slumber.
With his eyes still closed, he drowsily reaches as if
Ireena is deeply disturbed by Izek's obsession with her. If the
to grab for an object in front of him, murmuring, players inform her that she is Izek's sister, she mourns the
“Ireena.” If handed one of his dolls, he clutches it child she once must have known, but not the man that he
to his chest and falls back asleep. Otherwise, he became. She reaffirms that, no matter who believes
awakens on the following round. otherwise, she is and chooses to be Ireena Kolyana—not
Ireena Strazni, or anyone else.
Fire in the Mansion! Milestone. Rescuing Ireena from Izek's clutches
Izek’s fire-based abilities are likely to set the completes a story milestone. When Ireena is escorted to
wooden floors and paneling of the mansion aflame. safety, award each player 500 XP, or 1,250 XP instead if Izek
If they do, apply the following rules: was defeated.
Each contiguous collection of ignited squares
counts as a single fire. On initiative count 20 of Design Notes: The Strazni Siblings
each round, for each fire, roll a number of d4s This arc has been expanded to provide a more explicit
equal to the number of squares in that fire. For "ticking clock" that drives the players into conflict with Izek
each 4 rolled, an additional square adjacent to the Strazni, and as an inciting incident that pushes Ireena to
fire also ignites (your choice), becoming a part of journey with the players and take agency in her fight against
the fire. Ignited squares can include either floors or Strahd.
walls. (An ignited wall is engulfed with flames on The Blue Water Inn. Izek's attack on the Blue Water Inn
both sides.) When the fire spreads, each creature has been added to provide the players with an additional
within its area must make a DC 10 Dexterity saving motivation to seek his death—especially if they are
throw. On a successful save, that creature can mistrustful of Lady Wachter's motives or doubtful of the
immediately move to an adjacent, unoccupied
square within 5 feet. A creature that enters the fire
benefits of removing her obstacles to power.
or begins its turn there for the first time on a turn
Izek's attack also serves to motivate Ireena to join the
takes 1d8 fire damage. All squares within 10 feet
players in defeating him, developing her character arc as she
of a fire are heavily obscured by smoke. A creature moves from passivity to agency and laying the foundations for
other than Izek that starts its turn in the smoke her ultimate decision to journey with the players at the
must make a DC 10 Constitution saving throw or beginning of Act III: The Devil's Hand.
be poisoned until the start of its next turn. Undead Urwin's aid has been added to discourage the players from
and constructs succeed on the saving throw fighting Izek directly (i.e., in a fair fight), to direct them toward
automatically. Lady Wachter (and therefore serve as a backup hook to Arc
One minute after the first fires ignite, Victor G: Lady Wachter's Wish), and to foreshadow his
Vallakovich descends to the battlefield if able and involvement with the Keepers of the Feather, who the players
commands all combatants to move behind him. He will learn more about in Arc K: The Missing Gem.
then casts cone of cold to extinguish all burning The Kidnapping. Izek's kidnapping of Ireena has been
squares. implemented as a failsafe penalty if the players decline to
take any action to defeat him before this date (which will
most likely be on or about the players' fourth full day in
H4a. Infiltrating the Manor Vallaki).
If the players infiltrate the manor and successfully make their The Rescue. Izek's ability to break through the interior
way to Izek’s bedroom, the door is locked as described in walls of the mansion has been added to create a more
N3j. Izek's Bedroom (p. 107). If the players attempt to pick dynamic environment in what would otherwise be a cramped,
the lock and Izek is awake (see Don’t Wake Izek below), they closed-quarters space.
must also succeed on a DC 13 Dexterity (Stealth) check to do
so without alerting him.

166
Arc I: The Lost Soul
In this arc, following either a ghostly visitation at the Blue
Water Inn or a wary bargain at the Baron’s mansion, Victor
Vallakovich asks the players to help him restore the soul of
Stella Wachter to her body by finding a means of accessing
the Ethereal Plane, where her spirit is trapped. To do so, the
players must help Victor obtain the heartstone of a night hag
by the night of the full moon, which will take place on the fifth
day after the players first arrive in Vallaki.
Should the players accept Victor’s request, he tells them
that Stella, from her place in the Ethereal Plane, has seen a
night hag preying upon the dreams of several members of
the Barovian refugee camp. He advises them to visit the
camp to investigate the hag’s location while he prepares the
rituals necessary to transport the players to the Ethereal
Plane and return Stella’s soul to her body.
In the refugee camp, the players can learn about the
peddler Morgantha, who has regularly sold dream pastries to
the refugees and several Vallakians since the refugees’ arrival
nearly three months ago. While there, the players can also
meet Franz, a widower refugee who has suffered from a
wasting disease for the past two nights. Franz confesses to
the players that he sold his children, Myrtle and Feodor, to
Morgantha two days ago to pay for his dreams, and that he is
now suffering the penance of his sins. The players can learn
from the refugees that Morgantha hasn’t visited the town
since Franz sold her his children.
Shortly after speaking with Franz, the players receive a
sending spell from Victor inviting them to return to the attic
of the Baron’s mansion. There, Victor provides them with two
paths they can take in order to obtain the night hag’s
heartstone: they can bargain with her to obtain it, or they can
attempt to seal her in a binding circle and then kill her. If the
players select the latter, Victor tells them that he will need an
additional day to research the binding circle before they can
set off for Morgantha’s lair.
When the players return the following day, Victor anxiously
informs them that he has been unable to find a means of
performing the binding ritual. However, Stella can inform the
group that a similar circle of enormous size surrounds the
entirety of Wachterhaus, which Stella saw while exploring
through the Ethereal Plane.
If the players request Lady Wachter’s help, she assists
them only if they have already won her favor by killing Izek
Strazni, or if they can persuade her to lower the binding
circle around Wachterhaus to allow Stella to communicate
her presence. Otherwise, Lady Wachter assumes that they
and Victor are playing a cruel joke upon her and dismisses
them with disgust.
If the players successfully obtain Lady Wachter’s aid, she
and four of her cult fanatics join the players for a journey to
Morgantha’s lair at Old Bonegrinder. Lady Wachter warns the
players that they will need to obtain the names of all hags
within the windmill in order to bind them, lest any members
of the coven escape to attack her or her cultists. Once the
players have obtained the names of Morgantha’s daughters
(and, hopefully, rescued the children imprisoned inside the
windmill), Bella Sunbane and Offalia Wormwiggle, Lady
Wachter leads her cultists in creating an enormous binding
circle that binds the night hags to the Material Plane,
allowing the players and Victor to destroy them.
167
The Fate of Stella Wachter Before Leo could kill her, however, the ghost of
Erasmus van Richten swiftly swept her away, concealing
Three years ago, Victor found a spellbook in his father’s
library, as described in N3t. Victor’s Workroom (p. 109). her from sight.
It was not, however, just any spellbook—it was the lost Back on the Material Plane, when the smoke and light
spellbook of the lich Khazan himself, long thought cleared, Victor saw Stella standing limply at the center of
destroyed in the accident that had led to Khazan’s death. the circle, her eyes dull and unresponsive.
Terrified that his father might learn of Victor’s magical
Victor studied its secrets intensely, using Khazan’s
precise notes and his own powerful intellect to master abilities—or, worse, blame Victor for Stella’s fate—
many of the spells within. Victor told him that she had abruptly become catatonic
Six months ago, Victor met Stella Wachter, the for no apparent reason. Vargas, displeased with Stella's
youngest child of Lady Fiona Wachter, while skipping presence from the beginning, was all too glad to have an
excuse to be rid of “the Wachter girl,” and directed Izek
stones by Lake Zarovich. Stella and Victor were surprised
to find that they shared a mutual interest in magic, to return her to Wachterhaus immediately. Fiona was
myths, and philosophy. Despite their parents’ clear horrified by Stella’s fate and began plotting the downfall
of the Vallakovich family in quiet fury.
disapproval, the two became fast friends.
After swearing Stella to secrecy, Victor shyly showed Victor spent two weeks wracked with guilt and sorrow
before, strangely, one of the servants mentioned seeing
her his spellbook and some of the magic he could
perform. Stella was fascinated, and immediately a spirit resembling Stella in the mirror in his mother’s
volunteered to serve as his research assistant, an offer parlor. It was through the spirit mirror that Victor learned
that Stella’s soul still lived in the Ethereal Plane—and it
that left Victor stunned and flattered.
When Strahd awoke from his hibernation, Victor and was through that mirror, communicating with handsigns
and lip-reading, that the two—now aided by the ghost of
Stella agreed that escaping his tyranny was imperative.
(Victor also hoped for an opportunity to escape his Erasmus van Richten—began to work to restore Stella’s
parents’ grasp, while Stella hoped to bring her family soul to her body.
Since then, Victor has been rapidly attempting to
with her from Barovia.) The two dove together into a
new research project: the construction of a teleportation enhance his magical abilities, either to somehow
repurpose the faulty teleportation circle to restore
circle capable of escaping Barovia.
Ten weeks ago, their prototype teleportation circle Stella’s soul or to become powerful enough to cast the
was complete. After the two performed some minor high-level etherealness spell in Khazan’s spellbook.
experiments using Victor’s undead cats, Stella excitedly However, both Victor, Stella, and Erasmus have
insisted on a live, human trial and volunteered to go first. recently realized that they are running out of time. The
Border Ethereal is full of other wandering spirits, many of
Victor reluctantly did so—and tragedy struck.
Neither Stella nor Victor could have known it, but the whom are far less friendly than Stella herself, and
Mists of Barovia formed a unique metaphysical barrier Erasmus can’t keep her safe forever. Worse still, Stella’s
against Victor’s teleportation circle. The spell failed— spirit appears to slowly be fading, drawn further and
and the psychic backlash briefly exposed Stella’s soul to further away by the pull of the Ethereal Plane with each
the raw energies of the Ethereal Plane. passing day. If her soul isn’t returned to her body soon,
There, the vengeful spirit of Leo Dilisnya, a gallows Stella may lose herself—forever.
speaker lured by the magical beacon of Victor’s spell,
sensed the presence of its ancient enemy and struck,
severing Stella’s soul from her body.

If the players fail to obtain Lady Wachter’s aid and instead I1. Burgomaster’s Mansion
elect to bargain with Morgantha for a loan of her heartstone,
Morgantha agrees to lend it to the players on the condition The players can learn of Stella’s tragic fate by speaking to
that the players promise to later deliver a soul leech to the Victor Vallakovich in N3t. Victor's Workroom (p. 109) in the
desk of Strahd’s chamberlain, Rahadin, whose twisted soul Burgomaster’s mansion in Vallaki. This can occur in one of
Morgantha craves. As collateral, Morgantha takes the players’ the following ways:
dreams, preventing the players from gaining the benefits of a Quest for the Tome. If you have placed the Tome of
long rest if they fail to fulfill Morgantha’s request within the Strahd in the attic of the Burgomaster’s mansion and the
next thirteen days. players, upon seeing it on Victor’s desk, express an interest in
Should the players successfully obtain a heartstone obtaining it, Victor agrees to allow them to take it only if they
through assault or negotiation, Victor sends the group—and first assist him with a particular task.
Lady Wachter, if she is present—into the Ethereal Plane to Ghost Busters. If the players speak with Victor about the
perform the ritual and defend Stella’s spirits from a tide of ghost haunting the mansion after receiving Baron
ravenous spirits intent on taking her soulless body for their Vallakovich’s mission to exorcise it, Victor glances at the
own. The horde, however, is not alone, and their leader—a spirit mirror in his workroom and protests, “Them? Really?
sadistic gallows speaker dominated by the spirit of Leo But they’re strangers!” (He is responding to the soul of Stella
Dilisnya—bears an ancient enmity for the house of Wachter... Wachter, who is silently communicating with him from the
mirror.)

168
Victor then shares the following information:
Erasmsus’s Plea Three months ago, Victor and his friend, Stella Wachter,
If the players haven’t received this quest by the end heard that the Devil Strahd had returned to the land and
of their third day in Vallaki, but they have agreed that escape was imperative. Using knowledge that
completed Arc F: The Missing Vistana, the party is Victor had gleaned from a old spellbook, they began
awoken in the night by the sound of a window construction of a teleportation circle that would allow
slamming open and the feel of a cold draft filling them to free themselves from the valley.
the room. Closer inspection reveals that one of the Ten weeks ago, they’d finally finished a prototype circle.
windows has flown open, seemingly of its own After two experiments involving undead rabbits that
accord. (The window was opened by the poltergeist Victor animated using bones purchased from Szoldar and
of Erasmus van Richten.) Yevgeni, Stella insisted on volunteering as a live, human
The players can notice that the panes of the trial. However, the test went horribly wrong—the circle
windows looking into the room have frosted over, failed to teleport Stella’s body anywhere, and the backlash
and that their breath now mists in the chill air. exposed her soul to the Ethereal Plane.
Shortly afterward, several items in the room begin During the brief moments that her spirit was within the
levitating into the air, and the shutters to the Ethereal Plane, Stella was attacked by a dark shadow,
room’s windows begin rattling. As they do, an whose claws severed her soul from her body. She would
invisible finger begins inscribing a message in the have died had Erasmus not spirited her away to safety.
frost on one of the windows: Help Victor. After a After two weeks of worrying that he had accidentally
moment, it then adds—almost hesitantly—Please. somehow destroyed his friend’s mind, Victor learned that
If the players ask for the spirit’s name, it writes
its name in the frost: Erasmus. If the players agree
one of his parents’ servants had seen the ghost of a young
to carry out his request, the items then fall to the
woman reflected in a mirror in his mother’s parlor. Victor
ground and the shutters stop rattling, the frost
learned that the mirror was a spirit mirror that reflected
slowly evaporating. Erasmus’s spirit then departs.
both the Material and Ethereal Planes. Using it, he was
While Erasmus’s spirit is present, a player who
able to see and communicate with Stella’s wandering
succeeds on a DC 10 Wisdom (Insight or spirit—first through gestures and crude lip-reading, and
Perception) check senses a ghostly presence eventually through handsigns learned from a book in his
within the room—a presence that shines with father’s library.
innocence and a sense of fierce determination. Since then, Victor and Stella have been working hard to
The players can learn from Urwin Martikov, restore her soul to her body, but nothing has worked. In
Danika Dorakova, Father Lucian Petrovich, or Lady the meantime, Stella has had to conceal herself from the
Fiona Wachter that “Victor” is the name of Baron many wandering spirits that roam the Border Ethereal,
Vallakovich’s teenage son. many of which would harm her if they could.
Stella feels like she’s slowly losing memories of her life,
even as her form in the Ethereal Plane is slowly growing
Victor then sighs, runs a hand through his greasy hair, and more insubstantial. Sometimes, she can’t tell whether
reluctantly informs the players that his “friends” thinks that she’s herself or someone else; when that happens, she
they’re trustworthy, and that they’ll help solve the ghost feels as though a part of her is curled up in a warm and
problem if the players assist them with a particular task. wet place, with a comforting heartbeat echoing through
Erasmus’s Plea. If the players received Erasmus’s Plea the darkness.
(see above) and ask to speak with Victor, Baron Vallakovich To make matters worse, the tether between Stella’s
allows them to do so with a successful DC 12 Charisma shoulder blades that once connected her soul to her body
(Persuasion or Deception) check, or automatically if they is slowly growing shorter, leaving Victor fearing that she
sufficiently flatter him or if Lady Wachter has already seized has little more than a week left before she disappears
power. If the players describe Erasmus's visitation to Victor, forever. (The shorter it gets, the more frequent Stella’s
he glances at the spirit mirror in his workroom and says, visions become, and the foggier her memory grows.)
sounding hurt, “I thought I told you I had this under control!” Neither Victor, Stella, nor Erasmus know the identity of
A moment later, Victor's face softens, and he reluctantly the spirit that severed Stella’s soul from her body.
tells the players that “Stella” and "Erasmus" have decided However, Erasmus has seen it haunting the Ethereal
that he needs help, and that they might not be entirely wrong. Plane around Vallaki numerous times since its arrival—
He then asks the players if they would be willing to assist him seemingly searching for Stella—and has identified it as a
“Stella,” and "Erasmus"—the spirit that they encountered— gallows speaker*. (Erasmus, who learned of the creatures
with a particular task. while reading his father’s notes, can share all of the
information about gallows speakers provided on p. 234 of
What Victor Knows Van Richten's Guide to Ravenloft.)
No matter the case, if the players express an interest in If asked why they haven’t sought others’ help, Victor
assisting him, Victor first introduces them to Stella’s spirit stubbornly insists that he doesn’t trust Lady Fiona
through her reflection in the spirit mirror. Stella greets them Wachter; that his own father, the Baron, would be worse
with a shy wave, but cannot be heard. (Victor explains that than useless; and that he and Stella are perfectly capable
her soul is trapped in the Ethereal Plane, and though the of solving her problem on their own.
mirror reflects shapes from the other plane, it does not
transmit sound.)
169
If confronted with the fact that he and Stella haven’t been
capable of solving her problem on their own, Victor’s face Ethereal Entities
crumples, and he briefly looks to be on the verge of tears as Ethereal Entities: Denizens of the Unseen Realm by
he struggles to find a retort. Mordenkainen is a slim hardback book with a
Victor is surprised to hear of the “hauntings” that his leather cover dyed a deep, midnight blue. Its title
family has experienced in the mansion floors below. However, and author's name are embossed in silver script
Stella’s spirit—looking bashful—uses handsigns to along the spine and front cover, and the corners of
communicate that she never intended to scare anyone, but the book are adorned with small, silver filigree
that after accidentally learning that she retained some small resembling ethereal wisps. Its pages are filled with
ability to interact with the Material Plane, she couldn’t resist neatly-written text and beautifully detailed
playing an occasional practical joke on an unsuspecting illustrations.
victim. (If the players ask why she hasn’t used this ability to The book is a treatise on the Ethereal Plane and
communicate with her mother, Lady Wachter, Stella the creatures that dwell within or visit it. It contains
confesses that some strange force prevents her from entering all of the information provided in Ethereal Plane
the grounds of the estate.) (Dungeon Master's Guide, p. 48), as well as a
If the players agree to help him and Stella, Victor shares bestiary divided into the following three sections:
with them the following plan: Etherborn: Natives of the Deep Ethereal,
To guide Stella’s soul back into her body, he needs to find containing information about creatures that are
a way to enter the Ethereal Plane in his own, mortal body said to dwell solely in the Deep Ethereal, such
and perform an altered version of the teleportation ritual as the mythological mistfiends, ethershades,
from the other side of the veil. and shimmerlings.
There is a spell—etherealness—that would allow him to Phantomfolk: Travelers from the Border Ethereal,
containing information about incorporeal
enter the Ethereal Plane using his own power, but despite creatures that dwell in the Border Ethereal and
his best efforts, he has been unable to master it thus far, often cross into the Material Plane, such as
and is unlikely to be able to cast it before Stella’s soul ghosts (Monster Manual, p. 147) and phantom
disappears into the Deep Ethereal. warriors (Curse of Strahd, p. 235).
In the book Ethereal Entities: Denizens of the Unseen Veil-Walkers: Visitors to the Ethereal, containing
Realm, written by the archmage Mordenkainen, Victor information about physical creatures that can
learned of a ritual that can replicate the effects of the cross into the Ethereal Plane, such as night hags
etherealness spell for up to nine creatures. The ritual (Monster Manual, p. 178), nightmares (Monster
must be performed on the night of the full moon, and Manual, p. 235), and phase spiders (Monster
requires the heartstone of a night hag as a material Manual, p. 334). (See Matrons of Malevolence
component. below for the chapter on night hags.)
The subsection discussing night hags includes a
brief sidenote discussing a ritual that uses a night
When’s the Full Moon? hag’s heartstone and the energies of a leyline to
The players’ first full moon in Barovia always takes replicate the effects of the Etherealness spell for
place on the night of their sixth full day in Vallaki. up to ten individuals for one hour on the night of
(For example, if the players arrive in Vallaki on the full moon.
Sunday night, the full moon will take place on
Saturday night.) Victor is aware of this date.
If the players express an interest in it, Victor is glad to lend
them his copy of Ethereal Entities to read.
Victor informs the players that Stella, while exploring the
Ethereal Plane, has regularly seen a gaunt, female figure with I2. The Refugee Camp
sallow, gray-blue skin, deep-set eyes, matted hair, small ram's When the players first enter the refugee camp, read:
horns, and a wide mouth of sharp, yellowed teeth haunting
the area of the Border Ethereal that overlaps with the
Barovian refugee camp. While neither Victor nor Stella are Past Vallaki's gates lies a cluster of ramshackle tents huddled
sure what the night hag wants with the refugees, Victor is against the wall, as though seeking shelter beneath the
confident that Stella’s description perfectly matches the looming silhouette of the town's palisade walls. The tents
appearance of a night hag as described in Mordenkainen’s themselves are laid out in a simple two-sided thoroughfare,
book. with crude wooden barricades and muddy ditches beyond the
Victor asks the players to visit the refugee camp and
investigate the night hag’s presence. While Stella has only far side facing out against the dark forest beyond.
seen the hag in the Ethereal Plane thus far, Victor strongly Through gaps in the threadbare canvas, you can see crude
suspects that her interest in it extends into the Material wooden pallets, makeshift bedrolls, and the occasional
Plane as well. While the players investigate, Victor will battered cooking pot. Small, low-burning cookfires dot the
continue his research into the etherealness ritual and the grimy narrow avenue, and piles of sticks and half-rotted logs
ritual to return Stella’s soul to her body. rest haphazardly beside them.

170
Matrons of Malevolence
The chapter regarding night hags in Ethereal Entities: Denizens of the Unseen Plane by Mordenkainen is titled "Night
Hags: Matrons of Malevolence." It reads as follows:
Sly and subversive, night hags are the epitome of A night hag's ultimate prize, however, is the soul of a
wickedness. They represent all that is evil and cruel in corrupted mortal. While her victim sleeps, the night hag
the world and want nothing more than to see the passes into the Ethereal Plane through the aid of her
virtuous turn to villainy: love turned into obsession, twisted onyx heartstone—an artifact that allows her to
kindness turned to hate, devotion to disregard, and become Ethereal at the speed of thought. There, she
generosity to selfishness. invades her victim's very dreams, filling their head with
Once, night hags were creatures of the Feywild, a doubts and fears in the hope of tricking it into
realm of enchantment and beauty. However, their performing evil acts in the waking world.
foulness saw them exiled to the bleak realm of Hades Night after night, she continues her visitations until
long ago, where they degenerated into fiends. The foul the victim finally expires in its sleep—at which point she
taint of Hades twisted their once-fey nature, and the traps its corrupted soul in her soul bag as a dark trophy
night hags have long since spread their malevolence of her success. The blacker the stains upon the soul, the
across the Lower Planes. greater the night hag's bounty.
Though night hags resemble withered crones, there is Like all hags, night hags propagate by snatching and
nothing mortal about them. Their withered faces are devouring human infants. A week later, the hag gives
framed by long, frayed hair and curled ram's horns; birth to a daughter who appears human until her
horrid moles and warts dot their blotchy pale-blue skin; thirteenth birthday—at which point the child transforms
and their long, skinny fingers are tipped by claws that into the spitting image of her hag mother.
can slice open flesh with a touch. Some hags raise the daughters they spawn, creating
All hags possess magical powers, including the ability covens that magnify their power. The members of a
to alter their forms or curse their foes. A hag also bears coven gain a slew of unnatural abilities, including the
some resistance to magic and mortal weapons alike, power to control the elements and—once each day—to
though the touch of silver wounds her like any other. dispel foreign magic in the vicinity of their lairs. As is
Arrogant to a fault, hags believe themselves to be the true for all hag magic, however, such power comes at a
most cunning of creatures—and very often are. They are price—for a wound suffered by a single hag in a coven is
open to dealing with mortals, and will always keep their suffered by all.
word—but a bargain with a hag is always dangerous. To combat their inherently selfish natures, the hags in
Hags enjoy watching mortals bring about their own a coven must enter into a written contract with the
downfall through these bargains, which often involve others, signed by each hag's true name. The hags of a
compromising their principles or giving up something coven guard their contract jealously, ever-careful to keep
dear. their names from falling into enemy hands.

The Barovian refugees arrived at Vallaki's gates a few days


Dozens of people, their bodies gaunt and their faces drawn,
ago, but were barred from entering. When they attempted
move slowly about the camp. Their eyes are sunken and to breach the gates by force, the guards summoned a man
hollow, their clothes hanging loose on their thin frames. A few they called Izek, who bore a twisted devil's arm and
of them huddle about the campfires, bodies hunched against conjured fire to drive the refugees back.
the chill air and hands outstretched for the meager warmth. Since then, the refugees have set up camp outside the
town's walls, clustering together for protection and
warmth. They've managed to secure some minor
I2a. Inside the Camp necessities, such as the tents, by bribing the guards at the
If the players enter the camp, they are soon warily greeted by gates, but have been unable to persuade the guards to
Emeric, a melancholy older man with graying hair, and allow them entry or to even invite the town's Baron to
Magda, a grief-stricken young woman with deep circles under discuss their plight.
their eyes. (While the camp doesn’t have any official Swarms of bats and packs of wolves have plagued the
leadership, Emeric and Magda were part of the initial wave of camp each night since they've arrived. Thankfully, no one
refugees from Barovia, and have pioneered the effort to has died yet, but several refugees have been wounded.
welcome and organize the newcomers following Strahd’s Due to losses they suffered on the road and the threat of
siege.) the Devil in Castle Ravenloft, the refugees are unwilling to
Emeric and Magda are cautious of outsiders, but curious to risk the journey back home, instead hoping to wait until
know why the players have come to their camp. (Magda is the Baron sees reason and allows them to enter the walls.
briefly hopeful that the players are servants of Baron Roughly one-quarter of the refugees have become
Vallakovich and that they have come to invite the refugees addicted to "dream pastries," a foodstuff sold by the
into Vallaki—a hope that Emeric, pointing to the players’ peddler Morgantha. These refugees seek an escape from
strange appearances, soon disabuses her of.) the misery and despair of their situation. Those who eat a
Emeric and Magda can share the following general dream pastry fall into a trance as described in Dream
information about the camp: Pastries (p. 125).
171
If the players mention Ismark or Ireena, Emeric and Magda A few weeks after arriving in the camp, Franz began to
can tell them that many are cold toward Ireena, and all are purchase dream pastries from the peddler Morgantha.
unwilling to accept her offers of help. Some blame her, as The visions brought by these pastries allowed him to
well as Ismark "the Lesser" and the late Burgomaster of dream of his wife, Alana, who had passed away the
Barovia, for their failure to prorect them from Strahd's previous year.
awakening and invasion. Others recall a superstition that red- Franz purchased Morgantha’s dream pastries regularly,
haired Barovian woman bring misfortune, and suggest that spending hours, then days lost in peaceful dreams.
Ireena herself has brought a curse upon their people. None Eventually, however, his savings ran out, and Morgantha
have any wish to deal with her further. refused to sell him additional pastries—unless he paid a
If the players ask about the night hag, Emeric and Magda terrible price.* Three nights ago, Franz led Fyodor and
exchange glances and inform them that their description Myrtle down past the tree line at the edge of the woods.
matches that of a recurring nightmare that Franz, another There, Morgantha placed the children into magical sleep
refugee, has been suffering for the past two nights. and stuffed them into a sack that she carried over her
Emeric and Magda are glad to take the players to see him, shoulder. In return, she promised Franz as many dream
but warn them that Franz, a widower, has recently lost his pastries as he could eat, each time she returned, for the
children as well and is likely still grieving or disturbed. Magda rest of his life.
further adds that Franz has suffered from a strange wasting The following night, Franz suffered terrible nightmares in
disease ever since the nightmares first began, and offers her which he was strapped to a millstone, its four arms raised
hope that the players may be able to treat him. above him. On his chest sat a gaunt, female figure with
sallow, gray-blue skin, deep-set eyes, matted hair, small
I2b. Franz’s Tent ram's horns, and a wide mouth of sharp, yellowed teeth,
Emeric and Magda lead the players to a small, lonely tent set holding a twisted onyx-black stone against his forehead
up at the end of the camp’s muddy avenue. When the players and whispering of damnation. In the background, he could
enter, read: hear Fyodor and Myrtle sobbing beyond his view, a pair of
high-pitched cackles, and the sound of a windmill’s blades
Within this sagging, cramped tent lie three stained pallets, two grinding in the wind.
of which are child-sized. An old and patched stuffed rabbit lies
For the duration of the nightmare, Franz was paralyzed
and unable to look away or even twitch a single muscle.
across the closest pallet, its black button eyes staring When he awoke, his body had already begun to waste
sightlessly into the air. away before him. Morgantha hasn’t returned since.
A young woman kneels in the mud beside the full-size
With a croaking voice, Franz begs the players to save
pallet, clutching a bundle of wilted herbs in one fist and
Fyodor and Myrtle from Morgantha’s clutches. While he
holding a damp rag over the forehead of a frail, gaunt-looking believes that his current condition is a curse sent by the gods
man lying across the pallet. The man's skin is pale and as punishment for his sins and welcomes the penance of
drenched in sweat, his clothes torn and ragged. Wispy, death, he believes that his children don’t deserve the suffering
scraggled hair rises from his wrinkled scalp, while his face, that Morgantha is likely inflicting upon them. He can offer the
illuminated beneath the dying light of a single, sputtering
players no gold and no treasure for their efforts—only his
gratitude.
candle, is etched with exhaustion. A full moment passes
Before the players leave Franz’s tent, he grabs for the
before you realize that this ghost of a man is likely scarcely closest one and rasps, "I could feel it—the heart of the
older than thirty. windmill, beating in the millstone beneath me. The gnarled
arm holds the key." He then collapses, falling into a deep,
The man is Franz. The woman, an anxious healer named fitful sleep.
Nyanka, has been tending to Franz since morning, but has
been unable to identify or treat his condition.
Upon seeing the players, Franz wheezes with laughter and Franz’s Fate
asks whether they are demons sent by Mother Night, come to The players can identify the nature of Franz’s
drag his soul into the Mists. Nyanka apologizes for his current condition by consulting Ethereal Entities or
behavior and mentions that he’s been delirious ever since the by asking Dr. Rudolph van Richten for a diagnosis
nightmares and sickness began. of his symptoms.
If the players ask Franz about the night hag, he first If consulted, Van Richten informs the players
demands that Nyanka, Emeric, and Magda depart and leave that the only true way to end a night hag's
him alone with the players. (None of the three other refugees nightmare haunting is to kill the hag herself or to
mind this request.) Franz can then share the following strike a bargain with her. In the meantime,
information with the players: however, he offers to keep Franz safe from
Morgantha's hauntings through the use of his
Three months ago, he joined the first two-dozen refugees talisman of protection from evil and good if Franz
who left the village of Barovia for the fortified town of can be surreptitiously moved to Van Richten’s
Vallaki to the west. Franz brought their two children— current location for supervision.
seven-year-old Fyodor and five-year-old Myrtle—with him
to Vallaki, hoping to keep them safe from Strahd’s
servants.
172
I3. Victor’s Plan I4. Stella’s Discovery
As the players depart the refugee camp, one among them When the players return to Victor’s workroom the following
receives the following sending spell from Victor: “Did you day, he is able to provide a blueprint of the windmill found in
find her? Come back to the attic. I have a plan.” a book of records in his father's library, located alongside the
When the players return to Victor’s workroom at the original assignment of land from Baron Boris Vallakovich to
Burgomaster’s mansion, he provides them with the following Gustav and Elisabeth Durst. He points out excitedly that the
information: design for the millstone contains a compartment built into its
side—likely as a place for storage. If the hags are hiding
There are two possible ways to obtain a heartstone from a something other than a heartstone in the windmill, it's likely
night hag: willingly, or by force. located in that compartment.
To obtain the heartstone willingly, the players must likely He anxiously informs them that he has been unable to find
bargain something of great value in exchange for a loan of a means of performing the binding ritual. Turning to the
the heartstone. Hags are legendary dealmakers, and can relevant page in his spellbook, he shows them an illustration
be trusted to hew to the letter of their word—but only the that depicts a binding circle, but complains that the book
letter. itself provides no information about how to actually create
To obtain the heartstone by force, the players will need to one.
incapacitate or kill the hag. However, this is far more Soon thereafter, Stella’s spirit can be seen excitedly
difficult for multiple reasons. First, hags tend to gather in gesturing from the spirit mirror. As he interprets her
covens of three, a practice that makes each hag stronger handsigns, Victor’s eyes widen and his face pales. “You can’t
and provides easy access to allies. (Victor asks the players be serious,” he stammers. “Absolutely not!”
nervously whether the hag is known to have any “sisters” If confronted by the players, Victor reluctantly reveals that
or “daughters.”) Second, night hags in particular can use Stella claims to have seen a similar binding circle while
their heartstones to flee into the Ethereal Plane as soon exploring the Ethereal Plane, but on a much larger scale: an
as they feel threatened—an escape mechanism that can’t enormous circle that surrounds the entirety of Wachterhaus
be counteracted. and prevents her from entering the grounds. (Stella has been
To prevent the hag from escaping into the Ethereal Plane attempting to enter the estate in order to communicate with
mid-combat, the players will need to seal her in a binding her mother, but has failed due to the circle’s presence.) Stella
circle before initiating hostilities. Victor isn’t sure how to suspects that her mother, Lady Wachter, might know how to
make such a binding circle, but asks the players to give create one to bind the hags as well.
him an additional day to research it before setting off for Stella, through Victor, suggests that the players visit
the hag’s lair. Victor also advises the players to obtain Wachterhaus to request Lady Wachter’s help in binding the
silvered weapons, which will be needed to bypass the night hags. Stella warns them that her mother is a cautious
hags’ strong demonic defenses. and skeptical woman, especially where the Vallakoviches are
If the players tell Victor about Franz's words, he responds concerned; if Lady Wachter doesn’t believe the players’ story,
as follows: they will likely need to ask her to disable Wachterhaus’s
protective circle in order to allow Stella to show her
Victor recognizes the "twisted, onyx-black stone" as presence.
resembling the description of a night hag's heartstone
provided in Ethereal Entities. I5. Wachterhaus
Victor isn't sure what Franz meant about "the heart of the Wachterhaus is as described in Arc G: Lady Wachter’s Wish
windmill." However, he agrees to attempt to research the and Arc D: The Tome of Strahd. Visitors to the estate are
windmill in his father's library to investigate further. received as described N4a. Front Door and Vestibule (p.
110).
Players that have previously dined with Lady Wachter are
welcomed and swiftly admitted, while players that have not
previously done so are asked to make an appointment for the
following day. Players who insist that they are here to assist
Stella, Lady Wachter’s daughter and make a successful DC
10 Charisma (Persuasion) check can bypass the need to
make an appointment and are admitted immediately.
Upon entering the manor, the players are ushered into N4i.
Parlor (p. 112), where Lady Wachter greets them shortly
thereafter. Haliq, Lady Wachter’s valet, serves tea to her and
the guests a few moments later.
Lady Wachter then asks the players what brings them to
her manor. If Victor Vallakovich is accompanying the players,
her eyes visibly narrow, and her voice is polite, but cold. If
Victor is not with the players, her demeanor is far warmer
and more comfortable.

173
Wachterhaus’s Protective Circle Strahd transformed Leo into a vampire spawn and,
with Lovina’s approval, entombed him in a mausoleum
The Betrayal of Leo Dilisnya. Strahd von Zarovich made
many enemies over the course of his many conquests. beneath the Wachters’ manor where he would suffer for
One of them was a man named Leo Dilisnya, who hated his crimes for all eternity. As a safeguard in the chance
Strahd for the death of his brother, Reinhold Dilisnya, the that Leo somehow escaped, Strahd crafted for Lovina a
captain of a platoon that Strahd had knowingly sent to magical ruby amulet that, when broken, would kill Leo
die in order to win a battle against the Order of the Silver instantly.
Dragon. Enter Fiona Wachter. Centuries passed, and Fiona
When Strahd settled in Castle Ravenloft, Leo—a Wachter was born, the daughter of Balthazar and Lavinia
member of the Ba’al Verzi, a mysterious guild of Wachter and the younger sister of Frederich Wachter.
assassins—began to plot his revenge. Hoping to gain Although Fiona’s parents never told her the true nature
closer access to Strahd, Leo became a castle guard, of the vampire sealed below their estate, they often told
wearing the Von Zarovich livery while preparing the right her of the “monster in the basement” that fed on
moment to strike. disobedient children and forbade her from ever entering
That moment finally came on the morning of Sergei’s the cellar.
wedding. With all attention focused on the blushing When she was sixteen years old, the teenage Fiona
bride-to-be, Leo disguised himself in assassin’s clothes had an explosive argument with her parents and brother.
and climbed the stonework to reach Strahd’s private In her anger, Fiona toppled a shelf of fine porcelain and
chambers. Even taken by surprise, however, Strahd was jewelry—including, among them, the magical amulet
that Strahd had once forged for Lovina Wachter. Though
more than a match for Leo, disarming him of his cursed
Ba’al Verzi blade and sending him fleeing through the Fiona had no knowledge of Leo’s existence or the
window. amulet’s true nature, Leo died the moment that it
A New Opportunity. Bitter and enraged, Leo hid shattered, his soul finally freed from the prison of his
himself away in his quarters to lick his wounds—until he body.
The Haunted Estate. Soon after Fiona fled from
learned that Sergei had been found murdered in his
quarters, and that Strahd had chased Tatyana into the Wachterhaus, Leo’s spirit—now a part of the gallows
gardens while vowing to take her hand in marriage. speaker that had arisen from his compatriots’ gruesome
Seeing an immediate opportunity, Leo gathered a deaths centuries before—returned to haunt and terrorize
contingent of the castle guards and directed them to the estate. Objects were found in strange places, and
food mysteriously spoiled. Portraits were found damaged
attack Strahd in vengeance for the death of the beloved
prince, Sergei. or defaced, and the family was often awoken by chilling
However, Leo’s plot did not go unopposed. Leo’s howls or loud knocks on their doors and windows.
elder sister, Lovina Wachter née Dilisnya—now the wife Fiona’s father, Balthazar Wachter, sought the advice of
of Vladislav Wachter—led her family’s personal guards in an amateur occultist that dwelled in Vallaki. The family
stripped the flesh from Leo’s bones and sealed them in a
Strahd’s defense. Leo’s traitorous guards drove the
Wachters into K62. Servants' Hall, killing Lovina’s chest under lock and key. That, however, only enraged
husband and butchering many of his relatives. There, Leo further. That same night, the gallows speaker began
Lovina and her family took shelter alongside Katarina, a appearing to the Wachters as an apparition in reflections
castle servant and (unknown to Strahd) Strahd’s secret in mirrors and windows. Within days, it had escalated its
half-sister, in K65. Kitchen (p. 78). activities to physical violence, throwing items across
When Strahd arose as a vampire, Leo fled into K23. rooms, shattering glass windows, and even starting
Servants' Entrance (p. 59), down through K62. Servants’ spontaneous fires.
Hall, and through K67. Hall of Bones (p. 78) into K68. Desperate for a solution, Frederich Wachter, Fiona’s
Guards' Run (p. 79). As Strahd pursued, he slaughtered elder brother, learned that a powerful witch named Baba
the guards terrorizing the Wachters, and—in a moment Lysaga dwelled in the swamps of Berez nearby. Alone,
of rare lucidity—thanked the Wachters for their loyalty and without his parents’ knowledge, Frederich traveled
and allowed Lovina and Katarina to depart in peace. As to Berez in search of answers. When a will-’o-wisp lured
Frederich into a hidden bog, however, he was rescued by
Strahd bathed the stone of Castle Ravenloft in the blood
of the castle guards—both innocent and traitorous alike Fiona herself, who had since become a student and
—their spirits combined in death to form a dreadful disciple of Baba Lysaga.
gallows speaker (Van Richten’s Guide to Ravenloft, p. Frederich begged her to return to Wachterhaus to
234) that would haunt Castle Ravenloft for years to help them, but Fiona—wary of her brothers’ intentions
and still harboring resentment from her fight with their
come.
Leo's Punishment. Leo successfully escaped Castle parents—lied and told him harshly that Baba Lysaga had
Ravenloft along with a half-dozen of the traitorous no magic with which to help him. (In truth, Baba Lysaga
guards. Years later, however, with Lovina’s aid, Strahd taught all of her students the means to create a
tracked Leo to the darkened corridors of the now- protective circle soon after they arrived in Berez, as a
abandoned Abbey of Saint Markovia. means of defense against the phase spiders that haunted
the swamps.)

174
When Lady Wachter was a young woman, her parents and
brother were killed in a mysterious incident that left their
Leo's Revenge. Despondent, Frederich returned to bodies apparently unharmed. Lady Wachter was the sole
Vallaki empty-handed. Bereft of a better solution,
Balthazar Wachter obtained candles, incense, and
survivor, having been away from Wachterhaus at the time
holy invocations from the occultist and led the
of the killing.
family in a seance to exorcise the spirit from
When she returned to Wachterhaus, she determined that
Wachterhaus.
a malevolent spirit had been responsible for her family’s
The seance, however, proved unsuccessful. death. Though the spirit appeared to have departed by the
Rather than banishing Leo’s spirit, it provided him time Lady Wachter returned, she was wary of the prospect
an opening into the Material Plane that allowed that it might one day return.
him to fulfill his murderous vengeance. Two weeks Using magic that she had learned from her mentor, Lysa,
later, the Baron’s guards found the three Wachters Lady Wachter erected a protective barrier around
dead—though by all signs untouched—on the Wachterhaus that would prevent any creature within the
floor of Wachterhaus’s master bedroom. Leo had Ethereal Plane from crossing over the boundary of the
killed them before returning to haunt Castle property.
Ravenloft, satisfied with his revenge at last.
Fiona's Return. Two weeks later, one of Baba
Upon agreeing to deactivate the protective circle, Lady
Lysaga’s other disciples, following a routine trip to Wachter retreats to N4o. Master Bedroom (p. 113) and
Vallaki to obtain supplies, told Fiona that her family retrieves the scale model of Wachterhaus from the high shelf
had been found dead in their house in the midst of beside the iron chest. She then returns to the parlor and sets
a seance. Realizing the depths of her mistake and the model upon the central table.
overcome with guilt, Fiona confronted Baba Lysaga With her eyes closed, Lady Wachter murmurs an
and told her that she intended to return to her incantation, causing a circle of ethereal grey light to briefly
family home. Baba Lysaga banished Fiona for her manifest around the scale model before vanishing again. She
decision, and Fiona departed Berez for good. then informs the players that the circle has been lowered and
Soon after her return to Wachterhaus, Fiona— sits back expectantly on the sofa while sipping her tea.
now bearing the title of “Lady Wachter” following Assuming the players do not otherwise intervene, the
her parents’ death—determined that a spirit had scene then unfolds as follows:
been responsible for the death of her family.
Although the spirit appeared to have departed, she A few moments later, Stella—unseen, but present in the
feared that it might choose to one day return. With Ethereal Plane—levitates a peony from a flower vase on a
the magic that Baba Lysaga had taught her, she nearby side table and deposits it in Lady Wachter’s lap.
established a protective circle around the entirety In disbelief, Lady Wachter drops her teacup on the parlor
of the Wachterhaus estate, barring any ethereal floor, where it shatters. She picks up the peony, her hands
creature that may wish to cross its boundaries. The trembling with emotion. She notes, with a quavering
gallows speaker hasn’t returned in all the years voice, that peonies have always been Stella’s favorite
since then, but Lady Wachter renews the flower. “If this is some kind of trick—” she warns.
protective circle once each year, both out of habit Before Lady Wachter can finish her warning, Stella moves
and from a wariness that her parents’ killer might the teacup shards across the floor, forming the shape of a
one day return. crescent. Lady Wachter’s eyes fill with tears, and she calls
out Stella’s name, looking around the room almost as if
she expects to see her daughter there. (The crescent
If the players reveal Stella’s fate, Lady Wachter’s eyes tighten, resembles the crescent-shaped birthmark on the fur of a
and she asks them for a full explanation of how Stella came cat that Stella kept as a child, which was named Luna.)
to inhabit her current state. Haliq, Lady Wachter’s valet, opens the door to the room
When the players have finished their story, Lady Wachter and asks if Lady Wachter was calling for someone. Lady
states that she believes them to be playing a cruel joke upon Wachter wipes her eyes, shakes her head, and dismisses
her and her family, and asks whether they have any means of him.
proving their claims. (She refuses to journey to the
Vallakovich manor if the players suggest using the spirit After a moment, she wipes her eyes and says, “Let us
mirror to allow her to view Stella directly, dismissing it as a assume that I believe you. What need have you of me?”
“foolish” suggestion.) If the players successfully persuade Lady Wachter to assist
The players can persuade Lady Wachter to deactivate the them and ask her for aid in creating a binding circle to entrap
protective circle around Wachterhaus and allow Stella to the hags within the Material Plane, she reluctantly and
manifest there (and so prove the players’ story) with a cautiously reveals the following information:
successful DC 10 Charisma (Persuasion) check. The players She is indeed capable of crafting such things, though she
succeed on the check automatically if they have previously is long out of practice. To create a circle large enough to
won Lady Wachter’s favor (such as by killing Izek). entrap an entire windmill from a distance would require
Lady Wachter is shocked by and wary of the players’ the aid of several of Lady Wachter’s “associates,” whose
knowledge of the protective circle and demands to know how aid it may take some time to secure. (Lady Wachter can
the players learned of it. If asked, she is willing to share the direct Ernst and Haliq to recruit her associates—four cult
following information about it: fanatics—and gather them within as little as four hours if
necessary.)
175
There are two ways for such a circle to work: it can keep Lady Wachter steps forward and says, “I am no songbird,
things out, or it can keep things in. To keep the hags from child of Yester Hill. You know me, and my sign. Do the
escaping the circle, the players will first need to secure the Forest Folk demand tolls to travel the Svalich Wood?”
true names of any hags within the windmill, including The druid’s eyes linger on Majesto, and they reply, “No
those that are not the players’ primary target. Should even tolls, dear ones. Mere . . . curiosity. You keep strange
a single hag remain free to escape, it could attack Lady company, daughter of Mother Night.”
Wachter and her associates and bring the entire circle Lady Wachter replies curtly, “My company is no concern
crashing down. of yours. Trouble us no more, and tell your master that the
House of Wachter remembers its debts.”
If Victor is present, or if he is informed of the need to “Debts indeed!” the druid rasps. “But to whom, this one
obtain the hags' true names, he recalls the relevant section wonders?” With a mud-stained grin and a cackle, they
from Ethereal Entities (see Matrons of Malevolence above) vanish into the trees and disappear from sight.
and shares it with the players, pointing out the section that
discusses coven contracts and wondering aloud where If the players ask about her conversation with the druid,
Morgantha's coven might have hidden their contract. Lady Wachter is willing to provide the following information:
If Lady Wachter is informed of the possible presence of
children within the windmill, she insists that the players The individual was a druid of the Forest Folk, a loose
rescue them before making any assault. (Fortunately, she society of hermits that dwell amidst the Svalich Woods
notes, the players’ efforts to obtain the hags’ names may and generally shun the civilized settlements. The druids
prove a useful distraction that allows others within their treat Yester Hill, a hill at the southwest edge of the
group to raid the other rooms of the windmill in the Barovian valley, as a sacred place, and worship Strahd as
meantime.) a deity for his control over the land and weather.
If the players and Lady Wachter come to an agreement, she Lady Wachter first encountered and learned of the druids
promises to meet them—along with her associates—at while a student of her mentor, Lysa. Lysa, a woodswitch
Vallaki’s eastern Morning Gate at the allotted time, once she’s who dwelled in the swamps of Berez, was a worshipper of
prepared herself for the journey. Mother Night, a deity of darkness, trickery, and the occult.
Lady Wachter was never able to hear the “voice” of
I6. The Old Svalich Road Mother Night (as Lysa called it), however, and adopted the
faith of Ezra soon after returning to Vallaki.
I6a. The Morning Gate Lysa did not take Lady Wachter’s departure lightly. A
If the players recruit Lady Wachter to their cause, she and prideful woman, she considered her students her children,
her four cult fanatic associates meet them promptly at the and took Lady Wachter’s decision to return to Vallaki as a
Morning Gate at the chosen time. Lady Wachter has personal betrayal. Lady Wachter has been banished from
exchanged her dress for a practical pair of pants, flat-soled Berez ever since.
leather boots, and a chain shirt tucked under a forest-green Lady Wachter’s “debt” to Strahd arises from his effort to
tunic, with a round-headed mace hanging from her belt and a save Lady Wachter’s ancestor, Lady Lovina Wachter, from
black hooded riding cloak covering the ensemble. Majesto, death at the hands of the traitor Leo Dilisnya centuries
her imp familiar, accompanies her in crow form. ago. When a traitor and assassin named Leo Dilisnya
The fanatics are as described in N4t. Cult Headquarters murdered Lovina’s husband and attempted to kill Lovina
(p. 114) and are named Andrej, Boris, Miruna, and Ruxandra, as well, Strahd defended her, then hunted Dilisnya down
respectively. None of the fanatics are particularly talkative. to punish him for his treachery. House Wachter has
remained loyal to Strahd ever since.
I6b. The Druid
The journey from the Town of Vallaki to Old Bonegrinder is I7. Old Bonegrinder
five-and-three-quarter miles long and takes two hours. Old Bonegrinder is largely as described in Chapter 6: Old
Midway through the trip, the players are disturbed by a Bonegrinder (p. 125). However, Freek is named Fyodor
rustling in the trees above. Read: instead, and both he and Myrtle are the children of the
Barovian refugee Franz. Additionally, the millstone in O2.
A gaunt figure with wild hair and bare feet crouches on a thick, Bone Mill (p. 127) bears a stone keyhole on one side, and
gnarled branch above your heads, wearing a tattered gown of contains a compartment that holds the hags' contract.
stitched animal skins. It stops, sniffs the air, and laughs like a If Lady Wachter is present as the players approach the
windmill, she first gathers the players, Victor, and the four
lunatic. “Little songbirds wandering the dark woods?” it asks,
cult fanatics in a darkened copse of trees beside the Old
leering down at you. Svalich Road to assemble a plan of attack.
Lady Wachter then attempts to confirm the following
The figure is a druid of Yester Hill, and a spy for Strahd. They details:
intend no harm toward the players, but are eager to provoke
them in interesting ways. how many hags reside in the windmill, and how the
If Lady Wachter is with the players, the conversation players intend to obtain their names
proceeds as follows unless the players intervene: whether there are children within the windmill, and how
the players intend to rescue them
how the players intend to combat the hags once the
binding circle is raised
176
Bargaining with the Hags
If the players visit Old Bonegrinder without first The players can convince Morgantha to reveal her
obtaining Lady Wachter’s help, they can attempt to plans for the leech with a DC 10 Charisma (Persuasion)
bargain with the hags in order to obtain a heartstone. check: When Rahadin returns, the leech will secretly
The players do not need to first disguise themselves as attach itself to his flesh, ensuring that—when Rahadin
dream pastry addicts to do so—Morgantha is always eventually dies—his evil soul will be ensnared and
happy to do business with willing customers. entrapped in Morgantha’s soul bag, where it will be
To borrow Morgantha's heartstone for a period of transformed into a soul larva that Morgantha can use for
three days, the players must promise to undertake a nefarious purposes.
particular task for her. As a form of insurance to ensure Morgantha can tell the players that Rahadin’s office is
their compliance, Morgantha takes their dreams as located in the cellar of Castle Ravenloft, not far from the
collateral once the players accept her offer, bottling kitchens. However, Morgantha won’t share where she
them up in a glass vial that she wears on a cord around obtained her information. (Her source is, of course, the
her neck. mongrelfolk Cyrus Belview, the unwitting bearer of the
Morgantha warns the players that, if they fail to coven’s hag eye.)
complete her task within fourteen days—or if they
betray her—she will immediately devour their dreams,
preventing them from gaining the benefits of a long rest
forever. (Morgantha can devour the players’ dreams as an
action while the vial is in her possession.)
If the players complete Morgantha's task within the
allotted time, however, she will release their dreams and
allow them to return to their owners. In either case, the
players can take long rests normally until the fourteen
days have elapsed.
Morgantha’s task is simple. The players must deliver a
soul leech—a Tiny fiend resembling a leech with ghost-
white, translucent flesh and purple-blue veins, and which
Morgantha has imprisoned in a corked glass vial—to the
office of Strahd’s chamberlain, Rahadin. Upon arriving in
Rahadin’s office, the players must uncork the vial and
allow the leech to attach itself to the underside of his
desk, where it will render itself invisible and virtually
undetectable.

The Megaliths
The megaliths beyond Old Bonegrinder demarcate the The stone is the door to a secret demiplane that
boundaries of the Mountain Fane: the shrine to the contains the Elder Wisp, one of the three profane
Seeker of the Ladies Three. Once atop the windmill's hill, leeches that Strahd set to consume the energies of the
the players can see the megaliths in the valley below. Fanes. To open it, the players will need to cut its surface
Read: with the cursed dagger of Leo Dilisnya, which they can
obtain from the sarcophagus of the Vampyr in the
A circle of tall, slender megaliths stands shrouded Amber Temple. See Arc U: The Amber Temple and Arc Y:
amidst thick clouds of fog at the forest's edge below, The Ladies of the Fanes for more information about Leo
with only the stones’ jagged tops visible as they poke Dilisnya’s dagger and the Mountain Fane.
through the mist. One minute after the players enter the cloud of fog,
The area within the cloud of fog is heavily obscured. If their presence draws the attention of four vampiric mists
the players investigate, they find that a five-foot- (Mordenkainen Presents: Monsters of the Multiverse, p.
diameter stone of smooth, black onyx is half-buried at 250). The mists swirl about the players lazily for three
the center of the circle. The stone has no visible marks rounds, after which one mist attempts to use a single life
or symbols upon its surface, and is impervious to all drain attack on the nearest player, like a shark
damage and attempts to move it. inquisitively nipping its prey. If the players remain within
the fog, all of the vampiric mists attack the following
round.

177
Lady Wachter is glad to offer the players the service of her
imp familiar Majesto as a scout. (Majesto can use his crow, The Hag Coven
spider, and rat forms to surveil the exterior and interior of While Morgantha and her two daughters are all
the windmill while remaining invisibile using his invisibility within 1 mile of one another, they share the
ability.) Meanwhile, Victor offers to aid the players in statistics of The Bonegrinder Coven and The
retrieving Franz’s children from the windmill, using his misty Nightmare Three, rather than using their individual
step, fly, and greater invisibility spells as-needed to assist night hag statblocks.
with the rescue mission. While the coven exists, damage dealt to each
However, Victor warns the players that, according to individual hag is instead subtracted from the
Ethereal Entities, hag covens often possess the ability to coven’s hit points, causing similar wounds or
dispel enchantments while within close proximity to their lair. injuries to visibly appear on the bodies of all three
Once Lady Wachter's binding circle is erected, he'll need to hags. (If damage is dealt to multiple hags at once,
stay close to the windmill to protect it with his counterspell. the damage is subtracted from the coven’s hit
As such, he'll need to conserve his strength—and, points that many times.)
specifically, his 5th- and 4th-level spell slots—until then. The hags do not do not gain access to the
(Under no circumstances does Victor spend his 5th-level Shared Spellcasting feature ordinarily available to
spell slot before the end of the battle with the hags.) hag covens. However, each hag within the coven
retains the use of her Innate Spellcasting and Night
I7a. Raiding the Windmill Hag Items features, as well as her Claws, Change
The players can obtain the hags' true names by retrieving the Shape, Etherealness, and Nightmare Haunting
contract from the locked stone compartment in the millstone actions.
in O2. Bone Mill (p. 127).
One of the arms of the millstone in the bone mill is more
gnarled than the rest, and is visibly segmented at the end. Alternatively, if the players use a different convincing cover
Twisting the end of the gnarled arm detaches it, revealing an story, they can convince Morgantha that they’re harmless
iron key hidden inside. The players can unlock the millstone with a successful DC 16 Charisma (Deception) check.
compartment by using the iron key, or by succeeding on a DC If the players successfully convince Morgantha that they're
15 Dexterity (Thieves' Tools) check. The compartment addicted to dream pastries or are otherwise harmless,
contains the hags' contract, as well as the treasure described Morgantha informs them that her current batch of dream
in O3. Bedroom (p. 127). pastries is still baking and invites them to remain until they're
The hags' contract is written in Abyssal on a piece of done. Until then, she's glad to make smalltalk.
leather made of human skin, and is signed with their true The players can also persuade Morgantha to invite her
names at the bottom: Morgantha Stormreaver, Bella daughters down into the kitchen (in order to lure them away
Sunbane, and Offalia Wormwiggle. (If none of the players can from the children upstairs) with a successful DC 16
read Abyssal, Lady Wachter is able to read the hags' names Charisma (Persuasion or Deception) check. If they succeed
instead, having learned the language's alphabet as a student in doing so, Bella and Offalia introduce themselves with a
of Baba Lysaga.) pair of clumsy curtsies.
The stone compartment also contains a charm of mass On a failure, a wary Morgantha claims that her daughters
heroism, resembling a golden medallion adorned with three are, unfortunately, too busy to speak with visitors, but that
interlocking rings engraved at its center. The charm allows she would be glad to relay any compliments or other
the wielder to give any number of creatures within 30 feet the comments to them should the players desire. She then asks
benefit of a potion of heroism as an action. Once they do so, the players what they thought of her dream pastries and what
the charm vanishes from their person. dreams they experienced upon eating them.
Fyodor and Myrtle are imprisoned on the third floor of the A player can ease Morgantha's paranoia by sharing a story
windmill and guarded by the night hags Bella Sunbane and of a beautiful dream that they experienced after eating a
Offalia Wormwiggle, as described in O3. Bedroom (p. 127). dream pastry and succeeding on a DC 16 Charisma
However, Fyodor and Myrtle have no particular knowledge of (Deception) check, which succeeds automatically if the player
Ireena or Ismark, and wish only to be returned to their father, is telling the truth. On a failure, Morgantha gets suspicious.
Franz. (See Morgantha Gets Suspicious below.)
Unlike their mother, Bella and Offalia are easily distracted.
1. Distracting Morgantha They can be lured to O2. Bone Mill (p. 127) or O4. Domed
If one or more players knock on the door to O1. Ground Attic (p. 127) with a successful DC 13 Charisma
Floor (p. 126), Morgantha descends from O2. Bone Mill (p. (Performance) check and any reasonably relevant means
127) and opens the door to greet them. She is glad to invite (e.g., a minor illusion spell).
the players inside, and asks if they have come to purchase her
wares. 2. Morgantha Gets Suspicious
The players can convince Morgantha that they are visiting If the players fail to convince Morgantha of a comforting
to purchase additional dream pastries with a successful DC cover story, she immediately becomes suspicious of their
10 Charisma (Deception) check. motives and presence.

178
After a brief period of time (during which she reveals nothing
of note to the players), she briefly excuses herself to withdraw Small clouds of mist begin to rise from the ground beneath
a tray of dream pastries from the oven, then calls upstairs, the ritualists, extruding long tendrils of wisping fog that bathe
“Girls, it’s time to taste the fresh batch!” (The dream pastries the earth in pale, ethereal light.
are obviously near-raw. Morgantha’s words are a signal As the chant continues, the billowing clouds of mist grow
informing the other two night hags that undesired guests brighter, casting long, dancing shadows across the sides of the
have arrived in the windmill and must be dealt with.) hill. The fog seems to undulate in rhythm with their words, the
While Bella and Offlia descend from O3. Bedroom (p.
127), Morgantha smiles pleasantly at the players and informs very air seeming to thrum with arcane resonance. From deep
them that her daughters are her most valued taste-testers within the seas of roiling grey, you think you can almost hear a
and she is always grateful for their opinions. (“Folks warn you woman’s distant, murmuring voice, joined by the echo of a
about old age, but it’s true,” she says pleasantly. “It can be so thousand whispers.
difficult to run a business like this on your own.”) The tendrils of fog interlock—and snap together, forming a
When Bella and Offalia arrive, they greet the players with circle: a tight ring of shimmering, swirling mist. Lady
awkward, overdramatic curtsies. Bella then frowns and
exclaims, “Mother! I thought you said you were going to get Wachter’s hands curl into fists, and she pulls both arms across
the front door fixed!” her chest. In a low, melodic voice, she recites a trio of names
Assuming the players do not interfere, Bella sweeps across again and again: “Morgantha Stormreaver. Bella Sunbane.
the room toward the front entrance to the windmill. She then Offalia Wormwiggle.” Her gaze meets yours, and she gives a
pretends to inspect the hinges, obstructing the players’ exit, single, near-imperceptible nod.
and complains, “Its squeaking is driving me mad!”
Morgantha replies, “Don’t worry, child—I’ll make sure The circle, which extends five hundred feet vertically into the
those little squeaks come to an end.” Morgantha, Belle, and air, remains for the next ten minutes. During this time, any
Offalia then immediately move to attack. If the players are night hags named by Lady Wachter who remain within the
defeated, Morgantha also feeds the two strongest players the circle cannot use their etherealness ability to enter the
concotions from O1. Ground Floor (p. 126) marked Ethereal Plane.
"Laughter" and "Mother's Milk," infecting one of them with
cackle fever and poisoning the other with pale tincture. 2. Confronting the Hags
The players then reawaken 1d4 + 1 hours later in the attic As the players ascend the hill, Lady Wachter’s crow familiar,
of Old Bonegrinder. See Escape From Old Bonegrinder Majesto, gives a haughty, defiant caw and joins them from the
below for more information regarding the players’ escape. skies, assuming its true imp form before becoming invisible.
I7c. Claiming the Heartstone Meanwhile, Victor casts the mage armor spell on himself
and any players who request it. He also uses a single third-
1. The Binding Circle level spell to cast fly on himself, though he can be persuaded
If the players successfully obtain the names of Morgantha’s to use a fourth-level spell to share its benefits with another.
daughters and rescue the children imprisoned inside of the Victor reminds the players that, according to Ethereal
windmill, Lady Wachter directs her four cult fanatics to form Entities, he'll need to remain close to the windmill—within
a five-pointed formation around the base of the hill where Old sixty feet—in order use his counterspell to protect the circle
Bonegrinder sits. from the coven's ability to dispel it. He asks the players to
Victor warns the players that the hags are likely to be protect him accordingly.
dangerous enemies and advises them to activate the charm As the players approach the windmill, if the night hags have
immediately before hostilities erupt. noticed the children's disappearance, the hilltop around the
Lady Wachter then warns the players that, once raised, the windmill is now sparsely filled by the hundred toads once
binding circle will last for only ten minutes. She further stored in Morgantha's wooden trunk in O1. Ground Floor (p.
informs them that, should she or any of the four cult fanatics 126). (Morgantha released them in order to use the coven's
be knocked unconscious, the ritual will immediately fail and Amphibian Cacophany lair action to lure the children back
the hags will be free to escape. (Due to the height of the hill, it to the windmill.)
is unlikely that the night hags will be able to attack the If the players aren't invisible, Morgantha leads her
cultists during the battle.) daughters out of the windmill to meet them as they approach.
When the players direct her to do so, Lady Wachter begins The following conversation then unfolds unless diverted,
the ritual. Read: though the hags attack in self-defense if necessary.
Morgantha greets the players warmly and congratulates
them on taking their "ransom." She then asks, pleasantly,
Lady Wachter raises her hands toward the darkened sky. Her
what items or boons they've come to bargain for.
voice, firm and resonant, booms through the stillness of the If informed that the players want to borrow a heartstone,
air as words of power roll off her tongue. Morgantha is glad to allow them to do so for a period of three
Lady Wachter’s four followers soon join the chant, raising days—if the players return the coven's contract and the two
their arms as their voices swell in harmony with hers. The air children that they "stole."
around the hill begins to crackle and hum, the atmosphere
tinged with the scent of ozone.

179
Victor casts counterspell at 3rd or 4th level as-needed to
counter Morgantha's lightning bolt and eyebite spells.
Lair Actions Otherwise, he casts magic missile at 3rd, 2nd, and 1st level to
While the coven is within 100 feet of the windmill, avoid collateral damage and minimize the hags' magic
it can take lair actions as long as it isn't resistance.
incapacitated. Victor retains his lone 5th-level spell slot to cast
In both phases, on initiative count 20 (losing counterspell in response to the hags' dispel magic lair
initiative ties), the coven can take one of the action. (See Dispel Magic below.)
following lair action options, or forgo using any of Majesto. In battle, Lady Wachter’s imp Majesto uses his
them in that round: sting to attack whichever hags are currently concentrating on
Warding Wind. The coven casts warding wind. spells.
Gust of Wind. The coven casts gust of wind.
Amphibious Cacophany. The coven causes the
4. The Hags' Failed Escape
frogs in the grass around the windmill to croak The coven conserves its dispel magic lair action for the bulk
a strangely hypnotic song. Each creature within of the encounter. On her first turn after the coven's
120 feet of the windmill that can hear the frogs Nightmare Three phase is bloodied, Morgantha attempts to
must succeed on a DC 10 Charisma saving use her etherealness action to escape—which is prevented
throw or immediately use its reaction, if by Lady Wachter's binding circle. Horrified by Morgantha's
available, to move up to 30 feet closer to the failure, the coven uses its dispel magic lair action at the next
mill. available opportunity. When it does, read:
Dispel Magic (1/day). The coven casts dispel
magic at 5th level. The air grows thick with power—and then a terrible,
screeching groan cuts through the wind. As the coven's eyes
glow with unified purpose, the massive vanes of the windmill
If the players challenge Morgantha's predation of Franz and begin to rotate—slowly at first, then gaining momentum, the
the children, she scoffs, noting, "Child, their souls were
forefeit from the moment that they were born into these creaking of its ancient wood melding with the grinding of its
Mists—a soul bag larger than any one I could craft, and weathered gears to form a terrible cacophony.
holding a far deeper evil. What difference does it make who The wind betwixt the vanes shimmers with shadows,
claims them, or when?" shrieking with a baleful glee as the windmill's crescendo
Morgantha declines to explain her statement further, becomes a blur of light and dark. Then, with a sound like
noting only that "darker powers" than Strahd von Zarovich booming thunder, a shockwave of arcane force bursts from
command the Mists that encircle the valley—and that she
may be willing to share more information if the players return the vanes' central joint, distorting the very air with the
the contract and children. (If the players then do so, intensity of its power.
Morgantha shares the three secrets noted in Morgantha's "Begone!" screech the hags.
Plea below.)
3. Battle with the Hags Victor immediately responds by casting counterspell at 5th
level. Read:
The hags fight in self-defense, or if the players make clear
that they will not otherwise return the children or the coven's
contract. The combatants fight as follows: With a flourish of his hand and a whispered incantation, Victor
The Coven. The hags begin in their Bonegrinder Coven conjures a complex tapestry of sigils and runes in the air
phase. Each hag prioritizes a different target—Bella attacking before him. The coven's blast, a swirling maelstrom of
whichever player seems most attractive, Offalia attacking shadows and baleful light, meets the shimmering shield of
whichever player seems most confident, and Morgantha Victor's counterspell—a radiant lattice that shimmers with
attacking whichever player seems physically strongest. (If two power.
hags share the same prefered target, they have a brief
argument, after which one of them shifts to target the next For a moment, the two forces collide in a deafening clash, a
player who meets her qualifications.) spectacle of light and dark that seems to strain the very air
When the hags assume their Nightmare Three phase, around it. Then, with a resonant sound like the shattering of
Bella assumes the form of a monstrous giant crocodile, its glass, Victor's spell triumphs—and the coven's shockwave
scales jagged and irregular and its eyes glowing with a baleful dissipates, its dark energy unraveling into harmless wisps of
light. Offalia takes the shape of a demonic elephant, its skin shadow.
mottled with black veins and its tusks blackened and twisted
like corkscrews. Finally, Morgantha's skin becomes pitch- The hags release a bloodcurdling scream of rage, their
black, her eyes becoming inky voids as shadows swirl around voices melding into a single, resonant note of high-pitched
her. fury.
Victor Vallakovich. In battle, Victor remains aloft through
the use of his fly spell, maintaining a height of 60 feet above
the battlefield—and remaining within 60 feet of the windmill
—at all times.
180
The Bonegrinder Coven Blight (Morgantha Only). Necromantic energy washes
over a creature of Morgantha's choice within 30 feet,
Large fiend, neutral evil
which must make a Constitution saving throw. The
target takes 13 (3d8) necrotic damage on a failed save,
Armor Class 17 (natural armor) or half as much damage on a successful one.
Hit Points 210 (28d8 + 84)
Speed 30 ft. Bonus Actions
Crown of Madness (Bella Only). Bella casts crown of
STR DEX CON INT WIS CHA madness. A target takes an additional 5 (2d4) psychic
damage if it fails the saving throw, or half damage on a
18 (+4) 15 (+2) 16 (+3) 18 (+4) 14 (+2) 16 (+3) success. (Bella can use her bonus action to maintain
control over the target, rather than her action.)
Skills Deception +7, Insight +6, Perception +6, Stealth
+6 Phantasmal Force (Bella Only) Bella casts phantasmal
Damage Resistances cold, fire; bludgeoning, piercing, force. A target takes an additional 5 (2d4) psychic
and slashing from nonmagical attacks that aren't damage if it fails the saving throw, or half damage on a
success.
silvered
Condition Immunities charmed Cause Fear (Offalia Only). Offalia casts cause fear at 2nd
Senses darkvision 120 ft., passive Perception 16 level. A target takes an additional 5 (2d4) psychic
Languages Abyssal, Common, Infernal, Primordial damage if it fails the saving throw, or half damage on a
Challenge CR 14, or 12 when fought with silvered success.
weapons
Proficiency Bonus. +4 Bestow Curse (Offalia Only). Offalia casts bestow curse
with a range of up to 30 feet. A target takes an
additional 7 (2d6) necrotic damage if it fails the saving
Hag Coven. The coven includes three hags: Morgantha, throw, or half damage on a success.
Bella, and Offalia. A hag acts on the coven's initiative,
keeps concentration and suffers conditions Hold Person (Morgantha Only). Morgantha casts hold
independently, and has her own action, bonus action, person at 3rd level. A target takes an additional 5 (2d4)
reaction, and movement. Any damage a hag takes is necrotic damage if it fails the saving throw, or half
subtracted from the coven's hit points. (If multiple hags damage on a success.
take damage from the same source, the coven loses hit Lightning Bolt (Morgantha Only, Recharge 5-6).
points that many times.) Morgantha casts lightning bolt.
Magic Resistance. The coven has advantage on saving
throws against spells and magical effects.
Reactions
Mirror Image (Bella Only). In response to being hit by an
Complex Casting. If a hag casts a spell on her turn using
attack, Bella can use her reaction to briefly conjure two
a bonus action, she can also use her action to cast a
illusory duplicates in her space. The attacker must roll a
non-cantrip spell on the same turn.
d6, hitting Bella on a 5 or 6 and hitting a duplicate
Second Phase. If the coven is reduced to 0 hit points, its otherwise.
statistics are instantly replaced by those of The
Nightmare Three. Its initiative remains the same. Hideous Laughter (Offalia Only). In response to taking
damage from a creature that Offalia can see within 30
Actions feet, Offalia can use her reaction to force that creature
to make a DC 16 Wisdom saving throw. On a failure,
Blindness/Deafness (Bella Only). Bella casts the creature falls into fits of laughter, falling prone and
blindness/deafness. A target takes an additional 7 (2d6) becoming incapacitated and unable to stand up until
necrotic damage if it fails the saving throw, or half the end of the creature's next turn, or until it takes
damage on a success. damage.
Sickening Radiance (Bella Only). Dim, greenish light Witch Bolt (Morgantha Only). In response to taking
bursts within a 10-foot-radius sphere centered on a damage from a creature that Morgantha can see within
point that Bella chooses within 30 feet. Each creature 30 feet, Morgantha can use her reaction to send a
within that area must succeed on a Constitution saving beam of crackling blue energy toward her attacker,
throw or take 2d6 radiant damage and be poisoned forcing them to succeed on a DC 16 Constitution
until the end of its next turn. saving throw or take 6 (1d12) lightning damage. On a
Ray of Enfeeblement (Offalia Only). Offalia casts ray of failure, the beam forms an arc of lightning between
enfeeblement. A target takes an additional 9 (2d8) Morgantha and the attacker until the start of its next
necrotic damage if it fails the saving throw, or half turn. While the arc lasts, Morgantha has resistance to all
damage on a success. damage, and each time she takes damage, the attacker
takes the same amount of damage.
Acid Arrow (Offalia Only). Offalia casts Melf's acid arrow.
Misty Step (Any). In response to taking damage, a hag
Ray of Sickness (Morgantha Only). Morgantha casts ray can use her reaction to cast misty step.
of sickness.
181
The Nightmare Three Bonus Actions
Gargantuan fiend, neutral evil Tail Swipe (Bella Only). Bella swipes her tail in a 10-foot
cone. Each creature within that area must make a DC
Armor Class 17 (natural armor) 17 Dexterity saving throw, taking 9 (2d8) bludgeoning
Hit Points 210 (28d8 + 84) damage and falling prone on a failure. A creature that
Speed 30 ft. succeeds on the saving throw takes half as much
damage and doesn't fall prone.

STR DEX CON INT WIS CHA Hallucinatory Mist (Bella Only). Bella sprays a 30-foot
cone of pearlescent mist. Each creature within the mist
21 (+5) 15 (+2) 16 (+3) 18 (+4) 14 (+2) 16 (+3) must make a DC 17 Constitution saving throw or be
dazed until the start of Bella's next turn. (A dazed
Skills Deception +7, Insight +6, Perception +6, Stealth creature can move or take one action on its turn, not
+6 both. It also can’t take a bonus action or a reaction.)
Damage Resistances cold, fire; bludgeoning, piercing,
and slashing from nonmagical attacks that aren't Stomp (Offalia Only). Offalia stomps the ground around
her. Each creature within a 5-foot radius must make a
silvered
Condition Immunities charmed DC 17 Dexterity saving throw, taking 11 (2d10)
Senses darkvision 120 ft., passive Perception 16 bludgeoning damage on a failure and half as much
Languages Abyssal, Common, Infernal, Primordial damage on a success..
Challenge CR 15, or 13 when fought with silvered Fiend's Trumpet (Offalia Only). Offalia releases a
weapons sonorous, low-pitched trumpet from her horn. Each
Proficiency Bonus. +4 humanoid creature within a 60-foot radius must make a
DC 17 Wisdom saving throw or subtract 1d4 from
Hag Coven. The coven includes three hags: Morgantha, their next attack roll, ability check, or saving throw.
Bella, and Offalia. If the coven is reduced to 0 hit Enervating Ring (Morgantha Only). Tendrils of inky
points, all hags die. Until then, a hag acts on the darkness reach out from Morgantha, touching each
coven's initiative, suffers conditions independently, and creature within a 10-foot radius. Each target must make
has her own action, bonus action, reaction, and a Constitution saving throw or take 9 (2d8) necrotic
movement. Any damage a hag takes is subtracted from damage and be slowed until the end of its next turn. (A
the coven's hit points. slowed creature's speed is halved, attack rolls against it
Nightmare Forms. In this phase, Bella assumes the form have advantage, and it has disadvantage on Dexterity
of a Huge crocodile, Offalia assumes the form of a saving throws.)
Huge elephant, and Morgantha is surrounded by a Inflict Nightmares (Morgantha Only). Morgantha
shroud of swirling shadows. conjures a cloud of ethereal mist around a creature she
Magic Resistance. The coven has advantage on saving can see within 30 feet, forcing it to succeed on a DC
throws against spells and magical effects. 16 Wisdom saving throw or be stunned until it takes
damage or until another creature uses its action to
Charge (Offalia Only). If Offalia moves at least 20 feet shake them awake. The creature takes 9 (2d8) psychic
straight toward a target and then hits it with a gore damage at the end of its turn if it's still stunned.
attack on the same turn, the target takes an extra 11
(2d10) piercing damage. If the target is a creature, it Reactions
must succeed on a DC 17 Strength saving throw or be
Tail Lash (Bella Only). In response to taking damage from
pushed up to 10 feet away and knocked prone.
a creature within 10 feet, Bella makes a tail attack
Actions against her attacker.
Bite (Bella Only). Melee weapon attack: +9 to hit, reach Tusks (Offalia Only). In response to taking damage from
5 ft., one target. Hit: 16 (2d10 + 5) piercing damage a melee attack, Offalia makes a gore attack against her
and the target is grappled (escape DC 17). Until this attacker.
grapple ends, the target is restrained, and Bella can't Shadow Step (Morgantha Only). In response to taking
bite another target. damage from a creature that she can see, Morgantha
Tail (Bella Only). Melee weapon attack: +9 to hit, reach instead takes half as much damage (rounded down) and
10 ft., one target not grappled by Bella. Hit: 14 (2d8 + teleports up to 30 feet.
5) bludgeoning damage. If the target is a creature, it Matron's Rebuke (Morgantha Only). In response to taking
must succeed on a DC 17 Strength saving throw or be damage from a creature within 60 feet of her that she
knocked prone. can see, Morgantha points her finger and surrounds the
Gore (Offalia Only). Melee weapon attack: +9, reach 5 creature that damaged her with writhing shadows,
ft., one target. Hit: 14 (2d8 + 6) piercing damage. forcing it to succeed on a DC 16 Dexterity saving
throw or take 11 (2d10) necrotic damage.
Eyebite (Morgantha Only). Morgantha casts or uses
eyebite. A target that succeeds on the saving throw is Absorb Elements (Any). In response to taking acid, cold,
dazed instead. fire, lightning, or thunder damage, the hag uses her
182 reaction to cast absorb elements.
Immediately following Victor's counterspell, Morgantha calls Morgantha then pleasantly asks them to tell her who they
for a parley, promising to reveal three pieces of secret are and why they have come to the windmill.
knowledge to the players in exchange for the coven's lives. Defying Morgantha. If the player proves obstinate or
Morgantha initially refuses to reveal anything until Lady defiant, Morgantha releases her disguise and returns to her
Wachter’s binding circle is taken down, but can be convinced horrifying night hag form. She leans in close toward that
to share one of her three secrets as a show of good faith if the player, baring her sharp, yellowed teeth, and whispers in their
players threaten to kill her otherwise. ear, “Children always fancy themselves heroes in their
Morgantha's secrets are as follows: dreams. But dreams can so easily become nightmares—and
nightmares are my bread and meat.” Morgantha then casts
Strahd’s most carefully guarded secret is a temple of bestow curse on that player, cursing their Constitution saving
forbidden lore hidden in the mountains. It is known as the throws and recasting the spell if it is initially unsuccessful.
Amber Temple, and it is the place where he first met the Once the player is cursed, Morgantha draws a single claw
entity with which he forged his terrible pact. (Morgantha across that player’s cheek, making an unarmed strike
doesn’t know the temple’s location or the nature of against that player and choosing to deal 1 damage on a hit.
Strahd’s pact.) (Because the players did not previously take damage from the
Strahd von Zarovich seeks to escape from the grasp of the fight with the hags, this shouldn’t render that player
Mists. He has prepared a dark and secret plot to do so, unconscious.) Any damage taken forces that player to make a
harnessing the power of three ancient shrines to defy the Constitution saving throw against the effects of cackle fever.
will of the Dark Powers that rule this land. (Morgantha Morgantha continues to make small scratches across the
doesn’t know the specifics of his plot or the nature of the player’s flesh until the player succumbs to the effects of
shrines, but knows that one of the three shrines is located cackle fever, forcing all other humanoids in the attic to make
among the circle of standing stones located at the base of DC 10 Constitution saving throws or be infected with cackle
the windmill’s hill.) fever themselves.
Unbeknownst to Strahd, a traitor lurks in his midst: his Morgantha then warmly informs the players that there are
eldest wife and vampire spawn Sasha Ivliskova. two children imprisoned in the bedroom below. Tonight, the
(Morgantha is wildly amused by this treachery, and has hags will kill them and grind their bones into flour to make
taken no action to warn Strahd of her conflicted loyalties.) more dream pastries. When the players inevitably fall asleep,
Before the binding circle is lowered, the players can also the hags will ensure that they suffer horrible nightmares and
demand that Morgantha lend them a heartstone with a gain no rest from their sleep. In the morning, the players will
successful DC 10 Charisma (Intimidation) check. If be fed the dream pastries made from the children’s remains
persuaded to do so, Morgantha commands Bella to produce and provided an additional opportunity to answer
her heartstone, which—after a loud and vehement dissent— Morgantha’s questions.
Bella grimly offers to the players. Morgantha then wishes the players “sweet dreams” and
If Morgantha’s request for parley is denied, the coven fights exits the attic, leaving the players alone in the darkness
to the death. guarded by the six dretches. See Escaping the Windmill
below.
I7d. Escape From Old Bonegrinder Answering Morgantha. If the player instead confesses to
If the hags knock the players unconscious, the players plotting to kill Morgantha and steal her heartstone, she
awaken 1d4 + 4 hours after their defeat in O4. Domed Attic,. strokes the player’s cheek softly and says, “Such brave
They have been gagged and bound using ragged strips torn children you are.” She clicks her tongue, shakes her head
from bed sheets and dirty clothing, which have the statistics sadly, and says, “And look where that gets you. If you wanted
of hempen rope. The two strongest members of the party to borrow my heartstone, all you needed to do was ask.”
have been infected with cackle fever and poisoned with pale Morgantha is willing to bargain with the players by freeing
tincture, respectively. them and lending them the use of her heartstone. She asks
While the players’ legs are bound, they are restrained. the ungagged player which among them is qualified to speak
While the players’ hands are bound, they move at half speed, for the rest of the group. Morgantha then re-gags the first
have disadvantage on weapon attacks, and can’t use somatic player, ungags the chosen player, and sweetly invites that
components for spells. player to join her on the ground floor below for a more in-
The players find that they are also surrounded and guarded depth and civilized discussion. She offers to unbind that
by six dretches, which Morgantha has summoned from the player’s legs (though not their hands) as a sign of good faith,
barrel of ichor in O1. Ground Floor (p. 126). Their weapons, but warns them that any attempts to escape shall cause their
magic items, arcane or druidic focii, holy symbols, and armor friends to suffer gruesome punishments.
have been confiscated and placed in the empty crate in O3. If the player agrees to Morgantha’s terms, she unties the
Bedroom (p. 127). bindings around their legs (though not their hands) and
instructs them to descend the ladder and stairs to the ground
1. Morgantha’s Interrogation floor. Bella and Offalia are waiting to meet the player in O3.
As soon as the players awaken, Morgantha mounts the ladder Bedroom (p. 127), and roughly guide them down the stairs
to the attic and leers over them, still wearing her humanoid before sitting them down on the toad-filled trunk in O1.
disguise. She chooses a player, seemingly at random (though Ground Floor (p. 126). See Morgantha's Request below.
making sure to choose the player infected with cackle fever),
and removes their gag, though not their binds.

183
Regardless of the player's answer, Morgantha then
2. Morgantha’s Request provides the player with a pair of scissors and asks them to
If a player agrees to bargain with Morgantha for her complete the second part of their deal: to willingly provide a
heartstone and the players' escape, Morgantha follows them lock of hair, nail clipping, or other small body part, and to
into the ground floor kitchen. Upon entering the room, the convince their friends to do the same.
player can immediately see that the fire in the oven has If the players fulfill this part of the deal, Morgantha
reduced to embers, casting a dim, crimson glow on a lumpy, distributes the body parts among three glass vials, with each
man-shaped form wrapped in a burlap sack within. Quiet, vial carrying a piece of each player’s contribution. A hag
pleading grunts occasionally escape the figure in the oven. wearing such a vial is under the effects of a permanent
(The figure is actually the remaining three dretches stacked sanctuary spell against any creature whose body parts are
upon one another’s shoulders, and have strict orders from contained within it.
Morgantha to remain in the oven and occasionally make Morgantha distributes the vials to herself and her
panicked grunts.) daughters, and then directs Bella and Offalia to release the
Morgantha thanks the player for their willingness to players and lead them down to the kitchen.
bargain, and praises them for their friends’ clear faith in
them. Morgantha is glad to lend the players her heartstone
for a period of three days. However, because the players have A Twinge of Conscience
broken her trust by attempting to murder her and her
daughters, the players must first bargain for their freedom. If the player refuses to complete Morgantha’s task,
To win their freedom, the chosen player must immediately intentionally delays the process, or attempts to
perform a small task for Morgantha. (Once they’ve done so, flee, the coven attacks. As the player falls into
Morgantha is glad to discuss the terms of any loan of her unconsciousness, Morgantha strokes their hair and
heartstone.) Additionally, as collateral to ensure that the whispers, “A pity. I’d thought of you as stronger
players do not raise their hands against Morgantha or her stock. We’ll have to try again tomorrow.” The
player later awakens back in the attic with the
daughters again, each of the players must willingly provide others. Proceed to Escaping the Windmill below.
each of the three hags with a lock of hair, a nail clipping, or
another part of their body. (Morgantha doesn’t reveal it to the
players, but she plans to use these body parts to create a trio
of protective amulets for the hags to wear. A hag wearing The Bargain. If the player completes Morgantha’s request
such an amulet is under the effects of a permanent sanctuary and successfully delivers the body parts she needs to craft
spell against any creature whose body parts are contained her protective amulets, she is willing to lend them her
within the amulet.) hearthstone for a period of three days in exchange for a
The First Task. If the player asks about Morgantha’s promise to undertake a particular task. The players must
“small task” or indicates an interest in accepting the deal, deliver a soul leech—a Tiny fiend resembling a leech with
Morgantha stands beside the figure in the oven and gently ghost-white, translucent flesh and purple-blue veins, and
strokes its “cheek.” “This is Franz,” she says sweetly. “Franz which Morgantha has imprisoned in a corked glass vial—to
has been a very bad man.” She turns to the player and rolls a the office of Strahd’s chamberlain, Rahadin. Upon arriving in
bundle of kindling in her left hand as she picks up a flickering Rahadin’s office, the players must uncork the vial and allow
candle with her right. “Franz needs someone to punish him the leech to attach itself to the underside of his desk, where it
for his bad decisions. Will you do that for him?” She extends will render itself invisible and virtually undetectable.
the kindling toward the player and smiles cheerfully as, The players can convince Morgantha to reveal her plans for
behind her, the figure in the oven begins grunting more the leech with a DC 10 Charisma (Persuasion) check: When
loudly. Rahadin returns, the leech will secretly attach itself to his
To complete Morgantha’s task, the player must light the flesh, ensuring that—when Rahadin eventually dies—his evil
kindling on fire, place it in the oven, and pile the fire high soul will be ensnared and entrapped in Morgantha’s soul bag,
with additional logs of wood, thereby burning “Franz” alive. where it will be transformed into a soul larva that Morgantha
As the oven grows hotter and the damp sack slowly catches can use for nefarious purposes.
fire, “Franz’s” grunts grow faster and more desperate, the Morgantha can tell the players that Rahadin’s office is
figure wriggling until it finally falls still. The entire process located in the cellar of Castle Ravenloft, not far from the
takes a little less than five minutes once begun. kitchens. However, Morgantha won’t share where she
If the player agrees to complete Morgantha’s task, Bella obtained her information. (Her source is, of course, the
unties the binding around the player’s hands and directs mongrelfolk Cyrus Belview, the unwitting bearer of the
them to begin. As the player works, Morgantha praises them, coven’s hag eye.)
saying, “Everything becomes as it should. The hero, bringing As a form of insurance to ensure the players’ compliance,
justice to the villain.” Throughout the process, Bella and Morgantha takes their dreams as collateral once they accept
Offalia giggle and clap their hands, encouraging the player to her offer, bottling them up in a glass vial that she wears on a
work faster and faster. cord around her neck.
The Second Task. When "Franz" finally dies, Morgantha Morgantha warns the players that, if they fail to complete
claps the player on the shoulder and says, "Well done. How her task within fourteen days—or if they betray her—she will
did it feel, dearie, to bring justice to a man like that?" immediately devour their dreams, preventing them from
gaining the benefits of a long rest forever. (Morgantha can
devour the players’ dreams as an action while the vial is in
her possession.)
184
If the players complete Morgantha's task within the allotted
time, however, she will release their dreams and allow them If the Players Escape
to return to their owners. In either case, the players can take If Bella or Offalia find that the players and children
long rests normally until the fourteen days have elapsed. have successfully escaped Old Bonegrinder, the
two hags split up to search the woods around the
3. Escaping the Windmill windmill, desperate to avoid Morgantha’s wrath
If Morgantha abandons the players in the windmill attic, they when she learns that her playthings have been lost.
are approached shortly thereafter by Lady Wachter’s imp, If attacked, however, Bella and Offalia immediately
Majesto, in his invisible spider form. Majesto whispers the withdraw into the Ethereal Plane and return to the
following information to the players: windmill to await their mother’s instructions.
That night, and each night thereafter, the three
The creatures guarding the players are dretches—dull- hags scry the players’ current location, using hair
witted, repulsive demons with an ability to exude a fetid clippings taken from one of the players while they
cloud of disgusting green gas when disturbed, which will were unconscious in the attic.
surely alert the hags if triggered. However, the only Whenever the coven successfully scries the
language they speak is Abyssal, and their sense of hearing players’ location, the hags proceed to use their
is quite poor, allowing the players and Majesto to scheme nightmare haunting features on three separate
without the dretches noticing. (Majesto, a devil, finds the players. As they do, the hags whisper through the
dretches disgusting and unpleasantly uncivilized.) nightmares that the players can end their torment
Lady Wachter, her cultists, and (if he wasn’t captured) by returning Fyodor and Myrtle to the windmill. (If
Victor are hidden in a grove a short ways away from the the players do so, the hags honor their word and
windmill. They’re glad to help the players escape if cease haunting the party thereafter.)
possible, though Lady Wachter isn’t confident in their
ability to face the hags in open combat.
While he’s here, Majesto is glad to serve as a distraction or By using magic capable of curing diseases, such as a
helping hand, whichever the players require. (Majesto is paladin’s lay on hands or a deva’s healing touch.
quite selfish, however, and will refuse any course of action
that might lead to his death—despite Lady Wachter’s The players can identify these remedies, as well as the
ability to resummon him—unless the players remind him symptoms of cackle fever, with a successful DC 15 Wisdom
of their mission to save Stella Wachter and succeed on a (Medicine) check or by asking Lady Wachter for a diagnosis.
DC 15 Charisma (Persuasion) check.) Though the players cannot find healing magic capable of
curing cackle fever in Vallaki, Lady Wachter, Urwin Martikov,
Every twenty minutes, two of the six dretches guarding the Danika Dorakova, and Father Lucian Petrovich can all
players return to the barrel of ichor and dissolve, whereupon inform them that the Abbot of the Abbey of Saint Markovia in
Morgantha knocks on the barrel, summoning them anew, and Krezk is said to be a masterful healer—perhaps even capable
sends them back to guard the players. (This “recycling” of curing their disease by magical means.
process takes approximately five minutes each time.) If the players choose to travel to Krezk, they will need to
Shortly after dusk, Morgantha vanishes from the windmill, first gain passage through its gates. See Arc J: The Walls of
entering the Ethereal Plane to torment Franz in the Barovian Krezk for more information regarding the players’ journey to
refugee camp. Bella and Offalia remain in O3. Bedroom to Krezk and the means by which they can gain entry into the
guard Myrtle and Fyodor, taunting them with tales of their village.
imminent and terrible deaths to pass the time.
Unlike their mother, Bella and Offalia are easily distracted. I8. The Ritual
They can be lured to O2. Bone Mill (p. 127) or O4. Domed Once the players have obtained a heartstone, they will need a
Attic (p. 127) with a successful DC 13 Charisma
(Performance) check and any reasonably relevant means location at which to perform the etherealness and restoration
(e.g., a minor illusion spell). If rescued, Fyodor and Myrtle rituals, which must take place on the night of the full moon.
have no particular knowledge of Ireena or Ismark, and wish Victor informs the players that he will need access to a
only to be returned to their father, Franz. leyline—a font of natural magic—in order to fuel the
If the players do not escape and rescue Myrtle and Fyodor etherealness ritual. If she is present, Lady Wachter informs
by midnight, Morgantha returns soon thereafter and uses her the players that the cellar of Wachterhaus was built atop one
lair actions to put the children to sleep. Bella and Offalia then such leyline, and offers its use for the ritual. Otherwise, Victor
slit the children’s throats, skin them, and grind their bones sheepishly informs the players that he has identified a leyline
between the millstones in O2. Bone Mill. As they do, the that runs through Vallaki—and that he believes it to lie
vanes of the windmill turn, whipping through the chill night somewhere beneath Wachterhaus.
air of the hilltop as the hags perform their gruesome work. If present, Lady Wachter leads the players and Victor to
N4t. Cult Headquarters (p. 114), setting her cult fanatics to
4. Finding a Cure guard the cellar entrances. Otherwise, the players must gain
As noted in Cackle Fever (Dungeon Master’s Guide, p. 257), access to the Wachterhaus cellar themselves, whereupon
the disease of cackle fever can be cured in one of two ways: Victor leads them to N4t. Cult Headquarters to enact the
ritual. (See D1b. Infiltrating the Estate above for more
By making successful Constitution saving throws each information about sneaking into Wachterhaus.)
night until the saving throw DC for the disease drops to 0.

185
The inside of the chamber is largely as described in N4t.
Cult Headquarters. However, modify the descriptive text to He begins to chant under his breath—slowly, at first, then
read as follows: slowly rising in volume and speed. At the center of the circle,
the hag's heartstone seems to hum with a subsonic energy
Flickering candles in iron holders fill this room with light and that you feel rather than hear.
shadows. This room has a ten-foot-high ceiling and a large Suddenly, you feel it—a deep shudder of the world beneath
black pentagram inscribed on the stone floor. At each point of your feet, as if the stone floor had momentarily rippled like
the pentagram rests a wooden chair. quicksilver. A thin, white light, mottled with black, inky
Thousands of gouges and scratches line the stone walls shadow begins to shine forth from the cracks between the
around the circle, many stained with faded blood centuries cobblestones, pulsing as if beating in time to a deep, distant
old. The far wall of the chamber bears a three-foot tall carving heart.
of a dagger with a curved hilt, with the phrase In Silence, The heartstone trembles, then snaps to a perfect, unnatural
Death carved in twelve-inch letters immediately below it. As angle, perfectly perpendicular to the ground below. Its
you take in the scratches along the walls and ceiling, you obsidian sheen is replaced by a spectral luminescence that
notice that most form a particular word, endlessly repeated in flickers in rhythm with the words of the ritual. Victor's voice
the ancient stonework: Traitor. grows louder, stronger, ringing clearly through the air as the
world seems to quiet around him, the air bending closer as if
Leo Dilisnya used his vampiric claws to carve these words to listen.
and images into the stone. The phrase “In Silence, Death” is The heartstone begins to lift into the air, its surface flashing
the motto of the Ba’al Verzi, the secret assassins’ guild to with a brilliant pearlescence. Even as it does, however, mist
which Leo belonged. roils at the corners of the room, inaudible whispers echoing
Lady Wachter can inform the players that, when she was a
child, her parents warned her of a monster that dwelled in the from its wispy depths. The room begins to quake, the
cellar: a terrible creature of ancient hungers and hatreds that brightness beneath the stone floor flickering between shadow
longed to be set free. When she inherited the estate following and light.
her family’s deaths and descended to the basement, however, Suddenly, a dark shadow flashes across the walls—a wispy,
Lady Wachter found the room to be empty, with no evidence humanoid shape. It is tall, gaunt, and hooded, its limbs
of any creature but the scratches on the walls. unnaturally long as it reaches its dark claws out toward the
Lady Wachter has been unable to remove the scratches
and carvings, despite her best efforts. Though she has no circle. Sweat beads across Victor's forehead and his voice
great love for the chamber, she has confirmed that the quavers, nearly slipping. But he continues to read, his left hand
carvings and stones conceal no magic or hostile creatures, a blur of motion and light as the ritual reaches a crescendoing
and has found it to be a useful and indispensably secure peak.
location. Victor's voice cuts through the air, uttering a final,
triumphant syllable. The clawed shadow vanishes—just as the
I8a. The Etherealness Ritual
If Lady Wachter is not with the players, Victor expresses arcane power in the air surges.
surprise at the presence of the pentagram, noting with some The next moment is not so much a step as a lurch, a
awe that he could easily repurpose it for the purposes of the sensation like being jerked forward by your navel. Your vision
etherealness ritual. If Lady Wachter is with the players, she warps as if you've plunged underwater, and you can feel your
offers the pentagram for use in the ritual, which Victor gladly form shifting and rising into the air, like drifting in a dream.
accepts.
Victor then places the heartstone at the center of the And then—the disorientation ends, and the world settles
pentagram and directs the players to stand just inside the back into place. The chamber around you remains, but now it
edge of the pentagram circle. If Lady Wachter is with the seems ethereal, faded, and near-translucent. The air around
players, she rolls up her sleeves and enters the circle with you feels thinner, almost intangible, and clouds of silver-gray
them. If challenged, she gives the players a cool, steely look mist hang like veils in every direction.
and says, “Of course I’m coming to get my little girl.”
When the players are ready to begin, Victor retrieves his The players have arrived in the Ethereal Plane.
copy of Ethereal Entities from a pocket in his cloak, using his
mage hand spell to hold it open before him. Read: Neither Victor nor Lady Wachter know what the dark
shadow was, though Victor can confirm that it appeared to be
attempting to interfere with the ritual somehow. There’s no
Victor stands just inside the edge of the runic circle, his head
sign of it now, however.
bowed as he reads aloud from the old tome that floats before
him. Though his right hand shakes and trembles, his left is I8b. The Restoration Ritual
steady and precise as he draws delicate patterns through the After a few moments have passed, the players hear a
musty air, leaving spiraling trails of pale white light in his
teenaged girl's voice behind them, joyous and triumphant as
finger's wake.
it exclaims, "Victor!"

186
The spectral silhouette grows in brightness and definition until
Welcome to the Ethereal Plane it assumes a more solidified shape: the ethereal form of a
While the players are in the Ethereal Plane, the ghostly young man. He appears to be no more than fourteen,
following rules govern their vision and movement: his form shimmering with a warm, inviting light that seems to
All solid objects in the Material Plane, such as soften the gray monotone of his surroundings.
furniture and walls, have a translucent, semi- He wears short pants, a loose shirt, and a vest, though his
intangible reflection in the Ethereal Plane. body becomes wisps of curling fog not far below his knees.
Moving the object in the Ethereal Plane moves His eyes glitter with mirth, and an elfin smile plays across his
the object in the Material Plane as well.
face as his unkempt hair drifts lazily amidst the gloom. When
Walls and other solid objects reflected in the
Ethereal Plane provide light obscurement and he speaks, his voice is cheery and light, and his fingers twitch
half-cover to creatures behind them. A creature with excitement. “Stella! You brought your friends!”
in the Ethereal Plane can move through those
reflections as if they were difficult terrain, but
take 5 (1d10) force damage if it ends its turn
Erasmus greets the players and Victor warmly, and Stella
inside an object.
introduces him using his full name as he stands beside her.
A creature in the Ethereal Plane gains a fly
Victor greets Erasmus somewhat stiffly, and a DC 10
(hover) speed equal to its normal speed. Wisdom (Insight) check reveals that he is slightly jealous of
the younger ghost. (Though Victor has no romantic interest
in Stella, he has had few friends throughout his life, and fears
The voice belongs to the specter of the sixteen-year-old Stella losing his only friend to the cheerier, sunnier Erasmus.)
Wachter, who floats down to the players from ten feet above Erasmus can share the following information, either at the
the ground. Stella appears largely as she does in life, though players’ request or of his own volition:
her body is translucent and her legs below the knees have Erasmus has been helping Stella navigate and remain
begun to fade into mist. hidden within the Ethereal Plane since shortly after she
The following sequence then unfolds, unless the players arrived. She’s proven a quick study, though Erasmus is
intervene: wary of her slow disappearance into the Deep Ethereal,
Stella attempts to throw her arms around Victor for a hug and agrees that the players need to get her out of the
—but fails, her arms passing through his body. “Oh,” Stella Ethereal Plane and back to her body sooner than later.
says, sadly. Victor’s eyes widen, and he begins rummaging The lost spirits of the Ethereal Plane are more active than
through his cloak. “You're losing your tangibility faster usual, and seem to have realized that something important
than I thought,” he says. “We need to get you back to your is happening. Most of these spirits have lost much of their
body as quickly as possible.” He retrieves a piece of chalk minds and memories, so the players will need to be wary
and begins drawing a modified teleportation circle on the of them.
ground. Erasmus wasn’t the shadow that the players saw during
If she is present, Lady Wachter approaches Stella as well. the etherealness ritual, nor does he know what cast it.
“Mother?” Stella says, uncertainly. “Is that really you?” However, it matches the description of the gallows
Lady Wachter nods, her face pale, but as hard as stone. speaker that attacked Stella when she first arrived in the
“We’re going to get you out of here, Stella. I promise it.” Ethereal Plane.
While Victor continues his preparations, Stella’s spirit If asked, Erasmus can confirm that his father is Dr.
floats over to the players. She thanks them for all of their Rudolph van Richten, whom he followed into Barovia to
help, and for supporting Victor in a difficult time. “He gets watch and protect. (Erasmus is, however, understandably
so determined sometimes,” she says quietly, watching him uncomfortable reminiscing upon the full story of his death. If
work. “I was so scared that he would hurt himself in his asked how he came to be a ghost, his smile turns sad, and he
efforts to help me. Thank you for being there for him.” briskly attempts to change the subject.)
Erasmus can also teach the players how to move in the
1. The Ghost of Erasmus van Richten Ethereal Plane. (See Welcome to the Ethereal Plane
Just as Victor is completing his modified teleportation circle, above.)
the ghost of Erasmus van Richten (using the statistics of a When the conversation with Erasmus concludes, Victor
poltergeist without its invisibility feature) appears to the directs Stella to stand in the center of the circle. As he takes
players. Read: up a position beside her, Victor informs the players that, once
it begins, the ritual will take 10 minutes to complete.
A soft, boyish laugher echoes through the ethereal fog. A faint, During that time, Eramus adds, the circle’s magic will blaze
spectral light flickers into being beyond the gray mists, like a beacon, attracting wayward spirits that might seek to
coalescing into a slender, humanoid shadow.
take Stella’s place and return to life by inhabiting her soulless
body.
As such, Erasmus asks the players and (if present) Lady
If one of the players moves to attack, Erasmus shouts, “Wait! Wachter to aid him in guarding Stella’s soul until the ritual is
I don’t mean to hurt you!” In either case, continue to read the complete.
following:

187
2. The Wayward Souls
One minute after Victor begins reading the ritual’s
incantation from his spellbook, five specters appear from the
clouds of mist that surround the players in the Ethereal
Plane. The specters drift through the air toward Stella,
reaching out to seize her as they whisper the following
phrases in haunted, rasping tones:
“The scent of life. It smells so sweet . . .”
“The veil flickers. It’s so close . . .”
“Please. Please. Please . . .”
Victor’s panicked eyes flash toward the players, and Stella
draws in toward herself, fear evident upon her face. Erasmus
and Lady Wachter (if present) attack the specters as soon as
they draw within 15 feet of Stella’s spirit, urging the players
to join them.
3. The Ghost of Leo Dilisnya
At the end of the first round of combat with the specters, any
surviving specters flee. The ghost of Leo Dilisnya—in the
form of a gallows speaker (Van Richten’s Guide to Ravenloft,
p. 234) appears a few moments thereafter. Read:
A chill wind rushes in, carrying with it an unmistakable pallor
of death and despair. A low, rattling breath rumbles through
the air, and, mere feet before you, a figure begins to coalesce
in the air above, its form writhing and shifting from the The gallows speaker is an agglomeration of Leo Dilisnya’s
ethereal mist. spirit with the spirits of the dozens of castle guards that
It is a being of bone and tattered robes, its face a skull that Strahd slaughtered on the day of Sergei’s wedding.
betrays neither emotion nor mercy. Dark, vacant eye sockets The gallows speaker shares freely that it intends to kill
stare out into nothingness, its skeletal, claw-tipped hands Stella’s spirit, followed by Lady Wachter. Once it has done so,
it intends to cross over into the Material Plane, where it will
flexing as it glides silently through the air—the same clawed
kill Lady Wachter’s sons, Nikolai and Karl.
hands, you realize, as the dark shadow that appeared as you If the players obstruct the gallows speaker, it attempts to
entered the Ethereal Plane. persuade them to stand aside, providing the following
As it moves, its long, flowing cloak billows around it, information in support of its argument:
revealing humanoid visages woven into the fabric itself. Each
In life, it was Leo Dilisnya, a guard of Castle Ravenloft.
face in this tapestry bears an ever-shifting expression of pain, When Strahd killed his brother, Sergei, and pursued
sorrow, fear, regret, anger, or despair, their dark mouths Sergei’s bride, Tatyana, through the castle gardens, it was
whispering a mournful, maddening cacophony. Leo who gave the order for the guards to kill Strahd to
From the clouds of mist bob five wispy balls of light, defend Tatyana and avenge Sergei’s death.
flickering with soft golden glows as they flank the cloaked
When Strahd became a vampire, he slaughtered his castle
guards in a bloody and gruesome massacre. Lady Lovina
figure two to a side, with the final wisp hovering above the
Wachter née Dilisnya, Leo’s sister and a faithful devotee of
figure’s head. Faint and distant whispers ride on a cold and Strahd von Zarovich, directed her bodyguards to assist
hungry wind beside them, belying the evident warmth Strahd in the bloodshed.
promised by their small, lamp-light forms. Leo himself barely escaped, and hid himself away in the
Between them, the ghostly figure's skeletal jaw opens, its deserted Abbey of Saint Markovia on a spur of Mount
Baratok. However, Strahd and Lovina eventually found
hollow eye sockets a dark, unending void. When it speaks, its
him—and when they did, they turned him into a vampire
hateful voice reverberates through the Ethereal Plane, the spawn and sealed him in a lightless stone vault beneath
sound cutting through the mists like the grinding of bone Wachterhaus.
against bone. They left him there to starve for four hundred years,
"I am Leo Dilisnya," the figure rasps. "And we have come for slowly growing mad as the bloodthirst destroyed his mind
the blood that is owed." It reaches out one skeletal hand—a
and his hatred sharpened and burned. (“Do you have any
idea what that’s like?” the gallows speaker snarls, the
single clawed finger pointing directly at Stella Wachter. faces within its cloak moaning with a chorus of mournful
wails. “Feeling your sanity slip away, year by year, as the
hunger within you twists and grows, never to be sated?”)

188
More than thirty years ago, Leo finally died, his spirit When reduced to 0 hit points, the gallows speaker taunts
arising as a ghost that reunited with the tormented spirits the players with its dying breath, rasping: “When I failed to
of the castle guards, forming a gallows speaker. As he kill him, Zarovich took my cursed blade from me. Perhaps I
lurked unseen among Wachterhaus, he came to learn that shall still have my satisfaction when he uses it to carve your
he had been granted the release of death on the same hearts from your chests!” It then lurches forward, skeletal
night that Fiona Wachter—then a teenager—had fled her claws grasping for Stella’s throat—and dissipates into mist,
family estate, destroying an enchanted ruby gemstone that the maddened whispers of the many spirits within his cloak
Strahd had given Lovina’s family as security should Leo fading into silence.
ever escape.
Not long after his death, Leo killed the Wachters that 4. Return to the Material Plane
remained at Wachterhaus, but was unable to finish the job As the teleportation ritual draws to a close, ethereal beads of
when Fiona Wachter sealed him out. Now, however, Leo light emerge around Stella’s ghostly form, clinging to her
seeks to “rip out the poisoned Wachter family tree, root dress and hair and flickering like fireflies. The following
and branch,” and finally “see justice done.” sequence then unfolds unless the players intervene:
A player who makes a successful DC 15 Wisdom (Insight) Erasmus drifts toward the edge of the teleportation circle.
check discerns that the gallows speaker’s words are a half- “Are you ready?” he asks quietly. Stella nods shyly,
truth at best. If challenged, it reveals the truth: replying, “I think so. A bit afraid.”
In life, Leo was an assassin of the Ba’al Verzi who Erasmus smiles sadly. “Don’t be,” he says. “Victor and
betrayed his order’s vows when he sought to kill Strahd in your friends will take good care of you. And even if you
vengeance for the death of his brother, Reinhold, who can’t see or hear me, I’ll never be far away.”
Strahd knowingly sent to die to win a battle against the Stella hiccups, tears glittering at the corners of her eyes.
Order of the Silver Dragon. “Thank you,” she says, reaching out a hand. “For
On the morning of Sergei’s wedding, Leo climbed to the everything.” Erasmus swallows, and reaches out toward
window of Strahd’s royal chambers, carrying with him a her hand in turn. “Stella,” he says, beaming through tears.
cursed Ba’al Verzi dagger that prevented its victims from “It was my honor.” For a brief instant, their fingers touch—
being resurrected. and then the beads of light around Stella burst into
When Lovina Wachter’s bodyguards engaged the castle radiant brilliance. She vanishes, leaving Erasmus
guards to defend Strahd, it was Leo who gave the order to touching nothing more than empty air.
have the Wachters themselves killed, furious that his sister After a moment, Erasmus wipes his eyes on his spectral
had elected to “betray” him and Reinhold’s memory. sleeve and turns to bid the players farewell. If the players
If the players refuse to allow the gallows speaker to kill the attempt to comfort him, he insists that he is fine. “I’m happy
Wachters, it vows to tear them apart while Stella and Lady for her,” he says softly. “She’s getting a second chance. Not
Wachter watch. It then attacks with its Speaker of the everyone gets that.” If she is present, Lady Wachter affixes
Gallows form. Lady Wachter leaps to the players’ aid, Erasmus with a long, unreadable look, before her gaze
snarling with defiance. abruptly softens, a flicker of warmth in her eyes.
Erasmus van Richten. In battle, Erasmus fights by hurling Lady Wachter then hovers a hand over Erasmus’s shoulder
furniture at the gallows speaker from range through the use and says, “Thank you for protecting my daughter. House
of his telekinetic thrust feature. Wachter owes you an unforgettable debt. Should you ever be
in the presence of Wachterhaus, know that you will always be
Lady Fiona Wachter. Lady Wachter begins by casting welcome there.” Erasmus smiles and thanks her.
spirit guardians (radiant damage), which takes the form of Victor then asks the players if they are ready to depart for
thirteen swirling fog-like entities that attack with misty the Material Plane. Before they leave, however, Erasmus
tendrils. On subsequent turns, she casts blindness/deafness offers them the following warnings:
or uses her divine eminence feature as she pursues the
gallows speaker with her mace. Strange giant spiders pass in and out of the Ethereal
In battle, Lady Wachter also gains the following reaction: Plane amidst the ruins of the town to the southwest of
Vallaki. If the players ever travel there, they should be
Sentinel of the Veil. As a reaction when another creature careful. (Victor recognizes these as phase spiders,
she can see within 30 feet suffers a critical hit, Lady described further in Ethereal Entities.)
Wachter can turn that hit into a normal hit. Strahd von Zarovich occasionally visits the Ethereal Plane
The Gallows Speaker. Throughout the fight, the gallows astride a demonic horse with a charcoal-black coat and a
speaker taunts Lady Wachter, rhapsodizing at length about burning, fiery mane. (Victor recognizes this as a
the agonies that it will visit upon her and her family. However, nightmare, described further in Ethereal Entities.)
it never attacks either Lady Wachter, Stella, or Victor, When the players have bid their farewells, Victor turns to
preferring to focus its attention upon the players who have Erasmus and gives him a grateful, knowing nod, which
defied it. Consumed by hatred and rage, the gallows speaker Erasmus returns. Victor then speaks a single syllable, and
never retreats, nor does it reposition except to pursue its the Ethereal Plane vanishes in a flare of white light.
current target.

189
Speaker of the Gallows Foretelling Touch. Melee Spell Attack: +8 to hit, reach 5
ft., one creature. Hit: 11 (2d10) + 4 psychic damage,
Medium undead, neutral evil
and the target must roll a d4 and subtract the number
rolled from the next attack roll or saving throw it makes
Armor Class 13 (natural armor) before the start of the gallows speaker's next turn.
Hit Points 126 (28d8)
Speed 0 ft., fly 30 ft. (hover) Will-o'-Wisp. Ranged Spell Attack: +8 to hit, range 30
ft., one creature. Hit: 13 (3d8) necrotic damage.
Deathly Visions. The gallows speaker forces a creature
STR DEX CON INT WIS CHA that it can see within 30 feet to make a DC 16 Wisdom
8 (-1) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 18 (+4) saving throw, flooding its mind with terrifying images
of its own violent death. On a failure, that creature is
paralyzed until the start of the gallows speaker’s next
Saving Throws Dex +7, Wis +5, Cha +8
turn.
Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing Bonus Actions
from nonmagical attacks
Damage Immunities necrotic, poison Lash of Souls. Ethereal chains lash out around the
Condition Immunities charmed, exhaustion, frightened, gallows speaker, forcing up to two creatures that the
grappled, paralyzed, petrified, poisoned, prone, gallows speaker can see within 5 feet to succeed on a
restrained DC 16 Strength saving throw or take 9 (2d8) necrotic
Senses truesight 60 ft., passive Perception 15 damage and be restrained until the start of the gallows
Languages Abyssal, Common speaker’s next turn. A creature that succeeds on the
Challenge CR 11 saving throw takes half damage and isn’t restrained.
Proficiency Bonus. +4
Wisplight Flare. The gallows speaker directs one of its
wisps to a point it can see within 30 feet, where it
Legendary Resistance (1/day). If the gallows speaker fails flares with golden light. Each creature within 5 feet of
a saving throw, it can choose to succeed instead. that point must succeed on a DC 16 Constitution
Divination Senses. The gallows speaker can see 60 feet saving throw or take 14 (4d6) radiant damage and be
into the Ethereal Plane when it is on the Material Plane blinded until the start of the gallows speaker's next
and vice versa. turn. A creature that succeeds on the saving throw
takes half damage and isn't blinded.
Incorporeal Movement. The gallows speaker can move
through other creatures and objects as if they were Reactions
difficult terrain. It takes 5 (1d10) force damage if it
The gallows speaker can take up to three reactions per
ends its turn inside an object.
round, though no more than one per turn.
Wrath of the Traitor. If the gallows speaker is reduced to
0 hit points, the golden wisps around it wink out, Death's Revelation. In response to taking damage from a
revealing five daggers with wavy blades and lacquered creature within range, the gallows speaker attacks that
hilts colored red, black, and gold. All of the gallows creature with its foretelling touch or will-o'-wisp.
speaker's current effects end, and its statistics are Ghostly Step. In response to taking damage, the gallows
instantly replaced by those of the Ba’al Verzi Avenger. Its speaker teleports up to 15 feet away. It can then
initiative remains the same. immediately force each creature within 5 feet of its
new location to make a DC 16 Wisdom saving throw or
Actions be frightened until the end of its next turn.
Multiattack. The gallows speaker makes two attacks.

190
Ba’al Verzi Avenger Grasp of the Grave. Melee Weapon Attack: +8 to hit,
reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage
Medium undead, neutral evil
and the target is grappled until the gallows speaker
loses its concentration (as if concentrating on a spell)
Armor Class 13 (natural armor) or until the target uses its action to break free (escape
Hit Points 126 (28d8) DC 16). Until this grapple ends, the target is restrained
Speed 0 ft., fly 30 ft. (hover) and takes an additional 9 (2d8) necrotic damage at the
start of each of its turns, and the gallows speaker can't
use grasp of the grave on another target.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 18 (+4) Bonus Action
Shrieking Souls. A shroud of moaning spirits whirls in a
Saving Throws Dex +7, Wis +5, Cha +8 5-foot-radius sphere around the gallows speaker. Each
Skills Perception +5 creature in that area must make a DC 16 Constitution
Damage Resistances bludgeoning, piercing, and slashing saving throw or take 9 (2d8) necrotic damage and be
from nonmagical attacks dazed until the start of the gallows speaker’s next turn.
Damage Immunities necrotic, poison (A dazed creature can move or take one action on its
Condition Immunities charmed, exhaustion, frightened, turn, not both. It also can’t take a bonus action or a
grappled, paralyzed, petrified, poisoned, prone, reaction.)
restrained
Senses truesight 60 ft., passive Perception 15 Wail of the Forsaken (Recharge 5-6). The spirits within
Languages Abyssal, Common the gallows speaker’s cloak let out a maddened,
Challenge CR 11 burbling cry. Each creature within 60 feet must make a
Proficiency Bonus. +4 DC 16 Wisdom saving throw or be frightened until the
start of the gallows speaker’s next turn.
Legendary Resistance (1/day). If the gallows speaker fails Reactions
a saving throw, it can choose to succeed instead.
The gallows speakercan take up to three reactions per
Divination Senses. The gallows speaker can see 60 feet round, though no more than one per turn.
into the Ethereal Plane when it is on the Material Plane
and vice versa. Ghastly Foresight. In response to being targeted by an
attack or a spell that requires a saving throw, the
Incorporeal Movement. The gallows speaker can move gallows speaker imposes disadvantage on the attack
through other creatures and objects as if they were roll or grants itself advantage on the saving throw. After
difficult terrain. It takes 5 (1d10) force damage if it the roll is made, the gallows speaker can immediately
ends its turn inside an object. move up to half its speed without provoking
opportunity attacks.
Actions
Traitor's Noose. In response to being targeted by a
Multiattack. The gallows speaker makes two attacks.
melee attack, the gallows speaker manifests a spectral
Ba'al Verzi Dagger. Melee or Ranged Weapon Attack: +8 noose that hangs loosely around the attacker's neck,
to hit, reach 5 ft. or range 30 feet, one creature. Hit: 7 forcing them to make a DC 16 Wisdom saving throw.
(1d6 + 4) piercing damage and the target must make a On a failure, the attacker is filled with a brief and
DC 16 Wisdom saving throw, taking 14 (4d6) necrotic blinding rage toward another creature of the gallows
damage and becoming cursed until the start of the speaker’s choice, and must instead immediately use its
gallows speaker’s next turn on a failure, and taking half reaction, if available, to move up its speed toward that
the necrotic damage on a success. While cursed in this creature and make the same melee attack against that
way, a creature moves at half speed and can't regain hit creature instead. The noose then disappears.
points, and the gallows speaker has advantage on attack Haunting Echoes. In response to taking damage from a
rolls made against it. creature, the gallows speaker forces that creature to
make a DC 16 Wisdom saving throw. On a failure, that
creature takes 10 (4d4) psychic damage and has
disadvantage on the next attack roll or ability check it
makes before the start of its next turn.

191
The players then find themselves returned to the cult
headquarters beneath Wachterhaus. Victor immediately Spirit Mirror
moves for the exit to the cellar, frantically calling Stella’s Wondrous item, rare (requires attunement)
name as he climbs toward N4r. Cellar Entrance. (p. 114) In addition to its current plane, this ornate
and passes through N4d. Storage Room (p. 112) and N4c. bronze mirror also reflects the corresponding
Kitchen (p. 112). location in the Ethereal Plane out to a distance of
If the players follow, they can observe as Victor and Stella 60 feet.
meet each other at the foot of N4b. Staircase (p. 110). Victor Once per day while attuned, you can use an
throws his arms around Stella and the two kneel to the floor, action to cause it to either shrink to the size of a
sobbing with joy. The following sequence then unfolds, hand mirror or grow to the size of a full-length
assuming the players do not intervene: mirror.
“I’m so sorry,” Victor sobs, holding Stella tight. “I was so
afraid I’d lost you, and it was all my fault.”
Stella cries into Victor’s shoulder, hiccuping repeatedly as Design Notes: The Lost Soul
she clutches his sleeves. “It wasn’t your fault,” she says.
“You saved me.” The original module presents a number of interesting ideas
If present, Lady Wachter steps forward, obviously hesitant and set pieces—the hag coven at Old Bonegrinder, the dream
and unsure. Stella looks up toward her, releases her grip pastry addicts, Victor Vallakovich's teleportation circle, Stella
on Victor, and launches herself into her mother’s embrace. Wachter's strange illness, and the betrayal of Leo Dilisnya—
Lady Wachter stiffens, then relaxes, lifting an uncertain but ultimately fails to do anything interesting or meaningful
hand to gently stroke Stella’s hair. Stella swallows, her with them.
whole body trembling as she burrows her face into her In the original module, the players have few to no hooks
mother’s shoulder. “I’m sorry,” she sobs. “It was my fault— that lead them to take an interest in any of these elements,
please, don’t blame Victor.” Lady Wachter holds Stella and those that do present any hooks (e.g., Morgantha's
tight. “Hush,” she murmurs. “It’s all right. I’ve got you.” appearance in the village of Barovia) provide little narrative
When Lady Wachter finally releases her, Stella steps depth to actually explore.
forward toward the players—and stumbles, her foot nearly As such, this arc aims to comprehensively rework these
falling out from under her. Victor and Lady Wachter stray narrative elements into a more cohesive whole that still
swiftly move to catch her. “You’ve been out of your body for remains true to the intent and flavor of the original module.
too long,” Victor cautions her. “You need to get used to Victor Vallakovich, who most Curse of Strahd playgroups
having legs again.” inevitably befriend despite his ostensibly Evil alignment,
Stella nods, then looks around at the players, her eyes has been altered to be a far more sympathetic character.
shining with gratitude. “Thank you,” she says. “It was so Stella Wachter, whose illness inevitably confounds and
quiet in there—so cold. But because of you, I can feel amuses Curse of Strahd players, has been altered to
again. I can hear the world again. Thank you—from the provide a direct tie-in to the hags of Old Bonegrinder and
bottom of my heart, thank you.” the ghosts of the Ethereal Plane. (Ghosts in particular are
In gratitude for the players’ efforts, Lady Wachter grants an aspect of gothic horror that is sorely undeveloped in
them a lantern of revealing, as well as a standing invitation to the original module.)
seek her aid or counsel whenever they find themselves in The players now have a true opportunity to witness and
Vallaki, so long as their efforts do not risk harm to the town intervene in the suffering wrought by night hags upon
or its people. their victims, and to destroy their corruption once and for
The following morning, Victor also sends the players the all.
following message with the sending spell: “Come to my Finally, the players now have a chance to learn about the
home. I have a gift for you.” Upon their arrival, he presents dark history of Leo Dilisnya, enhancing the themes
them with the spirit mirror from his workroom, as well as the developed in the Tome of Strahd, foreshadowing Strahd's
Tome of Strahd if he previously promised it to them. use of Leo's Ba'al Verzi dagger to seal the leeches
Milestone. Restoring Stella’s soul to her body completes a corrupting the Fanes of Barovia, and providing emotional
story milestone. If the players successfully rescue her from closure to Lady Wachter's character arc as it pertains to
the Ethereal Plane, award each player 1,750 XP. her deceased parents and brother.
This arc also serves to cement Lady Wachter's alliance
with the players, strengthening the themes of resonance and
unity that run throughout the adventure and providing a clear
narrative progression to their relationship in Arc G: Lady
Wachter's Wish.
Erasmus's Plea. Erasmus's visitation has been added to
provide a backup hook to this arc if the players miss or
decline it elsewhere. Erasmus's presence in this portion of
the adventure also serves to provide the players with
exposition regarding the gallows speaker hunting Stella's
soul, and to continue developing the tragedy of the Van
Richten family that began in Arc F: The Missing Vistana.
192
Burgomaster's Mansion. The spirit mirror has been added Stella's Discovery. The blueprint of the windmill has been
as a means of explaining Victor's communication with Stella, added to provide the players with the ability to locate the
and as an eventual reward for the players upon restoring coven's contract and therefore learn the hags' true names for
Stella's soul. the binding ritual.
The gallows speaker's attack on Stella has been added to The binding circle around Wachterhaus has been added to
explicitly introduce Leo Dilisnya as an antagonist for this arc foreshadow the threat of Leo Dilisnya's spirit, and to clearly
(even if his identity is currently unknown to the players). signal to the players that Lady Wachter is a powerful ally in
Stella's fading tether has been added to provide a clear their effort to save Stella's soul.
countdown for this arc's dramatic question, with her fading The leyline beneath Wachterhaus has been placed there to
memories and strange visions serving to foreshadow the ensure that the players carry out the etherealness ritual
existence of reincarnation in Barovia (a key narrative element within Leo Dilisnya's former prison—Lady Wachter's cult
in Ireena's character arc, explored further in Arc X: Tatyana's headquarters—which is otherwise a foreboding and
Legacy). uncomfortable location.
Victor's teleportation circle is now a functional one to (1) Wachterhaus's Protective Circle. Leo's assassination
make clear to the players that magical escape from Barovia is attempt has been added to provide Strahd with an inciting
not possible, and (2) to ensure that the players view Victor as incident that spurred the latter to take note of his own
a competent mage, rather than an incompetent one. mortality, thereby driving him to accept the Dark Powers'
The etherealness ritual has been added to provide the pact on the day of Sergei's wedding.
players with a reason to investigate the night hags of Old Leo's imprisonment beneath Wachterhaus—an artifact of
Bonegrinder. older editions of Ravenloft—and his subsequent haunting of
The night of the full moon has been intentionally placed on the estate have been added in order to convey the depths of
the night of the players' sixth full day in Barovia in order to Strahd's cruelty, to create a clear antagonist opposing Stella's
provide the players with sufficient time to complete other rescue, and to create an inciting incident that drove Lady
quests in Act II (and therefore reach 5th level) before doing Wachter to depart Baba Lysaga's tutelage and return to
battle with hags of Old Bonegrinder and the gallows speaker Vallaki.
of Leo Dilisnya—two exceptionally powerful foes. Lady Wachter's rejection of Frederich Wachter's request
The Refugee Camp. Franz and his children have been for aid serves to create a "loose end" in her history, providing
added to provide the players with an emotional reason to her with a need for emotional closure and a guilt-fueled need
dislike the night hag coven, to confirm that Morgantha is a for vengeance against Leo Dilisnya's spirit.
night hag, to provide an additional complication in the Wachterhaus. Lady Wachter's doubt regarding Stella's fate
players' efforts to defeat or bargain with the coven, to add is one of two narrative elements added to ensure that the
additional stakes to the coven's defeat, and to provide the protective barrier around Wachterhaus is dropped before the
players with a means of identifying the location of the coven's finale, therefore allowing the spirit of Leo Dilisnya to attack
contract (and therefore learn the hags' true names in order to the players during the arc's climax. (The other narrative
bind them). element is the leyline beneath Wachterhaus, which requires
Matrons of Malevolence. The excerpted chapter on night the barrier to be lowered in order for Stella to participate in
hags in Mordenkainen's book, Ethereal Entities: Denizens of the ritual to restore her soul.)
the Unseen Plane has been written to inform the players that Lady Wachter's reliance upon the members of her cult for
(1) night hags are vulnerable to silver and resistant to magic the binding ritual has been added to introduce the cult to the
and nonmagical weapon damage, (2) night hags are players, and to discourage the players from attempting any
particularly cunning, yet arrogant creatures, (3) night hags such binding rituals on their own in the future (e.g., in an
are willing to make bargains and can be trusted to uphold effort to incapacitate Strahd or his nightmare, Beucephalus).
their end of a deal, (4) night hags can instantly and easily The Old Svalich Road. The druid random encounter has
escape into the Ethereal Plane through the use of their been added to introduce the Forest Folk faction prior to their
heartstones, (5) night hags can cast dispel magic once per official presence in Arc K: The Missing Gem, and to further
day when in a coven, and (6) a night hag coven's contract foreshadow Lady Wachter's relationships with Baba Lysaga
contains their true names, and they therefore guard it and Leo Dilisnya.
carefully. Bargainin With the Hags. This brief alternative path is
Victor's Plan. Victor has been given the sending spell in offered for parties that may wish to use a diplomatic solution
place of the remove curse spell in order to preserve the instead of a hostile one, notwithstanding the hags' predation
dramatic tension of the curse of lycanthropy (and thereby of Franz and his children. The soul leech has been added to
encourage afflicted players to seek out wolfsbane in Krezk in provide the players with an additional impetus to raid Castle
order to secure Van Richten's calming elixir, as described in Ravenloft in Arc T: Ravenloft Heist and to foster a closer
Arc F: The Missing Vistana). interest in Rahadin, Strahd's chamberlain.
This guide intentionally has Victor give the players a choice This guide intentionally foregoes alternative bargains that
between killing and bargaining with the hags. The binding the hags might seek to make, such as directing the players to
circle has been added to provide the players with the means sell dream pastries or kidnap children for them. These
of killing the coven (rather than allowing them to escape into alternative bargains fail for multiple reasons:
the Ethereal Plane once threatened).
1. There is no satisfying narrative end to such a "corruption"
arc short of killing the hags themselves (the very outcome
that the players were trying to avoid),

193
2. The hags have no way of enforcing such a bargain, The coven's Nightmare Three phase has been added to
3. While such moral dilemmas may make for great media, build upon the Rules-As-Written coven's polymorph spell,
few players are willing (let alone eager) to play a child- raising the stakes and enhancing the hags' monstrous
trafficking/drug-dealing TTRPG, and natures in the climax of the encounter.
4. The players are undertaking such tasks under duress (i.e., The coven's statblock, like other solo boss statblocks in this
to save Stella), and are therefore not truly "choosing" to guide, has been revised to include additional bonus actions
fall into corruption to the hags' satisfaction. and reactions in order to promote a dynamic and tactical
The Megaliths. The Mountain Fane has been placed by combat experience for the Dungeon Master and players. Most
Old Bonegrinder due to its proximity to the eastern Balinok abilities have been modified to ensure a balanced, winnable,
Mountains (which form a clustered mountain range around yet challenging encounter for the players.
Castle Ravenloft) and to Madam Eva's current residence at Morgantha's parley has been added to provide the players
Tser Pool (which provides the players with an easy means of with a final dilemma: to spare the hags and allow them to
obtaining the third enchanted winery gemstone from her tent continue their evil ways, or to accept Morgantha's information
in order to restore the Mountain Fane in Arc Y: Ladies of the and gain a potential advantage over Strahd. (Morgantha's
Fanes.) secrets have been carefully chosen to make the players feel
The vampiric mists have been added to discourage the that they have gained powerful, secret information, but to
players from lingering in this area, to create an additional ensure that the players cannot take any meaningful action on
barrier to the leech's demiplane, and to hint to the players the basis of that information until later on in the campaign.)
that this site is not all that it seems. Escape From Old Bonegrinder. Morgantha's demands
The onyx stone that conceals the leech's demiplane has have been added to provide the players with a feasible way of
been added to prevent the players from restoring the Fane bargaining for their freedom in a manner that retains the
until after they obtain Leo Dilisnya's cursed dagger in Arc U: weight of the party's TPK. "Franz's" sacrifice has been added
The Amber Temple. to ask the players to cross their moral boundaries (and
therefore promote intra-party character development) in a
Old Bonegrinder. The coven's dispel magic lair action way that intentionally foregos any real stakes (therefore
(and Victor's counterspell response) have been added to allowing players to learn and grow from their sins rather than
ensure that the players fight the hags from close range, rather feeling beholden to them).
than spamming fireball spells from a long distance. The hags' threat to kill the children and feed them to the
The true name requirement of Lady Wachter's binding players in the morning as dream pastries has been added to
ritual has been added to provide the players with an create a clear "ticking clock" that incentivizes the players to
additional task to complete before the coven can be defeated, promptly escape.
thereby requiring the players to "earn" the right to use Lady The Ritual. The carvings on the walls of the cult
Wachter's spellcasting expertise (and thereby preserving headquarters have been added to foreshadow Leo Dilisnya's
player agency). The coven's contract has been added to imprisonment, and to introduce the image of the Ba'al Verzi
provide the players with a feasible means of acquiring the dagger to the players prior to its recoery in Arc U: The
hags' true names. Amber Temple and its use in***Arc Y: Ladies of the Fanes.***
The charm of mass heroism has been added to provide the The ghost of Erasmus van Richten has been added to this
players with an additional boost in a difficult, saving throw- encounter to provide additional support in the players' battle
heavy boss fight. against the gallows speaker (a powerful foe), to connect this
Freek has been renamed to Fyodor remove the negative storyline to Dr. Rudolph van Richten's involvement in Arc F:
connotations associated with the name "Freek." The Missing Vistana, and to advance the players' connection
Morgantha's use of the Laughter and Mother's Milk potions with the tragedy of the Van Richten family.
(which also exist in the original module) has been added to The attack by the specters has been added to partially
prevent the players from easily escaping their bonds or deplete the players' resources prior to the battle with the
fighting their way free should they TPK to the coven. The gallows speaker, to indicate the risk to Stella's soul should
cackle fever disease also intensifies the weight of the party's the players fail, and to make the gallows speaker more
TPK, ensuring that the players do not soon forget the impressive when it subsequently appears.
consequences of failure should they escape. Leo Dilisnya's "argument" persuading the players to stand
The coven's separate night hag statblocks have been aside is intended to reveal the history of the Wachter and
replaced with a single, unified two-phase coven statblock to Dilisnya clans to the players, revealing significant portions of
remove the risk of a "death spiral"—either for the players Lady Wachter's history, setting clear stakes for the ensuing
(due to the hags' lightning bolt spam) or for the hags (because combat, and indicating the depths of Strahd's tyranny and
a single night hag is trivially easy to kill with focus-fire, cruelty. (This conversation also reveals the nature of the
thereby destroying the coven). daggers of the Ba'al Verzi, which the players will later
The coven's spell list has been replaced to minimize the encounter in Arc U: The Amber Temple.)
"swinginess" of save-or-suck spells and to ensure that the Return to the Material Plane. Erasmus's warnings
players' health is being slowly whittled down with every regarding the phase spiders of Berez and Strahd's
attack, ensuring that the players feel constantly threatened. nightmare steed have been added to provide the players with
The coven has also been given multiple additional viable an additional reward upon completing this arc.
damage-dealing options in order to ensure that the hags have
an actual means of bringing the encounter to a close once
they've succesfully debuffed the players or otherwise
manipulated the battlefield.
194
Arc J: The Walls of Krezk
In this arc, the players seek entry to the village of Krezk
before defeating the druids occupying the Wizard of Wines
winery, either to obtain a cure for cackle fever from the
Abbot, to pick wolfsbane from the shores of the blessed pool,
or to seek out their foretold ally against Strahd.
However, the village of Krezk is suspicious of outsiders,
and won't allow the players to enter unless they first perform
a task for their burgomaster, Baron Dmitri Krezkov.
The players must travel to the ruins of Berez between
Krezk and Vallaki, and there persuade the witch Baba Lysaga
to scry the location of Baron Krezkov's son, Ilya, who
vanished from Krezk in the wake of a recent werewolf attack.
However, Baba Lysaga is a mad and fickle witch, and her
methods of magic are twisted and dark. Can the players
convince her to fulfill Baron Krezkov’s request, and so win
them entry to the village of Krezk?
J1. The Road to Krezk
The journey from the town of Vallaki to the Village of Krezk
is six-and-one-quarter miles long and takes two hours.
As the players cross the bridge over the Luna River, read
the following:
The path narrows, flanked by dense, towering trees. Up ahead,
you can see an old wooden bridge come into view, its age-
worn planks spanning the rushing river below. As you
approach, you can see the dark river tumbling over the smooth
stones of the riverbed, bordered on either side by gnarled
bushes and trees.
As you step onto the bridge, your boots echo against the
old, damp wood. To the north, you can see the river meander
upstream around the tree line before vanishing around a curve.
To the south, the river winds like a ribbon between its banks,
then gradually vanishes into mist.

The Luna River Crossroads are as described in P. Luna


River Crossroads (p. 40). However, do not check for a
random encounter when the players reach this area.
As the players pass it, the path to Argynvostholt is largely
as described in Approaching the Mansion (p. 130). Read:
A dirt path branches off from the Old Svalich Road here,
winding its way south up a craggy mountain spur. The earth of
the path is hard-packed, its color a pallid gray-brown
reminiscent of cold ashes. The trees on either side stand silent
and stoic, their leaves a faded green. As the path winds
upward, it's eventually replaced by the deep shadows of the
mountain's forested incline, vanishing into the gloom of the
woods beyond.

Just before the players reach the Raven River Crossroads,


they come across the path to Lake Baratok and Chapter 11:
Van Richten’s Tower (p. 167), not far from the path that
leads to Chapter 9: Tsolenka Pass (p. 157). Read:

195
As the players depart, the revenant warns them that the
An old hunting trail cuts away from the Old Svalich Road here,
werewolf pack of Mount Baratok has expanded its territory—
winding north between old, gnarled trees before vanishing and its ferocity—as of late, and advises them to be cautious as
into the underbrush. A hundred yards beyond it, an alpine path they travel the roads.
splits from the main road to travel south toward the The road to Krezk is as described in S1. Road Junction (p.
mountains, rising in elevation until it disappears around a 143).
steep, tree-covered escarpment.
J2. The Gates of Krezk
The Raven River Crossroads are largely as described in R. The gates of Krezk are largely as described in S2. Gatehouse
Raven River Crossroads (p. 40). However, do not check for a (p. 145). If the players have already defeated the druids
random encounter when the players reach this area. occupying the Wizard of Wines in Arc K: The Missing Gem,
Additionally, add the following text to the end of the area Baron Krezkov recognizes them from the descriptions shared
description: by Adrian and Elvir Martikov and welcomes them gladly into
Krezk. Proceed to J9. The Village of Krezk below.
A figure clad in rusty armor stands alone on the bridge, Otherwise, rather than asking the players to secure a
wagonload of wine from the Wizard of Wines, Baron Krezkov
clutching a gleaming longsword in its pale hands.
asks the players to journey to the hut of the witch Baba
Lysaga in the ruins of Berez to the southeast. There, he tells
The figure is recognizably similar to the revenant standing them, they must beseech Baba Lysaga to perform a scrying
guard at Tser Falls. If approached, it hails the players and spell to discern the location and condition of a particular
asks after their destination. person.
If the players tell the revenant that they are traveling to If the players accept Baron Krezkov’s task, he provides
Krezk, it warns them that the burgomaster of Krezk, Baron them with a few strands of dark hair for Baba Lysaga to use
Dmitri Krezkov, has grown wary of the outside world, and in her scrying, as well as a large gold bracelet inset with
that few things have passed between Krezk’s gates in recent intricate carvings of wolves and ravens (worth 300 gp) as a
weeks. However, the revenant notes that the Krezkov line has gift to purchase her favor.
long been an honorable one, and that the players may be able If asked, Baron Krezkov confesses that the missing person
to find a way to persuade Baron Krezkov to lend them is his son, Ilya Krezkov, who disappeared several days ago. A
hospitality. successful DC 15 Wisdom (Insight) check reveals that he is
If the players tell the revenant that they are traveling to the not telling the entire truth, though he is unwilling to share
Abbey of Saint Markovia to seek a cure for their disease, it more.
rumbles, “You travel to a dark place, friends. But a being of
great age and power indeed dwells there, and may aid you—if J3. The Road to Berez
not offended.” The revenant is willing to share the following The journey from the village of Krezk to the Ruins of Berez
information if asked:
is eight-and-three-quarter miles long and takes three hours.
Years before Strahd von Zarovich arrived in the valley, To get to Berez, the players must first retrace their steps to
Saint Markovia, a cleric of the Morninglord, built the the Luna River Crossroads, then head south.
Abbey atop a spur of Mount Baratok as a sanctuary for
those fleeing from war and devastation. J3a. The Needle Blight Horde
When the Mists surrounded the valley, Saint Markovia Soon after the players depart the Raven River Crossroads,
condemned Strahd as a tyrant, and raised a small army to they cross paths with a horde of ten needle blights migrating
march upon Castle Ravenloft. Her revolt was put down, toward the Wizard of Wines winery. Read:
however, and Markovia lost her life in single combat with
Strahd. The fresh corpse of an enormous wolf, easily the size of an elk,
With Markovia’s death, the monks and nuns of the Abbey lies splayed across the center of the road. Its sides and face
withdrew in despair. Before long, paranoia and madness have been pierced with hundreds of needle-like thorns, and a
infiltrated their ranks, until none remained alive. Rumors
of cannibalism abounded for decades afterward, and most pool of blood has gathered beneath its well-muscled neck.
folk shunned the Abbey altogether. Suddenly, a flurry of black feathers erupts from the trees to
Just over a century ago, the Abbot arrived in the valley and the north, as a flock of ravens takes to the skies not a hundred
reopened the Abbey. The revenant isn’t sure of the Abbot’s yards from the edge of the road, their panicked cries echoing
true nature or intentions, but is confident that he is far in the chill air. From the thicket beneath them, you hear the
older—and far more powerful—than any of the knights of
the Order of the Silver Dragon. rhythmic and unmistakable sound of numerous, inhuman
footsteps, and can make out the outline of a horde of
If asked, the revenant can also provide directions to the shambling, thorned, shadows in the dim light. The figures,
mansion of Argynvostholt: The players must travel east which appear to be approaching a bend in the road a short
toward the Luna River Crossroads, taking the ash-gray trail
that splits south from the Old Svalich Road shortly before ways ahead of your position, don’t seem to have noticed you
arriving. yet—but their silhouettes grow closer with each passing
second.

196
The players can do battle with the blights, or they can hide in
the thickets to avoid the horde’s attention with a successful The dirt and grass soon turn to marsh as the ground dissolves
DC 10 group Dexterity (Stealth) check, as described in into spongy earth pockmarked with stands of tall reeds and
Group Checks (Player’s Handbook, p. 175). pools of stagnant water. A thick shroud of fog covers all,
though the fog is much thinner on the far side of the river,
J3b. The Luna River Path where a dark ring of standing stones stands amidst a copse of
As the players depart the Luna River Crossroads, read: gnarled trees covered in thick, bluish webs.
Before you, the trail splits to form two soggy paths that ring
Leaving the crossroads behind, you set a southern course
a central, swampy green. One path runs alongside the swollen
alongside the Luna River, whose waters reflect only the gray of
river, while the other curls inland.
the sky above as it winds its way through the valley.
Scattered throughout the marsh alongside the paths are old
Though the trees of the Svalich Wood close in oppressively
peasant cottages, their walls covered with black mildew and
on either side to start, it’s not long before the forest’s edge
their roofs mostly caved in. These decrepit dwellings seem to
pulls away from the river and road, revealing a tributary that
hunker down in the mire, as though they have long since given
spills into the river from the mountains. The Luna River here
up on escaping the thick mud. Everywhere you look, black
encircles a small, forlorn isle dotted with tall evergreen trees,
clouds of flies dart about, hungry for blood.
which stand like silent sentinels as the river flows around
Two old scarecrows lashed to wooden posts flank the trail
them.
here, their burlap faces seeming to leer into the mists behind
Not far from the road, upon a small peninsula that juts out
you.
into the river, stands a mossy stone slab standing just under
six feet in height. It rests on an old, cracked stone circle, and
The two scarecrows are as described in Marsh Scarecrows
seems to bear some kind of carving.
(p. 162). If the greater strix successfully alerted Baba Lysaga
to the players’ approach, add:
If the players choose to investigate the slab, they find that it
bears a carving of a spider over an engraved three-pointed A light flashes amid the fog beyond the scarecrows, a
star, the grooves lined with lichen and moss. (The slab is an woman’s silhouette emerging from the swirling mist.
ancient monument to the Weaver, and the three-pointed star
the symbol of the Ladies Three.) Otherwise, read:
The silhouette belongs to Wensencia, a shrill, mocking, and
Ahead, twin spurs of Mount Ghakis rise on either side of the
sharp-tongued Barovian witch from Vallaki who has been
studying under Baba Lysaga for the past three months.
road, enclosing it in a valley choked with fog. The mists hang
(Wensencia, like Baba Lysaga’s six other current students,
thick in the air here, muffling every sound and glimmer of light viewed Strahd’s revival as the coming of a dark messiah, and
as the road grows muddy and wet. sought out the swamp witch at the advice of Strahd’s
Soon, as the fog swallows up the road behind you, it pulls vampiric bride, Ludmilla Vilisevic.)
back like a curtain to reveal a tall gnarled tree, ancient in years Wensencia curtly informs the players that “Mother Lysaga”
and thrusting up through the mist like a hunched-over obelisk.
has summoned them to her cottage, and that they must
follow her if they wish to reach it safely. She asks no
Rusted metal cages hang from its dead limbs, and strands of
questions and answers none, except to tell the players that
old spiderwebs cling to its trunk like gossamer veils. none come to Berez except to seek “Mother Lysaga’s” favor,
An enormous bird crafted of burlap, wood, and animal skins and that Baba Lysaga alone will determine whether they may
sits atop the thickest branch, its gourd-shaped head peering at earn it.
you with coal-black eyes. With a low, grating shriek, it spreads
J4b. Baba Lysaga’s Hut
its wings and takes to the air, the mists swirling about its
Baba Lysaga’s Hut is as described in U3. Baba Lysaga’s Hut
creaking wings as it heads to the south. (p. 163). However, the sound of a soft lullaby can be heard
emanating from the hut’s open doorframe, muffled by the
The bird is a greater strix, and is leaving to alert Baba sound of the ravens’ squawks. Additionally, if the greater
Lysaga that outsiders are approaching the swamp. If strix warned Baba Lysaga of the players’ arrival, it is perched
attacked, it attempts to gain elevation until it escapes the atop the hut, silently watching the players as they approach.
players’ range. As a sentry and scout, it has no desire to do Upon arriving at the base of the stump on which the hut is
battle. perched, if Wensencia is present, she announces the players’
presence before turning to depart. (Note that, because the hut
J4. The Ruins of Berez is built atop an enormous stump, the players must climb the
roots of the stump to reach the hut’s entrance and front door.)
J4a. Approaching the Ruins If the players enter the hut, they find Baba Lysaga
The players’ approach of Berez is largely as described in humming a lullaby above the illusory child and crib.
Approaching the Ruins (p. 161). However, revise the Otherwise, the lullaby ends one minute after the players
descriptive text as follows: arrive; if Baba Lysaga was alerted to the players’ arrival by
the greater strix, she then emerges to greet them.
197
To earn the right to speak with her, Baba Lysaga ordains
that one of the players must first pluck a feather from one of
The Megaliths the ravens in the hanging cages and lay it in “Strahd’s” crib as
The megaliths beyond the Luna River demarcate an offering. (Baba Lysaga notes that ravens are said to be the
the boundaries of the Swamp Fane: the shrine to servants of prophecy, and that the fate of a royal child should
the Weaver of the Ladies Three. be exalted above all others. The feather, if plucked, falls
(The Swamp Fane is named as such because, through the illusory crib to the floor of the hut, but the mad
before the multiple invasions of the valley, this area Baba Lysaga pays it no mind.)
was originally a swamp. It was King Dostron who Once the players have made the requested offering, Baba
dammed up the tributary to the Luna River from Lysaga is glad to do business with them. She is willing to
Mount Ghakis to the northeast, thereby creating accept Baron Krezkov’s gold bracelet as the payment for a
arable land that his troops could farm—and Strahd single scrying spell. Should the players request it, she is also
who destroyed that dam using the powers of the willing to accept an item of similar value to cast scrying a
Fanes as Berez's punishment following Marina's
death.)
second time on a target of the players’ choice.
As the players approach the megaliths, read:
Upon accepting Baron Krezkov’s payment, Baba Lysaga
directs the players to travel to the goat pen beside U2. Ulrich
A circle of stout, smooth megaliths stands amidst Mansion (p. 162) and fetch a single live goat. (Baba Lysaga
thick mud at the center of a copse of gnarled needs the blood of the live goat to create a medium through
trees not far from the river's edge. The trees and which to perform her scrying ritual.) Though there is no gate
standing stones are choked with a thick shroud in the fence of the goat pen, she informs the players that they
of bluish-white webs, whose thick cords seem to can magically create one by speaking the passphrase: “Death
shimmer with an ethereal quality. to Ravenovia.”
The area within the stones is obscured by the
If asked about the strix, Lysaga gleefully explains that they
cover provided by the webs, which are described in are an artifact of her own creation—excellent for killing or
Webs (Dungeon Master's Guide, p. 105). If the capturing ravens, which she loathes.
players reach the center of the circle, they find that If asked about Lady Fiona Wachter, Lysaga’s mood
a five-foot-diameter stone of smooth, black onyx is plummets, and she darkly warns the players never to speak
half-buried at the center of the circle. The stone “that foolish girl’s” name again in her presence.
has no visible marks or symbols upon its surface,
and is impervious to all damage and attempts to J4c. The Scrying Spell
move it. The goat pen is largely as described in U2. Ulrich Mansion
The stone is the door to a secret demiplane that (p. 162). However, speaking the passphrase “Death to
contains the Boneshadow Husk, one of the three Ravenovia” while within 10 feet of the goat pen creates a gate
profane leeches that Strahd set to consume the in the wooden fence for one minute. The players can capture
energies of the Fanes. To open it, the players will a goat by knocking one unconscious, by restraining or leading
need to cut its surface with the cursed dagger of it with a rope, or by grappling it and pulling it directly to the
Leo Dilisnya, which they can obtain from the hut. If conscious, a captured goat struggles and bleats
sarcophagus of the Vampyr in the Amber Temple. pathetically while being led toward the hut.
See Arc U: The Amber Temple and Arc Y: The Ladies
of the Fanes for more information about Leo
Dilisnya’s dagger and the Swamp Fane.
One minute after the players enter the shroud of Baba Lysaga’s Cure
webs, their presence draws the attention of one If the players ask Baba Lysaga to cure their disease,
phase spider, which uses its ethereal jaunt to briefly she dismisses their request with a cackle, claiming
flicker into (then out of) the Material Plane. The that her price would be far too high for them to
following round, the first phase spider repeats the afford, and that they would not enjoy her remedy.
process, now joined by five additional phase She refuses to discuss the matter further, hinting
spiders, before all return to the Ethereal Plane. If only that “flesh must pay for the sanctity of flesh.”
the players remain within the webs, all of the
spiders attack the following round.
If the players successfully retrieve a goat for Baba Lysaga,
she retrieves a rusted, blood-stained dagger from her wicker
Baba Lysaga is tentatively willing to grant the players an cabinet and directs the players to orient the goat such that its
audience, assuming they have not yet battled the druids neck is above the bathtub. Read:
occupying the Wizard of Wines winery in Arc K: The
Missing Gem. (If the players have already done so, Baba With a swift and seemingly practiced ease, Baba Lysaga slits
Lysaga attacks them on sight.) However, if the players offend
Baba Lysaga—such as by asserting that the baby in the crib is the goat’s throat. A sudden, hush gush of blood spills into the
illusory and proceeding to argue about it, or by expressing tub, filling it with a deep, visceral red. The goat’s body tenses,
distaste for Strahd and refusing to apologize to the “baby”— then relaxes, its death mercifully quick as the hut fills with the
she orders them to leave her hut, attacking if they refuse. metallic tang of fresh blood.

198
Baba Lysaga then commands the players to dispose of the J6. The Village of Krezk
goat’s body in the grass outside of the hut. She warns them
that they must not speak a word while she is within the grasp If the players return successfully to Krezk with information
of the spell, lest they disturb her focus. She then begins to obtained from Baba Lysaga’s scrying spell and share it with
cast the scrying spell. Read: Baron Krezkov, he gratefully grants them entry into the
village.
WIth the dripping dagger clutched in one shriveled hand, Baba The village of Krezk is as described in S3. Village of
Lysaga begins to trace strange, arcane symbols across the Krezk (p. 145). Once the players are within the village walls,
surface of the goat’s blood with the other, her fingers leaving
Baron Krezkov is glad to share any or all of the information
provided in Krezk Lore (p. 146).
trails of eerie, shimmering magic.
If the players mention their interest in the Abbey of Saint
The light in the room dims as the shadows grow darker, the Markovia, Baron Krezkov warns them of the Abbey’s sordid
air stilled by an eerie silence broken only by the witch’s history, as well as the strange rumors surrounding the Abbot.
murmuring incantations. He is glad, however, to provide the players with directions if
Magic seeps from her fingertips, flowing like water into the requested.
tub of blood. Gradually, the crimson pool begins to ripple and
Milestone. Obtaining Baba Lysaga’s aid completes a story
milestone. When the players first gain safe passage through
churn, shimmering with silvery light—and then abruptly stills,
Krezk’s village gates, award each player 750 XP.
now as smooth and reflective as a mirror. Baba Lysaga leans
forward to peer into the pool, her eyes flickering with a gleam
of interest and cruelty.
Seeking the Abbot
“I see a boy,” she hisses, “adolescent, shaggy-haired, and
If the players have journeyed to Krezk to seek a
claw-scarred.” Her voice is a mixture of intrigue and mockery, cure for cackle fever or their foretold ally, they
and she licks her lips in obvious amusement. “They have must climb a switchback road up the spur of
collared him with silver, and chained him to a post. There he Mount Baratok, which is as described in S5.
sits, huddled and pathetic. His eyes, oh, they are hidden, Winding Road (p. 147). The road leads to S6. North
Gate (p. 147).
buried in his knees as he snivels and sobs.”
If the players awaken Otto and Zygfrek Belview
She frowns, as if concentrating, and her voice drops to a by opening the gate or noisily climbing over the
rasping whisper. “The post is in a cavern—a dismal chamber lit wall, the two mongrelfolk greet the players as
by flickering torchlight. There is another youth beside him— described in S6. North Gate (p. 147). If the players
accompany Otto and Zygfrek past S7. Graveyard (p.
pale-faced and chained to the wall. I see a statue of a woman,
148), through S10. Abbey Entrance, and into S12.
wolf-headed—an idol to Mother Night, adorned in garlands Courtyard (p. 150), the two Belviews ask them to
and surrounded by a bounty of treasure. Rotting corpses hang wait while they enter S13. Main Hall (p. 150) and
from the walls around her, and a she-wolf lies curled upon the inform the Abbot of the players’ arrival. One
floor at her feet. It bears the gift of Mother Night—I can smell
minute later, Otto and Zygfrek return and invite the
players inside to speak with the Abbot.
it.” The main hall of the Abbey is largely as
Lysaga’s fingers twitch—and the blood returns to its described in S13. Main Hall (p. 150). If the players
previous state, rippling faintly as the magic dissipates. seem friendly and ask for a cure for cackle fever,
the Abbot is glad to immediately use his healing
touch to cure their cackle fever. In exchange, he
If asked, Baba Lysaga can inform the players that the she-wolf asks them to promise to secure a bridal gown for
was a werewolf, and that Mother Night is—in addition to her his flesh golem Vasilka within the next three days. If
divine portfolio of trickery, death, and the occult—the patron the players agree to do so, they immediately begin
deity of lycanthropes. Arc O: Something Borrowed.
Baba Lysaga cannot tell the players, however, where the In gratitude for the players’ assistance, the Abbot
cavern is actually located, noting scornfully that the scrying also offers them a tour of the Abbey. He notes that
spell observes only a creature’s immediate surroundings. To it’s rare for the Abbey to have more than two sets
rescue the boy she saw, the players will need to find the cave of guests in such a short time, but suggests that
on their own. they might enjoy the company of the Abbey’s
other temporary occupant—a Vistani by the name
J5. Return to Krezk of Ezmerelda d’Avenir. If the players accept, the
Abbot leads them on a brief tour as described in
Upon their return to Krezk, the players experience the Lost Arc M: Strahd’s Enemy.
Battlefield (p. 166) event as they pass the point where the
Luna River splits.

199
Design Notes: The Walls of Krezk
This early, optional arc has been added to provide the players
with a means of entering the village of Krezk prior to
defeating the druids at the Wizard of Wines winery in Arc K:
The Missing Gem in Act III: The Devil's Hand—an event
that, coincidentally, simultaneously opens Krezk's gates and
solidifies Baba Lysaga's role as a personal foe to the party.
The Road to Krezk. The revenant at the bridge by the
Raven River Crossroads has been added to mirror the
revenant at Tser Falls in Arc C: Into the Valley, to remind
the players of their standing invitation to Argynvostholt
(which will be explored in Arc R: The Beacon of
Argynvostholt), to introduce the concept that the players may
need to undertake some quest in order to gain entry to
Krezk's walls, and to introduce additional lore regarding the
Abbot and Saint Markovia herself (both of which will play a
stronger role in Arc Q: St. Markovia's Plea).
The Gates of Krezk. Baron Krezkov's request has been
added to provide the players with an opportunity to explore
Berez and encounter Baba Lysaga in a peaceful context prior
to Arc W: Baba Lysaga's Revenge, and to introduce Ilya
Krezkov's fate prior to Arc O: The Den of Wolves.
The Road to Berez. The encounter with the needle blight
horde has been intentionally adapted from the original
module in order to provide an opportunity for a tense, but
ultimately harmless roadside encounter for parties afflicted
with cackle fever.
The greater strix has been placed as a sentry outside of
Berez to expressly connect its origins to Baba Lysaga herself.
The Ruins of Berez. Wensencia and the other Barovian
witches in Berez have been added to lend additional
character depth to Baba Lysaga and to provide additional
context to the coven of witches in Castle Ravenloft, whom the
players can encounter in Arc T: Ravenloft Heist. Wensencia
and her peers will appear again in Arc W: Baba Lysaga's
Revenge to pose additional complications to the players'
efforts to rescue the Martikovs from Baba Lysaga's wrath.
The use of the goat in Baba Lysaga's ritual has been added
to foreshadow the players' fate should they TPK to Baba
Lysaga and her creeping hut in or before Arc W: Baba
Lysaga's Revenge.

200
You’ve Reached the Edge of the Mists
You’ve reached the end of the current public
release of the Curse of Strahd: Reloaded guide.
To get a sneak peek at drafts for K: The Missing
Gem and Arc L: Dinner with the Devil, as well as
outlines and notes for Act IV: Into the West and the
remainder of the adventure, support the guide by
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201
Appendix: NPC Profiles
Relationships. Rose is Thorn Durst's older sister, Walter
Allies & Companions Durst's half-sibling, and the eldest child of Elisabeth and
Gustav Durst.
Ireena Kolyana
Roleplaying Information Thornboldt "Thorn" Durst
Resonance. Ireena should inspire flattery with her genuine Roleplaying Information
interest in the players' goals and interests, sympathy for her Resonance. Thorn should inspire sympathy for his
fear that Strahd's attack on Barovia was somehow her fault, shyness and fear, and endearment for his childlike joy.
endearment for her determination to continue moving Emotions. Thorn most often feels uncomfortable, joyous,
forward, and gratitude for her efforts to help the players anxious, or terrified.
succeed. Motivations. Thorn wants to keep close to Rose and find
Emotions. Ireena most often feels curious, thoughtful, toys to play with.
melancholy, guilty, stubborn, joyful, determined, and anxious. Inspirations. When playing Thorn, channel Neville
Motivations. Ireena wants to keep her fellow Barovians Longbottom (Harry Potter) and Piglet (Winnie the Pooh).
and Ismark safe, honor her parents' memory, learn new
stories, and one day explore distant lands. Character Information
Inspirations. When playing Ireena, channel Belle (Beauty Persona. To the world, Thorn is a frightened young boy
and the Beast), Elizabeth Swann (Pirates of the Caribbean), who clings to his sister. To those he trusts, Thorn is a quietly
Eowyn (Lord of the Rings), Hermione Granger (Harry Potter) observant and insightful child.
and Katniss Everdeen (The Hunger Games). Morale. In a fight, Thorn would cower and cry, pleading for
Rose to rescue him.
Character Information Relationships. Thorn is Rose Durst's younger brother,
Persona. To the world, Ireena is a compassionate, curious, Walter Durst's half-sibling, and the youngest child of
yet stubborn young noblewoman. To those she trusts, Ireena Elisabeth and Gustav Durst.
is an anxious, yet determined young woman who dreams of
freedom and adventure. Deep down, Ireena wonders whether Village of Barovia
giving herself up to Strahd would be the best way to protect
those she loves. Ismark Kolyanovich
Morale. In a fight, Ireena will always turn to words before Roleplaying Information
a sword. If necessary to defend herself, though, she'll draw Resonance. Ismark should inspire flattery with his
her rapier—reluctantly, if protecting herself, and defiantly, if genuine interest and empathy for the players, sympathy for
protecting another. his guilt and desperation, endearment for his anxiety to step
Relationships. Ireena is the (knowing) adopted sister of beyond his ancestor's shadow, and gratitude for his
Ismark Kolyanovich, the (unknowing) sister of Izek Strazni, friendliness and aid.
and the (unknowing) reincarnation of Tatyana Federovna. Emotions. Ismark most often feels concerned, guilty,
friendly, melancholy, defiant, hopeful, desperate, and grateful.
The Durst Family Motivations. Ismark wants to keep his village and Ireena
safe, keep his father's memory alive, and one day match his
Rosavalda "Rose" Durst ancestor's legacy.
Roleplaying Information Inspirations. When playing Ismark, channel Ned Stark
Resonance. Rose should inspire sympathy for her (Game of Thrones), Boromir (Lord of the Rings), and Trevor
insecurities and fears, endearment for her dedication to Belmont (Castlevania).
Thorn, and gratitude for her earnest efforts to aid the players.
Emotions. Rose most often feels apprehensive, curious, Character Information
defiant, or bold. Persona. To the world, Ismark is a courageous, reliable,
Motivations. Rose wants to keep Thorn safe and and compassionate leader. To those he trusts, Ismark is a
comforted, and to allow their spirits to finally find peace. self-doubting, struggling warrior desperate to keep his loved
Inspirations. When playing Rose, channel Eleven ones safe. Deep down, Ismark worries that he will never live
(Stranger Things), Matilda (Matilda), and Lucy Pevensie (The up to his ancestor's deeds—and fears that he has already
Chronicles of Narnia). irreparably failed.
Morale. In a fight, Ismark would first seek to mediate the
Character Information parties' conflict, but would gladly draw his sword—and even
Persona. To the world, Rose is Thorn's fiercest protector. fight to the death—if he believed that he was fighting for
To those she trusts, Rose is a lost, fearful, and traumatized something or someone worth protecting.
young girl. Relationships. Ismark is the adoptive brother of Ireena
Morale. In a fight, Rose would plead for peace, but flee Kolyana, and the great-grandson of Ismark Antonovich the
with Thorn if that proved impossible. Great.

202
Parriwimple Emotions. Doru most often feels grief, guilt, shame,
Roleplaying Information desperation, resignation, and hope.
Resonance Parriwimple should inspire sympathy for the Motivations. Doru wants to reconcile with his father and
loss of his parents, endearment for his childlike mannerisms ensure Gertruda's safety.
and optimistic perseverance, and flattery for his fascination Inspirations. When playing Doru, channel Theon Grejoy
with the players’ exotic weapons and clothes. (Game of Thrones), Zuko (Avatar: The Last Airbender), Jesse
Emotions. Parriwimple most often feels curiosity, hope, Pinkman (Breaking Bad), and Steve Harrington (Stranger
wonder, melancholy, and confusion. Things).
Motivations. Parriwimple wants to help his friends and Character Information.
neighbors, to take care of his Uncle Bildrath, and to honor his Persona. To the world, Doru is a monstrous, bloodthirsty
late parents’ memories. vampire spawn. To those he trusts, Doru is a broken, guilty
Inspirations. When playing Parriwimple, channel Lenny man who is desperate to avoid hurting those he loves.
Small (Of Mice and Men) and Forrest Gump (Forrest Gump). Morale. In a fight, Doru would ordinarily seek to flee to
Character Information avoid hurting anyone. However, if his father or Gertruda were
Persona. To the world, Parriwimple is a cheerful, simple- endangered, he would fight savagely to defend them.
minded young man. To those he trusts, Parriwimple is a Relationships. Doru is the son of Father Donavich, the
thoughtful, insightful, yet grieving orphan, desperate to move former best friend of Escher, and the betrothed of Gertruda.
past his parents’ deaths by proving useful to others.
Morale. In a fight, Parriwimple would hold up his hands Tser Pool
and plead for peace. If ignored, however, he would swiftly use Madam Eva
his strength to restrain any combatants—with righteous fury
if defending his uncle Bildrath. Roleplaying Information
Relationships. Parriwimple is an orphan and the nephew Resonance. Madam Eva should inspire discomfort with
of the general-store owner Bildrath Cantemir. her intimate knowledge of the players’ pasts, gratitude for her
dedication to the players’ journey, and reassurance with her
Father Donavich confident predictions.
Roleplaying Information Emotions. Madam Eva's most frequent emotions are
Resonance. Donavich should inspire sympathy for his amusement, solemnity, concern, and contemplation.
sorrow and fears, pity for his separation from the Motivations. Madam Eva wants to see the land of Barovia
Morninglord, endearment for his kindness and hospitality, healed and freed from Strahd's corruption.
and discomfort for his zealous condemnation of Doru’s Inspirations. When playing Madam Eva, channel The
undead nature. Ancient One (Doctor Strange) and the Fates (Hercules).
Emotions. In his current state, Donavich most often feels Character Information
grief, guilt, exhaustion, compassion, and obsession. If Persona. To the world, Madam Eva appears as a wise, yet
reconciled with Doru, he most often feels hope, relief, maddened crone who speaks in prophecies and riddles. To
gratitude, confusion, fear, and shame. those she trusts, she appears as a kind, yet frustratingly
Motivations. Father Donavich wants to free his son from opaque and stubborn old woman.
Strahd’s clutches—at any cost.
Inspirations. When playing Donavich, channel Eddard Morale. In a fight, Madam Eva would calmly insist that her
Stark (Game of Thrones), Walter White (Breaking Bad), and opponent cease their attacks, then—if her Vistani aides prove
Boromir (The Lord of the Rings). unable to stop her assailant—weaken them with the harm
spell before demanding their surrender.
Character Information Relationships. Madam Eva alone knows that she is an
Persona. To the world, Father Donavich is a grieving, yet avatar of the Seeker.
zealous father. To those he trusts, Donavich is a broken man
adrift in the world, lost and confused without guidance or
purpose.
Town of Vallaki
Morale. In a fight, Father Donavich would ordinarily fight The Blue Water Inn
to defend his people and church. In his current state,
however, he would immediately surrender, too wracked with Urwin Martikov
guilt to even defend his own life. Roleplaying Information
Relationships. Father Donavich is Doru’s father and the Resonance. Urwin should inspire amusement with his bad
priest of the Barovian church. puns and jokes, gratitude for his fatherly counsel and
support, and comfort from his compassion and sincerity.
Doru Emotions. Urwin most often feels amused, satisfied,
Roleplaying Information cheerful, thoughtful, concerned, and hopeful.
Resonance. Doru should inspire sympathy for his Motivations. Urwin wants to raise his children well, serve
struggles against his vampiric nature, mild discomfort with guests with hospitality and skill, and see the people of
his occasionally inhuman mannerisms, and endearment for Barovia freed from Strahd’s tyranny.
his clear dedication to his father and Gertruda.

203
Inspirations. When playing Urwin, channel Vander (Arcane), Inspirations. When planning Rictavio, channel Varrick
Greg Universe (Steven Universe), and Linda Belcher (Bob's (Avatar: The Legend of Korra) or a stereotypical carnival
Burgers). barker.
Character Information Character Information
Persona. To the world, Urwin is a kind fatherly figure, Persona. To the world, Rictavio appears as a flamboyant,
family man, and welcoming host with an ever-present twinkle irreverent, and occasionally narcissistic carnival ringmaster.
in his eye. To those he trusts, Urwin is a cunning spymaster Morale. In a fight, Rictavio would attempt to fast-talk his
and tactician with fierce hope for the future of Barovia. Deep way out of trouble, fleeing from battle if hostilities seem
down, Urwin fears for his sons’ futures in a realm ruled by unavoidable. (He might, however, step in to defend an
Strahd. innocent from harm at the hands of the supernatural—though
Morale. In a fight, Urwin would immediately attempt to doing his best to preserve his secret identity.)
defuse the situation, and attempt to flee if unsuccessful— Relationships. Rictavio is secretly Dr. Rudolph van
though not before escorting anyone else out of harm's way. Richten, the famed vampire hunter.
Relationships. Urwin is the father of Brom and Bray
Martikov and the husband of Danika Dorakova. He is also the The Burgomaster’s Mansion
exiled son of Davian Martikov, and the beloved older brother
of Adrian, Elvir, and Stefnia Martikov. In addition to co- Baron Vargas Vallakovich
owning the Blue Water Inn, Urwin is the spymaster of the Roleplaying Information
Keepers of the Feather. Resonance. Vargas should inspire frustration with his
obstinance, disgust for his narcissistic arrogance, and mild
Danika Dorakova amusement for his utter and ridiculous self-assurance.
Roleplaying Information Emotions. Vargas most often feels annoyed, offended,
Resonance. Danika should inspire amusement with her satisfied, outraged, impatient, or smug.
“straight-man,” good-natured banter with Urwin, gratitude for Motivations. Vargas wants to secure his power free from
her hospitality and motherly care, and comfort from her Strahd's influence and lead Vallaki to escape the Mists by
practical, down-to-earth nature and her fierce dedication to forcing everyone in the town to be happy.
her family, home, and guests. Inspirations. When playing Vargas, channel Lord
Emotions. Danika most often feels fond, satisfied, Farquaad (Shrek), Joffrey Baratheon (Game of Thrones), and
congenial, determined, defiant, and affectionate. Governor Ratcliffe (Pocahontas).
Motivations. Danika wants to keep her family safe, run a
successful business, and ensure that her children one day see Character Information
sunlight over Barovia. Persona. To the world, Vargas is an entitled, narcissistic,
Inspirations. When playing Danika, channel Tenzin blue-blooded noble with a bad temper, delusions of salvation,
(Avatar: The Legend of Korra), Bob Belcher (Bob's Burgers), and a love for praise and adoration.
and Garnet (Steven Universe). Morale. In a fight, Vargas would command his dogs, Claw
and Fang, as well as Izek Strazni and any present guards to
Character Information seize any who oppose him. If deprived of his defenders,
Persona. To the world, Danika is a practical, no-nonsense Vargas would either attempt to flee, or—if flight were
businesswoman with a heart of gold. To those she trusts, obstructed—grovel pathetically at the feet of his attacker,
Danika is a fierce mother with a deep dedication to the begging for mercy.
Martikov clan. Deep down, Danika is grimly prepared to Relationships. Vargas, the burgomaster of Vallaki, is the
defend those she loves—at any cost necessary. father of Victor Vallakovich, the husband of Baroness Lydia
Morale. In a fight, Danika would swiftly attempt to de- Petrovna, the brother-in-law of Father Lucian Petrovich, and
escalate, but would fight to the death to defend her family or the son of the late Baron Valentin Vallakovich. He is also the
her guests. employer and adoptive "father" of Izek Strazni, his captain of
Relationships. Danika is mother of Brom and Bray the guard and chief enforcer.
Martikov and the wife of Urwin Martikov. In addition to co-
owning the Blue Water Inn, Danika is a high-ranking member Izek Strazni
of the Keepers of the Feather. Roleplaying Information
Resonance. Izek should inspire disgust with his cruelty
Rictavio and indifference to human life, and discomfort with his
Roleplaying Information unnerving interest in Ireena Kolyana.
Resonance. Rictavio should inspire amusement for his Emotions. Izek most often feels irritated, enraged,
flamboyant dress, his ringmaster’s extravagance, and his impatient, sadistic, bored, and obsessed.
colorful manner of speech, which most often includes Motivations. Izek wants to serve the Baron faithfully—and,
referring to himself in the third person. far more importantly, find and possess the woman he's been
Emotions. To onlookers, Rictavio most often appears to dreaming of.
feel amused, delighted, or satisfied. Inspirations. When playing Izek, channel Ser Gregor
Motivations. Rictavio wants to maintain his reputation as Clegane (Game of Thrones), Fenrir Greyback (Harry Potter),
an amusing, though somewhat outrageous carnival and Kratos (God of War).
ringmaster.
204
Character Information Wachterhaus
Persona. To the world, Izek is a cruel and brutish enforcer
with a love for fire and blood. Lady Fiona Wachter
Morale. In a fight, Izek would gladly draw his silvered Roleplaying Information
battleaxe and fight to the death. Resonance. Lady Wachter should inspire wariness for her
Relationships. Izek is the adoptive "son" of Baron Vargas loyalty to Strahd, grudging respect for her streak of pragmatic
Vallakovich, the captain of Vallaki's town guard, a frequent rationality, endearment for her dedication to her children,
customer of the toymaker Gadof Blinsky, and (unbeknownst and pity for the tragedy of her family.
to either of them) the biological brother of Ireena Kolyana. Emotions. Lady Wachter most often feels concerned,
apprehensive, irate, melancholic, satisfied, thoughtful,
Victor Vallakovich determined, stern, or (with her children) compassionate and
Roleplaying Information loving.
Resonance. Victor should make the players feel annoyed Motivations. Lady Wachter wants to keep Vallaki—and
at his suspicion and condescension, sympathetic to his especially her children—safe from harm. To that end, she
anxiety, frustration, and desperation, and endeared to his hopes to see Baron Vargas Vallakovich removed from power
stubborn determination to see Stella healed. and to reassure Strahd von Zarovich that Vallaki is no danger
Emotions. Victor most often feels curious, frustrated, to his rule.
suspicious, excited, bored, anxious, desperate, or determined. Inspirations. When playing Lady Wachter, channel
Motivations. Victor wants to restore Stella’s soul to her Moiraine Damodred (The Wheel of Time), Olenna Tyrell
body and escape Barovia. (Game of Thrones), Minerva McGonagall (Harry Potter), and
Inspirations. When playing Victor, channel Jonathan Byers Lady Jessica (Dune).
(Stranger Things), Prince Zuko (Avatar: The Last Airbender),
Raven (Teen Titans), and Perrin Aybara (Wheel of Time). Character Information
Persona. To the world, Lady Wachter is a cold, cunning,
Character Information and cordial noblewoman. To those she trusts, Lady Wachter
Persona. To the world, Victor is a quiet, moody, and is a melancholic, wry, yet fiercely determined advocate for
isolated young man with an awkward manner and a total lack what she sees as the good of Vallaki. Only Lady Wachter
of social graces. To those he trusts, Victor is a devoted and herself appreciates the depth of love she feels for her children
compassionate friend, with a spark of brilliance and the —and her shattered sense of faith and hope.
stubbornness of a mule. Only Victor knows that he secretly Morale. In a fight, Lady Wachter would attempt to
fears losing Stella’s friendship—both due to the harm caused negotiate or flee, seeking any means necessary to quell
by his teleportation circle and due to the time she’s spent with hostilities, up to and including outright surrender. If
Erasmus van Richten in the Ethereal Plane. necessary to save her life or those of her children, however,
Morale. In a fight, Victor would attempt to flee, but would she would fight to the death with bitter ferocity.
resort to his most dangerous spells with wanton and Relationships. Lady Wachter is the widow of the deceased
amateurish abandon if cornered or if defending his friends or Nikolai Wachter I, and the mother of Nikolai Wachter II, Karl
family. Wachter, and Stella Wachter. She is the employer of the spy
Relationships. Victor is the only child of Baron Vargas Ernst Larnak, and an outspoken critic of Baron Vargas
Vallakovich and Baroness Lydia Petrovna. He is a close Vallakovich.
friend to Stella Wachter, and a friendly (though wary)
acquaintance to the ghost of Erasmus van Richten. Victor St. Andral’s Church
despises and fears Izek Strazni, who killed Victor’s childhood
cat, Miska, by kicking it across a room when it wandered into Father Lucian Petrovich
his path two years ago. (Victor has since reanimated Miska’s Roleplaying Information
skeleton through the use of his animate dead spell.) Resonance. Father Petrovich should inspire gratitude with
his hospitality, flattery with his willingness to listen and
Additionally, Victor has only one skeleton cat, which is the empathize, comfort with his warmth, serenity, and wisdom,
animated remains of his childhood cat, Miska. Victor’s and sympathy for his anxiety regarding the missing bones
teleportation circle is perfectly constructed, and Victor has and the safety of his congregation.
leaned the full-length mirror from N3p. Bridal Gown and Emotions. Father Petrovich’s most frequent emotions are
Spirit Mirror (p. 108) against the wall beside the rug. thoughtfulness, hopefulness, concern, and compassion.
The mirror is a spirit mirror, a magical item that reflects Motivations. Father Petrovich wants to keep Vallaki's
both the Material Plane and creatures in the Border Ethereal. spirits up, to keep the church a place of sanctuary and
Upon entering the room, a player who looks into the mirror comfort, and to raise Yeska as best as he can.
sees a flash of a young woman’s silhouette that swiftly Inspirations. When playing Father Petrovich, channel
vanishes—the spirit of Stella Wachter. Uncle Iroh (Avatar: The Last Airbender), Michael Carpenter
If the players have not already met Victor, he casts greater and Father Forthill (The Dresden Files), and Mr. Rogers (Mr.
invisibility as described in N3t. Victor’s Workroom (p. 109) Rogers' Neighborhood).
if alerted to their arrival, but clumsily knocks over a pile of
parchment as the players enter the room in his haste to hide.
A player who inspects the parchment sees that they are
covered with elaborate diagrams of teleportation circles.

205
Character Information Emotions. Blinsky most often feels cheerful, frightened,
Persona. To strangers, Father Petrovich is a serene, anxious, lonely, joyful, or melancholy.
humble, and compassionate priest who is always happy to Motivations. Blinsky wants to use his macabre toys to
share a word of praise or a few pearls of wisdom. To those he bring joy to Barovia’s children and to succeed Fritz von
trusts, Father Petrovich is a dedicated and stalwart defender Weerg as the greatest toymaker of history.
of his community, who nonetheless worries about his ability Inspirations. When playing Blinsky, channel Olaf (Frozen),
to keep his congregants safe. Deep down, Father Petrovich Rubeus Hagrid (Harry Potter), and Gepetto (Pinocchio),
harbors a twinge of doubt about the Morninglord's
providence and power, wondering if Strahd's awakening is a Character Information
test of Barovians' faith or a sign that the land is forsaken Persona. To the world, Gadof Blinsky is a cheerful
forever. toymaker with a love for the macabre. To those he trusts,
Morale. In a fight, Father Petrovich would prefer to Blinsky is a lonely and anxious man, fearful that his work will
dissuade his attackers, surrendering peacefully if necessary never be good enough to win his customers’ love.
to avoid unnecessary bloodshed. However, if an innocent life Morale. In a fight, Blinsky would plead for peace,
or the members of his congregation were threatened, he stumbling over himself and babbling for mercy while looking
would fight to the death with a prayer on his lips and peace in for an opportunity to flee.
his heart. Relationships. Blinsky owns Piccolo, a pet monkey that
Relationships. Father Petrovich is a mentor and father was given to him by Rictavio, the traveling ringmaster.
figure to the orphan and altar boy Yeska, the employer of the Blinsky also makes dolls resembling Ireena Kolyana for Izek
groundskeeper Milivoj, the brother of Baroness Lydia Strazni, and receives a humble stipend to craft decorations
Petrovna, and the distant descendant of Tasha Petrovna, an for Baron Vallakovich’s weekly festivals.
ancient cleric of the Morninglord whose remains are kept in
the catacombs of Castle Ravenloft. Vistani Encampment
Milivoj Luvash
Roleplaying Information Roleplaying Information
Resonance. Milivoj should inspire scorn with his gruff, Resonance. Luvash should make the players feel
cynical, and stubborn personality, sympathy for his frustration sympathetic to his grief, endeared to his dedication to his
at his parents' addiction to dream pastries, and endearment daughter, irritated with his stubbornness, and mildly
to him for his wholehearted dedication to provide for his uncomfortable with his hot temper.
siblings, no matter the cost to himself. Emotions. Luvash most often feels angered, melancholy,
Emotions. Milivoj's most frequent emotions are anxious, guilty, desperate, frustrated, joyful, content, amused,
annoyance, worry, frustration, boredom, bitterness, and or grateful.
cynicism, and (when with his siblings) compassion, mirth, Motivations. Luvash wants to ensure that his daughter,
and joy. Arabelle, is safe and loved, and that the families of the Vistani
Motivations. Milivoj wants to provide for himself and his encampment can thrive and prosper.
siblings. Inspirations. When playing Luvash, channel Boromir (The
Inspirations. When playing Milivoj, channel Katniss Lord of the Rings), Robert Baratheon (A Game of Thrones),
Everdeen (The Hunger Games), Arya Stark (Game of Bob Parr (The Incredibles), and Wolverine (X-Men).
Thrones), and Carl Fredericksen (Up). Character Information
Persona. To the world, Luvash is a gruff, stubborn brawler
Character Information with an impatient spirit and a heart of gold. To those he
Persona. To strangers, Milivoj is a quiet, gruff, and trusts, Luvash is a fiercely devoted father with a soft and
hardworking groundskeeper. To those he trusts, Milivoj is a gentle compassion—but near-overwhelmed by anxiety for the
loving and dedicated elder sibling, a frustrated and bitter son, safety of his daughter.
and a desperate and confused young man. Morale. In a fight, Luvash would draw his blade to protect
Morale. In a fight, Milivoj would brandish his shovel in an his people without a moment’s hesitation, but would swiftly
attempt to get his attacker to back down, but would quickly sheathe it if necessary to keep Arabelle safe.
surrender if seriously wounded. (If defending his siblings, Relationships. Luvash is the elder brother of Arrigal, one
however, Milivoj would fiercely and gladly fight to the death.) of Strahd’s spies. (Luvash doesn’t know that Arrigal is a spy
Relationships. Milivoj is employed by Father Lucian for Strahd.) Luvash is also the father of Arabelle, whose
Petrovich, secretly works for the coffin maker Henrik van der mother was one of Madam Eva’s descendants, and—along
Voort, and is the eldest of nine children belonging to Oleg and with Arrigal—one of the two leaders of the Vistani camp
Jarzinka, two dream pastry-addicted Vallakians. outside of Vallaki.
Town Square Arrigal
Gadof Blinsky Roleplaying Information
Roleplaying Information Resonance. Arrigal should make the players feel insulted
by his slight condescension, unnerved by his intense curiosity
Resonance. Blinsky should inspire amusement with his and veneer of cheerful courtesy, and—when they learn of it—
accent, attire, and morbid aesthetic, endearment for his both disgusted by and sympathetic to his decision to serve
loneliness and sincerity, and sympathy for his terror of Izek. Strahd.
206
Emotions. Arrigal most often feels curious, suspicious, Relationships. Kasimir is the leader of the dusk elf
frustrated, resentful, relaxed, or amused. encampment and the younger brother of the late Patrina
Motivations. Arrigal wants to protect his family and ensure Velikovna, a banshee who resides in the catacombs of Castle
a bright future for Barovia’s Vistani, free of the resentments Ravenloft. Kasimir is also the cousin of Rahadin, Strahd’s
of the small-minded Barovians—a goal which he intends to chamberlain, and the nephew of the late dusk elf prince,
accomplish by serving Strahd. Erevan Löwenhart. (Kasimir is not a direct blood relation of
Inspirations. When playing Arrigal, channel Loki (Thor), Erevan, who married Kasimir’s aunt, Lorelei.)
Littlefinger (A Game of Thrones), and Hannibal Lecter (The
Silence of the Lambs). Castle Ravenloft
Character Information Volenta Popofsky
Persona. To the world, Arrigal is Luvash’s enforcer and Roleplaying Information
adviser: a cautious, cheerful, and curious man who prefers to Resonance. Volenta should inspire revulsion with her
remain aloof from the troubles of others. To those he trusts, obsession with pain and gore, discomfort with her sadistic
Arrigal is a dedicated uncle, a fierce advocate for the Vistani, and psychotic personality, and a strange sort of flattery with
and a duelist with a slew of deadly skills. Only Arrigal knows her flirtatious—if eccentric—attitude.
that he serves Strahd von Zarovich faithfully as one of his Emotions. Volenta most often feels amused, curious,
spies—and that he would go to great lengths to serve the irritated, bored, fascinated, enraged, and gleeful.
vampire’s will in exchange for the prosperity of his family and Motivations. Volenta wants to impress Strahd and earn
people. her place as foremost among his brides, to satisfy her
Morale. In a fight, Arrigal would act with ruthless cunning, frequent sadistic urges, and to find novel ways to cause
retreating as necessary before striking from the shadows, suffering and pain through tinkering and innovation.
using deceit, manipulation, or dirty tricks to ensure an Inspirations. When playing Volenta, channel Jinx (Arcane),
advantage. Ty Lee (Avatar: The Last Airbender), and Harley Quinn
Relationships. Arrigal is Luvash’s younger brother and (Batman).
Arabelle’s uncle. He is also a spy for Strahd and makes
regular reports to Anastrasya, one of Strahd’s vampiric Character Information
brides.
Persona. To strangers, Volenta is a manic, impulsive, and
Kasimir Velikov trigger-happy sadist with a flair for invention and innovation.
Roleplaying Information Morale. In a fight, Volenta would gleefully relish the
Resonance. Kasimir should make the players feel grateful opportunity to test her custom-made weapons on hostile
for his competence and genuine interest in assisting them, subjects—and, when pushed far enough, to tear those
mildly insulted by his slight condescension, mildly suspicious subjects apart with her bare hands and teeth.
of his caginess, and sympathetic to his sorrow for the plight Relationships. Volenta is fanatically loyal to Strahd von
of his people. Zarovich, and views his other brides and consosrts—
Emotions. Kasimir most often feels curious, frustrated, especially Anastrasya, Ludmilla, and Escher—with deep
suspicious, excited, melancholy, nostalgic, somber, or resentment, jealousy, and suspicion.
regretful.
Motivations. Kasimir wants to ensure the safety of the
dusk elves and resurrect his sister, Patrina, once he’s freed
her of Strahd’s dark influence and seen Strahd destroyed.
Inspirations. When playing Kasimir, channel Stephen
Strange (Doctor Strange), Sherlock Holmes (Sherlock),
Spock (Star Trek), and the Twelfth Doctor (Doctor Who).
Character Information
Persona. To the world, Kasimir is a quiet and withdrawn
scholar, with a powerful curiosity and a fierce dedication to
his people. To those he trusts, Kasimir is a lost and broken
man, guilt-ridden for his role in Patrina’s death and resigned
to somber despair for the dusk elves’ future. Only Kasimir
knows the lengths to which he is willing to go to resurrect his
sister—and the price he is willing to pay.
Morale. In a fight, Kasimir would attempt to negotiate a
peace, but would not hesitate to unleash his most powerful
spells—or use his magic to escape—if a diplomatic solution
proved untenable.

207
If the player accepts, they gain a particular boon, as given
Appendix: Amber Shards in the Amber Corruption section below. The player also
suffers a particular condition, as given on the same table. The
Throughout the adventure, the players will have the condition is incurable without the aid of a greater restoration
opportunity to obtain one or more amber shards—fragments spell or similar magic.
of the amber sarcophagi that imprison the vestiges of the If the player asks the vestige about the condition, the
Amber Temple. vestige informs them that the condition is a byproduct of the
Though they don't carry the full essence of the vestiges, imperfect connection forged by the shards. It invites that
each amber shard bears a psychic link to the sarcophagus player to the Amber Temple to receive the vestige's full gift
from which it came. Through that link, a vestige can whisper and complete their transformation.
to the shard's holder, offering promises of power in exchange If the player declines the voice's offer, they can commune
for descent into corruption. with the vestige again at any subsequent time by repeating
Stage One the same process.
In this stage, the player is a mere possessor of the amber Amber Corruption
shard, likely unaware of the true power it offers.
The first time that the player is reduced to 0 hit points and Fekre, Queen of Poxes
knocked unconscious while possessing the shard, a dark
silhouette appears to them in a vision and offers to help them Spell. Stinking Cloud.
escape the specter of death and return to the fight. The Boon. When you make a critical hit, you can force the
silhouette names no price, and remains silent unless the target to succeed on a constitution saving throw or be
player accepts their offer. poisoned. The target can repeat the saving throw at the end
If the player accepts, they regain all of their hit points. The of each of its turns, ending the effect on a success.
player then proceeds to Stage Two of the shard's corruption. Condition. Your body is covered in boils and pustules.
If they decline, the vestige does not appear to them again Other creatures have disadvantage on Wisdom (Medicine)
unless the player falls unconscious in a particularly dire checks made to stabilize you.
situation.
Zrin-Hala, the Howling Storm
Stage Two Spell. Lightning Bolt.
In this stage, the player is aware of the shard's unnatural Boon. When you make a critical hit, you can force the
power, but unable to contact the vestige for further aid. target to succeed on a constitution saving throw or be
The first time that the player is reduced to half of their paralyzed until the start of your next turn.
maximum hit points or fewer while in combat, the silhouette's Condition. One side of your face sags and loses all feeling.
voice speaks to them in their mind. The vestige offers to grant You have disadvantage on Charisma (Persuasion) checks.
the player the power to strike down their foes.
If the player accepts, they gain a number of temporary hit Sykane, the Soul Hungerer
points equal to twice their proficiency bonus at the start of Spell. Spirit Guardians (Necrotic).
each of their turns for 1 minute. During that time, the player Boon. You make death saving throws with advantage, and
can also cast a particular spell once as a bonus action have advantage made on Wisdom (Medicine) checks made to
without expending a spell slot and without components, as stabilize other creatures.
given in the Amber Corruption section below. Upon granting Condition. Your eyes glow a sickly yellow. You have
these boons, the vestige's voice invites the player to commune disadvantage on Charisma (Deception) checks.
with its shard if they wish to obtain the power they seek. The
player then proceeds to Stage Three of the shard's Savnok, the Inscrutable
corruption. Spell. Greater Invisibility.
If the player declines the voice's offer, the vestige does not Boon. You have advantage on Charisma (Deception)
contact them again unless the player is reduce to half of their checks.
maximum hit points or fewer while in combat with an enemy Condition. Your eyes melt away, leaving empty sockets that
that they particularly loathe. can still see. You have disadvantage on Wisdom (Perception)
checks.
Stage Three
In this stage, the player has tasted of the shard's eldritch Tarakemedes, the Grave Wyrm
power and wishes to pursue it further. Spell. Fly.
The player can successfully commune with the vestige by Boon. While aloft, you gain a flying speed equal to your
meditating for 1 minute while focusing their thoughts on the walking speed. However, you can't use this speed to gain
shard. The vestige's voice then speaks to them in their mind, altitude, and you descend 1 foot for every 10 feet of
offering them a permanent boon as a gift, and as a taste of horizontal distance covered.
the full power that they can obtain should they travel to the Condition. Malformed skeletal wings sprout from your
vestige's home in the Amber Temple. back. You must eat bones or grave dirt to survive. At dawn, if
you have not eaten at least 1 pound of bones or grave dirt in
the past 24 hours, you gain 1 level of exhaustion.

208
Shami-Amourae, the Lady of Delights Great Taar Haak, the Five-Headed
Spell. Suggestion. Destroyer
Boon. You have advantage on Charisma (Persuasion) Spell. Earth Tremor (at 5th level).
checks. Boon. You have advantage on Strength checks.
Condition. You gain an extra finger on each hand. You have Condition. Your head becomes lumpy and misshapen. You
disadvantage on Constitution saving throws against poison, have disadvantage on Intelligence checks.
spells, and magical effects.
Yog the Invincible
Drizlash, the Nine-Eyed Spider Shard Location: Tsolenka Pass
Shard Location: The Amber Temple Spell. Stoneskin.
Spell. Web. Boon. Your hit point maximum increases by an amount
Boon. You can climb difficult surfaces, including upside equal to your proficiency bonus.
down on ceilings, without needing to make an ability check. Condition. Oily black fur covers your face and body. You
Condition. You grow an extra eye somewhere on your have disadvantage on checks made to escape a grapple.
body, which is blind and never open. You have disadvantage
on Wisdom (Insight) checks. Norganas, the Finger of Oblivion
Dahlver-Nar, He of the Many Teeth
Shard Location: Tsolenka Pass
Spell. Bestow Curse (at 5th level).
Spell. Polymorph. Boon. When a creature you can see within 30 feet of you is
Boon. When you would be reduced to 0 hit points, you can reduced to 0 hit points, you can use your reaction to gain
use your reaction to drop to 1 hit point instead and gain 1 temporary hit points equal to your proficiency bonus.
level of exhaustion. Condition. Your blood turns pitch black and viscid, like tar.
Condition. You lose all of your teeth. You have If you would regain hit dice after finishing a long rest, you
disadvantage on Charisma (Persuasion) checks. regain one less hit die.
Zantras, the Kingmaker Vaund the Evasive
Spell. Charm Monster. Spell. Blur.
Boon. You have advantage on Charisma (Persuasion) Boon. You have advantage on Dexterity saving throws
checks. against effects that you can see, such as traps and spells.
Condition. Your skin turns red and your teeth become filed Condition. You become twitchy and nervous. You have
points. You have disadvantage on Wisdom saving throws. disadvantage on Charisma (Deception) checks.
Delban, the Star of Ice and Hate Seriach, the Hell Hound Whisperer
Spell. Hunger of Hadar. Shard Location: Izek Strazni
Boon. When you make a critical hit, you can force the Spell. Scorching Ray.
target to succeed on a strength saving throw or be restrained Boon. You gain resistance to fire damage.
by ice until the end of its next turn. Condition. The skin of your left arm turns crimson red and
Condition. Your skin turns ice-blue and brittle. You have gains barbed spines, elongated fingers, and long nails. You
disadvantage on Strength checks. have disadvantage on Wisdom saving throws.
Khirad, the Star of Secrets
Spell. Phantasmal Killer.
Boon. You have advantage on Intelligence checks.
Condition. Your voice becomes a low whisper, and your
mouth is frozen in a perpetual smile. You are incapable of
shouting or speaking loudly.
Yrrga, the Eye of Shadows
Spell. Blindness/Deafness.
Boon. When you make a critical hit, you can force the
target to succeed on a constitution saving throw or be
blinded. The target can repeat this saving throw at the end of
each of its turns, ending the effect on a success.
Condition. Your eyes become starry voids. You have
disadvantage on Wisdom (Perception) checks.

209
Strahd's Espionage
As the players interact with Strahd, his servants, and his spies, take note of each encounter, including any information gleaned
that Strahd may find useful. You can print or make copies of this page as-needed as the campaign unfolds.
Encounter Date Time Conversations Overheard Abilities & Features Used Locations/NPCs Encountered

210
Encounter Date Time Conversations Overheard Abilities & Features Used Locations/NPCs Encountered

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