Curse of Strahd: Reloaded by DragnaCarta (2024)

Table of Contents
Thanks for Reading This Draft! To Do Campaign Modifications Balance & Difficulty Using This Guide Running the Campaign Running the Game Running Session Zero Choosing a Hook Character Creation Running Strahd von Zarovich A History of Barovia Campaign Structure Campaign Timeline Arc A. Escape From Death House A1. Death House Flesh Mound, 1st Form Actions Flesh Mound, 2nd Form Actions Arc B: Welcome to Barovia B1. Old Svalich Road B2. Gates of Barovia B3. Svalich Woods B4. Barovian Overlook B4. The Village of Barovia Arc C: Into the Valley C1. The Journey From Barovia C2. River Ivlis Crossroads Strahd, First Form Actions Bonus Actions Strahd, Second Form Actions Bonus Actions Strahd, Third Form Actions Bonus Actions Reactions C3. The Path to Tser Pool C4. Tser Pool C5. The Skeletal Rider C6. The Watchtower C7. Tser Falls C8. Black Carriage C9. Old Bonegrinder C10. The Werewolf's Hunt B4. The Town of Vallaki Act II Timeline Arc D: St. Andral's Feast D1. St. Andral's Church D2. Coffin Maker's Shop Volenta, First Form Actions Volenta, Second Form Actions Arc E: The Missing Vistana E1. The Path to Camp E2. The Vistani Camp E3. The Journey North E4. Firan's Laboratory E5. Return to the Vistani Camp Arc F: Fiona Wachter's Wish Arc G: The Tome of Strahd Arc H: The Moonlit Murders Arc I: The Lost Soul Arc J: The Strazni Siblings Arc E: St. Andral's Feast Arc F: The Tome of Strahd Arc G: The Missing Vistana Arc H: Fiona Wachter's Wish Arc I: The Strazni Siblings Arc J: The Baron's Wrath Arc K: The Missing Gem Arc L: Dinner with Strahd Arc M: Strahd's Enemy Arc N: The Holy Symbol of Ravenkind Arc O: The Beacon of Argynvostholt Arc P: The Den of Wolves Arc Q: A Bride for Strahd Arc R: The Moonlit Murders Arc S: The Lost Soul Arc T: Baba Lysaga's Revenge Arc U: The Amber Temple Arc V: The Sunsword Arc W: The Ladies of the Fanes Act I: Into the Mists Arc A: Escape From Death House Arc B: Welcome to Barovia Moving Morgantha Arc C: Into the Valley References

Curse of Strahd

Reloaded

By DragnaCarta

Version 2.0.1.1

Thanks for Reading This Draft!

Curse of Strahd is a challenging module to run. That's why I wrote the original Curse of Strahd: Reloaded guide, hoping to help improve the DMing experience while enhancing the module's original content.

At the same time, the original Reloaded guide also had major blind spots. It was inconsistent and self-contradictory in places, freely intermixed design notes with actual content, and required a hefty amount of effort to actually implement.

That's why this revision of Curse of Strahd: Reloaded aims to improve upon the guide by:

  • gathering all Reloaded content into one, user-friendly PDF supplement,
  • organizing the entire module into DM-friendly arcs, minimizing prep time,
  • enhancing and supplementing existing content to create a more cohesive and engaging experience,
  • providing substantial design notes to explain the intent underlying every change and each section's purpose within the broader campaign, and
  • developing the adventure's core strengths and themes to turn Curse of Strahd into an unforgettable campaign experience.

If you'd like to support my work, get campaign advice, and receive weekly development blogs discussing my design process, check out my Patreon!

To Do

add a DM Tips section

Place one ghoul at each of the entrances to the intersection and cut out the round that the ghouls spend digging themselves out (just make them all start prone). This funnels the ghouls toward the PCs, keeping the chokepoint effect, but also lets all of the PCs do their normal fun stuff, since the PCs themselves aren't bottlenecked.

All status conditions on Strahd are cured when he switches forms.

Tweak Vlad's motivation - he views himself as Strahd's jailer (make sure he doesn't break out) and as his enabler/tormenter (make sure Strahd's existence is hellish) - getting everything he wants would be a curse for Strahd (he lives to conquer)

JaeOnasi comments.

Change the Weaver's symbol to something other than a spider. (/u/KrempelRitter)

Have Lucian mention that Tasha Petrovna is his ancestor and that her bones and holy symbol are in Ravenloft.

Check Reddit for attributions/editors. 1; 2; 3; 4

Plan what Strahd does in the mid/endgame - trying to recruit/corrupt PCs?

Check /u/justadmhero comments on three-phase statblock on Reddit chat.

Explicitly remove the Soulless

Add expectation: "Barovia is a land of secrets, conspiracies, hidden allies, and potential enemies. try to avoid alienating people or causing wanton harm without a purpose; you will only make things more difficult for yourself."

Add timeline! multi-column, one column for each faction (strahd, strahd's enemies, etc.) with different headings and stuff

add sandbox discussion to Setting Expectations

Add skill challenge appendix and copy/paste it for Death House.

Rebalance encounters for different party sizes - appendix?

Galahadred Changes. Fix statblock issues in Volenta's 2nd Form (repeated Awakened Bloodlust). Include a section explaining how DMs are meant to use Strahd in the module. Ensure that Strahd has a similar feature to the other two forms that if he's in his Third Form and is reduced to 0 hp, he automatically transitions to another form that has at least 1 hp remaining. Confirm if Strahd loses access to a form forever when that form is reduced to 0 hp, but he isn't completely killed. Strahd cycles through those forms freely but prefers to always use the third phase last. He regains all HP in each form after a long rest.

Relative-Paramedic94 Changes. Stella and Erasmus met in the Ethereal Plane. Character creation involves choosing something they're trying to get to quickly outside of Barovia before they're trapped in the mists (e.g., "get to my dying father before he passes"). Give advice on how to RP ghost!Rose & Thorn must trustworthily, to avoid player attacks. Let ghouls drag paralyzed PCs away to feast. Make reliquary items into module foreshadowing. Reduce damage on skill challenge to avoid killing Active PC. PCs can obtain Elisabeth's amber shard, which can resurrect one of them if they die during they escape. Arik is Strahd's spy, not the Vistana, sending messages via bat.

Town of Vallaki. Add notes about changes to Vallaki, including that spear-tips are silvered, but only 1 of 50 arrows are silvered.

Proofreading timeline consistency, especially regarding Mordenkainen-related events.

Blue Water Inn. Muriel flies up to the roof of the Blue Water Inn upon arrival.

Morning at the Inn. Urwin talks to the PCs about Fiona and Vargas. A drunken Bluto interrupts breakfast and rants about the "giant bird" he just saw fly over Lake Zarovich. A charmed Vallakian posts WANTED posters for Van Richten along the streets. Ernst Larnak approaches the PCs with an invitation.

Festival of the Blazing Sun. Change Van Richten's stat block to resemble an inquisitive rogue / monster slayer ranger, not a cleric.

Introduction. Draft Using This Supplement, Running Session Zero, Campaign Primer

Author's Notes. Add an Author's Note regarding the importance of Strahd's Forbiddance feature. Then, add Author's Notes for all other sections from Barovia to Vallaki.

Appendices. Update Bibliography and add citations. Complete Acknowledgments.1

Art. Add JamesRPGArt images and inkblots to final arc pages.

Cover. Add foreword and cover page.

In introduction, add critical path of the entire module.

nungunz Changes. See notes here.

Madam Eva greets the PCs with cryptic names related to Tarokka cards and delivers cryptic warnings and foretellings before the Tarokka reading.

Add the importance of NPC relationships

Clarify that Strahd's phases do not regenerate when not in use, and regain all hit points after a long rest.

None of the players are native to Daggerford; all of them arrived relatively recently.

Welcome to Barovia—your new home away from home—and to Curse of Strahd: Reloaded, the Dungeon Master's guide to running the Curse of Strahd adventure.

Curse of Strahd is one of the most popular Dungeons & Dragon's campaigns of all time—but also one of its most challenging to run. Curse of Strahd is an ambitious adventure, starring a high-agency villain, a sprawling sandbox, and an encyclopedic collection of lore and backstory. That's why this guide's first piece of advice is simple: Don't panic.

This guide aims to accomplish two things:

  • tighten up the original Curse of Strahd module by filling in gaps, tying together loose ends, and improving gameplay and narrative design
  • streamline the process of running Curse of Strahd by curating it into a table-ready, Dungeon Master-friendly format

This guide has not been written with a primary goal of adding new content. Where new content has been added, an effort has been made to do so judiciously, prefering to build upon existing locations, characters, and storylines rather than crafting new ones wholesale.

Campaign Modifications

This guide makes a broad array of changes to the original Curse of Strahd module, seeking to enhance its core narrative and gameplay while retaining its key storylines, themes, and characters. To that end, this guide has made the following major changes, among others:

  • The campaign's adventure hooks have been replaced with a prologue that uses Death House to draw the players into Barovia.
  • Strahd has not been constantly active, but has instead recently awakened from a century-long hibernation following a revolt against Castle Ravenloft.
  • A number of storylines—including the tragedy of Victor Vallakovich and Stella Wachter, the kidnapping of the Vistana Arabelle, the madness and identity of the archmage Mordenkainen, and the role of Strahd's vampiric brides—have been expanded, connected, or reworked.
  • Random encounters have been removed and replaced with pre-planned encounters that trigger as the players pursue certain narrative arcs.
  • Many enemies—including, most significantly, Strahd von Zarovich himself—have been given new combat statistics.
  • The circles of standing stones at Berez and Old Bonegrinder have been tied into the druids of Yester Hill and the berserkers of the Balinok Mountains to create a new storyline involving the "Fanes of Barovia."
  • The campaign's milestone-leveling system has been replaced by a new "milestone XP" system. Additionally, players begin at 2nd level, rather than 1st.
  • The campaign has been shifted from a "gothic horror" play experience to a dark fantasy play experience with gothic horror aesthetics and themes.

However, this guide also preserves a number of elements from the original campaign, most notably including:

  • The scale of Barovian travel distances, which have been maintained to preserve Barovia's small, claustrophobic feel and tight-knit narrative design;
  • The stakes of the final battle against Strahd, rejecting the use of Vampyr as a "final boss" in order to preserve Strahd's role as the campaign's central antagonist;
  • The scope of the Vallakian political mire, which has been carefully pruned in order to avoid the infamous "Vallakian knot";
  • Strahd's willingness to ignore Ireena until the players are dealt with, which has been maintained to avoid "impossible" encounters and keep the spotlight on the players alone; and
  • The 10th-level cap on the players' progression, which has been maintained in order to limit the scope of the campaign and ensure that high-level spells and abilities do not trivialize late-game challenges.

Balance & Difficulty

In contrast to the original Curse of Strahd module, this guide has rebalanced its encounters and restructured its adventure hooks to minimize the prospect of a total-party-kill (TPK). While the land of Barovia is still a proud sandbox, players should have little reason to venture toward more dangerous areas until they are well-equipped to do so.

To ensure that encounters are well-balanced to the party's expected level, this guide uses the author's Challenge Ratings 2.0 system to calibrate each encounter and adventuring day to a party of five player characters. In doing so, this guide aims to ensure that your players feel taxed and tested wherever possible—but without a large possibility of failure.

As a result, however, encounters and adventuring days may be grossly over- or under-tuned for parties of smaller or larger sizes. While the final version of this guide will include an appendix containing rebalanced encounter designs for different-sized parties, you can rebalance its encounters yourself using the Challenge Ratings 2.0 guide linked above, or by using the author's Challenge Ratings 2.0 Encounter-Building Tool, which is available through his Patreon.

Using This Guide

Curse of Strahd: Reloaded is written to be a one-stop-shop, table-ready guide to running Curse of Strahd. This means that, except where this guide references it explicitly—for example, by incorporating rules-as-written (RAW) descriptive text or lore into a particular section—you do not need to read or refer to the original Curse of Strahd module.

However, to familiarize yourself with the basic components of the campaign, you are strongly encouraged to skim the entirety of the original Curse of Strahd module before running this campaign. If desired, you may also skim the entirety of this guide before beginning your campaign. Because each segment of this guide has been written to be self-contained (and thereby self-sufficient), however, you should not feel compelled to do so.

This guide assumes that, in addition to the base Curse of Strahd campaign module, you also own or have access to any monster statistics contained in:

  • the Monster Manual,
  • Xanathar's Guide to Everything, and
  • Van Richten's Guide to Ravenloft.

Sections that reference one of these Dungeons & Dragons sourcebooks will include a brief parenthetical including the name and page of the book cited. If you do not own or have access to a cited sourcebook, feel free to homebrew an alternate monster statblock, or to find a similar replacement.

Running the Campaign

While Curse of Strahd, like most official campaign modules, is organized around specific areas and locations, Curse of Strahd: Reloaded is organized around narratives:

  • Arcs. An arc is a high-concept adventure with a particular goal (e.g., "restore the bones of Saint Andral").
  • Chapters. A chapter is a portion of an arc that takes place within a particular location (e.g., "the coffin-maker's shop").
  • Scenes. A scene is a particular scene that unfolds at a particular time and place within a chapter (e.g., "battling the vampire spawn").

While no Dungeons & Dragons campaign can be perfectly predicted, this guide uses a strategy of strong "dramatic questions," flexible narrative design, and the author's experience in running Curse of Strahd campaigns to craft a "critical path" of arcs, chapters, and scenes that are most likely to lead your players on your journey through Barovia.

However, not all arcs, chapters, or scenes in this guide are necessary to give your players a full Curse of Strahd experience—and, as a Dungeon Master, you should feel empowered to let your creativity run free when planning your unique campaign. As such, you can see the Campaign Timeline below for more information on which arcs, chapters, and scenes are most critical to this guide, and which may be most easily changed, expanded, or removed.

Running the Game

Running Session Zero

Setting Expectations

This guide has been written with certain expectations in mind. At the start of the campaign, you should communicate the following expectations to your players and confirm their acceptance of those expectations:

  • This is a grounded, dark fantasy campaign with strong heroic elements. Player characters should have heroic tendencies, or at least should be capable of developing heroic tendencies in life-or-death situations. Player characters should be built with an immediate willingness to collaborate and cooperate with other player characters.
  • This campaign has gothic horror themes and aesthetics. To fully resonate with those themes, player characters should have significant personal regrets, traumas, and fears.
  • This is a campaign with intricate lore and history. You should be prepared to take notes, remember important details, and meaningfully engage with the information you learn through the course of the adventure.
  • This is a campaign that expects you to be willing to build meaningful relationships with non-player characters. You should be willing and prepared to emotionally invest yourself in different non-player characters that you may encounter, help, or oppose.
  • In this campaign, defeat and death are possible, but unlikely unless you play foolishly or actively seek out dangerous enemies. However, to overcome obstacles, you will routinely need to find allies—both companions that will fight alongside you in battle and and benefactors who will offer information, shelter, and support.
  • This campaign has little loot or magical items to offer. Most often, successfully completing storylines will reward you with allies, information, or hooks to new storylines. In all cases, completing or advancing storylines will reward you with milestone XP.

Triggers & Accommodations

In order to preserve its gothic horror themes, this guide retains a number of controversial or uncomfortable topics portrayed in the original Curse of Strahd module. You may find it helpful to discuss these potential "triggers" with your players during Session Zero, and to modify or remove certain campaign elements in order to ensure that you and your players can continue to enjoy this campaign.

Potential uncomfortable topics that may merit discussion or removal include:

  • Child abuse and death (e.g., the Durst children)
  • Torture and mutilation (e.g., Kasimir's severed ears)
  • Mind control (e.g., Strahd's charm ability)
  • (Implied) incest (e.g., the Belviews)
  • (Implied) necrophilia (e.g., Nikolai Wachter)
  • Stalking and (symbolic) sexual assault (e.g., Strahd's obsession with Ireena)
  • Suicide (e.g., Tatyana's death)
  • Drug addiction (e.g., the dream pastries)
  • Body horror (e.g., the vestiges' dark gifts)
  • Racism (e.g., Barovian views of the Vistani)

Choosing a Hook

In contrast to the original Curse of Strahd module, this guide offers a single, original adventure hook to guide the players into Barovia. In this hook, Death House serves as a portal to Strahd's domain: the players enter Death House in their own world, and—upon defeating or pacifying the cult—emerge into the land of Barovia.

However, this hook can be implemented 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' attentions solely on Strahd's tyranny and the Barovians who suffer under his rule, encouraging them to immerse themselves in the campaign's lore and to develop unique relationships with its diverse cast of characters.
  • Barovian Relics. In this version, one or more players possess certain relics that originated from Barovia and are tied to their backstories. When Death House manifests nearby, those relics are drawn to it, encouraging the players to enter it to investigate. (Any players who do not wish to craft a backstory may instead choose to be a mercenary investigating recent disappearances, as in Lost in the Mists.) This hook focuses the players' attentions on their own interests and personal connections to the land of Barovia, encouraging them to invest their attention in NPCs and locations that are tied to their unique relic.

In general, Lost in the Mists may be viewed as a "pure" version of Curse of Strahd, focusing its narrative on the characters and themes that make this adventure unique. By contrast, Barovian Relics is best used by Dungeon Masters who are passionate about Barovia's gothic atmosphere and environment, but whose players require a personal connection to the campaign to remain emotionally invested.

Character Creation

In order to give players additional opportunities to engage with the world and characters of Curse of Strahd, this guide provides additional Flaws and Bonds for your players to choose from when creating their characters.

Each flaw or bond is secretly inspired by a similar or resonant NPC from the Curse of Strahd adventure. Encountering and learning about NPCs that resonate with these aspects should provide your players with opportunities to explore and develop their own characters' storylines.

If you have decided to use the Barovian Relics adventure hook (see above), each player may also choose a distinct Motivation that drives their entry into Barovia. Each motivation is tied to a unique Barovian relic that players receive before the start of the campaign.

Flaws

Each player may choose one or more flaws from the following table. Once a player has chosen a flaw, use the relevant section below to aid the player in developing their character's experiences and planning their future development.

FlawCharacter Arc
AddictionI must learn to conquer the addictions and demons that twist my better nature.
AmbitionI must learn to value things other than power and control.
AngerI must learn to let go of my need for revenge.
AnxietyI must learn to become confident in my ability to protect those I love.
ApathyI must learn to have hope again for the future.
ControlI must learn to let go of my need to control those around me.
CynicismI must learn to have faith in things greater than myself once again.
DenialI must learn to allow myself to grieve for the things I have lost.
DoubtI must learn to become the hero that I've been waiting for.
GreedI must learn to let go of the things I believe I'm owed.
GriefI must learn to move past the loved one that I lost.
GuiltI must learn to let go of my guilt for my failure to protect the loved one that I lost.
HesitationI must learn to conquer my fear of the responsibilities that are expected of me.
HubrisI must learn to accept that others have wisdom that I do not.
ImpietyI must learn to find my way back to the grace that I abandoned.
InsecurityI must learn to find pride in the parts of myself that others have condemned.
InsecurityI must learn to define myself apart from the expectations of others.
IsolationI must learn to open up and allow others to get close to me.
NaiveteI must learn to protect myself from those who would take advantage of my generosity.
NarcissismI must learn to value the lives and experiences of others.
NostalgiaI must learn to leave the past behind, and to look to the future instead.
ObsessionI must learn to confront the harms that my obsessions have caused to others.
ParanoiaI must learn to stop using my fears as an excuse to harm others.
PrideI must learn to ask others for help, rather than shouldering responsibility alone.
RecklessnessI must learn to slow down—to stop, wait, and think before I act.
FlawCharacter Arc
ResentmentI must learn to let go of the anger that was born from my grief.
RuthlessnessI must learn the value of mercy and compassion.
SanctimonyI must learn to let go of my need to feel righteous and pure.
ShameI must learn to let go of my guilt for the mistakes that I have made.
SpiteI must learn to forgive those who have hurt those I love.
StubbornnessI must learn to overcome my pride and make amends to those I have hurt.
TimidityI must learn to stand up for myself, rather than letting others control me.

Addiction

The flaw of addiction echoes Doru's struggle with his vampiric nature, as well as the Barovian refugees' desire for the dream pastries made by the night hags of Old Bonegrinder. When the players first encounter Doru in Act I, Arc B: Welcome to Barovia or the Barovian refugees in Act I, Arc C: Into the Valley, use them as a dark reflection of the lowest points to which the player could descend if they fail to fulfill their arc.

Ambition

The flaw of ambition echoes Strahd's need for power and control, as well as Lady Fiona Wachter's desire to rule over Vallaki. When the players first encounter Lady Wachter in Act II, Arc F: Lady Wachter's Wish or hear of Strahd's exploits from Kasimir Velikov or Sir Vladimir Horngaard, use them as a dark reflection of the dangerous and lonely path that ambition can lead to if the player fails to fulfill their arc.

Anger

The flaw of anger echoes Sir Vladimir Horngaard's obsession with obtaining revenge against Strahd for his devastation of the Order of the Silver Dragon, as well as Dr. Rudolph van Richten's regrets regarding the Vistani that he killed following the death of his son Erasmus. When the players first encounter Vladimir or van Richten, use them as a dark reflection of the harm and suffering that vengeance can lead to if the player fails to fulfill their arc.

Anxiety

The flaw of anxiety echoes Danika Dorakova's quiet concerns about her ability to keep her children, Brom and Bray Martikov, safe from Strahd and his creatures—especially given her involvement with the Keepers of the Feather, an insurgent organization. As the player gets to know Danika, use her to encourage them to fulfill their arc by seeking out agency, confidence, courage, and hope—even in the face of adversity.

Apathy

The flaw of apathy echoes Lady Fiona Wachter's inability to conceive of a future without Strahd's tyranny, and Lumdilla Vilsevic's nihilistic view of fate and humanity. When the player first encounters Lady Wachter, use her to explore discussions of the hopelessness and despair that can lead to such apathy, as well as a dark reflection of the harm and bitterness that apathy can lead to if the player fails to fulfill their arc. When the player first encounters Ludmilla, use her to explore discussions of futility and fate, as well as a dark reflection of the agency and will that the player will sacrifice if they fail to fulfill their arc.

Control

The flaw of control echoes Strahd's power over his servants (especially his vampire spawn), Izek's desire for Ireena, and Sir Vladimir Horngaard's subjugation of the Order of the Silver Dragon. When the player first encounters Strahd and Vladimir, use them to explore discussions of hierarchy, power, and free will, as well as a dark reflection of the harm that the player may cause if they fail to fulfill their arc. When the player first encounters Izek, use him as a dark reflection of the path that a pathological need for control might lead to.

Cynicism

The flaw of cynicism echoes Father Lucian Petrovich's quiet doubts about the power of faith to keep Barovia safe, and Ludmilla's

Denial

The flaw of denial echoes Sir Godfrey Gwilym's

Doubt

The flaw of doubt echoes Ireena Kolyana's journey

Greed

The flaw of greed echoes Strahd's and Baron Vargas Vallakovich's

Grief

The flaw of grief echoes Baron Dmitri Krezkov and Baroness Anna Krezkova's, as well as Ireena Kolyana's journey

Guilt

The flaw of guilt echoes Father Donavich and Victor Vallakovich's

Hesitation

The flaw of hesitation echoes Arabelle's

Hubris

The flaw of hubris echoes the Abbot's and Mordenkainen's and Anastrasya's

Impiety

The flaw of impiety echoes the Abbot's, and Volenta's

Insecurity

The flaw of insecurity echoes Ismark Kolyanovich's and Ireena Kolyana's

Isolation

The flaw of isolation echoes Dr. Rudolph van Richten's and Sir Godfrey Gwilym

Naivete

The flaw of naivete echoes Urwin Martikov's and Gertruda's

Narcissism

The flaw of narcissism echoes Mordenkainen's and Baron Vargas Vallakovich

Nostalgia

The flaw of nostalgia echoes Kasimir Velikov's and Baba Lysaga's

Obsession

The flaw of obsession echoes Izek Strazni and Baba Lysaga's

Paranoia

The flaw of paranoia echoes Baron Vargas Vallakovich and Volenta

Pride

The flaw of pride echoes Millivoj's and Helwa's

Recklessness

The flaw of recklessness echoes Ezmerelda d'Avenir's and Muriel Vinshaw's

Resentment

The flaw of resentment echoes Bildrath Cantemir's and Lady Fiona Wachter's

Ruthlessness

The flaw of ruthlessness echoes Rahadin's

Sanctimony

The flaw of sanctimony echoes the Abbot's

Shame

The flaw of shame echoes Gadof Blinsky's and Baron Dmitri Krezkov's

Spite

The flaw of spite echoes Ezmerelda d'Avenir's and Nikolai and Karl Wachter's

Stubbornness

The flaw of stubbornness echoes Davian Martikov's and Urwin Martikov's

Timidity

The flaw of timidity echoes Baroness Lydia Petrovna's

Bonds

Each player should choose one or more bonds from the following table.Once a player has chosen a bond, use the relevant section below to aid the player in developing their character's history and connections.

BondCharacter History
AbuseOne of my siblings was cruel to me as a child. I've forgiven them, but never forgotten.
BitternessTwo warring lords brought devastation to my community. I wish I could show them the cost of their war.
BoundariesI was once pursued by an unrelenting suitor. No one should have to endure what I did.
ComparisonMy older sibling was burdened by great expectations while I was not. I think they resented me for it.
CompassionSomeone tried to steal from me once. Rather than hurting them, I helped them instead.
ConcernOne of my loved ones left home to seek their fortune. I hope they're staying safe.
CorruptionEveryone knows that power corrupts. I've seen how firsthand.
DeterminationMy mentor was one of the few people that believed in me. I'm determined to make them proud.
DevastationSomeone once destroyed everything I care about. I can't understand what could drive someone to such evil.
DevotionI love my family above all else. There's nothing I wouldn't do to protect them.
DignityPeople should never be used as a means to an end. I should know.
DivisionMy family was split by a bitter feud. I still hope that they'll reconcile someday.
EmpathyI'll never forget the sound my parents made when they learned that my sibling had died.
FaithI know what it's like to be persecuted for what you believe in. I never let it shake my beliefs.
ForgivenessSomeone once did me great harm. It was only much later that I learned to forgive them.
GratitudeSomeone took me in when I had no one else to turn to. I'll always be grateful.
HopeI lost someone close to me to addiction and vice. I still hope that they'll get better someday.
HumilityI've seen what happens when people think they have all the answers. It never turns out well.
BondCharacter History
JudgmentI've seen people cause great harm in the name of faith. They laughed when I called it a sin.
LossOne of my loved ones was stolen away from me. I'm still searching for them.
LoyaltySomeone close to me fell onto a dark path. I'd do anything to redeem them.
NostalgiaOne of my parents loved to create things. Their work always brought me joy.
OppressionA cruel lord once ruled my community. I'll never forgive the harms he caused to my people.
RegretI once knew someone with grand, ambitious plans. I wish they'd heeded my advice.
ResponsibilityI watched someone allow their family to come to ruin. I'll never do the same.
RomanceLove never dies. It might flicker, but I'll never let it burn out.
SecrecyI once promised someone I'd keep their secrets safe. I intend to do so—no matter the cost.

Motivations

If you have chosen to use the Barovian Relics adventure hook for one or more players, have those players choose a core character motivation from the following table.

d12MotivationRelic
1KnowledgeAmber Shard
2RedemptionAngel's Feather
3FamilyWanderer's Scarf
4InheritanceDragon's Scale
5WealthElectrum Coin
6HealingWolf's Tooth
7DutyRaven's Feather
8PowerCrumpled Page
9AmbitionTattered Banner
10FaithSunrise Medallion
11HarmonyStone Crest
12JusticeBroken Blade

Once a player has chosen their core motivation, use the relevant section below to aid that player in developing their character's history and goals.

Knowledge—The Amber Shard

A player seeking knowledge begins the campaign with the amber shard, a small chunk of amber resin mounted on a chain-link cord. The shard is inset with complex, three-dimensional arcane runes. When viewed under the detect magic spell, it exudes a strong aura of abjuration magic.

Unbeknownst to the player, the amber shard was formerly a part of a dark vestige's amber sarcophagus in the Amber Temple in Barovia. When it senses the presence of Death House, it glows with amber light and tugs its cord in the direction of the house.

The player who possesses the amber shard should have strong, vivid reasons to want to unlock its secrets and the magic that it possesses.

Developments. In Act I, Arc A: Escape From Death House, the player recognizes Elisabeth Durst's amber shard as similar in appearance to their own. In Act II, Arc J: The Strazni Siblings, the player recognizes Izek Strazni's amber shard in a similar way. In Act V, Arc U, Elder Ormir of Yaedrag can recognize the amber shard as a shard of evil taken from the Amber Temple, and the player can recognize the amber shards kept by the shoosuva and bodaks as resembling their own.

If the player character is reduced to 0 hit points in Barovia while in possession of their amber shard, it behaves as described in Appendix B: The Amber Shards, offering the player an opportunity to forge a pact with a vestige of the Amber Temple that fits the player character's personality, 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.

Redemption—The Angel's Feather

A player seeking redemption begins the campaign with the angel's feather, a large, snow-white feather that feels impossibly light for its size. When viewed beneath the light of the morning sun, the feather's barbs glimmer like gold.

Unbeknownst to the player, the angel's feather formerly belonged to Lumiel, a deva that serves the god Lathander, who is known to his followers as the Morninglord. Lumiel is the true name of the Abbot, who dwells in the Abbey of Saint Markovia in Barovia. When it senses the presence of Death House, the feather is swept away by an unseen wind, its barbs glimmering with golden light, before eventually landing on the house's threshold.

The player who possesses the angel's feather should have strong, vivid reasons to believe that the feather will one day lead them to penance for the sins that they have committed.

Developments. When the players first arrive at the Abbey in Act IV, Arc N: The Holy Symbol of Ravenkind or Act IV, 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 House, guiding the player toward the Abbot. The Abbot recognizes the feather as his own, but dismisses its importance.

Family—The Wanderer's Scarf

A player seeking family begins the campaign with the wanderer's scarf, a multicolored scarf woven with complex patterns. The fabric is soft and warm, and is long enough to be worn around the neck or over one's head. When bright sunlight, moonlight, or starlight is allowed to pass through it, the patterns seem to shimmer and twist in eerie and beautiful ways.

Unbeknownst to the player, the wanderer's scarf once belonged to a Vistana who left their caravan and settled down to marry the one they loved. The scarf was a parting gift from the caravan's leader—a reminder of the joys that the Vistana had experienced while traveling. When it senses the presence of Death House, the scarf is carried away by a warm, playful breeze, its patterns shifting and turning in the air, before eventually landing on the house's threshold.

The player who possesses the wanderer's scarf should have received the scarf from a beloved family member, as well as strong, vivid reasons to long for a sense of family and belonging.

Developments. When the players first encounter Ezmerelda in Act IV, Arc M: Strahd's Enemy, Act IV, Arc N: The Holy Symbol of Ravenkind, Act IV, Arc O: The Beacon of Argynvostholt, or upon visiting Van Richten's Tower during Act II, Arc G: The Tome of Strahd, the wanderer's scarf shimmers and is carried away in the same way that it did upon sensing Death House, landing at Ezmerelda's feet. Ezmerelda recognizes the scarf and, upon confirming how the player came to inherit it, greets the player as family, calling them "cousin."

Inheritance—The Dragon's Scale

A player seeking inheritance begins the campaign with the dragon's scale, a large silver scale that always feels cold to the touch. A Good-aligned creature that touches the scale feels a fleeting sense of safety, protection, and comfort.

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 the scale 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 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 somewhere 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 wolf's tooth seems to lengthen and sharpen on nights of the full moon, and seems to calm its wearer's dreams when worn at night.

Unbeknownst to the player, the tooth once belonged to a wolfir—a werewolf that served the fey goddess known as the Huntress before her gift of lycanthropy was twisted into a curse. The Huntress's holy place, the Forest Fane, dwells amidst the woodlands of Barovia, silently waiting to be restored. When it senses the presence of Death House, the tooth lengthens, glowing with silver moonlight, and tugs its cord in the direction of the house.

The player who possesses the wolf's tooth should have strong, vivid reasons to believe that the tooth is the key to curing a particular wound, malady, or curse that ails them.

Developments. If the player shows the wolf's tooth to Kavan in Act III, Arc K: The Missing Gem or to Elder Ormir in Act V, Arc W: The Ladies of the Fanes, the tooth is recognized as an artifact and symbol of the Huntress. When the player first enters the circle of stones at the Forest Fane in Act V, Arc W: The Ladies of the Fanes, the tooth lengthens and glows with moonlight as it did upon sensing Death House.

Duty—The Raven's Feather

A player seeking duty begins the campaign with a raven's feather, a small, black feather with soft, downy barbs. When held aloft before a storm, the feather seems to gently tremble, exuding the scent of cold rain and damp earth.

Unbeknownst to the player, the feather once belonged to the roc of Mount Ghakis, a servant of the fey goddess known as the Seeker, whose Mountain Fane rests in the shadow of Mount Ghakis in Barovia. The roc once enjoyed disguising itself as a common raven, and conveyed the Seeker's gift of wereraven lycanthropy to her followers long ago. When it senses the presence of Death House, the feather is swept away by an unseen and violent wind, the scent of rain and ozone filling the air, before eventually landing on the house's threshold.

The player who possesses the raven's feather should have strong, vivid reasons to believe that the feather will always guide them to those who need aid, protection, and comfort.

Developments. If the player shows the raven's feather to Madam Eva in Act I, Arc C: Into the Valley, she inspects it reverently and returns it to the player, claiming mysteriously that she once knew the bird that shed it. If the player shows the feather to Urwin Martikov, Danika Martikov, Muriel Vinshaw, or any other member of the Keepers of the Feather, that member grows warmer and friendlier toward that player.

When the player first enters the circle of standing stones at the Mountain Fane in Act V, Arc W: The Ladies of the Fanes, the feather trembles and the air around it grows briefly thick with the scent of rain and ozone as it did upon sensing Death House. If the player shows the feather to the Roc of Mount Ghakis after consecrating the Mountain Fane in the same arc, the roc places the tip of its beak against the player's forehead as a sign of gratitude and approval before departing.

Power—The Crumpled Page

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 immortality and untold power.

Unbeknownst to the player, the page was taken from the library of Exethanter, a lich who dwells in the deepest sanctum of the Amber Temple in Barovia. When it senses the presence of Death House, the ink on the page glows with amber light, the runes reshaping themselves into a map that leads to the house.

The player who possesses the crumpled page should have strong, vivid reasons to want to find and claim the power that the page promises.

Developments. When the player first approaches Exethanter's library in Act V, Arc U: The Amber Temple, the ink glows with amber light as it did upon sensing Death House, and the runes reshape themselves into a map of Exethanter's chambers and nearby access points. If the player shows the page to Exethanter after restoring his memories in the same arc, Exethanter grows warmer and friendlier toward that player.

Ambition—The Tattered Banner

A player seeking ambition begins the campaign with the tattered banner, an old, ragged red banner bearing the heraldry of a raven in front of a shield. The raven's wings are spread wide, and the shield has the image of a castle's keep engraved into its top. Sometimes, when a Lawful-aligned creature holds the banner, a crimson light seems to glimmer from the peak of the castle's keep, and the sound of soldiers marching can be distantly heard.

Unbeknownst to the player, the banner was once flown by the warlord Strahd von Zarovich, in the days before he became a vampire and was trapped within the mists of Barovia. When it senses the presence of Death House, the distant sound of war-drums fills its holder's ears and the banner blows in an unseen wind, pulling toward the house's direction.

The player who possesses the tattered banner should have strong, vivid reasons to believe that the banner was once the sigil of a mighty conqueror—and that, by following in that conqueror's steps, they will one day achieve greatness, glory, and the right to rule.

Developments. When the player first experiences the haunted battlefield north of Berez in Act V, Arc T: Baba Lysaga's Revenge or Act V, Arc W: The Ladies of the Fanes, the banner flaps in the wind, which echoes with the sound of war-drums.

If the player shows the banner to the revenant at Tser Falls in Act I, Arc C: Into the Valley, Sir Godfrey Gwilym or Sir Vladimir Horngaard in Act IV, Arc O: The Beacon of Argynvostholt, or Kasimir Velikov in either Act V, Arc U: The Amber Temple or Act IV, Arc M: Strahd's Enemy, its appearance is met with revulsion and bitter disgust.

If the player shows the banner to Strahd, he regards it with fond thoughtfulness, but declines to elaborate on its significance. If the player shows the banner to Dr. Rudolph van Richten in Arc M: Strahd's Enemy or any Vistani, they immediately recognize it as the heraldry of Castle Ravenloft.

Faith—The Sunrise Medallion

A player seeking faith begins the campaign with the sunrise medallion, a bronze disc engraved with the image of a rising sun. The disc glitters like gold when exposed to the light of the sunrise, and a Good-aligned creature that touches it feels a fleeting sense of reverence, righteousness, and peace.

Unbeknownst to the player, the medallion once belonged to Sergei von Zarovich, the brother of Strahd von Zarovich and an acolyte of the Church of the Morninglord who was once expected to become its Most High Priest. When it senses the presence of Death House, the medallion shines with a warm, golden glow, the rays of sunlight emanating from the engraved sun pointing in the direction of the house.

The player who possesses the sunrise medallion should have strong, vivid reasons to believe that it will strengthen or guide them in faith, and that certain signs of the divine will lead them to those in need of salvation and deliverance.

Developments. When the player first approaches St. Andral's Church in Act II, Arc E: St. Andral's Feast, the sunrise medallion glows and shines in the direction of the church's doors. If the player shows the sunrise medallion to Father Donavich or Lucian, they recognize it as a symbol of the Church of the Morninglord and grow warmer and friendlier toward that player.

Harmony—The Stone Crest

A player seeking harmony begins the campaign with the stone crest, a flat, round stone engraved with the images of an eye, a spider, and a wolf's head. On the nights of the new moon, the eye appears to weep, the spider appears to curl in upon itself, and the wolf's head appears to howl.

Unbeknownst to the player, the crest once belonged to a spiritual leader among the First Folk, the people who first settled the land of Barovia long ago, and who have now divided into the Forest Folk (who are loyal to Strahd) and the Mountain Folk (who are not). The engravings upon it depict the symbols of the Seeker, the Weaver, and the Huntress—the three fey goddesses that the First Folk once called the Rozana, or Ladies Three. When it senses the presence of Death House, the crest emits a low hum and releases a scent of pine needles and earthy soil, which both grow stronger as the player approaches the house.

The player who possesses the stone crest should have strong, vivid reasons to believe that the symbols upon it represent a primal or divine power of harmony and nature, and that the crest itself can sense places of corruption and darkness.

Developments. When the player first approaches the exterior of Yaedrag in Act V, Arc W: The Ladies of the Fanes, the stone crest hums and releases a scent of pine needles and earth soil as it did upon sensing Death House, both of which grow stronger as the player approaches the Shrine of the Rozana in Yaedrag.

If the player shows the stone crest to Kavan in Act III, Arc K: The Missing Gem or to Elder Ormir in Act V, Arc W: The Ladies of the Fanes, the crest is recognized as an artifact and symbol of the Ladies of the Fanes.

Justice—The Broken Blade

A player seeking justice begins the campaign with the broken blade, the shattered tip of an elven longsword. The blade is engraved with the sigil of a lion rampant, which seems to roar when the light of dusk touches it.

Unbeknownst to the player, the blade once belonged to Erevan, a dusk elf prince. Erevan, a master bladesinger, practiced the style of the lion, which he also used as his personal sigil. However, Erevan refused to pay tribute to King Barov von Zarovich, a powerful warlord and the father of Strahd von Zarovich.

Rahadin, a dusk elf who had spurned Erevan's rule, helped King Barov conquer the dusk elf kingdom. Rahadin then broke Erevan's blade and personally executed Erevan and his family as punishment for his defiance. When it senses the presence of Death House, the blade emits a high-pitched hum and begins to tremble violently, spinning like a compass needle in the direction of the house.

The player who possesses the broken blade should have strong, vivid reasons to believe that their ancestors were refugees, driven forth from their ancestral lands and persecuted, and that the blade will one day deliver justice to the traitor who destroyed them.

Developments. If the player shows the broken blade to Kasimir Velikov in Act V, Arc U: The Amber Temple, he mournfully recalls its history and asks the player how they 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."

Running Strahd von Zarovich

A History of Barovia

The Ancient Era

Year

Faction

Description
3765 BU🌳 First FolkAn ancient god gives up his divinity to preserve the world from destruction. His last divine breath produces the Whispering Wall near Yester Hill.
3265 BU🌳 First FolkThe Ladies Three, who also call themselves the Rozana, arrive in the valley. The seeker's roc nests atop Mount Ghakis.
3265 BU🌳 First FolkThe First Folk arrive in the valley and name it Cerunnos. They erect the Fanes honoring the Ladies Three: the Huntress, the Weaver, and the Seeker.
1765 BU🧙 Amber TempleA secret society of wizards captures vestiges of dead and hateful gods.
1715 BU🧙 Amber TempleThe secret society of wizards builds the Amber Temple on Mount Ghakis.
1665 BU🧙 Amber TempleEvil creatures discover the location of the Amber Temple, which builds the black stone wall at Tsolenka Pass to guard it.
1615 BU🧙‍ Amber TempleThe Amber Temple's first generation of wizards is buried in the temple catacombs.
1565 BU🧙 Amber TempleThe vestiges in the Amber Temple begin to corrupt the second generation of wizards.
1540 BU🧙 Amber TempleThe wizards of the Amber Temple loot the temple catacombs, then turn against one another. Neferon, a wizard whose corruption has turned him into an arcanaloth, is the only survivor. As the vestiges' power grows, the Dark Powers are born.
1465 BU🐎 VistaniThe Vistani are forced from their ancestral home and begin to wander the mists.
1065 BU🌳 First FolkThe First Folk build burial cairns on Yester Hill.
865 BU🌳 First FolkKavan conquers the First Folk tribes and rules as a ruthless chieftain.
845 BU🌳 First FolkKavan dies and is buried at Yester Hill.
465 BU👿 DelmoreansKing Dostron, monarch of the nation of Delmor, conquers the valley, driving the First Folk into the Balinok Mountains and destroying their holy places, and builds a fort on the Pillarstone of Ravenloft.
415 BU👿 DelmoreansKing Dostron dies and is buried beneath his fort. The nation of Delmor, rocked by military conflict, withdraws from the valley.
265 BU🧙 Amber TempleExethanter breaches the wards of the Amber Temple and becomes a lich. He takes control of the temple and turns the dead wizards into flameskulls under his command.
165 BU🧙 Amber TempleThieves break into the Amber Temple and loot one of the treasuries. Some are slain by an amber golem and haunt the temple as poltergeists.
65 BU🧙 Amber TempleEight wizards enter the Amber Temple and accept the dark gift of Drizlash, the Nine-Eyed Spider. A blizzard traps them in the temple, and they devour one of their own, becoming ghouls.
15 BU🧙 Amber TempleFour wizards enter the Amber Temple seeking forbidden lore, and are transformed into nothics by a curse of Vecna.
The Old Era

Year

Faction

Description
1 BC👑 House von ZarovichKing Barov von Zarovich I unifies several separate city states, forming the new nation of Zarovia. The new nation develops the Barovian Calendar (BC), and labels years before the calendar's beginning as "Before Unification" (BU).
168 BC🔆 Church of the MorninglordClerics of the god Lathander found a religious sect called the Church of the Morninglord.
237 BC👑 House von ZarovichCivil strife and foreign invaders cause the nation of Zarovia to fracture, driving House von Zarovich into exile.

Year

Faction

Description
245 BC🧝‍♂️ Dusk ElvesRahadin refuses to bow to a dusk elf prince and is exiled.
255 BC👑 House von ZarovichRahadin begins serving the von Zarovich family.
280 BC👑 House von ZarovichKing Barov von Zarovich II is born.
299 BC👑 House von ZarovichStrahd von Zarovich is born. Baba Lysaga, Strahd's nursemaid, casts protective spells on him and places the "spark of magic" in him.
300 BC👑 House von ZarovichQueen Ravenovia receives disturbing reports of Baba Lysaga's attachment to Strahd and banishes her.
301 BC👑 House von ZarovichBaba Lysaga begins making sacrifices to Mother Night to pray for Queen Ravenovia's death.
304 BC👑 House von ZarovichKing Barov II begins a series of military campaigns to reunite the ancestral nation of Zarovia.
306 BC👑 House von ZarovichStrahd joins his father's army at the age of seven.
308 BC👑 House von ZarovichKing Barov II and his knights are immortalized in a tapestry depicting the wolf-helmed king leading his knights with the Brightblade, a crystal sword that glows with sunlight.
310 BC🧝‍♂️ Dusk ElvesThe dusk elves decline to pay fealty to King Barov, who declares war.
311 BC🧝‍♂️ Dusk ElvesRahadin helps Barov conquer the dusk elves, obliterating the elven royal line; most survivors are subjugated or live among the Vistani.
312 BC👑 House von ZarovichKing Barov makes Rahadin an honorary member of his family.
317 BC🐎 VistaniStrahd is wounded in battle and rescued by the Vistani, who protect him from assassins and return him safely to his homeland.
318 BC🔆 Church of the MorninglordSaint Markovia becomes a priest of the Morninglord.
321 BC👑 House von ZarovichStrahd von Zarovich becomes a general in his father's army.
324 BC👑 House von ZarovichSergei von Zarovich is born.
330 BC🔆 Church of the MorninglordSaint Markovia begins construction of an abbey on a spur of Mount Baratok.
332 BC🔆 Church of the MorninglordThe Abbey of Saint Markovia finishes construction. Markovia blesses a sacred pool at the base of the mountain.
333 BC🌾 BaroviansTatyana Federovna is born.
335 BC🐲 Order of the Silver DragonThe silver dragon Argynvost learns of the existence of the Amber Temple.
336 BC🐲 Order of the Silver DragonArgynvost arrives in the valley and begins construction of Argynvostholt, his lair and the future headquarters of the Order of the Silver Dragon.
337 BC🐲 Order of the Silver DragonArgynvostholt finishes construction. The chapel is dedicated to the Morninglord and the upstairs gallery honors Saint Andral and Saint Markovia.
338 BC🐲 Order of the Silver DragonKnights of the Holy Empire of Valentia join the Order of the Silver Dragon.
338 BC🍇 Wizard of WinesA mage fashions three magic gems and uses them to grow grapes in the valley's rich soil, founding the Wizard of Wines. Deliveries begin to Argynvostholt and the Abbey of Saint Markovia.
339 BC🐲 Order of the Silver DragonThe young knight Vladimir Horngaard joins the Order of the Silver Dragon and earns Argynvost's friendship, then travels to distant lands to wage war against the forces of evil.
340 BC🐲 Order of the Silver DragonThe Order of the Silver Dragon constructs a white stone guard tower near the black stone wall at Tsolenka Pass.
341 BC👑 House von ZarovichSergei joins the priesthood of the Church of Saint Andral and receives the Brightblade.
Birth of Barovia

Year

Faction

Description
February, 346 BC👑 House von ZarovichKing Barov dies, and Strahd inherits his father's crown, lands, and army.

Year

Faction

Description
February, 346 BC🧝‍♂️ Dusk ElvesThe dusk elves stage a rebellion against Strahd von Zarovich.
March, 346 BC👑 House von ZarovichStrahd declares war against his family's enemies.
March, 346 BC🐲 Order of the Silver DragonThe Order of the Silver Dragon wins an early victory against Strahd's forces and shelters his enemies.
April, 346 BC🧝‍♂️ Dusk ElvesStrahd's armies nearly annihilate the dusk elves, who surrender. Strahd leaves the survivors to the mercy of the Vistani.
May, 346 BC🧝‍♂️ Dusk ElvesThe dusk elf Kasimir joins the clain of Velikov, a Vistani. The Vistani bear the dusk elves to the valley.
June, 346 BC🐲 Order of the Silver DragonThe Order of the Silver Dragon drives away malefactors searching for the Amber Temple.
August, 346 BC🐲 Order of the Silver DragonThe Order of the Silver Dragon wins a victory against Strahd's forces. Argynvost makes Vladimir Horngaard a field commander.
September, 346 BC👑 House von ZarovichBaba Lysaga celebrates Strahd's military triumphs and kills a hill giant, forging its skull into an enchanted vehicle.
November, 346 BC🐲 Order of the Silver DragonThe Order of the Silver Dragon realizes that Strahd cannot be stopped and leads hundreds of refugees to the valley,
January, 347 BC👑 House von ZarovichStrahd's forces track the Order of the Silver Dragon to the valley. Strahd christens his conquests the Zarovich Empire.
March, 347 BC🐲 Order of the Silver DragonStrahd's reinforcements arrive at the valley and slay hundreds at the Battle of the Luna River, including Sir Godfrey Gwilym, Vladimir Horngaard, and Argynvost.
March, 347 BC🌾 Baroviansduch*ess Dorfniya Dilisnya's husband is killed in battle.
March, 347 BC🐲 Order of the Silver DragonStrahd's soldiers loot Argynvostholt.
April, 347 BC👑 House von ZarovichStruck by the valley's beauty, envious of his mother's attention to Sergei, and eager to escape the shadow of his father's legacy, Strahd settles in the valley and names it Barovia.
May, 347 BC🔆 Church of the MorninglordSaint Markovia condemns Strahd as a mad tyrant.
May, 347 BC🧝‍♂️ Dusk ElvesPatrina Velikovna, a dusk elf, discovers the Amber Temple and completes her studies of the black arts.
June, 347 BC🌾 BaroviansStrahd begins to repopulate Barovia with human subjects drawn from his other conquered lands.
June, 347 BC🍇 Wizard of WinesStrahd bequeaths the Wizard of Wines to the Krezkov family as a reward for their loyalty.
August, 347 BC🌾 BaroviansBoris Vallakovich, a man with royal blood who believes himself superior to the von Zarovich line, founds the town of Vallaki.
September, 347 BC🌾 BaroviansThe Krezkovs found Krezk at the foot of the Abbey of Saint Markovia and build the Shrine of the White Sun.
September, 347 BC🔆 Church of the MorninglordSaint Andral, a cleric of the Morninglord, founds a church in Vallaki.
September, 347 BC👑 House von ZarovichRestless and feeling like his best years are behind him, Strahd begins to study magic.
October, 347 BC🌾 BaroviansStrahd gives notarized deeds to parcels of land to the Wachter family.
October, 347 BC💀 The Durst FamilyThe Dursts, members of a wealthy family that practices the dark arts, fund a grain mill near Vallaki and settle in Barovia Village.
November, 347 BC👑 House von ZarovichSir Klutz Tripalotsky falls on his own sword and dies.
November, 347 BC👑 House von ZarovichBaba Lysaga moves to Barovia.
Strahd's Downfall

Year

Faction

Description
February, 348 BC🧝‍♂️ Dusk ElvesPatrina visits Strahd and tells him of the Amber Temple, which holds the secret to immortality.
February, 348 BC👑 House von ZarovichExethanter welcomes Strahd to the Amber Temple. Strahd forges a pact with the vestiges of the temple and the Dark Powers.
February, 348 BC👑 House von ZarovichRahadin searches for a woman to distract Strahd from Patrina.
March, 348 BC👑 House von ZarovichStrahd, assisted by Rahadin, scours his conquered lands for wizards and artisans and commands them to raise a keep to rival the fortresses of his homeland.
March, 348 BC👑 House von ZarovichStrahd names his new castle Castle Ravenloft, for his mother Ravenovia, and places it atop the ruins of an older fortress.
March, 348 BC👑 House von ZarovichThe architect of Castle Ravenloft, a wizard named Artimus, builds a scale model of the castle in the Amber Temple from magically sculpted rock.
March, 348 BC👑 House von ZarovichKhazan, an archwizard, joins the construction of Castle Ravenloft.
July, 348 BC💀 The Durst FamilyGustav Durst has an affair with the family's nursemaid.
July, 348 BC👑 House von ZarovichConstruction begins on Castle Ravenloft.
November, 348 BC💀 The Durst FamilyElisabeth Durst forges a pact with a vestige of the Amber Temple through the amber shard she wears. She then slays her husband and his mistress, killing her husband's unborn bastard.
December, 348 BC💀 The Durst FamilyElisabeth Durst begins a cult and starts to recruit members. The cult tries to summon malevolent extraplanar entities and preys on visitors, sacrificing them in bizarre rituals and feasting on their corpses. Elisabeth locks Rose and Thorn away in their room.
January, 349 BC💀 The Durst FamilyRose and Thorn starve to death in their room.
April, 349 BC🌾 BaroviansLord Endorovich falls in love with a woman named Marya.
May, 349 BC🌾 BaroviansEndorovich puts poison in the wineglass of Marya's lover, but Marya drinks the poison and dies. Marya's lover is hanged for murder and buried at the Ivlis River Crossroad.
November, 349 BC👑 House von ZarovichCastle Ravenloft finishes construction and Rahadin is appointed castle chamberlain.
February, 350 BC👑 House von ZarovichStrahd summons Sergei and Queen Ravenovia to Barovia. Queen Ravenovia dies in transit.
April, 350 BC👑 House von ZarovichSergei arrives at Castle Ravenloft. Strahd meets Sergei for the first time. Queen Ravenovia is buried in the crypts.
April, 350 BC👑 House von ZarovichCiril Romulich gives Strahd the Icon of Ravenloft to consecrate the castle and its chapel.
April, 350 BC👑 House von ZarovichStefan Gregorovich, First Counselor to King Barov von Zarovich is buried in the crypts.
June, 350 BC🔆 Church of the MorninglordHigh Priest Kir of the Church of Andral crafts the Holy Symbol of Ravenkind to prepare for an unknown future enemy and dies in the process. He is buried in Strahd's ancestral homeland.
June, 350 BC👑 House von ZarovichSergei prepares to become Most High Priest of the Church of Andral and receives the Holy Symbol of Ravenkind.
June, 350 BC👑 House von ZarovichSergei falls in love with Tatyana, a young Barovian woman of fine lineage, and introduces her to Strahd, who lavishes her with gifts and attention.
October, 350 BC🐲 Order of the Silver DragonStrahd has Argynvost's corpse hacked to pieces, stripped to the bone, and transported to Castle Ravenloft as a trophy alongside many of the books taken from Argynvost's study.

Year

Faction

Description
October, 350 BC🐲 Order of the Silver DragonThe spirit of Vladimir Horngaard is enraged by Argynvost's death and desecration and returns to life as a revenant alongside several other knights to avenge the destruction of the Order of the Silver Dragon.
October, 350 BC👑 House von ZarovichKhazan retires to Barovia and builds a tower on an island in Lake Baratok.
October, 350 BC👑 House von ZarovichSir Sedrik Spinwitovich completes construction of the Barovian navy.
November, 350 BC👑 House von ZarovichKhazan completes a causeway connecting his tower to the nearby shore.
November, 350 BC👑 House von ZarovichTatyana falls in love with Sergei.
November, 350 BC🐲 Order of the Silver DragonVladimir's revenants begin to wage war against Strahd's forces.
November, 350 BC👑 House von Zarovichduch*ess Dorfniya Dilisnya visits Castle Ravenloft for the first time, hoping to become Strahd's bride, and is joined by her fool Pidlwick, who delights Sergei and Tatyana.
December, 350 BC👑 House von Zarovichduch*ess Dilisnya commissions Fritz von Weerg to build Pidlwick II, a clockwork effigy of Pidlwick. Pidlwick begins training the effigy.
December, 350 BC👑 House von ZarovichSergei and Tatyana are engaged to be married. Sergei forswears his vows as a priest of Saint Andral.
December, 350 BC🔆 Church of the MorninglordIlona Darovnya becomes High Priestess of the Church of the Morninglord and assumes possession of the Holy Symbol of Ravenkind.
December, 350 BC👑 House von ZarovichA harsh winter traps duch*ess Dilisnya, Pidlwick, and the Pidlwick II in Castle Ravenloft.
March, 351 BC👑 House von Zarovichduch*ess Dilisnya succumbs to illness, and Tatyana asks Pidlwick to remain at Castle Ravenloft.
March, 351 BC👑 House von ZarovichPidlwick II kills Pidlwick by pushing him down a flight of stairs. Tatyana is upset by Pidlwick II's presence, and he is shut away in a guest bedroom closet.
March, 351 BC👑 House von ZarovichTasha Petrovna dies and is buried in the castle catacombs.
April, 351 BC👑 House von ZarovichPrince Ariel du Plumette builds a magical winged harness and plunges from the Pillarstone of Ravenloft to his death. Ariel is buried in the castle catacombs.
May, 351 BC👑 House von ZarovichPidlwick II kills a sleeping guest, and Strahd discovers the effigy's murderous nature.
May, 351 BC👑 House von ZarovichSir Sedrik Spinwitovich dies and is buried in the crypts.
July, 351 BC👑 House von ZarovichSergei von Zarovich and Tatyana Federovna have a wedding.
Sergei's Wedding

Time

Description
10:00 AMStrahd gazes into a mirror and "realizes he has been a fool." He decides to kill Sergei.
10:30 AMStrahd murders Sergei and drinks his blood, sealing his pact with the Dark Powers.
10:35 AMStrahd chases Tatyana through the gardens of Castle Ravenloft.
10:37 AMTatyana hurls herself from the balcony of the Ravenloft overlook and dies.
10:39 AMTreacherous castle guards, members of the Ba'al Verzi led by Leo Dilisnya, shoot Strahd with arrows in an assassination attempt.
10:41 AMThe sky above Barovia turns black as the Dark Powers spirit the valley away as one of the Domains of Dread.
10:41 AMStrahd is resurrected as a vampire through the dark gift of the Vampyr.
10:41 AMThe treacherous guards flee into Castle Ravenloft through the servants' entrance.

Time

Description
10:43 AMThe treacherous guards enter the Hall of Bones, where Strahd's loyal guards remain.
10:44 AMStrahd slaughters many castle guards in the Hall of Bones, both loyal and traitor.
10:44 AMSeveral guards retreat to the Kingsmen Hall.
10:44 AMLeo Dilisnya and several other soldiers flee into the North Tower.
10:46 AMStrahd kills the remainder of his castle guards in the Kingsmen Hall.
10:46 AMLeo Dilisnya and several other soldiers pass through the secret door in the North Tower and exit into the Servants' Quarters.
10:49 AMLeo Dilisnya and his companions flee Castle Ravenloft across the drawbridge.
11:00 AMStrahd exits Castle Ravenloft and sees his parents' faces in the thunderclouds.

Campaign Structure

Campaign Timeline

In this act, the players are lured into the haunted Death House, which mystically transports them into the land of Barovia. As the players begin to gain their bearings, they travel to the village of Barovia. There, they meet Ismark and Ireena, two potential long-term companions, and learn about the mysterious and dangerous Strahd von Zarovich, a vampire that has recently awoken to plague the Barovian valley. The players are asked to escort Ireena to the nearby town of Vallaki for safety; if the players agree, Ireena also asks them to assist in the burial of her late father, Burgomaster Kolyan Indirovich.

Upon receiving a warning and invitation sent in a dream from the Vistani seer Madam Eva, the players depart the village of Barovia for a Vistani encampment at nearby Tser Pool. Following a brief encounter with Strahd himself, the players receive a mystical Tarokka reading from Madam Eva, who foretells the location of three mystical artifacts—and a companion—who will help them defeat Strahd.

As the players travel to Madam Eva's camp, and then to the nearby town of Vallaki, they encounter a number of characters with ties to possible future adventures, as well as some adversarial encounters that will test their tactics, coordination, and combat skill.

Upon their arrival in Vallaki, the players can find shelter at the Blue Water Inn, and—if she is with them—help Ireena seek shelter at St. Andral’s Church. The act ends when the players take their first long rest in Vallaki.

Milestones

The players begin this act at 2nd level and should end it at 4th level, gaining milestone XP when they successfully do any of the following:

  • discover the secret staircase in Death House (200 XP)
  • successfully escape Death House, after either appeasing or defeating its monster (400 XP)
  • bury the remains of Walter Durst, thereby putting the spirits of Death House to rest (100 XP)
  • bury the remains of Burgomaster Kolyan Indirovich in the cemetery of the village of Barovia (400 XP)
  • receive the Tarokka reading from Madam Eva (500 XP)
  • find lodging in Vallaki (900 XP)

Arc A. Escape From Death House

In this arc, the players are lured into Death House, the haunted home that once belonged to the ancient Durst family of Barovia, but now travels the many worlds of the Material Plane, seeking new victims to sacrifice upon its bloody altar. [Note]

Once inside, the players are trapped and told that a monster will hunt them down once it awakens. The players have six hours to find the monster first and either appease it with a suitable sacrifice—or kill it. As they explore the house, the players will come to learn the house’s lurid history, as well as the true identity of the monster that lurks beneath.

If the players kill the monster, the house then begins to collapse, forcing them to flee or be lost in the rubble. Once they’ve escaped, the players can put the house’s evil spirits permanently to rest by burying the monster’s remains in the clearing where the house once stood.

Upon emerging from the house, the players find that their surroundings have changed, transporting them to the darkened land of Barovia.

A1. Death House

This chapter largely adheres to the History of Death House (p. 211), but with a number of changes made to the Dursts’ history. [Note]

The Durst parents weren’t always the leaders of an evil cult. Mr. and Mrs. Durst began as a wealthy family that moved to Barovia seeking new lands and business ventures. However, when Mr. Durst began an affair with the family’s maid, Mrs. Durst grew jealous and suspicious.

When the maid’s bastard son—Walter—was born, Mrs. Durst snapped. She killed Mr. Durst, mutilated and imprisoned his mistress, and sacrificed Walter to a dark god, praying that his infant soul would be consigned to damnation.

Somehow, unbeknownst to the Dursts, one of the pieces of Mrs. Durst’s jewelry contained an amber shard—a piece of amber chipped from the amber sarcophagus of a vestige imprisoned within the Amber Temple. That vestige heard Mrs. Durst’s prayer and answered it, offering her the power to conceal her husband’s untimely death, to torment his mistress, to seal Walter’s spirit in a monstrous prison of hateful flesh, and to secure a “family” that would remain faithful to her. She agreed.

Using her newfound power and the beast that Walter had become, Mrs. Durst gathered and cowed a cult of devoted followers to do her bidding. She sealed Walter’s corpse—now imprisoned within an ever-hungry, ever-growing flesh mound—in the basem*nt and used her cult to capture beasts and vagabonds to feed him. When the sight of Rose and Thorn—foul reminders of her late husband’s blood—grew distasteful, she locked them in their attic bedroom and left them to starve to death.

When Barovia was spirited away into the mists, Mrs. Durst saw in Strahd a kindred spirit—a fellow creature of perfection—and yearned to unite with him. Her vanity and pride became obsession and worship, and eventually—as she failed to win Strahd’s interest—rage and despair.

In a final, bold act, Mrs. Durst directed her cult to capture and kill a group of adventurers that had stumbled into Barovia—and Strahd, enraged by her theft of his prey, slew her and the entirety of the cult. Their spirits, however, live on in the haunted foundations of Death House, serving Mrs. Durst’s final wish to find and capture a worthy sacrifice to Strahd’s glory—and so win his affections at last. [Note]

The cult of Death House earned no love from Strahd in life. But in death, the two parties have come to an informal, unspoken understanding. In exchange for the permission to roam far afield from the misty land of Barovia to claim sacrifices, Death House is bound to return to the valley after each hunting excursion. Should any adventurers successfully escape the house's bloodied altar, they inevitably emerge into Strahd's domain—assuring him of a worthy crop of prey to pursue.

A1a. The Arrival

The players begin in the town of Daggerford. If you have chosen to use the Barovian Relics hook, one or more players begin the campaign apart and unknown to one another, with each player in posession of a particular unique relic. (At your discretion, the players might begin in a different location or in a different world entirely, so long as they remain in a large, but non-urban settlement.)

As the players approach Death House, late afternoon begins to turn to dusk, and a light mist begins to rise within the streets. Eventually, they arrive at Death House itself: a quiet townhouse nestled along a quiet, empty street.

A1c. The Game Begins

The Main Hall (p. 212) now contains a grandfather clock, placed in the circular space at the base of the stairs.

Shortly after all of the characters enter the Main Hall (p. 212), the front door slams shut, extinguishing all lights in the house. The sound of the town outside completely vanishes, leaving the house eerily silent. (A player who opens any outside-facing door or curtain in Death House finds that the exterior of the house has been completely bricked up, trapping the players inside. A player who takes the time to break through the bricks finds only more bricks on the other side.)

Bloody letters then begin appearing on the southern wall, just above the marble staircase, sharing the following information:

  • The monster will be pleased to finally be fed.
  • The monster is sleeping right now in his room below the house, but will awaken and come for his dinner at midnight.
  • If the players find the monster’s room and leave him a gift before he wakes up, he might decide to let them go.

The grandfather clock then strikes six o’clock. [Note]

Time in Death House

To track time in Death House, assume that each floor of the house takes 15 minutes to explore, and that the dungeon level takes 30 minutes to explore. Each short rest, of course, takes 1 hour to complete.

The grandfather clock in the Main Hall sounds on the hour, every hour, and can be heard throughout the house and dungeon. When the clock strikes midnight, the flesh mound in the Ritual Chamber awakens and makes a beeline for the players, exiting through the Hidden Trapdoor into the Den of Wolves if necessary to reach them. At least one minute should pass between the time the mound wakes up and the time that it first reaches the players, nullifying its heavy sleeper feature and allowing it to use its multiattack actions.

Resting in Death House

Due to their midnight deadline, it is ill-advised for the players to take a long rest in Death House. However, the players might still need to take a short rest.

Each time the characters take a short rest in the house, they experience one or more of the following hauntings:

  • A player hears rats scrabbling up and down the spaces between the walls. A thick, choking stench of rot seeps into the room.
  • A player hears the sound of a woman’s humming emanating from the opposite side of a closed door. If the door is cracked open, a cold blue eye stares back before vanishing.
  • A player hears footsteps descending from the attic and stopping outside of their door before moving away to the library. Soon after, a grinding noise can be heard coming from the library (the sound of the secret door).
  • A player hears maniacal laughter echoing from far below the house.
  • A player hears a pleading female voice in their right ear that swears that “it isn’t his.” A cold female voice in the player’s left ear scoffs, and says, “You would say that, you little harlot.” [Note]

A1d. The First Floor

Den of Wolves

This room is largely as described in Den of Wolves (p. 212). As the players enter this room, read: [Note]

As you crack the door to this room open, you catch a glimpse of something feral beyond: an amber eye that flashes in the darkness, and a bestial muzzle curled into a snarl.

If the players proceed, read:

The door cracks open, revealing a gray-furred wolf frozen into place. It's only a moment before you realize that it's not moving—and another before you realize that it's not alone. This oak-paneled room looks like a hunter's den. Mounted above the fireplace is a stag's head, and positioned around the outskirts of the room are two additional stuffed wolves.

Two padded chairs draped in animal furs face a hearth, with an oak table between them supporting an assortment of objects. A chandelier hangs above a cloth-covered table surrounded by four chairs, and two cabinets stand against the walls.

The stuffed wolves move when not directly observed. [Note]

Kitchen and Pantry

This room is largely as described in Kitchen and Pantry (p. 213). When the players enter this room, read:

You enter a tidy kitchen, with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome-shaped oven stands near the east wall, its bent iron stovepipe connecting to a hole in the ceiling. Behind the stove and to the left is a thin door.

In the front right-hand corner of the room stands a small wooden door set into the wall.

If the players inspect the cookware, they find that the largest kitchen knife is missing.

Dining Room

This room is largely as described in **Dining Room **(p. 213). When the players enter this room, read:

You enter into a wood-paneled dining room. The centerpiece is a carved mahogany table surrounded by eight high-backed chairs with sculpted armrests and cushioned seats. A crystal chandelier hangs above the table, which is set with resplendent silverware and crystal-ware polished to a dazzling shine. Mounted above the marble fireplace is a mahogany-framed painting of an alpine vale.

The wall paneling is carved with elegant images of deer among the trees. Red silk drapes cover the windows, and a tapestry hangs from an iron rod bolted to the south wall.

The dining table is laid with a magnificent—and delicious—feast. A player who partakes in the food suffers no ill effects. [Note]

A1e. The Second Floor

Upper Hall

This room is largely as described in Upper Hall (p. 213). When the players enter this room, read:

Unlit oil lamps are mounted on the walls of this elegant hall. Hanging above the mantelpiece is a wood-framed portrait depicting two adults alongside the familiar faces of Rose and Thorn Durst.

Standing suits of armor flank wooden doors in the east and west walls. Each suit of armor clutches a spear and has a visored helm shaped like a wolf's head.

The doors are carved with images of dancing youths.

The red marble staircase continues its upward spiral to a third floor, a cold draft whispering down from above.

A character that stands outside the door of the Servants’ Room can smell blood and hear the sobs and muffled gasps of a woman in pain from the other side. (The room, if explored, is empty.)

Servants’ Room

This room is largely as described in **Servants’ Room **(p. 213). When the players enter this room, read:

This undecorated bedroom contains a pair of beds with straw-stuffed mattresses. At the foot of each bed is a closed foot locker. A door to the left appears to lead to a closet.

In the right-hand corner stands a small wooden door. A metal button is set into the wall beside it.

Library

This room is largely as described in Library (p. 213-14). When the players enter this room, read:

Red velvet drapes cover the windows of this room. An exquisite mahogany desk and a matching high-back chair face the entrance and the fireplace, above which hangs a framed picture of a windmill perched atop a rocky crag. Situated in corners of the room are two overstuffed chairs. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows one to more easily reach the high shelves.

A tattered piece of sheet music lies on the desk. It is titled “Song for Elisabeth.” A handwritten, partially burnt note sits beside it, reading “Bulwarton’s words can open the way.” [Note] Additionally, the top drawer of the desk contains a number of receipts for candles, daggers, and incense. [Note]

A small rock collection sits upon one of the shelves, each of the stones labeled with its scientific name. (This collection once belonged to Mr. Durst.) The red-covered fake book that opens the secret door sits beside this collection, and is titled “An Architect’s Art,” by Archibald Bulwarton.

Immediately beside “An Architect’s Art” is a book titled The History of ________, with the final word being the name of the player character who first found it. It appears blank to any other creature, but, if read by that player character, tells the story of their life.

The final written page of this book reads: “_______ pulled the book down from the shelf and began to read, unaware of the creature that watched them from the shadows. Slowly, the beast began to creep forward.” The next page is blank, save for a bloodstain. A search of the room provides no evidence of any lurking monster.

A character that searches the room and succeeds on a DC 15 Intelligence (Investigation) check can see flickering candle light emanating from beneath the secret door.

Secret Room

This room is largely as described in **Secret Room **(p. 214). When the players enter this room, read:

This hidden room is packed with bookshelves groaning with old and ominous-looking leather-bound tomes. A heavy wooden chest with clawed iron feet stands against the south wall, its lid half-closed. Sticking out of the chest, its ribs and head caught beneath the lid, is a skeleton in leather armor.

Change the first and second paragraph of Strahd’s letter to read as follows:

My most pathetic servant,

I am not a messiah sent to you by the Dark Powers of this land. I have not come to lead you on a path to immortality. However many souls you have bled on your hidden altar, however many visitors you have tortured in your dungeon, know that you are not the one who brought me to this beautiful land. You are but a worm writhing in my earth.

You say that you are cursed, your fortune spent. Your husband took solace in the bosom of another woman, sired a bastard son, and drove you to abandon love for madness. Cursed by darkness? Of that I have no doubt. Save you from your wretchedness? I think not. I much prefer you as you are.

Your dread lord and master,

Strahd von Zarovich

The players do not recognize the name "Strahd von Zarovich."

Conservatory

This room is largely as described in Conservatory (p. 214). When the players enter this room, read:

You enter into an elegantly appointed hall, the windows of which are covered by gossamer drapes. A brass-plated chandelier hangs from the ceiling, and upholstered chairs line the walls.

Several stained-glass wall hangings depict beautiful men, women, and children singing and playing instruments. A harpsichord with a bench rests in the northwest corner. Near the fireplace is a large standing harp. Alabaster figurines of well-dressed dancers adorn the mantelpiece.

The Fearful Dog. A player that searches this room can find a small dog hiding under an armchair. He is rail-thin and starving, and terrified of any character that approaches him. He can be coaxed out from his hiding spot, however, with a DC 10 Wisdom (Animal Handling) check, made with advantage if he is offered food. A tag on his leash identifies him as Lancelot. [Note]

Song of Elisabeth. If a player plays the “Song of Elisabeth” found on the desk in the library on the harpsichord in this chamber, the conservatory fills with ghosts that dance about the room to the tune of the melody.

The ghosts take no notice of the characters, save for one: Elisabeth Durst, who stands beside the fireplace, staring at the players. When she is noticed, the harpsichord’s strings are cut, the ghosts vanish, and a grinding sound can be heard from above, signaling the opening of the secret passage in the attic.

If the players exit the room without playing the harpsichord, the sound of “Song of Elisabeth” can be heard faintly through the doors until the room is re-entered.

A1f. The Third Floor

As the players ascend the spiral stairs to the third floor, remind them that they can see down the center of the staircase all the way to the bottom floor.

Balcony

This room is largely as described in Balcony (p. 214). When the players enter this room, read:

You climb the red marble staircase to its full height, arriving at a dusty balcony. The air here is dry and musty, but tinged with a strange, coppery scent. A suit of black plate armor stands against one wall, draped in cobwebs and marked by age. Oil lamps are mounted on the faded oak-paneled walls, which are carved with woodland scenes of trees, falling leaves, and tiny beasts.

When triggered, the animated armor will use one or both of its multiattack attacks to attempt to push a player over the railing using a shove attack, or attempt to grapple its nearest target before shoving them prone. [Note]

If the armor is thrown down to the first floor and the players do not reveal their presence atop the balcony, it is unable to observe them with its sixty feet of blindsight, and is too stupid to think to climb back up.

A creature that is pushed over the edge of the balcony falls two stories, or twenty feet, and takes 2d6 bludgeoning damage. That creature must succeed on a DC 15 Dexterity (Acrobatics) check or land prone.

Master Suite

This room is largely as described in **Master Suite **(p. 214). When the players enter this room, read:

You enter a dusty, cobweb-filled master bedroom with burgundy drapes covering the windows. A four-poster bed with embroidered curtains and tattered gossamer veils stands against the center wall. The room also contains a matching pair of wardrobes, a vanity with a wood-framed mirror and a silver jewelry box, and a padded chair.

A rotting tiger-skin rug lies on the floor in front of the fireplace, which has a dust-covered portrait of the two Durst parents hanging above it. A web-filled parlor in the southwest corner contains two chairs and a table holding several items, as well as a door with a dark, dirt-flecked window.

A door facing the foot of the bed has a faded full-length mirror mounted on it. In the right-hand corner of the roomstands a small wooden door, its surface half-rotted by age. A tarnished metal button is set into the wall beside it.

In addition to its ordinary contents, Mrs. Durst’s jewelry box also contains a dark shard amulet carved of solidified shadows (Xanathar’s Guide to Everything, p. 137) and a blood-stained kitchen knife. [Note]

Shortly after the players enter the room, an apparition appears within it: the spirit of Mr. Durst, standing beside and looking out of the balcony door. His spirit appears not to notice the players’ presence. Instead, it carries out the following actions:

  • It turns toward the door to the room, eyebrows creasing in worry. After a few moments, it tilts its head and says, laughing nervously—as if replying to someone else—“My love—please, do not even joke about such things.”
  • After another few moments, it says, worriedly, “Please—the children can hear you.”
  • After another few moments, it steps back and raises both hands, eyes widening, and says, “Put that down. Don’t—” It then vanishes from sight.

If the players touch or attack the spirit before it has finished, it vanishes from sight.

Bathroom

This room is as described in Bathroom (p. 215).

Storage Room

This room is largely as described in Storage Room (p. 215). When the players enter this room, read:

Dusty shelves line the walls of this room. A few of the shelves have folded sheets, blankets, and old bars of soap on them. A cobweb-covered broom leans against the far wall.

When a player first approaches within 5 feet of the broom of animated attack, it attacks with surprise as soon as they avert their eyes or turn away, thwacking them once upside the head. It then immediately returns to its initial position—now cobweb-free. On its future turns, the broom uses its multiattack to continue to attack any player not looking at it who remains within 5 feet, foregoing opportunity attacks against players that move away. [Note]

Nursemaid’s Suite

This room is largely as described in Nursemaid’s Suite (p. 217).

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

The nursemaid’s specter does not appear in this room. Instead, when a player approaches the mirror, the nursemaid’s spirit appears as an apparition in the glass. [Note]

The nursemaid’s spirit resembles a pale, skeletally thin young woman, with all of her fingers and toes removed, her eyes sewn shut, and her lips torn from her face. Countless knife-thin scars line her entire body, and her hair has been carelessly hacked to stubble. Though its appearance is disturbing, players observing the spirit feel that it is simply watching them with shy curiosity.

The spirit can neither speak aloud nor exit the mirror. However, it shows no hostility toward the players, and can answer basic questions by nodding or shaking its head. It knows everything that the nursemaid did in life. It shows fear at any mention of Mrs. Durst’s name, sorrow at any mention of Mr. Durst’s name, melancholic fondness at any mention of Rose or Thorn, and despair at any mention of Walter.

If the players ask the spirit for aid in reaching the basem*nt or finding the “monster,” the spirit steps aside—vanishing from sight—and the secret door behind the mirror slowly swings open. [Note] The spirit does not return.

A1g. The Attic

Attic Hall

This room is largely as described in **Attic Hall **(p. 215). When the players enter this room, read:

This bare hall is choked with dust and cobwebs. Several doors lead from this attic corridor, including a door held shut with a padlock.

Spare Bedroom

This room is as described in Spare Bedroom (p. 215).

Storage Room

This room is largely as described in Storage Room (p. 215). When the players enter this room, read:

This dusty chamber is packed with lumpy, squat shapes draped in dusty white sheets. An old iron stove stands against the right-side wall, next to what looks to be a large trunk covered by a sheet.

The nursemaid’s specter does not appear in this room. Instead, a character who opens the trunk finds the nursemaid’s corpse, with wounds consistent with those seen on the spirit’s body in the Nursemaid’s Suite. A DC 14 Wisdom (Medicine) check reveals that the woman died of starvation.

A player inspecting the remains feels a cold breath on their shoulder, and the unshakeable sense of being watched. Meanwhile, a player who has previously uncovered a nearby mirror from its sheet covering can see an apparition of Elisabeth Durst within the mirror, staring at the player near the chest. Once observed, the apparition swiftly vanishes.

Milestone. Descending into Death House's dungeon level completes a story milestone. When the party gains access to the secret stairs, award each player 200 XP.

Spare Bedroom

This room is as described in Spare Bedroom (p. 215).

Children’s Room

This room is largely as described in Children’s Room (p. 215-16).

In life, Rose was a budding wizard who discovered a small spellbook in her father’s library, and took great care in copying the mending, light, and shocking grasp cantrips into her diary. As the ghost children speak with the players, Thorn levitates one of his toys into the air, which falls and breaks. Rose swiftly uses her mending spell to repair it. If her use of magic is remarked upon, she shyly shares her diary’s location, which can be found hidden in the cobweb-covered pillowcase on her bed. [Note]

In addition to her cantrips, Rose’s aged and faded diary also contains entries regarding her studies, her friends, her younger brother, her nursemaid, and arguments between her mother and father. (Rose doesn't know anything about the content of those fights.)

Rose knows the way down to the basem*nt, but “isn’t supposed to go down there.” If the party convinces her to show them the way, she points them toward the dollhouse, revealing the secret entry. In exchange, she asks the players to take her, Thorn, and Walter’s bones with them when they escape, burying them in the garden outside.

The dollhouse contains small dolls that depict tiny, twisted molds of any characters and creatures currently visible in the house. The dolls are made of painted resin. Any character looking inside the dollhouse while in Rose and Thorn’s room can see the appropriately-placed dolls of all living creatures within the manor. [Note] The dollhouse only contains rooms within the house itself, and does not depict the dungeon levels below.

NPC Profile: Rose and Thorn

Roleplaying Information

Resonance. Rose should make the players feel sympathetic to her (due to her insecurity about her ability to keep Thorn safe and due to her desire to rest peacefully), endeared to her (due to her best efforts to comfort Thorn in a disturbing situation), and grateful to her (due to her genuine interest in helping the players succeed in their efforts). Thorn should make the players feel sympathetic to him (due to his discomfort in strange situations and his fear of the players and the dangers below the house).

Emotions. Rose’s most frequent emotions are apprehension, curiosity, defiance, shyness, and boldness. Thorn’s most frequent emotions are discomfort, anxiety, and fear.

Motivations. Rose’s actions are most often motivated by her desire to comfort and protect Thorn or her desire to allow herself and Thorn’s spirits to finally rest. Thorn’s actions are mostly motivated by his desire to stay close to his sister or his desire to find opportunities for small, childlike joy where he can.

Inspirations. Consider taking inspiration for Rose from Eleven (Stranger Things), Matilda (Matilda), and Lucy Pevensie (The Chronicles of Narnia). Consider taking inspiration for Thorn from Neville Longbottom (Harry Potter) and Piglet (Winnie the Pooh).

Character Information

Persona. To strangers, Rose appears as a young girl doing her best to keep her little brother comforted and safe, while Thorn appears as a young boy who is easily frightened, yet yearns for the simple joys of childhood. To those they trust, Rose appears as a young girl struggling to navigate a confusing and traumatizing world while Thorn appears as a young boy who is deeply devoted to his older sister, yet anxious that, in her efforts to protect him, she may fail to protect herself.

Morale. In a fight, Rose would attempt to persuade her opponent to lay down their arms, but would immediately attempt to flee with Thorn if doing so were impossible.

Relationships. Rose and Thorn are the half-siblings of Walter Durst and the children of Elisabeth and Gustav Durst.

When the secret door is revealed, Thorn shyly asks the players if he and Rose can accompany them downstairs to save Walter, and attempts to possess a friendly player if permitted. When Rose or Thorn attempts to possess a player, describe it as “a child’s tiny hand, desperately seeking the touch of another soul.” A player possessed by Rose can cast the cantrips in her diary, while a player possessed by Thorn can gain the effects of the mage hand cantrip as an action, without the use of components. (The spectral hand is invisible.) [Note]

Secret Stairs

This room is largely as described in Secret Stairs (p. 217). However, because the players begin the campaign already at 2nd level, they do not gain an additional level upon finding it.

When the players enter this room, read:

The secret door opens to reveal a narrow spiral staircase built of aged-looking wood within a tight shaft of mortared stone. Thick cobwebs fill the staircase as it descends into the darkness below.

As the players descend the stairs, read:

The broken cobwebs around you sway like a gossamer wedding veil, beckoning you forward. You descend the spiral staircase, the ancient stairs creaking and groaning as you push past endless rows of cobwebs. The gaping maw of the stairwell draws you deeper, swallowing you up as you descend further down its gullet. You descend one floor—two floors—three.

The walls of the stone shaft narrow around you, forcing you to hunch your shoulders and pull in your elbows to continue downward. In the darkness, you can only hear the shuffle of your feet, the choking groan of the stairs, and the pounding of your blood in your ears.

Finally, after what feels like hours, the descent levels out, and the spiral staircase ends at a darkened landing of packed earth. A narrow tunnel supported by aged timber braces stretches ahead of you, its stone walls seeming to bleed with deposits of streaked, red clay. Eight feet ahead, the tunnel splits, branching to the left and right.

As your eyes and ears adjust to the cold, subterranean corridor, you notice that the tunnel isn't as silent as the staircase above. An eerie, low-pitched sound echoes through the space—and you soon recognize it as a deep, incessant chanting.

B2h. The Basem*nt

Family Crypts

These rooms are largely as described in Family Crypts (p. 217-18). As the players approach the Empty Crypt and Walter’s Crypt, read:

This side-corridor branches again to the left and right. On either side, large standing stone slabs have been set aside to lean against the walls, opening the way to a pair of dark, quiet crypts. The slab to the right is etched with the name "Walter Durst"; the slab to the left is blank.

If the characters enter the Empty Crypt, read:

You peer past the leaning stone slab to see an empty earthen crypt.

If the characters enter Walter’s Crypt, read:

Swollen, bloody cysts cover the walls of this crypt like tumors. From time to time, they pulsate and burst, streams of pus oozing down to collect on the floor. In the distance, you can hear an infant's quiet whimpers.

As the players approach the Gustav’s Crypt and Elisabeth’s Crypt, read:

This side corridor branches again to the left and right. Large standing stone slabs seal the entrance to the tunnels on either side, blocking the way forward. The slab to the left is etched with the name "Gustav Durst"; the slab to the right is etched with the name "Elisabeth Durst." The tunnel here is unnaturally quiet, and a thin mist clings to the floor.

If the characters enter Gustav’s Crypt, read:

The crypt beyond the slab contains a stone coffin lying atop a dusty stone bier. Silence hangs heavy over the lonely chamber.

If the characters enter Elisabeth’s Crypt, read:

A misty miasma hangs over the interior of this crypt, and the floor is littered with the bodies of hundreds of dead insects. The air is thick with a musty, acrid smell. Within the chamber, a stone-carved coffin rests quietly atop a stone bier. Beyond it, the wall of packed soil and clay is littered with dozens of tiny holes that bore deep into the earth beyond.

The field of insect corpses includes both flies and centipedes. One dead fly appears to have gnawed its way free of a dead centipede's abdomen before expiring on the dirt floor.

As the players approach the Rose’s Crypt and Thorn’s Crypt, read:

This side-corridor branches again to the left and right. Large standing stone slabs seal the entrance to the tunnels on either side, blocking the way forward. The slab to the left is etched with the name "Rosavalda Durst"; the slab to the right is etched with the name "Thornboldt Durst." Each slab exudes the silence of a forgotten grave.

If the characters enter **Rose’s Crypt **or Thorn’s Crypt, read:

This small chamber contains a stone coffin resting on a stone bier. The air in this crypt hangs heavy with sorrow.

The players cannot help Rose or Thorn’s ghosts find peace by placing their remains in their coffins. Neither Rose nor Thorn finds these crypts comforting. Both prefer to leave as quickly as possible.

Cult Initiates’ Quarters

This room is largely as described in Cult Initiates’ Quarters (p. 218).

As the characters move to descend to the Well and Cultist Quarters (p. 218), a sudden splashing sound can be heard—which then quickly subsides.

Well and Cultist Quarters

This room is largely as described in Well and Cultist Quarters (p. 218). When the players enter this room, read:

The ceiling of this dark, earthen chamber rises a foot higher than the cramped tunnel. It's supported by thick wooden 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, surrounded on three sides by several smaller, alcove-like chambers that have been carved into the walls. Old footprints criss-cross the floor, leading into the alcoves, around the well, up a staircase on the other end of the room, and back upstairs the way you came.

An old hempen rope attached to a rusted pulley descends past the mouth of the well, swaying gently in the stagnant air as if just abandoned by an unseen occupant.

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 bolted to the cross beams above the well. The interior of the shaft is covered with an ash-black species of fungi.

If the players toss an object down the well and then turn away, they hear loud splashing and tearing sounds coming from below. When they turn back, the object has been torn to pieces, with large parts missing. (This is the well where the flesh mound was kept before it grew too large and was relocated to the Ritual Chamber.)

One of the foot lockers contains a book bound in grimy black leather. The journal, which one of the cultists kept as a log of the cult’s victims, contains a list of names and physical descriptions associated with each name. Each name is also associated with gruesome details describing the victim’s sacrifice, such as “struggled profusely” or “no sedative given.”

Hidden Spiked Pit

This room is largely as described in **Hidden Spiked Pit **(p. 218).

If the characters enter this area from Well and Cultist Quarters, read:

The staircase leads to a quiet landing. To the front, the stairs continue upward and vanish around a bend. To the right, the landing continues straight into a lonely corridor. This tunnel hallway seems surprisingly clean and bereft of debris; at its far end, another earthen staircase descends into darkness.

The incessant chanting that has filled the air of this underground complex grows stronger toward the far end of this corridor. Its source seems to lie beyond the descending stairs.

If the characters enter this area from Dining Hall, read:

The staircase descends to a quiet landing. To the front, the stairs continue to descend, opening into a broader chamber. To the left, the landing continues straight into a lonely corridor. This tunnel hallway seems surprisingly clean and bereft of debris; at its far end, another earthen staircase descends into darkness.

The incessant chanting that has filled the air of this underground complex grows stronger toward the far end of this corridor.

If the characters enter this area from Ghoulish Encounter, read:

The staircase descends to a quiet landing. To the left, the stairs continue to descend, rounding a bend before vanishing into darkness. The incessant chanting that has filled the air of this underground complex appears to be echoing from below.

To the right, the landing continues straight into a lonely corridor. This tunnel hallway seems surprisingly clean and bereft of debris; at its far end, the corridor branches left and right.

Dining Hall

This room is largely as described in **Dining Hall **(p. 218). When the players enter this room, read: [Note]

This room contains a plain wooden table flanked by long benches. Moldy humanoid bones lie strewn on the dirt floor. A thick stench of rot and gore fills the chamber, so coppery with blood that you can taste it on your tongue.

A few dozen moldy bones have been piled into a grotesque and misshapen pyramid in a dark alcove to the south.

Larder

This area is largely as described in **Larder **(p. 218).

The **grick **in this alcove—the warped remains of Gustav Durst’s flayed corpse—is coiled on the ceiling, and drops onto its victim when they enter. A DC 17 Wisdom (Perception) check allows a player to determine its presence before entering.

If the players disturb the grick, read:

A horrific creature—a long, flesh-like worm the breadth and length of a human man—drops from the ceiling. Its flayed muscles split open to reveal a flapping, gaping maw ringed by hundreds of tiny, humanlike teeth and a gnashing, bony beak. It lets out a high-pitched, gurgling squeal as it hurls itself forward, writhing, tendon-like tentacles lashing toward your face.

Ghoulish Encounter

This room is largely as described in Ghoulish Encounter (p. 218). When the players first approach this area, read:

A deathly stench emanates from this corridor. The stone walls bear cracked, red stains, and a trail of old bones leads deeper down the tunnel.

If the players continue down the corridor, read:

The trail ends at the center of a quiet intersection. The incessant chanting you've heard since first entering the dungeon is noticeably louder down the northern branch of the intersection.

If one or more characters moves within 5 feet of the midpoint of the four-way tunnel intersection, four ghouls begin to unearth themselves from the ground. Three of the four ghouls begin in spaces marked X on the map, except for one, which emerges from the midpoint of the intersection. The ghouls must spend their action on their first turn digging themselves out of the ground. (Treat a half-buried ghoul as prone.) [Note]

As the ghouls attack, they mindlessly repeat any or all of the following phrases:

  • “Beautiful. We’re so beautiful.”
  • “Nothing can hurt us.”
  • “We are perfect. We are immortal.”
  • “Help us live forever.”
Stairs Down

This room is largely as described in Stairs Down (p. 218). When the players approach this area, read:

A dark set of chiseled stone steps descends into darkness. It's clear that the origin of the muffled, diabolic chanting you've been hearing lies below.

Darklord’s Shrine

This room is largely as described in **Darklord’s Shrine **(p. 218). When the players enter this room, read:

This room is festooned with moldy skeletons that hang from rusty shackles against the walls, their mouths hanging open in silent screams. A wide alcove in the south wall contains a painted wooden 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 next to him. In his right hand, he holds a smoky-gray crystal orb. The statue's 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. Furthermore, if the orb is disturbed, the ashen **shadows **upon the walls begin to stir. Each round, up to two of the shadows “awaken,” swooping across the walls. As they awaken, they murmur and moan the following phrases:

  • “Begone from this place!”
  • “Look not upon us.”
  • “Return the Darklord’s offering!”

Once all shadows have awoken, they attack, with each shadow preferring to target a different player. If the orb is returned to its place on the statue, the shadows return to their original positions and become dormant once more. [Note]

If the players approach the door leading to Cult Leaders’ Den, read:

This old wooden door is covered in ancient red stains.

If the players have not already seen this door from the opposite side, add:

The half-eaten body of a rat lies at its base, its head torn off and half of the spine poking from its severed lower torso.

Any creature that touches the door becomes adhered to it, whereupon the mimic attacks. The mimic also attacks if its takes any damage.

When the mimic attacks, the victim's hand is sucked inside of it. The door then deforms, sprouting dozens of mouths and eyes, with the nearest mouth attempting to bite down on the now-stuck victim.

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

Hidden Trapdoor

This room is largely as described in Hidden Trapdoor (p. 219). When the players enter this area, read:

The clay staircase ends at a cramped landing. Six feet above the floor, a half-rotted ceiling of close-fitting planks holds a closed wooden trapdoor leading to an upper floor. The trapdoor is bolted shut from this side.

Cult Leaders’ Den

This room is largely as described in Cult Leaders’ Den (p. 219). When the players enter this room, read:

This quiet room contains a wooden table flanked by two high-backed chairs and holding a clay jug and two flagons. Above the table is suspended an unlit cast-iron chandelier. Iron candlesticks stand in two corners of the chamber, their candles long since melted away. A short corridor at the north end of the room leads to a darkened chamber beyond.

See Darklord’s Shrine for more information on running the mimic here.

Cult Leaders’ Quarters

This room is largely as described in Cult Leaders’ Quarters (p. 219). When the players enter this room, read:

This room contains a large wood-framed bed, the feather mattress rotted by years of disuse. An old wooden wardrobe carved with demonic faces stands against the wall to the left, and a faded wooden footlocker stands quietly at the foot of the bed.

The room is suffused with a familiar stench of death—but far stronger, mixing with a noxious scent that fills your lungs with every breath.

The wardrobe contains several old robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. A rotting aroma also emanates from a pair of rotted organs—a half-eaten liver and a gnawed intestine—lying hidden beneath the hems of the robes.

Folded inside the foot locker, on top of its other contents, is a boneless (Van Richten’s Guide to Ravenloft, p. 228) made of the recognizable flayed skin of Gustav Durst. When the foot locker is opened, the boneless** **springs out to attack the nearest creature.

No ghasts attack if a player removes any items from the foot locker, and there are no hidden cavities behind the walls. [Note]

Reliquary

This room is largely as described in Reliquary (p. 219). When the players enter this room, read:

The dusty stone steps descend past a landing and around a bend until they end at a cold, rectangular chamber. A thin, wafting mist clings to the ground, and the wooden cross beams that support the ceiling groan beneath the weight of the house and underground complex above.

The walls of this room are cut with small, chiseled alcoves, each holding a strange, ghastly trinket or relic. A corridor with a sagging ceiling exits the chamber and bends out of sight to the right. Past it, you can see a stone slope that descends into black, murky water. The ghostly chant you've heard since entering the basem*nt is strongest here, and seems to be emanating from the other side of a rusted, closed portcullis.

You can finally understand the words.

They say, over and over again, in a ceaseless refrain:

"He is the Ancient."

"He is the Land."

Prison

This room is largely as described in Prison (p. 219). When the players enter this room, read:

The sound of clinking chains melds with a quiet, near-imperceptible rustling as you round the bend into a long, darkened dungeon. Rusted shackles hang patiently from the walls, as if waiting to bite into prisoners' flesh once more.

Portcullis

This area is largely as described in Portcullis (p. 219). When the players approach this area, read:

The floor is submerged beneath two feet of dark, murky water that sloshes around your calves and boots. The tunnel forward 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.

The wooden wheel that opens the portcullis is located on the eastern side of the gate (i.e., the side facing the Reliquary), rather than the western side (i.e., the side facing the Ritual Chamber). However, the chain-link mechanism has broken, preventing the players from proceeding without repairing it (e.g., by using Rose’s mending cantrip) or lifting the portcullis by hand. (If the players lift the portcullis by hand and then release it, its weight causes it to shut once more unless propped open.) [Note]

B2i. The Ritual Chamber

This room is largely as described in Prison (p. 219). When the players enter this room, read:

The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support 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 rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous depictions of grasping ghouls and is stained with dry blood. A small, white bundle lies atop it.

A breach in the far wall leads to a dark cave. Within that cave lies a dark, amorphous shadow, its bloated mass rising and falling with a slow, shuddering rhythm.

As soon as you step foot into the chamber, the ghostly chanting you've heard suddenly falls silent.

The bundle atop the altar is the size and shape of an infant wrapped in swaddling clothes. If unwrapped, the players instead find it to hold a rusted, serrated dagger stained red with ancient blood.

The dark shadow in the cave is a flesh mound containing Walter’s spirit. It is a swollen, bloated mound of bones, flesh, and gore that seems to breathe as its mass rises and falls. A player that observes it concludes that it appears to be sleeping.

When a player first unwraps the dagger atop the altar, read the flavor text listed under “One Must Die!” (p. 220). The cultists’ chanting causes the flesh mound to begin stirring, awakening it fully after three rounds.

The flesh mound also awakens if attacked. In either case, when the flesh mound awakens, its subsequent screeching wail causes the earth to tremble, sending the Portcullis crashing to the ground. [Note]

If the players use the dagger to kill a humanoid or beast with an Intelligence of 3 or higher upon the altar before the flesh mound awakens, the flesh mound returns to sleep and the cultists’ apparitions disappear. Far overhead, the players can hear the sound of the house’s front door opening, followed by the sounds of the distant thunderstorm. All monsters and apparitions vanish from the house, and the players can now leave freely.

Flesh Mound, 1st Form

Large undead, chaotic evil

  • Armor Class 15 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 20 ft.
STRDEXCONINTWISCHA
16 (+3)8 (-1)16 (+3)3 (-4)10 (+0)5 (-3)
  • Condition Immunities blinded, deafened, exhaustion
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP), or 2 (450 XP) when its heavy sleeper feature is active.

Heavy Sleeper. If either of the mound’s forms has been unconscious within the past minute, it can’t use its multiattack.

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 within 5 feet of the mound.) The mound’s statistics are then instantly replaced by the statistics of its second form. Its initiative count doesn’t change.

Actions

Multiattack. The flesh mound makes two slam attacks. If it has a Medium or smaller creature grappled, the flesh mound then uses its Engulf on it.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If the attack hits a Medium or smaller target, the target is grappled (escape DC 13).

Engulf. The flesh mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the mound’s turns or take 8 (2d4 + 3) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can only have one creature engulfed at a time.

Otherwise, the flesh mound attacks the players, fighting to the death. At the start of the flesh mound’s first turn, the cultists’ chant changes again: “The child comes! Death, be praised!”

The flesh mound uses the following two statblocks, beginning with flesh mound, first form. For one minute after it has awoken, the flesh mound’s heavy sleeper feature prevents it from using its multiattack actions in either form. [Note]

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.

Flesh Mound, 2nd Form

Large undead, chaotic evil

  • Armor Class 15 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 20 ft.
STRDEXCONINTWISCHA
16 (+3)8 (-1)16 (+3)3 (-4)10 (+0)5 (-3)
  • Condition Immunities blinded, deafened, exhaustion
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP), or 2 (450 XP) when its heavy sleeper feature is active.

Heavy Sleeper. If either of the mound’s forms has been unconscious within the past minute, it can’t use its multiattack.

Innocent Heart. The front of the mound contains a large, misshapen rib cage. Within the rib cage hovers the infant corpse of Walter Durst. Walter's corpse has AC 17, 20 hit points, and the same ability scores as the flesh mound. If Walter's corpse is reduced to 0 hit points, the flesh mound instantly dies.

Actions

Multiattack. The flesh mound makes two tentacle attacks and uses its gore spray.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Gore Spray. The mound spews blood and gore in a 15-foot cone. Each creature in that area must make 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.

If both of the flesh mound’s forms are killed, its bloated body dissolves into mist, leaving a small pile of Walter’s bones behind. The cultists’ apparitions vanish immediately thereafter.

A1. Escape From Death House

When the flesh mound dies, the cultists’ apparitions vanish, leaving the basem*nt eerily silent. Far overhead, the players can hear the sound of the house’s front door opening, followed by the sounds of the distant thunderstorm. [Note]

When the players next begin to move toward the exit, however, the spirit of Elisabeth Durst appears before the players, her features warped to resemble a ghast and wearing her amber shard on a cord around her neck. (If the players are still in the Ritual Chamber, Elisabeth’s spirit appears atop the dais.) Elisabeth snarls: “You may have escaped my pet—but I will pull this house down upon your heads before I allow you to escape.” She then throws her head back and lets out a blood-curdling shriek, causing the house’s foundations to tremble and quake. Upstairs, the grandfather clock in the Main Hall begins to chime incessantly. As rocks and dust begin to pour down from the ceiling, Elisabeth’s spirit fixes the players with a frenzied snarl—and vanishes.

It soon becomes clear to the players that the entire house might collapse over their heads before they’re able to escape. As the players move to flee, a skill challenge begins. (See here for more information on how to run a skill challenge.)

The goal of this skill challenge is to escape Death House before it collapses. The DC for each round of the skill challenge is 14.

As the players are about to escape from Death House, have each player make a Dexterity saving throw, with a DC given by the number of failures they accumulated during the skill challenge:

FailuresDC
00
15
210
315
420
525

Each player who fails this saving throw takes an 1d6 additional bludgeoning damage from the falling debris. A player reduced to 0 hit points this way is buried beneath the collapsing house and lost forever. [Note]

Complications

Each time the players pass through a certain area, as given by the list below, Elisabeth’s spirit appears again to summon a new complication, and a new round of the skill challenge begins.

If the players have already accumulated 5 successes when a new round begins, the players automatically succeed during that round.

Portcullis. A sudden rockslide obstructs the way ahead. _Penalty: _The Active Player takes 2d6 bludgeoning damage.

Spiked Pit. The floor grows slick with blood and slopes downward toward the pit, which grows large, sharp teeth. Penalty: The Active Player takes 2d6 slashing damage.

Ghoulish Encounter. The gnawed bones rise into the air and attempt to skewer the players’ loose clothes—and flesh—to the walls. Penalty: The Active Player takes 2d6 piercing damage.

Hidden Trapdoor. Grasping hands form from the clay walls and attempt to strangle the players. (Whether the players succeed or fail this complication, they automatically gain an additional 3 successes at the end of the round.) Penalty: The Active Player takes 2d6 bludgeoning damage.

Family Crypts. A wave of insects fills the hall, threatening to drown the players. Penalty: The Active Player takes 2d4 poison damage and is poisoned for the next two rounds.

Secret Stairs. A tide of blood sweeps down the staircase. Penalty: The Active Player takes 2d6 bludgeoning damage.

Storage Room. A cloud of noxious gas billows from the stove, filling and obscuring the room. Penalty: The Active Player takes 2d4 poison damage and is poisoned for the next two rounds.

Attic Windows. Grasping, black, blood-stained roots begin to grow from the walls and floor, attempting to entangle the players. (Whether the players succeed or fail this complication, they automatically gain two additional successes at the end of the round.) Penalty: The Active Player takes 2d6 bludgeoning damage.

Master Suite. Elisabeth’s spirit lets out a terrible scream, which threatens to daze any creature that hears it. (Whether the players succeed or fail this complication, they automatically gain an additional success if they proceed onto the outside balcony.) Penalty: 2d4 psychic damage and the Active Player is stunned for the next two rounds.

Nursemaid’s Suite. Grasping, black, blood-stained roots begin to grow from the walls and floor, attempting to entangle the players. (Whether the players succeed or fail this complication, they automatically gain an additional success if they proceed onto the outside balcony.) Penalty: The Active Player takes 2d6 bludgeoning damage.

Balcony. The balcony is plunged into darkness, the air filled with the maddened whispers of the cultists’ spirits. Penalty: The Active Player takes 2d6 psychic damage.

Main Hall. The wolves from the den obstruct the way forward. Penalty: The Active Player takes 2d6 piercing damage.

B2k. Outside Death House

When the players exit Death House, the storm overhead has slowed to a mere drizzle, and the mists around the house have disappeared. Moreover, rather than night, the players emerge into a gray-lit, sunless morning.

Most surprisingly, however, the players now find themselves in a dark forest clearing at the beginning of the Old Svalich Road (p. 33), rather than on the Triboar Trail. The road travels west. To the east lie dark, endless woods filled with the Mists of Ravenloft (p. 23).

If the players killed the flesh mound, the house and its adjoining buildings collapse—and then implode—leaving nothing more behind than a dark scorch mark where their foundations once stood.

If the players appeased the flesh mound with a sacrifice, the house and its adjoining buildings vanish from sight the first time that no players are looking at them.

If they’re still possessing the players, Rose and Thorn’s spirits end their possessions. If asked about their new surroundings, the children remark that the woods look like their home—Barovia. They then ask the players if they can bury their remains before proceeding any further, so that they can finally rest. (The children's spirits will not proceed further into Barovia, instead pleading for the players to allow them to rest.)

If the players bury their remains here, the children’s spirits thank them before vanishing. If the players bury Walter’s remains alongside them, Death House is permanently destroyed, the spirits within put to rest. If they leave the clearing without burying Walter’s remains, however, one of the players sees Elisabeth’s spirit staring at them from the clearing. The spirit vanishes soon after.

Milestone. Escaping Death House completes a story milestone. When the party departs from Death House’s clearing, award each player 300 XP. (This should allow the players to advance to 3rd level.) If the players also buried Walter’s remains, award each player an additional 100 XP.

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. As they work to find their way to Tser Pool, 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. If the players agree to help, 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.

While awaiting the burial, the players might also purchase goods from Bildrath’s Mercantile or overhear a conversation between Ismark and “Mad Mary” regarding the fate of her daughter, Gertruda.

During their first night in Barovia, the players also receive a shared dream from the Vistani seer Madam Eva. Madam Eva warns the players that they are in grave danger, and invites them to journey to her tent at Tser Pool Encampment to learn their fates. [[Note]]

B1. Old Svalich Road

This scene largely unfolds as described in Old Svalich Road (p. 33). However, as the players travel down the road, heavy mists roll in on either side of the treeline. Strange shapes and silhouettes can be seen flashing in the mists, including:

  • a hunched figure watching from the fog
  • an enormous bird whose shadow briefly blots out the daylight
  • a great dragon that soars from above, then vanishes against the earth
  • a flock of birds whose silhouettes flash among the treetops
  • a tall, slender figure that spreads feathered wings, then melts into shadows
  • a broad-shouldered silhouette bearing an axe that slowly lifts a misshapen, clawed hand
  • a tall, cloaked figure that stares at the players before vanishing

These silhouettes depict, in order: Madam Eva, the Roc of Mount Ghakis, Argynvost, the Keepers of the Feather, the Abbot, Izek Strazni, and Strahd von Zarovich. [[Note]]

When the last silhouette disappears, the mists part on the road ahead, revealing the Gates of Barovia.

B2. Gates of Barovia

This scene unfolds as described in the Gates of Barovia section (p. 34).

B3. Svalich Woods

This scene unfolds as describes in the Svalich Woods section (p. 34).

B4. Barovian Overlook

When the players emerge from the Svalich Woods, read:

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.

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.

B4. The Village of Barovia

This chapter largely adheres to the Village of Barovia chapter (p. 41). However, the town is now bordered in several places by a crude—though incomplete— palisade wall and a number of rough-dug trenches, many of which are filled with outward-facing wooden spikes. Additionally, some aspects of the town’s recent history have been changed, as described below. [[Note]]

Until recently, the village of Barovia faced few overt troubles. While not thriving, its residents eked out a meager existence and lived as well as they could.

However, six weeks ago, the archmage Mordenkainen arrived in the village. After hearing tales of the vampire lord that slumped in nearby Castle Ravenloft, Mordenkainen raised the cry of revolution. Within two weeks, he had gathered a mob of hopeful-minded Barovians to march upon the keep, promising to restore the light of the sun to the dreary valley.

The town’s burgomaster, Kolyan Indirovich, and his son, Ismark Kolyanovich, raised their voices in warning, but ultimately failed to stop the mob from marching forth.

As the burgomaster had feared, Mordenkainen’s efforts proved worse than fruitless. Instead of killing Strahd, the mob only awoke him from his hibernation. Two weeks after Strahd hunted down and turned the surviving members of the mob into vampire spawn, he sent a plague of Strahd zombies against the village to punish them for their rebellion.

The zombies’ siege of the town lasted a full week, with the undead crashing against crude village fortifications night after night. Though the village was ultimately secured, dozens of lives were lost—including, on the final night, the life of Burgomaster Indirovich himself. With that, Strahd finally withdrew his forces, allowing the Barovians to heal their wounded, gather their dead, and attempt to rebuild.

The burgomaster’s children, Ismark and Ireena, took charge of the rebuilding effort. Even so, many Barovians, fearful of Strahd’s emergence and the threat of Castle Ravenloft, left their ruined homes and broken families and fled for Vallaki to the west, hoping that its high walls could bring security.

Many of those who remained in the village turned on Ismark, blaming him and his father for allowing Strahd to awaken, and for failing to do more to prevent Strahd’s counter strike. Ismark—once named for “Ismark the Great,” an ancestral hero who rooted out nests of vampires across the valley—was now mocked as “Ismark the Lesser.”

At the close of the siege, as he visited the village in disguise to assure himself of its submission, Strahd caught a glimpse of Ireena in the streets—and recognized her as the spitting image of Tatyana Federovna, the woman he had pursued in life.

Five nights ago, believing Ireena to be Tatyana reincarnated, Strahd visited the burgomaster’s manor and charmed his way inside, biting her. Three nights ago, he visited again, overcoming Ismark and Ireena’s best efforts to resist him, and biting Ireena a second time. Strahd attempted to visit again one night ago—but his efforts were stymied by the heavy fortifications that Ismark and Ireena had installed in the manor.

Since Strahd’s first arrival, Ismark has begged Ireena to stay indoors and out of his reach—a condition that she has, reluctantly, accepted. However, Strahd’s repeated appearances have driven both siblings to stress and strain. Ismark fears that, inevitably, Strahd will find a way in—and that he has no way to keep Ireena safe.

As such, Ismark has come to a sobering conclusion: Ireena must leave Barovia, journeying west to the walls of Vallaki, where she can find sanctuary in the hallowed ground of St. Andral’s Church. However, as the late burgomaster’s son, Ismark can ill-afford to forsake his duties and abandon his people as they rebuild. He believes it to be clear that someone should take Ireena to safety. The only question, then, is who

B4a. The Raven’s Guidance

When the players first arrive in the village of Barovia, read the descriptive text in Approaching the Village (p. 41). (Remove the part of the last sentence that begins with "except for mournful sobbing...")

Soon after entering the village, the players encounter a raven with blue-tipped wings perched atop one of the houses flanking the street. This raven is secretly Muriel, a wereraven and member of the Keepers of the Feather. Muriel attempts to lead the players through the streets of Barovia to the Blood of the Vine tavern, where she perches atop its sign. [[Note]]

The players do not encounter Morgantha, the night hag peddler, while exploring the village of Barovia. (They will meet her later on the Old Svalich Road instead.) [[Note]]

B4b. The Blood on the Vine Tavern

This area is largely as described in Blood of the Vine Tavern (p. 43). However, insert the following after the first sentence of this area’s description:

An old, chipped stone statue stands at the center of the square, depicting a man wearing leather armor and holding a sword.

NPC Profile: Ismark Kolyanovich

Roleplaying Information

Resonance. Ismark should make the players feel flattered (due to this genuine interest in and sympathy for the players' situation), sympathetic to him (due to his guilt over the town's fate and his desperation to help Ireena), endeared to him (due to the shadow that Ismark the Great casts over him), and grateful to him (due to his warmth, assistance, and information).

Emotions. Ismark's most frequent emotions are concern, guilt, friendliness, melancholy, defiance, hope, desperation, and gratitude.

Motivations. Ismark's actions are most often motivated by his loyalty to his village, his dedication to his father's memory, his love for Ireena, and his longing to match his ancestor's legacy.

Inspirations. Consider taking inspiration for Ismark from Ned Stark (Game of Thrones), Boromir (Lord of the Rings), or Trevor Belmont (Castlevania).

Character Information

Persona. To strangers, Ismark appears as a courageous, reliable, and compassionate leader. To those he trusts, Ismark appears as a self-doubting, struggling warrior desperate to keep his loved ones safe. Deep down, Ismark worries that he will never live up to his ancestor's deeds—and fears that he has already irreparably failed.

Morale. In a fight, Ismark would first seek to mediate the parties' conflict, but would gladly draw his sword—even fight to the death—if he believed that he was fighting for something or someone worth protecting.

Relationships. Ismark is the (unknowing) stepbrother of Ireena Kolyana, and the great-grandson of Ismark the Great.

The statue bears a weather-worn plaque at its base. It reads: “ISMARK THE GREAT. Burgomaster of Barovia. Bane of Vampires. 618—662 B.C.” (“B.C.” stands for “Barovian Calendar.”) [[Note]]

Entering the Tavern

Instead of Alenka, Mirabel, and Sorvia—the three Vistani found here in the original module—Arik is the sole owner and proprietor of the tavern. Alenka, Mirabel, and Sorvia are merely patrons, visiting from Tser Pool to drink and gather news. [[Note]]

When the players enter, these Vistani eye them with brief interest, but soon return to their drinks, departing the tavern soon after. (Alenka and Mirabel return to Tser Pool. Sorvia, a spy for Strahd, travels to Castle Ravenloft to report that new outsiders have entered Barovia.)

As the PCs speak with Arik, Ismark approaches, offers to pay for their drinks, and invites them to his table. Over drinks, in addition to the information given in Roleplaying Ismark (p.43) and Barovian Lore (p. 26), and the village’s recent history described above, Ismark can share the following information:

  • The players have entered the land of Barovia, a realm surrounded by deadly fog and ruled by Strahd von Zarovich, a powerful vampire who slumbered in Castle Ravenloft until recently.
  • Outsiders are occasionally spirited into Barovia by the mists. (Ismark has no knowledge of Death House, but vaguely remembers tales of unorthodox ways by which travelers have come to the valley.) There is no escaping Barovia once an outsider has entered it.
  • The village of Barovia was recently decimated by a siege from Strahd's undead forces. While the undead were dispatched, the village suffered heavily, and many Barovians fled to Vallaki, a fortified town to the west.
  • All Barovians call Strahd “the Devil,” fearing that speaking his name gives him power and draws his attention. (This is a myth.) Ismark is unsure whether he believes this, but warns the players that Strahd’s spies are thought to be always watching— bats, wolves, and even human servants, including certain Vistani. [[Note]]
  • St. Andral’s Church in Vallaki is said to be hallowed ground, protecting its congregants from vampires and other undead. Ismark hopes to bring his sister, Ireena here, but is currently unable to due to his duties as his father's successor. [[Note]]

If the players ask about the statue outside the tavern, Ismark can share that Ismark the Great was his great-grandfather. Even when Strahd vanished into the depths of Castle Ravenloft a century ago, nests of bloodthirsty vampires lingered throughout Barovia. Ismark the Great joined with a paladin from beyond the mists—a woman named Lugdana who bore the holy symbol of Ravenkind—and rooted out many of these vampires wherever they rested. He eventually died defending a group of trappers from a dire wolf attack at the age of 44, and the statue outside was erected in his honor. [[Note]]

Ismark does not know that his sister, Ireena, is adopted. [[Note]]

Ismark doesn't believe that the players will be able to find either answers or protection in the village of Barovia, but suggests that they might find both in the town of Vallaki to the west. In the meantime, he is glad to offer the players room and board at his own home. (The Blood on the Vine Tavern doesn't have rooms for rent.)

If the players indicate an interest in traveling to Vallaki, he asks if they would allow Ireena to accompany them, escorting her to St. Andral's Church in Vallaki. [[Note]]

B4c. The Burgomaster’s Mansion

This area is largely as described in Burgomaster’s Mansion (p. 44). However, Kolyan’s corpse still bears the wounds that killed him.

Additionally, Ireena wears a thick red scarf to cover the marks of Strahd’s teeth on her neck. (It was knitted for her by her late mother, Indira, who died of illness ten years ago.) [[Note]]

The Argument

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 to excuse them and has a brief conversation with Ismark in private. [[Note]]

Ireena’s Fate

If the players refuse Ismark’s request and choose to proceed alone, he and Ireena set off to bury their father two nights afterward. Torn between his village and his sister, Ismark chooses the latter, promising himself that he will soon return to aid his broken village. Soon after departing Barovia, however, Ismark is fatally wounded by wolves on the road to Vallaki, and Ireena buries him by the Barovian Gates near Castle Ravenloft.

Despite finding lodging at St. Andral’s Church, Ireena is frightened after an encounter with Izek and flees Vallaki for Krezk. Before she can arrive, however, Escher spirits her away to Castle Ravenloft by means of Strahd’s black carriage.

Soon after Strahd turns her into a vampire spawn, Ireena is killed by Rudolph van Richten or Ezmerelda d’Avenir. If the players do not stop him, Strahd finds and slays Ireena’s killer, displaying their tortured corpse gruesomely before the castle drawbridge.

The players can eavesdrop on this conversation with a successful DC 13 Dexterity (Stealth) check or a successful DC 15 Wisdom (Perception) check. The substance of the conversation is as follows:

  • Ireena blasts Ismark for presuming to send her away without telling her first. She insists that she is reluctant to leave the village when its people still need every helping hand to rebuild.
  • Ismark reminds her that Strahd is still personally targeting her, and notes his fear of the old superstition that women with red hair find ill luck in Barovia. He insists that it’s unsafe for her to remain in the village.
  • Ireena protests, insisting that she is no coward, and will not abandon her friends and neighbors.
  • Ismark hesitates, then reminds her of the Barovians that fled for Vallaki. He suggests that they will need someone to guide them and advocate for them, and to perhaps one day lead them home.
  • Ireena is briefly quiet. She asks Ismark if he truly sees no other way.
  • Ismark promises her that it is always her choice—but, tearfully, tells her that, with both of their parents gone, he can’t bear to lose her too.
  • Ireena takes several moments to consider. She then hugs Ismark and, also tearfully, promises him that she will return home soon. She tells him that she will accompany the players to Vallaki on one condition: that she can see their father buried before she goes.
  • Ismark agrees, and the two share an emotional moment before rejoining the players.

(The entire conversation takes no more than five minutes. If the players do not choose to listen in, they are free to wander around the manor, talk amongst themselves, or simply wait for Ireena and Ismark to finish. When Ismark and Ireena emerge, a player with a passive Wisdom (Insight) score of 12 or more notices that both have blotchy, red eyes, as if from crying.)

Ismark then asks the players if they will assist him in transporting their father’s remains to the local church shortly before daybreak the following morning, so that he can be buried at dawn before they depart. (Ireena will not willingly leave Barovia before this is done.)

NPC Profile: Ireena Kolyana

Roleplaying Information

Resonance. Ireena should make the players feel flattered (due to her genuine interest in their ideals, bonds, goals, and/or interests), sympathetic (due to her guilt over the pain her situation has brought Strahd and her fear that, somehow, she was responsible for Strahd's attack on the town), endeared to her (due to her determination to keep moving forward and help all she can, even despite her own situation), and grateful (due to her genuine efforts to help the players succeed).

Emotions. Ireena's most frequent emotions are curiosity, thoughtfulness, melancholy, guilt, stubbornness, joy, determination, and fear.

Motivations. Ireena's actions are most often motivated by her loyalty to her fellow Barovians, her dedication to her parents' memory, her love for Ismark, her fascination with stories, and her dream of exploring distant lands.

Inspirations. Consider taking inspiration for Ireena from Belle (Beauty and the Beast), Elizabeth Swann (Pirates of the Caribbean), Eowyn (Lord of the Rings), Hermione Granger (Harry Potter) and Katniss Everdeen (The Hunger Games).

Character Information

Persona. To strangers, Ireena appears as a compassion, curious, yet stubborn young noblewoman. To those she trusts, Ireena appears as a melancholy, guilty, yet determined young woman who keeps her hope alive with distant dreams of freedom and adventure. Deep down, Ireena feels shattered from the loss of her father, home, and brother, and struggles with thoughts of resignation to Strahd's predation.

Morale. In a fight, Ireena will always turn to words before a sword. If necessary to defend, though, she'll draw her rapier—reluctantly, if protecting herself, and defiantly, if protecting another.

Relationships. Ireena is the (unknowing) stepsister of Ismark Kolyanovich, the (unknowing) sister of Izek Strazni, and the (unknowing) reincarnation of Tatyana Federovna.

If the players agree, Ismark and Ireena spend some time helping them to get settled in, setting them up in beds and providing them with basic supplies. If the players are looking to purchase more, Ismark offers to escort them to Bildrath’s Mercantile, but warns them that they are unlikely to get a fair deal there.

Mad Mary's Plea

Shortly before dinner, Mad Mary knocks on the mansion’s door and pleads for an audience with Ismark.

Mary tells Ismark that her daughter, Gertruda, vanished from their home the previous night, shortly after an argument the two had had regarding Gertruda’s “foolhardy” ideas. [[Note]]

(If pressed by the players, Mary shares that Gertruda planned to visit Castle Ravenloft directly to parlay with its master and seek reparations, "doubtlessly addled by those books she's read and her late father's nonsensical stories.")

If the players do not intrude, Ismark promises Mary that he will look out for Gertruda should she return, and that he will deploy a search party to search for her in the meantime.

Over dinner, Ismark quietly mourns Gertruda to Ireena and the players, adding hers to a list of names of Barovians he had failed to protect. Ireena is visibly stricken by the news of Gertruda’s disappearance, as the two had been close friends.

Night at the Mansion

That night, as the players rest in the mansion, each of them—including those who do not ordinarily sleep—are drawn into a shared dream.

In the dream, the players find themselves within Madam Eva's Tent (p. 37), seated across from an old crone—Madam Eva—whose face is concealed by the cowl of her cloak.

Madam Eva greets them and delivers the following message, pausing after every paragraph to allow the players to interject:

"Welcome, weary travelers, to my humble tent. You may call me Madam Eva. I have been expecting you.

"The winds of fate have brought you to this land, but do not be fooled—they are not winds of change, but winds of doom. I can see a shroud of darkness descending upon you. The lord of this land knows that you have trespassed into his domain, and he has set you in his sights. He is a creature of eternal hunger, and he will not rest until he has claimed your souls.

"But there is yet hope. I have been blessed with the gift of foresight, and I can see the twisting paths that lie ahead. Seek me, in my tent at Tser Pool, so that I may read the cards for you and decipher the strands of fate. Together, we may yet escape this darkness.

"But be warned: Time is running out, and the shadows are growing longer. Will you find me at Tser Pool?"

If the players appear suspicious of Madam Eva's motives, she says, "Your fates are more than your own. My vision is obscured, but I can see that your futures are intertwined with the very destiny of the land itself. In conquering this shadow, you may yet find salvation for others as well—and, in failure, may deliver damnation instead."

If the players ask for directions to Tser Pool, Madam Eva says only, "I am not far. Travel west. The path to my tent begins at a place of death."

Soon after Madam Eva delivers her warning, the "light" in the tent visibly dims, as though a shroud of darkened mist has descended upon it. In response, Madam Eva stirs and says, "He has sensed me. He cannot know of our meeting. Fly, travelers! I shall await you at Tser Pool!" [[Note]]

The players then violently awaken, hearts beating fast and covered in sweat. Outside, the pale, ethereal light of the 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 on the eaves of a nearby house, watching silently from the darkness. [[Note]]

Ismark rouses the players shortly before dawn, gathering them to deliver the burgomaster’s remains to Barovia’s church.

If the players ask Ismark about the March of the Dead, he can tell them that the ghosts began appearing four weeks ago, when Strahd presumably first awoke; until then, the villagers had thought the “March of the Dead,” a parade of outsiders that had become trapped in Barovia and sought, unsuccessfully, to slay the vampire, to be simply a myth from older times.

If the players ask Ismark about Tser Pool, he can tell tham that a Vistani encampment is known to reside there. To reach Tser Pool, he says, they must first travel west from Barovia down the Old Svalich Road, then travel north from the River Ivlis Crossroads.

B4d. Bildrath’s Mercantile

This area is largely as described in Bildrath’s Mercantile (p. 43); however, instead of selling items for ten times the price listed in the Player’s Handbook, he sells them for only twice the price, citing the recent economic upheaval. [[Note]]

If Ismark is present (or if the players mention him), Bildrath mocks him as “Ismark the Lesser” and instead raises his prices to five times the price listed in the Player’s Handbook, spitefully claiming them to be a “special deal” for friends of the town’s “great hero.” (Bildrath lost his sister and brother-in-law—Parriwimple’s parents—in Strahd’s recent siege, and blames Ismark for his failure to protect them. Bildrath has not yet worked up the courage to tell Parriwimple that his parents have died, telling him only that they “went on a long trip.”)

During the players’ conversation with Bildrath, Parriwimple enters the room carrying a box of wares that Bildrath asked him to fetch. He is excitedly curious about the players’ presence, but Bildrath orders him to return to his bedroom in order to avoid “disturbing the customers.”

If Bildrath orders Parriwimple to remove the players from the store, Parriwimple attempts to grapple them and pull them out the door, preferring to avoid violence if at all possible.

B4e. The Barovian Church

This area is largely as described in Church (p. 45). However, due to the changes in the timeline, Doru was sent to the church—and imprisoned beneath it—two weeks ago, at the start of the siege.

When the players arrive, they find Father Donavich kneeling before the altar, murmuring quietly in constant—almost babbled—prayer. If stirred, he greets the players with “...Doru?” before realizing that they are not his son.

NPC Profile | Donavich & Doru

Roleplaying Information

Resonance. Donavich should make the players feel sympathetic (due to his obvious desperation to heal his son), grateful (due to his efforts to help with the burial), and uncomfortable (due to his unkempt appearance and maddened state). Doru should make the players feel sympathetic (due to his sorrow at the rebellion's defeat and his struggle with his vampiric hungers), disgusted (due to Doru's vampiric hungers and desperation to sate them), and uncomfortable (due to Doru's unkempt appearance and maddened state).

Emotions. Donavich's most frequent emotions are grief, exhaustion, delirium, despair, sorrow, and solemnity. Doru's most frequent emotions are delirium, despair, guilt, self-loathing, sorrow, and desperation.

Motivations. Donavich's actions are most often motivated by his dedication to his son's humanity and his service to the village. Doru's actions are most often motivated by his hatred of Strahd, his distant desire to reclaim his humanity, his (unwilling) loyalty to Strahd, and his all-consuming vampiric hunger.

Inspirations. Consider taking inspiration for Donavich from Joel (The Last of Us) or Jim Hopper (Stranger Things). Consider taking inspiration for Doru from Gollum (Lord of the Rings) or Peter Pettigrew (Harry Potter).

Character Information

Persona. To strangers, Donavich appears as a desperate, broken man grasping for faith and understanding, and Doru appears as a desperate, self-loathing addict who struggles with his cravings and Strahd's hold on his mind.

Morale. In a fight, Donavich would immediately surrender and plead for mercy, while Doru would attempt to escape and, if cornered, fight like a wild animal.

Relationships. Donavich is Doru's father. (Donavich's wife, Danya, was killed in Strahd's recent siege. Donavich has not yet had an opportunity to mourn her.)

Speaking with Donavich

If informed as to the reason for the players’ arrival, Father Donavich fetches a trio of shovels and invites the players and Ismark to join him in digging a grave in the cemetery outside.

If the players inquire about “Doru” and the screams beneath the chapel, Donavich relays Doru’s sad tale and the story of the wizard’s rebellion, as described in Chapel (p. 46) and the modified history above. (Donavich can’t remember the wizard’s name, though.)

If the players insist in slaying Doru, Donavich begs them to spare his son’s life, insisting that the Morninglord will show him a way to cure him. If the players ignore him and kill Doru, Donavich becomes withdrawn and inconsolable, leaving the players and Ismark to conduct the burgomaster’s burial themselves.

If the players kill Doru, they can hear the church bell ring a single time shortly after leaving the church. If the party returns to the church, they find that Donavich has hanged himself from the bell's rope. [[Note]]

Confronting Doru

If the players insist on interrogating or speaking with Doru, Donavich warns them that Doru is unrestrained, and that he can neither guarantee their safety nor permit Doru to escape the undercroft.

If the players reassure him with a successful DC 15 Charisma (Persuasion) check, Donavich reluctantly fetches the key to the trapdoor’s lock from his chambers and unlocks the way to the undercroft.

When the players descend into the undercroft, Doru shies away from them. He whimpers that he can “smell their blood,” and pleads for “just a small taste.” If the players allow him, Doru sates his thirst with a single bite attack, which restores him to a more reasonable state of mind, allowing him to flesh out Donavich’s tale with the following information:

  • The wizard’s name was Mordenkainen, and he was a powerful archmage, capable of flying through the air, transforming into mighty beasts, and even tearing open the walls of reality itself.
  • In the castle, the mob saw terrible things—the walking dead, stone monsters, and an elf whose very presence tinged the air with screams.
  • Strahd appeared without warning and broke the mob with a combination of martial prowess, powerful magic, and vampiric savagery. Doru remembers gazing into Strahd’s eyes, listening to his hypnotic voice, and then—after a dark void of memory—awakening in a shallow grave with a ravenous hunger for blood. [[Note]]

B4f. The Barovian Graveyard

This area is largely as described in E6. Cemetery (p. 48). At night, it is watched by two swarms of bats—spies of Strahd’s—who hang to the eaves of the church and the nearby mausoleums, watching the players.

In accordance with Barovian traditions, the burgomaster’s remains are to be buried at dawn. The plot for his grave abuts a row of fresh graves dug in the wake of the siege, including a grave marked "Danya" for Donavich's late wife. If Ismark is present, he recognizes the name and gives Father Donavich his condolences.

During the burial, Donavich offers prayers to the Morninglord, asking Kolyan’s deliverance from Barovia in the following refrain:

O Morninglord

Lord of blessed light and patron of new beginnings

We commend into thy mercy and thy radiance Master Kolyan Indirovich

Now departed hence from us and gone evermore into your glory.

We beseech thee to grant unto him thy mercy and everlasting peace

As thou deliver'st him from this everlasting darkness into infinite light

From pestilence into growth

From shadow into day

And from death into new life.

Grant him entrance into Your land of light and joy

In the fellowship of thy saints

And the brilliance of thy presence

By Your will and grace.

At the conclusion of Donavich’s prayer, unless any player wishes to offer any words, prayers, or tributes of their own, Donavich directs the players to lower the coffin into the ground.

With the burial concluded, Strahd’s bats take off into the air, vanishing up into the mist surrounding the base of Castle Ravenloft.

Donavich takes the bats’ presence as a bad omen. In a surprisingly lucid moment, he warns the players of a Barovian superstition that young women with red hair often find that ill luck travels beside them, and asks if Ireena plans to remain in Barovia. If told that Ireena intends to leave, Donavich suggests she be taken to the Abbey of Saint Markovia in Krezk, which once was a bastion of good, and may yet still offer some protection. [[Note]]

When the players return to the burgomaster’s manor following the burial, Ireena has adorned her chestplate and rapier, and has prepared a traveling bag to take to Vallaki. When the players are ready to leave, she bids Ismark a tearful farewell and sets off on the road.

Milestone. Burying the Burgomaster completes a story milestone. If the players depart Barovia with Ireena accompanying them, award each player 500 XP.

B4g. Mad Mary’s Townhouse

There should be no reason for the players to visit Mad Mary’s Townhouse (p. 44) in this revision. However, if they do, the following changes have been made:

Mad Mary did not hide Gertruda in this house for her entire life. Instead, Gertruda lived a fairly ordinary life—albeit one with a fairly overbearing widowed mother. (Ireena and Gertruda initially bonded as young girls over the loss of their parents.) When he was alive, Gertruda’s father was a merchant who raised Gertruda on stories of great lords and ladies, using their family’s meager funds to purchase her occasional books from Vistani caravans regarding diplomacy and military history.

The first floor of this old, dirty dwelling comprises a one-room divided living space. To the north lies a small kitchen, its countertops dirty and covered with dust. There is a broken glass on the floor and a rotted meal for two set on a table covered with a dirty blue tablecloth. (Mary poured herself a glass of wine to steady her nerves after realizing Gertruda's disappearance, and dropped it on the floor in anguish.)

A small sitting area to the south contains a fireplace, two comfortable armchairs, and a dirty rug. Stairs lead up from here to the second floor.

The second floor corridor contains three wooden doors. One leads to a bathroom with an unemptied chamber pot and a bowl of dirty bathwater. Another leads to Mary’s bedroom, which holds a writing desk and a bed. (If found here, Mary is sitting on the bed, quietly sobbing.)

The third door, which is slightly ajar, leads to Gertruda’s bedroom; a tray holding a broken tea kettle and cup has shattered on the floor before it. (Mary was bringing Gertrada tea when she found her daughter missing, and dropped it in horror. She still hasn’t cleaned it up, instead spending her time searching the village and the surrounding area in vain.)

Gertruda's room holds a clumsily handwoven dress and a shelf holding a dozen well-read, dog-eared books, as well as a hairbrush, a rug, and an open window.

Arc C: Into the Valley

In this arc, the players depart the village of Barovia for Tser Pool and the town of Vallaki. Upon their arrival at the River Ivlis Crossroads, they encounter Strahd von Zarovich for the first time, accompanied by Escher, one of his vampiric consorts.

After a tense conversation, the players head north to Tser Pool. On the way, they encounter a raven—the disguised wereraven Muriel Vinshaw—fleeing a monstrous strix, a scarecrow of the skies.

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.

Before departing Tser Pool, the players hear Vistani tales of Strahd's history and Mordenkainen's rebellion, and receive a mission from one of Strahd's secret Vistani spies that will take them to Blinsky Toys in Vallaki and the Vistani encmpment to Vallaki's southwest.

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 seeking escape from the Barovian valley,
  • a wolf's corpse beside a pair of fresh graves and a forgotten watchtower,
  • a nameless revenant of the Order of the Silver Dragon standing watch atop the bridge over Tser Falls,
  • the night hag Morgantha returning to the Old Bonegrinder windmill with her cart of dream pastries,
  • two flocks of friendly ravens, and
  • a werewolf accompanied by its pack of ravenous wolves. [[Note]]
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.

C1. The Journey From Barovia

The journey from the village of Barovia to the River Ivlis Crossroads is three miles long and takes one hour. As the players travel, read:

You set off from the silent village of Barovia, the fog creeping around your feet as you pass onto the Old Svalich Road. A sea of tall, pale-green grasses stretches out before you on either side of the road, all the way up to the edge of the Ivlis River. The sky above is a dull grey, the clouds heavy with the promise of rain.

It's not long before you can see the old arched stone bridge in the distance that spans the clear blue river ahead. Crossing it, you find yourselves on a muddy road that winds its way through the trees. The air is thick with the scent of damp earth and decaying leaves, and the trees press in close, casting deep shadows that carve dark gouges across the road.

As the road bends, the river brushes up against you once more. Here, the river is wider, its waters dark, and still. You can see the reflection of the trees and fog in its surface. The sound of the quiet, trickling water is met only by the rustling of leaves. No birdsong breaks the silence that hangs over the woods.

Soon, the river bends once more out of sight, and the dark woods surround the road once again. Finally, though, the trees pull away, revealing a tall cliff at the base of a foggy mountain slope. The air is cold and damp here, and soft wisps of fog swirl around the base of the cliff.

The players have arrived at the River Ivlis Crossroads (p. 35).

C2. River Ivlis Crossroads

This area is largely as described in River Ivlis Crossroads (p. 35). (Do not check for a random encounter.)

This scene begins similarly to River Ivlis Crossroads (p. 35). However, the first time the players move to depart for Tser Pool, instead of seeing The Hanged One, they can hear the sound of a horse-drawn carriage or wagon approaching. After a few moments, Strahd’s black carriage, as described in Black Carriage (p. 37) and Carriage House (p. 54) comes into view.

The players can see a driver sitting in the coach box: the vampire spawn Escher, as described in K49. Lounge (p. 70).

If the players have not concealed themselves, the carriage comes to a stop. Read the following, modifying the text as necessary if Ireena isn’t present, and pausing briefly after each paragraph to allow the players a short opportunity to act or react:

The driver releases the reins, steps down from the coach box, and moves to open the side door of the carriage, bowing deeply. A moment passes—and then a man steps out from the carriage.

He is tall, gaunt, and dressed in finery befitting a man of aristocratic, even royal stature. A black cloak is pulled neatly around his shoulders, tied at the neck by a blood-red brooch. His scarlet tunic is worked with intricate designs, and his hair is pulled back into a sharp and immaculate widow's peak.

His eyes are dark, and as he moves to adjust the ruby at his neck, you see that his fingernails form long, elegant claws. It's only then that you realize that his skin is pale—unnaturally so— and that his eyes glint with a deep, intelligent hunger.

If Ireena is with the party, add:

Ireena rocks backward, as if slapped. She averts her eyes from the man's gaze, her entire body tightening. "Don't look into his eyes," she chokes out.

The man's gaze rests briefly on Ireena, and he smiles—though no warmth reaches his eyes. "Lady Kolyana," he says. "What a pleasant surprise." He then turns his gaze to you.

Whether Ireena is with the party or not, add:

"Good day," he says. "I am Count Strahd von Zarovich—and it is a pleasure to finally meet the newcomers to my domain. My friends have told me so much about you." His eyes linger over each one of you in turn, regarding you like a cut of meat weighed at market, a prey animal spotted by a predator in the bush—an intriguing but inanimate trinket.

The Conversation Begins

If undiverted, Strahd greets each of the player characters individually—by name, if his spies have had a chance to learn them and report back to him. While doing so, he makes a personal comment regarding each character’s species, class (if apparent from their equipment or dress), and/or personality (if reported by his spies). If possible, he frames each comment in the form of a compliment, sympathetic remark, or (sparingly) exceptionally veiled threat.

If Ireena is present, Strahd then asks if “Lady Kolyana” has properly introduced them to his domain, and apologizes for any “folktales” his subjects may have shared about him.

(He does not, however, deny his attack on the village of Barovia, noting only that the people of the village defied him in an act of utmost treason. "I am sure that you can agree that my response was a measured one," he says. "After all, no lord could tolerate a settlement that fostered such sedition. The good people of Barovia needed to be taught a lesson. Their discipline was a kindness that few others would entertain.")

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 makes brief reference to the players' actions in Death House, sardonically lauding:

  • their "heroic and compassionate spirits" if they put Walter's spirit to rest;
  • their "fierce and fiery valor" if they defeated the flesh mound; and/or
  • their "cunning and ruthless will" if they made a sacrifice on the cult's altar.

(If the players ask about the nature of Death House, or its purpose in bringing them to Barovia, Strahd smiles coldly and says only, "The souls of the damned are tragically twisted things. Do not linger upon their madness.")

If the players ask about Strahd's driver, Strahd introduces him as Escher, "my coachman and cupbearer."

Strahd's Questions

During the conversation, at moments when it seems organic to do so, Strahd poses the players the following questions (in no particular order):

  • "Ismark Kolyanovich defied me by keeping his sister from me. Why should I, as his lord, not punish him for his disloyalty?"
  • "I have claimed Ireena Kolyana, and twice marked her as my own. Why should I not take her with me to Castle Ravenloft right now?"
  • "You are trespassers in my lands, and the last outsider that entered Barovia fostered sedition and treachery. Why should I not dispatch with you now, in the same way that I dispatched with him?"

(Strahd's third question is referring to Mordenkainen, the archmage who rallied a peasant army and marched on Castle Ravenloft in an attempt to slay Strahd, but woke him instead.)

If the players buried Walter's bones and put the spirits of Death House to rest, Strahd poses an additional question:

  • "Immediately prior to your entry to my lands, you caused great damage to a group of my servants—the occupants of a particular house on the borders of my domain. I had relied upon those servants to bring me specimens of interest, but your activities have left them indefinitely indisposed. Why should I not punish you for your crimes against them?"

Strahd frames each of these questions as a hypothetical. In asking them, is tone is inquisitive, curious, and at least somewhat amused. If the players despair at the prospect of answering these questions at all, Strahd notes, "I am not an unreasonable man. If there is some reason or rationale that I might have missed, by all means, do enlighten me."

Strahd's Concessions

As the players attempt to answer his questions, Strahd delights in playing Devil's advocate, pushing back against their responses and probing at the holes in their reasoning.

Ultimately, though, if the players' points are at least reasonably well-argued, Strahd is willing to accept them. (It should be fairly clear to the players, however, that he is merely humoring them by accepting their responses.)

The players can push Strahd to make the following concessions:

  • He agrees to overlook Ismark's transgressions, so long as Ismark does not defy him or act counter to his will again.

Strahd, First Form

Medium undead (shapechanger), lawful evil

  • Armor Class 16 (natural armor)
  • Hit Points 150 (53d8 + 212, divided by 3)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
20 (+5)20 (+5)18 (+4)20 (+5)15 (+2)20 (+5)
  • Saving Throws Dex +11, Wis +8, Cha +11
  • Skills Arcana +17, Perception +14, Religion +11, Stealth +16
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 24
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge CR 15 (6,450 XP) or 11 (3,800 XP) when fought in sunlight
  • Proficiency Bonus. +6

Legendary Resistance (1/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage, this trait doesn’t function at the start of his next turn.

Spider Climb. Strahd can move up, down, and across vertical surfaces and upside down along ceilings, while leaving his hands free.

Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

Blessings of the Fanes. While Strahd retains the power of the Fanes of Barovia, he receives the following respective benefits: a +3 bonus to his Armor Class (Forest Fane); resistance to cold, fire, lightning, and poison damage, as well as the ability to cast the control weather spell as an action once per day (Swamp Fane); and the effects of permanent nondetection and true seeing spells (Mountain Fane).

Spellcasting. Strahd is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He can cast the following wizard spells:

At will: mage hand, prestidigitation, ray of frost, magic missile

3/day each: shield, absorb elements, animate dead, detect thoughts

2/day each: blindness/deafness (at 3rd level), lightning bolt, counterspell, dispel magic

1/day each: greater invisibility, polymorph, telekinesis, scrying

Swordsman's Aggravation. When Strahd drops to 0 hit points, his statistics are instantly replaced by the statistics of his second form. (If his second form has 0 hit points, it gains 1 hit point.) His initiative count doesn't change, but he loses his concentration.

Actions

Cast a Spell. Strahd casts a spell with a casting time of 1 action.

Bonus Actions

Misty Step. Strahd casts the spell misty step without expending a spell slot.

Frigid Shield (1/Day). Strahd conjures a magical shield of thin and wispy flames that burn cold instead of hot, which lasts for 1 minute or until he loses his concentration (as if concentrating on a spell). While the shield lasts, a creature that hits Strahd with a melee attack within 5 feet takes 9 (2d8) cold damage.

Tactical Shift. Strahd's statistics are replaced by the statistics of his second or third form if that form has at least 1 hit point remaining. His initiative count doesn't change, but he loses his concentration. (Any damage that Strahd has previously taken in his first form is preserved, but doesn't carry over to his new form.)

  • He agrees to allow Ireena to depart the River Ivlis Crossroads safely. (Strahd will not grant a longer grace period than that.) [Note]
  • He agrees to refrain from judgment against the players until and unless they take action directly against his person.
  • He agrees to forgive the players their transgressions against the cult of Death House.

The players might successfully exact these concessions using a variety of arguments, including (but not limited to) the following:

Vampire Features

In all forms, Strahd has the following features:

Undead Nature. Strahd doesn't require air.

Forbiddance. Strahd can't enter a residence without an invitation from one of the occupants.

Chained to the Grave. Strahd cannot gain the benefits of a long rest except by resting in his coffin for eight hours between dawn and dusk

Children of the Night. Strahd can comprehend and verbally communicate with nonmagical bats, wolves, and rats, which obey his commands.

Strahd, Second Form

Medium undead (shapechanger), lawful evil

  • Armor Class 16 (natural armor)
  • Hit Points 264 (24d8 + 96)
  • Speed 30 ft.
STRDEXCONINTWISCHA
20 (+5)20 (+5)18 (+4)20 (+5)15 (+2)20 (+5)
  • Saving Throws Dex +11, Wis +8, Cha +11
  • Skills Arcana +17, Perception +14, Religion +11, Stealth +16
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 24
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge CR 15 (6,450 XP) or 11 (3,800 XP) when fought in sunlight
  • Proficiency Bonus. +6

Legendary Resistance (1/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage, this trait doesn’t function at the start of his next turn.

Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

Spider Climb. Strahd can move up, down, and across vertical surfaces and upside down along ceilings, while leaving his hands free.

Blessings of the Fanes. While Strahd retains the power of the Fanes of Barovia, he receives the following respective benefits: a +3 bonus to his Armor Class (Forest Fane); resistance to cold, fire, lightning, and poison damage, as well as the ability to cast the control weather spell as an action once per day (Swamp Fane); and the effects of permanent nondetection and true seeing spells (Mountain Fane).

Vampiric Aggravation. When Strahd drops to 0 hit points, if his first form has at least 1 hit point remaining, his statistics are instantly replaced by the statistics of his first form. Otherwise, his statistics are instantly replaced by the statistics of his third form. In either case, Strahd's initiative count doesn't change.

Actions

Multiattack. Strahd makes four melee attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 4 (1d8) necrotic damage.

Bonus Actions

Hilt Bash. +11 to hit, 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Aggressive. As a bonus action, Strahd can move up to his speed toward a hostile creature he can see.

Tactical Shift. Strahd's statistics are replaced by the statistics of his first or third form if that form has at least 1 hit point remaining. His initiative count doesn't change, but he loses his concentration. (Any damage that Strahd has previously taken in his second form is preserved, but doesn't carry over to his new form.)

  • Ismark's defiance was the product of stress, exhaustion, and grief, and should not be reflect upon his ability to serve Strahd as a loyal burgomaster.
  • The players have promised Ismark that they will escort Ireena to Vallaki, and it is important to them that they be allowed to fulfill their word.
  • The players have taken no hostile action against Strahd or his servants, and should be granted a presumption of innocence.
  • The players' actions in Death House were conducted in self-defense, and therefore should be excused.

(Because Strahd is unwilling to be truly persuaded, and is merely humoring the players' arguments, the players don't need to make Charisma (Persuasion) checks to convince him of an argument's validity.)

If the players appear to doubt Strahd's fidelity to his concessions, he promises, "Fear not, dear children. I am no liar. We both know deception is for the weak."

When the players have answered all of Strahd's questions to his satisfaction, he bids them farewell and steps back into the black carriage. [[Note]]

As he does, the dire wolves emerge from the woods, if they haven’t already, and move to flank the carriage. Strahd notes that he and his “friends” shall see the players again—perhaps very soon. The carriage then departs for Castle Ravenloft.

The Players Misbehave

If any of the players act rudely toward Strahd, he doesn't feel a need to "punish" or "discipline" them. Instead, he responds with amusem*nt, like a parent soothing a child throwing a tantrum. Strahd doesn't view the players as a threat to either his ego, his person, or his reputation, and treats them accordingly. [[Note]]

In such a situation, Strahd might draw upon the following lines of dialogue when responding to a misbehaving player:

  • "Do not imagine that you are the first to invade my realm."
  • "If you are trying to impress me, you have failed."
  • "What lies do you tell yourself before you close your eyes at night?"
  • "There is none in all of Barovia whose honor you have more cause to trust."

Strahd, Third Form

Medium undead (shapechanger), lawful evil

  • Armor Class 16 (natural armor)
  • Hit Points 204 (24d8 + 96)
  • Speed 30 ft., fly 30 ft. (hover)
STRDEXCONINTWISCHA
20 (+5)20 (+5)18 (+4)20 (+5)15 (+2)20 (+5)
  • Saving Throws Dex +11, Wis +8, Cha +11
  • Skills Arcana +17, Perception +14, Religion +11, Stealth +16
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 24.
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge CR 15 (6,450 XP) or 11 (3,800 XP) when fought in sunlight
  • Proficiency Bonus. +6

Legendary Resistance (1/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage, this trait doesn’t function at the start of his next turn.

Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

Spider Climb. Strahd can move up, down, and across vertical surfaces and upside down along ceilings, while leaving his hands free.

Blessings of the Fanes. While Strahd retains the power of the Fanes of Barovia, he receives the following respective benefits: a +3 bonus to his Armor Class (Forest Fane); resistance to cold, fire, lightning, and poison damage, as well as the ability to cast the control weather spell as an action once per day (Swamp Fane); and the effects of permanent nondetection and true seeing spells (Mountain Fane).

Actions

Multiattack. Strahd makes three attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, plus 10 (3d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 19) instead of dealing the slashing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount.

The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control.

Charm. One humanoid within 30 feet that Strahd can see must make a DC 19 Wisdom saving throw or be magically charmed for 1 minute or until Strahd loses his concentration (as if concentrating on a spell). A target that can't see Strahd automatically succeeds. While charmed, the target regards Strahd as a trusted friend to be heeded and protected; it isn't under Strahd's control, but takes his requests and actions in the most favorable way and lets Strahd bite it. 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 effect lasts for 24 hours, until Strahd is destroyed, or until he takes a bonus action to end it.

Bonus Actions

Shapechange. Strahd magically assumes the shape, speed, and size of a bat, wolf, or cloud of mist (medium elemental, fly 30 ft. (hover)), or returns to his true form. His statistics are otherwise unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he drops to 0 hit points or uses Tactical Shift.

Tactical Shift. Strahd's statistics are replaced by the statistics of his first or second form if that form has at least 1 hit point remaining. His initiative count doesn't change, but he loses his concentration. (Any damage that Strahd has previously taken in his third form is preserved, but doesn't carry over to his new form.)

Reactions

Misty Escape. When Strahd takes damage, he can move up to his speed without provoking opportunity attacks.

  • "Faith is that faculty which enables us to believe things which we know to be untrue."

If, at any point during the encounter, the players move to threaten Strahd or flee, read:

From behind Strahd, you hear a chorus of low, feral growls. Multiple pairs of eyes glint from the underbrush—each one the height of a man's shoulder.

Slowly, from the shadows, slinks a pack of massive wolves, each one as tall as a horse and twice as muscled, measuring nine feet in length from head to haunches. Their fur is a thick, mottled grey, and saliva drips from their yellowed, sharpened teeth.

They take up positions behind and around Strahd, flanking him like a noble's honor guard.

"You must forgive my pets," Strahd says. "They can be...overenthusiastic at the sight of new friends."

The wolves are dire wolves, as described in Dire Wolves (p. 30). (The number of dire wolves in the pack is equal to the number of players in the party.)

If the players appear to need further persuading, the dire wolves step forward, growling with their hackles raised. If the players proceed to attack Strahd or flee, the wolves attack.

Departing the Crossroads

As the players move to depart the River Ivlis Crossroads after Strahd has left, they encounter The Hanged One (p. 35). (The character hanged from the gallows should be the character who was the rudest to Strahd or the least cooperative with his questions.) [[Note]]

C3. The Path to Tser Pool

In this scene, just before the players arrive at the Tser Pool Encampment, they hear the sound of a distressed bird cawing from above. A raven with blue-tipped wings—recognizably the same raven that met them in the village of Barovia—then crashes into the road at the players’ feet, visibly wounded. This is, again, the wereraven Muriel, in disguise with 1 hit point. Her wings and torso have been penetrated by several dozen silver barbs, leaving her unable to fly, regenerate, or transform until removed. [[Note]]

The raven’s arrival is followed soon after by a terrible, grating shriek and the arrival of a strix (using the statistics of a manticore): an enormous artificial “bird” crafted of wood, animal skins, burlap, and hundreds of black raven’s feathers. This abomination was built by the witch Baba Lysaga to hunt down wereravens. (Instead of actual tail spikes, the strix’s tail spikes attack releases a volley of dozens of tiny silver barbs from its wings.)

This particular strix—a gift from Baba Lysaga to Strahd upon his awakening—has been ordered to hunt and kill Muriel, who was spotted eavesdropping on the Tarokka reading that Strahd received from Madam Eva earlier that morning. It continues to pursue Muriel, attacking the players if they obstruct it. It fights to the death.

If rescued, Muriel remains with the players until she can discern their intent. If she learns that they plan to travel to Vallaki, she travels with them while maintaining her raven disguise, hoping to rely upon safety in numbers until she can report her findings to Urwin Martikov at the Blue Water Inn.

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

As the players approach the Vistani encampment, those with high passive perception can hear happy, festive music echoing from the trees toward Tser Pool.

As soon as a Vistana catches sight of the approaching players, they call out to the party as though greeting a host of long-lost friends. The players are then met by Arahja and Rina, two Vistani who inform them that the leader of their encampment, Madam Eva, has been waiting for them, and offer to escort them to her tent.

Arahja and Rina serve as the PCs’ “handlers” while the party is at Tser Pool. Arahja is a larger-than-life boisterous man whose laughter booms across the clearing. Rina, by contrast, is a quiet woman who speaks little; what she does say, however, is either profound or full of mischief.

Arahja and Rina are happy to answer any questions that the players may have about the Vistani or about Barovia, as described in Vistani Lore (p. 27). However, they will not discuss Strahd’s business at Tser Pool. Instead, they share their belief that Strahd will not soon return, and reassure the players that anything discussed at their meeting with Madam Eva will not reach the vampire’s ears. If the players ask whether Strahd obtained a foretelling from Madam Eva, Arahja and Rina tell them that Madam Eva shares her gifts freely with all—but that each person’s future is different, and often difficult to discern. [[Note]]

C4b. The Tarokka Reading

This scene unfolds largely as described in Madam Eva’s Tent (p. 37). After greeting the players, Madam Eva names each player character personally, giving them one or more symbolic epithets related to their histories, their goals, and/or their capabilities.

She thanks the players for making the journey to Barovia. If asked about Strahd’s visit, she says only that each person’s future is their own to know, and that, while her duty binds her to seek the whispers of Fate for any who invoke her name, she is bound not to reveal what she sees to anyone else.

If Muriel is with the players in raven form, Madam Eva regards her with an emotion nearly resembling fondness and asks to inspect her. She strokes Muriel’s wings, somewhat calming her, and notes that she once had a beloved pet raven, once upon a time. “I have not seen her for many years, however,” she adds, somewhat mournfully. “Doubtless, she has gone wild without me.” (Eva is referring to no ordinary raven, but the Roc of Mount Ghakis, which served her when she retained the mantle of the Seeker of the Ladies Three.)

Madam Eva then asks the players if they would like their fortunes read, and produces a worn deck of cards if so.

Read the following, replacing the term “CARDNAME” with the appropriate Tarokka card’s name, “DESCRIPTION” with a description of the illustration depicted on the Tarokka card in Appendix E: The Tarokka Deck (p. 243), and “READING” with the appropriate reading for the Tarokka card given in **Treasure Locations **(p. 12), Strahd’s Enemy (p. 15), and Strahd’s Location in the Castle (p. 17).

Stacking the Deck

Immediately before the scene in which the players meet Madam Eva, if you are using a physical Tarokka deck for the reading, choose which five cards Madam Eva will draw and stack them on top of the deck in the order described in Card Reading (p. 11). [[Note]]

When choosing which card(s) to use for which part of the reading, select from the following lists:

The Tome of Strahd. Choose one of:

  • 7 of Stars—Illusionist (if you want to give the players reason to investigate Rictavio)
  • 9 of Swords—Torturer (if you want to give the players reason to befriend or antagonize the Baron)
  • 9 of Glyphs—Traitor (if you want to give the players reason to antagonize Lady Fiona Wachter)
  • Master of Stars—Wizard (if you want to allow the players to recruit Ezmerelda early) [[Note]]

The Holy Symbol of Ravenkind. Choose one of:

  • 2 of Coins—Philanthropist (if you want to give the players a reason to explore the Abbey of Saint Markovia)
  • 1 of Glyphs—Monk (if you want to give the players a reason to visit the Abbey of Saint Markovia)
  • 5 of Swords—Myrmidon (if you want to give the players a reason to visit the Werewolf Den)

The Sunsword. Choose one of:

  • 7 of Swords—Hooded One (if you want to give the players a reason to fight Neferon, the arcanaloth)
  • 8 of Glyphs—Bishop (if you want to encourage the players to delve into the Amber Temple)

Strahd’s Enemy. Choose one of:

  • Artifact (Joker 1) (if you want your ally to guide your players and discourage rash decisions)
  • Beast (Jack of Diamonds) (if you want your ally to defend your players from Strahd's lesser minions)
  • Donjon (King of Clubs) (if you want your ally to provide your players with powerful offensive magic)
  • Seer (Jack of Clubs) (if you want your ally to provide your players with powerful utility magic)
  • Mists (Queen of Spades) (if you want to reduce the number of allies your players will have) [Note]
  • Raven (Queen of Clubs) (if you want your ally to serve your players as a resourceful yet cautious scout)

Strahd’s Location in the Castle. Choose Marionette (Jack of Hearts), but move Strahd's location to K20. Heart of Sorrow. [Note]

Her old hands working deftly, the ancient seer removes fourteen cards from the top of the deck, setting them aside. The remaining cards, she shuffles nimbly twice, three times, four.

Madam Eva sets both decks upon the surface of the velvet table. Closing her eyes, she places her right hand over the surface of the larger deck. The crimson flames dim and swirl in eldritch patterns as her lips move silently, a distant tension spreading through the air. The sounds of the rustling trees and rippling pool beyond the tent's walls begin to dim, the external world growing mute and insubstantial as the space within grows more solid—more real.

Slowly, reverently, the crone draws three cards from the top of the deck, laying them face down separately on the table, with the second laid between and above its partners. She then moves to the smaller deck, drawing two more cards. The first, she places below the first three, forming a cross. The second, she places in the center.

The lights of the candles sway like silhouettes, leaning in toward the cards like anxious watchers—yet the air in the tent is perfectly still. No light intrudes through the seams in the tent's walls; no voice rings out in the silence. Shadows and mist swirl at the boundaries of the tent, where the darkness of deepest night dwells—but here, at its center, light yet reigns.

The crone then moves her wrinkled hand to the left-most card—the first. She closes her eyes and tilts her head, as if listening to an unspoken word. The arcane lights swirl and then shift, their colors changing to a deep, piercing blue.

"This card tells of history. Knowledge of the ancient will help you better understand your enemy."

She flips the card.

The cerulean light dances across its surface, revealing an illustration of DESCRIPTION.

"The CARDNAME." Her dark pupils shift from side to side, as though reading from an unseen text. "READING."

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 yellow.

"This card tells of a powerful force for good and protection, a holy symbol of great hope."

She flips the card.

This time, the light reveals a new illustration: DESCRIPTION.

"The CARDNAME." Her eyes stare deep into the shadows that lurk in the corners of the tent. "READING."

She moves her hand to the third card, at the right arm of the cross, her eyelids closing like a trance, her lips pursed in quiet contemplation. The candlelight vanishes, for a heartbeat—and then returns in a nova of fierce, burning white, so pure and strong and clean that it hurts to look at, burns to see—

Madam Eva's eyes snap open, burning with a fierce determination.

"This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight."

She flips the card.

The light reveals a third illustration: DESCRIPTION.

"The CARDNAME." The crone's voice is strong with purpose. "READING."

She moves to the fourth card, at the bottom of the cross, and listens once more, tracing small circles across its back as she hums a contemplative note. The magic flames leap and dance upon their wicks, now casting swirling violet embers into the air as the walls of the tent gleam with the shimmer of twilight.

"This card sheds light on one who will help you greatly in the battle against darkness."

She flips the card.

This time, the illustration revealed is DESCRIPTION.

"The CARDNAME." Madam Eva leans forward. "READING."

Finally, she moves her hand to the fifth card—and nearly recoils, her brow furrowing until the wrinkles split her forehead like a trench. Behind her, shadows encircle the candlelight until the light is very nearly swallowed by the creeping dark. When next she speaks, Madam Eva's rasping voice is scarce above a whisper.

"Your enemy is a creature of darkness, whose powers are beyond mortality. When the hour of judgment arrives, this card will lead you to him!"

Her hand trembles above the card for a silent moment—and then deft, ancient fingers reveal its opposite side.

In the darkness, the fifth and final illustration is only barely visible through the smoke and unnatural murk. Upon the card's surface dwells a depiction of DESCRIPTION.

Madam Eva slowly exhales. "CARDNAME. READING."

As the last syllable passes her lips, the old woman freezes—and then rocks back in her chair, her eyes rolling until their whites gleam like pearls in the darkness—and then she snaps back, the candlelight burning down to its ordinary crimson glow.

The sound of the outside world returns—the voices of the Vistani, the crackling of the bonfire, the whisper of the wind, and the lapping of the waves against the shore of the pool. Light, grey and insubstantial, filters in once more through the canvas walls of the tent, and you feel yourselves breathe for the first time since the reading began.

Madam Eva says nothing. She only regards you silently with dark, heavy eyes.

NPC Profile | Madam Eva

Roleplaying Information

Resonance. Madam Eva should make the players feel uncomfortable (due to her occasional madness), grateful (due to her unshakable confidence in her predictions), and irritated (due to her utter refusal to share information beyond that contained in her foretellings).

Emotions. Madam Eva's most frequent emotions are amusem*nt, solemnity, concern, and contemplation.

Motivations. Madam Eva's actions are most often motivated by her hope that, one day, she will see the land of Barovia heal and be freed from Strahd's corruption and control.

Inspirations. Consider taking inspiration for Madam Eva from The Ancient One (Doctor Strange) and the Fates (Hercules).

Character Information

Persona. To strangers, Madam Eva appears as a wise, yet maddened crone who speaks in riddles and prophecies. To those who Madam Eva trusts, she appears as a kind, yet frustratingly opaque and stubborn old woman.

Morale. In a fight, Madam Eva would calmly insist that her opponent cease their attacks, then—if her Vistani aides prove unable to stop her assailant—weaken them with the harm spell before demanding their surrender.

Relationships. Madam Eva alone knows that she is a vestige of the Seeker—one of the three Ladies of the Fanes.

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 have foreseen what I have foreseen.”

Milestone. Receiving the Tarokka reading completes a story milestone. When the party exits Madam Eva’s tent, award each player 500 XP.

C4c. A Gift for Arabelle

Following their meeting with Madam Eva, Arahja and Rina are glad to entertain the players, seating them by the campfire where other Vistani provide them food and wine. They can inform the players that the journey to Vallaki is nearly six hours—long enough that night would likely fall before they would arrive—and suggest that the players stay the night at Tser Pool.

While sitting around the campfire, an old Vistana named Stanimir invites them to share a story "that can make a man laugh or weep," as is the custom for guests invited to a Vistani fire. As a roleplaying exercise, each player may then relay a personal tale of joy or sorrow, keeping it as brief and vague as desired. [[Note]]

The players are then invited to listen to two stories told by the Vistani: [[Note]]

  • first, a tale told by Stanimir, as described in Mysterious Visitors (p. 20) but without its final paragraph, and
  • second, a tale told by a young female Vistana named Eliza, as described in A Vistana’s Tale (p. 36), with the dates changed to reflect the revised recent history of Barovia described above.

After delivering her tale, Eliza—who bears a large magpie on her shoulder and wears a bright red sash—approaches the characters. She greets the players warmly and, with amusem*nt, asks whether they are "powerful mages come to tear down the stones of Ravenloft," like the land’s last notable visitor.

Regardless of the players’ response, Eliza asks them where they plan to travel next. If they tell her that Vallaki is their next destination, she offers them a pouch containing 5 gold pieces and asks them to use it to purchase a toy in Vallaki for her niece, Arabelle, as a gift from her in advance of the girl’s tenth birthday. [[Note]]

Eliza claims that she would deliver it herself, but is currently unable to leave Tser Pool. This is a lie. In reality, Eliza’s request is a signal to Arrigal—one of the leaders of the Vistani encampment outside Vallaki, and another of Strahd’s servants—to drug the players with poisoned wine when they arrive, then interrogate them as to the nature of the Tarokka reading they received.

C5. The Skeletal Rider

When the players return to the River Ivlis Crossroads after receiving the Tarokka reading, they encounter a skeletal rider, as described in Skeletal Rider (p. 31). [[Note]]

C6. The Watchtower

As the players travel west from the River Ivlis Crossroads, read:

You leave the crossroads behind and resume your westward path journey. You follow the road as it bends around, then ascends the cliff, trudging up its steep, rocky incline.

The fog is thick here, obscuring the top of the cliff overhead. The road itself grows narrow and treacherous, with loose stones and deep ruts that make it difficult to maintain your footing.

Soon enough, though, the road levels out, continuing past an ruined three-story watchtower perched atop the edge of the cliff.

The tower's old stone walls are covered in moss and ivy, its rotten wooden door hanging off its hinges. Nearby, two fresh graves sit against the road. An animal's corpse seems to lie in the tall grass not far away.

Pause to allow the players to act or react. If the players remain silent, continue to Tser Falls below. Otherwise, allow the players to explore the area.

The Watchtower

The ruined watchtower was built as a lookout post by the Order of the Silver Dragon long ago. It has the same appearance as the Guard Tower (p. 157) at Tsolenka Pass, with the following changes:

  • 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.
  • There is no dire wolf's head mounted above the hearth.
  • There are neither statues nor skeletons atop the battlements.

If the players explore the watchtower, they find a broken pendant of a silver dragon lying on the ground of the first floor, close to the entrance. The pendant is always cold to the touch.

From atop the battlements of the watchtower, the players can see Tser Falls to the northwest and Tser Pool to the northeast. To the south, above and beyond the slopes of Mount Ghakis, they can see only an impenetrable wall of thick gray fog. [[Note]]

The Graves

The two graves hold the remains of two Barovian refugees who were slain by wolves during the journey to Vallaki some time ago. A DC 12 Wisdom (Survival) check reveals that the graves are no more than a few days old.

Small pebbles have been arranged in the soil atop each grave to form the shape of a rising sunburst. [[Note]]

The Corpse

The corpse belongs to a wolf killed by spears and crossbow bolts. The Barovian refugees left it here after slaying it and driving off the other members of its pack.

C7. Tser Falls

The journey from the River Ivlis Crossroads to Tser Falls is seven-and-a-half miles long, or two-and-a-half hours.

The High Road

As the players travel west on the Old Svalich Road, read:

You continue down the winding mountain road, the jagged peaks looming ominously through the fog far above.

The air grows colder as the road passes through a dark 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 the underbrush.

While traversing this section of the Old Svalich Road, the players are stalked by one of Strahd's spies: a wolf. (See Strahd's Spies on pg. 29 for more information.)

If the players dispatch, ignore, or fail to notice the wolf, continue:

As you curve around the edge of the mountain, the right-hand cliffs fall away, leaving a sheer drop to a forested gully below. The road bends, doubling back around this ravine before plunging dramatically and winding around a smaller mountain peak.

The players then arrive at Tser Falls (p. 37).

Tser Falls

This area is largely as described in Tser Falls (p. 37). Additionally, when the players arrive, they can see a revenant (p. 31) standing alone at the midpoint of the bridge with its hands resting on the pommel of its sword, the blade of which is planted firmly on the ground. [[Note]]

This nameless revenant was banished, along with a dozen of its peers, from the ruins of Argynvostholt shortly after the failure of Mordenkainen's rebellion four weeks ago.

When news of Mordenkainen's revolt reached them, the knights of the Order of the Silver Dragon raised their voices, begging Vladimir Horngaard to allow them to lend their swords to the cause.

Vladimir denied them and, when the knights grew enraged and unruly after Mordenkainen's fall, banished them from the manor and forbade them from raising their swords against Strahd or any of his creatures. Now, only Sir Godfrey Gwilym, Vladimir Horngaard, and the spirits of the phantom warriors that once fought for the Order remain in Argynvostholt.

If the players call out to this nameless revenant or step onto the bridge, it hails them in a raspy voice and asks their business. Upon hearing their response, it says, "Old things are stirring and the lord of Castle Ravenloft roams the valley. Tell me: Do you serve him?"

If the players claim to serve Strahd, the revenant visibly stiffens, but stands aside, saying coldly, "Then be gone on your way, and may your foul work bring you ruin and despair."

If the players deny serving Strahd, the revenant is visibly relieved and invites them to approach so that it may "get a closer look at them." It introduces itself as a knight of the Order of the Silver Dragon, but claims to have long forgotten its name in life.

If the players' weapons are clearly visible, it asks the players if they oppose the lord of Castle Ravenloft, or if they are neutral. If the players claim to oppose Strahd, the revenant advises them to travel to Argynvostholt to the west, where Sir Godfrey Gwilym awaits those who would raise their swords against the darkness the lurks in the castle's depths.

If the players inquire about the Order of the Silver Dragon, the revenant shares only that the knights of the Order opposed the lord of Ravenloft in life and suggests that the players speak with Sir Godfrey to obtain further information. If the players obtained the silver pendant in the watchtower by the River Ivlis Crossroad, the revenant recognizes it, but refuses to comment further on its significance.

If the players ask the revenant why it is guarding the bridge, it says, "Because I raised my voice against my commander and was banished. Now, I stand like my brothers- and sisters-in-arms, watching the dark places of this land and awaiting an order that will never come."

If the players ask why it cannot take up arms against Strahd itself, it says, "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 "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 circ*mstances.

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 on 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 Ravenloft is a quarter-mile and takes five minutes. This area is as described in Gates of Ravenloft (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.

Briefly pause to allow the players to act or react. If the players choose to investigate the slab, they find that it bears a crude carving of a wolf's head, the grooves lined with lichen and moss. (The slab is an ancient monument to the Huntress, one of the Ladies Three.) [[Note]]

If the players remain silent or continue ahead, read:

The road soon emerges from the woods once more, veering between two hills. Before long, it bends to the north, hugging the base of a mountain.

The players emerge at the base of the hill upon which Old Bonegrinder rests, as described in Approaching the Windmill (p. 125).

As the windmill comes into view, the players also notice Morgantha approaching from the opposite direction with her cart, as described in Dream Pastries (p. 48). [[Note]]

This scene largely unfolds as described in Dream Pastries (p. 48), but with the following changes:

  • Morgantha is coming from the town of Vallaki, not the village of Barovia.
  • Morgantha doesn't have a child stuffed into a sack in her peddler's cart.
  • Morgantha doesn't avoid the players.

Morgantha greets the players warmly, calling them "weary travelers," and shares her hope that the road has not been too hard on them. She freely shares the following information if asked:

  • She is a peddler who sells baked wares to the "good people of Barovia."
  • She is just returning from a day peddling her goods to the townsfolk of Vallaki and the "poor, hungry dears" camped outside the gates. (Her latter comment is referring to a camp of Barovian refugees that has not been allowed to enter the town.)
  • She lives in the old windmill up the hill with her two daughters, Bella and Offalia. (She kindly declines to share what happened to her "husband," saying only, "Now, that's an old woman's business, meant to be shared only if she chooses.")

Morgantha has only two "dream pastries" left from her workday—"filled with the light and love of dreaming"—which 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 down."

If asked how she manages to travel the roads safely, Morgantha only smiles and promises the players that "an old woman has her tricks." ("But," she complains, "my back and poor feet do complain from time to time. I can't wait to soak them in a tub of nice, hot water once I'm home.")

When the conversation runs out of steam, Morgantha bids the players a safe journey, and lets them know that they can find her outside of Vallaki's gates in the future, should they like to purchase additional pastries.

The dream pastries, if eaten, affect the players as described in Dream Pastries (p. 125).

C10. The Werewolf's Hunt

The journey from Old Bonegrinder to the **Town of Vallaki ** five-and-three-quarter miles long and takes two hours. As the players make this journey, read:

The winding valley road hugs the mountainside as it meanders north. The dark woods cling to the opposite side of the road, the tall, gnarled trees creeping as close as they dare. You can hear the sound of the wind rustling through the leaves and the occasional creak of branches. From time to time, it almost sounds like the trees are whispering among themselves, or stirring their ancient roots in the old, rotten mulch.

As the road continues, the forest swallows it up on both sides. The trees towering far above your heads, blocking out all but the barest hints of gray light. The air grows thick and heavy with the scent of moss and rotting leaves; in the distance, you hear a raven's gurgling croak, followed by the sound of fluttering wings.

Before long, it becomes clear that your presence in this dreary land has not gone unnoticed. A raven follows you for several minutes while keeping a respectful distance.

This encounter unfolds as described in Swarms of Ravens (p. 32), with the party joined by two swarms of ravens. If she is with the party and able to fly, the disguised Muriel takes wing alongside the flock, but keeps a sharp eye on the players as they travel. [[Note]]

As the players proceed down the road, read:

As the road continues, the trees to the north break, revealing a grassy field. The tall grasses sway in the chill air, the field stretching until it reaches the shores of a dark, distant lake. Fog clings to the shoreline. Even from a distance, you can hear the faint sound of water lapping against the rocks.

As quickly as it appeared, however, the field is swallowed up by the forest again, the trees closing in around you once more. The dark undergrowth rustles and stirs in the wind, and the weight of the forest presses in from all sides. You're unable to shake the sense that, somehow, you're being watched.

If one of the players has a passive Wisdom (Perception) score of 14 or higher, or if one of the players makes a successful DC 14 Wisdom (Perception) check, add:

As your footsteps squelch into the old, muddy road, you glimpse a flicker of movement in the underwood: a flash of gray fur, amber eyes, and sharp, white teeth. Then, as soon as it appeared, it vanishes, skulking back into the shadows.

The movement belongs to a wolf. Its six wolf packmates—led by a single werewolf (in wolf form)—are not far behind.

Soon after the first wolf appears, the pack attacks. Read:

The woodland road takes you through a small, forested clearing, the circular treeline littered with dense thickets, moss-covered boulders, and craggy ridges. Then, without warning, seven snarling shadows launch from the underbrush, fangs bared and and claws outstretched!

Have the players, wolves, werewolf, and (if they are with the party) Ireena, the swarms of ravens, and Muriel roll initiative. Any character with a passive Wisdom (Perception) score lower than 14 is surprised. The werewolf joins combat at the beginning of the second round, targeting whichever enemy looks weakest.

Each wolf gains the following additional action option: [[Note]]

  • Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Instead of dealing damage, the wolf can grapple the target (escape DC 11).

In combat, the wolves work together, using their Bite to knock characters prone, then using their Maul to grapple prone targets. Once the wolves have dragged a grappled character away from the party, the werewolf targets them with its bite.

The werewolf flees if reduced to 20 hit points or fewer, with any surviving wolves following soon after.

Lycanthropy in Barovia

In Barovia, the curse of lycanthropy spreads as described in Player Characters as Lycanthropes (Monster Manual, p. 207). However, an infected player or other creature does not automatically receive any changes to their ability scores or Armor Class, nor do they automatically receive the benefits of the lycanthrope's stat block (e.g., immunities or regeneration). [[Note]]

Instead, an infected creature only receives the benefits of lycanthropy upon transforming into their hybrid form on the night of the full moon. During this time, the creature becomes an NPC under the DM's control until dawn, at which point the creature loses the benefits of lycanthropy.

An infected creature can embrace the curse of lycanthropy—and so gain its full benefits—by completing a certain task, depending on the nature of their curse:

  • An infected werewolf must voluntarily kill another humanoid and devour their flesh.

  • An infected wereraven must be knocked unconscious while voluntarily attempting to protect another humanoid from (what they believe to be) near-certain death.

An infected lycanthrope can be recognized by the scar of the wound that originally transmitted the curse. (The wound will never entirely heal, and remains raw and bloody until the curse is lifted.)

A creature born from two lycanthrope parents possesses the full benefits of lycanthropy from birth, and may learn to control their curse as they age.

Finally, while the mists remain, the lunar cycle is accelerated in Barovia: the full moon arrives once every two weeks, instead of once every four. The first full moon that the players experience takes place on the third night after they first arrive in Vallaki.

B4. The Town of Vallaki

B4a. The Vallakian Gates

The road continues forward to the Town of Vallaki, largely as described in Approaching the Town (p. 95). However, remove the first sentence of the descriptive text and add the following text at the end of the first paragraph:

More than a dozen ramshackle tents have been set up against 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 with the party and is visible, 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. [[Note]]

The Refugee Camp

If she is with the party, Ireena is heartbroken and enraged at the sight of the refugee camp. She suggests that she meet with the refugees while the players find lodging in town, and promises to join the players later. The players can dissuade her with a successful DC 15 Charisma (Persuasion) check. Otherwise, Ireena approaches one of the cookfires, either alone or—if the players have insisted on joining her—with company.

The members of the refugee camp, which include Valentin, a melancholy older man, and Mathilda, a grief-stricken young woman, can share the following information:

  • The Barovian refugees arrived at Vallaki's gates a few days ago, but were barred from entering. When they attempted to breach the gates by force, the guards summoned a man they called Izek, who bore a twisted devil's arm and conjured fire to drive the refugees back.
  • 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 necessities, such as the tents, by bribing the guards at the 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.
  • Swarms of bats and packs of wolves have plagued the camp each night since they've arrived. Thankfully, no one has died yet, but several refugees have been wounded.
  • Due to losses they suffered on the road and the threat of the Devil in Castle Ravenloft, the refugees are unwilling to risk the journey back home, instead hoping to wait until the Baron sees reason and allows them to enter the walls.
  • Roughly one-quarter of the refugees have become addicted to "dream pastries," a foodstuff sold by the peddler Morgantha. These refugees seek an escape from the misery and despair of their situation. Those who eat a dream pastry fall into a trance as described in Dream Pastries (p. 125).

The refugees are lost in despair. Many are cold toward Ireena, and all are unwilling to accept her offers of help. Some blame her, as well as Ismark "the Lesser" and the late Burgomaster of Barovia, for their failure to prevent Strahd's awakening and invasion. Others recall a superstition that red-haired Barovian woman bring misfortune, and suggest that Ireena herself has brought a curse upon their people. None have any wish to deal with her further. [[Note]]

Following her interaction with the refugees, Ireena is further enraged by the Baron's evident callousness, and vows to make her best efforts to secure entry for the refugees into Vallaki.

The Guards at the Gates

The guards at the gates largely act as described in Town Gates (p. 95). However, the guards demand that each person pays 1 gold piece as a toll in order to enter the village. (The Baron has imposed this law to prevent werewolves or Vistani from entering the town.) [[Note]]

Ireena's Diplomacy

The day after she speaks with the refugees for the first time, Ireena attempts to meet with the Baron, using her noble birth as a means of obtaining his attention. Though she expects to meet with him alone, she welcomes the players' support and assistance if offered. [[Note]]

During their meeting, assuming the players do not interfere, the Baron dismisses out of hand any suggestion that the refugees be allowed to enter the town. However, he does allow Ireena to come and go from the town into the refugee camp without requiring her to pay the toll at the gates.

If the players are present at this meeting and befriend or antaognize the Baron, he responds as described in Roleplaying the Vallakovich Family (p. 105).

The guards refuse to accept payment on behalf of the refugees, who the Baron has specifically barred from entering, claiming concerns of "sickness, unruliness, and malicious unhappiness."

If the players pay the toll, the guards also insist that each entrant opens their purse (or equivalent) and surrender any silver pieces in their possession. (If the players complain, the guards assure them that the silver is needed to produce the silvered weapons necessary to defend the town from werewolves.) In exchange for any silver coins that they give up, the players receive an amount of copper coins of equal value—minus a ten percent tax. [[Note]]

If asked about lodging, the guards can share information about the Blue Water Inn, as described in Vallaki Lore (p. 96). The guards are also willing to provide additional directions to other landmarks in the town in exchange for a bribe of 1 gold piece.

Each time the players pass through the gates, including the first, the guards nod at them and intone the Baron's favored phrase: "All will be well." [[Note]]

Entering the Town

As the players pass down Vallaki's main avenue, read:

You pass from the earthen road onto cobblestone streets, mud staining your boots and the bottoms of your pants. Behind you, the gate closes with a slam, and you can see the guards resume their posts behind it. In the distance, you can see two other figures bearing pikes, patrolling the walls as they look down on the twisted forest beyond.

The eaves of the buildings hang with old banners and tattered fabrics that flap and twist in the chill breeze. The banners are painted with faded words and illustrations, but time has robbed them of both their legibility and any beauty they may have once had.

If the players arrive during the day, add:

The streets are filled sparsely with townsfolk, many wearing drab, patched grey clothes that have faded with age. They shrink back toward the sides of the streets as you pass, their pale faces growing paler with faint fear at the sight of you. Their frightened eyes linger on your strange appearances, and quiet whispers fill the air.

A few townsfolk bear strained, silent smiles, but no mirth reaches their eyes. There's not a glint of hope or joy—only weariness, tainted with fear.

As you pass by them, the tension leaves the townsfolk and they return quietly to their business.

Otherwise, if the players arrive at night, add:

Flickering candlelight lingers behind the shuttered townhouse windows, and humanoid shadows move beyond closed curtains. Long shadows lurk in the alleyways, where the grass grows long and twisted beneath the stained and sagging wood of the buildings above. The streets are empty, though you can see a single cloaked figure traveling away from you down the central road. In the distance beyond the walls, a lone wolf howls, and a cold gust of wind cuts through the night like a knife.

The cloaked figure is Willemina Rikalova, as described in St. Andral's Church (p. 97). She is traveling to the church to pray for the freedom of her son, Udo Lukovich.

As the characters pass through the streets, they are noticed by Ernst Larnak, who intently watches them—though doesn't follow them—as described in Lady Wachter's Wish (p. 124). (Ernst does not yet deliver an invitation to dine with Lady Wachter, though he does return to N4. Wachterhaus (p. 110) to report back to Lady Wachter when the players leave his sight.) [[Note]]

B4b. The Blue Water Inn

This area is largely as described in N2. Blue Water Inn (p. 98).

When the players first arrive, assuming they arrive between late afternoon and early evening, the inn contains the following notable NPCs: [[Note]]

  • Danika Martikov, who is pouring drinks and serving patrons in the N2c. Taproom;
NPC Profile | Urwin & Danika Martikov

Roleplaying Information

Resonance. Urwin should make the players feel amused (due to his bad puns and jokes), grateful (due to his genuine interest in assisting and guiding the players), and comfortable (due to the obvious compassion that he has for his family, his neighbors, and the players).

Danika should make the players feel amused (due to her "straight-man," good-natured banter with Urwin), grateful (due to her genuine efforts to make the players feel welcome and comfortable), and comfortable (due to her practical, down-to-earth nature and her fierce dedication to her family, her home, and her business).

Emotions. Urwin's most frequent emotions are amusem*nt, satisfaction, cheeriness, thoughtfulness, concern, and hopefulness. Danika's most frequent emotions are fondness, satisfaction, congeniality, determination, and affection.

Motivations. Urwin's actions are most often motivated by his love for his family, his passion for hosting guests, and his desire to see the people of Barovia freed from Strahd's darkness and tyranny. Danika's actions are most often motivated by her love for her family, her pride in running a good business, and her desire for her children to see sunlight one day.

Inspirations. Consider taking inspiration for Urwin from Vander (Arcane), Greg Universe (Steven Universe), and Linda Belcher (Bob's Burgers). Consider taking inspiration for Danika from Tenzin (Avatar: The Legend of Korra), Bob Belcher (Bob's Burgers*), and Garnet (Steven Universe).

Character Information

Persona. To strangers, Urwin appears as a kind, fatherly figure, family man, and welcoming host with an ever-present twinkle in his eye. To those Urwin trusts, he appears as a committed, yet concerned father with fierce hope for the future of Barovia and as a wise, yet cunning tactician and spymaster. Deep down, Urwin feels deep fear for his son's futures in a realm ruled by Strahd, and quiet shame for the fact that his skillset and family situation limits him to the sidelines of any resistance efforts.

Meanwhile, to strangers, Danika appears as a practical, no-nonsense businesswoman with a heart of gold and a strong dedication to her guests and family. To those Danika trusts, she appears as a fierce mother with a deep sense of loyalty to the Martikov family that she married into. Deep down, Danika feels grimly certain that Strahd will fall one day—but is quietly frightened of how far she might go to protect those she loves if the time comes.Morale. In a fight, Urwin would immediately attempt to defuse the situation, and attempt to flee if unsuccessful—though not before escorting anyone else out of harm's way. Meanwhile, Danika would similarly attempt to deescalate, but would fight to the death if necessary to protect her loved ones.

Relationships. Urwin and Danika are the parents of Brom and Bray Martikov. Urwin is also the son of Davian Martikov and the older brother of Adrian, Elvir, and Stefania Martikov. In addition to owning the Blue Water Inn, both Urwin and Danika are also high-ranking members of the Keepers of the Feather.

  • Urwin Martikov, who is cooking bread and beet stew in the N2e. Kitchen;
  • Brom and Bray Martikov, who are playing with toys in N20. Boys' Bedroom; and
  • Rictavio, who is feeding his horse, Drusilla, in N2f. Stable.
Entering the Inn

When the players first enter the inn, Danika greets them and asks them to wait at the bar while she tends to other patrons.

If the characters approach the bar, Urwin exits the kitchen carrying a tray of fresh-baked bread, hot beet stew, and wolf steaks, which he sets down on the bar. (The food smells mouthwateringly delicious.)

Urwin greets the players warmly and welcomes them to the Blue Water Inn. If the players don't direct the conversation elsewhere, he notes that they look like travelers and asks if they need rooms for the night.

Before Urwin can reply to the players, Danika returns and apologizes to the players for her delay. Assuming the players do not interrupt, the conversation then proceeds as follows:

  • Danika lightheartedly accuses Urwin of plotting to rent rooms to guests "for free" again, an allegation that Urwin cheerfully denies.
  • Danika tells the players that Urwin has already let one other guest stay for free for almost a month, and would "bankrupt the inn" with generosity if she weren't there to keep the books. Urwin graciously concedes the point.)
  • "After all," Urwin says cheekily, "why else did I marry you?" With a smile, Danika replies, "A rare instance of common sense, I imagine."
  • Danika pecks Urwin's cheek with a kiss and says, "The table by the window is getting hungry." Urwin winks at the players, picks up the tray again, and exits the bar to deliver the food.

Danika then tells the players the the rates for room and board, as listed in N2. Blue Water Inn (p. 98). (Both the large guest room, N2m. Guest Room (p. 102), as well as the two small guest rooms, N2l. Guest Rooms (p. 102), are available for rent.) When Urwin returns, he offers to take the players' orders for dinner, assuming they're hungry.

The players then have a few minutes to talk with Urwin and Danika or amongst themselves. During this conversation, Urwin and Danika can provide the players with information about Rictavio, the Festival of the Blazing Sun, and the nearby Vistani camp, as described in Vallaki Lore (p. 96).

Both Urwin and Danika can provide directions to any major landmark inside of Vallaki, including N1. St. Andral's Church, N5. Arasek Stockyard, and N8. Town Square. If the players ask about the inn's other guest, Urwin and Danika can also share information about Rictavio, as described in N2c. Taproom (p. 100).

The inn's most recent shipment of wine is slightly late, but has not been sufficiently delayed as to make Urwin alarmed. As such, he does not ask the players to investigate the Wizard of Wines at this point. (This quest will not become available until the players reach level 5. See Arc L: The Missing Gems for more information.) [[Note]]

The Wolf-Hunters Arrive

If the players order food or wine in the taproom, Danika offers to seat them at the long table at the south end of the taproom. (See Map 5.2: Blue Water Inn.) While the players wait to be served, Szoldar Szoldarovich and Yevgeni Krushkin enter the inn and proceed to the bar, where they order pints of wine.

Assuming the players do not interrupt, they can overhear the following conversation between Danika, Szoldar, and Yevgeni while Danika pours the wolf-hunters' drinks:

  • Danika greets Szoldar and Yevgeni and asks how the day's "wolf hunt" has gone.
  • Szoldar tells Danika that they've managed to kill several wolves in the Svalich Wood west of Vallaki, but more keep coming—both ordinary wolves and horse-sized dire wolves.
  • Danika thanks the two for their work, and notes that the inn will need another shipment of wolf steaks soon, an order that Szoldar promises to fill.

Szoldar and Yevgeni then take two seats at the south side of the bar, where they nurse their drinks for the rest of the evening.

If the players approach them and strike up a conversation, Szoldar and Yevgeni are largely as described in N2c. Taproom (p. 100). Additionally, the wolf-hunters can tell the players about the danger of fishing on Lake Zarovich, the nearby Vistani camp, the haunted mansion to the west, and the abandoned village to the south, as described in Vallaki Lore (p. 96).

Dinner is Served

Shortly after Szoldar and Yevgeni are served their drinks, if the players ordered dinner, Danika approaches their table with a tray of food. As she serves them, she is suddenly jostled from behind, sending one of the bowls of soup tumbling from her grasp. The two players sitting at the northernmost end of the table must make DC 10 Dexterity saving throws, catching the bowl on a success. (If both players succeed, the player with the higher result catches the bowl first. If neither player succeeds, the bowl topples onto the floor, spilling the soup.) [[Note]]

Danika turns, revealing the culprit: a red-cheeked Brom Martikov wearing one of the painted wooden clown masks as described in N2o. Boy' Bedroom (p. 102). (Bray Martikov, wearing the other mask of the pair, is cowering behind one of the chairs of the nearest table.)

If the players do not interrupt, Danika scolds the boys as follows:

  • Danika sharply (though not unkindly) addresses Brom and Bray by their full names. Both children snap to attention.
  • Danika asks the boys, "What did your father tell you about wearing those masks in the taproom?" Both boys remove their masks, flushed, and Brom says, sheepishly, "We're not supposed to do it."
  • Danika then asks the boys, "And what did I tell you about running in the taproom?" The two are quiet, then Bray pipes up, "...we're not s'posed to do it?" Danika replies, "Exactly."

If the soup was spilled, Danika directs Bray to fetch a pail of water from N2a. Well outside, and Brom to fetch a mop from the kitchen to clean up the mess. If the soup wasn't spilled, Danika reminds the boys that they're supposed to be helping their father cook dinner, and shoos them into the kitchen.

In either case, Danika apologizes to the players and offers them free meals the following evening. If the players ask about Brom and Bray, Danika smiles fondly and says, "They can be a handful sometimes, but they're good boys."

If the players ask about the children's masks, Danika tells them that Urwin bought them from the local toymaker, Gadolf Blinsky, who works at N7. Blinsky Toys (p.118).

The Brothers Wachter

As the players eat their dinner, Nikolai and Karl Wachter enter the taproom, obviously at least somewhat drunk. (The two are as described in N2c. Taproom (p. 100).) [[Note]]

Slightly slurring his words, Nikolai announces to the bar, "My fellow Vallakians! All is not well!" The room abruptly becomes quiet and tense. If the players do not interrupt, a beat later, Karl steps forward, leaning on his brother, and booms, "...at least, not until I've got a bellyfull of wine!" A tense, humorless chuckle rolls through the taproom, and the other patrons return to their business.

Karl and Nikolai then stumble toward the bar, where Danika is regarding them skeptically. If the players do not interrupt, they can overhear the following conversation:

  • Danika greets the Karl and Nikolai by name, and asks, "Haven't you already had too much to drink, boys?"
  • Nikolai waves away her words and says, "Nonsense—we've only begun! Two pints of wine to start, and keep them coming." Danika replies, "We're starting to run a bit low on some of our vintage stock—can I start you with some Purple Grapemash No. 3?" Nikolai scoffs and says, "What do you take us for—tasteless peasants? Red Dragon Crush, and don't be stingy."
  • As she pours their wine, Danika says idly, "Does your mother know what you're up to this evening?" Karl waits until he receives his pint, then grunts, "Mother's far too busy these days. And what she doesn't know can't hurt her." ("Or us," Nikolai charms in, elbowing his brother. The two chuckle, then return to their drinks.)

Shortly after the Wachter brothers arrive, Urwin exits the kitchen carrying a tray of food, which he sets down at a nearby table. On his way back to the kitchen, he stops at the players' table and asks their opinions on the food.

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. [[Note]]

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.

NPC Profile | Nikolai & Karl Wachter

Roleplaying Information

Resonance. NAME should make the players feel

Emotions. NAME's most frequent emotions are

Motivations. NAME's actions are most often motivated by

Inspirations. Consider taking inspiration for NAME from

Character Information

Persona. To strangers, NAME appears as. To those NAME trusts, NAME appears as. Deep down, NAME.

Morale. In a fight, NAME would.

Relationships. NAME is.

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). [[Note]]

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.) A few patrons around the bar pick up the cry, and Rictavio turns, flourishing his cape, and beams, vowing, "Who would Rictavio be if he did not quench his fans' thirst for revelry?"

Unless interrupted, Rictavio then leaps halfway up the staircase leading from the taproom to N2j. Great Balcony, where he delivers the following tale:

I was making my way through the forest on Drusilla, my trusty steed, along with my coterie of carnival companions, when I heard something carried to me on an errant breeze. A voice it was, singing a melody so beautiful it brought a tear to my eye. But the voice was more than merely beautiful. Truly, I can only describe it as...well, remarkable.

I couldn't help but follow the sound, leading Drusilla deeper into the woods. And soon enough, I found the source of the singing. There, before my very eyes, was a plant quite unlike anything I had ever seen. It was gigantic, towering high above me with a mouth that could swallow a grown man whole. And yet, there it was, singing with a voice that could fill an angelic choir with jealousy.

By all the gods, I could not believe my luck. A singing plant! This was just the kind of oddity I had been looking for. I approached it, trying to get a better look at it. That's when I saw one of my companions from the carnival—a man by the name of Wilfred—approaching the plant with a mischievous grin on his face.

"What are you doing, Wilfred?" I asked, to which he laughed and replied, "I'm going to give this plant a taste of what it's been missing." Before I could stop him, Wilfred dropped his trousers and started to, ah, "water the bushes"—right on the plant's stalk.

Well, let me tell you, that was not the wisest move on Wilfred's part. The plant, it seems, was not amused. It opened its giant mouth and, with one swift movement, swallowed Wilfred whole. There was a moment of stunned silence, and then the plant continued to sing as if nothing had happened.

Despite what I had just seen, I couldn't help but burst out laughing at the absurdity of it all. And as I looked around at my carnival members, their faces a mixture of shock and disbelief, I knew:

This singing, man-eating plant would be the star of our next show.

And so it was. "Ladies and gentlemen," I announced not long thereafter, curtain rope in hand. "It is with equal parts caution and excitement that I present to you, the singing carnivorous plant! And do remember, folks—keep your distance, and try not to pour out any libations on it, lest you wind up on the menu."

The carnival erupted in giddy laughter and applause. In a moment, I knew that this would be one of our greatest hits. And, as for poor Wilfred—well, I suppose he'll be singing in a different kind of choir now.

The patrons of the inn burst into laughter and applause—a welcome respite from the previous dreary mood. Rictavio takes another flourishing bow and excuses himself, retiring for the night to N2n Private Guest Room.

Any player who watches as Rictavio makes his way along N2j. Great Balcony sees him pass Brom and Bray, who are crouched along the balcony in front of N2o. Boys' Bedroom. (The boys are dangling the stuffed bat described in N2o. Boys' Bedroom (p. 102) over the bar below, giggling while Nikolai and Karl drunkenly swat at it. The boys used the N2i. Secret Stairs and Hall (p. 101) to scamper quietly from the kitchen to the balcony during Rictavio's tale, unseen by the inn's patrons.) [[Note]]

NPC Profile | Rictavio

Roleplaying Information

Resonance. Rictavio should make the players feel amused (due to his flamboyant dress and manner of speech, which often includes referring to himself in the third person).

Emotions. To onlookers, Rictavio's most frequent emotions are amusem*nt, delight, and satisfaction.

Motivations. Rictavio's actions are most often motivated by his desire to maintain his reputation as an amusing, somewhat outrageous carnival ringmaster.

Inspirations. Consider taking inspiration for Rictavio from Varrick (Avatar: The Legend of Korra) or a stereotypical carnival barker.

Character Information

Persona. To strangers, Rictavio appears as a flamboyant, irreverent, and occasionally narcissistic carnival ringmaster.

Morale. In a fight, Rictavio would attempt to fast-talk his way out of trouble, fleeing from battle if hostilities seem unavoidable. (He might, however, step in to defend an innocent from harm at the hands of the supernatural—though while doing his best to preserve his secret identity.)

Relationships. Rictavio is secretly Dr. Rudolph van Richten, a famed vampire hunter.

End of the Evening

The taproom slowly clears out over the following two hours. If the players rented rooms for the night, Danika eventually approaches their table and offers to show them to their rooms. (See N2l. Guest Rooms and N2m. Guest Room (p. 102)). During the tour, Danika lets them know that they're free to request fresh linens or a tub of hot water (for a bath) be brought up to their rooms. "Breakfast is served an hour after sunrise," she says warmly, and adds, "Feel free to let us know if you need anything else."

Milestone. Arriving in Vallaki completes a story milestone. When the party takes its first long rest in Vallaki, award each player 900 XP, plus an additional 100 XP if they successfully escorted Ireena to Vallaki. (The players don't need to bring Ireena to St. Andral's church to receive this XP.)

B4c. Morning in Vallaki

Urwin's Advice

When the players next awaken in the Blue Water Inn, Urwin knocks on their door and asks to speak with them.

After exchanging pleasantries, Urwin warns the players that they must be cautious in Vallaki—both due to the town's harsh system of law enforcement and recent political tensions. Urwin can share the following additional information, as described in Vallaki Lore (p. 96):

  • The date of the Festival of the Blazing Sun,
  • Vallaki's recent history of festivals,
  • The Baron's strict rules regarding his festivals—and the fates of those who speak ill of them,
  • The brutish nature of Izek Strazni, the baron's henchman,

If the players ask whether the Baron has any enemies in Vallaki, Urwin can also share the information about Lady Fiona Wachter described in Vallaki Lore (p. 96).

Before departing, Urwin informs the players that breakfast will be served in one hour in the taproom.

Breakfast at the Inn

When the players descend to the taproom for breakfast, they can find Danika cleaning glasses at the bar and Urwin preparing a meal of dried plums and buckwheat porridge in the kitchen.

As breakfast is served, the meal is interrupted by the entry of Bluto Krogarov through the taproom's main entrance. (Bluto is as described in Vallaki Lore (p. 96).)

Bluto bears a fishy scent and is obviously drunk. If the players don't interrupt, he and Danika have the following interaction: [[Note]]

  • Danika, somewhat exasperated, reminds Bluto that the inn doesn't serve wine before noon.
  • Bluto fumbles a small, damp sack from his belt and places it on the counter. "What about wine for fish?" he asks.
  • Danika sighs and opens the sack, revealing three tiny, sickly looking fish. She asks whether Bluto caught them in Lake Zarovich, which he confirms.
  • Danika shakes her head and notes that Bluto's catches are getting smaller every week. "At least I caught something," Bluto grumbles. "The rot from the woods is starting to hit the waters." (Bluto is referring to the spreading darkness and corruption that has turned Barovia's grey woodlands into dark, twisted forests since Strahd's awakening.)
  • Danika asks Bluto whether he'll finally give up on fishing, given the threat of wolves beyond the town's walls.
  • Bluto stubbornly rejects the idea. "Besides," he adds, squinting. "You see the strangest things out on those waters." Danika raises an eyebrow, and Bluto pounds a fist to his chest, adding "Saw a giant gray bird the size of a horse flying out across the lake this morning, just after dawn. Had something in its claws. Morninglord's own truth." (Bluto couldn't make out any more details than that.)
  • "Strange things are happening in Barovia, that's for certain," Danika murmurs. Looking reluctant, she sighs, takes a clean glass from beneath the bar, and says, "All right, Bluto. One glass for the fish." ("Two," Bluto stubbornly insists. Danika sighs again and agrees.)
Exiting the Inn

When the players first exit the Blue Water Inn that morning, they can see that someone has posted several identical posters around the nearby road. Each poster reads, in elegant handwriting: "WANTED ALIVE TO FACE JUSTICE: Rudolph van Richten, outlander. Appears elderly, but is armed and dangerous." The posters appear to offer a reward for van Richten's capture, and list an address in the northwestern quarter of Vallaki. [[Note]]

(If the players ask Urwin or another Vallakian whether the Baron had the posters placed, they learn that the Baron's home is on the southwestern quarter, and that the handwriting doesn't match the Baron's preferred lettering for his posters.)

Shortly after the players move to depart the Blue Water Inn entirely, they are approached by Ernst Larnak, who has been lurking outside of the inn. Ernst greets the players and delivers an invitation to dine with Lady Fiona Wachter that evening, as described in Lady Wachter's Wish. [[Note]]

End of an Act. When the players set off from the Blue Water Inn for their first full day in Vallaki, Act I ends and Act II begins. [[Note]]

In this act, the players are left to explore the shadowed town of Vallaki—a Barovian settlement that has fallen to tension and conflict in the wake of Strahd's awakening.

As the players seek to complete lingering obligations—escorting Ireena to St. Andral's Church, purchasing and delivering a toy for the Vistani child Arabelle, and uncovering the Tome of Strahd—they meet new allies and enemies, including Father Lucian, the priest of St. Andral's Church; Izek Strazni, Baron Vallakovich's brutal enforcer; and Lady Fiona Wachter, the Baron's Strahd-loyalist rival.

At St. Andral's Church, the players will be tasked with recovering the stolen bones of St. Andral himself in order to protect the church's holy protection. At the nearby Vistani encampment, the players will have an opportunity to prove themselves heroes by finding and rescuing Arabelle following her mysterious disappearance. 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.

Meanwhile, one of the players begins to experience haunting apparitions, leading them to discover the tragic fate of Stella Wachter's soul—and an opportunity to restore her broken mind. Simultaneously, a nocturnal killer haunts Vallaki's streets, secretly working to drive the disguised vampire hunter Dr. Rudolph van Richten out of hiding.

Through it all, the players will have an opportunity to seek out clues leading to the hidden location of the Tome of Strahd, which—depending on the Tarokka reading they received—may be hidden in the Baron's mansion, in Wachterhaus, in Rictavio's carnival wagon, or in the nearby tower at Lake Baratok. And as the date of the Festival of the Blazing Sun approaches, Izek Strazni and Ireena Kolyana grow closer to a fateful, yet tragic encounter.

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. [Note]

Milestones

The players begin this act at 4th level and should end it at 5th level, gaining milestone XP when they successfully do any of the following:

  • restore the bones of St. Andral (1,500 XP)
  • rescue Arabelle from Mordenkainen (750 XP)
  • defeat Izek Strazni (1,250 XP)
  • obtain the Tome of Strahd (750 XP)
  • defeat the vampire spawn Anastrasya Karelova (1,500 XP)
  • restore the soul of Stella Wachter (1,500 XP)
  • help Rictavio escape during the Festival of the Blazing Sun (250 XP)

Act II Timeline

Night of Arrival in Vallaki
  • A Vallakian charmed by Anastrasya Karelova puts up posters seeking information on Dr. Rudolph van Richten. Players who investigate the listed address after this point begin Arc H: The Moonlit Murders.
  • The church groundskeeper, Milivoj, steals the bones of St. Andral and delivers them to the local coffin-maker, Henrik van der Voort.
First Day After Arrival
  • Mordenkainen, disguised as a giant eagle, spirits the Vistani child Arabelle away across Lake Zarovich to the slopes of Mount Baratok, and is observed by Bluto Krogarov, Vallaki's town drunk and local fisherman. Players who visit the local Vistani encampment after this point seeking Arabelle begin Arc E: The Missing Vistana.
  • Father Lucian Petrovish discovers the missing bones. Players who bring Ireena to St. Andral's Church after this point begin Arc D: St. Andral's Feast.
  • Ernst Larnak invites the players to dine with Lady Fiona Wachter at Wachterhaus. Players who accept Lady Wachter's invitation at this point begin Arc F: Fiona Wachter's Wish.
  • Izek Strazni and two guards put up posters in the Vallaki Town Square advertising the Festival of the Blazing Sun. Players who bring Ireena to the Town Square at this point begin Arc J: The Strazni Siblings.
  • Ireena Kolyana seeks an audience with Baron Vargas Vallakovich in order to obtain aid for the Barovian refugees. She is denied, but learns that the Baron's household has experienced a series of recent hauntings and mysterious disappearances. Players who seek to speak with the Baron about these problems after this point begin Arc I: The Lost Soul.
First Night After Arrival
  • The vampire spawn Anastrasya Karelova murders a Vallakian resident and leaves their mutilated body in the streets of Fogmire, Vallaki's most impoverished neighborhood. The players automatically begin Arc H: The Moonlit Murders.
  • One of the players experiences a ghostly apparition. The players automatically begin Arc I: The Lost Soul.
Second Day After Arrival

No notable events occur.

Second Night After Arrival

No notable events occur.

Third Day After Arrival
  • Vallaki observes the Festival of the Blazing Sun. If the players do not prevent Ireena from attending, they automatically begin Arc J: The Strazni Siblings.
Third Night After Arrival

No notable events occur.

Fourth Day After Arrival
  • If the players have not restored the bones of St. Andral to St. Andral's church, its protective wards fail at dawn.
Fourth Night After Arrival
  • Shortly after sundown, the parishioners of St. Andral's Church attend a service observing the holiday of St. Andral's Feast. If the protective wards around St. Andral's church have not been restored, Volenta Popofsky leads a vampiric attack on the church during the service, killing dozens of Vallakians and Baroness Lydia Petrovna. The altar boy, Yeska, is the only survivor, and is spirited away by Urwin Martikov to the Blue Water Inn.
Fifth Day After Arrival
  • If the players did not prevent or defend St. Andral's Church from Volenta's attack, an angry mob forms outside of Baron Vallakovich's manor. Szoldar Szoldarovich finds Milivoj, the church groundskeeper, hanging from a tree outside of Vallaki's walls—dead by apparent suicide—and solemnly returns his body to his family.
Fifth Night After Arrival
  • If the players did not prevent or defend St. Andral's Church from Volenta's attack, the angry mob assaults Baron Vallakovich's manor, capturing the Baron and lynching him in the town square. Victor Vallakovich escapes, taking shelter in the abandoned houses abutting Vallaki's western walls. If he still lives, Izek Strazni also escapes, taking shelter in Argynvostholt.

Arc D: 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 their fourth night 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 sad*stic 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?

D1. St. Andral's Church

The church is largely as described in N1. St. Andral's Church (p. 97). When the players approach, they can see Milivoj, who pays them no mind, tending to the grounds in the cemetery.

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.
NPC Profile | Father Lucian Petrovich

Roleplaying Information

Resonance. Father Lucian should make the players feel grateful (due to his hospitality), flattered (due to his willingness to listen and empathize), comforted (due to his warmth, serenity, and wisdom), and sympathetic (due to his anxiety regarding the missing bones and the safety of his congregation).

Emotions. Father Lucian's most frequent emotions are thoughtfulness, hopefulness, concern, and compassion.

Motivations. Father Lucian's actions are most often motivated by his desire to keep Vallaki's spirits up, to keep the church a place of sanctuary and comfort, and to raise Yeska as best as he can.

Inspirations. Consider taking inspiration for Father Lucian from Uncle Iroh (Avatar: The Last Airbender), Michael Carpenter (The Dresden Files), and Mr. Rogers (Mr. Rogers' Neighborhood).

Character Information

Persona. To strangers, Father Lucian appears as a serene, humble, and compassionate priest who is always happy to share a word of praise or a few pearls of wisdom. To those he trusts, Father Lucian appears as a dedicated and stalwart defender of his community, who nonetheless worries about his ability to keep his congregants safe. Deep down, Father Lucian feels a twinge of real doubt regarding the Morninglord's providence and power, wondering if Strahd's awakening is a test of Barovians' faith or a sign that the land is forever forsaken.

Morale. In a fight, Father Lucian would prefer to dissuade his attackers, surrendering peacefully if necessary to avoid unnecessary bloodshed. However, if an innocent life or the members of his congregation were threatened, he would fight to the death with a prayer on his lips and peace in his heart.

Relationships. Father Lucian is a mentor and father figure to the orphan and altar boy Yeska, the employer of the groundskeeper Milivoj, the brother of Baroness Lydia Petrovna, and the distant descendant of Tasha Petrovna, an ancient cleric of the Morninglord whose remains are kept in the catacombs of Castle Ravenloft.

D1a. Meeting Father Lucian

When the players first meet Father Lucian, 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 Lucian 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 Lucian 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 are 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.
  • Originally, only Father Lucian knew that of the bones' existence. However, he recently shared the knowledge of the bones with Yeska, as described in Bones of St. Andral (p. 97).
  • To retain the church's protection, Father Lucian must invoke a particular rite of protection over Saint Andral's bones once every year, at dawn on the morning of Saint Andral's Feast—a holy day that memorializes Andral's life.
  • If the rite cannot be carried out at that time, the wards will fall until the rite is completed on a subsequent dawn.
  • Last night, someone broke into the church's crypt and stole St. Andral's bones. Without them, Father Lucian can't complete the protective rite, and the wards will fall at dawn on the day of St. Andral's Feast.
  • Father Lucian is fearful that some fell creature or wicked soul has manufactured this crisis as an opportunity to cause his congregation harm; though the Baron is confident that no monsters could breach Vallaki's walls, Father Lucian fears that the town is not as safe as it appears.

Father Lucian can also share the date of St. Andral's Feast (the fourth day after the players arrived in Vallaki). He has not reported the theft of the bones for the reasons described in Bones of St. Andral (p. 97).

Father Lucian does not know that Yeska has told anyone of the bones' existence, and firmly believes that the boy would not be capable—physically or otherwise—of stealing them. He does not suspect Milivoj of stealing the bones, either, having no reason to do so.

If the players express an interest in doing so, Father Lucian is glad to allow them to inspect the crime scene—having made neither heads nor tails of it himself—and to interview Yeska, so long as they promise to be patient and gentle with the boy.

If the players ask for the identities of other possible witnesses, Father Lucian suggests speaking with Milivoj, noting that it's entirely possible that Milivoj has seen shady characters lurking around the church.

Before allowing the players begin their investigation, Father Lucian asks them to promise him to retrieve him as soon as they learn of the bones' location. He takes personal responsibility for their disappearance, and—given his connections across the town—wishes to assist the players in recovering them if necessary.

D1b. The Scene of the Crime

Father Lucian is glad to lead the players to the location of the crypt if prompted. The players can inspect the replaced floorboards behind the altar for clues, and Father Lucian will also reluctantly allow them to pry up the floorboards again if they want to investigate the crypt itself.

The crypt is as described in Bones of St. Andral (p. 97), lying beneath the chapel's altar and concealed by the chapel floorboards. The interior of the crypt is a dark and damp chamber, its walls made of rough-hewn stone blocks that are stained with age and moisture. Its center contains a small stone slab, which held the bones until recently.

The players can find the following information by investigating the area around the crypt:

  • While investigating the floorboards, the players can find a torn piece of gray wool fabric snagged on a nail with a successful DC 15 Intelligence (Investigation) check, and a line of rust-stained dirt smeared across the edge of a floorboard with a successful DC 20 Wisdom (Perception) check. (The fabric was torn from Milivoj's shirt as he lowered himself down, and the rust was left when he used his shovel to pry up the floorboards.)
  • While investigating the interior of the crypt, the players can find several clumps of earth immediately below the pried-up floorboards with a successful DC 10 Wisdom (Perception) check. Each clump is in the shape of a large bootprint, and contains several blades of pale green grass and white flower petals. (The clumps were left when Milivoj's boots hit the floor of the crypt. Father Lucian can inform the players that the petals are from the ramson plant, which grow in several patches in the church graveyard.)
  • While investigating the altar or the stone slab in the crypt, the players can find a few strands of dark black hair with a DC 15 Wisdom (Perception) check. (The hair is Milivoj's.)

D1c. Interviewing Witnesses

Interviewing Yeska

If the players choose to interview Yeska, Father Lucian asks them not to press him too hard for information. The boy is still emotionally fragile from the death of his parents three months ago, and Father Lucian doesn't wish to harm his mental well-being over a mere suspicion of danger.

If one of the players asks Yeska whether he has told anyone else about the bones and makes a successful DC 10 Charisma (Persuasion) check, he admits to telling Milivoj about the bones three days ago. If the players first tell Yeska that the bones have been stolen, however, the DC increases to 15, and Yeska begins to cry upon admitting his actions.

NPC Profile | Milivoj

Roleplaying Information

Resonance. Milivoj should make the players feel scornful (due to his gruff, cynical, and stubborn personality) sympathetic (due to his frustration at his parents' addiction to dream pastries), and endeared to him (due to his wholehearted dedication to provide for his siblings, no matter the cost to himself).

Emotions. Milivoj's most frequent emotions are annoyance, worry, frustration, bitterness, cynicism, and (when with his siblings) compassion and joy.

Motivations. Milivoj's actions are motivated by his desire to provide for himself and his siblings.

Inspirations. Consider taking inspiration for Milivoj from Katniss Everdeen (The Hunger Games), Arya Stark (Game of Thrones), and Carl Fredericksen (Up).

Character Information

Persona. To strangers, Milivoj appears as a quiet, gruff, and hardworking groundskeeper. To those he trusts, Milivoj appears to be a loving and dedicated sibling, a frustrated and bitter son, and a desperate and confused young man.

Morale. In a fight, Milivoj would brandish his shovel in an attempt to get his attacker to back down, but would quickly surrender if seriously wounded. (If defending his siblings, however, Milivoj would fiercely and gladly fight to the death.)

Relationships. Milivoj is employed by Father Lucian Petrovich, secretly works for the coffin maker Henrik van der Voort, and is eldest of nine children belonging to Oleg and Jarzinka, two dream pastry-addicted Vallakians.

Interviewing Milivoj

If the players choose to interview Milivoj, he denies any knowledge of the bones or their theft. A successful DC 10 Wisdom (Insight) check reveals that he appears to be surprised to be confronted, that his body language has grown tense, and that he is shifting uncomfortably.

If the players ask Milivoj whether he has seen any shady characters lurking around the church, he claims to have seen a cloaked figure watching the church two days ago from an alleyway. (The description of the cloaked figure coincidentally matches the appearance of Ernst Larnak, Fiona's spy, though Milivoj doesn't know Ernst or the nature of his employment.) A successful DC 10 Wisdom (Insight) check reveals that that he is speaking slightly too quickly.

If the players accuse Milivoj of stealing the bones and succeed on a DC 15 Charisma (Intimidation) check, Milivoj admits to stealing them, as described in Bones of St. Andral (p. 97). Players who confront Milivoj with evidence from the crypt or Yeska's confession automatically succeed on this check.

If asked his motive for stealing the bones, Milivoj shares the reasons described in Bones of St. Andral (p. 97). He can also share that, after his father—a former Vallakian guard—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' sole means of avoiding total poverty. (If asked, Milivoj can provide a basic description of the effects of dream pastries, as described in Dream Pastries (p. 125).)

If informed that the bones may have been stolen to allow an attack upon the church, Milivoj dismisses the idea, insisting that the bones are just a "moldy old relic" and that "he doesn't have time to believe in fairy tales." (He certainly believes that Yeska and Henrik believe that the bones protect the church, but regards the whole thing as nonsense.)

Developments

If he is later informed that Henrik's actions were directed by one of Strahd's vampire spawn, and that the theft of the bones could have allowed a slaughter at the church, Milivoj is overcome with anxiety, horror, and guilt. He prostrates himself before Father Lucian and begs for his forgiveness, offering to exile himself to the Svalich Woods if doing so will make up for the harm he has caused. (Father Lucian, of course, declines, tearfully embracing and forgiving Milivoj instead.)

D1d. Recovering the Bones

Once Milivoj has admitted to the bones' theft, Father Lucian asks to join the players in recovering them from the coffin maker's shop. (He knows the owner, Henrik, well, and hopes that he can reason with the man.) If the players appear skeptical, Father Lucian—who has the statistics of a priest—promises them that he is more than capable of defending himself

If the players suggest reporting the theft of the bones to the burgomaster, Father Lucian is reluctant to do so, fearing the possibility of raising a panic. With a successful DC 15 Charisma (Persuasion) check, however, the players can convince Father Lucian to join them in reporting the theft to Baron Vallakovich, who responds as described in N6. Coffin Maker's Shop. (If the players don't have Father Lucian—Baron Vallakovich's brother-in-law—with them, the burgomaster refuses to believe that the bones are responsible for the church's divine protection or to assist the players in recovering them.)

Developments

If the players report the theft to Baron Vallakovich and do not accompany his guards, the four guards gain access to the coffin maker's shop as described in N6. Coffin Maker's Shop, but are slaughtered when they accidentally trigger Volenta's trap and alert the vampires to their presence.

One day later, Baron Vallakovich responds by sending Izek to summon the players to N3. Burgomaster's Mansion, where he accuses them of causing his faithful guards to disappear and threatens to exile them from Vallaki. (The players can win back his good graces by promising to recover the bones themselves.)

D2. Coffin Maker's Shop

The coffin maker's shop is largely as described in N6. Coffin Maker's Shop (p. 116). However, the crates in N6f. Vampire Nest now contain only three vampire spawn, as well as Volenta Popofsky, one of Strahd's vampiric brides.

Henrik van der Voort, the coffin maker, follows the following schedule:

  • In the morning, he sleeps in, remaining in bed in N6e. Henrik's Bedroom.
  • In the late morning, he anxiously checks that the wardrobe containing St. Andral's bones hasn't been disturbed, and then prepares breakfast in N6d. Kitchen.
  • In the afternoon, he builds coffins in N6c. Workshop.
  • In the evening, he prepares an evening meal in N6d. Kitchen.
  • At night, he sleeps in N6e. Henrik's Bedroom.

D2a. Entering the Shop

The players cannot access the shop through persuasion, deception, or intimidation; in each case, Henrik will respond as described in N6. Coffin Maker's Shop.

Additionally, note that the windows and doors are locked and barred, respectively, from the inside, therefore cannot be picked by using thieves tools. Instead, the players can enter the shop by either of the following means:

  • 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.
  • They can use magic (e.g., mage hand or misty step) to open the windows or doors from the inside. Doing so avoids alerting Henrik, who remains in his current location.

In either case, Henrik offers no resistance as soon as he sees that the players have entered the shop. Instead, he rightfully guesses that they have come to recover the bones and informs them of the bones' location and vampire nest as described in N6. Coffin Maker's Shop. In exchange, he pleads with them to protect him from the vampires, who he rightfully fears will butcher him for his betrayal. He won't retrieve the bones alone, but will accompany the players upstairs if demanded.

Henrik does not know that Volenta has secretly installed a poison needle trap and tripwire bell in the wardrobe secret compartment where the bones are kept. He assumes that the players will be able to quietly recover the bones, depart the shop, and escort him elsewhere to safety.

D2b. Recovering the Bones

The bones have been concealed as described in N6e. Henrik's Bedroom (p. 117). However, Volenta Popofsky has added two additional safeguards to the secret compartment:

  • a poison needle trap (Dungeon Master's Guide p. 123), which triggers unless a particular wooden panel is pushed before the compartment is opened, and
  • a hidden wire attached to the compartment's opening, which connects through the walls to a bell mounted in the rafters of N6f. Vampire Nest. (Opening the compartment without disabling the wire causes the bell to ring, alerting the vampires.)

The poison needle trap can be identified and disarmed as described in the Dungeon Master's Guide (p. 123). The hidden wire can be identified before the compartment is fully opened with a successful DC 20 Intelligence (Investigation) check, and disarmed with a successful DC 20 Dexterity (Thieves' Tools) check. Unsuccessfully attempting to disarm the wire causes the bell to ring, alerting the vampires.

D2c. Volenta's Trap

If the players allow the bell to ring, Volenta and two of her loyal vampire spawn arise to confront them one round later, either by forcing their way into N6d. Kitchen or (if the players have already exited N6e. Henrik's Bedroom) by obstructing the players' path down the stairs. (The third vampire spawn) exits from a window and clambers onto the rooftop using its spider climb, awaiting Volenta's signal.)

Volenta uses the two vampire spawn with her as cover, placing them between her and the players. After briefly taunting the players, she playfully notes that it's lucky that they're in a coffin shop, adding,"After all, they'll need somewhere to put your parts when I'm through with you." She then directs the other vampires to attack.

NPC Profile | Volenta Popofsky

Roleplaying Information

Resonance. Volenta should make the players feel repulsed (due to her obsession with pain and gore), disturbed (due to her sad*stic and psychotic personality) and flattered (due to her flirtatious—if eccentric—attitude)

Emotions. Volenta's most frequent emotions are amusem*nt, curiosity, irritation, boredom, fascination, rage, and glee.

Motivations. Volenta's actions are motivated by her desire to impress Strahd (and therefore earn her place as foremost among his brides), to satisfy her frequent sad*stic urges, and to find novel ways to cause suffering and pain through tinkering and innovation.

Inspirations. Consider taking inspiration for Volenta from Jinx (Arcane), Ty Lee (Avatar: The Last Airbender), and Harley Quinn (Batman).

Character Information

Persona. To strangers, Volenta appears to be a manic, impulsive, and trigger-happy sad*st with a flair for invention and innovation.

Morale. In a fight, Volenta would gleefully relish the opportunity to test her custom-made weapons on hostile subjects—and, when, pushed far enough, to tear those subjects apart with her bare hands and teeth.

Relationships. Volenta is faithfully loyal to Strahd von Zarovich, and views his other brides—Anastrasya, Ludmilla, and Escher—with deep resentment, jealousy, and suspicion.

Volenta, First Form

Medium undead, chaotic evil

  • Armor Class 15 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
16 (+3)18 (+4)16 (+3)16 (+3)14 (+2)14 (+2)
  • Saving Throws Dex +7, Wis +5
  • Skills Perception +5, Stealth +10
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common
  • Challenge 5 (1,800 XP)

Regeneration. Volenta regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Hypersensitivity. While in sunlight, Volenta takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.

Nimble Escape. Volenta can take the Disengage or Hide action as a bonus action on each of her turns.

Awakened Bloodlust. When Volenta drops to 0 hit points, her statistics are instantly replaced by the statistics of her second form. Her initiative count doesn't change.

Actions

Multiattack. Volenta uses hail of daggers twice, or uses hail of daggers once and either tanglefoot or thunderstone.

Hail of Daggers. Ranged Weapon Attack: +7 to hit, 15 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Tanglefoot (3/day). Volenta hurls a bag of writhing, sticky black tar at a point on the ground within 30 feet. The bag bursts on impact, covering the ground in a 5-foot radius with sticky tar. Any creature that enters the tar or starts its turn there must succeed on a DC 14 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself, ending the effect and moving into the nearest unoccupied space of its choice with a successful DC 14 Strength check.

Thunderstone (3/day). Volenta hurls a crystalline shard at a creature, object, or surface within 30 feet. The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone, pushed 10 feet away from that point, and deafened until the end of your next turn.

Alchemist's Firebomb (1/day). Volenta hurls a flask of concentrated alchemist's fire and hurls it at a point within 30 feet. The vial shatters on impact, detonates in a 10-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 2d6 fire damage and be set ablaze. A creature set ablaze in this way takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 14 Dexterity check to extinguish the flames.

Father Lucian

In combat, Father Lucian directs the players to form a defensive line around the door, hoping to funnel the vampires one-by-one into a choke point in order to dispatch them individually. Father Lucian himself attempts to end his turns behind full cover on each round of combat, ducking out only briefly to target vampires with his offensive spells.

Father Lucian fights as follows:

  • On his first turn, Father Lucian uses his action to cast spirit guardians, filling the air with a galaxy of swirling, fiery suns that burn with fierce golden light. (He stands as near to the front lines as possible while remaining behind full cover, seeking to ensure that any attacking vampire spawn will inevitably be drawn into range of his spell.)
  • On his second turn, Father Lucian casts spiritual weapon, summoning and attacking with a golden ethereal mace whose head resembles a sunburst—a facsimile of the mace that his ancestor, Tasha Petrovna, once wielded in battle. He then casts sacred flame, targeting any vampire that is currently attacking the players.
  • On his third and subsequent turns, Father Lucian uses his action to cast guiding bolt and his bonus action to attack with spiritual weapon once again.

If any of the players are reduced to 0 hit points, Father Lucian spends his action casting cure wounds on them, using a 2nd-level spell slot to do so. If his concentration is ever disrupted, he spends his action to renew spirit guardians instead.

Volenta, Second Form

Medium undead, chaotic evil

  • Armor Class 15 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
16 (+3)18 (+4)16 (+3)16 (+3)14 (+2)14 (+2)
  • Saving Throws Dex +7, Wis +5
  • Skills Perception +5, Stealth +10
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common
  • Challenge 6 (2,300 XP)

Regeneration. Volenta regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Hypersensitivity. While in sunlight, Volenta takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.

Aggressive. As a bonus action, Volenta can move up to her speed toward a hostile creature she can see.

Blood Frenzy. Volenta has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack. Volenta makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 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 target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Volenta regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13).

Volenta

Volenta begins combat in her first form, preferring to start the fight by lobbing her alchemist's firebomb. Afterward, she alternates between using her multiattack to use tanglefoot and thunderstone. (The first time that Volenta uses one of her thunderstones, the third vampire spawn uses its readied action to break through the glass of the window nearest the players, joining the fray on its next turn.)

When using her hail of daggers, Volenta prefers to target Father Lucian first, followed by any clerics or paladins, and then finally any concentrating spellcasters. She taunts Father Lucian gleefully, noting, "I'd intended to rip out your throat in front of your cute little congregation, but I guess decorating the church steps with your head and entrails isn't a bad second place!"

Volenta flees from combat, smashing through a nearby window and galloping across the rooftops like a four-legged beast, if either of the following happens:

  • all of her vampire spawn are defeated and her first form is reduced to 0 hit points; or
  • her second form is reduced to 50 hit points or fewer.

In either case, she sneers at the players before departing, baring her fangs and promising to see them again soon.

The Vampire Spawn

The three vampire spawn prefer to fight by using their claws to grapple enemies, who they then drag away to feast upon in private. (The vampire spawn on the rooftop pulls grappled prey out of the windows and then hauls them back up to the roof for feeding.)

All three spawn are prepared to fight to the death, but retreat with Volenta if she does.

Arc E: The Missing Vistana

In this arc, at the request of the Vistana Eliza at Tser Pool Encampment, the players visit Blinsky Toys, the home of Vallaki's resident toymaker, to purchase a nameday gift for her 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, they can meet Barovia's dusk elves—a camp of refugees from Strahd's long-forgotten conquests—and their leader, Kasimir.

Upon entering the Vistani camp itself, the players also meet Arrigal and Luvash, two brothers who lead the camp while secretly serving Strahd. The players can learn that Arabelle has recently vanished—and that her disappearance appears to be linked to sightings of a giant, gray-feathered eagle—seemingly, the same eagle recently seen by the Vallakian fisherman Bluto Krogarov.

If the players investigate Arabelle's disappearance, Arrigal—Arabelle's uncle—joins them to assist in the search. As the party's efforts lead them toward the north shore of Lake Zarovich, they encounter a trio of werewolves, a silent raven sentinel, and the hut of the green hag Jeny Greenteeth.

Upon their arrival at the giant eagle's destination just north of Lake Zarovich, the party finds a mysterious portal that leads to the lair of the mysterious archmage Firan Zal'honan, who has kidnapped Arabelle in order to bring about the utterance of a cryptic prophecy that foretells the fall of the mists.

However, the party's arrival triggers Arabelle's foretelling—and the explosive nature of her unbound foresight damages Firan's demiplanar laboratory, wreaking havoc and freeing several of his dangerous test subjects. The players and Firan must rescue Arabelle from her trance, avoid a storm of crackling arcane energies, and fight their way free before the portal collapses upon itself.

E1. The Path to Camp

The path from Vallaki to the Vistani Camp is as described in N9. Vistani Camp (p. 119).

E2. The Vistani Camp

When the players arrive at the camp, they can choose to either speak with one the dusk elves guarding the hovels at the base of the hill (see E2a. Dusk Elf Hovels below), or ascend the hill to the ring of wagons at the top (see E2b. The Vistani Encampment).

E2a. The Dusk Elves

History of the Dusk Elves

This chapter largely adheres to the history of the dusk elves as described in Kasimir Velikov (p. 232), Rahadin (p. 236), and Crypt 21 (p. 89), but with a number of changes made to the dusk elves' history.

More than five hundred years ago, the dusk elves dwelt in a twilit woodland realm known as Mithlondar—"Greyhaven," as it was called—ruled by a royal line of kings and queens.

The heir to the realm was a prince named Erevan, who Kasimir served as Erevan's lord and liege. Erevan was a master bladesinger who practiced the style of the lion—a beast that he used as his personal sigil—and wielded Larethian'shorna, an elven-forged longsword whose name meant "Roaring Twilight" and whose blade was engraved with the sigil of a lion rampant.

Erevan, however, was as proud as he was skilled. He trained a select few students in the art of the blade. One of his students, a gifted young dusk elf named Rahadin, came to consider Erevan weak and corrupt—and when Rahadin refused to bow down to him, Erevan exiled him from the kingdom.

When King Barov von Zarovich, the last remnant of what the dusk elves considered to be a broken, once-honored house, came to Mithlondar demanding fealty, Prince Erevan turned him away with scorn and mirth. One year later, King Barov returned with an army, wielding the mighty Brightblade in his left hand and joined by Rahadin at his right. Rahadin led the butchering of the dusk elves and their royal family, and shattered Erevan's beloved blade into a dozen pieces.

The remaining dusk elves were subjugated or forced to live among the Vistani, as described in Rahadin (p. 236). Decades later, when Barov died and Strahd came to power, the subjugated dusk elves staged a rebellion in a desperate attempt to win their freedom—but were nearly annihilated in response. Strahd left the survivors to the mercy of the Vistani, who bore them away to a hidden valley—the valley that Strahd would soon thereafter conquer and name "Barovia."

Patrina Velikovna, Kasimir's sister and another refugee of the dusk elf rebellion, explored the Amber Temple and entreated Strahd himself as described in Rahadin (p. 236)—and was ultimately slain by Kasimir and the others of the dusk elf tribe as described in Kasimir Velikov (p. 232). Strahd, in punishment, directed Rahadin to butcher the female members of the dusk elf tribe and cut off Kasimir's ears as described in Kasimir Velikov (p. 232).

Patrina's body was buried in Castle Ravenloft as described in Rahadin (p. 236) and Kasimir Velikov and Crypt 21 (p. 89). Though Patrina's spirit later awoke as a banshee, she avoided any contact with Kasimir himself, biding her time until the perfect opportunity arose.

That opportunity has now arrived. When Firan Zal'honen staged a rebellion against Strahd and damaged his Heart of Sorrow, Patrina eavesdropped upon Strahd's secret conversations with Rahadin and learned of Strahd's plan to use the power of the Fanes to begin a new Barovian dark age.

Eager to claim this power for herself and seeing a chance to twist Kasimir to her will, Patrina—for the first time in four hundred years—reached out and touched Kasimir's dreams with a warning—and an invitation.

Patrina told Kasimir that Strahd planned to corrupt the land of Barovia once more, and to wield that power to usher in a time of nightmare and shadow. She apologized for the sins of her past, and offered her forgiveness for his role in her death.

She told him of the Amber Temple—a place that held the secrets to Strahd's dark pact, as well as the secret of bringing the ancient dead back to life. She promised him that, should he resurrect her, they can work together to halt Strahd's schemes, avenge the murder of their people, and defend the dusk elves' home from the vampire's corruption.

In truth, of course, Patrina's true goal is simple: Once resurrected, she plans to travel to the Amber Temple, claim the dark gift of the Vampyr, steal the power of the Fanes, and slay Strahd herself. To that end, she has concealed the true extent of her knowledge from Kasimir, keeping him ignorant of the existence and true nature of the Fanes, the Heart of Sorrow, and the vestiges of the Amber Temple.

Since Strahd's awakening, Kasimir—torn apart by centuries of guilt—has resolved to follow Patrina's direction. Thrice now, he has ventured toward the Amber Temple, ascending Tsolenka Pass and the slopes of Mount Ghakis in an effort to ascertain its mysteries. Thrice now, however, he has been turned back—once by a blizzard, once by a pack of winter wolves, and once by the roc of Mount Ghakis—narrowly escaping with his life each time.

The Dusk Elf Hovels

The dusk elf hovels are as described in N9b. Dusk Elf Hovels (p. 121). The dusk elves themselves are as described in Roleplaying the Vistani and the Elves (p. 119). If the players approach one of the guards and inquire about the dusk elves' history, Barovian history, or Barovian geography, the guard directs them to Kasimir's hovel as described in N9b. Dusk Elf Hovels (p. 121).

Kasimir's Hovel

Kasimir's hovel is as described in N9a. Kasimir's Hovel. If the players appear friendly and curious, Kasimir welcomes them into his home and prepares a pot of herbal tea over his crackling hearth. Kasimir notes that he doesn't often entertain guests, but is glad to assist the players as he can.

Kasimir is largely as described in Kasimir Velikov (p. 232), with changes made according to the revised history above.

If asked, Kasimir can relay the tragic history of the dusk elves—from the time of Rahadin's exile to the arrival of the mists. Kasimir speaks mournfully of Prince Erevan's pride, folly, and death; and spitefully of Rahadin, a traitor to his people.

If the players ask about the Amber Temple, Kasimir can relay the following information:

  • The Amber Temple is an ancient structure built into the upper slopes of Mount Ghakis, Barovia's southern snow-capped peak.
  • While Kasimir has not seen it himself, its walls are rumored to be sheathed in crystalline amber, and its doors guarded by mighty amber statues.
  • It is said that the Temple holds a wealth of ancient knowledge—including, allegedly, the secret behind the dark pact that Strahd forged to obtain immortality.

Kasimir is cautiously delighted by the players' interest in the temple, and freely shares that he is hoping to journey to it in order to uncover the secret to resurrecting the ancient dead. In explanation, he relays an edited narrative of Patrina's death, claiming that Strahd "hypnotized" her, that the dusk elves "released" her from his bondage, that Strahd sent Rahadin to butcher Patrina and the other dusk elf women in retaliation, and that Patrina's spirit—having learned of the Amber Temple from within Castle Ravenloft's catacombs—has appeared in Kasimir's dreams to plead for his aid.

Under no circ*mstances does Kasimir reveal his own role in Patrina's death, Patrina's dalliances with dark magic, or the true nature of her relationship with Strahd before she died.

If the players appear interested in exploring the Amber Temple, Kasimir warns them that he will need to secure sufficient cold-weather clothing to protect them from the elements during the journey. (Due to his ring of warmth, Kasimir has no need of such protective gear himself.) Kasimir's timetable for doing so is as follows:

  • If the players are fourth or fifth level, Kasimir informs them that he will need two weeks to have cold-weather gear commissioned and assembled from a Vallakian seamstress.
  • If the players are sixth or seventh level, Kasimir requires only one week instead.
  • If the players are eighth level or above, Kasimir promises to purchase cold-weather gear directly from a Vallakian merchant the following day.

Accepting Kasimir's invitation to journey to the Amber Temple begins Arc U: The Amber Temple.

E2b. The Vistani Encampment

The Mystery of Arabelle's Disappearance

Arabelle's story has been revised from its original form. It is now as follows:

Shortly after the mists surrounded Barovia, Madam Eva—an avatar of the Seeker, one of the Ladies of the Fanes—joined the Vistani encampment at Tser Pool. Due to her strong power in the Sight, she earned the title of Raunie, and eventually came to lead the encampment through her wisdom and foresight.

At one point, Madam Eva took a partner among the Vistani and had a child, foreseeing that her bloodline would one day play a crucial role in freeing her land from Strahd's darkness. Long thereafter, as Strahd slumbered and his corruption faded from the land, Madam Eva took a shard of her lingering divinity and placed it within the soul of one of her descendants: the infant Arabelle, the child of the Vistana Luvash.

Arabelle grew up to be a precocious child, and—unbeknownst to all but Madam Eva—a gifted seer. When Firan Zal'honen, an archmage and wanderer from amongst the Domains of Dread, arrived in Barovia and sought Madam Eva's counsel, she foresaw that Arabelle would one day soon deliver a prophecy that would open the keys to Barovia's deliverance—and Firan's own.

Firan located Arabelle and confirmed that she did, indeed, possess powerful foresight. Concerned with the prospect that she might deliver her prophecy in a place where he could not hear it—or, worse, in a place where Strahd's servants could—Firan disguised himself as a giant eagle and kidnapped her, spiriting her away to his hidden laboratory on the northeastern shore of Lake Zarovich.

However, from Madam Eva's foretelling, Firan knew that he would not be the one to receive Arabelle's prophecy. Certain unidentified individuals would need to make their way to her side first, their arrival signaling to Arabelle's Sight that the time of prophecy was at hand. And so, Firan has resolved to wait in his laboratory, studying the denizens and magic of Barovia, until such a time as the figures of prophecy arrive.

NPC Profile: Firan Zal'honen

Note. For more information about Firan Zal'honen, see p. 181 in Van Richten's Guide to Ravenloft.

Roleplaying Information

Entering the Vistani Camp

The Vistani are largely as described in Roleplaying the Vistani and the Elves (p. 119), with the encampment largely as described in N9c. Vistani Tent, N9d. Horses, N9e. Luvash's Wagon, N9f. Wagon of Sleeping Vistani, N9g. Wagon of Gambling Vistani, N9h. Vistani Family Wagon, and N9i. Vistani Treasure Wagon (pp. 121-23).

When the players first enter the tent, modify the descriptive text as follows:

As you duck inside the tent, you hear the sound of splintering wood and shattering ceramic. Blinking through the haze of smoke that fills the interior, you see three sputtering campfires burning low with embers. A total of six Vistani sit around the hearths, watching the source of the commotion with solemn, sympathetic looks.

A shirtless young man kneels on the dead grass by the center of the tent, his eyes downcast and his face pale. Beside him, a broken wooden crate sits amidst a pile of broken pottery shards, several of which are still wobbling from the force of impact.

A dozen feet from the kneeling youth stands an older, larger man wearing studded leather armor and a thick, well-trimmed beard. His eyes are bloodshot, and his right hand is trembling. He appears to be leaning his weight against a makeshift wooden crutch for support; looking down, you see that his lower right leg is wrapped in bloodstained bandages.

"You were supposed to keep her safe!" the larger man bellows hoarsely. He whirls, his hand grabbing blindly as if for something else to throw. Sweat beads on his forehead, and he chokes back a sob of rage. "My little girl! And now—"

He wavers unsteadily—and stumbles. In a blink, a third man, also clad in studded leather and wearing a fine-trimmed goatee, steps out from his shadow and catches the larger man on his shoulder before he falls. "Easy, brother," the third man murmurs. "You've lost a lot of blood." He glances up and catches sight of you, his brow tightening imperceptibly. "And it would appear that we have company."

If the players do not respond first, Luvash hails them warily and—leaning back on his crutch to conceal any weakness—asks them their business. If the players share that they have come to deliver Eliza's gift, Luvash tells them that Arabelle—his daughter—has recently gone missing.

Luvash can share the following information with the players:

  • Alexei (the young man) was responsible for watching over Arabelle while Luvash worked. However, Alexei decided to get drunk instead—and when when he returned to the clearing in the Svalich Woods where he had left her, Arabelle had vanished.
  • In an effort to find Arabelle, Luvash and Arrigal dispatched the Vistani and dusk elves to search the area. Luvash led the search, but was wounded by a concealed wolf trap, forcing him to return to the encampment.
  • Before her disappearance, Arabelle had experienced a recurring nightmare in which she found herself flying above a vast, dark mirror, and held captive by a twisted shadow. Luvash had earlier dismissed her dreams as meaningless, but now wonders if Arabelle possesses the Sight of a Vistana seer and foresaw her own disappearance.

If the players express an interest in rescuing Arabelle, Luvash is surprised, but grateful, and offers them their choice of a reward from the Vistani treasure wagon should they succeed. If the players accept the mission, Arrigal insists on joining them in the search for his niece, accompanying the party for the duration of their investigation.

If asked, Arrigal can show the players

NPC Profile: Luvash & Arrigal

Roleplaying Information

E3. The Journey North

  • If the PCs are unsure where to go, soon after they leave the Vistani camp, they are approached by a wereraven in raven form, who settles down to watch them. If the PCs ask the raven for help in finding Arabelle, it guides them to the southern shore of Lake Zarovich, where they find a child-sized, colorful scarf in the mud on the shore.
  • There are no boats on the shore of Lake Zarovich (Bluto takes his home with him, for fear of werewolves or others taking it), but Arrigal can tell the PCs about an old boathouse in the woods to the east of Vallaki that should still have some functioning rowboats in it. He warns the PCs that the northeastern waters of Lake Zarovich are rumored to be infested with undead. (Bluto can warn the PCs of this as well, and will not willingly go in that direction if asked.)

If the players resolve to travel aross Lake Zarovich by boat, Arrigal can tell them about an old boathouse in the woods to the east of Vallaki, which he believes should still have one or more functioning rowboats still inside of it. (Unlike in the original module, no rowboats can be found on the shore of Lake Zarovich. Bluto himself takes his home with him each night, fearing that werewolves or other nefarious creatures might damage or steal it.)

If the players attempt to locate Bluto Krogarov to request transportation across the lake, Urwin can provide basic directions to Bluto's home: a small shack in the northern section of Vallaki. However, Bluto is reluctant to provide transportation directly, or even to lend the players his boat, warning the players that the northeastern waters of Lake Zarovich are rumored to be infested with undead.

E3a. Ravens' Roost

E3b. The Trapped Wolf

E3c. Jeny Greenteeth's Hut

E3d. The Abandoned Boathouse

E3e. Across Lake Zarovich

E3f. The Northeastern Shore

E4. Firan's Laboratory

E4a. Meeting Firan Zal'honen

E4b. The Prophecy

E4c. Escaping the Laboratory

E5. Return to the Vistani Camp

what is arabelle's prophecy? instructions for how to read the tome of strahd to see the schematics for the Fanes and the HoS.

  • what happens if they take a boat? they could ask bluto for his i guess. i think bluto takes his boat back with him to avoid werewolf issues, y'know.
  • urwin/danika can point the pcs toward the dusk elves for questions about Old sh*t like the Amber Temple

what do I WANT. old boathouse setpiece - arrigal suggests it. great place for werewolves. in fact, CANT walk - too craggy along the eastern side. don't want to go all the way around. where do i put jeny's hut? i can put it before the boathouse o.o. so we go ravens' roost > wolf trap > jeny's hut > boat house with werewolves > zombies in lake attacking boat > the portal with firan's lab

why didn't bluto investigate! the dead swim in the eastern waters.

E3a. The Werewolf Pack

E3b. The

  • arrigal joins the party; en route, they encounter a trio of werewolves; arrigal warns them that vistani are off-limits, and they make some passing remark to being hungry and also there's another vistani in barovia killing wolves - maybe he's a friend of hers? after all, he seems to be comporting with outlanders. (don't forget - poison damage hurts the werewolves!). one of the werewolves is the werewolf the pcs fought on the svalich road, if it escaped. the wolves also mention kiril and emil, something about kiril taking all the hunt after receiving mother night's blessing.
  • also en route, the PCs are watched by a wereraven (arrigal doesn't like the wereraven), and encounter a hunting trap-arabelle is alone in the laboratory; mordenkainen's faithful hound is guarding the door-mordenkainen returns in eagle form with components

Arc F: Fiona Wachter's Wish

Arc G: The Tome of Strahd

Arc H: The Moonlit Murders

Arc I: The Lost Soul

Arc J: The Strazni Siblings

Arc E: St. Andral's Feast

Arc F: The Tome of Strahd

Arc G: The Missing Vistana

Arc H: Fiona Wachter's Wish

Arc I: The Strazni Siblings

Arc J: The Baron's Wrath

Arc K: The Missing Gem

Arc L: Dinner with Strahd

Arc M: Strahd's Enemy

Arc N: The Holy Symbol of Ravenkind

Arc O: The Beacon of Argynvostholt

Arc P: The Den of Wolves

Arc Q: A Bride for Strahd

Arc R: The Moonlit Murders

Arc S: The Lost Soul

Arc T: Baba Lysaga's Revenge

Arc U: The Amber Temple

Arc V: The Sunsword

Arc W: The Ladies of the Fanes

Act I: Into the Mists

Arc A: Escape From Death House

The Adventure Hook

The Curse of Strahd campaign is, at its core, a story about a group of adventurers who become trapped in the dark, dangerous land of Barovia and must slay the vampire Strahd von Zarovich in order to escape. It is also, at its core, a story about the adventurers' efforts to protect the citizens of Barovia from Strahd's torments and wrath, and the bonds that these adventurers form with the allies that they meet along the way.

This campaign is not a story about the players—their backstories, their goals, or their personal connections. Dungeon Masters seeking such a campaign are encouraged to look elsewhere—either to a campaign set in a more traditional setting, or to an altogether homebrew experience. Instead, Curse of Strahd is a story about the relationship that the players are forced to develop with Strahd von Zarovich and the horrific adventures that they have in the dark land of Barovia.

While individual players may choose to pursue their characters' intrinsic goals while in Barovia, such as redemption, courage, or belonging, this is not a campaign in which the Dungeon Master should require the players to do so. Curse of Strahd, like The Phantom Tollbooth and The Chronicles of Narnia, is a fish-out-of-water story—a tale in which unsuspecting individuals are spirited away to an unfamiliar land to accomplish a particular task, both for their own sake and the sake of those that live there.

As such, this version of Curse of Strahd: Reloaded has intentionally abandoned the Secrets of the Tarokka adventure hook presented in a previous edition of this guide. Instead, in order to foster a simpler, streamlined, and more dramatic experience, this revision refocuses its attention on the two core narratives offered by the original Curse of Strahd module: the players' desire to escape Barovia, and the players' desire to lift the the eponymous "curse of Strahd."

However, this guide has also intentionally disregarded the canonical adventure hooks offered in the original campaign module. These four adventure hooks—Plea for Help, Mysterious Visitors, Werewolves in the Mist, and Creeping Fog—are all fundamentally flawed:

  • Plea for Help predisposes the players to resent or mistrust Ireena Kolyana, a key allied NPC, due to the nature of the deception it uses to lure the players into Barovia. Additionally, it is difficult to understand why a servant of Strahd's would intentionally lure adventurers to protect Ireena from Strahd's predations, a plot that appears to run directly counter to Strahd's machinations.
  • Mysterious Visitors assigns a high-level task (slaying a vampire lord) to a group of low-level player characters, harming the players' immersion and suspension of disbelief. Additionally, because the substance of this task is not fully explained to the players until after they enter Barovia, they are likely to regret their decision to travel there and may even feel resentful toward Madam Eva, rather than grateful.
  • Werewolves in the Mist distracts the players from their core goal of killing Strahd and diminishes their desire to escape Barovia by giving them unfinished business there.
  • Creeping Fog feels arbitrary, impersonal, and abrupt, depriving the players of any initial context, build-up, or investment.

Each of these adventure hooks also inevitably encounters an additional problem: Death House. While Death House is a beloved prologue to the Curse of Strahd campaign, it also brings each adventure hook's momentum to a screeching halt. For three to five sessions, the players are forced to ignore their primary motivation, and must instead prioritize escaping from a haunted house with no connections to the remainder of the campaign.

Instead of avoiding this challenge, Curse of Strahd: Reloaded leans into it by proposing a new adventure hook: The players are lured into Death House, and, upon escaping, find that they have been spirited away to Barovia. Soon after learning of Strahd von Zarovich, they receive a dream from Madam Eva that warns them that they are in grave danger and invites them to meet her at Tser Pool.

By doing this, the guide aims to maximize both the the players' interest in killing Strahd von Zarovich and their interest in learning how to do so. [Return]

History of the Dursts

Death House works best as a true “prologue” to the Curse of Strahd campaign. To do so, however, it must foreshadow the themes and narratives that may later unfold using its own cast of distinct characters.

In the original module, Gustav and Elisabeth Durst are co-leaders of the Death House cult, which—despite its best efforts—has no true occult powers. Gustav fathers a stillborn child with the family's nursemaid, and both parents are eventually killed by Strahd. This family history is fitting for the traditional horror genre, but fails to introduce any of the themes or narrative elements that lie at the core of the campaign.

In this revised version, Elisabeth Durst serves as Death House’s “Darklord”: a black-hearted villain driven to depravity and madness by a set of deeply human emotions. Walter’s birth, like Sergei’s wedding, serves as the catalyst that pushes her fully into darkness. Like Strahd, Elisabeth gains occult abilities from a dark, malevolent source—the Amber Temple. And like Strahd, Elisabeth traps herself in a Sisyphean pursuit—in her case, the neverending task of finding a sacrifice worthy of Strahd himself. [Return]

The Countdown

While the original Death House dungeon is fairly atmospheric, it also lacks a strong, consistent dramatic question. When the players first enter the house, the dramatic question is, “Can the players find and kill the monster in the basem*nt before it kills the Dursts?” However, when the players first climb to the house’s decrepit third floor, the original dramatic question is revealed to be a farce. Players who attempt to leave through the mist might learn that they’ve become trapped in the house, but will never receive a clear dramatic question—consisting of a clear goal, stakes, and direction—for the remainder of the dungeon. As a result, the original Death House experience is a directionless dungeon crawl, giving the players little guidance other than to explore and interact with its rooms until something interesting happens.

This revision aims to improve upon that by removing the fake dramatic question as soon as the players all enter the house. From here, Death House itself then conveys a clear dramatic question that will last through the end of the dungeon: “When the players are trapped in Death House, can they find the monster’s room beneath the house and either appease it or slay it in order to escape before it awakens and comes to kill them?” [Return]

Death House Spirits

This revision adds a number of ethereal encounters throughout Death House. These spirits and disembodied voices are meant to introduce the players to the major characters and narratives that permeate the dungeon. [Return]

The Trajectory of Fear

Several encounters throughout this revision aim to guide the players through “the trajectory of fear,” raising and then defusing tension in order to increase the salience of the house’s later horrific encounters. [Return]

Death House Hauntings

This revision adds a number of classic “hauntings”—spooky events with no apparent connection to the house’s main storyline. These hauntings reflect Death House’s attempts to torment the players before their deaths. Like Strahd, the ghosts of the cult prefer to break their prey before devouring them. [Return]

The Feast

Every encounter teaches players something about the world that they’ve playing in. While a previous version of this guide included a feast in Death House’s dining room that, if eaten, poisoned the players, this version aims to teach players that invitations to dine—unlike the infamous Red Wedding in Game of Thrones—can generally be trusted. As a result, the players are more likely to trust Strahd’s invitation to dinner at Castle Ravenloft when it eventually arrives. [Return]

Hints to the Secret Room

The secret room on the second floor of Death House gives the players critical information about the cult and its sordid history. Without it, the players may not even understand why the Dursts have a sacrificial altar beneath their home. As such, this revision adds a number of small hints to improve the players’ likelihood of finding the hidden door. [Return]

Mundane Items

This revision adds a number of mundane items scattered throughout Death House to hint at the cult’s activities and tragic history. [Return]

Lancelot

Lancelot, the dog trapped in Death House, has been a staple of many Curse of Strahd campaigns since he was first proposed in Lessons From Running Curse of Strahd, a predecessor to this guide, and expanded in /u/MandyMod’s Fleshing Out Curse of Strahd. His role in this dungeon is threefold. First, he gives the players a sense of familiarity and comfort in an uncomfortable place, slightly defusing the tension. Second, he provides the players with an alternate possible sacrifice in the Ritual Chamber, presenting a clear moral dilemma without requiring the playgroup to put a player character’s life at risk. Third, he provides an emotional attachment to the players, inspiring them to engage with and invest in the world of the campaign.

In a prior version of this guide, Lancelot had previously belonged to Gertruda, a prisoner of Strahd. This connection has been intentionally removed for three reasons. First, because this version of Death House is no longer located in or near the village of Barovia, it is difficult to understand how and why Lancelot would have found his way there. Second, because Gertruda and Mad Mary play a more pronounced rule in the early narrative of this revision, it would be difficult to justify the players' retention of Lancelot without making them feel guilty for adopting a living person's beloved pet. Third, while Lancelot's name is now iconic among the Curse of Strahd community, its Anglo-Saxon origins make for a poor fit with Barovia's Eastern European naming conventions. [Return]

The Animated Armor

Rather than using its slam attack, this suit of animated armor intentionally uses its multiattack to attempt to shove the players over the railing or grapple them. This introduces the players to the grapple-heavy tactics favored by vampire spawn and foreshadows the battlefield of the final battle: the Heart of Sorrow, a heavily vertical environment. [Return]

Elisabeth’s Amulet

It’s not uncommon for players to complain that Curse of Strahd is bereft of magic items. To that end, this revision aims to increase the density of magic items that the players can find—without providing magic items powerful enough to compete with the Holy Symbol of Ravenkind or the Sunsword. In this case, the dark shard amulet also hints to the players Elisabeth Durst’s true identity: a warlock whose patron dwells in the Shadowfell. [Return]

The Broom

While the broom of animated attack presents a comedic encounter that breaks up the tension, it’s likely to overstay its welcome (and overtax the players’ resources) in a full combat encounter. As such, this revision limits the broom’s hostility to a one-off “jumpscare” gag that is easily avoided once known. [Return]

The Nursemaid

In both the original module and this revision, the nursemaid’s spirit has no reason to attack the players. Instead, as a victim of the cult, the nursemaid’s spirit would appear to have every reason to assist the players—especially if, in doing so, she can help put Rose and Thorn’s souls to rest. [Return]

The Door Behind the Mirror

It’s almost necessary for the players to find the hidden staircase to the attic in order to progress in the dungeon—and, with the balcony doors and windows bricked up in this revision, actively required. However, the original module provides the players with nearly no clues as to the existence of such a passage, or of a means to find it. This revision aims to accomplish both goals, drawing the players’ attention with an eye-catching encounter and providing them with a sympathetic character who is happy to show them the way forward. [Return]

Rose and Thorn

This revision includes a small number of additions to the characters of Rose and Thorn to make them feel more like “real” children, with an aim of encouraging the players to sympathize with them. [Return]

The Dollhouse

In addition to being a creepy aesthetic piece, the dolls within the dollhouse signal to the players that Death House knows their location at all times—thereby making it impossible to hide once the monster awakens. This has the additional benefit of foreshadowing the breadth of Strahd's spy network upon the players' entrance to Barovia. [Return]

The Possession

In the original module, Rose and Thorn’s attempted possession of the players comes as an almost-hostile act. By having the children’s ghosts actively ask for permission to possess the players—and by making the experience of possession less intrusive and alien—this revision aims to encourage the players to be more accommodating of the children’s wishes. In addition, by granting the players the ability to use certain cantrips while the possession lasts, Rose and Thorn train the players to expect and seek out meaningful—if not actively useful—assistance from other friendly characters they meet in the future. [Return]

Monstrous Foreshadowing

Several encounters in this dungeon are now foreshadowed by the presence of disturbing details in their immediate vicinity. This raises the tension as discussed in the Marks of Horror (p. 9), and also teaches the players to tread carefully when facing similarly gruesome environments in the future. [[Return]]

Ghoulish Encounter

In the original module, this encounter can be exceptionally dangerous. Moreover, because this guide prevents the players from taking a long rest before battling the flesh mound at the end of the dungeon, it’s important to ensure that this encounter does not drain the players’ resources too severely. As such, this revision ensures that the players will need to only fight one ghoul at a time, and gives the players an additional round before combat fully begins to allow the players to reposition if necessary. [[Return]]

The Shadows Attack

Due to its strength drain ability, an ostensibly CR ½ shadow can punch far above its weight at every player level. This problem is greatly exacerbated when facing a horde of multiple shadows, who can easily kill most creatures simply by focusing their attacks on a shared target. As such, this encounter gives the players ample time to return the orb or prepare for battle before the shadows attack, and works to ensure that no single player is ever targeted by more than one shadow at a time. Additionally, this encounter teaches the players that, unlike a traditional dungeon-crawling module, wanton investigations into “interesting” landmarks tend to carry a high amount of risk and a low chance of payoff. [Return]

Cult Leaders’ Den

As the true villain of Death House in this revision, it would be inappropriate for the players to confront Elisabeth Durst before the dungeon finale. As such, her ghast has been removed from his room. To match his revised role in the story, Gustav Durst has been changed from a ghast to a boneless. [[Return]]

The Portcullis Wheel

The intent of this revision is to make it easier to enter the Ritual Chamber than to leave it. This is meant to push the players to confront the flesh mound if it awakens, rather than fleeing. (The broken mechanism also provides an opportunity to highlight the utility of gaining the assistance of friendly Barovians in the future.) [[Return]]

Beginning the Final Fight

The intent of this revision is to ensure that the entirety of the climax of the Death House dungeon—from the moment the players first understand the choice they must make at the altar—is a fast-paced, high-octane action scene that lets up only once the players have successfully escaped from Death House altogether. [Return]

Fighting the Flesh Mound

Unlike the original module, flight from the mound—the most powerful enemy in the dungeon—is not meant to be a viable option for the players. However, due to the danger of “death spirals”—combat encounters in which a powerful monster is capable of knocking a player unconscious with a single hit, thereby reducing the players’ ability to defeat it over time—solo boss encounters are risky propositions in D&D. (The ordinary alternative to a death spiral is a combat encounter with a non-powerful boss monster, which a group of multiple players is usually able to defeat without much difficulty.)

To accommodate this, the flesh mound, like the final encounters of Rime of the Frostmaiden and Call of the Netherdeep and the mythic enemies of Mythic Odysseys of Theros and Fizban’s Treasury of Dragons, has been redesigned as a multi-phase boss fight. In a multi-phase boss fight, no single phase is powerful enough to initiate a death spiral, but the sequence of multiple phases serves to tax the players’ hit points more heavily while keeping the battle dynamic and interesting.

The addition of the flesh mound’s heavy sleeper feature also ensures that the players have a strong chance to defeat it if they encounter it in the Ritual Chamber, but that they will face an exceptionally deadly battle if they wait until the mound awakens at midnight. [[Return]]

Escape From Death House

In the original module, it can be unclear to the players when it becomes possible to exit Death House. Moreover, while many parties may choose to flee from the shambling mound in the original dungeon, many others choose to remain to fight it—and even occasionally win, thereby removing all tension when attempting to leave the house. As such, this revision aims to clearly signal to the players when their imprisonment has ended and to provide them with a clear direction and sense of momentum as they escape. [[Return]]

The Skill Challenge

This skill challenge is not meant to present a serious threat of player character death. Instead, it aims to present a tense sequence of “falling action” following the climactic confrontation with Walter and the flesh mound. If a player character does die, either here or in battle against Walter, that player can introduce a replacement in the village of Barovia as a guest of Ismark and Ireena’s who was recently spirited away by the module’s Creeping Fog hook. [Return]

Arc B: Welcome to Barovia

Silhouettes in the Mist

This brief sequence serves as a cinematic interlude that foreshadows several of the most recognizable characters that the players will encounter in the campaign to come. [[Return]]

History of Barovia

In the original module, several of Strahd's heinous acts—the vampires' attack on St. Andral's Church, the druids' attack on the Wizard of Wines, and Strahd's own harassment of Ireena—do important work in establishing Strahd as the core antagonist of the Curse of Strahd campaign. However, each of those events struggle to answer a basic, yet fundamental question: Why now?

This guide aims to answer this question by resurrecting an old piece of lore: from time to time, Strahd is known to enter a state of prolonged "hibernation" in his coffin—either to recover from a damaging fight, or to stave away the inevitable boredom of his immortality. Strahd has suddenly begun to take action against the people of Barovia in order to reestablish his dominion over the valley following a century of quiet hibernation.

In addition to providing an inciting incident for Strahd's recent conduct, this revised history also accomplishes the following goals:

  • It turns the land of Barovia into a more active and dynamic place for the players to explore.
  • It explains the dark, dreary, and generally post-apocalyptic nature of the village of Barovia.
  • It explains why Ismark is called "the Lesser," and provides narrative significance to the epithet.
  • It explains why, despite Ismark's willingness to travel outdoors, he and Ireena have been unable to bury their father since his death.
  • It provides a reason for Ismark to remain in the village of Barovia, keeping the cast of NPC companions at a manageable size.
  • It creates an opportunity to place a camp of Barovian refugees outside of Vallaki's gates, illustrating Baron Vallakovich's cruelty, giving Ireena a sympathetic additional reason to travel to Vallaki, and providing Lady Wachter an opportunity to highlight her loyalty to Strahd by offering the refugees as prey. [[Return]]

The Raven's Guidance

While Muriel Vinshaw is a minor character in the original module, this guide dramatically expands her role to provide the players with a close friend and peer in the Keepers of the Feather.

Her disguised appearance in the village of Barovia accomplishes three goals:

  • It introduces the players to a character who will later prove important.
  • It tells the players that ravens are helpful, friendly creatures, priming them to befriend the ravens and wereravens that they will encounter in the future.
  • It gives the players a clear direction upon their arrival in a strange and unfamiliar place. [[Return]]

Moving Morgantha

Given his role as the late burgomaster's son and heir, it is difficult to imagine that Ismark would be ignorant of Morgantha's activities. Though Ismark is meant to be a sympethatic NPC, allowing a known narcotics dealer and child-stealer to operate under his nose would be a heavy black mark against him, potentially causing the players to mistrust or dislike him and Ireena.

Moreover, an encounter with Morgantha in the village of Barovia may push the players to confront the full night hag coven—an exceedingly deadly foe—before they've even reached the town of Vallaki, risking a TPK.

Additionally, as a practical matter, due to the path that the players are likely to take through the village, the players are likely to encounter Morgantha without Ismark present on only two occasions: immediately after entering the town, or while traveling to and from Bildrath's Mercantile. An early encounter with Morgantha risks tainting the village's role as a refuge from the horrors of Death House, while a later encounter—because Bildrath's Mercantile is an optional and unhelpful location—may never happen at all.

Finally, Morgantha's relocation to the Barovian refugee camp serves four additional narrative goals:

  • It connects the night hag coven to Vallaki, allowing the players to steal and use a night hag's heartstone in order to restore Stella Wachter's soul.
  • It drags the Barovian refugee into further misery and despair, providing the players with additional reason to pity them.
  • It defers the players' first exposure to dream pastries, further reducing the likelihood that they invade Old Bonegrinder when they first encounter it.
  • It subtly reinforces the significance of Strahd's recent reemergence. (Night hags prefer dark and twisted homes, and were drawn to Barovia by the aftershocks of Strahd's reawakening—including, among other things, the despair of the Barovian refugees.) [[Return]]

Ismark the Great

The character of "Ismark the Great" has been added to provide an explicit rationale for Ismark's epithet, "the Lesser," deepening Ismark's characterization. The engraving on the statue also reminds the players of the existence of the "burgomaster" title and explicitly notifies them that vampires will play a core role in the campaign to come. [[Return]]

Change of Ownership

Given the Barovians' mistrust of the Vistani—and the intrinsic wanderlust of the Vistani people—it makes little sense for a trio of Vistani to own a Barovian tavern. As such, ownership of the tavern has been shifted to Arik.

However, this guide retains the Vistani here to establish their existence before the players first encounter Madam Eva, and to foreshadow the presence of the nearby encampment at Tser Pool. [[Return]]

The Devil's Name

This "taboo" on Strahd's name provides the players with a brief role-playing prompt, encouraging a debate over the wisdom of speaking it aloud. In addition to foreshadowing Strahd's ability to cast scrying and raising his profile as a near-omnipresent tyrant, this topic also provides a clean segue into a discussion of Strahd's spies, a critical part of the remainder of the campaign. [[Return]]

To St. Andral's Church

While Ismark is unaware of St. Andral's Church in the original module, it seems reasonable that the Barovian settlements would be at least somewhat better-connected given Strahd's recent period of hibernation.

Ismark's desire to bring Ireena there provides the players with a clear hook to the church. Not only does this give them a clear destination once they arrive in Vallaki, it also gives them a fair chance to prevent the vampiric attack on the church. [[Return]]

Ismark and Lugdana

The history of Ismark the Great is based upon the tale of the paladin Lugdana, as described in Holy Symbol of Ravenkind (p. 222). This tale both foreshadows the presence of Strahd's many vampiric spawn and introduces the holy symbol of Ravenkind, which will take on great importance later on. [[Return]]

Ireena's Parentage

It's unclear in the original module whether Ismark knows that Ireena is adopted or not. (Ireena herself seems not to, but Father Donavich does, and Ismark's introduction mentions his "adopted sister, Ireena.")

However, given that Ireena was at least a toddler when she was separated from her birth parents, it's very likely that Ismark was at least five or six years old when Kolyan adopted her, giving him a clear memory of the situation.

Even so, to preserve the surprise of Izek's relationship to her—and to explain why, in the time before Strahd reawoke, Ireena never sought out her birth parents in any of the other settlements—she and the players have been kept purposefully ignorant of her parentage in this guide. [[Return]]

Ismark's Request

The players' first encounter with Ismarkhas been intentionally scaffolded in order to ensure three things:

  • Because the players have no reason to remain in the village of Barovia long-term and every reason to travel toward Vallaki, Ireena's escort mission poses no more than a minimal imposition.
  • Because Ismark freely provides information, room, and board to the players before asking them to accept Ireena's escort mission, the players will feel endeared to him—rather than resentful or socially alienated—and therefore feel socially obliged to accept Ismark's request.
  • Because Ismark does not offer any compensation for Ireena's escort mission, the players are primed to view it as a social obligation rather than a transactional one, priming them to befriend Ireena as they journey together. [[Return]]

Ireena's Scarf

This small detail has been included to deepen Ireena's characterization, add additional depth to her adoptive family, and slightly heighten the drama surrounding her relationship with Strahd. [[Return]]

The Argument

This short optional "cutscene" has been added to make Ireena more sympathetic to the players. As an additional benefit, it introduces a richer internal conflict to her character, establishing a stronger long-term arc as she struggles to find a balance between self-protection and advocacy for her people. [[Return]]

Gertruda's Argument

The original module presents Gertruda in an unrealistic and somewhat distasteful way. Additionally, within this guide's timeline, it is difficult to believe that Mary would have imprisoned her daughter during the period of time that Strahd was hibernating.

As such, Gertruda's character has been changed to be more active and tasteful—while she is still naive, it is still easier to believe that an "aspiring diplomat" would have attempted to entreat a vampire lord than that a "sheltered girl" would view said vampire lord's castle as a "fairy-tale." Rather than her maddening immaturity, Gertruda is now defined by her tragically false belief that Curse of Strahd is a more modern type of vampire story—one in which Strahd is ultimately driven by reason, rather than cruelty. [[Return]]

Madam Eva's Invitation

While it is difficult to believe that a group of 1st-level characters would willingly enter Barovia in order to slay a vampire lord at Madam Eva's invitation, it is much easier to believe that such a group would accept Madam Eva's invitation as a lifeline in a strange and dangerous land.

This invitation has been placed nearly immediately after the players' introduction to Ismark, therefore, to ensure that they are acutely aware of the following information:

  • That Barovia is ruled by the vampire lord Strahd von Zarovich, who is a cruel and capricious tyrant;
  • That Strahd wickedly pursues the residents of his lands without care for their humanity or dignity;
  • That Strahd and his minions are far too powerful for any group of Barovians to depose on their own; and
  • Most importantly, that outsiders are trapped in Barovia forever.

This invitation—and the Tarokka reading itself—have been further designed to ensure that the players are further aware of three things:

  • Strahd is an active and inevitable threat to the players.
  • The players cannot defeat Strahd without Madam Eva's guidance.
  • If the players defeat Strahd, they will save Barovia itself; if the players fall to Strahd, Barovia may be doomed.

By providing this information, this guide aims to ensure that the players have a clear and active motivation to seek Strahd's destruction, and to emphasize the importance of the Tarokka reading in doing so. [[Return]]

Aftermath of the Dream

This brief scene immediately following Madam Eva's invitation has been designed to achieve the following goals:

  • to allow the players an immediate opportunity to corroborate and discuss their shared experience, thereby emphasizing its importance;
  • to provide the players with an opportunity to observe the March of the Dead, which is generally infeasible in the original module;
  • to set up the lore of the March of the Dead as a means of emphasizing the inevitable fate of all of Strahd's victims; and
  • to contrast Madam Eva's proffered lifeline with the ever-present claustrophobia created by Strahd and his spies. [[Return]]

Bildrath's Mercantile

It is difficult to believe that the players would be able to afford any adventuring gear at a cost of "ten times the price." Moreover, numerous reports suggest that Bildrath's outrageous prices in the original module—when combined with Parriwimple's protection—tend to actively encourage players to steal, fight, and murder at a time when they can least afford to do so.

As such, Bildrath's prices have been preemptively lowered in order to ensure that the players can purchase at least some amount of goods and to lessen the probability of lawbreaking and escalation. [[Return]]

Donavich's Suicide

This evocative detail has been incorporated as a method of reminding crusading players that not all monsters must be fought and that their choices can have pronounced impacts upon the NPCs that they encounter. [[Return]]

Donavich's Advice

The Barovian superstition regarding women with red hair has been intentionally incorporated in order to foreshadow the nature of Ireena's relationship with Strahd and to provide an additional reason for the Barovian refugees outside of Vallaki to dislike or mistrust her.

It is true that Donavich's suggestion of the Abbey of Saint Markovia may seem an odd one if, as in this guide's revised history, the Old Svalich Road was relatively safe while Strahd slumbered. After all, safer roads likely mean more frequent travel between the Barovian settlements as well.

However, the fact remains that Krezk is relatively distant from the village of Barovia—taking just over a full day's travel to reach—and that most Barovians, as feudal peasants, would have no reason to travel from settlement to settlement. As a village priest, Father Donavich would have had even less reason to do so.

Moreover, given that a burgomaster's first duty is to his own village—and the fact that, as a small, "mist-locked" county with no need for national defense or trade routes, the burgomasters themselves would have little reason to ever visit their neighbors—it is unlikely that Ismark, Ireena, or their recent forebears would have had any reason to visit Krezk themselves.

Even if any merchants had traveled from Krezk to Barovia within the past several decades, it is unlikely that they would have brought news involving the Abbot, given that he first arrived at the Abbey more than a century ago and—until recently—has largely kept to himself. [[Return]]

Arc C: Into the Valley

Meeting Strahd von Zarovich

As the primary and ultimate antagonist of the Curse of Strahd campaign, it is critical that the players encounter Strahd von Zarovich himself as early as reasonably possible.

Moreover, in order to ensure that the players have an immediate appreciation for the value of Madam Eva's Tarokka reading (i.e., as a guide to defeating Strahd), it is important for the players to establish a personal and antagonistic relationship with Strahd before receiving the Tarokka reading.

However, players do not tend to enjoy being "railroaded" into defeat by a cruel and overpowering enemy. The Curse of Strahd community is rife with tales of players who have grown depressed, disillusioned, or bitter following a single such encounter—let alone several.

Even so, it is important that every encounter with Strahd builds tension toward the final battle at Castle Ravenloft—which means that, even if the players win a preliminary encounter with Strahd, Strahd himself cannot be allowed to lose.

As such, despite the original module's depiction of a Strahd who enjoys "tormenting" the players with overwhelming force, this guide takes a different approach. This introductory encounter with Strahd has therefore been designed to accomplish, in no particular order, the following goals:

  • To clearly convey that Strahd is permanently hostile to the players' interests.
  • To clearly convey that the players retain their freedom only because it amuses Strahd to allow it (indicating that he may revoke that "permission" at any time).
  • To clearly characterize Strahd's "civilized" persona while indicating his ruthlessness and cruelty.
  • To suggest the strength and number of Strahd's minions.
  • To create a challenge with clear dramatic tension that the players can neither ignore nor "opt out" of.
  • To create a challenge in which the players can make meaningful decisions and, in doing so, achieve a meaningful "victory state."
  • To ensure that, even if the players achieve a "victory state," Strahd also profits (i.e., by obtaining valuable intelligence regarding the characters and their relationships).
  • To ensure that, even if the players achieve a "victory state," Strahd retains control throughout the entirety of the encounter and loses neither status nor face in front of the players. [[Return]]

Strahd's Concessions

It is important that Strahd offer Ireena no promise of safety beyond her arrival in Vallaki's gates. This accomplishes three goals:

  • It preserves the tension in Ireena's storyline.
  • It ensures that the players are motivated to visit St. Andral's Church (and so receive its quest hook).
  • It avoids breaking the players' immersion by suggesting that Strahd has suddenly become disinterested in Ireena's fate. [[Return]]

Misbehaving Players

It is common practice for many DMs—especially new DMs—to seek out ways to "punish" player characters who have disrespected Strahd (e.g., by attacking them, killing their familiars, or even—in one particularly brutal case—tearing out their tongues).

However, in the immortal words of Tywin Lannister, "any man who must say, 'I am the king' is no true king." Strahd's reputation and stature as a villain are founded upon two core traits: his ability to achieve his goals through mere intimidation, and his ability to remain calm, collected, and in control of the situation at all times. Directing Strahd to "punish" a player critically undercuts these traits.

In the first case, if Strahd can be easily rattled by perceived insults—even to the point of violence—he becomes less intimidating altogether. A violent response undermines the very foundation of his reputation, reducing him from a symbol of fear to a petulant and easily provoked bully.

In the second case, if Strahd is easily angered and quick to lash out against challenges or insults, he appears less intelligent, less powerful, and—most critically—less worthy of respect.

Always remember: Strahd has ruled Barovia since long before the player characters were born, and expects to continue to do so long after they die. He is a man entirely confident in his own power and authority, and views all other beings as insects beneath him. To quote Tywin Lannister once again, "a lion doesn't concern itself with the opinion of sheep"—and neither does Strahd. [[Return]]

The Hanged One

While Strahd may not concern himself with the players' insolent behavior, the Hanged One's identity is a quiet (albeit, secretly toothless) warning to those players to avoid outright confrontation with Strahd in the future. [[Return]]

Muriel's Flight

As mentioned previously, this guide repurposes the character of Muriel Vinshaw to serve as a more active introduction to the Keepers of the Feather for the players, as well as a familiar contact within the organization.

While the players have previously encounter Muriel in her raven form in the village of Barovia, this encounter further indicates to the players that: ravens are enemies of the monsters of Barovia, that ravens require the players' assistance in defeating those monsters, and that this particular raven has a strange interest in the PCs (or, at least, the places they frequent),

This encounter has been intentionally placed in space and time to ensure that:

  • Muriel had adequate time to overhear Strahd's Tarokka reading from Madam Eva before encountering the strix, and
  • The strix had inadequate time to capture Muriel after being dispatched to do so.

Additionally, due to its proximity to the players' introductory encounter with Strahd, this (relatively easy) combat encounter with the strix should serve to restore the players' confidence and sense of security after a tense and intimidating experience. (Without these reassurances, the players may feel distracted, mistrustful, or even resentful of Madam Eva upon their arrival in Tser Pool.)

This encounter with Muriel is the first chapter of a longer sub-plot of the campaign. Should the players rescue Muriel and "escort" her to Vallaki, the following series of events may occur:

  • When the players are attacked by a werewolf and its pack on the Old Svalich Road, Muriel leads a swarm of ravens in assisting in their defense. (See Arc C: Into the Valley.)
  • When the players arrive at the Blue Water Inn, Muriel (in raven form) flies up to the roof to join the other ravens. (See Arc C: Into the Valley.)
  • When the players receive Urwin's request to investigate the missing shipments of wine, they are also asked to escort Muriel (in human form) to the Wizard of Wines in order to deliver a "package" (i.e., her knowledge of Strahd's Tarokka reading) to Davian Martikov. (See Arc _: The Missing Gem.)
  • As the players travel with Muriel toward the Wizard of Wines, they may notice that she appears immune to the damage dealt by monsters' attacks—an allegation that she attempts to deny. (See Arc _: The Missing Gem.)
  • If the players recover the enchanted gem from Yester Hill, prevent Wintersplinter from destroying the winery, and mention their interest in locating the "Fanes" of Barovia, Muriel volunteers her knowledge of Strahd's Tarokka reading. (See Arc _: The Missing Gem)

The intent of this sub-plot is, ultimately, to convey to the players the importance of reconsecrating the Fanes and to clarify a clear timeline for doing so, thereby pushing the players to clearly and irrevocably alienate their relationship with Strahd before the final showdown begins. [[Return]]

The Strix

In the original module, it is unclear why wereravens—who are immune to all bludgeoning, piercing, and slashing damage from nonmagical, non-silvered weapons—would be unable to resist attacks by Baba Lysaga's scarecrows (who deal nonmagical slashing damage), the druids' blights (who deal nonmagical piercing and bludgeoning damage), and Wintersplinter itself (who deals nonmagical bludgeoning and piercing damage).

While past editions of this guide have attempted to justify this through the use of nonmagical environmental damage (e.g., suffocation), it is difficult to understand how such dangers could pose such a threat in an area without easy access to large bodies of water, especially when wereravens are more than capable of escaping through the air.

As such, this guide offers the strix—a small, yet powerful hostile "air force" that counters both the wereravens' access to flight and their damage immunities. By doing so, the strix accomplish two significant goals:

  • They limit the wereravens' ability to serve as front-line fighters for the players, thereby relegating the Keepers of the Feather to their proper place in the campaign's narrative: as spies and scouts.
  • They limit the wereravens' ability to travel from settlement to settlement, making Barovia feel slightly larger and encouraging the players to defeat Baba Lysaga. [[Return]]

Strahd's Visit to Tser Pool

Some players may view Strahd's visit to Tser Pool with mistrust or trepidation, fearing that Madam Eva's invitation may be a trap—or worse. As such, it is important to use the Vistani to emphasize the following points:

  • While Strahd is respected among the Vistani, he is neither venerated nor blindly obeyed.
  • Madam Eva is obliged to read the fates of all who seek her, whether she wishes to aid them or not.
  • Madam Eva holds all fortunetellings in her deepest confidences, and would sooner die than betray a person's secrets to their enemies. [[Return]]

Stacking the Deck

This guide, as is frequent for Curse of Strahd campaign guides, advises DMs to "stack the deck" when running the Tarokka reading in order to obtain a particular outcome. It does so in three ways.

First, this guide removes a large number of readings that are entirely unsuitable for the campaign, including:

  • for the treasure locations, any location that the players have already visited, including Madam Eva's encampment and the River Ivlis crossroads.
  • for Strahd's enemy, any NPC whose immense strength would overshadow the players' and unbalance the final showdown, including Mordenkainen and Sir Godfrey Gwilym;
  • for Strahd's enemy, any NPC whose relative weakness would hobble their efforts to contribute in the final showdown and disappoint the players, including Stella Wachter, Nikolai Wachter, Pidlwick II, Clovin Belview, and Arabelle;
  • for Strahd's enemy, any NPC whose role and/or personality give them little reason to join the players against Strahd, including Sir Klutz, Arrigal, Parriwimple, and Vasilka;
  • for Strahd's enemy, any NPC who the players have already met, including Ireena Kolyana, Ismark Kolyanovich, and Father Donavich.

Second, to encourage the players to investigate as many locations in Barovia as possible, this guide removes any treasure locations that the players are overwhelmingly likely to visit and explore of their own volition, including Argynvostholt, the Wizard of Wines, the Vistani encampment outside of Vallaki, and Castle Ravenloft.

Third, this guide "sequences" the treasure locations according to the relative value of the treasures themselves:

  • Because the Tome of Strahd provides the characters with no mechanical advantages and serves largely to set up dramatic questions (e.g., regarding Ireena, the Sunsword, Sergei, and the Fanes) that will be answered later, it should be obtained relatively early, before the players reach 5th level.
  • Because the Holy Symbol of Ravenkind provides the characters with a small, but meaningful advantage against Strahd's undead servants (i.e., limited access to sunlight), it should be obtained shortly after the players have had an opportunity to experience those servants' full strength and after the players have visited Castle Ravenloft to dine with Strahd, at approximately 6th or 7th level.
  • Because the Sunsword provides the characters with an enormous and necessary advantage against Strahd himself (i.e., unlimited access to sunlight and significant magical weapon damage), it should be obtained almost immediately before the players' final showdown with Strahd, shortly after the players reach 10th level.

Fourth, this guide eliminates any treasure locations whose relative threat or difficulty are not proportionate to the time at which the players first encounter them, including the Tsolenka Pass guard tower, Marina's monument, Baba Lysaga's hut, Kasimir's hovel, the Blue Water Inn, the Gulthias tree, and Old Bonegrinder. [[Return]]

Recruiting Ezmerelda Early

DMs whose players struggle with combat or who frequently make unwise decisions may wish to allow those players to recruit Ezmerelda—an accomplished combatant and a (relative) voice of reason—shortly after their arrival in Vallaki.

By placing the Tome of Strahd at Van Richten's Tower—a relatively accessible and unchallenging location—the DM can easily use the Ezmerelda's Retreat special event to introduce her before the players have reached 5th level. [[Return]]

Reducing the Number of Allies

It is not uncommon for DMs—especially newer DMs—to struggle with the sheer number of NPC companions that the players are likely to recruit during a campaign. While it is impossible for the players to recruit most NPCs to their party, it is not uncommon for the final showdown in Castle Ravenloft to include Ireena Kolyana, the vampire hunter Ezmerelda d'Avenir, the dusk elf Kasimir Velikov, and the party's foretold ally.

However, because Ezmerelda is likely to join the players' fight against Strahd regardless of Madam Eva's reading, DMs can select her as Strahd's foretold enemy in order to easily reduce the number of NPCs that they may need to run simultaneously in the future. [[Return]]

The Jack of Hearts

Unlike the other cards in Madam Eva's Tarokka reading, the card predicting Strahd's location in the castle has been artificially limited to the Marionette—but modifying the location described by this foretelling from the North Tower Peak to the Heart of Sorrow.

This choice has been made for the following reasons:

  • The Heart of Sorrow presents a vivid and memorable set piece, symbolically evoking Strahd's titular "curse."
  • The Heart of Sorrow lies at the core of Strahd's endgame plans, including both his initial plan to use the Heart to steal the Fanes' power and his ultimate plan to redirect the Heart's power to plunge Barovia into eternal darkness.
  • The balcony overlooking the Heart of Sorrow is a dramatic location for Strahd to meet the players at their final encounter.
  • The Heart of Sorrow cannot be easily reached from the main entrances to the castle, forcing the characters to venture deeper into Castle Ravenloft in order to get there.
  • The Heart of Sorrow is well connected to the other parts of Castle Ravenloft, allowing Strahd and the players to move through an assortment of different dramatic locations over the course of the final fight.
  • The Heart of Sorrow is a tactically interesting set piece, including intense verticality, an everpresent danger of falling, and included minions for the first and second phases of the final battle (i.e., the animated halberds and vampire spawn). [[Return]]

Stanimir's Request

This brief roleplaying exercise exists to provide the players with a brief moment to decompress after receiving the Tarokka reading, as well as an opportunity to begin developing or strengthening inter-party friendships (if the players haven't already). [[Return]]

Two Vistani Tales

While the character of Stanimir is exclusive to the Mysterious Visitors adventure hook in the original module, his tale of the "wounded prince" does an excellent job of setting up Strahd's deeper history, and has therefore been preserved and relocated in this guide.

Meanwhile, the tale of Mordenkainen's rebellion and defeat has been retained, both to implicitly connect Mordenkainen and Arabelle's quest and to supplement Doru's tragic tale.

Eliza's Request

This side quest has been added for the following reasons:

  • It provides the players with an express reason to visit Blinsky Toys (which has been relocated to the Vallaki Town Square) and the Vistani encampment at Vallaki, thereby creating an opportunity for the players to encounter Izek Strazni, Blinsky's "Ireena doll," and the dusk elf Kasimir Velikov.
  • It emotionally hooks the players into Arabelle's quest line, encouraging them to seek out and rescue her upon learning of her disappearance.
  • It sets up an opportunity to establish a new antagonist for the players—Arrigal—if the players decline to rescue Arabelle, thereby creating a stronger dramatic question at the Vistani encampment. [[Return]]

If the players accept Eliza's quest, it likely unfolds as follows:

  • The players are reminded of Blinsky Toys upon seeing Brom and Bray Martikov play with Blinsy-brand toys at the Blue Water Inn, and can obtain directions from Danika or Urwin. The following morning, the players hear the Bluto Krogarov, the Vallaki town drunk, observed a strange giant bird traveling northward across Lake Zarovich, carrying something in its claws.
  • The players travel to the Vallaki Town Square, briefly encountering Izek and the prisoners' stocks. Upon entering Blinsky Toys, the players can observe the Ireena doll in Blinsky's possession and purchase a gift for Arabelle.
  • The players travel to the Vistani encampment outside of Vallaki, where they learn that Arabelle has vanished. The only clue is a sighting of a strange giant bird that soon vanished into the mist.
  • If the players accept the mission to rescue Arabelle, they can spend multiple hours searching for her near the north shore of the lake, or they can speak with Bluto to learn more about the bird's ultimate destination.
  • Eventually, the players can find the entrance to Mordenkainen's magnificent mansion tucked away by one of the slopes of Mount Baratok. Upon entering, they encounter Mordenkainen, who allows them to take Arabelle without a fight.
  • If the players successfully rescue Arabelle, Arrigal ignores Eliza's coded message and Luvash allows the players to choose a treasure from his wagon. If the players decline to rescue Arabelle, Arrigal instead drugs them with poisoned wine and attempts to interrogate them regarding Madam Eva's Tarokka reading. [[Return]]

The Skeletal Rider

In the original module, this random encounter plays little role other than to create a spooky atmosphere. Here, it plays much the same role, but has two additional benefits when placed in context with the revenant encounter that follows it.

First, by preemptively showing the players that "old things are stirring," this encounter indicates to the players that the Old Svalich Road is unsafe—and that other, less benign undead may be becoming active as well.

Second, because the players can later learn that the skeletal rider has never successfully escaped, this encounter serves as a belated reminder that there is no escape from Barovia through the mists. [[Return]]

The Watchtower

This location was created to foreshadow Barovia's history of war, setting up the encounter with the revenant at Tser Falls and the longer Argynvostholt plot line. The view from the top of the tower also paints the Barovian valley as a once-majestic landscape—a landscape that the players will see restored by the end of the campaign.

However, unlike a video game, a Dungeon Master cannot organically allow players to explore a piece of background scenery during travel without artificially breaking immersion. As such, the corpse of the dire wolf has been placed nearby in order to encourage the players to pause their travel and investigate further. [[Return]]

The Graves

These graves have been placed to foreshadow the plight of the Barovian refugees outside of Vallaki and to use environmental storytelling to justify the refugees' reluctance to risk the return trip to the village of Barovia. [[Return]]

The Revenant at Tser Falls

In the original module, the revenants of Argynvostholt are largely concentrated at the mansion itself—decaying and darkened remnants of a once-great force.

In this guide, the recent history of the Order of the Silver Dragon have been modified to justify Vladimir's refusal to see Strahd slain, to justify the revenants' willingness to obey him, and to prevent the players from recruiting Vladimir—or his revenants—as allies against Strahd's lesser servants (whom, in the original module, Vladimir is glad to see slain).

As such, the new history of the Order includes the following modifications from the original module:

  • The sole animating force tying the revenants to undeath is Vladimir's hatred. Because Vladimir became a revenant for the sole purpose of inflicting suffering upon Strahd, his knights are physically incapable of taking any physical action that would conflict with their animating force.
  • Vladimir himself believes that Strahd's suffering will be greatest if Strahd is forced to rule over a grim, hollow country filled with pain and despair. Vladimir also believes that, inevitably, Strahd will reshape Barovia to reflect the corruption at the base of Strahd's own soul. Vladimir therefore views himself as Strahd's "enabler," ensuring that Barovia's resulting spiral into darkness remains uninterrupted. As such, Vladimir has banned the revenants from taking any action against Strahd or his servants.
  • One year ago, when Mordenkainen began to gather his rebellion, a wandering revenant learned of it and brought news back to Argynvostholt. The ensuing debate enraged Vladimir, who banished all of the other revenants—save for Godfrey—from Argynvostholt for a century. Those revenants now stand scattered throughout Barovia: at Tser Falls, outside of Castle Ravenloft, at the gatehouse at Tsolenka Pass, outside the ruins of Berez, and on the western road past Krezk.
  • The revenants are waiting for news of Vladimir's orders to return to Argynvostholt and march upon Castle Ravenloft, but know in their hearts that such an order will never come. However, in the time since they were banished, Godfrey has asked them to direct any who would resist Strahd to him—to raise the banner of the Order of the Silver Dragon and light the beacon that once shone from Argynvost's peak.

As such, this encounter now serves to hook the players to Argynvost itself—a location with few natural hooks in the original module.

This version of this encounter, however, is intentionally written to preclude the players from learning much of this lore and therefore preserve much of the mystery of Barovia's past until their meeting with Godfrey, who will also share information about Argynvost, Strahd, and—potentially—the Amber Temple. [[Return]]

The Huntress' Monument

This monument is one of three scattered throughout Barovia honoring the Ladies of the Fanes—here, the Huntress. Unlike the Fanes, this monument has no magical power, and no role in the immediate narrative. However, it foreshadows the existence of the old gods of the valley, priming the players for the Fanes quest line later on. [[Return]]

Meeting Morgantha

Old Bonegrinder and Morgantha's night hag coven are infamous for causing low-level TPKs. Worse, these TPKs are often without reason or purpose, with low-level players wandering into the windmill with no goal other than general exploration.

It is a fundamental rule of D&D that, while players must always be allowed to make risky choices, those risky choices must always be intentional. Too often, even after receiving the raven's warnings, players will choose to enter and explore the windmill simply because it is there—and face grievous consequences as a result.

As such, this guide uses Morgantha to introduce Old Bonegrinder, communicating to the players that it is neither a dungeon nor a site of interest—it is simply someone's home. This strongly discourages players from snooping around without a strong reason to do so.

However, this change also has the side benefit of clearly communicating to the players where Morgantha can be found later on, allowing them to track her down during the Lost Soul arc in Act IV and forewarning the players of her presence during the Ladies of the Fanes arc in Act V. [[Return]]

The Swarms of Ravens

It is not uncommon for players to unintentionally assume that Barovia's ravens are a malevolent force—an assumption that has led many players to accidentally alienate the Keepers of the Feather by attacking "suspicious-looking" ravens.

As such, this random encounter—and, specifically, the ravens' assistance in the werewolf encounter afterward—serves both to foreshadow the Keepers of the Feather and to communicate that ravens are friends, not enemies. [[Return]]

Upgrading the Wolves

Wolves are pack animals with a propensity for targeting vulnerable members of a group and isolating them for slaughter. This addition to the wolves' statistics aims to aid them in doing so by naturally synergizing with their ability to knock an enemy prone through their bite attack. (As a reminder, a creature that has been knocked prone and grappled cannot stand back up without first ending the grapple.) [[Return]]

Changes to Lycanthropy

Lycanthropy in Dungeons & Dragons is a deeply challenging topic for Dungeon Masters to handle and adjudicate. It is trivially easy for a werewolf to infect a player with lycanthropy, but the consequences for gameplay are staggering:

  • First, the infected player becomes immediately immune to all of the infecting werewolf's further attacks, which deal solely nonmagical weapon damage.
  • Second, the player immediately gains an enormous boost in Strength, threatening to overshadow any Strength-focused members of the party.
  • Third, the player immediately gains a complete immunity to all nonmagical, non-silvered weapon damage—a category that includes the vast majority of damage dealt by 5th Edition enemies, and nearly all of the damage dealt by low-level enemies.

Together, these changes risk dramatically unbalancing combat encounters, with only two trivial drawbacks:

  • The infected player transforms into a CR 3 werewolf once every thirty days.
  • If the infected player "embraces the curse," their alignment becomes Chaotic Evil, potentially turning them into an NPC.

The first drawback is trivial because most D&D adventures—let alone Curse of Strahd—take place over relatively short periods, meaning that most infected players will transform at most once during any particular arc. Furthermore, a single CR 3 enemy is a trivial encounter for most adventuring parties, including low-level ones.

The second drawback is trivial because the concept of "embracing the curse" is ill-defined; players can easily claim to be "resisting the curse" in roleplay while happily embracing its benefits in actual gameplay. Furthermore, even if a player does "embrace the curse," few modern Dungeon Masters are willing to force an alignment shift upon their players—and even fewer are willing to turn those players into NPCs. (Many players may even delight in having an opportunity to roleplay a chaotic evil character, turning this drawback from a theoretical penalty to an outright boon.)

Many homebrewers have attempted to address these problems—for example, by imposing a gradual transformation that takes place over time, or by making full moons more frequent. However, neither attempted solution resolves the core balancing problems inherent to 5th Edition lycanthropy.

Furthermore, no homebrewer has yet successfully offered an explanation for why the Keepers of the Feather—a society of Good-aligned lycanthropes opposed to Strahd—would withhold the gift of wereraven lycanthopy from a group of heroes who could easily make use of it. (This is doubly true if the players have easy access to the remove curse spell, making wereraven lycanthropy a temporary, yet effective asset in the battle against Strahd.)

As such, this guide offers a revised, yet simple approach to lycanthopy that aims to balance player lycanthropy through the following changes:

  • Players bitten by a werewolf cannot control or gain the benefits of their lycanthropy without crossing an unforgivable moral horizon—the murder and cannibalism of a fellow humanoid.
  • Players bitten by a wereraven cannot control or gain the benefits of their lycanthropy without triggering a difficult and unlikely set of circ*mstances—personal defeat in defense of a fellow humanoid's life. (Notably, a player who does this while intending to trigger lycanthropy isn't doing so with the intention of selfless defeat, and therefore will fail to embrace their curse.)

In the case of werewolf lycanthropy, it is exceptionally unlikely that players will ever murder and consume the flesh of another humanoid, preventing any potential issues.

In the case of wereraven lycanthropy, a character who learns the prerequisites for embracing their curse can never actually obtain the requisite mindset for doing so. As such, the Keepers of the Feather guard the secrets of their curse jealously—not least because Strahd could easily use it to prevent the infection of new members, and so end their organization forever.

Regardless, however, whether they are able to embrace their curse or not, an infected player still transforms into their hybrid form on the night of the full moon, creating emple opportunity for classic lycanthrope hijinks. [[Return]]

The Barovian Refugees

The camp of Barovian refugees has been added to accomplish the following goals:

  • To give Ireena something to do while in Vallaki,
  • To give the players a reason to interact with Baron Vallakovich,
  • To give the players a reason to dislike Baron Vallakovich (due to his refusal to allow the refugees to enter),
  • To give the players a reason to support Lady Wachter (due to her promise to allow the refugees to enter),
  • To give the players a reason to oppose Lady Wachter, once she has seized power (due to her diplomatic refusal to allow most of the refugees to enter, and her willingness to offer them as a blood tax to Strahd),
  • To give the players an opportunity to infiltrate Castle Ravenloft in order to steal Argynvost's skull (due to Strahd's absence in order to collect the blood tax), and
  • To give the players a place to investigate Morgantha (in order to confirm her identity as a night hag during the Lost Soul arc in Act IV).

Accordingly, the refugee camp is not intended to be a dynamic set piece in this revision: the refugees stubbornly refuse Ireena's help and compassion, Ireena's efforts on their behalf are doomed to failure, and Lady Wachter secretly intends to show them little more kindness than Baron Vallkovich did.

Instead, the refugees' plight is theoretically intended to remain near-constant for the duration of the campaign—the players cannot force Baron Vallakovich to allow them entry without angering Izek, nor can they force Lady Wachter to allow them entry without declaring war on her cult.

Furthermore, Ireena's inability to help the refugees as a diplomat is a key turning point in her personal character arc. Over the course of the campaign, Ireena will realize that she cannot help her people through good intentions alone, nor will her efforts hold meaning while Strahd remains in power.

If the players support and befriend her, Ireena inevitably concludes that she must take up arms directly against Strahd himself, and joins their efforts to defeat him. If the players alienate her instead, a hopeless and depressed Ireena instead accepts Sergei's offer of safety at Krezk's blessed pool, leaving Barovia behind forever. [[Return]]

The Toll at the Gates

This toll has been added to accomplish two things:

  • It primes the players to dislike Baron Vallakovich, encouraging them to oppose him (and thereby kill Izek), and
  • It helps to justify the relative absence of werewolves in Vallaki (who would be loathe to steal treasure from Mother Night's holy shrine in the Werewolf Den in order to afford the cost of entry). [[Return]]

Silver in Vallaki

Given the danger of werewolves, it beggars belief that Baron Vallakovich—even as an ineffectual, narcissistic nobleman—has not laid claim to Vallaki's silver reserves for the purposes of military defense. This "silver tax" (and the resulting use of silvered weapons by Vallakian guards) helps to explain why the pack of werewolves has not already completely overrun Vallaki, let alone the camp of Barovian refugees. [[Return]]

All Will Be Well

If Madam Eva's Tarokka reading placed the Tome of Strahd in the attic of Baron Vallakovich's manor, the guards' use of this phrase clearly hints to the players that they've found the town in which the Tome is hidden. (Later on, during the players' first night at the Blue Water Inn, the Wachter brothers repeat the phrase with an ironic twist, hopefully driving it into the players' memories.) [[Return]]

Ernst's Watch

Izek is particularly well-suited as an opponent for a group of 4th-level players, and works well as a climax to the players' time in Vallaki. As such, Ernst's observations (and subsequent invitation) have been placed early on in Vallaki to ensure that the players are swiftly hooked into the relevant arc. [[Return]]

Welcome to the Blue Water Inn

The sheer number of NPCs that the players can encounter in the Blue Water Inn can be overwhelming to many DMs. As such, these NPCs' introductions have been intentionally staggered, allowing the DM—and their players—to gradually get to know an expanding cast of characters over a period of multiple scenes.

This approach has the added benefit of making the Blue Water Inn feel like a natural hub of Vallaki, increasing verisimilitude and quickly immersing the players in their new location. [[Return]]

Delaying the Wizard of Wines

While a party of 4th-level players can ostensibly complete the Wizard of Wines quest line without much difficulty, they must then immediately complete the Yester Hill quest line—an adventure that poses a challenge to *5th-*level players—in order to prevent the winery's inevitable destruction at Wintersplinter's hands.

This is, understandably, problematic—not least because a party that reaches 5th level upon completing one or both quests can return to find Vallaki's remaining content exceptionally underwhelming and underpowered.

As such, this revision intentionally staggers this quest's availability, withholding it until the players have reached 5th level and—as an exceptionally likely result—completed most or all of the content that Vallaki has to offer.

This approach has an additional benefit as well: it reduces complexity. Dungeon Masters often find themselves overwhelmed soon after their players arrive in Vallaki, losing themselves in an expanding web of possibilities to prepare for—including Argynvostholt, Krezk, and more. However, if the players have no immediate reason to leave Vallaki until several days after they've arrived, the Dungeon Master will likely find it far easier of a sandbox to manage than the entirety of western Barovia. [[Return]]

Meeting Brom and Bray

This short scene serves to endear the players to the Martikov family; highlight the Blue Water Inn as a spot of light, warmth, and hope among the darkness of Barovia; and offer the players an opportunity to inquire about Blinsky Toys (as per Eliza's quest to deliver a toy to Arabelle). [[Return]]

Meeting Nikolai and Karl

This brief encounter with Nikolai and Karl Wachter serves to foreshadow Vallaki's tense political scene and to introduce the noble house of Wachter. [[Return]]

Urwin's Reluctance

Urwin's refusal to discuss the

Meeting Rictavio

The Secret Stairs

It is unlikely that any player will deduce that the Blue Water Inn has a secret staircase from this brief scene. Nonetheless, it serves as a quiet and subtle piece of foreshadowing that the Martikovs are not all that they seem. [[Return]]

Bluto's Tall Tale

The Wanted Posters

Ernst's Invitation

End of Act I

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