CURSE OF STRABO .

•

•

CREDITS

Lead Designer: Christopher Perkins

This book is based on the 32-page D&D adventure Raven/oft Creative Consultants: Tracy and Laura Hickman

published in 1983 by TSR, Inc. Here are that book's credits: Designers: Adam Lee, Richard Whitters, Jeremy Crawford

Managing Editor: Jeremy Crawford

Designers: Tracy and Laura Hickman

Editor: Kim Mohan

Editor: Curtis Smith

Editorial Assistance: Scott Fitzgerald Gray

Graphic Designer: Debra Stubbe

D&D Lead Designers: Mike Mearls, Jeremy Crawford

Illustrator: Clyde Caldwell

Cartographer: David C. Sutherland Ill

Art Director: Kate Irwin

Additional Art Direction: Shauna Narciso, Richard Whitters The following D&D books also provided material and inspiration: Graphic Designer: Emi Tanji Cover Illustrator: Ben Oliver

Cordell, Bruce R. and James Wyatt. Expedition to Castle Raven/oft.

Interior Illustrators: Dave Allsop, Fran�ois Beauregard, Mark Behm, 2006.

Eric Belisle, Zoltan Boros, Jedd Chevrier, Daarken, Lake Hurwitz, Elrod, P.N. /, Strahd: The Memoirs of a Vampire. 1993.

Chuck Lukacs, Howard Lyon, Ben Oliver, Adam Paquette, Rob

Hickman, Tracy and Laura. Rahasia. 1984.

Rey, Chris Seaman, Richard Whitters, Kieran Yanner

Nesmith, Bruce with Andria Hayday. Realm of Terror. 1990.

Cartographers: Fran�ois Beauregard, Mike Schley, Ben Wootten Pozas, Claudio. "Fair Barovia." Dungeon 207. 2012.

TSR, Inc. Van Richten's Monster Hunter's Compendium, Volume One.

Project Managers: Neil Shinkle, Heather Fleming

1999.

Product Engineer: Cynda Callaway

---. Van Richten's Monster Hunter's Compendium, Volume Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee Three. 2000.

Prepress Specialist: Jefferson Dunlap

Playtesters: Robert Alaniz,* Mal A'menz,* Glen Ausse, Jerry Other D&D Team Members: Greg Bilsland, Chris Dupuis, David Behrendt, Teddy Benson, Anthony Caroselli,* Christopher Gershman, John Feil, Trevor Kidd, Christopher Lindsay, Shelly D'Andrea,* Jason Fransella,* Jeff Galper, Elyssa Grant, Steve Mazzanoble, Ben Petrisor, Hilary Ross, Liz Schuh, Matt Sernett, Heitke, Mary Hershey, Sterling Hershey, Justin Hicks, Shaun Nathan Stewart, Greg Tito Horner, Donald Jacobs, James Krot, Yan Lacharite,* Jonathan Longstaff,* Michael LeClair, Ray Lillard, Eric Lopez, J.M., Matt Disclaimer: Wizards of the Coast cannot be held liable for any long Maranda,* Cris McDaniel, Randy Merkel, Lou Michelli,* Mike term side effects of venturing into the dread realm of Raven/oft, Mihalas,* Daniel Norton,* Lucas Pierce, Claudio Pozas,* John such as /ycanthropy, vampirism, a fear of dead things, a fear of living Proudfoot,* Rob Quillen II, Karl Resch,* Jason Riley, Sarah Riley, things, an inability to sleep without a nightlight on and a +5 holy Arthur Severance,* Sam Sherry,* Zach Sielaff, David "Oak"

avenger under your pillow, and the unsettling suspicion that Strahd is Stark,* Jayson Thiry, Steve Townshend,* Kyle Turner,* Will too clever to be so easily defeated and that this is all just part of some Vaughn, Peter Youngs grand scheme of his to extend his power beyond Baro via. You didn't think you could escape unless he wanted you to, did you?

*This playtester provided feedback for a group.

ON THE COVER

The master of Ravenloft is having guests for dinner,

and you are invited. Ben Oliver sheds light on the

vampire Strahd von Zarovich, whose dark past is a

tale to be told, and whose evil knows no bounds.

62086517000001 EN

ISBN: 978-0-7869-6598-4

First Printing: March 2016

9 8 7 6 5 4 3 2 1

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Raven loft, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other couiitries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

Printed in the USA. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, US_A. Manufactured by,Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH.

Represented by Hasbro Europe 4 The Square Stockley Park lJxbridee Middlesex UBJJ JEI UK ..

CONTENTS

Foreword ...................................................... 4 Ch. 10: The Ruins of Berez ................. 161 Rictavio ...................................................... 238

Introduction ................................................. 5 Approaching the Ruins .......................... 161 Strahd von Zarovich ............................... 239

Strahd Zombie ......................................... 241

Running the Adventure .............................. 5 Areas of Berez .......................................... 162

Sidebar: A Classic Retold .......................... 5 Special Events .......................................... 166 Vladimir Horngaard ............................... 241

Marks of Horror ........................................... 7 Ch.11: Van Richten's Tower ............... 167 Wereraven ................................................. 242

Ch. 1: Into the Mists .................................. 9 Approaching the Tower .......................... 167 App. E: The Tarokka Deck .................. 243

Strahd von Zarovich ................................... 9 Areas of the Tower .................................. 168 App. F: Handouts ................................... 251

Fortunes ofRavenloft ............................... 11 Special Events .......................................... 171 Kolyan Indirovich's Letter (V. 1) .......... 251

Sidebar: Using Regular

Ch. 12: The Wizard of Wines .............. 173 Strahd's Invitation ................................... 251

Playing Cards ......................................... 11 Approaching the Vineyard ..................... 174 From the Tome of Strahd ...................... 252

Adventure Hooks ....................................... 18 Approaching the Winery ........................ 174 Journal of Rudolph van Richten ........... 254

Ch. 2: The Lands ofBarovia ................. 23 Areas of the Winery ................................ 176 Kolyan Indirovich's Letter (V. 2) .......... 256

Lay of the Land .......................................... 23 Special Events .......................................... 179 Journal of Argynvost ............................... 256

Alterations to Magic .................................. 24 Ch. 13: The Amber Temple ................. 181

Barovians .................................................... 24 Sidebar: Extreme Cold ........................... 181 Maps Sidebar: Barovian Names ....................... 25 Areas of the Temple ................................ 183 Barovia* ....................................................... 35

Sidebar: Barovian Calendar ................... 26 Sidebar: Amber Sarcophagi ................. 191 Tser Pool Encampment* ........................... 36

Vistani .......................................................... 26 Special Events .......................................... 196 Village ofBarovia* ..................................... 42

Random Encounters ................................. 28 Ch. 14: Vester Hill .................................. 197 Church .......................................................... 46

Sidebar: Strahd's Spies ........................... 29 Areas of the Hill ....................................... 197 Castle Ravenloft Areas of Barovia ........................................ 33 Special Events ......................................... 200 Map 1: Raven loft Heights• ........... Poster Sidebar: The Lands of Barovia: Map 2: Walls of Raven loft* ................. 53

Common Features ................................. 33 Ch. 15: Werewolf Den ........................... 201

Map 3: Main Floor• ............................... 55

Sidebar: Travel through the Mists ....... 201

Ch. 3: The Village ofBarovia ................ 41

Map 4: Court of the Count• ................. 62

Areas of the Den ...................................... 203

Approaching the Village .......................... 41

Map 5: Rooms of Weeping• ................ 65

Special Events .......................................... 205

Areas of the Village ................................... 43

Map 6: Spires of Raven loft* ................ 71

Special Events ............................................ 48 Epilogue .................................................... 207

Maps 7, 8, 9, 10:

Strahd Prevails ........................................ 207

Spires of Ravenloft• .......................... 73

Ch. 4: Castle Ravenloft ........................... 49 Strahd Dies ............................................... 207

Maps 11, 12: Larders of Ill Omen

Random Encounters ................................. 49

,

Dungeon and Catacombs* ............... 75

Walls of Raven loft ..................................... 52 App. A: Character Optioos .................. 209

Elevator Trap .......................................... 76

Main Floor ................................................... 54 Character Background ........................... 209

Traps in Area K73 ................................. 80

Court of the Count ..................................... 61 Sidebar: Monster Hunter's Pack .......... 209 Vallaki* ......................................................... 97

Rooms of Weeping .................................... 64 Gothic Trinkets ........................................ 210 Blue Water Inn ........................................... 99

Spires of Ravenloft .................................... 69 App. B: Death House ............................. 211 Burgomaster's Mansion ......................... 104

Larders of Ill Omen ................................... 74 History ........................................................ 211 Wachterhaus ............................................. 111

Dungeon and Catacombs ........................ 79 Rose and Thorn ....................................... 211 Coffin Maker's Shop ............................... 116

Ch. 5: The Town ofVallaki .................... 95 Sidebar: Level Advancement ................ 211 Vistani Camp ............................................ 120

Approaching the Town ............................. 95 Sidebar: Death House's Features ........ 212 Old Bonegrinder ...................................... 127

Areas of Vallaki .......................................... 97 Areas of the House .................................. 212 Argynvostholt: Ground Floor and Special Events .......................... : ............... 123 Sidebar: Dungeon Features·················· 217

Second Floor ......................................... 131

Endings ...................................................... 220 Argynvostholt: Third Floor, Ch. 6: Old Booegrioder ........................ 125

Approaching the Windmill .................... 125 App. C: Treasures .................................. 221

Rooftop, and Beacon ........................... 137

Areas of the Windmill ............................ 126 Tome of Strahd ...................... : .................. 221 Krezk* ........................................................ 144

The Megaliths ........................................... 128 Magic Items ............................................... 221 Abbey of Saint Markovia: Ch 7 Ar h I

129 App. D: Monsters and NPCs ............... 225

Ground Floor ........................................ 149

• : gynvost O t..............................

The Abbot... ............................................... 225 Abbey of Saint Markovia: The Order of the Silver Dragon ........... 129

u Fl

d C II

153

Sidebar: Revenants ofBarovia ............. 130 Animated Objects .................................... 225

pper oor an e ar ..................... .

Approaching the Mansion.'. ................... 130 Baba Lysaga .............................................. 228 Tsolenka Pass ··········································158

A

f A

h I

130 Barovian Witch ........................................ 229 Baba Lysaga's Creeping Hut... .............. 163

reas o rgynvost o t...........................

B

•

164

S . 1 E

142 Blight, Tree ....... · ......................................... 230

erez ........................................................ .

pec1a vents .............................. :...........

y R ht , T.

170

Ezmerelda d'Avenir ................................. 230 an IC en s ower .............................. .

Ch. 8: The Village ofKrezk ................. 143 Izek Strazni .............................. : ................ 231 Wizard of Wines Wioery ........................ 175

Areas of Krezk ................................. : ........ 143 Kasimir Velikov ................ : ....................... 232 Amber Temple: Upper Level ................. 182

Areas of the Abbey .......... , ....................... 147 Madam Eva ........... : ................................. :.233 . Amber Temple: 1::0�1;,r Level.'. ............. : .. 190

Special Events ..................... , ........... , ........ 155

·

Mongrelfolk

.·

... 234 · YesterHill... ... : ...... : .. : ..................... , ... :., ..... 199·

Ch. 9: Tsolenka Pass .............................. 157

I��·��;�·;·:::::::::::::::::::::::;

Areas of the Pass ..................................... 157

.::�;::::::::;;!:. -t::�w.::�:�.:'.

: ;�d�:::

Rahadin ............... : ...... : ........... : ............... : .. -.236'

:-:::::::·:::·::::·::::::::::::::::::::::::;��

Special Events.: ... : .... : .. , ............ : ............... 159

*Appears ori the poster map

FOREWORD: RAVENLOFT REVISITED

E TURNED THE CORNER, AND THERE WAS

Godwin and her husband-to-be, Percy Shelley. One

a vampire.

night in June, Byron suggested that they each write a

I groaned and rolled my eyes.

ghost story. Mary Shelley's contribution to the effort

It was 1978, and I was playing in

would later become Frankenstein. The short story "The one of my first dungeon adventures. It

Vampyre," published in 1819, was Polidori's contribuwas being run by a friend I had known tion. He was Byron's personal physician, and the first of in high school,John Scott Clegg, and it

the so-called "romantic" vampires under Polidori's hand was typical of the type of adventure that

was actually modeled after Lord Byron.

people played in those days. It was all about exploring a

Byron-like the fictional vampires that he inspired,

hodgepodge collection of rooms connected by dungeon

from Polidori's Lord Ruthven down through the penulcorridors, beating up the monsters that we encountered, timate work of Bram Stoker-was a decadent predator, searching for treasure, and gaining experience points.

an abuser hidden behind a romantic veil. He was a

Now we were face to face with random encounter

comely and alluring monster-but a monster neverthenumber thirty-four: a vampire. Not a Vampire with a less. The romantic vampire of the earliest years of the capital V, but a so-many-Hit-Dice-with-such-and-such-angenre was not just a spouse abuser but a spouse killer, Armor-Class lowercase vampire. Just another monster the archetype of abuse in the worst kind of destructive

in the dungeon.

codependency.

I remember thinking at the time, What are you doing For Laura and me, those were the elements that truly

here? This creature seemed completely out of place with

defined Strahd von Zarovich-a selfish beast forever

the kobolds, ores, and gelatinous cubes we had seen

lurking behind a mask of tragic romance, the illusion of

thus far. This was a creature who deserved his own setredemption that was ever only camouflage for his prey.

ting and to be so much more than just a wandering mon Initially we were going to title the adventure Vampyr ster. When I came home from that game, I told all these

one of a series of games we called Nightventure that

thoughts to Laura.

Laura and I were self-publishing back in 1978. The

That was when Strahd von Zarovich was born.

castle was called Ravenloft, and when Halloween came

Strahd would be no afterthought-he demanded

around each year, our friends asked us if we could play

his own setting, his own tragic history. Laura and I

"that Ravenloft game" again ... and so the better title launched into researching the mythology and folklore won out. It was, in part, because of this design that I

surrounding the vampire. We started with the vague,

was hired by TSR, Inc., to write DUNGEONS & DRAGONS

black-and-white image of Bela Lugosi in 1931, but found

adventures in 1982. Soon thereafter, 16 Ravenloft was so much more.

published.

The first "modern" literary foundation of the vampire Since then, fans of Ravenloft have seen many different was penned by John William Polidori based on a fragcreative perspectives on Barovia (a country which, by ment of a story by Lord Byron. It was while at the Villa absolute coincidence, is featured in a 1947 Bob Hope

Diodati-a rented house next to Lake Geneva, Switzermovie called Where There's Life). It continues to be one land-that Byron and Polidori met Mary Wollstonecraft of the most popular DUNGEONS & DRAGONS adventures

of all time. In its various incarnations, each designer has endeavored to bring something new to the ancient legend of Strahd, and to each of the.m we are grateful.

But the vampire genre has taken a turn from its roots

in recent years. The vampire we so often see today

exemplifies the polar opposite of the original archetype: the lie that it's okay to enter into a romance with an abusive monster because if you love it enough, it will change.

When Laura and I got a call fr.om Christopher Perkins

about revisiting Ravenloft, we hoped we could bring the message of the vampire folktale back to its original cautionary roots. The talented team at Wizards of the Coast not only graciously took our suggestions but engaged us in a dialogue that delivered new insights on the nightmare beyond the gates of Barovia.

Now we invite you again a� our guests to pass through

the Svalich Woods if you dare. For here the romance

is tragically dangerous ... and a true monster smiles at

your approach.

Tracy Hickman .

May 2015

INTRODUCTION

l NDER RAGING STORM CLOUDS, A LONE This book is meant for you, the Dungeon Master, figure stands silhouetted against the analone. We recommend you read the entire adventure cient walls of Castle Ravenloft. The vambefore attempting to run it. It assumes that you have pire Count Strahd von Zarovich stares the fifth edition Player's Handbook, Dungeon Master's

down a sheer cliff at the village below. A

Guide, and Monster Manual.

cold, bitter wind spins dead leaves about

The Monster Manual contains stat blocks for most of him, billowing his cape in the darkness.

the monsters and nonplayer characters (NPCs) found

Lightning splits the clouds overhead, casting stark

in this adventure. Descriptions and stat blocks for new

white light across him. Strahd turns to the sky, remonsters and NPCs are provided in appendix D. When vealing the angular muscles of his face and hands. He a creature's name appears in bold type, that's a visual has a look of power-and of madness. His once handcue pointing you to the creature's stat block in the Mon some face is contorted by a tragedy darker than the

ster Manual. If the stat block is in appendix D, the advennight itself.

ture's text tells you so.

Rumbling thunder pounds the castle spires. The

Spells and nonmagical equipment mentioned in the

wind's howling increases as Strahd turns his gaze back

adventure are described in the Player's Handbook.

to the village. Far below, yet not beyond his ken, a party Magic items are described in the Dungeon Master's

of adventurers has just entered his domain. Strahd's

Guide, unless the adventure's text directs you to an face forms a twisted smile as his dark plan unfolds.

item's description in appendix C.

He knew they were coming, and he knows why they

have come-all according to his plan. He, the master of

Ravenloft, will attend to them.

Text that appears in a box like this is meant to be read

Another lightning flash rips through the darkness, its

aloud or paraphrased for players when their characters

thunder echoing through the castle's towers. But Strahd

first arrive at a location or under a specific circumstance, is gone. Only the howling of the wind-or perhaps a lone

as described in the text. Indoor and nighttime descripwolf-fills the midnight air. The master of Raven loft is tions are written with the assumption that the adventurhaving guests for dinner. And you are invited.

ers are using a torch or other light source to see by.

RUNNING THE ADVENTURE

Curse of Strahd is a story of gothic horror, presented STORY OVERVIEW

here as a DUNGEONS & DRAGONS roleplaying game

Adventurers from a foreign land find themselves in

adventure for a party of four to six adventurers of levels Barovia, a mysterious realm surrounded by deadly fog

1-10. A balance of character classes is helpful, since the and ruled by Strahd von Zarovich, a vampire and wizadventurers will face a variety of challenges. Each charard. Using a deck of tarokka cards to predict their fuacter class will certainly have its moment to shine.

ture, a fortune-teller named Madam Eva sets them on a

dark course that takes them to many corners of Barovia,

A CLASSIC RETOLD

culminating with a vampire hunt in Castle Ravenloft.

This adventure is a retelling of the original Raven/oft ad Madam Eva's people are called the Vistani. They

venture, which was published in 1983 byTSR, Inc. In the

travel in covered wagons from world to world, luring

years since, the original has gained a reputation as one

strangers into Strahd's domain.

of the greatest Du NG EONS & DRAGONS adventures ever, and Barovia is a land of ghosts, werewolves, and other fell

it went on to inspire the creation of a campaign setting

creatures. The wilderness hides many secrets, includof the same name in 1990: Raven loft, home of the Doing forgotten ruins and battlefields that tell the story of mains of Dread.

Strahd's life as a conqueror. Adventurers who explore

Module 16: Raven/oft, written by Tracy and Laura Hickman, broke new ground by presenting a D&D adventure the wilderness find the remnants of Strahd's ancient enthat was as much story-driven as location-based, featuring emies, not all of them as dead as one might expect.

a villain who was complex and terrifying. Castle Raven For the people of Barovia, there is no escape from this

loft, with its amazing three-dimensional maps, remains

harsh. land. The town of Vallaki stands ready to defend

to this day one of the most iconic and memorable of all

itself against the servants of Strahd, but it's far from the D&D dungeons.

sanctuary it purports to be. The village of Krezk lies

This book includes the original adventure, as well as exnear the edge of Strahd's domain, its abbey now in the panded material developed in consultation with Tracy and clutches of evil, misguided creatures.

Laura Hickman. It expands what we know about the lands

Of all the settlements in Strahd's domain, the village

around Castle Ravenloft and sheds new light on the dark

�f Barovia is by far the most 'oppressed. M�ny of its

past of the castle's lord. The lands of Barovia are from a forgotten world in the D&D multiverse, and this adventure shops a:e dosed, a.nd_the loqals)1a:ye silccumqe_d to .. , .

gives glimpses into that world. In time, cursed Barovia was despair. -��·is weU known. that_ Stral:ia desires the burgo�_

torn from its home world by the Dark Powers and bound

· m;:ister:s'�dopted ctaugliter,·Ireena Koly,ma. The villag-·_

in mist as one of the Domains of Dread in the Shadowfell.

: ers·;n�ither-prote�trior h;:itm her, lest t.h,�y incur the'vam�

pire's wrath. Few know that Ireeria bears aq .µncanny

· resemblance to Taty�na, Stiahd's dead· belove·d:

.

. . . ·'

.

.

.

.

JNTRODUCTION

The village of Barovia cowers in the shadow of Casis assumed that the characters will gain levels over the tle Ravenloft, Strahd's home and fortress. The castle course of the adventure, as well as acquire allies and

stands atop a great spire of rock, invincible and ever

powerful magic items that can tip the scales in their

watchful. Every night, thousands of bats fly out of the

favor. Characters who head directly to Castle Ravenloft

castle to feed. It is said that Strahd sometimes flies with without first increasing their power will likely die.

them. Barovia will never be safe until the evil in his cas You can award experience points for the defeat of foes,

tle is destroyed.

use milestone awards, or a mixture of both. Given the

Once Strahd becomes aware of the adventurers, he

fact that much of the adventure involves social interacand his spies watch them closely. When the time is right, tion and exploration, rather than combat, your work will Strahd invites his "guests" to Castle Ravenloft. He aims probably be easier if you use milestone awards. Approto turn them against one another, torment them, and priate milestone awards include the following: kill them, as he has done with so many other visitors.

Finding Artifacts. The characters gain a level when

Some will become undead thralls. Others will never

they obtain the Tome of Strahd, the Sunsword, or the rise again.

Holy Symbol of Ravenkind.

The adventurers' best hope of defeating Strahd is to

Defeating Villains. The characters gain a level when

learn his secrets, for he is no ordinary vampire. Guided

they defeat the featured antagonist(s) in a location,

by Madam Eva's card reading, they must scour his dosuch as the hags in Old Bonegrinder (chapter 6).

main and his castle for magic items that might weaken

Accomplishing Story Goals. The characters gain a

or slay him, all the while trying to stay alive.

level when they accomplish something significant,

Although the adventurers can escape by slaying

such lighting the beacon of Argynvostholt (chapter 7),

Strahd, he can't be truly destroyed. Barovia is his

thwarting the druids' ritual atop Yester Hill (chapter

prison, and not even death can free him from his curse.

14), or forging an alliance with Ezmerelda d'Avenir

The adventure ends when either Strahd von Zarovich

(appendix D).

or the characters are defeated. Your goal is to keep

Strahd in play for as long as possible, using all the abili Appendix B, "Death House," uses milestone awards by ties and resources at his disposal.

way of example.

Be prepared for the fact that the adventure is exceed ADVENTURE STRUCTURE

ingly open-ended-one of the hallmarks of the original

Much of the adventure's action is driven by the clash

Ravenloft. The card reading in chapter 1 and the advenbetween the adventurers' decisions and Strahd's goals, turers' choices can lead them all over the map, and a and the adventurers and the vampire are all caught in

party can easily wander into an area well beyond their

strands of fate that are represented by a special card

power. If you'd like to steer them toward places that

reading detailed in chapter 1, "Into the Mists." Before correspond to their level, consult the Areas by Level you run the adventure, you need to conduct that reading

table, but beware of undermining the sense that the

to determine the location of several items that are key to characters' choices matter. Sometimes the adventurers

the story, as well as one of the locations where Strahd

will simply need to flee or hide when they are out of

can be found.

their depth.

Chapter 1 also outlines Strahd's goals, and it suggests

If an area of the adventure ends up feeling free of

adventure hooks to draw the player characters into the

mystery or danger, consider using tips from the "Marks cursed realm of Barovia. If the characters are 1st level,

of Horror" section to increase the ominousness. If a

the character background in appendix A is available to

combat encounter feels too easy, either (a) guide it to its them, and consider starting their time in Barovia with

end as quickly as possible or (b) increase the threat by

the mini-adventure "Death House" in appendix B.

raising a foe's hit point maximum to the upper end of its

Chapter 2, "The Lands of Barovia," provides an overhit point range, by adding monsters/traps, or both.

view of the realm and includes special rules for it and its people, including the mysterious Vistani. Chapters 3-15

AREAS BY LEVEL

detail areas that correspond to places on the map of

Avg. Level

Area

Chapter

Barovia in chapter 2.

1st-3rd

Village of Barovia

3

The epilogue offers ways for you to end the adventure.

4th

Town ofVallaki

5

Appendix C details the special ite.ms-:-magical or oth4th

Old Bonegrinder

6

erwise-introduced in .the adventure� and appendix D

5th

Village ofKrezk

8

provides stat blocks for Strahd.'.arnfvario�sNPCs and

5th

Wizard of Wines Winery

12

monsters that can be met in Baro�ia.' Appendix E shows

6th

Van Richten's Tower

11

the tarokka cards that 'the Vist'aoi us:e for their fortune telling, and appendix'F contains' handouts:for you to

6th

Vester Hill

14

show the players.

7th

Argynvostholt:

... 7 .

7th

Werewolf Den

15

CHARACTER LEVELS

..

8th

Tsole�ka Pass

9

· The adventure is meant for characters of levels 1-10

8th

The Ruins of Berez

10

and includes threats for those levels and beyond. Strahd

9th

Castle Ravenloft

4

can be an especially deadly challenge at these levels. It

9th

The Amber Temple

13

6

TNTRODUOTION

MARKS OF HORROR

sons to stand against the darkness. Here are a couple of

ways to add glimmers of light to a tragic tale:

A gust of air like the foul-smelling breath of some horrible monster greets the adventurers as they climb the

• In a land as dreary as Barovia, take the time to desteps of a tower in Castle Ravenloft. Nearing the top, scribe the occasional scene of beauty, such as a pretty they begin to hear the beating of a heart in the darkness

flower growing atop a grave.

above. Not a human heart, but the heart of something

• Make sure that the heroes have contact with NPCs

monstrous and horrible; Such is the nature of gothic

who are honest, friendly, and helpful, such as the Marhorror: fear bred by anticipation and the dark realization tikovs in Vallaki or the Krezkovs in Krezk.

that all will be truly and horribly revealed in time.

PERSONIFICATION

The following tips can help you make this adventure a

chilling experience for you and your players.

Ascribing human characteristics to an inanimate thing

is one way to turn something ordinary into something

THE UNKNOWN

malevolent. A groaning house, the wailing wind, grasp Horror is born out of fear of the unknown. Our fear is

ing mud, and a squatting chest aren't just mundane

heightened when the darkness engulfs us and we can't

things-they're characters in your story, made all the

see, or when the truth is behind a locked door, covered

creepier thanks to their humanlike traits. Torches sputby a sheet, or buried in the soft earth. It's not the monter nervously, rusty hinges shatter silence with their ster, but its shadow, that breeds horror. The more we sudden cries of anguish, and cobwebs quietly beckon us

know about a monster, the less we fear it, so the trick

to our doom. Here are more examples:

is to keep it out of the light for as long as possible. Here Imagine darkness as a silent crowd that follows the

are two tricks to heighten fear of the unknown:

characters everywhere and stares at them while

• When it seems as though the characters have evthey sleep.

erything under control, you can have a gust of wind

• Imagine trees as towering giants that stand idle yet

suddenly blow out their torches, plunging them

ever watchful as characters face the perils of the Svainto darkness.

lich Woods alone.

Before a monster appears, take a moment to describe

DETAILS

the odor that precedes it, the eerie sound it makes, or

the weird shadow it casts.

In a horror story, there's no telling where danger might

be lurking. A leering gargoyle might be a monster in dis FOR ESHADOWING

guise, or merely a fiendish sculpture. A mirror hanging

Foreshadowing is about finding clues to a horrible truth

on a wall might have the power to transfix all who gaze

yet to be revealed. Consider the following examples:

into it, or it might be nothing out of the ordinary. In a

horror story, taking the time to describe an object in de Before characters encounter a monster, hint at the

tail draws attention to it, makes one suspicious of it, and monster's presence with clues such as claw marks,

might distract from the real danger. Here are a couple of

gnawed bones, and bloodstains.

tricks you can use:

• Whenever characters take a long rest, give one character a prophetic dream in which he or she glimpses

• In a given encounter area, choose one object or feasomething yet to be found or encountered.

ture to describe in some detail. It need not be important to the story.

AGE

• Allow the character who has the highest passive Wisdom (Perception) score to see, hear, or smell some Barovia is the grim reflection of its undead master. Althing that no one else can perceive.

most everything here is old and timeworn. Everywhere

the adventurers go, they should be reminded of death,

HUMOR

decay, and their own mortality. Here are a couple of

ways to reinforce these pervasive themes:

There are no stranger bedfellows than horror and humor. Tension can't be sustained indefinitely, so a dash

• Take time to describe the rotting timbers of buildings,

of humor provides a respite, giving horror a chance to

the faded and moth-eaten clothing of the Barovian

sneak up on us later and catch us off guard. While hupeasantry, the worm-ridden pages of old books, and morous situations will occur naturally in the course of the rust on iron fences and gates.

running the adventure, here are some tips for creating

• A character gazing into a mirror, a pool, or other rehumor when needed: flective surface might glimpse an older, more decrepit version of himself or herself.

Allow NPCs (even evil ones) to tell jokes, speak in a

funny-voice, or behave idio,tically. Even _morbid humor

LIGHT

is better than none. ..:

. .

.

.

.

When a hero, villain, or morister,'foll� a natural 1:on .:: A tale that is perpetually dark in tone becomes tiresome

a:n atta<;k·roli,

very quickly. It needs 'to feature the occasional ray of

. ability check, 0� -�a�i'iig .. throw, d�scribe'

,' a hum-�'io�s rriisna:p'.th:at occurs as·a: iesult.of the low light for contrast and to create a sense of hope. Monsters roll; such' a1, a char11cter �ccidentally kn9ckini. over a and other terrors must be offset with creatures that are lamp and setting-some drapes on fire·while trying'to

kind and lovable, giving-the characters ev_en_rnore rea-

hide o'r move silently:

.. < , - ' . ..

CHAPTER 1: INTO THE MISTS

ERIE MISTS SURROUND BAROVIA AND

fortresses of his ancestral homeland. Strahd named the

bind its inhabitants there. This chapter

castle Ravenloft, after his mother, to demonstrate his

gives you the information you need to

Jove for her. When it was complete, Strahd commanded

prepare for the adventurers' journey into

his mother and brother to come to Barovia and stay with

those mists. The chapter first outlines

him. Sergei eventually took up residence at Raveoloft,

the history and goals of Count Strahd

but Ravenovia passed away while traveling to her namevon Zarovich so that you are prepared for sake. In sorrowful disappointment, Strahd sealed his what awaits the characters. In the "Fortunes of Ravenmother's body in a crypt beneath the castle.

Joft" section, the chapter walks you through the tarokka Strahd's attention soon turned to Tatyana, a young

card reading that helps set the stage for the adventure's

Barovian woman of fine lineage and remarkable beauty.

action, and the chapter closes with adventure hooks

Strahd believed her to be a worthy bride, and he lavthat you can use to draw the characters into the horror ished Tatyana with gifts and attention. Despite Strahd's ofBarovia.

efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing

STRAHD VON ZAROVICH

in the way of the young couple's Jove until the day of

Strahd von Zarovich, a vampire and wizard, has the sta Sergei and Tatyana's wedding, when Strahd gazed into

tistics presented in appendix D. Although he can be ena mirror and realized he had been a fool. Strahd murcountered almost anywhere in his domain, the vampire dered Sergei and drank his blood, sealing the evil pact is always encountered in the place indicated by the card

between Strahd and the Dark Powers. He then chased

reading later in this chapter, unless he has been forced

Sergei's bride-to-be through the gardens, determined to

into his tomb in the catacombs of Castle Ravenloft.

make her accept and love him. Tatyana hurled herself

off a castle balcony to escape Strahd's pursuit, plunging

THE VAMPIRE'S HISTORY

to her death. Treacherous castle guards, seizing the

opportunity to rid the world of Strahd forever, shot their In life, Strahd von Zarovich was a count, a prince, a

master with arrows.

soldier, and a conqueror. After the death of bis father,

But Strahd did not die. The Dark Powers honored

King Barov, Strahd waged long, bloody wars against his

the pact they had made. The sky went black as Strahd

family's enemies. He and his army cornered the last of

turned on the guards, his eyes blazing red. He had bethese enemies in a remote mountain valley before slaycome a vampire.

ing them all. Strahd named the valley Barovia, after his

After slaughtering the guards, Strahd saw the faces

deceased father, and was so struck by its scenic beauty

of his father and mother in the thunderclouds, looking

that he decided to settle there.

down upon him and judging him. He had destroyed the

Queen Ravenovia lamented the death of Barov and

family bloodline and doomed all of Barovia. The castle

was fearful of Strahd. War had made him cold and arand the valley were spirited away, locked in a demiplane rogant. She kept her younger son, Sergei, away from surrounded on all sides by deadly fog. For Strahd and

the battlefield. Strahd envied the love and attention his

his people, there would be no escape.

mother visited upon his brother, so in Barovia he re •

mained. Peace made Strahd restless, and he began to

feel like his best years were behind him. Unwilling to go

the way of his father, Strahd studied magic and forged a

pact with the Dark Powers of the Shadowfell in return

for the promise of immortality.

Strahd scoured his conquered lands for wizards and

artisans, brought them to the valley of Barovia, and commanded them to raise a castle to rival the magnificent I AM THE ANCIENT. I AM THE LAND.

My beginnings are lost in the darkness of the past. I am not dead. Nor am I alive. I am undead,Jorever.

-.Tome of Strahd

Strahd has been the master of Ravenloft for centuries

they exhibit great fortitude and defiance, his interest is now. Since becoming a vampire, he has taken several

piqued-even more so if the character displays uncomconsorts-none as beloved as Tatyana, but each a permon knowledge or beauty. Such a person might not be son of beauty. All of them he turned into vampire spawn.

worthy to succeed him, but the man or woman might

Although he feeds on the hapless souls of Barovia, they

provide amusement to Strahd as a new possession.

provide little nourishment and no comfort. From time

to time, strangers from faraway lands are brought to his

ROLEPLAYING 8TRAHD

domain, to play the vampire's game of cat-and-mouse.

Strahd believes his soul is lost to evil. He feels neither Strahd savors these moments, for though these strangpity nor remorse, neither love nor hate. He doesn't suffer ers offer him no lands to conquer, they aren't so easily anguish or wallow in indignation. He believes, and has

destroyed and therefore provide a welcome diversion.

always believed, that he is the master of his own fate.

Strahd believes that the key to his escaping Barovia

When he was alive, Strahd could admit to letting his

lies in finding someone worthy to rule in his stead, but

emotions get the better of him from time to time. Now,

his arrogance are so indomitable that no one is ever

as a vampire, he is more monster than man, with barely

good enough in his eyes. He believes in his cold heart

a hint of emotion left. He is above the concerns of the

that only a von Zarovich as great as he or his father

living. The only event that occasionally haunts him is

could sway the Dark Powers to release him.

the death of Tatyana, but his view of the past is bereft of romance or regret. In his mind, her death couldn't have

STRAHn's GoALs

been prevented, and what is done cannot be undone.

Strahd has the following goals in the adventure.

In life, Strahd lived to conquer. In undeath, he conquers still-not realms, but people, driving good souls to TURN !REENA KOLYANA become corrupt and destroying those who won't yield.

Strahd's unrequited love for Tatyana drove him to slay

Characters who try to appeal to Strahd's humanity will

his brother, Sergei. Some time ago, Strahd glimpsed

be gravely disappointed, because there is little humanity

the young woman Ireena Kolyana in the village of Baroleft in him. If they ask Strahd why he's preying on Ireena via and felt extreme deja vu. Ireena looked exactly like Kolyana, he tells them that Ireena's body is the host for

Tatyana! Strahd now believes that Ireena is the latest

Tatyana's soul, and Tatyana's soul belongs to him.

reincarnation of Tatyana, and thus he seeks to claim her.

Strahd can be seductive and subtle when he chooses

Strahd's evil courtship has led him to visit Ireena

to be, especially if a person is clever or attractive. Men twice. On both occasions, he charmed his way into her

and women of beauty and cunning amuse Strahd for a

home-the house of her adopted father, the burgomastime-playthings to possess or discard as he desires.

ter of the village of Barovia-and drank her blood. He

If he senses a lack of cohesion in a party of advenintends to kill Ireena during their next meeting and turn turers, he preys on that weakness and tries to drive a her into his vampire spawn consort.

wedge between the characters by promising to help

Chapter 3 gives details about Ireena and where to find

one at the expense of another. If Strahd senses evil in

her in the village of Barovia. ·

a person, he cultivates that tendency by offering to turn

that character into a full-fledged vampire after helping

FIND RUDOLPH VAN RIGHTEN

Strahd destroy the rest of the party. Ultimately, Strahd

Although he is usually focused on making Ireena Kolydoesn't honor his promise, instead turning the character ana his bride, Strahd has been distracted by reports into a vampire spawn under his control.

that a legendary vampire hunter named Rudolph van

Richten has come to Barovia. It takes more than one

WHEN STRAHD ATTACKS

old man with a death wish to frighten Strahd; nevertheless, the vampire has his spies searching Barovia for Strahd isn't a villain who remains out of sight until the van Richten. Strahd would like very much to meet the

final scene. Far from it-he travels as he desires to any

old vampire hunter, lock him in the dungeons of Castle

place in his realm or his castle, and (from his perspec Ravenloft, and slowly break his spirit.

tive) the more often he encounters the characters, the

Chapter 5 describes the town ofVallaki, where van

better. The.characters can and should meet him multi Richten currently resides incognito.

ple times before the final encounter, which most likely

takes place in the location determined by the card read SEARCH FOR A SUCCESSOR O_R.GONSORJ ·

ing. His combat details are_;wailable,in appendix D.

Strahd can sense the a:rrival ofoew.bloodfo his·domain.

When Strahd wants to terrprize the characters, he

When newcomers enter Batq�0i'ii; -�� �hfrts his attentio11

pays them a visit, either .µntler· the cloa.k of night or befrom Ireena Kolyana arid:van Ri��ten ·to his n'ew guests neath overcast skies duriqg the day. If they're indoors, so that he can determine wh�ther a�y of them. isworthy

he tries to charm or goad a chanir;t�r into.in�iting him

to be his successor or consort. (Eventually,_- he·decides

inside (along with his vampire spaWn; if they are presthat none of them can replace him as master of Barovia, ent). Strahd and his minions never �uack Ireena.

but he doesn't arrive at this coriclusion immediately.)

These encounters are meant to test the characters, not

. ·: Stra·hd pays close attention to adventurers who are

kill them. After: a few rounds of toying with them, Strahd charismatic and arrogant, like himself. He focuses his

and his creatures withdraw. If the characters retreat,

attacks on them, to see how much they can withstand.

Strahd is likely.to allow them to flee, savoring their fear If they crumble easily, he loses interest in them. If

and �elieving he has broken them.

CHAPTER 1 I JNTO THE MISTS

IO

FORTUNES OF RAVENLOFT

CARD READING

The events of this adventure are part of dark twists of

When you perform a card reading before running the

fate that a fortuneteller can discern with the cards of a

adventure, write down the results for reference later.

tarokka deck. Before you run this adventure, you must

If the characters have their fortunes read in the advendraw cards from a deck to determine the following eletures, do the card reading again, out loud for the players'

ments of the adventure:

benefit. Substitute the new results for the old ones.

When you're ready to begin the card reading, remove

Strahd's location inside Castle Ravenloft

the fourteen cards with the crown icon (the high deck)

, The placement of three important treasures that can

and shuffle them. Then shuffle the remaining cards (the

be used against Strahd-the Tome of Strahd, the Holy common deck), keeping the two decks separate. Draw Symbol of Ravenkind, and the Sunsword

the top three cards from the common deck and lay them

The identity of a powerful ally in the fight

face down in the 1, 2, and 3 positions. Then draw the top

against Strahd

two cards from the high deck and lay them face down in

This card reading can make the adventure different

the 4 and 5 positions, as shown below:

each time you play it.

At some point during the adventure, the characters

are likely to meet Madam Eva, the old Vistani seer (see

I

chapter 2, area G), who can perform the same card reading for them. Characters can also have Ezmerelda d'Avenir perform a card reading for them, provided she has her deck of tarokka cards. Ezmerelda's cards are hidden Ill

in her wagon (chapter 11, area Vl).

Appendix E shows all the cards of the tarokka deck

and summarizes their symbolic meanings.

I

USINC RECULAR PLAYINC CARDS

If you like, you can use a regular deck of playing cards in place of the tarokka deck. To do so, separate the numbered Once all five cards are drawn and placed face down, folcards from the face cards and jokers, and treat them as low the instructions below for each card in order.

two separate decks: the common deck (the numbered

cards) and the high deck (the face cards and jokers).

1. THE TOME OF STRAHD

Common Deck. Each suit in a regular deck of playing Flip over card 1, and read:

cards corresponds to a suit in the tarokka deck. The

ace cards represent the "l" cards in the tarokka deck, I help you better understand your enemy. I

and the "10" cards represent the "master" cards in the This card tells of history. Knowledge of the ancient will tarokka deck.

Hearts= Glyphs

Diamonds= Coins

Spades= Swords

Clubs= Stars

This card determines the location of the Tome of Strahd (described in appendix C). Read the boxed text for the High Deck. Each jack, queen, king, and joker corresponds to a card in the tarokka high deck.

appropriate card, as given in the "Treasure Locations"

section that follows.

Playing Card

Tarokka Card

2.

King of hearts

Ghost

THE HOLY SYMBOL OF RAVENKIND

Flip over card 2, and read:

Queen of hearts

Innocent

Jack of hearts

Marionette

I tion, a holy symbol of great hope.

I

King of spades

Darklord

This card tells of a powerful force for good and protec-

Queen of spades

Mists

Jack of spades

Executioner

King of diamonds

Broken One

Queen of diamonds

Tempter

This card determines the location of the Holy Symbol of Ravenkind (described in appendix C). Read the boxed Jack of diamonds Beast

text for the appropriate card, as given in the "Treasure King of clubs

Donjon

Locations" section that follows.

Queen of clubs

Raven

Jack of clubs

Seer

3. THE SUN SWORD

Joker 1

Artifact

Flip. over card 3, and read:

Joker 2

Horseman

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

CHAPTER 1 I INTO THE MISTS . r

•

TT

',. /�' f)--,,.,,/_......,,,

=-

�

\!".

'.If ..

This card determines the location of the Sunsword

(described in appendix C). Read the boxed text for the

4 OF SWORDS - MERCENARY

appropriate card, as given in the "Treasure Locations"

The thing you seek lies with the dead, under mountains

section that follows.

of gold coins.

4. STRAHD's ENEMY

Flip over card 4, and read:

I

I The treasure lies in a crypt in Castle Ravenloft (chapter 4, area K84, crypt 31).

This card sheds light on one who will help you greatly in

the battle against darkness.

5 OF SWORDS- MYRMIDON

Look for a den of wolves in the hills overlooking a moun This card determines where the characters can find a

tain lake. The treasure belongs to Mother Night.

powerful ally. Read the boxed text for the appropriate

card, as given in the "Strahd's Enemy" section later in The treasure lies in the shrine of Mother Night in the the chapter.

werewolf den (chapter 15, area Z7).

5.STRAHD

Flip over card 5, and read:

I

6 OF SWORDS - BERSERKER

Find the Mad Dog's crypt. The treasure lies within, beneath blackened bones.

beyond mortality. This card will lead you to him!

I

Your enemy is a creature of darkness, whose powers are

The treasure lies in the crypt of General Kroval "Mad The revealed card determines where Strahd can always

Dog" Grislek (chapter 4, area K84, crypt 38).

be found. Read the boxed text for the appropriate card,

as given in the "Strahd's Location in Castle Ravenloft"

section later in the chapter.

7 OF SWORDS - HOODED ONE

I see a faceless god. He awaits you at the end of a long

TREASURE LOCATIONS

and winding road, deep in the mountains.

The cards of the common deck determine the locations

of the Tome of Strahd (card 1), the Holy Symbol of The treasure is inside the head of the giant statue in the Ravenkind (card 2), and the Sunsword (card 3).

Amber Temple (chapter 13, area X5a).

SWORDS (SPADES)

I

8 OF SWORDS - DICTATOR

1

1 OF SWORDS - AVENGER

I see a throne fit for a king.

The treasure lies in a dragon's house, in hands once

clean and now corrupted.

The treasure lies in Castle Ravenloft's audience hall

(chapter 4, area K25).

The treasure is in the possession of Vladimir Horngaard in Argynvostholt (chapter 7, area Q36).

9 OF SWORDS - TORTURER

There is a town where all is not well. There you will find 2 OF SWORDS - PALADIN

a house of corruption, and within, a dark room full of

I see a sleeping prince, a servant of light and the brother still ghosts.

of darkness. The treasure lies with him.

The treasure is hidden in:t!Je'atti� ofth�. burgorrtaster's

. .

The treasure lies in Sergei'.s tomt(thaj:>ter.4,.area K85).

. mansion in Vallaki (�haptel' s: ar�a-N3s)".'.

,

.

,., .·. ·-·

.. '

, : : �.,' .. ::1 t:-:.<·��'·�/s' =-, .�·· . . ·.

3

MASTER OF SWORDS - WARRIOR

OF SWORDS - SOLDIER

Go to the mountains. Climb the white tower guarded by

That which you seek lies in the womb of darkness, the

devil's lair: the one place to which he must return.

golden knights.

. The treasure lies on the rooftop of the Tsolenka Pass

· The treasure lies in Strahd's tomb (chapter 4, area K86) .

guard tower (chapter 9, area T6).

CHAPTER 1 I INTO THE MISTS

12

�-�

,f."'

",

,.

\

....... \-�

I"

STARS (CLUBS)

7 OF STARS - ILLUSIONIST

A man is not what he seems. He comes here in a carnival

1 OF STARS - TRANSMUTER

wagon. Therein lies what you seek.

Go to a place of dizzying heights, where the stone itself

is alive!

The treasure lies in Rictavio's carnival wagon (chapter

5 , area NS).

The treasure lies in Castle Ravenloft's north tower peak

(chapter 4, area K60).

8 OF STARS - NECROMANCER

A woman hangs above a roaring fire. Find her, and you

2 OF STARS-DIVINER

will find the treasure.

Look to the one who sees all. The treasure is hidden in

her camp.

The treasure lies in Castle Ravenloft's study (chapter 4,

area K37).

The treasure lies in Madam Eva's encampment (chapter

2, area G). If she is the one performing the card reading, she says, "I think the treasure is under my very nose!"

9 OF STARS - CONJURER

I see a dead village, drowned by a river, ruled by one who 3

has brought great evil into the world.

OF STARS -ENCHANTER

I see a kneeling woman-a rose of great beauty

plucked too soon. The master of the marsh knows of

The treasure is in Baba Lysaga's hut (chapter

10 , area U3).

whom I speak.

The treasure lies under Marina's monument in Berez

MASTER OF STARS -WIZARD

(chapter 10, area US). "The master of the marsh" refers Look for a wizard's tower on a lake. Let the wizard's to Burgomaster Lazio Ulrich (area U2), whose ghost can

name and servant guide you to that which you seek.

point characters toward the monument .

The treasure lies on the top floor of Van Richten's Tower

4 OF STARS -ABJURER

(chapter 11, area V7).

I see a fallen house guarded by a great stone dragon.

COINS (DIAMONDS)

Look to the highest peak.

1 OF COINS -SWASHBUCKLER

The treasure lies in the beacon of Argynvostholt (chapter 7, area Q53). "Great stone dragon" refers to the I see the skeleton of a deadly warrior, lying on a bed of statue in area Ql.

stone flanked by gargoyles.

5 OF STARS - ELEMENTALIST

The treasure lies in the crypt of Endorovich (chapter 4,

area K84, crypt 7).

The treasure is hidden in a small castle beneath a mountain, guarded by amber giants.

2 OF COINS -PHILANTHROPIST

The treasure is inside a model of Castle Ravenloft in the

Look to a place where sickness and madness are bred.

Amber Temple (chapter 13, area X20).

Where children once cried, the treasure lies still.

6 OF STARS -EVOKER

The treasure is in the nursery of the Abbey of Saint Markovia (chapter 8, area S23).

Search for the crypt of a wizard ordinaire. His staff

·1·

' •·

� ., ·, . -:

is the key.

3 OF COINS -TRADER

The treasure i� hidden in.the crypt of Gralmore Nimble Look to the ��zard of wines! In wood and sand the trea-

nobs (chapter 4, area,K84

sure hides.

! crypt 37).

::,·-:.··

. ·:. The tr��sure )jesin_tbe'gl�s�ofovyfr'� \YOrki.ti'.oifin the

··: ��za,r� ofWines:w1nery (chapter.12, �rea WJO).

GLYPHS (HEARTS)

4 OF COINS -MERCHANT

Seek a cask that once contained the finest wine, of which

not a drop remains.

1 OF GLYPHS -MONK

The treasure you seek is hidden behind the sun, in the

house of a saint.

The treasure lies in Castle Ravenloft's wine cellar (chapter 4, area K63).

The treasure lies in the main hall of the Abbey of Saint

Markovia (chapter 8, area S13).

5 OF COINS -GUILD MEMBER

I see a dark room full of bottles. It is the tomb of a

guild member.

2 OF GLYPHS -MISSIONARY

I see a garden dusted with snow, watched over by a

scarecrow with a sackcloth grin. Look not to the garden

The treasure lies in the crypt of Artank Swilovich (chapter 4, area K84, crypt 5).

but to the guardian.

6

The treasure is hidden inside one of the scarecrows

OF COINS - BEGGAR

in the garden of the Abbey of Saint Markovia (chapter

A wounded elf has what you seek. He will part with the

8, area S9).

treasure to see his dark dreams fulfilled.

3 OF GLYPHS - HEALER

The treasure is hidden in Kasimir's hovel (chapter 5,

Look to the west. Find a pool blessed by the light of the

area N9a).

white sun.

7 OF COINS -THIEF

The treasure lies beneath the gazebo in the Shrine of

What you seek lies at the crossroads of life and death,

the White Sun (chapter 8, area S4).

among the buried dead.

4 OF GLYPHS -SHEPHERD

The treasure is buried in the graveyard at the River Ivlis l

I

Find the mother-she who gave birth to evil.

crossroads (chapter 2, area F).

The treasure lies in the tomb of King Barov and Queen

8 OF COINS-TAX COLLECTOR

Ravenovia (chapter 4, area K88).

The Vistani have what you seek. A missing child holds

the key to the treasure's release.

5 OF GLYPHS -DRUID

An evil tree grows atop a hill of graves where the ancient The treasure is hidden in the Vistani treasure wagon

dead sleep. The ravens can help you find it. Look for the (chapter 5, area N9i). "A missing child" refers to Arabelle (see chapter 2, area L).

treasure there.

9

The treasure lies at the base of the Gulthias free (chap OF COINS-MISER

ter 14, area Y4). Any wereraven encountered in the wil Look for a fortress inside a fortress, in a place hidden

derness can lead the characters to the lo.cation.

behind fire.

6 OF GLYPHS -ANARCHIST

The treasure lies in Castle Ray�nloft'� fre·a_su;y_ (chapter 4, area K41).

' · ·

·

·

·

I

I I see walls of bones, a chandelier of bones, and a table of bones-all that remains of enemies long forgotten.

MASTER OF COINS - ROGUE

The treasure lies in Castle Ravenloft's h;ill of bones

·. I see a nest of ravens. There you will find the prize.

(chapter 4, area K67).

'. ··

The treasure is hidden in the attic of the Blue Water Inn

7

(chapter 5, area N2q).

OF GLYPHS -CHARLATAN

1

I

I see a lonely mill on a precipice. The treasure lies within.

The treasure lies in the attic of Old Bonegrinder (chapabout the card reading. He sheds his disguise and introter 6, area 04).

duces himself as Dr. Rudolph van Richten.

The characters might think that Gadof Blinsky, the

toymaker ofVallaki (area N7), is the figure they seek,

8 OF GLYPHS - BISHOP

because he has a pet monkey. If they speak to him about

What you seek lies in a pile of treasure, beyond a set of

this possibility, Blinsky jokes that he and the monkey

amber doors.

are "old friends," but if the characters ask him to come with them to fight Strahd, he politely declines. If the characters tell him about the tarokka reading, Blinsky

The treasure lies in the sealed treasury of the Amber

admits that he acquired the monkey from a half-elf car Temple (chapter 13, area X40).

nival ringmaster named Rictavio.

9 OF GLYPHS - TRAITOR

BEAST {JACK OF DIAMONDS)

Look for a wealthy woman. A staunch ally of the devil,

A werewolf holds a secret hatred for your enemy. Use her

she keeps the treasure under lock and key, with the

hatred to your advantage.

bones of an ancient enemy.

This card refers to the werewolf Zuleika Toranescu (see

The treasure is hidden in the master bedroom of Wachchapter 15, area 27). She will accompany the characters terhaus (chapter 5, area N4o).

if they promise to avenge her mate, Emil, by killing the

leader of her pack, Kiri! Stoyanovich.

MASTER OF GLYPHS - PRIEST

You will find what you seek in the castle, amid the ruins

A. BROKEN ONE (KING OF DIAMONDS)

of a place of supplication.

Your greatest ally will be a wizard. His mind is broken,

but his spells are strong.

The treasure lies in Castle Ravenloft's chapel (chapter 4, area K15).

This card refers to the Mad Mage of Mount Baratok (see

chapter 2, area M).

STRAHn's ENEMY

Drawn from the high deck, the fourth card in the card

reading determines the location of an NPC who can

B. BROKEN ONE (KING OF DIAMONDS)

improve the characters' chances of defeating Strahd.

I see a man of faith whose sanity hangs by a thread. He

(Some cards offer two possible results, A and B; in such

has lost someone close to him.

a case, you can pick the one you prefer or that better

suits the circumstances of the adventure.)

Strahd senses that this NPC is a danger to him and

This card refers to Donavich, the priest in the village of tries to eliminate the threat as quickly as possible. This Barovia (see chapter 3, area ES). He will not accompany NPC, whoever it ends up being, gains the following

the characters until his son, Doru, is dead and buried.

additional action:

Inspire. While within sight of Strahd, this character grants in DARKLORD (KING OF SPADES)

spiration to one player character he or she can see.

Ah, the worst of all truths: You must face the evil of this Each of the NPCs described in this section has a role

land alone!

to play in the adventure, even if that individual isn't indicated in the card reading. For the one so designated, however, the information in.this section regarding the There is no NPC who can inspire the characters.

NPC's behavior takes precedence over whatever is said

elsewhere in these pages; that NPC is extraordinary.

A. DONJON (KING OF CLUBS)

Search for a troubled young man surrounded by wealth

ARTIFACT {JOKER 1)

and madness. His home is his prison.

Look for an entertaining man with a monkey. This man is

.

.

more than he seems.

This card refers to Victor Vallakovich (see chapter 5,

area N3t). Realizing th�t the.'charac;te.rs are the key to_

This card refers to Ric.iavio (see appendix D), who can

'1is salvation, he enthusiasticafly.leaves home and ac-'

be found at the Blue Waterinri-in Vallaki (chapter 5,

compcfnies'them to Cqstle Ravenla'ft.

.

�

'

- ' . .' '. . {

,: . '

-�

area N2). Normally reluGtarit to·accompany the charac,

ters, Rictavio cbir�ges his fone if the characters tell him CHAPTER I I lNTO THE MTSTS

r5

8. DONJON (KING OF CLUBS)

A. HORSEMAN {JOKER 2)

Find a girl driven to insanity, locked in the heart of her I see a dead man of noble birth, guarded by his widow.

dead father's house. Curing her madness is key to your

Return life to the dead man's corpse, and he will be your

success.

staunch ally.

This card refers to Stella Wachter (see chapter 5, area

This card refers to Nikolai Wachter the elder, who is

N4n). She grants the party no benefit unless her maddead (see chapter 5, area N4o). If the characters cast a ness is cured. With her wits restored, Stella is happy to raise dead spell or a resurrection spell on his preserved join the party and leave her rotten family behind.

corpse, Nikolai (LN male human noble) agrees to help the characters once he feels well enough, despite his

wife's protests. Although his family has long supported

SEER 0ACK OF CLUBS)

Strahd, Nikolai came to realize toward the end of his life Look for a dusk elf living among the Vistani. He has sufthat Strahd must be destroyed to save Barovia.

fered a great loss and is haunted by dark dreams. Help

If the characters don't have the means to raise Nikolai

him, and he will help you in return.

from the dead, Rictavio (see appendix D) gives them

a spell scroll of raise dead if he learns of their need.

If they're staying at the Blue Water Inn, he leaves the

This card refers to Kasimir Velikov (see chapter 5, area

scroll in one of their rooms.

N9a). The dusk elf accompanies the characters to Castle

Ravenloft only after they lead him to the Amber Temple

and help him find the means to resurrect his dead sister,

8. HORSEMAN {JOKER 2)

Patrina Velikovna.

A man of death named Arri gal will forsake his dark lord

to serve your cause. Beware! He has a rotten soul.

A. GHOST (KING OF HEARTS)

I see a fallen paladin of a fallen order of knights. He lin This card refers to the Vistani assassin Arrigal (see

gers like a ghost in a dead dragon's lair.

chapter 5, area N9c). If the characters mention this card

reading to him, he accepts his fate and accompanies

them. If the characters succeed in defeating Strahd,

This card refers to the revenant Sir Godfrey Gwilym

Arrigal betrays and attacks them, believing that he is

(see chapter 7, area Q37). Although initially unwilling

destined to become Barovia's new lord.

to accompany the characters, he will do so if the characters convince him that the honor of the Order of the Silver Dragon can be restored with his help. Doing A. INNOCENT (QUEEN OF HEARTS)

this requires a successful DC 15 Charisma (Persua I see a young man with a kind heart. A mother's boy! He

sion) check.

is strong in body but weak of mind. Seek him out in the

village of Barovia.

8. GHOST (KING OF HEARTS)

Stir the spirit of the clumsy knight whose crypt lies deep This card refers to Parriwimple (see chapter 3, area

within the castle.

El). Although he's a simpleton, he won't travel to Castle

Ravenloft without good cause. Characters can manipulate him into going by preying on his good heart. For This card refers to Sir Klutz the phantom warrior (see instance, he might go there to help resc_ue missing Barochapter 4, area K84, crypt 33). If Sir Klutz is Strahd's vians, or to save the Life of.lreena Kolyana, who is very enemy, then the phantom warrior disappears not after

beautiful. The characters must somehow deal with Bilseven days, but only after he or Strahd is reduced to 0

drath, Parriwimp!e!s employer, who won't let ·tbe foolish

hit points.

boy go to the castle for any reason. · · /

.,··

'· ' .. . .. � �-

_

I

I

EXECUTIONER {JACK OF SPADES)

8. INNOCENT (QUEEN �F HE�RTS)

Seek out the brother of the devil's bride. They call him

Evil's bride is the one you seek!

"the lesser," but he has a powerful soul.

., .. ·,:.•

��J� - ·.: .. -

This card refers to Ireena Koly���:(see chapter 3-, area

· This card refers to Ismark Kolyanovich (see chapter 3,

E4). Her brother, Ismark,·opposes the idea oflree-

· ·area E,2). Ismark won't accompany the characters to

na's being taken to Castle Rav¢nloft,-tiut she insists

Castle Ravenloft until he knows that his· sister, Ireena

on·going there·once the characters tell her about the

. Koly_a·na, is safe.

card reading. Ireena won't" accompany the ch�racters, however,· until Kolyart lndirovich's body is laid to rest in . ·.,.the·cemetery. >.;,·

16

CHAPTER 1 I INTO THE MISTS

A. MARIONETTE (JACK OF HEARTS)

B. TEMPTER (QUEEN OF DIAMONDS)

What horror is this? I see a man made by a man. Ageless

I hear a wedding bell, or perhaps a death knell. It calls and alone, it haunts the towers of the castle.

thee to a mountainside abbey, wherein you will find a

woman who is more than the sum of her parts.

This card refers to Pidlwick II (see chapter 4, area K59,

as well as appendix D).

This card refers to Vasilka the flesh golem (see chapter

8, area S13).

B. MARIONETTE (JACK OF HEARTS)

STRAHD1S LOCATION IN THE CASTLE

Look for a man of music, a man with two heads. He lives

Drawn from the high deck, the fifth card in the card

in a place of great hunger and sorrow.

reading determines the location of the final showdown

with Strahd-the place in Castle Ravenloft where the

This card refers to Clavin Belview (see chapter 8, area

characters are sure to find him. The first time the char Sl 7), the two-headed mongrelfolk. Clavin serves the

acters arrive at the foretold location, Strahd is there,

Abbot out of fear and a perverse sense of loyalty. His job provided he hasn't been forced back into his coffin.

is to deliver food to the other mongrelfolk, whom he abhors. If the Abbot still lives, Clavin doesn't want to earn his master's ire by attempting to leave, and he refuses to ARTIFACT (JOKER 1) accompany the characters. But if the Abbot dies, Clavin

He lurks in the darkness where the morning light once

doesn't have any reason to remain in the abbey, so he's

shone-a sacred place.

willing to come along if he is bribed with wine. Clavin

provides no benefit to the party without his viol.

Strahd faces the characters in the chapel (area K15).

MISTS (QUEEN OF SPADES)

I

I

BEAST (JACK OF DIAMONDS)

A Vistana wanders this land alone, searching for her

The beast sits on his dark throne.

mentor. She does not stay in one place for long. Seek her

out at Saint Markovia's abbey, near the mists.

Strahd faces the characters in the audience hall

(area K25).

This card refers to Ezmerelda d'Avenir (see appendix D).

She can be found in the Abbey of Saint Markovia (see

I

I

chapter 8, area S19), as well as several other locations

BROKEN ONE (KING OF DIAMONDS)

throughout Barovia.

He haunts the tomb of the m�n he envied above all.

RAVEN (QUEEN OF CLUBS)

Strahd faces the characte_rs in Sergei's tomb (area K85).

Find the leader of the feathered ones who live among the

vines. Though old, he has one more fight left in him.

DARKLORD (KING OF SPADES)

He lurks in the depths of darkness, in the one place to

This card refers toDavian Martikov (see chapter 12,

which he must return.

"The Wizard of Wines"). The old were raven, realizing that he has a chance to end Strahd's tyranny, leaves his :vineyard and winery in the capable hands of his sons,

Strahd faces the characters in his tomb (area K86).

Adrian and Elvir. But before.he travels to Castle Ravenloft to face Strahd, Davian insists on reconciling with I

I

his third son, Urwin Martikov (see chapter 5, area N2).

DONJON (KING OF CLUBS)

He lurks in a hall of bones'. in the dark pits of his castle.

A. TEMPTER (QUEEN OF DIAMONDS)

Strahd faces the characters-in the hall of bones

I see a child-a Vistana. You must hurry, for her fate

(area K§7).

hangs in the balance. Find her at the lake!

SEER (JACK OF CLUBS)

This card refers to A�-abeHe (see chapter 2, area L). She

gladly joins the party. :8-_ut.if she returns to her camp

He waits for you in a place of wisdom, warmth, and de (chapter 5, a'rea N9); herJa�'1er; Luvash, refuses to let

spair. Great secrets are there.

���..

. .

-

.

··:·· . .

� •. ··.

. . . ,._.-�:-.-J·· _ ..

/ .. i:?-,)���1':_.s�}\:·�.:.;_:·; :�· ·

·· '.\Stral}d fa�es the cbanicters in the.�tu,dy (are� .K37r

. .... -.,

.

17

I

I

GHOST (KINC OF HEARTS)

TEMPTER (QUEEN OF DIAMONDS)

Look to the father's tomb.

I see a secret place-a vault of temptation hidden behind

a woman of great beauty. The evil waits atop his tower of

Strahd faces the characters in the tomb of King Barov

treasure.

and Queen Ravenovia (area K88).

Strahd confronts the characters in the treasury (area

EXECUTIONER (JACK OF SPADES}

K41). "A woman of great beauty" refers to the portrait of Tatyana hanging in the castle's study (area K37), which I see a dark figure on a balcony, looking down upon this

contains a secret door that leads to the treasury.

tortured land with a twisted smile.

ADVENTURE HOOKS

Strahd faces the characters at the overlook (area K6).

In the event that begins the adventure, the fates of

Strahd and the adventurers are entwined as the characters are invited or forced into his domain. Different ways HORSEMAN (JOKER 2) to get the adventurers to Barovia are described in the

He lurks in the one place to which he must return-a

sections that follow. Use whichever one you favor.

place of death.

In "Plea for Help," a colorfully dressed stranger approaches the characters while they are staying at a

tavern. The stranger delivers a letter from his master,

Strahd faces the characters in his tomb (area K86).

inviting them to the village of Barovia with an urgent request for their assistance. If the characters take the bait, the fog engulfs them as they cross into Strahd's domain.

INNOCENT (QUEEN OF HEARTS)

In "Mysterious Visitors," the characters are asked He dwells with the one whose blood sealed his doom, a

to scare off a band of rowdy travelers who are camped

brother of light snuffed out too soon.

outside the town of Daggerford, on the Sword Coast in

the Forgotten Realms campaign setting. The travelers

Strahd faces the characters in Sergei's tomb (area K85).

welcome the characters to their camp and invite them to

sit by their fire while their elder recounts a tragic tale of a cursed yet noble prince. The characters, lulled into a MARIONETTE (JACK OF HEARTS)

trance by the fire, awaken to find themselves on a foggy

Look to great heights. Find the beating heart of the casroad, delivered to Barovia by their Vistani hosts.

In "Werewolves in the Mist," the characters are drawn tle. He waits nearby.

together by a series of werewolf attacks. The hunt for

this pack of lycanthropes leads the characters into a for Strahd faces the characters in the north tower peak

est, where they are swept into the land of Barovia. This

(area K60).

hook assumes the use of the five factions featured in the

Adventurers League.

In "Creeping Fog," the characters are traveling a MISTS (QUEEN OF SPADES)

lonely road through the woods when the fog engulfs

The cards can't see where the evil lurks. The mists obthem, spiriting them away to the land of Barovia.

scure all!

PLEA FOR HELP

The characters start their adventure in an old tavern,

The card offers no clue about where the final showdown

the details of which are for you to decide,

with Strahd will occur. It can happen anywhere you like

in Castle Ravenloft. Alternatively, Madam Eva tells the

characters to return to her after.at least thre<r days, and To a party of seasoned adventurers such as yourselves,

she will consult the. cards again' for, then;, but only to dis-what you see is but another dull tavern in another dull cern the location �f their

.

· enemy.. ·-·,- · ' · ' ·'

.-

town in some nameless province. It is but another span

·- :- ... .__ · ·,

I

;/.'-··

. l

of time between the challenges of true adventuring.

0

RAVEN (QUEEN OF CLUBS)

I Outside the tavern, a fog lies over the town this eve Look to the mother's tomb.

ning. The damp, cobbled pavement glistens as the lights

_

of street lanterns dance across the slick stones. The fog

. Strahd faces the characters in the tomb of King Barov

chills the bones and shivers the soul of anyone outside .

and Queen Ravenovia (area K88).

Yet inside these tavern walls the food is hearty, and the

ale is warm and frothy. A fire blazes in the hearth, and the tavern is alive with the tumbling voices of country folk.

CHAPTER I I INTO THE MISTS

18

The characters can interrupt the messenger at any time.

Suddenly, the tavern door swings open, and a hush

His name is Arrigal (NE male human assassin), and he falls over the room. Framed by the lamp-lit fog, a form is a Vistani. The other tavern patrons regard his people strides through the doorway. His heavy, booted footfalls

as friendly folk who travel about in covered wagons and

and the jingle of his coins shatter the silence. His brightly usually keep to themselves.

Arrigal describes Barovia as a valley of great beauty

colored clothes are draped in loose folds about him, and

and his master as a remarkable man. If the characters

his hat hangs askew, hiding his eyes in shadows. Without

question Arrigal about the identity of his master, he

hesitation, he walks up to your table and stands proudly

claims to serve Burgomaster Kolyan Indirovich, but in

in a wide stance with folded arms.

truth he serves Strahd. After delivering the letter, Arri In an accented voice he says, "I have been sent to you gal mounts his horse and rides off. He doesn't wait for

to deliver this message. If you be creatures of honor,

the characters to follow him.

The crest depicted on the letter's seal belongs to

you will come to my master's aid at first light. It is not Strahd, though the characters have never seen it before.

advisable to travel the Svalich Woods at night!" He pulls Show the players Strahd's crest on page 239.

from his tunic a sealed letter, addressed to all of you in The letter, which seems to have been written by the

beautiful flowing script. He drops the letter on the table.

burgomaster, was actually penned by Strahd. If the

"Take the west road from here some five hours march characters read the letter, show the players "Kolyan Indirovich's Letter (Version 1)" in appendix F. The letter is down through the Svalich Woods. There you will find my bait to lure the adventurers to Barovia. If the characters master in Barovia."

take the bait, they arrive at area A (see chapter 2, "The Amid the silent stares of the patronage, the gypsy

Lands of Barovia").

strides to the bar and says to the wary barkeep, "Fill the glasses, one and all. Their throats are obviously

MYSTERIOUS VISITORS

parched." He drops a purse heavy with gold on the bar.

The details of this adventure hook assume that your

With that, he leaves.

D&D campaign is based in or near Daggerford, a town

The babble of tavern voices resumes, although someon the Sword Coast in the Forgotten Realms, but you can change the location to suit your campaign.

what subdued. The letter is lying before you. The seal is

in the shape of a crest you don't recognize.

CHAPTER l I INTO THE MISTS

__ ·r ..,,_ __ j/- 19·-:;;;:

Stanimir is joined by his daughter, Damia (CN male

Duchess Morwen of Daggerford is having guests for dinhuman spy), and his son, Ratka (CN male human ban ner-and you are invited. No strangers to Daggerford,

dit captain). Nine other Vistani (CN male and female you have come to the town's defense on more than one

bandits) heed Ratka's commands. The six draft horses occasion, and you count Lady Morwen as a friend and a are used to pull the Vistani wagons, which contain their

belongings but nothing of value.

benefactor.

A cool autumn breeze blows through the streets as

THE DANCING FIRE

you make your way to the keep. As you dine on hot, spicy

Stanimir introduces himself and welcomes the charsoup and tenderly cooked pheasant, you can tell that the acters to his camp. If they deliver Duchess Morwen's duchess seems more out of sorts than usual. Then a pall

warning, read:

comes over the occasion as she voices her concern about

a band of wayward travelers camped outside the town's

Stanimir laughs. "Don't worry. We have no wish to make walls. They seemed harmless at first, but Morwen has

enemies of Lady Morwen. I have a story to tell all of you.

received reports that they have begun harassing towns First you listen, then we go."

folk and other visitors as they come and go, demanding

money and wine, and threatening to put hexes on anyone

If the characters agree to hear Stanimir's story, he inwho doesn't pay up.

vites them to gather around the fire and hear his tale:

Yesterday, the duchess ordered several guards to scare

away the mysterious visitors, but they couldn't get the

Stanimir fills his mouth with wine, then spits into the fire.

job done. When the guards returned, they spoke sympa The flames turn from orange to green. As they dance and

thetically about the visitors. It seemed as if the guards

sway, a dark shape appears in the bonfire's core.

had been magically charmed.

"We come from an ancient land whose name is long

Morwen doesn't want an armed conflict, but she aims

forgotten-a land of kings. Our enemies forced us from

to send a stern message to the visitors and asks you to

our homes, and now we wander the lost roads."

deliver it on her behalf. "If they don't leave before dawn,"

The dark shape in the fire takes the form of a man beshe says, "I'll burn their wagons to the ground."

ing knocked from his horse, a spear piercing his side.

Stanimir continues. "One night, a wounded soldier

The characters are asked to deliver Duchess Morwen's

staggered into our camp and collapsed. We nursed his

message immediately after dinner.

terrible injury and quenched his thirst with wine. He

The travelers are camped on the hill outside the gates

survived. When we asked him who he was, he wouldn't

of Daggerford, near the road. Guards atop the walls

watch the camp closely at all hours.

say. All he wanted was to return home, but we were deep

When the characters approach the camp, read:

in the land of his enemies. We took him as one of our

own and followed him back toward his homeland. His

enemies hunted him. They said he was a prince, yet we

As the evening grows dark, you see a dozen men and

didn't give him up, even when their assassins fell upon

women gathered around a crackling bonfire. The folk are

us like wolves."

in good spirits. A few of them sing and dance around the

Deep in the bonfire, you see the dark figure standing

fire while others find happiness in their flasks and winewith sword drawn, fighting off a host of shadowy shapes.

skins. Three barrel-topped wagons are parked at odd an "This man of royal blood fought to protect us, as we

gles. Tied to a nearby tree, grazing, are half a dozen draft protected him. We bore him safely to his home, and he

horses wearing bright coats with bangles and tassels.

thanked us. He said, 'I owe you my life. Stay as long as

you wish, leave when you choose, and know that you will

The men and women are Vistan"i.They have no interest

always be safe here."'

in Daggerford. Their orders are to,deiiver.the characters

safely to Barovia.

The figure in the dancing fire vanquishes its final foe,

· :, .. /� ... ·. . · · ..

, ..

The leader of this group_is Stariiinir.'(8� male human),

then disperses in a cloud of smoke and embers.

an old man with the statistics bf.a mage who has the

Stanimir's face becol')1es a somber mask. "A curse has following spells prep'�red:

·

befallen our noble prince, turning him into a tyrant. We

Cantrips (at will): friends, light, mage hand, prestidigitation alone have the power to leave his domain. We've traveled 1st level (4 slots): charm person, mage armor, shield, sleep far and wide to find heroes such as yourselves to end our . 2nd level (3 slots): misty step, suggestion

dread lord's curse and put his troubled soul to rest. Our

3rd level (3 slots): bestow curse, phantom steed, vampiric touch 4th level (3 slots): greater invisibility, stoneskin leader, Madam Eva, knows all. Will you return to Barovia

5th level (1 slot): dominate person

with us and speak with her?"

CHAPTER l I INTO THE MlSTS

20

These Vistani refuse to speak the name of their "dread weapons in silver. The party can have up to six weapons

lord" and provide no additional information. If the charsilvered in this manner. Twenty pieces of ammunition acters press them for details, the Vistani reply, "Madam count as one weapon for this purpose.

Eva has the answers you seek."

About the Harpers. The Harpers is a network of If the characters agree to accompany the Vistani, spellcasters and spies who advocate equality and who

the Vistani lead them south along the Trade Way. After

covertly oppose the abuse of power. The organization's

several days of uneventful travel, the mists of Ravenloft

longevity is largely due to its decentralized, grassroots, engulf the caravan, transporting the characters and the

secretive nature, and the autonomy of its members. The

Vistani to Barovia. The Vistani then lead the party safely Harpers have small cells and lone operatives throughto their leader, Madam Eva, at area G (see chapter 2).

out the Forgotten Realms. They share information with

The characters arrive at area A and are taken through

one another from time to time as needs warrant. The

areas B, E, and F on the way to Madam Eva's camp. If

Harpers' ideology is noble, and its members pride themthe characters rid themselves of their Vistani hosts beselves on their ingenuity and incorruptibility.

fore reaching Madam Eva's camp, they're on the own.

If the characters decline Stanimir's invitation, the ORDER OF THE GAUNTLET

Vistani are disappointed but leave as promised. A day

or two later, use the "Creeping Fog" adventure hook or some variation of it to draw the characters into Barovia.

You met with the heads of the Order of the Gauntlet

chapter house in Waterdeep. They've stationed mem WEREWOLVES IN THE MIST

bers of the order at various inns and homesteads east of

This adventure hook assumes you're running a cam Daggerford, so that locals need not fear the night. Now

paign in or near Daggerford (see "Mysterious Visitors"

they're counting on you to find the werewolves' lair in the for more information). It also assumes you're using the

Misty Forest. Only then can the order mount an orgafive player factions featured in the Adventurers League.

nized assault. As you prepare to depart, a knight of the

order named Lanniver Strayl offers you his blessing.

"Werewolves in the mist!" You've heard these dreaded words spoken again and again by farmers, merchants,

Lanniver Strayl (LG male human knight), a devout foland adventurers alike. The hamlets east of Daggerford lower of Tyr recently arrived in Daggerford, gives a po have fallen prey to a pack of werewolves that spills out of tion of heroism to each member of the order in the party.

the Misty Forest on nights of the full moon, cloaked in

About the Order of the Gauntlet. Founded by paladins and clerics of Helm, Torm, and Tyr, the order is a crawling mist that seems to follow them wherever they dedicated group of like-minded individuals driven by rego. The beasts spread death and mayhem, slaughtering ligious zeal or a finely honed sense of justice and honor.

adults and stealing children before retreating back into

The order is ready to lash out the moment evil acts, and

the woods. Others have tried to combat the werewolf

not a moment before. The order strikes hard and fast,

menace, with little success.

without waiting for the blessings of temples or the permission of rulers. The order believes that evil must be smashed, or it will swiftly overcome all.

The Misty Forest lies thirty miles east of Daggerford.

Before the characters embark on their quest, those who

EMERALD ENCLAVE

have faction allegiances receive additional information

described in the sections that follow. Take the players

aside, and read them the boxed text for their faction.

You don't need to consult with others in the Emerald

Enclave to know that the werewolves are upsetting the

HARPERS

natural order. For balance to be restored, they must be

eradicated. It seems the gods of nature agree, for they've A Harper named Zelraun Roaringhorn knows a metalsent good weather and preserved the monsters' tracks.

smith who will silver your weapons for free. He also provides some helpful magic.

Members of the Emerald Enclave in the party gain inspi "We strive to protect the powerless," he says. "If the ration whenever the party kills a werewolf.

children kidnapped by the werewolves are still alive, I

About the Emerald Enclave. This widespread group would see them safely returned."

of wilderness survivalists-preserves the natural order

while rooting out unnatural threats. Druids, rangers,

and barbarians make up most of its membership.

Zelraun Roaringhorn (LN male human mage) has come

Branches of the organization can be found wherever

to Daggerford to meet with its ruler, Duchess Morwen,

untamed wilderriess exists. ·Members of the Emerald

and offer the Harpers' support.

Enclave·know how to survive, and more important, they

Zelraun gives each Harper character a spell scroll

want to help others do the same. They aren't opposed to

of remove curse. He has also made arrangements with

civilization or progress, but they strive to prevent civilia metalsmith in Waterdeep to sheathe the _characters'

zation and the wilderness from destroying one another.

CHAPTER 1 I INTO THE MISTS

2T

·,., //'� -

l 7--,.,

.

• I.

'

LORDS' ALLIANCE

the Way Inn (about sixty miles southeast of Daggerford,

along the Trade Way) when the werewolves attacked.

Yarak was slain, and Davra wants revenge; she wants

A Lords' Alliance operative from Waterdeep named

the head of the werewolf pack leader. She is too tied up

Eravien Haund comes to Daggerford bearing news that

with "business" to engage in a personal vendetta, but if alliance agents have not only captured one of the wereanother member of the Black Network were to help, she wolves but also conducted a thorough interrogation bewould owe that individual a special favor (see "Marks of Prestige" in chapter 7 of the Dungeon Master's Guide).

fore putting the creature out of its misery.

About the Zhentarim. The Zhentarim is an unscrupulous shadow network that seeks to expand its influence Eravien Haund (LN male half-elf noble) imparts the throughout the Forgotten Realms. The public face of the

following information to fellow Lords' Alliance members

Black Network appears relatively benign. It offers the

and tells them not to share it:

best and cheapest goods and services, both legal and

illicit, hoping to undercut its competitors.

• The werewolf pack has almost a dozen members. The

Members of the Zhentarim think of themselves as

leader of the pack is a man named Kiril.

members of an extended family and rely on it for re • The werewolves come from a distant land called Barosources and security. At the same time, members are via. The Lords' Alliance has no information about it.

granted the autonomy to increase their own wealth and

• The werewolves worship a deity called Mother Night.

influence. As a whole, the Zhentarim promises "the best

• The werewolves leave and return to Barovia through

for the best," although in truth the organization is more some kind of ancient portal. (This is a deduction on

interested in spreading its own propaganda and influ Eravien's part, based on the werewolf prisoner's vague

ence than investing in the improvement of its members.

description of how the pack gets to and from Barovia.)

Eravien believes that he can gain prestige within the

WELCOME TO BAROVIA

Lords' Alliance if he learns the whereabouts of the

Strahd is using the werewolves to lure adventurers

"ancient portal" that the werewolves are using and deto his domain. Characters can follow the werewolves'

stroys it. He is convinced that the portal represents a

tracks into the Misty Forest. After hours of fruitless

danger not only to Daggerford but also to Waterdeep.

searching, the characters are engulfed by thick fog:

Any Lords' AJliance character who agrees to destroy

it is given a spell scroll of magic weapon. Eravien also promises to furnish the character with a letter of recom The woods darken as the trees begin to close ranks, their

mendation (see "Marks of Prestige" in chapter 7 of the needle-covered arms interlocking to blot out the sun. The Dungeon Master's Guide) once the portal is destroyed.

shroud of mist that covers the ground turns into creeping

About the Lords' Alliance. The Lords' Alliance is a walls of gray fog that silently envelop you until you can't coalition of political powers concerned with their musee more than a few feet in any direction. Soon, even the tual security and prosperity. Heading the coalition are werewolf tracks disappear.

rulers in the North and along the Sword Coast.

Although alliance members have pledged to join

forces against common threats, every lord in it places

No matter which direction they go, the characters come

the fate and fortune of his or her settlement above all

to a lonely dirt road that cuts through the woods, leading others. Agents of the alliance are chosen primarily for

to area A (see chapter 2). As an alternative, you can have their loyalty, and are trained in observation, stealth, inthem enter Barovia near Krezk (see chapter 8).

nuendo, and combat. Backed by the wealthy, they carry

well-made equipment (often disguised to appear com CREEPING FOG

mon). Alliance operatives are often glory hounds.

This scenario assumes that the characters are camping

in a forest when the fog engulfs them. They are quietly

ZHE NTARIM

borne to the edge of Barovia.

The Black Network sees the werewolf menace as an op The woods are quiet this night, and the air grows chill.

portunity to provide lords and nervous landowners with

Your fire sputters as a low mist gathers around the edges

mercenaries to protect their holdings. But at least one

of your camp, growing closer as the night wears on. By

of your fellow members has a grudge against the lycanmorning, the fog hangs thick in the air, turning the trees thropes. Davra Jassur, a member of the Zhentarim based around you into gray ghosts. Then you notice these aren't

in Waterdeep, arranges a private meeting with you.

the same trees that surrounded you the night before.

DavraJassur (LE female human assassin) poses as a re ·cruiter for the Black Network but is, in fact, a cutthroat No matter which direction they go, the characters come

who quietly disposes of competitors. Her husband·,

·. to a lonely dirt road that cuts through the woods, leading Yafak, was also a member of the Black Network. He

to area A (see chapter 2). As an alternative, you can have was escorting a caravan traveling from Daggerford to

them. enter Bamv.ia near Krezk (see chapter 8).

CHAPTER 1 I INTO THE MISTS

22

'"'

...... '\. /

J -�

CHAPTER 2: THE LANDS OF BAROVIA

HE IDYLLIC VALLEY NESTLED IN THE

LAY OF THE LAND

Balinok Mountains was a slice of heaven

to those who knew of its existence before

Rolling thunderclouds cast a gray pall over the land of

Strahd's arrival. The serenity of the place

Barovia. A deathly stillness hangs over the dark woods,

was forever shattered when Strahd led a

which are patrolled constantly by Strahd's wolves and

bloody crusade against the enemies of bis

other servitors.

family that ended here with the slaughter

The evergreen trees of the Svalich Woods climb the

of hundreds. Struck by the scenic beauty of his most

sides of the mountains that enclose the valley. The largrecent conquest and eager to escape the shadow of his est of these peaks is Mount Baratok, with its snow-covfather's legacy, Strahd made the valley his home and ered cap and rugged slopes. Baratok's slightly smaller named it Barovia after the late King Barov, his father.

twin, Mount Ghakis, is mostly bald with tufts of trees

The land now called Barovia is no longer part of the

here and there. Between these two mountains stands

world that Strahd once tried to conquer. It now exists

Lake Zarovich, which is fed by streams of ice-cold water

within a demiplane formed by Strahd's consciousness

pouring down the face of Mount Baratok. On the south

and surrounded by a deadly fog. No creature can leave

side of the lake rests the town of Vallaki, enclosed by a

without Strahd's permission, and those that try become

palisade. West of the two mountains, atop a hill, stands

lost in the mist.

the Abbey of Saint Markovia, around which the Barovi Strahd allows the Vistani to come and go as they

ans built a walled village named Krezk. Between Vallaki

please because he admires their lust for life and their

and Krezk lie the ruins of Argynvostholt, the fallen

willingness to serve him when he needs them. He also

bastion of a knightly order called the Order of the Silver owes an ancient debt to the Vistani people. As a soldier

Dragon, wiped out by Strahd and his army. East of the

centuries ago, he suffered a grievous injury in battle,

mountains lies the village of Barovia, shrouded in mist

and the Vistani tended his wounds and returned him

and bereft of walls and defenses. The dark silhouette

safely to his family without making any demand for payof Castle Raven loft looks down on this village from its ment. The Vistani claim to possess potions that allow perch atop a 1,000-foot-high column of rock known as

them to leave Strahd's domain, but the potions are false

the Pillarstone of Ravenloft.

concoctions with no magical power. Nevertheless, the

Vistani are willing to sell them for a hefty price.

MISTS OF RAVENLOFT

Native Barovians have been terrorized for centuries

A deadly fog surrounds the land of Barovia and engulfs

by the one they call "the devil Strahd." Only a handful any creature that tries to leave. Even flying creatures are of them have the will to oppose him. Barovians congresubject to the fog's effects, which are as follows: gate in the valley's three main settlements-the villages of Barovia and Krezk and the town of Vallaki-for fear

A creature that starts its turn in the fog must succeed

of falling prey to wolves and other beasts that prowl

on a DC 20 Constitution saving throw or gain one

•

the woods. Among these people are the Keepers of the

level of exhaustion (see appendix A in the Player's

Feather, a secret society of wereravens. Not powerful

Handbook). This exhaustion can't be removed while

•

enough to defeat Strahd on their own, the Keepers readthe creature is in the fog.

•

ily assist adventurers who find themselves drawn into

Strahd's domain.

MY ARMY SETILED IN THE VALLEY

of Barovia and took power over the

people in the name of a just god, but

with none of a god's grace or justice.

-Tome of Strahd

23

No matter how far a creature travels in the fog, or in

Find the path: A child's spirit appears and guides the which direction it goes, it gets turned around so that it caster to the desired location. The spirit can't be

eventually finds itself back in Barovia.

harmed and doesn't speak.

, The area within the fog is heavily obscured (see "Vi Fog cloud: Misty, harmless claws form in the fog.

sion and Light" in chapter 8 of the Player's Handbook).

Gust of wind: A ghastly moan accompanies the summoned wind.

SUNLIGHT IN BAROVIA

Mage hand: The summoned hand is skeletal.

By the will of the Dark Powers, the sun never fully

Maze: The surfaces of the demi plane's maze are made shines in the lands of Barovia. Even during the day, the of mortared skulls and bones.

sky is dimmed by fog or storm clouds, or the light is

Phantom steed: The steed resembles a skeletal horse.

strangely muted. Barovian daylight is bright light, yet it

Rary's telepathic bond: Characters linked together by isn't considered sunlight for the purpose of effects and the spell can't shake the feeling that something vile is

vulnerabilities, such as a vampire's, tied to sunlight.

telepathically eavesdropping on them.

Nevertheless, Strahd and his vampire spawn tend to

Revivify: A creature restored to life by a revivify spell stay indoors most of the day and venture out at night, screams upon regaining consciousness, as though

and they are subject to sunlight created by magic.

waking from some horrible nightmare.

Spirit guardians: The spirits.appear as ghostly, skele ALTERATIONS TO MAGIC

tal warriors.

Wall of stone: A wall created by the spell has ghastly The land of Barovia resides in its own demiplane, faces sculpted into it, as though tortured spirits were

isolated from all other planes, including the Material

somehow trapped within the stone.

Plane. No spell-not even wish-allows one to escape from Strahd's domain. Astral projection, teleport, plane RESURRECTION MADNESS

shift, and similar spells cast for the purpose of leaving Barovia simply fail, as do effects that banish a creature In Barovia, the souls of the dead are as trapped as the

to another plane of existence. These restrictions apply

souls of the living. They become caught in the mists and

can't travel to the afterlife.

to magic items and artifacts that have properties that

When a humanoid who has been dead for at least 24

transport or banish creatures to other planes. Magic

hours returns to life, either by way of a spell or some

that allows transit to the Border Ethereal, such as the

supernatural means, it gains a random form of indefinite

etherealness spell and the Etherealness feature of incormadness brought on by the realization that its spirit is poreal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd's domain is

trapped in Barovia, likely forever. To determine how this

pulled back into Barovia upon leaving that plane.

madness is expressed, roll on the Indefinite Madness

For the purpose of spells whose effects change across

table in chapter 8 of the Dungeon Master's Guide.

or are blocked by planar boundaries (such as sending), Strahd's domain is considered its own plane. Magic that BAROVIANS

summons creatures or objects from other planes func After his armies occupied the valley and slew its inhabitions normally in Barovia, as does magic that involves tants, Strahd repopulated the area with human subjects an extradimensional space. Any spells cast within such

drawn from his other conquered lands. As a result,

an extradimensional space (such as that created by

Barovians have a wide variety of ethnic backgrounds.

Mordenkainen's magnificent mansion) are subject to the Barovians are deeply invested in their homes and

same restrictions as magic cast in Barovia.

their traditions. They are wary of strange peoples and

While in Barovia, characters who receive spells from

customs. The way Barovians deal with strangers can

deities or otherworldly patrons continue to do so. In adbe unsettling to those newcomers. Barovians have a dition, spells that allow contact with beings from other tendency to stare openly, in silence, thereby express-

planes function normally-with one proviso: Strahd can

ing their disapproval of anything that isn't familiar to

sense when someone in his domain is casting such a

them. Barovians aren't talkative with strangers, to the

spell and can choose to make himself the spell's recipiextent of being pointedly rude, Most Barovians have ent, so that he becomes the one who is contacted.

violent tempers that boil up through their cus'tomary

silence when they are provoked. They -also have a.social

COSMETIC SPELL MODIFICATIONS.

cohesiveness (thrust. upon ,them by their weird circum�

At your discretion, a spell can 6e �oqified·cosmeticaily

stances) that can make tht:-:'m. acftogeth�r· ggainst outsid-to enhance the ho.rrific atmosptt�r'fi._Here are:examples: ers if a Barovian is mistreat�d. ·

Barovians were a happy people.once, but their history

\ . �

-: .•• 'I

.;-

• �

Alarm: Instead of hearing a inerital ping when the and current conditions aren't plef1san(�f one manages alarm is triggered, the caster hears a scream.

to win the trust of a Barovi�p.. one_ has a friend for life

Bigby's hand: The ·conjured hand is skeletal.

· ·

and a stalwart ally.

Find familiar: The familiar is undead-not a celes Barovian children aren't happy-children. They are

tial, fey, or fiend-and is immune to features that

raised in a culture of fear and told time and again not

turn undead.

to wander too far from their homes or· enter the woods.

Find steed: The summoned steed is undead-not a ce They experience little hope or joy, and they are taught to lestial, fey, or fiend-and is immune to features that

_fear the devil �trahd above all.

turn undead.

CHAPTER 2 [ THE LANDS OF BAROVTA

......... e,(.';F-�7_

--

-

-- ---- \/· .. �--'-·

Barovian adults eke out modest livings. With no new

with souls isn't certain to have a soul of its own. Baroviwealth pouring into the valley, they trade in old coins ans without souls are maudlin folk who experience fear that bear the profile of their dark lord, Strahd, as he

but neither laugh nor cry.

looked when he was alive. They hide their precious bau Ireena Kolyana and her brother Ismark both have

bles in their houses and dress plainly outdoors, so as

souls, as do all Vistani. Which Barovians have souls and

not to attract the attention of Strahd or his spies.

which don't is left up to you.

Barovians live within a closed ecosystem. Every

Strahd periodically feeds on the blood of Barovians

Barovian adult is expected to learn a trade or serve a

who have souls, but he can't draw nourishment from the

function. Barovians stitch their own clothing, craft their blood of the soulless. He can tell at a glance whether a

own furniture, grow their own food, and make their own

Barovian has a soul or is merely a shell.

wine. With fewer than three thousand people living in

the entire valley, finding the perfect mate isn't easy, so BAROVIAN NAMES

Barovians have learned to settle for what they can get.

You can use the following lists to create Barovian NPC

SOULS AND SHELLS

names on the fly.

Male Names: Alek, Andrej, Anton, Balthazar, Bogan, Bo Barovians are made of flesh and blood. They are born,

ris, Dargos, Darzin, Dragomir, Emeric, Falkon, Frederich, they live, they age, and they die. But not all of them Franz, Gargosh, Gorek, Grygori, Hans, Harkus, Ivan, jirko, only about one in every ten-have souls.

Kobal, Korga, Krystofor, Lazio, Livius, Marek, Miroslav, When a being with a soul dies in Barovia, that soul

Nikolaj, Nimir, Oleg, Radovan, Radu, Seraz, Sergei, Stefan, Tural, Valentin, Vasily, Vladislav, Waltar, Yesper, Zsolt

remains trapped in Strahd's domain until it is reincar Female Names: Alana, Clavdia, Danya, Dezdrelda,

nated in a newborn. It can take decades for a bodiless

Diavola, Dorina, Drasha, Drilvia, Elisabeta, Fatima, Grilsoul to find a host, and Barovians who share the same sha, Isabella, Ivana, Jarzinka, Kala, Katerina, Kereza, Kosoul over generations tend to look alike. That is why rina, Lavinia, Magda, Marta, Mathilda, Minodora, Mirabel, Ireena Kolyana looks exactly like Strahd's beloved Miruna, Nimira, Nyanka, Olivenka, Ruxandra, Serina, Tere Tatyana-both women were born with the same soul.

ska, Valentina, Vasha, Victoria, Wensencia, Zondra

Strahd needs loyal subjects to feed his ego. Barovians

Family Names: Alastroi, Antonovich/Antonova, Barwithout souls are empty shells created by his consciousthos, Belasco, Cantemir, Dargovich/Dargova, Diavolov, ness to fill out the local population. Although they are Diminski, Dilisnya, Drazkoi, Garvinski, Grejenko, Groza, physically indistinguishable from Barovians with souls,

Grygorovich/Grygorova, lvanovich/lvanova, Janek, Karushkin, Konstantinovich/Konstantinova, Krezkov /Krezkova, they tend to be bereft of charm and imagination ·and to Krykski, Lansten, Lazarescu, Lukresh, Lipsiege, Martikov/

be more compliant and depressed than the others. They

Martikova, Mironovich/Mironovna, Moldovar, Nikolovich/

dress in drab clothing, whereas Barovians who have

Nikolova, Nimirovich/Nimirova, Oronovich/Oronova,

souls wear .clothes with a splash of color or individuality.

Petrovich/Petrovna, Polensky, Radovich/Radova, Rilsky,

A Barovian woman, soulless or not, can give birth. A

Stefanovich/Stefanova, Strazni, Swilovich/Swilova, Taltos, child born in Barovia might have a soul even if one or

Targolov/Targolova, Tyminski, Ulbrek, Ulrich, Vadu, Voltaboth parents do not. Conversely, the child of two parents·

nescu, Zalenski, Zalken

If Strahd is defeated, the fog that surrounds Barovia

BAROVIAN CALENDAR

fades away, allowing the inhabitants of the valley to

Barovia has its own calendar, and Barovians are accusleave if they wish. Only those who have souls, however, tomed to measuring the passage of time in "moons"

can truly leave this place. Soulless Barovians cease to

instead of months. As a measurement of time, each moon

exist as soon as they exit the valley.

begins on the first night of a full moon and lasts a full

lunar cycle. A year consists of twelve moons, or twelve

BAROVIANS AND N ONHUMANS

lunar cycles.

Strahd was born in 306. In 346, he inherited his father's

Barovians are human. Although they know that

crown, lands, and army. Strahd conquered the valley in

dwarves, elves, halflings and other civilized races exist, 347, finished construction of Castle Ravenloft in 350, and few living Barovians have seen such "creatures," let died and became a vampire in 351. The current year is 735.

alone interacted with them.

Aside from the secretive dusk elves of Vallaki (see

Wine is the lifeblood of Barovia-for some, it is the

chapter 5), the only nonhumans most Barovians are

only reason to keep living. Barovian taverns get their

familiar with are the adventurers that Strahd has lured

wine from the Wizard of Wines winery near Krezk.

to his dark realm. Barovians thus react to nonhuman

A mad wizard of great power haunts the foothills of

characters the same way most humans in the real

Mount Baratok. He is an outsider and no friend of the

world would react to elf, dwarf, or half-ore adventurers

vampire's.

suddenly walking the streets. Most such outsiders are

scorned, feared, or shunned.

BELIEFS AND SUPERSTITIONS

Barovians have deep-rooted religious beliefs and

BAROVIAN LORE

superstitions that they pass down from one generation

Typical Barovians know certain facts, or have certain

to the next:

beliefs, about their existence and their surroundings.

Two divine forces watch over the Barovian people: the

This common lore is summarized here. Characters can

Morninglord and Mother Night.

learn this information after earning a Barovian's trust.

• Before the curse of Strahd befell the land, the Morninglord watched over the Barovian people from sunrise THE DEVIL STRAHD

until sundown. Now, the sun has not shone unob About Strahd and vampires, the Barovians believe the

scured for centuries, and the Morninglord no longer

following:

answers their prayers.

Strahd von Zarovich is a vampire, and he dwells in

, The presence of Mother Night is felt most strongly

Castle Ravenloft. No one is welcome at the castle.

between dusk and dawn, although nighttime prayers

The devil Strahd is a curse placed on the land because

to her go unanswered. It is widely believed that she

of a forgotten sin of the Barovians' ancestors. (This is

has forsaken the Barovian people and sent the devil

untrue, but Barovians believe it nonetheless.)

Strahd to punish them for their ancestors' offenses.

A vampire must rest in its coffin during the day. At

• Spirits drift along the Old Svalich Road toward Castle

night, it can summon wolves and vermin to do its bid Ravenloft in the dead of night. These phantoms are all

ding. A vampire can transform into a bat, a wolf, or a

that remain of Strahd's enemies, and this damnable

cloud of mist. In its humanoid form, it can dominate

fate awaits anyone who opposes him.

you with its powerful gaze.

The Vistani serve the devil Strahd. They alone are al A vampire can't enter a residence without an invitation

lowed to leave Barovia.

from one of the occupants.

• Never harm a raven, lest ill fortune befall you!

Running water burns a vampire like acid, and sunlight

causes a vampire to burst into flame.

VISTANI

The Vistani (singular: Vistana) are wanderers who live

THE LAND OF BAROVIA

outside civilization, traveling about in horse-drawn, bar Barovians know the following facts about

rel-topped wagons called vardos, which they build themtheir homeland: selves. Compared to Barovians:they are flamboyant.

, Anyone who attempts to leave the land of Barovia

Vistani dress in bright clothes, laugh often, arid drink

begins to choke on the fog. ·Those who don't turn

heartily. As much as they feel at home-in._Strahd's dreary back perish.

·

· ·

land, they know they can leave it.whenever they" please Many strangers )lave be�n d(awn to �arovia·over the

and aren't damned fo spend eteinity there.

years, but they all die or dis�pp'�ar;before long.

Vistani are silversmiths, copper�miths, haberdashers,

Wolves, dire wolves, ahd wete\Volves prowl th� Sva-

cooks, weavers, musicians, ente_i:tainers,.storytelfers,

lich Woods, and hungry bats fi'tl the'skies at night.

toolmakers, and horse traders. They also earn money

, The village of Barovia sits at th·e east end of the valley.

by telling fortunes and selling inforniation. They spend

Its burgomaster is named Kolyan Indirovich.

whatever they earn to support a lavish lifestyle, display

The town of Vallaki lies in the heart of the valley. Its

their wealth openly a� a sign of prosperity, and share

burgomaster is named Baron Vargas Vallakovich.

their good fortune with family and friends.

The fortified village of Krezk lies at the west end of

Each family or clan of Vistani is its own little geronthe valley and is built around an old abbey. The village.

tocracy, with the oldest member ruling the roost. This

burgomaster is named Dmitri Krezkov.

elder. cl!-rrfes the_ bulk of the responsibility for enforcing CHAPTER 2 I THE LANDS OF BAROVlA

traditions, settling disputes, setting the course for the

VISTANI LORE

group's travels, and preserving the Vistani way of life.

Vistani elders make all the important decisions, but

Vistani know or believe certain facts about their people

whether by choice or because of their age, tend to speak

and their surroundings. This common lore is summain cryptic, flowing riddles.

rized here. Characters can learn this information after

Vistani families and clans are closely knit. They reearning a Vistana's trust.

solve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Although STRAHD VON ZAROVICH

they can seem lazy and irresponsible to outsiders, the

About Strahd, the Vistani believe the following:

Vistani are serious people, quick to act when their lives

Strahd comes from a royal bloodline. He died centuor traditions are threatened. They are merciless when ries ago yet endures as one of the undead, feasting on they believe they must be. Vistani who knowingly bring

the blood of the living. Barovians refer to him as "the harm or misfortune to others of their kind are bandevil Strahd."

ished-the worst punishment a Vistana can imagine,

Strahd has taken many consorts, but he has

even worse than death.

known only one true love: a Barovian peasant girl

named Tatyana. (The Vistani don't know what hap STRAHD'S VISTANI SERVANTS

pened to her.)

During one of Strahd's military campaigns, years before

• Strahd named his castle, Ravenloft, after his beloved

he became a vampire, a group ofVistani rescued him

mother, Queen Ravenovia. Strangers aren't welcome

after he was wounded in battle. These Vistani not only

at the castle without an invitation.

nursed Strahd back to health but also delivered him

1)rn LAND OF BAROVIA

safely home. As a reward for their generosity, Strahd de Vistani know the following facts about Barovia and

clared that all Vistani had the right to come and go from

Barovians:

his land as they please, and this privilege extends to

the present day. Thus, Vistani can travel freely through

the fog that surrounds Barovia, without fear of harm or

entrapment.

Strahd honors his debt to the Vistani in part because

he envies the Vistani way of life-the freedom they have

to go where they please, their devotion to family, and

their festive spirit. The courtesy he shows them is not

simply a matter of honor but is also born from his admiration of them.

In the centuries since Strahd became a vampire,

many Vistani have allowed themselves to be corrupted

by Strahd, to the extent that they consider him their

king. Vistani who serve Strahd are less lively and

friendly than normal Vistani, and their hearts are poisoned with dark intentions. Strahd uses them to lure adventurers into his domain and keep him informed about the events occurring in lands beyond his reach.

These Vistani will lie to protect the

vampire, and they fear the consequences of disobeying him.

When it comes to sharing

information about their

dark master, Strahd's

Vistani pretend to be

helpful, but the information they impart is

misleading at best and

often deceptive. They

readily tell adventurers that they have a

potion that protects

them from the deadly

fog that surrounds

Barovia. Although this

is a lie, they attempt to

sell their fake potion

for as much money as

they can get.

27

Strahd conquered this land centuries ago and named

The target is unable to perform a certain kind of act

it after his father, King Barov. Strahd uses wolves,

involving fine motor control, such as tying knots, writbats, and other creatures to spy on all of his realm.

ing, playing an instrument, sewing, or casting spells

• Barovians are simple, frightened people. Some have

that have somatic components. When this curse ends,

old souls, but many do not. The soulless ones are easy

the Vistana takes ld6 psychic damage.

to spot, for they know nothing but fear. They have no

, The target's appearance changes in a sinister yet

charm, hope, or spark, and they don't cry.

purely cosmetic way. For example, the curse can place

, The Old Svalich Road passes through Strahd's doa scar on the target's face, turn the target's teeth into main. Three settlements lie on the road like beads on yellow fangs, or give the target bad breath. When this

a string: Krezk to the west, Vallaki in the heart of the

curse ends, the Vistana it takes ld6 psychic damage.

valley, and Barovia to the east. Strahd has spies in

, A nonmagical item in the target's possession (chosen

each settlement.

by the DM) disappears and can't be found until the

, There's an old windmill on the road between the vilcurse ends. The lost item can weigh no more than 1

lage ofBarovia and the town ofVallaki. It should be

pound. When this curse ends, the Vistana takes ld6

avoided at all costs! (The Vistani refuse to say more.)

psychic damage.

, It is wise to stick to the road. Wild druids, wayward

The target gains vulnerability to a damage type of the

ghosts, and packs of wolves and werewolves haunt the

Vistana's choice. When this curse ends, the Vistana

Svalich Woods.

takes 3d6 psychic damage.

The target has disadvantage on ability checks and

BELIEFS AND SUPERSTITIONS

saving throws tied to one ability score of the Vistana's

The Vistani have deep-rooted beliefs and superstitions

choice. When this curse ends, the Vistana takes 3d6

that they pass down from one generation to the next:

psychic damage.

The souls of those who die in Barovia can't escape to

The target's attunement to one magic item (chosen by

the afterlife. They are prisoners in Strahd's domain.

the DM) ends, and the target can't attune to the cho , Some Vistani women are blessed with prescience. Of

sen item until the curse ends. When this curse ends,

all the great Vistani fortune-tellers, none compares

the Vistana takes Sd6 psychic damage.

to Madam Eva. If knowledge of the future is what you

• The target is blinded, deafened, or both. When this

seek, Madam Eva will tell you your fate.

curse ends, the Vistana takes Sd6 psychic damage.

A prescient Vistana can't see her own future or

the future of another Vistana. It is the burden of

EVIL EYE

the Vistani's great gift that their own fates can't

be divined.

As an action, a Vistana can target a creature within 10

Vistani curses are potent, but they are invoked with

feet that the Vistana can see. This magical ability, which great caution. Vistani know that to curse one who is

the Vistani call the Evil Eye, duplicates the duration and undeserving of such punishment can have grave coneffect of the animal friendship, charm person, or hold sequences for the one who utters such a curse.

person spell (Vistana's choice), but requires neither so , Ravens carry lost souls within them, so killing one is

matic nor material components. The spell save DC is 8

bad luck. (The ravens don't carry souls within.)

+ the caster's proficiency bonus+ the caster's Charisma

modifier. If the target succeeds on the save, the Vistana

VISTANI CURSES

is blinded until the end of the Vistana's next turn.

A Vistana who uses Evil Eye can't use it again before

A Vistana, regardless of age, can use an action to utter a finishing a short or long rest. Once a target succeeds on

curse. The curse targets another creature within 30 feet

a saving throw against a Vistana's Evil Eye, it is immune

that the Vistana can see. The Vistana can't utter another

to the Evil Eye of all Vistani for 24 hours.

such curse before finishing a long rest.

The curse is a repayment for an injustice or a slight.

RANDOM ENCOUNTERS

The target must succeed on a Wisdom saving throw

to avoid the curse. The saving throw DC is 8 + the

Dangers abound in the land of Barovia. Check for a

Vistana's proficiency bonus+ the Vistana's Charisma

random encounter after every 30 minutes that.the admodifier. The curse lasts until ended with a remove venturers spend on the roads or in the wil.derness (don't curse spell, a greater restoration $pell, or similar magic.

check if they have already had two random encounters

It doesn't end when the target dies. If a cursed target is outdoors in the past 12 hours):.

returned to life, the curse remains in effect..

If the characters are on ·a road, an encounter occurs

When the curse ends, the Vistana soffers a harmful

on a roll of 18 or higher on a d20.

psychic backlash. The amount of this psychic damage

, If the characters are in the wilderness, an encounter

depends on the severity of the curse that was invoked.

occurs on a roll of 15 or higher <:>n a d20.

The Vistana chooses the curse's effect from the

options that follow; other Vistani curses are possible.

If an encounter occurs, roll on the daytime or the night All such effects deal psychic damage to the Vistani who

time.encounter table, depending on the time, or have

uttered them when they end:

Strahd's spies appear (see the "Strahd's Spies" sidebar).

?.8

CHAPTER 2 J THE LANDS OF BAROVIA

l--

/. "-·-�1 /--:-� ��

�·__._�·"

1:f-"

DAYTIME RANDOM ENCOUNTERS IN BAROVIA

If the characters are moving quietly and not carrying

d12 + d8 Encounter

light sources, they can try to hide from these Barovians,

who carry pitchforks (+2 to hit) instead of clubs, dealing 2

3d6 Barovian commoners

3 (ld6) piercing damage on a hit.

3

l d6 Barovian scouts

Barovian commoners rarely leave their settlements.

4

Hunting trap

This group might be a family looking for a safer place

5

Grave

to Jive, or an angry mob searching for the characters or

6

False trail

heading toward Castle Ravenloft to confront Strahd.

7

ld4 + l Vistani bandits

8

Skeletal rider

BAROVIAN SCOUTS

9

Trinket

If at least one character has a passive Wisdom (Percep10

Hidden bundle

tion) score of 16 or higher, read:

11

ld4 swarms of ravens (50%) or l wereraven (see

I

I

appendix D) in raven form (50%)

You see a dark figure crouched low and perfectly still,

12

l d6 dire wolves

aiming a crossbow in your direction.

13

3d6 wolves

14

l d4 berserkers

15

Corpse

If more than one scout is present, the others are spread

out over a 100-foot-square area.

16

ld6 werewolves in human form

These scouts are Barovian hunters or trappers

17

l druid with 2d6 twig blights

searching for a missing villager or townsperson. Once

18

2d4 needle blights

they realize the characters aren't out to kill them, they

19

ld6 scarecrows

lower their weapons and request help in finding their

20

l revenant

missing person. If the characters decline, the scouts

point them in the direction of the nearest settlement and

NIGHTTIME RANDOM ENCOUNTERS IN BAROVIA

depart without so much as a farewell. They wield light

d12 + d8 Encounter

crossbows (+4 to hit, range 80/320 ft.) instead of longbows, dealing 6 (ld8 + 2) piercing damage on a hit.

2

l ghost

3

Hunting trap

BERSERKERS

4

Grave

These wild mountain folk are covered head to toe in

5

Trinket

thick gray mud, which makes them hard to see in the

6

Corpse

fog and well hidden in the mountains they call home.

7

Hidden bundle

While so camouflaged, they have advantage on Dex8

Skeletal rider

terity (Stealth) checks made to hide. Characters whose

9

ld8 swarms of bats

passive Wisdom (Perception) scores are higher than the

10

ld6 dire wolves

berserker's Dexterity (Stealth) check can spot the nearest berserker.

11

3d6 wolves

12

l d4 berserkers

13

l druid and 2d6 twig blights

STRAHD1S SPIES

14

2d4 needle blights

As the undisputed master of Barovia, Strahd has many

spies, from swarms of bats to wandering Vistani, who

15

ld6 werewolves in wolf form

report to him at dawn and dusk each day. These agents

16

3d6 zombies

constantly patrol the land of Barovia and report everything 17

ld6 scarecrows

they see to him.

18

ld8 Strahd zombies (see appendix D)

Every day and night that the characters remain in Baro19

l will-o'-wisp

via, one or more of the vampire's spies check on them and

attempt to return to Strahd with a report. When a spy ap20

l revenant

pears, characters who have a passive Wisdom (Perception)

score equal to or greater than the spy's Dexterity (Stealth) Use the descriptions that follow to help run each rancheck notice it. A spy does not constitute an encounter dom encounter. The table entries are presented in alphaif the characters are unaware of its presence. If they do betical order.

notice it, the spy's goal is usually escape, not combat. A secondary goal for a spy might be to acquire some physical BAROVIAN COMMONERS

object-a possession, an article of clothing, or even some

part of a character's body such as a lock of hair-that

Strahd can use to improve the efficacy of his scryirrg spell.

The sound of snapping twigs draws your attention to

If one of Strahd's spies is confronted by the party, the spy several dark shapes in the fog. They carry torches and

attempts to grab some accessible item from a character

before fleeing. If Strahd acquires such an item, he uses his pitchforks.

scryirrg spell to learn as much as he can about the party before planning his next attack, and to verify what his spies have already told him.

CHAPTER 2 I THE �NDS OF BA.ROVIA t

29

�--�,tr,

If someone spots the berserker, read:

FALSE TRAIL

This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.

You startle a wild-looking figure caked in gray mud and

clutching a crude stone axe. Whether it's a man or a

I

I

woman, you can't tell.

You discover a foot trail that cuts through the wilderness.

The berserkers shun civilized folk. They try to remain

Evil druids left this trail. Following it in either direction hidden and withdraw if they are spotted, attacking only

leads to a spiked pit (see "Sample Traps" in chapter 5 of if trapped or threatened.

the Dungeon Master's Guide). A thin tarp made of twigs and pine needles conceals the pit, the bottom of which is CORPSE

lined with sharpened wooden stakes.

This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.

I

I GHOST

You find a corpse.

A baleful apparition appears before you, its hollow eyes

I

I

dark with anger.

Roll a d6 to determine the nature of the corpse:

1-2. The corpse belonged to a wolf killed by spears and

Many ghosts haunt this land. This particular ghost is

crossbow bolts.

all that remains of a person drained of life by Strahd

3-5. The corpse belongs to a Barovian man, woman,

(decide whether it's a man or a woman). It appears and

or child who was clearly torn to pieces by dire wolves.

hisses, "No one will ever know you died here." It then at If the party is accompanied by Barovian scouts (see

tacks. If the ghost succeeds in possessing a character, it above), the scouts recognize the corpse as the person

leads its host to the gates of Ravenloft (area J) and hurls they were searching for.

the host's body into the chasm.

6. The corpse looks like one of the characters (deter GRAVE

mined randomly) but has been stripped of armor,

This encounter occurs only if the characters are travelweapons, and valuables. If moved, its flesh melts away ing; otherwise, treat the result as no encounter.

until only the skeleton remains.

I

I

DIRE WOLVES

I

You stumble upon an old grave.

A snarling wolf the size of a grizzly bear steps out

There is a 25 percent chance that the grave is intact,

of the fog.

I appearing as an elongated earthen mound or a rocky

cairn. Characters who dig up the grave find the skeletal

remains of a human clad in rusted chain mail (a soldier).

The area is lightly obscured by fog. If more than one

Among the bones lie corroded weapons.

dire wolf is present, the others aren't far behind and can If the grave isn't intact, it has been violated. The charbe seen as dark shadows in the fog. The dire wolves of acters find a shallow, mud-filled hole with dirt or rocks Barovia are cruel, overgrown wolves and Strahd's loyal

strewn around it and a few scattered bones within.

servants. They can't be charmed or frightened.

HIDDEN B UNDLE

DRUID AND TWIG BLIGHTS

This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.

The characters find a leather-wrapped bundle hidden

A gaunt figure with wild hair and bare feet bounds toward

in the underbrush, stuffed inside a hollow log, or nestled you on all fours, wearing a tattered gown of stitched aniin the boughs of a tree. If they open the. bundle; read: mal skins. You can't tell whether it's a man or a woman.

It stops, sniffs the air, and laughs like a lunatic. The

·

ground nearby is crawling with tiny twig monsters.

IThe bundle contains one set.of common clothes sized for ]

a human adult.

The Barovian wilderness is home to druids who worship

Strahd because of his ability to control the weather and

The clothes have a drab Ba'rovian·'style to .th�m. They

belong to a wereraven or wer.ewolf.

· the beasts of Barovia. The druids are savage and violent, and each controls a host of twig blights, which fights

HUNTING TRAP

until destroyed. If all the twig blights are destroyed or

This encounter occurs only if the characters are travelthe druid loses more than half of its hit points, the druid ing; otherwise flees, heading toward Vester Hill (area Y).

., treat the result as no encounter.

• CHAPTER 2 I THE LANDS OF BAROVTA

30

T

-;= ·, .

/"

!/

fV

·. ,'i

-�

...

Have each of the characters in the front rank of the

them. The revenant would like nothing more than to

party's marching order make a DC 15 Wisdom (Surkill Strahd, but it will not venture to Castle Ravenloft vival) check. If one or more of them succeeds, read: unless it receives orders to do so from Vladimir. If the

characters ask the revenant to lead them to Horngaard

in Argynvostholt, it does so while avoiding contact with

You spot a wolf trap, its steel jaws caked with rust. Some Barovian settlements.

one has carefully hidden the trap under a thin layer of

pine needles and detritus.

SCARECROWS

If at least one character has a passive Wisdom (Perception) score of 11 or higher, read: Barovian hunters and trappers set these traps hoping to thin out the wolf population, but Strahd's wolves are

too clever to be caught in them. If none of the characters A scarecrow lurches into view. Its sackcloth eyes and ricin the front rank spots the hidden trap, one random tus are ripe with malevolence, and its gut is stuffed with party member steps on it. Rules for the hunting trap dead ravens. It has long, rusted knives for claws.

are presented in chapter 5, "Equipment," of the Player's Handbook.

If more than one scarecrow is present, the others are

NEEDLE BLIGHTS

close by. If none of the characters has a passive Wisdom

(Perception) score of 11 or higher, the scarecrows catch

the party by surprise.

l Hunched figures lurch through the mist, their gaunt bod- ]

Baba Lysaga (see chapter 10, area U3) crafted these

ies covered in needles.

scarecrows to hunt down and kill ravens and wereravens. The scarecrows are imbued with evil spirits and The woods crawl with needle blights that serve the evil delight in murdering anyone they encounter.

druids of Barovia. If the characters are moving quietly

SKELETAL RIDER

and not carrying light sources, they can try to hide from

these blights.

Through the mist comes a skeletal warhorse and rider,

REVEN ANT

both clad in ruined chainmail. The skeletal rider holds up a rusted lantern that sheds no light.

A figure walks alone with the stride and bearing of one

who knows no fear. Clad in rusty armor, it clutches a

The human skeleton and warhorse skeleton are all gleaming longsword in its pale hand and looks ready

that remain of a rider and mount, both of whom perfor a fight.

ished trying to escape through the fog that surrounds

Barovia. They are doomed to ride through the valley in

search of another way out, without hope of salvation.

From a distance, the revenant looks like a zombie and

The skeletons ignore the characters unless attacked.

might be mistaken for such. A character within 30

If both the rider and its mount are destroyed, this enfeet of the revenant who succeeds on a DC 10 Wisdom counter can't occur again. The destruction of one skele (Insight) check can see the intelligence and hate in its

ton doesn't prevent future encounters with the other.

sunken eyes. The revenant is clad in tattered chain mail

that affords the same protection as leather armor.

STRAHD ZOMBIES

The revenant was a knight of the Order of the Silver

Dragon, which was annihilated defending the valley

against Strahd's armies more than four centuries ago.

Not even the cloying fog can hide the stench of death

The revenant no longer remembers its name and wanthat descends upon you. Something evil approaches, its ders the land in search of S.trahd's wolves and other footsteps betrayed by snapping twigs.

minions, slaying them on sight. If the characters attack

it, the revenant assumes they are in league with Strahd

and fights them until destroyed.

If the characters are moving quietly and not carrying

As an action, the revenant can attack twice with its

light sources, they can try to hide from the Strahd z�mlongsword, wielding the weapon with both hands and bies. These undead soldiers once. served as guards in dealing 15 (2d10 + 4) slashing damage on each hit.

Castle Ravenloft. They fled the castle after Strahd be If the characters present the_mselves as enemies of

came-a.vampire but couldn't avoid their master's wrath.

Strahd, the revenant urges them to travel to Argyn They still wear bits of tatter�d livei;-y,: and they attack the·

�-'-:;:-;.?(:·-:� ;. .. ·

vostholt (chapter 7) and convince Vladimir Horngaard,

living,- � •.. \ •. (::: .. ' '. · _'.

.the leader of the Order,of the Silver Dragon, to help

. _.!_, _)I:�.·

..

,.. ;: .· ··�- .. '

.

CHAPTER 2 I THE LANDS OF BA.ROVIA

SWARMS OF BATS

I

I WERE RAVEN

This wereraven in raven form watches the characters

The stillness of the night is shattered by the shriek of

from a distance. Compare its Dexterity (Stealth) check

result to the characters' passive Wisdom (Perception)

bats and the flapping of tiny black wings.

scores to see whether it remains hidden from the party.

If one or more characters spot the creature, read:

These bats are the servants of Strahd. They attack the

characters without provocation.

Through the mist, you see a black bird circling overhead.

When it feels your eyes upon it, the raven flies away, but SWARMS OF RAVENS

it's back before long, keeping its distance.

Your presence in this dreary land has not gone unnoticed. A raven follows you for several minutes while keep The wereraven belongs to a secret order called the

K

ing a respectful distance.

eepers of the Feather. If the characters don't spot it,

the wereraven shadows them for ld4 hours. At the end

of that time, or anytime sooner if the characters attack

The

it, th

raven doesn't caw or try to communicate with the

e creature flies home to report what it has seen.

ch

If th

aracters. If they leave it alone, read:

e party has a second random encounter with a

wereraven, this one presents itself to the characters as

an ally and requests that they travel to the Blue Water

More ravens begin to take an interest in you. Before long, Inn in Vallaki to meet "some new friends." It then flies their numbers swell, and soon hundreds of them are off in the direction of the town.

watching you.

WEREWOLVES

If the werewolves are in human form, read:

The ravens fly away if attacked. If they are left alone,

they watch over the party, remaining with the characters

until th

A deep voice calls out, "Who goes there?" Through the ey reach Castle Ravenloft or a settlement. If the

ch

chill mist you see a large man in drab clothing wearing a

aracters have a random encounter with hostile creatures, the raven swarms aid the characters by attacking tattered gray cloak. He has shaggy, black hair and thick and distracting their enemies.

muttonchops. He leans heavily on a spear and has a

small bundle of animal pelts slung over his shoulder.

TRINKET

IYou find something on the ground.

I If the werewolves are in wolf form, read:

I You hear the howl of a wolf some distance away.

A random character finds a lost trinket. Roll on the Trin-

kets table in appendix A, select a specific trinket from

I

the table, or create one on the fly.

How the werewolves act depends on the form they

have taken.

VISTANI BANDITS

I

I Human Form. Werewolves in human form pretend to be trappers. If more than one is present, the others are You catch a whiff of pipe smoke in the cold air and hear

within whistling distance.

laughter through the fog.

They try to befriend the characters to see if they are

carrying silvered weapons .. If the characters appear to

have no such weapons, the werewolves assume hybrid

Th

form

ese evil Vistani march through the Barovian wiland attack. Otherwise·, they part c0'111pariy with the d

char

erness without concern for thei;_w_ell-beii;i-g;.s[I\oking acters and leave well enough alone:';:·

. •

pip

· Wolf Form. Werewolves. in wolf fo

es, drinking froi:n wiries�rn� •• and�telfi11g gliost stiirm folio� the party .

ries. Th

from a s

ey are searching fo� g(ay.�{to, pl�nder �r hunting-_

afe distance for s$yei-�! 'hours. If their Dc,xterity

sm

(Ste

all game. For_'a pri¢� 9ppb,gp/they:offer'to· serve

alth) checks exceed the:Ch_ara�ters' passi_vy Wisdom

(P

as guides. As long a�

erception) scores, the werewolves. attack :with sur-

,these Yiit�p:i _at'� with the .i>arty,

roll

p

a dl2 instead of a dl2 + dB when_ d�terminfng ranrise when the characters de�ide;tohke a sliort or long

• do,m encounters in the wilderness.'In addition� wolves

rest. Otherwise, they wait untirthe' characters·are �eak ., , •.•.. * , . .,_ ·:· �pg dire wolves don't threaten the char�_cte�s as long ..

ened by anothe; ranqom �n�6·tl�Jer" before m9viI1g in for

����/_=:.ff:� ·

th

J

e easy kill. . · · . ·

. · ·. · . ; . ·

.s.the Vistani .are travelirig with them and aren't thei� .

,·._::._·,, •. ,.,:., ·pnsone

Th

rs.

·. ·

:.t\{'rt·t}\

e werewolves' faii is a c;ave complex that overlooks

Treasure. On

Lak

e Vistani bandit carries a pouch that

-: __ /·_y:·,:._.,

e Barat9k (area Z). If you\ised the "Werewolves in

;:;holds

·

_ 2d4 small gemstones (worth 50 gp each).

. ·

. tli_e M.ist·advep,ture hook to lure the characters to Baro-CHAPTER 2 I THE LANDS OF BAROV1A

via, captured werewolves can be forced to divulge the

AREAS OF BAROVIA

location of their den, where they keep their prisoners.

The following areas correspond to labels on the map of

WILL-0'-WISP

Barovia on page 35 and on the poster map.

This random encounter occurs only once. If it comes up again, treat the result as no encounter.

I

I A.OLD SVALICH ROAD

Several hundred yards away, through the fog, you see a

Black pools of water stand like dark mirrors in and

flickering torchlight.

around the muddy roadway. Giant trees loom on both

sides of the road, their branches clawing at the mist.

If the characters follow the flickering light, read:

If the characters are walking along the road, they arrive

The torchlight flutters as it moves away from you, but

at area B after 5 hours. If the characters are traveling in you never lose sight of it. You make your way quickly yet Vistani wagons, the travel time is halved.

cautiously through the fog until you come upon the shell

B. GATES OF BAROVIA

of a ruined tower. The upper floors of the structure have

Two sets of these gates exist: one west of the village of

collapsed, leaving heaps of rubble and shattered timber

Barovia and one east of the village.

around the tower's base. The feeble light moves through

an open doorway on the ground floor, then flickers and

goes out.

The fog spills out of the forest to swallow up the road behind you. Ahead, jutting from the impenetrable woods on both sides of the road, are high stone buttresses looming The light is a will-o'-wisp that enters the ruined tower

gray in the fog. Huge iron gates hang on the stonework.

and becomes invisible, hoping to lure the characters inside to their doom.

Dew clings with cold tenacity to the rusted bars. Two

The floor of the tower is made of packed earth. Its inteheadless statues of armed guardians flank the gate, their rior is desecrated ground (see "Wilderness Hazards" in heads now lying among the weeds at their feet. They chapter 5 of the Dungeon Master's Guide). Against the greet you only with silence.

inside wall of the tower, across from the open doorway,

is a closed, empty wooden chest.

If the characters disturb the chest, 3d6 zombies erupt

If the characters are traveling on foot, the gates swing from the earthen floor and attack. Once the zombies apopen as they approach, screeching as the hinges move.

pear, the will-o'-wisp becomes visible and joins the fray.

THE LANDS OF BAROVIA: COMMON FEATURES

WOLVES

I

Unless the text says otherwise, the following rules apply to doors, secret doors, locks, and webs in these lands.

Doors. A wooden door can be forced open with a successful DC 10 Strength check, or DC 15 if the door is ment too close for comfort.

I

This land is home to many wolves, their howls at the mo-

barred or reinforced in some other manner. Increase the

DC by 5 if the door is made of stone, or by 10 if it is made of iron. Decrease the DC by 5 if the door is made of glass Characters have a few minutes to steel themselves beor amber, or if the door is weakened in some manner fore these wolves attack. They heed the will of Strahd (such as by rot or corrosion).

and can't be charmed or frightened.

Secret Doors. If there are obvious clues to a secret door's presence, such as scratch marks on a nearby wall or foot ZOMBIES

I

prints leading to it, a character with a passive Wisdom

(Perception) score of 15 or higher notices the secret door.

Otherwise, finding a secret door requires a search of the

The ungodly stench of rotting flesh hangs in the air. Up

area and a successful DC 15 Wisdom (Perception) check.

ahead, the walking, moaning corpses of dead men and

Locks. A creature proficient with thieves' tools can use them to pick a typical lock with a successful DC 15 Dexterwomen lumber about.

ity check. A typical padlock can be broken by smashing it

with a bludgeoning or slashing weapon and succeeding on

These unfortunate Barovians·fell prey to the evils of

a DC 20 Strength check.

Webs. Characters can pass through ordinary webs, inthe land and now shamble from place to place as a cluding thick cobwebs, without fear of being restrained ravenous mob.

or slowed down. A character can clear away the cobwebs

from a 10-foot square as an action. Webs woven by giant

spiders are a different matter; see "Dungeon Hazards" in chapter 5 in the Dungeon Master's Guide for rules on giant spider webs.

--

CHAPTER 2 I TH.E LANDS OF BAROVlA

The gates close behind the characters after they pass

The character can follow the stench to its source:

through. If the characters are riding in Vistani wagons,

the gates open in front of the lead wagon and close when

the rear one has entered.

The foul scent leads you to a human corpse half-bur-

The eastern gates don't open for people trying to

ied in the underbrush about fifteen feet from the road.

leave Strahd's domain unless they are accompanied

The young man appears to be a commoner. His muddy

by Vistani. The fog chokes any non-Vistani that passes

clothes are torn and raked with claw marks. Crows have

through the gates or skirts around them when they are

been at the body, which is surrounded by the paw prints.

closed (see "Mists of Raven loft" earlier in this chapter).

If Strahd is defeated, the gates of Barovia swing open,

The man has obviously been dead for several days. He

and the road east becomes clear of fog.

holds a crumpled envelope in one hand.

C. SVALICH WOODS

The dead man, Dalvan Olensky, was trying to escape

from Barovia with a letter from his master when he was

killed on the road by Strahd's dire wolves. Wanting to

Towering trees, whose tops are lost in heavy gray mist,

return at once to Strahd, the wolves left the body in the

block out all but a death-gray light. The tree trunks are

woods but have not yet returned to feast.

unnaturally close to one another, and the woods have the

The letter in Dalvan's hand has a large "B" set into silence of a forgotten grave, yet exude the feeling of an its wax seal. The parchment is worn and flimsy. If the

unvoiced scream.

characters open and read the letter, show the players

"Kolyan Indirovich's Letter (Version 2)" in appendix F.

The letter is dated one week ago.

If the characters are traveling in Vistani wagons, they

Dalvan was instructed to place the letter at the gates,

can continue on to the village of Barovia (area E) within the hope that visitors would find it and turn back.

out incident.

If the characters linger in the woods, they hear a lone

If the characters are following the road on foot, the

wolf howl far off in the forest. Each round, one more

party member who has the highest passive Wisdom

wolf adds its voice to the howling, with the sound getting (Perception) score notices something:

I

I progressively closer to the party. If the characters are still in the woods after 5 rounds of howling, five dire

wolves arrive and attack. If the characters are trying

You catch the scent of death on the air.

to leave Barovia, these dire wolves are joined by a pack

of twenty wolves. The wolves and the dire wolves stop

their attack if the characters return to the road and head toward the village of Barovia (area E).

D. RIVER lVLIS

The northwest fork slants down and disappears into the

When the characters come within sight of this river for

trees, while the southwest fork clings to an upward slope.

the first time, read:

I

Across from the gallows, a low wall, crumbling in places,

partially encloses a small plot of graves shrouded in fog.

This river flows as clear as a blue winter sky through

the valley.

The northwest fork leads down to the river and area G.

The road southwest leads to area H. The east road leads

The river is roughly 50 feet wide, with a depth ranging I to an arching stone bridge and continues on to the vilfrom 5 to 10 feet. Arching stone bridges span the river at lage of Barovia (area E). If the characters are traveling two points, one near the village of Barovia (area E) and

with Vistani, the Vistani lead them along the northwest

the other near Tser Falls (area H).

road to the Vistani encampment.

The gallows stand atop a rotting platform 5 feet high,

E. VILLAGE OF BAROVIA

with wooden stairs leading up to it.

Chapter 3 describes the village of Barovia and the

Eleven graves are here with blank gravestones. The

gloomy folk who reside there.

forgotten people buried here were hanged from the

gallows. Characters who dig up the graves find rotted

F. RIVER lVLIS CROSSROADS

coffins containing moldy bones.

Check for a random encounter whenever the characters

THE HANGED ONE

reach area F, unless they are accompanied by Vistani.

As the characters leave the area, read:

An old wooden gallows creaks in a chill wind that blows

You hear a creaking noise behind you, coming from the

down from the high ground to the west. A frayed length

gallows. Where there was nothing before now hangs a

of rope dances from its beam. The well-worn road splits

lifeless, gray body. The breeze turns the hanged figure

here, and a signpost opposite the gallows points off in

slowly, so that it can fix its dead eyes upon you.

three directions: BAROVIA VILLAGE to the east, TSER Pool to the northwest, and RAVENLOFT/VALLAKI to the southwest.

One random character sees him- or herself hanging

from the gallows. The other characters see an unfamil-

iar Barovian. The corpse looks and smells real, and it

If the characters are brought to this camp by the

rapidly melts away into nothing if touched or moved.

Vistani, their escorts remain at the camp and don't accompany the adventuring party any farther.

FORTUNES OF RAVENLOFT

Twelve Vistani (CN male and female human bandits)

If your card reading reveals that a treasure is here, it is are standing and sitting around the fire, telling stories

buried in one of the graves. For each grave the characand guzzling wine. They are intoxicated and have disadters dig up, there's a cumulative 10 percent chance of vantage on attack rolls and ability checks. Three sober finding the treasure.

Vistani (CN male and female human bandit captains)

G.

are resting in three of the four wagons but leap quickly

TSER POOL ENCAMPMENT

into action if an alarm is raised.

Although the Vistani in this camp are in league with

Strahd, they attack only if the characters provoke them

The road gradually disappears and is replaced by a

with threats or insults. Otherwise, the characters are

twisted, muddy path through the trees. Deep ruts in the

offered flasks of wine and invited to join the reverie.

earth are evidence of the comings and goings of wagons.

If the characters linger at the camp, continue with "A The canopy of mist and branches suddenly gives way

Vistana's Tale" below. If they seem in a hurry to leave, one of the Vistani tells them, "It was fated that you to black clouds boiling far above. There is a clearing here, would visit our humble camp. Madam Eva foretold your next to a river that widens to form a small lake several

coming. She awaits you." The Vistana then points to the hundred feet across. Five colorful round tents, each ten largest tent. If the characters head that way, continue

feet in diameter, are pitched outside a ring of four barwith "Madam Eva's Tent."

rel-topped wagons. A much larger tent stands near the

A V1sTANA's TALE

shore of the lake, its sagging form lit from within. Near If the characters linger by the fire, one of the Vistani rethis tent, eight unbridled horses drink from the river.

counts the following tale:

The mournful strains of an accordion clash with the

singing of several brightly clad figures around bonfire. A

"A mighty wizard came to this land over a year ago. I footpath continues beyond this encampment, meanderremember him like it was yesterday. He stood exactly ing north between the river and the forest's edge.

where you're standing. A very charismatic man, he was.

He thought he could rally the people of Barovia against

The eight draft horses drinking from the river are used

the devil Strahd. He stirred them with thoughts of revolt to pull the Vistani wagons and aren't easily startled.

and bore them to the castle en masse.

t5s(r :Qoot encampm(nr

�==��

VfNaG)>�--

"When the vampire appeared, the wizard's peasant

d20 Treasure

army fled in terror. A few stood their ground and were

1-10 None

11-13

never seen again.

Sack oflOO ep (each coin stamped with Strahd's

visage in profile)

"The wizard and the vampire cast spells at each other.

14-16 Pouch containing 4d6 gemstones worth 100 gp each

Their battle flew from the courtyards of Ravenloft to a

17-19 Sack containing 3d6 pieces of cheap jewelry worth

precipice overlooking the falls. I saw the battle with my

25 gp total and ld6 pieces of fine jewelry worth 250

own eyes. Thunder shook the mountainside, and great

gp each

rocks tumbled down upon the wizard, yet by his magic he

20

One magic item (roll once on Magic Item Table B in

survived. Lightning from the heavens struck the wizard,

the Dungeon Master's Guide)

and again he stood his ground. But when the devil Strahd

fell upon him, the wizard's magic couldn't save him. I

FORTUNES OF RAVENLOFT

saw him thrown a thousand feet to his death. I climbed

If your card reading reveals that a treasure is here, it is hidden in one of the Vistani wagons. Madam Eva grants

down to the river to search for the wizard's body, to see

the characters permission to search the wagons if they

if, you know, he had anything of value, but the River lvlis ask, and any such search yields the treasure.

had already spirited him away."

H. TSER FALLS

The Vistana storyteller doesn't remember the wizard's

If the characters reach area H by following the footpath

name, but recalls that it sounded important. If the charfrom the Vistani encampment (area G), read: acters haven't spoken with Madam Eva, the storyteller urges them to do so.

You follow the river to the base of a canyon, at the far

MADAM EvA's TENT

end of which a great waterfall spills into a pool, billowing If the characters decide to see Madam Eva, read:

forth clouds of cold mist. A great stone bridge spans the

canyon nearly one thousand feet overhead.

Magic flames cast a reddish glow over the interior of

this tent, revealing a low table covered in a black velvet If the characters are on the high road instead, read:

cloth. Glints of light seem to flash from a crystal ball on the table as a hunched figure peers into its depths. As

You follow the dirt road as it clings to the side of a

the crone speaks, her voice crackles like dry weeds. "At mountain and ends before an arching bridge of moldlast you have arrived!" Cackling laughter bursts like mad encrusted stone that spans a natural chasm. Gargoyles lightning from her withered lips.

cloaked in black moss perch on the corners of the

bridge, their frowns weatherworn. On the mountainous

Madam Eva (see appendix D) speaks the name of each

side of the bridge, a waterfall spills into a misty pool

party member and makes some reference to that innearly a thousand feet below. The pool feeds a river dividual's past deeds. She then asks the characters if that meanders into the fog-shrouded pines that blanket

they want their fortunes read. If they say yes, Madam

the valley.

Eva produces a worn deck of cards and proceeds with

the sequence outlined in chapter 1. (If the characters

don't want a reading of their fates, continue play using

The chasm's walls are slippery and sheer, and can't be

the card reading you performed before starting the

scaled without the aid of magic or a climber's kit.

adventure.)

The bridge is slick with moisture but safe to cross.

Madam Eva might seem mad, but she is, in fact,

The road south of the bridge leads down the mountaincunning and sharp of mind. She has met a good many side to area F; the road north cuts through the mounadventurers in her time and knows they can't be fully tains to area I.

trusted. She wants to free the land of Barovia from its

The gargoyles on the bridge are harmless sculptures.

curse, and her fate is interwoven with Strahd's (see

appendix D for details). She does the vampire's bidding

I. BLACK CARRIAGE

when called upon and does nothing to anger Strahd or

bring harm to the Vistani. She never gives aid and never

· ·

asks for any.

Even here, in the mountains, the forest and the fog are

inescapable. Ahead, the dirt road splits in two, widening TREASURE

For each Vistani tent ot wagon that the characters

toward the east. There you see patches of cobblestone,

search, roll once on th<, following table to determine

suggesting that the eastern branch was once an importwhat treasure is found: ant thoroughfare.

CHAPTER 2 I THE LANDS OF BAROV!A

37

If Strahd has invited the characters to Castle Ravenloft

GREEN SLIME

or otherwise wants to steer them in his direction, add:

A patch of green slime (see "Dungeon Hazards" .in chapter 5 of the Dungeon Master's Guide) clings to the portcullis in the entry tunnel, and can be spotted with a suc Parked at the fork in the road, pointed east, is a large

cessful DC 20 Wisdom (Perception) check. The slime

black carriage drawn by two black horses. The horses

will not fall on characters entering the castle, but it does snort puffs of steamy breath into the chill mountain air.

fall on the first character who leaves by this route.

The side door of the carriage swings open silently.

K. CASTLE RAVENLOFT

The two black draft horses are under Strahd's control.

Chapter 4 explores Castle Ravenloft, lair of the vampire

The horses wait for the characters to pile into the car Strahd von Zarovich.

riage if they so desire. There is room inside for eight

L. LAKE ZAROVICH

of them. If they get into the carriage, the horses draw

it down the road to area]. The horses can't be discouraged from their course, not even by a skilled teamster.

Characters who don't want to travel east in the car At the foot of a mountain, nestled in the misty forest, is a riage can follow the road northwest through a set of iron large lake. The water is perfectly still and dark, reflecting gates (area B) that open as they approach and close bethe black clouds overhead like a monstrous mirror.

hind them, or the characters can travel south along the

winding road to the bridge at Tser Falls (area H).

J.

If the characters arrive along the shore north of Vallaki

GATES OF RAVENLOFT

in the daytime, add:

The following text assumes that the characters arrive

here in the carriage from area I. Modify the text as

Pulled up along the south shore are three small rowneeded if the characters arrive by another means.

boats. A fourth boat can be seen in the middle of the

lake, with a lone figure sitting in it, fishing pole in hand.

After winding through the forest and craggy mountain

peaks, the road takes a sudden turn to the east, and

Each rowboat can safely hold five people. The person

the startling, awesome presence of Castle Raven loft

fishing on the lake is Bluto Krogarov (NE male human

towers before you. The carriage comes to a dead stop

commoner), a resident ofVallaki. He is in a trance and before twin turrets of stone, broken from years of exdoesn't respond to anything or anyone unless attacked.

His boat is 400 feet from the nearest shore. Tied up in

posure. Beyond these guard towers is the precipice of

the boat is a seven-year-old Vistana named Arabelle (LN

a fifty-foot-wide, fog-filled chasm that disappears into

female human commoner with 2 hit points and no effecunknown depths.

tive attacks). She is bound with hempen rope, wrapped

A lowered drawbridge of old, shored-up wooden

in a burlap sack, and lying prone so that she can't be

beams stretches across the chasm, between you and the

seen or heard from the shore.

archway to the courtyard. The chains of the drawbridge

ROLEPLA YING BLUTO

creak in the wind, their rust-eaten iron straining under

Bluto Krogarov is a destitute drunkard. He's desperate

the weight. From atop the high walls, stone gargoyles

to catch some fish and trade them for wine at the Blue

stare at you out of their hollow eye sockets and grin hid Water Inn. After he was unable to catch a single fish for

eously. A rotting wooden portcullis, green with growth,

a week, he kidnapped Arabelle, believing that Vistani

are lucky. He intends to sacrifice her to the lake, hoping hangs above the entry tunnel. Beyond this location, the

it will give up some of its fish in return.

main doors of Raven loft stand open. A rich, warm light

If the characters watch Bluto from the sh9re for sevspills from within, flooding the courtyard. Torches flutter eral minutes, or if they row out into the lake to greet sadly in sconces on both sides of the open doors.

him, he tosses the burlap sack into the water, watches it

sink, and waits with fishing pole in hand for his reward ..

Bluto is a hollow shell of a·man, barely able to under The drawbridge appears sturdy, b_ut :;i few of its boards

stand his own actions. He is unarmed and does nothing

are missing and it creaks and g�oans under a�y weight.

to aid or thwart the characters.

Each time a creature other than ·strahd or a horse that

draws his carriage crosses the drawbridge, there is a 5

ROLEPLAYING ARABELLE

percent chance of one of its boards breaking under the

Characters who act quickly cari save Arabelle before

creature. If a board breaks, the creature must succee.d

she drowns. A character on the shore must succeed on

on a DC 10 Dexterity saving throw or fall to the bottom

a DC 15 Strength (Athletics) check to reach her in time.

of the cliffs, 1,000 feet below. If a companiol') is within 5

The DC is 10 for characters who took a rowboat out

feet of the creature and reaches out to grab it, the creaonto the lake.

ture has advantage on the save.

CHAPTER 2 I THE LANDS OF BAROVIA

/

Arabelle has alabaster-white skin and raven-black

remains in effect, his sanity can't be restored by any

hair. If rescued, she demands to be returned to her famspell. If the characters surmise that powerful magic is ily's camp outside Vallaki (chapter 5, area N9). She is preventing them from restoring the Mad Mage's wits,

certain that her father, Luvash, will give the characters a they can, with a successful DC 15 Charisma (Persuareward for doing so.

sion) check, convince the Mad Mage to divulge the rea A descendant of Madam Eva with the blood of Baroson why their spell failed. A character can also ascertain vian royalty in her veins, Arabelle is unaware of her the cause of the spell's failure with a successful DC

connection to Strahd. She acts more like an adult than a

18 Intelligence (Arcana) check. The Mad Mage's mind

child. Despite her recent misadventure, she believes that

blank spell has a remaining duration of 3d6 hours, after a great destiny awaits her.

which his madness can be cured normally.

The Mad Mage has a different spell list from that

M. MAD MAGE OF MOUNT BARATOK

of the archmage in the Monster Manual, and he has This encounter can occur anywhere along the base of

already used one 1st-level spell slot to cast mage armor Mount Baratok.

on himself, one 4th-level spell slot to cast polymorph on himself, one 7th-level spell slot to cast Mordenkainen's magnificent mansion (see "The Mad Mage's Mansion"), North of the mountain lake, the trees begin their steady and one 8th-level spell slot to cast mind blank

climb up the slopes of Mount Baratok, its monolithic

on himself.

presence oppressive at this distance. The ground here

Cantrips (at will):jire bolt, light, mage hand, prestidigitation, is rocky, uneven, and tiring to navigate. Even the wolves shocking grasp

1st level (4 slots): detect magic, mage armor, magic mis-avoid this neck of the woods. Soon, you climb above the

sile, shield

blanket of fog that engulfs the valley. Dark thunderclouds 2nd level (3 slots): mirror image, misty step, web

roll overhead.

3rd level (3 slots): counterspe/1,jly, lightning bolt

You see an elk standing on a rocky spur about sixty

4th level (3 slots): Mordenkainen's faithful hound, polymorph, stoneskin

feet away. Suddenly, it assumes the form of a man in

5th level (3 slots): Bigby's hand, cone of cold, scrying tattered black robes. His hair and beard are long, black, 6th level (1 slot): true seeing and streaked with gray, and his eyes crackle with el7th level (1 slot): Mordenkainen's magnificent mansion 8th level (1 slot): mind blank dritch power.

9th level (1 slot): time stop

THE MAD MAGE'S MANSION

The Mad Mage of Mount Baratok (CN male human

If the characters rescue the archmage from his madarchmage) came to Barovia more than a year ago to free ness, he invites them to his "mansion." He leads them its people from Strahd's tyranny, but he underestimated up the mountain to an invisible doorway that serves as

Strahd's hold over the land and the creatures in it. After the entrance to his extradimensional lair, created using

a battle between the two in Castle Ravenloft, Strahd

the Mordenkainen's magnificent mansion spell. There, drove the Mad Mage to the mountains and sent the

he provides them with food and sanctuary away from

wizard hurling over Tser Falls (area H). The wizard, his

the prying eyes of Strahd and his spies. Characters are

staff and spellbook lost, survived the fall and retreated

free to take a short or long rest, during which time they

into the mountains, hoping to regain his power, only to

aren't disturbed.

be driven mad by the realization that he no longer has

Mordenkainen is familiar with worlds beyond his

any hope of defeating Strahd or freeing the people of the

own. For example, if the characters come from the Forvampire's damned realm.

gotten Realms and mention this fact to Mordenkainen,

The Mad Mage has forgotten his name and the world

he asks them if they know his old friend Elminster of

whence he came. In fact, he doesn't remember anything

Shadowdale.

that happened before the madness. He suffers from the

If Mordenkainen isn't the party's ally as foretold in

paranoia that powerful enemies are hunting him, and

Madam Eva's card reading (see chapter 1), he declines

that their evil agents are everywhere and watching him.

to join them if asked. With his wits restored, he sets

Believing that the characters aim to kill him, the Mad

out to find his missing staff and spellbook, leaving the

Mage unleashes his destructive magic. As he tears into

characters on their own. He doesn't allow them to help

them, he shouts, "You think my magic has grown weak?

him, for he fears they might be tempted to steal either

Think again!" If he is reduced to 50 hit points or fewer, his staff or his spellbook. (Being an adventurer himself, he shouts, "Tell your dark masters they can break my

he k_nows how the lure of powerful magic can bring out

body, but never my spirit!" He then tries to escape.

the worst in adventurers.) Before he leaves, as a parting

Under normal circumstances, a greater restoration

gift, the archmage imbues each character with a charm

spell cast on the Mad Mage would restore his wits and

of heroism (see "Supernatural .Gifts" i_n chapter 7 of the ends the madness, allowing him to remember that he is Dungeon Master's Guide).

.

none other than Mordenkainen, an archmage of Oerth

and the leader of a powerful group of adventurers called

. FOR.TUNES OF ·RAVENLOFT

the Circle of Eight But in this case, the Mad Mage has

, If your· card reading reveals t,hat the Mad Mage is the cast a mind blank spell on himself. As long as that spell " party's aHy in the battle against Strahd, Mordenkainen CHAPTER 2 I THE LANDS OF BAROVlA

39

can be persuaded to help them once his sanity is re R. RAVEN RIVER CROSSROADS

stored. He won't join them on their travels, but he will

help them in a fight with Strahd if they have discovered

Always check for a random encounter whenever the

where to find the vampire and how to destroy him.

characters reach area R.

With his sanity restored, Mordenkainen can be stub This stretch of the Old Svalich Road has multiple

born and difficult even with his friends, and doesn't sufbranches. One branch heads north, quickly turning into fer fools. He normally spends more time listening than a dirt path that leads to Van Richten's Tower on Lake

talking, but when he does speak, his pronouncements

Baratok (area V). One branch heads south, becoming

are authoritative and not to be questioned.

Tsolenka Pass (area T) as it winds through the lower

The archmage has never had his fortune read by

mountains and clings to the side of Mount Ghakis. A

Madam Eva and doesn't care to, but if he is told about

third branch heads west toward the Wizard of Wines

the Holy Symbol of Ravenkind, the Tome of Strahd, and winery and vineyard (area W), dipping south as it the Sunsword, he insists that these items be recovered changes from a road into a gravel trail.

before he and the party confront Strahd. If Strahd is de Standing at the intersection of the Old Svalich Road

feated and Mordenkainen survives, the archmage gladly

and the road to the winery is a signpost:

accompanies the characters back to their world if they

invite him, if only not to disappoint them.

You see a weatherworn signpost next to the road. The

N. TOWN OF VALLAKI

three arms of the sign point along the three branches

of the road. The arm pointing north reads KREZK, and

Chapter 5 describes the town ofVallaki.

through the woods you can see an arching stone bridge

0. OLD BONEGRINDER

spanning a river. The arm pointing east reads VALLAKI, and Chapter 6 details Old Bonegrinder, a decrepit windmill

the road slopes up gradually in that direction. The arm

occupied by hags.

pointing southwest reads THE W1zARD OF W1NES. The road

slopes gently downward in that direction.

P. LUNA RIVER CROSSROADS

Always check for a random encounter when the characters reach area P in their travels.

S. VILLAGE OF KREZK

Chapter 8 visits the village of Krezk and the nearby Abbey of Saint Markovia.

The road comes to an X intersection, with branches to

the northwest, northeast, southwest, and southeast. The

T. TSOLENKA PASS

lower half of a snapped wooden signpost thrusts upward

Chapter 9 explores the Tsolenka Pass, which hugs the

at an angle near the eastern elbow of the intersection.

side of Mount Ghakis.

The top half of the sign, featuring arms pointing in four U.

directions, lies in the weeds nearby.

RUINS OF BEREZ

Chapter 10 describes the ruins of Berez, a riverside village that is now home to the hag Baba Lysaga.

The characters can easily figure out how the top half of

the signpost connects to the lower half. When the two

V. VAN RICHTEN's TowER

parts of the sign are aligned and rejoined, the arms indicate KREZK and TsOLENKA PASS to the southwest, LAKE

Chapter 11 details Van Richten's Tower, a dilapidated

BARATOK to the northwest, VALLAKI and RAVENLOFT to

structure that originally belonged to the wizard Khazan.

the northeast, and BEREZ to the southeast.

w.

The Old Svalich Road, which runs northeast to south THE WIZARD OF WINES

west between Vallaki (area N) and Krezk (area S), is

Chapter 12 visits the Wizard of Wines, the vineyard and

generally level. About a quarter mile along the northeast

winery that provides Barovia much of its wine.

branch, an arching stone bridge crosses the Luna River.

The northwest branch of the crossroads climbs gently,

X. THE AMBER TEMPLE

becoming a dirt trail through the woods within half a

Chapter 13 delves into theAmber Temple, the dungeon

mile. It merges with the O)d Svalich Roact' again after �

complex where Strahd gave himself to the Dark Powers.

couple of miles, but not before sprouting a branch that

leads to Van Richten's to;er on'Lake Baratok (area V).

Y. YESTER HILL

The southeast branch wends gently downward as it follows the river into a valley. This trail eve�tually ends at Chapter 14 describes Yester Hill, a: remote hilltop the mostly abandoned riverside burg of Berez (area U).

that belongs to druids who venerate Strahd as lord

of the land.

·Q. ARGYNVOSTHOLT

z. WEREWOLF DEN

Chapter 7 details the ruined mansion Argynvostholt,

once a refuge of the Order of the Silver Dragon, which

Chapter 15 delves int.o the cave complex that is the main

opposed Strahd and failed.

. den of Barovia's werewolves.

CHAPTER 3: THE VILLAGE OF BAROVIA

HE VILLAGE OF BAROVJA IS THE SADDEST

OCCUPANTS OF HOUSES IN BAROVIA

place in the land, its residents so terrified of Strahd that they rarely venture d20 Occupants

from their homes. The village lies in the

1-3

None

shadow of Castle Raven loft, buried under

4-8 2d4 swarms of rats

fog but still unable to hide from the vam9-16 Barovian villagers pire's sight.

17-20 2d4 Strahd zombies (see appendix D)

Until recently, Strahd had been paying nightly visits

to lreena Kolyana, the adopted daughter of the village

RATS

burgomaster. Ireena carries the soul of Strahd's beloved

A house infested with rats looks abandoned. The rats

Tatyana and looks exactly like her. Strahd intends to

are servants of Strahd and attack if the characters exmake Ireena his bride, turn her into a vampire, and lock plore the interior of the house.

her away in the castle crypts for all time.

BAROVIAN VILLAGERS

APPROACHING THE VILLAGE

A house of Barovian villagers is home to ld4 adults (LG

male and female human commoners) and ld8 - 1 chil When the characters first approach the village, read:

dren (LG male and female noncombatants). Characters

who listen at the door hear low, muffled whispers from

Tall shapes loom out of the dense fog that surrounds evwithin. These villagers aren't interested in speaking with strangers and never attack first, always fleeing erything. The muddy ground underfoot gives way to slick,

from danger if possible. At night they cower by candlewet cobblestones. The tall shapes become recognizable light and keep makeshift holy symbols close at hand.

as village dwellings. The windows of each house stare

out from pools of blackness. No sound cuts the silence

STRAHD ZOMBIES

except for mournful sobbing that echoes through the

When the characters open a door or a shuttered window of a house infested with Strahd zombies, they are streets from a distance.

assailed by the stench of death. If the characters dare to enter, the zombies converge on their location.

The sobbing comes from Mad Mary's townhouse (area

E3). With the exception of areas El and E2, all the

shops in the village are permanently closed, and the unoccupied shops have been looted of anything valuable.

Claw marks cover most of the walls.

When the fog eventually burns off, Castle Ravenloft

looms over the village, like a lance piercing the sky.

HOUSE OCCUPANTS

If the characters explore a residence other than Mad

Mary's townhouse (area E3) or the burgomaster's mansion (area E4), roll a d20 and consult the following table to determine the house's occupants.

SAME VOICE, SAME FACE, SAME

graceful body, she was Tatyana come

back to life again. I was absolute/}!

witless from astonishment.

-Strahd van Zarovich

in I, Strahd: The Memoirs

ofa Vampire

CHAPTER 3 I THE VILLAGE OF BAROVIA

AREAS OF THE VILLAGE

The following areas correspond to labels on the map of

lSM/\RK TME LESSER

the village of Barovia on page 42.

El. BILDRATH'S MERCANTILE

The sparse light from this building spills out from behind drawn heavy curtains. A sign over the door, creaking on

its hinges, reads "Bildrath's Mercantile."

The establishment is 70 feet long by 40 feet wide. The

owner, Bildrath Cantemir (LN male human commoner),

sells items from the Adventuring Gear table in the Play er's Handbook, but only items with a price lower than 25

gp in the table, and he sells them for ten times the price.

Bildrath trades with the Vistani when they pass

through. He is also happy to make a profit from any

strangers unlucky enough to find themselves here. He

serves his own interests and offers no sanctuary. He

never bargains since, as he says, "If you want it badly enough, you'll pay for it." He has no competition in the village.

If the characters give Bildrath a hard time, he calls

Parriwimple (LG male human), his nephew and stockboy, to help him out. Parriwimple has the statistics of a gladiator, except that he has an Intelligence of 6 and Ismark isn't a typically dour Barovian. He invites the

doesn't carry a shield (AC 14). Parriwimple's real name

characters to join him, offers to pay for their wine, and

is Parpol Cantemir, but no one in the village calls him

asks for their aid in protecting his adopted sister, Ireena that. His muscles rippling beneath his leather tunic

Kolyana. If they agree to help, he takes them to the burshould give ample notice of his strength. At the same gomaster's residence (area E4). He wants the characters time, Parriwimple is simple-minded. He is devoted to

to help him escort Ireena to Vallaki, a settlement in the

his uncle and will not follow the characters as long as

heart of the valley, beyond the view of Castle Raven loft

Bildrath has something to say about it.

and (he hopes) beyond the reach of Strahd. Ismark

knows that moving Ireena is a gamble, since she's vul E2. BLOOD OF THE VINE TAVERN

nerable to Strahd when she is outside their home, but he

has heard assertions that Vallaki is well defended.

Ismark is as tight-lipped as any of the other Barovian

A single shaft of light thrusts illumination into the main villagers, unless the talk deals with Ireena or Strahd.

square, its brightness looking like a solid pillar in the

Ismark knows everything the other villagers know. He

heavy fog. Above the gaping doorway, a sign hangs prealso knows that, for some unknown reason, Strahd is cariously askew, proclaiming this to be the Blood on the attracted to Ireena and desires her above all others.

Vine tavern.

If you used the "Plea for Help" adventure hook and the characters show Ismark the letter they received, he

knows the burgomaster's handwriting well enough to

The tavern building is about 60 feet square. Close inconfirm that the letter was not written by his father.

spection of the sign reveals that it originally read "Blood Ismark has spent most of his adult life training with of the Vine." (An "n" has been scratched over with the weapons in the hope of one day confronting and killing "f.") This once finely appointed tavern has grown shoddy the Strahd. If the characters suggest that he accompany over the years. A blazing fire in the hearth gives scant

them, Ismark agrees provided that Ireena is first taken

warmth to the few huddled souls within. They include

to a place of safety. As long as Ismark accompanies the

the barkeep, three Vistani sitting together, and a man

characters, he acts as a party member for the purpose of

named Ismark Kolyanovich-who happens to be the son

determining each character's share of experience points

of the village burgomaster, Kolyan lndirovich.

(though he gains no experience points himself).

ROLEPLAYING !SMARK

RoLEPLAYING THE OTHER NPCs

Ismark (LG male human veteran) is a young man who

Use the following information to roleplay the other

sits by himself at a corner table, sipping his wine. Other NPCs in the tavern.

villagers call him "lsmark the Lesser" because he has

Arik the Barkeep. A pudgy little man named Arik lived in the shadow of his father for most of his life.

Lorensk (CN male human commoner) tends bar.

CHAPTER 3 I THE VILLAGE OF BAROVlA

"

--

_

43

-,z=y--

Mindlessly, he cleans glasses, one after another. When

ognizes the presence of anyone in the room. She says

they're all clean, he starts over. If he is spoken to, he

nothing in the presence of anger, but she will talk, albeit takes orders for drinks in a dull, hollow voice. A small

haltingly, to someone who talks with her gently.

glass of wine costs 1 cp. A pitcher of wine costs 1 sp. Af Mary hid her beloved daughter, Gertruda, in this

ter serving drinks, Arik returns to cleaning glasses. He

house for the girl's entire life. Gertruda, now a teenager, ignores all attempts to question him.

broke out of the house a week ago and has not been

Vistani Owners. Three Vistani spies (N female huseen since. Her mother fears the worst-and is justified mans) named Alenka, Mirabel, and Sorvia sit at a table in doing so. See area K42 in chapter 4 for more informanear the front door. They own the tavern and see to it tion on Gertruda's fate.

that all customers pay their tabs. They otherwise show

The malformed doll has a strange leer and wears a

little interest in the characters.

sackcloth dress. It belonged to Mary in her youth and

If the characters arrive in the company of other

was passed down to Gertruda. Gadof Blinsky, the toy Vistani, the owners are much more likely to engage

maker of Vallaki (see chapter 5, area N7), made the doll.

them in conversation and provide useful information.

Stitched into the hem of its dress is a frayed tag bearing They suggest that the characters visit Madam Eva (see

the words "Is No Fun, Is No Blinsky!"

chapter 2, area G) to have their fortunes read.

E4. BURGOMASTER'S MANSION

E3. MAD MARY'S TOWNHOUSE

A weary-looking mansion squats behind a rusting iron

A moaning sob floats through the still, gray streets, colfence. The iron gates are twisted and torn. The right gate oring your thoughts with sadness. The sounds flow from lies cast aside, while the left swings lazily in the wind.

a dark, two-story townhouse.

The stuttering squeal and clang of the gate repeats with

mindless precision. Weeds choke the grounds and press

The house, which is about 40 feet square, is boarded up

with menace upon the house itself. Yet, against the walls, and barricaded from the inside. Mad Mary (CN female

the growth has been tramped down to create a path all

human commoner) sits in the center of the floor in an

about the domain. Heavy claw markings have stripped

upstairs bedroom, clutching a malformed doll. She is

the once-beautiful finish of the walls. Great black marks

lost in her sorrow and despondency. She barely rec-

tell of the fires that have assailed the mansion. Not a

pane nor a shard of glass stands in any window. All the

windows are barred with planks, each one marked with

stains of evil omen.

Characters who survey the grounds can, with a successful DC 11 Wisdom (Perception) check, discern trampled weeds all around the mansion as well as scores of wolf paw prints and human footprints. The footprints were

made by zombies and ghouls under Strahd's control.

Treena Kolyana (LG female human noble with 14 hit

points), the adopted daughter of the burgomaster, is

inside the mansion and won't open the heavily barred

door to anyone unless she is convinced that those outside her door have no allegiance to Strahd. If the characters convince her, either with good roleplaying or a successful DC 15 Charisma (Deception or Persuasion) check, or iflsmark is with them, she opens the door and

invites them in.

If the characters eµter the mansion, read:

The interior of the mansion is well furnished, yet the

fixtures show signs of great wear. Noticeable oddities are the boarded-up windows and the presence of holy symbols in every room. The burgomaster is in a side drawing room on the floor-lying in a simple wooden coffin surrounded by wilting flowers and a faint odor of decay.

Ismark and. Treena made the coffin themselves.

CHAPTER 3 I THE VILLAGE OF BAROVJA

44

ROLE PLAYING !REENA

If the characters approach the church doors, add:

Ireena, a striking young woman with auburn hair, has

l

been bitten twice by Strahd. The villagers are afraid of

The heavy wooden doors of the church are covered with

her and avoid her. The characters are Ireena's best hope

claw marks and scarred by fire.

The village priest, Donavich, lives here. Other Barov I

for protection, so she is willing to accompany them under certain conditions. Although she appears mild, she has a strong will, and she aids the party as best she can in saving herself. She doesn't remember her early past.

ians shun the church for reasons that will quickly be She doesn't know how she came to Barovia or where

come obvious.

she came from. Moreover, her encounters with Strahd

The following areas correspond to labels on the map

are fuzzy memories, thanks to his vampiric charm, but

of the church on page 46.

she can recall clearly the blazing hunger in his eyes.

She tells the characters that wolves and other terrible

E5A. HALL

creatures attacked the house night after night for weeks.

The burgomaster's heart couldn't stand the constant

assault, and he died three days ago. Strangely, since his

The doors open to reveal a ten-foot-wide, twenty-footdeath, the house has not come under attack.

long hall leading to a brightly lit chapel. The hall is unlit She says that no one from the village has been brave

and reeks of mildew. Four doors, two on each side of the

enough to help Ismark take Kolyan Indirovich to the

hall, lead to adjacent chambers.

cemetery for proper burial. Ireena asks the characters

if they would be so kind as to help Ismark deliver her

You can see that the chapel is strewn with debris, and

father's body safely to Donavich, the local priest (area

you hear a soft voice from within reciting a prayer. Sud ES). She refuses to be taken to Vallaki or anywhere else

denly, the prayer is blotted out by an inhuman scream

while the burgomaster lies dead on the mansion floor.

that rises up from beneath the wooden floor.

E5. CHURCH

The scream comes from the church's undercroft (area

ESg). The soft voice uttering the prayer belongs to

Atop a slight rise, against the roots of the pillar stone

Donavich, the priest (see area ESf).

that supports Castle Raven loft, stands a gray, sagging

E5B. DoRu's BEDROOM

edifice of stone and wood. This church has obviously

weathered the assaults of evil for centuries on end and is worn and weary. A bell tower rises toward the back, and

This dirty, lightless room contains a wooden bed with

flickering light shines through holes in the shingled roof.

a straw-filled mattress. Mounted above the bed's head The rafters strain feebly against their load.

board is a wooden holy symbol.

This room once belonged to Doru, Donavich's son, who

is trapped in the undercroft (area ESg). It hasn't been

used in more than a year and contains nothing of value.

E5c. DONAVICH's BEDROOM

This dirty room contains a wooden bed with a strawfilled mattress, next to which rests a small table with an oil lamp burning brightly on it. Mounted above the bed's headboard is a wooden sun-shaped holy symbol.

This is Donavich's room and contains nothing of value.

E5D. TRAPDOOR

Time and neglect have punched holes in the ceiling of

this moldy room, which contains a few broken roof shingles amid puddles of water. In one corner, set into the floor, is a heavy wooden trapdoor held shut with a chain and a padlock. A young man's screams of anguish can be

!REENA KOLVANA

heard through the door.

CHAPTER 3 !�-�GE OF BAROV;J 45

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__ --__.-,__/;;.-=-,, .

Qburcb

(Jlru6,) :, .. !

Donavich lost the key to the iron padlock. If the chain is E5F. CHAPEL

removed and the trapdoor is opened, the screaming in

the undercroft stops. The trapdoor is swollen and stuck

in its frame, so that a successful DC 12 Strength check

The chapel is a shambles, with overturned and bro-

is required to pull it open. Below it is a wooden staircase ken pews littering the dusty floor. Dozens of candles

that descends 15 feet into the undercroft (area ESg).

mounted in candlesticks and candelabras light every

dusty corner in a fervent attempt to rid the chapel of

E5E. OFFICE

shadows. At the far end of the church sits a claw-scarred

altar, behind which kneels a priest in soiled vestments.

An old desk and chair stand against the south wall, a

Next to him hangs a long, thick rope that stretches up

wooden holy symbol mounted above them-a sunburst.

into the bell tower.

A ten-foot-long iron rod attached to the north wall stands bare, suggesting a tapestry once hung there. Against the

far wall stands a wooden cabinet with four tall doors.

If the characters have not already entered the undercroft, add: An empty wooden poor box rests on the seat of the

chair. The desk drawers contain a few sheets of blank

I From beneath the chap�I floor, you .�ear a young man's

voice cry out, "Father! I m starving!

I

parchment, along with a couple of quill pens and

dried-up jars of ink.

For its size, the wooden cabinet contains very little.

Donavich (LG male human acolyte) has been praying

Inside are a tinderbox, a few wooden boxes full of canthroughout the night. His voice is hoarse and weak. He dles, and two well-used books: Hymns to the Dawn, a is, in a word, insane. A little more than a year ago, his volume of chants to the Morninglord, and The Blade of

twenty-year-old son Doru and several other villagers

Truth: The Uses of Logic in the War Against Diabolist stormed Castle Ravenloft in revolt, having been lured Heresies, as Fought by the Ulmist Inquisition, a strange there by a wizard in black robes who came to Barovia book that mixes logic exercises with lurid descriptions

from a faraway land (see chapter 2, area M, for more

of fiend-worshiping cults.

information on the wizard). By all accounts, the wizard

died by Strahd's hand, and so too did Doru, who re-

CHAPTER 3 I THE VILLAGE OF BAROVIA

""'-, /

-----� ,·

OONIIVIC.H

00RU

turned to his father as a vampire spawn. Donavich was

able to trap his son in the church's undercroft, where he

remains to this day.

possible. He proposes that the characters take her to the

Doru hasn't fed since he was imprisoned, and he cries

Abbey of Saint Markovia in Krezk (chapter 8) or, failing

out to his father at all hours. Meanwhile, Donavich prays

that, the fortified town of Vallaki (chapter 5). Donavich

day and night, hoping that the gods will tell him how

is unaware that the abbey, once a bastion of good, has

to save Doru without destroying him. If the characters

become a den of evil.

seem intent on slaying Doru, Donavich does his best to

stop them. If Doru dies, Donavich falls to the floor and

E5G. UNDERCROFT

weeps inconsolably, overcome with despair.

In addition to the lore known to all Barovians (see

The church's undercroft has rough-hewn walls and a

"Barovian Lore" in chapter 2), Donavich knows the folfloor made of damp clay and earth. Rotting wooden pillowing useful information: lars strain under the weight of the wooden ceiling. Canlreena Kolyana isn't the natural daughter of Kolyan dlelight from the chapel above slips though the cracks, lndirovich. Although Ireena never knew, Kolyan

found her at the edge of the Svalich Woods near the

allowing you to glimpse a gaunt shape in the far corner.

Pillarstone of Ravenloft. She was but a girl then and

seemed to have no memory of her past. Kolyan ad The shape is Doru, a vampire spawn sent by Strahd

opted her and loved her dearly.

to torment Donavich and cast down the church. Doru

Every night at midnight, the spirits of dead

is starved for blood and brave enough to attack a lone

adventurers rise up out of the church graveyard,

character. If the characters approach as a group, he

forming a silent procession as they walk the road

does his best to avoid them while hissing, "I can smell toward Castle Ravenloft. (See "March of the Dead" in your blood!" If they cut off his escape, he lunges forth the "Special Events" section at the chapter's end.) and attacks.

Funeral for the Burgomaster. If the characters If the characters restrain Doru and either promise

bring Kolyan Indirovich's body to the church, Donavich

him blood or threaten to destroy him, or if they kill

presses the characters into helping him bury the burhim and then raise him from the dead, he recounts the gomaster in the cemetery (area E6) at dawn. During events that led to his downfall (see area ESf).

the burial, Donavich offers prayers to the Morninglord in exchange for Kolyan Indirovich's deliverance FORTUNES OF RAVENLOFT

from Barovia.

If your card reading reveals that a treasure is in the

Once Kolyan is put in the ground, Donavich suggests

undercroft, it's contained in a moldy, old chest in the

that Ireena be taken as far from Castle Ravenloft as

southwest corner of the room. The chest is unlocked

and not trapped.

CHAPTER 3 I THE VlLLAGE OF BAROVJA

7

E6. CEMETERY

DREAM PASTRIES

This event occurs as the characters make their way

through the village.

A fence of wrought iron with a rusty gate encloses a

rectangular plot of land behind the dilapidated church.

Tightly packed gravestones shrouded by fog bear the

You hear the sound of small, wooden wheels rolling

names of souls long passed. All seems quiet.

across damp cobbles. You trace the lonely sound to

a hunched figure bundled in rags, pushing a rickety

wooden cart through the fog.

During daytime, the cemetery is a still and peaceful

place. Every night at midnight, however, a ghostly procession takes place (see "March of the Dead" below).

Morgantha, a night hag in the guise of an old woman,

£7.

has come to the village from Old Bonegrinder to sell her

HAUNTED HOUSE

dream pastries for 1 gp apiece (see chapter 6 for a de This haunted house is described in appendix B,

scription of the pastries). She goes from house to house,

"Death House."

knocking on doors. Most of the time, no one answers.

When someone does, Morgantha tries to peddle her

SPECIAL EVENTS

wares, offering customers an escape from the misery

and despair of everyday Barovian life. If the characters

You can use one or both of the following special events

shadow her for a while, she collects payment from one

while the characters explore the village.

household in the form of a seven-year-old boy named

Lucianjarov (LG male human noncombatant). Lucian's

MARCH OF THE DEAD

parents plead with Morgantha not to take their boy, but

Every night at midnight, one hundred spirits rise from

she snatches the crying child from their grasp, stuffs

the cemetery (area E6) and march up the Old Svalich

him in a sack, straps him down to her peddler's cart,

Road to Castle Ravenloft.

and casually makes her way back to Old Bonegrinder.

Morgantha recognizes that the characters are strangers and does her best to avoid them. If the characters An eerie green light suffuses the graveyard. From this demand the release of the child, she grudgingly comlight emerges a ghostly procession. Wavering images of plies, knowing that she can always come back for the doughty women toting greatswords, woodwise men with

boy later. She fights only in self-defense and offers the

slender bows, dwarves with glittering axes, and archafollowing information in exchange for her life: ically dressed mages with beards and strange, pointed • Strahd has mastery over the land and the weather,

hats-all these and more march forth from the graveand his spies include the Vistani.

• There's a Vistani camp to the west, on the shores of

yard, their numbers growing by the second.

Tser Pool (chapter 2, area G), and another on the outskirts ofVallaki (chapter 5, area N9).

These aren't the spirits of the people buried here, but of Strahd has undead enemies in Barovia, namely the

previous adventurers who died trying to destroy Strahd.

fallen knights of the Order of the Silver Dragon. These

Every night, the ghostly adventurers attempt to complete

revenants cart be found in a ruined mansion west of

their quest, and each night they fail. They have no inter Vallaki (see chapter 7, "Argynvostholt").

est in the living and can't be hit, damaged, or turned.

• Strahd's most carefully guarded secret is a temple of

They will not communicate with the characters.

forbidden lore hidden in the mountains (see chapter

Once they reach the castle, the spirits march straight

13, "The Amber Temple"). The temple can be reached to the chapel (area KlS) and up the high tower stair

by following the long and winding Tsolenka Pass (see

(area K18) to the top of the tower (area K59). There,

chapter 9).

they throw themselves down the shaft toward the crypts

(area K84), where they disappear.

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CHAPTER 4: CASTLE RAVENLOFT

ASTLE RAVENLOFT WAS BUILT ATOP THE RUIN

Use the descriptions that follow to run each encounter.

of an older fortress by artisans, wizards,

and workers loyal to Strahd's family. Strahd

BAROVIAN COMMONERS

rewarded the castle's genius architect, Artimus, with a crypt in the castle's catacombs.

The castle was named after Strahd's mother,

A loud clamor fills the unhallowed halls of Ravenloft.

Ravenovia, who also lies entombed below.

Cries of"Kill the vampire!" are mixed with bold voices I

The poster map that accompanies this book displays

shouting, "Never again!" and "To the crypts!"

the castle in its entirety. Map 1 on the poster shows a diagram of the castle's face, and the other maps show the castle's interior and exterior areas. All those locations Angry villagers who have entered the castle brandish

are described in this chapter, starting in the "Walls of torches and pitchforks in a ridiculous display of force.

Ravenloft" section on page 52.

Everywhere they go, they shout for justice. They follow

the characters unless prevented from doing so. As long

RANDOM ENCOUNTERS

as these Barovians are with the adventurers, random

encounters occur on a roll of 9 or higher.

The first time the characters enter a castle area that

isn't otherwise occupied, check for a random encounter.

BAROVIAN WITCH

Also check for a random encounter every 10 minutes the

characters spend resting in the castle.

In most circumstances, a random encounter occurs

You hear a woman's scratchy voice calling out a name.

on a roll of 18 or higher on a d20. To determine what the

"Grizzlegut! Grizzlegut, where are you? A pox on you, characters encounter, consult the table below.

you mangy cat!"

Through the darkness comes a crone wearing a

RANDOM ENCOUNTERS IN CASTLE RAVENLOFT

pointed black hat and a burlap gown stained with soot.

dl2 + d8 Encounter

2

Ezmerelda d'Avenir (see appendix D)

Characters can try to hide from the witch (who has dark 3

Rahadin (see appendix D)

vision) or catch her by surprise. This Barovian witch is

4

1 black cat

one of the servants of Strahd dwelling in area K56. She

5

1 broom of animated attack (see appendix D)

is calling out the name of her black cat familiar, which

6

1 d4 + 1 flying swords

has gone missing. If the characters confront her, the old

7

Blinsky toy

bat spits at them and begins casting a spell.

8

Unseen servant

This encounter happens only once. If this result

9

ld4 Barovian commoners

comes up again, treat it as no encounter.

10

2d6 crawling claws

11

ld6 shadows

12

ld6 swarms of bats

13

1 crawling Strahd zombie (see appendix D)

14

ld4 + 1 Vistani thugs

15

ld4 wights

16

Trinket

17

Giant spider cocoon

18

1 Barovian witch (see appendix D)

19

1 d4 + 1 vampire spawn

20

Strahd von Zarovich (see appendix D)

I CALLED FOR MY FAMILY, LONG

unseated from their ancient thrones,

and brought them here to settle in

the castle Raven/oft.

-Tome of Strahd

BLACK CAT

I

CRAWLING CLAWS

A mob of severed hands, their mummified Aesh black

out of the shadows, trying its best to avoid you.

I

The darkness lets out a demonic hiss as a black cat darts

with soot, skitters out of the darkness across the

dusty Aoor.

This familiar is searching for its mistress (a Barovian

witch). It wants nothing to do with the characters but

The crawling claws gang up on one party member.

attacks if cornered.

During the confusion, one of the claws tries to crawl

If the characters capture or kill the cat, this encounter

into the character's backpack and hide there. It makes

doesn't occur again. If this result comes up again, treat a Dexterity (Stealth) check contested by the character's it as no encounter.

passive Wisdom (Perception) score. If the claw loses the

contest, the character sees the claw enter the backpack.

BLINSKYTOY

If the claw wins the contest, it waits until the character A Blinsky toy is encountered only if the characters are

takes a long rest before scuttling out to attack.

moving about the castle (not resting); otherwise, treat

this result as no encounter.

CRAWLING STRAHD ZOMBIE

I

I I

You find a discarded toy-something no child could love.

You hear the deathly groans of something vile.

I

The toy has a slogan stitched or printed on it in tiny let The groans are coming from a Strahd zombie that is

ters: "Is No Fun, Is No Blinsky!" Roll a d6 to determine missing both of its legs, so that only its head, torso, and the specific toy: arms remain. It uses its arms to drag itself across the

floor. The crawling zombie has 15 hit points remaining.

d6 Toy

If the characters are moving quietly and not using

A plush werewolf stuffed with sawdust and tiny woodlight sources, they can try to hide from the crawlcarved babies. It has dull knife blades for claws and ing zombie.

retractable teeth.

2

A smiling jester marionette with tangled strings and EZMERELDA o'AVENIR

tiny copper bells sewn into its cap.

Ezmerelda has cast a greater invisibility spell on herself 3

A wooden puzzle box, 6 inches on a side, carved with

and is stealthily exploring the castle. Choose one charsilhouettes of leering clown faces. The box rattles acter in the back rank of the party's marching order, and read the following text to that character's player:

when shaken. A character who spends a short rest

fiddling with the box can figure out how to open it

I

with a successful DC 20 Intelligence check. The box is

You feel a gentle tap on your shoulder but see nothing

empty, with nothing inside to explain the rattling.

behind you.

If the character who is touched by Ezmerelda reacts in I 4

A faceless doll in a wedding dress that has yellowed and frayed with age.

5

A vaguely coffin-shaped jack-in-the-box containing a an alarming or threatening manner, she hastily whispop-up Strahd puppet.

pers, "Don't be frightened. We're on the same side."

6

A spring-loaded set of wooden teeth with fangs, all Ezmerelda is hunting Strahd, but her efforts to corner

painted white. The teeth gnash and chatter for 1

the vampire have so far been thwarted, and she fears

minute when the spring is wound tight (requiring an

that she might be in over her head. If the characters

action) and released.

don't ask her to join the party, she wishes them well and

goes on her way (perhaps to be encountered again later).

BROOM OF ANIMATED AT,:AcK ..

If they invite her to accompany them, Ezmerelda tests

the characters' knowledge about vampires by· asking

them questions such as. "Have you ever seen a vampire You hear a scratching noise. Out of the shadows comes

change its form?" and "Do you �now how to counteract a broom, sweeping its way toward you as though held by

a vampire's regenerative ability?'' Whatever their_aninvisible hands.

swers, she ultimately agrees to come along.

This random encounter �appens.only'once. If this result comes up again, tre;;it-it ·as no encounter.

When it gets within 5 feet of a party member, the

· .broom attacks.

FLYING SWORDS

I

I

Out of the gloom Aies a rusty blade, followed by another!

.

CHAPTER 4 I CASTLE RAVENLOFT

.__\. )?�'

,.v

fl

If more than two flying swords are encountered, the oth If the characters ask Ra had in to lead the way, he deers aren't far behind. These weapons drift about the casclines. If the characters ask for directions, he tells them tle and attack intruders within range of their blindsight.

whether they need to ascend, descend, or remain on the

level they're at. If they attack him, he fights to the death.

GIANT SPIDER COCOON

Otherwise, he doesn't leave until after they do.

A giant spider cocoon is encountered only if the characters are moving about the castle (not resting); other SHADOW S

wise, reroll.

I

If one or more characters have a passive Wisdom (Perception) score of 16 or higher, read: webs and appears to hold something human-like.

I

A white cocoon is suspended from the ceiling amid thick

You can't shake the feeling that something is behind you.

When you look back, you see a shadow, tall and still, but

A giant spider made this cocoon. Characters who can

nothing of its dimensions that could cast it.

reach it can cut it open to free whatever is inside. Roll a d6 to determine the cocoon's contents:

If more than one shadow is present, the others are close

by but hidden in the darkness. These undead shadows

d6 Cocoon's Contents

follow the characters but do not attack unless attacked

A wooden mannequin wearing a gown.

first. They otherwise obey Strahd's commands.

2

A Barovian witch (see appendix D). She screams like a

wild animal and begins casting spells.

STRAHD VON ZAROVICH

3

A Strahd zombie (see appendix D). It fights until killed.

Strahd makes a surprise appearance.

4

A Barovian lunatic (CN male commoner). If freed, he

I

cackles until silenced or until a calm emotions spell is cast on him. A lesser restoration spell cures his IA crack of thunder shakes the castle, stirring the dust and cobwebs. You hear a voice: "Good evening."

madness, at which point he tries to flee the castle.

5

A dead Barovian that serves as host to a swarm of

insects (spiders). The baby giant spiders (each one

Any character who has a passive Wisdom (Perception)

the size of a tarantula) crawl out of the Barovian's

score lower than 19 is surprised as Strahd appears

gaping mouth or burst forth from its distended belly.

seemingly out of nowhere. The vampire prefers to attack

6

A Vistana bandit (CN male or female). The Vistana

a surprised character, choosing the one closest to him.

Otherwise, see appendix D for the vampire's tactics.

knows the castle's layout and helps the characters

until Strahd or more Vistani appear, at which point the

SWARMS OF BATS

treacherous Vistana turns on the characters.

RAHADIN

You hear a peal of thunder, followed by the flapping of

If Ra had in was killed or captured in a previous encountiny black wings. Suddenly, a dark cloud of bats descends ter, this encounter doesn't occur. Otherwise, Strahd's upon you!

mysterious chamberlain approaches quietly. A character

whose passive Wisdom (Perception) score meets or exceeds Rahadin's Dexterity (Stealth) check hear him.

I

I These bats are the servants of Strahd. They attack the

characters without provocation.

"The master wishes to see you," intones a grim voice in TRINKET

the darkness.

One random character finds a lost trinket. Read the following text to the player of that character: Rahadin directs the characters to a random location in I

I

the castle, determined by rolling a d6:

You kick something-a trinket buried in the dust.

d6 Location

1

Chapel (area Kl 5)

To determine what the character finds, roll on the Trinkets table in appendix A.

2

Audience hall (area K25)

3

Study (area K37)

UNSEEN SERVANT

4

Tower roof (area K57)

I

I

5 Wine cellar (area _K63)

6 Torture chamber

A curious object drifts into view, as though held aloft by _(area K76)

an invisible force.

Strahd isn't actually at that location unless the card

reading (see chapter 1) indicates that he is.

CHAPTER,� I CASTLE RAVENLOFT

·------1

51

------- - -��=

--�'- �v-=

- ·�

�\',

This unseen servant was created by Strahd and is perty's allies for as long as they remain with the party, or manent until destroyed (see the unseen servant spell in until Strahd appears. If the characters leave the castle, the Player's Handbook). Roll a d6 to determine what the the thugs accompany them, since choosing to remain in servant is carrying, or choose one of the options below.

the castle would likely arouse the characters' suspicion.

Treasure. One Vistani thug carries a pouch that holds d6

Items

2d8 small gemstones (50 gp each).

A tarnished silver platter with a lid (worth 25 gp). If

a character comes within S feet of the servant, it lifts

WIGHTS

the lid, revealing a bunch of moldy scones. The first

l

character to eat a scone gains inspiration. On later

The air grows much colder, and you can hear the march

occurrences of this encounter, the platter holds a

of footsteps drawing near.

If the characters are moving quietly and not carrying I

crawling claw that attacks the nearest character.

2

A silver goblet (worth SO gp) filled to the brim with

wine. A character who drinks the wine must make a

DC 15 Constitution saving throw, taking 44 (8dl0)

light sources, they can try to hide from the wights.

poison damage on a failed save, or half as much

These undead soldiers once served as guard captains in

Castle Raven loft. They still wear bits of tattered livery, damage on a successful one. On future occurrences of

and they attack the living on sight.

this encounter, the wine acts as a potion of healing.

Treasure. The wights carry longswords that have the 3

A gold candelabrum (worth 150 gp) with three

crest of Barovia worked into their cross guards. Each

branches, each one holding an unlit candle.

wight also carries a pouch holding 2d20 ep, each coin

4

A purple silk handkerchief with white ruffled edges

of Barovian mintage and featuring the profiled visage of

(worth l gp). On future occurrences of this encounter,

Strahd von Zarovich.

the handkerchief is smeared with fresh blood.

S

A crystal dinner bell (worth 25 gp). The unseen

WALLS OF RAVENLOFT

servant rings the bell if the characters come within

Refer to map 2 of the castle for areas Kl through K6.

10 feet of it. The sound attracts ld4 hungry vampire

spawn (see below), which arrive in ld4 + l rounds.

Kl. FRONT COURTYARD

6

A wizard's spell book with a black velvet dust jacket

As the characters enter the castle, the weather worsens.

over its stitched leather cover. The book contains all

Dismal rain starts to fall, becoming a torrent within

the spells Strahd has prepared (see appendix D). On

the hour. Lightning routinely lights the sky, followed by

subsequent occurrences of this encounter, the tome is

peals of thunder that make the castle shudder.

a nonmagical leather-bound storybook worth 25 gp.

VAMPIRE SPAWN

Thick, cold fog swirls in this courtyard. Sporadic flashes If any character has a passive Wisdom (Perception)

of lightning lance the weeping clouds overhead as

score of 16 or higher, the party isn't surprised. In that

thunder shakes the ground. Through the drizzle, you

case, read:

see torch flames fluttering on each side of the keep's

open main doors. Warm light spills out of the entrance,

Creatures with pale flesh scuttle across the ceiling like

flooding the courtyard. High above the entrance is a

spiders, their red eyes glowing in the dark. As they draw round window with shards of broken glass lodged in its

near, their cracked and bloodstained lips open wide, reiron frame.

vealing sharp fangs.

The walls that enclose the courtyard are 90 feet high.

These minions of Strahd-former adventurers all The dark towers of the castle rise even higher. Doors

creep along ceilings and drop down on unsuspecting

in the gate towers on each side of the tunnel entrance

prey. The vampire spawn fight until d

are shut against the rain, and a howling wind rushes

_estroyed.

through the courtyard.

VISTANI THUGS

The open main doors to the keep lead to -area K7. The

• • .r;-· .• •

I

large, shattered window overlooking the main entrance

0

I is 50 feet above the courtyard and leads to ;,irea K25. No You hear voices with thick accents•

light can be seen through the great .window.

GATE TOWERS

A small group ofVistani (NE male and female humans)

claim that they were the vampire's captives, only re Each outer gate tower has an ironbound door with a

built-in lock.

cently escaped from the castle's dungeon, and they offer

Characters who enter a gate tower find themselves

to help the party. In truth, they are loyal to Strahd and

on a flag�tone floor with a hollow tower stretching high

betray the characters as soon as he appears. If the charabove them, The mechanisms for raising and lowering acters accept their offer, the thugs pretend to be the par-CHAPTER 4 I CASTLE RAVENLOFT

... ·-. #�·

MAP2

Walls of

Raven loft

q I Ii 11

--

CHAPTER 4 J CASTLE RAVENLOFT •

-- -_J_ 53

- _.,.. ___ r�-

,

it

\

the drawbridge and portcullis fill both gate towers. The

K6. OV ERLOOK

latch mechanism in each tower is magically activated by

a word that only Strahd knows. It can also be activated

with a successful casting of dispel magic (DC 14). Nei Dark clouds overhead drizzle constantly. A flagstone

ther the drawbridge nor the portcullis will move until

both latches are activated.

avenue passes between empty outbuildings, leading to a

stone-paved overlook. The overlook has a low stone wall

K2. CENTER COURT GATE

adorned with outward-facing gargoyle carvings.

Two gates, one north of the keep and one to the south,

prevent easy access to what lies beyond them.

If a character peers over the balcony, read:

A massive wall juts out to connect the outer walls of the

A flash of lightning illuminates the dismal village of Barocastle with the keep. A twenty-foot-wide, twenty-foot-tall via, its rooftops visible above a smothering blanket of fog archway offers passage through the connecting wall but one thousand feet below.

is blocked by a rusting iron portcullis.

If a character who has a passive Wisdom (Perception)

The portcullis is unlocked and can be lifted with a sucscore of 15 or higher peers over the wall, add: cessful DC 15 Strength check. It can also be opened with a command word that only Strahd and Cyrus Belview (area K62) know. Unless the portcullis is wedged Underneath the platform on which you stand, about one or propped open, it falls back into place once it is let go.

hundred feet down, a stone construction protrudes from

K3.

the cliff face. Three dirt-caked windows are set into it.

SERVANTS' COURTYARD

The windows are so dirty as to be opaque, although a

This courtyard northeast of the keep is enclosed by towcharacter within reach of one can scrape the dirt away ering walls. A stone carriage house with hinged wooden and see a dusty tomb beyond (area K88). Characters

who try to reach the windows from the overlook must

doors stands silent in the corner where the outer walls

descend 110 feet and move 20 feet back under the platmeet. Across from the carriage house, a slender wooden form. This descent can't be accomplished without the door reinforced with iron bands leads into the keep.

aid of magic or the use of a climber's kit.

Anyone who falls from the overlook plummets

1,000 feet.

The carriage house is described in area K4. The

wooden door, which leads to area K23, is swollen and

FORTUNES OF RAVENLOFT

stuck in its frame. A character can shoulder open the

If your card reading indicates an encounter with Strahd

stuck door with a successful DC 10 Strength check.

in this area, he is looking out over the balcony.

K4. CARRIAGE HOUSE

MAIN FLOOR

Read the following text if the characters open the car Refer to map 3 of the castle for areas K7 through K24.

riage house doors:

I

K7. ENTRY

Read the following text if the characters approach from

riage fitted with glass windows and brass lanterns.

I

The double doors swing open to reveal a sleek, black car-

the courtyard (area Kl):

The ornate outer doors of the castle hang open, flanked

K5. CHAPEL GARDEN.

by fluttering torches in iron sconces. Twenty feet inside

. ... "' .·

the castle is a second set of doors .

·,·.

At the back of the keep, behind towering buttresses and

tall, boarded-up stained-glass windows, a small garden

If one or more characters approach from area Kl and struggles to survive. Small flowers press skyward against come within 10 feet of the double doors, read: the gloom. A pair of large iron gates blocks the way to

I a grand hall filled with the sound of organ music. I

some kind of overlook.

The doors in front of you sud.denly swi�g open, revealing

The large iron gates squeal loudly on rusted hinges

when opened. Beyond them lies area K6.

t CHAPTER 4 I CASTLE RAVENLOFT

--

54

t���·����__.,--��

/'"' �'t/" .� .. /,,_

Jl,

w

If the characters approach from area K8 and have not

yet visited this area, read:

Double doors of bronze stand closed to the east.

To the north, a wide staircase climbs into darkness. A

A set of double doors to the west appears to be, or to

lit hallway to the south contains another set of bronze

l

]

lead to, an exit from the castle.

doors, through which you hear sad and majestic organ tones.

If the characters enter from either direction, read:

1 ]

The southern hallway is described in area K9. The wide

staircase leads up to area K19.

Overhead, in the vaulted entry foyer, four statues of drag-If the characters are here by invitation, add the

ons glare down, their eyes flickering in the torchlight.

following:

]

If anyone except Strahd enters this area through the

An elf with brown skin and long black hair descends the

doors that adjoin area K8, the dragons come alive, drop

wide staircase, quiet as a cat. He wears a gray cloak over to the floor hissing and spitting, and attack. The dragons black studded leather armor and has a polished scimitar don't attack characters who enter this area from area

hanging from his belt. "My master is expecting you,"

Kl, heading east. The dragons are four red dragon

wyrmlings, and they have instructions to allow guests he says.

to enter the castle, but not to leave it. If intruders vacate this area, the dragons fly up to their perches and revert The elf is Rahadin, the castle chamberlain (see appento stone. In their stone forms, they are impervious to dix D). He fights only if attacked. Otherwise, he leads weapon damage. The dragons never leave the room.

the characters to the dining hall (area KlO), points them

K8.

inside, pulls the doors shut behind them, and withdraws

GREAT ENTRY

to area K72 by way of the South Tower Stair (area K21).

DEVELOPMENT

Cobwebs stretch between the columns that support the

After all the characters leave this room, the eight gar vaulted ceiling of a great, dusty hall dimly lit by sputter goyles attack any character who dares to return. The ing torches in iron sconces. The torches cast odd shadgargoyles also swoop down to fight if they are attacked.

ows across the faces of eight stone gargoyles squatting

When the gargoyles attack, the turbulence in the air

from their wings extinguishes the feeble torches in the

motionlessly on the rim of the domed ceiling. Cracked

sconces, plunging the hall into darkness unless the

and faded ceiling frescoes are covered by decay.

characters have light sources.

MAP3

Main Floor

CHAPTER 4 I CASTLE RAVENLOFT

K9. GUESTS' HALL

center of the room, a long, heavy table is covered with a

fine white satin cloth. The table is laden with many delec Torchlight flutters against the walls of this vaulted hall.

table foods: roasted beast basted in a savory sauce, roots To the east, an arched hallway stretches for twenty feet,

and herbs of every taste, and sweet fruits and vegetables.

ending at a spiral staircase that goes up and down. Next

Places are set for each of you with fine, delicate china and to the hallway, a suit of armor, oiled and glistening,

silver. At each place is a crystal goblet filled with an amstands at attention in a shallow alcove. To the west, large ber liquid with a delicate, tantalizing fragrance.

double doors hang slightly open, and a steady bright

At the center of the far west wall, between floor-to-ceillight escapes through the opening. Swells of organ music ing mirrors, stands a massive organ. Its pipes blare out come from behind the doors, spilling their melody of

a thunderous melody that speaks in its tone of greatness

power and defeat into the hall.

and despair. Seated at the organ, facing away from you, a

single caped figure pounds the keys in raptured ecstasy.

The suit of armor standing in the alcove is merely a nor The figure suddenly stops, and as a deep silence falls

mal suit of plate armor that is well cared for.

over the dining hall, it slowly turns toward you.

The staircase leads down to area K61 and up to area

K30. The double doors provide access to area KlO.

The figure is an illusion of Strahd. It welcomes the

KlO. DINING HALL

characters and invites them to dine. The illusion acts

like Strahd and plays the part of the gracious host,

The first time the characters enter this room, read:

speaking kindly and telling the characters that they're

free to explore the castle. "Strahd" might talk about his family or shed light on the castle's history, but the illu Three enormous crystal chandeliers brilliantly illuminate

sion provides no useful information about the castle's

this magnificent chamber. Pillars of stone stand against

inhabitants, treasures, or dangers other than to say that

dull white marble walls, supporting the ceiling. In the

the castle doesn't receive many guests. The illusory

vampire converses with the characters for no more than

3 rounds, never moving from the organ bench. When the

Kl4. HALL OF FAITH

time is up, or if the illusion is attacked, it simply disappears with a mocking laugh.

The moment the figure disappears, a fierce,

This grand hall is choked with dust and stretches into

bone-chilling wind rises up and roars through the hall,

putting out all open flames. The characters hear the

darkness ahead. Webs hang from the arched ceiling like

screech of ancient hinges and the solid thud of many

drapes, and life-sized statues of knights line the hallway heavy doors slamming shut, one after another, into the

on both sides, their eyes seeming to watch you.

distance. They also hear the portcullis clang shut and

the tired groan of the aged drawbridge pulling up. Finally, unless the doors to this room are being held open, The statues are harmless. Their moving eyes are a simthey slam shut (but do not lock). If the characters open ple optical illusion.

the doors, they see that all the torches in areas K7, KB, Double doors stand at both ends of the hall. Above

and K9 have gone out.

the doors leading to area KlS hangs a symbol of beaten

The organ appears locked in place and immovable,

bronze that looks like a rising or setting sun.

but a character who makes a successful DC 20 Wisdom

(Perception) check notices scratch marks on the floor

Kl5. CHAPEL

that suggest that the organ can be slid outward. A character who tries pushing various keys and pedals discovers that one of the pedals, when depressed, causes Dim, colored light filters through tall, broken, and boardthe organ to slide outward about 2 feet, allowing access ed-up windows of stained glass, illuminating the ancient to a secret door in the back wall that swings open into

chapel of Raven loft. A few bats flutter about near the top area Kll. Because this secret door is hidden behind the

of the ninety-foot-high domed ceiling. A balcony runs the

organ, it can't be found and opened until the organ is

length of the west wall, fifty feet above the floor. In the moved out of the way.

center of the balcony, two dark shapes are slumped in

The food on the table is tasty, the wine delicious.

tall chairs.

Kll. SOUTH ARCHERS' POST

Benches coated with centuries of dust lie about the

floor in jumbled disarray. Beyond this debris, lit by a

piercing shaft of light, an altar stands upon a stone plat The castle courtyard is visible through arrow slits in the form. The sides of the altar are carved with bas-reliefs of north and west walls. Leaning against the walls are mirangelic figures entwined with grape vines. The light from rors of various sizes, some as tall as a human and others above falls directly on a silver statuette. A cloaked figure small enough to fit in a backpack.

is draped over the altar, and a black mace lies on the

floor near its feet.

Each arrow slit is 21/2 feet tall and 4 inches wide. The

framed mirrors (seventeen in all) used to hang on various walls of the castle. Strahd had them taken down The figure slumped on the altar is all that remains of and stored here.

Gustav Herrenghast, a lawful evil human cleric who

A secret door in the east wall can be pulled open to retried to obtain the Icon of Ravenloft and did not survive veal the back of the pipe organ in area KlO. Characters the attempt. See "Treasure" below for more information can't pass through the secret door while the organ is on the icon and Gustav's possessions.

blocking it, and the organ can't be moved from this side.

A sculpted stone railing cordons off the upstairs balcony, which is described in area K28.

Kl2. TURRET POST

TREASURE

The statuette on the altar is an artifact called the Icon of Ravenloft (see appendix C). Any evil creature that A high, domed ceiling caps the thirty-foot-wide octagotouches the statuette must make a DC 17 Constitution nal room before you. Frescoes faded with age adorn the saving throw, taking 88 (16d10) radiant damage on a

ceiling, but their images are impossible to make out. Tall, failed save, or half as much damage on a successful one.

thin arrow slits look out over the courtyard.

The statuette is safe for all creatures to handle once it is no longer in contact with the altar.

Gustav's corpse wears a handsome, fur-lined black

Each arrow slit is 2'h feet tall and 4 inches wide.

cloak embroidered with golden thread (worth 250 gp)

and a suit of chain mail, both nonmagical. Gustav's

Kl3. TURRET POST ACCESS HALL

I

black m.ace is a mace of terror.

FORTUNES OF RAVENLOFT

This long, narrow corridor runs east to west. Cobwebs fill I ,, If your.card reading reveals that a treasure is here, it ·

·

the hall, obstructing sight beyond a few feet.

· lies on the floor behind the altar.

CHAPTER 4 I CASTLE RAVENLOFT

57

-a·--...,...=sc---<>-·--,,==--

\

/-,

-!'

'\

If your card reading indicates an encounter with

5 inches tall, and 12 inches deep; it leads to the castle's Strahd in this area, he is among the bats fluttering bewine cellar (area K63). Characters can notice the crack low the ceiling or he is standing at one end of the chapautomatically as they climb or descend the stairs. Widel-a dark shape in the vast hall.

ening the crack enough to squeeze through the wall

requires major excavation and would take several days.

Kl 6. NORTH CHAPEL ACCESS

The shaft that these stairs wrap around (area K18a)

runs vertically from area K59 to area K84 without any

holes or obstructions. The inner wall of the stairwell,

This arched room connects a vast chamber to the east

between the staircase and the shaft, is solid.

and a staircase that rises to the west. Alcoves in the

Kl8A. HIGH TOWER SHAFT

north and south walls hold eight-foot-tall sculptures of

helmed knights with muscular builds. Black shadows fall

Characters can access this 10-foot-diameter, 390-footacross their faces.

tall stone shaft from the top or the bottom of the high

tower (areas K59 and K84, respectively).

The shaft is dark and choked with cobwebs. A rushing

The statues are harmless. The vast chamber to the east

wind causes the webs to stir. Climbing the shaft is imis the chapel (area K15). The staircase to the west is depossible without the aid of magic or the use of a climbscribed in area K29.

er's kit, since there are few handholds.

The bats in the catacombs (area K84) fly up the shaft

Kl 7. SOUTH CHAPEL ACCESS

at night, exiting Castle Ravenloft through various arrow

slits and holes in the tower's peak (area K59). After feeding, they return by the same route.

This arched room connects a vast chamber to the east

and the landing of a staircase to the west. To the left

Kl9. GRAND LANDING

of the landing, the stairs curl down into darkness. To

the right, the stairs climb into thick drapes of cobwebs.

Massive stairs rise to a landing twenty feet wide by forty Alcoves in the north and south walls hold eight-foot-tall

feet long. Stone arches support a ceiling covered with

sculptures of helmed knights with bright blades. Black

frescoes twenty feet overhead. The frescoes depict arshadows obscure their faces.

mored knights on horseback, their finer features faded

beyond recognition.

The statues are harmless. The vast chamber to the east

Dust floats in the air here. At each end of the south

is the chapel (area Kl5). The staircase to the west is dewall, a staircase rises into darkness. Between the stairscribed in area K18.

cases are twin alcoves, each one containing a standing

Kl8. HIGH TOWER STAIRCASE

suit of armor covered with dark stains. Each suit of armor clutches a mace, the "business end" of which is shaped like a dragon's head. Words engraved on the arches The large flagstones of this spiraling staircase lead up

above the suits of armor have been scratched out.

and down around a twenty-foot-wide stone core. Cobwebs fill the staircase, making it difficult to see even the Both staircases on the south wall climb to area K25.

ceiling. Heavy beams sag overhead from centuries of

The massive stairs lead down to area K8. Anyone who

supporting weight.

crosses in front of the alcoves along the south wall activates the suits of armor.

Both suits of armor are mechanical traps, each one

The staircase starts at area K84 and spirals upward

activated by a pressure plate hidd.en in the floor in front around a central shaft (area K18a), climbing 300 feet to

of its alcove. A character who searches for. traps in one

the top of the high tower (area �59).

of these locations notices both pr_essure plates with a

A recently constructed masonrY, wall blocks the stairsuccessful DC 15 Wisdom (F'erception) check, case 10 feet below the landing \Yest of area. K17. A chink When 40 or more pounds of �eight are placed on a in this wall allows gas (oraviirYpir�in:gaseous form) to

pressure plate, the suit of armqr nearest to that plate

pass from one side of the.wall !6:tlie _other. A character springs forward, flailing its arms and wielding its mace.

who inspects the wall closely can spot the chink with a

Any creature standing on a prei�ure plate when its

successful DC 10 Wisdom (Perception) check. The wall

trap triggers must succeed on a DC 14 Dexterity saving

is too sturdy for characters to knock down, but they can

throw or take 7 (2d6) bludgeoning da·mage from the

· create a hole wide enough to crawl through in 1 hour,

flailing armor. After leaping i;>ut and attacking, the aror reduc;e the entire wall to a pile of masonry bricks and mor retracts. The pressure plate resets after 1 minute, rubble in 2 hours.

after which its.armo� trap can be triggered again.

Thirty feet below the masonry wall and 50 feet above

The s_uits of armor act much like metal puppets-a

the foot of the steps, a small crack has formed in the

little joke i�tended to spook visitors more than damage

outer wall of the stairwell. The crack is 1/2 inch wide,

CHAPTER 4 I CASTLE RAVEN LOFT

them. A pressure plate can be disabled by a character

standing on the nearby stairs can make melee attacks

who uses thieves' tools and makes a successful DC 15

against the heart, provided their weapons have a reach

Dexterity check. A trap can also be disabled by destroyof at least 10 feet. The glass heart has AC 15 and 50 hit ing its suit of armor, which has AC 18, 5 hit points, and points. If the heart is reduced to O hit points, it shatters, immunity to psychic and poison damage.

and its crystal shards transform into blood, which rains

down on the tower interior and staircase. The destruc K20. HEART OF SORROW

tion of the Heart of Sorrow causes the tower to stop

shuddering, and the interior of the tower becomes dark.

Destroying the heart earns the characters 1,500 XP.

A mosaic floor adds a touch of color to the otherwise

Strahd and the Heart of Sorrow are connected, such

dark, cold, empty tower that rises above you. A spiral

that any damage Strahd takes is transferred to the

staircase rises slowly into darkness, hugging the outer

heart. If the heart absorbs damage that drops it to O hit

points, it is destroyed, and Strahd takes any leftover

wall. In the center of the room, another set of stairs

damage. The Heart of Sorrow regains all its hit points at

leads down.

dawn if it has at least 1 hit point remaining.

The Heart of Sorrow is held aloft by the will of Strahd.

The staircase in the center of the floor (area K20a) leads Casting dispel magic on it has no effect.

down to area K71.

Animated Halberds. Mounted on the walls along the The spiral staircase has no railing and connects the

section of staircase nearest the heart are ten animated

main floor of the castle with each level above it. First,

halberds; use the stat block for the flying sword in the

the staircase climbs 50 feet to a landing (shown on map

Monster Manual, but increase each halberd's damage to 4), from which an open archway leads to area K13. East

ldlO + 1 and reduce its AC to 15. The halberds attack

of that opening is a secret door that conceals a ladder

any creature that threatens the Heart of Sorrow.

leading down to area K34.

Vampire Spawn. Strahd senses if any damage is done The stairs ascend another 40 feet to another landing to the Heart of Sorrow and sends four vampire spawn

(shown on map 5), with archways that lead to areas K45

to destroy those responsible. These vampire spawn are

and K46, and then climb another 100 feet to a landing

former adventurers whom Strahd defeated long ago.

beneath the tower's heart (shown on map 8). The stair They use their Spider Climb feature to scuttle along the

case wraps around the heart, ending at the top of the

tower walls and arrive in 3 rounds.

tower (area K60).

K20A. TOWER HALL STAIR

THE HEART

This stairway connects areas K20 and K71.

The tower, including the spiral staircase, is alive. When

the characters set foot on the staircase for the first

K21. SOUTH TOWER STAIR

time, read:

Fluttering torches in iron sconces illuminate this spiral

As you step onto the spiral staircase, a reddish light

staircase. A chill wind rushes down the circling stairway, flares high overhead, then settles into a dull, pulsing

seeming to kill the very heat of the torches.

red glow. You now see the full immensity of this tower.

The spiral staircase circles up the tower's full height.

The tower, sixty feet wide at its base, becomes narrower

These stairs start at area K73 and. go up through areas

as it climbs. At the pinnacle of the hollow tower, a large K61, K9, K30, and K35 before ending at area K47.

crystal heart pulsates with red light. Above the heart, the K22. NORTH ARCHERS' POST

stairs continue upward.

Ithe walls.

I

Have the characters and the Heart of Sorrow roll initia The castle courtyard is visible through arrow slits in

tive. If the characters leave the tower and later return,

they can reroll initiative, but the heart's initiative count doesn't change.

Each arrow slit is 2Y2 feet tall and 4 inches wide.

The awakened tower shakes and pitches on the Heart

of Sorrow's initiative count. Any creature on the stairs

K23. SERVANTS' ENTRANC E

or hanging on a tower wall at the start of the heart's

turn must succeed on a DC 10 Dexterity saving throw

or fall to the base of the tower. Characters who are

Dim light filters in through a dust-caked window in the

crawling on the staircase or who lie prone on the stairs

succeed automatically.

east wall. A door next to the window leads to the castle's The Heart of Sorrow is a 10-foot-diameter red crystal

northeast courtyard.

heart that floats near the top of the tower. Characters

CHAPTER 4 I CASTLE RAVENLOIT

Both staircases in the north wall lead down to area

Everything in this room is coated with dust, including

Kl 9. The eastern double doors can be pulled open to

a large, heavy table in the center of the floor. A thick book reveal area K26 beyond. The single door in the east wall lies open on a desk, with an inkwell and a quill next to it.

opens into area K30.

There is a broken door in the north wall, and a staircase

FORTUNES OF RAVENLOFT

in the south wall plunges into darkness. On each side of

· If your card reading reveals that a treasure is here, it the staircase, a skeletal figure draped in gleaming chain

lies on the marble dais, just behind the throne.

mail stands sagging at attention, holding a rusty halberd.

If your card reading indicates an encounter with

Strahd in this area, he is sitting on the wooden throne.

The skeletons, which were assembled by Cyrus Belview

K26. GUARDS' POST

(see area K62), are held together with wire frames and

hung on pegs. They pose no threat.

If the characters enter this hall through either set of

The staircase descends to area K62. The east door

double doors, read:

leading to the courtyard is swollen in its frame and requires a successful DC 10 Strength check to force open.

The doors open to reveal another set of double doors

The north door is cracked and hangs loose on its hinges;

ten feet ahead, Between these doors, a ten-foot-wide

beyond it lies another dust-filled chamber (area K24).

The ancient book is weathered and brittle, but the ink

corridor stretches north to south. At each end of the hall, in the well is fresh. At the top of each page is scribed

floating in the darkness, is a human skeleton clad in the

the message "Please register for your own convenience rusted armor and tattered livery of a castle guard.

and that of your next of kin." The book is more than halffilled with names, all of them illegible.

The "floating" skeletons hang from pegs on the north K24. SERVANTS'

UARTERS

and south walls. The skeletons, which were assembled

by Cyrus Belview (see area K62), are held together

with wire and are harmless. Behind the skeleton on

Broken furniture and torn cloth are strewn about this

the north wall is a secret door that can be pushed open

twenty-by-forty-foot room. Dim light comes from a pair

into area K33.

If the characters enter this hall by way of the secret

of dirt-caked windows in the northeast corner. A narrow

door that adjoins area K33, they see the skeleton hangstaircase with no railing ascends along the north wall.

ing on the inside of the secret door as soon as they pull

it open, and, with a light source or darkvision, can see

the skeleton at the south end of the hall as well.

The stairs lead to area K34.

K27. KING'S HALL

COURT OF THE COUNT

Refer to map 4 of the castle for areas K25 through K34.

This twenty-foot-high hall has a dark, vaulted ceiling

K25. AUDIENCE HALL

draped with cobwebs. A low moan seems to travel the

length of the corridor as it rises and falls, intoning sadness and despair.

Dim light from the courtyard falls into this great hall

through the broken glass and iron latticework of a large

window in the west wall. This immense room is a place

The moaning is only the wind.

of chilly, brooding darkness. Empty iron sconces dot

Characters who examine the ceiling can, with a successful DC 20 Wisdom (Perception) check, spot pulleys the walls. Hundreds of dust-laden cobwebs drape the and a rope that run the full length of the corridor along

hall, hiding the ceiling from view. Directly across from

the ceiling, well hidden by the cobwebs, These items are

the window stand a set of double doors in the east wall.

explained in "Flight of the Vampire" below.

Farther south, a single door also leads from the east wall.

Halfway down the hall on the south side is a narrow

Staircases at both ends of the north wall lead down.

secret door that can be pulled open to reveal area K31.

At the far southern end of the hall, a large wooden

FLIGHT OF THE VAMPIRE

throne stands atop a marble dais. The high-backed

Hidden in a compartment above the western set of douthrone faces south, away from most of the room.

ble doors is a dressed wooden mannequin that looks

exactly like Strahd. It Weil.rs a blackcloak, its fangs are bared; and its -arms and clawed fingers are outstretched

A secret door in the sC>uth wall leads to area K13. It is in a threatetiing ,manner.The mannequin is attached

hidden by dust and cobwebs, and requires a successful

to ·a roJe that runs" through pull�ys fc.!stened alo!"}g the DC 16 Wisdom (Perception) check to find.

length of the hallway cei_liQg. ·

CHAPTER 4 I CASTLE RAVEN LO.IT

61

==--•-::--

' ./

'\/

MAP4

Court of

the Count

When one or more characters reach the midpoint of

Two Strahd zombies (see appendix D) are slouched on the hall from either direction, read:

the thrones. They remain motionless until one of them

is disturbed or another creature comes within a zombie's reach, whereupon they attack.

You hear a scraping sound of stone against stone, fol The balcony is 50 feet above the floor of the chapel

lowed by the squeaking of a bat. In the direction of the

(area K15). A staircase north of the double doors leads

noise, you see the fanged visage, outstretched claws, and

down to area K29.

flapping black cape of a vampire bearing down on you

K29. CREAKY LANDING

from above! A deep, throaty chuckle fills the hall.

The scraping noise is the sound of the hidden compart IThis staircase is made of old wood that strains under-

foot, creaking and groaning.

I

ment opening, and the squeaking is the sound of the pulleys supporting the weight of the mannequin as it glides through the air. The chuckling is a harmless magical effect similar to that created by a prestidigitation can trip.

The staircase climbs from area K16 to area K28. It

Have the players roll initiative, and run this as a

seems unstable but is sturdy. The creatures in area K28

combat encounter with the "vampire" acting on initiacan't be surprised by anyone climbing the creaky steps.

tive count 5. On its turn, the mannequin flies over the

characters, 10 feet above the floor, and doesn't stop until K30. KING'S ACCOUNTANT

it reaches the east end of the hall. On its next turn, it reverses direction and flies back to its compartment. The trap resets after 1 minute.

Dusty scrolls and tomes line the walls of this room. More A character who attacks the mannequin from the floor

scrolls and books lie scattered on the floor, around four

needs a range of at least 10 feet. The mannequin has AC

heavy wooden chests fitted with study iron locks. The

15 and 10 hit points, and it is immune to poison and psyonly unobstructed floor space is directly in front of the chic damage. If the mannequin is reduced to O hit points while in the air, it falls to the floor.

doors on the east and west walls.

In the center of this clutter stands a great black desk.

K28. KING'S BALCONY

A figure crouches atop a tall stool, scratching on a seemingly endless scroll of paper with a dry quill pen. Nearby a tasseled rope hangs from a hole in the ceiling.

A sculpted stone railing encloses this long balcony, which overlooks Raven loft's chapel. Two ornate thrones stand

side by side in the center of the balcony, covered with

The figure is Lief Lipsiege (CE male human commoner), an accountant. He is chained to the heavy dust and strung with cobwebs. The thrones face away wooden desk and has no interest in the characters or

from the double doors that give access to the balcony.

their concerns. Under no circumstances does he volun-

-. �2

LCH�PTER �AS.::E RAVENLOFT

,�� /_____ _

tarily leave the room. Lief pulls the rope the instant he

See the diagram on page 76. The shaft (area K31a) defeels threatened.

scends 90 feet from here to area K61, and ascends 40

Pulling the rope requires an action. When the rope is

feet to area K3lb. Another 40 feet above that is a stone

pulled, a tremendously loud gong sounds. One or more

trapdoor in the ceiling that opens into area K47.

creatures arrive ld6 rounds later, attacking any charac Operating the machinery in this room raises a stone

ters still in the room. Determine the creatures randomly

elevator compartment from the bottom of the shaft, liftby rolling a d4: ing it past this room to the top of the shaft. See area K61

for more information on the elevator trap.

d4 Creature

A character can spend 1 minute disabling the machinld6 shadows ery in this room. The elevator trap won't function until 2

ld4 vampire spawn

the machinery is repaired.

3

ld4 wights

The iron lever set into the western wall is normally

4

l wraith and ld4 + l specters

in the "down" position. Moving it to the "up" position activates the trap and raises the elevator. Sliding it back Lief was pressed into service by Strahd many years down lowers the elevator and resets the trap.

ago. He keeps all the books for Strahd, recording the

When the elevator trap in area K61 is activated, all the

vampire's riches and conquests. Lief has been here

chains, pulleys, and gears in this room move at once. It

longer than he can remember. He is grumpy because

takes 10 seconds (1 round) for the elevator to reach the

Strahd doesn't allow him to know about all his treatop of the shaft, and the machinery doesn't stop·until the sures. Even so, Lief has found out where one of Strahd's elevator completes its journey.

secret treasures lies. If he is treated with kindness,

A secret door in the north wall is easy to spot

Lief will divulge the hiding place of the Holy Symbol of from this side (no ability check required) and opens

Ravenkind (see appendix C), as indicated by your card into area K27.

reading. Lief can draw a crude map showing a route to

K31A. ELEVATOR SHAFT

that location. His map is geographically accurate, but he

admits that it doesn't acknowledge or avoid any dangers

that might lie along the way. Lief doesn't necessarily

know the most direct path to the symbol's location.

Cold air fills this rectangular shaft, the walls of which are Lief knows that there's a key that unlocks all four

coated with mildew and worn smooth. Taut iron chains

chests, but he can't remember where he hid it. See

extend up and down the shaft. The links of the chains are

"Treasure" below for more information.

thick and covered with grease.

The western door leads to area K25. The eastern

door provides access to a staircase (area K21) that leads

down to area K9 and up to a landing outside area K35,

The shaft is 170 feet tall. It starts at area K61, climbs

continuing upward from there to area K47.

90 feet to area K31, another 40 feet to area K31b, and

another 40 feet to area K47. When the elevator trap

TREASURE

The room contains hundreds of worthless books and

scrolls describing accounting procedures. The first

character who spends at least 10 minutes searching

the room and succeeds on a DC 15 Intelligence (Investigation) check finds a book with a bloodstained leather cover. The pages of this book have been hollowed out, creating a hole in which Lief has hidden the iron key

that unlocks the four wooden chests in this room.

Two of the locked chests contain 10,000 cp each. A

third chest contains 1,000 gp. The fourth chest holds

500 pp, hidden under which is a manual of bodily health. /

K31. TRAPWORKS

The aromas of grease and well-oiled wood hit your nostrils as you pull open the door. This ten-by-twenty-foot room is filled with intricate machinery, except for small spaces between the stone gears and the iron chains and

pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the west wall is a steel plate that has an iron lever protruding downward.

CHAPTER 4 I CASTL.E RAVENLOFT

is activated (see area K61 for details), a stone elevator

K33. KING'S APARTMENT STAIR

compartment measuring 10 feet on a side rises up the

western half of the shaft. At the same time, a solid block This dark hall is concealed behind two secret doors.

of stone, also 10 feet on a side, descends in the eastern

half of the shaft, acting as a counterweight. Both stone

This arched corridor has been swept clean. Oak paneling

blocks have thick iron chains bolted to them, by which

they are hoisted and lowered them as needed.

decorates the walls to a height of four feet. Mounted on

Scaling the shaft is impossible without the aid of

the east wall above the wood paneling are three unlit oil

magic or the use of a climber's kit, because the walls

lamps spaced ten feet apart. A plain wooden door is set

are smooth and slick with mildew, and the greasy iron

into the west wall, and light seeps through its cracks. A

chains are too thick and slippery to grasp.

staircase at the north end of the west wall ascends into

Set into the roof of the shaft is a 5-foot-square stone

darkness.

trapdoor that can be pushed open to reveal area K47.

K31B. SHAFT ACCESS

The staircase climbs 40 feet to area K45. The door in

the west wall opens into area K32.

This ten-foot-square room overlooks a vertical shaft

K34. SERVANTS' UPPER FLOOR

to the south that plunges into darkness and continues upward.

Dirt-caked windows allow little light to enter this upstairs room. Broken bed frames and torn bits of mattress litter This vantage point is 130 feet from the bottom of the

the floors. A tall, dusty wardrobe roughly shaped like a

shaft (area K31a). Forty feet down is area K31, and

40 feet up is a stone trapdoor in the ceiling that opens

coffin, its black doors painted with fey creatures, stands into area K47.

between two cracked, full-length mirrors hanging on the

A door in the north wall is easy to spot from this side

south wall. A staircase descends along the north wall.

(no ability check required) and opens into area K39.

K32. MAID IN HELL

If someone opens the wardrobe, read:

I

I

A plain white dress yellowed with age flies out of the

Oil lamps illuminate this long, rectangular chamber with

wardrobe and begins to dance in the middle of the room.

oak-paneled walls. Stained, yellowed lace hangs neatly

The dress flaps around to the music of the storm.

from eight canopied beds. The figure of a woman moves

lithely about the room, dusting furniture and humming

quietly. Around her pale, slender neck is a gold necklace

If anyone touches the dancing dress, it collapses in a

lifeless heap on the floor. Otherwise, it dances forever.

with a ruby pendant.

Hanging in the wardrobe are a few rotted servant's uniforms, none of which are animate or valuable.

The maid, Helga Ruvak, is a vampire spawn who

Set into the south wall, behind the hanging mirror

claims to be the daughter of the village bootmaker, kidwest of the wardrobe, is a secret door. It can be pulled napped and forced into service by Strahd. She pleads, open to reveal a closet choked with dust and cobwebs

on her hands and knees if necessary, to be saved from

and that contains a wooden ladder that leads-up 20 feet

this awful place.

to another secret door in the tower stairway (area K20).

Helga will join the party if the characters ask her

The staircase leads down to area K24.

along. She intends to attack the characters but does so

only if she senses an opportunity t_hat doesn't involve

ROOMS OF WEEPING

having to fight the entire party. �be also attacks if com-

Refer to map 5 of the castle for. area:sK35 through K46.

manded to do so by Strahd.

. _ _

_ .

Helga plays the p�rt of the in11,oc�·�f d�rri_sel in distress K35. GUARDIAN.VERMIN

to the last, revealing hei; fefo9f�,9,!\lY "."hen she attacks.

She is, in fact, the bootm�_ker'{cf�ug�tei- she claims to

be, but she chose a li(e-of evil with St:a:hd;

A door of delicately engraved steel stands at the west

end of this short, dark hallway. Intricate details stand out

'.: .. _.

'TREASURE

t�:' _.�. , ' Helga's gold necklace with its ruby pendant.is a gift from clearly on the door's surface. The door seems to shine ;t ;':•'i;. "\. . ..

:/'tf_·,_'.,· \ .,- , .Strahd: The necklace is almost five centuries old and is with a light of its own, untouched by time. Flanking the � i};.ttrt\ ,worth, 750 gp.

door are two alcoves in shadow. A dark, vaguely man ·:.

shaped figure stands in each alcove.

'":,::..,:·�·� .; . .

CHAPTER 4 I CASTLE RAVENLOIT

The dark figures are four swarms of rats piled atop If the characters take the groom figurine out of the

one another to form manlike shapes (two swarms per

room, read the following if they return to the room at a

alcove). These rats are under Strahd's control and attack

later time:

anyone that tries to move through this area.

The steel door is engraved with images of a human

king in armor astride a horse, a majestic range of moun Billowing drapes draw your eye to the window, which

tains and shooting stars in the background. Tiny figures

has been broken outward. Scattered about the floor are

of people and wolves frame the image.

chunks of the moldy cake, as if something had burst

K36.

out of it.

DINING HALL OF THE COUNT

There are two explanations for the burst cake and bro Dust assaults your lungs. A sweet yet pungent smell

ken window. Choose the one you think is creepier:

of decay fills this room, in the center of which stands a

• Strahd smashes the cake and breaks the window to

long oak table. A blanket of dust covers the tabletop and

make the characters think something terrible has esits fine china and silverware. In the center of the table, caped and is now stalking them.

a large, tiered cake leans heavily to one side. The once

• Strahd's hate assumes a corporeal form, bursts out

of the cake (the symbol of Sergei and Tatyana's love),

white frosting has turned green with age. Cobwebs hang

and escapes through the window. "Strahd's hate" has like dusty lace down every side of the cake. A single doll the statistics of an invisible stalker and tries to kill figure of a well-dressed woman adorns the crest of the whichever character is carrying the groom figurine.

cake. Suspended above is a web-shrouded chandelier

The room has wooden doors in the north and west

of forged iron. An arched window in the south wall is

walls, and an ornate steel door in the east wall (see area draped with heavy curtains. Resting in a wooden stand

K35 for details).

by the window is a dusty lute, and standing quietly in the The harp stands 6\li feet tall, weighs close to 300

southwest corner is a tall harp shrouded in cobwebs.

pounds, and is fashioned of dark, stained wood carved

with images of harts and roses. Its taut strings are

made of gut.

The wedding cake is over four centuries old, kept in its

A character who plays the harp and succeeds on a DC

current rotten state by the will of Strahd. The toy figure 15 Charisma (Performance) check does well enough

of the groom from the top of the cake was cast on the

to summon the ghost of Pidlwick, a short little man

floor long ago. A character who searches the dusty floor

dressed as a fool, with a tiny jingling bell at the end of finds the figurine with a successful DC 10 Wisdom (Perhis pointy dunce cap. He asks, "Why have you sumception) check.

moned me from beyond the grave?" Regardless of the

answer, he commends the character for playing well

and says, "In my crypt below the castle, thou shalt find MAPS

Rooms of

Weeping

CHAPTER 4 I CASTLE RAVENLOFT

a treasure worthy of one so talented as thee! May it help

Roll a dl2 and consult the following table to deterthee set this troubled place to rest." If the characters mine the subject matter of a randomly chosen book.

think to ask him who he is, the fool replies, "Pidlwick."

If asked how he died, he replies humorlessly, "I fell d12 Book

down the stairs." If Pidlwick II (see area K59) is with the Alchemist's tome

party, the ghost points at the clockwork effigy and says,

2

Bestiary of strange beasts

"He pushed me down the stairs."

3

Biography of a forgotten king or queen

With nothing more to add, the ghost of Pidlwick fades

4

Book of exotic recipes

away and doesn't appear again. If the characters attack

5

Book of heraldry

the ghost, it attacks them in turn.

6

Book of military strategy

TREASURE

7

Epic novel

The lute, though old and covered in dust, has survived

8

Guide to fine wines

the passage of time. It is a magic instrument of the

9

Heretical text

bards called a Doss lute.

10 Historical text

11 Poetry anthology

K37. STUDY

12 Theological text

TELEPORT DESTINATION

A blazing hearth fire fills this room with rolling waves

Characters who teleport to this location from area K78

of red and amber light. The walls are lined with ancient

arrive in front of the painting of Tatyana.

books and tomes, their leather covers well oiled and

FORTUNES OF RAVENLOFT

preserved through careful use. All is in order here. The

If your card reading reveals that a treasure is here, it is stone floor is concealed beneath a thick, luxurious rug.

resting on the mantelpiece under the portrait of Tatyana.

In the center of the room is a large, low table, waxed

If your card reading indicates an encounter with

and polished to a mirrored finish. Even the poker in its

Strahd in this area, he is sitting back in one of the overstand next to the blazing fireplace is polished. Large, stuffed chairs, staring into the fire.

overstuffed divans and couches are arranged about the

K38. FALSE TREASURY

room. Two chairs of burgundy-colored wood with padded

leather seats and back cushions face the hearth. A huge

painting hangs over the mantelpiece in a heavy, gilded

Resting on the floor of this smoke-filled room is a closed frame. The rolling firelight illuminates the carefully renchest surrounded by piles of gold, silver, and copper dered portrait. It is an exact likeness of lreena Kolyana.

coins. The fittings and clawed feet on the chest are evidence of great workmanship.

This chamber has several exits, including a large set of

Attached to the east wall are two torch sconces. The

double doors in the west wall, a door at each end of the

southernmost one holds a torch with an intricate metal

north wall, and a door to the south.

base. The other is empty. A skeleton in broken plate

The painting above the fireplace depicts Tatyana,

armor lies against the wall. The skeleton's right hand is

a beautiful young woman with auburn hair. Strahd

on its throat, and its left hand holds the matching torch

commissioned the painting over four centuries ago to

impress his beloved. The fact that Ireena Kolyana looks

from the empty sconce.

exactly like Tatyana is proof to Strahd that both women

were born with the same soul.

The coins scattered around the trapped chest total 50

The back wall of the fireplace contains a secret door,

gp, 100 sp, and 2,000.cp.The chest weighs40 pounds

which is opened by lifting the poker from its stand. The

and is unlocked. Wlien op�ned, .it releases a.cloud of

fire must be extinguished in order for. anyone to reach

sleeping gas that fills the room;:Ariy crea��re in the

the secret door safely. Otherwis_e,- a creaturi that enters room must succeed on' aDC-18 Constitution saving

the fireplace for the first time on a tm'!rc>r �ta�ts its, throw or be paralyzed for 4.lio14rs. If all 'the 'characters turn there takes s (ldlO) A�e o.�r1�ge:and'�atches fire ..

succumb to the gas, they.ari:COµnd·by the witches.who

Until someone takes an action lo .. iio'4se ;the flames on lair ,in area K56 and dragg�d\6 .;i.rea KSO,. the!) ·left there the creature, it takes � (ldlO) fi��·damage at the start. of unharmed. If even one cha��cter.resist;s.the �ffecfof the each of its turns. (Ttii�· fire d��uig�·is.cumulative with gas, the witches do not appe�r; )f\ <>.(} , ·

the damage from standing in the:fireplace.).

The armored skeleton On·the floi:i'r is all:thaf.remains

_The secret door provides access to area K38.

of an adventure�. His corp�e has,ndthing cif vali.te.

. . . . ...... . :·

TREASURE

SECRET DOORS

·.·;'.

The real treasure here is Strahd's collection of books This room i,s cpncealed behind two secret doors.

over one thousand unique tomes in all. The collection is

The seeret .door. to the west is set into the back wall

worth 80,000 gp. Transporting it would be a chailenge.

; o( the·fueplace'.(area K37) and can be pulled open from

... .., -�.;, .. -� . . -.... ·· . �,-,_,_ . ·_ .

66

CHAPTER 4 I CASTLE RAVENLOIT

- y·

,

_ .

_ .

· ·�

_

The hall has an arched ceiling 20 feet overhead, hidden

behind thick webbing. At the eastern end are a pair of

arched bronze doors of ornate design. These doors can

be pulled open to reveal area K40 beyond.

Most of the hall is full of giant spider webs (see "Dungeon Hazards" in chapter 5, "Adventure Environments,"

of the Dungeon Master's Guide). Characters who stray from the unobstructed path through the webs risk becoming stuck.

SECRET DOORS

At the west end of the hall are two secret doors.

The secret door on the west wall can't be opened from

this side, except by magic (such as a knock spell). See area K38 for more information on this secret door. If the characters pass through this door coming from area

K38, it closes and locks behind them if they don't take

measures to prop it open.

A narrow secret door at the western end of the south

wall is hidden behind a mass of webs. If these webs are

cleared away, characters can search for the secret door,

finding it with a successful DC 15 Wisdom (Perception)

check. The door can be pulled open to reveal area K3lb.

K40. BELFRY

You can hear the rain and thunder outside, and the air

here is cold and damp. Veils and curtains of webbing fill

the room, making it hard to gauge its width and depth. A

single, narrow path leads to the dark center of the room,

where a rope dangles from high above.

within this room by lifting a simple Jocking mechanism

The rope is attached to a great bell mounted in a

(which is connected to the poker in the study). It's poswooden framework 50 feet overhead. Pulling the rope or sible that a character might open this secret door inadattempting to climb it brings forth a loud, long "GONG."

vertently by lifting the poker in area K37. Characters

That sound causes five giant spiders to drop from their

can otherwise locate the secret door normally, but a

webs and attack. The spiders attack only if they are atsuccessful check doesn't reveal the mechanism to open tacked or if the bell is sounded.

it. That can be found only through trial and error, or

Most of the belfry is filled with giant spider webs (see

the characters can bypass the mechanism with a knock

"Dungeon Hazards" in chapter 5, "Adventure Environspell or similar magic.

ments," of the Dungeon Master's Guide). Characters The secret door at the northern end of the east wall

who blunder into them risk becoming stuck.

is sealed shut. If the torch is taken from the skeleton's

At the west end of the north wall, behind thick webs,

hand and placed back in the empty sconce, the secret

is a secret door that opens into area K41.

door swings inward, revealing area K39 beyond. Removing the torch from its sconce at any time causes the K41. TREASURY

secret door to close and lock shut, becoming sealed as

before. Characters can locate this secret door normally,

but a successful check doesn't reveal the mechanism to

This octagonal vault is free of dust and cobwebs. The

open it. That can be found only through trial and error,

domed ceiling forty feet above is painted black and sparor the characters can bypass the mechanism with a knock

kles with a display of stars in unfamiliar constellations.

spell or similar magic.

Barely contained within this vault is a square tower,

K39. HALL OF WEBS

l

twenty feet on a side and thirty feet high, with arrow slits on all sides and a battlemented roof.

This ancient hall is choked with spider webs broken by a

. . - ·, - . - ··' . .

·,·•.

The domed ceiling is coated with dry ·pitch. The ."sta.rs"

single clear path down its center.

l are shards of glowing crystal embedded fn the pitch,

CHAPTER 4 I CASTLE RAVEN LOFT

each one as bright as a candle flame. Thanks to the

starry "night sky," the vault is dimly lit.

The plundered riches of Strahd's secret hoard lie

within this adamantine tower, which is actually a

Daern's instant fortress (see chapter 7, "Treasure," of the Dungeon Master's Guide). Only Strahd knows the command word to alter its shape and size, which can't _ ....

be done until every bit of treasure inside it is removed.

Only Strahd can open the two means of entry: a sealed

adamantine door set into the base of the tower on the

north side, and an adamantine trapdoor on the roof.

The arrow slits of the tower are 4 inches wide and 2

feet tall, and the walls of the fortress are 3 inches thick.

Characters who are able to reduce their size or assume

gaseous form can enter the tower through these slits.

TREASURE

The ground floor of the Daern's instant fortress contains 50,000 cp, 10,000 sp, 10,000 gp, 1,000 pp, 15 assorted gems (100 gp each), and a +2 shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see chapter 7). The shield whispers

warnings to its bearer, granting a +2 bonus to initiative

if the bearer isn't incapacitated.

The upper floor of the tower contains 10 pieces of jewelry (250 gp each) in a red velvet sack, an alchemy jug, a helm of brilliance, a +l rod of the pact keeper, and an unlocked wooden coffer with four compartments, each one containing a potion of greater healing.

FORTUNES OF RAVENLOFT

The figure on the bed is Gertruda (NG female human

If your card reading reveals that a treasure is here, it is commoner), the daughter of Mad Mary (see chapter 3,

lying atop the coins on the ground floor inside the tower.

area E3). Gertruda is oblivious to any danger to her If your card reading indicates an encounter with

self-especially from Strahd, who has charmed her.

Strahd in this area, he is perched atop the tower.

Sheltered by her mother, she was never allowed to leave

home as a child. She finally slipped away and made her

K42. KING'S BEDCHAMBER

way to the castle, drawn by its majesty.

Gertruda is innocent, and years spent as a shut-in

have twisted her sense of reality. Consequently, she

Sweet smells waft from this delicately lit room. A great

maintains a fairy-tale view of life. When faced with a

decision, she almost always makes the most simplistic

arched window along the west wall is covered by heavy

choice. She is naive to the point of being a danger to herred draperies, their golden tassels glinting in the light self and others. Fortunately for her, Strahd has not yet of three candelabras sitting atop small tables about the

bitten her, though he intends to. (If he can do so while

room. Tall white candles burn with bright, steady light.

the characters look on helplessly, so much the better.)

A large bed, canopied by silk curtains, sits with its

Next to the bed, set into the north wall, is a secret

door. It can be pushed open to reveal a dusty hall that

headboard against the north wall. Carved into the headends at a similar secret door in the back of an alcove board with great skill is a large "Z." Lying amid the velvet (see area K45 for details). Gertruda doesn't know that and satin sheets and bedclothes is a young woman in a

this secret door exists.

nightgown. One of her dainty slippers has fallen to the

floor at the bed's foot.

K43. BATH CHAMBER

. .. .... , _ ..... '*,

Arched double doors.Jead 'rrom t.his ro·om to the

Red satin curtains hang in archways at both ends of the

south and east.

south wall in this dark room. Between them, in the cen The window is divided into four tall panes of glass,

ter of the chamber, stands a large, ornate iron tub with

each enclosed by a lead framework. The two outermost

sections have small iron hinges built into them so that

clawed feet. The tub is full of blood.

·they can be opened, as well as iron latches to lock them

.Jn place when they're closed. The window looks out onto

Both curtamed archways lead to area K44.

the parapet (area K46).

CHAPTER 4 I CASTLE RAVENLOFT

TORMENTED SPIRIT

K46. PARAPETS

The spirit ofVarushka, a maid, haunts this chamber.

She took her own life when Strahd began feeding on

her, denying him the chance to turn her into a vam You stand on a ten-foot-wide walkway that encircles most

pire spawn.

of the keep. The drizzle of rain continues, punctuated by

The blood in the tub isn't real, but rather a manifestation of Varushka's tormented spirit. If the blood is dis the occasional clap of thunder or stroke of lightning. Far turbed in any way, read:

below these parapets are the shining wet cobblestones of

the courtyard.

A blood-drenched creature explodes out of the tub and

attaches to the ceiling, cackling maniacally. Blood pours The walkway runs around the front of the upper por off its pale flesh, bony limbs, and stringy hair as it scut tion of the keep. Battlemented walkways extend from

the keep north, south, and east to the outer walls of the tles away.

castle as well. (See map 2 for the length and location

of the castle walls.) All the windows leading from this The creature that erupts from the tub is no more real area into the keep are shut and locked, but can easily

than the blood. It can't be harmed and doesn't attack. It be broken.

scuttles across the ceiling, disappearing into area K44

If the characters loiter on the parapets or atop the

through one of the archways. Once there, it disappears.

castle walls for more than 5 minutes, they encounter

Strahd's animated armor (see appendix D) making the K44. CLOSET

rounds. It patrols the parapets and the outer walls of

Ravenloft day and night. Under a darkened sky, characters without darkvision are more likely to hear the clat The walls here are lined with iron hooks, upon which

ter of the armor approaching before they can see it.

The armor can't be salvaged if it is reduced to 0

hang black capes and formal wear. Two arched windows

hit points.

in the south wall are covered by heavy curtains.

SPIRES OF RAVENLOFT

Twenty-eight capes and sixteen sets of fine clothes are Refer to maps 6 through 10 of Castle Ravenloft for areas stored here. Red satin drapes hang in the archways K4 7 through K60.

that connect this closet to the adjoining bath chamber

(area K43).

K47. P ORTRAIT OF STRAHD

K45. HALL OF HEROES

You come to a dark landing ten feet wide and twenty

feet long. A cold draft of wind rushes down the spiral

Dark alcoves line the walls of this long hall. The ceiling staircase at the north end of the east wall and whistles

has fallen here, leaving rubble strewn across the floor.

mournfully through the room before streaming down the

Overhead, the beams of Raven loft's roof are exposed.

stairs to the south.

Lightning from the dark clouds above sporadically illumi An ornate, square rug covers the floor to the south. Set

nates the hall, lighting the faces of life-sized human statinto the west wall is an ironbound wooden door with a ues in the alcoves. Each visage is frozen in terror.

wooden trapdoor set into the floor in front of it. Hanging on the north wall above the trapdoor is a framed portrait

The ten statues that line this corridor depict ancient

of a handsome, well-dressed man with a serene yet pene heroes. In actuality, the faces of the statues are stoic and trating gaze.

expressionless, but whenever the lightning flashes, their expressions change to utter horror until the hall goes dark again.

The ornate rug is actually a rug of smothering. It at The statues are imbued with the spirits of Strahd's

tacks creatures, other than undead, that move across it ancestors, all of which grieve over the termination of or anyone who tries to move it or otherwise disturb it.

their bloodline. Each spirit will answer one question

. Underneath the rug is a bare stone .floor.

if addressed directly. The spirits' answers are always

The wooden, square trapdoor is 4 feet on.a.side and as

short and vague, and. there is a 20 percent chance that a thick as··the floor, with recessed'iron hinges and an jron spirit's answer is wrong. ··· · ,. ·

. ring buiit into: the s.ide cipposJt¢, the -h,inges. Puiling· up ... , ··

The stairs at the west end. of the hall descend 40 feet

. on the-r.ing· ope'ri� the ·c:100:r. B�iowt6'e.1r;;'pdoor, charac/

to area K33. An opeii �tchWay·to the east reveals a

, · te1lsee �-�e. of t»1i?" thi�gs; �ithe�·�'1io-(oot-dee·t> shaff .:: tower landing beyqnd (pai:�:ofarea K20).

. · ;'(area 'K3Jaf�r;' i(thi{ elev�'to'i;-trap Kas b�en activ:�t.ed�; ·

· .· ';? · (see)re�·-K61);·a-stciri� ·eJetatoi', c.o.wp�rtine�t �i_th a· se . ', .... :cret'·Hilt�r·'in)fs.fop/::· '. ·:. ;' :· \,,:/_i;;:"'i.tr .. ·-·. ' .

• . •.·,

·,., ... •'

.

('' .

.� --

:' .,.,

i

�,-/'

CHAPTER 4,· 6�S1'LE RAVENLOF'l'

69

,,(

The youthful man on the couch is Escher, a dashing

vampire spawn to whom Strahd has shown favor in

the past. Escher is feeling somewhat neglected of late

and has retreated here until Strahd's mood improves.

If attacked, he hurls himself out the window and lands

like a cat on the roof of the keep (area K53). He leads

pursuers right to Strahd, wherever the lord of the castle

happens to be (and regardless of whether the characters

are ready to face Strahd).

In conversation, Escher displays wit with a hint of melancholy. Beneath his arch mood is a dread that Strahd is growing bored of him and will lock him in the catacombs (area K84) with Strahd's other castoff consorts.

The leaded windows are fitted with iron hinges and

can be opened. They can be locked from the inside,

though they are currently unlocked. The leaded glass

doesn't allow for much of a view. If a character opens a

window and leaves it open, there's a 50 percent chance

that a vampire spawn crawling around the outside wall of the tower notices the open window and investigates.

The books in the bookcase have no value and aren't

much help to the characters. Some of the titles found

on the bookshelf include Embalming: The Lost Art, Life Among the Undead: Learning to Cope, Castle Building

101, and Goats of the Balinok Mountains.

The portrait on the wall depicts Strahd von Zarovich

TREASURE

before he became a vampire. Even in life, he was pale.

On the third finger of his left hand, Escher wears a plat The eyes of the portrait seem to watch and follow the

inum ring engraved with tiny roses and thorns (worth

characters as they explore the area. The picture frame

150 gp). Around his neck, he wears a gold and ruby penis bolted to the wall and can't be removed without dedant (worth 750 gp).

stroying it.

If the characters attack the rug or the picture, or if

K50. GUEST ROOM

they attempt to remove either item, the guardian portrait (see appendix D) attacks.

A large bed sits in the center of this room, its four cor K48. 0FFSTAIR

I

I ner posts supporting a black canopy trimmed with gold

tassels. Several comfortable divans are placed about

the room. There is a banded door in the west wall and a

This spiraling staircase is dark and dusty.

smaller unbanded door in the east wall.

This stairway rises from area K47, past area K54,

to area K57.

There is no danger in this area during the day. But if

the characters try to take a short rest here during the

K49. LOUNGE

night, the rest is interrupted by the arrival of ld4 Barovian witches from area K56. They try to subdue the party with sleep spells. A witch retreats to area K56

As thunder shakes the tower, heavy beams groan under

if wounded.

the weight of the ceiling. Three ornate lanterns hang by

K51. CLOSET

chains from these beams, each casting a dim glow. The

curved west wall is fitted with three windows of leaded

glass in steel latticework. A bookcase sits on the east

This small, wood-paneled room reeks of mildew and has

wall between two doors. Plush, overstuffed chairs and

a ten-foot-high ceiling. Iron hooks line the walls, and a

couches are placed about the room. The fabric has faded

dusty black cloak hangs from one hook in the center of

with age, and the patterns it depicts are nearly gone.

the south wall.

Lounging on one couch is a handsome young man whose

attire, while elegant, is worn and faded.

The cloak is ordinary. The witches in area K56 placed

it here to help them remember which hook opens the

secn,t trapdoor in. the ceiling.

CHAPTER 4 I CASTLE RAVENLOFT

-- =

"'\·;t -

\/1

..

MAP6

Spires of

Raven loft

The trapdoor can be found after a search of the room

If a character tries to traverse the rooftop, read:

and a successful DC 13 Wisdom (Perception) check. Locating the trapdoor doesn't enable someone to discover its opening mechanism. The door has a hidden lock and Some of the ancient roof tiles slide easily underfoot, eascan be opened by pulling down on the hook from which ily dropping into the fog-shrouded darkness. Each falling the black cloak hangs. Once it has been found, the traptile resounds with a hollow click as it hits the flagstones door can be opened by pulling on the hook, or it can be of the parapet or courtyard below.

unlocked by someone using thieves' tools, a knock spell, or similar magic. It swings down when unlocked.

A character must succeed on a DC 15 Dexterity (Acro K52. SMOKESTACK

batics) check to traverse the roof. The check succeeds

automatically if the character crawls. If the check fails

by 5 or more, the character slides off the edge of the roof Jutting from the steeply sloping rooftop of the castle, a

ans falls 40 feet to the castle parapet (area K46).

spindly smokestack, five feet in diameter at the top, rises K54. FAMILIAR ROOM

thirty feet above the roof's peak. Smoke belches from its iron-pronged capstone.

The low ceiling of this twenty-foot-square room presses

The chimney leads down 60 feet to the blazing fireplace

down on you. Torn and broken couches lie in heaps, hapin area K37. A creature that starts its turn in the chimhazardly strewn about. Deep claw marks cover the hardney takes 3 (ld6) fire damage.

wood furniture, and the once lush upholstery has been

K53. ROOFTOP

sliced to shreds. From the dark shadows amid the rubble,

three pairs of green eyes stare back at you.

Rain splashes against the sagging, sloping rooftop.

The three c.ats are familiars ·of-the•lit��es in ai,ea .�so..

Flashes of lightning illuminate gargoyles perched on the

If the familiars see the characters here, the witches are ....

roof's end peaks, their hideous stares forever fixed on

alerted\� t��ir preserit'y. '

. . "'' '. .

·.•·

• '*

the courtyard some one hundred thirty feet below.

CHAPTER 4· I �ASTLE RAVENLOFT t

71

-- --- -------- -

-

--- '\7�\�J/_r_i

K55. ELEMENT ROOM

Green-glowing wisps of steam bubble up from a fat,

black cauldron in the center of this dark, oppres Heavy beams support the ceiling of this large room, the

sive room. Surrounding the cauldron are seven tall

outer wall of which curves to follow the shape of the

wooden stools.

tower. Dim light filters into the room through the steel

lattice squares of two leaded glass windows. Several ta The Barovian witches (see appendix D) that dwell in

bles stand throughout the room, weighed down by stacks

this area have sworn themselves to Strahd's service

of glass jars and bottles, all of them bearing labels.

in exchange for arcane power. Seven witches are present when the characters arrive, minus any that might have been encountered and defeated in area KSO. If The labeled glass containers hold various elements that

the witches are expecting the characters, they cast in the witches use in their fell concoctions and rituals. The visibility spells and stand quietly in the corners of the labels identify such items as "Eye of Newt," "Hair of room, hoping that the cauldron draws their prey inside.

Bat," "Snail Hearts," and "Frog's Breath." There are no Although they prefer to attack at range with their spells, magic potions among the bottles and jars.

they can grow magic claws using alter self

The leaded windows are fitted with iron hinges and

When the cauldron is touched by someone who also

can be opened. They are currently locked from the inspeaks the proper command word ("Gorah!"), it magiside. If a character opens a window and leaves it open, cally heats any liquid placed inside it and remains hot there's a 50 percent chance that a vampire spawn

for 3 hours, or until the command word is spoken again

crawling around the outside wall of the tower notices

by someone within 5 feet of the cauldron. Once the

the open window and investigates.

cauldron's property has been used, the cauldron can't be

Characters who search the room spot numerous boot

activated again until the next dawn.

prints in the dust, as well as a short trail in the dust on Captured witches will trade information in exchange

the floor, leading from the northeast corner of the room

for their lives and freedom, and can be forced to divulge

to the easternmost door. It looks like something heavy

the command word for activating and deactivating the

was dragged across the floor toward the doorway.

cauldron. They also know how to open the trapdoor

There is a secret trapdoor in the northeast corner

in area KSS.

of the floor. Because of the trail through the dust, the

trapdoor can be found without an ability check. Tapping

TREASURE

or knocking on the trapdoor three times releases a

Each witch carries a potion of healing that she made hidden latch, causing the trapdoor to swing down. Area

herself. There is a 30 percent chance that a potion has

KSl lies below. (There's no ability check that will let the

"gone bad," in which case it's actually a potion of poison.

characters figure out the trick to opening the door. They

Not visible from the entrance is a small table behind

can get that information from the witches, or perhaps by

the cauldron on which sits an opened spellbook, seemusing a divination spell or similar magic.) ingly on the verge of falling apart. The book is evil. Any non-evil creature that touches it or starts its turn with K56. CAULDRON

the book in its possession takes 5 (ldlO) psychic dam Characters who stand outside the door to this room can

age. The book contains the following spells:

smell a pungent odor coming from within.

1st level: burning hands, charm person, detect magic,

If the witches in this room have not been warned that find familiar, fog cloud, mage armor, protection from evil the characters are coming, the characters can hear their and good, ray of sickness, sleep, Tasha's hideous laugh horrid cackling. If the characters open the door slightly, ter, unseen servant, witch bolt

they witness the scene described below:

2nd level: alter self, arcane lock, cloud of daggers,

darkness, enlarge/reduce, invisibility, knock, misty step Green-glowing wisps of steam bubble up from a fat,

K57. TOWER ROOF

black cauldron in the center of this dark, oppressive

room. Surrounding the cauldron are several gaunt

The sixty-foot-diameter tower roof is rimmed with battlewomen in soiled black robes. These witches sit hunched ments. A slender stone bridge with no railing spans the on tall wooden stools, their tangled hair tucked under

gap between this tower and the slightly taller tower to the black, pointed hats. They take turns tossing ingredients

north. To the east, the high tower of Ravenloft thrusts

into the cauldron, uttering fell incantations, and cackling skyward with no apparent opening at this level. Black,

maniacally.

boiling clouds hurl rain down from above.

: If the 'witches know the characters are coming, read the

·following text instead:

The courtyard is 190 feet below, the roof of the keep 80

fe�t below. A stone railing encloses a stone spiral staircase _that descends into the tower.

.• CHAPTER 4 I CASTLE RAVENLOFT

72

T--

� -,• /,

_If -

\ll - '\/

K58. BRIDGE

A strong wind blows across this slender bridge of stone

and masonry. The bridge's old iron railings have rusted

MAP10

away years ago, leaving the bridge without handholds.

High Tower

Peak

The bridge connects areas K20 and K57. The wind isn't

strong enough to knock creatures off the bridge, but a

creature that takes damage while standing on the bridge

must succeed on a DC 10 Dexterity saving throw or fall

DROPS3IOFEET

TOMAP12

60 feet onto the roof of the keep.

K59. HIGH TOWER PEAK

If the characters climb the stairs to reach the tower

peak, read:

MAP9

The spiral staircase finally ends at a five-foot-wide stone North Tower

walkway that circles the shaft. In the center of the tower's Peak

highest floor, a fifteen-foot-diameter ·hole drops into the DOWN 50FEET

cold heart of Raven loft itself. Cold air rushes up out of TO MAPS

the shaft, sending a chill through you. Arrow slits line the walls, and aging beams support a steep, cone-shaped

roof. One beam and part of the roof have fallen away,

leaving a gaping hole open to the stormy sky.

190 FOOT DROP

TOMAP3

The hole in the floor forms the mouth of an enclosed

shaft (area K18a) that descends 450 feet to the castle

catacombs (area K84).

PIDLWICK II

Hiding in the rafters is Pidlwick II (see appendix D).

A character spots Pidlwick II with a passive Wisdom

Spires of

(Perception) score that meets or exceeds its Dexterity

Raven loft

(Stealth) check. If Pidlwick II is spotted, read:

Something lurks among the rafters-a small, spindly

man not much larger than a child. A flash of lightning

illuminates his face, which is painted like a grinning jacko'-lantern.

Although he appears to be a petite man wearing face

paint and a fool's costume, Pidlwick II is actually a

clockwork effigy of the real-life Pidlwick, who lies

entombed in the catacombs. The dark paint on his

face is soot.

If the characters see Pidlwick II in bright light, read:

Spires of

Raven loft

It's obvious that you're looking not at a small man, but a I

mockery of one. This thing is not a creature of flesh and

bone, but a construct made of dyed leather stitched and

tightly wrapped over an articulated frame. You hear the

soft tumbling and clicking of gears.

·�--

CHAPTER 4 I CASTLE RAVENLOFT

Pidlwick II can't speak and doesn't have an expressive

K60A. NORTH TOWER ROOFTOP

face, so he relies mostly on hand gestures and simple diagrams to communicate. He understands Common but can't read or write.

A cold wind greets you atop the tower roof, its rain If the characters show kindness to the clockwork effigy, it accompanies them and tries its best to be helpful slicked flagstones surrounded by a twenty-foot-diameter and entertaining. It knows its way around the castle and

ring of stone battlements. The thunderclouds above sudcan serve as a silent guide.

denly coalesce into the terrible visage of Strahd. The face If one or more characters are mean toward Pidlwick

utters a ghastly moan as thousands of bats fly out of its

II, its quiet resentment of them grows, and at some point

gaping maw and descend upon the tower.

when the group is at the top of a staircase, it pushes one of the offending party members down the stairs. The

target must succeed on a DC 10 Dexterity saving throw

Characters who remain on the roof are accosted by ten

or tumble to the bottom of the staircase, taking ld6

swarms of bats, which arrive in 3 rounds. If the charbludgeoning damage per 10 feet fallen.

acters descend into the tower, the bats don't follow and

instead fly into the high tower (area K59), descend its

K60. NORTH TOWER PEAK

central shaft (area K18a), and roost in the catacombs

If the characters climb the stairs to this area, read:

(area K84).

The courtyard lies 260 feet below, and the roof of the

keep is 130 feet below.

The stairs end at a dark and dreary room with manacles

attached to the walls. In the middle of the room is a

LARDERS OF ILL OMEN

wood-framed bed fitted with leather restraints. At the

Refer to map 11 of the castle for areas K61 through K72.

foot of the bed rests a closed iron chest, is lid sculpted K61. ELEVATOR TRAP

with an emblem.

A wooden ladder leads up to a trapdoor in the ceiling.

See area K31 and the accompanying Elevator Trap dia Thin streams of water drip through the trapdoor's rotting

gram before running this encounter.

wood, forming a puddle around the base of the ladder.

This dusty, ten-foot-wide, thirty-foot-long corridor has a The ceiling here is 9 feet high. The manacles are rusted

flat ceiling ten feet overhead. To the south, a web-filled and can be easily torn from the walls. The trapdoor in

stairway spirals down into darkness. The north end of the

the ceiling leads to the tower rooftop (area K60a).

hall ends at a wooden door.

The emblem worked into the lid of the iron chest is

Strahd's family crest. (Show the players Strahd's crest

on page 239.) Cyrus Belview (see area K62) stashed the

This hallway contains an elevator trap, triggered when

chest here for safekeeping.

at least 400 pounds of pressure is applied to the 10-footsquare section of floor in the center of the hall (marked TREASURE

T on the map), or when the lever in area K31 is raised.

The iron chest is locked, and its key is with Cyrus Bel A party of adventurers moving in close formation down

view in area K62.

the hall is certainly heavy enough to trigger the trap.

The chest contains a bejeweled gold crown (worth

A character who searches for traps while crossing

2,500 gp) resting on a silk pillow.

the hall and succeeds on a DC 15 Wisdom (Perception)

check detects seams in the floor, walls, and ceiling that

TELEPORT DESTINATION

suggest that the middle section isn't attached to

Characters who teleport to this location from area K78

. the rest

of the hall. A character.who makes a successful DC 15

arrive in the middle of the room.

Intelligence (Investigation) check discerris that the trap·

can't be disarmed from this location ..

FORTUNES OF .RAVENLO,FT

The middle 10-foot section of .tbe hall is;a cl�verly hid If your card reading reveals.that a treasure'. is here, it is den elevator compartment, open tolbe.north �nd ·south

inside the iron chest: ·. . . .

'.,:.':' ·: .... ·· .. J .. · .

so that it appears to b.e pirtqfthe p�ssageway. When

If your card reading·i;;did�te·;;?i,'.e�cbu�tei;,�ith' . '

the trap is sprung, two·st��l portcullis�s drop frdm the

Strahd in this area, he is ,st�i:tlifrifne'xHo thdton chest, ceiling at lightning speed -to seal-9ff the compartment,

'

•

.. .' • I : '�

• •

.

"

trapping within those creatur¢sl�atctdgger�d the trap.

An instant later, the closed-off ele�ator fa .propelled up the western half of a 20-focit�wide:'i70�foot-tall shaft

(area K3la) to the sounds.of turni�·g ge�rs and rattling

chains. Magic sleep gas 'fflls the compartment as it rises, 74

CHAPTER 4 1 CASTLE RAVENLOFT

.

MAP 11

Larders of

Ill Omen

·�·

�R

)

;

MAP12

Dungeon and

Catacombs

=y·"'

"'· ' \

and a creature trapped inside must succeed on a DC 15

Constitution saving throw or fall unconscious as though

6l(varor 'Grap

affected by a sleep spell.

At the same time the elevator rises, a 10-foot cube of

granite suspended from heavy chains descends in the

(Jlru JJ;�J and H6J)

eastern half of the shaft, acting as a counterweight. The

massive block lands gently at the bottom of the shaft, filling the previously open 10-foot-by-10-foot space adjacent to where the elevator stood. The block weighs thousands of tons and pulverizes anything in the space where it

comes to rest.

Once the elevator starts rising, its portcullises are

locked in place and can't be lifted. The walls of the shaft are nearly flush with the elevator compartment; only a

few inches of space exist between the portcullises and

the shaft walls.

All creatures trapped inside the elevator (including

unconscious ones) must roll initiative. The compartment

takes 1 round to reach the top of the shaft, stopping just beneath area K4 7. Each creature inside has one turn to

act before the compartment comes to a dead stop. Their

initiative rolls determine the order in which the occupants act. Conscious party members can take whatever actions they like. They might search for a way out, wake sleeping party members, cast spells, or take other actions. Unconscious ones can do nothing.

A character who uses an action to search the ceiling

of the elevator finds a secret trapdoor with a successful DC 10 Wisdom (Perception) check. The trapdoor opens downward.

Any creature on top of the elevator when it reaches the

top of the shaft must make a successful DC 15 Dexterity

saving throw to avoid being crushed against the ceiling

of the shaft. The character takes 44 (8d10) bludgeoning

damage on a failed save, or half as much damage on a

successful one. When the elevator comes to a stop, its

portcullises retract.

The elevator remains at the top of the shaft until the

lever in area K31 is moved to the "down" position. When that happens, the trap resets in 1 round: the portcullises come down, and the elevator compartment descends to its place in the hallway at the bottom of the shaft as the stone block rises to the top of the shaft. When the elevator reaches the bottom, its portcullises rise again.

DEVELOPMENT

The sound of the elevator moving can be heard th.rough,

out the castle. Characters who-are. trapped or asleep in

the elevator compartment.are e:asy prey}or:Stt:ahd, who

·can reach them by way ofth� tral?doqr 1.n '�reaK.47.

K62. SERVANTS' HA'.LL

This hall stands in deadly silence. Heavy beams support

a sagging, ten-foot-high ceiling. Fog clings to the floor, obscuring everything that lies less than three feet above

it. A giant shadow lurches across the ceiling as a dark figure shuffles purposefully down the corridor toward you.

CHAPTER 4 I CASTLE RAVENLOFT

The figure approaching is Cyrus Belview, a mongrel K63. WINE CELLAR

folk (see appendix D) and Strahd's faithful servant. He stands 4 feet, 9 inches ta11 but appears shorter because of his hunched posture. He has the Keen Hearing and

Arched frames of stone form a low, wet ceiling over this

Smell feature. The left side his face is covered with

lizard scales, and he has the ears of a panther. His left

wine cellar. Great casks line the walls, their bands rusting foot looks like a duck's webbed foot, and his arms have

and their contents long since spilled onto the floor. A few patches of black dog fur.

hungry rats make their home here, but upon your sudden

The light in the hall comes from a lantern on the floor

arrival, they retreat to the shadows.

behind Cyrus. If the characters have their own light

sources, Cyrus sees them, but he will not attack first.

He wears a loop of twine around his neck, hanging from

The rats are harmless. Cyrus Belview (see area K62)

which is an iron key and a decorative wooden pendant

treats them like pets.

fitted with a varnished human eyeball. The key unlocks

Characters who search the room find a crack at the

the iron chest in area K60. The wooden pendant is

southern end of the west wall. The crack is half an

a hag eye given to Cyrus by the night hag Morgantha inch wide, 5 inches tall, and 12 inches deep; it leads

(see chapter 6), so that she could spy on Strahd. Cyrus

to area K18.

doesn't know that the necklace is magical. See the "Hag Covens" sidebar in the hags entry in the

WINE CASKS

Monster Man Each of the twelve large casks here rests on its side in

ual for information about the hag eye.

Poor old Cyrus is obviously crazy. He has served the

a heavy wooden brace. Three casks stand against the

master for uncounted years and is devoted to him. Cyrus

north wall, six against the east wall, and three against

tries to get the characters to retire to their "room in the the south wall. Decorative lettering is burned into the tower" (area K49). If the characters aren't sure what top of each cask, showing the winery name-the Wizard

room he is talking about, he offers to lead them there.

of Wines-and the name of the wine in the cask.

If the characters follow Cyrus, he tells them to stay

Northern Casks. All three of these casks are rotted close to him as he leads them through the south door to and empty. The wine's name is Champagne du le Stomp.

area K61 and deliberately sets off the elevator trap there.

Eastern Casks. Five of these casks are rotted and Cyrus tries his best not to succumb to the sleeping gas empty. The wine name burned on each is Red Dragon

as the elevator compartment climbs the shaft (area K31),

and he has advantage on the saving throw. Assuming

he's still conscious when the elevator compartment

reaches the top of the shaft, Cyrus opens the trapdoor to

CYRUS BELVIEW

area K47 and either leads the characters to area K49 or

if they're unconscious, drags them there. After assurin�

characters who are conscious that "the master will be along shortly," Cyrus then makes his way back downstairs to the kitchen (area K65).

If the characters don't go to their room, Cyrus shakes

his head and returns to the work of preparing his dinner

in area K65. If the characters take his key, he screams,

"The master will not be pleased!" and begins to moan and slap his head, obviously upset. A successful DC 10

Charisma (Intimidation) check is enough to make him

divulge the key's purpose, the location of the iron chest

and the chest's contents.

'

When he isn't being threatened, Cyrus giggles to himself from time to time for no" clear reason. He also likes to tell poor jokes at (he most.inopportune moments.

Stairs at the east end of the north wall lead up

to area K 23.

Along the east wall is a rusted but sturdy iron portcullis that bars the way to area K63. (If the characters pe�r through the portcullis, read the boxed text for area K63.) The portcullis bars are 1 inch thick and spaced 4 inches apart. The portcullis can be lifted with a successful DC

20 Strength check.

The double doors ai:· the west end of the hall are

made of heavy ,planks barided .with steel. They open

into area K67.

CHAPTER 4.1 CASTLE RAVENLOFT

Crush. Lining the interior of the sixth one is a patch of

Cyrus Belview (see area K62) uses this room as his lair.

yellow mold (see "Dungeon Hazards" in chapter 5, "Ad There is nothing of value here.

venture Environments," of the Dungeon Master's Guide).

If Cyrus is with the party, the characters notice that

A character who inspects the cask closely and succeeds

he is caressing ·their equipment and chuckling to himon a DC 13 Wisdom (Perception) check sees yellow self. Cyrus has been salvaging equipment from dead mold in the cracks between the planks of the cask. If

adventurers for years. He looks forward to adding to his

this cask is smashed open, the yellow mold releases a

collection after Strahd gets through with the characters.

cloud of spores.

Southern Casks. Two of these casks are rotted and K67. HALL OF BONES

empty. The wine name burned on each is Purple Grape Once a mess hall for the castle guards, this room is

mash No. 3. The middle one is home to a purplish black

now desecrated ground (see "Wilderness Hazards" in pudding that bursts forth if the cask is broken open.

chapter 5, "Adventure Environments," of the Dungeon Master's Guide).

FORTUNES OF RAVENLOFT

If your card reading reveals that a treasure is here, it is inside one of the empty casks along the north wall, hid Dark stains cover the Aoor of this area. Large oak tables, den there by Cyrus Belview.

scarred and beaten, lay scattered like toys about the

K64. GUARDS' STAIR

l

room, their wood crushed and splintered. Replacing

them are furnishings made entirely of human bones.

The walls and the twenty-foot-high vaulted ceiling are

The long, hollow sigh of the wind breathes a semblance

a sickly yellow color, not because of faded or timeworn

of life into this otherwise featureless staircase.

l plaster but because they are adorned with bones and

skulls arranged in a morbidly decorative fashion, giv-

The stairway starts at area K68 and goes up past area

ing the room a cathedral-like quality. Four enormous

K13 to area K46.

mounds of bones occupy the corners of this ossuary, and

garlands of skulls extend from these mounds to a chan K65. KITCHEN

delier of bones that hangs from the ceiling above a long

table constructed of bones in the center of the room.

A horrible odor of decay fills this steaming hot room. A

Ten chairs made of bones and festooned with decorative

huge pot bubbles over a blazing fire pit in the center of

skulls surround the table, resting atop which is an ornate, the room, its green, muddy contents churning. The far

bowl-shaped vessel made of yet more bones.

wall is lined with pegs, hanging from which are numer The doors to the north and south are sheathed in

ous large cooking implements-some of which could

bone, but the steel-banded double doors in the center

easily double as implements of torture.

of the east wall are not. Above these eastern doors is

mounted the skull of a dragon.

If a character looks into the pot, three human zombies

rise up from the bubbling depths and attack. The zom Cyrus Belview (see area K62) created this enormous

bies are slowly being boiled to death, and each has only

work of art out of the bones of dead servants and slain

13 hit points remaining. If Cyrus Belview (see area K62)

adventurers. It has taken him many years to complete it.

is present when the zombies attack, he grabs a heavy

The bones and skulls are held together with gray mortar

club and tries to beat them back into the pot. Cyrus exand white paste. The dark stains on the floor are old plains that he just isn't the cook he used to be, and his bloodstains, caused here when Strahd _hunted down and

meals tend to get out of hand these days.

killed the remainder of his castle guards.

The dragon skull mounted above the eastern doors

K66. BUTLER'S

UARTERS

belonged to Argynvost (see chapter 7), a·silver,oragon

that was killed in the valley by Strahd and his army before the founding of Castie Raven loft. The s·kull weighs This twenty-foot-square room is filled wall to wall with 250 pounds.

· ·

··

clutter. A long, sagging bed sits to one side under a huge FORTUNES OF RAVENLO:FT·

faded tapestry that depicts Castle Ravenloft. Dusty lan . If your card reading reveals that .a treasure is here, it is

' ·

·

terns sit in various places, and bright curtains are draped lying on the bone table.

haphazardly about the room. Thousands of pieces of

If your card reading indicates' an ertcounter with

junk cover the Aoor. Broken swords, crumpled shields,

Strahd in this area, he is sitting comfort;ibly at one end and helmets lie in piles all about.

of the table, holding the skull of a long-dead foe.

'.�

,. t

CHAPTER 4 I CASTLE RAVENLOFT

-----. -·

·. ·:. ;',:i-:_';.

•',,:.'

K68. GUARDS' RUN

TREASURE

Three of the alcoves contain nothing of value. A loose

flagstone in the southeast alcove covers a hidden cub This ten-foot-wide arched corridor is cold and moist.

byhole in the floor, in which is hidden a moldy sack

The cold seems to emanate from an open archway in the

containing 150 ep. The coins have the profiled visage of

Strahd von Zarovich stamped on them. A character who

west wall.

searches the alcove can find the loose flagstone with a

successful DC 10 Wisdom (Perception) check.

The archway leads to area K69. A door at the north

end of the hall opens into area K67. To the south, the

K72. CHAMBERLAIN'S OFFICE

hallway ends at the foot of a staircase (area K64) that

spirals upward.

This shadowy room is in perfect order. A great table

K69. GUARDS' QUARTERS

stands here with its chair, inkwell, and quill set carefully in place. Lances, swords, and shields that bear the Barovian crest are hung neatly on the dark, oak-paneled walls.

Sickly, yellow lichen covers the ceiling of this cold, damp, ten-foot-wide passage running east and west. Opening

off both sides of this passage are ten-foot-square alcoves If he has not been defeated elsewhere, Rahadin (see

appendix D) is here, waiting for the characters to arrive

that contain rotting cots, rags, and the skeletal remains

so he can kill them.

of castle guards. A deathly silence fills the hall.

A shadow demon also haunts this room. In the round

after the characters engage Rahadin, the demon leaps

The yellow lichen is harmless. When one or more charout and attacks the nearest character from behind.

acters reach the midpoint of the hall, ten human skele The character doesn't notice the demon, unless the

tons leap from the alcoves and attack.

character's passive Wisdom (Perception) score meets

or exceeds the demon's Dexterity (Stealth) check. Both

K70. KINGSMEN HALL

Rahadin and the shadow demon fight until slain.

A secret door is set into the north end of the west wall.

It can be pulled open to reveal a dusty, web-choked stair This thirty-foot-square room is a shambles. Scattered furcase of ancient, worn stone (area K79) that descends into darkness.

niture lies in heaps near the walls. Broken bones lie scattered amid crumpled and crushed plate armor. Shields DUNGEON AND CATACOMBS

and swords jut from the walls as if driven into them by

Refer to map 12 of the castle for areas K73

some tremendous force.

through K88.

Two doors stand opposite one another in the center of

the north wall and the south wall. A dark archway leads

K73. DUNGEON HALL

out through the east wall.

The following boxed text assumes that the characters

arrive by way of the staircase to the east (area K21).

After Strahd was transformed into a vampire, several

Adjust as needed if the characters enter this hall from

of the castle guards retreated to this room, but Strahd

another direction.

caught them and slaughtered them in a brutal show of

violence. Removing one of the shields or swords from

The stairs descend into black, still water that fills an

the wall requires a successful DC 10 Strength check.

arched hallway before you. The water's surface is like

None of the items found here are valuable.

dark, mirrored glass, disturbed only occasionally by the

K71. KINGSMEN QUARTERS

"thwick" of a drop falling from the ceiling. Twenty feet ahead, arched doorways lead downward from each side of the hallway. In each arched doorway, an iron door

This dark passage runs for twenty feet, connecting an

. '

stands closed and partially submerged. You hear a weak

archway to the west with an ascending stone staircase to

cry for help from beyond the south door.

the east. To the north and south are four ten-foot-square

alcoves cluttered with rotting cots and dirty rags. The

: :thi }Yater is3 feet deep in tJe_hallway a_nd ·�p�que: · · ..

ceilings here are covered with yellow lichen.

. .Tht,.ste-ps .on 'both sjd�i of thih:�!l\Vay/descend an:·.,,: /

·· : oth1-i '2'feet .before ertding'atthe' ir6n'-cioors to the rtciah. ·

; .

; '' :.._ .:

The yellow lichen i.s ha/mless. ·Beyond the archway to

·-·'anctc�"a:ihh�:\>1 ,\�".'-_,.,.·:->,·.·:, . : c\}.''· .... :\:;:: ..

the west is area E:'7.0, The'�taircase (area_K20a) that

:'(htilo:oibt:°ne;i'tfi' the.'water '.isq\_afs'dUd.as one might goes up along'the'.eastwaUl_eadsto area.K20.

--expec't: J"h�;e is a ifafe path. a;d�'nd �iverif w.'eight-sen-

,; •

. . -

�� <�' . . . \ ...

. ' ., '. -!

-·-:

.. '

.- • ';' •:

. • •. '

. ,·

-

. .

•

.. .

..

. ····!

CHAPTER '4 I 'CASTLE RAVENLOFT

sitive trapdoors (see the Traps in Area K73 diagram),

but the water makes it impossible to see where the trapdoors are. For every 10 pounds of weight on a trapdoor, there is a 5 percent chance that the trapdoor will open.

The 10-foot-deep pit under each trapdoor contains a

magic teleport trap that activates as soon as the trap One square = 5 feet

door opens. Any Medium or smaller creature on a trapdoor when it opens plunges into the pit and is teleported to a cell in either area K74 or K75, as the diagram indicates.

When a character sets off a trap, other characters in

the hall see an explosion of air and water fly up around

the triggering character (air that was trapped in the

pit is released suddenly when the trapdoor opens).

The triggering character suddenly falls from sight. An

instant later, the trapdoor closes, leaving only a slowly

dissipating swirl in the water. It doesn't open again until 24 hours have passed, at which point its teleport trap is

recharged.

Characters who fall victim to the teleport traps are

transported to dungeon cells closed with iron bars and

under 5 feet of brackish water (areas K74 and K75).

K74. NORTH DUNGEON

The rusty iron door connecting this hall to area K73 is

K74B. FORGOTTEN 'TREASURE

submerged in 5 feet of water and requires a successful

I

DC 10 Strength (Athletics) check to open.

I

I

The rusted door to this cell hangs open slightly.

A mold-covered ceiling hangs three feet above the still,

Characters who enter the cell can feel coins shifting beblack water that fills this dungeon corridor. The water neath their feet.

is five feet deep. Ten-foot-square cells, their entrances

Treasure. Scattered across the floor of this cell are blocked by iron bars, line both sides of the hall. One of 300 pp. The coins have the profiled visage of Strahd von

the cells is dimly lit.

Zarovich stamped on them. A character can scoop up

one hundred coins every minute.

The corridor is 40 feet long. Branching off it are eight

K74c. ROTTING CORPSE

cells, four along each wall. Light spills out of cell K74h.

I

A hinged door made up of 1-inch-thick rusted iron

bars spaced 4 inches apart, with horizontal crossbars

Clinging to the bars of this otherwise empty cell is the

rotting corpse of a male half-elf dressed in leather armor.

This cell is linked to a teleport trap in area K73.

I

spaced 6 inches apart, closes off each cell. Each door is

fitted with an iron lock. A character using thieves' tools can try to pick a lock, which requires 1 minute and a

successful DC 20 Dexterity check. The check is made

with disadvantage if the character is trying to pick the

Treasure. A search of the corpse yields a sheathed longsword and two belt pouches, one containing five

lock from inside the cell. If the check fails, the character gemstones (50 gp each) and the other containing a

can try again.

po

A character can force open a barred door by using an

tion of heroism.

action and succeeding on a DC 25 Strength check.

K74D. EMPTY CELL

Strahd visits the dungeon occasion.ally to s·ee w_hether

This cell contains nothing of interes�.

any characters have be.come trapped hereiHe'can enter

a cell by assuming mist "corm.··:.� · ·

·.

,-·>·. � ·,

K74E. END OFTHE RIDE·

l

This cell is linked to a telt,port trap in are.a K73.

K74A . FORGOTTEN''TREASUR,E.

Secret Door. A secret door is:s fe.et up from the floor This cell is linked to a teleport trap in area K73: Charon the north wall of this cell. Tlie secret door can't be acters who enter the cell can feel coins shifting beneath opened from this side without.the use of a knock spell or

. their feet.

similar magic. Behind the secret door 1s a chute of pol Treasure. Scattered across the floor of this cell are ished black marble that slants upward (area K82).

3,000 ep. The coins have the profiled visage of Strahd

von Zarovich stamped on them. A character can scoop

K74F. EMPTY C:�LL

up one hundred coins every minute.

' This cell contains nothing of interest.

. ·,

.

Bo

CHAPTER 4 I CASTLE RAVENLOFT

/. �·

' �

K74G. GRAY OOZE

In truth, Strahd locked Emil here as punishment for

Clinging to the floor of this cell is a gray ooze that atcausing a schism in his werewolf pack (see chapter 15).

tacks anything that enters. While underwater, the ooze

Anxious to prove his worth to Strahd, Emil rewards the

is effectively invisible.

characters for freeing him by attacking them when a

good opportunity arises. Emil doesn't turn against the

K74H. LOST SWORD

I

characters if they claim to be allies of his wife, Zuleika (see chapter 15, area Z7). In that case, he tries to leave the castle and reunite with her, staying with the characters only until an opportunity to leave presents itself.

back of the cell.

I

A glowing blade can be seen beneath the water near the

This cell is linked to a teleport trap in area K73.

Treasure. The source of the underwater glow is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.

The sword's purpose is to fight evil. The sword has the

following additional properties:

The sword continually sheds bright light in a 15-foot

radius and dim light for an additional 15 feet. Only by

destroying the sword can this light be extinguished.

, A lawful good creature can attune itself to the sword

in 1 minute.

While attuned to the weapon, the sword's wielder

can use the sword to cast the crusader's mantle spell.

Once used, this property of the sword can't be used

again until the next dawn.

K75. SOUTH DUNGEON

The rusty iron door connecting this hall to area K73 is

submerged in 5 feet of water and requires a successful

DC 10 Strength (Athletics) check to open.

A mold-covered ceiling hangs three feet above the still,

black water that fills this dungeon corridor. The water

is five feet deep. Ten-foot-square cells, their entrances

blocked by iron bars, line both sides of the hall. From one of the cells, you hear a gruff voice ask, "Who's there?"

K75B. FORGOTTEN TREASURE

Characters who enter the cell can feel coins shifting be The corridor is 40 feet long. Branching off it are eight

neath their feet.

cells, four along each wall. The voice comes from one of

Treasure. Scattered across the floor of this cell are the southernmost cells (area K75a).

2,100 ep. The coins have the profiled visage of Strahd

von Zarovich stamped on them. A character can scoop

K75A. PRISONER

up one hundred coins every minute.

K75c. EMPTY CELL

A strong young man clutches the bars of his cell while

This cell contains nothing of interest.

struggling to keep his teeth from chattering. His clothes

are shredded, and he is soaked from head to toe.

K75D. DEAD DWARF

This cell is linked to a teleport trap in area K73. The

skeletal remains of a dwarf fighter lie at the bottom of

The man is Emil Toranescu, a werewolf with 72 hit

the cell, enclosed in ru�ted plate armor. The dwarf's

points. He claims to be a resident of Vallaki who was

nonmagical but usable battleax� lies i:iearby.

chased by dire wolves to the castle. He begs the charac .. J., .......

:

ters to rescue him, offering to help them in exchange.

K75t._;E:M_I>TY;C,EL.�

., ..

.. This _ceJ! co(!tairis npthing of interest. ·.

�j" t. •

• '

.. ,· •

• '1"

'

' ...

!. :....

CHAPTER 4 I CASTLE RAVEN LO IT

K75F. DEAD WIZARD

out of the water, their slime-gray arms clawing upward

through the water as they attack.

Shackled to the back wall of this cell is an emaciated fig K77. OBSERVATION BALCONY ·

ure in a blue robe, its spindly arms spread wide and its

head tilted forward. Long, gray hair hangs down in front

of the dead man's face.

Two large, wooden thrones rest on this balcony. Behind

the thrones hangs a red velvet curtain thirty feet long.

The ceiling here is ten feet high.

The skeletal figure is all that remains of a human wizard whom Strahd captured and slowly bled to death.

Flesh still clings to the wizard's bones, and puncture

The room continues behind the curtain an additional 10

marks from the vampire's fangs are visible on the wizfeet to a wall that has a door in its center.

ard's neck.

K78. BRAZIER ROOM

K75G. HANGING BARD

This room is thirty feet square, rising to a twenty-foot-tall Pounded into the roof of this cell is a rusted iron pulley, flat ceiling. A stone brazier burns fiercely in the center of strung through which is a rope that is tied to one of the the room, but its tall white flame produces no heat. The

crossbeams of the barred door. Dangling upside down

rim of the brazier is carved with seven cup-shaped indenfrom the pulley is a man, flabby and stout of build, in tight-fitting leather armor. His boots are bound with rope tations spaced evenly around the circumference. Within just below the pulley, his fleshy hands are tied behind his each indentation is a spherical stone, twice the diameter

of a human eyeball and made of a colored crystal. No two

back, and his head is underwater. He isn't moving.

stones are the same color.

Overhead, a wood-framed hourglass as tall and wide

Strahd had this human bard suspended from the ceiling

as a dwarf hangs ten feet above the brazier, suspended

as a test to see how long he could keep his head above

water. The man weakened and drowned. On the floor of

from the ceiling by thick iron chains. All the sand is stuck the cell, below the hanging corpse, is a smashed lyre.

in the upper portion of the hourglass, seemingly unable

to run down into the bottom. Written in glowing script

K75H. EMPTY CELL

on the base of the hourglass is a verse in Common.

This cell contains nothing of interest.

Two nine-foot-tall iron statues of knights on horseback,

K76. TORTURE CHAMBER

poised to charge with swords drawn, stand in deep alcoves facing each other. The brazier sits between them.

Dark, low shapes thrust up out of the still, brackish water The two statues are iron golems. Each horse and rider

that fills this fifty-foot-square room, the ceiling of which is considered one creature, and they are inseparable.

is festooned with hanging chains that look like thick,

The golems will not leave the room under any circumblack web strands. A balcony set into the north wall overstances, and they attack only under specific conditions looks the room and has two large thrones atop it, with a (see the "Development" section that follows).

red velvet curtain behind them.

The hourglass has AC 12, 20 hit points, immunity to

poison and psychic damage, and vulnerability to thunder

damage. If the·hourglass is-reduced to O hif points, its

The ceiling is 17 feet above the surface of the \\'.ater,

glass shatt!!fS, ·causing the sand within it to fall to the · ·.

which is 3 feet deep. The balcony to the north stands 7

floor. The magic writing 09.the base of the .hourglass

feet above the water's surface, IO.feet.above the floor.

reads as follows:

· · ·

· · · ·

If the characters approach the "dark, low ·shapes" in

� .. ��

· Cast a stone into the fire: _:_., : ., . . .

the water, read:

·. : ·

.• ··: ·. · :-_ · ·' :·

.. . -�.

Violet leads to the mountain 'spire'', .... _, .

:- ...

. fJ• ·-{/\: ·::\� .

·�: �, .-,� .. ·

Orapge to the castle's-peak .· :_; . .

The dark shapes in the water are racks, iron maidens,

Red if lore is what you seek > ··:.

stocks, and other instruments of torture. The skeletons

Green to where the coffin;hid� · "<

Indigo to the master's btid� �- · '

..

of their last victims lie within them, their jaws seemingly Blue to ancient magids "VO�b · ·:::.: : . �

frozen open in silent screams.

Yellow to the maste/s t?�b : ' ·,-

. The brazier;s flame is magical and sheds no war'mth. A

· "As soon as one or more characters move more than

.. successful casting of dispel magic (DC 16) extinguishes.

10 feet into the room, six Strahd zombies rise slowly

. the fl_ame· for 1 bour. The fire is permanently extin-

. ··-guisnecHf the brazier is destroyed. The brazier.has AC

. 82

. CHAPTER 4 I CASTLE RAVEN LOFT

""""\•TJ:

.

� �

'

. ,-�.

..... - .

.

17, 25 hit points, immunity to poison and psychic dam The glyph triggers the first time a living creature

age, and resistance to all other damage.

passes over it. Triggering it activates a major image

The stones set into the brazier's rim are colored red,

spell, conjuring an illusion of Strahd von Zarovich that

orange, yellow, green, blue, indigo, and violet, respecappears either halfway up the stairs leading to area K72

tively. Tossing one into the brazier causes its flame to

or halfway down the stairs leading to area K78, so that

change from white to the color of the stone, and the

the vampire appears in front of the triggering character.

sand begins falling through the hourglass. Any creature

When "Strahd" appears, read:

that touches the colored flame is teleported to a location within Strahd's domain, as determined by the color:

A sickly mist fills the stairway ahead, then coalesces into Flame Color Teleports to ...

the form of the vampire Strahd, his eyes burning red

Red

Study (area K37)

with anger. "You have worn out your welcome," he says.

Orange

North tower peak (area K60)

"Whatever gods you believe in cannot save you now!"

Yellow

Strahd's tomb (area K86)

Green

Coffin maker's shop (chapter 5, area N6f)

Blue

Amber Temple (chapter 13, area X42)

Have the characters roll initiative. Any attack or spell

Indigo

Abbey of Saint Markovia (chapter 8, area S17)

that hits "Strahd" passes through, revealing that he is an illusion. On initiative count 0, the illusory vampire Violet

Tsolenka Pass (chapter 9, area T4)

chuckles and melts away like a wax doll in a bonfire,

leaving no trace behind, and the glyph disappears.

After 5 rounds, the sand runs out, and the color of the

flame returns to white. When the flame does so, the

K80. CENTER STAIR

sand instantly reappears in the top part of the hourglass

(provided the hourglass is intact), and the stone that was If the characters enter this area through the door at the

cast into the fire reappears in the brazier's rim.

bottom of the stairs, read:

DEVELOPMENT

If the brazier, the hourglass, or either golem is attacked, The door creaks open to reveal a stone staircase between

the doors of the room magically slam shut and lock

rough masonry walls. There is little dust on the steps,

(unless they are being held or wedged open), and the

but light fog tumbles down the steps from above.

golems animate and attack. On the first round, the

golems fill the room with their poison breath, which

issues from the horses' mouths. (Each creature in the

If the characters enter this area at the top of the stairroom must make two saving throws, one for each breath case, read: weapon.) On subsequent rounds, each golem makes one

attack with its sword and one slam attack with its hoof.

The rough-hewn corridor ends at a stone staircase that

When there are no creatures left to fight in the room,

descends to the south. Flanked by walls of rough mathe golems return to their alcoves, and the doors unlock.

Forcing open a locked door requires a successful DC 25

sonry and relatively free of dust, these stairs descend

Strength (Athletics) check. Each door has AC 15, 25 hit

before ending at a lonely door.

points, and immunity to poison and psychic damage.

K79. WESTERN STAIR

l

l The stairs slope at a 45-degree angle for a distance of 20 feet horizontally, connecting areas K78 and K81.

K81. TuNNEL

This staircase of ancient stone is worn smooth. Thick

dust covers its steps, and cobwebs choke the passage.

This tunnel is cut into the Pillarstone of Raven loft itself.

The stairs rise at a 45-degree angle for a distance of 40

Its surface is slick, and its ceiling is barely 6 feet high. A feet horizontally, leading to a· 10�foot�square landing (see lingering fog limits visibility to a few feet.

below). A ·second set-of. stairs contjnuis.upwar.d}o_t_�e

east at a similar angle for p0 di13fan<::�- of 30'fee�liorizontally, ending at a -se.cret.door thai:"c:Stiens-irito:a"rea Kn.

Characte�s who have knoJi�dge. of stdnecutting'dm tell· .- ._·

'. . . :. ·• . . -� ..

..

;·· -.· '

. .

that this passage is a relatively°pew consfr.uction tom-.

LANDING

·,

pared to other areas of Ravenlofi;. The t�nn�Us-120 feet

Inscribed on the landing, hidden 'under years of dust,

long, with a stone door at its·easte�n end .... ; _--

. is a glyph of warding. If the characters brush away'the Near the midpoint of the 'turu'i�l is· ii trapdoor hidden dust, someone can spot the glyph with a successful DC

under a layer 9f fog. Characters can't spot the trap15 Intelligence (Investigation) check.

door passively, but art ��tive search accompanied by a

successful DC 20 Wisdom (Perception) check locates

it. Unless the tr�pdoor is fastened shut with an iron

CHAPTER 4 I CASTLE RAVENLOFT

spike or by some other means, it opens when 100

K84. CATACOMBS

pounds of weight or more is placed on it. When the

trapdoor opens, everyone who is standing on it slides

into the marble chute below (area K82). The trapdoor

Buried deep beneath the �eep of Raven loft lie ancient

then resets.

catacombs, with arched ceilings supported by wide, hol K82. MARBLE SLIDE

low columns that double as crypts. Cobwebs hang limp

If one or more characters fall through the trapdoor in in the musty air. A thick fog clings to the Acor, which is area K81, read: covered in putrid waste. The black ceiling is moving.

You fall into a chute of polished black marble and slide

The catacombs fill an area roughly 110 feet east to west

l

]

into the darkness.

by 180 feet north to south, and the floor is covered in

several inches of bat guano. The catacombs are made

up of 10-foot-wide arched walkways running between

The chute plunges from the trapdoor in area K81

10-foot-square crypts, which serve as pillars that supthrough a one-way secret door into a flooded cell (area port the 20-foot-high ceiling. The area has five means of K74e). Characters who slide all the way to the bottom

entry and exit:

are deposited in the cell, but take no damage. The slide

, The door adjacent to crypt 1 (connecting

contains no handholds and is too slippery to ascend

with area K81)

without the aid of magic.

, A barred archway to the north (connecting

K83. SPIRAL STAIR

with area K85)

I

I , A barred archway to the south (connecting with area

K86 but warded by teleport traps)

, A barred archway to the east (connecting

Behind the door lies a dark spiral staircase.

with area K87)

• The high tower stair (area K18) or the shaft (area

The staircase starts at area K78, climbs to a landing at

K18a) to the west

area K83a, and continues upward to area K37.

Each crypt is sealed with a chiseled stone "door"-actually a tight-fitting stone slab measuring 3 feet wide, K83A. SPIRAL STAIR LANDING

5 feet tall, and 3 inches thick. Removing or resetting a

An extension of area K83, this landing is shown

stone slab requires an action and a successful DC 15

on map 11.

Strength check.

Each crypt houses the remains of the person or persons whose epitaph is inscribed on the front of the slab.

This forty-foot-long corridor connects two spiral stair The crypts are described in the following sections, their

ways, one leading up and the other descending into the

epitaphs noted under the crypt's number in italics.

depths of Castle Raven loft. Hanging from an iron rod

Unless noted otherwise, each crypt contains a 3-footby-6-foot rectangular bier of marble, 3 feet high, with a bolted to the eastern wall is a dusty, ten-foot-square tapskeleton draped in rags lying atop it.

estry depicting knights on horseback charging across a

The catacombs are home to tens of thousands of bats.

battlefield under a bloodred sky. The lead knight rides a

The bats hang here during daytime hours and fly out in

black horse and wears a fur-lined black cloak, dark gray

the evening through the high tower's central shaft (area

armor, and a visored helm shaped like a wolf's head. His

K18a) to hunt at night. They will not attack intruders

sword glows with the light of the sun.

unless they are provoked or are specifically commanded

to do so by Strahd. If one or more bats within a 10-foot

square on the map are attacked or caught in the area

The stairs at the nor.th end of the west wall descends

of a harmful spell, 2d4 swarms of bats form in that

to a door leading to area K78. The stairs at the south

area and attack. No more swarms can be formed in that

end of the west wall lead up, ending at door that opens

square until the next dawn, when more bats arrive to

into area K37.

replenish those that were killed.

TREASURE

TELEPORT TRAPS

The tapestry depicts Strahd's father, King Barov, lead Invisible teleport traps are lo.cated between crypts 37

ing his fearsome knights into.glorious battle. The tapand 38, .between crypt 3� and the wall south of it, and estry weighs 10 pounds arid ·is· worth 750 gp intact. If it · between crypt 38 and the wa!Lsciuth of it. The. traps

becomes damageifwhile iii t_he party's possession, it is

can't be perceiveq excepf�it1{�f}a¢;cfpiagic'spell, .··.

worthless unless mende,d.

,

... whtih.i:ey_�13ii,

..

ran',a1,1ra of cd�}ur�tlon·riiagic in the

··.·

. .,-

,.

,· ... ,. .. ·.;·

t�.' .J;(··-(·�·-;.,::-�: .-r .. : _ _.

. ·.·-.. , ...... -: ...

··.: .

.. ...

_. •, .'

: . ;·.

CHAPTER 4 I CASTLE RAVENLOFT

•

85

----·-

-

--·· ,.-.·

trapped areas. Although the traps can't be disarmed, a

the device with magic, but the apparatus still couldn't

successful casting of dispel magic (DC 16) on a trap supbear his weight, and he plunged from the Pillarstone of presses its magic for 1 minute, allowing characters to Ravenloft to his death. His evil ghost attacks the charmove safely through its area. A trap is also suppressed acters on sight. If Ariel succeeds in possessing a charwhile wholly or partly in the area of an antimagic field.

acter, his host climbs the high tower (area K18) until it

These teleport traps form a protective ring around the

reaches the peak (area K59), then hurls itself down the

entrance to Strahd's tomb (area K86). Any creature that

tower's central shaft (area K18a), screaming, "I can fly!"

enters one of these 10-foot-square spaces is instantly

the whole way down.

teleported away, switching places with one of the wights

in crypt 14. The wight materializes in the creature's pre CRYPT 5

vious location and attacks any living creature it sees.

Artank Swilovich: Friend and member of the Barovian

Wine Distillers Guild

CRYPT 1

Herein lie the ones who walk the path of pain and torment You are greeted by the faint smell of wine. A skeleton The stone door connects not with a crypt, but with a

draped in rags lies atop a marble slab in the center of the hewn tunnel of stone (area K81).

crypt. Heaped around it, covering the entire floor, are

thousands of empty wine bottles.

CRYPT2

Artista DeSlop - Court Ceiling Painter

Each bottle's label shows that it is from the Wizard of

Wines winery, and the label names the wine inside:

The domed ceiling of this crypt is painted with an image

Champagne du le Stomp, Red Dragon Crush, or Purple

of imps holding bouquets of colorful flowers. A skeleton

Grapemash No. 3.

draped in rags lies atop a marble slab in the center of the FORTUNES OF RAVENLOFT

crypt. A wooden box is tucked under one bony hand.

If your card reading reveals that a treasure is here, it is buried under the wine bottles. A character who searches

The box is unlocked. It contains seven wood-handled

under the bottles finds the treasure automatically.

paintbrushes and seven small gourds of dried-up paint.

CRYPT 6

CRYPT 3

Saint Markovia: Dead for all time

Lady Isolde Yunk (Isolde the Incredible): Purveyor of

The 10-foot-square section of floor in front of this crypt antiques and imports

is a pressure plate that releases four poison darts hidden in tiny holes in the north wall. (See "Sample Traps"

in chapter 5, "Adventure Environments," of the Dungeon A skeleton draped in rags lies atop a marble slab in the Master's Guide for the rules on how this trap functions.) center of the crypt. Piled all around it, covering the floor, The trap resets when the weight is lifted and can be are heaps of old baskets, braziers, bundled tapestries,

triggered a total of four times before its supply of darts is depleted.

candlesticks, chairs, chests, cooking utensils, cressets,

If the door to the crypt is opened, read:

curtain rods, decanters, dishes, jugs, lamps, scroll cases, tankards, and tinderboxes. None of the junk looks valuable. An old chandelier hangs from the domed ceiling.

IThis crypt smells of roses. The remains atop its marble

slab have disintegrated, except for one thighbone.

I

Characters could spend hours searching the crypt.

Though the antiques here might fetch a fair amount of

If the charc,1cters disturb Safot Ma.rkovia's remains, add: coin, they are hardly worth the trouble to transport.

CRYPT4

A ghostly form appears above the dust, so faint that you

Prince Ariel du Plumette (Ariel.t,heHeaD'f.

can barely discern more than part of a face. From this

If the characters. open tti(d�o�\9-)�_is

apparition comes the faintest of whispers: "The vampire

,crypt,·r_e�d:

'

•

must be destroyed. Use me as your weapon." With that,

•

"I' ' � "

it fades away.

The apparition of a large, rotund man forms within the

dark crypt, its eyes wild with insanity. Large, artificial wings unfold from its back.

Treasure. A detect magic spell reveals that the thighbone radiates an aura of evocation magic. See appendix C for more information on Saint Markovia's thighbone.

Prince Ariel was a terrible man who longed to fly. He

attached artificial wings to a harness and empowered

86

CHAPTER 4 I CASTLE RAVENLOFT

:· :�·::.:;/:

; '-�--· ,.;..:��-!·...

i:.;

-� "

CRYPT 7

Treasure. If the characters explore this crypt after

. summoning the ghost of Pidlwick in area K36, they find

a small, flat wooden box on the marble slab next to Pidl The stone door of this crypt lies on the floor, its inscripwick's bones. The box contains a full deck of illusions.

tion obscured by fog. The crypt gapes open. A skull,

some bones, and a few bits of rusted armor lie atop a

CRYPT 10

Sir Leonid Krushkin (Sir Lee the Crusher): Bigger than marble slab with a leering stone gargoyle squatting at life, he loved his jewelry

each end.

The epitaph on the door reads "Endorovich (Endorovich An oversized skeleton draped in jewelry and rags lies

the Terrible): What the blood of a hundred wars did not

atop an elongated marble slab in the center of the crypt.

do, the spurn of a woman accomplished."

Leaning against the slab is a bloodstained maul strung

Endorovich was a ruthless soldier and self-aggranwith cobwebs.

dizing noble who loved a woman named Marya, but she

loved another man. As Marya and her lover were dining,

Endorovich put poison into the man's wineglass. The

Sir Lee stood well over seven feet tall. His maul might

glasses were mixed up, and Marya drank the poison

give the characters pause, but it is harmless and

instead. The lover was hanged for murdering Marya and

nonmagical.

buried at the Ivlis River crossroads (chapter 2, area F).

Treasure. Three jeweled necklaces (worth 750 gp Endorovich never got over his guilt and, out of madness, each) are lying across Sir Lee's skeleton.

killed many in his lifetime.

Endorovich's spirit is trapped inside one of the gar CRYPT 11

goyles. If anyone disturbs the bones on the slab, one

Tasha Petrovna - Healer of Kings, Light unto the West, of the gargoyles awakens and attacks. If the gargoyle Servant, Companion is reduced to O hit points, Endorovich's spirit moves to

the second gargoyle, which then awakens and attacks.

Both gargoyles have maximum hit points (77). Once

A skeleton wearing tattered priestly vestments lies atop a the second gargoyle is destroyed, Endorovich's spirit is marble slab in the center of the crypt. The domed ceiling laid to rest.

overhead is painted with a glorious sun mural.

FORTUNES OF RAVENLOFT

If your card reading reveals that a treasure is here, it is Creatures that would take damage from exposure to

contained in a secret compartment under Endorovich's

sunlight (such as vampires) have disadvantage on all

remains. Once his bones and dust are swept away, the

ability checks, attack rolls, and saving throws while incompartment can be found and opened without an side this crypt.

ability check.

Treasure. Draped around the neck of the skeleton is a sun-shaped holy symbol (worth 25 gp). A good-aligned CRYPT 8

character who picks up the holy symbol hears a ghostly

Duchess Dorfniya Dilisnya

female voice. It whispers the following message:

A skeleton draped in rags lies atop a marble slab in the

"There is a grave to the west, with roses that never die, in center of the crypt. Hanging on the back wall is a handa place built by healers, in a village called Krezk. When all some quilt that depicts a royal feast.

turns to darkness, touch this holy symbol to the grave to

summon the light and find a treasure long lost."

The quilt is magically preserved but not valuable.

The message refers to a gravestone in the Abbey of

CRYPT 9

Saint Markovia (chapter 8, area S7).

Pidlwick - Fool of Dorfniya

CRYPT 12

I

· 1 : King Troisky-The Three-Faced King

A small skeleton wearing the remains of a fool's costume

lies atop a stumpy marble slab in the center of the crypt.

I There are no bones atop the marble slab in this crypt, ] ..• . · ··-:.· , .·,. .... '·· _ ,·. ·

- · only a steel helm with a visor shaped like an angry face.

· · ·.

,.., ·.·

If Pidlwick II (see area K59).is with the party, it refuses

; · ·

to enter the crypt. .Tlie slab in this crypt is 4 feet long (in-

· . ; · )· '<, );·>·. -� : · . :.'·'/�,·· '.i,'

'.,. \( >'t;

stead of the usu·a1 ,6 feitJ�ng/'rhe bones atop the slab .·

, ,nic:; hetmhas tl!ree eve'nly spaced visdrs crafted to look .

belong to the fool sen:ant _of Du.chess Dorfniya Dilisnya

.. ., like -�t:rna�· fa°c!'!{--.,6ne·��c{:one.happy; '!ind qne.!an�fy.

.

.

(see crypt 8). .. .

. : dnlY:the angry visage is.vjsio!e ft6'rrdhe-ci:ypt's door ": way. �frig ttqisky ��re this thtee�fa��d h'f:l�· in battle,

....

., -/ ..

' " �

CHAPTER 4 1 ·cAsi'LE RAVENLoFT

·'

earning him the moniker of Three-Faced King. The

CRYPT 14

helm is nonmagical and weighs 10 pounds.

Stahbal Indi-Bhak: A truer friend no ruler ever had.

The slab upon which the helm rests is weight-sensi Here lies his family in honor.

tive. If the helm is removed from the slab without 10

pounds of weight immediately being added, poisonous

If the characters open the door to this crypt, read:

gas pours out of the slab's hollow interior and fills the

I

crypt. A character who searches the slab for traps and

A ten-foot-square shaft plunges into darkness. The sound

succeeds on a DC 12 Wisdom (Perception) check spots

of slowly dripping water echoes up the shaft.

Characters who have darkvision or a sufficient light

I

tiny holes bored into the slab's marble base. It's from

these holes that the gas spews forth.

A creature in the crypt when the gas is released must

make a DC 14 Constitution saving throw, taking 22

source can see that the shaft descends 40 feet to some

(4d10) poison damage on a failed save, or half as much

kind of vault deep in the Pillarstone of Ravenloft. Stones damage on a successful one.

protrude from the shaft at regular intervals, offering

handholds and footholds. The stones are slippery, how CRYPT 13

ever, so a character who tries to scale the wall without

King Katsky (Katsky the Bright): Ruler, inventor, and

the aid of magic or the use of a climber's kit must make

self-proclaimed time traveler

a successful DC 10 Strength (Athletics) check.

Vault. When the characters reach the bottom of the shaft, read:

A skeleton draped in rags lies atop a marble slab in the

center of the crypt. Lying amid the bones is a stoppered

At the bottom of the shaft is a dank vault with a ten-footdrinking horn, a fat pouch, and a weird-looking scepter high ceiling. The room is awkwardly shaped and smells of made of metal and wood. Above the bones, hanging

rotten meat. Fifteen stone coffins are scattered throughfrom the domed ceiling by wires, is a wooden flying out the vault, all oriented with their heads pointed north.

contraption that looks like a set of folding dragon wings

The floor is covered with human bones and rusty swords.

fitted with leather straps, metal buckles, and taut leather wing flaps.

If a character teleports into a coffin from one of the tele, port traps that protect Strahd's tomb (area K86), read

The stoppered drinking horn is a water-resistant powthe following to that character's player: der horn loaded with gunpowder, and the "weird-looking scepter" is a musket. The fat pouch contains 20 silver marbles (silvered bullets for the musket). For more A flash of light explodes around you, and then you are

information on firearms and explosives, see chapter 9,

plunged into absolute darkness, suddenly lying in a con "Dungeon Master's Workshop," of the Dungeon Mas fined space choked with dust.

ter's Guide.

Glider. Any Small or Medium humanoid can wear the dragon-wing glider. (It takes 1 minute to don or doff the This vault contains fifteen wights (one per coffin), glider.) It can't support more than 80 pounds, although

minus any that have been teleported away (see "Telethe amount of weight it can carry is not evident. A charport Traps" at the start of this section). Lifting a cofacter who inspects the glider in an attempt to discern its fin's lid requires an action and a successful DC 15

maximum weight allowance can do so accurately with a

Strength check.

successful DC 15 Intelligence check.

Each wight remains inactive until it is teleported away

If its wearer is light enough (accounting for gear), the

or until its coffin is opened, whereupon it attacks.

apparatus can be used to glide, but only in wide-open

The bones and rusty swords cover the floor to a depth

spaces where there is room to maneuver. The wearer

of 6 inches, and are the remains of ser.vants who swore

can become airborne by stepping or jumping off a high

to avenge Stahbal Indi-B'1ak's family. Wh�never a wight

place, or by performing a high jump to take off from

is killed in this vault, some of the bones knit together,

level ground. While aloft, the wearer_ga�ns a flying

forming 2d6 animated human skeieforis. These skelspeed equal to its walking speed, with the follo�ing limi etons attack intruders on s,ight but h·aye no ranged atitations: except in a significaq Gp&iaJt,-the· �earer can'f tacks. There are enough·bones and sw:ords in the·room use the glider to gain 3;ltguiie, ;:iti{the'.glider des_cends 1

for one hundred skeletons tb fo'rrti in this,tnanner.

foot for every 10 feet ·of horizontai distance covered. At the end of the flight, the wearer iands.on its feet and the CRYPT 15

glider is intact. If the wearer tries to accelerate the rate Khazan: His word was po.Wer-:·-.. ·:

.

of descent, the glider breaks, and the wearer falls.

.

The glider has AC 12, 1 hit point, and a 15-foot

wingspan. Any damage causes it to break and become

A skeleton draped in rags lies atop a marble slab in the

inoperable. A mending can trip can repair the damage, center of the crypt. The skull has black opals set in its eye provided all the broken pieces are present.

sockets and shards of amber where its teeth should be.

88

CHAPTER 4 I CASTLE RAVENLOFT

Khazan was a powerful archmage who unlocked the

CRYPT 19

secrets of lichdom, then later tried to become a demilich

Artimus (Builder of the Keep): Thou standest amidst the and failed. Neither his skull nor his bones pose any

monument to his life

threat, but the gems embedded in the skull are valuable.

Treasure. The skull's black opal eye-gems are worth 1,000 gp apiece. The skull also has eight amber teeth worth 100 gp each.

l A skeleton draped in rags lies atop a marble slab in the

]

center of the crypt.

Any creature that stands inside the crypt and boldly

speaks the name "Khazan" causes the Pillarstone of Ravenloft to tremble as a staff of power materializes This crypt contains nothing of interest.

above the marble slab and hovers in place. The first

creature to grab hold of the staff must make a DC 17

CRYPT 20

Constitution saving throw, taking 44 (8d10) lightning

Sasha Jvliskova - Wife

damage on a failed save, or half as much damage on a

successful one. Afterward, the staff of power can be held and used normally. If no one grabs the staff within 1

Webs as thick and pale as linen cover a shapely female

round of its appearance, it vanishes, never to return.

form lying atop a marble slab in the center of this

dusty, web-filled crypt. You hear a voice issue from

CRYPT 16

the darkness.

Elsa Fallona von Twitterberg (Beloved Actor): She had many followers

"My love, have you come to set me free?"

The woman rises, the shroud of webs clinging to her in

a ghastly fashion.

A skeleton draped in rags lies atop a marble slab in the·

center of the crypt. Nine shallow alcoves are carved

This

into the surrounding walls. The back wall of each alcove

vampire spawn is an old wife of Strahd's. Once

she realizes that the characters aren't her husband, Sais painted with a full-body image of a handsome man.

sha tears away her web shroud like an _unloved wedding

Some of the men wear fine clothes; others wear armor.

dress and attacks.

At the feet of each painting rests a skull atop a pile

of bones.

CRYPT 21

Patrina Velikovna - Bride

The creature inside this crypt attacks as soon as the

The bones in the niches belong to Elsa's nine consorts.

door is opened.

There is nothing of value here.

CRYPT 17

From the darkness comes a horrifying visage, a spectral

Sir Sedrik Spinwitovich (Admiral Spinwitovich): Con elf maiden twisted by the horror of her undead existence.

fused though he was, he built the greatest naval force She wails, and the very sound claws at your soul.

ever assembled in a landlocked country

The spectral elr'is a banshee that attacks the characters An eleven-foot-long funeral barge dominates this crypt, on sight, using her wail immediately. Once awakened,

wedged diagonally into the available space. Lying in the

the banshee is free to roam Castle Ravenloft, but she

boat is a skeleton draped in rags, with hundreds of gold

can't travel more than 5 miles from this crypt.

coins piled around it.

In life, Patrina Velikovna was a dusk elf who, having

learned a great deal about the black arts, was nearly

a match for Strahd's powers. She felt a great bond

The coins are made of clay painted gold and are worthwith him and asked to solemnize that bond in a dark less. The funeral barge, whi�h was assembled inside the marriage. Drawn to her knowledge and power, Strahd

crypt, is too big to fit through the door.

consented, but before he could drain all life from

Patrina, her own people stoned her to death in an act

CRYPT 18

of mercy to thwart Strahd's plans. Strahd demanded,

The stone door of this crypt has been carefully laid to

and got, Patrina's body. She then became the banshee

one side. Through the swirly �ists of the perpetual fog,

trapped here.

freshly engraved letters spell out the words "Ireena

· ·

. · Reducing the banshee to O hit points causes it to dis Kolyana: Wife."

corporate. Patrina's spirit ca:n't rest, howevtr, until she The crypt is empty and has �een swept clean. This is

is formally wed to Strahd;· the.banshee re-forms iri her

where Strahd intends to keep Ireena once he turns her

crypt 24 J;tpurs later. Casting; ha1Joi1i'�1>ell on .the_cr,ypt into a vamp_ire spa�n. ·.:

prevents the:baqshee fromreturning·for.as long:as the.

'spel)Ja�ts. . ' '- .

'

.

. ' . ,, .

. .

:- ,··

CHAPTER 4 I CASTLE RAVENLOFT

Treasure. Read the following text when the charac CRYPT 25

ters investigate Patrina's crypt:

I

Stefan Gregorovich: First Counselor to King Barov van

Zarovich

In the center of the crypt, a skeleton draped in rags lies atop a marble slab, surrounded by thousands of coins.

I A skeleton draped in rags lies atop a marble slab in the center of the crypt. Most of the bones appear dusty and

Patrina's crypt contains 250 pp, 1,100 gp, 2,300 ep,

neglected, but the skull is well polished.

5,200 sp, and 8,000 cp. The coins are of a mixed origin.

The platinum and electrum coins have Strahd's profiled

visage stamped on them. Buried under the coins is

A detect magic spell cast here reveals that Stefan's skull Patrina's spellbook, which has carved wooden covers.

radiates a faint aura of necromancy magic. As long as

It contains all the spells listed for the archmage in the the skull remains in the crypt, it will answer up to five Monster Manual.

questions put to it, as though a speak with dead spell

Development. If she is restored to life by her brother had been cast on it. This property recharges each day at (see "Kasimir's Dark Gift" in the "Special Events" secdawn. In life, Stefan was neither observant nor well intion in chapter 13), Patrina (NE female dusk elf) returns formed. If the skull is questioned about Strahd or Castle as an archmage with no spells prepared. If the charac Ravenloft, all the information it provides is untrue.

ters have her spellbook, she kindly asks them to give it

CRYPT 26

back to her so that she can prepare her long-forgotten

spells and help destroy Strahd (a lie). If the characters

Intree Sik-Valoo: He spurned wealth for the knowledge

he could take to heaven

oblige, she repays their kindness by learning as much

about them as.possible before pursuing her own goals.

CRYPT 22

A skeleton draped in rags lies atop a marble slab in the

Sir Erik Vonderbucks

I

center of the crypt. Most of the bones appear dusty and

neglected, but the skull is well polished.

A gilded man lies atop a marble slab in the center of this otherwise barren crypt.

I A detect magic spell cast here reveals that Intree's skull radiates a faint aura of necromancy magic. As long as the skull remains in the crypt, it will answer up to five

Sir Erik Vonderbucks was a wealthy noble whose dying

questions put to it, as though a speak with dead spell wish was to have his corpse dipped in molten gold.

had been cast on it. This property recharges each day at

Treasure. The thin layer of gold, if peeled from Sir dawn. Unlike Stefan Gregorovich in crypt 25, Intree was Erik's desiccated corpse, is worth 500 gp.

well educated and astute. If the skull is questioned about Strahd or the castle, the information it provides is true.

CRYPT 23

The first time the characters happen upon this crypt,

CRYPT 27

they see one of their names (determined randomly)

etched into the door. Opening the crypt releases a horrid

I

I

This crypt is missing its door.

stench of decay and reveals a corpse lying on the marble

slab within. The corpse looks like the character named

on the door. Touching the corpse causes it to melt away,

Three giant wolf spiders infest this otherwise empty whereupon the inscription fades. On later visits to this

crypt. The spiders make no noise and leap out to

crypt, the door is unmarked and the crypt is empty.

attack anyone who moves in front of the crypt's gap-

ing doorway.

CRYPT 24

Ivan lvliskovich, Champion of Winter Dog Racing: The

CRYPT 28.

race may go to the swift, but vengeance is [qr.the loser's Bascal Ofenheiss - ChefDeluxe

relatives

.. -� .

A skeleton draped in white linen lies atop a marble slab

A skeleton draped in bits of fur lies atop a marble slab

in the center of the crypt, clutching a bell to its sunken in the center of the crypt. The walls and ceiling are covchest. Fitted over its skull is a tall chef's hat.

ered with plaster painted to make the crypt seem as if it

stands in an evergreen forest, surrounded by snow. The

plaster has peeled and fallen away in many places, shat-

If the b�II is rung insidet4e c}yp/�agic fire �weeps

through th�· crypt to search Chef Ofenheiss's bones. A

tering the illusion.

. c(eatµre iv. .the.cryptmust make a DC 17 Dexterity sav- ·

ing throw, taking 2i (4d10) fire damage on a failed save,

.This crypt contains nothing of interest.

· br h�lf·�arrn1ge .9n a successful one. Any creature that

·'.

:

CHAPTER 4 I CASTLE RAVENLOFT

fails its save catches fire, taking 5 (ldlO) fire damage at The floor of the crypt is actually the cover of a 30-footthe end of each of its turns until it or another creature deep spiked pit. The cover opens if 100 pounds of uses an action to douse the flames.

weight or more are placed on it. It splits down the mid Treasure. Tucked under the chef's hat is an electrum dle, east to west, and its doors are spring-loaded. After spork with a bejeweled handle (worth 250 gp).

a victim or victims fall into the pit, its doors snap shut.

(See "Sample Traps" in chapter 5, "Adventure Environ CRYPT 29

ments," of the Dungeon Master's Guide for the rules on Baron Eisglaze Driif

locking pits and spiked pits.) The spikes at the bottom of the pit are made of iron but aren't poisoned.

Treasure. A human skeleton (the remains of a dead Opening the door causes the air around you to turn as adventurer) wrapped in bits of studded leather armor

cold as the coldest hell you can imagine. Every surface

lies amid the spikes at the bottom of the pit. A ·shattered inside the crypt is covered with thick, brownish mold.

lantern and a rusty crowbar lie nearby. Tied to the

corpse's leather belt is a SO-foot coil of hempen rope, a

dagger in a worn scabbard, a pouch containing 25 pp,

A patch of brown mold (see "Dungeon Hazards" in

and a stoppered wooden tube containing a spell scroll of chapter 5, "Adventure Environments," of the Dungeon magic circle.

Master's Guide) fills the crypt. Characters within 5 feet of the crypt's open doorway are affected.

FORTUNES OF RAVENLOFT

If the brown mold is killed off, characters can dig

If your card reading reveals that a treasure is here, it is through the moldy crust to find the bones of Baron Driif

lying next to the skeleton at the bottom of the pit.

lying atop a marble slab.

Treasure. Hidden under the brown mold next to the CRYPT 32

baron's bones is a luck blade with one wish remaining. If The door to this crypt has no name or epitaph on it.

a creature uses the wish to try to escape from Barovia,

the spell fails. If a creature uses the sword to wish for

Strahd's destruction, the wish doesn't destroy Strahd

This crypt is empty except for two alcoves in the back

but rather teleports him to within 5 feet of the sword.

wall. Above the alcoves are carved the following words:

PASS Nor THESE PORTALS YE FOOLISH MORTALS

CRYPT 30

Prefect Ciril Romulich (Beloved of King Barov and

Queen Ravenovia): High Priest of the Most Holy Order

A detect magic spell reveals that both alcoves radiate strong auras of conjuration magic.

Creatures that enter the eastern alcove of this crypt

A marble slab in the center of the crypt displays a skelare teleported to the eastern alcove of Strahd's tomb eton draped in red vestments, a golden holy symbol (area K86). Stepping into the western alcove of this

crypt has no effect, but any creature that teleports from

clutched in one bony hand. The domed ceiling fifteen

the western alcove of area K86 appears here.

feet above is painted to look like a canopy of trees with

bright autumn leaves. A narrow stone ledge encircles the

CRYPT 33

crypt ten feet above the floor. Perched on it are dozens of Sir Klutz Tripalotsky: He fell on his own sword stone ravens, their eyes fixed on the marble slab.

In the center of this crypt, atop a marble slab, human

The carved ravens are ominous yet harmless.

bones lie amid the empty shell of a suit of rusty plate

Treasure. The prefect's gold holy symbol is festooned armor. Plunged through the armor's breastplate is a with tiny gemstones and is worth 750 gp. If touched by

longsword.

an evil creature, the holy symbol is consumed in a blast

of intense light that deals 11 (2d10) radiant damage to

all creatures within 5 feet of it. Characters familiar with Neither Sir Klutz's armor nor his longsword are magical

Barovian religion recognize the symbol as that of the

or valuable.

Morninglord.

If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior (see appendix D), thanks CRYPT 31

whoever pulled his weapon free, ?nd agrees to fight

We knew him only byhis wealth

l

l alongside that character for the next seven days. Sir

· Klutz perished years before Strahd'became a va_mpire,

··. so the phantom \IVarrior kno�� nothing of St�ahd's ... : ..

This crypt is empty. Its walls are painted to depict moundowilf'!!I or the cu,r.se �fflicttfig:l;!atpvfa. · ·

·

tains of gold coins.

,. -�-

··• t

··-�·t· .... ·:.:-. �-.. -�

.. '4,'- ... �_."--·�·-�

'

.-:•

... .,

.,

. QHAPTER 4 !'·CASTLE RAVl:NLOFT

CRYPT 34

CRYPT 37

King Dostron the Hellborn

Gralmore Nimblenobs - Wizard Ordinaire

Resting in the center of this crypt is a seven-foot-long

Lying on a marble slab in the center of this crypt is the

gilded sarcophagus, its lid painted with the likeness of

corpse of a man with a long white beard. His skin clings

a screaming king wearing a crown of horns. Looming

tightly to his skull and bones, and he wears dusty red

behind the sarcophagus is a stuffed owlbear frozen in a

robes. Clutched to his chest is a wooden staff that has a

roar, with claws outstretched.

brass knob on one end and a marble knob on the other.

King Dostron was an ancient ruler of this land, long

The staff is a nonmagical quarterstaff.

before the arrival of Strahd. He claimed descent from

Inspection of the marble slab reveals a shallow, cona duke of the Nine Hells, and his deeds did justice to cave recess at one end. If the marble-knob bed end of this ancestry. His sarcophagus is made of beaten lead Gralmore's staff is placed in the recess, the slab levitates and encased in gold (see "Treasure" below). Its lid can 5 feet upward, revealing a compartment underneath be pried open with a crowbar or similar tool, revealing

(see "Treasure" below). The slab slowly sinks back into nothing but dust within. The stuffed owlbear is a late place after 1 minute. If the brass-knobbed end of the addition to the crypt's decor-a gift given to Strahd that staff is placed in the recess, the holder of the staff takes wound up here. It looks almost alive but is harmless.

22 (4dl0) lightning damage.

An invisible imp is perched atop the owlbear. If some Treasure. The compartment under the slab holds a one tries to open the sarcophagus, the imp says in Comsmall, black leather case containing three spell scrolls mon, "I wouldn't do that if I were you!" The imp is mag (cone of cold, fireball, and lightning bolt).

ically bound to King Dostron's remains and must watch

over them for several more centuries before its contract

FORTUNES OF RAVENLOFT

are fulfilled. It isn't obligated to protect the contents of If your card reading reveals that a treasure is here, it is the crypt (so it will not attack), and it delights in telling in the compartment with the other treasure.

lies and engaging in mischief. For instance, it warns the

characters that the sarcophagus is trapped, and that

CRYPT 38

opening the lid will free a pit fiend bound within.

General Kroval "Mad Dog" Grislek (Master of the Hunt):

Treasure. Characters who take the time to pry the A leader of hounds and men

gold from the sarcophagus can amass 500 gp worth of

When the characters open the door to this crypt, read:

the precious metal, weighing 10 pounds.

CRYPT 35

IThe stench of brimstone and burnt fur spills from this

crypt. In its darkness are three pairs of glowing red eyes.

I

Sir Jarnwald the Trickster: The joke was on him I

I

A charnel stench fills this empty crypt.

Three hell hounds lunge forth and attack, fighting to the death. In the round after they attack, General Grislek's wraith emerges from the crypt, uttering commands to The floor here is an illusion that hides a 20-foot-deep

the hounds in Infernal. Once these evil creatures are

pit. The sides of the pit are polished smooth; a creature

slain, the characters can inspect the crypt more closely.

without a climbing speed can't move along them without

the aid of magic or a climber's kit. At the bottom of the

pit are six starving

Bits of incinerated bone lie strewn atop a marble slab in

ghouls. A permanent silence spell

suppresses sound in the pit. The silence can be disthe center of the crypt. Lying amid the bones are fragpelled, as can the illusory floor (DC 14 for both).

ments of a shattered spear with a silvered head. The

Treasure. Sir Jarnwald was "entombed" h_ere, so far walls and domed ceiling of the crypt are covered with as he was pushed into the crypt-and devoured by the

scorched murals that depict legions of infantry and cavghouls. What remains o( him lies scattered o� the pit floor: a few scraps ofclcfthirrn: . .a�ha�dful cifJeeth, and a alry clashing on battlefields.

· .

signet ring that b_ears e ��ylize_d}�?(wpr.t� 2·s·:gi>).

A mending cantrip can rep.air. 'the spear;which ls broken CRYPT 36

Claw marks obliterate the name on this crypt's door ..

into three pieces of roughly equal lengtldf repafre_d; it

can be wielded as a silvered; :nonfu�gicafspear ..

.......

. · A skeleton draped in rags lies atop a marble slab in the FORTUNES OF RAVENLO]"T .

] center of the crypt.

I . If your card reading reveals that a treasure is here, it is

. in·a secret comriartment �nder Grislek's remains. Once

. . . his charred bones ate cleared away, the compartment This crypt contains nothing of interest.

:·, c�n ti.e ·foµr.:id arid opened without an ability check.

·. . .

·'

;·

CHAPTER 4 I CASTLE RAVENLOIT

.:· .. ,· : . ; .

>

-� ... ):j .··-�· ��-�--

CRYPT 39

ESCHER ANO THE

Beucephalus, the Wonder Horse: May the flowers grow

THREE BRIDES

ever brighter where he trods

The door to this crypt is larger than all the others, 6

feet wide by 8 feet tall. Removing or resetting the slab

requires a successful DC 20 Strength check. When the

door is opened, read:

Dry, hot air and smoke billow from the crypt as a black

horse with a flaming mane and fiery hooves emerges.

Smoke billows from its nostrils as it rears up to attack.

The nightmare, Beucephalus, is Strahd's steed. It

has 104 hit points. If the characters slay it, Strahd

hunts them down mercilessly. When the steed

wants to leave the castle, it flies up the central

shaft of the high tower (area K18a), exiting

through the gash in the tower roof (area K59).

CRYPT 40

Tatsaul Eris - Last of the Line

A skeleton draped in rags lies atop a marble slab in the

center of the crypt. Mounted on the north, east, and

south walls are three unlit torches in iron brackets.

TREASURE

When a creature enters this tomb for the first time, the

Sergei's embalmed body is clothed in shining +2

torches burst into flame and continue to burn until they

plate armor.

are spent or extinguished.

Examination of the skull and bones reveals that they

FORTUNES OF RAVENLOFT

are plaster facsimiles.

If your card reading reveals that a treasure is here, it is K85.

inside the coffin next to Sergei's body.

SERGEI'S TOMB

If your card reading indicates an encounter with

A portcullis is closed in the archway into this tomb. Lift Strahd in this area, he is lying across Sergei's cofing it requires a successful DC 25 Strength check.

fin, weeping.

K86. STRAHD'S TOMB

White marble steps descend to a tomb that has a vaulted

A heavy portcullis stands closed in the archway leadceiling thirty feet overhead. A stillness-a calm amid the ing to this tomb. Lifting it requires a successful DC 25

storm-is felt here. In the center of the tomb, a white

Strength check.

marble slab supports an intricately inlaid coffin. Chiseled into the slab is a name: Sergei von Zarovich. To the Black marble steps descend to a dark tomb that has a north, behind the coffin, are three alcoves. A beautifully vaulted ceiling thirty feet overhead. The essence of evil

carved statue stands in each alcove-a stunning young

permeates the very air. The smell of freshly turned earth

man flanked by two angels-looking as polished and new

is here. Settled into the dirt on the floor is a shining black as the day each was placed there. An iron lever protrudes coffin of finely waxed wood. The coffin's fittings are of

from the south wall, west of the tomb's entrance.

brilliant brass, and the lid is closed. South of the coffin are three gloomy alcoves. An iron lever protrudes from

Raising the lever lifts the portcullis at the top of the

the north wall, east of the tomb's entrance.

stairs. Pulling it down lowers the portcullis.

The coffin opens ea.sily to the touch of a lawful good

creature. Otherwise, 9pe_ning it requires a successful

Raising the lever lifts the J?Ortcullis· at the top of the DC 15 Strength cfieck.·._S'�rgei's flesh has been mag ,stairs .. Pullipg it down lowers the por.tc'Ullis.

ically preserved, and at fir�t glance it looks like he i_s Lying -an4er the ea;t\l :n�;r the east wall of the·

sleeping in his·casket.

tomb:are three vampire spawn °br1deitdressed in

SQiled gowns and wearing dirt-encrusted jewelry (see

CHAPTER 4 I CASTLE RAVEN LOFT

"Treasure" below). They rise to attack anyone who ap K88. TOMB OF KING BAROV AND

proaches Strahd's coffin.

A

UEEN RAVENOVIA

detect magic spell reveals that the western and eastern alcoves radiate strong auras of conjuration magic.

The central alcove is nonmagical.

Creatures that enter the western alcove are instantly

This tomb rests in hushed silence. Tall, stained glass

teleported to the western alcove of crypt 32 in area K84.

windows dominate the eastern walls, allowing dim light

Stepping into the eastern alcove has no effect, but any

to fall on two coffins resting atop white marble slabs.

creature that teleports from the eastern alcove of crypt

The one against the north wall is marked King Barov von

32 appears here.

Zarovich, and the one against the south wall is marked

TREASURE

Queen Ravenovia van Roeyen. The vaulted ceiling thirty

Strahd lavished many fine gifts on his three brides.

feet overhead is inlaid with a beautiful gold mosaic.

Ludmilla Vilisevic wears a soiled white wedding

gown, a gold tiara (worth 750 gp), and ten gold bracelets

(worth 100 gp each).

The stained glass windows are so dirty on the outside

Anastrasya Karelova wears a stained and tattered

as to be nearly opaque. The windows don't open, but

red wedding gown, a black and crimson silk head

they can be smashed easily. Anyone who looks upward

scarf sewn with precious jewels (worth 750 gp), and

through a window can see, 110 feet above, the castle's

a platinum necklace with a black opal pendant (worth

stone overlook (area K6). Anyone who falls out a window

1,500 gp).

here plummets almost 900 feet to the base of the Pillar Valenta Popofsky wears a faded gold wedding gown,

stone of Ravenloft.

a platinum mask shaped vaguely like a skull (750 gp),

Prying the gold from the ceiling of this tomb would be

and ten platinum rings set with gemstones (worth

a long and tedious effort for little reward.

250 gp each).

The north coffin holds a beautifully sculpted, life-sized

wax effigy of Strahd's father, King Barov. The old king's

TELEPORT DESTINATION

bones lie in a compartment beneath his effigy.

Characters who teleport to this location from area K78

The south coffin holds the skeleton of Strahd's mother,

arrive at the bottom of the stairs, just inside the tomb.

Queen Ravenovia. (The magic that was meant to preserve her earthly remains failed years ago.) A tattered FORTUNES OF RAVENLOFT

white shroud covers her bones.

If your card reading reveals that a treasure is here, it

lies in the center alcove.

FORTUNES OF RAVENLOFT

If your card reading indicates an encounter with

If your card reading reveals that a treasure is here, it

Strahd in this area, he is in his coffin, ready to attack

lies atop Queen Ravenovia's coffin.

anyone who opens the lid.

If your card reading indicates an encounter with

Strahd in this area, he is in a frenzy of rage and despair.

K87. GUARDIANS

The following text assumes that the characters are

approaching from area K84. If they approach this area

from area K88, references to descending stairs should

be changed to ascending stairs.

Wide steps descend to a landing flanked by two alcoves.

Within each alcove, taking up the full thirty-foot height

of the ceiling, is a bronze statue of a warrior holding a

spear. A soft blue curtain of light flows between the two

alcoves. Dimly visible on the other side of the curtain are more descending stairs.

The curtain has no effect �-� cr�·att.i'res,that m·ove east to west (from area K88 to area :K84)'.

A creature of lawful good. alignment that moves west

to east through the curtain can do so without difficulty,

but creatures of other alignments that do so are telepor:ted back to the top of the stairs behind them. A Small

• ..

1 ·

.•

creature can squeeze behind and around one of the

bronze statues to circumvent the light curtain.

KING BIIROV /IND

QUEEN RIIV·ENo.::111

CHAPTER 5: THE TOWN OF VALLAKI

OCATED CLOSE TO THE SHORES OF LAKE

APPROACHING THE TOWN

Zarovich, the town of Vallaki (pronounced vah-/ah-key) seems like a safe When the characters first approach Vallaki, read: haven against the evils of the Svalich

Woods, if not Strahd himself. The town

The Old Svalich Road meanders into a valley watched

lies beyond the sight of Castle Ravenloft

and doesn't, at first blush, seem as deover by dark, brooding mountains to the north and pressed (or oppressed) as the village of Barovia farther south. The woods recede, revealing a sullen mountain

east. Characters who spend time in Vallaki, however,

burg surrounded by a wooden palisade. Thick fog presses

quickly realize that there is no happiness here, only

up against this wall, as though looking for a way inside,

false hope-which Strahd himself cultivates.

hoping to catch the town aslumber.

Vallaki was founded not long after Strahd's armies

conquered the valley by an ancestor of the town's cur The dirt road ends at a set of sturdy iron gates with a

rent burgomaster, Baron Vargas Vallakovich. The Valpair of shadowy figures standing behind them. Planted in lakoviches have royal blood in their veins and have long the ground and flanking the road outside the gates are a

believed themselves superior to the Zarovich line. Baron

half-dozen pikes with wolves' heads impaled on them.

Vallakovich has deluded himself into believing that hope

and happiness are the keys to Vallaki's salvation. If he

can make everyone in Vallaki happy, the burgomaster

A 15-foot-high wall encloses the town, its vertical logs

thinks that the town will somehow escape Strahd's

held together with thick ropes and mortar. The top of

grasp and return to the forgotten world whence it came.

each log has been sharpened to a point. Wooden scaf He stages one festival after another to bolster the spirits folding hugs the inside of the palisade twelve feet off the of the townsfolk, but most Vallakians consider these ground, enabling guards to peer over the wall there.

festivals to be pointless, meaningless affairs more likely to incur Strahd's wrath than to provide any hope for

TOWN GATES

the future.

Three tall gates made of iron bars lead into town:

In the last festival, Baron Vallakovich had townsfolk

parade through the streets with the severed heads of

• The north gate is sometimes called the Zarovich Gate,

wolves on pikes. His next event, which the burgomaster

or "the gate to the lake," because it leads to Lake Zahas dubbed the Festival of the Blazing Sun, is soon to rovich (chapter 2, area L).

get under way (see the "Special Events" section at the

• The west gate is referred to as the Sunset Gate, even

end of this chapter). Weatherworn garlands from previthough no living person in Vallaki has seen an unous festivals still hang from the eaves ofVallaki's builddimmed sunset. A few abandoned cottages line the ings, and work has begun on a large wicker sun, to be road outside this gate.

set ablaze in the town square on the day of the festival.

• The east gate is also known as the Morning Gate, or,

In the days leading up to the festival, Baron Vallakovich

as some locals like to call it, the Mourning Gate.

has begun arresting local malcontents and throwing

them in the stocks so that his efforts aren't ruined by

"those of little hope or faith."

THERE IS NO LIGHT IN THE

eyes of the men that feed off

this land. They are as dead

as the dead.

-Strahd von Zarovich

., .

Heavy iron chains with iron padlocks keep the gates

staying there. He came to Barovia from a distant land,

shut at night. During the day, the gates are closed but

riding into town on a carnival wagon.

not typically locked.

• The burgomaster, Baron Vargas Vallakovich, has

Two town guards (LG male and female humans)

decreed that the Festival of the Blazing Sun will be

stand just inside each gate. Instead of spears, they

held in the town square (area NB) in three days. The carry pikes (reach 10 ft., ldlO + 1 piercing damage on a previous festival, which he called the Wolf's Head Jamhit). These weapons are long enough to stab creatures boree, was less than a week ago.

through the bars of the gate. The guards greet all vis • Vallaki has endured at least one festival every week

itors with suspicion, particularly those who arrive at

for the past several years. Some Vallakians believe

night. If the characters arrive at night, one or more of

that the festivals keep the devil Strahd at bay. Others

them must succeed on a DC 20 Charisma (Persuasion)

think they provide no protection or benefit whatsoever.

check to convince the guards to unlock the gate and let

Most consider them dismal affairs.

them enter.

• Those who speak ill of the festivals are declared by

If trouble breaks out at one of the gates, the guards

the burgomaster to be in league with the devil Strahd

there cry out, "To arms!" Their shouts are echoed across and arrested. Some are thrown in the stocks (area

Vallaki, putting the entire town on alert within minutes.

NB), while others are taken to the burgomaster's man Vallaki has twenty-four human guards, half of whom

sion so that the baron can purge them of their evil.

are on duty at any given time (six stand watch at the

• The burgomaster's henchman, Izek Strazni, has a

gates, six patrol the walls). The town can also muster a

history of violence as well as a fiendish deformity: a

militia of fifty able-bodied human commoners armed

monstrous arm with which he can conjure fire. Fear of

with clubs, daggers, and torches.

Izek keeps the baron's enemies at bay.

No one hates the burgomaster more than Lady Fiona

HOUSE OCCUPANTS

Wachter, who is often quoted as saying, "I'd rather

If the characters explore a residence other than the

serve the devil than a madman." She owns an old

burgomaster's mansion (area N3), roll a d20 and consult

house in town (area N4) but rarely leaves her estate.

the following table to determine the house's occupant.

Her two adult sons, Nikolai and Karl, are local troublemakers. Lady Wachter also has a mad daughter whom d20

Occupant

she keeps locked away. The burgomaster doesn't

1-3

None

confront Fiona or her offspring because he is afraid of

4-5

2d4 swarms of rats

Lady Wachter, whose family has old ties to Strahd.

6-18

Vallakian townsfolk

• Purple flashes of light have been seen emanating from

19-20

the attic of the burgomaster's mansion.

Vallakian cultists

• Wolves and dire wolves prowl the woods and aren't

afraid to attack travelers on the Old Svalich Road.

RATS

A house infested with rats appears abandoned at first.

Well-armed groups of hunters and trappers have

The rats are servants of Strahd and attack if the characmanaged to kill several of the wolves, but more ters explore the interior of the house.

keep coming.

It's too dangerous to go fishing on Lake Zarovich

TOWNSFOLK

(chapter 2, area L), but the threat of Strahd's wolves

A house ofVallakian townsfolk contains ld4 adults (LG

hasn't stopped Bluto Krogarov, the town drunk, from

male and female human commoners) and ldB - 1 chiltrying. He sets out each morning and returns every dren (LG male and female human noncombatants). Anyevening, but hasn't caught any fish in a while.

one who listens at the door hears chatter from within.

• There have been no recent sightings of the Mad Mage

Townsfolk won't willingly invite strangers into their

of Mount Baratok (chapter 2, area M). Folks used to

homes, but they will speak with characters from behind

see him skulking along the north shore of Lake Zaclosed doors or while standing in their vestibules.

rovich, shooting lightning bolts into the water to kill

the fish. (If the characters seem interested· in meeting.

CULTISTS

this wizard, locals recommend that they u_se the fish A cult haven contains 2d4 Vallakian adults (LE male

ing boats on the south shore to cro�s thelake, because

and female cultists) and 011e ·c.ult"fan�tic (LE male or it's shorter and a lot less dangerous tp.a"i-1 walking female) who leads them in .prayei �ir:Orchest�ate_s: r.itual around the lake.) •

. · .. · - . . •

sacrifices. These cultists ·:,;v:or�Qfp: q��ils .aricl consider·

• There's a Vistani carrip-in. th� woods s·outhwest of

Lady Fiona Wachtc;:r (see area 1'14)\cfoe 'theitspiri- ..

·

· · · ·

town (area N9). The Vista-ni there aren't very fr'iendly.

tual leader.

. :_: � 1Y · ·. ;_ i ·.

Vistani aren't welcome in Vallakh :

- •.

. "f

West of town is a haunted maii°sion (si!e_chapttir 7,

.. � ··:·.·.

�-·.

R- :1·,. _: , VALLAKl LORE

"Argynvostholt"). Legend ·has it that a dragon died

: · ·

·

::.11�(}/::-:

there long, long ago. · - ·

' In addition to the information kno�n to al.1 �ai-ovians ·

.

.'; ;\ �i.:.:• (

..... '.· -·

·.

• South.of town is a village that has been aban_doned

.

•

. . .

. .

'

':;(l.t,::;:: )\· .{see "Barovian Lore" in chapter 2), Vallakians know th�

for decades. Its burgomaster committed some terrible

f:0 v�?i\": - :tollow.ing bits of 1oca1 1ore:

. ·

· . ·

. -J·t--�(�·�·.:

offens

·::-.\.

.

.e and.incurred the wrath of Strahd .

:·· ··>·.\(,','<,·:,� _ • The Blue Water Inn (area N2) offers food, wine, and

\ _,·:._·._.:;? · · - ·

shelter to visitors. A stranger with pointed ears is·

.':.

96

CHAPTER 5 I THE TOWN OF VALLAKI

AREAS OF VALLAKI

kalova. Her son, the shoemaker Udo Lukovich, has been

imprisoned for speaking out against the burgomaster

The following areas correspond to labels on the map of

(see area N3m). She prays that her son will be set free.

Vallaki above.

Milivoj (N male human commoner) is rarely seen

without a shovel, which he wields like a club. Modify his

NL ST. ANDRAL's CHURCH

statistics as follows:

No map of the church is provided. If one becomes nec , His Strength is 15 (+2).

essary, assume that this church has the same configura , His melee weapon attack bonus is +4, and he deals 4

tion as the one in the village of Barovia (chapter 3, area (ld4 + 2) bludgeoning damage when he hits with the

ES), but without the undercroft.

blunt head of his shovel.

Milivoj rejects the burgomaster's proclamation that "All This slouching, centuries-old stone church has a bulging will be well!" and is frustrated that he can't protect his steeple in the back and walls lined with cracked, stained younger siblings. He wants to be free of Barovia's curse

glass windows depicting pious saints. A fence of wrought

but sees no hope of escape.

iron encloses a garden of gravestones next to the church.

BONES OF ST. ANDRAL

A thin mist creeps among the graves.

Until recently, the church was protected from Strahd's

depredations by the bones of St. Andra!, which were

This church is dedicated to the Morninglord and named

sealed in a crypt beneath the church's main altar. But

after St. Andra!, whose bones once rested under the alnow the church is at risk because someone broke into tar (see the i'Bones of St. Andra!" section).

the crypt a few nights ago and stole the bones. Until re Father Lucian Petrovich (LG male human

cently, Father Lucian was the only person in Vallaki who

priest)

oversees the church·and does his best to raise spirits.

knew about the bones, but he recalls mentioning them

Assisting him is an orphan and altar boy named Yeska

to Yeska over a month ago to put the fearful boy at ease.

(LG male human noncombatant). A brawny lad with a

After the bones were stolen, Father Lucian asked Yeska

perpetually furrowed brow named Milivoj (see below)

if he told anyone else about the bones. The boy nodded

tends the grounds and digs graves.

but wouldn't divulge a name.

At night, the church is pa.ck�d �ith 2d6 + 6 frightened

The culprit is Milivoj, whom Father Lucian correctly

Vallakian adults (LG male and female human

· suspects. But the priest has been reluctant _to confront common-.

Milivoj because the lad is so ter;nperamental. Father . ·. , ers) and 2d6 equally terrified Vallakian children (LG

male and female hum�n

Lucian has not reported tqe theft for fear of the distress

'.tioncombatants). Father Lucian

offers his nightly .cong�ega.tion h

.• that thi ·�e�s i:riig'�t�au�e. a�d he doesn't want to r�in

.is prayers and the promise of St. Andral's protection. Among Father Lucian's

- . the burgomaster's festivat: If th(; party includes a good-

.

nightly-flock is a sa

.

"d old �oman named W�llemina Ri-

. align�d cleric or ·paladin, Father Lucian ri(�nti.on.s the

-

CHAPTER 5 I THE TOWN OF VALLAKJ

97

due. If the characters claim to be adventurers, Urwin asks them if they would be so kind as to find out what's

holding up the latest shipment, promising them free

room and board if they return with the wine.

KEEPERS OF THE FEATHER

Urwin Martikov (LG male human) is a wereraven (see

appendix D) and a high-ranking member of the Keepers

of the Feather, a secret society of wereravens that op MILIVOJ

poses Strahd. Urwin's wife and business partner, Danika Dorakova (LG female human), is also a wereraven, as are their two sons, Brom and Bray. The boys have only 7 hit points each and, at ages eleven and nine, are

theft in the

too young to be effective combatants.

hope that the

At any given time, another ld4 wereravens (members

characters can

of the Keepers of the Feather) are present at the inn, eiprovide assistance.

ther perched on the rooftop in raven form or huddled in St. Andral's crypt is

side in human form. These wereravens are loyal friends

a 10-foot-square, 5-foot

of the Martikovs and help protect the inn.

high chamber beneath the

If the characters earn the trust of the wereravens

chapel. To reach the crypt,

in Vallaki, the Keepers of the Feather will watch their

Milivoj used his shovel to pry up

backs. The next time the characters get themselves in

the chapel floorboards. (The boards

serious trouble, you can have a group of ld4 wererahave since been replaced.) If one of the vens show up to rescue or otherwise help them.

characters confronts Milivoj and succeeds on a DC 10

Charisma (Intimidation) check, he admits that Yeska

FORTUNES OF RAVENLOFT

told him about the bones. He also admits to passing

If your card reading reveals that a treasure is hidden at along the information to Henrik van der Voort, the local the inn, the Keepers of the Feather don't reveal where

coffin maker (area N6), and to stealing the bones for

the treasure is until they know the characters are ca Henrik in return for money to help feed his younger sispable of protecting it. As a way of testing their abilities, ters and brothers.

Urwin gives the characters the following quest:

The theft of the bones has left the church vulnerable

to attack by Strahd's minions (see "St. Andral's Feast"

in the "Special Events" section at the end of this chap Urwin takes you aside and keeps his voice low. "My supter). If the bones are returned to their resting place, St.

ply of wine is nearly gone, and the next shipment is over Andral's church once again becomes hallowed ground,

due. I'll give you what you seek if you bring me my wine.

as though the building was protected by a hallow spell.

The vineyard and winery is a few miles west of here. Just

N2. BLUE WATER INN

follow the Old Svalich Road and the signs."

Urwin fails to mention that his cantankerous father,

Gray smoke issues from the chimney of this large, two Davian Martikov, owns the local winery and vineyard,

story wooden building with a stone foundation and sagthe Wizard of Wines (chapter 12). There's bad blood ging tile roof, upon which several ravens have perched.

between Urwin and his father (whom Urwin and Danika

A painted wooden sign hanging above the main entrance

refer to as "the old crow"). Although Urwin could easily visit the winery himself, he considers dealing with his depicts a blue waterfall.

father to be a worthy test of the characters' competence,

and he makes good on his promise if they complete the

The Blue Water Inn is Vallaki's main gathering place

quest and return with his wine':shipment.

for locals, especially at night. The innkeeper, Urwin

Urwin sends a wereraven in r.i,ven form to obs�rve

Martikov, considers the inn a sanctuary from the e_vils of the party's progress from a distance. If the characters this land. In the event of tro�bi�; the·windows and doors get in trouble, the wererave.n_teports to Urwin at once.

can all be barred shut frofrt within>

°

. ' .

. ... :

A bed for the night costs 1 �p, Ghar�cters looking for

N2A. WELL

something to eat are fed hot beet soup· and fresli bread

A 3-foot-high stone rim surrounds the mo�tli of this

. at no additional charge. A cooked wolf steak costs 1 ep.

40-foot-deep, moss-lined well. Th� inn dr;:yv�'fiesh wa-

The inn offers a pint of Purple Grapemash No. 3 wine

ter from this well.

·

·

·

for 3 cp, or a pint of the superior Red Dragon Crush

wine for 1 sp. Urwin is hurt if the characters complain

N2B. OUTSIDE STAIRCASE

· about the wines, for his family makes them ..

A wooden staircase hugs the outer ·wall of the inn and

The inn's wine supply is almost depleted, and the

leads up to guest quarters on the upper floor (areas N21

latest delivery from the Wizard of Wines winery is over-.

· and N2m). The· sturdy wooden door at the top of the

. �tairs can be barred from the inside.

CHAPTER 5 I THE TOWN OF VALLAKI

(Hrta 02)

..

CHAPTER �HE TOWN OF VALL.AK�

99

7--,Y-�-:sr--<)\ /-r ... ����-.

N2c. TAPROOM

Damp cloaks hang from pegs in the entrance portico.

5"?.0LDI\R

The tavern is packed with tables and chairs, with nar 5"?.0LDI\ROVICH

row paths meandering between them. A bar stretches

along one wall, under a balcony that can be reached by a

wooden staircase that hugs the north wall. Another balcony overhangs an entrance to the east. All the windows are fitted with thick shutters and crossbars. Lanterns hanging above the bar and resting on the tables bathe

the room in dull orange light and cast shadows upon

the walls, most of which are adorned with wolf heads

mounted on wooden plaques.

The double doors leading into the taproom can be

barred shut from within.

Mounted on braces and tucked into alcoves behind

the bar are three wine barrels, each one three-quarters

empty. Two of the barrels contain Purple Grapemash

No. 3 (a cheap wine), and the third contains Red Dragon

Crush (a fine wine). A brass spigot is hammered into

each barrel.

Danika Martikov usually tends bar while her husband

busies himself in the kitchen (area N2e). Their boys,

YevGENI l<RUSHKIN

Brom and Bray, scamper about and easily get underfoot.

Between dawn and noon, there are no patrons here,

and the Martikovs are upstairs in their bedrooms (areas

Wachter Brothers. Nikolai and Karl Wachter (N male N2o and N2p) or in the attic (area N2q).

human nobles) are brothers of noble birth. They are From noon to dusk, the taproom holds 2d4 local pabrash drunkards always looking for trouble, though they trons (LG male and female commoners). Between dusk are smart enough not to pick fights with well-armed

and midnight, 2d8 Vallakians are here. In addition, one

strangers. Their mother, Fiona Wachter (see area N4),

or more of the following people might be present during

is an influential figure in town, but her sons never talk

this time.

about her. They'd rather listen to tales of the characters'

Wolf Hunters. Szoldar Szoldarovich and Yevgeni harrowing adventures or hear about how the characters

Krushkin (N male human scouts) are local hunters who plan to free Vallaki from the burgomaster's madness.

frequent the Blue Water Inn. They kill wolves and sell

Rictavio. The Ione guest of the Blue Water Inn at presthe meat for a living, and their work is dangerous and ent is a colorfully dressed half-elf bard who goes by the bloody. Both men are grim and have haunted looks in

name Rictavio-a false identity adopted by the legendtheir eyes.

ary vampire hunter Rudolph van Richten (see appendix

These two are dour fellows, but they seldom pass

D). He regales tavern patrons with stories so outrageous

up an opportunity to earn coin. If the characters are

as to be hardly believable, yet he asserts they are true

looking for guides or information about the land of

indeed. Rictavio claims to be a carnival ringmaster from

Barovia, Szoldar and Yevgeni can be of service. They

a distant land. He's been staying at the inn for a·lmost a aren't afraid to venture beyond Vallaki's walls during the month, taking advantage of Urwin Martikov's generosity day, and they know the woods and valley well. They're

and good nature. When he arrived, he was accompanied

willing to serve as guides for.5 gp per day, or to provide by a monkey named Piccolo. The monkey wasn't weldirections to important landmarks in. exchange for free come at the inn, so Rictavio gave it to the local toymaker drinks. They think it's foolish to travel "th;is cursed (see area N7).

realm" at night and won\do �o:-u�lesi, thefr �ayment is Rictavio admits to having no musica! talent but man·

exorbitant (100 gp or mo�e):_ · . : ,·:,·.'-' ·.

- :

ages to entertain locals nonetheless with his stories of

On rare occasions wheffhe na's'sorriething to say,

faraway places. Twice each day, at dawn and again at

Szoldar speaks brusquely, while Yevgeni usually parrots

dusk, he leaves the inn with a couple of apples and a

his friend in not so many words. Szoldar has a notch in

cooked wolf steak wrapped in a handkerchief: He claims

. his bow for every wolf he's killed, while Yevgeni adds a the food is for his portly friend, "the ·destitute toymaker"

.new swatch to his wolfskin cloak every time he makes

(area N7) and his pet monkey. In fact, the apples are for

a kill. Both men have families but spend most of their

his horse Drusilla (area N2f), and the steak is for his

time together, either drowning their sorrows or hunting

captured _saber-toothed tiger (area NS).

in the woods. Most of the wolf heads that adorn the tav · During his stay at the inn, Rictavio is quietly gathering ern walls are the result of their handiwork.

• irtformation on the Keepers of the Feather, trying to

CHAPTER 5 I THE TOWN OF VALLAKI

100

-

figure out the identities of all the wereravens in town.

He's also trying to learn as much as he can about the

You hear the squawking of birds and the plaintive whinny

Vistani, particularly the ones living in the camp just

of a horse as you peer inside this stable. The stalls are

outside town (area N9). Once he concludes that they

clean and well maintained. One of them contains a

are in league with Strahd, Rictavio plans to unleash his gray mare. A small door is set into the east wall, and a trained saber-toothed tiger upon them, with or without

the support of the wereravens.

wooden ladder gives access to a loft overhead. Perched

Rictavio wears a hat of disguise and a ring of mind on the wooden railing that encloses the loft are dozens shielding to conceal his identity. He carries an iron key of ravens.

that unlocks the door to his carnival wagon (area NS).

N2D. WINE STORAGE

I

Any character who has a horse can keep it here for 1

sp per night. The gray mare is a draft horse named

Drusilla, and she likes apples. The horse belongs to

This hallway contains three curtained alcoves as well as a Rictavio (see area N2c).

larger area stuffed with wine barrels.

The small door in the east wall can be pulled open to

reveal area N2g. The loft is described in area N2h.

The Martikovs store their wine here. Tucked behind

I N2G. STORAGE

red curtains are three alcoves, each one containing a

This small room lies under a wooden staircase (area

half-emptied wine barrel lying on its side in a wooden

N2i). Hanging from wooden pegs are saddles and bardbrace. Twelve empty wine barrels are piled two high ing to equip two horses. In an unlocked wooden chest near the door to the kitchen (area N2e). All the barrels are a dozen horseshoes, a wooden mallet, and a mound have the Wizard of Wines name burned into them.

of horseshoe nails.

Nine of the fifteen barrels, including two of the barrels in the curtained alcoves, have the following label burned N2H. RAVENS' LOFT

into their sides, under the winery's name: Purple Grapemash No. 3. Six of the fifteen barrels, including one of the barrels in the curtained alcoves, have a different Dim light spilling in through a pair of dirt-encrusted

label: Red Dragon Crush.

windows reveals piles of hay with pitchforks sticking

The double doors that lead outside can be barred shut

out of them. Ravens rule this roost-you can see hun from within.

dreds of them.

N2E. KITCHEN

Characters who search the loft thoroughly find three

pitchforks and a locked wooden chest buried under

This room looks like the kitchen of someone who loves

a pile of hay (see "Treasure" below), next to a secret to cook. It has piles of pots, walls lined with utensils door. If the characters tamper with the chest, the ra and shelves of ingredients, and all manner of pleasant

vens gather into four s�arms of ravens and attack. If

odors. Two lanterns hang above a sturdy pine worktable

two swarms are killed, the others flee. Otherwise, they cease their attacks if the characters leave the chest in the middle of the clutter. A pot of soup bubbles on

alone. If the fighting continues for more than 3 rounds, the hearth.

Urwin Martikov and two other wereravens hear the

ruckus and investigate (in human form).

Urwin Martikov, who prepares most of the meals, is

A secret door in the back of the loft can be pushed

found here throughout the day. He occasionally receives open to reveal a bedchamber (area N2p) beyond. No

help from his two boys, but they are easily distracted. A ability check is required to spot the secret door, because cupboard against the east wall holds most of the inn's light in the room beyond slips through the door's cracks.

supply of cutlery and dishware, none of it valuable. A

Treasure. Inside the locked chest are 140 ep, 70 pp, door in the west wall leads outside and is usually barred two elixirs of health, three potions of healing, and a gray from the inside.

bag of tricks. The coins are embossed with the profiled A secret door at the west end of the south wall can be likeness of Strahd von Zarovich.

pushed open to reveal a wooden staircase that leads ·up 1 · ... .

to area N2i.

N21. SECRET STAIRS AND HALL

N2F. STABLE

A wooden staircase to the north descends fifteen feet to

The sliding wooden doors on the west wall of this room

are held shut by an iron lock and chain. Urwin carries

a landing. A window dimly illuminates a short, wood-pan the key to the lock. The.qoors to.the north and south can, eled hallway that runs west to east.

be barred shut from tht: in.side but are usually unlocked.

�?(·:,:-�/��·:;,··��,-�;··�,!-'!4;_·:.-;:�.t:·· :-'•

('�: r.,:.

- •

,i.

:�·� �

/t

� ',,:�'.· . .-:.�::Jr·.

· · ; ·. Guests. aren) told about "the inn!,s se�reFh;c!,llv.vay .. Ricta : . ': vio"kric,�s·o(1fs exi�tente.be6iusi·.iie_p,asna{rifthe·· ·

..

?�·� �-'��.-·:·.

-

••.• ·

.

\:-

. ' ,L

•

·�

,:

.-·:;

';�: ..

CHAPTER 5 I THE.TOWN OF VALLAKl

-

Martikov boys opening and closing the secret door clos The door to this room can be locked from the inside,

est to his room (area N2n).

and each guest receives a key. Urwin and Danika carry

At each end of this area is a secret door, each of which

spare keys. The footlockers are empty and are for the

is easy to spot from inside the hallway (no ability check

use of guests.

required). The northern secret door, at the bottom of

the staircase, can be pulled open to reveal the kitchen

N2N. PRIVATE GUEST ROOM

(area N2e) beyond. The eastern secret door can be

Rictavio has a key to this room, which is locked at all

pulled open to reveal a balcony (area N2j) that overlooks

times. Urwin and Danika carry spare keys. The door's

the taproom.

Jock can be picked, but discretion is called for because

the door is in plain view of the taproom below.

N2J. GREAT BALCONY

This small guest room contains a bed heaped with wolf

A wooden balcony stretches the full length of the tapfurs, a footlocker, a tall wardrobe, and a writing desk with room, enclosed by a wooden railing carved with raven matching chair. An oil lamp rests atop the desk near a

motifs. The taproom's many lanterns illuminate the rafjournal bound in a red leather jacket.

ters and cast ominous shadows on the peaked ceiling.

Rictavio sleeps here between midnight and dawn. At

The balcony floor is 15 feet above the taproom floor.

dawn, he leaves to check on his horse (area N2f) and his

A secret door at the south end of the western wall can

wagon (area NS), returning to the inn around noon. Bebe pushed open to reveal a wood-paneled hallway (area tween noon and dusk, there's a 40 percent chance he is N2i) beyond.

here; otherwise, he's in the taproom (area N2c). At dusk,

he leaves the inn to tend to his horse and his wagon

N2K. GUEST BALCONY

again, then returns to his room to retire for the night.

Rictavio is too clever to leave anything valuable or

This twenty-foot-long balcony provides a clear view of the incriminating in his room. The footlocker and the

wardrobe contain nothing but common clothes and

bar and has a wooden railing carved with raven motifs.

travel wear.

The taproom's many lanterns illuminate the rafters and

Rictavio'sjournal. The journal on the desk is a bit of cast ominous shadows on the peaked ceiling.

artifice that Rictavio created to perpetuate the illusion

that he is an entertainer in search of new acts for his

traveling carnival. His writing makes frequent mention

The balcony floor is 15 feet above the taproom floor.

of conversations with Drusilla (which the journal fails

to mention is the name of Rictavio's horse) and recounts

N2L. GUEST ROOMS

many long and tedious journeys by wagon. Rictavio has

These two rooms have identical furnishings.

also written about various "oddities" he has seen in his travels, including the following:

Two cozy beds with matching footlockers rest in the far

, A "werehare" child (a boy who transforms into a rabbit corners of this fifteen-foot-square room. Wolf furs are on nights of the full moon)

heaped atop each bed. Between the beds, a lamp sits on

, A half-ore woman named Gorabacha who could chew

a table under a shuttered window. Two tall black wardthrough iron chains

, A giant, man-eating plant that had the most remarkrobes stand against the wall by the door.

able singing voice

, A pair of conjoined goblins

The door to this room can be locked from the inside,

, A small man with no legs named Filmore Stunk, who

and each guest gets a key. Urwin and Danika carry

could drink whole casks of wine without getting drunk·

spare keys. The footlockers and wardrobes are empty

and are for the use of guests ..

N2o. Boys' BEDROOM

N2M. GUEST ROOM

A large, painted toy box rests between two small, cozy

·� .. �-

beds. Murals of ravens in flight are painted on the walls Four plain beds with straw mattresses line the north wall

above the wood paneling.

of this well-lit room. Each bed comes with a matching

footlocker to store clothing and other belongings. A

- ,.

-·

'

Brom and Bray Martikova don't spend much time in

table and four chairs occupy the corner across from the

this room. The toy box c6ntains:a pil!! of neglected toys, door. An oil lamp resting on the table casts a bright yelmany of them etched with the slogan· "Is No Fun, Is No low flame.

Blin$ky!" The t<;>ys include the following:

, A miniature puppet theater with appropriately sized

m�rionetfe�_o,f a king, a queen, a prince, a princess, an

CHAPTER 5 I THE TOWN OF VALLAKI

J02

THE MARTIKOV FAMILV

executioner, a tax collector, a dunce, a vampire, and a

vampire hunter

cover the floor, and a locked iron strongbox sits against

A garish toy Vistani wagon hitched to a wooden horse

the north wall. A small square opening in the south wall

and filled with tiny wooden Vistani figures

leads outside. Two trapdoors with iron hinges are set

, A pair of painted wooden clown masks, one displaying

into the floor.

a mean scowl and the other a frightened expression

A wooden top painted with images of scarecrows

chasing children through the forest

The Martikovs sleep here at night in hybrid form. The

, A stuffed (real) bat on puppet strings

opening in the south wall is just big enough for a raven

A hidden trapdoor in the 8-foot-high ceiling opens into a

or other Tiny creature to pass through. The wereravens

secret attic (area N2q).

can use this opening as an escape route.

The strongbox is described in "Treasure" below.

N2P. MASTER BEDROOM

Two trapdoors, clearly visible on the floor, can be

pulled open to reveal the hedchambers (areas N2o and

N2p) that lie directly beneath them.

Matching end tables flank a large wood-framed bed with

Treasure. Urwin carries the key to the locked iron a red silk canopy. Across from the bed hangs a tapestry strongbox. The lock can be picked with thieves' tools

depicting a beautiful mountain valley. The other walls are and a successful DC 20 Dexterity check. The box condominated by a fireplace and a wardrobe.

tains a sack of 150 ep (each coin bearing the profiled visage of Strahd von Zarovich), six pieces of jewelry (worth 250 gp each), and three potions of healing.

Urwin and Danika retire to this room every night before

heading to the attic (area N2q) to sleep. This room is for FORTUNES OF RAVENLOFT

appearances only and contains no valuables.

If your card reading reveals that a treasure is here, it is A secret door at the west end of the south wall can be

in the iron strongbox.

pulled open to reveal the loft beyond (area N2h).

A hidden trapdoor in the 8-foot-high ceiling opens into

N3. BURGOMASTER'S MANSION

a secret attic (area N2q).

N2Q.. SECRET ATTIC

This mansion has walls of plastered stone that display

many scars where the plaster has fallen away from age

This ten-foot-wide, thirty-five-foot-long attic has a ceiling and neglect. Drapes cover every window, including a

that slants down toward the west, dropping from a height

large, arched opening above the mansion's double enof eight feet to a height of five feet. Four straw nests trance doors.

---

CHAPTER 5 I THE TOWN OF VALLAKI

103

Burg-omasra-'s mansion

(l1rta10)

CHAPTER 5 I THE TOWN OF VALLAKI

/

People come and go from the mansion at all hours

of Tasha Petrovna, a priest entombed in Castle Ravenduring the day. Guards bring criminals cited for "maloft (chapter 4, area K84, crypt 11).

licious unhappiness." Men and women arrive carrying

The Baronet. The baron's miserable son, Victor Valbundles of twigs, which are piled about the mansion's lakovich (NE male human mage), has confined himself grand foyer (area N3a) until the construction of the to the attic (area N3t), where he is content to avoid the

wicker sun for the Festival of the Blazing Sun gets

unwanted attention of his mother and the disapprov-

under way.

ing glares of his father. Years ago, Victor found an old

If the characters knock on the front doors, a maid (LG

spellbook in the mansion's library and used it to teach

female human commoner) lets them in, escorts them to himself magic. He has been busy constructing a telepor the den (area N3e), and leaves to fetch the baron.

tation circle in the hope of escaping Barovia and leaving his parents to their doom.

ROLEPLAYING THE VALLAKOVICH FAMILY

Use the following information to roleplay the burgomas N3A. ENTRANCE HALL AND V ESTIBULE

ter and his family.

The Baron. The burgomaster, Baron Vargas Vallakovich (NE male human noble), is a ruthless heel who Framed portraits adorn the walls of this grand foyer, prides himself on his good breeding and finely honed

which features a wide staircase with a sculpted railing. A leadership skills. He stages repeated celebrations to

long, carpeted hall attached to the foyer stretches almost foster happiness, and his "All will be well!" catchphrase the length of the mansion and has several doors leading has become a sad and tiresome punchline. Baron Vallaaway from it, including one at the far end. Bundles of kovicb has convinced himself that if he can make ever y one in Vallaki happy, the town will slip free of Strahd's twigs are heaped against the walls.

dark grasp.

The baron has a brittle ego, and he lashes out at

The twigs are being stored here until they can be fashanyone who pokes fun at his festivals or treats him ioned into a wooden effigy of the sun (for the Festival of disrespectfully. He has two pet mastiffs that follow the Blazing Sun).

him everywhere, as well as a murderous and deformed

The stairs climb to the upstairs gallery (area N3i).

henchman named Izek Strazni (see appendix D). In ad The portraits depict the baron, his family, and their

dition to his weapons, Izek carries an iron ring of keys

ancestors. Close inspection reveals that some of the

that unlock the stocks in the town square (area NB).

people portrayed look very much alike.

If the characters get on his bad side, the baron ac Tucked in the northeast corner of the foyer is a vesticuses them of being "spies of the devil Strahd" and bule packed with fine cloaks, coats, and boots.

sends twelve guards to arrest them, seize their weapons, and run them out of town. If the guards fail in their duty, the baron sends Izek to rally a mob of thirty commoners to lynch the party. If the commoners also fail, the baron summons the twelve remaining guards to defend his mansion, giving characters the run of the town.

If the characters get on his good side, he insists that

they join him in the next festival as special guests and

asks that they tell everyone that all will, indeed, be well.

Two members of the baron's household staff have

vanished in the past week: the butler and the baroness's

lady-in-waiting. The baron has charged Izek

with finding out what happened to them, but

investigation isn't Izek's forte. Searches

have been organized, to no avail.

The Baroness. At the risk of sacri-

ficing her sanity, the baron's wife, Lydia

Petrovna (LG female human commoner),

has embraced her husband's philosophy of

happiness. She laughs at th� baron's every

comment, to the extent that it has become

a nervous reflex, and she tries to spread

good cheer by throwing daily tea-andsandwich parties in the parlor for her

"dearest friends," many of them poor folk

who tolerate the baroness only because

they crave something warm to eat and

drink. Lydia is a gods-fearing woman and

the younger sister of the-town priest, Father Lucian Petrovkh. She is a descendant CHAPTER 5 I THE TOWN OF VALLAKI

N3B. PARLOR

l

The mounted bear's head is meant to unnerve visitors. It

serves as a subtle warning not to antagonize the burgomaster, who spends most of his time in the library (area This parlor contains a fine array offurnishings and drap N31). Although the burgomaster claims that his father

eries, with an overall feminine touch.

l killed the bear, the head was actually a gift given to his family by the late Szoldar Grygorovich, father of the wolf hunter Szoldar Szoldarovich (area N2).

The baroness sometimes entertains guests here.

N3F. SERVANTS' QUARTERS

N3c. DINING ROOM

Characters can hear the chatter of female voices as

l

they approach this room. The first time they peer in This room contains four simple beds and an equal numside, read: ber of plain wooden trunks.

I

A chandelier of wrought iron fitted with wax candles

The household staff consists of a maid (LG female

hangs above a polished wooden dining table. Around the

human commoner) and a cook (LG male human comtable are seated eight women of various ages in comfortmoner). The other two beds belonged to the butler and able, high-backed chairs. They wear faded clothes, drink the baroness's lady-in-waiting, both of whom have gone

missing (see area N3t). The trunks contain the staff's

tea, and devour cake while a ninth woman, well dressed

clothing and uniforms.

and very pleased with herself, circles the table and talks excitedly about decorations for the impending festival.

N3G. KITCHEN

The women seated at the table are eight Vallakian peas A cook wearing a white apron over a black smock busies

ants (LG female commoners) invited to spend time with

himself in this warm, well-appointed kitchen. A staircase

the baroness, Lydia Petrovna, who is bribing them with

in one corner climbs to the upper floor.

tea and cake. Lydia has assigned these women the task

of stitching children's costumes and weaving together a

wicker sun for the Festival of the Blazing Sun.

The staircase leads to the upstairs gallery (area N3i). A

Lydia assumes that the characters are here at the indoor in the west wall leads to a garden outside. The door vitation of her husband, the burgomaster. She calls for is usually locked, and both the cook and the burgomasthe maid to take them to the den (area N3e) and then to ter carry keys to unlock it.

inform Baron Vallakovich (see area N21) that his guests

have arrived.

N3H. PANTRY

A serving table stands in one corner of the dining hall.

N3n. PREPARATION ROOM

This pantry contains shelves of foodstuffs, although half

of the shelves are bare. Two barrels of wine stand against the east wall.

White sheets cover two plain wooden tables in the center

of this room. Neatly arranged atop one table is a complete set of polished silverware. The other table is cov The pantry has not been fully stocked for as long as

anyone can remember. The two barrels contain a fine

ered with wicker baskets containing turnips and beets.

wine called Red Dragon Crush, created by the Wizard of

Wines winery-facts burned into the .side of each barrel.

The beets and turnips are for the Festival of the Blazing Sun (see the "Special Events" section at the end of N3I. UPSTAIRS GALLERY

this chapter).

If the characters arrive here from the entranc� hall (area Treasure. The silverware set ;s worth 150 gp.

N3a), read:

;,,

..-: .

N3E. DEN

.. ,,

The staircase climbs twenty feet to a beautifully ap Characters who as� to see thitiu�go�;�t6t aJ�-

brought here. '.·-·:': :'.,':/'

'

pointed gallery that continues toward the west, running

;"/ ·· '. -'. ··�·:.

� . . -

almost the length of the mansion. Framed landscape

paintings line the walls, and red silk drapes cover a ten Padded chairs and couches line the walls of this cozy,

foot-tall arched window of leaded glass.

carpeted den. The room reeks of pipe smoke, and

mounted on the east wall is the head of an angry-looking

brown bear.

If the characters c1rrive here from the kitchen (area

N3g), read:

... 106

CHAPTER 5 I THE TOWN OF VALLAKT

'

',

' ,

'

. " ·.�. ?� i- .

�·\ /

I! . -'

---�-���:;·="�-·-------- ---------- \,/ .�.;;_

The staircase climbs to a ten-foot-wide gallery that

A brass oil lamp sits atop a large desk in the center of

stretches almost the length of the mansion. Breathtaking

the room. The chair behind the desk is comfortably padpaintings of landscapes line the walls. Two separate, narded and has the symbol of a roaring bear stitched into its row hallways lead away from the gallery to the north.

back cushion.

If the burgomaster has not been drawn elsewhere, he is

N3J. IZEK'S BEDROOM

here. Add:

The door to this room is locked. Izek Strazni carries

the only key.

The following description assumes the characters

Standing behind the chair, holding an open book, is a

have met Ireena Kolyana (see chapter 3, area E4). If the

bear of a man. His breastplate, rapier, silk tunic, and

characters haven't met her, don't read the last sentence.

greasy beard glisten in the lamplight. Resting on small

rugs to his left and right are a pair of black mastiffs.

Dolls. This room is full of pretty little dolls with powder-white skin and auburn hair, some of them dressed Baron Vargas Vallakovich never goes anywhere without beautifully, others plainly. Some of the dolls fill a long his two mastiffs. A paranoid man, he wears his breastbookshelf, and others are arranged in neat rows on wallplate and rapier even while relaxing in his library. Two mounted shelves. Still others are piled atop a bed and a of his servants, the butler and his wife's lady-in-waiting, heavy wooden chest. What's most odd is that all of the

have vanished without a trace in the past week, so he

has good cause to be worried.

dolls, apart from their clothing, look the same. They all

The baron believes that everyone else is beneath him,

look like lreena Kolyana.

and those who question his word or challenge his authority must be humbled. He won't pick a fight with well The burgomaster's monstrous henchman,

armed strangers, however. If he can't make the charac Izek Strazni

(see appendix D), sleeps here at night. During the day,

ters yield to his authority, he swallows his pride until he he is in town taking care of his master's business. Izek's can circle around with Izek Strazni and assemble his chest is unlocked and contains a heap of wrinkled

guards to run them out of town.

clothes, under which is a nonmagical shortsword.

The baron's desk contains three drawers stuffed with

A thorough search of the room reveals a few empty

blank sheets of parchment, jars of ink, and writing

wine bottles under the bed. The label on each bears the

quills. It also holds thick books of tax records dating

winery's name, the Wizard of Wines, and wine's name,

back to the times of the baron's father, grandfather, and

Purple Grapemash No. 3.

great-grandfather.

The baron wears a signet ring and carries three keys:

lzek's Doll Collection. Each doll has a small tag stitched into its clothing that reads "Is No Fun, Is No one that unlocks the outside door in area N3g, and two Blinsky!" Izek had the local toymaker, Gadof Blinsky

keys for the door and the manacles in area N3m.

(area N7), craft the dolls in Ireena's likeness.

Treasure. The Vallakovich book collection contains old, leather-bound tomes on virtually every subject. Use N3K. VICTOR'S BEDROOM

the Random Books table (see chapter 4, area K37) to

determine the subject matter of a particular book.

This handsomely appointed room contains a cano-

N3M. LOCKED CLOSET

pied bed, a low bookshelf, and a full-length mirror in a

The door to this room is locked: The baron carries the key.

wooden frame on the wall across from the door. Set into

the north wall is an arched window of leaded glass. Nothing here seems unusual.

Chained to the back wall of this otherwise empty closet is a badly beaten man wearing nothing but a loincloth. The

Nothing about his bedroom betrays Victor's deviant

iron shackles have cut into his wrists, causing blood to

nature or magical proclivities. The books include col-.

trickle down his hands.

lections of Barovian fables and tomes about mythology,

heraldry, and other innocuous subjects.

The man is a Vallakian shoemaker named Udo Lukovich (LN male human N3L. LIBRARY

commoner). He was arrested

· .during the Wolf's Head Jamboree for carrying a sig9

that suggested that ValJakians. shotJ.ld feed the ba_ron to • -

·· ·

Floor-to-ceiling shelves line every wall of this windowless the.wolves. · · . · -

·,' .

room, and the number of books contained here is noth _;. : Baron ·vat,lako�kh Ii.is the key to l;Tdo's manacles. The

· ... manacles break if they take 10 dama:ge\Jr more-from a ing short of astounding.

· ·. single weapon attack. ·

· ·

· ··

CHAPTER 5 I THE TOWN OF VALLAKI

rn7

If the characters release Udo, his first desire is to The entity in the mirror is the spirit of a nameless

return to his home. Later, he plans to tell Father Lucian

assassin who once belonged to a secret society called

(see area Nl) of his ill treatment in the burgomaster's

the Ba'al Verzi. If a creature speaks the rhyme while estate. If the baron discovers that Udo has escaped or standing within 5 feet of the mirror and staring at its been set free, he sends Izek to find the shoemaker and

own reflection, the assassin's ghost appears nearby. The

bring him back for further questioning. Under great

form that the spirit takes depends on the alignment of

duress, Udo provides the names or descriptions of those

the one who summoned it:

who liberated him, turning the burgomaster against the

Non-evil Summoner. If the summoner isn't evil, the

characters.

spirit assumes solid form, appearing as a darkly hand N3N. MASTER BEDROOM CLOSET

some thirty-year-old man with bloodshot eyes. He has

the statistics of an assassin but doesn't speak, and he disappears into the ether if reduced to O hit points.

Cloaks, coats, gowns, and other fancy apparel hang from

The assassin's summoner can command him to kill

hooks in this closet. Arranged on low shelves are many

one living creature within Strahd's domain that the

fine shoes, slippers, and boots.

summoner mentions by name. The assassin automatically knows the distance and direction to the named target. The assassin attacks any other creature that tries to prevent him from completing his assignment.

N3o. MASTER BEDROOM

Once he completes his task, the assassin disappears.

If commanded to attack a creature that is either dead or undead, or if he isn't given an appropriate name

Time has faded the grandeur of this master bedroom.

within 1 round of being summoned, the assassin

The furnishings have lost some of their color and splendisappears.

dor. A short pull-rope hangs from a wooden trapdoor in

Evil Summoner. If the summoner is evil, the ghost

the ceiling.

manifests as a pair of floating, bloodshot eyes and

strong, spectral hands. The hands try to wrap themselves around the summoner's neck. The spectral eyes The baron and the baroness sleep in one bed at night.

and hands have the statistics of a ghost, but without Nothing of value is kept here.

the Etherealness and Possession actions. The ghost

The trapdoor in the ceiling can be pulled down to

attacks its summoner until one or the other drops to 0

reveal an attic room (area N3r). An unfolding wooden

hit points, at which point it disappears.

ladder allows easy access.

Once the power of the mirror is used, the mirror be N3P. BRIDAL GOWN AND SPIRIT MIRROR

comes dormant until the next dawn. The mirror has AC

10, 5 hit points, and immunity to poison and psychic

damage. Destroying it lays the assassin's spirit to rest,

This room smells of powder and fine perfume. A vanity

causing the manifestation to disappear if it is present.

with a mirror stands against one wall next to a face-

The mirror corrupts those who use it to do evil. Sumless wooden mannequin wearing a white bridal gown.

moning the assassin isn't evil, but using him to commit

Mounted on another wall is a full-length mirror with a

murder is. Each time a creature uses the mirror for this

purpose, there is a cumulative 25 percent chance that

gilded frame. A door in one corner leads to a garderobe.

the creature's alignment shifts to neutral evil.

If a character touches the mirror and speaks Strahd's The baroness used to while away long hours in this

name, there is a 50 percent chance that Strahd takes

room, fondling her perfume collection and searching for

notice and appears on the mirror's surface. In this form,

solace in her own reflection. Since her lady-in-waiting

the vampire can't be harmed. He tries to charm.one huwent missing several days ago, the baroness has spent manoid he can see within 30 feet of the mirror. Whether almost no time here.

the target resists the effect·or·not;.Strahd's smiling

Bridal Gown. The white gown stored here belongs to vis�ge invites the chara:ctei-s to:dine at Ca!?tllRavenloft, .

the baroness. It reminds the her of ha'ppief times.'

. then fades away.A creatur� chartned'by Str�hdfeels

Magic Mirror. A.detectma�JC st>elfre:ve�ls .that' �he ..

.· compell�d to accept the

.

�awp1re's invitafion. :

.

,.

... -.. · -

�

. .

'. :· .

gilded mirror on the wall.�adiales,gri :au·ra'bf c6rtj�ration .

magic. None of the :ma11�i��,s'.�ritt�titpecu.pa"rtts are' .; N3Q. BATHROOM·._,:

. • -�.':.:. I

aware of this fact; becaus'�·theirrifrrdr's magic hasn't •.

been used. in generatibO:s. Casti�1bi.n 'fdeptify sp-el(ori

. 'themirror reveals th�t an assassin's gho�t{s magically.

I An iron tub with clawed fe�� .stan·�� :gain�t �he b-a�k wall. ]·

Neatly folded towels rest atop a table near the door.

� bB1,1nd to it. The spell also reveals .the forgqtt�n rhyme

·

·

· .. ne6ded to summon the ghost:

· :Ma�ic. mirror on the wall, ·

N:3R. ATTIC. ROOM.·

.. :Sµaimon forth your shade;

. ';: ' 'C:::haracte(s are �ps't )ikelyto eri.te·r this roomvia a trap · .: Ni�ht's dark vengeance, heed my call

'·': :i .doq(ih\tie'.c'eil�

A_nd wield your murderous blade.

�g ofth'e master bedroom (area N3o).

� � •',.

l',: ;-.: � ·'\. ·-·,,;>' : . · .. ;" -:·-: ..

: \ ::::{it·::: :.·/}·:\�_ >

-..

CHAPTER 5 I THE TOWN OF VALLA KT

108

r

_______ _

· ·

7�,V �-

. , if;f ri'}(t''t�---------�--\-�7.��:

If the characters trigger the glyph of warding or other This dusty, twenty-foot-square room has a high-pitched

wise announce their arrival, Victor casts a greater invis ceiling that reaches its peak twenty feet above. The

ibility spell on himself and hides in a corner. Otherwise, wooden rafters are shrouded in cobwebs. Except for an he's visible. If the characters can see Victor, read:

old table with a lantern on it, the room is empty.

In the center of the room, perched on a stool, is a thin

A door in the south wall can be pulled open to area N3s.

young man with a premature streak of gray in his dark

hair. He cradles an open leather-bound book in his arms.

N3s. ATTIC STORAGE

Victor found a spellbook in his father's library and is

This large attic is full of old, forgotten things draped

using it to teach himself the art of spellcasting. Only rein white sheets. Piled around them are barrels, crates, cently has he been able to decipher some of its high-level trunks, and old furnishings covered with cobwebs and spells. He's a weird, awkward, and off-putting fellow

dust. You see a clear footpath through the maze.

who is dangerous only if threatened.

For practice and for fun, Victor dug up some old cat

bones behind the Wachter estate (see area N4) and ani Characters can follow a single set of human footprints

mated them, creating six cat skeletons (use the cat stat

in the dust that lead to area N3t.

block, but give them darkvision out to a range of 60 feet

Searching through the junk in this attic uncovers a

and immunity to poison damage, exhaustion, and the

few old paintings and antiques, but nothing of value.

poisoned condition). The skeletons attack only when Victor commands them to.

FORTUNES OF RAVENLOFT

The "children" standing in the corner are painted If your card reading reveals that a treasure is here, the

wooden dolls dressed in clothing that Victor wore as a

item is hidden in a trunk. Each character has a cumulachild. He pretends they are his disobedient pupils.

tive 20 percent chance of finding the item for every hour

The sheets of parchment are covered with elaborate

the character spends searching the attic.

diagrams of teleportation circles. Victor drew them in an

effort to learn the teleportation circle spell, which he's N3T. VICTOR'S WORKROOM

still trying to master (see "Teleportation Circle" below).

Victor spends most of his time here, leaving only when

The trunk contains several bolts of silk cloth, needles

he needs food or spell components. When the characand thread, and a half-finished wizard's robe. Victor ters first set eyes on the door to this room, read: started to make the robe for himself but found the work

tedious and stopped.

Someone has carved a large skull into this door. Hanging

Teleportation Circle. Victor's spellbook contains incomplete text for a teleportation circle spell, along with from the doorknob is a wooden sign that reads "ALL IS

the sigil sequences of three permanent teleportation cir NOT WELL!" You hear a young man's voice beyond.

cles, the locations of which aren't described. There's not enough text to prepare the spell properly, but that hasn't Anyone who inspects the carving and succeeds on a DC

stopped Victor from trying to learn to cast it.

14 Intelligence (Investigation) check notices a small,

Victor recently inscribed his own version of a telepornearly invisible glyph etched into the skull's forehead.

tation circle on the floor. It's hidden under the rug so

This is a glyph of warding (5d8 lightning damage) that that his parents don't find it. In the past couple of weeks, triggers if anyone other than Victor opens the door.

Victor has managed to imbue the circle with magic, but

The voice belongs to Victor. He is reading aloud from

he failed to account for several factors. His circle doesn't his spellbook. Anyone who listens at the door and sucfade after use, nor does it function like the teleportation ceeds on a DC 14 Intelligence (Arcana) check can tell circle spell. If the circle is used in the casting of a telehe's badly pronouncing some kind of teleportation spell.

portation circle spell, whether the actual spell or Victor's If the characters open the door, read:

version of it, any creature standing on the circle when

the spell is cast takes 3dl0 force damage and isn't teleported anywhere. If this damage reduces the creature to Someone has taken old, mismatched furniture and cre0 hit points, the creature is disintegrated. Any character ated a study is this dusty, lamplit chamber. Tables are who studies the circle and succeeds on a DC 15 Intelli-

strewn with pieces of parchment, on which strange dia . gence (Arcana) check realizes that Victor's circle is hor . ri�ly flawed and potentially ,deadly when used.

grams are drawn, and a freestanding bookshelf holds a

collection of bones. A dusty rug covers the floor in front

: ... ·-Yictor ha� tested h,is' circle�on two reluctant servants (cprnpelled by his suggt!stion spell}.- irt,hoth cases link-of a pine box, on which lounges a skeletal cat. Several . ing his circle 'td on"e .ci( the 'oth�t'.-ci�cles �hose sigils are"

more skeletal cats skulk about. Most unnerving of all is

. in hi�'�pellbook,:Each ��r;ant wa�:·toih �p�rt before.,._'·

the sight of three small children standing with their backs

. ,:\ric�01:'s0 �ye:�' b'ef�;e_ ;adistii�g in a flash' of purple. light. .•

· --Vict�1,-dcies1{i1 know'QoW-fo fix-the dtcfe but plans' to to you in the northeast corner of the room.

. .. mak�:inore rilci°difie'atio�s.tb if'b'.efofe.fo�tfrlgit 'again.

. '

.;.

. .. ...

' ., . .t.. -

-

• .

·':1.:-� • :-·i-.. .'

· CHAPTER 5 I THE TO\V.N OF,VALLAKI

Treasure. Victor's spellbook contains all the spells ears and suggests they start by killing the baron's evil Victor has prepared (see the mage stat block in the henchman, Izek Strazni. She's happy to take care of the

Monster Manual) as well as the following spells: acid

rest. If they come looking for a way to defeat Strahd,

splash, animate dead, blight, cloudkill, darkvision,

Lady Wachter turns them away, stating in no uncertain

glyph of warding, levitate, mending, remove curse, and terms that she is not, nor ever will be, Strahd's enemy.

thunderwave.

Lady Wachter has a different list of prepared spells

from that of the priest in the Monster Manual:

N4. WACHTERHAUS

Cantrips (at will): light, mending, thaumaturgy

1st level (4 slots): command, purify food and drink, sanctuary 2nd level (3 slots): augury, gentle repose, hold person This house seems disgusted with itself. A slouching roof 3rd level (2 slots): animate dead, create food and water hangs heavy over furrowed gables, and moss-covered

Fiona's Sons. Fiona sees a lot of her husband in her walls sag and bulge under the weight of the vegetation.

sons, Nikolai and Karl (N male human nobles), who

As you study the house's sullen countenance, you hear

have grown into young men with a fondness for wine

the edifice actually groan. Only then do you realize the

and trouble. They aren't home during the day, because

extent to which the house hates what it has become.

they don't like attending to their mother or listening to

her tiresome prattle. The characters might encounter

them at the Blue Water Inn (area N2) or wandering

The Wachter family, once an influential noble line in

about town. The brothers are home most nights, passed

Barovia, owns and occupies a mansion in Vallaki. The

out in their beds after hours of heavy drinking.

house's reigning governess, Fiona Wachter, is a loyal

Nikolai and Karl have none of their mother's ambition

servant of Strahd. She seeks to supplant Baron Vallaor mean temper. They are aware of her cult, but they kovich as the town burgomaster.

don't know that she sleeps with their dead father. This

would be unwelcome news and probably turn them

ROLE PLAYING

against their mother. They want only to spend their

Use the following information to roleplay Lady Wachter,

mother's money and make the most of their miserable

her family, and her associates.

situation, trapped as they are within the walls ofVallaki

Lady of the House. Lady Fiona Wachter (LE female under the control of Strahd and his puppet, the baron.

human priest with AC 10 and no armor) makes no

Fiona's Spy. Fiona employs a money-grubbing spy secret of her family's long-standing loyalty to the von named Ernst Larnak (LE male human) to keep her in Zarovich line. She believes that Strahd von Zarovich is

formed about everything that happens in town. Ernst

no tyrant but, at worst, a negligent landlord. She would

knows Lady Wachter's secrets, and he would blackmail

happily serve Strahd as burgomaster of Vallaki, but she

her in a heartbeat if their relationship went sour.

knows that Baron Vargas Vallakovich won't give up his

birthright without a fight.

N4A. FRONT DOOR AND VESTIBULE

Fiona conspired to wed her young daughter, Stella, to

The front door is locked and reinforced with bronze

the baron's son, Victor, as part of a plot to gain a footbands. All of the servants carry a key, as do Lady Wachhold in the baron's mansion, but Stella found Victor to ter and Ernst Larnak. The door can be forced open with be demented, and he showed no interest in Stella whata successful DC 20 Strength check.

soever. In fact, he spoke such unkind words to Stella

If the characters knock on the front door, a servant that she went mad, and Fiona had to lock her daughter

opens a small window cut into the door at eye height

away (see area N4n).

and asks their business. Suspicious-looking strangers

Lady Wachter's latest scheme to gain control ofVallaki

aren't invited inside, in case they're vampires.

is far more diabolical. She has started a cult based on

devil worship and has written a manifesto that she reads

lstained-glass doors in wooden frames lead from it. l

to her "book club," which is made up of the most fanat The front door opens into a narrow vestibule. Three

ical group members. Inspired by her words, these zealots have created smaller cults of their own. Once her cult has enough members, Fi.ona plans to take the town Two closets flank the front door. Tl)e western closet conby force. To reward her most Loya� followers, she)1as tains Lady Wachter's outdoor clothes; the eastetn one her pet imp stand invisibly·in the center of a pehtagram,

contains coats and boot� that belongto her chHdr.en.-.

then performs a fats� rituafthatc�ils upo�:"prince.s of darkness" to lavish their appredat1on ,i.tpon the cultists.'

N4B. STAIRCASE

The imp then sprinkles· o·�to tfie)ioot a few electrum

coins, which Lady Wachter allow� the cultists to keep.

Another secret of Fiona's is that she sleeps with the

A wooden staircase leads up to a balcony. At the foot of

- corpse of her dead husband, Nikolai, who died of sickthe stairs is a landing with three stained-glass doors in

.ness nearly three years ago and whom Fiona cherished.

wooden frames .

. Lady Wachter casts gentle repose spells on the corpse to keep it from deteriorating.

If the characters come to Wachterhaus looking foi:

The �taircase climbs 15 feet to the upstairs hall

help to overthrow the burgomaster, Lady Wachter is all

(area ·N21) .. · ::·

.

.

CHAPTER 5 I THE TOWN OF VALLAKI

---

110

J ) ,-.,.

. . .

·" ; �-··

·--- ---- · · -·-----

°'-.

-- ·7

..=

\

- f'

- ..

-

The stairs connect the servants' closet (area N4f) with

the cellar (area N4s). Lady Wachter uses this staircase

to reach her secret cult lair (area N4t).

lfour simple beds with equally austere wooden chests. l

The furnishing in this room are bereft of imagination:

Lady Wachter's four servants (N male and female commoners) sleep here at night. They include a cook named Dhavit, two maids named Madalena and Amalthia, and a valet named Haliq. The servants know Lady Wachter's

secrets, but they would sooner die than betray her.

N4r. PARLOR

Lady Wachter greets her guests here, under the watchful

eyes of her dead husband.

FIONA WACHTER

ANO MAJESTO

Here three elegant couches surround an oval table made

of black glass. All are set in front of a blazing hearth,

above which hangs the portrait of a smirking nobleman

N4c. KITCHEN

sporting a broken nose and a tangle of hair graying at the The house cook (see area N4h) rushes about this

temples. Several smaller portraits hang on the north wall.

spotless kitchen most of the day, preparing meals or

cleaning up after himself. A washbasin stands in the

northeast corner. A slender door in the west wall leads

The portrait above the mantel depicts Lord Nikolai

to a small pantry.

Wachter, Fiona's late husband (of whom his sons are

the spitting image). The other portraits depict Lady

N4D. STORAGE ROOM

Wachter, her sons, her daughter, and various deceased

This room holds crates of old clothing, as well as three

family members.

barrels of drinking water, two empty wine barrels, and

The parlor shares the fireplace with the den (area

one full wine barrel. The wine barrels are emblazoned

N4k). Ernst Larnak lurks in the den and eavesdrops on

with the winery name, the Wizard of Wines, and the

any conversation that Lady Wachter has with the characwine's name, Red Dragon Crush.

ters, so that he can advise her after they depart.

N4E. BACK VESTIBULE

N4J. DINING ROOM

The back door is locked and similar to the front door

(area N4a) in every respect. The vestibule has plain

wooden doors leading to areas N4d, N4f, and N4h.

An ornate dining table stretches the length of this room,

a crystal chandelier hanging above it imperiously. The

N4F. SERVANTS' CLOSET

l

l silverware is tarnished, the dishes chipped, yet all are still quite elegant. Eight chairs, their backs adorned with Servants' coats and aprons hang from hooks in this sculpted elk horns, surround the table. Arched windows

room, and boots are neatly lined up against the walL

made of a latticework of iron and glass look out onto the

small, fog-swept estate.

Anyone who searches the clo.set and makes a successful

.,

DC 10 Wisdom (Perception). check ffnds a secref door in

If the characters aim to oppose the· burgomaster, Lady the south wall. The door can be.pulled op�n to reveal a

Wachter offers them a warm meal in the dining room as stone staircase (area N4g)_.that·lea"iisto_t.lJ.e ceilar.

a token of her support and.-allegiance.

.

•

'

' .

1

�

•.

N4G. SECRET STAIRCASE

l N4K.DEN

Iron torch sconces cling to the wall of a stone staircase

Wood paneling, embroidered rugs, colorful furnishings,

that cuts its way through the heart of the old house.

and a blazing fire make this chamber stifling. Mounted

above the mantel is an elk's head. Across from the

hearth, tall, slender windows look out over dead gardens.

CHAPTER 5 I THE TOWN OF VALLA Kr

Il2

Ernst Larnak, Lady Wachter's spy, lounges here when

son, Victor, whose very name makes her cringe. With

he's not out spying on her behalf.

her wits restored, Stella feels she has no one in Vallaki

Treasure. The room contains several items of value, she can count on. She latches onto any character who is

including a .golden goblet (worth 250 gp) from which

kind to her. If the party takes her to St. Andral's church Ernst drinks wine, a crystal wine decanter (worth 250

(area Nl), Father Lucian offers to look after her, and she gp), four electrum candelabras (worth 25 gp each), and a

agrees to stay with him.

bronze urn with frolicking children painted on its sides

(worth 100 gp).

N4o. MASTER BEDROOM

The door to this room is locked. Lady Wachter and her

N4L. UPSTAIRS HALL

servants carry keys. A ghastly sight awaits those who

peer into the room:

A hallway with a window at each end wraps around the

staircase railing. Framed portraits and mirrors festoon

Across from the door, a fire sputters and struggles for life the walls, surrounding you with judging looks and dark

in the hearth, above which hangs a framed family porreflections. You hear something scratching at one of the trait: a noble father and mother, their two young sons, many doors.

and a baby daughter in the father's arms. The sons are

smiling in a way that suggests mischief. The parents look

The scratching noise comes from the door to area N4n,

like uncrowned royalty.

which is locked. If the characters call out, a plaintive

Wood paneling covers the walls of the room. A closet

female voice meows like a cat and says, "Can little kitty and a framed mirror flank a curtained window to the

come out to play? Little kitty is sad and lonely and promsouth. To the north, a wide, canopied bed lies pinned beises to be good this time, really she does." A closet at the tween matching end tables with oil lamps. Stretched out south end of the hallway holds blankets and linens.

on one side of the bed is a man dressed in black, his eyes N4M.BROTHERS'ROOMS

each covered with a copper piece. He bears a striking

resemblance to the father in the painting.

This bedroom contains nothing out of the ordinary: a

neatly made bed, a table with an oil lamp on it, a hand Lady Wachter's husband, Nikolai, lies in his bed, impecsome wooden chest, a slender wardrobe, and a window cably dressed, quite deceased, and under the effect of box with drapes.

the gentle repose spell. Nothing of value is on him.

The closet contains shelves of fancy footwear and

many fine garments, including a black ceremonial robe

These two rooms belong to Lady Wachter's sons, Nikowith a hood (similar to the ones worn by the cult falai and Karl. There's a 25 percent chance that one of the natics in area N4t). On a high shelf rests a locked iron maids (see area N4h) is here, tidying up.

chest. Lady Wachter hides the key to the chest on a tiny

hook in the fireplace, under the mantel. A character who

N4N. STELL.AS ROOM

takes a minute to search the fireplace finds the key with

The door to this room is locked from both sides, and

a successful D� lQ·Wisdom (Perception) check. Use of

only Lady Wachter has a key.

the key disables a poison needle trap hidden in the lock

(see "Sample Traps" in chapter 5, "Adventure Environments," of the Dungeon Master's Guide). A creature that This room is musty and dark. An iron-framed bed fitted triggers the trap and fails the saving throw against the

with leather straps stands near a wall. The place has no

needle's poison falls uriconscious for 1 hour instead of

other furnishings.

being poisoned for 1 hour ..

Scurrying away from you on all fours is a young woman

The iron chest is lined with thin sheets of lead and

in a soiled nightgown. She leaps onto the bed and hisses

contains the bones of Leo Dilisnya, an enemy of the

like a cat. "Little kitty doesn't know you!" she shouts.

Wachter family. Leo was one of the soldiers who betrayed and murdered Strahd on the day of Sergei and

"Little kitty doesn't like the smell of you!"

Tatyana's wedding. He escaped from Castle Ravenloft, only to be hunted down and killed by the vampire The young woman is Stella Wachter (CG female human Strahd. The Wachters keep nis _bones under lock and

commoner), Lady Wachter's insane daughter. A

key so that Leo can't be ra

greater

'ised frorrt the dead ..

� .,,�

..

.

...... •-."'

restoration spell rids her of the madness that makes

\.

·,;'

-� FORTU·N.E� OF RAVEN LOFT

her think she's a cat. If she is.cured of her madness,

. . .. -

. •..

, . . .• ii">:?i

·-::u,yo'ur card r�ad1ng reveals that�·tr�a'siire" is" here, 1t i&: . ;: ,; · '."'¥,,_: > she blames her mother for treating her horribly and using her as a pawn t{sefze control of the town. Stella

knows none ·of her mother's secrets, apart from her

:t=-;:?,��t}r:t1�:;��!r_�;:tt�_-:!}_�.·t;;:t��f (y_a·�·-btj:.:·i;//.('.\�\� ::. J_.; N4P .. �t.Il3RARY .. �- f ....... •· ,. • • ..·

, "'·"·��·-,.-,'·

mother.'s desire to· over'th��-w the bu�gomaster. Stella

0

.

'_ ·<ih� -���ble.-doots't�= this roon/kr� ·1o}ke'&;L;i�/Wachter has nothing k.ind

.

"tc?say_a9cmt the burgomaster.or his , ,'. , and�erservants

...

...,cifrry,key�:: _. ·:·:_·.-,�.:: ,·_:::-. -.

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. ! ·.>:� .: .-

. ·_.' .. ·:-"� ._ .. " .

..

. .

-

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.

---

.... � .... /:.

-,"'\ ___ .

CHAPTER "5 I TH'E' TOWN OF VALLAKJ

,,,, __ es.,;;:: • ,.?'"

'\. /

------- ----

------ --

A very old letter to Lady Lovina Wachter (an ancestor)

This room is crawling with cats. Bookshelves hug the

from one Lord Vasili von Holtz, thanking Lovina for

walls, but most of the shelves are bare. Other furnishings her hospitality, loyalty, and friendship over the years

include a desk, a chair, a table, and a wine cabinet. The

Characters who have the Tome of Strahd (see appendix room has an irregular shape, and none of its angles seem

C) realize that the handwriting in Lady Lovina's letter

quite right, as though the shifting of the house has set

is identical to Strahd's handwriting, suggesting that

the whole place on edge.

Strahd and Lord Vasili are one and the same.

N4R. CELLAR ENTRANCE

Eight cats have the run of the library. These family pets If the characters approach the cellar door from the outhave vicious dispositions, attacking anyone who tries to side, read: pick them up. Characters who have a passive Wisdom

(Perception) score of 10 or higher notice that one cat

has a small key hanging from its collar. The key opens

IA slanted, wooden cellar door with an iron pull ring and

iron hinges stands against the foundation of the house.

I

the locked chest in area N4q.

There is a 25 percent chance that one of the maids is

here, dusting the bookshelves.

The door is unlocked. On the other side of the door are

The cabinet holds a fine collection of wineglasses. The

stone steps leading to a stone landing with a wooden

desk contains blank pieces of parchment, quill pens,

railing. A longer staircase extends south from the landjars of ink, wax candles, and a wax seal.

ing, leading down to the cellar.

Most of the Wachter family's book collection was sold

off years ago to cover debts, and the books that remain

N4s. CELLAR

aren't particularly valuable. Use the Random Books

table (see chapter 4, area K37) to determine the subject

matter of a particular book.

This large root cellar has a dirt floor. Two ascending

A section of the bookshelf that stretches along the

flights of stone steps enclosed by wooden railings stand

southernmost wall is actually a secret door on hidden

across from one another. Tracks in the earth lead from

hinges. The bookshelf can be pulled outward, revealing

one staircase to the other, and other trails. go from both an open doorway that leads to area N4q.

staircases to the center of the bare west wall. Four neatly N4Q. STORAGE ROOM

made cots are set in a row against the south wall.

Behind the hinged panel in the bookcase lies a dusty,

Buried under the earthen floor are eight human skel ten-foot-square room with a curtained window and

etons-the animated remains of dead Vallakians that

shelves lining three walls. On the bottom shelf rests an

were stolen from the church cemetery (area Nl) and

iron chest. The other shelves are bare.

animated by Lady Wachter. They rise up and attack intruders who cross the floor. The skeletons don't attack anyone who utters the phrase "Let the dead remain at The key to the chest can be found in the library (area

rest" before setting foot on the floor. Only Lady Wachter, N4p). Use of the key disables a poison needle trap hidher sons, her servants, and her loyal cult fanatics know den in the lock (see "Sample Traps" in chapter 5, "Adthe pass phrase.

venture Environments," of the Dungeon Master's Guide).

The cots are here for cultists to spend the night.

Treasure. The iron chest contains several items: The footprints in the dirt give away the location of a secret door in the center of the western wall. Conse • A silk bag containing 180 ep, each coin bearing

quently, no ability check is required to locate it. The door Strahd's stern visage in profile

is soundproof and pivots open on a central axis.

A leather bag containing 110 gp

A wooden pipe that has been passed down through

N4T. CULT HEADq_UARTEllS

many generations of Wachter P?tria.rchs

Five scrolls-notarized deeds:for parcels.·of land given

to the Wachter fa:hijly by-Count Str-ahd yon Zarovich

Flickering candles in iron holders fill this room with light nearly four ce1_1tilri�� -�.lt_c( ,;/:)/.',.<''. :: 0 .,," -: ·. . .

and shadows. This room has a ten-foot-high ceiling and

A supple leather cai;;� sqn(aip.i_ng afi•unbound manu-

a large black pentagram inscribed on the stone floor.

script titled The D��'il'We:Kl1d;1,f�a:ri?e\ic·!11�hifesto ..

At each point of the pentagram rests a wooden chair.

written by Lady FiQna Wachter>attesting.thafthe wor-

. ship of devi)s can' bring happiness/succes�;;freedoin,

Seated in four of the five chairs are men and women in

. :, �eaffh, ahd ldngevity .

. .

black robes with hoods: a young man who has the face of

" ; A:blasphembus treatise' bound in black leather titled an angel; a balding hulk of a man; a squat, middle-aged ·;.c The,(Jri�oire of the Four Qµarters, ·written by the ·

woman; and a taller, younger woman with an unsettling

· .. infamous diabolist Devostas, who was drawn and

glare. They rise to confront you.

· quartered for his fell practices yet did not die (thisjs a forgery; the actual grimoire would drive a reader m11d)

The four people are town residents (LE male and female

The stockyard is a general store and a facility where

human cult fanatics) whom Lady Wachter has seduced

storage sheds can be rented. It is owned by a middlewith promises of power, wealth, and long life. They are aged married couple, Gunther and Yelena Arasek (LG

members of her "book club," eagerly waiting for Lady male and female commoners). They sell items from the Wachter to join them, read passages from her manifesto Adventuring Gear table in the Player's Handbook that (see area N4q), and maybe conjure up a few coins. Resthave a price of 25 gp or less, but at five times the price.

ing on the fifth chair, quietly eavesdropping on the cultists, is the lady's invisible imp, Majesto.

R1cTAv10's CARNIVAL WAGON

The cultists are gathered here in secret and attack the

The colorful half-elf bard Rictavio (see area N2 and apcharacters to protect their identities. They are evil Valpendix D) paid Gunther and Yelena a generous amount lakians of no great importance who are tired of living in of gold to watch his carnival wagon, no questions asked.

fear and poverty. Use the "Barovian Names" sidebar in If the characters approach the wagon, read:

chapter 2 to generate names for them, if needed.

The imp doesn't get involved in the fighting unless

Lady Wachter is drawn into the conflict, in which case it

The wagon suddenly lurches, as though something big

fights to protect its mistress.

has thrown itself against the inside wall. You hear the

The pentagram is a nonmagical decoration, though

cracking of wood, the scraping of metal, and the snarl

Lady Wachter would have her cultists believe otherwise.

of something inhuman. Upon closer inspection, you see

N5.

that the sides of the wagon are spattered with dry blood.

ARASEK STOCKYARD

You also see an inscription on the wagon's door frame

that reads, "I bring you from Shadow into Light!"

This large stockyard has several locked sheds along

its periphery and lies adjacent to a roomy warehouse.

Rictavio carries the key to the wagon door. The lock

A wooden sign above the front gate reads "Arasek

can be picked but is rigged with a poison needle trap

Stockyard."

(see "Sample Traps" in chapter 5, "Adventure Environ Parked at the south end of the stockyard is a sturdy

ments," of the Dungeon Master's Guide).

Inside the wagon is a saber-toothed tiger with 84

carnival wagon, its colorful paint peeling off. Faded lethit points. It is clad in specially fitted half plate (AC 17) tering on its sides spells out the words "Rictavio's Carniand has been trained to hunt evil Vistani. The tiger recval of Wonders." A heavy padlock secures the back door.

ognizes Vistani by·sm�iLand, to a lesser extent, by the

fancy garb they wear: This-tiger has a challenge rating of

.

.

3 (700 XP).

---

CHAPTER 5 I THE TOWN Of VALLAKl

�

I rr5

--ss::: •

___ ��r--z-=""-&,,..oe-

•

The wagon also contains the torn-up remains of a doll.

A silvered shortsword

A character who makes a successful DC 10 Intelligence

A hand crossbow inlaid with mother-of-pearl

(Investigation) check discovers that the doll was once

(worth 250 gp)

a colorfully dressed Vistani effigy. Stitched into its tat • A bundle of twenty silvered crossbow bolts

tered pants is a slogan: "Is No Fun, Is No Blinsky!"

A worn leather case with gold buckles (worth 100 gp)

Rictavio isn't ready to unleash the tiger on the Vistani

containing three sharpened wooden stakes, a sack

just yet. He feeds it by dropping wolf steaks down a

of garlic, a jar of salt, a box of holy wafers, six vials of 1-foot-square hatch in the wagon's roof. A character who

holy water, a polished steel mirror, and a bone scroll

climbs atop the wagon can spot the hatch without needtube with a silver stopper and chain (worth 25 gp).

ing to make an ability check.

The tube contains a spell scroll of protection from If the tiger is released, it begins stalking through the fiends and a spell scroll of protection from undead.

streets until its keen sense of smell locates either Rictavio (area N2) or Piccolo (area N7). The tiger doesn't FORTUNES OF RAVENLOFT

attack anyone who isn't a Vistana except in self-defense.

If your card reading reveals that a treasure is here, it is It attacks Vistani on sight. Rictavio can make the tiger

hidden with the other items under the front seat of the

break off its attack and lure it back into the wagon.

wagon, in a lead-lined,box.

TREASURE

N6. COFFIN MAKER'S SHOP'

The front seat of the wagon conceals .a secret

compartment that requires a successful DC 15 Wisdom

(Perception) check to find apd ·ope_n. Th� compartment

This uninviting shop is two stories tall and has a sign

holds several items: .... ' . ·.- -:, • -,· - · ;' ·

-

shaped like a coffin above the front door. All of the win • An unlocked wooden coffer containing ·so ep beardow shutters are closed up tight, and a deathly silence ing Strahd's profile and six gemstones (worth surrounds the establishment.

_100 gp each)

A small prayer book (worth 50 gp) with a green leather

cover and indecipherable notes in the margins

Henrik van der Voort (LE male hum�n commoner) is

A healer's kit

a mediocre carpenter and a troubled, lonely man. He

Three wooden holy symbols inlaid with silver and in

profits from the 'deaths of others, and no one desires his the shape of a sunburst (worth 50 gp each)

company, because of the ghastly nature of his handi-

. .. . ., .. � . .

n6

CHAPTER 5 I THE TOWN OF VALLAKI

work. One night several months ago, Strahd visited Hen Henrik builds coffins and keeps his carpenter's tools in

rik in the guise of an imposing, well-dressed nobleman

this room.

named Vasili von Holtz and promised the coffin maker

"good business" in exchange for his help. Since then, N6o. KITCHEN

Henrik's workshop has become the lair of a pack of vampire spawn-former adventurers who were turned by Strahd. These vampires are lying low for the time being.

IThis kitchen contains a square table surrounded by

chairs and shelves of provisions.

Henrik prepares his meals here.

I

The vampires plan to attack St. Andral's church (see

"St. Andral's Feast" in the "Special Events" section at the end of this chapter). When Henrik learned about the sacred bones buried under the church, the vampire

spawn ordered him to steal the bones, which Henrik

N6E. HENRIK'S BEDROOM

paid Milivoj the gravedigger (see area Nl) to do.

Every window of Henrik's shop is a latticework of iron

fitted with squares of frosted glass and locked from the

This modest bedchamber holds a cot and several wellinside. The outside doors of the shop are barred shut made pieces of furniture, including a table, a padded from within. If the characters knock on one of them, chair, a bookshelf, and a wardrobe.

Henrik shouts, "We're closed! Go away!" without opening the door. If the characters accuse Henrik of stealing the bones of St. Andral, he shouts again, "Go away!

Henrik sleeps here, at night and well into the morning.

Leave me alone!"

The bookshelf contains a handful of storybooks and

If the characters break into the store, Henrik offers no

carpenters' manuals that have been handed down from

resistance. He tells them where to find the bones (in the

previous generations.

upstairs bedroom wardrobe, area N6e) and the vampire

Treasure. The wardrobe in the southeast corner has nest (in the upstairs wood storage room, area N6f).

a secret compartment in its base, requiring a successful

If the characters report the theft of the bones to the DC 15 Wisdom (Perception) check to find. Inside the

burgomaster, Baron Vallakovich dispatches four guards

compartment are two sacks-a large one containing

to arrest Henrik and retrieve the bones. If the guards

the bones of St. Andral and a small one containing 30

show up during daylight hours, Henrik surrenders himsp and 12 ep. All of the coins bear the profiled visage of self and the bones without a fight, claiming that vam Strahd von Zarovich.

pires forced him to steal the bones. If the guards come at night, Henrik surrenders himself and tells the guards where the bones are hidden, but he won't retrieve the

bones himself for fear of being killed by the vampires.

N6A. COFFIN STORAGE

IArranged haphazardly about the floor of this musty,

L-shaped room are thirteen wooden coffins.

Henrik stores and displays the coffins he has made in I

this room. All of them are empty.

N6B. JUNK ROOM

A table with four chairs is in one corner of this room,

with a lantern hanging from a chain directly above. Two

well-made cabinets stand against the east wall.

The cabinets are packed with worthless items that Henrik has collected over the years.

N6c. WORKSHOP

This workshop contains everything a carpenter needs

to make coffins and furniture. Three sturdy worktables

stretch the length of the west wall.

CHAPTER 5 I THE TOWN OF VALLAKI

GI\OOF BLINSS

N6F. VAMPIRE NEST

AND P1cc0Lo

This large, drafty room is strung with cobwebs and takes

up most of the upper Aoor. Stacks of wooden planks lie

amid several crates marked "JUNK."

The two southernmost crates contain old junk that

Henrik has accumulated over the years. The six crates

in the northern part of the room are packed with earth

and serve as resting places for the six vampire spawn

that lair here. If the characters open one of the occupied crates, all of the vampire spawn burst forth and attack.

Teleport Destination. Characters who teleport to this location from area K78 in Castle Ravenloft arrive at the point marked T on the map.

N7. BLINSKY TOYS

This cramped shop has a dark entrance portico, above

which hangs a wooden sign shaped like a rocking horse,

with a "B" engraved on both sides. Flanking the entrance

• A headless doll that comes with a sack of attachable

heads, including one with its eyes and mouth stitched

are two arched, lead-framed windows. Through the dirty

shut (price 9 cp)

glass, you see jumbled displays of toys and hanging plac A miniature gallows, complete with trapdoor and a

ards bearing the slogan "Is No Fun, Is No Blinsky!"

weighted "hanged man" (price 9 cp)

A set of wooden nesting dolls; the smaller each one

gets, the older it gets, until the innermost doll is a

Vallaki's toymaker, Gadof Blinsky (CG male human

mummified corpse (price 9 cp)

commoner), calls himself "a wizard of tiny wonders,"

• A wood-and-string mobile of hanging bats with flapbut he has been consumed by despair lately because no ping wings (price 9 cp) one seems to like him or want his toys. His fascination

• A wind-up musical merry -go-round with figures of

for eerie playthings causes most other locals to avoid

snarling wolves chasing children in place of prancing

him. The burgomaster enables Blinsky to stay in busihorses (price 9 sp) ness by giving him a couple of gold pieces a month to A ventriloquist's dummy that looks like Strahd von

make festival decorations.

Zarovich (price 9 sp)

Blinsky is a heavyset man who wears a moth-eaten

• A doll that looks remarkably like Ireena Kolyana (not

jester's cap during store hours, more out of habit than to for sale; see below)

humor visitors. In the past six months, the only paying

customer who has set foot in the store is a visitor from a

Ireena Kolyana DoJJs. Blinsky makes special dolls faraway land named Rictavio (see area N2), who came

for the burgomaster's henchman, Izek Strazni (see area

in two weeks ago and bought a stuffed Vistana doll.

N3 and appendix D). Izek doesn't pay for the dolls but

Realizing that the toymaker was lonely, Rictavio gave

instead threatens to burn down Blinsky's shop unless

Blinsky his pet monkey, Piccolo (use the baboon stat the toymaker delivers a new doll every month. Every doll

block in the Monster Manual). Overjoyed, Blinsky has is modeled on a description given to Blinsky by Izek,

begun training the monkey to fetch toys from hard-toand each doll has been closer to capturing.Jreena's like0

reach shelves. The toymaker has also fitted Piccolo with

ness than the last. Blinsky doesn't know that the doll is

a custom-tailored ballerina tt,1tu.

meant to.be modeled after anyone in par"ticular. If Ireena When he meets new custo.me�s, Bli�sky recites a

is with the party, however, Blinsky realizes that she is ·

well-rehearsed greeting: "Wyelcome; friends, to the

the inspiration for Izek's dolls.

House of Blinsky, when" h:}'appiqe�s and �miles can

Von Weerg's Masterpiece, Blinsky considers himself be bought at bargain pi:ic_es .. Peinaps' y"o\.1. kn�w a leetle a student of a great inventm_and toymaker named.Fritz child in need of joy? A lee't!e toy f�r a: girl or boy?"

von Weerg. Blinsky has heard rumors .that von Weerg's

greatest inven"tion-a clockwork mii:n-lies somewhere

. CREEPY TOYS

in Castle Ravenloft. If the characters·seem intent on

Blinsky believes the burgomaster is right-that the only

going there, Bli nsky asks,if they would be so kind as to

way to escape from Barovia is to make everyone in town

find the clockwork "myasterpiece" and "dyeliver" it to

. "hyappy." Blinsky would like to do his part by making him, in exchange for which Blinsky offers to make them sure that all the children in Barovia have fun toys. On

any toy they desire. Because "byusiness" has not been display are a few of his creations:

good, he says, he has no other reward to offer except,

perhaps, his new monkey companion.

u8

OH APTER 5 I THE TOWN OF VALLAKI

NB. TOWN SQUARE

so, Izek rallies the town guards (twenty-four in all) and

orders the characters to leave town at once or suffer the

consequences. If the characters stand their ground, Izek

The shops and homes that enclose the town square

orders the guards to beat them into submission, seize

are decorated with limp, tattered garlands and painted

their weapons, and cast them out ofVallaki to be "food for the wolves."

wooden boxes filled with tiny, dead flowers. At the north

If the characters are exiled from Vallaki without their

end of the square stands a row of stocks, locked in which

weapons, the Keepers of the Feather (see area N2)

are several men, women, and children wearing crude,

snatch the party's belongings from under Izek's nose

plaster donkey heads.

and see them safely returned to the characters.

In the center of the square, peasants in patchwork

If the guards fall to waylay the characters, Izek (if he's still around) flees to the burgomaster's mansion, giving

clothes eye you suspiciously as they use cups and vases

the characters the run of the town. The townsfolk lock

to draw water from a crumbling stone fountain. Standing

themselves in their homes, fearful that the characters

tall at the center of the fountain is a gray statue of an

aim to murder them.

impressive man facing west. All around the square are

posted proclamations:

N9. VISTANI CAMP

Come one, come all,

Several footpaths and horse trails lead to this location in the woods southwest of Vallaki.

to the greatest celebration of the year:

THE WOLF'S HEAD JAMBOREE!

Attendance and children required.

The woods part to reveal an expansive clearing: a small,

Pikes will be provided.

grass-covered hill with low houses built into its sides.

ALL WILL BE WELL!

Fog obscures the details, but you can see that these

-The Baron-

buildings feature elegantly carved woodwork and have

decorative lanterns hanging from their sculpted eaves.

Atop the hill, above the fog, is a ring of barrel-topped

The Wolf's Head Jamboree has already occurred, making the square's proclamations out of date. If the characwagons that surround a large tent with a column of ters linger, they see the burgomaster's henchman, lzek smoke pouring out through a hole in the top. The tent

Strazni (see appendix D), arrive with two town guards.

is brightly lit from within. Even at this distance, you can Izek orders one guard to tear down all of the old proclasmell the odors of wine and horses that emanate from mations while the other posts the following new one: this central area.

COME ONE, COME ALL,

This natural clearing serves as a permanent campsite

to the greatest celebration of the year:

for the Vistani and their dusk elf allies.

THE FESTIVAL OF THE BLAZING SUN!

ROLEPLAYING THE VISTANI AND THE ELVES

Attendance and children required.

Use the following information to roleplay the Vistani

Rain or shine.

and the dusk elves that occupy the camp.

ALL WILL BE WELL!

Vistani. The Vistani in this camp all serve Strahd.

-The Baron-

The elders have died, leaving a pair of brothers named

Luvash and Arrigal in charge. Both men are evil and

willing to do whatever Strahd demands of them.

Most Vallakians have no idea whom the statue in the

These Vistani have two problems. First, Luvash's

square represents. The burgomaster claims it is Boris

seven-year-old daughter, Arabelle, recently disappeared

Vallakovich, his ancestor and the town's founder, but

from the camp. Consequently, half of the Vistani are out

there's no noticeable family resemblance.

searching for her when the characters arrive. Second,

DONKEY-HEADED CRIMINALS

the Vistani have exhausted their supply of wine and are

The townsfolk in the stocks were arrested for "malicious eager to obtain more. Characters who help them with

unhappiness" (spreading negative opinions about the

either problem earn the Vistani's respect.

upcoming festival). An iron padlock secures each set of

Dusk Elves. The dusk elf rcic!! is all but forgotten, and stocks, and Izek Strazni carries the keys on an iron ring.

the few survivors live in secret places s_uch as this. They Three men, two women,.and two boys are trapped in

· have dark skin and hair, but ejherwise they are similar

the stocks-all of them tired, wet, and famished. The five

t� wood elves (as described fo the Player's Handbook).

.

adults have the statistics of human commoners, and the

. . One.of Strahd's old brides, �qt,rinaVeii!{ovna, used to children are noncom"bat�nts. The plaster donkey heads . liveJiere. Her brother, l.(asimii-Velfkov,)till does. · •..

they wear are meant to ·eµcqurage ridicule.

. .The dusk elve·s reside in small hom�s·built into tbe.

Freeing one or more prisoners without the baron's

· hillsid� and. a're m�stiy seif-sllfficient. They are skilled

·-.,

•.

..•

.

• . , � �

. t

•· '

.

consent is a crime .. If the, �haracters are witnessed doing trackers, and many qf them are· awaj frcim. camp when

:the �haracters arrive,. helping the \7fsiani sea'rcb for

.

. .· �

�.

� . ,•.

CHAPTER. 5 I.THE TOWN OF VALLAKl

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I THE TOWN OF VALLAKI

Arabelle. Strahd has tasked the Vistani with keeping

and help him find a way to bring his sister Patrina back

an eye on the dusk elves, and the dusk elves know they

from the dead.

aren't safe in Barovia without the Vistani's "protection."

Strahd has also forbidden the Vistani from helping the

N9B. DUSK ELF HOVELS

dusk elves escape his domain.

Six simple houses ring the base of the hill, three

There are no women or children among the dusk

protruding from the north side and three from the

elves. Strahd had all the female dusk elves put to death

south side.

around four centuries ago as a punishment for Patrina's

murder. Thus, the remaining elves can't procreate. A

Ithis house.

I

broken people, they are aware of the vampire's absolute

A grim, gray-cloaked figure stands in front of the door to hold over the land of Barovia. They keep a low profile

and have no desire to incur Strahd's wrath again.

N9A. KASIMIR'S HOVEL

The cloaked figure is a guard (N male dusk elf). If the If the characters approach the house at the base of the characters appear friendly and are looking for someone

hill on the eastern perimeter of the camp, read the folto talk to, the guard directs them to Kasimir's hovel lowing text: (area N9a). Under no circumstances does the guard willingly allow strangers to enter the house he protects.

Each hovel is configured similarly to Kasimir's hovel.

Standing quietly in front of this house, bathed in the

All are currently unoccupied. (Except for the nine

warm light of its lanterns, are three sullen, gray-cloaked guards left behind to watch the homes, the dusk elves

figures, their angular features and black, flowing hair

are out searching for Arabelle.)

half-hidden under their cowls.

N9c. VISTANI TENT

The cloaked figures are three guards (N male dusk

Piled outside the wagon are several empty casks of wine.

elves). If the characters seem friendly and are looking

From inside the tent comes the crack of a whip followed

for someone to talk to, the guards direct them inside

to Kasimir or point them toward the Vistani camp on

by the howls of a young man. Three sputtering campfires

the hilltop.

fill the tent with smoke, and through the haze you see six Kasimir Velikov (see appendix D) is the leader of

Vistani passed out in various places on the dead grass.

the dusk elves. His hovel has a decorated vestibule and

A barely conscious and shirtless teenager hugs the cena comfortable room beyond with a fireplace. Wooden tral tent pole, his wrists bound with rope and his back statuettes of elven deities stand in cubbyholes along one

streaked with blood. An older, larger man in studded

wall. A tapestry of a forest hangs on the opposite wall.

Kasimir confesses that he is burdened by dreams sent

leather armor lashes the young man with a horsewhip,

to him by his dead sister, Patrina Velikovna, whose spirit causing him to scream again. Standing in the bigger

has languished in the catacombs below Castle Ravenloft

man's shadow is a third man also clad in studded leather.

for centuries. Kasimir believes that Patrina has re "Easy, brother," he says to the whip-wielding brute. "I pented for her many sins, and he yearns not only to free think Alexei has learned his lesson."

her but also to restore her to life.

If the characters seem intent on destroying Strahd,

Kasimir tells them about the Amber Temple. Without di The two men in studded leather armor are the leaders of

vulging too much of the dreams sent to him by Patrina,

the Vistani camp-the brothers Luvash (CE male human

Kasimir informs the characters that the secret to break bandit captain) and Arrigal (NE male human assas ing Strahd's pact and freeing Barovia from its curse

sin). If you used the "Plea for Help" adventure hook, the might be hidden there. Kasimir doesn't know whether characters have already met Arrigal. Luvash is so drunk

this claim is true or not, but he states it as a way of perthat he has disadvantage on his attack rolls and ability suading the characters _to accompany him to the temple; checks. Each brother carries a key that unlocks one of

his main objective, he says, is to find something there

the padlocks of the treasure wagon (area N9i).

that he can use to bring Patrina back from the dead.

Luvash is punishing a Vistana named Alexei (CN male

Treasure. Kasimir wears a ring of warmth and has a human bandit with 3 hit points remaining) for failing leather-bound spellbook containing all the spells he has to keep a watchful eye on his daughter. The characters'

prepared (see appendix D) plus the following spells: ar arrival distracts Luvash, and-he forgets about Alexei

cane lock, comprehend languages, hold person, identify, long enough to play the role of host-until such time as locate object, nondetection, polymorph, protection from

. the characters become tiresome or threatening, Alexei

evil and good, ray of frost, and wall of stone.

. blames himself for not watching the little brat more

clo�ely and has a.ccepte:d 'ti/s:purli

FORTUNES OF RAVE'l{LOFT

,sh.��nt, If.the charac-.

ters: try to "rescue him,.he sq-earns a'fthem to stop, riot

. If your card reading reveals that a treasure is here, it is

'' w�ntingJ� �PP.��;w"eak-in front ofLuva�h and Atrigal.-

· in Kasimir's pos_�essio�. He'relinqtiishes it if the char-

. In ·aci.dition to Luvash,

. acters promise to a<;company hi!TI to the Amber Temple

'.Arri gal; ·and:Aiex:ei, -there· ar�

': six ·int6xicat�d VisUtn\ (CN: maie ·and'f�mai�:.�'uin�n

-,

CHAPTER 5 I THE TOWN OF VALLAKT

.:

121

' __

T

\

get the wine in Vallaki, or go straight to the source-the

Wizard of Wines winery. He isn't picky when it comes to

the quality of the wine.

Dealing with Arrigal. Arrigal is a much more dangerous creature than his brute of a brother. If the characters have something in their possession that is either useful or harmful to Strahd and Arrigal becomes aware of it, he tries to deprive the characters of this item,

stalking them if necessary and going as far as to kill one or more of them if he thinks he can escape with the item

in his possession. If he succeeds, he takes one of the

riding horses (area N9d) and delivers the item to Strahd

at Castle Ravenloft.

N9D. HORSES

The hilltop is covered with steaming piles of horse dung.

More than two dozen horses are tethered to stone blocks

inside the circle of wagons but outside the tent. Most of the animals are draft horses, but a few of them are riding horses equipped with saddles.

Twenty-four draft horses and six riding horses are tethered here.

bandits)

N9E. LUVASH's WAGON

lying unconscious in the tent. A drunk Vistana

awakens only if the Vistana takes 5 damage or more and

has at least 1 hit point remaining afterward.

This barrel-topped wagon is nicer that the others. Drapes

Dealing with Luvash. Luvash is unhappy because his of golden silk hang in the windows, and the wheels have seven-year-old daughter, Arabelle, has vanished. She's

been gone for a little more than a day. Because everyone

gold, sun-shaped hubcaps. An iron chimney pipe proin the camp was drunk and Arrigal was away, no one trudes from the roof.

remembers seeing or hearing anything strange. Luvash

is determined to find her, no matter what the cost, and

Luvash's wagon is a mess inside. Empty wineskins,

most of his camp is out scouring the woods when the

dirty clothes, and mangy furs are strewn about. A small

characters arrive. (Missing from the camp are twelve

hammock strung across the width of the wagon under

bandits. Each hour that passes, ld4 of them return to the driver's seat serves as Arabelle's bed. A burlap doll camp with no news on Arabelle's whereabouts.) with button eyes lies in the hammock; Arabelle has no

If an alarm is sounded, nine sober Vistani bandits

other possessions.

( NE male and female humans) emerge from three of the

A small iron stove in the middle of the wagon keeps

surrounding wagons (area N9g) and arrive at the tent

the interior warm.

with weapons drawn in 2 rounds.

Treasure. The wagon's "golden sun" hubcaps are Luvash won't meddle in the characters' affairs without worth 125 gp apiece (500 gp total).

Strahd's consent, and he is quite content to let the vampire deal with them. For a hefty price, he offers to sell N9F. WAGON OF SLEEPING VISTANI the characters potions that allow safe passage through

There are four of these wagons at the camp.

the deadly fog that surrounds the valley; he keeps them

in the treasure wagon (area N9i). Th� potions do?'t

l

l

work, of course.

_

You hear heavy snores from within this barrel If the characters rescue Ara,�elle 'from Lake Zarovich

topped wagon.

(chapter 2, area L) and s�e her sa(ely·returned to camp,

Luvash is overjoyed and offetcs'to repay the favor. He

doesn't sell them the fake potions. ("Um, they aren't as Each of these wagons contains id4 intoxicated and unpotent as they could be.") Instead, he lets them choose a conscious Vistani (CN male and fe'tnale huma� bandits).

treasure from the Vistani treasure wagon (area N9i).

These Vistani wake up if their wagon is shaken or if they

If the characters ask something of the Vistani but have

take damage and have at lea�t 1 hit point remaining.

not earned Luvash's goodwill, he agrees to do business

with them if they accomplish one of two tasks: either

N9G. WAGON OF GAMBLING VISTANI

find his missing daughter or procure six barrels of wine

There are three of these wagons at the camp.

and bring them to the camp. Luvash suggests they can

CHAPTER 5 I THE TOWN OF VALLAKI

I

FESTIVAL OF THE BLAZING SUN

rel-topped wagon.

I

Loud voices and laughter spill from this bar-

The Festival of the Blazing Sun takes place three days

after the characters first arrive in Vallaki. You can delay the festival if the characters get waylaid or drawn else Each of these wagons contains three Vistani (CN male

where, or you can advance the timeline if the characters

and female human bandits). The Vistani are playing

seem to be in a hurry.

a dice game for wine and favors, since they have no

money. They respond to sounds of alarm by drawing

their weapons and heading to the tent (area N9c).

Under threatening skies, a parade of unhappy children

dressed as flowers trudges through the muddy streets,

N9H. VISTANI FAMILYWAGON

leading the way for a group of sorry-looking men and

There are three of these wagons at the camp.

I

women carrying a ten-foot-diameter wicker ball. The burgomaster and his smiling wife, who holds a sad bouquet This barrel-topped wagon is filled with the raucous of wilting flowers, follow the procession on horseback.

screams and laughter of children.

As weary spectators watch from their stoops, the ball is

borne to the town square. There, it is hoisted and hung

Each of these wagons contains one Vistani adult (CN I

from a fifteen-foot-high wooden scaffold, and townsfolk

male or female human commoner) and ld4 + 1 Vistani

take turns splashing it with oil. Before the wicker sun can children (CN male and female human noncombatants).

be set ablaze, the sky tears open in a sudden downpour.

The adult is watching the children playing games, teach "All will be well!" cries the burgomaster as he brandishes ing the children about their heritage, or telling a scary story to frighten the children.

a sputtering torch and marches defiantly through the rain

toward the wicker ball, only to have his torch go out as he N9r. VISTANI TREASURE WAGON

I

thrusts it into the sphere.

A singular laugh erupts from the crowd, drawing

Two iron padlocks secure the door of this barrelthe burgomaster's fiery gaze as well as gasps from the topped wagon.

townsfolk.

The Vistani keep all their treasure in this wagon. The I

The laugh comes from Lars Kjurls (LG male human

door to the wagon has two locks, each of which requires

guard), a member of the town militia. The other guards

a different key. Luvash carries one key, Arrigal the other.

are aghast at Lars's ill-timed outburst. The burgomaster

Each lock is rigged with a poison needle trap (see "Samimmediately has Lars arrested for "spite." Unless the ple Traps" in chapter 5, "Adventure Environments," of characters intervene, Lars is bound at the ankles and the Dungeon Master's Guide).

wrists, then dragged behind the burgomaster's horse

Treasure. The wagon contains the following items: for the "amusement" of all. The burgomaster rides the horse himself.

A wooden chest containing 1,200 ep (each coin

stamped with the profiled visage of Strahd)

DE VELOPMENT

• An iron chest containing 650 gp

If the characters challenge the burgomaster in any way,

, An onyx jewelry box with gold filigree (worth 250 gp)

he orders them banished from Vallaki. If they protest, he

containing six pieces of cheap jewelry (worth 50 gp

orders the guards to arrest them, deprive them of their

each) and a potion of poison in an unlabeled crystal weapons, and force them out of Vallaki at sword point.

vial (worth 100 gp)

If the characters lose their weapons, the Keepers

, A wooden throne with gold inlay and decorative stones

of the Feather (see area N2) eventually steal back the

(worth 750 gp)

weapons and return them to the characters.

, A rolled-up 10-foot-square rug with an exquisite uni If the guards fail in their duty, the burgomaster recorn motif (worth 750 gp) treats to his mansion and the townsfolk flee to their A small wooden box containing twelve fake potions in

homes, giving the characters free rein in town.

stoppered gourds (the Vistani.sell these nonmagical

elixirs to naive strangers; claiming that they protect

TYGER,TYGER

against the deadly fog surrounding Barovia)

Karl and Nikolai Wachter (see areas N2 and N4) are

' FORTUNES OF RAVENLOFT

young, foolish men from a proud noble family. The

If your card reading reveals that a treasure is here, it is

· drunke�·b.rothers sneak into'.Arase){s.:Stockyarci (area lying amid the other items in the wagon.

-- NS) while everyone else is. a.ttc;'ripi�g·'t�e festival in th�_:

. . town scj11ani: On·i:par� orie'ofth�M- ro�ks the\vagon,: · ·, SPECIAL EV.ENTS

. . Th� sabei-'.tooth·;d tiger- locked inside b°econ:ies enraged"

. . ·. and s�a�his· thrh�gh th� '.wa'gon. d0oi:.' The charact��s ..

Any of the following �vents can occur while the charac . and e;eryone else in t�wii iiea� th� 'shJa�s'of.the

ters are staying inVallaki..

. .. young men as the tiger escapes. Tfie l:_iger flees the

-

t,

••

:.

CHAPTER 5 I THE TOWN OF VALLAKI

stockyard without harming the Wachters and begins to

If the characters have rescued Arabelle (see chapter 2, prowl the streets, looking for an escape. Reports of a

area L), the Vistani return Lady Wachter's gold to Ernst

tiger running loose in the streets ruin the festival and

and do nothing.

send townsfolk scurrying for their homes.

Otherwise, a Vistana bandit watches the road east

The saber-toothed tiger doesn't harm anyone until

of Vallaki and reports back to camp if the characters

it takes damage, whereupon it attacks the perceived

are sighted leaving. The Vistani, worried that the charsource of the damage. If he is still alive, Izek Strazni acters might be more than a match for them, send one gathers six town guards and hunts down the beast with

emissary on horseback to race ahead of the characters

the intention of killing it. Meanwhile, Rictavio does his

and inform Strahd. If Arrigal is alive, he makes the ride

best to lure the beast back to his wagon while assuring

himself. Otherwise, the rider is a young Vistana bandit

townsfolk that it won't harm them.

named Alexei (see area N9c).

DEVELOPMENT

ST. ANDRAL's FEAST

If he's still in power, the burgomaster conducts an investigation to find out where the tiger came from. Guards The characters can prevent this special event from and local witnesses are questioned. The Wachter boys

occurring by returning the bones of St. Andra! to the

feign innocence, insisting that they were at the festival, church (area Nl) or by destroying the vampire spawn

but Gunther and Yelena Arasek (area NS) admit to hearhiding in the coffin maker's shop (area N6). If the charing "evil growls" and scratching sounds coming from inacters stay in Vallaki for three days or more and don't side the carnival wagon parked in their stockyard. When retrieve the bones or destroy the vampire spawn, Strahd

pressed, the Araseks admit to seeing the wagon's "weird visits the coffin maker's shop the following evening and

owner" routinely drop food into the wagon through a

orchestrates an attack on the church.

hatch in the roof. They also confess that the half-elf paid The vampire spawn begin the attack that night. They

them for their silence.

cling to the outer walls and roof of St. Andral's church

After the burgomaster learns that the tiger belongs to

while four swarms of bats enter the church through

Rictavio, he commands his guards to arrest the mysterithe belfry and terrify the congregation. As the townsous bard. If Rictavio thinks the characters can help him, folk flee the church, the vampire spawn leap down and he asks them to distract the burgomaster and the guards

attack them.

while he gathers his horse, wagon, and tiger (in that or During the chaos, Strahd enters the church in bat

der). If the characters ask Rictavio where he plans to go, form, then reverts to vampire form and attacks Father he tells them about an old tower to the west where he

Lucian. Unless the characters intervene, Strahd kills the

can lie low (see chapter 11, "Van Richten's Tower").

priest before returning to Castle Ravenloft.

If Father Lucian dies, locals bury his body in the

LADYWACHTER'S WISH

church cemetery, whereupon it rises the following night

as a vampire spawn under Strahd's control. If Rictavio Ernst Larnak (see area N4) begins shadowing the char (area N2) learns of the priest's death, he suggests that

acters. Characters who have a passive Wisdom (Percepthe characters burn the priest's body to ensure that it tion) score of 14 9r higher notice him doing so. If they doesn't rise from the dead.

confront him, he claims that he keeps a watchful eye on

all strangers, though he doesn't mention the name of his

DEVELOPMENT

employer. If the characters threaten him, he backs off

The attack on St. Andral's church terrorizes and demorand reports to Lady Wachter after he believes he's not alizes the town. After a few days, fear turns to misdibeing watched or pursued.

rected rage as townsfolk blame the burgomaster. Baron

Lady Wachter is looking for powerful allies to help her

Vallakovich's "All will be well!" mantra can't protect him oust the burgomaster. If Ernst tells her that he thinks from their wrath. Barring intervention by the characters,

the characters fit the bill, Lady Wachter has Ernst or her the burgomaster's mansion is set ablaze, and t):ie baron,

sons invite the characters to a private dinner at Wachhis wife, and his son are dragged to the town square, terhaus. During the dinner, Lady Wachter determines thrown in the stocks, and stoned to death. If he is.alive, whether the characters have the ability and theresolve Izek Strazni flees the town to avoid a similar fate. Wh�re to crush the baron.

he hides is up to you, but likelylocations'include Old

If the characters refuse he� in:vitation, or tf �hey pro Bonegrinder (chapter 6), Argynvosth�lt (�hapter,7), or

·

fess to be enemies of Strahd, LadyW�cl!t�.i- marks-them

the ruins of Berez (chaptei:· io).·

'

·

as her enemies and sets outtci-ifestroy t)lem whhout

If the characters thwarf thi �tt�ck' on the chun;� .and

incriminating hers.elf. · ·. :_<. \/t :) ·. : ·< protect Father Lucian, Slrahd pays a visit to Wachter�·•

� . . .,

haus (area N4) and there c�mii6.ses· a l�tter, ��ich he

DEVELOPMtNT

·:•-.. .

asks Lady Wachter to deliver t<;> tl\(chara<.ters.·'.fhe Once she determines that the characters.a're her·ene-letter is written in Strahd!s hand and· extehds an invita ·. mies, Lady Wachter hands Ernst a bag of 100 gp (taken

tion to the characters to' co,me-t� Cai.tie Ra��nloft. Lady froin area N4q) and instructs him to deliver it to the

Wachter- orders h'er ;py; Er.nst l'�rnak; or one of her

;vistani camp outside town (area N9), ai'ong with a letter sons to take the letter to the 'characters. If the characters jrorri her that asks the Vistani to dispose of the charac : open and read it, show the players "Strahd's Invitation"

:ters once they have left town. The Vistani burn the letter ·

in ·�ppendix F. If the characters head toward the castle,

after reading it, as per Lady Wachter's request.

.. theyJ1ci'11e qp_ thr�atening random encounters on the way.

�-� . . . ;

. . ·, ·��:· ,'

CHAPTER 5 I THE TOWN 0.F VALLAKT

;"0J;;t/i ...

. :·/ ���,.�::+· ... '·

'\L-�

CHAPTER 6: OLD BONEGRINDER

NCE A GRAIN MILL THAT SERVED VALLAKI,

DREAM PASTRIES

this slouching windmill is now home

to three night hags: Morgantha and her

These pastries look and taste like small mincemeat

wretched daughters, Bella Sunbane

pies. A creature that eats one in its entirety must sucand Offalia Wormwiggle. The hags are ceed on a DC 16 Constitution saving throw or fall into trapped in Barovia, but they like it here.

a trance that lasts for ld4 + 4 hours, during which time

Using their Change Shape action to look

the creature is incapacitated and has a speed of O feet.

like Barovian women-a frumpy mother and her two

The trance ends if the affected creature takes any damhomely daughters-the hags snatch children, devour age or if someone else uses an action to shake the creathem, and use the windmill's grindstone to crush their ture out of its stupor.

little bones into powder. This powder is a key ingredient

While in the trance, the creature dreams of being in

in the hags' dream pastries, which they offer to Barovian

some joyous place, far removed from the evils of the

adults who are desperate to escape Strahd's domain.

world. The places and characters in the dream are vivid

Made with the bones of the innocent, the hags' dream

and believable, and when the dream ends, the affected

pastries allow Barovians to enter a trance, wherein they

creature experiences a longing to return to the place.

can escape to heavenly places full of joy. When adults

can no longer afford the hag's dream pastries, the hags

APPROACHING THE

offer to trade their pastries for the Barovians' children, thus preying on the adults' selfishness while acquiring

WINDMILL

the ingredients they need to make more pastries. This

The windmill's stone walls are easily climbed. Wooden

is how the hags sow corruption in Strahd's domain and

floors separate the various levels. There are no lights

why they don't take the children by force. The hags are

within, since the hags have darkvision.

interested only in children who have souls. They prick

each child with a needle; if the child cries, that's a sign that the infant has a soul.

The Old Svalich Road transitions here from being a

winding path through the Balinok Mountains to a lazy

MORGANTHA'S COVEN

trail that hugs the mountainside as it descends into a

The hags possess the shared spellcasting abilities of a

fog-filled valley. In the heart of the valley you see a walled coven (see the "Hag Covens" sidebar in the hags entry town near the shores of a great mountain lake, its waters in the Monster Manual). If one or more hags die, the dark and still. A branch in the road leads west to a promcoven is broken. Morgantha tolerates her daughters only ontory, atop which is perched a dilapidated stone windbecause they help her complete the coven. If one of them dies, Morgantha sets out to abduct and consume a humill, its warped wooden vanes stripped bare.

man child so that she can give birth to a new daughter

(as described in the Monster Manual).

Morgantha gave her coven's hag eye to Cyrus Belview, Strahd's disfigured manservant (see chapter 4, area

K62), so that she could spy on Castle Ravenloft and keep

an eye on the vampire. The hags are fearful of Strahd

and respect his dominion over this land. For more information on the hag eye, see the hags entry in the Monster Manual.

DREAMS ARE FOR THE LMNG.

-Strahd von Zarovich

Closer investigation of the windmill yields a few

01. GROUND FLOOR

more details:

The onion-domed edifice leans forward and to one side,

The ground floor has been converted into a makeshift

as though trying to turn away from the stormy gray sky.

kitchen, but the room is filthy. Baskets and old dishware You see gray brick walls and dirt-covered windows on the

are piled everywhere. Adding to the clutter is a pedupper floors. A decrepit wooden platform encircles the dler's cart, a chicken coop, a heavy wooden trunk, and a windmill above a flimsy doorway leading to the building's

pretty wooden cabinet with flowers painted on its doors.

interior. Perched on a wooden beam above the door is

In addition to the clucking of the chickens, you hear

a raven. It hops about and squawks at you, seemingly

toads croaking.

agitated.

The sweet smell of pastries blends horridly with a

stench that burns your nostrils. The awful odor comes

out of an open, upright barrel in the center of the room.

A character who succeeds on a DC 12 Wisdom (Insight)

check senses that the raven is trying to warn the party.

Warmth issues from a brick oven against one wall, and

After delivering its message, the raven flies off toward

a crumbling staircase ascends the wall across from it.

Vallaki, the town in the valley below (see chapter 5).

Shrieks and cackles from somewhere higher up cause the

Beyond the windmill is the forest. Once atop the windold mill to shudder.

mill's hill, the characters can see a ring of four squat

megaliths at the forest's edge. Ravens can be seen circling in the air above the stones, which are described at The ceiling here is 8 feet high. If the characters explore the end of the chapter.

the room, read:

AREAS OF THE WINDMILL

I

I

Small human bones litter the flagstone floor.

The following areas correspond to labels on the map of

Old Bonegrinder on page 127.

Baking in the oven are a dozen dream pastries. Morgantha checks on them every 10 minutes. The staircase curls up to area 02.

The barrel holds glistening, greenish-black demon

ichor. Morgantha can use the barrel as a font for a scrying spell. She can also knock on the barrel three times as an action to summon a dretch. The demon crawls out of the barrel at the end of Morgantha's turn and obeys the night hag's commands for 1 hour, after which it dissolves into a pool of ichor. Morgantha can summon up to nine dretches _in this manner before the ichor is gone.

Morgantha's cabinet contains wooden bowls full of

herbs and baking ingredients, including flour, sugar, and

several gourds of powdered bone. Hanging on the inside

of the cabinet doors are a dozen Jocks of hair. Amid various concoctions are three small, labeled containers that hold elixirs. The first elixir, labeled "Youth," is a golden syrup that magically makes the imbiber appear younger and more attractive for 24 hours. The second elixir,

labeled "Laughter," is a nonmagical red tea that infects·

the imbiber with cackle fever (see "Diseases". in chapter 8, "Running the Game," of the Dungeon Master's Guide). The third elixir, a greenish miiky liquid labeled "Mother's Milk," is actually a dose· of pale tincture (see

"Poisons" in chapter 8 of the.Dungeon Master's Guide).

The chicken coop contains thr�e chickens, a rooster,

and a few laid eggs.

. . . .

The wooden trunk has tiny holes bored into its lid and

contains a hundred croaking toads. Several toads escape if the lid is lifted, btit they are harmless.

\

Old 13on�g-rindu-

c71ruo)

02. BONE MILL

The hags operate the millstone manually, since the

arms of the windmill no long

Unl

er function.

ess she has been lured elsewhere, Morgantha is

encountered here. This is where she grinds children's

03. BEDROOM

bones to make the powder for her dream pastries.

The night hags Bella Sunbane and Offalia Wormwiggle are here, unless they have been drawn elsewhere.

A haggard, heavyset old woman with a face as wrinkled

as a boiled apple sweeps the floor, pushing around a few

Dancing around a thick wooden gear shaft in the cenold bones and stirring up a cloud of white dust with her ter of this cramped, circular room are two ugly young broom. She wears a bloodstained, flour-caked apron. A

women wearing silk shawls and gowns of stitched flesh.

long, sharp bodkin impales her bundled-up mound of

Long needles stick out of their tangled mops of black

gray hair.

hair. The women cackle with glee.

The dirt-caked windows allow very little light to enter

In a rotting wooden closet are three crates, stacked

this eight-foot-high chamber, most of which is taken up

one atop another, with small doors set into them. Next

by a large millstone connected to a wooden gear shaft

to the closet is a heap of discarded clothing. A ladder

that rises through the ceiling in the center of the room. A climbs to a wooden trapdoor in the nine-foot-high ceilstone staircase continues up, toward the sound of loud ing. A moldy bed with a tattered canopy stands nearby.

cackling.

Morgantha's daughters are repulsive even in their hu The old woman is Morgantha, a night hag. She doesn't man guises. When they are not singing, dancing, or

mind visitors, as long as they'v_e come to do business.

: telling terrible jokes to one a.noth

Sh

er, they ;ire pricking

e tries to sell her latest batch of dream pastries,

·captured children with·needles.to ma.Ke_thell\ cry. Any

charging 1 gp for eac� one. She's proud of her confecatt

tions and claims that sh

emp� to f,r,ee t�e di!l1r.e'�j_pc1:1:rs,jp ... eJags' wrath .

e uses only the finest ingredi . , ·'·.

.. The dis.carded.clothing belong� to chi,l_dren whom �he.

ents. If the characters seem uninterested in her wares,

'night h;,igs

sh

.have··afri':�dy �ev:oured. Th<ftrapdoor_in the

e bellows, "Begone!". If_ they attack or refu�e to leave, ceilirtg'. can\i�:pusheg o�eh to-r

sh

eveal :afea ·.o..�:, . ·, .

e calls out_ to he�,dati�hters and turns to fight.

Each orate·is 3 feet.square._,The,toJJ. C!_!le"i,s·e.mpty, but

�I ,:�

the middle and lower ones each cqntain'a.<e�P,tive child.

,.. , . . , ..•

CHAPTER f;i I OLD BONEGRI NDER

The outward-facing side of each crate is fitted with a

FORTUNES OF RAVENLOFT

small door that has an iron latch and iron hinges. It can

If your card reading reveals that a treasure is here, it's be unlatched and opened easily from the outside.

easy to find, either tucked in a bird's nest or buried un The two captured children (LG male and female nonder some dirt in a corner.

combatants) were taken from the village of Barovia after

being given to the hags by their parents in exchange

THE MEGALITHS

for dream pastries. The boy, Freek, is seven years old.

The girl, Myrtle, is barely five. Their crates are full of The four ancient stones near the windmill were erected

crumbs, as the hags are fattening them up.

centuries ago by the valley's original human inhabitants.

If freed, neither child wants to go home, because of what their par Each moss-covered stone bears a crude carving of a

ents did. They both speak kindly of Ismark and Ireena in

city, each of which is associated with a different season.

Barovia, hoping to be taken to them.

The city of winter is shown covered with snow, the city

of spring is arrayed in flowers, the city of summer has

'TREASURE

a sunburst overhead, and the city of autumn is covered

The hags don't use the bed for sleeping, but they store

with leaves. If the characters ask any of the priests or their treasure in it. Six pieces of cheap jewelry (worth scholarly NPCs in Barovia about the ston.es, the charac25 gp eac�) are stuffed in the· mot�! �.traw mattress.

ters are told that ancient legends tell of.the Four Cities, said to be the cities of paradise whe�e theMorninglord,

,l''

Mother Night, and the other ancient.gods first dwelled.

' { .. _·'i:,·_�· �

Several ravens circle overhead, and one pecks at

l , ...

....

;· ....

something on top of the stone th�t dep�cts the city of au You've reached the windmill's peak-a domed chamber

tumn. Upon inspection, the characters see the. raven is

filled with old machinery. There's not much room to

pecking at a dream pastry, and on the ground "in the cenmove around. Light slips into this attic through small ter of the stone circle is a small pile of children's teeth.

The hags placed these here to desecrate the stones and

holes in the walls.

as an offering to the entity they worship, the wicked

archfey Ceithlenn of the Crooked Teeth.

Characters searching this space find a few old, abandoned bird's nests.

CHAPTER 6 I OLD BONEGRINDER

128

CHAPTER 7: ARGYNVOSTHOLT

HEN STRAHD DROVE HIS ENEMIES INTO

THE ORDER OF THE

the valley long ago, determined to annihilate them, the last thing he expected SILVER DRAGON

to encounter was a silver dragon.

The dragon, who called himself

The death of Argynvost enraged the spirit of Vladimir

Argynvost, had come to the valley

Horngaard, the greatest of the dragon's knights. Hornyears earlier in the guise of a nobleman gaard returned as a revenant and swore to avenge the named Lord Argynvost. The dragon

destruction of the order. His zeal was so great that it

didn't lair in the valley solely because of its idyllic

also brought back the spirits of several other knights,

beauty. He knew of a place called the Amber Temple-a

who rose as revenants under Vladimir's command.

repository of evil power guarded by the forces of good.

The vengeful revenants killed many of Strahd's sol Argynvost wanted to make sure that whatever was

diers, and whenever the undead knights were cut down,

trapped inside the Amber Temple wouldn't be allowed

their spirits found new corpses to inhabit. Though the

to escape, so he built his fortified mansion, Argynvostknights were grossly outnumbered, they waged war for holt, close by.

months and slew hundreds of foes.

Like many silver dragons, Argynvost was extraordi When Strahd died and became a vampire, Vladimir's

narily wealthy, and he was comfortable living among

knights should have gone to their everlasting rest,

humans while disguised as one of them. He used his

but their spirits couldn't leave Strahd's domain. They

resources to attract other champions of good, and valormarched to Castle Ravenloft and were confronted by ous knights flocked to the valley to join Lord Argynvost's the Vistani seer Madam Eva, who told them Strahd prestigious Order of the Silver Dragon. Only those who

had died, only to become a prisoner in his own land,

were initiated into the order were told of Lord Argyntormented by the death of his beloved Tatyana and the vost's true nature.

murder of his brother Sergei.

During the war between Strahd and his foes, the Or After receiving that news, Vladimir ceased his adder of the Silver Dragon drove away malefactors searchvance and led his knights back to Argynvostholt. He ing for the Amber Temple. It also sheltered Strahd's realized that Strahd had already died and been damned

enemies and proved more than a match for Strahd's

to a hell of his own creation. With nowhere else to go

battle-weary soldiers. But the early victories of the order and nothing else to do, Vladimir set his knights to killdidn't win the war. Even with Argynvost on their side, ing Strahd's agents and anyone else who might help to the knights were ultimately overwhelmed when Strahd's

ease Strahd's torment. Consumed by hatred, the knights

reinforcements swept into the valley. Those forces slew

have lost their honor and nobility. Their redemption

the last of the knights and battled the dragon inside

hinges on whether Vladimir can set aside that hatred.

Argynvostholt. After the dragon was slain, Strahd had

The undead knight can be found brooding in the ruins

its corpse hacked to pieces, stripped to the bone, and

of Argynvostholt.

transported to Castle Ravenloft as a trophy.

Since the dragon's death, Argynvostholt has become

a haunted ruin, a former bastion of nobility and light

turned into a place of desolation and unrest.

l WAS LOOKING AT DEAD MEN. BEFORE

another hour passed, I'd send them

wailing on their way to rotting hell.

All of them.

-Str�c_! von Zarovich

in I, Strahd: The Merriqirs of a Vampire

REVENANTS OF BAROVIA

APPROACHING THE

A revenant, as described in the Monster Manual, has a year to achieve its revenge before its body crumbles to dust and MANSION

its soul enters the afterlife. In Barovia, however, a revenant can remain in its body indefinitely, and once it has reaped A winding branch of the Old Svalich Road meanders up its vengeance, its soul remains trapped in Barovia.

the forested slope of a mountain spur to the old man If the body of a revenant is destroyed before its

sion, which is perched on high ground overlooking the

vengeance is fulfilled, its spirit seeks out a new corpse or Svalich Woods and the Luna River valley.

skeleton to animate. To determine where the revenant's

When the characters first come within sight of Argynnew body rises, roll a d20 and consult the following table.

vostholt, read:

d20

Corpse Location

1-4

Village of Barovia cemetery (ch. 3, area E6)

High above the river valley juts a quiet promontory upon

5-11 Church graveyard in Vallaki (ch. 5, area Nl)

which looms a sepulchral mansion, its turrets capped

12

Argynvostholt cemetery (area Ql5)

with fairytale cones, its towers lined with sculpted battle13

Grave in the village of Krezk (ch. 8, area 53)

ments. A third of the structure has collapsed, as has part 14

Grave in the Berez cemetery (ch. 10, area U4)

of the roof, but the rest appears intact. A dark, octagonal 15-16 Grave in the Svalich Woods (ch. 2, "Random

tower rises above the surrounding architecture.

Encounters")

Out of the fog comes a distant peal of thunder, quickly

17-20 Corpse of one deceased player character or

accompanied by the howling of wolves in the woods

N PC, wherever it happens to be

below, but the house stands silent, seeming like the fos The spirit of the dragon Argynvost isn't at rest, either.

silized remains of some long-dead thing smote upon the

It can sense that the knights have been corrupted, and it

mountainside.

reaches out to the characters, hoping they will help the

knights find peace. If the characters retrieve the dragon's skull from Castle Ravenloft and place it in the mau AREAS OF ARGYNVOSTHOLT

soleum of Argynvostholt, the dragon's spirit ascends to

the highest tower of the mansion and transforms into

The following areas correspond to labels on the maps of

a beacon of light that flashes across Barovia. The light

Argynvostholt on page 131 and 137.

of the beacon reminds Vladimir Horngaard of what he

has lost, enabling him and his fellow knights to let go of QJ. DRAGON STATUE

their hatred and find both redemption and rest.

Perched atop a ten-foot-wide, ten-foot-high cube of

granite is a moss-covered statue of a dragon, its wings

tucked close to its body. The statue looks east, toward

the mansion.

The fog makes it hard to see the dragon's features from

a distance, but close inspection reveals that it's a silver dragon of noble bearing, its spiny frill cracked and broken in many places. The statue is 10 feet tall but looks much more imposing perched on the granite block.

If scrutinized with a .detect magic spell, the statue radiates an aura of evocation magic. The.dragon statue

used to breathe a cone of cold as part of i1 magic trap,

but the trap no longer_ works (see _ar.ea Q�r

2. MAIN ENTRAN_c:w.

Flagstone steps flanked by stone railings climb to a landing in front of a pair of tall, wooden doors with rusted iron bands and knockers shaped like small dragons.

Carved into the lintel above the entrance is the word

ARGYNVOSTHOLT.

CHAPTER 7 I ARGYNVOSTHOLT

CHAPTER 7 I ARGYNVOSTHOLT �

131

• r" -s..

·-

1·

� \.1/

-,'\

� � � � � � � � �

----"'-----���-_i'L_

_L

If a creature climbs the steps or sets foot on the land Q5. RUINED STABLE

ing, the dragon statue (area Ql) opens its mouth and

exhales a 60-foot cone of harmless cold air, then closes

its mouth and doesn't activate again until the next dawn.

Here lie the blackened beams of a wooden stable, burned

At one time, the statue would breathe a cone of ice and

hail, but its magic has deteriorated over the years.

to its stone foundation. Looming above the wreckage is

The doors are unlocked and can be pushed open to

the partially collapsed south end of the mansion, all three reveal a dark foyer (area Q3).

of its floors exposed to the elements.

Q3. DRAGON'S FOYER

There is nothing of value in the stable.

This room feels like a king's tomb. A grand staircase

Q6. DRAGON'S DEN

leads up to stone balconies held aloft by stone pillars

and arches. A tall, faded tapestry depicting a nobleman

This wood-paneled den has been ransacked, its furin silver armor hangs from an iron rod above the stairnishings tossed about. A cold, dark hearth dominates case landing.

the west wall between two narrow windows. Standing

Six sets of double doors lead from this foyer. Along the

upright against the north wall is a sarcophagus made of

walls, displayed on marble pedestals, are three alabaster

black wood with a queen's effigy carved into its lid.

busts of handsome men. A fourth bust and its pedestal

have been knocked over, and their shattered remains

Argynvost had the empty sarcophagus converted into a

lie strewn across the mosaic floor. Two chandeliers

wine cabinet. Now, only shattered wineglasses and deof wrought iron hang from the ceiling like monstrous canters are to be found on the shelves. The den's other black spiders.

furnishings include rotted divans, broken chairs, overturned ottomans, and smashed oil lamps.

A secret door at the north end of the east wall can be

The tapestry is torn in places and worthless. It is a porpushed open to reveal a storage room (area Qll).

trait of Lord Argynvost. The alabaster busts depict several of the dragon's other human guises. The stairs lead LIVING FIRE

up to the second-floor balconies (area Q18).

If the beacon of Argynvostholt (area Q53) has not been

lit, read the following text when the characters approach

SHADOW OF ARGYNVOST

the fireplace for the first time:

The first time the characters pass through this

I

foyer, read:

I

A fire erupts in the dead hearth and assumes a draconic

form. It hisses, crackles, and unfurls its smoky wings.

Have the player characters roll initiative. The fire acts I A great shadow with wings moves across the walls and

disappears. You hear the soft bestial hiss in the darkness.

on initiative count 10 and has AC 15, 1 hit point, and

The draconic shadow is ominous yet harmless.

I immunity to fire, poison, and psychic damage. If it is reduced to O hit points, it explodes and fills the room with Q4. SPIDERS' BALLROOM

fire, setting fire to the dry furnishings. Each creature in the room must make a DC 12 Dexterity saving throw,

taking 22 (4d10) fire damage on a faiied save, o·r half as Rubble is strewn throughout much of this vast chamber,

much damage-on a successful one;

caused by the partial collapse of the rooms above it. On

The fire doesn't attack. Oi{ its first turn, if it has not the pink marble floor, fallen chandeliers lie amid broken

been reduced to O hit p�irits, it speaks.: · .·· :.

chairs and other furnishings. Thick webs stretch from

wall to wall, and moving among them are too many giant

The fiery dragon hisses as it addresses you. "My

spiders to count!

knights have fallen into darkness. Save them if you can.

. · . .... :.,

Show them the light they have lost!" With that, the fire Nine giant spiders nest here. Th�y\iti�ek.anyo�� who·

burns out.

·. · ·gets too close.

·' •

· ·. · ·· · ·' ·'

·�··

The dragon ref�rs to '.the CJrcief"or'tJie. Silver Dragon and

. the beacon (area 9s3):' -

Q7. PARLOR

Hiding behind the barrels is a wounded elf named

Savid (N male dusk elf scout). He has 4 hit points remaining and is grateful for any healing the characters Tattered velvet drapes cover the tall, slender windows can provide.

that encircle this parlor. The furnishings are covered with Savid lives with the other dusk elves ofBarovia in

the Vistani camp outside Vallaki (chapter 5, area N9).

dust and cobwebs, and lie in disarray. A damaged brass

He was searching the woods for a missing Vistani

chandelier hangs from the ceiling, which is covered with

girl named Arabelle when a wandering mob of needle

a faded mural that depicts metallic dragons and colorful

blights accosted him. He was forced to take refuge in

birds flying beneath white clouds.

the mansion.

Savid, who is more than four hundred years old,

volunteers the following useful information:

Time and neglect have damaged the furnishings, leaving

nothing of value.

• Argynvost was a silver dragon that liked to assume human forms. Argynvostholt was the dragon's home.

, In human guise, the noble dragon led a group of

Q8. IRON GATE

knights called the Order of the Silver Dragon. They

An iron gate, chained shut, closes off a 10-foot-tall archgave shelter to refugees who had come to the valley way on the north wall of the mansion. The key to the to escape Strahd's army. Strahd's soldiers slew the

chain's padlock was lost long ago, but the lock can be

dragon, destroyed the order, and sacked the mansion.

picked by someone who uses thieves' tools and makes

, Vistani and dusk elves avoid the mansion, believing

a successful DC 20 Dexterity check. The old lock can

that the dragon's ghost haunts it.

be smashed by a character who uses a bludgeoning or

slashing weapon on it and makes a successful DC 15

The wine in the barrels turned to vinegar and evapo Strength check.

rated long ago. Emblazoned on the barrels' sides are the

Ten-foot-high flights of stone steps to the west and

name of the winery, the Wizard of Wines, and the name

east of the archway lead up to landings and doors that

of the wine, Champagne du le Stomp.

provide access to areas Q7 and Q9.

A secret door at the north end of the west wall can be

pulled open to reveal a den (area Q6).

Q9. SERVANTS' QUARTERS

Ql2. DINING HALL

Tattered brown drapes cover the windows of this circular

room, and a heavy curtain hangs across an archway to

A twenty-foot-long table with sculpted dragons for legs

the south. Strewn about the floor is the wreckage of half

stands in the center of this hall. The chairs that surround a dozen beds and other pieces of furniture.

the table have backs carved to resemble folded dragon

wings, and several of the chairs have been overturned or

smashed to pieces. Suspended above the table is a crys Lord Argynvost's household staff once slept here. The

tal chandelier that glows with a soft white light. Standing room contains nothing of value. Beyond the curtain lies

the kitchen (area QlO).

in windowed alcoves are two life-sized statues depicting

knights with dragon-winged helms and shields.

Ql0. KITCHEN

Rainwater trickles through cracks in the ceiling, flowing down the west wall and adding to a large puddle on the floor.

This kitchen has been plundered, its tables overturned.

Five sets of wooden doors lead to this hall. The doors

The floor is littered with rusted utensils and smashed

in the northeast corner hang open. A pair of leaded

crockery. Narrow windows flanking a hearth look out over

glass doors, their panes cracked and broken, stand open

a cemetery. An open iron po_t hangs from a hook inside

between panels of stained glass set into the east wall.

the blackened fireplace. It rattles on its hook and bobs up These panels depict silver dragons in flight. Beyond the

and down, as though something is inside it.

glass doors lies a dark, misty room that appears to be

a chapel.

The iron pot contains an ordinary bat. When the charac�

ters get close, it flies out and flaps about the room.

Qll. WINE STORAGE

I Five barrels lie in wooden braces along the walls of this dark, moldy storage room.

�:

. �·

. ,

. .. {;.

.

.;·· .

0

CHAPTER 7 I AR�YNVOSTHOLT

133

13. CHAPEL OF MORNING

The staircase leads from the chapel (area Q13) to the

chapel's balcony (area Q24) and climbs another 20 feet

to a small, empty room with a window that looks down

Cracked wooden pillars support a wooden, U-shaped

on the chapel.

balcony that overhangs this stone-walled chapel. Narrow

Ql5. CEMETERY

archways lead to spiral staircases that curl up to the

balcony, and a door set into the north wall has a wooden

beam barring it. At the east end of the chapel rests a

Tucked behind the mansion is a fog-shrouded cemetery

stone altar flanked by iron candelabras. The altar is

enclosed by a seven-foot-tall fence of wrought iron. In the carved with a rising sun bas-relief. Tall, arching windows northeast corner stands a mausoleum.

set with panels of stained glass decorate the walls behind the altar. One of the windows has been shattered, cov If the beacon has not been lit (see areas Q16 and Q53),

ering the chapel floor with shards of colored glass and

read the following text when the characters cross the

allowing thick fog to enter and fill the room.

cemetery for the first time:

If the beacon has not been lit (see areas Q16 and

You suddenly feel like someone or something is watch Q53), add:

I

ing you. Looking up, you spot a well-dressed man with

a thick mane of thistledown hair observing you from a

Through the fog, you see three armored figures kneeling

high tower window. He draws the curtain and disappears

from view.

The figures are three revenants clad in tattered chain I

before the altar.

The strange man watches the characters through the

mail that affords the same protection as leather armor.

southeast window of area Q42. He is merely an appari Each revenant wields a longsword. If the beacon is lit,

tion intended to lure the characters to that room.

the revenants are cleansed of their hatred and laid to

The mausoleum is described in area Ql6.

rest, and the characters find three armored corpses with

The thick fog obscures the fact that five of the graves

longswords lying on the floor in front of the altar.

have been dug up. Closer inspection and a successful

The revenants, if still active, are blinded by their hate

DC 10 Wisdom (Perception) check reveals that the

and attack the characters on sight, seeking to drive

corpses buried there crawled out of the earth. Of the

them out of Argynvostholt. As an action, a revenant

missing corpses there is no sign, but the surrounding

attacks twice with its longsword, wielding the weapon

fence is intact, which suggests that no one got into the

with both hands and dealing 15 (2dl0 + 4) slashing

cemetery from outside. (These corpses were animated

damage on a hit.

by the spirits of revenants and clawed their way out.)

Characters who study the room's iconography and

A stone staircase curls up the outside of a turret to a

orientation (the fact that it draws light from the east)

flagstone landing in front of a sturdy wooden door. The

can determine, with a successful DC 10 Intelligence

door is barred from the inside and opens into the chapel

(Religion) check, that the chapel is dedicated to a god of (area Q13).

the dawn. Anyone familiar with Barovian religion can

conclude that the god in question is the Morninglord.

_Ql6. DRAGON'S MAUSOLEUM

The balcony (area Q24) is 20 feet high and can be

reached by climbing either spiral staircase (area Ql4).

Characters who stand near the altar and look up can

Tarnished, silver-plated gargoyles shaped like dragon

see the hollow interior of the beacon tower. The tower's

wyrmlings cling to the stone-tiled roof of this mausolower landing (area Q50) is 60 feet above the chapel leum. An eight-foot-tall, four-foot-wide white marble door floor, and the upper landing (area Q51) is another 20 feet set into the southwest wall is engraved with a name: above that.

The bar across the n9rth door is easily lifted flbm this

ARGYNVOST.

side. Once the bar is remo:ved;·t:l1e poor c�ii be pulled

open to reveal a stone sta.ircase ·ie1ding down to a ceme-

· ·

· •

The dragon-shaped gaq;(�yles ate ha�mle.ss statuary.

tery (area Q15).

The stone door can be pulled open with ·a Succ�ssful DC

14.

15 Strength check.

··

·.: ·

CHAPEL STAIRCASES

I

The interior of the mausoleum is dark and dusty. You see

Narrow windows allow dim light to enter this five-foot I four empty alcoves with raised floors. Etched into the far wide spiral staircase.

wall is a verse written in Draconic.

j CHAPTER 7 I ARGYNVOSTHOLT

r34

I--

/�..,.--,. , ..

•./

I-�\,

Characters who can read the Draconic script can

Q20. SOUTH ALCOVE

decipher the writing on the wall:

Here lie the bones and treasures of

l

Argynvost, lord of Argynvostholt and

A red velvet curtain hangs in front of an alcove in the

founder of the Order of the Silver Dragon.

l

southeast corner of this hall. It ripples ever so slightly.

DEVELOPMENT

If the skull of Argynvost is brought from Castle Raven One of the narrow windows in the back of the alcove

loft (see chapter 4, area K67) and sealed inside the mauhas a broken glass pane through which a slight breeze soleum, the dragon's spirit transforms into a brilliant passes, causing the curtain to move. When the characlight at the top of the tower (see area Q53).

ters look behind the curtain, read:

Ql 7. WEST STAIRCASES

l

l

A black cloth covers something atop a white marble

pedestal.

Narrow windows illuminate this dusty, five-foot-wide

l

]

spiral staircase.

Beneath the black cloth is the severed head of a randomly determined character-an illusion created by These staircases connect the second-floor balconies Strahd's consciousness. In actuality, it's an exquisite

(area Q18) to areas Q30 and Q36 on the third floor.

alabaster bust of a handsome, middle-aged human with

a neatly trimmed mustache and beard (Lord Argynvost).

18. BALCONIES

The illusion is too strong to be disbelieved, but it can be dispelled if the bust is broken or covered up again.

Q21. NORTH ALCOVE

Two stone balconies flank the main foyer. Balusters

carved to resemble knights in shining armor support

their elegantly carved stone railings. Weapons and

l A red velvet curtain hangs in front of an alcove in the

shields festoon the walls along each of these walkways,

l

northeast corner of this hall.

while alabaster busts of handsome men flank hallways

that lead north and south away from the foyer. At the

The alcove is empty except for the narrow windows in

west end of each balcony is an archway that leads to a

the back walls. Whenever the characters part the curspiral staircase going up.

tain and leave, the curtain is closed when they return.

Only by removing the curtain from its rod can they pre The balcony is 20 feet above the floor of the foyer (area

vent the curtain from closing on its own.

Q3). The weapons and shields hanging on the walls are

Q22. BATHROOM

nonmagical. The busts, displayed atop wooden pedestals, depict various human guises of the dragon Argynvost. Their eyes seem to watch the characters as they walk by, but the effect is an optical illusion.

The room contains an iron tub and has wood paneling

on the walls that rises to a height of three feet. Above the Ql9. RUINED BEDCHAMBERS

paneling, the walls are painted with a continuous, faded

There are two of these rooms.

mural of a mountainscape.

The south end of this room has collapsed, exposing the

The mural accurately depicts the Balinok Mountains.

chamber to the elements. A few furnishings lie broken

Q23. STORAGE ROOM

under fallen debris from the level above.

The wooden floor creaks underfoot. Although it is safe

Rainwater seeps through cracks in the ceiling and flows

to walk on, doing so attracts the giant spiders from area

into a pool on the sagging wooden floor. The pool fills

Q4. The spiders crawl up into the room and attack. The

about half the room. Bare stone shelves line the walls.

floor here is 20 feet above the floor of the ballroom.

This room has been thoroughlylo·6ted .. The woode�

·. floor is 'Soft· and·.1?R_Ongy, and it C�n't support more than

-� 100 poupds·:�f'weig�t:if more.weight.is.applied,.the · ·

floor.collapses, and ·a:ny'.creattire in thd:oom falls· 20·

feet, faking daipage asnormal and:l�ijdinifin.area Q12.

-

CHAPTER 7 I ARGYNVOSTHOLT t

135

. -<7---<Jz�-:s

Q24. CHAPEL BALCONY

the rubble in area Q33, and into area Q36. Once there, it

lands on the back of Vladimir's throne and disappears.

This wooden balcony overhangs the mansion's chapel.

27. KNIGHTS'

UARTERS

An exquisitely carved wooden throne rests at the west

end between two doors, and narrow archways lead to spi This room is littered with the wreckage of ancient bunk

ral staircases going up and down. Hanging from the high

beds. Five dirt-caked windows allow precious little light

ceiling is an iron chandelier with candle holders shaped

to enter, and between them are four empty armor stands.

like tiny silver dragons.

Empty torch sconces line the walls.

The doors behind the throne lead to areas Q20 and Q21.

Four phantom warriors (see appendix D) haunt this

A wooden railing surrounds the balcony, which is 20

room. They manifest only when the characters enter the

feet above the floor of the chapel (area Q13).

room or trigger the magic trap in area Q25. They fight

Q25. TRAPPED HALLWAY

until destroyed.

28. KNIGHTS' UARTERS

This T-shaped hallway has branches to the west, east,

and south. Three arched windows in the north wall look

Tattered and faded drapes cover the windows of this cirout over the foggy grounds.

cular room, and empty torch sconces line the walls. Broken bunk beds and armor stands are strewn on the floor.

The ceiling in the hall is 20 feet high. The wooden doors

to areas Q27 and Q28 are locked, requiring a success Three phantom warriors (see appendix D) haunt this

ful DC 20 Strength check to break down. The 10-foot

room. They manifest only when the characters enter the

squares in front of the doors (marked T on the map) are

room or trigger the magic trap in area Q25. They fight

trapped. When a character enters one of these squares,

until destroyed.

a floor-to-ceiling wall of stone (created by the spell of the same name) magically appears across the opening on

TREASURE

the south wall. At the same time, the phantom warriors

Buried under the wreckage is a small wooden coffer

in areas Q27 and Q28 rush through the doors (which

containing four potions of invulnerability. A search of can be freely opened from their side) and attack.

the room yields this lost cache.

The wall of stone vanishes after 10 minutes, at which

time the trap resets. Characters who cast a detect magic 29. NORTHWEST GUEST ROOM

spell in the hall can perceive hazy auras of evocation

magic in front of the doors.

Q.26.

The contents of this room are draped in cobwebs. Be NORTHEAST GUEST ROOM

tween curtained windows stands a black marble hearth

The door to this room hangs open.

with a sculpted mantelpiece, above which hangs a

framed portrait of a handsome, well-dressed man with a

Two beds with torn canopies stand against opposite

wry smile and a thick mane of thistledown hair. Opposite

walls with a tattered rug lying on the floor between them.

the fireplace is a large bed with a rotting mattress and

Set into the far wall is a fireplace black with soot. A soft wooden posts carved to resemble dragons. Across from

hiss issues from the hearth.

the double doors stands a tall wardrobe, its doors hanging open, revealing a dark and empty cavity. The only When one or more characters approach within 10 feet of other piece of furniture is an overstuffed leather chair

the fireplace, add: ,

that faces the hearth.

· .; -· ·." • ...

' . '• .• •· ·.

A small, hissing dragon made of ash and smoke erupts

The portrait depicts the sUver dragon Argynvo�t in its.

from the fireplace, filling the room with soot as it beats guise as the human nob!� ·Lorcl"k_gynvcist:· . .

its wings.

30. CURTAINEil.STAIR_CASE

A tattered black curtain conceals an archway leading to

The smoky dragonet has the statistics of a smoke me•

a spiral staircase that descends to area Ql 7.

phit but fights only in self-defense. If left alone, it flies At the top of the stairs is a secret door that can be

. out of the room at a speed of 30 feet, up the spiral stairs pulled open to reveai area Q36 beyond .

case (area Ql 7 ), through the curtain at area Q30, over

CHAPTER 7 I ARGYNVOSTHOLT

--

______________ ·-··L···

Rriynvosrt,ol r

(HrtaO)

ftoofr'op and .&aeon

'Gl}ird Floor

Q31. EAST STAIRCASES

Q36. DRAGON'S AUDIENCE HALL

A round-topped wooden door opens to reveal a spiral

staircase with narrow windows set into its walls. The

stair connects the third floor and the mansion's roof.

The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile Q32. RUINED BED CHAMBERS

of rubble. Weapons and shields that once hung from the

These two rooms stand across from each other, sepwalls have fallen to the floor and succumbed to rust. A arated by a ruined corridor that abruptly ends to the large, wooden throne carved to resemble a dragon with

south of their doors.

unfolding wings faces three tall windows to the west.

Slumped in the throne is a gaunt, armored figure with

Most of this chamber has collapsed. The wooden floor

one gauntlet wrapped around the hilt of a greatsword.

is strewn with rubble and falls away into a foggy abyss to the south. The roof overhead is jagged and broken.

Vladimir Horngaard (see appendix D), commander of

the fallen Order of the Silver Dragon, is slumped in the

The floor here is 40 feet above of the floor of the ballthrone. If the beacon of Argynvostholt (see area Q53) room (area Q4). The roof is 20 feet overhead.

has been lit, the corpse is lifeless, and characters can

plunder it freely (see "Treasure" below).

Q33. COLLAPSED CEILING

If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, "Go away." If they don't leave immediately, read: The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken

The creature's grip on the greatsword tightens. "If you rafters bisecting it. Dark storm clouds roll across the sky have come to destroy me, know this: I perished defendoverhead. The floor is piled with rocks, broken tiles, shating this land from evil over four centuries ago, and betered beams, and other debris. Beneath the rubble lie a cause of my failure, I am forever doomed. If you destroy sagging floor and puddles of rainwater.

this body, my spirit will find a new corpse to inhabit, and I will hunt you down. You cannot free me from my dam The ceiling here is 20 feet high, and the rubble is diffination, nor would I wish it.

cult terrain.

"If you have come to free this land from the creature Vladimir Horngaard (see area Q36) can hear visitors

that feasts on the blood of the innocent, know this: There climbing over the rubble and can't be surprised by them.

is no monster I hate more than Strahd von Zarovich. He

Q34. RUINED BATHROOM

slew Argynvost, broke the life of the knight I loved, and

destroyed the valiant order to which I devoted my life,

but Strahd has already died once. He can't be allowed to

This room has a tiled floor and an iron bathtub filled with die again. Instead, he must suffer eternally in a hell of his debris from the collapsed roof. A torn curtain hangs in an own creation, from which he can never escape. Whatever open doorway in the center of the east wall.

can be done to bring him misery and unrest, I will do, but I will destroy anyone who tries to end his torment."

Q35. UPSTAIRS GALLERY

Vladimir fights in self-defense. He also rises from his

throne and attacks if the characters fail to heed his

warning and press him for help 'destroying Str_ahd.

This room has dark wood paneling on the walls that rises

The first time Vladimir takes damage,_ si� phantom

to a height of three feet. Above the paneling, the walls are warriors (see appendix D) materialize ahd joi'n ,the fray, painted with murals of religious figures performing holy coming to his defense. . . : :

· ·

rites. In the center of the west wall is a tattered curtain Hatred so clouds Vladimir's.mind that' he cari't remember that Sir Godfrey (area Q37) was.,his beloved in hanging in an open doorway. Three tall, slender stainedlife. If Sir Godfrey helps the char�eters arid 'faces Vlad-, glass windows set into the opposite wall depict figures in imir, anguished recognition' shines in Vladimir's eyes, white robes with orange sunrises behind their heads.

yet only lighting the beacon can free him.'�-.

TREASURE

From north to south, the three stained-glass win Vladimir Horngaard wields a +2 greatsword.

dows portray Saint Andra!, the Morninglord, and

Vladimir wears ·a platinum holy symbol of the Morn Saint Markovia.

inglo_rd _(worth 250 gp) around his neck, underneath his

".:: .·

· �alf piafe-armoF.

CHAPTER 7 I ARGYNVOSTHOLT

FORTUNES OF RAVENLOFT

concerning Argynvost and the rise and fall of the Order

If your card reading reveals that a treasure is here, it's of the Silver Dragon. Neither he nor the other revenants

in Vladimir's possession, and he doesn't part with it

can help the characters in any meaningful way, howwillingly unless the beacon of Argynvostholt has been lit ever, because of the oaths they have sworn to Vladimir (see area Q53).

Horngaard.

37. KNIGHTS OF THE ORDER

FORTUNES OF RAVENLOFT

If your card reading reveals that Sir Godfrey is Strahd's

The leaders of the Order of the Silver Dragon used to

enemy and the characters persuasively ask him for help,

convene here.

he offers to join the fight against the vampire. Fate has

unlocked his memory of the love that he and Vladimir

Through the dust and cobwebs, you see faded war banonce shared, and the power of that memory drives Godners adorning the walls of a spacious chamber, in the frey to help fight Strahd and restore the order's honor.

If the beacon in area Q53 has not been lit, Godfrey's

center of which stands a heavy wooden table. An iron

decision incurs the wrath of the other revenants, triggerchandelier hangs above the table, which is surrounded ing an armed conflict.

by six high-backed chairs with wood-carved dragons

If the beacon in area Q53 has been lit, Sir Godfrey

perched atop them. Slumped in five of the chairs are

remains a revenant even after all the other revenants

skeletal humans in tattered chainmail.

(including Vladimir) are laid to rest, except that his

alignment changes to lawful good. Although Sir Godfrey

is unaware of the tarokka card reading, he somehow

If the beacon in area Q53 has been lit, the spirits of

senses that he must perform one final task before his

these revenants are laid to rest, leaving behind their inspirit can rest with Vladimir's, and thus he agrees to animate corpses. If the beacon has not been lit, add the help the characters face Strahd in Castle Ravenloft.

following:

38. CLOSET

IThe corpses tilt their heads in your direction. One of

I

them growls, "Why do you the living disturb the dead?"

I I This dusty closet has a slender window set into the north wall. The room is otherwise empty.

The skeletal figures are five revenants. All five are lawful evil. They are awaiting orders from Vladimir (area Q36) and fight only in self-defense. The revenants wear SIR GODFREY GWILYM

broken chainmail that affords as much protection as

leather armor, and they wield longswords. As an action,

a revenant attacks twice with its longsword, wielding

the weapon with both hands and dealing 15 (2d10 + 4)

slashing damage on a hit.

One of the revenants, Sir Godfrey Gwilym, is a

spellcaster with a challenge rating of 6 (2,300 XP) and

the following additional feature:

Spellcasting. Sir Godfrey is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15). Sir Godfrey has the following paladin spells prepared: 1st level (4 slots): command, detect magic, divine favor, thunderous smite

2nd level (3 slots): aid, branding smite, magic weapon 3rd level (3 slots): blinding smite, dispel magic, remove curse 4th level (2 slots): aura of purity, staggering smite Characters who inspect the fireplace notice a shieldshaped patch on the wall above the mantelpiece. A magic shield once hung there, but it was taken when Strahd's soldiers plundered the mansion. It now rests in

Castle Ravenloft's treasury (chapter 4, area K41).

DEVELOPMENT

Sir Godfrey can sense that the spirit of Argynvost isn't

at rest and isn't happy that the order has been reduced

to such a state. If the characters petition the revenants

for aid, Sir Godfrey (speaking in a scratchy voice) relates all the information.presented at the start of the chapter

Q39. VLADIMIR'S BEDROOM

SLASHED PICTURE

If the characters study the whole picture above the mantelpiece, read: Light enters this circular room through five cracked windows. The light falls on a large, dust-covered bed in the The picture shows the mansion in better days, under center of the room, its posts topped with wood-carved

clear winter skies with snow-capped mountains in the

dragons. Two large animals flank the double doors. One

background. The top of the chapel tower glows like a

is a brown bear standing on its hind legs, its claws outsilver beacon.

stretched. The other is a dire wolf, its face frozen in an evil snarl. Near the wolf lies an empty wooden chest.

The picture radiates an aura of transmutation magic

under the scrutiny of a detect magic spell, but the aura is This room once served as a bedchamber for Sir Vladiweak. If the characters repair the picture using a mend mir Horngaard and Sir Godfrey Gwilym. The bear and

ing cantrip, read:

the dire wolf are stuffed and harmless. Looters ransacked the chest long ago, leaving nothing of value.

The beacon in the picture flashes with a brilliant silver

Q40. ARGYNVOST'S STUDY

light, and the spectral form of a huge silver dragon fills the room. "My skull lies in the fortress of my enemy," it says, "displayed in a place of ill omen. Return my skull This room is a haven for dust and cobwebs. Three narto its rightful crypt, and my spirit will shine here forever, row windows allow slivers of light to illuminate bare oak bringing hope to this dark land." With that, the dragon's shelves along the walls and a torn, padded chair lying

apparition fades away.

on its side near a cavernous hearth. A picture above the

mantel has been slashed, its lower half hanging down

The spectral dragon isn't the spirit of Argynvost, but a

below the frame like a torn piece of flesh. An iron door

spell-like effect. Once the dragon has spoken, the picset in the south corner of the west wall hangs open on ture no longer glows and becomes nonmagical.

one hinge.

Q41. DRAGON'S VAULT

Strahd's soldiers forced open the iron door that once

The iron door leading to this room hangs open on a sinsealed Argynvost's vault (area Q41). They also took gle rusty hinge. It has obviously been forced open and every book in this study but one. (Many of the books

no longer closes properly.

taken from here can be found in Strahd's study in Castle

Ravenloft.)

The walls of this room are lined with lead. Emptied

The sole remaining volume lies on the floor behind

the overturned chair. Titled The Oath Celestial, the book chests and shattered vases lie strewn upon the floor, has been partially burned, and its cover was slashed by

their contents plundered.

a sword. Leafing through the crumbling book reveals

that it is a devotional text for knights from a place called the Holy Empire of Valentia. Most of the knights who

This vault once held a dragon's trove but was stripped of

joined Argynvost against Strahd came from that emall valuables long ago.

pire-now lost beyond the mists.

Q42. ARGYNVOST'S BEDROOM

JOURNAL PAGE

I

As the characters cross the room, read:

Rich drapes, faded by time and neglect, hide the win I

dows of this otherwise empty room.

You hear the soft flapping sound of wings, but can't

'

.. ': .. •

discern its origin. A single piece of parchment blows off

Argynvost preferred t6.:�l��p:i� .. h:i� drago'n form. Thu�.

the top of a bookshelf, spirals lazily in the air, and lands

'

there is no furniture here. .

: .. .- .

gently at your feet.

:·. /:;.� .. ;.�· .· ., Th� shee't �f P��ch�·�nt·ls the l�st p�g� or'A·�g This 20-foot-diameter hol{i�·the �l'!ii�io�'s roof is y{l\ibst's

rz:,:;;,;_:'-, 'journal, the re�t of which.was destroyed. Iffhe charac�

\t>f:,:r:{,

directly above area Q33,:the.1loob;;f�hi�h is 20 feet be ···ters look at the torn page, show the play�rs the"Journal low. The rubble on° the ·;oof surroiHict'i�i{ the hole is diffi ;·4.%�;\\:'!:' 9f Argynvost" in appendix F.

. cult terrain. The:r•dor is.slop�_d and ·covered with cracked

·_ '.:�:}tf�It-'�" . .

·stone tile!,. Cliinbin'g the tiled roof requires a successful

·. DC 1p �tr�Pi!h: (Athletics) check. A failure by 5 or more

.

. : ... .. �� ... : ..... :. #'<:-': :�

.

CHAPTER 7 I ARGYNVOSTHOLT

causes the climber to slide down to the parapet, landing

area Q32, 40 feet down to area Q19, and 60 feet down

prone but taking no damage.

to area Q4.

Q44. DRAGON GARGOYLE

I

I Q49. BEACON TOWER DOOR

Perched on the rooftop overlooking the parapet is a sil The parapet narrows to a width of ten feet, ending bever-plated gargoyle shaped like a dragon wyrmling.

fore a sturdy wooden door set into the wall of the eastern tower.

The silver dragon wyrmling statue is 10 feet above the

parapet and has a magic mouth spell cast on it. When a This door is barred from the inside. The phantom warcharacter passes in front of it, the spell is activated, and riors in the tower's turrets (area Q52) make ranged atthe wyrmling whispers the following short verse in the tacks against characters who try to force their way into Common tongue:

the tower. These spectral defenders have three-quarters

When the dragon dreams its dream

cover behind the arrow slits.

Within its rightful tomb,

The light of Argynvost will beam

Q50. BEACON, LOWER LANDING

And rid this land of gloom.

Q45. ANCIENT BALLISTA

I

A rickety wooden landing and a staircase cling to the

walls of this tower. The stairs lead up to another landing twenty feet above, and the floor of the chapel lies sixty

An ancient ballista, rotted by time and weather, stands

I feet below.

behind the battlements on this tower rooftop.

The landing and the stairs creak and shudder underfoot,

The ballista falls apart if disturbed.

but they are safe.

Q46. DESTROYED BALLISTA

Q51. BEACON, UPPER LANDING

Strewn atop the roof toward the front of the mansion is

Creaky stairs climb to a wooden landing with three winthe wreckage of a ballista. Flanking the wreckage are two dows that look out over the roof of the mansion. Flanking stone turrets with conical rooftops and narrow doors.

the windows are two narrow wooden doors.

The turrets are described in area Q47.

The landing creaks and groans underfoot, much like in

Q47.

area Q50, but here things aren't so safe. The 10-foot ROOF TURRETS

long section marked T on the map is particularly weak,

collapsing under 50 or more pounds of weight. A creature on this section of the landing when it collapses Cobwebs hang from the rafters of this turret, which is must succeed on a DC 15 Dexterity saving throw or fall

empty except for a wooden bench and an iron stove.

20 feet to the landing below (area Q50). The collapse of

Arrow slits look down upon the foggy grounds in front of

this section creates a 10-foot gap in the landing.

the mansion.

The doors lead to the rooftops of the turrets

(area Q52).

The knights who once guarded the rooftop used these

Q52. BEACON TuRRETS

turrets for warmth and shelter on rainy days and

cold nights.

I A stone battlement encloses the roof of this turret. A spi '.

Q48. ROOF'S EDGE

ral staircase descends to the level below.

Beyond a ragged edge of stone is a sixty-foot plunge to

· These turret rooftops are 80'.f�et abo,ve ground leveL ·

. I·: __ ,,,(.'·

the rubble-strewn ground below. A few rafters stick out

The spiral sta'irs descend 20:reet to'.i.i:chers' posts�-- -:.- ... ,-·:-" . /''.- t·;

- -· smal

from beneath the stone.

_lxo:oms ii�e�- w.itn,atr9w"slit;;:'$:tinding·gtiard ... \.\ '/: .·:: .. · " ..

. in eac�p°f-tfef�1'fo?i,n� \iphantoml;irtior (s��----\ _. :· )' : __ : ,· ,''

app�nd1x [?),�itn c\ spe_c;ttal longbowJhiit shoots arrows The edge of the foot ts st�rdy enough to walk on, and

.. .- of forii �n�rgy. 'The two Pli�nt�rh �a�r'l���:gai� tJ:ie .

-

not in danger of forther':coll�pse'. Jt'.s 20. fe�t down to

:C: .: following

.

·:

' action

.

9ptions:

. . ·

'�-:: '\,·/''

.

�

.

..

.,

.

·,

CHAPTER 7-1 ARGYNVOSTHOLT

. �. ·;

Multiattack. The phantom warrior makes two attacks with its order to which they once belonged. They let go of their spectral longsword or spectral longbow.

hatred and their corporeal bodies, leaving corpses be Spectral Longbow. Ranged Weapon Attack: +2 to hit, range hind as their spirits find rest at long last. Henceforth, 150/600 ft., one target. Hit: 4 (1 d8) force damage.

any random encounter with a revenant should be treated

as no encounter.

53. BEACON OF ARGYNVOSTHOLT

FORTUNES OF RAVENLOFT

If your card reading reveals that a treasure is here, it's resting on the west windowsill.

Wooden stairs climb to the tower's peak, which has a

stone floor and a thirty-foot-high pitched roof. Ravens

SPECIAL EVENTS

roost on crisscrossing rafters, coming and going through

You can use one or both of the following events as the

small holes in the roof. Ten-foot-high, five-foot-wide

characters explore Argynvostholt.

arched windows are evenly spaced around the walls. Each

SPECIAL DELIVERY

window consists of a lead latticework titted with small

panes of transparent glass.

This encounter occurs while the characters are inside

Argynvostholt. Those who have a passive Wisdom (Perception) score of 11 or higher hear the clopping of horse The ravens that roost here are harmless, but they watch hooves and the crunch of wagon wheels on gravel.

the characters with great interest. If the characters look A cart pulled by a draft horse and driven by a mad

out the windows, you can use the following text to de Vistana named Kolya (CN male human bandit) stops

scribe what they see in the distance.

in front of the mansion. After relieving himself on the

statue of Argynvost (area Ql), Kolya untethers the horse

and rides back to the Vistani camp outside Vallaki (chap To the north and east lies a mist-shrouded valley with

ter 5, area N9), leaving the cart and its cargo: a plain

dark woods, a small town, and a lonely windmill on a

wooden coffin.

precipice. To the south, a river flows through a foggy

The coffin was made in Vallaki by the local coffin

marsh. To the west, between rocky hills, you glimpse an

maker, Henrik van der Voort (see chapter 5, area N6). It

abbey perched on a snowy mountainside beyond a long

has the name of one of the characters (determined ranstretch of fog-smothered pines.

domly) neatly chiseled into its lid. Opening the coffin releases a swarm of bats from within. The swarm attacks the character whose name is engraved on the coffin. If The small town is Vallaki (chapter 5). The windmill is

that character isn't in sight, the swarm flies away.

Old Bonegrinder (chapter 6). The abbey is the Abbey of

Saint Markovia in Krezk (chapter 8).

ARRIGAL1S HUNT

Ezmerelda d'Avenir (see appendix D) arrives at Argy LIGHTING THE BEACON

nvostholt on the back of a riding horse stolen from the

When the skull of Argynvost is placed in the dragon's

Vistani camp outside Vallaki (chapter 5, area N9). She

mausoleum (area Q16), the dragon's spirit transforms

has heard that the reportedly haunted mansion might

into a brilliant light that fills this room and flashes

harbor enemies of Strahd and contain secrets to the

across the valley like the beacon of a lighthouse. Even if vampire's destruction.

the tower is cast down, the light of Argynvost remains

Once she arrives, Ezmerelda releases the horse

where it is, flashing in the sky. Although the mountains

(which flees back to its camp) and quietly makes her way

prevent the beacon's light from reaching Castle Raventhrough the mansion until she reaches the characters.

loft directly, Strahd can see the light's glow in the sky

Hot on Ezmerelda's trail are the Vistani leader Arrigal

to the west.

(NE male human assassin) and two Vistani bodyguards

The beacon can be seen in Vallaki (chapter 5), Krezk

(CE female bandits). Arrig_al rides a black riding horse,

(chapter 8), and Berez (chapter 10), as well as from Old

while the bandits ride two-dire wolves. These.dire

Bonegrinder (chapter 6), Van Richten's Tower (chapter

wolves are servants of Strahd and can't be charmed or

11), and the werewolf den (chapter .15).

frightened.

.

.

The beacon's light can be."fel.t'' even by'creatures that Arrigal is determined to captu:re Ezmerelda an_d haul

are blind. The light allow� goo°d;alig�e.d; creatures to exher back to the Vistani camp tc:{face· punishment for ..

perience glimmers of hope arid}�y. while eviCcreatures

horse theft. He does nothing to a_ntagonize the chatac- ·

find the light disconcerting .. ' · ··

ters, however, and returns to the.Vi�fani camp if he can't

- Beacon of Protection. While the beacon shines, convince them to give up Ezmerelda: For more informacharacters and other creatures that oppose Strahd gain •. - - ·:

.#

tion on Arrigal, see chapter 5, ar<!a N9c .

· a +1 bonus to AC and saving throws for as Jong as they

· remain in Barovia.

Revenants at Rest. Vladimir Horngaard and the other revenants that haunt Barovia see the light as a reminder of all that was once good and noble about the knightly

CHAPTER 7 I ARGYNVOSTHOLT

142

--

-� /'---.. .?""""

f

. I

,,

' I

CHAPTER 8: THE VILLAGE OF KREZK

HE FORTIFIED VILLAGE OF KREZK LIES

AREAS OF KREZK

near the edge of Strahd's domain, and

the wall of mist that marks the border is

The following areas correspond to labels on the map of

clearly visible above the treeline. Yet even

Krezk on page 144.

here there is no escaping the vampire. In

fact, the villagers are so terrified of Strahd

Sl. ROAD JUNCTION

and his wolves that they never venture

away from the village. Within their walls, they grow

trees that provide ample wood to keep them warm on

The road branches north and climbs a rocky escarpment,

cold nights, and they draw water from a blessed pool.

ending at a gatehouse built into a twenty-foot-high wall

They have chickens, hares, and small pigs, as well

of stone reinforced with buttresses every fifty feet or so.

as gardens of beets and turnips. The only thing they

The wall encloses a settlement on the side of a snowdepend on from the outside world is wine. The burgomaster, Dmitri Krezkov, comes from a noble family and dusted mountain spur. Beyond the wall you see the tops regularly has wine delivered from the nearby winery, the

of snow-covered pines and thin, white wisps of smoke.

Wizard of Wines (chapter 12), to keep the locals' bellies

The somber toll of a bell comes from a stone abbey that

warm and their spirits up.

clings to the mountainside high above the settlement.

Looming high above Krezk is the Abbey of Saint Mar The steady chime is inviting-a welcome change from

kovia, once a convent and hospital, now a madhouse

the deathly silence and oppressive fog to which you have

overrun with wickedness. After Saint Markovia and her

followers failed to overthrow Strahd, the abbey became

grown accustomed. It's hard to tell at this distance, but

a fortress closed off from the rest of the world. Strahd

there seems to be a switchback road clinging to the cliffs ruthlessly preyed on the fears of the clerics and nuns

that lead up from the walled settlement to the abbey.

holed up inside, but ultimately it was their isolation and greed that doomed them. The clergy began fighting over

food and wine. By the time their supplies ran out, they

The Old Svalich Road continues west from this location

had either been killed by each other's hands or driven

for a little more than a mile before it plunges into the

hopelessly insane by Strahd's acts of terror against

foggy curtain that surrounds Barovia (see chapter 2,

them. For years afterward, the villagers of Krezk

"Mists of Ravenloft"). Characters who follow the road avoided the place, fearing that the abbey was cursed,

north arrive at the gatehouse (area S2).

haunted, or both.

Then, over a century ago, a pilgrim from a distant land

came to Krezk and insisted that he be allowed to reopen

the abbey. The nameless man was strikingly handsome

and extremely persuasive, and the villagers couldn't

help but do as he commanded. Eternally young, he presides over the abbey to this day, and locals refer to him simply as the Abbot. Many villagers suspect that the Abbot is Strahd in disguise, for they've heard stories about Strahd appearing in other guises. The truth, however, is even more disturbing.

THE GLEAM IN HER EYES WAS LIKE

warm sunlight on a still pond. That

light is gone forever. When I try to

imagine those eyes, all I see is a

mad abyss.

-Strahd van Zarovich

- ;..-

CHAPTER 8 I THE VILLAGE OF KREZK

(

S2. GATEHOUSE

If the characters force their way into town using magic or strength of arms, Dmitri tells his guards to stand

The map of Krezk includes a diagram of the gatehouse.

down, hoping to avoid bloodshed, and does everything

he can to expedite the characters' departure.

The air grows colder as you approach the walled set A character who succeeds on a DC 12 Wisdom (Insight) check can discern that Dmitri is trying to hide the tlement. Two square towers with peaked roofs flank a fact that he is distraught. He is grieving over the natural stone archway into which is set a pair of twelve-foot-tall, death of his youngest son, Ilya-the last of his children iron bound wooden doors. Carved into the arch above the

(see area S3).

doors is a name: Krezk.

S3.

The walls that extend from the gatehouse are twenty

VILLAGE OF KREZK

feet high. Atop the parapet you see four figures wearing

When the characters get past the outer wall, read:

fur hats and clutching spears. They watch you nervously.

The mist-shrouded village beyond the wall is nothing

Cut into the upper floor of each tower is an arrow slit 6

more than a scattering of humble wooden cottages along

inches wide, 4 feet tall, and 1 foot deep. An open doordirt roads that stretch between stands of snow-dusted way leads from the archer's post in each tower to the pine trees-so many trees, in fact, as to constitute a foradjacent parapet. Behind the walls, wooden ladders lead from the parapets to the ground 20 feet below.

est. To the northeast, gray cliffs rise sharply, and the road Two archers (LG male and female human scouts) are

winding up to the abbey is easy to see from this vantage.

stationed inside the gatehouse, one in each tower. Four

guards (LG male and female humans) man the adjacent

The village operates as a commune, with no exports

walls. If the characters are seen flying or climbing over

or moneymaking businesses. Villagers grow trees and

the walls, the guards assume that the village is under

vegetables, cut wood to heat their homes, raise chickens

attack and cry out in alarm. Five rounds after the alarm

and pigs, and share their food. A few villagers have cows

sounds, every able-bodied adult in the village arrives at

and mules, but there are no horses in Krezk. The village

the gatehouse, ready for battle. Krezk's militia consists

has no inns or taverns. Characters who are willing to

of four more guards plus forty commoners (LG male

chop wood, milk cows, or perform other chores can

and female humans) armed with handaxes.

spend the night in the burgomaster's cottage or some

The double doors are made of thick wood planks

other residence.

bound with iron bands and sealed shut with a heavy

wooden bar held in iron brackets. The bar can be lifted

COTTAGES

with a successful DC 15 Strength check. The doors re Krezk's residences are single-story pine cottages with

quire a siege engine to break them open.

stone chimneys and thatch roofs. Pigs and chickens are

There aren't enough people in Krezk to adequately

kept in indoor pens and coops so that they don't freeze.

defend its outer wall. Every 300-foot stretch of wall is

BurAomaster's CottaAe. The building closest to the

watched over by a lone guard (LG male or female huouter gate is the burgomaster's cottage-the largest man). The guards are trained to crouch behind the wall building in town-but still a modest dwelling. Dmitri

and sound the alarm at any sign of danger.

Krezkov and his fearless wife Anna (LG female human

noble) have no living children. The last of their four chil BURGOMASTER DMITRI KREZKOV

dren, Ilya, died of an illness seven days ago at the age of If the characters ask to be let inside or otherwise draw

fourteen. Given their age, the Krezkovs are unlikely to

the attention of the guards on the wall, one of the guards have more children-a source of great consternation to

fetches the burgomaster, Dmitri Krezkov (LG male hueveryone in the village, since that means the end of the man noble). His ancestors built Krezk at the foot of the Krezkov bloodline.

abbey after Strahd's armies conquered the valley.

The burgomaster's cottage has a wine cellar (currently

Dmitri is a lord and expects to be treated like one.

empty) and lots of space for pigpens and chicken coops.

He places the safety·of his village above the welfare of

Behind the cottage is a graveyard where deceased memstrangers. He has seen adventurers before and assumes bers of the Krezkov family are interred. Dmitri and Anthat the characters are Strahd's allies or enemies; either na's four children, all of whom died of illness, are buried way, their presence spells tro.uble for Krezk. Dmitri here. Several of the family caskets are empty, their

isn't prepared to shelter Strahd's enemies any more

contents stolen in the night by the Abbot's mongrelfolk

than he is willing to humor Strahd's allies. The only

gtavediggers (see area S6). Ilya's ·plot is fresh and undis-way the characters can earn his favor is to help Krezk

.. ·-turbed, since he was interred only four days �go.

in some way, whereupon Dmitri is required by his oath

. '. . Commoner c�ita�s. A typical cottage is only 200.

of office and his honor as a Barovian noble to show

sq�are feet yet co�t�in;:; td4; adqlts (L9 ma!<_:: an.ii. fem,.�!� ...

them hospitality. If the:ch;aracte�s ask what they can do, .. : hurrian Dmitri asks them t.o secure a wagonload of wine from .comniQn.ers), ll:i4 -.i cbili:freii (J;,G male <;1nd .- ..

:. female: hu�a�,rior\c!orribatarits), plus:th.e.f;am\ly'� pigs,·

the Wizard of Wines wfnery.to.the south. His people

•

• ..... ' '>

�

• l � • �

• • • •f • '.

'

'

• ' . � � . ,

; . hares, .and chickens. ,, .-

.... '. ·, ; _;:.,. . . - ..

have been w_ithotJ.t \Vjn� fcir days, and the next delivery' is . : long overdue.'

. . Eye_;y ·<;ot.tage\as i.t� o�n:gr�v�t�ft�lie,r�'.family

· : members.are interred .. All the ca��ets:plaP;ted in the CHAPTER.8 I THE VILLAGE OF KREZK

i

11:>'

past decade are now empty, thanks to the Abbot's

No one from the village visits the abbey anymore. The

sneaky mongrelfolk gravediggers (see area S6).

abbey's bell rings at odd times, day and night, and the

place is filled with baleful screams and horrible, inhu KREZK LORE

man laughter that can be heard throughout the village.

In addition to the information known to all Barovians

(see "Barovian Lore" in chapter 2), the villagers of Krezk S4. POOL AND SHRINE

(called Krezkites) know the following bits of local lore:

Residents never leave the village for fear of being attacked by wolves, dire wolves, and werewolves.

Even under gray skies, this pool at the north end of the

About once a month, a wagonload of wine arrives

village shimmers and sparkles. Near its shore sits an

from the Wizard of Wines (chapter 12), the winery and

old gazebo on the verge of collapse. A wooden statue

vineyard to the south. The business is owned and opof a mournful, bare-chested man, its paint chipped and erated by the Martikov family.

, Burgomaster Krezkov recently lost his fourteen-yearfaded, stands in the gazebo with arms outstretched, as old son, Ilya, to illness. Ilya was the last of the four though waiting to be embraced.

Krezkov children.

, A pool at the north end of the village provides fresh

The pool is fed by an underground spring and was

water throughout the year. Next to the pool, the vilblessed long ago by Saint Markovia. Its waters defy corlage's ancestors built a shrine to the Morninglord in a ruption, and anyone who drinks from it for the first time gazebo. It's known as the Shrine of the White Sun.

gains the benefit of a lesser restoration spell. (The water

, The Abbey of Saint Markovia is named after a priest

once had even greater magic but has weakened over the

of the Morninglord who took a stand against the devil

years:) The water otherwise tastes sweet and fresh.

Strahd. After a fierce uprising, Markovia and her most

The gazebo is so frail that it \\>'.Ouldn't take more than loyal followers stormed Castle Ravenloft, only to be

a strong wind to knock it over. IJ remain.s !!tan?ing bedestroyed.

..

cause it's protected from the el.ements by the surrnund , The abbey was once a hospital and.a co11ve11t: �ut it

ing trees, walJs, and cliffs. I.he StfltU!!. is a depiction fell on hard times after the land;was swallowed up by

· · of the Morninglord, positioned :s9 tl:iat qe is reaching-the mists. Some of the. cle,rgy.'..f�ll pr,�y� to Strahd, while . toward the east (the dawn).Locals refer to the s��t!le :•

others went mad and.eithef st"at:�ed•themsel'ves to .

and gazebo as the Shrine .

death or turned to ta�:riib;ii�m:·:

. df tli(fy�ite �un,

,: ' ' ' .

''

, though they

have no idea why their ancestors named it so. ' .

The head_ of the ab Bey, cailed �imply Jhe Abbot, ar-

- -·

-

: , .

rived over a century ago and hasn't aged a day sjnee.

.

·. _,,:: .. :_"" . .,. ·-- .. ·· ' .. -..

. FORTUNES OF· RAVENLOFT .. · ::· ':

\\ i:;: .. _

. ·. ·He occasionally visits th·e Shrine of the White Sun but i If your card reading 'revea\s'.th�t'..{�reasure is here, the :·-,,//?,,, >';: . � d�esn't talk much, and he demands tribute in the form

·, item is hidden under the' gazebb'. The gazebo must be

('.,t'i.P.lfr/':;.'.i . of wine. No one knows his true name or where he

:+:/tff":: '-·

'. torn down to n;a�h it, and doing'that doesn't sit well came from, and many believe he's Strahd's servant or_,

>

with the 1oca·1s. 1£-t11� characte·rs damage the gazebo and

· .: cion't repa:ir it, afly Gharisma checks they make to shift

•'I

�.. \)\:

.' .�. ·� �

,: ·

· ·

the vampire himself in disguise.

; . ; )he attitu'des of_tlu�:villagers have disadvantage.

;��][{�,.

S5. WINDING ROAD

succeed on a DC 12 Dexterity (Stealth) check can climb

over the low outer wall without waking them. If one or

more characters fail the check, or if the characters open

The switchback road that hugs the cliff is ten feet wide

the gates, the guards rouse themselves and stumble

forth to confront the trespassers.

and covered with loose gravel and chunks of broken rock.

The gate guards are Otto and Zygfrek Belview, two

The ascent is slow and somewhat treacherous, and the

lawful evil mongrelfolk (see appendix D). They sleep air grows colder as one nears the top.

under piles of musty animal furs. Both are loyal servants of the Abbot, yet not so good at guarding. If the characters seem friendly, the mongrelfolk escort them The road climbs 400 feet, doubling back on itself twice

to the courtyard (area S12) and ask the characters to

before reaching area S6.

wait there while they fetch the Abbot (area S13). If the

characters seem hostile, the mongrelfolk let them enter

AREAS OF THE ABBEY

but don't accompany them willingly.

The following areas correspond to labels on the maps of

Hanging on the inside wall of each guard post is a net

the Abbey of Saint Markovia on pages 149 and 153.

woven from twigs and pine needles, as well as a shovel.

The mongrelfolk that infest the abbey are all de Otto and Zygfrek cover themselves with the nets when

scendants of one family-the Belviews-and all suffer

they skulk through the village at night in search of fresh from some form of madness. Whenever the characters

graves to dig up.

interact with a mongrel folk who isn't detailed here, roll on the Indefinite Madness table (see "Madness Effects"

ROLEPLAYING THE MONGRELFOLK

in chapter 8 of the Dungeon Master's Guide) or choose Use the information below to roleplay the mongrelfolk

from the available options on the table to determine how

guards, Otto and Zygfrek.

that particular mongrel folk's madness is expressed.

Otto Belview. Otto is 4 feet, 9 inches tall and squats Most of the mongrelfolk in the abbey are locked up instead of standing upright. He looks like a beardless

because they can't be trusted to wander about unsuperdwarf with patches of donkey flesh covering his face and vised. The only mongrelfolk who are free to move about body. He has one human ear and one wolf's ear, and a

are the Abbot's gravediggers, Otto and Zygfrek, and his

protruding wolf's snout and fangs. His arms and hands

faithful, two-headed manservant, Clovin.

are human, but his legs and feet are leonine, and he

Clovin Belview rings the abbey's bell (area Sl 7) when

has a donkey's tail. He can barely speak

the Abbot decides it's time for dinner. The toll of the bell Common, and his laugh sounds like

causes all the other mongrel folk in the abbey to hoot

a donkey's bray. He wears a plain

and holler with excitement as they wait to be fed.

wool cloak.

The windows of the north wing are made of leaded

glass that is translucent-good for letting in light but not good for seeing through. The windows of the east wing

are broken outward and have damaged shutters.

S6. NORTH GATE

OTTO BELVIEW

The road from the village climbs above the mist to the

wide ledge on which the abbey is perched. A light dusting

of snow covers the trees and the rocky earth.

The gravel road passes between two small, stone

outbuildings, to either side of which stretches a fivefoot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached to the outbuildings by rusty hinges. They appear to be unlocked. Viewed through the gates, the stone abbey stands quiet. Its two wings are joined by a fifteenfoot-high curtain wall. A belfry protrudes from the rooftop of the closer north wing, which also sports a chimney billowing gray smoke.

The iron gates are unlocked but squeal loudly when

someone opens them.

Two gate gu!rds ar.e 'oh duty, but they aren't awake

when the chai:acters arriye (see below). Characters who

CHAPTER 8 f THE VILLAGE OF KREZK

Otto has the Standing Leap feature (see the mongrel S9. GARDENS

folk stat block in appendix D). His madness is embodied

in the following statement: "I am the smartest, wisest, strongest, fastest, and most beautiful person I know."

Nestled between rising and plunging cliffs are four rect Zygfrek Belview. Zygfrek stands 4 feet, 7 inches tall.

The left side of her face and body is covered with Uzard

angular garden plots enclosed by a five-foot-high wall

scales, the right with tufts of gray wolf fur. Between

of mortared stones. White rabbits nibble on turnips upthese tufts is pale human skin. One of her eyes is that of rooted by the cold. Two lifeless scarecrows with stuffed a feline, and her fingers and hands resemble cat's paws

gullets and sackcloth heads hang from wooden crosses

with opposable thumbs. She has a gruff voice and wears

pounded into the cold, hard earth.

a gray cloak with black fur trim.

Zygfrek has the Darkvision feature (see the mongrelfolk stat block in appendix D). Her madness is embodied If the characters haven't cleared out the east wing, add: in the following statement: "I don't like the way people judge me all the time."

The abbey's east wing looms over the garden, its shat S7. GRAVEYARD

tered windows dark and disturbing. A door leads into this

forlorn edifice, which apparently isn't as abandoned as

one might have hoped. From within come the laughter

Stunted pine trees grow out of the rocky earth in the

and the wailing of things that should not be.

graveyard near the foundation of the abbey's north

wing. The windows of the structure are cracked panes of

The rabbits and the scarecrows are harmless. The garleaded glass. Ancient gravestones burst from a thin crust dens contain a meager assortment of root vegetables of snow in the yard. Beyond the low wall that surrounds

and squash. The door leading to area SlS isn't locked.

the graveyard, the ground falls away. The village lies four hundred feet below, and the view is breathtaking.

FORTUNES OF RAVENLOFT

If your card reading reveals that a treasure is here, the

item is hidden in the straw-filled gullet of the southern Carved into each gravestone is the name of a long-dead

most scarecrow. If the treasure is removed from the

priest or nun. Some of the names include Brother Marscarecrow, seven wights erupt from the gardens and tek, Brother Valen, Sister Constance, and Sister Lenora.

attack. They wear tattered livery of Strahd's house.

SUN'S GRAVE

S10. ABBEY ENTRANCE

The gravestone marked Xis carved with roses and

bears a 3-inch-diameter sun-shaped indentation on its

east side. Engraved beneath the indentation is the name

A fifteen-foot-high curtain wall joins the abbey's two

PETROVNA. If Tasha Petrovna's holy symbol (see chapter

wings. Behind its battlements, two guards stand at at4, area K84, crypt 11) is placed in the indentation, both the holy symbol and the indentation vanish. Then read: tention, their features obscured by fog. Below them, set

into the wall, is a pair of ten-foot-tall, wooden doors reinforced with bands of steel. To the right of these doors, A ray of golden sunlight breaks through the clouds to the mounted on the wall, is a tarnished copper plaque.

west and shines upon the grave. The fog and the gloom

shrink from its brilliance as the sunlight causes the gravestone to crack and crumble, revealing a ring within.

The plaque bears the abbey's name, under which appear

these words: "May her light cure all illness."

The "guards" on the wall are propped-up scarecrows·

The sunray lasts for 1 minute. If the characters-smash

that wear corroded chain shids·and clutch rusted

the gravestone without placing T�sha.Petrovna's holy

spears (see area S18Y. A c·harader 'Yho s'utceeds on a

symbol in it first, they find nothing within W§'remains.

DC 10 Wisdom (Perception) check'discetns the charade.

The ring is a ring° of regeneration,.·: '

' ·

: ·

The double doors are, hea".J.' 'tjut unloc�ed. They c.an be S8.

pushed open to reveal a foggy co�rtyard (area Sl2).

GARDE·N GA:Ti.·J.6tfs�',: · ··

, I

.

.

.

I

'

s11. INNER GATE'Hous�s "· '-\··

These two empty buildings help. i�J:ip.ort t):ie cui-tain°

A gatehouse stands at the entrance to the abbey gardens.

wall (area S18) that encloses the ·coui-ty!ird (area Sl2).

The wooden doors 'that ie·ad to'thein. a_re unlocked.

. The gatehouse is empty.

CHAPTER 8 I THE VILLAGE OF KREZK

CHAPTER 8 I THE VILLAGE Of KREZK

--·-

----------

Sl2. COURTYARD

S12D. TETHERING POSTS

Iron rings bolted to these wooden posts were once used

to secure horses. Chained to one post is a chaotic neu The thick fog that fills this courtyard swirls, as if eager tral mongrelfolk (see appendix D) named Marzena Belto escape. The courtyard is surrounded by a fifteen-footview, the older sister of Mishka Belview (see area Sl2a).

If the characters approach Marzena, read:

high curtain wall on which stand several guards with

their backs to you-or so it seemed at first. It's clear now that these guards are merely scarecrows.

The creature chained to the post flaps its leathery wings

Wooden doors to the north and east lead to the aband takes to the air, but doesn't get far before its chains bey's two wings. In the center of the courtyard is a stone go taut. She flutters about madly, screaming nonsense.

well fitted with an iron winch, to which a rope and bucket are attached. Along the perimeter, tucked under the

Marzena Belview is skittish and afraid of everyone and

overhanging wall, are several stone sheds with padlocked

everything except for Clavin Belview (area S17), whom

wooden doors, as well as three shallow alcoves that

she allows to come close enough to feed her.

contain wooden troughs. Two wooden posts pounded

· Marzena Belview. Marzena stands 4 feet, 5 inches tall and has a hunched posture. Long, stringy black hair into the rocky earth have iron rings bolted to them, and

hides much of her face, but clearly visible are the spider chained to one of them is a short humanoid with bat

mandibles and teeth that replace her human mouth. She

wings and spider mandibles.

has the arms and wings of a bat, as well as a cloven hoof

The quiet is shattered by horrible screams coming

in place of her right foot. She doesn't allow anyone to get from the sheds.

close enough to undo her shackles, but if her bonds are

magically unlocked or if her chains are somehow broken, she flies away and never returns.

If the characters are escorted here by Otto and Zy Marzena has the Flight feature (see the mongrelfolk

gfrek Belview (area S6), they are asked to wait in

stat block in appendix D). Her madness is embodied in

the courtyard while the mongrelfolk fetch the Abbot

the following statement: "I am convinced that powerful from area S13.

enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time."

S12A. WELL

The well is 80 feet deep. Hiding 20 feet down is a cha Sl3. MAIN HALL

otic evil mongrelfolk (see appendix D) named Mishka Belview. He clings to the wall of the shaft and scuttles

up to attack anyone who shines a light down on him.

Gentle-sounding music trickles down from above, played

Mishka Belview. Mishka stands 5 feet tall and has a on a single stringed instrument by some unseen master.

wiry, spindly build. He has three red spider eyes on the

right side of his face, while the left side appears human.

The ground floor is one large, fifty-foot-square room

He has a frog's foot in place of his left hand and a talwith arched, leaded glass windows. A cauldron sits on oned crow's foot where his right foot should be.

an iron rack above a fire in a hearth, while above the

He has the Spider Climb feature (see the mongrelfolk

fireplace mantel hangs a golden disk engraved with the

stat block in appendix D). In his madness, he's discovsymbol of the sun. In one corner, a wooden staircase ered he enjoys killing people.

climbs to the upper level, while in another corner a stone S12B. OLD TROUGHS

staircase descends into darkness.

These three horse troughs are badly rotted and fall

Several chairs surround a wooden table that stretches

apart if handled or jostled.

nearly the length of the room. Wooden dishware and

S12c. CHICKEN SHEDS

gold candelabras are neatly arranged on the table, stand Each of these sheds is fitted �ith an iron padlock. Clavin ing behind which is a young woman with alabaster skin

Belview (area Sl 7) carries the keys to these· locks.

dressed in a torn and soiled red gown. Her auburn hair is If the characters ope'!.a s_hed!_r�a&_: :. ; .

neatly bundled so as not to touch her soft shoulders. She

seems lost in her own thoughts.

This shed holds the shattered remains of several chicken

coops. Shackled to the back wall is a wretched humanoid

The _Abbot is normally here, If he i� here, add:

with bestial deformities.

A handsome young man in a brown monk's robe gently

There are nine of these sheds, each one containing a

takes the woman by her hand. A painted wooden holy

howling or mewling mongrelfolk (see appendix D).

symbol that depicts the sun hangs from a chain around

his neck. He moves with the grace of a saint.

t CHAPTER 8 I THE VILLAGE OF K.REZK

150

<>--"'\:7

" "\,

\./'"'=

/( . . .

The Abbot is a deva in disguise (see appendix D, as well

S14. FOYER

as "Something Old" in the "Special Events" section at the end of this chapter). He wears a holy symbol of the Morninglord around his neck. The woman in the tat This room used to be an office, as evidenced by the

tered red gown is Vasilka, a flesh golem that has been

exquisitely put together to serve as Strahd's bride. Charremains of a desk and a chair, both of which have been acters within 5 feet of Vasilka can see the seams in her smashed to pieces. A hallway to the south leads to a

powdered skin where disparate body parts stolen from

staircase going up. A dark passage to the east is full of

Krezkite graves have been carefully stitched together.

unnatural whispers, mad laughter, and bestial odors.

The Abbot is teaching Vasilka the finer points of

etiquette. He also intends to teach her how to dance.

Vasilka obeys his every command. She can't speak but

The stairs lead up to area S20.

lets loose an unholy scream if harmed. If driven berserk,

If the characters enter this area making noise or carshe fights until the Abbot reasserts control or until she rying light sources, the golem in area S15 is drawn to is destroyed. She has the supernatural strength of a typthem (unless they have already defeated it).

ical flesh golem despite her smaller size.

The Abbot has no desire to harm the characters. He

S15. MADHOUSE

knows that Strahd has brought them to Barovia for a

reason and doesn't want to thwart Strahd's plans for

them. His calm, pleasant demeanor changes if they

This lightless corridor has multiple doors behind which

become hostile or if they threaten Vasilka. He sheds his

lie creatures that shatter the quiet with their mad cackles disguise and assumes his true angelic form, hoping that

and whispered curses. The stench is overpowering.

sight is enough to make them back down.

The Abbot would like to find a proper bridal gown

for Vasilka. If the characters seem friendly, he asks

Before he set out to create a bride for Strahd, the Abbot

them for help in locating one. In exchange, he offers his

tried his hand at creating a more rudimentary golem.

magic, agreeing to cast raise dead up to three times on This creature paces the hall, tirelessly guarding the their behalf, or give them each the benefit of his healing abbey's madhouse and making sure no mongrelfolk estouch. If they decline to help or behave rudely, he orders cape. When the characters first see the golem, read: them to leave the abbey at once, attacking them if they

refuse and doing his utmost to keep Vasilka safe.

Even in the gloom, you can make out a monstrous shape

The music comes from upstairs (area S17). The stone

staircase leads down to the wine cellar (area S16). The

lumbering down the hall. When the darkness can no lonwooden stairs climb to the loft and belfry (area Sl 7).

ger hide its true nature, your eyes are treated to a terrify The stew pot in the fireplace contains several gallons

ing, 7-foot-tall assemblage of human body parts.

of hot turnip and rabbit soup, intended for the mongrelfolk imprisoned in areas S12c and S15.

This flesh golem attacks anyone who isn't in the com ROLEPLAYING THE ABBOT

pany of the Abbot or Clavin Belview.

The Abbot believes he is righteous. He regrets trans None of the doors leading from the hall are locked. If

forming the Belviews into horrid mongrelfolk, and he

the characters open any and look inside, they see that

considers their imprisonment to be necessary, to conthe rooms on each side of the hall are dimly lit by nattain their madness. With regard to Strahd's bride, he ural light that filters through dirty, shuttered windows.

believes that she is the key to freeing the land from its

The door at the east end of the hall leads outside and

curse. The insane Abbot can't be convinced otherwise.

can be pulled open to reveal the gardens (area S9).

The Abbot shares his beliefs openly, claiming that his

The sixty mongrelfolk confined here are fed at irregudecisions are based on the Morninglord's guidance. He lar intervals by Clavin Belview. Dinner is foretold by the will give visitors a tour of the abbey if they seem friendly, ringing of the abbey bell (area Sl 7). These mongrelfolk but he turns hostile if they threaten him or his charges.

aren't restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey TREASURE

and forced to fend for themselves. In addition to a dag The golden sun disk hanging above the fireplace is

ger, each mongrelfolk has its own wooden soup bowl.

worth 750 gp. Taking the disk off the wall reveals a

niche that contains a potion of superior healing in a S15A. FEARFUL MONGR�LF01sK

crystal and electrum flask (worth 250 gp). Four gold

candelabras (worth 250 gp ea?h) rest atop the table.

This room was once a shared bedchamber, but its fur . FORTUNES OF RAYENLO.FT

nishings have been destroyed. Three shrieking mongrels

If your card reading reveals' that a treasure is here, it is cower in the shadowy northwest corner. One of them

hidden in the nk?� a.Icing with.the potion.

cradles something shiny.

· . .

CHAPTER 8 I THE VILLAGE OF KREZK

Three mongrelfolk are confined here. One of them cra The eight mongrelfolk sing the following rhyme:

dles a polished brass candlestick as if it was a doll. Any The devil dwells in his dark house,

attempt to take it causes the mongrelfolk to attack.

Upon the misty pillar.

S15B. QUARRELING MONGRELFOLK

First he'll taste her sweet, sweet blood,

And then he'll have to kill her.

They weep if their treasure is taken from them.

Four mongrel creatures brawl amid the wreckage of this

Treasure. The golden statuette depicts Saint Markobedchamber while a fifth watches and cackles behind via and is worth 250 gp. It grants any good-aligned creaa life-sized, painted wooden statue of a saintly woman ture that carries it a + 1 bonus to saving throws.

in robes.

S15G. MONGRELFOLK BABIES

Five mongrelfolk are confined here. The four that are fighting aren't trying to kill each other, but they are try Filthy mongrels cradle screaming young in the deing to assert dominance. They stop fighting if a characbris-strewn corners of this room while several more hoot, ter separates them.

holler, roll on the floor, and whack each other with sticks.

The statue is a little over 5 feet tall and carved from

a single piece of wood. It depicts Saint Markovia. Close

inspection reveals that it is covered with bite marks.

This room contains ten mongrelfolk, three of which are tendng to noncombatant mongrelfolk babies.

S15C. INCANTING MONGRELFOLK

I

I S15H. MONGRELFOLK FORT

Seven mongrels are seated in the middle of this room,

This room contains a fort made out of piled bits of shatforming a ring. They appear to be chanting a spell.

tered furniture and torn draperies. From within the fort,

you hear a mischievous cackle.

These seven mongrelfolk are trying to cast a spell that will cause the abbey's bell to ring, so that dinner will be served. They are speaking nonmagical gibberish.

Two mongrelfolk live in the "fort" but refuse to come out unless baited with food. While hidden under the S15D. HUNGRY MONGRELFOLK

wreckage, they have three-quarters cover.

S16. WINE CELLAR

Nine mongrel creatures stand in the middle of this room,

starting at the doorway in silence with hungry looks in

their eyes.

The stone steps descend twenty feet to a cellar that contains ten barrels of wine and an L-shaped wooden rack These nine packed with wine bottles.

mongrelfolk haven't been fed in days because Clavin doesn't like them. They try to kill and devour any character who sets foot in the room.

The barrels in the center of the room are empty. The

S15E. MONGRELFOLK HORDE

I

wine names are emblazoned on the barrels, as is the

winery's name: the Wizard of Wines. The barrels

against the east wall contain Purple Grapemash No. 3,

a cheap wine. The four barrels against the south wall

in their own filth. The floor is strewn with gnawed bones. I This room is packed wall to wall with mongrels wallowing contain Red Dragon .Crush, a fine wine ..

The wine racks contain thirtycthree bottles of Purple Grapemash No .. 3 and twenty-four bottles.of Red Sixteen screaming mongrelfolk are confined here. The Dragon Crush.

bones are all that remain of mongrel folk who perished

and were eaten. The stirvi�9rs.9e� {or food;

. .

TREASURE

Among the wine bottles on the·rack is·one with no stop .

. .

�

:· f. �::

l. ·', '•

:._ -. •:

S15F. SINGING AND-DANCING MONGRELFOLK

per and a label that reads ''Cham.pagne du.le Stomp." it·

contains a rolled-up spell scroll of herdef s' (eas(.·

Eight mongrels caper about the wreckage of this bed S17.

°

LOFT AND BELFRY'

chamber while singing a rhyme. One of them holds up a

Anyone on the curtain wall (area S18) who listens at this

glittering gold statuette as it leads this mad parade.

room's door hear the soft tones of a stringed.instrument.

CHAPTER 8 I THE VILLAGE OF KREZK

under the furs of his cot are three bottles of Purple

The wooden stairs climb twenty feet to a loft with a

Grapemash No. 3. Several empty wine bottles are

pitched roof and a door in the center of the south wall.

strewn about the floor around the cot.

Unlit lanterns hang from the rafters, and a rope dangles

ROLEPLAYING CLOVIN

from a bronze bell lodged in the belfry thirty feet over Clavin stands 4 feet, 7 inches tall and has a barrel-like

head. The room is filled with the sound of beautiful mushape. His right head is fully formed and combines the sic-a melody so enchanting that it adds a bit of muchfeatures of a patchy-haired man with those of a goat, needed warmth to the otherwise freezing room.

complete with stubby horns. His left head is about half

A black shroud covers a humanoid shape lying on a

normal size and has a soft, cherubic face partly covered

wooden table. The music does nothing to stir it.

with crocodilian hide. Clavin has a crab's pincer in place of his left hand and a bear's paw where his right foot

A cot heaped with furs rests in the northeast corner,

should be. He wears an ill-fitting monk's robe with a belt surrounded by empty wine bottles. An oil lamp burns

made of hempen rope.

atop a table nearby, silhouetting a squat creature that

Clavin is the Abbot's faithful martinet, but he is dehas two heads. It sits on the edge of the cot with a viol spised by the other mongrelfolk, who accuse him of between its legs. With a crustacean, clawlike appendage,

hoarding food and slowly starving them to death. He

it grasps the neck of the instrument while running a bow

would let them starve, but the Abbot has forbidden it.

Clavin has the Two-Headed feature (see the mongrelgently across its strings with its human hand.

folk stat block in appendix D). His madness is embodied

in the following statement: "Being drunk keeps me

This loft is where the Abbot creates his flesh golems.

sane." He is drunk most of the time, but not to the extent Needles, thread, saws, and other tools lie on a small tathat it impedes his combat ability, and his musical perble in the northwest corner.

formance improves when he is inebriated.

If anyone rings the bell, a cacophony erupts from the

The larger head does all the talking. The smaller head

courtyard and the east wing as the mongrelfolk cry out,

has a forked snake's tongue and can't do anything ex "Food!" The cries last until the creatures are fed.

cept hiss and make other horrible sounds.

Clavin Belview, the Abbot's manservant, a two-headed

TELEPORT DESTINATION

neutral evil mongrelfolk (see appendix D), resides here.

He plays the viol beautifully when he is drunk, and the

Characters who teleport to this location from area

music help puts his half-formed head to sleep. Hidden

K78 in Castle Ravenloft arrive at the point marked T

on the map.

Upper-Floor

CHAPTER 8 I THE VILLAGE OF KREZK

r53

It's a 15-foot drop from the top of the wall to the courtyard. Any creature that falls over the southwest wall CLOYIN BELVIEW

tumbles 400 feet down the cliffside.

S19. BARRACKS

Ialong the walls of this moldy, thirty-foot-square room. I Bunk beds that have disintegrated with age lie in heaps

Long ago, the abbey employed guards to defend its

walls, and they were quartered here.

EZMERELDA D'AVENIR

If the characters have not already encountered her elsewhere, the vampire hunter Ezmerelda d'Avenir (see appendix D) is here, plotting her next move.

Ezmerelda crept into Krezk unseen under cover of

darkness and made her way to the abbey, in the hope of

gaining knowledge about Strahd and his domain from

the residents there. Having met the Abbot and Strahd's

"bride" (area S13), Ezmerelda realizes the Abbot is insane. The Abbot told her that he is expecting Strahd to visit his bride-to-be. Ezmerelda has decided to wait for the vampire to come, so that she can destroy him away

THING ON THE TABLE

from Castle Raven loft, far from his resting place. She

If the characters lift the black shroud covering the larger is planning to create a magic circle in this room as an

table, read:

added precaution.

As the Abbot's guest, Ezmerelda is free to come and

Beneath the shroud lies a creature made of stitched-togo as she pleases. If the characters seem committed to fighting Strahd, she abandons her plan and offers to join gether body parts. You recognize some of these parts as

forces with them.

your own!

S20. UPSTAIRS OFFICE

The creature on the table appears to be made from the

body parts of the characters, which, of course, cannot

be. Strahd's will is playing a trick on them. If a char A wooden counter shaped like an L stands at the front

acter touches the horrid creature, its true appearance

of this spacious office. All the other furniture has rotted is revealed:

away, leaving heaps of moldy wood and faded cloth.

Your eyes play tricks, for what truly lies atop the table

The wood of the counter is old, soft, and easily broken.

are chopped-up body parts, all of them taken from cold,

Nothing of value remains here. If the characters haven't

gray, lifeless women, all of them waiting to be stitched

already cleared out the madhouse (area S15), they can

hear the whoops, laughter, and screams of the mongreltogether into something horrid.

folk below. The clamor continues as they explore areas

S21-S24 to the east.

The body parts were plundered from graves in Krezk.

They are leftovers-pieces the Abbot didn't use in the

S21. HAUNTED HOSPITAL

creation of Strahd's bride (see area: S13) . .,

S18. CURTAIN WALL\_,..

This spacious chamber contains bed frames of wrought

iron arranged in two neat rows. Cobwebs and bits of rotten mattress cling to each frame.

Scarecrows line the abbey walls, looking outward. They

Three doors are spaced along the south wall, each with

wear tattered chain shirts and carry spears with rusty

a plaque mounted on it. From west to east, the plaques

heads. The courtyard below is blanketed with fog.

read OPERATING ROOM, NURSERY, and MORGUE.

The scarecrows are lashed to wooden stands. Though

Six shadows haunt this room. They are the remnants

fearsome from a distance, they have no life to them.

of dark souls that perished here long ago. The creatures

CHAPTER 8 I THE VILLAGE OF KREZK

wait until one or more characters are at least 10 feet inat the door. Without bothering to introduce himself, the side the room before moving out from within the normal Abbot tells the burgomaster and his wife that he wants

shadows to attack. The shadows can't leave this room.

to raise their son from the dead. He claims that the

"gods of light" want the Krezkov bloodline restored.

S22. OPERATING ROOM

I

I The characters can try to interfere in the raising of

Ilya Krezkov. Otherwise, the burgomaster digs up his

son's corpse. Without needing the requisite material

A bloodstained table stands in the middle of this othercomponents, the Abbot casts a raise dead, returning _

wise empty room.

Ilya to life with 1 hit point. Anna Krezkova praises the

Abbot and Saint Markovia for this generous act before

tending to her son. The burgomaster, his grief dispelled,

The first time a character touches the table, read:

fears that he has misjudged the Abbot and has no way to

repay him for this supreme act of kindness.

A scream fills the room-a scream that echoes through

DEVELOPMENT

time. It is followed by other, fainter screams of those

Ilya Krezkov returns to life with a random form of inwho died under the knife. The screams fade until they are definite madness (see "Madness Effects" in chapter 8, nothing more than haunting memories.

"Running the Game," of the Dungeon Master's Guide).

The Abbot uses the raising of Ilya as leverage to get the

burgomaster to undertake an unusual quest (see "Some There is nothing of value here.

thing Borrowed" below).

S23. NURSERY

I

I SOMETHING NEW

The characters learn that a Krezkite woman named

Dimira Yolensky (LG female human noncombatant) is

This room contains the wreckage of old wooden cribs.

about to give birth. A local midwife named Kretyana

Dolvof (LG female human commoner) is summoned

If the characters search the room, one of them (deterto the mother's cottage to deliver the newborn. In the mined randomly) sees a figure reflected in the window absence of a priest, the burgomaster's wife, Anna Krezglass: a nun in white robes, standing in the doorway. A kova, is called upon to supervise the blessed event and look back toward the door reveals nothing there, and the

offer prayers for the health of the mother and the child.

reflection can't be seen again.

Dimira gives birth to a healthy baby boy, but the baby

doesn't cry. While the mother coddles the infant, char FORTUNES OF RAVENLOFT

acters who succeed on a DC 10 Wisdom (Insight) check

If your card reading reveals that a treasure is here, it is can see that Kretyana is deeply troubled. If the characunder the wreckage of one of the cribs.

ters question the midwife, she tells them in confidence,

"That child has no soul. Very sad."

S24. MORGUE

I

Kretyana was raised to believe that newborns are

soulless if they don't cry, and she has come to believe,

rightly, that most Barovians lack souls.

empty room.

I

A raven perches on the windowsill of this otherwise

SOMETHING BORROWED

The Abbot needs a bridal gown. He doesn't trust the

mongrelfolk to find one, so he pays a visit to Burgomas If the characters approach the raven, it flies to the shoulter Krezkov and instructs him to obtain a gown within a der of the nearest scarecrow in the garden (area S9).

month, either as compensation for raising his dead son

A character who kills the raven is cursed. While

(see "Something Old" above) or on pain of death.

cursed, the character has disadvantage on all attack

No one in Krezk can fashion such a gown, leaving

rolls and ability checks. A greater restoration spell, a re the burgomaster with no choice but to look elsewhere.

move curse spell, or a similar effect ends the curse.

His wife, Anna, says she should personally lead a well SPECIAL EVENTS

armed group of Krezkites to the east to Vallaki.

Anna Krezkova (LG female human noble) bids her

You can use one or more of the following special events

husband farewell and leaves with_ two guards, four

while the characters explore Krezk and the abbey.

commoners, and a mule laden with provisions. If the

characters are present, the burgomaster urges them to

SOMETHING OLD

. provide escort. If they agree."-check for. random encoun-This event can occur if the characters don't or can't

ters as they make their way.along tbe -Old Svalich

..

Road,

I

·• '

-,

• � . ,

•

. .._ ... ,• ...

J .

raise the burgomaster's son, Ilya, from the dead.

as normal: If .the_.g1,1a:rds a:tV.allak1!irgates can be cbn-If alive, the Abbot learns that Ilya died recently and, in vinceci,:to let _t,herp'·in; Anp;i and t�e1chaia�ter.s can -b�gin his human guise,.visits the·burgomastet's cottage. If one . : searchin-g fpr a pridal gown or a dressmaker. Local or more characters ai:e �t11ying t_here, they hear a knock dressmakers �re willing t; fashfo'ii a·-g��-fdr-50 gp, but Anna can't afford it, and the dress'w.on,-t·b.e finished in ------

CHAPTER 8 I THE V!Ll.AGE OF KREZK

time. The dressmakers are quick to point out that Bar Ireena hears a gentle voice calling to her. It leads her

oness Lydia Petrovna, the wife ofVallaki's burgomaster,

to the edge of the blessed pool (area S4). If the characowns a beautiful white bridal gown (see chapter 5, area ters follow her, read: N3p). The baroness, eager to please, is willing to give up her dress for a good cause, although her husband won't

allow it and could care less about Krezk's problems.

As lreena reaches the pool's edge, an image appears in

If the characters don't accompany Anna on her quest,

its sparkling blue waters: a handsome youth of kind and

her expedition falls prey to the perils of the wilderness

noble visage. The sadness in his eyes turns to sudden joy.

and never returns. Krezkov sends more villagers to find

"Tatyana!" he says. "It has been so long! Come, my them, and these villagers are also lost. Unwilling to risk love. Let us be together at last."

any more lives, Krezkov visits the abbey for the first

time in his life and makes a desperate plea to the Abbot,

lreena gasps and puts a hand on her heart. "My bewho ignores the plea. Characters can escort the burgoloved Sergei! In life, you were a prince and a man of faith.

master to the abbey or eavesdrop on the burgomaster's

We were to be married long ago. Has this blessed pool

conversation with the Abbot. If they do, they hear the

called your spirit to me?" She reaches toward the water's Abbot promise "divine retribution" as punishment.

surface as a hand of water rises up to take hers.

The evening after the burgomaster's visit, the Abbot

releases all the mongrelfolk in the abbey's madhouse

(area S15) and sets them on the village. They steal pigs,

If the characters intervene, pulling Ireena away from the

chickens, and anything else that's edible. None of the

water's grasp, the hand sinks back into the pool, Sergei's villagers are harmed, but their food supplies are deimage fades, and she cries as she screams his name.

pleted, and 2d6 mongrelfolk are killed. The surviving

If the characters allow her to take the hand, read:

mongrelfolk return to the abbey with their plunder. The

burgomaster is so distraught that he hangs himself from

the rafters of his cottage a few days later.

lreena is pulled into the pool and embraces Sergei be The characters can stop all this from happening by

neath the rippling water. You have never seen a happier

delivering the dress to the Abbot. They can also stop

couple as they both begin to fade from view.

the mayhem by halting the mongrel folk as they descend

from the abbey or by killing the Abbot beforehand.

The spirit of Sergei takes Ireena to a place where

DEVELOPMENT

Strahd can't harm her. She is safe with him.

If Lydia Petrovna's bridal gown is delivered to the Abbot, Whether or not Sergei takes Ireena, Strahd senses

he honors whatever deal he made with the characters.

that the two have found each other. He reacts as follows:

If the characters resort to magical trickery (for example, creating an illusory dress), the Abbot becomes hostile

toward them once the deception is revealed.

A peal of thunder shakes the land, and the dark clouds

coalesce into a terrible visage. A deep, dark voice from

SOMETHING BLUE

beyond the mountains cries out, "She is mine!" A terrible This encounter occurs if the characters bring Irecrack resounds as blue lightning splits the sky and strikes ena Kolyana to Krezk, as the priest Donavich sugthe pool.

gested (see chapter 3, area E5f).

Each creature within 15 feet of the pool must make a

successful DC 17 Dexterity check or be knocked prone.

The blast knocks down the old gazebo as well. A crea BARON KRE"lKOV

ture in the water when the lightning strikes must make

a DC 17 Constitution saving throw, taking 44 (8d10)

lightning damage on a failed save, or half as much damage on a successful one.

Strahd's wrath destroys the blessing on the poql,.rendering its waters nonmagical and pre�enting the spirit of Sergei from manifesting in.therjtagain.

DEVELOPMENT

If Sergei and Ireena are brought together, Ireeri.a is

no longer within Strahd's grasp. Str<!hd blames the

characters for his loss and seeks to destroy them from

this moment on. Not long afterward, he has one of his

servants deliver a letter to the characters, inviting them to Castle Raven loft. If the characters open and read the

letter, show the players "Strahd's Invitation" in appendix F. If the characters head toward the castle, they have no threatening random encounters on the way.

BARONESS KRE"lKOVA

CHAPTER 8 I THE VILLAGE OF KREZK

156

/-��--�-:--:==--;;-

/

,j/

I

CHAPTER 9: TSOLENKA PASS

SOLENKA PASS IS A GRAVEL ROAD THAT

If the characters approach within 10 feet of the porthugs Mount Ghakis, climbing to great cullis, it shrieks with the sound of metal on metal as it heights. The road starts at the Raven

rises on its own. It stays open for 1 minute, then closes.

River crossroads (chapter 2, area R) and

travels seven miles to a gatehouse (areas

T2. DEMON STAT UES

Tl-T3) and a guard tower (areas T4-T6),

These statues are actually two petrified vrocks. If they

as well as a stone bridge (areas T7-T9)

are attacked, or if the characters bypass the gatehouse,

that spans the Luna River. Wind and snow make the

the vrocks revert to flesh and attack, pursuing prey that

journey treacherous. Without some way to keep warm,

flees and fighting until slain.

characters who aren't dressed for cold weather suffer

the effects of extreme cold at night (see "Weather" in T3. CURTAIN OF GREEN FLAME

chapter 5, "Adventure Environments," of the Dungeon Master's Guide).

A curtain of green flame fills the eastern archway of the

gatehouse. Any creature that enters the curtain for the

AREAS OF THE PASS

first time on a turn or starts its turn in the green flame takes 33 (6d10) fire damage.

The following areas correspond to labels on the map of

A successful casting of dispel magic (DC 16) supthe Tsolenka Pass on page 158. These structures are presses the curtain for 1 minute. The curtain is also made of tightly fitted stone and can't be scaled without

suppressed within an antimagic field.

the aid of magic or a climber's kit.

T4. GUARD TOWER, GROUND FLOOR

Tl. GATEHOUSE PORTCULLIS

The tower door is made of ironbound wood and barred

When the characters approach from the west, read:

from within. A character can force open the door with a

successful DC 22 Strength (Athletics) check.

The shelf of rock on which the mountain road clings

grows narrow. To your left, the icy cliffs rise sharply

toward dark, rolling clouds. To your right, the ground

falls away into a sea of fog. Ahead, through the wind and

snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures with horned

heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.

On the other side of the dark wall, gripping the mountain's edge, is a guard tower of white stone topped by golden statues of mighty warriors.

The gatehouse is 30 feet high. The adjoining walls are

20 feet high and lined with stone spikes_ If the characters circumvent the gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack.

THE ROAD CURVED AND CLIMBED, MAKING

a lengthy switchback into this edge of Mount

Ghakis. The air grew colder, not warmer, and

patches of snow became more frequent until

they were unbroken.

· - : '. : ·._ -Strahd van Zarovich

I .

in I, Sti'ahct: TheMem?ir� of a Y°OJnPire

. .

,

1•

i

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- ... :-�-�:··

N*s

Side-View

/-··.

• .,,,,.>

T7. WESTERN ARCH

A cold hearth stands across from the door, the wind

howling down its chimney. A stone staircase is on the

When the characters approach the bridge, read:

south wall. Three windows look out over a foggy sea.

The snowy pass comes to a gorge spanned by a stone

The stairs climb 20 feet to area TS.

bridge. At each end of the bridge is a thirty-foot-tall, thirty-foot-wide stone arch. Atop each one are two statues ThLEPORT DESTINATION

of armored knights on horseback with lances, charging

Characters who teleport to this location from area

toward one another. The wind bites and howls like wolves

K78 in Castle Ravenloft arrive at the point marked X

on the map.

as it passes through the gorge.

T5. GUARD TOWER, UPPER FLOOR

The western arch contains empty guard posts, one on

each side of the bridge. These 10-foot-wide chambers

provide some protection against the howling wind.

The upper level of the tower is an icebox with windows

set in almost every wall. A rusted iron ladder bolted to

TB. STONE BRIDGE

the floor and ceiling leads up to a wooden trapdoor.

Mounted above the stone hearth is a dire wolf's head.

The low walls that enclose the stone bridge have fallen

The wind coming down the chimney howls in its stead.

away in a couple of places, but the bridge appears intact.

A black-cloaked rider on a charcoal-colored horse guards

The trapdoor in the ceiling pushes open with a squeal,

the middle of the bridge.

revealing the rooftop (area T6) and the stormy gray sky.

T6. GUARD TOWER ROOFTOP

The cloaked rider is a manifestation of Strahd von

Zarovich-a grim warning to proceed no further. If the

characters interact with the manifestation in any way,

Ten-foot-tall, gold-plated statues stand atop the battle the rider and horse disperse like ash in the wind.

ments, facing outward. Each one depicts a female hu Five hundred feet below the bridge is the Luna River,

man knight holding a lance. The cold wind stirs the snow,

barely visible through the fog. Though slippery in a

few places, the 10-foot-wide, 90-foot-long bridge is

under which you see human skeletons clad in rusty mail.

safe to cross.

The roof is 40 feet high and 540 feet above the misty val T9. EASTERN ARCH

ley below. A wooden trapdoor in the floor squeals as it is pulled open, revealing area TS below.

The skeletons are the remains of four guards who held

One of the statues atop this arch has crumbled, leaving

this post long ago. Characters who search the remains

only the hindquarters of the horse intact. The mountain

find tattered bits of cloth, broken longbows and arrows, pass continues beyond.

rusted blades in ruined sheaths, and rusty chain mail.

FORTUNES OF RAVENLOFT

This arch contains IO-foot-square guard posts, one on

If your card reading reveals that a treasure is here, read: I

I each side of the bridge: Both rooms are empty.

Beyond this arch, Tsolenka Pass hugs the mountainside for three miles before.branching north and south.

The swirling snow assumes the forms of thin, young

The northern branch leads to the Amber Temple (chap women. The wind howls, "Begone! The treasure is ours!"

ter 13). The southern branch continues to wrap around

Mount Ghakis until it ends at the deadly fog that sur The forms are six snow maidens. Use the specter

rounds Barovia (see chapter 2, "Mists of Ravenloft").

statistics, with the following modifications:

SPECIAL £VENTS

The snow maidens have immunity to cold damage.

The snow maidens' Life Drain attack deals cold

Yo.u can use one or both of the following events as the damage instead of necrotic damage.

· cb�raders. make their way along Tsolenka Pass.

The snow maidens don't spea.k, nor are they interested

. Roe OF MOUNT d�.;:::��,{s't··�

) , ...

in hearing what. the char:'1.<ilers·have to say. If the charaC-.

' · � · � .. · ,

·

· · � ,'. : ·-,

� ·

ters don't leave at once;-thtc: snow maidens attack. When ·-'· -)�s. the·cn�tacter�ict�s{ti1� stone.brj�g�·(area 1'8) fl'qQi.

the last snow maiden is defeated, the treasure that the . .· 'f�a.s.((o���:st1p'o.ssi_�ly.�ntheir Wc!Y:b.iii:1t.froiri the:Amber ·.: .Temple.(chaJ:>,ter 13)-they are spoftecl.by· :a roe that has characters seek mag-ically appears in the swirling snow '

'

'. , .... , '

· . · ·

·

-

·

·· ·· survived in fhe moi:intairis for'thousantls'of�ars. The on tJ;te rooftop. · · ·.· · . . · · , , ·.: ..

. " .. : :·.

:

·

- . -

· ... ., .. -- ·:,-:.- :�.:

. . . '� ',,. ·..

,. .- � �

Cl:)APT.ER,9 j°'TSOLENKA PASS

-

-------·�-----

roe has a great nest on the top of Mount Ghakis to the

southeast and feeds on fish in the nearby lake.

A nine-foot-tall goat stands atop a crag above you, its

When the Roe of Mount Ghakis appears, read:

l

gray fur blending perfectly with the rock of the mountainside. It lowers its head, and malice glimmers in its eyes.

Diving toward the bridge is a creature of unearthly

size-a bird so monstrous that its wings blot out the sky. l Sangzor is a giant goat known for its supernatural resilience and evil disposition. Mountain folk have been hunting it for years. Modify its statistics as follows:

The roe attacks a random creature on the bridge,

snatching up a horse or a mule, if one is available. Oth It has an Intelligence of 6 (-2 modifier) and is

erwise, it attacks a party member. It can't reach charchaotic evil.

acters who hide in the guard posts at either end of the

• It has 33 hit points.

bridge. If it has nothing to attack on its turn, the roe lets

• It has resistance to bludgeoning, piercing, and slash-

loose a horrible shriek and flies back to its nest.

ing damage from nonmagical attacks.

• Its challenge rating is 1 (200 XP).

BLOODHORN'S CHARGE

The giant goat charges down the mountainside (using its

As the characters make their 'way_along Tsolenka Pass,

Charge feature) and rams a character. If the attack hits

they encounter a beast thatthe druids and berserkers bf

and the target fails its sa"._ing throw, It is sent tumbling Barovia call Sangzor ("Bloodh6�.n1:): .', :

down the mountainside, falling 100 fei,t onto a ledge.

.

.

-

'

,.

The goat flees if it takes 10 damage or more. The

mist and snowfall prevent seeing anything more than

The road ahead is cut out of the mountainside, rising

60 feet away. Once the goat is out of sight, it disappears steeply to one side and falling away on the other. Mist

through a cleft.

and snow greatly reduce visibility, and the howling wind

DEVELOPMENT

cuts through you like a knife.

A character who wears Sangzor's pelt can command the

respect of the berserkers who inhabit Strahd's domain.

If no character has a passive Wisdom (Perception) score

They will not attack the character or that character's

of 16 or higher, the party is surprised. Otherwise, read:

companiops unless provoked.

r6o

CHAPTER 9 I TSOLENKA PASS

·�

...... , \l

CHAPTER 10: THE RUINS OF BEREZ

ONG BEFORE !REENA KOLYANA, THERE

APPROACHING THE RUINS

was a peasant from Berez named Marina.

The vampire Strahd first met Marina

The following boxed text assumes that the characters

in this small village on the shore of the

approach Berez from the north, along the trail leading

Luna River. Marina bore a striking refrom the Old Svalich Road. If they approach from a difsemblance to Strahd's beloved Tatyana, ferent direction, don't read the first sentence.

both in appearance and manner, and she

became Strahd's obsession. He seduced her in the dead

The trail hugs the river for several miles. The dirt and

of night and feasted on her blood, but before she could

be turned into a vampire, the burgomaster of Berez, Lagrass soon turn to marsh as the trail dissolves into zio Ulrich, with the aid of a local priest named Brother spongy earth pockmarked with stands of tall reeds and

Grigor, killed Marina to save her soul from damnation.

pools of stagnant water. A thick shroud of fog covers

Enraged, Strahd slew the priest and the burgomaster,

all. Scattered throughout the marsh are old peasant

then used his power over the land to swell the river,

cottages, their walls covered with black mildew, their

flooding the village and forcing the residents to flee.

Later the marsh crept in, preventing the villagers from

roofs mostly caved in. These decrepit dwellings seem to

returning. Berez has remained mostly abandoned since.

hunker down in the mire, as though they have long since

The ruins of Berez are now home to Baba Lysaga (see given up on escaping the thick mud. Everywhere you

appendix D), an almost mythic figure tied to Strahd's anlook, black clouds of flies dart about, hungry for blood.

cient past. A hermit, she spends most of her time craft The fog is much thinner on the far side of the river,

ing and animating scarecrows to hunt down and kill the

where a light flashes amid a dark ring of standing stones.

ravens and the wereravens that infest Strahd's domain.

When she isn't working evil magic, Baba Lysaga sacrifices beasts to Mother Night and collects their blood, The river ranges in depth but is never more than 10

then bathes in the blood on nights of the new moon in a

feet deep. Muriel Vinshaw, a wereraven in human form,

ritual to stave off the effects of extreme old age.

lurks amid the circle of standing stones (area U6) and

Baba Lysaga recently stole a magic gemstone from

is using a lantern to signal the heroes. In the village

the Wizards of Wines vineyard (chapter 12), in the hope

proper, fog prevents a creature from seeing any other

that the wereravens who protect the vineyard will try

creature or object more than 120 feet away.

to reclaim it. She keeps it in her hut as bait to lure her enemies to their deaths. The gem has given her hut a

semblance of life.

l HAD NOTHING LEFT TO GIVE

but my own life's blood, but it

was hers to take. She would at

last be my bride.

-Strahd von Zarovich

in I, Strahd: The Memoirs

ofa Vampire

A few sections of dirt road have survived, and these

Strahd refuses to let Burgomaster Ulrich's spirit find

places are not difficult terrain. The marsh, however, is

rest because of what he did to poor Marina. The ghost

difficult terrain. Whenever the characters take a short or recounts Marina's sad tale if prompted. Only by conlong rest in the marsh, even if they barricade themselves vincing Ulrich that Marina has been reborn in the form in a ruined building, they are accosted by ld4 swarms

of Ireena Kolyana can the characters put the tortured

of hungry flies (use the swarm of insects [wasps) stat

spirit to rest. The ghost must see Ireena in the flesh,

block in the Monster Manual). The swarms don't trouble and it can't travel beyond the confines of the crum-characters in areas U3 or US.

bled mansion.

Ulrich's ghost is neutral good. It attacks if threatened

MARSH SCARECROWS

or if the characters begin searching the ruined mansion

Seven scarecrows stand guard in the marsh. They apfor treasure. If the ghost is reduced to O hit points, it repear to be ordinary, nonmagical scarecrows stuffed with forms after 24 hours. The characters receive experience raven feathers until one or more of them are attacked,

points for the ghost only if they lay Ulrich's spirit to rest, until Baba Lysaga commands them to attack, or until

not if they defeat the ghost in combat.

someone activates the howling skulls that surround

Baba Lysaga's goat pen (see area U2).

FORTUNES OF RAVENLOFT

If your card reading reveals that a treasure is hidden in

AREAS OF BEREZ

Berez, Ulrich's ghost points the characters to the treasure's true location, saying these words as it fades away: The following areas correspond to labels on the map of I

Berez on page 164.

"Travel west. Two hundred paces from the mansion lies a monument to my folly and the treasure you seek."

Characters who follow Ulrich's directions end up

I

Ul. ABANDONED COTTAGES

As you approach this cluster of ruined cottages sepaat area US.

rated by low stone walls, you see a short stretch of dirt

road that has remained intact.

CELLAR

Buried under rubble inside the mansion is a stone

staircase that leads down to an intact cellar. A single

The cottages contain rotted furnishings and nothing of

character can clear the rubble in 4 hours, and multiple

value. The walls that separate the cottages are 3 feet tall characters working together can reduce the time proand easily scaled or circumvented.

portionately. The cellar is a 30-foot-square room with

mortared stone walls, a 10-foot-high ceiling supported

U2. ULRICH MANSION

by wooden beams, and a floor submerged under 3

inches of stagnant water. The cellar contains two dozen

empty, rotted casks from the Wizard of Wines winery.

Toward the south end of the village lie the remains of a

Each cask is labeled Champagne du le Stomp.

mansion built on higher ground. It has been reduced to

piles of stone and rotting timber. Empty, arched windows GARDEN

stare at you. South of the ruin, an untamed garden runs

The garden behind the ruined mansion has run wild.

Hidden behind tall weeds and thorny vines are nude

rampant, surrounded by broken walls that are no longer

sculptures of handsome men and beautiful women, as

able to contain it. East of the ruin, someone has erected well as carved stone benches.

a crude wooden fence, forming a circular yard in which

Four giant poisonous snakes attack characters who

several goats are penned. Surmounting the fence posts

venture more than 10 feet inside the garden.

are human skulls.

GOAT PEN

Baba Lysaga captures goats and uses their blo_od in her

The ruined mansion is littered with the rotted remains

rituals of longevity. Nine goats areJrappetl behind this

of furniture and decor. Th� last burgci�aster qf Berez,

fence. Fifty human s){ull� are mounted on Jhe tops of the .

Lazlo Ulrich, haunts the rui.n a'.'i;aghost. Ifth��haracfence posts, spaced 10 feet apart:: . ·' · · · ·

ters search the rnan,sion, tl)e ghcisl'.·appears before them: There is no gate in the fehc�.·and Baba Lysaga'�ses:

- ;_,· . ,\' ,' t . . : �

her flying skull (see area 't:J3) to.tnter an.d)e_ave'.th:e pen.

If the characters try to set the' gollt!l'fre� by'dismantling A ghost takes shape in the fog, assuming the form of a

or damaging part of the fe�c.e, th_e;s�ulls atop t):ie fence giant of a man, his features mutilated and his entrails

posts begin howling and corttinue.:to h.owHor 1 minute.

hanging out like frayed ropes. Despite its intimidating

The racket attracts Baba Lysaga; -Who arrives in her flypresence, the apparition has a cringing light in its eyes.

ing skull on initiative count 20 in 2 rounds. The howling

skulls also attracHhe seven scarecrows in the marsh

"Why do you invade my home? Begone, I beseech you!"

(see "Marsh Siarecrows" .above). Roll initiative once for all the scareoi:;9ws,- ..

CHAPTER 10 I THE RUINS OF BEREZ

----

y��

U3. BABA LYSAGA's HuT

Someone has built a ramshackle wooden hut on the

stump of what was once an enormous tree. The rotting

roots of the stump thrust up from the mire like the legs

of a gigantic spider.

An open doorway is visible on one side of the hut, beneath which floats the upside-down, hollowed-out skull of a giant. Flanking the hut's doorway are two iron cages that dangle like hideous ornaments from the eaves.

Scores of ravens are trapped in each one. They squawk

and flutter their wings excitedly as you approach.

Baba Lysaga (see appendix D) is inside her hut unless she has been drawn forth by activity elsewhere. The

squawks of the birds are music to her ears, but the noise

makes it impossible for her to hear anyone approaching.

Only the howling of the skulls in area U2 or sounds of

combat nearby are loud enough to be heard over the

out of madness, because she considers herself a protecsquawking.

tive mother.

Inside each cage is a swarm of ravens that fiercely Beneath the hut's rotting floorboards is a 3-foot-deep

attacks Baba Lysaga and her scarecrows if released.

cavity containing the magic, green-glowing gem that

Each cage is held shut by one of Baba Lysaga's arcane

Baba Lysaga took from the Wizard of the Wines winery.

lock spells, and opening it requires a knock spell or a This gem animates the hut (see "The Creeping Hut" in successful DC 20 Strength check. A character can also the "Special Events" section below). The floorboards pick the lock with thieves' tools and a successful DC 20

can be ripped up or smashed with a successful DC 14

Dexterity check.

Strength check. Characters can also break through the

floor by dealing 10 damage to it. The hut doesn't give

GIANT SKULL

up the gemstone easily, however (see "Baba Lysaga's

The upside-down skull that floats next to the hut is a

Creeping Hut" in appendix D). If the gem is destroyed or hill giant's skull that Baba Lysaga has hollowed out and removed from the cavity, the hut becomes incapacitated.

transformed into a vehicle. It hovers in place until Baba

Baba Lysaga keeps soiled robes in the wardrobe and

Lysaga commands it to fly, which she can do only while

assorted spell components in the wicker cabinet. The

inside it. It has a flying speed of 40 feet. No one else

tub is where she ritually bathes in blood to prevent aging can control the skull. A creature inside the skull has

(see "Gifts of Mother Night" in the "Baba Lysaga" secthree-quarters cover against attacks made from outside tion in appendix D). If the characters approach the hut at the skull. The skull is big enough to hold one Medium an appropriate time without being noticed, they can see

creature. It has AC 15, 50 hit points, and immunity to

Baba Lysaga bathing.

poison and psychic damage.

TREASURE

HUT INTERIOR

The wooden chest in the hut is protected by a glyph of warding that requires a successful DC 17 Intelligence (Investigation) check to find. The glyph deals 5d8

The hut is fifteen feet on a side and packed with old furthunder damage when triggered. Opening the lid niture, including a wooden cot, a wicker cabinet, a slenreleases four crawling claws that fight until destroyed.

der wardrobe, a wooden table, a stool, a barrel-topped

Also contained in the chest are various items that Baba

wooden chest reinforced with brass bands, and an iron

Lysaga has taken from dead adventurers over the years:

tub stained with blood. In the middle of the room is a

, 1,300 gp

ghastly wooden crib with a small, angelic child sitting

Five 500 gp gemstones

in it. All the furnishings except for the crib are bolted to

, A vial containing oil of sharpness

the floor. Beneath the crib, green light seeps up through

, Two spell scrolls (mass cure wounds and revivify) A pouch containing ten +l sling bullets.

cracks between the rotting floorboards.

A set of pipes of hauntil)g

A stone of g9bd luck

The child and the crib are illusions created by Baba

Lysaga using a programmed illusion spell. Baba Lysaga

·FoR�UNES OF RAVEN LOFT

refers to the child as "Strand" and created the illusion If yo�r card reading' reveals. that a treasure is here, it;s in the chest with the other items.

. . ,.

CHAPTER 10 I THE RUINS OF BEREZ

One square = 100 feet

U4. CHURCHYARD

U5. MARINA'S MONUMENT

Strahd had this monument erected after Marina's death.

The monument is hidden ip the marsh, and the charac Through the fog you see the empty shell an old stone

ters aren't likely to find it on their own unless they scour church, north of which is a cemetery of leaning gravethe area thoroughly. If they lay Burgomaster Ulrich's stones enclosed by a disintegrating iron fence. Half of spirit to rest (see area U2), it points t-he� to this.location the cemetery has sunk into the mire.

before fading away. Without Ul.rich's guidance, t!Je characters must enter the square in which the monument 'is

'.

located and search that area .. A characJer·who searches

Rotted coffins and moldy bones are buried in the gravethe area for 10 minutes can make a DC.15 Wisdom yard. Characters who explore the gutted church find (Perception) check, finding.the monument on a success.

the rotten remains of a pulpit and an old iron bell half

If the monument isn't found, th� check can be repeated

immersed in the marsh, lying amid the remains of a colafter another 10 minutes of searching.

lapsed steeple.

The following boxed text assumes that the characters

have met Ireena Koly�na. If they have not, don't read the

sentence that mentions her.

CHAPTER 10 I THE RUINS OF BEREZ

• Berez was abandoned long ago after the river rose and

Hidden by the fog and elevated a few feet above the surflooded the village.

rounding marsh is a raised plot of land, barely ten feet

• An ancient and powerful hag named Baba Lysaga

on a side, enclosed by a disintegrating iron fence. In the lives in a hut in the middle of the village. When not in

center of the plot is a life-sized stone monument carved

her hut, Baba Lysaga flies around in a giant skull.

in the likeness of a kneeling peasant girl clutching a rose.

• The scarecrows of Berez are murderous creatures

under the hag's control. They surround Baba Lysaga's

Although her features are gray and weatherworn, she

hut and serve as an early warning system.

bears a striking resemblance to lreena Kolyana. Carved

Baba Lysaga periodically sends her scarecrows to atinto the monument's base is an epitaph.

tack the Wizard of Wines, a winery and vineyard west

of Berez. She's made enemies of the Martikov family,

which owns and operates the winery and vineyard.

The epitaph reads as follows: Marina, Taken by

• The hag has trapped several mountain goats in a pen

the Mists.

near the ruins of an old mansion. (Muriel assumes

that Baba Lysaga feeds on these animals.)

FORTUNES OF RAVENLOFT

If your card reading reveals that a treasure is here, it is Muriel avoids combat and flees if attacked. She conceals hidden in a cavity underneath the monument, which can

her lycanthropic nature for as long as possible, and she

be tipped over or moved aside by someone who makes a

doesn't willingly identify other wereravens with whom

successful DC 15 Strength check.

she's acquainted. She can't be persuaded to accompany

If the characters disturb the monument, read:

the characters if they decide to confront Baba Lysaga.

However, Muriel knows Barovia well enough to point

out other nearby locations that might interest the adven The croaking frogs and chirping crickets fall silent, and

turers, including the ruined mansion of Argynvostholt

the stench of decay grows strong. You hear the trudge of

(see chapter 7) and the ancient burial ground known

as Yester Hill (see chapter 14). Muriel grew up hearing

heavy footsteps through mud and water as bloated gray

stories about the druids ofYester Hill, specifically how

shapes shamble out of the fog.

they turned away from their ancient beliefs to worship

the devil Strahd. Muriel knows that the druids visit the

Seven distended human corpses have risen from the

circle of standing stones from time to time, and she does

mire west of the monument. These walking corpses are

her best to avoid them.

60 feet away when first seen. Use the commoner sta CIRCLE OF STANDING STONES

tistics for the corpses, but reduce their walking speed

to 20 feet and give them immunity to the charmed and

This ring of menhirs is one of the oldest structures in

frightened conditions. When a corpse is reduced to O hit

the Balinok Mountains-older than the Amber Temple,

points, it splits open, disgorging a swarm of poisonous

and much older than Castle Ravenloft and the various

snakes. The snakes are hungry and fight until slain.

Barovian settlements scattered throughout the valley.

Characters can take the treasure and flee, easily out The menhirs were raised by the same ancient folk who

pacing the snake-swollen corpses.

carved the megaliths near Old Bonegrinder (see chapter

6). Characters who have seen those megaliths can, with

U6. STANDING STONES

a successful QC 10 Intelligence check, discern rudimentary similarities between those stones and the menhirs arranged here.

The circle is 100 feet across, and the menhirs are

A dozen moss-covered menhirs form a near-perfect circle

spaced apart at regular intervals. The stones located to

in the spongy earth. These weathered stones range in

the north, west, south, and east are taller than the other height from 15 to 18 feet. A couple of them lean inward

eight stones, which have weatherworn glyphs carved

as if to share some great secret with their inscrutable

into them that represent different animals. Characters

neighbors. A wary-looking peasant woman lurks behind

who inspect the smaller menhirs can discern the following animal shapes carved into them: bear, elk, hawk, the tallest stone, a rusty lantern clutched in one gnarled goat, owl, panther, raven, and wolf.

hand and a dagger clutched in the other.

The standing stones are nonmagical. However, druid

characters who enter the circle can sense that powerful

'The woman is Muriel Vinshaw, a wereraven (see

gods once blessed this site, ·and that it still holds soine appendix D) and friend ot the Martikov family (see

measure of power. They can also sense one of its propchapters 5 and 12). A resident of Vallaki, Muriel spies erties, namely_ that creatures,�ithin the circle can't be on Baba Lysaga for her feiic:rw\".ereravens. However,

. ,; targeted by aqy divination m�gic pr w�rcei�_ed .through she avoids the village proper: preferring to lurk on the magical Scrying �ehsors.'.: ,.1 ·L.';� }:: : >' .· .· / .. ·: ,' -; , ·:;-.

outskirts. If the character� allow her to speak, Muriel

.. T-h'e: drcle 'has;,an,other properw.:tl:i'a( druitl 'ch'ara¢te�s'

warns them.about thedang�rs of Berez and arms them. ··: .. ,can;t s·e11�e)m{migiit,disc;yifr wh�rl.they' use �heWii� ... , with the following , ;: .. : ·: si:i.f p�{ t��(iiEe .within the·:c:i�c1�:tc.?.n!i-ris/Any .�ruia:

.

infomiatibn:

...

.";

.

. ·, ·, that uses tfieWild Shape feature WitJiin'th.e. C:ircle gams

::: /the maxirm.i�'nuinber,�fhifpolnti�va11'able�fo_the new

.. _,·.:\

' ,..

·•

,·

• �- '

• - .

.,

."! .••• ..,.� •• -:� � '":: ...

•, �

\It·- ,-. ..

CHAPTER 10 ?r�� RlJINS·OF BEREZ

•7

·-s \/

form. For example, a druid character using the Wild

LOST BATTLEFIELD

Shape feature to assume the form of a giant eagle would

have 44 (4d10 + 4) hit points while in that form.

This event occurs as the characters travel north of

At your discretion, the circle might have other strange

Berez after leaving the ruins.

properties that have been forgotten over time. Although

she knows something of the circle's history, Muriel is

You hear sounds of battle, but the fog has grown so thick

unaware of its properties.

that you can barely see more than sixty feet in any direc SPECIAL EVENTS

tion. Suddenly, the fog takes on the forms of soldiers on

horseback charging across the field. They collide with

You can use one or both of the following special events

while the characters are exploring the ruins of Berez.

armored pike-bearers wearing devil-horned helms. As

each soldier falls in battle, it turns to fading mist. Hun CREEPING HUT

dreds more soldiers collide in a storm of screams and

Baba Lysaga has given a semblance of life to her hut usclashing metal.

ing a magic gemstone stolen from the Wizard of Wines

vineyard. If the characters overstay their welcome, she

Characters can move through this ghostly battlefield

commands the hut to animate and attack them. If this

unscathed, and they can't harm the foggy forms around

happens, read:

them. The soldiers aren't solid enough for the characters to discern emblems or insignia, but it's clear that The giant roots beneath the hut come to life and pull both armies are human.

themselves up out of the mire. The hut and the roots

If the characters have not yet explored Argynvostholt

(chapter 7), add:

lurch and groan, becoming a lumbering mass that cracks

as it walks, crushing all in its path.

You hear a thunderous roar, and seconds later a huge

dragon made of silver mist glides overhead, dispersing

Baba Lysaga's creeping hut (see appendix D) is a ponderous construct that heeds Baba Lysaga's instructions enemy soldiers with each flap of its mighty wings. Its and no one else's. It fights until destroyed or until the

long, reptilian tail slices through the air above you as the gemstone that animates it is removed or destroyed.

dragon carves a swath through the fog, affording you a

Baba Lysaga does everything she can to keep the charfleeting glimpse of a dark mansion overlooking the valley.

acters from obtaining the gemstone, without which the

hut is incapacitated.

The dragon, like the soldiers, is a harmless phantom.

The mansion that the characters see is Argynvostholt.

CHAPTER 11: VAN RICHTEN'S TOWER

NE OF THE MEN EMPLOYED BY STRAHD TO

APPROACHING THE TOWER

raise Castle Raven loft was an archwizard

named Khazan. After his work on the

The Svalich Woods have swallowed up the road that

castle was complete, Khazan retired to

once led to the tower. Now only a wide dirt trail remains.

the Barovian valley and built a tower for

himself on a small island on Lake Baratok. With the help of some engineers and You come to a cold mountain lake enclosed by misty laborers, he also built an earth-and-gravel causeway

woods and rocky bluffs. Thick fog creeps across the dark,

connecting the island with the nearby shore.

still waters. The trail ends at a grass-covered causeway

In his waning years, Khazan visited the Amber Temthat stretches a hundred yards across the lake to a flat, ple (chapter 13) and discovered the secret to becoming a marshy island with a stone tower on it. The tower is old

lich. He returned to his tower and was able to complete

and decrepit, with collapsing scaffolds clinging to one

the transformation. Some years later, after Strahd became a vampire, Khazan paid a visit to Castle Ravenloft side where a large gash has split the wall. Timeworn grifwith the notion of challenging Strahd for rulership of fon statues, their wings and flanks covered with moss, Barovia. Instead, much to Khazan's surprise, Strahd

perch atop buttresses that support the walls.

persuaded him to serve as an advisor in matters of

Parked near the base of the tower, within sight of the

magic. When not advising Strahd, the lich spent most of

entrance, is a barrel-topped wagon spattered with mud.

his time in the Amber Temple, trying to master the secret of demilichdom in the hope of finding a way to magically project his spirit beyond the confines of Strahd's The tower stands 80 feet tall. It has four levels (each 20

realm. His efforts failed, and Khazan destroyed himself.

feet high) and a mostly intact slate tile roof. The second, His remains lie entombed in the catacombs of Ravenloft.

third, and fourth floors have arrow slits that are 6 inches Khazan's tower stood empty for ages, it seemed, and

wide, 3 feet tall, and 1 foot thick. The tower's uppermost would have collapsed under the weight of neglect were it

level overhangs the levels below it and has window

not for the magic wards placed on it long ago. Recently,

boxes in addition to arrow slits.

the tower was taken over by the legendary vampire

The mossy griffons atop the buttresses are nothing

hunter Rudolph van Richten, who used it as a base from

more than decorative statues.

which to explore Barovia. He has since relocated to the

nearby town ofVallaki, where he hides in plain sight.

KHAZAN'S SPELL DRAIN

Following in the vampire hunter's footsteps is his

Khazan warded his tower so that he alone could cast

protege, Ezmerelda d'Avenir, who has taken to living in

spells near or within it. The effect is identical to an

the tower while she searches for her mentor. She isn't

antimagic field centered on the tower and extending 5

present when the characters arrive, however.

feet from it in all directions. The effect doesn't apply to magic traps and constructs created by Khazan, including the trap on the tower door in area V2, the golems in areas V4, and the animated suit of armor in area V7.

VAN RIGHTEN HAS RETURNED,

the old fool. He tries to hide from

me, but I shallfmd him. He and I

have much to discuss.

-Strahd von Zarovich

.1

AREAS OF THE TOWER

BOOBY TRAP

The inside handle of the door has a wire looped around

The following areas correspond to labels on the map of

it, and the wire is connected to a flask of alchemist's

Van Richten's Tower on page 170.

fire hanging from the wagon's ceiling. When the door

is opened, the flask falls and explodes, igniting one

Vl. EZMERELDA'S MAGIC WAGON

hundred more flasks of alchemist's fire that dangle from

Ezmerelda's wagon is parked in front of the tower. If the

wires like ornaments along the wagon's interior walls.

characters investigate the wagon, read:

A creature within 30 feet of the wagon when it explodes

must succeed on a DC 12 Constitution saving throw,

taking 55 (lOdlO) fire damage on a failed save, or half

Under layers of mud, this wagon sports a fresh coat of

as much damage on a successful one. Creatures inside

purple paint, and its wheels have fancy gold trim. A brass the wagon or within 5 feet of it have disadvantage on

lantern hangs from each corner, and red drapes cover a

the saving throw. The wagon is reduced to flinders by

tombstone-shaped window on each side. A steel padlock

the explosion, and the contents of the wagon (see "Treasecures the back door, hanging from which is a cheap sure" below) are destroyed as well.

A character inside the wagon spots the trap automatwooden sign that reads, "Keep out!"

ically (no ability check required) and can disable it with a successful DC 10 Dexterity check. A failed attempt to

The wagon radiates an aura of conjuration magic if it is

disable the trap triggers it.

scrutinized with a detect magic spell. A character who casts an identify spell on the wagon learns the com TREASURE

mand words needed to operate it.

The interior of the wagon contains the following items:

Anyone who sits in the driver's seat and speaks its

• A wooden trunk covered with claw marks that holds a

command word ("Drovash") summons a pair of quasibattleaxe, a flail, a morningstar, a light crossbow, and real draft horses, which are magically tethered to the 10 silvered crossbow bolts

wagon and can't be separated from it. The horses and

• A narrow wardrobe containing three sets of fine

wagon have a speed of 30 feet, and the horses heed the

clothes, two sets of traveler's clothes, several pairs of

driver's simple commands. The driver can dismiss the

shoes, a harlequin mask, and three wigs

horses with a second command word ("Arvesh"). The A climber's kit, a disguise kit, a healer's kit, and a poihorses can be dispelled (DC 15) but not harmed.

soner's kit

The wagon has a hidden trapdoor in its underbelly

A lyre with golden strings (worth 50 gp)

that can be detected by a character who scuttles under

A sculpted wooden cage holding a chicken and a silver

the wagon and succeeds on a DC 13 Wisdom (Percepewer (worth 100 gp) with five chicken eggs in it tion) check. The trapdoor opens into the wagon and is • A tiny wooden box containing a deck of tarokka cards

the only safe way inside.

(see appendix E) wrapped in silk

-

�YJ' ------�---- "

', J68

CHAPTER 11 I VAN RlCHTEN'S TOWER

A set of copper pots and pans (worth 50 gp)

Three sets of manacles

• A shovel

A wooden chest containing a gold holy symbol of the

Morninglord (worth 100 gp), three vials of holy water,

three vials of perfume, two vials of antitoxin, a SOfoot coil of hempen rope, a tinderbox, a steel mirror, a sharpened wooden stake, and a spyglass • Two spell scrolls (major image and remove curse) A map of Barovia (showing all the locations marked

on this adventure's map ofBarovia)

A charred page from van Richten's journal (show

the players "Journal of Rudolph van Richten" in

appendix F).

V2. TOWER DOOR

The tower door is made of iron, with no visible handles

or hinges. In the middle of the door is a large, embossed symbol-a connected series of lines with eight stick figures set around it. Carved into the lintel above the door is a word: KHAZAN.

Show the players the door symbol to the right. The door

is magically locked and trapped, and the symbol on the

door is the key to disabling the trap. Magic that would

normally unlock the door is neutralized by the tower's

spell drain effect (see "Khazan's Spell Drain" earlier in the chapter).

A creature that touches the door without first disabling the trap causes lightning to envelop the tower.

Any creature outside the tower and within 10 feet of it

must succeed on a DC 15 Dexterity saving throw, with

disadvantage if it is wearing armor made of metal, taking 22 (4d10) lightning damage on a failed save, or half damage on a successful one. As long as the effect persists, any creature that enters the lightning for the first time on a turn or starts its turn there takes 22 (4d10) lightning damage. The lightning lasts for 10 minutes.

The third time this trap is triggered, the magic fails

OPENING THE DOOR

and causes the tower to collapse. Each creature inside

Each stick figure embossed on the door has differently

the tower when it collapses takes 132 (24dl0) bludpositioned arms-either bent up .or down at the elbow, or geoning damage, while those within 20 feet of the tower sticking straight out to the side. When a creature standmust succeed on a DC 15 Dexterity saving throw or take ing within 5 feet of the door uses an action to imitate 44 (8dl0) bludgeoning damage from falling debris. The

the arm positions of all eight stick figures in the proper collapse not only destroys the tower but also most of its

sequence, the trap is disabled and the door swings open

contents, including the animated armor in area V7. The

on rusty hinges for 10 minutes. The lines of the symbol

wooden chest in area V7 (as well as the severed head

on the door reveal the proper sequence. The dance can

inside it) remains intact but requires ld8 + 2 hours of

be performed in one of two ways; a creature must trace

digging through rubble to find. The clay golems in area

the path of the lines, starting at either endpoint. All

V4 are undamaged but buried under piles of debris.

eight sets of arm positions must be performed, with no

Every hour the characters spend searching through the

repeats, for the sequence to be complete.

rubble, they have a 10 percent chance of accidentally un If the arm positions are done out of order, a young

earthing a berserk clay golem.

blue dragon magically appears within 30 feet of the door and attacks all creatures tt can see. The characters

can keep t_rying to open the door w,hile the dragon is at _tacking them. The drc!gon disappears if it is reduced to O

hit points or if the characters open the d,oor.

CHAPTER 11 I VAN RJCHTEN'S TOWER

VESTIBULE

Beyond the door is a 5-foot-square vestibule with a tattered curtain that conceals area V4 beyond. The iron

'-Van fticl)r(n's oowa door leading outside can be safely opened from this

<Jina

side. It magically closes after 1 minute unless held open.

v)

V3. RICKETY SCAFFOLDING

Iloum.,

Illoor

Rotting wooden beams support the scaffolding, which

groans and creaks with the slightest breeze. A series of

ladders and platforms lead to a hole in the northwest

wall on the third floor.

The scaffolding can't support more than 200 pounds of

weight. If it collapses, anyone standing on it falls 20 feet to the ground, taking ld6 bludgeoning damage per 10

feet fallen plus an additional 2d6 piercing damage from

the debris. A creature underneath the scaffolding must

succeed on a DC 13 Dexterity saving throw or take 14

(4d6) bludgeoning damage from falling debris.

V4. TOWER, FIRST FLOOR

The flagstone floor is strewn with debris, and a few old

crates stand near the east wall. A torn curtain to the

south partially obscures the tower vestibule.

A five-foot-square indentation in the center of the floor

.B<cond

contains four pulleys attached to taut iron chains that

Iltoor

stretch up through a similarly sized hole in the rotted

wooden ceiling. Standing next to the chains are four tall clay statues.

The four statues are clay golems that defend themselves if attacked. Otherwise, their sole purpose is to operate the elevator, which they do by pulling on the chains. The

chains attach to a 5-foot-square wooden platform that

normally rests on the fourth floor.

If it appears that a creature wants to use the elevator,

the golems lower the platform, then raise it to whichever

level the creature specifies. They also heed commands

issued from above. They obey only commands having to

do with raising and lowering the elevator.

The elevator isn't a smooth ride. The platform rises or

lowers 5 feet per round, and its movements are jerky. If

even one clay golem is destroyed,' the remaining golems

can no longer operate the eleyitor and r�main motionless until attacked.

The crates in this room are all empty.

·. .

.

V5. TOWER, SECOND F�OOR

Dust and cobwebs fill this otherwise empty room, the

wooden floor of which is badly rotted and partially

collapsed.

-

� • .

¥'

"'· /

In the middle of the room is a 5-foot-square hole in the

tated until someone reactivates it. If it is reduced to O hit floor and ceiling, with a rusty chain near each corner.

points, the armor falls to pieces and is destroyed.

The chains are part of the tower's elevator mechanism

A lavender aroma emanates from the wooden chest,

(see area V4). The 5-foot-square sections of floor that

which is unlocked and safe to open. It contains the sevsurround the central shaft are weak. Each 5-foot section ered head of a human Vistana named Yan. Its flesh has can support 150 pounds; any more weight causes the

a waxy complexion and has been embalmed with magic

section to collapse, and any creatures standing on that

oils. If a speak with dead spell is cast on his head (which section fall 20 feet to the ground floor.

would need to be taken somewhere away from the tower's

V6.

spell drain effect), Yan reveals that he was banished TOWER, THIRD FLOOR

from his clan for stealing. A half-elf bard named Rictavio offered Yan a ride in his carnival wagon. The two traveled together for several days, but their time together Time and the elements have all but destroyed this chamwas tense. When it was clear that Rictavio was looking ber, leaving a gash in the northwest wall and slimy black for a road to Barovia, Yan tried to steal the wagon as

mildew on the walls. The wooden floor is completely rotwell as Rictavio's pet monkey, but Rictavio got the better of him and drove a sword through his gullet.

ted and has begun to fall away in places.

The magic oils preserving Yan's head allow it to remember conversations it has while under the effect of In the middle of the room is a 5-foot-square hole in the speak with dead. Rictavio has cast speak with dead on floor and ceiling, with a rusty chain near each corner.

the head twice to ask questions about the Vistani of

The chains are part of the tower's elevator mechanism

Barovia. Yan believes that the half-elf plans to cause

(see area V4). The 5-foot-square sections of floor that

great harm to the Vistani and begs the characters to

surround the central shaft are weak. Each 5-foot section

warn his people. He doesn't know where his body is.

can support 50 pounds; any more weight causes the section to collapse, and any creatures standing on that sec FORTUNES OF RAVENLOFT

tion fall 40 feet to the ground floor, smashing through

If your card reading reveals that a treasure is here, it's the second floor on the way down.

in a narrow compartment hidden in the wall behind the

suit of armor. If the armor is activated and commanded

V7. TOWER, FOURTH FLOOR

to retrieve the treasure, it pulls the stones out of the

wall, revealing the treasure beyond.

If the characters have collapsed the tower (see

Unlike the levels below, this room shows signs of recent

area V2), they find the treasure after ld8 + 2 hours of

searching through the rubble. For each hour they spend

habitation, and although the place reeks of mold and milsearching, they have a 10 percent chance of accidentally dew, it has plenty of creature comforts, including a cozy unearthing a clay golem (see area V4) that withstood

bed, a desk with matching chair, bright tapestries, and a

the collapse. The golem, which took no damage from the

large iron stove with plenty of wood to feed it. Ught encollapsing tower, is berserk and attacks until destroyed.

ters through arrow slits as well as through dirt-caked windows with broken shutters. Other features of the room SPECIAL EVENTS

include a standing suit of armor and a wooden chest.

You can use one or both of the following special events

Old wooden rafters bend under the weight of the tower

while the characters are exploring Van Richten's Tower.

roof, which has somehow remained intact. Mounted to

PACK ATTACK

the rafters are pulleys around which hang iron chains

that support the tower's elevator platform.

If the characters blew up Ezmetelda's wagon, activated

the lightning sheath around the tower, or caused the

tower to collapse, the sound of their handiwork echoes

Van Richten spent several months in this room, reviewthrough the valley as far west as Krezk and as far east ing a lifetime's worth of research on Strahd von Zaas Vallaki. The disturbance attracts the attention of a rovich-notes that, once he committed them to memory, pack of werewolves, which arrives after 1 hour.

he burned in the stove. He also burned his journals.

The werewolves haunt the Svalich Woods west of

Ezmerelda searched the room, hoping to find a clue to

Van Richten's Tower. They come running in wolf form,

her mentor's plan or whereabouts. Among the things

hoping to trap prey on the island by cutting off access to she found here was a rolled-up map of Barovia and a

· the caus_eway.

burned page from van Richten's journal, which she took

Leading the hunt is Kiri! Stoyanovich, a werewolf

and hid in her wagon (area Vl).

with 90:hit p_oints. Accompanying him are six normal

The standing armor is a suit of animated armor. It is

.werewolves and nine wolves. While in wolf form, th�

incapacitated until someone speaks the command word

. �erewolves are i:ndistingt,iish�ble 'ffom �rdi�ary wolves: ("Khazan") within 10 feefof it, whereupon the armor · Theyejther ,rem.a.in in wolff9rm or as�ume hybrid form.

follows the commands of the one who activated it. If 24·

C H the,characterS·\Vere _drawn into' Ba:rovia by th,e ...

hours pass without ifs rece.iving a new.instruction from

''Werewolves in the Mist" adventure hook, this en-

its controller, the anfmate.d armor becomes incapaci-

. counier �epr�sents·a climactic co�fro�t_ation between

.

.

:"'",.

.

.

the characters and the werewolf pack that has been

knows the trick to bypassing the trap on the tower door.)

terrorizing settlements in the Forgotten Realms. The

If the tower has also been destroyed, she doesn't stick

werewolves know that the tower has magical defenses,

around unless the characters are clearly her best hope

so they are cautious. Kiri! tries to lure the characters

of survival.

outside for a final showdown, but pulls his pack into the

Ezmerelda's altercation with Strahd has left her with

woods if the characters start lobbing spells or making

only 30 hit points. She graciously accepts any healing

ranged attacks from the tower.

the characters have to offer.

DEVELOPMENT

DEVELOPMENT

A captured werewolf can be forced to divulge the where From this moment on, Strahd gains a new goal: kill

abouts of the children kidnapped by the pack. They are

Ezmerelda d'Avenir. Knowing that his Vistani spies

being held in a cave to the west (see chapter 15, "Weremight be conflicted at the thought of slaying one of their wolf Den").

own, Strahd relies on the druids and the werewolves of

the Svalich Woods, as well as human spies and vampire

EZMERELDA'S RETREAT

spawn hidden in Barovia's settlements, to help him find

Ezmerelda d'Avenir (see appendix D) returns to Van

and kill Ezmerelda. If Strahd learns that she and the

Richten's Tower after confronting Strahd in Castle

characters are working together, he invites the charac Ravenloft and barely escaping with her life. She arrives

ters to Ravenloft, expecting that Ezmerelda will accomon the back of a riding horse stolen from the Vistani pany them. The characters receive their invitation in the camp outside Vallaki (chapter 5, area N9).

form of a letter delivered by one of Strahd's spies. If the Ezmerelda hopes that the arsenal of weapons in her

characters open and read the letter, show the players the

wagon will be enough to protect her from the vampire's

"Strahd's Invitation" handout in appendix F. If the charwrath. If the characters blew up the wagon, she is unacters head toward the castle, they have no threatening derstandably annoyed and retreats to the tower. (She random encounters on the way.

'/I)'

i i

�-

' i ,.

. .. ·-.. · . .' ..

CHAPTER 12: THE WIZARD OF WINES

INE IS THE LIFEBLOOD OF THE BAROVIAN

Adding to Davian's misery, the wereravens have been

people. It is one of the only indulgences

fending off frequent attacks by Baba Lysaga's scarecrow

left to them. Without it, many Barovians

constructs. Three weeks ago, during one such attack,

would lose their last shred of hope and

another gem was found, dug up, and taken. Davian besuccumb to utter despair.

lieves that it is in the possession of Baba Lysaga (see

Although the Vistani often bring wine

chapter 10, area U3).

from distant lands, they share it infre Davian's belief is correct. The gem was a lucky find for

quently. Thus, most of Barovia's wine comes from one

Baba Lysaga, who had previously suspected that magic

source: the Wizard of Wines winery and vineyard.

was the root of the vineyard's health but knew nothing of

The Wizard of Wines was founded by a mage whose

its source. Even after this great discovery, Baba Lysaga

name is buried in the annals of history. The wizard fashcontinues to send her scarecrows against the winery, ioned three magic gems, each one as big as a pinecone, antagonizing the wereravens like a bad neighbor.

and planted them in the rich valley soil. These "seeds"

Five days ago, evil druids stole the third and final gem

gave rise to healthy grapevines, which produced sweet,

and bore it to Yester Hill (chapter 14). The wereravens

plump grapes. Even after Strahd's curse settled over

launched a counterattack on Yester Hill, hoping to get it

Barovia, the gems kept the vines and their grapes from

back, but to no avail. The druids and their blights proved succumbing to the darkness.

more than a match for the lycanthropes.

Strahd bequeathed the winery and vineyard to the

Two days ago, the druids returned with a horde of

noble Krezkov family as a reward for the family's loyalty.

blights and drove Davian's family from the winery.

Later, an arranged marriage between the Krezkovs and

They've also poisoned the fermentation vats, leavthe Martikov family led to the land being taken over by ing the winery with only a few bottles and barrels of a Martikov descendant. The winery and vineyard have

drinkable wine.

been tended by the Martikovs ever since. At some point,

Even if the characters succeed in helping the Marthe Martikov family became infected with widespread tikovs reclaim the winery, wine production in the valley lycanthropy. The current patriarch, Davian Martikov, is

will eventually stop as the vineyard dies off. Only by

a wereraven, as are his children and grandchildren.

recovering the magic gems and replanting them in the

The wereravens provide the wine to Barovian tavsoil can the characters ensure that the Barovians aren't erns for free, knowing the good it brings to the Barowithout wine to comfort them on dark, wretched nights.

vian people.

The winery is known for three wines: the unremarkable Purple Grapemash No. 3, the slightly more tantalizing Red Dragon Crush, and the rich Champagne du le Stomp. Ten years ago, one of the vineyard's magic gems was dug up and stolen, and as a result, the winery

stopped producing its best vintage, the champagne. No

one knows what happened to the gem. Davian Martikov

blames his middle son, Urwin (see chapter 5, area N2),

for the loss because Urwin was on watch the night the

gem was taken. Davian is convinced that Urwin shirked

his duty to spend time with his betrothed, and the two

men have been at odds ever since. To this day, Urwin

steadfastly denies his father's accusation.

WHY, IT IS NOTHING TO BECOME AN

animal, for that is the true nature of

every man. We are not meant to wear

crowns and drink from goblets .

..:...strahd von Zarovich

APPROACHING THE

• Elvir, his youngest son

• Stefania, his adult daughter

VINEYARD

• Dag Tomescu, Stefania's husband

A branch of the Old Svalich Road leads to the vineyard.

All five are members of the Keepers of the Feather (see

If the characters approach along this path, read:

chapter 5, area N2). Also present are Stefania and Dag's

four children: a teenage son named Claudiu, two young

boys named Martin and Viggo, and a baby girl named

After a half mile, the road becomes a muddy trail that

Yolanda. The three youngest children are noncombameanders through the woods, descending gradually tants; the boys are wereravens with 7 hit points each, until the trees part, revealing a mist-shrouded meadow.

and Yolanda is effectively a human with 1 hit point (she

The trail splits. One branch heads west into the valley,

can't assume other forms yet).

and the other leads south into dark woods. A wooden

If the characters come to the vineyard looking to

obtain wine, Adrian can confirm that there are three

signpost at the intersection points west and reads,

barrels in the loading dock (area W2), plus another three

"Vineyard."

barrels and several wine bottles in the cellar (area Wl4).

There is more wine still fermenting (area W9).

If the characters head west on the trail toward the vineyard, read: APPROACHING THE WINERY

If the characters continue toward the winery, read:

A light drizzle begins to fall. Unpainted fences blindly

follow the trail, which skirts north of a sprawling vine Situated in the midst of the vineyard, the winery is an

yard before bending south toward a stately building.

old, two-story stone building with multiple entrances,

The fog takes on ghostly forms as it swirls between the

thick ivy covering every wall, and iron fencing along its

neatly tended rows of grapevines. Here and there, you

roofline. The trail ends at an open loading dock on the

see rope-handled half-barrels used for hauling grapes.

ground floor.

North of the trail is a large stand of trees. A man wearing A wooden stable of more recent construction is ata dark cloak and cowl stands at the edge of the trees, tached to the east side of the winery, next to the loadbeckoning you.

ing dock. West of the winery is a crumbling well and a

wooden outhouse.

The beckoning figure is one of nine wereravens (LG

male and female humans) hiding in the grove north of

When the characters reach the winery, read:

the vineyard. If the characters ignore the cloaked figure

and continue on to the winery, the wereravens keep

their distance and wait to see what happens.

You hear the rustle of dead vines all around you. Inhuman shapes emerge from the vineyard, their limbs crack THE MARTIKOV FAMILY

ing as they trudge forth through the mist and rain.

If the characters head toward the cloaked figure, the

other wereravens emerge from the stand of trees and

Thirty needle blights (in six groups of five) emerge from

greet them in human form. They wear dark leather rain

the surrounding vineyard and make their way toward

cloaks and cowls.

the characters and the winery. The blights are 120 feet

One of them is the current owner of the winery and

away when they first become visible, and they have a

vineyard, Davian Martikov, who is an old and suspicious

walking speed of 30 feet. Characters can either barriman. Until he trusts the characters, he says nothing cade themselves inside the winery, thus keeping the about the stolen gems but tells them that evil druids and

needle blights at bay, or stand and fight. lf they stay outblights have attacked the winery and forced his family to side and fight, druids and'blights from inside the winery take refuge in the woods.

join the battle on the rounds·stiown bel_ow ..

If the characters.rid the winery ofits invaders, Davian is grateful. Only then does:he teH thein that the Round Creatures vineyard's three �agic l's�eds"'naVe been stole�. H.e de: 3

1 druid and 24 twig blights (from area W9)

scribes them as gems the size ;a�d sh�pe' of pinecones,

4

1 druid and s need!� blight� (from ·area Wl.4)

each one containing a' glowing green light as brfght as a

torch. For the good.of all Barovia, he urges:the charac5

1 druid and 2 vine blights (from area W20)

ters to travel to Berez (area U) and Yester Hill (area Y ) to retrieve two of them. He has no idea what happened to

The druid lurking in area W16 carries a Gulthias staff the third gem.

(see appendix C). If the staff is destroyed, all blights

Davian's group includes the following people:

within 300 feet of it instantly wither and die.

Davi an

Adrian, his eldest son

CHAPTER 12 I THE WIZARD OF WINES

--·

�• ?-

f·

/

AREAS OF THE WINERY

This veranda is where grapes from the vineyard are

crushed into juice. The sliding wooden doors are

The following areas correspond to labels on the map of

chained shut from the inside, and the smaller door is

the winery on page 175.

barred shut from the inside. Breaking through either

requires a successful DC 20 Strength check.

WI. STABLES

The Martikovs keep two draft horses here and use

W6. W ELL

them to pull their wine wagon.

A ring of tight-fitting, moss-covered stones encloses this 40-foot-deep well.

W2. LOADING DOCK

W7. OU THOUSE

Parked in the loading dock is a wagon with three barrels

set in braces on the bed. A raised wooden walkway runs

Sweet-smelling herbs hang from the eaves of this ramalong the west, south, and east walls. Through a hole in shackle wooden outhouse, which has a small crescent the ceiling you see the wooden arm of a loading crane

moon carved into its door.

with ropes and hooks dangling from it.

The outhouse contains no surprises.

Wine barrels in the cellar (area W14) are rolled up a

ramp (area Wl2) to the crane on the upper Aoor (area

W8. STORAGE

W16), then lowered into the wagon from above. Empty

barrels are rolled off the back of the wagon and stored

in area W9. The three barrels on the wagon hold Purple

Bare hooks line the walls of this storage room. Shelves to Grapemash No. 3.

the south hold several pairs of stained wooden sandals

The south door has been forced open and hangs ajar.

with oversized soles. Both doors to this room hang open.

It can't be closed properly until repaired, though it can The one to the west is fitted with iron brackets and leads be barricaded.

outside into the rain. Lying on the floor next to it is a five W3. BARREL MAKER'S WORKSHOP

foot-long wooden beam.

Before fleeing the winery, the wereravens took the

Strips of iron and wood lie in neat piles on the floor of

leather rain cloaks stored here, but they left behind the this workshop, the walls of which are lined with tools.

wooden sandals that they wear when crushing grapes

Two worktables stand against the east wall.

on the veranda (area WS).

The wooden beam on the floor can be used to bar the

outer door.

Wine barrels are made here. The north door is barred

from the inside.

W9. FERMENTATION VATS

W4. BARREL STORAGE

I

I The rich smell of fermenting wine fills this large, two Rows of new barrels fill this room. A narrow stone stairstory chamber, which is dominated by four enormous case spirals upward in the southwest corner.

wooden casks, each one eight feet wide and twelve feet

tall. A wooden staircase in the center of the room climbs

to a ten-foot-high wooden balcony that clings to the

The room contains thirteen empty barrels.

south wall, which has four windows set into it at balcony

W5. V ERANDA

level. Stacked against the wall underneath the balcony

are old, empty barrels with "The Wizard of Wines"

burned into their sides. The balcony climbs another five

Resting on a flagstone veranda are three five-foot-diamfeet as it continues along the west and east walls, ending eter wooden tubs, their insides stained with grape juice.

at doors leading to the winery's upper level. Underneath

Each tub has a short ladder bolted to its side and a catch these side balconies are several doors, some of which

basin tucked underneath.

hang open. Beneath the sloping roof stretch thick rafters, At the back of the veranda is a large set of sliding

upon which scores of ravens have quietly gathered. They

wooden doors as well as a normal-sized wooden door.

watch you with great interest.

Stone pillars and arches support the upper floor above.

· · t CHAPTER 12 I THE WIZARD OF WINES

176

•. f

,,,--· ' b · ::: . / .

r �tL -�=/·----------- - --------'-� -��- -----

Four swarms of ravens perch on the rafters but don't The stairs lead down to area Wl3. The bottles stored in

attack the characters under any circumstances.

the rack don't have labels. The east door is barred from

Unless they have been drawn outside, twenty-four

the inside.

twig blights and one druid (NE female human) are also present. If they are here, read:

FORTUNES OF RAVENLOFT

If your card reading reveals that a treasure is here, it's buried in the barrel of sand. Emptying the barrel or dig The balcony creaks, drawing your eye to a wild-looking

ging through the sand reveals the treasure without the

figure hunched over the westernmost cask, pouring a

need for a check.

flask of thick syrup into it. She wears a gown made of an Wll. SPIRAL STAIRCASE

imal skins and a headdress with goat horns, and her hair

is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made I

I

This turret contains a stone spiral staircase. Windows in

of twigs. It moves from its hiding place under the stairs the outer wall allow light to enter.

and disappears behind the easternmost cask.

The stairs connect all three levels of the winery.

The four containers are fermentation vats, where grape

juice is mixed with other ingredients and turned into

Wl2. RAMP

wine. The easternmost cask has split in the back, creating a 6-inch-wide, 6-foot-high opening through which the twig blights can pass. All twenty-four twig blights This turret has a sloping, wooden floor that spirals from

are hidden in the cask, ready to emerge and attack

the cellar to the upper levels. Scratch marks suggest

when commanded to do so. While inside the cask, they

that barrels are rolled up and down the ramp on a rouhave total cover against attacks t_hat originate outside the cask.

tine basis.

The druid is poisoning the fermentation vats. The

three westernmost vats contain poisoned wine, enough

The spiraling ramp connects all three levels of the winto fill a total of twenty barrels. Drinking the poisoned ery. The evil druids who have taken over the winery use wine has the same effect as drinking a potion of poison.

this ramp to move between levels.

Pouring antitoxin into a vat neutralizes the poison, but

it also spoils the taste of the wine. Casting a purify food and drink spell on a vat neutralizes the poison without spoiling the wine.

In addition to her animal skin gown and horned headdress, the druid wears necklaces of human teeth. If the characters attack the druid, she calls forth her twig blights. When that happens, the swarms of ravens descend from the rafters and begin attacking the blights.

Each swarm tears apart one twig blight on each of

Tw1G BLIGHT

its turns.

The sliding wooden doors along the north wall (leading to area WS) are chained shut from the inside. The key to the padlock can be found in the office (area W20).

The single door leading to area WS is barred shut

from the inside, as is the single door leading to area W2.

WlO. GLASSBLOWER's WORKSHOP

A dirty window in the south wall allows dim light to enter this room. Wine bottles are manufactured here, as evidenced by the tools lying about, the wooden rack full of freshly blown glass bottles along the south wall, the

hearth built into the southwest corner, and the barrel

of sand standing next to it. A staircase descends underground, and between it and the rack of bottles stands a barred door.

Wl3. BACK STAIRCASE

Characters who have a light source can see brown mold

covering the walls, floor, and ceiling around the archway

and the cave beyond. Growing throughout this area,

Thick moss covers the walls of this underground stairkeeping the wine cellar cool, are ten patches of brown case. At the foot of the steps is a landing with an arched mold (see "Dungeon Hazards" in chapter 5, "Adventure Environments," of the Dungeon Master's Guide). The wooden door set into the north wall.

characters are safe from the mold as long as they keep

their distance.

This staircase connects areas WlO and Wl4.

Wl6. LOADING WINCH

Wl4. WINE CELLAR

In the winery's heyday, the wine cellar was packed with

This room has a wooden floor with a ten-foot-square

barrels awaiting shipment, but those days are long gone.

hole cut into the middle of it. Looming over the hole

is a wooden winch. Perched atop it is a man with wild

Wooden pillars and beams support the ten-foot-high ceilhair, rotted teeth, and skin painted red with blood. He ing of this ice-cold cellar, which is split in two by a fivewaves a gnarled staff made from a black branch and babfoot-thick brick wall. A thin mist covers the floor. Each bles at you.

half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack. The western rack stands The man is a druid (NE male human) who fights only empty, but the eastern one is half filled with wine bottles.

if cornered. Otherwise, he tries to flee by dropping onto

the wagon in the loading dock (area W2). He then looks

Unless they have been drawn outside, five needle

for a place in the winery to hide. A character who un blights and one druid (NE male human) lurk in the

derstands Druidic can translate the his words: "Nature eastern portion of the cellar. If they are here when the

bows to my every whim, for I have the vampire's staff!"

characters enter that part of the cellar, read:

A secret door in the north corner of the west wall can

be pulled open to reveal a bedroom (area Wl 7).

Something moves behind the eastern wine rack. Through

'TREASURE

,

the holes, you glimpse a half dozen humanoid figures,

The druid wields a Gulthias staff(see appendix C), which can be used to destroy the blights in the winery.

one with a full rack of antlers. You hear a gravelly voice mutter the words of a spell.

Wl 7. MASTER BEDROOM

This bedroom normally belongs to Davian Martikov but

On his first turn, from.behind the wine rack, the druid

is currently being used by his daughter, Stefania, and

casts a thunderwave spell, which shatters ld20 + 10 of son-in-law, Dag, while they raise their baby daughter.

the wine bottles as it resounds throughout the cellar.

The druid then orders the needle blights to attack.

The cellar gets markedly colder the closer one gets to

This room contains a four-poster bed, its headboard

the north wall. Against that wall in the eastern portion

carved in the likeness of a giant raven. A soft black rug

of the cellar rest three frosty barrels containing Purple

covers the floor between the bed and the door. In the cor Grapemash No. 3, a fact that is emblazoned on each barners of the south wall stand two slender wardrobes with rel's side. A single bottle of Purple Grapemash No. 3 lies a tapestry of a church hanging on the wall between them.

on the flagstone floor in the western half of the cellar.

The wine rack in the eastern half of the cellar holds

Beneath the tapestry sits a handsomely carved rocking

forty bottles, the labels of which show that the wine is

cradle. To the north, under a window, is a plain desk and

the winery's Red Dragon Crush ..

chair. Other furnishings include a wooden chest and a

A secret door between the two halves of the wine

freestanding mirror in a wooden frame.

cellar can be pushed open to teveal-a:fre�zi��-cold pas0

sageway (area WlS): •. :></;·I:�;/::)._::· .:: '· · ···.

0

One of the wardrobes cdntii�s-.St�f�nia;; clothes:· and,

Wl5. BROWN. M:q.Lp (;:/ '-.;: .· ·

the other contains Dag's. Jhe d�sk'h�lds manifests recording wine shipments f�r thei>a!?t cenl�'tfAcursory If the charact;rs o�eh the s_ecret"dom';"r��d: . .. ·- ' ·, -�

examination of recent records reve�is tfia"t almost all shipments are made to th�·f6:now1hg

.

-locatiorts:,

'

' . .

It takes some effort to push open the secret door, and

"BV" (the Blood o' the,Vin� tav'ern in. the village you are greeted by a blast of cold air. A dark tunnel

of Barovia) · · · · · ·

· ·

stretches for fifteen feet, ending at an archway beyond

• "BW" (the Blue Water Inn in. the town of Vallaki) which lies a shallow cave.

• · "K" (l\rez.k) . . ·

"VISTANT"/··•·

CHAPTER 12 I THE WIZARD OF WINES

Characters who check the oldest records also find en The cupboard holds dishware and eating utensils.

tries for "S" (Strahd).

The pantry holds cooking ingredients and the win The wooden chest is locked, and the key is hidden in

ery's stores.

a compartment in one of the bedposts. A character who

searches the bed notices that a knob on one of the bed Wl9. SLEEPING UARTERS

posts is loose and can be removed, revealing the compartment inside. The contents of the chest are described I

in the "Treasure" section below.

Two pairs of bunk beds occupy this room. Against the

A secret door in the north corner of the east wall can

west wall rest four identical footlockers.

Davian, Adrian, and Elvir sleep in the westernmost

I

be pushed open to gain access to the loading winch

(area W16).

TREASURE

room. Claudiu and his two younger brothers sleep in the

Inside the chest are 50 gp, 270 ep (each electrum coin

easternmost room, where a few toys are scattered about.

stamped with the profiled visage of Strahd von Za One of the toys seems to resemble a child's wooden

rovich), and 350 sp. A secret compartment in the lid can

rocking horse, except that the horse is black with wild

be found with a successful DC 15 Wisdom (Perception)

eyes and has painted orange flames where its mane, tail,

check. It holds a gold locket (worth 25 gp) containing

and hooves should be. Carved into the wooden nighta painted portrait of a beautiful woman (Davian's demare is the name "Beucephalus" and, in smaller letterceased wife, Angelika), as well as a pouch containing ing, the slogan "Is No Fun, Is No Blinsky!"

five 50 gp gemstones.

The footlockers contain clothing and personal belong Wl8.

ings, but nothing of value.

KITCHEN AND DINING ROOM

W20. PRINTING PRESS

The door to this room hangs open.

This room contains a rectangular table surrounded by

eight chairs, an L-shaped cupboard, and a floor-to-ceiling closet pantry. Next to the pantry is a small iron stove.

In this chamber are a desk, a chair, a tall wooden cabinet, and a strange contraption that takes up most of the northern end of the room.

Two vine blights and one druid (NE female human) are

in the room unless they have been drawn elsewhere, If

they are here, read:

Three creatures are here. One appears human but is so

caked with dirt and mud that it's hard to know for sure.

Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the

cabinet and haphazardly tossing them onto the floor. Behind her stand two creatures made entirely of dead vines.

The druid and the vine blights fight to the death.

Inside the cabinet is a key hanging on a loop of twine.

The key unlocks the padlock on the sliding doors between the veranda (area W5) and the fermentation vats (area W9).

The contraption standing near the north wall is a

printing press, which Davian Martikov uses to make

wine bottle labels. The ink is made from wine and

stored in bottles in the cabinet, along with pieces of

parchment and jars of glue.

SPECIAL EVENTS

You can use one.or both of the following special events

after the characters have rid the winery of its cur-

rent menace.

CHAPTER 12 I THE WIZARD OF WINES

WINE DELIVERY

WINTERSPLINTER ATTACKS

After restoring the Martikovs to their rightful positions, If the characters leave the winery and return at a later

the characters might ask them to deliver wine to the

time before dealing with Wintersplinter (see the "Dru Blue Water Inn (chapter 5, area N2), the Vistani in the

ids' Ritual" section in chapter 14), the enormous tree camp outside Vallaki (chapter 5, area N9), or the burgo blight (see appendix D) is sent from Yester Hill to ravage master of Krezk (chapter 8, area S2). A grateful Davian the vineyard and destroy the winery.

sets his sons to the task immediately. Adrian Martikov

The characters arrive to find the grapevines trampled

brings the three remaining wine barrels up from the

and the winery in ruins. Wintersplinter's tracks are

cellar and sets them on the wagon while Elvir Martikov

clearly visible on the trail to the south. Characters who

secures the horses. Adrian and Elvir make the delivery

follow the tracks catch up with Wintersplinter as the

themselves, but they welcome the party's escort. If the

blight slowly makes its way back to Yester Hill.

characters don't volunteer for guard duty, Davian Mar The Martikovs narrowly escape the carnage and flee

tikov suggests they go along with the wine wagon to

to the Blue Water Inn in Vallaki (chapter 5, area N2). Daensure its safety.

vian Martikov is crushed by the loss of the winery, and

If the characters escort the wagon, check for a random

morale in Vallak.i sinks to an all-time low as word of the encounter once for each mile traveled. The wagon is

winery's destruction spreads through town.

also watched over by two swarms of ravens that swoop

down to attack anything that threatens the wagon or the

DEVELOPMENT

characters.

Three days after Wintersplinter's attack, Baba Lysaga

(see chapter 10, area U3) dispatches the seven scare DEVELOPMENT

crows from Berez and orders them to take up positions

The characters can trade the six barrels of wine for a

in the vineyard, to discourage the wereravens from remuch-needed treasure in the possession of the Keepers turning. These scarecrows attack anyone who crosses of the Feather or the Vistani (see chapter 5, areas N2q

the vineyard or approaches the ruined winery.

and N9i), or they can use it to buy their way into the

walled village of Krezk (chapter 8).

CHAPTER 13: THE AMBER TEMPLE

SECRET SOClETY OF GOOD-ALIGNED

Strahd has returned to the temple several times to

wizards built the Amber Temple in the

learn new magic and to find a means of escaping his

Balinok Mountains more than two thoufate, but the Dark Powers have no intention of giving sand years ago. They needed a vault in him up. These recent years have been difficult for

which to contain the evil vestiges (rem Exethanter, whose body and mind have been falling

nants of dead, malevolent entities) they

apart. The lich has grown weak and forgetful. He no lonhad captured and the hoard of forbidden ger remembers his name or his spells. He knows only knowledge they had amassed. They dedithat the Dark Powers that created Strahd's domain were cated the temple to a god of secrets, whom they trusted born in the temple, and that these entities feed on the

to keep it hidden from the rest of the world until the end evil that Strahd represents. Strahd is the darkness that

of time. Unfortunately for the wizards, even the will of

sustains them.

a god couldn't prevent other evil creatures from learn Characters who visit the temple can sense the presing the temple's location. The wizards were forced to ence of great evil. The dark vestiges imprisoned within guard the temple themselves, to keep its secrets from

the temple will try to corrupt them, offering them sefalling into villainous hands. The evil forces that were crets and gifts in exchange for a taste of the evil that imprisoned within the temple eventually corrupted the

lurks within their true hearts.

wizards, turning them against one another.

The wizards were dead and gone by the time an evil

EXTREME (OLD

archmage named Exethanter arrived at the temple. He

The Amber Temple is a cold, dark place carved out of the

breached the temple's wards, spoke to a vestige trapped

snowy slope of Mount Ghakis. The temperature throughin amber, and discovered the secret to becoming a lich.

out the complex is -10 degrees Fahrenheit (-23 degrees

After his transformation, the lich Exethanter took over

Celsius). Characters who don't have heat sources, cold

the temple and turned the skulls of it previous defenders

weather gear, or magic to protect them are subject to the

into flameskulls under his command. Exethanter then

effects of extreme cold, as described in the "Weather"

took it upon himself to watch over the temple, not to

section in chapter 5, "Adventure Environments," of the hoard its evil secrets but to share them openly. Mean Dungeon Master's Guide. If Kasimir Velikov (see chapter 5, while, the evils within the temple fed on each other, area N9a) is with the party, his ring of warmth protects him from the effects of the extreme cold.

growing in power.

When Strahd came to the temple seeking immortality,

Exethanter sensed that he was a man of destiny. The

evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed

into a vampire, and the Dark Powers turned his land

into a prison.

I WOULD NOT BE CALLED 'DEATH'

so soon. I made a pact with death,

a pact of blood.

-Tome of Strahd

•

CHAPTER 13 I THE AMBER TEMPLE

182

AREAS OF THE TEMPLE

X2B. GUARD ROOM

The following areas correspond to labels on the maps of

This room lies behind a secret door.

the Amber Temple on pages 182 and 190.

All the doors in the temple are fashioned from blocks

of translucent amber with iron hinges and fittings. Un Two arrow slits are carved into the west wall of this

less otherwise noted, arrow slits in the temple are 5

10-foot-high, twenty-foot-square room. Slumped in the

inches wide, 4 feet tall, and 1 foot thick.

northeast corner is a skeleton wearing a blue wizard's

robe and clutching a wand to its chest.

XI. TEMPLE FACADE

A snow-swept gravel road climbs the mountainside as

The skeleton is all that remains of a wizard who froze to

it travels north from Tsolenka Pass toward the temple.

death. It poses no threat.

When the characters reach the end of this road, read:

TREASURE

The road fades away under a covering of snow, but it

The skeleton clutches a wand of secrets.

takes you far enough to see the facade of some kind of

X3. E MPTY BARRACKS

temple carved into the sheer mountainside ahead. The

front of the structure is fifty feet high and has six alcoves Ity-foot-square room.

I

containing twenty-foot-tall statues. Each statue is carved Shattered bits of wood cover the floor of this frigid, twen-from a single block of amber and depicts a faceless, hooded figure, its hands pressed together in a gesture of

prayer. Between the two innermost statues is a twenty The ceiling in each of these rooms is 10 feet high. The

foot-tall archway with a staircase leading down.

wood is all that remains of guards' bunks.

A secret door set in one wall of each room can be

pulled open to reveal area X2a or X2b beyond.

The amber statues are impervious to damage. Looking

at one for long fills a viewer with unease.

X4. OVERLOOK

XIA. NARROW FISSURE

A twenty-foot-wide balcony of black marble with a

shattered railing overlooks a vast temple. Black marble

A natural fissure has opened in the mountainside west

staircases at each end of the balcony descend thirty

of the temple's facade, creating a gap two feet wide, ten

feet to the temple floor. The vaulted ceiling is thirty feet feet tall, and fifteen feet deep. You see light coming from above the balcony. The walls and ceiling are covered in a room beyond, and you hear human voices there as well.

an amber glaze, lending the gloom a golden sheen. A set

of amber doors stands closed at the west end of the bal The fissure leads to area XlS. If the characters make

cony. A similar pair stands open to the east.

a Jot of noise outside, one of the creatures in that area

investigates the disturbance.

Anyone with a passive Wisdom (Perception) score of 12

X2. ENTRANCE

or higher notice arrow slits in the walls overlooking the

If the characters pass through the archway between the

temple (see areas X8 and X17 for more information on

statues, read:

these arrow slits). If the characters' light source or vision extends 90 feet or more, they can see a large, faceless statue at the far end of the temple (area XSa).

Icy steps descend ten feet to a time-ravaged hallway with

The open doorway to the east leads to area X6. The

arrow slits in the walls. Beyond the hall lies a vast, sepuldouble doors to the west open into area XlS. Characters chral darkness.

who listen at the western doors hear gruff humanoid

voices beyond, but can't discern what's being said.

The hall connects areas Xl and X4. There are no guards

X5. TEMPLE OF LOST SECRETS

in the rooms behind the arrow slits (areas X2a and X2b).

X2A. GUARD ROOM

Four black marble columns support the vaulted ceiling

This empty room lies behina a secret door. The ceilof the temple, at the north end of which stands a fortying is 10 feet high.)'wo arrow"slits are carved into the foot-tall statue of a cowled figure in flowing robes. The east wall.

statue's stony hands are outstretched as if in the midst

of casting a spell. Its face is a void of utter blackness.

CHAPTER 13. I 'THE AMBER TEMPLE

--�""" • 7

�··.[.

Neferon wears gold spectacles and a magic robe (see

The ominous statue stands between two black marble

"Treasure" below). It uses its alter self spell and Decepbalconies, one of which has partially collapsed and fallen tion skill to pass itself off as an old human wizard with on the temple's black marble Acor, in front of an open

a long white beard named Heinrich Stolt. "Heinrich"

doorway. The walls of the temple are sheathed in amber,

feigns confusion. If the characters ask him why he attacked, he claims that he was guarding the temple.

and the doors leading from it are made of amber as well.

If

the arcanaloth loses more than half of its hit points, it

Arched hallways coated with amber lead away from the

teleports to the temple floor, turns invisible, and flees by temple to the west and east. Flanking these exits are

the safest route, attacking the characters again when it's alcoves that hold white marble statues of robed human

safe to do so. The arcanaloth will not, under any circumwizards with pointed hats and golden staffs. One of them stances, leave the Amber Temple.

has toppled over and lies shattered on the Acor.

'TREASURE

The arcanaloth carries a spellbook containing the wiz An arcanaloth named Neferon guards this temple from

ard spells it has prepared (see its stat block in the Mon within the hollow head of the great statue (area X5a) and

ster Manual). It wears small gold spectacles with pink attacks characters on sight with its longer-ranged spells.

crystal lenses (worth 250 gp) and a robe of useful items Thanks to its truesight, the arcanaloth can see the inviswith the following eight patches remaining: ible and can see through magical darkness. Characters • Bag of 100 gp

Pit

can't see Neferon unless they can penetrate the magical

• Iron door

• Rowboat

darkness that envelops the statue's face and head.

• Wooden ladder

• Spell scroll (moonbeam)

Once the arcanaloth begins casting spells, the three

• Riding horse

• Mastiffs

ftameskulls in area X17 take up positions behind the arrow slits that overlook the temple and cast See the robe's description in the Dungeon Master's magic missile

and

Guide for more information on each patch.

fireball spells at characters they can see.

The temple ceiling is 60 feet high. Wide, black marble

FORTUNES OF RAVENLOFT

staircases ascend 30 feet to the southern balcony (area

X4). The balconies that flank the statue (areas Xll and

If your card reading reveals that a treasure is here, it's lying on the floor inside the statue's head.

X23) are 30 feet high as well.

Arrow slits cut into the walls of the upper galleries

X5B. SECRET DOOR

(areas X8 and X17) and archer posts (areas X13 and

X25) look down on the temple. The amber glaze that

Set into the middle of the temple's north wall is a secret covers the temple walls makes these arrow slits difficult

door. A character who searches the wall for secret doors

to spot. Characters who have a passive Wisdom (Perand succeeds on a DC 20 Wisdom (Perception) check ception) score of 12 or higher notice them. Creatures detects seams in the amber glaze that covers the wall,

behind the arrow slits gain three-quarters cover.

hinting at the presence of the door. It is warded by an The marble wizard statues stand 8 feet tall. Their

arcane Jock spell that prevents it from being opened, 9-foot-tall golden staffs are made of wrought iron coated but knocking on the door three times causes it to swing

in peeling gold paint. The northeast statue fell over

open for 1 minute, revealing a dusty stone staircase. The

when an earth tremor collapsed the wall of its alcove.

stairs climb 30 feet to another secret door that swings

open automatically when a creature moves within 5 feet

X5A. Gon OF SECRETS

of it. The stairs lead to area X30.

This 40-foot-tall statue, carved out of granite, depicts a X5c. LOCKED DooRs

faceless god of secrets. At the base of the statue, in the back, is a secret door that can be found with a success These amber doors are sealed with an arcane lock

ful DC 20 Wisdom (Perception) check. It can be pulled spell. The password to suppress it is "Etherna." A charopen to reveal a spiral staircase that climbs to a stone acter can push open the doors with a successful DC 25 ·

trapdoor set into the floor of the statue's hollow head.

Strength check. The doors (AC 15, 60 hit points) can

also be smashed. If they·are reduced to. 0 hit p0ints, ne STATUE'S HEAD

crotic energy fills the 30-foot .cube dii:ectly north of the Neferon the arcanaloth lairs inside the·s.tatue's hollow

them. A creature in that a!'.ea takes· 22 (4d10) ne�rotic

head, within a field of magical-dar�.'ness that fills the indamage, turning to dust i(reduc.ecl to O hit poirit&.· Beterior of the head and hides'the st1tue's 'humanlike face.

yond the doors lie the templt:Ocatacombs (area X3i).

The darkness can be d1sii�lled (DC 17). . · ·

A pair of 2-foot-wide eyeholes i:>rovid°es an unob X5n. AMBER REFLECTION;s,

structed view of the temple floor south of the statue, as

well as the southern balcony (area X4). Looking through

the eyes, one can't see the northern balconies (areas

This arched hall rises to a height of twenty feet. You can

-Xll and X23), the areas beneath them, or anywhere

see your reAections in the amber glaze. But the images

. behind or directly above the statue. The eyeholes grant

don't mirror your movements. Instead, they wave their

the arcanaloth three-quarters cover against attacks that

originate outside the head.

arms and scream silent warnings to you.

CHAPTER 13 I THE AMBER TEMPLE

The characters' bizarre reflections are illusions meant

to discourage them from exploring the temple. The illuthat has been shaped into bas-reliefs of wizards with sions can be dispelled (DC 15).

spell books. Stairs to the north and south descend twenty

The east hall leads to area X32, the west hall

feet to an obsidian lectern, behind which a slab of black

to area X36.

slate hangs from chains. Between the stairs are descend X6. SOUTHEAST ANNEX

ing rows of red marble benches.

The hanging lanthorns have continual light spells cast This room is featureless except for a rough-edged,

on them. The black slate slab once served as a chalk10-foot-diameter circular hole in the floor to the east and board and has a few chalk marks on it.

empty torch sconces along the walls. Double doors of

Hiding behind the lectern is Vilnius (NE male human

amber stand open to the north and west. A single closed

mage) and his invisible quasit familiar. Characters

who have a passive Wisdom (Perception) score of 17 or

door lies just south of the western set of double doors.

higher notice him. A character who actively searches the

room for hidden occupants spots Vilnius with a success The ceiling here is 20 feet high. Beyond the open doors

ful DC 12 Wisdom (Perception) check.

to the north, the characters can see a long, wide hallway

Vilnius wears scorched robes, his unkempt hair is

with amber-covered walls (area X8).

half burned away, and his face and arms are covered

The hole in the floor forms a roughly hewn shaft that

with blisters from magic fire. He is the apprentice of

descends 20 feet, then breaks through the ceiling of

Jakarion, the dead wizard in area X17. After the flamearea X33a. From the bottom of the shaft, it's another skulls there incinerated his master, the wounded Vilnius 10-foot drop to the floor of area X33a. The shaft has

retreated here. He eats vermin to survive. The amber

abundant handholds and can be climbed without an

golem has been patrolling the hallway outside (area X8),

ability check, but characters must still drop the last 10

and Vilnius won't leave this room until he knows the gofeet to reach the floor below. If the characters make a lot tern has been destroyed.

of noise, the three ftameskulls in area X33a float up the

Vilnius is a greedy, treacherous coward. He curses

shaft and attack them. The flameskulls also attack anyhis dead master for leading them to this wretched land.

one they can hear attempting to descend the shaft.

If the characters try to befriend him, be is suspicious of A secret door in the south wall opens into area X7.

their intentions. He would like to retrieve bis dead master's staff and spellbook, but otherwise he has no inter X7. SECRET SCROLL REPOSITORY

I

I est in exploring more of the Amber Temple. He knows

the following information about the place:

The temple is a haven for forbidden knowledge.

Carved into the south wall of this dusty space are cylin • Flameskulls-constructs made from the remains of

drical holes fit for scrolls or maps.

dead wizards-guard the temple.

• Barbaric mountain folk use the temple for shelter.

The wizards kept magic scrolls here in case the temple

came under attack. The scrolls have crumbled to dust.

VILNIUS ANO QUASIT

X8. UPPER EAST HALL

Glazed amber covers the walls of this twenty-foot-wide,

seventy-foot-long arched corridor. The amber doors at

both ends of the hall stand open. A closed door is in the

middle of the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor

run the length of the hall.

The cracks in the floor were made by the golem in area

XlO. The arrow slits are 5 inches wide, 2\h feet tall, and 1 foot thick. They look down on the temple (area XS).

X9. LECTURE HALL

l hang from the ceiling. The walls are sheathed in amber l This chamber is b�ightly lit by red copper lanthorns that

CHAPTER l3 I THE AM B.ER TEMPLE

TREASURE

Xl3. EAST ARCHER POST

Vilnius carries his spellbook, which contains all the

spells he has prepared. He also has a gold amulet

I

shaped like an upside-down V hidden under his robes.

This narrow room has an arrow slit in the center of the

Of exquisite design, the amulet is worth 1,000 gp. It is

I

south wall.

the control amulet for the shield guardian in area X35.

Although he can tell that the amulet is magical, he

doesn't know its purpose. The amulet thrums when it

The ceiling here is 10 feet high. The arrow slit looks

comes within 10 feet of the shield guardian. If Vilnius

down toward the temple floor (area XS), beneath the

realizes what the amulet does, he won't part with it.

raised left arm of the great statue (area XS a).

XlO. NORTHEAST ANNEX

Xl4. NORTH S TAIRCASE

When the characters open the secret door at the top of

the stairs, read:

The walls and ceiling in the eastern portion of this bare

stone room have collapsed. To the west and south

are open amber doors. In the center of the room is a

A dusty corridor heads north, then bends to the east, deten-foot-tall statue of a jackal-headed warrior made of scending a dark staircase. The air is thin, but heavy with cracked amber. It turns to face you and clenches its fists.

the stench of death.

The ceiling here is 20 feet high, and the walls are lined

Three 10-foot-long staircases with landings between

with empty torch sconces. The statue is a damaged amthem descend a total of 30 feet to area X14a. The stench ber golem (use the stat block for the stone golem in the grows stronger down the stairs.

Monster Manual). It has 145 hit points and attacks any Xl4A. COLLAPSED LOWER HALL

creature it sees, stopping only when it can't see any.

An earthquake collapsed the eastern part of the

room Jong ago.

The stairs descend to a collapsed hall with a high ceiling Xll. NORTHEAST BALCONY

and amber-glazed walls glazed. Rubble covers most of

the floor, and a path through the rubble leads to an open

doorway. A deathly stench seems to come from there.

This black marble balcony, thirty feet above the floor,

overhangs the northeast corner of the temple. The two

This ruined area once connected to area X32, but an

amber doors leading from this balcony stand open.

earth tremor caused the ceiling and walls to collapse.

The ceiling here is 25 feet high.

Characters can see an arrow slit west of the northern

Unless the characters douse their light sources and

set of doors (see area X13).

move quietly, the creatures in area X33c hear them approaching and prepare to attack.

Xl2. EAST SHRINE

Xl5. SOUTHWEST ANNEX

This room contains a gladiator (CE female human), five

This bare stone room consists of a foyer to the west and

berserkers (CE male and female humans), and one dire

a shrine to the east. Four candlesticks lie on the dusty

wolf. The gladiator and. the berserkers are bloodthirsty

floor of the foyer. In the shrine, fragments of a shattered mountain folk, the dire wolf a servant of Strahd. The

obsidian statue are scattered in a raised alcove at the

dire wolf can't be charmed:or frightened .. '

When they aren't expecting trouqle, the gladiator and

eastern end of the chamber. Two pairs of empty alcoves

the berserkers sit on the floor, sharpening th.ejr �ea pline the north and south walls of the shrine.

ons, while the dire wolf.sleeps in the d.ilddle of the room ..

The gladiator and the berser-kers 'fight tq the death. The

.. <I'

•• •

••• ·.,.

, ·.,

:.-. �> . :·· .. ·'·:

.

i� '• ". ·'

·..

., .

·�-

The amber golem in ar�·a XlO')rnc[c\ed over the can·

dire wolf flees the teri-iple (h:eading east: through; areas dies ticks and pulveriz.ed the ob�/ajail'. statue; wh,ich X4 and X2) if reduced to fewer ·�al! half its_ hit poirits.,

.

.

.

depicted the same naineless goo.that:stards in area XS.

Amber doors in the west wall op�n into area Xi3.

Torches in sconces light this bare stone room. Six bed , · : A secret door is set io'to the back of one of the alcoves rolls made of stitched animal furs cover the floor. Cold air on the north wall. It can be pulled open to area X14: enters through a fissure in the southwest wall.

Other than the berserkers' armor and weapons, there is

; qoth1ng,ofvaiuehere. The berserkers are aware of the

� .'• � . ,

'

---

186

CHAPTER 13 I THE AMBER TEMPLE

-.....::: .. »-..

\/· ..

flameskulls ("fiery spirits") to the north and keep the The ceiling here is 15 feet high. The bottles contain the doors to area X17 closed.

dried-up remains of potions that lost their efficacy long

A fissure has formed in the southwest wall. The gap is

ago. The ladders were once used to reach the higher

2 feet wide, 10 feet tall, and 15 feet deep. It leads outside niches, but they can no longer support any weight.

(area Xla).

A secret door is set in the north wall. It can be pulled

A secret door in the south wall opens into area X16.

open to reveal a staircase landing (area X21).

Neither the mountain folk nor the dire wolf knows of it.

X20. ARCHITECT'S ROOM

DE VELOPMENT

The gladiator, Helwa, uses this room as a shelter while

hunting in the mountains. She and her berserkers know

Dominating this room is a twelve-foot-tall model of a

nothing about the temple's history or purpose.

dark castle with high walls and tall spires. Behind it,

Xl6. WEST SCROLL REPOSITORY

tucked in a corner, are some ruined furnishings and a

wooden chest.

Apart from its location, this room is identical to area X7.

Xl7. UPPER WEST HALL

In the months leading up to the construction of Castle

Ravenloft, this room was occupied by the castle's architect, a wizard named Artimus. He built a scale model of The walls of this twenty-foot-wide, seventy-foot-long the castle out of magically sculpted rock. Anyone who

arched corridor are sheathed in amber. The southern half

has seen the castle recognizes this replica for what it is.

of the hall is scorched by fire, and a charred corpse lies The ceiling here is 15 feet high. A secret door in the

on the floor here, under a burned fur cloak. Several amsouth wall can be pulled open to a staircase landing (area X21).

ber doors lead from this hall, and three arrow slits are cut into the east wa·11. Floating in the middle of the hall are TREASURE

three skulls wreathed in green flame.

The wooden chest contains an old map case in which

Artimus kept floor plans of Castle Ravenloft, but the

maps were lost long ago. The chest has a false bottom

Three ftameskulls guard this hall, attacking creatures

that can be found with a successful DC 10 Wisdom

that enter. The flameskulls will not leave the hall.

(Perception) check. Inside the hidden compartment is a

The charred corpse is all that remains of a wizard

tome of understanding.

namedJakarion, who came to the Amber Temple seeking power. The flameskulls incinerated the wizard.

FORTUNES OF RAVENLOFT

The arrow slits look down on the temple (area XS).

If your card reading reveals that a treasure is here, it's hidden in the miniature castle. The characters must

TREASURE

smash their way into the castle to reach it.

Although the dead wizard's spellbook didn't survive, his

staff did. It is a staff of frost. Imprinted on it is a frag X21. WEST STAIRCASE

ment of the wizard's personality. The first character who

Three 10-foot-long staircases separated by 10-foottouches the staff gains the following flaw: "I crave power square landings connect areas X18 and X36. Thick dust above all else, and will do anything to obtain more of it."

covering the stairs has not been disturbed in ages.

This flaw trumps any conflicting personality trait.

The uppermost landing has secret doors set into its

Xl8. HALLWAY

north and south walls. The south door opens into area

I

X19, and the north door opens into area X20.

X22. NORTHWEST ANNEX

This twenty-foot-long, ten-foot-high hallway of bare stone has an amber door at each end.

I When one of the doors to this room is opened, read:

Area Xl 7 lies beyond the door to the east, area X21 be Torches in sconces illuminate a dining table in the center yond the door to the west.

of the room. Covering the table is a magnificent feast

that fills the hall with the rich smells of cooked meat,

Xl9. POTION STOR AGE

sweet vegetables, piping hot gravy, and wine.

Stone blocks resembling tables stand in the center of

The ceiling he.re is 20 feet high. Amber door; lead south

this room covered in dust. Carved into the stone walls

. to a hallway'(area X18) 'and ei3St to·ii shatter�d balco.Iiy

· ·

: ·(area X23). ... · ;- · '..:-; ·: · '

· ·

· ·

are niches filled with hundreds of dusty bottles. Cobwebs

.. The t�bleis i-e�l. but thiforches;thdeast, and the

hang from wooden ladders that lean against the walls.

chairs are .illu�io�s created by a proira'mnied·i/lusion

.

.

� ' . . \ ....

. �

.

CHAPTER 13 I THE-AMBER TEMPLE

spell that triggers when a door to the room is opened.

A pair of amber doors in the east wall open into area

The illusion can be dispelled (DC 17).

X25. A secret door is set in the back of one of the north Hidden in plain sight amid the feast on the table is a

ern alcoves. Pulling it open releases hundreds of skulls

green copper ewer embossed with images of dancing

(see area X26).

bears, elks, and wolves. The ewer, like the table, isn't

illusory. A detect magic spell reveals an aura of trans X25. WEST ARCHER POST

mutation magic around the ewer. If a character picks up

the ewer, the illusions fade away (including the torches

and their light), and seven specters materialize and at IThis narrow room has an arrow slit in the center of the

south wall.

I

tack whoever has the ewer.

TREASURE

Any poisonous liquid poured into the ewer is instantly

The ceiling here is 10 feet high. The arrow slit looks

transformed into an equal amount of sweet wine. Furdown toward the temple floor (area XS), beneath the thermore, a creature that grasps the ewer's handle can raised right arm of the great statue (area XSa).

command the ewer to fill with 1 gallon of wine, and it

can't produce more wine until the next dawn.

X26. SECRET ALCOVE

Many unscrupulous Barovians and Vistani would kill

Two secret doors lead to this room. When either door is

to obtain this ewer. Others would gladly pay for it or acpulled open, read: cept it as a gift.

X23. NORTHWEST BALCONY

I

I

Hundreds of skulls fall out of a cavity behind the door.

This black marble balcony overhangs the northwest cor This room has a 30-foot-high ceiling and is packed floor

to ceiling with human skulls. It takes 5 minutes for a

ner of the temple, the floor of which lies thirty feet below.

single character to clear a path into the room. Multi-

Nearly half of the balcony has fallen away, and obvious

ple characters can work together to clear a path more

cracks have formed near its ragged edge.

quickly. Once the skulls are cleared away, characters

can search the room.

This balcony is unsafe. Weight in excess of 250 pounds

causes it to collapse. Any creature on the balcony when

Attached to the thirty-foot-high ceiling of this dark

it collapses falls 30 feet to the temple floor below.

sepulcher is an upside-down iron chest with a barrel Characters can see an arrow slit east of the northern

set of doors (see area X25).

shaped lid.

X24. WEST SHRINE

The iron chest on the ceiling is held in place with sovereign glue, and its lid is sealed with an arcane lock spell.

The chest is impervious to weapon damage. Prying

This bare stone room consists of a foyer to the east and a it open requires a successful DC 25 Strength check,

shrine to the west. Candlesticks draped in cobwebs stand

assuming the characters can reach it. The inside of the

in the four corners of the foyer. In the shrine, a faceless chest is lined with lead.

obsidian statue stands in a raised alcove at the western

If the chest's lid is opened, the floor of this room disappears (as if affected by a disintegrate spell), crea_ting a end of the chamber. Slumped before the statue are two 10-foot-square hole above area X39. Creatures stapding

desiccated corpses in tattered garments. Two pairs of alon the floor when it disappears fall 30 feet, landing in coves line the north and south walls of the shrine.

the northwest corner of area X39.

The iron chest is empty.

The obsidian statue is 4 feet tall, weighs 250 pounds,

X27. LICH's LAIR

and depicts the same nameless god that stands watch

in the main temple (area XS). Any living creature that

enters this room must succeed'oti-a J;)C 16.Wisdom sav This fifteen-foot-high room contains the trappings of roying throw or be drawn to·the statue as though affected by the sympathy effect of an antipathy/sympathy spell.

alty: ornate furniture, exquisite rugs and tapestries, and The corpses lying in front of the statue are the remains

decorative statuary. Everywhere you look are lit candelaof two human wizards who came here separately, failed bras atop small tables. The beauty of the decor is undone their saving throws, and starved to death while under

by thick dust and cobwebs. Standing in the center of the

the spell's effect. The lich in area X27 destroyed the

room is a decrepit skeleton clad in tattered robes.

wizards' spellbooks and other possessions. Covering

the statue or removing it from this shrine suppresses its

Red pinpoints of light burn in the skeleton's eye sockmagic and ends its sympathy effect on anyone.

ets. "Do I know you?" it asks.

CHAPTER 13 I THE AMBER TEMPLE

188

The lich has fewer hit points than normal (99 hit points), X30. PRESERVED LIBRARY

doesn't remember its name (Exethanter), and has forgotten all of its prepared spells. It does know its cantrips.

In its current condition, the lich has a challenge rating

This stone library has twenty-foot-high walls and a thirtyof 10 (5,900 XP). A greater restoration spell restores the lich's memory and all of its spells. Another casting of the foot-high vaulted ceiling. Covering the ceiling is a fresco spell restores its normal hit point maximum (135).

that depicts angels being set ablaze in a hell. A black

If the characters restore its memory, the lich gives marble railing encloses a gold marble staircase that spithem the passwords to all the locked doors in the Amber rals gently down a thirty-foot-wide, thirty-foot-deep shaft Temple (with the exception of the door into area X28, to the north. Against the gray walls stand six ten-foot-tall, where its phylactery is hidden). It also provides all the information pertaining to Strahd and the temple preblack marble bookcases. On their shelves are hundreds sented at the start of this chapter. If the characters think of well-preserved tomes. Embroidered rugs, chairs, and to ask, it provides them with the command words for

lit candelabras fill the southern half of the room.

any of the books in the library (area K30).

If the characters restore its body, it offers to escort them while they explore the temple. The other creatures The spiral staircase descends 30 feet to area X42. Peerthat inhabit the temple don't threaten the characters as ing over the railing reveals crates in that area.

long as the lich is with them.

There are no ladders here to reach the high book The lich defends itself if attacked and turns to dust if it shelves. (The wizards who built this place used mage

is reduced to O hit points.

hand spells.) All the books appear to have blank covers The lich assumes that the characters have come seekand empty pages. Holding a book while speaking its seing knowledge and power. If it is inclined to help them, it cret command word causes the book's text to magically tells them how the amber sarcophagi work (as explained

appear. Only the lich in area X27 knows the command

in the "Amber Sarcophagi" sidebar). The lich has no alword for each book, and only if its memory is restored.

liance with or animosity toward Strahd, and no interest

A true seeing spell also allows one to see the magically in challenging Strahd for control of Barovia.

obfuscated text. The tomes mostly contain vile, forbid The furnishings here are in poor condition and fall

den lore. Many spellbooks are hidden here, collectively

apart easily.

holding every wizard spell in the Player's Handbook.

There are three secret doors in this room. The secret

A book that is taken from the library disintegrates

door to area X28 has an arcane Jock spell cast on it. The as the magic that preserves it is dispelled. The room's password to suppress the spell is "Exethanter."

furnishings, which are also magically preserved, deteriorate and become brittle if taken from the room.

TREASURE

The secret door in the center of the west wall can be

The lich's ancient, bronze-covered spellbook sits on a

pulled open to reveal an empty room (area X29). The

rotted divan, in plain view. Inscribed on its spine is a

one in the center of the south wall can be pulled open

title: The Jncants of Exethanter. The spellbook contains to reveal a staircase that descends 30 feet to another all the spells on the lich's list of prepared spells (see the secret door leading to ar�a XS.

lich stat block in the Monster Manual). The lich attacks X31. CENTRAL CATACOMBS

anyone who tries to take its spellbook.

These catacombs c�ntain the moldy remains of the

X28. HIDDEN PHYLACTERY

wizards who once defended the Amber Temple. Later

The secret door to this room has an arcane lock spell generations of wizards who were corrupted by the evil

cast on it (see area X27 for.details).

of the temple smashed the amber sheaths covering the

dead wizards' bodies and stole everything of value, leaving the formerly preserved corpses to rot.

Behind the secret door is a small, dusty room. Rising

from the floor in the eastern half of the room is a scaly

You smell the horrid perfume of the ancient dead. Stone

arm and claw clutching a small box made of bone.

niches along the walls of these catacombs hold humanshaped amber husks, bones, and tattered shrouds.

The scaly arm is merely a ·carved pedestal. The bone.

box is Exethanter's phylactery. If it takes 20 or more radiant damage from a single source, the phylactery is

If the characters enter these .catacombs, add:

destroyed.

X29. SECRET ROOM:

Tall, iron candlesticks stand in alcoves. Their candles

. I

ignite as you enter, casting flickering light upon the walls and causing the shattered amber to glitter .

Dust and cobwebs fill this otherwise empty room.

-.�·.,

.

. ... -: '.

. :, ..

. � ·\ ,·

. , rhe hi�it�i�ricire�.;�nit� ·�h�� �\iv.i�g-}�e:arnte .;;te�s The ceiling here is .10 feef)ligh. ·

:;. the c'qtacorribs -and ·!Il�lta�ay if take�J(om<th'� _area .

.

-_

t

...

,

·.

.

.

,-f '.'

�--

•

:

'

CHAPTER 13 I THE AMBER TEMPLE

X31A. WEST CATACOMBS

AMBER SARCOPHAGI

An amber sarcophagus looks like a rough block of solid

amber 8 feet tall, 5 feet wide, and 5 feet thick. Trapped in More skeletal rema

side the block is a sliver or wisp of utter darkness no more ins fill niches in the walls of this

than a few inches long. The darkness is the vestige of a

smaller annex, the amber husks that once preserved

dead and hateful god-a shard of pure evil with shreds of

them smashed beyond repair.

sentience and awareness. The vestige can't be harmed or

controlled, and it is immune to all conditions.

An amber sarcophagus has AC 16, 80 hit points, and

_immunity to poison and psychic damage. Destroying one

X31B. EAST CATACOMBS

causes the vestige trapped within it to disappear, leaving no trace. You choose whether it is banished or destroyed.

A creature that touches the amber sarcophagus forms

a telepathic link with the vestige inside. The vestige offers l The niches set into the wall of this annex lie empty, ex-

]

the creature a dark gift. The creature must willingly accept cept for a thick coat of dust.

the gift to gain its benefits. A dark gift is described to the creature in general terms; its precise game effect isn't No wizards were entombed here. This annex is empty.

revealed until the creature accepts the gift. For example, a creature that touches Fekre's sarcophagus in area X33a is offered the power to spread disease. That the gift grants

X32. LOWER EAST HALL

the ability to cast the contagion spell is not articulated.

A dark gift functions like a charm (see "Supernatural Gifts" in chapter 7, "Treasure," of the Dungeon Master's The walls and ceiling of this great hall are coated in am Guide). A creature doesn't receive a dark gift if it is being ber that glistens like fresh honey. Dust covers the black manipulated or coerced, or if it declines the gift. Once it rece

marble floor. To the north, the hall has collapsed, leaving ives a dark gift, a creature can never receive that same

dark gift again.

a wall of rubble.

The instant a dark gift is bestowed, the creature re Many amber doors lead from this hall. Standing in

ceiving it undergoes a transformation, gaining a sinister

front of the south door are three ugly women in tattered

physical trait or flaw, or one of each. Unless the text states otherwise, a trait or a flaw that accompanies this gift can't black gowns with brooms and black, pointed hats.

be removed by anything short of a wish spell or divine intervention.

Each time a non-evil creature accepts a dark gift, it must An earth tremor collapsed the northern part of the hall.

make a DC 12 Charisma saving throw. If the saving throw

Three Barovian witches (see appendix D) are trying to

fails, the creature's alignment changes to evil. A characopen the amber door to area X33a by trying different ter who turns evil becomes an N PC under the Dungeon passwords, unaware that they could gain entry through

Master's control, although the DM can allow the player to

the shaft in area X6. Frustrated by their Jack of progcontinue playing the evil character.

ress, they vent their rage by attacking the characters.

The witches Jet loose their three brooms of animated

Adjust the following text if the creatures in this room

attack (see appendix D) while they cast spells.

have already been encountered and destroyed.

DEVELOPMENT

If two of the witches are killed or incapacitated, the

This room has walls of glazed amber, a floor of red

surviving witch attempts to escape by flying away on

marble, and a rough-hewn shaft in the center of its tenher broom. Only the witches can use the brooms of anifoot-high ceiling. Three amber sarcophagi stand in almated attack in this fashion.

coves, and above each sarcophagus floats a human skull

X33. AMBER VAULTS

wreathed in green flame.

Several of these.amber-glazed rooms are located along

the periphery of the complex. ·Each room contains two

Three ftameskulls guard this room. They attack intrudor more amber sarcophagi (se_e the "Amber Sarcoph-

·

ers on sight.

·

agi" sidebar).

The shaft in the ceiling is 10 feet wide and 20 feet

Jong, with abundant handholds. No ability check is re-

X33A. VAULT OF SHALX

quired to climb it. The shaft leads up to area X6.

The amber door to this room·is sealed with an ar-

Characters who touch the.amber s_arcophagi are

cane Jock spell. The password to suppress the spell is offered dark gifts by the evil vestiges contained within "Shalx." A character can push'.open the doors with a

· tti�m (see the "Amber Sarcophagi" s.id�bar). : , _

..

successful DC 25 Strength.check. The door (AC 15, 30

: West_Siirc_ophaA,us. "[hyyes�ige,within thi& sarcoph-.

. . , . . .

hit points) can also Qe smashed. If the door is reduced

·.· a_g1;1s-offer� the 'dark gift of Fekr�,;Que:en·of Poxes. · .� ::,:." ( ·. , .. ·

too hit points, necroti<; ·energy. fills the 30-foot cube

··. ,fe!cre\giff_i�_tne .J:!.ower of spreacii'ng C,i_sease. This._dark ·. : · .. ·:, '._

directly in front of it. Acrii'ature in the area takes 22

.. � . -? gi°ft:�}_I��� fts beneficl1.ry t_c{c�si t_hi .9b�tagion·sptl(a:(. ·

'' .

(4d10) necrotic damage,. foi:ning to dust and bones if re- : : ")( an �ction. After it ljai;:'tieen us�<!Jhce,e)fmes,-.the:d,ark duced toOhit points: .. ,_:._

.

.

::.�·.:giftyanishes.�- .,.:> . . :_· .. ·· ,··--��{\;�·-·

.. � ..

----

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CHAPTER 13 I THE AMBER TEMPLE

--

\ -- ----�- ------ -------·--------------

The beneficiary of this dark gift reeks of filth.

X33c. GHASTLYVAULT

South Sarcophagus. The vestige within this sar The amber door to this room hangs open, and the chamcophagus offers the dark gift of Zrin-Hala, the Howling ber reeks of death.

Storm. Zrin-Hala's gift is the power to create lightning.

This dark gift allows its beneficiary to cast the lightning bolt spell as an action. After it has been used three This room has amber-glazed walls and a floor of dark times, the dark gift vanishes.

green marble. Three amber sarcophagi stand in alcoves.

As soon as this dark gift is received, one side of the

Two feral humanoids with ghastly gray skin stare at you

beneficiary's face sags and loses all feeling.

hungrily with three eyes-two normal eyes and a third

East Sarcophagus. The vestige within this sarcophagus offers the dark gift of Sykane, the Soul Hungerer.

lidless eye blinded by cataracts. Five more cling to the

Sykane's gift is the power to raise the recently deceased.

walls and ceiling.

This dark gift allows its beneficiary to cast the raise dead spell as an action. After it has been used three times, the dark gift vanishes.

The ceiling here is 10 feet high. The seven hungry

As soon as this dark gift is received, the beneficiary's

ghasts that lair here fight to the death. The ghasts have

eyes glow a sickly yellow until the dark gift vanishes.

the following additional feature:

The beneficiary also gains the following flaw: "If I help

Spider Climb. The ghast can climb difficult surfaces, includsomeone, I expect payment in return."

ing upside down on ceilings, without needing to make an

ability check.

X33B. VAULT OF MAVERUS

The amber door to this room is sealed with an

Characters who touch the amber sarcophagi are offered

ar dark gifts by the evil vestiges contained within them (see cane lock spell. The password to suppress the spell is the "Amber Sarcophagi" sidebar).

"Maverus." The door is otherwise identical to the door of area X33a.

North Sarcopha;us. The vestige within this sarcophagus offers the dark gift of Drizlash, the Nine-Eyed Spider. Drizlash's gift is the power to walk on walls and This room has amber-glazed walls, a blue marble floor,

ceilings. This dark gift allows its beneficiary to climb

l

]

and three amber sarcophagi standing in alcoves.

difficult surfaces, including upside down on ceilings,

without needing to make an ability check.

The beneficiary of this dark gift grows an extra eye

The ceiling here is 10 feet high. Characters who touch

somewhere on its body. The eye is blind and ever open.

the amber sarcophagi are offered dark gifts by the evil

East Sarcopha;us. The vestige within this sarcophvestiges contained within them (see the "Amber Saragus offers the dark gift of Dahlver-Nar, He of the Many cophagi" sidebar).

Teeth. Dahlver-Nar's gift is the power to live many lives.

North Sarcopha;us. The vestige within this sarcoph Upon receiving this dark gift, the beneficiary instantly

agus offers the dark gift of Savnok the Inscrutible. Savreincarnates when it dies, as though it was the target nok's gift is the power to shield the mind. This dark gift of a reincarnate spell. The new body appears within 10

takes the form of a mind blank spell cast on the benefifeet of the old one. After it has been used three times, ciary. The spell has an extended duration of 1 year, after the dark gift vanishes.

which the dark gift vanishes.

The beneficiary of this dark gift loses all of its teeth

The beneficiary's eyes melt away upon receiving this

until it reincarnates for the third and final time.

dark gift, leaving empty sockets that can still see.

South Sarcophagus. The vestige within this sarcoph East Sarcophagus. The vestige within this sarcophagus offers the dark gift of Zantras, the Kingmaker.

agus offers the dark gift of Tarakamedes, the Grave

Zantras's gift is power that comes from great presence

Wyrm. Tarakamedes's gift is the power of flight. The

and force of personality. This dark gift increases the

beneficiary of this dark gift grows skeletal wings and

beneficiary's Charisma by.4, up to a maximum of 22.

gains a flying speed of 50 feet.

The beneficiary of this dark gift gains the following .

The beneficiary of this dark gift must eat bones or

flaw: "I won't take no for' an a11�wer." ·.

grave dirt to survive. At dawn, if the creature has not

eaten at least 1 pound of bo��� or gr�:ve dift ir:i th� past-X33D. BREACHED VAVLT

24 hours, it dies. · . · · . \'.i�:.: ,_,:, ,':·':::··· ·

The, amber door to this 'roCJm hangs opeil. C

South Sarcopha;�s.:T:h�,ve;tig,;: �ithi�'thi� sarce>ph ·':';" .. ·

agus offers the dark �ifcifSfi�fufj\rhci\11:ae;the Lady ·_

This room has amber-glazed walls and a floor of pur · of Delights. Shami-A:fnotira�'s'gift.is·the power· of.per- ·.

_suasion. This dark gitt allo�s it; beri_��ci�ry'to

plish-black marble. Two amber sarcophagi stand in

'cast the

. suggestion spell asin'action, and saving throws·agah1st alcoves to the west and east. A third sarcophagus that . : .. the �pell have disadva�tage. After it has beer:i iised three once stood in the north alcove lies shattered on the .·: . )im,t,s� the dark gift vanishes.

· · '· .' · · · · ·

floor. Clustered in the middle of the room are four loath \ .. , ',the beneficiary of this dark gift gains.an extra finger·.

some, hunched creatures. Each one has a single large,

on each hand, as well as the following flaw: "I cari't get

· .enough pleasure. I desire others to create beauty for me ..

baleful eye.

· a't all 'times."

CHAPTER 13 I THE AMBER TEMPLE

The creatures huddled in this room are four nothics West Sarcophagus. The vestige within this sarcophformer wizards reduced to this evil state by their mad agus offers the dark gift of Great Taar Haak, the Fivequest for forbidden lore. The nothics use their Weird Headed Destroyer. Taar Haak's gift is great strength.

Insight feature to pry secrets from the characters. Al This dark gift grants its beneficiary the benefit of a belt though this power is wickedly invasive, the nothics don't of fire giant strength. This benefit lasts for 10 days, after consider their prying to be offensive, and so they are which the dark gift vanishes.

taken aback if the characters retaliate. The nothics fight The beneficiary of this dark gift the following flaw:

only if one of them is accosted, or if the characters try to

"I like to bully others and make them feel weak and

destroy the amber sarcophagi.

inferior."

Characters who touch the amber sarcophagi are

South Sarcophagus. The vestige within this sarcophoffered dark gifts by the evil vestiges contained within agus offers the dark gift ofYog the Invincible. Yog's gift them (see the "Amber Sarcophagi" sidebar).

is one of physical resilience. This dark gift increases

West Sarcophagus. The vestige within this sarcophthe beneficiary's hit point maximum by 30. This benefit agus offers the dark gift of Delban, the Star of Ice and lasts for 10 days, after which the dark gift vanishes.

Hate. Delban's gift is the power to unleash deadly cold.

Oily black fur covers the beneficiary's face and body.

This dark gift allows its beneficiary to cast the cone of cold spell as an action. After it has been used seven X33F. VAULT OF THAN GOB

times, the dark gift vanishes. Until it vanishes, the bene The amber door to this room is sealed with an ar ficiary also gains the benefits of a ring of warmth.

cane lock spell. The password to suppress the spell is The beneficiary of this dark gift gains the following

"Thangob." The door is otherwise identical to the door flaw: "Fire terrifies me."

of area X33a.

North Sarcophagus. This sarcophagus has been shattered in a way that suggests the vestige inside it somehow broke free.

This room has amber-glazed walls, a floor of grayish

West Sarcophagus. The vestige within this sarcophmarble with black veins, and three amber sarcophagi agus offers the dark gift of Khirad, the Star of Secrets.

standing in alcoves.

Khirad's gift is the power of divination. This gift allows its beneficiary to cast the scrying spell as an action. After it has been used three times, the dark gift vanishes.

Characters who touch the amber sarcophagi are offered

The beneficiary's voice becomes a low whisper, and its

dark gifts by the evil vestiges contained within them (see smile becomes cruel and evil.

the "Amber Sarcophagi" sidebar).

West Sarcophagus. The vestige within this sarcoph X33E. VAULT OF HARKOTHA

agus offers the dark gift of Norganas, the Finger of

The amber door to this room is sealed with an arcane

Oblivion. Norganas's gift is the power to turn life into

lock spell. The password to suppress the spell is "Harundeath. This dark gift allows its beneficiary to cast the kotha." The door is otherwise identical to the door of finger of death spell as an action. After it has been used area X33a.

three times, the dark gift vanishes. When it vanishes,

the beneficiary must succeed on a DC 15 Constitution

saving throw or drop to O hit points.

This room has amber-glazed walls, a black marble floor

This dark gift turns the beneficiary's blood pitch black

with red veins, and three amber sarcophagi standing

and viscid, like tar.

in alcoves.

South Sarcophagus. The vestige within this sarcophagus offers the dark gift ofVaund the Evasive. Vaund's gift is the power of evasion. This dark gift grants its In the center of the room, a death slaad has cast invis beneficiary the benefits of an amulet of proof against deibility on itself and stands ready with its greatsword in tection and location and a ring of evasion. These benefits hand. The slaad attacks anyone who enters the room, last for 10 days, after which the dark gift vanishes.

fighting until slain. It can't leave the Amber Temple.

The beneficiary of this dark gift becomes twitchy and

Characters who touch the amber sarcophagi are

nervous, and also gains the following flaw: "I can't give a offered dark gifts by the evil vestiges contained within straight answer to any question put to me."

them (see the "Amber Sarcophagi" sidebar).

East Sarcophagus. The vestige within this sarcopha North Sarcophagus. The vestige within this sarcophgus offers the dark gift of Seriach, the Hell Hound Whisagus offers the dark gift of Yrrga, the Eye of Shadows.

perer. Seriach's gift is the power to summon and control

Yrrga's gift is the power of true seeing. This dark gift

hell hounds. As an action, the beneficiary of this dark

grants its beneficiary the benefits of truesight out to a

gift can summon and cont.rot two hell hounds. Both

range of 60 feet. These benefits last for 30 days, after

hounds appear at the same time. The beneficiary can

which the dark gift vanishes.

summon hounds only once, and the da.rk gift vanishes

The eyes of the beneficiary �ecome starry voids unwhen they die.

til the dark gift vanishes. The beneficiary of this dark

The beneficiary gains the ability to speak and undergift also gains the (ollowing flaw: "I believe that all stand Infernal; if he of she doesn't already know the lanlife is pointless and look.forward to death when it fi.

guage. (The hell hounds understand no other language.)

nally comes."

_ Sulfurous smoke issues from the beneficiary's pores

--

whenever he or she speaks Infernal.

j

CHAPTE�� I THE AMBER TEMPLE

193

.. '- , ���;:.-·-· �� /fc--·��-.l\

v_

l

X34. WIZARD'S BEDCHAMBER

X38. HAUNTED ROOM

A white marble bed stands in the center of this bare

This room, once a bedchamber, is littered with broken

stone room, its mattress long since rotted away. Golden

furnishings. Scattered about the room are the remains of

hawks perch atop the bed's corner posts. The room's rea bed, a wardrobe, two trunks, three tall candlesticks, a maining furnishings have been reduced to dust-covered desk, a bookshelf, and several chairs. Torn-up books, old

heaps. Cobwebs cover arcane sigils carved into the walls.

quill pens, and tattered clothes are also strewn about.

The ceiling here is 10 feet high. The sigils that cover the The ceiling here is 10 feet high. A poltergeist (see the

walls were once wards designed to protect the room's

specter entry in the Monster Manual) haunts this room contents from theft, but they have been bled of their

and telekinetically hurls broken furnishings at intruders

magic and can no longer harm anyone.

so as not to give away its location.

TREASURE

TREASURE

The four golden hawks are worth 250 gp each.

A search of the room yields a wooden scroll tube containing an intact spell scroll of wall of fire.

X35. SLEEPING GUARDIAN

X39. PLUNDERED TREASURY

The furnishings of this bare stone room have succumbed

to decrepitude. Standing in the center of the room, its

The amber doors that once sealed this great stone room

head scraping the ten-foot-high ceiling, is a vaguely manhave been smashed, their pieces lying amid crushed shaped construct made of dark wood and riveted iron.

bones, armor, and weapons.

Its helmed head stares blindly in your direction. Cobwebs

stretch from this terrible artifice to the wrecked furniture The ceiling here is 30 feet high and flat. A 10-footthat surrounds it.

square hole in the northwest corner of the ceiling magically forms if the iron chest in area X26 is opened.

An amber golem once stood guard here, but it escaped

This room was once a wizard's bedchamber. The conafter thieves broke into the treasury and looted it. The struct is an incapacitated shield guardian. Its control golem has since made its way upstairs (see area XlO).

amulet can be found in area X9.

Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor.

X36. LOWER WEST HALL

Their restless spirits survive here as four poltergeists

(see the specter entry in the Monster Manual). The poltergeists can't leave the room and fight until destroyed.

Glistening amber coats the walls and ceiling of this enormous hall like sculpted honey, and dust covers the black X40. SEALED TREASURY

marble floor. The vaulted ceiling is twenty-five feet high.

The amber doors to the south are sealed with an ar Set into the walls at a height of five feet are amber ledges cane Jock spell. The password to suppress the spell is lined with life-sized alabaster statues of cats, frogs, "Dhaviton." A character can push open the doors with a hawks, owls, rats, ravens, snakes, toads, and weasels.

successful DC 25 Strength check. The doors (AC 15, 60

Many of the statues have fallen off their perches and lie

hit points) can also be smashed. If the doors are reduced to O hit points, a greater invisibility spell is cast on the shattered on the floor.

amber golem in this room. The spell lasts for 1 minute.

An amber door in the north wall stands open. Four

other amber doors to the west and south stand closed.

l Piles of treasure are heaped against the west and east

l

walls of this stone room.

The animal statues represenf°aiffecent kinds of famil-

iars, and they are harmless .. 1 ; •· ',· • •

If the golem is visible, add:

X37. WIZARD'S BEDCHAMBER

A ten-foot-tall statue carved from amber in the likeness

Furnishings made of ancient, colorless wood have colof a hawk-headed humanoid stands in a wide alcove to lapsed under their own weight and now lie covered with the north. Behind it, a crack has formed in the wall.

cobwebs and dust.

CHAPTER 13 I THE AMBER TEMPLE

-

194:

---·-------

----. r-·- -� .,

,r

L_ "" !"

__

.. _.·

,_ ,

\!. _ - - - - - -

-

The ceiling here is 30 feet high and flat. The statue in

Pile 4

the northern alcove is an amber golem (use the stat

A pile of iron ingots (worth 250 gp total and weighing

block for the stone golem in the Monster Manual). It at2,500 pounds) tacks any creature that disturbs the treasure. The golem Thirty holy symbols (worth 5 gp each) of gods from

can leave the room but can't leave the Amber Temple.

various worlds

See area X41 for a description of the cracks in the

A set of twelve copper chalices with silver filigree

south wall.

(worth 25 gp each)

A gilded skull with red garnets in its eye sockets

TREASURE

(worth 250 gp)

Six piles of treasure are numbered on the map.

Eight warhammers and six war picks

Pile 1

Pile 5

17,500 cp (loose)

9,000 sp (loose)

Thirty 50 gp gemstones

Six nonmagical crystal balls (worth 20 gp each)

Three rusted suits of plate armor (worthless)

A bronze crown with tiny gem-eyed dragons for spires

Nine rusted shields (worthless)

(worth 750 gp)

A child-sized sarcophagus made of black wood inlaid

A life-sized wooden pony (worth 25 gp)

with gold (worth 250 gp)

Six marble vases (worth 100 gp each and weighing

Pile 2

100 pounds apiece)

12,000 sp (loose)

Pile 6

Five rusted suits of ring mail and six rusted breast7,000 wooden coins painted gold (worthless) plates (worthless)

15,000 cp in fifteen iron pots

A silvered rapier with a pink glass hilt

An obsidian scepter with gold filigree (worth 2,500 gp)

Four rusted greatswords (worthless)

Eleven rusted helms (worthless)

A gilded chariot (worth 750 gp)

Fifteen thin, leather-bound tomes, all of them signed

Pile 3

copies of a storybook called Snow Dwarf and the

6,600 ep (loose), each coin stamped with the profiled

Seven Wights, by Nitch Rackmay.

visage of Strahd

Seventy-five empty bottles

FORTUNES OF RAVEN LOFT

A trunk filled with six fine dresses and gowns (worth

If your card reading reveals that a treasure is here, it's 25 gp each)

buried in a random pile of treasure (roll a d6).

Ten pieces of jewelry (worth 250 gp each) and 500 gp

in a rotted wooden chest

X41. FISSURE

Eight painted ceramic statues of saints (worth 250 gp

An earth tremor split the rock between areas X40 and

each and weighing 50 pounds each)

X42, creating two natural openings that are virtually

side by side. The openings are 3 feet wide, 8 feet high,

and 10 feet deep.

X42. AMBER VAULT

A golden marble staircase with a black marble railing

hugs the north wall as it spirals gently up a thirty-foot /.\MBER GOLEM

wide shaft. Lying in the middle of the room are six rotting wooden crates.

The amber-covered walls are sculpted to look like

tentacles that entwine around marble bas-reliefs of

kings, queens, pharaohs, and sultans attended by myriad slaves.

The west, south, and east walls contain alcoves, and

standing in each alcove is a tall, rough block of amber.

Two wide cracks have opened up in the south wall, spilling rubble and shattered pieces of amber onto the floor in the southeast corner of the room.

The spiral staircase climbs 30 feet to area X30.

See area X41 for a description of the cracks in the

south wall.

CHAPTER 13 1 THE AM BER TEMPLE

�----

195

Inside the wooden crates, buried in earth, are six

is identical to that of the resurrection spell, except that vampire spawn created by Strahd from a dead party of it works regardless of how long the creature has been adventurers. As soon as they hear intruders in the room,

dead. After it has been used once, the dark gift vanishes.

the vampire spawn burst out of their crates and attack,

The beneficiary of this dark gift takes on a corpselike

fighting until destroyed.

appearance and is easily mistaken for an undead.

TELEPORT DESTINATION

SPECIAL EVENTS

Characters who teleport to this location from area

K78 in Castle Ravenloft arrive at the point marked T

Two dusk elves are drawn to the Amber Temple for difon the map.

ferent reasons. You can use one or both of the following

special events while the characters explore the temple.

AMBER SARCOPHAGI

Characters who touch the amber sarcophagi are offered

RAHADIN'S PRAYER

dark gifts by the evil vestiges contained within them (see Strahd's loyal chamberlain, Rahadin (see appendix D), the "Amber Sarcophagi" sidebar earlier in this chapter).

believes that his master forged a pact with the nameless

Kasimir will know when he touches the east sarcophagod of secrets to whom the Amber Temple is dedicated.

gus in this area that he has found the dark gift he seeks.

The dusk elf comes to the temple on occasion to petition

West Sarcophagus. The vestige within this sarcophathe dark god into releasing his master from his torment.

gus offers "the dark gift of the Vampyr" to any humanoid Rahadin rides a phantom steed along Tsolenka Pass creature of evil alignment that touches it. The Vampyr's to the Amber Temple and kneels before the great statue

gift is the immortality of undeath. If the dark gift is

in area XS. (The arcanaloth that guards the temple

accepted, its effect doesn't occur until the following conknows Rahadin and doesn't harm him. The arcanaloth ditions are met, in the order given below. The creature and the flameskulls don't attack other visitors until Rabecomes aware of the conditions only after accepting hadin is killed or leaves.) Rahadin then pulls out a live the dark gift.

toad, swallows it whole as a sacrifice, and offers a ges The beneficiary slays another humanoid that loves or

ture of supplication to the secret god.

reveres him or her, then drinks the dead humanoid's

blood within 1 hour of slaying it.

DEVELOPMENT

The beneficiary dies a violent death at the hands of

Rahadin knows that Strahd will deal with the characone or more creatures that hate it.

ters when he sees fit. If the characters confront the dusk elf, he defends himself but won't cause them any perma When the conditions are met, the beneficiary instantly

nent harm. Strahd's chamberlain would sooner die than

becomes a vampire under the Dungeon Master's conallow himself to be captured. Rahadin doesn't divulge trol (use the stat block in the Monster Manual).

his reason for visiting the temple, or even who is he or

After receiving the dark gift, the beneficiary gains the

what role he serves. Left to his own devices, he rides

following flaw: "I am surrounded by hidden enemies

back to Castle Ravenloft.

that seek to destroy me. I can't trust anyone."

South Sarcophagus. The vestige within this sarcoph KASIMIR's DARK GIFT

agus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard If Kasimir Velikov (see appendix D and chapter 5, area spells. Tenebrous's gift is the secret of lichdom. This

N9a) finds his way to area X42 and accepts the dark gift

dark gift grants its beneficiary the knowledge needed to

ofZhudun, he then asks the characters to accompany

perform the following tasks:

him to the catacombs of Castle Ravenloft so that he can

restore the life of his centuries-dead sister, Patrina Ve Craft a phylactery and imbue it with the power to conlikovna (see chapter 4, area K84, crypt 21).

tain the beneficiary's soul

Concoct a potion of transformation that turns the

DEVELOPMENT

beneficiary into a lich

If Kasimir succeeds in his quest, the newly resurrected

Construction of the phylactery takes 10 days. Concoct Patrina (NE female dusk elf archmage) feigns repening the potion takes 3 days. The two items can't be tance until she regains her strength and her spells, crafted concurrently. When the beneficiary drinks the

whereupon she travels to Castle Ravenloft and attempts

potion, he or she instantly transforms into a Heh under to return to Strahd, seeking to become his vampire

the Dungeon Master's control (use the stat.block in

bride at last. The mutilation of her brother at the hands

the Monster Manual, altering the Lich's prepared spells of Rahadin, Strahd's chamberlain, doesn't sit well with as desired).

her. She hopes to avenge her bro_ther and distract the

The beneficiary of this dark gift gains the following

characters by setting them on a path. to kil_ling Rahadin, flaw: "All I care about is acquiring new magic and arwho has long opposed her l1}arriage to S�ahd.

cane knowledge."

Strahd has lost interest in Patrina as a ·consort. Given

East Sarcophagus. The vestige within this sarcophathe chance, he turns her into a vampire spawn and puts gus offers the dark gift of Zhudun, the Corpse Star. Zhuher back in her crypt-a fate she would do everything dun's gift is the power to raise the ancient dead. As an in her power to prevent. Her attraction to Strahd is outaction, the beneficiary of this dark gift can touch the rematched by a desire to increase her own power. She is mains of a dead creature and restore it to life. The effect no one's plaything.

1

CHAPTER 13 I THEAMBE

96

1

�TEMPLE

--=-=-1 ---=�

,(-

..l__ -

'\,J/

·,:·

'\ \\. ! /'

CHAPTER 14: YESTER HILL

HE DRUIDS WHO WORSHIP STRAHD AS

These burial mounds predate the arrival of Strahd

lord of the land and master of the weather

and the druids. They have remained undisturbed for

convene here, atop Yester Hill, on the very

centuries. Buried under the rocks are the moldy bones

edge of Strahd's domain. This hill is also

of an ancient tribe of berserkers that once lived in the

where the evil blights that walk the Svalich

mountains. (See "Blood Spear of Kavan" in the "Special Woods are born, and where Strahd comes

Events" section below.)

on occasion to glimpse his ancestral home.

Y3. DRUIDS' CIRCLE

AREAS OF THE HILL

The following locations correspond to labels on the map

Atop the hill is a wide ring of black boulders and smaller ofYester Hill on page 199.

rocks that collectively form a makeshift wall enclosing a

Yl. TRAIL

field of dead grass. Lightning strikes the edge of the ring from time to time, illuminating a ghastly, fifty-foot-tall statue made of tightly woven twigs and packed with black The trail through the thick woods leads to a hill covered

earth. The statue resembles a towering, cloaked man

with dead grass and cairns of black rock. Dark, ominous

with fangs.

clouds gather high above, and a single bolt of lightning

strikes the hilltop. West of the hill, the land, the woods, The ring of boulders that surrounds the field is 250

and the sky vanish behind a towering wall of fog.

feet in diameter and ranges from 5 to 10 feet high. Any

creature that climbs over the black boulders has a 10

The trail splits as it climbs the hillside, forming two conpercent chance of being struck by lightning, taking centric rings (area Y2). The trail also leads to the hilltop 44 (8d10) lightning damage. Characters can avoid (areas Y3 and Y4). The wall of fog (area YS) marks the

the damage by sticking to the two trails that pass

edge of Strahd's domain.

through the ring.

Y2. BERSERKER CAIRNS

Dirt trails run along two concentric rings of cairns that

encircle the hillside. Each cairn is a ten-foot-high mound of slimy black rocks.

BY DAY OR NIGHT, STRETCHING UP

to the limits of vision, the edges of my

realm are marked by a great wall of

mist. I was there at its birth.

-Strahd van Zarovich

in I, Strahd: The Memoirs of a Vampire

•

--- _J 197

�

�.2' 1.,\\-

'\ I

WOODEN STATUE

Y4. GULTHIAS TREE

The giant statue bears an eerie resemblance to Strahd

von Zarovich. Close inspection reveals roots sprouting

from the ground around its base. These roots are part

At the south end of the hilltop is a sickly copse, a grove of of the Gulthias tree in area Y4. They wrap around the

dead trees and shrubs with a huge, misshapen tree at its

statue, providing added support and durability. The

roots not only prevent the statue from being toppled but

core. Blood oozes like sap from its twisted trunk. Skulkalso allow the effigy to serve as a component in a ritual ing around the tree are six gangly' humanoid creatures to create a tree blight (see "Druids' Ritual" in the "Specovered with needles. Embedded in the tree is a shiny cial Events" section below). Planted in the "heart" of this battleaxe, beneath which lies a humanoid skeleton.

wooden effigy is a magic gem stolen from the Wizard of

Wines vineyard (chapter 12).

The statue has AC 10, 50 hit points, and immunity to

The tree is a Gulthias tree (see the blights entry in the

poison and psychic damage. If the statue takes fire dam Monster Manual), the roots of which extend deep beage after being splashed with oil, it catches fire, taking neath the hill. Lurking among the dead trees and shrubs 2d6 fire damage each round. If the statue is reduced to 0

are three vine blights, six needle blights, and twelve hit points, it collapses, and the magic gem tumbles onto twig blights. The needle blights are plainly visible, but the field, glowing with a bright green light.

the False Appearance feature of the vine blights and

the twig blights allows them to hide in plain sight. The

HIDDEN GRAVES

blights attack anyone who harms the Gulthias tree,

Hidden throughout the field inside the boulders are six

which has no actions or effective attacks of its own.

druids (CE male and female humans) and six berserk The Gulthias tree has AC 15, 250 hit points, and im ers (CE male and female humans), all descendants of munity to bludgeoning, piercing, and psychic damage. If

the ancient mountain tribe whose members are buried

it is reduced to O hit points, it seems to be destroyed but on this hill and all covered head to toe in bluish-gray

isn't truly dead; it regains 1 hit point every month until mud. They have long, tangled hair and wild-looking

it is fully healed. With a successful DC 15 Intelligence

eyes. To honor their dark "god," they sleep in earthen (Nature) check, a character can determine that the engraves hidden under covers made of sod and dead grass.

tire stump must be uprooted for the tree to truly die. The Characters entering the circle who have a passive Wis Gulthias tree withers and dies in 3d10 days if a hallow dom (Perception) score of 16 or higher notice the dozen spell is cast in its area.

covered graves scattered throughout the field. The dru The Gulthias tree creates blights from ordinary plants

ids and the berserkers rise from their graves and attack

and is the only tree of its kind in Barovia. If the Gulthif anyone approaches or damages the statue, or if they ias tree is killed, no new blights can be created within are discovered and attacked.

Strahd's domain. Award the party 1,500 XP for destroy The druids are waiting to begin a ritual to summon

ing the Gulthias tree.

forth an enormous tree blight. Only one druid is needed

The skeleton lying at the base of the Gulthias tree is

to complete the ritual, but the druids won't begin withall that remains of a human adventurer who was killed out Strahd's blessing. Thus, they are waiting for him by blights while trying to cut down the tree.

to appear. The ritual can't be completed if the statue is

destroyed or the magic gem is removed.

TREASURE

If the characters discern or divine the gem's location

The dead adventurer's tattered leather armor isn't salwith the aid of magic, they can try to dig the gem out vageable, but the axe embedded in the tree is a magic of the statue's chest. Climbing up the statue is a sim-

battleaxe. Its handle is carved with leaves and vines, and ple matter, requiring no ability check, and a character

the weapon weighs half as much as a normal battleaxe.

within reach of the chest cavity can use an action to dig

When the axe hits a plant, whether an ordinary plant or

into it. Have that character's player roll a d20: on a result a plant creature, the target takes an extra ld8 slashing of 13 or higher, the character unearths the gem and can

damage. When a creature of non-good alignment wields

take it as part of his or her action.

the axe, it sprouts thorns whenever its wielder makes an

attack with it. These thorns prick the wielder for 1 pierc DE VELOPMENT

ing damage after the attack is made, and this damage is

If the druids and the berserkers are killed, their numconsidered magical.

bers are replenished as·otherfi ret'urn from forays into

the Svalich Woods. At the end ·of eac\i day, at dusk,

FORTUNES OF RAVENLOFT

ld4 - 1 druids and ld4 -;1 bers'er-kers arrive until there

. If your card reading reveals that a treasure is here, it's are six of each.

buried amid the roots of the Gulrhias tree, beneath the

skeleton of the dead adventurer. Characters who dig in

the ground under the skeleton automatically find it.

r9S

t CHAPTER 14 I YESTER HILL

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CHAPTER 14 I YESTER HILL

r99

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Y5. WALL OF FOG

(area Y4) has been reduced to O hit points, the ritual

won't work. Druids who realize that the tree has been

Yester Hill gets its name from a strange phenomenon

destroyed know enough not to attempt the ritual.

that can be observed by anyone who looks into the mists

Strahd observes the proceedings, defending the drufrom the hilltop or the western hillside: ids if they are attacked and retreating if outmatched.

DEVELOPMENT

As you look west into the curtain of fog, you see a white

If the characters are present when the druids complete

fortress on a hill above a great city. The city appears

the ritual, read:

quite distant, maybe a mile away. The fog obscures all

detail, but you can hear what sounds like the echo of a

A thirty-foot-tall plant creature bursts out of the statue, church bell.

sending twigs and earth flying. The creature resembles a dead treant with green light seeping out of it.

The Dark Powers have created a false image of Strahd's

ancestral home within the fog, just beyond reach.

Strahd comes to the hill on occasion to gaze upon the

The creature that erupts from the wooden statue is a

city, even though he knows it can't be real. The image

tree blight (see appendix D) that the druids call Wintantalizes him.

tersplinter. The green light comes from the magic gem

Any creature that enters the deadly fog is subject

embedded in its "heart." The gem can be removed only to its effects (see the "Mists of Ravenloft" section in when Wintersplinter is dead.

chapter 2).

The druids command Wintersplinter to travel north

If the characters ask an NPC spellcaster about this

and lay waste to the Wizard of Wines vineyard (chapter

part of the wall of fog, that person might relate an an12). Although the characters might not understand what cient legend about it. According to the mountain folk the druids are up to, they will no doubt wonder where

of Barovia, there was always a wall of mist near Yester

the druids are sending the tree blight. As Wintersplinter

Hill, even before the deadly mists entrapped all of Barotravels north, its destination should become clear to via. The ancient folk called the mist the Whispering characters who have previously visited the winery and

Wall, for within it they could hear the whisper of voices

the vineyard. Whether they try to halt its advance is

from the past and the future. They believed that an

up to them.

ancient god gave up his divinity to preserve the world

Once the tree blight departs, Strahd commands the

from destruction and that his last exhalation as a god

druids and berserkers to leave the hill so that he can be

produced this mist. Within it were all his memories of

alone. As they flee into the woods, he gazes longingly

the world and all his visions of its possible futures, and at the image of his ancestral homeland to the west

with proper preparation, a seeker could go on a vision

(see area Y5).

quest within it. Some students of the arcane contend

that the Dark Powers took a bit of that fog and twisted it BLOOD SPEAR OF KAVAN

to create the mists of Barovia, and that perhaps Strahd's

The spirit ofKavan, a long-dead barbarian chieftain,

domain is just a dark memory in the Whispering Wall.

reaches out to one of the characters, preferably a barbarian, a druid, or a ranger. Read the following text to that SPECIAL EVENTS

character's player:

You can use one or both of the following special events

while the characters explore Yester Hill.

You hear a whisper, a deep voice carried on the wind.

DRUIDS' RITUAL

"Long have I waited," it says, "for one who is worthy.

My spear hungers for blood. Retrieve it, and rule these

You can allow this event to unfold regardless of whether

the characters have visited Yester Hill. Even if the charmountains in my stead, just like the mighty warriors from acters don't experience this event as it happens, they the early days of the Whispering Wall."

can still deal with the aftermath. (see "Wintersplinter Attacks" in the "Special Events" section in chapter 12).

The character feels drawn to one of the cairns on the

Strahd travels to Yester Hill, arriving astride his

hillside (see area Y2). When the character approaches

nightmare, Beucephalus (assuming the characters

within 30 feet of it, the presence of Kavan's magic spear

didn't kill it in the catacombs· of Castie Ravenloft), or

(see "Treasure" below) under the rocks is felt.

in bat form.

Strahd's arrival prompts the druids in area Y3 to rise

TREASURE

from their "graves" and begin their ritual. When the The rocks of the cairn are heavy but can be rolled aside, ritual begins, the druids use their actions to chant and

revealing a blood spear (see appendix C) lying amid dance about. To complete the ritual, the druids must

Kavan's moldy bones. Any creature can wield the spear,

chant for 10 consecutive rounds, with at least one of

but only the character chosen by Kavan to wield it gains

them chanting each round. If a round goes by and none

a +2 bonus to attack and damage rolls made with this

of the druids are able to chant on their turn, the ritual

magic weapon.

is ruined and must be started anew. If the Gulthias tree

CHAPTER M I YESTER HILL

200

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CHAPTER 15: WEREWOLF DEN

EST OF LAKE BARATOK IS A CAVE

Toranescu. She knows she can't slay Kiri] on her own,

complex that the werewolves of Barovia

and after what happened to Emil, the rest of the pack is

use as a den. Characters who interrounwilling to challenge Kiri l's authority and face Strahd's gate captured werewolves can learn wrath. Kiri I won't let Zuleika hunt, so she's more or less the den's location. Most of the werewolf

confined to the den.

pack is out hunting when the characters

first arrive, including the pack's leader,

TRAVEL THROUCH THE MISTS

Kiril Stoyanovich.

The werewolves serve Strahd out of fear, believing that

The werewolves call themselves the Children of

Mother Night has blessed him with godlike powers and

Mother Night, because they all worship that deity. Reeternal life. Although he can't leave Barovia, Strahd can alcently, a schism formed within the pack as the result of low certain creatures to come and go, such as the Vistani.

a challenge to Kiril's leadership. The rift began when

He periodically allows the werewolves to slip past the

another werewolf, Emil Toranescu, questioned the treatmisty borders as well, so that they can bring or lure others ment of children kidnapped by the pack.

into his domain. Unlike the Vistani, however, the were Kiri I would arm the children with weapons and force

wolves can't come and go as they please.

them to fight each other to the death until only one child was left standing. The winner would then be turned into

APPROACHING THE DEN

a werewolf, ensuring what Kiril called "the strength and When the characters first approach the werewolf

purity of the pack." Emil advocated keeping all the childen, read: dren alive and turning them into werewolves, thus increasing the pack's size. Emil believed that a larger pack would ensure the werewolves' survival, whereas Kiril Above the tree line, carved into the side of a rocky mounsaw a larger pack as too difficult to control and feed.

tain spur, is a wide, torchlit cave that looks like the gap This ideological divide couldn't be reconciled and led

ing maw of a great wolf.

to many disagreements. The other werewolves were

split between the two camps, and it seemed likely that

either Kiri I or Emil would die before the conflict could

One hundred feet above the cave mouth (area Zl), farbe resolved.

ther up the sloping mountainside and not visible from

Then Kiri I disappeared for several days, causing the

the cave mouth or its vicinity, is a rocky ledge (area 28).

other werewolves to wonder whether he had fled or had

A character can scale the slope to reach the ledge withbeen quietly disposed of by Emil and his allies. When out the need for a climber's kit or ability checks.

Kiril returned, he was accompanied by a pack of several

dozen dire wolves loyal to Strahd, and he brought word

from Castle Raven loft that Strahd was not pleased with

Emil's attempt to fracture the pack. The dire wolves took

Emil back to Castle Raven loft to f�ce punishment, an·d

he was never seen again.

Kiril reestablished his dominance, but his ideas and

tactics didn't sit well with the pack'� older �emb�rs,

and they certainly didn't please Emil's mate, Zuleika

THE WOLVES BEGAN TO HOwt.

They knew me. All the wolves of

Barovia did.

-Strahd von Zarovich

in J, Strahd: The Memoirs of a Vampire

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202

CHAPTER 15 I WEREWOLF DEN

./

t

AREAS OF THE DEN

If Skennis is reduced to O hit points, read:

Iwith his last breath, "he'll skin you alive." I The following areas correspond to labels on the map of

the werewolf den on page 202.

The old man cackles. "When Kiri! returns," he says to you Mounted to the walls throughout the den are iron

brackets containing lit torches. All areas are brightly lit, though shadows abound.

Zl. CAVE MOUTH

TREASURE

Skennis's electrum flute is nonmagical and worth 250

gp. Skennis also carries a pouch containing four 50 gp

gemstones.

The open jaws of the wolf's head form a fifteen-foot-high

canopy of rock over the cave mouth, held up by natural

Z4. UNDERGROUND SPRING

pillars of rock. The ceiling rises to a height of twenty feet inside the cave. Torches in iron brackets line the walls.

From somewhere deep inside, you hear the echoing

A gash in the rocky ceiling allows the gray light and cold sounds of a flute. Some of the notes are discordantdrizzle of the outdoors to seep into this dank, torch lit painfully so.

cave, where an underground spring forms a pool of water

roughly forty feet across and ten feet deep. A five-foot The guards in area Z2 spot characters in the cave mouth

high ledge to the north overlooks the pool. A similar

who aren't hidden. Characters can track the sound of

ledge spans the eastern wall, with a rough-hewn staircase

the flute to area Z3.

leading up to it. A few crates sit atop the eastern ledge.

DEVELOPMENT

If the characters arrive here with Emil Toranescu (see

The water is fresh. The ceiling is roughly 20 feet above

chapter 4, area K75a) in their company or their custody,

the surface of the pool. The fissure in the ceiling is 3 feet he can command the other werewolves in the den not to

wide at its widest point, and 6 inches at its narrowest.

attack the characters as they make their way inside.

The crates on the eastern ledge contain heaps of adultsized clothing.

Z2. GUARD POST

Z5. DEEP CAVES

I

Here, the cave splits to the left and right. Standing

A maze of torch lit tunnels and caves expands in front of

on a five-foot-high ledge between the divide are two

I

you. Bones lie strewn upon the floor.

feral-looking women wearing shredded clothing and

clutching spears.

The ceiling here is 10 feet high. The bones on the floor

are a warning system. They crunch loudly underfoot,

Aziana and Davanka, two werewolves in human form,

and creatures have disadvantage on Dexterity (Stealth)

stand guard on the ledge. They sound the alarm when

checks made to move silently through this area.

they spot intruders. Any loud noise here can be heard

throughout the den, bringing quick reinforcements from

Z5A. SOUTH CAVE

areas Z3 and ZS. The werewolves fight to the death.

Bianca, a white-haired werewolf in wolf form who is

Kiril Stoyanovich's mate, sleeps here. She reacts quickly

Z3. WOLF DEN

to sounds of alarm, attacking any intruders she sees.

Nine wolves and a werewolf in human form are here.

The werewolf, Skennis, has 36 hit points and is too old

25B. NORTH CAVE

to hunt. Left undisturbed, he plays an electrum flute (see Wensencia, a werewolf in wolf form, sleeps here with

"Treasure" below), though not very well. The wolves are Kellen, a ten-year-old werewolf in wolf form. Kellen is a huddled behind him and go where he goes. Though well

noncombatant with AC 10, 2 hit points, and a werewolf's

past his prime, he fights to the death to defend the den,

damage immunities. He hugs a wooden doll that eerily

and he takes umbrage at anyone who kills any of his

resembles one of the characters, but is painted and

wolf allies.

dressed to look like a zombie. A tiny slogan etched into

the zombie doll reads, "Is No Fun, Is No Blinsky!"

When an alarm sounds, Wencensia takes Kellen to

A five-foot-high stone ledge overlooks this large cave,

area Z7, locks him in one of the empty cages, and tells

which has a smoldering campfire at the far west end. The

him to take human form, which he does. She then joins

floor is covered with gnawed bones.

her fellow werewolves in the den's defense.

Kellen was kidnapped from his home in Liam's Hold,

· a hamlet near the Misty Forest in the Forgotten Realms

--

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CHAPTER 15 I WEREWOLF DEN

""""" . /�/ '��

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setting. He was afflicted with werewolf lycanthropy after winning one of Kiri l's despicable contests. Wencensia

has been tasked with training this newest member of

Kiri l's pack. Casting a greater restoration spell or a re move curse spell on Kellen ends his lycanthropy.

ZULEIKA ToRANESCU

Z6. KIRIL's CAVE

I

I

At the back of this cave hangs a curtain made of

human skin.

When home, Kiri I Stoyanovich sleeps here in wolf form.

Behind the ghastly curtain of stitched flesh is a

10-foot-high, 10-foot-wide tunnel with rough-hewn stairs

leading up, interspersed with landings. The tunnel ends

at a secret door, beyond which lies area Z8. The secret

door is easy to spot from inside the tunnel (no ability

check required).

Z7. SHRINE OF MOTHER NIGHT

each occupied cage can be knocked or lifted off, allowing the cages to be opened. The children are in shock.

Rough-hewn stairs lead down to a torchlit cave and a

Those who are set free don't wander far from the charbizarre sight: wide-eyed children stand behind wooden acters for fear of being eaten by wolves and werewolves.

bars and stare at you in terrified silence. The cave holds The corpses hanging on the wall behind the statue

six wooden cages, their lids held shut with heavy rocks.

are two Barovian adults, a man and a woman, killed by

the pack and presented as offerings to Mother Night.

Two of the cages are empty, and each of the others holds

The werewolves consider the feasting maggots to be ema pair of frightened children.

blematic of Mother Night's "feedings." When the flesh of A crude wooden statue stands between the cages. It these corpses has been eaten away, the pack searches

bears the rough likeness of a wolf-headed woman draped

for new offerings to take their place.

in garlands of vines and night flowers. Piled around

TREASURE

the statue's base is an incredible amount of treasure.

The treasure piled around the base of Mother Night's

A woman in shredded clothes kneels before the statue.

statue includes:

Behind the statue, two maggot-ridden corpses hang from

4,500 cp, 900 sp, and 250 gp (all coins of mintages

iron shackles bolted to the wall.

foreign to Barovia)

Thirty 50 gp gemstones and seven 100 gp gemstones

The ceiling here is 20 feet high. The statue is a crude de Twelve pieces of plain gold jewelry (worth 25 gp each)

piction of Mother Night. Kneeling before it is a werewolf and a finely wrought gold cloak-pin inlaid with shards in human form named Zuleika Toranescu, who is the

of jet (worth 250 gp)

wife of Emil (see chapter 4, area K75a). Believing her

An ivory drinking horn engraved with dancing dryads

mate to be dead by Strahd's hand, she prays to Mother

and satyr pipe players (worth 250 gp)

Night for guidance, hoping that the goddess might

• An ornate electrurn censer with platinum filigree

hold enough sway over Strahd to persuade him to free

(worth 750 gp)

her beloved.

Anyone who steals from Mother Night is cursed. The

Kiri] has ordered Zuleika to guard the prisoners. If

werewolves know this, and thus don't go out of their way

the characters rescue Emil and return him safely to Zuto guard the hoard.

leika, she gladly releases the children. If the characters Any creature that takes treasure from this pile is

confirm that Emil is truly dead, either by their hand or

haunted by horrible dreams every night lasting from

Strahd's, she still might let the prisoners go if the chardusk until dawn. The curse affects only the creature that acters help her deal with Kiri! Stoyanovich, whom she did the pilfering and isn't passed on to anyone else who

blames above all. Zuleika sees the characters as the anmight come into possession of the item. Returning a stoswer to her prayers and asks them to kill Kiri! when he len item to the treasure pile doesn't end the curse.

returns from his latest hunt (see "Leader of the Pack" in A creature cursed in this way gains no benefit from the "Special Events" section below).

finishing a short or long rest at night (resting during the Each of the eight children imprisoned here has AC

day works normally, since the curse is dormant from

10, 1 hit point, and no effective attacks. To determine a

dawn to dusk). A greater restoration or a remove curse child's age in years, roll ld6 + 6. The rocks piled atop spell cast on the creature ends the curse on it. The

curse on the creature also ends if it leaves Barovia.

CHAPTER 15 I WEREWOLF DEN

FORTUNES OF RAVENLOFT

lf your card reading reveals that a treasure is here, it's lying amid the other items at the base of the statue. The

curse described above applies to this treasure as well.

Z8. RING OF STONE

A twenty-foot-diameter ring of stones dominates a rocky

ledge on the mountainside. Within the ring, you see

spattered blood and small, gnawed bones. Lying on the

ground outside the circle are several spears stained with

dry blood.

The werewolf pack convenes here to watch their young

prisoners fight with spears in the stone ring. The last

child standing is bitten and turned into a werewolf;

then the bodies of the dead are devoured, their bones

KIRIL STOVANOVICl-4

picked clean.

Set into the mountainside is a secret door that can be

pushed open to reveal a tunnel with rough-hewn stairs

leading down to area Z6.

by the "Werewolves in the Mist" adventure hook, the SPECIAL EVENTS

werewolf attacks on the Sword Coast come to an end

under Zuleika's leadership. If she is also dead, a young

You can use one or both of the following special events

but fierce werewolf named Franz Graza becomes pack

while the characters are exploring or resting in the den.

leader. He is vicious and treacherous, showing the characters no mercy.

LEADER OF THE PACK

This event doesn't occur if the characters previously en DIE KINDER

countered and defeated Kiril's hunting pack (see "Pack If the characters get the children away from the den

Attack" in the "Special Events" section in chapter 11).

while Kiril is alive, Kiri! reassembles his hunting party

Every hour the characters spend inside the werewolf

and pursues the lost prisoners relentlessly. If Kiri I is

den, roll a d20. On a roll of 18 or higher, the werewolf

dead, the werewolf pack is too preoccupied with deterhunting party returns, dragging a dead mountain goat.

mining Kiri l's successor to organize a hunting party.

It's a meager feast, at best. The party consists of Kiri!

If the characters aren't sure where to take the chil Stoyanovich (a werewolf with 90 hit points), six normal

dren, a wereraven (see appendix D) that has been spywerewolves, and nine wolves. All the werewolves arrive ing on the den in raven form assumes hybrid form and in wolf form.

suggests that they take refuge in the nearby village of

If the wolves can see evidence of an assault on the den

Krezk (chapter 8). If the characters head that way, the

(such as if the guards at area Z2 are absent or dead), the wereraven scouts from overhead until the characters

werewolves assume hybrid form. Kiri I sends three werereach the village, whereupon it flies south to the Wizard wolves up the mountainside to area Z8 to enter the den of Wines winery (chapter 12) and reports what has hapfrom above while he and the remainder of the hunting pened to Davian Martikov.

party make their way deeper into the den.

The children are understandably traumatized by their

imprisonment in the werewolf den. They cry and scream

DEVELOPMENT

the whole time they're with the characters. A calm emo As long as Kiril lives, the characters can't negotiate with tions spell quells their anguish for the duration of the the werewolves. If Kiri) dies and the characters have the spell (no saving throws required). A character can try to

upper hand, the pack is willing to negotiate with them.

silence the children for a longer period of time using in If Emil Toranescu is present when Kiri! returns,

timidation, or by offering them hope (real or otherwise).

Emil is determined to kill his rival and become the new

The character must make a DC 15 Charisma (Intimidapack leader. If he succeeds, he allows the characters to tion, Persuasion, or Deception) check, as appropriate.

leave the den unmolested but refuses to release the kid If the check succeeds, the children remain silent until

napped children unless Zuleika is present to convince something happens to frighten them.

him otherwise (because she fears that the characters

If the characters take the children to Krezk, the villagmight kill her husband if he doesn't let the children go).

ers there look after the children and see that they are

If both Kiri! and Emil die, Zuleika becomes pack

fed and properly clothed. If the characters take them

leader and cuts all ties to Strahd. The ordinary wolves

to'Vallaki instead, the Martikovs allow the children to

leave the pack once.Strahd becomes aware of this destay at the Blue Water Inn until the characters return to velopment. If the characters were drawn into Barovia collect them.

CfiAPTER 15 I WEREWOLF DEN

EPILOGUE

TRAHD IS A DEADLY CHALLENGE FOR THE

characters. If they confront the vampire too

"Master!" says a voice from behind you. An elf with soon, without the benefit of magic items such

dusky brown skin and long black hair, his face a mask of

as the Holy Symbol of Raven kind and the

terror, looks on what you have wrought and screams.

Sunsword, they will likely perish. Characters can improve their chances of survival by exploring the land of Barovia, defeating Rahadin has served Strahd's family for hundreds of

lesser evils, and gaining allies, magic items, and levels

years and doesn't take his master's defeat well. The dusk

of experience.

elf chamberlain draws his scimitar and tries to avenge

The outcome of the final showdown between Strahd

Strahd. Grief-stricken, he can't be reasoned with.

and the characters determines how the adventure ends.

SERGEI AND lREENA

STRAHD PREVAILS

This optional scene can be used after Strahd has been

Once he is done toying with the characters, Strahd sets

defeated. It assumes that Ireena Kolyana survived the

out to defeat them utterly, having concluded that none

adventure and hasn't yet been reunited with Sergei.

of them is worthy to replace him as the lord of Barovia.

On the morning after Strahd's demise, the characters

He won't be satisfied until all the characters are dead or feel drawn to Castle Ravenloft's overlook (area K6), and

turned into his vampire spawn consorts.

there they witness the following scene.

If Strahd prevails, he seals the characters in the catacombs (chapter 4, area K84, crypt 23) and instructs his Thick clouds fill the sky. Through the chilly morning servants to hide all their magic items.

mists, the land of Barovia is visible far below. There is

With the characters out of the way, Strahd shifts his

attention back to making Ireena Kolyana his bride. If

peacefulness here. Rest has come to the valley for the

she is still alive and within his grasp, Ireena is turned

first time anyone can remember.

into a vampire spawn and sealed in her crypt beneath

A light flashes behind you. Wheeling around, you see

Castle Ravenloft.

a stately man-a being of flesh and blood-in shining

armor and a flapping cape. His countenance shows great

STRAHD DIES

strength of will, yet the forcefulness of his presence is

When Strahd is reduced to O hit points, he turns to mist

tempered by his calm, sad eyes. His features are those of

and retreats to his coffin (see the Misty Escape feature

Strahd, yet subtly different.

in the vampire stat block). The vampire must be in his resting place to be utterly destroyed.

His voice is calm and peaceful. "My name is Sergei

If the characters finish off Strahd in his coffin, read:

von Zarovich." He turns to lreena. "Tatyana, the time is at hand to rest. Come, my love and wife." He stretches forth his hand.

Strahd can't hide his surprise as death takes him into the lreena Kolyana's questioning eyes suddenly open with

black abyss. Surprise turns to rage, and the Pillarstone

recognition and knowledge. Forgotten memories rush

of Ravenloft trembles with fury, shaking dust from the

back to her. "Sergei!" she cries, springing to him with the ceiling of the vampire's tomb. The shudders abate as grace of a doe. They embrace.

Strahd's burning hatred melts away, replaced at last with

lreena turns to you and says, "I am lreena Kolyana, but relief. The dark orbs of his eyes wither and sink into his in my past I was Sergei's beloved Tatyana. Through these skull as his corpse deteriorates before you. In.a matter

many centuries we have played out the tragedy of our

of moments, only bones, dust, and noble garb remain.

lives. Now, with our deepest gratitude to you, that trag Strahd von Zarovich, the dark lord of Barovia, is dead

edy is over. It is time for joy to begin again."

and gone.

Shimmering light surrounds lreena and Sergei. Hand

in hand, they walk east toward the edge of the overlook.

Their feet do not touch the ground as they tread a path

R AHADIN'S REVENGE

beyond this mortal world. Their invisible road takes them

If Strahd dies but Rahadin yet lives, the dusk elf chambeyond the eastern precipice, their glow illuminating and berlain appears moments.after Strahd's demise. When that occurs, read:

thinning the clouds above Barovia. The clouds suddenly

break open, letting shafts of glorious sunlight flood

through. In the valley below, the strange fog dissolves.

Barovia is free once more.

EPILOGUE

ESCAPE FROM BAROVIA

ons and leave the valley with great haste. The Barovians

are happy to see them go.

Strahd's death grants Barovia a reprieve. The fog that

surrounds the land thins, and it no longer harms those

VAMPIRE HUNTERS

who pass through it. The dark clouds that have loomed

If he is still alive, Rudolph van Richten (see "Rictavio"

over the valley for centuries give way to sunshine, shockin appendix D) leaves Barovia to live out his remaining ing the Barovians out of their despair.

days in solitude. His protege, Ezmerelda d'Avenir (see

The Barovians take the sunlight as a sign that the evil

appendix D), isn't convinced that Strahd is truly dead.

in their land has been purged. Though escape is now

She also knows that there are other evils in Barovia to

possible, most Barovians realize that they have nowhere

be conquered, so she elects to remain in the valley.

to go and no reason to leave. A few depart, fearing the

return of the darkness or longing to see their ancestral

CONSORTS UNLEASHED

homelands. Those who have souls can leave the valley,

Upon his death, Strahd's vampire spawn are freed from

while those without souls fade into nothingness as they

his control, and each seeks a new destiny. Escher, in

take their first steps beyond the edge of Strahd's forparticular, leaves the realm, in search of new experimer domain.

ences and a way to become a vampire lord himself.

If Patrina Velikovna lives, she begins to plunder ar AFTERMATH

cane knowledge from Castle Ravenloft and the Amber

The bats, wolves, and dire wolves of Barovia lose their

Temple and prepares to become Barovia's new master.

supernatural link to Strahd upon his destruction and

STRAHD's RETURN

become ordinary beasts, destined to be hunted down or

Ezmerelda's suspicion proves justified. Strahd's destrucdriven to the farthest reaches of the Svalich Woods.

tion is temporary, for his curse can't so easily be ended.

Even after Strahd's death, Castle Ravenloft remains

The ancient Dark Powers with which Strahd forged

a haunted place shunned by all Barovians. Its dark

his pact cause the vampire to re-form after a period of

immensity and threatening countenance are enough to

months-long enough for the Barovians to discover what

deter locals from plundering or reoccupying it.

it feels like to live a life of hope. When Strahd is reborn, THE RISE OF lSMARK

the mists surround the land ofBarovia once more, and

If he survives the adventure, Ismark Kolyanovich bethe Barovians' hope turns to horrible despair. Strahd comes burgomaster of the village of Barovia. He is grateremembers the defeat dealt to him and begins plotting ful to the characters for all they have accomplished and his revenge.

urges them to stay in Barovia and help him rid the land

After the mists reappear, Madam Eva and her Vistani

of its other threats, offering his village as a safe haven.

come back to the valley, the beasts of the land once more

fall under Strahd's spell, and the burgomasters fortify

VISTANI EXODUS

their settlements, hoping against all hope that someone

Fearing that the Barovians might kill them for being

can save them from Strahd again.

spies and collaborators, the Vistani pack up their wag-

APPENDIX A: CHARACTER OPTIONS

CHARACTER BACKGROUND

MONSTER HUNTER'S PACK

During character creation, players can select the follow You can buy a monster hunter's pack for 33 gp, which is

cheaper than buying the items in it individually. It includes ing background for their characters, with your approval.

a chest, a crowbar, a hammer, three wooden stakes, a holy

It is appropriate for any character or campaign associsymbol, a flask of holy water, a set of manacles, a steel mirated with eeriness or horror.

ror, a flask of oil, a tinderbox, and 3 torches.

HAUNTED ONE

FEATURE: HEART OF DARKNESS

You are haunted by something so terrible that you dare

Those who look into your eyes can see that you have

not speak of it. You've tried to bury it and run away from faced unimaginable horror and that you are no stranger

it, to no avail. Whatever this thing is that haunts you

to darkness. Though they might fear you, commoners

can't be slain with a sword or banished with a spell. It

will extend you every courtesy and do their utmost to

might come to you as a shadow on the wall, a bloodhelp you. Unless you have shown yourself to be a danger curdling nightmare, a memory that refuses to die, or to them, they will even take up arms to fight alongside

a demonic whisper in the dark. The burden has taken

you, should you find yourself facing an enemy alone.

its toll, isolating you from most people and making you

question your sanity. You must find a way to overcome it

HARROWING EVENT

before it destroys you.

Prior to becoming an adventurer, your path in life was

defined by one dark moment, one fateful decision, or one

Skill Proficiencies: Choose one of Arcana, Investigatragedy. Now you feel a darkness threatening to contion, Religion, or Survival sume you, and you fear there may be no hope of escape.

Languages: Choose one exotic language (Abyssal, Ce Choose a harrowing event that haunts you, or roll one

lestial, Deep Speech, Draconic, Infernal, Primordial,

on the Harrowing Events table.

Sylvan, or Undercommon)

Equipment: Monster hunter's pack (see sidebar), one

SUGGESTED CHARACTERISTICS

trinket of special significance (choose one or roll on

You have learned to live with the terror that haunts you.

the Gothic Trinkets table in this appendix)

You are a survivor, who can be very protective of those

who bring light into your darkened life.

HARROWING EVENT

dlO Event

PERSONALITY TRAITS

A monster that slaughtered dozens of innocent people

d8

Personality Trait

spared your life, and you don't know why.

I don't run from evil. Evil runs from me.

2

You were born under a dark star. You can feel it

2

I like to read and memorize poetry. It keeps me calm

watching you, coldly and distantly. Sometimes it

and brings me fleeting moments of happiness.

beckons you in the dead of night.

3

I spend money freely and live life to the fullest,

3

An apparition that has haunted your family for

knowing that tomorrow I might die.

generations now haunts you. You don't know what it

4

I live for the thrill of the hunt.

wants, and it won't leave you alone.

5

I don't talk about the thing that torments me. I'd

4

Your family has a history of practicing the dark arts.

rather not burden others with my curse.

You dabbled once and felt something horrible clutch

6

I expect danger around every corner.

at your soul, whereupon you fled in terror.

7

I refuse to become a victim, and I will not allow others

5

An oni took your sibling one cold, dark night, and you

to be victimized.

were unable to stop it.

8

I put no trust in divine beings.

6

You were cursed with lycanthropy and later cured. You

are now haunted by the innocents you slaughtered.

IDEALS

7

A hag kidnapped and raised you. You escaped, but

d6

Ideal

the hag still has a magical hold over you and fills your

I try to help those in need, no matter what the

mind with evil thoughts.

personal cost. (Good)

8

You opened an eldritch tome and saw things unfit for

2

I'll stop the spirits that haunt me or die trying. (Any)

a sane mind. You burned the book, but its words and

3

I kill monsters to make the world a safer place, and to

images are burned into your psyche.

exorcise my own demons. (Good)

9

A fiend possessed you as a child. You were locked

. 4

I have a dark calling that puts me above the law.

away but escaped. The fiend is still inside you, but

(Chaotic)

now you try to keep it locked away.

5

I like to know my enemy's capabilities and weaknesses

10

You did terrible things to avenge the murder of

before rushing into battle. (Lawful)

someone you loved. You became a monster, and it

· 6

I'm a monster that destroys other mo_r:isters, and

haunts your waking �reams.

anything else that gets. in my way .. (E_vif) '/

--

APPEND TX A I CHARACTER OPTIONS

�

'· /-

,1..

BONDS

dlOO Trinket

d6 Bond

29-30 A lantern with a black candle that never runs out and I keep my thoughts and discoveries in a journal. My

that burns with green flame

journal is my legacy.

31-32 A teacup from a child's tea set, stained with blood 2

I would sacrifice my life and my soul to protect the

33-34 A little black book that records your dreams, and

innocent.

yours alone, when you sleep

3

My torment drove away the person I love. I strive to

35-36 A necklace formed of the interlinked holy symbols of win back the love I've lost.

a dozen deities

4

A terrible guilt consumes me. I hope that I can find

37-38 A hangman's noose that feels heavier than it should redemption through my actions.

39-40 A birdcage into which small birds fly but once inside 5 There's evil in me, I can feel it. It must never be set never eat or leave free.

41-42 A lepidopterist's box filled dead moths with skull-

6

I have a child to protect. I must make the world a safer

like patterns on their wings

place for him (or her).

43-44 A jar of pickled ghouls' tongues

45-46 The wooden hand of a notorious pirate

FLAWS

47-48 A urn with the ashes of a dead relative

d6 Flaw

49-50 A hand mirror backed with a bronze depiction of a

I have certain rituals that I must follow every day. I can medusa

never break them.

51-52 Pallid leather gloves crafted with ivory fingernails 2

I assume the worst in people.

53-54 Dice made from the knuckles of a notorious

3

I feel no compassion for the dead. They're the lucky

charlatan

ones.

55-56 A ring of keys for forgotten locks

4

I have an addiction.

57-58 Nails from the coffin of a murderer

5

I am a purveyor of doom and gloom who lives in a

59-60 A key to the family crypt

world without hope.

61-62 An bouquet of funerary flowers that always looks

6

I talk to spirits that no one else can see.

and smells fresh

63-64 A switch used to discipline you as a child

GOTHIC TRINKETS

65-66 A music box that plays by itself whenever someone

When rolling for a trinket, consider using this table,

holding it dances

which is designed for a gothic game.

67-68 A walking cane with an iron ferule that strikes sparks on stone

TRINKETS

69-70 A flag from a ship lost at sea

71-72 Porcelain doll's head that always seems to be

dlOO Trinket

looking at you

01-02 A picture you drew as a child of your imaginary

73-74 A wolf's head wrought in silver that is also a whistle.

friend

75-76 A small mirror that shows a much older version of

03-04 A lock that opens when blood is dripped in its

the viewer

keyhole

77-78 Small, worn book of children's nursery rhymes.

05-06 Clothes stolen from a scarecrow

79-80 A mummified raven claw

07-08 A spinning top carved with four faces: happy, sad,

81-82 A broken pendent of a silver dragon that's always

wrathful, and dead

cold to the touch

09-10 The necklace of a sibling who died on the day you

83-84 A small locked box that quietly hums a lovely melody were born

at night but you always forget it in the morning

11-12 A wig from someone executed by beheading

85-86 An inkwell that makes one a little nauseous when

13-14 The unopened letter to you from your dying father

staring at it

15-16 A pocket watch that runs backward for· an hour every 87-88 An old little doll made from a dark, dense·wood and midnight missing a hand and a foot_

17-18 A winter coat stolen from a dying soldier

89-90 A black executioner's hood

19-20 A bottle of invisibl� ink ·thatcan; only be-read ·at 91-92 A pouch made offlesh, with a sinew drawstring

sunset

93-94 A tiny spool of black thread that never runs out

21-22 A wineskin that refills when interred with a dead

95-96 A tiny clockwork figur!(le ·of a-dancer

person for a night

_that's missing a

gear and doesn't work' .

23-24 A set of silverware used by a king for his last meal

-

97-98 A black wooden pipe that creates puffs of smoke

25-26 A spyglass that always shows the world suffering a

that look like skulls

terrible storm

99-00 A vial of perfume, the scent of which only certain

27-28 A cameo with the profile's face scratched away

Creatures can detect

APPENDIX A I CHARACTER OPTIONS

2IO

:'·;

.-.(·

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APPENDIX B: DEATH HOUSE

You can run Curse of Strahd for 1st-level characters riage arrived at Death House soon thereafter, and from

with the help of this optional mini-adventure, which is

out of its black heart stepped the vampire himself. The

designed to advance characters to 3rd level. Players

cultists tried to impress Strahd. In response, he slaughcreating 1st-level characters can use the haunted one tered them for slaying his playthings. Centuries later, character background in appendix A, or they can pick

the cultists' spirits haunt the dungeons under the house.

backgrounds from the Player's Handbook as normal.

The building itself, it seems, is unwilling to let the cult Before the characters can explore the haunted townbe forgotten.

house known as Death House, you need to guide them

to the village of Barovia. The "Creeping Fog" adventure ROSE AND THORN

hook in chapter 1 works best, as it introduces few distractions. Once the characters arrive in Strahd's do The characters are pulled into Strahd's domain by the

main, steer them to the village. For the duration of this

mists of Raven loft. Forced to follow a lonely road (area

introductory adventure, any attempt by the characters to

A), they eventually arrive at the village of Barovia (area explore other locations in Strahd's domain causes the

E). Once they reach the village, read:

mists of Raven loft to block their path.

The gravel road leads to a village, its tall houses dark as LEVEL ADVANCEMENT

tombstones. Nestled among these solemn dwellings

In this mini-adventure, the characters gain levels by acare a handful of closed-up shops. Even the tavern is complishing specific goals, rather than by slaying monsters. These milestones are as follows: shut tight.

A soft whimpering draws your eye toward a pair of

• Characters who gain access to the secret stairs in the attic (area 21) advance to 2nd level. The stairs appear only children standing in the middle of an otherwise lifeunder certain circumstances.

less street.

Characters advance to 3rd level once they escape from

the house (see the "Endings" section).

The children are ten-year-old Rosavalda ("Rose") and HISTORY

her seven-year-old brother, Thornboldt ("Thorn"). Thorn is weeping and clutching a stuffed doll. Rose is trying to Death House is the name given to an old row house in hush the boy.

the village of Barovia (area E7 on the village map). The

If the characters approach the children or call out to

house has been burned to the ground many times, only

them, add the following:

to rise from the ashes time and again-by its own will or

that of Strahd. Locals give the building a wide berth for

fear of antagonizing the evil spirits believed to haunt it.

After shushing the boy, the girl turns to you and says,

The wealthy family that built the house practiced the

"There's a monster in our house!" She then points to dark arts. Through seduction and indoctrination, they

a tall brick row house that has seen better days. Its

expanded their cult to include a small yet nefarious cirwindows are dark. It has a gated portico on the ground cle of friends. When word got out, the rest of the village floor, and the rusty gate is slightly ajar. The houses on turned a blind eye to the house and the nightly debaucheries happening within it.

either side are abandoned, their windows and doors

The cult tried to summon malevolent extraplanar entiboarded up.

ties with no success. The cultists also preyed on visitors, sacrificed them in bizarre rituals, and hosted morbid

banquets to feast on their corpses. When nothing came

Characters who question the children learn the followof these ritualized murders, the cultists' activities being information: came thinly disguised excuses to indulge their lurid fan The children don't know what the "monster" looks tasies. The ranks of the cult thinned as members began

like, but they've heard its terrible howls.

to lose interest in the debacle.

Their parents (Gustav and Elisabeth Durst) keep the

Then Strahd von Zarovich arrived.

monster trapped in the basement.

The cultists regarded Strahd as a messiah sent to

There's a baby (Walter) in the third-floor nursery. (Unthem by the Dark Powers. Drawn to Strahd like moths true, but the children believe it.) to a flame, they pledged their devotion for a promise of

Rose and Thorn say that they won't go back in the

immortality, but Strahd turned them away, deeming the

house until they know the monster is gone. They can

cult and its leaders unworthy of his attention. The cultbe convinced to wait in the portico (area IA) while the ists withdrew to Death House in despair.

characters search the house. Although they appear to be

The cult's habit of trapping and devouring wayward

flesh-and-blood children, Rose and Thorn are actually

visitors proved to be its downfall. On one occasion, the

illusions created by the house to lure the characters incult snared a band of adventurers whom Strahd had side. The children don't know that they're illusions but lured to his domain to be his playthings. A black car-

vanish if attacked or forced into the house.

t

APPENDIX B I DEATH HOUSE J 2Tr

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The children died of starvation centuries ago after

their insane parents locked them in the attic and forgot

DEATH HOUSE'S FEATURES

about them. They were too young and innocent to under Death House is aware of its surroundings and all creatures stand that their parents were guilty of heinous crimes.

within it. Its goal is to continue the work of the cult by Their parents told them stories about a monster in the

luring visitors to their doom. Various important features of the house are summarized here.

basement to keep the children from going down to the

The house has four stories (including the attic), with two dungeon level. The "terrible howls" they heard were acbalconies on the third floor-one facing the front of the tually the screams of the cult's victims.

house, the other facing the back. The house has wooden

floors throughout, and all windows have hinges that allow

them to swing outward.

The rooms on the first and second floors are free of dust

and signs of age. The floorboards and wall panels are well oiled, the drapes and wallpaper haven't faded, and the

furniture looks new. No effort has been made to preserve

the contents of the third floor or the attic. These areas are dusty and drafty, everything within them is old and draped in cobwebs, and the floorboards groan underfoot.

Ceilings vary in height by floor. The first floor has

THORNBOLOT

10-foot-high ceilings, the second floor has 12-foot-high

0

' THORN" DURST

ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings.

None of the rooms in the house are lit when the characters arrive, although most areas contain working oil lamps or fireplaces.

Characters can burn the house to the ground if they

want, but any destruction to the house is temporary.

After ldlO days, the house begins to repair itself. Ashes

sweep together to form blackened timbers, which then

turn back into a sturdy wooden frame around which walls

begin to materialize. Destroyed furnishings are likewise

repaired. It takes 2d6 hours for the house to complete its resurrection. Items taken from the house aren't replaced,

nor are undead that are destroyed. The dungeon level

isn't considered part of the house and can't repair itself in this fashion.

windmill on a red field), flanked by framed portraits of

stony-faced aristocrats (Jong-dead members of the Durst

family). Mahogany-framed double doors leading from

the foyer to the main hall (area 2A) are set with panes of stained glass.

THE MISTS

2. MAIN HALL

Characters who remain outside the house can see the

mists close in around them, swallowing up the rest of

A wide hall (area 2A) runs the width of the house, with

the village. As more buildings disappear into the mists,

a black marble fireplace at one end and a sweeping,

the characters are left with little choice but to seek refred marble staircase at the other. Mounted on the wall uge in the house. The mists stop short of entering the above the fireplace is a longsword (nonmagical) with

house but engulf anyone outside (see chapter 2, "The

a windmill cameo worked into the hilt. The wood-pan Lands of Barovia," for information on the mists' effect).

eled walls are ornately sculpted with images of vines,

flowers, nymphs, and satyrs. Characters who search the

AREAS OF THE HOUSE

walls for secret doors or otherwise inspect the paneling can, with a successful DC 12 Wisdom (Perception) The following areas correspond to labels on the map of check, see serpents and skulls inconspicuously woven

the house on page 216.

into the wall designs. The decorative paneling follows

1.

the staircase as it circles upward to the second floor.

ENTRANCE

I

,•

l

A cloakroom (area 2B) has several black cloaks

A wrought-iron gate with hinges on one side and a lock

hanging from hooks on the walls. A top hat sits on a

on the other fills the archway of a stone portico (area

high shelf.

lA). The gate is unlocked, and its rusty hinges shriek

when the gate is opened. Oil lamps hang from the por3. DEN OF WOLVES

tico ceiling by chains, flanking a set of oaken doors that This oak-paneled room looks like a hunter's den.

open into a grand foyer (area lB).

Mounted above the fireplace is a stag's head, and po Hanging on the south wall of the foyer is a shield

sitioned around the outskirts of the room are three

emblazoned with a coat-of-arms (a stylized golden

stuffed wolves.

t APPENDIX B I DE�HOU�E

212

7 %{,.,J(--- s;:,,, •/-;;-

Two padded chairs draped in animal furs face the

The silverware tarnishes, the crystal cracks, the

hearth, with an oak table between them supporting

portrait fades, and the tapestry rots if removed from

a cask of wine, two carved wooden goblets, a pipe

the house.

rack, and a candelabrum. A chandelier hangs above a

cloth-covered table surrounded by four chairs.

6. UPPER HALL

Two cabinets stand against the walls. The east cabinet

Unlit oil lamps are mounted on the walls of this elegant

sports a lock that can be picked with thieves' tools and

hall. Hanging above the mantelpiece is a wood-framed

a successful DC 15 Dexterity check. It holds a heavy

portrait of the Durst family: Gustav and Elisabeth Durst

crossbow, a light crossbow, a hand crossbow, and 20

with their two smiling children, Rose and Thorn. Crabolts for each weapon. The north cabinet is unlocked dled in the father's arms is a swaddled baby, which the and holds a small box containing a deck of playing cards

mother regards with a hint of scorn.

and an assortment of wine glasses.

Standing suits of armor Aank wooden doors in the

east and west walls. Each suit of armor clutches a spear

TRAPDOOR

A trapdoor is hidden in the southwest corner of the

and has a visored helm shaped like a wolf's head. The

Aoor. It can't be detected or opened until the characters

doors are carved with dancing youths, although close

approach it from the underside (see area 32). Until then,

inspection and a successful DC 12 Wisdom (Perception)

Death House supernaturally hides the trapdoor.

check reveals that the youths aren't really dancing but

fighting off swarms of bats.

4. KITCHEN AND PANTRY

The red marble staircase that started on the first floor

continues its upward spiral to area 11. A cold draft can

The kitchen (area 4A) is tidy, with dishware, cookware,

be felt coming down the steps.

and utensils neatly placed on shelves. A worktable has

a cutting board and rolling pin atop it. A stone, dome 7. SERVANTS' ROOM

shaped oven stands near the east wall, its bent iron

stovepipe connecting to a hole in the ceiling. Behind

An undecorated bedroom (area 7A) contains a pair of

the stove and to the left is a thin door leading to a wellbeds with straw-stuffed mattresses. At the foot of each stocked pantry (area 4B). All the food in the pantry apbed is an empty footlocker. Tidy servants' uniforms pears fresh but tastes bland.

hang from hooks in the adjoining closet (area 7B).

DUMBWAITER

DUMBWAITER

Behind a small door in the southwest corner of the

A dumbwaiter in the corner of the west wall has a button

kitchen is a dumbwaiter-a 2-foot-wide stone shaft conon the wall next to it. Pressing the button rings the tiny taining a wooden elevator box attached to a simple ropebell in area 4A.

and-pulley mechanism that must be operated manually.

The shaft connects to areas 7A (the servants' quarters)

8. LIBRARY

and 12A (the master bedroom). Hanging on the wall

The master of the house used to spend many hours here

next to the dumbwaiter is a tiny brass bell attached by

before his descent into madness.

wires to buttons in those other areas.

A Small character can squeeze into the elevator box

Red velvet drapes cover the windows of this room. An

with a successful DC 10 Dexterity (Acrobatics) check.

The dumbwaiter's rope-and-pulley mechanism can supexquisite mahogany desk and a matching high-back chair port 200 pounds of weight before breaking.

face the entrance and the fireplace, above which hangs

5.

a framed picture of a windmill perched atop a rocky

DINING ROOM

crag. Situated in corners of the room are two overstuffed

The centerpiece of this wood-paneled dining room is

chairs. Floor-to-ceiling bookshelves line the south wall.

a carved mahogany table surrounded by eight high A rolling wooden ladder allows one to more easily reach

backed chairs with sculpted armrests and cushioned

the high shelves.

seats. A crystal chandelier hangs above the table, which

is covered with resplendent silverware and crystalware polished to a dazzling shine. Mounted above the The desk has several items resting atop it: an oil lamp, marble fireplace is a mahogany-framed painting of an

a jar of ink, a quill pen, a tinderbox, and a letter kit

alpine vale.

containing a red wax candle, four blank sheets of parch The wall paneling is carved with elegant images of

ment, and a wooden seal bearing the Durst family's indeer among the trees. Characters who search the walls signia (a windmill). The desk drawer is empty except for for secret doors or otherwise inspect the paneling can,

an iron key, which unlocks the door to area 20.

with a successful DC 12 Wisdom (Perception) check,

The bookshelves hold hundreds of tomes covering a

see twisted faces carved into the tree trunks and wolves

range of topics including history, warfare, and alchemy.

lurking amid the carved foliage.

There are also several shelves containing first-edition

Red silk drapes cover the windows, and a tapestry

collected works of poetry and fiction. The books rot and

depicting hunting dogs and horse-mounted aristocrats

fall apart if taken from the house.

chasing after a wolf hangs from an iron rod bolted to the

south wall.

----

APPENDIX BI DEATH HOUSE

__ .,. _______ -

- ! 213

:; ........... --;; � -···

�:,,.

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SECRET DOOR

hanging from the ceiling. Upholstered chairs line the

A secret door behind one bookshelf can be unlocked

walls, and stained-glass wall hangings depict beauand swung open by pulling on a switch disguised to look tiful men, women, and children singing and playing like a red-covered book with a blank spine. A character

instruments.

inspecting the bookshelf spots the fake book with a suc A harpsichord with a bench rests in the northwest

cessful DC 13 Wisdom (Perception) check. Unless the

corner. Near the fireplace is a large standing harp. Alasecret door is propped open, springs in the hinges cause baster figurines of well-dressed dancers adorn the manit to close on its own. Beyond the secret door lies area 9.

telpiece. Close inspection of them reveals that several

are carvings of well-dressed skeletons.

9. SECRET ROOM

11. BALCONY

This secret room contains bookshelves packed with

tomes describing fiend-summoning rituals and the nec Characters who climb the red marble staircase to its full

romantic rituals of a cult called the Priests of Osybus.

height come to a dusty balcony with a suit of black plate

The rituals are bogus, which any character can ascerarmor standing against one wall, draped in cobwebs.

tain after studying the books for 1 hour and succeeding

This suit of animated armor attacks as soon as it takes on a DC 12 Intelligence (Arcana) check.

damage or a character approaches within 5 feet of it. It

A heavy wooden chest with clawed iron feet stands

fights until destroyed.

against the south wall, its lid half-closed. Sticking out

Oil lamps are mounted on the oak-paneled walls,

of the chest is a skeleton in leather armor. Close inspecwhich are carved with woodland scenes of trees, falling tion reveals that the skeleton belongs to a human who leaves, and tiny critters. Characters who search the

triggered a poisoned dart trap. Three darts are stuck in

walls for secret doors or otherwise inspect the panelthe dead adventurer's armor and ribcage. The dart-firing ing can, with a successful DC 12 Wisdom (Perception) mechanism inside the chest no longer functions.

check, notice tiny corpses hanging from the trees and

Clutched in the skeleton's left hand is a letter bearing

worms bursting up from the ground.

the seal of Strahd von Zarovich, which the adventurer

tried to remove from the chest. Written in flowing script, SECRET DOOR

the letter reads as follows:

A secret door in the west wall can be found with a successful DC 15 Wisdom (Perception) check. It pushes My most pathetic servant, open easily to reveal a cobweb-filled wooden staircase

I am not a messiah sent to you by the Dark Powers

leading up to the attic.

of this land. I have not come to lead you on a path to immortality. However many souls you have bled on your 12. MASTER SUITE

hidden altar, however many visitors you have tortured

in your dungeon, know that you are not the ones who The double doors to this room have dusty panes of brought me to this beautiful land. You are but worms stained glass set into them. Designs in the glass resem writhing in my earth.

ble windmills.

You say that you are cursed, your fortunes spent. You The dusty, cobweb-filled master bedroom (area 12A)

abandoned love for madness, took solace in the bosom

has burgundy drapes covering the windows. Furnish of another woman, and sired a stillborn son. Cursed by ings include a four-poster bed with embroidered cur darkness? Of that I have no doubt. Save you from your tains and tattered gossamer veils, a matching pair of

wretchedness? I think not. I much prefer you as you are.

empty wardrobes, a vanity with a wood-framed mirror

and jewelry box (see "Treasure"), and a padded chair. A Your dread lord and master,

rotting tiger-skin rug lies on the floor in front of the fire Strahd van Zarovich

place, which has a dust-covered portrait of Gustav and

Elisabeth Durst hanging above it. A web-filled parlor in

TREASURE

the southwest corner contains a table and two chairs.

The chest contains three blank books with black leather

Resting on the dusty tablecloth is an empty porcelain

covers (worth 25 gp each), three spell scrolls (bless, bowl and a matching jug,

protection from poison, and spiritual weapon), the deed A door facing the foot of the bed has a full-length mirto the house, the deed to a windmill, and a signed will.

ror mounted on it. The door opens to reveal an empty,

The windmill referred to in the second deed is situated

dust-choked closet (area 12B). A door in the parlor leads

in the mountains east of Vallakie(see chapter 6, "Old to an outside balcony (area 12C).

Bonegrinder"). The will is signed by Gustav and Elisabeth Durst and bequeathes the house, the windmill, and DUMBWAITER

all other family property to Rosavalda and Thornboldt

A dumbwaiter in the corner of the west wall has a button

Durst in the event of their parents' deaths. The books,

on the wall next to it. Pressing the button rings the tiny scrolls, deeds, and will age markedly if taken from the

bell in area 4A.

house but remain intact.

TREASURE

10. CONSERVATORY

The jewelry box on the vanity is made of silver with gold

filigree (worth 75 gp). It contains three gold rings (worth Gossamer drapes cover the windows of this elegantly

25 gp each) and a thin platinum necklace with a topaz

appointed hall, which has a brass-plated chandelier

pendant (worth 750 gp).

APPENDIX B I DEATH HOUSE

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13. BATHROOM

17. SPARE BEDROOM

This dark room contains a wooden tub with clawed feet,

This dust-choked room contains a slender bed, a nighta small iron stove with a kettle resting atop it, and a barstand, a small iron stove, a writing desk with a stool, an rel under a spigot in the east wall. A cistern on the roof empty wardrobe, and a rocking chair. A smiling doll in a used to collect rainwater, which was borne down a pipe

lacy yellow dress sits in the northern window box, cobto the spigot; however, the plumbing no longer works.

webs draping it like a wedding veil.

14. STORAGE ROOM

18. STORAGE ROOM

Dusty shelves line the walls of this room. A few of the

This dusty chamber is packed with old furniture (chairs,

shelves have folded sheets, blankets, and old bars of

coat racks, standing mirrors, dress mannequins, and

soap on them. A cobweb-covered broom of animated

the like), all draped in dusty white sheets. Near an iron

attack (see appendix D) leans against the far wall; it atstove, underneath one of the sheets, is an unlocked tacks any creature approaching within 5 feet of it.

wooden trunk containing the skeletal remains of the

15.

family's nursemaid, wrapped in a tattered bedsheet

NURSEMAID'S SUITE

stained with dry blood. A character inspecting the re Dust and cobwebs shroud an elegantly appointed bedmains and succeeding on a DC 14 Wisdom (Medicine) room (area 15A) and an adjoining nursery (area 15B).

check can verify that the woman was stabbed to death

Double doors set with panes of stained glass pull open

by multiple knife wounds.

to reveal a balcony (area 15C) overlooking the front of

If the characters disturb the remains, the nursemaid's

the house.

specter appears and attacks unless it was previously

The bedroom once belonged to the family's nursedefeated in area 15.

maid. The master of the house and the nursemaid had

SECRET DOOR

an affair, which led to the birth of a stillborn baby named A secret door in the east wall appears only when certain

Walter. The cult slew the nursemaid shortly thereafter.

conditions are met; see area 21 for more information.

Unless the characters already defeated it in area 18, the

nursemaid's spirit haunts the bedroom as a specter.

19. SPARE BEDROOM

The specter manifests and attacks when a character

opens the door to the nursery. The specter resembles a

This web-filled room contains a slender bed, a nightterrified, skeletally thin young woman; it can't speak or stand, a rocking chair, an empty wardrobe, and a small be reasoned with.

iron stove.

The bedroom contains a large bed, two end tables,

and an empty wardrobe. Mounted on the wall next to the

20. CHILDREN'S ROOM

wardrobe is a full-length mirror with an ornate wooden

The door to this room is locked from the outside (see

frame carved to look like ivy and berries. Characters

area 16 for details).

who search the wall for secret doors or otherwise inspect the mirror can, with a successful DC 12 Wisdom (Perception) check, notice eyeballs among the berries.

This room contains a bricked-up window flanked by two

The wall behind the mirror has a secret door in it (see

dusty, wood-framed beds sized for children. Closer to the

"Secret Door" below).

door is a toy chest with windmills painted on its sides

The nursery contains a crib covered with a hanging

and a dollhouse that's a perfect replica of the dreary edblack shroud. When characters part the shroud, they see a tightly wrapped, baby-sized bundle lying in the ifice in which you stand. These furnishings are draped in

crib. Characters who unwrap the blanket find nothing

cobwebs. Lying in the middle of the floor are two small

inside it.

skeletons wearing tattered but familiar clothing. The

smaller of the two cradles a stuffed doll that you also

SECRET DOOR

recognize.

A secret door behind the mirror can be found with a

successful DC 15 Wisdom (Perception) check. It pushes

open easily to reveal a cobweb-filled wooden staircase

The Durst children, Rose and Thorn, were neglected

leading up to the attic.

by their parents and locked in this room until they

16.

starved to death. Their small skeletons lie in the middle

AT TIC HALL

of the floor, plain as day, wearing tattered clothing that This bare hall is choked with dust and cobwebs.

the characters recognize as belonging to the children.

Thorn's skeleton cradles the boy's stuffed doll.

LOCKED DOOR

The toy chest contains an assortment of stuffed an The door to area 20 is held shut with a padlock. Its key

imals and toys. Characters who search the dollhouse

is kept in the library (area 8), but the lock can also be

and succeed on a DC 15 Wisdom (Perception) check

picked with thieves' tools and a successful DC 15 Dex ·find all of the house's secret doors, including one in the terity check.

attic that leads to a spiral staircase (a miniature replica of area 21).

-----

APPENDIX B I DEATH HOUSE

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216

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ROSE AND THORN

DUNGEON FEATURES

If either the dollhouse or the chest is disturbed, the

The dungeon level underneath Death House is carved

ghosts of Rose and Thorn appear in the middle of the

out of earth, clay, and rock. The tunnels are 4 feet wide by room. Use the ghost statistics in the Monster Manual, 7 feet high with timber braces at 5-foot intervals. Rooms with the following modifications:

are 8 feet tall and supported by thick wooden posts with

crossbeams. The only exception is area 38, which has a

, The ghosts are Small and lawful good.

16-foot-high ceiling supported by stone pillars. Characters They have 35 (10d6) hit points each.

without darkvision must provide their own light sources,

They lack the Horrifying Visage action.

as the dungeon is unlit.

They speak Common and have a challenge rating of

As the characters explore the dungeon, they see cen3 (700 XP).

turies-old human footprints in the earthen floor leading

every which way.

The children don't like it when the characters disturb

their toys, but they fight only in self-defense. Unlike the The characters find the replica secret door in the attic

illusions outside the house, these children know that

of the doll house (area 20).

they're dead. If asked how they died, Rose and Thorn

explain that their parents locked them in the attic to

Once the house wills the secret door into existence,

protect them from "the monster in the basement," and characters find it automatically if they search the wall that they died from hunger. If asked how one gets to

(no ability check required). Characters who descend the

the basement, Rose points to the doll house and says,

spiral staircase end up in area 22.

"There's a secret door in the attic." Characters who then 22.

search the dollhouse for secret doors gain advantage on

DUNGEON LEVEL ACCESS

their Wisdom (Perception) checks to find them.

The wooden spiral staircase from the attic ends here.

The children fear abandonment. If one or more char A narrow tunnel stretches southward before branching

acters try to leave, the ghost-children attempt to possess east and west.

them. If one of the ghosts possesses a character, allow

the player to retain control of the character, but assign

GHOSTLY CH ANTING

the character one of the following flaws:

From the moment they arrive in the dungeon, the

A character possessed by Rose gains the following

characters can hear an eerie, incessant chant echoing

throughout. It's impossible to gauge where the sound is

flaw: "I like being in charge and get angry when other coming from until the characters reach area 26 or 29.

people tell me what to do."

They can't discern its words until they reach area 35.

A character possessed by Thorn gains the following

flaw: "I'm scared of everything, including my own

23. FAMILY CRYPTS

shadow, and weep with despair when things don't

go my way."

Several crypts have been hewn from the earth. Each

crypt is sealed with a stone slab unless noted otherwise.

A character possessed by the ghost of Rose or Thorn

Removing a slab from its fitting requires a successful

won't willingly leave Death House or the dungeon be DC 15 Strength (Athletics) check; using a crowbar or

low it. Both ghosts can be intimidated into leaving their

the like grants advantage on the check.

hosts with a successful DC 11 Charisma (Intimidation)

check made as an action.

23A. EMPTY CRYPT

A ghost reduced to O hit points can reform at dawn

The blank stone slab meant to seal this crypt leans

the next day. The only way to put the children's spirits to against a nearby wall. The crypt is empty.

rest is to put their skeletal remains in their tombs (areas 23E and 23F). The children don't know this, however.

23B. WALTER'S CRYPT

The stone slab meant to seal this crypt leans against

DE VELOPMENT

a nearby wall. Etched into it is the name Walter Durst.

If the party lays the children's spirits to rest, each

The crypt is empty.

character gains inspiration (see "Inspiration" in chapter 4, "Personality and Background," of the Player's 23C. GUSTAV'S CRYPT

Handbook).

The stone slab is etched with the name Gustav Durst.

The chamber beyond contains an empty coffin atop a

21. SECRET STAIRS

stone bier.

A narrow spiral staircase made of creaky wood is contained within a 5-foot-wide shaft of mortared stone that 23D. ELISABETH'S CRYPT

starts in the attic and descends 50 feet to the dungeon

The stone slab is etched with the name Elisabeth Durst.

level, passing through the lower levels of the house as

The crypt contains a stone bier with an empty coffin

it makes its descent. Thick cobwebs fill the shaft and

atop it. A swarm of insects (centipedes) boils out of the reduce visibility in the staircase to 5 feet.

back wall and attacks if the coffin is disturbed.

The secret door and shaft don't exist until the house

23E. ROSE'S CRYPT

reveals them, which can happen in one of two ways:

The stone slab is etched with the name Rosavalda

The characters !i,nd Strahd's letter in the secret room

Durst. The chamber beyond contains an empty coffin on

behind the library (area 9).

a stone bier.

--

APPENDIX B I DEATH HOUSE

--·----·

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If Rose's skeletal remains (see area 20) are placed in

27. DINING H AL L

the coffin, the child's ghost finds peace and disappears

forever. A character possessed by Rose's ghost when

This room contains a plain wooden table flanked by long

this occurs is no longer possessed (see also the "Develbenches. Moldy humanoid bones lie strewn on the dirt opment" section in area 20).

floor-the remains of the cult's vile banquets.

In the middle of the south wall is a darkened alcove

23F. THORN'S CRYPT

(area 28). Characters who approach within 5 feet of the

The stone slab is etched with the name Thornboldt

alcove provoke the creature that lurks there.

Durst. The chamber beyond contains an empty coffin on

a stone bier.

28.LARDER

If Thorn's skeletal remains (see area 20) are placed in

This alcove contains a grick that slithers out to attack

the coffin, the child's ghost finds peace and disappears

the first character it sees within 5 feet of it. Any characforever. A character possessed by Thorn's ghost when ter with a passive Wisdom (Perception) score under 12

this occurs is no longer possessed (see also the "Develis surprised by it. The alcove is otherwise empty.

opment" section in area 20).

29. GHOULISH ENCOUNTER

24. CULT INITIATES'

UARTERS

The ghostly chanting heard throughout the dungeon is

A wooden table and four chairs stand at the east end

noticeably louder to the north. When one or more charof this room. To the west are four alcoves containing acters reach the midpoint of the four-way tunnel intermoldy straw pallets.

section, four ghouls (former cultists) rise up out of the

ground in the spaces marked X on the map and attack.

25. WELL AND CULTIST

UARTERS

The ghouls fight until destroyed.

A 4-foot-diameter well shaft with a 3-foot-high stone

lip descends 30 feet to a water-filled cistern. A wooden

30. STAIRS DOWN

bucket hangs from a rope-and-pulley mechanism bolted

It's obvious to any character standing at the top of this

to the crossbeams above the well.

20-foot-long staircase that the ghostly chants originate

Five side rooms once served as quarters for senior

from somewhere below. Characters who descend the

cultists. Each contains a wood-framed bed with a moldy

stairs and follow the hall beyond arrive in area 35.

straw mattress and a wooden chest to hold personal

belongings. Each chest is secured with a rusty iron pad31. DARKLORD'S SHRINE

lock that can be picked with thieves' tools and a successful DC 15 Dexterity check.

This room is festooned with moldy skeletons that hang

TREASURE

from rusty shackles against the walls. A wide alcove in

In addition to some worthless personal effects, each

chest contains one or more valuable items.

the south wall contains a painted wooden statue carved

in the likeness of a gaunt, pale-faced man wearing a vo25A. This room's chest contains 11 gp and 60 sp in a pouch made of human skin.

luminous black cloak, his pale left hand resting on the

25B. This room's chest contains three moss agates

head of a wolf that stands next to him. In his right hand, (worth 10 gp each) in a folded piece of black cloth.

he holds a smoky-gray crystal orb.

25C. This room's chest contains a black leather eye The room has exits in the west and north walls. Chantpatch with a carnelian (worth 50 gp) sewn into it.

ing can be heard coming from the west.

25D. This room's chest contains an ivory hairbrush with

silver bristles (worth 25 gp).

25E. This room's chest contains a silvered shortsword

The statue depicts Strahd, to whom the cultists made

(worth 110 gp).

sacrifices in the vain hope that he might reveal his darkest secrets to them. If the characters touch the statue or 26. HIDDEN SPIKED PIT

take the crystal orb from Strahd's hand, five shadows

The ghostly chanting heard throughout the dungeon

form around the statue and attack them. The shadows

gets discernibly louder as one heads west along this

(the spirits of former cultists) pursue those who flee betunnel. A successful DC 1? Wisdom (Perception) check yond the room's confines.

reveals an absence of footprints .. Charac;ters searching

The skeletons on the wall are harmless decor.

the floor for traps find a 5-foot0long, 10-foot-deep pit

CONCEALED DOOR

hidden under several rotted wooden planks, all hidden

under a thin layer of dirt. The pit has sharpened wooden

Characters searching the ro_om for secret doors find a

spikes at the bottom. The first character to step on the

concealed door in the middle of the east wall with a succover falls through, landing prone and taking 3 (ld6) cessful DC 10 Wisdom (Perception) check. It's basically bludgeoning damage from the fall plus 11 (2d10) piercan ordinary (albeit rotted) wooden door hidden under a ing damage from the spikes.

layer of clay. The door pulls open to reveal a stone staircase that climbs 10 feet to a landing (area 32).

,,__.,. . ...,._

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TREASURE

The cult amassed several "relics" that it used in its The crystal orb is worth 25 gp. It can be used as an arrituals. These worthless items are stored in thirteen cane focus but is not magical.

niches along the walls:

32.

A small, mummified, yellow hand with sharp claws (a

HIDDEN TRAPDOOR

goblin's hand) on a loop of rope

The staircase ends at a landing with a 6-foot-high ceil • A knife carved from a human bone

ing of close-fitting planks with a wooden trapdoor set

• A dagger with a rat's skull set into the pommel

into it. The trapdoor is bolted shut from this side and

An 8-inch-diameter varnished orb made from a

can be pushed open to reveal the den (area 3) above.

nothic's eye

An aspergillum carved from bone

DEVELOPMENT

A folded cloak made from stitched ghoul skin

Once the trapdoor has been found and opened, it re A desiccated frog lashed to a stick (could be mistaken

mains available to characters as a way into and out of

for a wand of polymorph)

the dungeon level.

A bag full of bat guano

33.

A hag's severed finger

CULT LEADERS' DEN

A 6-inch-tall wooden figurine of a mummy, its arms

The door in the southwest corner is a mimic in disguise.

crossed over its chest

Any creature that touches the door becomes adhered to

• An iron pendant adorned with a devil's face

the creature, whereupon the mimic attacks. The mimic

The shrunken, shriveled head of a halfling

also attacks if its takes any damage.

A small wooden coffer containing a dire wolf's with A chandelier is suspended above a table in the middle

ered tongue

of the room. Two high-backed chairs flank the table,

The southernmost tunnel slopes down at a 20-degree

which has an empty clay jug and two clay flagons atop

angle into murky water and ends at a rusty portcullis

it. Iron candlesticks stand in two corners, their candles

(area 37).

long since melted away.

34.

36. PRISON

CULT LEADERS' QUARTERS

The cultists shackled prisoners to the back walls of

This room contains a large wood-framed bed with a

alcoves here. The prisoners are long gone (their bones

rotted feather mattress, a wardrobe containing several

litter the floor in area 27), but the rusty shackles remain.

old robes, a pair of iron candlesticks, and an open crate

containing thirty torches and a leather sack with fifteen

SECRET DOOR

candles inside it. At the foot of the bed is an unlocked

A secret door in the south wall can be found with a

wooden footlocker containing some gear and magic

successful DC 15 Wisdom (Perception) check and pulls

items (see "Treasure" below).

open to reveal area 38 beyond.

Two ghasts (Gustav and Elisabeth Durst) are hidden

in cavities behind the earthen walls, marked X on the

TREASURE

map; they burst forth and attack if someone removes

Hanging on the back wall of the cell marked X on the

one or more items from the footlocker. The ghasts wear

map is a human skeleton clad in a tattered black robe.

tattered black robes.

The skeleton belongs to a cult member who questioned

the cult's blind devotion to Strahd. Characters who

TREASURE

search the skeleton find a gold ring (worth 25 gp) on one

Characters searching the footlocker find a folded cloak of its bony fingers.

of protection, a small wooden coffer (unlocked) containing four potions of healing, a chain shirt, a mess 37. PORTCULLIS

kit, a flask of alchemist's fire, a bullseye lantern, a set This tunnel is blocked by a rusty iron portcullis that can of thieves' tools, and a spellbook with a yellow leather be forcibly lifted with a successful DC 20 Strength (Athcover containing the following wizard spells: letics) check. Otherwise, the portcullis can be raised or 1st level: disguise self, identify, mage armor, magic mis lowered by turning a wooden wheel half-embedded in

sile, protection from evil and good

the east wall of area 38. (The wheel is beyond the reach

2nd level: darkvision, hold person, invisibility,

of someone east of the portcullis.) The floor around the

magic weapon

portcullis is submerged under 2 feet of murky water.

These items were taken from adventurers who were

38.

drawn into Barovia, captured, and killed by the cult.

RITUAL CHAMBER

The cult used to perform rituals in this sunken room.

3 5. RELi UARY

The chanting heard throughout the dungeon originates

The ghostly chant emanating from area 38 fills this

here, yet when the characters arrive, the.dungeon falls

room. Characters can discern a dozen or so voices saysilent �s the chanting mysteriously.stops.

ing, over and over, "He is the Ancient. He is the Land."

APPENDIX B [ DEATH HOUSE •

f 219

--·-----:�::.-'

:;,,,-.="",�,-:::\ ·•

I

of the sacrifice, and Death House now does nothing to

The chanting stops as you peer into this forty-foot-square hinder the characters (see "Endings" below).

room. The smooth masonry walls provide excellent

If the characters leave the dais without making the

acoustics. Featureless stone pillars support the ceiling, sacrifice, the cultists' chant changes: "Lorghoth the and a breach in the west wall leads to a dark cave heaped Decayer, we awaken thee!" This chant rouses the shambling mound and prompts it to attack. It pursues prey with refuse. Murky water covers most of the floor. Stairs beyond the room but won't leave the dungeon. It can lead up to dry stone ledges that hug the walls. In the

move through tunnels without squeezing and completely

middle of the room, more stairs rise to form an octagofills its space. At the start of the shambling mound's first nal dais that also rises above the water. Rusty chains with turn, the chant changes again: "The end comes! Death, shackles dangle from the ceiling directly above a stone be praised!" If the shambling mound dies, the chanting altar mounted on the dais. The altar is carved with hidstops and the apparitions vanish forever.

eous depictions of grasping ghouls and is stained with

ENDINGS

dry blood.

The mists of Raven loft continue to surround Death

House until the characters stand atop the dais and

The water is 2 feet deep. The ledges and central dais are

either appease or defy the cultists. Strahd is satisfied

5 feet high (3 feet higher than the water's surface), and

either way, prompting the mists to recede.

the chamber's ceiling is 16 feet high (11 feet above the

dais and ledges). The chains dangling from the ceiling

THE CULT Is APPEASED

are 8 feet long; the cultists would shackle prisoners to

Death House harbors no ill will toward a party willing

the chains, dangle them above the altar, cut them open

to sacrifice a life to appease the cult. Once the sacrifice with knives, and allow the altar to be bathed in blood.

is made, the characters are free to go. Upon emerging

Half embedded in the east wall is a wooden wheel

from the house, the characters advance to 3rd level.

connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lower THE CuLT Is DENIED

ing the nearby portcullis (see area 37).

The hole in the west wall leads to a naturally formed

If the characters deny the cult its sacrifice and either

alcove. The half-submerged pile of refuse that fills it is a destroy the shambling mound or escape from it, Death

shambling mound, which the cultists dubbed Lorghoth House attacks them as they try to leave. When they rethe Decayer. It is asleep but awakens if attacked or if the turn upstairs, they must roll initiative as they discover characters summon the cultists but refuse to complete

several architectural changes:

their ritual (see "One Must Die!" below). A character All the windows are bricked up; the bricked-up winstanding next to the mound can discern its true nature dows and the outer walls are impervious to the party's with a successful DC 15 Intelligence (Nature) check.

weapon attacks and damage-dealing spells.

, All the doors are gone, replaced by slashing scythe "ONE MusT Drn!"

blades. A character must succeed on a DC 15 Dexter If any character climbs to the top of the dais, read:

ity (Acrobatics) check to pass through a blade-trapped

doorway unscathed. A character who spends 1 minute

The chanting rises once more as thirteen dark apparistudying the blades in a particular doorway can try to take advantage of a momentary gap in their repeating tions appear on the ledges overlooking the room. Each

movements and make a DC 15 Intelligence check

one resembles a black-robed figure holding a torch, but

instead. Failing either check, a character takes 2dl0

the torch's fire is black and seems to draw light into it.

slashing damage but manages to pass through the

Where you'd expect to see faces are voids.

doorway. Any creature pushed through a doorway

"One must die!" they chant, over and over. "One must must succeed on a DC 15 Dexterity saving throw or

die! One must die!"

take the damage. The blades can't be disarmed.

Every room that contains a fireplace, an oven, or a

stove is filled with poisonous black smoke. The room

The apparitions are harmless figments that can't be

is heavily obscured, and any creature that starts its

damaged, turned, or dispelled ..

turn in the smoke must succeed on a DC 10 Constitu Characters on the dais when the·cl/ltists appear must

tion saving throw or take ldlO poison damage.

sacrifice a creature on the altar or face the cult's wrath; The interior walls become rotted and brittle. Each

characters can ascertain what must be done with a

5-foot-section has AC 5 and 5 hit points, and can

successful DC 11 Intelligence (Religion) or Wisdom

also be destroyed with a successful DC 10 Strength

(Insight) check. To count as a sacrifice, a creature must

(Athletics) check. Each 5-foot section of wall that's

die on the altar. The apparitions don't care what kind of

destroyed causes a swarm of rats to pour out and atcreature is sacrificed, and they aren't fooled by illusions.

tack. The swarm won't leave the house.

If the characters make the sacrifice, the cultists fade

Keep track of initiative as the characters make their

away, but their tireless chant of "He is the Ancient. He is way through the house. Once they escape, they advance the Land," echoes again in the dungeon. Strahd is aware to 3rd level, and the house does no more to harm them.

APPENDIX B j DEATH HOUSE

,._.._,,.,..__

-.;; ..... -

APPENDIX C: TREASURES

Scattered throughout Barovia are ancient treasures that

can be brought to bear against Strahd von Zarovich and

his fell servants. The locations of three of them-the

BLOOD SPEAR

Tome of Strahd, the Holy Symbol of Ravenkind, and the Sunsword-are determined by the results of the card reading in chapter 1. The other items can be acquired as characters discover their whereabouts during the

course of the adventure.

TOME OF STRAHD

The Tome of Strahd is an ancient work penned by

Strahd, a tragic tale of how he came to his fallen state.

The book is bound in a thick leather cover with steel

hinges and fastenings. The pages are of parchment and

very brittle. Most of the book is written in the curious

shorthand that only Strahd employs. Stains and age

have made most of the work illegible, but several paragraphs remain intact and readable. If the characters acquire the Tome of Strahd and want to read these paragraphs, show the players the "From the Tome of Strahd"

section in appendix F.

If Strahd sees, or learns from a minion, that the tome

GuLT><IAS STAFF

has fallen into the party's possession, all of his other objectives (see chapter 1, "Into the Mists") are put on hold until the book is recovered. When Strahd attacks, his preferred target is whoever has the tome.

he wielded a spear stained with blood. His was the first

blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.

When you hit with a melee attack using this magic

spear and reduce the target to O hit points, you gain 2d6

temporary hit points.

GULTHIAS STAFF

Staff, rare (requires attunement)

Made from the branch of a Gulthias tree (see the

blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The

staff has 10 charges and regains ld6 + 4 of its expended

charges daily at dusk.

If the staff is broken or burned to ashes, its wood

releases a terrible, inhuman scream that can be heard

out to a range of 300 feet. All blights that can hear the

MAGIC ITEMS

scream immediately wither and die.

Vampiric Strike. The staff can be wielded as a magic The magic items described here, if they are found, can quarterstaff. On a hit, it deals damage as a normal

play significant roles in the adventure.

quarterstaff, and you can expend 1 charge to regain a

BLOOD SPEAR

number of hit points equal to the damage dealt by the

weapon. Each time a charge is spent, red blood oozes

Weapon (spear), uncommon (requires attunement)

from the staff's pores, and you mu_st succeed on a DC

Kavan was a ruthless chieftain whose tribe Jived in

12 Wisdom saving throw or be �fflicted with short,term

the Balinok Mountains centuries before the arrival of

madness (see "Madness" in chapte·r 8 of the Dungeon Strahd von Zarovich. Although he was very much alive, Master's Guide).

Kavan had some traits _in common with vampires: he

Blight Bane. While you are attuned to the staff, slept during the day and hunted at night, he drank the blights and other evil plant creatures don't regard you as blood of his prey, and be lived underground. �n battle,

hostile unless you harm them.

AP:eEND!X C I TREASURES

!CON OF RAVENLOFT

Wondrous item, legendary (requires attunement by a

creature of good alignment)

The Icon of Raven loft is a 12-inch-tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric liOLY SYMBOL

kneeling in supplication.

OF R1WENKIND

The icon was given to Strahd by the archpriest Ciril

Romulich, an old family friend, to consecrate the castle

and its chapel.

While within 30 feet of the icon, a creature is under

the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.

Augury. You can use an action to cast an augury spell from the icon, with no material components required.

Once used, this property can't be used again until the

next dawn.

Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.

Cure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.

HOLY SYMBOL OF RAVENKIND

Wondrous item, legendary (requires attunement by a

cleric or paladin of good alignment)

The Holy Symbol of Raven kind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It

predates the establishment of any church in Barovia.

According to legend, it was delivered to a paladin named

Lugdana by a giant raven-or an angel in the form of a

le.ON OF RAvENLOFT

giant raven. Lugdana used the holy symbol to root out

and destroy nests of vampires until her death. The high

priests of Ravenloft kept and wore the holy symbol after

Lugdana's passing.

The holy symbol is a platinum amulet shaped like the

sun, with a large crystal embedded in its center.

The holy symbol has 10 charges for the following

properties. It regains ld6 + 4 charges daily at dawn.

Hold Vampires. As an action, you can expend 1

charge and present the holy symbol to make it flare with

holy power. Vampires and vampire spawn within 30 feet

of the holy symbol when it flares must make a DC 15

Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself.

Turn Undead. If you have the-Turn Undead or the Turn the Unholy feature, you can expend 3 charges

when you present the holy symbol while using that

SAINT MARKOVIA'S THIGHBONE

feature. When you do so, undead have disadvantage on

Weapon (mace), rare (requires attunement)

their saving throws against the effect.

Saint Markovia's thighbone has the properties of a

Sunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright mace of disruption. If it scores one or more hits against light in a 30-foot radius and dim light for an additional a vampire or a vampire spawn in the course of a single

battle, the thighbone crumbles into dust once the battle

30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).

concludes.

As a youth, Markovia followed her heart and became

a priest of the Morninglord soon after her eighteenth

birthday. She proved to be a charismatic proselytizer

APPENDIX CI TREASURES

222

------·---�--

--

and, before the age of thirty, had gained a reputation for The hilt, which is sentient, knows that it can never be

allowing no evil to stand before her.

reunited with its original crystal blade. It has, however, Markovia had long considered Strahd a mad tyrant,

gained the properties of a sun blade.

but only after his transformation into a vampire did she

Sentience. The Sunsword is a sentient chaotic good dare to challenge him. As she rallied her followers and weapon with an Intelligence of 11, a Wisdom of 17, and a

prepared to march on Castle Ravenloft, Strahd sent a

Charisma of 16. It has hearing and normal vision out to

group of vampire spawn to her abbey. They confronted

a range of 60 feet. The weapon communicates by trans Markovia and were destroyed to a one.

mitting emotions to the creature carrying or wielding it.

Suffused with confidence born of righteous victory,

Personality. The Sunsword's special purpose is to Markovia advanced on Castle Ravenloft. A great battle destroy Strahd, not so much because it wants to free the

raged from the catacombs to the parapets. In the end,

land of Barovia from evil but because it wants revenge

Markovia never returned to Barovia, and Strahd long

for the loss of its crystal blade. The weapon secretly

afterward walked with a limp and a grimace of pain. It

fears its own destruction.

is said that he trapped Markovia in a crypt beneath his

castle, and her remains linger there yet.

The essence of Markovia's saintliness passed partly

into her bones as the rest of her body decomposed. Her

remaining thighbone is imbued with power that inflicts

grievous injury on the undead.

SAINT MARKov1A's THIGHBONE

SUNSWORD

Weapon (longsword), legendary (requires attunement)

The Sunsword is a unique blade once possessed by

Strahd's brother, Sergei von Zarovich. In its original

form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.

Strahd employed a powerful wizard named Khazan to

destroy the weapon after Sergei's death. The first part

of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be fou.nd. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been

-·,

destroyed.

----

APPENDIX C I TREASURES

223

APPENDIX D: MONSTERS AND NPCs

Barovia is a land of vampires, ghosts, and werewolves.

Enter Vasili van Holtz. The Abbot's early experi In addition, adventurers who explore this unholy realm

ments proved fatal to their subjects, but the Belviews

encounter other things that go bump in the night, ininsisted that he keep trying. One day, a Barovian lord cluding creatures born out of Strahd's evil. The new named Vasili von Holtz visited the abbey. The Abbot

monsters that appear in this adventure are described

knew at once that the man was evil, but von Holtz

below, along with several of the vampire's allies and enestressed that he only wanted to help. He furnished the mies-souls whose fates are entwined with those of the Abbot with forbidden lore plucked from the Amber

adventurers. Strahd himself appears here as well.

Temple {chapter 13), then helped the Abbot transform

The monsters and NPCs are presented in alphabetthe Belviews into mongrelfolk-maniacal humans with ical order.

bestial deformities and traits. The Belviews were happy,

albeit insane. Only then did von Holtz reveal himself to

NEW CREATURE$ BY CHALLENCE RATINC

be Strahd von Zarovich. Somehow the deva realized

Creature

CR

Creature

CR

that any attempt to slay Strahd would be futile-that

the ancient curse upon the land meant that the vampire

Baba lysaga

11

Pidlwick II

1/4

could never truly die, at least not in Barovia.

Baba Lysaga's creeping 11

Rahadin

10

Bride ofStrahd. Strahd confided in the Abbot,

hut

Rictavio

s

lamenting his curse and telling the deva that he wished

Broom of animated atk. 1/4

Strahd's animated

6

nothing more than to escape Barovia. His performance

Barovian witch

1/2

armor

garnered the deva's sympathy, and the Abbot, playing

Ezmerelda d'Avenir

8

Strahd von Zarovich

15

into Strahd's hands, set for himself the goal of finding a Guardian portrait

Strahd zombie

cure for Strahd's "malady." The Abbot is now convinced lzek Strazni

s Tree blight

7

that the cure lies in reuniting Strahd with his lost love

Madam Eva

10

Vladimir Horngaard

7

and, in so doing, ending Barovia's curse. The Abbot has

Mongrelfolk

1/4

Wereraven

2

recently completed work on a flesh golem bride made

Phantom warrior

3

from the body parts of dead women. While the Belviews

languish in the abbey's madhouse, the Abbot is giving

his creation lessons in etiquette and ladylike conduct

THE ABBOT

so that "she" can be formally presented to Strahd and No creature in Barovia is older than the master of the win his love.

Abbey of Saint Markovia in Krezk. This nameless holy

Strahd has no interest in a flesh golem bride, but he

figure, whom others call the Abbot, was drawn to the

enjoys corrupting this once angelic being and driving

abbey after Saint Markovia died by Strahd's hand. He

the Abbot to commit further acts of depravity.

sought to restore the abbey after it fell to corruption, but Statistics. Use the deva stat block in the Monster

was himself corrupted.

Manual, but change the Abbot's alignment to lawful evil.

Angel in Disguise. The Abbot is a deva that has lived for millennia. He typically assumes the form of a strik THE ABBOT'S TRAITS

ingly handsome human priest in his late twenties or

Ideal. "I want to rid Barovia of its sickness. By giving early thirties. More than a hundred years ago, the deva the devil his heart's desire, I bring salvation to him and was sent from the Upper Planes to honor the legacy

his land."

of Saint Markovia. He reopened the abbey and began

Bond. "I love the creatures I create, including my tending to the physically and mentally ill. In so doing, beautiful golems and mongrelfolk."

he hoped to bring some much-needed light to Barovia.

Flaw. "I can't be corrupted. My heart is pure, my inten His efforts worked for a while, but then the Dark Powers

tions noble and good."

began to corrupt him.

Imperfections. The Abbot's fall from grace started ANIMATED OBJECTS

when the Belviews-a family of sickly, inbred leperscame to the abbey seeking salvation. The deva rid them Animated objects are crafted with potent magic to of their diseases, an act for which they were eternally

follow the commands of their creators. When not comgrateful, but could not cure them of certain human manded, they follow the last order they received to the defects that had been present since birth. The Abbot

best of their ability, and can act independently to fulfill became consumed with a prideful, obsessive desire to

s_imple instructions. Some animatep. objects might conrid the poor Belviews of their lingering imperfections.

verse fluently or adopt a persona, but most are simple

The Belview family, however, bad strange ideas of what

automatons_..

it meant to be perfect. They didn't want to be ordinary

, Constructed Nature: An animated ·object doesn't rehumans. They want�d the eyes of a cat, wings to fly like qui:e ·c':ir, food, dfirik, 00f sleep>,\ ?: i : ·:

• '. .

a bat, the strength of.a'.mll.le, and the guile of a snake. In

:

. The·inagi<;: thit animatei, ail'obje'c:fis dispelled wfien short, they �raved bestial tra,its, and the Abbot, taking .' thJ cqnstruct,(jr.ops to'·O·hit:1>oints. ;,ui'animated object pity on them, yiel��? to the·ir mad desires.

, . ·re,dti�elto'6hirpo.i�ts becom�S:_ina,riimkt,; ahd i$to�'

;:. '· damaged to.Be of.mµch us�. o'i'�a·1�i to�anyon·ei.:

. .

,:

·-

� .. .

APPENDIX D [ MONSTERS AND NPCS t

'\7--sv

BABA LYSAGA's CR EEPING HuT

stump, beneath the rotted floorboards of the hut. The

floorboards can be ripped up with a successful DC 14

Baba Lysaga built a hut atop the rotting stump of a giant

Strength check or smashed by dealing 10 damage to

tree that was felled long ago. It was only after she emthem. Once the floorboards are out of the way, a creabedded a magic gemstone in the hut that the whole thing ture can reach into the cavity and snatch the gem. But if was imbued with a semblance of life. When she wills it

someone attempts this while the hut is alive, the cavity

to do so, the hut pulls its gigantic roots free of the earth sprouts wooden teeth, becoming a mouth that bites

and shambles around like a spidery behemoth, shaking

anything that tries to remove the gem; a creature trying

the ground with every step. The hut attacks with its flailto remove the gem must make a DC 20 Dexterity saving ing and stomping roots. It can also use its roots to fling throw. On a successful save, the creature claims the large rocks.

stone without getting bitten. On a failed save, the crea Hut Interior. The hut is a 15-foot-square, ramshackle ture is bitten for 10 (3d6) piercing damage and fails to wooden building with a gently sloping thatch roof. Its

obtain the gem.

furnishings have been bolted to the floor, since the hut

lurches from side to side when it walks.

BROOM OF ANIMATED ATTACK

Heart of the Hut. The gemstone that has given life to Baba Lysaga's hut was previously buried in the Wizard A broom of animated attack is easily mistaken for a

of Wines vineyard. The gem was one of three imbued

broom of flying. It attacks any creature that grabs it or with life-giving magic that made the grapevines in the tries to ride it.

vineyard healthier, guaranteeing the finest wines. Baba

Flying Broom. Some brooms of animated attack Lysaga stole one of the gems and perverted its magic,

allow their creators to ride them, in which case they beusing it instead to animate her wooden hut.

have like typical brooms of flying. A broom of animated Removing the gem from the hut renders the hut incaattack, however, can carry only half the weight that a pacitated. That task is easier said than done, however.

broom of flying can (see chapter 7, "Treasure," of the The glowing green gem is contained in a cavity in the Dungeon Master's Guide).

-- - - * s

tSS-5#

Hi EE

a b:ri - n ·

--

c --Sa a,.

••

S=S-4> -

±E 55

BABA LYSAGAS CR EEPING HUT

BROOM OF ANIMATED ATTACK

Gargantuan construct, unaligned

-

Small construct, unaligned

Armor Class 16 (natural armor)

Armor Class 15 (natural armor)

Hit Points 263 (17d20 + 85)

Hit Points 17 (Sd6)

Speed 30 ft.

Speed Oft., fly 50 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

26 (+8)

7 (-2) 20 (+S) l (-5) 3 (-4)

3 (-4)

10 (+O) 17 (+3) 10 (+O)

l (-5)

5 (-3)

l (-5)

Saving Throws Con +9, Wis +O, Cha +O

Damage Immunities poison, psychic

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone frightened, paralyzed, petrified, prone

Senses blindsight 30 ft. (blind beyond this radius),

'. Senses blindsight 120 ft. (blind beyond this radius),

passive Perception 7

· passive Perception 6

Languages-

Languages Challenge 1/4 (SO XP)

Challenge 11 (7,200 XP)

Antimagic Susceptibility. The broom is incapacitated while in Antimagic Susceptibility. The hut is incapacitated while the the area of an antimagic field. If targeted by dispel magic, the magic gem that animates it is in the area of an antimagic field.

. broom must succeed on a Constitution saving throw against If targeted by dispel magic, the hut must succeed on a Constithe caster's spell save DC or fall unconscious for l minute.

tution saving throw against the caster's spell save DC or fall

· False Appearance. While the broom remains motionless and unconscious for l minute.

: isn't flying, it is indistinguishable from a normal broom.

Siege Monster. The hut deals double damage to objects and

; structures.

1 ACTIONS

· Multiattack. The broom makes two melee attacks.

ACTIONS

��----=-������������������� ,. Broomstick. Melee Weapon Attack: +S to hit, reach S ft., one

; Multiattack. The hut makes three attacks with its roots. It can l target. Hit: 5 (ld4 + 3) bludgeoning damage.

replace one of these attacks with a rock attack.

;;,,;, . . I

{ :_-

.J. REACTIONS

;� • '

·1 Root. Me lee Weapon Attack:+ 12 to hit, reach 60 ft., one target.

':''·/': :;., \·. ; Hit: 30 (4dl0 + 8) bludgeoning damage.

i\?_:::�\"T,:>-t

, Animated Attack. If the broom is motionless and a creature f . grabs hold of it, the broom makes a Dexterity check contested Rock. Ranged Weapon Attack: +12 to hit, range 120 ft., one . .;,,-t}\:.: �

1

target. Hit: 21 (3d8 + 8) bludgeoning damage.

, .• by the creature's Strength check. If the broom wins the contest,

.

-·, it flies out of the creature's grasp and makes a me lee attack

. �� ,,, . .f'· . .. f -

- _::= -

ft - ?-? .. # -< Ff ;e a& ·i against it with advantage on the attack roll.

�!

-

L

GUARDIAN PORTRAIT

A guardian portrait looks like a finely rendered and

beautifully framed work of art, usually depicting

someone important in a realistic manner. The picture

and its frame are bound with powerful magic and are

inseparable.

Living Image. The eyes of the figure depicted in the painting are imbued with darkvision, and they appear to follow creatures that move in front of them.

Innate SpeJJs. When a guardian portrait attacks, the figure in the painting animates and moves as though alive (albeit in two dimensions). The guardian portrait

has no effective melee attacks, but it has a repertoire of 5TRAHO's

innate spells that it can cast. When it casts a spell, the ANIMATED ARMOR

figure painted on the canvas makes all the appropriate

somatic gestures and verbal incantations for the spell.

STRAHD'S ANIMATED ARMOR

The armor that Strabd wore into battle when he was

alive lives on today as a headless, animated suit of plate armor. The armor is painted burgundy and adorned with

golden angelic motifs.

Thing of Evil. Strahd imbued his automaton with a sliver of his being, bequeathing unto his armor a malevolence not found in most animated objects. He also fortified his armor and placed a number of permanent spell STRAHD'S ANIMATED ARMOR

effects on it to make the armor a better castle defender.

Medium construct, lawful evil

The armor understands Common but obeys only the

commands of its master.

Armor Class 21 (natural armor)

Hit Points 112 (l 5d8 + 45)

Speed 30 ft.

GUARDIAN PORTRAIT

Medium construct, unaligned

STR

DEX

CON

INT

WIS

CHA

17 (+3)

13 (+l)

16 (+3)

9 (-1) 10 (+O)

9 (-1)

Armor Class 5 (natural armor)

Hit Points 22 (5d8)

Skills Perception +3

Speed O ft.

Damage Resistances cold, fire

Damage Immunities lightning, poison

STR

DEX

CON

INT

WIS

CHA

Condition Immunities blinded, charmed, deafened, exhaustion, 1 (

frightened, paralyzed, petrified, poisoned

-5)

1 (-5)

10 (+O)

14 (+2) 10 (+O) 10 (+O)

Senses blindsight 60 ft. (blind beyond this radius),

passive Perception 13

Damage Immunities poison

Languages understands Common but can't speak

Condition Immunities charmed, exhaustion, frightened,

Challenge 6 (2,300 XP)

grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10

Languages Common, plus up to two other languages

Antimagic Susceptibility. The armor is incapacitated while in Challenge 1 (200 XP)

the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the Antimagic Susceptibility. The portrait is incapacitated while in caster's spell save DC or fall unconscious for l minute.

the area of an antimagic field. If targeted by dispel magic, the False Appearance. While the armor remains motionless, it is portrait must succeed on a Constitution saving throw against indistinguishable from a normal suit of armor.

the caster's spell save DC or become unconscious for 1 minute.

ACTIONS

Innate Spellcasting. The portrait's innate spellcasting ability is Intelligence (spell save DC 12). The portrait can innately cast Multiattack. The armor makes two melee attacks or uses the following spells, requiring no material components: Shocking Bolt twice.

3/day each: counterspe/1, crown of madness, hypnotic pattern, Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one telekinesis target. Hit: 10 (2d6 + 3) slashing damage plus 3 (ld6) lightning damage.

False Appearance. While the figure in the portrait remains motionless, the portrait is indistinguishable from a Shocking Bolt. Ranged Spell Attack: +4 to hit (with advantage normal painting.

on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.

--

APPENDIX D I MONSTERS AND NPCS

-

-· -= . ·;_-·-��/ft2:\

� � � � � � � �

����

Other Mother. When Strahd was still a baby in his crib, Baba Lysaga cast protective spells on him and

crept into his nursery on stormy nights to sing magical

rhymes to him. She also placed the "spark of magic" in him, ensuring that he would become a spellcaster.

Baba Lysaga's unhealthy attachment to the baby

Strahd did not go unnoticed. After she received several

disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her

mind, is eternally blessed. Despite the horrors Strahd

has wrought, Lysaga still envisions him as the perfect

child she delivered into the world. Strahd is the only

thing in her life that matters to her.

Mother Nearest. During her exile, Baba Lysaga made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and

visit death upon her. Lysaga eventually got her wish,

and after Strahd settled in the valley of Barovia, Lysaga

moved as close to him as she dared to.

In the filth-ridden depths of her heart, Lysaga knows

that Strahd would never accept her as his true mother,

BABA LYSAGA

nor could she bear his rejection. As a result, she has

never confronted him. She would rather exist in per Two women gave life to Strahd von Zarovich. The first

petual denial, whiling away the days, months, and

was Queen Ravenovia van Roeyen, Strahd's biological

years practicing fell magic and looking for ways to help

mother. The second was the queen's midwife, a devout

her "son."

follower of Mother Night named Baba Lysaga. Although

Raven Bane. Baba Lysaga has allies in Castle Ravenit was the former who raised Strahd and enabled him loft-a coven of witches. Through the aid of these to follow in his father's footsteps, it was the latter

witches, Lysaga recently uncovered a potential threat to

who sensed a potential for greatness and darkness in

Strahd: a secret society of wereravens ca lied the Keep Strahd surpassing that of any other mortal. Lysaga

ers of the Feather, a group that uses ordinary ravens as

believed then, as she believes now, that she is Strahd's

their spies.

true mother.

BABALYSAGA

hit with spell attacks). Baba Lysaga has the following wizard Medium humanoid (human, shapechanger), chaotic evil spells prepared:

Cantrips (at will): acid splash.fire bolt, light, mage hand, pres-Armor Class 15 (natural armor)

tidigitation

Hit Points 120 (l 6d8 + 48)

1st level (4 slots): detect magic, magic missile, sleep, witch bolt Speed 30 ft.

2nd level (3 slots): crown of madness, enlarge/reduce, misty step 3rd level (3 slots): dispel magic,fireba/1, lightning bolt STR

DEX

CON

INT

WIS

CHA

4th level (3 slots): blight, Evard's black tentacles, polymorph 18 (+4) 10 (+O) 16 (+3}

20 (+5) 17 (+3) 13 (+l)

5th level (2 slots): cloudki/1, geas, scrying

6th level (1 slot): programmed illusion, true seeing

Saving Throws Wis +7

7th level (1 slot): finger of death, mirage arcane

Skills Arcana +13, Religion +13

8th level (1 slot): power word stun

Senses passive Perception 13

Languages Abyssal, Common, Draconic, Dwarvish, Giant

ACTIONS

Challenge 11 (7,200 XP)

Multiattack. Baba Lysaga makes three attacks with her quarterstaff.

Shapechanger. Baba Lysaga can use an action to polymorph Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one into a swarm of insects (flies), or back into her true form. While target. Hit: 7 (ld6 + 4) bludgeoning damage, or 8 (ld8 + 4) in swarm form, she has a walking speed of 5 feet and a flying bludgeoning damage if wielded with two hands.

speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.

Summon Swarms of Insects (Recharges after a Short or long Rest). Baba Lysaga summons ld4 swarms of insects. A sum Blessing of Mother Night. Baba Lysaga is shielded against divimoned swarm appears in an unoccupied space within 60 feet nation magic, as though protected by a nondetection spell.

of Baba Lysaga and acts as her ally. It remains until it dies or Spellcasting. Baba Lysaga is a 16th-level spellcaster. Her until Baba Lysaga dismisses it as an action.

spellcasting ability is Intelligence (spell save DC 17, +9 to

Strahd doesn't consider the wereravens a serious

threat, but Lysaga has chosen to make them the bane

of her existence. After much searching and scrying, she

discovered a wereraven refuge at the Wizard of Wines

winery (chapter 12), and she has begun to wage war

against it. In addition, she has forged an alliance with

the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace.

Gifts of Mother Night. The goddess Mother Night has bestowed magical gifts on Baba Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which

requires her to bathe in the blood of beasts on nights

of the new moon. Failure to do so causes Lysaga to

age rapidly, becoming mere dust and bones in a matter

of seconds.

BABA LYSAGA'S TRAITS

Ideal. "No love is greater than a mother's love for her son."

Bond. "I am the mother of Strahd. Anyone who disputes this fact can rot."

Flaw. "I will not rest until the last of my son's enemies are destroyed."

BAROVIAN WITCH

The mad women and men known as Barovian witches

forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer BAROVIAN WITCH

to live in the shadows and can see in the dark. When

Medium humanoid (human), chaotic evil

traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to Armor Class 10

grow long, sharp claws with which they can attack.

Hit Points 16 (3d8 + 3)

Speed 30 ft.

Brothers and Sisters ofStrahd. Barovian witches have no scruples. They will deal with anyone in return

STR

DEX

CON

INT

WIS

CHA

for power. They will also betray anyone for the same

7 (-2)

11 (+O) 13 (+l) 14 (+2) 11 (+O) 12 (+l)

reason. The only thing they fear is Strahd, and his wish

is their command. Barovian witches sometimes refer to

Skills Arcana +4, Perception +2

themselves as the brothers and sisters of Strahd, though

Senses darkvision 60 ft., passive Perception 12

never to Strahd's face.

Languages Common

Pack Rats with Cats. Barovian witches are obsessive Challenge 1/2 (100 XP)

collectors, each believing that almost anything found-a

piece of broken bone, a dead rodent, a handful of dust,

Spellcasting. The witch is a 3rd-level spellcaster. Its spellcastor some other worthless item or substance-could be ing ability is Intelligence (spell save DC 12, +4 to hit with spell valuable or useful as a spell component, a ritual object, attacks). The witch has the following wizard spells prepared: or a potion ingredient.

Barovian witches use the find familiar spell to call Cantrips (at will): mage hand, prestidigitation, ray of frost forth familiars. They are particularly fond of cats, 1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter 2nd level (2 slots): alter self. invisibility though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom ACTIONS

wandering far from their vile masters.

· Claws (Requires Alter Self). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (ld6 + 1) slashing damage. This 1 attack is magical.

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1 d4) piercing damage.

-

APPENDIX D I MONSTERS AND NPCS

BLIGHT, TREE

Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has

blood for sap and is so saturated with blood that it

doesn't catch fire easily.

Vicious Carnivore. A tree blight feeds on warmblooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, toothfilled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm.

Blight Animosity. A tree blight will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual.

TREE BLIGHT

Huge plant, neutral evil

Armor Class 15 (natural armor)

Hit Points 149 (l3dl2 + 65)

Speed 30 ft.

EZMERELDA n'AVENIR

STR

DEX

CON

INT

WIS

CHA

23 (+6) 10 (+O) 20 (+5)

6 (-2) 10 (+O) 3 (-4)

Ezmerelda d'Avenir, a Vistana, is the protege of Rudolph

van Richten-despite the fact that her first encounter

Condition Immunities blinded, deafened

with the vampire hunter was anything but pleasant.

Senses blindsight 60 ft. (blind beyond this radius),

Witness to Tragedy. When Ezmerelda was a little girl, passive Perception l 0

her family kidnapped van Richten's teenage son, Eras Languages understands Common and Druidic but doesn't

mus, and delivered him into the clutches of a vampire.

speak

Even today, years later, she can still hear Erasmus's

Challenge 7 (2,900 XP)

pleas for mercy. That event haunted her childhood.

Van Richten tracked down Ezmerelda's family soon

False Appearance. While the blight remains motionless, it is after the kidnapping, but not before the Vistani had indistinguishable from a dead tree.

sold the boy. Though van Richten could have done them

·

harm, he instead interrogated Ezmerelda's mother and

Siege Monster. The blight deals double damage to objects and structures.

father on the whereabouts of his missing son. Satisfied

with their answers, he spared their lives before depart ACTIONS

ing with the information they had given him. Ezmerelda

witnessed van Rich ten's act of mercy and was deeply

Multiattack. The blight makes four attacks: two with its branches and two with its grasping roots. If it has a target grapmoved by it.

pled, the blight can also make a bite attack against that target

Van Richten's Tragic Tale. At the age of fifteen, as a bonus action.

Ezmerelda, still troubled by what her family had done

to van Richten, ran away from h.ome. After many har Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

rowing adventures, she tracked down van Richten two

Hit: 19 (3d8 + 6) piercing damage.

years later. Thinking she was a Vistana assassin, he put

Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one tara sword to her throat and threatened to spill her blood.

get. Hit: 16 (3d6 + 6) bludgeoning damage.

Ezmerelda convinced him that she genuinely wanted to

help him find his missing son, whereupon van Richten

Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., told her the saddest of tales. He had found his son, who one creature not grappled by the blight. Hit: The target is graphad been transformed into a vampii:e spawn. When pled (escape DC 15). Until the grapple ends, the target takes 9

Erasmus pleaded to his father for salvation, van Richten

. (ld6 + 6) bludgeoning damage at the start of each of its turns.

' The root has AC 15 and can be severed by dealing 6 slashing granted his request by ending his existence.

damage or more to it at once. Cutting the root doesn't hurt the

Farewell. Ezmerelda remained by van Richten's side

. blight but ends the grapple.

for two years, helping him track down and slay many

creatures of the night. But because van Rich ten could

never bring himself to fully trust a Vistana, he kept

EZMERELDA n'AVENIR

ACTIONS

Medium humanoid (human), chaotic good

Multiattack. Ezmerelda makes three attacks: two with her +7

rapier and one with her +7 handaxe or her silvered shortsword.

, Armor Class 17 (+7 studded leather armor)

Hit Points 82 (lld8 + 33)

+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar Speed 30 ft.

get. Hit: 9 (ld8 + 5) piercing damage.

+1 Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach STR

DEX

CON

INT

WIS

CHA

5 ft. or range 20/60 ft., one target. Hit: 6 (ld6 + 3) slash-14 (+2) 19 (+4) 16 (+3) 16 (+3) 11 (+O) 17 (+3) ing damage.

Saving Throws Wis +3

Silvered Shortsword. Me/ee Weapon Attack: +7 to hit, reach 5

Skills Acrobatics +7, Arcana +6, Deception +9, Insight +3, ft., one target. Hit: 7 (1 d6 + 4) piercing damage.

Medicine +3, Perception +6, Performance +6, Sleight of Hand

+7, Stealth +7, Survival +6

Curse (Recharges after a Long Rest). Ezmerelda targets one Senses passive Perception 16

creature that she can see within 30 feet of her. The target must Languages Common, Elvish

succeed on a DC 14 Wisdom saving throw or be cursed. While Challenge 8 (3,900 XP)

cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When Special Equipment. In addition to her magic armor and weapthe curse ends, Ezmerelda takes 3d6 psychic damage.

ons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.

Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one creature that she can see within 10 feet of her and Spel/casting. Ezmerelda is a 7th-level spellcaster. Her spellcastcasts one of the following spells on the target (save DC 14), ing ability is Intelligence (spell save DC 14, +6 to hit with spell requiring neither somatic nor material components to do so: attacks). Ezmerelda has the following wizard spells prepared: animaffriendship, charm person, or hold person. If the target Cantrips (at will): fire bolt, light, mage hand, prestidigitation succeeds on the initial saving throw, Ezmerelda is blinded until 1st level (4 slots): protection from evil and good, magic mis-the end of her next turn. Once a target succeeds on a saving sile, shield throw against this effect, it is immune to the Evil Eye power of 2nd level (3 slots): darkvision, knock, mirror image all Vistani for 24 hours.

3rd level (3 slots): clairvoyance, lightning bolt, magic circle 4th level (1 slot): greater invisibility

secrets from her. The two vampire hunters got on each

Castle Ravenloft, with every intention of dispatching the

other's nerves, and their arguments became more frevampire herself.

quent. At last, Ezmerelda suggested that they part com Tarokka Deck. Ezmerelda keeps a deck of tarokka pany with some shred of their friendship still intact, and cards in her wagon (chapter 11, area Vl). Although the van Richten agreed.

cards aren't magical, Ezmerelda can use them to per Ezmerelda's Secret. Since bidding farewell to van form a card reading for the characters (see chapter 1), Richten, Ezmerelda has amassed a sizable personal

like the one that can be performed by Madam Eva.

fortune, some of which she used to buy a wagon to carry

her vampire-slaying paraphernalia. On one of her less

EZMERELDA n'AVENIR's TRAITS

successful adventures, a werewolf bit off her right leg

Ideal. "Evil that feeds on the innocent is the worst of below the knee, and although she avoided being afflicted all evils and must be destroyed."

with lycanthropy, Ezmerelda was sidelined for months.

Bond. "My mentor and teacher, Dr. Rudolph van She commissioned a master artisan to craft a prosthetic Richten, is like a father to me."

lower leg and foot. After several tries, he delivered a

Flaw. "I go where angels fear to tread."

prosthesis that restored her mobility. She has since

adapted well to the false appendage and takes care to

hide it from view.

IZEK STRAZNI

The Great Vampire Hunt. While in the company of a Izek and his sister were born in Vallaki. One morning, Vistani caravan, Ezmerelda heard a rumor that Rudolph

their father and their uncle took them fishing on Lake

van Richten had gone to Bar.ovia to slay the most power Zarovich. On the way back to town, a dire wolf attacked

ful vampire of them all. She decided that he might need

Izek and bit off his right arm. His father carried Izek

help and traveled for months to reach Strahd's domain.

back to town while his uncle distracted the beast.

She rode her wagon to Vallaki and learned about an old

His sister ran and hid in the

. woods and was never

.

tower that seemed the sort of place van Richten would

seen again.

use as a base. When she arrived there, she found some

: .Unlike his sister� Izek was.born·without a soul. As of van Richten's belongings, but of the vampire hunter

tim� wore on, he. forgot.his lost: siste�. and learned to

there was no sign. Al_ti;iough she is anxious to learn the _cope wit�-hi1 d,isa&ility. . _

· .. · ·

. ·

· . ·

.

whereabouts of her mentor, she is also eager to earn his

Orphaned Killer. 'I:iek's parents succumbed fo their trust and respect. To that end, she has been poring over · grief, leaving him an orphan. He·be·carrt�; sociop�th:

van Richten's research and learning about_Strahd and

. Other -childrert ru_tqlessly mocked hi.hi bec3:ti�� of his

.-

. -.

'

-

APPENDIX D I MONSTERS AND NPCS

"""'/

'\

dead family and his missing arm, but he was a large boy

and had no trouble killing them and disposing of their

PATRINA

bodies. He was eventually caught in the act and brought

VELIKOVNJ\

to the burgomaster. Instead of punishing the boy for

his crimes, Baron Vallakovich pardoned Izek and took

him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master's mansion. When he isn't enforcing the burgomaster's will, Izek drinks copious

amounts of wine.

Fiendish Gift. After years of doing Baron Vallakovich's dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost.

The new appendage has barbed spines, elongated

fingers, and long nails. He can create fire with the snap

of his fiendish fingers and has used the flames to put the fear of the devil in every Vallakian.

Do/1 Collector. Perhaps more disturbing than his fiendish arm and his murderous nature is Izek's collection of dolls, which he keeps in his bedroom in the burgomaster's mansion. Izek often has dreams of a beautiful young woman, and for years he has forced a

local toymaker named Gadof Blinsky to craft dolls in her

likeness. The woman is Ireena Kolyana, although Izek

doesn't know her name.

found and adopted by Kolyan Indirovich in the village

Family Is Forever. Izek has dreams of Ireena. If he of Barovia. Izek covets her in an unwholesome way and spots her, he tries to take her by force to the burgomaswon't allow anyone or anything to come between them.

ter's mansion. If he succeeds, he holds her captive in his lZEK STRAZNI'S TRAITS

bedroom (chapter 5, area N3j). Unknown to Izek and

Ireena, they are brother and sister. Ireena fled after Izek

Ideal. "Fear is a powerful weapon. I use it to get was attacked by the dire wolf and became lost in the what I want."

woods. She wandered for days in shock until she was

Bond. "I am loyal to my master, Baron Vallakovich, for he brought me into his home. I owe him my life, but he isn't family."

IZEK STRAZNI

Flaw. "I would do anything, kill anything, to find Medium humanoid (human), neutral evil

my sister."

Armor Class 14 (studded leather armor)

Hit Points 112 (15d8 + 45)

KASIMIR VELIKOV

Speed 30 ft.

Kasimir, a mutiliated and grief-stricken dusk elf, has

been trapped in Barovia for centuries. His people were

STR

DEX

CON

INT

WIS

CHA

on the verge of being annihilated by Strahd's armies

18 (+4) 15 (+2) 16 (+3) 10 (+O) 9 (-1) 15 (+2)

when they surrendered. Strahd left the few survivors to

the mercy of the Vistani, who bore them to the valley of

Skills Intimidation +8, Perception +2

Senses passive Perception 12

Barovia, where they have lived ever since.

Languages Common

Old Friends. Kasimir's allegiance to the Vistani is Challenge 5 (1,800 XP)

so strong that he adopted the name of the Vistana who

welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Brute. A melee weapon deals one extra die of its damage when Kasimir continues to live among Velikov's descendants.

lzek hits with it (included in the attack).

Unfortunately, in his view, these modern Vistani are

ACTIONS

neither as noble nor as enlightened as their forebears.

Not one to press the issue, Kasimir hopes to outlive the

Multiattack. lzek makes two attacks with his battleaxe.

present leadership and see a ret'urn to the old ways.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar Dreams of the Damned. Kasimir's sister, Patrina

. get. Hit: l3 (2d8 + 4) slashing damage, or 15 (2dl0 + 4) when Velikovna, is sealed in the catacombs below Castle used with two hands.

Raven loft. Convinced that she was the concubine of the

devil Strahd, Kasimir and his fellow dusk elves stoned

Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target.

Patrina to death. As punishment for depriving him of his

Hit: 10 (3d6) fire damage. If the target is a flammable

·., object that isn't being worn or carried, it catches fire.

bi:ide, Strahd butchered all the women in the dusk elf

tribe, and Kasimir's ears were cut off to punish him for

APPENDTX D I MONSTERS AND NPCS

instigating the stoning. He wears a cowl to conceal his

mutilation.

MADAM EVA

Kasimir's feeling of loss is tinged with simmering

rage. Patrina now speaks to her brother in dreams,

telling him how years of guilt and regret have dispelled

Armor Class l 0

all evil thoughts from her mind and cleansed her tor Hit Points 88 (16d8 + 16)

tured soul. But Kasimir remains unconvinced by her

. Speed 20 ft.

assertions, because he knows that Strahd has corrupted

Patrina and led her down a path of evil and deceit. For

STR

DEX

CON

INT

WIS

CHA

that reason, Kasimir wants to see the vampire destroyed

8 (-1)

11 (+O) 12 (+l)

17 (+3) 20 (+S) 18 (+4)

so that his sister can be rescued from her eternal

damnation.

Saving Throws Con +S

Secrets

Skills Arcana +7, Deception +8, Insight +13, Intimidation +8,

of the Amber Temple. Patrina has told Kasi Perception +9, Religion +7

mir that the Amber Temple, an ancient vault hidden in

Senses passive Perception 19

the Barovian mountains, is where Strahd forged his pact

Languages Abyssal, Common, Elvish, Infernal

with evil powers and discovered how to become a vam Challenge 10 (5,900 XP)

pire. Kasimir has been spying on the temple for years,

but he needs adventurers to help him survive its perils.

He thinks that the secret to breaking Strahd's pact and

Spellcasti_ng. Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell freeing Barovia from its curse might be hidden there, attacks). Madam Eva has the following cleric spells prepared: but more important, he believes that the Amber Temple

holds the secret to bringing the ancient dead back to life.

Cantrips (at will): light, mending, sacred flame, thaumaturgy With the characters' help, Kasimir thinks he might be l st level (4 slots): bane, command, detect evil and good, protec able to find out how to restore Patrina to flesh and blood, tion from evil and good

whereupon he can travel to Castle Ravenloft and end his

2nd level (3 slots): lesser restoration, protection from poison, sister's torment. Kasimir has no inkling that Patrina is spiritual weapon

3rd level (3 slots): create food and water, speak with dead, using him for exactly that purpose, and that her ultimate spirit guardians

goal is to become as powerful a vampire as Strahd.

, 4th level (3 slots): divination.freedom of movement, guard-

Statistics. Use the mage stat block in the Monster

ian of faith

Manual, with the following adjustments:

5th level (2 slots): greater restoration, raise dead

Kasimir's alignment is neutral.

6th level (1 slot):find the path, harm, true seeing

7th level (1 slot): fire storm, regenerate

Kasimir has darkvision out to a range of 60 feet.

8th level (1 slot): earthquake

Kasimir has the Fey Ancestry feature, which means

he has advantage on saving throws against being

ACTIONS

charmed, and magic can't put him to sleep.

Dagger. Melee Weapon Attack: +4 to hit, reach S ft., one target.

Kasimir wears a ring of warmth and carries a spell Hit: 2 (ld4) piercing damage.

book (see chapter 5, area N9a, for a list of the spells it holds in addition to his prepared spells).

Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her. The target must KASIMIR VELIKov's TRAITS

succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts Ideal. "I failed my people and my sister, and now I until ended with a greater restoration spell, a remove curse spell, must atone or be damned."

or similar magic. When the curse ends, Madam Eva takes Sd6

Bond. "I seek to return my long-dead sister, Patrina, psychic damage.

to life-even at the cost of my own life."

Flaw. "I believe my sister can be redeemed."

Evil Eye (Recharges after a Short or Long Rest). Madam Eva targets one creature that she can see within 10 feet of her and MADAM EVA casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: The fortune-teller Madam Eva lives among the Vistani animal friendship, charm person, or hold person. If the target but-isn't truly one of them. She appears to be in her sevsucceeds on the initial saving throw, Madam Eva is blinded unenties, but she is, in fact, much older.

til the end of her-next turn. Once a target succeeds on a saving

Royal Blood. Madam Eva is Strahd's half-sister, 1 throw against this effect, it is immune to the Evil Eye power of though Strahd is unaware of this fact. Her real name is all Vistani for 24 hours.

Katarina, and she is the daughter of a Vistani woman

whom King Barov, Strahd's father, took to his bed

wa·s present for the wedding of Sergei and Tatyana. Af-

during one of his many crusades. Madam Eva knows

., ter.Sfrahd went mad apd mtinl,ered.hjs brother,.she fled she is Strahd's half-sister but has told no one of the royal the castle and t_ookrefuge witli.the.Vis'tani.:Liiter, she blood flowing through her veins.

forged·a pact wit�·µie goddes� Mohi-�tl'fight, trading'··

Mother Nisht; Over four hundred years ago, Katarina her'youth'for thitp6wer,t6 ·undo the evirthat Strahd'had'

came to Ba�ovia arid ins_inuated herself into· Strahd's

. , �r&'\i_gfit: M.othei Night: transforf!1e<l Kaf11rina into ail.

court, working as a.maid in Castle Ravenloft. She came

'. ageiess crone giftec;l. with the power of riiagici,!;l foresight.

to know the castle like the back of her hand, and she

· In the guise of Madart1Ev'a, sh� 'u$eS:�his 'ahiHty t.o help

.

-

. - �

.

APPENDlX D I MONSTERS AND NPCS

233 ' I

Strahd. She can send her Vistani out in their wagons

to visit other worlds and bring adventurers to Strahd's

MONGRELFOLK

domain, in hopes that they will find a way to destroy the

Medium humanoid (mongrelfolk), any alignment

vampire or set Strahd free.

For the Love of Strahd. The Dark Powers of Raven Armor Class 11 (natural armor)

loft would consider Madam Eva a worthy choice to

Hit Points 26 (4d8 + 8)

replace Strahd as the master of Raven loft, but she has

Speed 20 ft.

al1 the power she desires and doesn't seek to supplant

him. She would rather help Strahd find someone else to

STR

DEX

CON

INT

WIS

CHA

succeed him, although she has grave doubts about her

12 (+l)

9 (-1)

15 (+2)

9 (-1)

10 (+OJ

6 (-2)

ability to locate such an individual.

None of Madam Eva's Vistani kin know her true iden Skills Deception +2, Perception +2, Stealth +3

tity or purpose. They puzzle over her desire to remain

Senses passive Perception 12

in Barovia.

Languages Common

Challenge 1/4 (50 XP)

MADAM EvA's TRAITS

Extraordinary Feature. The mongrelfolk has one of the follow Ideal. "I wish Strahd to be free of his curse."

ing extraordinary features, determined randomly by rolling a

Bond. "The Vistani are my people now."

d20 or chosen by the DM:

Flaw. "The people whose fates I divine aren't important. They are but the means to an end."

1-3: Amphibious. The mongrelfolk can breathe air and water.

4-9: Darkvision. The mongrelfolk has darkvision out to a range MONGRELFOLK

of 60 feet.

10: Flight. The mongrelfolk has leathery wings and a flying Mongrelfolk are humanoids that have undergone, or

speed of 40 feet.

whose ancestors underwent, horrific magical transfor11-15: Keen Hearing and Smell. The mongrelfolk has advantage mations, to the extent that they retain only a fraction of on Wisdom (Perception) checks that rely on hearing or smell.

their original being. Their humanoid bodies incorporate

16-17: Spider Climb. The mongrelfolk can climb difficult surthe features of various beasts. For example, one monfaces, including upside down on ceilings, without needing to make an ability check.

grel folk might have the basic body shape of a dwarf with

18-19: Standing Leap. The mongrelfolk's long jump is up to a head that combines the features of a cat and a lizard,

20 feet and its high jump is up to 10 feet, with or without a one arm that ends in a crab's pincer, and one leg that

running start.

ends in a cloven hoof. Another might have the skin and

20: Two-Headed. The mongrelfolk has advantage on Wisdom

horns of a cow, the eyes of a spider, frog's legs, and a

(Perception) checks and on saving throws against being

scaly lizard's tail. Each mongrelfolk's mad combination

blinded, charmed, deafened, frightened, stunned, or knocked of humanoid and animal forms results in its having a

unconscious.

slow, awkward gait.

Mimicry. The mongrelfolk can mimic any sounds it has heard,

Sound Mimicry. Mongrelfolk have misshapen mouths including voices. A creature that hears the sounds can tell they and vocal cords. They speak fragmented Common are imitations with a successful DC 12 Wisdom (Insight) check.

mixed with various animal cries and nonsense. They

can effectively imitate sounds made by beasts and hu ACTIONS

manoids that they've heard. Mongrelfolk aren't sophis Multiattack. The mongrelfolk makes two attacks: one with its ticated enough to use these sounds as a covert form bite and one with its claw or dagger.

of communication, but they can use the sounds to lure

enemies into a trap or otherwise distract them.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 3 (ld4 + 1) piercing damage.

Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target, shunned. They typically live on the fringes of civilization Hit: 3 (ld4 + 1) slashing damage.

in ruins, deserted buildings, or other places that other

humanoid races once lived in or built. They tend to be

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (ld4 + l) piercing damage.

timid and skittish outside their homes and fiercely terri-

torial within their lairs. .

... _.

Camouflage Experts. Mongrnlfolk -often-hide their

Horrific Offspring. It's.possible to·restore a·mongreldeformities under cloaks.and��w[s. Jn this ;vay; they folk to its original form using a greater restoration spell, . ,..

, ... '

.,

.

can sometimes pas·s �s-stout:htimari� or thin dwarves.

but the same can't be said for a mongrelf9lk's offspring .

They are fond of ca�ouflage,' attaching.leaves and twigs

Only mongrelfolk that are made. by°magic can be reto their cloaks, making brown paint to cover: their skin, stored to their original forms. Mcfogrelfolk that" are born . and weaving grass nets under which they can hide: They

are true mongrelfolk arid not the subJects of a spell or an use such camouflage while hunting in the wild or while

effect that cah be undone.

·standing guard outside their lairs. Until it is seen, a cam Mongrelfolk can breed with other humanoids, but

ouflaged mongrelfolk has advantage on Stealth checks

nearly all childr_en born to such parents are mongrelfolk.

made to hide.

(About one child in every hundred is born looking like

. its. non-mongrelfolk parent.)

·• t APPENDIX D I MONSTERS AND NPCS

234·

-

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·'t:·

PHANTOM WARRIOR

Medium undead, any alignment

PHANTOM

Armor Class 16

WARRIOR

Hit Points 45 (6d8 + 18)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

16 (+3)

11 (+O)

16 (+3)

8 (-1)

10 (+O)

15 (+2)

Skills Perception +2, Stealth +4

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened,

grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12

Languages any languages it knew in life

Challenge 3 (700 XP)

Ethereal Sight. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (ldlO) force damage if it ends its turn inside an object.

Spectral Armor and Shield. The phantom warrior's AC accounts for its spectral armor and shield.

PHANTOM WARRIOR

ACTIONS

A phantom warrior is the spectral remnant of a willful

soldier or knight who perished on the battlefield or died

Multiattack. The phantom warrior makes two attacks with its performing its sworn duty. It appears like a translucent spectral longsword.

version of its living self.

Spectral Longsword. Melee Weapon Attack: +5 to hit, reach 5

Task Driven. Although one is often mistaken for a ft., one target. Hit: 7 (ld8 + 3) force damage.

ghost, a phantom warrior isn't bound by a yearning to

complete some unresolved goal. It can choose to end its

Etherealness. The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Mateundead existence at any time. Its spirit lingers willingly, rial Plane while it is in the Border Ethereal, and vice versa, yet it either out of loyalty to its former master or because it becan't affect or be affected by anything on the other plane.

lieves it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall

might return as a phantom warrior and continue guard PIDLWICK II

ing the wall, then disappear forever once a new guard

After her husband died in battle, Duchess Dorfniya

assumes its post or the wall is destroyed. The period be Dilisnya set her sights on becoming Count Strahd von

tween the time it died and the time it rises as a phantom

Zarovich's bride, but she failed to win his love. Her visits warrior is usually 24 hours.

to the castle were nonetheless frequent, and she never

Faded Memories. A phantom warrior retains the traveled without her fool, the delightful Pidlwick. The

alignment and personality it had before it died, and it

little man was like a ray of sunshine in Castle Raven loft, remembers how it died. Memories of its life from shortly

and though he failed to amuse Strahd, he delighted

before it died are hazy, and older memories are forgot Tatyana and Sergei with his jokes and gambols. As a

ten. A phantom warrior can usually remember the last

result, Strahd didn't object whenever Pidlwick and the

ldlO + 10 days of its life; everything that happened beduchess came to visit.

fore that is an impenetrable fog.

Eager to please and desiring to return the courtesy,

Forceful Presence. Although they are incorporeal, the duchess commissioned the legendary toymaker

phantom warriors can harness the energy around them

Fritz von Weerg to build a clockwork effigy of Pidlwick

to deflect incoming attacks and strike with great force.

as a gift for Strahd's family. Although the duchess's

An invisible sheath of energy surrounds a phantom

heart was in the right pJace, the·effigy didn't have Pidlwarrior's ghostly armor, shields, and weapons, which wick's abilities, and it failed to entertain anyone. Even become as hard as steel yet don't impede the warrior's

though,Pidlwick himseif had spent_ �o�ths training it,

ability to move through wa)ls and other solid objects.

the effigy couldn't speak, and its inove.ments were more

Undead Nature. A phantom warrior doesn't require awkward than amusing.

air, food, drink, or.sleep·.

APPENDIX D I MONSTERS AND NPCS

sake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform.

Eventually, it was shut away like a discarded toy.

Evil Toy. Pidlwick II was kept in a small closet adjacent to one of the guest bedrooms. On rare occasions when someone stayed there, Pidlwick would sneak out of the closet in the middle of the night, smother the

guest with a pillow, and then retreat back to the closet.

The castle staff never considered that the effigy might be responsible, instead assuming that the guests had died

in their sleep.

But Strahd was not fooled. He came to realize fairly

quickly that the clockwork effigy had begun to display

a murderous nature. Rather than have Pidlwick II destroyed, Strahd kept the fool around to dispose of irksome guests from time to time.

After the deaths of Sergei and Tatyana, the castle

became virtually abandoned, and there were no more

guests for Pidlwick II to "entertain." The clockwork effigy emerged from its closet and found new places to

hide. It fears Strahd and eagerly follows anyone who

gives it the attention it craves.

Pidlwick II is basically an oversized toy-a 4-foot-tall

mechanism stuffed with gears, springs, and other com Small construct, neutral evil

ponents expertly fitted together to impart a semblance

Armor Class 14 (natural armor)

of life to it. Its skin is made of stitched leather pulled Hit Points 10 (3d6)

taut over an articulated wooden frame. Pidlwick II has

Speed 30 ft.

rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern.

STR

DEX

CON

INT

WIS

CHA

10 (+O) 14 (+2) 11 (+0)

8 (-1) 13 (+l) 10 (+0)

PIDLWICK Il's TRAITS

Ideal. "I wish I could make people happy."

Skills Performance +2

Bond. "I would like to find someone-anyone-who Damage Immunities poison

Condition Immunities paralyzed, petrified, poisoned

isn't afraid of me and who enjoys my company."

Senses passive Perception 11

Flaw. "When I'm upset, I do bad things."

Languages understands Common but doesn't speak and can't

read or write

RAHADIN

Challenge 1/4 (50 XP)

Rahadin, the dusk elf chamberlain of Castle Ravenloft,

has served Strahd's family faithfully for nearly five hun Ambusher. During the first round of combat, Pidlwick II has dred years. He is Strahd's eternal servant, a longtime advantage on attack rolls against any creature that hasn't had comrade-in-arms, and a ruthless warrior who has killed

a turn yet.

thousands in his lifetime.

Exile. Rahadin was exiled for refusing to bow down ACTIONS

to a dusk elf prince whom he considered weak and cor Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

rupt. When the dusk elves later declined to pay fealty

Hit: 2 (ld4) bludgeoning damage.

to King Barov, Rahadin helped Barov conquer them.

Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one The elf kingdom's royal line was obliterated, the dusk target. Hit: 4 (ld4 + 2) piercing damage.

elves hunted like rabbits. The few that survived were

either subjugated or forced to live among the Vistani. So

pleased was Barov with Rahadin that the king made the

A harsh winter trapped the duchess, her fool, and.her

dusk elf an honorary member of his family.

fool's effigy in Castle Raveoloft for several months. The

Chamberlain. After Barbv died, Rahadin continued duchess subsequently succuri1beq to 'illriess, after which to fight as one of Strahd's ge·nera:ls. Wh�n .the wars Tatyana asked Pidlwickto remain at Castle Raven loft.

ended and Strahd turned pis attention to building Castle

One Pidlwick Too Many. Von Weerg was no ordinary Ravenloft, Rahadin saw to it that �izards-and artisans toymaker, aod he put a little of himself into all his crewere brought to Barovia. Years later, Strahd ations, which is to say his works had a touch of their cre ·appointed

Rahadin his castle chamberlain. Rahadin was pleased

ator's madness. Pidlwick II knew that it had no purpose

to do whatever Strahd asked of him, and he instilled

as long as Pidlwick remained in Castle Ravenloft, so it

terror in the-castle staff by routinely flogging those who pushed Pidlwick down a long flight of stairs, killing him.

didn't perform their duties to his exacting standards.

Everyone else thought it was an accident. In the days

that followed, Pidlwick II tried its best to fill its name-

�36

APPENDIX D I MONSTERS AND NPCS

�v7--�·----

. -

/

L -�\M._1�· _ ________ _

When a dusk elf named Patrina Velikovna came

Strahd was upset that the

knocking on Strahd's door, Rahadin could see that she

dusk elves had taken Patrina

RAHADIN

intrigued Strahd, but Rahadin was suspicious of her

from him. After securing her

motives. Patrina tried to seduce Strahd with the prosbody and entombing it in pect of immortality-something Strahd desi.red above the catacombs of Raven loft,

all. She told him of a vault of forbidden lore called the

Strahd sent Rahadin to pun Amber Temple, where the secret of gaining immortality

ish the dusk elves. Rahadin

was hidden. While Strahd was off exploring the temple,

slew the female elves so that

Rahadin handJed all of his master's affairs and began

the males couldn't breed.

searching for a woman who could tear Strahd away

He also sliced off the ears

from Patrina Velikovna. In this task, he failed. His goal

of Patrina's brother, Kasiwas fulfilled, however, when Sergei, Strahd's brother, mir, who had orchesfound Tatyana.

trated the stoning.

Tatyana was Strahd's type-a woman of exquisite

Screams of

beauty and gentle manner. When Strahd returned to

the Dead. So

Ravenloft, the young woman instantly caught his eye,

dreadful a creaand Rahadin had the pleasure of informing Patrina that ture is Rahadin

her presence at the castle was no longer desired.

that anyone who

Rahadin's loyalty didn't waver after Tatyana died and

stands within 10

Strahd became a vampire. Rahadin continued to do his

feet of him can

(

master's bidding. Eager to put Tatyana out of his mind,

hear the howl Strahd lured more women to the castle, taking several

ing screams

of them as brides before draining their lives and turning

of the countless men and women he has killed in

them into vampire spawn. Rahadin would see to it that

his lifetime. Ra had in can't hear them, nor would he be

these women were lavished with jewels and fine clothes,

haunted by them if he could. The only thing he cares

and made comfortable during their stay in Ravenloft.

about is Strahd von Zarovich, for whom he would gladly

Executioner. Patrina Velikovna and her people were give his life.

living among the Vistani when they heard ofTatyana's

death and Strahd's curse. The ageless Patrina returned

RAHADIN'S TRAITS

to Ravenloft in the hope of winning Strahd's love. This

Ideal. "Loyalty is everything."

time, it was clear that Patrina craved Strahd's power

Bond. "I am a son of King Barov von Zarovich, and I and that Strahd would never love her. Rahadin assumed will serve his son-my brother and lord-forever."

that Patrina would suffer the same fate as those women

Flaw. "I have slain thousands of men. I will slaughter who had come before her. He was proven wrong when thousands more to preserve the von Zarovich legacy."

Patrina's own people stoned her to death to keep Strahd

from claiming her as his wife.

RAHADIN

Fey Ancestry. Rahadin has advantage on saving throws against Medium humanoid (elf), lawful evil

being charmed, and magic can't put him to sleep.

Innate Spellcasting. Rahadin's innate spellcasting ability is In Armor Class 18 (studded leather)

telligence. He can innately cast the following spells, requiring Hit Points 135 (18d8 + 54)

no components:

Speed 35 ft.

3/day: misty step, phantom steed

STR

DEX

CON

INT

WIS

CHA

1/day: magic weapon, nondetection

14 (+2)

22 (+6) 17 (+3)

15 (+2) 16 (+3) 18 (+4)

Mask of the Wild. Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, Saving Throws Con +7, Wis +7

and other natural phenomena.

Skills Deception +8, Insight +7, Intimidation +12, Perception

+11, Stealth +14

ACTIONS

Senses darkvision 60 ft., passive Perception 21

Languages Common, Elvish

Multiattack. Rahadin attacks three times with his scimitar, or

, Challenge 10 (5,900 XP)

twice with his poisoned darts.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one tar Deathly Choir. Any creature within 10 feet of Rahadin that isn't get. Hit: 9 (ld6 + 6) slashing damage.

protected by a mind blank spell hears in its mind the screams Poisoned Dart. Ranged Weapon Attack: +10 to hit, ranged 20/60

of the thousands of people Rahadin has killed. As a bonus acft., one target. Hit: 8 (ld4 + 6) piercing damage plus 5 (2d4) tion, Rahadin can force all creatures that can hear the screams poison damage.

to make a DC 16 Wisdom saving throw. Each creature takes 16

(3dl0) psychic damage on a failed save, or half as much damage on a successful one.

APPENDIX D I MONSTERS AND NPCS

��-- �����---!' 237

-- -- 7-�:s

did by pounding a wooden stake

RICTAVIO

through his son's chest. Baron

Medium humanoid (human), lawful good

Metus avenged that deed by

killing van Richten's wife, and

Armor Class 12 (leather armor)

van Richten has lived with

Hit Points 77 (14d8 + 14)

the horror of his family's

Speed 30 ft.

destruction ever since. After

destroying Baron Metus

STR

DEX

CON

INT

WIS

CHA

in turn, van Richten sought

9 (-1) 12 (+1) 13 (+1) 16 (+3) 18 (+4) 16 (+3)

revenge against the Vistani

and took up a life of hunting

Saving Throws Con +4, Wis +7

Skills Arcana +9, Insight +7, Medicine +7, Perception +7,

evil monsters.

Religion +6, Sleight of Hand +4

The Waiting Game. Van

Senses passive Perception 17

Richten isn't a young man

Languages Abyssal, Common, Elvish, Infernal

anymore. He knows his road

Challenge 5 (1,800 XP)

is coming to an end, but his

work isn't done. He has come

to Barovia to kill Strahd von

Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he car Zarovich, the greatest vampire

ries a spell scroll of raise dead.

of them all. Van Richten has

studied Strahd for years and

Spellcasting. Rictavio is a 9th-level spellcaster. His spellcasting knows he can't hope to best the

ability is Wisdom (spell save DC 15, +7 to hit with spell at·

vampire in a straight-up contacks). Rictavio has the following cleric spells prepared: frontation: he must wait for the Cantrips (at will): guidance, light, mending, thaumaturgy right moment to strike. He has

1st level (4 slots): cure wounds, detect evil and good, protection good evidence to suggest that

from evil and good, sanctuary

Strahd periodically hibernates

2nd level (3 slots): augury, lesser restoration, protection in his coffin, sometimes for

from poison

years, when all is quiet ia the

3rd level (3 slots): magic circle, remove curse, speak with dead realm. While he bides his time,

4th level (3 slots): death ward.freedom of movement

van Richten hides in plain sight

5th level (l slot}: dispel evil and good

with the aid of a hat of disguise,

Undead Slayer. When Rictavio hits an undead with a weapon his thoughts protected by a ring

attack, the undead takes an extra 10 (3d6} damage of the

of mind shielding. He is trying to learn more about the weapon's type.

Keepers of the Feather-a society of wereravens that

oppose Strahd-while trying not to expose the secret

ACTIONS

society to their mutual enemy. He thinks the wereravens

Multiattack. Rictavio makes two attacks with his sword cane.

might prove helpful when the time comes. Van Richten

Sword Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one also wants to take out as many of Strahd's spies as he target. Hit: 4 (ld6 + l) bludgeoning damage (wooden cane) or can, starting with evil Vistani.

piercing damage (silvered sword).

Man with a Plan. Van Richten doesn't know that his former protege, a good-aligned Vistana named

Ezmerelda d'Avenir, has come to Barovia looking for

RICTAVIO

him. He taught her many of his monster-hunting tech Several months ago, a colorfully dressed half-elf bard

niques, but she doesn't know all of his tricks and discame to Barovia in a carnival wagon, with a pet monkey guises. So far, their paths haven't crossed. In the event on his shoulder. He took over an abandoned tower on

that van Richten becomes aware of Ezmerelda's pres Lake Baratok before rolling into the town of Vallaki sevence, he does his utmost to protect her without putting eral months later. Claiming to be a carnival ringmaster his own plans in jeopardy. If he can manipulate a party

in search of new actors, he began regaling locals with

of adventurers into keeping an eye on her; he will do so.

tales of distant lands.

Van Richten works alone. A curse placed on him long

Monster Hunter. The half-elfringmaster is,.in fact, a ago by a Vistani seer brings doom to those he befriends.

legendary human vampire hunter .named Rudolph van

Furthermore, he believes too much is at stake to risk

Richten. Van Richten's tale is a sad one. A scholar and

exposure. Consequently, if he tbfoks he's in danger of

doctor from a land called Darkon, he married his childbeing unmasked, he retreats to his tower (see chapter hood sweetheart, Ingrid, and together they had a son, 11) or some other quiet corner of Strahd's domain.

Erasmus. When he was fourteen, Erasmus was stolen

away by Vistani and sold to a vampire named Baron Me RICTAVIO's TRAITS

tus to be used as a companion. By the time van Richten

Ideal. "Evil cannot go unchallenged."

found his son, it was too late: the baron had already

Bond. "To protect those I love, I must keep them distransformed Erasmus into a vampire spawn. Erasmus tant and hidden from my enemies."

begged his father to end his suffering, which van Richten

Flaw. "I am cursed. Thus, I will never have peace."

APPENDIX D I MONSTERS AND NPCS

--

STRAHD VON ZAROVICH

Any damage that Strahd takes is transferred to the

Heart of Sorrow (see chapter 4, area K20). If the heart

With his mind sharp and his heart dark, Strahd von

absorbs damage that reduces it to O hit points, it is Zarovich is a formidable foe. Courage and lives beyond

destroyed, and Strahd takes any leftover damage. The

measure have been lost to him. Reread chapter 1, "Into Heart of Sorrow has 50 hit points and is restored to that the Mists," to understand his personality and goals.

number of hit points each dawn, provided it has at least

Although Strahd can be encountered almost any 1 hit point remaining. Strahd can, as a bonus action on where in his domain, the vampire is always encountered

his turn, break his link to the Heart of Sorrow so that

in the place indicated by the card reading in chapter

it no longer absorbs damage dealt to him. Strahd can

1, unless he has been forced into his tomb in the catareestablish his link to the Heart of Sorrow as a bonus combs of Castle Raven loft.

action on his turn, but only while in Castle Ravenloft.

The effect of the protection afforded by the Heart of

STRAHD'S TACTICS

Sorrow can be chilling to behold, as damage to Strahd

Because the entire adventure revolves around Strahd,

is quickly undone. For example, a critical hit might

you must play him intelligently and do everything you

dislocate Strahd'sjaw, but only for a moment; then the

can to make him a terrifying and cunning adversary for

vampire's jaw quickly resets itself.

the player characters.

The ability of the Heart of Sorrow to absorb damage

When you run an encounter with Strahd, keep the folis suppressed if it or Strahd is fully within an anti lowing facts in mind:

magic field.

• Strahd attacks at the most advantageous moment and

LAIR ACTIONS

from the most advantageous position.

Strahd knows when he's in over his head. If he be While Strahd is in Castle Ravenloft, he can take lair acgins taking more damage than he can regenerate, he tions as long as he isn't incapacitated.

moves beyond the reach of melee combatants and

On initiative count 20 (losing initiative ties), Strahd

spellcasters, or he flies away (using summoned wolves

can take one of the following lair action options, or forgo or swarms of bats or rats to guard his retreat).

using any of them in that round:

Strahd observes the characters to see who among

Until initiative count 20 of the next round, Strabd can

them are most easily swayed, then tries to charm

pass through solid walls, doors, ceilings, and floors as

characters who have low Wisdom scores and use

if they weren't there.

them as thralls. At the very least, he can order a

• Strahd targets any number of doors and windows that

charmed character to guard him against other memhe can see, causing each one to either open or close bers of the adventuring party.

as he wishes. Closed doors can be magically locked

(needing a successful DC 20 Strength check to force

THE VAMPIRE'S MINIONS

open) until Strahd chooses to end the effect, or until

Whenever Strahd appears in a location other than his

Strahd uses this lair action again.

tomb or the place indicated by the card reading, roll a

Strahd summons the angry spirit of one who has died

d20 and consult the Strahd's Minions table to determine

in the castle. The apparition appears next to a hostile

what creatures he brings with him, if any.

creature that Strahd can see, makes an attack against

that creature, and then disappears. The apparition

STRAHD1S MINIONS

has the statistics of a specter.

d20

Creatures

• Strahd targets one Medium or smaller creature that

1-3

ld4 + 2 dire wolves

casts a shadow. The target's shadow must be visible

to Strahd and within 30 feet of him. If the target fails

4-6

ld6 + 3 ghouls

a DC 17 Charisma saving throw, its shadow detaches

7-9

ld4 + 2 Strahd zombies (in this appendix)

from it and becomes a shadow that obeys Strahd's

10-12 2d4 swarms of bats

commands, acting on initiative count 20. A greater

13-15

ld4 + l vampire spawn

restoration spell or a remove curse

16-18 3d6 wolves

spell cast on the target restores

19-20 None

its natural shadow, but only if

its undead shadow has been

If the characters are in a residence, Strahd's creatures

destroyed.

break through doors and windows to reach them, or

crawl up through the earth, or·swoop down the chimney.

The vampire spawn (all that's left of a party of adventurers that Strahd defeated long agq) can't enter the characters' location unless invited.

HEART OF SUR.ROW .

Strahd can afford fo be bc:ild in his tactics, for he has

.

.

additional protection in th</form of a giant crystal heart 5TRAHD°s· (REST

hidden inside Castle Ra:ven,loft.

. ..

APPENDfX D I MONSTERS AND NPCS

239

v-·-=-

·'

_),/

STRAHD VON ZAROVICH

Spider Climb. Strahd can climb difficult surfaces, including up Medium undead (shapechanger), lawful evil

side down on ceilings, without having to make an ability check.

Vampire Weaknesses. Strahd has the following flaws: Armor Class 16 (natural armor)

...

Forbiddance. He can't enter a residence without an invitation Hit Points 144 ( 17d8 + 68)

from one of the occupants.

Speed 30 ft.

Harmed by Running Water. He takes 20 acid damage if he ends his turn in running water.

STR

DEX

CON

INT

WIS

CHA

Stake to the Heart. If a piercing weapon made of wood is 18 (+4)

18 (+4) 18 (+4) 20 (+5) 15 (+2) 18 (+4)

driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.

Saving Throws Dex +9, Wis +7, Cha +9

Sunlight Hypersensitivity. While in sunlight, Strahd takes Skills Arcana +15, Perception +12, Religion +10, Stealth +14

20 radiant damage at the start of his turn, and he has

Damage Resistances necrotic; bludgeoning, piercing, and

disadvantage on attack rolls and ability checks.

slashing from nonmagical attacks

Senses darkvision 120 ft., passive Perception 22

ACTIONS

Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal Multiattack (Vampire Form Only). Strahd makes two attacks, Challenge 15 ( 13,000 XP) only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: Shapechanger. If Strahd isn't in running water or sunlight, he +9 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) bludgeoning can use his action to polymorph into a Tiny bat, a Medium damage plus 14 (4d6) necrotic damage. If the target is a crea . wolf, or a Medium cloud of mist, or back into his true form.

ture, Strahd can grapple it (escape DC 18) instead of dealing While in bat or wolf form, Strahd can't speak. In bat form, his the bludgeoning damage.

walking speed is 5 feet, and he has a flying speed of 30 feet.

In wolf form, his walking speed is 40 feet. His statistics, other Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to than his size and speed, are unchanged. Anything he is wearing hit, reach 5 ft., one willing creature, or a creature that is grap . transforms with him, but nothing he is carrying does. He repled by Strahd, incapacitated, or restrained. Hit: 7 (ld6 + 4) verts to his true form if he dies.

piercing damage plus 10 (3d6) necrotic damage. The target's While in mist form, Strahd can't take any actions, speak, or hit point maximum is reduced by an amount equal to the nemanipulate objects. He is weightless, has a flying speed of 20

crotic damage taken, and Strahd regains hit points equal to feet, can hover, and can enter a hostile creature's space and that amount. The reduction lasts until the target finishes a long . stop there. In addition, if air can pass through a space, the mist rest. The target dies if its hit point maximum is reduced to 0. A . can do so without squeezing, and he can't pass through water.

humanoid slain in this way and then buried in the ground rises He has advantage on Strength, Dexterity, and Constitution the following night as a vampire spawn under Strahd's control.

saving throws, and he is immune to all nonmagical damage,

except the damage he takes from sunlight.

Charm. Strahd targets one humanoid he can see within 30

feet of him. If the target can see Strahd, the target must suc Legendary Resistance (3/Day). If Strahd fails a saving throw, he ceed on a DC 17 Wisdom saving throw against this magic or can choose to succeed instead.

be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under

Misty Escape. When Strahd drops to O hit points outside Strahd's control, but it takes Strahd's requests and actions in his coffin, he transforms into a cloud of mist (as in the the most favorable way and lets Strahd bite it.

Shapechanger trait) instead of falling unconscious, provided Each time Strahd or his companions do anything harmful to that he isn't in running water or sunlight. lf he can't transform, the target, it can repeat the saving throw, ending the effect on he is destroyed.

itself on a success. Otherwise, the effect lasts 24 hours or until While he has O hit points in mist form, he can't revert to his Strahd is destroyed, is on a different plane of existence than the vampire form, and he must reach his coffin within 2 hours target, or takes a bonus action to end the effect.

or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least l hit Children of the Night (1/Day). Strahd magically calls 2d4

point. After l hour in his coffin with O hit points, he regains l swarms of bats or swarms ofrats, provided that the sun isn't , hit point.

up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in ld4 rounds, acting as allies ofStrahd Regeneration. Strahd regains 20 hit points at the start of his and obeying his spoken commands. The beasts remain for turn if he has at least l hit point and isn't in running water or l hour, until Strahd dies, or until he dismisses them as a sunlight. lf he takes radiant damage or damage from holy wabonus action.

ter, this trait doesn't function at the start of his next turn.

Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting LEGENDARY ACTIONS

------------------------ r�

· ability is Intelligence (spell save DC 18, +10 to hit with spell at Strahd can take 3 legendary actions, choosing from the options tacks). He has the following wizard spells prepared:

below. Only one legendary action option can be used at a time

- Cant rips (at will):

and only at the end of another creature's turn. Strahd regains mage hand, prestidigitation, ray of frost

- 1st level (4 slots): comprehend languages.fog cloud, sleep spent legendary actions at the start of his turn.

,. 2nd level (3 slots): detect thoughts, gust of wind, mirror image Move. Strahd moves up to his speed without provoking oppor3rd level (3 slots): animate dead,fireba/1, nondetection tunity attacks.

-· 4th level (3 slots): blight, greater invisibility, polymorph Unarmed Strike. Strahd makes one unarmed strike.

' 5th level (1 slot): animate objects, scrying

Bite (Costs 2 Actions). Strahd makes one bite ?ttack.

APPENDIX D I MONSTERS AND NPGS

240

STRAHD ZOMBIE

horrible necromantic magic that allows their severed

body parts to continue to attack. All parts of a Strahd

Strahd zombies are undead that serve the vampire

zombie are considered one and the same creature, so

Strahd von Zarovich. Created from the long-dead guards

damage to any part damages the whole creature.

of Castle Ravenloft, they were called into being through

Undead Nature. A Strahd zombie doesn't require dark magic by Strahd himself.

air or sleep.

Loathsome Limbs. A Strahd zombie's gray-green flesh looks soft, and its bones seem brittle. Any good

VLADIMIR HORNGAARD

hit from a bludgeoning or slashing weapon severs part

of the zombie's body. Strahd zombies are suffused with

Vladimir Horngaard joined the Order of the Silver

Dragon at a young age and quickly earned the friendship

of its founder, the silver dragon Argynvost. When he be STRAHD ZOMBIE

came a knight of the order, he traveled to distant lands

Medium undead, unaligned

to wage war against the forces of evil. The dragon stayed

home and, in the guise of a human noble named Lord

Armor Class 8

Argynvost, brought new initiates into the order.

Hit Points 30 (4d8 + 12)

-a.

Enemies ofStrahd. Vladimir found himself fighting Speed 20 ft.

,I.,

Strahd's armies time and again as they swept across

the land. When it became clear that Strahd couldn't

STR

DEX

CON

INT

WIS

CHA

be stopped, the knights of the order led hundreds of

13 (+1)

6 (-2)

16 (+3)

3 (-4)

6 (-2)

S (-3)

refugees to Argynvost's valley, but Strahd tracked them

Saving Throws Wis +O

to their sanctuary and overwhelmed them with a vast

Damage Immunities poison

force. Vladimir, whom Argynvost had made a field com Condition Immunities poisoned

mander, couldn't hold back the evil tide and was killed,

· Senses darkvision 60 ft., passive Perception 8

only after the heartbreak of witnessing Strahd himself

Languages understands the languages it knew in life but can't slay Vladimir's beloved, his fellow knight Sir Godfrey

speak

Gwilym. With the battle won, Strahd surrounded Argy Challenge 1 (200 XP)

nvostholt. Rather than cower in his lair, Argynvost

emerged and battled Strahd's armies to the bitter end.

Loathsome Limbs. Whenever the zombie takes at least 5 blud Deadly Vengeance. Unwilling to accept his failure, geoning or slashing damage at one time, roll a d20 to deter Vladimir returned as a revenant. So great was his hamine what else happens to it: tred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights1-8: One leg is severed from the zombie if it has any legs left.

including Godfrey-to come back as revenants as well.

· 9-16: One arm is severed from the zombie if it has any

arms left.

Vladimir continued to wage the hopeless war, even as

17-20: The zombie is decapitated.

Strahd tightened his grip on the valley.

If the zombie is reduced to O hit points, all parts of it die. Until

, then, a severed part acts on the zombie's initiative and has

· its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.

A severed leg is unable to attack and has a speed of S feet.

A severed arm has a speed of 5 feet and can make one claw

Vc/lOIMIR

' attack on its turn, with disadvantage on the attack roll. Each HoRNG/1/IRO

time the zombie loses an arm, it loses a claw attack.

If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head · has a speed ofO feet. It can make a bite attack, but only against a target in its space.

The zombie's speed is halved if it's missing a leg. lf it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is O feet, and it can't benefit from bonuses to speed.

ACTIONS

: Multiattack. The zombie makes three attacks: one with its bite I and two with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach S ft., one target.

Hit: 3 (ld4 + 1) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach S ft., one target.

Hit: 4 (ld6 + 1) slashing damage.

' . ..... �

When Strahd became a vampire, Vladimir and his

Charitable Collectors. Wereravens like to collect revenants should have gone to their eternal rest. But shiny trinkets and precious baubles. They are fond of

Strahd's deeds were so heinous that Barovia and the

sharing their wealth with those in need and, in their

knight's spirits became trapped behind curtains of mist.

humanoid forms, modestly give money to charity. They

Blinded by Hatred. Vladimir hates Strahd but doesn't take steps to keep magic items out of evil hands by want to see the vampire given his final rest. Vladimir

stashing them in secret hiding places.

wants Strahd to suffer forever for the deaths of Godfrey

Characters as Wereravens. The Monster Manual has and Argynvost, the destruction of their order, and all the rules for characters afflicted with lycanthropy. The folother crimes of which the vampire is guilty. Vladimir lowing text applies to wereraven characters specifically.

believes that all of Barovia has been swept into hell, and A character cursed with wereraven lycanthropy gains

he wants to make sure that Strahd stays trapped in it

a Dexterity of 15 if his or her score isn't already higher.

forever. It angers Vladimir that he and his fellow knights Attack and damage rolls for the wereraven's bite are

are also trapped, but in Vladimir's mind, such is the

based on whichever is higher of the character's Strength

price of keeping the vampire confined. Even his love for

and Dexterity. The bite of a wereraven in raven form

Godfrey is now just a dim memory shrouded by his hate.

deals 1 piercing damage (no ability modifier applies to

Were Vladimir to let go of his hatred, his spirit would

this damage) and carries the curse of lycanthropy; see

find peace and could remember the warmth of love.

the "Player Characters as Lycanthropes" sidebar in the Were Strahd to be defeated, even temporarily, the mists lycanthropes entry in the Monster Manual for details.

surrounding Barovia would fade, allowing the spirits of

Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd's torment than WERERAVEN

bring peace to his fallen order or peace to the land of

Medium humanoid (human, shapechanger), lawful good

Barovia. Gone are the days of honor and valor.

Armor Class 12

Statistics. Vladimir Horngaard has the statistics of a

. Hit Points 31 (7d8)

revenant with the following modifications:

Speed 30 ft. (fly 50 ft. in raven and hybrid forms)

Vladimir's alignment is lawful evil.

His Armor Class is 17 (half plate).

STR

DEX

CON

INT

WIS

CHA

He has 192 hit points.

10 (+O) 15 (+2) 11 (+O)

13 (+l) 15 (+2) 14 (+2)

He speaks Common and Draconic.

, Vladimir wields a +2 greatsword with a hilt sculpted Skills Insight +4, Perception +6

to resemble silver dragon wings and a pommel shaped

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

like a silver dragon's head clutching a black opal be ' Senses passive Perception 16

tween its teeth. As an action, he can make two attacks

Languages Common (can't speak in raven form)

with the sword (+9 to hit). It deals 20 (4d6 + 6) slash Challenge 2 (450 XP)

ing damage on a hit. Against Strahd, Vladimir deals

an extra 14 (4d6) slashing damage with the weapon.

, Vladimir has a challenge rating of 7 (2,900 XP).

Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its VLADIMIR HORNGAARD'S TRAITS

human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't trans Ideal. "Vengeance is all I have left."

formed. It reverts to its human form if it dies.

Bond. "I have sworn oaths of allegiance to the Order of the Silver Dragon. Broken though the order may be, Mimicry. The wereraven can mimic simple sounds it has heard, my allegiance never dies."

such as a person whispering, a baby crying, or an animal

. chittering. A creature that hears the sounds can tell they are

Flaw. "Destroying Strahd would end the vampire's imitations with a successful DC 10 Wisdom (Insight) check.

torment, and that is something I will never allow."

ACTIONS

WERE RAVEN

Multiattack (Human or Hybrid Form Only). The wereraven Wereravens are secretive and extraordinarily cautious makes two weapon attacks, one of which can be with its

lycanthropes that trust one a�other but are wary of just

hand crossbow.

about everyone else. Although �killed,at bl�nding into

· 1 Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4

society, they keep mostiit.o':tlxe�selv�sr respect local

· to hit, reach 5 ft., one target. Hit: l piercing damage in raven laws, and strive to'do gC>qc(�h'e.n,i}�r�b'�sible/ ...•. ·

l°

j form, or 4 (ld4 + 2) piercing damage in hybrid form. If the In their human-anfhy.titic fdr/ns, we�etavenkJ�vor ·.

. target is a humanoid, it must succeed on a DC 10 Constitution !. •

light weapons .. They Jre reluctarti to make bhe �h�cks.in L

; saving throw or be cursed with wereraven lycanthropy.

t

,' raven form for fear of spreading their c·urse tosth��e who

.( Shortsword (Humanoid or Hybrid Form Only). Melee Weapon I

; don't deserve it qr who would abuse it.

: .. .... ·.·, . . A.Kindness ofWereravens. Wererav:eris refer to their

Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) pierc ·• '\· .

ing damage.

·· ,:'. · Jightly knit groups as kindnesses. A kindness of were-

:· · ravens usually numbers between seven and twelve indi Hand Crossbow (Humanoid or Hybrid Form Only). Ranged

'-viduals. Not surprisingly, wereravens get along weli with

Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5

r

ravens and often hide in plain sight among them.

(ld6 + 2) piercing damage.

APPENDJX D I MONSTERS AND NPCS

.'. "I

APPENDIX E: THE TAROKKA DECK

The Vistani have long been masters of fortune-telling. In

cards comes out in a casting and seems to contradict

the hands of a Vistani seer, a deck of tarokka cards can

the prediction of an earlier card, the Vistani always astell tales of the future and provide answers to many a sume that this card takes precedence.

dark and mysterious question.

Although the workmanship and artistic quality of the

COMMON DECK

cards can vary from deck to deck, the ability of the cards The four suits and their respective cards are described

to call forth information about the future is far more

in more detail below.

valuable than the monetary worth of a deck.

Anyone can craft a deck of tarokka cards, but only

SWORDS

someone ofVistani blood can imbue the cards with

This suit symbolizes aggression and violence. It is the

the gift of prophecy. Once they are crafted and empowsuit of warriors, be they paladins, soldiers, mercenaries, ered, they must be stored in accordance with ancient or gladiators. It also symbolizes the power of governtradition, or they lose their efficacy. When not in use, ments and leaders, whether noble or corrupt.

tarokka cards must be wrapped in silk and stored in a

wooden box.

STARS

This suit symbolizes the desire for personal power and

COMPOSITION

control over things beyond the ken of mortals. It is the

A tarokka deck has fifty-four cards, each of which has its suit of arcane mages, sages, and intellectuals. It also

own name. Forty of them comprise the common deck,

represents the triumph of magic, science, and reason

which is divided into four suits: swords, coins, stars,

over religion, mysticism, and superstition.

and glyphs.

Each suit contains cards numbered one through nine,

COINS

plus a tenth card that is called the master of that suit. A This suit symbolizes avarice and the desire for personal

card can be referred to by its suit designation or by its

and material gain. It is also symbolic of gluttony, lust,

name. For instance, the three of glyphs is also known

and obsession. On the side of good, this suit can suggest

as the healer, and the wizard card is also known as the

the accumulation of wealth for the benefit of a charity or master of stars.

a just cause. On the side of evil, it embodies the worst

The remaining fourteen cards make up the high deck,

aspects of greed. It speaks to the power of gold, and how

which symbolizes the natural forces of the multiverse.

that power can build or destroy nations.

These cards are represented by a crown symbol and are

GLYPHS

the most powerful cards in the deck.

This suit symbolizes faith, spirituality, and inner

HIGH DECK

strength. It is the suit of priests and those who devote

themselves to the service of a deity, a higher power, or a The cards that compose the high deck aren't considered

heightened philosophy. On the side of good, it represents

to be one suit, although they are often denoted with a

willpower and dedication. On the side of evil, the suit

crown icon to mark their importance. Rather, each card

signifies weakness of character, self-doubt, and betrayal

is an important power in its own right. If one of these

of one's ideals or beliefs. It symbolizes health and healing, as well as illness and disease.

HIGH DECK

Name

Represents

Artifact

The importance of some physical object that must be obtained, protected, or destroyed at all costs Beast

Great rage or passion; something bestial or malevolent hiding in plain sight or lurking just below the surface Broken One Defeat, failure, and despair; the loss of something or someone important, without which one feels incomplete Darklord

A single, powerful individual of an evil nature, one whose goals h�ve enormous and far-reaching consequences Donjon

Isolation and imprisonment; being so conservative in thinking as to be a prisoner of one's own beliefs Ghost

The looming past; the return of an old enemy or the discovery of a secret buried long ago Executioner

The imminent death of one rightly or wrongly convicted of a crime; false accusations and unjust prosecution Horseman

Death; disaster in the form of the loss of wealth or property, a horrible defeat, or the end of a bloodline Innocent

A being of great importance whose life is in danger (who might be helpless or simply unaware of the peril) Marionette The presence of a spy or a minion of some greater power; an encounter with a puppet or an underling Mists

Something unexpected or mysterious that can't be avoided; a great quest or journey that will try one's spirit Raven

A hidden source of information; a fortunate turn of even.ts; a secret potential for gcJo�, \ //_::;,_ -�

Seer

Inspiration and keen intellect; a future event, the outcome of which will hinge on a clever mind Tempter

One who has been compromised or led astray by temptation or'f6oli;h·ness; .one who tempts cithersfor evil ends

.

'

-

..

- .

.

. : � -.

.

. :

........ -

;

'

� �' ..... : '.· --�;;� , '

�7

\/

------ ---·-

SWORDS

Card

Name

Represents

Master of swords Warrior

Strength and force personified; violence; those who use force to accomplish their goals One of swords

Avenger

Justice and revenge for great wrongs; those on a quest to rid the world of great evil Two of swords

Paladin

Just and noble warriors; those who live by a code of honor and integrity Three of swords

Soldier

War and sacrifice; the stamina to endure great hardship

Four of swords

Mercenary

Inner strength and fortitude; those who fight for power or wealth Five of swords

Myrmidon

Great heroes; a sudden reversal of fate; the triumph of the underdog over a mighty enemy Six of swords

Berserker

The brutal and barbaric side of warfare; blood lust; those with a bestial nature Seven of swords

Hooded One

Bigotry, intolerance, and xenophobia; a mysterious presence or newcomer Eight of swords

Dictator

All that is wrong with government and leadership; those who rule through fear and violence

Nine of swords

Torturer

The coming of suffering or merciless cruelty; one who is irredeemably evil or sadistic STARS

Card

Name

Represents

Master of stars

Wizard

Mystery and riddles; the unknown; those who crave magical power and great knowledge One of stars

Transmuter

A new discovery; the coming of unexpected things; unforeseen consequences and chaos Two of stars

Diviner

The pursuit of knowledge tempered by wisdom; truth and honesty; sages and prophecy Three of stars

Enchanter

Inner turmoil that comes from confusion, fear of failure, or false information Four of stars

Abjurer

Those guided by logic and reasoning; warns of an overlooked clue or piece of information Five of stars

Elementalist

The triumph of nature over civilization; natural disasters and bountiful harvests Six of stars

Evoker

Magical or supernatural power that can't be controlled; magic for destructive ends Seven of stars

Illusionist

Lies and deceit; grand conspiracies; secret societies; the presence of a dupe or a saboteur Eight of stars

Necromancer

Unnatural events and unhealthy obsessions; those who follow a destructive path Nine of stars

Conjurer

The coming of an unexpected supernatural threat; those who think of themselves as gods COINS

Card

Name

Represents

Master of coins

Rogue

Anyone for whom money is important; those who believe money is the key to their success One of coins

Swashbuckler

Those who like money yet give it up freely; likable rogues and rapscallions Two of coins

Philanthropist

Charity and giving on a grand scale; those who use wealth to fight evil and sickness Three of coins

Trader

Commerce; smuggling and black markets; fair and equitable trades Four of coins

Merchant

A rare commodity or business opportunity; deceitful or dangerous business transactions Five of coins

Guild Member

Like-minded individuals joined together in a common goal; pride in one's work Six of coins

Beggar

Sudden change in economic status or fortune

Seven of coins

Thief

Those who steal or burgle; a loss of property, beauty, innocence, friendship, or reputation Eight of coins

Tax Collector

Corruption; honesty in an otherwise corrupt government or organization Nine of coins

Miser

Hoarded wealth; those who are irreversibly unhappy or who think money is meaningless GLYPHS

Card

Name

Represents

Master of glyphs

Priest

Enlightenment; those who follow a deity, a system of values, or a higher purpose One of glyphs

Monk

Serenity.; inner strength and self-reliance; supreme confid_ence bereft o,f ar�ogance Two of glyphs

Missionary

Those who spread wisdom and faith to others; warnings of the spread offear and ignorance

Three of glyphs

· Healer;.> /.,·

� ,{ .

.. tfealirig;.a·conta,gious illness, disease,.or curse; those w.ho::practice the healing arts,:"

•

.

. .>·

•

.

- . , _.. .

•

•.

• ••

Four of glyphs

Shepherd

Those who protect others; one who bears a burden far too great to be shouldered alone Five of glyphs

Dn:iia·

The ambivalence and cruelty of nature.and those who feel. dra\v�·to·it;,. i.n�e/tur,mo(·

Six of glyphs

Anarchist

A fundamental change brought on by one whose beliefs are being put to the test

· �even of gl)'.phs

Charlatan

Liars; those who prpfess to believe one thing but actually: b'elieve:ano,the'r: ·'

Eight of glyphs

Bishop

Strict adherence to a code or a belief; those who plot, plan, and scheme _Nine of glyphs

Traitor

Betrayal by someone close and trusted; a weakening or loss of faith APPENDIX E I THE TAROKKA DECK

APPENDIX EI THE TAROKKA DECK

--- �(;> -----

�46

APPENDIX E I THE TAROKKA DECK

%

/"

."' 1/v- --:- T

� � �

-\�·- - ��·-'�������������-

APPENDIX E I THE TAROKKA DECK

APPENDIX E \ THE TAROKKA DECK

• 7

. I

APPENDIX E I THE TAROKK.A DECK

<. .. ?"

I'_'_

APPENDIX F: HANDOUTS

KOLYAN lNDIROVICH'S LETTER (VERSION 1)

t

.

•

\

'

STR AHD'S INVITATION

\

\

\

5

AmNDlX ':;:: ITT�f / 2 1"

- - -�- -�---�

.

-

-

-

\.+

---�

\

FROM THE TOME OF STRAHD

APPENDIX F I HANDOUTS

···---

-- . . ...

. .

. . ..

' .

-

,r

\ ·

JOURNAL OF RUDOLPH VAN RICHTEN

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;,,n,le into n rn;,,pe. He bq!Jd Hfe lo au/ his curse, .which I ,tip' .wit/, n l,enr� heart. 1J,e n'nr.kJte.ss hnn' lorn l,i;,, /!YJ;,, ,,,� /ol'i nrHIS .Jorerer, nn,/ I flf!

/()(}/isl,/� belierd IJ,pf IJ,e curse hnn' e.¥ncle,/ iis n'eadl� to/I. I .wepl until nit iJ-tSniinl.e n'esire .Jor l'eH!Je-PltCe /Jlld IJ,e �;,,Jess rjll in ;,,� heart.

;..

.·.,.

�·

APPENDIX F I HANDOUTS

KOLYAN lNDIROVICH'S LETTER (VERSION 2)

JOURNAL OF ARGYNVOST

' .. ··

,. •' .�

Document Outline

- Contents

- Foreword: Ravenloft Revisited

- Introduction

- Running the Adventure

- Story Overview

- Adventure Structure

- Character Levels

- Marks of Horror

- Chapter 1: Into the Mists

- Strahd Von Zarovich

- Fortunes of Ravenloft

- Adventure Hooks

- Chapter 2: The Lands of Barovia

- Lay of the Land

- Alterations to Magic

- Barovians

- Vistani

- Random Encounters

- Areas of Barovia

- The Lands of Barovia: Common Features

- Chapter 3: The Village of Barovia

- Approaching the Village

- Areas of the Village

- Special Events

- Chapter 4: Castle Ravenloft

- Random Encounters

- Walls of Ravenloft

- Main Floor

- Court of the Count

- Rooms of Weeping

- Spires of Ravenloft

- Larders of Ill Omen

- Dungeon and Catacombs

- Chapter 5: The Town of Vallaki

- Approaching the Town

- Areas of Vallaki

- Special Events

- Chapter 6: Old Bonegrinder

- Approaching the Windmill

- Areas of the Windmill

- The Megaliths

- Chapter 7: Argynvostholt

- The Order of the Silver Dragon

- Revenants of Barovia

- Approaching the Mansion

- Areas of Argynvostholt

- Special Events

- Chapter 8: The Village of Krezk

- Areas of Krezk

- Areas of the Abbey

- Special Events

- Chapter 9: Tsolenka Pass

- Areas of the Pass

- Special Events

- Chapter 10: The Ruins of Berez

- Approaching the Ruins

- Areas of Berez

- Special Events

- Chapter 11: Van Richten's Tower

- Approaching the Tower

- Areas of the Tower

- Special Events

- Chapter 12: The Wizard of Wines

- Approaching the Vineyard

- Approaching the Winery

- Areas of the Winery

- Special Events

- Chapter 13: The Amber Temple

- Areas of the Temple

- Special Events

- Chapter 14: Yester Hill

- Areas of the Hill

- Special Events

- Chapter 15: Werewolf Den

- Approaching the Den

- Areas of the Den

- Special Events

- Epilogue

- Strahd Prevails

- Strahd Dies

- Appendix A: Character Options

- Character Background

- Gothic Trinkets

- Appendix B: Death House

- History

- Rose and Thorn

- Areas of the House

- Endings

- Appendix C: Treasures

- Tome of Strahd

- Magic Items

- Appendix D: Monsters and NPCs

- The Abbot

- Animated Objects

- Baba Lysaga

- Barovian Witch

- Blight, Tree

- Ezmerelda d'Avenir

- Izek Strazni

- Kasimir Velikov

- Madam Eva

- Mongrelfolk

- Phantom Warrior

- Pidlwick II

- Rahadin

- Rictavio

- Strahd von Zarovich

- Strahd Zombie

- Vladimir Horngaard

- Wereraven

- Appendix E: The Tarokka Deck

- Appendix F: Handouts

- Kolyan Indirovich's Letter (V.1)

- Strahd's Invitation

- From the Tome of Strahd

- Journal of Rudolph van Richten

- Kolyan Indirovich's Letter (V.2)

- Journal of Argynvost

Table of Contents

Contents

Foreword: Ravenloft Revisited

Introduction

Running the Adventure

Story Overview

Adventure Structure

Character Levels

Marks of Horror

Chapter 1: Into the Mists

Strahd Von Zarovich

Fortunes of Ravenloft

Adventure Hooks

Chapter 2: The Lands of Barovia

Lay of the Land

Alterations to Magic

Barovians

Vistani

Random Encounters

Areas of Barovia

The Lands of Barovia: Common Features

Chapter 3: The Village of Barovia

Approaching the Village

Areas of the Village

Special Events

Chapter 4: Castle Ravenloft

Random Encounters

Walls of Ravenloft

Main Floor

Court of the Count

Rooms of Weeping

Spires of Ravenloft

Larders of Ill Omen

Dungeon and Catacombs

Chapter 5: The Town of Vallaki

Approaching the Town

Areas of Vallaki

Special Events

Chapter 6: Old Bonegrinder

Approaching the Windmill

Areas of the Windmill

The Megaliths

Chapter 7: Argynvostholt

The Order of the Silver Dragon

Revenants of Barovia

Approaching the Mansion

Areas of Argynvostholt

Special Events

Chapter 8: The Village of Krezk

Areas of Krezk

Areas of the Abbey

Special Events

Chapter 9: Tsolenka Pass

Areas of the Pass

Special Events

Chapter 10: The Ruins of Berez

Approaching the Ruins

Areas of Berez

Special Events

Chapter 11: Van Richten's Tower

Approaching the Tower

Areas of the Tower

Special Events

Chapter 12: The Wizard of Wines

Approaching the Vineyard

Approaching the Winery

Areas of the Winery

Special Events

Chapter 13: The Amber Temple

Areas of the Temple

Special Events

Chapter 14: Yester Hill

Areas of the Hill

Special Events

Chapter 15: Werewolf Den

Approaching the Den

Areas of the Den

Special Events

Epilogue

Strahd Prevails

Strahd Dies

Appendix A: Character Options

Character Background

Gothic Trinkets

Appendix B: Death House

History

Rose and Thorn

Areas of the House

Endings

Appendix C: Treasures

Tome of Strahd

Magic Items

Appendix D: Monsters and NPCs

The Abbot

Animated Objects

Baba Lysaga

Barovian Witch

Blight, Tree

Ezmerelda d'Avenir

Izek Strazni

Kasimir Velikov

Madam Eva

Mongrelfolk

Phantom Warrior

Pidlwick II

Rahadin

Rictavio

Strahd von Zarovich

Strahd Zombie

Vladimir Horngaard

Wereraven

Appendix E: The Tarokka Deck

Appendix F: Handouts

Kolyan Indirovich's Letter (V.1)

Strahd's Invitation

From the Tome of Strahd

Journal of Rudolph van Richten

Kolyan Indirovich's Letter (V.2)

Journal of Argynvost