Curse of Strahd - Reloaded v2.0.3

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Curse of Strahd

Reloaded By DragnaCarta

AA guide
guide toto the
the darkest
darkest adventure
adventure ofof the
the
world's greatest roleplaying game.
Table of Contents
Introduction     B2. Gates of Barovia
    B3. The Svalich Woods
Chapter 1: Into the Mists     B4. Barovian Overlook
Why This Adventure?     B5. The Village of Barovia
Why This Guide? Arc C: Into the Valley
Running Session Zero     C1. The Svalich Woods
    Setting Expectations     C2. River Ivlis Crossroads
    Triggers & Accommodations     C3. The Strix
Character Creation     C4. Tser Pool
    Flaws     C5. The Skeletal Rider
    Bonds     C6. The Watchtower
    Motivations     C7. Tser Falls
Chapter 2: The Land of Barovia     C8. Black Carriage
Lore of Barovia     C9. Old Bonegrinder
    Metaphysics & Magic     C10. The Deep Woods
    Geography     C11. The Werewolf's Hunt
    Cultures     C11. The Town of Vallaki
    Factions
    Religions
History of Barovia Appendix: NPC Profiles
Strahd von Zarovich
    Roleplaying Strahd Handout: Strahd's Espionage
    Strahd’s Relationships
    Strahd’s Goals
    Strahd’s Allies
    Strahd’s Tactics
Chapter 3: Running the Game
Adventure Organization
The Tarokka Reading
    The Tome of Strahd
    The Holy Symbol of Ravenkind
    The Sunsword
    Strahd’s Enemy
    The Card Reading
Strahd’s Spies
Encounters with Strahd
Adventure Hooks
Adventure Summary

Act I: Into the Mists


Arc A. Escape From Death House
    A1. Daggerford
    A2. Death House
Arc B: Welcome to Barovia
    B1. The Old Svalich Road

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

3
Introduction

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

The Names of the Gods


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

The Coven of Mother Night


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

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

20
Fall of the First Folk
The seven tribes of the First Folk kept largely apart from one
another until, one day, a proud and ambitious warlord named
Kavan led his tribe down the slopes of the Balinok
Mountains, waging a bloody war to unite them. His magic
spear, the symbol of his might, drank the blood from his
enemies and fed their strength to its wielder; for this, Kavan
was called Blood-Drinker, and his spear bloodthorn.
Kavan’s conquest united the tribes, but broke their sacred
peace. The Ladies’ words grew mournful and quiet on the
wind, even as their priests—the druids who enacted their
sacred rituals—found themselves subject to the whims and
scorn of Kavan’s warrior caste. The wolfir fled into the
woods, and the wereravens to the mountains. Fearful of the
corruption that Kavan might wreak upon them, the Weaver’s
eldest druids bestowed her life-giving gems to the wereravens
for safekeeping, ensuring that the secrets of their power
would die with them.
When Kavan passed and was buried with his spear at
Yester Hill, a new chieftain fought to take his place, beginning
a line of brutal successions that lasted for centuries. Where
the wizards of the Amber Temple had been content to keep to
themselves, however, the First Folk could not remain isolated
forever.
Four centuries after Kavan’s death, King Dostron, a cruel
and ambitious monarch described further in Crypt 34: King
Dostron the Hellborn (p. 92), sought to claim Barovia’s
splendor for his own nearby kingdom. He invaded the valley,
massacred its inhabitants, and desecrated their holy places
with wanton abandon.
Dostron's invasion shattered the Ladies' power, driving
their surviving followers back into the slopes of the Balinok
Mountains. To cement his claim to the valley, Dostron bade
his troops to builld an enormous stone fortress atop a
mountain to the east and settled there to taste the land’s
many riches.
However, King Dostron’s hand reached too far, leaving his
kingdom rocked by calamity and war. When he died, thirty
years after he had first invaded the valley, his generals buried
him in the crypts beneath his fortress and left it behind to fall
into ruin.
Even so, the damage to the First Folk had been done.
Never again would they reach their former glory; never again
would their priests work the Ladies’ greatest miracles.
Though the land was still beloved of the Rozana, a crack had
been left in its heart—a crack that, centuries later, Strahd von
Zarovich would exploit.
Meanwhile, near the peak of Mount Ghakis, the evil
archmage Exethanter breached the wards of the Amber
Temple, as described in Chapter 13: The Amber Temple (p.
181). After becoming a lich, Exethanter seized control of the
temple from Neferon, transforming the long-dead wizards
into flameskulls under his command and settling in to
welcome fellow seekers to the corridors of power.
The Von Zarovich Line
More than four centuries after King Dostron's death, King
Barov von Zarovich I became the first monarch of his House,
unifying several separate city states to found the nation of
Zarovia. The young kingdom thrived for two hundred years,
until civil strife and foreign invaders caused it to fracture and
drove House von Zarovich into exile.
21
However, the dream of Zarovia never left King Barov’s Arrival of the Outsiders
descendants. One hundred years after their exile, Barov von Less than a decade after Sergei’s birth, a world away in the
Zarovich II, the heir to the family name, took up arms to valley of the First Folk, Saint Markovia, a priest of the
reclaim his namesake’s legacy. Wielding his cunning, his Morninglord, began the construction of an abbey on a spur of
wealth, and the shining sword called the Brightblade, Barov Mount Baratok. Markovia, a fierce opponent of Saint Andral’s
II built an army of soldiers legions strong and began to carve support for Barov’s claim, sought to create a sanctuary of
out a territory that he could be proud to call his kingdom. reflection and peace far away from the killing fields. Priests
Barov’s crusade was buoyed when Saint Andral—a and refugees alike heeded her call, and within two years, the
spiritual leader among the Church of the Morninglord, Abbey of Saint Markovia was complete.
despairing at the chaos and poverty that had embroiled the To sanctify it, Markovia blessed a sacred pool at the base of
kingdom since its fall—granted him the crown of old Zarovia. the mountain below, as described in S4. Pool and Shrine (p.
With Barov’s aid, Saint Andral became the Most High Priest 146). A trading post was established nearby—which, over
of the Morninglord’s church; with Andral’s aid, Barov’s time, grew into a small and humble hamlet.
expansion became a holy war. Within three years of the Abbey’s founding, a renewed
At the tender age of seven, Barov’s son, Strahd, joined his interest in the region’s history drew Argynvost, a silver
father’s army as a squire. Not long thereafter, the kingdom of dragon, to uncover the lost secrets of the Amber Temple, as
the dusk elves—a former province of Zarovia—declined to pay described in Ch. 7: Argynvostholt (p. 129). Given the unrest
fealty to King Barov, who declared war. and bloodshed that dominated the lands nearby, Argynvost
Within a year, Barov’s forces—aided by Rahadin, an exiled feared that evildoers might seek out the Temple and unleash
dusk elf described further in Rahadin (p. 237)—had the darkness that slumbered within.
conquered the dusk elves, obliterating the elven royal line The dragon moved quickly to develop plans for the Order
and subjugating those that remained. While at war, Barov of the Silver Dragon: an order of valiant knights that would
also sired a bastard daughter, Katarina, by a Vistani woman. do battle to defend the innocent. Their true, hidden purpose,
(See Madam Eva (p. 233).) however, would be to guard the Temple from evil and ensure
A decade after the fall of the dusk elves, Strahd—now a that its prisoners remained secured.
soldier and captain under King Barov’s command—was After relocating to the valley, Argynvost began the
wounded in battle and rescued by the Vistani, as described in construction of the manor of Argynvostholt, his new lair and
The Dancing Fire (p. 20). Within four years of his safe the headquarters for the Order of the Silver Dragon. He
return, Strahd became a general in King Barov’s army, dedicated its chapel to the Morninglord, and—as a shrewd
leading the vanguard of the conquering force. As he waged political gesture—its upstairs gallery to both Saint Andral and
war upon his family’s enemies, Strahd saw neither leaf nor Saint Markovia, who by now had become the two competing
stone of his family’s homeland, more often sleeping in tents spiritual leaders of the Morninglord’s faith.
on soggy, bloodstained earth than in royal sheets and linens. With the mansion complete, Argynvost put out the call for
Within five years of Strahd’s dispatch to the front lines—by knights to join his order—and, as described in Chapter 7:
the time Strahd himself was twenty-six years old—his mother, Argynvostholt (p. 129) and Q40. Argynvost's Study (p. 140),
Queen Ravenovia, bore Barov a second son: Sergei. they came.

22
Many were dispatched to the front lines of nearby conflicts to Where his generals saw threats, however, Strahd saw
wage war against evil—including, in some places, the armies opportunities. Such newfound hostilities provided him with
of King Barov von Zarovich II, who had begun to test the the perfect justification to sow the seeds of his future empire.
borders of long-peaceful nations with an ambitious and He began by mercilessly crushing the dusk elves’ rebellion, as
obvious hunger. described in Kasimir Velikov (p. 232), and proceeded to
With the Abbey and manor drawing new settlers to the declare war on every nation that had ever insulted or opposed
valley, the descendants of the wereravens that had once fled him. The dusk elves were left to the care of the Vistani, who
Kavan’s tyranny now saw an opportunity to thrive. Using the spirited them away to the valley in which Strahd’s enemies—
last of the secrets passed down from their ancestors, they the Order of the Silver Dragon and the Abbey of Saint
reshaped the Weaver’s lifegiving gemstones to grow strong, Markovia—offered sanctuary and peace.
hearty grapes in the woodlands’ rich soil. They built a winery By now, Strahd’s forces were legion, their soldiers a
along the western edge of the valley, and—hoping to conceal ruthless fighting force that embodied his conquering
the true source of their produce—named it the “Wizard of ambition. Though technically outnumbered by his enemies,
Wines,” spreading a rumor that a powerful mage had founded Strahd’s cunning and military prowess allowed him to cut
the business. through any opposing force with ease—and, one by one, the
The winery soon forged strong relationships with dominoes fell.
Argynvost and Markovia, and a profitable trade began. Within six months of Strahd's ascension, his armies had
Deliveries to the Abbey were stored in S16. Wine Cellar (p. waged a bloody military campaign that had reunited, and
152), while deliveries to Argynvostholt were kept in Q11. then surpassed the ancient borders of Old Zarovia—and yet
Wine Storage (p. 133). News of the Wizard of Wines drew Strahd’s hunger was unabated. With few others left, the
new immigrants to the valley, bolstering the Order’s forces Order of the Silver Dragon stepped forward to lead and
and further growing the hamlet at the base of the abbey. coordinate the defensive alliance, winning several crucial
With the winery completed, however, Argynvost foresaw battles that temporarily stopped Strahd’s advance in its
that an economic boom in the valley might bring about the tracks. (See Chapter 7: Argynvostholt (p. 129).)
very fears he had founded the Order of the Silver Dragon to Vladimir Horngaard, a young captain among the Order,
prevent. To fortify the existing gatehouse at Tsolenka Pass, he proved instrumental in directing the war effort; for his
directed his knights to construct a white stone tower courage and skill, Argynvost made him a field commander, as
overlooking the road, securing it from any who might seek to described in Vladimir Horngaard (p. 241). By the first frost
embark toward the Temple on foot. of winter, however, Vladimir believed that Strahd’s advance
Throughout this process, the First Folk watched cautiously, could no longer be stopped. He issued the order to retreat,
fearful of the newcomers’ sudden and aggressive expansion— escorting hundreds of refugees to Argynvostholt in the hopes
but far more fearful that provocation could spur a reprisal to that winter and the natural protection of the Balinok
rival King Dostron’s greatest cruelties. And so, they remained Mountains would keep them safe.
amidst the woodlands and mountain slopes, silently But Vladimir’s hopes proved in vain. Before the end of
observing the newcomers’ activities. winter, Strahd’s forces tracked the Order to the valley—now
the last bastion of resistance against his dreams of empire.
Birth of Barovia When Strahd’s reinforcements arrived, they breached the
King Barov did not live to see the fruits of his labors. When valley’s natural defenses, and did battle with the Order’s
he passed into death, Strahd inherited his lands and enemies knights—and the silver dragon Argynvost himself—on the
and vowed to finish what his father had started. Though he marshy field beneath the fortress of Argynvostholt. In what
had been Barov’s heir, Strahd did not name himself king; would later be called the Battle of the Luna River,
instead, he deferred the ancient crown of Zarovia, keeping it Commander Vladimir Horngaard, Vladimir's husband Sir
in a chest carried by his attendants. A kingdom was not Godfrey Gwilym, and nearly all of the knights of the Order
enough—Strahd dreamed of forging an empire. were slaughtered.
Strahd refused, too, his father’s Brightblade, gifting it to Despairing and enraged, Argynvost retreated to his lair: the
Sergei—now a priest in the Morninglord’s church—on the manor of Argynvostholt itself. Strahd’s forces pursued him
grounds that his legacy was his own to win. His own blade within, the resulting battle destroying the mansion’s western
had sufficed for the countless battles before; it would suffice wing (described in Q4. Spiders' Ballroom (p. 132), Q32.
for the wars to come. Ruined Bedchambers (p. 138), and Q48. Roof's Edge (p.
And war came. 141)) and bursting a hole in its roof (described in Q43. Hole
It came first from the long-subjugated dusk elves, who— in Roof (p. 140) and Q33. Collapsed Ceiling (p. 138).). When
hoping to take advantage of the change in leadership—staged silence finally fell, the dragon’s corpse lay unmoving upon the
a rebellion against the governor that Strahd had set over their floor.
homeland. Emboldened by the elves’ courage, other nations Strahd’s soldiers looted the manor, as described in Q23.
entered the fray, staging troops near the kingdom’s borders Storage Room (p. 135), Q37. Knights of the Order (p. 139),
and issuing embargoes and high tariffs on goods transported Q39. Vladimir's Bedroom (p. 140), Q40. Argynvost's Study
from its markets and ports. (p. 140), and Q41. Dragon's Vault (p. 140). Strahd then had
Argynvost's corpse hacked to pieces and stripped to the bone,
intending to keep the dragon's skull as a trophy.

23
When the dust of Strahd’s final battle had settled, he was With the repopulation of the valley well underway, Strahd
finally left with no more foes to destroy—and no more lands now turned to his own home. He summoned artisans,
to conquer. His advisors urged him to return to his homeland wizards, and workers loyal to him, described in Chapter 4:
to govern, but Strahd had better ideas. He was envious of his Castle Ravenloft (p. 49) and The Vampire's History (p. 9),
mother’s attention to Sergei, eager to escape the shadow of and set them the task of constructing a castle worthy of his
his father’s legacy, and struck by the beauty of the valley he’d family’s legacy. He chose to place it atop the ruins of an
conquered. He named the valley “Barovia”—not after his ancient stone keep—the very same fortress built by King
father, but after King Barov I, the great patriarch of the Von Dostron centuries before—and named it Castle Ravenloft, for
Zarovich line—and decided to settle there. his mother Queen Ravenovia.
However, Strahd did not suffer peace well. Restless, and
Rise of Castle Ravenloft feeling like his best years were behind him, he experimented
Not all the denizens of the valley were grateful to see Strahd’s with an assortment of eccentric hobbies and arts before
arrival. Saint Markovia, embittered by the death of her friend, finally turning to the study of magic. Mages flocked to his
Argynvost, visited Strahd’s court to condemn him as a mad court for the chance to serve as his arcane tutor—and, seeing
tyrant. Magnanimous in victory, Strahd allowed her to depart opportunity, Patrina did the same.
in peace, amused by the futility of her convictions. Near-ageless and fair, the elven Patrina knew well of
Meanwhile, after a lifetime spent at war, Strahd began to humanity’s fear of death. Where others saw a powerful
turn to the question of peace. As noted in Barovians (p. 24), conqueror, Patrina saw a man of middling age fast-
Strahd repopulated the valley with human subjects drawn approaching his twilight years. She whispered in his ear the
from his other conquered lands. The nobleman Boris name of the Amber Temple—and the secret of immortality it
Vallakovich, described further in Chapter 5: The Town of concealed—and Strahd eagerly listened.
Vallaki (p. 95) and N8. Town Square (p. 119), founded the Upon Strahd’s arrival at the Amber Temple, the lich
town of Vallaki in the heart of the valley, while the Exethanter welcomed him with open arms, as described
noblewoman Vasha Krezkov settled within the hamlet at the Chapter 13: The Amber Temple (p. 181). Patrina led him to
foot of the Abbey of Saint Markovia, naming it “Krezk.” an amber sarcophagus deep in the temple, to the vestige that
For her family’s loyalty, Strahd bequeathed to the Krezkovs offered the dark gift of Tenebrous: the secret of lichdom. She
the Wizard of Wines winery, its former owners having fled spoke to him of the grand power he could wield—of the
amidst the tides of war. He awarded parcels of land to the ageless aeons through which he could conquer.
noble House of Wachter, described in N4q. Storage Room What she left unspoken, of course, was that the vestige’s
(p. 114), who settled in the growing town of Vallaki. dark gift could be wielded only by an archmage capable of the
Meanwhile, Elisabeth and Gustav Durst, the heirs to a highest circles of magic—a level that, with his fledgling skill,
wealthy merchant family, funded a grain mill near Vallaki— Strahd could reach only with her aid and influence.
Chapter 6: Old Bonegrinder (p. 125)—atop a promontory Patrina was not surprised when Strahd insisted upon
overlooking the valley. The Dursts themselves settled in the speaking with each of the three vestiges in the temple’s
newborn village of Barovia, a settlement that had spawned amber vault; he was a man of power, and men of power
among Strahd’s military encampment to the east. enjoyed the drugs of knowledge and control. She was
Saint Andral, now the Most High Priest of the astounded, however, when—after being offered the dark gifts
Morninglord’s church, passed away at the ripe age of eighty- of Tenebrous, of Zhudun, and the Vampyr—Strahd declined
two. A church was built in Vallaki and named St. Andral’s them all, refusing Patrina’s promise of immortality.
Church in his honor, his bones interred in a crypt beneath the
altar. Meanwhile, an old witch named Baba Lysaga—Strahd’s
former nursemaid, as described in Baba Lysaga (p. 228)—
followed Strahd’s forces to the valley, settling in a small,
ramshackle hut amidst the Svalich Woods.
The dusk elves—the same refugees who had fled the
aftermath of Strahd’s rebellion not long before—found
themselves trapped in the heart of their conqueror’s new
empire. After a lengthy debate led by their leader, Kasimir
Velikov, the elves reluctantly agreed to remain in the new
homes they had built in the valley, hoping that the sanctuary
of the Vistani would keep them safe from further reprisal.
Kasimir’s sister Patrina Velikovna, however, an archmage
of considerable power, felt stirred to further action. With the
Order of the Silver Dragon fallen, she investigated the secrets
it had left behind—and so discovered the secret of the Amber
Temple. There, she completed her studies of the black arts,
and began to hatch a dark and ambitious plan.

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

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

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

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

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

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

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

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

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

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

39
In this role, Strahd most often feels indifferent, curious,
Strahd von Zarovich satisfied, and determined. Consider channeling Stan Edgar
(The Boys), Gus Fring (Breaking Bad), and Thanos (Avengers:
Roleplaying Strahd Endgame).
Strahd is cold and calculating, skilled in social manipulation The Monster crushes any resistance ruthlessly and
and deception. As the adventure unfolds, his attitude toward efficiently. Though he can't be provoked, he's too proud to
the players shifts significantly. Though Strahd never conceals ever flee from a fight.
his nature or identity, this dynamic relationship manifests as
three "roles" that he plays: the Gentleman, the Tyrant, and Strahd’s Relationships
the Monster. Strahd has a complex web of relationships with the denizens
of Barovia, many of which are described below.
The Gentleman Death House. Strahd views the cult of Death House with
When the players first enter Barovia, Strahd acts as the respectful disdain; he finds their methods and obsessions
Gentleman—polished and poised, if somewhat sociopathic. distasteful, but appreciates their efforts to bring worthy
He is welcoming, well-mannered, and insatiably curious. His consorts and adversaries from the lands beyond the Mists.
goal—to learn the ins and outs of the players' minds, Village of Barovia. Strahd believes, without romance or
including their goals, strengths, and weaknesses. obsession, that Ireena Kolyana’s body is the host for Tatyana’s
As the Gentleman, Strahd should flatter the players with soul, and that Tatyana’s soul belongs to him. Through his
his interest and curiosity, offend them with his arrogance and spies, he is aware of Ismark Kolyanovich’s position and
condescension, and disgust them with his disregard for relationship to Ireena, but finds him to be a lackluster leader
human freedom. and a half-rate swordsman. He views Donavich and Doru
In this role, Strahd most often feels curious, amused, with scorn, disdaining the convictions, pride, and faith that
nostalgic, or disappointed. Consider channeling Hannibal Doru had in life.
Lecter (The Silence of the Lambs), Don Corleone (The Tser Pool Encampment. Strahd finds Madam Eva a
Godfather), or Frank Underwood (House of Cards) when fascinating enigma, but has come to an unspoken
playing him. understanding with her: she shall read his fortune whenever
The Gentleman avoids clashes as much as he can, taking he requests it, and, in exchange, he will not delve too deeply
any player rudeness or defiance in stride. If pushed, he might into her history or affairs.
send his minions to stop a player's physical attacks, but only Old Bonegrinder. Strahd is aware of the night hag coven’s
as a last resort. presence, but has little interest in their affairs.
The Tyrant
Town of Vallaki. Strahd has no interest in Baron Vargas
When he learns that the players have obtained the Holy Vallakovich, but, through his spies, believes him to be a
bumbling fool. He finds Lady Fiona Wachter to be a useful
Symbol of Ravenkind or relit the beacon of Argynvostholt, agent and favors her for her family’s history of loyalty, but
Strahd becomes the Tyrant—harsh, stern, and somewhat cares little for her obsession with Vallakian politics. He is
cruel. He keeps his cool and aloof demeanor, but treats the aware of the existence of the Keepers of the Feather (though
players less like guests and more like disappointing protégés. not that the Blue Water Inn serves as their meeting-place),
His goal—to push the players to their limits, testing their but does not view them as a significant threat.
resilience and assessing their competence. Vistani Encampment. Strahd holds Arrigal as one of his
As the Tyrant, Strahd should offend the players with his favored spies. However, he pays little mind to the dusk elves—
insults and condescension, and disgust them with his Kasimir especially—and has little interest in their affairs.
disregard for human life. Argynvostholt. Strahd views the revenants of the Order of
In this role, Strahd most often feels disappointed, scornful, the Silver Dragon with disinterested contempt, but has long
satisfied, amused, and contemptuous. Consider channeling since determined that the knights pose no threat to him, and
Moriarty (Sherlock), Tywin Lannister (Game of Thrones), has largely ignored them as a result. He has heard the
Severus Snape (Harry Potter), and Omni-Man (Invincible). rumors that Argynvost’s spirit haunts the manor, but pays
The Tyrant never strikes first—but will dare defiant players them no mind; he would refuse to believe that the beacon of
to back their words with action. Should a player back down, Argynvostholt could be relit even if told to his face.
Strahd mocks their resolve and capabilities. Any players who Wizard of Wines. Strahd is aware that the winery is a
attack him, though, are met with a swift and ruthless stronghold for the Keepers of the Feather, but does not view
response—though never a lethal one. them as a significant threat. He has delegated their
The Monster “discipline” to Ludmilla, ensuring that their insubordination
When he first learns that the players have restored the blade and resistance will be properly punished.
of the Sunsword, Strahd abandons all pretense and becomes
the Monster—a cold, unfeeling sociopath, described further in
Roleplaying Strahd (p. 10). His goal—to achieve his goals, no
matter the cost.
As the Monster, Strahd should disgust the players with his
complete indifference to life and death, inspire pity for his
inability to feel happiness or love, and frustrate the players
with his refusal to ever lose his cool.
40
Yester Hill. Strahd views the Forest Folk with disdain and The people of Barovia had forgotten why they feared him,
some amusement. He finds their maddened worship to be and their burgomasters no longer served him faithfully. His
more grating than gratifying, and views the modern servants and consorts had dispersed across the valley in
generation as a poor shadow of their more distinguished pursuit of their own schemes and whims, and the wilds
forebears. He does find them to be useful tools, however, and themselves had somehow cleansed the stain of corruption.
knows that their “faith” is a necessary evil to ensure their That, he knew, must be addressed.
continued loyalty. He moved quickly to reclaim the Forest Fane as his own,
Village of Krezk. Strahd has little interest in Baron Dmitri restoring its bond to the Heart of Sorrow once more. He bade
Krezkov or the people of Krezk. He is, amused by the Abbot’s Rahadin to find staff and attendants for Castle Ravenloft, and
descent into madness and corruption. He intends to to ensure that each of the keep’s occupants served their
temporarily “play along” with the Abbot’s efforts to construct master’s will. And he summoned his brides and spawn to
a flesh golem bride for him, but has no serious intention of Castle Ravenloft, commanding them to spread his shadow
accepting Vasilka when complete. across the valley once more.
Werewolf Den. Strahd finds Kiril Stoyanovich to be a Since then, Strahd has broken the village of Barovia and
useful and loyal servant, if somewhat brutish and brought the werewolf pack to heel. He seeks next to break the
unsophisticated. He intends to keep Emil Toranescu, the town of Vallaki and the village of Krezk, to discipline the so-
pack’s former alpha, as a prisoner in his dungeons until Emil called “Keepers of the Feather,” and to capture the vampire
is sufficiently mad with starvation to be “tamed.” hunter Dr. Rudolph van Richten.
Tsolenka Pass. Strahd is peripherally aware that the When his servants’ work is done, Strahd expects to look
Mountain Folk roam the Balinok Mountains, but—due to down from the Pillarstone of Ravenloft upon a faithful and
Elder Ormir’s protection—is unaware of the existence of their fearful populace, its people subservient to the Devil of Castle
settlement Yaedrag. He considers the Mountain Folk to be a Ravenloft once more.
lost and broken people and has no use for or interest in them.
Amber Temple. Strahd respects Neferon’s dedication to Renewing His Servants
protecting the temple and finds him to be a worthy guardian When Strahd awoke from his slumber, he found that many of
of the treasures contained within. He has historically had a his vampiric brides and other servants had dispersed across
collegial respect for Exethanter, but, after awakening from his the valley, forgoing his dark will in favor of their own petty
own hibernation, was disappointed by Exethanter’s loss of pursuits. He has quickly moved to correct this—but some
memory—something Strahd has little interest in restoring. doubts still remain.
Castle Ravenloft. Strahd is amused by the efforts of his Strahd seeks assurances that, when he escapes Barovia,
brides—Ludmilla Vilisevic, Anastrasya Karelova, and Volenta he will do so with an army that will heed his words and
Popfsky—to placate and impress him. He is momentarily execute his will without error or hesitation. To this end, he
entertained by his newest consort, Escher, but has been has delegated many of his plots to reassert his authority to
distracted lately by other, grander designs. He views Rahadin his servants. Should they succeed, they shall be exalted and
as his most loyal, trusted, and favored servant, but spares placed in positions of authority beneath him; should they fail,
little mind to the other staff and occupants of the castle, they shall be locked in the crypts beneath Ravenloft for
including Cyrus Belview, Lief Lipsiege, the coven of witches, eternity.
and his own vampire spawn. By contrast, Beucephalus is his Strahd is always hungry for new talent, however, and is on
favored “pet” and most valued tool. the lookout for new generals to serve his conquests and fresh
consorts to keep him entertained. When the players arrive in
Strahd’s Goals Barovia, he focuses his attention on those who are especially
Strahd’s primary goal is simple: to free himself and Barovia charismatic, arrogant, intelligent, cunning, or attractive,
from the Mists. seeking to determine whether any among the party are
As a conqueror, Strahd craves new lands and the freedom worthy of serving him in undeath.
—and power—to claim them. He seeks to restore his long-lost Though Strahd has not said so expressly, his brides are
empire, with Castle Ravenloft and the valley of Barovia as its well-aware of the risk of being replaced—a motivation that he
seat of power. hopes will fuel their efforts on his behalf. Strahd believes fully
To this end, he needs three things: a pacified kingdom, a in the “survival of the fittest” and expects to see the strongest
host of loyal servants, and—most importantly—an escape rise to the top.
plan. Escaping the Mists
By defeating his servants and halting their schemes, the With Madam Eva’s reluctant guidance, Strahd has learned
players can deny him the first; by defending Ireena Kolyana that the Grand Conjunction—a time when the barriers
and resisting his temptations, they can also deny him the between worlds will be thinned, and the energies of the stars
second. However, Strahd has plans within plans, and there is aligned—is a prime opportunity to free himself from the Dark
only one way to halt his final scheme: to destroy the vampire Powers’ prison.
himself. To this end, Strahd has crafted an ambitious and
Reclaiming the Valley dangerous ritual to escape the Mists, using the Heart of
When Strahd awoke from his century-long slumber, he found Sorrow as its conduit and anchor. This ritual has three
that much had changed. necessary components: a power source, a control
mechanism, and a catalyst.

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

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

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

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

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

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

While no Dungeons & Dragons campaign can be perfectly


predicted, this guide uses a strategy of strong "dramatic The pages following the legible text are filled with diagrams,
questions," flexible narrative design, and the author's equations, and thousands of strange symbols. The symbols
experience in running Curse of Strahd campaigns to craft a are not written language, but a cipher devised by Strahd to
"critical path" of arcs, chapters, and scenes that are most conceal his secret plans. Several diagrams appear to depict a
likely to lead your players on your journey through Barovia. large, crystalline human heart, while others depict circles of
Note that, because Curse of Strahd is a sandbox campaign, standing stones.
it is reasonably possible for the players to trigger a new act Players who read through these sections find numerous
before completing all of the adventure arcs in the previous annotations referencing (in Common) an individual named
act. If this happens, the players can still continue and Exethanter. Multiple instances of Exethanter’s name are
complete any adventure arcs in the previous acts—assuming, accompanied by the symbol of the Amber Temple: an
of course, that it is still possible for those arcs to be equilateral triangle containing two concentric circles, which
completed. (For example, if the players fail to recover the in turn contain a vertical wavy line. (The triangle represents
bones of Saint Andral before the night of Saint Andral's the god of secrets, the circles the amber sarcophagi, and the
Feast, the congregation of Saint Andral's Church is wavy line the vestiges sealed within.)
massacred and the quest can no longer be completed.) The symbol can be identified by the dusk elf Kasimir
It is, of course, always possible for players to go "off the Velikov (who has seen it in his dreams), by the revenant Sir
rails" and forge their own path in this adventure. This guide's Godfrey Gwilym (who once guarded the Temple), or by Victor
Session Zero guidelines have been shaped with the explicit Vallakovich (who has seen the symbol in his spellbook).
intent of minimizing this possibility (by, for example,
discouraging players from creating non-heroic characters).
However, it is important to remember that this guide's
narrative presents, at best, a single "critical path" that your
players may follow, and that the threads of fate might always
guide them along another.
As a final note: The original Curse of Strahd: Reloaded was
a highly modular guide, containing a number of distinct
ideas, concepts, and challenges that could easily be extracted,
applied, and recombined alongside a number of additional
reworks or homebrew elements. However, this revision aims
to take a more cohesive path, weaving together characters,
narratives, and themes to forge a more evocative, dramatic,
and memorable adventure.
As such, be cautious when removing, adding to, or
changing aspects of this guide, as a seemingly innocuous
detail may instead prove to be a load-bearing support. When
in doubt, read the Design Notes for the relevant section and
review the Adventure Summary below to confirm the
context and purpose of the detail in question.
48
The Holy Symbol of Ravenkind The Tome of Strahd
Place the Tome of Strahd in one of the following locations:
The Holy Symbol of Ravenkind has been revised as follows:
Nine of Swords—Torturer. Choose the attic of the
Holy Symbol of Ravenkind Burgomaster's mansion in Vallaki if you want to give the
Wondrous item, legendary (requires attunement by a creature players a reason to befriend or antagonize Baron Vargas
of good alignment) Vallakovich.
The holy symbol has 5 charges for the following properties. Nine of Glyphs—Traitor. Choose the master bedroom of
It regains 1d4 + 1 charges daily at dawn. Wachterhaus if you want to give the players a reason to
Dawn's Embrace. As a reaction, when a creature you can befriend or antagonize Lady Fiona Wachter.
see within 60 feet of you would be reduced to 0 hit points,
you can expend 1 charge to cause that creature to drop to 1 The Holy Symbol of Ravenkind
hit point instead. That creature gains immunity to all damage Place the Holy Symbol of Ravenkind in the shrine of Mother
until the start of its next turn. Night in the werewolf den (Five of Swords—Myrmidon).
Light of Hope. As an action, you can expend 1 charge and
choose one creature you can see within 30 feet of you. All of The Sunsword
the following conditions on that creature end: blinded, Place the Sunsword in one of the following locations:
charmed, deafened, frightened, paralyzed, poisoned, and Seven of Swords—Hooded One. Choose the head of the
stunned. giant statue in the Amber Temple if you want to force the
Sun’s Blessing. As an action, you can expend 2 charges to players to fight Neferon, the arcanaloth.
cause holy power to radiate from the symbol in a 30-foot Eight of Glyphs—Bishop. Choose the sealed treasury of
radius for 1 minute. Nonhostile creatures in that radius deal the Amber Temple if you want to give your players a
an extra 1d4 radiant damage when they hit with a weapon reason to delve more deeply into the Amber Temple.
attack.
You can also use the holy symbol as a spellcasting focus for Strahd's Enemy
your cleric and paladin spells. You gain a +1 bonus to spell Assign the role of Strahd's Enemy to Ezmerelda d'Avenir
attack rolls and to the saving throw DCs of your cleric and (Mists—Queen of Spades).
paladin spells.
Strahd's Location
The Sunsword Assign Strahd's location in Castle Ravenloft to K20. Heart of
The Sunsword cannot be attuned to when the players first Sorrow, represented by the Marionette (Jack of Hearts).
obtain it. Instead, the players must submerge it in the blessed Design Notes: The Tarokka Reading
pool near the Shrine of the White Sun to restore its radiant
blade. (The hilt retains its sentience and ability to The Tome of Strahd. The Tome of Strahd has been
communicate telepathically before its blade is restored.) For expanded to provide the players with secret information
more information about this arc, see Arc V: The Sunsword about Strahd's ultimate plan, as well as additional hooks to
below. the Fanes of Barovia and the Amber Temple. (If the players
Note that the Sunsword is a sentient magic item; as restore his memory and show him the Tome, the lich
described in Conflict (Dungeon Master's Guide, p. 216), it Exethanter can interpret Strahd's ciphers and notes at their
may make demands of its wielder or attempt to seize control request.)
of them if they act contrary to its will. (This is especially likely The Tome has been intentionally placed in Vallaki to
to occur if, for example, its wielder is charmed by Strahd von ensure that the players find it (and are intrigued by its
Zarovich.) mysteries) as early as possible. Because they tie strongly into
other quests, Rictavio's wagon (Seven of Stars—Illusionist)
Strahd’s Enemy and the attic of the Blue Water Inn (Master of Coins—
Rogue) have been removed as possible locations.
Strahd's enemy no longer possesses the Inspire action The Holy Symbol of Ravenkind. The statistics of the Holy
(Strahd's Enemy, p. 15). Instead, if she confronts the Dark Symbol have been revised in order to ensure that its utility is
Powers at Marina's Monument in Berez (see Arc X: not overshadowed by the Sunsword once the latter is
Whispers of the Mists), Ireena Kolyana gains this ability as a obtained and to replace its nonstrategic Hold Vampires and
bonus action. See Arc B: Welcome to Barovia for more Turn Undead features with tactical, engaging abilities. Its
information about Ireena's statistics. class restrictions for attunement have been removed to
ensure that any party can use it—with or without a cleric or
The Card Reading paladin.
Immediately before the scene in which the players meet The Holy Symbol has been intentionally placed in the
Madam Eva, if you are using a physical Tarokka deck for the Werewolf Den to ensure that the players find it after they
reading, choose which five cards Madam Eva will draw and have already confronted Strahd's brides (in Vallaki and at
stack them on top of the deck in the order described in Card Yester Hill), but before they invade any truly dangerous
Reading (p. 11). locations (e.g., Castle Ravenloft, the Amber Temple, or the
When choosing which card(s) to use for which part of the ruins of Berez).
reading, select from the following lists.

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

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

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

53
A Taste of Horror
The following pages contain a guide to the first
two arcs of Act I: Arc A: Escape From Death House,
Arc B: Welcome to Barovia, and Arc C: Into the Valley.
Updates providing additional content are expected
to follow regularly on the /r/CurseOfStrahd
subreddit. You can sign up to receive update
notifications in your email inbox by joining the free
DragnaCarta community on Patreon.
You can also get an early peek at drafts of the
chapters involving the Town of Vallaki, as well as
outlines and notes for all following acts and arcs,
by supporting this guide on Patreon.

54
Act I: Into the Mists

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

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

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

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

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

56
The only connection? A grand, old manor, known in hushed
Strahd & the Cult
tones as “Death House.”
The cult of Death House earned no love from
Tonight, as the storm rages outside, you've been
Strahd in life. But in death, the two parties have
summoned to investigate this mysterious dwelling. The town come to an informal, unspoken understanding. In
crier’s proclamation still echoes in your ears, a bounty for any exchange for the permission to roam far afield
brave souls who dare to uncover the truth. Driven by a mix of from the misty land of Barovia to claim sacrifices,
greed, curiosity, and perhaps a touch of bravado, you stepped
Death House is bound to return to the valley after
each hunting excursion. Should any adventurers
forward. successfully escape the house's bloodied altar,
Now, guided by the faint glow of your lanterns, you traverse they inevitably emerge into Strahd's domain—
the slick, fog-shrouded cobblestone streets. The distant assuring him of a worthy crop of prey to pursue.
merriment is a stark contrast to the eerie quiet around you.
The world has been reduced to hushed whispers and the
steady drumming of rain, a somber serenade to your perilous
Main Hall
journey.
When the players pass through Death House’s threshold, any
And then, as if answering an unspoken summons, the mists Barovian relics they carry cease to be active. (For example,
before you part, revealing the grim silhouette of your the sunrise medallion ceases to glow.)
destination: the “Death House.” Its dark, stone façade and The main hall is largely as described in Main Hall (p. 212)
towering spires loom ominously against the storm-tossed sky, but now contains a grandfather clock, which is placed in the
a wordless challenge against your resolve. circular space at the base of the stairs.
Instead of a longsword, the portrait of the Durst family
from 6. Upper Hall (p. 213) now hangs above the fireplace.
A2a. The Arrival In the portrait, Rose is holding a smiling doll wearing a
yellow lace dress. A plaque beneath the portrait reads: Mr.
Entrance Gustav and Mrs. Elisabeth Durst, with their two children,
Read all players the following text: Rosavalda and Thornboldt.1
Shortly after all of the characters enter the main hall, the
A grand manor stands before you, four stories of cold, soot- front door slams shut, extinguishing all lights in the house.
stained stone, tall narrow windows, and high peaked roofs The sound of the rain outside completely vanishes, leaving
forming a picture of austere, chilling grandeur. Midway up, a
the house eerily silent.
Bloody letters then begin appearing on the southern wall,
narrow balcony juts out from the third floor, offering a grim
just above the marble staircase. They read as follows:
perch from which to survey the surrounding grounds.
The centerpiece of this imposing facade is the portico, a Beneath this dwelling lurks a beast
stone arch standing sentinel before the house's oaken doors. Who hungers for a bloody feast.
A wrought-iron gate fills this arch, its rusty hinges creaking as He sleeps until the midnight chime
it sways in the wind. Then wakes to feed his dark design.
On either side of the gate, oil lamps hang from chains, their If morsels seek to flee their doom,
light dim and flickering, casting a sickly glow that barely Then bring toward his secret room
pierces the surrounding fog. A gift to soothe his savage mood
Beyond the gate, a set of sturdy oaken doors stand closed, But mind the servants of his brood.
framed by the gate and the lamps. The doors are old and
weathered, their wood darkened by time, but they stand strong The grandfather clock then strikes six o’clock.
and and proud—an unwelcome entrance to the house beyond. A player who opens any outside-facing door or curtain in
A gust of wind sweeps past you, carrying with it a whisper Death House finds that the exterior of the house has been
of cold dread that sends shivers down your spine. completely bricked up, trapping the players inside. A player
who takes the time to break through the bricks finds only
more bricks on the other side.
Any players who began with the Barovian Relics hook can
now see the players who began with the Lost in the Mists A2b. The First Floor
hook, and vice-versa. (If any of the players’ relics flew or
rolled to Death House—as with the wanderer’s scarf or the Cloakroom
electrum coin—they land on the house’s threshold, just A player who investigates the cloakroom adjoining the Main
beyond the portico.) The street is otherwise deserted. Hall can observe an envelope poking from the pocket of one
The entrance beyond the portico is otherwise as described of the cloaks. The envelope, which is addressed to Lady
in 1. Entrance (p. 212). Lovina Wachter, contains an invitation. It reads:

57
You are cordially invited to join
Time in Death House
When the clock strikes six, place three six-sided
MR. GUSTAV & ELISABETH DURST dice on the table in front of the players, with each
side showing a six. Each pip on the dice represents
for a celebration of the one-year anniversary of the twenty minutes until midnight.
Durst Mill. As the players explore the house, tick this dice
clock downward to indicate the passage of time,
The Durst Residence, Barovia Village always starting with the die showing the lowest
number. If the lowest die shows a one, you can tick
6 o'clock p.m. it down to “zero” by removing it from the group
13 Neyavr, 348 instead.
The dice clock counts down as follows:
Dinner and refreshments to be served.
Each time the players enter a new floor of the
house or dungeon, tick the dice clock down by
one.
Den of Wolves Each time the players make a Perception or
This room is largely as described in Den of Wolves (p. 212). Investigation check to search an entire room,
As the players enter this room, read: tick the dice clock down by one.
Each time the players complete a short rest,
As you crack the door to this room open, you catch a glimpse tick the dice clock down by three.
of something feral beyond: an amber eye that flashes in the The grandfather clock in the Main Hall sounds on
darkness, and a bestial muzzle curled into a snarl. the hour, every hour, and can be heard throughout
the house and dungeon.
If the players proceed, read: When the clock strikes midnight, the flesh
mound in the Ritual Chamber awakens and makes a
beeline for the players, exiting through the Hidden
The door cracks open, revealing a gray-furred wolf frozen into Trapdoor into the Den of Wolves if necessary to
place. It's only a moment before you realize that it's not reach them. At least one minute should pass
moving—and another before you realize that it's not alone. between the time the mound wakes up and the
This oak-paneled room looks like a hunter's den. Mounted time that it first reaches the players, nullifying its
heavy sleeper feature and allowing it to use its
above the fireplace is a stag's head, and positioned around the
multiattack actions.
outskirts of the room are two additional stuffed wolves—a
large gray wolf and a smaller brown wolf. Resting in Death House
Two padded chairs draped in animal furs face a hearth, with Due to their midnight deadline, it is impossible for
an oak table between them supporting an assortment of the players to take a long rest in Death House.
However, the players might still need to take a
objects. A chandelier hangs above a cloth-covered table
short rest. Each time they do so in the main house,
surrounded by four chairs, and two cabinets stand against the they experience one or more of the following
walls. A pair of small toys seems to have been forgotten hauntings:
beneath one of the chairs.
A player hears rats scrabbling up and down the
spaces between the walls. A thick, choking
The discarded toys are small, plush gray wolves, whose stench of rot seeps into the room.
threadbare coats show evidence of heavy mending and A player hears the sound of a woman’s
patchwork. Clusmy stitchwork on their stomachs reads humming emanating from the opposite side of
ROSE and THORN, respectively. a closed door. If the door is cracked open, a
In addition to its other contents, the east cabinet contains cold blue eye stares back before vanishing.
three silvered crossbow bolts mixed in with the other twenty A player hears footsteps descending from the
bolts. Meanwhile, the north cabinet also contains a mounted attic, which stop outside of their door before
piece of child's needlework that depicts a boy and girl holding moving away to the library. Soon after, a
the hands of a young woman, alongside clumsily stitched grinding noise can be heard coming from the
words that read FOR MISS KLARA. The young woman's library—the sound of the secret door.
face has been slashed and cut out. A player hears maniacal laughter echoing from
far below the house.
The first time that no players are looking at them, the three A player hears a pleading female voice in their
taxidermied wolves move. When the players next look at right ear that swears that “it isn’t his.” Another,
them, the large gray wolf is standing beside the smaller colder female voice in the player’s left ear
brown wolf, and the first gray wolf has turned its snarl toward scoffs and says, "You would say that, you little
the others. harlot."
A player that succeeds on a DC 12 Intelligence (Nature)
check can identify the large gray wolf as male and the other
two as female.
58
The wine's label shows that it is from the Wizard of Wines
Dining Room winery and provides the name of the wine: Champagne du
Players that approach this door can hear the muffled sound le Stomp. (A player that drinks the wine finds it to have
of a lively dinner feast, including clinking glasses, quiet turned to vinegar, as though it has magically aged
laughter, and distant conversation. If the players open or centuries in mere moments.)
knock on the door, however, the room falls silent, leaving only The piece of lace bears the initial "K" sewn onto one
the stillness and the cold grandeur of the room beyond. corner.
This room is largely as described in Dining Room (p. 213). A successful DC 14 Intelligence (Nature) check identifies
When the players enter it, read: the brown powder as dried silphium, a contraceptive herb.
The parchment scroll reads: "For the light of my life. —G."
You enter into a wood-paneled dining room. The centerpiece If the players read the note, one of the knives in the kitchen
is a carved mahogany table surrounded by eight high-backed flies off of its shelf and embeds itself in the opposite wall.
chairs with sculpted armrests and cushioned seats. A crystal
chandelier hangs above the table, which is set with
A2c. The Second Floor
resplendent silverware and crystal glasses polished to a Upper Hall
dazzling shine. Mounted above the marble fireplace is a
This room is largely as described in Upper Hall (p. 213).
mahogany-framed painting of an alpine vale. When the players enter this room, read:
The wall paneling is carved with elegant images of deer
among the trees. Red silk drapes cover the windows, and a Unlit oil lamps are mounted on the walls of this elegant hall.
tapestry hangs from an iron rod bolted to the south wall. Hanging above the mantelpiece is a longsword with a windmill
The table groans beneath the weight of a delicious-looking cameo worked into the hilt.
feast. Exquisite dishes lay on grand platters: succulent roasted Standing suits of armor flank wooden doors in the east and
poultry glazed with a shimmering honey sauce, perfectly west walls. Each suit of armor clutches a spear and has a
grilled cuts of beef still steaming lightly, a variety of cheeses visored helm shaped like a wolf's head. The doors between
and fresh fruits, and freshly baked breads giving off a them are carved with images of dancing youths.
comforting aroma. The red marble staircase continues its upward spiral to a
third floor, a cold draft whispering down from above.
A player who partakes in the food suffers no ill effects.
Kitchen and Pantry Servants’ Room
This room is largely as described in Kitchen and Pantry (p. This room is largely as described in Servants’ Room (p.
213). When the players enter this room, read: 213). When the players enter this room, read:
This undecorated bedroom contains a pair of beds with straw-
You enter a tidy kitchen, with dishware, cookware, and utensils
stuffed mattresses. At the foot of each bed is a closed foot
neatly placed on shelves. A worktable has a cutting board and
locker. A door to the left appears to lead to a closet.
rolling pin atop it. A stone, dome-shaped oven stands near the
In the right-hand corner stands a small wooden door, a
east wall, its bent iron stovepipe connecting to a hole in the
metal button set into the wall beside it. A basket full of
ceiling. Behind the stove and to the left is a thin door.
unwashed laundry appears to have been left beside it.
In the front right-hand corner of the room stands a small
wooden door set into the wall.
The basket contains a man's laundry, including fine suits,
If the players inspect the cookware, they find that the largest tunics, neckties, pants, and stockings. However, a single,
much-smaller woman's slip appears to have been mixed in
kitchen knife is missing. with the rest.
A player who enters the pantry finds that one of the shelves
contains a set of beautiful decorative plates painted with Conservatory
pictures of windmills. One of the plates appears to have been Players that approach this door can hear the faint sound of a
knocked off of the shelf and lies in shattered pieces on the harpsichord playing from beyond the doors. If the players
floor, leaving an empty spot in the row of plates. open or knock on the door, however, the music falls silent.
A few inches behind the empty spot on the shelf sits an This room is largely as described in Conservatory (p. 214).
antique copper pot, its lid slightly ajar. Peaking out from When the players enter it, read:
beneath the lid is the cork of what appears to be a bottle of
wine.
A player who opens the pot finds it to contain a bottle of You enter into an elegantly appointed hall, the windows of
wine, a folded piece of delicate lace, a vial of a brownish dried which are covered by gossamer drapes. A brass-plated
powder, and a bouquet of wilted sunflowers tied to a small chandelier hangs from the ceiling, and upholstered chairs line
scroll of parchment. the walls.

59
The dog can be coaxed out from his hiding spot, however,
Several stained-glass wall hangings depict beautiful men,
with a DC 10 Wisdom (Animal Handling) check, made with
women, and children singing and playing instruments. A advantage if he is offered food. A tag on his collar identifies
harpsichord with a bench rests in the northwest corner. Near him as "Lancelot."1
the fireplace is a large standing harp. Alabaster figurines of
well-dressed dancers adorn the mantelpiece.
Library
This room is largely as described in Library (p. 213-14).
    The Harpsichord. A player who inspects the harpsichord When the players enter this room, read:
finds that one of the keys appears to be permanently pressed
in the "down" position. A player who investigates the interior Red velvet drapes cover the windows of this room. An
of the harpsichord finds the cause: a rolled-up piece exquisite mahogany desk and a matching high-back chair face
parchment tucked beneath one of the strings. the entrance and the fireplace, above which hangs a framed
The parchment is a piece of handwritten sheet music for picture of a windmill perched atop a rocky crag. Situated in
the harpsichord titled Waltz for Klara. If the sheet music is corners of the room are two overstuffed chairs.
played on the harpsichord, read: Floor-to-ceiling bookshelves line the south wall. A rolling
wooden ladder allows one to more easily reach the high
As you press your fingers to the keys, the notes echo, a
shelves.
haunting melody filling the quiet, dusty room. As you continue
to play, the music seems to take on a life of its own, your
hands moving across the keys unbidden as if guided by an
The Desk. A handwritten note sits atop the desk. It reads:
unseen force.
From the edges of the room, spectral figures begin to
Dear Mr. and Mrs. Durst,
materialize, spinning and weaving in a ghostly dance as though
In light of my current condition, I respectfully
led by the song. Most are unfamiliar to you, but you recognize ask your leave for a brief time away from my
two: Elisabeth Durst, in the corner, watching Gustav's responsibilities.
apparition dancing with a beautiful young woman wearing While my devotion to your dear children makes
this decision difficult, I have taken it upon myself
humble clothes.
to find a solution that, I hope, will serve your
The eyes of Elisabeth's apparition eyes narrow into a cold, household well. A good acquaintance of mine is
furious stare. The dancers pay her little heed, however, the experienced in the care of children, and I believe
song growing faster as the spirits whirl to the rhythm of the that she could assume my role during my
temporary leave without difficulty.
harpsichord's crescendo.
I realize that my request is not without its
With a swift movement, Elisabeth reaches for a pendant complications. However, my years serving your
around her spectral neck—a shimmering amber shard hung on family have shown me the depth of your
a cord of ethereal mist. As her ghostly fist curls around it, her understanding and compassion. I truly feel that I
eyes flash a bright, menacing amber—and the spectral dancers
have become a part of this family, and I look
forward to bringing another member of that family
dissipate, swept away as if by an unseen wind. into this world.
Elisabeth's apparition lingers but a moment longer before Yours sincerely,
disappearing with the rest. As it does, a sound resonates Klara
through the room: the low sound of scraping wood,
originating from the room across the hall. The floor trembles
faintly—and you hear a crash from the mantelpiece. Two of
The top drawer of the desk contains a number of receipts for
the alabaster figurines have fallen from their place on the
candles, daggers, and incense.
The Bookshelves. A small rock collection sits upon one of
shelf: one, toppled over on its side; the other, shattered across the shelves, each of the stones labeled with its scientific
the floor. name.4 (This collection once belonged to Mr. Durst.)
Immediately beside the rock collection is a book titled The
A player who inspects the fallen figurines finds that the Tale of ________, with the final word being the name of the
toppled figurine has cracked across its face, arms, and torso, player character who first found it. It appears blank to any
and depicts a young and slender female dancer. The other creature, but, if read by that player character, tells the
shattered figurine has broken into dozens of pieces, and story of their life.2
appears to have once depicted a comely, older man. A third, The final written page of this book reads:
female dancer figurine remains defiantly standing atop the
mantelpiece where all three once stood.
    The Fearful Dog. A player that searches this room can ________ pulled the book down from the shelf and
find a small dog hiding under an armchair. After wandering began to read, unaware of the creature that
into Death House in search of food and spending three weeks watched them from the shadows. Slowly, the beast
locked alone inside, the dog is rail-thin, starving, and terrified began to creep forward.
of any character that approaches him.
60
The next page is blank, save for a bloodstain. A search of the
room provides no evidence of any lurking monster. Making Multiple Ability Checks
A character that searches the room and succeeds on a DC As the players explore Death House and the many
15 Wisdom (Perception) check can see flickering candle light secret places within the land of Barovia, don't
emanating from beneath the secret door.4 forget the Multiple Ability Checks rule, found on
The Secret Door. The secret door in this room has two page 237 of the Dungeon Master's Guide, which
components. First, a player must pull on the switch as reads as follows:
described in Secret Door (p. 214). Doing so causes the
bookshelf to swing forward, revealing a blank wooden wall Sometimes a character fails an ability check and
behind it. wants to try again. In some cases, a character is
Once the bookshelf has been moved, the players can see a free to do so; the only real cost is the time it
small panel made of dark wood behind it, built into the wall takes. With enough attempts and enough time, a
at approximately chest level. A small hollow niche, jagged and character should eventually succeed at the task.
To speed things up, assume that a character
irregular, lies at the panel's center and emanates a faint spending ten times the normal amount of time
amber glow. needed to complete a task automatically
The door cannot be opened unless the amber shard from succeeds at that task. However, no amount of
the Master Suite (see below) is placed into the niche. The repeating the check allows a character to turn an
secret door then swings open, allowing the players to enter impossible task into a successful one.
the Secret Room. The amber shard then dissipates into mist
and vanishes. In other cases, failing an ability check makes it
impossible to make the same check to do the
Secret Room same thing again. For example, a rogue might try
This room is largely as described in Secret Room (p. 214). to trick a town guard into thinking the
When the players enter this room, read: adventurers are undercover agents of the king. If
the rogue loses a contest of Charisma
(Deception) against the guard's Wisdom
This small hidden room is packed with bookshelves groaning
(Insight), the same lie told again won't work. The
with old and ominous-looking leather-bound tomes. A heavy characters can come up with a different way to
wooden chest with clawed iron feet stands against the south get past the guard or try the check again against
wall, its lid half-closed. Sticking out of the chest, its ribs and another guard at a different gate. But you might
decide that the initial failure makes those checks
head caught beneath the lid, is a skeleton in leather armor.
more difficult to pull off.

Change Strahd’s letter to read as follows:


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

61
The Jewelry Box. The jewelry box is empty of valuables.
Master Suite Instead, it is filled with grain, with an amber shard resting in
When a player first approaches this door, read: the center of the box. (This amber shard is the unique key to
the secret door in the Library.)
These grand doors loom tall, their dark wood frames enclosing The Balcony. A player that exits the bedroom onto the
a pair of dusty stained-glass windows. Each pane is etched
balcony sees that the town of Daggerford has vanished.
Instead, the balcony looks out over an endless, mist-filled
with intricate designs that resemble windmills, their once-
chasm.
vibrant hues now faded and obscured beneath a thick veil of
grime. Bathroom
Through the dusty haze that prickles your eyes , you catch a This room is as described in Bathroom (p. 215).
glimpse of something through the windows: a silhouette,
Storage Room
standing mere inches behind the glass. It's still and unmoving,
This room is largely as described in Storage Room (p. 215).
but the mere sight of it seizes your muscles in a vice-like grip,
When the players enter it, read:
your limbs refusing to obey your conscious mind.
The air around you thickens, its temperature plummeting to Dusty shelves line the walls of this room. A few of the shelves
a bone-chilling cold. Your breath fogs the glass panes, a have folded sheets, blankets, and old bars of soap on them. A
delicate frost creeping across them as the house's distance cobweb-covered broom leans against the far wall.
creaks and whispers are swallowed by a heavy silence.
The shadow behind the door is nearly formless— When a player first approaches within 5 feet of the broom of
insubstantial—but its presence invokes a primordial dread animated attack, it attacks with surprise as soon as they
deep within your marrow. Your heart beats faster, sweat avert their eyes or turn away, thwacking them once upside the
beading on your forehead, pulse racing through your veins. head. It then immediately returns to its initial position—now
Slowly, the silhouette begins to turn its head toward yours.
cobweb-free. On its future turns, the broom uses its
multiattack to continue to attack any player not looking at it
And then, just as suddenly as it appeared, the shadow
who remains within 5 feet, foregoing opportunity attacks
evaporates. The biting cold ebbs away, and the house's quiet against players that move away.
sounds return once more.
Nursemaid’s Suite
This room is largely as described in Master Suite (p. 214). This room is largely as described in Nursemaid’s Suite (p.
When the players enter this room, read: 217). When the players enter it, read:

You enter a dusty, cobweb-filled master bedroom with Dust and cobwebs shroud this elegantly appointed bedroom.
burgundy drapes covering the windows. A four-poster bed A large bed stands against the far wall, its once-opulent
with embroidered curtains and tattered gossamer veils stands coverings now faded and threadbare. Beside the bed, a
against the center wall. mildew-covered towel covers most of a dusty yellowed book
A door facing the foot of the bed has a faded full-length on one of its two end tables. On the far side of the room, you
mirror mounted on it. In the right-hand corner of the can see a pair of two more stained-glass doors, their windows
roomstands a small wooden door, its surface half-rotted by flecked with dirt and grime.
age. A tarnished metal button is set into the wall beside it. To the left stands an empty wardrobe, its doors slightly ajar.
A rotting tiger-skin rug lies on the floor in front of the Mounted beside it stands a full-length mirror, its wooden
fireplace, which has a dust-covered portrait of the man and frame carved to resemble ivy and berries.
woman from the first-floor portrait hanging above it. A web- To the right, an empty doorway leads into a darkened
filled parlor in the southwest corner contains two chairs and a nursery. You can see the silhouette of a crib, its quiet form
table holding several items, as well as a door with a dark, dirt- veiled by a hanging black shroud. A strange substance seems
flecked window. to cover the floor beneath it.
The room also contains a matching pair of wardrobes, a As you look around the room, you notice that the blankets
padded chair, and a vanity with a wood-framed mirror and a atop the bed lift slightly away from the mattress, as though
silver jewelry box. A soft amber glow emanates from the something is lying atop the mattress beneath. As you watch,
jewelry box's lid. you can see the coverings, almost imperceptibly, slowly rise
and fall with low, rhythmic rustling.
The Bed. A player that approaches the bed can see that a
large, bloodstained kitchen knife has been driven into one of The Bed. A player that removes the covers from the bed finds
the pillows. that there is nothing beneath them. Instead, the player only
finds a bloodstained mattress and crude hand-and-foot
restraints made from barbed wire nailed to the four posts of
the bed frame.
62
The Doors. A player that exits the bedroom through the
stained-glass doors and onto the balcony sees that the town Spare Bedroom
of Daggerford has vanished. Instead, the balcony looks out This room is largely as described in Spare Bedroom (p. 215).
over an endless, mist-filled chasm. When the players first enter it, read:
The Book. The book is a cobwebbed copy of a raunchy
romance novel titled Blue-Blooded Lips. It tells the story of a This cold, dust-choked room contains a slender bed, a
peasant woman's romance with a wealthy duke. nightstand, a small iron stove, a writing desk with a stool, an
The Nursery. If a player enters the nursery, read: empty wardrobe, and a rocking chair. A frowning doll in a lacy
yellow dress sits in the northern window box beside a
The air in this small nursery is strangely warm and tinged with
tarnished old music box, cobwebs draping it like a wedding
a coppery scent. Blood-red runes cover the floor and walls,
veil.
arranged in concentric circles around the crib in the center.
Looking down, you notice that a small object seems to have
The players can recognize the doll as the same doll that Rose
fallen beneath the crib. In the distance, you can faintly hear the
was holding in the family portrait in the Main Hall.
sound of an infant's soft whimpering. The music box contains a rusted, bloodstained skinning
knife as well as two curled-up pieces of parchment. The first
The object is a severed human finger with several pieces of parchment shows a basic floor plan split into three rectangles
flesh stripped from it. Tiny toothmarks can be seen around labeled QUARTERS, SHRINE, and ALTAR. QUARTERS
the wounds. A DC 12 Wisdom (Medicine) check identifies the and SHRINE are connected at the top by a single line, and at
finger as a woman's, and the teethmarks as a human child's. the bottom by a double line, which connects both to ALTAR.
The name "Walter" has been lovingly carved into the head The second parchment contains a list of unfamiliar names
of the crib. A successful DC 14 Intelligence (Arcana) beneath the word RECRUITMENT.
identifies the runes around it as dark necromantic magic. As the players exit the room, the rocking chair begins to
The Mirror. The nursemaid’s specter does not appear in rock softly and the music box opens and begins to play. The
this room. Instead, when a player approaches the mirror, the sound of motherly humming floats through the air for two
nursemaid’s spirit appears as an apparition in the glass. measures, but grows off-key and distorted before coming to a
The spirit resembles a pale, skeletally thin young woman, violent, screeching halt. The rocking chair then stops rocking.
with all of her fingers and toes removed, her eyes sewn shut,
and her lips and teeth torn from her mouth. Countless knife- Children’s Room
thin scars line her entire body, including the flesh around her This room is largely as described in Children’s Room (p.
wrists and ankles, and her hair has been carelessly hacked to 215-16).
stubble. In life, Rose was a budding wizard who discovered a small
Though its appearance is disturbing, players observing the spellbook in her father’s library, and took great care in
spirit feel that it is simply watching them with shy curiosity. copying the mending, light, and shocking grasp cantrips into
The spirit can neither speak aloud nor exit the mirror. her diary.4
However, it shows no hostility toward the players, and can As the ghost children speak with the players, Thorn
answer basic questions by nodding or shaking its head. It levitates one of his toys into the air, which falls and breaks.
knows everything that the nursemaid did in life. It shows fear Rose swiftly uses her mending spell to repair it. If her use of
at any mention of Mrs. Durst’s name, sorrow at any mention magic is remarked upon, she shyly shares her diary’s
of Mr. Durst’s, melancholic fondness at any mention of Rose location, which can be found hidden in the cobweb-covered
or Thorn, and despair at any mention of Walter. pillowcase on her bed.
If the players ask the spirit for aid in reaching the In addition to her cantrips, Rose’s aged and faded diary
basement or finding the “monster,” the spirit steps aside— also contains entries regarding her studies, her friends, her
vanishing from sight—and the secret door behind the mirror younger brother, her nursemaid (“Miss Klara”), and
slowly swings open. The spirit does not return. arguments between her mother and father. (Rose doesn't
know anything about the content of those fights.)
A2e. The Attic Rose knows the way down to the basement, but “isn’t
supposed to go down there.” If the party convinces her to
Attic Hall show them the way, she points them toward the dollhouse,
This room is largely as described in Attic Hall (p. 215). When revealing the secret entry. In exchange, she asks the players
the players enter this room, read: to take her and Thorn's bones with them when they escape,
burying them in the garden outside.
This bare hall is choked with dust and cobwebs. Several doors The dollhouse contains small dolls that depict tiny, twisted
lead from this attic corridor, including a door held shut with a
molds of any characters and creatures currently visible in the
house. The dolls are made of painted resin. Any character
padlock.
looking inside the dollhouse while in Rose and Thorn’s room
A low creak cuts through the air as one of the unlocked can see the appropriately-placed dolls of all living creatures
doors slowly creaks open. within the manor. The dollhouse only contains rooms within
the house itself, and does not depict the dungeon levels
The door leads to the Spare Bedroom (see below). below.

63
Storage Room
Profile: Rosavalda "Rose" Durst This room is largely as described in Storage Room (p. 215).
Roleplaying Information When the players enter this room, read:
Resonance. Rose should inspire sympathy for her
insecurities and fears, endearment for her This dusty chamber is packed with lumpy, squat shapes
dedication to Thorn, and gratitude for her earnest
draped in dusty white sheets. An old iron stove stands against
efforts to aid the players.
Emotions. Rose most often feels apprehensive, the right-side wall, next to what looks to be a large trunk
curious, defiant, or bold. covered by a sheet.
Motivations. Rose wants to keep Thorn safe and
comforted, and to allow their spirits to finally find
peace.
The nursemaid’s specter does not appear in this room.
Inspirations. When playing Rose, channel Eleven Instead, a character who opens the trunk finds the
(Stranger Things), Matilda (Matilda), and Lucy nursemaid’s corpse, with wounds consistent with those seen
Pevensie (The Chronicles of Narnia). on the spirit’s body in the Nursemaid’s Suite. A DC 14
Wisdom (Medicine) check reveals that the woman died of
Character Information starvation.
Persona. To the world, Rose is Thorn's fiercest A player inspecting the remains feels a cold breath on their
protector. To those she trusts, Rose is a lost, shoulder and the unshakeable sense of being watched.
fearful, and traumatized young girl. Meanwhile, if another player has previously uncovered a
Morale. In a fight, Rose would plead for peace, nearby mirror from its sheet covering, that player can see an
but flee with Thorn if that proved impossible. apparition of Elisabeth Durst within the mirror staring at the
Relationships. Rose is Thorn Durst's older sister, player near the chest. Once observed, the apparition swiftly
Walter Durst's half-sibling, and the eldest child of
Elisabeth and Gustav Durst.
vanishes.
Milestone. Descending into Death House's dungeon level
Profile: Thornboldt "Thorn" Durst completes a story milestone. When the party gains access to
Roleplaying Information
the secret stairs, award each player 200 XP.
Resonance. Thorn should inspire sympathy for Guest Bedroom
his shyness and fear, and endearment for his
childlike joy. This room is as described in Spare Bedroom (p. 215).
Emotions. Thorn most often feels uncomfortable,
joyous, anxious, or terrified.
Secret Stairs
Motivations. Thorn wants to keep close to Rose This room is largely as described in Secret Stairs (p. 217).
and find toys to play with. When the players enter this room, read:
Inspirations. When playing Thorn, channel Neville
Longbottom (Harry Potter) and Piglet (Winnie the The secret door opens to reveal a narrow spiral staircase built
Pooh). of aged-looking wood within a tight shaft of mortared stone.
Character Information Thick cobwebs fill the staircase as it descends into the
Persona. To the world, Thorn is a frightened darkness below.
young boy who clings to his sister. To those he
trusts, Thorn is a quietly observant and insightful
child. As the players descend the stairs, read:
Morale. In a fight, Thorn would cower and cry,
pleading for Rose to rescue him. The broken cobwebs around you sway like a gossamer
Relationships. Thorn is Rose Durst's younger wedding veil, beckoning you forward as the ancient stairs
brother, Walter Durst's half-sibling, and the creak and groan underfoot. The gaping maw of the stairwell
youngest child of Elisabeth and Gustav Durst.
draws you deeper, swallowing you up as you descend further
down its gullet. You descend one floor—two floors—three.
When the secret door is revealed, Thorn shyly asks the The walls of the stone shaft narrow around you, forcing you
players if he and Rose can accompany them downstairs to aid to hunch your shoulders and pull in your elbows to continue
them, and attempts to possess a friendly player if permitted. downward. In the darkness, you can only hear the shuffle of
When Rose or Thorn attempts to possess a player, describe it your feet, the choking groan of the stairs, and the pounding of
as “a child’s tiny hand, desperately seeking the touch of
another soul.” your blood in your ears.
A player possessed by Rose can cast the cantrips in her Finally, after what feels like hours, the descent levels out,
diary, while a player possessed by Thorn can gain the effects and the spiral staircase ends at a darkened landing of packed
of the mage hand cantrip as an action, without the use of earth. A narrow tunnel supported by aged timber braces
components. (The spectral hand is invisible.) stretches ahead of you, its stone walls seeming to bleed with
deposits of streaked, red clay. Eight feet ahead, the tunnel
splits, branching to the left and right.

64
As the players approach Rose’s Crypt and Thorn’s Crypt,
As your eyes and ears adjust to the cold, subterranean
read:
corridor, you notice that the tunnel isn't as silent as the
staircase above. An eerie, low-pitched sound echoes through This side-corridor branches again to the left and right. Large
the space—and you soon recognize it as a deep, incessant standing stone slabs seal the entrance to the tunnels on either
chanting. side, blocking the way forward. The slab to the left is etched
with the name "Rosavalda Durst"; the slab to the right is
A2f. The Basement etched with the name "Thornboldt Durst." Each slab exudes
the silence of a forgotten grave.
Family Crypts
These rooms are largely as described in Family Crypts (p. If the characters enter either crypt, read:
217-18). As the players approach the Empty Crypt and
Walter’s Crypt, read:
This small chamber contains a stone coffin resting on a stone
This side-corridor branches again to the left and right. On bier. The air in this crypt hangs heavy with sorrow.
either side, large standing stone slabs have been set aside to
lean against the walls, opening the way to a pair of dark, quiet The players cannot help Rose or Thorn’s ghosts find peace by
crypts. The slab to the right is etched with the name "Walter
placing their remains in their coffins. Neither Rose nor Thorn
finds these crypts comforting. Both prefer to leave as quickly
Durst"; the slab to the left is blank.
as possible.
If the characters enter the Empty Crypt, read: Cult Initiates’ Quarters
This room is largely as described in Cult Initiates’ Quarters
You peer past the leaning stone slab to see an empty earthen (p. 218).
crypt. As the characters move to descend to the Well and Cultist
Quarters (p. 218), a sudden splashing sound can be heard—
If the characters enter Walter’s Crypt, read: which then quickly subsides.
Well and Cultist Quarters
Swollen, bloody cysts cover the walls of this crypt like tumors. This room is largely as described in Well and Cultist
From time to time, they pulsate and burst, streams of pus Quarters (p. 218). When the players enter this room, read:
oozing down to collect on the floor. In the distance, you can
hear an infant's quiet whimpers. The ceiling of this dark, earthen chamber rises a foot higher
than the cramped tunnel. It's supported by thick wooden
As the players approach Gustav’s Crypt and Elisabeth’s posts and cross beams that have rotted with age and bear
Crypt, read: deep holes indicative of hungry insects.
Here, a lonely well stands at the center of the room,
This side corridor branches again to the left and right. Large surrounded on three sides by several smaller, alcove-like
standing stone slabs seal the entrance to the tunnels on either chambers that have been carved into the walls. Old footprints
side, blocking the way forward. The slab to the left is etched criss-cross the floor, leading into the alcoves, around the well,
with the name "Gustav Durst"; the slab to the right is etched up a staircase on the other end of the room, and back upstairs
with the name "Elisabeth Durst." The tunnel here is unnaturally the way you came.
quiet, and a thin mist clings to the floor. An old hempen rope attached to a rusted pulley descends
past the mouth of the well, swaying gently in the stagnant air
If the characters enter Gustav’s Crypt, read: as if just abandoned by an unseen occupant.

The crypt beyond the slab contains a stone coffin lying atop a
The well comprises a 4-foot-diameter well shaft with a 3-foot-
dusty stone bier. Silence hangs heavy over the lonely chamber. high stone lip, and descends 30 feet to a water-filled cistern.
A wooden bucket hangs from a rope-and-pulley mechanism
If the characters enter Elisabeth’s Crypt, read: bolted to the cross beams above the well. The interior of the
shaft is covered with an ash-black species of fungi.
A thick, acrid miasma hangs over the interior of this crypt, If the players toss an object down the well and then turn
away, they hear loud splashing and tearing sounds coming
which holds a stone-carved coffin resting atop a stone bier.
from below. When they turn back, the object has been torn to
The floor before it is littered with the bodies of hundreds of pieces, with large parts missing.
dead termites. Many cling to the elongated, bloated body of a
dead termite queen, while others appear to have died atop the
scarred, mutilated bodies of four larger beetles not far away.

65
Replace the silvered shortsword in footlocker 25E with a
book bound in grimy black leather. This journal, which one of A few dozen moldy bones have been piled into a grotesque
the cultists kept as a log of the cult’s victims, contains a list of and misshapen pyramid in a dark alcove to the south.
names and physical descriptions associated with each name.
Each entry includes gruesome details describing the victim’s Larder
sacrifice, such as “struggled profusely” or “no sedative This area is largely as described in Larder (p. 218).
given.”1 The grick in this alcove—the warped remains of Gustav
Hidden Spiked Pit Durst’s flayed corpse—is coiled on the ceiling, and drops onto
This room is largely as described in Hidden Spiked Pit (p. its victim when they enter. A DC 17 Wisdom (Perception)
218). If the characters enter this area from Well and Cultist check allows a player to determine its presence before
Quarters, read: entering.
If the players disturb the grick, read:
The staircase leads to a quiet landing. To the front, the stairs
A horrific creature—a long, flesh-like worm the breadth and
continue upward and vanish around a bend. To the right, the
length of a human man—drops from the ceiling. Its flayed
landing continues straight into a lonely corridor. This tunnel
muscles split open to reveal a flapping, gaping maw ringed by
hallway seems surprisingly clean and bereft of debris; at its far
hundreds of tiny, humanlike teeth and a gnashing, bony beak.
end, another earthen staircase descends into darkness.
It lets out a high-pitched, gurgling squeal as it hurls itself
The incessant chanting that has filled the air of this
forward, writhing, tendon-like tentacles lashing toward your
underground complex grows stronger toward the far end of
face.
this corridor. Its source seems to lie beyond the descending
stairs.
Ghoulish Encounter
If the characters enter this area from Dining Hall, read: This area is largely as described in Ghoulish Encounter (p.
218). When the players first approach this area, read:
The staircase descends to a quiet landing. To the front, the
A deathly stench emanates from this corridor. The stone walls
stairs continue to descend, opening into a broader chamber.
bear cracked, red stains, and a trail of old bones leads deeper
To the left, the landing continues straight into a lonely
down the tunnel.
corridor. This tunnel hallway seems surprisingly clean and
bereft of debris; at its far end, another earthen staircase
descends into darkness.
The incessant chanting that has filled the air of this
underground complex grows stronger toward the far end of
this corridor.

If the characters enter this area from Ghoulish Encounter,


read:
The staircase descends to a quiet landing. To the left, the stairs
continue to descend, rounding a bend before vanishing into
darkness. The incessant chanting that has filled the air of this
underground complex appears to be echoing from below.
To the right, the landing continues straight into a lonely
corridor. This tunnel hallway seems surprisingly clean and
bereft of debris; at its far end, the corridor branches left and
right.

Dining Hall
This room is largely as described in Dining Hall (p. 218). When a player first enters one of the 5-foot squares at the
When the players enter this room, read: entrance of the corridors (marked T on the map), four ghouls
rise up out of the ground in the spaces marked G and attack.
As the ghouls attack, they mindlessly repeat any or all of
This room contains a plain wooden table flanked by long
the following phrases:
benches. Moldy humanoid bones lie strewn on the dirt floor. A
thick stench of rot and gore fills the chamber, so coppery with “Beautiful. We’re so beautiful.”
blood that you can taste it on your tongue.
“We are perfect. We are immortal.”
“Help us live forever.”
66
If the players continue down the corridor, read: If the players approach the door leading to Cult Leaders’
Den, read:
The trail ends at the center of a quiet intersection. The
incessant chanting you've heard since first entering the This old wooden door is covered in ancient red stains.
dungeon is noticeably louder down the northern branch of the
intersection. If the players have not already seen this door from the
opposite side, add:
Stairs Down
The half-eaten body of a rat lies at its base, its head torn off
This room is largely as described in Stairs Down (p. 218).
When the players approach this area, read: and half of the spine poking from its severed lower torso.

A dark set of chiseled stone steps descends into darkness. It's


Any creature that touches the door becomes adhered to it,
whereupon the mimic attacks. The mimic also attacks if its
clear that the origin of the muffled chanting you've been
takes any damage.
hearing lies below. When the mimic attacks, the victim's hand is sucked inside
of it. The door then deforms, sprouting dozens of mouths and
Darklord’s Shrine eyes, with the nearest mouth attempting to bite down on the
This room is largely as described in Darklord’s Shrine (p. now-stuck victim.
218). When the players enter this room, read: If the mimic is attacked at range by a wary or alerted PC, it
flees, vanishing around the corner and reappearing as a door,
This room is festooned with moldy skeletons that hang from
chest, or longsword elsewhere in the dungeon.
rusty shackles against the walls, their mouths hanging open in Hidden Trapdoor
silent screams. This room is largely as described in Hidden Trapdoor (p.
A wide alcove in the south wall contains a painted wooden 219). When the players find and enter this area, read:
statue carved in the likeness of a gaunt, pale-faced man
wearing a voluminous black cloak, his pale left hand resting on The clay staircase ends at a cramped landing. Six feet above
the head of a wolf that stands beside him. The statue's right the ground, a half-rotted ceiling of close-fitting planks holds a
hand holds a smoky-gray crystal orb, and its painted gaze closed wooden trapdoor leading to an upper floor. The
stares down toward you, a cold and cruel glint to its eye. trapdoor is bolted shut from this side.
Five ashen shadows are burned into the walls, with soot
marks stretching across the floor toward the statue. Cult Leader’s Den
The room has exits to the west and north. Chanting can be This room is largely as described in Cult Leaders’ Den (p.
heard coming from the west. 219). When the players enter this room, read:

A player that approaches the orb can hear many voices This quiet room contains a wooden table flanked by two high-
whispering the following phrases: backed chairs and holding a clay jug and two flagons. Above
the table is suspended an unlit cast-iron chandelier. Iron
“His gaze burns upon us.”
“The Darklord’s eyes are always watching.” candlesticks stand in two corners of the chamber, their
candles long since melted away. A short corridor at the north
Additionally, that player’s shadow begins to writhe and end of the room leads to a darkened chamber beyond.
twist, its edges growing tattered and blurred as it lashes
erratically across the floor. A player who touches the orb feels
as though a “dark, ancient evil” has suddenly turned its eye See Darklord’s Shrine for more information on running the
upon them. mimic here.
If the orb is removed from its position, the ashen shadows Cult Leader’s Quarters
upon the walls begin to stir. Each round, up to two of the This room is largely as described in Cult Leaders’ Quarters
shadows “awaken,” swooping across the walls. As they
awaken, they murmur and moan the following phrases: (p. 219). When the players enter this room, read:
“Begone from this place!” This room contains a large wood-framed bed, the feather
“Look not upon us.” mattress rotted by years of disuse. An old wooden wardrobe
“Return the Darklord’s offering!” carved with demonic faces stands against the wall to the left,
Once all shadows have awoken, they attack, with each and a faded wooden footlocker stands quietly at the foot of
shadow preferring to target a different player. If the orb is the bed.
returned to its place on the statue, the shadows return to
their original positions and become dormant once more.

67
The room is suffused with a familiar stench of death—but far The floor is submerged beneath two feet of dark, murky water
stronger, mixing with a noxious scent that fills your lungs with that sloshes around your calves and boots. The tunnel forward
every breath. is blocked by a rusty iron portcullis. Beyond its iron bars, you
can make out the dark outline of a half-submerged chamber, a
The wardrobe contains several old robes, a pair of iron raised stone dais, and a thick cloud of rolling mist.
candlesticks, and an open crate containing thirty torches and
a leather sack with fifteen candles inside it. A rotting aroma The wooden wheel that opens the portcullis is located on the
also emanates from a pair of rotted organs—a half-eaten liver eastern side of the gate (i.e., the side facing the Reliquary),
and a gnawed intestine—lying hidden beneath the hems of rather than the western side (i.e., the side facing the Ritual
the robes. Chamber). However, the chain-link mechanism has broken,
Folded inside the foot locker, on top of its other contents, is preventing the players from proceeding without repairing it
a boneless (Van Richten’s Guide to Ravenloft, p. 228) made (e.g., by using Rose’s mending cantrip) or lifting the portcullis
of the recognizable flayed skin of Gustav Durst. When the by hand. (If the players lift the portcullis by hand and then
foot locker is opened, the boneless springs out to attack the release it, its weight causes it to shut once more unless
nearest creature. propped open.)
No ghasts attack if a player removes any items from the
foot locker, and there are no hidden cavities behind the walls. Ritual Chamber
A2g. The Dungeon
This room is largely as described in Ritual Chamber (p.
219). When the players enter this room, read:
Reliquary
This room is largely as described in Reliquary (p. 219). When The chanting stops as you peer into this forty-foot-square
the players enter this room, read: room. The smooth masonry walls provide excellent acoustics.
Featureless stone pillars support the ceiling, and murky water
The dusty stone steps descend past a landing and around a covers most of the floor. Stairs lead up to dry stone ledges
bend until they end at a cold, rectangular chamber. A thin, that hug the walls. In the middle of the room, more stairs rise
wafting mist clings to the ground, and the wooden cross to form an octagonal dais that also rises above the water.
beams that support the ceiling groan beneath the weight of Rusty chains with shackles dangle from the ceiling directly
the house and underground complex above. above a stone altar mounted on the dais. The altar is carved
The walls of this room are cut with small, chiseled alcoves, with hideous depictions of grasping ghouls and is stained with
each holding a strange, ghastly trinket or relic. A corridor with dry blood. A small, white bundle lies atop it.
a sagging ceiling exits the chamber and bends out of sight to A breach in the far wall leads to a dark cave. Within that
the right. Past it, you can see a stone slope that descends into cave lies a dark, amorphous shadow, its bloated mass rising
black, murky water. The ghostly chant you've heard since and falling with a slow, shuddering rhythm.
entering the basement is strongest here, and seems to be As soon as you step foot into the chamber, the ghostly
emanating from the other side of a rusted, closed portcullis. chanting you've heard suddenly falls silent.
You can finally understand the words.
They say, over and over again, in a ceaseless refrain: The bundle atop the altar is the size and shape of an infant
"He is the Ancient." wrapped in swaddling clothes. If unwrapped, the players
"He is the Land."
instead find it to hold a rusted, serrated dagger stained red
with ancient blood.
The dark shadow in the cave is a flesh mound containing
Prison Walter’s spirit.1 It is a swollen, bloated mound of bones, flesh,
This room is largely as described in Prison (p. 219). When and gore that seems to breathe as its mass rises and falls. A
the players enter this room, read: player that observes it concludes that it appears to be
sleeping.
The sound of clinking chains melds with a quiet, near- When a player first unwraps the dagger atop the altar, read
the flavor text listed under “One Must Die!” (p. 220). The
imperceptible rustling as you round the bend into a long,
cultists’ chanting causes the flesh mound to begin stirring,
darkened dungeon. Rusted shackles hang patiently from the awakening it fully after three rounds.
walls, as if waiting to bite into prisoners' flesh once more. The flesh mound also awakens if attacked. In either case,
when the flesh mound awakens, its subsequent screeching
Portcullis wail causes the earth to tremble, sending the Portcullis
This area is largely as described in Portcullis (p. 219). When crashing to the ground.
the players approach this area, read:

68
The Art of Barovia
If you'd like to download static and animated
copies of the artwork on this page—as well as all
other art pieces included in this guide—support
the artist, JamesRPGArt, by joining his official
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69
Flesh Mound, 1st Form Flesh Mound, 2nd Form
Large undead, chaotic evil Large undead, chaotic evil

Armor Class 15 (natural armor) Armor Class 15 (natural armor)


Hit Points 51 (6d10 + 18) Hit Points 51 (6d10 + 18)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 5 (-3) 16 (+3) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 5 (-3)

Condition Immunities blinded, deafened, exhaustion Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft., passive Perception 10 Senses blindsight 60 ft., passive Perception 10
Languages — Languages —
Challenge 3, or 2 when its heavy sleeper feature is Challenge 3, or 2 when its heavy sleeper feature is
active. active.

Heavy Sleeper. If either of the mound’s forms has Heavy Sleeper. If either of the mound’s forms has
been unconscious within the past minute, it can’t been unconscious within the past minute, it can’t
use its multiattack. use its multiattack.
Instinctual Defense. When the mound drops to 0 hit Innocent Heart. The front of the mound contains a
points, it expels each creature currently engulfed by large, misshapen rib cage. Within the rib cage
it. (Those creatures appear prone in an empty space hovers the infant corpse of Walter Durst. Walter's
within 5 feet of the mound.) The mound’s statistics corpse has AC 17, 20 hit points, and the same
are then instantly replaced by the statistics of its ability scores as the flesh mound. If Walter's corpse
second form. Its initiative count doesn’t change. is reduced to 0 hit points, the flesh mound instantly
dies.
Actions
Multiattack. The flesh mound makes two Slam Actions
attacks. If it has a Medium or smaller creature Multiattack. The flesh mound makes two tentacle
grappled, the flesh mound then uses its Engulf on it. attacks and uses its gore spray.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., Tentacle. Melee Weapon Attack: +5 to hit, reach 10
one target. Hit: 8 (2d4 + 3) bludgeoning damage. If ft., one target. Hit: 8 (1d10 + 3) bludgeoning
the attack hits a Medium or smaller target, the damage. If the target is a creature, it must succeed
target is grappled (escape DC 13). on a DC 13 Strength saving throw or be knocked
prone.
Engulf. The flesh mound engulfs a Medium or
smaller creature grappled by it. The engulfed target Gore Spray. The mound spews blood and gore in a
is blinded, restrained, and unable to breathe, and it 15-foot cone. Each creature in that area must make
must succeed on a DC 13 Constitution saving throw a DC 13 Dexterity saving throw. On a failure, a
at the start of each of the mound’s turns or take 8 creature takes 7 (2d6) necrotic damage and is
(2d4 + 3) bludgeoning damage. If the mound blinded until the end of the mound's next turn. On a
moves, the engulfed target moves with it. The success, a creature takes half as much damage and
mound can only have one creature engulfed at a isn't blinded.
time.

In combat, the flesh mound uses the above two statblocks,


If the players use the dagger to kill a humanoid creature upon beginning with its first form. For one minute after it has
the altar before the flesh mound awakens, the flesh mound awoken, the flesh mound’s heavy sleeper feature prevents it
returns to sleep and the cultists’ apparitions disappear. Far from using its multiattack actions in either form.
overhead, the players can hear the sound of the house’s front A creature engulfed by the mound’s first form can hear the
door opening, followed by the sounds of the distant faint sound of a baby crying at the center of its swollen bulk.
thunderstorm. All monsters and apparitions vanish from the If both of the flesh mound’s forms are killed, its bloated
house, and the players can now leave freely. body dissolves into mist, leaving a small pile of Walter’s
Otherwise, the flesh mound attacks the players, fighting to bones behind. The cultists’ apparitions vanish immediately
the death. At the start of the flesh mound’s first turn, the thereafter.
cultists’ chant changes again: “The child comes! Death, be
praised!”

70
A2h. Escape From Death House
Running a Skill Challenge
When the flesh mound dies, the cultists’ apparitions vanish,
leaving the basement eerily silent. Far overhead, the players
A skill challenge is a fast-paced action scene in can hear the sound of the house’s front door opening,
which the players must use their creativity and followed by the sounds of the distant thunderstorm.
resourcefulness to achieve a particular goal. The
players don't need to make any particular checks or
When the players next begin to move toward the exit, read:
take any particular actions to pursue this goal—it's
assumed that they're working hard off-screen to A guttural moan ripples through the air—and a terrifying
make it possible. apparition manifests before you: the spirit of Elisabeth Durst,
A skill challenge has multiple rounds, each of her once-beautiful features now grotesquely distorted. Her
which can end in success or failure. On each round lustrous hair is a wild, disheveled mess, her skin tightened and
of a skill challenge, the party proceeds through the
twisted into a deathly pallor, and her lips peeling back to reveal
following steps:
Complication. The DM announces a new sharp, yellowed teeth. An amber shard glows ominously on a
complication obstructing the party’s efforts to cord around her spectral neck, a shadowed wisp swirling
reach their goal. Any player can volunteer to within its depths.
overcome it, thereby becoming the Active Player.
The spirit levitates high above the floor, sunken eyes blazing
(A player can't be the Active Player two rounds in a
row). with malice and mouth twisted into a snarl. "You may have
The Plan. The Active Player describes their plan evaded my pet," it rasps, "but I will tear this house apart
to overcome the complication. If the DM accepts before I let you escape." It throws its head back and lets loose
it, the Active Player’s turn begins.
a blood-curdling scream that reverberates across the stone
The Turn. As in a combat encounter, the Active
Player can use an action, a bonus action, and/or an walls—and sets the very foundations of the house trembling.
environmental interaction to assist their efforts to Far above, the grandfather clock begins to chime, the sound
overcome the complication. mounting to a thunderous cacophony. Dust and debris rain
The DC. If the Active Player’s plan is particularly down as the floor shakes beneath you, the wooden cross
creative or risky, the DM may choose to increase or
decrease the complication's DC by the party's beams of the ceiling starting to splinter and crack. Elisabeth's
proficiency bonus. spirit fixes you with a feral grin—and then dissipates into thin
The Skill Check. The DM and Active Player agree air, leaving only echoes of its spiteful laugher as the house
on a single skill or tool that the Active Player will rumbles, shifts, and groans.
use to overcome the complication. The Active
Player then makes an ability check and adds any
relevant modifiers. If the DM allows it, the Active It soon becomes clear to the players that the entire house
PC may gain additional bonuses based on the might collapse over their heads before they’re able to escape.
efforts they took during their turn: As the players move to flee, a skill challenge begins.
The goal of this skill challenge is to escape Death House
For each cantrip, unlimited-use feature, or piece before it collapses. The DC for each round of the skill
of equipment the Active Player used, they gain challenge is 14. To successfully complete the challenge, the
+2 to the roll.
If the Active Player used a low-level spell, a
players must accumulate five successes before three failures.
consumable item, or a limited-use feature, they Round 1. A sudden rockslide obstructs the path as the
gain advantage on the roll. (A low-level spell has players ascend the stairs from the Reliquary to the Spiked
a level less than the Active Player’s proficiency Pit. Penalty: Each player takes 1d6 bludgeoning damage.
bonus.) Round 2. The floor grows slick with blood and slopes
If the Active Player used a high-level spell or a downward toward the pit, which grows large, sharp teeth.
feature that can be used only once per short or Penalty: Each player takes 1d6 slashing damage.
long rest, they automatically succeed on the Round 3. If the players previously found the concealed
roll. (A high-level spell has a level equal to or door in the Darklord's Shrine (see Concealed Door, p.
greater than the Active Player’s proficiency
bonus.)
218), they pass through it and gain two successes,
proceeding to Round 7. Otherwise, they proceed north
On a success, the party gains one success. On a into the Dining Hall, where the gnawed bones rise into the
failure, the party gains one failure, and all players air and attempt to skewer the players’ loose clothes—and
suffer the complication’s penalty. If the party has flesh—to the walls. Penalty: Each player takes 1d6
not yet reached the required number of successes piercing damage.
or the maximum number of failures, the next round Round 4. As the players ascend the Secret Stairs, a tide of
begins. blood sweeps down the staircase. Penalty: Each player
The Penalty. If a player is reduced to 0 hit points takes 1d6 bludgeoning damage.
by a complication’s penalty, they fall unconscious
and cannot become the Active Player for the
remainder of the skill challenge.

71
Round 5. The players emerge into the Storage Room and Death House Design Notes
a cloud of noxious gas billows from the stove, filling and The Arrival. The illusory Rose and Thorn have been
obscuring the room. Penalty: Each player takes 1d4 intentionally removed from this version of Death House in
poison damage and is poisoned for the next two rounds. order to ensure that the players enter the house of their own
Round 6. As the players descend to the Balcony, grasping, volition and trust the real Durst children upon meeting them.
black, blood-stained roots begin to grow from the walls The countdown and poem have been added to provide the
and floor, attempting to entangle them. Penalty: Each players with a clear sense of direction and purpose while
player takes 1d6 bludgeoning damage. exploring the house, and to prevent the players from taking a
Round 7. As the players enter the Main Hall, the stuffed long rest (and therefore disrupting the balance of subsequent
wolves from the Den of Wolves come to life and obstruct combat encounters) while doing so.
the path forward. Penalty: Each player takes 1d6 piercing The First Floor. The feast in the dining room has been
damage. made intentionally harmless in order to encourage the
Failure. If the players fail the skill challenge, Rose and players to trust the safety of Strahd's dinner invitation when
Thorn—if present—sacrifice themselves to allow the players they later receive it. Additional clues have been added to
to escape. Read: convey to the players the relationships within the Durst
family, including Mr. Durst's affair.
The house quakes and roars overhead. Two small, ethereal The Second Floor. Clues have been added to ease the
forms appear before you. "Go!" Rose shouts, eyes glistening
discovery of the library's secret room and to convey the depth
of Mr. Durst's affair, as well as the nursemaid's pregnancy.
with unshed tears. "We'll hold them off!"
The dog Lancelot, a popular community character, has
been retained to momentarily cut the tension and to provide
The players are then swept from the house by an unseen the players with a sense of companionship as they pass into a
force as Rose and Thorns' spirits blaze with radiant light. If strange and unfamiliar land. (To keep timelines consistent,
the players took the childrens' bones, they crumble to dust in and to allow the players to keep him without guilt, Lancelot is
the players' hands. no longer owned by the Barovian villager Gertruda.)
The Third Floor. The nursemaid's specter now serves as a
B2k. Outside Death House vital tool that allows the players to find the attic staircase
When the players exit Death House, the storm overhead has without undue frustration or delay. Additional clues have
slowed to a mere drizzle, and the mists around the house been added to convey the fate of Walter, Mr. Durst, and the
have disappeared. Moreover, rather than night, the players nursemaid.
emerge into a gray-lit, sunless morning. The Attic. Clues have been added to convey the
Most surprisingly, however, the players now find nursemaid's fate and the founding of Mrs. Durst's cult.
themselves in a dark forest clearing at the beginning of the The Dungeon. Several of the encounters in this area have
Old Svalich Road (p. 33), rather than on the Triboar Trail. been changed to reduce the probability of a TPK and to teach
The road travels west. To the east lie dark, endless woods the players to act cautiously and make wise decisions. In the
filled with the Mists of Ravenloft (p. 23). ritual chamber, the cult is no longer willing to accept the
If the players killed the flesh mound, the house and its sacrifice of a beast (e.g., Lancelot), foreshadowing that Strahd
adjoining buildings collapse into the earth, leaving a dark and will not be content with Ireena alone. The shambling mound
bottomless pit behind. The pit vanishes the first time the has been replaced by a two-stage flesh mound, whose
players depart the clearing. statistics have been calibrated to provide a challenging fight
If the players appeased the flesh mound with a sacrifice, without risking a TPK.
the house and its adjoining buildings vanish from sight the Escape From Death House. The skill challenge escape
first time that no players are looking at them. provides a thrilling conclusion to the Death House adventure
If they’re still possessing the players, Rose and Thorn’s and ensures that the players will feel adequately relieved
spirits end their possessions. The children remark that the upon entering Barovia itself.
woods look like their home—Barovia. They then ask the This guide has intentionally foregone a popular community
players if they can bury their remains before proceeding any addition that places a bottle of wine—courtesy of Strahd—at
further, so that they can finally rest. (The children's spirits will or near the exit of the house. Strahd is not omniscient, and
not proceed further into Barovia, instead pleading for the the players' efforts to avoid or foil his spies will prove a
players to allow them to rest.) recurring aspect of gameplay through the adventure.
If the players bury their remains here, the children’s spirits Moreover, Death House is too far from Barovia proper for
thank them before vanishing. If the players bury Walter’s Strahd to have obtained and delivered a fresh bottle of wine
remains alongside them, Death House is permanently to its location. A villain is only as evocative as their
destroyed, the spirits within put to rest. If they leave the limitations, and Strahd has many. Finally, it is an intentional
clearing without burying Walter’s remains, however, one of design choice of this guide that the players do not encounter
the players sees Elisabeth’s spirit staring at them from the Strahd directly until their meeting at the River Ivlis
clearing. The spirit vanishes soon after. Crossroads, which ensures that their relationship with
Milestone. Escaping Death House completes a story Strahd before then is built solely on rumor, second-hand
milestone. When the party departs from Death House’s knowledge, and superstition. Earlier direct exposure would
clearing, award each player 400 XP. (This should allow the wholly spoil this effect.
players to advance to 3rd level.) If the players also buried
Walter’s remains, award each player an additional 100 XP.
72
Arc B: Welcome to Barovia
In this arc, the players travel to the gloomy village of Barovia,
which has been ravaged by death and despair in the wake of
Strahd’s revival. When a disguised wereraven guides them to
the Blood on the Vine Tavern, they meet Ismark, the eldest
child of the village’s recently deceased burgomaster.
In exchange for food, shelter, information, and assistance
against Strahd, Ismark asks the players to escort his sister
Ireena—a target of Strahd’s interest—to St. Andral’s Church
in the walled town of Vallaki to the west, where he believes
she will be safe. Ismark is soon approached by "Mad Mary," a
villager whose daughter, Gertruda, has recently left the
village in search of her betrothed.
If the players agree to help him, Ismark escorts them to the
Burgomaster's Mansion. There, Ireena insists on a burial for
her father before departing, which can be performed at dawn
with the aid of the village’s priest, Father Donavich. As the
players rest in the mansion, they receive a shared dream from
the Vistani seer Madam Eva, who warns them that they are in
grave danger and invites them to journey to her tent at Tser
Pool Encampment to learn their fates.
Upon delivering the Burgomaster's coffin to the church the
following dawn, the players can meet Doru, Father
Donavich's son, who Strahd transformed into a vampire
spawn as punishment for his rebellion. The players then face
a choice: Will they destroy Doru, as Father Donavich requests
—or spare him?
B1. Old Svalich Road
This scene largely unfolds as described in Old Svalich Road
(p. 33). However, as the players travel down the road away
from Death House's clearing, read:
Heavy mists roll in across the road, creeping between the
weather-worn trees like gnarled, ghostly fingers. The air carries
an unnatural chill, and the hush of silence falls over the woods
like a burial shroud.
As you walk, something catches your eye—a hunched
silhouette in the fog, watching silently from the underbrush.
Then, as quickly as it came, it vanishes.

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


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

73
More visions come, fleeting and ephemeral, like whispers on B5. The Village of Barovia
the wind. A tall, slender figure looms in the darkness,
B5a. The Raven’s Guidance
feathered wings spreading elegantly from its back before it,
This scene largely unfolds as described in Approaching the
too, melts into the shadows. In the distance, a broad- Village (p. 41). Modify the description as follows:
shouldered silhouette lurks among the moss-covered trunks,
the shadow of an axe across its shoulder as it slowly curls a Tall shapes loom out of the dense fog that surrounds
clawed, swollen hand. It hold your gaze for a moment, then everything. The muddy ground underfoot gives way to slick,
fades back into the fog from whence it came. wet cobblestones. The tall shapes become recognizable as
A final figure—a tall, cloaked silhouette—flickers in the fog village dwellings. The windows of each house stare out from
betwixt three ancient yews. It seems to appraise you, its pools of blackness. Not a sound cuts the silence, save for the
presence palpable even from a distance—and then a roll of quiet flapping of wings.
distant thunder echoes across the skies. Before you can even
blink, the figure is gone, the forest falling silent once more. The flapping is made by a raven with blue-tipped wings,
which perches atop one of the houses flanking the street.
These silhouettes depict, in order: Madam Eva, the Roc of This raven is Muriel, a disguised wereraven and member of
Mount Ghakis, Argynvost, the Keepers of the Feather, the the Keepers of the Feather.
Abbot, Izek Strazni, and Strahd von Zarovich. The figures are Once noticed by the players, Muriel caws and takes off
illusions of the mists, and bear no deeper bond to the once more into the air, attempting to lead them through the
individuals they represent. misty streets to the Blood of the Vine tavern, where she
When the last silhouette disappears, the mists part on the perches atop its sign.
road ahead, revealing the Gates of Barovia. The players do not encounter Morgantha, the night hag
peddler, while exploring the village of Barovia. (They will
B2. Gates of Barovia meet her later on the Old Svalich Road instead.)
This scene unfolds as described in the Gates of Barovia B5b. The Blood on the Vine Tavern
section (p. 34). This area is largely as described in Blood of the Vine Tavern
(p. 43). However, insert the following after the first sentence
B3. Svalich Woods of this area’s description:
This scene unfolds as described in the Svalich Woods
section (p. 34). An old, chipped stone statue stands at the center of the
square, depicting a man wearing leather armor and holding a
B4. Barovian Overlook sword.
When the players emerge from the Svalich Woods, read:
The statue bears a weather-worn plaque at its base. It reads:
The dark woods fall away, revealing a misted, gloomy valley “ISMARK ANTONOVICH THE GREAT. Burgomaster of
dotted with thick clouds of fog. Barovia. Bane of Vampires. 618—662 B.C.” (“B.C.” stands for
Rolling thunderclouds cast a gray pall over the land below,
“Barovian Calendar.”)
no sun visible in the cold, grey light. Evergreen trees climb the Entering the Tavern
sides of the mountains that enclose the valley. To the north Instead of Alenka, Mirabel, and Sorvia—the three Vistani
rises a stony mount with tufts of trees; to the south, a snow- found here in the original module—Arik is the sole owner and
capped peak with rugged slopes towers imperiously above the proprietor of the tavern. Alenka, Mirabel, and Sorvia are
land below. merely patrons, visiting from Tser Pool to drink and gather
The muddy road continues on ahead, passing through
news.
When the players enter, these Vistani eye them with brief
yellowed grasses and farmland until it reaches a small, humble
interest, but soon return to their drinks, departing the tavern
settlement hunkered down in the earth. Alongside the road, a soon after. (Alenka and Mirabel return to Tser Pool. Sorvia, a
river flows as clear as a blue winter sky through the valley. spy for Strahd, travels to Castle Ravenloft to report that new
Far above the village looms a dark, twisted castle, standing outsiders have entered Barovia.)
alone atop a pillar of sheer stone. For an instant, a distant As the PCs speak with Arik, Ismark approaches, offers to
spear of lightning crackles, illuminating the towering keep in
pay for their drinks, and invites them to his table. He notes
that the players appear to be newcomers to Barovia,
harsh lights and shadows—and then a thick bank of fog rolls
apologizes for the state of the village, and asks
in, concealing the village and castle from view. sympathetically how they've come to arrive in the valley.

74
Ismark reels back as if struck, then his eyes crease with
worry. He gives Mary his condolences, and promises that he
Profile: Ismark Kolyanovich will organize a search party as soon as the last one returns.
Roleplaying Information Mary thanks him, gives the players a pale, wide-eyed look,
Resonance. Ismark should inspire flattery with his and departs swiftly through the door.
genuine interest and empathy for the players, Arik then delivers the players' drinks, and the taproom
sympathy for his guilt and desperation, endearment slowly fills once more with murmurs of conversation and the
for his anxiety to step beyond his ancestor's occasional clinks of tankards. Among them, the players can
shadow, and gratitude for his friendliness and aid. hear someone spit into a mug and snarl, "Ismark the Lesser."
Emotions. Ismark most often feels concerned, (Ismark stiffens at the epithet, but refuses to discuss it
guilty, friendly, melancholy, defiant, hopeful,
desperate, and grateful.
further.)
Motivations. Ismark wants to keep his village and Drinks with Ismark
Ireena safe, keep his father's memory alive, and one
day match his ancestor's legacy.
As the players drink, in addition to the information given in
Inspirations. When playing Ismark, channel Jon Roleplaying Ismark (p. 43) and Barovian Lore (p. 26), and
Snow (Game of Thrones), Faramir (Lord of the the village’s recent history described above, Ismark can share
Rings), and Trevor Belmont (Castlevania). the following information:
Character Information The players have entered the land of Barovia, a realm
Persona. To the world, Ismark is a courageous, surrounded by deadly fog and ruled by Strahd von
reliable, and compassionate leader. To those he Zarovich, a powerful vampire who slumbered in Castle
trusts, Ismark is a self-doubting, struggling warrior Ravenloft until recently.
desperate to keep his loved ones safe. Deep down, Outsiders are occasionally spirited into Barovia by the
Ismark worries that he will never live up to his mists. (Ismark has no knowledge of Death House, but
ancestor's deeds—and fears that he has already vaguely remembers tales of unorthodox ways by which
irreparably failed. travelers have come to the valley.) There is no escaping
Morale. In a fight, Ismark would first seek to Barovia once an outsider has entered it.
mediate the parties' conflict, but would gladly draw The village of Barovia was recently decimated by a siege
his sword—and even fight to the death—if he from Strahd's undead forces. While the undead were
believed that he was fighting for something or dispatched, the village suffered heavily, and many
someone worth protecting. Barovians fled to Vallaki, a fortified town to the west.
Relationships. Ismark is the adoptive brother of Many are still missing, and Ismark has had to dispatch
Ireena Kolyana, and the great-grandson of Ismark several search parties across the nearby woods in search
the Great. of survivors.
All Barovians call Strahd “the Devil,” fearing that speaking
his name gives him power and draws his attention. (This
As Ismark and the players await their drinks, read: is a myth.) Ismark is unsure whether he believes this, but
warns the players that Strahd’s spies are thought to be
The door to the tavern swings open once more, and a woman always watching— bats, wolves, and even human servants,
steps through, clad in a tattered and threadbare cloak. Her hair,
including some among the Vistani.
St. Andral’s Church in Vallaki is said to be hallowed
tied into two loops that fall around her neck, is unkempt and
ground, protecting its congregants from vampires and
tangled, and her wide eyes dart across the room with fearful other undead. Ismark hopes to bring his sister, Ireena
energy. there, but is currently unable to due to his duties as his
Her gaze falls upon Ismark, and she steps shakily forward. father's successor.
As her features come into the light, you see that her face is
If the players ask about Mary and Gertruda, Ismark can
pale, her eyes blotchy, with dried tears staining the flesh share the following information:
across her cheeks. Her voice is a ragged, haunting whisper as
she says, "Burgomaster Kolyanovich—I apologize for
Just over three months ago, Gertruda's betrothed, a man
named Doru, led a revolt against Castle Ravenloft. Doru
interrupting you and your guests. I need your help." and the members of his mob never returned.
Shortly thereafter, a dusk elf named Rahadin visited the
Ismark greets her, addressing her as Mary. He gently reminds village to deliver a warning: the Devil had awoken from his
her that he is not yet burgomaster—not until the village elects coffin, and the villagers of Barovia had ninety days to
him to replace his father—but asks how he can aid her. Read: make peace with their gods. Some Barovians fled for
Vallaki, but a majority chose to remain in Barovia and
Mary swallows, sways, and—for a moment—appears as defend their homes.
though she's about to faint. "It's Gertruda," she says. "I think
Two weeks ago, Strahd made good on his threat. A horde
of undead came to lay siege on Barovia. The villagers
she's gone to the castle."
fended them off for a week, but suffered dozens of
Though her voice is little louder than a whisper, the tavern casualties. The siege only ended when Ismark's father,
immediately falls silent. Burgomaster Kolyan Indirovich, perished in battle and the
undead withdrew.
75
If the players ask about the statue outside the tavern, Ismark
can share the following information: A snort of defiance echoes from the other side of the thin
wooden partition. "I am no coward, Ismark, and I will not
In life, Ismark Antonovich, also known as Ismark the abandon our friends and neighbors in their hour of need."
Great, was a mighty warrior and the burgomaster of the
village of Barovia. In his prime, he fought scores of There's a pause. Then, Ismark says, quietly, "Gertruda is
vampires and other undead left behind when Strahd gone."
vanished from public view. He eventually died defending a You hear a choked sob from Ireena's direction. "No."
group of trappers from a dire wolf attack at the age of 44, "She must have gone after Doru," Ismark murmurs. "I told
and the statue outside was erected in his honor. her to give up on him—to accept that he must simply be dead
Ismark Antonovich was Ismark Kolyanovich's great- —but I don't think she ever could."
grandfather. Ismark's father gave him that name in the
hopes that he would one day become a great warrior. There's a long, suffering silence. Then—
Ismark seems to hesitate, his words slightly fumbled. "I'm
Ismark doesn't believe that the players will be able to find not asking you to abandon them. But there are others who
either answers or protection in the village of Barovia, but
suggests that they might find both in the town of Vallaki to need your help. Think about our neighbors who fled for Vallaki.
the west. In the meantime, he is glad to offer the players They need guidance, advocacy—and perhaps a leader to bring
room and board at his own home. (The Blood on the Vine them home one day."
Tavern doesn't have rooms for rent.) There is a long pause, filled only with the muffled sounds of
If the players indicate an interest in traveling to Vallaki, he low, haggard breaths. Ireena's voice is low when she finally
asks if they would allow Ireena to accompany them, escorting speaks—barely even audible. "Do you truly see no other way?"
her to St. Andral's Church in Vallaki. Ismark's response is quiet. "It's your choice. I can't take that
B5c. The Burgomaster’s Mansion away from you. But after losing Father, I can't... I can't bear the
This area is largely as described in Burgomaster’s Mansion thought of losing you too."
(p. 44). However, Kolyan’s corpse still bears the wounds that The silence that follows is palpable, weighted with
killed him: a deep gash on his forehead, and multiple unspoken emotions. Finally, Ireena's voice breaks it, fragile and
lacerations across his chest.
Additionally, Ireena wears a thick red scarf to cover the quiet. "I will go. If only for you. But on one condition."
marks of Strahd’s teeth on her neck. (It was knitted for her by
her late mother, Korina, who died of illness fourteen years Ireena's next words are too quiet to hear. When Ismark and
ago.) Ireena emerge a few moments later, a player with a passive
Wisdom (Insight) score of 12 or more notices that both have
The Argument blotchy, red eyes, as if from crying.
Ireena is surprised to see the players and assumes them at
first to be merely travelers. If Ismark informs her that they
are to escort her to Vallaki, however, Ireena asks the players Ireena’s Fate
to excuse them and has a brief conversation with Ismark in
private. If the players refused Ismark’s request and chose to
proceed alone, he and Ireena set off to bury their
The entire conversation takes no more than five minutes. If father two nights after the players depart. Torn
the players do not choose to listen in, they are free to wander between his village and his sister, Ismark chooses
around the manor, talk amongst themselves, or simply wait the latter, promising himself that he will soon
for Ireena and Ismark to finish. return to aid his broken village. Soon after
The players can eavesdrop on this conversation with a departing Barovia, however, Ismark is fatally
successful DC 13 Dexterity (Stealth) check or a successful wounded by wolves on the road to Vallaki, and
DC 15 Wisdom (Perception) check. Read: Ireena buries him by the Barovian Gates near Castle
Ravenloft.
The murmurs from the next room are largely indistinct, Despite finding lodging at St. Andral’s Church,
obscured by the low groans of the old house's timbers. As you Ireena is frightened after an encounter with Izek
Strazni and flees Vallaki for Krezk. Before she can
strain your ears, however, the siblings' words come slowly into
arrive, however, Rahadin spirits her away to Castle
focus. Ravenloft by means of Strahd’s black carriage.
Ireena's voice, sharp with indignation, pierces the silence. Before Strahd can turn her into a vampire spawn,
"You had no right, Ismark. You can't just decide to send me however, Ireena hears the voice of the Dark Powers
luring her to K59. High Tower Peak (p. 73). There,
away without even discussing it with me first! The village still
an emotional outburst drives her to offend
needs help with rebuilding. We can't just abandon them." Pidlwick II, who pushes her down a flight of stairs
Ismark's reply is measured, though laced with an shortly therafter, killing her.
unmistakable note of worry. "Strahd still has his sights set on
you—and even if we don't believe the legend about women
with red hair, others might. Barovia just isn't safe for you
anymore."

76
When Strahd's dusk elf servant—a cruel-looking man
named Rahadin—delivered his warning three months ago,
Profile: Ireena Kolyana many Barovians were prepared to flee the village for
Roleplaying Information Vallaki.
Resonance. Ireena should inspire flattery with her Ismark, however, delivered a thundering and inspiring
genuine interest in the players' goals and interests, speech, invoking the memory of Lugdana and Ismark the
sympathy for her sense of guilt and fear of Strahd, Great to encourage them to stay and fight for their homes.
endearment for her determination to continue Most did so.
moving forward, and gratitude for her efforts to In the aftermath of Strahd's siege, many who had lost
help the players succeed. homes or loved ones in the battle blamed Ismark, who
Emotions. Ireena most often feels curious, they felt had led them astray with his foolish fantasies of
thoughtful, melancholy, guilty, stubborn, joyful, heroism and valor. They now call him "Ismark the Lesser"
determined, defiant, and anxious. in mockery of his ancestry.
Motivations. Ireena wants to keep her fellow
Barovians and Ismark safe, honor her parents'
No one feels more guilty or ashamed than Ismark himself,
memory, learn new stories, and one day explore
who has taken the weight of every death incurred in the
distant lands.
siege on his own shoulders—and the weight of the
Inspirations. When playing Ireena, channel Belle
rebuilding that followed.
(Beauty and the Beast), Elizabeth Swann (Pirates of If the players ask about their parents, Ireena freely shares
the Caribbean), Eowyn (Lord of the Rings), the following information while asking after the players' own
Hermione Granger (Harry Potter) and Katniss families:
Everdeen (The Hunger Games).
Ismark and Ireena's parents were Kolyan Indirovich and
Character Information Korina Targolova. Korina died of a sickness fourteen years
Persona. To the world, Ireena is a compassionate, ago, but Kolyan has done his best since then to continue
curious, yet stubborn young noblewoman. To those raising both children alone. (The scarf Ireena wears is her
she trusts, Ireena is an anxious, yet determined last memory of her mother.)
young woman who dreams of freedom and
adventure. Deep down, Ireena wonders whether
Kolyan, their father, was the one who found Ireena when
giving herself up to Strahd would be the best way
she was a young girl, by the edge of the Svalich Woods
to protect those she loves.
near the Pillarstone of Ravenloft. Ireena doesn't
Morale. In a fight, Ireena will always turn to words remember anything of her past before then, but is grateful
before a sword. If necessary to defend herself, to her parents for taking her in and loving her dearly.
though, she'll draw her rapier—reluctantly, if A few hours later, dusk arrives over Barovia. Ismark
protecting herself, and proudly, if protecting returns, weary and somber, but carrying a small bag in his
another. hands. He joins Ireena to prepare a meal for the players: a
Relationships. Ireena is the (knowing) adopted stew of turnips and rabbit-meat, plus a somewhat stale loaf of
sister of Ismark Kolyanovich, the (unknowing)
sister of Izek Strazni, and the (unknowing)
bread. Ismark apologizes for the sparse meal, but the players
reincarnation of Tatyana Federovna.
can clearly see that the siblings' pantry is nearly bare, and
can surmise that Ismark purchased the rabbit while out.
Over dinner, Ismark and Ireena ask the players about their
interests and lives outside of Barovia. Ireena especially is
Ismark then asks the players if they will assist him in fascinated by tales of the world beyond the mists. When the
transporting their father’s remains to the local church shortly meal has finished, Ismark and Ireena retire to bed, leaving the
before daybreak the following morning, so that he can be players to their own devices.
buried at dawn before they depart. (Ireena will not willingly
leave Barovia before this is done.) If they agree, Ireena and Night at the Mansion
Ismark are both vocally grateful. That night, as the players rest in the mansion, each of them—
Settling In
including those who do not ordinarily sleep—are drawn into a
shared dream.
Ismark soon departs to gather a search party to locate In the dream, the players find themselves within Madam
Gertruda—one that he clearly fears will be in vain. As he Eva's Tent (p. 37), seated across from an old crone—Madam
does, Ireena offers to help the players get settled in, setting Eva—whose face is concealed by the cowl of her cloak.
them up in the mansion's two guest bedrooms and providing Madam Eva greets them and delivers the following
them with basic supplies. message, pausing after every paragraph to allow the players
If the players are looking to purchase additional supplies, to interject:
Ireena offers them directions to Bildrath’s Mercantile, but
warns them not to mention Ismark's name. If the players ask
her why Ismark is called "the Lesser," Ireena winces, and can "Welcome, weary travelers," she says, "to my humble tent. You
share the following information: may call me Madam Eva. I have been expecting you.

77
If Ismark is present (or if the players mention him),
"The winds of fate have brought you to this land, but do not
Bildrath mocks him as “Ismark the Lesser” and instead
be fooled—they are not winds of change, but winds of doom. I raises his prices to five times the price listed in the Player’s
can see a shroud of darkness descending upon you. The lord Handbook, spitefully claiming them to be a “special deal” for
of this land knows that you have trespassed into his domain, friends of the town’s “great hero.” (Bildrath lost his sister and
and he has set you in his sights. He is a creature of eternal brother-in-law—Parriwimple’s parents—in Strahd’s recent
hunger, and he will not rest until he has claimed your souls.
siege, and blames Ismark for his failure to protect them.)
During the players’ conversation with Bildrath,
"But there is yet hope. I have been blessed with the gift of
Parriwimple enters the room carrying a box of wares that
foresight, and I can see the twisting paths that lie ahead. Seek Bildrath asked him to fetch. He is excitedly curious about the
me, in my tent at Tser Pool, so that I may read the cards for players’ presence, but Bildrath orders him to return to his
you and decipher the strands of fate. Together, we may yet bedroom in order to avoid “disturbing the customers.”
escape this darkness. If Bildrath orders Parriwimple to remove the players from
"But be warned: Time is running out, and the shadows are
the store, Parriwimple attempts to grapple them and pull
them out the door, preferring to avoid violence if at all
growing longer. Will you find me at Tser Pool?"
possible.
If the players appear suspicious of Madam Eva's motives, she B5e. The Barovian Church
says, "Your fates are more than your own. My vision is When the players arrive at the church with the burgomaster’s
obscured, but I can see that your futures are intertwined with body, Ismark is disturbed by the damage wrought to its walls
the very destiny of the land itself. In conquering this shadow, and roof. As he knocks on the front door, calling for Father
you may yet find salvation for others as well—and, in failure, Donavich, read the following:
deliver damnation instead."
If the players ask for directions to Tser Pool, Madam Eva As Ismark's knock echoes through the cold air, a voice rings
says only, "I am not far. Travel west. The path to my tent out from the darkened street: "He won't come out."
begins at a place of death." A hulking silhouette steps forward from the mist—a young
Soon after Madam Eva delivers her warning, the "light" in
the tent visibly dims, as though a shroud of darkened mist man, tall and brawny. His shaggy brown hair falls messily
has descended upon it. In response, Madam Eva stirs and across his face, and his crooked teeth glint in the moonlight.
says, "He has sensed me. He cannot know of our meeting. Though muscles ripple beneath his tunic, there's a lightness
Fly, travelers! I shall await you at Tser Pool!" and immaturity to his posture that belies his strength and size.
The players then violently awaken, hearts beating fast and The young man fidgets with the hem of his tunic as your
covered in sweat. Outside, the pale, ethereal light of the eyes fall upon him. "Not since two weeks ago," he mumbles.
March of the Dead—just now beginning the march to Castle
Ravenloft—is visible from the Old Svalich Road. The players
can also see two swarms of bats—Strahd's spies—gathered The young man is Parriwimple, described further in E1.
on the eaves of a nearby house, watching silently from the Bildrath's Mercantile (p. 43). Despite the early hour, he’s out
darkness. for a walk. (He hasn’t been able to sleep well since his
parents died in the siege, though he’s grateful to his uncle,
Waking Up Bildrath, for taking him in.)
Ismark rouses the players shortly before dawn, gathering Parriwimple can share the following information with the
them to deliver the burgomaster’s remains to Barovia’s players:
church. Father Donavich used to be a kind and friendly man,
If the players ask Ismark about the March of the Dead, he always ready to share a word of wisdom or a warm
can tell them that the ghosts began appearing shortly after crabapple pie with visitors.
the failed revolt, when Strahd presumably first awoke. Until Ever since the siege started, however, Donavich has shut
that time, the villagers had thought the so-called “March of himself inside the church and turned away visitors more
the Dead” to be a myth from older times. If asked, Ismark often than not. When Parriwimple last saw him three days
awkwardly explains that the March is said to be a parade of ago, Donavich looked like he hadn’t slept or bathed in a
outsiders that had become trapped in Barovia and sought, week.
unsuccessfully, to slay the vampire Strahd. Father Donavich hasn’t worn his holy symbol (a bronze
If the players ask Ismark about Tser Pool, he can tell them sunburst) since the rebellion, which Parriwimple
that a Vistani encampment is known to reside there. To reach considers odd. (Parriwimple always loved how the light
Tser Pool, he says, they must first travel west from Barovia would glint off of its surface, and adored hearing
down the Old Svalich Road, then travel north from the River Donavich’s son, Doru, tell stories of how the sun once
Ivlis Crossroads. shone in Barovia.)
B5d. Bildrath’s Mercantile Parriwimple misses Doru, who left to lead the rebellion
This area is largely as described in Bildrath’s Mercantile (p. against Strahd three months ago. Despite his uncle telling
43). However, instead of selling items for ten times the price him that Doru died at Castle Ravenloft, Parriwimple
listed in the Player’s Handbook, Bildrath sells them for only hopes that he somehow survived.
twice the price, citing the recent economic upheaval.

78
Parriwimple won’t accompany the players inside of the
church, but wishes them well and invites them to visit him at
Profile: Parriwimple Bildrath’s Mercantile before departing.
Resonance Parriwimple should inspire sympathy for
the loss of his parents, endearment for his childlike Inside the Church
mannerisms and optimistic perseverance, and This area is largely as described in Church (p. 45). However,
flattery for his fascination with the players’ exotic modify the descriptive text for E5a. Hall (p. 45) to remove
weapons and clothes. Doru’s scream:
Emotions. Parriwimple most often feels curiosity,
hope, wonder, melancholy, and confusion. The doors open to reveal a ten-foot-wide, twenty-foot-long hall
Motivations. Parriwimple wants to help his
friends and neighbors, take care of his Uncle leading to a brightly lit chapel. The hall is unlit and reeks of
Bildrath, and honor his late parents’ memories. mildew. Four doors, two on each side of the hall, lead to
Inspirations. When playing Parriwimple, channel adjacent chambers.
Lenny Small (Of Mice and Men) and Forrest Gump You can see that the chapel is strewn with debris, and you
(Forrest Gump).
hear a soft voice from within reciting a prayer.
Character Information
Persona. To the world, Parriwimple is a cheerful, Doru does not cry out to his father when the players enter the
simple-minded young man. To those he trusts, chapel. Instead, when the players first approach the chapel,
Parriwimple is a thoughtful, insightful, yet grieving Donavich’s prayers halt. Add the following line to the chapel’s
orphan, desperate to move past his parents’ deaths description in place of Doru’s cry:
by proving useful to others.
Morale. In a fight, Parriwimple would hold up his
The sound of mumbled prayer stops, and a hoarse, tired voice
hands and plead for peace. If ignored, however, he
would swiftly use his strength to restrain any rings through the chamber from the figure kneeling behind
combatants—with righteous fury if defending his the altar. “I cannot offer the blessing you seek. Go, and leave
uncle Bildrath. this accursed place in peace.”
Relationships. Parriwimple is an orphan and the
nephew of the general-store owner Bildrath
Cantemir.

79
A Recent History of the Church Profile: Father Donavich
Father Donavich was no supporter of Doru’s march Roleplaying Information
on Castle Ravenloft. A mild and soft-spoken man, Resonance Donavich should inspire sympathy for
Donavich feared that Doru would meet only his his sorrow and fears, pity for his separation from
end beyond the walls of the keep. To keep his son the Morninglord, endearment for his kindness and
safe, however, and as a token of his love, Donavich hospitality, and discomfort for his zealous
gave Doru his holy symbol, as well as his blessing. condemnation of Doru’s undead nature.
Donavich’s holy symbol, however, did little to Emotions. In his current state, Donavich most
protect his son. When Strahd began his siege on often feels grief, guilt, exhaustion, compassion, and
the village of Barovia two weeks ago, his undead obsession. If reconciled with Doru, he most often
forces were not alone: Strahd also sent Doru, now a feels hope, relief, gratitude, confusion, fear, and
freshly turned vampire spawn, to terrorize the shame.
church and torment his father. Donavich barely Motivations. Father Donavich wants to free his
managed to lure and trap Doru in the undercroft, son from Strahd’s clutches—at any cost.
where he remains imprisoned still. Inspirations. When playing Father Donavich,
Since Doru returned, Father Donavich has been channel Eddard Stark (Game of Thrones), Walter
unable to cast any spells and no longer feels the White (Breaking Bad), and Boromir (The Lord of
Morninglord’s presence when he prays. When the Rings).
Strahd sent Doru back to Barovia, he allowed Doru
to continue wearing his father’s holy symbol as a Character Information
cruel joke. As a result, Donavich wrongly believes Persona. To the world, Father Donavich is a
that Doru’s undead nature has corrupted his grieving, yet zealous father. To those he trusts,
symbol—and, therefore, his relationship with the Donavich is a broken man adrift in the world, lost
Morninglord—and so prevented him from reaching and confused without guidance or purpose.
the Morninglord’s divine grace. Morale. In a fight, Father Donavich would
In fact, however, it is Father Donavich’s own loss ordinarily fight to defend his people and church. In
of faith that hinders him—a crisis that blinds him his current state, however, he would immediately
to an even starker truth. Donavich believes that his surrender, too wracked with guilt to even defend
son, Doru, is dead, and that the vampire spawn his own life.
trapped in the undercroft is a foul and profane Relationships. Father Donavich is Doru’s father
beast that wears Doru’s skin. He is mistaken: and the priest of the Barovian church.
though his body is now undead, Doru’s soul is very
much alive.
Though he cannot ignore Strahd’s direct If he learns that Ismark is with the players, Donavich acts
commands, and though his thirst for blood weighs more warmly toward them and apologizes for the chapel’s
heavily on his thoughts and actions, Doru state of disrepair.
continues to fight bitterly against his own vampiric As the conversation unfolds, the following exchanges might
nature. Though he doesn’t always succeed, it was occur:
this resistance that allowed his father to entrap him
in the undercroft at all. When hope rises in him, If Ismark or a player asks about burying the deceased
Doru calls out to his father to release him, pleading burgomaster, Father Donavich informs them that he
for salvation and forgiveness. Donavich, however, would be glad to oversee a burial, but that he cannot
has so far refused to respond. perform the holy rites that would sanctify Kolyan’s
Doru continues to wear his father’s holy symbol, remains. (Donavich is sorrowful to hear of Kolyan’s death,
both to reassure himself that they will one day and expresses his condolences for his passing.)
reconcile and to steel his will when the vampire’s If Ismark or a player notes the damage done to the church,
urges rise too strongly within. His ability to resist Father Donavich informs them that it was caused by a
the call of blood has slowly grown since his
imprisonment—but so too has his exhaustion,
vampire spawn that attacked amidst the siege—the
exacerbated by slow starvation. Now, Doru’s sanity
undead husk of his son, Doru.
balances on a knife’s edge, and a simple push If the players inquire further, Donavich can share the
could mean salvation—or damnation. following information:
When Doru set off for Castle Ravenloft, Father Donavich
gave him his holy symbol of the Morninglord—a bronze
sunburst on a leather cord—to keep him safe in the face of
darkness. When Doru failed to return, however, Donavich
feared the worst.
Two weeks ago, as the siege was beginning, Doru returned
to the church at midnight, now transformed into a
vampire spawn. Donavich managed to lure Doru into the
undercroft and trap him there.

80
Ever since Doru returned, Donavich hasn’t been able to
cast spells or feel the Morninglord’s presence. He believes Profile: Doru
that this is because Doru still has his holy symbol, and Roleplaying Information
that Strahd’s foul influence has corrupted Donavich’s Resonance. Doru should inspire sympathy for his
connection to the gods. struggles against his vampiric nature, mild
Donavich believes that his son is dead, and that the discomfort with his occasionally inhuman
creature that wears his skin is a mockery that must be mannerisms, and endearment for his clear
destroyed. dedication to his father and Gertruda.
Emotions. Doru most often feels grief, guilt,
Donavich knows that he can’t defeat Doru and can’t bear to shame, desperation, resignation, and hope.
see his son’s face again. If the players are willing, however, Motivations. Doru wants to reconcile with his
Donavich asks them to descend to the undercroft, destroy father and ensure Gertruda's safety.
Doru’s body, and retrieve his holy symbol. In exchange, Inspirations. When playing Doru, channel Theon
Donavich offers to complete the proper burial rites and to tell Grejoy (Game of Thrones), Zuko (Avatar: The Last
the players of a place where they can find safety from the Airbender), Jesse Pinkman (Breaking Bad), and
Devil Strahd. Steve Harrington (Stranger Things).
If the players agree, Donavich produces the key to the to
the padlock in E5d. Trapdoor (p. 45) and allows them to Character Information.
enter. (Ismark accompanies them unless told otherwise, but Persona. To the world, Doru is a monstrous,
allows the players to take the lead when interacting with bloodthirsty vampire spawn. To those he trusts,
Doru.) Doru is a broken, guilty man who is desperate to
avoid hurting those he loves.
Descent to the Undercroft Morale. In a fight, Doru would seek to flee to
The undercroft is largely as described in E5g. Undercroft (p. avoid hurting anyone—but if his father or Gertruda
47). However, modify the last sentence of the description as were endangered, he would fight savagely to
follows: protect them.
Relationships. Doru is Father Donavich's son,
Escher's former friend, and Gertruda's betrothed.
Candlelight from the chapel above slips through the cracks,
but there's no sign of any creature in the gloom.
Doru’s request is simple: to prove to himself that he can
Doru, a vampire spawn, has used his spider climb feature to control his vampiric urges, he wants the players to expose
cling to the ceiling at the sound of the players’ approach. A him to the scent of fresh blood. If he can refrain from
player with a passive Wisdom (Perception) score of 16 or attacking for a full minute, he wants the players to tell Father
higher automatically spots him in the darkened upper corner Donavich that his son is still alive. If he can’t, he wants the
on the far side of the room. Otherwise, read the following players to kill him. In either case, he won’t stop the players
after one round has passed. from taking the holy symbol once the experiment is complete.
Doru can also share the following information with the
A young man’s voice, strained and tired, echoes from the players if asked:
darkness above. “You’ve come to kill me, haven’t you?” As a child, Doru was enraptured by stories of the sun and
the light and hope that it once brought to the valley. As he
Doru prefers to speak with the players from the safety of grew older, he learned swordsmanship from Ismark and
darkness, but won’t refuse if the players command him to studied the book Van Richten’s Guide to Vampire’s to
reveal himself. If he does, read the following: learn how to destroy the undead. He dreamed of one day
destroying the Devil of Castle Ravenloft and bringing
From the darkness of the cross beams above, a figure unfurls freedom to his people.
itself like a moth from its cocoon, moving like a spider as it
Sixteen weeks ago, a foreign scholar calling himself
Alanik Ray arrived in Barovia and rented a room in the
lowers itself slowly to the ground. As it comes into the faint burgomaster's manor. When an enormous undead dire
light, the shadow resolves into the form of a young man, his wolf attacked a group of children who had strayed too far
youthful features strikingly reminiscent of Father Donavich. from the village, however, Doru alone saw "Alanik" fend it
His skin is ghostly pale, with dirt and grime streaked across off with expert skill—and when the wolf knocked the hat
his face. His clothes are ripped and worn, and his hair is an
off of "Alanik's" head, his appearance magically changed,
revealing him to be the legendary vampire hunter Dr.
unkempt mess of tangles and knots. His eyes are red and
Rudolph van Richten.
bloodshot, his gaze darting from face to face. A leather cord Doru confronted him and insisted that Van Richten lead
hangs around his neck, holding a bloodstained bronze the village in revolt against Castle Ravenloft. Though Van
sunburst that rests against his chest. He swallows and licks his Richten was reluctant at first, he eventually agreed—on
lips—and a pair of pointed fangs pokes through. the condition that Doru allow him to keep his disguise.
"If you want to kill me, I won't stop you," he says, his voice
Two days later, Doru, aided by a man named Escher—the
village bard and Doru’s oldest friend—had assembled
cracking. "But I just have one request first." more than two dozen fighters to march on the keep.

81
If told that Gertruda has left the village for Castle Ravenloft
—likely in a misguided effort to save Doru himself—Doru
Doru Will Remember That becomes visibly distraught with guilt and regret, despairing at
When the players’ conversation with Doru begins, the thought that she might already be dead. Though he
secretly place a six-sided die on the table, with its doesn’t ask them to travel to Castle Ravenloft, he asks the
top face showing a one. Each time the players players to look out for her—and bring her home should they
antagonize or discourage Doru, increase the find her. Doru feels that he has earned his fate, but believes
number on the die by one. Each time the players that Gertruda, a good and compassionate woman, deserves
are encouraging or kind, decrease the number on far better.
the die by one. (The number can’t go below zero.)
If the players agree to perform Doru’s Doru's Trial
experiment, roll a second six-sided die when the If the players agree to fulfill Doru’s request by exposing him
experiment begins. If the result on the second die to fresh blood, he asks them to remain silent while he resists
is equal to or greater than the number on the first,
Doru resists his vampiric addiction and the test
—and to strike him down if he succumbs. When the trial
ends successfully. If the result on the second die is
begins, read the following:
less than the number on the first, however, Doru
succumbs to his bloodlust and attacks the source Doru’s muscles tense and he squeezes his eyes shut. A few
of the blood. moments later, his nostrils flare, and a thin line of saliva begins
For example, if the players antagonize Doru to run down his lips. He whimpers, his clawed fingers flexing
twice and offer no kindness or encouragement, the
and twitching.
first die should show a three. If the second die rolls
a one or a two, Doru attacks. "When the shadows come,” he whispers, “I will not yield.
Darkness is the destroyer, and temptation its weapon. I will
face the night and its horrors and await the horizon. For in the
With Van Richten’s aid, the mob struck down any undead light of the Morninglord's love, only light can remain."
guards that tried to stand in their way. However, when they Doru's voice shakes, his emaciated body trembling. One fist
finally opened Strahd’s crypt, Escher was nowhere to be is clenched at his side, the other squeezing the bloodstained
found—and Strahd’s coffin was empty. (If asked, Doru
forcefully denies that Escher betrayed them.) sunburst that lies across his neck.
Shortly thereafter, Strahd emerged from the shadows and "In the light of the Morninglord's love," he repeats, gasping
attacked the mob with merciless force. Most of Doru’s for breath. "In the light of the Morninglord's love. Gertruda.
companions were slain. Doru himself was turned into a Gertruda. Gertruda—"
vampire spawn, and later learned that Escher had been as
well. Doru doesn’t know what happened to Van Richten, If Doru succumbs to the bloodlust (see Doru Will
but was forced to confess the old man’s identity when Remember That above), he pauses, then attacks. Roll
Strahd interrogated him later. initiative.
Doru spent nearly three months at Castle Ravenloft, Otherwise, if Doru successfully resists the bloodlust, read:
during which Strahd repeatedly forced him to drink the
blood of his former companions. Two weeks ago, Strahd
commanded Doru to return to the church and his father. After what seems like an eternity, Doru's body finally relaxes.
Doru can’t disobey Strahd’s direct orders, and can feel his His tense muscles seem to uncoil, his breath grows steadier,
presence at all times. His vampiric bloodthirst is a and the look of strain fades from his face. His eyes remain
constant distraction, and it’s difficult to control his closed a moment longer, than flutter open.
predatory urges and instincts. When he first returned to "I have not yielded," he whispers hoarsely. "Not yet."
the church, he was almost grateful that his father had
locked him in the undercroft, where he couldn’t do any
harm. Doru thanks the players and relinquishes the holy symbol
Doru doesn’t know if his soul or body can be saved, but without protest.
he’s kept his father’s holy symbol to remind him of his Doru also warns the players that Strahd will likely take an
faith and family, and to steel his will against the addictions active interest in newcomers to his land, and that they should
of his new form. If not for that, he suspects that he would therefore be careful. As a token of his gratitude, he provides
have lost control days or even weeks ago. (Doru doesn’t the players with the location of a hidden weapons cache that
know why Strahd allowed him to keep it, but suspects that Van Richten kept in case of emergencies. To reach it, the
Strahd viewed it as a form of ironic amusement.) players must cross the River Ivlis Bridge and travel down the
Old Svalich Road three hundred paces south into the woods,
As the conversation continues, Doru might ask the players: until they arrive at an ancient oak tree. They'll find the cache
whether Escher has been seen in the village, and nestled in a hollow beneath the tree's roots.
whether Doru’s betrothed, Gertruda, survived the siege. Before the players depart, Doru asks them once more to
tell Father Donavich that his son is still alive.

82
The Burial Grant him entrance into Your land of light and joy
If the players return to Father Donavich with his holy symbol In the fellowship of thy saints
in hand, he accepts it with gratitude. And the brilliance of thy presence
If the players tell Father Donavich that they killed Doru to By Your will and grace.
obtain the symbol, read:
At the conclusion of Donavich’s prayer, any players who wish
Donavich's eyes well up with tears as he clasps the symbol in to may offer words, prayers, or tributes of their own. If he has
his hands, holding it so tightly his knuckles begin to turn recovered his holy symbol, Donavich first casts gentle repose
white. A strangled sob escapes him as he sinks to his knees, to sanctify Kolyan’s remains. Donavich then directs the
cradling the sunburst like an infant. players to lower the coffin into the ground.
"My boy—my dear, precious boy," he murmurs, his voice
With the burial concluded, Strahd’s bats take off into the
air, vanishing up into the mist surrounding the base of Castle
barely above a whisper. "May the Morninglord forgive me for
Ravenloft.
what I've done—and for what I couldn't do." Donavich takes the bats’ presence as a bad omen. In a
He swallows and his face tenses, his expression growing as surprisingly lucid moment, he warns the players and Ismark
hard as stone. "It had to be done. For his sake—and ours." of a Barovian superstition that young women with red hair
often find that ill luck travels beside them, and asks if Ireena
Otherwise, if the players spared Doru and relay his final plans to remain in Barovia now that the Devil has awoken. If
message, read: told that Ireena intends to leave, Donavich suggests she and
the players travel to the Abbey of Saint Markovia in Krezk,
which was once a bastion of good, and may yet still offer
Donavich stumbles back as if he's been struck, his face pale some protection.
and his eyes wide with shock. For a moment, he simply stands
there, silent—and then the silence is broken by a pained noise, Return to the Mansion
a cross between a gasp and a sob, as he clutches the symbol When the players return to the burgomaster’s manor
to his chest. following the burial, Ireena has adorned her chestplate and
rapier, and has prepared a traveling bag to take to Vallaki.
His eyes glisten as he runs a trembling hand through his
When the players are ready to leave, she bids Ismark a tearful
hair, a myriad of emotions playing across his face in quick farewell and sets off on the road.
succession: disbelief, rage, grief, shame, and—finally—hope. Milestone. Burying the Burgomaster completes a story
He sags against a nearby pew, his body shaking with exertion. milestone. If the players depart Barovia with Ireena
"My boy," he chokes out. "He's—he's still my boy?" accompanying them, award each player 400 XP. If Doru
successfully passed his test of will, award each player an
Once he’s received his holy symbol, Father Donavich gladly additional 100 XP.
agrees to conduct Kolyan’s burial.
The cemetery is as described in E6. Cemetery (p. 48). At
night, it is watched by two swarms of bats—spies of Strahd’s Ireena Joins the Party
—who hang to the eaves of the church and the nearby Ireena has the statistics of an expert sidekick
mausoleums, watching the players. (Tasha's Cauldron of Everything, p. 142), using the
Upon entering the cemetery, Donavich retrieves four base stat block of a noble.
shovels from a shed abuting the church and shares them with Ireena's starting level is the same as the average
the players. When the grave is fully dug and dawn has begun, level of the party at the time she first joins them.
Donavich offers prayers to the Morninglord, asking for She begins with additional proficiencies in History,
Kolyan’s deliverance in the following refrain: Medicine, Perception, Religion, and Stealth.
Ireena also gains a level whenever the party does,
    O Morninglord whether or not she accompanied them, ending the
adventure at 10th level. (See Tasha’s Cauldron of
Lord of blessed light and patron of new beginnings
Everything, p. 142 for more information about how
We commend into thy mercy and thy radiance Master to run and level sidekicks.)
Kolyan Indirovich By default, Ireena chooses the following sidekick
    Now departed hence from us and gone evermore into options as she gains levels:
your glory. 3rd Level. Ireena gains expertise in the Insight
We beseech thee to grant unto him thy mercy and and Medicine skills.
everlasting peace 4th Level. Ireena’s Dexterity score increases by
2 to 14.
As thou deliver'st him from this everlasting darkness into
8th Level. Ireena’s Dexterity score increases by
infinite light 2 to 16.
From pestilence into growth 10th Level. Ireena’s Dexterity score increases by
From shadow into day 2 to 18.
And from death into new life.

83
B5f. Mad Mary’s Townhouse Ismark has been intentionally made a friendlier and more
There should be no reason for the players to visit Mad sympathetic character to encourage the players to build a
Mary’s Townhouse (p. 44) in this revision. However, if they warm and trusting relationship with him and his sister,
do, the following changes have been made: Ireena. Mad Mary's plea has been relocated to the tavern and
Mad Mary did not hide Gertruda in this house for her combined with Ismark's introduction to create a more
entire life. Instead, Gertruda lived a fairly ordinary life—albeit dramatic and engaging opportunity for the players to learn
one with a fairly overbearing widowed mother. (Ireena and about the village's plight.
Gertruda initially bonded as young girls over the loss of their Gertruda has been changed to be Doru's betrothed to
parents—Ireena's mother and Gertruda's father.) When he provide her with a more rational reason to have willingly
was alive, Gertruda’s father was a merchant who raised gone to the castle, and to add additional tragic irony to Doru's
Gertruda on stories of great lords and ladies, using their secret imprisonment in the undercroft of the church.
family’s meager funds to purchase her occasional books from It is intentional that Ismark neither offers payment for
Vistani caravans regarding diplomacy and military history. Ireena's escort, nor requests it for allowing the players to stay
The first floor of this old, dirty dwelling comprises a one- at his home. By graciously offering the players a place to stay,
room divided living space. To the north lies a small kitchen, free of charge, Ismark should easily earn goodwill from the
its countertops dirty and covered with dust. There is a broken players, thereby encouraging them to accept his request
glass on the floor and a rotted meal for two set on a table when he asks if Ireena can accompany them to Vallaki.
covered with a dirty blue tablecloth. (Mary poured herself a The Burgomaster's Mansion. Ireena and Ismark's
glass of wine to steady her nerves after realizing Gertruda's conversation has been added to make Ireena a more
disappearance, and dropped it on the floor in anguish.) sympathetic character.
A small sitting area to the south contains a fireplace, two Ireena now knows that she was adopted and bears no ill
comfortable armchairs, and a dirty rug. Stairs lead up from will or melancholy regarding this fact. Her ignorance of her
here to the second floor. adoption in the original module serves no narrative purpose,
The second floor corridor contains three wooden doors. and her devotion to Kolyan Indirovich is far more endearing if
One leads to a bathroom with an unemptied chamber pot and her love is undiminished by their adoptive relationship.
a bowl of dirty bathwater. Another leads to Mary’s bedroom, Knowledge of her adoption also foreshadows her relationship
which holds a writing desk and a bed. (If found here, Mary is to Izek Strazni later on, thereby ensuring that the reveal of
sitting on the bed, quietly sobbing.) their connection packs a greater dramatic punch.
The third door, which is slightly ajar, leads to Gertruda’s Madam Eva's dream invitation has been added to provide
bedroom; a tray holding a broken tea kettle and cup has the players with a clear, urgent, and meaningful reason to
shattered on the floor before it. (Mary was bringing Gertruda travel to Tser Pool before traveling to Vallaki. The players'
tea when she found her daughter missing, and dropped it in vision of the March of the Dead from the burgomaster's
horror.) mansion also establishes the danger of opposing Strahd,
Gertruda's room holds a clumsily handwoven dress and a raising the tension for when the players first encounter him
shelf holding a dozen well-read, dog-eared books, as well as a at the River Ivlis Crossroads.
hairbrush, a rug, and an open window. This sequence intentionally foregoes a popular community
modification involving an overnight siege of the mansion
Design Notes: Village of Barovia staged by Strahd's forces. Such a dangerous experience
The Raven's Guidance. This scene has been added to would make the players less comfortable with escorting
foreshadow the Keepers of the Feather, to inform the players Ireena to Vallaki, would establish Strahd as a savage and
that ravens are helpful, to provide guidance and comfort to hostile antagonist, and would deny the players their first
players who have recently entered a strange and alienating opportunity for rest and recovery since the campaign first
land, and to introduce the players to Muriel, a recurring began.
member of the Keepers of the Feather who will accompany Bildrath's Mercantile. Bildrath has been changed to be
the players on multiple occasions in the future. slightly more reasonable and far more sympathetic, aiming to
Morgantha has been relocated from the village of Barovia discourage players from attacking him and thereby alienating
to the Barovian refugee camp outside of Vallaki to ensure Ismark and Ireena.
that the players do not develop an antagonistic relationship The Barovian Church. Parriwimple has been placed by
with her too early and to make her more accessible in future the entrance to the church to inspire curiosity regarding
arcs. Donavich's strange behavior and Doru's ultimate fate, and to
The Blood on the Vine Tavern. The statue of Ismark the further develop the tragedy endured by the residents of the
Great has been added to clearly set up Ismark's personal village.
struggles to define himself apart from his ancestor, and to The plotline involving Donavich's holy symbol and Doru's
foreshadow the tale of Lugdana and the Holy Symbol of blood trial has been added to provide the players with an
Ravenkind that the players will hear at Tser Pool. opportunity to interact with Doru, to enhance the exposition
Arik has been made the sole owner of the tavern to create a with dramatic tension, and to teach the players that NPCs
sharper distinction between the Barovians and the Vistani. generally should be aided, not attacked. The players'
conversation with Doru also sets up Gertruda's and Escher's
presence in Castle Ravenloft and introduces Dr. Rudolph van
Richten.

84
The Burial. This guide intentionally foregoes two popular
community additions to the burgomaster's burial: Rahadin's
delivery of Strahd's condolences and Strahd's silent
observation of the ceremony
Throughout this campaign, it is critical to remember that
Strahd is not omniscient. In fact, the players' efforts to avoid
and foil his spies serves as a recurrent source of tension and
gameplay as they travel through Barovia. As such, from a
practical matter, it is important to note that neither Strahd
nor Rahadin would have any way of knowing that the
burgomaster would be buried on this precise date and time.
More significantly, Strahd views Ireena with neither
romance nor regret. He has no illusions that he might win
her hand for his own, nor does he believe that such efforts
might prove worth his while. A message expressing his
condolences to his prey—or a silent vigil observing the burial
—are sentiments that Strahd would never express.
Finally, this guide also foregoes a popular community
modification that adds an attack by Strahd's wolves and
undead during the ceremony. In addition to the fact that
Strahd, unaware of the date and time of the burial, would
have no opportunity to send it, such an overt attack would
immediately antagonize the players and ensure that they feel
actively unsafe around Strahd. It is a delicate balancing act to
ensure that the players hate and fear Strahd while still feeling
safe enough to accept his invitation to dine at Ravenloft. An
outright assault on the players destroys that fragile balance
utterly.

85
Arc C: Into the Valley
In this arc, the players depart the village of Barovia for Tser
Pool and the town of Vallaki. As they journey through the
woods, they can encounter a pair of Barovian scouts
searching for a missing family, distract or do battle with a
horde of zombies, and recover a weapons cache left by Dr.
Rudolph van Richten.
Upon their arrival at the River Ivlis Crossroads, the players
encounter Strahd von Zarovich for the first time,
accompanied by Escher, one of his vampiric consorts. After a
tense conversation, the players can head north to Tser Pool.
On the way to Tser Pool, the players encounter a raven—the
disguised wereraven Muriel Vinshaw—fleeing a monstrous
strix, a scarecrow of the skies crafted by the swamp-witch
Baba Lysaga. If the players defend Muriel from the strix’s
onslaught, she joins them for the remainder of their journey
to Vallaki, though without revealing her true identity.
Soon afterward, the players finally arrive at the Vistani
encampment at Tser Pool. There, they receive a magical
Tarokka reading from Madam Eva, which foretells the
location of three artifacts that will assist them in the fight
against Strahd, as well as an ally who is destined to aid them.
While staying at Tser Pool, the players hear Vistani tales of
Strahd's history and the Holy Symbol of Ravenkind, and can
also meet Arturi Radanavich, a wandering Vistana who
claims to have once known Rudolph van Richten. As the
players depart, they also receive a mission from Madam Eva
to purchase a toy in Vallaki for delivery to her great-grand-
niece, Arabelle.
If the players are tasked with escorting Ireena to St.
Andral's Church in Vallaki, or if they have their own reasons
for doing so, they then return to the Old Svalich Road via the
River Ivlis Crossroads, traveling west through the mountains.
Along the way, they encounter a strange skeletal rider, a pair
of fresh graves, a watchful revenant, the night hag
Morgantha in her peddler's disguise, two flocks of friendly
ravens, and a werewolf accompanied by its pack of ravenous
wolves.
Upon arriving in Vallaki, the players can find lodgings at
the Blue Water Inn. There, they can meet a host of colorful
characters, including the ringmaster Rictavio and the sons of
Lady Fiona Wachter. When morning comes, the players can
also have a fateful encounter with Baron Vargas Vallakovich
and his brutish enforcer, Izek Strazni...

The Road From Tser Pool


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

86
C1. The Svalich Woods The voice belongs to a gruff female Barovian scout named
Kereza, who is joined by a second, soft-spoken male scout
The journey from the village of Barovia to the River Ivlis named Korga. The two warily demand to know if the players
Crossroads is three miles long and takes one hour. are spies or servants of Strahd. If reassured, the scouts warn
the players that Strahd’s spies are numerous throughout the
C1a. The Barovian Scouts Svalich Woods, including wolves, bats, and—at times—the
As the players travel, read: very trees themselves. (If asked about the trees, the scouts
can describe seeing animate vines, saplings, and bramble-
You set off from the silent village of Barovia, the fog creeping patches that wander through the woods with hostile intent.)
around your feet as you pass onto the Old Svalich Road. A sea If Ireena is with the players, she can aid the players in
reassuring the scouts, who recognize her and greet her with
of tall, pale-green grasses stretches out before you on either
quiet respect. The scouts are surprised to see Ireena
side of the road, all the way up to the edge of the Ivlis River. venturing forth from the village, but agree that Vallaki is likely
The sky above is a dull grey, the clouds heavy with the promise a safer place than Barovia—assuming, of course, that she can
of rain. make it there safely. (Ireena stubbornly insists, however, that
It's not long before you can see the old arched stone bridge her journey is a diplomatic and humanitarian one, and that
in the distance that spans the clear blue river ahead. Crossing
the players are her escorts and bodyguards.)
The scouts are searching for the Lansten family: two
it, you find yourselves on a muddy road that winds its way
parents and three young children—a girl and two boys—who
through the trees. The air is thick with the scent of damp earth went missing during the zombie attack on the village and
and decaying leaves, and the trees press in close, casting deep haven’t been seen since. After asking whether the players
shadows that carve dark gouges across the road. have seen their quarries on their journey, the scouts warn
them not to stray from the road, noting that dead and dark
If any players have a passive Wisdom (Perception) score of things lurk beneath the treetops. Kereza and Korga then
16 or higher, they hear a rustling noise and see a silhouette respectfully depart.
crouching in the misty underbrush. Otherwise, the players Shortly after the players resume their trek down the Old
simply hear a voice call out, muffled and diffuse in the fog: Svalich Road, a light drizzle begins to fall, stirring a fine mist
“Who goes there? Name yourselves.” that drifts through the underbrush.

87
C1b. Van Richten’s Cache C2. River Ivlis Crossroads
As the players continue down the road, read:
As the players approach this area, the drizzling rain stops.
You travel further into the woods, the muddy road guiding you
Read:
deeper and further away from civilization. As the road bends,
Soon, the river bends once more out of sight and the dark
the river brushes up against you once more. Here, the river is
woods surround the road once again. Finally, though, the trees
wider, its waters dark and calm. You can see the reflection of
pull away, revealing a tall cliff at the base of a foggy mountain
the trees and fog in its surface. The sound of the quiet,
slope. The air is cold and damp here, and soft wisps of fog
trickling water is met only by the rustling of leaves and the
swirl around the base of the cliff.
drizzle of soft rain. No birdsong breaks the silence that hangs
over the woods.
The players have arrived at the River Ivlis Crossroads, which
is largely as described in River Ivlis Crossroads (p. 35). Do
If the players received the location of Van Richten’s hidden not check for a random encounter when the players arrive.
weapons cache from Doru in Barovia’s church, they can enter This scene begins similarly to River Ivlis Crossroads (p.
the woods to the south to find it. If they do, read: 35). However, the first time the players move to depart for
Tser Pool, instead of seeing The Hanged One, they can hear
You step from the road and into the woods, crossing the the sound of a horse-drawn carriage or wagon approaching
treeline as your feet squelch into mud and loamy soil. Wisps of through the fog. Almost as soon as the sound appears,
fog curl across the earth around you, gnarled trees reaching
Strahd’s black carriage, as described in Black Carriage (p.
37) and Carriage House (p. 54), comes into view.
their arms overhead as gray light filters through the canopy.
You walk for three hundred paces, stepping softly through the C2a. Strahd’s Arrival
mulch and mist until you arrive at a clearing, the woods The players can see a driver sitting in the coach box: the
parting to make room for a tall, ancient oak whose knotted vampire spawn Escher, as described in K49. Lounge (p. 70).
black trunk rises far above its peers.
An ugly red scar now runs across Escher’s right cheek. (The
scar was left by Dr. Rudolph van Richten in a recent skirmish.
You soon realize, however, that you’re not alone. Five
See Arc E: The Missing Vistana for more information.) If
figures shamble or stand aimlessly within the clearing, their present, Ireena gasps at the sight of him, whispering that she
clothes muddied and torn and their flesh just beginning to thought that he was dead.
turn pallid and gray. A sixth figure, bearing the remnants of
tattered leather armor, stands just beside the tree, its white
 
eyes staring dully into the canopy overhead. This figure’s flesh, What If The Players Flee?
though rotting, is a smooth, sickly white, its skin run through The players should have little time to attempt to
with raised, crimson veins. A faint cloud of reddish mist spills conceal themselves before Strahd’s carriage comes
from its mouth and down onto the forest floor around it into view. However, if the players attempt to flee
the carriage into the woods, Strahd’s dire wolves—
before dissipating into the air.
one for each player—emerge from the fog behind
them and snarl, obstructing the players' escape.
The five figures are zombies. They also match the
descriptions of the Lansten family provided by the scouts—
two parents, a young girl, and two young boys. The sixth  The carriage then comes to a stop. Read the following,
figure is a zombie plague spreader (Van Richten’s Guide to modifying the text as necessary if Ireena isn’t present, and
Ravenloft, p. 255) created by Strahd, and the former leader of pausing briefly after each paragraph to allow the players a
the undead siege. short opportunity to act or react:
The players can attempt to lure the zombies away from the
clearing; given the zombies’ low intelligence, doing so should The driver releases the reins, steps down from the coach box,
be reasonably easy. Alternatively, the players can attempt to
ambush and attack the zombies to destroy them altogether. and moves to open the side door of the carriage, bowing
If the players reach the oak tree, they can find Van deeply. A moment passes—and then a man steps out from the
Richten’s weapons cache where Doru told them: in a hollow carriage.
nestled beneath the tree’s roots. The cache itself is a small, He is tall, gaunt, and dressed in finery befitting a man of
unlocked wooden chest containing 20 silvered crossbow aristocratic, even royal stature. A black cloak is pulled neatly
bolts, a light crossbow, two healer’s kits, two vials of holy
water, and one potion of healing. around his shoulders, tied at the neck by a blood-red brooch.
A longsword rests ensheathed at his hip, its polished hilt
gleaming beneath the dim light. His scarlet tunic is worked
with intricate designs, and his hair is pulled back into a sharp
and immaculate widow's peak.

88
His eyes are dark, and as he moves to adjust the ruby at his
Strahd’s Foretelling
neck, you see that his fingernails form long, elegant claws. It's
At the time that he encounters the players, Strahd
only then that you realize that his skin is pale—unnaturally so
is returning from a visit to Madam Eva’s tent at the
— and that his eyes glint with a deep, intelligent hunger. Tser Pool Encampment. Finding the Forest Fane’s
power difficult to control due to Baba Zelenna’s
If Ireena is with the party, add: interference during his slumber, he sought Madam
Eva’s counsel in his preparations for the Grand
Conjunction. He received the following fortune:
Ireena rocks backward, as if slapped. She averts her eyes from
the man's gaze, her entire body tightening. "Don't look into "The Darklord—the master of shadows, the beast
his eyes," she chokes out. in the labyrinth that tears at his chains.
The man's gaze rests briefly on Ireena, and he smiles— "The Six of Stars, the Evoker—the power you
though no warmth reaches his eyes. "Lady Kolyana," he says. covet, a force untamed by mortal hands, raw and
"What a pleasant surprise." He then turns his gaze to you. wild with burning fury.
"The Artifact—the token you seek, the key to
Whether Ireena is with the party or not, add: power. Divinity’s heart waits, but where?
"The Innocent. I see a maid of raven hair and
"Good day," he says. "I am Count Strahd von Zarovich—and it
twilit eyes. She is one way to the token.
is a pleasure to finally meet the newcomers to my domain. My
friends have told me so much about you." His eyes linger over "But there is another—the Broken One. The path
of sacrifice opens another door. The wall that
each one of you in turn, regarding you like a cut of meat
whispers awaits your tribute.
weighed at market, an intriguing but inanimate trinket—a prey
animal spotted by a predator in the bush. "The threads of fate yet spin. The Seven of
Swords, the Hooded One, is next. Strangers walk
the land—their presence a riddle, their intentions
C2b. The Conversation Begins a maze. They dwell in the dusk, their role yet
If undiverted, Strahd greets each of the player characters unclear.
individually—by name, if his spies have had a chance to learn
them and report back to him. While doing so, he makes a "But the One of Stars, the Transmuter, is last.
personal comment regarding each character’s species, class Change comes on newcomers’ wings, the dusk of
(if apparent from their equipment or dress), and/or an era upon us. As one age ends, another is
born."
personality (if reported by his spies). If possible, he frames
each comment in the form of a compliment, sympathetic Much of Strahd’s foretelling was overheard by
remark, or (sparingly) exceptionally veiled threat. Muriel Vinshaw, an eavesdropping wereraven, until
If Ireena is present, Strahd then asks if “Lady Kolyana” has Strahd detected her presence and drove her away.
properly introduced them to his domain, and apologizes for Both Muriel and Strahd were unaware that Madam
any “folktales” his subjects may have shared about him. Eva knew of Muriel’s presence all along. As the
(He does not, however, deny his attack on the village of hidden avatar of the Seeker, Eva bears a special
Barovia, noting only that the people of the village defied him bond with Barovia’s wereravens, and deliberately
in an act of utmost treason. "I am sure that you can agree continued her foretelling to allow Muriel to hear it.
that my response was a measured one," he says. "After all, no Muriel heard the first five cards that Madam Eva
lord could tolerate a settlement that fostered such sedition. read, but doesn’t know the last two. More
The good people of Barovia needed to be taught a lesson. information about Muriel and her escape from
Their discipline was a kindness that few others would Strahd’s minions can be found in C3. The Strix
entertain.") below.
As the conversation progresses, Strahd notes that he's
heard "such wonderful things" of the players' exploits at "a
certain old house at the edge of my domain." Strahd then (If the players ask about the nature of Death House, or its
makes brief reference to the players' actions in Death House, purpose in bringing them to Barovia, Strahd smiles coldly
sardonically lauding: and says only, "The souls of the damned are tragically twisted
things. Do not linger upon their madness.")
their "heroic and compassionate spirits" if they put If the players ask about Strahd's driver, Strahd introduces
Walter's spirit to rest; him as Escher, "my coachman and cupbearer." Escher does
their "fierce and fiery valor" if they defeated the flesh not respond to the players’ questions or statements and
mound; and/or simply stands demurely at Strahd’s side.
their "cunning and ruthless will" if they made a sacrifice
on the cult's altar. C2c. Strahd's Questions
During the conversation, at moments when it seems natural
to do so, Strahd poses the players the following questions (in
no particular order):
89
"Ismark Kolyanovich defied me by keeping his sister from
me. Why should I, as his lord, not punish him for his
disloyalty?" The Players Misbehave
"I have claimed Ireena Kolyana, and twice marked her as If any of the players act rudely toward Strahd, he
my own. Why should I not take her with me to Castle doesn't feel a need to "punish" or "discipline"
Ravenloft right now?" them. Instead, he responds with amusement, like a
"You are trespassers in my lands, and the last outsider parent soothing a child throwing a tantrum. Strahd
that entered Barovia fostered sedition and treachery. Why doesn't view the players as a threat to either his
should I not dispatch with you now, in the same way that I ego, his person, or his reputation, and treats them
dispatched with him?" (Strahd's question is referring to accordingly.
Dr. Rudolph van Richten.) In such a situation, Strahd might draw upon the
following lines of dialogue when responding to a
If the players buried Walter's bones and put the spirits of misbehaving player:5
Death House to rest, Strahd poses an additional question:
"Do not imagine that you are the first to invade
"Immediately prior to your entry to my lands, you caused my realm."
great damage to a group of my servants—the occupants of "If you are trying to impress me, you have
a particular house on the borders of my domain. I had failed."
relied upon those servants to bring me specimens of "What lies do you tell yourself before you close
interest, but your activities have left them indefinitely your eyes at night?"
indisposed. Why should I not punish you for your crimes "There is none in all of Barovia whose honor
against them?" you have more cause to trust."
"Faith is that faculty which enables us to
Strahd frames each of these questions as a hypothetical. In believe things which we know to be untrue."
asking them, his tone is inquisitive, curious, and at least
somewhat amused. If the players despair at the prospect of If, at any point during the encounter, the players
answering these questions at all, Strahd notes, "I am not an move to threaten Strahd or flee, read:
unreasonable man. If there is some reason or rationale that I From behind Strahd, you hear a chorus of low,
might have missed, then by all means do enlighten me." feral growls. Multiple pairs of eyes glint from the
underbrush—each one the height of a man's
C2d. Strahd's Concessions shoulder.
As the players attempt to answer his questions, Strahd Slowly, from the shadows, slinks a pack of
delights in playing Devil's advocate, pushing back against massive wolves, each one as tall as a horse and
their responses and probing at the holes in their reasoning. twice as muscled, measuring nine feet in length
Ultimately, though, if the players' points are at least from head to haunches. Their fur is a thick,
reasonably well-argued, Strahd is willing to accept them. (It mottled grey, and saliva drips from their yellowed,
should be fairly clear to the players, however, that he is sharpened teeth.
merely humoring them by accepting their responses.) They take up positions behind and around
The players can push Strahd to make the following Strahd, flanking him like a noble's honor guard.
concessions: "You must forgive my pets," Strahd says. "They
can be . . . overenthusiastic at the sight of new
He agrees to overlook Ismark's transgressions, so long as friends."
Ismark does not defy him or act counter to his will again.
He agrees to allow Ireena to depart the River Ivlis The wolves are dire wolves, as described in Dire
Crossroads safely. (Strahd will not grant a longer grace Wolves (p. 30). (The number of dire wolves in the
period than that.) pack is equal to the number of players in the party.)
If the players appear to need further persuading,
He agrees to refrain from judgment against the players the dire wolves step forward, growling with their
unless they take action directly against his person. hackles raised. If the players proceed to attack
He agrees to forgive the players their transgressions Strahd or flee, the wolves attack.
against the cult of Death House.
The players might successfully exact these concessions
using a variety of arguments, including (but not limited to) the If the players appear to doubt Strahd's fidelity to his
following: concessions, he promises, "Fear not, dear children. I am no
liar. We both know deception is for the weak."5
The players have promised Ismark that they will escort When the players have answered all of Strahd's questions
Ireena to Vallaki and they must be allowed to fulfill their to his satisfaction, he bids them farewell and steps back into
word. the black carriage.
The players have taken no hostile action against Strahd As he does, Strahd’s six dire wolves emerge from the
and should be granted a presumption of innocence. woods, if they haven’t already, and move to flank the carriage.
The players' actions in Death House were conducted in Strahd notes that he and his “friends” shall see the players
self-defense, and therefore should be excused. again—perhaps very soon. The carriage then departs for
Castle Ravenloft.

90
C2e. Departing the Crossroads
As the players move to depart the River Ivlis Crossroads after Lycanthropy in Barovia
Strahd has left, they encounter The Hanged One (p. 35). The In Barovia, the curse of lycanthropy spreads as
character hanged from the gallows should be the character described in Player Characters as Lycanthropes
who was the rudest to Strahd or the least cooperative with (Monster Manual, p. 207). However, an infected
his questions. player or other creature does not automatically
receive any changes to their ability scores or Armor
C3. The Strix Class, nor do they automatically receive the
benefits of the lycanthrope's stat block (e.g.,
Halfway down the path from the River Ivlis Crossroads to immunities or regeneration).
Tser Pool Encampment, the players hear the sound of a Instead, an infected creature only receives the
distressed bird cawing from above. A raven with blue-tipped benefits of lycanthropy upon transforming into
wings—recognizably the same raven that met them in the their hybrid form on the night of the full moon.
village of Barovia—then crashes into the road at the players’ During this time, the creature becomes an NPC
feet, visibly wounded. This is, again, the wereraven Muriel, in under the DM's control until dawn, at which point
disguise with 1 hit point. Her wings and torso have been the creature loses the benefits of lycanthropy.
penetrated by several dozen silver barbs, leaving her unable An infected creature can embrace the curse of
to fly, regenerate, or transform until removed. lycanthropy—and so gain its full benefits—by
The raven’s arrival is followed soon after by a terrible, completing a certain task, depending on the nature
grating shriek and the arrival of a greater strix (using the of their curse:
statistics of a manticore): an enormous artificial “bird” An infected werewolf must voluntarily kill
crafted of wood, animal skins, burlap, and hundreds of black another humanoid and devour their flesh.
raven’s feathers. (Instead of actual tail spikes, the greater An infected wereraven must be knocked
strix’s tail spikes attack releases a volley of dozens of tiny unconscious while voluntarily attempting to
silver barbs from its wings.) protect another humanoid from (what they
The greater strix is joined by two swarms of lesser strix believe to be) near-certain death.
(each using the statistics of a swarm of ravens). Each lesser
strix is an artificial “crow” slightly larger than a raven, crafted An infected lycanthrope can be recognized by
of burlap, straw, twigs, and sharp stone teeth. the scar of the wound that originally transmitted
These abominations were built by the witch Baba Lysaga the curse. The wound will never entirely heal, and
remains raw and bloody until the curse is lifted.
to hunt down wereravens. These particular strix—a gift from A creature born from two lycanthrope parents
Baba Lysaga to Strahd upon his awakening—have been possesses the full benefits of lycanthropy from
ordered to hunt and kill Muriel, who was spotted birth, and may learn to control their curse as they
eavesdropping on the Tarokka reading that Strahd received age.
from Madam Eva earlier that morning. It continues to pursue Finally, while the mists remain, the lunar cycle is
Muriel, attacking the players if they obstruct it. It fights to the accelerated in Barovia: the full moon arrives once
death. every two weeks, instead of once every four. The
If rescued, Muriel remains with the players until she can first full moon that the players experience takes place
discern their intent. A player can remove the silver barbs in on the third night after they first arrive in Vallaki.
her body and wings with a DC 15 Wisdom (Medicine) check,
reducing her to 0 hit points and causing her to fall Lycanthrope Regeneration
unconscious on a failure. Once the barbs are removed, Lycanthropes in Barovia—including both
however, Muriel’s regeneration immediately returns, healing werewolves and wereravens—don’t have immunity
her wounds in a matter of seconds. or resistance to bludgeoning, piercing, or slashing
If she learns that the players plan to travel to Vallaki, damage made with nonsilvered weapons. Instead,
Muriel travels with them while maintaining her raven all lycanthropes who have either transformed or
disguise, hoping to rely upon safety in numbers until she can embraced their curse gain the following feature:
report her findings to Urwin Martikov at the Blue Water Inn.
Under no conditions does Muriel willingly reveal her true Regeneration. The lycanthrope regains 10 hit
nature to the players at this time. points at the start of its turn. If the lycanthrope
takes necrotic damage or damage from a
C4. Tser Pool silvered weapon, this trait doesn’t function at
the start of the lycanthrope’s next turn. The
The journey from the River Ivlis Crossroads to the Tser Pool lycanthrope dies only if it starts its turn with 0
Encampment is one-and-a-half miles long and takes thirty hit points and doesn’t regenerate.
minutes. Accordingly, lycanthropes generally cannot be
C4a. Arrival at Tser Pool killed without the use of silver or necrotic damage.
This area is largely as described in G. Tser Pool Even other magic—excepting certain spells that
destroy the bodies of their victims, such as
Encampment (p. 36). However, none of the Vistani at the disintegrate—is not enough to permanently defeat
camp are intoxicated, and only one—a Vistana woman named them.
Eliza—serves as a spy for Strahd.

91
As the players enter the camp, they are met by Stanimir, an
old Vistana who informs them that the leader of their Profile: Madam Eva
encampment, Madam Eva, has been waiting for them and Roleplaying Information
points them toward Eva’s tent. Stanimir, a jovial, colorful old Resonance. Madam Eva should inspire
man with a twinkle in his eye is largely as described in discomfort with her intimate knowledge of the
Mysterious Visitors (p. 19). However, he has the spell major players’ pasts, gratitude for her dedication to the
image prepared rather than vampiric touch. players’ journey, and reassurance with her
Stanimir is happy to answer any questions that the players confident predictions.
may have about the Vistani or about Barovia, as described in Emotions. Madam Eva's most frequent emotions
Vistani Lore (p. 27). However, he will not discuss Strahd’s are amusement, solemnity, concern, and
business at Tser Pool. Instead, he shares his belief that contemplation.
Strahd will not soon return, and reassures the players that Motivations. Madam Eva wants to see the land of
anything discussed at their meeting with Madam Eva will not Barovia healed and freed from Strahd's corruption.
reach the vampire’s ears. Inspirations. When playing Madam Eva, channel
If the players ask whether Strahd obtained a foretelling The Ancient One (Doctor Strange) and the Fates
from Madam Eva, Stanimir tells them that Madam Eva (Hercules).
shares her gifts freely with all—but that each person’s future Character Information
is different, and often difficult to discern. Persona. To the world, Madam Eva appears as a
wise, yet maddened crone who speaks in
C4b. The Tarokka Reading prophecies and riddles. To those she trusts, she
This scene unfolds largely as described in Madam Eva’s Tent appears as a kind, yet frustratingly opaque and
(p. 37). After greeting the players, Madam Eva names each stubborn old woman.
player character personally, giving them one or more Morale. In a fight, Madam Eva would calmly insist
symbolic epithets related to their histories, their goals, and/or that her opponent cease their attacks, then—if her
their capabilities. Vistani aides prove unable to stop her assailant—
She thanks the players for making the journey to Tser Pool. weaken them with the harm spell before
If asked about Strahd’s visit, she says only that each person’s demanding their surrender.
future is their own to know, and that, while her duty binds her Relationships. Madam Eva alone knows that she
to seek the whispers of Fate for any who invoke her name, is an avatar of the Seeker.
she is bound not to reveal what she sees to anyone else.
If Muriel is with the players in raven form, Madam Eva
regards her with an emotion nearly resembling fondness and “Doubtless, he has gone wild without me.” (Madam Eva is
asks to inspect her. She strokes Muriel’s wings and notes that referring to the Roc of Mount Ghakis, which served her
she once had a beloved pet raven named Turul many years when she retained the mantle of the Seeker of the Ladies
ago. “I have not seen him for many years, however,” Eva adds, Three.)
somewhat mournfully.
92
Madam Eva then asks the players if they would like their
fortunes read, and produces a worn deck of cards if so. She She flips the card.
then pauses and closes her eyes, though they flash wide open The cerulean light dances across its surface, revealing an
again soon after. Read: illustration of:
Nine of Swords—Torturer. A scowling, bearded man, clad in
Madam Eva’s voice is a low hiss as she speaks, her silhouette
leather armor and a hood tipped with spikes, his calloused,
dancing in the flickering candlelight. "A shadow is
gnarled hands turning the wheel of a grisly device. “The
approaching my tent: a lone servant of Darkness. They seek
Nine of Swords—the Torturer.” Her dark pupils shift from
knowledge of your future—secrets that I am sworn never to
side to side, as though reading from an unseen text. (See
reveal to any but their keepers.
Swords (Spades), p. 12, for this card’s foretelling.)
“Do not look, child, nor rush to greet them; if they learn the
Nine of Glyphs—Traitor. A smirking guardsman looking up
import of what we have discussed, all may be lost. Do not
at a haughty priest, the priest’s pointing fingers mere
reveal, even, that you know of their true nature, for their
inches from the guardsman’s nose as the guardsman
master will know that I have told you, and his wrath will
readies a wickedly curved dagger behind his back. “The
descend upon us all. I will read the cards as swiftly as I dare
Nine of Glyphs—the Traitor.” Her dark pupils shift from
before they arrive, and you will listen closely, for I shall never
side to side, as though reading from an unseen text. “Look
again repeat what they say. Are you ready?"
for a wealthy woman. A wary servant of the devil, she keeps
the treasure under lock and key, with the bones of an
If the players respond affirmatively, read the following text, ancient enemy.”
choosing the appropriate descriptions and narration where
appropriate: The Holy Symbol of Ravnekind
She moves her hand to the second card, this one at the top of
Her old hands working deftly, the ancient seer removes
the cross. As she closes her eyes and listens once more, the
fourteen cards from the top of the deck, setting them aside.
candlelight flares, its color bursting into a fierce, cheery
The remaining cards, she shuffles nimbly twice, three times,
yellow.
four.
"This card tells of a powerful force for good and protection,
Madam Eva sets both decks upon the surface of the velvet
a holy symbol of great hope."
table. Closing her eyes, she places her right hand over the
She flips the card.
surface of the larger deck. The crimson flames dim and swirl in
This time, the light reveals a new illustration: an armored
eldritch patterns as her lips move silently, a distant tension
warrior clutching a cracked iron sword and a leather-bound
spreading through the air. The sounds of the rustling trees and
wooden shield, his face obscured by a heavy iron helmet. “The
rippling pool beyond the tent's walls begin to dim, the external
Five of Swords—the Myrmidon.” Her eyes stare deep into the
world growing mute and insubstantial as the space within
shadows that lurk in the corners of the tent. (See Swords
grows more solid—more real.
(Spades), p. 12, for this card’s foretelling.)
Slowly, reverently, the crone draws three cards from the top
of the deck, laying them face down separately on the table, The Sunsword
with the second laid between and above its partners. She then
She moves her hand to the third card, at the right arm of the
moves to the smaller deck, drawing two more cards. The first,
cross, her eyelids closing like a trance, her lips pursed in quiet
she places below the first three, forming a cross. The second,
contemplation. The candlelight vanishes, for a heartbeat—and
she places in the center.
then returns in a nova of fierce, burning white, so pure and
The lights of the candles sway like silhouettes, leaning in
strong and clean that it hurts to look at, burns to see—
toward the cards like anxious watchers—yet the air in the tent
Madam Eva's eyes snap open, burning with a fierce
is perfectly still. No light intrudes through the seams in the
determination.
tent's walls; no voice rings out in the silence. Shadows and
"This is a card of power and strength. It tells of a weapon of
mist swirl at the boundaries of the tent, where the darkness of
vengeance: a sword of sunlight."
deepest night dwells—but here, at its center, light yet reigns.
She flips the card.
The light reveals a third illustration: a solemn-faced man
The Tome of Strahd
clad in holy vestments, one hand clutching the chain of a
The crone then moves her wrinkled hand to the left-most card
bronze censer that billows with burning smoke. “The Eight of
—the first. She closes her eyes and tilts her head, as if
Glyphs—the Bishop.” The crone's voice is strong with
listening to an unspoken word. The arcane lights swirl and
purpose. (See Glyphs (Hearts), p. 14, for this card’s foretelling.)
then shift, their colors changing to a deep, piercing blue.
"This card tells of history. Knowledge of the ancient will
help you better understand your enemy."

93
Madam Eva refuses to elaborate on the players’ readings or
Strahd’s Enemy provide any additional information or assistance. If asked to,
she says only, “The threads of Fate cannot be beckoned like a
She moves to the fourth card, at the bottom of the cross, and
servant or conjured like a magician’s trick. I see only what the
listens once more, tracing small circles across its back as she cards show me, and no more.” Before the players leave, she
hums a contemplative note. The magic flames leap and dance whispers to them again to tell no one of what they have just
upon their wicks, now casting swirling violet embers into the heard.
air as the walls of the tent gleam with the shimmer of twilight. Milestone. Receiving the Tarokka reading completes a
"This card sheds light on one who will help you greatly in
story milestone. When the party exits Madam Eva’s tent,
the battle against darkness."
award each player 500 XP.
She flips the card. C4c. Vistani Hospitality
This time, the illustration revealed is a quiet graveyard Upon exiting Madam Eva’s tent, the players find two other
choked with fog, its entrance sealed with a sharp iron fence. Vistani waiting outside of the tent: a woman named Eliza and
"The Mists." Madam Eva leans forward. (See Strahd’s Enemy, p.
a man named Arturi Radanavich. Stanimir joins the group a
15, for this card’s foretelling.)
few moments later.

Strahd’s Location
Finally, she moves her hand to the fifth card—and nearly Arturi and Eliza
recoils, her brow furrowing until the wrinkles split her Arturi Radanavich, a close friend of Dr. Rudolph van
forehead like a trench. Behind her, shadows encircle the
Richten, has recently arrived at the Tser Pool
encampment. He has now heard that travelers have
candlelight until the light is very nearly swallowed by the arrived from the village of Barovia and hopes to
creeping dark. When next she speaks, Madam Eva's rasping hear whether the Barovians have obtained any
voice is scarce above a whisper. information regarding Dr. Van Richten’s
"Your enemy is a creature of darkness, whose powers are whereabouts. Arturi is a thoughtful, soft-spoken
man in his late thirties with a distant, almost
beyond mortality. When the hour of judgment arrives, this
absent-minded countenance and a near-painful
card will lead you to him!" sincerity.
Her hand trembles above the card for a silent moment—and Meanwhile, Eliza, one of Strahd’s spies, has heard
then deft, ancient fingers reveal its opposite side. that outsiders have entered the pool from beyond
the Mists, and hopes to glean information about
In the darkness, the fifth and final illustration is only barely
their goals, capabilities, and weaknesses. (Eliza had
visible through the smoke and unnatural murk. Upon the hoped to eavesdrop on the players’ Tarokka
card's surface dwells a depiction of a crowned, grinning reading as well, but was foiled by Madam Eva’s
emperor clad in royal finery and reaching for a goblet of wine foresight.) In sharp contrast to Arturi, Eliza is a
—though his limbs are wooden puppet’s limbs, lashed to cheery, excitable woman in her early thirties, always
glad to insert herself into a conversation with a
corded strings that disappear into the darkness overhead.
brash or witty comment.
Madam Eva slowly exhales. "The Marionette." (See Strahd’s
Location in the Castle, p. 17, for this card’s foretelling. Instead
of the north tower peak, Strahd will face the players in K20. Unless the players intervene, the conversation unfolds as
Heart of Sorrow, p. 59.) follows:
As the last syllable passes her lips, the old woman freezes—
Eliza greets the players immediately, giving them a warm
and then rocks back in her chair, her eyes rolling until their welcome to the Tser Pool Encampment.
whites gleam like pearls in the darkness—and then she snaps As Stanimir approaches, Eliza clicks her tongue and
back, the candlelight burning down to its ordinary crimson scolds him for his lack of hospitality, noting that the
glow. players seem to have traveled a long way.
The sound of the outside world returns—the voices of the
Stanimir amusedly reminds Eliza that fate waits for no
one, but nonetheless invites the players to rest their weary
Vistani, the crackling of the bonfire, the whisper of the wind,
feet at the camp’s central fire, offering wine, food, and
and the lapping of the waves against the shore of the pool. song should the players join.
Light, grey and insubstantial, filters in once more through the If the players accept and move to accompany Stanimir,
canvas walls of the tent, and you feel yourselves breathe for Arturi hesitates, then asks if the players would mind if he
the first time since the reading began. Beyond the tent’s walls,
accompanied them. He notes that he has heard that they
have just arrived from Barovia, and has recently arrived
you think you can hear the sound of footsteps approaching.
himself from the west to seek information regarding the
Madam Eva says nothing. She only regards you silently with village. (He adds, somewhat awkwardly, that it has been
dark, heavy eyes. some time since he had last shared a Vistani fire, and
apologizes for imposing upon them and the others.)

94
The Curse of Arturi Radanavich
Dark Beginnings. Twenty years ago, when Arturi Arturi spent three weeks searching for Van Richten,
Radanavich was only seventeen, several members of his eventually finding him in a small cottage at the edge of a
extended family amongst the Radanavich caravan invited sleepy village. Concealing himself from view, Arturi
him on a “hunting trip.” Awkward, lonesome, and watched Van Richten rage against the lives taken by the
desperate for connection, Arturi accepted their invitation raunie’s curse, then finally crumple into sleep, alone and
gratefully. undefended. No lust for vengeance stirred Arturi’s hand
It wasn’t long, however, before Arturi learned the true to the dagger at his side, though—instead, he felt only
nature of their hunt. His uncle, a man named Radu commiseration and pity.
Radanavich and the leader of the caravan, had recently When Van Richten awoke, Arturi was there to greet
seen his son, Ionel, fall deathly ill. When the Vistani’s him, suggesting that, together, they could aid one
treatments proved fruitless, Radu had taken Ionel to a another and see their curses lifted. Though Arturi was
healer in a nearby village—a doctor named Rudolph van not sure how, he suggested that the two spend a year
Richten. Ionel, however, had died under Van Richten’s traveling among the Vistani caravans, so that Van
care, and a vengeful and grieving Radu sought to visit his Richten could come to know the people that had taken
pain upon Van Richten in turn. his son, and so Arturi could come to know the man who
Arturi felt bewildered and afraid—but each time he had murdered his family. After some discussion, Van
thought to open his mouth, he imagined the insults and Richten reluctantly agreed.
jeers of his cousins or Uncle Radu’s smoldering glare. Redemption & Understanding. The two men set off
And so, Arturi watched silently as his family kidnapped together—awkwardly, at first, but soon coming to a
Van Richten’s fourteen-year-old son, Erasmus, spirited quiet understanding. For the next twelve months, they
him away to a darkened mire, and sold him to the visited each of the largest Vistani caravans in turn,
vampire lord Baron Metus. exposing Van Richten to the lives, joys, and sorrows of
It wasn’t long after Erasmus was sold that Van Richten his most hated foes. Arturi, in turn, learned of Van
tracked the Vistani caravan down, ambushing the Richten’s grief: of the love he bore for his son, Erasmus,
d’Avenirs—a Vistani husband and wife who then traveled and the guilt he felt for his friends who had fallen.
with the Radanaviches and had aided Radu in his When the year had ended, Arturi warned Van Richten
vengeance—and demanding to know where his son had that only blood could pay for his crime. Van Richten,
been taken. Arturi later learned that Van Richten had head bowed with the weight of his guilt, promised not to
spared the d’Avenirs’ lives—a mercy that would not last resist should Arturi choose to take his life. Instead,
forever. however, Arturi sliced both their palms and took Van
Three years later, Van Richten returned, grim-faced Richten’s hand, allowing their lifeblood to intermingle. In
and surrounded by a swarm of ravenous undead. His son that moment, the two became blood-brothers, and
Erasmus had died—transformed into a vampire spawn released their hatred forever.
and killed by Van Richten’s own hand. Torn by fury and Somehow, the two knew that there was one thing left
grief, Van Richten released the undead horde upon the to do. They traveled to the old wreckage of the
Radanavich caravan, howling, “Undead take you as you Radanavich caravan and set it aflame, defending its
have taken my son!” burning husk from legions of the undead that swarmed
Arturi alone survived, hiding himself away in his from the darkness. When dawn finally broke, the undead
grandmother’s magical trunk. When he finally emerged, had gone—and the wreckage was naught more than a
hours later, he found the encampment shattered, his pile of smoking ash. The two men embraced, laughing,
family slaughtered—and Van Richten nowhere to be knowing that their curses had finally come to an end.
found. The Next Chapter. Arturi and Van Richten parted ways
Arturi's Curse. Arturi soon learned, however, that Van soon after—Van Richten returning to his family home to
Richten’s vengeful words had taken on a life of their compile a lifetime’s notes, and Arturi returning to the
own, clinging to him like a burial shroud. “Undead take solitude of the roads, too distant from his people to truly
you,” Van Richten had promised—and so they did, return to their camps. Not long thereafter, Arturi’s
pursuing Arturi wherever he went. The Vistani banished travels took him to a southern port, where he purchased
him from their camps after dusk, naming him mortu, or a small, trained monkey—a baboon named Piccolo—and
“outcast,” a word that can also be more directly had him delivered to Van Richten’s home as a memento
translated as “living dead.” No village gave Arturi and gift.
sanctuary; no town’s walls would protect him. Several months later, Arturi heard rumors from the
For eighteen years Arturi wandered, ever-evading his Vistani that Van Richten had been sighted once more—
eternal pursuers. One day, however, he came upon a this time, in Barovia, the cursed valley of the vampire
Vistana caravan while traveling the roads, from whom he Strahd von Zarovich—and that he was now widely
learned that Van Richten, the murderer of Arturi’s family, believed to be dead. Fearful for his friend, Arturi set off
had suffered beneath the weight of a curse as well—a for Barovia through the Mists, hoping to find Van
curse placed by the raunie, or leader, of the Radanavich Richten should he still be alive—and to ensure him a
caravan with her dying words: “Live you always among proper burial should he have fallen in battle.
monsters, and see everyone you love die beneath their
claws!” A flutter of hope emerged in Arturi’s heart— Source: Wise, David. Van Richten's Guide to the Vistani.
hope that, together, their two curses might be lifted. Wizards of the Coast, 1995.

95
If the players make their way to the Vistani fire, Eliza—and After dinner, Stanimir cheerfully informs the players that,
Arturi, if he is present—introduce themselves. Eliza also asks as guests at a Vistani fire, they are now expected to play the
the players’ names in return. (If asked why he has not shared Game of Stories, and asks whether the players will accept. To
a Vistani fire until recently, Arturi winces and admits only play, each participant must put up a wager, which can be an
that the situation is complicated.) object of small monetary, intellectual, or sentimental value.
While seated around the fire, the players are given wine Each participant must then share a story to make a man
and food, including a midday meal of bread, cheese, and “laugh or weep.” Each time a story is told, the other
pickled beets. As they eat, Eliza asks the players about their participants in the game must guess whether the story is
next destination. If the players note that they are headed truth, falsehood, or both. At the end of the game, the
toward Vallaki or otherwise indicate an interest in staying the participant with the most correct guesses wins the pot.
night, Stanimir invites them to rest at the camp overnight, If the players accept the challenge, Eliza, Arturi, and Ireena
noting that the roads can be long and dangerous beyond also offer to join the game. The participants’ wagers are as
Madam Eva’s wagons. follows:
C4d. The Dancing Fire Stanimir wagers a worn deck of Tarokka cards that once
As dusk descends around the campfire, the Vistani serve the belonged to his late wife. (“They’ve sat unused and dusty
players a dinner of a hearty stew of rabbit, potatoes, turnips, in my wagon for long enough,” he says with a sad smile. “I
lentils, and parsnips alongside hearty chunks of flatbread. think she’d like it if they were out in the world again.”)
If he hasn’t already, Arturi asks the players for news from Eliza wagers a collapsible brass spyglass with a small,
Barovia, inquiring specifically whether they have encountered maneuverable mirror, allowing the user to peer around
a man named Rudolph van Richten. If asked about his corners.
interest, Arturi notes sorrowfully that Van Richten is a friend Arturi wagers a short manuscript on werewolves
of his, and that he had recently heard a rumor that he had authored by Dr. Rudolph van Richten.
come to harm while traveling to Barovia. Arturi is unsure Ireena wagers a painted wooden hairclip in the shape of a
whether he believes Van Richten to be dead, but is hopeful sunflower that she once wore as a child.
that he still lives—if for no other reason than that the old man Give the players a few minutes away from the table to plan
is impressively hard to kill. out their stories before the game begins.

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

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

96
Lugdana was indeed a paladin of the Morninglord who
Stanimir’s Tale bore the legendary Holy Symbol of Ravenkind. According to
Stanimir goes first, delivering the same tale as described in legend, the symbol was given to Lugdana by an angel in the
The Dancing Fire (p. 20). However, exclude the final guise of a raven. Eliza notes with a chuckle, however, that no
paragraph, and instead end with the sentence, “The figure in one knows what happened to the Symbol after Lugdana fell
the dancing fire vanquishes its final foe, then disperses in a at Yester Hill, nor where it resides today.
cloud of smoke and embers.” Throughout his tale, the players
can notice Stanimir using the major image spell to create the Arturi’s Tale
shapes in the flames. After three of the players have gone, Arturi then shares the
When his tale has ended and all participants have made following tale:
their guesses—Eliza and Arturi going last, with Eliza voting
“True” and Arturi voting “Half-True”—Stanimir reveals that “There was once a silver Fox, renowned among all for his
his story was indeed a true tale of the Vistani people, and that curative touch. On a cold, moonlit night, however, a rustle of
the wounded prince lived on as a friend to the Vistani, even
when his heart was led astray by shadows and mist. (If asked, wings disturbed his peaceful reprieve. A flock of Sparrows
Stanimir admits that the prince was Strahd von Zarovich in brought him one of their own, the tendrils of Death clutching
the days before he came to Barovia, and that his promise to its small, shivering body. The Silver Fox took the sickly
the Vistani is why they remain in the valley to this day, sparrow into his den, but with all his wisdom and skill, he
“without fear or favor.”) could not cure its ailment, and it breathed its last in his paws.
“Fearing the Sparrows’ anger, the Fox begged them to take
Eliza’s Tale
After one of the players has gone, Eliza then shares the anything in exchange for peace. The Sparrows, hearts filled
following tale: with grief, departed into the moonlit night. It was only at dawn
that the Fox realized what they had taken: His beloved kit had
“It is said that within each raven flutters a lost soul, and that vanished, taken by the Sparrows’ claws.
each raven’s song tells a tale of ages past. They whisper, so “The Fox pursued the sparrows through barren lands and
listen closely.” shadowed woods. He found them slumbering amidst the
She takes a deep breath; when she speaks again, her voice is branches of a gnarled tree—and, in his cleverness, snatched
quiet, with an eerie, melodic quality to it. two of their flock in the jaws of his teeth.
“Sing, ravens, of Barovia, birthed from the mists and bathed “‘Where is my kit?’ the silver Fox roared. The Sparrows, now
in twilight. Sing of Lugdana, the Morninglord’s stalwart, dawn- prey in his claws, shared the terrible truth: they had given his
touched foe to the deep-lurking dark. The Holy Symbol of kit to the Kingdom of Night, where the cursed Sovereign of
Ravenkind, her radiant testament, the warrior’s beacon of Dusk dwelled in the darkness.
faithful resolve. “And so the Fox passed from light into dark, his legs aching
“Sing, ravens, of Chernovog’s rise, named Green-God and and sore, his paws bramble-pricked and bloody. It was in the
Demon-Lord upon Yester Hill. Lugdana, gray-haired, weary of keep of Dusk’s Sovereign that he found his lost quarry—and
battle, her longsword and shield yet polished and ready. uncovered his kit’s dreadful fate. His kit now shared the
Guided through shadows, toward sacred ground, she clashed Sovereign’s curse, the features of life now twisted and warped,
with the demon, their tempest-like dance. his once-lively eyes now deadened and cold.
“Sing, ravens, of Lugdana’s last fury, of Ravenkind’s token The kit begged for reprieve—for his father to free him from
now blazing with light. The battle’s tide turning, a hero’s brave his cursed existence. And the silver Fox, with a heart heavier
cry, a final onslaught with divinity’s grace. The Demon-Lord than the mountains, with eyes stinging with tears, did the
banished, the warrior now fell, the wound at her side gouged unthinkable—and ended his kit’s torment. As the Fox’s
too deep to bear. anguished howl shattered the night, so, too, did his heart. A
“Sing, ravens, of light’s final moments, a shadow father had entered the Kingdom that day, but it was a
descending from radiance on high. Sing of the angel, black- phantom, born of anguish and rage, that vanished into the
feathered and beaked, the Morninglord’s angel reclaiming its shrouded night.”
gift. The Symbol retaken, in ravens’ claws held.
“Sing, ravens; you are the keepers, the watchers, the tellers When his tale has ended and all participants have made their
of stories untold. Sing, ravens, of Lugdana’s memory, the guesses—Stanimir and Eliza going last, with Stanimir voting
shadows that lurk, and heroes to come.”
“True” and Eliza voting “False”—Arturi reveals that his story
was true. He politely declines, however, to reveal anything
further, noting only, with a sad smile, that “Some stories are
When her tale has ended and all participants have made their not mine to tell.”
guesses—Stanimir and Arturi going last, with Stanimir voting
“True” and Arturi voting “False”—Eliza reveals that her story Ireena’s Tale
was half-true. After all of the players have gone, Ireena (if present) then
shares the following tale:
97
"When I was a child, my father took me and my brother to a C4e. A Gift for Arabelle
vast, tranquil lake. I remember the sand beneath my bare feet,
As the players prepare to depart Tser Pool, they are
approached by Madam Eva, who greets them with a friendly
and the lapping of the waves against the shore. cackle.
"But then, something broke the silence—a low growl that Once pleasantries are disposed of, she proffers a velvet
echoed through the wind. As I turned, I saw a beast emerge pouch containing ten gold coins and asks the players to bring
from the fog: a wolf, far larger than any I'd ever seen. I still it to Blinsky Toys, in Vallaki, to purchase a toy for her great-
remember its eyes—yellow, cold, and hungry. grand-niece, Arabelle. Blinsky’s, she notes with a twinkle in
her eye, are Arabelle’s favorites. (She adds that the players
"My father screamed for me to run. I took off for the woods,
are welcome to keep any change as payment for their efforts.)
and the wolf followed, its snarls echoing through the Once they’ve purchased the toy, Madam Eva asks the
underbrush. I remember branches whipping against my face, players to deliver it to the Vistani encampment to the
thorns cutting at my feet as my legs burned and my breath southwest of Vallaki by the end of Arabelle’s tenth nameday,
grew ragged, but my fear drove me forward. which is in two days’ time. Eva claims that she would go
"It was only much later, when my heart had quieted in my herself, but that long journeys are simply too taxing upon her
chest and the wolf's footsteps had faded into silence, that I
old bones. She adds, with a cryptic and knowing smile, that
the players may enjoy speaking with Arabelle upon meeting
finally allowed myself to stop. By then, though, the woods her, as she is “a most interesting child.”
were strange to me, and my father's shouts had faded. Madam Eva concludes the conversation by wishing the
"A heavy mist had descended around me, and shadowed players well on their journey. She then returns to her tent.
shapes lurked in every corner. I stepped forward, one hand
reaching fearfully into the fog—and a wolf made of mist leapt C5. The Skeletal Rider
forth, its jaws opened wide to devour me. And then— When the players return to the River Ivlis Crossroads after
everything went black. receiving the Tarokka reading, they encounter a skeletal rider,
"The next thing I remembered, I awoke in my own bed, my
as described in Skeletal Rider (p. 31).
father's humming echoing from the kitchen. I don't know how
C6. The Watchtower
I got there, or what became of the wolf, but I can still
remember its teeth as clearly as ever."
As the players travel west from the River Ivlis Crossroads,
read:
When her tale has ended and all participants have made their You leave the crossroads behind and resume your westward
guesses—Stanimir voting “True” and Eliza and Arturi voting
“False”—Ireena reveals that her story was false. With a quiet journey. You follow the road as it bends around, then ascends
laugh, she shares that the story is a dream that she’s had the cliff, trudging up its steep, rocky incline.
since childhood, noting that there are no lakes near the The fog is thick here, obscuring the top of the cliff
village of Barovia and that she’d never seen a dire wolf until overhead. The road itself grows narrow and treacherous, with
recently. loose stones and deep ruts that make it difficult to maintain
If challenged on his vote, Stanimir merely says, with a your footing.
mysterious smile, that many dreams have a kernel of truth.
He then thanks Ireena for sharing her tale. Soon enough, though, the road levels out, continuing past a
ruined three-story watchtower perched atop the edge of the
cliff.
Confronting Arturi The tower's old stone walls are covered in moss and ivy, its
rotten wooden door hanging off its hinges. Nearby, two fresh
If one of the players confronts Arturi after the
Game of Stories has ended and suggests that the graves sit against the road. An animal's corpse seems to lie in
Silver Fox of his tale is a pseudonym for Dr. the tall grass not far away.
Rudolph van Richten, Arturi graciously admits it.
He notes, wistfully, that Van Richten has suffered
many pains in life—some just, some unjust—but
Pause to allow the players to act or react. If the players
that, in due time, he found healing and redemption
remain silent, continue to Tser Falls below. Otherwise, allow
for both his sins and the sins of others. Arturi says,
the players to explore the area.
however, that the continuation of Van Richten’s
tale is not for him to tell.
The Watchtower
Arturi does note, though, that Van Richten did The ruined watchtower was built as a lookout post by the
later find precious friends who began to heal his Order of the Silver Dragon long ago. It has the same
broken heart, including his student Ezmerelda structure as the Guard Tower (p. 157) at Tsolenka Pass, with
d’Avenir. He concludes by sharing his hopes that the following changes:
Van Richten still lives, if only so that he may one
day find the peace he has long searched for.
The tower door has been half-pulled from its hinges and
can be opened easily.
The temperature and wind in the tower are far less
severe.
98
There is no dire wolf's head mounted above the hearth. Tser Falls
There are neither statues nor skeletons atop the This area is largely as described in Tser Falls (p. 37).
battlements. Additionally, when the players arrive, they can see a revenant
If the players explore the watchtower, they find a broken (p. 31) standing alone at the midpoint of the bridge with its
pendant of a silver dragon lying on the ground of the first hands resting on the pommel of its sword, the blade of which
floor, close to the entrance. The pendant is always cold to the is planted firmly on the ground.
touch. If the players call out to this nameless revenant or step
From atop the battlements of the watchtower, the players onto the bridge, it hails them in a raspy voice and asks their
can see Tser Falls to the northwest and Tser Pool to the business. Upon hearing their response, it says, "Old things
northeast. To the south, above and beyond the slopes of are stirring and the lord of Castle Ravenloft roams the valley.
Mount Ghakis, they can see only an impenetrable wall of Tell me: Do you serve him?"
thick, gray fog. If the players claim to serve Strahd, the revenant visibly
stiffens, but stands aside, saying coldly, "Then be gone on
The Graves your way, and may your foul work bring you ruin and despair."
The two graves hold the remains of two Barovian refugees If the players deny serving Strahd, the revenant is visibly
who were slain by wolves during the journey to Vallaki some relieved and invites them to approach so that it may "get a
time ago. A DC 12 Wisdom (Survival) check reveals that the closer look at them." It introduces itself as a knight of the
graves are no more than a few days old. Order of the Silver Dragon, but claims to have long forgotten
Small pebbles have been arranged in the soil atop each its name in life.
grave to form the shape of a rising sunburst. If the players' weapons are clearly visible, it asks the
players if they oppose the lord of Castle Ravenloft. If the
The Corpse players claim to oppose Strahd, the revenant advises them to
The corpse belongs to a wolf killed by spears and crossbow travel to Argynvostholt to the west, where Sir Godfrey
bolts. The Barovian refugees left it here after slaying it and Gwilym awaits those who would raise their swords against
driving off the other members of its pack. the darkness that lurks in the castle's depths.
If the players inquire about the Order of the Silver Dragon,
C7. Tser Falls the revenant shares only that the knights of the Order
The journey from the River Ivlis Crossroads to Tser Falls is opposed the lord of Ravenloft in life and suggests that the
seven-and-a-half miles long, or two-and-a-half hours. players speak with Sir Godfrey to obtain further information.
If the players obtained the silver pendant in the watchtower
The High Road by the River Ivlis Crossroad, the revenant recognizes it, but
As the players travel west on the Old Svalich Road, read: refuses to comment further on its significance.
If the players ask the revenant why it is guarding the
You continue down the winding mountain road, the jagged
bridge, it says only, "Because I raised my voice against my
commander and was banished. Now, I stand like my brothers-
peaks looming ominously through the fog far above. and sisters-in-arms, watching the dark places of this land and
The air grows colder as the road passes through a dark awaiting an order that will never come."
evergreen forest, the thick canopy once more blocking out
much of the sky's dim light. The only sounds that follow you
are the crunching of fallen leaves and an occasional rustling in Vladimir’s Fury
the underbrush. This nameless revenant was banished, along with a
dozen of its peers, from the ruins of Argynvostholt
While traversing this section of the Old Svalich Road, the shortly after the failure of Doru’s rebellion three
players are stalked by one of Strahd's spies: a wolf. (See months ago.
Strahd's Spies on pg. 29 for more information.) When news of Strahd’s planned counterstroke
If the players dispatch, ignore, or fail to notice the wolf, reached them, the knights of the Order of the
continue: Silver Dragon raised their voices, begging Vladimir
Horngaard to allow them to lend their swords to
the cause.
As you curve around the edge of the mountain, the right-hand Vladimir denied them and, when the knights
cliffs fall away, leaving a sheer drop to a forested gully below. grew enraged and unruly, banished them from the
The road bends, doubling back around this ravine before manor and forbade them from raising their swords
plunging dramatically and winding around a smaller mountain
against Strahd or any of his creatures. Now, only Sir
Godfrey Gwilym, Vladimir Horngaard, and the
peak. spirits of the phantom warriors that once fought for
the Order remain in Argynvostholt.
The players then arrive at Tser Falls (p. 37).

99
If the players ask why it cannot take up arms against Strahd
itself, it says only, "Because my commander forbids it, and my
spirit is bound from disobeying his will." It is willing to share
that its commander's name is Sir Vladimir Horngaard, but is
unwilling to share more, advising the players to speak with
Sir Godfrey instead.
If the players ask for directions to Argynvostholt, the
revenant advises them to travel "west, beyond the walled
town, then south upon the ash-gray path."
If the players mention Strahd's carriage, the revenant notes
its disgust for "the beast von Zarovich" and advises the
players to be cautious of him and his servants and spies. If
the players mention the skeletal rider, the revenant recalls
that "the Wandering One has long sought a road to freedom
through the mists. It has never succeeded."
The revenant will not leave its post on the bridge under any
circumstances.
C8. Black Carriage
The journey from Tser Falls to the Black Carriage (p. 37) is
one-and-a-half miles and takes thirty minutes. As the players
make this journey, read:
You continue down the winding road, which climbs a short
distance north before bending west to avoid a bald-headed
peak on the right, its craggy cliffs bearing an array of sharp
rocks that jut out over the roadway.
It's not long before the road bends north once again, a
second hill arising from the fog on your left. Twisted trees dot
its steep slopes, their branches reaching out like gnarled
fingers.
As you travel deeper between the hills, the road narrows and
the cliffs grow taller. Soon, though, the hills fall away once
more, the road continuing forth into a small, fog-choked basin.

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


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

100
Briefly pause to allow the players to act or react. If the players C10. The Deep Woods
choose to investigate the slab, they find that it bears a crude
carving of a raven, the grooves lined with lichen and moss. The journey from Old Bonegrinder to the Town of Vallaki is
(The slab is an ancient monument to the Seeker, one of the five-and-three-quarter miles long and takes two hours. As the
Ladies Three.) players make this journey, read:
If the players remain silent or continue ahead, read:
The winding valley road hugs the mountainside as it meanders
The road soon emerges from the woods once more, veering north. The dark woods cling to the opposite side of the road,
between two hills. Before long, it bends to the north, hugging the tall, gnarled trees creeping as close as they dare. You can
the base of a mountain. hear the sound of the wind rustling through the leaves and the
occasional creak of branches. From time to time, it almost
The players emerge at the base of the hill upon which Old sounds like the trees are whispering among themselves, or
Bonegrinder rests, as described in Approaching the stirring their ancient roots in the old, rotten mulch.
Windmill (p. 125).
As the windmill comes into view, the players also notice As the road continues, the forest swallows it up on both
Morgantha approaching from the opposite direction with her sides. The trees towering far above your heads, blocking out all
cart, as described in Dream Pastries (p. 48). but the barest hints of gray light. The air grows thick and heavy
This scene largely unfolds as described in Dream Pastries with the scent of moss and rotting leaves; in the distance, you
(p. 48), but with the following changes: hear a raven's gurgling croak, followed by the sound of
Morgantha is coming from the town of Vallaki, not the fluttering wings.
village of Barovia. Before long, it becomes clear that your presence in this
Morgantha doesn't have a child stuffed into a sack in her dreary land has not gone unnoticed. A raven follows you for
peddler's cart. several minutes while keeping a respectful distance.
Morgantha doesn't avoid the players.
Morgantha greets the players warmly, calling them "weary This encounter unfolds as described in Swarms of Ravens
travelers," and shares her hope that the road has not been too (p. 32), with the party joined by two swarms of ravens. If she
hard on them. She freely shares the following information if is with the party and able to fly, the disguised Muriel takes
asked: wing alongside the flock, but keeps a sharp eye on the players
as they travel.
She is a peddler who sells baked wares to the "good As the players proceed down the road, read:
people of Barovia."
She is just returning from a day peddling her goods to the
townsfolk of Vallaki and the "poor, hungry dears" camped Ahead, the trees to the north break, revealing a grassy field.
outside the gates. (Her latter comment is referring to a The tall grasses sway in the chill air, the field stretching until it
camp of Barovian refugees that has not been allowed to reaches the shores of a dark, distant lake. Fog clings to the
enter the town.) shoreline. Even from a distance, you can hear the faint sound
She lives in the old windmill up the hill with her two of water lapping against the rocks.
daughters, Bella and Offalia. (She kindly declines to share
what happened to her "husband," saying only, "Now, that's
an old woman's business, meant to be shared only if she If Ireena is with the party, she freezes and asks the players if
chooses.") the party can take a quick detour across the field to the lake.
If asked, she notes only that the lake seems strangely familiar.
Morgantha has a few "dream pastries" left from her Lake Zarovich is as described in L. Lake Zarovich (p. 38),
workday—"filled with the light and love of dreaming"—which but without the beached rowboats or Bluto's boat visible.
she offers to the players for free as a "first sample." She Upon arriving at the shore of the lake, Ireena notes with
advises the players that the dream pastries taste best after a trepidation that it appears to be the same lake that she has
warm meal, "especially with a nice bit of wine to wash them seen in her dreams. (If she hasn't already shared it, Ireena
down." tells the story of her dream, described in C4d. The Dancing
If asked how she manages to travel the roads safely, Fire above.)
Morgantha only smiles and promises the players that "an old Ireena is certain, however, that she has never visited this
woman has her tricks." ("But," she complains, "my back and lake with Ismark and her father, Kolyan. She is uncertain of
poor feet do complain from time to time. I can't wait to soak the implications, but becomes lost in thought if a player
them in a tub of nice, hot water once I'm home.") reminds her that her father found her wandering the Old
When the conversation runs out of steam, Morgantha bids Svalich Woods as a child.
the players a safe journey, and lets them know that they can
find her outside of Vallaki's gates in the future, should they
like to purchase additional pastries.
The dream pastries, if eaten, affect the players as described
in Dream Pastries (p. 125).

101
C11. The Werewolf's Hunt If one of the players has a passive Wisdom (Perception) score
of 14 or higher, or if one of the players makes a successful
As the players continue down the road, read: DC 14 Wisdom (Perception) check, add:
As quickly as it appeared, the field is swallowed up by the As your footsteps squelch into the old, muddy road, you
forest again, the trees closing in around you once more. The glimpse a flicker of movement in the underwood: a flash of
dark undergrowth rustles and stirs in the wind, and the weight gray fur, amber eyes, and sharp, white teeth. Then, as soon as
of the forest presses in from all sides. You're unable to shake it appeared, it vanishes, skulking back into the shadows.
the sense that, somehow, you're being watched.
The movement belongs to a wolf. Its six wolf packmates—led
by a single werewolf (in wolf form)—are not far behind.
Soon after the first wolf appears, the pack attacks. Read:
Lycanthrope Regeneration
Remember that, rather than immunity or resistance The woodland road takes you through a small, forested
to bludgeoning, piercing, or slashing damage made clearing, the circular treeline littered with dense thickets,
with nonsilvered weapons, all lycanthropes that moss-covered boulders, and craggy ridges. Then, without
have either transformed or embraced their curse
warning, eight snarling shadows launch from the underbrush,
gain the following feature:
fangs bared and claws outstretched!
Regeneration. The lycanthrope regains 10 hit
points at the start of its turn. If the lycanthrope
takes necrotic damage or damage from a
Have the players, wolves, werewolf (in wolf form), and (if
silvered weapon, this trait doesn’t function at
they are with the party) Ireena, the two swarms of ravens,
the start of the lycanthrope’s next turn. The and Muriel (a wereraven in raven form) roll initiative. Any
lycanthrope dies only if it starts its turn with 0 character with a passive Wisdom (Perception) score lower
hit points and doesn’t regenerate. than 14 is surprised.

102
Each wolf gains the following additional action option: Since then, the refugees have set up camp outside the
town's walls, clustering together for protection and
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one warmth. They've managed to secure some minor
target. Hit: 7 (2d4 + 2) piercing damage. Instead of dealing necessities, such as the tents, by bribing the guards at the
damage, the wolf can grapple the target (escape DC 11). gates, but have been unable to persuade the guards to
In combat, the wolves work together, using their Bite to allow them entry or to even invite the town's Baron to
knock characters prone, then using their Maul to grapple discuss their plight.
prone targets. Once the wolves have dragged a grappled Swarms of bats and packs of wolves have plagued the
character away from the party, the werewolf shifts its camp each night since they've arrived. Thankfully, no one
attention to target them with its bite. The first character has died yet, but several refugees have been wounded.
targeted in this way notices that the werewolf is slightly Due to losses they suffered on the road and the threat of
larger than the rest and has intelligent, disturbingly human the Devil in Castle Ravenloft, the refugees are unwilling to
eyes. risk the journey back home, instead hoping to wait until
The werewolf flees if it begins its turn with 10 hit points or the Baron sees reason and allows them to enter the walls.
fewer and doesn’t regenerate. Any surviving wolves follow Roughly one-quarter of the refugees have become
soon after. If the werewolf dies, it reverts to its true form: a addicted to "dream pastries," a foodstuff sold by the
young man with pale, freckled skin and a lean, muscled peddler Morgantha. These refugees seek an escape from
frame. the misery and despair of their situation. Those who eat a
dream pastry fall into a trance as described in Dream
C11. The Town of Vallaki Pastries (p. 125).
C11a. The Vallakian Gates The refugees are lost in despair. Many are cold toward
The road continues forward to the Town of Vallaki, largely Ireena, and all are unwilling to accept her offers of help.
as described in Approaching the Town (p. 95). However, Some blame her, as well as Ismark "the Lesser" and the late
remove the first sentence of the descriptive text and add the Burgomaster of Barovia, for their failure to prorect them
following text at the end of the first paragraph: from Strahd's awakening and invasion. Others recall a
superstition that red-haired Barovian woman bring
misfortune, and suggest that Ireena herself has brought a
More than a dozen ramshackle tents have been set up against curse upon their people. None have any wish to deal with her
the palisade wall. Among them, dozens of ragged, emaciated further.
people mill about or sit by low-burning campfires and bedrolls, Following her interaction with the refugees, Ireena is
their hollow gazes watching silently as you approach. enraged by the Baron's callousness, and vows to make her
best efforts to secure entry for the refugees into Vallaki.
If Ireena is visibly traveling with the party, add: The Guards at the Gates
The guards at the gates largely act as described in Town
Some of them regard Ireena with dull recognition, but none lift Gates (p. 95). One has a silvered spear, while the other has a
a hand in greeting or make any gesture of warmth. quiver containing a dozen crossbow bolts, half of which are
silvered.
This area, the Morning Gate, is largely as described in Town The guards demand that each person first identify
Gates (p. 95). The tents are a camp of Barovian refugees, themselves, then pay 1 gold piece as a toll in order to enter
housing those who survived the trek from the village of the village. (The Baron has imposed this law to prevent
Barovia in the wake of Strahd's siege. werewolves or Vistani from entering the town.)
The guards refuse to accept payment on behalf of the
The Refugee Camp refugees, who the Baron has specifically barred from
If she is with the party, Ireena is heartbroken and enraged at entering, claiming concerns of "sickness, unruliness, and
the sight of the refugee camp. She suggests that she meet malicious unhappiness."
with the refugees while the players find lodging in town, and If the players pay the toll, the guards also insist that each
promises to join the players later. The players can dissuade entrant opens their purse (or equivalent) and surrender any
her with a successful DC 10 Charisma (Persuasion) check. silver pieces in their possession. (If the players complain, the
Otherwise, Ireena approaches one of the cookfires, either guards assure them that the silver is needed to produce the
alone or—if the players have insisted on joining her—with silvered weapons necessary to defend the town from
company. werewolves.) In exchange for any silver coins that they give
The members of the refugee camp, which include Emeric, up, the players receive an amount of copper coins of equal
a melancholy older man, and Mathilda, a grief-stricken young value—minus a ten percent tax.
woman, can share the following information: If asked about lodging, the guards can share information
about the Blue Water Inn, as described in Vallaki Lore (p.
The Barovian refugees arrived at Vallaki's gates a few days 96). The guards are also willing to provide additional
ago, but were barred from entering. When they attempted directions to other landmarks in the town in exchange for a
to breach the gates by force, the guards summoned a man bribe of 1 gold piece.
they called Izek, who bore a twisted devil's arm and Each time the players pass through the gates, including the
conjured fire to drive the refugees back. first, the guards nod at them and intone the Baron's favored
phrase: "All will be well."
103
Entering the Town C11b. The Blue Water Inn
As the players pass down Vallaki's main avenue, read: This area is largely as described in N2. Blue Water Inn (p.
98).
When the players first arrive, assuming they arrive between
You pass from the earthen road onto cobblestone streets, late afternoon and early evening, the inn contains the
mud staining your boots and the bottoms of your pants. following notable NPCs:
Behind you, the gates close with a slam, and you can see the
Danika Martikov, who is pouring drinks and serving
guards resume their posts behind it. In the distance, you can
patrons in the N2c. Taproom;
see two other figures bearing pikes, patrolling the walls as they Urwin Martikov, who is cooking bread and beet stew in
look down on the twisted forest beyond. the N2e. Kitchen;
The eaves of the buildings hang with old banners and Brom and Bray Martikov, who are playing with toys in
tattered fabrics that flap and twist in the chill breeze. The N20. Boys' Bedroom; and
Rictavio, who is feeding his horse, Drusilla, in N2f.
banners are painted with faded words and illustrations, but
Stable.
time has robbed them of both their legibility and any beauty
they may have once had. Entering the Inn
When the players first enter the inn, Danika greets them and
If the players arrive during the day, add: asks them to wait at the bar while she tends to other patrons.
If the characters approach the bar, Urwin exits the kitchen
The streets are filled sparsely with townsfolk, many wearing carrying a tray of fresh-baked bread, hot beet stew, and wolf
drab, patched grey clothes that have faded with age. They
steaks, which he sets down on the bar. (The food smells
mouthwateringly delicious.)
shrink back toward the sides of the streets as you pass, their
Urwin greets the players warmly and welcomes them to
pale faces growing paler with faint fear at the sight of you. the Blue Water Inn. If the players don't direct the
Their frightened eyes linger on your strange appearances, and conversation elsewhere, he notes that they look like travelers
quiet whispers fill the air. and asks if they need rooms for the night.
A few townsfolk bear strained, silent smiles, but no mirth Before Urwin can reply to the players, Danika returns and
reaches their eyes. There's not a glint of hope or joy—only
apologizes to the players for her delay. Assuming the players
do not interrupt, the conversation then proceeds as follows:
weariness, tainted with fear.
As you pass by them, the tension leaves the townsfolk and Danika lightheartedly accuses Urwin of plotting to rent
they return quietly to their business. rooms to guests "for free" again, an allegation that Urwin
cheerfully denies.
Danika tells the players that Urwin has already let one
Otherwise, if the players arrive at night, add: other guest stay for free for almost a week, and would
"bankrupt the inn" with generosity if she weren't there to
Flickering candlelight lingers behind the shuttered townhouse keep the books. Urwin graciously concedes the point.)
windows, and humanoid shadows move beyond closed "After all," Urwin says cheekily, "why else did I marry you?"
curtains. Long shadows lurk in the alleyways, where the grass With a smile, Danika replies, "A rare instance of common
grows long and twisted beneath the stained and sagging wood
sense, I imagine."
Danika pecks Urwin's cheek with a kiss and says, "The
of the buildings above. The streets are empty, though you can
table by the window is getting hungry." Urwin winks at the
see a single cloaked figure traveling away from you down the players, picks up the tray again, and exits the bar to deliver
central road. In the distance beyond the walls, a lone wolf the food.
howls, and a cold gust of wind cuts through the night like a
Danika then tells the players the the rates for room and
knife. board, as listed in N2. Blue Water Inn (p. 98). (Both the large
guest room, N2m. Guest Room (p. 102), as well as the two
The cloaked figure is Willemina Rikalova, as described in St. small guest rooms, N2l. Guest Rooms (p. 102), are available
Andral's Church (p. 97). She is traveling to the church to for rent.) When Urwin returns, he offers to take the players'
pray for the freedom of her son, Udo Lukovich. orders for dinner, assuming they're hungry.
As the characters pass through the streets, they are noticed The players then have a few minutes to talk with Urwin
by Ernst Larnak, who intently watches them—though doesn't and Danika or amongst themselves. During this conversation,
follow them—as described in Lady Wachter's Wish (p. 124). Urwin and Danika can provide the players with information
(Ernst does not yet deliver an invitation to dine with Lady about Rictavio, the Festival of the Blazing Sun, and the
Wachter, though he does return to N4. Wachterhaus (p. 110) nearby Vistani camp, as described in Vallaki Lore (p. 96).
to report back to Lady Wachter when the players leave his Both Urwin and Danika can provide directions to any
sight.) major landmark inside of Vallaki, including N1. St. Andral's
Church, N5. Arasek Stockyard, and N8. Town Square. If
the players ask about the inn's other guest, Urwin and Danika
can also share information about Rictavio, as described in
N2c. Taproom (p. 100).
104
Profile: Urwin Martikov Profile: Danika Dorakova
Roleplaying Information Roleplaying Information
Resonance. Urwin should inspire amusement with his Resonance. Danika should inspire amusement with her
bad puns and jokes, gratitude for his fatherly counsel and “straight-man,” good-natured banter with Urwin,
support, and comfort from his compassion and sincerity. gratitude for her hospitality and motherly care, and
Emotions. Urwin most often feels amused, satisfied, comfort from her practical, down-to-earth nature and her
cheerful, thoughtful, concerned, and hopeful. fierce dedication to her family, home, and guests.
Motivations. Urwin wants to raise his children well, Emotions. Danika most often feels fond, satisfied,
serve guests with hospitality and skill, and see the congenial, determined, defiant, and affectionate.
people of Barovia freed from Strahd’s tyranny. Motivations. Danika wants to keep her family safe, run
Inspirations. When playing Urwin, channel Vander a successful business, and ensure that her children one
(Arcane), Greg Universe (Steven Universe), and Linda day see sunlight over Barovia.
Belcher (Bob's Burgers). Inspirations. When playing Danika, channel Tenzin
  (Avatar: The Legend of Korra), Bob Belcher (Bob's
Character Information Burgers), and Garnet (Steven Universe).
Persona. To the world, Urwin is a kind fatherly figure,  
family man, and welcoming host with an ever-present Character Information
twinkle in his eye. To those he trusts, Urwin is a cunning Persona. To the world, Danika is a practical, no-
spymaster and tactician with fierce hope for the future nonsense businesswoman with a heart of gold. To those
of Barovia. Deep down, Urwin fears for his sons’ futures she trusts, Danika is a fierce mother with a deep
in a realm ruled by Strahd. dedication to the Martikov clan. Deep down, Danika is
Morale. In a fight, Urwin would immediately attempt to grimly prepared to defend those she loves—at any cost
defuse the situation, and attempt to flee if unsuccessful necessary.
—though not before escorting anyone else out of harm's Morale. In a fight, Danika would swiftly attempt to de-
way. escalate, but would fight to the death to defend her
Relationships. Urwin is the father of Brom and Bray family or her guests.
Martikov and the husband of Danika Dorakova. He is also Relationships. Danika is the mother of Brom and Bray
the exiled son of Davian Martikov, and the beloved older Martikov and the wife of Urwin Martikov. In addition to
brother of Adrian, Elvir, and Stefnia Martikov. In addition co-owning the Blue Water Inn, Danika is a high-ranking
to co-owning the Blue Water Inn, Urwin is the spymaster member of the Keepers of the Feather.
of the Keepers of the Feather.

The inn's most recent shipment of wine is slightly late, but Szoldar and Yevgeni then take two seats at the south side
has not been sufficiently delayed as to make Urwin alarmed. of the bar, where they nurse their drinks for the rest of the
As such, he does not ask the players to investigate the Wizard evening.
of Wines at this point. (This quest will not become available If the players approach them and strike up a conversation,
until the players reach level 5. See Arc L: The Missing Szoldar and Yevgeni are largely as described in N2c.
Gems for more information.) Taproom (p. 100). Additionally, the wolf-hunters can tell the
players about Lake Zarovich, the nearby Vistani camp, the
The Wolf-Hunters Arrive haunted mansion to the west, and the abandoned village to
If the players order food or wine in the taproom, Danika the south, as described in Vallaki Lore (p. 96).
offers to seat them at the long table at the south end of the
taproom. (See Map 5.2: Blue Water Inn.) While the players Dinner is Served
wait to be served, Szoldar Szoldarovich and Yevgeni Shortly after Szoldar and Yevgeni are served their drinks, if
Krushkin enter the inn and proceed to the bar, where they the players ordered dinner, Danika approaches their table
order pints of wine. with a tray of food. As she serves them, she is suddenly
Assuming the players do not interrupt, they can overhear jostled from behind, sending one of the bowls of soup
the following conversation between Danika, Szoldar, and tumbling from her grasp. The two players sitting at the
Yevgeni while Danika pours the wolf-hunters' drinks: northernmost end of the table must make DC 10 Dexterity
saving throws, catching the bowl on a success. (If both
Danika greets Szoldar and Yevgeni and asks how the day's players succeed, the player with the higher result catches the
"wolf hunt" has gone. bowl first. If neither player succeeds, the bowl topples onto
Szoldar tells Danika that they've managed to kill several the floor, spilling the soup.)
wolves in the Svalich Wood west of Vallaki, but more keep Danika turns, revealing the culprit: a red-cheeked Brom
coming—both ordinary wolves and horse-sized dire Martikov wearing one of the painted wooden clown masks as
wolves. described in N2o. Boy' Bedroom (p. 102). (Bray Martikov,
Danika thanks the two for their work, and notes that the wearing the other mask of the pair, is cowering behind one of
inn will need another shipment of wolf steaks soon, an the chairs of the nearest table.)
order that Szoldar promises to fill. If the players do not interrupt, Danika scolds the boys as
follows:

105
Danika sharply (though not unkindly) addresses Brom If the players ask about the Wachter brothers, Urwin can
and Bray by their full names. Both children snap to tell them the information listed in N2c. Taproom (p. 100). If
attention. the players ask about their mother, or about the response to
Danika asks the boys, "What did your father tell you about Nikolai's declaration that "All is not well," Urwin becomes
wearing those masks in the taproom?" Both boys remove visibly uneasy, and promises to speak with the players further
their masks, flushed, and Brom says, sheepishly, "We're in the morning.
not supposed to do it." If the players speak with the Wachter brothers, Nikolai and
Danika then asks the boys, "And what did I tell you about Karl are wary at first, but happy (if prodded) to rant about:
running in the taproom?" The two are quiet, then Bray
pipes up, " . . . we're not s'posed to do it?" Danika replies, the Festival of the Blazing Sun,
"Exactly." Vallaki's recent history of festivals,
the Baron's response to those who speak ill of the
If the soup was spilled, Danika directs Bray to fetch a pail festivals, and
of water from N2a. Well outside, and Brom to fetch a mop the flashes of purple light that have been seen from the
from the kitchen to clean up the mess. If the soup wasn't attic of N3. Burgomaster's Mansion
spilled, Danika reminds the boys that they're supposed to be
helping their father cook dinner, and shoos them into the (See Vallaki Lore (p. 96)). Once the players have won the
kitchen. brothers' trust, the conversation proceeds as described in
In either case, Danika apologizes to the players and offers N2c. Taproom.
them free meals the following evening. If the players ask The Ringmaster Arrives
about Brom and Bray, Danika smiles fondly and says, "They
can be a handful sometimes, but they're good boys." Soon after the Wachter brothers receive their drinks, Rictavio
If the players ask about the children's masks, Danika tells arrives, entering the taproom through the front door. He is
them that Urwin bought them from the local toymaker, largely as described in Rictavio (p. 238) and N2c. Taproom
Gadolf Blinsky, who works at N7. Blinsky Toys (p.118). (p. 100).
Though Rictavio appears to be headed for the stairs
The Brothers Wachter leading to N2j. Great Balcony, Nikolai and Karl catch sight
As the players eat their dinner, Nikolai and Karl Wachter of him and begin to hoot and holler in his direction, calling,
enter the taproom, obviously at least somewhat drunk. (The "It's the carnival-man! Tell us a story, carnival-man!" (As they
two are as described in N2c. Taproom (p. 100).) do, the players can see Brom and Bray standing beside the
Slightly slurring his words, Nikolai announces to the bar, bar, helping Danika wipe some glasses dry.) A few patrons
"My fellow Vallakians! All is not well!" The room abruptly around the bar pick up the cry, and Rictavio turns, flourishing
becomes quiet and tense. If the players do not interrupt, a his cape, and beams, vowing, "Who would Rictavio be if he
beat later, Karl steps forward, leaning on his brother, and did not quench his fans' thirst for revelry?"
booms, " . . .at least, not until I've got a bellyfull of wine!" A Unless interrupted, Rictavio then leaps halfway up the
tense, humorless chuckle rolls through the taproom, and the staircase leading from the taproom to N2j. Great Balcony,
other patrons return to their business. where he delivers the following tale:
Karl and Nikolai then stumble toward the bar, where
Danika is regarding them skeptically. If the players do not I was making my way through the forest on Drusilla, my trusty
interrupt, they can overhear the following conversation: steed, along with my coterie of carnival companions, when I

Danika greets Karl and Nikolai by name, and asks, heard something carried to me on an errant breeze. A voice it
"Haven't you already had too much to drink, boys?" was, singing a melody so beautiful it brought a tear to my eye.
Nikolai waves away her words and says, "Nonsense— I couldn't help but follow the sound, leading Drusilla deeper
we've only begun! Two pints of wine to start, and keep into the woods. And soon enough, I found the source of the
them coming." singing. There, before my very eyes, was a plant quite unlike
Danika replies, "We're starting to run a bit low on some of anything I had ever seen. It was gigantic, towering high above
our vintage stock—can I start you with some Purple
Grapemash No. 3?" Nikolai scoffs and says, "What do you me with a mouth that could swallow a grown man whole. And
take us for—tasteless peasants? Red Dragon Crush, and yet, there it was, singing with a voice that could fill an angelic
don't be stingy." choir with jealousy.
As she pours their wine, Danika says idly, "Does your By all the gods, I could not believe my luck. A singing plant!
mother know what you're up to this evening?" Karl waits This was just the kind of oddity I had been looking for. I
until he receives his pint, then grunts, "Mother's far too
busy these days. And what she doesn't know can't hurt approached it, trying to get a better look at it. That's when I
her." ("Or us," Nikolai charms in, elbowing his brother. The saw one of my companions from the carnival—a man by the
two chuckle, then return to their drinks.) name of Wilfred—approaching the plant with a mischievous
grin on his face.
Shortly after the Wachter brothers arrive, Urwin exits the
kitchen carrying a tray of food, which he sets down at a "What are you doing, Wilfred?" I asked, to which he laughed
nearby table. On his way back to the kitchen, he stops at the and replied, "I'm going to give this plant a taste of what it's
players' table and asks their opinions on the food. been missing."

106
Before I could stop him, Wilfred dropped his trousers and
Profile: Rictavio
began to, ah, "water the bushes"—right on the plant's stalk.
Roleplaying Information
Well, let me tell you, that was not the wisest move on
Resonance. Rictavio should inspire amusement
Wilfred's part. The plant, it seems, was not amused. It opened for his flamboyant dress, his ringmaster’s
its giant mouth and, with one swift movement, swallowed extravagance, and his colorful manner of speech,
Wilfred whole. There was a moment of stunned silence, and which most often includes referring to himself in
then the plant continued to sing as if nothing had happened.
the third person.
Emotions. To onlookers, Rictavio most often
Despite what I had just seen, I couldn't help but burst out appears to feel amused, delighted, or satisfied.
laughing at the absurdity of it all. And as I looked around at my Motivations. Rictavio wants to maintain his
carnival members, their faces a mixture of shock and disbelief, reputation as an amusing, though somewhat
I knew: This singing, man-eating plant would be the star of our outrageous carnival ringmaster.
Inspirations. When planning Rictavio, channel
next show.
Varrick (Avatar: The Legend of Korra) or a
And so it was. "Ladies and gentlemen," I announced not stereotypical carnival barker.
long thereafter, curtain rope in hand. "It is with equal parts  
caution and excitement that I present to you, the singing Character Information
Persona. To the world, Rictavio appears as a
carnivorous plant! And do remember, folks—keep your
flamboyant, irreverent, and occasionally narcissistic
distance, and try not to pour out any libations on it, lest you carnival ringmaster.
wind up on the menu." Morale. In a fight, Rictavio would attempt to fast-
The carnival erupted in giddy laughter and applause. In a talk his way out of trouble, fleeing from battle if
moment, I knew that this would be one of our greatest hits.
hostilities seem unavoidable. (He might, however,
step in to defend an innocent from harm at the
And, as for poor Wilfred—well, I suppose he'll be singing in a hands of the supernatural—though doing his best
different kind of choir now. to preserve his secret identity.)
Relationships. Rictavio is secretly Dr. Rudolph
The patrons of the inn burst into laughter and applause—a van Richten, the famed vampire hunter.
welcome respite from the previous dreary mood. Rictavio
takes another flourishing bow and excuses himself, retiring
for the night to N2n Private Guest Room. After exchanging pleasantries, Urwin warns the players that
Any player who watches as Rictavio makes his way along they must be cautious in Vallaki—both due to the town's
N2j. Great Balcony sees him pass Brom and Bray, who are harsh system of law enforcement and recent political
crouched along the balcony in front of N2o. Boys' Bedroom. tensions. Urwin can share the following additional
(The boys are dangling the stuffed bat described in N2o. information, as described in Vallaki Lore (p. 96):
Boys' Bedroom (p. 102) over the bar below, giggling while The date of the Festival of the Blazing Sun,
Nikolai and Karl drunkenly swat at it. The boys used the N2i. Vallaki's recent history of festivals,
Secret Stairs and Hall (p. 101) to scamper quietly from the The Baron's strict rules regarding his festivals—and the
kitchen to the balcony during Rictavio's tale, unseen by the fates of those who speak ill of them,
inn's patrons.) The brutish nature and terrible strength of Izek Strazni,
End of the Evening the baron's henchman. ("Many have tried to test his
The taproom slowly clears out over the following two hours. strength," Urwin notes grimly. "All have failed.")
If the players rented rooms for the night, Danika eventually If the players ask whether the Baron has any enemies in
approaches their table and offers to show them to their Vallaki, Urwin can also share the information about Lady
rooms. (See N2l. Guest Rooms and N2m. Guest Room (p. Fiona Wachter described in Vallaki Lore (p. 96).
102)). During the tour, Danika lets them know that they're
free to request fresh linens or a tub of hot water (for a bath) Exiting the Inn
be brought up to their rooms. "Breakfast is served an hour As the players exit the Blue Water Inn on their first morning
after sunrise," she says warmly, and adds, "Feel free to let us in Vallaki, they find the street full of townsfolk. Assuming the
know if you need anything else." players do not interfere, the following scene then unfolds:
Milestone. Arriving in Vallaki completes a story milestone.
When the party takes its first long rest in Vallaki, award each The players hear the sound of a whinnying horse from
player 900 XP, plus an additional 100 XP if they successfully down the street—and the townsfolk freeze and fall silent.
escorted Ireena to Vallaki. (The players don't need to bring As the players look toward the south, they can see a small
Ireena to St. Andral's church to receive this XP.) procession: Baron Vargas Vallakovich (as described in
Roleplaying the Vallakovich Family, p. 105) riding upon
B4c. Morning in Vallaki his chestnut horse, flanked by his two mastiffs and
followed by three guards. Izek Strazni leads the
Urwin's Advice procession. (The horse is named Frolic, and the two
When the players next awaken in the Blue Water Inn, Urwin mastiffs are named Claw and Fang.)
knocks on their door and asks to speak with them.
107
The players can see that an old, frightened-looking woman
wearing threadbare commoner’s clothes has just Profile: Baron Vargas Vallakovich
stumbled away from the horse and fallen into a puddle of Roleplaying Information
mud a few feet away from the horse. The horse has come Resonance. Vargas should inspire frustration with
to an abrupt halt, and the procession has stopped along his obstinance, disgust for his narcissistic
with it. Izek’s devilish arm is outstretched, suggesting that arrogance, and mild amusement for his utter and
he has just pushed—or flung—the old woman into the ridiculous self-assurance.
mud. (The woman is Willemina Rikalova, the mother of Emotions. Vargas most often feels annoyed,
the imprisoned shoemaker Udo Lukovich.) offended, satisfied, outraged, impatient, or smug.
The Baron angrily scolds the woman for getting mud on Motivations. Vargas wants to secure his power
his cloak with her “filthy peasant’s hands.” The old free from Strahd's influence and lead Vallaki to
woman, her voice quavering, apologizes and pleads with escape the Mists by forcing everyone in the town
the Baron to release her son, Udo, claiming that he meant to be happy.
no harm with his “foolish joke.” Inspirations. When playing Vargas, channel Lord
The Baron insists that Udo needs “rehabilitation” for his Farquaad (Shrek), Joffrey Baratheon (Game of
“malicious unhappiness,” and suggests that the woman Thrones), and Governor Ratcliffe (Pocahontas).
does as well. He commands Izek to seize her and lock her  
in the stocks, suggesting that “a few days in the stocks Character Information
ought to tighten her tongue.” Izek steps forward, flexing Persona. To the world, Vargas is an entitled,
his devilish arm with a cruel glint in his eye. narcissistic, blue-blooded noble with a bad temper,
Izek grabs the woman, hauls her to her feet, and thrusts delusions of salvation, and a love for praise and
her rudely into the guards’ waiting arms. Two of the adoration.
guards pull the old woman’s arms behind her back and Morale. In a fight, Vargas would command his
begin to pull her south as she struggles, weeps, and dogs, Claw and Fang, as well as Izek Strazni and any
present guards to seize any who oppose him. If
pleads for her son’s freedom. No townsfolk dare to help deprived of his defenders, Vargas would either
her. attempt to flee, or—if flight were obstructed—
As the old woman is hauled away, the Baron turns to the grovel pathetically at the feet of his attacker,
townsfolk surrounding him and announces: “Let that be a begging for mercy.
lesson as to the dangers of malicious unhappiness! The Relationships. Vargas, the burgomaster of Vallaki,
Devil’s hand is long, but our joy shall overcome his is the father of Victor Vallakovich, the husband of
shadow.” Baroness Lydia Petrovna, the brother-in-law of
Father Lucian Petrovich, and the son of the late
If the players interrupt Willemina’s arrest, the Baron greets Baron Valentin Vallakovich. He is also the employer
them as outsiders and asks, with amusement, whether they and adoptive "father" of Izek Strazni, his captain of
seek to claim responsibility for the “old fool’s” rehabilitation the guard and chief enforcer.
themselves.
Diplomacy. If the players make a successful DC 10 Profile: Izek Strazni
Charisma (Persuasion) check or make an argument that Roleplaying Information
sufficiently flatters the Baron’s ego, he directs the guards to Resonance. Izek should inspire disgust with his
release her into their custody. He welcomes them to Vallaki cruelty and indifference to human life, and
and pompously commands them to ensure that they educate discomfort with his unnerving interest in Ireena
themselves as to the town’s rules and traditions. Kolyana.
Hostility. If the players indicate a willingness to start a Emotions. Izek most often feels irritated,
fight, the Baron’s eyes narrow and his mastiffs begin to growl. enraged, impatient, sadistic, obsessed, or bored.
Meanwhile, Izek’s arm burns with a crimson flame, his grip Motivations. Izek wants to serve the Baron
tightening around the haft of his silvered battleaxe. faithfully—and, far more importantly, find and
The Baron first demands to know whether the players are possess the woman he's been dreaming of.
“spies of the Devil Strahd.” The players can attempt to calm Inspirations. When playing Izek, channel Ser
the situation and secure Willemina’s arrest peacefully, but any Gregor Clegane (Game of Thrones), Fenrir
subsequent Charisma checks made to sway the Baron are Greyback (Harry Potter), and Kratos (God of War).
made with disadvantage.  
If it appears that combat is imminent, Father Lucian Character Information
Petrovich (as described in N1. St. Andral's Church, p. 97) Persona. To the world, Izek is a cruel and brutish
enforcer with a love for fire and blood.
steps forth from the crowd and urges peace. The Baron Morale. In a fight, Izek would gladly draw his
greets him warmly by name, and Father Petrovich apologizes silvered battleaxe and fight to the death.
for Willemina’s behavior, noting that she has been troubled in Relationships. Izek is the adoptive "son" of Baron
recent days at his congregations. He promises to escort her Vargas Vallakovich, the captain of Vallaki's town
to St. Andral’s Church and see that her troubled mind is guard, a frequent customer of the toymaker Gadof
eased—a proposition that the Baron reluctantly accepts. Blinsky, and (unbeknownst to either of them) the
biological brother of Ireena Kolyana.

108
The Baron also wonders aloud whether he should punish the While running this scene, recall the wise words of Tywin
players for their insolence. Father Petrovich assures the Lannister: "Any man who must say 'I am the king' is no true
Baron that they are merely outsiders, untaught in Vallaki’s king." So too for Strahd: allowing the players to successfully
ways, and that he shall see to it that they are properly irritate, annoy, or otherwise drive him to "punish them"
educated. functionally allows the players to gain a certain measure of
The Baron imperiously orders that he see to it, then control over the conversation, reducing Strahd's appearance
informs the players that they have caught him “in a good of real and apparent control, and indicating that Strahd is a
mood,” and that they should be grateful for “the Morninglord’s petty noble who cares about his own ego. Always remember
mercy.” He warns them, however, that future lawbreaking that, especially at this stage, the players cannot hurt Strahd
shall be met with harsh punishments. in any meaningful way—and, as such, he feels no need to hurt
Departure. As the Baron departs the scene, he announces them in any meaningful way.
to the crowd: “I shall expect to see you all at the Festival of Altogether, the intended effect of this encounter is to
the Blazing Sun four days hence. All will be well!” introduce the players to Strahd, make the players hate and
The townsfolk, bearing smiles that better resemble fear him, put the players on notice of Strahd's minions and
grimaces, grimly intone, “All will be well.” The Baron nods, servants, to reassure the players that Strahd will be an
evidently satisfied, and continues riding north, followed by inevitable antagonist, and to make the players appreciate
Izek, his mastiffs, and any remaining guards. The activity of Strahd's Lawful Evil alignment—that, while inhabiting his
the street resumes shortly thereafter. Gentleman, he will do them no harm until and unless they
If Ireena is with the party, she has drawn up the cloak of give him reason to do so.
her hood upon exiting the inn. Nonetheless, unless the party The Strix. The greater and lesser strix have been
has taken specific action to prevent Izek from noticing her, he introduced to provide Baba Lysaga and the druids of Yester
catches Ireena’s eye and holds her gaze for a long, lingering Hill with a meaningful way of combating the wereravens of
moment before ultimately departing, leaving Ireena feeling the Keepers of the Feather. Muriel has also been added here
uncomfortable and cold. Arc G: The Strazni Siblings then to foreshadow the Keepers of the Feather, to foreshadow
begins. Strahd's prophecy (which the players will have an opportunity
If asked, Ireena notes with uncertainty that something to learn after defeating the druids at Yester Hill), and to
about Izek seemed almost familiar, though she can’t continue setting up Muriel's existence before her formal
remember why. introduction at the beginning of the winery quest.
If the players defied Vargas or Izek in any way, or otherwise Changes to Lycanthropy. Due to the game-breaking
assisted Willemina, Ernst Larnak reports their actions to impact that a lycanthrope player character can have on your
Lady Fiona Wachter at Wachterhaus. Arc F: Lady Wachter’s game, it has been intentionally made as difficult as possible
Wish then begins. to achieve the full benefits of the curse. This version creates
End of an Act. When the players set off from the Blue clear-cut rules to delineate lycanthropes who have
Water Inn for their first full day in Vallaki, Act I ends and Act "embraced" their curse and those that have not, and ensures
II begins. that these rules rely on character-driven storytelling, rather
than arbitrary game mechanics.
Design Notes: Journey to Vallaki Lycanthropic immunity has been changed to silver-based
The Lansten Family. The encounters with the Barovian regeneration in order to ensure that lycanthropes resonate
scouts and the undead Lansten family have been added to with common understandings of lycanthropy and to ensure
underscore the tragedy of Strahd's siege on the village of that all classes can meaningfully contribute to a lycanthrope's
Barovia, to introduce Strahd's undead forces, and to defeat, with or without magic weapons or spell. Lycanthropes
foreshadow Strahd's ultimate plan to turn the Barovians into have also been made weak to necrotic damage (in addition to
undead to forge his new army upon escaping the Mists. damage from silvered weapons) in order to provide creative
Encounter with Strahd. Many community encounters players with an alternate means of halting their regeneration
with Strahd create situations in which, in order to drive home and (more importantly) to explain how Strahd, who owns no
Strahd's power and cruelty, the players inevitably "lose." Such silver weapons, is able to keep the werewolves in line.
encounters are likely to frustrate players and endear apathy The Tarokka Reading. Madam Eva's warnings at the
or despair instead of a tense, yet enjoyable gameplay beginning of the reading have been added to increase the
experience. However, it is equally important that Strahd not tension of the reading, to ensure that players treat it with the
be allowed to "lose" his initial encounter with the players, weight and care that it deserves, and to introduce a minor
even by proxy (e.g., combat with his minions). To allow element of dramatic intrigue in the scenes that follow.
Strahd's power to be questioned at this stage would Arturi Radanavich. Arturi Radanavich is a creation of the
fundamentally undermine his capacity as a villain. Advanced Dungeons & Dragons sourcebook Van Richten's
As such, this encounter intentionally creates a Guide to the Vistani. His tale (and his character) have largely
circumstance in which both Strahd and the players can "win" been transplanted directly into this guide in order to further
by the end—the players, by convincing Strahd to let them and introduce Van Richten's legend (and tragedy), to provide an
Ireena go, and Strahd, by gleaning useful information from explanation for Van Richten's transformation into a more
the players' arguments and by clearly signalling that he is sympathetic character, to introduce Ezmerelda d'Avenir, and
merely humoring their efforts. to create player investment in Van Richten's history upon
uncovering his burned journal in Van Richten's Tower.

109
The Dancing Fire. The Game of Stories has been
introduced to provide the players with an opportunity to Design Notes: Welcome to Vallaki
decompress in a relatively safe location while engaging with The Refugee Camp. The Barovian refugee camp has been
and exploring one anothers' histories and interests. The placed here to provide the players with an additional reason
Game itself—along with its wagers—introduces an aspect of to hate Baron Vallakovich and Izek, and to provide
dramatic tension to the encounter, ensuring that players Morgantha with a natural constituency for her dream
remain invested and engaged with each story told. pastries. By rejecting Ireena's efforts to help them, the
Stanimir's tale indicates the relationship between Strahd refugees progress her character arc by allowing her to realize
and the Vistani, thereby foreshadowing Arrigal's loyalty to that she cannot help her people so long as Strahd survives,
him. Eliza's tale introduces the Holy Symbol of Ravenkind which fuels her ultimate decision to join the party in their
and the sympathetic nature of ravens, as well as Baba fight.
Zelenna's interference with the Forest Fane at Yester Hill (i.e., The Tax. The guards' tax gives the players an additional
by using it to summon Chernovog). Arturi's tale colorfully reason to hate Baron Vallakovich. The silver tariff also
introduces the tragedy of Dr. Rudolph van Richten, building indicates to the players the wealth of silvered weapons and
the suspense for a character that the players will soon have ammunition that the Baron has hoarded.
an opportunity to meet. Finally, Ireena's tale foreshadows her The Blue Water Inn. This sequence has been intentionally
relationship to Izek Strazni and her true origins in Vallaki. structured to slowly and manageably introduce the players to
A Gift for Arabelle. Madam Eva's request has been added several of the key players in Vallaki: the Martikovs, the
to create a hook to Blinsky Toys in Vallaki (allowing the Wachters, the wolf-hunters, and the ringmaster Rictavio.
players to observe Izek's commissioned Ireena-shaped doll) Rictavio's tale has been written to be as baudy and comedic
and to the Vistani encampment outside of Vallaki (allowing as reasonably possible in order to discourage the players
the players to begin the quest to find the missing Arabelle). from taking him seriously until the reveal of his identity in
The Skeletal Rider. The encounter with the skeletal rider Arc E: The Missing Vistania.
is a short, but evocative scene that aims to resonate with the Exiting the Inn. The players' encounter with Baron
themes of undeath, loneliness, and mystery that infuse this Vallakovich and Izek on the roads of Vallaki has been added
arc. to provide the players with an immediate reason to dislike
The Watchtower. This short landmark serves to them, to introduce the players to Father Lucian Petrovich, to
foreshadow the tragedy of the Barovian refugees, the fate of set up the core dramatic tension of the Baron's tyrannical
the Order of the Silver Dragon, and the bloodstained history rule over Vallaki, to kick off Izek's pursuit of Ireena, and to
of the valley. provide Lady Fiona Wachter with an actionable reason to
Tser Falls. The encounter with the revenant has been invite the players into her machinations. It is essential that
added to provide the players with a clear, though non-urgent the players do not fight Izek here, and all reasonable
hook to Argynvostholt. The revenant's responses are precautions have been taken to ensure this.
intentionally kept terse in order to ensure that the players
learn little of the Order of the Silver Dragon until their
meeting with Sir Godfrey Gwilym.
Meeting Morgantha. This scene has been intentionally
structured to discourage the players from uncovering
Morgantha's true identity, attacking the night hags, or
entering Old Bonegrinder. (They will have a full opportunity
to do so later in Arc I. The Lost Soul.) Instead, this scene
merely introduces Morgantha as a character, foreshadows
her domain over dreams, and informs the players that she
lives in the old windmill with her two daughters (i.e., her
coven).
The Deep Woods. The swarms of ravens have been added
to ensure that the players view ravens (and, by extension,
wereravens) as friends and allies. Ireena's reaction to Lake
Zarovich has been added to further foreshadow her
relationship to Izek and her origins in Vallaki.
The Werewolf's Hunt. This brief combat encounter
introduces werewolves and provides the swarms of ravens
(and Muriel) with an opportunity to assist and defend the
players. The wolves' Maul action option has been added to
create a more tense and dynamic combat scenario.

110
You’ve Reached the Edge of the Mists
You’ve reached the end of the current public
release of the Curse of Strahd: Reloaded guide.
To get a sneak peek at drafts for Arc D: St.
Andral's Feast, Arc E: The Missing Vistana, Arc F: Lady
Wachter's Wish, and Arc G: The Strazni Siblings, as
well as outlines and notes for Act III: The Devil's
Hand and the remainder of the adventure, support
the guide by joining the author’s Patreon.

111
Appendix: NPC Profiles
Relationships. Rose is Thorn Durst's older sister, Walter
Allies & Companions Durst's half-sibling, and the eldest child of Elisabeth and
Gustav Durst.
Ireena Kolyana
Roleplaying Information Thornboldt "Thorn" Durst
Resonance. Ireena should inspire flattery with her genuine Roleplaying Information
interest in the players' goals and interests, sympathy for her Resonance. Thorn should inspire sympathy for his
fear that Strahd's attack on Barovia was somehow her fault, shyness and fear, and endearment for his childlike joy.
endearment for her determination to continue moving Emotions. Thorn most often feels uncomfortable, joyous,
forward, and gratitude for her efforts to help the players anxious, or terrified.
succeed. Motivations. Thorn wants to keep close to Rose and find
Emotions. Ireena most often feels curious, thoughtful, toys to play with.
melancholy, guilty, stubborn, joyful, determined, and anxious. Inspirations. When playing Thorn, channel Neville
Motivations. Ireena wants to keep her fellow Barovians Longbottom (Harry Potter) and Piglet (Winnie the Pooh).
and Ismark safe, honor her parents' memory, learn new
stories, and one day explore distant lands. Character Information
Inspirations. When playing Ireena, channel Belle (Beauty Persona. To the world, Thorn is a frightened young boy
and the Beast), Elizabeth Swann (Pirates of the Caribbean), who clings to his sister. To those he trusts, Thorn is a quietly
Eowyn (Lord of the Rings), Hermione Granger (Harry Potter) observant and insightful child.
and Katniss Everdeen (The Hunger Games). Morale. In a fight, Thorn would cower and cry, pleading for
Rose to rescue him.
Character Information Relationships. Thorn is Rose Durst's younger brother,
Persona. To the world, Ireena is a compassionate, curious, Walter Durst's half-sibling, and the youngest child of
yet stubborn young noblewoman. To those she trusts, Ireena Elisabeth and Gustav Durst.
is an anxious, yet determined young woman who dreams of
freedom and adventure. Deep down, Ireena wonders whether Village of Barovia
giving herself up to Strahd would be the best way to protect
those she loves. Ismark Kolyanovich
Morale. In a fight, Ireena will always turn to words before Roleplaying Information
a sword. If necessary to defend herself, though, she'll draw Resonance. Ismark should inspire flattery with his
her rapier—reluctantly, if protecting herself, and defiantly, if genuine interest and empathy for the players, sympathy for
protecting another. his guilt and desperation, endearment for his anxiety to step
Relationships. Ireena is the (knowing) adopted sister of beyond his ancestor's shadow, and gratitude for his
Ismark Kolyanovich, the (unknowing) sister of Izek Strazni, friendliness and aid.
and the (unknowing) reincarnation of Tatyana Federovna. Emotions. Ismark most often feels concerned, guilty,
friendly, melancholy, defiant, hopeful, desperate, and grateful.
The Durst Family Motivations. Ismark wants to keep his village and Ireena
safe, keep his father's memory alive, and one day match his
Rosavalda "Rose" Durst ancestor's legacy.
Roleplaying Information Inspirations. When playing Ismark, channel Ned Stark
Resonance. Rose should inspire sympathy for her (Game of Thrones), Boromir (Lord of the Rings), and Trevor
insecurities and fears, endearment for her dedication to Belmont (Castlevania).
Thorn, and gratitude for her earnest efforts to aid the players.
Emotions. Rose most often feels apprehensive, curious, Character Information
defiant, or bold. Persona. To the world, Ismark is a courageous, reliable,
Motivations. Rose wants to keep Thorn safe and and compassionate leader. To those he trusts, Ismark is a
comforted, and to allow their spirits to finally find peace. self-doubting, struggling warrior desperate to keep his loved
Inspirations. When playing Rose, channel Eleven ones safe. Deep down, Ismark worries that he will never live
(Stranger Things), Matilda (Matilda), and Lucy Pevensie (The up to his ancestor's deeds—and fears that he has already
Chronicles of Narnia). irreparably failed.
Morale. In a fight, Ismark would first seek to mediate the
Character Information parties' conflict, but would gladly draw his sword—and even
Persona. To the world, Rose is Thorn's fiercest protector. fight to the death—if he believed that he was fighting for
To those she trusts, Rose is a lost, fearful, and traumatized something or someone worth protecting.
young girl. Relationships. Ismark is the adoptive brother of Ireena
Morale. In a fight, Rose would plead for peace, but flee Kolyana, and the great-grandson of Ismark Antonovich the
with Thorn if that proved impossible. Great.

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

113
Character Information Character Information
Persona. To the world, Urwin is a kind fatherly figure, Persona. To the world, Rictavio appears as a flamboyant,
family man, and welcoming host with an ever-present twinkle irreverent, and occasionally narcissistic carnival ringmaster.
in his eye. To those he trusts, Urwin is a cunning spymaster Morale. In a fight, Rictavio would attempt to fast-talk his
and tactician with fierce hope for the future of Barovia. Deep way out of trouble, fleeing from battle if hostilities seem
down, Urwin fears for his sons’ futures in a realm ruled by unavoidable. (He might, however, step in to defend an
Strahd. innocent from harm at the hands of the supernatural—though
Morale. In a fight, Urwin would immediately attempt to doing his best to preserve his secret identity.)
defuse the situation, and attempt to flee if unsuccessful— Relationships. Rictavio is secretly Dr. Rudolph van
though not before escorting anyone else out of harm's way. Richten, the famed vampire hunter.
Relationships. Urwin is the father of Brom and Bray
Martikov and the husband of Danika Dorakova. He is also the Baron Vargas Vallakovich
exiled son of Davian Martikov, and the beloved older brother Roleplaying Information
of Adrian, Elvir, and Stefnia Martikov. In addition to co- Resonance. Vargas should inspire frustration with his
owning the Blue Water Inn, Urwin is the spymaster of the obstinance, disgust for his narcissistic arrogance, and mild
Keepers of the Feather. amusement for his utter and ridiculous self-assurance.
Emotions. Vargas most often feels annoyed, offended,
Danika Dorakova satisfied, outraged, impatient, or smug.
Roleplaying Information Motivations. Vargas wants to secure his power free from
Resonance. Danika should inspire amusement with her Strahd's influence and lead Vallaki to escape the Mists by
“straight-man,” good-natured banter with Urwin, gratitude for forcing everyone in the town to be happy.
her hospitality and motherly care, and comfort from her Inspirations. When playing Vargas, channel Lord
practical, down-to-earth nature and her fierce dedication to Farquaad (Shrek), Joffrey Baratheon (Game of Thrones), and
her family, home, and guests. Governor Ratcliffe (Pocahontas).
Emotions. Danika most often feels fond, satisfied,  
congenial, determined, defiant, and affectionate. Character Information
Motivations. Danika wants to keep her family safe, run a Persona. To the world, Vargas is an entitled, narcissistic,
successful business, and ensure that her children one day see blue-blooded noble with a bad temper, delusions of salvation,
sunlight over Barovia. and a love for praise and adoration.
Inspirations. When playing Danika, channel Tenzin Morale. In a fight, Vargas would command his dogs, Claw
(Avatar: The Legend of Korra), Bob Belcher (Bob's Burgers), and Fang, as well as Izek Strazni and any present guards to
and Garnet (Steven Universe). seize any who oppose him. If deprived of his defenders,
  Vargas would either attempt to flee, or—if flight were
Character Information obstructed—grovel pathetically at the feet of his attacker,
Persona. To the world, Danika is a practical, no-nonsense begging for mercy.
businesswoman with a heart of gold. To those she trusts, Relationships. Vargas, the burgomaster of Vallaki, is the
Danika is a fierce mother with a deep dedication to the father of Victor Vallakovich, the husband of Baroness Lydia
Martikov clan. Deep down, Danika is grimly prepared to Petrovna, the brother-in-law of Father Lucian Petrovich, and
defend those she loves—at any cost necessary. the son of the late Baron Valentin Vallakovich. He is also the
Morale. In a fight, Danika would swiftly attempt to de- employer and adoptive "father" of Izek Strazni, his captain of
escalate, but would fight to the death to defend her family or the guard and chief enforcer.
her guests.
Relationships. Danika is mother of Brom and Bray Izek Strazni
Martikov and the wife of Urwin Martikov. In addition to co- Roleplaying Information
owning the Blue Water Inn, Danika is a high-ranking member Resonance. Izek should inspire disgust with his cruelty
of the Keepers of the Feather. and indifference to human life, and discomfort with his
unnerving interest in Ireena Kolyana.
Rictavio Emotions. Izek most often feels irritated, enraged,
Roleplaying Information impatient, sadistic, bored, and obsessed.
Resonance. Rictavio should inspire amusement for his Motivations. Izek wants to serve the Baron faithfully—and,
flamboyant dress, his ringmaster’s extravagance, and his far more importantly, find and possess the woman he's been
colorful manner of speech, which most often includes dreaming of.
referring to himself in the third person. Inspirations. When playing Izek, channel Ser Gregor
Emotions. To onlookers, Rictavio most often appears to Clegane (Game of Thrones), Fenrir Greyback (Harry Potter),
feel amused, delighted, or satisfied. and Kratos (God of War).
Motivations. Rictavio wants to maintain his reputation as  
an amusing, though somewhat outrageous carnival Character Information
ringmaster. Persona. To the world, Izek is a cruel and brutish enforcer
Inspirations. When planning Rictavio, channel Varrick with a love for fire and blood.
(Avatar: The Legend of Korra) or a stereotypical carnival Morale. In a fight, Izek would gladly draw his silvered
barker. battleaxe and fight to the death.
 
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Relationships. Izek is the adoptive "son" of Baron Vargas
Vallakovich, the captain of Vallaki's town guard, a frequent
customer of the toymaker Gadof Blinsky, and (unbeknownst
to either of them) the biological brother of Ireena Kolyana.

115
Strahd's Espionage
As the players interact with Strahd, his servants, and his spies, take note of each encounter, including any information gleaned
that Strahd may find useful. You can print or make copies of this page as-needed as the campaign unfolds.
Encounter Date Time Conversations Overheard Abilities & Features Used Locations/NPCs Encountered

116
Encounter Date Time Conversations Overheard Abilities & Features Used Locations/NPCs Encountered

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