Curse of Strahd: Reloaded

by DragnaCarta

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Curse of Strahd

Reloaded

By DragnaCarta

Version 2.0.1.1

To Do

River Ivlis Crossroads. Escher defends Strahd, who acts only in ultimate self-defense.

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

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

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

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

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

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

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

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

Cover. Add foreword and cover page.

Act I: Into the Mists

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

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

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

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

Milestones

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

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

Arc A. Escape From Death House

In this arc, the players—an adventurering party traversing the woods—are lured by nightfall, pleading children and a sudden rainstorm into Death House, the haunted home of the ancient Durst family of Barovia. [Note]

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

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

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

A1. Death House

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

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

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

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

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

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

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

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

A1a. The Storm

The players begin on the Triboar Trail, traveling from the small village of Conyberry toward the High Road, which will lead them to the city of Neverwinter. (At your discretion, the players might begin in a different location, on a different path, or in a different world entirely, so long as the isolated, wild nature of their surroundings remains the same.)

As the players proceed down the woodland road, late afternoon begins to turn to dusk—and a light rain begins to fall. As a storm begins to brew and night begins to fall, the players can see a light through the trees up ahead and the silhouette of a structure beyond the canopy. [Note]

If the players proceed down the road, they emerge into a forest clearing. Within the clearing stands Death House: a lone manor flanked by an empty, darkened carriage house and garden shed. The house’s grounds are surrounded by an untrimmed hedge, with a path leading from the road to the Entrance (p. 212). The entire clearing, save for the place where the players entered, is surrounded by the Mists of Ravenloft (p. 23).

The light the players observed emanates from a lantern held by one of two childlike silhouettes huddled together by the house’s front entrance.

When the full house comes into view, lightning and thunder split the sky above, the trees buckling beneath a howling gale. It should be clear that the players should seek shelter—or risk getting drenched and chilled to the bone.

A1b. Rose and Thorn

This scene proceeds largely as discussed in Rose and Thorn (p. 211), but with a number of additional changes.

The illusory Rose is holding a lantern, and the door to the Entrance (p. 212) appears to have been broken down. The illusory Rose and Thorn are physical simulacra, and do not disappear if touched, attacked, or forced into the house.

If approached, the illusory Rose and Thorn inform the PCs that a monster broke into their home, and that their parents and baby brother Walter are still trapped inside. Both illusory children are too frightened to enter the house, and Rose refuses to leave Thorn’s side, who fled in tears when the monster began to roar.

The children refuse to venture into the fog—which they insist appeared shortly before the monster appeared—in search of help because they believe that “bad things” lurk there.

A player with a passive Wisdom (Perception) score of 15 or higher can hear an infant’s faint cries echoing from the interior of the house.

Do not show the players the picture of Rose and Thorn found in the book (p. 212). [Note]

NPC Profile: The Illusory Children

Roleplaying Information

Resonance. The illusory Rose should make the players feel endeared to her (due to her efforts to keep the illusory Thorn comforted and safe). The illusory Thorn should make the players feel sympathetic to him (due to his fear and trepidation regarding the danger the monster poses to him and his family).

Emotions. The illusory Rose's most frequent emotions are anxiety, trepidation, desperation, fear, and gratitude. The illusory Thorn's most frequent emotions are exhaustion, terror, stress, and fear.

Motivations. The illusory children's actions are solely motivated by their desire to encourage the players to enter Death House.

Inspirations. Consider taking inspiration for the illusory Rose from Eleven (Stranger Things) and Matilda (Matilda). Consider taking inspiration for the illusory Thorn from Neville Longbottom (Harry Potter) and Morty Smith (Rock and Morty).

Character Information

Persona. To strangers, the illusory Rose appears as a young girl doing her best to keep her little brother comforted and safe, while the illusory Thorn appears as a young boy paralyzed with fear and terrified of his own shadow.

Morale. In a fight, the illusory children would immediately attempt to flee.

Relationships. The illusory children are puppets of the spirits of the cult that haunt Death House.

A1c. The Game Begins

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

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

Rose and Thorn’s giggling voices then echo through the house, sharing the following information:

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

As Rose and Thorn’s voices fade, the grandfather clock strikes six o’clock. [Note]

Time in Death House

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

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

Resting in Death House

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

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

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

A1d. The First Floor

Den of Wolves

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

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

If the players proceed, read:

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

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

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

Kitchen and Pantry

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

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

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

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

Dining Room

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

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

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

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

A1e. The Second Floor

Upper Hall

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

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

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

The doors are carved with images of dancing youths.

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

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

Servants’ Room

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

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

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

Library

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

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

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

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

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

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

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

Secret Room

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

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

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

My most pathetic servant,

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

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

Your dread lord and master,

Strahd von Zarovich

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

Conservatory

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

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

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

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

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

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

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

A1f. The Third Floor

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

Balcony

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

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

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

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

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

Master Suite

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

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

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

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

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

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

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

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

Bathroom

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

Storage Room

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

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

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

Nursemaid’s Suite

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

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

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

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

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

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

A1g. The Attic

Attic Hall

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

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

Spare Bedroom

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

Storage Room

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

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

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

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

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

Spare Bedroom

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

Children’s Room

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

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

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

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

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

NPC Profile: Rose and Thorn

Roleplaying Information

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

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

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

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

Character Information

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

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

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

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

Secret Stairs

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

When the players enter this room, read:

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

As the players descend the stairs, read:

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

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

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

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

B2h. The Basement

Family Crypts

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

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

If the characters enter the Empty Crypt, read:

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

If the characters enter Walter’s Crypt, read:

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

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

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

If the characters enter Gustav’s Crypt, read:

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

If the characters enter Elisabeth’s Crypt, read:

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

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

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

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

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

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

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

Cult Initiates’ Quarters

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

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

Well and Cultist Quarters

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

The ceiling of this dark, earthen chamber rises a foot higher than the cramped tunnel. It's supported by thick wooden posts and cross beams that have rotted with age and bear deep holes indicative of hungry insects.

Here, a lonely well stands at the center of the room, surrounded on three sides by several smaller, alcove-like chambers that have been carved into the walls. Old footprints criss-cross the floor, leading into the alcoves, around the well, up a staircase on the other end of the room, and back upstairs the way you came.

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

The well comprises a 4-foot-diameter well shaft with a 3-foot-high stone lip, and descends 30 feet to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the cross beams above the well. The interior of the shaft is covered with an ash-black species of fungi.

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

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

Hidden Spiked Pit

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

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

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

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

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

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

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

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

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

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

Dining Hall

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

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

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

Larder

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

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

If the players disturb the grick, read:

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

Ghoulish Encounter

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

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

If the players continue down the corridor, read:

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

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

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

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

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

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

Darklord’s Shrine

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

This room is festooned with moldy skeletons that hang from rusty shackles against the walls, their mouths hanging open in silent screams. A wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb. The statue's painted gaze stares down toward you, a cold and cruel glint to its eye.

Five ashen shadows are burned into the walls, with soot marks stretching across the floor toward the statue.

The room has exits to the west and north. Chanting can be heard coming from the west.

A player that approaches the orb can hear many voices whispering the following phrases:

  • “His gaze burns upon us.”
  • “The Darklord’s eyes are always watching.”

Additionally, that player’s shadow begins to writhe and twist, its edges growing tattered and blurred as it lashes erratically across the floor.

A player who touches the orb feels as though a “dark, ancient evil” has suddenly turned its eye upon them. Furthermore, if the orb is disturbed, the ashen **shadows **upon the walls begin to stir. Each round, up to two of the shadows “awaken,” swooping across the walls. As they awaken, they murmur and moan the following phrases:

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

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

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

This old wooden door is covered in ancient red stains.

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

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

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

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

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

Hidden Trapdoor

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

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

Cult Leaders’ Den

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

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

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

Cult Leaders’ Quarters

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

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

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

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

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

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

Reliquary

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

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

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

You can finally understand the words.

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

"He is the Ancient."

"He is the Land."

Prison

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

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

Portcullis

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

The floor is submerged beneath two feet of dark, murky water that sloshes around your calves and boots. The tunnel forward is blocked by a rusty iron portcullis. Beyond its iron bars, you can make out the dark outline of a half-submerged chamber, a raised stone dais, and a thick cloud of rolling mist.

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

B2i. The Ritual Chamber

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

The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous depictions of grasping ghouls and is stained with dry blood. A small, white bundle lies atop it.

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

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

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


Flesh Mound, 1st Form

Large undead, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 20 ft.

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

  • Condition Immunities blinded, deafened, exhaustion
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP), or 2 (450 XP) when its heavy sleeper feature is active.

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

Instinctual Defense. When the mound drops to 0 hit points, it expels each creature currently engulfed by it. (Those creatures appear prone in an empty space within 5 feet of the mound.) The mound’s statistics are then instantly replaced by the statistics of its second form. Its initiative count doesn’t change.


Actions

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

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

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

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

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


Flesh Mound, 2nd Form

Large undead, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 20 ft.

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

  • Condition Immunities blinded, deafened, exhaustion
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP), or 2 (450 XP) when its heavy sleeper feature is active.

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

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


Actions

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

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

Gore Spray. The mound spews blood and gore in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) necrotic damage and is blinded until the end of the mound's next turn. On a success, a creature takes half as much damage and isn't blinded.

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

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

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

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

A creature engulfed by the mound’s first form can hear the faint sound of a baby crying at the center of its swollen bulk.

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

A1. Escape From Death House

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

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

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

The goal of this skill challenge is to escape Death House before it collapses. To do so successfully, the players must accumulate 5 successes before reaching 3 failures. The DC for each round of the skill challenge is 14.

If, at the time they escape Death House, the players have accumulated three or more failures, each player must make a Dexterity check. For each failure in the skill challenge beyond the second, the player with the next-lowest result takes an additional 2d6 bludgeoning damage. (For example, if the players have accumulated four failures, the players with the two lowest results take damage.)

A player reduced to 0 hit points this way is buried beneath the collapsing house and lost forever. [Note]

Complications

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

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

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

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

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

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

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

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

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

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

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

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

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

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

B2k. Outside Death House

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

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

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

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

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

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

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

Arc B: Welcome to Barovia

In this arc, the players travel to the gloomy village of Barovia, which has been ravaged by death and despair in the wake of Strahd’s revival. As they work to find their way to Tser Pool, they meet Ismark, the eldest child of the village’s recently deceased burgomaster.

In exchange for food, shelter, information, and assistance against Strahd, Ismark asks the players to escort his sister Ireena—a target of Strahd’s interest—to St. Andral’s Church in the walled town of Vallaki to the west, where he believes she will be safe. If the players agree to help, Ireena insists on a burial for her father before departing, which can be performed at dawn with the aid of the village’s priest, Father Donavich.

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

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

B1. Old Svalich Road

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

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

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

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

B2. Gates of Barovia

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

B3. Svalich Woods

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

B4. Barovian Overlook

When the players emerge from the Svalich Woods, read:

The dark woods fall away, revealing a misted, gloomy valley dotted with thick clouds of fog.

Rolling thunderclouds cast a gray pall over the land below, no sun visible in the cold, grey light. Evergreen trees climb the sides of the mountains that enclose the valley. To the north rises a stony mount with tufts of trees; to the south, a snow-capped peak with rugged slopes.

The muddy road continues on ahead, passing through yellowed grasses and farmland until it reaches a small, humble settlement hunkered down in the earth. Alongside the road, a river flows as clear as a blue winter sky through the valley.

Far above the village looms a dark, twisted castle, standing alone atop a pillar of sheer stone. For an instant, a distant spear of lightning crackles, illuminating the towering keep in harsh lights and shadows—and then a thick bank of fog rolls in, concealing the village and castle from view.

B4. The Village of Barovia

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

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

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

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

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

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

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

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

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

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

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

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

B4a. The Raven’s Guidance

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

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

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

B4b. The Blood on the Vine Tavern

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

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

NPC Profile: Ismark Kolyanovich

Roleplaying Information

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

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

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

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

Character Information

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

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

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

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

Entering the Tavern

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

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

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

  • The players have entered the land of Barovia, a realm surrounded by deadly fog and ruled by Strahd von Zarovich, a powerful vampire who slumbered in Castle Ravenloft until recently.
  • Outsiders are occasionally spirited into Barovia by the mists. (Ismark has no knowledge of Death House, but vaguely remembers tales of unorthodox ways by which travelers have come to the valley.) There is no escaping Barovia once an outsider has entered it.
  • The village of Barovia was recently decimated by a siege from Strahd's undead forces. While the undead were dispatched, the village suffered heavily, and many Barovians fled to Vallaki, a fortified town to the west.
  • All Barovians call Strahd “the Devil,” fearing that speaking his name gives him power and draws his attention. (This is a myth.) Ismark is unsure whether he believes this, but warns the players that Strahd’s spies are thought to be always watching— bats, wolves, and even human servants, including certain Vistani.
  • St. Andral’s Church in Vallaki is said to be hallowed ground, protecting its congregants from vampires and other undead. Ismark hopes to bring his sister, Ireena here, but is currently unable to due to his duties as his father's successor.
  • Ismark the Great was Ismark’s great-grandfather. Even when Strahd vanished into the depths of Castle Ravenloft, nests of bloodthirsty vampires lingered throughout Barovia. Ismark the Great joined with a paladin from beyond the mists—a woman named Lugdana who bore the holy symbol of Ravenkind—and rooted out many of these vampires wherever they rested. He eventually died defending a group of trappers from a dire wolf attack at the age of 44, and the statue outside was erected in his honor.

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

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

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

B4c. The Burgomaster’s Mansion

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

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

The Argument

Ireena is surprised to see the players, and assumes them at first to be merely travelers. If Ismark informs her that they are to escort her to Vallaki, however, Ireena asks the players to excuse them and has a brief conversation with Ismark in private.

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

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

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

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

Ireena’s Fate

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

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

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

NPC Profile: Ireena Kolyana

Roleplaying Information

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

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

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

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

Character Information

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

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

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

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

Mad Mary's Plea

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

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

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

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

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

Night at the Mansion

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

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

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

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

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

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

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

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

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

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

The players then violently awaken, hearts beating fast and covered in sweat. Outside, the pale, ethereal light of the March of the Dead—just now beginning the march to Castle Ravenloft—is visible from the Old Svalich Road. The players can also see two swarms of bats—Strahd's spies—gathered on the eaves of a nearby house, watching silently from the darkness.

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

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

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

B4d. Bildrath’s Mercantile

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

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

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

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

B4e. The Barovian Church

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

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

Speaking with Donavich

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

NPC Profile | Donavich & Doru

Roleplaying Information

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

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

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

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

Character Information

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

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

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

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

If the players insist in slaying Doru, Donavich begs them to spare his son’s life, insisting that the Morninglord will show him a way to cure him. If the players ignore him and kill Doru, Donavich becomes withdrawn and inconsolable, leaving the players and Ismark to conduct the burgomaster’s burial themselves. When the players leave the church, they can hear the church bell ring a single time. If the party returns to the church, they find that Donavich has hanged himself from the bell's rope.

Confronting Doru

If the players insist on interrogating or speaking with Doru, Donavich warns them that Doru is unrestrained, and that he can neither guarantee their safety nor permit Doru to escape the undercroft. If the players reassure him with a successful DC 15 Charisma (Persuasion) check, Donavich reluctantly fetches the key to the trapdoor’s lock from his chambers and unlocks the way to the undercroft.

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

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

B4f. The Barovian Graveyard

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

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

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

    O Morninglord

Lord of blessed light and patron of new beginnings

We commend into thy mercy and thy radiance Master Kolyan Indirovich

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

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

As thee delivers him from this everlasting darkness into infinite light

From pestilence into growth

From shadow into day

And from death into new life.

Grant him entrance into Your land of light and joy

In the fellowship of thy saints

And the brilliance of thy presence

By Your will and grace.

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

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

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

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

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

B4g. Mad Mary’s Townhouse

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

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

The first floor of this old, dirty dwelling comprises a one-room divided living space. To the north lies a small kitchen, its countertops dirty and covered with dust. There is a broken glass on the floor and a rotted meal for two set on a table covered with a dirty blue tablecloth. Mary poured herself a glass of wine to steady her nerves after realizing Gertruda's disappearance, and dropped it on the floor in anguish. A small sitting area to the south contains a fireplace, two comfortable armchairs, and a dirty rug. Stairs lead up from here to the second floor.

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

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

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

Arc C: Into the Valley

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

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

Soon afterward, the players finally arrive at the Vistani encampment at Tser Pool. There, they receive a magical Tarokka reading from Madam Eva, which foretells the location of three artifacts that will assist them in the fight against Strahd, as well as an ally who is destined to aid them.

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

If the players are tasked with escorting Ireena to St. Andral's Church in Vallaki, or if they have their own reasons for doing so, they then return to the Old Svalich Road via the River Ivlis Crossroads, traveling west through the mountains. Along the way, they encounter:

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

The module’s map of Barovia depicts a dotted line that appears to connect the Tser Pool Encampment to Tser Falls. Despite its appearance, Tser Falls (p. 37) makes clear that this is not a shortcut. Instead, this dotted line is a footpath that leads to the base of Tser Falls, one thousand feet below the bridge overhead. At no point does it actually reconnect to the main road.

To travel from the Tser Pool Encampment to Vallaki, the players will instead need to travel south, back toward the River Ivlis Crossroads, then take the Old Svalich Road westward.

C1. The Journey From Barovia

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

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

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

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

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

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

C2. River Ivlis Crossroads

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

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

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

The side door of the carriage swings open silently—and out steps a man.

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

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

If Ireena is with the party, add:

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

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

Whether Ireena is with the party or not, add:

"Good day," he says. "I am Count Strahd von Zarovich—and it is a pleasure to finally meet the newcomers to my domain. My friends have told me so much about you."

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

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

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

But Strahd pays them no mind. Instead, his eyes pause over each one of you in turn, regarding you like a cut of meat weighed at market, a prey animal spotted by a predator in the bush—an intriguing but inanimate trinket.

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

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

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

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

As the conversation progresses, Strahd notes that he's heard "such wonderful things" of the players' exploits at "a certain old house at the edge of my domain." Strahd then makes brief reference to the players' actions in Death House, sardonically lauding:

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

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

If Ireena is With the Party

Strahd notes that the players are outsiders to Barovia and asks them how long they intend to remain in his domain.

If any player actively indicates a desire to leave Barovia, Strahd replies, "Truly unfortunate. For, as you may have learned, none may pass through the mists that surround my domain." He pauses, and then adds, pleasantly, "At least, not without my allowance. And I am nothing if not a reasonable man."

If a player falsely claims to have no desire to leave Barovia, Strahd replies, "I have heard some claim it to be a blessing to be rootless. I confess, I have always seen it as a terrible curse. What sweet pain it is to be apart from the place you call home." Strahd then addresses the rest of the party, asking whether that player speaks for them as well.

(If the players continue to falsely claim to have no desire to leave Barovia, Strahd replies, "Come, now. I expect my subjects to be honest in their dealings with each other, but most especially with me. Shall we try again?" If the players continue to lie to Strahd, he sighs and says, "My patience grows thin for fools and prevaricators. I have no time for those who would waste it." He then motions to his dire wolves and says, "Discipline them." The dire wolves then attack.)

If any player expresses an interest in obtaining Strahd's permission to leave Barovia, Strahd replies, "Let us see your loyalty to your betters. Bring me Ireena Kolyana." (If the players ask Strahd why he's preying on Ireena, he replies as described in Roleplaying Strahd (p. 10).) At Strahd's words, Ireena steps back in fear, growing even paler and looking at the players for signs of assurance.

If the Players Bring Ireena to Strahd

If the players attempt to bring Ireena to Strahd, she resists, begging them to spare her. "Please," she sobs. "I can help you. You don't have to do this!"

If the players nonetheless grapple and pull Ireena to Strahd, he regards her for a moment, reaching forward to caress her cheek with a long, pale claw. He then backhands each of the player(s) that brought her to him with an unarmed strike, his face curling into an expression of disgust.

"Fools!" he says. "Ireena Kolyana belongs—and has always belonged to me. I do not need your permission to claim her; her very soul is mine to take, and I shall do so when I wish. But I have nothing but loathing for those who would crawl over others to save their own sniveling skins, like rats aboard a sinking ship."

He shakes his head and turns toward the black carriage, turning his back on the players and saying, "I have no use for such refuse in my lands." He raises a hand toward the dire wolves and says, "You may devour them." The dire wolves then attack. (On the first round of combat, Strahd's carriage pulls away toward Castle Ravenloft, vanishing into the fog of the Old Svalich Road.)

If the Players Do Not Bring Ireena to Strahd

If the players refuse to bring Ireena to Strahd, Strahd smiles coldly and says, "So you choose defiance, then? I must question your wisdom. Surely you know the fate of those that have defied me before." The six dire wolves then step forward, growling, with their hackles raised.

If the players continue to refuse to bring Ireena to Strahd, Strahd says, "Your determination in the face of certain death is a tawdry spectacle. Very well. Let us see if your skill matches your foolishness of conviction." The dire wolves then attack the players. (Ireena fights alongside them.)

The Players Are Defeated. If the players fight the dire wolves and fail, Strahd halts the wolves before the last two players can be knocked unconscious. He dismisses the wolves and returns to the carriage, saying mournfully, “I must admit—I thought you had more fight in you.” He then departs.

The Players Defeat the Dire Wolves. If the players fight the dire wolves and succeed, Strahd applauds them, saying, “Bravo! That look in your eyes—I've seen it before. Perhaps one day you shall warrant my full attention.”

If Ireena is Not With the Party

Strahd notes that the players are, technically, trespassers into Barovia, and wonders aloud how to deal with them. "Do not imagine that you are the first to invade my realm. After all, recent events suggest that impatience in the face of such transgression is no sin." He adds, "In some lands, the penalty for trespassing is death," he says. "How would you suggest I deal with such malfeasance?"

Regardless of the players' suggestions, Strahd inevitably suggests the following:

"In some faiths, there exists the concept of a scapegoat—one of a pair of kid goats that is released into the wilderness, taking with it all of the sins and impurities of its village. I am not, and have never been a religious man, but there is no denying the allure of such rituals of atonement.

"I am a man of justice, but not without mercy. Choose from amongst yourselves one to stay behind, to endure Barovia's justice in your stead."

If the Players Choose a Willing Scapegoat

If a willing scapegoat allows themselves to be taken, Strahd commands them to step forward, whereupon he briefly interrogates them as to the life and freedom that they are sure to give up. He then adds, "I have long been a lover of tragedy, but can you truly say that your companions deserve your sacrifice?"

If the scapegoat remains willing, Strahd's lip curls with distaste. He says, "You remind me of my brother." (If the scapegoat claimed to have faith in a deity to shepherd them or their soul, Strahd adds, "Ah, faith! What other blessed faculty so enables us to believe things which we know to be untrue?")

Strahd then adds, "Fear not, however. I always deal fairly with my guests. You shall get what you deserve." He then turns to the dire wolves, gestures to the remainder of the party, and says, "Dinner is served." The dire wolves then attack the other members of the party.

The Players Are Defeated. If the players fight the dire wolves and fail, Strahd halts the wolves before the last two players can be knocked unconscious. He dismisses the wolves and returns to the carriage, lamenting, "So you fail to live up to expectations. How predictable."

The Players Defeat the Dire Wolves. If the players fight the dire wolves and succeed, Strahd applauds them, saying, “Bravo! That look in your eyes—I've seen it before. Perhaps one day you shall warrant my full attention.” He then departs.

If the Players Choose an Unwilling Scapegoat

If the players force an unwilling scapegoat to Strahd, he regards them for a moment, then backhands each of the player(s) that brought the scapegoat to him with an unarmed strike, his face curling into an expression of disgust.

"How quickly your turn your knives upon one another," he says. "It is true that cornered animals make the drollest sounds, and yet the ease of your betrayal is very nearly disappointing. Disloyalty in service of ambition is one thing; disloyalty in service of cowardice is quite another."

He shakes his head and turns toward the black carriage, turning his back on the players and saying, "I have no use for such refuse in my lands." He raises a hand toward the dire wolves and says, "You may devour them." The dire wolves then attack. (On the first round of combat, Strahd's carriage pulls away toward Castle Ravenloft, vanishing into the fog of the Old Svalich Road.)

If the Players Do Not Choose a Scapegoat

If the players refuse to bring Strahd a scapegoat, he responds as described in If the Players Do Not Bring Ireena to Strahd above.

C2. River Ivlis Crossroads

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

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

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

The side door of the carriage swings open silently—and out steps a man.

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

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

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

Another man follows the first from the carriage: younger, dashing, and slender, with long, blond hair and high cheekbones. An array of silver rings caress his fingers, and he wears a deep purple cloak over a violet tunic. A soft smirk plays across his face at the sight of you—but vanishes at the sight of Ireena. Instead, he turns and reaches up to the carriage behind him. A slender hand takes his—and a young woman steps out onto the road.

She wears a lavender dress and a deep purple ribbon around her neck. As you watch, she steps behind the first, much-taller man, her hands meekly clasped at her waist. Beneath her coiffed brown hair, her light blue eyes stare blankly forward.

"Gertruda," Ireena whispers. Her fists clench, her eyes welling with tears.

The first man's gaze rests briefly on Ireena, and he smiles—though no warmth reaches his eyes. "Lady Kolyana," he says, giving her a deep nod. He then turns his gaze to you.

"Good day," he says. "I am Count Strahd von Zarovich—and it is a pleasure to meet you at last. My friends have told me so much about you."

Strahd's eyes pause over each one of you in turn, and for a moment, you feel like a small animal weighed at market, a prey animal spotted by a predator in the bush—an intriguing but inanimate trinket, as a sense of dawning terror and overwhelming presence sweeps over you—and then his gaze moves past you, allowing you to breathe once more.

The woman accompanying Strahd is Gertruda, and the other man is the vampire spawn Escher, as described in K49. Lounge (p. 70). Throughout this scene, Strahd prefers to remain in his vampiric Third Phase (see stat block).

If undiverted, Strahd attempts to lead the conversation along the following path:

  • He greets each of the player characters individually—by name, if his spies have had a chance to learn them and report back to him. While doing so, he makes a personal comment regarding each character’s species, class (if apparent from their equipment or dress), and/or personality (if reported by his spies). If possible, he frames each comment in the form of a compliment, sympathetic remark, or (sparingly) exceptionally veiled threat.
  • He asks if Ireena (“Lady Kolyana”) has properly introduced them to his domain, and apologizes for any “folktales” they may have shared about him.
  • He asks the players what brings them to Barovia, and to Tser Pool specifically. Before receiving their answer, he wonders aloud if, like children at a festival, they have come to drink and make merry, to sightsee in the scenic woods—or, perhaps, to have their fortunes told. He concedes, however, that true foresight can be found in “the most surprising places,” and that knowledge of events yet to come can be “a truly powerful gift indeed.”
  • He then asks the players how they came into Ireena’s company, and where they plan to travel—and what they might expect to find there.
NPC Profile | Strahd von Zarovich

Roleplaying Information

Resonance. Strahd should make the players feel uncomfortable (due to his vampiric nature and absolute confidence), fearful (due to a constant implied—yet never acted upon or made explicit—threat of violence), and insulted (due to his arrogance and condescension).

Emotions. Strahd's most frequent emotions are curiosity, amusement, solemnity, scorn, disgust, and satisfaction.

Motivations. Strahd's actions are most often motivated by his desire to secure a successor, his desire to reassert his authority across Barovia, his desire to reclaim his former power, his desire to find additional consorts, his desire to find and imprison Dr. Rudolph van Richten, and his desire to turn Ireena Kolyana into a vampire spawn.

Inspirations. Consider taking inspiration for Strahd from Tywin Lannister (Game of Thrones), Frank Underwood (House of Cards), Hannibal Lecter (The Silence of the Lambs), and Vito Corleone (The Godfather).

 

Character Information

Persona. To strangers, Strahd appears as a civilized, confident lord who demands respect. To those Strahd trusts or knows well, he appears as a cold, cruel predator whose sole amusements come from his ability to dominate, twist, and break his victims. Deep down, Strahd knows that his efforts to amuse himself are mere distractions—yet because he believes his soul is lost to evil, he feels neither pity nor remorse, nor love nor hate.

Morale. In a fight begun by another, Strahd would refuse to allow himself to be aggravated, preferring to allow his servants to do fight on his behalf, or even disregarding his opponent's efforts to harm him. In all cases, however, when Strahd decides that violence is necessary—either to make a vital point or, in rare cases, to defend himself—he is swift, cunning, and unforgiving.

Relationships. Strahd is the elder brother of the late Sergei von Zarovich, and (unknowingly) the former charge of Baba Lysaga, his ancient nanny.



Strahd, Third Form

Medium undead (shapechanger), lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 204 (24d8 + 96)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 20 (+5) 15 (+2) 20 (+5)

  • Saving Throws Dex +11, Wis +8, Cha +11
  • Skills Arcana +17, Perception +14, Religion +11, Stealth +16
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 24
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge CR 15 (6,450 XP) or 11 (3,800 XP) when fought in sunlight
  • Proficiency Bonus. +6

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

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

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

Vampiric Resilience. When Strahd drops to 0 hit points, if his first or second form has at least 1 hit point remaining, his statistics are instantly replaced by the statistics of that form. (Strahd's initiative count doesn't change.) Otherwise, Strahd dies.

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

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

Actions

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

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

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

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

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

If the target is still charmed at the end of the minute, the effect lasts for 24 hours, until Strahd is destroyed, or until he takes a bonus action to end it.

Bonus Actions

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

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

Reactions

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

Lair Actions

On initiative count 20 while in Castle Ravenloft (losing initiative ties), Strahd can take a lair action to cause one of the following magical effects. He can't use the same effect two rounds in a row.

Deluge of Blood. A sea of blood 5 feet deep fills the level of Castle Ravenloft that Strahd currently occupies, making it difficult terrain to all creatures other than Strahd, until initiative count 20 on the next round.

Wails of the Damned. Strahd calls forth the spirits of creatures that died in Castle Ravenloft, summoning an ethereal torrent of shrieking specters in a 20-foot radius centered on a point within 60 feet of Strahd that he can see. Each creature in that area must make a DC 18 Constitution saving throw or be frightened of Strahd for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Using Strahd’s Charm

As noted in the ability text, Strahd cannot use his Charm ability against a player character that is averting their gaze and therefore cannot see him.

Additionally, because this ability requires no magical components, it is impossible for the players to identify when it has been used except by observing its effects (e.g., a character acting uncharacteristically friendly toward Strahd).

To execute this ability, secretly inform Strahd’s target—such as via a private written note or electronic message—to make a Wisdom saving throw and declare the result without announcing what type of roll it is.

If the target fails the saving throw, secretly inform them: “You are now charmed by Strahd. While charmed in this way, you regard Strahd as a trusted friend to be heeded and protected. You aren’t under Strahd’s control, but you take his requests and actions in the most favorable way and let Strahd bite you. You can repeat your original saving throw at the end of each of your turns—or, out of combat, after each task you perform for Strahd, such as answering a question or performing some other brief assignment. On a result of 19 or more, the effect ends, and you know that you were charmed by Strahd. If you fail your saving throw against this effect ten times in a row, including your first saving throw, you remain charmed for the next 24 hours, until Strahd is destroyed, or until he takes a bonus action to end it.”

If the players decline to answer his questions, Strahd attempts to charm a player character using his Charm ability—targeting whichever player character seems most likely to have the lowest Wisdom saving throw—and compel them to answer. If the players refuse to meet his gaze, Strahd attempts to goad them, saying, “It is good that you know your place—a subject’s eyes are properly lowered before their lord’s. Unless—is it fear that causes your gaze to tremble?”

If the players ask Strahd about Escher, Strahd introduces him as “Escher, my cupbearer and…minstrel.” (Escher winces at the latter title.)

If the players ask Strahd about Gertruda, Strahd is glad to share the following information:

  • He encountered this “young woman” alone on the road the previous night and felt obliged to take her under his protection. “The Svalich Woods can be quite dangerous, after all,” he says.
  • He denies “feeding” from her if asked; instead, he insists that she came to him seeking an audience on behalf of her people—and that he would be a poor lord and host to mistreat her.
  • He plans to bring her to Castle Ravenloft, where she can reside in “proper comfort,” away from “vagabonds, traitors, and thieves.”
  • If the players suggest that her life is in danger, Strahd only says, “Fear not—I am not like my unruly children. She is mine—for the moment.”

If, at any point in this encounter, the players threaten the use of violence against Strahd—for example, in an effort to free Gertruda—or suggest flight while in his earshot, read:

Strahd's nostrils flare briefly like a bat's, his slightly pointed ears pricking up. "My friends—we have only just met. Would you truly decline my goodwill so swiftly?"

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

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

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

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

If The Encounter Ends Peacefully

If the players fight neither Strahd nor his dire wolves, this scene ends when he decides that he has gleaned all of the useful information that he reasonably can from the players. When this happens, Strahd bids the players farewell and steps back into the black carriage.

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

If The Players Insult Strahd

If any of the players were rude or disrespectful to Strahd during this encounter, before he leaves, he attempts to charm the rudest player. If successful, he compliments them on their grit and beckons them closer in order to “get a better look at them.” He lightly caresses their cheek, murmuring that he admires grit—but that it is so often untempered by wisdom.

Strahd then runs his hand down their neck, exposing the flesh of their neck, and whispers, “A gift to remember me by, when you are wiser,” and—if uninterrupted—bites them, automatically inflicting the damage of a bite attack against them until they fall unconscious or make a successful saving throw against being charmed.

If the player character falls unconscious, he allows their body to fall to the ground, assuring their companions that his victim shall awaken soon enough—and, hopefully, at least somewhat wiser. He then returns to the carriage and departs.

If The Players Initiate Combat

Once they’ve emerged, the six dire wolves attack at Strahd’s direction, aiming to knock the players unconscious rather than killing them. If combat erupts, Strahd prefers to take the Dodge action unless he is damaged or otherwise harmed, in which case he targets his attacker with his unarmed strike until they are unconscious. Escher does not fight except in self-defense.

The Players Back Down. If the players back down when the dire wolves appear, Strahd sighs, shakes his head, and murmurs, “So it is not a lack of skill, but of conviction that condemns you. If you were trying to impress me, you have failed.”

The Players Are Defeated. If the players fight the dire wolves and fail, Strahd halts the wolves before the last two players can be knocked unconscious. He dismisses the wolves and returns to the carriage, saying mournfully, “I must admit—I thought you had more fight in you.” He then departs.

The Players Defeat the Dire Wolves. If the players fight the dire wolves and succeed, Strahd applauds them, saying, “Bravo! That look in your eyes—I've seen it before. Perhaps one day you shall warrant my full attention.” He then indicates for Gertruda and Escher to return to the carriage before following them. If the players obstruct Strahd’s efforts to depart, he warns them, “I have filled graveyards with fools such as you. Do you have the courage to bore me? Broken toys are easily discarded.”

If the players nonetheless insist on fighting him, Strahd says, “Your determination in the face of certain death is a tawdry spectacle. Come.” Invite the players to roll initiative; if they decline to attack first, Strahd does, remaining in his Third Phase stat block for the entire combat. Like the dire wolves, Strahd does not aim to kill the players, but knock all but one unconscious. After doing so, Strahd returns to his carriage. Before departing, he quips, “Not one of your best days. If I were you, I would start making the most of them.”

Departing the Crossroads

As the players move to depart the River Ivlis Crossroads after Strahd has left, they encounter The Hanged One (p. 35). (The character hanged from the gallows should be one of the characters that interacted the least with Strahd.)

C2b. The Fleeing Raven

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

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

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

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

C3. Tser Pool

The journey from the River Ivlis Crossroads to the Tser Pool Encampment is one-and-a-half miles long and takes thirty minutes.

C3a. Arrival at Tser Pool

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

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

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

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

C3b. The Tarokka Reading

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

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

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

NPC Profile | Madam Eva

Roleplaying Information

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

Emotions. Madam Eva's most frequent emotions are amusement, solemnity, concern, and contemplation.

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

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

Character Information

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

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

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

Madam Eva then asks the players if they would like their fortunes read. If they say yes, she produces a worn deck of cards.

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

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

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

Stacking the Deck

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

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

 

The Tome of Strahd. Choose one of:

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

The Holy Symbol of Ravenkind. Choose one of:

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

The Sunsword. Choose one of:

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

Strahd’s Enemy. Choose one of:

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

Strahd’s Location in the Castle. Choose Marionette (Jack of Hearts) [Note]

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

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

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

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

She flips the card.

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

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

She moves her hand to the second card, this one at the top of the cross. As she closes her eyes and listens once more, the candlelight flares, its color bursting into a fierce, cheery yellow.

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

She flips the card.

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

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

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

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

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

She flips the card.

The light reveals a third illustration: DESCRIPTION.

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

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

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

She flips the card.

This time, the illustration revealed is DESCRIPTION.

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

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

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

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

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

Madam Eva slowly exhales. "CARDNAME. READING."

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

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

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

Madam Eva refuses to elaborate on the players’ readings or provide any additional information or assistance. If asked to, she says only, “The threads of Fate cannot be beckoned like a servant or conjured like a magician’s trick. I have foreseen what I have foreseen.”

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

C3c. A Gift for Arabelle

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

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

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

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

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

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

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

C4. The Skeletal Rider

When the players return to the River Ivlis Crossroads after receiving the Tarokka reading, they encounter the Skeletal Rider (p. 31).

C5. The Watchtower

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

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

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

Soon enough, though, the road levels out, continuing past an ruined three-story watchtower perched atop the edge of the cliff. The tower's old stone walls are covered in moss and ivy, its rotten wooden door hanging off its hinges.

Nearby, two fresh graves sit against the road. An animal's corpse seems to lie in the tall grass not far away.

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

The Watchtower

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

  • The tower door has been half-pulled from its hinges and can be opened easily.
  • The temperature and wind in the tower are far less severe.
  • There is no dire wolf's head mounted above the hearth.
  • There are neither statues nor skeletons atop the battlements.

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

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

The Graves

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

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

The Corpse

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

C6. Tser Falls

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

The High Road

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

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

The air grows colder as the road passes through a dark evergreen forest, the thick canopy once more blocking out much of the sky's dim light. The only sounds that follow you are the crunching of fallen leaves and an occasional rustling in the underbrush.

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

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

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

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

Tser Falls

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

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

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

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

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

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

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

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

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

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

If the players ask why it cannot take up arms against Strahd itself, it says, "Because my commander forbids it, and my spirit is bound from disobeying his will." It is willing to share that its commander's name is Sir Vladimir Horngaard, but is unwilling to share more, advising the players to speak with Sir Godfrey instead.

If the players ask for directions to Argynvostholt, the revenant advises them to travel "west, beyond the walled town, then south upon the ash-gray path."

If the players mention Strahd's carriage, the revenant notes its disgust for the "the beast Von Zarovich" and advises the players to be cautious of him and his servants and spies. If the players mention the skeletal rider, the revenant recalls that "the Wandering One has long sought a road through the mists."

The revenant will not leave its post on the bridge under any circumstances.

C7. Black Carriage

The journey from Tser Falls to the Black Carriage (p. 37) is one-and-a-half miles and takes thirty minutes. As the players make this journey, read:

You continue on down the winding road, which climbs a short distance north before bending west to avoid a bald-headed peak on the right, its craggy cliffs bearing an array of sharp rocks that jut out over the roadway.

It's not long before the road bends north once again, a second hill arising from the fog on your left. Twisted trees dot its steep slopes, their branches reaching out like gnarled fingers.

As you travel deeper between the hills, the road narrows and the cliffs grow taller. Soon, though, the hills fall away once more, the road continuing forth into a small, fog-choked basin.

This area is as described in Black Carriage (p. 37). (Strahd's carriage is not present, though the players can see deep grooves in the muddy road that pass from the Old Svalich Road onto the old cobblestone-strewn thoroughfare that leads to Castle Ravenloft.)

The journey from the Black Carriage to the western Gates of Ravenloft is a quarter-mile and takes five minutes. This area is as described in Gates of Ravenloft (p. 38), but seen from the opposite side.

C8. Old Bonegrinder

The journey from the Gates of Ravenloft to Old Bonegrinder is two-and-a-half miles long and takes forty-five minutes. As the players make this journey, read:

The road continues forward, passing between a patch of dark woods. The air here is as quiet as the grave, the trees standing perfectly still in the unnerving silence.

Not far from the road, nestled in the overgrown underbrush, stands a mossy stone slab standing just under six feet in height. It rests on an old, cracked stone circle, and seems to bear some kind of carving.

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

If the players remain silent or continue ahead, read:

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

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

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

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

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

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

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

Morgantha has only two "dream pastries" left from her workday—"filled with the light and love of dreaming"—which she offers to the players for free as a "first sample." She advises the players that the dream pastries taste best after a warm meal, "especially with a nice bit of wine to wash them down."

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

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

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

C9. The Werewolf's Hunt

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

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

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

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

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

As the players proceed down the road, read:

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

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

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

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

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

Soon after the first wolf appears, if the players are not carrying any visible silvered weapons, the pack attacks. Read:

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

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

Each wolf gains the following additional action option:

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

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

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

Lycanthropy in Barovia

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

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

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

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

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

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

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

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

B4. The Town of Vallaki

B4a. The Vallakian Gates

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

More than a dozen ramshackle tents have been set up against the palisade wall. Among them, dozens of ragged, emaciated people mill about or sit by low-burning campfires and bedrolls, their hollow gazes watching silently as you approach.

If Ireena is with the party and is visible, add:

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

This area, the Morning Gate, is largely as described in Town Gates (p. 95). The tents are a camp of Barovian refugees, housing those who survived the trek from the village of Barovia in the wake of Strahd's siege.

The Refugee Camp

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

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

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

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

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

The Guards at the Gates

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

Ireena's Diplomacy

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

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

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

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

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

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

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

Entering the Town

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

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

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

If the players arrive during the day, add:

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

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

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

Otherwise, if the players arrive at night, add:

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

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

B4b. The Blue Water Inn

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

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

  • Danika Martikov, who is pouring drinks and serving patrons in the N2c. Taproom;
  • Urwin Martikov, who is cooking bread and wolf stew in the N2e. Kitchen;
  • Brom and Bray Martikov, who are playing with toys in N20. Boys' Bedroom; and
  • Rictavio, who is feeding his horse, Drusilla, in N2f. Stable.
Entering the Inn

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

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

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

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

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

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

The players then have a few minutes to talk with Urwin and Danika or amongst themselves. During this conversation, Urwin and Danika can provide the players with information about Rictavio, the Festival of the Blazing Sun, and the nearby Vistani camp, as described in Vallaki Lore (p. 96). Both Urwin and Danika can provide directions to any major landmark inside of Vallaki, including N1. St. Andral's Church, N5. Arasek Stockyard, and N8. Town Square. If the players ask about the inn's other guest, Urwin and Danika can also share information about Rictavio, as described in N2c. Taproom (p. 100).

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

The Wolf-Hunters Arrive

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

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

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

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

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

Dinner is Served

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

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

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

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

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

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

If the players ask about the children's masks, Danika tells them that Urwin bought them from the local toymaker, Gadolf Blinsky, who works at N7. Blinsky Toys (p.118).

The Brothers Wachter

As the players eat their dinner, Nikolai and Karl Wachter enter the taproom, obviously at least somewhat drunk. (The two are as described in N2c. Taproom (p. 100).)

Slightly slurring his words, Nikolai announces to the bar, "My fellow Vallakians! All is not well!" The room abruptly becomes quiet and tense. If the players do not interrupt, a beat later, Karl steps forward, leaning on his brother, and booms, "...at least, not until I've got a bellyfull of wine!" A tense, humorless chuckle rolls through the taproom, and the other patrons return to their business.

Karl and Nikolai then stumble toward the bar, where Danika is regarding them skeptically. If the players do not interrupt, they can overhear the following conversation:

  • Danika greets the Karl and Nikolai by name, and asks, "Haven't you already had too much to drink, boys?"
  • Nikolai waves away her words and says, "Nonsense—we've only begun! Two pints of wine to start, and keep them coming." Danika replies, "We're starting to run a bit low on some of our vintage stock—can I start you with some Purple Grapemash No. 3?" Nikolai scoffs and says, "What do you take us for—tasteless peasants? Red Dragon Crush, and don't be stingy."
  • As she pours their wine, Danika says idly, "Does your mother know what you're up to this evening?" Karl waits until he receives his pint, then grunts, "Mother's far too busy these days. And what she doesn't know can't hurt her." ("Or us," Nikolai charms in, elbowing his brother. The two chuckle, then return to their drinks.)

Shortly after the Wachter brothers arrive, Urwin exits the kitchen carrying a tray of food, which he sets down at a nearby table. On his way back to the kitchen, he stops at the players' table and asks their opinions on the food.

If the players ask about the Wachter brothers, Urwin can tell them the information listed in N2c. Taproom (p. 100). If the players ask about their mother, or about the response to Nikolai's declaration that "All is not well," Urwin becomes visibly uneasy, and promises to speak with the players further in the morning.

If the players speak with the Wachter brothers, Nikolai and Karl are wary at first, but happy (if prodded) to rant about:

  • the Festival of the Blazing Sun,
  • Vallaki's recent history of festivals,
  • the Baron's response to those who speak ill of the festivals, and
  • the flashes of purple light that have been seen from the attic of N3. Burgomaster's Mansion

(See Vallaki Lore (p. 96)). Once the players have won the brothers' trust, the conversation proceeds as described in N2c. Taproom.

The Ringmaster Arrives

Soon after the Wachter brothers receive their drinks, Rictavio arrives, entering the taproom through the front door. He is largely as described in Rictavio (p. 238) and N2c. Taproom (p. 100).

Though Rictavio appears to be headed for the stairs leading to N2j. Great Balcony, Nikolai and Karl catch sight of him and begin to hoot and holler in his direction, calling, "It's the carnival-man! Tell us a story, carnival-man!" (As they do, the players can see Brom and Bray standing beside the bar, helping Danika wipe some glasses dry.) A few patrons around the bar pick up the cry, and Rictavio turns, flourishing his cape, and beams, vowing, "Who would Rictavio be if he did not quench his fans' thirst for revelry?"

Unless interrupted, Rictavio then leaps halfway up the staircase leading from the taproom to N2j. Great Balcony, where he delivers the following tale:

I was making my way through the forest on Drusilla, my trusty steed, along with my coterie of carnival companions, when I heard something carried to me on an errant breeze. A voice it was, singing a melody so beautiful it brought a tear to my eye. But the voice was more than merely beautiful. Truly, I can only describe it as...well, remarkable.

I couldn't help but follow the sound, leading Drusilla deeper into the woods. And soon enough, I found the source of the singing. There, before my very eyes, was a plant quite unlike anything I had ever seen. It was gigantic, towering high above me with a mouth that could swallow a grown man whole. And yet, there it was, singing with a voice that could fill an angelic choir with jealousy.

By all the gods, I could not believe my luck. A singing plant! This was just the kind of oddity I had been looking for. I approached it, trying to get a better look at it. That's when I saw one of my companions from the carnival—a man by the name of Wilfred—approaching the plant with a mischievous grin on his face.

"What are you doing, Wilfred?" I asked, to which he laughed and replied, "I'm going to give this plant a taste of what it's been missing." Before I could stop him, Wilfred dropped his trousers and started to, ah, "water the bushes"—right on the plant's stalk.

Well, let me tell you, that was not the wisest move on Wilfred's part. The plant, it seems, was not amused. It opened its giant mouth and, with one swift movement, swallowed Wilfred whole. There was a moment of stunned silence, and then the plant continued to sing as if nothing had happened.

Despite what I had just seen, I couldn't help but burst out laughing at the absurdity of it all. And as I looked around at my carnival members, their faces a mixture of shock and disbelief, I knew:

This singing, man-eating plant would be the star of our next show.

And so it was. "Ladies and gentlemen," I announced not long thereafter, curtain rope in hand. "It is with equal parts caution and excitement that I present to you, the singing carnivorous plant! And do remember, folks—keep your distance, and try not to pour out any libations on it, lest you wind up on the menu."

The carnival erupted in giddy laughter and applause. In a moment, I knew that this would be one of our greatest hits. And, as for poor Wilfred—well, I suppose he'll be singing in a different kind of choir now.

The patrons of the inn burst into laughter and applause—a welcome respite from the previous dreary mood. Rictavio takes another flourishing bow and excuses himself, retiring for the night to N2n Private Guest Room.

Any player who watches as Rictavio makes his way along N2j. Great Balcony sees him pass Brom and Bray, who are crouched along the balcony in front of N2o. Boys' Bedroom. (The boys are dangling the stuffed bat described in N2o. Boys' Bedroom (p. 102) over the bar below, giggling while Nikolai and Karl drunkenly swat at it. The boys used the N2i. Secret Stairs and Hall (p. 101) to scamper quietly from the kitchen to the balcony during Rictavio's tale, unseen by the inn's patrons.)

End of the Evening

The taproom slowly clears out over the following two hours. If the players rented rooms for the night, Danika eventually approaches their table and offers to show them to their rooms. (See N2l. Guest Rooms and N2m. Guest Room (p. 102)). During the tour, Danika lets them know that they're free to request fresh linens or a tub of hot water (for a bath) be brought up to their rooms. "Breakfast is served an hour after sunrise," she says warmly, and adds, "Feel free to let us know if you need anything else."

Milestone. Arriving in Vallaki completes a story milestone. When the party takes its first long rest in Vallaki, award each player 900 XP, plus an additional 100 XP if they successfully escorted Ireena to Vallaki. (The players don't need to bring Ireena to St. Andral's church to receive this XP.)

NPC Profile | Urwin & Danika Martikov

Roleplaying Information

Resonance. Urwin should make the players feel amused (due to his bad puns and dad jokes), grateful (due to his genuine interest in assisting and guiding the players), and comfortable (due to the obvious compassion that he has for his family, his neighbors, and the players). Danika should make the players feel amused (due to her "straight-man," good-natured banter with Urwin), grateful (due to her genuine efforts to make the players feel welcome and comfortable), and comfortable (due to her practical, down-to-earth nature and her fierce dedication to her family, her home, and her business).

Emotions. Urwin's most frequent emotions are amusement, satisfaction, congeniality, thoughtfulness, concern, and hopefulness. Danika's most frequent emotions are bemusement, satisfaction, congeniality, determination, and ______ (that emotion you feel when you go "oh you!").

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

Inspirations. Consider taking inspiration for Urwin from ___. Consider taking inspiration for Danika from ___.

Character Information

Persona. To strangers, Urwin appears as a kind, fatherly figure, family man, and welcoming host with an ever-present twinkle in his eye. To those Urwin trusts, he appears as a committed, yet concerned father with fierce hope for the future of Barovia and as a wise, yet cunning tactician and spymaster. Deep down, Urwin feels deep fear for his son's futures in a realm ruled by Strahd, and quiet shame for the fact that his skillset and family situation limits him to the sidelines of any resistance efforts. Meanwhile, to strangers, Danika appears as a practical, no-nonsense businesswoman with a heart of gold and a strong dedication to her guests and family. To those Danika trusts, she appears as a fierce mother with a deep sense of loyalty to the Martikov family that she married into. Deep down, Danika feels grimly certain that Strahd will fall one day—but is quietly frightened of how far she might go to protect those she loves if the time comes.

Morale. In a fight, NAME would.

Relationships. NAME is.

NPC Profile | Brom & Bray Martikov

Roleplaying Information

Resonance. NAME should make the players feel

Emotions. NAME's most frequent emotions are

Motivations. NAME's actions are most often motivated by

Inspirations. Consider taking inspiration for NAME from

Character Information

Persona. To strangers, NAME appears as. To those NAME trusts, NAME appears as. Deep down, NAME.

Morale. In a fight, NAME would.

Relationships. NAME is.

NPC Profile | Rictavio

Roleplaying Information

Resonance. NAME should make the players feel

Emotions. NAME's most frequent emotions are

Motivations. NAME's actions are most often motivated by

Inspirations. Consider taking inspiration for NAME from

Character Information

Persona. To strangers, NAME appears as. To those NAME trusts, NAME appears as. Deep down, NAME.

Morale. In a fight, NAME would.

Relationships. NAME is.

NPC Profile | Nikolai & Karl Wachter

Roleplaying Information

Resonance. NAME should make the players feel

Emotions. NAME's most frequent emotions are

Motivations. NAME's actions are most often motivated by

Inspirations. Consider taking inspiration for NAME from

Character Information

Persona. To strangers, NAME appears as. To those NAME trusts, NAME appears as. Deep down, NAME.

Morale. In a fight, NAME would.

Relationships. NAME is.

NPC Profile | Szoldar & Yevgeni

Roleplaying Information

Resonance. NAME should make the players feel

Emotions. NAME's most frequent emotions are

Motivations. NAME's actions are most often motivated by

Inspirations. Consider taking inspiration for NAME from

Character Information

Persona. To strangers, NAME appears as. To those NAME trusts, NAME appears as. Deep down, NAME.

Morale. In a fight, NAME would.

Relationships. NAME is.

B4c. Urwin’s Request

Act II: The Shadowed Town

Arc E: St. Andral's Feast

Arc F: The Tome of Strahd

Arc G: The Missing Vistana

Arc H: Fiona Wachter's Wish

Arc I: The Strazni Siblings

Arc J: The Baron's Wrath

Act III: The Devil's Hand

Arc K: The Missing Gem

Arc L: Dinner with Strahd

Act IV: Into the West

Arc M: Strahd's Enemy

Arc N: The Holy Symbol of Ravenkind

Arc O: The Beacon of Argynvostholt

Arc P: The Den of Wolves

Arc Q: A Bride for Strahd

Arc R: The Moonlit Murders

Arc S: The Lost Soul

Act V: Secrets of the Valley

Arc T: Baba Lysaga's Revenge

Arc U: The Amber Temple

Arc V: The Sunsword

Arc W: The Ladies of the Fanes

Act VI: The Curse of Strahd

Author's Notes

Act I: Into the Mists

Arc A: Escape From Death House

The Adventure Hook

The Curse of Strahd campaign is, at its core, a story about a group of adventurers who become trapped in the dark, dangerous land of Barovia and must slay the vampire Strahd von Zarovich in order to escape. It is also, at its core, a story about the adventurers' efforts to protect the citizens of Barovia from Strahd's torments and wrath, and the bonds that these adventurers form with the allies that they meet along the way.

This campaign is not a story about the players—their backstories, their goals, or their personal connections. Dungeon Masters seeking such a campaign are encouraged to look elsewhere—either to a campaign set in a more traditional setting, or to an altogether homebrew experience. Instead, Curse of Strahd is a story about the relationship that the players are forced to develop with Strahd von Zarovich and the horrific adventures that they have in the dark land of Barovia.

While individual players may choose to pursue their characters' intrinsic goals while in Barovia, such as redemption, courage, or belonging, this is not a campaign in which the Dungeon Master should require the players to do so. Curse of Strahd, like The Phantom Tollbooth and The Chronicles of Narnia, is a fish-out-of-water story—a tale in which unsuspecting individuals are spirited away to an unfamiliar land to accomplish a particular task, both for their own sake and the sake of those that live there.

As such, this version of Curse of Strahd: Reloaded has intentionally abandoned the Secrets of the Tarokka adventure hook presented in a previous edition of this guide. Instead, in order to foster a simpler, streamlined, and more dramatic experience, this revision refocuses its attention on the two core narratives offered by the original Curse of Strahd module: the players' desire to escape Barovia, and the players' desire to lift the the eponymous "curse of Strahd."

However, this guide has also intentionally disregarded the canonical adventure hooks offered in the original campaign module. These four adventure hooks—Plea for Help, Mysterious Visitors, Werewolves in the Mist, and Creeping Fog—are all fundamentally flawed:

  • Plea for Help predisposes the players to resent or mistrust Ireena Kolyana, a key allied NPC, due to the nature of the deception it uses to lure the players into Barovia. Additionally, it is difficult to understand why a servant of Strahd's would intentionally lure adventurers to protect Ireena from Strahd's predations, a plot that appears to run directly counter to Strahd's machinations.
  • Mysterious Visitors assigns a high-level task (slaying a vampire lord) to a group of low-level player characters, harming the players' immersion and suspension of disbelief. Additionally, because the substance of this task is not fully explained to the players until after they enter Barovia, they are likely to regret their decision to travel there and may even feel resentful toward Madam Eva, rather than grateful.
  • Werewolves in the Mist distracts the players from their core goal of killing Strahd and diminishes their desire to escape Barovia by giving them unfinished business there.
  • Creeping Fog feels arbitrary, impersonal, and abrupt, depriving the players of any initial context, build-up, or investment.

Each of these adventure hooks also inevitably encounters an additional problem: Death House. While Death House is a beloved prologue to the Curse of Strahd campaign, it also brings each adventure hook's momentum to a screeching halt. For three to five sessions, the players are forced to ignore their primary motivation, and must instead prioritize escaping from a haunted house with no connections to the remainder of the campaign.

Instead of avoiding this challenge, Curse of Strahd: Reloaded leans into it by proposing a new adventure hook: The players are lured into Death House, and, upon escaping, find that they have been spirited away to Barovia. Soon after learning of Strahd von Zarovich, they receive a dream from Madam Eva that warns them that they are in grave danger and invites them to meet her at Tser Pool.

By doing this, the guide aims to maximize both the the players' interest in killing Strahd von Zarovich and their interest in learning how to do so. [Return]

History of the Dursts

Death House works best as a true “prologue” to the Curse of Strahd campaign. To do so, however, it must foreshadow the themes and narratives that may later unfold using its own cast of distinct characters.

In the original module, Gustav and Elisabeth Durst are co-leaders of the Death House cult, which—despite its best efforts—has no true occult powers. Gustav fathers a stillborn child with the family's nursemaid, and both parents are eventually killed by Strahd. This family history is fitting for the traditional horror genre, but fails to introduce any of the themes or narrative elements that lie at the core of the campaign.

In this revised version, Elisabeth Durst serves as Death House’s “Darklord”: a black-hearted villain driven to depravity and madness by a set of deeply human emotions. Walter’s birth, like Sergei’s wedding, serves as the catalyst that pushes her fully into darkness. Like Strahd, Elisabeth gains occult abilities from a dark, malevolent source—the Amber Temple. And like Strahd, Elisabeth traps herself in a Sisyphean pursuit—in her case, the neverending task of finding a sacrifice worthy of Strahd himself. [Return]

The Storm

In the original module, it’s not uncommon for the players to mistrust Rose and Thorn’s illusions upon first meeting them. The entire setup—a pair of desperate children conveniently standing in the middle of the road when the players first arrive, and whose parents keep a monster “trapped in the basement”—feels far too convenient to be true.

While it’s technically possible for a Dungeon Master to force the players inside of the house using the Mists of Ravenloft, such overt railroading is generally bad practice and makes for a poor way to start the campaign.

This revised version aims to remove the need to railroad the players into Death House by making the scenario more believable and the house itself more enticing. To do so, it attempts to make Rose and Thorn’s story more believable and offers the house as a shelter from a nighttime storm, respectively. [Return]

The Countdown

While the original Death House dungeon is fairly atmospheric, it also lacks a strong, consistent dramatic question. When the players first enter the house, the dramatic question is, “Can the players find and kill the monster in the basement before it kills the Dursts?” However, when the players first climb to the house’s decrepit third floor, the original dramatic question is revealed to be a farce. Players who attempt to leave through the mist might learn that they’ve become trapped in the house, but will never receive a clear dramatic question—consisting of a clear goal, stakes, and direction—for the remainder of the dungeon. As a result, the original Death House experience is a directionless dungeon crawl, giving the players little guidance other than to explore and interact with its rooms until something interesting happens.

This revision aims to improve upon that by removing the fake dramatic question as soon as the players all enter the house. From here, Death House itself then conveys a clear dramatic question that will last through the end of the dungeon: “When the players are trapped in Death House, can they find the monster’s room beneath the house and either appease it or slay it in order to escape before it awakens and comes to kill them?” [Return]

Death House Spirits

This revision adds a number of ethereal encounters throughout Death House. These spirits and disembodied voices are meant to introduce the players to the major characters and narratives that permeate the dungeon. [Return]

The Trajectory of Fear

Several encounters throughout this revision aim to guide the players through “the trajectory of fear,” raising and then defusing tension in order to increase the salience of the house’s later horrific encounters. [Return]

Death House Hauntings

This revision adds a number of classic “hauntings”—spooky events with no apparent connection to the house’s main storyline. These hauntings reflect Death House’s attempts to torment the players before their deaths. Like Strahd, the ghosts of the cult prefer to break their prey before devouring them. [Return]

The Feast

Every encounter teaches players something about the world that they’ve playing in. While a previous version of this guide included a feast in Death House’s dining room that, if eaten, poisoned the players, this version aims to teach players that invitations to dine—unlike the infamous Red Wedding in Game of Thrones—can generally be trusted. As a result, the players are more likely to trust Strahd’s invitation to dinner at Castle Ravenloft when it eventually arrives. [Return]

Hints to the Secret Room

The secret room on the second floor of Death House gives the players critical information about the cult and its sordid history. Without it, the players may not even understand why the Dursts have a sacrificial altar beneath their home. As such, this revision adds a number of small hints to improve the players’ likelihood of finding the hidden door. [Return]

Mundane Items

This revision adds a number of mundane items scattered throughout Death House to hint at the cult’s activities and tragic history. [Return]

Lancelot

Lancelot, the dog trapped in Death House, has been a staple of many Curse of Strahd campaigns since he was first proposed in Lessons From Running Curse of Strahd, a predecessor to this guide, and expanded in /u/MandyMod’s Fleshing Out Curse of Strahd. His role in this dungeon is threefold. First, he gives the players a sense of familiarity and comfort in an uncomfortable place, slightly defusing the tension. Second, he provides the players with an alternate possible sacrifice in the Ritual Chamber, presenting a clear moral dilemma without requiring the playgroup to put a player character’s life at risk. Third, he provides an emotional attachment to the players, inspiring them to engage with and invest in the world of the campaign.

In a prior version of this guide, Lancelot had previously belonged to Gertruda, a prisoner of Strahd. This connection has been intentionally removed for three reasons. First, because this version of Death House is no longer located in or near the village of Barovia, it is difficult to understand how and why Lancelot would have found his way there. Second, because Gertruda and Mad Mary play a more pronounced rule in the early narrative of this revision, it would be difficult to justify the players' retention of Lancelot without making them feel guilty for adopting a living person's beloved pet. Third, while Lancelot's name is now iconic among the Curse of Strahd community, its Anglo-Saxon origins make for a poor fit with Barovia's Eastern European naming conventions. [Return]

The Animated Armor

Rather than using its slam attack, this suit of animated armor intentionally uses its multiattack to attempt to shove the players over the railing or grapple them. This introduces the players to the grapple-heavy tactics favored by vampire spawn and foreshadows the battlefield of the final battle: the Heart of Sorrow, a heavily vertical environment. [Return]

Elisabeth’s Amulet

It’s not uncommon for players to complain that Curse of Strahd is bereft of magic items. To that end, this revision aims to increase the density of magic items that the players can find—without providing magic items powerful enough to compete with the Holy Symbol of Ravenkind or the Sunsword. In this case, the dark shard amulet also hints to the players Elisabeth Durst’s true identity: a warlock whose patron dwells in the Shadowfell. [Return]

The Broom

While the broom of animated attack presents a comedic encounter that breaks up the tension, it’s likely to overstay its welcome (and overtax the players’ resources) in a full combat encounter. As such, this revision limits the broom’s hostility to a one-off “jumpscare” gag that is easily avoided once known. [Return]

The Nursemaid

In both the original module and this revision, the nursemaid’s spirit has no reason to attack the players. Instead, as a victim of the cult, the nursemaid’s spirit would appear to have every reason to assist the players—especially if, in doing so, she can help put Rose and Thorn’s souls to rest. [Return]

The Door Behind the Mirror

It’s almost necessary for the players to find the hidden staircase to the attic in order to progress in the dungeon—and, with the balcony doors and windows bricked up in this revision, actively required. However, the original module provides the players with nearly no clues as to the existence of such a passage, or of a means to find it. This revision aims to accomplish both goals, drawing the players’ attention with an eye-catching encounter and providing them with a sympathetic character who is happy to show them the way forward. [Return]

Rose and Thorn

This revision includes a small number of additions to the characters of Rose and Thorn to make them feel more like “real” children, with an aim of encouraging the players to sympathize with them—rather than distrust them—following the encounter with their illusory doubles outside. [Return]

The Dollhouse

In addition to being a creepy aesthetic piece, the dolls within the dollhouse signal to the players that Death House knows their location at all times—thereby making it impossible to hide once the monster awakens. This has the additional benefit of foreshadowing the breadth of Strahd's spy network upon the players' entrance to Barovia. [Return]

The Possession

In the original module, Rose and Thorn’s attempted possession of the players comes as an almost-hostile act. By having the children’s ghosts actively ask for permission to possess the players—and by making the experience of possession less intrusive and alien—this revision aims to encourage the players to be more accommodating of the children’s wishes. In addition, by granting the players the ability to use certain cantrips while the possession lasts, Rose and Thorn train the players to expect and seek out meaningful—if not actively useful—assistance from other friendly characters they meet in the future. [Return]

Monstrous Foreshadowing

Several encounters in this dungeon are now foreshadowed by the presence of disturbing details in their immediate vicinity. This raises the tension as discussed in the Marks of Horror (p. 9), and also teaches the players to tread carefully when facing similarly gruesome environments in the future. [[Return]]

Ghoulish Encounter

In the original module, this encounter can be exceptionally dangerous. Moreover, because this guide prevents the players from taking a long rest before battling the flesh mound at the end of the dungeon, it’s important to ensure that this encounter does not drain the players’ resources too severely. As such, this revision ensures that the players will need to only fight one ghoul at a time, and gives the players an additional round before combat fully begins to allow the players to reposition if necessary. [[Return]]

The Shadows Attack

Due to its strength drain ability, an ostensibly CR ½ shadow can punch far above its weight at every player level. This problem is greatly exacerbated when facing a horde of multiple shadows, who can easily kill most creatures simply by focusing their attacks on a shared target. As such, this encounter gives the players ample time to return the orb or prepare for battle before the shadows attack, and works to ensure that no single player is ever targeted by more than one shadow at a time. Additionally, this encounter teaches the players that, unlike a traditional dungeon-crawling module, wanton investigations into “interesting” landmarks tend to carry a high amount of risk and a low chance of payoff. [Return]

Cult Leaders’ Den

As the true villain of Death House in this revision, it would be inappropriate for the players to confront Elisabeth Durst before the dungeon finale. As such, her ghast has been removed from his room. To match his revised role in the story, Gustav Durst has been changed from a ghast to a boneless. [[Return]]

The Portcullis Wheel

The intent of this revision is to make it easier to enter the Ritual Chamber than to leave it. This is meant to push the players to confront the flesh mound if it awakens, rather than fleeing. (The broken mechanism also provides an opportunity to highlight the utility of gaining the assistance of friendly Barovians in the future.) [[Return]]

Beginning the Final Fight

The intent of this revision is to ensure that the entirety of the climax of the Death House dungeon—from the moment the players first understand the choice they must make at the altar—is a fast-paced, high-octane action scene that lets up only once the players have successfully escaped from Death House altogether. [Return]

Fighting the Flesh Mound

Unlike the original module, flight from the mound—the most powerful enemy in the dungeon—is not meant to be a viable option for the players. However, due to the danger of “death spirals”—combat encounters in which a powerful monster is capable of knocking a player unconscious with a single hit, thereby reducing the players’ ability to defeat it over time—solo boss encounters are risky propositions in D&D. (The ordinary alternative to a death spiral is a combat encounter with a non-powerful boss monster, which a group of multiple players is usually able to defeat without much difficulty.)

To accommodate this, the flesh mound, like the final encounters of Rime of the Frostmaiden and Call of the Netherdeep and the mythic enemies of Mythic Odysseys of Theros and Fizban’s Treasury of Dragons, has been redesigned as a multi-phase boss fight. In a multi-phase boss fight, no single phase is powerful enough to initiate a death spiral, but the sequence of multiple phases serves to tax the players’ hit points more heavily while keeping the battle dynamic and interesting.

The addition of the flesh mound’s heavy sleeper feature also ensures that the players have a strong chance to defeat it if they encounter it in the Ritual Chamber, but that they will face an exceptionally deadly battle if they wait until the mound awakens at midnight. [[Return]]

Escape From Death House

In the original module, it can be unclear to the players when it becomes possible to exit Death House. Moreover, while many parties may choose to flee from the shambling mound in the original dungeon, many others choose to remain to fight it—and even occasionally win, thereby removing all tension when attempting to leave the house. As such, this revision aims to clearly signal to the players when their imprisonment has ended and to provide them with a clear direction and sense of momentum as they escape. [[Return]]

The Skill Challenge

This skill challenge is not meant to present a serious threat of player character death. Instead, it aims to present a tense sequence of “falling action” following the climactic confrontation with Walter and the flesh mound. If a player character does die, either here or in battle against Walter, that player can introduce a replacement in the village of Barovia as a guest of Ismark and Ireena’s who was recently spirited away by the module’s Creeping Fog hook. [Return]

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