Curse of Strahd - Flip eBook Pages 1-50 (2024)

CURSE OF STRABO . • •

CREDITS Lead Designer: Christopher Perkins Creative Consultants: Tracy and Laura Hickman Designers: Adam Lee, Richard Whitters, Jeremy Crawford Managing Editor: Jeremy Crawford Editor: Kim Mohan Editorial Assistance: Scott Fitzgerald Gray D&D Lead Designers: Mike Mearls, Jeremy Crawford Art Director: Kate Irwin Additional Art Direction: Shauna Narciso, Richard Whitters Graphic Designer: Emi Tanji Cover Illustrator: Ben Oliver Interior Illustrators: Dave Allsop, Fran�ois Beauregard, Mark Behm, Eric Belisle, Zoltan Boros, Jedd Chevrier, Daarken, Lake Hurwitz, Chuck Lukacs, Howard Lyon, Ben Oliver, Adam Paquette, Rob Rey, Chris Seaman, Richard Whitters, Kieran Yanner Cartographers: Fran�ois Beauregard, Mike Schley, Ben Wootten Project Managers: Neil Shinkle, Heather Fleming Product Engineer: Cynda Callaway Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee Prepress Specialist: Jefferson Dunlap Other D&D Team Members: Greg Bilsland, Chris Dupuis, David Gershman, John Feil, Trevor Kidd, Christopher Lindsay, Shelly Mazzanoble, Ben Petrisor, Hilary Ross, Liz Schuh, Matt Sernett, Nathan Stewart, Greg Tito Disclaimer: Wizards of the Coast cannot be held liable for any longterm side effects of venturing into the dread realm of Raven/oft, such as /ycanthropy, vampirism, a fear of dead things, a fear of living things, an inability to sleep without a nightlight on and a +5 holy avenger under your pillow, and the unsettling suspicion that Strahd is too clever to be so easily defeated and that this is all just part of some grand scheme of his to extend his power beyond Baro via. You didn't think you could escape unless he wanted you to, did you? 62086517000001 EN ISBN: 978-0-7869-6598-4 First Printing: March 2016 98765 4321 This book is based on the 32-page D&D adventure Raven/oft published in 1983 by TSR, Inc. Here are that book's credits: Designers: Tracy and Laura Hickman Editor: Curtis Smith Graphic Designer: Debra Stubbe Illustrator: Clyde Caldwell Cartographer: David C. Sutherland Ill The following D&D books also provided material and inspiration: Cordell, Bruce R. and James Wyatt. Expedition to Castle Raven/oft. 2006. Elrod, P.N. /, Strahd: The Memoirs of a Vampire. 1993. Hickman, Tracy and Laura. Rahasia. 1984. Nesmith, Bruce with Andria Hayday. Realm of Terror. 1990. Pozas, Claudio. "Fair Barovia." Dungeon 207. 2012. TSR, Inc. Van Richten's Monster Hunter's Compendium, Volume One. 1999. ---. Van Richten's Monster Hunter's Compendium, Volume Three. 2000. Playtesters: Robert Alaniz,* Mal A'menz,* Glen Ausse, Jerry Behrendt, Teddy Benson, Anthony Caroselli,* Christopher D'Andrea,* Jason Fransella,* Jeff Galper, Elyssa Grant, Steve Heitke, Mary Hershey, Sterling Hershey, Justin Hicks, Shaun Horner, Donald Jacobs, James Krot, Yan Lacharite,* Jonathan Longstaff,* Michael LeClair, Ray Lillard, Eric Lopez, J.M., Matt Maranda,* Cris McDaniel, Randy Merkel, Lou Michelli,* Mike Mihalas,* Daniel Norton,* Lucas Pierce, Claudio Pozas,* John Proudfoot,* Rob Quillen II, Karl Resch,* Jason Riley, Sarah Riley, Arthur Severance,* Sam Sherry,* Zach Sielaff, David "Oak" Stark,* Jayson Thiry, Steve Townshend,* Kyle Turner,* Will Vaughn, Peter Youngs *This playtester provided feedback for a group. ON THE COVER The master of Ravenloft is having guests for dinner, and you are invited. Ben Oliver sheds light on the vampire Strahd von Zarovich, whose dark past is a tale to be told, and whose evil knows no bounds. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Raven loft, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other couiitries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. Printed in the USA. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. _ Manufactured by,Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH. Represented by Hasbro Europe 4 The Square Stockley Park lJxbridee Middlesex UBJJ JEI UK ..

CONTENTS Foreword ...................................................... 4 Ch. 10: The Ruins of Berez ................. 161 Rictavio ...................................................... 238 Introduction ................................................. 5 Approaching the Ruins .......................... 161 Strahd von Zarovich ............................... 239 Running Strahd Zombie ......................................... 241 the Adventure .............................. 5 Areas of Berez .......................................... 162 Sidebar: A Classic Retold .......................... 5 Special Events .......................................... 166 Vladimir Horngaard ............................... 241 Marks of Horror ........................................... 7 Ch.11: Van Richten's Tower ............... 167 Wereraven ................................................. 242 Ch. 1: Into the Mists .................................. 9 Approaching the Tower .......................... 167 App. E: The Tarokka Deck .................. 243 Strahd von Zarovich ................................... 9 Areas of the Tower .................................. 168 App. F: Handouts ................................... 251 Fortunes ofRavenloft ............................... 11 Special Events .......................................... 171 Kolyan Indirovich's Letter (V. 1) .......... 251 Sidebar: Using Regular Ch. 12: The Wizard of Wines .............. 173 Strahd's Invitation ................................... 251 Playing Cards ......................................... 11 Approaching the Vineyard ..................... 174 From the Tome of Strahd ...................... 252 Adventure Hooks ....................................... 18 Approaching the Winery ........................ 174 Journal of Rudolph van Richten ........... 254 Ch. 2: The Lands ofBarovia ................. 23 Areas of the Winery ................................ 176 Kolyan Indirovich's Letter (V. 2) .......... 256 Lay of the Land .......................................... 23 Special Events .......................................... 179 Journal of Argynvost ............................... 256 Alterations to Magic .................................. 24 Ch. 13: The Amber Temple ................. 181 Barovians .................................................... 24 Sidebar: Extreme Cold ........................... 181 Maps Sidebar: Barovian Names ....................... 25 Areas of the Temple ................................ 183 Barovia* ....................................................... 35 Sidebar: Barovian Calendar ................... 26 Sidebar: Amber Sarcophagi ................. 191 Tser Pool Encampment* ........................... 36 Vistani .......................................................... 26 Special Events .......................................... 196 Village ofBarovia* ..................................... 42 Random Encounters ................................. 28 Ch. 14: Vester Hill .................................. 197 Church .......................................................... 46 Sidebar: Strahd's Spies ........................... 29 Areas of the Hill ....................................... 197 Castle Ravenloft Areas of Barovia ........................................ 33 Sidebar: The Lands of Barovia: Special Events ......................................... 200 Common Features ................................. 33 Ch. 15: Werewolf Den ........................... 201 Ch. 3: The Village ofBarovia ................ 41 Sidebar: Travel through the Mists ....... 201 Areas of the Den ...................................... 203 Approaching the Village .......................... 41 Areas of the Village ................................... 43 Special Events ............................................ 48 Special Events .......................................... 205 Epilogue .................................................... 207 Strahd Prevails ........................................ 207 Ch. 4: Castle Ravenloft ........................... 49 Strahd Dies ............................................... 207 Random Encounters ................................. 49 Walls of Raven loft ..................................... 52 App. A: Character Optioos .................. 209 Main Floor ................................................... 54 Character Background ........................... 209 Court of the Count ..................................... 61 Sidebar: Monster Hunter's Pack .......... 209 Rooms of Weeping .................................... 64 Gothic Trinkets ........................................ 210 Spires of Ravenloft .................................... 69 App. B: Death House ............................. 211 Larders of Ill Omen ................................... 74 History ........................................................ 211 Dungeon and Catacombs ........................ 79 Rose and Thorn ....................................... 211 Map 1: Raven loft Heights• ........... Poster Map 2: Walls of Raven loft* ................. 53 Map 3: Main Floor• ............................... 55 Map 4: Court of the Count• ................. 62 Map 5: Rooms of Weeping• ................ 65 Map 6: Spires of Raven loft* ................ 71 Maps 7, 8, 9, 10: Spires of Ravenloft• .......................... 73 Maps 11, 12: Larders of Ill Omen, Dungeon and Catacombs* ............... 75 Elevator Trap .......................................... 76 Traps in Area K73 ................................. 80 Vallaki* ......................................................... 97 Blue Water Inn ........................................... 99 Burgomaster's Mansion ......................... 104 Wachterhaus ............................................. 111 Coffin Maker's Shop ............................... 116 Ch. 5: The Town ofVallaki .................... 95 Sidebar: Level Advancement ................ 211 Vistani Camp ............................................ 120 Approaching the Town ............................. 95 Sidebar: Death House's Features ........ 212 Old Bonegrinder ...................................... 127 Areas of Vallaki .......................................... 97 Areas of the House .................................. 212 Argynvostholt: Ground Floor and Special Events .......................... : ............... 123 Sidebar: Dungeon Features·················· 217 Second Floor ......................................... 131 Endings ...................................................... 220 Argynvostholt: Third Floor, Ch. 6: Old Booegrioder ........................ 125 Approaching the Windmill .................... 125 App. C: Treasures .................................. 221 Rooftop, and Beacon ........................... 137 Areas of the Windmill ............................ 126 Tome of Strahd ...................... : .................. 221 Krezk* ........................................................ 144 The Megaliths ........................................... 128 Magic Items ............................................... 221 Abbey of Saint Markovia: Ch 7 Ar h I 129 App. D: Monsters and NPCs ............... 225 Ground Floor ........................................ 149 • : gynvost O t.............................. The Abbot... ............................................... 225 Abbey of Saint Markovia: The Order of the Silver Dragon ........... 129 u Fl d C II 153 Sidebar: Revenants ofBarovia ............. 130 Animated Objects .................................... 225 pper oor an e ar ..................... . Approaching the Mansion.'. ................... 130 Baba Lysaga .............................................. 228 Tsolenka Pass ··········································158 A fA h I 130 Barovian Witch ........................................ 229 Baba Lysaga's Creeping Hut... .............. 163 reas o rgynvost o t........................... B • 164 S . 1 E 142 Blight, Tree ....... · ......................................... 230 erez ........................................................ . pec1a vents .............................. :........... y R ht , T. 170 Ezmerelda d'Avenir ................................. 230 an IC en s ower .............................. . Ch. 8: The Village ofKrezk ................. 143 Areas of Krezk ................................. : ........ 143 Areas of the Abbey .......... , ....................... 147 Special Events ..................... , ........... , ........ 155 Ch. 9: Tsolenka Pass ................. . ............ 157 Areas of the Pass ..................................... 157 Special Events.: ... : .... : .. , ............ : ............... 159 Izek Strazni .............................. : ................ 231 Wizard of Wines Wioery ........................ 175 Kasimir Velikov ................ : ....................... 232 Amber Temple: Upper Level ................. 182 Madam Eva ........... : ................................. :.233 . Amber Temple: 1::0�1;,r Level.'. ............ : .. 190 Mongrelfolk .· · ... 2 34 · YesterHill... ... : ...... : .. : ..................... , ... :., ..... 199· : ;�d�::: I��·��;�·;·: : :::: :: : : :::: :: ::: :: :: : ; : :�;: : ::::::;;!:. -t::�w. ::�:�.:'. : :: : :: ::· : :::: : :· : ::: :: :: :: ::: : :::: :: : : : : ::;�� Rahadin ............... : ...... : ........... : .............. . : .. -.236' *Appears ori the poster map

FOREWORD: RAVENLOFT REVISITED E TURNED THE CORNER, AND THERE WAS a vampire. I groaned and rolled my eyes. It was 1978, and I was playing in one of my first dungeon adventures. It was being run by a friend I had known in high school,John Scott Clegg, and it was typical of the type of adventure that people played in those days. It was all about exploring a hodgepodge collection of rooms connected by dungeon corridors, beating up the monsters that we encountered, searching for treasure, and gaining experience points. Now we were face to face with random encounter number thirty-four: a vampire. Not a Vampire with a capital V, but a so-many-Hit-Dice-with-such-and-such-anArmor-Class lowercase vampire. Just another monster in the dungeon. I remember thinking at the time, What are you doing here? This creature seemed completely out of place with the kobolds, ores, and gelatinous cubes we had seen thus far. This was a creature who deserved his own setting and to be so much more than just a wandering monster. When I came home from that game, I told all these thoughts to Laura. That was when Strahd von Zarovich was born. Strahd would be no afterthought-he demanded his own setting, his own tragic history. Laura and I launched into researching the mythology and folklore surrounding the vampire. We started with the vague, black-and-white image of Bela Lugosi in 1931, but found so much more. The first "modern" literary foundation of the vampire was penned by John William Polidori based on a fragment of a story by Lord Byron. It was while at the Villa Diodati-a rented house next to Lake Geneva, Switzerland-that Byron and Polidori met Mary Wollstonecraft Godwin and her husband-to-be, Percy Shelley. One night in June, Byron suggested that they each write a ghost story. Mary Shelley's contribution to the effort would later become Frankenstein. The short story "The Vampyre," published in 1819, was Polidori's contribution. He was Byron's personal physician, and the first of the so-called "romantic" vampires under Polidori's hand was actually modeled after Lord Byron. Byron-like the fictional vampires that he inspired, from Polidori's Lord Ruthven down through the penultimate work of Bram Stoker-was a decadent predator, an abuser hidden behind a romantic veil. He was a comely and alluring monster-but a monster nevertheless. The romantic vampire of the earliest years of the genre was not just a spouse abuser but a spouse killer, the archetype of abuse in the worst kind of destructive codependency. For Laura and me, those were the elements that truly defined Strahd von Zarovich-a selfish beast forever lurking behind a mask of tragic romance, the illusion of redemption that was ever only camouflage for his prey. Initially we were going to title the adventure Vampyrone of a series of games we called Nightventure that Laura and I were self-publishing back in 1978. The castle was called Ravenloft, and when Halloween came around each year, our friends asked us if we could play "that Ravenloft game" again ... and so the better title won out. It was, in part, because of this design that I was hired by TSR, Inc., to write DUNGEONS & DRAGONS adventures in 1982. Soon thereafter, 16 Ravenloft was published. Since then, fans of Ravenloft have seen many different creative perspectives on Barovia (a country which, by absolute coincidence, is featured in a 1947 Bob Hope movie called Where There's Life). It continues to be one of the most popular DUNGEONS & DRAGONS adventures of all time. In its various incarnations, each designer has endeavored to bring something new to the ancient legend of Strahd, and to each of the.m we are grateful. But the vampire genre has taken a turn from its roots in recent years. The vampire we so often see today exemplifies the polar opposite of the original archetype: the lie that it's okay to enter into a romance with an abusive monster because if you love it enough, it will change. When Laura and I got a call fr.om Christopher Perkins about revisiting Ravenloft, we hoped we could bring the message of the vampire folktale back to its original cautionary roots. The talented team at Wizards of the Coast not only graciously took our suggestions but engaged us in a dialogue that delivered new insights on the nightmare beyond the gates of Barovia. Now we invite you again a� our guests to pass through the Svalich Woods if you dare. For here the romance is tragically dangerous ... and a true monster smiles at your approach. Tracy Hickman . May 2015

INTRODUCTION NDER RAGING STORM CLOUDS, A LONE l figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power-and of madness. His once handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come-all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind-or perhaps a lone wolf-fills the midnight air. The master of Raven loft is having guests for dinner. And you are invited. RUNNING THE ADVENTURE Curse of Strahd is a story of gothic horror, presented here as a DUNGEONS & DRAGONS roleplaying game adventure for a party of four to six adventurers of levels 1-10. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Each character class will certainly have its moment to shine. A CLASSIC RETOLD This adventure is a retelling of the original Raven/oft adventure, which was published in 1983 byTSR, Inc. In the years since, the original has gained a reputation as one of the greatest Du NG EONS & DRAGONS adventures ever, and it went on to inspire the creation of a campaign setting of the same name in 1990: Raven loft, home of the Domains of Dread. Module 16: Raven/oft, written by Tracy and Laura Hickman, broke new ground by presenting a D&D adventure that was as much story-driven as location-based, featuring a villain who was complex and terrifying. Castle Ravenloft, with its amazing three-dimensional maps, remains to this day one of the most iconic and memorable of all D&D dungeons. This book includes the original adventure, as well as expanded material developed in consultation with Tracy and Laura Hickman. It expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle's lord. The lands of Barovia are from a forgotten world in the D&D multiverse, and this adventure gives glimpses into that world. In time, cursed Barovia was torn from its home world by the Dark Powers and bound in mist as one of the Domains of Dread in the Shadowfell. This book is meant for you, the Dungeon Master, alone. We recommend you read the entire adventure before attempting to run it. It assumes that you have the fifth edition Player's Handbook, Dungeon Master's Guide, and Monster Manual. The Monster Manual contains stat blocks for most of the monsters and nonplayer characters (NPCs) found in this adventure. Descriptions and stat blocks for new monsters and NPCs are provided in appendix D. When a creature's name appears in bold type, that's a visual cue pointing you to the creature's stat block in the Monster Manual. If the stat block is in appendix D, the adventure's text tells you so. Spells and nonmagical equipment mentioned in the adventure are described in the Player's Handbook. Magic items are described in the Dungeon Master's Guide, unless the adventure's text directs you to an item's description in appendix C. Text that appears in a box like this is meant to be read aloud or paraphrased for players when their characters first arrive at a location or under a specific circ*mstance, as described in the text. Indoor and nighttime descriptions are written with the assumption that the adventurers are using a torch or other light source to see by. STORY OVERVIEW Adventurers from a foreign land find themselves in Barovia, a mysterious realm surrounded by deadly fog and ruled by Strahd von Zarovich, a vampire and wizard. Using a deck of tarokka cards to predict their future, a fortune-teller named Madam Eva sets them on a dark course that takes them to many corners of Barovia, culminating with a vampire hunt in Castle Ravenloft. Madam Eva's people are called the Vistani. They travel in covered wagons from world to world, luring strangers into Strahd's domain. Barovia is a land of ghosts, werewolves, and other fell creatures. The wilderness hides many secrets, including forgotten ruins and battlefields that tell the story of Strahd's life as a conqueror. Adventurers who explore the wilderness find the remnants of Strahd's ancient enemies, not all of them as dead as one might expect. For the people of Barovia, there is no escape from this harsh. land. The town of Vallaki stands ready to defend itself against the servants of Strahd, but it's far from the sanctuary it purports to be. The village of Krezk lies near the edge of Strahd's domain, its abbey now in the clutches of evil, misguided creatures. Of all the settlements in Strahd's domain, the village �f Barovia is by far the most 'oppressed. M�ny of its shops a:e dosed, and. _the loqals)1a:ye silccumqed to .. , . despair. -��·is weU known. that_ Stral:ia desires the burgo�_ · m;:ister:s'�dopted ctaugliter,·Ireena Koly,ma. The villag-·_ : ers·n�ither-prote�trior h;:itm her, lest t.h,�y incur the'vam� pire's wrath. Few know that Ireeria bears aq µncanny · resemblance to Taty�na, Stiahd's dead· belove·d: . . . . ·' . . . . JNTRODUCTION

6 The village of Barovia cowers in the shadow of Castle Ravenloft, Strahd's home and fortress. The castle stands atop a great spire of rock, invincible and ever watchful. Every night, thousands of bats fly out of the castle to feed. It is said that Strahd sometimes flies with them. Barovia will never be safe until the evil in his castle is destroyed. Once Strahd becomes aware of the adventurers, he and his spies watch them closely. When the time is right, Strahd invites his "guests" to Castle Ravenloft. He aims to turn them against one another, torment them, and kill them, as he has done with so many other visitors. Some will become undead thralls. Others will never rise again. The adventurers' best hope of defeating Strahd is to learn his secrets, for he is no ordinary vampire. Guided by Madam Eva's card reading, they must scour his domain and his castle for magic items that might weaken or slay him, all the while trying to stay alive. Although the adventurers can escape by slaying Strahd, he can't be truly destroyed. Barovia is his prison, and not even death can free him from his curse. The adventure ends when either Strahd von Zarovich or the characters are defeated. Your goal is to keep Strahd in play for as long as possible, using all the abilities and resources at his disposal. ADVENTURE STRUCTURE Much of the adventure's action is driven by the clash between the adventurers' decisions and Strahd's goals, and the adventurers and the vampire are all caught in strands of fate that are represented by a special card reading detailed in chapter 1, "Into the Mists." Before you run the adventure, you need to conduct that reading to determine the location of several items that are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd's goals, and it suggests adventure hooks to draw the player characters into the cursed realm of Barovia. If the characters are 1st level, the character background in appendix A is available to them, and consider starting their time in Barovia with the mini-adventure "Death House" in appendix B. Chapter 2, "The Lands of Barovia," provides an overview of the realm and includes special rules for it and its people, including the mysterious Vistani. Chapters 3-15 detail areas that correspond to places on the map of Barovia in chapter 2. The epilogue offers ways for you to end the adventure. Appendix C details the special items . -:-magical or otherwise-introduced in .the adventure� and appendix D provides stat blocks for Strahd.arnfvario�sNPCs and monsters that can be met in Baro�ia.' Appendix E shows the tarokka cards that the Vist'aoi use : for their fortune telling, and appendix'F contains' handouts:for you to show the players. CHARACTER LEVELS · The adventure is meant for characters of levels 1-10 and includes threats for those levels and beyond. Strahd can be an especially deadly challenge at these levels. It TNTRODUOTION is assumed that the characters will gain levels over the course of the adventure, as well as acquire allies and powerful magic items that can tip the scales in their favor. Characters who head directly to Castle Ravenloft without first increasing their power will likely die. You can award experience points for the defeat of foes, use milestone awards, or a mixture of both. Given the fact that much of the adventure involves social interaction and exploration, rather than combat, your work will probably be easier if you use milestone awards. Appropriate milestone awards include the following: Finding Artifacts. The characters gain a level when they obtain the Tome of Strahd, the Sunsword, or the Holy Symbol of Ravenkind. Defeating Villains. The characters gain a level when they defeat the featured antagonist(s) in a location, such as the hags in Old Bonegrinder (chapter 6). Accomplishing Story Goals. The characters gain a level when they accomplish something significant, such lighting the beacon of Argynvostholt (chapter 7), thwarting the druids' ritual atop Yester Hill (chapter 14), or forging an alliance with Ezmerelda d'Avenir (appendix D). Appendix B, "Death House," uses milestone awards by way of example. Be prepared for the fact that the adventure is exceedingly open-ended-one of the hallmarks of the original Ravenloft. The card reading in chapter 1 and the adventurers' choices can lead them all over the map, and a party can easily wander into an area well beyond their power. If you'd like to steer them toward places that correspond to their level, consult the Areas by Level table, but beware of undermining the sense that the characters' choices matter. Sometimes the adventurers will simply need to flee or hide when they are out of their depth. If an area of the adventure ends up feeling free of mystery or danger, consider using tips from the "Marks of Horror" section to increase the ominousness. If a combat encounter feels too easy, either (a) guide it to its end as quickly as possible or (b) increase the threat by raising a foe's hit point maximum to the upper end of its hit point range, by adding monsters/traps, or both. AREAS BY LEVEL Avg. Level Area Chapter 1st-3rd Village of Barovia 3 4th Town ofVallaki 5 4th Old Bonegrinder 6 5th Village ofKrezk 8 5th Wizard of Wines Winery 12 6th Van Richten's Tower 11 6th Vester Hill 14 7th Argynvostholt: ... 7 . 7th Werewolf Den 15 8th Tsole�ka Pass .. 9 8th The Ruins of Berez 10 9th Castle Ravenloft 4 9th The Amber Temple 13

MARKS OF HORROR A gust of air like the foul-smelling breath of some horrible monster greets the adventurers as they climb the steps of a tower in Castle Ravenloft. Nearing the top, they begin to hear the beating of a heart in the darkness above. Not a human heart, but the heart of something monstrous and horrible; Such is the nature of gothic horror: fear bred by anticipation and the dark realization that all will be truly and horribly revealed in time. The following tips can help you make this adventure a chilling experience for you and your players. THE UNKNOWN Horror is born out of fear of the unknown. Our fear is heightened when the darkness engulfs us and we can't see, or when the truth is behind a locked door, covered by a sheet, or buried in the soft earth. It's not the monster, but its shadow, that breeds horror. The more we know about a monster, the less we fear it, so the trick is to keep it out of the light for as long as possible. Here are two tricks to heighten fear of the unknown: • When it seems as though the characters have everything under control, you can have a gust of wind suddenly blow out their torches, plunging them into darkness. Before a monster appears, take a moment to describe the odor that precedes it, the eerie sound it makes, or the weird shadow it casts. FORESHADOWING Foreshadowing is about finding clues to a horrible truth yet to be revealed. Consider the following examples: Before characters encounter a monster, hint at the monster's presence with clues such as claw marks, gnawed bones, and bloodstains. • Whenever characters take a long rest, give one character a prophetic dream in which he or she glimpses something yet to be found or encountered. AGE Barovia is the grim reflection of its undead master. Almost everything here is old and timeworn. Everywhere the adventurers go, they should be reminded of death, decay, and their own mortality. Here are a couple of ways to reinforce these pervasive themes: • Take time to describe the rotting timbers of buildings, the faded and moth-eaten clothing of the Barovian peasantry, the worm-ridden pages of old books, and the rust on iron fences and gates. • A character gazing into a mirror, a pool, or other reflective surface might glimpse an older, more decrepit version of himself or herself. LIGHT A tale that is perpetually dark in tone becomes tiresome very quickly. It needs 'to feature the occasional ray of light for contrast and to create a sense of hope. Monsters and other terrors must be offset with creatures that are kind and lovable, giving-the characters even_rnore reasons to stand against the darkness. Here are a couple of ways to add glimmers of light to a tragic tale: • In a land as dreary as Barovia, take the time to describe the occasional scene of beauty, such as a pretty flower growing atop a grave. • Make sure that the heroes have contact with NPCs who are honest, friendly, and helpful, such as the Martikovs in Vallaki or the Krezkovs in Krezk. PERSONIFICATION Ascribing human characteristics to an inanimate thing is one way to turn something ordinary into something malevolent. A groaning house, the wailing wind, grasping mud, and a squatting chest aren't just mundane things-they're characters in your story, made all the creepier thanks to their humanlike traits. Torches sputter nervously, rusty hinges shatter silence with their sudden cries of anguish, and cobwebs quietly beckon us to our doom. Here are more examples: Imagine darkness as a silent crowd that follows the characters everywhere and stares at them while they sleep. • Imagine trees as towering giants that stand idle yet ever watchful as characters face the perils of the Svalich Woods alone. DETAILS In a horror story, there's no telling where danger might be lurking. A leering gargoyle might be a monster in disguise, or merely a fiendish sculpture. A mirror hanging on a wall might have the power to transfix all who gaze into it, or it might be nothing out of the ordinary. In a horror story, taking the time to describe an object in detail draws attention to it, makes one suspicious of it, and might distract from the real danger. Here are a couple of tricks you can use: • In a given encounter area, choose one object or feature to describe in some detail. It need not be important to the story. • Allow the character who has the highest passive Wisdom (Perception) score to see, hear, or smell something that no one else can perceive. HUMOR There are no stranger bedfellows than horror and humor. Tension can't be sustained indefinitely, so a dash of humor provides a respite, giving horror a chance to sneak up on us later and catch us off guard. While humorous situations will occur naturally in the course of running the adventure, here are some tips for creating humor when needed: Allow NPCs (even evil ones) to tell jokes, speak in a funnyvoice, or behave idio,tically. Even _morbid humor is better than none. ..: . . . . . When a hero, villain, or morister 'foll� a natural 1:on .:: a:n atta<;k·roli,. ability check, 0� -�a�i'iig .. throw, d�scribe' ,' a hum�'io�s rriisna:p' . th:at occurs as·a: iesult.of the low roll; such' a1, a char11cter �ccidentally kn9ckini. over a lamp and setting-some drapes on fire·while trying'to hide o'r move silently: .. , < - ' . ..

CHAPTER 1: INTO THE MISTS ERIE MISTS SURROUND BAROVIA AND bind its inhabitants there. This chapter gives you the information you need to prepare for the adventurers' journey into those mists. The chapter first outlines the history and goals of Count Strahd von Zarovich so that you are prepared for what awaits the characters. In the "Fortunes of RavenJoft" section, the chapter walks you through the tarokka card reading that helps set the stage for the adventure's action, and the chapter closes with adventure hooks that you can use to draw the characters into the horror ofBarovia. STRAHD VON ZAROVICH Strahd von Zarovich, a vampire and wizard, has the statistics presented in appendix D. Although he can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading later in this chapter, unless he has been forced into his tomb in the catacombs of Castle Ravenloft. THE VAMPIRE'S HISTORY In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of bis father, King Barov, Strahd waged long, bloody wars against his family's enemies. He and his army cornered the last of these enemies in a remote mountain valley before slaying them all. Strahd named the valley Barovia, after his deceased father, and was so struck by its scenic beauty that he decided to settle there. Queen Ravenovia lamented the death of Barov and was fearful of Strahd. War had made him cold and arrogant. She kept her younger son, Sergei, away from the battlefield. Strahd envied the love and attention his mother visited upon his brother, so in Barovia he remained. Peace made Strahd restless, and he began to feel like his best years were behind him. Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality. Strahd scoured his conquered lands for wizards and artisans, brought them to the valley of Barovia, and commanded them to raise a castle to rival the magnificent I AM THE ANCIENT. I AM THE LAND. My beginnings are lost in the darkness of the past. I am not dead. Nor am I alive. I am undead,Jorever. -.Tome of Strahd fortresses of his ancestral homeland. Strahd named the castle Ravenloft, after his mother, to demonstrate his Jove for her. When it was complete, Strahd commanded his mother and brother to come to Barovia and stay with him. Sergei eventually took up residence at Raveoloft, but Ravenovia passed away while traveling to her namesake. In sorrowful disappointment, Strahd sealed his mother's body in a crypt beneath the castle. Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's Jove until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire. After slaughtering the guards, Strahd saw the faces of his father and mother in the thunderclouds, looking down upon him and judging him. He had destroyed the family bloodline and doomed all of Barovia. The castle and the valley were spirited away, locked in a demiplane surrounded on all sides by deadly fog. For Strahd and his people, there would be no escape. •

IO Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn. Although he feeds on the hapless souls of Barovia, they provide little nourishment and no comfort. From time to time, strangers from faraway lands are brought to his domain, to play the vampire's game of cat-and-mouse. Strahd savors these moments, for though these strangers offer him no lands to conquer, they aren't so easily destroyed and therefore provide a welcome diversion. Strahd believes that the key to his escaping Barovia lies in finding someone worthy to rule in his stead, but his arrogance are so indomitable that no one is ever good enough in his eyes. He believes in his cold heart that only a von Zarovich as great as he or his father could sway the Dark Powers to release him. STRAHn's GoALs Strahd has the following goals in the adventure. TURN !REENA KOLYANA Strahd's unrequited love for Tatyana drove him to slay his brother, Sergei. Some time ago, Strahd glimpsed the young woman Ireena Kolyana in the village of Barovia and felt extreme deja vu. Ireena looked exactly like Tatyana! Strahd now believes that Ireena is the latest reincarnation of Tatyana, and thus he seeks to claim her. Strahd's evil courtship has led him to visit Ireena twice. On both occasions, he charmed his way into her home-the house of her adopted father, the burgomaster of the village of Barovia-and drank her blood. He intends to kill Ireena during their next meeting and turn her into his vampire spawn consort. Chapter 3 gives details about Ireena and where to find her in the village of Barovia. · FIND RUDOLPH VAN RIGHTEN Although he is usually focused on making Ireena Kolyana his bride, Strahd has been distracted by reports that a legendary vampire hunter named Rudolph van Richten has come to Barovia. It takes more than one old man with a death wish to frighten Strahd; nevertheless, the vampire has his spies searching Barovia for van Richten. Strahd would like very much to meet the old vampire hunter, lock him in the dungeons of Castle Ravenloft, and slowly break his spirit. Chapter 5 describes the town ofVallaki, where van Richten currently resides incognito. SEARCH FOR A SUCCESSOR O_R.GONSORJ · Strahd can sense the a:rrival ofoew.bloodfo his·domain. When newcomers enter Batq� 0 i'ii; -�� �hfrts his attentio11 from Ireena Kolyana arid:van Ri��ten ·to his n'ew guests so that he can determine wh�ther a�y of them. isworthy to be his successor or consort. (Eventually,_-he·decides that none of them can replace him as master of Barovia, but he doesn't arrive at this coriclusion immediately.) . ·: Stra·hd pays close attention to adventurers who are charismatic and arrogant, like himself. He focuses his attacks on them, to see how much they can withstand. If they crumble easily, he loses interest in them. If CHAPTER 1 I JNTO THE MISTS they exhibit great fortitude and defiance, his interest is piqued-even more so if the character displays uncommon knowledge or beauty. Such a person might not be worthy to succeed him, but the man or woman might provide amusem*nt to Strahd as a new possession. ROLEPLAYING 8TRAHD Strahd believes his soul is lost to evil. He feels neither pity nor remorse, neither love nor hate. He doesn't suffer anguish or wallow in indignation. He believes, and has always believed, that he is the master of his own fate. When he was alive, Strahd could admit to letting his emotions get the better of him from time to time. Now, as a vampire, he is more monster than man, with barely a hint of emotion left. He is above the concerns of the living. The only event that occasionally haunts him is the death of Tatyana, but his view of the past is bereft of romance or regret. In his mind, her death couldn't have been prevented, and what is done cannot be undone. In life, Strahd lived to conquer. In undeath, he conquers still-not realms, but people, driving good souls to become corrupt and destroying those who won't yield. Characters who try to appeal to Strahd's humanity will be gravely disappointed, because there is little humanity left in him. If they ask Strahd why he's preying on Ireena Kolyana, he tells them that Ireena's body is the host for Tatyana's soul, and Tatyana's soul belongs to him. Strahd can be seductive and subtle when he chooses to be, especially if a person is clever or attractive. Men and women of beauty and cunning amuse Strahd for a time-playthings to possess or discard as he desires. If he senses a lack of cohesion in a party of adventurers, he preys on that weakness and tries to drive a wedge between the characters by promising to help one at the expense of another. If Strahd senses evil in a person, he cultivates that tendency by offering to turn that character into a full-fledged vampire after helping Strahd destroy the rest of the party. Ultimately, Strahd doesn't honor his promise, instead turning the character into a vampire spawn under his control. WHEN STRAHD ATTACKS Strahd isn't a villain who remains out of sight until the final scene. Far from it-he travels as he desires to any place in his realm or his castle, and (from his perspective) the more often he encounters the characters, the better. The.characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the card reading. His combat details are_;wailable,in appendix D. When Strahd wants to terrprize the characters, he pays them a visit, either .µntler· the cloak . of night or beneath overcast skies duriqg the day. If they're indoors, he tries to charm or goad a chanir;t�r into.in�iting him inside (along with his vampire spaWn; if they are present). Strahd and his minions never �uack Ireena. These encounters are meant to test the characters, not kill them. After: a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely.to allow them to flee, savoring their fear and �elieving he has broken them.

FORTUNES OF RAVENLOFT The events of this adventure are part of dark twists of fate that a fortuneteller can discern with the cards of a tarokka deck. Before you run this adventure, you must draw cards from a deck to determine the following elements of the adventure: Strahd's location inside Castle Ravenloft , The placement of three important treasures that can be used against Strahd-the Tome of Strahd, the Holy Symbol of Ravenkind, and the Sunsword The identity of a powerful ally in the fight against Strahd This card reading can make the adventure different each time you play it. At some point during the adventure, the characters are likely to meet Madam Eva, the old Vistani seer (see chapter 2, area G), who can perform the same card reading for them. Characters can also have Ezmerelda d'Avenir perform a card reading for them, provided she has her deck of tarokka cards. Ezmerelda's cards are hidden in her wagon (chapter 11, area Vl). Appendix E shows all the cards of the tarokka deck and summarizes their symbolic meanings. USINC RECULAR PLAYINC CARDS If you like, you can use a regular deck of playing cards in place of the tarokka deck. To do so, separate the numbered cards from the face cards and jokers, and treat them as two separate decks: the common deck (the numbered cards) and the high deck (the face cards and jokers). Common Deck. Each suit in a regular deck of playing cards corresponds to a suit in the tarokka deck. The ace cards represent the "l" cards in the tarokka deck, and the "10" cards represent the "master" cards in the tarokka deck. Hearts= Glyphs Spades= Swords Diamonds= Coins Clubs= Stars High Deck. Each jack, queen, king, and joker corresponds to a card in the tarokka high deck. Playing Card Tarokka Card King of hearts Ghost Queen of hearts Innocent Jack of hearts Marionette King of spades Darklord Queen of spades Mists Jack of spades Executioner King of diamonds Broken One Queen of diamonds Tempter Jack of diamonds Beast King of clubs Donjon Queen of clubs Raven Jack of clubs Seer Joker 1 Artifact Joker 2 Horseman CARD READING When you perform a card reading before running the adventure, write down the results for reference later. If the characters have their fortunes read in the adventures, do the card reading again, out loud for the players' benefit. Substitute the new results for the old ones. When you're ready to begin the card reading, remove the fourteen cards with the crown icon (the high deck) and shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions. Then draw the top two cards from the high deck and lay them face down in the 4 and 5 positions, as shown below: I Ill I Once all five cards are drawn and placed face down, follow the instructions below for each card in order. 1. THE TOME OF STRAHD Flip over card 1, and read: I This card tells of history. Knowledge of the ancient will I help you better understand your enemy. This card determines the location of the Tome of Strahd (described in appendix C). Read the boxed text for the appropriate card, as given in the "Treasure Locations" section that follows. 2. THE HOLY SYMBOL OF RAVENKIND Flip over card 2, and read: I This card tells of a powerful force for good and protec- I tion, a holy symbol of great hope. This card determines the location of the Holy Symbol of Ravenkind (described in appendix C). Read the boxed text for the appropriate card, as given in the "Treasure Locations" section that follows. 3. THE SUN SWORD Flip. over card 3, and read: I This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight. CHAPTER 1 I INTO THE MISTS • . rTT ',. /�' f)--,,.,,/_......,,,=-� \!". '.If ..

12 �-� ,f."' ", ,. \ This card determines the location of the Sunsword (described in appendix C). Read the boxed text for the appropriate card, as given in the "Treasure Locations" section that follows. 4. STRAHD's ENEMY Flip over card 4, and read: I This card sheds light on one who will help you greatly in the battle against darkness. This card determines where the characters can find a powerful ally. Read the boxed text for the appropriate card, as given in the "Strahd's Enemy" section later in the chapter. 5.STRAHD Flip over card 5, and read: I I Your enemy is a creature of darkness, whose powers are I beyond mortality. This card will lead you to him! The revealed card determines where Strahd can always be found. Read the boxed text for the appropriate card, as given in the "Strahd's Location in Castle Ravenloft" section later in the chapter. TREASURE LOCATIONS The cards of the common deck determine the locations of the Tome of Strahd (card 1), the Holy Symbol of Ravenkind (card 2), and the Sunsword (card 3). SWORDS (SPADES) 1 OF SWORDS - AVENGER The treasure lies in a dragon's house, in hands once clean and now corrupted. The treasure is in the possession of V ladimir Horngaard in Argynvostholt (chapter 7, area Q36). 2 OF SWORDS - PALADIN I see a sleeping prince, a servant of light and the brother of darkness. The treasure lies with him. The treasure lies in Sergei'. s tomt(thaj:>ter.4,.area K85). , , : : � . ,' .. ::1 t:-:.<·��'·�/s' =-, .�·· . . ·. 3 OF SWORDS - SOLDIER Go to the mountains. Climb the white tower guarded by golden knights. . The treasure lies on the rooftop of the Tsolenka Pass guard tower (chapter 9, area T6). CHAPTER 1 I INTO THE MISTS 4 OF SWORDS - MERCENARY The thing you seek lies with the dead, under mountains of gold coins. The treasure lies in a crypt in Castle Ravenloft (chapter 4, area K84, crypt 31). 5 OF SWORDS- MYRMIDON Look for a den of wolves in the hills overlooking a mountain lake. The treasure belongs to Mother Night. The treasure lies in the shrine of Mother Night in the werewolf den (chapter 15, area Z7). 6 OF SWORDS - BERSERKER Find the Mad Dog's crypt. The treasure lies within, beneath blackened bones. The treasure lies in the crypt of General Kroval "Mad Dog" Grislek (chapter 4, area K84, crypt 38). 7 OF SWORDS - HOODED ONE I see a faceless god. He awaits you at the end of a long and winding road, deep in the mountains. The treasure is inside the head of the giant statue in the Amber Temple (chapter 13, area X5a). 1 8 OF SWORDS - DICTATOR I see a throne fit for a king. The treasure lies in Castle Ravenloft's audience hall (chapter 4, area K25). 9 OF SWORDS - TORTURER There is a town where all is not well. There you will find a house of corruption, and within, a dark room full of still ghosts. The treasure is hidden in:t!Je'atti� ofth�. burgorrtaster's . mansion in Vallaki (�haptel' s: ar�a-N3s)".'. . . . ,., .·. ·-· .. ' MASTER OF SWORDS -WARRIOR That which you seek lies in the womb of darkness, the devil's lair: the one place to which he must return. I · The treasure lies in Strahd's tomb (chapter 4, area K86) . ....... \-�I"

STARS (CLUBS) 1 OF STARS - TRANSMUTER Go to a place of dizzying heights, where the stone itself is alive! The treasure lies in Castle Ravenloft's north tower peak (chapter 4, area K60). 2 OF STARS-DIVINER Look to the one who sees all. The treasure is hidden in her camp. The treasure lies in Madam Eva's encampment (chapter 2, area G). If she is the one performing the card reading, she says, "I think the treasure is under my very nose!" 3 OF STARS -ENCHANTER I see a kneeling woman-a rose of great beauty plucked too soon. The master of the marsh knows of whom I speak. The treasure lies under Marina's monument in Berez (chapter 10, area US). "The master of the marsh" refers to Burgomaster Lazio Ulrich (area U2), whose ghost can point characters toward the monument. 4 OF STARS -ABJURER I see a fallen house guarded by a great stone dragon. Look to the highest peak. The treasure lies in the beacon of Argynvostholt (chapter 7, area Q53). "Great stone dragon" refers to the statue in area Ql. 5 OF STARS - ELEMENTALIST The treasure is hidden in a small castle beneath a mountain, guarded by amber giants. The treasure is inside a model of Castle Ravenloft in the Amber Temple (chapter 13, area X20). 6 OF STARS -EVOKER Search for the crypt of a wizard ordinaire. His staff is the key. The treasure i� hidden in.the crypt of Gralmore Nimblenobs (chapter 4, area,K84! crypt 37). 7 OF STARS - ILLUSIONIST A man is not what he seems. He comes here in a carnival wagon. Therein lies what you seek. The treasure lies in Rictavio's carnival wagon (chapter 5, area NS). 8 OF STARS -NECROMANCER A woman hangs above a roaring fire. Find her, and you will find the treasure. The treasure lies in Castle Ravenloft's study (chapter 4, area K37). 9 OF STARS - CONJURER I see a dead village, drowned by a river, ruled by one who has brought great evil into the world. The treasure is in Baba Lysaga's hut (chapter 10 , area U3). MASTER OF STARS -WIZARD Look for a wizard's tower on a lake. Let the wizard's name and servant guide you to that which you seek. The treasure lies on the top floor of Van Richten's Tower (chapter 11, area V 7). COINS (DIAMONDS) 1 OF COINS -SWASHBUCKLER I see the skeleton of a deadly warrior, lying on a bed of stone flanked by gargoyles. The treasure lies in the crypt of Endorovich (chapter 4, area K84, crypt 7). 2 OF COINS -PHILANTHROPIST Look to a place where sickness and madness are bred. Where children once cried, the treasure lies still. The treasure is in the nursery of the Abbey of Saint Markovia (chapter 8, area S23). ·1· 3 OF COINS -TRADER Look to the ��zard of wines! In wood and sand the treasure hides. ::,·-:.·· . ·:. The tr��sure )jesin_tbe'gl�s�ofovyfr'� \YOrki.ti'.oifin the ··: ��za,r� ofWines:w1nery (chapter.12, �rea WJO). ' •· � ., ·, . -:

4 OF COINS -MERCHANT Seek a cask that once contained the finest wine, of which not a drop remains. The treasure lies in Castle Ravenloft's wine cellar (chapter 4, area K63). 5 OF COINS -GUILD MEMBER I see a dark room full of bottles. It is the tomb of a guild member. The treasure lies in the crypt of Artank Swilovich (chapter 4, area K84, crypt 5). 6 OF COINS - BEGGAR A wounded elf has what you seek. He will part with the treasure to see his dark dreams fulfilled. The treasure is hidden in Kasimir's hovel (chapter 5, area N9a). 7 OF COINS -THIEF What you seek lies at the crossroads of life and death, among the buried dead. The treasure is buried in the graveyard at the River Ivlis crossroads (chapter 2, area F). 8 OF COINS-TAX COLLECTOR The Vistani have what you seek. A missing child holds the key to the treasure's release. The treasure is hidden in the Vistani treasure wagon (chapter 5, area N9i). "A missing child" refers to Arabelle (see chapter 2, area L). 9 OF COINS-MISER Look for a fortress inside a fortress, in a place hidden behind fire. The treasure lies in Castle Ray�nloft'� frea_su;y_ (chapter 4, area K41). ' · · · · · I MASTER OF COINS - ROGUE ·. I see a nest of ravens. There you will find the prize. The treasure is hidden in the attic of the Blue Water Inn (chapter 5, area N2q). I GLYPHS (HEARTS) 1 OF GLYPHS -MONK The treasure you seek is hidden behind the sun, in the house of a saint. The treasure lies in the main hall of the Abbey of Saint Markovia (chapter 8, area S13). 2 OF GLYPHS -MISSIONARY I see a garden dusted with snow, watched over by a scarecrow with a sackcloth grin. Look not to the garden but to the guardian. The treasure is hidden inside one of the scarecrows in the garden of the Abbey of Saint Markovia (chapter 8, area S9). 3 OF GLYPHS - HEALER Look to the west. Find a pool blessed by the light of the white sun. The treasure lies beneath the gazebo in the Shrine of the White Sun (chapter 8, area S4). l 4 OF GLYPHS -SHEPHERD Find the mother she who gave birth to evil. The treasure lies in the tomb of King Barov and Queen Ravenovia (chapter 4, area K88). 5 OF GLYPHS -DRUID An evil tree grows atop a hill of graves where the ancient dead sleep. The ravens can help you find it. Look for the treasure there. The treasure lies at the base of the Gulthias free (chapter 14, area Y4). Any wereraven encountered in the wilderness can lead the characters to the lo.cation. 6 OF GLYPHS -ANARCHIST I see walls of bones, a chandelier of bones, and a table of bones-all that remains of enemies long forgotten. The treasure lies in Castle Ravenloft's h;ill of bones (chapter 4, area K67). '. ·· 1 7 OF GLYPHS -CHARLATAN I see a lonely mill on a precipice. The treasure lies within. I I

The treasure lies in the attic of Old Bonegrinder (chapter 6, area 04). 8 OF GLYPHS - BISHOP What you seek lies in a pile of treasure, beyond a set of amber doors. The treasure lies in the sealed treasury of the Amber Temple (chapter 13, area X40). 9 OF GLYPHS - TRAITOR Look for a wealthy woman. A staunch ally of the devil, she keeps the treasure under lock and key, with the bones of an ancient enemy. The treasure is hidden in the master bedroom of Wachterhaus (chapter 5, area N4o). MASTER OF GLYPHS - PRIEST You will find what you seek in the castle, amid the ruins of a place of supplication. The treasure lies in Castle Ravenloft's chapel (chapter 4, area K15). STRAHn's ENEMY Drawn from the high deck, the fourth card in the card reading determines the location of an NPC who can improve the characters' chances of defeating Strahd. (Some cards offer two possible results, A and B; in such a case, you can pick the one you prefer or that better suits the circ*mstances of the adventure.) Strahd senses that this NPC is a danger to him and tries to eliminate the threat as quickly as possible. This NPC, whoever it ends up being, gains the following additional action: Inspire. While within sight of Strahd, this character grants inspiration to one player character he or she can see. Each of the NPCs described in this section has a role to play in the adventure, even if that individual isn't indicated in the card reading. For the one so designated, however, the information in.this section regarding the NPC's behavior takes precedence over whatever is said elsewhere in these pages; that NPC is extraordinary. ARTIFACT {JOKER 1) Look for an entertaining man with a monkey. This man is more than he seems. This card refers to Riciavio (see appendix D), who can be found at the Blue Waterinri-in Vallaki (chapter 5, area N2). Normally reluGtarit to·accompany the charac, ters, Rictavio cbir�ges his fone if the characters tell him about the card reading. He sheds his disguise and introduces himself as Dr. Rudolph van Richten. The characters might think that Gadof Blinsky, the toymaker ofVallaki (area N7), is the figure they seek, because he has a pet monkey. If they speak to him about this possibility, Blinsky jokes that he and the monkey are "old friends," but if the characters ask him to come with them to fight Strahd, he politely declines. If the characters tell him about the tarokka reading, Blinsky admits that he acquired the monkey from a half-elf carnival ringmaster named Rictavio. BEAST {JACK OF DIAMONDS) A werewolf holds a secret hatred for your enemy. Use her hatred to your advantage. This card refers to the werewolf Zuleika Toranescu (see chapter 15, area 27). She will accompany the characters if they promise to avenge her mate, Emil, by killing the leader of her pack, Kiri! Stoyanovich. A. BROKEN ONE (KING OF DIAMONDS) Your greatest ally will be a wizard. His mind is broken, but his spells are strong. This card refers to the Mad Mage of Mount Baratok (see chapter 2, area M). B. BROKEN ONE (KING OF DIAMONDS) I see a man of faith whose sanity hangs by a thread. He has lost someone close to him. This card refers to Donavich, the priest in the village of Barovia (see chapter 3, area ES). He will not accompany the characters until his son, Doru, is dead and buried. DARKLORD (KING OF SPADES) Ah, the worst of all truths: You must face the evil of this land alone! There is no NPC who can inspire the characters. A. DONJON (KING OF CLUBS) Search for a troubled young man surrounded by wealth and madness. His home is his prison. . . This card refers to Victor Vallakovich (see chapter 5, area N3t). Realizing th�t the'charac;ters . are the key to_ '1is salvation, he enthusiasticafly.leaves home and ac-' compcfnies'them to Cqstle Ravenla'ft. ' - ' . .' '. . { . � ,: . ' -� CHAPTER I I lNTO THE MTSTS r5

��J� - ·.: .. - 16 8. DONJON (KING OF CLUBS) Find a girl driven to insanity, locked in the heart of her dead father's house. Curing her madness is key to your success. This card refers to Stella Wachter (see chapter 5, area N4n). She grants the party no benefit unless her madness is cured. With her wits restored, Stella is happy to join the party and leave her rotten family behind. SEER 0ACK OF CLUBS) Look for a dusk elf living among the Vistani. He has suffered a great loss and is haunted by dark dreams. Help him, and he will help you in return. This card refers to Kasimir Velikov (see chapter 5, area N9a). The dusk elf accompanies the characters to Castle Ravenloft only after they lead him to the Amber Temple and help him find the means to resurrect his dead sister, Patrina Velikovna. A. GHOST (KING OF HEARTS) I see a fallen paladin of a fallen order of knights. He lingers like a ghost in a dead dragon's lair. This card refers to the revenant Sir Godfrey Gwilym (see chapter 7, area Q37). Although initially unwilling to accompany the characters, he will do so if the characters convince him that the honor of the Order of the Silver Dragon can be restored with his help. Doing this requires a successful DC 15 Charisma (Persuasion) check. 8. GHOST (KING OF HEARTS) Stir the spirit of the clumsy knight whose crypt lies deep within the castle. This card refers to Sir Klutz the phantom warrior (see chapter 4, area K84, crypt 33). If Sir Klutz is Strahd's enemy, then the phantom warrior disappears not after seven days, but only after he or Strahd is reduced to 0 hit points. EXECUTIONER {JACK OF SPADES) Seek out the brother of the devil's bride. They call him "the lesser," but he has a powerful soul. · This card refers to Ismark Kolyanovich (see chapter 3, · ·area E,2). Ismark won't accompany the characters to Castle Ravenloft until he knows that his· sister, Ireena . Koly_ana, is safe. CHAPTER 1 I INTO THE MISTS A. HORSEMAN {JOKER 2) I see a dead man of noble birth, guarded by his widow. Return life to the dead man's corpse, and he will be your staunch ally. This card refers to Nikolai Wachter the elder, who is dead (see chapter 5, area N4o). If the characters cast a raise dead spell or a resurrection spell on his preserved corpse, Nikolai (LN male human noble) agrees to help the characters once he feels well enough, despite his wife's protests. Although his family has long supported Strahd, Nikolai came to realize toward the end of his life that Strahd must be destroyed to save Barovia. If the characters don't have the means to raise Nikolai from the dead, Rictavio (see appendix D) gives them a spell scroll of raise dead if he learns of their need. If they're staying at the Blue Water Inn, he leaves the scroll in one of their rooms. 8. HORSEMAN {JOKER 2) A man of death named Arri gal will forsake his dark lord to serve your cause. Beware! He has a rotten soul. This card refers to the Vistani assassin Arrigal (see chapter 5, area N9c). If the characters mention this card reading to him, he accepts his fate and accompanies them. If the characters succeed in defeating Strahd, Arrigal betrays and attacks them, believing that he is destined to become Barovia's new lord. A. INNOCENT (QUEEN OF HEARTS) I see a young man with a kind heart. A mother's boy! He is strong in body but weak of mind. Seek him out in the village of Barovia. This card refers to Parriwimple (see chapter 3, area El). Although he's a simpleton, he won't travel to Castle Ravenloft without good cause. Characters can manipulate him into going by preying on his good heart. For instance, he might go there to help resc_ue missing Barovians, or to save the Life of.lreena Kolyana, who is very beautiful. The characters must somehow deal with Bildrath, Parriwimp!e! s employer, who won't let ·tbe foolish boy go to the castle for any reason. · · / .,·· '· ' ... _ .. � �- I 8. INNOCENT (QUEEN �F HE�RTS) Evil's bride is the one you seek! ., .. ·,:.• This card refers to Ireena Koly���:(see chapter 3-, area E4). Her brother, Ismark,·opposes the idea oflreena's being taken to Castle Rav¢nloft,-tiut she insists on·going there·once the characters tell her about the card reading. Ireena won't" accompany the ch�racters, however,· until Kolyart lndirovich's body is laid to rest in . ··.,.the·cemetery. >.;,· I

A. MARIONETTE (JACK OF HEARTS) What horror is this? I see a man made by a man. Ageless and alone, it haunts the towers of the castle. This card refers to Pidlwick II (see chapter 4, area K59, as well as appendix D). B. MARIONETTE (JACK OF HEARTS) Look for a man of music, a man with two heads. He lives in a place of great hunger and sorrow. This card refers to Clavin Belview (see chapter 8, area Sl 7), the two-headed mongrelfolk. Clavin serves the Abbot out of fear and a perverse sense of loyalty. His job is to deliver food to the other mongrelfolk, whom he abhors. If the Abbot still lives, Clavin doesn't want to earn his master's ire by attempting to leave, and he refuses to accompany the characters. But if the Abbot dies, Clavin doesn't have any reason to remain in the abbey, so he's willing to come along if he is bribed with wine. Clavin provides no benefit to the party without his viol. MISTS (QUEEN OF SPADES) A Vistana wanders this land alone, searching for her mentor. She does not stay in one place for long. Seek her out at Saint Markovia's abbey, near the mists. This card refers to Ezmerelda d'Avenir (see appendix D). She can be found in the Abbey of Saint Markovia (see chapter 8, area S19), as well as several other locations throughout Barovia. RAVEN (QUEEN OF CLUBS) Find the leader of the feathered ones who live among the vines. Though old, he has one more fight left in him. This card refers toDavian Martikov (see chapter 12, "The Wizard of Wines"). The old were raven, realizing that he has a chance to end Strahd's tyranny, leaves his :vineyard and winery in the capable hands of his sons, Adrian and Elvir. But before.he travels to Castle Ravenloft to face Strahd, Davian insists on reconciling with his third son, Urwin Martikov (see chapter 5, area N2). A. TEMPTER (QUEEN OF DIAMONDS) I see a child-a Vistana. You must hurry, for her fate hangs in the balance. Find her at the lake! This card refers to A�-abeHe (see chapter 2, area L). She gladly joins the party. :8-_ut.if she returns to her camp (chapter 5, area ' N9); herJa�'1er; Luvash, refuses to let ���.. .. - . ··:·· . . B. TEMPTER (QUEEN OF DIAMONDS) I hear a wedding bell, or perhaps a death knell. It calls thee to a mountainside abbey, wherein you will find a woman who is more than the sum of her parts. This card refers to Vasilka the flesh golem (see chapter 8, area S13). STRAHD1 S LOCATION IN THE CASTLE Drawn from the high deck, the fifth card in the card reading determines the location of the final showdown with Strahd-the place in Castle Ravenloft where the characters are sure to find him. The first time the characters arrive at the foretold location, Strahd is there, provided he hasn't been forced back into his coffin. ARTIFACT (JOKER 1) He lurks in the darkness where the morning light once shone-a sacred place. Strahd faces the characters in the chapel (area K15). I BEAST (JACK OF DIAMONDS) The beast sits on his dark throne. Strahd faces the characters in the audience hall (area K25). I BROKEN ONE (KING OF DIAMONDS) He haunts the tomb of the m�n he envied above all. Strahd faces the characters _ in Sergei's tomb (area K85). DARKLORD (KING OF SPADES) He lurks in the depths of darkness, in the one place to which he must return. Strahd faces the characters in his tomb (area K86). I DONJON (KING OF CLUBS) He lurks in a hall of bones'. in the dark pits of his castle. Strahd faces the characters-in the hall of bones (area K§7). SEER (JACK OF CLUBS) He waits for you in a place of wisdom, warmth, and despair. Great secrets are there. � •. ·· . . . . ,._ . -�:-.-J·· _ .. / .. i:?-,)����1':_.s��}\:·�..;_:·; :�· · ·· '.\ Stral}d fa� es the cbanicters in the.�tu,dy (are� .K37r . .... -., I I I . 17

18 I GHOST (KINC OF HEARTS) Look to the father's tomb. Strahd faces the characters in the tomb of King Barov and Queen Ravenovia (area K88). EXECUTIONER (JACK OF SPADES} I see a dark figure on a balcony, looking down upon this tortured land with a twisted smile. Strahd faces the characters at the overlook (area K6). HORSEMAN (JOKER 2) He lurks in the one place to which he must return-a place of death. Strahd faces the characters in his tomb (area K86). INNOCENT (QUEEN OF HEARTS) He dwells with the one whose blood sealed his doom, a brother of light snuffed out too soon. Strahd faces the characters in Sergei's tomb (area K85). MARIONETTE (JACK OF HEARTS) Look to great heights. Find the beating heart of the castle. He waits nearby. Strahd faces the characters in the north tower peak (area K60). MISTS (QUEEN OF SPADES) The cards can't see where the evil lurks. The mists obscure all! I The card offers no clue about where the final showdown with Strahd will occur. It can happen anywhere you like in Castle Ravenloft. Alternatively, Madam Eva tells the characters to return to her after.at least thre<r days, and she will consult the. cards again' for, then;, but only to discern the location �f their· enemy.. ·-·,- · ' · ' ·' .- . ·- :-... .__ · ·, I RAVEN (QUEEN OF CLUBS) _ Look to the mother's tomb. ;/.'-·· . l . Strahd faces the characters in the tomb of King Barov and Queen Ravenovia (area K88). CHAPTER I I INTO THE MISTS I TEMPTER (QUEEN OF DIAMONDS) I see a secret place-a vault of temptation hidden behind a woman of great beauty. The evil waits atop his tower of treasure. Strahd confronts the characters in the treasury (area K41). "A woman of great beauty" refers to the portrait of Tatyana hanging in the castle's study (area K37), which contains a secret door that leads to the treasury. ADVENTURE HOOKS In the event that begins the adventure, the fates of Strahd and the adventurers are entwined as the characters are invited or forced into his domain. Different ways to get the adventurers to Barovia are described in the sections that follow. Use whichever one you favor. In "Plea for Help," a colorfully dressed stranger approaches the characters while they are staying at a tavern. The stranger delivers a letter from his master, inviting them to the village of Barovia with an urgent request for their assistance. If the characters take the bait, the fog engulfs them as they cross into Strahd's domain. In "Mysterious Visitors," the characters are asked to scare off a band of rowdy travelers who are camped outside the town of Daggerford, on the Sword Coast in the Forgotten Realms campaign setting. The travelers welcome the characters to their camp and invite them to sit by their fire while their elder recounts a tragic tale of a cursed yet noble prince. The characters, lulled into a trance by the fire, awaken to find themselves on a foggy road, delivered to Barovia by their Vistani hosts. In "Werewolves in the Mist," the characters are drawn together by a series of werewolf attacks. The hunt for this pack of lycanthropes leads the characters into a forest, where they are swept into the land of Barovia. This hook assumes the use of the five factions featured in the Adventurers League. In "Creeping Fog," the characters are traveling a lonely road through the woods when the fog engulfs them, spiriting them away to the land of Barovia. PLEA FOR HELP The characters start their adventure in an old tavern, the details of which are for you to decide, To a party of seasoned adventurers such as yourselves, what you see is but another dull tavern in another dull town in some nameless province. It is but another span of time between the challenges of true adventuring. Outside the tavern, a fo 0 g lies over the town this evening. The damp, cobbled pavement glistens as the lights of street lanterns dance across the slick stones. The fog chills the bones and shivers the soul of anyone outside . Yet inside these tavern walls the food is hearty, and the ale is warm and frothy. A fire blazes in the hearth, and the tavern is alive with the tumbling voices of country folk.

Suddenly, the tavern door swings open, and a hush falls over the room. Framed by the lamp-lit fog, a form strides through the doorway. His heavy, booted footfalls and the jingle of his coins shatter the silence. His brightly colored clothes are draped in loose folds about him, and his hat hangs askew, hiding his eyes in shadows. Without hesitation, he walks up to your table and stands proudly in a wide stance with folded arms. In an accented voice he says, "I have been sent to you to deliver this message. If you be creatures of honor, you will come to my master's aid at first light. It is not advisable to travel the Svalich Woods at night!" He pulls from his tunic a sealed letter, addressed to all of you in beautiful flowing script. He drops the letter on the table. "Take the west road from here some five hours march down through the Svalich Woods. There you will find my master in Barovia." Amid the silent stares of the patronage, the gypsy strides to the bar and says to the wary barkeep, "Fill the glasses, one and all. Their throats are obviously parched." He drops a purse heavy with gold on the bar. With that, he leaves. The babble of tavern voices resumes, although somewhat subdued. The letter is lying before you. The seal is in the shape of a crest you don't recognize. The characters can interrupt the messenger at any time. His name is Arrigal (NE male human assassin), and he is a Vistani. The other tavern patrons regard his people as friendly folk who travel about in covered wagons and usually keep to themselves. Arrigal describes Barovia as a valley of great beauty and his master as a remarkable man. If the characters question Arrigal about the identity of his master, he claims to serve Burgomaster Kolyan Indirovich, but in truth he serves Strahd. After delivering the letter, Arrigal mounts his horse and rides off. He doesn't wait for the characters to follow him. The crest depicted on the letter's seal belongs to Strahd, though the characters have never seen it before. Show the players Strahd's crest on page 239. The letter, which seems to have been written by the burgomaster, was actually penned by Strahd. If the characters read the letter, show the players "Kolyan Indirovich's Letter (Version 1)" in appendix F. The letter is bait to lure the adventurers to Barovia. If the characters take the bait, they arrive at area A (see chapter 2, "The Lands of Barovia"). MYSTERIOUS VISITORS The details of this adventure hook assume that your D&D campaign is based in or near Daggerford, a town on the Sword Coast in the Forgotten Realms, but you can change the location to suit your campaign. CHAPTER l I INTO THE MISTS __ ·r ..,,_ _ _ j/- 19 · -:;;;:

20 duch*ess Morwen of Daggerford is having guests for dinner-and you are invited. No strangers to Daggerford, you have come to the town's defense on more than one occasion, and you count Lady Morwen as a friend and a benefactor. A cool autumn breeze blows through the streets as you make your way to the keep. As you dine on hot, spicy soup and tenderly cooked pheasant, you can tell that the duch*ess seems more out of sorts than usual. Then a pall comes over the occasion as she voices her concern about a band of wayward travelers camped outside the town's walls. They seemed harmless at first, but Morwen has received reports that they have begun harassing townsfolk and other visitors as they come and go, demanding money and wine, and threatening to put hexes on anyone who doesn't pay up. Yesterday, the duch*ess ordered several guards to scare away the mysterious visitors, but they couldn't get the job done. When the guards returned, they spoke sympathetically about the visitors. It seemed as if the guards had been magically charmed. Morwen doesn't want an armed conflict, but she aims to send a stern message to the visitors and asks you to deliver it on her behalf. "If they don't leave before dawn," she says, "I'll burn their wagons to the ground." The characters are asked to deliver duch*ess Morwen's message immediately after dinner. The travelers are camped on the hill outside the gates of Daggerford, near the road. Guards atop the walls watch the camp closely at all hours. When the characters approach the camp, read: As the evening grows dark, you see a dozen men and women gathered around a crackling bonfire. The folk are in good spirits. A few of them sing and dance around the fire while others find happiness in their flasks and wineskins. Three barrel-topped wagons are parked at odd angles. Tied to a nearby tree, grazing, are half a dozen draft horses wearing bright coats with bangles and tassels. The men and women are Vistan"i.They have no interest in Daggerford. Their orders are to,deiiver.the characters safely to Barovia. · :, .. /� ..·. . · · .. , .. The leader of this group_is Stariiinir.'(8� male human), an old man with the statistics bf.a mage who has the following spells prep�red: · Cantrips (at will): friends, light, mage hand, prestidigitation 1st level (4 slots): charm person, mage armor, shield, sleep . 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): bestow curse, phantom steed, vampiric touch 4th level (3 slots): greater invisibility, stoneskin 5th level (1 slot): dominate person CHAPTER l I INTO THE MlSTS Stanimir is joined by his daughter, Damia (CN male human spy), and his son, Ratka (CN male human bandit captain). Nine other Vistani (CN male and female bandits) heed Ratka's commands. The six draft horses are used to pull the Vistani wagons, which contain their belongings but nothing of value. THE DANCING FIRE Stanimir introduces himself and welcomes the characters to his camp. If they deliver duch*ess Morwen's warning, read: Stanimir laughs. "Don't worry. We have no wish to make enemies of Lady Morwen. I have a story to tell all of you. First you listen, then we go." If the characters agree to hear Stanimir's story, he invites them to gather around the fire and hear his tale: Stanimir fills his mouth with wine, then spits into the fire. The flames turn from orange to green. As they dance and sway, a dark shape appears in the bonfire's core. "We come from an ancient land whose name is long forgotten-a land of kings. Our enemies forced us from our homes, and now we wander the lost roads." The dark shape in the fire takes the form of a man being knocked from his horse, a spear piercing his side. Stanimir continues. "One night, a wounded soldier staggered into our camp and collapsed. We nursed his terrible injury and quenched his thirst with wine. He survived. When we asked him who he was, he wouldn't say. All he wanted was to return home, but we were deep in the land of his enemies. We took him as one of our own and followed him back toward his homeland. His enemies hunted him. They said he was a prince, yet we didn't give him up, even when their assassins fell upon us like wolves." Deep in the bonfire, you see the dark figure standing with sword drawn, fighting off a host of shadowy shapes. "This man of royal blood fought to protect us, as we protected him. We bore him safely to his home, and he thanked us. He said, 'I owe you my life. Stay as long as you wish, leave when you choose, and know that you will always be safe here."' The figure in the dancing fire vanquishes its final foe, then disperses in a cloud of smoke and embers. Stanimir's face becol')1es a somber mask. "A curse has befallen our noble prince, turning him into a tyrant. We alone have the power to leave his domain. We've traveled far and wide to find heroes such as yourselves to end our dread lord's curse and put his troubled soul to rest. Our leader, Madam Eva, knows all. Will you return to Barovia with us and speak with her?"

These Vistani refuse to speak the name of their "dread lord" and provide no additional information. If the characters press them for details, the Vistani reply, "Madam Eva has the answers you seek." If the characters agree to accompany the Vistani, the Vistani lead them south along the Trade Way. After several days of uneventful travel, the mists of Ravenloft engulf the caravan, transporting the characters and the Vistani to Barovia. The Vistani then lead the party safely to their leader, Madam Eva, at area G (see chapter 2). The characters arrive at area A and are taken through areas B, E, and F on the way to Madam Eva's camp. If the characters rid themselves of their Vistani hosts before reaching Madam Eva's camp, they're on the own. If the characters decline Stanimir's invitation, the Vistani are disappointed but leave as promised. A day or two later, use the "Creeping Fog" adventure hook or some variation of it to draw the characters into Barovia. WEREWOLVES IN THE MIST This adventure hook assumes you're running a campaign in or near Daggerford (see "Mysterious Visitors" for more information). It also assumes you're using the five player factions featured in the Adventurers League. "Werewolves in the mist!" You've heard these dreaded words spoken again and again by farmers, merchants, and adventurers alike. The hamlets east of Daggerford have fallen prey to a pack of werewolves that spills out of the Misty Forest on nights of the full moon, cloaked in crawling mist that seems to follow them wherever they go. The beasts spread death and mayhem, slaughtering adults and stealing children before retreating back into the woods. Others have tried to combat the werewolf menace, with little success. The Misty Forest lies thirty miles east of Daggerford. Before the characters embark on their quest, those who have faction allegiances receive additional information described in the sections that follow. Take the players aside, and read them the boxed text for their faction. HARPERS A Harper named Zelraun Roaringhorn knows a metalsmith who will silver your weapons for free. He also provides some helpful magic. "We strive to protect the powerless," he says. "If the children kidnapped by the werewolves are still alive, I would see them safely returned." Zelraun Roaringhorn (LN male human mage) has come to Daggerford to meet with its ruler, duch*ess Morwen, and offer the Harpers' support. Zelraun gives each Harper character a spell scroll of remove curse. He has also made arrangements with a metalsmith in Waterdeep to sheathe the _characters' weapons in silver. The party can have up to six weapons silvered in this manner. Twenty pieces of ammunition count as one weapon for this purpose. About the Harpers. The Harpers is a network of spellcasters and spies who advocate equality and who covertly oppose the abuse of power. The organization's longevity is largely due to its decentralized, grassroots, secretive nature, and the autonomy of its members. The Harpers have small cells and lone operatives throughout the Forgotten Realms. They share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their ingenuity and incorruptibility. ORDER OF THE GAUNTLET You met with the heads of the Order of the Gauntlet chapter house in Waterdeep. They've stationed members of the order at various inns and homesteads east of Daggerford, so that locals need not fear the night. Now they're counting on you to find the werewolves' lair in the Misty Forest. Only then can the order mount an organized assault. As you prepare to depart, a knight of the order named Lanniver Strayl offers you his blessing. Lanniver Strayl (LG male human knight), a devout follower of Tyr recently arrived in Daggerford, gives a potion of heroism to each member of the order in the party. About the Order of the Gauntlet. Founded by paladins and clerics of Helm, Torm, and Tyr, the order is a dedicated group of like-minded individuals driven by religious zeal or a finely honed sense of justice and honor. The order is ready to lash out the moment evil acts, and not a moment before. The order strikes hard and fast, without waiting for the blessings of temples or the permission of rulers. The order believes that evil must be smashed, or it will swiftly overcome all. EMERALD ENCLAVE You don't need to consult with others in the Emerald Enclave to know that the werewolves are upsetting the natural order. For balance to be restored, they must be eradicated. It seems the gods of nature agree, for they've sent good weather and preserved the monsters' tracks. Members of the Emerald Enclave in the party gain inspiration whenever the party kills a werewolf. About the Emerald Enclave. This widespread group of wilderness survivalists-preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of the organization can be found wherever untamed wilderriess exists. ·Members of the Emerald Enclave·know how to survive, and more important, they want to help others do the same. They aren't opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another. CHAPTER 1 I INTO THE MISTS 2T ·,., //'� - l 7--,., . • I. '

22 LORDS' ALLIANCE A Lords' Alliance operative from Waterdeep named Eravien Haund comes to Daggerford bearing news that alliance agents have not only captured one of the werewolves but also conducted a thorough interrogation before putting the creature out of its misery. Eravien Haund (LN male half-elf noble) imparts the following information to fellow Lords' Alliance members and tells them not to share it: • The werewolf pack has almost a dozen members. The leader of the pack is a man named Kiril. • The werewolves come from a distant land called Barovia. The Lords' Alliance has no information about it. • The werewolves worship a deity called Mother Night. • The werewolves leave and return to Barovia through some kind of ancient portal. (This is a deduction on Eravien's part, based on the werewolf prisoner's vague description of how the pack gets to and from Barovia.) Eravien believes that he can gain prestige within the Lords' Alliance if he learns the whereabouts of the "ancient portal" that the werewolves are using and destroys it. He is convinced that the portal represents a danger not only to Daggerford but also to Waterdeep. Any Lords' AJliance character who agrees to destroy it is given a spell scroll of magic weapon. Eravien also promises to furnish the character with a letter of recommendation (see "Marks of Prestige" in chapter 7 of the Dungeon Master's Guide) once the portal is destroyed. About the Lords' Alliance. The Lords' Alliance is a coalition of political powers concerned with their mutual security and prosperity. Heading the coalition are rulers in the North and along the Sword Coast. Although alliance members have pledged to join forces against common threats, every lord in it places the fate and fortune of his or her settlement above all others. Agents of the alliance are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy, they carry well-made equipment (often disguised to appear common). Alliance operatives are often glory hounds. ZHENTARIM The Black Network sees the werewolf menace as an opportunity to provide lords and nervous landowners with mercenaries to protect their holdings. But at least one of your fellow members has a grudge against the lycanthropes. Davra Jassur, a member of the Zhentarim based in Waterdeep, arranges a private meeting with you. DavraJassur (LE female human assassin) poses as a re­ ·cruiter for the Black Network but is, in fact, a cutthroat who quietly disposes of competitors. Her husband·, Yafak, was also a member of the Black Network. He was escorting a caravan traveling from Daggerford to CHAPTER 1 I INTO THE MISTS the Way Inn (about sixty miles southeast of Daggerford, along the Trade Way) when the werewolves attacked. Yarak was slain, and Davra wants revenge; she wants the head of the werewolf pack leader. She is too tied up with "business" to engage in a personal vendetta, but if another member of the Black Network were to help, she would owe that individual a special favor (see "Marks of Prestige" in chapter 7 of the Dungeon Master's Guide). About the Zhentarim. The Zhentarim is an unscrupulous shadow network that seeks to expand its influence throughout the Forgotten Realms. The public face of the Black Network appears relatively benign. It offers the best and cheapest goods and services, both legal and illicit, hoping to undercut its competitors. Members of the Zhentarim think of themselves as members of an extended family and rely on it for resources and security. At the same time, members are granted the autonomy to increase their own wealth and influence. As a whole, the Zhentarim promises "the best for the best," although in truth the organization is more interested in spreading its own propaganda and influence than investing in the improvement of its members. WELCOME TO BAROVIA Strahd is using the werewolves to lure adventurers to his domain. Characters can follow the werewolves' tracks into the Misty Forest. After hours of fruitless searching, the characters are engulfed by thick fog: The woods darken as the trees begin to close ranks, their needle-covered arms interlocking to blot out the sun. The shroud of mist that covers the ground turns into creeping walls of gray fog that silently envelop you until you can't see more than a few feet in any direction. Soon, even the werewolf tracks disappear. No matter which direction they go, the characters come to a lonely dirt road that cuts through the woods, leading to area A (see chapter 2). As an alternative, you can have them enter Barovia near Krezk (see chapter 8). CREEPING FOG This scenario assumes that the characters are camping in a forest when the fog engulfs them. They are quietly borne to the edge of Barovia. The woods are quiet this night, and the air grows chill. Your fire sputters as a low mist gathers around the edges of your camp, growing closer as the night wears on. By morning, the fog hangs thick in the air, turning the trees around you into gray ghosts. Then you notice these aren't the same trees that surrounded you the night before. No matter which direction they go, the characters come ·. to a lonely dirt road that cuts through the woods, leading to area A (see chapter 2). As an alternative, you can have them. enter Bamv.ia near Krezk (see chapter 8). ...... '\. /'"' J -�

CHAPTER 2: THE LANDS OF BAROVIA HE IDYLLIC VALLEY NESTLED IN THE Balinok Mountains was a slice of heaven to those who knew of its existence before Strahd's arrival. The serenity of the place was forever shattered when Strahd led a bloody crusade against the enemies of bis family that ended here with the slaughter of hundreds. Struck by the scenic beauty of his most recent conquest and eager to escape the shadow of his father's legacy, Strahd made the valley his home and named it Barovia after the late King Barov, his father. The land now called Barovia is no longer part of the world that Strahd once tried to conquer. It now exists within a demiplane formed by Strahd's consciousness and surrounded by a deadly fog. No creature can leave without Strahd's permission, and those that try become lost in the mist. Strahd allows the Vistani to come and go as they please because he admires their lust for life and their willingness to serve him when he needs them. He also owes an ancient debt to the Vistani people. As a soldier centuries ago, he suffered a grievous injury in battle, and the Vistani tended his wounds and returned him safely to his family without making any demand for payment. The Vistani claim to possess potions that allow them to leave Strahd's domain, but the potions are false concoctions with no magical power. Nevertheless, the Vistani are willing to sell them for a hefty price. Native Barovians have been terrorized for centuries by the one they call "the devil Strahd." Only a handful of them have the will to oppose him. Barovians congregate in the valley's three main settlements-the villages of Barovia and Krezk and the town of Vallaki-for fear of falling prey to wolves and other beasts that prowl the woods. Among these people are the Keepers of the Feather, a secret society of wereravens. Not powerful enough to defeat Strahd on their own, the Keepers readily assist adventurers who find themselves drawn into Strahd's domain. MY ARMY SETILED IN THE VALLEY of Barovia and took power over the people in the name of a just god, but with none of a god's grace or justice. -Tome of Strahd LAY OF THE LAND Rolling thunderclouds cast a gray pall over the land of Barovia. A deathly stillness hangs over the dark woods, which are patrolled constantly by Strahd's wolves and other servitors. The evergreen trees of the Svalich Woods climb the sides of the mountains that enclose the valley. The largest of these peaks is Mount Baratok, with its snow-covered cap and rugged slopes. Baratok's slightly smaller twin, Mount Ghakis, is mostly bald with tufts of trees here and there. Between these two mountains stands Lake Zarovich, which is fed by streams of ice-cold water pouring down the face of Mount Baratok. On the south side of the lake rests the town of Vallaki, enclosed by a palisade. West of the two mountains, atop a hill, stands the Abbey of Saint Markovia, around which the Barovians built a walled village named Krezk. Between Vallaki and Krezk lie the ruins of Argynvostholt, the fallen bastion of a knightly order called the Order of the Silver Dragon, wiped out by Strahd and his army. East of the mountains lies the village of Barovia, shrouded in mist and bereft of walls and defenses. The dark silhouette of Castle Raven loft looks down on this village from its perch atop a 1,000-foot-high column of rock known as the Pillarstone of Ravenloft. MISTS OF RAVENLOFT A deadly fog surrounds the land of Barovia and engulfs any creature that tries to leave. Even flying creatures are subject to the fog's effects, which are as follows: A creature that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player's Handbook). This exhaustion can't be removed while the creature is in the fog. • • • 23

No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia. , The area within the fog is heavily obscured (see "Vision and Light" in chapter 8 of the Player's Handbook). SUNLIGHT IN BAROVIA By the will of the Dark Powers, the sun never fully shines in the lands of Barovia. Even during the day, the sky is dimmed by fog or storm clouds, or the light is strangely muted. Barovian daylight is bright light, yet it isn't considered sunlight for the purpose of effects and vulnerabilities, such as a vampire's, tied to sunlight. Nevertheless, Strahd and his vampire spawn tend to stay indoors most of the day and venture out at night, and they are subject to sunlight created by magic. ALTERATIONS TO MAGIC The land of Barovia resides in its own demiplane, isolated from all other planes, including the Material Plane. No spell-not even wish-allows one to escape from Strahd's domain. Astral projection, teleport, plane shift, and similar spells cast for the purpose of leaving Barovia simply fail, as do effects that banish a creature to another plane of existence. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd's domain is pulled back into Barovia upon leaving that plane. For the purpose of spells whose effects change across or are blocked by planar boundaries (such as sending), Strahd's domain is considered its own plane. Magic that summons creatures or objects from other planes functions normally in Barovia, as does magic that involves an extradimensional space. Any spells cast within such an extradimensional space (such as that created by Mordenkainen's magnificent mansion) are subject to the same restrictions as magic cast in Barovia. While in Barovia, characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow contact with beings from other planes function normally-with one proviso: Strahd can sense when someone in his domain is casting such a spell and can choose to make himself the spell's recipient, so that he becomes the one who is contacted. COSMETIC SPELL MODIFICATIONS. At your discretion, a spell can 6e �oqified·cosmeticaily to enhance the horrific . atmosptt�r'fi._Here are:examples: \ . � -: .•• 'I .;- • � Alarm: Instead of hearing a inerital ping when the alarm is triggered, the caster hears a scream. Bigby's hand: The ·conjured hand is skeletal. Find familiar: The familiar is undead-not a celestial, fey, or fiend-and is immune to features that turn undead. Find steed: The summoned steed is undead-not a celestial, fey, or fiend-and is immune to features that turn undead. CHAPTER 2 [ THE LANDS OF BAROVTA Find the path: A child's spirit appears and guides the caster to the desired location. The spirit can't be harmed and doesn't speak. Fog cloud: Misty, harmless claws form in the fog. Gust of wind: A ghastly moan accompanies the summoned wind. Mage hand: The summoned hand is skeletal. Maze: The surfaces of the demi plane's maze are made of mortared skulls and bones. Phantom steed: The steed resembles a skeletal horse. Rary's telepathic bond: Characters linked together by the spell can't shake the feeling that something vile is telepathically eavesdropping on them. Revivify: A creature restored to life by a revivify spell screams upon regaining consciousness, as though waking from some horrible nightmare. Spirit guardians: The spirits.appear as ghostly, skeletal warriors. Wall of stone: A wall created by the spell has ghastly faces sculpted into it, as though tortured spirits were somehow trapped within the stone. RESURRECTION MADNESS In Barovia, the souls of the dead are as trapped as the souls of the living. They become caught in the mists and can't travel to the afterlife. When a humanoid who has been dead for at least 24 hours returns to life, either by way of a spell or some supernatural means, it gains a random form of indefinite madness brought on by the realization that its spirit is trapped in Barovia, likely forever. To determine how this madness is expressed, roll on the Indefinite Madness table in chapter 8 of the Dungeon Master's Guide. BAROVIANS After his armies occupied the valley and slew its inhabitants, Strahd repopulated the area with human subjects drawn from his other conquered lands. As a result, Barovians have a wide variety of ethnic backgrounds. Barovians are deeply invested in their homes and their traditions. They are wary of strange peoples and customs. The way Barovians deal with strangers can be unsettling to those newcomers. Barovians have a tendency to stare openly, in silence, thereby expressing their disapproval of anything that isn't familiar to them. Barovians aren't talkative with strangers, to the extent of being pointedly rude, Most Barovians have violent tempers that boil up through their cus'tomary silence when they are provoked. They also have a.social cohesiveness (thrust. upon them by their weird circum� stances) that can make tht:-:'m. acftogeth�r· ggainst outsiders if a Barovian is mistreat�d. · Barovians were a happy people.once, but their history and current conditions aren't plef1san(�f one manages to win the trust of a Barovi�p.. one_ has a friend for life and a stalwart ally. · · Barovian children aren't happy-children. They are raised in a culture of fear and told time and again not to wander too far from their homes or· enter the woods. They experience little hope or joy, and they are taught to _fear the devil �trahd above all. ......... e,(.';F-�7_-- --- -- - \/· . . �--'-·

Barovian adults eke out modest livings. With no new wealth pouring into the valley, they trade in old coins that bear the profile of their dark lord, Strahd, as he looked when he was alive. They hide their precious baubles in their houses and dress plainly outdoors, so as not to attract the attention of Strahd or his spies. Barovians live within a closed ecosystem. Every Barovian adult is expected to learn a trade or serve a function. Barovians stitch their own clothing, craft their own furniture, grow their own food, and make their own wine. With fewer than three thousand people living in the entire valley, finding the perfect mate isn't easy, so Barovians have learned to settle for what they can get. SOULS AND SHELLS Barovians are made of flesh and blood. They are born, they live, they age, and they die. But not all of themonly about one in every ten-have souls. When a being with a soul dies in Barovia, that soul remains trapped in Strahd's domain until it is reincarnated in a newborn. It can take decades for a bodiless soul to find a host, and Barovians who share the same soul over generations tend to look alike. That is why Ireena Kolyana looks exactly like Strahd's beloved Tatyana-both women were born with the same soul. Strahd needs loyal subjects to feed his ego. Barovians without souls are empty shells created by his consciousness to fill out the local population. Although they are physically indistinguishable from Barovians with souls, they tend to be bereft of charm and imagination ·and to be more compliant and depressed than the others. They dress in drab clothing, whereas Barovians who have souls wear .clothes with a splash of color or individuality. A Barovian woman, soulless or not, can give birth. A child born in Barovia might have a soul even if one or both parents do not. Conversely, the child of two parents· with souls isn't certain to have a soul of its own. Barovians without souls are maudlin folk who experience fear but neither laugh nor cry. Ireena Kolyana and her brother Ismark both have souls, as do all Vistani. Which Barovians have souls and which don't is left up to you. Strahd periodically feeds on the blood of Barovians who have souls, but he can't draw nourishment from the blood of the soulless. He can tell at a glance whether a Barovian has a soul or is merely a shell. BAROVIAN NAMES You can use the following lists to create Barovian NPC names on the fly. Male Names: Alek, Andrej, Anton, Balthazar, Bogan, Boris, Dargos, Darzin, Dragomir, Emeric, Falkon, Frederich, Franz, Gargosh, Gorek, Grygori, Hans, Harkus, Ivan, jirko, Kobal, Korga, Krystofor, Lazio, Livius, Marek, Miroslav, Nikolaj, Nimir, Oleg, Radovan, Radu, Seraz, Sergei, Stefan, Tural, Valentin, Vasily, Vladislav, Waltar, Yesper, Zsolt Female Names: Alana, Clavdia, Danya, Dezdrelda, Diavola, Dorina, Drasha, Drilvia, Elisabeta, Fatima, Grilsha, Isabella, Ivana, Jarzinka, Kala, Katerina, Kereza, Korina, Lavinia, Magda, Marta, Mathilda, Minodora, Mirabel, Miruna, Nimira, Nyanka, Olivenka, Ruxandra, Serina, Tereska, Valentina, Vasha, Victoria, Wensencia, Zondra Family Names: Alastroi, Antonovich/Antonova, Barthos, Belasco, Cantemir, Dargovich/Dargova, Diavolov, Diminski, Dilisnya, Drazkoi, Garvinski, Grejenko, Groza, Grygorovich/Grygorova, lvanovich/lvanova, Janek, Karushkin, Konstantinovich/Konstantinova, Krezkov /Krezkova, Krykski, Lansten, Lazarescu, Lukresh, Lipsiege, Martikov/ Martikova, Mironovich/Mironovna, Moldovar, Nikolovich/ Nikolova, Nimirovich/Nimirova, Oronovich/Oronova, Petrovich/Petrovna, Polensky, Radovich/Radova, Rilsky, Stefanovich/Stefanova, Strazni, Swilovich/Swilova, Taltos, Targolov/Targolova, Tyminski, Ulbrek, Ulrich, Vadu, Voltanescu, Zalenski, Zalken

If Strahd is defeated, the fog that surrounds Barovia fades away, allowing the inhabitants of the valley to leave if they wish. Only those who have souls, however, can truly leave this place. Soulless Barovians cease to exist as soon as they exit the valley. BAROVIANS AND N ONHUMANS Barovians are human. Although they know that dwarves, elves, halflings and other civilized races exist, few living Barovians have seen such "creatures," let alone interacted with them. Aside from the secretive dusk elves of Vallaki (see chapter 5), the only nonhumans most Barovians are familiar with are the adventurers that Strahd has lured to his dark realm. Barovians thus react to nonhuman characters the same way most humans in the real world would react to elf, dwarf, or half-ore adventurers suddenly walking the streets. Most such outsiders are scorned, feared, or shunned. BAROVIAN LORE Typical Barovians know certain facts, or have certain beliefs, about their existence and their surroundings. This common lore is summarized here. Characters can learn this information after earning a Barovian's trust. THE DEVIL STRAHD About Strahd and vampires, the Barovians believe the following: Strahd von Zarovich is a vampire, and he dwells in Castle Ravenloft. No one is welcome at the castle. The devil Strahd is a curse placed on the land because of a forgotten sin of the Barovians' ancestors. (This is untrue, but Barovians believe it nonetheless.) A vampire must rest in its coffin during the day. At night, it can summon wolves and vermin to do its bidding. A vampire can transform into a bat, a wolf, or a cloud of mist. In its humanoid form, it can dominate you with its powerful gaze. A vampire can't enter a residence without an invitation from one of the occupants. Running water burns a vampire like acid, and sunlight causes a vampire to burst into flame. THE LAND OF BAROVIA Barovians know the following facts about their homeland: , Anyone who attempts to leave the land of Barovia begins to choke on the fog. ·Those who don't turn back perish. · · · Many strangers )lave be�n d(awn to �arovia·over the years, but they all die or dis�pp'�ar;before long. Wolves, dire wolves, ahd wete\Volves prowl th� Svalich Woods, and hungry bats fi'tl the'skies at night. , The village of Barovia sits at th·e east end of the valley. Its burgomaster is named Kolyan Indirovich. The town of Vallaki lies in the heart of the valley. Its burgomaster is named Baron Vargas Vallakovich. The fortified village of Krezk lies at the west end of the valley and is built around an old abbey. The village. burgomaster is named Dmitri Krezkov. CHAPTER 2 I THE LANDS OF BAROVlA BAROVIAN CALENDAR Barovia has its own calendar, and Barovians are accustomed to measuring the passage of time in "moons" instead of months. As a measurement of time, each moon begins on the first night of a full moon and lasts a full lunar cycle. A year consists of twelve moons, or twelve lunar cycles. Strahd was born in 306. In 346, he inherited his father's crown, lands, and army. Strahd conquered the valley in 347, finished construction of Castle Ravenloft in 350, and died and became a vampire in 351. The current year is 735. Wine is the lifeblood of Barovia-for some, it is the only reason to keep living. Barovian taverns get their wine from the Wizard of Wines winery near Krezk. A mad wizard of great power haunts the foothills of Mount Baratok. He is an outsider and no friend of the vampire's. BELIEFS AND SUPERSTITIONS Barovians have deep-rooted religious beliefs and superstitions that they pass down from one generation to the next: Two divine forces watch over the Barovian people: the Morninglord and Mother Night. • Before the curse of Strahd befell the land, the Morninglord watched over the Barovian people from sunrise until sundown. Now, the sun has not shone unobscured for centuries, and the Morninglord no longer answers their prayers. , The presence of Mother Night is felt most strongly between dusk and dawn, although nighttime prayers to her go unanswered. It is widely believed that she has forsaken the Barovian people and sent the devil Strahd to punish them for their ancestors' offenses. • Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him. The Vistani serve the devil Strahd. They alone are allowed to leave Barovia. • Never harm a raven, lest ill fortune befall you! VISTANI The Vistani (singular: Vistana) are wanderers who live outside civilization, traveling about in horse-drawn, barrel-topped wagons called vardos, which they build themselves. Compared to Barovians:they are flamboyant. Vistani dress in bright clothes, laugh often, arid drink heartily. As much as they feel at home-in._Strahd's dreary land, they know they can leave it.whenever they" please and aren't damned fo spend eteinity there. Vistani are silversmiths, copper�miths, haberdashers, cooks, weavers, musicians, ente_i:tainers,.storytelfers, toolmakers, and horse traders. They also earn money by telling fortunes and selling inforniation. They spend whatever they earn to support a lavish lifestyle, display their wealth openly a� a sign of prosperity, and share their good fortune with family and friends. Each family or clan of Vistani is its own little gerontocracy, with the oldest member ruling the roost. This elder. cl!-rrfes the _ bulk of the responsibility for enforcing

traditions, settling disputes, setting the course for the group's travels, and preserving the Vistani way of life. Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles. Vistani families and clans are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Although they can seem lazy and irresponsible to outsiders, the Vistani are serious people, quick to act when their lives or traditions are threatened. They are merciless when they believe they must be. Vistani who knowingly bring harm or misfortune to others of their kind are banished-the worst punishment a Vistana can imagine, even worse than death. STRAHD'S VISTANI SERVANTS During one of Strahd's military campaigns, years before he became a vampire, a group ofVistani rescued him after he was wounded in battle. These Vistani not only nursed Strahd back to health but also delivered him safely home. As a reward for their generosity, Strahd declared that all Vistani had the right to come and go from his land as they please, and this privilege extends to the present day. Thus, Vistani can travel freely through the fog that surrounds Barovia, without fear of harm or entrapment. Strahd honors his debt to the Vistani in part because he envies the Vistani way of life-the freedom they have to go where they please, their devotion to family, and their festive spirit. The courtesy he shows them is not simply a matter of honor but is also born from his admiration of them. In the centuries since Strahd became a vampire, many Vistani have allowed themselves to be corrupted by Strahd, to the extent that they consider him their king. Vistani who serve Strahd are less lively and friendly than normal Vistani, and their hearts are poisoned with dark intentions. Strahd uses them to lure adventurers into his domain and keep him informed about the events occurring in lands beyond his reach. These Vistani will lie to protect the vampire, and they fear the consequences of disobeying him. When it comes to sharing information about their dark master, Strahd's Vistani pretend to be helpful, but the information they impart is misleading at best and often deceptive. They readily tell adventurers that they have a potion that protects them from the deadly fog that surrounds Barovia. Although this is a lie, they attempt to sell their fake potion for as much money as they can get. VISTANI LORE Vistani know or believe certain facts about their people and their surroundings. This common lore is summarized here. Characters can learn this information after earning a Vistana's trust. STRAHD VON ZAROVICH About Strahd, the Vistani believe the following: Strahd comes from a royal bloodline. He died centuries ago yet endures as one of the undead, feasting on the blood of the living. Barovians refer to him as "the devil Strahd." Strahd has taken many consorts, but he has known only one true love: a Barovian peasant girl named Tatyana. (The Vistani don't know what happened to her.) • Strahd named his castle, Ravenloft, after his beloved mother, Queen Ravenovia. Strangers aren't welcome at the castle without an invitation. 1)rn LAND OF BAROVIA Vistani know the following facts about Barovia and Barovians: 27

?.8 Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm. • Barovians are simple, frightened people. Some have old souls, but many do not. The soulless ones are easy to spot, for they know nothing but fear. They have no charm, hope, or spark, and they don't cry. , The Old Svalich Road passes through Strahd's domain. Three settlements lie on the road like beads on a string: Krezk to the west, Vallaki in the heart of the valley, and Barovia to the east. Strahd has spies in each settlement. , There's an old windmill on the road between the village ofBarovia and the town ofVallaki. It should be avoided at all costs! (The Vistani refuse to say more.) , It is wise to stick to the road. Wild druids, wayward ghosts, and packs of wolves and werewolves haunt the Svalich Woods. BELIEFS AND SUPERSTITIONS The Vistani have deep-rooted beliefs and superstitions that they pass down from one generation to the next: The souls of those who die in Barovia can't escape to the afterlife. They are prisoners in Strahd's domain. , Some Vistani women are blessed with prescience. Of all the great Vistani fortune-tellers, none compares to Madam Eva. If knowledge of the future is what you seek, Madam Eva will tell you your fate. A prescient Vistana can't see her own future or the future of another Vistana. It is the burden of the Vistani's great gift that their own fates can't be divined. Vistani curses are potent, but they are invoked with great caution. Vistani know that to curse one who is undeserving of such punishment can have grave consequences for the one who utters such a curse. , Ravens carry lost souls within them, so killing one is bad luck. (The ravens don't carry souls within.) VISTANI CURSES A Vistana, regardless of age, can use an action to utter a curse. The curse targets another creature within 30 feet that the Vistana can see. The Vistana can't utter another such curse before finishing a long rest. The curse is a repayment for an injustice or a slight. The target must succeed on a Wisdom saving throw to avoid the curse. The saving throw DC is 8 + the Vistana's proficiency bonus+ the Vistana's Charisma modifier. The curse lasts until ended with a remove curse spell, a greater restoration $pell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.. When the curse ends, the Vistana soffers a harmful psychic backlash. The amount of this psychic damage depends on the severity of the curse that was invoked. The Vistana chooses the curse's effect from the options that follow; other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end: CHAPTER 2 J THE LANDS OF BAROVIA /. "-·-�1 l-- /--:-� �� The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes ld6 psychic damage. , The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes ld6 psychic damage. , A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes ld6 psychic damage. The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes 3d6 psychic damage. The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes 3d6 psychic damage. The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes Sd6 psychic damage. • The target is blinded, deafened, or both. When this curse ends, the Vistana takes Sd6 psychic damage. EVIL EYE As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the animal friendship, charm person, or hold person spell (Vistana's choice), but requires neither somatic nor material components. The spell save DC is 8 + the caster's proficiency bonus+ the caster's Charisma modifier. If the target succeeds on the save, the Vistana is blinded until the end of the Vistana's next turn. A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours. RANDOM ENCOUNTERS Dangers abound in the land of Barovia. Check for a random encounter after every 30 minutes that.the adventurers spend on the roads or in the wil.derness (don't check if they have already had two random encounters outdoors in the past 12 hours):. If the characters are on ·a road, an encounter occurs on a roll of 18 or higher on a d20. , If the characters are in the wilderness, an encounter occurs on a roll of 15 or higher <:>n a d20. If an encounter occurs, roll on the daytime or the nighttime.encounter table, depending on the time, or have Strahd's spies appear (see the "Strahd's Spies" sidebar). �·__._�·" 1:f-"

DAYTIME RANDOM ENCOUNTERS IN BAROVIA d12 + d8 2 3 4 5 6 7 8 9 10 11 12 13 Encounter 3d6 Barovian commoners l d6 Barovian scouts Hunting trap Grave False trail ld4 + l Vistani bandits Skeletal rider Trinket Hidden bundle ld4 swarms of ravens (50%) or l wereraven (see appendix D) in raven form (50%) l d6 dire wolves 3d6 wolves 14 l d4 berserkers 15 Corpse 16 ld6 werewolves in human form 17 l druid with 2d6 twig blights 18 2d4 needle blights 19 ld6 scarecrows 20 l revenant NIGHTTIME RANDOM ENCOUNTERS IN BAROVIA d12 + d8 Encounter 2 l ghost 3 Hunting trap 4 Grave 5 Trinket 6 Corpse 7 Hidden bundle 8 Skeletal rider 9 ld8 swarms of bats 10 ld6 dire wolves 11 3d6 wolves 12 l d4 berserkers 13 l druid and 2d6 twig blights 14 2d4 needle blights 15 ld6 werewolves in wolf form 16 3d6 zombies 17 ld6 scarecrows 18 ld8 Strahd zombies (see appendix D) 19 l will-o'-wisp 20 l revenant Use the descriptions that follow to help run each random encounter. The table entries are presented in alphabetical order. BAROVIAN COMMONERS The sound of snapping twigs draws your attention to several dark shapes in the fog. They carry torches and pitchforks. If the characters are moving quietly and not carrying light sources, they can try to hide from these Barovians, who carry pitchforks (+2 to hit) instead of clubs, dealing 3 (ld6) piercing damage on a hit. Barovian commoners rarely leave their settlements. This group might be a family looking for a safer place to Jive, or an angry mob searching for the characters or heading toward Castle Ravenloft to confront Strahd. BAROVIAN SCOUTS If at least one character has a passive Wisdom (Perception) score of 16 or higher, read: I You see a dark figure crouched low and perfectly still, aiming a crossbow in your direction. I If more than one scout is present, the others are spread out over a 100-foot-square area. These scouts are Barovian hunters or trappers searching for a missing villager or townsperson. Once they realize the characters aren't out to kill them, they lower their weapons and request help in finding their missing person. If the characters decline, the scouts point them in the direction of the nearest settlement and depart without so much as a farewell. They wield light crossbows (+4 to hit, range 80/320 ft.) instead of longbows, dealing 6 (ld8 + 2) piercing damage on a hit. BERSERKERS These wild mountain folk are covered head to toe in thick gray mud, which makes them hard to see in the fog and well hidden in the mountains they call home. While so camouflaged, they have advantage on Dexterity (Stealth) checks made to hide. Characters whose passive Wisdom (Perception) scores are higher than the berserker's Dexterity (Stealth) check can spot the nearest berserker. STRAHD1 S SPIES As the undisputed master of Barovia, Strahd has many spies, from swarms of bats to wandering Vistani, who report to him at dawn and dusk each day. These agents constantly patrol the land of Barovia and report everything they see to him. Every day and night that the characters remain in Barovia, one or more of the vampire's spies check on them and attempt to return to Strahd with a report. When a spy appears, characters who have a passive Wisdom (Perception) score equal to or greater than the spy's Dexterity (Stealth) check notice it. A spy does not constitute an encounter if the characters are unaware of its presence. If they do notice it, the spy's goal is usually escape, not combat. A secondary goal for a spy might be to acquire some physical object-a possession, an article of clothing, or even some part of a character's body such as a lock of hair-that Strahd can use to improve the efficacy of his scryirrg spell. If one of Strahd's spies is confronted by the party, the spy attempts to grab some accessible item from a character before fleeing. If Strahd acquires such an item, he uses his scryirrg spell to learn as much as he can about the party before planning his next attack, and to verify what his spies have already told him. CHAPTER 2 I THE �NDS OF BA.ROVIA t 29 �--�,tr,

If someone spots the berserker, read: You startle a wild-looking figure caked in gray mud and clutching a crude stone axe. Whether it's a man or a woman, you can't tell. The berserkers shun civilized folk. They try to remain hidden and withdraw if they are spotted, attacking only if trapped or threatened. CORPSE This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter. I You find a corpse. Roll a d6 to determine the nature of the corpse: 1-2. The corpse belonged to a wolf killed by spears and crossbow bolts. 3-5. The corpse belongs to a Barovian man, woman, or child who was clearly torn to pieces by dire wolves. If the party is accompanied by Barovian scouts (see above), the scouts recognize the corpse as the person they were searching for. 6. The corpse looks like one of the characters (determined randomly) but has been stripped of armor, weapons, and valuables. If moved, its flesh melts away until only the skeleton remains. DIRE WOLVES I I A snarling wolf the size of a grizzly bear steps out I of the fog. The area is lightly obscured by fog. If more than one dire wolf is present, the others aren't far behind and can be seen as dark shadows in the fog. The dire wolves of Barovia are cruel, overgrown wolves and Strahd's loyal servants. They can't be charmed or frightened. DRUID AND TWIG BLIGHTS A gaunt figure with wild hair and bare feet bounds toward you on all fours, wearing a tattered gown of stitched animal skins. You can't tell whether it's a man or a woman. It stops, sniffs the air, and laughs like a lunatic. The ground nearby is crawling with tiny twig monsters. The Barovian wilderness is home to druids who worship Strahd because of his ability to control the weather and · the beasts of Barovia. The druids are savage and violent, and each controls a host of twig blights, which fights until destroyed. If all the twig blights are destroyed or the druid loses more than half of its hit points, the druid flees, heading toward Vester Hill (area Y). • CHAPTER 2 I THE LANDS OF BAROVTA 30 T -;=/" f·, V -�. !/ ·. ,'i ... FALSE TRAIL This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter. I You discover a foot trail that cuts through the wilderness. I Evil druids left this trail. Following it in either direction leads to a spiked pit (see "Sample Traps" in chapter 5 of the Dungeon Master's Guide). A thin tarp made of twigs and pine needles conceals the pit, the bottom of which is lined with sharpened wooden stakes. GHOST I A baleful apparition appears before you, its hollow eyes dark with anger. Many ghosts haunt this land. This particular ghost is I all that remains of a person drained of life by Strahd (decide whether it's a man or a woman). It appears and hisses, "No one will ever know you died here." It then attacks. If the ghost succeeds in possessing a character, it leads its host to the gates of Ravenloft (area J) and hurls the host's body into the chasm. GRAVE This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter. I You stumble upon an old grave. I There is a 25 percent chance that the grave is intact, appearing as an elongated earthen mound or a rocky cairn. Characters who dig up the grave find the skeletal remains of a human clad in rusted chain mail (a soldier). Among the bones lie corroded weapons. If the grave isn't intact, it has been violated. The characters find a shallow, mud-filled hole with dirt or rocks strewn around it and a few scattered bones within. HIDDEN BUNDLE This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter. The characters find a leather-wrapped bundle hidden in the underbrush, stuffed inside a hollow log, or nestled in the boughs of a tree. If they open the. bundle; read: I The bundle contains one set.of common clothes sized for ] · a human adult. The clothes have a drab Barovian ' ·'style to .th�m. They belong to a wereraven or werewolf. . HUNTING TRAP This encounter occurs only if the characters are traveling; otherwise., treat the result as no encounter.

Have each of the characters in the front rank of the party's marching order make a DC 15 Wisdom (Survival) check. If one or more of them succeeds, read: You spot a wolf trap, its steel jaws caked with rust. Someone has carefully hidden the trap under a thin layer of pine needles and detritus. Barovian hunters and trappers set these traps hoping to thin out the wolf population, but Strahd's wolves are too clever to be caught in them. If none of the characters in the front rank spots the hidden trap, one random party member steps on it. Rules for the hunting trap are presented in chapter 5, "Equipment," of the Player's Handbook. NEEDLE BLIGHTS l Hunched figures lurch through the mist, their gaunt bod- ] ies covered in needles. The woods crawl with needle blights that serve the evil druids of Barovia. If the characters are moving quietly and not carrying light sources, they can try to hide from these blights. REVEN ANT A figure walks alone with the stride and bearing of one who knows no fear. Clad in rusty armor, it clutches a gleaming longsword in its pale hand and looks ready for a fight. From a distance, the revenant looks like a zombie and might be mistaken for such. A character within 30 feet of the revenant who succeeds on a DC 10 Wisdom (Insight) check can see the intelligence and hate in its sunken eyes. The revenant is clad in tattered chain mail that affords the same protection as leather armor. The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of S.trahd's wolves and other minions, slaying them on sight. If the characters attack it, the revenant assumes they are in league with Strahd and fights them until destroyed. As an action, the revenant can attack twice with its longsword, wielding the weapon with both hands and dealing 15 (2d10 + 4) slashing damage on each hit. If the characters present themselves as enemies of Strahd, the revenant urges them to travel to Argynvostholt (chapter 7) and convince Vladimir Horngaard, .the leader of the Order,of the Silver Dragon, to help them. The revenant would like nothing more than to kill Strahd, but it will not venture to Castle Ravenloft unless it receives orders to do so from Vladimir. If the characters ask the revenant to lead them to Horngaard in Argynvostholt, it does so while avoiding contact with Barovian settlements. SCARECROWS If at least one character has a passive Wisdom (Perception) score of 11 or higher, read: A scarecrow lurches into view. Its sackcloth eyes and rictus are ripe with malevolence, and its gut is stuffed with dead ravens. It has long, rusted knives for claws. If more than one scarecrow is present, the others are close by. If none of the characters has a passive Wisdom (Perception) score of 11 or higher, the scarecrows catch the party by surprise. Baba Lysaga (see chapter 10, area U3) crafted these scarecrows to hunt down and kill ravens and wereravens. The scarecrows are imbued with evil spirits and delight in murdering anyone they encounter. SKELETAL RIDER Through the mist comes a skeletal warhorse and rider, both clad in ruined chainmail. The skeletal rider holds up a rusted lantern that sheds no light. The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. The skeletons ignore the characters unless attacked. If both the rider and its mount are destroyed, this encounter can't occur again. The destruction of one skeleton doesn't prevent future encounters with the other. STRAHD ZOMBIES Not even the cloying fog can hide the stench of death that descends upon you. Something evil approaches, its footsteps betrayed by snapping twigs. If the characters are moving quietly and not carrying light sources, they can try to hide from the Strahd z�mbies. These undead soldiers once. served as guards in Castle Ravenloft. They fled the castle after Strahd became-a.vampire but couldn't avoid their master's wrath. They still wear bits of tatter�d livei;-y,: and they attack the· living . , _ - . !,_ � )_ I:� . • . · .. \ •. (::: .. ' '. · _'. �-'-:;:-;.?(:·-:� ;. .. · .. . ,. . ;: .· ··�- .. ' CHAPTER 2 I THE LANDS OF BA.ROVIA

SWARMS OF BATS I The stillness of the night is shattered by the shriek of bats and the flapping of tiny black wings. These bats are the servants of Strahd. They attack the characters without provocation. SWARMS OF RAVENS Your presence in this dreary land has not gone unnoticed. A raven follows you for several minutes while keeping a respectful distance. The raven doesn't caw or try to communicate with the characters. If they leave it alone, read: More ravens begin to take an interest in you. Before long, their numbers swell, and soon hundreds of them are watching you. I The ravens fly away if attacked. If they are left alone, they watch over the party, remaining with the characters until they reach Castle Ravenloft or a settlement. If the characters have a random encounter with hostile creatures, the raven swarms aid the characters by attacking and distracting their enemies. TRINKET WERE RAVEN This wereraven in raven form watches the characters from a distance. Compare its Dexterity (Stealth) check result to the characters' passive Wisdom (Perception) scores to see whether it remains hidden from the party. If one or more characters spot the creature, read: Through the mist, you see a black bird circling overhead. When it feels your eyes upon it, the raven flies away, but it's back before long, keeping its distance. The wereraven belongs to a secret order called the Keepers of the Feather. If the characters don't spot it, the wereraven shadows them for ld4 hours. At the end of that time, or anytime sooner if the characters attack it, the creature flies home to report what it has seen. If the party has a second random encounter with a wereraven, this one presents itself to the characters as an ally and requests that they travel to the Blue Water Inn in Vallaki to meet "some new friends." It then flies off in the direction of the town. WEREWOLVES If the werewolves are in human form, read: A deep voice calls out, "Who goes there?" Through the chill mist you see a large man in drab clothing wearing a tattered gray cloak. He has shaggy, black hair and thick muttonchops. He leans heavily on a spear and has a small bundle of animal pelts slung over his shoulder. I You find something on the ground. I If the werewolves are in wolf form, read: I You hear the howl of a wolf some distance away. A I random character finds a lost trinket. Roll on the Trinkets table in appendix A, select a specific trinket from the table, or create one on the fly. VISTANI BANDITS I You catch a whiff of pipe smoke in the cold air and hear laughter through the fog. I These evil Vistani march through the Barovian wilderness without concern for thei;_we_ ll-beii;i-g;.s[I\oking pipes, drinking froi:n wiries�rn� •• and�telfi11g gliost stiiries. They are searching fo� g(ay.�{to, pl�nder �r hunting-_ small game. For_'a pri¢� 9ppb,gp/they:offer'to· serve as guides. As long a� , these Yiit�p:i _at'� with the .i>arty, roll a dl2 instead of a dl2 + dB when_ d�terminfng ran- • dom , encounters in the wilderness.'In addition� wolves ., , •.•.. * , . .,_ ·:· �pg dire wolves don't threaten the char�cte�s _ as long .. ����/_=:.ff:� · J s . the Vistani are travelirig with them and aren't thei� . ,·._::._·,, •. ,.,:., ·pnsoners. ·. · :.t\{'rt·t}\ Treasure. One Vistani bandit carries a pouch that -: __ /·_y:·,:._., ;:;holds _ 2d4 small gemstones (worth 50 gp each). . · CHAPTER 2 I THE LANDS OF BAROV1A How the werewolves act depends on the form they have taken. Human Form. Werewolves in human form pretend to be trappers. If more than one is present, the others are within whistling distance. They try to befriend the characters to see if they are carrying silvered weapons .. If the characters appear to have no such weapons, the werewolves assume hybrid form and attack. Otherwise·, they part c0'111pariy with the characters and leave well enough alone:';:· . • · Wolf Form. Werewolves. in wolf form folio� the party . from a safe distance for s$yei-�! 'hours. If their Dc,xterity (Stealth) checks exceed the:Ch_ara�ters' passi_vy Wisdom (Perception) scores, the werewolves. attack :with surprise when the characters de�ide;tohke a sliort or long rest. Otherwise, they wait untirthe' characters·are �eakened by anothe; ranqom �n�6·tl�Jer" before m9viI1g in for the easy kill. . · · . · . · ·. · . ; . · The werewolves' faii is a c;ave complex that overlooks Lake Barat9k (area Z). If you\ised the "Werewolves in · . tli _ e M.ist·advep,ture hook to lure the characters to Baro-

via, captured werewolves can be forced to divulge the location of their den, where they keep their prisoners. WILL-0'-WISP This random encounter occurs only once. If it comes up again, treat the result as no encounter. I Several hundred yards away, through the fog, you see a flickering torchlight. If the characters follow the flickering light, read: The torchlight flutters as it moves away from you, but you never lose sight of it. You make your way quickly yet cautiously through the fog until you come upon the shell of a ruined tower. The upper floors of the structure have collapsed, leaving heaps of rubble and shattered timber around the tower's base . The feeble light moves through an open doorway on the ground floor, then flickers and goes out. The light is a will-o'-wisp that enters the ruined tower and becomes invisible, hoping to lure the characters inside to their doom. I The floor of the tower is made of packed earth. Its interior is desecrated ground (see "Wilderness Hazards" in chapter 5 of the Dungeon Master's Guide). Against the inside wall of the tower, across from the open doorway, is a closed, empty wooden chest. If the characters disturb the chest, 3d6 zombies erupt from the earthen floor and attack. Once the zombies appear, the will-o'-wisp becomes visible and joins the fray. WOLVES I This land is home to many wolves, their howls at the mo- I ment too close for comfort. Characters have a few minutes to steel themselves before these wolves attack. They heed the will of Strahd and can't be charmed or frightened. ZOMBIES I The ungodly stench of rotting flesh hangs in the air. Up ahead, the walking, moaning corpses of dead men and women lumber about. These unfortunate Barovians·fell prey to the evils of the land and now shamble from place to place as a ravenous mob. -- AREAS OF BAROVIA The following areas correspond to labels on the map of Barovia on page 35 and on the poster map. A. OLD SVALICH ROAD Black pools of water stand like dark mirrors in and around the muddy roadway. Giant trees loom on both sides of the road, their branches clawing at the mist. If the characters are walking along the road, they arrive at area B after 5 hours. If the characters are traveling in Vistani wagons, the travel time is halved. B. GATES OF BAROVIA Two sets of these gates exist: one west of the village of Barovia and one east of the village. The fog spills out of the forest to swallow up the road behind you. Ahead, jutting from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two headless statues of armed guardians flank the gate, their heads now lying among the weeds at their feet. They greet you only with silence. If the characters are traveling on foot, the gates swing open as they approach, screeching as the hinges move. THE LANDS OF BAROVIA: COMMON FEATURES Unless the text says otherwise, the following rules apply to doors, secret doors, locks, and webs in these lands. Doors. A wooden door can be forced open with a successful DC 10 Strength check, or DC 15 if the door is barred or reinforced in some other manner. Increase the DC by 5 if the door is made of stone, or by 10 if it is made of iron. Decrease the DC by 5 if the door is made of glass or amber, or if the door is weakened in some manner (such as by rot or corrosion). Secret Doors. If there are obvious clues to a secret door's presence, such as scratch marks on a nearby wall or footprints leading to it, a character with a passive Wisdom (Perception) score of 15 or higher notices the secret door. Otherwise, finding a secret door requires a search of the area and a successful DC 15 Wisdom (Perception) check. Locks. A creature proficient with thieves' tools can use them to pick a typical lock with a successful DC 15 Dexterity check. A typical padlock can be broken by smashing it with a bludgeoning or slashing weapon and succeeding on a DC 20 Strength check. Webs. Characters can pass through ordinary webs, including thick cobwebs, without fear of being restrained or slowed down. A character can clear away the cobwebs from a 10-foot square as an action. Webs woven by giant spiders are a different matter; see "Dungeon Hazards" in chapter 5 in the Dungeon Master's Guide for rules on giant spider webs. CHAPTER 2 I TH.E LANDS OF BAROVlA

The gates close behind the characters after they pass through. If the characters are riding in Vistani wagons, the gates open in front of the lead wagon and close when the rear one has entered. The eastern gates don't open for people trying to leave Strahd's domain unless they are accompanied by Vistani. The fog chokes any non-Vistani that passes through the gates or skirts around them when they are closed (see "Mists of Raven loft" earlier in this chapter). If Strahd is defeated, the gates of Barovia swing open, and the road east becomes clear of fog. C. SVALICH WOODS Towering trees, whose tops are lost in heavy gray mist, block out all but a death-gray light. The tree trunks are unnaturally close to one another, and the woods have the silence of a forgotten grave, yet exude the feeling of an unvoiced scream. If the characters are traveling in Vistani wagons, they can continue on to the village of Barovia (area E) without incident. If the characters are following the road on foot, the party member who has the highest passive Wisdom (Perception) score notices something: I You catch the scent of death on the air. I The character can follow the stench to its source: The foul scent leads you to a human corpse half-buried in the underbrush about fifteen feet from the road. The young man appears to be a commoner. His muddy clothes are torn and raked with claw marks. Crows have been at the body, which is surrounded by the paw prints. The man has obviously been dead for several days. He holds a crumpled envelope in one hand. The dead man, Dalvan Olensky, was trying to escape from Barovia with a letter from his master when he was killed on the road by Strahd's dire wolves. Wanting to return at once to Strahd, the wolves left the body in the woods but have not yet returned to feast. The letter in Dalvan's hand has a large "B" set into its wax seal. The parchment is worn and flimsy. If the characters open and read the letter, show the players "Kolyan Indirovich's Letter (Version 2)" in appendix F. The letter is dated one week ago. Dalvan was instructed to place the letter at the gates, in the hope that visitors would find it and turn back. If the characters linger in the woods, they hear a lone wolf howl far off in the forest. Each round, one more wolf adds its voice to the howling, with the sound getting progressively closer to the party. If the characters are still in the woods after 5 rounds of howling, five dire wolves arrive and attack. If the characters are trying to leave Barovia, these dire wolves are joined by a pack of twenty wolves. The wolves and the dire wolves stop their attack if the characters return to the road and head toward the village of Barovia (area E).

D. RIVER lVLIS When the characters come within sight of this river for the first time, read: I This river flows as clear as a blue winter sky through the valley. I The river is roughly 50 feet wide, with a depth ranging from 5 to 10 feet. Arching stone bridges span the river at two points, one near the village of Barovia (area E) and the other near Tser Falls (area H). E. VILLAGE OF BAROVIA Chapter 3 describes the village of Barovia and the gloomy folk who reside there. F. RIVER lVLIS CROSSROADS Check for a random encounter whenever the characters reach area F, unless they are accompanied by Vistani. An old wooden gallows creaks in a chill wind that blows down from the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: BAROVIA VILLAGE to the east, TSER Pool to the northwest, and RAVENLOFT/VALLAKI to the southwest. The northwest fork slants down and disappears into the trees, while the southwest fork clings to an upward slope. Across from the gallows, a low wall, crumbling in places, partially encloses a small plot of graves shrouded in fog. The northwest fork leads down to the river and area G. The road southwest leads to area H. The east road leads to an arching stone bridge and continues on to the village of Barovia (area E). If the characters are traveling with Vistani, the Vistani lead them along the northwest road to the Vistani encampment. The gallows stand atop a rotting platform 5 feet high, with wooden stairs leading up to it. Eleven graves are here with blank gravestones. The forgotten people buried here were hanged from the gallows. Characters who dig up the graves find rotted coffins containing moldy bones. THE HANGED ONE As the characters leave the area, read: You hear a creaking noise behind you, coming from the gallows. Where there was nothing before now hangs a lifeless, gray body. The breeze turns the hanged figure slowly, so that it can fix its dead eyes upon you. One random character sees him- or herself hanging from the gallows. The other characters see an unfamil-

iar Barovian. The corpse looks and smells real, and it rapidly melts away into nothing if touched or moved. FORTUNES OF RAVENLOFT If your card reading reveals that a treasure is here, it is buried in one of the graves. For each grave the characters dig up, there's a cumulative 10 percent chance of finding the treasure. G. TSER POOL ENCAMPMENT The road gradually disappears and is replaced by a twisted, muddy path through the trees. Deep ruts in the earth are evidence of the comings and goings of wagons. The canopy of mist and branches suddenly gives way to black clouds boiling far above. There is a clearing here, next to a river that widens to form a small lake several hundred feet across. Five colorful round tents, each ten feet in diameter, are pitched outside a ring of four barrel-topped wagons. A much larger tent stands near the shore of the lake, its sagging form lit from within. Near this tent, eight unbridled horses drink from the river. The mournful strains of an accordion clash with the singing of several brightly clad figures around bonfire. A footpath continues beyond this encampment, meandering north between the river and the forest's edge. The eight draft horses drinking from the river are used to pull the Vistani wagons and aren't easily startled. If the characters are brought to this camp by the Vistani, their escorts remain at the camp and don't accompany the adventuring party any farther. Twelve Vistani (CN male and female human bandits) are standing and sitting around the fire, telling stories and guzzling wine. They are intoxicated and have disadvantage on attack rolls and ability checks. Three sober Vistani (CN male and female human bandit captains) are resting in three of the four wagons but leap quickly into action if an alarm is raised. Although the Vistani in this camp are in league with Strahd, they attack only if the characters provoke them with threats or insults. Otherwise, the characters are offered flasks of wine and invited to join the reverie. If the characters linger at the camp, continue with "A Vistana's Tale" below. If they seem in a hurry to leave, one of the Vistani tells them, "It was fated that you would visit our humble camp. Madam Eva foretold your coming. She awaits you." The Vistana then points to the largest tent. If the characters head that way, continue with "Madam Eva's Tent." A V1sTANA's TALE If the characters linger by the fire, one of the Vistani recounts the following tale: "A mighty wizard came to this land over a year ago. I remember him like it was yesterday. He stood exactly where you're standing. A very charismatic man, he was. He thought he could rally the people of Barovia against the devil Strahd. He stirred them with thoughts of revolt and bore them to the castle en masse. t5s(r :Qoot encampm(nr VfNaG)>�- -�==��

"When the vampire appeared, the wizard's peasant army fled in terror. A few stood their ground and were never seen again. "The wizard and the vampire cast spells at each other. Their battle flew from the courtyards of Ravenloft to a precipice overlooking the falls. I saw the battle with my own eyes. Thunder shook the mountainside, and great rocks tumbled down upon the wizard, yet by his magic he survived. Lightning from the heavens struck the wizard, and again he stood his ground. But when the devil Strahd fell upon him, the wizard's magic couldn't save him. I saw him thrown a thousand feet to his death. I climbed down to the river to search for the wizard's body, to see if, you know, he had anything of value, but the River lvlis had already spirited him away." The Vistana storyteller doesn't remember the wizard's name, but recalls that it sounded important. If the characters haven't spoken with Madam Eva, the storyteller urges them to do so. MADAM EvA's TENT If the characters decide to see Madam Eva, read: Magic flames cast a reddish glow over the interior of this tent, revealing a low table covered in a black velvet cloth. Glints of light seem to flash from a crystal ball on the table as a hunched figure peers into its depths. As the crone speaks, her voice crackles like dry weeds. "At last you have arrived!" Cackling laughter bursts like mad lightning from her withered lips. Madam Eva (see appendix D) speaks the name of each party member and makes some reference to that individual's past deeds. She then asks the characters if they want their fortunes read. If they say yes, Madam Eva produces a worn deck of cards and proceeds with the sequence outlined in chapter 1. (If the characters don't want a reading of their fates, continue play using the card reading you performed before starting the adventure.) Madam Eva might seem mad, but she is, in fact, cunning and sharp of mind. She has met a good many adventurers in her time and knows they can't be fully trusted. She wants to free the land of Barovia from its curse, and her fate is interwoven with Strahd's (see appendix D for details). She does the vampire's bidding when called upon and does nothing to anger Strahd or bring harm to the Vistani. She never gives aid and never asks for any. · · TREASURE For each Vistani tent ot wagon that the characters search, roll once on th<, following table to determine what treasure is found: d20 Treasure 1-10 None 11-13 Sack oflOO ep (each coin stamped with Strahd's visage in profile) 14-16 Pouch containing 4d6 gemstones worth 100 gp each 17-19 Sack containing 3d6 pieces of cheap jewelry worth 25 gp total and ld6 pieces of fine jewelry worth 250 gp each 20 One magic item (roll once on Magic Item Table B in the Dungeon Master's Guide) FORTUNES OF RAVENLOFT If your card reading reveals that a treasure is here, it is hidden in one of the Vistani wagons. Madam Eva grants the characters permission to search the wagons if they ask, and any such search yields the treasure. H. TSER FALLS If the characters reach area H by following the footpath from the Vistani encampment (area G), read: You follow the river to the base of a canyon, at the far end of which a great waterfall spills into a pool, billowing forth clouds of cold mist. A great stone bridge spans the canyon nearly one thousand feet overhead. If the characters are on the high road instead, read: You follow the dirt road as it clings to the side of a mountain and ends before an arching bridge of moldencrusted stone that spans a natural chasm. Gargoyles cloaked in black moss perch on the corners of the bridge, their frowns weatherworn. On the mountainous side of the bridge, a waterfall spills into a misty pool nearly a thousand feet below. The pool feeds a river that meanders into the fog-shrouded pines that blanket the valley. The chasm's walls are slippery and sheer, and can't be scaled without the aid of magic or a climber's kit. The bridge is slick with moisture but safe to cross. The road south of the bridge leads down the mountainside to area F; the road north cuts through the mountains to area I. The gargoyles on the bridge are harmless sculptures. I. BLACK CARRIAGE Even here, in the mountains, the forest and the fog are inescapable. Ahead, the dirt road splits in two, widening toward the east. There you see patches of cobblestone, suggesting that the eastern branch was once an important thoroughfare. CHAPTER 2 I THE LANDS OF BAROV!A 37

/ If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the road, pointed east, is a large black carriage drawn by two black horses. The horses snort puffs of steamy breath into the chill mountain air. The side door of the carriage swings open silently. The two black draft horses are under Strahd's control. The horses wait for the characters to pile into the carriage if they so desire. There is room inside for eight of them. If they get into the carriage, the horses draw it down the road to area]. The horses can't be discouraged from their course, not even by a skilled teamster. Characters who don't want to travel east in the carriage can follow the road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H). J. GATES OF RAVENLOFT The following text assumes that the characters arrive here in the carriage from area I. Modify the text as needed if the characters arrive by another means. After winding through the forest and craggy mountain peaks, the road takes a sudden turn to the east, and the startling, awesome presence of Castle Raven loft towers before you. The carriage comes to a dead stop before twin turrets of stone, broken from years of exposure. Beyond these guard towers is the precipice of a fifty-foot-wide, fog-filled chasm that disappears into unknown depths. A lowered drawbridge of old, shored-up wooden beams stretches across the chasm, between you and the archway to the courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining under the weight. From atop the high walls, stone gargoyles stare at you out of their hollow eye sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs above the entry tunnel. Beyond this location, the main doors of Raven loft stand open. A rich, warm light spills from within, flooding the courtyard. Torches flutter sadly in sconces on both sides of the open doors. The drawbridge appears sturdy, but _ :;i few of its boards are missing and it creaks and g�oans under a�y weight. Each time a creature other than ·strahd or a horse that draws his carriage crosses the drawbridge, there is a 5 percent chance of one of its boards breaking under the creature. If a board breaks, the creature must succee.d on a DC 10 Dexterity saving throw or fall to the bottom of the cliffs, 1,000 feet below. If a companiol') is within 5 feet of the creature and reaches out to grab it, the creature has advantage on the save. CHAPTER 2 I THE LANDS OF BAROVIA GREEN SLIME A patch of green slime (see "Dungeon Hazards" .in chapter 5 of the Dungeon Master's Guide) clings to the portcullis in the entry tunnel, and can be spotted with a successful DC 20 Wisdom (Perception) check. The slime will not fall on characters entering the castle, but it does fall on the first character who leaves by this route. K. CASTLE RAVENLOFT Chapter 4 explores Castle Ravenloft, lair of the vampire Strahd von Zarovich. L. LAKE ZAROVICH At the foot of a mountain, nestled in the misty forest, is a large lake. The water is perfectly still and dark, reflecting the black clouds overhead like a monstrous mirror. If the characters arrive along the shore north of Vallaki in the daytime, add: Pulled up along the south shore are three small rowboats. A fourth boat can be seen in the middle of the lake, with a lone figure sitting in it, fishing pole in hand. Each rowboat can safely hold five people. The person fishing on the lake is Bluto Krogarov (NE male human commoner), a resident ofVallaki. He is in a trance and doesn't respond to anything or anyone unless attacked. His boat is 400 feet from the nearest shore. Tied up in the boat is a seven-year-old Vistana named Arabelle (LN female human commoner with 2 hit points and no effective attacks). She is bound with hempen rope, wrapped in a burlap sack, and lying prone so that she can't be seen or heard from the shore. ROLEPLA YING BLUTO Bluto Krogarov is a destitute drunkard. He's desperate to catch some fish and trade them for wine at the Blue Water Inn. After he was unable to catch a single fish for a week, he kidnapped Arabelle, believing that Vistani are lucky. He intends to sacrifice her to the lake, hoping it will give up some of its fish in return. If the characters watch Bluto from the sh9re for several minutes, or if they row out into the lake to greet him, he tosses the burlap sack into the water, watches it sink, and waits with fishing pole in hand for his reward .. Bluto is a hollow shell of a·man, barely able to understand his own actions. He is unarmed and does nothing to aid or thwart the characters. ROLEPLAYING ARABELLE Characters who act quickly cari save Arabelle before she drowns. A character on the shore must succeed on a DC 15 Strength (Athletics) check to reach her in time. The DC is 10 for characters who took a rowboat out onto the lake.

Arabelle has alabaster-white skin and raven-black hair. If rescued, she demands to be returned to her family's camp outside Vallaki (chapter 5, area N9). She is certain that her father, Luvash, will give the characters a reward for doing so. A descendant of Madam Eva with the blood of Barovian royalty in her veins, Arabelle is unaware of her connection to Strahd. She acts more like an adult than a child. Despite her recent misadventure, she believes that a great destiny awaits her. M. MAD MAGE OF MOUNT BARATOK This encounter can occur anywhere along the base of Mount Baratok. North of the mountain lake, the trees begin their steady climb up the slopes of Mount Baratok, its monolithic presence oppressive at this distance. The ground here is rocky, uneven, and tiring to navigate. Even the wolves avoid this neck of the woods. Soon, you climb above the blanket of fog that engulfs the valley. Dark thunderclouds roll overhead. You see an elk standing on a rocky spur about sixty feet away. Suddenly, it assumes the form of a man in tattered black robes. His hair and beard are long, black, and streaked with gray, and his eyes crackle with eldritch power. The Mad Mage of Mount Baratok (CN male human archmage) came to Barovia more than a year ago to free its people from Strahd's tyranny, but he underestimated Strahd's hold over the land and the creatures in it. After a battle between the two in Castle Ravenloft, Strahd drove the Mad Mage to the mountains and sent the wizard hurling over Tser Falls (area H). The wizard, his staff and spellbook lost, survived the fall and retreated into the mountains, hoping to regain his power, only to be driven mad by the realization that he no longer has any hope of defeating Strahd or freeing the people of the vampire's damned realm. The Mad Mage has forgotten his name and the world whence he came. In fact, he doesn't remember anything that happened before the madness. He suffers from the paranoia that powerful enemies are hunting him, and that their evil agents are everywhere and watching him. Believing that the characters aim to kill him, the Mad Mage unleashes his destructive magic. As he tears into them, he shouts, "You think my magic has grown weak? Think again!" If he is reduced to 50 hit points or fewer, he shouts, "Tell your dark masters they can break my body, but never my spirit!" He then tries to escape. Under normal circ*mstances, a greater restoration spell cast on the Mad Mage would restore his wits and ends the madness, allowing him to remember that he is none other than Mordenkainen, an archmage of Oerth and the leader of a powerful group of adventurers called the Circle of Eight But in this case, the Mad Mage has cast a mind blank spell on himself. As long as that spell remains in effect, his sanity can't be restored by any spell. If the characters surmise that powerful magic is preventing them from restoring the Mad Mage's wits, they can, with a successful DC 15 Charisma (Persuasion) check, convince the Mad Mage to divulge the reason why their spell failed. A character can also ascertain the cause of the spell's failure with a successful DC 18 Intelligence (Arcana) check. The Mad Mage's mind blank spell has a remaining duration of 3d6 hours, after which his madness can be cured normally. The Mad Mage has a different spell list from that of the archmage in the Monster Manual, and he has already used one 1st-level spell slot to cast mage armor on himself, one 4th-level spell slot to cast polymorph on himself, one 7th-level spell slot to cast Mordenkainen's magnificent mansion (see "The Mad Mage's Mansion"), and one 8th-level spell slot to cast mind blank on himself. Cantrips (at will):jire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): mirror image, misty step, web 3rd level (3 slots): counterspe/1,jly, lightning bolt 4th level (3 slots): Mordenkainen's faithful hound, polymorph, stoneskin 5th level (3 slots): Bigby's hand, cone of cold, scrying 6th level (1 slot): true seeing 7th level (1 slot): Mordenkainen's magnificent mansion 8th level (1 slot): mind blank 9th level (1 slot): time stop THE MAD MAGE'S MANSION If the characters rescue the archmage from his madness, he invites them to his "mansion." He leads them up the mountain to an invisible doorway that serves as the entrance to his extradimensional lair, created using the Mordenkainen's magnificent mansion spell. There, he provides them with food and sanctuary away from the prying eyes of Strahd and his spies. Characters are free to take a short or long rest, during which time they aren't disturbed. Mordenkainen is familiar with worlds beyond his own. For example, if the characters come from the Forgotten Realms and mention this fact to Mordenkainen, he asks them if they know his old friend Elminster of Shadowdale. If Mordenkainen isn't the party's ally as foretold in Madam Eva's card reading (see chapter 1), he declines to join them if asked. With his wits restored, he sets out to find his missing staff and spellbook, leaving the characters on their own. He doesn't allow them to help him, for he fears they might be tempted to steal either his staff or his spellbook. (Being an adventurer himself, he k_nows how the lure of powerful magic can bring out the worst in adventurers.) Before he leaves, as a parting gift, the archmage imbues each character with a charm of heroism (see "Supernatural .Gifts" i_n chapter 7 of the Dungeon Master's Guide). . . FOR.TUNES OF ·RAVENLOFT , If your· card reading reveals t,hat the Mad Mage is the " party's aHy in the battle against Strahd, Mordenkainen CHAPTER 2 I THE LANDS OF BAROVlA 39

can be persuaded to help them once his sanity is restored. He won't join them on their travels, but he will help them in a fight with Strahd if they have discovered where to find the vampire and how to destroy him. With his sanity restored, Mordenkainen can be stubborn and difficult even with his friends, and doesn't suffer fools. He normally spends more time listening than talking, but when he does speak, his pronouncements are authoritative and not to be questioned. The archmage has never had his fortune read by Madam Eva and doesn't care to, but if he is told about the Holy Symbol of Ravenkind, the Tome of Strahd, and the Sunsword, he insists that these items be recovered before he and the party confront Strahd. If Strahd is defeated and Mordenkainen survives, the archmage gladly accompanies the characters back to their world if they invite him, if only not to disappoint them. N. TOWN OF VALLAKI Chapter 5 describes the town ofVallaki. 0. OLD BONEGRINDER Chapter 6 details Old Bonegrinder, a decrepit windmill occupied by hags. P. LUNA RIVER CROSSROADS Always check for a random encounter when the characters reach area P in their travels. The road comes to an X intersection, with branches to the northwest, northeast, southwest, and southeast. The lower half of a snapped wooden signpost thrusts upward at an angle near the eastern elbow of the intersection. The top half of the sign, featuring arms pointing in four directions, lies in the weeds nearby. The characters can easily figure out how the top half of the signpost connects to the lower half. When the two parts of the sign are aligned and rejoined, the arms indicate KREZK and TsOLENKA PASS to the southwest, LAKE BARATOK to the northwest, VALLAKI and RAVENLOFT to the northeast, and BEREZ to the southeast. The Old Svalich Road, which runs northeast to southwest between Vallaki (area N) and Krezk (area S), is generally level. About a quarter mile along the northeast branch, an arching stone bridge crosses the Luna River. The northwest branch of the crossroads climbs gently, becoming a dirt trail through the woods within half a mile. It merges with the O)d Svalich Roact' again after � couple of miles, but not before sprouting a branch that leads to Van Richten's to;er on Lake Baratok (area V). The southeast branch wends gently downward as it follows the river into a valley. This trail eve�tually ends at the mostly abandoned riverside burg of Berez (area U). ·Q. ARGYNVOSTHOLT Chapter 7 details the ruined mansion Argynvostholt, once a refuge of the Order of the Silver Dragon, which opposed Strahd and failed. R. RAVEN RIVER CROSSROADS Always check for a random encounter whenever the characters reach area R. This stretch of the Old Svalich Road has multiple branches. One branch heads north, quickly turning into a dirt path that leads to Van Richten's Tower on Lake Baratok (area V). One branch heads south, becoming Tsolenka Pass (area T) as it winds through the lower mountains and clings to the side of Mount Ghakis. A third branch heads west toward the Wizard of Wines winery and vineyard (area W), dipping south as it changes from a road into a gravel trail. Standing at the intersection of the Old Svalich Road and the road to the winery is a signpost: You see a weatherworn signpost next to the road. The three arms of the sign point along the three branches of the road. The arm pointing north reads KREZK, and through the woods you can see an arching stone bridge spanning a river. The arm pointing east reads VALLAKI, and the road slopes up gradually in that direction. The arm pointing southwest reads THE W1zARD OF W1NES. The road slopes gently downward in that direction. S. VILLAGE OF KREZK Chapter 8 visits the village of Krezk and the nearby Abbey of Saint Markovia. T. TSOLENKA PASS Chapter 9 explores the Tsolenka Pass, which hugs the side of Mount Ghakis. U. RUINS OF BEREZ Chapter 10 describes the ruins of Berez, a riverside village that is now home to the hag Baba Lysaga. V. VAN RICHTEN's TowER Chapter 11 details Van Richten's Tower, a dilapidated structure that originally belonged to the wizard Khazan. w. THE WIZARD OF WINES Chapter 12 visits the Wizard of Wines, the vineyard and winery that provides Barovia much of its wine. X. THE AMBER TEMPLE Chapter 13 delves into theAmber Temple, the dungeon complex where Strahd gave himself to the Dark Powers. Y. YESTER HILL Chapter 14 describes Yester Hill, a: remote hilltop that belongs to druids who venerate Strahd as lord of the land. z. WEREWOLF DEN Chapter 15 delves int.o the cave complex that is the main . den of Barovia's werewolves.

CHAPTER 3: THE VILLAGE OF BAROVIA HE VILLAGE OF BAROVJA IS THE SADDEST place in the land, its residents so terrified of Strahd that they rarely venture from their homes. The village lies in the shadow of Castle Raven loft, buried under fog but still unable to hide from the vampire's sight. Until recently, Strahd had been paying nightly visits to lreena Kolyana, the adopted daughter of the village burgomaster. Ireena carries the soul of Strahd's beloved Tatyana and looks exactly like her. Strahd intends to make Ireena his bride, turn her into a vampire, and lock her away in the castle crypts for all time. APPROACHING THE VILLAGE When the characters first approach the village, read: Tall shapes loom out of the dense fog that surrounds everything. The muddy ground underfoot gives way to slick, wet cobblestones. The tall shapes become recognizable as village dwellings. The windows of each house stare out from pools of blackness. No sound cuts the silence except for mournful sobbing that echoes through the streets from a distance. The sobbing comes from Mad Mary's townhouse (area E3). With the exception of areas El and E2, all the shops in the village are permanently closed, and the unoccupied shops have been looted of anything valuable. Claw marks cover most of the walls. When the fog eventually burns off, Castle Ravenloft looms over the village, like a lance piercing the sky. HOUSE OCCUPANTS If the characters explore a residence other than Mad Mary's townhouse (area E3) or the burgomaster's mansion (area E4), roll a d20 and consult the following table to determine the house's occupants. SAME VOICE, SAME FACE, SAME graceful body, she was Tatyana come back to life again. I was absolute/}! witless from astonishment. -Strahd van Zarovich in I, Strahd: The Memoirs ofa Vampire OCCUPANTS OF HOUSES IN BAROVIA d20 Occupants 1-3 None 4-8 2d4 swarms of rats 9-16 Barovian villagers 17-20 2d4 Strahd zombies (see appendix D) RATS A house infested with rats looks abandoned. The rats are servants of Strahd and attack if the characters explore the interior of the house. BAROVIAN VILLAGERS A house of Barovian villagers is home to ld4 adults (LG male and female human commoners) and ld8 - 1 children (LG male and female noncombatants). Characters who listen at the door hear low, muffled whispers from within. These villagers aren't interested in speaking with strangers and never attack first, always fleeing from danger if possible. At night they cower by candlelight and keep makeshift holy symbols close at hand. STRAHD ZOMBIES When the characters open a door or a shuttered window of a house infested with Strahd zombies, they are assailed by the stench of death. If the characters dare to enter, the zombies converge on their location.

CHAPTER 3 I THE VILLAGE OF BAROVIA

" AREAS OF THE VILLAGE The following areas correspond to labels on the map of the village of Barovia on page 42. El. BILDRATH'S MERCANTILE The sparse light from this building spills out from behind drawn heavy curtains. A sign over the door, creaking on its hinges, reads "Bildrath's Mercantile." The establishment is 70 feet long by 40 feet wide. The owner, Bildrath Cantemir (LN male human commoner), sells items from the Adventuring Gear table in the Player's Handbook, but only items with a price lower than 25 gp in the table, and he sells them for ten times the price. Bildrath trades with the Vistani when they pass through. He is also happy to make a profit from any strangers unlucky enough to find themselves here. He serves his own interests and offers no sanctuary. He never bargains since, as he says, "If you want it badly enough, you'll pay for it." He has no competition in the village. If the characters give Bildrath a hard time, he calls Parriwimple (LG male human), his nephew and stockboy, to help him out. Parriwimple has the statistics of a gladiator, except that he has an Intelligence of 6 and doesn't carry a shield (AC 14). Parriwimple's real name is Parpol Cantemir, but no one in the village calls him that. His muscles rippling beneath his leather tunic should give ample notice of his strength. At the same time, Parriwimple is simple-minded. He is devoted to his uncle and will not follow the characters as long as Bildrath has something to say about it. E2. BLOOD OF THE VINE TAVERN A single shaft of light thrusts illumination into the main square, its brightness looking like a solid pillar in the heavy fog. Above the gaping doorway, a sign hangs precariously askew, proclaiming this to be the Blood on the Vine tavern. The tavern building is about 60 feet square. Close inspection of the sign reveals that it originally read "Blood of the Vine." (An "n" has been scratched over with the "f.") This once finely appointed tavern has grown shoddy over the years. A blazing fire in the hearth gives scant warmth to the few huddled souls within. They include the barkeep, three Vistani sitting together, and a man named Ismark Kolyanovich-who happens to be the son of the village burgomaster, Kolyan lndirovich. ROLEPLAYING !SMARK Ismark (LG male human veteran) is a young man who sits by himself at a corner table, sipping his wine. Other villagers call him "lsmark the Lesser" because he has lived in the shadow of his father for most of his life. lSM/\RK TME LESSER Ismark isn't a typically dour Barovian. He invites the characters to join him, offers to pay for their wine, and asks for their aid in protecting his adopted sister, Ireena Kolyana. If they agree to help, he takes them to the burgomaster's residence (area E4). He wants the characters to help him escort Ireena to Vallaki, a settlement in the heart of the valley, beyond the view of Castle Raven loft and (he hopes) beyond the reach of Strahd. Ismark knows that moving Ireena is a gamble, since she's vulnerable to Strahd when she is outside their home, but he has heard assertions that Vallaki is well defended. Ismark is as tight-lipped as any of the other Barovian villagers, unless the talk deals with Ireena or Strahd. Ismark knows everything the other villagers know. He also knows that, for some unknown reason, Strahd is attracted to Ireena and desires her above all others. If you used the "Plea for Help" adventure hook and the characters show Ismark the letter they received, he knows the burgomaster's handwriting well enough to confirm that the letter was not written by his father. Ismark has spent most of his adult life training with weapons in the hope of one day confronting and killing the Strahd. If the characters suggest that he accompany them, Ismark agrees provided that Ireena is first taken to a place of safety. As long as Ismark accompanies the characters, he acts as a party member for the purpose of determining each character's share of experience points (though he gains no experience points himself). RoLEPLAYING THE OTHER NPCs Use the following information to roleplay the other NPCs in the tavern. Arik the Barkeep. A pudgy little man named Arik Lorensk (CN male human commoner) tends bar. CHAPTER 3 I THE VILLAGE OF BAROVlA -- _ 43 -,z=y--

44 Mindlessly, he cleans glasses, one after another. When they're all clean, he starts over. If he is spoken to, he takes orders for drinks in a dull, hollow voice. A small glass of wine costs 1 cp. A pitcher of wine costs 1 sp. After serving drinks, Arik returns to cleaning glasses. He ignores all attempts to question him. Vistani Owners. Three Vistani spies (N female humans) named Alenka, Mirabel, and Sorvia sit at a table near the front door. They own the tavern and see to it that all customers pay their tabs. They otherwise show little interest in the characters. If the characters arrive in the company of other Vistani, the owners are much more likely to engage them in conversation and provide useful information. They suggest that the characters visit Madam Eva (see chapter 2, area G) to have their fortunes read. E3. MAD MARY'S TOWNHOUSE A moaning sob floats through the still, gray streets, coloring your thoughts with sadness. The sounds flow from a dark, two-story townhouse. The house, which is about 40 feet square, is boarded up and barricaded from the inside. Mad Mary (CN female human commoner) sits in the center of the floor in an upstairs bedroom, clutching a malformed doll. She is lost in her sorrow and despondency. She barely recCHAPTER 3 I THE VILLAGE OF BAROVJA ognizes the presence of anyone in the room. She says nothing in the presence of anger, but she will talk, albeit haltingly, to someone who talks with her gently. Mary hid her beloved daughter, Gertruda, in this house for the girl's entire life. Gertruda, now a teenager, broke out of the house a week ago and has not been seen since. Her mother fears the worst-and is justified in doing so. See area K42 in chapter 4 for more information on Gertruda's fate. The malformed doll has a strange leer and wears a sackcloth dress. It belonged to Mary in her youth and was passed down to Gertruda. Gadof Blinsky, the toymaker of Vallaki (see chapter 5, area N7), made the doll. Stitched into the hem of its dress is a frayed tag bearing the words "Is No Fun, Is No Blinsky!" E4. BURGOMASTER'S MANSION A weary-looking mansion squats behind a rusting iron fence. The iron gates are twisted and torn. The right gate lies cast aside, while the left swings lazily in the wind. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down to create a path all about the domain. Heavy claw markings have stripped the once-beautiful finish of the walls. Great black marks tell of the fires that have assailed the mansion. Not a pane nor a shard of glass stands in any window. All the windows are barred with planks, each one marked with stains of evil omen. Characters who survey the grounds can, with a successful DC 11 Wisdom (Perception) check, discern trampled weeds all around the mansion as well as scores of wolf paw prints and human footprints. The footprints were made by zombies and ghouls under Strahd's control. Treena Kolyana (LG female human noble with 14 hit points), the adopted daughter of the burgomaster, is inside the mansion and won't open the heavily barred door to anyone unless she is convinced that those outside her door have no allegiance to Strahd. If the characters convince her, either with good roleplaying or a successful DC 15 Charisma (Deception or Persuasion) check, or iflsmark is with them, she opens the door and invites them in. If the characters eµter the mansion, read: The interior of the mansion is well furnished, yet the fixtures show signs of great wear. Noticeable oddities are the boarded-up windows and the presence of holy symbols in every room. The burgomaster is in a side drawing room on the floor-lying in a simple wooden coffin surrounded by wilting flowers and a faint odor of decay. Ismark and. Treena made the coffin themselves.

ROLEPLAYING !REENA Ireena, a striking young woman with auburn hair, has been bitten twice by Strahd. The villagers are afraid of her and avoid her. The characters are Ireena's best hope for protection, so she is willing to accompany them under certain conditions. Although she appears mild, she has a strong will, and she aids the party as best she can in saving herself. She doesn't remember her early past. She doesn't know how she came to Barovia or where she came from. Moreover, her encounters with Strahd are fuzzy memories, thanks to his vampiric charm, but she can recall clearly the blazing hunger in his eyes. She tells the characters that wolves and other terrible creatures attacked the house night after night for weeks. The burgomaster's heart couldn't stand the constant assault, and he died three days ago. Strangely, since his death, the house has not come under attack. She says that no one from the village has been brave enough to help Ismark take Kolyan Indirovich to the cemetery for proper burial. Ireena asks the characters if they would be so kind as to help Ismark deliver her father's body safely to Donavich, the local priest (area ES). She refuses to be taken to Vallaki or anywhere else while the burgomaster lies dead on the mansion floor. E5. CHURCH Atop a slight rise, against the roots of the pillar stone that supports Castle Raven loft, stands a gray, sagging edifice of stone and wood. This church has obviously weathered the assaults of evil for centuries on end and is worn and weary. A bell tower rises toward the back, and flickering light shines through holes in the shingled roof. The rafters strain feebly against their load. !REENA KOLVANA If the characters approach the church doors, add: l The heavy wooden doors of the church are covered with I claw marks and scarred by fire. The village priest, Donavich, lives here. Other Barovians shun the church for reasons that will quickly become obvious. The following areas correspond to labels on the map of the church on page 46. E5A. HALL The doors open to reveal a ten-foot-wide, twenty-footlong hall leading to a brightly lit chapel. The hall is unlit and reeks of mildew. Four doors, two on each side of the hall, lead to adjacent chambers. You can see that the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor. The scream comes from the church's undercroft (area ESg). The soft voice uttering the prayer belongs to Donavich, the priest (see area ESf). E5B. DoRu's BEDROOM This dirty, lightless room contains a wooden bed with a straw-filled mattress. Mounted above the bed's headboard is a wooden holy symbol. This room once belonged to Doru, Donavich's son, who is trapped in the undercroft (area ESg). It hasn't been used in more than a year and contains nothing of value. E5c. DONAVICH's BEDROOM This dirty room contains a wooden bed with a strawfilled mattress, next to which rests a small table with an oil lamp burning brightly on it. Mounted above the bed's headboard is a wooden sun-shaped holy symbol. This is Donavich's room and contains nothing of value. E5D. TRAPDOOR Time and neglect have punched holes in the ceiling of this moldy room, which contains a few broken roof shingles amid puddles of water. In one corner, set into the floor, is a heavy wooden trapdoor held shut with a chain and a padlock. A young man's screams of anguish can be heard through the door. CHAPTER 3 !�-�GE OF BAROV;J 45 __ --__.-,__/;;.-=-,, . v--=�

Donavich lost the key to the iron padlock. If the chain is removed and the trapdoor is opened, the screaming in the undercroft stops. The trapdoor is swollen and stuck in its frame, so that a successful DC 12 Strength check is required to pull it open. Below it is a wooden staircase that descends 15 feet into the undercroft (area ESg). E5E. OFFICE An old desk and chair stand against the south wall, a wooden holy symbol mounted above them-a sunburst. A ten-foot-long iron rod attached to the north wall stands bare, suggesting a tapestry once hung there. Against the far wall stands a wooden cabinet with four tall doors. An empty wooden poor box rests on the seat of the chair. The desk drawers contain a few sheets of blank parchment, along with a couple of quill pens and dried-up jars of ink. For its size, the wooden cabinet contains very little. Inside are a tinderbox, a few wooden boxes full of candles, and two well-used books: Hymns to the Dawn, a volume of chants to the Morninglord, and The Blade of Truth: The Uses of Logic in the War Against Diabolist Heresies, as Fought by the Ulmist Inquisition, a strange book that mixes logic exercises with lurid descriptions of fiend-worshiping cults. CHAPTER 3 I THE VILLAGE OF BAROVIA Qburcb (Jlru6,) :, .. ! E5F. CHAPEL The chapel is a shambles, with overturned and broken pews littering the dusty floor. Dozens of candles mounted in candlesticks and candelabras light every dusty corner in a fervent attempt to rid the chapel of shadows. At the far end of the church sits a claw-scarred altar, behind which kneels a priest in soiled vestments. Next to him hangs a long, thick rope that stretches up into the bell tower. If the characters have not already entered the undercroft, add: I From beneath the chap� I floor, you . � ear a young man's I voice cry out, "Father! I m starving! Donavich (LG male human acolyte) has been praying throughout the night. His voice is hoarse and weak. He is, in a word, insane. A little more than a year ago, his twenty-year-old son Doru and several other villagers stormed Castle Ravenloft in revolt, having been lured there by a wizard in black robes who came to Barovia from a faraway land (see chapter 2, area M, for more information on the wizard). By all accounts, the wizard died by Strahd's hand, and so too did Doru, who re- -- - ""'-, / � ,·

OONIIVIC.H turned to his father as a vampire spawn. Donavich was able to trap his son in the church's undercroft, where he remains to this day. Doru hasn't fed since he was imprisoned, and he cries out to his father at all hours. Meanwhile, Donavich prays day and night, hoping that the gods will tell him how to save Doru without destroying him. If the characters seem intent on slaying Doru, Donavich does his best to stop them. If Doru dies, Donavich falls to the floor and weeps inconsolably, overcome with despair. In addition to the lore known to all Barovians (see "Barovian Lore" in chapter 2), Donavich knows the following useful information: lreena Kolyana isn't the natural daughter of Kolyan lndirovich. Although Ireena never knew, Kolyan found her at the edge of the Svalich Woods near the Pillarstone of Ravenloft. She was but a girl then and seemed to have no memory of her past. Kolyan adopted her and loved her dearly. Every night at midnight, the spirits of dead adventurers rise up out of the church graveyard, forming a silent procession as they walk the road toward Castle Ravenloft. (See "March of the Dead" in the "Special Events" section at the chapter's end.) Funeral for the Burgomaster. If the characters bring Kolyan Indirovich's body to the church, Donavich presses the characters into helping him bury the burgomaster in the cemetery (area E6) at dawn. During the burial, Donavich offers prayers to the Morninglord in exchange for Kolyan Indirovich's deliverance from Barovia. Once Kolyan is put in the ground, Donavich suggests that Ireena be taken as far from Castle Ravenloft as 7 00RU possible. He proposes that the characters take her to the Abbey of Saint Markovia in Krezk (chapter 8) or, failing that, the fortified town of Vallaki (chapter 5). Donavich is unaware that the abbey, once a bastion of good, has become a den of evil. E5G. UNDERCROFT The church's undercroft has rough-hewn walls and a floor made of damp clay and earth. Rotting wooden pillars strain under the weight of the wooden ceiling. Candlelight from the chapel above slips though the cracks, allowing you to glimpse a gaunt shape in the far corner. The shape is Doru, a vampire spawn sent by Strahd to torment Donavich and cast down the church. Doru is starved for blood and brave enough to attack a lone character. If the characters approach as a group, he does his best to avoid them while hissing, "I can smell your blood!" If they cut off his escape, he lunges forth and attacks. If the characters restrain Doru and either promise him blood or threaten to destroy him, or if they kill him and then raise him from the dead, he recounts the events that led to his downfall (see area ESf). FORTUNES OF RAVENLOFT If your card reading reveals that a treasure is in the undercroft, it's contained in a moldy, old chest in the southwest corner of the room. The chest is unlocked and not trapped. CHAPTER 3 I THE VlLLAGE OF BAROVJA

E6. CEMETERY A fence of wrought iron with a rusty gate encloses a rectangular plot of land behind the dilapidated church. Tightly packed gravestones shrouded by fog bear the names of souls long passed. All seems quiet. During daytime, the cemetery is a still and peaceful place. Every night at midnight, however, a ghostly procession takes place (see "March of the Dead" below). £7. HAUNTED HOUSE This haunted house is described in appendix B, "Death House." SPECIAL EVENTS You can use one or both of the following special events while the characters explore the village. MARCH OF THE DEAD Every night at midnight, one hundred spirits rise from the cemetery (area E6) and march up the Old Svalich Road to Castle Ravenloft. An eerie green light suffuses the graveyard. From this light emerges a ghostly procession. Wavering images of doughty women toting greatswords, woodwise men with slender bows, dwarves with glittering axes, and archaically dressed mages with beards and strange, pointed hats-all these and more march forth from the graveyard, their numbers growing by the second. These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail. They have no interest in the living and can't be hit, damaged, or turned. They will not communicate with the characters. Once they reach the castle, the spirits march straight to the chapel (area KlS) and up the high tower stair (area K18) to the top of the tower (area K59). There, they throw themselves down the shaft toward the crypts (area K84), where they disappear. � . .; : . � '•· :·· .. ,, · \ .:·/-:: ........ 4 g �A�£: :.�TH£ V,U.AGS OF BARQVH �T _ \1 __ ---'-. _ ______ ___ __ _ DREAM PASTRIES This event occurs as the characters make their way through the village. You hear the sound of small, wooden wheels rolling across damp cobbles. You trace the lonely sound to a hunched figure bundled in rags, pushing a rickety wooden cart through the fog. Morgantha, a night hag in the guise of an old woman, has come to the village from Old Bonegrinder to sell her dream pastries for 1 gp apiece (see chapter 6 for a description of the pastries). She goes from house to house, knocking on doors. Most of the time, no one answers. When someone does, Morgantha tries to peddle her wares, offering customers an escape from the misery and despair of everyday Barovian life. If the characters shadow her for a while, she collects payment from one household in the form of a seven-year-old boy named Lucianjarov (LG male human noncombatant). Lucian's parents plead with Morgantha not to take their boy, but she snatches the crying child from their grasp, stuffs him in a sack, straps him down to her peddler's cart, and casually makes her way back to Old Bonegrinder. Morgantha recognizes that the characters are strangers and does her best to avoid them. If the characters demand the release of the child, she grudgingly complies, knowing that she can always come back for the boy later. She fights only in self-defense and offers the following information in exchange for her life: • Strahd has mastery over the land and the weather, and his spies include the Vistani. • There's a Vistani camp to the west, on the shores of Tser Pool (chapter 2, area G), and another on the outskirts ofVallaki (chapter 5, area N9). Strahd has undead enemies in Barovia, namely the fallen knights of the Order of the Silver Dragon. These revenants cart be found in a ruined mansion west of Vallaki (see chapter 7, "Argynvostholt"). • Strahd's most carefully guarded secret is a temple of forbidden lore hidden in the mountains (see chapter 13, "The Amber Temple"). The temple can be reached by following the long and winding Tsolenka Pass (see chapter 9). ---·s/·-- 1 ·.

CHAPTER 4: CASTLE RAVENLOFT ASTLE RAVENLOFT WAS BUILT ATOP THE RUIN of an older fortress by artisans, wizards, and workers loyal to Strahd's family. Strahd rewarded the castle's genius architect, Artimus, with a crypt in the castle's catacombs. The castle was named after Strahd's mother, Ravenovia, who also lies entombed below. The poster map that accompanies this book displays the castle in its entirety. Map 1 on the poster shows a diagram of the castle's face, and the other maps show the castle's interior and exterior areas. All those locations are described in this chapter, starting in the "Walls of Ravenloft" section on page 52. RANDOM ENCOUNTERS The first time the characters enter a castle area that isn't otherwise occupied, check for a random encounter. Also check for a random encounter every 10 minutes the characters spend resting in the castle. In most circ*mstances, a random encounter occurs on a roll of 18 or higher on a d20. To determine what the characters encounter, consult the table below. RANDOM ENCOUNTERS IN CASTLE RAVENLOFT dl2 + d8 2 Encounter Ezmerelda d'Avenir (see appendix D) 3 Rahadin (see appendix D) 4 5 6 7 8 9 1 black cat 1 broom of animated attack (see appendix D) 1 d4 + 1 flying swords Blinsky toy Unseen servant 10 ld4 Barovian commoners 2d6 crawling claws 11 ld6 shadows 12 ld6 swarms of bats 13 1 crawling Strahd zombie (see appendix D) 14 ld4 + 1 Vistani thugs 15 ld4 wights 16 Trinket 17 Giant spider cocoon 18 1 Barovian witch (see appendix D) 19 1 d4 + 1 vampire spawn 20 Strahd von Zarovich (see appendix D) I CALLED FOR MY FAMILY, LONG unseated from their ancient thrones, and brought them here to settle in the castle Raven/oft. -Tome of Strahd Use the descriptions that follow to run each encounter. BAROVIAN COMMONERS A loud clamor fills the unhallowed halls of Ravenloft. Cries of"Kill the vampire!" are mixed with bold voices shouting, "Never again!" and "To the crypts!" Angry villagers who have entered the castle brandish torches and pitchforks in a ridiculous display of force. Everywhere they go, they shout for justice. They follow the characters unless prevented from doing so. As long as these Barovians are with the adventurers, random encounters occur on a roll of 9 or higher. BAROVIAN WITCH You hear a woman's scratchy voice calling out a name. "Grizzlegut! Grizzlegut, where are you? A pox on you, you mangy cat!" Through the darkness comes a crone wearing a pointed black hat and a burlap gown stained with soot. I Characters can try to hide from the witch (who has darkvision) or catch her by surprise. This Barovian witch is one of the servants of Strahd dwelling in area K56. She is calling out the name of her black cat familiar, which has gone missing. If the characters confront her, the old bat spits at them and begins casting a spell. This encounter happens only once. If this result comes up again, treat it as no encounter.


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