Curse of Strahd: Master Quest

Welcome to Curse of Strahd: Master Quest, a DM's supplemental tool for the Dungeons and Dragons adventure Curse of Strahd. This set of documents provides:

  • Prepared charts and monster stat blocks for all encounters.
  • Roll charts for random encounters and common checks.
  • A list of distances between all map locations, and the roll counts involved.
  • An implementation of the Renown system for Barovia.
  • Explicit quest markings.
  • Custom quests and developments.

Some quests/events in CoS are mentioned in passing, in the middle of a large text block, like:

If [Izek] sees [Ireena], he tries to take her by force to the burgomaster's mansion.

These are easy to miss. Master Quest points these out to make them easier for DMs to track. It also takes other prewritten Developments to their logical conclusions. For instance, we suggest answers to questions like "What happens if Ireena dies?"

Master Quest is not a name taken in hubris, but is instead a nod to the Legend of Grimrock mod of the same name, and Ocarina of Time: Master Quest which came before it. It mainly denotes an expansion of content.

💡 Tip: You can press s at any time to search this book.

Advice for Players

Curse of Strahd is a sandbox adventure, where the fate of the PCs is very much in their own hands. Tell these to the players when they first arrive in the Village of Barovia:

  • You can do whatever you want.
  • Discretion is the better part of valour.

All decisions they make in Barovia stem from these two maxims.

DM Resources

Documents

Tools

Music

Maps

The Hook

The adventure hook - the entire reason your PCs are travelling together. Provided here is a custom hook which is an adaptation of the Mysterious Visitors hook. It assumes the characters are Level 1, and offers an alternate path to arrive at Death House.

Hook: Pick your Poison

A festival is happening in the village/town/city your PCs are in. The PCs' arrival there was foretold by Madam Eva, and on her orders Stanimir (CN Mage w/ custom spells, see p. 20) came to the collect them. Stanimir is a lively character and a renowned storyteller among the Vistani. As your players join your D&D table, address them as Stanimir and welcome them to his humble corner of the festival.

After initial pleasantries, Stanimir calls over his daughter Damia and tells her to bring their new friends some drinks. She brings him some flasks, which you (the DM) offer to your players:

"So, my friends, pick your poison."

Offer them these drinks (in reality), and provide snacks. What the characters don't know is that the drinks are poisoned to induce sleep (PSA: Don't poison your players). Now, tell Stanimir's story of Strahd, leaving out the invitation at the end. Here, the PCs have no choice; they are being abducted.

Have the players roll a DC 25 CON save. On a fail, the PCs pass out and are taken away by the Vistani.


One or more of the PCs wakes up an unknown time later. They are shackled in the back of a moving, roofed wagon, all their things neatly kept on hooks nearby. The shackles' locks can be picked with thieves tools and a DC 10 DEX check. There are no Vistani inside the wagon with them.

The wagon is being driven by Ratka, the son of Stanimir. There are several wagons, and the Vistani are laughing and shouting between them in their native language, which the PCs can't understand. One Vistana throws a wine bottle at Ratka's wagon, which smashes near a window and sprays wine onto the PCs.

Some time later the wagon stops. Ratka gets down and relieves himself on a fence post. He urges the other wagons not to wait for him, and they don't. Ratka finishes, and players hear alarm in his voice. In accented Common:

"Hello? Hey, what are you doing? Hey, come back here!"

The back door of the wagon isn't locked. The players can free themselves and leave. When they step down from the wagon, they find themselves in the Village of Barovia, shrouted in mist. The mist thickens as they stand there.

The wagon is stopped right in front of Death House. Its door stands ajar, and light streams out from inside.

There is only one place to go.

Travel in Barovia

Custom: It's the transition of Autumn into Winter. The sun rises at 8 a.m. and sets at 5 p.m.

  • Each hex on the map is considered 1/4 mile.
  • Lake Zarovich is ~1 mile wide and 5 miles long.
  • Rowboats travel at 1.5mph and can carry 4 people.
  • Regardless of hex count, the distance from Raven River Crossroads to Tsolenka Pass is written as being 7 miles.

Always check for encounters when reaching these locations:

  • (F) River Ivlis Crossroads
  • (P) Luna River Crossroads
  • (R) Raven River Crossroads

Anything marked (difficult) is a less-travelled trail, and the party moves at half speed.

Eastern Barovia

LegMap HexesDistanceTimeRollsFast TimeFast Rolls
Barovia to Crossroads (F)1231 hour245 mins1
Crossroads to Camp71.7535 mins1~26 mins1
Camp to Tser Falls51.2525 mins1~19 mins0
Crossroads to Tser Falls235.75~2 hours4~1.5 hours3
Tser Falls to Black Carriage8240 mins130 mins1
Black Carriage to Gates of Ravenloft8240 mins130 mins1
Black Carriage to Gates of Barovia11/45 mins00
Gates to OBG Fork92.2545 mins1~34 mins1
OBG Fork to Vallaki225.5~1.8 hours3~1.4 hours2
Barovia to Vallaki (short)64165.3 hours104 hours8
Barovia to Vallaki (long)7518.756.25 hours124.7 hours9

Western Barovia

LegMap HexesDistanceTimeRollsFast TimeFast Rolls
Vallaki to Lake Zarovich21/210 mins00
Vallaki to Luna Crossroads (P)4120 mins00
Luna Crossroads to Berez (difficult)143.5~2.3 hours41.75 hours3
Luna Crossroads to Lake Fork (difficult)92.251.5 hours32
Lake Fork to Raven Crossroads33/415 minutes00
Luna Crossroads to Arg Fork8240 mins130 mins1
Arg Fork to Argynvostholt8240 mins130 mins1
Vallaki to Argynvostholt205~1.7 hours31.25 hours2
Arg Fork to Tsolenka Fork51.2525 mins1~19 mins?
Tsolenka Fork to Tsolenka PassN/A (35)7~2.3 hours41.75 hours3
Tsolenka Pass to Amber Fork133.25~1 hour2~49 mins1
Amber Fork to Amber Temple61.530 mins1~23 mins0
Tsolenka Fork to Raven Fork11/45 mins00
Raven Fork to Krezk92.2545 mins1~34 mins1
Vallaki to Krezk184.51.5 hours3 rolls~1.1 hours2
Raven Fork to Winery Fork92.2545 mins1~34 mins1
Winery Fork to Winery33/415 minutes00
Winery Fork to Yesterhill (difficult)102.51 2/3 hours3~1.3 hours2
Vallaki to Winery307.52.5 hours5~1.93

Rolls and Charts

Music

LocationSyrinscape Soundset
Death HouseDeserted Desert House
Village of BaroviaElven Vale Night
Barovian CountrysideWitchwood / Storm
Tser PoolIn the Lair of the Siren
Old Bonegrinder?
VallakiBrindol Town
Blue Water InnFriendly Tavern
Lake ZarovichStony Beach
KrezkElven Vale Day
Winery?
Van Richten's Tower?
Yester HillStorm
Argynvostholt?
Tsolenka PassIcy Wasteland
BerezSwamp
Amber Temple?
Castle RavenloftDungeon Depths / Flooded Cavern

Common DCs

Note: Barred/Reinforced doors get +5 to the STR DC.

ObjectDC
Glass/Amber Door5 STR
Wooden Door10 STR
Stone Door15 STR
Iron Door20 STR
Find Secret Door15 Perception
Pick Lock15 DEX (with Thieves Tools)
Smash Lock20 STR

Barovian Mist

Original text on p. 23/24

This refers to the mist that surrounds the boarders of Barovia, preventing escape.

  • A creature that starts their turn in the mist must pass a DC 20 CON save. Failure gives 1 level of exhaustion.
  • Creatures' vision is Heavily Obscured while in the mist.

Weather

Strahd is known to be able to control the weather. Perhaps his mood affects it too?

Temperature

These have been overridden to use Celsius temperatures.

d20Temperature
1 - 14Normal for the region
15 - 171d6 degrees celsius colder than normal
18 - 201d6 degrees celsius hotter than normal

Wind

  • Strong Wind imposes disadvantage on ranged attacks and Perception checks that rely on hearing.
d20Wind
1 - 12None
13 - 17Light
18 - 20Strong

Precipitation

  • Heavy precipitation imposes disadvantage on Perception checks that rely on sight.
  • Heavy rain does the same for hearing checks.
d20Precipitation
1 - 12None
13 - 17Light rain/snow
18 - 20Heavy rain/snow

Custom: Mist Thickness

  • None: A rare day in Barovia. The party can see across the valley.
  • Light: Limits visibility to 120 feet.
  • Heavy: Limits visibility to 60 feet.
  • Choking: Almost as thick as the mist wall around Barovia. Essentially 0 visibility, all attacks based on sight are made with disadvantage.
d20Thickness
1None
2 - 14Light
15 - 19Heavy
20Choking

Exhaustion

A long rest reduces exhaustion level by 1.

LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4HP maximum halved
5Speed reduced to 0
6Death

Traps

Damage Severity

Character LevelSetbackDangerousDeadly
1 - 41d102d104d10
5 - 102d204d1010d10
11 - 164d1010d1018d10
17 - 2010d1018d1024d10

Trap Danger

Overridden to include a randomness mechanism.

Trap DangerSave DCAttack Bonus
Setback9 + 1d2+3 to + 5
Dangerous11 + 1d4+6 to +8
Deadly16 + 1d4+9 to +12
  • A Spiked Pit does 2d10 piercing damage, plus any fall damage.
  • Poison Darts do four attacks, +8, 1d4 piercing + 2d10 poison on a failed DC 15 CON save.

Occupants of Barovian Houses

d20Occupants
1 - 3None
4 - 82d4 Swarms of Rats
9 - 161d4 Barovian Villagers
17 - 202d4 Strahd Zombies

Occupants of Vallakian Houses

d20Occupants
1 - 3None
4 - 52d4 Swarms of Rats
6 - 181d4 Vallakian Townsfolk
19 - 202d4 Vallakian Cultists, 1 Cult Fanatic

Random Encounters in Barovia (Day)

Roll for an encounter every 30 minutes the players are outside. Only allow two actual encounters per 12 hour period.

  • On the Roads: An encounter occurs between 18 and 20.
  • In the Woods: An encounter occurs between 15 and 20.

Hiding creatures that are spotted and flee can be Chased (DMG 252).

Custom: The random Revenant's name is Marek Targolov.

TODO: How to deal with the Strahd's spies?

d12 + d8Encounter
23d6 Barovian Commoners
31d6 Barovian Scouts
4Hunting trap
5Grave
6False trail
71d4 + 1 Vistani Bandits
8Skeletal Rider
9Trinket
10Hidden Bundle
1150% of 1d4 Swarms of Ravens, 50% 1 Wereraven
121d6 Dire Wolves
133d6 Wolves
141d4 *Berserkers]
15Corpse
161d6 Human-form Werewolves
171 Druid with 2d6 Twig Blights
182d4 Needle Blights
191d6 Scarecrows
201 Revenant

Random Encounters in Barovia (Night)

d12 + d8Encounter
21 Ghost
3Hunting trap
4Grave
5Trinket
6Corpse
7Hidden Bundle
8Skeletal Rider
91d8 Swarms of Bats
101d6 Dire Wolves
113d6 Wolves
121d4 Berserkers
131 Druid with 2d6 Twig Blights
142d4 Needle Blights
151d6 Wolf-form Werewolves
163d6 Zombies
171d6 Scarecrows
181d8 Strahd Zombies
191 Will-o-Wisp (once)
201 Revenant

Random Encounters in Castle Ravenloft

The first time the party enters an area that isn't occupied, roll for an encounter.

  • Just the Party: An encounter occurs between 18 and 20.
  • With Angry Commoners: An encounter occurs between 9 and 20.

Also check every 10 minutes the players spend resting.

d12 + d8Encounter
2Ezmerelda (once)
3Rahadin
41 Black Cat (once if killed)
51 Broom of Animated Attack
61d4 + 1 Flying Swords
7Blinsky Toy
8Unseen Servant
91d4 Barovian Commoners
102d6 Crawling Claws
111d6 Shadows
121d6 Swarms of Bats
131 crawling Strahd Zombie
141d4 + 1 Vistani Thugs
151d4 Wights
16Trinket
17Giant Spider Cocoon (reroll if resting)
181 Barovian Witch (once)
191d4 + 1 Vampire Spawn
20Strahd von Zarovich

Strahd's Minions

Roll for this whenever Strahd appears outside his castle.

d20Creatures
1 - 31d4 + 2 Dire Wolves
4 - 61d6 + 3 Ghouls
7 - 91d4 + 2 Strahd Zombies
10 - 122d4 Swarms of Bats
13 - 151d4 + 1 Vampire Spawn
16 - 183d6 Wolves
19 - 20None

Revenant Resurrection Locations

d20Corpse Location
1 - 4Village of Barovia cemetary
5 - 11Vallaki church graveyard
12Argynvostholt
13Grave in Krezk
14Berez cemetary
15 - 16Grave in Svalich Woods
17 - 20Corpse of a dead party member or NPC

Random Books

d12Book theme
1Alchemist's tome
2Bestiary of strange beasts
3Biography of a forgotten king or queen
4Book of exotic recipes
5Book of heraldry
6Book of military strategy
7Epic novel
8Guide to fine wines
9Heretical text
10Historical text
11Poetry anthology
12Theological text

Blood Spear

Only the chosen character gets +2

Area: Y2

Weapon: +2 Spear (1d6 piercing)

On Hit: If an attack drops an enemy to 0 hp, you gain 2d6 temporary hp.

Bloodhorn's Pelt

Area: Tsolenka Pass

Armour: Functions as a cape or robe, and can be worn over other armour.

Passive: Berserkers will not attack you or your party unless provoked.

Gulthias Staff

Requires attunement

Area: W16 (Loading Winch)

Weapon: Quarterstaff (1d6 bludgeoning). Has 10 charges, 1d6 + 4 of which recharge every dusk.

Passive: While attuned to the staff, all evil plants don't consider you hostile until you attack them.

On Hit: Spend a charge to regain hp equal to the damage dealt by the attack. Attacker must then succeed on a DC 12 WIS save or get short-term madness.

Action: Break the staff to kill all blights within 300 feet.

Rebenaxt

Custom name, axe is unnamed in source

Area: Y4 (Gulthias Tree)

Weapon: +0 Battleaxe (1d8 slashing). +0 indicates the damage is magical, but there is no bonus.

On Hit: Rebenaxt deals an extra 1d8 slashing damage to any plant or plant creature. When used by anyone non-good, thorns sprout from the handle and deal 1 magic damage to the attacker.

Saint Markovia's Thighbone

Requires attunement

Area: K84, Crypt 6

Weapon: Mace (1d6)

Passive: When held, it sheds bright light for 20ft, and dim light for another 20ft.

On Hit: When you hit a fiend or undead, it takes an extra 2d6 radiant damage. If it has 25hp or less after this damage, it must succeed on a DC 15 WIS saving throw or be destroyed. On a save, it becomes Frightened of you until the end of your next turn.

If you hit a vampire or vampire spawn during battle, this thighbone crumbles to dust after the encounter is over.

Shield of the Order

Area: K41 (Treasury)

Armour: +2 Shield.

Passive: The bearer gains +2 to initiative if conscious.

Statuette of Saint Markovia

Area: S15f (Singing and Dancing Mongrelfolk)

Passive: When held by a good creature, grants +1 to all saving throws.

Sunsword

Requires attunement

Weapon: +2 Longsword (1d8 radiant). Has Finesse, and can be wielded with proficiency by anyone proficient with short or long swords.

Stats: INT 11, WIS 17, CHA 16. Can see and hear 60 feet.

Passive: When active, the blade emits 15ft of bright sunlight, and 15ft of dim light past that.

Bonus Action: A blade of pure radiance erupts from the hilt, making it usable.

Action: Expand or reduce the light radius by 5 feet, to a max of 45 and min of 5.

On Hit: When you hit an undead, it takes an extra 1d8 radiant damage.

Vindicta

Custom name, sword is unnamed in source. Requires attunement (to lawful good creature, 1 min)

Area: K74H

Weapon: +1 Shortsword (1d6 piercing). It is sentient, and its purpose is to fight evil.

Stats: INT 11, WIS 13, CHA 13. Can see and hear 120 feet.

Passive: The sword always emits 15ft of bright light (not sunlight), and 15ft of dim light past that.

Action (recharge 1/dawn): Cast crusader's mantle on yourself.

Misc.

TreasureLocationPage
Alchemy JugK41 (Treasury)DMG 150
Bag of TricksN2h (Ravens' Loft)DMG 154
Deck of IllusionsK84, Crypt 9DMG 161
Doss Lute*K36 (Dining Hall of the Count)DMG 176
+2 GreatswordQ36 (Dragon's Audience Hall - Vladimir)PHB 149
Hat of DisguiseRictavioDMG 173
Helm of BrillianceK41 (Treasury)DMG 173
Icon of RavenloftK15 (Chapel)CoS 222
Luck BladeK84, Crypt 29DMG 179
Mace of TerrorK15 (Chapel)DMG 180
Oil of SharpnessU3 (Baba Lysaga's Hut)DMG 184
Pipes of HauntingU3 (Baba Lysaga's Hut)DMG 185
+2 Plate ArmourK85 (Sergei's Tomb)PHB 145
Ring of Mind ShieldingRictavioDMG 191
Ring of RegenerationS7 (Abbey Graveyard)DMG 191
Ring of WarmthN9a (Kasimir's Hovel - Kasimir)DMG 193
Robe of Useful ItemsX5a (God of Secrets)DMG 195
+1 Rod of the Pact KeeperK41 (Treasury)DMG 197
Staff of FrostX17 (Upper West Hall)DMG 202
Staff of PowerK84, Crypt 15DMG 202
Stone of Good LuckU3 (Baba Lysaga's Hut)DMG 205
Tasha's Holy Symbol*K84, Crypt 11CoS 87
Tome of UnderstandingX20 (Architect's Room)DMG 209
Wand of SecretsX2b (Guard Room**DMG 211

Notes

  • If a bard in your party needs a power boost, consider the Cli Lyre or the Canaith Mandolin instead of the Doss Lute. Consider though that the Doss Lute offers a spell that grants protection from Fire, which Strahd can cast.
  • Tasha's Holy Symbol is not really a magic item, but is the hook for a small side-quest that leads to the Ring of Regeneration in the Abbey graveyard in Krezk.

Renown is an optional system for tracking PC reputation within various organizations. Increased renown can confer benefits to the PCs. See page 22 of the Dungeon Master's Guide for a full explanation.

Denizens of Barovia

The peasantfolk of the three towns. They wish life wasn't so hard.

  • (+1) Bury the Burgomaster
  • (+1) Help Scouts find a missing person (their corpse, actually)
  • (+1) Rescue the kids from Old Bonegrinder
  • (+1) Bring wine to Krezk / Vallaki
  • (+1) Defeat Izek
  • (+1) Clear out the Coffin shop
  • (+1) Clear out the Abbey
  • (+1) Free Gertruda from the Castle
  • (-1) Kill an innocent Barovian (recurring)
  • (-1) Cause panic in Vallaki
  • (-1) Let Ireena die / become a vampire
RenownPerk
1Get into Vallaki with a hassle
2Easy passage into Vallaki
6Regular prices at shops

Vistani

All the Vistani of Barovia, except Ezmerelda.

  • (+1) Save Ratka
  • (+2) Meet with Madam Eva
  • (+2) Save Arabelle
  • (+2) Bring wine to Vallaki Vistani camp
  • (+2) Relinquish Ezmerelda to Arrigal (at Argynvostholt only)
  • (+1) Save Savid from Argynvostholt
  • (-1) Battle with Vistani
RenownPerk
3Vistani will not assassinate nor scam the PCs
5Sleep at any Vistani camp as a friend
6Vistani will not attack PCs unless ordered by Strahd
7Raise Dead once per day (Madam Eva)

Servants of the Morninglord

These include Donavich of Barovia Village, Father Lucian Petrovich of Vallaki, his alter boy Yeska, the Abott of Krezk, and the spirit of St. Markovia.

  • (+1) Bury the Burgomaster
  • (+2) Restore the bones of St. Andral
  • (+2) Help the Abbot
  • (+1) Consecrate the OBG Monoliths
  • (+1) Consecrate the Berez Monoliths
  • (+2) Kill a vampire with St. Markovia's Thighbone.
RenownPerk
1Sleep in any Church / Abbey
5Raise Dead once per day (Abbot or Father Lucian), -1 Renown

Vampire Hunters

Ezmerelda D'Avenir and Rudolph van Richten (aka Rictavio). They are concerned with ridding Barovia of evil, especially vampires.

  • (+1) Kill a vampire (recurring)
  • (+2) Help Rictavio escape if his cover is blown
  • (+1) Kill the Night Hags / the Abbot / Baba Lysaga / Rahadin / Wintersplinter
  • (+1) Help Ezmerelda find her Wagon
  • (+2) Help Ezmerelda find Van Richten
  • (+2) Kill Exethanter the Lich
  • (+2) Rescue Ezmerelda (a few places)
  • (-1) Blow up Ezmerelda's wagon / Van Richten's Tower
  • (-2) Relinquish Ezmerelda to Arrigal (at Argynvostholt only)
RenownRankPerk
1FriendEzmerelda will join the party
4Monster HunterVan Richten will give up his Scroll of Raise Dead
7Vampire HunterSilver all non-magic weapons
12Van Richten+3d6 weapon dmg to undead

Note: The perks for all ranks above "Friend" can only be conferred by Van Richten himself.

Keepers of the Feather

The Keepers are ever-watchful, and respect the PCs the more good they do for Barovia.

  • (+1) Survive Death House
  • (+1) Kill the Night Hags / the Abbot / Baba Lysaga / Rahadin
  • (+2) Bring wine to the Blue Water Inn
  • (+1) Save Arabelle
  • (+1) Reunite Ireena and Sergei
  • (+1) Clear out the Abbey
  • (+1) Stop the cult in Vallaki
  • (+2) Save the winery from the Druids
  • (+2) Return a winery jewel
  • (+2) Stop the Druid ritual or kill Wintersplinter
  • (-1) Kill a wild raven
  • (-All) Kill a Wereraven
RenounPerk
1Be watched over by helpful ravens
31d4 Wereravens show up in a pinch
6Receive the Holy Symbol of Ravenkind
12Become a Wereraven

The Dark Powers

The Dark Powers like it when the PCs perform evil, or fail at good-aligned tasks.

  • (+1) Kill an innocent Barovian (recurring)
  • (+1) Let the OBG children be eaten
  • (+1) Bring a child to the Night Hags (recurring)
  • (+1) Let Arabelle drown
  • (+1) Replace Baron Vallakovich with Fiona Wachter
  • (+1) Let Anna Krezkova die
  • (+1) Let the winery be destroyed
  • (+1) Let Strahd attack Vallaki (St. Andral's Feast)
  • (+1) Accept a Dark Gift
  • (-1) Smash an Amber Sarcophagus
RenounPerk
2Hear whispers of the Amber Temple in PCs' dreams

Key Characters

Strahd's Knowledge

What does he know at a given point in the adventure? The "state" of Strahd, if you will.

  • Where is Ireena?
  • The players are in Barovia.
  • The players locations and/or heading.
  • If the players found his Tome.
  • If his horse is still alive.
  • If the Argynvostholt beacon is lit.
  • If he wishes to kill Ezmerelda.

Things to Reveal

The DM knows a lot about Strahd, but the players don't. It's easy to forget what would be surprising, namely that:

  • Strahd is a vampire.
  • Strahd appears to take no damage (Heart of Sorrow effect).
  • Strahd can cast wizard spells.
  • Strahd can take a legendary action between each of their turns (max 3 times).
  • Strahd can go out during the day.
  • A stake to the heart doesn't kill him.
  • Barovia is his personal hell.

Quotes

Round and round the wheel turns... each spin brings the same cast playing new rolls. Except for me, and except for you.

Strahd is refering to the fact that all souls are trapped in Barovia.

Defeating Strahd

There are a number of ways of defeating Strahd. Technically he can be killed at any time, like Lavos from Chrono Trigger. However, like that old classic, this isn't an easy task. Here are some possibilities:

  • A grand battle within the castle (w/ Lair actions)
  • At Yester Hill (in his defeated mist form, the castle is too far away)
  • Breaking the Staff of Power near him
  • Wishing away his vampirism with the Luck Blade

Stats

Override: Ezmerelda makes death saving throws if reduced to 0 hitpoints.

Meeting: Krezk

Meeting: Van Richten's Tower

Meeting: Argynvostholt

Meeting: Castle Ravenloft

Custom Quest: Retrieve the Wagon

This quest occurs if the players met Ezmerelda in a place other than Van Richten's Tower, and her wagon remains intact there.

Ezmerelda will suggest they pick up her wagon so that they can travel faster over the roads. If the players retrieve the wagon, Ezmerelda teaches them how to get in and what the command words are.

Reward: Flamboyant Vistani Wagon, +1 Renown.

  • When riding the Wagon, the players move at a Fast pace (4mph) with no penalty.
  • The Wagon cannot be taken into the Barovian woods, as the trees grow too close together and the ground is too rough.
  • The Wagon can be slept in, and all party members fit.
  • The wagon's wheels can get stuck near Berez. It takes 1d4 hours to get it free.

Custom Quest: Free Ezmerelda from Strahd

If Strahd wants to kill her, he will capture her once and torture her at Castle Ravenloft (K74d). Each midnight after her capture, she suffers one level of Exhaustion. If the players free her, Stradh won't pursue her again.

If found alive, she has 1hp, her accumulated exhaustion, no equipment (or clothing?) and is missing her prosthetic leg (it has been tossed in the corner of the nearby Torture Chamber, under water).

If found "dead", she has become a vampire spawn. Strahd intends to parade her in front of Van Richten, before finally destroying them both.

Reward: +2 Renown to Vampire Hunters, -1 to Dark Powers

Custom Quest: Free Ezmerelda from the Vistani

This is only possible if the PCs relinquished Ezmerelda to Arrigal at Argynvostholt. The Vistani intend to whip her the day she is captured, then cut off a hand as punishment for horse theft the day after.

Reward: +2 Renown to Vampire Hunters, -1 to Vistani

Custom Quest: Find her Master

Ezmerelda petitions the players to help her find her master, Rudolph van Richten. If they do, he is happy (or not) to see his old pupil, but will urge them to leave him be. His cover blown, he will flee afterward to his tower, if it's intact.

Reward: +2 Renown to Vampire Hunters

Stats

Override: Ireena has 14hp.

Custom Override: She speaks Common and Elvish. When gauging encounter difficulty, Ireena can be considered Level 2. She makes death saving throws if reduced to 0 hitpoints.

Meeting: Village of Barovia

She won't open the door unless she's convinced the players aren't in line with Strahd. She'll let them in if:

  • The players RP well
  • A player succeeds at a DC 15 Deception/Persuasion check
  • Ismark is with the party

Ireena should be described as being the most beautiful women the party has ever seen.

Make it known that Strahd has visited her, but don't make it clear that she has been bitten.

Custom Quest: Handle the Body

This quest triggers if Ireena dies.

  • If the players resurrect her, her vampirism is cured.
  • If they burn her body, her soul is trapped in Barovia until reborn.
  • If they bury her body with a stake through the heart, she will stay dead.
  • If she is buried normally, or if the players transport her body, she becomes a Vampire Spawn the night she dies. She brings herself to Castle Ravenloft to be by Strahd's side. If she is killed again and resurrected, her vampirism is cured.

Upon her death, Ismark returns to the Village of Barovia a broken man.

Event: Captured by Izek

If Izek sees Ireena, he will try to take her by force back to the burgomaster's mansion. If immediately pursued, the players begin a Chase with Izek.

Custom Development

He brings her to his room, and when she resists his advances, he ties her up. 1d4 hours later he gets Victor to cast Geas on her. She falls in love with Izek, but this Geas is flawed. It wears off after 7 days instead of 30, and when it does, Ireena is inflicted with the Indefinite Madness flaw:

I've discovered that I really like killing people.

On the 8th day, she has killed a maid and is shackled in N3m. Izek guards the door. Her madness can be cured by Greater Restoration.

Custom Event: Creature of the Night

If the players keep Ireena alive, she will gradually succumb to vampirism.

Over the course of their days travelling together, Ireena will:

  • Turn paler
  • Feel exhausted during the day
  • Feel rejuvinated at night
  • Stop eating
  • Stop sleeping at night entirely
  • Attempt to seduce a male party member or NPC, and bite them if she can
  • Become a vampire and flee the party

Her nascent vampirism can be cured at any time with greater restoration.

Patrina Velikovna

Unlike her brother, Patrina has no direct entry in the Appendix of Curse of Strahd. Her information is scattered around the book, but key points are summarized here.

Patrina's Past

It is Kasimir's belief that Patrina was a victim, corrupted by Strahd.

Convinced that she was the concubine of the devil Strahd, Kasimir and his fellow dusk elves stoned Patrina to death.

Page 232, Kasimir Velikov

However, it was Patrina who approached Strahd.

When a dusk elf named Patrina Velikovna came knocking on Strahd's door ... Rahadin was suspicious of her motives. ... She told [Strahd] of a vault of forbidden lore called the Amber Temple ...

Page 237, Rahadin

In life ... [she] was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage.

Page 89, Crypt 21

Patrina's Goals

Patrina wants to be revived so that she can become a powerful vampire herself.

Kasimir has no inkling that Patrina is using him for exactly that purpose, and that her ultimate goal is to become as powerful a vampire as Strahd.

Page 233, Kasimir Velikov

If revived, she acts innocent.

If the characters have her spellbook, she kindly asks them to give it back to her so that she can prepare her long-forgotten spells and help destroy Strahd (a lie). ... she repays their kindness by learning as much about them as possible before pursuing her own goals.

Page 90

Once her strength returns, she seeks Strahd once more.

... whereupon she travels to Castle Ravenloft and attempts to return to Strahd, seeking to become his vampire bride at last.

Page 196, Kasimir's Dark Gift

She still cherishes her brother, and desires revenge on Rahadin for mutilating their people.

... setting [the characters] on a path to killing Rahadin, who has long opposed her marriage to Strahd.

Unfortunately for Patrina, Strahd has moved on.

Given the chance, he turns her into a vampire spawn and puts her back in her crypt - a fate she would do everything in her power to prevent.

She would not allow herself to be enslaved, but neither would she help the characters defeat Strahd for the liberation of Barovia. Patrina is evil, and would seek vampirism on her own if necessary.

Patrina also likely has no awareness of Tatyana/Ireena, and does not know that Strahd would discard Patrina in an instant if it meant choosing between her and Tatyana.

Locations

It is recommended to start your PCs at Level 2. From a pacing/story perspective, it doesn't make sense for them to level up when the find the basement stairs, especially given that:

  • You might be in the middle of a session when they find the stairs
  • They need to be Level 2 to handle the basement
  • Level 2 often causes a significant evolution of the PCs (paths/domains/etc.)

Encounters

Challenge below is based on a 4-player party of level 2 characters. Creature numbers may need to be adjusted for the size of your party. See: Balancing Death House.

ChallengeLocationEXPEnemy
N/A (1/4)1450Broom of Animated Attack (CoS p. 226)
N/A (1/2)23D100Swarm of Insects
Easy (1)11200Animated Armour
Easy (1)15/18200Nursemaid's Specter
Medium (2)284501x Grick
Medium (2)33450Mimic
Medium (2)34450Ghast
Hard313003x Shadows
Hard294002x Ghouls
DeadlyN/A800Escape Death House
2x Deadly201,4002x Child Ghosts w/ 35hp (Small, LG)
2x Deadly381,800Shambling Mound

Notes:

  • The Nursemaid's specter will only attack if the players open the door to the nursery.
  • Custom: The Shadows in 31 shouldn't follow the PCs out of the room. They disappear if the orb is returned.
  • The PCs gain the 800 EXP for escaping whether the House is angered or not.

Quest: Rest in Peace

Original Text: p. 217

Place the children's bones in their crypts, and their spirits will be at rest. Each PCs gains Inspiration.

Custom Event: Ratka's Fate

This is an overhaul of the event that occurs in Area 38 (Ritual Chamber).

From area 30 (Stairs Down), a faint screaming can be heard drifting up the stairway. Any PC with a Passive Perception of 12 or more can hear it.

From area 35 (Reliquary), the screaming is clearly audible and is quite histerical. The screaming is coming from Ratka (CN Bandit Captain), the Vistana who drove the PCs' carriage until he was lured into Death House. He has 30hp remaining.

Ratka is latched to an odd contraption; his arms and legs are bound with leather and chains, and are slowly being twisted out of their sockets by gears under the floor. When the PCs arrive, his right elbow is already dislocated. He also wears a metal collar around his neck, attached to a chain hanging from the ceiling.

Ratka can be freed by either:

  • Breaking all four chains (DC 20 STR)
  • Picking all four locks (DC 15 DEX)
  • Cutting off his limbs above the leather

The players have 4 rounds to release Ratka, or his limbs will burst from their sockets. His torso then hangs by the neck until he dies. 4 rounds gives about 50% chance of success, party depending.

Freeing Ratka will awaken the Shambling Mound. His death will otherwise please Death House, and allow the PCs to leave safely.

Development

If Ratka is saved, he will be eternally grateful and very apologetic. Once taken outside of Death House, he explains to the PCs that they were abducted in order to introduce them to Madam Eva. He offers to lead them to her.

If Ratka is dead, his father and sister will be deeply saddened if they find out. If the PCs explain the situation, the Vistani will blaim them for not saving him, equating it to murder. Damia becomes particularly hostile, cursing one of the PCs (DC 13 WIS save. On fail target gains vulnerability to slashing damage). Stanimir stops her from doing more, urging the PCs to see Madam Eva at once.

Event: Escaping Death House

If a creature dies on the Dais in area 38, the House is pleased and the PCs can leave freely.

Otherwise, they must escape as described on p. 220. For reference:

ActionCheckOn Failure
Dodge a door-scytheDC 15 Acrobatics2d10 slashing damage
Study a door-scytheDC 15 INT2d10 slashing damage
Start turn in smokey roomDC 10 CON1d10 poison damage

Rooms with smoke:

LocationName
2AMain Hall
3Den of Wolves
4AKitchen
5Dining Room
6Upper Hall
8Library
10Conservatory
12AMaster Suite
13Bathroom
15ANursemaid's Suite
17Spare Bedroom
18Storage Room
19Spare Bedroom

Optimal escape route: 18 - 16 - 11 - 6 - 2A - 1B - 1A

During which there are 3 smoke rooms and 5 scythe doors.

Event: Arson

Original Text: p. 212

Once escaping from Death House, the PCs may choose to burn it down. It begins to repair itself 1d10 days later, completing its resurrection 2d6 hours after it begins.

Calendar

Assuming the Barovian lunar cycle to be 28 days.

  • b - ~1yr Doru rebels against Strahd, but fails and becomes a vampire spawn.
  • b - 54 (New moon) Strahd bites Ireena the first time.
  • b - 26 (New moon) Strahd bites Ireena for the second time.
  • b - ~14 Wolves start attacking the Burgomaster's house nightly.
  • b - 7 Gertruda goes missing from Mad Mary's house.
  • b - 3 The Burgomaster dies, and the attacks on their house stop.
  • b - 1 The players enter Death house. Strahd knows that someone has gone in, but he doesn't know who.
  • b The PCs' first morning/day in the Village of Barovia.
  • b + 1 Escher visits Ireena's home. If she is there, he takes her to Strahd to be bitten a final time. She then becomes a vampire. Otherwise, Escher reports his failure to Strahd and is punished.

Encounters

Challenge below is based on a 4-player party of level 3 characters. See also Occupants of Barovian Houses.

ChallengeLocationEXPEnemy
Deadly (5)E41,800Escher the Vampire Spawn
Deadly (5)E5G1,800Doru the Vampire Spawn
Deadly (5)Village streets1,800Morgantha the Night Hag

Notes:

  • Donavich will try to prevent the PCs from killing his son, and will be overcome with despair if he dies.
  • Custom: Escher only visits if the players decide to stay in the Village another night after burying the burgomaster. He flees if reduced to half health.
  • Custom: There is a bottle of Holy Water on the mantlepiece of the first floor of the Burgomaster's house. Ismark will tell a PC to throw it at Escher (2d6 radiant on hit).

NPC: Ismark Kolyanovich

Ireena's brother and son of the dead burgomaster. Dies if reduced to 0 hitpoints.

NPC: Parriwimple

Nephew of Bildrath the shopkeep.

Override: He has 6 INT and doesn't have a shield (total AC 14).

NPC: Donavich the Priest

Town priest and father of Doru.

Quest: Bury the Burgomaster

Original Text: p. 47

Donavich speaks the following prayer during the burial:

The sun rises as a life sets. Morninglord, we bask in your glow and are humbled. Protect us always from evil, as we cannot protect ourselves. Please, deliver your son from this hell, O Lord.

The funeral and burial take 1d4 + 1 hours.

Afterwards, Donavich speaks to the players privately. He suggests they take Ireena as far from the castle as possible. Either the Abbey in Krezk, or Vallaki as a last resort.

Custom Development

Assuming the PCs have agreed to escort Ireena, they then need to decide when to leave. If they leave immediately, they will evade Escher's attack. However, night may fall while they're on the road. See Night at Old Bonegrinder.

Otherwise, Ireena offers their home for the night. However, this is the end of the second lunar cycle since Strahd first bit Ireena, and he intends to fully turn her tonight. Strahd himself waits atop a hill in the forest, meditating over what this night will mean for him. He sends Escher to fetch Ireena in his stead.

In the middle of the night, Ireena wakes up with a scream. When found in her room, she is sweating and hyperventilating. She says, panicked:

"It's here."

Ismark tells her to stay in her room while he takes the PCs downstairs to challenge "Strahd". He warms them:

  • Don't look him in eyes.
  • Don't invite him in.

The sound of wolves howling fills the town. When the PCs open the front door, read:

A handsome young man with dusty blonde hair stands in the doorway. He wears a fine purple suit, several rings, and has piercings in his ears. He peers into the room with confidence.

Ismark is terrified and says nothing. After an opportunity for RPing by the players, they notice Ireena standing behind them in a trance. Her mouth is agape and her eyes are wide. Escher says:

"It's time. Madam, may I come in?"

Ireena says "yes" if not immediately stopped by the PCs. Escher then attacks, trying to capture Ireena (although he should fail at this). Afterward, Ismark admits to the PCs that "that wasn't him". Morning comes soon after.

Custom Quest: Escape Barovia

The players may want nothing to do with Barovia and its troubles. If they ask an acquaintance how to leave, they will be told not to attempt the mist themselves. The Vistani can leave freely, and sell potions to help travellers do the same.

Quest: Escort Ireena

If the characters meet Ismark the Lesser, he will offer them drinks and ask them to help escort his sister to Vallaki.

Custom Development

If Ismark and Ireena are both alive when you arrive at Vallaki, they leave the party and stay at the Blue Water Inn. 2 days later, Ismark is crippled by Izek, and Ireena is captured. However, Izek doesn't try to Geas her until the night the players return to Vallaki and discover Ismark's injury/death.

If Ismark dies before you reach Vallaki, Ireena refuses to stay there alone.

Development

Original Text: p. 156

If Ireena is brought to the blessed pool (S4) in Krezk, she can reunite with Sergei and be taken to safety. Custom: The PCs receive 2,000 EXP for saving Ireena in this way.

Custom Development

If the players take Ireena to the abbey (and don't interact with the Shrine in Krezk, or fail its interaction) and they allow the Abbot to meet her, he will recognize her as Tatyana's reincarnation. He will calmly offer to bring her to Castle Ravenloft to be with Strahd, and give a rational explanation to the PCs about how (he believes) doing so will save Barovia.

If the PCs resist, the Abbot will magically transform her clothes into a wedding dress (ignoring continuity with the dress fetch-quest) and attempt to capture her, claiming it is for Barovia's salvation. If the players resist him, he will grapple Ireena on his turn and then attempt escape. If he gets outside, he will fly her to Castle Ravenloft and present her to Strahd. Strahd marries her and turns her into a Vampire Spawn.

The players can stop the wedding, if they hurry. Strahd plans to marry her at midnight in Ravenloft's Chapel (K15). The castle is 58 hexes away from Krezk. If they arrive at the Chapel in time, the Abbot is there to oversee "Barovia's salvation", and will try to prevent the players from interfering. To consummate their marriage, Strahd will drink Ireena's blood for the duration of the fight (1 minute), after which she will die.

  • If the Abbot defeats the characters, Strahd gets his good ending.
  • If the Abbot is defeated, Strahd will stop drinking Ireena's blood and engage the characters. If the players manage to escape with Ireena, she will die that night from blood loss. See Handling the Body.

Encounters

Challenge below is based on a 4-player party of level 3 characters.

ChallengeLocationEXPEnemy
N/AG200Damia, daughter of Stanimir
DeadlyG2,300Stanimir the Mage
3x DeadlyG5,900Madam Eva (CoS p. 233)
4x DeadlyG1,65012x Drunk Vistani Bandits, 3x Bandit Captains

Notes:

  • The Vistani here work for Strahd, but are non-hostile.
  • The drunk Vistani have disadvantage on attack rolls and ability checks.
  • Stanimir has different spells, see page 20.
  • All Vistani have the ability to curse opponents and cast Evil Eye (see p.28).

Tarokka Reading

Original text: p. 11

We suggest that the DM (mostly) rig the Tarokka deck reading in order to balance pacing, story-telling, and magic item distribution across Barovia. If PCs get a reading from Madam Eva or Ezmerelda, you will need to physically rig the deck to produce the desired results. Even if you know the results ahead of time, still flip through the book as if you don't to maintain the illusion of randomness.

For further explanations, see the Appendix pages On the Tarokka Deck and Cutting the Werewolf Den.

TargetRigged LocationTarokka CardNormal Card
Tome of StrahdMarina's Monument (U5)3 of Stars (Enchanter)3 of Clubs
Holy Symbol of RavenkindBlue Water Inn (N2q)Master of Coins (Rogue)10 of Diamonds
The SunswordBeacon of Argynvostholt (Q53)4 of Stars (Abjurer)4 of Clubs
Strahd's EnemyAny
StrahdAny

Notes:

  • Custom: The hilt of the Sunsword was found by Argynvost and hidden in his keep before he died. It remains in the Beacon room, encased by a giant, impervious crystal. Returning Argynvost's skull to the keep will release the blade. Guarding the sword is another duty of the Revenants, who take pleasure in Strahd's inability to reclaim it.

Reward: +2 Renoun to Vistani

If the players run into Old Bonegrinder at level 4 with guns blazing, they will most likely die to the combined power of the hag coven. This section adds more content, to allow the players to interact with OBG in a meaningful way, while hopefully learning that it's a deathtrap.

Encounters

Challenge below is based on a 4-player party of level 4 characters.

ChallengeLocationEXPEnemy
Hard (5)Anywhere1,8001x Night Hag
DeadlyO11,800 + N*50Morgantha, Nx Dretches
2x DeadlyAnywhere3,6002x Night Hag
8x DeadlyAnywhere8,7003x Night Hag (as a Coven)

Notes:

  • If the players refuse to leave the Mill, Morgantha will revert to her Hag form and attack.
  • The Coven breaks if one of the Hags dies, making the encounter significantly easier.
  • If Morgantha is on the first floor, she will summon Dretches to help her.
  • Custom: She calls her daughters as a bonus action on her first turn. If they are only one room apart, they arrive in one turn. Otherwise, they arrive 1d4 + 1 rounds later.
  • Custom: If the PCs get in trouble, call in 1d4 + 1 Swarms of Ravens.

Custom: The Hags' Schedule

If ran by-the-book, provoking the hags would cause them to form a coven and annihilate the PCs. Without magic/silver weapons, there isn't much that low-level PCs can do. The chart here allows DMs to randomize the state of Old Bonegrinder every time the PCs visit, potentially making it easier to clear.

Notes:

  • The first time the players visit OBG, Morgantha should be there regardless of roll, unless she's already dead.
  • Occasionally, Bella and Offalia leave OBG to visit witches who live in the woods.
  • At night, all three hags are inside the mill.
  • Otherwise, there is only a ~19% chance that all three hags are inside during the day.

Morgantha

d12Location
1 - 2Selling pastries in the Village of Barovia
3 - 4Selling pastries in Vallaki
5 - 12O2

Bella Sunbane

d12Location
1 - 3Svalich Woods (herb picking)
4 - 11O3
12Communing with Barovian Witches

Offalia Wormwiggle

d12Location
1 - 6Tending the garden
7 - 11O3
12Communing with Barovian Witches

Custom: Resurrection Services

If the PCs learn of the hags' true nature and think to ask, the hags will offer to resurrect a dead PC in exchange for a Barovian child who has a soul. If the characters bring a child, the hags will cast the Druid spell Reincarnate (PHB p. 271), which will most likely change the PC's race.

Reward: -1 Renown to Denizens of Barovia

Custom Event: Night at Old Bonegrinder

It's around 2 hours from the OBG Fork to the gates of Vallaki. If the sun is setting when the party is near OBG, they can petition the hags to let them sleep there for the night.

Morgantha will accept, provided these conditions:

  • They buy some Dream Pastries
  • They stay outside in a rotting stable
  • They don't "disturb her family's slumber"

During the night, the players can perceive:

  • Flocks of bats flying overhead
  • Howls of wolves from the nearby forest
  • A group of skeletons dancing in the Megalith circle
  • Cries/screams of young children coming from the upper floors of the mill

If the players try to enter the Mill at night, a raven will warm them away. "Leave well enough alone."

Otherwise, the players won't be attacked.

Custom Quest: Claim the Mill

If the players found the Deed to the Mill in Death House, they can attempt to convince the Hags to leave on legal grounds.

If one player succeeds at a DC 20 Persuasion/Intimidation check, the Hags will leave peacefully. They will take all their belongings, including the children, with them. If a Fortune of Ravenloft is hidden here, it remains.

Failing diplomacy, the players can attack. Either way, the players now own Old Bonegrinder.

Quest: Rescue the Kids

Original Text: p. 128

Their names are Freek and Myrtle, and it is possible to rescue them without triggering an encounter. The PCs succeed if at least 1 child is saved and brought to a secure location.

Reward: +1 Renown to Denizens of Barovia

Custom Event: Consecrate the Megaliths

Prerequisite: Reclaim Old Bonegrinder

Clearing away the children's teeth from the stone circle will break the connection to Ceithlenn, and naturally reconsecrate the area over a period of 3 days. Casting a Hallow spell will restore the stones instantly.

Reward: +1 Renown to Servants of the Morninglord

NOTES

[The PCs] quickly realize that there is no happiness here, only false hope

  • which Strahd himself cultivates.

How?

[Nikolai and Karl] would rather ... hear about how the characters plan to free Vallaki from the Burgomaster's madness.

The Baron is Neutral Evil for some reason.

... trapped as [Nikolai and Karl] are within the walls of Vallaki under the control of Strahd and his puppet, the baron.

Calendar

  • v - 30+ - Father Lucian casually mentions the existance of St. Andral's bones to Yeska.
  • v - "a few" - Milivoj steals the bones of St. Andral.
  • v - The day the PCs first arrive in Vallaki. Guards on watch for "malcontents".
  • v + 1 - Lady Wachter's Wish.
  • v + 3 - Festival of the Blazing Sun. Rictavio's tiger escapes.
  • v + 4 - St. Andral's Feast. Strahd attacks the church.
  • v + 5 - Vallaki is locked to outsiders. That night, Father Lucian, if dead, rises as a Vampire Spawn.
  • v + 6 - Townsfolk overthrow the Burgomaster.

Encounters: Vallaki

Challenge below is based on a 4-player party of level 4 characters. See also Occupants of Vallakian Houses.

ChallengeLocationEXPEnemy
N/AN110Milijov w/ 15 STR, +4 atk, 1d4+2 dmg
N/A (2)N1450Father Lucian Petrovich (LG)
Easy?300Arresting Party of 12x Guards
Medium?300Lynching Party of 30x Commoners
Deadly?600Routing Party of 24x Guards
Hard?1,800Izek Strazni (CoS p. 232)
10x DeadlyN6f10,8006x Vampire Spawn

Notes

  • The Arresting Party will only appear if the PCs get on the Baron's bad side.
  • The Lynching Party will only appear if the Arresting Party is defeated.
  • The Routing Party will only appear if the PCs free prisoners from the stocks.

Encounters: Burgomaster's Mansion

ChallengeLocationEXPEnemy
N/AN3c10Lydia Petrovna, the Baron's wife (LG)
N/AN3e/N3l75The Baron (NE), 2x Mastiffs
HardN3j1,800Izek Strazni (CoS p. 232)
DeadlyN3p3,900Spirit Assassin
2x DeadlyN3t2,360Victor Vallakovich (NE), 6x Skeletal Cats

Notes

  • Izek is only here at night, sleeping.

Encounters: Wachterhaus

ChallengeLocationEXPEnemy
N/AN4n10Stella Wachter (CG)
N/AN4p808x Cats
N/AN4k200Ernst Larkan (LE)
N/AN4i450Fiona Wachter (LE) w/ AC 10 (CoS p. 110)
MediumN4s4008x Skeletons
DeadlyN4t1,8004x Cult Fanatics

Encounters: Vistani Camp

ChallengeLocationEXPEnemy
N/AN9c1506x Drunk, sleeping Vistani Bandits
EasyN92259x Dusk Elf Guards
EasyN9g2259x Vistani Bandits
EasyN930012x Vistani Bandits*
DeadlyN9a2,300Kasimir Velikov (CoS p. 232)
3x DeadlyN9c4,350Luvash and Arrigal

Notes

  • Luvash is drunk, and has disadvantage on attack / ability rolls.
  • The 12 Bandits are off searching for Arabelle and don't return until she is found or dies.

The Blue Water Inn

Describe the door as being unusually heavy. This is because of its reenforcements for when attacks occur.

The Martikov sons, Brom and Bray, affectionately refer to their father as ворон (read "voron"), which means "raven" in Russian.

ItemCost
Bed for the night1 ep
Wolf steak1 ep
Pint of Purple Grapemash3 cp
Pint of Red Dragon Crush1 sp

Rictavio

From noon to dusk.

d10Location
1 - 4His private room.
5 - 10The taproom.

Quest: Recover the Bones of St. Andral

Reward: The church is Hallowed. +2 Renown to Servants of the Morninglord.

Quest: Rescue Arabelle

The counter for her being missing starts the day they discover her gone, presumably by hearing so from Luvash. If she is not found the same day the PCs learn of her disappearance, she drowns.

If the players also head to Lake Zarovich directly without meeting Luvash, Arabelle will be there as described on page 38.

Custom Quest: New Leadership

Either stop Lady Wachter's cult, overthrow the Baron with Wachter's help, or do away with them both to leave Vallaki in anarchy.

Custom Event: Morgantha's Return

If the PCs fled (or missed) Old Bonegrinder without killing Morgantha, she can appear in Vallaki hawking her pastries.

Custom Event: Defend the Inn

This occurs if the players flee during Strahd's attack on the church, and take refuge in the Inn.

Calendar

  • k - 4 - Ilya Krezkov dies of illness at age 14.
  • k - The day the PCs first arrive at the gates of Krezk, whether they get in or not.

Encounters

Challenge below is based on a 4-player party of level 5 characters. There are no random household encounters here like in Vallaki or the Village of Barovia.

ChallengeLocationEXPEnemy
N/AN/A501x Misc. Mongrelfolk (CoS p. 234)
N/AS1750Clovin Belview the Mongrelfolk
N/AS12a50Mishka
N/AS6100Otto and Zygfrek
N/AS15h1002x Mongrelfolk*
N/AS15a1503x Mongrelfolk
N/AS15g1503x Mongrelfolk (and 7x babies)
N/AS15b2505x Mongrelfolk
N/AS15c3507x Mongrelfolk
EasyS15f4008x Mongrelfolk
EasyS15d4509x Mongrelfolk
HardS15e80016x Mongrelfolk
EasyS131,800Vasilka the Flesh Golem
EasyS151,800Flesh Golem
Deadly (10)S135,900The Abbot
2x DeadlyS94,9007x Wights*

Notes:

  • The Wights only attack if a Fortune of Ravenloft is found here.
  • The 2 Mongrelfolk in S15h have 3/4 cover when hidden in their fort.

The Abbot

Custom Development

The Abbot is actually Lander Windriver, a Light Domain Cleric from a previous adventure, the events of which occured hundreds of years in the past. Upon his original mortal death he was made into a Deva, and for the past century has been the keeper of the Abbey of St. Markovia.

The only evidence of the Abbot's connection to his past is a Stone Carving of a Walrus that he keeps as a momento of his mortal life. The carving can be found during a search of S17, along with:

  • Empty wine bottles
  • Scraps of food
  • Some surgical equipment
  • Soiled monk's robes
  • A Manual of Flesh Golems (DMG p. 180)

The Manual can't be used by the party (they don't have enough magical power), and an attempt to read it will deal 6d6 psychic damage.

Calendar

  • w - 10 years - The first gem was stolen.
  • w - 3 weeks - Baba Lysaga's scarecrows stole the second gem.
  • w - 5 days - The druids stole the third gem.
  • w - 2 days - The druids drove the Wereravens from the Winery.
  • w - The day the PCs arrive at the Winery.

Encounters

Challenge below is based on a 4-player party of level 5 characters.

ChallengeLocationEXPEnemy
N/AW164501x Druid w/ Gulthias Staff
EasyW206502x Vine Blights, 1x Druid
EasyW147005x Needle Blights, 1x Druid
HardW91,05024x Twig Blights, 1x Druid*
DeadlyW1,50030x Needle Blights (MM p. 32)

Notes

  • There are four Swarms of Ravens in W9 who kill one Twig Blight each per round.

Quest: Reclaim the Winery

Kill all the Druids and their Blights to free the Winery. This can be done in three ways:

  • A melee outside the Winery, as described on page 174.
  • Barricade the Winery doors, picking off each Druid group separately.
  • Break / burn the Gulthias Staff.

Reward: Gulthias Staff (CoS p. 221), +2 Renown to Keepers of the Feather

Quest: Deliver the Wine

Davian will send his sons Adrian and Elvir to drive the wagon and deliver the wine to whichever location the PCs choose. The Wereravens will be pleased, based on the delivery location:

  • Vallaki Vistani: 0 renown (only Vistani are happy)
  • Krezk: 1 renown (Davian is happy)
  • Blue Water Inn: 2 renown (Davian and Urwin are happy)

Note: Rolls for random encounters are to occur once per mile, since the wagon travels slowly. It is 7.5 miles from the Winery to Vallaki, so make 7 rolls. The trip takes 3 hours to complete.

Reward: +0 / +1 / +2 Renown to Keepers of the Feather

Quest: Recover the Stolen Gems

The Druids have one and have embedded it in their Strahd statue. Baba Lysaga has another, and keeps it in her hut.

Custom: Each Magic Gem is a Cone of Regeneration that has 1 charge. As an action, a player may spend a charge to cast Regeneration as written on page 271 of the Player's Handbook. The Gem recharges 1 charge every day at dawn.

Reward: +2 Renown to Keepers of the Feather for each Gem returned.

Custom Quest: Recover the Lost Gem

Personally I think it better if the location of the original lost gem remains a mystery. If you don't agree, here are suggestions for where the gem could've gone.

Urwin indeed did not steal the gem the night it went missing, nor was he off shirking his duties by visiting Danika. The gem was stolen by a group of three Vistani brothers, who snuck in unseen via Invisibility Potions. Urwin admits, if asked, that he saw Vistani on the trails nearby the Winery that day. He also points out that despite the gem being stolen, its boon (namely, the champagne) has not appeared anywhere since then. He thinks the three Vistani must have died in the woods the very night they stole the gem.

This would be an excuse to get the PCs to trek into the Svalich Woods and face its dangers. Where the gem is, or further events surrounding its recovery would be up to you.

Encounters

Challenge below is based on a 4-player party of level 6 characters.

ChallengeLocationEXPEnemy
N/A (1)V72001x Animated Armour
Hard (8)V13,900Ezmerelda d'Avenir (CoS p. 231)
Hard (9)V25,0001x Young Blue Dragon
7x DeadlyV420,0004x Clay Golems*
  • The Clay Golems will not attack unless attacked. Only an attacked unit will activate. Killing any one unit disables the elevator.

Event: Ezmerelda's Retreat

Original Text: p. 172

It is important to note that Ezmerelda has a low chance of staying with the PCs here if they've destroyed the Tower. She will have to be met again elsewhere if the PCs want her help.

Custom: Khazan's Phylactery

Page 89 describes Khazan as a powerful mage who became a Lich, but failed to ascend to demilichdom. In this custom variant, he did not fail.

His phylactery is here, in the secret compartment behind the suit of armour. It can be destroyed by a strike from Khazan's Staff of Power, hidden in Castle Ravenloft.

Encounters

Challenge below is based on a 4-player party of level 6 characters.

ChallengeLocationEXPEnemy
N/AY3N/AStrahd Statue (AC 10, 50hp)
N/AY41,500Gulthias Tree (AC 15, 250hp) (CoS p. 198)
Medium (7)Y42,900Wintersplinter (CoS p. 230)*
HardY49003x Vine Blights, 6x Needle Blights, 12x Twig Blights*
3x DeadlyY35,4006x Druids, 6x Berserkers*
3x DeadlyY313,000Strahd (CoS p. 240)
  • The buried enemies only appear if they are discovered, or if the PCs approach or attack the statue.
  • The blights only attack if the Gulthias Tree is attacked.
  • Custom: Wintersplinter can be killed like any other Blight if the Gulthias Staff is broken near it.

Encounters

Challenge below is based on a 4-player party of level 7 characters.

ChallengeLocationEXPEnemy
N/AQ11100Savid the Dusk Elf Scout
EasyQ521,4002x Phantom Warrior (one in each turret) (CoS p. 142)
HardQ41,8009x Giant Spiders
DeadlyQ14,350Arrigal, 2x Bandits, 2x Dire Wolves
DeadlyQ135,4003x Revenants
2x DeadlyQ254,9007x Phantom Warriors (CoS p. 235)
2x DeadlyQ367,1006x Phantom Warriors, Vladimir Horngaard (CoS p. 242)
2x DeadlyQ379,5004x Revenants, Sir Godfrey Gwilym (CoS p. 139)

Encounters

Challenge below is based on a 4-player party of level 8 characters.

ChallengeLocationEXPEnemy
N/AU3 (Chest)404x Crawling Claws
N/A1d4 * 1001d4 Swarms of Wasps
N/AU2 (Garden)2004x Giant Poisonous Snakes
N/AU6450Muriel Vinshaw the Wereraven (CoS p. 242)
N/AU21,100Ghost of Lazlo Ulrich
EasyBerez1,4007x Scarecrows
HardU53,2207x Corpses, 7x Swarms of Poisonous Snakes
Hard (11)U37,200Baba Lysaga (CoS p. 228)
2x DeadlyU314,400Baba Lysaga and her Creeping Hut (CoS p. 226)

Notes

  • Baba Lysaga dies quickly if she fails to bathe in blood on the night of a new moon.
  • Baba Lysaga's hut is rendered inanimate if PCs can extract the gem that powers it. Attempting to do so while the hut is animated is not easy - see CoS p. 226.

Encounters

Challenge below is based on a 4-player party of level 9 characters.

ChallengeLocationEXPEnemy
N/AX382001x Specter
N/AX324503x Barovian Witches, 3x Brooms of Animated Attack
N/AX398004x Specters
EasyX221,4007x Specters
EasyX33d1,8004x Nothics
EasyX92,500Vilnius the Mage and his Quasit
Medium (10)X105,900Damaged Amber Golem w/ 145hp
Medium (10)X275,900Weakened Exethanter w/ 99hp
Medium (10)X33e5,900Death Slaad
Medium (10)X405,900Amber Golem
Medium (10)X55,900Rahadin (CoS p. 237)
HardX33c3,1507x Ghasts
HardX173,3003x Flameskulls
HardX6 / X33a3,3003x Flameskulls
Hard (12)X5a8,400Neferon the Arcanaloth
DeadlyX154,250Helwa the Gladiator, 5x Berserkers, 1x Dire Wolf
2x DeadlyX4210,8006x Vampire Spawn
2x DeadlyX511,7003x Flameskulls + Arcanaloth
4x Deadly (22)X2741,000Exethanter the Lich (in lair)

Notes:

  • Neferon carries a Robe of Useful Items.
  • Vilnius carries a Shield Guardian command amulet.
  • The 2x Deadly encounter variation in X5 is essentially unwinnable. The flameskulls have 3/4 cover (+5 AC), and the Arcanaloth can't be targeted from behind its magical darkness. If the players dispel the darkness, the Arcanaloth still has 3/4 cover.
  • The Arcanaloth can see the X4 balcony, and can target creatures there with its Fireball and Chain Lightning spells.
  • Custom: In his weakened state, it is stated that Exethanter has forgotten his spells, but still knows his cantrips. To justify his Challenge Rating of 10, it should be assumed that his Legendary Resistance, Paralyzing Touch, and Legendary Actions are still available to him. His Lair Actions only return if his mind is restored.

Neferon's Hunt

CoS Page 184 describes how the Neferon the Arcanaloth should behave while the PCs are in the temple. In particular, it is stated that:

If the arcanaloth loses more than half its hit points, it teleports to the temple floor, turns invisible, and flees by the safest route, attacking the characters again when it's safe to do so.

Page 311 and 313 of the Monster Manual describe Arcanaloths. Notice that Arcanaloths:

  • Speak all languages and are telepathic.
  • Have true sight.
  • Can fly freely as their movement.
  • Are resistant to many damage types.
  • Can turn invisible "at will".
  • Can teleport as an action.
  • Can protect themselves via Counterspell, Banishment, and Mind Blank.
  • Can cause harm via Fireball, Chain Lightning, and Finger of Death.

We can assume that Neferon is very protective of the Amber Temple, and that he and Exethanter have "an understanding".

Should the PCs corner Neferon, he tries to fool them via Alter Self as described on Page 184. If instead they force him to flee the statue, he will pursue them about the temple. Conditions:

  • Neferon will not face the PCs in open combat.
  • He is always invisible while pursuing the PCs, but this guise is momentarily lost when he attacks.
  • If the PCs take a long rest within the temple, Neferon gains back his HP and spell slots.
  • He will not attack if the PCs are interacting normally with an NPC or Exethanter.
  • He will not attack if the PCs are engaged in a serious encounter.
  • If not otherwise barred from entering the room the PCs are in, Neferon will cast Fear or Fireball on the PCs if they attempt to take a short/long rest.
  • Neferon will specifically target PCs who turn invisible, since he can see them.

The Amber Sarcophagi

It should be made clear to the players that accepting gifts can permanently alter their characters (i.e. becoming evil). The gifts themselves have a strange range of negative side-effects, while having very nice positive effects.

Here are some suggestions for handling these effects, contrary to how they are originally written:

  • Spell gifts can be cast once per long rest, and never disappear.
  • Time-based gifts don't fade over time (or at least during the adventure).
  • A character could become a vampire, but not a Lich.
  • Zhudun's gift (perfect resurrection) lasts once as written.

Custom Development

Smashing all the Sarcophagi will prevent Strahd's return if he is killed. This fact should be insinuated by Exethanter if his memory is restored.

Castle Ravenloft can be visited at any point in the adventure, even multiple times. For lower-level parties, staying here for long poses a significant threat.

All encounters assume a 4-player party of level 4 or 9 characters, for contrast. See also Random Encounters in Castle Ravenloft. Unless stated otherwise, Strahd encounters listed here only occur if Strahd is to appear there according to your party's Tarokka reading.

Castle Music

AreaTabletop Audio Track
Dungeon (K73)Sewers / Castle Jail
CatacombsThe Underdark
Larders of Ill OmenAlchemist's Lab
Main FloorGraveyard?
Chapel (K15)Cathedral
Walls of RavenloftGraveyard
Court of the CountDungeon 1
Rooms of WeepingCatacombs
Strahd's Study (K37)Antiquarian Study
Spires of Ravenloft / TowersGraveyard
Heart of Sorrow tower (K20)Floating Ice Castle

Entering the Castle

EntranceIndexNote
EntryK7Follow events of K8
Servant's EntranceK23Break through the swollen door
ChapelK15Break through windows
Tomb of King and QueenK88Climb/fly down from K6, break windows
Audience HallK25Climb up and break large window
Heart of SorrowK20Through Parapets (K46)
King's BedchamberK42Break window from Parapets (K46)
LoungeK49Climb/fly up and break window
SmokestackK52Slide down to Study (K37)
BridgeK58Open to K20 and K57
North Tower Peak RooftopK60aTrapdoor to North Tower Peak (K60)
High Tower PeakK59Part of the roof is caved in

Notes:

  • Entering through the Smokestack causes fire damage.
  • Players who enter K88 and pass through K87 cannot exit this way unless they are Lawful Good.
  • While it does not function as an entrance, the players can leave through the teleportation Brazier in K78.
  • Falling from the Overlook (K6) results in instant death, regardless of the rules of Fall Damage.

Encounters: Walls of Ravenloft

Challenge (L4)Challenge (L9)LocationEXPEnemy
6x DeadlyDeadlyK613,000Strahd (CoS p. 240)

Encounters: Main Floor

Challenge (L4)Challenge (L9)LocationEXPEnemy
3x DeadlyMediumK85,900Rahadin (CoS p. 237)
4x DeadlyHardK83,6008x Gargoyles
4x DeadlyHardK74,4004x Red Dragon Wyrmlings
6x DeadlyDeadlyK1513,000Strahd (CoS p. 240)

Notes:

  • The dragons won't pursue PCs out of K7.
  • The Gargoyles only attack if players return to K8 after leaving it once.
  • When the Gargoyles attack, the turbulence of their wings put out all the wall torches, but not held ones.

Encounters: Court of the Count

Challenge (L4)Challenge (L9)LocationEXPEnemy
N/AN/AK3010Lief Lipsiege
EasyN/AK282002x Strahd Zombies (CoS p. 241)
HardN/AK321,800Helga Ruvak the Vampire Spawn
6x DeadlyDeadlyK2513,000Strahd (CoS p. 240)

Encounters: Rooms of Weeping

Challenge (L4)Challenge (L9)LocationEXPEnemy
N/AN/AK4210Gertruda
N/AN/AK352004x Swarms of Rats
MediumN/AK361,100Ghost of Pidlwick
DeadlyN/AK401,0005x Giant Spiders
DeadlyEasyK36*2,3001x Invisible Stalker
DeadlyEasyK462,300Strahd's Animated Armor (CoS p. 227)
6x DeadlyDeadlyK37/K4113,000Strahd (CoS p. 240)

Notes:

  • The Invisible Stalker originates from K36, but it can attack the players anywhere. It only appears if the PCs take the groom figurine out of the room.

Encounters: The Spires of Ravenloft

Challenge (L4)Challenge (L9)LocationEXPEnemy
N/AN/AK54303x Cats
N/AN/AK5950Pidlwick II (CoS p. 236)
EasyN/AK476501x Rug of Smothering, 1x Guardian Portrait (CoS p. 227)
MediumN/AK60a50010x Swarms of Bats
HardN/AK567007x Barovian Witches (CoS p. 229)
HardN/AK491,800Escher the Vampire Spawn
HardN/AK49/K551,8001x Wandering Vampire Spawn
6x DeadlyDeadlyK6013,000Strahd (CoS p. 240)
??K20*1,500Heart of Sorrow (CoS p. 59)
11x Deadly2x DeadlyK20*7,70010x Flying Halberds w/ 1d10+1 dmg and 15 AC, 4x Vampire Spawn

Notes:

  • The Rug and Portrait won't attack unless disturbed.
  • The Wandering Vampire Spawn are different for each location.
  • The Heart of Sorrow and the minions who protect it are high up the shaft, near K58. The Heart itself floats ~210 feet from the base of the tower, making ranged attacks difficult.
  • If the Heart takes damage from anywhere, four Vampire Spawn arrive three rounds later to counterattack.

Encounters: Larders of Ill Omen

Challenge (L4)Challenge (L9)LocationEXPEnemy
N/AN/AK62/K6550Cyrus Belview the Mongrelfolk (CoS p. 234)
N/AN/AK651503x Zombies
MediumN/AK6950010x Skeletons
MediumN/AK631,1001x Black Pudding
5x DeadlyDeadlyK727,0001x Shadow Demon, Rahadin (CoS p. 237)
6x DeadlyDeadlyK6713,000Strahd (CoS p. 240)

Encounters: Dungeon and Catacombs

Challenge (L4)Challenge (L9)LocationEXPEnemy
N/AN/AK74g1001x Gray Ooze
N/AN/ACrypt 74502x Gargoyles
N/AN/ACrypt 271503x Giant Wolf Spiders
N/AN/ACrypt 342001x invisible Imp
N/AN/AK8525Sergei von Zarovich
EasyN/AK75a700Emil Toranescu the Werewolf
EasyN/ACrypt 39700Beucephalus the Nightmare w/ 104hp
EasyN/AK842d4x 502d4 Swarms of Bats
EasyN/ACrypt 142d6x 502d6 Skeletons
EasyN/ACrypt 33700Sir Klutz the Phantom Warrior (CoS p. 235)
MediumN/ACrypt 41,100Ghost of Prince Ariel
MediumN/ACrypt 211,100Patrina Velikovna the Banshee
??Crypt 14Nx 700Nx Wights
HardN/ACrypt 201,800Sasha Ivliskova the Vampire Spawn
DeadlyEasyK761,2006x Strahd Zombies (CoS p. 241)
DeadlyEasyCrypt 351,2006x Ghouls
3x DeadlyHardCrypt 383,9003x Hellhounds, 1x Wraith
4x DeadlyHardCrypt 218,400Patrina Velikovna the Archmage
5x DeadlyDeadlyK865,4003x Strahd's Vampire Brides
6x DeadlyDeadlyK85/K86/K8813,000Strahd (CoS p. 240)
16x Deadly3x DeadlyCrypt 1533,000Khazan the Demilich (MM p. 48)
22x Deadly4x DeadlyK7830,0002x Iron Golems

Custom: Khazan the Demilich

Khazan is an Acererak-like Demilich. This means he is not the degenerative form of Demilich, but the ascended form. His only remains are his skull in Crypt 15 of K84. The Crypt is not considered his layer, so his Challenge Rating is 21 (33,000 EXP). Change the text of this crypt to read:

A single skull sits atop a marble slab in the center of the crypt. It has black opals set in its eye sockets and shards of amber where its teeth should be. The floor below the slab is scattered with weapons and other adventuring equipment.

The equipment is from adventurers who were absorbed into Khazan's opals. Their souls were transferred to Khazan's phylactery, which remains in his Tower.

As a Demilich, Khazan managed to comprehend and subvert the elaborate spatial warping magic that entraps Barovia, projecting his mind to other planes of existance. He is the only creature to have done so, and Strahd is unaware of this.

While usually thirsty for souls, Khazan "isn't home" when the players arrive.

Custom Development

If your party contains a Warlock, consider the following:

Touching the skull or taking the Staff of Power summons Khazan back to Barovia, whereupon he interacts with your Warlock, offering to become its new patron. Perhaps this involves a combat encounter with the old patron, or some other puzzle.

Custom: Reviving Sergei

This can be done either with the last Wish charge of the Luck Blade, or via the Resurrection Dark Gift.

Appendix

Vampires are described on pages 295 through 298 of the Monster Manual. Strahd himself is described all over the Curse of Strahd book, but his stats are on pages 239 and 240.

Here are some notes about vampires that may not have been clear upon first reading of the above sections.

In General

Vampires are undead, and thus can be targeted with Turn Undead and similar effects.

A stake to the heart while in their resting place will kill a vampire spawn outright, but only paralyzes a true vampire (Strahd included).

Any vampire or spawn can be restored to life and have their alignment returned from Evil if they are killed and brought back to life, or if Wish is cast on them.

Strahd

Strahd differs from normal vampires in the following ways:

  • he doesn't need to rest during the day
  • he has higher Skill statistics
  • he can cast spells
  • he has Lair Actions
  • he has the Heart of Sorrow
  • he is almost always accompanied by minions (CoS p. 239)

Ravenloft is Strahd's Lair, so it would have the regional effects described on page 296 of the Monster Manual.

Vampire Spawn

A spawn who drinks its master's blood becomes its own, free vampire.

A spawn's bite cannot create new vampires.

Errors

Page 20, top-right.

Stanimir is joined by his daughter, Damia (CN male human spy), ...

should read

Stanimir is joined by his daughter, Damia (CN female human spy), ...

Page 28, top-right, second bullet.

When this curse ends, the Vistana it takes 1d6 psychic damage.

should read

When this curse ends, the Vistana takes 1d6 psychic damage.

Page 44, in the flavour text of the Burgomaster's Mansion:

... Heavy claw markings have stripped the once-beautiful finish of the walls.

should read

... Heavy claw markings have stripped the once-beautiful finish off the walls.

Page 47, there is a Fortunes of Ravenloft section in the church Undercroft, but no corresponding Tarokka card that can be drawn to select this location.

Page 61, bottom-left.

Directly across from the window stand a set of double doors in the east wall.

should read

Directly across from the window stands a set of double doors in the east wall.

Page 62, "King's Accountant" flavour text."

... around four heavy wooden chests fitted with study iron locks.

should read

... around four heavy wooden chests fitted with sturdy iron locks.

Page 100, top-left.

Danika Martikov usually tends bar while ...

should read

Danika Dorakova usually tends bar while ...

since she is named as such on page 98.

Page 133, Q12 description, third paragraph.

... The doors in the northeast corner hang open. ...

shoud read

... The doors in the northwest corner hang open. ...

Page 133, bottom right.

A continual light spell was cast...

should read

A continual flame spell was cast...

as there is no spell named continual light.

Page 138, Q36 description.

The west wall of this fifty-foot long, ...

should read

The east wall of this fifty-foot long, ...

as the east wall is shown on the map as being crumbled, and Vladimir is described as looking out windows in the opposite west wall.

Clarifications

Page 196, it is stated that Rahadin rides a Phantom Steed to the Amber Temple. This mount is the result of the Phantom Steed spell, not a creature listed in the Monster Manual.

A quote on Tarokka:

In the adventure, it is suggested that the DM do one reading before the game, and then another if the heroes go to Eva's. This way, if the heroes never meet Eva, you have determined where the items are and etc. Be aware that if you do the reading at the table with your players, you might get results that you don't like.

My own thought is that the DM should rig the Magic Item locations. From the numbers below we can see a comparitively high chance that at least one of the items will appear in Castle Ravenloft. Reviewing the Magic Items page, however, shows that the Castle is already packed with other magic items. A pacing argument can also be made: do you want your players to find the Sunsword at the Ivlis River Crossroads, the first time they pass it?

  • Sunsword: Q53 - Beacon of Argynvostholt. Instead of resting

Item Distributions

There are 40 locations that the special magic items can appear.

Argynvostholt (14.62% chance of at least one):

  • Vladimir
  • Beacon room

Castle Ravenloft (76.7% chance of at least one):

  • Audience Hall
  • Chapel
  • Crypt 05
  • Crypt 07
  • Crypt 31
  • Crypt 37
  • Crypt 38
  • Hall of Bones
  • North Tower peak
  • Sergei's tomb
  • Strahd's Tomb
  • Strahd's parents' tomb
  • Strahd's study
  • Treasury
  • Wine cellar

Tsolenka Pass + Amber Temple (27.73% chance of at least one)

  • Head of Giant statue
  • Ravenloft model
  • Rooftop of Pass guard tower
  • Sealed Treasury

Werewolf Den (7.5% chance of at least one)

  • The Shrine

Vallaki (39.43% chance of at least one)

  • Blue Water Inn attic
  • Burgomaster's attic
  • Kasimir's hovel
  • Master bedroom of Wachterhaus
  • Rictavio's wagon
  • Vistani wagon

Village of Barovia (14.62% chance of at least one):

  • Madam Eva's cart
  • Ivlis River crossroads

Berez (14.62% chance of at least one):

  • Baba Lysaga's hut
  • Marina's monument

Van Richten's Tower (7.5% chance of at least one)

  • Top floor

Krezk (27.73% chance of at least one)

  • Abbey main hall
  • Abbey nursery
  • Abbey scarecrows
  • Under gazebo

Winery (7.5% chance of at least one)

  • Glassblower's workshop

Yester Hill (7.5% chance of at least one)

  • Beneath Gulthas tree

Old Bonegrinder (7.5% chance of at least one)

  • Attic

This section justifies the choice to cut the Werewolf Den from Curse of Strahd. My three main reasons are:

  • Unless you're using the initial Werewolf hook, visiting the Den doesn't advance the story
  • There is a low chance of the players needing to visit it via Tarokka
  • There are already other sub-groups whose home base is left a mystery

Sunny with Low Chance of Werewolves

Out of 40 possible magic item locations, only 1 involves the Den (5 of Swords). Out of 21 possible Strahd enemies, only Zuleika Toranescu is a werewolf (Beast / Jack of Diamonds).

Here is some runnable-as-is Haskell code that demonstrates the chance of drawing any Werewolf involvement from an ideally random Tarokka reading:

import           Data.Ratio
import qualified Data.Set as S

-- | Naive-ish "choice" implementation.
choose :: Int -> Int -> Int
choose a b = product numer `div` product (S.fromList [b, b - 1 .. 1])
  where numer = S.fromList [a, a - 1 .. 1] `S.difference` S.fromList [a - b, a - b - 1 .. 1]

-- | Ways to pick magic item locations.
configs :: Int
configs = 40 `choose` 3  -- 9880

-- | Ways to pick an arrangement that involves the Werewolf Den.
withWWs :: Int
withWWs = 39 `choose` 2  -- 741

-- | Chance of needing to visit the Den for an item.
toTheDen :: Ratio Int
toTheDen = withWWs % configs  -- 0.075 or 7.5%

-- | Chance that Zuleika is the Chosen Enemy of Strahd.
enemyIsZuleika :: Ratio Int
enemyIsZuleika = 1 % (21 `choose` 1)  -- 0.047 or ~5%

-- | Chance of having anything to do with Werewolves. Around 12%.
wwInvolvement :: Ratio Int
wwInvolvement = sum [ toTheDen * (1 - enemyIsZuleika)  -- Item in Den, Zuleika is not enemy
                    , toTheDen * enemyIsZuleika        -- Item in Den, Zuleika is enemy
                    , (1 - toTheDen) * enemyIsZuleika  -- Item not in Den, Zuleikea is enemy
                    ]

The wwInvolvement function gives us the answer. In any particular Tarokka drawing, there is only a 12% chance that the players have an explicit directive to visit the Den.

"But Yester Hill!" Yes, well, there is also only a 7.5% chance of needing to go to Yester Hill for an item, but other factors can draw the players there, namely restoring the Winery, settling the score with druids, or interaction with Strahd.

Tarokka Replacements

  • Enemy: Replace Zuleika with Sergei von Zarovich. Let his text read:

I see a ghost once betrayed, the seed of evil's power.

  • Item: Replace Den with E5g (Undercroft). Maybe? They're almost guaranteed to go here, and the chest is written as being "unlocked and untrapped". Seems too easy.

Cons

There is no road that leads to the Den. Cutting this section of the adventure would deprive the players their only legitimate reason to bush-whack.

Speed running is usually the act of completing a video game as fast as possible, using a variety of tricks not known to the average player. Speed running Curse of Strahd is also possible if the DM colludes with the players.

Given the scenario:

  • the PCs are all Level 3
  • the PCs begin in the Village of Barovia (as if Death House were complete)
  • the DM has told the players where the Magic Items are

How fast can Curse of Strahd be completed?

Suggested route:

  • Sunsword is in Tser Pool Encampment
  • Travel immediately to Castle Ravenloft
  • Attune someone to the Sunsword (1 hour)
  • Get Staff of Power from Khazan's crypt
  • Strahd is in Sergei's tomb
  • Break the Staff of Power beside Strahd while he is in sunlight (160 dmg)
  • Victory

The Deadliest Paragraph

The Development section of K78 (CoS p. 84) describes an encounter with two Iron Golems, should the PCs attack them or the Warp Brazier kept here. Specifically it states:

... the doors of the room magically slam shut and lock ... On the first round, the golems fill the room with their poison breath ... Each creature in the room must make two savings throws.

A single Iron Golem has a Challenge Rating of 16. Their Poison Breath action does 45 damage on average on a failed save, meaning that you can expect the PCs to have taken 90 damage each before the battle even begins. And when it does, the Golems are immune or resistant to many of the PCs' potential attacks.

If the encounter is triggered:

  • The doors in this room can be forced open (DC 25 Strength Check) or smashed (25 HP).
  • Provided that the neither the Brazier (25 HP) nor the Hourglass (20 HP) have been destroyed, the PCs can warp out of this room using the mechanism described on Page 84.

Otherwise, your players will surely die here, the deadliest room in Barovia.