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
- I, Strahd: Memoirs of a Vampire
- Unearthed Arcana: Gothic Heroes
- Is CoS Really Hard, or am I DMing it Wrong?
- Notes on Ezmerelda d'Avenir
Tools
Music
Maps
- Roll20: Castle Ravenloft Map Pack
- Mike Schley's Official Curse of Strahd Maps
- G. Jensen's 2D Castle Ravenloft
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
Leg | Map Hexes | Distance | Time | Rolls | Fast Time | Fast Rolls |
---|---|---|---|---|---|---|
Barovia to Crossroads (F) | 12 | 3 | 1 hour | 2 | 45 mins | 1 |
Crossroads to Camp | 7 | 1.75 | 35 mins | 1 | ~26 mins | 1 |
Camp to Tser Falls | 5 | 1.25 | 25 mins | 1 | ~19 mins | 0 |
Crossroads to Tser Falls | 23 | 5.75 | ~2 hours | 4 | ~1.5 hours | 3 |
Tser Falls to Black Carriage | 8 | 2 | 40 mins | 1 | 30 mins | 1 |
Black Carriage to Gates of Ravenloft | 8 | 2 | 40 mins | 1 | 30 mins | 1 |
Black Carriage to Gates of Barovia | 1 | 1/4 | 5 mins | 0 | 0 | |
Gates to OBG Fork | 9 | 2.25 | 45 mins | 1 | ~34 mins | 1 |
OBG Fork to Vallaki | 22 | 5.5 | ~1.8 hours | 3 | ~1.4 hours | 2 |
Barovia to Vallaki (short) | 64 | 16 | 5.3 hours | 10 | 4 hours | 8 |
Barovia to Vallaki (long) | 75 | 18.75 | 6.25 hours | 12 | 4.7 hours | 9 |
Western Barovia
Leg | Map Hexes | Distance | Time | Rolls | Fast Time | Fast Rolls |
---|---|---|---|---|---|---|
Vallaki to Lake Zarovich | 2 | 1/2 | 10 mins | 0 | 0 | |
Vallaki to Luna Crossroads (P) | 4 | 1 | 20 mins | 0 | 0 | |
Luna Crossroads to Berez (difficult) | 14 | 3.5 | ~2.3 hours | 4 | 1.75 hours | 3 |
Luna Crossroads to Lake Fork (difficult) | 9 | 2.25 | 1.5 hours | 3 | 2 | |
Lake Fork to Raven Crossroads | 3 | 3/4 | 15 minutes | 0 | 0 | |
Luna Crossroads to Arg Fork | 8 | 2 | 40 mins | 1 | 30 mins | 1 |
Arg Fork to Argynvostholt | 8 | 2 | 40 mins | 1 | 30 mins | 1 |
Vallaki to Argynvostholt | 20 | 5 | ~1.7 hours | 3 | 1.25 hours | 2 |
Arg Fork to Tsolenka Fork | 5 | 1.25 | 25 mins | 1 | ~19 mins | ? |
Tsolenka Fork to Tsolenka Pass | N/A (35) | 7 | ~2.3 hours | 4 | 1.75 hours | 3 |
Tsolenka Pass to Amber Fork | 13 | 3.25 | ~1 hour | 2 | ~49 mins | 1 |
Amber Fork to Amber Temple | 6 | 1.5 | 30 mins | 1 | ~23 mins | 0 |
Tsolenka Fork to Raven Fork | 1 | 1/4 | 5 mins | 0 | 0 | |
Raven Fork to Krezk | 9 | 2.25 | 45 mins | 1 | ~34 mins | 1 |
Vallaki to Krezk | 18 | 4.5 | 1.5 hours | 3 rolls | ~1.1 hours | 2 |
Raven Fork to Winery Fork | 9 | 2.25 | 45 mins | 1 | ~34 mins | 1 |
Winery Fork to Winery | 3 | 3/4 | 15 minutes | 0 | 0 | |
Winery Fork to Yesterhill (difficult) | 10 | 2.5 | 1 2/3 hours | 3 | ~1.3 hours | 2 |
Vallaki to Winery | 30 | 7.5 | 2.5 hours | 5 | ~1.9 | 3 |
Rolls and Charts
Music
Location | Syrinscape Soundset |
---|---|
Death House | Deserted Desert House |
Village of Barovia | Elven Vale Night |
Barovian Countryside | Witchwood / Storm |
Tser Pool | In the Lair of the Siren |
Old Bonegrinder | ? |
Vallaki | Brindol Town |
Blue Water Inn | Friendly Tavern |
Lake Zarovich | Stony Beach |
Krezk | Elven Vale Day |
Winery | ? |
Van Richten's Tower | ? |
Yester Hill | Storm |
Argynvostholt | ? |
Tsolenka Pass | Icy Wasteland |
Berez | Swamp |
Amber Temple | ? |
Castle Ravenloft | Dungeon Depths / Flooded Cavern |
Common DCs
Note: Barred/Reinforced doors get +5 to the STR DC.
Object | DC |
---|---|
Glass/Amber Door | 5 STR |
Wooden Door | 10 STR |
Stone Door | 15 STR |
Iron Door | 20 STR |
Find Secret Door | 15 Perception |
Pick Lock | 15 DEX (with Thieves Tools) |
Smash Lock | 20 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.
d20 | Temperature |
---|---|
1 - 14 | Normal for the region |
15 - 17 | 1d6 degrees celsius colder than normal |
18 - 20 | 1d6 degrees celsius hotter than normal |
Wind
- Strong Wind imposes disadvantage on ranged attacks and Perception checks that rely on hearing.
d20 | Wind |
---|---|
1 - 12 | None |
13 - 17 | Light |
18 - 20 | Strong |
Precipitation
- Heavy precipitation imposes disadvantage on Perception checks that rely on sight.
- Heavy rain does the same for hearing checks.
d20 | Precipitation |
---|---|
1 - 12 | None |
13 - 17 | Light rain/snow |
18 - 20 | Heavy 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.
d20 | Thickness |
---|---|
1 | None |
2 - 14 | Light |
15 - 19 | Heavy |
20 | Choking |
Exhaustion
A long rest reduces exhaustion level by 1.
Level | Effect |
---|---|
1 | Disadvantage on ability checks |
2 | Speed halved |
3 | Disadvantage on attack rolls and saving throws |
4 | HP maximum halved |
5 | Speed reduced to 0 |
6 | Death |
Traps
Damage Severity
Character Level | Setback | Dangerous | Deadly |
---|---|---|---|
1 - 4 | 1d10 | 2d10 | 4d10 |
5 - 10 | 2d20 | 4d10 | 10d10 |
11 - 16 | 4d10 | 10d10 | 18d10 |
17 - 20 | 10d10 | 18d10 | 24d10 |
Trap Danger
Overridden to include a randomness mechanism.
Trap Danger | Save DC | Attack Bonus |
---|---|---|
Setback | 9 + 1d2 | +3 to + 5 |
Dangerous | 11 + 1d4 | +6 to +8 |
Deadly | 16 + 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
d20 | Occupants |
---|---|
1 - 3 | None |
4 - 8 | 2d4 Swarms of Rats |
9 - 16 | 1d4 Barovian Villagers |
17 - 20 | 2d4 Strahd Zombies |
Occupants of Vallakian Houses
d20 | Occupants |
---|---|
1 - 3 | None |
4 - 5 | 2d4 Swarms of Rats |
6 - 18 | 1d4 Vallakian Townsfolk |
19 - 20 | 2d4 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 + d8 | Encounter |
---|---|
2 | 3d6 Barovian Commoners |
3 | 1d6 Barovian Scouts |
4 | Hunting trap |
5 | Grave |
6 | False trail |
7 | 1d4 + 1 Vistani Bandits |
8 | Skeletal Rider |
9 | Trinket |
10 | Hidden Bundle |
11 | 50% of 1d4 Swarms of Ravens, 50% 1 Wereraven |
12 | 1d6 Dire Wolves |
13 | 3d6 Wolves |
14 | 1d4 *Berserkers] |
15 | Corpse |
16 | 1d6 Human-form Werewolves |
17 | 1 Druid with 2d6 Twig Blights |
18 | 2d4 Needle Blights |
19 | 1d6 Scarecrows |
20 | 1 Revenant |
Random Encounters in Barovia (Night)
d12 + d8 | Encounter |
---|---|
2 | 1 Ghost |
3 | Hunting trap |
4 | Grave |
5 | Trinket |
6 | Corpse |
7 | Hidden Bundle |
8 | Skeletal Rider |
9 | 1d8 Swarms of Bats |
10 | 1d6 Dire Wolves |
11 | 3d6 Wolves |
12 | 1d4 Berserkers |
13 | 1 Druid with 2d6 Twig Blights |
14 | 2d4 Needle Blights |
15 | 1d6 Wolf-form Werewolves |
16 | 3d6 Zombies |
17 | 1d6 Scarecrows |
18 | 1d8 Strahd Zombies |
19 | 1 Will-o-Wisp (once) |
20 | 1 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 + d8 | Encounter |
---|---|
2 | Ezmerelda (once) |
3 | Rahadin |
4 | 1 Black Cat (once if killed) |
5 | 1 Broom of Animated Attack |
6 | 1d4 + 1 Flying Swords |
7 | Blinsky Toy |
8 | Unseen Servant |
9 | 1d4 Barovian Commoners |
10 | 2d6 Crawling Claws |
11 | 1d6 Shadows |
12 | 1d6 Swarms of Bats |
13 | 1 crawling Strahd Zombie |
14 | 1d4 + 1 Vistani Thugs |
15 | 1d4 Wights |
16 | Trinket |
17 | Giant Spider Cocoon (reroll if resting) |
18 | 1 Barovian Witch (once) |
19 | 1d4 + 1 Vampire Spawn |
20 | Strahd von Zarovich |
Strahd's Minions
Roll for this whenever Strahd appears outside his castle.
d20 | Creatures |
---|---|
1 - 3 | 1d4 + 2 Dire Wolves |
4 - 6 | 1d6 + 3 Ghouls |
7 - 9 | 1d4 + 2 Strahd Zombies |
10 - 12 | 2d4 Swarms of Bats |
13 - 15 | 1d4 + 1 Vampire Spawn |
16 - 18 | 3d6 Wolves |
19 - 20 | None |
Revenant Resurrection Locations
d20 | Corpse Location |
---|---|
1 - 4 | Village of Barovia cemetary |
5 - 11 | Vallaki church graveyard |
12 | Argynvostholt |
13 | Grave in Krezk |
14 | Berez cemetary |
15 - 16 | Grave in Svalich Woods |
17 - 20 | Corpse of a dead party member or NPC |
Random Books
d12 | Book theme |
---|---|
1 | Alchemist's tome |
2 | Bestiary of strange beasts |
3 | Biography of a forgotten king or queen |
4 | Book of exotic recipes |
5 | Book of heraldry |
6 | Book of military strategy |
7 | Epic novel |
8 | Guide to fine wines |
9 | Heretical text |
10 | Historical text |
11 | Poetry anthology |
12 | Theological 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.
Treasure | Location | Page |
---|---|---|
Alchemy Jug | K41 (Treasury) | DMG 150 |
Bag of Tricks | N2h (Ravens' Loft) | DMG 154 |
Deck of Illusions | K84, Crypt 9 | DMG 161 |
Doss Lute* | K36 (Dining Hall of the Count) | DMG 176 |
+2 Greatsword | Q36 (Dragon's Audience Hall - Vladimir) | PHB 149 |
Hat of Disguise | Rictavio | DMG 173 |
Helm of Brilliance | K41 (Treasury) | DMG 173 |
Icon of Ravenloft | K15 (Chapel) | CoS 222 |
Luck Blade | K84, Crypt 29 | DMG 179 |
Mace of Terror | K15 (Chapel) | DMG 180 |
Oil of Sharpness | U3 (Baba Lysaga's Hut) | DMG 184 |
Pipes of Haunting | U3 (Baba Lysaga's Hut) | DMG 185 |
+2 Plate Armour | K85 (Sergei's Tomb) | PHB 145 |
Ring of Mind Shielding | Rictavio | DMG 191 |
Ring of Regeneration | S7 (Abbey Graveyard) | DMG 191 |
Ring of Warmth | N9a (Kasimir's Hovel - Kasimir) | DMG 193 |
Robe of Useful Items | X5a (God of Secrets) | DMG 195 |
+1 Rod of the Pact Keeper | K41 (Treasury) | DMG 197 |
Staff of Frost | X17 (Upper West Hall) | DMG 202 |
Staff of Power | K84, Crypt 15 | DMG 202 |
Stone of Good Luck | U3 (Baba Lysaga's Hut) | DMG 205 |
Tasha's Holy Symbol* | K84, Crypt 11 | CoS 87 |
Tome of Understanding | X20 (Architect's Room) | DMG 209 |
Wand of Secrets | X2b (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
Renown | Perk |
---|---|
1 | Get into Vallaki with a hassle |
2 | Easy passage into Vallaki |
6 | Regular 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
Renown | Perk |
---|---|
3 | Vistani will not assassinate nor scam the PCs |
5 | Sleep at any Vistani camp as a friend |
6 | Vistani will not attack PCs unless ordered by Strahd |
7 | Raise 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.
Renown | Perk |
---|---|
1 | Sleep in any Church / Abbey |
5 | Raise 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)
Renown | Rank | Perk |
---|---|---|
1 | Friend | Ezmerelda will join the party |
4 | Monster Hunter | Van Richten will give up his Scroll of Raise Dead |
7 | Vampire Hunter | Silver all non-magic weapons |
12 | Van 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
Renoun | Perk |
---|---|
1 | Be watched over by helpful ravens |
3 | 1d4 Wereravens show up in a pinch |
6 | Receive the Holy Symbol of Ravenkind |
12 | Become 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
Renoun | Perk |
---|---|
2 | Hear 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A (1/4) | 14 | 50 | Broom of Animated Attack (CoS p. 226) |
N/A (1/2) | 23D | 100 | Swarm of Insects |
Easy (1) | 11 | 200 | Animated Armour |
Easy (1) | 15/18 | 200 | Nursemaid's Specter |
Medium (2) | 28 | 450 | 1x Grick |
Medium (2) | 33 | 450 | Mimic |
Medium (2) | 34 | 450 | Ghast |
Hard | 31 | 300 | 3x Shadows |
Hard | 29 | 400 | 2x Ghouls |
Deadly | N/A | 800 | Escape Death House |
2x Deadly | 20 | 1,400 | 2x Child Ghosts w/ 35hp (Small, LG) |
2x Deadly | 38 | 1,800 | Shambling 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:
Action | Check | On Failure |
---|---|---|
Dodge a door-scythe | DC 15 Acrobatics | 2d10 slashing damage |
Study a door-scythe | DC 15 INT | 2d10 slashing damage |
Start turn in smokey room | DC 10 CON | 1d10 poison damage |
Rooms with smoke:
Location | Name |
---|---|
2A | Main Hall |
3 | Den of Wolves |
4A | Kitchen |
5 | Dining Room |
6 | Upper Hall |
8 | Library |
10 | Conservatory |
12A | Master Suite |
13 | Bathroom |
15A | Nursemaid's Suite |
17 | Spare Bedroom |
18 | Storage Room |
19 | Spare 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
Deadly (5) | E4 | 1,800 | Escher the Vampire Spawn |
Deadly (5) | E5G | 1,800 | Doru the Vampire Spawn |
Deadly (5) | Village streets | 1,800 | Morgantha 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | G | 200 | Damia, daughter of Stanimir |
Deadly | G | 2,300 | Stanimir the Mage |
3x Deadly | G | 5,900 | Madam Eva (CoS p. 233) |
4x Deadly | G | 1,650 | 12x 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.
Target | Rigged Location | Tarokka Card | Normal Card |
---|---|---|---|
Tome of Strahd | Marina's Monument (U5) | 3 of Stars (Enchanter) | 3 of Clubs |
Holy Symbol of Ravenkind | Blue Water Inn (N2q) | Master of Coins (Rogue) | 10 of Diamonds |
The Sunsword | Beacon of Argynvostholt (Q53) | 4 of Stars (Abjurer) | 4 of Clubs |
Strahd's Enemy | Any | ||
Strahd | Any |
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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
Hard (5) | Anywhere | 1,800 | 1x Night Hag |
Deadly | O1 | 1,800 + N*50 | Morgantha, Nx Dretches |
2x Deadly | Anywhere | 3,600 | 2x Night Hag |
8x Deadly | Anywhere | 8,700 | 3x 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
d12 | Location |
---|---|
1 - 2 | Selling pastries in the Village of Barovia |
3 - 4 | Selling pastries in Vallaki |
5 - 12 | O2 |
Bella Sunbane
d12 | Location |
---|---|
1 - 3 | Svalich Woods (herb picking) |
4 - 11 | O3 |
12 | Communing with Barovian Witches |
Offalia Wormwiggle
d12 | Location |
---|---|
1 - 6 | Tending the garden |
7 - 11 | O3 |
12 | Communing 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | N1 | 10 | Milijov w/ 15 STR, +4 atk, 1d4+2 dmg |
N/A (2) | N1 | 450 | Father Lucian Petrovich (LG) |
Easy | ? | 300 | Arresting Party of 12x Guards |
Medium | ? | 300 | Lynching Party of 30x Commoners |
Deadly | ? | 600 | Routing Party of 24x Guards |
Hard | ? | 1,800 | Izek Strazni (CoS p. 232) |
10x Deadly | N6f | 10,800 | 6x 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
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | N3c | 10 | Lydia Petrovna, the Baron's wife (LG) |
N/A | N3e/N3l | 75 | The Baron (NE), 2x Mastiffs |
Hard | N3j | 1,800 | Izek Strazni (CoS p. 232) |
Deadly | N3p | 3,900 | Spirit Assassin |
2x Deadly | N3t | 2,360 | Victor Vallakovich (NE), 6x Skeletal Cats |
Notes
- Izek is only here at night, sleeping.
Encounters: Wachterhaus
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | N4n | 10 | Stella Wachter (CG) |
N/A | N4p | 80 | 8x Cats |
N/A | N4k | 200 | Ernst Larkan (LE) |
N/A | N4i | 450 | Fiona Wachter (LE) w/ AC 10 (CoS p. 110) |
Medium | N4s | 400 | 8x Skeletons |
Deadly | N4t | 1,800 | 4x Cult Fanatics |
Encounters: Vistani Camp
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | N9c | 150 | 6x Drunk, sleeping Vistani Bandits |
Easy | N9 | 225 | 9x Dusk Elf Guards |
Easy | N9g | 225 | 9x Vistani Bandits |
Easy | N9 | 300 | 12x Vistani Bandits* |
Deadly | N9a | 2,300 | Kasimir Velikov (CoS p. 232) |
3x Deadly | N9c | 4,350 | Luvash 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.
Item | Cost |
---|---|
Bed for the night | 1 ep |
Wolf steak | 1 ep |
Pint of Purple Grapemash | 3 cp |
Pint of Red Dragon Crush | 1 sp |
Rictavio
From noon to dusk.
d10 | Location |
---|---|
1 - 4 | His private room. |
5 - 10 | The 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | N/A | 50 | 1x Misc. Mongrelfolk (CoS p. 234) |
N/A | S17 | 50 | Clovin Belview the Mongrelfolk |
N/A | S12a | 50 | Mishka |
N/A | S6 | 100 | Otto and Zygfrek |
N/A | S15h | 100 | 2x Mongrelfolk* |
N/A | S15a | 150 | 3x Mongrelfolk |
N/A | S15g | 150 | 3x Mongrelfolk (and 7x babies) |
N/A | S15b | 250 | 5x Mongrelfolk |
N/A | S15c | 350 | 7x Mongrelfolk |
Easy | S15f | 400 | 8x Mongrelfolk |
Easy | S15d | 450 | 9x Mongrelfolk |
Hard | S15e | 800 | 16x Mongrelfolk |
Easy | S13 | 1,800 | Vasilka the Flesh Golem |
Easy | S15 | 1,800 | Flesh Golem |
Deadly (10) | S13 | 5,900 | The Abbot |
2x Deadly | S9 | 4,900 | 7x 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | W16 | 450 | 1x Druid w/ Gulthias Staff |
Easy | W20 | 650 | 2x Vine Blights, 1x Druid |
Easy | W14 | 700 | 5x Needle Blights, 1x Druid |
Hard | W9 | 1,050 | 24x Twig Blights, 1x Druid* |
Deadly | W | 1,500 | 30x 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A (1) | V7 | 200 | 1x Animated Armour |
Hard (8) | V1 | 3,900 | Ezmerelda d'Avenir (CoS p. 231) |
Hard (9) | V2 | 5,000 | 1x Young Blue Dragon |
7x Deadly | V4 | 20,000 | 4x 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | Y3 | N/A | Strahd Statue (AC 10, 50hp) |
N/A | Y4 | 1,500 | Gulthias Tree (AC 15, 250hp) (CoS p. 198) |
Medium (7) | Y4 | 2,900 | Wintersplinter (CoS p. 230)* |
Hard | Y4 | 900 | 3x Vine Blights, 6x Needle Blights, 12x Twig Blights* |
3x Deadly | Y3 | 5,400 | 6x Druids, 6x Berserkers* |
3x Deadly | Y3 | 13,000 | Strahd (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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | Q11 | 100 | Savid the Dusk Elf Scout |
Easy | Q52 | 1,400 | 2x Phantom Warrior (one in each turret) (CoS p. 142) |
Hard | Q4 | 1,800 | 9x Giant Spiders |
Deadly | Q1 | 4,350 | Arrigal, 2x Bandits, 2x Dire Wolves |
Deadly | Q13 | 5,400 | 3x Revenants |
2x Deadly | Q25 | 4,900 | 7x Phantom Warriors (CoS p. 235) |
2x Deadly | Q36 | 7,100 | 6x Phantom Warriors, Vladimir Horngaard (CoS p. 242) |
2x Deadly | Q37 | 9,500 | 4x Revenants, Sir Godfrey Gwilym (CoS p. 139) |
Encounters
Challenge below is based on a 4-player party of level 8 characters.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | U3 (Chest) | 40 | 4x Crawling Claws |
N/A | 1d4 * 100 | 1d4 Swarms of Wasps | |
N/A | U2 (Garden) | 200 | 4x Giant Poisonous Snakes |
N/A | U6 | 450 | Muriel Vinshaw the Wereraven (CoS p. 242) |
N/A | U2 | 1,100 | Ghost of Lazlo Ulrich |
Easy | Berez | 1,400 | 7x Scarecrows |
Hard | U5 | 3,220 | 7x Corpses, 7x Swarms of Poisonous Snakes |
Hard (11) | U3 | 7,200 | Baba Lysaga (CoS p. 228) |
2x Deadly | U3 | 14,400 | Baba 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.
Challenge | Location | EXP | Enemy |
---|---|---|---|
N/A | X38 | 200 | 1x Specter |
N/A | X32 | 450 | 3x Barovian Witches, 3x Brooms of Animated Attack |
N/A | X39 | 800 | 4x Specters |
Easy | X22 | 1,400 | 7x Specters |
Easy | X33d | 1,800 | 4x Nothics |
Easy | X9 | 2,500 | Vilnius the Mage and his Quasit |
Medium (10) | X10 | 5,900 | Damaged Amber Golem w/ 145hp |
Medium (10) | X27 | 5,900 | Weakened Exethanter w/ 99hp |
Medium (10) | X33e | 5,900 | Death Slaad |
Medium (10) | X40 | 5,900 | Amber Golem |
Medium (10) | X5 | 5,900 | Rahadin (CoS p. 237) |
Hard | X33c | 3,150 | 7x Ghasts |
Hard | X17 | 3,300 | 3x Flameskulls |
Hard | X6 / X33a | 3,300 | 3x Flameskulls |
Hard (12) | X5a | 8,400 | Neferon the Arcanaloth |
Deadly | X15 | 4,250 | Helwa the Gladiator, 5x Berserkers, 1x Dire Wolf |
2x Deadly | X42 | 10,800 | 6x Vampire Spawn |
2x Deadly | X5 | 11,700 | 3x Flameskulls + Arcanaloth |
4x Deadly (22) | X27 | 41,000 | Exethanter 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
Area | Tabletop Audio Track |
---|---|
Dungeon (K73) | Sewers / Castle Jail |
Catacombs | The Underdark |
Larders of Ill Omen | Alchemist's Lab |
Main Floor | Graveyard? |
Chapel (K15) | Cathedral |
Walls of Ravenloft | Graveyard |
Court of the Count | Dungeon 1 |
Rooms of Weeping | Catacombs |
Strahd's Study (K37) | Antiquarian Study |
Spires of Ravenloft / Towers | Graveyard |
Heart of Sorrow tower (K20) | Floating Ice Castle |
Entering the Castle
Entrance | Index | Note |
---|---|---|
Entry | K7 | Follow events of K8 |
Servant's Entrance | K23 | Break through the swollen door |
Chapel | K15 | Break through windows |
Tomb of King and Queen | K88 | Climb/fly down from K6, break windows |
Audience Hall | K25 | Climb up and break large window |
Heart of Sorrow | K20 | Through Parapets (K46) |
King's Bedchamber | K42 | Break window from Parapets (K46) |
Lounge | K49 | Climb/fly up and break window |
Smokestack | K52 | Slide down to Study (K37) |
Bridge | K58 | Open to K20 and K57 |
North Tower Peak Rooftop | K60a | Trapdoor to North Tower Peak (K60) |
High Tower Peak | K59 | Part 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) | Location | EXP | Enemy |
---|---|---|---|---|
6x Deadly | Deadly | K6 | 13,000 | Strahd (CoS p. 240) |
Encounters: Main Floor
Challenge (L4) | Challenge (L9) | Location | EXP | Enemy |
---|---|---|---|---|
3x Deadly | Medium | K8 | 5,900 | Rahadin (CoS p. 237) |
4x Deadly | Hard | K8 | 3,600 | 8x Gargoyles |
4x Deadly | Hard | K7 | 4,400 | 4x Red Dragon Wyrmlings |
6x Deadly | Deadly | K15 | 13,000 | Strahd (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) | Location | EXP | Enemy |
---|---|---|---|---|
N/A | N/A | K30 | 10 | Lief Lipsiege |
Easy | N/A | K28 | 200 | 2x Strahd Zombies (CoS p. 241) |
Hard | N/A | K32 | 1,800 | Helga Ruvak the Vampire Spawn |
6x Deadly | Deadly | K25 | 13,000 | Strahd (CoS p. 240) |
Encounters: Rooms of Weeping
Challenge (L4) | Challenge (L9) | Location | EXP | Enemy |
---|---|---|---|---|
N/A | N/A | K42 | 10 | Gertruda |
N/A | N/A | K35 | 200 | 4x Swarms of Rats |
Medium | N/A | K36 | 1,100 | Ghost of Pidlwick |
Deadly | N/A | K40 | 1,000 | 5x Giant Spiders |
Deadly | Easy | K36* | 2,300 | 1x Invisible Stalker |
Deadly | Easy | K46 | 2,300 | Strahd's Animated Armor (CoS p. 227) |
6x Deadly | Deadly | K37/K41 | 13,000 | Strahd (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) | Location | EXP | Enemy |
---|---|---|---|---|
N/A | N/A | K54 | 30 | 3x Cats |
N/A | N/A | K59 | 50 | Pidlwick II (CoS p. 236) |
Easy | N/A | K47 | 650 | 1x Rug of Smothering, 1x Guardian Portrait (CoS p. 227) |
Medium | N/A | K60a | 500 | 10x Swarms of Bats |
Hard | N/A | K56 | 700 | 7x Barovian Witches (CoS p. 229) |
Hard | N/A | K49 | 1,800 | Escher the Vampire Spawn |
Hard | N/A | K49/K55 | 1,800 | 1x Wandering Vampire Spawn |
6x Deadly | Deadly | K60 | 13,000 | Strahd (CoS p. 240) |
? | ? | K20* | 1,500 | Heart of Sorrow (CoS p. 59) |
11x Deadly | 2x Deadly | K20* | 7,700 | 10x 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) | Location | EXP | Enemy |
---|---|---|---|---|
N/A | N/A | K62/K65 | 50 | Cyrus Belview the Mongrelfolk (CoS p. 234) |
N/A | N/A | K65 | 150 | 3x Zombies |
Medium | N/A | K69 | 500 | 10x Skeletons |
Medium | N/A | K63 | 1,100 | 1x Black Pudding |
5x Deadly | Deadly | K72 | 7,000 | 1x Shadow Demon, Rahadin (CoS p. 237) |
6x Deadly | Deadly | K67 | 13,000 | Strahd (CoS p. 240) |
Encounters: Dungeon and Catacombs
Challenge (L4) | Challenge (L9) | Location | EXP | Enemy |
---|---|---|---|---|
N/A | N/A | K74g | 100 | 1x Gray Ooze |
N/A | N/A | Crypt 7 | 450 | 2x Gargoyles |
N/A | N/A | Crypt 27 | 150 | 3x Giant Wolf Spiders |
N/A | N/A | Crypt 34 | 200 | 1x invisible Imp |
N/A | N/A | K85 | 25 | Sergei von Zarovich |
Easy | N/A | K75a | 700 | Emil Toranescu the Werewolf |
Easy | N/A | Crypt 39 | 700 | Beucephalus the Nightmare w/ 104hp |
Easy | N/A | K84 | 2d4x 50 | 2d4 Swarms of Bats |
Easy | N/A | Crypt 14 | 2d6x 50 | 2d6 Skeletons |
Easy | N/A | Crypt 33 | 700 | Sir Klutz the Phantom Warrior (CoS p. 235) |
Medium | N/A | Crypt 4 | 1,100 | Ghost of Prince Ariel |
Medium | N/A | Crypt 21 | 1,100 | Patrina Velikovna the Banshee |
? | ? | Crypt 14 | Nx 700 | Nx Wights |
Hard | N/A | Crypt 20 | 1,800 | Sasha Ivliskova the Vampire Spawn |
Deadly | Easy | K76 | 1,200 | 6x Strahd Zombies (CoS p. 241) |
Deadly | Easy | Crypt 35 | 1,200 | 6x Ghouls |
3x Deadly | Hard | Crypt 38 | 3,900 | 3x Hellhounds, 1x Wraith |
4x Deadly | Hard | Crypt 21 | 8,400 | Patrina Velikovna the Archmage |
5x Deadly | Deadly | K86 | 5,400 | 3x Strahd's Vampire Brides |
6x Deadly | Deadly | K85/K86/K88 | 13,000 | Strahd (CoS p. 240) |
16x Deadly | 3x Deadly | Crypt 15 | 33,000 | Khazan the Demilich (MM p. 48) |
22x Deadly | 4x Deadly | K78 | 30,000 | 2x 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.