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one night strahd

TAB LE OF CONTENTS
PREFACE.............................................. 003 ACT II: CRUSH YOUR ENEMIES..............181

COPYRIGHT.......................................... 004 THIS PLACE IS TRYING TO KILL YOU... 182

HOW TO USE THIS BOOK....................... 005 DINNER DATE................................... 193

ADVENTURE SUMMARY.................... 006 THE BASILICA.................................. 207

TOOLS OF THE NEW TRADE..............011 THE CRYPTS.................................... 225


DRAMATIS PERSONÆ...................... 014 THE TOWER..................................... 264
MASTER FLOWCHART...................... 034 THE TOME OF LORDS....................... 300
CHARACTER CREATION!.................. 043 ACT III: I'LL BE BACK............................ 312
SKILL CHECKS................................. 045
THE ECLIPSE....................................313
SPECIAL RULES................................... 047 IRENA GAUNTLET: TOMB OF IRENA... 335
EVENTS: TRIGGER NARRATIVES...... 048
IRENA FIGHT: A DARK AUDIENCE..... 352
RITES: SUPPORTING PLAYER AGENCY... 057
STRAHD GAUNTLET: STRAHD'S HATE... 369
INCARNATIONS: WHAT AND WHY..... 064
STRAHD FIGHT: TOMB OF STRAHD... 405
HUNT ENCOUNTERS RULES............ 069
THE GREENHOUSE: ENDINGS...........419
SCORING: OPTIONAL DIFFICULTY.... 074
OPTIONAL ENCOUNTERS..................... 441
ACT I: FIGHT ME, I'M RIGHT HERE......... 079
THE TREASURY............................... 442
GLASS & DIAMONDS......................... 080
THE BLACK LAGOON........................ 452
SUNLIT SHRINE.................................... 092
AFTERMATTER..................................... 466
SHRINE INTERIOR.............................119

DOG DAYS........................................ 125 DOOMED SOULS................................... 467

THE AMBER DEPTHS........................ 156 MONSTERS........................................... 488

TOTALLY SAFE GHOST CANISTERS... 169 ITEMS................................................... 512


one night strahd
PREFACE

When Jake first reached out to me to help him design and run what he
described as “a marathon game of Curse of Strahd: New Game+ ” for our
friends one Halloween, I never expected that it would one day turn into this.
What began as two nerds running a two-DM, two-room, fourteen-hour-long
spectacle has become a two-year project that has survived being poked and
prodded by minmaxers, a global plague cutting into our production time and
sanity, numerous rewrites, and at least one manuscript-wide sweep to make
sure that the words we have wrought upon these pages do not induce actual
dread and horror into the minds of our readers (we prefer the characters to
take the psychic damage, not the players). What you have in your hands—
or, more likely, on your screen—is the manifestation of almost two decades
of friendship, roughly two collective centuries of TTRPG experience,
and the search for some of the most compelling and evocative art we
could put to page.

Please take the time to really dig into this before you run it for your
friends—this story is definitely built on the bones of Curse of Strahd , but
there are enough new and strange twists here that even the most seasoned
Ravenloft explorers will find something new (don’t worry, we’ve included
as many reference sheets and handouts as we could reasonably create to
be sure that you won’t be frantically flipping through pages to keep it
rolling). There’s enough variation that you can—and should—run your
friends through this multiple times: the Dark Powers of Barovia work in
mysterious ways, and it’s not just the mists that are ever in flux. From the
bottom of our cold, twisted, undead hearts: we hope you enjoy your stay in
our version of the Ravenloft mythos. After all, you might not get to leave.

ADAM SEATS
6/3/21

For a long time, I’d wondered what I would write here. After all, I said
most of what I wanted to say in the book itself, particularly in the Tools
of the New Trade. There’s something left unsaid, though: much of this
was written during the endless twilight of a global pandemic, and a huge
swathe of this book is a response to loneliness and an indictment of
sociopathy. If there was one message here, it’s “don’t be a bastard.”
If there’s another, it’s “call your friends.”

JAKE KURZER
6/22/21
TEST E RS Sa l in a W il l ia m s WR I T I N G
Andrew Ve e n Sa m a n th a Fried m a n
J a ke K u r z er
A r ye l Sa m u N ya n n
Ben Ta l in ika Ad a m Seats
Brendo n Phi p ps W. H a nk Wes t
Captai n Ke e le Zach
Craig Re u ss Zach S P ROJ E C T M A N AG E M ENT
Danielle J uli et te S kys d ot t i r Ari Ya r wo o d
Dar re n TO N E & VO I C E
Eliz a Ve las q u e z Da n iel l e J u l iette Sk ys d ottir
Eric “God of War ” M ar rs K atra Trivaya V I SUA L I D EN T I T Y,
Gre g G R A P H I C D E SI G N , L AYOU T
J ames Hay wo o d MAPS
An g ie K n ow l es
J ereme Ke ss i ng e r Ro b M atth ews
J ess i ca E va n gel in e Ga l l a gh er
Jo hn D E SI G N
J ohn & Co r y A RT
K ay lei g h Wy nn E va n gel in e Ga l l a gh er J a ke K u r z er
K az e l Wo o d E . R . F. J o rd a n
Lau ra R EDITING
Ad a m Seats
Li zz Q E . R . F. J o rd a n
Michae l W i lli am s Ari Ya r wo o d
Mikay la M ikay l a E b el
SP E C I A L T H A N KS
Nicholas F. Ro b i ns o n K ath l een H a rrin gto n
Ralp h E l iz a b eth M c Ca gu e

Copyright © 2021 by Hedra Group. All rights reserved.

This book or any portion thereof may not be reproduced or used in any manner whatsoever without the express written permission of the author or publisher,
except for small portions for review or educational purposes. Commercial reuse licensing is available by request.

First Edition, November 2021

978-0-578-94429-6

PUBLISHED BY:
H E DR A G RO U P
Printed in Digital Technicolor

A DDIT IO NAL CO PYRIGHT INFO RM AT IO N


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Hedra Group and published under the Community Content Agreement for Dungeon Masters Guild.

C ONT ENT WARNING FO R GMS AND P L AYER S


One Night Strahd is a gothic horror game, and is intended to elicit chills, suspense, and tension in players. As with any game, but particularly a horror game, it is important to talk to your group
about their comfort levels with being scared, and any potential story aspects that could cause a trauma response or simply push them out of the gaming headspace.
The ultimate goal of the game is to have fun, so feel free to pause gameplay and recalibrate any encounter if players aren't having a good time.
one night strahd

HOW TO
USE THIS
BOOK
one night strahd
HOW TO USE THIS BOOK

ADVENTURE SUMMARY
TABLE OF CONTENTS
AT A GLANCE........................................ 06 NARRATIVE SUMMARY.......................... 07
THE BRIEF........................................ 06 PREFACE.......................................... 07
PLAYER COUNT................................ 06 ACT I................................................. 07
WHAT ELSE IS DIFFERENT............... 06 ACT II................................................ 08
ACT III............................................... 09

AT A GLANCE is a tightly-paced horror adventure that supports


improvisation and adaptation but doesn’t require it.

P L AY E R C OUN T
TH E BR IEF
ONS scales smoothly from 4 to 10 players and
supports traditional single-group play, simultaneous

O NE NIGHT STRAHD ( ONS ) serves to


condense the full campaign experience
of Curse of Strahd into a one-shot suitable for
play for two groups, or asynchronous play for two
groups with support for players dropping in and out.

Dungeon Masters (DMs) of any skill level. It distills


the 200+ hour campaign into a coherent short-form
WHAT ELSE IS DIFFERENT
experience that supports three modes of play:
The first and most obvious difference, covered later
• Long Play: Roughly 12 hours, suitable for in the narrative summary, is that ONS supports
events such as Halloween. using two different villains: Irena or Strahd. As a
• Mini-Campaign: Roughly 16 hours, generally result, ONS uses a more structured approach to
broken into three sessions. presenting encounters. This makes it easier to run
the adventure close to the book, and inversely,
• Stage Game: Variable as needed.
also makes it easier to understand and modify an
To do this, the module presents a set of in-depth encounter. Another difference is that the adventure
encounters mapped together using well-defined provides significantly more characterization for key
funnels, in the form of both environmental NPCs. We very strongly recommend reviewing the
guidance and direct NPC intervention. ONS is KEY CHARACTERS section, as most members of
based on the belief that it is easier to modify and the original cast have either been cut, combined, or
adapt something that is well-specified. The result seen significant expansion.

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ADVENTURE SUMMARY

The other major difference is that encounters in she drowns all the planes in blood and shadow.
ONS are more tightly specified. This is often done Sergei, always the spearhead of imperial force,
using an encounter flow diagram. It may help to has become a knight of profane power. He serves
think of these diagrams as dungeon maps, charting Irena with the moralistic reluctance and unflinching
courses through scenes and time instead of rooms willingness of the truly complicit. Strahd himself
and space. THE TOOLS OF THE NEW TRADE has abandoned all pretense of being anything other
section goes into more detail on how to really take than a predator, coming to glory in his fated role as
advantage of this resource. a tyrannical caricature. Gertruda knelt before the
Dark Powers in an effort to save Irena, but found
herself utterly alone in a world that did not want
saving. Generations of heroes have been cast into

NARRATIVE
this maelstrom; the Dark Powers love a show.
At the opening of this version of the story, it is the

SUMMARY
players’ turn. The players are the uncontested main
characters of this adventure: only they can make
meaningful choices, and only they have a real say in
the outcome. Everyone else is resigned to their fate.
In this sense, players are cast in the leading roles of

PREFACE: SECRETS a play that is familiar to all the other actors. In the
first act, they must reach Barovia. In the second,
AND BEGINNINGS they must gather power while they are hunted.
In the third, they must become the hunter.

A T THE END OF THE ORIGINAL Curse of


Strahd module for 5th edition, there are a few
lines used to suggest that Strahd will rise again.
ACT I
The idea that time in the Domains of Dread has
The adventure begins in media res with GLASS &
a certain cyclic nature dates back to the earliest
DIAMONDS as the characters have already agreed
Ravenloft modules. One Night Strahd leans hard
to take the job. During GLASS & DIAMONDS,
on this idea: it explores what that cycle would
they’ll be introduced to Gertruda in her guise as
mean for the few actors who survive each round
the Fortune-Teller and get their first big hints
of the passion play. In this vision of Barovia,
that something is very wrong. They’ll also get to
time is deep—deep enough to drown in. These
make some character choices. Most importantly,
vampires have survived at least twenty cycles for
this encounter both controls the randomized
the amusement of the Dark Powers. Their fraught
components of the adventure module and generates
personal histories have expanded outward and their
the map that players will likely follow. While the
wars have devoured everyone in the entire land,
map doesn’t vary much from the omniscient view
both literally and figuratively.
of the DM, it looks quite different in practice to
Four central characters survive: Irena, Sergei, players. From the greenhouse, players will split into
Strahd, and Gertruda. Each of them has fallen two groups if this is a multi-group game. Otherwise,
deeper into the curse. Each has become a monster. the next encounters will happen in sequence rather
Irena accepted the vampire’s curse for a chance than in parallel. Either way, the next two sections
to defeat Strahd and then embraced it; she will are DOG DAYS and the SUNLIT SHRINE. In
argue that the ends justify the means, even as these encounters, the characters are chased by

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ADVENTURE SUMMARY

werewolves or vampires. The encounters serve the players have truly drawn the attention of the
to acquaint players with the profound danger of Dark Powers.
their quest as well as to introduce both nonplayer
characters (NPCs) and mechanics. ACT II
In DOG DAYS, players get a sense of scale: some
things aren’t their problem, as some things are At the end of TOTALLY SAFE GHOST
just too big. At the same time, they may meet CANISTERS, each group will pick one of the five
Sesame, the dryad of Yggdrasil and a key minor core encounters to pursue. These encounters are
character that serves to round out the early cohort completely order-free, and in a timed playthrough,
of helpful NPCs. Just as importantly, through the it’s very likely players won’t get to all of them. They
disfigurement of the feywolves, players begin to see have some information about what rewards are
the far-reaching cruelties of the Barovian nobles. available at which encounter from the “tarot map”
that they received in GLASS & DIAMONDS. This
In the SUNLIT SHRINE, the characters are chased
fact should be mentioned here, or there’s a good
through the Svalich Woods by the Brides of Strahd.
chance that the adventure will go off the rails as
If Irena is the current Lord, they serve at her
players head off into unknown parts of the castle.
command out of fear. If Strahd is the current Lord, With that information in hand, players will end up
they serve out of obligation and fear. The characters at one of the following encounters.
meet Winter, a recurring minor character used as
the identity character for the Brides. They may
1. Dinner Date
If players are confused, this is the encounter
also find Winter’s sword, potentially enabling her
they should head towards. In all vampire
redemption arc. Finally, the characters will arrive at
stories, there must be a dinner scene. This law
the shrine itself, in the SHRINE INTERIOR.
is bitten into the flesh of the world and we
The SHRINE INTERIOR serves to provide key cannot disobey it. Here, players contend with
clues about later puzzles, introduce the major the evil ghost of Rahadin, who makes a token
characters, imply the key relationships between appearance here. This encounter serves to
the central four, and provide insight into Gertruda fill in some narrative gaps by providing a key
as a character. It also provides a breather before information source and display the astonishing
the final full encounter of Act I. From there, cruelty of the Vampire Lords of Ravenloft. Even
the adventurers will descend into the AMBER the most loyal servants can only hope for a
DEPTHS. Here, they meet and potentially fight shadowy afterlife of damnation and servitude.
Bur the arcanaloth, though they may instead make 2. The Basilica
a deal. This fight is likely the hardest or second The adventurers face the Abbot in his
hardest in the module, and intentionally so: it is debauched magnificence, deep in the debased
aimed at priming players so that they’ll be willing cathedral complex. It has become a nexus of
to engage with the TOTALLY SAFE GHOST nightmarish storms, and serves as a fairly direct
CANISTERS. This micro-encounter serves to close interpretation of both the original module and
out Act I, solidifying the Dark Powers as both the story of Frankenstein. This encounter sets
evil and distant while increasing the perceived the stakes and scale of the threat by making it
nearness and danger of the Vampire Lord. It also clear that Strahd and Irena are both significantly
grants powers that may be extremely useful, and is more dangerous than a fallen angel. It also fully
effectively a way to finish out character creation. exposes the looping nature of time and stories in
With this, the rite of challenge formally begins and the Domains of Dread, offers some information

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about the dialectic nature of the Dark Powers, the eponymous tome and encourages them to
and gives the players a chance to ask a single decode it, which is likely to offer key insights
direct question about what’s going on. about how to proceed through to the finale.
3. The Crypts Narratively, this serves to frame Gertruda in
While the DINNER DATE & BASILICA her role as a sort of devilish but sweet-natured
encounters do not directly advance the plot, master of ceremonies. She’ll help as much as she
the Crypts are a key component of the can, and serves a crucial role in steering players
narrative. It’s a good idea to nudge players back into the plot.
into going to the Crypts, in part because they’ll Between these main encounters, players will pass
need to pass through them eventually to reach through the micro-encounters driven by THIS
the tomb of either Vampire Lord. Additionally, PLACE IS TRYING TO KILL YOU. These are
this is their first chance to personally meet the designed to replace traditional random encounters
current Lord, and it offers key treasures and a with small narrative vignettes carrying minor
knowledgeable ally. mechanical costs, adapted to more directly drive the
4. The Tower atmosphere and plot. This sequence closes out with
The Tower is the lair of Patrina, aloof and the beginning of the ECLIPSE, which in turn marks
magnificent in her power. In this rendition the beginning of the end.
of the core story, she gives a voice to the
history of Barovia and unpacks some of the ACT III
astonishing violence that has turned the land
to ash. Mechanically, this encounter focuses
Armed with information and tools from their
on skill-centric builds and offers them a lot of
adventures in ACT II, the characters are ready to
opportunities to have narrative and roleplaying
tackle the final battles, namely the GAUNTLET
moments. Narratively, Patrina is just about
and FIGHT encounters for the current Lord. At
the only bystander left in the entire module,
this point, the ECLIPSE begins. The ECLIPSE
and she’s far from innocent. She uses the
starts the clock for the finale and drives home the
Game of Forms and the sequence of her forms
risks and stakes while closing out some remaining
to tell players a little about how all of this
character arcs. Importantly, it establishes and
came to pass, though in fairly abstract terms.
clarifies the nature of the challenge rite, as well as
Afterwards, she may deign to answer a couple
Gertruda’s role as envoy. It also serves as a final
of questions if the characters won, making this a
chance for struggling parties to get the information
key source of information about the world.
they’ll need to tackle the finales. At the end of the
5. The Tome of Lords ECLIPSE, players should know where to go for
This encounter is intentionally one of the the GAUNTLET and FIGHT, but acquiring that
shortest, and drives a considerable amount information may come at a serious cost.
of plot. It can be skipped, but doing so may In terms of sequence…
significantly damage the characters’ chances
• For single-group runs with Irena as Lord, the
of surviving. If they have an ally from the
FIGHT comes before the GAUNTLET.
CRYPTS, that ally should nudge them here.
Here may be their first chance to meet Gertruda • For single-group runs with Strahd as Lord, the
outside of her guise as the Fortune-Teller and GAUNTLET comes before the FIGHT.
get an insider’s take on the mess they’ve been • For two-group runs, the events happen
dragged into. She also provides them with effectively in parallel.

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ADVENTURE SUMMARY

The use of two boss fights is intended to give the In both cases, players will ultimately end up in
Lords an operatic malice and honor the traditional THE GREENHOUSE encounter, which controls the
burden of staking a vampire. The FIGHT encounters various endings. Depending on how well players
are generally in cinematic locations, and represent did, they may get a Win, a Qualified Victory, a Loss,
fairly traditional knock-down drag-out combats. The or possibly a Total Victory ending. With that, the
GAUNTLETS are closer to endurance matches. For adventure is over!
Strahd, the GAUNTLET sends the players fleeing
From there, it’s actually possible to continue with
through Ravenloft, back to the SUNLIT SHRINE.
these characters in an existing campaign or to begin
For Irena, the GAUNTLET forces them to kill Sergei,
a new campaign from this point.
who has been a constant comforting presence.

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TOOLS OF THE NEW TRADE


TABLE OF CONTENTS
THE NEW TRADE....................................11 HUNT ENCOUNTERS......................... 12

THE TOOLS.............................................11 ACTIVE WORLD STORYTELLING........ 12

ENCOUNTER FLOWS.........................11 BRANCH-AND-BEAT NARRATIVES.... 12

THE NEW TRADE AND-BEAT NARRATIVES. Some of these tools


are already becoming popular in the community as
of this writing, some are bleeding edge, and some

2 020 CHANGED THE WORLD, and it changed


D&D. Most tables are telling stories now in
much the same way as old radio plays: crackling
combine existing ideas in novel ways. Most of these
concepts come from the design of modern video
games, but some are drawn from recent board
voices, ribald laughter, and under it all, the gentle games. A few even draw heavily on the kayfabe
hiss of line noise. Change—long coming, always storytelling used in wrestling.
unstoppable—accelerated. The process of running
a game became centered on ceding control to
players and to mechanics, finding ways to engage
ENCOUNTER FLOWS
everyone at once. The lines between art and design
At the start of each encounter, there’s a small
have blurred everywhere else. It was inevitable
pictogram laying out how the scenes fit together.
that would happen to this hobby. For the first time
These diagrams show how the encounter starts,
in almost forty years, there's been a categorical
then branch based on common approaches and
change in how stories are told and in the tradecraft
expected solutions. They aren’t intended to be
used to tell them.
prescriptive; instead, they describe the paths that
90% of play-groups will take. They are supported

THE TOOLS
by narrative and mechanical scenes that gently
guide players back into one of the many possible
paths. In combination with ACTIVE WORLD
STORYTELLING, these diagrams are how One

W E FOUND NEW TOOLS out there for how


to tell stories at the table, how to prepare
for games, and how to make narratives that were
Night Strahd presents its use of BRANCH-AND-
BEAT NARRATIVES in a way that’s designed to
speed up play. While they tend to be fairly legible,
both responsive and tightly plotted. These tools the two rules are that a rectangular block generally
are ENCOUNTER FLOWS, HUNT ENCOUNTERS, represents a scene or action, while a diamond block
ACTIVE WORLD STORYTELLING and BRANCH- represents a condition that can split flow. These

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TOOLS OF THE NEW TRADE

flow diagrams serve as the flesh used to knit the As the castle changes and characters move, those
encounters together, like a dungeon map. changes tell players how much time they have left,
as well as to create or destroy signposts as needed.
HUNT ENCOUNTERS Rather than funneling characters onto rails, key
narrative beats often rise from their coffin to go
Hunt Encounters are an expansible approach find the players. As players take precautions or
to structuring timed explorations, particularly pursue inventive strategies, these walking, biting
encounters with an adversary. They are used to plot points do their best to adapt—but it’s okay if
implement chases, investigation, and of course, they fail. The goal of the adversaries is to create
hunts. They rely on an abstracted map and come interesting challenges and tell interesting stories.
with an obscured player map. As players move One of the commonly cited weaknesses of this
through the encounter, they will pass through approach is that it can feel just like railroading;
distinct locations containing small narratives. Each ONS deals with this in the following ways:
location connects to a finite number of others, and • The power and fury of the Vampire Lord
some connections are hidden. Generally, locations is aggressively telegraphed
are used to represent physical spaces, such as a • Players spend most of their time inside
shop, but they can also represent discrete moments, the literal lair of their adversary, meaning
like meeting an unhelpful shopkeeper. that their adversary has a good reason to
appear at any time
This sounds limiting, and it can be. Hunts are used
• The modular structure of the encounter is
only for encounters where pacing is a critical part
not particularly order-sensitive
of the experience. Still, locations are a flexible
abstraction. The short HUNT ENCOUNTERS • The THREE-CLUE RULE (explained below)
is expanded to fit the modular structure
chapter in the SPECIAL RULES section covers the using Events
concepts and mechanics in more detail. For a direct
• Many of the clues are attached to NPCs,
example of a literal hunt, the SUNLIT SHRINE
who have narrative incentives to help players
encounter is an excellent place to start. For a more
indirect use of the mechanics, DOG DAYS shows Finally, the heavy use of catch-up mechanics in
how the same concepts can support investigation default play helps ensure that the relationship
and exploration. between players and the Dungeon Master does not
become adversarial. Defeats often provide access to
ACTIVE WORLD key information, and skipping content opens up new
STORYTELLING paths. The goal is to have an active and interactive
story, not defeat the players.
One hallmark of ONS is that the NPCs have goals
and intentions they actively pursue. If players take BRANCH-AND-BEAT
too long, they may find themselves face to fang NARRATIVES
with a werewolf—or worse, a Vampire Lord. This
is actually a single aspect of a broader philosophy: Traditional narrative prep takes a story and writes
that things can and should happen off camera, as it straight through. It produces a beginning, a
long as they don’t decrease player agency. This middle and an end. This has some obvious problems
is called ACTIVE WORLD STORYTELLING or for interactive games, and so the next most common
evolving world storytelling, though some have approach is to rely primarily on outlines. For
referred to it as clockwork or puzzlebox games. adventure modules, this is expanded by breaking the

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TOOLS OF THE NEW TRADE

adventure into encounters along the cut-points of when they are simple verbs tied directly to the
the outline. These encounters are laid out as linear pillars of play: explore, sneak, bargain, betray,
sequences or maps with points of interest. This fight, and flee are all great examples. This method
works really well, but can place the burden of prep starts to build a map of scenes connected and
on the DM in surprising ways as their campaign reused by the verbs that players lean heavily
diverges more and more from the outline. on—a story graph connecting scenes by the broad
actions, the branches, that lead to them. Together
For shorter-form content and home prep, many this approach is sometimes called BRANCH-AND-
DMs use an approach called “beat planning,” where BEAT PLANNING.
only major story beats are planned along with a
few sentences describing a few locations. These This method of planning is relatively durable to
beats are then moved around as needed to fit the drift, which is why it’s used throughout ONS . The
progression of the campaign, with incentives used story graphs take the form of encounter flows and
to draw players towards the beats. A good way a variable flow for this adventure as a whole. The
to think of beats is that a beat is a storytelling goal of this approach is to be able to say “yes” more
often as a DM and with more confidence. Instead
“noun”—a castle collapse, a victory celebration, a
of prepping a world, we’ve prepped a game with
dragon swooping down. These are scenes, and that’s
some extra world around the edges. By laying out a
the term used throughout this book.
number of routes, we can help make sure that more
This approach can be extended by drawing out kinds of player actions lead to interesting outcomes
routes between scenes. These routes work best while spending as little time as possible preparing.

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DRAMATIS PERSONÆ
TABLE OF CONTENTS
CENTRAL VILLAINS.............................. 15 THE BRIDES...................................... 23

STRAHD VON ZAROVICH.................... 15 WINTER, THAT WAS TAKEN............... 24

MOTIVATIONS................................15 RELATED PROSE.......................... 24

INTERACTING WITH STRAHD.........16 BUR & BURR, THE ARCANALOTHS..... 25


RELATED PROSE...........................16 INTERACTING WITH BUR AND BURR...26
IRENA VON ZAROVICH....................... 17 IMPROVISATIONAL TONE & VOICE NOTES... 26

MOTIVATIONS................................ 17 THE CURSED RING........................27

INTERACTING WITH IRENA............18 RELATED PROSE...........................27

ADDITIONAL NOTABLE CHANGE....18 THE VISTANI..................................... 27

RELATED PROSE...........................18 ESMERELDA, FIRE KNIGHT............... 28

THE DAMNED........................................ 19 RELATED PROSE...........................28

GERTRUDA....................................... 19 MAPLE, FEYPACT WEREWOLF.......... 29

MOTIVATIONS................................19 RELATED PROSE.......................... 29

INTERACTING WITH GERTRUDA.... 20 OMU, DEBTMONGER.......................... 30

RELATIONSHIPS........................... 20 INTERACTING WITH OMU............... 31

RELATED PROSE...........................21 RELATED PROSE........................... 31

NEON MADONNA............................... 22 PATRINA, AMARANTHINE ARCHMAGE... 31

RELATED PROSE.......................... 22 HER HISTORY................................ 31

SERGEI VON ZAROVICH..................... 22 ADDITIONAL NOTABLE CHANGE....32

RELATED PROSE...........................23 RELATED PROSE...........................32

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CENTRAL
unbridled malevolence in his murder of his brother,
his seesawing war with Irena, and his ultimately

VILLAINS
fatal dismissal of Gertruda. It is his narcissism that
demands he fight heroes, and he is Machiavellian
where the original was melodramatic.

From insulting players to hiding his actual body

O NE NIGHT STRAHD is unusual in that it


supports one of two main villains for any
given run. These villains, Strahd and Irena, are
inside a pocket dimension and his coffin in the
ribcage of an undead dragon, everything he does
is calibrated to infuriate as much as it delights. The
locked in an endless cyclic struggle that has had
goal is to create an astonishingly punchable villain
apocalyptic consequences for everyone and
who feels both terribly powerful and terribly petty.
everything around them.
Physically, he looks like a prettier take on Dracula
STRAHD VON ZAROVICH with some extremely dramatic armor—he belongs
to an archetype and he’s an exemplar of it.
Basically Dracula, Godeater
Motivations
Why does Strahd exist? Simple, as far as I can Strahd sits at the center of the utter ruin he’s
tell: you can’t copyright Dracula or use him as created and smirks. After all, he’s done nothing
trade dress. Now he’s become as much a template wrong, nothing outside his rights as both king and
for our modern concept of Dracula as anything predator. Where Irena is controlled and aggressive,
else. He helped inspire Castlevania and Vampire: Strahd is capricious and manipulative. He hides
The Masquerade , and his updated version of the in the shadows, acts through intercessors, never
scenery-chewing rants from Dark Shadows defined risking his true existence. In fact, when players
the modern staple of vampire fiction. So what do encounter Strahd, it is in fact a projection of his evil
you do with an icon? intent. His tomb and true form rest in the Ethereal
plane, accessible through the complex lock hidden
Deconstruct him. Strahd’s got a huge problem:
in the Sunlit Shrine. As a result, he is carefree and
he’s basically Patriarchy The Monster, except
he’s generally played in a way that makes him reckless, often allowing players advantages or
unfortunately legible to every kid who’s ever lost toying with them long past the point of safety.
a crush. This is exacerbated by the fact that he’s At this point in his existence, Strahd has been bored,
explicitly queer in the current edition, and was just asleep, or dead for most of the last two hundred
about the only openly bisexual major character in years. He will attempt to take this out on everyone
a non-indie TTRPG product. Suffice to say, he’s a around him.
disaster and we’ve got a lot to work with.
Strahd is doing all this because he can, and because
Unlike the original rendition, which indulged he’s hungry, and because it’s interesting. If Strahd
players and waxed rhapsodic about his losses, our were not asleep as players made their way into
version is monomaniacal and cruel, verbally flaying Ravenloft, he would have confronted and murdered
players whenever he can and revealing very little them in the Amber Depths. In fact, this has been
of himself except his awesome cruelty. Instead, the fate of many adventuring parties. By the Crypts,
Strahd’s impact on the world is rendered indirectly however, he sleeps no more. The Rite of Challenge
through the suffering of Winter or the Devastation issued in the Amber Depths awoke him and he
he heaped upon the elves. Most of all, we see his began to hunt.

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Interacting with Strahd


Steam hits your face like a hammer;
Once, there was a charming facade over his absolute
evil. Once, he was persuasive. Now, he is brutal, a wrong turn, or is this place changed? A giant
domineering, and unyielding. Strahd has absolutely black wolf lies in the center of the marble baths
no empathy for anyone, except possibly his Brides as naked vampires plait his fur. A single eye
who he showers with gifts in a mockery of romance. slides open, peering from under a crown of eight
While Strahd knows almost everything about the huge rubies. “Mh, at first I thought this a rude
castle, he divulges secrets only in a way that is interruption, but now I see it’s just room service
certain to cause pain and mayhem. He may pretend arriving,” Strahd growls contentedly
to offer players a chance as a way to “make things as he licks his muzzle.
more interesting,” but these offers are always lies
and should be clearly signposted as such to players. The devil himself could not have a better
One important note is that he never offers unalloyed tailor nor a crueler grin. Strahd rises from his
praise or kindness—doing so might trigger an throne and turns slowly toward the intruders—
intermittent reward response, and cause players to towards you. “What a pleasure, what a delight,”
feel excessive empathy towards him. If players reach
he murmurs upon seeing you, then draws a
his tomb but cannot see him, he takes particular
greatsword from his back. Strahd tosses aside his
pleasure in watching them struggle. If necessary for
cloak and is lifted into the air as his nightmare
pacing, you can use this to provide a hint thanks to
steed phases into existence below him. The
his ghostly laughter.
Vampire Lord’s armor is sleek and exotic,
Strahd’s voice is sonorous, cold, and slow. He’s got decorated with small rosettes displaying key
plenty of time. moments in his history of tyranny.

Related Prose
Sample appearances that are emblematic of the
character are reproduced below.

Skeletal bats fill the air, exploding from


the vaulted ceiling above you. “All things in
their season,” they murmur in a baritone.
“When they are ripe. When they are rotten.
When they are memories.”

The bats begin to take shape, filling


out the frame of a man. Plate mail made of
vampire bone. “Welcome.” A great sword of
cold iron. “I am Strahd.” A silver diadem with
eight rubies that burns on his fever-pale skin.
“Join our little reenactment. Let’s keep
the teams even, shall we?”

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IRENA VON ZAROVICH Motivations


She stays in Ravenloft because it allows her to
Our Lord of Perpetual Vengeance ensure that Strahd remains entombed in amber.
For her, and unlike Strahd, Ravenloft is not home.
Clad in mighty plate mail and adorned with She keeps it clean because it removes hiding places.
the symbols of a benevolent god, Irena cuts a She keeps it lit because many of her servants
magnificent and dashing figure. Unfortunately, it’s require it. It is cold because warmth has long been
been six hundred years since she made a terrible irrelevant to her and those few that she cares about.
bargain in pursuit of revenge, and it was not There are no villagers because she doesn’t consider
enough. Oh, the bargain was fulfilled, certainly— her own starvation interesting, except when it might
she had her revenge. She has had her revenge again affect her ability to maintain her absolute rule. She’ll
and again, killed those who would torment her create new vampire spawn when possible, but needs
with sword and spell and sun, and still it was not victims with souls to do so. That’d be the players.
enough. She sacrificed her friends, her lovers, In terms of goals, her only interests are
and even her nation. While her vocabulary ensuring Strahd’s containment,
and diction speak to a noble education, keeping Sergei the Dapper
everything in her manner sings of all Skeleton at her side, and keeping
the worst that autarchy can be. Patrina alive—or at least
returning her to undeath if
Even at her best, before her fall from
necessary. Everything else is
grace and before the catastrophe,
expendable. She left her scruples
she was an imperial paladin.
on a shelf somewhere and never
She was there when the
looked back. As a result, she’s
elves fell under iron disinterested in concepts like
horseshoes. She was there right or wrong.
when Poet was summoned
and ended an entire city. There are only three things
Indeed, she was there that can distract Irena from
her goal. One is her own
when Strahd ascended
brief curiosity. Indeed, this
to power and kingly
is why she interacts with the
cruelty. It was only
players at all. The second,
when his evil affected
and a far greater driver, is any
her that she began her
perceived opportunity to bring
long campaign of revenge.
her beloved Sergei truly back
While she rightfully blames Strahd for killing Sergei,
to life or undeath. The Dark Powers will not allow
she was the one who raised Sergei from the dead this to come to pass under any circumstances, but
over and over, sending him to his doom time and delight in creating the sense of hope intermittently.
time again for tactical advantage. She was the one Right now, that’s the Church of Tymora, to their
who plunged the ritual dagger into poor, doomed infinite misfortune: she thinks their new magics
Gertruda, then raised her as a vampire. She made may be of use to her in reviving Sergei. Finally, the
arrangements with fiends, swept Ravenloft clean of smell of blood is interesting to her. She’s never out
all life, and had the naked audacity to insist it was of control, never feral, but she may determinedly
all just and right. pursue a character who is critically wounded.

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When she does so, it’s not mad hunger that drives she is referred to only as Irena, except when lying
her, but a sense of absolute invulnerability and about her name in the Crypts. It’s left to the DM
dominion. She has the time, and it interests her. whether her return as a vampire happened before
She will do it because she can. After all, dying is or after her various reincarnations in the Domain of
simply not relevant to her. Dread—discussion of that proved outside the scope
in terms of time and narrative complexity, and has
Interacting with Irena been elided from this book.
Irena is well-equipped to go toe-to-toe with parties.
Her more sophisticated tomb defenses also make Related Prose
her pretty arrogant when combined with her own Sample appearances that are emblematic of the
healing magic. Irena is also not a tactician. That’s not character are reproduced below.
to say she’s stupid, but one opportunity we have here
is to emphasize the sheer physicality of a Vampire Before you, Irena clad in shining armor lounges
Lord, something often lost in tabletop games. in decadence on a huge throne of lapis. It is
carved in her exaggerated image: huge curves
Where Strahd is terrifying because he is Machia-
and too long limbs, its broad back the seat,
vellian and cruel, Irena is scary because she is
its folded wings the throne’s back. A smirking
implacable and often relatable. Irena’s evil is not a
face, Irena’s own, rests a cheek against the floor.
failure of empathy; indeed, she’s quite tender with
Your only warning is that it blinks.
Sergei or Patrina should it come up, and has a great
deal of affection for Throne Vasilka. Instead, she has
a complete lack of sympathy. She understands why “Mmmm, darlings. Come so far to die at my feet?
you don’t want her to brutally murder you, turn you I can’t bear to disappoint, so let me show you
into a vampire, and use you to kill your employers. a subtle truth. There are not fifty ways of
She feels your frustration keenly, and may even fighting; there is only one, and that is to win.
offer words of encouragement or conciliation. What Have at you!” The sphinx-throne rises on to her
she does not feel is any remorse, sympathy, or moral haunches to regard you, and Irena leans
restraint. She is not human. You are not her species. forward to shape a spell.

For her voice, we’re reaching for husky jazz age


Irena smirks with cruel delight as a
singers, all smoke and noir promise. Right around
little werewolf steps out of the gloam.
a contra-alto if possible. When she talks, she
“Oh sweet pea, you lost little dog. You’ll not
delays breath pauses more than a normal person
long shake the leash.” Poisonous intent drips
would. Her vocabulary and diction speak to a noble
from the paladin and the blood sea rises in
education, and she’s had plenty of time to read
up on practically every subject. There’s no cruelty tumorous masses at her call. The wolfling
to her, but the threat of violence or the stress of hunkers into their torn olive coat but doesn’t
combat has no effect on her. flee. “Queen of Dust and Shadow, I am Maple.
Last free wolf of my pack. I invoke the rite of
Additional Notable Change challenge, Irena.” Irena nods at their words,
The name “Ireena” has been changed to Irena to a strange formal gesture—then everything
remove some potential confusion and improve goes to hell.
searchability. Like in the original canon, her name
was once Tatyana. However, because that narrative
device is mostly superseded by her rise as a vampire,

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fact, this is the “greenhouse dream” that players


“At least keep your failures tidy.” entered the adventure through and that they return
to when they die. Gertruda is one of the oldest
The castle hums with evil life. All that is creatures in Ravenloft, and has lived through eight
warm is swallowed by the hungry stone. Irena cycles of death for Strahd and as many as twelve
strides in, the wolves cavorting around her. cycles for Irena. Indeed, a previous version of Irena
She drags Gertruda by the hair, lifts her so who made a pact at the Amber Temple was the one
that she can look on. who turned Gertruda, and she was freed by that
incarnation’s death.
“I will devour them, Envoy—I will break your
There’s a lot of narrative requirements levied on
toys. You will watch as I feast, as my shadow falls
Gertruda, so her presence is relatively limited and
long.” Gertruda fails to look upset. “I do not find
her voice is extremely distinct. She’s never intended
your insolence as seductive as I once did.”
to break the fourth wall, but her gestures are
scripted much more directly for the audience. It’s

THE tempting to give her a bigger role and to lean harder


on the Greenhouse, but that will almost certainly

DAMNED
lead to her feeling like a deus ex machina .

Ultimately, she brought the players here by


challenging the reigning Lord of Ravenloft.

GERTRUDA Motivations
Gertruda acts as ambassador and interpreter for
Friend & Murderous Godling a near-omnipotent but very distant regime of
profound malignance. She’s driven by the same

R OSENCRANTZ, GUILDENSTERN, and


Nyartholotep all rolled into one package, small
enough to leap murderously out of a duffel bag.
dialectic that forms the Dark Powers: that conflict
and violence should continue forever, that all things
are stories, and that stories are best when they hang
Unlike literally everyone else, Gertruda is perfectly in that undecided moment forever, on the edge of a
happy in Ravenloft and serves as the Envoy of climactic finale. That nothing should ever end.
the Dark Powers. Powerful and free-willed, she is
content to read in solitude, broken only by the ever- Unlike the deities of Lovecraft, however, the Dark
more-rare affair with Irena. Her demeanor is affable Powers are very, very interested in human affairs,
enough that it may make the players immediately and Gertruda needs to put on a good show. The Dark
hostile, especially once they discover she is a Powers require five things from their amusements:
vampire. If they do attack her, she’ll try to dissuade 1. The villains must be tormented by their role
them before going hostile, even up to accepting a and denied their desires.
few stab wounds. She makes absolutely no effort to
2. The villains must deserve their torment and
dodge, languidly accepting any blow with a measure
the heroes must likewise be heroic.
of satisfaction. In fact, she will maneuver to try to
keep her dress intact. 3. The heroes must have a small but reasonable
Sometimes called the Innocent One, she is a Lord in chance of success. Hope is delicious.
her own right, master of the Domain of Desolation. 4. The heroes must face temptation and
Under her rule, it is known simply as Summer. In compromise their ideals in the pursuit of good.

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5. Both sides must fail on their own terms, not books to read to hold a grudge, so when players do
because they lacked tools or information. encounter her again, she’ll be quite friendly. After
It’s extremely important to understand that she all, she’s already met them as the Fortune-Teller
doesn’t detest different viewpoints. The Dark (see NEON MADONNA) and meets them again
Powers are a dialectic force, not an absolute and each time they die.
complete argumentation in their own right.
There’s nothing the players can do at this point
that won’t make her purr. If she’s lost the argument,
that means that the world is broader and stranger
and more wonderful than she or They imagined.
Perhaps they’ll come to be right again in time!
They have forever, after all, because nothing truly,
wonderfully violent should ever end.
That said, Gertruda has begun to wear down.
She has been hurt too many different ways and lost
too much to the Lords of Ravenloft, whether that
be Strahd or Irena at the moment. She knows it is
likely that even if Irena is utterly destroyed, the
Dark Powers will see her reborn and return. On the
other hand, she hates Strahd, whom she blames for
all of this. If Strahd is the villain, she’s more eager
to assist the players up to the limit the Dark Powers
will allow.
Her only interests
Interacting with Gertruda are new reading material and food, with
Gertruda’s demeanor is friendly and her voice is food a very distant second. Players who can offer
a calm lilt with a questioning and sometimes her something new to read or who promise to bring
sardonic tone. She talks quickly and prefers to new reading material in should they escape will win
listen, soaking up stories with delight. She’s her favor immediately. Alternatively, she’s hungry
forward, affectionate, caring towards the injured, enough to feed on a character if they’ll allow it.
and openly queer. She won’t make any moves or She’s willing to part with her heartseekers because
accept any advances, though she may offer an she wants to help in the limited ways she can.
honest compliment. She’s also deeply aware that
her new companions are a brief and fragile treat. Relationships
Horrible as it is, terrible as her nature makes her, Irena: Gertruda loved Irena and once craved her
attention, but unlike Strahd, she understands that it
she is a good person in the end and tries her best
cannot be forced or guided. While they have flings
to do right by the players. Her ability to do so is
and dalliances, the longest lasting about 30 years,
sharply circumscribed, but she tries.
Irena will never love Gertruda, and Gertruda holds
Gertruda is utterly without fear, and she relishes out no hope whatsoever. While she looks forward to
combat with an entirely erotic glee. Her tomb is these interludes, there can be no obsession without
hidden away below the Greenhouse, so she does hope. The waits are utterly boring, lacking the
not fear death; if she is slain, she’ll make her way frisson of optimism, made worse by the knowledge
back in a leisurely fashion. She’s got too many that it’s worth waiting. Lately, though, she has

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come to be more and more repulsed by Irena’s Related Prose


increasingly single-minded cruelty—in fact, she’s Sample appearances that are emblematic of the
begun to move on. The players find her at an character are reproduced below.
unusual crossroads for the first time in centuries.
Sergei: The interludes are exacerbated badly by her This place would be a mess if it wasn’t
deep affection and admiration for Sergei, one of the immaculately clean. Books are piled on every
two great friendships in her existence. If allowed
surface, even filling much of the bed. A hammock
to pick, Gertruda has and always will ensure that
has been strung above the bed, and it too is
Sergei and Irena are together as much as possible
full of books. The woman who greets you is
and for as long as possible. She doesn’t view this as
a lean brunette with huge brown eyes and an
selfish, as she draws considerable satisfaction from
effervescent delight. She wears some sort of
her skill, like a poor goldsmith.
Strahd: She hates Strahd because of what he’s done short tunic hanging over strange blue pants.
to her and to Irena, but there’s no passion there. For The tunic has an upside down silver cross
her, this hatred is a chore, like doing the dishes, and painted on it.
murdering Strahd over and over does nothing to
keep her entertained. Eventually, Gertruda yawns, and you realize
Omu: Omu is, in a completely uncomplicated way, with a start that she very definitely has fangs.
Gertruda’s best friend. She privately wonders when She seems totally unconcerned as she munches
the Dark Powers will destroy this, but they have no on a golden-hued apple. Another appears in the
intention of doing so. Their alliance is too useful, bowl with a tiny pop as she finishes the last.
and Omu serves as a guard against the ennui that
might spoil their tightly calibrated misery engine. Countless timber wolves race around you
The Greenhouse: Gertruda is the absolute lord of
and among you. They make no move to attack,
Summer, but unlike other Lords, her admittedly
but they prance and caper along with you in
limited ethics and a belief that there should be no
canine excitement. Sometimes, they stop to look
endings make her unwilling to keep other souls
up at the great eye or cock an ear towards it.
trapped. As a result, it’s a gorgeous empty sprawl of
Among them, atop them! Bouncing like a dancer
floating islands and rolling green hills looped in on
itself, where she is almost completely alone. from back to back, there is an elfin thing slim as
The Players: Gertruda’s one joy in all this is a speartip. You’ve seen her before: the Fortune-
her service as the Envoy, which centers on the Teller, Gertruda. She wears a diadem of sunlight
sharpening of heroes and villains, the creation of that sears her brow. She throws her arms wide
stories that have no ending, and the maximization as she pirouettes in joy under a bruised sky and
of both self and conflict. Player characters are dying sun. “This is the one thing that never gets
the absolute expression of this, as the sole source old! You fucking heroes, you beautiful beasts.”
of chaos and violence and eternal striving in a She falls in delight, landing side-saddle on the
clockwork world. This is enough to keep both great wolf that she danced on. There is blood on
Gertruda and the Dark Powers fixated. Further, her hands and her face and her hazel almond eyes
while Gertruda is deeply constrained in what glow with the crimson fire.
she can do, she’s empathetic and even fairly
sympathetic. She is actually as happy to help as
she presents herself.

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NEON MADONNA eventually return. If Gertruda thinks players


have found a more permanent solution, it starts
an arc of self-realization for her that begins in
Gertruda as Envoy
the ECLIPSE encounter.
The Neon Madonna is a smirking construct of
diamond and light forming a beautiful face. The Related Prose
oracular construct is a projection of Gertruda, a Sample appearances that are emblematic of the
powerful Vampire Lord. While she has a separate character are reproduced below.
character entry under Gertruda, the Neon
Madonna is how players first meet her. Again, Omu ushers you into the marble tower.
unlike everyone and everything else in Ravenloft, Here, frost drifts through the air in coils.
Gertruda is mostly happy with things the way they Cold light spills from diamondine rods on the
are. While other characters are often pawns of the floor: pink, green, red, and white. As you watch,
Dark Powers, Gertruda occupies a role closer to
the rods drift into the air and form a sketch of an
that of a master of ceremonies. If you are familiar
enormous face. The tangle of colors and fog fills
with the Lovecraftian Mythos, she is effectively
in the rest. Waifish and exquisite, the woman in
Nyarlathotep.
the light smiles at you enigmatically. Other faces
Gertruda’s goal and personal interests vary a little assemble themselves around her, though they are
based on who the villain is. This is unpacked further still as ice. “Welcome, beautiful travelers.”
in her full entry, but it has bearing on what guidance She smirks.
and assistance she offers to players through the
Neon Madonna. You look up to find yourself inside
1. She hates Strahd more than anyone but the tower where you’ve always been.
Irena and wants him dead. While she knows The Neon Madonna closes her enormous book,
it’s almost certainly impossible to make his resting it on alabaster knees. Those hurricane
death permanent, she’s always watching for
eyes slice you up. She’s smiling wide as a
opportunities. She assumes, correctly, that the
supernova. Kneeling, indulgent, Famine whispers
Dark Powers won’t let it happen unless they
want it to, and so feels no trepidation or sense with expectant pleasure, “Come on back to me.
that she is betraying her masters. If players Come here.” Grinning with mountainous fangs.
come up with a really good plan that seems Your crude flesh crawls toward her. Fangs.
likely to usher Strahd’s soul into Hell, she’ll back A willing fawn leaping for the crocodile. Fangs.
their play. Disentangling a soul from Ravenloft
is rare, and the Dark Powers may still foil
attempts.
2. She loved Irena dearly but can’t resist SERGEI VON ZAROVICH
stirring the pot and causing trouble. While
she cares about Irena and was once favored by Husband to Irena, Assassin Saint
Irena, she does understand how evil Irena has
become. She just doesn’t see a way out of this Damned to silence and undeath, Sergei does not
looping narrative. Paired with a macabre sense want to be here. He doesn’t want to be doing this.
of fun, that makes her perfectly willing to get He doesn’t want to leave. He desperately needs
Irena temporarily killed. She’s done it before to do this. Sergei, in short, is caught between his
and knows that even if Irena is staked, she’ll role, his ideals, and his love of Irena. Players first

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Related Prose
Sample appearances that are emblematic of the
character are reproduced below.

The mote flares up, revealing first a finely carved


pipe and then a skeletal grin gripping its stem.
Deft bone fingers cradle it and as it moves, you
see the polished skull of the Dapper Skeleton who
handed you the invitation. He wears a different
3-piece suit now, but this one is just as fine—just
as dapper. The debonair undead gestures
amiably with the pipe.

A single hard click of iron on stone is


followed by the bonfire roar of a nightmare’s
fiery mane. The fiendish horse steps in through
the northern wall as the ethereal drips off its
skeletal rider. A watchful skull stares from
cowled robes of midnight. Stars dance in the
folds of those robes as Sergei holds his estoc at
ceremonial rest on the saddle’s horn, with the
point straight up, and nods once.

meet him early in the adventure, where he cements


himself as a sympathetic character. This makes
him perfectly suited to the kinetic expression of THE BRIDES
moral trauma.
Fallen Druids
The shape of that trauma varies by which villain the
current run uses: The Brides are powerful vampiric servants of Strahd
and the rulers of the Svalich Woods. Mighty druids
• When Irena is the villain, he serves as one of the in life, their connection to the natural world is far
two final boss fights. weaker after centuries of unlife. Endless starvation
• For Strahd, he serves as the boatman, ferrying has, for the most part, destroyed what few qualms
players to what he believes is certain doom. they had about violence or the death of sentient
creatures. They would argue that nature is red in
When you kill him, it’s not a clear cut triumph over
tooth and claw. Of the five, four took the vampire’s
evil. In fact, players are likely more sympathetic to blood of their own volition, and one does not
Sergei than any other character except Gertruda. remember. It is important to remember that Strahd
He has, by this point, even given them his platemail is a monster, but was once an enormously charming
armor to wear. There’s a good chance they’re one when he wanted to be. Those charms have
fighting him in it. This serves some essential needs, faded, but the Brides and their stories are evidence.
smoothing out the mood whiplash between gallows They appear throughout the story, replacing
humor and moral rectitude. the often-disposable vampire spawn with more

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complete and more relatable recurring characters. with the embers of stolen life, Winter often
While the Brides had other names once, all that speaks for the sisters. There is a circumstance
remains now are the ritual titles they held in life that can lead to a player ending up as Winter
much later. If this occurs, feel free to make her
and now hold cling to in death.
more sympathetic.

They are:

• Midsummer, That Was Given WINTER,


Midsummer was the first to stray, falling deeply THAT WAS TAKEN
in love with Strahd during his life. While she
was alive, Midsummer was the hot vengeance Taken But Not Yet Lost
of nature and always on the border of a darker
road. When Strahd rose again, she was the very In life, Winter was a mighty druid and the youngest
first to pledge her life to him, and she saw in him sister of the archdruid’s circle by blood and bond.
a new and awesome silence. In her world, there
A voice of reason and warmth, she spent her life
would be just the buzz of cicadas and the still
heat of the sullen forest. Strahd holds an abiding arguing for kindness towards the common citizens
love for her, and still confides in her. of Barovia. She was, after all, the most familiar
with the chill of December and the empty fields of
• Solstice, That Was Found
Twin of Midsummer, Solstice was a close February. Winter’s death was a small tragedy, one of
friend to both Midsummer and Strahd in life. many the Zaroviches inflicted on Barovia. Strahd’s
Always the balance point between the two murder and suborning of Winter had no personal
ideologies of the circle, it was easy for her to component; she was simply the last remaining druid
find ways to justify her sister’s behavior, even of the circle whom he did not control. When he
after Midsummer became a vampire. Eventually,
killed her, it was with all the interest given to a third
she was devoured by her own sister, and
Strahd opted to turn her rather than lose a bottle of wine. This is nothing more than a distant,
valuable asset. foggy memory for her, but Winter does not drink
the blood of living creatures. She’ll feed on scraps
• Autumn, That Was Loved
Partner of Solstice, Autumn took the blood of her sisters’ kills, but she’s pitiable in her own
when her beloved did. Waste not, want not. way. Wan, albino, and slim where her sisters burn
with the embers of stolen life, Winter often speaks
• Spring, That Was Kept
Spring, eldest of the sisters, feared death more for the sisters. In both arcs, it is possible for her to
than her sisters did. Most familiar with rebirth end up a player ally, often controlled directly by
and the loss of self it carries, Spring could not a player. This is much rarer in the Strahd arc, but
resist the promise of eternal life. redemption is always possible for Winter. It’s just
• Winter, That Was Taken not terribly likely.
Least of the Vampire Brides, her conversion
to a vampire was wholly unwilling. Strahd’s Related Prose
murder and suborning of Winter had no Sample appearances that are emblematic of the
personal component; she was simply the last character are reproduced below.
remaining druid of the circle whom he did not
control. When he killed her, it was with all the Strange and small and fey, this albino
interest given to a third bottle of wine. This is
vampire wears a druid’s staff across her back.
nothing more than a distant, foggy memory
for her, but Winter does not drink the blood Little ripples of frost spread where she looks.
of living creatures. She’ll feed on scraps of her Reckless in immortality, her deep curiosity about
sisters’ kills, but she’s pitiable in her own way. you is matched by her martial skill.
Wan, albino, and slim where her sisters burn

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Sunlight streams down. You watch as the


BUR & BURR,
small wan one leans in too close, inquisitive. THE ARCANALOTHS
She stretches her hand out, burns for a moment
Dapper Cosmic Jerk
in the sun, and pulls it back. She tries this maybe
five times with wonder in her eyes, then leaves Sleek and lithe with a jackal’s head and fur-lined
to follow the rest of the fallen druids. robes, Bur wears horn-rimmed glasses and was
into destroying hope before it was cool. He’s
It is her sword: Year’s End , the blade of Winter. unknowably old, terribly brilliant, and extremely
Slim and elegant as she is lean and wan, the bored. He is not bound to obey the Vampire Lords;
instead, he serves the Dark Powers directly. The
greatsword suits her—or perhaps she suits it.
Amber Depths can be found in many different
She turns it slowly in her hands, watching the
Domains of Dread. In fact, many Lords have an
dying light catch it. You know from the Tome
origin story that is inextricably tied to a visit to
that she died fighting Strahd with this very
this temple. While he is not afraid of Irena or
sword as her own sisters drank her dry.
Strahd, he’ll go to significant lengths to avoid their
He was proud of that. attention while following the letter of the law.
As a result, he will only discuss them indirectly.

Bur has built a simulacrum of himself in his idealized


image. Helpfully, this simulacrum is named Burr.
Muscular, towering, and wearing what is definitely
a bathrobe, many players will mistake Burr for the
actual enemy. Burr is as brilliant and monstrous as
Bur himself, and shares his goals completely. No
attempt to drive a wedge between them will ever be
successful, and in fact, they both refer to each other
interchangeably. With the sacrifice of a sufficiently
powerful mortal soul—say, the soul of a hero—the
simulacrum can become a true arcanaloth in its own
right—one that is also still Bur.

In the immediate sense, the arcanaloths are driven


by a desire to escape the Domains of Dread, at least
briefly, and cause chaos. While Bur cannot willingly
leave the temple, he can arrange to be taken out of
it. Once out, he’ll attempt to escalate the situation
until players are forced to accept more of his help
and commit to smuggling him out of the Domain.
He is also eager to corrupt the characters, and will
do so by offering bargains or by simply battering
them into jaded cynicism. Ultimately, Bur has
always got a scheme spinning; that’s his defining
characteristic.

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Interacting with Bur and Burr compromise. Bur expects this, and his argument is
Bur and his simulacrum, Burr, are the guardians simple and fatalistic:
of the Amber Temple. They represent the first
“I will escape eventually. I have forever to roll the
genuinely deadly encounter for most parties, offer
dice. Without me, against me, you will die.”
the first opportunity to talk your way out of a fight,
and are the first absolutely incorrigible bastards Improvisational Tone
the players meet. This makes cleanly landing their & Voice Notes
portrayal important. In conjunction with the Related Prose, the following
dialogue samples help set a tone that is easier to
There are three priorities when roleplaying the Burs
improv. In terms of voice, the arcanaloths have a
in the Amber Temple:
warm resonant voice that’s a little too smooth,
1. Make it perfectly clear that these are supremely
with crime noir inflections.
dangerous creatures. They fear nothing.
2. Clearly and directly present their casual cruelty “The enduring mistake of heroes is assuming
without bullying players. choices matter. I admire that, actually. Envy it, too.”
3. Gently steer players away from combat options
“It does frustrate me to admit that sometimes deeds
without railroading.
of daring do push back the tide for a moment.”
Much of this is achieved by the use of ornate
prose for their dialogue, replete with half-rhymes “Someday, Faerûn will wear down. Wind. Time.
and implicit threats. This is difficult to improv, The sea will swallow the land. So you see,
however, and is an affectation even for them. When I’ve got a date.”
speaking off-the-cuff, their true nature is revealed.
They are sleazily professional, supremely cold,
overwhelmingly calculating, and totally unswayed
by moral arguments. However, arcanaloths are
not demons, they are yugoloths. They are not
interested in carnage or chaos for its own sake.
Instead, their driving motivation is self-interest.
While they are not creatures of law, they will
abide by the exact letter of contracts. In other
words, it is possible to make a deal with them.

To simplify interaction, Bur is generally


the one who talks, with Burr hanging
back out of sight. Burr will only make an
appearance if a show of strength seems
necessary. Bur’s goal is always the
same—he seeks to get carried out of
the Domain of Dread and released
on the world for a time. Astute
players will understand that this
is at best deeply negligent, if not
overwhelmingly evil, and this puts
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“You must understand, you must, that I am to bargain, crass to say, but immortal time is still
immortal. Killing me does not end me.” spent. Let’s have this out before my very snout
has gone to gray. So what do you say, what do
“Your proposition interests me; here is my
you say? Convince this demon you can kill the
counter-offer.”
devil. What I’m saying is: convince me
The creature adjusts his glasses thoughtfully. not to murder you."
“I want out and in you, I see a flicker of dumb luck.
You are an opportunity.” "No. No, I do not think so, no. You are very
sweet to offer, though. Very sweet, yes. Permit
Bur clicks his teeth and says simply, “I can and me to specify the terms of a deal that I think
will cast disintegrate . Are you sure you do not wish you’ll find is the best of the rest. I will kill one of
to bargain?”
you. My simulacrum will assume that form. It will
The Cursed Ring travel with you. You will destroy Strahd. I will
Roughly 60% of parties take the deal offered in the be free. This other self of mine shall ensure it.
SMALL PRICE segment of the AMBER DEPTHS Do not fear, you will not remember the
encounter. As a result, this leads to Bur-as-a-ring unpleasant particulars."
being with that party for the remainder of the
adventure. At this point, his motivations align more "Oh you are convincing, very, oh yes.
with the players and he is slightly more helpful. Let’s make a deal, a better deal, the best deal,
In particular, he will try to help players escape a seven-league deal. I am beaten, I am bested,
Irena in the MEET CUTE mini-module found in the yet my spirit is ill-rested. I am trapped in my
CRYPTS encounter, but will not be direct unless it amber room, this amber tomb. I say to you all,
is clear they have no understanding of the danger.
to you, that the piper requires his due. I have a
He also detests the Deva found in the BASILICA
plan, please consider, a plan long and bitter.
encounter and will happily walk players through
Carry me to the highest tower, and we shall
the capabilities of a fallen Deva.
see what the piper can do."
He is unable to help at all in the TOME encounter,
except through the powers that the ring offers.
It’s easy to overuse him, so as a rule of thumb,
he should be helpful roughly once every two
THE VISTANI
encounters at the high end, and talks mostly
Noble Wanderers
when spoken to.
In One Night Strahd , the Vistani are a race of
Related Prose noble fire giants who wander the planes in mighty
fortresses. This is a significant change from the
"I do not crave coined compensation; source material. They serve the Morning Lord and
no simple sovereign satisfies. I fear that my Mother Night in their conjoined form as the Lovers,
tastes have grown simple in this cold redoubt. doing great deeds and defending the weak wherever
All that’s left to want, to need, is out. Oh now do they go. Players can meet two Vistani during ONS ,
not pout, do not pout, your company warms the Esmerelda and her sister Bruin. If DMs prefer the
frosted cockles of my heart. Ah, I am blushing to updated take on the Vistani from Van Richten’s
have company, indeed even to my snout. Crass Guide To Ravenloft , that will also work.

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Bloodied and isolated, they were betrayed by that


same archmage as she collapsed the tomb in an
attempt to make sure evil could not rise again.

What these tavern tales leave out is that the


archmage in question was Patrina, who had
manipulated everyone involved to install
Irena as the Lord of Ravenloft. A long tumult
of betrayals, machinations, and rebirths
followed until Irena eventually massacred
any possible threat, leaving the land of
silence the players will travel through. When
that happened, the Dark Powers needed an
instrument to torment their most beloved
victims—an instrument like Esmerelda. While
Vistani are capable of traversing the mists, death
in a Domain of Dread like Barovia still sees the soul
bound to the place itself. Esmerelda slept in the halls
of mist where the Dark Powers hold sway. She was
ESMERELDA, powerful. She was angry even in undreaming death.
FIRE KNIGHT She was convenient. So they cast her mighty ghost
back into the world. Esmerelda has been trapped
Her Hour Will Yet Come here in the cycle of awakening ever since. She’s
taken this quite well, and remains a vivacious heroic
Esmerelda was once the greatest living vampire
figure. She still wears her colorful Vistani gear,
hunter. A famed hero, professional heartbreaker,
spectral silks and cords of mithril chain over leather
and sometimes even planar pirate—she is exactly
armor. If she survives the fight in the CRYPTS,
as skilled as the ballads proclaim—perhaps more,
Esmerelda will always offer to accompany the party.
as she’s had 400 years of undeath to practice her
crafts. In life, she was a mighty Vistani, one of a Related Prose
sprawling and fractious coterie of good-aligned fire
giants. She often made her home as a Fire Knight This is Esmerelda. A legendary vampire
on one of their fortress ships as it tread the mists
hunter, her myth is inextricably tied to Ravenloft.
between realms, and one day when it took harbor
You read about her ill-fated last adventure as
in the Dead Reaches, adventure called a little too
you prepared for your own trip. Probably a bad
loudly. Her ill-fated expedition into Ravenloft is the
omen, given that she’s been dead for 200 years.
stuff of planar legend, common fodder for bards
She flickers again. It crosses your mind that death
even now, as far and wide as Waterdeep and the
City of Brass. The particulars of the story vary in isn’t much of an impediment in the land of
the telling, but three basic facts are always present. dust and shadows.
Guided by a powerful elven archmage, Esmerelda
and her crew were able to enter Barovia by using You stumble upon the clatter of combat—a
a ruined planar gate. There, they fought their giantess fighting three exquisite corpses. The
way into the heart of Ravenloft and slew Strahd. vampires circle her, claws out and air humming

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with cold. As a strike lands, you see the Vistani scrounged a pitiful existence out of the castle,
woman flicker like flame in a draught. nibbling at the gelid blood in the CRYPTS and
Her blade seems real enough, though. pouncing on errant golden apples Gertruda hides
for them. They’ve no idea that Gertruda exists,
Esmerelda nods. She is pristine—no blood however, or that she is their benefactor.
As a lycanthrope of the feypack, Maple’s true form
or wounds mar her—but she is bright as fire.
is the genderless hybrid shape. For Maple, their
A ghost, maybe? Or something like one? “Every
other shapes are inconstant disguises. Maple’s
year, the Dark Powers rouse me. Every year,
appearance is something that they use for the
I strive and fail to fulfill my ordained part in this benefit of others, and as a tool to try and carve
operetta.” She seems to settle herself, and a little safety out of an unkind world.
will answer questions.
Typically, they adopt the pronouns of the form that
they assume; in text, the neutral singular they is
normally used for Maple for the sake of clarity.
MAPLE,
FEYPACT WEREWOLF
Last Scion of the Dead Reaches

A refugee from the Domain Of Hunger, Maple


is the last free werewolf of the feypack. Initially
encountered in the DOG DAYS encounter, the
feypack is what remains of the Barovia werewolves.
Betrayed first by the Druids who became the
BRIDES, then by IRENA when she overthrew
STRAHD, the feypack lives a life of distant
servitude in banishment. For them, the curse is
extremely literal, with arcane brands used to mark
each wolf at their coming of age. Those marked are
compelled to devour any adult wolf that has not
been branded, creating a sort of “cognitive hazard”
and self-replicating curse. With the help of Sesame
directly and Gertruda in secret, Maple escaped
their branding ceremony and made their way to the
Niflheim Road, narrowly avoiding being devoured Related Prose
by their own parents.
A bedraggled werewolf leaps to your aid,
Unbeknownst to Maple, the Dark Powers have taken
interposing themselves between the blow, their
a deep interest in them and even now judge them
form flowing like hot mercury under the trauma.
thoughtfully, measuring their weight, assessing
their suitability as a weapon. Their fate turns and The scent of burned cedar and lilies fills the air as
spins like a falling coin. Like the player characters, their blood splatters the stone. They settle their
and unlike almost every other NPC, Maple has form for a moment, and raise their claws in a
never been to Barovia before. In fact, they arrived pose that speaks to both terror and defiance.
relatively recently. During that time, they’ve

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creatures are born of the elemental chaos that is the


The werewolf shifts through a series of forms Plane of Limbo, anathema to order and supernatural
and faces in a scattering of seconds as they back in almost every sense. How he came to Barovia is
away. For the time being, they’ve settled on the as unknowable as it is unimportant: Omu would
slim form of a tawny-haired boy with almond like to leave, at least for a while, but isn’t in any
skin and almond eyes. The effect is spoiled by his particular hurry to do so. As the years went on and
digitigrade legs and claws as he pulls a battered he became more aware of the endless cycle, he saw
jacket tighter around himself. “I’m Maple,” that the best way to ensure there was a seed of
he says nervously. chaos planted within the mythos of Castle Ravenloft
was to start seeking out points of variance and
Maple watches you with a canine intensity. adding his own spin. This led him to become friends
After a bit, they run fingers through their hair with GERTRUDA, who had as the Neon Madonna
until the color matches yours. They settle on assumed the role of the realm’s Fortune-Teller, as
well as the Envoy for the Dark Powers. Matter in
girlish features with enormous grey eyes and
the Plane of Limbo is largely malleable by those
the barkskin of a wood elf. She grins at you
with a strong will, and so with years of work
sheepishly, all fangs and contrition.
and scrounging, he was able to build himself an
“I thought it’d be good to fit in!”
extraplanar bubble in which to make a small lair
and workshop. The Dark Powers permit his projects,
as it not only prolongs the suffering of those
trapped in Barovia, but also of those who come to
“visit”—and the fact that a creature of chaos was
ultimately bound into an ordered cycle is in and of
itself the kind of schadenfreude that keeps the Dark
Powers going.

Never having died in the land of GLASS &


DIAMONDS, he is not truly bound to it, but
he does find it peaceful to tend to the lilies
there. He gets around to the far corners of
the Realms of Dread; it is he who set up the
statues of the small gods for worship in the
ruins of the Amber Temple, and it is he who
adds the monetary remains of “visitors” to Barovia
in the TREASURY, and indeed it is he who made
the upgrades to the instant fortress which lays
in the depths of the Treasury so long ago—long
enough that even he has forgotten doing so. While
OMU, DEBTMONGER he is generous to the newcomers to Barovia, he
is protective to the point of extreme aggression
Your Rainbow Connection To Hell
if anyone should try to take more than what is
Omu is, before anything else, a Slaad lord—the offered or harm Gertruda. Should someone find
deadliest of the chaotic Slaad. These frog-like their way into his home uninvited, he takes this

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as the most serious of offenses and will punish Unlike many of the mighty champions of evil, she
their intrusion. has no particular plan or goal. In fact, she is not
traditionally evil, though she has few moral or
Interacting with Omu ethical boundaries. Her evil is the evil of inaction.
He uses his Shapechange ability to present himself She has stood by and allowed countless tragedies,
as a frog in a tophat, reminiscent of Toad from loved villains and heroes, and outlived whole
The Wind In The Willows . We recommend that worlds. If the Vampire Lords represent despair in
you use the first voice that comes to mind when the face of terror, she is the emblem of a more
you envision an anthropomorphic frog. This quiet and pervasive despair.
Hermit Toad makes his lair in an extradimensional
space, but assists Gertruda and the Dark Powers in Her History
orchestrating the show. He oversees the magic item Born in a elven city dedicated to Araushnee,
draft and appears later to hand over invitations. He Patrana Fireheart was a prodigy. In her youth,
can be encountered as an optional boss fight via the during the age of elven heroes, Patrana studied
BAG OF BEANS. arcane magic until she joined the ranks of elven
champions in Arvandor. There, she was caught up
Related Prose in the conflict between Araushnee and Corellon
Sample appearances that are emblematic of the that would eventually tear apart the Seldarine, the
character are reproduced below. elves, and the multiverse. No chronology here can
be entirely trusted as the timeline itself became
"Omu, lilypad lord and curio consignor. mutable, but Patrina was inextricably bound up in it.
Very pleased to meet you, I’ve heard Binding archfey and mighty demons to her will, she
great things.” sided with Corellon against her own goddess. The
champions, her friends, and her family tore each
other apart, and Arvandor burned.

PATRINA, Her personal narrative changes a little with each


telling, but one way or another, she saw her beloved
AMARATHINE home destroyed. Whether by the Earthblight left by
ARCHMAGE the birth of Lolth, by Lolth’s direct revenge for their
betrayal, or much later by Strahd in service to the
Decadent and Reckless Dark Powers, that’s not clear. What is clear is that
she fought for her city, killing thousands or tens of
The last neutral party left in Barovia, Patrina is
thousands of the attackers—but it was not enough.
a mighty archmage beloved by the Dark Powers.
She fled with her people and they scattered to the
Long ago, Bur made a deal with her that they have
winds. Many went below and joined the ruined
both come to regret: on behalf of the Dark Powers,
multitude that would become the drow.
ensure the cycle continues. So, when a Vampire
Lord is defeated, the Dark Powers eventually see Finding no home among the eladrin or drow, she
them fashioned into a new Heart of Sorrow, then made other travel plans, and they took her far
draw Patrina back to the Domain of Dread. After afield. Eventually, she would find her way to Barovia
countless returns, she has found a quiet roost in before it became the core of the Domain of Dread.
Ravenloft where she waits for life to mosey in. As a There, she went by the name Patrina and spent the
result, her personal history intersects at least briefly next 450 years entangled in the stewing apocalyptic
with every other major character in the story. mess that eventually sent Barovia into the mists.

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Drawn to the imperial glories of the Zarovich court, made a deal with Bur and the Dark Powers to help
she would become the Archmage of the Court ensure the cycle continued apace.
during Strahd’s reign and Strahd’s beloved until
the changing tenor of the man drove them apart.
By the time she saw the rising cruelty that absolute
power had bred in her once-darling, it was too
late. Her power had already made the Zarovich
armies unstoppable for a human generation. When
he turned his weapons on the elves, she wept
in the arms of her old friend, Sergei—Strahd’s
own brother. As part of the burgeoning political
resistance, she introduced Sergei to a mighty
paladin named Irena one fateful night.

As the Zarovich dynasty spread its power across


their own world and then other Prime Material
worlds, Sergei and Irena fell in love. So did Irena
and Strahd. And Irena and Gertruda. That is to
say, things got incredibly messy. Unable to pull
herself away from the spiraling armageddon of
her adopted family, lovers, and friends, Patrina
watched in horror as the last elven cities were
conquered. Pulling back from the world, she was
left with Gertruda as her only friend. When Irena Additional Notable Change
chose Sergei and Strahd went berserk, she was away In the original material, Patrina is a dusk elf. Dusk
adventuring in the Feywilds with the little priestess. elves have a highly variable place in the canon,
They returned to find Irena and Strahd dying of ranging from the elves who originally settled
their wounds. When Strahd rose again as a vampire, Barovia to a planar people who stood neutral in
Barovia began to slide into the mists. It would be the god-war that ultimately saw the rise of Lolth
30 years before Irena’s first reincarnation, when it from Araushnee, depending on the setting and
truly became clear what a monstrous existence was legendarium. Anecdotally, many players assume
that the dusk elves actually are drow. As a result,
in store for them. Broken, Patrina withdrew further,
this rendition of Patrina is never described as any
bending her terrible arcane might to finding the
particular type of elf, though in THE TOWER
Amber Temple and beginning to create the endless
encounter where she appears, the history she tells
clones that would become her signature. This set
implies that she is either drow or a truly ancient
in motion the events that would lead to Gertruda’s
high elf.
ritual sacrifice, Irena’s rise as a vampire, and the
beginning of the cycle. Eventually, in one cycle, she Related Prose
would meet and betray Esmerelda, see Gertruda
killed, slay the Brides, defeat Irena, and eventually "They called me," she growls between pants,
stand alone in the dead plane, unable to leave. "the lioness of Arvandor, once." Her eyes flash
There, in desperation, causeless and alone, she emerald and you can see the stains on her face

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where war-spells were daubed so often that


it marked her forever.

“There is silence after entropy. Know me


as ennui, the widow of purpose.”

Patrina sits on the edge of her spire,


kicking her feet. She watches you thoughtfully
then says, “You know, normally people give up.
Early, too. The first time it hurts.” Whatever role
she had been playing, this feels more honest, and
she says, “I’m jealous of you heroes, with your
quests and your destinies.” She says
nothing else for a while.

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M ASTE R FLOW & L EGEND


OVERALL ENCOUNTER FLOW

Entrance:
OPENING

YGGDRASIL WOODS

DEPTHS

GHOST CANISTERS

THIS PLACE IS TRYING TO KILL YOU

CRYPTS TOME DINNER TOWER BASILICA

ECLIPSE

TOMB LAST STAND

BOSS BOSS

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ACT I DETAIL

Entrance: Entrance:
GLASS & DIAMONDS GLASS & DIAMONDS

YGGDRASIL WOODS

First group
YES to finish? NO

DEPTHS

AMBER
SARCOPHAGI

GROUP 1 GROUP 2

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ACT II DETAIL

EACH GROUP

Are there any ACT II


YES encounters left? NO ECLIPSE

Repeat.

ANY ACT II Between each


THIS PLACE
IS TRYING
ENCOUNTER encounter, run...
TO KILL YOU

ACT II ENCOUN TERS

CRYPTS TOME DINNER TOWER BASILICA

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ACT III DETAIL

GROUP 1 GROUP 2

ECLIPSE ECLIPSE

TOMB LAST STAND

BOSS BOSS

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ONE GROUP ENC OUNTER FLOW: IRENA


ACT I
Entrance:
GLASS & DIAMONDS

AMBER
YGGDRASIL WOODS DEPTHS SARCOPHAGI

ACT II

Between each
encounter, run...
In any order, THIS PLACE IS TRYING
run... TO KILL YOU
ACT II ENCOUNTERS

CRYPTS TOME DINNER TOWER BASILICA

ACT III

ECLIPSE DARK GREEN IRENA'S GREEN


AUDIENCE HOUSE TOMB HOUSE

BOSS BOSS

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ONE GROUP ENCOUNTER FLOW: STRAHD


ACT I
Entrance:
GLASS & DIAMONDS

AMBER
YGGDRASIL WOODS DEPTHS SARCOPHAGI

ACT II

Between each
encounter, run...
In any order, THIS PLACE IS TRYING
run... TO KILL YOU
ACT II ENCOUNTERS

CRYPTS TOME DINNER TOWER BASILICA

ACT III

ECLIPSE STRAHD'S GREEN STRAHD'S GREEN


HATE HOUSE TOMB HOUSE

BOSS BOSS

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M A ST E R F LOW & L E G E N D

A BR ID G E D O N E G ROUP RUN E XAMPLE

ACT I
Entrance:
GLASS & DIAMONDS

AMBER
YGGDRASIL WOODS SARCOPHAGI

ACT II

Between each
Two of the encounter, run...
CRYPTS following... THIS PLACE IS TRYING
TO KILL YOU

TOME DINNER TOWER BASILICA

ACT III

ECLIPSE STRAHD'S GREEN STRAHD'S GREEN


HATE HOUSE TOMB HOUSE

BOSS BOSS

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M A ST E R F LOW & L E G E N D

USING OPTIONAL The Black Lagoon


ENCOUNTERS The Black Lagoon is an easter egg encounter,
providing an exceptionally difficult hidden boss in
One Night Strahd includes two optional encounters, the spirit of late 90s and early 00s RPGs. As a result,
serving different purposes. it’s optional and somewhat different tonally from
the rest of the encounters. Accessed by using the
The Treasury BAG OF BEANS magic item from the magic item
The Treasury adds an option for delaying or padding
packs, the Black Lagoon is a pure combat encounter
out one group’s run through Act II. If one group is
pitting the players against Omu. This encounter is
clearing content significantly faster than the other,
roughly on par in difficulty with the final boss fights
routing them to the Treasury will buy the other group
time and reserve key items for them. The Treasury and unprepared groups should be steered away.
can also be used if a group flees from the BASILICA To omit THE BLACK LAGOON, replace the BAG OF
immediately, if this leaves them underpowered. BEANS with a SPELLBEAD of summon construct .

TAROT MAPPING
Throughout the adventure, particularly during the fortune-telling sequence in GLASS & DIAMONDS,
we use tarot cards to represent the various encounters. A copy of this mapping can also be found in that
encounter, but is reproduced here for ease of cross-reference with the flows. These associations also
see some use in the prose and the art, so it can be useful to be aware of them.
THE SUN: TEMPERANCE: THE LOVERS: HIEROPHANT:
Sunlit Shrine Dinner Date The Crypts The Basilica

WHEEL of THE WORLD: THE HERMIT: THE TOWER:


FORTUNE: The Amber The Tome The Tower
Dog Days Depths of Lords

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CHARACTER CREATION
TABLE OF CONTENTS
WHO IS THIS SECTION FOR?..................43 TWO GROUPS.................................... 43
WHAT AM I GETTING INTO?....................43 ONE GROUP...................................... 44
MODES OF PLAY....................................43 CHARACTER CREATION!.......................44

a bit out of their depth. Player characters likely


WHO IS THIS have some familiarity with each other, at least by

SECTION FOR? reputation, and may even know some legends of


Barovia. Practically speaking, if you have some
meta-knowledge about Barovia or prior Ravenloft

T HIS SECTION SHOULD BE printed and


shown to players. It’s useful for level-setting
expectations and contains the character creation rules.
modules, we strongly recommend writing that into
your character’s backstory. Keeping that information
separate enough to truly avoid meta-gaming is a
tremendous ask. Instead, we prefer to use it as an
asset for defining and extending character concepts.

WHAT AM I Ask yourself: why does my friendly bard know so

GETTING INTO? much about the Lord of Vampires?

O NE NIGHT STRAHD is a condensed version


of the sprawling gothic adventure Curse of MODES OF PLAY
Strahd . Commonly considered to be one of the best
gaming experiences in fifth edition, it also generally
takes well upward of 150 hours to complete. ONS
TWO GROUPS
aims to offer a compressed version—what we often
call the “Epcot take.”

Played with at least one group of four to six


I N THE ICONIC EXPERIENCE, two groups work
together to delve into the terrible depths of
Castle Ravenloft. There, they confront ancient foes,
adventurers, and possibly as many as two groups dreadful evils, and worst of all, puzzles. There’s
of six, ONS is about 10 hours long following the three ways to play a two group game:
critical path, but contains about 12 to 15 hours of
1. One Shot
content. Talk to your GM to find out which mode of
ONS is intended to be a single enormous event,
play to expect.
run by two GMs across the course of a single
Thematically, this is a gothic horror adventure day. It’s where the name originally comes from.
undertaken by a group of skilled heroes who are That’s often prohibitive, so...

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C H A R A C T E R C R E AT I O N

2. Three Arcs
ONS can also be run as a series of large events, CHARACTER
where the three core arcs of the game are
completed in a single sitting each. Thanks
to the unusual construction of the module,
CREATION!
some amount of dropping in and out of play is
supported. This method is a pretty common way
to run ONS among a large group of friends with F OR THIS ADVENTURE, we recommend
creating at least one character concept,
complex schedules. generally two, as well as building out three or four

3. Long Play actual characters patterned on those concepts.


Rather than have the two groups meet
This is a little different from normal, so it merits
simultaneously, ONS can be run as a modified
explanation. A good example is that you might
version of The West Marches campaign style,
decide you want to be a good-hearted thief. Go
using the BASILICA as a base of operations.
Here, groups generally complete a single ahead and make two different renditions of that
encounter per session. This is likely to be the thief. Maybe they’re the same person, maybe they’re
most common form of two-group play. different; you might make Han Solo and Locke
Lamora, or you might make two different versions
ONE GROUP of Selina Kyle.

For many playgroups, running two interwoven In general, we recommend two completed character
narratives may not be fun, or may be impossible sheets for the first session, with three to four for
from a scheduling perspective. There are, again, an entire run. The module also provides roughly 30
three options: different premade characters grouped by complexity
1. Long Play of play. Those can be found in the DOOMED
Here, players will likely meet for 4 to 6 sessions SOULS section.
in the 3 to 4 hour range. This is the closest to
a traditional D&D campaign, and serves the For those creating new characters, the following
module pretty well. You’ll lose some of what rules apply:
makes the experience distinctive, but there’ll be
1. No races with innate permanent flight.
a lot more space for character growth.
2. DMG subclasses are not permitted.
2. Three Arcs
While it requires longer sessions and more 3. Character level is 6th, with standard point buy.
access to rests than is normal, it is possible to 4. Characters start with two weapons, a shield, and
complete ONS in roughly three large sessions as any mundane armor of their choice.
a single group.
5. Any other mundane equipment with a price of
3. One Sitting less than 4 gold pieces is available.
This will almost certainly only be run for charity
marathons or similar special circumstances, but 6. Characters will acquire a small set of magic
it is conceivably possible for a single group of items at the beginning of the game.
6 or 7 players to complete ONS in a single very 7. Characters can only carry 3 total flasks of acid,
long sitting. alchemist’s fire, or holy water.

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S K I L L CHECKS
TABLE OF CONTENTS
RATIONALE...........................................45 GROUP CHECKS............................45
RULES...................................................45 WHEN TO MAKE CHECKS.................. 45
WHO MAKES THE CHECKS................ 45 PERSUASION & SOCIAL CHECKS....... 46
TRYING AGAIN...............................45 COMBAT-AVERSE GROUPS.............46

RATIONALE WHO MAKES THE CHECKS


In general, one player rolls for any given skill check.
Up to one additional player can either make an
M OST TABLES HAVE SOME variation on how
they run skill checks. It’s to be expected!
One Night Strahd was designed with specific
attempt as well or aid for advantage, if they are
proficient and aware of the check.

assumptions about how skill checks operate. This


Trying Again
isn’t to say that you can’t deviate from the rules
In ONS , skill checks represent both time and luck.
in this chapter—in fact, that’s the exact opposite In general, if retrying a check is possible at all,
of the intent. By stating the assumptions made in it requires a player to spend additional time on
designing the module, it becomes easy to adjust the the task and to explain how they changed their
content to match the way you want to play. We do approach. In Hunt Encounters, for example, there
think these rules are good and can be used out of will often be a specified number of allowed retries.
the box, but we don’t think that’s mandatory.
Group Checks
Generally, group checks are avoided where possible.

RULES
When encountered, they run per the rules in the
DMG. The module never calls for repeated group
checks, and never uses opposed rolls in group checks.

F OR THE MOST PART, One Night Strahd is


written with the standard skill check rules in
mind. For the full set of applicable rules, please
WHEN TO MAKE CHECKS
The text is intended to be the minimum of what is
refer to the Dungeon Master’s Guide (DMG) for available to players, not the maximum. In general,
skills and ability checks. The following sections be prepared to allow at least one additional skill
provide either modifications of the rules or a quick check or to call for one if players seem to need a
note about the existing rules, in cases where they’re hint. Even in Hunt Encounters, really clever roleplay
commonly forgotten. might let someone get an extra check in.

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SKILL CHECKS

PERSUASION & SOCIAL CHECKS characterization, it may be easy for characters to


simply assume that the information they got was
In the DMG, there are two commonly neglected reliable. Finally, most of the characters have deeply
factors that help smooth out some points of held ideals and goals that they won’t steer away
common contention around persuasion and other from in the long term. For example, it might be
social skills. These are: possible to talk Strahd out of eating you for a little
while, but he’ll always get around to it eventually.
1. All characters have things that they cannot be
persuaded to do. Combat-Averse Groups
2. All characters have things that they cannot be Some groups may be unwilling or uninterested in the
persuaded to do in a single interaction. straight tactical play of combat. For these groups,
feel free to offer inspiration in exchange for clever
In the core rules, this idea that single interactions
dialogue either within the party or outside of it.
have limits is represented with the Attitudes system.
Once Rites become available, encourage players to
It is also suggested that social requests generally
use their inspiration to power Rites. Witty repartee
require some measure of roleplaying. This is
is a classic part of swashbuckling melodrama, and
exacerbated in One Night Strahd by the fact that
swashbuckling melodrama is an essential part of
many characters either don’t know the truth, won’t
D&D—yes, even in the Domains of Dread.
tell the truth, or are bound by magic to at least
make an attempt to lie. Without some amount of

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SPECIAL
RULES
one night strahd
SPECIAL RULES

EVENTS:
TRIGGERED NARRATIVES
TABLE OF CONTENTS
RATIONALE...........................................48 RAINBOWLESS CONNECTIONS......... 52
RULES...................................................48 INTERCESSOR.................................. 53
EVENT TRIGGERS CHEAT SHEET...... 49 OUTCOMES....................................53
EVENT FORMAT EXAMPLE................ 50 OUTRO..........................................54
EVENTS................................................ 51 CONFESSION.................................... 55
MITHRIL LILY.................................... 51 CHANGE OF PLANS........................... 56

RATIONALE when it’s possible to give someone an item or


kill a character at any point during the sequence.
Each event follows a standard format, much like
the Rites, Forms, and Locations from the other

A S WE DEVELOPED THE TOOLS and style


of One Night Strahd , we found that some
components were repeated too often for comfort.
mechanical additions. While those components are
intended to be fairly concrete, special events are
just suggestions. Feel free to use different triggers
These components were both important and driven
or adapt an event entirely. There are relatively few
by player choice. As a result of the modular and
of these, and you’ll find a cheat sheet for the trigger
encounter-centric design we settled on, there
conditions on the next page.
wasn’t a good place to collect these vignettes and
bite-sized encounters. Instead, they’re collected As always, ENCOUNTERS, SECTIONS, MONSTERS,
here. For each of these encounters, there is a place and CONDITIONS are bolded. Content intended to
they’re most likely to happen, as detailed by that be read aloud verbatim is italicized.
encounter’s text. Such a reference will always be
It is strongly recommended that you print the Event
suffixed with Event to better call out where to look.
Triggers cheat sheet. While there are relatively few
events, they provide key information and handle
troublesome sequence breaks to make running the

RULES game easier.

S PECIAL EVENTS ARE USED to cover small


critical moments that aren’t tied to a specific
encounter. Generally, these encounters arise

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one night strahd
SPECIAL RULES
EVENTS

EV EN T TRI G G E R S C HE AT S HE ET

Players give SESAME’s Run the Mithril Lily


MITHRIL LILY to GERTRUDA THEN Event immediately

Players plant Run the BLACK


the first bean from LAGOON encounter,
the BAG OF BEANS in THEN waiting until the end of
ACT I or II combat if necessary

Run the
Players plant a Rainbowless
bean from the BAG OF
BEANS in ACT III
THEN Connection Event
immediately

Players give WINTER Run the Change


her sword, YEAR’S END,
outside of the Eclipse
THEN Of Plans Event
immediately

Players wander off


Run the Intercessor
into the castle without
a goal
THEN Event immediately

Players are struggling


Run the Confession
or flee from an encounter
without loot
THEN Event immediately

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one night strahd
SPECIAL RULES
EVENTS

EV EN T F O R MAT E X A MP L E
THE NAME OF THE EVENT, You'll find the list of conditions needed to trigger the event here.
NORMALLY A
PRECONDITION TERM It'll look like "Players deliver the MITHRIL LILY."

Key character, if any A note on when it's likely to happen

Almost all events will start with a small narrative block.

There’ll generally be a single conditional here. We try to keep events small, often just single critical
exchanges or similar. A few exceptions will exist.

OUTCOME
Here’s where you’ll find the mechanical outcomes of triggering this event.

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one night strahd
SPECIAL RULES
EVENTS

EV EN T S

MITHRIL LILY Players deliver the MITHRIL LILY to GERTRUDA

Gertruda (Envoy) Generally, this happens in the ECLIPSE, if at all

Gertruda takes a long shuddering breath as the living silver burns her. She twirls the flower along her
fingers like a coin, back and forth. “This… wasn’t in the cards,” she says quietly. The spin of the stem sears
crosshatches on her hand like abstracted scales. “This is something new,” and the wonder in her voice
twirls the world around it.

Gertruda will not relinquish the lily under any circumstances, insisting:
“You have to let me make my choices.”

This event opens up additional ending possibilities and will be checked for in the GREENHOUSE
encounter. In future playthroughs, players can find Gertruda in the BENT BOUGH during the
DOG DAYS encounter.

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SPECIAL RULES
EVENTS

RAINBOWLESS Players plant any number of beans from the


CONNECTION BAG OF BEANS in Act III

This may be triggered multiple times if the players


Omu, Debtmonger have not defeated Omu, or only once if they have

If players have not defeated OMU, read:


Out of a small pool of impossibly black liquid, an equally ebon lotus blossoms into an obsidian pyramid the
size of a door. Omu strides through in his true form; no longer the affable behatted frogman, he strides out
confidently clad for war. His hammer, gauntlets and belt shine maliciously in the remaining light. “Hm,” he
croaks, “I try not to interfere in these things directly—for professional reasons, you understand—but what
could be more chaotic than rejecting one’s role in a myth?” Omu hefts his mighty hammer and throws it at
your foe, and the sound it makes when it connects is enough to make your eyes water. When you rub your
eyes, Omu and his pyramid are gone.

Otherwise, read:
Out of a small pool of impossibly black liquid, an equally ebon lotus blossoms into an obsidian pyramid the
size of a door. Omu strides through in his true form. Slumped and pouting, he regards you. “Defeating me
in my own home was not enough for you? You call me for aid, knowing you need none? Are you truly so
selfish?” Omu waves a single froggy hand and the weight of magic and chaos fills the air. Greed has a cost.

If players have not defeated OMU:


This event deals 2d6 + 5 magical bludgeoning damage to enemy creatures, who must also succeed on a
DC 17 CON save or be stunned for one round.

If players have defeated OMU:


Count up the number of creatures (allied and enemy) in play and assign each one a number. Roll a die large
enough to accommodate this number of creatures; the creature whose number is rolled is shapeshifted into
a frog with 1 hit point as per the spell polymorph , even if they are not normally able to be transformed.

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SPECIAL RULES
EVENTS

INTERCESSOR Players leave the beaten paths of the Castle

Gertruda & Brides This event happens once

First, run a complete pass of THIS PLACE IS TRYING TO KILL YOU as the characters wander aimlessly
around a deadly vampire’s castle lair. Then read:
Bloodied, you move through an ocean of shadow in the deepest places of the castle. In the cold still air,
huge pillars of machinery sit silent and brooding between giant wooden beams. There are things down
here with you, sharks scenting crimson on the strange currents. The Brides step out of the timber supports,
corrupt druidic magic leaving the wood scorched and twisted.

The tallest, broad at the shoulder, ash-blonde hair braided with living roses along her antlers, speaks—
Midsummer. She says in a mocking voice, “Oh mighty councilors of ash, lords of the sun,” as she spreads
her arms and conjures a mighty thunderstorm, “Witness me! I am Summer!” The crashing electricity arcing
from cloud to cloud illuminates the scale of this place. You must be a mile deep—how big is this castle?
A single huge crimson bolt lashes out.

All players must make a DC 16 Dexterity saving throw. They take 10d6 necrotic damage on a failed save,
or half as much damage on a successful one, as they are savaged by the crimson lightning.

Midsummer stands, panting, terror in her eyes. You feel the brush of fur against your legs and wolves leap
and cavort among you in their summer coats. The huge machines around you begin to slowly spin.

“I think…” A little haggard voice says, “I think you will find that Summer is mine, still, little traitor-
cousin.” Standing between you is a woman. She is maybe thirty years old, armored in carved jade and
holding a morningstar. A sirocco picks up slowly, the hot wind of summer lashing you as it billows her
black demi-cloak. Her hazel eyes flash with pride as she regards you with a small nod.

“I am the Lord of Summer,” Gertruda says as her ball and chain flares with sunlight. She burns in it, her
cloak bleaching white, her skin catching fire, and she laughs and laughs and laughs as she lashes out. “They
are mine. My champions,” and ghostly wolves pin the Brides as Gertruda, Lady of Summer smashes them
with the sun. They wail in terror. From your vantage point, you can see past the murderous glee, see the
cost on her as she growls, “The deep sky and the roots of the earth are mine.”

As she crushes Midsummer’s skull, the Innocent One whispers, “I’ll never forgive you for what you did
to Winter.” Eventually, there is only ash and a wounded woman, her slim hands on her small knees. She
coughs up blood past her vampiric fangs and sinks to the floor. Green grass spreads around her. “Hi,”
Gertruda manages, “I, uh… probably can’t do that again.” Cuts open all over her body. “Can you help me
up?” She’s losing a lot of blood. She needs more than help standing up.

If players can’t or If players make an attempt to heal her, read:


won’t heal her, read: You help her up, and she leans on you all, bleeding out, grinning
You help her up, and she sheepishly as she stains you crimson. Channeled magic knits
leans on you all, bleeding out, her wounds with your help and Gertruda watches you in honest
grinning sheepishly as she surprise. She whispers, “You’re good friends. I don’t deserve this.
stains you crimson. “Thanks. I pulled you into hell. Like so many others.”
I hate to die on the ground.
It takes 30 points of magical healing to save her.
Catch up later?” she whispers
as she fades into mist.

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one night strahd
SPECIAL RULES
EVENTS

If players do not heal her, If players couldn’t save her, If players saved her, read:
read: read: “You know,” she says, sitting
Her blood forms long petaled The little Vampire Lord is still in the grass and staring up
designs where it stained you, bleeding. Her ribs are broken, at the group of you, “this
pulsing gently with defensive and she grins at you. “You’re has never happened before.”
magic. The grass brittles really sweet. I’ll see you at the Gertruda looks a little less
beneath your feet and drifts greenhouse, but… This meant so lonely, smiling gently up at
away. much to me.” you. Even after the healing,
her wounds are terrible. It’ll
Characters’ maximum hit She hands you a glittering jade be quite a while before she’s in
points increase by 10, healing knife. “I made this for a friend. fighting shape.
them for 10 points, and they Never did give it to her. When
are each affected as per the we get through this, I’m fixing She hands you a glittering jade
death ward spell. that.” She fades to mist. knife. “I made this for a friend.
Never did give it to her. If we
She hands the players the get through this, I’m fixing
JADE KNIFE, MAKER variant. that.”

She hands the players the


JADE KNIFE, SOLAR
variant and will answer basic
questions. Weakened as she is,
she can’t push back against the
laws of the challenge enough
to offer much more. If pressed,
she’ll explain that she’s already
skirting the rules badly, and
the risk is enormous for her.

OUTRO
The machines do not slow as their designer departs. Rods of light lift into the air. You’ve seen this before!
This must be how the Fortune Teller works! Pictures form in the air. Each machine displays a single gigantic
tarot card. Each machine has a familiar sort of gate shimmering on its side.

In the bright cold light, you can see that the distant walls of this space are terraced with stairs like a
stepwell, and hundreds of doors lead here. No wonder you ended up here eventually, in the secret heart
of Ravenloft. The Roots of the Earth. It’s time to go, though. Where to?

This is how Gertruda and the Vampire Lord move around Ravenloft. The gates here will take players to
any of the remaining major encounters from ACT II, as well as the TREASURY and optionally, the
BLACK LAGOON.

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one night strahd
SPECIAL RULES
EVENTS

Players are struggling or flee an encounter without


CONFESSION gaining any items, allies, or other assets

Gertruda This event happens once

Players have likely just been overwhelmed, either emotionally or mechanically.


The Confession event is intended to help players stabilize and characters catch up. Read:
Around the corner, you hear a woman humming a bar, then trying to sing. “Quantus tremor est futura...
futurus?… Oh damn, how does it go?”

If players do not approach, Gertruda will wander around the corner and catch up with them:
She doesn’t look threatening. She’s working on a sandwich dispiritedly as she tries to page through a
liturgical book with one hand. The woman is slim as an arrow, perhaps in her early thirties with a duffel
bag slung across her back, and when she grins at you, vampire fangs sparkle in the torchlight. There’s
something familiar about her as she says, “Hallo!”

If players attack her, Gertruda lets them get the first shot off. Read: She leans into the blow, then shivers
before glancing at you sadly. “Well. Hello, I suppose. There are easier ways to get my attention.”

It’s possible players will try to kill her in earnest, especially if they’ve just come from the Crypts.
In this case, she will cast time stop as a readied action before they can waste resources. Read:
She drops the book, makes a quick tidy gesture like tying a knot before you can continue. Time slows. Time
stops. She stares at you with real sadness. The effort has cost her, and her skin pales. Little cuts open up all
over. “I know you’re hurting, but please stop—you’re hurting me. Stop, or I’ll leave.” If players persist, she
leaves in mist and the event ends.

If players have not yet met Gertruda, she will introduce herself: “I’m the Envoy—of the Dark Powers,
I mean. Gertruda, at your service.”
Otherwise, read: “It’s just me. Are you okay? Are you going to be okay?”

If players do not attack, or stop attacking, read:


She sits down thoughtfully, then says “I was going to pretend this was a chance meeting, you know.”
The little Vampire Lord pulls her legs up against her chest, then rummages in her little duffel. “Here.”
She offers wax-paper wrapped packages—roast quail, buns with tofu, a block of fudge, some caramels.
“Sorry. About all of this. All of these people.”

Gertruda will answer any surface level questions honestly and completely. She’ll also answer questions
as per one casting of the commune spell. She knows most things about Ravenloft, though she cannot tell
players who the Lord currently is and cannot directly help players access the tombs.

This encounter has the following effects:


• Characters gain the benefit of a short rest.
• Gertruda gives them the HEARTSEEKERS. This can lead to two copies of that item.
• This group cannot go to the TOME encounter.
• This group skips THIS PLACE IS TRYING TO KILL YOU enroute to the next encounter.

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one night strahd
SPECIAL RULES
EVENTS

Players give WINTER her sword, YEAR’S END ,


CHANGE OF PLANS out of sequence

Winter, That was Taken This event happens once

This event is only available if players have treated Winter with respect. Winter doesn’t require kindness, as
she is often actively trying to kill them, but aimless cruelty and manipulative behavior can easily convince
her that the characters aren’t fundamentally better than Strahd. If this happens, she’ll refuse the sword
until the ECLIPSE where she only appears if they have WINTER’S INTEREST.

If Winter respects the players, read:


The little vampire hugs the montante to her chest and stares at you for a long time. A slow rolling growl
hums off her, building and building until it is the rumble of the very last autumn storm—until it is an
avalanche. When she opens her eyes, ice forms everywhere her gaze falls. All she says is, “Change of plans.”

Leaning up, the lithe archdruid kisses you on the cheek. She is far colder than the dead, colder than
revenge, colder than certainty. The sword hangs in the air where she was, and Winter whispers,
“C’mon, gorgeous. We’re leaving.”

This encounter has the following effects:


• WINTER no longer appears during the ECLIPSE.
• WINTER’S INTEREST expires.
• THE GOOD WINE is destroyed.
• The LUCKBLADE loses a charge even if players have not acquired it.
If it has no charges, it is destroyed.
• Any fight involving the BRIDES no longer includes WINTER.
• If WINTER has essential speaking lines or needs to offer guidance,
she does so but speaks as the blade.
• Players lose YEAR’S END. It is replaced by WINTER’S FURY.

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one night strahd
SPECIAL RULES

RITES:
SUPPORTING PLAYER AGENCY
RULES & SCENES
TABLE OF CONTENTS
RATIONALE........................................... 57 SAMPLE RITES OF CHALLENGE............ 61
RULES................................................... 58 GUNSLINGER'S DUEL........................ 61
TIMING AND SELECTION................... 58 RUSTY CAGE..................................... 61
LAST STAND RULES.......................... 58 BESEECH THE DARK......................... 61
RITES—GENERAL FORMAT & EXAMPLE... 59 FORCE OF WILL................................ 62
SPECIAL RITES..................................... 60 SHEPHERDS..................................... 62
LAST STAND..................................... 60 ROOFTOP STRUGGLE........................ 62
EXIT STRATEGIES............................. 60 PLAYER HANDOUT: RITES..................... 63

RATIONALE similar mishaps. They also offer an important


way for players who are less tactically minded to
overcome the densely mechanical threat of the
Vampire Lord without compromising the feel of

R ITES OFFER A STYLIZED WAY of writing


character moments on the fly, using vignettes
combat for other players.

When some players fail and others succeed, it


and clear mechanics to allow a player to go beyond
the limits of their character without compromising should be a cause for celebration, not spite or
the sense of realism for other players. disappointment. While a major combat must have
consequences to have weight and verisimilitude,
Rites form a key catch-up and narrative mechanic. those consequences should create rather than
Rites are modified Scenes that can be invoked by destroy story moments. To be exactingly clear,
players to gain key advantages. To trigger a Rite, mechanics are a supremely useful and powerful
a character generally spends inspiration and their construct. Rules should be broken only very
action. These vignettes are an essential part of the gingerly, and only to create drama rather than
encounter, providing a key mechanic for players to shortcuts. As a result, we have set out to create
compensate for missing abilities, weak characters, a framework of mechanical constructs built on
loss of reliable access to radiant damage, and other familiar rules to empower players in a narrative way

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RITES

without destroying the fundamental economy TIMING AND SELECTION


of combat.

This is still a set-piece fight, a sort of championship Rites are available at any time. Players can opt
match, played out within well-defined rules and to trigger a Rite on their turn; you may also have
nebulous silent agreements, both forming the the Dark Powers suggest a specific Rite if a player
kayfabe of D&D. The fight has been designed to needs help. Rites are somewhat stronger than
support the aggressive use of Rites to create a the average unoptimized character’s attack, and
recovery mechanism. For GMs who do not normally exist specifically to serve the needs of the players.
provide inspiration, this is an excellent excuse
They’re a great deal, after all! The Dark Powers are
to begin doing so at the most appropriate and
always particularly eager to offer Last Stand. If a
climactic moment. Finales should be opportunities
player would like to try something novel instead of
for the final steps in character development as well
picking a skill or existing Rite, there are two good
as challenging encounters.
ways to support it.

One is to let them propose a challenge and skill test,


and they can set the scene if they want. The Dark

RULES Powers, by which we mean you, might modify the


fiction to fit the milieu a little better. The other is to
ask them which challenge they’ll accept from a set

E ACH RITE IS A CHALLENGE that a player


can initiate at the cost of their action and
inspiration, which is then run using a Rite. The
of two or three Rites the Dark Powers are willing to
offer. If you do this, try to make sure the challenge
at least relates to the skill they want to use. This is
anatomy of a Rite and a dissected example can be easier on the fly, but can be less satisfying.
found in FORMAT EXAMPLE and samples covering
most skills are provided. As a quick summary,
a Rite consists of a narrative scene and a list of
LAST STAND RULES
skills the players can use. Two Rites, Last Stand
The one notable exception to much of this is the
and Exit Strategies, have special rules and effects.
Last Stand Rite, which is used when a character
However, most are sample narratives for RITE OF
CHALLENGE, used when a player invokes that rite. would make a death save and does not cost
If an encounter adds additional rites, this will be inspiration. That character is instantly killed upon
called out in the SPECIAL RULES sections of their completion of the Rite, destroyed by the
that encounter. terrible exertion of their heroic effort. We strongly
recommend reminding players that Last Stand is
To use a Rite, pick or generate one that matches the
available. It is particularly important because it
skills the player is attempting to use or the challenge
offers a powerful exit for doomed characters and
they’re trying to construct. First, read or replace
the intro text. Finally, all Rites use two different skill creates inspiration instead of spending it. For a
checks at DC 17 for the skill the player selected. more cinematic game, allow players to use Last
Two successes nets the full effect, one success nets Stand immediately upon becoming incapacitated.
the partial effect, and two failures triggers the Last Stand always deals 2d8 + 2 radiant damage and
negative outcome. always generates inspiration for two other players.

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RITES

RI T ES
GENERAL FORMAT
ENCOUNTERS, SECTIONS, MONSTERS, and CONDITIONS are bolded in this section.
Content intended to be read aloud verbatim is italicized.

CHALLENGE NAME
Any three skill checks (including Initiative) [DC17]
A narrative intro can be found here, used to set up the challenge. This can be replaced on the fly without
causing any problems. It is provided as an example of how the skills in the skill list might be used, rather
than the prescriptive way that they must be used. We do recommend that you use the general construction
of other challenges as an example to provide a consistent voice for the Dark Powers.

0 SU C C ES S ES : 1 SU CCESS: 2 SUCCESSES:
Failure Result Partial Success Success Result

EXAMPLE

GUNSLINGER'S DUEL
Acrobatics, Initiative, or Sleight of Hand [DC17]
You reach out to the Dark Powers and they answer:
Give fury a sweet voice in the crack of our gun’s song. Be our truth.
You blink. A revolver rests at your hip and the black sun hangs low overhead. The Vampire smirks at you
under a low brimmed hat as a chill wind whips her leather duster wide. Another blink will kill you.
Draw or die.

0 SU CC ES S ES : 1 SU CCESS: 2 SU CCESSES:
Take 2d4 necrotic Deal 2d8 + 2 radiant Deal 4d8 + 4 radiant

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SPE C I A L RI T ES
LAST STAND
None required, optionally replaces death saving throws
All your deaths draw close, and they whisper:
We crowd around your glory, our only warmth. Be our truth.
This is your dying flare. What do you do?
Allow the player to describe what cool thing happens as they sacrifice the last vestige of their life force,
their anger, and all of their hope. Expect many quotes and references to other media—
allow the player to ham it up if they feel like it.

A LWAYS:
Deal 2d8 + 2 Radiant, give inspiration to two other characters

EXIT STRATEGIES
Athletics, Acrobatics [DC18]
You reach out to the Dark Powers, and they answer:
Conflict is the root operation by which all is computed. Understand, sweet heroes, tender glories,
that to run is still to fight. Ours is the truth that swallows all others.
So step away, step away, step away, and be our truth.

A LWAYS:
All player characters take 2d4 Necrotic damage as the Dark Powers take their due,
then move up to their speed without provoking attacks of opportunity.

0 SU CC ES S ES : 1 SUCCESS: 2 SU CCESSES:
Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

RITE OF CHALLENGE
Any Two Skills [DC17]
This rite allows a character to deal significant radiant damage in exchange for using both their action and
inspiration. They will pick two skills for the test. If possible, select a rite from the SAMPLE RITES OF
CHALLENGE to use. You may replace one of the skills chosen, but that should be done sparingly.

0 SU CC ES S ES : 1 SUCCESS: 2 SU CCESSES:
Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

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RITES

SAM P L E RITES O F C H A L L EN G E
When a player uses RITE OF CHALLENGE,
pick one of the following if convenient, adapting to their skill choices.

GUNSLINGER'S DUEL
Acrobatics, Initiative, or Sleight of Hand [DC17]
You reach out to the Dark Powers and they answer:
Give fury a sweet voice in the crack of our gun’s song. Be our truth.
You blink. A revolver rests at your hip and the black sun hangs low overhead. The Vampire smirks at you
under a low brimmed hat as a chill wind whips her leather duster wide. Another blink will kill you.
Draw or die.

0 SU CC ES S ES : 1 SUCCESS: 2 SU CCESSES:
Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

RUSTY CAGE
Athletics, Acrobatics, or Perception [DC17]
You reach out to the Dark Powers and they answer:
Brave is the knife that does not falter, that braves our knife. Be our truth.
You stare across the filigreed table at Patrina as a brass band plays the hits. She slides aside a cocktail
and holds out a knife. “I’ll take that wager,” the archmage drawls. "The game is ‘Rusty Cage.’
Slam the blade between your fingers as fast as you can."

0 SU CC ES S ES : 1 SUCCESS: 2 SU CCESSES:
Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

BESEECH THE DARK


Arcana, Religion, or Persuasion [DC17]
You reach out to the Dark Powers and they answer:
Cut the world with your tongue and give fangs to our fancy. Be our truth.
The arcanaloth leans back in his chair and grins golden. “Alright, so bright, come now. Convince me.”
Eyes of smoke slurp up your words. It’s time to make a deal.

0 SU CC ES S ES : 1 SUCCESS: 2 SU CCESSES:
Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

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RITES

FORCE OF WILL
Intimidation, Persuasion, or Deception [DC17]
You reach out to the Dark Powers and they answer:
Throw your wanton will as war against our wicked world. Be our truth.
The scene doesn’t change, it just slows. The Doom of Barovia locks eyes with you, and you have a bare
moment where you can contest the Lord’s grip on destiny. The Lord is laughing.

0 SUCCESSES: 1 S U C C ES S : 2 S U C C ES S ES:
Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

SHEPHERDS
Religion, Nature, or Animal Handling [DC17]
You reach out to the Dark Powers and they answer:
Throw your light on our dark places, display our majesties. Be our truth.
You are a lonesome shepherd beneath a cold sky. A wolf with human eyes paces at the edge of the firelight.

0 SUCCESSES: 1 S U C C ES S : 2 S U C C ES S ES:
Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

ROOFTOP STRUGGLE
Survival, Acrobatics, or Perception [DC17]
You reach out to the Dark Powers and they answer:
Sweet is the sword that defies us, sweet as a tongue on our wounds. Be our truth.
A tile crunches as you fall onto your back foot. The Doom of Barovia bears down on you across
the rain-drenched roof, highlighted by the crack of lightning.

0 SUCCESSES: 1 S U C C ES S : 2 S U C C ES S ES:
Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

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RITES

PL AYER H ANDOUT:
RI T ES
As a quick summary, a Rite consists of a narrative scene provided by the GM and a pair of skill checks.
The stock set of rites can be found below, with the skill requirements listed in the top and a brief
description of their effects below that. Other than LAST STAND, rites cost an action and inspiration.

LAST STAND
None Required, optionally replaces death saving throws
Your character dies. Describe what happens as you sacrifice the last vestige of your character’s life force,
their anger, and all of their hope. Quotes and references to other media are expected—
ham it up if you feel like it.

Deal 2d8+2 Radiant to one target, give inspiration to two other characters

EXIT STRATEGIES
Athletics, Acrobatics [DC18]
This rite allows characters to reposition in exchange for an action, inspiration, and a small amount of
damage. They then have an opportunity to deal direct radiant damage to a single target.

ALWAYS :
All player characters take 2d4 Necrotic damage as the Dark Powers take their due,
then move up to their speed without provoking attacks of opportunity.

0 SUCCE SSE S: 1 S UCC E S S : 2 S UCC E S S E S :


No additional effect Deal 1d8 + 4 Radiant Deal 2d8 + 4 Radiant

RITE OF CHALLENGE
Any Two Skills [DC17]
This rite allows a character to deal significant radiant damage in exchange for an action and inspiration.
Pick two skills to test.The DM may replace one of the skills, and will then describe the challenge.

0 SUCCE SSE S: 1 S UCC E S S : 2 S UCC E S S E S :


Take 2d4 Necrotic Deal 2d8 + 2 Radiant Deal 4d8 + 4 Radiant

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INCARNATIONS:
WHAT AND WHY
TABLE OF CONTENTS
RATIONALE...........................................64 NARRATIVE FRAMING....................... 65
RULES................................................... 65 DEALING WITH FREQUENT DEATH.... 65
EXCEPTION: AVAILABLE NPCS.......... 65 PLAYER HANDOUT: DEATH............... 67
PLAYER HANDOUT: DEAD AGAIN....... 68

RATIONALE
I N GOTHIC HORROR, death is a constant. In D&D
and many other RPGs, a player’s agency is obviously
tied to their player character: kill the character, and
fashion—and of course, there are deadly vampires
happy to murder a player character. This means the
problem must be handled directly. INCARNATIONS
the player loses agency. As traditional horror thrives provide an out, leaving players with something to
on the loss of agency and gothic horror thrives on lose and a clear system for how they return to the
death, this would seem convenient. Unfortunately, in world. An initial fear was that incarnations would
games and especially RPGs, loss of agency generally cheapen death, but by using them as a means of
leads to loss of engagement. When a character dies diegetic storytelling, the Incarnations system offers
and remains dead, that player is locked out of the considerable narrative weight and defines a clear end
game in every meaningful sense. Often, there’s a to the loss of agency. By keeping the costs of risk-
taking low and frictioning death with content that’s
convenient NPC to control—but often, there’s not.
directly relevant to player interests, players remain
In One Night Strahd, characters die with some engaged even for the brief period of time where they
regularity. There are multiple key points where it is lose control.
possible to intentionally sacrifice yourself in heroic

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I N C A R N AT I O N S

RULES E XC E P T I ON :
AVAI L A B L E N P C S
WHEN A CHARACTER DIES: IF THERE IS A FRIENDLY NPC AVAILABLE, such
as Winter, Maple, or Esmerelda, the player assumes
1. Their player receives a handout that guides them
control of that NPC instead. This effect is generally
through a narrative scene.
not optional, but it’s best not to force the matter
2. After completing the small choose-your-own if the player pushes back hard. Above all else,
adventure narrative, their character returns to the preserve player choice. This still counts as a death.
game world in a new body.

3. Mechanically and practically, this uses a fresh N AR R AT I VE F R AM I N G


character sheet. Players are very strongly
discouraged from reusing the exact character they
just played. WHEN A CHARACTER DIES, their spirit is bound
to the Domains of Dread. They find themselves in
4. Effects on that character end, except effects that the Greenhouse Dream from the GLASS &
specifically persist across incarnations.
DIAMONDS encounter. In actuality, this is the
5. Magic items are retained, consumables are not Domain of Desolation and their Fortune-Teller was
refreshed, and inspiration is lost. the Lord Gertruda. Returning to the Greenhouse
at the center of the dream, the dead character
inevitably encounters Gertruda and is sent back into
the world in a new incarnation.

DEA L I NG W I T H F R E Q UEN T D E AT H
SOME PLAYERS WILL INTENTIONALLY kill their characters to refresh per-long-rest resources. Others
will become extremely reckless. Some will just be terribly unlucky. As characters reincarnate over and over
again, strain begins to accumulate. There are also consequences for runs that use the scoring sheet, but that
probably won’t dissuade a stressed player from tossing their paladin off a cliff.

1 ST DEATH The character is bound to the Domain of Desolation. Use the DE AT H handout.

2 ND DEATH Use the D EAD AG AI N handout for this and subsequent deaths.

The character takes 10 damage for every death after the second, starting at 10 for
3 RD DEATH
the third, rising to 20 for the fourth, and so on. This cannot reduce a character below
AND ONWARD
1 hit point.

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one night strahd
SPECIAL RULES
I N C A R N AT I O N S

WHO ARE YOU NOW?

DO YOU JUST SEE A NEW FACE? Do you forget


your old self? You have to use a new character sheet,
but you might be the same person in a real sense. The
options are detailed below, but either way you know
everything that happened up to your character’s death
player handout:

DEATH
as the memories that flesh carried flood back to you.

Ships & Axes An Acorn Is Not Its Oak


Your old character persists Your new character regards
in this new body. Your game the past self’s memories as
statistics change, but not foreign. Your old character

S TONE. MOSS. EARLY AUTUMN. RUDDY DUSK.


Awareness trickles back. You turn your head
your sense of self. is truly dead.

slowly through the pain. The afterlife is scrubland CATCH UP AGAIN


and cobblestone. An eclipsed sun dangles in the sky,
painting the world in red and grey. In the center
YOU LOOK UP TO FIND YOURSELF inside the
of the island, there is a greenhouse built around a
tower where you’ve always been.
marble tower. A terrible sinking feeling fills you as
you turn to see the suspended bridges. There’s still The Neon Madonna closes her enormous book,
light in the greenhouse. It illuminates the terraced resting it on alabaster knees. Those hurricane eyes
lilies and the whispering wind still carries their scent. slice you up. She’s smiling wide as a supernova.
Kneeling, indulgent, Famine whispers with expectant
There is still absolutely nothing of interest here
pleasure, “Come on back to me. Come here.”
other than the bridges and the greenhouse.
Grinning with mountainous fangs. Your crude flesh
crawls toward her. Fangs. A willing fawn leaping for
EN TER G REENH O U SE the crocodile. Fangs.

THE GREENHOUSE SPRAWLS FOR MILES you


If you resist, take If you approach
don’t remember. The eclipse never moves and never inspiration as she willingly, gain 5
ends. You follow the light to a lily lagoon, black and whispers… temporary HP...
green. Angular wavelets rock a dense mat of leaves “Sadly, there’s no other way. Great hands of fire lift you
Sure as starfire, lovely.” up. You feel life flow into
and flowers like a silent lullaby. At the far end, a
She blows you a kiss as you you as those endless teeth
foundry rests on a giant green pad-raft. It abuts a shake off the vision punch through you
singular lily bloom with petals wider than a dragon’s and and
wing. Smoke and light pour from both.
You see your friends around you. “It’s time to go,”
The lilypad lord is home. Omu nods in your direction. a small sad singsong soprano says. Time to go.
“Hero, you don’t look so hot.” Armored in slate,
he works a glowing-hot lily on an anvil. The lily WE LC OM E BAC K !
grows hotter and hotter while he works it until he
quenches it in the lagoon. The steam annihilates the Let the GMs know you’re good to go, and they’ll
overgrowth and you have a clear view of yourself in guide you to your group.
the mirrorblack.

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I N C A R N AT I O N S

WHO ARE YOU NOW?

DO YOU JUST SEE A NEW FACE? Do you forget

player handout: your old self? You have to use a new character sheet,

DEAD
but you might be the same person in a real sense. The
options are detailed below, but either way you know
everything that happened up to your character’s death

AGAIN
as the memories that flesh carried flood back to you.

Ships & Axes An Acorn Is Not Its Oak


Your old character persists Your new character regards
in this new body. Your game the past self’s memories as
statistics change, but not foreign. Your old character

S TONE. GRASS. SUMMER. EVENING. CICADAS.


Awareness trickles back again. You turn your
head slowly through the pain. The afterlife is green
your sense of self. is truly dead.

CATCH UP AGAIN
rolling hills and cobblestone. There is a rum-colored
stain where the sun should be. In the center of the
YOU LOOK UP TO FIND YOURSELF inside the
island, there is a greenhouse built around a marble
tower where you’ve always been.
tower. A terrible sinking feeling fills you as you turn
to see the suspended bridges. There’s still light in the The Neon Madonna steadies her enormous sword,
greenhouse. It illuminates the terraced lilies and the resting it on alabaster knees. Her scarred hands
whispering wind still carries their scent. are covered in blood past the elbow. She’s staring
at you and it burns. Kneeling, exhausted, War
There is still absolutely nothing of interest here
whispers with heartbreak in her voice, “Oh, come
other than the bridges and the greenhouse.
on back to me. Come here.” She is fire and blood.
Your orphaned flesh crawls toward her. Fire. A child
EN TER G REENH O U SE headed off to war. Blood.

THE GREENHOUSE SPRAWLS FOR MILES you


If you resist, spend If you approach
don’t remember. The eclipse never moves and never two Hit Dice… willingly, take 5
ends. You follow the light to a lily lagoon, black and “I know no other way. Sure damage...
green. Angular wavelets rock a dense mat of leaves as our natures, darling.” Great bloodied hands lift
She blows you a sad kiss you up. You feel life flow
and flowers like a silent lullaby. At the far end, a
as you struggle awake into you as those endless
foundry rests on a giant green pad-raft. It abuts a and eyes swallow you
singular lily bloom with petals wider than a dragon’s and
wing. Smoke and light pour from both.
“Time to go,” a small sad singsong soprano says.
The lilypad lord is home. Omu nods in your direction.
“Please be safe.” You see your friends around you.
“Oh no, back again? You’d better hurry back to your
friends, they miss you.” Armored in slate, he works a WE LC OM E BAC K !
glowing-hot lily on an anvil. The lily grows hotter and
hotter while he works it until he quenches it in the Let the GMs know you’re good to go, and they’ll
lagoon. The steam annihilates the overgrowth and guide you to your group.
you have a clear view of yourself in the mirrorblack.

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HUNT ENCOUNTER RULES


TABLE OF CONTENTS
RATIONALE........................................... 69 MAP FORMAT EXAMPLES...................... 71
MAP FORMAT & KEY.......................... 71
RULES................................................... 69
STARTING PLAYER MAP.................... 72
LOCATION FORMAT EXAMPLES............. 70 GAMEMASTER MAP........................... 73

RATIONALE use. Some locations allow the tests to be retried,


often with some additional risk.

Players will generally determine which location

H UNT ENCOUNTERS OFFER a faster approach


to running complex chase sequences. These
rules are also used to structure more abstract
is next using the map provided for a hunt. This is
almost always done by picking a location that is
connected to their current location or explicitly
pursuits like the harrowing climb down Yggdrasil
listed as an outcome from their current location.
in the DOG DAYS encounter. Hunts work by first
Next, all Locations use two consecutive skill checks
providing a set of locations and their connections,
for the skill the player selected. Two successes nets
then defining the behavior of each location
the full effect, one success nets the partial effect,
individually. This graph provides the structure
and two failures triggers the negative outcome.
for both running the encounter and player
advancement in the encounter. Hunts aim to create
A dissection of the map format and an example map
a sense of motion instead of a sense of place, and
can be found in Map Format Examples. Each hunt
are often used instead of dungeon maps.
encounter comes with a few different maps. The
first one is always the initial player map and the last
one is always the GM map. Sometimes additional

RULES
maps serve as a scaling tool. Interstitial maps are
also provided so that at certain points, or as a
result of revelations, players can be handed a canon
map to replace their marked one if they’d like. It is

E ACH LOCATION IS COUCHED as a set of skill recommended to print one copy of each map.
challenges, rewards, and risks that players travel
to as they move through the phases of the hunt. The For hunt encounters, check their SPECIAL
anatomy of a Location and a dissected example can RULES for specific monster behaviors. As always,
be found in Format Examples. As a quick summary, ENCOUNTERS, SECTIONS, MONSTERS, and
a Location consists of a narrative scene, special CONDITIONS are bolded. Content intended to be
effects, the possibility of an encounter with the read aloud verbatim is italicized.
Hunting Monster, and a list of skills the players can

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HUNT ENCOUNTERS

LO CAT I O N
GENERAL FORMAT AND EXAMPLE

LOCATION
Skill List, such as History or
Encounter: Yes or No Retries: Yes or No Acrobatics [DC16]

A narrative intro can be found here, used to set up the challenge. This can be replaced on the fly without
causing any problems. It is provided as an example of how the skills in the skill list might be used,
rather than the prescriptive way that they must be used.

Most locations will have at least some hints on how to run them as well as more detailed narratives
and fuller mechanics.

0 SUCCESSES:
Failure Result, generally a forced encounter at a disadvantage or damage.

1 SUCCESS:
Partial Success may be narrative only. Often, the only resource lost is time.

2 SUCCESSES:
Success Result, generally in some measure of detail. Players can normally decide if they want to fight.

BLAZONED PINE
Encounter: Yes Retries: No History, Insight, Survival [DC16]

T here’s a set of trail blazes carved into this pine in the middle of a small clearing. The iconography is
intricate and looks like it was inscribed lovingly. Some small effort was made to hide it a long time ago.

There’s nothing else in the clearing. It’s tidy—maybe conspicuously so. Feel free to mention that if players
are inquisitive but have failed their tests. Engagement should always be rewarded.

0 SUCCESSES:
There’s a map scratched here!
It’s a lie. Hand players the Incorrect Map. If they select a location that includes Deep or Barrow in its name,
go immediately to combat with the Hunting Monster.

1 SUCCESS:
There’s a map scratched here! This looks… deeply wrong. Deceitful, even.
Hand players the Incorrect Map but cross off any place that includes Deep or Barrow in its name.

2 SUCCESSES:
The map is a lure, intended to guide you into some sort of lair. But forewarned is forearmed. You could go
there. You could bring mighty vengeance down on them.
As per 1 success, but players may intentionally trigger combat to get a surprise round.

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HUNT ENCOUNTERS

MAP FORMAT & KEY


All connections are bidirectional
OR
Will be described only in the text
Location Location
Name Name

Dashed connections are hidden


AND
Accessible using the skill checks
Library Vault

Tome Library Vault

Locations may include:


• Places or whole routes
• Details of a place Study Bedroom
• Key Objects
• Characters

Way of GOAL: Tiefling


Shadow RITUAL CIRCLE Maid

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HUNT ENCOUNTERS

STARTING PLAYER MAP

START

Library

Study

GOAL:
RITUAL CIRCLE

It’s pretty empty! That’s intentional.


Players will end up mapping the simple space as they move through it.
There are even reasons some areas might get two visits.

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HUNT ENCOUNTERS

GAMEMASTER MAP

START

Read:
Hunting A MURDER
Monster: MOST FOUL
GLABREZU

Tome Library Vault

Study Bedroom

Way of GOAL: Tiefling


Shadow RITUAL CIRCLE Maid

The final player map will likely resemble this.


One thing to note is that the Tiefling Maid might ask them to go back and find the vault because she
won’t tell them where the ritual circle is unless they can destroy her infernal contract. This would let players
revisit the Library to look for the Vault. Players might also opt to take more direct persuasion.

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OPTIONAL RULE:
SCORING
While entirely optional, we have included a score table as an additional way to play through this module.
One Night Strahd encourages many repeat playthroughs, and even after a playgroup has discovered all
of its secrets, we wanted to give them a reason to keep coming back. While this is not intended for a first
playthrough, a very small selection of groups may want to see their score at the end.

TABLE OF CONTENTS
RATIONALE........................................... 73 ACT II................................................ 74
SCORING A RUN.................................... 73 ACT III............................................... 75
SCORING SHEET.................................... 74 ACT AGNOSTIC.................................. 76
ACT I................................................. 74 ENDGAME TALLIES........................... 76

RATIONALE enough variety to support repeat play, it seemed


natural to include a scoresheet for players who want
to return to Barovia for new challenges.

A NYONE ATTENDING A convention today


will find a well-stocked game room full of
people running their own one-shot adventures or SCORING A RUN
official Adventurers League content. In Ye Olden
Days of D&D, before the game gained broader
popularity and support for its player base, TSR
released a number of modules styled as tournament
F IRST, PRINT THE SCORING SHEET at the
end of this section. It is strongly recommended
that the players are warned before taking actions
adventures. In these modules, parties would not that directly result in significant score losses, such
only be racing against the clock to complete an as taking a Great Patron’s deal in TOTALLY SAFE
adventure during their allotted time in the game GHOST CANISTERS.
room, but also to see who could get the highest
DMs may award bonus points for actions not listed
score based on what they accomplished during
on the score sheet. These points should range
their run.
from +1 to +3 per deed, and total no more than
This scoring mechanic lives on in many arcade 15 additional points. These should also award
video games, but for the most part it is absent from inspiration to the appropriate character(s), as should
modern Dungeons & Dragons , save for oblique any actions on the score sheet worth positive points
references in forward-ported classic modules. Since (besides those derived from the endgame tallies).
ONS was originally conceived as a one-shot with

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SPECIAL RULES
SCORING

SCORING
ACT I
ANY ENCOUNTER
One of the 4 Treasures is gained: +5

GLASS & DIAMONDS


Completed: +4

SUNLIT SHRINE
Brides completely wiped out: +4
YEAR'S END found: +1

DOG DAYS
Feypact wolves saved: +3
Plunge Taken: +3
OPENER found +1

AMBER DEPTHS
Arcanaloths defeated without making a deal: +3
Made a deal with Arcanaloths that wasn’t one of the default options: +1

TOTALLY SAFE GHOST CANISTERS


Every Great Pact made: -2
No Great Pacts taken: +1/character
No pacts, Great or Lesser, taken: +3/character

ACT II
ANY ENCOUNTER
Tome deciphered +4
One of the 4 Treasures is gained: +5

THIS PLACE IS TRYING TO KILL YOU


SPARROWHAWK found: +1

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SCORING

DINNER DATE
Players discover the deception before combat: +2
Each character successfully cursed by The Misery: -1

THE BASILICA
The Abbot is briefly redeemed: +3
Players take The Quiet Road: +1

THE CRYPTS
A character succumbs to the Bucephalus trap: -1
Irena claims either the LUCK BLADE or the STAFF OF POWER: -3
Players fully breach the Vampire Lord’s Tomb early: +3
Esmerelda killed: -4

THE TOWER
Arcanaloth taken to The Tower: -3
Players make it through The Tower with no losses: +3
Characters become cartoon spiders: -1/character

THE TOME
Players breach the prismatic wall with only the spells and items they began play with: +5
Each magic item gained in The Tome that is used to overcome the prismatic wall : -1
Players attack Gertruda in her room: -5

ACT III
ANY ENCOUNTER
Tomb puzzle solved: +4

THE ECLIPSE
Every incorrect guess for the sequence to Irena’s Tomb: -1
Getting the sequence to Irena’s Tomb correct on the first try: +5

THE FINALES
Vampire Lord defeated: +8
Gauntlet completed: +8

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SCORING

Ending achieved: Loss: -1


Ending achieved: Qualified Victory: +1
Ending achieved: Victory: +3
Ending Achieved: Total Victory: +5
Ending Achieved: Hidden Path: +8
Every Tchotchke unlocked: -1
Every Secret unlocked: -3

ACT AGNOSTIC
Every player over 10 players: -2
Treasury encounter completed: +2
Black Lagoon Triggered: +1
...& Bailed: +1
...& Left With A Bargain: +3
...& Omu defeated: +7
Mithril Lily delivered: +4
Winter redeemed: +4
Alchemy jug curse activated: -1
HAWK’S HOME created: +1
WINTER’S FURY created: +1
Players gain one of the hidden familiars: +2
Players gain both hidden familiars: +5

ENDGAME TALLIES
Each character killed: -2
...by the Vampire Lord's Charm or bite: -2
Four or more character deaths: -2
Each short rest taken: -2
Every Rite used: -1
Every Rite with 1 success: +1
Every Rite with 2 successes: +2
Every NPC ally that survived: +2
Each character alive after the finale: +1
Each character that never died: +3

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SPECIAL RULES
one night strahd

ACT I:
FIGHT ME,
I'M RIGHT
HERE
one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE

GLASS & DIAMONDS


TABLE OF CONTENTS
SUMMARY.............................................80 SCENES................................................ 83
PREPARATIONS................................ 80 GLASS HOUSES................................ 83
DENIZENS........................................ 80 AVAILABLE STONES.......................... 84
KEY LOOT......................................... 81 GOOD FENCES.................................. 85
TONE & TYPE.................................... 81 END & LOOT...................................... 88
TAROT CARD TO ENCOUNTER MAPPING... 81 PLAYER HANDOUT: GEAR PACKETS... 89
OMU, DEBTMONGER.............................. 82 PLAYER HANDOUT: LATE ARRIVAL.... 90
WHAT HE CAN TELL PLAYERS.......... 82 PLAYER HANDOUT: ROGUE'S GALLERY... 91

SUMMARY
remaining GEAR PACKETS to bring that player
quickly up to speed.

PREPARATIONS
G LASS & DIAMONDS serves as a lightweight
introduction to ONS and the forces in play.
Unusually, it is intended to be run as players arrive,
You’ll want to print multiple copies of the player
handouts and organize the item card packs.
as soon as a majority of players are present. This Note the highly scripted nature of the tarot
allows GMs to squeeze as much time out of the reading. Only the locations of the treasures are
session as possible, and ensures that players who intended to vary.
show up early don’t get bored. It serves to ground
the adventure, set the stakes, and gear the players Review the DEALING THE ACES sub-section
up. This is basically the last step of character in the GOOD FENCES scene. This controls
creation. A tarot card reading is used to lay out the randomization and is critically important.
the structure of the adventure, offering little hints Optionally, you’ll want a stacked deck of tarot
of what is to come, and players get the ROGUE’S cards if you intend to do a physical reading.
GALLERY handout. Finally, in the DEALING
THE ACES section, the key items are assigned to
DENIZENS
encounters and then players are ushered into the
adventure proper.
DEBTMONGER OMU, THE DEATH SLAAD
For players who arrive late, use the LATE ARRIVAL NEON MADONNA, THE ORACLE
and ROGUE’S GALLERY handouts along with the

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KEY LOOT this section are to cleanly introduce the characters,


narrow the scope of the world, and serve as the
wide mouth of the funnel. As a result, a key goal
ROBE OF NEEDFUL ITEMS
here is to manage the transition from silly to grim
GEAR PACKETS
in a way that doesn’t produce mood whiplash.
Omu may be charming and a little silly, but he’s still
TONE & TYPE a death slaad tasked with helping the players by
unknown and evil forces. Their oracular dame is a
The two major touchstones for the design of ONS pillar of neon light and cruelty wielding a tarot deck
are gothic horror and neo-noir. The major goals of carved from bone. This is a bad place to be.

TAROT CARD TO ENCOUNTER MAPPING


For GMs, the following chart shows which encounter is associated with which tarot cards.

THE SUN: TEMPERANCE: THE LOVERS: HIEROPHANT:


Sunlit Shrine Dinner Date The Crypts The Basilica

WHEEL of THE WORLD: THE HERMIT: THE TOWER:


FORTUNE: The Amber The Tome The Tower
Dog Days Depths of Lords

These representations are used in GOOD FENCES to give players a map of the order of encounters,
as well as to place the key treasure items randomly into encounters. They also appear here and there
throughout the adventure as markers and symbols. The MASTER FLOWCHART and ADVENTURE
SUMMARY provide an overview of how the encounters are stitched together.

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OMU , • He believes it is possible, though likely quite


difficult, for the players to win.

DEBTMONGER • A Wisdom (Insight) check reveals he is


being forthright on this point.
• If players push, he may provide a little
Death Slaad guidance in light of this during item
selection.

O MU IS A MIGHTY LORD
of war, dedicated to the
annihilation of order and
• He’s aware of the Deva
and the Furies, and can guide
players to select appropriate
the spread of raw entropic equipment if they ask what
they might face or how
doom. Mostly, he hangs out
they should prepare.
with his friend, Gertruda.
He acts as the guide and • In the Strahd run:
referee of the magic item Omu is aware of
Argynvost’s fate: his
draft. However, he is not
remains are still in
physically present, instead Barovia, and like all
filling this role using the things they have been
project image spell. This may bent to the Vampire
lead players to believe that he is Lord’s will. He cannot tell
a wholly illusory creature; he will do the players that Argynvost directly
protects Strahd’s coffin, but he will hint
nothing to dissuade them.
Argynvost now embodies the killing cold of
Barovia’s mists.
WHAT HE CAN TELL PLAYERS • In the Irena run:
Omu is aware of Vasilka’s existence and will
Omu knows most of the lore players might be comment that she was once intended as the
curious about, but he’s only able or willing to bride of Strahd von Zarovich, in an attempt to
divulge the following: free the realm from its fate; as often the case in
Barovia, this hope was a false one.
• The Vampire Lord of Ravenloft has returned and
certain relics will be necessary to defeat them. • He will admit that he is a death slaad and has
made his home here for a very long time.
• Barovia has been reduced to a silent ruin of
floating isles, much like the one you are on. • He knows about the Dark Powers, though only
vaguely, despite serving them fairly directly.
• A past Lord was determined to annihilate
all threats to their rule. • Like everyone except perhaps Gertruda, he
doesn’t actually know if they’re demons,
• Almost no mortal survives in that place, gods, or inevitables. He has suspicions but
except as tormented ghosts. won’t discuss it.
• As a result, the vampires you meet are • He can and will reiterate to the players that
likely to be quite hungry. the Dark Powers are not omnipotent in any
• It has been almost fifty years since the last classic sense, and can only interact with the
incursion of adventurers, by the internal world through small nudges and emissaries.
reckoning of Barovia. He also mentions that time • Feel free to disclose this if players feel the
runs differently inside, often in fits and starts. struggle is fundamentally hopeless.

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SCENES were staring off the edge of the world—perfectly


normal, no cause for alarm. You’re safe on this
Below are the narrative components used by the little spur of land floating above an endless grey
encounter flow. Where possible, each notes down mist. You can see other islands, an archipelago of
the probable next vignettes. LOOT, MONSTERS, and rhinestones glittering in a tarnished silver sky.
CONDITIONS are bolded in this section. Content
Players will need a minute or two to orient
intended to be read aloud verbatim is italicized.
themselves, but don’t let it devolve into exploration
yet. The goal is to get them into the draft as quickly
as reasonably possible.

GLASS After two to five minutes, read:


The island you’re on is an expanse of scrubland

HOUSES
and cobblestone. In the center of the island, there
is a greenhouse built around an octagonal tower
of marble, both banded with silver. The only other
structures are suspended bridges leading to other
islands. The late afternoon sun is dim enough
that someone’s left an oil lamp burning in the

T HE INTRO CAN BE started as soon as you


have three or more players. Other adventurers
will arrive at the Glass House later in this encounter
greenhouse. It illuminates a profusion of flowers,
and the slow wind of this place carries the smell
of lilies.
when their players arrive for the event.

When you’re ready, read: There is absolutely nothing of interest here other
You’re recruited by the Church of Tymora to than the bridges and the greenhouse. If players do
defeat the Vampire Lord of Ravenloft. Their not enter, each island they visit will have the same
oracles predicted you’d sign the contract. Tymora’s structure. They are in a looping between space, the
fatemakers insist this means you’ve already signed antechamber of the Domains of Dread.
contracts, an argument given weight by…
When players approach the greenhouse,
Ask each player in turn what offer was enough to
get their character to accept the job. If a player has
PROCEED TO:
trouble, feel free to suggest wealth, valor, or piety.
Available Stones
Once players have chosen, continue to read:
Just a smash and grab, they said. They also assured
you their gate was perfectly safe. There’s been time
for some doubt to creep in during your endless fall
through the nothingness, behind the gate. Finally,
consciousness becomes the smell of burning ink and
then nothing at all.

Cobblestone. Moss. Early autumn. Afternoon,


cloudy. Awareness trickles back. Your vision is
out of focus. There’s just grey. You turn your head
slowly through the pain. Your vision was fine: you

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AVAILABLE
printed out and built out of the magic item cards.
Picking a pack binds those items to the player,

STONES
and they persist across characters. A player can
only have one pack at a time. Packages can only
be traded as whole bundles, and even that is
discouraged as it can lead to malfeasance and
frustration. For example, though a consumable can

T HE GREENHOUSE HAS a single door of rose


quartz etched with concentric octagons.
It pushes open easily and a little shop’s bell jingles.
be tossed to another player character to use, that
character couldn’t carry it in advance.

Variant: Duplicate Packs. The adventure is


Water lilies in little terraced paddies fill the space,
balanced with the assumption that packs are
broken up by stacks of uniform grey boxes. Each
not repeated, but if it’s necessary to keep things
box has a long label, but the shop bell jingles again
before you can investigate. A cultured-looking moving, Omu will offer one duplicate of each pack.
frogman sweeps in, accompanied by the swish of a This can lead to imbalances, and worse, may leave
long coat and the tinny taste of chaos. The bipedal the party without sufficiently diverse options.
frog doffs his top hat and bows deeply, in a manner Players often pick the relatively simple items when
that would be comedic if he didn’t maintain eye pressed, and the packs are set up to ensure that isn’t
contact with you the entire time. “Omu, lilypad lord an available option for every player.
and curio consignor. Very pleased to meet you, I’ve
Variant: Respec. If players are legitimately
heard great things.”
struggling, or your group is more casual, whenever
Players can ask questions of OMU, though he’ll a character dies, they can switch out their pack if
only answer one or two before getting down to the they have not yet used consumable resources from
business at hand. Refer to his entry for what he it and all charged items are at full charge.
knows and will answer. He will not indulge more
After draft is completed,
than five or six minutes of questions. If players go
hostile, it is revealed that this is just a projected
image of Omu. PROCEED TO:
At the five minute mark, or sooner if questions have Good Fences
died down, read:
“Mmm, mm, yes, mm. Excellent, well, let’s get you
all geared up. Each of you gets a robe and picks a
magic box. I hope you like it! It’s yours… forever.”

All player characters start with a ROBE OF USEFUL


ITEMS with the following patches:
Armor of their choice, 1 silvered weapon of their
choice, 30 ft. of silk rope, 5 stakes, 20 silvered
ammunition of your choice, a spyglass, a compass, a
hide shield, and a tombstone.

Players pick a single pack from the list of packs:


Players can now review the packs of magic items,
listed in the GEAR PACKETS section. As per the
PREPARATIONS, it’s a good idea to have these

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GOOD
LOCAT I ON CA R D S

FENCES
She continues:
“And now, my soldiers of fortune, let’s see what
the cards foresee.” A delicate hand made of lily
flowers, nested and self-intersected, curls up from
the floor. In it, there is a deck of cards. A card drifts
up—The Devil. It hangs in the air, wreathed in mist.

A S YOU FINISH PICKING GEAR, the frogman “The Lord of Ravenloft hides. You must seek.”
gets more businesslike. Omu ushers you into More cards are dealt, hiding the Devil in among
the marble tower. Here, frost drifts through the them. They are:
air in coils. Cold light spills from diamondine rods • The Sun - “The Woods and the Brides”
on the floor; pink, green, red, and white. As you
• The Wheel - “Yggdrasil and the Wolves”
watch, the rods drift into the air and form a sketch
of an enormous face. The tangle of colors and fog • The World, Reversed - “The Amber Depths and
fills in the rest. Waifish and exquisite, the woman The Dark Powers”
in the light smiles at you enigmatically. Other faces • The Tower - “The… uh… Tower and the Heart
assemble themselves around her, though they are still of Sorrow”
as ice. “Welcome, beautiful travelers,” she smirks. • The Hierophant - “The Basilica and the Furies”
“Let me introduce you to our cast.”
• Temperance - “The Great Hall and a date
Hand out the ROGUE'S GALLERY hand-out. with destiny”
Players don’t need to read the cast now, and often • The Hermit - “The Library and the Tome”
won’t. It’s intended as a checklist for later.
• The Lovers crossed by The Queen of Swords -
“The Crypts and an Ally”

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DE ALING TH E AC ES • Pentacles is the HOLY SYMBOL OF RAVENKIND


• Swords is the SUN BLADE
• Cups is the MORNINGSTAR’S KISS
Now, the lily-handed seer tosses four more cards
• Staves is the DRUID’S SPINE
into the air towards Temperance, The Hierophant,
The Wheel, and the Sun: Ace cards can only be dealt to the following cards,
which means only their associated locations can
• The Ace of Pentacles - “Sunrise’s symbol” contain a key item:
• The Ace of Swords - “Sunset’s sword”
• The Sun for “The Woods” which represents the
• The Ace of Cups - “Moonlight’s lash”
SUNLIT SHRINE encounter.
• The Ace of Staves - “Nightfall’s armor”
• The Wheel for “Yggdrasil” which represents the
The first set of cards represents the encounters, DOG DAYS encounter.
as seen in the TAROT CARD TO ENCOUNTER • The Hierophant for “The Basilica” which
MAPPING section. The second set of cards, the represents THE BASILICA encounter.
aces, controls which encounters will contain which • Temperance for “The Great Hall” which
key items. represents the DINNER DATE encounter.

The default locations for the treasures are determined by either the current villain
or the desired difficulty, per the chart below. For each run of the module, pick a column.
This will determine the tarot reading and map it to a set of locations for the treasures.

TREASURE LOCATION
BY ARC STRAHD ARC IRENA ARC HARD MODE
Ace of Pentacles Temperance The Wheel Temperance
Holy symbol of ravenkind Dinner Date encounter Dog Days encounter Dinner Date encounter
Ace of Swords The Sun Temperance The Hierophant
Sun blade Sunlit Shrine encounter Dinner Date encounter Basilica encounter
Ace of Cups The Hierophant The Sun The Sun
Morningstar's kiss Basilica encounter Sunlit Shrine encounter Sunlit Shrine encounter
Ace of Staves The Wheel The Hierophant The Wheel
Druid's spine Dog Days encounter Basilica encounter Dog Days encounter

Once you have picked a column, read the pairs out.


For example, “the ace of pentacles—the sunrise—will cross The Wheel, Yggdrasil.”

As the cards fly through the air, players have their place that ace card at the location they’d prefer.
first opportunity to measurably change the game Once all the locations are finalized, read the final
here, though only repeat players are likely to use pairs out.
it. Using sleight of hand, players can try to control
For example, “the ace of pentacles—the sunrise—
where the cards land, and thus where the key items
crosses The Wheel, Yggdrasil.”
appear. While first-time players are likely to only
use this to make one of the two “Sun” items appear
early, repeat players can get an edge based on their PROCEED TO:
builds. For each ace, players may make a single DC End & Loot
16 Dexterity (Sleight of Hand) check as it falls to

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END &
For single group play, generally, players should go
through the Yggdrasil gate. Read:

LOOT
“Time to go be heroes. You should probably go
right, for Yggdrasil.”

If groups go right, they will go to the DOG DAYS


encounter and upon completing it, they will go
to the SUNLIT SHRINE. Groups who go left
to the Woods will go directly to the SUNLIT

T HE CARDS COME TO REST, and then form


two columns. Between them, the Devil hovers,
then burns away in a shock of neon light. Two gates
SHRINE encounter, which leads to the SUNLIT
SHRINE INTERIOR. This will skip the DOG DAYS
encounter, as written.
slowly open on the facing walls of the octagonal
room, one at her left and one at her right. For two group play, read:
“Time to go be heroes. You’ll find The Woods on
Curious players may ask the order of the cards. the left, Yggdrasil on the right.”
The order roughly charts a probable flow through Players who go left to the Woods will go to the
the one-shot. SUNLIT SHRINE encounter, which leads to the
The order is below: SUNLIT SHRINE INTERIOR. If players go right,
they will go to the DOG DAYS encounter.
THE SUN WHEEL Each character must have a set of magic items from
TEMPERANCE WORLD the gear packet that they picked. If a character
would forgo this, have their player pick a packet.
THE LOVERS HERMIT
That character will find the gear in their pack when
HIEROPHANT TOWER they arrive. Characters will also have received a
ROBE OF NEEDFUL ITEMS.

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PL AYER H ANDOUT:
GEAR PACKETS
Demon armor Staff of the python Ring of evasion
Ring of detect magic Saddle of the cavalier Sovereign glue
Oil of sharpness Marble elephant Potion of etherealness

Cape of mountebank +1 Rapier +1 Trident of fish command


Silver raven messenger Boots of elvenkind Immovable rod
Necklace of fireballs Dust of disappearance Feather token (tree)

+1 Spear Belt of dwarvenkind Lantern of revealing


Ioun stone (regen) Cloak of displacement Decanter of endless water
Spellbead, fly Cursed alchemy jug Ring of warmth

Bracers of defense Portable hole +1 Quarterstaff


Elemental gem +1 Wand of the war mage Spellbead, creation
Potion of speed Spellbead, contingency Bead of force

Tentacle rod Spellbead, planar binding Lightning javelin


Cloak of elvenkind Spellbead, healing spirit Lightning javelin
Ring of shooting stars Spellbead, infernal calling Dragon scale mail (silver)

Eldritch claw tattoo Berserker axe Grey bag of tricks


Lifewell tattoo Chime of opening Bracers of archery
Psychic absorbing tattoo Spellbead, dawn Spellbead, counterspell

Bag of beans +1 Whip Astral shard


Necrotic absorbing tattoo +1 Kite shield Spellbead, programmed illusion
Spellbead, heroes' feast Spellbead, aura of vitality +1 Bloodwell vial

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DRAFT
The GMs will have the set of remaining item
packages. The package you pick will persist across
your characters thanks to the evil magic of this
place. Packages are bundle deals and items cannot
be taken without taking the entire bundle. You can
take only one bundle.

CATC H UP
player handout:

LATE Boredom or courage will eventually take you inside


the marble tower. If this is not the case, your current

ARRIVAL
character wanders the Dream Between forever
and hangs out with a rad chaos toad. Your next
character starts at the top of this document. Inside
the tower, you find…

T HE ISLAND YOU’RE ON is an expanse of


scrubland and cobblestone. In the center of
the island, there is a greenhouse built around an
A giantess made of light and implication leans
against the stones of the far wall, reading quietly.
octagonal tower of marble, both banded with silver. She is unselfconsciously naked and pays you no
The only other structures are suspended bridges attention. In front of her, great tarot cards hang in
leading to other islands. The late afternoon sun is the air where they form the fortune-teller’s cross.
dim enough that someone’s left an oil lamp burning The same cards decorate four of the eight walls,
in the greenhouse. It illuminates a profusion of forming some sort of checklist. Two enormous
flowers, and the slow wind of this place carries the windows dominate the remaining two walls. Two
smell of lilies. parties of adventurers, one in each window.

If you wait, the giantess If you pick a screen,


There is absolutely nothing of interest here other
gestures towards a screen upon touching it, you’ll
than the bridges and the greenhouse. with a little grin. If you find yourself joining that
touch it, you’ll find yourself adventuring party.
joining that party.
Enter Greenhouse Take Bridges First
A frogman greets you from If you do not enter, each
between the rows of lilies, island you visit will have
visible at first only by his the same structure. You
tophat. He gestures calmly are in a looping between- WE LC OM E !
towards an array of boxes, space, the antechamber of
each with miniature items the Domains of Dread. Let the GMs know you’re good to go, and they’ll
in them. “Hi ho, take a box,
guide you to your group.
just one box.”

He has already returned to


Your party will fill you in on the prophecies.
his gardening.

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PL AYER H ANDOUT:
ROGUE 'S GALLERY
These are the faces that appeared around the Neon Madonna.

ZAROVICH GERTRUDA PATRINA


Ageless vampire, Darling sage, prettiest, Wizard-goddess of the tower.
your foe for sure. and very best.
A lioness with human eyes.
A helm of acid-scarred iron A book bound in red,
with glowing eyes. hanging open.

THE ABBOT BUR


Angel and architect. Most cunning arcanaloth.
A black quill writing fast. A jackal disintegrating.

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SUNLIT SHRINE
TABLE OF CONTENTS

SUMMARY............................................. 93 BRIDES OF ZAROVICH................... 102

PREPARATIONS................................ 93 SCENES............................................... 103

DENIZENS........................................ 93 INTRO: BAD NOON RISING................ 103


KEY LOOT......................................... 93 WANDERING OFF............................. 105
TONE & TYPE.................................... 93 OUTRO: ESCAPE!............................. 105
SCALING........................................... 93 OUTRO: DEATH DO US PART............. 105

SPECIAL RULES....................................94 OUTRO: GOT MULCHED.................... 106

THE BRIDES.......................................... 95 DIRECT CONFRONTATION................ 106

FALLEN DRUIDS............................... 95 COMBAT FLOW................................. 107

DESCRIPTION................................... 95 END & LOOT..................................... 107

ADDITIONAL TACTICS........................ 95 LOCATIONS.......................................... 108

WINTER, THAT WAS TAKEN............... 95 GREAT CAIRN................................... 108

CORE ENCOUNTER FLOW...................... 96 ANCIENT ROAD.................................110

HUNT MAPS........................................... 97 OSSIFIED DRYAD............................... 111

FORMAT EXAMPLE............................ 97 SWORD.............................................113

INITIAL PLAYER MAP......................... 98 DEEP WOODS....................................114

RUNNABLE GM MAP.......................... 99 FOREST LAKE...................................115

MAP................................................. 100 WINDY CLIFFS..................................116

COMBAT FLOW..................................101 SHRINE DOOR................................... 117

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SUMMARY
5. Print at least one copy of each map.
6. Print and review the Brides’ COMBAT FLOW.
7. Review the rest of the encounter.

T HE PLAYERS ARE TRAPPED in the woods 8. Print a selection of premade characters from
between worlds—apologies to C.S. Lewis—and the Accessible set. You may need them for speed
hunted by the Brides of Strahd who patrol these of play.
border reaches. They must find the Sunlit Shrine and
Gotta Go Fast?
enter Ravenloft proper. This is a running encounter,
If speed is absolutely critical, refer to the HUNT
managed using the HUNT RULES, and leads to
ALTERNATIVES section under special rules.
the first major magic item the players will acquire.
In the shrine, there are also clues that might help
prime the players for the adventure ahead. DENIZENS
In the Strahd arc, they will likely need to return here THE BRIDES
while they are chased by Strahd’s Hate so that they DIRE WOLVES
can activate the gate. It also contains a hint about
the dual nature of Strahd. For Irena, this serves as
a set of hints about where her tomb might be and
KEY LOOT
provides some of the information necessary to
THORNBOW
unlock it.
YEAR’S END

PREPARATIONS
TONE & TYPE
The following points are the minimum concepts and
Starting with the suggestion of a battle then rapidly
prep that a DM needs to run this encounter. While
devolving into a game of cat and mouse, this is
we recommend a detailed reading of the entire
an encounter that would comfortably be at home
encounter, if you’ve got to rush or wing it, here’s
in the pages of pulp sword-and-sorcery or gothic
what you need to do:
horror. Combined with the fantastic strangeness
1. Ensure that you have selected your boss arc. of reincarnation, the deadly power of the druidic
a. While we recommend that this be completed vampires, and the woods themselves, this encounter
prior to running the module, things happen. is intended to provide a strong introduction to the
b. This encounter must match the chosen arc, horror and triumph of ONS . Still, it’s not intended
as it is on the critical path for recovery to be a senseless meat grinder. If players are getting
modes later. destroyed by it, then this is a good sign that scaling
options will be necessary going forward. As such,
c. Ensure both GMs agree if running in two
this also serves as a trial by fire, in keeping with
party mode.
both theme and content.
2. Print the Brides and review their abilities.
3. Review the suggested ENCOUNTER FLOW, and SCALING
skim the INTRO scene.
4. Review the HUNT RULES, found just after This encounter helps calibrate the level of scaling
the RITES. future encounters will require. It has built-in

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“pressure gates” that can be used by players to SUNLIGHT


exit the threatening phase of the encounter. Based BREAKS THROUGH
on the flow throughout this encounter, you can
comfortably assess the power and versatility of the The encounter automatically ends if four characters
party’s initial character balance. While this isn’t a die, as an insurance mechanism against problematic
perfect tool due to the reincarnation system, it’s still outcomes or massive slowdown. When a character
a good first-pass measure of power. dies, reference the block below. The normal respawn
rules apply here.

It’s a good idea to note the number of deaths. In


general, this encounter should cause no more than

SPECIAL
one character death. More than two character
deaths indicates that the party is meaningfully

RULES
unprepared for combat; four is a bad sign. This
may be a character build issue, but it may also
indicate that players are simply less interested in the
particulars of combat. Either way, we recommend
down-scaling encounters going forward unless

T HIS ENCOUNTER USES HUNT RULES, a


lightweight set of mechanics intended to keep
combat short and break up the cadence. During this
they rally measurably. Most encounters have some
scaling options included.

encounter, we strongly recommend that skill test WHEN A CHARACTER DIES:


DCs be announced rather than hidden information. As your friend dies,

Their reincarnation slams into the


HUNT GOAL 1 ST broken woods, piercing through
DEATH the clouds like a spear thrown from
Players win if they reach the Sunlit Shrine or if they unknown hands.
kill all the Brides. In the latter case, they eventually
mosey into the shrine wearing the antlers of their Sunlight is starting to pour through
2 ND the holes that your incarnations
foes—antlers optional, but recommended. DEATH have punched in the sky.

HUNT ALTERNATIVE S The Brides pull back, primordial


dread surfacing on their faces as
The HUNT RULES do add additional complexity. If 3 RD another javelin of light heralds
you would prefer not to use them, you can instead DEATH your return—all, that is, except
for the smallest one. Her face is
run a straight combat encounter with the Brides. enigmatic.
This will require the addition of 4 dire wolves, and
the Brides should rely on ranged abilities. Treat
The lancing rays of sunlight scatter
them as 6th-level casters for their produce flame the fallen druids, and as one,
cantrips. For advanced groups, Winter opens the 4 TH they wheel off and sprint away,
fight with call lightning , but is otherwise unchanged. DEATH changing into great dire wolves as
they run. They vanish into the last
It may be tempting to use her full stat block, but we of the mist as it burns off.
strongly recommend against it.

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THE WINTER
Strange and small and fey, this albino vampire

BRIDES
wears a druid’s staff across her back. Little
ripples of frost spread where she looks. Reckless
in immortality, her deep curiosity about you is
matched by her martial skill.

FALLEN DRUIDS We recommend adding significant characterization


to two of these vampires at most. Winter is likely
to be useful later. Consider these backstories and
F OR THE FULL ENTRY on the Brides, see the
CHARACTERS section. While the Brides had
other names once, all that remains now are the ritual
descriptions as an intentionally sparse starting
point for the characters. The default voice and
titles they held in life and now cling to in death. character for them is fairly monstrous—they have
little choice in their actions now—but you may
They are: wish to change this.
• Midsummer, That Was Given
Midsummer was the first to stray, falling deeply
in love with Strahd during his life.
ADDITIONAL TACTICS
• Solstice, That Was Found The Brides almost always avoid direct combat,
Twin of Midsummer, Solstice was a close friend
relying on their speed and tree stride in
to both Midsummer and Strahd in life.
emergencies. If they’re caught in direct combat,
• Autumn, That Was Loved they’re capable enough, but they’ll tend to get
Partner of Solstice, Autumn took the blood spiked down. That’s okay, though—if players are
when her beloved did. Waste not, want not.
struggling, letting them have a chance to smash a
• Spring, That Was Kept skull isn’t the worst consequence. This encounter
Spring, eldest of the sisters, feared death more is intended to measure how well players can handle
than her sisters did. Most familiar with rebirth
more complex combats. If they’ve failed, you don’t
and the loss of self it carries, Spring could not
resist the promise of eternal life. need to drag it out. You know what you need to
know, and the Brides are predators. As per their
• Winter, That Was Taken
Hungry weakness, they can’t resist sometimes.
Least of the Vampire Brides, her conversion to a
vampire was wholly unwilling. Strahd’s murder Finally, the Brides will sometimes use the produce
and suborning of Winter had no personal
flame cantrip. By default, they are treated as 4th-
component; she was simply the last remaining
druid of the circle whom he did not control. level casters, so this is almost always inferior to
When he killed her, it was with all the interest their thornbows. It is used primarily to soften the
given to a third bottle of wine. damage output of the Brides.

DESCRIPTION WINTER,
MIDSUMMER
THAT WAS TAKEN
Tall and cruel, eyes glinting with stolen life, her
Vampire Archdruid
full figure and fine furs suggest a life of luxury and
blood. There’s no softness to her at all, and she While it should never be necessary to use Winter’s
regards you with the inexorable hunger of a mantis “feasted” form, her stats are provided here as an
eyeing a fly. individual higher challenge monster.

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This block is intended primarily to be used by the completeness. She has fed recently, and has access
fail-over system in THE ECLIPSE, which may cause to the True to Her Nature trait in her stat block as
a player to end up playing as WINTER. We do a result.
not recommend running her as part of the hunt,
but she is provided here as well for the sake of

CORE ENCOUNTER FLOW

Read:
INTRO: BAD
NOON RISING

Hunt Rules

SUNLIT SHRINE
HUNT MAP
At any time, if...
4 or more Players
Sunit Shrine Brides are players spoiling for Players
reached? defeated? drowned? a fight? wander off?

YES YES YES YES YES

Read: Read: Read: Read:


OUTRO: Read:
OUTRO: OUTRO: GOT EJECTED WANDERING
DEATH DO US
ESCAPED! PART MULCHED OFF

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FORMAT EXAMPLE

All connections are bidirectional


OR
Will be described only in the text
Location Location
Name Name

Dashed connections are hidden


AND
Accessible using the skill checks
Library Vault

Object Entrance Room

Locations may include:


• Places or whole routes
• Details of a place
• Key Objects
• Characters

Route GOAL Character

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Initial Player Map

Monsters:
The Brides
START

Great Cairn

Ancient Road

Goal:
Sunlit Shrine
one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE
KEY
All connections are bidirectional
OR
Will be described only in the text

Dashed connections are hidden


AND
Accessible using the skill checks

Runnable GM Map

Monsters:
The Brides
START

Ossified Great Cairn


Dryad

Sword

Forest Lake
Ancient Road
Windy Cliff

Shrine Door Deep Woods

Goal:
Sunlit Shrine
one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE
one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE
SUNLIT SHRINE

COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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Brides of Zarovich
The Dryadbreakers and Last of the Druids
PRE
Active Spells: None
Lair Action: None

1
A, 2 Brides: M: Draw back, split party if
Attack using thornbows, targeting lowest HP. possible by separating into
A, 2 Brides: a 2/3 split.
Attack using thornbows, targeting highest HP.
A, 1 Bride:
Open with Entangle.

2
A, first 2 Brides: M: Draw back further, split
Attack using produce flame, targeting lowest HP. party if possible by
separating into a 2/3 split.
A, 2 Brides:
Attack using thornbows, targeting highest HP.
A, 1 Bride:
Cast Entangle.

3
A, if at low HP: M: As needed, bow users pulling
Tree Stride to exit unless bite is an option. in a little closer.
A, 3 Brides:
Attack using thornbows, targeting highest HP.

A, 2 Brides:
Close for grapple then bite. Target lowest HP.

4
A, 2 Brides: M: At least two Brides are
Tree Stride to converge for a kill if possible. pulling back to line up an
Otherwise, move and attack highest HP. exit. Others move as needed.
A, 3 Brides:
Draw back and continue to use thornbows.

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SCENES over the towering pines. Around you, the trackless


woods spread out in every direction. You know this
Below are the narrative components used by the place from legends that the Church of Tymora had
encounter flow. Where possible, each notes down collected: when Barovia appears to feast on a town
the probable next vignettes. LOOT, MONSTERS, and or village, this wildwood is its vanguard. This is its
CONDITIONS are bolded in this section. Content mouth, the trees its teeth, as the cursed land bites
intended to be read aloud verbatim is italicized. at living worlds. There’s always a specific shape,
according to stories: endless forest to the south, a
great lake bordered by cliffs to the north—and lost
in the mists that shroud the mountains, high above
IN T RO : the lake, Castle Ravenloft. And there’s something

BAD NOON else. These woods aren’t empty. These woods are

RI SI N G
owned. Kept.

In unspoken agreement, you pull the compass


patch off your robes and begin to head north. This
is not a safe place to dally. You travel perhaps an
hour through the forest, and gradually you realize

I F PLAYERS ARRIVE from the Greenhouse


Dream, read:
You tumble out to land in the cold and the mist. The
that there are no animals here. The breeze never
changes. Worse, you have to keep turning as you
take compass readings, and it’s not the slight
gate slithers shut above you like a wink. inevitable error familiar to travelers and trackers—
something is trying to take you off course.
Otherwise, read:
Eventually, the trees slowly open up around you as
The Niflheim road ends here. As you step from
ferns and moss give way to an autumnal meadow.
stone to grass, you hear a slow creaking behind you.
The trees walk! They close ranks. As you watch,
the ancient seal of Barovia burns itself into those
conjoined trunks. The road is shut. PROCEED TO:
Continue and read: Great Cairn in Locations
It’s not a stormy night, just a sullen, bitter
afternoon. The slow, dull breeze is cold, and the mist
makes your bones ache as the cloudy sky looms low Hand out the player map. The hunt has begun.

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WANDERING OFF shall we? Respectively, I mean.” She steps sideways


into a tree, then is gone. The little golden pinecone
she was playing with is still sitting on the ground.
Players are now at the Forest Lake. If players did not
T HIS SCENE HANDLES CASES WHERE players
opt to ignore the locations of interest in favor
of aimlessly wandering the woods. If they’re hunting
attack her and do take the pine cone, two players
gain a point of inspiration and the party now has
the Brides instead, use DIRECT CONFRONTATION, WINTER’S INTEREST.
not WANDERING OFF.

Read:
The woods are vast and trackless. Shield ferns, OUTRO:
flowering hellebores, and crackling pine needles are
your only companions among the huge trees. The
great red pines murmur and sway, moving when
you are not looking to block your way. The forest
ESCAPE!
hates you.
Players must succeed on a DC 18 Wisdom (Survival) I F COMING FROM THE SHRINE DOOR location,
read:
An arrow plinks uselessly into the wall and you hear
check to avoid becoming lost. Rangers and druids
make this check with advantage. On a failure, they shouts of frustration—and one, maybe, of cruel
return to the location they left from. delight. You dive into the shrine.
You watch as the small wan one leans in too close,
Read: inquisitive. She stretches her hand out, burns for a
The woods are steeped in the poisonous power of moment in the sun, and pulls it back. She tries this
the fallen druids. You are refused. You’ll have to maybe five times with wonder in her eyes, then
find another way. leaves to follow the rest of the fallen druids.
Otherwise, if the players are not at the forest
lake, read: PROCEED TO:
You thread your way through. Eventually, when
you look up, you are not alone. The smallest of the End & Loot
Brides walks alongside you, tossing a pine cone
up and down thoughtfully. Frost spreads around
her, settling wherever she looks. “I’m Winter,” she
OUTRO:
DEATH DO
says, simply, as though that explains everything.
She continues, eyeing you, “There’s not normally

US PART
anyone out this far.”

If players attack her, she will tree stride away


immediately. This does not consume her daily use.
Otherwise, she’ll answer a couple surface-level
questions.

Either way, eventually, read:


The woods open onto a giant alpine lake. Winter
T HE BROKEN BODIES of the Brides scatter
the woods around you. The mist clears
slowly as they cool, and the forest no longer
watches you with a certain mixture of glee and fights your attempts to find the shrine. Do you
melancholy, then says, “Well, we’ll see how we do, take any trophies?

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Of the things that players might take, only a


OUTRO: GOT
MULCHED
THORNBOW or sawing off ANTLERS has an
effect. Players can only get two total items, in any
combination, before the bodies are swallowed by
the thirsty loam.

TH OR NB OW T HE SUN, THE SUN, THE SUN; in your brief


time here, you had forgotten the heat of it. The
woods seem almost on fire as the old pines and sad
A THORNBOW is a heavy recurve bow that deals oaks reach upward to the light. The heat of summer
2d4 piercing damage and can generate one long crushes down on you, and you seek shelter, hunting
thorn suitable for use as an arrow per minute, for the shrine shown on that first cairn.
allowing determined archers to have effectively
unlimited ammunition. Thorn arrows count as
magical for the purposes of overcoming resistance
PROCEED TO:
and immunity to nonmagical attacks and damage. It End & Loot
is otherwise identical to a longbow.

AN TLE R
DIRECT
Grants one point of inspiration, once. As a player
uses this, read: You are a savage wonder in your
CONFRONTATION
beautiful cruelty. This is our truth.

If players head to the edge of the woods, read: T HERE ARE WORSE PLACES to make a stand.
You set out your weapons and shape a bit of a
rampart from the earth as the Brides circle. It takes
At the edge, the woods start to loop in on
themselves. This place is a between, some sort them some time to understand that you won’t run,
of gasket over the joint between worlds. You and their arrow fire is desultory at first. The tallest
remember the greenhouse. Time’s short. and leanest of them seems to decide for them. They
Grants one point of inspiration and potentially begin to volley fire as she chants and the earth
useful information. answers. The other four sisters cut their wrists, and
the thick black blood of the vampire coven kisses
Give players a beat or two here to figure the earth. Four wolves made of briar and bone with
things out, then proceed to read: roses for eyes rise from the sparse droplets.
You can see the Sunlit Shrine just above the treeline.
It glints invitingly. Add four DIRE WOLVES to the encounter, using the
standard stat block. A BRIDE may opt to move the
Once players continue, they reach the shrine quickly. nearest dire wolf with her when she uses her tree
stride, or may opt to ride the wolf if that’s not too
wuxia for your milieu. In general, they will follow
PROCEED TO: the targets of the nearest Brides but may be used to
End & Loot mop up weaker characters.

PROCEED TO:
Combat Flow

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COMBAT END &


FLOW LOOT
T HE COMBAT FLOW DIAGRAMS in
the beginning of the document serve as
suggestions. You should be able to use them for
T HEY CAN’T FOLLOW you in here—not
through the gates of the sun. Intricately
carved in arabesques, the walls are built of amber
most of the combat with relatively little adjustment and beautiful mosaicked brick. Sun flows gently
if you prefer, and it will help keep the game moving through the quartz roof tiles and motes of dust
at a fast clip. The tactics used are balanced to create glitter in the air.
a compelling running combat instead of a party-
killing smash and grab. Players will find the Treasure allocated by
GLASS & DIAMONDS to this encounter in the
END OF COMBAT: upcoming SHRINE INTERIOR. If players passed the
The Brides will always eventually be slain, skill tests, they may have acquired both WINTER’S
overwhelmed by reincarnating players, or INTEREST and YEAR’S END (found in the SWORD
players will eventually reach the Sunlit Shrine. location). Other than that, players may leave with
THORNBOWS and ANTLERS. All of these items can
be found in the ITEMS section in AFTERMATTER.

PROCEED TO:
The Shrine Interior Encounter

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LOCATIONS
GREAT CAIRN
Survival, Athletics, or Acrobatics
Encounter: No Retry Allowed [DC15]

T urning slowly around, you see the trees lean away to form a large still clearing. Atop a little hill, there’s
a tall stone spire, with a cairn piled around its base. It rises a bit above the trees and it towers at the
exact center of the meadow, almost like the trees are dodging the slow daily sweep of its shadow. The
stones stacked around the central menhir have been here so long that weathering almost hides the clean
long cuts of the stone blocks. Ahead, past the cairn, the bone-white broken flagstones of an ancient road
run deeper into the cold, still woods.

GERTRUDA hijacks the DM’s narration here, talking directly to players. This is not explicitly called out to
players, but using Gertruda’s character voice if possible, note the changing tenses and read the following:
A little voice like the turning of pages, all cliffhanger sibilants and seductive hum, says, “This was the
Svalich Forest of Barovia. You are not alone, for better and worse. This place belongs to the Brides.” Far
ahead, you can see the suggestion of a break in the mists, and a beam of sunlight to the north. It’s as good
a destination as any, and carved on the side of the cairn’s spire is a giant sun over a shrine that reaches
up like a delicate hand. That’s promising, isn’t it? There’s more written on that monument, but you would
need to get closer to read it.

Dropping Gertruda’s character voice, continue:


The pine forest around you is silent. The few ash and boxelder trees sprinkled among the spruce are
weighed down with the red and gold leaves of autumn. The dim sun is mostly hidden by clouds, and only a
spare ray or two breaks through to dapple the clearing. Time feels short, the sun hangs low, and there’s an
ozone crackle to the air. Thanks to the cairn, it should be possible to find your way back here from a good
distance away if you need to. What do you do?

Players have access to the ANCIENT ROAD immediately. Set a five minute timer, as pacing here matters.
There’s time for a few character beats, but the vampire Brides would be delighted to interrupt a touching
moment. Some groups may opt to proceed immediately to the ANCIENT ROAD, but this should not be
actively encouraged. After five minutes, or if players begin to investigate the cairn, read the following
before running the skill tests:
They come from the trees: five antlered figures in furred armor, skin so pale that it reflects the dull light of
the sun. The clouds break, too conveniently for comfort, spilling hot sunshine across the clearing. These
vampires pull up short, baring fangs in fury. Oddly, the smallest one eyes you with real pity as she draws a
bow of thorns. Arrows slam into the ground around you as the Brides volley fire. As you take shelter, you
have a moment to plan.

Run the skill test. Players need at least one success to inspect the cairn. They may retry the skill test
repeatedly. As players inspect the cairn, read the following:
The cairn is a waymarker and a cenotaph. Five familiar figures with intricate braids and antlers are carved
on it, one on each face of the waymarker. Weathering has robbed the carvings of fine detail over the
centuries, but they are undeniably depicting the Brides.

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If players can read Druidic, read:


Dense writing in Druidic records the history of an ancient druidic order. The last entries describe the rise
of a dark and beautiful king who strides the land as a glorious wolf.
Otherwise, read:
The writing is Druidic. Unfortunately, the secrets of this language are closed to you.
Finally:
You could use the sharp rise of the cairn as a sort of guide. After a bit of experimentation that costs you
some arrow grazes, you find that the woods don’t turn you back until you lose sight of it. Maybe there’s
something secret inside that range?

0 SUCCESSES:
The arrow fire seems endless, volleys of five or ten shots in tight groupings. Some land true and force you
to pull back hard. You might need to get out of here fast.
Players each take 2d4 piercing damage, as they’re pelted with arrows. Only the ANCIENT ROAD is
available to them as they will be harried away from the other routes. Players can retry the tests, but face
another chance to get pincushioned as a result.

1 SUCCESS:
The arrow fire seems endless, but peters out quickly once you take cover. They’ll probably pick it up again
if you stick your head out too much. There are runes inscribed on the cairn. You can study them from here.
The player who made the successful test takes 1d4+1 piercing damage from a glancing shot. Players gain
access to the OSSIFIED DRYAD path if they inspect the cairn. Players can retry the tests, but face another
chance to get pincushioned as a result.

2 SUCCESSES:
It’s like they’re trying to herd your attention as much as harm you. As they vanish into the forest, you
notice there are a number of hidden paths. Inspecting the cairn might tell you more.
Players gain access to the OSSIFIED DRYAD and SWORD paths, assuming they inspect the cairn.
The Brides retreat to plan.

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ANCIENT ROAD
Athletics, Perception, Nature,
Encounter: Yes 2 Round Skirmish Stealth [DC16]

T he ancient marble of this road is broken by roots and pitted by rain. Trees overhang the road and in a
few places have burst up through the center of it. In the distance, you see a curl of unkind mist.

Run skill checks.

Encounter: ROAD RAGE


The Brides will keep distance from the players if at all possible, and individual Brides may tree stride away if
things look grim. They always retreat after 2 rounds, dashing away over difficult forest terrain.

0 SUCCESSES:
You are being paced through the forest. You lose them briefly, but then there is a storm of arrows and teeth.
Start ROAD RAGE. Players place themselves on the map first, then Brides place themselves in response.

1 SUCCESS:
You catch sight of a different route through the woods as you move carefully down the broken road. You
also catch sight of five great wolves closing fast. One bounds up a tree, where she reverts into a tall figure
that is rapidly becoming familiar. Cruelty overcomes indifference, and her eyes burn with stolen light.
Players gain access to the FOREST LAKE path, but must complete ROAD RAGE first. Players and Brides
alternate placing themselves on the map; to do so, first place a Bride on the map, then the players pick who
places their character. This is repeated until all Brides and characters are placed.

2 SUCCESSES:
Stealth, luck, and a canny eye give you a chance to spot not just a hidden route but also the lurking
vampires. You have a moment to decide how this goes.
Players can opt out of ROAD RAGE, and gain access to the FOREST LAKE. If they choose ROAD RAGE,
the Brides place first, then the players. This likely leads to a Bride having to use tree stride or possibly even
a kill. That’s intended; success bears rewards.

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SUNLIT SHRINE

OSSIFIED DRYAD
Religion, Investigation, Acrobatics
Encounter: No One Retry [DC17]

Y ou find your way to something like a sinkhole that drains into a giant forest lake. Stairs lead down to
the lake shore and cliffs form a natural boundary here. Not far past the top of the cliffs, you see the
beginning of a mountain’s rise. Set into the cliffs is a great statue covered in roots, red lichen, and cold-
weather mosses. A dryad has been carved here, perhaps a hundred and forty feet tall. Her rocky shoulder is
pierced with a great steel arrow, slowly rusting away.

Players may not opt to stay long enough to take the skill challenge here. The FOREST LAKE is accessible
either way. If they do opt to take the skill tests, read:
As you linger here, you see one of the wolves trot up thoughtfully. The albino beast sits on her haunches,
examining the statue for a while before letting out a forlorn howl. As she howls, the vampire slowly stands up,
as though only a trick of the light made her look like a wolf. The little Bride is still howling. Better move fast.
If players attempt to interact with the arrow, use magic on the dryad, or otherwise investigate the great dryad
deeply, read the following:
Oh mighty lords of ash, champions of summer. I see you, though I am gone. I know you, though I am dead.
Not all wrongs can be righted, shining ones. She does not speak with a voice. There are images, logograms
made of snowflakes and roots. Silence. Daughters. Parity. Equilibrium. Death. Go.
If the villain is Strahd, read:
A last flashing symbol in fire, the mark of the Vistani, noble giants in their fortress ships.
If the villain is Irena, read:
A final mark, transmitted at great effort. A wolf’s head is drawn roughly in sap. It does not feel like a warning.
This counts as a success.

0 SUCCESSES:
The Brides step into the clearing around the cenote, called by the winter-thin one. They draw their bows.
You could rack your brain longer, but the cost is going to be sharp.
Players can retry the tests, but will face another volley of arrows if they do. To retry, players each take 2d4
piercing damage.

1 SUCCESS:
There’s a little trellised arbor, shaded with roses, near the dryad’s feet. You find shelter there, and it seems
like there might be a path up, but it’s so worn down that it’s hard to pick out. You’ve some time here to
look, though, if you want. The Brides seem unwilling to get close to the dryad statue.
Players can retry the test once, but cannot access the WINDY CLIFFS with just one success. One player
gains inspiration.

2 SUCCESSES:
It’s hard to convince yourself she’s a statue. The rain has carried rust down her, leaving something very
much like a trail of blood from the arrow. You stay hunkered down at the little shrine by the dryad’s feet,
waiting for arrows. None come. There’s a path up from the shrine, almost invisible. The longer you spend in
the shrine, the clearer it gets, like the dryad wants you to come up.
Players can access the WINDY CLIFFS. One player gains inspiration.

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SUNLIT SHRINE

SWORD
Athletics, Sleight of Hand,
Encounter: No No Retries Performance [DC17]

A rim of stone at the top of a small tree-covered hillock. A well? No, it’s the top of some buried
monument, tilted and swallowed by hill and root. Inset in the stone oculus is a disk of amber, with a
sword below its surface. Something calls you to pluck it out.

If players get no successes, there’s no way to get the sword in a timely fashion without expending magical
resources. They can come back if they trigger DEATH DO US PART.

Success nets the players the blade, YEAR’S END . Until they identify it, they’ll have no idea what it can do.

0 SUCCESSES:
The surface of the amber doesn’t yield at all, and you don’t have time to chip the sword out.
Nothing nonmagical will serve here. If a player has shatter , two castings of shatter or one upcasting will
crack it. Other tools may work as well, but there must be a resource cost.

1 SUCCESS:
You reach into, through, past the stone. Strength of self, a cleverness—it’s hard to know what it wanted,
but you have it.
Success nets the players the blade.

2 SUCCESSES:
Easy for you. You tilt your head, see the amber as a kind of very slow water, and pluck the sword out. As
a group, you look up to find the albino vampire watching you. She starts in surprise as you pull the sword
out. “What will you do with that?” She asks, and there’s a deep curiosity layered into her voice.

Players can speak briefly with Winter here. She won’t provide much in the way of detail, and only answers
one or two questions, but this could be very useful for helping players get grounded. This close, it’s clear
that she’s thin almost to the point of starvation. Mark down that they have WINTER’S INTEREST.

Winter does not remember this, but YEAR’S END was her weapon once. Players might intuit this if they
learn her name, but she’s unable to confirm it. Attacking her will cause her to tree stride away, and in fact
she keeps one hand on a tree for the entire interaction. This does not consume her tree stride for the day,
but will tell characters that she’s capable of it. Useful.

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SUNLIT SHRINE

DEEP WOODS
The Brides fight until Perception, Stealth, Initiative Check
Encounter: Yes one of them is destroyed [DC16]

T here’s a moment here to turn back, look for another route.


Players can turn back before the skill tests. If they opt to continue, run the skill tests immediately,
noting the results but not reading them. First, read:
The mist bites at you, cold and haughty with dark promise. It’s so cold your lungs ache. This might have
been the path you found, but you suspect with grim frustration that this is the path that sought you—
hunted you. The wood between the worlds is a hungry place.

Now read the result of the skill test.

0 SUCCESSES:
They fall upon you, sudden and cruel, dropping from unexpected angles and with astonishing speed.
The Brides get a surprise round, and will all open with entangle . This is as bad as it sounds. Go to
COMBAT FLOW.

1 SUCCESS:
The Brides dive at you from above, as you step back into a defensive formation. You’ll have to fight through.
The Brides and the players alternate placing themselves in combat. Generally, opponents should not be
closer than 15 feet or the combat will swing hard. Go to COMBAT FLOW.

2 SUCCESSES:
You see them first. You could turn back or throw yourself into combat.
The players can opt to return to the ANCIENT ROAD, or begin combat. If they opt for combat, the Brides
place first, then the players. Generally, opponents should not be closer than 15 feet or the combat will
swing hard. Go to COMBAT FLOW.

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SUNLIT SHRINE

FOREST LAKE
Encounter: No History, Any Seafaring, Survival, Investigation [DC16]

T he forest opens up into a giant alpine lake. The prows of old boats jut from the water, some quite large.
This place is silent as a mirror. The surface of the lake is criss-crossed by stepping-stone paths. There’s
no sign of the Brides, and one of the ruined ships at the shore looks like it might offer enough cover to
catch your breath. On the far end of the lake, backed against rocky cliffs, is a strange shrine. Each of the
seven minaret pillars around the core building is built of quartz, and thin bolts of sunlight dance over them
from tiny breaks in the clouds.

Players have access to the OSSIFIED DRYAD and the SHRINE DOOR. This location is likely to take the
longest, as it’s the least directed. Try to draw out a couple of character moments here. Players don’t need
to run the skill test unless they wish to rest. If they don’t, Midsummer makes only a single attack, picking
the weakest character.

This serves as an unusually well-disguised catch-up mechanic. If players fail, the Brides will likely kill the
weakest characters, they’ll get a potion of healing , and then the players will take a short rest. If players are
doing okay, they get softened up, and if they’re doing really well, they get hit aggressively before they take
a short rest.

If players are really struggling, use the 0 success outcome. It will quixotically help the most.

If the Brides attack, they do so from the strange web of stepping stones. Clever players might manage
to isolate one. If they do, let them. She’s probably dead—maybe she should have stayed near the trees?
Arrogance and immortality go hand in hand, and it’s important that the monsters make prideful errors.
Draw it out in a bit of dialogue if you can.

0 SUCCESSES:
Players find a potion of superior healing in the wreck. The Brides make up to 6 attacks, dealing at most two
hits per character. They may attack the same character up to 4 times. The players get a short rest.

1 SUCCESS:
After the rest is finished, The Brides make up to 6 attacks, preferring the players with the most hit points
and dealing at most two hits per character. They may attack the same character up to 4 times until they hit
at most twice.

2 SUCCESSES:
The Brides make up to 8 attacks, dealing at most two hits per character. They may attack the same
character up to 4 times until they hit at most twice. The players get a short rest.

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SUNLIT SHRINE

WINDY CLIFFS
Athletics, Acrobatics, Stealth,
Encounter: No No Retries Survival [DC17]

Y ou’ve made it up the Dryad’s path, to the narrow windy cliffs. To your right, the granite mountainside
runs up even higher than your precarious perch, up away into mist. To your left, a sheer drop. Ahead,
you can see the minarets of the shrine, each of the seven pulling a thin beam of sunlight from the clouds.

Depending on your milieu and how hard you want to lean into weird horror, you may want to read:
This high and this close to the edge of this bubble of real space, you can see the barest hint of what’s above
the clouds. There’s another world on the far side of them, its ground high above you: a land of featureless
green grass and rolling hills, maybe. It’s hard to make it out between the very limited vantage point and
the vertigo.

Finally, read:
From below, the tallest of the vampires watches you with intent and malice. She begins to chant, working
strange circles in the air. A storm brews above you in the strange clouds and the wind kicks up hard.
Lightning licks out towards you.

Each player must make a DC 16 Dexterity saving throw. Each character takes 8d6 lightning damage on a
failed save, or half as much damage on a successful one. Now run the skill checks.

0 SUCCESSES:
You just can’t climb quickly enough. You are blown off the rocky face of the cliff by lightning, and when
you persist, the bolts strike the same spot over and over until an avalanche devours any path forward.
Players must return to the OSSIFIED DRYAD, but two players gain inspiration.

1 SUCCESS:
A cavalcade of lightning savages the cliff. You take a lower route, out of sight, and find yourself at the
entrance to the shrine—staring right at the Brides. If you can get the door open, you’ll be home free. For
now, it looks like a fight.
Players gain access to the SHRINE DOOR.

2 SUCCESSES:
A second bolt of lightning slams nearby. Ozone crackles. The cliff shakes. But you make it to the end of the
narrow rocky ledge. Here, behind the shrine, there are markings. You find a hidden route and stairs that
lead down into the Shrine. You can get a view from the slim arrow slits of the drama below as you head in.
Players gain access to THE SHRINE. Go to ESCAPE! immediately.

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SUNLIT SHRINE

SHRINE DOOR
Any. DC may adjust +/- 1, given
Encounter: Yes Final Fight justification [DC16]

T he door of the shrine is intricate, great woven roots and quartz rods forming a strange mandala. In the
center, a handprint. The Brides step gingerly from the woods into the clearing around the door. You’re
trapped here together by your inimical needs. You must get through; they must stop you. They don’t have
time for caution or retreat.

When you rest your hand on the print, the vines begin to slowly unweave. Is there anything that could
speed this up?

Players must keep one character by the door to open it. Each round, they may designate one square to
become sunlight as a lance of golden light punches out of the heavens, drawn to their will. This happens at
initiative 20. Go to COMBAT FLOW after the skill tests. Players can use any skills they wish, provided they
offer some hazy justification. The door responds to force of will more than anything.

0 SUCCESSES:
The players will need five rounds to get the door open.

1 SUCCESS:
The players will need four rounds to get the door open.

2 SUCCESSES:
The players will need three rounds to get the door open.

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one night strahd
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SHRINE INTERIOR
SUMMARY PREPARATION
1. Print the map and review the labels.
2. Read THE ENTRANCE, THE HENGE, and the

T HE INTERIOR OF the SUNLIT SHRINE serves


as the last gasp of air before the plunge into
Ravenloft proper. It’s a place for players to get
CENTRAL STAIRS.
3. Review the remaining points of interest.
their bearings, discover a few clues that will be
relevant later, and even briefly rest. As a result, this DENIZENS
encounter takes the form of a traditional map for
players to explore. As they move through the space, None, though players will find traces of GERTRUDA
they’ll encounter a few points of entrance before everywhere. This is their first opportunity to
eventually departing through the CENTRAL ROOM. connect with her as a person, by seeing how she
lived and what she cared about. They’ll also find
evidence of their fated ally, as determined by the
current villain.
one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE

GATE

DOWN

Shrine Map
one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE
SHRINE INTERIOR

POINTS OF THE HENGE

INTEREST Carved topaz and tourmaline form a base, a sort of


hill with abstracted grass patterned onto it. Atop
the low hillock, there is a small model of a granite
henge with seven main monoliths. Each is carved
on the side that faces inward. The iconography is
THE ENTRANCE abstract. An iron fang, a snowflake, a leaf inlaid in
green jade. A leaf inlaid in ruby and gold. A circle
Warm and quiet. This place is safe.
of onyx with a triangle of white jade in the bottom,
If players came from the SUNLIT SHRINE encounter corded in. A thundercloud in mithril. Opposite the
and did not defeat the Brides, read: fang, a heart in onyx and lapis. Then a gap where an
When you look out again, the Brides are long gone, eighth stone would complete the circle.
unwilling to engage in a sniper’s duel.

If players came from the DOG DAYS encounter, read:


STRAHD ARC
The little vampire watches you thoughtfully from a
rocky perch just outside the sunlight. You thought A mote of light hangs in the air nearby. Touching it
you’d lost her, but she’s here nonetheless. The fallen sends it gently sliding along some invisible sphere.
druid just watches you. Then she leaves. You can move it around the scene but no closer.
The shadows change under the light.

If players have the SMALL STEEL LANTERN, it fits


If Irena is the villain, If Strahd is the villain,
read: read: smoothly over the mote, turning it into a spotlight.
There’s a small bloodied You can smell a curious Positioning it so that light just breaks over Strahd’s
handprint here, blood and smoky scent from deeper iron fang monolith will begin unlocking the ethereal
sap, like someone barely inside, like burnt glass
made it and leaned hard and sage.
gate far below.
on this wall. Muddied
If players have read the Tome, then they know what
pawmarks lead deeper into
the shrine. to do. Any small object with a hole in it will work if
they can’t find the SMALL STEEL LANTERN.

MOSAIC WALLS If players have defeated Strahd’s Hate and spend


enough time manipulating the diorama, they’ll pop
The walls along the outer rim of the shrine are a open the compartment on the Henge Room Wall
mix of bricks and amber blocks, forming strange by accident.
mosaics in red, brown, and gold.
IRENA ARC
INNER WALLS
A little grey mote hangs in the air nearby, casting a
Carved in ornate arabesques, you think at first that sad muted light. Touching it sends it gently sliding
these are wholly abstract. There’s some semblance along some invisible sphere. You can move it around
of figure to them, growing more intricate as you the scene but no closer. Nothing changes as you
move towards the back of the shrine. move it.

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SHRINE INTERIOR

HENGE ROOM WALL hearth and sun gods that every village reveres at
some point or another. A few are larger, and among
The arabesques here take on realistic forms, then those you find the Morninglord and a woman in
curve away from the walls to form full sculptural black armor.
pieces. At the center, a titan of a man, armored Planar travelers will know her as the Night Mother:
in exotic plate mail: sleek and stylized, with sharp sometimes lover of the Morninglord, sometimes
long spines that jut from the back like fangs. Eight absolute jerk, and the last patron of lost causes.
rubies decorate his blade. His cape is rendered in
black iron and flows smoothly into a giant wolf, also If Strahd is the villain, read:
worked in iron. Eight rubies decorate a diadem on The smell of sage and glass lingers heavy in front of
the wolf’s brow. the armored woman. The shrine has been swept of
dust and a stack of ghostly coins sit as an offering,
Clearly, this is Strahd. On the wall behind him,
flickering slightly like a candle flame. The woman’s
there are five symbols. A snowflake. A leaf inlaid in
expression is far softer than you thought at first—
green jade. A leaf inlaid in ruby and gold. A circle
gentle, even. As you watch, the fine quick rapier in
of onyx with a triangle of silver in the bottom. A
the statue’s hand flickers too.
thundercloud in mithril.
If Irena is the villain, read:
In the Strahd Arc:
A little maple leaf carved in amber sits in front of
Two figures kneel before him, an abstracted man
the Morninglord. The floor is muddy here, but both
and an angular woman.
the Morninglord and the armored woman have been
A DC 20 Intelligence (Investigation) check
carefully dusted.
reveals that the order of the henges and the
heraldry behind Strahd is different. In fact,
the henge monoliths can be gently lifted free LEFT REAR ROOM
and moved. Lining them up correctly causes a
hidden compartment in the diorama to pop open, A little monastic bedroom, well-appointed. Books
revealing a SMALL STEEL LANTERN inside. It will cover most of the surfaces, mostly fiction. There’s
just fit over the mote of light. a heap of romance novels by the bed, lightly dog-
eared but well kept.
In the Irena arc:
An angular abstraction of a woman in lapis holds THE TREASURE predicted by the Fortune Teller for
up fists of jade. Between her and Strahd, a plaintive the SUNLIT SHRINE is found here for the group
figure kneels, sword at his side. that completed it. It’s wrapped in a fine red scarf
The compartment is already open if the players and tied with a green ribbon. It sits on the bed in
check it. In the Irena arc, this diorama serves little plain sight. If it’s uncollected, read: A wrapped
purpose except to ground the major characters and bundle sits on the bed, apparently left there in haste.
remind players of the information from the Fortune
Teller. Irena used the hidden lantern to open the Players can take a short rest here if they did not
tomb when she killed Strahd. take one at the Lake. If they have rested already:
There is a deep basso roar from far below. You
know, maybe things are a little more urgent than
INNER RING you’d hoped.

Small alcoves dot the inside wall here. They hold If Irena is the villain, read:
countless little gods, statues to the various tiny The bed is surprisingly rumpled, but the rest of the

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SHRINE INTERIOR

room’s dusty. The floor looks like someone cleaned it Display the Locket of Sesame illustration.
recently, too. There’s a little bit of fur at the foot of
the bed, and one of the books looks slightly chewed.

If Strahd is the villain, read:


The scent of sage is only barely present here.

Finally, a passive Perception of 15 or higher will


reveal a potion of superior healing tucked in a little
alcove, and a little golden lily.

RIGHT REAR ROOM


A small study. It’s mostly full of books; in fact,
there are hundreds and hundreds of books here,
some by authors you’ve never heard of with strange
soft-spine bindings. Lush illustrations of men and CENTRAL ROOM
women carrying short strange wands astride silvery
spelljammers are a staple. There’s an awful lot of
The center of the room draws your attention first.
books about vampires, too. Inexplicably, there’s a
A pool of molten lead, doused in sunlight, surrounds
good amount of crossover between the two genres.
a staircase leading down. You could reach it by
If Strahd is the villain, read: crossing a little causeway. Eight sconces line the
Someone’s been here—someone who left no walls, but only five hold torches. A few of them
footprints, no marks in the dust, but the scent of burn with a blue light. The causeway is amber,
charred herbs and salt and glass lingers. Books carved with the Barovian coat of arms. This likely
on vampire anatomy have been pulled out and leads to Ravenloft.
carefully annotated. There’s a little note here. To
you. It simply reads: “I’ll see you below. Be careful: The five torch settings for the puzzle in Irena’s
Vampire Lords have few of the frailties of their Cenotaph are found here. The lock combination
lesser kin.” It’s signed with an ornate E. varies from run to run, so feel free to leave it
abstract. The canonical setting for the first run can
If players spend time reading up on vampires, two be found in THE CRYPTS encounter in the section
players gain inspiration. on IRENA’S TOMB, which details the puzzle. This
puzzle must be completed to complete the run.
Inquisitive characters find a locket, a copy of Bram
Stoker’s Dracula , and a tarot deck capable of
When players venture below, go to AMBER
casting augury once per long rest. These are wedged
DEPTHS encounter if this is the first group to pass
in a nook under a copy of Liane The Wayfarer .
through. Otherwise, go to TOTALLY SAFE GHOST
If players inspect the locket, read the following: CANISTERS encounter. There’s no other way out,
The simple golden locket is etched with what might practically speaking, but players will benefit from
have been a lily, but the passage of fingertips has fully exploring and considering the shrine.
worn it nearly smooth. Inside, there’s a cameo of a Give them time.
woman sketched in a tender hand.

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D O G DAY S
TABLE OF CONTENTS
SUMMARY............................................ 126 COMBAT FLOW..................................... 137
PREPARATIONS............................... 126 BAROVIAN FEYPACK........................ 138
DENIZENS....................................... 126 SCENES............................................... 139
KEY LOOT........................................ 126 INTRO: BRANCHING QUEST.............. 139
TONE & TYPE................................... 126 COMBAT FLOW.................................. 141
SCALING.......................................... 126 THE PLUNGE.................................... 14

SPECIAL RULES................................... 127 SHE LOVES SURPRISES.................... 141

THE DEAD REACHES............................ 128 OUTRO SCENES................................... 142

DREAD DOMAIN OF HUNGER............ 128 OUTRO: HOUNDED TO HELL............. 142


OUTRO: DOGGED FEROCITY............. 142
FEYPACT WEREWOLVES...................... 128
OUTRO: GOT MUNCHED.................... 142
HISTORY.......................................... 128
END & LOOT..................................... 143
NOW................................................ 129
THE WOODS BELOW........................ 143
DESCRIPTION.................................. 129
ENTERING THE SHRINE................... 144
ADDITIONAL TACTICS....................... 129
LOCATIONS.......................................... 145
SESAME, JADESTONE DRYAD.............. 130
CROWN............................................ 145
WHAT SHE IS................................... 130
STAVE CHURCH RUINS..................... 146
WHAT SHE WANTS........................... 130
THE VIEW.........................................147
WHAT SHE KNOWS...........................131
NIDHOGG'S REST.............................. 148
CORE ENCOUNTER FLOW..................... 132 CONVERSING WITH BRUIN & KER....148
HUNT MAPS.......................................... 133 LAST LANDING................................ 150
INITIAL PLAYER MAP........................ 134 THE BENT BOUGH.............................151
RUNNABLE GM MAP......................... 135 THE ROOTS...................................... 153
MAP...................................................... 135 AMBER STAIRS................................. 154

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D O G D AY S

SUMMARY DENIZENS
FEYPACT WEREWOLVES
SESAME, JADESTONE DRYAD

S ENT BY GERTRUDA TO cross into Ravenloft BRUIN & KER


proper, players must navigate the Dead Reaches
as they struggle with mighty feypact werewolves. KEY LOOT
They also have to decide if they’re willing to kill the
pack of wolves for simply being hungry. This is the OPENER
first point where players have significant choice, MITHRIL LILY
and the HUNT RULES allow the appearance of MASTER TINKER’S KIT
significant latitude. Ultimately, the players must
either find a non-combat solution, winnow down TONE & TYPE
the werewolves, or force their way through.
DOG DAYS has a lot of weight to pull. It needs
PREPARATIONS to establish a sense of place, recreate the feeling
of approaching the castle and the sense of rising
The following points are the minimum concepts and doom, and it needs to do it in two hours instead
prep that a GM needs to run this encounter. While of two hundred. As a result, this is an encounter
we recommend a detailed reading of the entire that is fundamentally about narrowing options and
encounter, if you’ve got to rush or you plan to wing collapsing expectations. Players spend almost the
it, here’s what we think you need to do: entire encounter alone, except for brief contact
with NPCs and the aggressions of the werewolves.
1. Ensure that you have selected your boss arc.
Importantly, this offers players more than one
a. This encounter must match the chosen arc
way to be a hero, so it’s quite possible to help the
as it is on the critical path for recovery
werewolves instead of killing them.
modes later.
b. Ensure both GMs agree if running in two This is a hunt where the cat and the mouse are
party mode. loosely interchangeable, more so than the SUNLIT
SHRINE or STRAHD’S HATE. This leads to a
2. Print the Wolves and review their abilities.
fidgety, tense, and brutal stalk through the World
3. Review the suggested encounter flow, and skim Tree where players are repeatedly asked to decide if
the Intro scene. it’s time to give up on a peaceful solution. If players
4. Review the HUNT RULES, found just after dally, they will face the wolves before they are ready.
the Rites.
5. Print at least one copy of each map. SCALING
6. Print and review the COMBAT FLOW.
This encounter helps calibrate the level of scaling
7. Review the rest of the encounter. future encounters will require. As a result, it has
8. Print a selection of premade characters from built-in “pressure gates” that can be used by players
the Accessible set. You may need them for speed to exit the threatening phase of the encounter.
of play. Based on the flow through this encounter, you can
comfortably assess the power and versatility of the
party’s initial character balance. While this isn’t a

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D O G D AY S

perfect tool due to the reincarnation system, it’s still indicate that players are simply less interested in the
a powerful first-pass measure of power. particulars of combat. Either way, we recommend
down-scaling encounters going forward unless they
rally measurably. Generally, each encounter has

SPECIAL
some scaling options included.

WHEN A CHARACTER DIES:

RULES As your friend dies,

One wolf leaps away, carrying the


broken body of your ally. Fattened
1 ST as much on violence as meat, the
T HIS ENCOUNTER USES HUNT RULES, a
light layer of mechanics intended to keep
combat short and break up the cadence. During this
DEATH wolves are starting to change—
to bloat.

encounter, we strongly recommend that skill test What falls upon you, what lurches
DCs be announced rather than hidden information. out of the night? These are wolves
in name only, the arms of their
2 ND feast struggling and stretching
HUNT GOAL DEATH through them. They walk on stolen
legs as they bear down on the
Players win if they reach the Niflheim Road or, broken body.
potentially, the Bent Bough. Alternatively, players
They walk erect, their hybrid
may win if they kill seven wolves. wretchedness a clotted mass of
3 RD shapes. Each werewolf is a sea of
HUNT ALTERNATIVE S DEATH mouths. Their work is fast and
awful. Your friend is gone
in seconds.
The HUNT RULES do add additional complexity.
Unfortunately, the Yggdrasil Run cannot be
It would be wrong to call them
converted to a traditional encounter, unlike the
unnatural: hungry cambrian
SUNLIT SHRINE encounter. 4 TH shapes, simian limbs and teeth
DEATH formed in the suggestion of wolves.
CANIDS KNOW SATISFACTION They gallop away; four was enough.

The encounter automatically ends if four characters


die, as an insurance mechanism against problematic
outcomes or massive slowdown. In either encounter,
when a character dies, reference the block below.
The normal respawn rules apply here.

It’s a good idea to note the number of deaths.


In general, this encounter should cause no more
than one character death; more than two character
deaths indicates that the party is meaningfully
unprepared for combat, and four is a bad sign.
This may be a character build issue, but may also

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THE DEAD FEYPACT


REACHES WEREWOLVES
Doomed To Hunger

HISTORY
DREAD DOMAIN OF HUNGER

C ONTRARY TO POPULAR BELIEF, Ravenloft


is the Dread Domain of Despair, not Hunger.
T HE FEYPACT ONCE SERVED the druidic
nobility of old Barovia. Servants of law, if not
always good, these mighty lycanthropes draw their
It’s an easy mistake to make, given that it’s best
power not from a curse but from a pact made with
known as the home of Strahd Von Zarovich, who
the ancient land itself. As Strahd’s power became
is all about tasty player characters. Ultimately,
absolute, he corrupted first the nobility, then the
Ravenloft is a gothic passion play about predation,
archdruids, before finally coming to utterly master
pride, and despair. The Dead Reaches are a place
the land itself. Though they resisted, the feypact
of hunger, desolation, and quiet. The Reaches exist
werewolves were bound by their nature to obey. For
now as a transitory place, an ill-trafficked highway
their resistance, they were branded with the arcane
of sorts between the various Domains of Dread.
mark of Ravenloft’s Crest and cast into servitude.
It is important to note that they are, themselves,
a Domain of Dread. This means players are still When the Dark Powers anointed Irena as a true
trapped, which they’ll likely begin to intuit in challenger, the wolves were forced to serve two
the ROOTS. opposite and absolute masters. This drove them to
madness, and they slaughtered each other in the
The Dread Lord of Hunger is Níðhöggr—which
thousands. Entire villages vanished in an ocean
is rendered here as Nidhogg for the sake of
of carnage. Those who survived were despised by
searchability. The serpent is used here as a cipher
both Irena and Strahd. Too useful to destroy, they
for loss, desolation, and the emptiness of endings.
were banished. Irena cursed them to an endless vigil
It’s a lot of work to ask a single big snake to do,
along the few planar routes that led to Barovia, now
and as a result, it’s best to lean on environmental
the Domain of Despair. Covered in the blood of
storytelling and SESAME if players find her. Some
their loved ones, these survivors were driven into
groups may not encounter the serpent except in
the mists by the archdruids. They have eked out a
passing, and that’s okay. If they’re interested and go
living among the forgotten joints of the universe for
looking, they’ll find it. If not, they may not.
hundreds of years.
This is actually fine, as the heart of the encounter is
The Curse, Verbatim
two-fold:
The Wolves of Despair are bound to serve the land.
• The Dead Reaches are not your problem.
The land is bound to serve its Lord.
• The werewolves absolutely are your problem.
While the strength of the land holds,
you will hold its borders. I cast you out.
By the sin of my hands, you will hunger.
This is my truth.

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NOW • The young woman leans on a huge branch, fur


braided with amber beads. She’s staring into the
The curse doesn’t care who the Lord currently mists at that distant castle. She turns and says
is, but it does wax and wane with their unholy simply, “Call me Thistle.”
strength and the strength of the land. This pack As Hybrids
in the Dead Reaches is generations removed from • The elf whispers “Runrunrunrrrrrrrrrrrr—” as
those first damned souls. Their ancient home almost the curse devours him. His mouth is soon unfit
forgotten, they are still cursed to serve. As the for speech.
Lord of Despair begins to awaken, the curse grows
• The giant’s muzzle is garlanded with braided
stronger and has begun to devour them. Driven
vines, and he weeps as he pounces.
by fear and starvation, they will attack the players
when able, but a peaceful solution is possible right • The brand glows bright and evil magic drips from
now. If players complete three acts of kindness, the huge claws as the wolf rises onto its back legs.
curse abates enough for the wolves to permit them • The starving man twists and changes in
through. If this seems like the logic of a gothic fairy wrenching stop-motion. The royal crest of
tale, that’s because it is. See SPECIAL RULES for Barovia burns brightly on the wolf-headed
more details. Otherwise, players will end up killing brow. It has no words left to offer you as it
most of the pack as they progress through the lunges pitifully.
Dead Reaches.
• Huge muscles tense and strain under loose fur as
As a small aside, the brand is not hereditary, but this hybrid nightmare leaps and howls.
the pack is driven by evil magic to kill any wolf who
As Wolves
reaches adulthood without being branded. In this
• The giant crest burnt into this huge wolf’s
way, it is ontopathogenic.
head is that of Barovia, of Ravenloft—a
servant of Strahd!
DESCRIPTION • The crest-brand has taken one of this wolf’s eyes,
and its huge teeth barely fit in its clacking maw.
Scenes that rely on descriptions have them. If you
• Starvation has made a patchy ruin of this
need additional descriptions or players haven’t
werewolf’s sleek black coat, hanging rumpled
noticed the brand, those that follow below are
on his frame as he falls to all fours. His eyes do
useful. The wolves aren’t aggressive unless they are
not track you as he leaps.
in hybrid or wolf form.
• The wolf has begun to gnaw at itself in its
As Humanoids
hunger. There is no blood.
Used for non-combat or diplomatic opportunities,
• Too long of limb, this werewolf drags its back legs
generally those that can lead to a step towards peace.
as it spiders towards you with careening speed.
• The lean elven hunter trails you at a distance.
He carries no weapons except claws. On his
ADDITIONAL TACTICS
forehead, there is a brand of the Barovian Crest.
• Famine-lithe, the man watches you in desolate The wolves rarely focus fire, spreading their
silence, listening to your heartbeats. Like the considerable damage around. Narratively, this is
other werewolves, he has the mark of Ravenloft because they are tearing hunks of flesh off the
burned into his forehead. player characters to eat. It’s not great. Mechanically,

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feypact werewolves always open with hex , and fallen in love with Gertruda, and we see them at the
after their first turn, always respond to damage beginning of their romance.
with hellish rebuke rather than wait for attacks
of opportunity. They rely on their leaping attack WHAT SHE WANTS
to enter and exit combat, and have tremendous
mobility as a result. They use Pact Tactics to Like almost everyone else, she detests the Vampire
aggressively manipulate enemy positions, but Lords of Barovia. Due to the centrality of the Dead
almost never stack hexes on one target. Reaches and the presence of the cursed feypack,
Finally, they tend to flee after one death, she's at more direct risk than most. As a result,
whimpering and shouting in animal sorrow. she's willing to be directly helpful to players and will
go out of her way to prepare them. This manifests
as fielding questions, providing services, and
suggesting the Skyway as a possible exit. In general,

SESAME ,
she will try to steer players to defeat the Lord of
Ravenloft. Despite this, if an adventurer opts to stay
in Last Landing, she will help them get settled.

JADESTONE She's become romantically interested in Gertruda,

DRYAD
the Lady of Summer, and may give the players a
MITHRIL LILY as a token of this. The Dark Powers
Nidhogg’s Daughter are neutral on this, and will allow players to deliver
it. Delivering it would upset both the narrative and
the balance of power, stirring up new drama and
WHAT SHE IS conflicts. Keeping it would create melodrama and
might finally drive Sesame from her comfy roost,

T HE JADESTONE DRYAD is the strange


outcome of the inseparable relationship of
the Serpent and the Tree. Her power is rooted in
which would be equally delicious.

both, and she serves as the mouthpiece for mindless


Nidhogg and silent Yggdrasil. Narratively, she
unpacks a little of what's happening in the Dead
Reaches and how it relates to Ravenloft. She also
serves as Gertruda’s love interest and you find
references to her smithwork throughout Gertruda’s
living space. Mechanically, she holds access to a
magic bow, one of only a few ranged weapons
available in the module.

She's compassionate, competent, and roughly


the size of a house. Technically, she is a jötunn of
sorts, but that hasn't been relevant in a very long
time. In the timeline of the Dead Reaches, she has
lived through Ragnarök and now aims to spend the
twilight of her universe in her forge among friends.
Over the centuries, she has gradually and quietly

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WHAT SHE KNOWS • Trapped souls get reborn in a cycle.

• If players tell her about the greenhouse dream,


Sesame knows the history of Yggdrasil intimately, she'll recognize it as Summer, the Domain
but is reluctant to discuss it in detail. She's glad of of Desolation.
the company, but doesn't exactly relish explaining
• She may also recognize that their souls are
that she's basically a manifestation of the World bound to Summer if a character describes the
Tree as lensed through the inchoate dreams of reincarnation, depending on how they explain.
Nidhogg. That tends to end budding friendships.
• This may prompt her to give them the Mithril
If players guess at it, she'll confirm it but try to
Lily even if she doesn't give them the Tinker's
change topics.
Kit or Opener.
Like most other creatures, she is bound by arcane
• The Lord of Ravenloft is about to awaken.
magics that prevent her from naming the Vampire
Lord of Ravenloft, and will refer to them only as • She is extremely worried about this.
Zarovich. • Even if the only consequence is the feypack
becoming feral monsters, that'd still be terrible.
Beyond that, she knows the following useful
information: • She reads, rightly, that the Lord might begin to
indulge their expansionist tendencies at last.
• Beware the mists. They obey the Lord.
• The feypack serves the Lord of Barovia.
• This is a Domain of Dread, called the Domain
of Hunger. • They are bound by a dreadful curse.
• Ravenloft and Barovia are the Domain • It might be possible to reason with them if you
of Despair. win their trust with an offering.
• The Lord here is Nidhogg.
• Without an offering, they won't be able to
• You can't plane shift out of a Domain of Dread. restrain their hunger, even though they might
wish to.
• While there are roads in and out of the Dead
Reaches, this is unique to the Reaches. • The means to break the feypack curse do not
• The roads always lead to a Domain of Dread. exist here.

• The roads are not necessarily accessible from • The Dead Reaches are doomed. This is not the
the other side. players' problem.

• Souls get trapped if they die in a domain. • For her, Ragnarök has already happened.

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CORE ENCOUNTER FLOW


Read:
INTRO:
BRANCHING QUEST

Hunt Rules

DOG DAYS
HUNT MAP
At any time, if...
4 or more Players
Niflheim Road 7 Werewolves Players Spoiling for
Reached? Defeated? Downed? a Fight?

YES YES YES YES

Read: Read: Run


OUTRO: OUTRO:
Read: COMBAT
OUTRO: GOT FLOW early if
HOUNDED DOGGED
MUNCHED at least 3 players
TO HELL! FEROCITY
are hexed.
one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE
D O G D AY S

CORE ENCOUNTER FLOW

All connections are bidirectional


OR
Will be described only in the text
Location Location
Name Name

Dashed connections are hidden


AND
Accessible using the skill checks
Library Vault

Object Entrance Room

Locations may include:


• Places or whole routes
• Details of a place
• Key Objects
• Characters

Route GOAL Character

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Initial Player Map

Crown

The View

Stave Church Ruins

Goal:
Niflheim Road

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KEY
All connections are bidirectional
OR
Will be described only in the text

Dashed connections are hidden


AND
Accessible using the skill checks

Runnable GM Map

START

Crown

The View

Nidhogg’s Rest Stave Church Ruins

Last Landing SHATTERED BRANCH

THE SKYWAY

GREAT BURL

The Roots

The Bent Bough

Amber Stairs

Goal:
Niflheim Road

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D O G D AY S

COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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Barovian Feypack
The Cursed Werewolves of Yggdrasil
PRE
Active Spells: Players may still be hexed.
Special Passive: Replace any defeated werewolves, up to a maximum of four active
werewolves used for rest of the encounter. This occurs at initiative 20.

1
A: Attack with Howling Leap, moving between M: Pull back to lure players out
the two highest HP characters. The wolves of position.
prefer martial characters.
B: Hex, no more than 1 per player character.

2
A: Focus martial character using Pack Tactics & M: Switch to Large form,
repeated bite attacks. trap martial character using
body blocking.
B: Pact Tactics, to split martial characters out.
R: Prefer Hellish Rebuke.

3
B: Rehex if needed, or Pact Tactics. M: Avoid clumping, switch to
following hexed targets.
A, 2 werewolves:
Attack with Howling Leap, targeting lowest HP.
A, 2 werewolves:
Attack with chained bite, targeting hexed target.
R: Prefer Hellish Rebuke.

At Initiative 20, reinforce with one additional werewolf if there are any remaining wolves
from the pool of six that are available.

4
B: Pact Tactics to pull a mage. M: Shift to Medium to avoid
area of effect attacks.
A: Prefer target of hex, use howling leap to close.

R: Opportunity attack if possible.

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D O G D AY S

SCENES A voice whispers to you, sleek and predatory


and feminine:
Below are the narrative components used by the “Welcome to the Shadow of Ragnarök.
encounter flow. Where possible, each notes down Your destination is the Niflheim Road far below,
the probable next vignettes. LOOT, MONSTERS, and which can be persuaded to lead you into
CONDITIONS are bolded in this section. Content Ravenloft proper.”
intended to be read aloud verbatim is italicized. Set a 5-minute timer, as there’s time for a character
beat or two here. At the end of that time, read:
The dim sun never moves, the harsh cold never

I N T RO :
lets up, and the only real light is whatever you’ve
brought with you. The temperature’s not quite

BRANCHING
freezing, maybe 5 degrees above.The wind is
picking up, whipping hard against the branch. It

QUEST
keeps rising and rising to a terrible biting gale. You
have to head inward, where the great trunk of the
tree can offer you shelter.

The rising storm will drive players inexorably


towards the CROWN. At the end of the timer,

Y OU STEP FROM THE GATE into deep gloam,


barely given texture by the dull red light of
a distant sun passing through endless foliage. You
players start taking damage as they’re hammered by
broken branches and flying leaves the size of cars.

stand on a branch of the World Tree, somewhere For each round that the players do not actively
near the trunk—maybe halfway up. You’re in the move towards safety, each player must succeed
Dead Reaches, a part of Yggdrasil that’s wound its on a DC 14 Dexterity saving throw or take 2d4
branches into the Plane of Shadow. bludgeoning damage.

In the voice of Gertruda, as though she is


narrating as the DM:
PROCEED TO:
CROWN in LOCATIONS

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Hand out the player map. The hunt has begun.

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D O G D AY S

COMBAT
distribute this as they prefer. Otherwise, they take
18 bludgeoning damage distributed as preferred.

FLOW
This is reduced by 5 more per player if players have
an immovable rod.

If they pop the bolt, read:


“May the road rise up to meet you,” you hear in
Omu’s voice. There’s perhaps a tinge of surprise,

T HE COMBAT FLOW DIAGRAMS in the hint of a question, and then the road obliges.
the beginning of the document serve as
suggestions. You should be able to use them for
most of the combat with relatively little adjustment
PROCEED TO:
if you prefer, and it will help keep the game moving End & Loot
at a fast clip. The tactics used are balanced to create
a compelling running combat instead of a party-
killing smash and grab.

END OF COMBAT:
SHE LOVES
SURPRISES
Combat ends if 4 player characters are defeated,
as per Canids Know Satisfaction.
Combat ends when the pool of werewolves
is depleted.

REMINDER:
The default number of werewolves in the pool is
T HE WEREWOLVES PACE around you.
There’s a clear sense that this all has defied
their expectations. They inspect your offer with the
seven, but players may have killed one or more
gentle thoughtfulness of large dogs. One snuffles
of the werewolves earlier in the hunt. If so, the
at it optimistically. A wolf who introduces themself
number of werewolves available in the pool is
as Thistle tells you that this is more than enough.
reduced accordingly.
More than there should be, really. As you help them
unpack the goods, you notice a little lily design
stamped here and there on some of the labels.

The wolves will escort you where you need to go.

THE Players gain access to LAST LANDING, and can

PLUNGE
travel through Yggdrasil safely. The wolves can’t
help them into the BENT BOUGH; however, they can
get them to the ravens. For the sake of brevity, we
recommend that wolves tell them there’s nothing else
of use except what’s in the BENT BOUGH. When
players are done, continue to the END & LOOT.

Y OU COULD LOOSEN THIS bolt and send the


car down this sloped cable, towards the castle.
If players do so, unless a player has a vehicle PROCEED TO:
proficiency, tinker’s tools, or the mending spell, all End & Loot
players take 40 bludgeoning damage. Players may

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OUTRO: Next, read:

HOUNDED
The tree is massive beyond reckoning, maybe
literally. Each turn you take seems to reveal new

TO HELL
branches, and only by carefully focusing on where
you’ve been can you get back. Eventually, you make
your way down the trunk to Last Landing. There’s a
way down from here to the Niflheim Road. You have
a moment to rustle around.

A S YOU COME POUNDING DOWN the great


amber stairs, through the shadowed boreholes
of ruined Yggdrasil, you hear the pursuit fall away.
Run the LAST LANDING location, giving players
another chance to find their way to the BENT
BOUGH. After this sequence is fully resolved,
You’ve made it! proceed to the END & LOOT.

PROCEED TO: PROCEED TO:


End & Loot End & Loot

OUTRO: GOT
OUTRO:
DOGGED MUNCHED
FEROCITY T HE WOLVES ARE SATED, wrenched into
terrible new shapes by their feasts. They crawl

Y OU HAVE WATERED the world tree with and lumber away. You make your way slowly down
the blood of its servants. Already, little buds to the Niflheim Road. Any divergence from the path
of green growth are starting to burst up here and sees you menaced by the dreadful things that
there, through the stained bark into the dark. Do were wolves.
you take any trophies?

Any trophy that a player takes decays into a fang


PROCEED TO:
over time, folding onto itself as the geometry End & Loot
itself rots. Players can take three FANGS' worth of
trophies.

FA NGS
Grants one point of inspiration, once each.
When a player uses one, read:
You are a savage cruelty in your wonderful beauty.
This is our truth.

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END & For single-group play,

LOOT
PROCEED TO:
The Woods Below

For two-group play,

I
F PLAYERS COME FROM the Skyway, read:
The carriage slams into the station here,
PROCEED TO:
crashing into the machinery that once drove this Entering the Shrine
end of the Skyway. As you stumble out, you find
that the receiving stop was built into the wayside
embankment of the Niflheim Road. You’ve made it
to the gates.
THE
WOODS
For all players, read:
The Niflheim Road leads under a great arching root
and then out into the mist. Above you, the looming

BELOW
storm opens up. In the center of the road, there is a
bronze statue of Mother Night with her head held
high. In one hand, she holds a shield emblazoned
with the Morninglord’s symbol; in her other, she
cradles an offering plate. Behind her, there is a gate

T
of stone carved with wolf heads and on each side of HE ROAD CURVES SLOWLY, strangely.
it, towering elven figures flicker in the downpour. Other trees grow here, in among the roots of
The TREASURE assigned during GLASS & the world tree. It takes perhaps a day and a half of
DIAMONDS is resting on the offering plate. travel, during which you can barely steal a catnap—
Throughout the encounter, players may also there’s something out there that keeps waking you
have acquired the MITHRIL LILY, MASTERWORK up. Once, you find a little albino figure in green furs
TINKER’S TOOLS, OPENER, and HUGINN. watching you from a treetop. She grins, vampire
fangs glinting in firelight, and dives away.
After players head through the gate, read:
Eventually you make your way out of the shadow of
Just through the gates, a skeleton in an exquisitely
Yggdrasil and find yourselves before a great cairn in
tailored 3-piece suit leans in their lee to dodge
an endless foggy pine forest.
the dogged rain. When you approach, the Dapper
Skeleton offers you an invitation and proffers WINTER tails the players, obeying the compulsion
his spare pipe. The letter is freshly made: white of her blood, preventing them from taking short or
envelope, sky blue paper, dusky red ink. long rests.

The Lord of Ravenloft asks you to dinner.

If the players attack, SERGEI, the skeleton, reaches PROCEED TO:


down and is yanked into the earth by another The Sunlit Shrine Encounter
helpful skeletal hand.

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ENTERING
THE SHRINE
T HE ROAD RUNS ARROW-STRAIGHT, slicing
through a sun-dappled pine forest. There’s
little warmth, but it's a welcome change from the
shadowed ruins of the world-ash. It takes perhaps a
day and a half of travel, during which you can’t steal
more than a catnap: it’s never night, and there’s
someone tormenting you.

A little druid trails you among the trees, her skin


burnt in strange whorled patterns. Albino, antlered,
eyes fever bright, bright as her fangs; she never
stays close enough to catch, but her bow sends you
her affectionate regards if you rest.

If players try killing Winter:


Killing her doesn’t help, as she just shows back up
and seems quizzical. You’ll have to keep moving.
If players talk to her after killing her a couple times,
she’ll answer a couple of questions about superficial
matters, especially regarding the rogues gallery.

Eventually, read:
The road ends with a little shrine carved from a
chunk of Yggdrasil’s amber and augmented with rose
quartz. It seems to almost grab the light from the
sky. The symbol of the Morninglord glints with hot
sunlight, and this is the warmest you’ve been since
your journey started. The door opens at a touch.

The vampire tailing you lounges outside,


grinning lopsidedly.

PROCEED TO:
The Sunlit Shrine Encounter

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LO CATIONS
CROWN
Encounter: Yes 1 Turn Only None

Y ou’ve found your way to a central crown of branches. Shadow clings like oil to every surface, and the
light of your torches is slow to spread, trailing behind you like dye in some unknowable sea. Nearby,
there’s a good place to get a view of the way down. You are being watched: a terribly thin wood elf hangs
by his claws and tail nearby. He drops hard, changing as he falls into an enormous wolfish hybrid.
The werewolf is all bone and muscle, barely maintaining his fighting strength in the face of starvation.
On his brow there is a great raw brand, the Royal Seal of Barovia. Two more starving wolves slip up from
behind him.

Three FEYPACT WEREWOLVES attack the players. They flee after a single turn and never finish off a
player character, preferring to damage as many as possible. The wolves favor their Howling Leap, and will
hex then hold concentration for later, up to 8 hours. They will tear a chunk out of someone if they can, as
they are starving.

A werewolf kill here does not affect the viability of a non-combat solution. It does count as one of the
seven wolves.

After the wolves leave, read:


They leap away as suddenly as they came. They seemed more hungry than murderous. The strange bowl-
shaped depression is empty now. You can explore a little or pitch camp here, maybe grab a short rest if you
need it.

Players can take a short rest here safely, but only once. After that, they’ll be woken by werewolves.

Players gain access to THE VIEW and STAVE CHURCH RUINS.

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STAVE CHURCH RUINS


Encounter: No Intimidation, Perception, Persuasion, Stealth [DC16]

In the nook of the branch as it reaches the trunk, there is a ruined stave church made of ashwood. It’s
large enough that you’d have to pass through it if you took this route. Ominous, isn’t it?
Where do you go?

Players can turn back before the skill tests.

If they opt to continue…


You make your way into the apocalyptic tumble of great wooden beams and ash. You’re about halfway
across the nave when there is a glinting bolt of lambent force from above. As you dive for cover, you catch
a glimpse of a starving elven child with wolfish eyes.

Savvy players may realize that the werewolf children are scared and starving. Any sincere offer of food or
even water reduces the DC for this location by 3. If players then choose a non-violent resolution, mark
down that players have taken a step toward peace.

If no food is offered, read:


A salvo hails down on you as you see more emaciated elven children among the burned-out rafters.
Make four sequential ranged spell attacks with a +7 bonus to hit, each targeting the highest HP or
sturdiest-looking PCs. On a hit, these eldritch blasts deal 1d10 force damage each and never go for
lethal damage.

Finally, run skill checks. If a violent solution is pursued, disregard all future peaceful options.
The werewolves won’t bargain with child-killers.

0 SUCCESSES:
For some reason, the terrified starving children don’t trust the heavily armed strangers, and you get pelted
with another round of eldritch bolts. The children vanish.
Make four sequential ranged spell attacks with a +7 bonus to hit, each targeting the highest HP or
sturdiest-looking PCs. On a hit, these eldritch blasts deal 1d10 force damage each and never go for lethal
damage. Players gain access to NIDHOGG’S REST.

1 SUCCESS:
The children—that’s all they are, you realize—watch you thoughtfully as they draw away into the
shadowed places. They’re just scared and starving. You make your way through safely, and have a moment
to linger before you keep moving. Is there anything you’d like to do?
Players gain access to NIDHOGG’S REST. Players can double back and feed the kids if it crosses their minds.

2 SUCCESSES:
You talk, run, sneak, and guess your way through without further combat. You could fall upon them, you
know. Is that a thing you would do, heroes? Would you be our truth?
Players gain access to NIDHOGG’S REST, and can optionally engage and kill one of the werewolf children.
This counts as an evil act. This counts as one of the seven wolves.

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D O G D AY S

THE VIEW
Encounter: No Athletics, Investigation, Acrobatics [DC 16]

T here’s a sort of harbor here, where the wind’s not so strong. It’s enough that you can step to the edge
and take in the scale of the Dead Reaches. You aren’t alone: a conspiracy of ravens eye you grumpily
from their makeshift shelters for a while before they return to their curious vigil, watching the fog and
storm roll in.

It’s a long way down into mist and darkness. You can see what might be a town, twinkling fires giving
the vertiginous illusion of stars below. Here and there, great red rays of light punch through the foliage,
enough to let you see a ruined church below, and all around you, snarled branches swaying in the
cruel storm.

After players linger for more than a moment, run the skill checks. Before resolving, read the following:
One raven gives a polite caw, and another makes a sound almost like clearing a throat. When you follow
their gaze, through the snarl of branches and the mists, you catch a brief glimpse of a massive tower in a
flash of lightning. Sprawling battlements are visible as thunder rolls over you. This dread and distant castle
is visible for just a moment before it is lost in darkness.

0 SUCCESSES:
There’s no way down from here that doesn’t look hilariously fatal. The ravens watch you with interest.

1 SUCCESS:
You… might be able to make it down from here, to the town below. It’d be a harrowing experience, though.
The ravens chuckle optimistically. They’re scavengers, aren’t they?
Players gain access to LAST LANDING … if they jump. In that case, read:
You clatter and slam through branches, scraping by half-holds, sometimes landing safely, sometimes not.
This deals a total of 20 points of bludgeoning damage per player, distributed as players choose among
them, as some people break falls or find routes at great personal injury.

2 SUCCESSES:
There’s a way down here. A very neatly hidden set of ladders will get you about halfway there. They’re
crafted for hands with claws and well-worn by passage, but made from ancient and sturdy ashwood. Past
that, you’ll have to make a few jumps.
Players gain access to LAST LANDING. If they take this route, read:
The leaps aren’t quite safe. They’re always a little too wide or a little too far. It seems likely these were
routed by the werewolves, who seem surprisingly at home leaping among the branches.
This deals a total of 8 points of bludgeoning damage per player, distributed as players choose among them,
as some people break falls or find routes at great personal injury.

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D O G D AY S

NIDHOGG’S REST
Encounter: No
Bruin the Giantess Athletics, Persuasion, Intimidation,
& Ker the Dwar Brewer’s Supplies [DC 16]

T he path leads into the hollowed core, winding through acid-etched creeks. The way widens as other
little roads and trails join it, until you’re walking down a road bound in cold iron and laid into the flesh
of Yggdrasil.

Without much warning, you crest a rise. You stand at the edge of a vast chamfered drop into a grand
chamber. At the bottom, there is Nidhogg. The drifting coils of the Godserpent stretch as far as you can
see. His great, jade bulk is very slowly grinding the world tree apart. Countless phosphorescent snake-
tendrils peek from behind each scale to lap at the blood of Yggdrasil. He has fed here a long time, long
enough that every surface is covered in a thick sheet of fossilized sap, flecked with jade. You tear your eyes
away. You certainly won’t be going that way.

Players have a chance to look around, then read:


A knot here in the tree has been carved to hold a bonfire and a still—shelters against the cold. A small
fire giant sits inside, drinking morosely with a huge dwarf. “Welcome to Nidhogg’s Rest,” says the dwarf,
raising a towering cup before lapsing back into depressed silence. “Last Landing’s... that way,” the giantess
rumbles, gesturing with the slow thoughtfulness of the drunk.

Run the skill checks and read the results. The duo is willing to talk afterwards. If characters are particularly
charming, they may be able to retry the skill checks after conversing for a while.

CONVERSING WITH BRUIN & KER


Generally, Bruin and Ker are helpful but extremely drunk and somewhat depressed. They only really know
about the Dead Reaches.

If players ask who they are, read:


“I’m Bruin, right? And this is Ker. I’m Vistani, stayed here a long time ago with my near-kin. Waiting for my
sister, see? Esmerelda? She’s dead, aye, sure, 400 years. But forever’s long. Ker’s kept me company.” She
reaches out, gives the dwarf’s hand a squeeze.

If pressed on what they’re doing, read:


The dwarf answers affably, “Drinking. Contemplatin’.” The giantess nods warmly. She pushes a tankard
towards you. It looks like lava. If players try to drink it, Ker will try to clumsily stop them. If they persist,
that player’s character takes 25 fire damage. If their character survives, this incarnation gains the ability to
cast fireball (save DC 15) once, and can use their reaction to cast absorb elements a number of times equal
to their Constitution modifier. This spell can only be cast in response to taking fire damage.

If pressed further, read:


The giantess sighs and gestures below, “Time was, thems wolves were not so dangerous. Time was, they
were my friends. It’s gotten riskier and riskier to take food to thems, though.” She gestures widely. If
players offer to help convincingly, go to 2 successes.

If players ask for help, read:


Bruin scratches her fingers thoughtfully along the ash-wood table. “Ohhh, well, are you headed, you
know, headed to Ravenloft?” If players say yes, Ker responds: “Well, yer dead brave. Figure we could help
a bit.” They offer up two potions of greater healing, and if Strahd is the villain, ask players to look out
for Esmerelda.

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D O G D AY S

If players ask about the Vistani, read:


Bruin’s eyes flare bright with pride. “We are the Vistani. Noble giants and mighty wanderers! We tread
the mists between realms in our fortresses, some that are titanic walking beasts, others great planar
ships. A few, a few,” and she pauses conspiratorially, “A few fly! Every now and then, we harbor in Last
Landing to see Sesame. I chose to stay a while.” She smiles at Ker.

If players ask about Sesame, read:


Ker answers this one, thoughtfully. “Sesame is the Voice of Yggdrasil, godkin and jötunn.” He eyes you
thoughtfully. If players linger on the subject or press for details, read: Ker sits up a little straighter. He
really is massive. His voice takes on a deeper gentler tone, as he declaims, “She is daughter of the world
tree and the great serpent. Mother and child of Ragnarök. She is my… our very dear friend. You’ll find
her in Last Landing if the Norns intend it.”

0 SUCCESSES:
You’ll need to explore the Roots yourself if you want to find a way down, but at least you could find your
way to Last Landing.
Players gain access to THE ROOTS and LAST LANDING.

1 SUCCESS:
The giantess eyes you, stretching her obsidian fingers thoughtfully. She sighs and shakes her head.
Players gain access to THE ROOTS and LAST LANDING. Two players gain inspiration.

2 SUCCESSES:
With a long performative sigh, she glances conspiratorially at the dwarf.
“They could take it, down and with.”
“Oh, Bruin, I don’t know, I don’t know. They’re such small fellows.”
“S...says the …." She pauses here for a long time, collecting thoughts. Then she stands.
The obsidian giant’s flesh chimes and rings with soft bell tones as she lifts a huge keg down.
“Ah, Bruin,” the dwarf grumbles, steadying her as her balance shifts.
“I’m not risking you, Ker. The furs won’t get it ‘less these smalls take it to them.”
She hands the players the keg but refuses to explain much further. If pressed, she’ll tell the players they
need to take it to the werewolf den. Players have now gained AN OFFERING.

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D O G D AY S

LAST LANDING
Encounter: No History, Persuasion, Insight, Religion [DC 16]

T he huge crater stretches before you. Wind and rain have smoothed it into a gentle bowl, but the
charred wood has hardened over the centuries. Huge pillarhomes of obsidian and iron draw roads
between them, forming the town of Last Landing. Laid out in an odd lotus-like grid, the town is built to
suit giants. Each house seems to have a smithy at its center, judging by the glow and the sparking smoke.
Everything is locked up against the wolves.

As players explore, read:


At the center of the crater, a rune in the form of a stylized hammer still smolders after all this time.
Eventually, you reach the far side of the crater and find docks of a sort. It’s hard to imagine what ships
found harbor here, halfway up the world-tree. Now ravens have made this their roost.

A particularly large raven turns to you skeptically. In thunder’s voice, he asks “Lost?”

Run the skill checks, then read:


“You are expected.” He gestures with a bob across the harbor, out into the far reaches. There, in the
impossible distance, you can see the mist-blurred outlines of an enormous castle silhouetted in actinic blue
light. Lightning crackles over it, and with a spyglass you can see the now-familiar heraldry graven in the
titanic gates. Ravenloft.

0 SUCCESSES:
The raven seems unmoved, nestling down and fluffing his feathers against the cold, the dark, and the damp.
Players gain access to the NIDHOGG’S REST.

1 SUCCESS:
The huge blackbird stares out at the castle with you, then nods once after considering you.
“See the daughter. Before you go,” he intones as he takes wing to lead you to a pillarhouse.
Players gain access to the BENT BOUGH and NIDHOGG’S REST.

2 SUCCESSES:
The huge blackbird stares out at the castle with you, then nods once after considering you. “See the
daughter. Before you go,” he intones as he takes wing to lead you to a pillarhouse. As you arrive, he alights
on a shoulder and puffs up his feathers importantly.
Players gain access to the BENT BOUGH and NIDHOGG’S REST. One player, preferring rangers then
non-casters, gains the ability to cast find familiar as a ritual. It always summons HUGINN, THE RAVEN.
He’s helpful enough, and gently affable, but very dour and a bit haughty—something about living through
Ragnarök in his timeline, maybe.

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D O G D AY S

THE BENT BOUGH


Any Social [DC 16]

T his pillarhouse sits against the trunk of the ash, and it’s a bit larger than the rest. Jade rimes the sleek
walls, picking out curious serpentine designs. Huginn the Raven sings an odd high song, and the facade
blossoms. A trellis unfolds and branches snake over it until it forms a bridge. At its apogee, a curious dwarf
opens the door and beckons you in.
If players don’t enter, read:
The dwarf shrugs cheerfully and closes the door.
Otherwise, read:
Above the door, as you step in, it says simply “The Bent Bough.” The back wall is a huge scale of jade
covered in strange pipeworks. The floor is living ash and a towering ash tree; bark carved in perfect
hexagons forms a great hearth. Around it, fire giants and dwarves work alongside each other. There is the
tidy exactitude of long practice in their habits. Three quenching basins burble at the roots, fueled by the
pipework, slicing the room into thirds.
In the back third, at an anvil the size of a house, an enormous dryad made of jadestone works. She bends
mithril and stone with her bare hands under her tree’s shadow. Her hammerblow fists ring loud in a slow
rhythm. As you watch, she nods to you and dips the spear she is repairing into the basin. There is a hiss
followed by the smell of cooking blood and burning sap. “I’ve time to talk while the old girl cools for work
hardening,” the dryad says as she sits. Sesame folds her legs up to make room, grinning happily at you.

Run the skill checks. Successes are additive, as drawn out in the text. Refer to Sesame’s section for details
on what she knows and is willing to tell the players.

0 SUCCESSES:
Sesame sets her work aside for a while to talk to you. Up close, you can see that she is both jadestone
and living wood, knitted together to create an almost sculptural interpretation of a giantess. She’s happy
enough to chat. After about half an hour, she picks her work up and wishes you well.
Two players gain inspiration and Sesame will answer basic questions given what she knows, which is listed
in her character entry. She won’t divulge anything listed as private or secret.

1 SUCCESS:
Sesame, Daughter Dryad, sets her work aside for a while to talk to you. Up close, you can see that she is
both jadestone and living wood, knitted together to create an almost sculptural interpretation of a giantess.
The conversation ranges wildly, and after an hour or so, she ladles herself a bowl of the quenching blood,
sipping it thoughtfully before taking a branch from her tree and stringing it with steel that spools from a
finger tip. She offers you the bow with a sweetheart grin.
Sesame offers the players OPENER, and will answer private questions.

2 SUCCESSES:
As 1 Success or more, and then read:
“Oh, did you come from Summer? I’d be obliged if you took the Lady this. Something for the troubles,
though.” Sesame lifts a tiny mithril lily from her tresses along with strange little tools of exceptional make,
then slides them to you in two separate piles. There is a moment of shyness to her.
Sesame offers the players OPENER, and will answer private questions. She gives them the MITHRIL LILY and a
MASTER TINKER’S KIT. Anyone who uses it is proficient in tinkering for all purposes, including THE PLUNGE.

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one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE
D O G D AY S

THE ROOTS
Shattered Branch,
Encounter: Yes The Skyway, Great Burl
Any [DC 16]

T HE ROOTS is a set
of three interleaved
locations forming a single
GREAT BURL:
This is a labyrinth of geometric passages and concentric loops. It takes a
while to realize that you’re walking through boreholes. It’s the fossilized
route. While general casing of a huge insect that gives it away. This whole space might be the
outcomes can be found burl left by some parasitic wasp, part of a strange ecosystem centered on
below, specific narratives and Yggdrasil itself.
outcomes can be found in Success: Once you get your bearings, the geometry of the burl is actually
each entry to the right. How easier to navigate than the rest of Yggdrasil.
many locations players have
visited in the THE ROOTS SHATTERED BRANCH:
controls the outcomes: Perhaps a mile from Nidhogg’s Rest, you turn a corner and find yourself
outside again. Here, a huge shattered branch rests against the trunk,
During the first encounter,
offering a route down. Great iron nails pin it in place and over the lip of
on any success, players catch
it, you can see what must be Ravenloft castle in the distance slashing the
a wolf alone before the wolf
cloudy sky with its gothic spires.
transforms. A diplomatic
resolution and the gift Success: This leads down into an elegantly carved agora, long empty.
of food can grant a step
towards peace. THE SKYWAY:
Some sort of huge machine juts from the trunk here. A giant drum
During the second encounter, connects to a chain? And that turns a steel wheel? There’s a massive cable
players gain access to the looped around the wheel, but the wheel won’t turn at all. As you stare
AMBER STAIRS except at down the cable, you can just pick out some sort of dangling carriage, and
the SKYWAY. far past that, the huge castle in the mists. You could get to the carriage if
you tried.
During the third encounter,
players gain access to Success: You made it out to the car. Now what?
the AMBER STAIRS and Bonus: Players can take THE PLUNGE if they get one or more success.
2 successes grants AN
OFFERING .

0 SUCCESSES:
The wolves hex one player. Tick a spell slot off from a wolf. The wolves leap among them, howling out their
dread cacophanies. Resolve three thunderclap cantrips as though cast by a 6th-level caster (save DC 15),
including hex where relevant. Assume two players are caught by each.

1 SUCCESS:
A fleeting glance! One player gets hexed . Tick a spell slot off from a wolf. One player gains inspiration.

2 SUCCESSES:
Catch a transformed wolf alone. Players may opt to kill it and this would count as one of the seven wolves.
If they do so, and this is the second wolf killed, peace is now impossible.

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D O G D AY S

AMBER STAIRS
Perception, Stealth, Initiative Check
Encounter: Yes 4 Wolves Initially [DC 16]

H ere along the inside of the enormous hollow that the Godserpent has torn into the tree, great sloughing
waves of sap have solidified into amber, lacquering the wood. This has been carved with narrow stairs
and strange little passages. Where do you go?
Players can turn back before the skill tests. If they opt to continue, read:
You move down the amber stairs, dark except for what light you’ve brought with you. There are little side
chambers here, and you start to recognize that many of these passages were worked with claws and magic.
You’re passing through the feypack’s den, and it appears deserted.

If players have AN OFFERING and have taken a step towards peace, go to SHE LOVES SURPRISES
immediately. Otherwise, run the skill checks.

0 SUCCESSES:
The feypack pounce in orchestrated silence, coordinating with strange hand signs and flicks of their tails.
By the time you realize what’s happened, it’s much too late.
The WEREWOLVES get a surprise round. This is as bad as it sounds. Go to FINALLY, below.

1 SUCCESS:
The wolves pound down the stairs, leaping from the odd angles and curves of the amber corridors. They
are on you just as you form battle lines.
The WOLVES and the players alternate placing themselves in combat. Generally, opponents should not be
closer than 15 feet or the combat will swing hard. Go to FINALLY, below.

2 SUCCESSES:
You see them first. You could turn back or throw yourself into combat.
The players can opt to return to NIDHOGG’S REST or begin combat. If they opt for combat, the WOLVES
PLACE FIRST, THEN THE PLAYERS. GENERALLY, OPPONENTS SHOULD NOT BE CLOSER THAN 15
FEET OR THE COMBAT WILL SWING HARD. GO TO FINALLY, BELOW.

FINALLY...
This fight is shaped by how many of the seven FEYPACT WEREWOLVES survive. The combat starts with
four werewolves drawn from the same pool of seven used elsewhere, which may mean that less than
four are available. The werewolves reinforce from this pool at initiative 20 if one of the original four
dies or every 4 rounds. If less than four wolves survive, the initial combat will consist of however many
survived.

Go to COMBAT FLOW.

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THE AMBER
DEPTHS TABLE OF CONTENTS

SUMMARY............................................ 157 SCENES............................................... 164

PREPARATIONS................................157 DESCENT SEQUENCE........................... 164

DENIZENS........................................157 INTRO: DESCENT............................. 164

KEY LOOT.........................................157 LIGHT IN THE DEEP......................... 165

TONE & TYPE....................................157 SLOW AND STEADY.......................... 165

SPECIAL RULES................................... 158 SOMEBODY'S WATCHING YOU........... 165

BUR, THE ARCANALOTH...................... 158 TEMPLE SEQUENCE............................. 166

BURR, ARCANALOTH SIMULACRUM..... 158 INTRO: THE PLUNGE....................... 166

CORE ENCOUNTER FLOW..................... 159 AN ANCIENT BARGAIN..................... 166

MAP...................................................... 160 A SMALL PRICE.................................167

COMBAT FLOW......................................161 WHEN TO FOLD.................................167

BUR, THE ARCANALOTH.................. 162 DRIVEN OFF..................................... 168

THE SIMULACRUM........................... 163 END & LOOT..................................... 168

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THE AMBER DEPTHS

SUMMARY
1. P rint the Arcanaloth and Arcanaloth
Simulacrum stat blocks.
2. Review the ENCOUNTER FLOW and COMBAT
FLOW diagrams.

T HE AMBER DEPTHS are the remains of an 3. Note the modifications to the Arcanaloth’s
ancient temple carved from giant blocks of the spell list.
World Tree’s sap. This remnant forms a border both 4. Review the SUMMARY and SPECIAL RULES.
physical and narrative between the beginning of the
adventure and Castle Ravenloft proper. The first DENIZENS
section of the encounter, the DESCENT sequence,
is the long delve through a giant’s stairway built BUR, THE ARCANALOTH
from these same amber blocks. This is kept short by BURR, THE SIMULACRUM
significant abstraction, but can be a useful spot to
manage tension and allow character moments.
KEY LOOT
After this, players reach the last intact section of
the temple proper.
CURSED RING OF TELEKINESIS
The next section is referred to as the TEMPLE NIENORIEL
sequence. Here, players encounter an arcanaloth
named Bur, who is a particularly cunning jackal- TONE & TYPE
headed fiend that was bound to the temple long
ago. Now, he serves the Lord of Ravenloft as both This is the first major boss fight, and marks the
mage and glorified ride operator that ensures end of ACT I. Set in one of the most iconic and
uselessly weak heroes do not disrupt the Vampire deadly locations found in Curse of Strahd , returning
Lord’s slumber. Needless to say, he’s bored, and players will be well aware of the arcanaloth that
will initially attempt to bargain with players. Bur’s lairs in the temple. That Amber Temple has long
goal is to get them to carry some part of him since collapsed, crushed as the entire mountain
away, either his simulacrum disguised as a player containing it sank into the mists; its ruins are
character or his mind installed in a ring. This would buried here, far below the Sunlit Shrine. That vast
allow him to slip out of the binding for a while by temple complex was reduced to cyclopean blocks
exploiting loopholes. Failing that, he’ll try to blow of amber forming a gigantic worn staircase, the
them up because he is a fiend. If players win, they great hall, and a single vault. Most of the sarcophagi
gain access to the bound spirits of ancient evils,
are trestled into neat stacks throughout the great
as covered in the next encounter, TOTALLY SAFE
hall. Bear in mind the fight is likely to be quite easy
GHOST CANISTERS.
if players get the drop on the arcanaloths or the
simulacrum is omitted. With both present, it’s likely
PREPARATIONS to be an extremely dangerous combat.

The following is the minimum prep that a DM needs


to do for them to be able to run this encounter.
While we recommend a detailed reading of the
entire encounter, if you’ve got to rush or you plan
to wing it, here’s what we think you need to do:

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THE AMBER DEPTHS

SPECIAL BUR ,
RULES THE ARCANALOTH

I N THE IMMEDIATE SENSE, Bur is driven by a

I F MORE THAN FOUR characters are killed—or desire to escape the Domains of Dread, at least
incapacitated in rapid sequence—this encounter briefly, and cause chaos. While he cannot willingly
go to DRIVEN OFF. Bear in mind that as players leave the temple, he can arrange to be taken out of
take damage, the Arcanaloths will repeatedly it. Once out, he’ll attempt to escalate the situation
attempt to bargain again. They don’t gain much until players are forced to accept more of his help
from outright killing characters, as their goal is to and commit to smuggling him out of the Domain. He
further their plans and see that some aspect of them is also eager to corrupt the characters, and will do
escapes the Domains of Dread for a while. so by offering bargains or by simply battering them
into jaded cynicism. Ultimately, Bur has always got a
WHEN A CHARACTER DIES: scheme spinning; that’s his defining characteristic.
As your friend falls,
Be aware that playing straight and exercising all of his
Bur murmurs, “That was abilities, Bur alone is likely to be a wipe. Reviewing
1
ST unnecessary. Surely, we can find the COMBAT FLOW for recommended tactics before
DEATH some bargain that better suits, running combat is strongly recommended.
darling brutes?”
Modified Spell List
Burr nods approvingly, and says, Bur has the following additional spells, as referenced
2 ND “I admire this. I do! I do admire by the COMBAT FLOW diagram for running him:
DEATH heroism.” He shakes blood from his maze , disintegrate , crown of stars , transmute rock.
claws and eyes you speculatively.

Bur and Burr look to each other

BURR ,
as blood pools. You get the sense
3 RD that they’re trying to force you to
bargain, and that killing you isn’t

ARCANALOTH
DEATH
actually useful to them. After all,
you don’t stay dead.

Bur sighs angrily. “Give Gertruda SIMULACRUM


my regards.” The Arcanaloths begin
4 TH

B
to pull back, regrouping. They’re URR IS AS BRILLIANT and monstrous as Bur
DEATH running out of resources and in a
himself, and shares his goals completely. No
war of attrition, you will win.
attempt to drive a wedge between them will ever be
successful, and in fact, they both refer to each other
interchangeably. With the sacrifice of a sufficiently
powerful mortal soul—say, the soul of a hero—the
simulacrum can become a true arcanaloth in its own
right—one that is also still Bur. This can occur as a
result of the WHEN TO FOLD scene.

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THE AMBER DEPTHS

CORE ENCOUNTER FLOW

START

NO Running Late? YES


Read: Read:
INTRO: INTRO:
DESCENT THE PLUNGE
Skill Guide players into
Checks Passed?
AN ANCIENT BARGAIN
if possible
YES NO Bargaining?
NO
YES
Consult:
Read: Read: COMBAT
SLOW AND LIGHT IN FLOW
STEADY THE DEEP Read:
AN ANCIENT
BARGAIN

Bargain

Success Deal?
Read:
Players: Enemies: A SMALL PRICE
Surprise Surprise
Round Round Failure
Read: Read:
SOMEBODY'S WHEN TO
WATCHING YOU FOLD
END

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THE AMBER DEPTHS

COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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Bur , The Arcanaloth


Troublesome Jackal-headed Bastard
PRE
Tactical Note: Bur will always cast shield if attacked.
Precast Spells: Bur always starts combat with mirror image in effect.
Special Conditions: If player characters are all incapacitated or players are demoralized,
read DRIVEN OFF for a two-group game or return to AN ANCIENT DOOM for one-
group games.

1
A: Cast maze, targeting any character that M: Move to 80-100 feet away,
resists bargaining or a caster. Note that maze at least 30 feet in the air.
is concentration. Repeat offer to bargain.

2
A: Crown of stars, targeting ranged attacker. M: Pull back out of counterspell
The crown manifests as 7 golden cups. range.

3
A: Cast transmute rock, converting the amber into M: Maintain distance, moving to
sap. Repeat attempt to bargain. pincer with Burr.

B: Attack with crown of stars, launching a goblet in


a fit of pique.

4
A: After moving... M: Move forward into
Target a ranged attacker with disintegrate after counterspell range to target
moving, preferring charaters with evasion. backline.

B: Attack with crown of stars.

5
A: If possible: Cast transmute rock, converting the M: Pull back.
sap back into amber to catch players.
Otherwise: Upcast fireball.

B: Attack with crown of stars.

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The Simulacrum
More Burr, More Buff
PRE
Precast Spells: The Sim always starts combat with mirror image active.
Tactical Note: Burr will generally prefer to hold a reaction for Transpose.
Burr prefers to clean up weakened characters.

Refer to SPECIAL RULES for DRIVEN OFF handling.

1
A: Greater invisiblity after moving. M: Pull back to lure players out.

2
A: Attack caster if possible. M: Close with enemy casters.

B: Cast Spiritual Weapon at 4th level.

3
B: Attack with spiritual weapon. M: Close with enemy casters.

A: Ready an action to cast gravity sinkhole,


aiming to drag characters into any transmuted
rock if possible.

4
B: Attack with spiritual weapon. M: Move to aim pulse wave.

B: Pulse wave, preferring lowest HP.

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SCENES • Speed, like rappelling down through gaps. This


replaces the Dexterity (Stealth) check with a
Below are the narrative components used by the Dexterity (Acrobatics) check.
encounter flow. Where possible, each notes down • Magic, such as invisibility . This still requires a
the probable next vignettes. LOOT, MONSTERS, and Dexterity (Stealth) check but offers advantage
CONDITIONS are bolded in this section. Content on the check.
intended to be read aloud verbatim is italicized. • Going Loud, which will take them straight into
LIGHT IN THE DEEP.

If players pass the check or use magic, they’ll

DESCENT
continue down the stairs in secrecy. Otherwise, route
to LIGHT IN THE DEEP. THE ARCANALOTHS
have daubed the stairs with various alarm spells, and

SEQUENCE
now players must contend with those.

If...
• Any characters are running detect magic
or similar
• Players are actively looking for traps or have
INTRO: DESC ENT expressed caution in character
• Players actively make Wisdom (Perception) or
A BOVE YOU, THE WIND and the world are
fading. Below you, cyclopean blocks of amber—
stairs leading into the deep. As you descend, muggy •
Wisdom (Insight) checks, regardless of success
Any character has a passive Perception of 17
warmth and dim cold light begins to seep from huge or higher
runes carved into the walls. The only sign of life • If the playgroup is newer or starting to
is the gentle bowing of wear in the center of each get haggard
huge step. Far below, through the repeated fractal
Then…
gaps, you begin to see intimations of a vast space
Prompt for the DC 15 Intelligence (Investigation)
below: a temple, perhaps, or what’s left of one. The
check shown on the flowchart for traps. If they fail
details are lost in shifting shadows, a beckoning
the check or do not trigger it,
descent into darkness.

For the players, proceeding will require either PROCEED TO:


committing to a direct approach or making a group
skill check at DC 15. This will generally end up
Light in the Deep
being a Dexterity (Stealth) check, but other skills
Otherwise, they’ve made it!
can be used if players provide narrative justification.
No matter what skill a given player uses, it still
counts towards the same group check. In order to PROCEED TO:
keep the game on pace, if players are freezing up, Slow and Steady
offer the following tactical options:
• Stealth, especially if they have rogues or similar.
Ask for a group Dexterity (Stealth) check as per
the flowchart.

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LIG H T I N TH E DEEP SOMEBODY’S WATCHING YOU


Below in the murk, a yellow glow flickers to life and The murk has given way to great shapes and a sense
a basso hum fills your ears before it drops below of architecture. The stairs now hang in the air,
hearing. The light in the deep isn’t bright enough unsupported except by their own long history of not
to illuminate, instead just thickening shadows and collapsing. The floor is still a good 30 feet below the
giving them a dancing life. Perhaps closer it might bottom of this giant dangling staircase. The space
provide enough light to see by—but then, perhaps is huge, and you are sure now: it is a temple. The
not. Something in the amber gloam has woken up. Depths await, and looming up from the shadowed
umber is a single statue of a huge faceless goddess.
Allow players a few minutes to plan if they like.
If they don’t, they will be surprised. The plan In your best jackal-tinted voice:
doesn’t need to be good, they just need to agree “I can taste your minds.”
on a plan. This is effectively just a team-building
Then...
exercise to build the group cohesion they’ll need to If the enemy is surprised:
succeed later. “I can’t see you though… Come out, come out,
come out. Would you like to bargain?”

PROCEED TO: If the players are surprised:

Somebody's Watching You “Found you! You are found. Would you like
to bargain?”
If players fell or no one is surprised:
“Even footing, even so. Would you few, perhaps,
SLOW A ND STEA DY like to make a deal?”
Finally:
Your descent is almost silent, and you work in
It seems like you can bargain, at least briefly,
fevered darkness to disarm layer after layer of alarm
without giving away your location.
spells. Nothing stirs in the depths below except a
single low voice, singing. If there are words, you
are still too far away to make them out, but your PROCEED TO:
approach so far is undetected.
Combat Flow
The players have a surprise round before combat.
OR
If they do not immediately engage the arcanaloth,
they don’t sacrifice this benefit. Players can always Ancient Bargain
try to bargain first.

Good chance of a sequence break here if they bargain.


PROCEED TO:
Somebody's Watching You

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TEMPLE
here, try to make that jackal voice buttery. Really
reach for that smooth timber: imagine a charming
bartender talking through a mouth full of fangs:

SEQUENCE “I do not crave coined compensation; no simple


sovereign satisfies. I fear that my tastes have grown
simple in this cold redoubt. All that’s left to want,
to need, is out. Oh now, do not pout, do not pout;
INTRO: TH E P LU NGE your company warms the frosted cockles of my
heart. Ah, I am blushing to have company, indeed

T HIS IS ONLY USED if the DESCENT even to my snout. Crass to bargain, crass to say,
SEQUENCE is skipped. Otherwise, players will but immortal time is still spent. Let’s have this out
generally have passed through the SOMEBODY’S before my very snout has gone to gray. So what do
WATCHING YOU scene, and will start the Temple you say, what do you say? Convince this demon you
Sequence in AN ANCIENT BARGAIN or combat. can kill the devil. What I’m saying is: convince me
However, if you are short on time, this intro block not to murder you.”
can be used to abridge the encounter and start with Players now have an opportunity to bargain with
the Temple Sequence. the arcanaloth. This requires two consecutive skill
To use it, read: checks at DC 16, using any social skill. These checks
Behind you, the wind and the cold are fading. Below must be made by different characters. Generally,
you, cyclopean blocks of amber—stairs leading into these will be Charisma (Persuasion) or Charisma
the deep. As you descend, clammy warmth and dim (Deception) checks, and the group must agree on
cold light begins to seep from huge runes carved a strategy. Simple assertions of strength are not
into the walls. The only sign of life is the gentle interesting to Bur, as he’s seen countless mighty
bowing of wear in the center of each huge step. heroes die below. He wants to understand both
Your tentative steps are not tentative enough. There how and why players intend to defeat the Vampire
is a great groaning sound and the stairs shudder. Lord. Mentioning Gertruda’s assistance will pique
Then they seem to fold down, each huge wedge of his interest, and may offer advantage for up to three
amber simply flowing away and into the wall. You players. Though players are likely not aware of it yet,
tumble into shadow, through darkness so thick it things are starting to go a little off script as the Dark
slows your fall. Powers become bored with foregone conclusions.

This counts as Players Fell. If players pass the checks,

GO BACK TO: PROCEED TO:


Somebody's Watching You A Small Price

If players fail,

AN ANC IENT BA RGAI N


PROCEED TO:
If players are not immediately hostile, Bur will try to When to Fold
bargain with them. In terms of voicing the character

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If players accept the deal they’re offered, this will senses, but cannot speak at all about Irena or Strahd
complete the encounter. Otherwise, the encounter due to binding spells, nor can it openly oppose Irena
will inevitably devolve into combat unless players or Strahd. A DC 20 Intelligence (Investigation)
are extremely clever or offer compelling arguments. check will reveal an odd fact, namely that the ring
appears to be encased in a lead shell, exposing only
A SMALL P RI C E a thin line of sapphire on the inside of the band.
Once donned, this line of sapphire fuses irrevocably
“Oh you are convincing, very, oh yes. Let’s make with the wearer’s flesh. This item is not limited to
a deal, a better deal, the best deal, a seven-league the current incarnation.
deal. I am beaten, I am bested, yet my spirit is ill-
rested. I am trapped in my amber room, this amber WH EN TO F OL D
tomb. I say to you all, to you, that the piper requires
his due. I have a plan, please consider, a plan long “No. No, I do not think so, no. You are very sweet
and bitter. Carry me to the highest tower, and we to offer though. Very sweet, yes. Permit me to
shall see what the piper can do.” specify the terms of a deal that I think you’ll find
is the best of the rest. I will kill one of you. My
BUR, THE ARCANALOTH, will drift down behind
simulacrum will assume that form. It will travel with
the statue out of sight, and encase itself and Burr,
you. You will destroy Strahd. I will be free. This
its SIMULACRUM, in a sphere of amber. It will wait
other self of mine shall ensure it. Do not fear, you
there for a response. If players accept, it will use
will not remember the unpleasant particulars.”
the simulacrum to enact a very strange plan. Bur
will load itself into a sentient magic CURSED RING If players accept: the players made a garbage
OF TELEKINESIS (Int 20, Cha 20) in the shape of bargain. They must pick a character who dies, and
a snarling jackal’s head and try to guide or force that player is handed the SIMULACRUM’s character
players to pursue the TOWER Encounter. sheet. By text message or other covert means, ask
that player to switch groups if possible at the next
Why the Tower? opportunity. The arcanaloth will then use modify
Once at the top of the tower, it will use the memory to erase the memory of their bargain
command words for ancient ANIMATED ARMORS before vanishing.
of Patrina’s design. These long-dormant constructs
are immune to the spell drain effect of the tower. It
uses these to first destroy the vampire imprisoned PROCEED TO:
there, by extension destroying the Heart of Sorrow,
then attempts to renegotiate. Its ultimate goal is to End & Loot
be smuggled out of Barovia, which is an extremely
evil act, though players may be unaware of the If the players do not accept: proceed to combat after
repercussions this could have. Until players take a little cajoling.
the ring, the ARCANALOTH SIMULACRUM will not
allow them to pass deeper into Barovia while it lives.
If players can coordinate silently, they can likely kill PROCEED TO:
the simulacrum. Combat
The Cursed Ring OR
The arcanaloth can speak by animating the head End & Loot
or telepathically to the wearer. It retains all of its

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DRIV EN O FF
END &
LOOT
If the COMBAT FLOW triggers DRIVEN OFF, or 4
characters have been incapacitated, and players are
not close to downing the ARCANALOTHS, this will
end the combat.

In those circumstances, read:


The jackal-headed demons examine you, tilting
their heads back and forth. Bur seems to listen for
a moment, Burr nods, each snorts in amusement.
T HIS ENCOUNTER IS ONE of the big
divergence points and could tip some players
off that maybe Strahd isn’t the problem. A total
Bur nods and speaks plainly for the first time, party wipe is pretty likely here, too, and may leave
“I understand your positions better now. I think we the party forced to adjust to new characters thanks
should speak again when you better understand to the reincarnation mechanic. As a result, there
the all-eclipsing gravity—heh—of the situation.” may be considerable reason for the party to lick
Together, they laugh eerie doggish laughs as they their wounds.
dance away into portals of shadow. They’ll be
Here’s what they get:
back, sooner or later—but for now, you have
time to breathe.
Access to the
The arcanaloths are DRIVEN OFF, a condition that ARCANALOTH’S SPELLBOOK
will be checked during THE ECLIPSE. for all future wizards

NIENORIEL

PROCEED TO: 8000 gp of scribing materials

End & Loot A long rest

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TOTALLY SAFE
GHOST CANISTERS
TABLE OF CONTENTS
SUMMARY............................................ 170 MIGHTY BEHEMOTH..........................176

PREPARATIONS............................... 170 FEATHERED MARTIKOV.....................176

BEFORE YOU GO!.......................... 171 DREAMING DUKE..............................176

DENIZENS........................................ 171 STAR OF STORMS..............................176

KEY LOOT......................................... 171 STAR OF ICE AND HATE.....................177

TONE & TYPE.................................... 171 STAR OF SHADOWS...........................177

SPECIAL RULES....................................171 DREAD PUPPET................................177

CORE ENCOUNTER FLOW..................... 172 DEADLY EXETHANTER......................177

LORDLY SOTH...................................177
SCENES............................................... 173

INTRO: MUSICAL CHAIRS..................173 SMALL GODS........................................ 178

INTRO: PREOCCUPIED WITH COULD...173 ORPHAN SISTERS.............................178

THE RITE STUFF...............................174 FIREHEART KHU.......................... 178

END & LOOT......................................175 SWORDSAINT RHO....................... 178

GREAT PATRONS.................................. 176 BLADEBREAKER DHE................... 178

HIDDEN SAVNOK...............................176 MOTHER NIGHT.................................178

ENDURING DALZIG............................176 PH1: AUGUSTINE DEALS...................... 179

GENTLE FENRIR...............................176 PH2: SMALL GODS............................... 180

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SUMMARY
b. It may be deferred to End & Loot in the
name of speed.
2. Provide a non-item based advancement
mechanic.

T HE AMBER DEPTHS have a lot to live up to,


and TOTALLY SAFE GHOST CANISTERS
faces a particular burden. The original Curse of
a. The Great Patrons have abilities on offer that
are pretty important to complete the module.

b. The Small Gods serve to shore up weaker


Strahd adventure included a long sequence centered
characters without changing them significantly.
on the Amber Temple, which served as an extremely
common location for the end of a campaign, c. This rewards repeat playthroughs, as what was
a surprise becomes an optimization opportunity.
thanks to housing not just an arcanaloth but more
flameskulls than was strictly reasonable. Needless to 3. Offer opportunities for moral compromise with
say, for a lot of people, it makes an impression. role-playing tensions.
a. The Great Patrons are generally pretty
The reward for besting these terrible champions of
dangerous to accept deals from.
evil? An opportunity to become a terrible champion
of evil by hugging an elder evil encased in amber. b. However, only two of the consequences are
Even if a character passed the test that could likely to get a character killed.
outright make them an NPC, they were still afflicted i. Hidden Savnok, which GMs should feel
by terrible consequences. Such were the delights of free to loosen.
the Amber Sarcophagi, or as we lovingly call them, ii. Star Of Shadows, if played straight.
Totally Safe Ghost Canisters.
c. With that said, the end game does track
In the original Curse of Strahd update, these were the total number of deals, as does tournament
manifestations or at least aspects of the Dark scoring.
Powers. In One Night Strahd , the Dark Powers are d. A few other effects can have pernicious
less knowable, in part because they have a number outcomes if the majority of players bind
of characters who serve as literal and literary themselves.
proxies. It’s up to you if these are former champions, 4. Introduce and activate the majority of the
old envoys, aspects, or even unrelated forces. Rites system.
a. The Rites system is a key catch-up and self-
PREPARATIONS balancing mechanism built into the module.

For many sections, we offer a guide to quick b. We very strongly recommend that you read
the Rites system before running this encounter.
preparation. Unfortunately, to successfully run this
module, TOTALLY SAFE GHOST CANISTERS is c. Last Stand is not activated here. It comes
both extremely important and a little bit finicky. into play later, during the ECLIPSE encounter.
As a result, this section covers some preparation 5. Create tension and show that the Vampire
but also breaks out what this module does in a Lord’s ascendancy has begun.
mechanical sense. a. One problem in the original module is that
This encounter accomplishes five fairly Strahd is operational the whole time.
important tasks:
b. Played for drama, that can be fine, and it
1. Offer players an opportunity to change groups. suits Strahd given his bombastic flavor of evil.
a. This is accomplished during the musical c. For GMs who want a more serious game, with
chairs section. less camp, it poses a fairly fundamental issue.

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SPECIAL
d. Worse, Irena’s approach to murderous
cruelty is more straightforward.

RULES
e. As a result, canonically, the Vampire Lord
doesn’t awaken at all until END & LOOT.

Before you go!


Print 2 copies of PH1 and cut the cards out.
You’ll also want 4 copies of PH2, since you
may need enough for both groups at the same
T HIS ENCOUNTER INCLUDES an opportunity
for a party swap, but the selection of dark gifts
is done on a per party basis. If it’s convenient, you
time. Without them, the pick process can be can safely run the narrative components as a single
excruciatingly slow. large group.

This encounter relies on the cards found in PH1 for


DENIZENS the Great Patrons, and PH2 for the player-facing
descriptions of the SMALL GODS. Each GREAT
BUR, THE ARCANALOTH PATRON offers its boon only once to each party,
as there’s only one copy of the Patron card to deal.
KEY LOOT Small Gods do not have this restriction, because
they are not dealt out as cards. Instead, they are
GREAT PATRON BOONS found on PH2 as a single sheet player hand-out.
SMALL GOD BOONS
Each player will pick either
TONE & TYPE a Great Patron or a Small God,
gaining exactly one boon.
Effectively, the Sarcophagi sequence marks the
transition from a traditional adventure into a If an incarnation dies, the boon and the
harrowing careening run through Ravenloft. At consequence no longer apply to future incarnations,
the beginning, players get to swap groups. Then, but they are still counted as having made a GREAT
optionally, they pick from the worst possible BARGAIN for the purposes of any other effects.
creatures in the universe to make deals with. In the Should a character somehow make it out of
process, they gain access to the Rites system which Ravenloft, they lose the gift and no longer suffer the
serves as the first sign of how terribly wrong things consequence. Instead, they are afflicted by terrible
have gone. Finally, the Vampire Lord begins to nightmares and age 10 years immediately.
awaken, putting a clock on the entire affair.

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CORE ENCOUNTER FLOW

Read:
INTRO:
MUSICAL CHAIRS
Party swap?
Print Cards for
PREOCCUPIED

Read:
PREOCCUPIED
WITH COULD

Read:
THE RITE STUFF

Split and route


via
MOTHER NIGHT

Read:
CONDRACULATIONS

Party swap?

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SCENES If Irena is the villain and a player has Passive


Perception 16 or higher, read:
Below are the narrative components used by the There are more muddied prints here, barely visible
encounter flow. Where possible, each notes down in the gloom. There’s sign that someone made a tiny
camp in among the amber blocks, and there’s a sad
the probable next vignettes. LOOT, MONSTERS, and
little maple leaf drawn in ash near it.
CONDITIONS are bolded in this section. Content
intended to be read aloud verbatim is italicized. Players have an opportunity to catch their breath
here. This is also their first opportunity to switch
groups, so it’s important to hold here until the other
team arrives. If time is short, you can proceed with
the rest of the encounter—picking boons generally
takes a good amount of time. This will mean that
INTRO: the other group picks before the player switch

MUSICAL
occurs, which can lead to oddness but should cause
no major issues.

CHAIRS INTRO:
I F PLAYERS ARE COMING FROM the AMBER
DEPTHS, and there are two groups, read: PREOCCUPIED
The dust has settled on the amber floor again. In
the center of the vast room, a fire starts to burn in a
hearth made of gold. You have a little bit of time to
WITH COULD
I
gather, as you wait and hope for your friends to find N THE FIRE’S FLICKERING LIGHT, you see that
their way here. each great block of amber is carved with a name.
If players are coming from the AMBER DEPTHS, and Something flickers in the deepness of each stone,
there is only one group, read: like ancient scorpions wriggling to life, still in the
The dust has settled on the amber floor again. In prisons that preserved them.
the center of the vast room, a fire starts to burn in If an arcanaloth is alive and present, read:
a hearth made of gold. You have a little bit of time “Ohh, no mind need paid to those cold beasts,
to gather yourselves. Though… You are not quite seeking out their fresh feasts!” And the Arcanaloth
alone here. tries to usher your attention away from the blocks
Otherwise, read:
of amber. He pouts furiously from a high perch.
The trip down takes almost eight hours, through Continue:
the dark and the quiet over amber stairs. In the final There is an electric hum here. Something is waking
treacherous descent, the gaps between the great up. Harsh cold light flares as strange blue torches
blocks of amber begin to widen, and widen, and come to life above you. This was a temple, once!
widen, until you must rappel down by rope towards A great statue made of fire-blackened amber sits
the slow-blossoming light below. Your friends are cross-legged at one end of the room: a robed
waiting there, gathered around a great bonfire made woman, face hidden with nine fox tails rendered in
to look small by the cyclopean scale of the space. gold folded intricately over her lap. Mother Night

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in her maiden aspect. Three small shrines sit at her


feet, guests she has allowed here. THE
Around you, the amber coffins begin to speak, with
voices like old teak. “We were their truth,” they say.
“We have much to offer.”
RITE STUFF
Explain that the Great Patrons, entombed in
amber, offer great power at great prices, real rock- S OME CONDITION MET, some final deal
struck. There is a ringing sound in the air, 3
bells, then 6, finally 9. The foxtails of the statue
bottom rates. The small gods offer more traditional
blessings, with no significant penalties. Each player unfold to form a halo, the gold melting, then
will gain exactly one boon and that boon affects forming six great wings.
only their current incarnation. The consequences
In the tones of the bells, joyful and low:
are also restricted to the current incarnation, but
I am the hearth gone cold. I am the wild steppe.
the broader implications of having made a GREAT
Know me as the shepherd-goddess, last best lover
BARGAIN are significant and endure. Small Gods
of the sun.
do not face the same restrictions. Small Gods do not
count as having made a GREAT BARGAIN. You would challenge the Lord of this place? You are
their truth in the dark.
For each party, separately:
Deal two GREAT PATRONS to each player for By their rites, this way is open.
up to 6 players, or one each for higher player By this way, their rites are open.
counts. If there are undealt cards, a player can
Players gain access to the Rites sub-system.
spend their inspiration to draw from the undealt
Take a minute or five to explain the way rites work.
cards. Players may then pick between their own
available GREAT PATRONS or any SMALL GOD.
Cards cannot be traded.
PROCEED TO:
End & Loot
one night strahd
ACT I: FIGHT ME, I'M RIGHT HERE
T O TA L LY S A F E G H O S T C A N I S T E R S

END &
The Hierophant.
The Tower.

LOOT
Temperance.
The Hermit.
The Lovers.

In the tones of autumn and wind:

E XITING THIS ENCOUNTER splits the parties, Time to go. You must choose.
and routes them to their destinations in the
Once a player touches a symbol, all other symbols on
free roam section. If the party shuffle has not yet
that hand go out, and that symbol goes out on the
occurred, this is the place to do it. Otherwise, this
other hand. A gate opened in the huge palm of the
will be largely pro forma as the two groups select
statue, large enough for characters to step through.
their destinations separately. Finally, this encounter
offers no tangible loot, but all characters leave with In a two-party game, two gates total can be
the blessing of a GREAT PATRON or SMALL GOD. opened. Each gate admits at most half the total
Read: number of players.
In the tones of the bells, joyful and low: In a one-party game, only one gate can be opened.
The Lord accepts your challenge. Time to go. All other symbols fade to a dull grey.
Below, there is a bestial sound like an endless yawn
The Hierophant leads to THE BASILICA encounter.
from some stone-eating leviathan. The statue,
The Tower leads to THE TOWER encounter.
certainly a statue, extends two beautifully clawed
Temperance leads to THE DINNER DATE
hands from the sleeves of her robe. At the tip of
encounter.
each claw is a symbol, the same five on each hand.
The Hermit leads to THE TOME encounter.
Seems a little…. Touch and go.
The Lovers leads to THE CRYPTS encounter.

HIEROPHANT: THE TOWER: TEMPERANCE: THE HERMIT: THE LOVERS:


The Basilica The Tower Dinner Date The Tome The Crypts
of Lords

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GREAT MIGHTY BEHEMOTH

PATRONS
Boon
As per BELT OF FIRE GIANT STRENGTH.

Consequence
This incarnation acquires the following flaw:
“The athletics skill is the first and best solution to
All DCs for Great Patron abilities are DC 16.
all problems.” This character has Disadvantage on
skill checks other than Athletics unless an Athletics
HIDDEN SAVNOK check is first performed to try to accomplish the
task at hand.
Boon
As per MIND BLANK.
FEATHERED MARTIKOV
Consequence
This incarnation must attempt to stay in dim light. Boon
Gain silver raven wings that grant a fly speed equal
ENDURING DALZIG to your movement speed.

Consequence
Boon
This incarnation takes 2d6 radiant damage once
Hit point maximum increased by 45.
per round it touches silver (including weapons
Consequence and coinage).
The affected incarnation cannot regain hit points.

DREAMING DUKE
GENTLE FENRIR
Boon
Boon
As per AMULET OF PROOF AGAINST DETECTION
Gain Giant language proficiency. AND LOCATION.
You may summon two WINTER WOLF companions As per RING OF EVASION.
named Rose and Guile. They are under your control,
and you may issue a command to one or both of Consequence
them as a Bonus Action. The winter wolves fight in This incarnation becomes endlessly distracted,
their own self defense unless otherwise commanded. and also gains the following flaw: “I can’t give
a straight answer to any question put to me, no
Rose and Guile return at the end of a long rest if matter how urgent.”
they are killed. They speak Common, Dwarven,
and Giant.
STAR OF STORMS
Consequence
When you die, your next incarnation is a WINTER Boon
WOLF. While you are a wolf, you gain the ability to Four small stars and one large star are emblazoned
cast Mage Hand and Chill Touch as a 6th level caster on the character’s forehead.
and your natural weapons count as magical. You Gain the ability to cast Lightning Bolt 4 times.
can carry up to one other character on your back Each time this ability is used, one of the small stars
as a wolf. winks out.

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Gain the ability to cast Chain Lightning 1 time. DEADLY EXETHANTER


When this ability is used, the large star winks out.
The stars do not reappear. Boon
Consequence Gain the ability to summon a FLAMESKULL,
This incarnation gains the following flaw: which is all that physically remains of famed lich
“Water terrifies me.” Exethanter. The Flameskull does not respawn if it
is slain. At most once, this incarnation can invoke
the Dark Powers, as per Contact Other Plane . The
STAR OF ICE AND HATE powers will not reveal the identity of the current
Vampire Lord.
Boon
As per RING OF WARMTH. Consequence
Gain the ability to cast Cone of Cold spell 5 times. When this incarnation dies, it becomes a
FLAMESKULL, and both it and Exethanter (if still
Consequence
around) immediately turn on the party.
This incarnation gains the following flaw:
“Fire terrifies me.”
LORDLY SOTH
STAR OF SHADOWS Boon
As per MANTLE OF SPELL RESISTANCE.
Boon
Gain TRUESIGHT 45 ft. Consequence
This incarnation counts as undead for all effects
Consequence
that target undead in addition to their original race,
The eyes of this incarnation become starry voids.
except when it would benefit them. This includes
This incarnation also gains the following flaw:
turn undead and similar effects.
“I believe that all life is pointless and look forward
to death when it finally comes.”

DREAD PUPPET
Boon
Gain the ability to cast Infernal Calling , Conjure
Elemental , and Summon Celestial once each.
The conjured creature appears as a doll-like version
of itself, and is TINY instead of its normal size.
There are no other ability changes, including reach
or damage.

Consequence
The character gains the following flaw: “I feel as
though I am being watched at all times, and can
hear high-pitched laughter no one else seems to.”
Unfortunately for the character, they are being
watched at all times, and the laughter is real.
They’re just the only ones cognizant of it.

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SMALL Fireheart Khu

GODS
Carved from a red dragon scale. Ancient shrine-
maiden and small god, Khu is the patron of those
who are weapons.

This incarnation’s fists are magical weapons that


deal 2d4 fire damage as their heart pumps lava.

S MALL GODS ARE OPTIONS for players


who are, very reasonably, uncomfortable with
selling their soul to satan-in-amber. The remainder
Swordsaint Rho
Carved from a gold dragon scale. Ancient shrine-
maiden and small god, Rho is the patron of those
of the adventure is balanced assuming characters who master weapons.
got something here, so these provide a mechanism
for that. This incarnation’s melee reach is increased by 5ft as
their weapons cut the air.
While only one player in each group can hold a given
Great Boon, Small Gods are not limited. Each player Bladebreaker Dhe
can still only take one boon, however. These do Carved from a sapphire dragon scale. Ancient
not count as a boon for scoring and mechanics that shrine-maiden and small god, Dhe is the patron of
track if you bargained with the Dark Powers here. those who break weapons.

The Small Gods were gathered by Bur, the This incarnation’s armor class is increased by 2 as
Arcanaloth, not out of any charity but because their hide shatters steel. If this would raise their
he’d really like to leave Ravenloft for a bit. This AC above 23, the player can repick. If they do not,
ambition’s proven difficult to fulfill thanks to the Dhe raises their AC no higher than 23. Should
fact that each group of adventurers that comes this situation arise, either way, Dhe nods at them
through keeps taking deals with the Dark Powers proudly and they gain inspiration.
and getting themselves killed.
MOTHER NIGHT
ORPHAN SISTERS Last patron of the doomed. That’s you!

Three little shrines, each carved from the scale of This incarnation can use a bonus action to take
a dragon. 2d6+2 points of psychic damage to gain inspiration
using blood magic.

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PH1: AUGUSTINE DEALS

HIDDEN ENDURING GENTLE


SAVNOK DALZIG FENRIR
Shielding Resilience Allies
His mind was cloaked
In the end, he was unbroken. All that is best in wolves.
in shadow.

MIGHTY FEATHERED DREAMING


BEHEMOTH MARTIKOV DUKE
Strength Speed Evasion

Strong as the slouching beast. On silvered wings they flew. Elusive as dream logic.

STAR OF STAR OF ICE STAR OF


STORMS AND HATE SHADOWS
Lightning Frost Sight

Be beloved by lightning. Be beloved by frost. You shall see forever.

DEADLY DREAD LORDLY


EXETHANTER PUPPET SOTH
Mimir Summoning Protection

Arcane power eternal. Have the last laugh. Traitor.

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PH2: SMALL GODS


ORPHAN SISTERS
Three little shrines, each carved from the scale of a dragon.

FIREHEART KHU SWORDSAINT RHO BLADEBREAKER DHE


Carved from a Carved from a Carved from a
red dragon scale. gold dragon scale. sapphire dragon scale.
Ancient shrine-maiden and small Ancient shrine-maiden and small Ancient shrine-maiden and small
god, Khu is the patron of those god, Rho is the patron of those god, Dhe is the patron of those
who are weapons. who master weapons. who break weapons.

MOTHER NIGHT
Last patron of the doomed. That's you!

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CRUSH
YOUR
ENEMIES
one night strahd
ACT II: CRUSH YOUR ENEMIES

THIS PLACE IS TRYING


TO KILL YOU
TABLE OF CONTENTS
SUMMARY............................................ 182 SCENES............................................... 185
PREPARATIONS............................... 182 TWO FURIES, TOO FAST................... 185
DENIZENS....................................... 182 SKELETONS..................................... 185

KEY LOOT........................................ 183 FIRE!............................................... 186


PREPACKED WOLVES...................... 186
TONE & TYPE................................... 183
STAKEOUT........................................187
SPECIAL RULES................................... 183
HOT GARGOYLE NIGHTS................... 188
USE & INTENDED TOTAL COST......... 183
SPIDERS IN THE BELFRY................. 188
S P E C I A L C AS E S & R E S O U R C E
STILL LIFE....................................... 188
SUBSTITUTES................................. 183
SWORD & SLIMERY.......................... 189
SCALING.......................................... 184
TERRIBLE NIGHT............................. 189
TRADITIONS & TABLES........................ 184 GONE BATTY.................................... 190
EL-1: DREADS.................................. 184 WIGHT TO PARTY............................. 190
EL-0: DANGERS............................... 184 GOD AMONG ANTS............................ 190
EL+1: DOOMS................................... 184 MONSTER MASH...............................191

SUMMARY
PREPARATIONS
• Review the SPECIAL RULES section, noting
in particular that these encounters are not
resolved as combat.

T HIS PLACE IS TRYING TO KILL YOU (TPKU)


sits as a launchpad for all of Act II. Players • Read TONE & TYPE, then review a scene of
your choice to get a feel for general structure.
will move through TPKU sequences between each
encounter in Act II. While this is a way to tax player • Note the target cost of 8, as described in USE &
resources, it’s also a way to help reinforce the spirit INTENDED TOTAL COST.
of the game: up until this point, Castle Ravenloft has
mainly just been a set piece—a backdrop for these DENIZENS
events—but with TPKU, it becomes a cruel and
capricious player in and of itself. VARIOUS

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KEY LOOT damage cannot be reduced. This should be a last


resort, as the purpose of this is to represent how
SPARROWHAWK worn down the characters are getting as they trudge
through the castle.

TONE & TYPE


USE & INTENDED
TPKU is designed to keep the pressure on without TOTAL COST
spending time. This is where the heritage of
Ravenloft shows through clearest: the careful As the transition between encounters, TPKU
plotting gives way to chaos and mishaps here, and represents a sequence of small random encounters.
that’s intentional. ONS is intended to be a pretty To generate the sequence, roll on the tables in
complete encapsulation of not just Curse of Strahd TRADITIONS & TABLES until the total is at least
and Ravenloft, but D&D generally. It seemed almost 8. While the target cost for a transit is 8 resources,
sacrilegious to not provide a random encounter it might be higher for unlucky players, especially
mechanism, but the time constraints of the format if relying on the Dangers or Dooms table. The
required some small innovation. encounters are represented as small narrative
vignettes.

Players cannot spend resources they do not have.

SPECIAL
Characters always make miraculous escapes the first
time they would die, ending up stable at 0 hit points.
Finally, thanks to skills, abilities, and special cases,

RULES the actual amount of resources expended may be


lower than 8. That’s okay: triumph is an essential
part of modern gothic horror!

I N ORDER TO KEEP GAMEPLAY MOVING but


still draw on the ample list of random encounters,
TPKU relies on an unusual mechanic: requiring
SPECIAL CASES &
RESOURCE SUBSTITUTES
players to sacrifice Hit Dice or spells to fast-
• Carrying The Good Wine: Can be spent as 3
forward through a random encounter. Each random
resources once by the group carrying it.
encounter will have a certain threshold of Hit Dice
or spell levels (generally called “resources”) that will • Esmerelda: If Esmerelda survived, her support
have to be sacrificed to proceed. These resources counts as 1 resource per transit for any group.
are interchangeable and any cost can be paid with a • Inspiration: Inspiration can be spent as 1
mix of them. As this is a more freeform storytelling resource. Inspiration can be gained during the
portion, encourage the players to describe how encounters.
they’re overcoming the various obstacles.
• Completed THE BLACK LAGOON: Worth
The cost of an encounter will be determined by 5 resources per bean from the bag of beans
the severity of the table you’re rolling on. Any expended, assuming the players did not kill Omu
player can sacrifice their resources to satisfy the (see RAINBOWLESS CONNECTION event for
conditions. If no players have resources remaining, more details). Should the players no longer have
which is possible but unlikely, they can take one beans left, they are unable to benefit from this
“hit” of 2d4 damage in place of each resource. This any further.

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SCALING
Increase resource costs per trip by 2 for each player beyond 5 players in the current group.
For four players, never roll on DANGERS or DOOMS table when the total resource
cost of the trip is 6 or higher.

TRADITIONS EL-0: DANGERS

& TABLES Each of these encounters cost a total of 1d6 resources.

D6

E ACH ENTRY IS LISTED with a page marker


to tell you how many creatures spawn on
each roll, and to provide context useful to you for
1

2
Read HOT GARGOYLE NIGHTS

Read SPIDERS IN THE BELFRY


helping build the scene for your players. It’s okay
if one roll has your characters fighting in the belfry 3 Read STILL LIFE
and another in the basement, since this also helps
represent the characters searching the sprawling Read SWORD & SLIMERY - Does
4
castle for where they need to go. If you roll the Not Repeat, Read TERRIBLE NIGHT
same result multiple times, feel free to choose
another result that makes sense.
5 Read PREPACKED WOLVES

6 Read GONE BATTY

EL-1: DREADS EL+1: DOOMS


Each of these encounters cost a total of 1d4 resources. Each of these encounters cost 1d8 resources.

D6 D6

1 Read TWO FURIES, TOO FAST 1 Read WIGHT TO PARTY

2 Read TWO FURIES, TOO FAST 2 Read GOD AMONG ANTS

3 Read SKELETONS 3 Read GOD AMONG ANTS

4 Read FIRE! 4 Read MONSTER MASH

5 Read PREPACKED WOLVES 5 Read PREPACKED WOLVES

6 Read STAKEOUT 6 Read STAKEOUT

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SCENES red staining the blue of her wings. “Hullo, oh


mighty lords of ash,” Blue says as she reaches up
Below are the narrative components used by the a clawed hand for comfort.
encounter flow. Where possible, each notes down Give players a moment to act before she
the probable next vignettes. LOOT, MONSTERS, and continues:
CONDITIONS are bolded in this section. Content
“You ought to go around.” Lightning lances past
intended to be read aloud verbatim is italicized.
you like punctuation. A booming silence hits
your mind like a hammer as a thundering Deva
stalks towards you down the hall, and Blue leaps

TWO FURIES, up to block his way. “Brother!” is all you hear


before the stone ceiling above you gives way.

TOO FAST This entire chunk of the castle is collapsing.


How do you survive the fall?
If the player paying resources has 17 AC or higher,

T HIS ENCOUNTER PITS THE PARTY against


the erinyes sisters from the Basilica. Immortal,
many-bodied, and barely able to exist in this world,
they reduce the resource cost of this encounter
by one.

the Furies pose a real but fleeting danger. This also


helps players understand what they’ll be dealing
with in the BASILICA. Each time this scene is rolled,
read one of the following, starting from the top:
• A whip of lava licks around the corner. Behind
SKELETONS
you, you hear wingbeats. “I am the scourge,
and she the whip,” two voices chant. The Furies
look terribly pleased to see you as they step into
R

EAD ANY ONE of the following:

• Your path has taken you deep into strange


the hall ahead and behind you. “Endure us and
crypts. Shocked by the sheer size of this
be made clean,” the littlest godlings whisper as
chamber, you start to walk faster, then to run.
they lash the air. They fight to torment, not to
As you flee, arches, huge gravestones, and
kill, fading as their brief bodies are incinerated
great stacked mausoleums blur by, soft loam
by the strain of holding their souls. How do you
underfoot. The space widens and widens. A
survive their affections?
whole moor, swallowed by the castle! In the
• Arrows ping in through the windows, each lightless inexplicable hillocks and earthen works,
fletched in red or blue angel feathers. You you remember the Brides of Strahd, the fallen
hear a chortle of murderous glee. The Furies! archdruids. Then you hear a peculiar boom:
The stained glass shatters as a familiar pair of many swords against many shields, in perfect
winged devils dive through. “I am the scourge, harmony. Then the unmistakable drumming
and she the whip,” they each say. More wings rhythm of a march. In serried ranks, the skeletal
alight behind the first pair, and you would swear legionnaires march out from the massive tomb
to your horror that there is real affection in works. Each bears a shield with Strahd’s crest.
their eyes. How do you make your escape? Each carries a gladius of gleaming steel. They
• A wounded fury leans against the door here. step forward in formation, shields raised, gladii
She is bleeding out as she glances up at you, out. How do you break their line?

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• The necropolis below the castle is so vast that merrily outside. What do you do as the stables
it has outskirts, curling branches and enormous burst into flames around you?
side chambers—and everywhere, the sea of
Resistance to fire damage reduces the resource cost
blood, shallow but present. Cold mist drifts low
by two, making this a relatively easy encounter.
and you see little ghost lights in it, tiny faces
that regard you with clear curiosity as you
sneak through. With the flair of long practice, a
skeleton in a three-piece suit steps theatrically
from behind a particularly big gravestone. PREPACKED
He pitches a fireball at you, grinning the
whole time.
If the player paying the resource cost succeeds on
WOLVES
a DC 15 Dexterity (Initiative) check, reduce the
resource cost of this encounter by one.
E ACH TIME THIS IS ROLLED, read one of the
following, starting from the top:
• You dodge into the kitchen to catch your

FIRE!
breath. Inside, a werewolf introduces herself
as Tailor as she waits for the wolf steak she’s
roasting to finish. You have to make small talk
for 30 minutes. Wolves and small talk are lethal
to most adventuring parties, accounting for 70%

R

EAD EITHER of the following:

Flames race after you, swallowing the corridor



of deaths among early adventurers.
The fey-bound werewolves find you in the great
wooden warrens. Tailor shrugs at you, hanging
and framing the ghostly arsonist. He takes a
back as the rest of the pack dives at you madly.
bow theatrically, visible in the negative space of
“It’s just business,” she drawls before she dives
the ever-spreading flames. Hot enough to burn
in too. Eldritch blasts whip the air, but hunger
stone, the ghostfire whips and lashes towards
you as the ghost conducts it gleefully, like an and lack of practice has left them vulnerable.
orchestra. How do you fight back? How do you defeat the wolves?

• Huge sections of the castle are wooden frame • The moonlit courtyard is full of butchered
buildings wrapped around great central stone werewolves. Tailor, heavily scarred, sits
pillars. These are desperate attempts to carve pensively stitching up one of the bodies. You
human-sized spaces from the insanity of the feel obligated to lend a hand with this odd ritual.
castle, but the stable you are standing in gives Gradually, the wounds knit in the moonlight.
lie to this: the castle is big enough that riding She nods to you gratefully. She will be here a
horses inside it made sense. From outside, you very long time; she has been here a very long
hear a deep thoughtful snuffle, then in delicate time. The weight of years comes crashing down
Elvish, “We shall burn you out. Our humblest on you, and though you know it’s the magic of
apologies, but each to their natures, hm?” The this place, the Domain of Despair, it smashes
massive hellhound trots amiably into the stable you to the ground. Tailor sits with you; she
and nods at you. He murmurs, “We do explode understands. How do you convince each other
when we die, by the by. I rather think you that this is a winnable fight?
should just run, hm?” and hellhounds blast away

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Tailor knows the basics of the feypack’s situation, and sending a massive crucible toppling. What
though like most of the pack members, she has does the fight look like?
difficulty explaining it. She can, however, explain Otherwise, read any one of the following:
that the feypack served the druids, and when the
druids fell to Strahd, so did the feypack. She’d very • The ballroom’s milling crowd turns to you
much like to help the players, but the arcane brand and smiles as one. Fangs. These weaker spawn
marking her brow prevents her from doing so are almost doll-like, but even as you slash
directly, and she’ll admit as much. Finally, she can through them, more keep coming. The fallen
guide players to the SWORD & SLIMERY encounter shatter when they hit the ground, collapsing
if players badly need a magic weapon. This should into blood! Misshapen horrors begin to crawl
be used sparingly. She cannot help them with the from the pooling crimson. How do you fight
ooze or even alert them to it. your way out?
• Two vampiric knights in full-plate defend
this ruined keep, perched high on the walls
encircling the basilica. Silhouetted against

STAKEOUT the sheer drop, they draw back their massive


recurve bows. Their silver armor is emblazoned
with a strange crest: a silver dragon curled
around the blade of a fang-like dagger. A cold

R EAD ONE OF THE FOLLOWING if a character


has died, replacing ___________ with the
character’s name:
dread rises in you as you fight through the
arrows. How do you survive the onslaught?
• Passing through the great hall, on your way to
• Wind whips the battlements, piling drifts of another destination, you come across one of
snow up and slicing you with freezing rain. the Brides: Spring, the oldest and cruelest, her
They were waiting for you. Of course, they huge antlers glistening with blood. She smirks,
knew you’d come this way. You discussed the growling, “Better make this fast, mayflies.
possibility. Pale and cruel of eye and fang, You’re on the clock.” The vampiress circles you
___________ lunges at you. “I hated you thoughtfully, her epee in a fencer’s grip. How
before you let me die,” they growl. Tell me how do you defeat her? Do you rush? What does it
you kill your friend. cost you?
• The wild brambles have reclaimed this If the vampires were former PCs, increase the
courtyard. Four vampires in heavy armor crash resource cost by 1.
down from a high tower above you, their ruined
legs knitting as they stand. The undead move to
surround you and ___________ lifts a visor
and nods as swords are drawn. How do you
defeat them?
• The passageway runs deep, widening out
until it lets out into a huge forge. The ancient
machinery is long cold. A familiar voice calls
out in a wordless shout. ___________ is faster
in death, clambering up the wall towards you.
Their first diving blow misses, shattering stone

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HOT GARGOYLE
the enormous creature’s metabolism has slowed
in its equally enormous age. How do you kill the

NIGHTS massive tarantula-like creature and how do you


deal with the poisonous hairs drifting through
the air?
• The belfry is held together mostly by webs and

R

EAD ANY ONE of the following:

You didn’t like the statuary, even before it


skittering legs, but up is the only route left. It’s
slow and painful going, and the tiny poisonous
spiders plague you with countless bites until
lunged for your throat with a stony sneer.
nausea starts to claw at you. As you make it out,
Abstracted from endless rain here on the roof,
you collapse. You’ll recover, but what stories do
the towering gargoyle takes out a century of
you tell each other in the fevered interlude?
frustration on you. It’s weakened but it could
leave you bloodied. Tell me, how do you fight • In the middle of the kitchen, as you pad
it off? through, you hear the distant click of chitin on
stone. Nothing; then the phase spider snaps into
• After checking for traps, you touch the gargoyle
existence mid-bite, fangs hot with planar acid.
door knocker gingerly. It bites you less gingerly.
Two more of the big creatures pop in, a little
Eyes glow from the eaves with murderous
slower than their sibling but still dangerous.
intent and you hear granite stretch, cat-like and
predatory. In their hundreds, the gargoyles of How do you fight them off?
Ravenloft begin to sing. The brain-smashing Resistance to poison damage or advantage on
cacophony of voices leaves you bleeding from saving throws against the poisoned condition
the ears as you resist by...? reduces the resource cost of this encounter by two.
Resistance or immunity to non-magical bludgeoning
damage, such as from Rage, reduces this

STILL LIFE
encounter’s resource cost by one. If the resistance
is granted by a feature, reducing the cost expends a
use of that feature.

R EAD ANY ONE of the following:

SPIDERS
IN THE BELFRY
• The study wasn’t here last time you passed
this way. You disarm the first two traps, but this
place was built by mad genius; some ancient
spellwork or bound ghost detects you, and
there is a click. Doors slam shut around you.
The portrait of Strahd winks at you as the room
R

EAD ANY ONE of the following:

The trapdoor spider’s adaptation is miraculous;


starts to fill with blood. How do you break out
of the room?
you just wish it hadn’t looked exactly like a • Passing too close to the chapel wakes some
rug. Huge limbs lash happily at the air as it tries old guardian, long corrupted. Something like
desperately to catch its meal—you. Thankfully, a blackguard steps from the stained glass and

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TERRIBLE
lunges with a greatsword. She is all sharp
edges as she lays into you. What does the
fight look like?
• Around you, the ruins of a coliseum. At some
point, the sprawl of the castle devoured it
whole, or perhaps it was unearthed as the roots
NIGHT
of the damnable place spread deep. That’s not
what catches your eye, though: along a single
great wall of the gladiator’s quarters, a glass-tile
R

EAD ANY ONE of the following:

You remember only an imperious gesture.


mosaic has survived. The feast it depicts is so
The command weighs on you very exactly, like
inviting, you never want to look away—never.
a curse. It is, after all, never a good night to
How do you escape?
have a curse. How do you break the spell?
• As you pass along the rooftops, something leaps
from above with mad abandon. The wolfish

SWORD &
ghoul bites one of you before you can toss it
over the ramparts. Canine laughter dopplers

SLIMERY
away, and you can feel some hot ache taking
hold around the wound. How do you treat the
cursed bite?
• The trophy hall is lined with great shards of
silver dragon scales, reflecting and refracting

T HIS ENCOUNTER happens only once.


Based directly on a similar encounter in the
original Curse of Strahd , this has been modified
your party. One of your reflections waves
timidly. The creature in the mirror took
something from your pocket while it was your
to abbreviate it. It does carry a small reward, but
reflection. She has the good grace to look
players who leave cannot return.
chagrined as she assumes her true form: a rail-
A sword glimmers in the shallow pool in the back of thin sylph with her butterfly wings carved full
a collapsed prison cell. of cold iron runes. She watches you mournfully
If players engage, they do recover the sword, but as she eats the memory. What memory did you
also end up fighting a gray ooze that has suffused lose and why did it hurt you?
the water. Remove curse , if prepared, can be used to pay for
As you reach for the weapon, acidic tendrils snap this encounter in its entirety in lieu of the normal
up from the water! A huge grey ooze rises from it. resource cost. The spell slot is spent as usual.

The resource cost of this encounter is reduced down


to one if players bail, but is increased by two if
they stay.

Players gain the magic sword SPARROWHAWK if


they stay. SPARROWHAWK is a +1 scimitar, with
additional properties detailed in its entry in ITEMS.

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GONE optimistically, each bowing deep in turn. They


flash towards you on sinew made taut by age.

BATTY
How do you fight them off?
• Behind door number 1: well-kempt wights
sharing century-old jokes. It was not a good
time to interrupt. Dressed in lacquered finery,
the wights dive down at you from the theater
R

EAD ANY ONE of the following:

The roof here is covered in little bat skeletons.


balconies. More of them climb like awful
spiders from the high places of the ruined dome
above. They assemble, and the front declaims:
Each little skull turns to you with a unified
purpose. The bats smash into you by the “Proscaenium paratum est!” They draw ritual
hundreds. How do you weather the storm? daggers of amber, hilted in jade, and they stalk
toward you. How do you make your exit from
• What you took for lightless darkness explodes
the stage?
into flight on countless little bat wings. You are
carried aloft and dropped from a terrible height, The player paying can make a DC 15 Charisma
slamming through rotten wooden floors and (Persuasion) check, in an attempt to flatter their
crashing onto stone. How do you soften way out by playing to the vanity of the Party
the blow? Wights. Failure doubles the resource cost.
Party foul!
• The bats follow you, watching you expectantly.
Riding each is a little bat-winged fairy, crying
and wounded. They refuse any attempt to heal

GOD AMONG
them, raising pitiful burned wrists bound in cold
iron. Accidents start to happen around you as

ANTS
more of the poor creatures gather. Their curse
is contagious, but they are blameless. What do
you do? How do you fix this?
It’s bats. Any clever roleplay reduces this
encounter’s cost by one.

L IKE THE OTHER ENCOUNTERS, each of these


vignettes can be used at most once. Unlike the
others, rather than reroll, if there are no vignettes

WIGHT
remaining, this encounter is replaced
with STAKEOUT.

If the villain is Irena, use one of the following, in

TO PARTY order starting from the top:


• The skeletal figure strides after you. He wears
a three-piece suit over silver-inlaid bones and
shrugs off fire or blade with sparse arcane

R EAD ANY ONE of the following: gestures. You are pursued as you flee, though
perhaps there is the echo of an apologetic
• You find a covey of wights pacing the courtyard. respect in those empty sockets. This is Sergei;
The ten of them draw silvered fencing rapiers it can be none other. He lifts the pipe to his lips

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then blows a killing cloud after you. How do you The great stone blocks of Ravenloft splash and
survive the cloudkill spell? ripple like the surface of a pond as he dances
• Armored in crimson lamellar, the blackguard around you in a fleeting ballet of violence.
strides towards you. Her fists are armored in Moments later, he is gone. How do you tend
jade gauntlets that smoke with hate. The woman your wounds?
ignores your spells and swords as her fists • The towering head of a wolf slams through
hammer you with chilly abandon. She ignores the wall. Two stories tall with a mouth full of
your attacks even as they open gaps in her vampire fangs, the godeater wolf eyes you
armor and her flesh—like a creature that cannot thoughtfully. “How droll,” Strahd murmurs as
die. Her eyes glitter as she invokes the stolen the great furred brow knits. “I have woken in
power of the sun, incinerating her vampiric time for brunch.” The ruby crown he wears
flesh to power the spell. How do you survive the glints as a shockwave of force hammers you and
nova-shock of radiant power? gravity seems to claw you down to the earth.
• The Blackguard. She stands silhouetted in the He sashays towards you with a lazy four-legged
doorway. “I killed that little priestling centuries trot, but the castle seems to refuse him as
ago. Does she still call herself Gertruda? I gave pillars topple towards him and huge chunks of
her that name when she rose at my will.” Your stonework fall. How do you escape?
heart aches as your foe reaches for the power of
the sun again. It does not answer. She tightens

MONSTER
her fist, blood pouring from the gauntlet, as she
growls, “No. No. It is not time yet!”

MASH
Continue in Gertruda’s voice, as though she is
narrating as DM:
This whole thing seems petty, small, doesn’t
it? Cruel and mean. Be our truth! How do you
strike her down, oh mighty lords of ash?
What does it cost?

If the villain is Strahd, use one of the following: R



EAD ONE of the following:

• The ghouls have cornered you when you feel


• As you enter the sprawling hall, with its spiral
stairs and marble floors, the doors slam shut. the ghast’s claws strike you from above. The
The chandeliers explode, and armored in bone toxic claws strike a major nerve, and your
and plate, Strahd sweeps down upon you, luck runs out as your muscles freeze—but you
mauling you—and then is gone. His Brides are not alone, as your friends step forward.
volley fire arrows down at you from the high These strange dog-like ghouls begin to circle
places of the room. As you approach, they thoughtfully, nodding to you and to each other
retreat. How do you escape the withering as they converse in flickering hand-signs.
arrow fire? Among them, the ghast looks at you with utter
• Strahd slips through the wall, cold hands despair. Strange fear creeps in. How do you
clamping you against the wall as the fangs sink protect each other?
in. He phases through the shuddering body of • These dog-like creatures are smarter than any
your friend and is gone. They are alive, though ghouls you’ve ever seen. They snicker and plan.
battered, but he reappears moments later. You see them in passing, more often and more

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of them. Finally, a great crowd of them finds you


on one of the high stone bridges. Robed in deep
blue silks and armored in half-plate of amber,
their ears twitch and their fur blows in an
invisible wind. There must be hundreds on both
sides of the bridge. One lifts a wand of bone and
intones softly, “There are other Domains.
Other dreads. We hope to see you soon.”
You smell autumn leaves rotting as a withering
wind blows. Stone rots, steel rusts, and the
bridge collapses. Only the strength of your will,
thrown against this strange and mighty spell,
protects you. What does it cost you?
What do you pay us to survive?
Turn undead can be expended to reduce the
resource cost of this encounter by two.

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DINNER DATE TABLE OF CONTENTS


SUMMARY............................................ 193 CORE ENCOUNTER FLOW..................... 197
PREPARATIONS............................... 193 MAP...................................................... 198
DENIZENS....................................... 194 COMBAT FLOW..................................... 199
KEY LOOT........................................ 194 THE MISERY..................................... 200
THE MISERY......................................... 194 THE BRIDES..................................... 201
BOTH ARCS...................................... 194
SCENES............................................... 203
IRENA ARCS..................................... 194
INTRO: THE MISERY ANSWERS........ 203
STRAHD ARCS................................. 194
A DARK FATE.................................... 203
WHAT HE KNOWS............................ 194
SOMETHING IS VERY WRONG........... 204
GENERAL INFORMATION.............. 195
HAVE AT YOU!.................................. 204
OTHER ENCOUNTERS.................. 195
END & LOOT..................................... 205

SUMMARY
characters’ attention to incongruities, even by—
especially by—dying, he’ll take it. Unfortunately for
the characters, he can’t say anything direct. If the
characters trap him, he’ll have to lie, but they can

I N THE MAIN GAME, Strahd invites characters employ Wisdom (Insight) checks.
to dinner. Here, the Vampire Lord does the
same—perhaps because they’re driven to, perhaps
PREPARATIONS
out of malice. Once characters make their way to The following is the minimum prep that a DM needs
the dining room, which is marked on their map to do for them to be able to run this encounter.
in THE INVITATION, Strahd grills them on their While we recommend a detailed reading of the
intentions—but “Strahd” is actually a mighty spirit entire encounter, if you’ve got to rush or you plan
bound and physically transformed to appear as the to wing it, here’s what we think you need to do:
Vampire Lord. In the two arcs, the specific bound
1. Print the Endless Misery and Brides stat
spirit varies, based on the differing motivations of blocks, found in the MONSTERS section in
the Vampire Lords. AFTERMATTER.
This is the most classically gothic of ONS ’s major 2. Review the suggested COMBAT FLOW, and
beats. To land that, it must deliver on both madness skim the INTRO scene.
and menace from the Misery in their Imposter guise. 3. Note that the assigned treasure is found on the
This is a good chance to get extremely Castlevania , pipe organ.
especially because the Misery is desperate to 4. Review WHAT HE KNOWS under
betray their master. If he can manage to draw the THE MISERY.

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DENIZENS destroyed. The Misery can’t do anything directly,


but he can insist that characters “...must read of my
glories, you ants!”
THE MISERY: A mighty bound spirit, disguised
as Strahd. See THE MISERY for more details.
THE BRIDES: Conscripted as wait-staff for the IRENA ARC
charade and blindfolded, they are bound by the
will of the Vampire Lord to violence and silence. During an Irena run, the Misery is Rahadin. He
Only Winter will resist this, and her ability to do seeks an opportunity to betray Irena in a way that
so is limited. does not endanger Strahd, but his options are
restricted by magic. He will attempt to guide the

KEY LOOT conversation to discussing her, but cannot do so


directly. Failing that, he seeks an opportunity to die
at least briefly, though he knows Irena will not let
Assigned Treasure, generally the HOLY SYMBOL
him rest. Questions about Strahd provoke smooth
OF RAVENKIND.
lies, as he’s been coached extensively by Irena.

STRAHD ARC

THE MISERY During a Strahd run, this is Van Richten, doomed


to serve the monster he tried to slay. He has two
major goals:

F IRST, AND MOST IMPORTANTLY, the


MISERY is a bound spirit. It does not want to be
here, does not want to do this, and has no choice
1. The first is that he desperately wants to reveal
the secret of Strahd’s tomb. He, of course,
cannot do this, but he’ll try to guide characters
in the matter. As it takes damage, the binding is
into understanding that the tomb is extremely
gradually destroyed. This does three things: it offers
well-hidden.
the Misery slightly more freedom in how it speaks,
it reveals the Misery’s true form, and the Misery 2. He seeks an opportunity to guide characters to
becomes less and less substantial as it is freed. the staff of power if they do not already have
This is a key opportunity for players to get a better it. He does this by mentioning Kazan whenever
feeling for what they may face in other encounters, possible, hoping to send the party to Kazan’s
as highlighted in the WHAT HE KNOWS section tomb in the Crypts to look around closely.
below. If possible, he’ll mention Irena. If pressed on
Irena, he will use this as an opportunity to force
BOTH ARCS confrontation by fouling up the binding controlling
him with contradictory impulses long enough for
Given any opportunity, the Misery will always characters to pounce.
encourage the characters to seek out the Zarovich
Tome by waxing rhapsodic about the glorious WHAT HE KNOWS
histories it contains. This is an area where he has
slightly more free will, as Strahd is incredibly The Misery knows the following, but
arrogant and didn’t lay down extensive bindings always couches it in terms of his personal
around this, and Irena believes the Tome was accomplishments:

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General Information intentionally clumsy lies that provoke a DC 18


Wisdom (Insight) check. Success may lead to
• The Vampire Lord of Ravenloft has returned and
SOMETHING IS VERY WRONG, if players press.
certain relics will be necessary to defeat them.
• Barovia has been reduced to a silent ruin of The Basilica

floating isles, much like the one you are on. • He’s aware of the Deva and the Furies, and will
offer a little advice on how to prepare, namely
• A past Lord was determined to annihilate all
that lightning, radiant, and piercing damage are
threats to their rule.
their primary tools.
• Almost no mortal survives in this place,
• Let players know he’s holding information back
except as tormented ghosts.
about the BASILICA, but it requires a DC 20
• It has been almost a hundred years since the Charisma (Persuasion) check to get directions
last incursion of adventurers, by the internal to the GOOD WINE. If they succeed, he will tell
reckoning of Barovia. He also mentions that time them to check the winery.
runs differently inside, often in fits and starts.
• He will not reveal that the Abbot is a fallen
In the Strahd run angel under any circumstances.
• The Misery is aware of Argynvost’s fate: the
The Tome And Gertruda
silver dragon has fallen under Strahd’s sway
• Pressing him for information about Gertruda
and has become a mighty undead servant of
will cause him to reveal that she is the Lady of
the Vampire Lord. Extracting this information
Summer, and that the characters have assumed
is extremely difficult and requires a successful
the role of her challengers in this drama. He
DC 20 Intelligence (Investigation) check after
knows vaguely about her relationship to the
characters trigger A DARK FATE, making the
Dark Powers, but nothing of detail.
window narrow.
• Pressing him on the Tome will trigger the
In the Irena run
behaviors detailed in Both Arcs above.
• The Misery is aware of Vasilka’s existence
as a mighty lapis sphinx who serves as • He does know that there’s a prismatic wall
Irena’s throne. Extracting this information is in the library, but extracting this information
extremely difficult and requires a successful will require a successful DC 20 Charisma
DC 20 Intelligence (Investigation) check after (Deception) check after characters trigger
characters trigger A DARK FATE, making the A DARK FATE, making the window narrow.
window narrow. The Crypts
• He can say little of the crypts, but is eager to tell
Other Encounters characters to make sure they pay their respects
The Eclipse to Khazan.
• The Misery will never mention THE ECLIPSE • If pressed, he will discuss IRENA’S TOMB as it
unless the characters first trigger A DARK FATE. appears in the CRYPTS encounter. This can lead
• He knows that Eclipse heralds the beginning of to A DARK FATE.
the end, where the rite of challenge is resolved The Tower
formally for the amusement of the Dark Powers. • The Misery knows Patrina’s personal history,
• He does not know when the Eclipse will especially the aspects that overlap with
happen, and any answers he gives will be STRAHD and IRENA. Refer to PATRINA’s

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entry in the CHARACTERS section, or the


summary below:
• She has commanded mighty demons
and archfey.
• She was once an elven hero who walked the
sacred ground of Arvandor.
• She is a mighty archmage who has been
entangled in the history of Barovia and
the Zaroviches.
• She was once the lover of Strahd and
even of Sergei, but has long abandoned
those attachments.
• He knows about the heart and will taunt
characters:
• “The Heart of Sorrow. A mighty engine.
A foundry, a tomb, a font, all in one. While
it exists, not even sunlight will prevent me
from regenerating,” and Strahd looks proud
of this. Terribly proud.
• The Misery knows the vague shape of the Game
of Forms, and is willing to explain a little about
how to play. Refer to THE TOWER encounter,
or refer to the summary below:
• “The game of forms. Patrina’s little
dalliance. An old shapeshifter’s dueling
style, something she picked up from the
Archdruids,” and here he pauses to gesture
to the Brides. “One player assumes a form,
the other counters. This repeats. It’s very
droll, I’m sure,” and Strahd sneers as only a
vampire can.
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CORE ENCOUNTER FLOW

START

Read:
INTRO

The Misery
answers questions until

Players ask about


Irena or her fate... FAILED

Or... Read:
A DARK Group Insight
FATE Check

...asked 8 questions...

Or... PASSED

...have run out of time.


Read:
SOMETHING
IS VERY
WRONG
Read:
HAVE AT YOU!
& go to
COMBAT FLOW

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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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The Misery
The False Lord, Damnation's Phantom
PRE
Using Ancient Doom: The Misery uses Ancient Doom if a Bride is below 25% HP or when
noted and always destroys Winter first. The uses an alternative curse effect, BLINDING the
target as the Bride's blindfold appears on their target, burned into the victim's flesh.

Tactical Note: The Misery avoids moving if it would provoke opportunity attacks.

1
A: Open with Spectral Barrage, preferring the M: Close with highest AC
frontline characters such as paladins. character.
B: Psychic Choir after closing.

2
A: Attack nearest character, preferring lowest HP. M: Close with lowest HP
character.
B: Psychic Choir after closing.

3
A: Ancient Doom, targeting highest HP character, M: Close with nearest character.
then Waves of Misery targeting that character.
B: Psychic Choir after closing.

4
A: Ancient Doom, targeting lowest HP character, M: Close with nearest character.
then attack, preferring nearest and Blade.
B: Psychic Choir after closing.

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The Brides
Blind Hunger
PRE
Special Rules: While all five Brides are present, Winter will not engage and is generally
destroyed by Ancient Doom. She uses Dodge or Disengage every turn.

Reminder: Spells with the same name, such as entangle, never stack.

1
A: Cast entangle if there is an uncovered area, M: Converge on lowest HP
dropping concentration immediately if all character, avoiding sunlight.
targets pass the save. Otherwise, attack and
attempt to grapple then bite.

2
A: If concentrating on entangle, attack using M: Converge on lowest HP
thornbow, targeting lowest HP character. character, avoiding sunlight,
Otherwise, attack with claws and attempt to unless concentrating on
grapple when bite, preferring lowest HP target. entangle.

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SCENES 2. They can make a dive for the Treasure. It’s


possible, with effort and cleverness, that
Below are the narrative components used by the characters might be able to grab hold of it
encounter flow. Where possible, each notes down before things go straight to hell. If they do,
the probable next vignettes. LOOT, MONSTERS, and the player who grabs it can opt to immediately
CONDITIONS are bolded in this section. Content attune to it or any cleric who is handed it
intended to be read aloud verbatim is italicized. clandestinely can attune.
3. They can try to get information out of the
Brides. Only Winter will provide anything, and
she simply tells them: “Grab it and run. Trust
INTRO: Gertruda. I wish I had.”

THE MISERY 4. They can attack. Go to HAVE AT YOU!

ANSWERS
Eventually, as the last few courses are served, the
atmosphere tenses and Strahd becomes more visibly
cruel. Ultimately, conflict is nearly inevitable here.
Broadly speaking, this takes eight questions if the
game is running on schedule or three if it’s not.

Y OU WANDER THROUGH spotless frozen halls


until you come upon your supposed destination.
Here, there is firelight and even the hum of chatter. PROCEED TO:
Pushing in through the huge wooden door, you see a
table set for nine, attended by a flurry of exquisitely
A Dark Fate
dressed waitresses—the Brides, all blindfolded!
OR
Fangs glint in the firelight, and the wine is far too
red. At the far end sits the devil himself, Strahd
Von Zarovich. He wears ceremonial platemail with PROCEED TO:
the ease of centuries, half-hidden under a brilliant Have At You!
crimson cloak. Behind him, the giant organ sits
silent and empty.

Perceptive characters and intuitive players might


note that the organ gleams, and may even notice
the Treasure set into the keybed of the organ. This
requires a Passive Perception score of 20, or success
A DARK FATE
on a DC 15 Wisdom (Perception) or Intelligence

T
(Investigation) check. HE BEAST SMIRKS, “Irena has been a
delicious thorn in my side for centuries.
Players have a few options here:
Ah, but we are to be wed during the Eclipse.
1. They can chat with an abomination and ask That chapter will be shut at last. I have no desire
them questions, to which the Misery responds to discuss it further.”
as well as they can without betraying anything Even a casual player will likely notice this is a
more than the smallest details. See RUNNING little suspicious, and the lack of gloating should
THE MISERY for more. further draw their eye. If they pick at it but waffle,

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have them make an Intelligence (History) check He… or perhaps it… is lying. Whatever sits across
to notice. The Misery is attempting to create a from you, it isn’t Strahd. It’s not Strahd, and what
situation where his inability to talk will cause them he’s told you about Irena has that peculiar taste
to suspect. If players pry, he will respond with: of well-constructed fiction about the distant past.
“Of course I’ve spent lifetimes chasing Tatyana, Just detailed enough. Why and what can wait,
I’ve nothing but time. Water and wind and darkness however. In his momentary stammering, you sense
have harrowed this realm at my command. I have an opportunity. Do you strike?
rooted out every last hiding place, destroyed all
Characters get +10 initiative for the combat. This
who would shelter her.”
can actually cause combat to be more dangerous by
This triggers a DC 16 group Wisdom (Insight) check clumping enemy turns, but most parties will be able
as per the flowchart, but players may opt to push to capitalize well enough early to mitigate this.
even if the Insight checks fail. If their characters
would be suspicious—and it’s Ravenloft!—then
let them pursue even without an Insight check.
PROCEED TO:
After all, they know that at least some of the Have At You!
creatures here make their traps out of lies and hope.
Continuing to ask about Irena eventually triggers
SOMETHING IS VERY WRONG.

PROCEED TO:
Something Is Very Wrong HAVE
OR AT YOU!
PROCEED TO:
Have At You! T HE DOORS SLAM SHUT as the plates fly and
the glasses implode. Strahd vaults up onto the
table in a single predatory motion and the Brides
draw their swords. You can hear the bolts of the
door turning and locking of their own accord. As
the fireplace blazes high and blue, Strahd yells…

SOMETHING
"Enough of this! Have at you!"

And the room explodes into violence as all light

IS VERY WRONG flickers out. Roll for initiative.


Go to the COMBAT FLOW.
When combat ends,

“I ...I WILL NOT SAY MORE! I am the lord of this


castle! I am the land! I owe you nothing, you
PROCEED TO:
crawling, sniveling, whimpering mayflies. I could
just wait you out. Watch you age and die in a hell End & Loot
of mists.”

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END &
LOOT
T HE BINDINGS ON THE FALSE Strahd explode
and whipping shockwaves of shadow smash
through the great hall. When you pick yourself up,
the hall is in ruins around you. Something glints
among the scattered ivory and crushed bronze of
the pipe organ.

If players did not already acquire the Treasure,


they’ll find it in the ruins of the pipe organ now.
The primary loot is the Treasure associated with this
encounter as determined from the tarot reading.
The HOLY SYMBOL OF RAVENKIND recharges fully
if players have it. Finally, players find the SHAPER’S
JADE hidden in the guts of the pipe organ.
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THE BASILICA TABLE OF CONTENTS


SUMMARY............................................ 207 MAP...................................................... 213
PREPARATIONS............................... 208 COMBAT FLOW..................................... 214
DENIZENS....................................... 208 THE ABBOT...................................... 215
KEY LOOT........................................ 208 BLUE THE FURY.............................. 216
TONE & TYPE................................... 208 RED THE FURY................................. 216

SCALING.............................................. 209 SCENES............................................... 218

THE ABBOT, FALLEN DEVA.................. 210 INTRO.............................................. 218


THE HUNGRY CHURCH..................... 219
DESCRIPTION.................................. 210
DEVOTIONS..................................... 220
FURIES, THE WOMEN IN RED & BLUE....211
MAKE WAR....................................... 221
IDENTIFYING....................................211
MAKE WAR ALTERNATIVES.............. 221
MODIFICATIONS................................211
COMBAT FLOW................................. 222
SCOUTS!...........................................211
REDEMPTION MODE......................... 222
DESCRIPTION...................................211 END & LOOT..................................... 223
CORE ENCOUNTER FLOW..................... 212 THE QUIET ROAD............................. 224

SUMMARY
The other major character of this encounter is, in
a sense, the Basilica itself. From the outside, it is
clearly separate cathedrals that have been built up
and up until they sprawled together into a single

T HE BASILICA IS a sprawling frankenstein of complex. This monastic behemoth is wedge-shaped


St. Andral’s Cathedral, Markovia’s Abbey, and and graceful as a giant’s rib cage. The interior is
cohesive, though definite regions and styles remain
the Wizard of Wines. Here, the Abbot has continued
from the original buildings. Lit by great arcs of
his dark experiments using the last druids as fodder.
electricity and kept perfectly clean, it is a bright airy
He has had considerable success; in fact, he has
labyrinth that requires multiple Wisdom (Survival)
found a way to make fiendish archons using the
checks to travel through. The central chamber is
souls of powerful mortals. These are extraordinarily built inside a giant glass oculus that is conspicuously
deadly monsters, and with even basic support could absent from the outside. In short: this is a liminal
result in a clean sweep of a level 6 party. They are and unreal space. Players will always eventually end
modified slightly for speed of play and reliability. up at the center of the Basilica; it wants them to,

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and it’ll prod them in that direction if necessary.


K EY LOOT
This should be kept sparing, as the vibe needs to
cleave closer to gothic horror. Unfortunately, this
THE TREASURE, allocated during GLASS
can still bog down the speed of play significantly,
& DIAMONDS
and GMs should endeavor to keep the transit
through the Basilica to roughly 15 minutes.
Feel free to lean heavily on the pre-written scenes.
TON E & T Y P E

PR EPARATI O NS Like most of the other ACT II encounters, this


serves as a gateway and a liminal space separating
the familiar safety and pacing of Dungeons &
The following is the minimum prep that a DM needs
Dragons from the cruel staccato of gothic horror.
to do for them to be able to run this encounter.
This encounter leans hard into the original
While we recommend a detailed reading of the
Frankenstein , where the monster is an entity of
entire encounter, if you’ve got to rush or you plan
tremendous strength and intellect. Here, they are
to wing it, here’s what we think you need to do:
devils freshly made by the Abbot, a fallen angel.
1. Print the Fallen Deva and Furies stat blocks, Everything’s a little bigger in Barovia.
found in the MONSTER MANUAL.
2. Review the suggested COMBAT FLOW, and
skim the INTRO scene.
3. Read the scaling rules and modifications for the
Abbot and the Furies.
4. Note the behavior of Redemption mode.

DEN IZEN S
THE ABBOT
THE WOMAN IN RED
THE WOMAN IN BLUE

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SCALING
As a direct combat encounter, scaling this is more delicate and more straightforward.
The backbone of the combat is three very deadly monsters who are intentionally hampered by showy
tactics. A wipe here should be avoided if possible, unless players are refusing to engage with the
danger they’re in. Low Damage Output is generally a safe pick.

If people have brought less optimized characters, or simply play combat in a cinematic
instead of tactical style, the erinyes should enter at the end of round two instead of
WEAKER the end of round one. This gives players much more time to put the Abbot into his
GROUP Redemption State. Ultimately, it may be worth also applying the Low Damage Output
adjustments below as well. You may also have to throw the fight somehow after 2-3
players go down.

For tank-heavy parties or low damage-per-turn parties, reduce damage on all enemy
LOW attacks by 1d8. This gives the players more time to chew through the enemy HP, and
DAMAGE makes the fight feel like more of a grudge match between equals. If you do this, hard
OUTPUT limit normal combat to 5 turns, at which point the Furies’ internal fires dim, making
them vulnerable to cold and radiant damage, then go out at the end of the 6th turn.

If the playgroup has absolutely nothing out front, lower the movement speeds of all
NO enemies by 20 feet, place the Furies 100 feet away, then give them disadvantage on
TANKS their first round of bow shots.

Mentioned directly in the encounter flow, but worth repeating: if the players have no
NO significant access to range, enemies with flight should not end their turns in the air.
RANGE It will almost certainly devolve to an embittered wipe-out otherwise.

RED If you’re really short on time, run just the erinyes as the core adversaries. Portray the
LIGHT Abbot as hampered by indecision, and use him only for one or two uses of his Healing
MODE Touch action if you need to draw out combat.

If things are going badly, the Furies will not finish off downed players. They may allow
NOBLE players a chance to surrender. Groups that surrender lose one mundane item per player
FOE as trophies, are ejected into THE QUIET ROAD, and can take a long rest immediately.

LOW For this, we recommend Low Damage Output at 5 players, combined with Red Light
PLAYER Mode and Noble Foe for 4.
COUNTS

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THE ABBOT , or unwilling to discuss this at all, though he may


answer questions of a purely historical nature after

FALLEN DEVA the fight. What he knows is listed in END & LOOT
at the end of THE BASILICA.

Since souls cannot leave Barovia, he will eventually


Fallen Deva return if killed. In his case, because a Deva’s soul is
also its body, he returns fully intact. This means his

U NDER THE INFLUENCE of Strahd and the Dark


Powers, the Abbot believes that the curse of
Barovia can be broken if Strahd is offered a more
behavior in combat is quite aggressive.

STATISTICS
perfect bride. Circuitously, he believes that love is The Abbot uses the FALLEN DEVA statistics found
the answer; this is absolutely wrong. Barovia itself in the MONSTERS section.
is cursed, drawn into the Domains of Dread in the
Plane of Shadow. It’s not clear what can break the D E S C R I P T I ON
curse, but some things definitely can’t. The Abbot
has been encouraged into this course of madness by This godling of lavender jade stands 15 feet tall. His
long association with the various Vampire Lords of gilt robe does not touch the floor as he drifts, and
Barovia. Cut off from the heavenly outer planes, the the mace that slowly spins above his head is haloed
Abbot is also cut off from the flow of belief. Instead, in great fractal rings of pale fire. Golden hair and
he is shaped by the beliefs of those around him—in geometric fabric whips and snaps in the grip of a
other words, Strahd. Strahd believes the impossible: mighty invisible storm. You know through the twist
that the curse can be broken without requiring of impulse that his name is the Abbot. Lightning
him to change. Trying to reconcile the obvious drifts over sledgehammer fists, belied by long
impossibility of this statement with the moulding delicate fingers in constant motion.
forces of Strahd’s belief has driven the Abbot
quietly mad. Regardless of whether the villain
is Strahd or Irena for this run, his behavior
will change little. He expects that his friend
Strahd will return eventually, and he continues
to prepare for it. He has a cordial working
relationship with Irena, and has even furnished
her throne.

This encounter hinges on a redemption arc.


As the Abbot bleeds, his blood pulls beams of
sunlight out of the dead sky. Once he is reduced
to zero hit points, he comes briefly to his senses
as sunlight bathes him, and players can attempt
to save him. At this point, his creations will turn
on him, and it becomes a struggle to defend him
against the rapiers of their affection. Like all
creatures in Barovia, with the exception of a few
major players, he cannot tell the players which
Vampire he currently serves. In fact, he is unable

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Historically, Deva are effectively just Christian current flesh can barely hold their natures. To a
angelic figures in D&D . Interestingly, that’s not keen eye, the Furies seem to flicker like they’re lit
where the name Deva comes from: it’s a Sanskrit from inside by guttering flames.
term. While the Abbot is unmodified statistically,
this rendition reaches for a less milquetoast STAT I ST I C S
interpretation that provides at least distant honor to
the origins of the name. The Furies use the Furies statistics found in the
MONSTERS section. Of particular note is the

FURIES ,
shared HP mechanic. If neglected, a party wipe is all
but guaranteed in the Basilica.

THE WOMEN S C OUT S !


IN RED & BLUE There are a number of times where the Furies
may appear as scouts to try and push the players
Vengeance Again And Again onward. While they have a specific description in
the Laboratory, their scouting forms are different.

O NE WEARS BLUE, ONE WEARS RED. Heavy


of horn and claw, light of wing, they are
creatures of remarkable intellect, strength, and
Because they are reused, their description is
provided here:
Two women in armor glide on languorous wings,
beauty. Unfortunately, while the erinyes are perfect
alighting near and above you with a few sparse
in terms of their lore, they’re very powerful—
potentially too powerful if played aggressively to wingbeats. One wears red, the other blue, and
the hilt. Some modifications are made to curb this their wings match. One is fierce and pale, boyish
while still keeping the fight interesting. In terms in her aspect. Her ruffled red wings are decorated
of personality, the Furies are unlikely to get a lot with bells. The other is a burnt honey wrapped in
of time to make an impression. As a result, their feminine iconography. Her blue wings are sleek to
differing behavior in combat is the best way to the point of glossiness. Both hold rapiers.
convey their personalities. Red is also more talkative
than Blue, prone to boisterous taunts. Blue has D E S C R I P T I ON
a gentle laconic nature that floats on top of an
enormous and remorseless capacity for violence. When they appear as their full forms, use the
Both are fearless: they have died before, but the following description:
twisting curse of Ravenloft drives the Abbot to build Looming. Lean. One in red, one in blue, their
new and more perfect forms for them each time. strange brocaded dresses are formed from lamellar
curls of steel. The Furies drift upward on giant
IDEN TIFY I NG wings, gemstone eyes glittering. One is fierce and
pale, boyish in her aspect. Her ruffled red wings are
Players can identify the Furies as erinyes with a DC decorated with bells. The other is a burnt honey
15 Intelligence (Arcana) check, a DC 16 Intelligence wrapped in feminine iconography. Her blue wings
(History) check, or a DC 18 Wisdom (Perception) are sleek to the point of glossiness. Both hold
check. Doing so lets them detect that there are rapiers. They are perfect expressions of violence.
significant differences and flaws, as though their “I am the scourge, she the whip,” each says.

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CORE ENCOUNTER FLOW

START
Read:
INTRO

Players plan to enter? YES

NO Players are stealthy? YES


If Players bail at
any point NO

Read: Read:
THE HUNGRY DEVOTIONS
CHURCH
Read:
THE QUIET Stealth Check
ROAD

Read: Read:
MAKE WAR
MAKE WAR
ALTERNATIVES

Proceed to: After Combat... Read:


COMBAT
ESOTERICA
FLOW

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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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The Abbot
Mighty Fallen Deva, Lord of Storms
PRE
Special Rules: The Abbot cannot go below 1 hit point until the end of his second turn. If the
Abbot goes down and the Furies are still alive, go to Redemption Mode.

1
A: Cast storm sphere. M: Move towards nearest caster
B: Attack nearest caster with storm sphere bolt. or ranged attacker.

2
B: Attack nearest character with storm sphere bolt. M: Move towards lowest AC
character.
A: Attack caster or nearest character in melee.

3
B: Attack nearest character with storm sphere bolt. M: Move towards highest HP
character.
A: Attack caster or nearest character in melee.

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Blue The Fury


Heaven's Scourge, Judge of the Lost
PRE
Special Rules: Blue does not enter combat until the start of the second round. If the Abbot
goes down and the Furies are still alive, go to Redemption Mode.

2
A: Attack nearest using 2-handed longsword. M: Move towards nearest caster
R: Parry. or ranged attacker.

Red The Fury


Hell's Lash, Judge of the Lost
PRE
Special Rules: Red does not enter combat until the start of the second round. If the Abbot
goes down and the Furies are still alive, go to Redemption Mode.

2
A: Attack highest HP target using her longbow. M: Maintain distance.
R: Parry if needed, drawing a dagger to do so.

3
A: Attack Blue's target using longbow. M: Seek cover.
R: Parry if needed, drawing a dagger to do so.

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SCENES will come out to investigate. They always attack


from behind the players, attempting to gently drive
Below are the narrative components used by the them into the church. Use their description in the
encounter flow. Where possible, each notes down SCOUTS! section of their entry. Their scouting
the probable next vignettes. LOOT, MONSTERS, and forms are weaker, with 75 HP each and 125 HP in
CONDITIONS are bolded in this section. Content their shared health pool. They will only engage in
intended to be read aloud verbatim is italicized. combat for one round before retreating with a Dash,
but they tarry at the end of each round, trying to
draw players on as they feign severe injury. This
triggers Red Light Mode.

INTRO If players take a stealthy approach, all players


make a DC 16 Dexterity (Stealth) check. If more
than half pass the check,

GO DIRECTLY TO:
I F PLAYERS ARRIVE from inside Ravenloft:
The spiral stairs open up onto a sprawl of dead
Devotions
terraces, walled in by the great stone wedge of
the Basilica.
If players approach directly or fail
Otherwise, if they arrive from a fortune-gate, read: the Stealth check, read the following.
The gate hisses shut behind you. Around you, dead
The entrance to the Basilica stands at the far end of
vineyards frock terraced hills, each trapped between
a granite colonnade, where two great retaining walls
Ravenloft and the Basilica.
and their attached buttresses form the implication
Then read: of an amphitheater. Indeed, as you step in, there
The frankenstein cathedral has an odd sort of grace: are seats carved into the inner arc. Everything here
that of necessity, brutality, eventuality. It cuts the is sharply geometric, built to a harder and less
world like the prow of a great steel-grey ship. The personal scale. There is a sense of being measured
grounds around it form a crumpled abbey. up. Above you, the Basilica proper juts towards
For the sake of pacing, there’s a limit to how much
grey clouds, as if to punish the sky. A door of sun-
wandering can happen. If players explore, read: polished copper sits before you. No other obvious
Among the many outbuildings, you find mostly dry way forward presents itself.
rot, except for a few bottles of fortified port that A Passive Perception of 17 or looking for
seem in excellent condition. The buildings are well- an alternative followed by a DC 18 Wisdom
kept, but the wood is very old. The upper floors are (Perception) check reveals that canny or agile
both empty and unsafe. characters could clamber up and find an entrance
Note down that players carry “THE GOOD WINE” through one of the balconies above the door.
if they take the port bottles. Future encounters
will reference this, and it may be used in future GO DIRECTLY TO:
adventures if characters persist. Players can take a
long rest if they make a DC 15 Wisdom (Survival)
Devotions
check or place characters on watches.
If the players dally here, use the Furies as described
If players are trapped in indecision, Red and Blue in SCOUTS! to drive them in. If they still stay in

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THE HUNGRY
the arena, especially if they aim to make their
stand here,

PROCEED TO:
Make War Alternatives
CHURCH
A
If players head through the doors, Red and Blue S YOU PUSH OPEN the solid copper doors,
will not follow them. A Wisdom (Insight, Survival, there is a moment of profound cold and rushing
or Perception) check reveals that it doesn’t seem wind behind you. Looking over your shoulder, you
like they are able to enter the church proper. These see huge thunder clouds slamming through the sky.
weaker versions of the Furies in fact make their Lightning licks hungrily at a wilderness of grassy
roost along the eaves of the Basilica. craters and slate hills. You’re soaked to the bone, as
If players enter through the main doors, though you’d been out in this rain for ages. Stepping
back, the world returns. Stepping forward, the
PROCEED TO: stormscape blurs into existence.

Hungry Church If players dally, read:


As you tarry at the threshold, you are dragged in
The Furies will not follow them. by gale force winds as though the enormous church
is trying to swallow you whole. As you resist, the
If players flee, illusionary copies of Red and Blue
storm intensifies, picks you up, and tries to toss you
block their way. Read:
the rest of the way in.
Now that the Furies have seen you, they seem
A DC 16 Strength saving throw passed by half the
unwilling to let you leave. Down the long row of
party allows players to resist or even flee.
columns, in alternating order, pair after pair of Red
If they flee,
and Blue step from behind the square pillars.

A DC 16 Intelligence (Investigation) check after


interacting with the Furies reveals them as illusions.
PROCEED TO:
Players are free to leave, and can find their way to The Quiet Road
the CRYPTS through the mountain caves. They’ll be
harried from the air by the Scouts, but that should As they move in or are dragged by whipping
only take the form of an occasional desultory- winds through the Basilica, read:
though-accurate shot. Go to THE QUIET ROAD.
The imagery carved across the sleek curved
stone walls is astonishingly cruel. Images of
PROCEED TO: the Morninglord in unrepentant triumph are a

The Hungry Church, repeated motif. Each is decorated with a peculiar


iconography of a sunburst over a thunderstorm,
Devotions, and in turn each ray of the golden sun is a bolt of
The Quiet Road, or lightning. The scent of sandalwood is pervasive,
but there’s a smell of char and ash underneath.
Make War Alternatives Everywhere and everything is drenched in gold
inlays and dark red gems.

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This area is actually desecrated, locked against all A DC 15 Dexterity (Acrobatics) check or a DC 15
non-celestial extraplanar creatures. This means that Strength (Athletics) check with climbing gear grants
the Furies outside cannot enter, and the ones inside access. A climbing speed removes the need for a
cannot leave. check. Failing deals 3d6 bludgeoning damage to the
character that failed, but the test can be repeated
If players turn around, read:
at no other risk. Once half the party has made it
The way behind you is not shut—worse. It curves in
up, they can hoist the others without further tests.
new and dizzying loops, like the knotted intestines
If they did not reach DEVOTIONS by stealth, they
of a wounded beast. This is not a place for those
are likely being pinged with arrows by the Scouts.
who walk.
We recommend using this only to drive urgency, as
Players can explore here, get a feel for what they’re the Furies have no particular interest in killing the
about to face, but the currents of the Hungry characters before they meet the Abbot. They’ll miss
Church guide them perpetually towards the center. shots on purpose to torment players.
A DC 18 Wisdom (Survival) check will allow the
Inside, the place is a dreamscape of long, looping
party to find its way out, but otherwise, they will
concrete forms and shallow spiraling curves
find their way to the crystal laboratory of The
scrimshawed from wood. The only illumination
Abbot. After five minutes at most, read:
comes from giant arcs of lightning that dance
Rounding a bend, you find yourself in a crystal
merrily along the ceiling. The rooms seem to repeat.
antechamber, veined with gold and electrum.
There is everywhere the sound of a distant storm.
Blurred through the thick glass, you see the
intimations of a cathedral’s great hall. The doors If players leave before moving deeper,
rise into the ceiling and a sprawl of machinery
tangled around glass tables and tubes greets you.
Blue arcs of electricity in small strange lamps
PROCEED TO:
illuminate the place. Above you, through a huge The Quiet Road
glass oculus, you see an endless storm raging.
As players begin to move through the rooms, read:

PROCEED TO: In each room on these upper floors there is an altar,


and on each altar, burning incense. You see the
Make War suggestion of lithe bodies in the gentle haze. The
mud you track is cleaned up behind you. Any marks
Routes: you make to blaze a trail are delicately wiped away.
MAKE WAR, THE QUIET ROAD A broken chair is replaced by the time you return to
a room.

DEVOTIONS If players return to their entrance point, read:


The room is as you left it, except that there’s a
blank concrete curve instead of a door out.

Y OU SIDLE OPTIMISTICALLY up to the Basilica If players hesitate, the Deva’s Palace—that’s what
wall. Your hopes are rewarded: long stone this place truly is—will make the room smaller each
arches give way to giant concrete geometries, time they glance away from a side. Then it lets the
which time has added handholds to. With effort, you storm in, and the great curves of the place take on
could make it in this way and dodge that spooky a dreadful character as the winds howl down these
entrance entirely. tunnels and the rain laps angrily. No matter where

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the players go, the storm is always close behind. In the center of the room, moving from lectern to
inscrutable workbench, is a primeval titan.
Read:
He begins to turn towards you.
The wind sings bleak devotions as it whips through
these fluted halls. It makes a steady pattern, rising Read the DESCRIPTION from THE ABBOT’s
and falling like the chant-rhythm of some great section.
beast breathing. With each cycle, more paths close
If the players have achieved surprise, read:
off. You don’t think you’ve been detected. In fact,
There’s a moment of stillness here, before the
you have no sense that there’s any mind here that
violence starts. You have the upper hand.
cares about you in the slightest. This is just what
happens here. It’d happen even if you weren’t here At the end of the first round, surprise or not, read
to see it. the DESCRIPTION from the FURIES section and
add the FURIES to combat, altered as described in
If players succeed a DC 18 Wisdom (Survival) check,
MODIFICATIONS and SCALING.
they can chart a route free if they want. If they do,

GO DIRECTLY TO: PROCEED TO:


The Quiet Road Combat Flow

Once players advance:


In time, you find yourself staring through a giant
pane of crystal into a beautifully appointed lab. MAKE WAR
The players have the opportunity to surprise
the Deva. ALTERNATIVES
PROCEED TO:
Make War R EAD:
After five minutes or so of harrying, the woman
in red lands lightly on a high curve of the strange
but note down that the players have a surprise smooth stone arena’s wall. Her voice is clean and
round. sharp, without hesitation as she yells down, “You
have an eye for theater! I am Red, Hell’s Lash,
Judge of the Lost and that is my arena.” Her sister
in blue alights beside her and bows low, “I am Blue,

MAKE WAR Heaven’s Scourge, Judge of the Lost, and that


makes you my foes.” Red continues, sotto voce,
“You say something dramatic here.” More Furies
are landing as she speaks, filing into the stands.

T HIS IS HELL. This is a lavish, exquisite, tasteful


hell. The glass towers in this laboratory rush
with deep crimson blood. Whorls of tubing and coils
Some of them are pulling out snacks and sharing
them around.

of lightning flow inevitably into two huge crystal If characters do say something dramatic, the crowd
goblets. A winged silhouette flickers and dances like applauds and showers them in honeycakes, giving
candle flame above each huge chalice, burning in them a round to prepare. Otherwise, Blue gets
time with the roll of thunder from the storm above. impatient and shoots them with her bow. The Furies

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use a shared health pool of 80 HP and have 50


maximum HP each. If players don’t enter the church
or leave, the Abbot will come out when the players
COMBAT FLOW
defeat the Furies.

Once that happens, read DESCRIPTION from S EE THE SECOND FLOW DIAGRAM in the
CORE ENCOUNTER FLOW. Note that this
THE ABBOT, then read: combat is highly lethal. If players prefer a more
The bloodied Furies in the ring of stone with you heroic story, strongly consider applying the
pause thoughtfully. The crowd of raucous winged SCALING effects and possibly one of the handicaps
women in the amphitheater falls silent except from the CORE ENCOUNTER FLOW. It is repeated
for curious whispers. The woman in blue speaks, in the COMBAT FLOW, but the Abbot cannot
gently, “We are all caught together in the plans of go down until Red and Blue have completed
the mighty.” Her sister tilts her head, and finishes their first turns. If combat ends before going to
the thought, “And what we have in common is REDEMPTION MODE, such as by killing the Abbot
their lethal regard.” Rain starts to hammer down as after the Furies, go to END & LOOT.
clouds spiral outward above the arena, clattering on
some invisible dome of force. The Abbot does not PROCEED TO:
move. “Take a moment,” Blue says. Red sits down
on the stone, grinning at you as she says, “Catch
End & Loot OR
your breath. We’re all dying here. No need to rush.” Redemption Mode
The Furies and the Abbot will wait if the players
take a long rest. Red and Blue will talk a little,

REDEMPTION
asking characters about their histories and
volunteering little themselves. The Abbot does not

MODE
respond at all, remaining aloof across the hours.

If players attack, or once they have rested, read:


Lightning explodes upward from the Furies in
the arena, leaving them armored and healed. The

I
woman in red smirks cheerfully, and her sister F BLUE IS incapacitated or dead, read:
assays a half-apologetic shrug as they draw their The blue-winged Fury lifts herself up, blood
rapiers again. The Abbot merely nods. pouring down her as she grins like a caged tiger.
She says, “I deny you. I refuse your argument.
Go to the COMBAT FLOW, and at the end of
That is my right, even though you made it with steel
round 1, read:
and spell.”
Read the DESCRIPTION from the FURIES section.
Add the FURIES to combat, but reduce their HP If RED is down, read:
pool and individual maximums by 25, to 150 and The Fury in red lifts herself up, blood pouring down
100 respectively. her as she grins like a caged tiger, and she says, “No.
We aren’t done.”

Each fleck and splatter of the Abbot’s blood burns


PROCEED TO: with dialectic energy. Beneath the violence, you can
Combat Flow hear a shouted argument, in many tongues, reaching
a crescendo, and silence. The wounded primal

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reaches a hand up towards the storm as a red-


OUTRO SCENES:
END &
fletched arrow slams through his palm. The Furies
seem determined to prevent whatever apotheosis
their maker now seeks. The Furies growl in unison,

LOOT
a low sound that hums with menace, and they say,
“Oh brother ours, we will never recognize your
renunciation. We are physical testament to your sins
and as you permission our existence, you sin. We
can exist or you can exist.” Blue smiles ruefully and
gestures towards you before she turns her weapons
on the Abbot. Red says softly, “Here we are then,
last dance of the day. Step up and mind your feet,
T HE ABBOT IS DYING one way or another, and
the fight is ending. Covered in burning blood,
on one knee, the Abbot raises a hand and the power
heroes, and we’ll decide who’s right.” of the sun flows through the fallen Deva for the first
The Abbot begins redemption mode with 100 hit and last time this cycle. When he speaks, instead
points, and is incapacitated. The Furies each heal of sound, rolling waves of magical silence and fire
25 hit points. The Furies now spend at least two of crash over you. The Furies hang in the air, sliced
into discrete cubes that begin to self-intersect and
their attacks each turn targeting the Abbot with
fold in on themselves into celestial glyphs.
their bows. They now forgo opportunity attacks to
parry. Players within 5 feet of the Abbot can opt to If the ABBOT survived, and the players speak
take an attack meant for him. Nothing stops players Celestial, they can ask the Deva a single question.
from simply allowing the Furies to destroy the He will answer in sign language. This operates as
Abbot, but they do gain a small additional benefit though the Deva had cast contact other plane ,
for saving him. with the Dark Powers answering as forthrightly as
possible given their opaque use of language.
If the heroes make a daring escape in some
unforeseeable way, And then read:
He begins to collapse into a beam of sunlight that
starts at the ground and juts into the sky like a
PROCEED TO: godray. There can be no doubt that this him is dead,
The Quiet Road that there will be more, and that the cycle of birth,
abdication, sin, redemption, and annihilation will
Otherwise, continue. The Dark Powers demand:
“Tell us your truth.”

PROCEED TO: If the ABBOT died, read:

End & Loot He implodes in a gasp of shadow and a flash of


music. The glyphs of the Furies hum. These echoes
conspire to speak. They sing softly…

“Witnesses to them that died,

Vengeance at his side,

The Furies have heard their truth.”

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THE BASILICA

Then they stand perfectly still. You have an idea of arrows, you make for the granite roots of Castle
what they wait for, and it does not fill your heart Ravenloft, which now looms far above. You find—
with joy. or are chased into—the quarry that must have
supplied much of the stone for the Basilica, and
The Furies will answer one question each truthfully
in the deep places there, you find a way back. In
as per contact other plane if the surviving
the dark, somewhere, the quarry tunnels take on a
characters speak Infernal. As with the Abbot, they
more finished quality. Here, you find a waystone,
cannot tell which Vampire is currently Lord of
engraved with the phrase “The Quiet Road.”
Ravenloft. If players ask what they wait for, it does
On the top is a ring.
not count against their two questions.
The ring is a RING OF FIRE ELEMENTAL
As an answer, read:
COMMAND, serving as a consolation prize for
We wait for our brother to be made again, to make
players who have just skipped two of the more
us again, so that we may punish him for the making.
important pieces of loot in the game. Otherwise,
So are we punished.
significant luck or the use of consumables will be
Finally, read: needed to take advantage of the ring meaningfully.
A little figurine of the Furies rests in the center of The tunnels here branch madly, revealing an
the room with a wrapped bundle at its feet. Maybe entire second monastery. This seems to have
it’s always been there. The only exit you can see is been inhabited until recently. Though the players
an amber archway in the back of the little church. won’t know this, the occupants of the Quiet Road
You have a sense that you can return here if you monastery fled Barovia the last time the mists
need to. Opening the bundle reveals... opened up.
The players receive the TREASURE that was
randomly allocated to this encounter during the As players explore, they’ll find a WAND OF MAGIC
GLASS & DIAMONDS tarot reading. Players may MISSILE, A SPELLGUARD SHIELD, and a TOME OF
also have acquired the GOOD WINE. This ends UNDERSTANDING. The last of these is practically
the encounter. impossible to use. If players find a way to use it,
they deserve the buff.

PROCEED TO: The Quiet Road is actually safe, having been


Encounter Selection AND hallowed as it was carved by the devotees of an
obscure forge god. Divine Sense will reveal this fact
This Place is Trying to Kill You to the players. These catacombs connect back to the
Amber Temple, the Treasury, or Ravenloft proper.
Players can pick a new encounter from the unlocked

THE QUIET
set, including the optional TREASURY encounter if
it fits the tone of the current campaign. Players do
not receive the TREASURE.

ROAD PROCEED TO:


End of Encounter
PROBABLE TRANSITION TO

T HIS TIME, THE STORM doesn’t vanish as it


hammers down on the cratered hell. Pelted by
This Place is Trying to Kill You

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THE CRYPTS TABLE OF CONTENTS


SUMMARY............................................ 226 THE LUCK BLADE............................ 239
IRENA AS THE VILLAIN.................226 IF IRENA IS THE VILLAIN..............239
STRAHD AS THE VILLAIN..............226 IF STRAHD IS THE VILLAIN...........239
PREPARATIONS............................... 226 THE TOMB ITSELF........................240
DENIZENS....................................... 227 SERGEI'S TOMB................................ 240
KEY LOOT........................................ 227 BUCEPHALUS STATUE..................... 242
TONE & TYPE................................... 227 STRAHD'S TOMB (BARRIER).............. 242
ESMERELDA, SPECTRE OF FLAME....... 227 IF IRENA IS THE VILLAIN..............243
MAPLE, LAST HEIR OF THE PACK......... 228 IF STRAHD IS THE VILLAIN...........243
DESCRIPTION.................................. 228 END & LOOT..................................... 243
USAGE............................................. 228 MEET-CUTE.......................................... 244
ENCOUNTER FLOW.............................. 229 SUMMARY........................................ 244
CRYPTS MAP........................................ 230 SECTION FLOW................................ 246
SUGGESTED ORDER............................. 232 COMBAT FLOW................................. 247
MAP...................................................... 233 IRENA VON ZAROVICH..................247
COMBAT FLOW..................................... 234 DRESSED TO KILL............................ 248

SCENES............................................... 235 AGATHA CHRISTIE TIME................... 249

A LAND OF DUST AND SHADOW........ 235 ROUTING & RUNNING...................249


SPECIAL RULES & NOTES.............249
KHAZAN'S REST............................... 237
WHAT SHE CLAIMS.......................249
IRENA'S TOMB.................................. 237
IF IRENA IS THE VILLAIN.............. 237 WHAT PROOF SHE OFFERS..........250
IF STRAHD IS THE VILLAIN...........238 MANAGING THE META................... 251
FINALLY... ...................................238 DIALOGUE SAMPLES.................... 251
ST. MARKOVIA'S TOMB...................... 238 IRENA TAILS THEM.......................... 252
PATRINA'S TOMB.............................. 239 THE RUSE........................................ 253

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THE CRYPTS TABLE OF CONTENTS CTD.


RIDE OR DIE..................................... 253 STRAHD, THE SCOURGE HIMSELF.. 258
MAPLE'S AID.................................... 254 THE BRIDES.................................259
THE LONG GOODBYE........................ 254 DINNER FOR 4.5............................... 261
CHIANTI............................................... 255 DEAD MEN & TALES......................... 261
HOW TO RUN.................................... 255 IF PLAYERS RUSH STRAHD........... 261
SECTION GOALS & SUMMARY........255 BARGAINING OR RESISTANCE.......262
WHAT STRAHD WANTS.................255 AGREEMENT OR WEAKNESS........262
CONDITIONAL REACTIONS............255 MURDER.......................................... 263
ENCOUNTER FLOW.......................... 257 WAR................................................. 263
COMBAT FLOW................................. 258 AFTERMATH.................................... 263

SUMMARY
BLADE tomb if at all possible. Her priorities are
the acquisition of the LUCK BLADE, and murdering
literally the whole party if the opportunity arises.

STRAHD AS THE VILLAIN


P LAYERS ENTER THE CRYPTS via the AMBER
DEPTHS or by traveling through Ravenloft.
Here, very few of the tombs are left. Strahd’s in
The much more flamboyant Strahd will challenge
players openly to a duel once players meet
particular is sealed by a great wall of mortared Esmerelda’s ghost at the LUCK BLADE tomb.
brick. What comes next depends on whether Strahd While Strahd could be encountered early like Irena
or Irena is the villain, and will rely on the MEET- if time is short, this is almost never necessary, as
CUTE or CHIANTI sub-modules respectively. the CHIANTI section runs around an hour. If the
See the next sections for more. players kill Esmerelda on sight, he’ll still challenge
them and it’ll go pretty badly.
IRENA AS THE VILLAIN
Eventually, players will either stumble on Irena, or
she will find them if they are moving through the PREPARATIONS
tombs especially slowly. Most parties will encounter
her when they reach the LUCK BLADE tomb. The following is the minimum prep that a DM needs
Either way, this begins the MEET-CUTE section to do for them to be able to run this encounter.
where she masquerades as the noble paladin she While we recommend a detailed reading of the
once was. Irena will join the party if they allow it. If entire encounter, if you’ve got to rush or you plan
encountered early, she will take them to the LUCK to wing it, here’s what we think you need to do:

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1. Print the appropriate Vampire Lord entry for the second half of the CRYPTS, where the current
this run. Lord’s respective section puts the players and their
2. Review the crypts map and encounter flow, new abilities to the test. The best way to handle
noting the trigger for CHIANTI and this is to emphasize player agency and let things
MEET-CUTE. go off the rails. With this in mind, you can pretty
3. Note the presence of the STAFF OF POWER in much let them do whatever they want as long as the
Khazan’s Rest. pacing feels okay, as most choices will loop back to
4. Print the appropriate ally, Maple for Irena and a narrow set of outcomes eventually. As a result of
Esmerelda for Strahd. this, THE CRYPTS has more potential to run long
5. Note when the party receives the LUCK BLADE. or cause sequence breaks than any other encounter.

6. Finally, rely on SUGGESTED ORDER unless you


have completely reviewed the encounter.

DENIZENS ESMERELDA
IRENA OR STRAHD
THE STARVING BRIDES Spectre of Flame
BUCEPHALUS
ESMERELDA OR MAPLE

KEY LOOT
LUCK BLADE
STAFF OF POWER
SERGEI’S ARMOR, (+1 Platemail)

TONE & TYPE


THE CRYPTS begin slow and ramp to a
catastrophic ending, paying direct homage to the
pacing of traditional gothic horror. It begins with
a soft beat intended to give players a bit of time
to breathe while simultaneously ratcheting the
core sense of dread up. The exploration sequence
contains a significant portion of the high-powered
loot they can expect in the entire adventure. With E SMERELDA HAS TAKEN her death quite well,
and remains a vivacious heroic figure. She still
these tools and the dark boons, we can expect wears her colorful vistani gear, spectral silks and
players after this point to have a fundamentally cords of mithril chain over leather armor. If she
different experience than before. A good way to survives the fight in the CRYPTS, Esmerelda will
think of it is the difference between Dracula and always offer to accompany the party. She provides
Castlevania . It’s still terrifying, but the players have reliable access to the following skills: Stealth +8,
tools to interact with things. This is actualized by Thieves’ Tools +8, Passive Perception 16.

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MAPLE,
If there are five or fewer players, she will aid
in combat. She continues to use her standard
statblock, except that she cannot regain HP,
vanishing immediately if she reaches 0 HP.
Regardless of damage, she starts with 100 HP.
LAST HEIR OF
Scaling rules treat her as an additional player, and
she is under player control. If there are six or more,
THE PACK
she is a ghostly but helpful presence. She still offers
her skills, and may even sometimes scout ahead a
Friendly Feypact Werewolf
limited distance. She cannot pass through walls,
floors, or locked doors.

She knows a good bit about the history and


personality of Strahd, but does not know about his
tomb as it was rebuilt after she killed him the first
time. She is unaware it is on the Ethereal plane. She
does know that Irena and Gertruda are also Vampire
Lords. She knows that killing Strahd will likely
only lead to Gertruda or Irena taking power. It’s
happened before. She’s made her peace with that. If
she survives through Strahd’s defeat and the LUCK
BLADE still has a wish, she’ll ask to use it before
they stake him. Using it to duplicate Magic Jar, she’ll
ask to be carried out.

DESCRIPTION

T HE WEREWOLF SHIFTS through a series of


forms and faces in a scattering of seconds as
they back away. For the time being, they’ve settled
on the slim form of a tawny-haired boy with almond
skin and almond eyes. The effect is spoiled by his
digitigrade legs and claws as he pulls a battered
jacket tighter around himself. “I’m Maple,” he says
nervously.

Maple will mimic characters as best as they can, and


will swap physical features and gender presentation

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to fit in. Some additional descriptions you can use their hair color matches yours. They settle on
follow: girlish features with enormous grey eyes and
the barkskin of a wood elf. She grins at you
• Maple tilts his head at you, shakes it as though sheepishly, all fangs and contrition. “I thought
clearing it. As he shakes his head back and forth it’d be good to fit in!”
like, well, like a dog, his muzzle flashes into view
and then…. Then she stares at you with bright
blue eyes, an aquiline woman of maybe 25. USAGE
• Maple shrugs on the armor, shifting their shape
If any of the conditions under MAPLE'S AID in the
to suit it better. It strikes you that they must be
young, young enough to think that they should MEET-CUTE section are met, Maple’s courage and
match their clothes. Maple settles the chainmail anger will overcome their fear and they’ll leap in to
on his broad shoulders and favors you with a help. Otherwise, after Irena is dealt with, they offer
farmboy grin. their skills as a scout or in combat if players have
• Maple watches you with a canine intensity. After five or fewer characters. They use the stats of a Fey-
a bit, they run fingers through their hair until Pact Werewolf as found in the MONSTERS section.

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ENCOUNTER FLOW

START
Read:
A LAND OF DUST
AND SHADOW
Then go to
CRYPTS MAP

Players explore the If players need a nudge, see the


map until... SUGGESTED ORDER section for a route

Reaching the
LUCK BLADE
OR
Two hours of real time have passed.
Then....

IRENA If the Lord is... STRAHD

Read: Read:
MEET-CUTE CHIANTI
MODULE MODULE

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CRYPTS MAP
Players begin at the ENTRANCE.

Read:
A LAND OF DUST
AND SHADOW

ENTRANCE

BOSS

IRENA'S KHAZAN'S
TOMB REST

SERGEI'S BUCEPHALUS PATRINA'S


TOMB STATUE TOMB

MARKOVIA'S LUCK
TOMB BLADE

BOSS

STRAHD'S
TOMB

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SUGGESTED ORDER
We suggest IRENA’S TOMB, KHAZAN’S REST, PATRINA’S TOMB, BUCEPHALUS STATUE,
SERGEI’S TOMB, ST. MARKOVIA’S TOMB, LUCK BLADE, and then finally STRAHD’S TOMB.
However, players are free to inspect each tomb before interacting with them, so there’s a
good chance things could play out in just about any sequence.

ENTRANCE

BOSS

IRENA'S KHAZAN'S
TOMB REST

SERGEI'S BUCEPHALUS PATRINA'S


TOMB STATUE TOMB

MARKOVIA'S LUCK
TOMB BLADE

BOSS

STRAHD'S
TOMB

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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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SCENES There are six mausoleums total, and two major


crypts (STRAHD and SERGEI) for the players to
Below are the narrative components used by the inspect. Referring to the flowchart, you may run
encounter flow. Where possible, each notes down the vignettes in any order. It is suggested that you
the probable next vignettes. LOOT, MONSTERS, and run the LUCK BLADE roughly halfway through
CONDITIONS are bolded in this section. Content but after KHAZAN. During the LUCK BLADE, the
intended to be read aloud verbatim is italicized. party will meet Irena, and probably shortly after,
meet a bad end. These items behave like all the
others: unless Irena wrests or charms an item away
before a character dies, it respawns with the new
character. Narratively, these items “soul-bind” like

A LAND OF the Treasures, effectively attuning to the character

DUST AND
rather than their incarnation.

It is critically important that players get to keep

SHADOW
either the STAFF OF POWER or the LUCK BLADE
as both offer quick solutions for many problems
in the castle—solutions that you’ll need players to
have if you want to finish on time. Many players
won’t be willing to enter the crypts at all without

T HE FLOOR IS A GREAT STRETCH of red


marble and the ceiling is lined with skeletal
bats. The space here stretches out beyond your
some prompting. If necessary, you can use Irena
to draw them out onto the sea of blood. If this
happens, default to IRENA TRAILS THEM and
vision. It’s safe to assume that it’s as big as an entire
truncate the dialogue to minimize the menace.
floor of the castle. Strangely, it’s mostly empty.
Simply have Irena ask them if the way out is clear,
If players have 60 feet of darkvision or less: then have her “leave.”
Only a single mausoleum sits in sight.
If players have 120 feet of darkvision or less:
Two mausoleums sit at the edge of your vision. PROCEED TO:
As players advance, or for a character with a Khazan's Rest,
passive Perception score of 16 or higher:
Luck Blade,
Your first step reveals that what you took for red
marble is about an inch of blood. In the cold and Irena's Tomb,
the bitter magic of this place, the blood has stayed Patrina's Tomb,
fresh... and thick. It does not cling to your boots at
all. Above, the little frozen bones of the bats creak
St. Markovia's Tomb,
softly as their skulls turn slowly to watch you. Bucephalus Statue,
As players draw near a mausoleum: Sergei's Tomb, or
At your approach, strange blue lamps flicker to life Strahd's Tomb
on the sides of this mausoleum. In their cold light,
you can now make out countless little grave plaques
forming a sort of tiled island around the tomb in this
sea of blood.

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KHAZAN’S
can. However, it’s just a passing interest compared
to her desire for the LUCK BLADE.

REST
Any spellcaster can attune to the staff immediately.

T HIS MAUSOLEUM IS CARVED to resemble IRENA’S


TOMB
a ruined tower, perhaps a wizard’s demesne.
Written on the stone door is “Khazan: His Name
Is Power.”

Divine Sense reveals nothing inside, detect magic

T
reveals a moderate conjuration aura, identify HIS HUGE MONUMENT is carved into great
reveals it as Drawmij’s instant summons keyed to loops of white marble, forming something
some event. This can all be done from outside. that implies the train of a wedding dress. Close
inspection reveals a door worked into the intricate
If players enter:
carvings and a name: “Irena.”
Lifting the slab door reveals a polished skull sitting
on the floor of this tomb in a bed of laurels. It Inside, there is a coffin carved from a single block
has great green gems for eyes and teeth. Close of lead. At the base of the ornate monstrosity is the
inspection reveals them to be intricately carved jade. phrase, “Mine forever.” It’s written in long looping
calligraphy, as if someone dragged a pen through
Players who have not been through the campaign
the metal in smooth motions. There is a lid nearby,
before may spend a bit of time here trying to
and it looks like it could bolt on. The coffin is empty.
deduce how to activate the summons. Any player is
likely to be quite cautious around the jeweled skull If Irena is the villain
of a probable wizard. Liberal use of skill checks, First, read:
particularly Medicine or Arcana, will likely be the Eight torches, each unlit, surround the coffin. In the
easiest way to unstick them. To summon the center of the room, there’s just the hungry coffin
STAFF OF POWER, they must say Khazan’s name and its waiting lid.
to his skull.
The torches form a binary puzzle. It’s unlikely the
If the players deduce the trick: players will successfully stumble on the solution, as
The skull shudders, chuckles, and then seems there are 255 possible codes. Brute forcing likely
to wink. Beneath your feet, the bedrock of the won’t work, as all torches must be put out before
pillarstone shakes violently. Then, without warning, trying a new combination. This process takes about
a staff hangs in the air, its finely wrought head 5 minutes per combination as the torches are
pointed downward at the skull. Lightning crackles resistant to being lit or being put out. They’re just
over it and through it. all around stubborn.

The player who grabs the STAFF OF POWER takes From left to right, starting at the door of the
40 points of lightning damage. Khazan’s magic tomb, the code is: Unlit, Lit, Unlit, Unlit, Lit, Unlit,
prevented Irena from triggering the summons Unlit, Lit. There is an audible click if it is entered,
herself, and she’s interested in getting the staff if she but otherwise nothing happens. Even if they do

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successfully unravel it, the tomb-gate will only If Strahd is the villain
open inside of sustained magical darkness, sunlight, The area below the tomb is still accessible, but
or in response to the phrase: “Miserable pile of the great lapis coffin below is surrounded by
secrets.” When it opens, it does so in a flood of the remnants of a magic circle , which has been
molten lead which is likely to lightly damage at least shattered.
one character.
First, read:
When this happens, IRENA will attack unless the Every surface here is pitted and burned. Some
ECLIPSE is in progress. Go to COMBAT. This is cataclysm of fire kissed this place and the smell of
likely to be a sequence break, but keep a poker burnt glass and sage hangs heavy. Under the ash
face. There’s a good chance that no matter what at the foot of the tomb, you find a row of small
happens next, the players will assume she’s merely a symbols, highly geometric and hanging just below
secondary objective. Unless it is going poorly or it’s the surface of the stone. You’ve heard of this:
obvious she’s made, Irena will not use legendary or ghostsign, a script unique to the restless dead.
lair actions. In fact, she’ll endeavor to keep combat
If a player has a Religion or Medicine bonus of
wholly physical. She is joined by the STARVING
+6 or higher, or has Abyssal, Celestial, or Giant
BRIDES. If she kills the entire party here, they
languages, read:
may choose to reincarnate in the CRYPTS at ST.
Ghostsign comes in a few dialects, ranging from
MARKOVIA’S TOMB or back in the AMBER
Dread Court vulgate to High Heart’s formal tone.
DEPTHS. She’ll then reseal the tomb, guarding it
This is written in Ember, the giant’s tongue, and it
actively until the ECLIPSE. If she loses, this clears
says “No matter what I do, the tomb below rebuilds
the way for early access to the TOMB OF IRENA
itself eventually. -Esmerelda”
encounter and can lead to an early win. This is
intended, and serves as a knowledge check-point
Finally...
for repeat playthroughs.
Read:
Even if players don’t find the combination, they’ll The tomb is not perfectly silent. Pipes creak. Stones
likely be suspicious of the torches. Ultimately, the settle. Something hums on the edge of hearing. The
tomb is likely to just be read—accurately in some castle feels very much alive, and this place feels too
senses—as morbid evidence of Strahd’s abusive and much like a heart. What do you do?
controlling nature, as well as the ultimate end met by
those he fancies. Irena will use sacred flame to melt
the word “Mine” off the coffin if she is with the party.
She does so in angry silence and will be taciturn
afterwards. The word will reappear within 4 hours.
ST. MARKOVIA’S
TOMB
Finally, perceptive or insightful characters who
passed through the SUNLIT SHRINE may make
a DC 18 Intelligence (History or Stonecutter’s
tools) or Wisdom (Insight) check to ascertain that

T
the layout of this room is identical to the central HIS SMALLER DOMED CRYPT is made from
chamber of the SUNLIT SHRINE INTERIOR. This red sandstone. The workmanship is very fine,
may reveal some of the torch settings and should be and it’s carved with a repeating sunburst motif.
used to remind players that the replica was bathed The door is lacquered wood, and on it is the word
in sunlight. “Markovia.”

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Inside, there is a well-tended shrine. It’s been dusted suggest an equally tiny and sad fire. Oddly, the
recently, and many little votive candles burn and bedroll is full of fur, both long and short, like that of
whip in the sudden draft. An empty reliquary sits a husky or a wolf. The edge of its fabric is worn thin
behind a wooden sun altar. It seems safe here. by the passage of worried hands and steady use.
Carved into the arch of the door is the phrase,
If the players lurk here, Maple can be met early.
“A single respite.”
They will keep their distance but are willing to talk.
This space is hallowed but excludes Irena They appear again during the encounter with Irena
specifically. Players can rest here safely unless Irena and will try to prevent AGATHA CHRISTIE MODE.
is with them. She’s the one who keeps the shrine
There’s a trove of money here, roughly equivalent
and originally hallowed it, and unlike almost every
to 20,000 gold pieces.
other creature here, she’s powerful enough to
enter the place. If she’s with them, go to AGATHA

THE
CHRISTIE TIME. Otherwise, it’s an uneventful
rest. This feature can be used once, after which the

LUCK BLADE
shrine door will not open.

PATRINA’S T HE LUCK BLADE is found in Exethanter’s


tomb, and the encounter at the tomb leads to

TOMB the villain-specific section starting. In the Irena Arc,


during the MEET-CUTE section, Irena will attempt
to catch the players before they enter, and deceive
them into offering her the blade. If Strahd is the

T HIS MONUMENT IS CARVED of black marble


in the towering likeness of an elven woman in
a wedding dress. Blazened in brass on the side is
villain, during the CHIANTI section, he ambushes
the players as they exit, and proposes various
cruel deals.
“Patrina.” A quick once-over reveals that the front
of the statue forms a door. If Irena is the Villain
Go to the MEET-CUTE section, starting with
If players push the door open:
DRESSED TO KILL. You will return here to resolve
As you push the door, you hear a latching
the remainder of the tomb per THE TOMB ITSELF,
mechanism click. The front of Patrina’s effigy dress
and it is possible Irena will still be with the party
swings open obscenely of its own accord. The inside
during this.
of the door is carved with Strahd’s leering face.
A lead coffin has been torn open in the center of
If Strahd is the Villain
the room. The floor is covered in neatly piled gold,
First, read:
silver, electrum, and platinum.
Ahead, around the bend, you see the shadowy
If Irena is the villain, Maple has been hiding here, outline of sprawling edifice. It looks as though it
but is gone when the players arrive. has been melted by dragonfire, but the core of the
structure is still solid beneath the soot.
Read:
There’s a little bedroll here, as far from the coins as Play continues to THE TOMB ITSELF. Immediately
possible, scrunched into a corner. Tiny soot marks on exiting the tomb, the CHIANTI section begins.

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This means players will have the LUCK BLADE At the end of the hall is a darkened space, likely
before they encounter Strahd. the tomb itself. A single dancing mote of light casts
baleful and illegible shadows there. The dust in the
The Tomb Itself air and the distance make the scene inscrutable.
The tomb’s door must be wrenched off its hinges
As they approach:
with a Strength (Athletics) check or similar.
The mote flares up, revealing first a finely carved
After the initial push, some rusted counterweight
pipe and then a skeletal grin gripping its stem. Deft
swings into motion and the door slides open with
bone fingers cradle it and as it moves, you see the
a creak.
polished skull of the Dapper Skeleton who handed
Once the players enter the tomb: you the invitation. He wears a different 3-piece suit
Stairs lead down into a dim chamber carved from now, but this one is just as fine—just as dapper. The
amber. Dust hangs heavy in the air. Though the debonair undead gestures amiably with the pipe.
structure held, whatever fiery attack struck it has
If a player character is drow, dwarven, has Eyes of
turned everything in this place into ash and bowed
the Rune Keeper, casts tongues or is a rogue, he
the amber walls with heat. The only intact object is
can communicate with them well enough to convey
the sword stabbed deep into a stone dias. The blade
simple ideas. Whatever sign dialect he’s using, it’s
is simple and unadorned except for a pommel stone
very old. If they can communicate, read:
made of lucent amber.
“Welcome to my home. Sit down and share a pipe.”
An Intelligence (Investigation) check reveals the
Sergei can’t speak in this form, but he does know
inscription on the dias:
sign language. He won’t betray Irena, and will fight
“Exethanter: He Had Time Enough.”
to the death to protect her, but has long disagreed
Claiming the blade rewards the characters with with her chosen path. He will not tell them she is
a LUCK BLADE, in the form of a rapier with two the Lord. Their love appears to be mutual, however,
charges remaining. and she treats his passive resistance with both
delicacy and affection. If Irena is with the party
when they arrive, she throws herself at the skeleton
in a crushing embrace. Players who inquire as to

SERGEI’S
why he is a skeleton to either party will be met with
an honest, “I don’t know.”

If any of the players are halflings, read:

TOMB That pipe is of fine halfling make, about two


centuries old. There’s no way it’s from Barovia.

If players can see in the dark or bring light:

A CORRIDOR HERE LEADS OFF from the main


crypts. It has been kept immaculate, polished
where the others are merely spotless. A long row
The walls are carved lovingly, and sandalwood
offering sticks line the walls. A small chest sits in
the far corner and a chessboard sits between two
of those strange blue torches runs along the left of luxuriant looking leather chairs. There’s a wardrobe
the hall. On the right, there are portraits and even in the corner. Oh, and a coffin in the center of
a marble bust of a handsome man. He shares much the room with a suit of armor, but no corpse. The
of the aspect of Strahd Von Zarovich. You’d guess a skeleton man tamps his pipe with a thoughtful air.
brother, perhaps.

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If they join him, he’ll smoke with them in If players attack, he’ll use his readied action to
companionable silence for a while before bolt for the Ethereal. They might be able to bind
leaving on some errand or another. He gestures him somehow, making this a prime opportunity to
magnanimously towards his armor as if to remove a huge problem.
suggest they take it. Mechanically, his armor is
Otherwise, he’ll vanish with a wink as the party
+1 platemail that automatically resizes to fit the
is about to move on. If this happens, in your best
wearer. However, this does not obviate the Strength
sleazy deep voice, read: “Be seeing you, beauties.”
requirements. Made of heavy steel with ornamental
bone plates and mithril filigree, the armor is quite
distinctive.

STRAHD’S
TOMB (BARRIER)
BUCEPHALUS T
STATUE
HE TOMB BARRIER serves two separate
purposes. If the Vampire Lord is Strahd for
this playthrough, it’s a gating hurdle to ensure
players don’t stumble on the tomb before they have
any chance of solving it. If Irena is the Vampire
Lord, it’s used primarily to clue players in that they

A HUGE STATUE of a saddled horse stands here


in the shadowed deeps. The proportions of the
horse are odd, perhaps stylized. All the tack seems
probably can’t assume Strahd is the Vampire Lord.
Regardless, it’s a powerful barrier and requires the
expenditure of precious resources to pass through.
to be made of gold and the eyes are rubies. You’d The barrier can be broken by any of the following
need to climb up to get at them. effects or anything broadly comparable:

If players have seen Bucephalus before, read: • Sabotage on the far side of the wall using the
This is a giant statue of Bucephalus, and DRUID’S SPINE
beautifully made. • Passwall (SPELLBEAD)

This is actually Bucephalus (a nightmare), not a • The chime of opening


statue. His size is currently Huge instead of his • Wish (LUCK BLADE)
normal Large or his bipedal shapeshift that they
• Gate , summoning (TOWER consolation prize)
may have seen earlier. If a player character clambers
up to steal his tack or eyes, he’ll use his readied • Earth elemental
action to drag them to the Ethereal Plane, where • One casting of dispel magic , as though against a
he’ll buck them off and strand them. Respectively, 7th level spell
this is a DC 15 Dexterity saving throw then a DC
18 Strength saving throw. If they make either save, Read:
they’ll tumble safely to the ground in the prime This wide corridor is decorated with mosaics of
material. Otherwise, they’re functionally dead. He’ll Strahd’s triumphs, and would make a halfling auntie
bolt after that either way. blush. At the far end is a great arch, and above it, a

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gold-wrought name: “Strahd.” The arch is bricked


up with huge red-fired bricks and runed iron bands.
Mist drifts gently from small slits near the top of
the wall.

If they attempt to break the wall:


The glyphs flare to life and you are tossed away.
Inspection reveals that some sort of arcane barrier
blocks the tomb.

If Irena is the villain


If Irena is with them:
“It seems the bastard’s taken precautions. Hell.”
She’ll try to persuade them that they can’t break
this barrier right now and they don’t have time to
cast identify . Even if players do not cast identify ,
they may still suspect something. It also creates

END &
another opportunity for Irena’s facade of the
personable paladin to begin to crack.

LOOT
If they cast identify, read:
Identify reveals the spell to be Montressor’s Mystic
Mainstay. It’s a rare builder’s binding spell.

If players gain access, read:


Within, you find a rococo mess of gold and mosaics

T
with a floor of tilled earth. There’s no coffin. HE CRYPTS CONTAIN a significant number
Probably, players will just regard this as strange. of items, many of which can be missed. The
They may attack Irena, and she’ll fight them here players have likely obtained a LUCK BLADE with
with gusto while trying to avoid revealing that she’s up to two charges remaining. They may also have
a full Vampire Lord and master of Ravenloft. She’ll acquired SERGEI’S ARMOR (+1 platemail), A STAFF
pepper in comments about how she must defend her OF POWER, Patrina’s gold, and an ally who will be
husband—lies, but believable ones. A high Wisdom determined by the current Lord—Maple for Irena,
(Insight) check might suggest that she’s being or Esmerelda for Strahd. Finally, players gain access
dishonest. to ST. MARKOVIA’S TOMB, one of the few safe
places for a long rest, and sundry other minor items.
If Strahd is the villain
This is a good time to ensure players take inventory
Identify reveals the wall to be Fanu’s Fastness.
and equip these items, as access to powerful items
You’ve only heard of this, and it’d take powerful
is the primary progression mechanic in One Night
magic to break. The spell is peculiar, in that you need
Strahd . If players have not met the conditions
to be able to reach the runes to dispel it normally,
for the ECLIPSE encounter, they can head to any
and they’re always in the far side of the barrier.
remaining encounter of their choice in ACT II and
If players break the barrier, proceed to the will pass through THIS PLACE IS TRYING TO KILL
STRAHD’S TOMB encounter. YOU on the way there.

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MEET-
the note in advance and slip a couple other notes to
other players.

CUTE
Irena wears Van Richten’s RING OF MIND
SHIELDING, protecting her from Divine Sense, and is
under the effect of NYSTUL’S MAGIC AURA as well
as leaning on her shapeshifting to hide her nature.

IRENA’S GOALS
1. Acquire the LUCK BLADE and then attempt
SUMMARY (unsuccessfully) to wish for Sergei’s return
to form.

I RENA TRIES TO TRICK players into letting her


accompany them with the aim of stealing the
LUCK BLADE, which she cannot access. She does
2. Destroy Maple, using the deadly power of her
Charm attack if possible to create a vampire
thrall.
this by introducing herself as Tatyana and posing
3. Gain information about how prepared the
as a paladin fighting the Brides. She knows players characters are and prompt a dangerous sense
seek an ally in the crypts, and uses this to deceive of urgency.
them. Unfortunately for her, she cannot maintain
4. Test the overall threat level of the players,
the deception very long before her obsession and killing critically wounded characters with Charm
cruelty leak through. or her bite.

Irena—as Tatyana—does not cast spells during this 5. Weaken players and force them to use non-
encounter, but may use the Charm ability if there’s renewable resources to set them up for failure.
a soft target or it might net her access to the LUCK She is not particularly interested in killing the
BLADE. She will not use her 5th-level spell slot for party for the sake of it. In fact, she is more
Charm, and only very rarely will she use a 4th-level inclined to weaken them so that the final ritual
slot. In particular, she’ll try to sit on watch with combat will turn in her favor. Victory here doesn’t
someone if they take a long rest. fundamentally advance her goals.
If they do not allow her to join, she will follow
at a safe distance using secret doors and her Lair REMINDER:
abilities and try repeatedly to charm someone. Once If at any time the combat would start, use the
she has killed a character with her Charm ability, MAPLE’S AID scene immediately. They always
slip that player a note saying that they’re charmed join to help in an unambiguous way.
and just hope they can keep a secret. Ideally, write

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SECTION FLOW

START IRENA TAILS THEM

Read:
DRESSED
TO KILL

Aid her?
PLAYERS
REFUSED
NO YES BAIL

Appeal to Fear? AFRAID! Convinced? YES Join up?

ALLOWED

PLAYERS
FEARLESS! Go To:
ATTACK THE RUSE

RUSE
ENDS

RIDE OR DIE

If things drag, go straight to


IRENA TAILS THEM!

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Irena von Zarovich


Doom of Barovia, The End of Hope, Saint of Dread
PRE
Tactical Note: Irena will only finish off a character if she can vampirize them.

Precast spells: Irena always starts combat with mirror image in effect.

1
A: Fireball, targeting a clump of players. M: Close with a caster.

Cestus attack, grappling on hit. Target lowest


HP character. Bite if grapple succeeds,
otherwise cestus attack twice.

2
A: Full attack sequence, preferring cestus, M: After attack, move to
targeting Caster. lowest HP target, provoking
opportunity attacks.
Charm, burning a 3rd level slot and targeting
lowest HP character.

3
A: Full attack sequence, preferring cestus. M: Move to lowest HP target,
provoking opportunity
Cestus attack, grappling on hit. Target lowest attacks.
HP character. Bite if grapple succeeds,
otherwise cestus attack twice.

Irena fights until: she has killed Maple, she is destroyed, or if players are unable to cope
with her as a threat, when three rounds have passed.
She repeats turn three to the best of her abilities, never expending spell slots.

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DRESSED
Otherwise, read:
Holy fire makes fast work of the starving vampires

TO KILL
while you hold back. The paladin nods towards you
and removes her helm. Her crimson hair frames
a wry smirk and brown eyes set in olive skin.
“Tatyana.”

Finally, read:

F IRST, READ: Tatyana gestures towards the tomb with her rapier.
Ahead, around the bend, you see the shadowy “I came seeking a fairytale blade, but I can’t open
outline of sprawling edifice. It looks as though it the crypt. If you’ll get the weapon, I’ll hold off the
has been melted by dragonfire, but the core of starving Brides when they return.” Three snaking
the structure is still solid beneath the soot. As you shapes cut fast wakes in the shallow blood, headed
draw a little closer, you hear the strange and muted away into the gloom. “They always seem to
clatter of steel. come back.”

If players bite, Irena waits outside, guarding the


As players draw nearer, read: door. Otherwise, she’ll try to convince them. Failing
You see a woman in armor dueling with three that, IRENA TAILS THEM. Irena’s two goals are to
Brides. Her rapier is wicked and quick, but each of retrieve the LUCK BLADE from the hallowed tomb
the vampires would be her match. Her foes move and join the party. If she gets the party to hand over
perpetually to block her way though they are the LUCK BLADE, she’ll immediately burn one of
emaciated to the point of predatory sleekness. Their the two remaining wishes to try and resurrect Sergei
beautiful dresses whip and snap as their blades and properly. If this happens, read: An emblem flickers
faces snarl the air with death. With a gesture, the into being above the blade's tip. A sun, swallowed
paladin summons the power of the Morninglord, by black flame. The spell fails as the Dark Powers
illuminating the sunburst designs on her armor. refuse her.
If players bail immediately, This does nothing, burns one charge, and leaves
Irena unable to cast wish for a year, making the
PROCEED TO: blade nearly useless to her.

Irena Tails Them The MEET-CUTE section as a whole almost always


ends in a short combat, but may involve either
Irena tagging along with the party or tailing them.
If players attack at any point,
She’s had a long time to plan, even going so far as
to instruct the Brides to aid her in making the ruse
PROCEED TO: compelling. If she is allowed to accompany the
Ride or Die party, refer to AGATHA CHRISTIE TIME and the
flowchart of the same name.
If the players aid her, read:
The battle turns fast once you join it. After
PROCEED TO:
dispatching them, you have a moment to catch your
breath. The paladin removes her helm, revealing Agatha Christie Time, Ride or Die,
olive skin and red hair. “Tatyana, at your service or Irena Tails Them
and in your debt.”

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AGATHA
• Slots used remain used. She won’t expend many
resources here, as it doesn’t gain her much.
• For resource reasons, she will not use Charm

CHRISTIE
more than three times.
• Irena will not use her 5th-level spell slot for
Charm.

TIME • Irena does not know about the Fortune-Teller.


Telling her will enrage her, which might give the
party a chance to notice the deception.

What She Claims


T HIS SECTION IS INTENDED to provide
support for IRENA’s deception by offering
mechanical tools and sample dialogue that may be
• The Vampire Lord of Ravenloft has returned and
certain relics will be necessary to defeat them.
useful. Combined with the AGATHA CHRISTIE
• Barovia has been reduced to a silent ruin of
TIME flowchart, it can be used to run Irena in a floating isles.
way that produces both a competent deception and
• A past Lord was determined to annihilate all
a consistent sense of player agency. Irena’s ruse is
threats to their rule.
not intended to last beyond the CRYPTS, but it’s
possible she might accompany the players to THE • Almost no mortal survives in this place,
except as tormented ghosts.
TOME encounter.
• As a result, the vampires you meet are likely
to be quite quite hungry.
Routing & Running
This sequence generally leads to THE RUSE, IRENA • She believes it is possible for the players to win,
TAILS THEM, or RIDE OR DIE. However, unlike though likely quite difficult.
almost every other scene or character, it takes place • This is true, and she’s actually concerned
as players continue to explore the crypts. Generally, about it.
allowing players to go to any encounter other than • Players can’t be properly defeated outside of
THE TOME with Irena still in tow will cause a hard the ritualized final battle, but she won’t tell
wipe in most circumstances. Some playgroups them this under any circumstances.
will require direct prompting to understand the • The Vampire Lord can only truly be defeated
situation. In this case, run the MAPLE scene and after the Eclipse.
go to RIDE OR DIE.
• The Eclipse is the final phase of the Rite of
Challenge.
Special Rules & Notes
• It will begin soon.
• Irena’s first use of the Charm attack requires a
• It’s what she’s waiting for. This isn’t a lie,
Passive Perception score of 20 to notice. Each
and won’t trigger a Charisma (Deception)
additional usage drops the DC by 5, virtually
check.
ensuring she will get at most one undetected
Charm attack. • Irena, as Tatyana, will gladly tell the players
the twisted love story at the heart of Barovia’s
• A player character subjected to the psychic
doom from her perspective.
assault of the Charm attack knows they’ve been
attacked but does not know what attacked. This • She is a noble champion of the Morninglord
absolutely should cause a cascade that will blow and can demonstrate this with channeled
her disguise. power.

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‣ She does have access to holy magics, • This story, for the most part, is true. Unless
though they derive from a terrible players ask prying questions, any Wisdom
aspect of the Morninglord called The (Insight) check succeeds and tells them that.
Burning Hate, patron of vengeance and However, make it clear that she’s likely
victory at any cost. summarizing and abridging.

‣ She retains the implements of her faith • She may reluctantly divulge that in fact, those
and will display them. events are ancient history. She’ll insist that
Barovia is caught in a loop of reincarnations and
• She loved the honorable and beautiful broken time, which is true, but she’ll also insist
Sergei, brother to the mighty and righteous that she seeks to kill Strahd.
Strahd.
• Most groups will begin metagaming at
• Barovia was a kingdom at war for most of this point. It’s simply impossible to prevent.
its history, and she served on the battlefield
with both Strahd and Sergei. • On the other hand, their characters have
every reason to be suspicious.
• Strahd was destined for the throne, and
slated for a loveless marriage with an elven • See MANAGING THE META below
archmage to help seal an alliance with the for more.
dusk elves. • She knows that Sergei is an animated sentient
• Irena mentions that the archmage loved skeleton, though she won’t volunteer this.
Strahd, though came to hate him for his • This is due to a curse of some sort, or a
dalliances, cruelty, and growing malice. monkey paw’d wish to the Dark Powers.
• Strahd began to court Tatyana, and though • She wants the LUCK BLADE to try and
she made her disinterest clear, it became an reverse it.
obsession.
• If confronted with the fact that it has been
• Sergei proposed, and this drove Strahd mad perhaps a hundred years since the last
with jealousy. He believed that if he just had adventurers, she’ll attempt to explain away the
enough time and power, he could take her chronology. This will likely trigger repeated
love by force and magic. Charisma (Deception) checks and should
• Here, she will mention that she was unaware ultimately lead to an end to the ruse.
at the time, but that Strahd made a pact
with one of the Great Patrons in a temple of What Proof She Offers
Amber—a pact that would ultimately grant
• She will willingly expose herself to sunlight for
him life eternal as a Vampire Lord.
up to a minute, using the heart and her own
• On Tatyana’s wedding night, Strahd killed terrible resilience to endure it without any sign
Sergei, and when she slew Strahd in a of pain or damage.
retaliatory duel, he rose again as a vampire.
• She will allow attempts to turn her, detect her,
• She threw herself to her death from and even dispel magic . If the dispel successfully
the battlements to prevent Strahd from ends Nystul’s magic aura , she will prepare to go
charming her. She leaves his intentions hostile.
unspoken as loudly as possible.
• She’ll happily assist players in killing other
• Surviving the fall with the unexpected help undead, unless a solid opportunity to betray
of the heartbroken archmage, she went them in a moment of weakness presents itself.
into hiding and began to plot the end of the
• She can and will help them acquire the STAFF
Vampire Lord.
OF POWER, though she’ll attempt to get the
• She has always and will always love Sergei. party to let her carry it, especially if they allow

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her to take the lightning damage. If they let her • Irena as a character is not particularly interested
have it, allow Wisdom (Insight) checks until the in maintaining a sustained deception.
disguise collapses.
To manage metagaming and to keep it from feeling
• Players should never lose both the LUCK
like deception is either inevitable or impossible,
BLADE and the STAFF OF POWER.
consider the following three tricks:
• Irena cannot soulbind the staff, as she
1. Make the lower stakes clear so that players feel
cannot attune to it.
comfortable accepting some measure of failure.
• As a result, it can be taken back from her by
2. Intentionally slip during the deception and then
wrenching it away.
ask how their characters would react.
• A rogue using Dexterity (Sleight of Hand)
3. Major discussion is assumed to happen in
should be allowed to try to retrieve it.
character, in front of Irena.
• It can also be won back as part of a Rite,
specifically Rusty Cage or Force of Will. Finally, there are excellent reasons for characters
to be suspicious. If players are leveraging out-of-
• Maple will always attempt to do this when
they join. game information or intuition, gently ask them to
provide a justification for their character having
Managing The Meta similar knowledge in the form of a quick flashback.
As soon as players become suspicious, they will This helps ground unavoidable behavior back into
begin to try to use out-of-game knowledge as a way the narrative in a harmless way. If they can’t, just
to drive character actions. It’s easy to condemn keep moving. Ultimately, the worst reaction to
this and insist that this defies the spirit of the game. metagaming for suspension of disbelief is to dwell
Unfortunately, that’s not a very useful impulse, on it.
even if it feels cathartic. Metagaming at this point
will happen in at least a significant portion of Dialogue Samples
playthroughs.

On the other side of the coin, it’s easy to get PERSUASIVE


attached to the cleverness of deception. In fact, “I’ve spent years studying the luck blade . I think
there’s a neologism for this—duping delight. This there’s a wish that cuts this knot.”
is an extremely dangerous and negative impulse.
“Help me unwrite my fate and send Strahd to hell.”
In fact, Irena’s ruse is intentionally designed to
collapse before it can lead to a complete catastrophe “I need your help to get Sergei back—
back as he was.”
just to combat this. Why?
“Together we can end the cycle! Stop all of this
• The goal is to create horror and reverse
from happening again.”
expectations, not destroy trust.
• As a player, being duped for more than a few
minutes feels less like a magic trick and more PARTY IS SCARED
like cruelty.
“Look, you’ve read the stories, you know what
• Irena was always going to attack them, so happens to adventurers who split up!”
disbelieving her isn’t fundamentally much less
“There’s not long left until the Eclipse.
dangerous.
We need to hurry up.”
• Where choices are all bad, players should
“The Brides will be back. They will.”
not be punished because there was minimal
actual agency.

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• If they rest at ST. MARKOVIA’S TOMB, she


PLAYERS ARE ACTIVELY SKEPTICAL will ambush anyone left on watch.

“The Eclipse is a unique chance to • If they move to the TOME, she’ll ambush
put a stake in this.” them when they’re halfway through the
Prismatic Wall.
“You’ve seen the tomb that’s waiting for me.
You know what my fate would be.” • If they move to the BASILICA, she’ll ambush
them on their way in if they are attacked by the
“We’ll be doomed without each other. Furies. Otherwise, she’ll attack them on their
Truly doomed.” return trip.
• If they move to the DINNER DATE, three
ANGRY options are viable.
“This is what the Dark Powers have to offer?” • She ambushes the party after the combat
as they walk out of the Great Hall, targeting
“You are just blips to the Lord of this place.
specifically Maple and attempting to Charm
Not even pathetic.”
the wielder of the LUCK BLADE to death.
“At least keep your failures tidy.” Generally, she will only stay for three
rounds.
If they have the SUNBLADE:
“Why did Sergei’s blade choose you? • Replace Rahadin with Irena, producing a
Live up to that.” markedly different encounter.
• Replace the Minions with Irena. She will stay
for two rounds before being dragged away
by the antics of the other party. This is the

IRENA
deadliest option and should be used with
extreme caution.
• If they go to THE TOWER, this will always

TAILS THEM
trigger a direct preemptive attack on the
bridge into the Tower, if no other encounter
has occurred. The one thing that Irena cannot
and will not abide is any chance of Strahd’s
resurgence. In this circumstance, she fights

I RENA’S GOAL IS TO CATCH the players


unaware. This generally ends in running RIDE OR
DIE, but she may use her Charm ability from the
relentlessly until destroyed.

If you opt to introduce Maple at ST. MARKOVIA’S


TOMB before she attacks, players may be on guard.
shadows a few times if she can create ambiguous
In this case, it could be fastest to go directly to
or terrifying situations. After three rounds, she will
RIDE OR DIE.
depart scornfully unless players have a clear shot
at defeating her, in which case she will fight until
destroyed. If she leaves without being defeated, go
to THE LONG GOODBYE.

Though not limited to just these, she will normally


intervene directly in the following specific scenarios:
• If possible, she’ll lock part of the group inside
one of the tombs while mauling the other using
her lair actions. Eligible Tombs are: PATRINA,
KHAZAN, and IRENA.

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THE RUSE RIDE


I T’S QUITE PLAUSIBLE that the party will
allow Irena to accompany them. Generally, this
runs exactly as per IRENA TAILS THEM except
that she's present to lure players into the listed
OR DIE
situations. There are two additional goals to
the Ruse. A S AN INTRO, READ:
Those who fight monsters sometimes become
them. It’s not an inevitability, but it is a common
Lies & Self-Justification doom. Irena, Vampire Blackguard, walks among
Irena will use this opportunity to pollute the players' you, and she is a storm of steel and fangs. The
understanding of the situation. In particular, she'll Blackguard falls upon you in peculiar silence,
attempt to convince players that sunlight is the only pausing only to say a prayer to the Morninglord.
way to kill a Barovian vampire. If confronted as
a Vampire, she will initially deny it but if pressed, REMINDERS:
she'll justify her actions. The core of her argument Refer to the MAPLE’S AID subsection below for
is that everything she's done, she's done to prevent the triggers for Maple joining.
Strahd's return. Most parties will find this logic Irena will not use her 5th-level slot for Charm
compelling but not exonerative. She uses the and prefers to save resources for the final battle.
gap this confusion creates to attack, and gains
advantage on her initiative check. Irena never Irena will not confess her full role as the Lord at this
spends more than a few minutes explaining herself. point without provocation, but players will probably
put it together if only based on her use of the Jade
Acquire THE LUCK BLADE
Gauntlets as her primary weapon. Players will have
She will actively try to persuade players to hand
seen these jade gauntlets in the Sunlit Shrine on the
her the weapon. This can easily lead to violence. If
central figure of Irena. In fact, she’ll cast aside her
Irena gets the LUCK BLADE, she will burn a wish
silvered sword as soon as combat starts. She uses
immediately. She makes her wish in the language of
the stats for her VAMPIRE LORD form, found in the
Modron, and it’s quite long and supremely precise.
MONSTERS section.
This will likely destroy the Ruse immediately, which
is intended. The wish has no effect except that Irena If players deal damage to Irena, she’ll route it to
becomes unable to make further wishes for the Strahd in his role as the Heart of Sorrow unless he is
duration of this incarnation’s life due to the stress destroyed in THE TOWER encounter. She can route
of pushing the spell much too far. She does not take 125 damage this way.
necrotic damage or have her Strength reduced. As a
result, the LUCK BLADE has minimal use to her, and The first time it happens, read:
she's willing to wager it on a duel if she thinks it will The brutal injury fills with shadowy fire, crimson
keep the party from simply fleeing. As always, her blood mapping veins as it flows obediently through
goal is to exhaust as many resources as possible. the air before flesh and steel heal in seconds. The
Vampire nods with something like affection.

PROCEED TO: Finally:

Ride or Die Roll for initiative. Refer to the IRENA COMBAT


FLOW diagram. After 3 rounds, if Maple is dead,

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Irena will depart unless players have a clear shot The scent of burned cedar and lilies fills the air as
at defeating her, in which case she will fight until their blood splatters the stone. They settle their
destroyed. If she leaves without being defeated, form for a moment, and raise their claws in a pose
that speaks to both terror and defiance.

PROCEED TO: Alternative or Non-Combat Intro


The Long Goodbye Irena smirks with cruel delight as a little werewolf
steps out of the gloam. “Oh sweetpea, you lost little

MAPLE’S
dog. You’ll not long shake the leash.” Poisonous
intent drips from the Paladin, and the blood sea
rises in tumorous masses at her call. The wolfling

AID
hunkers into their torn olive coat but doesn’t flee.
“Queen of Dust and Shadow, I am Maple. Last free
wolf of my pack. I invoke the rite of challenge,
Irena.” Irena nods, a strange formal gesture—then
everything goes to hell.

P ER THE SPECIAL RULES of this subsection,


Maple intervenes in four circumstances:
1. The end of the second round of combat.
THE LONG
GOODBYE
2. A player character is killed at any point by Irena,
especially with the Charm attack.
3. Players are dangerously close to getting wiped
in a non-interactive way by Irena.
4. Players may shake Irena. If so, they meet Maple
in St. Markovia’s tomb. Use the DESCRIPTION
section of Maple’s entry in this case. I RENA STARES AT YOU in frosty scorn.
"Even weighed against eternity, you are a waste
of time." The Lord of Ravenloft strides away—
If a character dies, MAPLE enters immediately,
ignoring your parting shots. "I'll see you after the
and that player controls Maple until the end of the
Eclipse, when I can kill you properly." There's some
encounter. Maple knows that Irena is the ancient
particular of the Rite of Challenge at play here.
foe of their people and the progenitor of every
It might be worth finding out more about how
bad thing in their very short, awful life. Only their
this works.
extremely reasonable terror prevents them from
intervening sooner. Maple does not know how If Irena acquired the LUCK BLADE, she will keep it.
valuable the LUCK BLADE is, and thus does not try While she can't use it, Vasilka or Sergei can.
to prevent Irena from getting it.
Players can consult the HEARTSEEKERS, Maple,
Maple remains with the party and under player Winter, Bur, or Gertruda to discover more about
control for the rest of the adventure. why she left. The relevant aspect is that the Rite
proper does not start until the Eclipse. As a result,
Combat Intro doing more than wearing the players down serves
A bedraggled werewolf leaps to your aid, little purpose if it costs her time or resources,
interposing themselves between the blow, their especially if the CRYPTS is early in the run.
form flowing like hot mercury under the trauma.

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CHIANTI
at this junction, Esmerelda will encourage them to
take the deal. Players may attempt to avoid taking
this seriously. Normally, this would be a problem,
but here we are able to establish tone by resetting
player expectations with gameplay.
HOW TO RUN
What Strahd Wants
T HIS MINI-SECTION fulfills the promise of the
Crypts’ looming malice and makes STRAHD
Ultimately, Strahd has three goals that correspond
to the three things the section aims to accomplish:
into a tangible threat. Ironically, to do this requires
1. Harm Gertruda, whom he blames for all his
a very short and tightly structured appearance
troubles, by breaking what he sees as her toys.
from the Vampire Lord. Show too much of the
monster, and the tone of the section will devolve 2. Destroy Esmerelda as completely as possible, as
she’s both sympathetic and a credible threat.
to “Hammer Horror”—this isn’t a problem, but
it should be a choice you get to make instead of a 3. Attempt to force the player characters into
limitation of the material provided. In particular, making choices that will make the Dark Powers
lose interest in them.
the conditional reactions serve to provide bite-sized
characterization. Strahd is a Devastatingly capable combatant,
especially if the players have yet to acquire the
Section Goals & Summary SUN BLADE. If they do have the SUN BLADE,
Fundamentally, the Chianti section attempts to he will focus on weakening that character, before
accomplish three things: attempting to charm or bite them. At this point,
1. Establish Strahd as both awesome and wholly he shows little self-preservation and his goal is
unsympathetic. to provoke the use of the LUCK BLADE or other
2. Introduce and establish Esmerelda as both non-renewable resources, while also setting up
credibly powerful and limited. characters for later deaths at critical moments.
Ultimately, the goal of this sequence is to establish
3. Use an irrevocable act to lock the players into
a choice architecture: are they heroes or him as a credible threat; one way to do that is to
anti-heroes? make it clear that simply killing him will achieve
nothing without a plan.
That’s a lot of lift for a relatively short sequence.
THE CHIANTI section takes place almost Conditional Reactions
immediately after players acquire and attune to If burned by sunlight:
the LUCK BLADE. Unless they teleport out, they There’s no fear in his eyes—just calculation as
are guaranteed to encounter Strahd and Esmerelda his face melts and knits, melts and knits, and all
squaring off, and Strahd presses the players into through it, his clear cold eyes watch you with a
service to “keep the game even.” After they are butcher’s dispassion.
entangled, he demands that they explain to him
If players try to explain why he shouldn’t do
why he should take them seriously. He does this
something:
by asking the player characters to tell them the
“You are dust. Talking dust. Clay with feelings.”
most heroic thing that they’ve done. When players
inevitably try to make a joke out of this, he will If Midsummer is seriously injured:
demand they kill Esmerelda or be destroyed. If the “I shall make a mosaic from your bones, yellowed by
players clearly have minimal chance to take Strahd exposure or dyed with mud.”

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If significantly damaged: leave this to you?” Midsummer nods imperiously


He murmurs indulgently, almost to himself, “You are and draws her bow.
pretty little dead things. This is worth being awake Strahd departs.
for after all.”
If he grapples a character:
If players try to run: He examines you. It is cruelly intimate; a farmer you
He spins his greatsword in salute mockingly, as he knew used to gently lift the head of his cows in their
says, “Run, mayfly, run.” last moments, just like this. Then he bites and bites
and bites and there is agony and clarity and doom.
On player character death:
“O God that madest the beautiful earth, when will If players demand to know why he’s killing them:
it be ready to accept thy saints?” The Vampire Lord For the first time, his face twists in rage and when
intones as he plunges the greatsword down. Your he speaks, at first, it feels like a deranged non
blood spatters his face in abstract crimson as he sequitur, “I despise The Innocent One. The Envoy.
finishes the quote, “How long, O lord, how long?” All of this is her fault, you know. She turned Irena
against me! She introduced Irena to Sergei! And
On defeating Esmerelda: now she brings you here, to my fangs and my claws!
He turns to the mightiest of his Brides. The love in When you die, you will blame her too. We will agree
his eyes is venomous and true as he asks, “May I in your last moments.”

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ENCOUNTER FLOW

START
CHIANTI
MODULE

Read:
DINNER FOR
4.5

Read:
DEAD MEN
& TALES

NO Did Players Murder


Esmerelda? YES

Read: Read:
WAR MURDER

Read:
AFTERMATH

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Strahd, The Scourge Himself


Death of Joy, Lord of Despair
PRE
Tactical Note: Strahd will only finish off a character if he can vampirize them.

Precast spells: Strahd always starts combat with mirror image in effect.

1
A: Fireball, targeting a clump of players. M: Close with a caster.

Unarmed attack, grappling on hit. Target


lowest HP character. Bite if grapple succeeds,
otherwise Unarmed attack twice.

2
A: Full attack sequence, preferring great sword, M: After attack, move to
targeting casters. lowest HP target, provoking
opportunity attacks.
Charm, burning a 3rd level slot and targeting
lowest HP character.

3
A: Full attack sequence, preferring cestus. M: Move to lowest HP target,
provoking opportunity
Unarmed attack, grappling on hit. Target attacks.
lowest HP character. Bite if grapple succeeds,
otherwise Unarmed attack twice.

4
Strahd departs in a flounce, if Esmerelda is dead. M: Turns to skeletal bats and
Otherwise, he repeats Turn 3 until she dies, vanishes.
targeting her exclusively.

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The Brides
Druids of Wrath and Blood
PRE
Tactical Note: The Brides retreat and take up high positions to avoid sunlight.

1
A: Entangle, targeting space around any users of M: Maintain distance.
sunlight sources.

2
A: Full Thornbow attacks, preferring sunlight users M: Rotate to encircle.
followed by casters.

3
A: Full Thornbow attacks, preferring sunlight users M: Close after attack sequence,
followed by casters. preferring highest HP targets.

4
Strahd departs if Esmerelda is dead. Brides begin M: Close to highest HP targets,
to aggressively focus fire, clawing and attempting balancing against AC.
to bite where plausible.

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DINNER
Otherwise, Strahd begins to shape both the
landscape and the situation.

FOR 4.5 PROCEED TO:


Dead Men & Tales

Y DEAD
OU STUMBLE UPON the clatter of combat—a
giantess fighting three exquisite corpses. The

MEN &
vampires circle her, claws out and air humming with
cold. As a strike lands, you see the Vistani woman

TALES
flicker like flame in a draught. Her blade seems real
enough, though.

Skeletal bats fill the air, exploding from the ceiling


vaulted above you. “All things in their season,” they
murmur in a baritone. “When they are ripe. When
they are rotten. When they are memories.”

The bats begin to take shape, to fill out the


frame of a man. Plate mail made of vampire
A S HE STRIDES TOWARDS YOU through the
sea of blood, the floor of the Crypts shifts.
Low sloping battlements ripple up from the hidden
bone. “Welcome.” A great sword of cold iron. granite, stained rust red as they bear the Brides
“I am Strahd.” A silver diadem with eight rubies aloft. From their cruel high vantage, they draw their
that burns on his fever-pale skin. “Join our little bows. Silhouetted against the red shadow, Strahd
reenactment. Let’s keep the teams even, shall we? says, “If you destroy Esmerelda, I will leave you to
Make a game of it?” my darlings—as a treat. Otherwise, you will die.”

If any player has a modifier of +5 or higher in The battlements are 30 feet tall, at a high enough
Religion, History, or Insight, then read: slope to be difficult terrain or normal movement
This is Esmerelda. A legendary vampire hunter, her with a climbing speed. Winter wolves navigate this
myth is inextricably tied to Ravenloft. You read slope with no penalty.
about her ill-fated last adventure as you prepared
for your own trip. Probably a bad omen, given that If Players Rush Strahd
she’s been dead for two hundred years. She flickers As you rush towards him, he seems to relax before
again. It crosses your mind that death isn’t much of shooting 60 feet straight up, hovering just below
an impediment in the land of dust and shadows. the terrible skeletal bats. He is less substantial now,
a drifting nightmare afterimage as he speaks, “This
Esmerelda uses her full stat block. Cosmetically,
will happen on my terms. No others.” A flaming
she is described above. There’s a good chance,
skull of carmine and jade glitters into one of his
especially if this is the second playthrough, that
hands as he takes aim.
players may attack Esmerelda immediately.
If they do, Strahd has just cast zephyr strike and dashed
straight up. The process of summoning the skull
PROCEED TO: has taken more out of him than he shows, breaking

Murder his concentration and reducing his speed to 10ft


until he lands. Combat starts immediately. Strahd

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will bombard players with fireballs each turn using play. She’ll take a risk for a hero.
the captive flameskull he has just summoned. After
In Gertruda’s voice, read:
three fireballs , cast as per Strahd’s stats without
Oh you! Be my dearest saint, the sweet voice of best
expending spell slots, the skull crumbles into dust.
and righteous violence. Dark Powers! Turn your
At that point, he will revert to his normal behavior
eyes this way! The blood swirls around you. The
per the COMBAT FLOW.
chilly red light of a secret sun washes this place.
Players with a Passive Perception of 15 or higher Strahd shrinks back in surprise at last. I cherish this,
can hear the skull whining and pleading. Read: and I cherish you. In this moment, you are my spear.
The skull wails pitifully as he commands it, “No, no, Be your truth.
no, no, no, no—I am not a weapon, I am not
Players gain immunity to necrotic damage for
a weapon!”
this encounter and a surprise round as the brief
Esmerelda winces as she seems to recognize the shockwave of sunlight stuns Strahd and the Brides.
voice. Someone she knew. Summoning it seems
to have drained Strahd, though. He moves slower,
dodges less cleanly.
PROCEED TO:
War
PROCEED TO:
Agreement or Weakness
War If players agree without qualms,

Bargaining or Resistance PROCEED TO:


If players argue, or seek to demur, read:
“My chittering sweetlings, dear bashful children.
Murder
What is the greatest act of heroism you have
If the player characters are clearly unable to deal
committed? What is the best atrocity that law
with Strahd based on their performance up to this
and good has asked of you?” He seems genuinely
point, Esmerelda will first remind them of the LUCK
curious, tilting his head and calculating angles. You
BLADE. If players feel genuinely unable to approach
are all in very real, very profound danger, a little
the problem, Esmerelda will offer to be destroyed.
voice says, and you hear fear in it.
Read:
He will listen to one player character tell their story.
“I am no more mortal than this bastard. If I must
If players engage with this seriously, all characters
die, I will live again. My fire will not perish,”
gain inspiration.
Esmerelda says, and she does seem to glow from
Otherwise, midway through, Strahd will vanish as he within. She is still a fire giant, still a Knight of the
casts invisibility and lifts 30 feet into the air. Read: Flame. She grins wryly, “With that said, I’d much
“Take the deal or be silent. This is your last chance,” prefer to die fighting. I leave it to you, though.”
Strahd murmurs, and he does not sound bored,
In general, players should be encouraged not to
though he tries to. The scent of battle has piqued
sacrifice Esmerelda. This option is included for
his curiosity.
completeness, and likely means the party is doomed.
If players lean into the storytelling, even if their It’s possible that they’ll recover thanks to the
described act is small, this is enough to win treasures of the crypt, but this is a definite defeat.
Gertruda’s favor and draw her more directly into

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MURDER
slot for his Charm ability and repeating this on
his legendary action. He does not reveal his flight
abilities. The Brides focus their attacks entirely on
Esmerelda.

Y OU FALL UPON the warrior woman. Caught


between the vampires and your onslaught,
At the end of the combat,

she stands little chance. You hear genteel clapping


behind you and turn to see a proud and beaming
PROCEED TO:
Strahd. He salutes you, and vanishes. The Vampire Aftermath
Brides fall upon you next, more of them bursting
from the sea of blood.

Strahd leaves; he’s fairly sure the Dark Powers are


going to lose interest in the party. One more Bride
arrives, bringing the total to four. Combat starts
immediately. At the end of the combat,
AFTERMATH
PROCEED TO:
Aftermath
I F ESMERELDA SURVIVES, note that Esmerelda
survived—this will be used in TPKU—
and read the following:
Esmerelda nods. She is pristine—no blood or
wounds mar her—but she is bright as fire. A ghost,
maybe? Or something like one? “Every year, the

WAR
Dark Powers rouse me. Every year, I strive and fail
to fulfill my ordained part in this operetta.” She
seems to settle herself, and will answer questions.

Refer to her character entry for more information.


At this point, she joins the players.

T HE GHOST OF ESMERELDA salutes you with


her blade as you turn to work. Strahd returns
the gesture mockingly, spinning his greatsword
If Esmerelda was murdered by players, read:
Well, everyone’s dead. You pick up Esmerelda’s
round and round through the air in one hand. The sword and move on.
vampires move more warily now, thoughtful and
The players get GALLANT.
precise. Strahd raises his off-hand and begins to
focus his malign will. If Esmerelda did not survive, read:
The BRIDES for this encounter are Midsummer, This could have gone worse. You pick up
Solstice, Spring, and Autumn. For Strahd, use his Esmerelda’s sword and move on, covered in bites
VAMPIRE LORD statistics. Both can be found in and blood.
the MONSTERS section. Remember to track spells The players get GALLANT.
used by Strahd, as they do not regenerate at any
point. He will never use a 4th- or 5th-level spell Finally, return to the exploration phase of the
in this fight, but he opens by attempting to Charm encounter, per the flow diagram.
the frailest looking character using a 3rd-level spell

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TABLE OF CONTENTS
SUMMARY............................................ 265 EMPIRE............................................ 277
DENIZENS....................................... 265 THE MISTAKE................................... 278
THE HEART OF SORROW.................. 265 ELDRITCH SPIDER........................... 279
PATRINA’S GOAL.............................. 266 ARCHMAGE...................................... 280
THE ARCANALOTH’S GOAL............... 266 TYRANT............................................281
ENCOUNTER GOALS........................ 266 VAMPIRE.......................................... 282
CREATE APPARENT DANGER........266 HIGHER FORMS.................................... 283
HONOR PLAYER CHOICE...............266 START.............................................. 283
EMBRACE PLAYER CREATIVITY..... 267
WAR................................................. 283
SCALING.......................................... 267
FAMINE............................................ 283
PREPARATION................................. 267
PRIDE.............................................. 283
TONE............................................... 267
GRAIL.............................................. 284
SPECIAL RULES: GAME OF FORMS....... 267
BALOR............................................. 285
RUNNING OUT OF FORMS................. 268
PESTILENCE................................... 286
CHARACTER DEATH......................... 268
HIDDEN ONE.................................... 287
TAPPING OUT................................... 268
ARCHFEY......................................... 288
CORE ENCOUNTER FLOW..................... 269 THE HIGH TOWER............................ 289
GAME OF FORMS FLOW........................ 270 LICH................................................ 290
THE LOWER FORMS ........................ 270 ECLIPSE.......................................... 291
THE HIGHER FORMS.........................271 WISH............................................... 292
INTRO SCENES..................................... 272 ENNUI............................................. 293
THE TOWER OF BABEL..................... 272 OUTRO SCENES................................... 294
THE TOWER OF BABEL - ARRIVAL.... 272 FINALE............................................ 294
LOWER FORMS..................................... 275 END & LOOT..................................... 296
STAG-GODDESS............................... 275 EJECTED......................................... 296
EARTHBLIGHT................................. 276 FORM CARDS........................................ 298

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SUMMARY D EN I Z EN S
STRAHD or IRENA as the Heart of Sorrow

T HIS ENCOUNTER PRESENTS an alternative PATRINA, mighty drow archmage


to the standard wizardly duel: the game of
forms is a rapid-fire exchange of weaponized ideas.
The game of forms is played by picking a shape, T H E H E ART OF S OR ROW
changing into that shape, and describing it. The
opponent then picks a shape to counter that, again In terms of motivation, the key driver for players to
changing into it and describing it. This might be head to the Tower is to destroy the Heart of Sorrow
literal, as in The Sword In The Stone where Merlin according to their fortune. This is covered in GLASS
duels Mim, or figurative, as in Sandman where & DIAMONDS indirectly, so players may not be
Dream duels Chorozon. To excerpt briefly, the perfectly sure what the Heart of Sorrow is, as it is
duel between Dream and Chorozon included this an artifact unique to Barovia. While this artifact
signature exchange as its beginning: exists, the ruling Vampire Lord is healed every turn
until the heart’s hit point pool is exhausted. In ONS,
CHOROZON: I am a dire wolf, prey-stalking, lethal prowler. the Heart takes the form of the Vampire Lord who
DREAM: I am a hunter, horse-mounted, wolf-stabbing. is not currently in power, imprisoned in sunlight
CHOROZON: I am a horsefly, horse-stinging, hunter-throwing. and spellworks. Thus, in Strahd’s arc, it is Irena on
DREAM: I am a spider, fly-consuming, eight legged. a sunlit slab. For Irena’s arc, it is Strahd entombed
(Neil Gaiman, Sandman: Preludes & Nocturnes #4 ) in amber. Until the Vampire Lord at the heart of
the heart is destroyed, generally by casting them
For the duel in the tower, Patrina’s forms off the tower, it will continue to operate. The effect
are structured as locations as per the HUNT of the Heart is pronounced and raises the difficulty
ENCOUNTER rules. Player forms are provided at of the final encounter sharply. This makes it one of
the end of the section, with a list of skills associated the most important encounters to complete, and as
with each form. The player form cards provided a result, the Heart is destroyed whether or not the
are only strong suggestions, but any replacements players win the GAME OF FORMS. The only way
should generally retain the associated skills of the to exit the encounter without destroying the heart
card they replace, whether that replacement is made is to actively attempt to do so, either by bailing at
during prep or by player improv. Clever roleplay the beginning or by quitting midway through the
may allow a form to gain a skill, but this can lead to game violently enough that Patrina feels warranted
massive slowdowns and even arguments. Few things in ejecting the players. This is intentionally a rare
in gaming feel worse than a sense that a high-stakes circumstance, and provides extremely powerful
outcome hinged on a decision that was arbitrary. magical consumables as a catch-up mechanism.

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spectacular fashion. This helps ensure that players


succeed and acts as a point of no return. If the
cursed ring is present, Bur accomplishes this by
simply tossing the Vampire Lord with telekinesis .
If a player’s character is currently the arcanaloth
simulacrum, let that player know with a private
note that destroying the Vampire Lord is
their task.

EN C OUN T E R G OALS
Create Apparent Danger
A common issue in heroic fantasy
and tabletop rpgs is how to represent
archmages. While epic spell battles
and deadly cat-and-mouse games are
both possible in fifth edition, those are long
encounters. An archmage that doesn’t want to
die is not going to die. At 6th level, most parties can
only really interact with enemies using persuasion
or direct violence. As a result, this encounter takes
the shape of an older folkloric concept. Here, it’s
PATRINA ’S GOA L called the Game of Forms, but there are many
different names for this trope, which appears
Patrina aims to make sure the player characters throughout folklore and modern media. Effectively,
are competent and driven. Patrina is obligated to two or more shapeshifters rapidly counter each
try to stop them, but regards this as an interesting other’s transformations in a game of inventive and
formality. She’d very much like to leave Ravenloft violent rock-paper-scissors. This feels dangerous,
for a time, though she’ll inevitably return. As such, but fundamentally limits the terms of engagement.
Patrina wants to make sure that the characters It creates a framework of apparent danger where
who survive are up to the tasks ahead. She’s also player success is still likely. The goal is to portray
aware that the heroes will be reborn in new forms, Patrina as a creature of profound power and
potentially more promising ones, so she targets moderate malice who is lazily seeking an exit
the weak. Patrina will accept skill, endurance, or a from Ravenloft.
willingness to self-sacrifice—even if characters are
dying, Patrina will likely consider them worthy. Honor Player Choice
The provided forms are strong suggestions . While
THE ARCANALOTH’S GOAL the packages of associated skills are carefully
balanced, any form could be associated with them.
BUR’s goal is to toss the Vampire Lord trapped in Players are encouraged but not required to come up
the Heart off the side of the tower, killing them in a with their own options.

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Invented forms still count against the players’ 5. Review the player form cards, then print a copy
total of 18 forms. Non-canon forms can and of the forms list for each player.
should generally offer advantage, but never
confer automatic success like stock forms in some
TON E
situations. This is to avoid disenfranchising more
timid players by placing the optimal reward out of
This encounter centers on a shapeshifter’s duel
reach behind improv or argumentation.
because the loss of self and the death of form were
Embrace Player Creativity particular horrors in the Victorian or Edwardian
The GAME OF FORMS also offers players a chance English authors and the post-Civil War American
to exercise creativity and stretch their roleplaying authors who form the backbone of gothic horror.
chops. The encounter design and DCs are balanced The format also allows versatility—it can be
played for laughs or as high drama depending on
with the assumption that the DMs will be rewarding
the playgroup.
players who roleplay their use of a form with
inspiration. Particularly clever roleplay should also
offer advantage on the check, in addition to the
inspiration. Talk directly to players and encourage SPECIAL RULES:
them to own the fiction of the game, whether as
the GM or as Patrina. After all, she’s going to be GAME OF
FORMS
much more interested in a character who becomes
a gilded box or jar marked with the symbol of Zeus
when they assume the form of Hope.

SCALIN G
This encounter smooth-scales from 3 to 6 players
by changing the number of rounds, particularly the
W ITH APOLOGIES TO Neil Gaiman among
others, this encounter centers on the
Game of Forms. Two parties, the players and the
HIGHER FORMS. For 6 players, you may wish to archmage Patrina, take turns transforming into
run one additional form depending on how damaged deadly forms. In general, each takes a form to
they’ve gotten. counter the most recent form of their opponent,
and forms are not repeated. This is detailed more
PR EPARATI O N extensively in the Summary, Tone, and later in this
section. It is also framed in more narrative language
1. Print and review the HUNT ENCOUNTER in player-facing content, particularly TOWER OF
rules that this encounter is based on. BABEL - ARRIVAL.

2. Review the special rules for this encounter Mechanically, this is modeled using the HUNT
that adjust the hunt rules slightly, noting the use ENCOUNTER RULES. There are four additions:
of retries.
FORM:
3. Skim the encounter, reviewing three or four The shape that players assume in their duel with
forms—ideally, Stag-Goddess, Vampire, Grail,
Patrina. The standard set is defined in Form Cards.
and Archfey.
When players are told they must pick a form, they
4. Review the encounter flows and hunt flows, pick from this list, removing their previous form
then read the rest of the encounter. from the game.

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FORM SKILLS: A good way to think of this encounter: it’s a hunt


The skills listed on the player form. These skill lists where players pick what to be instead of where to go.
are used to define the available choices for players
during Checks, with most locations offering a
default. The default is generally a saving throw or
RUNNING OUT OF FORMS
similar defense, rather than a skill. Finally, more
If and only if players have no remaining form cards,
than one player can make a skill check for each
they lose the duel. Go to the FINALE. This modifies
form, as the players assume the form as a group.
END & LOOT.
SPECIAL FORM EFFECTS:
Some forms are better or worse choices for a given C H A R AC T E R D E AT H
step in the duel. At the top of each location, there
is a list of forms that grant an automatic success Characters reincarnate as normal and there is
or advantage, as well as a shorter list of forms that no additional penalty. Patrina will let them keep
inflict disadvantage. These are marked with for playing, but these deaths do count towards the
advantage, for disadvantage, or + for an added fatigue-like mechanic found in the INCARNATIONS
success on the Check. section or towards scoring.
RETRIES:
Many hunt encounters allow retries on their skill TAP P I N G OUT
tests. The GAME OF FORMS requires them. Each
location lists how many attempts players must make Players can, as a group, agree to forfeit at any time.
if they fail. This is used to represent players failing If this happens, go to EJECTED if they bail early
to defeat Patrina’s form or brute-forcing their or FINALE if they bail late. This counts as losing
victory. Reminder text is present everywhere this the duel.
is used.

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CORE ENCOUNTER FLOW

Read:
TOWER OF BABEL
Bailed? YES

NO
EXIT ENCOUNTER
Read:
TOWER OF BABEL -
ARRIVAL
Bailed? YES

NO

BEGIN GAME OF FORMS


Review: SPECIAL RULES: GAME OF FORMS
Use: GAME OF FORMS FLOW
GAME OF FORMS EXIT CONDITIONS
Players Patrina Players
out of forms? out of forms? not engaged

YES YES YES

Read: Read:
FINALE and END & LOOT EJECTED

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GAME OF FORMS FLOW


The GAME OF FORMS is run using a slightly modified version of the Hunt rules. For this hunt, there
is no player-facing map, and the “locations” represent the various forms that Patrina assumes
through the fight. The DM always picks where players go.
The first half of the game is played on a fairly linear map, THE LOWER FORMS. Play then moves
to a less linear map, THE HIGHER FORMS. This allows the DM to choose from a large pool of
forms when reacting.

ER FORMS
T H E LOW

From:
ENCOUNTER FLOW

Earthblight Archmage

START

Stag Goddess The Mistake Tyrant Vampire

Goal:
HIGHER FORMS

Empire Eldritch Spider

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GHER FORMS
THE HI

From:
LOWER FORMS

START
Any one of...

War Famine Pride


THEN
Any five of...

Wish Hidden One Balor Grail Archfey

Pestilence Eclipse Lich High Tower


THEN

Goal:
FINALE

Ennui

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SCENES the lead player loses one magic item, starting with
consumables. “Come get it!” You glance back in
Below are the narrative components used by the time to see one of your magic items go tumbling
encounter flow. Where possible, each notes down over-and-through the door’s translucent shoulder.
the probable next vignettes. LOOT, MONSTERS, and If players proceed:
CONDITIONS are bolded in this section. Content The door fades to nothing as you pass, then shivers
intended to be read aloud verbatim is italicized.
back into existence. The carved woman is watching
you. She smirks, and in that moment, you realize
that the curious patterns on the floor below you
THE TOWER OF
BABEL
flow into the walls to depict two great hands
cupping the room. The floor begins to move, the
roof fades, and you are carried up at a leisurely pace
into the stratospheric reach.

Players gain the benefit of a short rest.

Y OU STAND FOR A MOMENT on the parapet, Floor after floor slithers by, visible through the gaps
staring. Mist shrouds the upper reaches of Raven- between the great stone fingers of the lift. Each
loft’s central spire. There’s still time to turn back, to floor is identical, a lavish study lined with bookcases
look away from the gilded door across the bridge of and two cylinders of murky green glass. You see
stone before you. enough to guess they’re about six or seven feet tall.

If players bail out, honor that: What do you do?


With a sigh, you draw back, retreating down into
the castle proper. Sometimes, there’s no good
option. This encounter ends. This will trigger the PROCEED TO:
Confession event. The Tower of Babel - Arrival
If not:
The wind whips you back and forth, but the railings
of the bridge hold. It is frigid up here. The gilded
door is free of frost or snow, and is sculpted in bas
THE TOWER OF
BABEL
relief depicting a shockingly beautiful elven woman
clothed in gold and mother of pearl. Her hair and
skin are unadorned, black basalt left bare. The door
becomes translucent, then fades at your touch.

-ARRIVAL
Inside, there is a blank grey room with an oddly
carved floor.

If players back out:


You turn away, and the door catcalls you.
Players can retreat at this point; however, the
door picks their pocket with legerdemain . Make T HIS SEQUENCE SHOULD TAKE no more than
10 minutes of real time. Players are free to get
up to shenanigans and access the studies. If they
a Dexterity (Sleight of Hand) check against the
highest passive Perception in the group. The do, they’ll see a motionless elven woman in each
door’s modifier is +10. If the door is successful, cylinder, with skin tones ranging from the familiar

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to the unusual, including bubblegum pink and or judging? Introverted or extroverted?” While
the black-and-silver of the drow. The features are she talks, seven stone pillars rise from the ground,
always the same or very close. A DC 15 Intelligence carrying all of you up into the orrery.
(Arcana) check will reveal that these are clones.
Stealing books results in the lift stopping until they
If Irena is the villain: If Strahd is the villain:
are returned. The stone woman from the door will
Far above through the Above you, in a pool of
appear after a minute or two unless dispel magic
orrery, at the pinnacle of condensed sunlight, a
is used to break the inventorying spell on the
the spire, you can see a woman in paladin’s armor
book. If players successfully steal a book or spend man encased in amber, lies on a bier of light.
significant time in the studies, they will find that burning endlessly in
these are all spellbooks in many different languages the sun.
and bindings, suggesting many owners. Players
can spend an hour here to find any one spell of 3rd Any active spells end, and magic items are
level or lower and scribe it. After two hours of this, deactivated unless they alter stats that would
players will be dragged into the lift by the tireless require recalculation. The only exception is the
hands of countless stone women. Destroying a cursed ring of telekinesis , and players may wish that
statue has no effect, except that the statue teases wasn’t an exception later.
the players about their deaths and travails as it
The orrery of the planes spins around you, and the
breaks. Players who count the floors will discover
other creatures below melt like wax and flow in
that there are 120 floors before they arrive.
rivulets up into this woman. “We’re going to play
a simple game. Or, I suppose, you could turn around
Eventually, the lift slows and very gently tips you and leave.”
out into a foyer. Stairs climb up to a giant room, Patrina will simply wait out anything she perceives
furnished in deep warm greens, brass, and white as misbehavior. Attempts to harm her are as
leather. Above you, a huge orrery spins. Through successful as nailing jello to a tree. She’ll allow
walls of lambent energy, you can see other rooms, players to leave through the lift, though she’ll ride
including a bedroom where a giant cartoon spider down with them and attempt to put them through
is reading through eight books that drift near its the Myers Brigg personality test. As before, leaving
many human eyes. In another room, a familiar elven will trigger the Confession event.
woman with stone grey skin is undoing the braids in
her hair of sage green snakes. At a leather top desk, If players assent, she’ll explain the rules:
an inquisitive cephalopod eyes you with optimism. “I will assume a form. You will assume a form that
It raises a tentacle that flows like mist, pulling the counters mine. We shall wager the forms we start in.”
mass of the octopus along and through and away Deal out the form cards. Players may take turns as
as it forms an elven woman, who strides across the the active player in any order, so long as players are
desk towards you before hopping lightly down. not repeated before all players have had a turn.
“I am Patrina.” As she speaks, great shutters open The game is balanced with this in mind, and expects
and you can see that you are above the mist—above each player to get between two and three turns.
the clouds. Sunlight streams in slowly, and you
stare out into the featureless emptiness. In a voice
full of cool curiosity and executive command, she
PROCEED TO:
asks, “Would you describe yourselves as thinking Stag-Goddess

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ER FORMS
T H E LOW

STAG-GODDESS
Form Skills OR A — The Relic, Walled City, The Ranger
Constitution Saving Throw [DC16]

One Retry

“I am the stag-goddess, mother and father to the forest, life-giver, way-shaper.” And she changes, a titanic pregnant dryad
with the head of a stag and great snarled antlers. You can’t fight a god directly. Choose an angle. What do you become?
Players pick a form, then run the skill check.

FIRST RETRY
“Oh, we prayed, we fought, we even tried to steal her secrets.” Patrina whispers. If you turn your head just right, you can see
her instead of the goddess, staring wistfully back at the past.
Players pick a form, then run the skill check.

0 SUCCESSES:
You cannot fight a god directly. The weight of her regard crushes your form. “Again,” is all Patrina says, but she does not sound
cruel. There is a sense of necessity to this all, as though she’s trying to tell you something and has forgotten any other way.
Players who rolled take 4d4 magical slashing damage. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
Patrina grins as her antlers catch you, even as her form fails.
Players who rolled take half of 4d4 magical slashing damage. Go to Outro.

2 SUCCESSES:
Patrina frowns as her antlers miss you, as her form fails.
Go to the Outro below.

OUTRO
“Would you venerate her or rebel? Or worse, steal her secrets?” Patrina asks. She waits for an answer. There’s some hint that
this is a personal question in a sense, one she herself has had to answer. The rhythm of the game is becoming familiar. She picks,
you pick. She changes, and becomes...
If players choose “venerate,” go to EMPIRE. For “rebel,” go to EARTHBLIGHT. For “steal,” go to THE MISTAKE.

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EARTHBLIGHT
Form Skills OR A — The Djinn, The Golem, Bounty
Constitution Saving Throw [DC16]
D — Walled City

One Retry

B elief shapes gods, not the other way around. Betrayed, the mother god stumbles, then falls. “I am the end of that which
grows, the blood price of nature.” And she melts, flowing into a great tarry swamp of trees bleached clean as old antler. The
corpse of a goddess undying and murderous—you’ve heard a story like this about an elven deity before. Resistance to spider
venom might serve you well as you become….
Players pick a form, then run the skill check.

FIRST RETRY
The tar traps your form and the swamp clicks and creaks with undead spiders that have been disgorged from the faith-rot of the
mother goddess. They bite at you as you change again...
Players pick a form, then run the skill check.

0 SUCCESSES:
You can’t pull free of the tar, and countless little undead spiders have leapt from the corpse of the goddess. Poison chokes you.
Players who rolled take 5d4 + 5 poison damage. A 3rd level spell slot may be spent instead. Players must retry. If players are out
of retries, go to Outro below.

1 SUCCESS:
You barely pull free of the tar, but countless little undead spiders have leapt from the corpse of the goddess. Poison chokes you.
Players who rolled take half of 5d4 + 5 poison damage. Go to Outro below.

2 SUCCESSES:
The blight snarls and tangles, condensing into Patrina’s smirking face. “Gods don’t die, they just adapt.”
Go to Outro below.

OUTRO
The blight falls slowly away, leaving behind peat and driftwood and bones. Sitting among them, Patrina looks up at you and
says softly, “I was there during the shattering, in the secret history—the gone chronicle of the world.” She stands up and as she
changes again, she says, “Great deeds have a way of haunting you.”
The DM chooses the next location from ELDRITCH SPIDER, ARCHMAGE, or TYRANT.

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EMPIRE
Form Skills OR A — The Goblin Army, The Roc, The Ranger
Charisma Saving Throw [DC16]
D — Walled City

One Retry

T he world changes around the changeless dryad-lord. "I am the tolling bell, the war at your wooden gates." With a voice like
grinding progress, Patrina is a great smithy and the iron mines that feed it, an army armed. A quick blade and a skirmisher
tend to be the best way to cut through a disorganized legion of foes—or another legion.
Players pick a form, then run the skill check.

FIRST RETRY
The imperial armies are happy to agree to any treaty. "I am the silent ruins, the last testament of diplomacy.” Their druids burn
the forests and cities anyway. You change again.
Players pick a form, then run the skill check.

0 SUCCESSES:
The hordes fall upon you.
All players take 2d4 + 4 slashing damage. Any player may spend a 2nd level spell slot to prevent all damage to all players.
Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
You are swept up in endless indecisive skirmishes.
All players take half of 2d4 + 4 slashing damage. Go to Outro below.

2 SUCCESSES:
In Gertruda’s voice, as though she is narrating as DM, read:
You thrash maniacally through the assembled legions. You fell upon them, oh spear of mine. You are a calamity.
Go to Outro below.

OUTRO
The flames and charneled barbarians speak with Patrina’s voice: “When they broke peace, burned us out, we killed so, so many.
We fled below.” A masked figure walks out through the horde, her shadow killing thousands. “I made different travel plans.”
And she steps into the night, taking a new form.
The DM chooses the next location from ELDRITCH SPIDER, ARCHMAGE, or TYRANT.

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THE MISTAKE
Form Skills OR A — Counterspell, The Relic, The Paladin
Strength Saving Throw [DC16]
D — The Astral Plane, Bounty

One Retry

“O h, yes, we did steal her secrets. Drove her underground.” Patrina nods approvingly as she takes a new shape. "I am the
price of knowledge, the fate of spires. I am the mistake." Patrina raises her arms, her body becoming a wizard's tower
and the loop of her arms an arcane gate. A gate to hell. A gate that will not close. The elven gods wore many faces. You only
know one who went underground. You steel your minds against madness and cruelty as you become...
Players pick a form, then run the skill check.

FIRST RETRY
The legions of some strange hell march in pomp and circumstance out of the gate, led by driders crowned with 8-point antlers.
Madness spreads from them like a contagion.
Players pick a form, then run the skill check.

0 SUCCESSES:
The legions of hell on their many legs overcome you with their psychic lances. Insanity is no refuge, and they drag you back to
her. The Queen That Crawls feasts on your form.
Players who rolled 5d4 + 5 psychic damage. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
You draw back and back and back, across the liminal space that is the game board for your shapeshifting duel. You see the
legions of hell burn their way across the elven lands. You change again...
Players who rolled take half of 5d4 + 5 psychic damage. Go to Outro below.

2 SUCCESSES:
This is Patrina’s real and personal history, but it is not your fate. You lean your will forward, slam the power of your chosen
form down, and define in simple language why the gate closes. What do you say?
Go to Outro below.

OUTRO
Images of elves falling upon elves flash before you, lured by madness and power. Patrina stands atop a mound of corpses, a hero
to hell. She begins to change, taking a terrible new shape.
The DM chooses the next location from ELDRITCH SPIDER, ARCHMAGE, or TYRANT.

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ELDRITCH SPIDER
Form Skills OR A — Counterspell, The Relic, Hope
Charisma Saving Throw [DC17]
D — The Roc, The Dragon, Walled City

One Retry

T wo great legs crack the earth under the elven forests, then two more and more until there are eight. "I am Poet, ancient
servant of the webbed goddess. The eyes of hope, the countless mouths." All things touched by the Poet’s gaze burst into
spiderous monstrosities. Poet is an archfiend, the new emblem of the fallen goddess and her madness and her grief. They are
exceptionally dangerous, corrupting most physical foes. The endless beast marches forward as you become…
Players pick a form, then run the skill check.

FIRST RETRY
Poet’s mandibles carve runes of poisonous intent into the air, magic spilling out of those clicking jaws in poisonous stanzas of
hate and self-knowledge. “I am Poet’s venom, foe of worlds. Know me and change.”
Players pick a form, then run the skill check.

0 SUCCESSES:
The Poet’s gaze corrupts. Your form explodes into shockwaves of spiders.
Players who rolled take 4d6 + 8 psychic damage. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
Your skin crawls as you struggle against the burning gaze of the Poet.
Players who rolled take half of 4d6 + 8 psychic damage. If players are out of retries, go to Outro below.

2 SUCCESSES:
You hold your form against the onslaught. As you endure, it weakens. It weakens, and weakens, and weakens, until it collapses
under its own weight, dead of exhaustion.
Go to Outro below.

OUTRO
Patrina shrugs this mighty form off, splitting the carcass in a parody of molting as she emerges. She changes again...
If players ran out of retries, any characters that made a check are Changed. All their incarnations are affected by spider climb
permanently, as per the spell. Players should describe how they have changed.
The next location is always VAMPIRE.

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ARCHMAGE
Form Skills [DC16] OR + — Counterspell, The Beholder
Attack Roll against [AC19]
A — The Dragon

One Retry D — The Djinn, The Sphinx, The Roc

A younger Patrina stands before you, cowled in rune-drenched robes. "We are the Archmage, without nation or creed. Our
spellborne flesh turns blade and blast. Our will is power.” As she speaks, countless pairs of tourmaline eyes blink open and
many mouths chant with her as a single voice. Patrina, accustomed to fighting wizards, likely uses spells that attack physical
defenses. Judging by her smirk, this is one of the most dangerous forms she knows.
Players pick a form, then run the skill check.

FIRST RETRY
Many voices cry out: “I am Time Stop. The—” You don’t hear the rest.
Players pick a form, then run the skill check.

0 SUCCESSES:
Your form is shredded. Your friends who step forward have long clean cuts all about them, and they are breathing but dazed.
Players who rolled take 5d4 + 5 force damage. They are incapacitated until the next location. Players must retry.
If players are out of retries, go to Outro below.

1 SUCCESS:
Endless knives of pure lambent force slice by you as the world clicks forward in stop motion. You cannot dodge them all, but
things could have been so much worse. The archmage smiles indulgently across a hundred faces.
Players who rolled take half of 5d4 + 5 force damage. If players are out of retries, go to Outro below.

2 SUCCESSES:
The spell breaks on the fortress of your will. It’s oddly intimate, and the archmage collective stammers in their chants. One of
them arches an eyebrow, another whispers, “Magnificent creatures.” In another voice, with less detachment, it might provoke
disgust. Instead, merely surprise.
Go to Outro below.

OUTRO
The chorus fades, one of them stepping forward. The others stretch to form pillars and scenery. The Speaker blows you a kiss
before she melts into the hostile universe Patrina is composing just for you.
If players ran out of retries, read: The archmage’s kiss cuts the air, slicing you apart. All characters take 3d4 + 3 force damage,
as though the spell magic missile had been cast.
The next location is always VAMPIRE.

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TYRANT
Form Skills [DC16] OR A — The Dragon, The Djinn, The Paradin, The Golem
Attack Roll against [AC19]
D — Knowledge, The Sphinx, Counterspell, Bounty

One Retry

A younger Strahd sits astride a massive bloodstained war horse. He is mortal still, but barely—a beast of glorious alabaster.
"I am the King, beloved of the Dark Powers. Fate bends around me as realms of elf and man and orc are trampled.”
In Gertruda’s voice with disdain, as though narrating as the DM, read:
A little voice whispers to you, “This is how it began: with empire and what great men call glory.” Strahd is a beast of war, a
master of martial prowess skilled in the defeat of wizard kings and other tawdry relics.
Players pick a form, then run the skill check.

FIRST RETRY
The mists curl into a grin, parting to reveal again the ivory king. Ageless, his eyes are cold spotlights painting the mist electric.
"I am still the King, lover of the Dark Powers. My footsteps salt the earth.”
Players pick a form, then run the skill check.

0 SUCCESSES:
The greatsword sweeps down, slicing through flesh and bone and time and space. Your form shatters.
Players who rolled take 5d6 slashing damage. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
Even as your defenses hold, you are locked into the pattern of violence. You are made like him, and he is the best at that.
On these terms, eventually, he would win.
Players who rolled take half of 5d6 slashing damage. If players are out of retries, go to Outro below.

2 SUCCESSES:
The greatsword cracks. The destrier dies then crashes down on Strahd. His legs broken, Strahd is carried home. There, he will
brood and growl until Fate makes him a certain offer, and this world goes off the rails.
The next location is always VAMPIRE.

OUTRO
He slips. He always does. The horse crushes him. Fate ensures it. Strahd’s ruined body speaks with Patrina’s voice, “The Dark
Powers do not think—not like us. But they intend, and they intended this. He’ll make a deal.” Patrina bounces to her feet and
brushes gore off her naked body. “Well, let’s circle back on this, since I think there’s still a lot left to stake down. Still, really good
first effort!” Her body melts. The fluid starts twisting up into the architecture of an entire scene, like an enormous deranged mimic.
The next location is always VAMPIRE.

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VAMPIRE
Form Skills [DC17] OR A — The Ranger, The Paladin, The Relic
Attack Roll against [AC20]
D — Bounty, Rebirth, Walled City

Two Retries

“I am life eternal, hungry, violent, and proud. I am the vampires, bastard children of Sol Invictus.” The creature yawns with
a lazy toothsome satisfaction. Your foe now is not a vampire, but all vampires, the idea of a rebirth, hungry and bountiful.
Persistence and faith are your best weapons.
Players pick a form, then run the skill check.

FIRST RETRY
“I am the revenge of the individual, the virus of tyranny. Behold my fanged grin. I spread, insidious, among the old, the sick, the
downtrodden. I can be patient. Can you be sure I am not right?”
Players pick a form, then run the skill check.

SECOND RETRY
“What would the washerwoman do to see her daughter in the prime of life forever? What should she do? Eternity levels all ethics.”
Players pick a form, then run the skill check.

0 SUCCESSES:
The bite is an agony. Patrina casts you down and wipes her mouth, not deigning to finish the job. “Again,” is all she says, and
there is a hunger here in the low vibrato. She wants you to succeed.
Players who rolled take 2d4 + 8 necrotic damage, and reduce their maximum hit points by the amount of damage they received
after resistance. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
Doom is not a bite, not this time. Instead, you watch the entire world collapse into blood-frenzied violence. In the end, you are
alone in a desolation. You are alone in dread. The whole world has starved.
Players who rolled take half of 2d4 + 8 necrotic damage and reduce their maximum hit points by the amount of damage they
received after resistance. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
In the voice of Gertruda, as though she is narrating as the DM, read:
Whatever form you meant to be, you are the Sun. You are the Sun, and you burn them out. Scorch them in their multitudes.
Their bones bleach in your gaze. Oh my darling lords of ash, look upon your works.
As per your normal DM narration, read:
Patrina does not get up right away. She rolls over, lies there, basking in the sun. She watches you with careful interest, like a
hunter examining an unexpected jaguar. You have some time as you both catch your breath.
Players may use spells or abilities here, including healing effects. Skip Outro and go to the HIGHER FORMS HUNT MAP.

OUTRO
The vampire does not perish, instead endures and changes. There is a pause here, a lull in the game. The predator pants and
gathers her breath. Players may use spells or abilities here, including healing effects.
Go to the HIGHER FORMS HUNT MAP.

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GHER FORMS
THE HI

START

If players have failed one or fewer checks so far, read:


"They called me," she growls between pants, "the lioness of Arvandor, once." Her eyes flash emerald
and you can see the stains on her face where war-spells were daubed so often that it marked her forever.

All DCs are increased by +1 for all Higher Forms. If players win, their gift will also include
a RING OF WARMTH and a small note that says simply, “Be seeing you.”
Finally, read:
She pulls herself up on a staff that flickers into existence and spreads her arms wide.
Now, as she speaks, you can feel the whole tower sing with her strength. The first form
she conjures lashes out at you before you can raise a defense.

Choose any one of WAR, FAMINE, or PRIDE, then continue to any of the HIGHER FORMS.

WAR FAMINE PRIDE


The battle snarls endlessly, The sky is dark, the land is A temple of amber stretches
propelled by blood feuds and withered. "My name is Famine, up around you. It offers refuge,
grudges. “My name is War, red, first and last weapon of war. recompense, retribution. “My
fractal, and thirsting. Eat with me.” name is Pride, first sin of the wise.
Drink with me.” Walk with me.”
All food carried by
Characters each make a DC 15 characters turns to ash. Characters each make a DC 15
Intelligence saving throw. On a The characters each make a DC Wisdom saving throw. On a
failed save, that character makes 15 Constitution saving throw. On failed save, they take 10 psychic
a cantrip attack if possible or a failed save, they take 10 acid damage, and age 10 years.
a weapon attack if impossible damage and are poisoned until the The aging may be fatal.
against the character with the end of the GAME OF FORMS.
highest current HP.

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GRAIL
Form Skills OR A — Knowledge, The Paladin, The Golem
Charisma Saving Throw [DC17]

Two Retries

“I am the Grail, all sought, all corrupting,” she says. The metaphor unfolds over you. Patrina sits on one side of the table,
fingertips rested on the goblet’s base. Few who touch the grail can let go. Whoever faces this likely faces it alone, and the
Grail does not tolerate evil.
Players pick a form other than Relic, as the Grail is a relic. Run the skill check.

FIRST RETRY
“From me, the seas of Elysium, the depths of the Styx. I am the cup that runneth over. Source of greed, doom to the grasping.
I am the Grail.”
Players pick a form, then run the skill check.

SECOND RETRY
“Drink deep and be destroyed.”
All characters age 5 years and take 5 necrotic damage. Players do not pick a new form. Run the skill check.

0 SUCCESSES:
The cup is at your lips before intention blossoms. It drinks you up, and you are less.
Players who rolled age 10 years and take 10 necrotic damage. Players must retry, and the same players must attempt the
checks. If players are out of retries, go to Outro below.

1 SUCCESS:
You arrest your hand as it lifts the cup, but even contact is an agony. You are trapped in your form.
Players who rolled age 5 years and take 5 necrotic damage. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
The cup touches your lips, and Patrina watches you intently. She watches as you drink. She watches as you are not destroyed.
She watches, above all, as you put the cup down. “That was something I could not do,” the mighty archmage says, and there is
some strange wistfulness to her.
Go to Outro below.

OUTRO
The Grail loses its shine as you drink. It’s just another cup. Patrina steps from the shadowed space behind what seems real, and
takes on another form.
Players who rolled gain the benefits of a short rest.

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BALOR
Form Skills OR A — The Dragon, The Paladin, The Relic, The Ranger
Dexterity Saving Throw [DC18]
D — The Goblin Army

Two Retries

“I am a lord of chaos. I am the Balor, ancient, alien, and evil.” The towering demon spreads her massive bat wings and in
that shadow, her scales burn with evil power. The air shimmers with heat as she cracks her flaming whip in cruel salute.
The Balor can murder entire armies. She does not miss. Resistance to fire is vital here.
Players pick a form. If players specify a red, gold, or brass dragon, they gain resistance to fire damage until the next form.
Run the skill check.

FIRST RETRY
“Behold my whip, and hear my sword.” She laughs with abandon, and hell visits you again .
Players pick a form, then run the skill check.

SECOND RETRY
Your weaponized intention lands true, but the great fiend laughs as it says, “Even in defeat, I am fire and scheme. I will return.”
It explodes and reforms, the fiery shock slamming into all of you.
All characters take 2d6 + 4 fire damage. Players may pick a new form, but are not required to. Run the skill check.

0 SUCCESSES:
The whip cracks again. The sword swings again. The Balor’s plans unfold, and you find yourself ensnared. Do not mistake
chaos for stupidity. The eldest evils have a cunning all their own, and you are swept up in it.
Players who rolled take 3d6 + 4 fire damage. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
The whip misses. The sword glides past. But brute power is the least of the Balor’s weapons. The shadows themselves catch fire
as her evils and her plans unfold to encircle you. You burn… eventually.
Players who rolled take half of 3d6 + 4 fire damage. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
The whip misses. The sword fails. Even Balors have weaknesses and blindspots. As she collapses, her burning gaze favors you
and a clawed hand reaches out.
The Balor is real. If this campaign continues after One Night Strahd is finished, she will eventually hunt the players down to
entangle them in some greater evil. Note down that players have A Friend In Hell. Go to Outro below.

OUTRO
The sword clatters as the Balor collapses like a marionette. Stepping out of the sulfur smoke, Patrina gives her puppet-self a
cheerful kick and gestures to the lightning blade before taking another shape.
The Balor leaves behind the BALOR’S BLADE, a cursed weapon found in the ITEMS section.

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PESTILENCE
Form Skills [DC17] OR + — The Paladin, Hope, The Golem
Constitution Saving Throw [DC18]
A — The Relic, The Astral Plane

One Retry D — The Goblin Army, Walled City, The Beholder

“I am Pestilence, first child of the apocalypse astride a white horse. See my crown and my bow, and see me conquering.
I am flesh slaying, fever dreaming.” First and last foe of life, stalking body and dream and spirit. Before there were
mouths, there were toxoplasts and protein-chain fangs. Direct defense against disease or the absence of life is your only hope
here. Even immortals are not immune to a plague of madness.
Players pick a form, then run the skill check.

FIRST RETRY
You can feel Patrina grip your heart. She is bloodborne. Legion. A voice at the top of your spine whispers, “I lurk in the wilds
and in the well. I will wait.”
Players pick a new form, then run the skill check.

0 SUCCESSES:
Your body burns. Your mind catches fire. You are left weak and those who care for you are next.
Players that made checks gain vulnerability to all damage until the end of this encounter. Immunity to disease prevents this.
The two characters with the highest remaining hit points must make the next round of checks. Players must retry. If players are
out of retries, go to Outro below.

1 SUCCESS:
Even as you endure the plague, it takes a toll. You lose a lot of blood.
Players who rolled take 10 necrotic damage. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
Luck and the new sciences see you through.
Go to Outro below.

OUTRO
The fever burns out. Patrina drags herself from your flesh, rebuilding herself from your sweat and ephemera. “Just taking a
look around the place, you know? Figuring out where I’ll put the piano when I move in.”

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HIDDEN ONE
Form Skills [DC17] OR A — The Ship, The Astral Plane, Counterspell
Deception [DC20]

One Retry

“I am the Hidden One, incandescent and immortal, worlds-weary and wandering.” Patrina steps backward onto a disc of
the planar orrery. She’s younger now, skin bright as black pearl and dressed in swashbuckler’s gear. The disc spins away
from you. She reaches out to drag you along. You’ll need some way to catch the vestige or pin them in place. Ideally, it’d also
prevent you from being tossed tumbling into the infinites.
Players pick a form, then run the skill check.

FIRST RETRY
“Seek me not and do not hide. Behold the Great Wheel!”
Players may pick a new form, but are not required to. Then run the skill check.

0 SUCCESSES:
The entire span of the multiverse whirls before you. Your mind is crushed under the Great Wheel.
Players who rolled go mad as they are dragged through the multiverse. They are affected as if by a geas spell. Their compulsion
is: “I’m always in a hurry.” They are incapacitated until the next location. Players must retry. If players are out of retries, go to
Outro below.

1 SUCCESS:
You see gods drifting dead in the Astral. You climb the Infinite Staircase. You walk the Gates of the Moon. Across a hundred
mortal lives, you meet a thousand mortal loves. It is too much.
Players who rolled are incapacitated until the next location. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
You catch her hand as she pulls away, and there is a spark of raw joy on that ancient girlish face. Patrina whispers, “Hello,
mighty lords of ash, hello.”
Go to Outro below.

OUTRO
The lean and worldly mage straightens her hat, humming: “How does it go? High note at the end, right? I can show you the
Wheelllll—or something like that?” She smiles at you winningly and with genuine warmth. For the first time, you wonder who
Patrina was before. Was she just and good, once?

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ARCHFEY
Form Skills [DC17] OR A — None, but any offer of fealty or respect gains advantage
Charisma Saving Throw [DC18]

One Retry

“I am Winter Serpent. Archfey, a princess of air and darkness.” A woman in simple clothes stands before you, tall and lean,
with snow-white eyes and wide pupils. Her imperial bearing would be enough to mark her as accustomed to command.
The cloak of ice clasped with sapphire suggests she’s still in practice. The court of air and darkness does acknowledge certain
ancient rites that can be used to appease even mighty royalty. What fealty do you offer as you become...
Players pick a form. If players offer their fealty or respect, they take advantage. No forms offer advantage or inflict
disadvantage. Run the skill check.

FIRST RETRY
“I am Autumn’s end, last lover of leaves. Know me by my given name, Morgan Lefay. We will walk together and be
handmaidens to frost.”
Players may pick a new form, but are not required to. Then run the skill check.

0 SUCCESSES:
The lashing cold sweeps over you. Her power is endless, and as you struggle, you change again...
Players who rolled take 6d6 + 6 cold damage. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
The cold buffets you, and the little fey smirks as glacial waves hammer at you. This form isn’t working, and you become...
Players who rolled take half of 6d6 + 6 cold damage. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
Behind the whipping snow and the clinging ice, there is a single self. The fey is only anchored tenuously to this world, and as
you endure, that anchor fails.
Go to Outro below.

OUTRO
The archfey drifts in and out of focus, like a friend vanishing into snow blindness. Her cloak hangs off absent shoulders, frozen
solid enough to stand on its own. Winter Serpent is gone, replaced by Patrina again. The cloak, however, seems real enough.
The cloak itself is not magical, but the binding broach is a stone of ice. It acts as WINTER SERPENT’S INSTANT FORTRESS
made entirely from elemental ice, which is cosmetic. It is identical to an Instant Fortress, found in the Dungeon Master's Guide ,
with the following changes.
• The fortress does not deal damage when unfolding, instead shunting creatures out harmlessly. As a result, the fortress has
minimal offensive applications.
• Winter Serpent lives inside of it. While not hostile, she is a winter eladrin (CR 10). This echo of Winter Serpent has free
will, and tends to be a private individual. Players will have to bargain with her each time they use the fortress. If they are
unlucky, she may take a personal interest in someone.

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THE HIGH TOWER


Form Skills [DC17] OR A — The Beholder, Hope, Rebirth, The Djinn
Stealth [DC18]

Two Retries

“I am pride carved in deed and stone. Call me the Tower. Where I rise, all fall.” The bones of a great spire wrench from
Patrina’s body, detonating her in a storm of abstract fire. A shockwave of psychic pressure slams you to your knees. The
emblem of tyranny casts its shadow on you, and you are being crushed as you change into...
Players pick a form, then run the skill check.

FIRST RETRY
“I am this above that, the urge to rank. Know me still as the Tower, ambition’s sigil.” The tower continues to unfold upward as
déjà vu hammers your intellect flat.
Players may pick a new form, but are not required to. Then run the skill check.

SECOND RETRY
“The tyrant’s throne is my crown. Be measured and found wanting.”
Players pick a new form, but are not required to. Then run the skill check.

0 SUCCESSES:
The throne of tyranny makes demands, forces compromises. Your form is incinerated in the gravity shock, and you change
again… but not all of you escapes.
Each character takes 3d4 + 5 psychic damage as their minds are crushed. Players must retry. If players are out of retries,
go to Outro below.

1 SUCCESS:
The pain cracks your spine, but you endure. You endure, and change again, rejecting the megaton force.
Each character takes half of 3d4 + 5 psychic damage. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
In the voice of the Dark Powers, as though they were narrating as DM, read:
The tower starts to crumble. It will take a long time to fall. All order ends, and conflict is the root operation by which all
is computed.
Go to Outro below.

OUTRO
Your vision blurs as the tower seems to fill your sight. Atop it, a party of adventurers plays a shapeshifting game with an evil
archmage. The Archmage winks at you, and her form changes…

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LICH
Form Skills [DC18] OR A — The Paladin, The Ranger, The Beholder, Counterspell
Attack Roll against [AC23]

One Retry

“I am the Lich, both spell and caster, eternal anti-life.” This feels different from the others—like it’s going to attack you
directly. When unthreatened or secure in the hiding place of its phylactery, a Lich will often reserve its spells. In these
cases, it prefers to subdue or kill lesser foes using just its profane touch.
Players pick a form, then run the skill check.

FIRST RETRY
“Mine the hidden throne, mine the ancient bone. I am the Lich.” Cold hits you in waves as she reaches out.
Patrina makes a melee spell attack roll with a +12 bonus to hit against each character. A hit deals 3d6 + 5 cold damage.
Players pick a new form, then run the skill check.

0 SUCCESSES:
The lich’s touch paralyzes your form. She blows a kiss as she reaches through your form to rest a killing hand on your face.
Your actual face.
Players who rolled take one level of exhaustion and are incapacitated until the next location. Players must retry. If players are
out of retries, go to Outro below.

1 SUCCESS:
The lich’s touch paralyzes your form, and she’s reaching for you—the actual you. The contact is glancing agony and your
vision fades. Your friends step forward as you recover.
Players who rolled are incapacitated until the next location. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
The lich’s hand rests lightly on your cheek, and she murmurs, “You’re really rather good at this.”
Go to Outro below.

OUTRO
“Mmm, not for me either. Ultimately, I was looking for an eternal life that offered more synergy between my passions and my
work.” Patrina cracks her knuckles and takes on a new shape.

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ECLIPSE
Form Skills OR A — Hope, Knowledge, The Golem, The Sphinx,
Survival [DC18]
The Dragon, The Astral Plane, or The Ship

Two Retries

T he sun dims, last light falling on a kingly rider on a horse of flame and shadow. A hand is raised as though beckoning the
sky. “I am the Eclipse, night without end. Life-taker, way-breaker.” The eclipse brings frost and madness, and is best born
by the very strong or the very clever. You stand alone in darkness as you become...
Players pick a form, then run the skill check.

FIRST RETRY
“I am the dark. You are alone under the cold and furious light of uncaring stars.”
Players who rolled are afflicted with a form of long-term madness. This effect always lasts 8 hours. Players may pick a new
form, then run the skill check.

SECOND RETRY
“I am the frozen end of the morningstar, sinner-father of my fanged kin.”
Players must pick a new form, then run the skill check.

0 SUCCESSES:
The world grows colder. You cannot endure this much longer.
Each character takes 3d6 + 4 cold damage. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
Some must brave the cold, or all will perish.
Players who rolled take 3d6 + 4 cold damage. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
The eclipse lifts. It looks like this form takes more out of Patrina, that it’s more personal.
Go to Outro below.

OUTRO
“I was there.”
If Irena is the villain:
“Over fire, we took ice. We chose her, and paid fair.”
If Strahd is the villain:
“This is your foe. Prove yourselves.”

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WISH
Form Skills [DC19] OR A — The Beholder, Counterspell, The Sphinx, The Golem
Constitution Saving Throw [DC21]

No Retries

“I mpressive. I am Wish—perish.” The pain is shattering as the 9th-level spell begins to unmake you, and you become...
Players pick a form, then run the skill check.

0 SUCCESSES:
Add up the amount that both checks failed by. One character, chosen by the players, takes 3 damage and ages 10 years for
every point. This can be fatal. Go to Outro below.

1 SUCCESS:
It’s close for a moment. Then the spell catches one of you, ontological hazards unfolding.
Add up the amount that the check failed by. One character, chosen by the players, takes 3 damage and ages 10 years for every
point. This can be fatal. Go to Outro below.

2 SUCCESSES:
Patrina’s face shows real delight as her spell washes over you with no effect. “You might be able to do this. I could believe in
you. That’s an interesting feeling,” she says.
Go to Outro below.

OUTRO
Patrina purrs with pride and malevolence as you both reach for new forms.

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ENNUI
Form Skills [DC17] OR A — The Sphinx, The Golem, The Goblin Army
Intelligence Saving Throw [DC18]

Three Retries

“I am ennui. Anhedonia, the death of joy and the end of intentions,” she says, and Patrina does not change. A starless silver
void spreads out around her, and in the distance you can see the twinkling remains of dead gods. Patrina falls away into
the vanishing point, perspective and imaginary distance eating her whole. She narrates to you quietly from some unknowable
distance, “Ennui is a sort of persistent soul-annihilating boredom, followed by the loss of purpose. It’s a sense that nothing
matters—though there are, it turns out, some creatures incapable of boredom. Bastards. What do you become?”
Players pick a form, then run the skill check.

FIRST RETRY
“I am the quiet at the end of the day. My name is ennui.”
Players may pick a new form, but are not required to. Then run the skill check.

SECOND RETRY
“There is silence after entropy. Know me as ennui, the widow of purpose.”
Players must pick a new form, then run the skill check.

THIRD RETRY
“The rot of self, the root of dread—behold a nothing without end.”
Players must pick a new form, then run the skill check.

0 SUCCESSES:
There is nothing for you.
Players who rolled take 5d6 psychic damage. If this would reduce a character to zero, they are instead petrified as their will
fades and their flesh grows stony and cold. Players must retry. If players are out of retries, go to Outro below.

1 SUCCESS:
It’s hard to move. Even wanting to act is exhausting.
Players who rolled take half of 5d6 psychic damage. If this would reduce a character to zero, they are instead left at 1 hit point
and blinded as they literally lose sight of what matters. Players must retry. If players are out of retries, go to Outro below.

2 SUCCESSES:
In Gertruda’s voice, as though she is narrating as DM, read:
Oh mighty councilors of summer, you are my strength in the face of the endless. I am grateful for you, for your truth, for your
hope. If you will stand, so will I.
Go to Outro below.

OUTRO
The emptiness winks salaciously at you and resolves into Patrina’s silhouette, carved out of solid silver nothing. “Stride out.
Pour your violence onto the world. Entertain me. Be magnificent,” she says, and she does not change again.
The petrification and blindness inflicted by Ennui ends. Petrified players return at 1 hit point.

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O UT RO SC EN E S

FINALE
If Irena is the villain: If Strahd is the villain,
Here at the pinnacle of in Gertruda’s voice as
the spire, there is a man though she is narrating
encased in amber, burning as the DM, read: Here in a
endlessly in the sun. It is pool of condensed sunlight,
quite clearly Strahd and he a woman in paladin’s armor

I F PLAYERS HAVE WON, and are coming from is quite clearly alive. Odd lies on a bier of light. Irena.
Ennui, read: machinery forms the base of Lord of Vengeance. The
his amber prison. This must Destroyer. The wind picks
Instead, Patrina drops to one knee and the silver
be the Heart of Sorrow. up. The sunlight splashes.
shell shatters. An elven woman again, sweat beads
Patrina’s brow and she grins with reckless decadent
abandon as she says, “I feel that went well.” What
do you each look like in victory? The sack contains a SPELLBEAD of magic circle ,
able to be used by any character. It also contains a
Otherwise, read: small booklet. The relevant text is reproduced at the
Each bite, each wound, each slash has cost you. end of this document under END & LOOT. Players
You can’t manage another form. It would risk more are left at the sky-burial, in the sunlight at the very
than your meat, more than your current incarnation top of the tower. The air here is warm with a gentle
to keep going. What does defeat look like for each breeze. They have access to the vampire who is
of you? functioning as the Heart of Sorrow, and have gained
After players finish their descriptions, read: a STAFF OF FROST for their troubles.
Patrina sits on the edge of her spire, kicking her
How the players interact with the Vampire Lord
feet. She watches you thoughtfully then says,
at the center of the Heart of Sorrow is going to
“You know, normally people give up. Early, too.
be pretty unpredictable. Most will likely just kill
The first time it hurts.” Whatever role she had been
whichever vampire is there, but some may attempt
playing, this feels more honest, and she says, “I’m
to find an ally. If they do get assistance from
jealous of you heroes, with your quests and your the vampire, that’ll most likely just cause the
destinies.” She says nothing else for a while. situation to spiral completely and hilariously
Finally, read: out of control. We strongly recommend
The spires carry you and the fading image against allowing the players to make direct
of an elf up through the orrery to the sunlit combat use of Strahd or Irena, as it will
crypt. It’s surprisingly airy with modern trivialize both player contributions and the
design sensibilities, though you feel the finale, but they might be able to arrange
centrepiece is a bit gauche. There’s a a struggle to the death between the two
thoughtful pause. “Well, I’ll leave you to it. somehow. That should be roughly as difficult
Exit’s the way you came.” A grackle-headed as the fight it obviates, however, if a bit easier
aven inexplicably standing among you hands for cleverness’ sake.
the nearest person a staff made of ice and
a sack before assaying a comical bow. They
watch awkwardly before sidling away with
NEXT:
studious nonchalance. End & Loot

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END &
Additionally, players may have acquired the
BALOR’S BLADE, a RING OF WARMTH, a STAFF

LOOT
OF FROST, or WINTER SERPENT’S INSTANT
FORTRESS throughout the encounter.

PROCEED TO:
Encounter Selection
A T THE BOTTOM OF THE BAG,
you find a little book. AND

This Place Is Trying To Kill You


If players bested Patrina, read:
“Your New Form: Elf, Wizard, Female,
Ambidextrous” —It’s what it says on the tin.
The slim booklet lays out how to feed and care
for an elf while being the elf in question. It’s more

EJECTED
detailed than you’d like.

Otherwise, read:
“Transmorgrile Disorders & You” —This book
details cures for a variety of ailments that many
doppelgangers, witches, and wizards suffer from.
Much of it is devoted to dealing with anxiety-driven
disorders. Even though it might not apply to you, E JECTED SHOULD BE USED ONLY if things
have gotten very bad. In general, even a total
wipe of the party should route to FINALE instead
the advice is pretty good. You all gain the benefits
of a short rest as you calm down. of EJECTED. Patrina admires self-sacrifice as only
someone with infinite lives can.
If players bested Patrina & read the manual
for their new body: “Enough—I think we need to sit down and do a
Characters in this group may assume the form root cause analysis here.” Patrina drops her form,
of Patrina as a bonus action. While wearing this becoming a very real djinn, a rough-hewn and lewd
form, they look exactly like Patrina and have 20 pillar of salt and fire. The stone spires are already
temporary hit points. This form can be maintained melting down, twisting at their base to drop you in
for an hour at a time and cannot be dropped once the foyer.
assumed. Temporary hit points do not stack, and
What follows is an excruciatingly detailed discussion
once the temporary hit points are entirely lost,
of the experience.
that character may not assume this form again.
Characters who were aged into senescence are able Players gain the benefits of a short rest.
to function as per usual while wearing this form.
If players are willing to engage with Patrina,
Otherwise, if they were defeated, whether she’ll reward their patience with consolation
or not they read the book: prizes. This is used to help make sure that
All characters are transformed into large cartoon struggling groups don’t end up in a
spiders. While unpleasant, this change is cosmetic doomed spiral:
only. Patrina tries on her new bodies with “Hm, I can see how you’d feel that way. Look, let
performative glee if they linger and watch. me print off some vouchers for you, and we’ll call it

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even, right?” Another pillar of fire and salt enters It may take that anger out on someone else if the
the room carrying spiral bound booklets. You are players are persuasive or literally evasive. Players
ushered away holding the booklets and a pair of do not get a chance to destroy the Vampire Lord
gleaming golden apology notes. powering the Heart of Sorrow.

Players receive 2 vouchers for a single casting per


voucher of gate , and each spiral bound booklet
contains the names of various extraplanar beings.
PROCEED TO:
Gate does not allow escape from Ravenloft, but Encounter Selection
can connect two points in Ravenloft. Anything AND
summoned cannot be controlled, and will likely be
supremely angry to have been trapped in Ravenloft.
This Place Is Trying To Kill You

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I.
HOPE
II.
BOUNTY
III.
REBIRTH

Religion, Acrobatics, Investigation, Sleight of Arcana, Religion,


Persuasion Hand, Nature Medicine

IV.
KNOWLEDGE
V.
THE RELIC
VI.
THE SPHINX

History, Investigation, Religion, History, Arcana, Medicine,


Insight Medicine Persuasion

VII.
THE GOLEM
VIII.
THE BEHOLDER
IX.
THE WALLED CITY

Arcana, History, Arcana, Perception, Performance, Medicine,


Perception Deception Perception

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THE TOWER

X.
THE COUNTERSPELL
XI.
THE ROC
XII.
THE PALADIN

Arcana, Insight, Nature, Intimidation, Religion, Investigation,


Acrobatics Perception Athletics

XIII.
THE DRAGON
XIV.
THE RANGER
XV.
THE ASTRAL PLANE

Arcana, Intimidation, Survival, Thieves’ Tools, Survival, Stealth,


Persuasion Nature Perception

XVI.
THE DJINN
XVII.
THE GOBLIN
XVIII.
THE SHIP

Nature, Arcana, Athletics, Deception, Acrobatics, Stealth,


Athletics Intimidation Sleight of Hand

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TABLE OF CONTENTS
SUMMARY............................................ 300 SAMOVAR SERVICE.......................304
PREPARATIONS............................... 300 A CHEERFUL VOICE......................... 305
DENIZENS....................................... 301 WALL PUZZLE................................. 305
KEY LOOT........................................ 301 THE HUNGRY CHEST........................ 306
TONE & TYPE................................... 301 HAPPY TO CHAT............................... 306
GERTRUDA........................................... 301 ASKING FOR HELP........................308
CORE ENCOUNTER FLOW..................... 302 HELEN IN EGYPT..........................308

SCENES............................................... 303 ASKING WHO SHE IS.....................308


LEFT HAND OF DARKNESS...........309
THE STUDY...................................... 303
BOOKS.........................................303 AS THEY LEAVE............................309
FIREPLACE..................................303 I WISH YOU WOULDN'T.................309
SMALL YELLOW DUCK..................304 FINALLY... ................................... 310
RUINED WINGBACK CHAIR............304 END & LOOT..................................... 310
SIMPLE DESK AND CHAIR.............304 THE ZAROVICH TOME.................... 310

SUMMARY
same ingénue portrayed by the original adventure.
She may be willing to help players, but they may go
hostile as soon as they realize she’s a vampire.

T HE ZAROVICH TOME rests in the King’s


Bedroom, in the Rooms of Weeping (3rd floor).
Unfortunately, the room is warded against entry,
PREPARATIONS
• Read the WALL PUZZLE section, noting the
the secret doors are barred from the inside, and the differences from a normal prismatic wall spell.
route from the study is blocked with a prismatic • Review GERTRUDA’s character entry, noting
wall . Players must use the books in the study to motivations and relationships.
decode the prismatic wall . If they're unlucky, they • Skim the encounter, then print and review
may need to sacrifice someone to the Evil Chest the CORE ENCOUNTER FLOW.
sitting by the fireplace.
• Read the rest of the encounter with the
Inside the Bedroom, Gertruda idles contentedly CORE ENCOUNTER FLOW at hand.
with her latest book. She is a powerful free-willed • Prepare for questions players are likely to
vampire in her own right, and the Envoy of the ask Gertruda.
Dark Powers. Gertruda pretends initially to be the

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DENIZENS
GERTRUDA, ENVOY OF THE DARK POWERS

KEY LOOT
THIGHBONE OF ST. MARKOVIA
GERTRUDA’S HEARTSEEKERS
THE CIPHERED ZAROVICH TOME

TONE & TYPE


This encounter is intended to offer a sharp contrast
to the CRYPTS that the other group is likely just
finishing up. It’s a puzzle-centric experience but can
sometimes devolve into a bloody mess if players are
the type to shoot first and ask never. Gertruda is
functionally indestructible and is literally the force
reincarnating players when they die. She won’t fight
them. Instead, she will attempt to talk players out of
attacking her, even enduring multiple direct attacks.

GERTRUDA
R EFER TO DRAMATIS PERSONÆ for a detailed
description of Gertruda. She will not leave
her nest under any circumstances—It’s not just
that she’s unwilling, she’s limited in how much she
can interfere by her role as the Envoy of the Dark
Powers.

If Strahd is the villain, she’s more eager to assist


the players up to the limit the Dark Powers will
allow. That limit is pretty far, so if they need a
place to take a short rest, she might be willing to
accomodate them.

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CORE ENCOUNTER FLOW

START
Read:
THE STUDY

YES Are players stuck?


NO

Read:
A CHEERFUL
VOICE

Prismatic Wall Puzzle Read:


Approximately 20 minutes Are players stuck? NO HAPPY TO
Refer to: WALL PUZZLE CHAT

YES

Read:
THE HUNGRY
CHEST

Fed a player
NO to the chest? SNACKRIFICE

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SCENES • Red: “Kill the fire with the cold. Fail and burn.”
• Orange: “Blowing on a cauldron cools it off—
Below are the narrative components used by the reach in and you’ll wish you hadn’t.”
encounter flow. Where possible, each notes down • Yellow: “You can ‘force’ your way in, but don’t
the probable next vignettes. LOOT, MONSTERS, and be a brute or you’ll be shocked at the results.”
CONDITIONS are bolded in this section. Content
• Green: “This poisoned lock requires a mighty
intended to be read aloud verbatim is italicized. key. If you can’t make your own, store-bought
is fine.”
• Blue: “Fire is the cure for the uncommon cold.”
• Indigo: “Fight this layer like you would a
vampire or succumb to the Medusa’s stare.”
• Violet: “Do you still have a 3rd-level spell slot?
Dispel this magic in the most obvious way.”

THE • White: When pulled, this book opens a stairway

STUDY
towards a chest in a huge glass case. Glancing
around, it’s obvious this leads somewhere else,
as there’s no room for that space. Written on
the case in neat letters is “Kill your friend, win
a prize.”

Fireplace

T HIS ROOM IS A HUGE LIBRARY. At the far


end, a blinding wall of rainbow light blocks off
an elegantly carved arch. Around you, there’s an
A gorgeously decorated fireplace sits at the far
end of the study from the rainbow wall. Antlered
women carved in lapis and jade are set into the
endless array of books. You can hear the crackle of stone mantle.
a fire, and a few small curios dot the study.
Upon inspection by players, read:
This is a modified prismatic wall spell, and serves as There’s a small ring on the top of the mantle,
the backbone of the WALL PUZZLE. If players head gathering dust. It’s been a while since anyone
toward directly, go to WALL PUZZLE—this section looked at this.
will be used when they explore the study.
Players gain a RING OF WARMTH and one character
As players explore, use the subsections below. may attune it immediately.
These contain hints and tools used to solve the
WALL PUZZLE. If players keep looking and a character is
proficient with thieves’ tools, read:
Books Further inspection yields a small puzzle box in the
As players explore the shelves, read: form of an odd cube made of steel. It is tucked into
You find a wide array of books here, but only 8 the mantle in a slot that makes it sit flush with the
that have colored spines. You think they match the surface. Dust had hidden it and the dull grey finish
shifting colors of that radiant wall. of the steel blended in with the stone of the mantle.
It takes some work with your tools to lift it out.
Each book contains a clue corresponding to its
color. Read the following when players check This is a variant of the infernal puzzle box. It takes
a book. little effort for a player to solve it, almost as though

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it wants to be solved. Each time a character solves item. Failure damages the components, and after
it, once per character, it contains a sharp silver pin three failed checks, the materials are destroyed.
and a SPELLBEAD of absorb elements . If players use the study for research, they gain
advantage on both checks.
Small Yellow Duck
If players are successful, read:
Tucked into a little nook on one of the shelves is a
After some work and fiddling, you fit the parts
curious little sculpture of a duck. It’s carved out of
together. You’re not totally sure this is magical in
a semi-precious stone called yellow jasper, and it’s
the classic sense, though it uses magic. The object
very simplified. It has an equally curious base made
is a constellation of little metal balls, all joined
out of a material you’ve seen a few times called
rubber. Still, it seems to just be a small yellow duck. together by branching pipes, almost like two ferns
facing each other. Given the yellowing of the
The duck has no magic aura. It will listen to players blueprints and the thick dust, this could easily be a
as they solve the puzzle. If needed, it can honk once design that’s centuries old.
or twice inquiringly in Gertruda’s voice if players
are talking to it. Throwing the duck at the prismatic Players gain VENTILATING LUNGS and one player
wall provokes an indignant honk and destroys the may immediately attune them.
yellow layer.
Samovar Service
Ruined Wingback Chair This black-and-gold Russian-style tea service is still
This old leather chair is still usable but it’s marred hot. The samovar sits on a small two-person table
by long claw marks in tight groupings. You can in the corner of the study, with a single saucer and
almost imagine the fit of rage that left these marks. teacup set out alongside it.
It’s a map, of sorts, laying out a picture of a mental
state: a predator left these slashes. They would be Close inspection reveals that the tea service is a
killing blows on flesh, and each is deep, clean, minor magical item that never runs out of tea. A DC
and efficient. 15 Wisdom (Perception) check will reveal a bit of
parchment just sticking out from under the saucer.
There’s no further function to this chair. It’s
comfortable enough, and it could easily be mended. If players investigate, read: It’s a spell bead,
tied loosely to a bit of paper, labeled in half-familiar
Simple Desk and Chair script: “Passwall.”
Covered in blueprints, this desk sits under a window
Players gain a SPELLBEAD of passwall .
where it would once have seen direct sunlight.
It hasn’t been used in a very long time. Under
the blueprints, there’s a small holy symbol of the
Morninglord. In the drawers, there’s components
that seem to match the blueprints. With some work
and some luck, you might be able to finish whatever
this was.

Players may make a DC 18 Wisdom (Medicine)


check followed by a DC 16 check with any artisan’s
tools they’re proficient in to complete this magic

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A CHEERFUL
weakened and injured from passing through the
wall by brute force.

VOICE
• If players cannot solve it using regular
means and won’t risk passage, they can
use the HUNGRY CHEST to get a ROD OF
CANCELLATION. This magic item is keyed
specifically to the wall and destroys it if
touched to it. Players holding the rod know this
I F THEY’RE LEAVING, read:
As you turn to go, there’s an assertive
“Hmmmmm,” at the precise frequency used by
automatically.

It differs from a normal prismatic wall in the


bored clerks. following ways:
Otherwise: • The layers of the wall may be dispelled in any
While you search, you hear a silky sigh of the sort order, so that groups who are missing one
that requires long practice and an affection for or two components are not blocked from
modern art. completing as much of the puzzle as possible.

Then: • Damage does not need to be dealt in a single


blow to break a wall.
A cheerful and blasé voice from the far side of the
arcane wall calls out: • The yellow wall can be destroyed by
“Oh, don’t be squeamish. Very mortal, very bludgeoning damage or by throwing the SMALL
declasse. Just use the stupid chest and get my rod.” YELLOW DUCK at it.
There’s something instantly likeable about this • The indigo wall always sends characters to the
woman, that charisma wielded by the truly carefree. Ethereal Plane, and Gertruda will eventually fish
them out of there. She’s too softhearted to leave
them, but she may gently tease them.

WALL
For players viewing the prismatic wall for the
first time, read:
This wall of searing light rotates through the colors

PUZZLE
of the rainbow in sequence. The sequence is regular
enough that you could probably pick which layer’s
on top with some careful timing, but you have a
grim suspicion that you’d hit all the other active
layers after that. Still, could be useful as you figure

T HE RAINBOW WALL in the study is a


modified prismatic wall . This puzzle follows
three main rules:
out how to disarm it.

• After the first player passes through


successfully, the wall collapses.
• Gertruda cannot dispel the wall, as she does
not have all the tools prepared. She also cannot
leave her sanctum on the other side until the
Eclipse under normal circumstances. She does
appear in specific other events, but always

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THE HUNGRY woman sprawled on the bed before the door is


slammed in your face. There’s a clattering along

CHEST
with a muffled voice:
“Oh Mother Night, sorry, didn’t think you’d come
so quick! Let me just get dressed, sorry, sorry, I just
got caught up in my book and lost track of time.
Come in, I’m decent! Heh.”

A S YOU STEP INTO the hidden space, you find


a little dias around the chest in its glass case.
Above it… Well, you’re pretty sure that whoever
If players enter:
This place would be a mess if it wasn’t immaculately
clean. Books are piled on every surface, even filling
breaks this glass is going to die. Something about much of the bed. A hammock has been strung above
the giant piston situated above and around the the bed, and is also full of books. The woman who
chest. There’s even a neat chest-shaped divot in greets you is a lean brunette with huge brown eyes
the center of it and a couple of runnels that would and an effervescent delight. She wears some sort
channel the blood and viscera into… is that a of short tunic hanging over strange blue pants. The
jackal’s mouth where the lock should be? tunic has an upside-down silver cross painted on it.
If players vacillate, read in Gertruda’s voice: Gertruda introduces herself. She’s happy to chat for
“Yes, it’s a bit much for my tastes, but a rod of a while and says as much, but she’s at a very good
cancellation is damn hard to make. The stupid jackal spot in her book, and would like to eventually get
magic’s a perfectly acceptable shortcut, okay? It back to it. Nosy characters might see that the title is
gets... uhm... hungry.” Whoever’s talking, she’s very The Left Hand of Darkness by Ursula K. LeGuin, and
matter-of-fact about all this. that the binding is quite strange. She has a heavily
If someone breaks the glass: dog-eared and battered copy of Helen In Egypt by
At least it was probably painless. The jackal snoot H.D. near at hand. If players attack,
licks its chops, then hacks up a rod that was
definitely a femur until recently. Can a chest wink?
That will remain a mystery as the space starts to
PROCEED TO:
close. You’ve enough time to grab the rod and I Wish You Wouldn't
literally bounce out of the collapsing dimension.

After 5 minutes, read:


Gertruda yawns and you realize with a start that
she very definitely has fangs. She seems totally

HAPPY
unconcerned as she munches on a golden apple.
As she finishes the apple, another appears in the

TO CHAT
bowl with a tiny pop.

If players have a passive Perception higher


than 15, read:
As she moves around the room, the candle light
catches her from new angles. You’re pretty sure the

A S THE WALL DROPS, you hear a yelp as you


catch a very brief glimpse of a very naked
enormous light sculpture that told your fortune was
based on her.

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If players press her on this, she’ll happily admit and afterwards riveted there,
that was her. If they press further, she might even or had the prow itself been shaped
confide her role as the Envoy to them. Things could
to her mermaid body,
get pretty unpredictable at that point, and if they
seem aggressive, she won’t mention it.
curved to her mermaid hair?
Players rustling around will find the door to the
was there a dash of paint
bathroom, where Irena’s effects were neatly piled
in a steamer trunk by Gertruda. She has, of course, in the beginning, in the garment-fold,’
left the trunk open with the Zarovich tome sitting
on top. She’s perfectly willing to let the players take Then in joy and glee, she continues much faster:
anything that isn’t clothes or a book other than
‘did the blue afterwards wear away?
the Tome.
did they re-touch her arms, her shoulders?

Asking For Help did anyone touch her ever?


If players ask for help directly, read:
“You’re very direct. It’s rather nice,” and as she Had she other zealot and lover,
stretches like a languid cat, her fangs catch the light or did she alone worship her?
and her eyes burn with liquid fire. “Well. I mean, a
did she wear a girdle of sea-weed
little something else couldn’t hurt.” As she says this,
she undoes her bun. Tresses flood down, framing
her face. She’s smaller than you thought—far from or a painted crown? how often
frail, but small. She offers you the three long lean did her high breasts meet the spray,
darts she had held her hair back with. They’re how often dive down?"
made of carved vampire fang, and she gives you
the littlest smile. You’ve seen that grin before—the And as she finishes, she glows with sunlight. She
Fortune-Teller. says simply, “She was her truth. God, I adored her.”
Players gain the HEARTSEEKERS. Gertruda won’t answer any questions about this
without real persuasion, but it likely reveals that
Helen In Egypt she’s much more than a vampire thrall.
If players ask about Helen In Egypt, read:
“Oh! Harriet! I loved her best! She wrote like a Asking Who She Is
demon, an absolute demon, the best—the brightest, Initially, she’ll demur or introduce herself just as
the truest,” the little vampire gushes with delight. Gertruda and claim that she is a priestess of the
It’s perfectly clear that stories are what she loves. Morninglord. A Wisdom (Insight) check reveals that
She notices your interest and… she blushes, she is telling the truth in most senses. To get more
somehow. Her blush is golden, not red. out of her, players will need to make small talk. It’s
Then she pirouettes in joy and so slightly misquotes: not that she’s eager to deceive them, it’s that she’s
relishing being just a person.
"was she oak-wood or cedar?
If players do manage to get more out of her, read:
had she been cut from an awkward block “Fine! Fine, fine, fair and made, fairly played. I am
of ship-wood at the ship-builders, la reine d'été, mighty councilors mine! Oh, I am

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the Koroleva leta! Pretty lords of dust, know me If Irena is somehow present, read:
as I am.” And she seems to tower and tower and Gertruda blows a raspberry between her fangs
tower, a creature of fire and rainbow light and glory. at Irena. Irena’s lapsed affection for Gertruda is
"Lady of Summer, Envoy of the Dark Powers, Lord plain to see. While they’re clearly not lovers at the
of Desolation, last best friend of the doomed. This moment, you’d guess they have been. There’s some
is my truth! And,” the little vampire continues, as fear there too, the first time you’ve ever seen it on
she plops down on a pile of books. “Don’t die on me her face.
any more than you have to.”
Irena is furious with Gertruda, and a DC 20 Wisdom
She’ll say no more about this. She’ll talk about (Insight) check will reveal her deep frustration.
books, though. She’ll try to get the Tome as soon as she can, and
will be very aggressive in her use of Charm to do it.
Left Hand of Darkness If players have noticed her frustration and have a
passive Perception score of 18 or higher, they’ll be
If players ask her about Left Hand of able to see the charm take hold. Gertruda knows
Darkness, read: this may happen and thinks it’s hilarious.
“Oh! Oh, it’s wonderful, one of the few I re-read.
If Strahd is the villain and players attempt to leave
I saw it in a cafe in Bordeaux! I don’t speak much
empty-handed, Gertruda is much more direct and
French but there was a girl, and I so desperately
will give the players the Tome, Thighbone, and
wanted to impress her. I made a hash of it, though,
Heartseekers.
I did, I did. In the end, she read it to me, translating
in gorgeous fluid English as she read, reading the Read the following:
best parts first aloud in French.” “Darlings, can you do something for me while
you’re up? I need you to take this book and beat
Strahd to death with a thighbone. It’d be a real
If players press about If players press about
favor.” There’s real anger, under centuries of
France, read: the woman, read:
languor.
“Sorry! I’ve only been twice, “She was mortal. Asked
once just before the first me not to turn her. Don’t If players do not have the HEARTSEEKERS,
of the three really big wars. look at me like that, I’m
continue and read:
The other time, oh, late in not dispassionate. I’m a
As you watch, she undoes her bun, sending waves
the 21st of their centuries monster, not a monster,”
of hair spilling over the shaved sides of her head.
I think. I stayed a bit, then, she says fiercely and begins
but… Didn’t travel much.” to cry before steadying As she works, she holds each hair stick in her teeth
herself. “Fuck, sorry. She before tossing the three needle-fine buyao to you.
was amazing.”
I Wish You Wouldn’t
As They Leave If players attack Gertruda, she weathers the first
It may be tempting, but do not let the players leave barrage with sanguine sadness.
without the TOME and THIGHBONE .
Read:
If they try and Irena is the villain, read: Your spells and blades burn and slash. She goes to
“Oh, can you give these back to Irena? She took off one knee, driven down by the onslaught, and stares
without them just as we were starting to have fun. at you intently. “I wish you wouldn’t,” Gertruda
Paladins, right?” The vampire pouts performatively says softly. She’s small and very alone, but there’s
then winks with clumsy charm. nothing frail here. Her gaze is iron. “I understand,

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but I wish you wouldn’t,” the Vampire Lord says, SAINT MARKOVIA . They may also get the
softly. She does not fight back. HEARTSEEKERS . As they leave, Gertruda can be
If players continue, Gertruda will cast wish. seen packing up her now-compromised sanctum. If
players help, she’s gently grateful—she loved this
In Gertruda’s character voice, as though she is place once, very dearly, and both coming here and
narrating as the DM, read: leaving are painful processes.
“I wish you wouldn’t,” she says one more time,
but this time her eyes blaze with neon jazz and her
hands seem to grab the world. You are drowning in
THE ZAROVICH TOME
sunlight. “I am not an animal. I am not a convenient
It’s important that players take the TOME and
roll on some loot table. I am a woman,” rolls some
prioritize it. Gertruda will clarify this if players don’t
distant voice in a fluid tongue. You find yourselves
decide this on their own. It’ll take time to decipher
alone in the library, with silence and sunburn as
and requires 8 hours to read as a result. If players
your only companions. The archway that held the
make a DC 25 Intelligence (History) check, they’ll
prismatic wall is gone entirely. There’s nothing for
realize it’s a book cipher using a copy of a seminal
you here.
novel about vampires. This reduces the time to read
The encounter ends immediately. Do not go to down to 2 hours, which might be enough for them
END & LOOT. to warn the other party about Irena or Strahd. If
characters also found BRAM STOKER’S DRACULA
Otherwise, if they apologize, she’s understanding
in the SUNLIT SHRINE INTERIOR, they can
enough but she remains wary. She understands
translate it immediately.
primal fear better than anyone, and she knows what
it’s like to be alone, desperate, and unable to trust. Contents of the Tome if Irena is
Return to the section where the attack occurred. the villain:
The Tome details Irena’s various deaths, including
Finally… her stint as a vampire that saw Gertruda turned.
When players have left, More immediately of interest, it covers Irena’s
eventual coerced marriage to Strahd, her conversion
to a vampire, her death, and then her return. It lays
PROCEED TO: out the deals she made with Patrina and Gertruda
End & Loot to overthrow Strahd the first time, including her
visit to the Amber Temple before her marriage.
Extracting a chronology is difficult, as it’s written by
a few different authors including Irena. Ultimately, it

END & makes it clear that Strahd is imprisoned in the Tower


and that Irena is now Lord of Ravenloft.

LOOT
If players investigate the book itself and have
either an artificer or wizard in the party:
It looks like this book was designed to help Gertruda
bring any new incarnation of Irena up to speed and
allows Irena to store memories. It hasn’t been used

P LAYERS ALWAYS LEAVE with the Tome,


detailed below, and the THIGHBONE OF
that way in a long time.

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Contents of the Tome if Strahd new tomb. This covers the location (the crypts
is the villain: behind Fanu’s Fastness), the unlocking (stake
The TOME fills in a few details about Ravenloft, each bride on the right bier), and finally, the fact
that the tomb proper is on the Ethereal. Players
specifically cluing players in that divinations are
can use the HEARTSEEKERS to find a route
normally answered by Strahd and that souls are
to the Ethereal, wish themselves there, or even
trapped here in a cycle of terrible rebirth. It also
double-back to ask Gertruda.
covers much of Strahd’s history, his obsession with
Irena, her eventual turning, and then their endless 2. The most important information in the Tome is
struggle for lordship of Ravenloft. The Tome also that Strahd must be destroyed in the flesh and
then killed again in his Ethereal fastness where
contains two pieces of information that will be
his spirit has its throne. This lets players know
difficult to find elsewhere, as most creatures are
how the two boss fights work, and that Strahd
unable to betray the Vampire Lord directly.
has split himself, effectively projecting from the
These are:
Ethereal. The physical incarnation is normally
1. Recent entries, in what you assume are Strahd’s referred to as Strahd’s Hate, if a specific name is
own hand, describe his work to construct a needed for disambiguation.

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ACT III: I'LL BE BACK

THE ECLIPSE
TABLE OF CONTENTS
SUMMARY............................................ 314 GREAT HALL................................320
PREPARATIONS............................... 314 DINNER DATE...............................320
DENIZENS....................................... 314 TREASURY...................................320
THIS PLACE IS TRYING TO KILL YOU. 320
KEY LOOT........................................ 314
BLACK LAGOON...........................320
TONE & TYPE................................... 314
THE EYE.......................................... 321
SPECIAL RULES................................... 315
THE BAYING..................................... 321
CRITICAL CHANGES..........................315
FAILSAFE VARIANT.......................322
WOLF HAUNTED.......................... 315
GATHERING THE QUICK.................... 322
LAST STAND REMINDER............... 315
LAST STOP...................................323
WOLVES...........................................316
JACKAL'S HOUSE CALL.................... 323
MECHANICS................................. 316
STRAHD FLOW..................................... 324
DESCRIPTION............................... 316
HE RISES......................................... 325
BUR..................................................317
THE BAD BOOK................................ 325
DESCRIPTION............................... 317
EVIL FORTUNE................................ 326
MOTIVATIONS & WHAT HE KNOWS. 317
POOR WOLF..................................... 326
CORE ENCOUNTER FLOW................ 319
DECEMBER ROMANCE..................... 327
SCENES............................................... 320
VERIFICATIONS & VAMPIRES............ 328
INTRO.............................................. 320
VERIFICATIONS............................328
THE CRYPT..................................320
VAMPIRES....................................330
STRAHD'S TOMB...........................320
BASILICA......................................320 IRENA FLOW........................................ 330

QUIET WAY...................................320 COLD FURY.......................................331


TOWER.........................................320 WHAT LIES BELOW...........................331
LIBRARY (TOME)...........................320 END OF THE RAILS.......................... 332

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THE ECLIPSE

SUMMARY
T HE ECLIPSE MARKS THE TRANSITION from
ACT II’s nonlinearity into the broad funnel
of ACT III. It gathers players for the final team
swap, shows the passage of time, and lets
players know that this is the endgame.
Finally, it serves as an additional
resource sink, though it is intentionally
a relatively small one.

PREPARATI O NS
THE ECLIPSE is a short
encounter but activates
some additional systems.
We recommend that you:
1. As always, print the
encounter flow.
2. Review the rules for
the RITES, as they
become a more prominent
component headed into
the finale. TON E & T Y PE
3. Review in particular the rules
This is where things get even
for LAST STAND, and be ready
to explain them. spookier, and a few hanging plot
threads are tied up. It’s intended
4. Finally, review the CRITICAL
to be played pretty straight, with
CHANGES section.
the exception of the corner case
5. Read the rest of the module if you have time. where Bur hams it up. The wolves
aren’t aggressive, but they do slowly
D EN IZEN S chase players through the castle. Wolves
roaming a castle would scare the hell out of most
BUR THE ARCANALOTH people in real life; however, landing it is difficult
THE WOLVES due to the sense of unreality that comes with it.
Once again, we rely on the Fortune Teller for that.
KEY LOOT Gertruda also grants access to the LAST STAND
rite during this encounter if players have not already
needed it, a critical component of the Rites system
LUCKY END
necessary for the Finale to function correctly.

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SPECIAL
the final confrontation at this point, so it’s a good
opportunity to build hype and fear.

RULES THE SAINT’S TOMB in the CRYPTS offers


protection and a chance to take a long rest, but
there’s a very good chance players will have already
used it or forgotten. If players take advantage of
T he Eclipse does three flow-critical things: this, they’ll find themselves surrounded by a sea
1. It unlocks the LAST STAND rite for all players. of wolves when they exit. These wolves will vanish
2. It unlocks infinite moderately troublesome over time, but will attempt to drive the players into
wolves. the final confrontation.
3. It gathers all players for non-stage games, as in Last Stand Reminder
GATHERING THE QUICK. If players have not used the LAST STAND rite,

CR ITICA L C H A NGES this is an opportunity to remind them in character


why they should use it. The LAST STAND rite is
THE ECLIPSE has two major effects: described in the CORE RITES section of the RITES
players become WOLF HAUNTED and the rules. In summary, it allows a dying character to take
LAST STAND rite unlocks. a final shot in exchange for forgoing death saves.
This in turn grants inspiration to other players,
Wolf Haunted creating a virtuous cycle of access to the rites.
Players are now haunted by ghostly wolves,
beginning in the BAYING scene. Introduce wolves This is a key mechanic that accomplishes three
regularly using the repeatable descriptions in the important things:
Wolves section. If players encounter TAILOR during 1. It validates player death by making it more of
the TPKU section, she’ll tell them that these are the a choice.
Ghost Wolves and that they signal the rise in earnest 2. It ensures deaths are short, getting players back
of the Vampire Lord. into the game quickly.
Mechanically, the main effect is that any attempt to 3. It creates a powerful catch-up opportunity and
take a long rest is interrupted by countless small and a reliable source of radiant damage.
harmless annoyances. Because of their dreamlike
You should spend a moment to explain this to
movement, standing guard isn’t effective. Since they
players. If you like, you can use the text below:
lack ontological inertia, killing them doesn’t stick.
Gertruda is curled on the back of a great ghostly
Trying to sleep through this will result in mortal
wolf, book in one hand, holding on lightly to the
peril, and may even cause an actual encounter
plush grey fur. “If you’re dying," she tastes the word
with the GHOST WOLF SWARM . There should
thoughtfully, “Die angry. This is the truest offer of
be considerable and aggressive warning expressed
our trust.”
through increased aggression before this happens.
If more than 45 wolves are killed, which is possible Last Stand allows you to forgo death saving throws
with some play groups, we recommend using the in exchange for describing your heroic exit, dealing
GHOST WOLF SWARM if you have time. If time is a last burst of radiant damage, and providing
short, instead just keep pouring in more wolves. inspiration for your allies. This does not modify the
If players aren’t unsettled, feel free to have the respawning mechanic.
wolves talk to them. They should be headed to

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WOLVES D E S C R I P T I ON
When wolves appear, and they’ll appear often going
forward, use one of these descriptions.
Reuse is intended:
Lordly Will
• The wolf trots amiably through the door. It has
jagged crinkled scarring across its back.

T HE WOLVES ARE NUMBERLESS and barely


real. Glancing away is enough to make them
appear, and though they seem hallucinatory, they’re
• The wolf rests a thoughtful head against your
leg. It’s hungry.
• Three or four scarred muzzles push the door
visible to all players. They die in one hit, leaving
open. The wolves stare at you. Their eyes are a
behind a very real corpse. However, that wolf will gentle hazel.
reappear soon. Like real wolves, they aren’t hostile
• You glance over your shoulder as a wolf nibbles
or particularly aggressive.
thoughtfully at your hand. Others trot along,
keeping pace.
ME CH ANI C S • Taller than the others, the pregnant wolf keeps
her distance as best she can while still watching.
In general, the wolves are a spooky non-combat
• A sleepy red-coated wolf lifts its head from your
presence. Under normal circumstances, wolves only bedroll.
harry players if they try to take a long rest. They’re
• Wolves weave in and out among you, sniffing
effectively the presence of the Vampire Lord, who
while some chew at your packed food.
may even engage players in conversation through
one of the wolves if they aren’t spooked enough. • A wolf with a broken tail paces plaintively in the
corner of the room.
If enough wolves are killed, this can summon the • Three wolves sit in a thoughtful conference,
GHOST WOLF SWARM . If the ghost wolf swarm is watching you.
killed, the wolves continue to harry players, though • A huge silver-streaked wolf watches you from
in much fewer numbers. At this point, a determined the wrong side of a window.
party might snatch a long rest. Some characters are
• Mist steams off the big wolf ahead of you.
likely Blighted and go insane when they see wolves. It paces backward warily.
Those characters will not benefit from the long rest.
• A whole pack of timber wolves has made this
Players may solve this with remove curse , and we
room their home now.
recommend you allow it.
• Sounds of slurping around a corner give way to
If they try resting twice, the Vampire Lord will show wolves lapping at a working fountain.
up with the Ghost Swarm, effectively triggering an • Two wolves bark and titter up ahead, attending
alternative showdown—one that’s very likely to be to some opaque pack business.
extremely fatal. • A distant organ rings out, and the wolves behind
you answer in a hopeful howl.
• A wolf with a hunting horn around its neck licks
at your blood with—you hope—unwarranted
optimism.
• You look back at the wolf corpse to see three
other wolves pacing sadly around it, heads low.

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BUR •


If Strahd is the villain, he knows that Strahd’s
Hate and Strahd must both be killed.
He believes it is possible for the players to win,
though likely quite difficult.

T HIS IS THE SAME ARCANALOTH from the


AMBER DEPTHS. Bur appears here only if
he was not killed in the Amber Depths and no deal
• He knows about the Dark Powers in detail.
• Bur is pretty sure that they’re not gods
or devils. He knows they watch through
was made. While we appear to use him to “punish” the Eye.
player characters, his actual purpose is precisely
• He can and will reiterate to the players
the opposite. Parties that allowed Bur to escape that the Dark Powers are not omnipotent
completely are likely to be struggling by this point, in any classical sense, and normally can
and Bur always seeks a magic item they aren’t only interact with the world through small
making much use of. In exchange, he provides nudges and emissaries.
access to the final boss, information on key spells to • Gertruda is their Envoy and is probably very
expect, and can even help translate the TOME. dangerous to fight directly. He’s tried.
• He has access to any two spells wizard players
DES CR IPTIO N might want to copy and is happy to offer that
gratis.
Scruffy and affable, the jackal-headed demon is • He knows that Vasilka—Irena’s Throne-
certainly the same one your parties met earlier. Sphinx—tends to use maelstrom and that Irena
He seems interested in making a deal. What’s he always uses animate objects .
actually after? • He knows that Sergei will defend Irena’s Tomb.
• He will assist in translating the TOME and can
MOTIVATI O NS help players gain access to the Ethereal.
& W H AT H E KNOWS
Bur wants out. Unfortunately, while Ravenloft is not
his homeplane, Gertruda knows his true name and
always eventually summons him back. Still, he wants
out for a bit. He can only escape at this point if
the Lord of Ravenloft is defeated. He’s given up on
trying to use the Throne to gate the Lord’s soul to
Hell and win a longer reprieve. He feels players owe
him for not murdering them and for letting them
use the boons of the Amber Depths. He also aims to
help in a way that won’t get him killed by Gertruda.

Like Omu, Bur knows most everything about


Ravenloft, but he’s only able or willing to divulge
the following:
• Time starts passing fast once the Eclipse hits.
The Lord will act soon.

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THE ECLIPSE

CORE ENCOUNTER FLOW


Read:
Read: LAST STAND
INTRO Then read:
THE BAYING

NO Last Stand Unused? YES

Read:
LAST STAND
REMINDER

Read:
GATHERING
THE QUICK

Arcanaloths
NO Driven Off? YES
Read:
JACKAL'S
HOUSE
CALL

STRAHD If The Current


Villain Is... IRENA

Go to: Go to:
STRAHD FLOW IRENA FLOW

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SCENES Quiet Way


You step out into a great open-air quarry.
Below are the narrative components used by the
encounter flow. Where possible, each notes down Tower
the probable next vignettes. LOOT, MONSTERS, and Atop the tower, you can see the sky for the first time.
CONDITIONS are bolded in this section. Content
intended to be read aloud verbatim is italicized. Library (Tome)
Light streams in suddenly from the great bay
windows. They open onto a balcony, and then the
roof tears away.

INTRO Great Hall


There is a lonesome howl. The roof tears away,
ancient stone exploding under terrible heat and
some unspeakable updraft.

T HE INTRO VARIES BY which location players


are in when the Eclipse begins. Dinner Date
You hear a terrible crack and the whole room tilts.
It falls as the buttress below slams through the
The Crypt floor and tears away the roof. The stone facade falls
The sea of blood starts to rise. You are forced to
away, revealing a great steel frame and the sky.
retreat up a great spiral staircase to a huge balcony
landing. Some fire has burned away most of the
Treasury
delicate trellis roof, and the sky demands attention.
The false stars above you fade, revealing an open
glass dome structure with a clear view of the mist-
Irena’s Tomb drenched skies.
The skylight’s dust catches fire. Radiant
shockwaves pour down on you as the shutter slates
This Place Is Trying To Kill You
of the roof clatter open to reveal an enormous
You step out onto the gentle slope of the castle’s
quartz window. That summer sun is too close—too
vast rooftop and take a moment to catch your
hot. It looms too large.
breath—before you hear a crackling hum.

Strahd’s Tomb Black Lagoon


Of course, the rose garden should have a glass roof.
Wait until players leave, then use QUIET WAY.
It didn’t seem important until a dull yellow light
started to pour through. The Brides, except Winter,
step carefully into shadowed nooks.

Basilica PROCEED TO:


You’re halfway across the dead hills of the abbey The Eye
grounds when...

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THE EYE
To begin the end, read:
A distant howl echoes close by. As you look for
the source, you feel fur brush your legs. Countless
timber wolves race around you and among you.
They make no move to attack, but they prance

T HE GOLDEN SUN FLASHES, crumples, and


unfolds in a bloodied shockwave. It stretches
towards you. Its fire is filling up the sky until huge
and caper along with you in canine excitement.
Sometimes, they stop to look up at the great eye or
cock an ear towards it.
interlocking bars of shadow splay across its face.
In the negative space, an eye takes shape. It blinks, Among them, atop them, bouncing like a dancer
once, starfire burning out from its pupil. There, from back to back, there is an elfin thing slim as
more and more languorous eyes wink wide. They a speartip. You’ve seen her before: The Fortune
peel open like seedbores in a lily pod until the red Teller, Gertruda. She wears a diadem of sunlight that
face of the sun is sliced into countless seeking rays sears her brow. She throws her arms wide as she
pouring out of countless seeking eyes. pirouettes in joy under a bruised sky and dying sun:
“This is the one thing that never gets old! You
You are seen. You are watched. You are loved.
fucking heroes, you beautiful beasts.”
If players are in a group that was unable to see
She falls in delight, landing side-saddle on the great
the sky, a convenient window allows them to get a
wolf that she danced on. There is blood on her
glimpse.
hands and her face, and her hazel almond eyes glow
Shortly, read: with the crimson fire. She says—the Dark Powers
Where the sun was, a huge eye looms in the sky, say—“No death of yours will ever last. You’ve won
lidded with hard lines of black shadow. In the pupil, our hearts and broken our fast. Be our truth!”
there are countless more eyes. The sun peeks from
Gertruda will answer a couple quick questions before
each of them, turning their seeking gaze into red
lying down to watch the Eclipse among the wolves .
spotlights. Slowly, they all begin to focus on you.

You are seen. You are watched. You are loved.


If players linger with her, and Irena is the
villain, read:
Finally, quietly, in a voice more human: “I love…
PROCEED TO: loved. I loved Irena. From the bottom of my little
The Baying heart as a cleric, a thrall, an equal, an enemy, as
her darling. We’ve been everything to each other
over 500 years.” There’s a pause you could drop a
heart into, just wide enough. “I told myself what I

THE hated was me, that it was how I helped. That these
sins bound me to her orbit, her truth. But she’d’ve

BAYING
done it without me—is doing it without me. I’m not
responsible for her. To her. The story continues, will
always, because the dialectic demands. Me, I’m just
scenery.” You realize Gertruda is crying as she falls
silent and curls up to look anywhere but the eclipse.

T HIS IS RUN SEPARATELY for each group, to


give each group a chance to ask Gertruda their
questions and to make it more personal.
All nonmagical lights are extinguished. Only
player-owned light sources can be relit. The castle

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THE ECLIPSE

goes dark. The remaining mechanical changes are “Sorry! He got away from me! Oh, poor Poe,
discussed in Critical Changes under SPECIAL RULES. you must have been very worried.” The Envoy
starts, pauses, and seems to start over. “I'm going
Finally, read:
to visit your friends. Come with me. You need to
For its part, the eye drifts through the sky along the
see them before the end!” Blood still drips off her
sun’s old track. You can feel time passing now, in all
friendly face.
the little ways we never notice. Hunger catches up
to you, and you start to tire a little now. It’s like the For the other, read:
world is finally in motion. The wolves seem to nod The rest of your allies come around the corner, led
their approval. They are gone, except in the twitch by one of the big ghostly wolves and an after-image
of your peripheral vision. of the Fortune Teller. The Envoy grins at you with
coy caprice, clearly uncontrite, running a hand
Failsafe Variant through her hair in a studied show of shame. The
If players are truly unwilling to progress, they may effect is ruined by the trails of blood it leaves in
trigger an attack by the Vampire Lord and the her curls.
GHOST WOLF SWARM. The Vampire Lord will depart
Once gathered, read:
after two turns if they don’t have access to the tomb
Below you, there is a huge grinding sound. Old
yet. Otherwise, this may be the final battle. They are,
gears begin to turn as the castle comes to life. There
after all, literally in Dracula’s house.
is a rushing sound too, as pipes creak under load.
Somewhere down below, an organ begins to play in
PROCEED TO: full-throated affirmation of your damnation. The
Gathering The Quick Innocent One kisses the wolf’s cheek happily, and
bows theatrically low, prancing away.

For Strahd’s arc, read:

GATHERING THE She glances back over her shoulder with a grin and

QUICK
throws arms wide. Then she draws a circle on the
floor as she pirouettes, and she is gone.

For Irena’s arc, read:


As she walks, she weaves a mighty spell in one hand.
On the other, she counts slowly. One. Two. Three.
Four, and she is gone on cue. There is a theatrical

H ERE, PLAYERS ARE GATHERED, and


group swaps are permitted. In stage games,
where possible, this should be done as a reprise
yelp of feigned surprise.

For hammier games, read:


component, supporting a small Q&A. Otherwise, it The singing of a great bullfroggy throat joins the
can be done as part of the scene set for each group, organ, and you know what they say: It’s not over til
following exchanges. the frog-demon sings. Let’s finish this.

For one group, read: If the Arcanaloth escaped and no deal was made,
A friendly wolf bounds around the corner, yipping
cheerfully before skidding to a halt by slamming
into Gertruda. Her sunlight diadem bounces off her PROCEED TO:
head and she scrabbles for it, stopping to look up at Jackal's House Call
you as the wolf slobbers her with doggy glee.

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Last Stop “Oh no, I am undone by these brave heroes. Now


This is the point of no return for the finale. After I must bargain with them—unforeseeable and
this, the adventure branches fully based on the boss unpreventable!”
arc chosen. From here, you’ll go to the outro for the Bur is a very hammy actor. He can’t help the players
boss of this run. unilaterally unless “defeated,” but he long ago
• For Strahd, go to the STRAHD FLOW, and found a loophole in that. Critically, he can hold two
begin with HE RISES. entirely separate conversations, so feel free to have
• For Irena, go to the IRENA FLOW, and begin both GMs play him simultaneously.
with COLD FURY. Otherwise, the Arcanaloth will seek to get them to
trade a major magic item that they aren’t using for

JACKAL’S
their lives and a boon. He will sweeten the deal with
information, and can even cast the spells necessary

HOUSE CALL
to open the Ethereal Gate, if Strahd is the villain.
If Irena is the villain, he’ll warn them about the
Little Mothers and can be cajoled into providing the
combination for the binary lock to her tomb.

“N OW, SO SWEET to meet old friends when in


the warmth of the noon day sunny.” A furry
snout rests on your shoulder. You feel the pressure
Finally, before leaving, Bur will cast wish once.
He will always choose the option that grants
immunity to a single spell or effect. He lets players
of a clawed finger gun against your spine. “Now,
pick, but will suggest options based on what may be
you treat with sweet old fiends! When then to set
useful. While this sounds extravagant, there’s a very
forth our boon, say, sonny?”
real chance he just killed someone and/or took a
If players attack, roll initiative, but the Arcanaloth ’s magic item.
readied action goes off immediately. Bur casts
After resolving,
disintegrate at whoever got held up, and can be
counterspelled . Resolve the spell as normal, without
applying disadvantage. It’s bad enough as is. RETURN TO:
As soon as players deal meaningful damage to him, Last Stop section in
he will fall to the ground and cry out: Gathering The Quick
one night strahd
ACT III: I'LL BE BACK
THE ECLIPSE

STRAHD FLOW

Read:
HE RISES

HE RISES
routes on the
first satisfied
condition.
Read:
DECEMBER
ROMANCE

Read:
THE BAD
BOOK

Read:
EVIL
FORTUNE Read:
VERIFICATIONS
& VAMPIRES

Read:
POOR WOLF Go to:
THE HUNT
and
TOMB OF STRAHD

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HE RISES THE BAD


T HE AIR IS GETTING TERRIBLY COLD, and
the dying sun offers nothing except a reminder
that you are watched. Watched and loved as only
we love, best and most reluctant friends! Be our
BOOK
truth. A great sad howl goes up from the wolves as
they trot about nervously. Above and below that,
T HE TOME WEIGHS HEAVY ON YOU.
Translated, it lays out the architecture of
Strahd’s resurrection. First, his spirit finds its full
then, something else—something more bestial and strength on the Ethereal Plane in his true tomb.
yet more human. Then his Hate begins to walk the world. Each will
seek out eight souls of might and heroism. Your
If the players have WINTER’S INTEREST, YEAR’S presence here is no accident—a conflict delicious
END, and have TRANSLATED THE TOME: and ordained. A dialectic of violence, an argument
about existence.
PROCEED TO: If he rises true, he will sweep a cloak of terror over
December Romance the planes again. You will be his first and most
beloved victims, and your souls will never escape
Ravenloft. Both his Hate and his Spirit must die, and
Otherwise, in order, go to only one of the following: then he must be staked in his tomb. Only then will
the Lord of Vampires perish.
If players have TRANSLATED THE TOME,
There is a final ominous note: The Hate finds this
book abhorrent, and will seek to destroy the carrier.
PROCEED TO:
STRAHD’S HATE will always target the person
The Bad Book carrying the Tome first. This can be used to force
him into unfavorable engagements. The Tome
If Esmerelda is alive, provides the exact location of the Ethereal Gate,
and suggestions for alternative ways to reach the
PROCEED TO: Ethereal. If ESMERELDA is alive and below 70 hit
points, her hit points are set to 70.
Evil Fortune
If none of the above are possible, PROCEED TO:
Verifications & Vampires
PROCEED TO:
Poor Wolf

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THE ECLIPSE

EVIL
FORTUNE
POOR
“T HANK YOU, I’ve never made it this far
before. Let’s see how this ends,” the ghost
WOLF
murmurs. In the freezing light of the eclipse,
Esmerelda begins to pull her research notes out of
B EFORE YOU STANDS ONE of the ghostly
wolves. This one spasms and shakes as red light
begins to pour out of great gashes that open before
a satchel. After a few minutes of cross-referencing,
your eyes. With terror it looks at you and begins
she looks up in horror and gestures for you to look.
to howl in pain. What comes from that tormented
On the pages, you see a tableau of a giant wolf—
throat, though, is the voice of Strahd, Vampire Lord
and the sun, a familiar dull crimson, is in its teeth.
of Ravenloft, Death of Summer.
“Mother Night, last patron of the doomed…”
“O, I approach, I approach, I approach. I am their
Esmerelda begins to pray, “See us and remember us.”
truth, and I want to see you run. Be seeing you soon,
In tones of bells and autumn, a voice answers: little wasps.” The wolf, dying, winks slyly at you.
“I am the shepherd goddess, first foe of wolves.
If players take time to bury or otherwise pay
There is a price.”
their respects to the wolf, and have not killed
She shudders. Nods. many wolves, read in Gertruda’s voice:
“The crib is empty.” She cuts her ghostly hand. Lilies will grow here and they will break the stone.
“The hearth is cold.” Grey spirals curve upward. This wolf was not his to take, but it was yours to
bury. Be my spear, give voice to the dialectic of
Esmerelda reads something in those coils and her our violence.
old books. She says, “We must hunt Strahd’s Hate,
which wanders the land in flesh as a great wolf. He Three huge DIRE WOLVES, lilies braided into their
must die both deaths, for he has hidden his soul. I fur, join the party. Players may control them as
will go with those who give chase.” needed, and they will permit characters to ride
them. Use the stats for the standard dire wolf,
If ESMERELDA is below 70 hit points, her hit points except that these start with 15 temporary hit points.
are set to 70. Three characters gain one point
of inspiration. In her notes and with the added
information available to her, Esmerelda is aware PROCEED TO:
of the Ethereal Gate in Strahd’s tomb, though not Verifications & Vampires
precisely how to raise it or activate it.

PROCEED TO:
Verifications & Vampires

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DECEMBER
with this very sword as her own sisters drank her
dry. He was proud of that.

ROMANCE “Oh,” is all she says as she hugs the blade close.

Regardless of any further successes, Winter will not


fight the party if they need to stake her. Read:
She listens to you. Nods, once, blood starting to

T HE WOLVES BEGIN to circle suddenly, and


you realize that there is a little figure at bay
atop a pillar here. Winter, That Was Taken, last and
steam off her as the hierarchical imperative of
vampire obedience begins to kill her. She grits her
teeth. A fang cracks. “You need to get to the Shrine.
least of the Brides. She watches the wolves with The Henge is the key.” She falls to one knee.
evident dread and they watch her with equally
evident hunger. This is the first fear you’ve seen on To proceed, the players will need the HEART-
SEEKERS and the LUCK BLADE. To use the
her face. At your elbow, Gertruda rests her hand.
heartseekers, a player character must invoke the
“Do we show her mercy?” The Envoy asks.
Dark Powers using the contact other plane feature
If the players say no, the wolves knock the pillar of the items.
over and devour her. She’ll respawn in the tomb of
If they lack either item, return to HE RISES
Strahd, catatonic, and her story ends here. Return
after reading:
to HE RISES.
There’s nothing you can do. It’d take a wish,
If the players say yes, Gertruda will give their elbow a sacrifice, and contact with some otherworldly
a little squeeze. She sees much of herself in Winter, intellect. She catches fire as her blood burns
and is secretly pleased the players are at least not her alive, falling to ash as the sword clatters to
going to summarily execute the vampire. the ground.

Read: If players have both, read:


Winter watches you, balanced precariously. You could use the heartseekers to ask. You could
“I think it’s mine. I think you have my sword,” she use the luck blade’s wish to answer. You have a
says, straining against invisible laws to even speak. unique chance to save her from Strahd's grasp.
“Please, give me my sword.” Be your truth.

If players refuse, before returning to HE If players opt not to help, read:


RISES , read: Winter nods proudly as she catches fire. Her blood
She watches plaintively, then in silence steps off the betrays her, burns her alive. The little vampire falls
broken rock. Down, into the waiting wolves. But to ash as the sword clatters to the ground.
they do not pounce. They just circle quietly as she If players decide to help, and a player is willing to
lies there staring up at the sky. She does not speak use the HEARTSEEKERS, remind them that it might
to you again. drive them mad. If they proceed, this consumes both
contact other plane from the HEARTSEEKERS and
Otherwise, if players give her the sword, read:
one charge of wish from the LUCK BLADE.
It is her sword. Year’s End. The blade of Winter. Slim
and elegant as she is lean and wan, the greatsword Following that, read:
suits her—or perhaps she suits it. She turns it slowly “Here’s your answer: fuck the order of things and
in her hands, watching the dying light catch it. You fuck the rules,” Gertruda says proudly—proud of
know from the Tome that she died fighting Strahd you?—as she takes the luck blade from you, steps

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forward, and joins it to Year’s End. In the same


VE R I F I CAT I ON S
motion, the Innocent One tears open Winter’s
throat with her diamond fangs. The albino druid
It’s possible players may not have enough
screams in shock and pain.
information directly to proceed if they hit POOR
“I claim and free you, Little Winter. I demand no WOLF, or may still be unclear on what to do. If this
obedience, take none, accept none. Your overdue is the case, ask for Insight, Survival, History, and
revenge will be my lance, my truth.” Religion checks. Other skills might be permitted,
such as using Deception or Stealth to game out how
Winter collapses, bloodless but inexplicably alive.
the trick was done by walking through how they
She is free of Strahd after hundreds of years. We are
would do it. For each skill, read the highest DC they
surprised at last, our hopes surpassed. Be our truth.
passed and all lower DCs.
Have players mark down that they SAVED WINTER.
She’s too damaged to fight without one final Insight
sacrifice, however. If a player wishes to take control On 15 or greater, if players have unlocked
of WINTER, their current character is bound to STRAHD’S TOMB: You have actually seen the
the blade which becomes LUCKY END. It is a standing stones before, as a small diorama in
sentient artifact weapon, containing their current the strange Sunlit Shrine far above. There was a
character’s intellect and personality, combining the mechanism there?
properties of the LUCK BLADE, including its current
charges, with YEAR’S END . It also gains one major Survival
beneficial property, per the table in the Dungeon On 15 or greater: If you were a real bastard with
Master’s Guide . Otherwise, this will happen the next a lot of time on your hands, there’d be a trick to
time a character would reincarnate through the your tomb, and the key to the trick would be as far
Greenhouse Dream. from the tomb as possible. What’s the furthest point
other than the tower?

PROCEED TO: History


Verifications & Vampires On 25 or greater: There was a mural in the Sunlit
Shrine, Strahd’s cloak flowing into the form of a
giant wolf.

On 15 or greater: Some truly mighty vampires can

VERIFICATIONS & split their essence. You might need to kill him twice.

VAMPIRES Religion
On 25 or greater: Among the greatest of the
vampire lords, there is the ability to hide one’s tomb
in the realm of spirits, in the Ethereal.

T HIS SCENE SERVES to ship the players out


into the GAUNTLET and BOSSFIGHT. On 10 or greater and players haven’t checked his
tomb: It couldn’t hurt to check his physical tomb.
For groups that are not clued in, use the
VERIFICATIONS subsection.

Otherwise, head on to the VAMPIRES subsection.

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VAMPIR ES Players trapped in the twin-hunt scenario are likely


to get pretty roughed up. Resist the urge to remedy
this. This is fine: failure must have costs to have
If players are lost...
narrative weight.
As a final fallback, simply have Strahd’s Hate hunt
one party while Strahd hunts the other. This will If players are ready...
make it extremely clear that there are two faces to Players have what they need, and should pick which
this particular vampire. For doing this, simply run group is headed where. As a reminder, the Ethereal
both parties through the Strahd Gauntlet Encounter, Gate is actually in Strahd’s Tomb, hidden in the
THE HUNT, using the stats of STRAHD’S HATE for standing stones that rise when the tomb is unlocked.
both cosmetically different forms. This should be a However, the Gate can only be engaged by either
pretty rare outcome, and if players get it quickly, misting STRAHD’S HATE or STRAHD, OR by
chase one group to the TOMB OF STRAHD and completing the ECLIPSE PUZZLE described in
move that group into the BOSSFIGHT. Otherwise, THE HUNT, found in the SUNLIT SHRINE.
things could get bad fast.

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IRENA FLOW

Read:
COLD FURY

Can players open YES


the tomb?

NO

Read:
WHAT LIES
BELOW

Can players open


the tomb? YES

NO

Read: Go to:
END OF THE DARK AUDIENCE
RAILS and
TOMB OF STRAHD

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COLD FURY WHAT LIES


T HE CASTLE HUMS with evil life. All that is
warm is swallowed by the hungry stone. Irena
strides in, the wolves cavorting around her. She
drags Gertruda by the hair, lifts her so that she can
BELOW
look on.

“I will devour them, Envoy, and break your toys.


C REATURES STALK OUT of the shadow,
beaten, cowering. The Brides. One, the
smallest, steps forward:
You will watch as I feast, as my shadow falls long.” “We would guide you for a small price. Please.”
Gertruda fails to look upset. “I do not find your There is an honesty to her, built of hunger.
insolence as seductive as I once did.”
The Brides want a sacrifice. Players can’t force them
The Envoy pouts mockingly and whispers, “We will
to help without magical coercion or persuasion.
see, at the throne! We will love you all and always,
They are used to pain and have suffered endlessly.
oh mighty lords of dust. Be our truth.” Crimson
light pours from her hazel eyes like smoke and Irena If players wish to persuade the Brides, they need to
does not seem to hear her. have THE GOOD WINE or have dealt with Strahd in
the TOWER, whether by destroying him, pitching
Irena speaks, and the castle answers. Stone grips him, or some other way.
you. The floor below you begins to collapse. As you
fall into darkness, the vampire goddess strides away
up the stairs. You land in the crypts, battered but
Direct Aid
• WINTER’S INTEREST, carrying THE GOOD
alive. Vampires require living prey, after all.
WINE, and TRANSLATED THE TOME: Do not
Players land as a group in the CRYPTS, in the prompt for this. It only arises if players seek to
middle of the shallow sea of jellied blood. One recruit Winter and the conditions are met. If
group will have to go confront Irena in her throne a player character or currently dead character
room. The other group must make it to IRENA’S is willing to allow themselves to be bound to
CRYPT and do battle with Sergei as they try to YEAR’S END, consuming THE GOOD WINE
make sure someone will be there to stake the tyrant. in the process, WINTER becomes a player
character without the character loss counting as
Players should split into their final groups.
a death for scoring. In addition, she now wields
If players already understand the situation, and have YEAR’S END and it gains a minor beneficial
the ability to access IRENA’S TOMB, property, per the Dungeon Master’s Guide .
• Sacrifice: Generally, the Brides want to eat
a player character. It’s that simple. If players
PROCEED TO: assent, hand the person who gets short straw
The Tomb of Irena the WINTER, FALLEN DRUID sheet. Smallest
AND of the Brides and deadliest, she’s now their
ride to hell. She’s more powerful than a player
The Dark Audience character, since this is a catch-up mechanic in
disguise.
Otherwise,
Guidance Only
PROCEED TO: • Charisma or THE GOOD WINE: Deception or
What Lies Below Persuasion work here. Intimidation works too,
if players are scraping the bottom of the barrel.

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To persuade them, players must pass two out SHRINE, which is unlikely, or have a character with
of three checks at DC 16. It’s not particularly an Intelligence score of 18 or higher and inspected
difficult if the conditions are met. the shrine, they know five torch positions.

If any condition is met, they’ll tell players the crypt


Insight
combination for Irena’s Tomb and guide players to
On 25 or greater: The Sunlit Shrine was practically
THE DARK AUDIENCE. Players who fail this safety
the same as Irena’s cenotaph. You remember the
net will have to proceed to END OF THE RAILS.
combination.

On Winter Players know 5 torches from the shrine.


You should mention that Winter was not turned
On 15 or greater: There was something in the
willingly, though it’s been a long time, and she is
Sunlit Shrine. Maybe the torches were the same as in
unlikely to betray the party. However, it’s up to
Irena’s tomb?
the player who gets her if either of those things
remain true. She has fed recently, obviously, and Players know 1 additional torch, unless they wrote
thus has access to TRUE TO HER NATURE. The down the full set of 5 from the shrine.
player can decide if she has access to the memories
of their character. Maybe some of their soul is Survival
bound to hers? Maybe they’re both in there now? On 20 or greater: One of the torches is marked
Maybe memory was in the blood? Maybe she’s been with a small lily and the oil is fresh.
watching? Maybe reincarnation isn’t serial, and Players know one additional torch.
she’s always been them in some horrible time-loop
almost too cruel to consider? It’s up to them. She’s On 15 or greater: You could follow the faint scent
not an NPC anymore—she might even make it out of the Envoy’s lilies to wherever Irena seeks her
of here. It’s extremely important that you let the confrontation.
player be who they want. It’s the throne room, guys. One of the fights had to
be in the throne room.

On 10 or greater: One of the torches is still very

END OF faintly warm.

THE RAILS
Players know one additional torch.

History
On 15 or greater: She’s probably headed to her
throne room. You’ve seen maps and models of this

I T’S POSSIBLE PLAYERS may not have enough


information to proceed. If this is the case, ask
place, and traveled the halls at agonizing length.
You could find your way.
for Insight, Survival, History, and Religion checks.
Other skills might be permitted, such as using Players know to head to the throne room for one
Deception or Stealth to game out how the trick was half of the finale.
done by walking through how they would do it. For
each skill, read the highest DC they passed and all Religion
lower DCs. Finally, they can brute force the tomb. If On 23 or greater, if players do not have the STAFF
players wrote down the combination in the SUNLIT OF POWER:

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“His name is power” is a fragment of a common


invocation. Generally, you’d say the name after that.

Players know how to summon the STAFF OF POWER.

On 15 or greater: Some priests of the Morninglord


love a secret numerology, expressed in naughts and
crosses. A pattern like that could be hidden in the
lighting of torches.

Players know one additional torch.

Investigation
On 18 or greater: There is… some wear here, in
Irena’s tomb. A little more soot here or there.
A pattern.

Players know two more torches.


On any check: There’s likely something below
Irena’s tomb. It might be better to call it a cenotaph,
and those often mark the entrance to a crypt
instead of being the crypt itself.

Brute Forcing The Tomb


Players will have to try roughly half of the
combinations, and the torches take quite a while to
light. During this time, Irena’s terrible ascendance
goes unchecked.

If players have fewer than 3 torches known:


The organ grows in volume, and then halts. The
Winter Bride approaches from the dark, silver
chains binding her antlers, her eyes wrenched out.
“Come. She’ll wait no more,” she says and guides
you to the throne room.

All remaining enemies start with 20 temporary hit


points. Winter will not enter the throne room under
any circumstances.

Otherwise:
Just in time. The organ music winds down as the
lead cenotaph melts, revealing the way down.
It’s time. Some must go below to hold the tomb.
Others must find Irena in her throne room and
reduce her to mist. There’ll only be a short window
to stake the vampire queen.

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IRENA GAUNTLET:
TOMB OF IRENA
TABLE OF CONTENTS
SUMMARY............................................ 336 CORE ENCOUNTER FLOW..................... 340

PREPARATIONS............................... 336 MAP...................................................... 341

DENIZENS....................................... 336 MAP BY ZONE....................................... 342

KEY LOOT........................................ 336 COMBAT FLOW..................................... 343

TONE & TYPE................................... 336 SERGEI, THE PROFANE KNIGHT....... 344

SCALING.............................................. 337 SERVANTS OF THE DEAD................. 345

SCENES............................................... 347
SERGEI, DAMNED LOVE........................ 338
INTRO.............................................. 347
DESCRIPTION.................................. 338
ALTAR STATES................................. 347
TACTICS.......................................... 338
COMBAT FLOW................................. 348
BUCEPHALUS...................................... 338
THE PROFANE KNIGHT..................... 349
ASSASSINS.......................................... 339
THE GRIP......................................... 349
USE................................................. 339
REVENANTS.................................... 349
FIGHT ARCHITECTURE & TACTICS....... 339 OUTRO............................................. 349

ENEMY MANIFEST............................ 339 VICTORY.......................................... 349

ENTRANCES.................................... 339 QUALIFIED VICTORY..........................351

DAMAGE SPLITTING......................... 339 LOSS................................................351

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SUMMARY
4. Print and review the RITES: RULES & SCENES
section from Rites.
If you have more time to finish prep:
5. Review the ENCOUNTER FLOW then print it.

O NCE THE TOMB-LOCK is undone, the false


bier in Irena’s Cenotaph in the crypts melts
in a great heaving wave of molten lead to reveal
6. Review the scenes in conjunction with the
ENCOUNTER FLOW.
the route into her actual tomb, far below in the 7. Revisit the COMBAT FLOW, keeping in mind
bedrock that supports Castle Ravenloft. Deep in the Rites rules.
the Pillarstone, players find an enormous hall, Rites
apparently empty save for a single intricately carved Rites become available to players as soon as the
block of lapis at the far end. It has been carved to AMBER SARCOPHAGI encounter is complete,
form a cyclopean dias and an elegant coffin with which provides the narrative framing for them.
ornate effigy. It cannot normally be opened and LAST STAND becomes available during the ECLIPSE
must be forced either with tremendous strength and encounter. Even if you’re in a hurry, we recommend
arcane effort or a considerable sacrifice of blood reviewing Rites. They are designed to allow a more
and wine. varied range of players to engage with the FINALE.
During their attempt to open the coffin, they
are assaulted by Sergei atop Bucephalus and the D EN I Z EN S
Servants that he commands. The Pillarstone is the
Gauntlet for the Irena arc. This is effectively the SERGEI, FALLEN PALADIN
final boss for one of the two groups, seeing them BUCEPHALUS, THE NIGHTMARE
trapped in Irena’s tomb and trying to hold off Sergei SERVANTS OF THE DEAD (THREE)
and his forces. As a result, it’s the climactic action
for one side of the story—the players trapped there K EY LOOT
must depend on their allies above to defeat Irena
so that they can finish the job. This is designed to None
create the sense of a siege without the mechanical
weight and interminable combat that comes with
TON E & T Y P E
most approaches to siege simulation.
Again, the two major touchstones for the design
PR EPARATI O NS of ONS are gothic horror and neo-noir. Here, we
close out the rising action with a brutal climax.
The following is the minimum concepts and prep
For the team above, their experience centers on
that a DM needs to do for them to be able to run
the gothic horror of an unstoppable malevolent foe
this encounter. While we recommend a detailed
confronted at the seat of her power. Below, here in
reading of the entire encounter, if you’ve got to rush
the Pillarstone, the team tasked with staking Irena
or you plan to wing it, here’s what we think you
find themselves trapped on the backfoot. Neither
need to do:
the attackers nor the defenders are happy with
1. Print the Profane Knight and Assassins stat
the terrain, both are fairly evenly matched, and
blocks, found in DENIZENS.
the battle is a splashy high-velocity affair. In short,
2. Review the suggested COMBAT FLOW, and this leans hard into the neo-noir aspects of the
skim the INTRO scene.
adventure.
3. Skim or read the rest of this section.

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SCALING
As a direct combat encounter, scaling this is more delicate and more straightforward.
This is a wave combat, so it’s relatively easy to adjust if needed. A wipe here should be avoided
if possible unless players are refusing to engage with the danger they’re in.
LOW DAMAGE is generally a safe pick.

If people have brought less optimized characters, or simply play combat in a cinematic
WEAKER instead of tactical style, we recommend putting a round limit on combat by having the
GROUP coffin open in 5 rounds.

LOW For tank-heavy parties or low damage-per-turn parties, reduce damage on all enemy
DAMAGE attacks by 4. This helps blunt the Aura effect.

NO If the playgroup has nothing out front, lower the flight speed of all enemies by 20 feet.
TANKS

If players have made no effort to gain access to range by this point, and are not using
NO the staves and reach weapons provided by the adventure, they’re likely to have serious
RANGE problems with this fight. Lowering the room’s ceiling to 15 feet means that reach
weapons will work.

If the fight is going truly badly, do not attack downed player characters. This will lead
NOBLE to them bouncing up using healing word , but that’s acceptable and potentially even
FOE positive.

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D E S C R I P T I ON
The description for Sergei is found in the section
that introduces him. He does not appear until the
end of the first round of combat.

TAC T I C S
Unlike the Vampires, the Profane Knight only
regenerates from the Choking Grasp & Forceful
Choke actions. As a result, he spends the
majority of his time deep in melee combat.
A significant portion of his damage potential
comes from the Aura effects of the Servants who
arrive with him, and most of his mobility comes
from his nightmare mount. However, his ability
to put up a blade barrier and then lean hard
into concentration checks means that player
mobility will be limited.

He will generally open with blade barrier , then use


arcane hand once he’s lost concentration. There’s
no competition for his bonus action, so the hand
is almost always a serious asset. Finally, the arena

SERGEI,
for this fight is large, with lots of cover and a high
ceiling. As the enemies use flight aggressively,
scaling options actually includes lowering the ceiling.

DAMNED LOVE
Profane Knight
BUCEPHALUS
M ECHANICALLY, SERGEI IS probably the
most intricate enemy other than the Lords of
Ravenloft. He does serve as the final boss for one
Nightmare
side of the adventuring party, so this is probably
acceptable. However, we strongly recommend that H E WAS A HORSE. He’s named after another
famous horse. These days, he’s a fiend.
Traditionally, nightmares are used to abuse their
you familiarize yourself with his stats and mechanics
before running the adventure. Alternatively, you can ability to jump in and out of the Ethereal by
use a modified storm giant to replace the Profane combining readied actions from their riders with
Knight, as detailed in the Knight’s description. the oddities of the independent mount rules. While
This will lead to a significantly different feel and a this can lead to extremely memorable fights, it
somewhat more straightforward fight. also has some problems with power fluctuation,

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complexity, and legitimacy. As a result, Bucephalus


is actually rolled into the Profane Knight stat block FIGHT
used for Sergei rather than run as an independent
ARCHITECTURE
& TACTICS
creature. If you fall back to the modified storm
giant for Sergei, Bucephalus can either be omitted
or added as an independent monster.

ASSASSINS P REPPING FOR THIS ENCOUNTER means


being ready to improvise. This makes it pretty
important to understand why certain choices were
locked in for the COMBAT FLOW. This section
covers the basics of the fight, piloting these
Servants of the Dead monsters in case you need to improvise or wish to
reuse them, and a few specific tips.

T HESE MITHRIL-CLAD ASSASSINS have


served Sergei across a hundred lives, forming
the core of his deadly cavalry. Once priests and
EN E M Y M AN I F E ST
servants of the Morninglord, they now draw their
Generally, we recommend 3 Servants and 1 Profane
strength from the Dark Powers.
Knight. It may be necessary to introduce an
U SE additional Servant or two, but they should spawn
as a third wave unless players are annihilating the
Servants without spending any resources.
Mounted on perytons, these assassins are used to
round out the combat with Sergei. They extend the
sunlight vulnerability mechanic used throughout the EN T R AN C E S
module in a new direction and serve as a capstone
experience. Their perytons are factored into their The Servants enter from the far end and begin to
stat blocks and are not intended to be run as split up immediately. Sergei enters at the end of the
separate monsters. first turn from the north wall. Each of these is tied
to a scene, found in the COMBAT FLOW diagram,
but you can use these scenes early. The COMBAT
FLOW also provides some advice for how to open,
but you may need to modify that— blade barrier or
arcane hand as an opening lair action from Sergei
can feel oppressive.

DAM AG E S P L I T T I N G
The COMBAT FLOW provides some rules for
targeting, but those are worth explaining. Like the
Furies, these rules are intentionally intended to
dilute the killing power of these enemies.

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CORE ENCOUNTER FLOW

START
Read:
INTRO

8 MINUTES
Brief Exploration
of Tomb

Read: Coffin
ALTAR Opened 8 MINUTES
STATES

Begin:
COMBAT FLOW

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EAST
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SOUTH NORTH
LANE LANE

CENTER

ZONE 3
LANE

ZONE 2
ZONE 1

DIAS
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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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Sergei, The Profane Knight


Vampire Apologist, Assassin-Saint
PRE
SERGEI enters combat at initiative 1 on round one. Read the PROFANE KNIGHT.

Special Conditions: If all SERVANTS have fallen, immediately read REVENANTS and spawn a
SERVANT. This can occur at most once.

1
A: Multiattack (Estoc, Choking Grasp). M: Move to highest HP character.
Read THE GRIP if Choking Grasp hits.
Choke, Reposition, Choke if Choking Grasp hit.
Otherwise, Reposition then Swift Strikes.

Lair
SERGEI casts blade barrier.

2
A: Multiattack (Estoc, Choking Grasp). M: Move to highest AC character.
If SERVANT's aura affects a player, Reposition to
that player, then Swift Strikes.
Otherwise, Choke, Reposition, Choke.

Lair
SERGEI casts arcane hand if blade barrier is down.

3
B: If arcane hand is up, use Forceful Hand to position M: Move to nearest in SERVANT's
characters in SERVANT's aura. aura or highest HP, while
avoiding MARKED.
A: After move, Multiattack (Estoc, Estoc).
Prefer Choke if possible.
Otherwise, Reposition then Swift Strikes.

Lair
Arcane hand if possible, or darkness if arcane hand is already lost.

4
A: Multiattack (Estoc, Choking Grasp). M: Move to MARKED target if
possible.
B: Arcane hand's grasping hand on lowest HP.
Prefer Choke, Swift Strikes.
Otherwise, Reposition, Swift Strikes.

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Servants Of The Dead


Assassin Cavalry of the Imperial Court
PRE
Tactical Note: SERVANTS avoid sunlight and prefer only one SERVANT be in melee at a time.
This lets them maximize their aura while minimizing their risk.
Special: The 1st SERVANT to act gets 10 temporary hit points. This triggers once.

1
1st Servant, A: 1st Servant, M: Center, Zone 2.
Melee if possible, then shroud self.
Others, M: South, Zone 2.
Remaining Servant, A:
Ranged if possible, then shroud self.

2
1st Servant, A: 1st Servant, M: Dias Edge.
Melee highest HP, then shroud self.
Others, M: South, Zone 3.
Remaining Servant, A:
Ranged, preferring lowest HP targets in auras
then shroud self.

3
All, A: All, M: Join SERGEI if possible,
Melee, preferring targets that are not MARKED otherwise make a best effort.
and picking one target each if possible.

4
All, A: All, M: Join SERGEI if possible,
Melee, preferring highest HP target. otherwise make a best effort.

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SCENES • The north and south walls are 110 feet long,
and the east and west are 120.

Below are the narrative components used by the • The crypt at the west end adds 10 feet,
encounter flow. Where possible, each notes down making it even closer to square.
the probable next vignettes. LOOT, MONSTERS, and • You see the marks of both hoof and claw in
CONDITIONS are bolded in this section. Content the dust.
intended to be read aloud verbatim is italicized. • Any remaining food or rations rots, as if
exposed to necrotic energy.
• Divine Sense detects the general proximity of at

INTRO
least three fiends.
• Withered lilies dot the floor, so close to dust
that you didn’t notice them at first.
• Beside the tomb, there’s a small neat pile of
books. They look a little out of place.
T HE TOMB IS CAVERNOUS, easily 100 feet on
a side. Everything is still, and everything is cold.
The only light is what you’ve brought with you.
• There are signs of ancient battle here, buried
in dust.
• Above, a single skylight is dark. It looks like it
As players advance or light the space, read:
might illuminate the tomb, except the dias.
The floor is the polished bedrock of Barovia, inlaid
with creeks and rivers of mithril. At first, the design If they proceed,
seems random—until you recognize it as a stylized
circulatory system. Each river-vein leads back to
a great dias of lapis lazuli, carved from the same
MOVE TO:
block as the coffin resting on it. Altar States
If players bail, let them. Failing to stake and finish
Irena ends very badly for them.

Players who explore can find the following pieces of


information:
ALTAR STATES
• There’s regular movement down here, as shown
by tracks in the dust. I RENA’S COFFIN CAN ONLY be opened by a
sacrifice of blood or wine, or by powerful magic.
A sufficiently determined thief might be able to
• There are no fixtures for light—nothing that
comes down here needs light to see. crack it open, if it feels narratively appropriate.
We recommend letting players spend roughly 4-5
• Runes for a teleportation circle have been
worked into the wall around the door you came minutes on this. At that point, the coffin begins to
in through. open of its own accord.

• Players who mar the circle gain a surprise Either way, read:
round against the Servants. Strange dovetails and odd latches begin to slide
• The space is arranged so that you enter in the open. Mist hisses from the gaps. Across the seamless
east and the coffin sits due west at the far end. surface of the coffin, hidden bars lift free. Pieces
• It’s almost perfectly square, perhaps 110 slide out of place like a puzzle box solving itself.
feet long? Slowly.

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As soon as the coffin starts to open, the little crack to support a more interesting and less optimized
of a skylight slowly brightens with the same dim red approach to combat.
light of the eclipse. The great eye hangs low in the
WHEN A CHARACTER DIES:
sky and watches the players with interest.
As your friend dies,
This counts as dim light. It also probably counts as
terrifying. After a beat pause or two, read: The strange mithril patterns in
1 ST the floor swallow each drop of blood
Dull red light begins to stream in. Shutters clatter hungrily. A ruby light pulses from the
DEATH
open, one after the other, revealing an enormous coffin. One of the eight locks opens.
skylight that illuminates everything but the dias. The
eye that swallowed the sun watches you through the A shockwave of cold echoes from
2 ND your friend as they collapse, broken,
shutter slats. to the ground. Behind you, a lock
DEATH
slams open.
The crackle of a teleportation circle behind you
suggests you're not alone, and the coffin is still Another death, another lock. You
3 RD can hear a heartbeat starting, and
cycling open. Hooded figures mounted on great
DEATH the mithril veins begin to pulse.
masked birds stalk in through the gate—one,
two, three total. Their mithril armor gleams in
In Irena’s voice, as though she is
the crimson dusk. Even this dim light seems to narrating as the DM, read:
4 TH
You bring to me the sacrament of
discomfort them as they unsheathe long silvery
DEATH violence, and lay it at my coffin altar,
knives. And then they fade from view.
my forge.

In Irena’s voice, as though she is


PROCEED TO: 5 TH narrating as the DM, read:
Combat Flow DEATH I will wake soon, fatted on death.
These locks will not hold.

In Irena’s voice, as though she is

COMBAT FLOW 6 TH
DEATH
narrating as the DM, read:
Know that you are the implements
of my metamorphosis. I require two
more of your little lives.

T HE COMBAT FLOW DIAGRAMS in the


beginning of “Tomb of Irena” serve as strong
suggestions. You should be able to use them for most
7 TH
In Irena’s voice, as though she is
narrating as the DM, read:
I will drown you in my truth, reduce
DEATH
of the combat with relatively little adjustment if you you to mere materials.
prefer, and it will help keep the game moving at a In Irena’s voice, as though she is
fast clip. The tactics used are balanced to create a 8 TH narrating as the DM, read:
fight that is compelling but not automatically lethal. DEATH Your purpose here is finished. Feel
free to complete your little dance.
Should you decide to customize the Boss behavior,
it is important to remember that using the offensive
END OF COMBAT:
capabilities of these monsters to their maximum
This encounter ends when either the players as
effect will be fatal to almost all parties. The goal is
a whole have suffered a total of 8 deaths, if the
to create an extremely dangerous fight that ranges
players wish to give up, or when Sergei reaches 0
far beyond the normal fare of ranged attacks,
hit points. Either way, go to Outro.
disables, and fireballs . They are somewhat stronger
than normal level-appropriate bosses, in an effort

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OUTRO
THE PROFANE
KNIGHT
T HIS OUTRO COVERS specifically the

R EAD THE FOLLOWING for the intro of the consequences of this encounter, but to quickly
Profane Knight: summarize, a loss here does not guarantee a
complete defeat. Complete defeat requires a loss in
A single hard click of iron on stone is followed by both the GAUNTLET, which is
the bonfire roar of a nightmare’s fiery mane. The this encounter, and the FIGHT.
fiendish horse steps in through the northern wall as
the Ethereal drips off its skeletal rider. A watchful If players won before 8 or more characters died:
skull stares from cowled robes of midnight. Stars
dance in the folds of those robes as Sergei holds his PROCEED TO:
estoc at ceremonial rest on the saddle’s horn, with
the point straight up, and nods once.
Victory
If 8 or more characters have died and players fought

THE GRIP
to a win:

PROCEED TO:
Qualified Victory
S ERGEI REACHES FOR YOU, and a grasping
spray of knucklebones wraps your ribs in a
second cage of bone. This makeshift fist clenches,
If 8 or more characters have died and players have
given up:
crushing you and crushing and crushing. It does
not stop.
PROCEED TO:
Loss

REVENANTS
S VICTORY
ERGEI PAUSES A MOMENT, and lifts a lone
ring from his finger. The golden band hangs in
the air then crumples into a white singularity. One
of the slain birds begins to stir.

A Servant is resurrected at full health, per the


COMBAT FLOW instructions in the block that
triggered this text. This effect cannot trigger again.
S HATTERED BONES CRUNCH underfoot
as you pull yourself up. Sergei’s cloak is still
burning, the arcana that preserved him in this unlife
It may be tempting to reuse it, but we strongly failing. He collapses, his skull and cruciform sword
recommend against doing so. clattering to the ground. Behind you, the half-open
sarcophagi reveals something much more like a

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slipcasting mould than anything else. Mist and fire slam the weapon home and the furious power of
and blood throb with evil purpose inside the lapis the Lord contests. The stone tomb cracks. The fire
chamber. What do you do? inside stills, curls to calcify in an ashen heart. You
destroy it utterly just as your weapon breaks.
If players attempt to stake the vampire, their
stakes are incinerated in the fire. If they have the The following is written from the direct perspective
SUNBLADE with them, read: The sunsword speaks of the Dark Powers. Read in the voice of the
at last, a reluctant whisper: “I could serve this Dark Powers, as though they are narrating:
purpose.” “You are the spear that pierced our heart, this heart.
And you are loved! You are an apocalypse! You
Otherwise, read:
might frown, but do some worlds not deserve you?
Oak alone will not suffice. There has to be some
Deserve a fitting end? Understand, this is the start
other more powerful weapon you could use.
of a story and not the finale. To us, to you, in you,
If players take a while to settle on staking Irena, this myth finished furnishes fertile fields for fresh
ask for a Wisdom (Insight) or Intelligence (History) fables. We will watch your truth.”
check. On a 10 or higher, remind them that they
You hear footsteps pounding down the stairs. The
would know that normally, higher vampires must be
sweet rush of tart grief! In the doorway, Gertruda
staked to be killed in a final way.
slips to her knees, staring in horror. When she hits
The default viable options are: YEAR’S END in any the ground, stone shatters. Our envoy rests her
form, SERGEI’S ESTOC, the LUCK BLADE, or the head on the floor, burying her grief like a seed.
STAFF OF POWER. The MORNINGSTAR WHIP may
Pause here. Players may attempt to stop her. Any
work if players can figure out a way to make it act
attacks, spells, or other forms of damage hit, visibly
like a stake. In fact, anything particularly clever
damaging Gertruda. If players somehow manage to
will also work, such as an ingenious use of the gate
do 250 damage in one turn, she is destroyed.
scrolls players may have gotten from Patrina, but
if players try a lesser magical weapon or item, such
as a generic +1 weapon, read: There’s a moment GO IMMEDIATELY TO:
where you think it will hold, and then the fury and The Hidden Path IN THE
flame devours it. You’ll need a weapon of power and
grandeur.
Greenhouse Encounter
If Winter is present and has YEAR’S END, she
Otherwise, read:
will volunteer it. This will kill her, potentially
Grass explodes outward from her. Flowers follow.
permanently, but she considers it worthwhile. A DC
The crimson gloom of the dying sun fades. The
15 Wisdom (Perception or Insight) or Intelligence
world is black, blank, before the hammer stroke of
(History) check will reveal that Sergei’s estoc would
golden light drives you to your knees. Time slips as
serve instead.
your vision doubles. A figure walks towards you out
Ultimately, if players can’t find anything, ask for of the mirage shimmer.
Wisdom (Perception or Insight) checks. Anything
The Innocent One leans down. “Stay with me now,”
above a 10 suggests Sergei’s estoc.
she whispers as she helps each of you up. “Please.”
Once players settle on something effective, She is burning in the sun, burning forever and ever
read: This is perfect. It is not the shape of the stake and ever, and she is here in it anyway, lifting you up.
but the home of the heart that matters to us. You “Please.”

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Players have a chance to speak with Gertruda here, into walls and for a moment, you fear he’s had his
their last in Ravenloft proper. While they talk, she revenge. But the lapis tomb behind you slowly goes
begins to pile the broken lapis of the tomb-forge still, falls silent at the last second. You’ve put an
into a sort of cairn. She’s profoundly distraught, end, or at least a halt to Irena’s apotheosis. As your
especially if players in the other group were strength fails, you are cajoled, helped, and finally
successful, but she hides it reasonably well. She may dragged by the ghostly wolves slowly out of the
have come to hate Irena for the cruelties that she tomb. Through the teleportation circle on the door.
heaped on her and the world, but that doesn’t mean Into summer. Onto green spreading grass.
she didn’t care about the woman that once was. She
mourns in her own way, leaving Lily of the Valley
growing around the cairn.
PROCEED TO:
Greenhouse Encounter
After she’s done making the cairn, which is AND FIND THE
fairly quick, read:
“Little Innocent One, sunny-hearted, beloved by Qualified Victory scene
shadow. She puts on a very brave face, does she not,
our Gertruda? One can have two truths, after all.”

LOSS
Gertruda picks up Sergei’s pipe, cradling it, mending
it, keeping it. He was her friend, too. Finally, our
envoy says, “I’ll race you home?” And she tries a
grin. To her sorrow, it comes easily. She is happy.
After all, one can have two truths. You’ll find your
way—you always do—so why not a race? This is
your truth.

Triumph, unmitigated triumph surely.


T HERE ARE CORPSES EVERYWHERE. Sergei
has torn you apart and the great tomb-forge
has swallowed the shreds. Behind you, the lapis
engine finishes its terrible work, and the Vampire
PROCEED TO: Lord awakens anew in full. This world is given new

Greenhouse Encounter shape, and behold our new truth: Irena, our envoy, a
more perfect articulation of our intent.
AND FIND THE

Victory scene Shadow pools around her, and you are utterly
suffocated by it.

The fight is absolutely and irrevocably over. The


players have lost this fight, but the campaign’s not

QUALIFIED lost yet. The best they can hope for is a QUALIFIED
VICTORY, but there’s some story left yet.

VICTORY PROCEED TO:


Greenhouse Encounter
S ERGEI SLOWLY TOPPLES, his starry cloak AND FIND THE
catching fire as the great arcana sustaining Loss scene
him fails. The wave of necrotic energy slams you

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IRENA FIGHT:
A DARK AUDIENCE
TABLE OF CONTENTS
SUMMARY............................................ 352 COMBAT FLOW..................................... 359
PREPARATIONS............................... 353 IRENA VON ZAROVICH...................... 360
DENIZENS....................................... 353 VASILKA DEVAGEMACHT...................361
KEY LOOT........................................ 354
SCENES............................................... 363
TONE & TYPE................................... 354
INTRO.............................................. 363
SCALING.............................................. 355
COMBAT FLOW................................. 363
IRENA.................................................. 356 IRENA'S FURY.................................. 365
ADDITIONAL TACTICS....................... 356 UNWELCOME................................... 365
VASILKA............................................... 356 OUTRO............................................. 366
ADDITIONAL TACTICS....................... 356 VICTORY.......................................... 366
CORE ENCOUNTER FLOW..................... 357 QUALIFIED VICTORY......................... 367
MAP...................................................... 358 LOSS............................................... 367

SUMMARY
this fight is uncomplicated, the actual machinery is
fairly complex, as it hinges on two spellcasters with
legendary actions. It is intended to be splashy and
extremely dangerous.

O NCE IRENA IS DISCOVERED, she’ll be found


in the throne room of Castle Ravenloft. She
Moreover, Irena is an implacable foe. She’s likely
already killed a couple of player characters. As a
still makes forays to torment the players, but she result, the focus is on giving her a suitable exit,
can now be fought. When players find her, she like any good heel. This might mean that players
slouches in languid boredom on a throne carved get mulched. Irena has to kill 8 characters to
in her likeness, before it begins slowly to rise. This win. That’s almost 350 damage on average, and
throne is actually Vasilka, the perfected form of the death saves tend to mean that it costs quite a few
Abbot’s endless work. As the gynosphinx rises into additional actions to eliminate player characters.
the air, players may come in swinging. That’s fine— The problem is that she has access to the brutally
it’s a major illusion. The rest of the fight is going powerful Charm ability and will use it to finish off at
to go pretty much like that. While the staging for least one character if possible, which can lead to a

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cascade failure as vampire spawn start to devour the 2. Review the suggested COMBAT FLOW, and
player characters. Even small tactical slips open up skim the INTRO scene.
significant opportunities, and if players forget their 3. Skim or read the rest of this section.
abilities or items, they will begin to get massacred.
4. Print and review the RITES: RULES & SCENES
However, we recognize that this actually happening section from RITES.
is a bad fit for many tables. The perception that
If you have more time to finish prep:
doom is a real and possible outcome is essential
to the milieu of gothic horror. However, of those 5. Review the encounter flow then print it.
classic stories, relatively few end in anything less 6. Review the scenes in conjunction with the
than a partial victory for the heroes. It is possible ENCOUNTER FLOW.
to run a game as a pure tactical combat. This 7. Revisit the COMBAT FLOW, keeping in mind
encounter supports that approach. It is not the the RITES rules.
intent of this encounter, but for many groups, that
will provide a unique and exciting experience. Necessary Compromise
This fight, as discussed in the SUMMARY as
That will not work for most play groups. Worse,
well as TONE & TYPE, aims to bridge two
when played with two groups, this would mean
that only one party needs to fail for defeat to be conflicting player promises. Summarizing those
absolute. The result is that both the combat and segments, the problem is that players expect Irena
narrative of this encounter are here to engage to be insurmountably deadly and also just hard
those who care primarily about roleplaying. This enough to be challenging. Formally, they expect a
encounter is intended to end in narrow victory mechanically accurate simulation of her power and
or partial defeat, and is driven only in part by the a narratively satisfying presentation of a heroic arc,
outcomes of combat. To take a narrative view, the something that gothic horror already has problems
players fight a god here in all but name. It doesn’t with. This is exacerbated by the fact that players
make sense that they could destroy Irena with just have different play priorities and different interests
spell and sword. This is an argument, framed in in the core pillars. Some may be first-time players,
violence, about the right to exist. The system of and that should be okay. They should get to
RITES, described in the eponymous RITES DESIGN, have fun.
is specifically designed to express this conceit
and grant more players meaningful choice. This is Rites
framed narratively in the AMBER SARCOPHAGI Rites become explicitly available to players as
encounter and expanded during THE ECLIPSE. soon as the AMBER SARCOPHAGI encounter is
complete, which provides the narrative framing
PR EPARATI O NS for them. Even if you’re in a hurry, we recommend
reviewing Rites. They are designed to allow a more
The following is the minimum concepts and prep varied range of players to engage with the FINALE.
that a DM needs to do for them to be able to run
this encounter. While we recommend a detailed D EN I Z EN S
reading of the entire encounter, if you’ve got to rush
or you plan to wing it, here’s what we think you
IRENA
need to do:
VASILKA
1. Print Irena and Vasilka’s stat blocks, found in
DENIZENS.

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KEY LOOT the fight is also the narrative climax, it would risk
isolating players in a damaging way.

None We recommend steering players towards the final


encounter that most accurately maps to their
TONE & TYP E preferences. For players who seek a pure tactical
experience, the fight in Irena’s CRYPT may be more
In terms of tone, this leans hard into the voice of appropriate. Our experiential touchstones for this
gothic and pulp horror. Though those are always combat are:
exciting reads, our experience has been that
1. Joyous Performance: This validates roleplay as
they’re somewhat inaccessible as games except to
part of the gameplay loop.
hardcore fans. As a result, while the voice is built
on the tropes of gothic horror, the mechanical 2. Choreographic Duel: This feels like a
compelling “watchable” final battle.
aspects continue to draw on neo-noir and balletic
violence, rewarding showy or exciting plays without 3. Test To Destruction: This serves to end things
cheapening the tactical simulation. It ameliorates with destructive finality.
the fact that combat often fails to appeal to the 4. Climactic Battle: The battle itself should serve
performance and exploration pillars of the D&D as the key climax.
experience. While that gap is acceptable for a
normal fight or even a major interstitial event, when
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SCALING
This is a particularly complicated combat, so rather than providing sophisticated explicit scaling,
a catch-up mechanic has been added in the form of RITES, particularly LAST STAND, to resolve the issues.
A few conditions that require explicit treatment are covered here, with one option for increasing
the difficulty: WICKED CUNNING.

This thing is absolutely brutal and virtually impossible to play around. If players
STAFF OF have it, Vasilka will save a slot for Pyrotechnics , using the cloud effect to hide
POWER herself or Irena if they’re orbed with the wall. This blocks sunlight and line
of sight.

For low damage-per-turn parties, reduce damage on all enemy attacks by 1d8.
LOW DAMAGE This gives the players more time to chew through the enemy HP, and makes the
fight feel like more of a grudge match.

ILLUSION Reduce truesight to 30 feet, but remember both enemies have superhuman
-HEAVY intellect.

LOW PLAYER We recommend using NOT DOING SO HOT.


COUNTS

NOT DOING If players have done poorly up to this point, the death counter tips at 10 instead
SO HOT of at 8. The rules for this are factored into the relevant blocks.

For some groups, the core fight combined with the Rites will be relatively easy
or at least uncomplicated, especially if they have played ONS before. In that
WICKED case, most of the initial introduction is a major illusion cast by Vasilka at 6th
CUNNING
level. The results of this modification are covered in the INTRO scene under the
WICKED CUNNING clause.

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strike for a decisive blow. She may also use Vasilka’s


separate legendaries to close out a kill. If the players
are making short work of her, she can slip through
the walls per her Lair ability and use greater
invisibility to re-enter on her own terms. In this
case, she generally makes a dramatic re-entrance
through the great stained glass windows as soon as
her hit points are above 140.

VASILKA
U SES GYNOSPHINX, with a modified spell list
as below:

• Cantrips (at will): mage hand, minor illusion,


prestidigitation

IRENA
• 1st Level (4 slots): cause fear, earth tremor, shield
• 2nd Level (3 slots): misty step, spiritual weapon,
pyrotechnics
• 3rd Level (3 slots): dispel magic, lightning bolt,
counterspell
Vampire Lord, Ravenloft • 4th Level (2 slots remaining): fire shield, greater
invisibility
AD DITIO NA L TAC TI C S • 5th Level (1 slots remaining): maelstrom
• 6th Level (1 slots remaining): major image only

I RENA WILL START OFF riding Vasilka, although


given her own flying speed she may dismount at
- Optional, see SCALING

any time. Irena prioritizes high AC or high hit point A D D I T I ON AL TAC T I CS


enemies, trying not to move within 15 feet of them
unless absolutely necessary. Instead, she relies on While Vasilka is a devastating presence on the
zephyr strike and her legendary movement action battlefield, she is intentionally deemphasized as
to reposition aggressively. Irena is smart enough to a threat and used to draw fire away from Irena.
recognize whoever poses the largest threat to her, Remember, while she’s a memorable moment, she’s
and if that person does not have high Armor Class, not who players are here to fight. If she’s used by
they can very quickly become a tasty snack. As with Irena to close out a kill, it should be Irena’s gesture
the earlier encounter with the Furies, focus firing of contempt or frustration over a failed Charm.
on one character may make tactical sense, but will
likely be viewed as an unfun thing to do. While she can use spiritual weapon to close off and
capitalize on damage done by Irena, this can be
If one character becomes troublesome to her, she unfun. Feel free to omit this, but it will make the fight
uses her legendary actions and ranged spells, before easier by a wider margin than is immediately obvious.
opting to move to close in conjunction with zephyr

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CORE ENCOUNTER FLOW

START
Read:
INTRO

Players get 10 in-game


minutes to prepare.
Decide if
WICKED CUNNING
is in effect.

Finish:
INTRO

Begin:
COMBAT FLOW

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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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Irena von Zarovich


Doom of Barovia, The End of Hope, Saint of Dread
PRE
Active Spells: Mirror image, non-detection, nystul's magic aura (Hide Aura).

Lair Action: Irena will always use her ability to fly through walls & floors.

1
A: Cast animate objects and read IRENA'S FURY, M: Riding Vasilka.
R: Hold for shield.
Charm Ability used at 3rd level, delaying for a
weakened target to present itself, if possible.

2
A: Cast fireball, at 4th level. M: Riding Vasilka.
R: Hold for shield.
Charm Ability used at 3rd level, delaying for a
weakened target to present itself, if possible.

3
B: Cast misty step to close. M: Dismount, move to highest HP.
A: Attack with Little Mothers, aim to grapple and
then carry if Irena needs additional menace.
R: Hold for Attack of opportunity.

Bite, followed by Unarmed Strike, using Irena's


ability. Alternatively, you may wish to further
disengage using her movement legendary.

4
A: Bite if grappled then attack with Little M: Move to highest threat or
Mothers. Greater invisibility if escape is required. escape.
B: Cast misty step to reposition.
R: Hold for shield.
Charm Ability used at 4th level, delaying for a
weakened target to present itself, if possible.

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V asilka Devagemacht
Eater of the Dead, The Stone Which Hates
PRE
Active Spells: Fire shield (chill)

Optionally: Major image (6th level), as per Wicked Cunning in SCALING.

1
A: Cast maelstrom and read UNWELCOME. M: 30ft above nearest caster.
B: Cast spiritual weapon, targeting highest HP.
R: Counterspell.
Using Cast Spell, Vasilka will hit a caster with
lightning bolt. She's not picky with her targeting,
and will generally only catch two players.

2
A: Pyrotechnics to block sunlight or blind. M: 30ft above nearest caster.
B: Attack with spiritual weapon.
R: Counterspell at 4th Level.
Using Cast Spell, Vasilka will cast dispel magic
if necessary to stabilize. Otherwise, she will
use pyrotechnics to block sunlight or blind.

3
A: Claw attack on Sunlight Holder. M: To Sunlight Holder.

B: Attack with spiritual weapon or recast to


reposition if necessary to stack damage on
Sunlight Holder.
R: Cast shield immediately.
Claw, then teleport to safety.

4
A: Bite if grappled then attack with Little M: To Sunlight Holder after
Mothers. Greater invisibility if escape is required. invisible.
B: Cast misty step to reposition.
R: Cast shield immediately.
Claw attack repeatedly if engaged and at
high health, otherwise cast misty step to
disengage.

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SCENES truth. There are not fifty ways of fighting: there


is only one, and that is to win. Have at you!” The
Below are the narrative components used by the sphinx-throne rises on to her haunches to regard
encounter flow. Where possible, each notes down you, and Irena leans forward to shape a spell.
the probable next vignettes. LOOT, MONSTERS, and If WICKED CUNNING is in effect, the above is the
CONDITIONS are bolded in this section. Content product of a major image cast at 6th level. Irena
intended to be read aloud verbatim is italicized. and Vasilka are actually above the door the players
entered through. A DC 20 Wisdom (Perception)
check will reveal them, but will not make clear
which is the illusion. A subsequent DC 20 Wisdom

INTRO
(Insight) check can answer that question. On a
failure, players are not told a wrong answer, just
told they can’t tell. The illusion fails once a full
attack or spell has hit it, and mostly serves to draw
players out of position and perhaps waste a single

Y OU MADE IT. The doors of the throne room


are towering blocks of marble, carved with the
hundred saints of the Morninglord in chains and
turn worth of actions for one character.
Combat begins.

ecstasy. You have a moment here to prepare. The


ghostly wolves flank you in ranks, strange wonder
MOVE TO:
glinting in their canine eyes. Combat Flow
AND USE THE COMBAT FLOW DIAGR AMS
Set a 10-minute timer, as pacing here matters a
lot. Players can cast buffs, get ready, and check
any information they’ve discovered about the
weaknesses of Irena. At the end of the timer, the
COMBAT FLOW
final sequence begins. Read:

A woman laughs. Shadows flare higher. You made


it, and it is time. The marble saints gather their
T HE COMBAT FLOW diagrams in the beginning
of the document serve as strong suggestions.
You should be able to use them for most of the
chains with heads still lolling in joy. They throw combat with relatively little adjustment if you
their shoulders against their door and it begins to prefer, and it will help keep the game moving at a
grind open. Huge steel columns form a butcher’s fast clip. The tactics used are balanced to create a
cathedral with stained glass windows. Gertruda is fight that is compelling but not automatically lethal.
chained in crucifix against the furthest window.
Before you, Irena clad in shining armor lounges in Should you decide to customize the Boss behavior,
decadence on a huge throne of lapis. It is carved it is important to remember that using the offensive
capabilities of these monsters to their maximum
in her exaggerated image. Huge stone muscles and
effect will be fatal to almost all parties. The goal is
too-long limbs, its broad back the seat, its folded
to create an extremely dangerous fight that ranges
wings the throne’s back. A smirking face, Irena’s
far beyond the normal fare of ranged attacks,
own, rests cheek against the floor. Your only
disables, and fireballs . They are somewhat stronger
warning is that it blinks.
than normal level-appropriate bosses in an effort
“Mmmm, darlings. Come so far to die at my feet? I to support a more interesting and less optimized
can’t bear to disappoint, so let me show you a subtle approach to combat.

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WHEN A CHARACTER DIES:


In the voice of the Dark Powers, as though they are narrating as the DM, read:
As your friend dies, the poisoned glow of the sun illuminates a new pair of windows:

1 ST Irena, human, alive, and laughing, with the opposite window showing Sergei as he must
DEATH have been.

2 ND Strahd, murderously jealous, and Strahd again splattered in blood. Our dreadful light
DEATH seems stronger with each lit window.

3 RD On the left, Strahd and Irena facing each other in wedding finery. The right window lights
slower, and shows Irena alone, fangs bared in triumph. She won bravely, and so will you.
DEATH Be our truth.

4 TH Irena plunging a sacrificial dagger into an ecstatic Gertruda. There are only four more
DEATH pairs left. Dying here isn’t safe, and I should know, a little voice whispers.

5 TH Sergei, skeletal, as you know him, robed in the midnight sky.


DEATH Be our truth.

6 TH The sun-killing eye of the eclipse. You are seen, you are loved.
DEATH Be our truth.

7 TH Writhing angels under a black sun. You struggle so prettily against the vampire goddess,
DEATH so gloriously. Be our truth.

8 TH Saintly figures with your faces being torn apart. Something surely unimportant is lost to
DEATH you now. Be our truth.

If you are allowing more deaths,


per NOT DOING SO HOT:

9 TH Gertruda crying in profile, her eyes solid black. Borrowed time is all she can spare. Be our truth.
DEATH
10 TH Irena with the Great Wheel cosmology behind her, all the planes in shadow. This is our truth.
DEATH This is how it is.

END OF COMBAT:
This encounter ends when either the players as a whole have suffered a total of 8 deaths, if players want
to give up, or when Irena and Vasilka reach 0 hit points. Either way, proceed to Outro.

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IRENA’S FURY UNWELCOME


T HERE IS NO IMPASSIVITY here now, no hint
of the stoic. She screams in joy and anger, and
the anger of a goddess has a mind of its own. Her
T HE SPHINX HAS A VOICE like granite and
death. She sings and the sound becomes a
storm, a maelstrom of searing water that threatens
lamellar armor unfolds and unfolds and unfolds, like
to drown you on dry land.
a rose exploding, and the steel petals bob in the air
around her. With a single imperious gesture, she Vasilka casts maelstrom , aiming to catch the weakest
sends them on the hunt. party members in it and deny the most territory. If
a player counters, Irena will respond by countering
Irena casts animate objects , animating ten Tiny
their counterspell.
objects composed of knife-like armor plates. She will
often be physically out of range of counterspell for Read:
this, but if it is cast, Vasilka will in turn counter that. Irena lashes out and you feel your fingers strain
to the breaking point in the invisible grip of her
Read: counterspell .
The sphinx locks eyes with you and murmurs “No.”
You feel her abjuration detonate the counterspell in If the players counterspell this, the original
your hands. counterspell succeeds.

If a second player uses counterspell to block


Vasilka’s cast, animate objects does get countered. RETURN TO:
Technically, Irena could also counterspell , but we Combat Flow
very strongly recommend against that. While that
is the most efficient way to spend those resources,
it also will leave an extremely sour taste for
most groups.

This is cosmetic and leaves behind enough armor to


resemble half-plate visually, unless you think that a
naked murder machine armored only in the blood of
her foes is more appropriate to your campaign. Her
AC is the same either way.

RETURN TO:
Combat Flow
one night strahd
ACT III: I'LL BE BACK
A DARK AUDIENCE

OUTRO VICTORY
T HIS OUTRO and the linked scenes cover
specifically the consequences of this encounter,
T HERE IS BLOOD EVERYWHERE. The sphinx
is shattered into gemstone gore.

while the GREENHOUSE encounter controls the You have made a charnelhouse here, grown strong
by it, and it was your will that crushed the light
campaign’s outcome as a whole. Thus, a loss here
from Irena’s eyes. Death reigns here as you pant in
does not guarantee a complete defeat. Complete
the silence. A slim figure hops down lightly from her
defeat requires a loss in both the BOSS FIGHT,
perch, and she says, “...so recant here in violence,
which is this encounter, and TOMB OF IRENA, the
your affinity for peace. It was violence that stopped
GAUNTLET for the Irena arc.
this ending. Be our truth.” Gertruda. The Fortune
The following numbers increase by 2 for Not Doing Teller. The Envoy. She wears a sunlight gown now,
So Hot. and it burns her endlessly.

If players won before 8 or more characters died: The Envoy strides through the gore to Irena’s
broken body.

PROCEED TO: Pause here. Players may attempt to stop her. Any

Victory attacks, spells, or other forms of damage hit, visibly


damaging Gertruda. If players somehow manage to
do 250 damage in one turn, she is destroyed.
If 8 or more characters have died and players fought
to a win:
GO IMMEDIATELY TO:
PROCEED TO: The Hidden Path IN THE
Qualified Victory Greenhouse Encounter

If 8 or more characters have died and players have


Otherwise, read:
The Innocent One leans down and lovingly kisses a
given up:
broken cheekbone as Irena fades to mist, burning
off in the sunlight. “Do you know, laureled godlings,
PROCEED TO: what happens after the Iliad ?” Her smile is all teeth
Loss forever. Irena’s blood drenches her lips. Warm
sunlight floods in. The stained glass burns as the
light punches through it.

Ask for a DC 15 Wisdom (Insight) check, and


on a success, read:
All except for the one depicting Irena plunging a
sacrificial dagger into an ecstatic Gertruda.
On a failure, this window is not spared as the
stained glass is all destroyed.

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LOSS
Beyond in the new gaps, endless blue sky. Rolling
hills of green grass. The greenhouse in the distance.
“I’ll race you home!” She’s off running, light and
laughter whipping behind her in a flaming contrail.

Triumph, unmitigated triumph surely.

PROCEED TO:
T HERE ARE CORPSES EVERYWHERE. Irena
has made a charnelhouse here, grown strong
on this blood, and her will crushes the light from
Greenhouse Encounter your eyes. Death reigns and silence spreads out
AND FIND THE
from the fallen paladin in great waves.

Victory scene The fight is absolutely and irrevocably over. The


players have lost this fight, but the campaign’s not
lost yet. The best they can hope for is a QUALIFIED
VICTORY, but there’s some story left yet.

PROCEED TO:
Greenhouse Encounter
QUALIFIED AND FIND THE

VICTORY
Loss scene

Y OU COLLAPSE. Irena’s body is destroyed.


She shudders into smoke, laughing in fury. The
lapis sphinx is within your reach, where she died
bleeding gemstones from the rents you tore in her.
There are corpses everywhere. It takes time to ease
Gertruda down and she hugs you each tightly. She
seems uninjured, just exhausted. So terribly tired.
“Head through the door. This place is going to fall
apart. It always does. Doesn’t stick,” she says, and
there’s something grim in her eyes when she says,
“I’ll catch up.” The door opens onto summer, onto
the greenhouse dream. Stone begins to crash behind
you as you step through.

PROCEED TO:
Greenhouse Encounter
AND FIND THE

Qualified Victory scene


one night strahd
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STRAHD GAUNTLET:
STRAHD'S HATE
TABLE OF CONTENTS
SUMMARY............................................ 370 COMBAT FLOW..................................... 380
PREPARATIONS............................... 370 HARRIER COMBAT FLOW...................381
DENIZENS....................................... 370 BRIDGE TO DOOM COMBAT FLOW..... 382
KEY LOOT........................................ 370 TIME TO DIE COMBAT FLOW............. 383
TONE & TYPE................................... 370 SCENES............................................... 385
SCALING.......................................... 370 INTRO: RED OCEAN.......................... 385

SPECIAL RULES................................... 371 DEATH OF THE SUN......................... 385

HUNT GOAL......................................371 EARLY BREACH............................... 386

THE EXIT STRATEGIES RITE..............371 INTO THE SHRINE............................ 386

HOW DOES IT END............................371 VICTORY OR QUALIFIED VICTORY...... 387


LOSS............................................... 387
A CHARACTER DIES............................. 372
LOCATIONS.......................................... 388
STRAHD'S HATE................................... 372
CENTRAL STAIRS............................. 388
DESCRIPTION.................................. 372
SMITHY............................................ 390
ADDITIONAL TACTICS....................... 372
GREAT HALL.....................................391
CORE ENCOUNTER FLOW..................... 373
KING'S CHAMBER............................. 392
HUNT MAPS.......................................... 374 SECRET RAIL................................... 393
FORMAT EXAMPLE........................... 374 THE GATEHOUSE............................. 394
INITIAL PLAYER MAP PART ONE....... 375 THE BRIDGE..................................... 396
RUNNABLE DM MAP PART ONE........ 376 ANCIENT ROAD................................ 398
INITIAL PLAYER MAP PART TWO....... 377 OSSIFIED DRYAD.............................. 400
RUNNABLE DM MAP PART TWO........ 378 DEEP WOODS................................... 402
MAP...................................................... 379 SHRINE DOOR.................................. 403

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SUMMARY TON E & T Y P E


In terms of tone, this leans hard into the voice of
hammer horror and late-80s Japanese animation.

T HIS HUNT STARTS at the bottom of the


castle and continues through the entirety of
Ravenloft as players struggle to make it back to
Akira is a particular inspiration here, along with
the much-mourned Christopher Lee’s Dracula .
In terms of design pillars, this is an expression of
the SUNLIT SHRINE. In fact, the tail end of the
the same principles that drive the sister encounter
hunt reprises some of the locations of the SUNLIT
SHRINE HUNT. in Irena’s Arc, the DARK AUDIENCE. Here, we
want to capture the sense of monster chase while

PR EPARATI O NS allowing groups to validate the pillars of the D&D


experience. We also want to give a little more
The following is the minimum concepts and prep leeway in terms of gravitas to the GM and playgroup
that a GM needs to do for them to be able to run than is afforded by Irena’s Arc. This can be played
this encounter. While we recommend a detailed straight as a harrowing chase and brutal final
reading of the entire encounter, if you’ve got to rush combat, or you can let Scooby-Doo be your guiding
or you plan to wing it, here’s what we think you star. For Scooby-Doo , just be more generous with
need to do: inspiration and encourage the use of the EXIT
1. Review the suggested encounter flow, and STRATEGIES RITE.
skim the INTRO scene.
We recommend steering players towards the
2. Review the HUNT RULES, found just after
final encounter that most accurately maps to their
the RITES.
preferences. For players who seek a purely tactical
3. Print at least one copy of each map. experience, the fight in STRAHD’S CRYPT may be
4. Print and review the COMBAT FLOW. more appropriate. Our experiential touchstones for
5. Review the rest of the encounter. this combat are similar to those we use in the
DARK AUDIENCE:
6. Print a selection of premade characters from
the Accessible set. You may need them for speed 1. Furious Performance: This validates roleplay as
of play. part of the gameplay loop.

Hunt Rules 2. An Ambiguous Hunt: It should never be clear


The detailed rules for the hunting game are exactly which side is hunting.
not reproduced here, as they are used by other 3. Test To Destruction: This serves to end things
encounters as well. We very strongly recommend with destructive finality.
you print them if you plan to use them. They can be
4. Climactic Battle: The battle itself should serve
found in the DESIGN section under HUNT RULES.
as the key climax.

DEN IZEN S S CA L I N G
STRAHD’S HATE
This is it. Just you, your friends, and a wolf the size
KEY LOOT of a house.

None

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SPECIAL
If players are stuck, seem likely to need an out,
or need to be reminded that this is an option, in

RULES
the voice of the Dark Powers as though they were
narrating, read:
Oh lancing spear of summer, flashing bright.
Glancing and prancing and uncontrite.
Armor yourself in our intentions for we would see

T HIS ENCOUNTER USES HUNT RULES, a light


layer intended to keep combat short and break
up the cadence. During this encounter, we strongly
your truth.

Let us speak plainly just this once, most favored


recommend that skill test DCs be announced rather ones. We offer you power and swiftness and we
than hidden information. ask only for that true coin of all realms. But whose
side are we on, perhaps you wonder? The side of
H U NT G OA L all dogs. All dogs in all fights. The tender-hearted
mastiffs. The brave terrier runts. The sweet-eyed
Players win if they reach the SUNLIT SHRINE or if wolves. All are ours.
they kill STRAHD’S HATE. In the later case, they
eventually mosey into the SHRINE. You can use EXIT STRATEGIES to escape the wolf.
Mighty though he is, he is. That which is can be
TH E EXI T fought, can be fled. We are not. He can be outrun.
STRATEGIES RI TE We cannot be.

If this is necessary, two characters gain a point of


This encounter slightly expands the uses of the
inspiration to seed the use of rites.
EXIT STRATEGIES RITE. It can now be paid for
using TURN UNDEAD. Additionally, this encounter H OW D OE S I T EN D
uses it to allow players to escape from untenable
situations by letting them outrun the GODEATER If more than 8 characters die, the Godeater charges
WOLF. While most Locations have exits built in, if his crown and dooms any attempt to truly destroy
players can’t find those exits or are trying to escape Strahd. At this point, if players give up, then the
Locations that normally do not allow an exit from LOSS condition will trigger. The full routing is
combat, three or four uses of EXIT STRATEGIES covered in the encounter flow. The only other ways
will suffice. to end the encounter are to successfully reach

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STRAHD’S
the SHRINE or kill the Wolf. Either of these will
immediately trigger the OUTRO.

WHEN A CHARACTER DIES:


As your friend dies, the evil crown sees one more
ruby lit:

1 ST
HATE
A pulse of shadow devours your
DEATH friend’s corpse. The Godeater Wolf

2 ND
DEATH
You can feel the terrible gravity of
the crown as it tries to yank your
heart out.
T HE BEAST THAT WAITS, the hole in the
world, the end of gods and hope and joy—he’s
here to eat you.

3 RD The world bends and takes on a D E S C R I P T I ON


DEATH crimson hue for a moment.
Sneering, smirking, the huge wolf growls in languid
4 TH This time, the vermillion stain amusement. Its matte black fur is braided and
DEATH lingers in your vision.
adorned with malevolent jade effigies, but it is the
crown of rubies on that canid brow that draws
5 TH The dying sun’s ruddy light begins attention. That, and the meter-long teeth. Lightning
DEATH to fade.
crackles off him and shadow dances.

6 TH The world stays red this time,

DEATH
blotting at the corners of your
vision.
AD D I T I ON A L TAC T I C S
In general, the strongest move available to the
The wolf rears up and seems to
7 TH swallow the sun as the great eye
Godeater Wolf is Bite Down. Its availability is
DEATH snaps shut. There is only dusk now, unpredictable, but it’s both a powerful finisher and
just enough light to see by. a brutally efficient sustain mechanic. As a result,
it’s often absent from the COMBAT FLOW. When
Around you, the world begins to possible, the Godeater will make use of it unless the
8 TH crumble into dust and blood. alternative is casting wall of fire .
Stone is soft as wet clay and wood
DEATH turns to ash at a touch. You will not Wall of fire is a powerful direct damage spell, but
endure long.
the Godeater prefers his food raw and thus tends
to avoid using it like a fireball . Instead, he focuses
on using it to manage line of sight, break up player
groupings, and keep charge lines clear for Crash.
Remember, a spell’s caster can drop concentration
at any time, and this does not require an action.

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CORE ENCOUNTER FLOW

Read:
INTRO:
RED OCEAN

Hunt Rules

STRAHD'S HATE
HUNT MAPS
At any time, if...

Shrine Door Strahd'S 8 or more


Breached? Hate Killed? Players
Downed?

YES YES YES

Read: Read: Read:


OUTRO: INTO OUTRO: INTO DEATH OF
THE SHRINE THE SHRINE THE SUN

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HUNT MAP FORMAT EXAMPLE

All connections are bidirectional


OR
Will be described only in the text
Location Location
Name Name

Dashed connections are hidden


AND
Accessible using the skill checks
Library Vault

Object Entrance Room

Locations may include:


• Places or whole routes
• Details of a place
• Key Objects
• Characters

Route GOAL Character

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Initial Player Map

Goal:
Gatehouse

The Lock

Central Stairs
King’s
Chamber

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KEY
All connections are bidirectional
OR
Will be described only in the text

Dashed connections are hidden


AND
Accessible using the skill checks

Runnable GM Map

Goal:
Gatehouse

Secret Rail
Great Hall

The Lock

Central Stairs
Smithy King’s
Chamber

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Initial Player Map

Goal:
Sunlit Shrine

Ancient Road
Deep Woods

The Bridge

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Runnable GM Map
Goal:
Sunlit Shrine

Shrine Door

Ossified Ancient Road


Deep Woods
Dryad

The Bridge

KEY
All connections are bidirectional
OR
Will be described only in the text

Dashed connections are hidden


AND
Accessible using the skill checks

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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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HARRIER COMBAT FLOW


Strahd's Hate
The Godeater Wolf
PRE
Passive: The Godeater does not heal between combats. If forced to deviate significantly
from his plan, the Wolf falls back on Graviton Gaze then retreats using dimension door.
If his Mythic Trait triggers, the Godeater will use Bite Down if possible or escape using
dimension door if he perceives any risk of dying.

1
A: Crash, ramming the highest HP target. M: Pull back to lure players out of
position.
B: Casts lightning bolt using Perception results.
Cast Spell, wall of fire between itself and party.
Lightning Fangs on held target.

2
B: Active Perception. M: Maintain distance.
A: Casts lightning bolt using Perception results.
Cast Spell, pulse wave.
Lightning Fangs on held target.

3
B: Active Perception. M: Retreat toward map edge.
A: One of the following, in preference order...
Lightning Fangs on held target
Graviton Gaze to maintain distance
Casts lightning bolt if 3 or more targets present
Crash opportunistically or recast wall of fire.
Lightning Fangs on held target.

4
B: Active Perception. M: Escape with held target if
possible.
A: Lightning Fangs on held target or Dash away if
no target is held and it will not provoke attacks.
Cast pulse wave or dimension door.
Lightning Fangs on held target.

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B R I D G E TO DOOM COMBAT FLOW


Strahd's Hate
The Godeater Wolf
PRE
Passive: The Godeater does not heal between combats.
The Wolf aims to drop the bridge.

1
A: Cast wall of fire as an attack spell. M: Aims to block bridge egress.
B: Active Perception.
Crash.
Cast Spell, wall of fire between itself and party.

2
B: Active Perception. M: Rotate to target weakest
players.
A: Graviton Gaze, targeting lowest HP.
Cast Spell, pulse wave.
Lightning Fangs.

3
B: Active Perception. M: Pressure or lure players
further back onto bridge.
A: Graviton Gaze repeatedly.

Crash.
Lightning Fangs
Lightning Fangs.

4
B: Active Perception. M: Escape with held targets if
possible.
A: Cast pulse wave.
Cast pulse wave.
Crash to drag a player away.

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T I ME TO DIE COMBAT FLOW


Strahd's Hate
The Godeater Wolf
PRE
Passive: The Godeater does not heal between combats.
The Wolf will fight to the death unless an obvious strategic advantage to escaping presents
itself, for example separating party members.
The Wolf uses Bite Down whenever possible.

1
A: Cast pulse wave. M: Pull back to lure players out of
position.
B: Active Perception.

Cast Spell, wall of fire between itself and party.


Crash.

2
B: Active Perception. M: Rotate to target weakest
players.
A: Graviton Gaze, targeting lowest HP.
Cast Spell, pulse wave.
Crash.

3
B: Active Perception. M: Rotate to target weakest
players.
A: Use pulse wave to clear charge lines.

Bite Down, if possible. Otherwise, Crash.


Crash.
Bite Down, if possible. Otherwise, Crash.

4
B: Active Perception. M: Pull back with held targets if
possible.
A: Lightning Fangs on held target.
Cast wall of fire to cut off pursuit.
Bite Down or Lightning Fangs on held target.

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SCENES towards you—time to go. You set off for the ugly
spire of the central stairs in silence.
Below are the narrative components used by the
encounter flow. Where possible, each notes down PROCEED TO:
the probable next vignettes. LOOT, MONSTERS, and
CONDITIONS are bolded in this section. Content
Central Stairs IN
intended to be read aloud verbatim is italicized. Locations

Hand out the player map. The hunt has begun.

INTRO: COMBAT FLOW


RED OCEAN
T HE COMBAT FLOW DIAGRAMS in
the beginning of the document serve as

O UR HEROES RALLIED TOGETHER in


Strahd’s Tomb, and you are the ones who
chose to set out. You chose to hunt. This is your
suggestions. You should be able to use them for
most of the combat with relatively little adjustment
if you prefer, and it will help keep the game moving
truth. A single word echoes through the halls, at a fast clip. The tactics used are balanced to create
guttural and mangled by an inhuman mouth. a compelling running combat instead of a party-
killing smash and grab.
“Rise.”

And the castle begins to obey. Ancient buttresses


rebuild themselves; old walls answer a cruel
imperative; the great spellworks sealing Strahd’s
DEATH OF
THE SUN
tomb begin to knit. You have time to trade items,
cast spells, and say goodbye before the rising arcane
walls shut your friends in the tomb-gate with the
Brides.

Set a 10-minute timer, as pacing here matters a


lot. Players can cast buffs, get ready, and check
any information they’ve discovered about the I F 8 CHARACTERS HAVE DIED, the players can
no longer achieve a full VICTORY. They may
still be able to achieve a QUALIFIED VICTORY,
weaknesses of Strahd. At the end of the timer, the
final sequence begins. however. Once 8 or more characters are killed,
players have two more rounds to kill STRAHD’S
Read:
HATE.
You climb down the stairs into the crypts and find
it changed. Now, monuments that loomed over Read, in the voice of Strahd as though he is
you barely jut out from the sea of blood. Moored narrating as the GM:
to Irena’s tomb, Sergei lounges with studied You realize that your time is running very short, my
nonchalance on an ebon barge. He taps his skull darling heroes, as the sky goes black. Soon I will
knowingly with a bony digit and casts off his ship stalk the woods between worlds. Soon I will be free.

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Just a smattering of seconds stand between me and GREENHOUSE encounter, which serves as both
my triumph. Perhaps ten. Perhaps twelve. the very limited hub for ACT III effectively and the
ending sequence.
If players give up or run out of time, go to LOSS
immediately. Otherwise, they will progress to INTO If players won before 8 or more characters died:
THE SHRINE if they kill the wolf. EARLY BREACH Do you think that mighty skull would make a good
is no longer available as breaching the shrine is not divan? Perhaps a sort of lounging throne? I think
enough to win at this point. it very pretty, scoured of meat by the sun and the
glory of my bright council, you mighty Lords of
Ash. You are the best and the most. And I? I adore
OUTRO SCENES you. I’ll see you in the greenhouse. Just step out the

EARLY BREACH door and you’ll find your way home to me.

PROCEED TO:
I F 7 OR FEWER CHARACTERS have died during
this encounter, read:
As you open the shrine door, the great wolf howls
Greenhouse Encounter
AND FIND THE
in frustration. Then the pitch rises. And rises.
And rises, as sunlight pours out of the shrine in
Victory scene
vast shockwaves. The creature is ablated, burned,
scorched, like a candle dropped in hot fat. Do you If 8 or more characters have died and players
think that mighty skull would make a good divan? fought to a win:
Perhaps a sort of lounging throne? I think it very The crown glows and sizzles as it comes to heat,
pretty, scoured of meat by the sun and the glory of gleaming with incandescent fury. You slam your
my bright council, you mighty Lords of Ash. You are weapon home and the beast goes still. It all hangs
the best and the most. And I? I adore you. I’ll see on a knife’s edge now. Balanced on the tip of a fang,
you in the greenhouse. Just step out the door and you might say, oh pretty heroes. Shall we see what
you’ll find your way home to me. happens next together? Just step out the door and
you’ll find your way home to me.

GO TO:
Victory OR PROCEED TO:
Qualified Victory Greenhouse Encounter
AND FIND THE

Qualified Victory scene


INTO
THE SHRINE
Then, if Strahd’s Hate was killed before the
SHRINE DOOR location, read :
The great wolf shudders horribly. One by one, the
rubies in the crown shatter. It’s done, then. It’s

T HIS OUTRO COVERS specifically the done. As the last one breaks, huge sheets of fire
consequences of this encounter. A loss here erupt from the beast as magmatic blood betrays
does not end the adventure or guarantee a complete rotten flesh. It’s done. You make your way to the
defeat. Instead, players will always proceed to the Shrine, battered and bruised.

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A snowflake, poor Winter. A leaf inlaid in green


GO TO: jade, Spring. A leaf inlaid in ruby and gold, Autumn.

Victory OR A circle of onyx with a triangle of white jade in


the bottom, corded in, Solstice. A thundercloud in
Qualified Victory mithril, Midsummer. Opposite the fang, a heart in
onyx and lapis, Irena and Sergei. Then, a gap where
Otherwise, if Strahd’s Hate was killed at the an eighth stone would complete the circle, where
SHRINE DOOR , in Gertruda’s voice as though Gertruda might once have fit.
narrating, read:
The great wolf shudders horribly. One by one, the Players must make a DC 20 Intelligence check to
find the lantern, and another DC 20 check to find
rubies in the crown shatter. It’s done, then. It’s
the correct pattern. Positioning it so that light just
done. As the last one breaks, huge sheets of fire
breaks over Strahd’s iron fang monolith will begin
erupt from the beast as magmatic blood betrays
the unlocking of the Ethereal Gate far below. If
rotten flesh. It’s done at my shrine, darling heroes.
players come up with this on their own, they gain
The gate swings wide as you water it with this
one point of inspiration. Regardless, the time taken
sacrament of annihilation.
isn’t relevant, it’s just to build a last bit of horror
and tension before the denouement.
GO TO:
Victory OR
Qualified Victory
LOSS
VICTORY
OR QUALIFIED
T HE GREAT WOLF TEARS YOU APART, over
and over. The baleful rubies gleam. Behold me
by their light. I am Strahd’s Hate, the place where

VICTORY
meaning fails and gods go to die. The woods burn
and rot. You die in the forest fire—or perhaps I
devour you at the gate. It matters not. You’ll wake
useless in the Greenhouse Dream and tell Gertruda
that she is next—that I will eat her too. With that, I

T HIS ENDING IS USED for both VICTORY and


QUALIFIED VICTORY. Read:
Inside the shrine, you find the henge lock with its
sink this land into the mists and you die.

The fight is absolutely and irrevocably over. The


players have lost this fight, but the campaign’s not
strange dim little sun… That mote of light hangs
lost yet. The best they can hope for is a QUALIFIED
in the air. Touching it sends it gently sliding along
VICTORY, but there’s some story left yet.
some invisible sphere. You can move it around the
scene, but no closer. The shadows change under the
light. Carved topaz and tourmaline form a base, a PROCEED TO:
hill with abstracted grass patterned onto it. Atop
the low hillock, there is a small model of that evil
Greenhouse Encounter
AND FIND THE
henge with its seven main monoliths. Each is carved
on the side that faces inward. The iconography is Loss scene
abstract, but you know it now. An iron fang, Strahd.

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LO CATIONS
CENTRAL STAIRS
Unlimited Retries, Investigation, Athletics, Stealth,
Encounter: No See Text for Consequences Survival [DC23]

F IRST VISIT
The castle hates you and wants you to die. Great blocks of stone slide with precise malice to create
a gullet where the stairs were. It beckons. There’s nowhere left to go as the sea of blood continues to
slowly rise. The great stone fangs of the spiral pull back with cruel grandeur, as if to grin—as if to display
prey in their jaws. Above, you see that a great silver wolf’s head blocks the way up. You’ve seen this sort
of working before, in the library. A lock keyed to blood. The only obvious route left open is the way to
the King’s Chambers. Something tells you that his august majesty is indeed at home. On the other hand,
there may be other routes, if you’re willing to brave the castle’s maw; you could explore the stairs. Other
pathways exist among the shifting stones of the stairs, but they may be dead ends or worse.

No matter what, you must kill the wolf and reach the Sunlit Shrine far above. The order doesn’t matter, but
Strahd’s Hate will certainly have an opinion.

Players can either go directly to the KING’S CHAMBERS, which is an extremely dangerous direct combat,
or they can try to work out another route by taking the skill tests. Each failed check inflicts 2d4 magical
bludgeoning damage as the hungry stone of the castle catches a hand or smashes a leg. Each failed check
also lowers the difficulty of the test by one. For instance, two failed checks would cause 4d4 damage and
reduce the DC permanently to 21.

If players are unclear on their options:


You could force the lock with your flesh, find the blood of the wolf, seek another route, or find another key.

On a failed check:
You get clipped by a giant block of stone as the route you’re exploring slams shut.You’re forced to fall back
to a safer landing on the stairs. With effort and risk, you could brave that hungry thing again—find another
way, maybe.

Special: THE SECRET RAIL can only be found with two opposite outcomes:
• Two or more successes after less than three failures.
• Seven or more failures with at least one success.
As a result, it serves either as a possible early exit or a catch-up mechanic.

SECOND VISIT: BRING THE TOWER DOWN


You’re halfway up the great central stairs when it begins to shake. Below, the giant wolf is slamming its
bulk against the spine of the tower. This place could come down on top of you before you get to the top.
“You’ll have to find some other place to die,” Strahd howls in delight. The tower sways like a reed in winter
wind. Huge chunks of masonry start to fall and you’ll need to take cover or die.

Much as before, players must find a route to the great lock by taking the skill tests. These can be repeated
at a cost. Each failed check inflicts 2d4 magical bludgeoning damage as falling masonry or the lock itself
takes a toll. Each failed check also lowers the difficulty of the test by one.

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Players need three successes to escape. At any time, players can opt to head for the GREAT HALL instead. If
players persist and succeed, all players gain inspiration and players gain access to THE GATEHOUSE.

0 SUCCESSES:
You chart a path to the Great Hall, at least. It’s the front door, and probably the best choke-point in the
whole castle. Strahd will be waiting for sure.

Players gain access to the GREAT HALL as long as they made at least two skill checks, and two players
gain inspiration. Players always gain access to the KING’S CHAMBERS.

1 SUCCESS:
You’ve found a route through the Great Hall, but that’s almost certainly going to lead to direct
confrontation. Or you could take this corridor, that side stair, and then up along the wall… Yes. You could
get to the Smithy, the castle whispers thoughtfully. Even if there’s nothing that will help, it’s a better
option than slick stairs or the King’s Chambers.

Players gain access to the GREAT HALL, KING’S CHAMBER, and SMITHY.

SECRET RAIL ACCESS:


First, read the resolution for 1 SUCCESS. Players gain access to those locations. Then, read the following:
Even the castle hates Strahd. It obeys only out of its own fear and malice, the stones themselves drenched
in dread. You’ve… found something, cajoled a secret out of the angry granite in the only language it
knows—power. There’s a huge engine here in the depths, belching steam and the silky awful scent of
burnt blood.

Players gain access to the SECRET RAIL.

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SMITHY
Smith’s Tools, Stonecutter’s Tools,
Encounter: No No Retries Medicine [DC20]

Y ou step into the great foundry. The sides of the hall are open to the elements, studded with lightning
rods and strange arcane devices. This place must extend out from the main castle, maybe to channel
smoke away or for some other stranger reason. The forge itself resembles nothing you’ve ever seen, a huge
central spine composed of turbines and prayer wheels, surrounded by catwalks. What is this place? Strange
basins hold steel ingots, blood, even luminous green sap. It all flows towards a single raven-headed anvil.
Rents mar the beautiful curves, as do huge claw marks. The poor thing’s been hurt. You could fix this. You
should fix me. Splint my bones, and I could do a little work. Stay. Please.

Run skill checks now, read the results, then continue here:
There is a huge crash above announcing his excellency, the king. A wolf’s head taller than two men peers in
through the fresh hole in the roof, and with refined menace, Strahd’s Hate says, “Busy, busy little piglets.”
Then darkness spreads from him in concussion waves, and the buttresses supporting the smithy begin to fail.

Each player must make a DC15 Dexterity saving throw. Each character takes 2d10 lightning damage and
2d10 bludgeoning damage on a failed save, or half as much damage on a successful one as the Smithy
collapses on them and Strahd attacks them through the cracks with lightning fangs or gravity pulses.

Players can and should leave. Each round that players stay, they must repeat the Dexterity saving throw.
Strahd will never present himself in a way that would allow a battle, but players may take attacks of
opportunity each time they make a save. After 3 rounds, read: The smithy is doomed. I am doomed. Stay
here and you’ll plunge to your death. Please go. If players stay, after 6 rounds, they plunge to their deaths.
When players leave, they return to THE CENTRAL STAIRS, triggering the SECOND VISIT section.

0 SUCCESSES:
Together, we craft a makeshift key from blood and enchanted iron scraps. You can pass through the great
lock now, but you’ll need to traverse the stairs. There wasn’t time to do more.
Two players gain inspiration, which may be spent immediately for rites as Strahd is close enough.

1 SUCCESS:
Try as you might, I’m too broken to make more than a key. I’m so sorry. Thank you for staying. I’m sorry. I
let you down. And the sad piping little voice starts to weep til you rest a hand lightly on its raven head.
All players gain inspiration, which may be spent immediately for rites as Strahd is close enough.

2 SUCCESSES:
You do delicate work. My great engine spins for you, purring hungrily under expert guidance. The titanic
wheels cut the sky, calling. Lightning crackles an answer. Molten steel and burning sap bend.There’s not
time for much, I’m sorry, and oh I wish you could stay. Reluctantly, you lift the simple amber knives. One
for each of you, to remember me.
Each player has a knife that stores a little of the forge spirit’s power. Each can be used once as a reaction to
set any d20 roll to 15, cutting the world into shape with a tiny little wish.

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GREAT HALL
Performance, Deception,
Encounter: Yes 3 Rounds Persuasion [DC21]

I f you’re going to leave through the front door, there’s little point in stealth. Drama will have to do.
You sweep the doors open to the Great Hall and step out… onto a great stage. Behind and above your
entrance, two extravagantly attired vampires in their balcony finish their performance:

One, the taller, examines his bloodstained hat and says “Well, shall we go?”
And the other, the smaller, answers, “Yes, let’s go.”

And they wait for an unseen third as the curtain falls and the great actinic house-lights rise. Great serried
ranks of seats sit empty. In this theater, your only audience is an enormous black wolf wearing a crown
of 8 rubies. It looks up, sprawled on a huge divan. “I imagine you don’t know Marlowe? Ah, entertain me
anyway,” Strahd sneers, a look well-worn by his huge jaws.

Players may attack immediately. If they do, they get +3 to initiative for their audacity. Otherwise, if they do
anything other than attempt to amuse Strahd or lie their way out, resolve that as 0 successes.
Finally, if they play along, read: The wolf has eyes only for you. It is not a comforting situation.

Run the skill checks, and give players space to act. After the show is done and the skill check outcomes are
resolved, players gain access to GATEHOUSE. Strahd will wait for them there as he is, above all else, a liar.

If at any time Strahd’s Mythic trait would trigger, he will leave the arena using his free Crash.

0 SUCCESSES:
“It is,” the Godeater Wolf yawns, “my desperate hope you are at least edible, because you’ve wretched
taste.” It levers itself up and attacks. The Godeater fights for up to 3 rounds per the HARRIER COMBAT
FLOW before leaping to the balcony and ending the fight on his turn.
When the fight ends, read: The titanic monster leaps to the balcony. “Miraculous. You are not wholly
boring. Go. Run. Stretch your little porcine legs. I shall be along shortly.” He vanishes, diving backstage in
an explosion of marble and wood.

1 SUCCESS:
“Some talent,” the Godeater Wolf nods, “Raw talent.” The Godeater immediately casts wall of fire per
his at-will spells, and then uses his Crash ability to drag a player character through it. He will drop them
immediately, then read: “Go on. Run through it. Go to your friends. I shall allow it. Burn bright, little
tallow.” If the player flees, he will allow it, laughing madly. Otherwise, he will use Graviton Gaze to toss
them through on his turn. He leaves after 1 turn by jumping to the balcony.
Read: “Burn brief,” The wolf drawls as he leaps to the balcony then paces away into shadow.

2 SUCCESSES:
The Godeater Wolf tilts his head slowly back and forth. As you lie, perform, and wheedle, he sits up slowly.
When you are done, he taps his claws on the floor in a malign parody of applause. “The Innocent One was
right to choose you,” he drawls. “You are a lipsmacking delight. Go. Run. You’ve earned a head start—
consider it an intermission between amusements.”

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KING'S CHAMBER
Encounter: Yes Athletics, Acrobatics, Survival [DC20]

S team hits your face like a hammer. A wrong turn, or is this place changed? A giant black wolf lies in the
center of the marble baths as naked vampires braid his fur. A single eye slides open, peering from under
a crown of eight huge rubies. “Mh, at first I thought this a rude interruption, but I see that it is just room
service arriving,” Strahd growls contentedly as he licks his muzzle.
This is a fairly direct combat encounter, with the unusual quirk that players can depart effectively when
they want to. Because this is outside the norm, players likely won’t realize they can leave. If they attempt
it, signal that it’s possible. Players merely need some of the Wolf’s blood to break the lock, and could
conceivably leave as soon as they’ve successfully injured him in melee or he’s used Crash in a way that
deposits viscera in a convenient spot.
Finally, read:
The great wolf rises onto his haunches and howls with insane glee. The sound is a brain-crushing hammer
blow. Crimson glyphs hang in the air, cast by his raw hate. Around him, his thralls begin to crumple as their
blood is drawn back to the vampire god in great waves. As he begins to stalk towards you, the last of the
broken dolls hits the ground behind him. And he says, “The blood is mine.”
After 4 character deaths, Strahd retreats to feast on the corpses. Otherwise, combat continues until either
Strahd is dead or players flee. Strahd gives chase at a leisurely and dramatic pace. If necessary, as players
may not be aware that they can escape, read:
The wolf, frenzied and delighted, tears at the hunks of meat he’s ripped from you. He seems... busy for a
moment; you could make a break for it.

As always, if players kill the wolf, go to INTO THE SHRINE. Otherwise, if players flee, they return to THE
CENTRAL STAIRS. Progress to BRING DOWN THE TOWER immediately.

0 SUCCESSES:
Normal placement rules apply, both sides place blind.

1 SUCCESS:
Normal placement rules apply, except that only Strahd places blind.

2 SUCCESSES:
Strahd places blind, and players may place anywhere on the map.

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SECRET RAIL
Sleight of Hand, Thieves’ Tools,
Encounter: No No Retries Tinker’s Tools [DC20]

D istance and scale are uncooperative here. The stairs are longer than you thought, the engine far larger
as you draw close. It stands taller than three men and crouches on great parallel bars of steel that run
into the distance, down the tunnel, and into the dark. A lonely figure stands in the infernal glow that has
begun to purr from the machine behind it.
There is a jingle of chimes, irregular at first, then resolving into a happy little clatter in 6/4 signature. Warm
yellow lights click on with a friendly hum, first just around the platform and the girlish figurine. Then, in
sections, they flicker to life down, away, along the gentle wayward curve of the tunnel. The little figure
is metal, all red-tinted steel and warm brass. Some sort of golem, built to look like Gertruda, probably by
Gertruda. It waves up at you a little jerkily, but cutely enough. In a music-box voice, it says “Hello! I’m the
conductor! Do you have a ticket?”
The automaton is capable of conversation, but has been unused for at least 200 years and doesn’t know
much of anything the players don't know. What she can tell the players:
• Gertruda believes the secret rail was destroyed long ago.
• It was and the Conductor remembers dying. Death’s just impermanent here.
• Like everything else with a soul, the conductor is trapped.
• The rail leads to the gatehouse.
• They need a ticket to ride.
She’d very much like to drive the train, so she’ll hint that only her settings prevent a free ride. If players
really don’t get the hint, she’ll tell them in a huff that “They should open her up!” Detect magic will not
reveal any magic on the “golem,” as it is almost entirely intricate clockwork. Only its mind is magical, and
that’s tucked in the head. Hopefully, players don’t crack that open. If they attack the figurine, the train just
won’t work and they’ll have to go back to THE CENTRAL STAIRS, triggering the SECOND VISIT section.

Otherwise, eventually, read:


The Conductor’s uniform is made of tiny plaited links of red steel, fine as cloth. It’s distressingly frilly for a
set of engineer’s coveralls, and other liberties were taken, like including a corset. The anchors of the corset
are the bolts you need to undo. It… she can’t reach to do it herself, apparently.
When players go to open her up, she’s going to make it really awkward. She’s based on Gertruda after
all, and thinks this is hilarious. Read: The bolts come out slowly, unscrewing from the brass chassis. As
each one comes free, she makes a little mocking murmur of pleasure, laughing with gentle cruelty at your
discomfort, until the coverall comes free and falls away. Her bare “body” is made of sleek discontinuous
bronze plates with hundreds of gaps that give her natural range of motion. Where her abdomen would be,
there’s a complex cluster of machinery. She snickers at you, but rests an affirming hand on your shoulder.
You could modify the machinery, or there’s a ticket box that you might be able to unlock. Maybe you could
even tease a ticket out of the box with sleight of hand?

Resolve the skill checks then continue here, reading: The conductor vaults up onto her “train” and makes
a gesture. Electric power pours from her, flowing into the engine as huge curled rams horns fade into view
and seven wings of flame unfold from her. Blue-flame ghosts step from her, stewardesses and engineers, as
the train cars fade into view behind you. “All aboard,” the psychopomp whispers. The tunnels blur by you
until you arrive at another platform. The way ahead is held shut by a great black lock in the shape of an
iron wolfshead.

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"Here's your stop, pretty heroes," the conductor says, ghosts and wings fading. The great engine pings as it
cools, and the touch of the conductor's feet raises smoke from the old timber of this platform.

With one or more successes, also read:


She walks to the lock, presents a golden ticket, and the gate falls open, revealing endless snarling wolf heads
in a terrible tessellation beyond. “I’m counting on you to kill him. I’ll catch up,” she says simply. Stairs beside
the platform lead up, and she gestures that way. “I don’t think you can pass down the tracks."
Go to the GATEHOUSE.

Otherwise, read:
As you leave, she sits down to wait, watching the train cool and kicking her feet slowly.

0 SUCCESSES:
After a while, you give up. Sitting on the ground in silence with the Conductor, she sighs after a long time
and pulls a hidden ticket from her thigh before saying, “Here. My mom gave it to me... for when I want to
leave. I want you to take it. You’ll die if you stay. I won’t let that happen.”
If players take the ticket, read:
She pauses for a while, then says, “You’ll tell my mom I want to leave, right? When you see her?”
Players gain access to the GATEHOUSE. If they don’t take the ticket, go directly to THE CENTRAL
STAIRS, triggering the SECOND VISIT section, but all players gain inspiration.

1 SUCCESS:
It takes a lot of work, and you cut yourself plenty of times. She’s deeply apologetic, offering to let you stop
over and over. Eventually, though, you’ve got it. She stares at you with eyes bright as supernovae. “I’m
free. I’m free. You set me free! Mom’s going to be so glad!”
Each player who made skill checks takes 2d4 + 4 magical slashing damage per check, all players gain
inspiration, and players gain access to the GATEHOUSE. Players reduced below 8 hit points are healed by
the Conductor to 8 hit points.

2 SUCCESSES:
It’s not easy, but with her help, you navigate tiny shearing gears and hungry sharp bits of unknown
purpose. She’s looking at all of you like you’re glittering gods as she whispers, “I’m free. Let’s get out of
this hell.”
All players gain inspiration, and players gain access to the GATEHOUSE. Players reduced below 20 hit
points are healed to 20.

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THE GATEHOUSE
Encounter: No No Retries Insight [DC20]

Y ou can hear the clouds break. Rain begins to run in cold streams down the stone stairs as you spiral
upward. Finally, you crest up into the ruins of a vast gatehouse atop the walls of Castle Ravenloft. On
the far bank, across an infinite gorge, you see a huge shape blurred to illegibility by the storm. Mists curl as
it moves slowly back and forth. Stalking.
There’s a enough roof left to take shelter for a moment, cast any spells you might need, drink any potions.
Prepare yourselves for the hour of the wolf.
Let players know that they have 11 minutes of in-game time, enough time for long spells or the catnap spell
if they have it.
After a moment to catch your breath, you start to hear the snapping crash of battering rain as the storm
picks up. Soon, it won't be safe up here. There is, of course, the dramatic crash of thunder as the wolf’s
howl washes over you. What do you do?
There’s a drawbridge mechanism nearby, players could potentially fly across, they could attempt to engage
at a distance and get a round of damage in, or they might come up with something inventive like rigging
the bridge to drop on their terms. In general, let them have it—the Godeater Wolf is nearly indestructible
and if they make it past him, he’ll just catch up. It’s possible, with cleverness or sacrifice, to skip THE
BRIDGE location entirely, likely ending up at THE DEEP WOODS location. In general, it should require
three successful skill checks of any type to skip THE BRIDGE, or two to optionally reduce the length to 2
turns. Anything less and they’ll need to lower the drawbridge and head out the old-fashioned way.
If players need guidance, run and resolve the skill checks to drive play forward. This is the last place to
catch a breath before the plunge, though, and a great place for character moments, so don’t rush it if
there’s time left on the clock.

0 SUCCESSES:
You get the rusted machinery of the drawbridge to cooperate just in time. Lightning strikes all around you,
fast enough to curdle the air with an ozone stench. You'll have to cross.
Players go to THE BRIDGE location.

1 SUCCESS:
The bridge drops into place as the machinery shakes free. You have a moment to consider the bridge and the
wolf. Would Strahd think it was delightful to drop the bridge into the gulch? He would survive such a drop,
you're sure. You'll have to fight the wolf, but maybe there's some way to at least do it on stable ground.
Players go to THE BRIDGE location.

2 SUCCESSES:
Best not to think of him as a wolf. He’s wolf-shaped, but that’s just a body. He’s a vampire, a mythical
predator that feeds as much on cruelty as on blood. As you drop the drawbridge, there’s a grim little
epiphany when it locks into place. He’s starving, but he can’t just eat you. He needs you to suffer first. You
can exploit that need, force him to engage in ways that will keep him from simply dropping the bridge into
the misty gorge.
Go to THE BRIDGE location. Players get one round to prepare, and can place the Godeater Wolf on the
map as they choose.

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THE BRIDGE
Encounter: Yes
Ends When Athletics, Acrobatics [DC20]
Bridge Drops

T he timber drawbridge drops, revealing the Godeater Wolf on the other side. Its crown of eight rubies
catches the crimson of the dying sun as it leaps the gap towards you. “Ill manners to abandon your
host,” Strahd snarls, bloody foam pouring from his great muzzle. His jaws open and raw force curdles the
world as he howls. The first gravity wave makes the bridge sing like a dying violin. You have to get past him.
The first shockwave triggers the skill checks, but has no direct damage effect on players. It’s used as a
warning shot to show players that the wolf has mid-range capabilities and intends to destroy the bridge.
Run the skill checks here to determine how well players deal with this. After the skill tests are resolved,
return here. Read: Whatever his plans are, he’s not worried about the risks. The wolf strides onto the bridge,
crackling with lightning and lambent force. A wall of fire slowly rises up behind him. Roll for initiative.
Combat begins, using the BRIDGE TO DOOM COMBAT FLOW for The Godeater Wolf. The Wolf begins
the fight concentrating on his wall of fire spell. The bridge has 200 hit points and takes damage each round
from area of effect damage, including wall of fire and the Crash ability. When it runs out of hit points,
players have one round to make a break for it. Any that don’t make it must make a Dexterity saving throw
(DC 10 + 1 for every 5 feet from solid ground). Grappled characters make this save as normal. Players who
fail the saving throw take 8d6 force damage from the gravity implosion and have to describe their daring
escape from certain doom.
This encounter also ends if:
• The Godeater Wolf’s MYTHIC TRAIT triggers.
• Players make a run for it.
• Four characters die.
If players make a run for it, let them know that this will take them to the DEEP WOODS location. If they
reverse course, return to this combat.
If 4 characters die, read: As the ruby lights, a shockwave of vermillion power implodes around the Godeater.
In Strahd’s voice, as though he is narrating, read:
You can feel the blood in your pitiable mortal veins strive against your meat as it tries to obey the call to
order. I will feast on your friends. The bridge will collapse. All this will happen because I demand it.
And the bridge does collapse. And he does feast.
No matter how it falls, the wolf always rides the bridge into the gorge. Read:
The Wolf laughs and laughs, howling in mad joy and hateful glee. You hear a voice like thunder, like
earthquakes, roll up from the deep, and it says, “Oh don’t wait for me, morsels. I’ll catch up. I always,
always do.” The land growls. Time to go.
As you run, you try to remember what you know about the woods. The night lashes you with branches and
rain. You can hear the whisper of wings above—bats! You have a moment here to decide where to go:
To the ancient road, made of bone-white stone?
Careening into the terrible deeps of the wolf’s woods?
Or maybe you can find a way to that enormous doomed Dryad?
Players gain access to the DEEP WOODS and the ANCIENT ROAD. It requires a DC 23 Wisdom (Survival)
check to reach the Dryad. Reduce this by 3 if that player has been to the woods before in this game or any
previous game. On a success, players gain access to the OSSIFIED DRYAD.

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0 SUCCESSES:
The shockwave grinds every bone in your body together. You struggle to breathe as the bridge sings the
start of its swansong under your feet. Strahd watches you in silent contempt.
No effect.

1 SUCCESS:
Together, you manage barely. The riptide of the gravitic wave gnashes and bites, but you are strong,
beloved ones! You are strong and bright! Let us see you fight! Be our truth!
Two player characters gain resistance to force damage. This effect ends with the deaths of those
incarnations.

2 SUCCESSES:
Together, you are strong. Is this your truth? Carve it into the world, then. The wave breaks on you like the
silted dabble of the old calm coast. You are strong and bright! Let us see you fight!
Two player characters gain resistance to force and lightning damage. This effect ends with the deaths of
those incarnations.

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ANCIENT ROAD
Arcana or Charisma Saving Throw
Encounter: Yes Sustained Combat [DC21]

T he wolf is here, perched behind you atop the towering elven gates at the end of the Niflheim Road.
It seems bemused, watching you. The dying sun catches the 8 great rubies in its crown, glints off a
bloodstained muzzle. “I devoured their heroes,” Strahd muses as he begins to prowl back and forth.
“I ate all that they were,” and as he stalks the great gate, lightning pours from his wake, taking on the
faces and forms of tortured elven archers, “And I find that nostalgia has made me—” the wolf dives at you
“—hungry again!”
Bolts of lightning rain down as the wolf hangs in the air for a moment, blotting out the sun. With a crash of
thunder, it begins. You set your will against his and...
Run skill checks. Add one success if characters are on particularly good terms with Gertruda, then resolve.
If necessary, begin combat using the TIME TO DIE COMBAT FLOW. Read: Nothing for it now. You fight
and struggle as you pull back towards the shrine. Roll for initiative.
Remind players that they have access to the EXIT STRATEGIES rite. There’s no way to exit this fight
except distance, and Strahd will simply chase them endlessly. It’s possible some parties will be able to
outrun him outright, but those are going to be exceptionally rare. For the rest, they’ll need to use the EXIT
STRATEGIES rite. If they do, go to SHRINE DOOR.

0 SUCCESSES:
In Strahd’s voice, as though she was narrating, read:
Cold electric arrows pierce and slam down among you all. The stone of the old road explodes. You know in
your little doomed hearts that these gravity ghosts are built from the power of your fear, but you cannot
shake the dread. Witness my resplendence.
Until players move 120 feet away from the gate, they will be hammered with lightning arrows at initiative
20. Make three ranged attack rolls with a +8 modifier, each targeting a different player and preferring the
three players with the highest HP. On a hit, the attack deals 2d4 + 4 lightning damage.

1 SUCCESS:
In Strahd’s voice, as though she was narrating, read:
The archers crackle away after their first great volley—sundered by your intent! Ah, heroes, most worthy
meat. I see you cast your will against mine. Sweat beads your little brow, but it’s just salt and meat to me! Die,
die, die, die, die!
The lightning glances here and there. Make three ranged attack rolls with a +8 modifier, each targeting
a different player and preferring the three players with the highest HP. On a hit, the attack deals 2d4 + 4
lightning damage. The archers fade, spent.

2 SUCCESSES:
In Gertruda’s voice, as though she was narrating, read:
The lightning never reaches you. See how the ghosts burn in your will, and attend! How their arrows break!
Oh darling heroes, my own sweet spear, pierce his side. Kill the past and mark your own truth.
Ask if players would like to go for double-or-nothing. Players may, as a group, wager up to 200 HP. If they
agree to this, run one more skill test (Arcana or DC 21 Charisma saving throw).

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On a success, Strahd takes that much damage. Read:


You reach up and grab the weft of the world. The lightning is yours—yours, and yours alone. You throw
the blazing, deadly, endless current back at him, demand the river of light and death flow uphill, and it
does. It does! The wolf is impaled, undead flesh popping and snapping like fat on a grill.
On a failure, the players take that much damage, distributed as they prefer. Read:
You reach up to grab the lightning, and there’s a liminal moment where you almost have it. The problem
with risks is that you have to keep making them. The problem with life is you have to keep taking risks.
The lightning explodes over you, death and fury grounding out through your simple mortal coil before
the fuse blows.

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OSSIFIED DRYAD
Religion, Persuasion, Deception
Encounter: No No Retries [DC19]

T he cenote at the feet of the great dryad sculpture is dry. All that is left is brine and sorrow. At the
bottom of this limestone wound, you can see great logs crusted in spikes of salt. Whole huge trees were
cast into the pit long ago like the gnawed bones of giants. Dryad trees, you know in your heart. This was
a grove once. The monumental dryad queen takes on a cold and ominous significance. Is it stone? Was it
stone? Was it carved there? Or is it pinned by the cold iron thorn that juts from its—no, her—shoulder?
The way behind you grinds shut, blocked by henge stones. “I demand an audience, O Lords Of Dust.”
There's no convenient illusion of a voice, nothing talking in your head or whispering on the wind. It is just
true. She demands an audience. So you kneel at the little shrine on the edge of the cenote. What else is there
to do? Inexplicably, there are honey cakes. She is the best host she can be given the circumstances.
If Winter is with the party, this counts as two successes. Read:
“I have missed you, wayward little daughter. I am only sorry that we died together. Acorns and oaks, pale
beloved one. Acorns and oaks. I love you always. Be brave.”
If players have a thornbow, this counts as one success. Read:
“A daughter’s bow. Home at last to an empty house after a quarrel left unsettled.”
Finally, read:
Mighty are the servants of summer to find your ways here. Kind are you to take this time for me. Will you
tell me the tale of your travels? If I can understand the trunk and the branching of your troubles, perhaps I
can wrap my roots around them—though I have no promises left to offer. The ways of breath and limb have
grown far from me. Tell me.
If the party can make the Stone Goddess understand what is happening to them, she can offer aid. Her
powers are reduced, but these were still her woods for epochs before the wolf ate the sun. Unfortunately,
though she wants to understand and considers them honored guests, their ways of living are almost infinitely
distant from her. Without successes, she doesn’t have the ability to fully conceptualize the assistance needed
and as a result can’t intervene. Think of it as trying to cast a part from molten metal with no form or mold.
Unlike a normal location, this skill test is run five times instead of twice. Run skill checks now, and resolve.
After resolving the checks, players always gain access to THE SHRINE DOOR. Read:
The great statue splits down the middle and the entire cliff opens. “This I can offer.” Ahead, through the
impossible passage, you see the shrine door.

0 SUCCESSES:
“I am sorry. I do not know how to help anymore. Your world is far and strange to me.” The Stone Goddess
falls silent for a long time. “Thank you for the audience, O Lords Of Dust, mighty council to the Lady of
Summer.” You think she may not speak again this age.
Players can wait here and plan, but no amount of time will bring rest or comfort. The same wards that hold
the wolf at bay keep this place anchored in a single dead and ancient moment.

1 SUCCESS:
“Last sap of this world. You are the mighty Lords of Dust, council to the Lady of Summer, friend-blades of
the Innocent One. Be healed, and carry the gentle revenge of the living unto that which unmade us.”

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Players regain 10 hit points each. Players can wait here and plan, but no amount of time will bring rest or
comfort. The same wards that hold the wolf at bay keep this place anchored in a single dead and ancient
moment.

2 SUCCESSES:
“You are the wisdoms of ash, mighty Lords of Dust, council to the Lady of Summer, who once stood and
loved here on this shore. Tell her she is missed; tell her she is loved. Now carry the ungentle revenge of the
living. Strike with root and fury.”
Players regain 15 hit points each. Players can wait here and plan, but no amount of time will bring
rest or comfort. The same wards that hold the wolf at bay keep this place anchored in a single dead and
ancient moment.

3 SUCCESSES:
“Glade and stone make you welcome, mighty Lords of Dust. My roots are salt and ash and sorrow, but in
this death they find strength. I believe in you, end of all seasons. Tell Lady Summer that she has chosen her
friends well, and that she is missed.”
Players regain 15 hit points each. Three players gain inspiration. Players can wait here and plan, but
no amount of time will bring rest or comfort. The same wards that hold the wolf at bay keep this place
anchored in a single dead and ancient moment.

4 SUCCESSES:
“You are known, O awesome sages of ash, mighty Lords of Dust, deadly Covenant of Summer. She once
stood on this shore and I loved her like my own. Carve your truth into the arc of time.”
Three players gain inspiration. Players can take a short rest.

5 SUCCESSES:
“You. Mighty Lords of Dust. Deadly Covenant of Summer. The Innocent One once stood on this shore and
I loved her like my own. Tell her she is missed; tell her she is loved. The cycle ends, I think, with you. Find
in my heart a blade, in your own truth’s image.”
Players can either gain the ROSEBLADE or take a short rest.

6 SUCCESSES:
“Mighty Lords of Dust. Deadly Covenant of Summer. Gertruda once stood on this shore, and I loved her
like my own. Little Envoy, The Innocent One. Lady Summer took up blade and fang in my defense. She
fought even as poor doomed Winter drove this thorn through me in her first undying act. Tell them each
they are missed. Tell them each they are loved. This cycle ends with you. Find in my heart a blade, in your
own truth’s image.”
Players gain the ROSEBLADE and can take a short rest.

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DEEP WOODS
Athletics, Perception, Stealth,
Encounter: Yes Repeated Checks Initiative Check [DC19]

T here’s a moment here to turn back, to look for another route. Or do you have a plan? Tell me you have
a plan, oh sweet heroes, and I will listen raptly.
Players can turn back before the skill tests. If they opt to continue, read: The mist gnaws at you, haughty
with dark promise. It’s so cold your lungs ache. You hear a voice on the wind as lightning lances down to
set the trees on fire, and it says, “I am the hole in the world. The gap where meaning drains out.” You are
lost in this cruel cedar forest.
A titanic wolf dives upward through the ground at you, throwing an explosion of rock before him. On
Strahd’s brow is his crown. His back is a carpet of swords, spears, and scars. “I have missed the woods,” the
vampire god howls.
Combat begins, using the HARRIER COMBAT FLOW. Players place first, then place the wolf. At the
start of each round, run and resolve the skill checks. It takes four usages of the EXIT STRATEGIES rite to
escape to the SHRINE DOOR. Strahd will retreat if his mythic trait triggers, though he’ll try to do it with a
player in his mouth and by crashing down through the ground. This may force players to chase him into a
confined space or abandon their friend.

0 SUCCESSES:
1st: This doesn’t look like a plan, does it?
2nd: The wolf catches up with you and he does not pant. His great flanks move not at all.
3rd: He does not tire, he does not flinch. Still, your swords are bright and quick, and I believe in you!
No effect.

1 SUCCESS:
1st: Wounds and the first hint of caution seems to slow the wolf. There’s a way forward here.
2nd: Your feet are swift and sure. The way forward is here, here, here.
3rd: This is the way, the way, the way, now be steady and quick!
One player gains inspiration.

2 SUCCESSES:
1st: Blood on dry pine needles, the cry of the sword against the beating rain. You can win.
2nd: Strike, strike, strike and never know fear for you are brighter than the sun.
3rd: Best and strongest champions of summer, burn these winter forests.
Two players gain inspiration.

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SHRINE DOOR
Encounter: Yes Final Fight Any [DC21, +/- 1 given justification]

I f players are coming from the Ossified Dryad, read:


Strahd’s Hate is sitting on the roof of the shrine, watching the eclipse, silhouetted in crimson. That cruel
sleek head turns towards you, and you see countless spears and swords jutting from the wolf’s back. Bloody
foam dribbles from his mouth, and Strahd says, “At last.” The Godeater leaps down from his ruined perch.
Otherwise, read:
Behind you, ever chasing, the eclipse has silhouetted Strahd’s Hate in crimson. You see countless spears and
swords jutting from the wolf’s back as he lopes with terrible speed. Bloody foam dribbles from his mouth,
and Strahd growls out, “At last.” The Godeater leaps to block the way.
Now, half-lucent amber catches and reflects the ruby crown of the great wolf as it stalks back and forth
before the shrine’s door. The storm above has swallowed the light. “What bargains did you make below,
sweetmeats? No matter.” He snorts and shakes the blood from his giant muzzle. Lightning torments the
minarets of the shrine, and you can smell the peculiar odor of burning quartz. “Oh, to end this challenge
where it began. Deliciously symmetrical, you trash.”
There’s nothing for it. At the end of the day, Strahd must die and players will fight Strahd’s Hate, the
Godeater Wolf. He has had a very long time to think, a very long time to brood on this moment. He will
ensure it comes to pass. If players try truly clever things, count it as two successes for the skill check.
If players do wish to bypass the final fight, they will need to force the shrine door to cooperate. First,
resolve the skill checks to determine if this is even possible. Players can use any skills they wish, provided
they offer some hazy justification. The door still responds to force of will more than anything.
If it can be opened, players must keep one character by the door to open it. Each round a character
successfully spends by the door, they may designate one square to become sunlight as a lance of golden
light punches out of the heavens, drawn to their will. This happens at initiative 20.
Go to initiative order. Strahd uses the TIME TO DIE COMBAT FLOW.

0 SUCCESSES:
No. I think not.
The door won’t open until Strahd dies.

1 SUCCESS:
Oh, I shall kill you first.
The players will need six rounds to get the door open.

2 SUCCESSES:
Insufferable! INTOLERABLE. I WILL HAVE MINE.
The players will need five rounds to get the door open.

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STRAHD FIGHT:
TOMB OF STRAHD
TABLE OF CONTENTS
SUMMARY............................................ 405 COMBAT FLOW..................................... 410
PREPARATIONS............................... 405 STRAHD, THE SCOURGE HIMSELF..... 411
DENIZENS....................................... 406 ARGYNVOST......................................412
KEY LOOT........................................ 406 SCENES............................................... 414
TONE & TYPE................................... 406 INTRO...............................................414

STRAHD............................................... 407 OPEN THE TOMB...............................414


TOMB, MATERIAL..............................415
MODIFICATIONS............................... 407
ETHEREAL GATE..............................415
ARGYNVOST......................................... 407
TOMB, ETHEREAL.............................415
MODIFICATIONS............................... 407
OUTRO..............................................417
BUCEPHALUS...................................... 407
VICTORY...........................................417
ENCOUNTER FLOW.............................. 408 QUALIFIED VICTORY..........................417
MAP...................................................... 409 LOSS................................................417

SUMMARY P R E PAR AT I ON S
The following is the minimum prep that a DM needs
to do for them to be able to run this encounter.
While we recommend a detailed reading of the
T HE CORE OF STRAHD’S TOMB sits on the
Ethereal Plane. While Irena’s tomb is locked entire encounter, if you’ve got to rush or you plan
to wing it, here’s what we think you need to do:
behind a puzzle-gate, Strahd’s is a traditional
“lock-and-key” in the dungeon design sense. This is 1. Print the VAMPIRE LORD and ARGYNVOST
stat blocks, found in their respective sections.
because Strahd’s Tomb is more directly important
to defeating him, and arriving early should be hard. 2. Review the suggested COMBAT FLOW, and
It’s not impossible; there are a few good routes in, if skim the INTRO scene.

players are really clever. If players do make an early 3. Skim or read the rest of this section.
entrance, it should be rewarded and played straight. 4. Print and review the RITES: RULES & SCENES
Sometimes adventures end early. section from RITES.

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5. Finally, review the ENDINGS section.

If you have more time to finish prep:


6. Review the ENCOUNTER FLOW then print it.
7. Review the scenes in conjunction with the
encounter flow.
8. Revisit the COMBAT FLOW, keeping in mind
the RITES rules.

Rites
Rites become available to players as soon as the
AMBER SARCOPHAGI encounter is complete,
which provides the narrative framing for them.
Last Stand becomes available during the ECLIPSE
encounter. Even if you’re in a hurry, we recommend
reviewing Rites. They are designed to allow a more
varied range of players to engage with the FINALE.

DEN IZEN S
STRAHD
ARGYNVOST
BUCEPHALUS

KEY LOOT
None

TONE & TYP E


Entering the Ethereal tomb starts the end-game,
but merely reaching the tomb just lets players
know there's something to backtrack to. Until they
consult one of the resources hidden in ACT II, such
as Gertruda or her HEARTSEEKERS , they won't
know where they need to go—just that the tomb is
aggressively and conspicuously empty. As a result,
managing expectations is important here. The fact
that this is the right place needs to be driven home.

Players will either defeat Strahd and Argynvost,


give up after 8 deaths, or persist. Respectively,
these correspond to VICTORY, LOSS, and
QUALIFIED VICTORY. More rules can be found in
COMBAT FLOW.

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STRAHD
resurrection being used by the Dark Powers as
Strahd or Irena’s punching bag. In the end, Irena
exsanguinated him and bound his soul to ice and
amber. He was only too happy to help Strahd seek
revenge when the balance of power see-sawed. This
Unrepentant began a long tumble into darkness and intricate
betrayals. Now a dracolich, he is sustained by the
Uses VAMPIRE LORD, RAVENLOFT with
evil science of Strahd, and boredom has bred a vast
modifications below.
cruelty in the dragon. Absent purpose, he sleeps in

S TRAHD LURKS IN HIS Ethereal tomb, casting the mechanical gantry-crypt in Strahd’s tomb and
his Hate into the world when he needs to waits for some morsel of entertainment. As the
torment players. Unlike Irena, who habitually stalks players enter, the arcane machinery of the crypt
the castle, Strahd waits. He is cruel, malicious, spins into motion.
and continues to seek any escape from the curse
that afflicts him—as long as that escape requires He carries Strahd’s coffin within his chest, forcing
nothing from him. He has no greater goal, no players to deal with him to win.
particular intention, and he’s utterly unapologetic
in his brutality. The only thing that provokes more M OD I F I CAT I ON S
than cruel disinterest is an opportunity to destroy
something beautiful that he does not possess. If Main Change: Pallbearer
players do reach his tomb but cannot see him, he Argynvost carries Strahd’s coffin within his chest,
takes particular pleasure in watching them struggle. which means players must kill them both to
If necessary for pacing, you can use this to provide a terminate Strahd—unless they get up to serious
hint thanks to his ghostly laughter. cleverness.

MODIFICATIO NS

BUCEPHALUS
Weapons & Items
He has a single spell scroll of steel wind strike .
Spells & Standing Effects
He begins the fight with mirror image in effect.
Nightmare, Mount only.

F OR CONVENIENCE and to avoid overwhelming

ARGYNVOST players, Bucephalus is normally represented only


as an improvement to Strahd’s statistics as it acts as
a controlled mount. While Bucephalus lives, Strahd

MODIFIED SILVER DRAGON gains a flying speed of 90 feet and resistance to fire
damage, and confers no ability to move between the

A RYGNVOST WAS ONCE a noble silver Ethereal and Material planes. Bucephalus has 100
dragon who dedicated his life to opposing hit points.
Strahd forever. He spent centuries of death and

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ENCOUNTER FLOW
Read:
INTRO, then...
If needed:
Can Players open
the Tomb? NO Winter confides the correct
bier ordering out of spite.

YES Read:
OPENING
THE TOMB

Is it after the
Eclipse? NO

YES
Read: Is the lock in
ETHEREAL
GATE
YES the Sunlit Shrine
open?

NO

Read: Read:
TOMB,
DECEMBER
ETHEREAL
ROMANCE

Run combat based Read:


on Combat Flows OUTRO

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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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Strahd, The Scourge Himself


Death of Joy, Lord of Despair
PRE
Tactical Note: Strahd uses shield aggressively starting on the second turn.

Precast Spells: Strahd always starts combat with mirror image in effect.

1
A: Cast infernal calling, summoning a WHITE M: Move to 70 feet away, at least
ABISHAI using a talisman after moving out of 30 feet in the air.
counterspell range.
Charm, burning a 1st-level slot and targeting
lowest HP character.

2
A: Cast summon greater demon, at immediately M: Maintain distance.
dropping concentration on infernal calling.
Charm, burning a 3rd-level slot and targeting
lowest HP character.

3
A: Cast greater invisibility, dropping M: Close to lowest HP target after
concentration on summon greater demon. casting.
Unarmed Attack, grappling on hit. Target
lowest HP character. Bite if grapple succeeds,
otherwise Unarmed attack twice.

4
A: Cast steel wind strike, ending by lowest AC M: None unless target dies.
target.
Unarmed Attack, grappling on hit. Target
lowest AC character. Bite if grapple succeeds,
otherwise Unarmed attack twice.

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Argynvost
The Betrayer Wyrm, Fang of Despair
PRE
Active Spells: None.

Lair Action: None.

1
A: Breath weapon, Cold Breath. M: Pull forward to force focus
fire.

2
A: Bite & Claw caster, preferring clerics. M: Close to casters.

3
A: If breath weapon is recharged, use Paralyzing M: Rotate to block easy access to
Breath. Strahd, do not provoke attacks
of opportunity.
Otherwise,
Bite & Claw caster, preferring clerics.

R E P E AT

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SCENES If Winter is with the players, read instead:


Winter leans forward and something dark glitters
Below are the narrative components used by the in her pink-pale eyes. “Sisters,” is all she says,
encounter flow. Where possible, each notes down and then she is violence and fury and power and
the probable next vignettes. LOOT, MONSTERS, and dread. Her greatsword shatters their rapiers. Her
CONDITIONS are bolded in this section. Content lightning incinerates. The garden here falls to frost,
intended to be read aloud verbatim is italicized. and her gaze destroys. All the while, her bier burns
with sunlight.

To open the way below, each of the five Brides—


except Winter if she’s aiding the party as a PC—
needs to be staked on her specific bed, and they

INTRO
aren’t forthcoming about which beds are which. If
players find their way below, go to OPENING THE
TOMB. If players mis-stake the Brides, Winter will
tell them the correct biers out of spite even if she’s
not actively aiding the party.

F ENUGREEK PLANTS in well-tended terraced


beds fill the tomb, and the path through it is
planked with thick slabs of teak. Through the cracks

OPENING
in the paths, the gentle scent of a summer hillside
drifts up. Two beautiful women tend the hanging
roses while more take rosehip tea at a table near
the center. Five biers dot the garden, each strewn
with the same roses—deep purple with great
gnarled thorns.
THE TOMB
They wear them in their hair, thorny stems binding
intricate braids to their antlers. You know these
women. They are the Brides.
T HE TOMB BEGINS TO OPEN, you think.
The ancient machine moves with a crackle of
electricity, foreign to your knowledge. The smell of
These are the Brides , and they are not immediately burning anise hits you hard as the agonized Brides
hostile here. At the moment, they’re well-fed since scream in unison, “Ancient, ancient, ancient!” The
Strahd is ascendant, and they likely bit the players roundel of green grass at the center gives way as
earlier. They’ll make chit-chat but won’t provide huge standing stones rise up to form a henge around
anything of importance. Five vampire spawn would a grated floor. Five of the seven main plinths are
offer a reasonable challenge, made harder by the decorated ornately with the pictures of the Brides.
fact that they simply rise from their beds-of-roses The other two, facing each other, are clearly Strahd
after being killed. While Strahd lives, so too do and Irena. The carvings grant dignity and warmth
they. Unfortunately for them, it’s a confined space to each subject—and match nothing you’ve seen
and the party has almost certainly gained access to in your time here. The warm comfort of fresh tilled
sunlight or reliable radiant damage. We recommend earth mingles with licorice as the walkways between
you elide the combat with a narrative sequence, the fenugreek beds begin to sink, revealing yet more
possibly by directly asking players how they kill and stranger gardens.
the Brides.

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TOMB,
though it likely happens later. It’s time for the final
confrontation!

MATERIAL When players enter,

PROCEED TO:
T HE TOMB BELOW the layer-cake garden is
a sprawling empty space, floored with tilled
earth and decorated in abstract ivory statues carved
Tomb, Ethereal

from dragon fangs.

TOMB,
Strahd lurks on the Ethereal, watching and waiting.
He uses project image , cast from his mighty throne,
to torment players if they linger for more than 15

ETHEREAL
minutes. Players have a number of ways to figure
out that the tomb is on the Ethereal plane, but the
easiest is using the HEARTSEEKERS or translating
the TOME. Beyond that, it may be possible to learn it
by asking Patrina in her tower. If necessary, Strahd’s
own desire to torment players may lead to him
blowing up the ruse. He’s very bored.
T HERE’S A TERRIBLE shuddering sensation as
the spirit gate hurls you across the boundary.
You stand on an enormous chunk of bone in a sea
of grey nothing, roughly squared off into a cube. A
cloaked figure muses on a great glass throne carved
with jackals and ravens, facing out into the Ethereal.

ETHEREAL
The floor is diademed by gold inlays and a single
great steel disc carved in the likeness of a dragon.
Ghosts in their millions gather in whispers to watch

GATE from the endless empty. Roll for initiative .

After players roll, read:


The devil himself could not have a better tailor,

T HE BRIDES ARE BOUND to their biers. The nor a crueler grin. Strahd rises from his throne and
stones have risen. Somewhere far above you, turns slowly toward the intruders—towards you.
your friends have either defeated Strahd’s Hate or “What a pleasure, what a delight,” he murmurs
activated the mechanism hidden in the Sunlit Shrine. upon seeing you, then draws a greatsword from his
The Brides step from their stones as they must have back. Strahd tosses aside his cloak and is lifted into
been in life, magnificent, smiling, and vibrantly the air as his nightmare steed phases into existence
green. The velvet of their antlers glistens slightly as below him. The vampire lord’s armor is sleek and
light passes through these ghosts. They raise their strange, decorated with small rosettes displaying
hands and without any fanfare, there is a way from key moments in his history of tyranny.
here to there in the center of the standing stones.
As he speaks, the steel disc hisses steam and opens
The way is open. Thanks to the inevitability of like a hatch. Moribund with age and rot, the skeletal
Gertruda’s intervention in the two-party game, this dragon rises slowly from the crackling armatures.
can be run at the same time as the other finale, even Curling terrors of scale and steam unwind to release

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Argynvost as he rises. Below silver scales tarnished the dragon for a window to heal, and will use the
to matte grey, in the architecture of his empty ribs, body to block sunlight if he can.
you see a great coffin woven into his spine. “Oh, at Beyond that, both Strahd and Argynvost rely on the
lassssssttt,” Argynvost hisses. tactics defined in the COMBAT FLOW SECTION.

Strahd is played aggressively, but unlike Irena, he is WHEN A CHARACTER DIES:


ultimately a coward. If he senses he is losing, he’ll As your friend dies, the poisoned glow of the sun
pull back behind Argynvost. He’s happy to sacrifice begins to bleed into the Ethereal:

1 ST And there are shapes in the light, tormented elves and doomed heroes. A ruby in that terrible
DEATH throne glows with hateful light. One of eight.

2 ND The shapes gain definition. A thousand versions of this struggle play out around you. The odds
DEATH are bad. Another ruby lights.

3 RD Scenes of battle surround you, ghosts of red and scarlet sweet. Sweet enough, we think, to eat.
DEATH Be our truth.

4 TH In the battles, over and over, a petite woman in plate with signs of summer and dawn falls. There
DEATH are only four more gems left. Dying here isn’t safe, and I should know, a little voice whispers.

5 TH Always Sergei, always reaching too late for his sword. Oh, but you will not falter, sweet lance of
DEATH summer. Be our truth.

6 TH The sun-killing eye of the eclipse is visible now, even here. You are seen, you are loved.
DEATH Be our truth.

7 TH Writhing angels under a black sun. You struggle so prettily against the vampire god, so
DEATH gloriously. Be our truth.

8 TH The last ruby lights and the dreadful red fills this place. Doomlight drips from every surface and
DEATH the voices are silent. There’s so little time left. None at all, really.

END OF COMBAT:
This encounter ends when either the players as a whole have suffered a total of 8 deaths, if players want
to give up, or when Strahd & Argynvost reach 0 hit points. Either way, proceed to Outro.

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OUTRO
Triumph, unmitigated triumph surely.

PROCEED TO:
Greenhouse Encounter
If players won before 8 or more characters died: AND FIND THE
Victory scene
PROCEED TO:
Victory
If 8 or more characters have died and players fought
QUALIFIED
VICTORY
to a win:

PROCEED TO:
Qualified Victory
In the voice of Gertruda, as though narrating
If 8 or more characters have died and players have as the DM:
given up: Light, oh sweet and evil light, pours down your
blade as you drive it home. The bastard’s eyes go
wide with shock, for we’ve gotten a bit off script.
PROCEED TO: The sun, even dead, is still the sun, and you are still
Loss its champions. Be your truth! Destroy! Unmake! Our
fury slake! Slam home the stake! Let us see how this
ends, together.

PROCEED TO:
VICTORY Greenhouse Encounter
AND FIND THE

Qualified Victory scene


In the voice of Gertruda, as though narrating
as the DM:

LOSS
Luck and chance, surely chance, draws the sign of
summer in his blood as you pull back your blade. A
burst of sunlight devours the broken lord. I swallow
him in one bite, and hwaet—hah! I read the classics
too—you are my fangs. Slowly, the twisting spirits
rise and form a sort of river of hands, pushing-
lifting-pulling the little ivory island onward. Oh In the voice of Strahd, as though narrating as
sweet suns, I make for you a great dock, so that I the DM:
may receive you as you deserve, like kings of old. As despair devours you and time runs out, the glass
Be borne to me in your endless violence. I would be throne gleams and drips the crimson blood of the
dead without you. sun. Five great steps and he bows low. What was a

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throne is now a gate, a gate to home—your home.


The devil steps through and bids you adieu. The
ghosts take out their grief and rage on you until the
cube delivers your corpses to the greenhouse dream.

The fight is absolutely and irrevocably over. The


players have lost this fight, but the campaign’s not
lost yet. The best they can hope for is a QUALIFIED
VICTORY, but there’s some story left yet.

PROCEED TO:
Greenhouse Encounter
AND FIND THE
Loss scene

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THE GREENHOUSE TABLE OF CONTENTS


SUMMARY............................................ 420 VICTORY.......................................429
DENIZENS....................................... 420 QUALIFIED................................... 431
KEY LOOT........................................ 420 LOSS............................................432
TONE & TYPE................................... 420 THE HIDDEN PATH.......................435

GERTRUDA........................................... 421 EXPLORING THE GREENHOUSE............ 435


MECHANICS..................................... 435
HER TORMENT................................. 421
COSTS............................................. 436
DESCRIPTION.................................. 421
S P E C I A L C AS E S & R E S O U R C E
WHAT SHE KNOWS.......................... 421
SUBSTITUTES................................. 436
OMU..................................................... 422
SCALING.......................................... 436
CORE ENCOUNTER FLOW..................... 423
TCHOTCHKES....................................... 436
SCENES............................................... 424
TABLE............................................. 436
INTRO: THE SUN.............................. 424
LILY TERRACE................................. 436
LOSS............................................... 425
STRANGE ORCHARD........................ 436
TWO PARTY GAMES......................425
LITTLE WORKSHOP......................... 437
SINGLE PARTY GAMES..................425
OMU................................................. 437
QUALIFIED VICTORY......................... 426
NULL-GRAVITY REGION................... 437
TWO PARTY GAMES......................426
ARTIFICER'S REACH......................... 437
SINGLE PARTY GAMES..................426
STARSCAPE..................................... 438
VICTORY (IRENA ARC)....................... 427
TWO PARTY GAMES......................427 MEMENTO MORI............................... 438

SINGLE PARTY GAMES..................427 SECRETS............................................. 439


VICTORY (STRAHD ARC).................... 428 TABLE............................................. 439
TWO PARTY GAMES......................428 SUNLIT SHRINE............................... 439
SINGLE PARTY GAMES..................428 LOTUS GATE.................................... 439
THE END.......................................... 429 THE PATHS OF SUMMER.................. 439
TOTAL VICTORY............................429 TERRACED MOUNTAIN..................... 440

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SUMMARY D EN I Z EN S
GERTRUDA
OMU

T HIS SERVES TO COLLECT the various threads


and tie them up into endings. As such, some K EY LOOT
content will be intentionally repeated, though
paraphrased, to provide convenient access and
None
reminders for use while in flight. The Greenhouse
is also the Realm of Summer, and is the site of
TON E & T Y P E
both player reincarnations and the GLASS &
DIAMONDS encounter. It is transfigured somewhat This is the end. It has to validate a lot of player
by the end of the rite of challenge, but this is the effort, but fortunately, most of that work is done by
same space. The exact use of this encounter will the Finales themselves, which are massive set-piece
vary depending on whether the current campaign encounters. In terms of tone and story structure,
is a single-group game or two-group game. This is the Greenhouse is responsible for transitions and
handled in the text, particularly INTRO: THE SUN. denouement.

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GERTRUDA
and his love for an absolute monster. Gertruda has
nothing. There is no guiding star in her quiet and
subtle hell. Further, her sins are small compared
to those of most Vampire Lords, except those
The Gun Held To The Heart Of The World committed in the direct service of the Dark Powers.
Like most authoritarian regimes, they

G ERTRUDA IS THE FACE of the don’t count those sins.


Dark Powers throughout One
Night Strahd . Unlike most lords,
D E S C R I P TIO N
she serves Them directly. She
regards this as an enormous
Sparsely built with grey-
privilege, even though it mostly
brown hair and eyes,
gets her burned with sunlight. girlishly pretty in a
Most of what she wants is completely uninteresting
books and a little company, and way. The eye would slide
her work as the Envoy keeps her right past the Envoy in
supplied in both—as well as just a crowd—if she weren’t
enough hope to keep suffering. covered in blood, naked, and
Recently, though, she’s smelled eating a golden apple. She’s
change in the wind as the Dark not right now, but that’s
Powers have stretched their awful how you’d find her in
might for the first time in ages. a crowd. That’s what
What does the appearance of crowds are for, as far as
the player characters mean? she’s concerned.
Where will they go? She’s
Right now, Gertruda’s asleep
excited to find out, for
in the grass. She’s got a book in one
the first time in perhaps a
hand, and she’s wearing a loosely cut dress made
hundred years. of pure sunlight. It seems to burn her endlessly,
but if she notices, it’s with a genteeled masochistic

H ER TORM ENT pleasure as she mumbles in her sleep.

The Dark Powers ensure that all Vampire Lords WHAT SHE KNOWS
suffer as they are due. Their most favorite,
Gertruda, is tormented endlessly by boredom, She’s probably the single most knowledgeable and
but has been made incapable of sinking into self-aware character that the players will meet.
comfortable apathy or ennui. More than that, she She’s also bound by the will of the Dark Powers and
her own identical ideology to be slightly unhelpful.
has been unwilling to change and deeply aware
Here, at the end, she’ll answer clarifying questions if
of her role in her suffering and frustration. Most
they wouldn’t cause information leakage that might
lords have a singular obsession or manic drive that
affect future runs for these players.
makes them suffer: Strahd will always desire Irena’s
love, Irena will always be devoured by her hatred of In particular, she’s perfectly happy to talk about
Strahd, Sergei will always be torn apart by his ethics who she is, what she likes, and her relationships

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to the rest of the cast. Just like the Dark Powers,


she’s keenly interested in the player characters, and
expects to spend a very long time knowing them.

OMU
O MU REMAINS OMU. He’s here to hang out
with Gertruda, and if she wants to hang out
with these new murderous lunatics, well—he is a
creature of absolute chaos.
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ACT III: I'LL BE BACK
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CORE ENCOUNTER FLOW


From Any
Finale...

Read:
THE SUN
then...

Based on outcome,
go to...

QUALIFIED
LOSS VICTORY
VICTORY

NO Both Finales done? YES

Two Party? YES


NO

Go to:
REMAINING FINALE Go to:
EXPLORING THE
GREENHOUSE Go to:
THE END

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SCENES greenhouse. All around you, the green grass is


thick and beautiful, knee high and waving in a cool
Below are the narrative components used by the breeze. Real sunlight streams down, and the mists
encounter flow. Where possible, each notes down are gone. When you peer off the edge, there is only
the probable next vignettes. LOOT, MONSTERS, and a great limitless wonderful blue.
CONDITIONS are bolded in this section. Content
intended to be read aloud verbatim is italicized. PROCEED TO:
Loss
If the Finale ended in a QUALIFIED VICTORY,
read the following:

INTRO:
The whisper of soft footpads. The wolves are among
you, and among them is Gertruda. Her face is slick
with blood and innocence. Under that, her cheeks

THE SUN
are flushed. “There will be books written about
this,” she whispers, “and I will read them, and I will
love your violence all anew. You are amazing.”

PROCEED TO:
P LAYERS ALWAYS ARRIVE at this encounter
from either the BOSS FIGHT or the
GAUNTLET. Their route through this encounter
Qualified Victory
depends on the outcome of that encounter.
If the Finale ended in a VICTORY,
If this is a single group game, and players have just
completed the second finale, go directly to THE PROCEED TO:
END. Otherwise, proceed through this section.
Victory
If the Finale ended in a LOSS, read the
following: picking based on the current arc.
As a group, together, you wake up by the
one night strahd
ACT III: I'LL BE BACK
THE GREENHOUSE

state of the universe is absolute violence, down


to the subatomic level—a lack of decision, of
decidability. We do not want to win.
We hate endings.”

In her innocence, there is unlimited capacity


for death and cruelty, for life and joy.
“In fact, we love you too. I love all good stories.
This is also our truth.”

TWO PARTY GAMES

LOSS
In the Irena Arc, read:
“Your friends still fight. I wouldn’t take away their
choice, their right to decide. That would be…
wrong. Let’s say that the pyrrhic victory,” and here
the Envoy smirks cruelly, “bled Irena dry, shall we?
Left her open?”

N EARBY, OMU SITS WATCH uselessly


and protectively over a napping Gertruda.
Around her, the grass is scorched. She is nakedly
In the Strahd Arc, read:
“Would you…” She stretches again, all languid, all
incandescent, burning endlessly and harmlessly in predatory, “like to kill him?” There’s a price, a catch,
the sun’s warmth. “Sit with us,” the frog demon some terrible… “No. No price, no catch. I hate him. I
says, not without kindness. He clears his bullfrog am the gun held to the heart of the world, and from
throat and says, “I do feel we’ve gotten to know violence comes privilege. I kill what I hate. Be my
each other a bit, in your comings and goings. weapon, be our truth.”
Please sit a while.” She opens the gate to the Ethereal for the other
group, because the show must go on. Also, she really
If players sit, continue. If they don’t engage, indulge
does despise him just as much as she loved Irena.
them. There’s not really a rush anymore, and Omu
is a very patient aberration. The scenery here is Finally:
much the same as before, but the entire endless This is a LOSS. When all groups are finished, go to
greenhouse is open to them. They’ll always find that THE END. Until then, players can either wander
the entrance is just around a corner if they look around the Greenhouse using the greenhouse
to leave. Use THE GREENHOUSE ITSELF for this. mechanics to find advantages for the other group,
If they never come round to chat with Omu and or go spectate.
Gertruda, that’s fine. There are worse ways to end a
campaign, and it’s not a good idea to be pushy here. SINGLE PARTY GAMES
Remind them once at the 15-minute mark, and then
just play it out after that. Read:
“We could… stop here, if you like?” And she means
When they come back and join Omu, read:
it. This can all end here.
“I think you’ve misunderstood us. We aren’t Irena,
Maybe it won’t end well, but she’ll let you walk out.
though we loved her very much once.” The Envoy
sits up to look at you, stretching her slim legs until If players choose to stop here, players can explore
they shake with sleepy satisfaction. “The steady the greenhouse or you can go directly to THE END.

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If players can’t decide yet, Gertruda will suggest Wisdom (Perception or Insight) or Intelligence
that they should explore the greenhouse first. (History) checks will reveal that this is probably not
a dream. This must be an adjacent Domain of Dread,
If players want to persist, or they change their mind
probably the one that Gertruda is actually from. It’s
after exploring the greenhouse, read:
also the same place you landed at the beginning,
“We don’t have to stop! Every good story has
and the place you’ve returned to each time you
setbacks, and you are the best possible story to me.”
died, though it’s far sunnier now.
The warmth in her voice is deep and real as she
continues, “I could love your story forever. It could After 4 or 5 minutes of real time, read:
go on forever. That’s our truth. An end to endings.” “Are you going to stand up there forever? All the
Her voice is warm and rich as blood. books and apples and teas are down here,” the little
figure at the bottom of the hill yells.
“Let me know when you want to pick up where you
left off.” TWO PARTY GAMES
This is a LOSS. When all groups are finished,
The envoy sits by a pond, watching images on
water. “Let’s see how our friends fare before we end
PROCEED TO: this tale.”
The End Any remaining inspiration is transferred to the
other team. This is a QUALIFIED VICTORY. When
all groups are finished, go to THE END. Until then,
players can either wander around the Greenhouse

QUALIFIED using the greenhouse mechanics to find advantages


for the other group, or go spectate.

VICTORY SINGLE PARTY GAMES


“Take a moment, seize it in your teeth. You can
rest here; it’s always quiet here,” the Envoy says,

S UNLIGHT STREAMS DOWN around her.


Grass creeps through the floor. She is gone.
When you wind your way out of the castle, limping
and there is a moment of sorrow, of weakness,
completely foreign on those features.

and bloodied, you find yourself in the mists for Players can get a short rest in here, and explore the
a moment. They clear out to reveal rolling hills Greenhouse for tools to steady their game state for
under a bright blue sky. The thick green grass rolls the final confrontation. Then read:
like the sea under the gentle swaying breeze. The When you step out of the greenhouse, the enormous
greenhouse is just down the hill. slaad sits perched on a little hillock. Beside him, a
door. “Just a bit left,” Omu murmurs. He reflects
If the other group is finished,
the happiness of his dear friend. “Time to go back.”
The lotus gate built by the Lord of Lilies hums with
PROCEED TO: approbation. Time to go. Time to go.

The End The group continues to the GAUNTLET or BOSS


FIGHT, whichever is left.
Otherwise, continue.

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VICTORY TWO PARTY GAMES

(IRENA ARC)
“Oh Mother Night, I’m so excited! Want to see how
your friends are doing? Want to help them?”
Her grin is infectious as she drops her voice to a
whisper of exactly the same volume, “Want to cheat
a bit, beautifuls?”

A LL ROADS LEAD BACK to the Greenhouse.


Most doors in the castle open to the outside
now. Every window seems to look out onto the same
The Dark Powers aren’t exactly known for playing
fair, and the players have delighted both them
scene. You remember that the lord of a Domain of and their Envoy. Any remaining inspiration is
Dread like Ravenloft can control the shape of it. If transferred to the other team along with one
you were the weapons of the Innocent One, well— consumable magic item. If the group is out, they can
it’s not the guillotine that becomes the dictator. pick from any consumable they’ve used.
No matter when players get there, Gertruda always
This is an absolute VICTORY. When all groups are
shows up second, covered in sweat and blood. It’s
finished, go to THE END. Until then, players can
not clear to players if she got distracted along the
either wander around the Greenhouse using the
way or if there’s some mechanical law governing
greenhouse mechanics to find advantages for the
her that forces her to lose races like this, but it is
other group, or go spectate.
the latter.

She’s grinning as she shows up bloodied and


covered in sweat. “I’ll win a race someday!” The SINGLE PARTY GAMES
envoy of limitless violence plops down on the
ground, laughing and laughing and laughing.
“You can rest here; it’s always quiet here,” the
Something about her laughter is unjaded, even for
Envoy says, and there is a moment of profound
her. The land responds to her, exploding into blooms
sorrow on her face. She hopes you’ll come back,
of wild flowers.
you realize with a cold start. There’s a terror to
“You! You! Oh, you! I could love you forever, love this knowledge.
your violence. And you were mine first, even if you
Players can get a short rest in here, and explore
can’t be mine last. You won, and that is our truth
the Greenhouse for tools to steady their game
together now.” You can smell change in the air, the
state for the final confrontation. They also recover
drifting brine from a sea of possibility.
one consumable, or get an extra if they haven’t
used any. Then read:
“I need you to finish this,” the envoy says,
grinning lopsidedly, apologetic. “It’s done, but
it’s gotta be finished right. Please.” She stops far
short of any implication of debt, which she is
fundamentally unable to make.

The group continues to the GAUNTLET or


BOSS FIGHT, whichever is left.

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VICTORY TWO PARTY GAMES


“Fuck, I hated that man. Thank you. So... want

(STRAHD ARC) to see how your friends are doing? Want to help
them?” Her grin is infectious as she drops her voice
to a whisper of exactly the same volume, “Want to
cheat, beautifuls?”
I F PLAYERS ARE COMING FROM the
STRAHD’S HATE encounter, read
the following:
The Dark Powers aren’t exactly known for playing
fair, and the players have delighted both them
The door of the shrine still opens onto a little hill and their Envoy. Any remaining inspiration is
on the side of a lake. It’s just not the same lake. The transferred to the other team along with one
towering vault of the greenhouse’s ceiling hangs consumable magic item. If the group is out, they can
far above you, and huge docks jut into this indoor pick from any consumable they’ve used.
ocean. You can’t see the far shore. A little shining
figure stands alone out on the pier. This is an absolute VICTORY. When all groups are
finished, go to THE END. Until then, players can
Otherwise, if players are coming from either wander around the Greenhouse using the
the TOMB OF STRAHD encounter, read greenhouse mechanics to find advantages for the
the following:
other group, or go spectate.
The massive cube of bone glides through the sea of
ghosts. Silvery nothing fades to blue, then gradually
that blue gains character and depth. Water begins
to splash a little on the bone as it cuts through little
SINGLE PARTY GAMES
waves before drifting into place at a massive pair of
“You can rest here; it’s always quiet here,” the
docks. You have a creeping suspicion this pier was
Envoy says and Poe rumbles his agreement. There
built just for this.
is a moment of profound sorrow on her face. She
Finally, read: hopes you’ll come back, you realize with a cold
The Innocent One meets you there on the living start. There’s a terror to this knowledge.
wood of the huge docks. Blood drips from
Gertruda’s face and little wounds cover her bare Players can get a short rest in here, and explore the
shoulders, cauterizing in the sunlight. A big golden Greenhouse for tools to steady their game state
wolf noses you, then pushes its great lump of a head for the final confrontation. They also recover one
cheerfully under your hands. Gertruda turns to you consumable, or get an extra if they haven’t used
and laughs as she says, “Poe likes you! Oh, he never any. Then read:
likes anyone!” Something about her laughter is “I need you to finish this,” the envoy says, grinning
unjaded, even for her. She plops down and the wolf lopsidedly, apologetic. “It’s done, but it’s gotta be
ambles to her. finished right. Please.” She stops far short of any
implication of debt, which she is fundamentally
As she scratches that big head, she sighs happily. unable to make.
“You! You! Oh, you! I could love you forever, love
your violence. And you were mine first, even if you The group continues to the GAUNTLET or BOSS
can’t be mine last. You won, and that is our truth FIGHT, whichever is left.
together now.” You can smell change in the air, the
drifting brine from a sea of possibility.

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THE GREENHOUSE

T HE END
Combine the two outcomes from the GAUNTLET and BOSS FIGHT using the following table:

OUTCOME BY GROUP LOSS QUALIFIED VICTORY

LOSS LOSS LOSS QUALIFIED

QUALIFIED LOSS QUALIFIED VICTORY

VICTORY QUALIFIED VICTORY TOTAL VICTORY

TOTAL
“What next?” She leans fondly on the tallest of you
as her world ends.

If players delivered the MITHRIL LILY , read:

VICTORY The mithril lily glints in her hair, in the sunset.

The cycle is broken, at least in this form. Players


have won, but they’re bound to the Greenhouse
Dream and will find themselves back here whenever

Y OU AND YOUR FRIENDS STUMBLE into the


Greenhouse Dream, bloodied but victorious.
they die.

You make it a few feet before collapsing against the


side of the green hillock. It’s warm here; safe, too.
The Lady of Summer clambers and slides happily
down the hill, arriving last. She walks among you,
tending to your wounds as best she can—healing,
VICTORY
after all, is far from her province, but you are her
friends and she will try. Y OU AND YOUR FRIENDS STUMBLE into the
Greenhouse Dream, bloodied but victorious.
You make it a few feet before collapsing against the
Nothing ends; things just change. Gertruda sits side of the green hillock. It’s warm here; safe, too.
on the edge of her island, staring down at the The Lady of Summer clambers and slides happily
crumbling castle. Ravenloft. “Nothing ends,” she down the hill, arriving last. She walks among you,
insists, tears of blood slowly rolling down her face tending to your wounds as best she can—healing,
as she says goodbye, watching a chapter close. One after all, is far from her province, but you are her
she had mistaken for a book, for a story recurrent friends and she will try.
and complete in itself. The Envoy turns towards you,
grinning shyly as the past loses its battle with the If players delivered the MITHRIL LILY , read:
future. The envoy lifts a golden apple to her fangs, The mithril lily glints in her hair, catching
and bites down, talking around a mouthful: afternoon light.

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QUALIFIED
Bloodied but victorious, you stand astride the
cycle as champions of light. The wolves of summer
prance around you, their heads held high as they
dance. In their gyre, though, there is the promise of
tomorrow.

Players who ask Gertruda about what happens next


B LOODIED BY YOUR PYRRHIC TRIUMPH, you
sit in the grass. You’ve lost a lot to be here, and
there’s real meaning in that. Gertruda watches you
will be told that the cycle isn’t over. Read: with the gentle concern of new friendship. Around
The Envoy licks the juice of a golden apple from the you, endless hills and deathly quiet. The only sound
back of her hand. “No. It’s not over. It never ends. is the wind in the grass.
But! Peace is defined by what bookends it.” She
This is the Greenhouse Dream, the realm of Summer.
watches you, leans up to plant a little kiss on the
This is the Domain of Desolation, and you can see
cheek of whoever is closest. “Does a sunset matter
it truly now. Empty of all life except for one woman
less because there’s a sunrise coming? Nothing lasts,
and her castellan. There’s no room for you to stay
nothing ends; that’s okay, isn’t it?”
here, no space carved out. She must know it too,
After players have had some time to talk to because she bites her lip; her own fangs draw two
Gertruda, read: tiny runnels of blood, and she watches. Nothing’s
Behind you, Omu has pulled a crimson carriage truly settled here, even though the Rite of Challenge
has ended. The Dark Powers will hunger again soon.
around. The wheels rest some feet above the ground
and it is pulled by great terracotta horses. They If players delivered the Mithril Lily, read:
blow soot and probability from their noses as they The mithril lily glints in her hair, catching afternoon
clomp impatiently. “I would be happy to see you light. There’s still the sense of change in the air. All’s
home,” the Slaad King says in stereo bass. Gertruda far from lost.
helps you up.
“I’m so sorry. We’re not done, I don’t think—only
As players leave, read: for now,” The Envoy whispers with the first regret
“You are each a stone of flawless jade, unexpected, you’ve ever heard from her.
impossible, on a black sand beach. Thank you.” Gertruda is genuinely crushed. She’d hoped that
this Rite of Challenge would be settled definitively
If this was run as part of an overarching campaign,
enough to at least buy a gap. She’s not sure that it’s
or as the beginning of one, players may find
possible to stop this particular cycle, but she cares
themselves back in the Greenhouse Dream if their
about the player characters in her own peculiar way.
characters die. Gertruda is always happy to see
She’s going to try.
them. Characters can also choose to visit by posting
a letter to Omu by any mail service. They are always After players have had some time to talk to
delivered successfully, but Omu doesn’t show up Gertruda, read:
until it’s dramatically appropriate. He will tell them Behind you, Omu has pulled a black carriage around.
this when he drops them off. Whether they believe The wheels rest some feet above the ground and it
it is, of course, up to them. is pulled by great terracotta horses. They blow ash
and probability from their noses as they watch you
coolly. “I would be happy to see you home for now,”
the Sorrowsmith says in stereo bass. Gertruda helps
you up.

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As players leave, read: greenhouse is in ruins, and the only movement


“You are each a stone of flawless jade, unexpected, there is Omu slowly, pointlessly cleaning up. At the
impossible, on a black sand beach. Thank you.” edge of the island, you see familiar city streets like
a feverish overlay. You could walk out of here. It
If this was run as part of an overarching campaign,
could be over for you.
or as the beginning of one, players will find
themselves back in the Greenhouse dream if their If players leave:
characters die. Gertruda is always happy to see That’s all then; that’s alright. The seasons turn and
them. Characters can also choose to visit by posting turn and turn. Armies march. Harvests fail. Slowly, a
a letter to Omu by any mail service. They are always Greenhouse is rebuilt.
delivered successfully, but Omu doesn’t show up
until it’s dramatically appropriate. He will tell them If this is part of an ongoing campaign, this serves as
this when he drops them off. Whether they believe a hook that might draw players back to Barovia or
it is, of course, up to them. the Domains of Dread for a longer stay. Gertruda
will eventually re-emerge, battered and nearly
Eventually, they will be drawn back into Barovia to broken, no longer the Envoy, and she’ll want
do battle with the Vampire Lord again.
their help.

If players stay:
The lilypad lord lifts his head, pausing, watching

LOSS
you as you… stay. The lordly slaad, king of chaos,
entropy’s blacksmith, and best friend of Gertruda
laughs his bullfrog laugh. Omu beckons, and says,
“She told me you wouldn’t give up on her. I’ve lost
this bet too, I suppose. Help me with this beam.”

T HERE IS A HAWK’S CRY, triumphant. The If this is an ongoing campaign, players can now
island tilts like a wounded ship. The sun dims undertake a quest to resurrect Gertruda and
and the sky fades to no more than a plane of repair the greenhouse, before returning to deliver
reflective obsidian. You have lost, and the Vampire retribution to Barovia. If appropriate for the
Lord of Barovia is free. The pattern will continue; it existing campaign, they will continue to resurrect in
will fractal outward. It is hungry, and it will grow. the Greenhouse Dream, effectively creating a meta-
Behind you, Gertruda is nowhere to be seen. The campaign hub here.
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THE EXPLORING THE


HIDDEN GREENHOUSE
PATH T HE GREENHOUSE REPEATS the machinery
of THIS PLACE IS TRYING TO KILL YOU,
allowing players to spend their last resources to
help the other party or winkle out a few secrets. It’s
effectively the gashapon machine at the end of the

T HIS IS TRIGGERED IF a group does 250


damage to Gertruda in the one round where
she can be attacked during any of the Finale events
universe, dispensing bits of lore or buffs based on
the resources players have left after their
final battle.
where she appears. They can also attack her in the
greenhouse to try and provoke this, but they have MECHANICS
only one round no matter what. To kill a goddess of
murder is, to her, an act of supreme intimacy. It may Like THIS PLACE IS TRYING TO KILL YOU
take a moment for players to realize that they’ve (TPKU), The Greenhouse draws on a slightly
achieved what is probably the exact opposite of uncommon house rule: Players sacrifice Hit Dice or
their goal. spells to pay the costs incurred during exploration.
The world cracks as Gertruda dies laughing. Where TPKU was a fast way to resolve random
Everything is terribly bright and this is the end. encounters, the Greenhouse is a way to spend down
Something is broken. This is how you die, except— remaining resources for final benefits, to reward
excellent play, and to respect the impulses of people
Nothing ends. Conflict is the root operation by who always keep a little bit in reserve. The cost of
which all is computed. Victory is an awesome each sortie deeper into the Greenhouse, called Pulls
and precious aberration. “Mhm. Do that again,” after this point, will be determined by the level of
the Innocent One growls happily, as your vision the Pull. The level of the Pull determines the PRIZE
kaleidoscopes. There’s the sense of a bed and a TABLE for the event, with higher levels offering
battlefield and a hospital and a great salt sea full of significantly more valuable rewards.
strange songs. Machines towering hundreds of feet,
the curve of a galleon’s hull but made of steel. Great The levels are:
spears borne on plumes of fire, slamming home with 1. TCHOTCHKES, with each Pull costing 12
mushrooming explosions. And she is standing there, Resources
laughing in the blast wave as she says, “You are 2. SECRETS, with each Pull costing 35 Resources.
my own spear that has pierced my side; you are my Secrets can’t be bought with exhaustion.
first, last, only, ever. My truth.” Her black diamond
Each PRIZE TABLE follows knock-out rules, so
eyes glitter with starfire and love. Her attention
a given result can only be hit once. Reroll or
is endless, and now focused on you. You will live
manually pick if a repeat prize would result from a
forever. It will be war forever.
subsequent Pull. If a result allows a member of the
Congratulations, folks, you’re never getting rid of other party to cast a spell, that party determines
her now. This counts as a WIN. who casts the spell.

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COSTS
Any player may sacrifice their resources to pay
TCHOTCHKES
the costs. Every hit die or every two spell levels
One Pull costs 12 Resources.
counts as a resource paid. These resources are
interchangeable and any cost can be paid with a mix
of them. If no players have resources remaining, D8 EVENT
which is an eventuality here, they can take one level
of exhaustion instead for each remaining resource 1 LILY TERRACE
required. If a player character would be killed,
the Greenhouse sequence is over as they retire 2 STRANGE ORCHARD
exhausted to the garden pond with GERTRUDA.
3 LITTLE WORKSHOP
SPE CIAL CA SES &
RES OURC E SU B STI TU T E S 4 OMU

• Inspiration: Inspiration can be spent as


1 Resource. 5 NULL-GRAVITY REGION

• Consumables: Any consumable can be used as


2 Resources. 6 ARTIFICER'S REACH

• Carrying The Good Wine: THE GOOD WINE


can be spent as 3 resources once. 7 STARSCAPE
• Esmerelda, Winter, and Maple: Each
character offers a single free Tchotchkes Pull 8 MEMENTO MORI
for surviving.
• If Omu is encountered and defeated in his home,
he will not be present for his result on either LILY TERRACE
table, and that result may be re-rolled. He is
sulking, and Gertruda will tell the players as Another room of terraced water lilies. A very
much if asked.
confused koi fish swims languidly through the air.

SCALING Perhaps it’s just lost? Guiding it back into the water
elicits a burble of happiness from the odd elderly
carp. It rises to the surface and spits a pearl at you.
Increase resource costs per Pull by 2 for each player
The spellbead splatters when you catch it. Odd.
in the current group over 5.
One player in the other party is immediately
affected by blink as per the spell.

STRANGE ORCHARD
Intro:
Trees of glass sing in the faint breeze here. The wind
picks up, flinging their sharp fallen leaves at you.
What do you do?

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Then: he moves. “You know, I do think she’s fond of you,”


The leaves sleet past you. Those that nick you Omu says approvingly. He ambles on, trimming and
flush red and seem to almost take up leadership singing.
of the swirling…… flock? They head off on some
Omu appears among the other group, and casts
inscrutable migration, guided by your blood.
delayed blast fireball (DC 17) on the enemy with
One player in the other party can immediately cast the least hit points. He maintains concentration for
moonbeam, maintaining concentration on it as one round, until the end of his next turn, at which
normal. The spell DC is their normal casting DC if point he detonates it. He doesn’t care if this catches
they have one, or DC 15 if they don’t. The beam players, but will tell them they should move. He is
manifests as the swirling flock of glass leaves rather immune to damage and should not be targeted.
than a moonbeam.
NULL-GRAVITY REGION
LITTLE WORKSHOP
Intro:
Intro: You take a step forward and drift a little into the air.
Looking ahead, the plants have taken on strange
The cobblestone path bends downward, through
shapes in great curlicues, and drops of water hang
a berm of earth and roots. Under the earthwork,
in the air as perfect spheres. What do you do?
there’s a little workshop and office: cool and quiet,
with a roof made of woven roots. Diagrams for an Upon searching, read:
early revision of a lapis throne dot the walls, an Lines and cables string across the space here,
elegant design made of curling lilies entwined with further in. You can pull yourself along through a
sunbursts and ravens. A single letter on blue paper profusion of lilies, here among gravity’s rejects.
sits half-finished on the desk under thick dust, full Something glints in the distance, but the lines don’t
of erasures and melancholy. What do you do? lead that way. What do you do?

As the players search, read: If the characters strike out towards the glint,
Towards the back, as you search, you find a small read:
working model of the strange blue torches you saw You’ve made it to the glinting object: a little sphere
throughout Ravenloft. The machinery and spellwork of molten gold, its surface rolling in a standing
is exposed, almost unfolded, like the sort of model wave. As you pull close, the wave quiets. It’s cool
you’d make as a teaching tool. It’s beautiful, if a by the time you take it. Further exploration yields
little excessive compared to continual flame. There’s nothing but strange and beautiful views.
a crackle of ozone and a distant roll of thunder.
The other group regains 10 hit points per player.
The one player in the other party can immediately
cast thunder step . The spell DC is their normal
ARTIFICER’S REACH
casting DC if they have one, or DC 15 if they don’t.
Intro:
OMU You turn a corner and a sprawl of grey rectangular
buildings jut up among vines and flowers. None of
them has a visible entrance. What do you do?
Intro:
Omu putters contentedly among the flowers, If the characters touch the buildings, read:
trimming and singing in his bullfrog cant. He nods at The surface breaks, and you find your way into
you before wandering in your direction, working as a misty space. Strange low curves dominate the

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THE GREENHOUSE

architecture and there are only narrow pathways MEMENTO MORI


between the machinery. You’re not sure this is a
building at all, at least not one you’re ever supposed
Intro:
to enter. Towards the top, you find a little notebook
Among the tall fronds of the cattails, by this
full of pastel sketches, including a few character
sprawling lake, there’s a little viewing station with
studies of Gertruda in a deft hand. The few notes
a telescope of sorts. Peering through, you can see
here are in a handwriting that might be Irena’s. At
a knife hanging above the pond. Little levers fletch
the top, there are huge pieces of machinery missing.
the side of the telescope.
Great careful gaps made in the working. Whatever
this was, it’ll never run again. If the characters use the levers:
The notebook fades to dust if players try to leave Fiddling with the levers takes the knife apart, almost
the building with it. Either way, the other group like an autopsy. A little deftness sees the blade sliced
regains 10 hit points per player. apart, cross-sectioned over and over. This reveals
8 rubies embedded in the core of the folded blade.
STARSCAPE It seems Gertruda wanted to study this from a safe
distance. Getting closer seems like a phenomenally
Intro: bad idea.
Gertruda has built a dome of basalt here, within a
This is the dagger that Irena killed Gertruda with,
little hollow. Inside, tiny holes turn the streaming
after turning her so long ago. If players have
summer sun into tiny twinkling stars. Pulling the
door shut, you stare up. The dome spins a little, very delivered the MITHRIL LILY , read: Attempting
slowly, simulating the tilt and quaver of the seasons. to put the dagger together doesn’t do anything. In
fact, it starts to rust away to nothing, and the rubies
With a successful DC 20 Intelligence (History) crack into little flames.
check, the characters can deduce which night
in particular the dome records: One of the players in the other party can
The spinning illusion of a comet drifts by, and immediately cast arcane sword . The spell DC is their
you place the sky above you in your memory. normal casting DC if they have one, or DC 15 if
Waterdeep, 28th Tarsakh, 1385. The night before they don’t.
the murder of Mystra, the goddess of magic. An odd
day to memorialize like this.

Otherwise, read:
You don’t recognize the starscape it depicts.

Then:
There’s a little marker in the center. Is this a grave,
maybe? A cenotaph of sorts? There are fresh lilies
here, laid with a once-lover’s care. You leave a little
token there.

One player in the other party immediately and


permanently gains Magic Resistance, granting
advantage on all saving throws against spells and
other magical effects.

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THE GREENHOUSE

SECRETS
pond and beckons, grinning. He walks with you from
lilypad to lilypad. In your heart, you know that if you
tried this journey without him at your side, it would
be fatal. There’s no visible danger, except that the
water’s surface is black and still as burnt paper.
One Pull costs 35 Resources. On the trip, which takes about 5 minutes, Omu is
happy to chat.
D4 EVENT
When the trip ends:
Standing there, before the lotus and the anvil, Omu
1 SUNLIT SHRINE hands you each a spear of cold iron and oak. As
the lotus blooms, a gate forms, a path made of the
negative spaces. “You know,” the Slaad Lord says
2 LOTUS GATE thoughtfully, “It would be a terrible shame if...” He
eyes the gate meaningfully, then covers his ears as
3 THE PATHS OF SUMMER you heft the javelins.

If players go to toss the javelins, warn them it will


cast meteor swarm centered on the boss of the
4 TERRACED MOUNTAIN
remaining Finale. If they have the SILVER RAVEN
FIGURINE or sending , they can coordinate with the
other party to call the shot.
SUNLIT SHRINE
THE PATHS OF SUMMER
Intro:
Down along a barrow of vines and flowers, you find Intro:
your way into what might once have been part of There is a pattern to the greenhouse. A grown
the Sunlit Shrine. Gertruda grins at you sheepishly geometry of concentric octagons, each offset—and
from her reading nook atop a convenient bit of while the space is very large, it is finite. Searchable.
arabesque and tosses you a golden apple. “Hey.” Ordered. The gaps and negative space around the
core ordering follow a pattern, too. There are places
Gertruda will chat with the players for a bit here
where paths could or should or would or will be. You
before going back to her book. If asked directly,
settle on will be, and set off. How do you prepare?
she’ll confirm that this used to be part of the Sunlit
Shrine, and she stole this piece from Barovia back Upon searching:
when she was on better terms with Irena. She’ll also There are paths here. It’s taken a lot of effort,
confirm that the shrine used to be her home a lot of pain, and a lot of blood lost to an entire
in Barovia. menagerie of plants with thorns. They don’t reveal
themselves until you’re looking for them, but once
The other group may immediately place five 5-foot
you’ve found one, it seems like an entire network
squares of sunlight. lights up. Each network orbits a shrine, workshop,

LOTUS GATE or—just as often—a particularly good flower bed.


What are you looking for?

Memory guides you back to the great lily pond you If it’s reasonable, players find at least intimations of
saw between lives. Omu meets you at the edge of the it or the suggestion that it was here. If players want

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THE GREENHOUSE

to get a better understanding of Gertruda’s so many years together. It helped to… renovate
relationships, feel free to have them find notes a little. Home repair’s always a good antidote to
or similar. heartbreak.” Admitting it out loud seems to change
the world. That mudstained face settles like a sword
At the end of their search, the characters
as she kills the past with deed and word—need,
find:
aimed forward. She is our truth.
This is a sort of diary. A physicalized memory
palace, events traced in their relations both One player in the other group gains the ability to
historical and arcane. Some paths have been cast holy weapon at will for the duration of the
gently excised, their centerpieces domed in amber encounter.
or delicately hidden by huge bamboo forests.
Ultimately, there’s nothing for it except to talk to TERRACED MOUNTAIN
the Innocent One about it.
Intro:
You find her replanting tayabak, delicately
This small mountain is, nonetheless, still a
minding their little claw-shaped flowers. Your
mountain. At about 5 feet tall, it is covered in
friend’s wearing her hair very long now, bound in
intricate rice fields and vineyards. A monastery has
great intricate braids that are piled abstractly and
been carved into the side, and a temple graveyard
pinned with...
sits just above it, near the summit. A little bell sits
If players delivered the MITHRIL LILY : by the monastery, made of weathered bronze and
...the MITHRIL LILY. covered in extremely tiny lichen. What do you do?

Otherwise: It’s possible to approach and touch it, but it is


. ..her HEARTSEEKERS. heavy as a mountain and just as durable. Players
exert no more force on objects on the mountain
She grins at the sight of you, and you see that she’s
than they would if they were pushing or trying to
wearing tiny armlets over her fangs, gold with little
crush the full-sized version of that object. If they
jade caps to tuck away the deadly serrations.
try to ring the bell, it requires a DC 20 Strength
When you ask about mementos that have been check that can be attempted exactly once. On a
carved out of the Greenhouse, she wipes her success, a miniature Kitsune will emerge from the
practical hands on her practical pants, stares up monastery and offer to cast wish for the other
for a while, then plops onto her back. “I love… players. It requires a DC 20 Charisma (Persuasion)
no, loved. I loved Irena for a long time. It took a check to prevent the little jerk from intentionally
long time to forget and let go of what we had for misinterpreting the request.
one night strahd

OPTIONAL
ENCOUNTERS
one night strahd
OPTIONAL ENCOUNTERS

THE TREASURY TABLE OF CONTENTS


SUMMARY............................................ 442 THE FORTRESS............................... 448
PREPARATIONS............................... 442 SCENES............................................... 449
DENIZENS....................................... 443 THE ARENA..................................... 449
KEY LOOT........................................ 443 FRONT DOOR................................... 449
TONE & TYPE................................... 443 TRAPDOOR...................................... 449
THE FORTRESS.................................... 443 WITHIN............................................ 449
BODY............................................... 443 BREAK-OUT ATTEMPT..................... 450
MIND................................................ 444
END & LOOT......................................451
WEAPONS........................................ 444 FORTRESS................................... 451
CORE ENCOUNTER FLOW..................... 446 DEATH KISS................................. 451
COMBAT FLOW..................................... 447 CORE REWARDS........................... 451

SUMMARY
massive weapons platform is piloted by the DEATH
KISS bound to the magical machinery in its heart,
and the monolithic structure serves as the primary
antagonist of the encounter. The party must either
muster enormous force to destroy the Fortress
T HE TREASURY OF CASTLE RAVENLOFT
was once a vault with the wealth of a realm,
amassed over Baron von Zarovich’s countless
directly or venture inside and deal with the
DEATH KISS.
centuries of rule. Now, in a post-society kingdom,
it remains full of wealth unusable by the scant few
P R E PAR AT I ON S
inhabitants of Barovia and so lies untouched. An
The following points are the minimum concepts and
enormous octagonal room, it is dimly lit by small
prep that a GM needs to run this encounter. While
glowing crystals set into pitch on the ceiling, and in
we recommend a detailed reading of the entire
this dim light the party sees a hoard of coin most
encounter, if you’ve got to rush or you plan to wing
dragons only dream of. This treasure forms dunes of
it, here’s what we think you need to do:
money 20 feet high in some places. There is a path
about 15 feet wide cleared around the perimeter 1. Review the description of the instant fortress as
of the room. In this clear area stand a number of detailed below—it is markedly different from
the Dungeon Master’s Guide version.
extremely sturdy wooden workbenches, which,
absent the moisture that would cause rot, have 2. Review and print the lair actions and cannon stats.
remained intact over their long years of neglect. 3. Review and print the CORE ENCOUNTER
Beyond it all, in shadow, the Fortress lurks. This FLOW and COMBAT FLOW.

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THE TREASURY

4. Review the introduction and prepare a battle map


if playing with one—this encounter can easily be THE
FORTRESS
played Theater of the Mind-style if desired, but
some playgroups will benefit from a map.
5. Have the stats ready for the following monsters:
gas spore ( Monster Manual ), death kiss ( Volo’s

B
Guide to Monsters ), and gazer ( Volo’s Guide UILT ON THE CHASSIS of an instant fortress ,
to Monsters ). this floating death engine is perfectly capable of
destroying entire cities. Possessed of a malevolent
DEN IZEN S and desperate intellect, it attacks the characters
relentlessly.

THE FORTRESS - see section


B ODY
The Fortress is a heavily modified and armed
KEY LOOT version of Daern’s original design. It is a square
tower, 20 feet on a side and 40 feet high. At the
LIMITLESS AND LARGELY USELESS WEALTH bottom of each corner is an articulated metal
sphere. The spheres produce a dull but constant
FOUR POTIONS OF SUPERIOR HEALING
hum. The Fortress hovers exactly 13 inches off the
THE BULWARK OF ARGYNVOST ground, and moves at a speed of 20 feet. It does not
rise over obstacles, but instead it smashes through
TONE & TYP E them. As it brings weapons to bear, it turns with
silent ease. Generally, it will alternate firing cannons
by type, but bear in mind that due to its floating
This encounter offers the party a chance to get
nature, it may spin in place to use any weapon
some make-up loot after bailing on any major
against any target.
encounter in ACT II, have a really unusual and
dangerous fight, and have a safe place to take a long The exterior of the fortress is dotted with arrow
rest. It’s a single brutal setpiece that players can flee slits on all sides and there is a battlement atop it.
at any point if they want, but probably shouldn’t Its interior is divided into two floors, with a ladder
unless they want to be severely under-geared. running along one wall to connect them. The ladder
ends at a trapdoor leading to the roof. The tower
has a small door at the base of the northern side.
The door opens only at the owner’s command,
which is a bonus action. It is immune to the knock
spell and similar magic, except that of a chime of
opening , which opens the door but is destroyed in
the process.

The tower is made of adamantine and its magic


prevents it from being tipped over. Each of the
five interactable sides of the Fortress (i.e. the roof
and four walls) have 200 hit points and immunity
to damage from nonmagical weapons. If dealing

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damage to the underside, damage is split equally while the other three walls have two cannons each
between each of the four walls, but not the roof. (one of each variety per wall). The main gun is a
The door on the front and the trapdoor on the roof massive telekinetic engine. This allows telekinetic
count as being parts of those sides with regards to manipulation of the treasure, and resolves as lair
tracking hit points to break through. actions for the Fortress on initiative count 20. If it
is impossible to resolve the results because there are
MIN D no valid targets, roll again or select an appropriate
result. All damage from these effects is nonmagical
The key difference between this and the original in all instances. Keep track of how many “1” results
Daern’s instant fortress as presented in the are rolled: see END AND LOOT for more details.
Dungeon Master’s Guide is that this one is both Individual turrets can be destroyed, but the main
sentient and malicious. It is powered by the bound gun cannot be destroyed without completely
and augmented intelligence of a DEATH KISS, a destroying the fortress.
beholderkin which is integrated into the fortress. As the cannons are counted separately from the
The WITHIN scene covers the mechanics of this Fortress, they do not benefit from any of its special
system, which the party must ultimately destroy properties, but do track their hit points separately
unless they can smash the fortress itself. from the walls they are installed in. They are
essentially immobile aside from articulation, so
W EAPONS they automatically fail Dexterity saving throws. A
cannon sufficiently plugged with something (say, for
Other scholars might argue that the real key example, a bag of coins) cannot fire without causing
difference is that this Fortress is heavily armed. damage to the cannon itself—if this happens, treat
The Fortress mounts six CANNONS and a MAIN the damage as a critical strike against itself and
GUN. The door wall is mounted with the main gun, treat the blockage as being cleared.

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CAN NO N
Large construct

ARMOR CLASS: 19

HIT POINTS: 75

DAMAGE IMMUNITIES: poison, psychic

This self-loading cannon fires huge high-velocity shells. Mounted on articulated orbs, the cannons take time to reload
and can only fire every other turn. There are two varieties: one that fires giant iron spheres and one that emits strange
exploding energy bolts. Both have a minimum range of 15 feet.

CANNON BALL.
Ranged Weapon Attack: +8 to hit, range 600/2,400 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.

LIGHTNING BLAST.
Ranged Weapon Attack: 15-foot radius, range 600/2,400 ft. Each creature in the area must make a DC 15 Dexterity
saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. Note that
while the damage is lightning, it is not technically magical, so abilities that protect against spells do not apply here but
abilities that protect against lightning damage do.

L A IR AC TI O N : F I R E M AI N CAN N ON
Roll 1d6 and resolve an action from the following table (all saves and skill checks resolve at DC 12):

d6
1d4×10 coins and gemstones shoot out from the pile in a 40-foot long, 5-foot wide line. Each
1: piece of treasure deals 1 point of bludgeoning damage, and the total damage dealt is split equally
CASH OUT between all targets in the line. This action prioritizes creatures within 15 feet of the Fortress.

The treasure beneath one character shifts and moves, attempting to pull them down as if they
were in quicksand. The creature must make a DC 15 Dexterity saving throw to avoid being
2: trapped. On a failure, the creature is drawn into the pile of treasure up to their chest and is
HUNGRY restrained. A trapped creature can free itself from the treasure pile with a successful DC 12
GOLD Strength (Athletics) check as an action on its turn. A character with a passive Perception of 16 or
higher has advantage on this saving throw.

3:
LOOT A wave of treasure washes towards the party, per the tidal wave spell (DC 12).
SHOCKWAVE
4: Any creatures in contact with the treasure pile must succeed on a DC 12 Dexterity saving throw
WRITHING or fall prone. Any creatures concentrating on spells must also succeed on a DC 12 Constitution
DUNES saving throw or lose concentration.

5:
CHANGE The treasure underneath one character changes elevation by up to 15 feet, higher or lower.
ELEVATION
A concentrated spike of treasure shoots out of the pile and strikes a single target.
6: Use the same statistics as an attack from one of the Fortress’s CANNONS, but reduce the
LUCRE LANCE damage to 2d6.

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CORE ENCOUNTER FLOW


Read:
THE ARENA

After 5 minutes or if they


approach the fortress...

THE FORT RESS


Players get 2 rounds to prep,
then go to COMBAT FLOW.
During Combat, if...

...any players make it to the roof,


read TRAPDOOR.

...all players make it inside,


combat ends.
Read WITHIN.

...any players approach directly,


read FRONT DOOR.

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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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The Fortress
Remnant of a Future War
PRE
Lair Action: Fire Main Cannon.

1
Lair Action: Fire Main Cannon. M: Rotate as needed to target.

Action: Fire cannonballs. No more than two hits


per character.

2
Lair Action: Fire Main Cannon. M: Move to line up shots on
casters.
Action: Fire lightning cannons. No more than
one hit per character.

3
Lair Action: Fire Main Cannon. M: Pull forward to near minimum
range to ensure players can
Action: Fire two cannonballs and two lightning get close.
cannons. No more than one hit per character.

4
Lair Action: Fire Main Cannon. M: Pull back from melee to
ensure minimum range.
Action: Alternate between firing all cannons of
each type for all remaining turns. No more than
one hit per character.

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SCENES In the center of the drifts of minted metal, a 30-foot


tall obelisk hovers in shadow. Its squat bulk is 20
Below are the narrative components used by the feet on a side. Facing you is a single door embedded
encounter flow. Where possible, each notes down in its surface. As you watch, a red glow blossoms
the probable next vignettes. LOOT, MONSTERS, and above the door until the entire room is illuminated.
CONDITIONS are bolded in this section. Content The false stars above you are barely visible now, and
intended to be read aloud verbatim is italicized. you have the uncomfortable sense that this machine
is watching you.

THE
The players have two turns to position or buff
their characters. If they move close to examine the

ARENA FRONT DOOR


obelisk, read the FRONT DOOR paragraph below; if
they attack, combat starts immediately.

U
pon arriving, read:
The Treasury of Castle Ravenloft was once a
vault with the wealth of a realm, amassed over F LAT ADAMANTINE PANELS form a door
that sits flush with the surface of the obelisk.
It appears as if you’ll need to get inside to shut this
Baron von Zarovich’s countless centuries of rule. It
is still this, but with no need for money in Barovia’s monster down, but it is not clear how the door
current state, the wealth of ages lies in immense opens—just that it won’t open for you. You’ll need
piles of coins and gems, untouched and curiously to break in or figure out some other way to get in.
free of dust. An enormous octagonal room, the

TRAPDOOR
Treasury is 400 feet across, with an 80-foot high
vaulted and overly-buttressed gothic ceiling, as one
might expect in this particular castle. Above, an
alien starscape whirls silently. Along the sides of
the room are a few wooden workbenches, old but
surprisingly sturdy, as they have been hidden from
the damp and dank.
A SIMPLE SQUARE TRAPDOOR is set into
the top of the obelisk. There is a round door
pull that should allow you to pull it open, but it is
predictably locked. You’ll still either need to apply
If the players investigate the workbenches,
violence or wits to get in, but at least the cannons
read:
can’t reach you here.
These heavy workbenches have no tools upon them,
but show the deep gouges and scratches of the table

WITHIN
of a well-seasoned craftsman. One can only imagine
what strange wonders may have been wrought here,
far away from prying eyes—and for that matter,
who was here making them.

I
After about 5 minutes of investigating the massive F THE CHARACTERS bust in by inflicting more
amount of coinage, or if they start making their way than 200 points of damage to the one of the
deeper into the room, read: doors or walls, read:

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You’ve made it in. The cannons can’t reach you If the DEATH KISS notices the character(s)
inside the structure, but the five orbs floating enter, read:
towards you out of the darkness of the interior cut The floating, betentacled orb turns towards you,
your sightseeing short. revealing a single bleary, red eye.
Five GAS SPORES float towards the character(s) Have the players make an Intelligence (Arcana)
who opened an entrance. They attack immediately check: a successful DC 15 check reveals that this
and remain in initiative order at this turn. is a death kiss, a kind of beholderkin that unlike
If the party enters the Fortress by stealth (such as its many-eyed brethren has eight tentacles that it
turning into a gas and filtering in through the arrow uses to drain the blood of its prey with electrical
slots, or via teleportation), or after the gas spore impulses. Whether this check passes or fails, once
attack resolves, read: the DEATH KISS is aware of characters’ presence
The interior of the fortress is split into two levels— in the Fortress, it will try to identify itself, first in
an upper level, which has a walkway around to the Deep Speech, then in Undercommon if there is no
various arrow slits, and a lower level, which is… response. If a character understands and responds
occupied. to it, the DEATH KISS will very quickly inform the
character that it was created and bound against its
The backbone of the interior encounter is the will to this item to defend the treasury.
DEATH KISS that serves as the heart of the Fortress.
If the character entered stealthily through the arrow If players try to free the DEATH KISS,
slits on the upper level of the Fortress, have the
player make a Dexterity (Stealth) check: a result PROCEED TO:
of 5 or higher means the gas spores do not notice
the character, and a result of 11 or higher means
Break-Out Attempt
that the death kiss does not notice the character. If
If players opt to kill the DEATH KISS, the
the gas spores become aware of the character, they
magic circle deactivates and the beholderkin’s
immediately attack. If the DEATH KISS notices the
eye becomes a solid garnet orb as the magical
character, see below.
compulsions drive it to unrelenting hostility.
Continue reading: It has 100 hit points instead of the normal total
A fleshy, dusty pink orb floats in the center of for a death kiss, but otherwise fights in the
the first floor of the fortress, inside a glowing standard manner.
circle of runes which gives off enough light to
dimly illuminate the interior of the fortress. The

BREAK-OUT
orb appears to be wearing a crown, which bears
runes similar to the ones etched into the floor. One

ATTEMPT
tentacle holds a box made of metal and crystal in
front of its center of mass, and small glowing images
can be seen displayed on it. Six more tentacles
appear to wave around in seemingly random

T
patterns, but with two tentacles each pointed at the HE DEATH KISS will attempt to bargain with
left, right, and rear of its mass. One final tentacle the party to be released, but warns them that
appears stuck to a large floating crystal, and small if it stops actively trying to kill the intruders (which
electrical pulses spark off if it. This, too, bears runes may also involve lashing out at them with tentacles
similar to those on the crown and on the floor. if they come close) or if it tries to leave the binding

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END &
circle, the gem above it will explode, killing it
instantly. It tells the party that if they can free it,

LOOT
then it will be able to leave the Fortress and will aid
the party on their journey. The DEATH KISS knows
nothing of the Vampire Lord of Barovia or of the
outside world, aside from the fact that it was born
of the horrible dreams of all the vampires left in this
realm. It also knows it does not have a name, and
will allow the players to refer to it however they
F ORT R E S S
wish. If the DEATH KISS is unable to communicate
via language, it will attempt to make the gist of the
above known via gestures, which can be understood
T HE FORTRESS IS RENDERED inoperable by
the destruction of the core apparatus, whether
that’s breaking the crystal or killing the DEATH
with a successful DC 15 Wisdom (Insight) check.
KISS. Characters can salvage components, but unless
Freeing the DEATH KISS will require teamwork. someone makes a successful DC 25 Intelligence (tinker’s
The following conditions must be met in quick tools) check, the cannons are permanently offline. This
succession. check cannot be retried. If a player manages to finagle
1. The binding runes of the circle must be broken. a cannon out, it only has ammo for four shots and
requires a Strength score of 18 to carry and fire.
2. The anchoring crystal must be destroyed. Only one cannon can be extracted successfully.
The binding runes may be rendered inert with a
dispel magic spell or defacing them by using any
D E AT H K I S S
item capable of damaging adamantine. The crystal,
If the characters successfully disarm the magic circle
however, is a more difficult nut to crack: it has
and destroy the crystal, the death kiss will glow brightly
200 hit points, is immune to lightning, poison, and
and, in a burst of sparkles, transform into a GAZER
psychic damage, and will explode three rounds after
with the special ability to summon five gas spores
it first takes damage if it is not destroyed first. It
once per day. It then chooses a character and becomes
has an AC of 10 and automatically fails all saving
their familiar, per the find familiar spell, eating that
throws. If the party does not destroy the crystal
character’s existing familiar if they have one.
before it explodes, the DEATH KISS sheds a single,
bloody tear as it is obliterated. This does no damage C OR E R EWA R D S
to the party.
• This group can take a long rest.

PROCEED TO: • A small treasure chest is visible within the crystal,


and becomes available once it is shattered. It
End & Loot contains THE BULWARK OF ARGYNVOST (see
ITEMS) and four POTIONS
OF SUPERIOR HEALING.
For every time that the lair action result of 1 was
rolled, the characters will find one gemstone suitable
for use with the chromatic orb or revivify spell among
the piles of money. Characters may also take as much
money as they can carry, though it will generally not
help them in Barovia.

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TABLE OF CONTENTS
SUMMARY............................................ 452 INTRO: THE HEDRA.......................... 460
PREPARATIONS............................... 452 TIME TO LEAVE................................ 460
DENIZENS....................................... 453 A LONG WAY DOWN.......................... 460
KEY LOOT........................................ 453 H I P P I T Y H O P P I T Y, G E T O F F M Y
TONE & TYPE................................... 453 PROPERTY...................................... 461
SPECIAL RULES................................... 453 RING THE LOW BELL....................... 462
DEATH AND INCAPACITATION........... 453 COMBAT SCENES................................. 462
RETREAT......................................... 453 CHAOS INCARNATE.......................... 462
WILD MAGIC..................................... 454 SLIM TO NONE................................. 462
PHASE GHOST...................................... 454 YOU SHOULD GO.............................. 462
OMU..................................................... 454 CRUEL FIRE..................................... 463
CORE ENCOUNTER FLOW..................... 455 APOTHEOSIS................................... 463
MAP...................................................... 456 OUTRO SCENES................................... 463
COMBAT FLOW..................................... 457 PARTY WIPED OUT........................... 463
DEBTMONGER OMU.......................... 458 OMU DEFEATED............................... 463
LORD OF CHAOS.............................. 459 PARTY RETREATED.......................... 464
SCENES............................................... 460 END & LOOT..................................... 464

SUMMARY
low probability of triggering this event, it’s also an
easter egg for those who reach it, shining a little
light on some of the other characters and parts of
the adventure.

T HIS IS AN OPTIONAL BOSS BATTLE


with everyone’s favorite lord of lily pads,
Debtmonger Omu. This is a quick peek into his
P R E PAR AT I ON S
true form and what he does in his spare time— The following points are the minimum concepts and
namely, collect things and make weapons. Players prep that a GM needs to run this encounter. While
are given several chances to bail, each with varying we recommend a detailed reading of the entire
rewards for doing so. Direct confrontation with encounter, if you’ve got to rush or you plan to wing
Omu is almost certain death—almost. Given the it, here’s what we think you need to do:

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SPECIAL
1. Print and review Omu, Slaad-Lord, found in
MONSTERS.

RULES
2. Review Special Rules, then print and review
Phase Ghost, found in MONSTERS.
3. Review the ENCOUNTER FLOW and
COMBAT FLOW diagrams, noting the combat
scene triggers.
4. Review the encounter as a whole, with an eye
D E AT H AN D
towards pacing. I N CAPAC I TAT I ON
Unlike most combat flows for encounters Unlike other combat encounters in ONS , players
elsewhere, this optional boss fight is scripted to be that are defeated during the fight with OMU do
extremely deadly. not reincarnate and rejoin the fray. Instead, when
a character reaches zero hit points, is stunned,
DEN IZEN S or otherwise incapacitated, they manifest as a
PHASE GHOST. These blue jittering afterimages
DEBTMONGER OMU: MYTHIC DEATH SLAAD aren’t spirits at all: instead, they’re the physical
OCCASIONAL CHAOS FROGS manifestation of the dwindling number of timelines
where that character survives the fight.
TONE & TYP E This PHASE GHOST is under the control of the
player whose character is dead or incapacitated.
This fight takes the JRPG approach of “if you
As it represents the consciousness of their character,
unlock a bonus dungeon, expect it to be much
it requires no additional actions to control. It acts
harder than the base content in the game.”
on the initiative of the original character. PHASE
Commonly called superbosses, these fights are
GHOSTS cannot be killed.
designed to test end-to-end system knowledge in a
way that often doesn’t make sense to include in the If all players are controlling PHASE GHOSTS at
game’s core path. any time, the fight ends with PARTY WIPED OUT.
This lets players stay engaged while still providing
LO OT a loss condition. The flavor also plays to the theme
of OMU as both a force of chaos and a master of
If characters retreated: the promise of aid probabilities.
during THE ECLIPSE.

If Omu is bargained with: safer passage through R ET R E AT


THIS PLACE IS TRYING TO KILL YOU, a copy of
the ORIGINAL MANGA ADAPTATION OF CURSE OF Until OMU’s mythic transformation, he will let
STRAHD , the promise of aid during THE ECLIPSE, players retreat at any time—assuming they swear an
explicit knowledge of any one encounter in ACT II. arcane oath to leave him alone, that is. Once players
commit to leaving, the decision is magically binding
If Omu is defeated: safer passage through THIS and can’t be reversed. Characters killed and reduced
PLACE IS TRYING TO KILL YOU, a BELT OF HILL to PHASE GHOSTS return to life with 1 hit point.
GIANT STRENGTH, GAUNTLETS OF OGRE POWER
and the HAMMER OF THUNDERBOLTS.

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W ILD M AGIC
PHASE
GHOST
OMU’s abode inside the black pyramid is a mental
construct, knitted from chaos matter from Limbo
and the Slaad-Lord’s intent. It’s unstable on a good
day, and the entire space is a Wild Magic zone. For
the exact details of how this functions, refer to
Omu’s Lair Effects section in his MONSTERS entry. What May Yet Be

PHASE GHOSTS replace the reincarnation


mechanism for this fight. Narratively, they represent
the ever-vanishing chances of a downed character’s
survival given physical form. From a mechanical
perspective, this makes it possible to run a more
traditionally lethal boss fight centered on action
economy without compromising player agency.
Printing three or four copies of the PHASE GHOST
statistics from the MONSTERS section is strongly
recommended.

OMU
Mythic Death Slaad

The mighty Slaad-Lord awaits in his lily pad lair. He


is a genial but private creature, and will eventually
resort to force if players do not leave when asked.
Until that point, he’ll answer any basic questions
players might still have about the adventure,
especially if they’re unsure of who Gertruda is or
what role she plays.

His statistics can be found in the MONSTERS


section, along with the pertinent lair effects.

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CORE ENCOUNTER FLOW

START
Read:
INTRO: THE HEDRA

NO Bailed? YES

Read: Read:
A LONG WAY DOWN TIME TO
Then HIPPITY HOPPITY, GET LEAVE
OFF MY PROPERTY

Retreated? YES

NO
Read:
PARTY
RETREATED

Read:
RING THE
LOW BELL

Retreated? YES

NO

Review the Go to:


SPECIAL RULES COMBAT FLOW
section for OMU

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COMBAT FLOW
The following is an example of a combat flow, with each part explained.

NAME
Titles
PRE
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1
A: This covers the suggested action for the first M: This holds a movement plan.
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the


bottom, generally in order of use with causes.

2
As above, for the second turn. Markers may be M: Move.
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3
As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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Omu
Debtmonger, Curio Consignor
PRE
The first time Phase Ghost is spawned, read SLIM TO NONE.
Omu starts combat after his contingency casts blur.
If Omu's Mythic Transformation triggers, start the LORD OF CHAOS combat flow.

1
A: After closing, read CHAOS INCARNATE, then M: Close with nearest character.
use Snowcrash targeting the largest grouping of
characters. Finally, attack if possible or bubble.
Maul Gate, Attack if possible or Move, Attack.

2
Read YOU SHOULD GO, asking players to leave. M: Close with largest group.
Snowcrash targeting the square at Omu's feet,
then attack.
Attack if possible or Move, Attack, Attack.

3
Read CRUEL FIRE. Cast delayed blast fireball, M: Pull back to cover behind a
targeting the largest group. Hold concentration. pillar.
Bubble, Bubble, Bubble.

IF
If Omu has a chance to catch more than three characters or a character tries to touch the
delayed blast fireball, he'll drop concentration, switch to the behavior for round 6.

4
Bubble, Bubble, Bubble. Hold concentration. M: Move into water. Dive to
bottom.
Bubble, Bubble, Bubble.

5
Dash to delayed blast fireball if needed, then touch M: Reposition towards delayed
it. Use a legendary resistance to toss the ball and blast fireball.
retarget it. If dash was not necessary, invisibility.
Move, Move, Attack.

6
A: Attack if possible or invisibility. M: Close to nearest character,
preferring swim speed.
Attack if possible or Move, Attack, Attack.

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Lord of Chaos
Death of Nations, Doom of Tyrants
PRE
Due to his mythic transformation, Omu starts his flow with mirror image in effect.
As part of his mythic transformation, read APOTHEOSIS.

1
A: Snowcrash, preferring backline targets. M: Retrieve maul, close with
If maul can be retrieved, attack, otherwise caster.
use bubble.

R: Hold for counterspell.

Maul Gate if needed or Nothing Personal,


Nothing Personal, Nothing Personal, targeting
casters.

2
A: Cast fly. M: Fly 40 feet up.

R: Hold for counterspell.

Anarchic Acid, targeting lawful or caster


characters, Nothing Personal, Nothing Personal.

3
Snowcrash if available, or bubble twice, then M: Maintain at least 30 feet of
move and bubble. distance.

R: Hold for counterspell.

Nothing Personal unless Anarchic Acid is


available, then Nothing Personal or Maul Gate
if needed, finally Nothing Personal.

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SCENES
TIME TO LEAVE
Below are the narrative components used by the
encounter flow. Where possible, each notes down
the probable next vignettes. LOOT, MONSTERS, and
CONDITIONS are bolded in this section. Content
N O. NOPE. Strange pyramids floating in pools
are not in your job description. Maybe swinging
back through after the vampire problem is solved
intended to be read aloud verbatim is italicized. is in the cards, but that’s a big “if.” As you turn to
leave, you feel the bag of beans shake.

INTRO: THE If the players open the BAG OF BEANS , read:

HEDRA
There is a slip of parchment rolled up amongst
your remaining beans you know had not been
there before. Opening it reveals a note written in a
strange looping hand—legible enough, but the eye
slides away from it. It reads: “Thank you for finding
my house keys! I was having a picnic with Gertruda

A LL CHILDREN ARE TOLD STORIES about


the fool who plants magic beans and is taken
to a magical kingdom on the beanstalk that grows
and could not recall where I set them down. I need
a little bit of time to tidy up before anyone comes
to visit—if you come knocking again when you can
from them. Unfortunately, the original fairy tales
look at the Sun and the Sun looks back, I’ll be a lot
are much darker, and it’s no different here in the
more hospitable!”
remains of Barovia. As soon as the last bit of soil
covers the bean, the ground begins to rumble and The players will gain the ability to call upon OMU
shake and pull away at an alarming pace, leaving in his true form to help during their fights in ACT
only a tarry black liquid. A walkway of great III, as long as they still have beans left to plant.
iron lily pads unfolds for you, leading to a single Refer to the RAINBOWLESS CONNECTION event
immense white lotus, which blooms in turn into an under EVENTS.
obsidian tetrahedron. Its outline is visible only as an
absence of light. You could swear you’ve seen those
lily pads somewhere before. Do you really have time
PROCEED TO:
to deviate from your quest? And if you do… are you End & Loot
prepared for the consequences?

Players are given the choice to bail or proceed.


If they bail,

PROCEED TO: A LONG


Time to Leave WAY DOWN
If they continue inward,

PROCEED TO:
A S YOU PROCEED TO THE PYRAMID, a sharp
blue light issues from a triangular doorway
otherwise unobservable against its vantablack
A Long Way Down surface. Within, a stairway leads downward, each
step barely lit by wandering lines of that same

460
one night strahd
OPTIONAL ENCOUNTERS
THE BLACK LAGOON

bluish light. Time loses meaning as you proceed


HIPPITY HOPPITY,
GET OFF MY
down the steps. After a moment or a decade, you
begin to see sturdy backlit glass panes set into the

PROPERTY
walls.They display strange dioramas and other
pieces of art, each more unusual than the last. Their
presence lingers in your mind as you continue ever
downward.

If players ask to identify these, have them roll an


Intelligence (History) check. It cannot be repeated. T HE HUMID ENVIRON gives way to clammy
tomb air as you descend, and something
like the sound of a distant hurricane teases your
On a result of 10 or higher, read:
ears. As you finally reach the end of the stairs,
You recall a tapestry featuring a battle between
you see before you a well-lit room with two large
frog-like creatures, the image of a strange green
rectangular pools at the sides. They seem to be the
humanoid titled “C1,” and a board staged with
source of both the humidity and the windy noise,
colorful figurines. Behind it lies a magical box
despite being perfectly calm on the surface. Ten
projecting various scenes of adventure with
black columns stretch alongside them, all veined
interjections from a strange, thin, black-clad
in a familiar blue light that stretches up and over
human man.
the ceiling. As you follow them deeper into the
On a result of 20 or higher, read: room, you lay eyes on one comfy and very familiar
As you strain your mind, you recall with perfect frogman seated upon a toadstool, reading a book.
clarity a tapestry depicting a battle between frog- Omu looks up at you over the edge of his page.
like creatures. Hanging next to it was a small plaque “You shouldn’t have come here, you know. The
that read “War of the Frogs - Kawanabe Kyosai.” Dark Powers? Well, they don’t like it when guests
A thin brown booklet also comes to mind, one start deviating from the story. It never ends well.
with an image of a strange green humanoid titled Come back some other time.”
“C1” in the section called “The Hidden Shrine
The players once again have a chance to leave
of Tamoachan.” You remember a grid-marked
without consequence.
board staged with colorful figurines. Behind it
was a magical box that projected various scenes
of adventure, with interjections from a strange, PROCEED TO:
thin, black-clad human man. There was also a small Party Bailed
hollow rectangle set up near the box. It bore the
UNDER
words “DragonStrike.”
End & Loot
PROCEED TO: If the players do not leave after a little gentle
Hippity Hoppity, prodding,

Get Off My Property


PROCEED TO:
Ring The Low Bell

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OPTIONAL ENCOUNTERS
THE BLACK LAGOON

RING THE
has never died in Barovia, and if he does, he’ll be
soulbound to it. While he enjoys the time he spends

LOW BELL
with Gertruda, he knows that dying here will make
it all but impossible to return home, and he would
prefer to avoid that.

D ESPITE HIS INSISTENCE you leave, you

COMBAT
yet linger in Omu’s sanctum. A ripple breaks
over Omu’s face, and rolls down him, then off and

SCENES
through the stone. At once, the illusion he wore
when you first met drops, and you see Omu in his
true form: skin pale and grey and craggy and spiked,
with blind milky eyes set above a too-large maw.
One webbed claw scrapes the floor as he sets his
book aside, and you catch the gleam of a golden C H AOS I N CA R N AT E
ogre face screaming around his wrist. A braided belt
encircles his blubbery torso like a bandolier, and tied “Chaos,” Omu says calmly as he raises his hammer,
to it, almost as tall as Omu himself, is a horrifying
“is not stupid.” Cyan light starts to pulse in
maul limned with that same unnatural blue. As he
fractal patterns. As he throws it, he continues
raises the weapon above him, his belt and gauntlets
just as evenly, “Chaos contains regions of order.
pick up the same cerulean glow.
Order is one of the many consorts of chaos.” The
“I simply must ask you to leave!” hammer cracks the air, slams home, and a stunning
shockwave eats up the world. “Chaos loves order,”
Roll initiative and refer to the COMBAT FLOW for
the titanic Slaad-Lord finishes.
DEBTMONGER OMU. As combat begins, Omu’s
contingency will trigger. This casts blur as noted in
the COMBAT FLOW. Players should be encouraged
S L I M TO N ON E
to position their characters as far apart as possible.
In Gertruda’s voice, as though she is narrating
Omu does not attack until two rounds have passed
as the DM:
or he takes 25 or more damage. During this time,
You look down at your body, caught in the crystal
he attempts to persuade players to leave as Bubbles
chaos of the hammerwake. Deadlocked. I’m not
spawn. This damage is not tracked against his hit
helping you here, darlings. I’ll see you when you’re
points and he does not lose concentration on blur .
done playing around. For now, you hang in the air, a
He responds to wall of force or similar effects by
glittering echo of what should’ve been.
using his Bubble ability constantly, drowning players
in horrible random effects.
YOU S H OUL D G O
While in his first form, Omu will continue politely
asking the party to leave, plying them with offers “I believe I have demonstrated both, mm, capability
of aid if they’ll just go back to their quest. If the and good faith,” Omu drawls. He seems more
players continue to fight, they will eventually trigger sardonic than angry, but he watches you keenly as
Omu’s apotheosis into a mythic white slaad. At this he strides towards you. The Slaad-Lord rests his
point, Omu is no longer actively interested in parley hammer on the ground and tilts his head, asking,
as the party represents a very real threat to him: he “Are we done yet? I’d like to get back to my book.”

462
one night strahd
OPTIONAL ENCOUNTERS
THE BLACK LAGOON

If players don’t leave, read: You wake up slowly. The Fortune Teller shakes
He sighs and drives his maul into the ground at his her head in frustration, grinning despite herself as
feet. Chaos and intent pours out in a pulse of static she fades.
and pain. “I see,” the frogman murmurs, all gravelly
If the entire party wipes, they find themselves sitting
sangfroid.
on a single huge lotus leaf which lays in the sticky
but drying remains of the tarry lake. Whichever
CRU EL F IRE player had the BAG OF BEANS feels it jiggle, and
the copy of The Curse of Strahd: Original Manga
“I am not my simpler kin,” Omu murmurs, not
Adaptation and a note appear within it.
unkindly. His huge inhuman eyes glitter with
amusement. Then he gestures and a bead of pale The note reads:
fire hovers above you. It’s a seed of chaos, slowly “I appreciate the exercise, but you simply must
growing. The Debtmonger asks, “So, you’re still in leave your poor manners for dealing with the
my house. Do you have a plan? Can I convince you vampires, not your friends! But fret not, you may
to just leave?” He appears genuinely curious. still count on my aid to get you through the worst
of Castle Ravenloft! Now that you know me as I am,
APOTH E O SI S when the Sun looms and looks and looks and looms,
you need merely ring my sanctum bell and I will
The strings of the world hum as Omu shrugs off happily make an appearance.”
the blow and rises into the air. “Fine. This is my
truth,” a towering voice growls. Blastwaves of
static rot the color out of the world; all through it PROCEED TO:
is that poisonous cherenkov blue, and everything End & Loot
gleams white in its wake. “I am Omu. The glitch.
The rot at the root. I am the death of nations, the
end of tyrants. I am the debt come due,” says the OM U D E F E AT E D
lean colorless giant as they set a delicate foot on
the cracking stone. They continue thoughtfully as As you strike the final blow, there is a low deep
they gesture their hammer to their side, “Law is not rolling tone, the sounding of a great strange bell.
good. Law is not kind. It cannot be. I am choice.” Below you, some massive thing begins to move. As
Omu slumps to the ground, he smirks at you as only
a frog can. “Be seeing you, citizen,” the Slaad-Lord

OUTRO
growls as he fades like ink on a burning page.

His gear clatters to the ground. You’ve bare

SCENES
moments to grab it before the glittering oil starts to
rise. As you run, you hear the bell toll again. Again.
Again. The lily pads are gone. There’s no exit.
As you drown slowly in the tar, you see it form a
towering obsidian figure. Omu.

PARTY WIPED O U T Players get the BELT OF HILL GIANT STRENGTH,


the GAUNTLETS OF OGRE POWER, and the
The hammer comes down. The world goes black. HAMMER OF THUNDERBOLTS. The party now has
You died. access to one of the only remaining item sets in this

463
one night strahd
OPTIONAL ENCOUNTERS
THE BLACK LAGOON

edition of Dungeons & Dragons . While not severely Adaptation , and can be found in ITEMS.
unbalancing, it will bear a few minutes talking with As the door closes, you see Omu silhouetted in
the party and explaining what they do. Players are the blue glow. He fades to just charcoal outlines as
able to split the set up amongst different characters, the space begins to fold up behind you. You think
of course, but the set bonus only works if they’re all perhaps he tips his hat.
attuned on one character.

Omu no longer helps this party. This is notated PROCEED TO:


in all the various places where Omu shows up
beyond this, but aside from scripted sequences he
End & Loot
will no longer offer aid to this party. Should they

END &
try to summon him, read the RAINBOWLESS
CONNECTION event for what happens.

LOOT
Read the following in Omu’s voice, as though
he is narrating as the DM:
You roll over. You cough up tar. You are ungrateful
in your whimpering terror. Slowly, you pull
yourselves up. It was not a dream. One of you
clutches my maul close. Let us see what use you put PLAYERS GENERALLY LEAVE with The
it to. I will be watching. Be seeing you. Curse of Strahd: Original Manga Adaptation ,
detailed in Items, unless they left before
PROCEED TO: encountering Omu. Alternatively, they’ll acquire
his gear if they defeat him, as detailed in the OMU
End & Loot DEFEATED section above. After this encounter, if
a bean from the BAG OF BEANS is planted at any
time during ACT III, Omu will show up per the
PARTY R ETREATED RAINBOWLESS CONNECTION event—what he
does depends on whether the party bargained with
“Ah, yes, well, good of you to come, good of you to him or defeated him.
go,” the Slaad-Lord says warmly. You’re ushered up
Finally, the characters gain the benefits of a short
and out.
rest, and then return to the normal encounter flow
As they leave, Omu will walk them up to the exit for either ACT I or ACT II, depending on when they
and answer one or two questions. On their way out, got here. They may opt to return to an encounter
Omu hands over the book he was reading, saying that they were in when they triggered this
it might provide a little insight into their situation, encounter or they may continue past it to the next
though he advises that things have gotten a lot one—but DMs are advised to encourage players to
weirder since that book was originally written. keep with an encounter if it would result in them
The book is The Curse of Strahd: Original Manga getting one of the Fated Treasures.

464
one night strahd

AFTER-
MATTER
one night strahd
AFTERMATTER

DOOMED SOULS
PREMADE CHARACTERS
AT A GLANCE all their mundane gear factored in. Thanks to its
neo-noir heritage and roots in classic D&D , One
Night Strahd ships with an unusually large number
of these premade characters, as both homage

O NE NIGHT STRAHD is gothic horror by


way of neo-noir, and neo-noir requires a
and precaution. Ranging from a duo of married
dwarven warriors to a faerie detective, any of these
motley cast of characters. Drawn into the snarl
characters is ready to use as a primary character or
of obligations and dystopian violence of Barovia,
a spare incarnation. They are presented in rough
each of these characters is built to stalk the ghost- order of complexity, and use no third party or
slick halls of Castle Ravenloft. Each has been homebrew content. In a few places, abilities have
condensed into a single page reference sheet with been adjusted or combined for space.

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one night strahd
AFTERMATTER
DOOMED SOULS

THE CHARACTERS
REDRESS THROUGH VIOLENCE PIP
1. (DWARVEN MONK, HE/HIM)
10. (ROGUE/WIZARD, SHE/HER)
PG.469 HIS ASTRAL FORM IS A BIGGER, ANGRIER PG.478 FAERIE DETECTIVE, WHICH IS SLANG FOR
DWARF. MARRIED TO BONN. CUTE THIEF.

BONN DREAD NECROMANCER EMERALD


2. (DWARVEN BARBARIAN, HE/HIM)
11.
(HUMAN ABJURER, SHE/HER)
PG.470 HIS ACTUAL SELF IS ALSO A BIGGER, PG.479 HER PARENTS HAD EXPECTATIONS.
ANGRIER DWARF. MARRIED TO REDRESS.

PALLAS WOLASTON THOMAS STARTLE


3. (HUMAN PALADIN, SHE/HER)
12.
(HUMAN HEXBLADE, HE/HIM)
PG.471 FIEND-BANISHING PALADIN. HERE FOR A PG.480 SURPRISINGLY CHARISMATIC!
QUICK SLAY.

OPEN QUESTION LANNHARD


4. (TORTLE CLERIC, HE/HIM)
13. (TORTLE BARD, HE/HIM)
PG.472 GERIATRIC HOLY TORTLE. PG.481 JUST A SIMPLE BARD,
JUST A FRIENDLY TURTLE DUDE. HERE TO RECORD A TALE OR TWO.

CERRY THE QUICK ANNIE SLIGHT


5. 14. (SATYR PALADIN/BARD, SHE/HER)
(HALF-ELF FIGHTER, SHE/HER)
PG.473 PG.482 ONE INCREDIBLY BUFF SATYR WITH TWO
RUNIC KNIGHT, QUICK ON HER FEET.
SCIMITARS AND 3RD-LEVEL SPELL SLOTS.

PURA ADELAIDE ARET


6. (TABAXI TRICKSTER, SHE/HER)
15.
(HALF-ELF WIZARD, HE/HIM)
PG.474 ANGRY CAT WITH A SHOTGUN. PG.483 WEAPONS & WIZARDRY.
RUNS A BOOKSTORE WITH HER MOMS.

PROSPER MATTHIAS RAYDELL


7. (TIEFLING FIGHTER, THEY/THEM)
16. (GNOMISH ARTIFICER, HE/HIM)
PG.475 GREATSWORD-WIELDING GLADIATOR. PG.484 TALLEST AND MOST VENGEFUL OF
THEY’RE FOND OF LEMON COOKIES. THE GNOMES.

AMANDA "SEASNAKE" SALZ AMARANTH SEVENSWORD


8. 17. (HALF-ELF MONK/CLERIC, SHE/HER)
(YUAN-TI CLERIC, SHE/HER)
PG.476 PG.486 A QUARRELSOME SCHOLAR WITH A
MORADIN-WORSHIPPING BUCCANEER.
BLADE OF OAK AND A HEART OF GOLD.

VETHE ACE HOLLYHEART


9. (ELVEN DRUID, SHE/HER)
18. (AASIMAR PALADIN/SORCERER/WARLOCK,
PG.477 MIGHTY GLADE-KNIGHT WITH A STAR MAP PG.487 HE/HIM)
AND MURDEROUS INTENT. THE BRIGHTEST LIGHT BURNS THE FASTEST.

468
one night strahd
AFTERMATTER
DOOMED SOULS

REDRESS THROUGH VIOLENCE


Dwarven Monk, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /45 18 40 +4
ASTRAL SELF
ABILITY STR DEX CON INT WIS CHA 6d8 Hit Dice

Simple Weapons,
MODIFIER -1 +4 +2 +0 +4 -1 Darkvision,
Poison Resistance

SIGNATURE
SAVES +2 +7 +2 +0 +4 -1 WEAPON:
Unarmed Strike

SKILLS Ki Points - 6/SHORT REST: OOOOOO


Acrobatics +7, Perception +7, Stealth +7, Insight +7, You can spend Ki Points to fuel Flurry of Blows, Step of
Alchemist's Supplies, Calligrapher's Supplies, the Mountain, Astral Self, and Stunning Strike. You have 6
Cartographer's Tools, Herbalism Kit, Poisoner's points per short rest and your Ki save DC is 15.
Kit, Stonecunning, Thieves' Tools, Tinker's Tools,
Astral Self (Bonus, 1 Ki point). You summon your mighty
Woodcarver's Tools astral self. Each creature of your choice that you can see
within 10 ft. of you must succeed on a DEX saving throw
(DC 15) or take 2d6 force damage. For 10 minutes, you gain
Unarmed Strike (Action). Melee Weapon Attack: +7 to hit, the following benefits:
reach 5 ft. Hit: 1d6 + 4 bludgeoning damage. This damage
counts as magical for the purpose of overcoming resistance Astral Sight. You can see normally in darkness, both
and immunity. You make two Unarmed Strikes when you magical and nonmagical, to a distance of 120 ft.
take the ATTACK action. You can make an additional
Unarmed Strike as a BONUS ACTION if you attack with an Astral Fists. You can use the spectral arms to make
Unarmed Strike or monk weapon on your turn. Unarmed Strikes, granting a range of 10 ft.

Stunning Strike (1 Ki Point). When you hit with a melee Wisdom of the Spirit. You have advantage on WIS
weapon attack, the target is stunned until the end of your (Insight) and CHA (Intimidation) checks.
next turn if it fails a CON saving throw (DC 15).
Word of the Spirit. When you speak, you can direct your
Flurry of Blows (Bonus Action, 1 Ki Point). After you take words to a creature of your choice that you can see within
the Attack action on your turn, make two Unarmed Strikes. 60 ft. of you, making it so only that creature can hear you.

Impervious Defense (Reaction). When you are hit by a Endless Spirit. You can use WIS in place of STR when
ranged weapon attack, you can use your reaction to destroy making STR checks and saving throws.
the projectile, reducing the damage by 1d10 + 10.
Step of the Mountain (Bonus, 1 Ki point). Take the
Disengage, Dodge, or Dash action, and your jump distance is
doubled for the turn.

Under the hood: Redress Through Violence is a condensed version of a 6th level Mountain Dwarf Way of the Astral Self Monk.

469
one night strahd
AFTERMATTER
DOOMED SOULS

BONN
Dwarven Barbarian, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /71 17 35 +2
BEAR
ABILITY STR DEX CON INT WIS CHA WARRIOR
6d12 Hit Dice
Medium Armor and
MODIFIER +4 +2 +4 -1 +0 -1 Shields, All Weapons,
Darkvision, Enduring

SIGNATURE
SAVES +7 +2 +7 -1 +0 -1 WEAPON:
Greatsword

SKILLS Danger Sense (PHB 48)


You have advantage on DEX saving throws against
Acrobatics +5, Athletics +7, Insight +3, Perception +3, effects that you can see while not blinded, deafened, or
Sleight of Hand +5, Stealth +5, Survival +3, incapacitated.
Mason’s Tools, Stonecunning Spirit Seeker
You can cast beast sense and speak with animals as rituals.

Rage (BONUS ACTION, PHB 46)

4/SHORT REST: OOOOOO


While raging, you have advantage on STR checks and saves
(not attacks), and +2 melee damage with STR weapons
for one minute. Rage ends early if you do not take or deal
damage during a round.

Enduring: While raging, you have resistance to all damage


except psychic damage.

Greatsword (Action). Melee Weapon Attack: +7 to hit,


reach 5 ft. Hit: 2d6 + 4 slashing damage. You make two
attacks when you take the ATTACK action.

Reckless Attack (PHB 48). When you make your first attack
on your turn, you can decide to attack recklessly, giving you
advantage on melee weapon attack rolls using STR during
this turn, but attack rolls against you have advantage until
your next turn.

Under the hood: Bonn is a level 6 Mountain Dwarf Totem Warrior Barbarian that uses the Bear(L3) and Tiger(L6) totem options.
He wears half plate and uses a greatsword.

470
one night strahd
AFTERMATTER
DOOMED SOULS

PALLAS WOLASTON
Human Paladin, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /58 20 30 +5
THE WATCHER
ABILITY STR DEX CON INT WIS CHA 6d10 Hit Dice

All Weapons and


MODIFIER +4 -1 +3 -1 -1 +3 Armor, Disease
Immunity

SIGNATURE
SAVES +7 +2 +6 +2 +5 +9 WEAPON:
Divine Smite

SKILLS Lay On Hands (Action) ___/ 30. You have a pool of 30 HP


per long rest that can be used to heal a touched creature.
Athletics +7, Deception +6, Intimidation +6, Expending 5 HP allows you to end a poison or disease.
Persuasion +6, Sleight of Hand +2,
Aura of Protection. You and allies within 10 ft. of you get
Disguise Kit, Thieves' Tools
+3 to all saves.

Morningstar (Action): Melee Weapon Attack: +7 to hit,


Divine Sense - 4 SLOTS: OOOO
Until the end of your next turn, you know the location
reach 5 ft. Hit: 1d8 + 6 piercing damage. You make two
of any celestial, fiend, or undead within 60 ft. not behind
attacks when you take the Attack action.
total cover.
Divine Smite: When you hit with a melee weapon attack,
Spellcasting (PHB 98). You can cast prepared paladin
you can expend one spell slot to deal 2d8 extra radiant
damage to the target, plus 1d8 for each spell level higher
spells using CHA as your spellcasting modifier (spell
than 1st and plus 1d8 against undead or fiends. save DC 14, spell attack +7). You regain spell slots on
a long rest.
Channel Divinity (Action): You can use one Channel Divinity
effect per short rest from the following options: CANTRIPS:
Abjure the Extraplanar. Each aberration, celestial, Mind sliver
elemental, fey, or fiend within 30 ft. of you must succeed
on a WIS saving throw (DC 14) or be turned for 1 minute
or until it takes damage. It must spend its turns trying to
1ST LEVEL - 4 SLOTS: OOOO
move as far away from you as it can and can’t willingly
Alarm, ceremony, shield, detect magic, protection from
end its move in a space within 30 feet of you. For its good and evil, thunderous smite
action, it can only Dash or try to end an effect that
prevents it from moving. If there’s nowhere to move, it
can Dodge.
2ND LEVEL - 2 SLOTS: OO
Find steed, lesser restoration, moonbeam, see invisibility,
Watcher’s Will. Choose up to 3 creatures you can see warding bond
within 30 ft. For 1 minute, you and the chosen creatures
Aberrant Dragonmark (ERLW 52): You know mind sliver
have advantage on Intelligence, Wisdom, and Charisma
saving throws.
and shield. Additionally, you can cast shield once per
short rest without expending a spell slot.
Harness Divine Power (Bonus, 1/long rest). You can
expend a use of your Channel Divinity to regain one
expended spell slot of up to 2nd level.

Under the hood: Pallas is a Variant Human Oath of the Watchers Paladin using the Aberrant Dragonmark feat granting shield and mind
sliver and the Dueling fighting style. She wears full plate and uses a shield. Some of her abilities have been aggressively abridged.

471
one night strahd
AFTERMATTER
DOOMED SOULS

OPEN QUESTION
Tortle Cleric, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /51 19 30 +0
LIFE CLERIC
ABILITY STR DEX CON INT WIS CHA 6d8 Hit Dice

SIGNATURE
MODIFIER -1 +0 +3 +2 +4 -1 SPELLS:
Spiritual weapon,
aura of vitality,
SAVES -1 +0 +3 +2 +7 +2 guiding bolt,
guidance

SKILLS Spellcasting (PHB 58). You can cast prepared cleric


spells using WIS as your spellcasting modifier (spell save
Insight +7, Perception +7 (Passive 22), Survival DC 15, spell attack +7) and any ritual spells you have
+7, Arcana +5, Religion +5, Alchemist’s Supplies, prepared. You regain spell slots on a long rest.
Herbalism Kit
CANTRIPS
Guidance, sacred flame, light, resistance
Sacred Flame (Action): Spell Effect: DC 15 Dex save, one

OOOO
target, ignores cover, range 60 ft. Fail: 2d8 radiant damage.
1ST LEVEL - 4 SLOTS:
Channel Divinity (Action). You can use Channel Divinity Guiding bolt, healing word, sanctuary, protection from
twice per short rest. You have the following options: good and evil, bless, cure wounds, detect magic (ritual),
ceremony (ritual)
Turn Undead. Each undead that can see or hear you

OOO
within 30 feet of you must succeed on a WIS saving throw
(DC 15) or be turned for 1 minute or until it takes any 2ND LEVEL - 3 SLOTS:
damage. A turned creature must spend its turns trying to Spiritual weapon, warding bond, lesser restoration,
move as far away from you as it can, and it can’t willingly augury (ritual), lesser restoration, silence (ritual)
move to a space within 30 feet of you. It also can’t take
reactions. For its action, it can only Dash or try to end an
effect that prevents it from moving. If there’s nowhere to
3RD LEVEL - 3 SLOTS: OOO
Spirit guardians, aura of vitality, beacon of hope,
move, the creature can Dodge.
dispel magic
Preserve Life. You can restore 30 HP. Choose any
Observant (PHB 168). You have a +5 bonus to your
creatures within 30 ft. of you, and divide those hit points
passive Perception and passive Investigation scores.
among them. This feature can restore a creature to no
more than half of its hit point maximum. Blessed Healer (PHB 60). When you cast a spell of 1st
level or higher that restores HP to a creature other than
Harness Divine Power (Bonus, 2/long rest). You can
you, you regain HP equal to 2 + the spell’s level.
expend a use of your Channel Divinity to regain one
expended spell slot of up to 2nd level. Disciple of Life (PHB 60). Whenever you use a spell of
1st level or higher to restore HP, the creature regains
Plated Shell. Your shell gives you an AC of 17. You can use
additional HP equal to 2 + the spell’s level.
a shield and apply its bonus. You cannot wear other armor.

Under the hood: Open Question is a Life Domain Cleric Tortle with the Obser vant feat. He uses a shield and the native defense of being a
tortle. Many tortle abilities were omitted, but are available to Open Question with the Tortle Package.

472
one night strahd
AFTERMATTER
DOOMED SOULS

CERRY THE QUICK


Half-Elf Fighter, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /58 19 30 +5
RUNIC KNIGHT
ABILITY STR DEX CON INT WIS CHA 8d10 Hit Dice

All Weapons and


MODIFIER -1 +5 +3 -1 +3 -1 Armor, Darkvision,
Blindsight

SIGNATURE
SAVES +2 +5 +6 -1 +3 -1 WEAPON:
Rapier

SKILLS Rune Carver (TCoE 44). You bear the runes of Stone and
Fire. Activating a rune disables all functions of that rune
Acrobatics +8, Athletics +2, Insight +6, Perception until you complete a short or long rest.
+6, Stealth +8, Herbalism Kit, Smith’s Tools,
Stone Rune Passive (Rune). You have advantage on WIS
Thieves’ Tools (Insight) checks, and darkvision with a range of 120 ft.

Activate Stone Rune (Rune, Reaction). When a creature you


Rapier (Action). Melee Weapon Attack: +8 to hit, reach 5 ft. can see ends its turn within 30 ft. of you, you can force the
Hit: 1d8 + 5 piercing damage. You make two attacks when creature to succeed on a WIS saving throw (DC 14) or be
you take the ATTACK action. charmed by you for 1 minute. While charmed in this way, the
creature has a speed of 0 and is incapacitated. The creature
Action Surge (Special). Once per short rest, you can take repeats the saving throw at the end of each of its turns,
one additional action on your turn. ending the effect on a success.
Blind Fighting (TCoE41). You have blindsight with a range Fire Rune Passive (Rune). Your proficiency bonus is doubled
of 10 ft. Within that range, you can effectively see anything for any ability check that uses your proficiency with a tool.
that isn’t behind total cover, even if you’re blinded or in
darkness or it is invisible. Activate Fire Rune (Rune, Special). When you hit a creature
with an attack using a weapon, you can invoke the rune to
Giant’s Might (Bonus, TCoE 45). You gain the following summon fiery shackles. The target takes an extra 2d6 fire
benefits, which last for 1 minute:
damage, and it must succeed on a STR saving throw (DC 14)
• If you are smaller than Large, you become Large,
or be restrained for 1 minute. While restrained, the target
along with anything you are wearing.
takes 2d6 fire damage at the start of each of its turns. The
• You have advantage on Strength checks and saving
target can repeat the saving throw at the end of each of its
throws.
turns, ending the effect on a success.
• Once on each of your turns, one of your attacks
deals an extra 1d6 damage to a target on a hit. Second Wind (Bonus, PHB 72). Once per short rest, you
You can use this feature 3 times, and you regain all expended regain 1d10 + 6 HP.
uses of it when you finish a long rest.

Fey Ancestry. You have advantage on saving throws against


being charmed, and magic can’t put you to sleep.

Elven Accuracy (XGtE 74). Whenever you have advantage


on an attack roll using your DEX, WIS, INT, or CHA, you can
reroll one of the dice once.

Under the hood: Cerr y is a Rune Knight Fighter Half-Elf. She uses a rapier, shield, and studded leather.

473
one night strahd
AFTERMATTER
DOOMED SOULS

PURA ADELAIDE
Tabaxi Trickster, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /45 17 30 +5
ARCANE
ABILITY STR DEX CON INT WIS CHA TRICKSTER
6d8 Hit Dice

MODIFIER -1 +5 +2 +2 +1 -1 Light Armor, All


Weapons, Darkvision

SIGNATURE
SAVES -1 +8 +2 +5 +1 -1 WEAPON:
Shotgun

SKILLS Spellcasting (PHB 98). You can cast known wizard spells
using INT as your spellcasting modifier (spell save DC 13,
Acrobatics +11, Arcana +8, History +5, spell attack +5). You regain spell slots on a long rest.
Investigation +8, Perception +4, Stealth +11
CANTRIPS
Minor illusion, message, shocking grasp
Shotgun (Action). Ranged Weapon Attack: +8 to hit, range
30/90 ft. Hit: 2d8 + 5 piercing damage, and can trigger 1 ST LEVEL - 3 SLOTS: OOO
Sneak Attack. The shotgun has these properties: Reload (2 Find familiar (owl only), shield, absorb elements,
shots), Two-Handed, Range. magic missile

Cunning Action (Bonus Action). You can take a bonus Mage Hand Legerdemain (PHB 98). You can make mage
action on each of your turns to take the Dash, Disengage, or hand invisible, stow or retrieve objects, pick locks, or disarm
Hide action. traps at range. You can disguise this with a Sleight of Hand
check, and you can also use your Cunning Action to control
Steady Aim (Bonus Action). As a bonus action, you give the hand.
yourself advantage on your next attack roll on the current
turn. You can use this bonus action only if you haven’t Gunner (TCoE 80). You ignore the loading property of
moved during this turn, and after you use the bonus action, firearms. Being within 5 ft. of a hostile creature doesn't
your speed is 0 until the end of the current turn. impose disadvantage on your ranged attack rolls.

Uncanny Dodge (Reaction). When an attacker that you can


see hits you with an attack, you can use your reaction to
halve the attack’s damage against you.

Sneak Attack (PHB 96). Once per turn, you can deal an
extra 3d6 damage to one creature you hit with an attack
with a finesse or ranged weapon, including your shotgun,
if you have advantage on the attack roll or another ally is
within 5 ft. of the target and isn’t incapacitated.

Under the hood: Pura is an Arcane Trickster Rogue in leather armor who uses the custom lineage rules and the Gunner feat.

474
one night strahd
AFTERMATTER
DOOMED SOULS

PROSPER
Tiefling Fighter, they/them

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /52 18 30 +0
BATTLE-
ABILITY STR DEX CON INT WIS CHA MASTER
8d10 Hit Dice

MODIFIER +5 +0 +2 +2 -1 +0 All Armor and


Weapons, Darkvision

SIGNATURE
SAVES +8 +0 +5 +5 -1 +0 WEAPON:
Greatsword

SKILLS Combat Superiority (PHB 73): Maneuvers are powered by


superiority dice and enhance an attack in some way. You can
Athletics +8, Arcana +5, History +5, Investigation +5, only use one maneuver per attack.
Cook’s Utensils, Cartographer’s Tools
Maneuvers - 5 DICE (D8): OOOOO
Greatsword (Action). Melee Weapon Attack: +8 to hit, Brace (Special). When a creature you can see moves
reach 5 ft. Hit: 2d6 + 5 slashing damage. You make two into your reach, you can use your reaction to expend one
attacks when you take the ATTACK action. superiority die and make one attack against the creature.
If the attack hits, add the superiority die to the weapon’s
Action Surge (PHB 72). Once per short rest, you can take damage roll.
one additional action on your turn.
Commander’s Strike (Bonus). When you take the
Great Weapon Master (Special, PHB 167). ATTACK action, you can forgo one of your attacks and use
• On your turn, when you score a critical hit with a a bonus action to direct an ally that can see and hear you
melee weapon or reduce a creature to 0 HP with
to strike using its reaction, adding the superiority die to the
one, you can make a melee attack as a bonus action.
damage roll.
• Before you make a melee attack with a heavy
weapon, you can take a -5 penalty to the attack roll Precision Attack (Special). When you make a weapon
to add +10 to the attack's damage if it hits. attack roll, you can expend one superiority die to add it to
the roll before or after the roll but before any effects are
Slasher (Special, TCoE 81).
applied.
• Once per turn when you hit a target with an attack
that deals slashing damage, you can reduce its speed Grappling Strike (Bonus). Immediately after you hit a
by 10 feet until the start of your next turn.
creature with a melee attack on your turn, you can expend
• When you score a critical hit that deals slashing one superiority die and then try to grapple the target as
damage to a creature, you grievously wound it. a bonus action. Add the superiority die to your Strength
Until the start of your next turn, the target has (Athletics) check.
disadvantage on all attack rolls.

Second Wind (Bonus, PHB 72). Once per short rest, you
regain 1d10 + 6 HP.

Under the hood: Prosper is a Battlemaster Fighter using custom lineage with a slightly modified version of Superior Technique to reduce
book-keeping, the Great Weapon Master feat, and Slasher feat. They use a greatsword and full plate.

475
one night strahd
AFTERMATTER
DOOMED SOULS

AMANDA “SEASNAKE” SALZ


Yuan-ti Cleric, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /51 22 30 -1
FORGE SAINT
ABILITY STR DEX CON INT WIS CHA 6d8 Hit Dice

Simple Weapons and


MODIFIER +3 -1 +3 -1 +4 -1 All Armor, Darkvision,
Mighty Defenses

SIGNATURE
SAVES +3 -1 +3 -1 +7 +2 SPELL:
Spiritual weapon

SKILLS Spellcasting (PHB 58). You can cast prepared cleric spells
using WIS as your spellcasting modifier (spell save DC 15,
Athletics +7, Perception +7, Medicine +7, Insight +7, spell attack +7) and any ritual spells you have prepared. You
Navigator’s Tools, Smith’s Tools, Abyssal, Draconic regain spell slots on a long rest.

CANTRIPS
Guidance, sacred flame, light, resistance
Sacred Flame (Action): Spell Effect: DC 15 Dex save, one
target, ignores cover, range 60 ft. Fail: 2d8 radiant damage.

Forge Hammer (Action). Melee Weapon Attack: +6 to hit,


1ST LEVEL - 4 SLOTS: OOOO
Guiding bolt, healing word, sanctuary, searing smite, shield
reach 5 ft. Hit: 1d6 + 3 piercing damage. of faith, ceremony (ritual), identify (ritual)
Channel Divinity (Action). You can use Channel Divinity
twice per short rest. You have the following options: 2ND LEVEL - 3 SLOTS: OOO
Spiritual weapon, heat metal, magic weapon, augury (ritual),
Turn Undead. Each undead within 30 feet of you must silence (ritual)
succeed on a WIS saving throw (DC 15) or be turned for
1 minute or until it takes any damage. A turned creature
must spend its turns trying to move as far away from you as 3RD LEVEL - 3 SLOTS: OOO
it can, and it can’t willingly move to a space within 30 feet Spirit guardians, aura of vitality, elemental weapon,
of you. It also can’t take reactions. For its action, it can only protection from energy, remove curse
Dash or try to end an effect that prevents it from moving. If
there’s nowhere to move, the creature can Dodge. Blessing of the Forge (XGtE 19). Once per long rest, you
can imbue a nonmagical weapon or armor. Until you use
Harness Divine Power (Bonus, 2/long rest). You can expend this ability again or you die, the object grants a +1 bonus
a use of your Channel Divinity to regain one expended spell to either AC or attack and damage rolls. You start with this
slot of up to 2nd level. applied to your shield.

Mighty Defenses (VGtM Yuan-Ti, XGtE 19). You are


immune to poison damage and the poisoned condition. You
have advantage on saving throws against spells and other
magical effects. Finally, you gain resistance to fire damage
and while wearing heavy armor, you gain a +1 bonus to AC
(included above).

Under the hood: Amanda is a Forge Domain Cleric Yuan-ti. Mighty Defenses condenses Yuan-Ti abilities and Soul of the Forge for space.
Her AC derives from a conjunction of full plate, a shield, Blessings of the Forge, and Mighty Defenses.

476
one night strahd
AFTERMATTER
DOOMED SOULS

VETHE
Elven Druid, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /51 19 30 +2
GLADE
ABILITY STR DEX CON INT WIS CHA KNIGHT
6d8 Hit Dice

MODIFIER -1 +2 +3 +0 +4 -1 Medium Armor,


Druid Weapons,
Darkvision,

-1 +2 +3 +3 +7 -1
Necrotic Resistance
SAVES

SKILLS Spellcasting (PHB 58). You can cast prepared druid spells
using WIS as your spellcasting modifier (spell save DC 15,
Acrobatics +5, Insight +7, Perception +7, spell attack +7) and any ritual spells you have prepared. You
Sleight of Hand +5, Survival +7, Druidic, Elvish, regain spell slots on a long rest.
Herbalism Kit, Thieves’ Tools CANTRIPS
Guidance, shillelagh (always cast), druidcraft, poison spray

Shillelagh (Action). Melee Weapon Attack: +7 to hit, Star Map - 3 USES: OOO
reach 5 ft. Hit: 1d8 + 4 bludgeoning damage. You can cast guiding bolt 3 additional times per long rest.
Cosmic Omen (TCoE) - 3/LONG REST: OOO 1ST LEVEL - 4 SLOTS: OOOO
Whenever you finish a long rest, roll a die. On even, you gain Guiding bolt, healing word, protection from good and evil,
WEAL. On odd, you instead gain WOE. goodberry
Whenever a creature you can see within 30 ft. of you is
about to make an attack roll, saving throw, or ability check, 2ND LEVEL - 3 SLOTS: OOO
you can use your reaction to expend a Weal or Woe. Roll a Healing spirit, heat metal, pass without trace, spike growth

OOO
d6 and add (if Weal) or subtract (if Woe) the number rolled
from the total. 3RD LEVEL - 3 SLOTS:

OO
Aura of vitality, summon fey
Wild Shape (Action) - 2/SHORT REST:
You can assume the shape of a beast that you have seen, up Starry Form (Bonus, TCoE 38). You can expend a use of
to a max of CR ½ with no fly speed. This lasts for 3 hours, your Wild Shape feature to take on an aspect. This lasts for
until you end it with a bonus action, or you hit 0 hit points. 10 minutes, and you shed bright light in a 10-foot radius and
When it ends, you revert to your normal form. dim light for 10 feet.

Mother Night’s Blessing (Bonus, MToF 63). Once per long Pick one of the following aspects:
rest, you can teleport up to 30 ft. to an unoccupied space
you can see. You gain resistance to all damage until the start Archer: On activation and as a bonus action, you can make a
of your next turn. ranged spell attack (60 ft.) dealing 1d8 + 4 radiant damage.

Elven Accuracy (XGtE 74). Whenever you have advantage Chalice: When you cast a spell that restores hit points, you
on an attack roll using DEX, WIS, INT, or CHA, you can or a creature within 30 ft. regains 1d8 + 4 hit points.
reroll one of the dice once.
Dragon: When you make an INT or a WIS check or a CON
Fey Ancestry. You have advantage on saves against being saving throw to maintain concentration on a spell, you can
charmed. treat a roll of 9 or lower on the d20 as a 10.

Under the hood: Vethe is a Shadar-Kai Circle of Stars Druid who uses the Elven Accuracy feat. She uses half plate and a shield,
relying on shillelagh for her weapon.

477
one night strahd
AFTERMATTER
DOOMED SOULS

PIP
Rogue/Wizard, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /43 17 30 +7
FAERIE
ABILITY STR DEX CON INT WIS CHA DETECTIVE
4d8+2d6 Hit Dice

MODIFIER -1 +4 +2 +3 +0 +0 Light Armor, Rogue


Weapons

SIGNATURE
SAVES -1 +7 +2 +6 +0 +0 SPELL:
Hunter’s mark

SKILLS Mage Hand Legerdemain (PHB 98): You can make mage
hand invisible, stow or retrieve objects, pick locks, or disarm
Acrobatics +7, Arcana +6, Sleight of Hand +10, traps at range. You can disguise this with a Sleight of Hand
Stealth +7, Investigation +9, Dwarvish, Sylvan, check, and you can also use your Cunning Action to control
the hand.
Thieves’ Cant, Thieves’ Tools
Spellcasting (PHB 98): You can cast wizard spells and ritual
spells using INT as your spellcasting modifier (spell save DC
Twin Daggers (Action). Weapon Attack: +8 to hit, reach 5 14, spell attack +6). You regain spell slots on a long rest.
ft or range 30/90 ft. Hit: 1d4 + 4 piercing damage, and can
trigger Sneak Attack. CANTRIPS
Booming blade, light, message, mage hand, mind sliver, mage
Cunning Action (Bonus). You can take a bonus action on hand, minor illusion
each of your turns to take the Dash, Disengage, or Hide
action. FEY-TOUCHED

Two-Weapon Fighting (Bonus). As a bonus action, you Hunter's mark O O


Misty step
make a melee attack with your off-hand weapon. This attack
doesn’t add DEX to damage. LEVEL - 4 SLOTS: O O O O
1 ST
Find familiar (ritual), shield, absorb elements, magic missile,
Sneak Attack (PHB 96). Once per turn, you can deal an mage armor (cast), detect magic (ritual), hunter’s mark,
extra 3d6 damage to one creature you hit with an attack protection from evil and good, hideous laughter, silent image
with a finesse or ranged weapon if you have advantage on
the attack roll or another ally is within 5 ft. of the target and 2 ND LEVEL - 2 SLOTS: OO
isn’t incapacitated. Misty step

CHRONAL SHIFT - 2/LONG REST: OO Arcane Recovery (Special). Once per day, when you finish a
After you or a creature you can see within 30 ft. of you short rest, you can recover a 1st-level spell slot.
makes an attack roll, an ability check, or a saving throw, you
can force the creature to reroll. You make this decision after
you see whether the roll succeeds or fails. The target must
use the result of the second roll.

Batlike Familiar. You maintain a fey familiar that takes the


shape of a little bat-winged pixie carved out of ivory, and
uses the statistics of a BAT.

Under the hood: Pip is a Variant Human Arcane Trickster Rogue 4/Chronurgy Wizard 2 using the Fey-Touched (Intelligence) feat.
She uses mage armor, which is factored into her AC, with a slot marked for having cast it.

478
one night strahd
AFTERMATTER
DOOMED SOULS

DREAD NECROMANCER EMERALD


Human Abjurer, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /44 15 30 +2
ABJURER
ABILITY STR DEX CON INT WIS CHA 6d6 Hit Dice

SIGNATURE
MODIFIER -1 +2 +3 +4 -1 +0 SPELL:
Counterspell

SIGNATURE
SAVES -1 +2 +2 +7 +2 +0 ABILITY:
Arcane Ward

SKILLS Spellcasting (PHB 98): You can cast known wizard spells
using INT as your spellcasting modifier (spell save DC 15,
Arcana +7, History +7, Religion +7, spell attack +7). You regain spell slots on a long rest.
Sleight of Hand +5, Stealth +5
CANTRIPS
Minor illusion, message, chill touch, mind sliver
Chill Touch (Action). Ranged Spell Attack: +7 to hit, range AT WILL
120 ft. Hit: 2d8 necrotic damage, and the target cannot Mage armor (abjuration, self only)
regain hit points until the start of your next turn. If the
target is undead, they have disadvantage on attack rolls
against you until the end of your next turn.
1 ST LEVEL - 4 SLOTS: OOOO
Absorb elements (abjuration), shield (abjuration), find
familiar (ritual), detect magic (ritual)
Arcane Ward (Special) ____ / 16. You are surrounded by
a mystic ward. The ward has 16 max HP, and takes damage
instead of you until it reaches 0 HP. Whenever you cast an
2 ND LEVEL - 3 SLOTS: OOO
Mirror image, pyrotechnics, see invisibility, Tasha’s mind
abjuration spell of 1st level or higher, such as mage armor, whip, augury (ritual)
the ward regains HP equal to twice the level of the spell.

Projected Ward. When a creature that you can see within 30


3 RD LEVEL - 3 SLOTS: OOO
Counterspell (abjuration), hypnotic pattern, summon
ft. of you takes damage, you can use your reaction to cause shadowspawn, Leomund’s tiny hut (ritual)
your Arcane Ward to absorb that damage. If this damage
reduces the ward to 0 hit points, the warded creature takes Arcane Recovery (Special). Once per day, when you finish
any remaining damage. a short rest, you can recover up to 3 spell levels worth of
spell slots.
Owl Familiar. You maintain a cheerful little celestial OWL
familiar.

Under the hood: Em is a Variant Human Abjurer Wizard, with the Eldritch Adept feat. She has mage armor up at all times.

479
one night strahd
AFTERMATTER
DOOMED SOULS

THOMAS STARTLE
Human Hexblade, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /45 19 30 +5
HEXBLADE
ABILITY STR DEX CON INT WIS CHA 6d8 Hit Dice

MODIFIER -1 +2 +2 +0 +0 +5 Medium Armor and


Shields, Darkvision

PACT WEAPON:
SAVES -1 +2 +2 +0 +3 +8 Rapier

SKILLS Pact Magic (PHB 107): You can cast known warlock spells
using CHA as your spellcasting modifier (spell save DC 16,
Persuasion +8, Intimidation +8, Acrobatics +5, spell attack +8). You regain spell slots on a short rest.
Arcana +3, Dwarvish, Infernal, Giant
CANTRIPS
Eldritch blast, mind sliver, minor illusion
Rapier (Action). Ranged Weapon Attack: +8 to hit, reach FEY-TOUCHED - 1/LONG REST EACH
5 ft. Hit: 1d8 + 5 piercing damage. You make two attacks
when you take the ATTACK action. Hex O Misty step O
Cloak of Flies (Bonus, XGtE 56). Once per short rest, you 3 RD LEVEL - 2 SLOTS/SHORT REST: OO
surround yourself with a 5 ft. aura of flies that grants you Hex, shield, misty step, armor of agathys, wrathful
advantage on Intimidation checks, but disadvantage on all smite, invisibility, mirror image, counterspell, summon
other CHA checks. A creature that starts its turn in the aura shadowspawn, thunderstep
takes 5 poison damage. This lasts until dismissed.
Hex Warrior (XGtE 55). You gain proficiency with medium
Maddening Hex (Bonus, XGtE 57). You can deal 5 psychic armor, shields, and martial weapons. Whenever you finish a
damage to a target cursed by your hex spell or Hexblade’s long rest, you can touch one weapon that you are proficient
Curse that you can see if it is within 30 ft, and also to with and that lacks the two-handed property. With that
creatures of your choice within 5 ft. of the target. weapon, you can use your CHA modifier for the attack and
damage rolls until you finish your next long rest. You can
Hexblade’s Curse (Bonus, XGtE 55). Once per short rest, also use your CHA modifier for the attack and damage rolls
choose one creature you can see within 30 ft. to curse it for any of your pact weapons if you have that feature.
for 1 minute (or until the target dies, you die, or you are
incapacitated). Against the cursed target, you gain a +3
bonus to damage rolls, score a critical hit on a roll of 19 or
20, and you regain 11 HP if it dies.

Under the hood: Thomas is a Hexblade Pact of the Blade Warlock who uses the custom lineage rules and the Fey-touched feat. Accursed
spectre is omitted because there are no non-player humanoids. He uses half plate and a shield.

480
one night strahd
AFTERMATTER
DOOMED SOULS

LANNHARD
Tortle Bard, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /45 17 30 +5
COLLEGE
ABILITY STR DEX CON INT WIS CHA OF LORE
6d8 Hit Dice

-1 +0 +3 -1 +2 +4
Light Armor
MODIFIER
SIGNATURE
SPELLS:
Guiding bolt,
SAVES -1 +3 +3 -1 +2 +7 heat metal

SKILLS Spellcasting (PHB 98): You can cast known bard spells using
CHA as your spellcasting modifier (spell save DC 15, spell
Deception +7, Insight +5, Intimidation +7, attack +7). You regain spell slots on a long rest.
Medicine +5, Perception +8, Persuasion +10,
CANTRIPS
Survival +5, Stealth +3 Mending, message, vicious mockery

FEY-TOUCHED - 1/LONG REST EACH


Lannhard relies primarily on aggressively using spells of 1st
level or higher, but does fall back on vicious mockery. Dissonant whispers O O Misty step

Bardic Inspiration (BONUS) 1STLEVEL - 4 SLOTS: O O O O


4/SHORT REST: OOOO Dissonant whispers, guiding bolt, healing word,
hideous laughter
A creature (other than yourself) within 60 ft. that can hear
you gains a Bardic Inspiration die (1d8). For 10 minutes, the
creature can add it to one ability check, attack roll, or saving
2ND LEVEL - 3 SLOTS: OOO
Heat metal, mirror image, misty step, pyrotechnics,
throw. This can be added after seeing the roll, but before silence (ritual)
knowing the outcome.

Cutting Words (Reaction). As a reaction when a creature


3RD LEVEL - 3 SLOTS: OOO
Catnap, hypnotic pattern, leomund’s tiny hut (ritual),
(that's not immune to being charmed) you can see within 60
counterspell
ft. makes an attack roll, ability check, or damage roll, you
can expend one use of Bardic Inspiration, roll the die, and Jack of All Trades (PHB 54). You can add half your
subtract the number from the creature's roll. You can do so proficiency bonus, rounded down (+1), to any ability check
after the roll but before knowing the result. you make that doesn’t already include it.
Plated Shell. Your shell gives you an AC of 17. You can use a Song of Rest (PHB 54). If you or any friendly creatures who
shield and apply its bonus. You cannot wear other armor. can hear your performance regain hit points at the end of the
short rest by spending one or more Hit Dice, each of those
creatures regains an extra 1d6 hit points.

Under the hood: Lannhard is a Tortle Lore Bard with the Fey-Touched feat. He uses the natural defenses of a Tortle.

481
one night strahd
AFTERMATTER
DOOMED SOULS

ANNIE SLIGHT (FEY)


Satyr Paladin/Bard, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /54 18 35 +0
SKALD
ABILITY STR DEX CON INT WIS CHA 2d10+4d8 Hit Dice

All Weapons and


MODIFIER +4 -1 +3 -1 -1 +3 Armor, Darkvision,
Magic Resistance

SIGNATURE
SAVES +4 -1 +3 -1 +2 +6 WEAPON:
Twin Scimitars

SKILLS Spellcasting (PHB 98): You can cast spells using CHA as
your spellcasting modifier (spell save DC 14, spell attack +6).
Athletics +10, Deception +9, Persuasion +6, You regain spell slots on a long rest.
Intimidation +6, Performance +6,
CANTRIPS
Alchemist’s Supplies, Elvish, Sylvan Minor illusion, message, mage hand

Twin Scimitars (Action). Melee Weapon Attack: +7 to hit,


1ST LEVEL - 4 SLOTS: OOOO
Dissonant whispers, ceremony, healing word, hideous
reach 5 ft. Hit: 1d6 + 4 slashing damage.
laughter, protection from evil and good, shield of faith,
Two Weapon Fighting (Bonus). Make an attack with your thunderous smite
off-hand weapon, adding your STR as normal due to your
fighting style.
2 ND LEVEL - 3 SLOTS: OOO
Location object, see invisibility, pyrotechnics, silence (ritual)
Divine Smite (Special). When you hit with a melee weapon
attack, you can expend one spell slot to deal 2d8 extra 3 RD LEVEL - 2 SLOTS: OO
radiant damage to the target, plus 1d8 for each spell level Upcast any spells and divine smite only.
higher than 1st and plus 1d8 against undead or fiends.
Magic Resistance (MOoT 25). You have advantage on
FLYTING (BONUS) - 3/LONG REST: OOO saving throws against spells and other magical effects.
As a bonus action, a creature (other than yourself) within 60
ft. that can hear you gains a Flyt Die (1d6). For 10 minutes, Lay On Hands (Action) ___/ 10. You have a pool of 10 HP
the creature can add it to one ability check, attack roll, or per long rest that can be used to heal a touched creature.
saving throw. This can be added after seeing the roll, but Expending 5 HP allows you to end a poison or disease.
before knowing the outcome.
Jack of All Trades (PHB 54). You can add half your
Flourishes. When you take the Attack action, your speed proficiency bonus, rounded down (+1), to any ability check
increases by 10 ft. until the end of the turn. If an attack hits, you make that doesn’t already include it.
you can spend a use of Flyting to pick a flourish:
Song of Rest (PHB 54). If you or any friendly creatures who
Defensive (Special). Deal extra damage equal to the can hear your performance regain hit points at the end of the
number you roll on the die. You also add the number to short rest by spending one or more Hit Dice, each of those
your AC until the start of your next turn. creatures regains an extra 1d6 hit points.
Slashing Flourish (Special). Deal extra damage equal to
the number you roll on the die, to the target you hit and to
any other creature within 5 ft. of you.

Under the hood: Annie’s a Satyr Paladin 2/College of Swords Bard 4 with abilities abridged or reflavored. She wears full plate.

482
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AFTERMATTER
DOOMED SOULS

ARET
Half-elf Wizard, they/them

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /44 17 35 +4
BLADE
ABILITY STR DEX CON INT WIS CHA SINGER
6d8 Hit Dice
One-Handed
MODIFIER -1 +4 +3 +3 -1 -1 Weapons, Light Armor,
Darkvision

SIGNATURE
SAVES -1 +4 +3 +6 +2 -1 WEAPON:
Twin Scimitars

SKILLS Spellcasting (PHB 98): You can cast known wizard spells
using INT as your spellcasting modifier (spell save DC 14,
Arcana +7, History +7, Acrobatics +6, Stealth +6, spell attack +6). You regain spell slots on a long rest.
Performance +2, Draconic, Primordial, Elvish,
CANTRIPS
Celestial Message, booming blade, minor illusion, chill touch

Twin Scimitars (Action). Melee Weapon Attack: +7 to hit,


1 ST LEVEL - 3 SLOTS: OOO
Mage armor (cast), shield, absorb elements, find familiar
reach 5 ft. Hit: 1d6 + 4 slashing damage. You make two (ritual), detect magic (ritual)
attacks when you take the Attack action, or you can cast a
cantrip in place of one of these attacks 2 ND LEVEL - 3 SLOTS: OOO
Mirror image, pyrotechnics, see invisibility, shadow blade
Two-Weapon Fighting (Bonus). As a bonus action, you
make a melee attack with your off-hand weapon. This attack
doesn’t add DEX to damage.
3RD LEVEL - 3 SLOTS: OOO
Haste, fireball, counterspell
BLADESONG (BONUS, TCOE) - 3/LONG REST: OO O Elven Accuracy (XGtE 74). Whenever you have advantage
You start a Bladesong, which lasts for 1 minute. It ends early
on an attack roll using DEX, INT, WIS, or CHA, you can
if you are incapacitated or if you use two hands to make an
reroll one of the dice once.
attack with a weapon.
While bladesinging, gain a +4 bonus to your AC, your Fey Ancestry. You have advantage on saving throws against
walking speed increases by 10 ft., you have advantage on being charmed, and magic can’t put you to sleep.
Acrobatics checks, and you gain a +4 bonus to any CON
saving throw you make to maintain your concentration. Arcane Recovery (Special, PHB 115). Once per day, when
you finish a short rest, you can recover up to 3 spell levels
worth of spell slots.

Under the hood: Aret is a Wood Half-Elf Wizard who uses the TCoE update of the Bladesinging subclass along with the Elven Accuracy feat.
They rely on mage armor for defense and cannot use a shield.

483
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AFTERMATTER
DOOMED SOULS

MATTHIAS RAYDELL
Gnomish Artificer, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /45 20 30 +2
BATTLE
ABILITY STR DEX CON INT WIS CHA SMITH
6d8 Hit Dice
Medium Armor and
MODIFIER -1 +2 +2 +5 +0 +0 Shields, All Weapons,
Darkvision

SIGNATURE
SAVES -1 +2 +5 +8 +0 +0 WEAPON:
Radiant Quarterstaff

SKILLS Infuse Item (Special, TCoE 12) - 3 uses: Whenever you


finish a long rest, you can imbue up to 3 nonmagical object
Arcana +8, History +8, Investigation +8, Religion +8, with one each of your artificer infusions, turning it into a
Smith’s Tools, Tinker’s Tools, Alchemist’s Supplies, magic item.
Thieves’ Tools Your infusion remains in an item indefinitely, but when you
die, the infusion vanishes. The current infusions are on the
plate armor, shield, and quarterstaff. If you intend to change
Radiant Infusion Quarterstaff (Action). Melee Weapon infusions, please review the full rules on pg 12 of TCoE.
Attack: +8 to hit, reach 5 ft. Hit: 1d6 + 5 bludgeoning
damage. You make two attacks when you take the ATTACK Spellcasting (PHB 98): You can cast known wizard spells
action. This counts as a +1 weapon and has 4 charges that using INT as your spellcasting modifier (spell save DC 16,
recharge at dawn. As a reaction after being hit by an attack, spell attack +8). You regain spell slots on a long rest.
you can expend 1 charge and blind the attacker until the
CANTRIPS
end of their next turn, unless they succeed on a DC 16 CON
Mending, guidance
saving throw.
FEY-TOUCHED - 1/LONG REST EACH
Repulsion Shield (Reaction). The shield has 4 charges.
While holding it, the wielder can use a reaction immediately
after being hit by a melee attack to expend 1 of the shield's
Hunter's mark O O
Misty step

charges and push the attacker up to 15 feet away. The shield 1STLEVEL - 3 SLOTS: O O O
regains 1d4 expended charges daily at dawn. Absorb elements, cure wounds, detect magic (ritual),
expeditious retreat, heroism, hunter’s mark, sanctuary, shield
Battle Ready (TCoE 19). When you attack with a magic
weapon, you can use your INT modifier, instead of STR or
DEX modifier, for the attack and damage rolls.
2ND LEVEL - 3 SLOTS: OOO
Branding smite, heat metal, misty step, pyrotechnics,
Steel Defender (TCoE 19). Your steel defender shares your warding bond
initiative count, but it takes its turn immediately after yours.
Tool Expertise (Special). Your proficiency bonus is doubled
Command Steel Defender (Bonus, TCoE 19). If you expend for any ability check you make that uses your proficiency
your bonus action, you can command your steel defender to with a tool.
take an action from its stat block, or some other action.

Under the hood: Matthias is a Battle Smith Artificer, who uses the custom lineage rules and the Fey-Touched feat.
His half plate armor and shield are infused with Repulsion Shield and Enhanced Armor respectively.

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DOOMED SOULS

RUSTY, MATTHIAS’ STEEL DEFENDER


Medium construct

ARMOR CLASS 15 (natural armor) SAVING THROWS Dex +4, Con +5


HIT POINTS ______ /37
(the defender has 6d8 Hit Dice) SKILLS Athletics +5, Perception +6
SPEED 40 ft.
DAMAGE IMMUNITIES Poison

STR DEX CON CONDITION IMMUNITIES Charmed, exhaustion, poisoned


(+2) (+1) (+2)
SENSES Darkvision 60 ft., passive Perception 16
INT WIS CHA LANGUAGES Common, Draconic
(-3) (+0) (-2)

Vigilant. The defender can’t be surprised. USING THE STEEL DEFENDER


Force-Empowered Rend (Action). Melee Weapon Attack: +8 In combat, the defender shares your initiative count, but it
to hit, reach 5 ft. Hit: 1d8 + 3 force damage. takes its turn immediately after yours. It can move and use its
reaction on its own, but the only action it takes on its turn is
Repair (Action) (3/Day). The magical mechanisms inside the
the Dodge action, unless you take a bonus action on your turn
defender restore 2d8 + 3 hit points to itself.
to command it to take another action. That action can be one
in its stat block or some other action. If you are incapacitated,
Deflect Attack (Reaction). The defender imposes
the defender can take any action of its choice, not just Dodge.
disadvantage on the attack roll of one creature it can see
that is within 5 feet of it, provided the attack roll is against a
If the mending spell is cast on it, it regains 2d6 hit points.
creature other than the defender.
If it has died within the last hour, you can use your smith’s
tools as an action to revive it, provided you are within 5 feet
of it and you expend a spell slot of 1st level or higher. The
steel defender returns to life after 1 minute with all its hit
points restored.

At the end of a long rest, you can create a new steel defender
if you have your smith’s tools with you. If you already have
a steel defender from this feature, the first body immediately
shuts down and the consciousness transfers. The defender
also shuts down if you die.

485
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DOOMED SOULS

AMARANTH SEVENSWORD
Half-Elf Monk/Cleric, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /51 17 40 +3
SWORD
ABILITY STR DEX CON INT WIS CHA SCHOLAR
6d8 Hit Dice

MODIFIER -1 +3 +3 -1 +4 -1 Monk Weapons,


Darkvision

SIGNATURE
SAVES +2 +6 +3 -1 +4 -1 WEAPON:
Wooden Sword

SKILLS Ki Points - 5/SHORT REST: OOOOO


You can spend Ki Points to fuel Flurry of Blows, Step of the
Insight +7, Survival +7, Perception +7, Acrobatics +6, Mountain, and Stunning Strike. You have 5 points per short
Stealth +6, Elvish, Calligrapher’s Supplies, rest and your Ki save DC is 15.
Painter’s Supplies
Spellcasting (PHB 98): You can cast prepared cleric spells
using WIS as your spellcasting modifier (spell save DC 15,
Wooden Sword (Action). Melee Monk Weapon Attack: spell attack +7). You regain spell slots on a long rest.
+7 to hit, reach 5 ft. Hit: 1d8 + 4 slashing damage. You make
two Wooden Sword strikes when you take the ATTACK CANTRIPS
action. You can make an additional Unarmed Strike as a Shillelagh (always cast), thaumaturgy, sacred flame, guidance
bonus action.
FEY-TOUCHED - 1/LONG REST EACH
Unarmed Strike (Action or Bonus). Melee Weapon Attack:
+6 to hit, reach 5 ft. Hit: 1d6 + 3 bludgeoning damage. You
Hunter's mark O O
Misty step

make two Unarmed Strikes when you take the Attack action 1ST LEVEL - 3 SLOTS: O O O
or one Unarmed Strike as a bonus action.
Hunter’s mark, ceremony (ritual), animal friendship, detect
Stunning Strike (1 Ki Point). When you hit with a melee magic (ritual), protection from evil and good, sanctuary,
weapon attack, the target is stunned until the end of your shield of faith, speak with animals.
next turn if it fails a CON saving throw (DC 15).
Step of the Mountain (Bonus, 1 Ki point). Take the
Flurry of Blows (Bonus Action, 1 Ki Point). After you take Disengage, Dodge, or Dash action, and your jump distance is
the Attack action on your turn, make two Unarmed Strikes. doubled for the turn.

Open Hand Technique (Special). Whenever you hit with one Dedicated Weapon (TCoE 48). Whenever you finish a short
of your Flurry of Blows attacks, you can impose one of the or long rest, you can touch one weapon and count that
following effects on that target: it falls prone if it fails a DEX weapon as a monk weapon until you use this feature again.
saving throw (DC 15), it gets pushed up to 15 ft. if it fails a The weapon must be a simple or martial weapon that you
STR saving throw (DC 15), or it can't take reactions until the are proficient with, and must lack the heavy and special
end of your next turn. properties.

Impervious Defense (Reaction). When you are hit by a


ranged weapon attack, you can use your reaction to destroy
the projectile, reducing the damage by 1d10+8.

Under the hood: Amaranth is an Open Hand Monk 5\Nature Cleric 1 that uses shillelagh to create a wooden sword.
She relies on Unarmored Defense from being a monk.

486
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DOOMED SOULS

ACE HOLLYHEART
Aasimar Paladin/Sorcerer/Warlock, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE


____ /46 17 30 +2
SLAYER
ABILITY STR DEX CON INT WIS CHA 2d10+4d8 Hit Dice

All Armor and


MODIFIER -1 +3 +2 +0 +0 +3 Weapons, Darkvision,
Necrotic and Radiant
Resistance

SIGNATURES:
SAVES -1 +3 +2 +0 +3 +6 Divine Smite,
Store Power

SKILLS Divine Sense - 4 SLOTS/LONG REST: OOOO


Until the end of your next turn, you know the location of any
Persuasion +6, Religion +3, Insight +3, Religion +3 celestial, fiend, or undead within 60 ft. not behind
total cover.

Twin Scimitars (Action). Melee Weapon Attack: +6 to hit, Lay On Hands (Action) ___/ 16. You have a pool of 16 HP
reach 5 ft. Hit: 1d6 + 3 slashing damage. per long rest that can be used to heal a touched creature.
Expending 5 HP allows you to end a poison or disease.
Two Weapon Fighting (Bonus). Make an attack with your
off-hand weapon. This attack doesn’t add DEX to damage. Slayer State (Action). Once per long rest, you can assume
the form of the slayer. You shed bright light in a 10-foot
Divine Smite: When you hit with a melee weapon attack, radius and dim light for an additional 10 feet, and at the end
you can expend one spell slot to deal 2d8 extra radiant of each of your turns, you and each creature within 10 feet
damage to the target, plus 1d8 for each spell level higher of you take 3 radiant damage. Once per turn, you can deal
than 1st and plus 1d8 against undead or fiends. 3 radiant damage to one target when you deal damage to it
with an attack or spell.
Store Power: When you finish a short rest, gain a 1st level
spell slot if you had both pact spell slots available at the start Spellcasting (PHB 98): You can cast known wizard spells
of the short rest. This slot is lost if you take a long rest. using INT as your spellcasting modifier (spells ave DC 14,
spell attack +6). You regain all spell slots on a long rest and
Healing Light (Bonus). You have a 3d6 healing pool per long
pact spell slots on every short rest.
rest. As a bonus action, you can heal one creature you can
see within 60 ft., spending dice from the pool. CANTRIPS
Eldritch blast (Agonizing Blast), guidance, light, mage hand,
RESTORE BALANCE (REACTION) -
OOOO
message, mind sliver, chill touch, ray of frost, sacred flame,
3/LONG REST: word of radiance
Cancel advantage or disadvantage for one target within
60 ft. of you. PACT, 1ST LEVEL - 2 SLOTS/SHORT REST: OO
Eldritch Mind (TCoE 71). You have advantage on
Constitution saving throws that you make to maintain your
1 ST LEVEL - 5 SLOTS: OOOOO
Alarm, cure wounds, divine favor, guiding bolt, hellish
concentration on a spell. rebuke, heroism, hex, protection from evil and good, shield,
shield of faith, tasha’s caustic brew, thunderwave
Agonizing Blast (PHB 110). When you cast eldritch blast,
add +3 to the damage it deals on a hit. 2 ND LEVEL - 2 SLOTS: OO
Upcast 1st level spells and divine smite only.

Under the hood: Ace is a Scourge Aasimar Clockwork Sorcerer 2/Paladin 2/Celestial Warlock 2 in half plate called a batter y build.
Store Power & spell slots condense sorcer y points. Lay On Hands is conflated with Healing Hands.

487
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MONSTERS TABLE OF CONTENTS


UNIQUE DENIZENS OF THE REALMS OF DREAD........ 488 GHOST WOLF SWARM...........................................498

THE BRIDES - FALLEN DRUID, VAMPIRE................489 SERGEI, PROFANE KNIGHT...................................499


WINTER, THAT WAS TAKEN, VAMPIRE ARCHDRUID... 490
SERVANT OF THE DEAD....................................... 500
FEYPACT WEREWOLF...........................................491
THE GODEATER WOLF..........................................501
HUGINN, THE RAVEN.............................................492
ARGYNVOST..........................................................503
BURR, UNIQUE ARCANALOTH SIMULACRUM.........493
OMU, SLAAD-LORD.............................................. 504
ENDLESS MISERY.................................................494
PHASE GHOST.......................................................507
FALLEN DEVA.......................................................495

THE FURIES, MODIFIED ERINYES..........................496 IRENA VON ZAROVICH, VAMPIRE LORD..................508

ESMERELDA, FIRE KNIGHT...................................497 STRAHD VON ZAROVICH, VAMPIRE LORD.............. 510

UNIQUEOFDENIZENS
THE
REALMS OF DREAD
We strongly recommend using average hit points rather than rolled hit points
for foes and allies in One Night Strahd .

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M O N ST E R S

THE BRIDES - FALLEN DRUID, VAMPIRE


Medium undead, lawful evil

ARMOR CLASS 16 (ironwood armor) SAVING THROWS Dex +7, Wis +5


HIT POINTS 95 (10d8 + 50) SKILLS Perception +3, Stealth +7
SPEED 35 ft. DAMAGE RESISTANCES Necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
STR DEX CON SENSES Darkvision 60 ft., passive Perception 15
16 (+3) 18 (+4) 16 (+3) LANGUAGES Common, Druidic, Elvish, Infernal, Sylvan
CHALLENGE 6 (2,300 XP)
INT WIS CHA
PROFICIENCY BONUS +3
12 (+1) 14 (+2) 10 (+0)

Regeneration. The vampire regains 10 hit points at the start ACTIONS


of its turn if it has at least 1 hit point and isn't in sunlight. If
the vampire takes radiant damage, this trait doesn't function Multiattack. The vampire makes two attacks, only one of
at the start of the vampire's next turn. which can be a Bite attack.

Natural Step. The vampire ignores natural sources of Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
difficult terrain. Spells or other effects that create difficult creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
terrain, such as pit traps, ignore this trait. dealing damage, the vampire can grapple the target (escape
DC 13).
Cosmetic Transformation. The vampire can assume the
appearance of a dire wolf as a free action. Its statistics are Thornbow. Ranged Weapon Attack: +7 to hit, range
unchanged while transformed. 120/600 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.

Innate Spellcasting. The vampire’s innate spellcasting ability Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
is Wisdom (spell save DC 15, +6 to hit with spell attacks). willing creature, or a creature that is grappled by the
The vampire can innately cast the following spells, requiring vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
no material components: piercing damage plus 7 (2d6) necrotic damage. The target's
hit point maximum is reduced by an amount equal to the
At will: produce flame, animal messenger necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target
1/day each: entangle, tree stride (limited to one "stride")
finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0.
Vampire Weaknesses. This vampire has a reduced set of
weaknesses, and only has the following flaws:

Sunlight Hypersensitivity. The vampire takes 20 radiant


damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability
checks.

Hungry. This vampire spawn is underfed and will always


attempt to Bite if the situation permits. It strongly prefers
willing targets and will feed on non-sentient animals.

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M O N ST E R S

WINTER, THAT WAS TAKEN - VAMPIRE ARCHDRUID


Medium undead, neutral

ARMOR CLASS 16 (ironwood armor) SAVING THROWS Dex +7, Wis +5

HIT POINTS 95 (10d8 + 50) SKILLS Arcana +7, Athletics +7, Perception +4, Stealth +7
DAMAGE RESISTANCES Cold, necrotic; bludgeoning,
SPEED 35 ft.
piercing, and slashing from nonmagical attacks
CONDITION IMMUNITIES Charmed
STR DEX CON
SENSES Darkvision 60 ft., passive Perception 15
20 (+5) 18 (+4) 16 (+3)
LANGUAGES Common, Druidic, Elvish, Infernal, Sylvan

INT WIS CHA CHALLENGE 8 (3,900 XP)

12 (+1) 14 (+2) 10 (+0) PROFICIENCY BONUS +3

Regeneration. Winter regains 10 hit points at the start of ACTIONS


her turn if she has at least 1 hit point and isn't in sunlight. If
Winter takes radiant damage, this trait doesn't function at the
Multiattack. Winter makes two attacks, only one of which
start of her next turn.
can be a Bite attack.
True To Her Nature. If Winter has fed recently, she can ignore
requirements in spells that hinge on the presence of the natural Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
world. Specifically, she can cast call lightning in enclosed creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing
spaces, tree stride through worked wood such as doors or damage, Winter can grapple the target (escape DC 13).
walls, entangle in any environment, and passwall on any
structural element.
Thornbow. Ranged Weapon Attack: +8 to hit, range
Cosmetic Transformation. Winter can assume the appearance 120/600 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.
of a dire wolf as a free action. Her statistics are unchanged
while transformed. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by Winter,
Innate Spellcasting. Winter's innate spellcasting ability is
incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
Wisdom (spell save DC 15, +8 to hit with spell attacks). She
can innately cast the following spells, requiring no material damage plus 7 (2d6) necrotic damage. The target's hit point
components: maximum is reduced by an amount equal to the necrotic
damage taken, and Winter regains hit points
At will: produce flame, animal messenger, gust of wind, equal to that amount. The reduction lasts
guidance until the target finishes a long rest.
3/day each: healing word, thunderwave, entangle The target dies if this effect
1/day each: passwall, call lightning, tree stride (limited to reduces its hit point maximum
one "stride"), alter self to 0.
Vampire Weaknesses. Winter has a reduced set of weaknesses,
and only has the following flaws:

Winter's Hunger. Should Winter somehow escape


Ravenloft, she must feed at least twice a week. Once per
month, she must feed from a sentient creature, and can
never feed on the same creature twice without killing it.

Sunlight Hypersensitivity. Winter takes 20 radiant damage


when she starts her turn in sunlight. While in sunlight, she
has disadvantage on attack rolls and ability checks.

Hierarchy. Winter can gain new abilities only by feeding


successfully and fatally on another vampire. The nature of
what she gains is up to the DM.

Winter’s Grip. If Winter stays in one place for more than a


week, the area is slowly consumed by an unseasonal winter
over the course of three weeks. While transformed in this way,
the area can barely support living creatures.

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M O N ST E R S

FEYPACT WEREWOLF
Large monstrosity (shapechanger), unaligned

ARMOR CLASS 16 (natural armor) SAVING THROWS Dex +6

HIT POINTS 85 (10d10 + 30) SKILLS Perception +5, Stealth +4


DAMAGE RESISTANCES Cold, fire; bludgeoning, piercing,
SPEED 40 ft.
and slashing from nonmagical attacks that aren't silvered
CONDITION IMMUNITIES Blinded, frightened
STR DEX CON
SENSES Darkvision 60 ft., passive Perception 15
22 (+6) 16 (+3) 16 (+3)
LANGUAGES Common, Elvish

INT WIS CHA CHALLENGE 6 (2,300 XP)

14 (+2) 12 (+1) 8 (-1) PROFICIENCY BONUS +3

Keen Hearing and Smell. The werewolf has advantage on ACTIONS


Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The werewolf makes two attacks.
Pack Tactics. The werewolf has advantage on attack rolls
against a creature if at least one of its allies is within 5 feet of Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
the creature and the ally isn’t incapacitated. target. Hit: 13 (2d6 + 6) piercing damage.

Devil’s Sight. Magical darkness doesn’t impede the Howling Leap. The werewolf moves up to 15 feet, which
werewolf's darkvision. does not provoke attacks of opportunity, then immediately
casts thunderclap.
Transform. At any time during its turn, the werewolf can
shift freely back and forth between a Large wolf and a
Medium humanoid. This is a free action, and while it can be
used to avoid opportunity attacks, the werewolf almost never
uses it in this way.
BONUS ACTIONS
Innate Spellcasting. The werewolf's innate spellcasting
ability is Strength (spell save DC 15, +7 to hit with spell
attacks). The werewolf can innately cast the following spells, Pact Tactics. The werewolf can control the movement of
requiring no material components: one creature cursed by its hex spell that it can see within 30
feet of it. The creature must succeed on a DC 15 Charisma
At will: detect magic, thunderclap (as a 6th level caster) saving throw or use its reaction to move up to 30 feet in a
direction of the werewolf's choice. This movement does not
3/day each: hellish rebuke, hex (at 3rd level) provoke attacks of opportunity.

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M O N ST E R S

HUGINN, THE RAVEN


Small beast, unaligned

ARMOR CLASS 13 SKILLS Perception +3, Stealth +3


HIT POINTS 11 (2d6 + 4)
SENSES Blindsight 5 ft., darkvision 120 ft.,
SPEED 5 ft., fly 60 ft. passive Perception 13

STR DEX CON LANGUAGES Common


4 (-3) 16 (+3) 14 (+2) CHALLENGE 0 (10 XP)
INT WIS CHA PROFICIENCY BONUS +2
14 (+2) 16 (+3) 10 (+0)

Flyby. Huginn doesn't provoke opportunity attacks when he ACTIONS


flies out of an enemy's reach.
Huginn does not sully his claws with violence. He only takes
Keen Hearing and Sight. Huginn has advantage on Wisdom the Dodge, Dash, or Help actions during combat.
(Perception) checks that rely on hearing or sight.

Mimicry. Like a normal raven, Huginn can mimic most


sounds he has heard, such as a person whispering, a baby
crying, or an animal chittering. A creature that hears the
sounds can tell they are imitations with a successful DC 15
Wisdom (Insight) check.
DESCRIPTION
Odd Dexterity. Huginn can hold and use mundane items as Lovably haughty, Huginn gains all the traits offered by the
though he had two hands. find familiar spell in addition to his stat block.

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M O N ST E R S

BURR, UNIQUE ARCANALOTH SIMULACRUM


Medium fiend (yugoloth), neutral evil

ARMOR CLASS 17 (natural armor) SAVING THROWS Dex +5, Int +9, Wis +7, Cha +7
SKILLS Arcana +13, Deception +9, Insight +9, Perception +7
HIT POINTS 162 (16d8 + 90)
DAMAGE RESISTANCES Cold, fire, lightning; bludgeoning,
SPEED 30 ft., fly 30 ft.
piercing, and slashing from nonmagical attacks
DAMAGE IMMUNITIES Acid, poison
STR DEX CON CONDITION IMMUNITIES Charmed, poisoned
20 (+5) 12 (+1) 20 (+5) SENSES Truesight 120 ft., passive Perception 17
LANGUAGES All, telepathy 120 ft.
INT WIS CHA CHALLENGE 9 (5,000 XP)
20 (+5) 16 (+3) 17 (+3) PROFICIENCY BONUS +4

Innate Spellcasting. Burr’s innate spellcasting ability is ACTIONS


Charisma (spell save DC 17). Burr can innately cast the
following spells, requiring no material components: Brutal Claws. Melee Weapon Attack: +9 to hit, reach 15 ft.,
one target. Hit: 15 (4d4 + 5) slashing damage.
At will: darkness, heat metal
Teleport. Burr magically teleports, along with any equipment
Magic Resistance. Burr has advantage on saving throws it is wearing or carrying, up to 60 feet to an unoccupied
against spells and other magical effects. space it can see.

Magic Weapons. Burr’s weapon attacks are magical.


REACTIONS
Simulant Nature. Burr does not recover spell slots higher
than 1st level when resting and cannot recover hit points.
Transpose. Burr magically teleports, along with any
Spellcasting. Burr is a 16th-level spellcaster with reduced equipment it is wearing or carrying, and switches places with
spell slots. Its spellcasting ability is Intelligence (spell save one willing ally up to 60 feet away. If this reaction is used
DC 17, +9 to hit with spell attacks). Burr has the following while that ally is targeted by a spell, attack, or effect,
spells prepared: it instead targets Burr.

Cantrips (at will): sacred flame, mage hand, minor


illusion, prestidigitation

1st level (4 slots): thunderous smite, identify, shield,


magic missile

2nd level (4 slots): detect thoughts, mirror image, silence,


spiritual weapon

3rd level (3 slots): counterspell, pulse wave, blink

4th level (3 slots): gravity sinkhole, dimension door,


greater invisibility

5th level (2 slots): contact other plane, steel wind strike

493
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ENDLESS MISERY
Medium undead, lawful evil

ARMOR CLASS 18 (binding runes) SAVING THROWS Con +7, Wis +7

HIT POINTS 135 (18d8 + 54) SKILLS Deception +8, Insight +7, Intimidation +12,
Perception +11, Stealth +14
SPEED 35 ft.
CONDITION IMMUNITIES Charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
STR DEX CON
SENSES Darkvision 60 ft., passive Perception 21
14 (+2) 22 (+6) 17 (+3)
LANGUAGES Common, Elvish

INT WIS CHA CHALLENGE 10 (5,900 XP)


15 (+2) 16 (+3) 18 (+4) PROFICIENCY BONUS +4

Dead and Damned. The Misery cannot be charmed, as it is ACTIONS


already bound by magic, and magic can’t put it to sleep.
Multiattack. The Misery attacks three times, choosing freely
Innate Spellcasting. The Misery’s innate spellcasting ability between its Blade, Waves of Misery, and Ancient Doom.
is Charisma (DC16). It can innately cast the following spells,
requiring no material components: Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 11 (2d4 + 6) slashing damage.
3/day each: command, misty step
Waves of Misery. Ranged Spell Attack: +10 to hit, range
120 ft., one target. Hit: 11 (2d4 + 6) force damage.

Ancient Doom. The Misery instantly kills one of its allies. It


then casts bestow curse (at 5th level) on one of its enemies.
The curse ends early if the affected incarnation dies.

Spectral Barrage. The Misery summons a horde of ghostly


archers. Each enemy in a 30-foot radius sphere centered
on a point within 120 feet must make a DC 16 Dexterity
saving throw. A creature takes 22 (4d8 + 4) magical piercing
damage on a failed save, or half as much damage on a
successful one.

DESCRIPTION BONUS ACTIONS


The Misery replaces and subsumes the role of Rahadin, and Psychic Choir. As a bonus action, the Misery can force all
may even appear as him during the Irena arc. It is bound by creatures within 10 feet of it to make a DC 16 Wisdom saving
powerful magic to attempt to destroy the heroes, but despises throw. Each creature takes 15 (6d4) psychic damage on a failed
the Vampire Lord and will always attempt to betray them. save, or half as much damage on a successful one.

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FALLEN DEVA
Medium celestial, lawful evil

ARMOR CLASS 17 (natural armor) SAVING THROWS Wis +9, Cha +9


HIT POINTS 136 (16d8 + 64) SKILLS Insight +9, Perception +9

SPEED 30 ft., fly 90 ft. DAMAGE RESISTANCES Radiant; bludgeoning, piercing,


and slashing from nonmagical attacks
CONDITION IMMUNITIES Charmed, exhaustion, frightened
STR DEX CON
SENSES Darkvision 120 ft., passive Perception 19
18 (+4) 18 (+4) 18 (+4)
LANGUAGES All, telepathy 120 ft.

INT WIS CHA CHALLENGE 11 (5,900 XP)


17 (+3) 20 (+5) 20 (+5) PROFICIENCY BONUS +4

Innate Spellcasting. The fallen deva's spellcasting ability is ACTIONS


Charisma (spell save DC 17). It can innately cast the following
spells, requiring only verbal components: Multiattack. The fallen deva makes two melee attacks, and
always prefers its Mace.
At will: detect evil and good
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
1/day each: commune, storm sphere target. Hit: 8 (1d8 + 4) bludgeoning damage plus 18 (4d8)
radiant or necrotic damage (fallen deva’s choice).
Magic Resistance. The fallen deva has advantage on saving
throws against spells and other magical effects. Hellfire Fists. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 18
Immutable Form. The fallen deva is immune to any spell or
(4d8) fire damage.
effect that would alter its form.

Rage Beyond Death. The fallen deva cannot be reduced below


1 hit point until the end of its second turn.

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THE FURIES, MODIFIED ERINYES


Medium fiend (devil), lawful evil

ARMOR CLASS 18 (plate) SAVING THROWS Dex +8, Con +8, Wis +6, Cha +8
HIT POINTS 125 (see Shared Hit Points) DAMAGE RESISTANCES Cold
SPEED 30 ft., fly 60 ft. DAMAGE IMMUNITIES Fire, poison
CONDITION IMMUNITIES Poisoned
STR DEX CON SENSES Truesight 15 ft., passive Perception 12
16 (+3) 18 (+4) 18 (+4)
LANGUAGES Infernal, telepathy 120 ft.
CHALLENGE 10 (8,400 XP)
INT WIS CHA
PROFICIENCY BONUS +4
14 (+2) 14 (+2) 18 (+4)

Magic Resistance. The fury has advantage on saving throws ACTIONS


against spells and other magical effects.
Multiattack. The fury makes three attacks.
Shared Hit Points. Individual furies have a hit point maximum
of 125. When they appear as a group, they also have a shared Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one
pool of 185 hit points. When this pool is exhausted, all furies target. Hit: 9 (1d8 + 4) slashing damage plus 13 (3d8) poison
are defeated. Damage to any fury is dealt to this pool as well as damage.
the individual fury’s hit points.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600
ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8)
poison damage.

REACTIONS
Deflect. The fury adds 3 to its AC against one attack that
would hit it.

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ESMERELDA, FIRE KNIGHT


Medium giant, lawful good

ARMOR CLASS 18 (enchanted half-plate) SAVING THROWS Dex +5, Con +9, Cha +5
HIT POINTS 136 (13d8 + 78)
SKILLS Athletics +10, Perception +5, Stealth +8
SPEED 30 ft.
DAMAGE RESISTANCES Fire, necrotic

STR DEX CON SENSES Passive Perception 15


25 (+7) 14 (+2) 22 (+6) LANGUAGES Giant

CHALLENGE 6 (2,300 XP)


INT WIS CHA
PROFICIENCY BONUS +3
10 (+0) 14 (+2) 14 (+2)

DESCRIPTION ACTIONS
With flesh of obsidian and hearts of fire, the Vistani are noble Enchanted Rapier. Melee Weapon Attack: +10 to hit, reach
giants who long ago forsook the ordning in favor of stranger 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
and more distant gods. They worship the Morninglord and
Mother Night, the endless lover-foes, and in their name they Flash Fire. Ranged Weapon Attack: +10 to hit, range 60/240
travel the planes in great flying fortresses and striding castles. ft., one target. Hit: 29 (4d10 + 7) fire damage.
Among their exalted coterie, the mightiest are the fire knights.

Esmerelda died long ago, deep in the hell of Barovia in the


Domain of Despair. Her soul was caught there. She is still a fire
knight—still mighty. Her hour will yet arrive.

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GHOST WOLF SWARM


Gargantuan swarm of Medium beasts, lawful neutral

ARMOR CLASS 16 (natural armor) SKILLS Perception +5, Stealth +9


HIT POINTS 170 (11d20 + 55) DAMAGE RESISTANCES Bludgeoning, piercing, and
slashing while in dim light or darkness
SPEED 50 ft.
CONDITION IMMUNITIES Blinded, charmed, exhaustion,
frightened, grappled, incapacitated, stunned
STR DEX CON SENSES Passive Perception 18
20 (+5) 20 (+5) 20 (+5) LANGUAGES —
CHALLENGE 11 (7,200 XP)
INT WIS CHA
14 (+2) 12 (+1) 10 (+0) PROFICIENCY BONUS +4

Keen Hearing and Smell. The swarm has advantage on ACTIONS


Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., all targets in
Pack Tactics. The swarm has advantage on an attack roll swarm spaces. Hit: 12 (2d6 + 5) piercing damage. If the target
against a creature if two or more swarm squares are adjacent is a creature, it must succeed on a DC 16 Strength saving
to the creature, counting the square the creature is in. throw or be knocked prone.

Ghostly Bodies. The swarm ignores walls. Blight. All prone enemies occupying a swarm square must
make a DC 15 Constitution saving throw. On a failed save,
Swarm. The swarm can occupy another creature's space
the target is cursed and suffers a Short-Term Madness effect
and vice versa. The swarm can't regain hit points or gain
whenever it sees a corporeal wolf. This has no immediate
temporary hit points.
effect and can be dispelled by a remove curse spell.
Many Mouths. The swarm occupies ten 5-foot squares, but
Rolling Mist. All nonmagical light sources within 30 feet of a
these squares need not be contiguous, and can move apart up
character of the swarm’s choice are extinguished.
to the full walking speed of the swarm.

Partial Turning. Effects that turn undead destroy two of the


5-foot squares without a check and have no other effect. This
deals 30 damage to the swarm.

LEGENDARY ACTIONS REACTIONS


The swarm does not make opportunity attacks. Instead, it uses
The swarm can take 3 legendary actions, choosing from the
Rolling Mist as a reaction when an opportunity attack would
options below. Only one legendary action option can be used
trigger.
at a time and only at the end of another creature’s turn. The
swarm regains spent legendary actions at the start of its turn.

HARROW. The swarm makes a Bite attack. DESCRIPTION


HUNT. The swarm uses Rolling Mist. Functionally, the players likely won't realize this is a single
monster. It looks and acts like a group of ghostly wolves that
DOOM. The swarm uses Blight.
just happens to take its turn as one.

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SERGEI, PROFANE KNIGHT


Medium fiend, neutral evil

ARMOR CLASS 18 (enchanted mithril chain) SAVING THROWS Int +8, Wis +10, Cha +10
SKILLS Insight +9, Perception +9, Athletics +8
HIT POINTS 161 (19d8 + 76)
DAMAGE RESISTANCES Bludgeoning, piercing,
SPEED 40 ft., fly 60 ft. and slashing from nonmagical attacks
DAMAGE IMMUNITIES Necrotic
CONDITION IMMUNITIES Charmed, exhaustion, frightened
STR DEX CON
SENSES Blindsight 10 ft., darkvision 120 ft., passive Perception 19
18 (+4) 16 (+3) 18 (+4) LANGUAGES All, telepathy 120 ft.
CHALLENGE 13 (10,000 XP)
INT WIS CHA
PROFICIENCY BONUS +5
17 (+3) 20 (+5) 20 (+5)

Profane Weapons. The knight's attacks are magical. When the ACTIONS
knight hits with any weapon or unarmed strike, the weapon
deals an extra 9 (2d8) necrotic damage (included in the attack). Multiattack. The knight makes two attacks, only one of which
Innate Spellcasting. The knight’s spellcasting ability is Charisma can be Choking Grasp.
(spell save DC 18, +9 to hit with spell attacks). It can innately
cast the following spells, requiring only verbal components: Cursed Estoc. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6)
At will: magic missile (at 3rd level)
necrotic damage.
Special: arcane hand , blade barrier, darkness
Magic Resistance. The knight has advantage on saving throws Choking Grasp (3/Day). Melee Spell Attack: +9 to hit, reach 10
against spells and other magical effects. ft., one target. Hit: 21 (4d8 + 4) necrotic damage, and the target
is marked.
Legendary Resistance (1/day). If the knight fails a saving
throw, it can choose to succeed instead.
Sunlight Vulnerability. The knight loses its Magic Resistance
trait, lair actions, Forceful Choke, and Choking Grasp attack
LEGENDARY ACTIONS
while in sunlight. Any active effect caused by a lair action
remains in place. The knight can take 3 legendary actions, choosing from the
Nightmare Mount. While above 80 hit points, the knight is options below. Only one legendary action option can be used at
considered mounted. It gains the following traits. These are a time and only at the end of another creature’s turn. The knight
already factored into the relevant statistics where possible, and regains spent legendary actions at the start of its turn.
are lost when the knight is reduced to 80 hit points as its mount REPOSITION. The knight moves up to its speed. This does not
dies. Effects that raise the knight's hit points back above 80 do provoke attacks of opportunity.
not revive the mount.
Flight. The nightmare carries the knight and has a flying SWIFT STRIKES (COSTS 2 ACTIONS). The knight makes two
speed of 60 feet. It can hover in place. Cursed Estoc attacks against the same target.
Reposition. The nightmare grants access to the Reposition FORCEFUL CHOKE. The knight continues to choke any marked
legendary action. When the knight is no longer mounted, it target within 15 feet. The target takes 12 (2d8 + 3) necrotic
loses this action. damage and the knight regains that amount of hit points.

LAIR AND LAIR ACTIONS


While the knight is not on the Ethereal plane and is within 1 mile
of its tomb, it can take the following actions. Only one lair action
can be in effect at a time.
On initiative count 20 (losing initiative ties), the Knight can take
one of the following lair action options, or forgo using any of
them in that round. This action replaces the current lair action.
DARKNESS. The knight casts darkness as a 3rd level spell. This
does not require concentration.
BLADE BARRIER. The knight casts blade barrier centered
on itself. This effect can be used once per day and requires
concentration.
ARCANE HAND. The knight casts arcane hand . This effect can
be used once per day and requires concentration.

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SERVANT OF THE DEAD


Medium fiend, neutral evil

ARMOR CLASS 17 (mithril half-plate) SKILLS Intimidation +5, Perception +3, Persuasion +5,
HIT POINTS 65 (10d8 + 20) Stealth +9
SPEED 35 ft., fly 60 ft.
SENSES Blindsight 5 ft., darkvision 60 ft.,
passive Perception 16
STR DEX CON
10 (+0) 20 (+5) 14 (+2) LANGUAGES Common

CHALLENGE 4 (1,100 XP)


INT WIS CHA
PROFICIENCY BONUS +2
16 (+3) 12 (+1) 16 (+3)

Aura of Murder. As long as the servant is not incapacitated, ACTIONS


hostile creatures within 5 feet of it gain vulnerability to
piercing damage, unless they have resistance or immunity to Multiattack. The servant makes two dagger attacks and uses
such damage. Shroud Self.

Sunlight Sensitivity. While in sunlight, the servant and its Dagger (+1). Melee or Ranged Weapon Attack: +8 to hit,
mount cannot benefit from invisibility, and cannot take the reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6)
Hide action. If they are currently hidden, they are revealed. piercing damage.

Mounted. The servant rides a monstrous peryton. The peryton Shroud Self. The servant and its mount magically turn
is incorporated into this statblock as a set of abilities rather invisible until the start of the servant’s next turn. This
than a separate creature. When the servant is reduced to 25 invisibility ends if the servant makes an attack roll, makes a
hit points, its mount dies and the servant loses the following damage roll, or casts a spell.
traits. The mount cannot be revived.

Flight. Without its mount, the servant is ground-bound. DESCRIPTION


Blindsight. The servant can no longer rely on its mount’s
When the vestiges of the Dead Three became part of the
senses, and is limited to traditional vision.
Dark Powers, their servants found home in that cold embrace.
Some portion of these creatures retain independent will and
thought, serving as the assassin-cavalry for cursed knights
and damned paladins.

Armored in cursed mithril, they flash like terrible beacons


as they flit in and out of the shadows on their masked and
muzzled perytons.

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THE GODEATER WOLF


Gargantuan fiend, chaotic evil

ARMOR CLASS 17 (dreadful hide) SAVING THROWS Con +12, Wis +10
SKILLS Arcana +8, Perception +8
HIT POINTS 330 (20d20 + 120)
DAMAGE RESISTANCES Psychic
SPEED 40 ft.
DAMAGE IMMUNITIES Necrotic
CONDITION IMMUNITIES Blinded, charmed, exhaustion,
STR DEX CON frightened

22 (+6) 18 (+4) 22 (+6) SENSES Blindsight 5 ft., darkvision 240 ft.,


passive Perception 17
LANGUAGES All, telepathy 30 ft.
INT WIS CHA CHALLENGE 17 (18,000 XP)
18 (+4) 18 (+4) 18 (+4) PROFICIENCY BONUS +6

Innate Spellcasting. The Godeater’s spellcasting ability is ACTIONS


Charisma (spell save DC 18, +9 to hit with spell attacks). It can
cast the following spells innately, requiring no components: Multiattack. The Godeater makes three attacks, using any
combination of Graviton Gaze and Lightning Fangs:
At will: detect magic, pulse wave, wall of fire
Graviton Gaze. Ranged Spell Attack: +9 to hit, range 30 ft.,
2/day: lightning bolt, dimension door one target. Hit: 10 (2d4 + 5) force damage. The target is
pushed or pulled 10 feet on a hit (Godeater’s choice), which
Clever and Cruel. The Godeater adds its Intelligence modifier
can cause damage from wall of fire but does not provoke
to initiative checks.
attacks of opportunity.
Absolute Bastard. The Godeater cannot make Charisma
Lightning Fangs. Melee Spell Attack: +9 to hit, reach 10 ft.,
(Persuasion) checks and cannot be persuaded.
one target. Hit: 12 (2d6 + 5) lightning damage. The Godeater
has advantage on the attack roll if the target is wearing armor
Titanic. The Godeater can grapple any number of creatures.
made of metal.
It suffers no movement penalty for dragging grappled foes. It
cannot cast dimension door while carrying a foe.
Crash. The Godeater takes 30 damage, which cannot be
reduced, then moves up to its speed, passing through other
Legendary Resistance (3/Day). If the Godeater fails a saving
creatures and objects as if they were difficult terrain. It then
throw, it can choose to succeed instead.
ends its turn. Each creature it moves through takes 9 (2d4 +
Awful Speed. The Godeater gets two reactions, which it 4) bludgeoning damage. The first creature damaged this way
always uses for Lightning Fangs. is automatically grappled (escape DC 18). If multiple creatures
might be damaged simultaneously, the Godeater picks only
Sunlight Hypersensitivity. The Godeater takes 20 radiant one to grapple. Grappled characters can make an escape
damage when it starts its turn in sunlight. check as either a bonus action or an action, and can make
the check multiple times in a turn. Objects on the Godeater’s
Endless Hunger (Mythic Trait; Recharges after a Short path, including walls and floors, are destroyed. Worn and
or Long Rest). If the Godeater is reduced to 0 hit points, it carried objects are not affected, and magical objects are
doesn’t die or fall unconscious. Instead, its eyes burn with immune. No creature can take this damage more than once
crimson smoke and its matted fur becomes a seething coat of per turn.
rotten flame. Each enormous tooth becomes a flaming wolf's
skull, snapping and biting on its own. The Godeater regains
310 hit points and uses Crash immediately without taking BONUS ACTIONS
damage.
Perceptive. The Godeater can make Wisdom (Perception)
checks as a bonus action.

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LEGENDARY ACTIONS REACTIONS


The Godeater can take 3 legendary actions, choosing from The Godeater can make attacks of opportunity with
the options below. Only one legendary action option can be Lightning Fangs.
used at a time and only at the end of another creature's turn.
The Godeater regains spent legendary actions at the start of
its turn. MYTHIC ACTIONS
LASH OUT. The Godeater uses Crash.
If the Godeater's mythic trait is active, it can use the
LIGHTNING FANGS. The Godeater makes a single attack options below as legendary actions for 1 hour after using
with Lightning Fangs. Endless Hunger.

CAST A SPELL (COSTS 2). The Godeater casts a spell from BITE DOWN. Grappled creatures take 11 (3d4 + 4) necrotic
its spell list. damage and the Godeater regains hit points equal to the total
amount of damage dealt. Grappled creatures can immediately
make an escape check.

HOLE IN THE WORLD. The Godeater makes an attack with


Graviton Gaze.

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ARGYNVOST
Large undead, neutral evil

ARMOR CLASS 18 (natural armor) SAVING THROWS Dex +4, Con +9, Wis +4, Cha +8

HIT POINTS 168 (16d10 + 80) SKILLS Arcana +6, History +6, Perception +8, Stealth +4
SPEED 40 ft., fly 80 ft. DAMAGE RESISTANCES Cold

SENSES Blindsight 30 ft., darkvision 120 ft., passive


STR DEX CON Perception 18
22 (+6) 10 (+0) 20 (+5)
LANGUAGES Common, Draconic

CHALLENGE 9 (5,000 XP)


INT WIS CHA
14 (+2) 10 (+0) 18 (+4) PROFICIENCY BONUS +4

ARGYNVOST’S LAIR ACTIONS


Abandoned by the passage of time and lost in the dark, Multiattack. Argynvost makes three attacks: one with his bite
Argynvost dwells in the great bone-tomb of Strahd, where he and two with his claws.
drifts slowly through the Ethereal reaches of the Domains of
Dread. He lurks, waiting in an undead half-sleep for any source Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
of entertainment. target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one


LAIR ACTIONS target. Hit: 13 (2d6 + 6) slashing damage.

Cold Breath (Recharge 5-6). Argynvost exhales an icy blast in


On initiative count 20 (losing initiative ties), Argynvost takes a a 30-foot cone. Each creature in that area must make a DC 17
lair action to cause one of the following effects: Constitution saving throw, taking 54 (12d8) cold damage on a
failed save, or half as much damage on a successful one.
• Argynvost creates fog as if he had cast the fog cloud
spell. The fog lasts until initiative count 20 on the next round.

• A blisteringly cold wind blows through the lair near


Argynvost. Each creature within 120 feet of Argynvost must
succeed on a DC 15 Constitution saving throw or take 5
(1d10) cold damage. Gases and vapors are dispersed by
the wind.

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OMU, SLAAD-LORD
Medium aberration, chaotic good

ARMOR CLASS 16 (natural armor) SAVING THROWS Con +7

HIT POINTS 166 (21d8 + 72) SKILLS Arcana +6, Perception +8


SPEED 30 ft., swim 40 ft. DAMAGE RESISTANCES Acid, cold, fire, lightning, thunder

SENSES Blindsight 60 ft., darkvision 60 ft.,


STR DEX CON passive Perception 18
24 (+7) 15 (+2) 19 (+4)
LANGUAGES All, telepathy 60 ft.

CHALLENGE 12 (8,400 XP)


INT WIS CHA
15 (+2) 10 (+0) 16 (+3) PROFICIENCY BONUS +4

Magic Resistance. Omu has advantage on saving throws ACTIONS


against spells and other magical effects.
Multiattack. Omu makes three attacks: one with his bite
Innate Spellcasting. Omu’s innate spellcasting ability is and two with his claws or hammer. He can forgo two attacks
Charisma (spell save DC 15, +7 to hit with spell attacks). He to use Snowcrash or one attack to spawn a Bubble. He can
can innately cast the following spells, requiring no material spawn up to three Bubbles in this way.
components:
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
At will: alter self, detect magic, firebolt, invisibility (self target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic
only), mage hand, major image, tongues damage.

2/day each: counterspell, fly, mirror image Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6)
1/day each: delayed blast fireball, plane shift necrotic damage.

Magic Weapons. Omu’s weapon attacks are magical. Hammer of Thunderbolts. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage
Magic Items. Omu wears a BELT OF HILL GIANTS’ plus 7 (2d6) necrotic damage. The special action of the
STRENGTH and GAUNTLETS OF OGRE POWER, and wields a Hammer is reproduced below with modifications.
HAMMER OF THUNDERBOLTS. He can use the Giant’s Bane
feature of the hammer. Snowcrash (3/Day). Omu pours chaos energy into the
hammer before throwing it at a target or the ground
Legendary Resistance (3/Day). If Omu fails a saving throw, anywhere within 60 feet. The sonic boom is audible within
he can choose to succeed instead. 300 feet, and on impact, the hammer throws off a shockwave
of harsh blue light. Every creature other than Omu within
Mythic Transformation (Recharges after a Short or Long 30 feet of the point of impact must succeed on a DC 17
Rest). When Omu reaches 0 hit points, he immediately turns Constitution saving throw or be stunned until the end of
a brilliant white in an eruption of blue light. The water in Omu’s next turn. Stunned characters spawn a PHASE GHOST
his lair turns into tarry chaos-matter and becomes difficult under their control, which appears on their square and acts
terrain, even with a swimming speed. All effects on him end, on their initiative while they are incapacitated. Finally, the
and he regains 140 hit points. Finally, his wards kick in and he hammer does not automatically return to Omu.
instantly casts mirror image, which triggers a roll on the Wild
Magic table. Spawn Bubble. Omu creates a Bubble at a point of his choice
in any body of water, per his lair effect. He picks the target
that the Bubble moves toward, and it immediately moves
10 feet.

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LEGENDARY ACTIONS MYTHIC ACTIONS


Omu can take 3 legendary actions, choosing from the options Omu can choose from the options below as additional
below. Only one legendary action option can be used at a time legendary actions after his Mythic Transformation is triggered.
and only at the end of another creature's turn. Omu regains
spent legendary actions at the start of his turn. ANARCHIC ACID (RECHARGE 6). Omu spits a glob of acid
that is particularly harmful to lawfully-aligned creatures. It
ATTACK. Omu makes an attack with any of his attack behaves as the spell vitriolic sphere, but lawful creatures make
options except Snowcrash. their saving throw against the effect with disadvantage.

MOVE. Omu moves up to half his movement without NOTHING PERSONAL, KID. Omu makes an attack against
provoking attacks of opportunity. any creature in the room, teleporting to where they are. He
then chooses whether to remain where he teleported or return
MAUL GATE. Omu teleports to his hammer in an explosion back to his original location without provoking attacks of
of chaos matter. opportunity.

LAIR EFFECTS
WILD MAGIC
The anarchic energy within Omu’s pyramid produces a constant Wild Magic field, with anyone casting a spell of 1st level or
higher triggering a roll on the included Wild Magic table (see Surges). This effect eventually manifests anywhere that Omu lairs.

SURGE TRIGGERS
The two main triggers for a Wild Magic surge are casting a spell of 1st level or higher or popping one of the entropic
Bubbles created by Omu’s lair effect. Any magic item that emulates casting, such as a SPELLBEAD or the STAFF OF POWER,
will also trigger a surge.

SURGES
Roll 1d12 and refer to the table below. All ability checks and saving throws have a DC of 15. All effects target the creature who
triggered the surge. Note that the surges tend towards negative effects.

A clone of the character that triggered this surge spawns in the nearest unoccupied space to where the surge was
triggered. This clone is identical to the one described by the spell clone, with the following caveats: it is spawned
fully formed; an inert clone cannot leave Omu’s lair; and any attempt to change the clone’s form outside of the
1 character’s soul returning to it (i.e. trying to polymorph it, create a skeleton or zombie out of it, or otherwise use
it outside of the intent of the spell clone) will result in the body exploding and triggering another surge, targeting
the creature that attempted to use the body. Note that this effect lingers even once a soul has returned to the
body. Omu cannot be affected by rolling this result, and will instead reroll.

You are shunted out of time for one round; you disappear, shunted into a harmless demiplane. At the beginning of
2 your next turn, you reappear in the same spot you occupied or the closest available one if it is currently occupied.
Omu cannot be affected by rolling this result, and will instead reroll.

3d4 frogs appear, with the same coloration as Omu and eyes made of fire. If left alone until the next round, they
will hop onto lilypads in the pools on the sides of the room. If any are attacked, they all explode, each dealing 2d6
3 fire damage to each creature in a 10-foot radius that fails a Dexterity saving throw. The frogs can be convinced to
hop into a backpack or other vessel with a successful Wisdom (Animal Handling) check, and can leave Omu’s lair.

4 You must succeed on a Constitution saving throw or be petrified, per the spell flesh to stone.

Hundreds of tiny bats burst forth and make a 10-foot radius sphere centered on the square where the surge was
5 triggered, which is heavily obscured. They fly out of the pyramid next round.

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6 The next attack roll made against you has advantage.

You must succeed on a Strength saving throw or be moved 10 feet towards the water on whichever side of the
7 room is closest. Striking another creature during this movement deals 1d6 bludgeoning damage to you and the
creature. Hitting a bubble while moving this way triggers that bubble.

8 Gain one point of Inspiration. If rolled by Omu, he instead regains one use of his Snowcrash ability.

9 Your next attack roll has advantage.

You must succeed on a Constitution saving throw or be enlarged, per the enlarge/reduce spell. Unlike the spell,
10 this effect can stack, and is permanent for this incarnation unless countered by a reduction.

You cast the spell fabricate, requiring no physical target; the spell instead draws chaos matter out of the Plane
11 of Limbo.

You must succeed on a Wisdom saving throw or be affected by the confusion spell for one turn. Any forced
12 movement instead has the character walk towards the exit to the pyramid. Omu cannot be affected by rolling this
result, and will instead reroll.

BUBBLES
On initiative count 20, two large iridescent Bubbles float out of the water on the sides of Omu’s lair, one from each side.
All Bubbles then move at 10 feet per round towards the closest creature. A Bubble has an Armor Class of 10, 1 hit point,
and will pop when destroyed, triggering a Wild Magic surge targeting the creature who popped it. The Bubble
pops if it moves into a creature or vice versa.

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PHASE GHOST
Small or Medium Humanoid, as per character

ARMOR CLASS 10
DAMAGE IMMUNITIES All
HIT POINTS 10
CONDITION IMMUNITIES All
SPEED 30 ft.

An Echo. The phase ghost has the same attributes, skills, senses, and
STR DEX CON languages as the unfortunate creature that spawned it. It is, in every
18 (+4) 18 (+4) 18 (+4) meaningful way, their fading echo.

Just An Echo. The phase ghost dies instantly if the creature that spawned it
ceases to be incapacitated or dead. As a result, creatures can only ever have
one phase ghost spawned at a time.
INT WIS CHA
17 (+3) 20 (+5) 20 (+5) Trapped. The phase ghost cannot move more than 30 feet from the body of
the creature that spawned it.

ACTIONS
Multiattack. The phase ghost makes two Annealing Beam attacks.

Annealing Beam. Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 8 (2d4 + 3) radiant damage.

Armored Will. The phase ghost holds an ally together by force of will, binding their wounds before they happen. That ally gains a
+2 bonus to AC until the end of the phase ghost’s next turn. If the target does not have a phase ghost of its own spawned, it also
regains 1d4 + 4 hit points.

Second Chances. The phase ghost invests a bit of its remaining luck in up to two creatures of its choice within range. Until the end
of the phase ghost’s next turn, whenever a target makes an attack roll or a saving throw, the target can roll a d4 and add the number
rolled to the attack roll or saving throw.

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IRENA VON ZAROVICH,


VAMPIRE LORD OF RAVENLOFT UNBOUND
Medium undead, lawful evil

ARMOR CLASS 18 (plate) SAVING THROWS Dex +9, Wis +7, Cha +9

HIT POINTS 187 (22d8 + 88) SKILLS Arcana +15, Perception +12, Stealth +14

SPEED 30 ft., fly 30 ft. DAMAGE RESISTANCES Necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks

STR DEX CON SENSES Darkvision 120 ft., passive Perception 22


18 (+4) 18 (+4) 18 (+4) LANGUAGES All, telepathy (unlimited range within Barovia)

CHALLENGE 16 (15,000 XP)


INT WIS CHA
20 (+5) 15 (+2) 18 (+4) PROFICIENCY BONUS +5

Shapechanger. If Irena isn’t in running water or sunlight, she ACTIONS


can use her action to polymorph into a Medium cloud of mist,
or back into her true form. Multiattack. Irena makes two attacks, only one of which can
be a Bite attack.
While in mist form, Irena can’t take any actions, speak, or
manipulate objects. She is weightless, has a flying speed of Little Mothers (Cestus). Melee Weapon Attack: +9 to hit,
20 feet, can hover, and can enter a hostile creature’s space reach 5 ft., one target. Hit: 8 (1d8 + 4) magical piercing
and stop there. In addition, if air can pass through a space, damage plus 14 (4d6) necrotic damage. If the target is a
the mist can do so without squeezing, and she can’t pass creature, she can grapple it (escape DC 18) instead of dealing
through water. She has advantage on Strength, Dexterity, and piercing damage.
Constitution saving throws, and is immune to all nonmagical
damage, except the damage she takes from sunlight. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by Irena, incapacitated,
Legendary Resistance (3/Day). If she fails a saving throw, she or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
can choose to succeed instead. necrotic damage. The target’s hit point maximum is reduced
by an amount equal to the necrotic damage taken, and the
Elder Vampire. When Irena drops to 0 hit points outside her Irena regains hit points equal to that amount. The reduction
coffin, her body burns away in black fire. After 10 minutes lasts until the target finishes a long rest. The target dies if its
she begins to regenerate inside her coffin. Until she is hit point maximum is reduced to 0. A humanoid slain in this
destroyed in her coffin, she cannot be killed by way and then buried in the ground rises the following night as
any means. a vampire spawn under Irena’s control.
Regeneration. Charm. Irena can expend a spell slot to make a psychic assault
Irena regains on any creature within 60 feet. The target must make a DC 16
20 hit points Intelligence or Charisma saving throw (target’s choice).
at the start of On a failed save, the target takes 11 (2d6 + 4) psychic
her turn if she damage, plus 3 (1d6) for each spell level of the expended slot
has at least 1 above 1st. Additionally, the target is charmed until the end of
hit point and its next turn or until it takes damage. While charmed in this
isn’t in running way, the target’s speed drops to 0, and it is unable to speak.
water or On a successful save, the target takes half as much damage
sunlight. If she and isn’t charmed.
takes radiant
damage, this If the damage dealt by this action reduces a target to 0 hit
trait doesn’t points, it dies and becomes a vampire spawn under Irena’s
function at the control, and the player reincarnates as normal.
start of her
next turn.

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Predatory Lunge. Before or after Irena makes an attack with REACTIONS


her Little Mothers, she can lunge up to 15 feet in a direction
of her choice. Irena casts shield aggressively once the Heart of Sorrow
is disabled or destroyed, and does not seek to conserve
Spellcasting. Irena is a 9th-level spellcaster. Her spellcasting spell slots.
ability is Intelligence (spell save DC 17, +10 to hit with spell
attacks). Irena has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost


LEGENDARY ACTIONS
1st level (4 slots): zephyr strike, shield, sleep

2nd level (4 slots): detect thoughts, gust of wind, mirror Irena can take 3 legendary actions, choosing from the
image, misty step options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. She
3rd level (3 slots): animate dead, fireball, nondetection
regains spent legendary actions at the start of her turn.
4th level (3 slots): summon greater demon, greater
invisibility, polymorph MOVE. Irena moves up to her speed without provoking
opportunity attacks.
5th level (1 slot): animate objects, scrying, infernal calling
ATTACK. Irena makes one attack with her Little Mothers.
Vampire Weaknesses. Irena has the following flaws:
BITE (COSTS 2 ACTIONS). Irena makes one Bite attack.
Ancient. As a Vampire Lord, Irena is old beyond reckoning.
Long rests mean something different to this creature, and CHARM (COSTS 3 ACTIONS). Irena makes one Charm
she cannot regain spell slots during this adventure. attack.

Stake to the Heart. If a piercing weapon made of wood


is driven into Irena’s heart while she is incapacitated in her
coffin, she is paralyzed until the stake is removed, even if
her regeneration is complete.
THE VAMPIRE'S MINIONS
Sunlight Hypersensitivity. While in sunlight, Irena Whenever Irena appears in a combat, the combat write-
takes 20 radiant damage at the start of her turn, and has up will specify what minions accompany her. In the
disadvantage on attack rolls and ability checks. circumstance where Irena is tailing the party or manipulating
them from within, she will instead rely on precast buff spells
Running Water. While immersed in running water, Irena and liberal use of Charm.
takes 20 radiant damage at the start of her turn, and has
disadvantage on attack rolls and ability checks.

HEART OF SORROW LAIR ACTIONS


Irena can afford to be bold in her tactics, for she has While Irena is in Castle Ravenloft, she can take lair actions
additional protection in the form of her rival, entombed in even if incapacitated. On initiative count 20 (losing initiative
the Tower as the new Heart of Sorrow. Unless players have ties), Irena can take one of the following lair action options,
successfully completed the Tower encounter, she benefits from or forgo using any of them:
the following:
• Until initiative count 20 of the next round, Irena can
Any damage taken by Irena can be redirected to the Heart pass through solid walls, doors, ceilings, and floors as if they
of Sorrow. The Heart of Sorrow can absorb 20 damage per weren’t there.
player, or 100 with the standard group size of 5. It regenerates
• Irena targets any number of doors, drawbridges, and
20 hit points per turn. If the heart is reduced to 0 hit points, it windows that she can see, causing each one to either open
does not regenerate for one hour. or close as she wishes. She can pass through affected doors
as though they did not exist. Closed doors can be magically
The effect of the protection afforded by the Heart of Sorrow locked (requiring a successful DC 20 Strength check to force
can be chilling to behold, as damage to Irena is quickly open) until Irena uses this lair action again. Once forced, a
undone. For example, a critical hit might dislocate a jaw, but door remains open for 10 minutes and cannot be affected by
only for a moment; then Irena’s jaw quickly resets itself. this ability during that time.

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STRAHD VON ZAROVICH,


VAMPIRE LORD OF RAVENLOFT UNBOUND
Medium undead, lawful evil

ARMOR CLASS 18 (plate) SAVING THROWS Dex +9, Wis +7, Cha +9

HIT POINTS 187 (22d8 + 88) SKILLS Arcana +15, Perception +12, Stealth +14

SPEED 30 ft., fly 30 ft. DAMAGE RESISTANCES Necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks

STR DEX CON SENSES Darkvision 120 ft., passive Perception 22


18 (+4) 18 (+4) 18 (+4) LANGUAGES All, telepathy (unlimited range within Barovia)

CHALLENGE 16 (15,000 XP)


INT WIS CHA
20 (+5) 15 (+2) 18 (+4) PROFICIENCY BONUS +5

Shapechanger. If Strahd isn’t in running water or sunlight, he ACTIONS


can use his action to polymorph into a Medium cloud of mist,
or back into his true form. Multiattack. Strahd makes two attacks, only one of which
can be a Bite attack.
While in mist form, Strahd can’t take any actions, speak, or
manipulate objects. The mist is weightless, has a flying speed Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,
of 20 feet, can hover, and can enter a hostile creature’s space one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6)
and stop there. In addition, if air can pass through a space, necrotic damage. If the target is a creature, he can grapple it
the mist can do so without squeezing, but can’t pass through (escape DC 18) instead of dealing bludgeoning damage.
water. Strahd has advantage on Strength, Dexterity, and
Constitution saving throws, and is immune to all nonmagical Greatsword (+2). Melee Weapon Attack: +11 to hit, reach 5
damage, except the damage he takes from sunlight. ft., one target. Hit: 13 (2d6 + 6) magical slashing damage plus
14 (4d6) necrotic damage. Strahd can conjure this sword to
Legendary Resistance (3/Day). If Strahd fails a saving throw, his hands as a free action.
he can choose to succeed instead.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing
Elder Vampire. When Strahd drops to 0 hit points outside creature, or a creature that is grappled by Strahd, incapacitated,
his coffin, his body burns away in black fire. After 10 or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
minutes he begins to regenerate inside his coffin. Until he is necrotic damage. The target’s hit point maximum is reduced by
destroyed in his coffin, he cannot an amount equal to the necrotic damage taken, and the Strahd
be killed by any means. regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if its hit point
Regeneration. maximum is reduced to 0. A humanoid slain in this way and
Strahd regains then buried in the ground rises the following night as a vampire
20 hit points spawn under Strahd’s control.
at the start of
his turn if he Charm. Strahd can expend a spell slot to make a psychic
has at least 1 assault on any creature within 60 feet. The target must make
hit point and a DC 16 Intelligence or Charisma saving throw (target’s
isn’t in running choice). On a failed save, the target takes 11 (2d6 + 4) psychic
water or damage, plus 3 (1d6) for each spell level of the expended slot
sunlight. If he above 1st. Additionally, the target is charmed until the end of
its next turn or until it takes damage. While charmed in this
takes radiant
way, the target’s speed drops to 0, and it is unable to speak.
damage, this
On a successful save, the target takes half as much damage
trait doesn’t
and isn’t charmed.
function at
the start of his If the damage dealt by this action reduces a target to 0 hit
next turn. points, it dies and becomes a vampire spawn under Irena’s
control, and the player reincarnates as normal.

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Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting REACTIONS


ability is Intelligence (spell save DC 17, +10 to hit with spell
attacks). Strahd has the following wizard spells prepared: Strahd casts shield aggressively once the Heart of Sorrow
is disabled or destroyed, and does not seek to conserve
Cantrips (at will): mage hand, prestidigitation, ray of frost
spell slots.
1st level (4 slots): zephyr strike , shield, sleep

2nd level (3 slots): detect thoughts, gust of wind, mirror LEGENDARY ACTIONS
image
Strahd can take 3 legendary actions, choosing from the
3rd level (3 slots): animate dead, fireball, nondetection
options below. Only one legendary action option can be used
4th level (3 slots): summon greater demon, greater at a time and only at the end of another creature’s turn. He
invisibility, polymorph regains spent legendary actions at the start of his turn.

5th level (1 slot): animate objects, scrying, infernal calling MOVE. Strahd moves up to his speed without provoking
opportunity attacks.
Vampire Weaknesses. Strahd has the following flaws:
ATTACK. Strahd makes an Unarmed Strike.
Ancient. As a Vampire Lord, Strahd is old beyond
reckoning. Long rests mean something different to this BITE (COSTS 2 ACTIONS). Strahd makes one Bite attack.
creature, and he cannot regain spell slots during this
adventure. CHARM (COSTS 3 ACTIONS). Strahd makes one Charm
attack.
Stake to the Heart. If a piercing weapon made of wood
is driven into Strahd’s heart while incapacitated in his
coffin, he is paralyzed until the stake is removed even if THE VAMPIRE'S MINIONS
his regeneration is complete.

Sunlight Hypersensitivity. While in sunlight, Strahd Whenever Strahd appears in a combat, the combat
takes 20 radiant damage at the start of his turn, and has write-up will specify what minions accompany him. In
disadvantage on attack rolls and ability checks. the circumstance where Strahd is tailing the party or
manipulating them from within, he will instead rely on
Running Water. While immersed in running water, Strahd precast buff spells and liberal use of Charm.
takes 20 radiant damage at the start of his turn, and has
disadvantage on attack rolls and ability checks.

HEART OF SORROW LAIR ACTIONS


Strahd can afford to be bold in his tactics, for he has While Strahd is in Castle Ravenloft, he can take lair actions
additional protection in the form of his rival, entombed in even if incapacitated. On initiative count 20 (losing initiative
the Tower as the new Heart of Sorrow. Unless players have ties), Strahd can take one of the following lair action options,
successfully completed the Tower encounter, he benefits from or forgo using any of them:
the following:
• Until initiative count 20 of the next round, Strahd can
Any damage taken by Strahd can be redirected to the Heart pass through solid walls, doors, ceilings, and floors as if they
of Sorrow. The Heart of Sorrow can absorb 20 damage per weren’t there.
player, or 100 with the standard group size of 5. It regenerates
• Strahd targets any number of doors, drawbridges, and
20 hit points per turn. If the heart is reduced to 0 hit points, it windows that he can see, causing each one to either open or
does not regenerate for one hour. close as he wishes. Strahd can pass through affected doors
as though they did not exist. Closed doors can be magically
The effect of the protection afforded by the Heart of Sorrow locked (requiring a successful DC 20 Strength check to force
can be chilling to behold, as damage to Strahd is quickly open) until Strahd uses this lair action again. Once forced, a
undone. For example, a critical hit might dislocate a jaw, but door remains open for 10 minutes and cannot be affected by
only for a moment; then Strahd’s jaw quickly resets itself. this ability during that time.

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AFTERMATTER

ITEMS
TABLE OF CONTENTS
WHAT THIS IS...................................... 512 JADE KNIFE, SOLAR.........................518

ANTLERS..........................................513 MORNINGSTAR'S KISS.......................518

BALOR'S BLADE................................513 NIENORIEL.......................................519

THE BULWARK OF ARGYNVOST.........514 OPENER...........................................519

CURSED ALCHEMY JUG....................514 ROBE OF NEEDFUL ITEMS............... 520

CURSE OF STRAHD, ORIGINAL MANGA ROSEBLADE.................................... 520

ADAPTION.........................................515 SHAPER'S JADE............................... 521

DRUID'S SPINE..................................515 SPARROWHAWK.............................. 521

FANGS..............................................516 SPELLBEAD..................................... 522

GALLANT..........................................516 THORNBOW..................................... 522

HEARTSEEKERS...............................517 WINTER'S FURY............................... 522

JADE KNIFE, MAKER.........................517 YEAR'S END..................................... 523

WHAT THIS IS
Reproduced below is an alphabetical list of unique items presented within One Night Strahd .
Existing Dungeons & Dragons items can be found in their respective original sources.

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ITEMS

ANTLERS
From Sunlit Shrine
WONDROUS ITEM, RARE

These antlers grant one point of inspiration, once.


As a player uses them, read:
You are a savage wonder in your beautiful cruelty. This is our truth.

BALOR'S BLADE
From The Tower
WEAPON (ANY SWORD), RARE (REQUIRES ATTUNEMENT)

The blade of this weapon seems to squirm and dance like bottled lightning.
The simple hilt lacks any adornment until the middle of the grip, where the mark of Graz’zt
glows with the sullen red of an iron brand. You have a bad feeling about this weapon.

The BALOR’S BLADE can take the form of a rapier, dagger, or greatsword, or more reluctantly,
any other weapon. While it is not sentient, it is evil, alive, and cursed. Gripping the hilt burns the mark
of Graz’zt into the palm of the wielder and attunes the weapon instantly. While attuned to the blade,
the wielder is cursed: they cannot bear to part with it and gain one form of permanent madness.
Removing the curse, such as by a remove curse spell, breaks attunement.

While attuned, you can use a bonus action to speak this magic sword's command word, causing
lightning to erupt from the blade. These crackling discharges shed bright light in a 40-foot radius and
dim light for an additional 40 feet. While the sword is charged, it deals an extra 2d6 lightning damage
to any target it hits. The charge lasts until you use a bonus action to speak the command word again or
until you drop or sheathe the sword.

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ITEMS

THE BULWARK OF ARGYNVOST


From Treasury
SHIELD, LEGENDARY (REQUIRES ATTUNEMENT)

This shield is one of the few remaining relics of the Order of the Silver Dragon.
It isn’t sentient, but that hasn’t stopped it from coming to life anyway. Imbued with the desire to
protect and repel the dark forces of Barovia, it has the following properties:
• This shield grants the bearer a +2 bonus to initiative.
• The BULWARK functions as an animated shield .
• The BULWARK also functions as a battering shield , granting the bearer +1 AC on top of the
normal bonus for shields, and has 3 charges, which refresh daily at dawn. If a creature is holding
the shield and shoves another creature at least 5 feet away, it can expend 1 charge to either knock
that creature prone, move it an additional 10 feet, or both.
• The BULWARK counts as silvered for the purposes of overcoming damage resistance, should any
attacks be made with it, or if creatures take damage from coming into contact with silver.

CURSED ALCHEMY JUG


From Glass & Diamonds
WONDROUS ITEM, VERY RARE

This jug functions as a typical alchemy jug, but should a player attempt to create mayonnaise,
the jug will instead spew lava that covers a 10-foot square, which consumes and destroys the jug.
Creatures in the area must succeed on a DC 10 Dexterity saving throw or take 10d10 fire damage.
The creature that tried to create mayonnaise with the jug makes this save with disadvantage.

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ITEMS

CURSE OF STRAHD ,
ORIGINAL MANGA ADAPTION
From The Black Lagoon
WONDROUS ITEM, LEGENDARY

This small book is one of many strange extradimensional treasures collected by Debtmonger Omu:
a graphic novel that serves as an in-game reference guide to the basic plotline of the fifth edition Curse
of Strahd module. It can give explicit information about the true identities and original motivations
of Strahd, Irena and Sergei, as well as explain the original versions of many locations in Barovia. It
calls out a number of things that might otherwise be oblique (such as a list of the crypts and their
original contents, the original location of what is now Patrina’s tower and its contents, Esmerelda’s
identity, the fact that the Heart of Sorrow exists, and so on)—essentially, all of the meta-knowledge
that is explicitly called out as being “okay to know” in the very beginning of this module. It does not,
however, give any information about all of the changes in Barovia that have led to its current state.

Mechanically, a creature can make a DC 15 Intelligence (Investigation) check to get a direct hint about
anything within the actual walls of Castle Ravenloft itself; this includes the Crypts, the Tower, Strahd,
how to decipher the Tome, the Abbot and the Basilica, or locations within TPKU (including revealing
the existence of SPARROWHAWK). Each time the book is consulted in this way, the DC goes up by 1.
After one successful consultation of the book, any failures on this check result in the book harmlessly
exploding into a swarm of bats, which attempt to leave the area by the most direct route available.

DRUID'S SPINE
From Glass & Diamonds
ARMOR (LEATHER), LEGENDARY (REQUIRES ATTUNEMENT)

The DRUID'S SPINE cannot be worn without first attuning to it.


This finely crafted leather armor is adorned with green silks and wolf fur trim. Along the spine,
there are small plates that form a sort of carapace. You have a +3 bonus to AC while wearing this
armor, and your walking speed increases by 10 feet.

The DRUID'S SPINE has 5 charges, and it regains all expended charges daily at dawn.
As a bonus action while wearing the DRUID'S SPINE, you can expend 1 of the armor's charges to
become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage.
• You can’t be grappled or restrained.
• You can move through creatures and solid objects as if they were difficult terrain. If you end
your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside
a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force
damage for every 5 feet traveled.

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ITEMS

FANGS
From Dog Days
WONDROUS ITEM, RARE

These fangs grant one point of inspiration, and can be used once.
When a player uses one, read:
You are glorious cruelty in your wonderful beauty. This is our truth.

GALLANT
From The Crypts
WEAPON (RAPIER), ARTIFACT (REQUIRES ATTUNEMENT OVER THE COURSE OF 1 MINUTE)

This gleaming rapier seems to dance like a flickering neon sign in the rain.
The long slim blade has an inquisitive air to it, and a peculiar uncomfortable eagerness.

GALLANT adds a +2 bonus to all attack and damage rolls made with it, including spell attack rolls
made while holding and attuned to it. Additionally, it can deal psychic or piercing damage on a hit
(your choice).

GALLANT is haunted by Esmerelda’s ghost, allowing her to answer questions as per her character
entry—though she might be a bit angry with the characters. While attuned to it, you are cursed. You
immediately lose all sense of risk-aversion, gaining the trait “I fear no death! My hour will yet come!”
and will not relinquish the blade under any circumstances. This curse persists across incarnations. Note
that players do not gain GALLANT from Esmerelda if she perishes anywhere but in The Crypts.

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ITEMS

HEARTSEEKERS
From The Tome
WEAPON (DART), LEGENDARY (REQUIRES ATTUNEMENT)

Each HEARTSEEKER is a narrow spine of carved ivory about 10 inches long.


Gertruda normally used them as hair pins and reading lights. Close inspection suggests that they are
carved from a vampire's fangs. This trio of darts deal radiant damage and grant a +2 bonus to attack
and damage rolls made with them. They return to your hand after the third dart is thrown. As a bonus
action while holding a dart, you can cause it to shed bright light in a 30-foot radius and dim light for
an additional 30 feet. You can extinguish the light as a bonus action.

As a reaction immediately after being hit by a melee attack, you can cause the attacker to be blinded until
the end of its next turn unless it succeeds on a DC 17 Constitution saving throw. Once used, this reaction
can’t be used again until you finish a short or long rest.

While attuned to the HEARTSEEKERS, you can use them as divination tools, allowing you to cast
contact other plane once per week. Unfortunately, this puts the caster in direct contact with the Dark
Powers. As a result, casting the spell in this manner alters it in four ways, as described below.
• The associated Intelligence saving throw is DC 17 instead of DC 15.
If questions are asked about Irena or Strahd, it rises to DC 20.
• This casting is not affected by the peculiarities of Ravenloft or any other plane
that might prevent divination from operating normally.
• A failed save does not prevent your question from being answered,
but this is complicated by the final change.
• Answers are provided to the caster silently. As a result, on a failed save,
you cannot communicate the answers with others.

JADE KNIFE, MAKER


From Events - Intercessor
WEAPON (DAGGER), VERY RARE (REQUIRES ATTUNEMENT)

This finely made stiletto is carved from a single piece of jade. The deep green stone has been delicately
crosshatched so that it looks like it was forged on an anvil, with mock hammer marks still very faintly
visible. Along the blade, there is a small carving of a lily-of-the-valley.
While attuned to the dagger, you have blindsight out to a range of 15 feet. As a ritual taking 1 minute,
you can cast summon shadowspawn by channeling your intent and carving a creature in the air.
This deals 15 radiant damage to you. By opting to take an additional 10 damage, you can cast the
spell at 4th level instead.

517
one night strahd
AFTERMATTER
ITEMS

JADE KNIFE, SOLAR


From Events - Intercessor
WEAPON (DAGGER), VERY RARE (REQUIRES ATTUNEMENT)

This finely made stiletto is carved from a single piece of jade. The deep green stone has been delicately
crosshatched so that it looks like it was forged on an anvil, with mock hammer marks still very faintly
visible. Along the blade, there is a small carving of a sunburst.
While attuned to the dagger, you have blindsight out to a range of 15 feet.
The dagger radiates 5 feet of dim sunlight.

MORNINGSTAR'S KISS
From Glass & Diamonds
WEAPON (WHIP), LEGENDARY (REQUIRES ATTUNEMENT BY A GOOD-ALIGNED CREATURE)

This silvery whip is made of some sort of fine silver chain, with a small morningstar head for weight at
one end. It grants a +1 bonus to attack and damage rolls made with it and counts as a light weapon.
A creature attuned to the whip gains the following benefits:
• Increased Reach. This whip's snaking chains stretch, offering you 15 feet of reach with the
whip’s attacks instead of 10 feet.
• Radiant. The KISS deals 2d4 radiant damage on a hit instead of the usual damage for a whip.
• Arcanum. The whip has 10 charges, which it regains each day at dawn. You can expend
charges to cast the following spells, using Dexterity as your spellcasting ability: sanctuary
(1 charge), counterspell (4 charges, with a range of 15 feet), or haste (4 charges, self only;
requires no concentration).

518
one night strahd
AFTERMATTER
ITEMS

NIENORIEL
From The Amber Depths
WEAPON (LONGBOW), RARE (REQUIRES ATTUNEMENT)

Attacks made with this bow count as magical. All further properties require attunement.

This magic weapon warns you of danger. While the weapon is on your person,
you have advantage on initiative rolls.

This bow has 6 charges. While holding it, expend 1 or more of its charges to cast the guiding bolt spell
from it, using Dexterity as your spellcasting ability. For 1 charge, you cast the 1st-level version of the
spell. You can increase the spell slot level by one for each additional charge you expend.
The bow regains 1d4 +2 expended charges daily at dawn.

OPENER
From Dog Days
WEAPON (LONGBOW), ARTIFACT
(REQUIRES ATTUNEMENT WITH A DROP OF BLOOD AND 10 MINUTES OF FOCUS)

Grown from stone and bound with vines, this massive recurve bow is a "daughterweaponfriend" of
Sesame the Dryad. She picked it fresh for you. When you place your hand on the grip, vines wrap your
arms and grant you the strength to pull the corded steel bowstring.

• Unlike normal longbows, this bow uses Strength instead of Dexterity for attack and damage rolls.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. OPENER creates
its own arrows, cylinders of granite that inexplicably fire straight and true. As a result, attacks
made with this weapon deal 2d6 bludgeoning damage instead of the normal damage for a longbow.
Additionally, once on each of your turns, you can use the following property if you’re holding
the bow:

Viral Celerity. Immediately after you take the Dash action, one allied creature within 60 feet of you
can use its reaction to move up to its speed.

519
one night strahd
AFTERMATTER
ITEMS

ROBE OF NEEDFUL ITEMS


From Glass & Diamonds
WONDROUS ITEM (ROBE), UNCOMMON

This robe functions as a typical robe of useful items , but containing patches for: a set of armor of
your choice, one silvered weapon of your choice, 30 feet of silk rope, five wooden stakes, one ranged
weapon of your choice with 40 pieces of silvered ammunition, a spyglass, a compass, a hide shield, and
a tombstone with your name on it.

ROSEBLADE
From The Hunt
WEAPON (GREATSWORD), VERY RARE
(REQUIRES ATTUNEMENT OVER THE COURSE OF 1 MINUTE)

This sword is shaped from a single piece of gorgeous deep black wood, polished to a mirror's shine.
Filigree designs of climbing vines cover every surface except the handle, where a curling
rose design forms the basket-hilt of the narrow-bladed montante. Only the tip is made of metal,
some dark grey iron from deep in the earth.

You have a +1 bonus to attack and damage rolls made with this ebonwood greatsword, and it can
be wielded as a finesse weapon. While you hold it, you gain a +1 bonus to spell attack rolls.

The ROSEBLADE has 8 charges. While attuned to and holding it, you can expend 3 charges to
cast the blink spell, or expend 2 charges to cast the misty step spell. The blade regains 1d6 + 4
expended charges daily at dawn.

520
one night strahd
AFTERMATTER
ITEMS

SHAPER’S JADE
From Dinner Date
WONDROUS ITEM, RARE

This simple disc of jade is broken where a hammer struck it, but the pieces never quite fall free. A little
hole in the center has been threaded with a leather loop that shows no seam.

Attaching the jade charm to any weapon or armor allows it to be reshaped. Armor can be shifted one
category up or down: for example, from light armor such as leather to medium armor such as half
plate. A weapon can be transformed into any other type of weapon that the user is personally familiar
with. Shields do not benefit from the charm. Items transformed this way gain the mundane statistics of
their new form, but maintain their existing enchantments if they have any. Attunement requirements
are not modified.

Removing the charm causes the item to revert after 1 minute.

YEAR’S END is not affected by this charm. Additionally, firearms are available only to characters who
have both proficiency and a working example of the weapon in question.

SPARROWHAWK
From This Place is Trying to Kill You
WEAPON (SCIMITAR), VERY RARE (REQUIRES ATTUNEMENT)

SPARROWHAWK is a +1 scimitar with the following additional properties:


• The sword carries the soul of a lesser fey.
It is sentient and its alignment is chaotic good, with Intelligence 10, Wisdom 10, and Charisma 18.
It can speak Primordial and Sylvan. It communicates only rarely, and uses the senses of the wielder.
You are encouraged to define the character of the sword.
• It automatically casts crusader’s mantle whenever you roll initiative against a Vampire Lord. Once
triggered, this property cannot be used again until the next dawn.
• Chaotic good characters can attune to SPARROWHAWK in one minute.
• SPARROWHAWK has no magic aura, but does detect as fey when using spells or abilities capable of
detecting particular creature types. It is not affected by hallow , protection from good and evil or
other spells that affect fey specifically, as it is not alive.
Do not tell SPARROWHAWK that they are not alive. It will make them sad.

521
one night strahd
AFTERMATTER
ITEMS

SPELLBEAD
From Multiple Instances
WONDROUS ITEM, VARIABLE

A SPELLBEAD functions as a spell scroll of a particular spell, but can be used by any character regardless
of magical proficiency. Activating a SPELLBEAD takes the same kind of action the spell normally
requires to cast. Spells cast this way have a saving throw DC of 15 and a spell attack bonus of +7.

THORNBOW
From Sunlit Shrine
WEAPON (LONGBOW), UNCOMMON

A THORNBOW is a heavy recurve bow that deals 2d4 piercing damage on a hit, and can generate one
long thorn suitable for use as an arrow per minute, allowing determined archers to have effectively
unlimited ammunition.

WINTER’S FURY
From Events - Change of Plans
WEAPON (GREATSWORD), ARTIFACT (REQUIRES ATTUNEMENT)

WINTER’S FURY is a long slim blade—a montante, just like YEAR’S END. The blade is still elegant and
tidy, with scrollwork showing the passage of the seasons all the way to the end of the year at the tip of
the blade. At the quillion, there is a perfectly cut sapphire the size of a child’s fist. Cold radiates off the
weapon and shatters the air, gleaming like the first light of a winter morning.
WINTER’S FURY is a +2 greatsword with the finesse property.
The blade has the following additional properties, all of which require attunement:
• When you attack an object with this greatsword and hit,
maximize your weapon damage dice against the target.
• All damage dealt by WINTER’S FURY is radiant damage.
• You have immunity to necrotic damage and resistance to cold damage.
This effect persists even while using Wild Shape.
• WINTER’S FURY grants a +2 bonus to the attack rolls and the damage rolls
you make with unarmed strikes and natural weapons. Such attacks are considered
to be magical. This effect persists even while using Wild Shape.
• When you die while attuned to WINTER’S FURY, you immediately reincarnate as WINTER
and your soul inhabits the blade instead. If Winter dies, reincarnation resumes as normal
and WINTER’S FURY is destroyed.

522
one night strahd
AFTERMATTER
ITEMS

YEAR'S END
From Sunlit Shrine
WEAPON (GREATSWORD), RARE (REQUIRES ATTUNEMENT)

YEAR'S END is a long slim blade, almost certainly patterned on a spadone or montante. The blade is
elegant and tidy, with scrollwork showing the passage of the seasons all the way to the end of the year
at the tip of the blade. At the quillion, there is a very thin crescent of ruby that appears to be the only
other decoration on the blade. Too light to be entirely mundane, there's a clear quirk of magic to this
weapon. It seems no sharper and no more sure than any other finely-made greatsword, though.

The blade has the following properties, all of which require attunement
and most of which require the blade’s command word:
• When you attack an object with this greatsword and hit, maximize your weapon
damage dice against the target.
• Speaking the sword's command word causes the blade and ruby to shed bright light in a
10-foot radius and dim light for an additional 10 feet. Only speaking the command word again
puts out the light. The light has a red tone and flickers gently like a torch.
• While the sword is lit, it deals 1 extra point of radiant damage on any hit.
• Finally, YEAR'S END can consume the magic of any other magic weapon through an hour-
long ritual, taking on much of the appearance of the other weapon and all of its properties.
It can hold only one weapon at a time, and adding a new weapon returns the old one.
This requires a separate command word and that both items have been identified.

Some weapons have idiosyncratic reactions to being combined with YEAR’S END:
• SPARROWHAWK will not leave their new home if combined with YEAR'S END, which will
cause this property to be lost. At the DM's discretion, this may cause the resulting weapon,
HAWK'S HOME, to gain two minor beneficial properties and a minor detrimental property
(see Chapter 7 of the Dungeon Master’s Guide ).
• The SUNSWORD and MORNINGSTAR’S KISS cannot be combined with YEAR'S END.

523

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