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One Night Strahd
One Night Strahd
TAB LE OF CONTENTS
PREFACE.............................................. 003 ACT II: CRUSH YOUR ENEMIES..............181
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
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HOW TO
USE THIS
BOOK
one night strahd
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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
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
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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.
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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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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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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
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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
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D R A M AT I S P E R S O NÆ
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.
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Related Prose
Sample appearances that are emblematic of the
character are reproduced below.
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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.
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DAMNED
lead to her feeling like a deus ex machina .
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
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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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Related Prose
Sample appearances that are emblematic of the
character are reproduced below.
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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:
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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.
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D R A M AT I S P E R S O NÆ
“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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D R A M AT I S P E R S O NÆ
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D R A M AT I S P E R S O NÆ
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
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D R A M AT I S P E R S O NÆ
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D R A M AT I S P E R S O NÆ
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.
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D R A M AT I S P E R S O NÆ
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.
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D R A M AT I S P E R S O NÆ
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Entrance:
OPENING
YGGDRASIL WOODS
DEPTHS
GHOST CANISTERS
ECLIPSE
BOSS BOSS
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M A ST E R F LOW & L E G E N D
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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M A ST E R F LOW & L E G E N D
ACT II DETAIL
EACH GROUP
Repeat.
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M A ST E R F LOW & L E G E N D
GROUP 1 GROUP 2
ECLIPSE ECLIPSE
BOSS BOSS
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M A ST E R F LOW & L E G E N D
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
ACT III
BOSS BOSS
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M A ST E R F LOW & L E G E N D
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
ACT III
BOSS BOSS
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M A ST E R F LOW & L E G E N D
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
ACT III
BOSS BOSS
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M A ST E R F LOW & L E G E N D
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
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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
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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
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
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.
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SKILL CHECKS
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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
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SPECIAL RULES
EVENTS
EV EN T TRI G G E R S C HE AT S HE ET
Run the
Players plant a Rainbowless
bean from the BAG OF
BEANS in ACT III
THEN Connection Event
immediately
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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."
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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EVENTS
EV EN T S
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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EVENTS
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.
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EVENTS
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.
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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.”
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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EVENTS
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?”
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.
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EVENTS
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.
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.”
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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
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RITES
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.
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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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RITES
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
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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SPECIAL RULES
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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SPECIAL RULES
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.
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.
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SPECIAL RULES
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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SPECIAL RULES
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.
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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SPECIAL RULES
one night strahd
SPECIAL RULES
I N C A R N AT I O N S
DEATH
as the memories that flesh carried flood back to you.
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SPECIAL RULES
I N C A R N AT I O N S
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.
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.
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SPECIAL RULES
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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SPECIAL RULES
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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SPECIAL RULES
HUNT ENCOUNTERS
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SPECIAL RULES
HUNT ENCOUNTERS
START
Library
Study
GOAL:
RITUAL CIRCLE
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SPECIAL RULES
HUNT ENCOUNTERS
GAMEMASTER MAP
START
Read:
Hunting A MURDER
Monster: MOST FOUL
GLABREZU
Study Bedroom
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SPECIAL RULES
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
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SPECIAL RULES
SCORING
SCORING
ACT I
ANY ENCOUNTER
One of the 4 Treasures is gained: +5
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
ACT II
ANY ENCOUNTER
Tome deciphered +4
One of the 4 Treasures is gained: +5
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SPECIAL RULES
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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SPECIAL RULES
SCORING
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
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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GLASS & DIAMONDS
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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GLASS & DIAMONDS
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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GLASS & DIAMONDS
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
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.
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GLASS & DIAMONDS
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
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GLASS & DIAMONDS
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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GLASS & DIAMONDS
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
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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ACT I: FIGHT ME, I'M RIGHT HERE
GLASS & DIAMONDS
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.”
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GLASS & DIAMONDS
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
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GLASS & DIAMONDS
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:
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…
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GLASS & DIAMONDS
PL AYER H ANDOUT:
ROGUE 'S GALLERY
These are the faces that appeared around the Neon Madonna.
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SUNLIT SHRINE
TABLE OF CONTENTS
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SUNLIT SHRINE
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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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
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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.
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
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?
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FORMAT EXAMPLE
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Monsters:
The Brides
START
Great Cairn
Ancient Road
Goal:
Sunlit Shrine
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KEY
All connections are bidirectional
OR
Will be described only in the text
Runnable GM Map
Monsters:
The Brides
START
Sword
Forest Lake
Ancient Road
Windy Cliff
Goal:
Sunlit Shrine
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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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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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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BAD NOON else. These woods aren’t empty. These woods are
RI SI N G
owned. Kept.
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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.”
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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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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.
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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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.
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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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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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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DEEP WOODS
The Brides fight until Perception, Stealth, Initiative Check
Encounter: Yes one of them is destroyed [DC16]
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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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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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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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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SHRINE INTERIOR
SUMMARY PREPARATION
1. Print the map and review the labels.
2. Read THE ENTRANCE, THE HENGE, and the
GATE
DOWN
Shrine Map
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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.
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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
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D O G D AY S
SUMMARY DENIZENS
FEYPACT WEREWOLVES
SESAME, JADESTONE DRYAD
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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.
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.
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D O G D AY S
HISTORY
DREAD DOMAIN OF HUNGER
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D O G D AY S
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D O G D AY S
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.
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,
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D O G D AY S
• 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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D O G D AY S
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?
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Crown
The View
Goal:
Niflheim Road
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KEY
All connections are bidirectional
OR
Will be described only in the text
Runnable GM Map
START
Crown
The View
THE SKYWAY
GREAT BURL
The Roots
Amber Stairs
Goal:
Niflheim Road
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one night strahd
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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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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D O G D AY S
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.
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D O G D AY S
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.
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.
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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.
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.
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.
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D O G D AY S
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.
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?
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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D O G D AY S
LOOT
PROCEED TO:
The Woods Below
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.
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D O G D AY S
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.
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.
PROCEED TO:
The Sunlit Shrine Encounter
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D O G D AY S
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.
Players can take a short rest here safely, but only once. After that, they’ll be woken by werewolves.
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D O G D AY S
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?
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.
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.
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.
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D O G D AY S
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.
A particularly large raven turns to you skeptically. In thunder’s voice, he asks “Lost?”
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
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
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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
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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.
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THE AMBER DEPTHS
SPECIAL BUR ,
RULES THE ARCANALOTH
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.
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.
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
START
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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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THE AMBER DEPTHS
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.
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.
5
A: If possible: Cast transmute rock, converting the M: Pull back.
sap back into amber to catch players.
Otherwise: Upcast fireball.
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THE AMBER DEPTHS
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.
1
A: Greater invisiblity after moving. M: Pull back to lure players out.
2
A: Attack caster if possible. M: Close with enemy casters.
3
B: Attack with spiritual weapon. M: Close with enemy casters.
4
B: Attack with spiritual weapon. M: Move to aim pulse wave.
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THE AMBER DEPTHS
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.
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THE AMBER DEPTHS
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.
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THE AMBER DEPTHS
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:
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.
If players fail,
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THE AMBER DEPTHS
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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THE AMBER DEPTHS
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.
NIENORIEL
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TOTALLY SAFE
GHOST CANISTERS
TABLE OF CONTENTS
SUMMARY............................................ 170 MIGHTY BEHEMOTH..........................176
LORDLY SOTH...................................177
SCENES............................................... 173
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T O TA L LY S A F E G H O S T C A N I S T E R S
SUMMARY
b. It may be deferred to End & Loot in the
name of speed.
2. Provide a non-item based advancement
mechanic.
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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T O TA L LY S A F E G H O S T C A N I S T E R S
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.
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T O TA L LY S A F E G H O S T C A N I S T E R S
Read:
INTRO:
MUSICAL CHAIRS
Party swap?
Print Cards for
PREOCCUPIED
Read:
PREOCCUPIED
WITH COULD
Read:
THE RITE STUFF
Read:
CONDRACULATIONS
Party swap?
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T O TA L LY S A F E G H O S T C A N I S T E R S
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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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.
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.
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T O TA L LY S A F E G H O S T C A N I S T E R S
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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T O TA L LY S A F E G H O S T C A N I S T E R S
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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T O TA L LY S A F E G H O S T C A N I S T E R S
GODS
Carved from a red dragon scale. Ancient shrine-
maiden and small god, Khu is the patron of those
who are 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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T O TA L LY S A F E G H O S T C A N I S T E R S
Strong as the slouching beast. On silvered wings they flew. Elusive as dream logic.
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T O TA L LY S A F E G H O S T C A N I S T E R S
MOTHER NIGHT
Last patron of the doomed. That's you!
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YOUR
ENEMIES
one night strahd
ACT II: CRUSH YOUR ENEMIES
SUMMARY
PREPARATIONS
• Review the SPECIAL RULES section, noting
in particular that these encounters are not
resolved as combat.
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T H I S P L AC E I S T R Y I N G TO K I L L YO U
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,
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T H I S P L AC E I S T R Y I N G TO K I L L YO U
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.
D6
2
Read HOT GARGOYLE NIGHTS
D6 D6
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T H I S P L AC E I S T R Y I N G TO K I L L YO U
• 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:
• 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
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HOT GARGOYLE
the enormous creature’s metabolism has slowed
in its equally enormous age. How do you kill the
R
•
EAD ANY ONE of the following:
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.
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:
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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:
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
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T H I S P L AC E I S T R Y I N G TO K I L L YO U
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:
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.
WIGHT
remaining, this encounter is replaced
with STAKEOUT.
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?
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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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D I N N E R D AT E
STRAHD ARC
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D I N N E R D AT E
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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D I N N E R D AT E
START
Read:
INTRO
The Misery
answers questions until
Or... Read:
A DARK Group Insight
FATE Check
...asked 8 questions...
Or... PASSED
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D I N N E R D AT E
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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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D I N N E R D AT E
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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D I N N E R D AT E
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.
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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D I N N E R D AT E
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!"
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D I N N E R D AT E
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.
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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
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THE BASILICA
DEN IZEN S
THE ABBOT
THE WOMAN IN RED
THE WOMAN IN BLUE
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THE BASILICA
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 BASILICA
FALLEN DEVA the fight. What he knows is listed in END & LOOT
at the end of THE BASILICA.
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.
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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.
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START
Read:
INTRO
Read: Read:
THE HUNGRY DEVOTIONS
CHURCH
Read:
THE QUIET Stealth Check
ROAD
Read: Read:
MAKE WAR
MAKE WAR
ALTERNATIVES
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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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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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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2
A: Attack nearest using 2-handed longsword. M: Move towards nearest caster
R: Parry. or ranged attacker.
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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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.
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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:
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,
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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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.
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.”
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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.”
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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.
THE QUIET
set, including the optional TREASURY encounter if
it fits the tone of the current campaign. Players do
not receive the TREASURE.
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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.
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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.
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)
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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.
DESCRIPTION
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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
Reaching the
LUCK BLADE
OR
Two hours of real time have passed.
Then....
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
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
MARKOVIA'S LUCK
TOMB BLADE
BOSS
STRAHD'S
TOMB
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THE CRYPTS
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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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DUST AND
rather than their incarnation.
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
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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
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.
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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.”
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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
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)
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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.
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.
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
Read:
DRESSED
TO KILL
Aid her?
PLAYERS
REFUSED
NO YES BAIL
ALLOWED
PLAYERS
FEARLESS! Go To:
ATTACK THE RUSE
RUSE
ENDS
RIDE OR DIE
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Precast spells: Irena always starts combat with mirror image in effect.
1
A: Fireball, targeting a clump of players. M: Close with a caster.
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.”
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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.
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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.
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“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
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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.
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.
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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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ENCOUNTER FLOW
START
CHIANTI
MODULE
Read:
DINNER FOR
4.5
Read:
DEAD MEN
& TALES
Read: Read:
WAR MURDER
Read:
AFTERMATH
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Precast spells: Strahd always starts combat with mirror image in effect.
1
A: Fireball, targeting a clump of players. M: Close with a caster.
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.
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.
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
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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,
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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.
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.
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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
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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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Read:
TOWER OF BABEL
Bailed? YES
NO
EXIT ENCOUNTER
Read:
TOWER OF BABEL -
ARRIVAL
Bailed? YES
NO
Read: Read:
FINALE and END & LOOT EJECTED
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ER FORMS
T H E LOW
From:
ENCOUNTER FLOW
Earthblight Archmage
START
Goal:
HIGHER FORMS
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GHER FORMS
THE HI
From:
LOWER FORMS
START
Any one of...
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.
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.
-ARRIVAL
Inside, there is a blank grey room with an oddly
carved floor.
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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
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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THE TOWER
GHER FORMS
THE HI
START
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.
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THE TOWER
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
“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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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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THE TOWER
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
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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THE TOWER
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.
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I.
HOPE
II.
BOUNTY
III.
REBIRTH
IV.
KNOWLEDGE
V.
THE RELIC
VI.
THE SPHINX
VII.
THE GOLEM
VIII.
THE BEHOLDER
IX.
THE WALLED CITY
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X.
THE COUNTERSPELL
XI.
THE ROC
XII.
THE PALADIN
XIII.
THE DRAGON
XIV.
THE RANGER
XV.
THE ASTRAL PLANE
XVI.
THE DJINN
XVII.
THE GOBLIN
XVIII.
THE SHIP
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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.
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DENIZENS
GERTRUDA, ENVOY OF THE DARK POWERS
KEY LOOT
THIGHBONE OF ST. MARKOVIA
GERTRUDA’S HEARTSEEKERS
THE CIPHERED ZAROVICH TOME
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.
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START
Read:
THE STUDY
Read:
A CHEERFUL
VOICE
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.”
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
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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.
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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.
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
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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.”
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.
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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?
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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
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
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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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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
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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.
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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.
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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.
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Read:
LAST STAND
REMINDER
Read:
GATHERING
THE QUICK
Arcanaloths
NO Driven Off? YES
Read:
JACKAL'S
HOUSE
CALL
Go to: Go to:
STRAHD FLOW IRENA FLOW
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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
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.
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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.
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 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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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.
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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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.
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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.
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IRENA FLOW
Read:
COLD FURY
NO
Read:
WHAT LIES
BELOW
NO
Read: Go to:
END OF THE DARK AUDIENCE
RAILS and
TOMB OF STRAHD
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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.
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
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Investigation
On 18 or greater: There is… some wear here, in
Irena’s tomb. A little more soot here or there.
A pattern.
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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one night strahd
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IRENA GAUNTLET:
TOMB OF IRENA
TABLE OF CONTENTS
SUMMARY............................................ 336 CORE ENCOUNTER FLOW..................... 340
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
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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.
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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.
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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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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TOMB OF IRENA
START
Read:
INTRO
8 MINUTES
Brief Exploration
of Tomb
Read: Coffin
ALTAR Opened 8 MINUTES
STATES
Begin:
COMBAT FLOW
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TOMB OF IRENA
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one night strahd
EAST
ACT III: ENTRANCE
I'LL BE BACK
TOMB OF IRENA
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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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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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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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one night strahd
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TOMB OF IRENA
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 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.
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.
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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.
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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.
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.
QUALIFIED lost yet. The best they can hope for is a QUALIFIED
VICTORY, but there’s some story left yet.
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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.
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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.
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.
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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VASILKA
U SES GYNOSPHINX, with a modified spell list
as below:
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
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START
Read:
INTRO
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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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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.
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)
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.
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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A DARK AUDIENCE
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
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A DARK AUDIENCE
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.
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.
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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A DARK AUDIENCE
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
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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.
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.
PROCEED TO:
Greenhouse Encounter
QUALIFIED AND FIND THE
VICTORY
Loss scene
PROCEED TO:
Greenhouse Encounter
AND FIND THE
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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
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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
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STRAHD’S
the SHRINE or kill the Wolf. Either of these will
immediately trigger the OUTRO.
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.
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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Read:
INTRO:
RED OCEAN
Hunt Rules
STRAHD'S HATE
HUNT MAPS
At any time, if...
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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
Runnable GM Map
Goal:
Gatehouse
Secret Rail
Great Hall
The Lock
Central Stairs
Smithy King’s
Chamber
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Goal:
Sunlit Shrine
Ancient Road
Deep Woods
The Bridge
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Runnable GM Map
Goal:
Sunlit Shrine
Shrine Door
The Bridge
KEY
All connections are bidirectional
OR
Will be described only in the text
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S T R A H D ' S H AT E
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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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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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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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1
A: Cast pulse wave. M: Pull back to lure players out of
position.
B: Active Perception.
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.
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
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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
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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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
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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.
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.
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.
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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.
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.
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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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]
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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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
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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TO M B O F ST R A H D
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
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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.
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
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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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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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.
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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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.
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!
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
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
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.
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
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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PROCEED TO:
Greenhouse Encounter
AND FIND THE
Loss scene
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SUMMARY D EN I Z EN S
GERTRUDA
OMU
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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
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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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.
one night strahd
ACT III: I'LL BE BACK
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Read:
THE SUN
then...
Based on outcome,
go to...
QUALIFIED
LOSS VICTORY
VICTORY
Go to:
REMAINING FINALE Go to:
EXPLORING THE
GREENHOUSE Go to:
THE END
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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
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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?”
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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
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.
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(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?”
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(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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T HE END
Combine the two outcomes from the GAUNTLET and BOSS FIGHT using the following table:
TOTAL
“What next?” She leans fondly on the tallest of you
as her world ends.
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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.
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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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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
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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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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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.
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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.
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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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?
OPTIONAL
ENCOUNTERS
one night strahd
OPTIONAL ENCOUNTERS
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
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.
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THE TREASURY
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
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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THE TREASURY
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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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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.
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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THE TREASURY
THE
The players have two turns to position or buff
their characters. If they move close to examine the
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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THE TREASURY
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.
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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.
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THE BLACK LAGOON
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.
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THE BLACK LAGOON
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
OMU
Mythic Death Slaad
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THE BLACK LAGOON
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
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THE BLACK LAGOON
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.
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.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
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THE BLACK LAGOON
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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THE BLACK LAGOON
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.
2
A: Cast fly. M: Fly 40 feet up.
3
Snowcrash if available, or bubble twice, then M: Maintain at least 30 feet of
move and bubble. distance.
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THE BLACK LAGOON
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.
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
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
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THE BLACK LAGOON
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.
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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.
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.”
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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.
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.
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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.
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.
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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
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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.
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Simple Weapons,
MODIFIER -1 +4 +2 +0 +4 -1 Darkvision,
Poison Resistance
SIGNATURE
SAVES +2 +7 +2 +0 +4 -1 WEAPON:
Unarmed Strike
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.
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BONN
Dwarven Barbarian, he/him
SIGNATURE
SAVES +7 +2 +7 -1 +0 -1 WEAPON:
Greatsword
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.
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PALLAS WOLASTON
Human Paladin, she/her
SIGNATURE
SAVES +7 +2 +6 +2 +5 +9 WEAPON:
Divine Smite
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.
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OPEN QUESTION
Tortle Cleric, he/him
SIGNATURE
MODIFIER -1 +0 +3 +2 +4 -1 SPELLS:
Spiritual weapon,
aura of vitality,
SAVES -1 +0 +3 +2 +7 +2 guiding bolt,
guidance
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.
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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.
Under the hood: Cerr y is a Rune Knight Fighter Half-Elf. She uses a rapier, shield, and studded leather.
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PURA ADELAIDE
Tabaxi Trickster, she/her
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.
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.
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PROSPER
Tiefling Fighter, they/them
SIGNATURE
SAVES +8 +0 +5 +5 -1 +0 WEAPON:
Greatsword
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.
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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.
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.
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VETHE
Elven Druid, she/her
-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.
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PIP
Rogue/Wizard, she/her
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
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.
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.
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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.
Under the hood: Em is a Variant Human Abjurer Wizard, with the Eldritch Adept feat. She has mage armor up at all times.
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THOMAS STARTLE
Human Hexblade, he/him
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.
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LANNHARD
Tortle Bard, he/him
-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
Under the hood: Lannhard is a Tortle Lore Bard with the Fey-Touched feat. He uses the natural defenses of a Tortle.
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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
Under the hood: Annie’s a Satyr Paladin 2/College of Swords Bard 4 with abilities abridged or reflavored. She wears full plate.
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DOOMED SOULS
ARET
Half-elf Wizard, they/them
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
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.
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DOOMED SOULS
MATTHIAS RAYDELL
Gnomish Artificer, he/him
SIGNATURE
SAVES -1 +2 +5 +8 +0 +0 WEAPON:
Radiant Quarterstaff
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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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.
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AMARANTH SEVENSWORD
Half-Elf Monk/Cleric, she/her
SIGNATURE
SAVES +2 +6 +3 -1 +4 -1 WEAPON:
Wooden Sword
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.
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.
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ACE HOLLYHEART
Aasimar Paladin/Sorcerer/Warlock, he/him
SIGNATURES:
SAVES -1 +3 +2 +0 +3 +6 Divine Smite,
Store Power
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.
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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
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:
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M O N ST E R S
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
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FEYPACT WEREWOLF
Large monstrosity (shapechanger), unaligned
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
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AFTERMATTER
M O N ST E R S
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
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M O N ST E R S
ENDLESS MISERY
Medium undead, lawful evil
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
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FALLEN DEVA
Medium celestial, lawful evil
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M O N ST E R S
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)
REACTIONS
Deflect. The fury adds 3 to its AC against one attack that
would hit it.
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M O N ST E R S
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
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.
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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.
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M O N ST E R S
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.
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M O N ST E R S
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
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.
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M O N ST E R S
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
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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.
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M O N ST E R S
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
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M O N ST E R S
OMU, SLAAD-LORD
Medium aberration, chaotic good
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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M O N ST E R S
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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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.
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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M O N ST E R S
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
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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.
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M O N ST E R S
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
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M O N ST E R S
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.
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ITEMS
TABLE OF CONTENTS
WHAT THIS IS...................................... 512 JADE KNIFE, SOLAR.........................518
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
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
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.
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 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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AFTERMATTER
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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AFTERMATTER
ITEMS
HEARTSEEKERS
From The Tome
WEAPON (DART), LEGENDARY (REQUIRES ATTUNEMENT)
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.
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.
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AFTERMATTER
ITEMS
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).
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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.
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AFTERMATTER
ITEMS
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.
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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.
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)
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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.
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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