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CURSE OF STRABO.


CREDITS
Lead Designer: Christopher Perkins This book is based on the 32-page D&D adventure Raven/oft
Creative Consultants: Tracy and Laura Hickman published in 1983 by TSR, Inc. Here are that book's credits:
Designers: Adam Lee, Richard Whitters, Jeremy Crawford
Managing Editor: Jeremy Crawford Designers: Tracy and Laura Hickman
Editor: Kim Mohan Editor: Curtis Smith
Editorial Assistance: Scott Fitzgerald Gray Graphic Designer: Debra Stubbe
D&D Lead Designers: Mike Mearls, Jeremy Crawford Illustrator: Clyde Caldwell
Cartographer: David C. Sutherland Ill
Art Director: Kate Irwin
Additional Art Direction: Shauna Narciso, Richard Whitters The following D&D books also provided material and inspiration:
Graphic Designer: Emi Tanji
Cover Illustrator: Ben Oliver Cordell, Bruce R. and James Wyatt. Expedition to Castle Raven/oft.
Interior Illustrators: Dave Allsop, Fran�ois Beauregard, Mark Behm, 2006.
Eric Belisle, Zoltan Boros, Jedd Chevrier, Daarken, Lake Hurwitz, Elrod, P.N. /, Strahd: The Memoirs of a Vampire. 1993.
Chuck Lukacs, Howard Lyon, Ben Oliver, Adam Paquette, Rob Hickman, Tracy and Laura. Rahasia. 1984.
Rey, Chris Seaman, Richard Whitters, Kieran Yanner Nesmith, Bruce with Andria Hayday. Realm of Terror. 1990.
Cartographers: Fran�ois Beauregard, Mike Schley, Ben Wootten Pozas, Claudio. "Fair Barovia." Dungeon 207. 2012.
TSR, Inc. Van Richten's Monster Hunter's Compendium, Volume One.
Project Managers: Neil Shinkle, Heather Fleming 1999.
Product Engineer: Cynda Callaway ---. Van Richten's Monster Hunter's Compendium, Volume
Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee Three. 2000.
Prepress Specialist: Jefferson Dunlap
Playtesters: Robert Alaniz,* Mal A'menz,* Glen Ausse, Jerry
Other D&D Team Members: Greg Bilsland, Chris Dupuis, David Behrendt, Teddy Benson, Anthony Caroselli,* Christopher
Gershman, John Feil, Trevor Kidd, Christopher Lindsay, Shelly D'Andrea,* Jason Fransella,* Jeff Galper, Elyssa Grant, Steve
Mazzanoble, Ben Petrisor, Hilary Ross, Liz Schuh, Matt Sernett, Heitke, Mary Hershey, Sterling Hershey, Justin Hicks, Shaun
Nathan Stewart, Greg T ito Horner, Donald Jacobs, James Krot, Yan Lacharite,* Jonathan
Longstaff,* Michael LeClair, Ray Lillard, Eric Lopez, J.M., Matt
Disclaimer: Wizards of the Coast cannot be held liable for any long­ Maranda,* Cris McDaniel, Randy Merkel, Lou Michelli,* Mike
term side effects of venturing into the dread realm of Raven/oft, Mihalas,* Daniel Norton,* Lucas Pierce, Claudio Pozas,* John
such as /ycanthropy, vampirism, a fear of dead things, a fear of living Proudfoot,* Rob Quillen II, Karl Resch,* Jason Riley, Sarah Riley,
things, an inability to sleep without a nightlight on and a +5 holy Arthur Severance,* Sam Sherry,* Zach Sielaff, David "Oak"
avenger under your pillow, and the unsettling suspicion that Strahd is Stark,* Jayson Thiry, Steve Townshend,* Kyle Turner,* Will
too clever to be so easily defeated and that this is all just part of some Vaughn, Peter Youngs
grand scheme of his to extend his power beyond Barovia. You didn't
think you could escape unless he wanted you to, did you? *This playtester provided feedback for a group.

ON THE COVER
The master of Ravenloft is having guests for dinner,
and you are invited. Ben Oliver sheds light on the
vampire Strahd von Zarovich, whose dark past is a
tale to be told, and whose evil knows no bounds.

62086517000001 EN
ISBN: 978-0-7869-6598-4
First Printing: March 2016

987654321

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other couiitries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or art­
work contained herein is prohibited without the express written permission of Wizards of the Coast.

Printed in the USA. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, US_A. Manufactured by,Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH.
Represented by Hasbro Europe 4The Square Stockley Park lJxbridee Middlesex UBJJ JEI UK..
CONTENTS
Foreword ...................................................... 4 Ch. 10: The Ruins ofBerez ................. 161 Rictavio ...................................................... 238
Introduction ................................................. 5 Approaching theRuins .......................... 161 Strahd von Zarovich ............................... 239
Running the Adventure.............................. 5 Areas ofBerez.......................................... 162 Strahd Zombie ......................................... 241
Sidebar: A Classic Retold .......................... 5 Special Events.......................................... 166 Vladimir Horngaard ............................... 241
Marks ofHorror ........................................... 7 Ch.11: Van Richten's Tower ............... 167 Wereraven ................................................. 242
Ch.1: Into the Mists .................................. 9 Approaching the Tower .......................... 167 App. E: The Tarokka Deck.................. 243
Strahd von Zarovich ................................... 9 Areas of the Tower .................................. 168 App. F: Handouts ................................... 251
Fortunes ofRavenloft ............................... 11 Special Events.......................................... 171 Kolyan Indirovich's Letter (V. 1) .......... 251
Sidebar: Using Regular Ch.12: The Wizard of Wines.............. 173 Strahd's Invitation................................... 251
Playing Cards ......................................... 11 Approaching the Vineyard..................... 174 From the Tome of Strahd ...................... 252
AdventureHooks ....................................... 18 Approaching the Winery ........................ 174 Journal ofRudolph vanRichten ...........254
Ch. 2: The Lands ofBarovia ................. 23 Areas of the Winery ................................ 176 Kolyan Indirovich's Letter (V. 2) ..........256
Lay of the Land .......................................... 23 Special Events.......................................... 179 Journal of Argynvost ............................... 256
Alterations to Magic .................................. 24 Ch.13: The Amber Temple................. 181
Barovians .................................................... 24 Sidebar: Extreme Cold ........................... 181 Maps
Sidebar: Barovian Names ....................... 25 Areas of the Temple ................................ 183 Barovia* ....................................................... 35
Sidebar: Barovian Calendar ................... 26 Sidebar: Amber Sarcophagi ................. 191 Tser Pool Encampment* ........................... 36
Vistani .......................................................... 26 Special Events.......................................... 196 Village ofBarovia*..................................... 42
Random Encounters................................. 28 Ch.14: Vester Hill .................................. 197 Church.......................................................... 46
Sidebar: Strahd's Spies ........................... 29 Areas of theHill ....................................... 197 CastleRavenloft
Areas ofBarovia ........................................ 33 Special Events......................................... 200 Map 1: RavenloftHeights• ........... Poster
Sidebar: The Lands ofBarovia: Map 2: Walls ofRavenloft* ................. 53
Common Features ................................. 33 Ch. 15: Werewolf Den ........................... 201 Map 3: Main Floor• ............................... 55
Sidebar: Travel through the Mists ....... 201 Map 4: Court of the Count• ................. 62
Ch.3: The Village ofBarovia................ 41 Areas of the Den ......................................203
Approaching the Village .......................... 41 Map 5: Rooms of Weeping• ................ 65
Special Events..........................................205 Map 6: Spires ofRaven loft* ................ 71
Areas of the Village ................................... 43
Special Events............................................ 48 Epilogue .................................................... 207 Maps 7, 8, 9, 10:
Strahd Prevails ........................................ 207 Spires ofRavenloft• .......................... 73
Ch. 4: Castle Ravenloft ........................... 49 Strahd Dies ...............................................207 Maps 11, 12: Larders of Ill Omen,
Random Encounters ................................. 49 Dungeon and Catacombs* ............... 75
Walls ofRavenloft ..................................... 52 App. A: Character Optioos..................209
CharacterBackground...........................209 Elevator Trap .......................................... 76
Main Floor................................................... 54 Traps in Area K73 ................................. 80
Court of the Count..................................... 61 Sidebar: MonsterHunter's Pack .......... 209
Rooms of Weeping .................................... 64 Gothic Trinkets ........................................ 210 Vallaki* ......................................................... 97
Blue Water Inn ........................................... 99
Spires ofRavenloft.................................... 69 App. B: Death House ............................. 211 Burgomaster's Mansion ......................... 104
Larders of Ill Omen................................... 74 History........................................................ 211 Wachterhaus ............................................. 111
Dungeon and Catacombs ........................ 79 Rose and Thorn ....................................... 211 Coffin Maker's Shop ............................... 116
Ch.5: The Town ofVallaki.................... 95 Sidebar: Level Advancement ................ 211 Vistani Camp ............................................120
Approaching the Town ............................. 95 Sidebar: DeathHouse's Features........ 212 OldBonegrinder ...................................... 127
Areas of Vallaki.......................................... 97 Areas of theHouse .................................. 212 Argynvostholt: Ground Floor and
Special Events..........................:............... 123 Sidebar: Dungeon Features·················· 217 Second Floor......................................... 131
Endings ...................................................... 220 Argynvostholt: Third Floor,
Ch. 6: OldBooegrioder ........................ 125
Approaching the Windmill ....................125 App. C: Treasures .................................. 221 Rooftop, and Beacon........................... 137
Areas of the Windmill ............................ 126 Tome of Strahd......................:.................. 221 Krezk* ........................................................ 144
The Megaliths........................................... 128 Magic Items............................................... 221 Abbey of Saint Markovia:
App.D: Monsters and NPCs ............... 225 Ground Floor ........................................ 149
Ch• 7: Ar gynvosthOIt.............................. 129 Abbey of Saint Markovia:
The Abbot..................................................225
The Order of the Silver Dragon ........... 129
Animated Objects .................................... 225 upper Floor and CeIIar ...................... 153
Sidebar:Revenants ofBarovia ............. 130
Approaching the Mansion.'.................... 130 Baba Lysaga.............................................. 228 Tsolenka Pass ··········································158
Areas of ArgynvosthoI t........................... 130 Barovian Witch ........................................ 229 Baba Lysaga's Creeping Hut................. 163
.
Spec1a1 Events..............................:........... 142 Blight, Tree.......·......................................... 230 Berez• ......................................................... 164
,
Ezmerelda d'Avenir .................................230 yan RIChten s T.ower ............................... 170
Ch. 8: The Village ofKrezk ................. 143 Izek Strazni..............................:................ 231 Wizard of Wines Wioery........................ 175
Areas of Krezk................................. :........ 143 Kasimir Velikov................ :....................... 232 Amber Temple: Upper Level ................. 182
Areas of the Abbey .......... ,....................... 147 Madam Eva ...........:..................· ............... :.233 . Amber Temple: 1::0�1;,r Level.'.......... ....:.. 190
Special Events..................... ,........... ,........ 155

I��·��;�·;· : : : : : : : : : :;.: �;:: : : : ;;!:. -t::� ::�:�.:'.:-: : :: :· : ·: :::· : : : : : : : : : : : : ;��


... 234 · YesterHill...... :......:..:.....................,...:.,..... 199·
.
Ch. 9: Tsolenka Pass............................. 157
Mongrelfolk .·
w.
Areas of the Pass..................................... 157 : ;�d�:::
Special Events.:...:....:..,............:............... 159 Rahadin ............... :......:...........:...............:..-.236'
*Appears ori the poster map
FOREWORD: RAVENLOFT REVISITED
E TURNED THE CORNER, AND THERE WAS Godwin and her husband-to-be, Percy Shelley. One
a vampire. night in June, Byron suggested that they each write a
I groaned and rolled my eyes. ghost story. Mary Shelley's contribution to the effort
It was 1978, and I was playing in would later become Frankenstein. The short story "The
one of my first dungeon adventures. It Vampyre," published in 1819, was Polidori's contribu­
was being run by a friend I had known tion. He was Byron's personal physician, and the first of
in high school,John Scott Clegg, and it the so-called "romantic" vampires under Polidori's hand
was typical of the type of adventure that was actually modeled after Lord Byron.
people played in those days. It was all about exploring a Byron-like the fictional vampires that he inspired,
hodgepodge collection of rooms connected by dungeon from Polidori's Lord Ruthven down through the penul­
corridors, beating up the monsters that we encountered, timate work of Bram Stoker-was a decadent predator,
searching for treasure, and gaining experience points. an abuser hidden behind a romantic veil. He was a
Now we were face to face with random encounter comely and alluring monster-but a monster neverthe­
number thirty-four: a vampire. Not a Vampire with a less. The romantic vampire of the earliest years of the
capital V, but a so-many-Hit-Dice-with-such-and-such-an­ genre was not just a spouse abuser but a spouse killer,
Armor-Class lowercase vampire. Just another monster the archetype of abuse in the worst kind of destructive
in the dungeon. codependency.
I remember thinking at the time, What are you doing For Laura and me, those were the elements that truly
here? This creature seemed completely out of place with defined Strahd von Zarovich-a selfish beast forever
the kobolds, ores, and gelatinous cubes we had seen lurking behind a mask of tragic romance, the illusion of
thus far. This was a creature who deserved his own set­ redemption that was ever only camouflage for his prey.
ting and to be so much more than just a wandering mon­ Initially we were going to title the adventure Vampyr­
ster. When I came home from that game, I told all these one of a series of games we called Nightventure that
thoughts to Laura. Laura and I were self-publishing back in 1978. The
That was when Strahd von Zarovich was born. castle was called Ravenloft, and when Halloween came
Strahd would be no afterthought-he demanded around each year, our friends asked us if we could play
his own setting, his own tragic history. Laura and I "that Ravenloft game" again ... and so the better title
launched into researching the mythology and folklore won out. It was, in part, because of this design that I
surrounding the vampire. We started with the vague, was hired by TSR, Inc., to write DUNGEONS & DRAGONS
black-and-white image of Bela Lugosi in 1931, but found adventures in 1982. Soon thereafter, 16 Ravenloft was
so much more. published.
The first "modern" literary foundation of the vampire Since then, fans of Ravenloft have seen many different
was penned by John William Polidori based on a frag­ creative perspectives on Barovia (a country which, by
ment of a story by Lord Byron. It was while at the Villa absolute coincidence, is featured in a 1947 Bob Hope
Diodati-a rented house next to Lake Geneva, Switzer­ movie called Where There's Life). It continues to be one
land-that Byron and Polidori met Mary Wollstonecraft of the most popular DUNGEONS & DRAGONS adventures
of all time. In its various incarnations, each designer has
endeavored to bring something new to the ancient leg­
end of Strahd, and to each of the.m we are grateful.
But the vampire genre has taken a turn from its roots
in recent years. The vampire we so often see today
exemplifies the polar opposite of the original arche­
type: the lie that it's okay to enter into a romance with
an abusive monster because if you love it enough, it
will change.
When Laura and I got a call fr.om Christopher Perkins
about revisiting Ravenloft, we hoped we could bring the
message of the vampire folktale back to its original cau­
tionary roots. The talented team at Wizards of the Coast
not only graciously took our suggestions but engaged us
in a dialogue that delivered new insights on the night­
mare beyond the gates of Barovia.
Now we invite you again a� our guests to pass through
the Svalich Woods if you dare. For here the romance
is tragically dangerous ... and a true monster smiles at
your approach.

Tracy Hickman .
May 2015
l
INTRODUCTION
NDER RAGING STORM CLOUDS, A LONE
figure stands silhouetted against the an­
cient walls of Castle Ravenloft. The vam­
pire Count Strahd von Zarovich stares
down a sheer cliff at the village below. A
This book is meant for you, the Dungeon Master,
alone. We recommend you read the entire adventure
before attempting to run it. It assumes that you have
the fifth edition Player's Handbook, Dungeon Master's
Guide, and Monster Manual.
cold, bitter wind spins dead leaves about The Monster Manual contains stat blocks for most of
him, billowing his cape in the darkness. the monsters and nonplayer characters (NPCs) found
Lightning splits the clouds overhead, casting stark in this adventure. Descriptions and stat blocks for new
white light across him. Strahd turns to the sky, re­ monsters and NPCs are provided in appendix D. When
vealing the angular muscles of his face and hands. He a creature's name appears in bold type, that's a visual
has a look of power-and of madness. His once hand­ cue pointing you to the creature's stat block in the Mon­
some face is contorted by a tragedy darker than the ster Manual. If the stat block is in appendix D, the adven­
night itself. ture's text tells you so.
Rumbling thunder pounds the castle spires. The Spells and nonmagical equipment mentioned in the
wind's howling increases as Strahd turns his gaze back adventure are described in the Player's Handbook.
to the village. Far below, yet not beyond his ken, a party Magic items are described in the Dungeon Master's
of adventurers has just entered his domain. Strahd's Guide, unless the adventure's text directs you to an
face forms a twisted smile as his dark plan unfolds. item's description in appendix C.
He knew they were coming, and he knows why they
have come-all according to his plan. He, the master of
Ravenloft, will attend to them. Text that appears in a box like this is meant to be read
Another lightning flash rips through the darkness, its aloud or paraphrased for players when their characters
thunder echoing through the castle's towers. But Strahd first arrive at a location or under a specific circumstance,
is gone. Only the howling of the wind-or perhaps a lone as described in the text. Indoor and nighttime descrip­
wolf-fills the midnight air. The master of Ravenloft is tions are written with the assumption that the adventur­
having guests for dinner. And you are invited.
ers are using a torch or other light source to see by.

RUNNING THE ADVENTURE


Curse of Strahd is a story of gothic horror, presented STORY OVERVIEW
here as a DUNGEONS & DRAGONS roleplaying game Adventurers from a foreign land find themselves in
adventure for a party of four to six adventurers of levels Barovia, a mysterious realm surrounded by deadly fog
1-10. A balance of character classes is helpful, since the and ruled by Strahd von Zarovich, a vampire and wiz­
adventurers will face a variety of challenges. Each char­ ard. Using a deck of tarokka cards to predict their fu­
acter class will certainly have its moment to shine. ture, a fortune-teller named Madam Eva sets them on a
dark course that takes them to many corners of Barovia,
A CLASSIC RETOLD culminating with a vampire hunt in Castle Ravenloft.
This adventure is a retelling of the original Raven/oft ad­ Madam Eva's people are called the Vistani. They
venture, which was published in 1983 byTSR, Inc. In the travel in covered wagons from world to world, luring
years since, the original has gained a reputation as one strangers into Strahd's domain.
of the greatest Du NG EONS & DRAGONS adventures ever, and Barovia is a land of ghosts, werewolves, and other fell
it went on to inspire the creation of a campaign setting creatures. The wilderness hides many secrets, includ­
of the same name in 1990: Ravenloft, home of the Do­ ing forgotten ruins and battlefields that tell the story of
mains of Dread. Strahd's life as a conqueror. Adventurers who explore
Module 16: Raven/oft, written by Tracy and Laura Hick­
the wilderness find the remnants of Strahd's ancient en­
man, broke new ground by presenting a D&D adventure
that was as much story-driven as location-based, featuring emies, not all of them as dead as one might expect.
a villain who was complex and terrifying. Castle Raven­ For the people of Barovia, there is no escape from this
loft, with its amazing three-dimensional maps, remains harsh. land. The town of Vallaki stands ready to defend
to this day one of the most iconic and memorable of all itself against the servants of Strahd, but it's far from the
D&D dungeons. sanctuary it purports to be. The village of Krezk lies
This book includes the original adventure, as well as ex­ near the edge of Strahd's domain, its abbey now in the
panded material developed in consultation withTracy and clutches of evil, misguided creatures.
Laura Hickman. It expands what we know about the lands Of all the settlements in Strahd's domain, the village
around Castle Ravenloft and sheds new light on the dark
�f Barovia is by far the most 'oppressed. M�ny of its
past of the castle's lord. The lands of Barovia are from a
forgotten world in the D&D multiverse, and this adventure shops a:e dosed, a.n d_the loqals)1a:ye silccumqe_d to .., .
gives glimpses into that world. In time, cursed Barovia was despair. -��·is weU known. that_ Stral:ia desires the burgo�_
torn from its home world by the Dark Powers and bound · m;:ister:s'�dopted ctaugliter,·Ireena Koly,ma. The villag-·_
in mist as one of the Domains of Dread in the Shadowfell. : ers·;n�ither-prote�trior h;:itm her, lest t.h,�y incur the'vam�
pire's wrath. Few know that Ireeria bears aq .µncanny
· . resemblance to Taty�na, Stiahd's dead· belove·d:
. . . ·' . . . .

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

TNTRODUOTION
6
sons to stand against the darkness. Here are a couple of
MARKS OF HORROR ways to add glimmers of light to a tragic tale:
A gust of air like the foul-smelling breath of some hor­
rible monster greets the adventurers as they climb the • In a land as dreary as Barovia, take the time to de­
steps of a tower in Castle Ravenloft. Nearing the top, scribe the occasional scene of beauty, such as a pretty
they begin to hear the beating of a heart in the darkness flower growing atop a grave.
above. Not a human heart, but the heart of something • Make sure that the heroes have contact with NPCs
monstrous and horrible; Such is the nature of gothic who are honest, friendly, and helpful, such as the Mar­
horror: fear bred by anticipation and the dark realization tikovs in Vallaki or the Krezkovs in Krezk.
that all will be truly and horribly revealed in time.
PERSONIFICATION
The following tips can help you make this adventure a
chilling experience for you and your players. Ascribing human characteristics to an inanimate thing
is one way to turn something ordinary into something
THE UNKNOWN malevolent. A groaning house, the wailing wind, grasp­
Horror is born out of fear of the unknown. Our fear is ing mud, and a squatting chest aren't just mundane
heightened when the darkness engulfs us and we can't things-they're characters in your story, made all the
see, or when the truth is behind a locked door, covered creepier thanks to their humanlike traits. Torches sput­
by a sheet, or buried in the soft earth. It's not the mon­ ter nervously, rusty hinges shatter silence with their
ster, but its shadow, that breeds horror. The more we sudden cries of anguish, and cobwebs quietly beckon us
know about a monster, the less we fear it, so the trick to our doom. Here are more examples:
is to keep it out of the light for as long as possible. Here Imagine darkness as a silent crowd that follows the
are two tricks to heighten fear of the unknown: characters everywhere and stares at them while
• When it seems as though the characters have ev­ they sleep.
erything under control, you can have a gust of wind • Imagine trees as towering giants that stand idle yet
suddenly blow out their torches, plunging them ever watchful as characters face the perils of the Sva­
into darkness. lich Woods alone.
Before a monster appears, take a moment to describe
DETAILS
the odor that precedes it, the eerie sound it makes, or
the weird shadow it casts. In a horror story, there's no telling where danger might
be lurking. A leering gargoyle might be a monster in dis­
FORESHADOWING guise, or merely a fiendish sculpture. A mirror hanging
Foreshadowing is about finding clues to a horrible truth on a wall might have the power to transfix all who gaze
yet to be revealed. Consider the following examples: into it, or it might be nothing out of the ordinary. In a
horror story, taking the time to describe an object in de­
Before characters encounter a monster, hint at the tail draws attention to it, makes one suspicious of it, and
monster's presence with clues such as claw marks, might distract from the real danger. Here are a couple of
gnawed bones, and bloodstains. tricks you can use:
• Whenever characters take a long rest, give one char­
acter a prophetic dream in which he or she glimpses • In a given encounter area, choose one object or fea­
something yet to be found or encountered. ture to describe in some detail. It need not be import­
ant to the story.
AGE • Allow the character who has the highest passive Wis­
dom (Perception) score to see, hear, or smell some­
Barovia is the grim reflection of its undead master. Al­ thing that no one else can perceive.
most everything here is old and timeworn. Everywhere
the adventurers go, they should be reminded of death, HUMOR
decay, and their own mortality. Here are a couple of
ways to reinforce these pervasive themes: There are no stranger bedfellows than horror and hu­
mor. Tension can't be sustained indefinitely, so a dash
• Take time to describe the rotting timbers of buildings, of humor provides a respite, giving horror a chance to
the faded and moth-eaten clothing of the Barovian sneak up on us later and catch us off guard. While hu­
peasantry, the worm-ridden pages of old books, and morous situations will occur naturally in the course of
the rust on iron fences and gates. running the adventure, here are some tips for creating
• A character gazing into a mirror, a pool, or other re­ humor when needed:
flective surface might glimpse an older, more decrepit
version of himself or herself. Allow NPCs (even evil ones) to tell jokes, speak in a
funny-voice, or behave idio,tically. Even _morbid humor
LIGHT is better than none. ..: . . . . .
When a hero, villain, or morister,'foll� a natural 1:on .::
A tale that is perpetually dark in tone becomes tiresome a:n atta<;k·roli,. ability check, 0� -�a�i'iig..throw, d�scribe'
very quickly. It needs 'to feature the occasional ray of ,' a hum-�'io�s rriisna:p'.th:at occurs as·a: iesult.of the low
light for contrast and to create a sense of hope. Monsters roll; such' a1, a char11cter �ccidentally kn9ckini. over a
and other terrors must be offset with creatures that are lamp and setting-some drapes on fire·while trying'to
kind and lovable, giving-the characters ev_en_rnore rea- hide o'r move silently: .. , - ' . ..
<
CHAPTER 1: INTO THE MISTS
ERIE MISTS SURROUND BAROVIA AND fortresses of his ancestral homeland. Strahd named the
bind its inhabitants there. This chapter castle Ravenloft, after his mother, to demonstrate his
gives you the information you need to Jove for her. When it was complete, Strahd commanded
prepare for the adventurers' journey into his mother and brother to come toBarovia and stay with
those mists. The chapter first outlines him. Sergei eventually took up residence at Raveoloft,
the history and goals of Count Strahd but Ravenovia passed away while traveling to her name­
von Zarovich so that you are prepared for sake. In sorrowful disappointment, Strahd sealed his
what awaits the characters. In the "Fortunes of Raven­ mother's body in a crypt beneath the castle.
Joft" section, the chapter walks you through the tarokka Strahd's attention soon turned to Tatyana, a young
card reading that helps set the stage for the adventure's Barovian woman of fine lineage and remarkable beauty.
action, and the chapter closes with adventure hooks Strahd believed her to be a worthy bride, and he lav­
that you can use to draw the characters into the horror ished Tatyana with gifts and attention. Despite Strahd's
ofBarovia. efforts, she instead fell in love with the younger, warmer
Sergei. Strahd's pride prevented him from standing
STRAHD VON ZAROVICH in the way of the young couple's Jove until the day of
Sergei and Tatyana's wedding, when Strahd gazed into
Strahd von Zarovich, a vampire and wizard, has the sta­
a mirror and realized he had been a fool. Strahd mur­
tistics presented in appendix D. Although he can be en­
dered Sergei and drank his blood, sealing the evil pact
countered almost anywhere in his domain, the vampire
between Strahd and the Dark Powers. He then chased
is always encountered in the place indicated by the card
Sergei's bride-to-be through the gardens, determined to
reading later in this chapter, unless he has been forced
make her accept and love him. Tatyana hurled herself
into his tomb in the catacombs of Castle Ravenloft.
off a castle balcony to escape Strahd's pursuit, plunging
to her death. Treacherous castle guards, seizing the
THE VAMPIRE'S HISTORY
opportunity to rid the world of Strahd forever, shot their
In life, Strahd von Zarovich was a count, a prince, a master with arrows.
soldier, and a conqueror. After the death of bis father, But Strahd did not die. The Dark Powers honored
KingBarov, Strahd waged long, bloody wars against his the pact they had made. The sky went black as Strahd
family's enemies. He and his army cornered the last of turned on the guards, his eyes blazing red. He had be­
these enemies in a remote mountain valley before slay­ come a vampire.
ing them all. Strahd named the valleyBarovia, after his After slaughtering the guards, Strahd saw the faces
deceased father, and was so struck by its scenic beauty of his father and mother in the thunderclouds, looking
that he decided to settle there. down upon him and judging him. He had destroyed the
Queen Ravenovia lamented the death ofBarov and family bloodline and doomed all ofBarovia. The castle
was fearful of Strahd. War had made him cold and ar­ and the valley were spirited away, locked in a demiplane
rogant. She kept her younger son, Sergei, away from surrounded on all sides by deadly fog. For Strahd and


the battlefield. Strahd envied the love and attention his his people, there would be no escape.
mother visited upon his brother, so in Barovia he re­
mained. Peace made Strahd restless, and he began to
feel like his best years were behind him. Unwilling to go
the way of his father, Strahd studied magic and forged a
pact with the Dark Powers of the Shadowfell in return
for the promise of immortality.
Strahd scoured his conquered lands for wizards and
artisans, brought them to the valley ofBarovia, and com­
manded them to raise a castle to rival the magnificent

I AM THE ANCIENT. I AM THE LAND.


My beginnings are lost in the dark­
ness of the past. I am not dead. Nor
am I alive. I am undead,Jorever.
-.Tome of Strahd

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