am the Ancient.

This adventure was origina Ravenloft for the original ed tremendous success of the a Inc. to design an entire cam horror, entitled RAVENLOF The second edition of th Realm of Terror boxed set ch; formerly used to play this a caused this adventure to be f under the name of House o proud to reintroduce the or updated for the AD&D 2nd Domains ofDread rulebook. This adventure is design at the 11th-13th level of expl the current level of power h c Von Zarovich. Skim through playing it. Read the MONS? entry on vampires. Familiari Strahd's special spells and SI

It is possible for an entire p; to be wiped out by this adv played cruelly and shows n destroy them. It is the task of the DM t have at least a fair chance o things in this adventure tha discretion. Don't always c h t possibility; the adventure M the players if they feel that stacked against their charac

Plot Summary
The PCs find themselves tr; domain of Barovia by a rinx mists. To escape, they must wizard Strahd Von Zarovicl ultimate goal varies, depen' Vistani card reading. In the village, the PCs II Kolyana, the reincarnation

1 I


Count s h h d Von Zarovich
16th-Level Necromancer, Lawful Evil STRENGTH: 18/00 DEXTERITY: 16 17 CONSTITUTION: INTELLIGENCE: 18 WISDOM: 17 CHARISMA: 16 ARMOR CLASS: 1 (-1 with cloak) MOVEMENT: 12, fly 18 (C) L E V E ~ DICE: IT 16/11+1 HIT POINTS: 55 THACO 11 (8 with weapon) # ATTACKS: 1 DAMAGEIATTACK ld6+4, +6 with weapon SIZE: M (6' 1" tall) Special Attacks: Energy drain (2 levels); charm person gaze (-3 penalty to save); shapechange (wolf or bat); summon rats, wolves, or bats; spider climb; close or open any door in the castle at will. Special Defenses: Hit only by +2 or better weapons; half damage from electricity or cold; gaseonsfom; immune to sleep, charm, hold, mind-affecting spells; regenerate 3 hp/round; immune to garlic & mirrors; can withstand 10 rounds of sunlight; contingency spell: teleports if exposed to dangerous sunlight. Special Weaknesses: Holy symbols (presented with conviction); more than 10 rounds of sunlight (1 round from Sergei's Sunsword); ld6+1 points of damage from holy water; 14 points damage/round in running water. Saving Throws: (Parentheses indicate effects of his cloak) Paralyzation, Poison, Death Magic . . . . . . . . . . . . . .7 (5) Rod, Staff, Wand ........................... .5 (3) Petrification or Polymorph . . . . . . . . . . . . . . . . . . . .7 (5) Breath Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 (6) Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 (4) Necromantic spells . . . . . . . . . . . . . . . . . . . . . . . . . .5 (3) Spells Available: Add these spells to Strahds spellbook as detailed in Domains of Dread. If you do not have Domains of Dread or Tome of Magic, feel free to replace any or all of the spells with those listed in the

Gasik's refusal. Bloodstone's spectral steed*, suffocate', Abi-Dalzim's horrid wilting' Domains of Dread Strahd's baneful attractor, augment undead: groundfog, corpse whisper*, eyes of the undead: mimic mortal*, rain of terror, suppress lycanthropy, Strahds malefic meld*, misty summons, Strahd'sfrightful joining'
Spells Memorized 1st Level: Cantrip*, hold portal, magic missile, protection

from good, sleep, unseen servant
2nd Level: Invisibility, locate object, mirror image, ESP,

spectral hnnd: Strahd's baneful attractor
3rd Level: Lightning bolt, hold person, suggestion, vampivic

Player's Handbook. Plauer's Handbook: Cantria" Tome of Magic: conjure s p h component, past life,far reaching I, mask of death", summon lycanthrope, Von

touch: dispel magic, augment undead* 4th Level: Dimension door, enemation*, polymorph other, mask of death: ice storm, solidfog 5th Level Animate dead', distance distortion, magic jar*, Von Gasik's refusal, telekinesis, wall of stone 6th Level: Flesh to stone, stone toflesh, death spell*, invisible stalker, antimagic shell 7th Level: Finger of death", spell turning, delayed blast fireball 8th Level: Symbol, Abi-Dalzim's horrid wilting*

* Necromantic spells; targets suffer -1 penalty to saving


Equipment: Bloodstone amulet, which is an amulet of proof against detection and locatiolz; cloak ofprotection +2; and a ring offire resistance (on his left hand). He has a crystal ball in the treasury (room 41),which he uses to track the PCs.

1 : Strahd can enter any building without an

invitation. There are two exceptions: the Burgomaster’s home and the temple. Strahd has a variety of spies and servants outside ’ ’. his castle. They report to him three times eaICh ’ daV ltW0 ,~ hours before dawn, just after dusk, and at Inidnight). There is a 50% chance that Strahd knows th e PCs’ location at these times. If Strahd knows the:ir location, he attacks them-wherever they are-withi n two hours. Strahd chooses the method of his attack: j carefully He can attack in any of the following ways, but only once during the adventure.
1. Strahd personally attacks a single PC for no more than 5 rounds, then leaves. 2. Strahd calls 10-15 Strahd zombies to attack the party. All of the zombies attack at the same instant, in the same place.

Playiing Strahd Von Zarovich
The spells listed as memorized by Strahd are only recommendations. Feel free to change them to better suit the situation. When playing Strahd, it is important to keep a few things in mind:


Strahd lies in a coma during the day. He cannot act . _LL. while the sun is up. Pay close attenuun tu me r~mr of d.ay during thiiradvlnture. Strahd cannot begin his iattacks until after he has awakened at sundown.


.iL :

strahd chooses wnen to attack. xrahd is a genius; play him as one. Whenever he is aware of the PCs’ positions, he is allowed to make an attack in any manner he wishes. His attacks should be timed to be most advantageous to him. To do that, Strahd must move around during the adventure. However, he can always be found in the place determined in “Fortunes of Ravenloft” (see pages 5-8). It is your responsibility to see that the vampire uses his abilities to his greatest advantage. Strahd knows when to withdraw. The vampire knows when he is in over his head. If he is losing a battle, he turns gaseous, polymorphs into a wolf or bat, and/or summons other creatures to guard his retreat. Strahd’s attacks depend upon his goals. There is a reason why Strahd lured the PCs into his little kingdom. This reason is determined in ”Fortunes of Ravenloft.” Strahd’s plans for achieving his goal are listed together with his goals. Strahd is far more interested in scaring the PCs than killing them. The vampire prefers to play cat and mouse with the party. He could easily use his full powers and probably destroy the party. However, he enjoys taunting his victims. This is a critical weakness that gives the PCs a fighting chance to defeat him.




3. Strahd calls 3-12 worg wolves to attack the party All of the wolves must attack at the same time, in the same place.
Once the PCs enter Castle Ravenloft, the vampire always knows where they are, and he can attack at any time and in any fashion. However, he must allow at least half an hour (30 rounds) between such attacks. This does not prevent him from summoning creatures to engage the PCs while he makes his escape. He has a variety of creatures at this beck and call for such attacks. These attacks take the place of the random encounter tables listed in the original adventure. Strahd cannot summon or move monsters or encounters that are placed in a specific room or location. Strahd’s Opportunities: Throughout the adventure, there are sections labeled “Strahd’s Opportunity.” This is a recommended tactic that the vampire can use in specific places. It does not mean that Strahd will attack here. In fact, Strahd should take advantage of only a few of these opportunities.


but it requires a bit of preparation. play out the card-reading scene. The treasure indicated by the character class of the PC is hidden in the room whose number is shown in parentheses.6. -. Subclasses are acceptable." Do not read from the Aspect Table for Strahd's cards. "The stars say 'iue is the number o f this day." As she begins. but all cards have a mysterious passage to read. If the deck has been stacked. Madame Eva lays a second card that overlaps but does not cover up the first. refer to the section "Strahd's Variable Goal. The card reading can be done two different wayswith'a short deck or with a regular card deck.4..8. Regardless of which deck is used. Multiclass or dual-class characters can draw for both or either of their classes. When everyone has a single card. For Strahd's goal and treasure placement. Read this section carefully before the reading. 9. . for example. Have each of them select one card at random. "Fortunes of Ravenloft" determin. The entry on the Aspects Table appropriate to the suit of the card (page 7). cunning. it requires less preparation. Madame Eva will simply flip over the cards one at a time. the DM chooses Strahd's goal and where the important treasures are placed. Cards are then laid out face up. As each card is revealed. Ignore the Revelation cards when interpreting Strahds cards.his chapter details an imitation gypsy card reading that takes place when the PCs find the gypsy camp and Madame Eva. The Vistani fortuneteller selects the last card. Write down the results of the card reading so the information is handy. the characters should select one member for each character class. allow the players only to touch the deck. Write these numbers down. and joker cards. The DM is permitted to stack the deck if a particular plot line is desired. a ranger or paladin can draw as the warrior if desired. The appropriate entry from the Revelation Cards Table on page 7. one for the rogue's . The passage provided on the card for the appropriate character class. The results are similar in any case. one for the wizard s power. . Full Peck This method takes longer to play and challenges the DM more than the short deck version. Continue this 5 . read the following screened text aloud. It is fast and simple. one in front of each player and one in front of the DM. substitute the results of this reading for those determined prior to the game. . This card reading adds a great deal of flavor to the game and makes this adventure different when you play it again. . If the PCs have their fortunes read at the Vistani camp. Onefor the warrior's lourage. Note: The location of the treasure indicated for each character class is determined by the room number listed with the Revelation card interpretation. However. read the following: 1. 3. Madame Eva draws the darklord's cards. set aside all 2. short Peck In the original Ravenloft adventure. Familiarize yourself with the Revelation cards so you can recognize them as they are laid. the fortune telling was donein this manner. It does not resemble any real fortunetelling Strahd's goals and the placement of important treasures. one for the priest's purity. Decide whether to use the short deck or full deck option. laying it before them face down without looking at it. Instead. If the deck is stacked. pictured on page 6. Madame Eva will insist that each character at least touch the deck. . The remaining 32 cards form the short deck. . The DM doesn't have to improvise. if not actually shuffle it or cut it." . I 1 If possible. Select those among you to read to Tarokka. 2. The cards not used in the short deck version have no bearing on the game. Before play begins. 1 he last isJor the son o f darkness. Madame Eva refers to it as "the Tarokka deck. L - Madame Eva's age-worn voice intones. Ordinary Deck of Cards Madame Eva's fortunetelling can be done with a normal deck of playing cards. Only the Revelation cards have any real meaning. Have one handy before the game begins. From a regular deck of cards. Spread the cards out face down before the players. An entire deck of regular playing cards is used (take out the jokers and any blanks).

The appropriate character class text (below). Madame Eva starts with the first card laid and reads through a player’s entire hand. Be sure to finish dealing so that each player and the DM have exactly the same number of cards. The text from the Revelation Cards Table (page 7). Madame Eva says. merely say. ”This card has been eclipsed.” . Now Madame Eva begins the interpretation. 3. read the appropriate passage. For any subsequent Revelation cards.10. 2. read the following: 1.process until each player has at least one Revelation card (3. ”The cards refuse to reveal anything to you. each card has an obscure phrase associated with it. A).” If a player has no Revelation cards. A contingency is provided below should the entire deck be dealt and a player have no Revelation cards.7. J. As she points to each card. The treasure indicated by the character class of the PC will be hidden in the room whose number is shown in parentheses. At the first Revelation card. K. To keep the characters guessing. Q.5. The appropriate entry from the Aspects Table (page 7) matching the suit of the revealed card.

he is in his coffin. PCs suffer a -2 penalty to all saving throws. The PCs gain a +2 bonus to THACO and damage. Snit V + 4 4 Combat Modifiers PCs gain a +4 bonus to all saving throws. he is at the window. warmth. The object is lying across the dais behind the throne. I see a blazingfire protecting this place. This is the very heart of darkness: his home. he is counting his ill-gotten gains. With the castle’s natural penalty of -2. If Strahd is here. The object is lying on top of Queen Ravenovia’s coffin. Gems and coins buy weapons and armor.Revelation Cards Read only the italicized text to the players Card 2 3 Interpretation Two cannot succeed. the powers of Good will aid you. a harbor for the mighty and poweuful. she who is the mother of darkness. If Strahd is here. If Strahd is here. All attacks cause at least 1point of damage. and despair. looking over his lands. and fear and horror checks. The object is on the mantlepiece. 5 Revelation! Treasure Room (41) Seek a carefully hidden place of great worldly wealth. he is relaxing in the overstuffed chair. the result is a +2 bonus. The number of the compass and the winds. The object is on the altar. just under the portrait of the woman. like the four corners of a castle wall. he stands in the center of the room. he lies across the marble slab. Queen Revelation! Crypt of Queen Ravenovia (88) Find the queen. There must be more. and he rests in this place. Great secrets are there. Three times three. Aspects Read only the italicized text to the players. Revelation! King’s Audience Hall (25) Seek the King’s throne. Revelation! Crypt of Strahd Von Zarovich (86) This is a very bad sign. the sign of the wizard. If Strahd is here. it is a 4 penalty. With the sinkhole-of-evil effect. 4 This card represents the four corners of a square. brightly illuminated by a shaft of light from the ceiling. staring into a blazing fire. If Strahd is here. You . Your swords and clubs will act only reluctantly. The hex is the sign of the Vistani. a dark shape in the vast hall. attempts to turn undead. 6 7 Revelation! Chapel (15) Search amid the ruins in a place of supplication. Revelation! The Study (37) I see a place of tranquility. he is in a King Ace frenzy of rage and despair. attempts to turn undead. Your swords shall be diamond-sharp here. his source. If Strahd is here. It is in a place of wisdom. Heed their words. and fear and horror checks. weeping. If Strahd is here. ready to attack at the first sign of someone opening the lid. 10 Revelation! High Tower (60) This is the high card-it points to a place of dizzying heights. A dark shadow of evil is cast ouer that place. There is danger of losing your way. While you are there. The road winds ever upward and evil awaits you! The object is in a locked iron chest. The brother of dark is light. There is a very good influence here. It points 8 everywhere and nowhere. If Strahd is here. Revelation! Crypt of Sergei Von Zarovich (85) Jack Go to the fallen prince of old. The object lies in the corner. PCs suffer -2 penalties to THACO and damage. The object is lying across Sergei’s chest. It is his center and his lqe. Powerful 9 magic lies ahead. he is sitting on the throne. It is the one place to which he must return. The object is set prominently atop the other treasures in the room.

Strahd will attempt to charm all of the PCs and make them attack Ireena. Strahd will try to be alone with a charmed PC. Madame Eva deals herself a hand during the card reading. Strahd wants to make a magical sphere of darkness. His first goal is to make her his vampire bride. even if he rescues her. One of you carries a weapon that is stronger than any other against the evil in this land. CARD DRAW: 7 or 10 This card tells of a tool of evil. giving comfort to black hearts and protection from good. CARD DRAW: Jack or Queen The darkness loves a light and desires it. Strahd wants to destroy the Sunsword. he intensifies his efforts. 8 . Strahd seeks to escape Ravenloft. asking. This is a secondary goal to possessing lreena Kolyana. When Strahd discovers this. Strahd will attempt to turn Ireena into a vampire by draining her life force. but soon. since the mists will never let him leave his domain. His plot will fail. Strahd will swoop down and save her.strahd’s Variable Go4 The vampire’s primary goal is always to possess Tatyana. So far. If the Sunsword hilt is found and reunited with the blade.When this happens. CARD DRAW 3 or 5 Not yet. one who appears to be yourfriend will become your enemy. Now he is missing only one piece: a black opal. He is doomed to fail. Strahd is trying to assemble a magical item that casts a continuous sphere of darkness. Sergei’s Sunsword affects Strahd more than a normal sun blade. The two of them then try to kill the PCs. after all. CARD DRAW King or Ace Here is a high and noble card. Strahd wants to win the love of Ireena Kolyana (Tatyana). He wants Ireena to love him willingly rather than by force. Strahd wants the Sunsword. Only if this fails will he attempt to turn her into a vampire. Strahd casts a magic jar spell on the PC. lift the mists around the village. This is Strahd’s newest attempt to escape the demiplane of dread. he has gathered the pieces of the sphere one by one. With the appearance of the PCs. Strahd could be in real trouble. He believes that Ireena Kolyana is the reincarnation of his beloved Tatyana. The missing piece can be found only in the home of darkness. Use the table below to interpret Strahd‘s cards. Darkness surrounds and protects this tool. this determines the vampire’s goal. When this becomes apparent. The spell operates as detailed in the Player’s Handbook. he will attempt to destroy them. When they attack. taking over his body. he will attempt to kill all the PCs in a fit of rage. as Ireena will never love him. Great but subtle plans are in motion about you-plans that the dead mayfind warmthfrom the living. Such an item would greatly extend the possible range of his travels. Its sunlight paralyzes him instantly He is paralyzed for one full round before his continqency spell takes over. Strahd will try to convince the party that he has found a way out of Barovia. Strahd can. he has only been toying with Ireena and her family. He believes (correctly) that one of the PCs (a randomly chosen fighter) has been unknowingly carrying the Sunsword. Strahd mistakenly believes that one of the PCs has a black opal stone. Strahd will send the charmed PCs back to the party. Strahd hopes that the rescue will turn Ireena’s heart to him. Strahd will use his natural charm person abilities to charm lone PCs. Over the centuries. Read only the italicized text to the PCs. ”Do you have the black opal?” When Strahd discovers that none of the PCs has a black opal.

Photocopy the time track table and cross off the minutes as they pass. Memorizing spells A typical 11th-level wizard needs over five hours to memorize a full complement of spells. poison or start to choke. The darker silhouette of Castle 1 Ravenloft scowls down on the valley from its thousand-foot height. to help you plot the time of day Note that most parties will arrive at the castle around noon Evening in Barovia The villagers of Barovia have been terrorized for centuries by “the devil Strahd. If the wizard is changing some spells and keeping others (assuming he has any spells left after Strahd‘s nighttime attacks!). all of the creatures flee into the night. Once it is breathed. the poison activates. controlled by the will of Count Sdrahd. Unless choking characters reenter the fog within 24 hours. it infuses into a character’s vital organs as a neutralized poison. His attacks are intended to frighten the PCs rather than damage them. a storm is brewing. Weather During the course of this adventure. Over the centuries. Once a wolf gets in. weather follows a distinct pattern. Characters must successfully save vs. The choking stops as soon as they breathe the fog again. The wolves and Strahd never attack Ireena Kolyana. The first entry in the table is the night that the PCs get the invitation letter. Use the table on the following page to determine the weather at any given time. the remainder of the wolves and bats enter. but close after they enter Barovia. but merely swarm the characters and NPCs. they die. few villagers have left Barovia. his creatures withdraw. If the PCs are indoors. The road leading into the village and lands of Barovia passes through ancient iron gates. The bats fly into the room. Refer to the Village of Barovia map (see the map on the inside cover) for the relative locations of the town and Castle Ravenloft. After five rounds. up the mountain. interfering with spellcasting. Strahd attacks with his wolves and bats. regardless of what the table says. Every night that the PCs stay somewhere other than the castle (Area K on the inside cover map). wolves try to break through a window or a door each turn. Characters must make Dexterity checks to cast spells with material components. There are 12 hours of sunlight and 12 hours of darkness in a typical day in Barovia. Remember that when the PCs approach the castle.perpetual rolling blackness of thunderclouds casts a gray pall over the 1 land. The fog tastes and smells exactly like normal fog. It does not harm characters as long as they remain inside the ring of fog. leaving only Strahds hollow laughter in the distance. Strahd toys with them. as soon as they leave. Castle Ravenloft dominates the small village of Barovia. The dark Svalich woods surround the village and cliffs. Day 1 1 1 2 2 2 Barovia’s Fog Few people ever leave Barovia because of the deadly fog that exists around the village and castle. 9 . The bats never attack.” Only the town priest and the few survivors of the second ruling house of Barovia have the will to offer more than just personal resistance against Strahd. 2-3 3 Time Night Day Night until midnight After midnight Day until noon Afternoon Night Day Weather Raining Fog Fog Clear Clear Fog Rain Clear Keeping Time Since Strahd is helpless during the day. A roll of 1 or 2 on ld6 means that a wolf breaks through. The gates open when the PCs arrive. Those who tried were never heard from again. dying under the snapping teeth of the Barovian wolves and the deadly fog. it is important for the DM to know the exact time of day during the adventure. However. The gates will not open again for the PCs until Strahd is destroyed. The castle stands high atop a natural pillar of rock against the cliffs to the north of the village. Strahd can invoke or banish the fog at will. There are only two sets of gates: one to the east of the village and one to the west of the castle crossroads.

mark off the appropriate number of boxes..They arrive at the inn shortly after dark.. . . . If they try to detain the Vistani or ask him further questions. Traveling the road from town to the castle takes two hours. Inside the Castle Following are average times for typical activities. . . O n the map of the domain of Barovia.. . . The only weapons available are daggers. ... the misty border turns them around and they find themselves in n n again. . Across from the inn is a small general store. . . .. Card Reading A typical encounter at the Vistani camp. . but after hours of traveling. . .. .. The most common is for them to be caught in a fog while traveling-the fog being the Mists of Ravenloft. .6 miles. including the card reading.. right at the border.. bows.. . When the fog lifts. the PCs arrive at the Weary Horse Inn. .000 feet. . ... the only other place to stop. . but includes a steep ascent of 1. . takes an hour. . . Alternatively. . . The DM can use this table to quickly estimate the time of day Each time the party performs an activity on the table. . From Town to the Castle The distance from the town to the castle is 2. . .. This can happen in any number of ways. Shortly after they enter the front of the i building. . .. 10 minutes/level The adventure begins when the PCs enter the demiplane of Ravenloft. . .. . . It is a full day’s travel to the village of Barovia. . . and arrows. and he was paid to find the nearest band of mercenary adventurers and hand them this letter. . . . . 1 0 . . 5 minutes Fooling with locks & traps . The nighttime attacks may prevent the wizards and clerics from gaining new spells much before sunrise. . . . Observing surroundings.. . 5 minutes Combat. . . . read the following screened player text. .. .. .. . . . . .. he has little to say His name is Antonio. . 5 minutes total Search secret doors . . Although he was given this letter by Strahd.. The text of the ”false letter” given to the PCs by the Vistani can be found in the back of this booklet. Give the players a photocopy of it. . . to encourage them to stay the night. the Weary Horse Inn is found on the road that leads to Nova Vaasa. the PCs see the Weary Horse Inn ahead of them.. He can accurately describe Ismark if necessary. . . The i n n serves the needs of the peasants and farmers who work the rocky soil in this region. . the mist never lifts.. . capable of supplying any common equipment found in the Player’s Handbook. whether on foot or horseback. he will claim that the Burgomaster’s son gave it to him to deliver. 5 minutes Healing spells . .assume about 2% hours to memorize spells in the morning. . If the PCs attempt to travel east into Nova Vaasa. . They are a hard-working but poor lot. . . . . 5 min/lO‘ of wall Memorizing a spell . 5 minutes Conversation with NPC . .

Any Vistani encountered in the wilderness are foraging for herbs for Madame Eva. AL N. #AT 1. XP 175. they are looking for easy pockets to pick. XP 35. This is a good way to get the PCs to the Vistani wagon to have their fortunes told.Time Track Table Sunrise 700 8 00 9 00 10 00 11 00 12:oo 100 2 00 3 00 400 5 00 6 00 7 00 Sunset 5 5 3 - 5 3 5 5 5 5 5 5 5 10 10 10 10 10 10 10 10 10 10 10 10 15 15 15 15 15 15 15 15 15 15 15 15 20 20 20 20 20 20 20 20 20 20 20 20 25 25 25 25 25 25 25 25 25 25 25 25 30 30 30 30 30 30 30 30 30 30 30 30 35 35 35 35 35 35 35 35 35 35 35 35 40 40 40 40 40 40 40 40 40 40 40 40 45 45 45 45 45 45 45 45 45 45 45 45 50 50 50 50 50 50 50 50 50 50 50 50 55 55 55 55 55 55 55 55 55 55 55 55 The following list of encounters can be used at any appropriate time.hp 4 each. OL 45%. hauling water. etc. Villagers in the wilderness are either foraging or pursuing normal daily activities. Dmg ld6 (short sword). I. SA thief abilities (see notes) backstab (x2. MV 12. M S 45%. Int semi (24). hp 13 each. 4th-level. MV 12. Int average (8-10). THACO 15. AL N. (11):Int semi (24). Dmg 2d4 (bite). THACO 15. SZ L (7-12').XP 270. THACO 15. Dmg l d 3 (knife). Although they won't admit it. MV 18. HD 1 . ML elite (14). HS 40%. #AT 1. ~ Villagers (ld6): AC 9. SZ M (5'-6'). such as gathering firewood. for thieves onlv): SZ M fS%'): ML steadv . 11 . ML unsteady (6). Vistani. Notes-SA Thief abilites: PP 60%. They will gladly talk to the PCs. The Vistani will gladly show them to the wagon. AL N. #AT 1. hp 24 each. HD 4+4. Vistani encountered in town are loitering. various classes (ld6): AC 6. ~ I. Daytime Wandering Encounters (Sunup to Sundown) Dire Wolves (ld4): AC 6.

hp 24 each. SZ L (7'-1T). HD 4+4.MV 12.Nighttime Wandering Encounters (Sundown to Dawn) Dire Wolves (2d4+43:AC 6. Dmg ld6+4 (claw). ML elite (14). SA touch causes energy drain. ML champion (15). fly 24(B). Vampires are destroyed in one round by direct sunlight. reducing victim by one level. XP 975. regenerate 3 hp/round. take ld6+1 points of damage from holy water. I Wraiths (ld4): AC 4. death. Vampire. poisons. Zombies (2d4+4):AC 8.000. h o d s (2d4):AC 6. SW may be turned. Notes-SW Vampire. SZ M (4'-7'). SA touch causes paralyzation (elves are immune) for 3-8 (ld6+2) rounds or until negated by a priest unless a saving throw versus paralyzation is successful. HD 8+3. #AT 1. Vampires are also repulsed. hp 25 each. hold. I I I ' ~ ~ ~ ~ ! 1 2 . and paralyzation. HD 4+3. flees from sunlight. XP 3. AL N. and mind-affecting spells. Int exceptional (16). THACO 15. ML champion (16). charm. Maiden (1): AC 1. #AT 1. SD immune to s l e a and charm soells: SW may be turned bv Driest Af anv level. SZ M (6'). SZ M (5'). MV 9. MV 12. THACO 19. by garlic. HD 5+3. holy water causes 2d4 points of damage. touch causes energy drain. Int non.000. spider climb. SD hit only by +1weapon or better. hp 21 each. They may also be turned by a cleric. SA touch causes energy drain. half damage from electricity or cold. SD always lose initiative. hofd. fly 18(C). HD 2. SW vampire (see notes). immune to sleep. Int semi ( 2 4 ) . Dmg 2d4 (bite). AL LE. Dmg ld3/ld3/ld6 (claw/claw/bite). hp 8 each. SW may be turned. THACO 15. charm. THACO 13. Int average (8-10). MV 18. cold-based spells. Dmg ld6 (touch). AL CE. #AT 1. hp 40.(0). gaseousform. SD immune to sleep. MV 6. MV 12. hp 8 each. HD 2. Int very (11-12). reducing victim by one level. poisons. SZ M (6'). #AT 1. summon wolves or bats. but not harmed. reoulsed bv I 1 Wights (2d4):AC 5. SW may be turned. Holy symbols which are presented with conviction will keep the vampire at bay. cold-based spells. AL N. ML elite (14). and paralyzation. #AT 1. ML fearless (20). holy water causes 2d4 points of damage. SD immune to sleep. XP 3. Dmg ld4 (claw). #AT 3. 20 19. reducing victim by one level. hold. charm. XP 175. Dmg ld8 (claw). charm person gaze (-2 save). XP 65. and lose one-third of their hit points per round if immersed in running water. AL LE. shapechange (wolf or bat). THACO 15.

STRAHD'S OPPORTUNITY The PCs hear the clattering of a carriage heading down the cobblestone street toward them. The windows of each house stare out as pools of black nothingness. MV 18. The man has obviously been dead for several days. . . weeas at misszng~. Anyone attempting to cross back over the border is choked by the fog. the road is wet. hp 24 each. *-. Once the PCs enter. L A mere 50 feet from the road. . Another wolf adds its voice each round.~om tneir s*Iouiaers. muffled whispers. The thick. If the PCs approach within 50 feet. all of the shops are permanently closed. With the exception of buildings A and B. SZ L (7-12'). screeching loudly as they move. 1 1 . Make the roll secretly. they must destroy the vampire or be trapped in Barovia. recognizable as the dwellings in a village. with a 50% chance of a family (ld4+1 members). and difficult to travel as it winds steadily uphill into the Balinok mountains. He holds an envelope crumpled in his hand. There is no treasure in any of the unoccuoied stores. they have no way of knowing this. ' h o statues of armed guardians silently flank the gate. The Village -.The Old Svalich R o a d The journey from the Weary Horse Inn to the gates of Barovia is only 15 miles. only five wolves attack. The gates slam behind the PCs after they pass through. If the PCs are entering Barovia. the gates open. At night. The wolves stop their attack if the PCs leave the woods and head toward the village. Barovians never attack first and always flee if possible.Int s The Gates of Barovi. he can use the charmed character to attack the party Don't tell the player that his character has been charmed until Strahd decides to use him! The Svalich Woods The woods inside the gate match those you have been traveling through. a dead villager lies in the trampled underbrush. yet they exude the feeling of an unsounded scream. #AT 1. .." The parchment is worn and flimsy. Huge iron gates hlingjrom the stonework. Dmg 2d4 (bite). If the PCs are still in the woods after five rounds of howling. Paw prints of many large wolves are pressed into the earth around the body.. ML elite (14). Their heads. Strahd stops to talk to them for a moment. Characters listening at doors hear low. damp undergrowth presses in on you. . THACO 15. No sound cuts the silence except for a single mournful sobbing that echoes through the stveetsfrom a distance. Juttiilgfrom the impenetrable woods on both sides of the road.. Towering trees whose tops are lost in heavy gray mist block out all but a pallid light. if the PCs are attempting to leave Barovia. Claw marks scar most of the walls. Dew clings with cold tenacity to the rusted bars. All of the unoccupied stores and shops have been looted and ruined. - handout at the end of the booklet. Any PC walking in the woods will discover his body. . The woods kave the silence of a forgotten grave. residents tend to cower and hold lawful good holy symbols before them.. There is a 50% chance that someone is at home in each house. when the characters later confront Strahd in the castle. HD 4+4. If successful. Give the players a photocopy of the "original letter" 13 . None of them speak anything except the native tongue of Barovian. The tree trunks almost touch. The fog is present for the entire day. Strahd is the coachman. The sobbing comes from location C. I . Each occupied house has at least one man in it. Thqgreet you only with silence. Dire Wolves (5 or 25): AC 6. . If the PCs spend more than half an hour in the woods. The remains of his clothes are tom and raked with claw marks. The vampire attempts to charm whoever does the most talking.--. The letter is dated one week ago. the wolves attack.. . muddy. It takes 9 hours on horse back or 12 hours on foot to arrive at the village of Barovia. but since the PCs have never seen him. making it impossible even to see one another at times. they hear a lone wolf cry in the distance. I . now ize among tne their feet. I " . The gates will not open again for the PCs. high stone buttresses loom up gray in the fog. 25 wolves attack. However. . It is sealed with a large initial "8.

Str 15. Wis 13. 13. He certainly promises no sanctuary.ML elite (14). he knows that to worse. Cha 10. Dmg ld6+4 (mace). Con 18. Ismark the Lesser (4th-level warriorf: AC 5. Close inspection of the sign reveals that the sign originally read. Three Vistani are at a table to the left. He never bargains a price. is behind the bar. Unfortunately. Parriwimple is extremely simple-minded. a sign hangs precariously askew. SA backstab (x2). The Vistani lurk near the door. After serving drinks. HS 40%. crossbows and bolts. The sign over the door creaks on its hinges. Con 16. Ismark knows everything the other villagers know. Int 12. Parriwimple’s rippling muscles beneath his leather tunic should give ample warning to the PCs of his strength and power. bows and arrows. He speaks several common trade languages. In his own dim way. The silence is broken only by the occasional sip of weak wine. A great holy symbol (the Icon ofRuvenloft) that provided their strongest protection from evil forces was stolen. you’ll pay for it-because you won’t be taking your business elsewhere. but not drunk. Dex 10. HD 5. #AT 1 . hp 20. the barkeep. spears.Int average (8-10). He is unsteady. ML steady (11). daggers. AL LN. XP 175. in addition to his native Barovian. I f the PCs give h i m any trouble. Str 18/60. “Blood of the Vine. IB. its brixktness like a solid pillar in fhe heavyfog. Everything is ten times the normal price. sipping his wine. and holy symbols. proclaiming this to be the Blood on the Vine Tavern. Ireena Kolyana. THACO 19. Now. Bildrath will sell the PCs anything on the Player’s Handbook equipment list except for animals. has been scratched over with an ”n.” This once-finely appointed tavern has grown shoddy over the years. T 4. Cha 13. he calls Parriwimple. above making a profit from anyone who is unlucky enough to end up here. Dex 11. A blazing fire in the hearth gives scant warmth to the few huddled souls within. he responds to orders for drinks in a dull.” but the ”f” in ”of” . proclaiming this building to be ”Bildrath’s Mercantile. Dmg ld8 (long sword). #AT 1. He is not. however. Bildrath trades with the Vistani when they pass through. They are otherwise uninterested in the PCs. Blood of the Vine Tavern A wide shaft of light thrusts into fhe main square.” Parriwimple speaks only Barovian. A map of the building is found on the poster map.A. since he believes “If you want it badly enough. AL CN. Arik ignores most questions. hand axes. MV 12. Inside. his stockboy. MS 45%.Dmg ld6 (short sword). The only weapons and armor available are leather armor. unlike Bildrath. Ismark does believe him to be a man so evil that the holy symbol might actually have protected her from him. Bildrath’s Mercantile Sparse light from this building leaks out from behind heavy curtains. Above the gaping doorway spilling fhe light. MV 12. SZ M (5’11”). WAC0 17. If spoken to. 15. SZ M (6’6”). Ismark is as tight-lipped as any of the other Barovian villagers. MV 12. distorted version of the PCs’ common language. or Strahd. OL 45%.” It is about 70 feet long and 40 feet wide. HD 4. They own the tavern and see that all customers pay their bills. to help him deal with the PCs. Ireena is unprotected and helpless in the house. Bildrath is behind the counter. THACO 14. hollow voice. answering only those about daily living. Wis 9. hp 50. thief abilities (see notes). cross the master of the castle is death-r Parriwimple (5th-level warrior): AC 4. Notes-SA Thief abilites: PP 60%. AL NG. Attacking either Bildrath or Parriwimple is cause for a mild powers check (00 to fail). he returns to cleaning glasses. has been dead for three days. Ismark sits mysteriously in shadows to the right. Strahd is strongly attracted to Ismark‘s sister. When they are all clean. the Burgomaster. quarterstaves. one after the other. He serves himself. hp 17. XP 270. and maces of all sorts. transport items. Ismark is the son of the Burgomaster. such as “Where can I buy supplies?” or “What is the name of this town?” He speaks a broken. Parriwimple may be asked by his Uncle Bildrath to carry items out for the PCs to look at. He speaks fair common.ML elite (14). Ismark sits in the comer. Ismark‘s father. Int 6. He is dedicated to his uncle and will not follow the PCs. one of which the PCs are sure to speak. Ismark also knows that for some unknown reason. Arik cleans glasses. Mindlessly. Arik. #AT 1. Vistani (3): AC 8. They speak their native tongue-Barovian-and a rough form of common. Parriwimple looks more intimidating than he really is. since neither tries to provoke the characters in any way. Ismark does not know that Strahd is a vampire. However. he starts over. SZ M (Y-6‘). unless the subject deals with his adopted sister.

she will aid the party as best she can in saving herself... The PCs are her only hope for protection. Ireena is breathtakingly beautiful. against the very roots of the castle’s pillarstone. Not a pane nor tell qffires ... and is quite dead.. The PCs’ letter.. its sweet tone long silenced. . Great black mottlings assailed the walls.. . After you manage to tear your eyesfrom her. Ireena will accompany the PCs to the castle if they will allow it. Str 11. Dex 17. .that haz~e shard ofglass stands in any window. . She has been bitten twice by the vampire and can no longer be protected here by Ismark.. despite the candles burning in his honor. each night.. Gertruda.. hp 25.. wolves and other terrible creatures attack the house.... All the windorus are barred with heavy planking. .. .. with overturned and broken benches littering the dusty floor. aii adout t. Con 12. and she will not open the heavily barred door to anyone unless absolutely convinced that those outside are of no allegiance to the Count.. since his death. the ... Cha 18. Her mother fears the worst.. he is able to summon 15 . ueep ciaw marfi nave stripped tke once-beautifulfinish off the walls. The townspeople are afraid of her and avoid her.. in this house for the girl’s entire life. His death establishes that the letter presented to the party in the Weary Horse tavern is certainly forged. E . . She is actually more skilled at arms than her brother.. . . Flickering light shines through holes in the roof.. The house (about 40 feet square) is boarded up and barricaded from the inside.. The irort’gates are h k e d and torn. He will accept the PCs as potential allies and invite them to his home. MV 12. Gertruda ran away from the house and has not been seen since. you see the interiov of the house is wellfuvnished. The stench in the house is horrible.. .. If the PCs enter.. Although she may at first appear mild.@e azueiizng. although thefixtures show considerable wear. #AT 1.. Ireena Kolyana is inside..... Weeds chokethe groinds and press menacingly upon the house itselj! Yet against the walls. . . ... ” . Ireena informs the party that. read the following player text. was certainly not written by the Burgomaster. however. By no means a hapless victim. the wolves have not attacked the house. A map of the manor house is found on the insert. r D. . Burgomaster’s Home A maw-lookinp mansion sauats behind a rustinp <> iron fence. Mad Mary sits in the middle of the floor of an upstairs bedroom.. If the PCs covince her (or if Ismark is with them). .. she will open the door and invite them in. _ 1 . Ireena is a sweet but troubled woman.gouith has been trodden down to form a path ..If Ismark is shown the letter the PCs received at the start of the adventure. of evil for . Ireena Kolyana (5th-level warrior): AC 4 (studded leather). building’s interior is in shambles. She barely recognizes the presence of anyone in the room. The Burgomaster’s heart could not stand the constant assault. . It is not fortified against undead. sagging edifce of stone and wood. Obvious oddities are the boavded-up windows and the abundant holy symbols in every room. he confirms that the Burgomaster did attempt to send a letter of warning...__> T .. but no one from the town has been brave enough to help Ismark take him out for burial.. Strangely. Ismark recognizes that the handwriting is not his father’s. ML elite (14). . stands a gray. Wis 14. . each plunk marked with stains of evil omen. .. She does not know how she came to Barovia or where she came from. 1 . At a clawscarred altar toward the far end stands the priest.. . AL LG. THACO 16... . SZ M (5’6”). This temple has weathered the assaults . Dmg ld8 (long sword). one side. C. -1 ^ 1 i The Burgomaster is in the drawing room (room 7). “ ^ . Int 13. ... Mary hid her beloved daughter. If Strahd attacks the PCs here.Mad Mary‘s Townhouse Loud sobbing heard echoing through the streets clearly comes from this building. where Ireena Kolyana waits. .. The Burgomaster has been dead for three days. She is lost in her sorrow and despondency. as are most other buildings in town. Ireena does not remember her early past. and he died as a result of the stress and his fear.. The right gate l i p s cast aside while the left swings crazily in the . . . r Atop a slight rise. with mindless pveciiion.. she has a strong will and a good arm.. . Guest House This is the guest house of the Burgomaster. The room is dark.

hold spells and mental attacks. He will do this only to attack the PCs in the church. She was but a child then and seemed to have no memory of her past. immune to charm. Dry. HD 4. a ghostly procession takes place. Arms or heads have a movement rate of 1 and can attack individually If the body is destroyed any severed limbs cease moving. they throw themselves down the shaft toward the crypts. Dmg ld8 (claw). like every night. there is a -2 penalty to all attempts to turn them. A single hit of 5 points of damage or more will sever a limb. H.Int 13. I. MV 12. AL CN. The Vistani attack only if some act of hostility or insult is displayed within the camp. sanctua y. She identifies each PC by name.SZ M ( S 4 ) . These are the spirits of previous adventurers who died trying to destroy Strahd.hp 16. SA thief abilites (see notes). they attempt to complete their quest.zombies from the nearby cemetery (see below) in addition to his normal options. covered in a black velvet cloth. this is a quiet and peaceful place behind the temple. aid. Ten Vistani are standing and sitting around the fire.THACO 19. Her tone soars andfalls like the Strahd Zombies (24):AC 8. G . He spent this night. Since Strahd is present for such attacks. Whether they join in the singing or not. Old Kolyan adopted her and loved her dearly Donovan (6th-level priest): AC 10. The road passes close by this camp. Dmg ld6 (short sword).20. On the far side of the clearing are several colorful uagons parked on the banks ofa pool. remove fear. SW always loses initiative.#AT 1. damaged. backstab (x2). Donovan knows that Ireena Kolyana is not the natural daughter of Kolyan Indrirovich. XP 270. He also knows that there is a book in the library of Castle Ravenloft that might help destroy the ”devil Strahd. Spells: protection from evil. Notes-SA Thief abilites: PP 60%. sleep. warding off evil from his temple. Every night. They have no interest in the living and cannot be hit. Glints of fight seem to flash from a crystal ball on the table as a hunched figure peers into its depths. ”It was fated that you would visit this humble camp.detect evil.Con 14. At the castle. Although Ireena never h e w . SA spells. This is Madame Eva. Vistani. MV 12. MS 45%. He can summon creatures of his own creation. HS 40%. Dex 14. Old Kolyan found her one day at the edge of the Svalich Woods near the pillarstone of Castle Ravenloft.ML steady (11). SD turn as mummies. Wis 16. Int non.ML champion (16).” for Strahd is known to have kept meticulous notes on all that he did.(0). chant. They will not communicate with the PCs. HD 4. She speaks. She awaits you. SA severed parts can attack (see notes). varingfire. Cha 13.ML fearless (20). AL LG. Donovan has been praying and chanting throughout the night. Notes-SA Severed parts can attack.#AT 1-3. Dozens of spirits rise from the graveyard and march up the road to Castle Ravenloft.hp 18 each. SZ M (4-7’). SZ M (5’9”).Tser Pool Encampment The canopy of mist and branches overhead suddenly rives way to black clouds boiling far above as a clearing ipens before you. MV 12. and makes some reference to a past deed of each 16 . Madame Eva foretold your coming. SD spells. The priest knows that only these nightly prayers have kept the church a place of sanctity in Barovia. Several brightly cladfigures surround a large. one of the gypsies tells them.” He leads the PCs into a large tent.#AT 1 . THACO 17. Dmg ld6 (mace). Int average (8-10).hp 13. turn undead. Perhaps some weakness of his may be found there. the spirits march straight to the chapel (room 15)and up the high tower stair (room 17) to the top of the tower (room 59). OL 45%. XP 270. There. Madam Eva’s Tent Within the tent. If the PCs approach the camp. An opponent can target a limb or head at a -2 penalty. Every night at midnight. 4th-level thieves (3): AC 8 (leather armor). A low table stands acrossfrom the entry. Str 9. and each night they fail. Cemetery During the day. Strahd zombies. however. Her voice crackles like dry weeds. AL N. The cemetery is a source of raw materials for Strahd. all is dimly illuminated in washes ofred light. from the graves. The mournful :trains of an accordion mix with the moaning of the oind.17. or turned. where they disappear. usually an arm. they are asked to join in the singing around the campfire. THACO 18. brittle grass rustles in the biting uind. r .

Beyond these. ML average (10). As the PCs enter the castle courtyard. as well as dangerous. SA changes victim into slime in ld4 rounds. The lowered drawbridge of old. but she is. K. AL N. She asks the PCs if they wish their fortunes to be read. in fact. If the PCs don’t want a reading of their fates. From atop the high walls. L .” Beyond this. Each time anyone crosses the drawbridge (Strahd flies across).P PC. She never gives aid and never needs any Madame Eva has her own. the main doors of Castle Ravenloft‘stand open. HD 2. quite cunning and sharp of mind.(0). XP 120. to Strahd. nowhere. . It turns living flesh into green slime in ld4 melee rounds and eats through metal in three melee rounds. Green Slime: AC 9. and wait patiently until the PCs get into the carriage or reject the offer. There is nothing of interest here. The slime will not fall on characters entering the castle. their rusty iron straining with the weight. the horses draw it down the road to the drawbridge at a breakneck pace. The Gates of Ravenloft J. the character on it must make a Dexterity check or fall to the bottom of the cliffs. awesome presence of Castle Ravenloft towers before you. Y You continue down the fog-shrouded road.h t7uo horses. Torchesflirttm sadly in sconces on both sides of the open doors. dead leaves crackling along your trail. Actually. a chasm of dizzying depth that disappears into the fog-shrouded distance far below. Both horses are black as pitch. The chains of the drawbrid‘ye creak in the wind. Dmg nil. stand before you. palm readings. making it impossible to determine its true source. A wary truce exists between these two. flesh and blood creatures. hanvs in the entrn tunnel. Madame Eva has many secret powers. If the PCs get into the carriage.000 feet overhead. Carriage After passing through the craggy peaks of the Balinoks. crystal balls. continue play using the “Fortunes of Ravenloft” results generated before startine the adventure. These two abilities have made her invaluable. THACO 19. A rotting wooden wortcullis. Twin guardhouses of turreted stone. hp 10. dissolve metal in 3 rounds. turning into a torrent within an hour. 1. Cure disease kills green slime. there is a 5%chance of a board breaking. stone gargoyles seem to stare at you from their hollow sockets and grin hideously. even magically If the PCs refuse the invitation to ride to the castle. If a board breaks. A rich warm light spillsfrom them into the courtyavd. There is plenty of room in the carriage for all of the PCs.000 feet below. This old Goman may seem crazed and mad to the PCs. The dirt road continues to the northwest while a wider road leads east into the heart of the dense forest. an echoing. MV 12. The road splits in two. A patch of green slime hangs over the entry tunnel. frozen. excised. #AT 0. The two horses hitched to the carnage look like normal. Preen with ~rozuth. and the like. or burned. It echoes off the rocks and trees. The carriage door swings shut and the horses thunder down the road toward the town of Barovia.Tser Falls This is the bottom of the falls. she proceeds with the sequence outlined in ”Fortunes of Ravenloft” (pages 5-8). The horses cannot be discouraged from their course. She is also able to curse anyone who crosses her. Tkey snort vio!ent puffs qfsteamy breath into the chill air. . broken from years of use and exposure. a 50foot-wide precipice gapes between the Balinok clzffs and the walls of Castle Razienloft. private reasons for performing the card reading for the PCs. She serves Strahd as long as the service benefits her and her troupe. To the right side of the fork stands a large carriage wit. It doesn’t bother her in the least that she might be aiding Strahd’s enemies. Dismal rain starts to fall. The carriage door swings open silently. telling that it cobblestone s was once a great road. the weather worsens. She is never fooled by adventurers (she has seen a good many in her time) and is ultimately neutral. they are Strahd’s skeletal steeds disguised with magical illusions. A stone bridge can be seen nearly 1. They are under Strahd’s complete control. the road takes a sudden turn to the east and the startling. If they agree. Patches of h o w through the east road. Foremost is the ability to tell the future through the Tarokka cards. Int non. shornup wooden beams hangs precariously between yon and the arched entrance to the courtyard. SZ S. SD immune to weapons and spells. It can be scraped off quickly (if the scraper is discarded). malignant laughter erupts from out of The drawbridge creaks and u groans under anv u weight but is relatively sturdy. killed only by cure disease spell.


SW always loses initiative. #AT 1. They are enraged by Strahd's attacks on the Burgomaster's family and the abduction of Gertuda. Int average (8-10). SZ M (4-7'). cold-based spells. Strahd Von Zarovich has a wide variety of creatures and traps. ML fearless (20). Spectres (6): AC 2. hold spells and mental attacks. SA touch causes energy drain. fly 30 (B). and paralyzation. one of the encounters could do the trick. AL N. THACO 17. The DM can choose any encounter below. MR 20%. SD immune to sleep. SZ M (6'). hp 21 each. hold. THACO 17. They follow the PCs unless prevented from doing so. XP 15. and -2 "HAC0 when wielding weapons against them. ML unsteady (5). SD turn as wights. turning into a torrent within an hour. Wraiths (12):AC 4. #AT 1. An opponent can target a limb or head at a -2 These encounters are a limited resource for Strahd. h p 10 each. Puts out torches (1% per bat). immune to cold & piercing weapons. they shout for justice. HD 4+4. Strahd Zombies (ld10): AC 8. AL LE. MV 12. ML steady (11). AL CE. SZ M (4'-7'). MV 15. SA detect invisibility. AL N. Giant Spiders (Ids): AC 4. MV 12. Strahd Skeletons (ld10): AC 7. #AT 4. immune to cham. Int animal (1). poisons. hp 23 each. penalty Arms or heads have a movement rate of 1 and can attack individually. XP 420. usually an arm. and mental attacks. If the body is destroyed any severed limbs cease moving. reducing victim by one level. mental attacks. hp 20 each. Dmg ld6 (claw). Dmg 1 (bite). hp 35 each.Int non. Dmg ld3 (claw)/ld3 (claw)/ld6 @ite)/ld4 (horn). ML fearless (20). HD 4. web 12. SZ T. flees from sunlight. hp 25 each. THACO 20. Notes-SA Swarm. immune to charm. Dmg ld8 (touch). However. #AT 1. poisons. Angry Villagers (ld4+4):AC 8. hold. Dmg ld6 (touch). SA touch causes energy drain. sleep. hp 18 each. Everywhere they go. #AT 3/2. SD +1 weapon to hit.Int very (11-12). THACO 17. SW holy water causes 2d4 points of damage. SA swarm (see notes). MV 1. AL CE. HD 7+3. hold. Notes-SA: Severed parts can attack. AL CN. Bats (100): AC 8. #AT 1. If there are a number of creatures of one type. Dmg ld4 (claw). They can be used only once during the adventure.s the PCs enter the castle courtyard. XP 975. Int non. confuses spell casters wisdom roll required to cast spells). #AT 1. XP 4. cold-based spells. THACO 13. #AT 1-3.#AT 1: Dme ld8 bite): Wandering Encounters Within the walls of the castle. THACO 15. half damage from edged &blunt weapons. immune to cold & paralysis. cham. Dismal rain starts to fall. or the players need to be prodded into action. HD 4+3. destroyed by raise dead. SA severed parts can attack (see notes). Gargoyles (2d8): AC 5. the total number of creatures cannot be exceeded. MV 3. Dmg ld6 (assorted weapons). Mad Mary's daughter. hp 4 each. SW may be turned. fly 24 (B). THACO 15. reducing victim by two levels. and paralyzation.HD 4+4. Wights (2d8):AC 5. MV 12. HD 2. fly 15 (C). The villagers brandish torches and pitchforks in a ridiculous display of force. AL N. ML champion (15). Strahd can split them into multiple encounters. SW holy water causes 2d4 points of damage. If the PCs were required to face all of these creatures in a short amount of time. THACO 20. ML elite (14). These encounters are tools for the DM. death. 19 . HD 1.(0). Do not feel obligated to use them all. SD turn as mummies. hold. XP 3. HD 1R. A single hit of 5 points of damage or more will sever a limb.touch causes energy drain. HD 5+3. holy water causes 2d4 points of damage. ML unsteady (6). XP 650. SZ M (6'). SD hit only by +1or better weapon. SZ M (6' tall). SZ M (6'). most of which are controlled by Strahd whenever he feels necessary If the action is too slow. XP 270.hp 1each.Int average (8-20). the weather worsens. sleep. the entire party would most likely be killed. immune to charm. fly 24 (B). Some of these are available for him to summon at will. MV 12.000. charm. reducing victim by one level.000. SZ M (6'). Use these instead of random encounters. ML champion (15).(0). Dmg ld8 (claw).Int high (1514). SD immune to sleep.Int low (5-7). climb 8. sleep. MV 12. AL LE. MV 9.

The dark towers of the keep loom above in the nists. Banshee (1): AC 0.. 1. Int exceptional (16). 20 . and mind-affecting spells. ML champion (16). ML elite (13). webs (see notes). #AT 4. Tall stone walls surround the courtyard. spell. Characters who enter one of the gate towers find themselves on a rock floor with a hollow tower stretching skyward above them. Ravenloft Cowfyard Use Map 2 for these areas. touch causes energy drain. and mental attacks. The latch mechanism in each gate tower is magically activated by a word that only Strahd knows. This particular beast is a melding of a werewolf. Strahd's c o f h . a giant spider. reducing victim by one level. Meld Monster (1): AC 5. The victim is also 50% likely to drop any items he was carrying in his hands. HD 7. regenerate 3 hp/round. ML fearless (20). THACO 13.000. Doors in the gate 'owers on each side of the tunnel entrance are shut igainst the rain. the Sunsword. Notes-SA Fear. Notes-SA Poison. Any creature within 30 feet of the Banshee's wail must roll vs. electrical. The map of the castle is found on the map insert. Later. immune to cold. sleep.Dmg 1d8 (touch). a ?om the doors into the courtyard. MV 6. AL CE. SD hit only by +1or better weapon. In brief. hp 28. the Tome ofStrahd. sleep. hold. Spells such as locate object orfind the path cannot be used to locate the Holy Symbol ofhvenkind. SA: Death wail. Maiden (5): AC 1. MV 15. Front Courtyard Before the party enters the keep. charm.000. Dmg ld6+4 (claw). Seeing a banshee will cause the victim to flee in terror for 10 rounds if he fails a saving throw vs. reducing victim by one level. D m g ld3 (claw)/ld3 (claw)/Zd4 @ite)/ld4(horn). SW vampire.000. SZ M (5'). #AT 1. SD hit only by +1or better weapon. AL CE. A full description of the spell is found in Domains of Dread. after the party enters the castle. fly 15 (C). read the following player text aloud. SA causes fear (see notes). and a gargoyle. This foul creature is the result of Strahds experimentation with necromantic spells. as do all fear and horror checks. Such characters need one round per point of Strength less than 19 to break free of the webs. web 15. Int animal (1). immune to charm. SW holy water causes 2d4 points of damage. SA-Webs.I Vampires. This is in addition to any other modifiers that might be applicable. The gate tower doors are locked. XP 3. monsters to create one horrid undead creature. F1 18(C). Strahd is master of this place. turn as "special". The drawbridge is down and the portcullis is open. A howling uiind rushes through the :ourtyard. XP 5. and mental attacks. Flickering lights shinefrom a short round tower m the southeast side ofthe keep. No more than two vampires can be used in a single attack. summon wolves or bats. hold. touch causes energy drain. SA poison (see notes). A banshee can only wail once per day. causing death if the victim fails her saving throw vs. XP 4. Those who fail die immediately. destroyed by dispel evil. Neither the drawbridge nor the portcullis will move until both latches are activated (either by the secret word. #AT 1. charm person gaze (-2 save). ~ HD 4+3. A meld monster can spin webs that trap characters with Strength 18 or less. SD hit only by +1weapon or better. It is a sinkhole of evil. charm. Ahr each side of the ke. THACO 13.AL CE. spider climb. or Strahd himself. SZ M (5'4). While in the castle. The bite of the meld monster includes Type F. Entangled characters are attacked with a +4 bonus to hit and lose all Armor Class bonuses due to Dexterity. HD 8+3. it merges the dead bodies of up to three Thick. the drawbridge is raised and the portcullis lowered. hp 30. The Count invented a spell which he calls Strahd's malefic meld. hp 40. gaseousform. or by dispel magic). SZ M (7'). all attempts to turn undead suffer a -2 penalty. Int exceptional (15-16). death wail (see notes). immune to sleep. death magic. poison. shapechange (wolf or bat). coldfa$ Sporadic flashes o overhead: Thunde begins tofall. THACO 15. half damage from electricity or cold. hold. The mechanism for raising and lowering the drawbridge and portcullis fills both gate towers. MV 12. MR 50%.

It is a twin to the one the PCs met on the road. Two doors of bronze stand closed to the east. the monsters return to their perches and turn to stone. petrification or be turned to stone. If anyone other than Strahd enters this room through the east doors. made with a +2 bonus.(0). Sad and majestic organ tonesfloat infrom a lit hallway to the right. Gargoyle Golems (4): AC 0. Raindrops beat against thefiagile petals. their eyesflickering in the torchlight. the victim must make a saving throw vs. Fluttering torches cast dim yellowflickers of light outfrom the entry way. Whenever this room is empty. If the PCs enter this room through the west doors. wheeling and careening over the stone railing. B y looking over the edge of a low stone ztiall.Entw The portcullis is unlocked and can be lifted if characters whose combined Strength exceeds 30 lift for one round.flower$ press sadly skyward against the gloom. The windows are entrances to room 88. They are tucked back behind the level of the platfom. If both fist attacks hit. Great Entry 1 . Center Court Gate Main Floor Use Map 3 for these areas. The dust an. THACO 5. hp 60 each. The gargoyle golem will attack the same target the next round. Small . Dmg 3d6 (fist)/3d6 (fist). the statues come alive. immune to all spells except dispel magic. 21 . but falls back into place once if it is released. the statues will not attack.d webs cast strange. but not out of it. Ooerhead. black camage fitted with glass walls and a polished wood roof. SA petrification (see notes). 3. Facing these monsters is cause for a mild fear check. &!isma1 town of Barovia lies hundreds of feet below. 5. There are no horses here. rock to mud. These statues are unusually shaped and carved stone golems. They never leave this room. surprise crush for 4d10. illuminated by torches sputtering in iron sconces. #AT 2. SZ M (6' tall). Dark. 4. Any hit shatters the victim. n s m a l l garden struggles to survive. It is easily held open. in the entryway. Overlook Dead leaves turn spirals about your feet. To the north. Characters who wish to try entering the windows must first reach them.four statues of horned and winged monstrosities glare dorun. It leads to room 23. The sounds of the growing storm outside are subdued in here. Servant's Court The ornate. The creatures allow adventurers into the castle. massive doors stand open. 7. surging clouds overhead drizzle continuously. and can be seen only by characters who lean over the balcony to look down.2. Cobwebs hangfrom the dust-covered columns of this great hall. Camage House The double doors swing open to reveal a sleek. but otherwise act just like stone golems. Notes-SA Paralyzation. HD 15. moving shadows across the faces of stone gargoyles squatting motionlessly around the rim of the domed ceiling. They look like some horrid form of gargoyle. you see that you are on a constriicfionjutting out some two dozen feetfrom the clifface. Twentyfeet into the castle. A set of dirt-caked windows are set into the cliff face. The small door into the keep can be opened as a normal door. SD +2 weapon to hit. ML fearless (20). AL N. a wide staircase climbs into darkness. earthquake. a second set of doors suddenly swings open efortlessly and the sounds of organ musicflow out. The gray. drop to the floor hissing and spitting.000 feet to the rocky base of the Pillarstone of Ravenloft. XP 14. and attack. 6 . Int non. Characters who fall plunge 1. who cannot be resurrected. Cracked and faded ceilingfrescoes display centuries of decay. 110 feet below the overlook. Getting to the windows requires finding some way to safely drop 110 feet down and move 20 feet back under the platform. 8. Next to this one is an empty stall. MV 9. ChaDel Garden Behind the towering boarded windows at the back of the keen.000.

ML elite (13).avoy sauce. HD 6. his back toward you. Thefvagvnnce offood uafs its way through the darkened hall. #AT 4. It looks completely real. 11. I' 'n the center of the room. and n deep silencefnlls over the dining tall. Beside the opening. Mocking laughter echoes throughout the hall. a snit of armor stands in a shallow alcove. the illusion is broken. Double doors open to the west. __ This is a magnificent room. I When the PCs enter this hall for the first time. use the description above. ails of this vaulted ng hallway runs into darkness. never moving from the organ bench. brillia . Beside thP archway to the stairs. a fierce. The moment the illusion is broken. heavy table is covered pith afiue white damask cloth. use the description below. massive crystal chandeliers. A t the centrr of the far west wall stands a nassive organ. a steady bright light escaping thmu. ML CE. You can show the players the illustration at the beginning of this chapter. The secret door is hidden by the organ. When the 3 rounds are over. To the west. Cystal tinkles in the darkness as the. the margoyle can only inflict either two claw attacks or one horn attack. Places are set for each o f you with ?ne delicate china and silver. The table is laden with ielectablefoods of evey type: roasted beast basted in a . The staircase descends into a terrible darkness. 10. a suit of armor. oiled and glistening. When the margoyles attack. Its pipes blare ant a thundevous melody uhose tone blends greatness and despair. SA surprise (see notes). If they have been here before. To the east. There is a 40% chance that it will fit any human PC. Dining Hall The figure at the organ welcomes the PCs and invites them to dine. The hallway lies in darkness. They also hear the portcullis clang shut and the tired groan of the aged drawbridge pulling up. roots and herbs of wide variety. A wind whistles through its :onfines. or if the mannequin is attacked. Dmg ld6 (claw)/ldb (claw)/ 2d4 (bite)/2d4 (horns). putting out all nonmagical lights. bonechilling wind rises up and roars through the hall. a single capedfigure Iounds the keys in rapturous ecstasy. use the description below. Int low (5-7). large double doors stand slightly open. Strahd himself is elsewhere. Swells of organ music comefrom behind the doors. sup'PI - 1 22 . and sweet %ts aud vegetables. r i L The vast room is dark. Once all PCs leave this room. South Ground Archers' Post The only notable feature of this room is the secret door leading to the dining hall (room 10). SZ M (6'). a dark shadow falling across its {aceplate. use the description above. in the distance.Use the description above only when the PCs enter this room for the first time. enhanced with an illusion spell. Then thefigure slowly turns toward you. SD +1 weapon to hit.gveat .handeliers rustle in the wind. The figure is a mechanical mannequin of Strahd. If the party has been here before. fly 12 (C). dropping out of the sky If it does. a long. spilling their melody of power and defeat into the hall. Notes-SA: Surprise. The armor described is just a normal suit of plate mail that is well maintained. Thefigure iuddenly stops. hp 30 each. The figure converses with the PCs for no more than 3 rounds. the margoyles attack any PC who returns to this room. The PCs hear the screech of ancient hinges and the solid thud of many heavy doors slamming shut. THACO 15. The margoyles also swoop down to fight if they are attacked. a single arched corridor of stone is illuminated by light spilling downfrom the circular stairs now visible some two dozen feet away. the air turbulence from their wings extinguishes the torches in the sconces. Pillars of against dull white marble walls. Behind the organ is a secret door to room 11. MV 6. one after the crack. Seated before he keys. Margoyles (4):AC 2. A t each is a crystal goblet Z e d with an amber liquid whose delicatefvapnce nntalizes your senses. revealing it to be a mechanical device. stands at attention in a shallow alcove. A margoyle can do a "swoop" attack. XP 975. If this is the party's first visit to this room.

Stone arches support a ceiling covered withfrescoes. The artifact adds a +4 bonus to turning any undead and heals 3d6+3hit points once per day when used by a cleric of good alignment. The other side of this room reveals a set of dusty stairs.. Within the dark c.. he will not enter this room during the adventure.._. 17. 12 inches tall and 6 inches wide... The frescoes’faded lines depict the stone mountain atop which Ravenloft stands.. 23 . . The ceiling in this room and the balcony on the west wall cannot be seen from the floor without extra torches. The light falls directly on a small statue... I .. “ - 12. . The small statue is the Icon ofRavenloft. Cobwebs fill the hall and obstruct sight beyond a few feet. The spiral stair connecting to the south alcove room is room 18. At that point. Turret Post Access Hall This small. they see the figures sitting on the balcony in room 28. The faces of the characters in the fresco are scufled beyond recognition. The stairway in the north alcove leads up to room 29. This long. 7. arched room opens into a vast. Chapel of Ravenloft Flashes of lightning blaze th.. but loathes the memory of Sergei and Tatyana standing before the altar.. Beyond this debris. . The Icon is a small carving of a raven and is made of the purest silver. narrozu landing. f light. .. The shaft that these stairs surround is hollow. illuminating the ancient chapel of Raoenloft.. ..__.. Turret Post L 13. making if dificidt to see even the ceiling. Massive stairs rise to a long. The 8-foot-tall statues are harmless... It runs vertically from room 84 to room 59 without any holes or obstructions. .L~: 1 .mjnes of the side alcoves lurk inhumanly tall shadowy)cigures ~ . Anyone falling down the shaft from the very top suffers 20d6 points of damage. ..-. High Tower Staircase i staircase.. .... Check your results from the ”Fortunes of Ravenloft” for a possible encounter and treasure in this room. Heavy beams sag overheadfrom centuries of burden. . The figure is all that remains of a mighty evil cleric who attempted to obtain the Icon ofRavenloft. .. ”. This room s e e m as though nothing has disturbed it in centuries.. 318.. . . The staircase starts in the crypts and spirals upward around a central shaft to just below the main floor. Each suit of armor holds a mace designed like a curved dragon head. A small chink in the masonry allows Strahd to pass in gaseous form from one side of this wall to the other. -... Engraved words on the arches above the alcoves are scratched out. .chamber.. . Afigure is draped over the altar.. 15. . ~ ~ .. one standing along the wall between the stairs. A small crack in the outer stairway wall leads to room 63.rough broken and bonrdeii-up stained glass windows. Grand Landing simple optical illusion.. and that nothing ever could. lit by a single piercing shaft o nn altar stands upon a platform. covered with dark stains.-II_I.. . Pews and benches lie on the floor in jirnililed disarray. Black shadows fall across the features of their faces.. the castle being assaulted by armored forces on horseback. coated with centuries of dust. ._r__l. ..: hdd at boy... This wall’s construction is coarser and newer than the stonework of the tower.. The rounded stone wall between the staircase and the shaft is a foot thick..... There are twin staircases leading upward on one wall.... . the staircase continues up past the chapel all the way to the top of Castle Ravenloft’s highest tower. Even the storm I !outside i. Unless the fortunes place Strahd here. making it difficult to see details... If the PCs brighten the room... obviously some sort of chapel. Once beyond this wall.. a solid masonry wall completely blocks the staircase. the wine cellar below the chapel. . The Icon of Ravenloft is a holy artifact of tremendous lawful good power.-.. narrow corridor runs east and west...~ r 1neir 5ionejorms snow migny muscled arms and legs. . Dustfloats in the air here. He is capable of going in..

A spiral staircase rises slowly into the darkness circling the open shaft. flailing its arms and mace.30. the suit retracts. the tower. A chilly wind rushes down the circling stairway. 21. which is activated by a weight over 40 pounds. SA fall. but the living tower itself is an adequate substitute. Seeing the heart is cause for a horror check. The tower itself shakes and pitches. similar to the darkness spell.9. #AT 1 . seeming to kill the very heat of the torches. ~~ ~ ~~ ~ ~~~~~ ~~ ~~ __ STRAHDS OPPORTUNITY The vampire casts distance distortion on the interior of the tower just as the PCs begin to climb the stairs. It does not always attack the lead character on the stairs. Beyond that. The shadows cannot be dispelled.7-8. even with infravision. Use the description below if the PCs awaken the Guardian of Sorrow. The Guardian uses the halberds to attack the characters. The interior of this tower has a permanent spell-like effect on it. is alive! It does not attack until the PCs are at least halfway between Map 4 and . In the center o f the room. or about 5 hours.000.ound pulses and throbs in the shadows. . If the characters step onto the spiral staircase. Characters may crawl up the stairs at half their movement rate without having to make Dexterity checks. Anyone crossing directly in front of the suits of armor activates them because they are rigged to a mechanical device. and finally end outside room 47. gently settling upon your head. Tower Hall Stair This stair leads from room 71 to room 19. The duration of the spell is 32 turns. only to leap again if weight is still on the plate. The Guardian of Sorrow is this tower. Both staircases lead to room 25. After leaping out.546-7. XP 3. whichever comes first. except that it allows 10 feet of vision. another set qf stairs leads down.AL NE. including the spiral staircase. The spiral staircase starts on Map 3 and goes all the way up to room 60 on Map 9. hp 10. ML fearless (20). This little joke is intended to spook more than damage. 8-9). HD 8.Dmg ldlO (halberd). 19. Guardian o f Sorrow: AC 8. Any character falling from the stairs is treated as if falling twice that distance. A light or continual light spell only increases the range of vision to 20 feet. SZ M (heart). to a maximum of 20d6 points of damage. This spell normally requires an earth elemental to function properly.I )1 r Map 5. When they get up to the top of the tower. The tower iegins to shake and tremble. they awaken the Guardian of Sorrow. causing all characters on the stairs to make a Dexterity check every round or fall from the staircase to the floor below. they will see the glowing red. The Guardian's heart hangs at the top of the tower. THACO 13. These stairs start at room 73 and go up past rooms 61. beating heart hanging from the ceiling by pulsing red veins. Characters suffer ld6 points of damage for every 10 feet fallen. True seeing will penetrate the shadows.35. Ten halberds are hidden at various locations in the tower walls along the spiral staircase-two between each map level (4-5. The suits have THACO 8 and cause ld4 points of damage. Only blows to the pulsing heart overhead can damage the Guardian. yet youfeel the tower's cold expanse pressing down on you. one of the suits springs forward. Dust and rock chipsfloat Eownfrom above. The massive stairs lead down to room 8. Tower Hall of Honor than nfeu~ yards up. The device is purely mechanical and acts very much like a puppet. When activated. South Tower Stair This stairway is lit by flickering torches in iron sconces. only shadow can be seen. 20. The staircase in the center of the floor leads down to hall 71. MV 0. who will be active until the next sunset or sunrise. Int semi (2-4).

.. . “Please register for your own convenience and that of your next of kin. . The skeletons are hanging on pegs and pose no threat to the party.... but the ink in the well is fresh... The ancient book is weathered and brittle. The hack of the throne is turned to the room.. like a lost and forlorn child. O n each side of the staircase.. A rickety staircase climbs up to a higher floor. faces itflom the othev wall of the corner.. A thick book ..” More than half the book is filled with names. then vanishes through the secret door. It will almost certainly hit all of them. Hundreds of dusty cobwebs drape the room. .. A secret door in the south wall leads to room 13... r 26 ----. The rhythmic drumming of raindrops beats against the glass. he is sitting on the throne. . The skeletons are harmless.. Strahd removed the queen’s throne and had it burned after becoming a vampire. Directly acrossfrom the window are a set of double doors. Servants’ Quarters In the days when King Barov and Queen Ravenovia ruled. Broken furniture and ragged cloth are strewn about this room. .> n--L The two figures are skeletons that were hung here long ago. then up the stairs to room 34... 24... The staircases in the north wall go down to room 18. next to the windows... even though they are both holding spears.. a huge tlzrone stands atop a raised platform. .. .. a skeleton in bright armor stands at sagging attention holding a rusty halberd. coated with dust.. King’s Audience Hall Flashes of lightning blaze through dust-caked windows in the east runll. Strahd can cast a lightning bolt. The slits are 2 feet tall and 4 inches mts‘ Entrance Court of the Count Use Map 4 for these rooms. he leads them to room 24. Check the results from “Fortunes of Ravenloft” for possible treasure or encounters here. At the top of each page is scribed... . A large. . opposite the throne. of course. the ornate carvings in their wood obscured by a thick layer ofgrime. twin staircases lead down into darkness.. i . At the other end offhe hall. A staircase drops info total darkness in the south 7uall.. All the names are illegible.. At thefar end ofthe hall. The staircase descends to room 62. I _ P Rain and wind burst into this room through the broken glass and ironflaming of a large window in the long wall. there were two thrones in this hall. It is possible that the characters will find the secret door and end up in the Tower of Sorrow (room 19).. brooding darkness. Dim illumination comes from the dirt-caked windows in the east and north walls. . The urtyard is visible through narrow archers’ slits the walls. . ... each held up by a spear stuck through the bones info the wall behind it. If Strahd is here. He will. 25. heavy table sits in the center ofthe room. .. This immense room stands in chilly. A single door is also tucked into the same wall. room 34. A r( . If they chase him. hiding the ceilingfrom view. STRAHD‘S OPPORTUNITY While the characters are on the stairs. . ..ers‘ Post There archers once defended the keep... lies open on the desktop with an Inkwell ana quill next to i t A hvokm dnnv k npny thP m r w m nnd O n iinhrnkm ~ M . hear the PCs coming and cast spell turning and spectral hand prior to revealing himself.

#AT 1-3. He will then race down the Hall of Grace (room 27). Check "Fortunes of Ravenloft" results to determine where the symbol is. there is a secret door that leads to room 31. hp 18 each. SZ M (4-7'). sleep. are 20. room 49 is where he normally sleeps. attempting to drain his victim of life levels.000 gp. . but the chain cannot be broken or slipped from the desk without magical means. Otherwise. STRAHD'S OPPORTUNITY If the PCs come from the Hall of Grace (room 27). Within ld8+2 rounds. SA severed parts can attack (see notes). witches. THACO 17. and that it ascends to the lounge and guest room (rooms 50 and 49.. The lock can be picked. Lief was pressed into service by Strahd decades ago. A man sits hunched atop a tall stool. If the rope is pulled. He will use a hold portal spell to delay the PCs just long enough to make his escape. Lipseige will draw a crude map of the symbol's location in the castle. Dmg ld8 (claw). They attack if any member of the party looks around to the front of the thrones. hold spells and mental attacks. 29. Someone sitting in the thrones could easily be shieldedfrom anyone behind the thrones.(0). a wandering monster appears (possibly even Strahd) and attacks the PCs. but it will not reveal any of the traps or other dangers that lie in the way. usually an arm."^ "". The guardian portrait. Halfway down the hall on the south side. and anything else Strahd wishes to keep records of. 1. Still. using his innate spider climb ability As soon as the battle with the Strahd zombies is engaged. Killing Lief (a 0-level human) is cause for a Ravenloft powers check. Int non.. Scattered about the room. HD 4. Office of the Kina's Accountant rubble-strewn zn the middle of . respectively). next to him from a hole i The figure is Lief Lipsiege. Two Strahd zombies are sitting in the thrones. scratching at a seemingly endless scroll of paper with a quill pen. MV 12. personal treasures. He is unaware of the trap in room 61 and the other monster encounters in the castle. AL N. they remain still. . The sight of a Strahd zombie's limb moving after it has been severed is cause for a horror check. but is in fact quite sturdy. if treated kindly. Lief keeps all the books for Strahd. immune to cham.". Creaking Landing dnwmnnrk qhoft With pnrh Dusty scrolls and tomes line the walls ofthis room and are scattered across thefloor. Lief is familiar only with the rooms immediately off the spiral staircase (area 21). Lief found out where one important treasure lies. Notes-SA: Severed parts can attack. recording taxes collected. He is grumpy because the count keeps some treasure from him. In fact. and 100 reference books A staircase ofanczent wood climbs shakily up a F t p n unnn it thP zuood strains J This staircase climbs from room 16 to room 28.. Lief will not necessarily know the most direct route to the symbol. and other creatures of the castle have orders to ignore Lief. 26 . He has no interest in the PCs. the vampire waits on the wall above the doorway. It is up to the DM to decide what monster answers Lief's call for help. A single hit of 5 points of damage or more will sever a limb. 500 pp. XP 270. (20).000 cp. a tremendously loud gong sounds. he leaps down to attack the most vulnerable PC. Under no circumstances will Lief voluntarily leave this room. tell the PCs the exact location of the Holy Symbol ojRavenkind. He knows that the bottom of the stairwell ends in a flooded cellar. The moaning is only the wind.". under the papers. The fhronesfuLc r r w u yL. SD tum as mummies. A rape hangs n the ceiling. In the center o f all this clutter stands a huge accountant's desk. King's Worship Place 30. An opponent can target a limb or head at a -2 penalty Arms or heads have a movement rate of 1 and can attack individually. Strahd Zombies (2):AC 8. ML fearless SW always loses initiative. but Strahd has chained him to his desk until he finishes the books on the most recently collected taxes. 28. He will pull the rope if he feels threatened. Lief has been here longer than he can remember.The shadows are from the characters' flickering torches. If the body is destroyed. an accountant.rvrr' L lllc hrassbound double doors lading to the balcony.. It may seem unstable. 1 . He is chained to his desk with heavy iron leg irons. which adjoins this room. the dust-choked balcony. Lief will. His map should be geographically accurate. any severed limbs cease moving.

Maid‘s Hall I Stained. cruelly forced into service of the count (she never refers to him by name). ML champion (16). summon wolves or bats. takmg 3-30 (3d10) points of damage. King’s Apartment Stair This hall and staircase lead up to room 45 from rooms 26 and 32. 10’x 10’ room immediately outside room 39. STRAHDS OPPORTUNITY The vampire will cast hold person on any character trapped on the roof of the elevator while it is rising. if necessary.” There is a 40% chance that any character who tries to activate the mechanism can do so. hold. cure serious wounds. reducing victim by one level. charm person gaze (-2 save). touch causes energy drain. I 34. z cold shaft rises upfiom the darkness and continues down past the room. and mind-affecting spells. She sees you immediately. Servants‘ Upper Floor ^ ^ Thefloor sags in the middle of this room Dirt-caked windows allow little light through from outside. SZ M (5’). . spider climb. She claims to be the daughter of a villager. and cries out. Helga will join the party if invited. Anyone riding on the roof of the compartment while it goes up the shaft will be crushed against the top of the shaft within one round. 33. revealing her ferocity as a vampire only when she attacks. dusting thefurniture. sirs! You must save mefrom this place!” L The machinery on Map 4 raises a stone compartment from room 61.falls to her knees. Dmg ld6+4 (claw). Helga will attack the PCs only when an opportunity to do so without having to fight the entire party presents itself.000. She will play the part of the innocent female to the last. The stone compartment moves up and down in a shaft that is right next to this room. Well cared for. . When the compartment reaches the top of the shaft. Int exceptional (16). Behind all the machinery. The secret door connecting the two is clearly visible from this side. The entire place isfilled with intricate machinery. MV 12. and cure disease spells. A secret door is in the top of the compartment.AL CE. Vampire. regenerate 3 hp/round. a door opens into the small. half damage from electricity or cold. This paralyzes the PC and squashes him against the roof. . She is a vampire. . HD 8+3.The Guardian of Sorrow activates only if the PCs climb halfway up to the next floor.. “Please. Maiden ( 1 ) :AC 1. ropes. a 10-foot-wide stone compartment rises past the room. to just outside room 39 on Map 5. When the trap is moving. charm. F118(C). past this room. 31. all the gears. She is. probably coming in from room 27. .. It contains heal. Lief will give the PCs a clerical scroll that he has managed to keep hidden from Strahd. Trapworks Read this description only if the party enters this room on Map 4. restoration. If activated. A fall from the top is a total of 65 feet. but is well hidden to anyone standing in room 39. SD hit only by +1weapon or better. Strahd is certain to attack any characters who fall prey to the trap and find themselves separated from the party. the device operates relatively quietly. and pulleys move at once. immune to sleep. hp 40. The single lithefigure o f a woman moves about the room. THACO 13. XP 3. yellowed lace hangs neatlyfvom eight canopied beds. the daughter of one of the townspeople. gaseousform. tne only mala in me castle. 32. shapechange (wolf or bat). . in fact.I on accounting procedures worth 10 gp each. She also attacks if commanded to do so by Strahd. Broken bedframes litter thefloor A secret door on the west end of the south wall leads to the stairway (room 19).. She will beg on her hands and knees. . 27 .. but will pretend to be human at first. #AT 1. Thieves can use the Find/Remove Traps ability if it has a greater chance of success. landing the character on the roof of the ”elevator. SW vampire. If treated nicely. The aroma of grense and well-oiled woodfills your wstrils as you enter the room. but she chose a life of evil with Strahd. There are small passages between thegears and pulleys. 1 he woman is Helga. to be saved from this awful place.

she will react in shock to the sight of the portrait.. I .. immune to cold & paralysis. untouched by time. the likeness is unmistakable. STRAHD'S OPPORTUNITY If Strahd chooses to attack here. while his left hand i Y 28 .000. and an ornate steel door in the east wall.The door seems to almost shine with a light o . low table sits in the center ofthe room.. silver. Spectres (2): AC 2. SD +1weapon to hit. Facine: Guardians 37. A huge painting hangs over the niantelpiece in a gilded frame.'-I' Show the players the illustration on the following page. ~Y I. f its own. Even thP poker next to the blaziiigfireplace is polished. #AT 1. f deep-patterned a weave. Intricate details still stand out clearly on the (door's surfac. through the smoke.I I_. False Treasury This room has wooden doors in the north and west walls. hp 35 each. as well as a set of double doors in the west wall. Though the painting is obviously centuries old. .?. . she is quite resilient. overstnfed divans and couches stand in order about the room. After the shock wears off. This smoku room lies behind the . the.firealace Glintina . the portrait strengthens her resolve to destroy Strahd once and for all. . waxed and polished to a mirrorfinish. The rolling light ofthefire illuminates the carefully rendered painting. However. XP 4. hold. SA touch causes energy drain. the PCs can find it if they search through the dust. If Ireena is with the party.I. . . lreena Kolyana. destroyed by raise dead. HD 7+3. and copper coins lie scattered arourzd a closed chest. The southernmost sconce holds R torch with an intricate metal base.I.Rooms of Weeping Use Map 5 for these rooms 35. P S P.j .. Two separate doors are in the north wall. THACO 13.. k in n v h r . A large. The toy figure of the groom from the top of the cake was cast on the floor.Dmg ld8 (touch). he can flee easily by turning gaseous and drifting up the chimney Alternatively. mental attacks. The other is empty. immune to charm. flying 30 (B). h o w Tho itnnp finny i s r . On the east wall are two torch sconces. SW holy water causes 2-8 points of damage. AL CE. Characters must put the fire out before passing through the fireplace or suffer ld6 points of damage for each round that they stand within the blazing hearth. Prnwfiillv . 6. sleep. gold. Another door is in the south wall. Large. '" I books and tomes. A secret door behind the fireplace is opened by lifting the poker from its stand. Int high (13-14). Check "Fortunes of Ravenloft" results for possible treasure and encounters here. ML champion (15). he can use his spider climb ability to climb the flue 18. Dining Hall of the Count -1 hidden beneath a luxurious rug ~ . MV 15. It is an exact likcness of the Burgomaster's daughter. Thefittings on the chest tell of superior workmanship. . l . Study A door ofdelicately engraved steel starids at the end of this dark ha!lwny. . Yet on - The figures are spectres that attack anyone (other than Cyrus Belview or Lief Lipsiege) attempting to move through this hall. His vi& hand is at his throat. O ~ A l. A skeleton ofa man lies against the wall in broken plate armoy. reducing victim by two levels. SZ M (6'). Two luxiirious chairs face the hearth..

t .

Gertruda is innocent and believes only in a fairytale view of life. Their dusty tkreads hide the vey zualls and ceiling. apparently unharmed.” Double doors lead from this room to the south and east. That sound causes five giant spiders t o . a knock spell will open the secret door easily Behind the cobwebs against the south wall.000 sp. Shahd might choose this moment to attack. Dust and cobwebs ai. When faced with a decision. remove curse. characters must make a saving throw vs. restoration. 42. Hall of Riches The rope is attached to a bell 20 feet overhead.Treasury This room is filled with rotting wooden chests and moldering sacks. web 12. 10. One of her dainty slippers hasfallen to thefloor at the foot of the bed.000-gp jewe Is. their musty smell assaulting your senses and obscuring sight. a secret door leads to the elevator shaft of room 31. and not actually casting a suggestion spell. sending out a sleep gas that renders characters unconscious for 1 4 hours. +2 vs. broken only by an occasional flush o f lightning vainly attempting to penetrate the spidery veils. canopied by silken curtains. If Strahd’s goal is to steal a body using a magic jar spell. Taking the torch from the sconce at any time reverses the process. #AT 1. Chc!ck “Fortunes of Ravenloft” results for other possibk? treasures and encounters. A large window is covered by heavy red druperies. long gong. leading to room 39. fifteen 100-gp gems. the secret door on the north end of the east wall opens. Carved into the headboard with great skill and care is a large letter ”2. THACO 17. The following treasures are in the various chests and sacks: 50. The next time Strahd attacks the party. It opens easily. AL CE. climb 8. She is naive to the point of being a danger to herself and others. The figure in the bed is Gertruda. effectively trapping the characters in room 39. Belfrv Sweet smells waft frum this delicately lit room. 1. heal.If the torch is taken from the dead man’s hand and placed back into the empty sconce. 30 . Fortunately. The chest is unlocked. 10. and a clerical scroll with cure serious wounds. There are 50 gp. SZ L (8’-12’). Giant Spiders (5):AC 4.000 pp. Tall white candles burn with bright. He is intent on his current plot and is saving her for later. Deep pools of darkness lie all about you. Int low (5-7). The sounds of rain and thunder are miifled by thefabric. Since Strahd is just talking. Pulling or climbing the rope sounds a loud. he will attempt each round to order that character to turn against the rest of the party.y if they are attacked or if the gong is sounded. A larye bed. it doesn’t cost the vampire an action to do this. magic using creatures. zI mace +2. XP 650. 100 sp. mise dead. X i s hall ends at a pair of bronze doors of highly ornate design. MV 3. This is a false assumption. hanging st@yfrom the high ceiling. If all the characters fall asleep. A side effect of Strahd’s bite is that the vampire’s voice acts like a suggestion spell with a -2 penalty to the saving throw. ten 1. The spiders attack onl. Of course. HD 4+4. Their tassels ofgolden fiber glint in the light of three candelabras sitting atop m a l l tables about the room. however. SA poison (type F). To avoid the sleep gas. he uses this opportunity to do so. in room 50.000 cp. 41. they all awaken. a glowing sword +Z. Don’t fell the player that his character has been bitten! Let him play normally. Gertuda was kept blindfolded Dusty cobwebsfill the area. poison with a 4 penalty. Remember that the mechanism for opening the secret door to room 38 can only be reached from room 38. hp 23 each.e everywhere. ML elite (13).000 cp scattered around the trapped chest. four hours later. and 2. 39. 40. Dmg ld8 (bite). A good tactic for any wandering monster that encounters the characters here is to remove the torch here in room 38. where a rope danglesfiom high above. Lying amid the velvet and satin sheets and bedclothes is a young maiden in a nightcoat. sits with its headboard against the north wall. Bedchamber This ancient hall is choked with spidenuebs. These doors lead to room 40. If more than one character falls asleep. drop from their webs and attack. Behind the cobwebs on the west side of the north wall is a sc:cret door that leads to room 41. The webs are broken by a single clear path down the center of the room. One of the PCs (DMs choice) has now been bitten by Strahd. the teenage daughter of Mad Mary Gertruda is oblivious to any danger to herself-especially from Strahd. A single path leads to the center of the room. Gertruda almost always makes the most simplistic choice.000 gp. Sheltered by her mother all her life. Strahd has not yet bitten her. steady light.

. ornate iron tub. This is cause for a fear check. Overhead. low moans drift down from alcoves that line both walls of this long hall." or "neither higher nor lower" if he is on this level of the castle. even if it is rhetorical or not directed at the statues. Two stairwells sit side by side on the long wall. the spirits are moaning. This walkway runs around the front of the upper portion of the keep. The Landing A smallflagstone landing wobbles slightly underfoot. A . Crashing through a window causes ld6 points of damage plus the Armor Class of the character (example: an AC 6 character takes ld6+6 points of damage). 44. 46.when she was kidnapped. The Dungeon Master should speak in a ghostly. leaving rubble strewn across thejoor. hall. The rest of the party see only an unnervingly defiant portrait. Courtyard Overlook This is u wide walkway surrounding most of the keep The pouring ram continues amidflashes of lightning and the sharp cracks of thunder. . 43. "Weeeee knooooooow. and don't tell the player that his character has been charmed. thick with the dust of centuries. Each spirit (one in each of the eight statues) will answer one question for the PCs if asked directly. it is answered. they suffer ld6 points of damage plus their Armor Class (example: an AC 6 character takes ld6+6 points of damage). they can tell that the moans are coming from the statues. meFal bunds. STRAHD'S OPPORTUNITY If any character opens the curtains. Hall of Heroes Long. The chill draft of wind whistles mournfully through the small room. stands opposite the ascending stairwell. Beside this door. Strahd will use the charmed PC as an ally in a future attack. In fact. All of the windows leading from this parapet into the keep are shut and locked. they will not give directions other than "up from here" or "down from here. the bath chamber. However. the beams of Castle Ravenloft's roof are exposed. If the characters break through the window. Strahd spider climbs onto the roof to escape. Scented steam is rising from the heated water in it. He will head for the chimney and climb down it or use gaseousform to drift down it. He will attempt to charm a PC with his gaze. Another sudden flash and crack of lightning reveals the faces formed in the shapes of terrified men and women. The statues know the location of the items revealed in "Fortunes of Ravenloft. Two windows in the south wall are covered with heavy curtains. but can easily be broken. Shafts of light cross the statues'faces at obscirre angles. If the PCs listen closely. its still eyes staring defiantly back at your own. Roll the saving throw secretly. an ancient portrait of a bearded man stands watch over the area. She has explored only this room. A graven statue stands within each of the eight alcoves. Spovadic lightning from the clouds aboveflashes into this hall. hollow voice when answering questions as the spirits. and 44). the wind continues down the ofher stair. Bath Chamber Spires of Ravenloft 45. rushing down from one set of circular stuirs.43. To the north and south. Pausing onlyfor a moment at this landing. One member of the party (DMs choice) sees the eyes in the portrait shift to look at him. Moldering curtains of black and gold brocade hang on either side of the tub. a walkway runs along the top of a wall (over area 2) to the outer wall of the castle. In this case. and the wardrobe closet (rooms 42. The statues are imbued with the spirits of long-lost inhabitants of Ravenloft who grieve at the loss of Ravenloft's former glory. Far below these parapets are the shining wet cobblestones ofthe coirrtyard. in a flash of lightning the PCs see Strahd standing on the walkway." The first time a character asks a question in this i 31 Use Map 6 for these rooms 7." They even know where Strahd is. See Map 2 for the length and location of the castle walls. The ceiling has fallen here. they will fmd the not-so-hidden wardrobe closet. Closet Within this room hang twenty-eight capes and an assortment of black formal wear. If the PCs look behind the curtains. In the center of this room stands a large.

. SA spells. A few of them will send a character hurtling off the building. Lounge i A low ceiling. Strahd will turn around and fly away before the player characters even see him. Offstair There is no danger in this area during the day. The smoke in the chimney causes any character in the chimney to make a saving throw vs. Seoeral comfortable divans are placed about the room. Thieves can use their Climb Walls ability to improve these odds. A secret trap door is in the ceiling.. its four corner posts rising to a black canopy trimmed with gold tassels.. 52. hp 15.The portrait attacks the PCs only if they attack it.. ML fearless (20). Characters must make Dexterity checks to catch themselves. Life Among the Undead: Rules: of the Game. Flirk with rflin. Guardian Portrait: AC 8. 53. The Nature of Blood: A n Apprentice’s Handboo. If the frame is destroyed. progresses past room 54. through which the witches come to attack the party at night. There is n banded door in a side wall and a smaller unbanded door in the other side wall. . Unconscious characters fall into the fire of the fireplace below. The chimney leads down 50 feet to the blazing fireplace in room 37.: The Lost Art. supported by heavy beams. Qladlu The books are of no help to the party. #AT 1. the painting loses all its power. and then ends at the top ofthe tower (area 57). . HD 5. Any character foolish enough to be climbing near the belfry (rooms 40 and 41) may fall all the way to the courtyard. It will not attack Cyrus or Lief. MV 0. 10-foot-square room is lined with pegs to hang cloaks and clothes. during the night. Damage suffered is ld6 per 10 feet fallen. 3 feet wide at the top. empty. They try to kidnap a member of the party with a charm person spell (an NPC if possible) and take him back to their lair (room 56). The vampire will arrive in ld61-2 rounds in bat form. The ancient . hold person. . Smokestack Jutting from the steeply sloping rooftop of the castle. InoFen ensflu undertoot. if they are not accompanied by Cyrus Belview or Lief Lipsiege. a spindly smokestack. The guardian portrait tries to hold characters until Strahd arrives. and Masony and Woodworking. 51. The portrait attacks with spells as a 5th-level caster. However. . attempting to traverse this roof will start to slide down. . . If the PCs end up here as a result of the sleeping gas trap in the fireplace of room 38. Some of the titles found on the bookshelf are Embalmink. 0. rises 30 feet from the peak of the roof. k. Rooftop ~ L This stairway risesfram room 47. Most of the roof areas will dump a character safely into a rain gutter between two peaks. X P 420. rnnt tiles. poison or pass out. . Closet This small. Most falls are onto the balcony of area 46. . AL CE. . seems to press down on this room The west wall curues with the The sagging rooftop of the keep slopes precariously toward the courtyard some 100feet below. Spells: color spray (x4). 32 . 49. 48. If he sees that the portrait has been destroyed or that it is not affecting the PCs much. hypnotic pattern. SZ S (3’). . the witches from room 56 come down through the trap door in the closet (room 51). or if they try to enter this room through the door in the west wall. Int low (5-7). Characters take normal fire damage of ld6 per round from the blaze. the witches do not attack while they are sleeping. Guestroom A huge bed sits in the center of this room. The portrait’s material spell components are built into its frame.. belching smoke from its ironpronged capstone. glitterdust.

sending a shudder through you. XP 175. three pairs of grern eyes stare at you. rtieir legs seeming to barely support . They are brewing a potion that will make him mindless and obedient. . Element Room These are the cat familiars of the witches in room 56. The stones are wet and slippeiyfrom the rain.More Spires of Ravenloft Use Maps 7-10 for these rooms. with all of the above spells. and invisible." There are. gagged. - . 'aoiesjiii me room.. r8. If the familiars see the PCs here. no completed potions among the bottles. barely see .. Parapet A secret trap door is in the floor at the northeast comer of the room. however. knowing that Strahd would punish them with worse than death should they bargain with the PCs.4.he glass jars and bottles that sit utop them.9. darkness 15'radius Braga: magic missile. Torn and bvoken coliche. sits open on the far side of the kettle. ML elite (14). Fr61ri v. MV 9. AL llylil burning hands. Several uindows. ray of enfeeblement Morgana: push. 54. Perceptive characters might notice a disturbance in the dust on the floor leading to the eastern door on the north wall. web enlarge.* xaveniop H cnzii ram SPUKS you t o tne oone. A potion ofextra healing and an amulet of life protection are also here. Each character must make a Dexterity check to avoid falling off. The bottles contain clearly marked elements of magical use such as "Eye of Newt. oppressive room ui t h a low ceiling of teavy beams. . A slender stone bridge spans the gap between this tower and the one nearby. The low upon you. ~ ~ . bound. boiling clouds rolls unceasingly o m the dark towers of ~. SZ M (S-fj').Cauldron The courtyard is 95 feet below. The book can be handled by evil characters. Deep claru mi furniture. Jolting sounds of cackling suddenly strike. This tower roof is rimmed with broken parapets. the witches are alerted 1 I This is a large. hp 12. . shrink. Dmg ld4 (dagger). to their presence. I . improved phantasmal force The witches will attack immediately..Gyy. Lvl3. Int high SA spells." "Hair of Bat. The dust appears as if something was dragged across the floor from the trap door to the doorway. SD spells. i r This is the top of the tower.6.rG-. Claw marks h upholstery to shreds. (11-12). protection from wisps bubbling up from a huge black kettle. L." "Snail Hearts.5. A fall from up here would be quite deadly ci8. The roof of the keep is 30-35 feet below. THACO 20." and "Maresweat. scare hold portal. ~ ~ > . The old iron railings rusted away years ago. The witches intend to keep him as a personal slave. Any character previously kidnapped is lying in the comer. 1 I i. the featureless stone of the high tower of Ravenloft thrusts skyward. . . The book is evil and causes 3d10 points of damage to anyone of nonevil alignment who touches it. rhtning. some two dozen feet away. Rising from the side of the tower on which you are standing. I 1 1 . #AT 1. spook. charm person. an evil essence embraces wou. ~. about the room. dark gap between the towew. ?.8. blindness grease. Crossing this bridge is dangerous without a rope.. Bridge Witches. 33 . Familiar Room Grizelda: Annis: Yaga: Lucretia: As you enter this room..I amid the rubble. chill touch. Steel latt. lit only by the dim light of two leaded glass icework covers both uindows in the south wall./ 1~~~ r 57. illuminated byfiashes qf li.. leaving the bridge without handholds. A turmoil of black. shocking grasp. UljMMVWl . The witches' spellbook.I ~ ~~ ~ . 55. human (7): AC 8. . invisibility Haggis: shield. uccasionai flashes of lightning reveal the slick rooftop dozens offeet below. burning hands. The cats will not attack the PCs and may even allow themselves to be petted if it will give the witches time and opportunity to spring a trap.

60. Air rushes upfrom the shaft. two steel portcullises drop with lightning speed. The other end of the hallway ends in a door 62. slowly descend from the ceiling. hp 3. Characters who are not trapped between the falling portcullises see the stone walls fall around their fellow adventurers. A combined Strength of 50 is required to lift the portcullis. . SZ M (5’5”). STRAHDS OPPORTUNITY The vampire-mage can cast Von Gasik’s refusal on the edge of this trap surface to prevent spellcasters from stepping off the trap on one side. The shaft plunges 270 feet down to room 84 in the deepest level of the castle. closing off the middle 10-foot section of the hallway Any character directly under a portcullis must make a saving throw vs. Archers’slits line the walls. One beam and part of the roof havefullen away. Aging beams support a steep roof. Afog clings to thefloor in thick Iatches. Roll for each character crossing the floor plate. The blocks weigh 40 tons each and are an irresistible force. who will not attack. The secret door can be opened. The stone compartment they are in takes them to the secret room just outside room 39. arched hallway spirals downfrom the upperfloors of the castle The stairs continue to wino’ down farther into the foul depths of Ravenloft. This is merely sheep’s blood. Cyrus Belview: AC 10. sending the supernatural chill of the grave through your every bone. The double doors to the west are made of heavy planks banded with steel. Poor old Cyrus is obviously crazy He has served the master for uncounted years and is totally devoted to him. AL CN.. Check ”Fortunes of Ravenloft” results for possible treasure here. MV 9. The stone blocks take 1 full round (60 seconds) to drop to the floor. As the party mills around trying to figure out what is going on. Northtower Peak The stairs emerge into a brightly lit room that has manacles attached to the walls and a wooden frame bed.59. If the PCs do not go. two stone walls. Int average (8). Characters trapped between the stones must make a saving throw vs.foot-diameter hole drops into the cold heart qfCastle Ravenloft itself. obscuring everything below hip level. portcullises. There is a secret door in the ceiling over the floor panel. 61.7“.. a 15. Those who remain awake inside the trap feel the floor suddenly rush upward. #AT 1. r- Larders of 1111 Ornen Use Map 1 1 for these rooms. and then watch the stones and portcullises rise.~ suauow IS cabi across me ceiiing sniij~ies purposefully down the corridor toward you. Stairs on the east end of the north wall lead up to room 23. Servants’ Hall 1 There is an elevator trap in this hallway. closing just beyond the steel :agsfrom heavy beams. The trapped characters present an excellent opportunity for Strahd to attack. The figure approaching is Cyrus Belview. Lvl 0. In the center of the tower‘s highestfloor. 2 feet thick. revealing an empty corridor with fresh bloodstains on the floor. For each character. As soon as the steel portcullises close. The portcullis causes 2d8 points of damage and pins the character to the floor. the chances of the trap going off increase.. At the east end of the hall is a rusted but sound portcullis leading to room 63.Dmg ld3 (fist). it leads to the shaft described in room 31. triggered by pressure on a panel in the floor. The light in the room comes from a lantern on the floor behind Cyrus. Strahd told Cyrus Belview to load it into the trap as soon as the adventurers entered the castle. roll each round that he or she stands in the affected area. THACO 20. spilled onto the floor from a wineskin by the trap mechanism. Anythmg weighing 40 pounds or more has a 30% chance of triggering the trap. hear several terrible grinding noises from within for 1round. breath weapon with a +5bonus to avoid being hit by it. leaving a gaping hole to the sky. Hallway A web-filled stairway a f the end ofthis short. A giant ? . Hightower Peak The spiraling staircase finally ends at a 5-foot-wide walkway that circles the shaft. Cyrus tries to get the PCs to retire ”to your room in the tower” (room 49). When the trap is sprung. 1 ~ ~ 7 ~~I ~ ~ (1 ~ ~ ~~ ~ 1~ 1 ~ ~I . u5 a aarKpgure <:. poison (sleeping gas) with a 4 penalty or fall asleep. ML steady (11).

and head. ML fearless (20). Butler‘s Quarters YOU Behind an iron gate. Thousands of pieces ofjunk cover thefloor. 64.(0). It can be picked by a thief. even if charmed. STRAHD’S OPPORTUNITY The vampire can cause the gate to close and lock merely by concentrating. crumpled shields. HD 4. a vampire maiden will seep into the room through the crack in the wall. Ideally. as does the portrait guardian in room 47. Strahd Zombies (3): AC 8. This goes unnoticed because of all the wine casks. usually an arm. Guard Stairs This is a spiral staircase of gray. dusty stones. Cyrus has wisely never ventured into the lower levels of the dungeon. and 50. SA severed parts can attack (see notes). muddy contents rolling over and over. SZ M (4’-7’). If asked directly. There is nothmg of value to the PCs here. a crack half an inch wide by 5 inches long leads to room 17. Cyrus explains that he just isn’t the cook he used to be. The sight of this stewpot is cause for a horror check. He knows only those rooms that are right next to the stairwell of area 21. At the far south end of the west wall. M V 12. immune to charm. Broken swords. wet ceiling over this wine cellar. Dmg ld8 (claw). Notes-SA Severed parts can attack. Hf jokes at the most inopportune moments. sagging bed sits to one side under a huge faded tapestry depicting Castle Ravenloft. Huge. 63. I t I S cieariy a mcnen. room 65. If the body is destroyed. SD turn as mummies. A character with 18 or greater Strength could bend the bars. cobwebs. He looks forward to adding to his collection after Strahd finishes the PCs.35. even giving them a tour. their bands rusting and their contents long :ince spilled onto the ground. any severed limbs cease moving. including the rusted cookware. The guardians in room 35 have orders to leave Cyrus alone.49. and his meals tend to get out of hand these days. he won‘t tell the PCs about the trap and will let them fall prey to it. Cyrus tends to giggle time for no apparent reason. He knows of the trap in room 61 and will avoid stepping on the pressure plate without giving away its existence. XP 270. He does not know about any secret doors. the PCs should notice that he is going through their belongings and chuckling to himself. A small. #AT 1-3. The other two arc whole. arms. he will tell them of the chapel (room 15). i f s green. If Cyrus Belview is present (see room 62 above) when the Strahd zombies attack. Cyrus has been picking up equipment from dead adventurers for years. L The iron gate is locked. In the hallway. 66. although dust. These are Cyms’s quarters. Killing Cyrus is cause for a Ravenloft powers check. Wine Cellar enter tnis steam-plea room. However. Strahd himself will attack with spells from the far end of room 62.43. Dusty lanterns sit in various places. Once this happens. Cyrus knows this floor and the main floor (Map 3 ) of the castle very well.44. This includes rooms 30. sleep. He has only limited knowledge of the upper floors. If befriended or charmed. He cannot be persuaded to venture away from the two floors he knows or the rooms listed.36. SW always loses initiative. 35 . Int non. If Cyrus Belview is with the party. and battered helmets lie in piles all about. It starts at room 68 and goes all the way up to area 46. archedfmmes of stone form a low. This square room is cramped by numerous itemsfilling itfvom wall to w a l l . One of the zombies has been sliced and diced into separate legs. and mold cover all surfaces. Any characters who look into the pot encounter the Strahd zombies in the pot.42. A single hit of 5 points of damage or more will sever a limb. It is one of his powers as the dark lord of Barovia. A huge pot bubbles over a blazingfire in the center of thefloor. he grabs a large club (ld6 damage) near the door and tries to beat them back into the pot. but refuses to enter it himself (“master’s orders”). some of the characters would be caught on different sides of the gate. AL N. hold spells and mental attacks. torso.Cyrus returns to his work of pi. An opponent can target a limb or head at a -2 penalty Arms or heads have a movement rate of 1 and can attack individually. rich curtains are draped haphazardly about the room. he will gladly tell the PCs anything about those two floors. THACO 17. hp 18 each. Great casks of wine line the walls.

Guards' Hall Dnrkness. the fiend leaps out to attack. ML fearless (20)..J. Lances and swords are carefully hung on the walls. the fiend suffers ld6 points of damage per level of the caster. 69. arched corridor starts at a heavy wooden door. fear.5. a spiral stair leads up . lie scattered like toys about this room. The fiend will flee from bright light. moist air blows outfrom an archway in the side wall. J . Just around the rorner.~:. Dark stains cover thefloor and the wall. . it has AC 9. A set of double doors leads from the east wall. Most of these guards are now Strahd zombies and Strahd skeletons scattered throughout the castle. cold as a winter sweat. wraps around you. 72. XI' 2. hp 10 each. Office of Vengeance This shadowy room is in perfect order. the fiend becomes AC 5 and gains a +1bonus to attack rolls. gets a +2 bonus to attacks. .. In shadows or darkness.I. Large oak tables. one from each alcove. If a light spell is cast directly upon it (not just in its area). 1 I This square roam drown!s i n chaos. #AT 3/2. SD turn as wights. a battle between the vampire and the castle guards raged here.~ r r^ u r rrvvrna VI' uc uf the passage. inkwell. when Strahd slew all the castle's inhabitants. AL CE.. The outcome was never in doubt.and. enters the room. MV 12.. If illuminated by a torch. Being attacked by the shadow fiend is cause for both a fear and a horror check. regenerating creatures. magic jar. A scroll of protectionfrom undead is hidden inside one of the table legs.67. There arefour . detect invisible. A secret door in the north end of the west wall leads to room 79. cold. Guards' Quarters i! A dark. Cool. > OLL. ^. Strahd Skeletons (10):AC 7. ..-^I* ". turned as special.into darkness. MV 12. . scarred and beaten. Broken hones lie -~.. An old cot itands to one side. 1 36 . HD 7+3. 7 .. and quill set carefully in place. There is a door in the center of the iorth wall and a door in the center of the south wall. straight. immune to fire. Dmg ld6 (claw)/ld6 (claw)/ld8 (bite). immune to charm. sleep. or 9. HD 2. Dmg ld6 (claw).+3 us. it is AC 1.SA detect invisibility. and takes half damage from attacks. Shatteved irrniture lies in heaps amund the walls. SZ M. hp 40. SA leaps 30 feet. In ages past. When the characters are halfway into the hall. darkness 25' radius. ~ n i e u 1 5 m d swords jutfrom the walls as ifdrhen there by some remendous force. their wood crushed and splintered. If forced to fight. SD 90% hide in shadows. A I [ark archway leads out through the east wall. #AT 3.CUM . L . One of the swords is a sword +1. Int very (12). MR 20%. There is a door in the center of the north wall and a door in the center of the south wall. its heavy blanket made taut. low passage leizds to an ascending staircase jickly yellow lichen coversi the ceiling. A great table stands with its chaw.000. J This short. ~ ~ a i i eJ rc urniu u Liumyieu and cru5neu piare urmor.__'I - ... Shadow Fiend ( 1 ) :AC 1. electricity. leap out to attack. 10 Strahd skeletons.

Two dozen r eet down the hall. The werewolf appears as a villager. The trapped character is sucked under the water and disappears. hp 28.. A werewolf lurks in the water in cell A. or 2d4 (broadsword. Nothing rusty is of any value. He begs the PCs He was locked in here by Strahd because to rescue him. AL CE. but the rest of the floor is covered with special weight-sensitive trap doors. 18 wolf). Strahd then attacks the lone character. 1 The fungus-laden ceding hanys only feet above . Thieves can use their Climb Walls ability. In diagram A. There is a safe pat$ (see the diagram on the map sheet). 73. All is still exceptfor a ueak c y for help coming through one door.600 ep 600pp 6. Dmg ld4 (claw)/ld4 (claw)/2d4 (bite) . THACO 13. If a character sets off a trap.900 ep Amulet of proof against detection and location J The floor beneath the water is not as solid as it may seem. #AT 3 (1as man). Tell the player that his or her PC cleverly avoided the vampire's eyes and was not charmed. ~. The werewolf is anxious to prove his worth to Strahd. There are 650 pp in cell B. an iron door stands . he disobeyed Strahd. Mountain (Ivan Koreshev): AC 3. suffers only magical bonus as damage. that fills this du&eon corridor. MR 40%. having been sitting here for decades or centuries. PCs cannot end up in the same cell as the werewolf. but suffer a -35% penalty. . HD 7. North Duneeon " STRAHD'S OPPORTUNITY Any character teleported into a cell is visited by Strahd.. weapons. In each cell listed below. as man only). 75.. still water thatfills an irched hallruay before you.. Don't tell the player that this is happening. The secret door can be opened only from the other side.few . leaving only a slowly dissipating swirl in the water.000. arched doorways i e a a p m eacn siae OJ he hallway. each trap has the number 74 or 75 on it. . These numbers refer to the dungeon room the victim is teleported into. - 37 . Each cell also contains hopelessly rusted armor. Small cells. All items listed are lying underwater. The vampire attempts to charm his victim. disturbed only occasionally by the 'thwuck" o f a dropfallingfr'om the ceiling. a. central hall.. MV 12 (15 man-wolf. there is a 75% chance of the character sliding back down into the cell. attempting to kill the PC while trapped in the cell. The 2uater is shouldev deep. Tke wGter's surface is like (ark. SZ M (7'). Being trapped in a cell while any monster attacks is cause for a fear check.. The pit under each trap door is a teleport area that is activated by the opening door. Each character is teleported into a different cell in that side of the dungeon." On the other side is a polished marble slide (area 82). Strahd will then leave and wait until his next attack to use that character as an ally If the attempt fails.100 ep 5. Seeing Ivan shapechange is cause for a horror check. It Loup-Garou.. Roll this secretly and don't tell the player if the attempt succeeds. The DM decides which cells each character arrives in. even if multiple characters stepped on the same trap.losed and partially submerged. 74. Int high (13). Liquid drlpspom the hanging growth on the ~ 1 L c The corridor is 40 feet long. Each round. I takes 5 rounds to climb the slide. but can end up in the same square as the magical sword..I i Use Map 12 for these rooms.. . other characters in the hall see an explosion of air and water around the trapped character (air that was trapped in the pit is released suddenly when the trap door opens).ML elite (14). are on both sides of this arched . tell the player that Strahd comes to visit. waiting. SD gold or +1 weapon to hit. The trap doors automatically reset themselves. Dungeon Hall Dungeon and Catacombs The stairs descend into black. There is a secret door right at the waterline in the north wall of cell "e. mirrored glass. There is a 50% chance that a person standing on a pressure plate will cause the trap to activate. XP 4. ~ ~ ~ ~ I ~ ~ ~~1 l r . In each arched doorzwy. and other belongings.-their entrances 1docked by iron bars.. Cell Cell a Cell b Cellc Cell g Cell h Treasure 6. many previous adventurers gave up their gold. South Dungeon Use the boxed description from room 74. so he will t r y to join the party and attack the PCs at the first good chance.

. Gargoyle carvings smile. SD turn as wights. hear them coming before they part the curtain. MR 20%. immune to charm. also partly submerged. Int nonloses initiative. HD 4. An additional 10-foot section of this room is hidden behmd the curtain. Torture Room Dark. Int non. If he is hard pressed during the fight. Any characters in the water are then temporarily trapped (ld4 rounds). In the cenfer of the room. SD turn as mummies. Therefore. The zombies rise slowly upward. Strahd is sitting on the throne. . 1 77. STRAHDS OPPORTUNITY As a vampire. Strahd zombies lie completely submerged in the water. Strahd retreats behind the curtain and into room 78. If he is losing the battle.76. To the north. The skeletons are Strahd skeletons that attack once the party is in the room. to run down into the bottom. Strahd does not need to breathe. is a golden chest. hold spells and mental attacks. one with a shield.fvom high upon the the center ofthefloor. AL N. brackish water thatfills this room. Each statue has four arms. The far wall has a door in the center of it. of course. attempting to drain levels. SZ M ( Y 4 ) . an hourglass with writing on its base hangs suspended above the brazier. Dampness and mildewfill your nostrils. In the alcoves in the center of the two side walls stand two bronze statues of giant skeletons. the vampire can stand on the balcony of room 77 and cast ice storm to freeze the water. immune to cold & piercing weapons. he dives into the water below. his escape is trivial.. A bag containing 600 pp is hidden beneath the westernmost throne. revealing their teeth. An arched passage..AL N. and other torture apparatus. and will cast spell turning and spectral hand prior to revealing himself. The writing on the base of the hourglass reads: In the palm of my hand Is the time left to thee When it is consumed Will theflame set youfree! 38 . which is 3 feet deep. lies on one side of the square room On a rounded balcony. for room 76 for more details. Dmg ld8 (claw). with a +2 bonus. immune to charm. hp 18 each. Dmg ld6 (claw). Close examination reveals that the dark shapes in the room are racks. _ . iron maidens. High overhead. Strahd Skeletons (4):AC 7. a large balcony (room 77) stands 7 feet above the level of the water in the room (10 feet off the floor). MV 12. SA severed parts can attack. Strahd Zombies (6): AC 8. the vampire has no problems with it. This square room rises to aflat ceiling. HD 2. Strahd can enter the water at some place not visible to the characters. STRAHD‘S OPPORTUNITY If the party enters from room 78. high above the water. See “Strahd’s Opportunity” _. A single door stands in one wall. ML fearless (20). hp 10 each. The door leads to room 78. #AT 3/2. stocks. next to the brazier. red velvet curtain rnnningfrom ruall to wall. while three doors line the opposite wall. MV 12. . XP 270. SW always ML fearless (20). If he pulls them under the water. t-to high-backed chairs look down upon you. The skeletons of their last victims seem frozen in silent screams. He can then attack them underwater. from behind the curtain. SA detect invisibility. Observation Balcony Two large thrones stand on this balcony. The skeletons pull themselves off the torture devices.. From there. . half damage from edged & blunt weapons. #AT 1-3. ominous shapes jut upfrom the still. and mental attacks. The ceilmg is 17 feet above the water. He will. SZ M (q-7’). he can stay underwater indefinitely Since this is not running water.(0). An undefined chill crawls down your spine as you survey the motionless shapes. XP 420.. The lower portions of the devices are underwater. (0). Their eyes seem to watch you as you walk about the room. as quiet as a tomb. sleep. The room is oppressively silent. Any character that realizes what this room is must make a mild horror check. and the other two with their palms turned toward the ceiling. Alternately. the result might even look like another teleport trap. THACO 17. hold. sleep. their slime-gray arms clawing through the water as they attack. . Behind the thrones is a wide. one with a spear.

50 feet east of the top of the stairs. As a l ’ less than result. The trunk actually opens from the back and contains a deck o f many things. After 3 rounds of combat. the characters must get one of the stones from the statues’ hands and place it into the flaming brazier in the center of the room. an illusion shows an empty trunk. When the trap door opens. The hall is relatzvelyfree of obstruction and there I S little dust on the steps A cool dampnesspowsfrom within as a thick jog slowly forms in the room. Any damage caused to a golem while it is active carries over to the next time the golem stops and is again activated. The masonry walls then abruptly end. The skeletal statues are specially crafted iron golems. Dmg 4d10 (fist). The wind within howls mournfully. The stones activate the doors as follows: Door Southern Western Center Eastern Stone Ruby Sapphire Emerald Opal Statue West West East East Hand Right Left Right Left Iron Golems (2):AC 3. The flames cannot be extinguished. Dust covers thejloor and dry cobwebs choke the passage. The tunnel is 110 feet long and ends in a stone door. the sands in the hourglass start falling and run for 5 rounds. about the size of a campfire.000 X normal iron golems.q. Once the false top has been opened. The trap is activated by weight. #AT 1. .. A knock spell or dispel magic will not work on them. but the stone magically appears again in the palm of the statue’s hand. Dwarves can tell that this tunnel is relatively new construction compared to what has been seen thus far. The golem attack is cause for a mild fear check with a +2 bonus. When all the doors are shut. All the doors in this room are spring-loaded and will shut and lock on their own if not prevented from doing so. a scroll of protectionfrom magic. The doors have a special variant of wizard lock cast upon them. A second stair continues upward to the east at a similar angle for a distance of 30 horizontal feet. hp 80 each. 80. the golems will not use their typical poisonous gas ability. The golems cannot be harmed while they are inactive. 81. low tunnel The rouah damp walls are barely discernibfe through thickfog. Int non.(0).SD +3 weapon to hit. This tunnel passes through the natural rock foundation of Ravenloft itsel$ 1 The chest appears locked. There is an 80% chance that the trap door suddenly opens. Tunnel Thls is a lon. . the fire seems to consume the stone. its flames licking the inside of the rib cage. and two potions ofhealing. where they come up to a 10-foot-square landing. XP 13.000. The stairs rise at a 45-degree angle for a distance of 20 horizontal feet to a 10-foot-squarelanding. Opening the chest from the front releases a cloud of sleeping gas from a false compartment in the top. I 79. mise dead. Center Stair 1 between rough masonry walls. A trap door is in the floor. ML fearless (20). After the sands in the hourglass run out. ending at a door to room 72. Only a single door can be opened at any one time. STRAHD’S OPPORTUNITY This is a perfect place for Strahd to cast a lightning bolt at player characters who are on the stairs. SZ L (12’). Western Stair This staircase of ancient stone is worn smooth through use in ages long forgotten. AL N. but they can be opened by other means. The stairs rise at a steep 45-degree angle for a distance of 40 horizontal feet. everyone who is standing on it falls into the marble chute (area 82). these golems are worth 2. . Each golem holds a precious or semiprecious stone in each free hand (see below). described below. MV 6.jlamestrike. a scroll containing the clerical spells dispel Puil. HD 18. A flame. the fires go out and the golems return to their original positions. the golems activate and attack. During the fight. although they can be restrained before becoming active. affected only by electrical spells. The staircase is obscured in the swirling mists. The door by which the party entered the room unlocks and the hourglass sands reset. opening into a roughly hewn tunnel (room 81) heading east. and restoration. If they do. To open a door other than the one the PCs entered by. ignites in the pelvis of each skeleton.

Ariel wa!9 a terrible man who sacrificed more than himself i~7 his quest for wings. 4. Each crypt is a square. Seeing additional vampiresijes gives the l’Cs bonuses to their horror checks. but to a hewn tunnel of stone (81). STRAHI: ) ‘ S OPPORTUNITY The vaml>irecan command the bats to swirl around the 9. s are empty. Characters who see this ghost mx1st roll a saving throw vs. rectangular slab of marble. then continues up to room 37 on Map 5. Seeing a vampiress in her coffin is cause fc)r a horror check. These bats do nto damage. each crypt contains a 3-foot by 5-foot Ceiling Painter. The curtained doorway east to room 87. Much activity can take place here. but do get in the way of spellcastiing. 83. From there. 3 feet high. pr obably with surprise. a vampiress is sleepingin the coffin. Each crypt is described below. adding their percentages together for a single roll not to exceed 80%. The epitaph on each stone door is written irL quotation marks. with a skeleton draped iri rags lying atop it. While these bats are attacking.” Crypt 4 ’”Prince Ariel Du Plumette. 2. All the stones in the walls and stairways are roughly cut. dark shaft of polished black marble. any character attempting to cast a spell with a material componeint must roll a Dexterity check to complete the spell.” The sitone door is on the south side of this crypt. When the battle goes poorly.” crypt 3: ’”The Lady Isolde Yunk (Isolde the Incredible). Severs11 of the crypts contain vampire coffins. Marble Slide This is a smooth. The staircase starts at room 78. Western Stair This is a dark spiral staircase of rough-hewn stone. spell or age 10 years. hollow pillar running from floor to ceiling.” Thf stone door leads not to a crypt.elow. Each crypt is detailed 1. Thieves suffer a penalty of 35% to their Climb Walls ability here. 40 . If the PCs are in the castle at night. Up the high tower stair (room 17) or shaft. will pursiJe the PCs anywhere.86. he can attack. They will not attack humans unless specifically commancled to by Strahd or they are provoked. The shaft plunges from the trap door in room 81 through a one-way secret door into cell ”e” in room 74. the coffin.its roost here during daytime hours and fly out in the evening through the shaft of room 17 to hunt. and 88. the creatures in room 84 Once. The arched walkways and the crypts support the ceiling. There are five total exits from these catacombs: 1. Crypt 2 ’Artista DeSlop-Court I The catacombs fill an area roughly 110 feet east to west and 180 feet north to south. They must also roll a horror check and a fear check. Each crypt in the catacombs houses the remains of the person (or persons) listed on the crypt’s stone door with an epitaph. goes up to a landing on Map 11. ht3 changes back into a bat and is immediately lost in thf? swarm. This allows him to rematerialize in the mi( idle of the group or on the ceiling. bats is m out of their crypts. The barred doorway north to room 85. The Catacombs Even though the catacombs are listed as a single room on the map. The b. crypt 1: ’’Spectre Ab-Centeer. A gift to all who look upon her still. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-squarecrypts. 3. 7 ’ I 82. The crypt 1 door to tunnel area 81. 5 . A successful Bend Bars/Lift Gates roll is required to open a crypt door. Unless noted otherwise. The teleport in crypt 32 to room 86. It can be staked and destroyed without iincident. clinging there wit1?his spider climb ability.P . they are extensive enough that they warrant their own section. Malke it obvious to the players that killing the cIre trouble than it is worth. Please read this section with care. Purveyoi of Antiques and Imports. If the PCs are irI the castle during daylight hours. He then changes into a bat himself and character! blends in with them. except into the three main cryI3ts of rooms 85. Two characters can try at the same time. She now walks that path of pain aiid torment.

41 . HD 10. The epitaph reads: ”Endorovich (Endorovich the Terrible): What the blood of a thousand slaves did not do. courtesy of the Barovian Wine Distillers’ Brotherhood. MV 15. MV 9. SA magic jar. She can be destroyed without incident. Crypt 7: The stone door lies on the floor.” Her body is wrapped in a robe o f vermin.” This man loved Marya (see crypt 6) and found that she loved someone else in his court. immune to cold & paralysis. immune to charm. Int high (14). reducing victim by two levels.ML champion (15). SD silver or +1weapon to hit. The crypt gapes open. SZ M (6‘). Endorovich put poison into the man’s wine glass. Rags of white linen lie flat on the slab. “Marya Markovia: Great was her beauty.000. the spurn of a woman accomplished. destroyed by raise dead. SW holy water causes 2-8 points of damage. and other classes above 8th level gain a +2 bonus on their rolls.400 gp.ML fearless (20).000. immune to all spells cast on Prime Material plane. A spectre waits within. AL LE. mental attacks. killed many in his lifetime. Dmg age ld4 x 10 years. #AT 1. kZ M (5’). fly 30 (B). undone by a jealous hand. tormented beast. THACO 13. Int high (13).AL CE. Crypt 5 ”Artank Swilovich Here interred and with great mourning. The stone once read. HD 7+3. Rotting leather bags under the linen cloth contain a total of 3.” Inside the crypt is a coffin with a sleeping vampires. XP 7. and mental attacks. A ring offeatherfalling is on the right hand of the body Ghost (1):AC 0. in his madness. The glasses were mixed up and the girl drank it instead. immune to charm. SD +1weapon to hit. half damage from silver weapons. Endorovich never got over his guilt and. THACO 11. hold. Spectre (1):AC 2. hp 50. fear check on sight.” Crypt 6: The name and epitaph on this crypt have been clawed off as if by some mad. sleep. SA touch causes energy drain. Crypt 8: ”Duchess Dorfniya Dilisnya. hold. Dmg ld8 (touch). The lover was hanged for the deed and buried in the cemetery behind the church in Barovia township. #AT 1. hp 35 each. As Marya and her lover were dining. X l ’ 4. obscured by the fog.Clerics above 6th level are immune to the aging.

Crypt 14: “Stahbal Indi-Bhak Advisor to Endorovich from eastern lands. A truer friend no ruler ever had. the remaining wights begin to tear open his coffin. SZ M (5’). she will attack. SW may be turned. Wights ( 9 ) :AC 5.” Crypt 1 6 ”Elsa Fallona. hp 30. ML champion (16). XP 3.” Crypt 18: The stone has been carefully laid to one side. having learned early in life a great deal of the black arts. empty coffin. Int exceptional (15). MR 50%. Her treasure is behind her in the crypt.Int exceptional (15-16). regenerate 3 hp/round. electrical. Dmg ld6+4 (claw). Crypt 1 9 ”Artimus (Builder of the Keep). spider climb. and mental attacks.300 ep. Ruler. hold. Crypt 1 0 “Sir Leanne Triksky (Sir Lee the Crusher). MV 12. SD hit only by +lweapon or better.000. Crypt 1 5 “KHAZAN:His word was power. summon wolves or bats. a townsperson now under his control. Dmg ld8 (touch). was nearly a match for Strahd’s powers. poisons. Crypt 11:”Tasha Petrovna. Servant. 42 . ML elite (14). SA touch causes energy drain. This is where Strahd intends to keep Ireena after she is converted. Maiden (1):AC 1. stacked three high on each wall. charm person gaze (-2 save). THACO 13. THACO 15. .000 gp. Banshee ( 1 ) : AC 0. Two rounds after a character arrives. 3. Crypt 17: ”Sir Sedrik Spinwitovich (Admiral Spinwitovich).” A hole under the skeleton contains 500 pp. #AT 1. cold-based spells.000. What sword did not. hold. agreed. THACO 13. charm. destroyed by dispel evil.” Three pieces of jewelry are draped over the skeleton. and mind-affecting spells. After sundown. XP 4. SA causes fear. charm.Crypt 9 ”Pidlwik (Fool of Dorfniya).” Inside is a coffin with a sleeping vampiress. her own people stoned her to death in mercy Strahd demanded. There is a wight in each coffm. shapechange (wolf or bat). The banshee inside attacks as soon as the crypt is opened. This is a perfect place for Strahd to attack. death. AL LE.” Dwarves will notice that the engraving on this stone door is newer than most of those found so far. SZ M (5’). immune to cold.MV 12.300 gp. fly 18 (C).” Inside the vault are nine stone coffins with heavy lids. and got. SZ M (4-7’). #AT 1 touch causes energy drain. Patrina was an elf maiden who. then they attack the character inside. Light unto the West. holy water causes 2d4 points of damage. SW holy water causes 2 4 points of damage. SD hit only by +1weapon or better. Crypt 21: ”Patrina Velikovna: Bride. charm. time’s passage did. XP 975. Int average (8-10). resurrection. gaseousform. Characters are teleported into these coffins (the wights are teleported out) from the teleport traps around the entrance to room 86. She felt a great bond with Strahd and desired to become one of his wives.” Four earthen jars in a comer of the crypt each contain 1. ML elite (13). It takes them two rounds. Through the swirly mists of the perpetual fog. AL CE. She may only cry her deadly keening once per day. and paralyzation. Heaped in mounds about the crypt is Patrina’s treasure: 500 pp. reducing victim by one level. and then only in total darkness. Healer of Kings. Here lies his family in honor. each worth 5.550 ep. MV 15. and Inventor). Confused though he was. hold. she is sleeping and can be killed without incident. sleep. Being trapped in the coffin as it is ripped apart from the outside is cause for both a fear and a horror check.Dmg ld4 (claw). Thou standeth amidst the monument to his life. death wail. immune to sleep. #AT 1. If it is daytime. he built the greatest naval force ever assembled in a landlocked country. ever willing. and 5. turn as special.” Crypt 2 0 ”Sasha Ivliskova: Wife. The very sight of her requires a fear check. SW vampire. hp 40. but before the final draining of spirit from her soul could take place.” The crypt is empty except for a brand-new. reducing victim by one level. the body She then became the banshee spirit found here. SD immune to sleep. HD 4+3.” The coffin has a secret compartment containing a scroll with the following spells: heal. King. HD 7. HD 8+3. Strahd.” This vampire is an old wife of Strahd’s. Companion. half damage from electricity or cold. hp 21 each. She can be destroyed without incident.AL CE. Crypt 12: “King Toisky” Crypt 13 ”King Intree Katsky (Katsky the Bright. restoration. newly engraved letters can be read “Ireena Kolyana: Wife. Vampire.

” Crypt 23: The stone is unmarked. Crypt 3 4 ”King Dostron. Crypt 2 9 “Ivan Ivanovich. Within the chest are 10 arrows +I. Around the corpse are one long sword +4 defender.” Crypt 3 0 ”Prefect Ciril Romulich (Beloved of King Barov and Queen Ravenovia). hold. lightning bolt. Crypt 33: The stone door is blank. charm spells. It has the legs of a spider and the body and head of a hell hound. Anyone opening the chest improperly triggers a cloud of blmding gas. The alcove on the east sends those who enter it to the easternmost alcove in room 86. and slow spells. bulging chest in the center of the crypt. This crypt has never been used. clairvoyance. Saint of Lost Travelers. SA poison (type A.Crypt 22: “Sir Erik Vonderbucks. and Pirate. Crypt 28: “Ardent Pallette. Int animal (1). HD 5. 15/0) with +1to save. polynmrph other. SZ M (5’). Anyone else has a 30% chance of realizing that the coins are not real gold. No unusual feat of strength is required. immune to sleep. A body in red robes lies within. This crypt has never been used. Beloved of Anna Petrovna. Crypt 3 8 “Bandit. Using the spell Strahd’s malefic meld (detailed in Domains of Dread). it has no species name.” There is a large.” The tomb door to this crypt can be opened easily. THACO 15. Inside is a coffin with a sleeping vampiress.AL LE. Champion of Winter Dog Racing. Hell Hounds (3): AC 4. #AT 1. Crypt 3 2 ”St. XP 975. Anyone in the crypt or within 10 feet of the chest must roll a saving throw vs.” A body in white clothing decays on the slab.” When this crypt is opened. and a scroll withfireball.” The stone door gives only the name. ML fearless (20). Spider-hound (1): AC 4. #AT 1. each filled with swirling mists. the count has created an undead hybrid of hell hound and huge spider. HD 7. My beloved pets. The mists in them transmit and receive teleported persons. Stepping into the western alcove has no effect. MV 18. THACO 13. ye foolish mortals!” These archways are actually shallow alcoves. SA fire breath (see notes). High Priest of the Most Holy Order. Being a unique creation.200 gp each. Dmg ldlO (bite). three pairs of red glowing eyes stare out. ML elite (13). Crypt 31: ”$$We knew him only by his wealth. The crypt is featureless except for two archways in the back wall. detect invisible 50%.” Crypt 3 5 The stone door is blank. SZ M. Crypt 3 6 The stone door is clawed and marked so that the name is unreadable.AL N. The process of creating it removes the hell hound‘s ability to breathe fire. Brigand. First Counselor to Baron Von Zarovich.” Crypt 2 5 ”Stephan Gregorovich. haste. Finderway. She can be destroyed without incident during the daytime. 45. hold person. poison with a 4 penalty Picking the lock successfully will still trigger the trap when the lid is opened. The crypt is empty Crypt 2 4 ”Ivan DeRose. and three bottles containing potions of poison. Can breathe fire at an opponent up to 10 yards away The fire causes 1point .50. it receives persons teleporting from the western alcove in room 86. its skull resting atop a small chest. a scroll bearing raise dead. Seeing this creature is cause for a horror check. The chest is locked and trapped. hp 55. Over the archways is written ”Pass not these portals. SD +1weapon to hit. SD immune to fire. a scroll with charm monster.” Crypt 26: “Lntree Sik-Valoo: He spumed wealth for the knowledge he could take with him in death. The race may go to the swift. XP 975. Three hell hounds attack.” Crypt 2 7 Strahd has imprisoned a horrific creature in this tomb. Notes-SA Fire breath. A dwarf will notice this instantly A thief will detect it automatically if the coins are examined. Dmg ldlO (bite). The chest is filled with coins made of fool’s gold. and polymorph selfspells. The trap must be found and removed to be safe. decaying. MV 12. Crypt 37: ”Gralmore Nimblenobs. hp 18. Chef Deluxe. but vengeance is for the loser’s relatives.” A body in white cloth with a high chef’s hat atop the skull rots away Inside the hat are three pieces of jewelry worth 1. and invulnerability. Int low (5-7).

The figure in the mural on the west wall is Sergei. a white marble slab bears the cofin ofSergei Von Zarovich. The inscription on the wall is "Sergei Von Zarovich.. the nightmare emits a smoking. 1 1 A darkness clouds this room and the essence of evil permeates the verq air. Just touching the coffin does nothing. clothing. The smell offreshly turned earth is here. requiring a Bend Bars roll to break them. and between crypt 38 and the wall south of it. THACO 15. protectea . Fill in the blank with the true location of the Sunsword.. These teleports form a protective ring around the obvious entrance to Strahd's coffin. The left wall is rainted with a beautiful mural. paralyzation or be at a -2 penalty on their attack and damage dice. Seeing her is cause for a fear check. The coffin'sfittings are of brilliant brass. sit at the base of the knoll. The body inside is clothed in shining plate mail +2. The bars are still strong under the rust. is . each o w groundfog seeps down filled with u swirlingfog. the Wonder Horse. The lid is closed. . Victims must make a saving throw vs. like a calm before the s t o m .of damage for each of the hell hound's Hit Dice. is felt here. Should Strahd want to. HD 6+6. w . ne entrance to y a rusting 1 1 ~~ Transpositional teleports operate between crypts 37 and 38. The ri>:htwall bears an inscription in the native tongue of Barovia." This crypt has a larger door than all the rest. In fact. #AT 3." 5. Crypt 3 9 "Beucephalus. . Forest creatures. These teleports exchange a living body passing through them for the undead body of a wight from crypt 14. depicting a young man playing a lute on a grassy knoll. Notes-SA blinding/choking breath. A broken lute is laid across his chest. Be warned! A4y brother's tomb is guarded with powequl mnoir T n h iinnn r m i w s d f mi. A nightmare inside rears up when the door is opened. . Including unicorns andjairy folk. May the flowers grow ever greener where she trods. fly 36 (C). In the center of the tomb. Rrioht Rlndo tn rrndin tho L 86. Crypt 4 0 "Tatsaul Eris: Last of the line. breath weapon cuts the damage in half. tms . It then bites its opponent and if it rolls a natural 20. If locked. SD ethereal. Settled into the dirt on thefloor is a shining black coffin offinely waxed wood. crypt. During combat. A l from the catacombs. Check the "Fortunes of Ravenloft" results for possible treasure and encounters here. hp 30. Tomb of Sergei Von Zarovich . etc. he could lock the party in this room and attack them with spells from the other side. "It has been centuries since any have summoned me. Sergei's spirit will respond if a question is directly posed to him.. AL NE: XP 2. enraptured. iron gate. Tomb of Strahd Von Zarovich A peaceful stillness. ML elite (13). become suddenly occupied by a 44 . prince and beloved son of King Barov and Queen Ravenovia. between crypt 37 and the wall south of it. Nightmare ( 1 ) :AC -4. MV 15. This is Strahd's steed. It can use its breath weapon once per round for as many rounds as it wishes. The steed usually leaves by flying up the shaft in the spiral staircase of room 17. choking cloud of vapors within 10 feet. breathes fire on the opponent as above. Other good-aligned characters can open it only with a combined Strength of 30. A successful saving throw vs. wall. There arethree archways inthefa. Dmg ld6+4 (hoof)/ld6+4 (hoof)/2d4 (bite). and since only living and undead matter are teleported.nfricafelyinlaid cqijfin. she turns ethereal and flees. Beautifully carved statuei stand in each alcove. The gate is not locked. it must be an attempt to open or defile the coffin. there are three alcoves.Int very (12). the teleported character's armor. Since the transfer is practically instantaneous. SA burning hooves (damage added). His spirit cannot be I--. Neutral and evil characters are unable to open or contribute to opening the coffin lid. a successful Open Doors roll with a -2 penalty is required to break it down. SZ L (6' at shoulder). It is possible to safely teleport or dimension door over the teleport barriers.000. just as pevfcct as the day they were placed here. .---" contacted agair You hear the disembodied voice of Sergei saying. bliinding/choking breath (see notes). Behind the . or phasing through the pillar stone ethereally If the fight goes poorly for Beucephalus." The coffin opens easily to the touch of any lawful good character. Sergei will answer three questions truthfully before departing. evil characters suffer 2d6 points of damage for attempting to do so. over the stairs. and covers thefloor.

a successful Open Doors roll with a -4 penalty (more severe than that of Sergei's tomb) is required to force it open. death. rotting cloth. The three boys are her sons. The easternmost alcove is the entry point for a teleport from crypt 32. swords. no matter what the situation. Check your "Fortunes of liavenloft" results for possible treasure and encounters here. confined space (the interior (if the wight's coffin) wearing ragged. he could lock the party in this room and attack them with spells from the other side.. The bars are still strong underneath the rust. Two rounds after the PC ends up in the coffin. A successful Lift Gates roll is required to push away the coffin lid. Over the cofin to the left of the stairs is a beautzful woman standing upon a balcony. SD immune to sleep.Dmg ld4 (claw). astride a horse. Windows. The one below the mural of the woman is that of Queen Ravenovia. The gate is not locked. A closed cofin stands on each side qf the chamber.. the wights in the crypt begin to tear it open. The archways are merely small alcoves. Holy water will react with the coffin like acid. If locked. SA touch causes energy drain. . the screams of those left in the catacombs cannot be heard. HD 4+3. Once in place. The teleport puts the wight into the same pose the departing character was in. THACO 15. The westernmost alcove teleports whoever enters it to the west alcove in crypt 32. The vampire will not make any attack here. Strahd. Sturm. hold. . A wight appc2aring in a P@S clothing and armor is not damage(1 by any holy symbols the PC had (because the symbols are not forcefully presented). L Anyone of lawful good alignment can pass through the curtain without difficulty Characters of all other alignments are teleported back to the top of the stairs behind them. . Strahd will attack. Three young boys stand at her side. reducing victim by one level. His a m y is spread out in the valley below him. cold-based soells. L This tomb rests in hushed silence. The coffin can also be destroyed more conventionally with axes. to prevent the characters inside the tomb from getting out. uoisons. and the like. The mist of the center alcove is nonmagical and has no special effect. A Bend Bars roll is necessary to break them. The entrance to this crypt is protected by a rusted iron gate. unable to pass through the curtain. with a -20% penalty due to the awkward position and confined space. 45 .jlter dim light into this room. His first action is to cast a wall ofstone across the stairs. 88.. In the castle courtyard below the woman. Dimly visible on the other side of the light are more descending stairs. Guardians Wide steps descend to a landingflanked by two alcoves. In two more rounds. Entering this alcove does nothing. his body is in this coffin. The mists in the two outer alcoves on the south wall are teleports. The coffin below the mural of the warrior king is that of King Barov. stained blackfrom the ages gone by. Check your "Fortunes of Ravenloft" results for possible treasure and encounters here. charm. If Strahd has been reduced to 0 hit points within the previous game day. Should Strahd want to. STRAHD'S OPPORTUNITY If there are any characters left at the top of the stairs. Within each alcove. dissolving it in gouts of foul smoke. The teleported character finds Iiimself lying in a dark. Teleport and dimension door spells allow only characters of good alignment to pass. Wight ( 1 ) :AC 5. M V 12. even though he could enter through the windows in gaseous form if he really wished to. i s a bronze statue of a warrior holding a spear. . Anyone looking closely at the three boys realizes that the oldest one bears a striking resemblance to Strahd. and 7. Tomb of Barov and Ravenovia _. #AT 1. Strahd has never set foot in the room beyond this curtain. Neutral and evil characters simply cannot pass through. a jousting contest is being held. The teleport exchange appears to others as if the character who was walking through the crypt passage suddenly turned into a wight. hp 21. Lawful good characters can bring other characters of good alignment through the curtain by holding hands or otherwise keeping close contact. . The wight attacks the party with the original character's weapons. they rip the lid off and begin attacking the character inside. and Sergei.wight. A soft blue curtizin of lightjows between the two alcoves. This is a perfect opportunity for Strahd to attack as well. Over the cofin to the right of the stairs is a mural of a p a t warrior king. standingfully three times as tall as n man.

he can rest anywhere. n translucent body. in general. However. I am the L a n d is the opening phrase of his personal tome. A lightflashes brilliantly behind you. His voice is calm and peaceful. His rugged features show great itrength @will. lreena Kolyana’s questioning eyes suddenly open with recognition. Now. The castle shows faintly through his translucent body. he will return. m y love and my life. ”I am lreena Kolyana. May the light of the sun always shine upon you. Through these many centuries we have played out the tragedy of our lives. Therefore. he can capture them and keep them prisoners in his dungeon. T h y embrace. sad eyes. stately man in white armor and cape. you see a glowing. If the DM wants to be generous. sad eyes. . Since Strahd never died. given sufficient time. yet theforcefulness of his presence is tempered by his calm. . Forgotten memories rush upon her. As a result. use the following scene to close the story. yet subtly diferent.. not just in his special coffin. he will reform from the mists of Ravenloft. Read this passage when the PCs defeat Strahd if If Ireena is not with the party. stately man in white armor e castle shows faintly through his 2nd cape. the PCs are doomed. He may have to sleep for a long time. brother to Strahd the kinslayer. No matter how thoroughly the PCs destroy him. read the following A lightjnshes brilliantly behind you. you see a glowing. His rugged features show great strength of will. the wise will consider rumors of his destruction to be greatly exaggerated. . Wheeling zround. However. “I am the Ancient. I must go tofind Tatyana. If ’ Strahd wins. “My name is Sergei Von Zarovich. they walk away. the time is zt hand to rest. but in my past I was Sergei’s beloved Tatyana. Hand in hand. “My name is Sergei Von Zarovich. “Sergei!” she cries. that tragedy is over. my love and wife. springing to him with the grace of a doe. not just a body in a crypt.” Shimmering light surrounds Ireena and Sergei. His voice is calm and peac+I. He might flee to a hidden cave in the Balinoks in gaseous form. The individual results of Strahd achieving his goals are covered in the descriptions of those goals. Wheeling around. he fades away. 46 . You have removed the curse laid upon Barovia. Remember. She inhabits the body of she whom you call Ireena. slowly becoming transparent until they have faded utterly away. Leave now while the mists are low. Barovia is free of Strahds influence for a few years or even decades. .” He turns to Ireena. . with our deepest gratitude to you. before he can rise again to rule. His features are those of Strahd. Perhaps they could escape. Even in the face of utter defeat. . his curse is such that he will reform and continue his undead existence. Come. and hence was never buried.”Tatyana. His desire for Tatyana transcended death. even years. It is time for joy to begin again. lreena turns to you. His features are those of Strahd.! Conclusion After Strahd is thwarted. However. he will return to rule again from the haunted spires of Castle Ravenloft. he is a part of the Land. Slowly. Strahd can chase them to the edge of the mists where they are able to escape. yet subtly different.” He stretches forfh his hand. Alternatively. It is possible that the PCs will have utterly destroyed the vampire by the rules laid down in the Monstrous Compendium. yet the forcefulness ofhis presence is tempered by his calm. .” Shimmering light surrounds Sergei.

though it holds mefrom movement. A rare beauty. No trace of her was ever found. ' I am the Ancient. sheflung herselffrom the walls of Ravenloft and I watched everything I ever wanted fallfrom my grasp forever. The book is bound in a thick black leather cover with brass hinges and fastenings. who was called "perfection. I loved her for her joy. I killed Sergei. I have often hunted for Tatyana. but I did not die. She loved her youth and enjoyed it. But I had squandered mine. but she escapes. Not even I know herfinalfate.he Tome of Strahd is an ancient work penned by Strahd himself. The date was set. But the sword. The section below is a summary of what the PCs read in the tome. It is a tragic tale of how Strahd came to his fallen state. and I curse the living that took themfrom me. "Vampyr" is m y new name. I was the warrior. I found m y youth and strength gone and all I had left was death. It is the sun and light I fear the mod. I live among the dead and sleep beneath the v e y stones of this hollow castle of despair. I called for m y family. I became undead. She had to understand the pact I made for her. She would not let me explain." Her name was Tatyana. All goodness slippedfrom m y lfe. Ifound Tatyana weeping in thegarden east of the Chapel. Most of the book is written in a curious shorthand that only Strahd himself employs. It was a thousand feet through the mists. I made a pact with death. I shall sed shut the walls of the stairs that none may disturb me. and a great anger swelled within me. They were betrothed. M y army settled in the valley of Barovia and took power over the people in the name of a just god. and brought them here to settle in Castle Ravenloft. but the war years and the killing years wore down my soul as the wind wears stone into sand. in despair. And so I came to hate death. I pursued her. one spirit shone above all others. M y beginnings are lost in the darkness of the past. On the day of the wedding. Her heart went to Sergei. I have studied much since then. Stains and age have made much of the work illegible. Arrowsfrom the castle guards pierced me to m y soul. a pact of blood. I would not be called "death" so soon. M y pact was sealed with his blood. But she spurned me! "Old One" was m y name to her-"elder" and "brother" also.forever. m y brother. But little else can harm me now. that cursed sword that Sergei brought! I must dispose ofthat awful tool! I fear and hate it as much as the snn. she called me "brother." and "treasure." It was the death ofthe aged that she saw in me. they reflected another name-"death. Shefledfrom me. M y hate is very strong. With words. They came with a younger brother of mine. and I longed for her to be mine. The pages are of parchment. Master of Barovia 47 . Finally. Nor did I live. I was good and just. I have even felt her within m y grasp." "joy. -Count Strahd Von Zarovich. and very brittle." but when J looked into her eyes. m y death. From the families of the valley. Sergei. I still lust for l f e and youth. Even a stake through m y heart does not kill me. I loved her with all m y heart. long unseated from their ancient thrones. I am the Land. He was handsome and youthful. but with none of a god's grace or justice. She taunts me! She taunts me! What will it take to bend her love to me? I now residefar below Ravenloft. I thundered across the land like the wrath of a just god. I hated him for both. The death she saw in me turned herfrom me. I loved her for her youth. Even the sun is against me.

_. /The love o f m’l life. my dear Jreena l a y h e s and dies f r o m an unholy wound caused by this vile beast. &e has become too powerful to be f o u ht any /on er e o J say to you.. x e t J fear.. ui uur [ O w ncannui vruiec[ ner. @ u ~ o m a s t e r . . send you honor-with despair. . has bee. plead f o r thy desperately J.~. L e t holy men 4 c4 4 call upon their power h a t the evil one may be contained within the walls o f weepin arovia. w n e ranour~hesfrom her wound and J would have her saved from i ~~ ~ ~ m e this menace. veuvie ..n afflicted by an evil so deadly that even thegood -f . m o w .. .. he has drained this land o f the li eblood o f its people. (?’&turn f o r your reward after we are all departed f o r a better life. J o f fer all that msht be had shalt but answer my desperate plea. @urqomaster c -&olyan Original . 4 4 4d ~ 4’ -&olyan 48 Jndrirovich. Come quickly f o r her time is at hand! R/lthat ( have shall be thine! 0 to thee and thy fellows i f thou Jndrirovich. ~ . Jreena &o’hpna.. .a lowly servant needed assistance within our community. @”ly adopted dashter.”&’or over 400 years. that the creature has some more cunni3 plan in mind. “~ False Letter to the PCs (remove this header before giving to the players) &ail to thee o f mi ht and valor: 4 o f the township o f a a r o v i a . .. the fair Jreena.Chere is much wealth in this community. ... and save the world f r o m this evil fate o f ours. qive us up f o r dead and encircle this land with the symbols o ood. ~ A I L I .. (Chere is much wealth entrapped in this community. send honor to thee.*. L e a v e our sorrows to our r a m . L -. too. has been these past ni hts bitten by a creature callin its race “vamyyr. L L 1 .. ~ __-. the @usoma...der o f aarovia.~ .Letter to the PCs (remove this header and crumple up the photocopy before giving to the players) &ail thee o f mi ht and valor: CY.


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master of Castle Ravenlofi is having j published in 1 ~ 0 3 this . Far below. ii I I who is as powerful and intelligent as he i of the bravest ad-"turing party! . clas f levels 5 to 7 mixes elern. unique experience. a pa* oj has entered his dread domain. a lone figure stands upc walls of Castle Ravenlofi. rips through the night. Lightning splits the slpr. C wind fills the midnight air. but the figure is gone. . He smiles. gypsy fortunetellers. Upc a haunted castle. Another ligl ._revealing a tall form wrapped in a billowing cape of sl Another flash exposes a face full of power and madn by a trag& darker than the night.4 L~IUW r Lrvcrds. .