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Raising

the
Stakes
T h e E s s e n t i a l C u r s e o f S t r a h d C o m pa n ion

The Larders of Ill Omen


Get a taste of Barovian history in this mod-
ule guide for
Curse of Strahd

A module guide from Lunch Break Heroes


• Talon ReQuo
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Larders of Ill Omen
W
hile generally well crafted, players’ experi- K65. Kitchen
ence of the larders is harmed by its staunch
adherence to the 1st edition appearance of The kitchen must be functional to service Strahd’s
Castle Ravenloft. This chapter aims to adjust the lar- mortal servants and provide the dinner for the charac-
ders to provide a more positive experience of the area, ters when they are invited to by Strahd.
and to provide more ties to Barovian history and lore.
Outside the door to this room, you catch a whiff of
smoked meats, freshly baked bread, and some kind of
Video Companion delicious fresh stew—more tempting than any other food
Watch the companion video for this chapter on YouTube.
you have encountered in Barovia… save for some partic-
ular pastries, maybe. Strahd clearly has not allowed the
kitchen in his castle to deteriorate, even if he himself no
Areas of the Larder longer needs it.
The most notable feature in the kitchen besides the
This section will cover revisions to the various areas well-stocked larder is a huge kettle slowly bubbling away
of the Larders of Ill Omen. Any area not listed here at the center. The scent is almost unbearably mouthwa-
should be run as it is written in the module, or as mod- tering.
ified to your liking.
This is not to say that the kitchen is entirely safe for in-
K61. Elevator Trap truders, however. Cyrus keeps a pet kettle mimic here
The elevator trap is needlessly complex for to run and (see Appendix C) that likes to pretend it’s a cooking
not fun to engage with for players. We suggest remov- pot. It is well-fed but never passes up an unwary vic-
ing it entirely. tim. The kettle mimic attacks any creature that comes
within 5 feet of it, except Cyrus.
K62. Servant’s Hall
K66. Butler’s Quarters
This is where characters are most likely to meet Cyrus
Belview, Strahd’s mongrelfolk servant. Cyrus will no Cyrus is no longer just a simple mongrelfolk from the
longer try to guide the players to the removed elevator Abbey. Instead, he works as a spy for the Abbot, and
trap. Instead, he will try to lead characters direct- his quarters have been updated to reflect his secret
ly to the lounge in area K49. After he departs from occupation.
the character’s company, providing he has not been Characters who are not careful about opening the
harmed, Cyrus will return to his quarters in area K66 door to this room will topple a pile of garbage inside
to take notes on the character’s arrival and behavior in the room, creating a loud noise. This will alert Cyrus
a journal that he keeps hidden inside his desk. to any intruders if he is within 100 feet.

K63. Wine Cellar Crammed into this 20-square-foot room are a long,
sagging bed and an ancient writing desk. They are barely
Characters with a passive Perception score of 17 or accessible between piles and piles of junk—all manner
higher, or who succeed on a DC 13 Wisdom (Percep- of adventuring gear, armor, and weapons lie about, all
tion) check, discover five bottles Champagne du le rendered unusable from years of neglect. The desk is the
Stomp behind a loose brick. This finest of vintages only area that seems semi-functional for work.
from the Wizard of Wines was long thought entirely
lost and is a literally priceless treasure in Barovia. With a successful DC 13 Wisdom (Perception) check,
Should characters be willing to do so, the Wachter the players can discover a bunch of scribbled notes
brothers in Vallaki will pay a hefty sum for the bottles. hidden below a recipe book in the desk’s drawer.
These contain unnecessarily minute and mostly use-
less information about the goings-on at Castle Raven-
loft. If the characters have been here for long enough,
they may find their own names and exploits enumerat-
ed here from Cyrus’ perspective.
If the check succeeds by 3 or more, the characters
also discover a ring with 16 keys on it, hung from a
hook inside the drawers of the desk, hidden behind

The Larders of Ill Omen | 3


a bunch of disused writing utensils. These keys can K70. Kingsmen Hall
open the dungeon cells in areas K74 and K75.
Strahd is, of course, aware that Cyrus works for the This hall was witness to one of the bloodiest chap-
Abbot. It amuses him to see Cyrus perform so misera- ters of Strahd’s final fall to darkness. The spirits of
bly in his ill-fitting role. On occasion, Strahd also finds Strahd’s former guards, whom he slaughtered here in
it useful to use Cyrus to feed the Abbot information his fury on the night he was transformed into a vam-
that serves his purpose. pire, still linger.

K67. Hall of Bones As you walk through this hall, you sense that you are
Cyrus has completed this disquieting monument to not alone. A dark shade stalks alongside you, always
just at the edge of your peripheral vision if you try to
death, but he has worked standing on the shoulders
turn around to catch a direct look. Echoes of desperate
of giants. Generations of adventurers, servants who screams and the clanging of weapons hang in the air—and
disappointed Strahd and Barovians who opposed him you can smell fresh blood.
have had their mortal remains deposited in this gro- After a few more steps, you become aware of more
tesque ossuary, added to by one of Strahd’s deranged faint shades pressed into corners, hands held up in
servants after another. Anyone who enters this hall pleading and obviously scared to death. These shades are
can feel the restless spirits. unmoving, and you realize that each of them huddles over
a particularly dark patch of blood on the floor.
As you enter this disturbing shrine, the deathly silence
is anything but quieting. It presses on your ears as if it is The first dark shade is the shadow demon from area
trying to get inside your head—until you begin to hear K72. It is an aspect of Strahd made manifest here
whispers, urgent but muffled. It seems to you that you from the sheer power of his rage when he killed the
can almost make out words, if you would just listen a little guards. The lesser shades are six shadows spawned
bit closer or concentrate a bit harder. The voices seem to
from the murdered guards, now manifesting here
want to tell you something.
exactly on the spots where they fell.
In a grotesque reenactment of the past, the shadow
The characters can attempt to interact with the demon will attack the shadows if the characters linger
tormented souls trapped here to learn from their here instead of moving straight through the room. The
mistakes and accumulated knowledge, but it is a risky shadows do not defend themselves and the shadow
undertaking. Any character who uses an action to demon does not attack the characters unless attacked
focus on the whispers begins to perceive ghostly fig- first. If attacked, the shadow demon changes its focus
ures manifesting around them, still bleeding from the from the shadows to the characters. If the shadow de-
wounds that killed them,. mon is defeated while the shadows are still alive, read
The character must succeed on a DC 12 Wisdom or paraphrase the following:
saving throw. On a failed save, the ghostly figures
press in ever closer, clawing at the character. The A many-voiced moan of soul-deep relief rises from the
character is frightened by the room itself for 1 minute corners of the hall: “free from the devil Strahd, free at
and takes 4d10 psychic damage. On a successful save, last—our loyalty did not save us, but you did!”. You see
the ghostly figures stand back and offer to answer the shades shudder and fall back onto the ground in long-
one question pertaining to the history of Barovia or sought solace, before dissipating. They finally seem to
Strahd. Their answers may be brief, cryptic or repeti- have found rest. You can feel some of this relief washing
tive, but are generally truthful. over you yourself—you have pushed the darkness back a
A character can attempt to commune with the spirits little bit today.
here a number of times equal to their Wisdom mod-
ifier (minimum of 1) or until they fail at the attempt For every shade that is still alive when the shadow
once. After that, they automatically fail the saving demon is defeated, one character in the party gains
throw. 5 temporary hit points, and also gains advantage on
saving throws against being frightened until the end of
their next long rest.

4 | The Larders of Ill Omen


Appendix C - Creatures
Kettle Mimic Special Features
Medium monstrosity (shapechanger), neutral Luring Smell. Any creature coming within 30 feet of the
kettle mimic while it is in its object form must succeed
Armor Class 14 (natural armor) on a DC 13 Wisdom saving throw or become charmed by
Hit Points 78 (12d8 + 24) the mimic’s delightful smell. A creature without a sense
Speed 15 ft of smell is immune against this effect. While a creature
is charmed in this way, it must use its full movement
STR DEX CON INT WIS CHA
on each of its turns to approach the mimic. Any time a
17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) creature charmed in this way takes damage, it can re-
Skills Stealth +5 peat the saving throw. Any creature that succeeds on the
Damage Immunities Acid saving throw is immune against this effect for 24 hours
Condition Immunities Prone and perceives the smell of the mimic as slightly sickening,
Senses Darkvision 60 Ft., passive Perception 11 instead.
Challenge 5 (1,800 XP)
Engulf. Any creature hit by the kettle mimic’s pseudopod
attack must succeed on a DC 14 Strength saving throw
Shapechanger. The mimic can use its action to poly- or it is engulfed in the kettle mimic’s boiling “soup”. At
morph into an object or back into its true, amorphous the start of each of its turns, a creature engulfed by the
form. Its statistics are the same in each form. Any mimic takes 2d8 fire damage and 2d8 acid damage. The
equipment it is wearing or carrying isn’t transformed. It engulfed creature is also suffocating. The mimic can only
reverts to its true form if it dies. have one creature engulfed at a time.
False Appearance (Object Form Only). While the kettle
mimic remains motionless, it is indistinguishable from
Actions
an ordinary object. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: (1d8 + 3) bludgeoning damage. If
Grappler. The mimic has advantage on attack rolls the mimic is in object form, the target is subjected to its
against any creature grappled by it. Adhesive trait

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: (1d8 + 3) piercing damage plus (1d8)acid
damage.

Appendix C - Creatures | 5

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