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Curse of Strahd: Reloaded

A Campaign Guide by /u/DragnaCarta


Chapter 15: Castle Ravenloft
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Table of Contents
Wᴇʟᴄᴏᴍᴇ ᴛᴏ Cᴀꜱᴛʟᴇ Rᴀᴠᴇɴʟᴏꜰᴛ
Hɪꜱᴛᴏʀʏ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ
Wʜʏ Yᴏᴜ’ʀᴇ Hᴇʀᴇ
Wʜᴀᴛ ᴛᴏ Exᴘᴇᴄᴛ
Rɪꜱᴋꜱ & Dᴀɴɢᴇʀꜱ
Tʜᴇ Mᴀᴢᴇ
Tʜᴇ Sᴇᴀᴛ ᴏꜰ Sᴛʀᴀʜᴅ’ꜱ Pᴏᴡᴇʀ
Kᴇᴇᴘɪɴɢ ɪᴛ Oʀɢᴀɴɪᴢᴇᴅ

Rᴜɴɴɪɴɢ Cᴀꜱᴛʟᴇ Rᴀᴠᴇɴʟᴏꜰᴛ


Lɪɢʜᴛɪɴɢ & Sᴏᴜɴᴅ
Rᴇꜱᴛɪɴɢ & Rᴇꜱᴏᴜʀᴄᴇꜱ

Aʀᴇᴀꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ


Eɴᴛʀᴀɴᴄᴇꜱ ᴀɴᴅ Exɪᴛꜱ
Pᴜʙʟɪᴄ & Pʀɪᴠᴀᴛᴇ Aʀᴇᴀꜱ
Tᴇʀʀɪᴛᴏʀɪᴇꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ
Aɴᴀꜱᴛʀᴀꜱʏᴀ
Vᴏʟᴇɴᴛᴀ
Lᴜᴅᴍɪʟʟᴀ
Rᴀʜᴀᴅɪɴ
Sᴛʀᴀʜᴅ

Rᴇꜱɪᴅᴇɴᴛꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ


Sᴛʀᴀʜᴅ & Sᴘᴀᴡɴ
Cᴀꜱᴛʟᴇ Sᴇʀᴠᴀɴᴛꜱ
Gʜᴏꜱᴛꜱ & Lᴜʀᴋᴇʀꜱ
Gᴜᴇꜱᴛꜱ & Pʀɪꜱᴏɴᴇʀꜱ

Oʙᴊᴇᴄᴛɪᴠᴇꜱ ɪɴ ᴛʜᴇ Cᴀꜱᴛʟᴇ

Dᴀɴɢᴇʀꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ


Mᴇᴄʜᴀɴɪᴄᴀʟ & Mᴀɢɪᴄᴀʟ Tʜʀᴇᴀᴛꜱ
Mᴀɪɴ Fʟᴏᴏʀ
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
Dᴜɴɢᴇᴏɴꜱ & Cᴀᴛᴀᴄᴏᴍʙꜱ
Gᴜᴀʀᴅɪᴀɴꜱ & Dᴇꜰᴇɴꜱɪᴠᴇ Eɴᴄᴏᴜɴᴛᴇʀꜱ
Mᴀɪɴ Fʟᴏᴏʀ
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
Sᴜʀᴘʀɪꜱᴇ Aᴛᴛᴀᴄᴋꜱ & Aᴍʙᴜꜱʜᴇꜱ
Mᴀɪɴ Fʟᴏᴏʀ
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
Hᴀᴢᴀʀᴅꜱ & Eɴᴠɪʀᴏɴᴍᴇɴᴛᴀʟ Dᴀɴɢᴇʀꜱ
Mᴀɪɴ Fʟᴏᴏʀ
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
Hᴀᴢᴀʀᴅ: Wᴇʙꜱ
Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
Hᴀᴢᴀʀᴅ: Bʀᴏᴡɴ Mᴏʟᴅ

Sᴛʀᴀʜᴅ’ꜱ Rᴇꜱᴏᴜʀᴄᴇꜱ
Tʜᴇ Bʀɪᴅᴇꜱ
Rᴀɴᴅᴏᴍ Eɴᴄᴏᴜɴᴛᴇʀꜱ
Bᴇᴜᴄᴇᴘʜᴀʟᴜꜱ
Tʜᴇ Bʀᴀᴢɪᴇʀ Rᴏᴏᴍ
Tʀᴇᴀꜱᴜʀʏ
Dᴜɴɢᴇᴏɴꜱ
Aʀᴄʜᴇʀꜱ’ Pᴏꜱᴛꜱ
Cᴀᴛᴀᴄᴏᴍʙ Iɴʜᴀʙɪᴛᴀɴᴛꜱ
Cʀᴀᴄᴋᴇᴅ Wᴀʟʟꜱ

Vɪꜱɪᴛꜱ ᴛᴏ ᴛʜᴇ Cᴀꜱᴛʟᴇ


1. Tʜᴇ Dɪɴɴᴇʀ
Sᴛʀᴀʜᴅ’ꜱ Iɴᴠɪᴛᴀᴛɪᴏɴ
Sᴛʀᴀʜᴅ’ꜱ Rᴇᴍɪɴᴅᴇʀ
Tʜᴇ Bʟᴀᴄᴋ Cᴀʀʀɪᴀɢᴇ
Wᴇʟᴄᴏᴍᴇ ᴛᴏ Rᴀᴠᴇɴʟᴏꜰᴛ
Gᴇᴛᴛɪɴɢ Dʀᴇꜱꜱᴇᴅ
Tʜᴇ Dɪɴɴᴇʀ
Tᴏᴜʀ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ
Dᴀɴᴄɪɴɢ ᴡɪᴛʜ ᴛʜᴇ Bʀɪᴅᴇꜱ
Gɪꜰᴛꜱ ꜰʀᴏᴍ ᴛʜᴇ Cᴏᴜɴᴛ
2. Tʜᴇ Hᴇɪꜱᴛ
Gᴇᴛᴛɪɴɢ Iɴꜱɪᴅᴇ
Tʜᴇ Tᴀʀɢᴇᴛꜱ
3. Tʜᴇ Fɪɴᴀʟᴇ
Iɴꜰɪʟᴛʀᴀᴛɪɴɢ ᴛʜᴇ Cᴀꜱᴛʟᴇ
Iɴᴠɪᴛᴇᴅ ᴛᴏ Dɪɴɴᴇʀ
Cʀᴀꜱʜɪɴɢ ᴛʜᴇ Wᴇᴅᴅɪɴɢ
Dᴇᴄʟᴀʀᴀᴛɪᴏɴ ᴏꜰ Wᴀʀ
Sᴛʀᴀʜᴅ’ꜱ Uʟᴛɪᴍᴀᴛᴜᴍ
Rᴇꜱᴄᴜɪɴɢ ᴛʜᴇ Hᴏꜱᴛᴀɢᴇꜱ

Sᴛʀᴀʜᴅ’ꜱ Tᴀᴄᴛɪᴄꜱ
Sᴛʀᴀʜᴅ’ꜱ Sᴛᴀᴛ Bʟᴏᴄᴋ
Cᴏᴍʙᴀᴛ Tᴀᴄᴛɪᴄꜱ
Aᴍʙᴜꜱʜ
Aᴛᴛᴀᴄᴋ
Hᴀʀᴀꜱꜱ
Rᴇᴛʀᴇᴀᴛ
Cʀᴀꜰᴛɪɴɢ ᴀ Sᴛʀᴀᴛᴇɢʏ

Mᴏɴꜱᴛᴇʀ & NPC Eɴᴄᴏᴜɴᴛᴇʀꜱ


Rᴀɴᴅᴏᴍ Eɴᴄᴏᴜɴᴛᴇʀꜱ
Rᴀʜᴀᴅɪɴ
Bʀᴏᴏᴍ ᴏꜰ Aɴɪᴍᴀᴛᴇᴅ Aᴛᴛᴀᴄᴋ
Cʀᴀᴡʟɪɴɢ Cʟᴀᴡꜱ
Sʜᴀᴅᴏᴡꜱ
Sᴡᴀʀᴍꜱ ᴏꜰ Bᴀᴛꜱ
Cʀᴀᴡʟɪɴɢ Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇ
Wɪɢʜᴛꜱ
Bᴀʀᴏᴠɪᴀɴ Wɪᴛᴄʜ
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ
Sᴛʀᴀʜᴅ ᴠᴏɴ Zᴀʀᴏᴠɪᴄʜ
Mᴀɪɴ Fʟᴏᴏʀ
Rᴇᴅ Dʀᴀɢᴏɴ Wʏʀᴍʟɪɴɢꜱ
Gᴀʀɢᴏʏʟᴇꜱ
Aɴɪᴍᴀᴛᴇᴅ Hᴀʟʙᴇʀᴅꜱ
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ (Hᴇᴀʀᴛ ᴏꜰ Sᴏʀʀᴏᴡ)
Vᴏʟᴇɴᴛᴀ Pᴏᴘᴏꜰꜱᴋʏ
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇꜱ
Sʜᴀᴅᴏᴡꜱ
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ
Wɪɢʜᴛꜱ
Wʀᴀɪᴛʜ ᴀɴᴅ Sᴘᴇᴄᴛᴇʀꜱ
Hᴇʟɢᴀ Rᴜᴠᴀᴋ
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
Sᴡᴀʀᴍꜱ ᴏꜰ Rᴀᴛꜱ
Iɴᴠɪꜱɪʙʟᴇ Sᴛᴀʟᴋᴇʀ
Gɪᴀɴᴛ Sᴘɪᴅᴇʀꜱ
Sᴛʀᴀʜᴅ’ꜱ Aɴɪᴍᴀᴛᴇᴅ Aʀᴍᴏʀ
Aɴᴀꜱᴛʀᴀꜱʏᴀ Kᴀʀᴇʟᴏᴠᴀ
Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
Rᴜɢ ᴏꜰ Sᴍᴏᴛʜᴇʀɪɴɢ
Gᴜᴀʀᴅɪᴀɴ Pᴏʀᴛʀᴀɪᴛ
Eꜱᴄʜᴇʀ
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ
Bᴀʀᴏᴠɪᴀɴ Wɪᴛᴄʜᴇꜱ
Lᴜᴅᴍɪʟᴀ Vɪʟɪꜱᴇᴠɪᴄ
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
Bʟᴀᴄᴋ Pᴜᴅᴅɪɴɢ
Sᴋᴇʟᴇᴛᴏɴꜱ
Rᴀʜᴀᴅɪɴ
Sʜᴀᴅᴏᴡ Dᴇᴍᴏɴ
Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
Gʀᴀʏ Oᴏᴢᴇ
Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇꜱ
Iʀᴏɴ Gᴏʟᴇᴍꜱ
Sᴡᴀʀᴍꜱ ᴏꜰ Bᴀᴛꜱ
Tᴇʟᴇᴘᴏʀᴛ Tʀᴀᴘꜱ
Pʀɪɴᴄᴇ Aʀɪᴇʟ
Wɪɢʜᴛꜱ & Sᴋᴇʟᴇᴛᴏɴꜱ
Sᴀꜱʜᴀ Iᴠʟɪꜱᴋᴏᴠᴀ
Pᴀᴛʀɪɴᴀ Vᴇʟɪᴋᴏᴠɴᴀ
Gɪᴀɴᴛ Wᴏʟꜰ Sᴘɪᴅᴇʀꜱ
Aʟᴄᴏᴠᴇ Pᴏʀᴛᴀʟꜱ
Gʜᴏᴜʟꜱ
Hᴇʟʟ Hᴏᴜɴᴅꜱ ᴀɴᴅ Wʀᴀɪᴛʜ
Bᴇᴜᴄᴇᴘʜᴀʟᴜꜱ

Aᴅᴅɪᴛɪᴏɴᴀʟ Nᴏᴛᴇꜱ

Aꜱꜱᴇᴛꜱ & Aᴜᴅɪᴏ


Bᴀᴛᴛʟᴇᴍᴀᴘꜱ
Lᴏᴄᴀᴛɪᴏɴ Aʀᴛᴡᴏʀᴋ
Mᴜꜱɪᴄ & Aᴍʙɪᴇɴᴄᴇ
Chapter 14: Castle Ravenloft
chambers, and a list of castle residents.
Wᴇʟᴄᴏᴍᴇ ᴛᴏ Cᴀꜱᴛʟᴇ We’ll walk through the major quest
objectives located in the castle, a list of
Rᴀᴠᴇɴʟᴏꜰᴛ
loot, and take inventory of the traps,
Welcome to Castle Ravenloft—the only
monsters, and hazards that lurk within.
location in Curse of Strahd more terrifying
for a DM to run than Vallaki. Strahd’s castle
We'll walk through the tools that Strahd
is the core of the Curse of Strahd campaign.
can use while within his castle, explore the
It is the heart from which his power extends,
three reasons your players are likely to
the symbol of your players’ fears, and the
visit the castle, Strahd's disposition and
inevitable site of the adventure’s final battle.
tactics while in the castle, and a full
compendium of tactics for every monster
Castle Ravenloft is one of the largest and
and NPC.
most complex structures in Barovia. It is
also one of the most lived-in, with more
Finally, we’ll explore a quick list of audio
inhabitants than any location other than
tracks, artwork, and battlemaps that
Krezk, Vallaki, or the village of Barovia. It
might come in handy while your players are
has numerous entrances, exits, and a maze
exploring this towering, haunted fortress—
of twists and turns that can leave a player’s
and with any luck, we’ll finish it all in time to
head spinning—let alone a DM’s.
be home for dinner.

It is extremely likely that your players will


Sounds like a lot? Don’t worry—it is. But
visit Castle Ravenloft at least once, if not
you’re not alone, and thousands of DMs
multiple times throughout their adventure.
have ruled this castle’s halls before you.
However, fear not—for Strahd’s castle is not
With their guidance—and a little bit of
impossible to run. It might be tough to piece
preparation—you’ll do just fine.
together all of the information in the original
46-page chapter. However, with the right Hɪꜱᴛᴏʀʏ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ
mindset, proper organization, and a helpful
Castle Ravenloft was not built until after
guide, this massive fortress can soon
Strahd conquered Barovia, following his
become quite manageable.
conquest and near-total genocide of the
Forest Folk and Mountain Folk who had
To give proper context for Castle Ravenloft,
once occupied the land. After summoning
we’ll start with a brief history of Castle
settlers of every race and ethnicity from the
Ravenloft, followed by its significance to
diverse lands he’d conquered, Strahd
major NPCs. We’ll explore why your
commissioned a small army of wizards to
players are here, and what you (the DM)
construct the seat of his power: Castle
should expect.
Ravenloft. It was named in honor of his
beloved mother, Queen Ravenovia.
We’ll go over sections such as the
mechanics of running Castle Ravenloft,
the guide to navigating the castle’s
Under the direction of the architect,
Artimus, the mages wrought Castle In time, a new suitress came to Strahd’s
Ravenloft from the Pillarstone of Ravenloft door: the dusk elf archmage Patrina
itself, carving the castle in whole from earth Velikovna. Strahd was taken by her passion
and enchanted stone. The foreboding and for the secrets of immortality, and voyaged
formidable fortress was guarded on all sides with her to the Amber Temple to forge a
by steep cliffs, connected to the road by a pact with the dark gods that lay within.
simple drawbridge, and shielded from When he returned, however, he learned that
external threats by the eastern mountains of his brother, Sergei, had found a new
Barovia. romance with a Barovian peasant girl
named Tatyana—and Strahd’s heart was
One of these mages, the archmage Khazan, set aflame with jealousy and lust.
chose to settle in Barovia, and would later
build the tower at Lake Baratok. His body, Patrina was swiftly set aside, and Strahd
and his staff of power, lie in the crypts of became consumed with envy for his
Castle Ravenloft to this day. brother’s impending marriage. On the day of
the wedding, Strahd lured Sergei to the
The castle completed, Strahd summoned royal chambers, slit his throat, and drank his
his surviving family—his mother, Ravenovia, blood. This sealed his pact with Vampyr,
and his younger brother, Sergei—to join him one of the vestiges of the Amber Temple.
at the new seat of the von Zarovich line. The guards of the castle fell upon Strahd,
Queen Ravenovia, who was old, and in poor killing him—but Strahd was resurrected as a
health—perhaps due to the whispered vampire. Newly immortal and fueled by the
curses and dark prayers of Baba Lysaga— power of undeath, Strahd rampaged
passed away during the journey. Sergei through the castle, killing his own guards
arrived alone, and joined his brother at and subjects. Many of those slain still linger
Ravenloft. in the castle today, whether as wights,
skeletons, or zombies. Tatyana fled from
Rahadin, Strahd’s most trusted general and him—and leapt from the Pillarstone of
adoptive brother, came to reside at the Ravenloft into the abyss below to escape.
castle as Strahd’s chamberlain. At some Her body was never found.
point, the Duchess Dorfinya Dilisnya
journeyed to Barovia alongside her beloved Rahadin, eager to distract his master from
fool, Pidlwick, hoping to win the hand of Tatyana’s death, helped Strahd lure more
Count Strahd von Zarovich. In an effort to women to the castle, lavishing them with
earn Strahd’s favor, she commissioned the jewels and fine clothes before Strahd
legendary toymaker, Fritz von Weerg, to drained their lives and turned them into
build Pidlwick II, a clockwork effigy of vampire spawn. When Patrina heard of
Pidlwick. The Duchess, however, soon Tatyana’s death and Strahd’s rebirth as a
succumbed to illness after a harsh winter vampire, she returned to Castle Ravenloft.
trapped her in the castle for several months. However, this time Strahd saw that she
Pidlwick perished as well after falling victim craved only his power, and Patrina came to
to the murderous envy of his clockwork understand that he would never love her.
counterpart. Soon after, Patrina was stoned to death by
the Dusk Elves at the direction of her
brother, Kasimir, and her body was laid to Infiltration. The PCs seek to raid Castle
rest in the crypts below the castle. Ravenloft to obtain an item, such as a
Tarokka treasure, the skull of Argynvost, or
Over the five centuries since Strahd’s death, Tasha Petrovna’s holy symbol; to rescue a
many adventurers have traveled to kidnapped Ireena Kolyana or an imprisoned
Barovia,most unintentionally, lured there by ally, such as Ezmerelda or another PC; or to
the mists and Strahd’s own desire for make their way to Strahd’s foretold location
entertainment. In that time, all have fallen. and slay the vampire, once and for all.
Their spirits live on as ghosts, rising each
night from the earth of the cemetery in the Negotiation. The PCs journey to Castle
Village of Barovia and marching along the Ravenloft to cut a deal with Strahd—likely
Svalich Road toward the castle. Once there, for the release of hostages or the freedom
they fling themselves from the top of the of an imprisoned ally.
highest tower, plummeting to the catacombs
below as their spirits relive their deaths, Assault. The PCs have declared all-out war
surrounded by the vampiric husks of those on Strahd (or vice-versa), and are seeking
they once called “friend.” to attack the castle with a team of allies
against the army of undead within.
So too, shall it be, for all others who
challenge Castle Ravenloft—unless and
until Strahd is slain.
Wʜᴀᴛ ᴛᴏ Exᴘᴇᴄᴛ
Rɪꜱᴋꜱ & Dᴀɴɢᴇʀꜱ
Wʜʏ Yᴏᴜ’ʀᴇ Hᴇʀᴇ
Castle Ravenloft is the deadliest location in
There are six main reasons why the PCs
Barovia. Compared to the Amber Temple,
might find themselves in Ravenloft:
the castle has few high-intensity, win-or-die
Invitation, Exploration, Infiltration,
combats, save for the ultimate battle with
Negotiation, Assault, and Imprisonment.
Strahd himself. Compared to Berez, the
castle has no face-offs with powerful
Invitation. Strahd may invite the PCs to
spellcasters or invulnerable brawlers, save
Castle Ravenloft: either because he seeks
for the iron golem trap in area K78 (Brazier
to meet with them over dinner, because he
Room).
wants to gloat while getting married to
Ireena, or because he seeks to lure them to
Rather, the danger of Castle Ravenloft is
their deaths.
twofold:
Exploration. The PCs may choose to
● First, once your players enter, the
venture into Castle Ravenloft unbidden
maze-like nature of the castle and its
simply because they are curious about the
abundance of traps make it unlikely
secrets and treasures the castle holds, or
that they will escape again, unless
because they are curious about Strahd and
Strahd wishes them to.
wish to meet him. This happens
● Second, the constant trickle of
infrequently, but is most likely to be done at
combat encounters and hazards will
low levels and by individual PCs, rather than
wear down your players’ resources,
an entire party.
forcing them into a slow battle of It is where the arcane secrets and ancient
attrition. treasures of the von Zarovich family lay
undisturbed, from the teleportation brazier
These aspects, combined with Strahd’s own of area K78 (Brazier Room) to the Daern’s
power and mastery of the castle, make instant fortress that defends Strahd’s
Castle Ravenloft dangerous for even a high- treasury in area K41 (Treasury).
level party—deadly if those characters have
drawn Strahd’s wrath. Finally, it is Strahd’s lair. It is the epicenter
of the rot and corruption that suffuses
Tʜᴇ Mᴀᴢᴇ Barovia, the source of Strahd’s powerful
Between the twelve different staircases and combat-ready Lair Actions, and the
linking seven enormous floors and a home of his hordes of bats, rats, and other
multitude of secret doors scattered creatures of the night.
throughout almost ninety separate rooms,
Castle Ravenloft can be challenging for Outside of Castle Ravenloft, Strahd is a
even experienced DMs to navigate. On top challenging and worthy opponent. Inside of
of this, the book presents the castle in his castle, Strahd is an indomitable—and
isometric form by default rather than deadly—foe.
supplying a standard two-dimensional map. Kᴇᴇᴘɪɴɢ ɪᴛ Oʀɢᴀɴɪᴢᴇᴅ
For your convenience, here is a link to my Organization is one of the most common
preferred two-dimensional version of the challenges that DMs face when running
Castle Ravenloft maps to help you follow Castle Ravenloft. It can be taxing and
along as we walk through Ravenloft’s full confusing to constantly flip between
architectural plan. different parts of the chapter as your players
traverse different areas and floors,
Tʜᴇ Sᴇᴀᴛ ᴏꜰ Sᴛʀᴀʜᴅ’ꜱ Pᴏᴡᴇʀ especially if you’re routinely referring back
Castle Ravenloft is the seat of Strahd’s to maps of the castle or campaign guides
power. It is the base of his operations and such as this one.
the headquarters from which he projects
power across Barovia. Depending on which medium you’re using
to run your Curse of Strahd campaign, here
At its core, Castle Ravenloft is where Strahd are a few suggestions for keeping orderly,
keeps his coffin and tomb—the one place organized, and understandable notes while
which he must always return to each running Castle Ravenloft.
morning. It is where he stores his legions of
undead wights, specters, and vampire Roll20. Create a one-document file using
spawn. Google Docs or OneNote. For each section
of the castle, create a new section header;
It is where his most trusted confidants make for each room of the castle, create a new
their home, from his brides—Ludmilla, section sub-header. In each room’s section,
Anastrasya, Volenta, and Escher—to his paste or type the description text that your
trusted chamberlain, Rahadin. players see when entering that room, as
well as a brief bullet-pointed list of the
important features of the room. Then, create
a brief list of exits from the room, with each
exit hyperlinked to the section sub-header of Rᴜɴɴɪɴɢ Cᴀꜱᴛʟᴇ Rᴀᴠᴇɴʟᴏꜰᴛ
the room that it leads to (if using Google Lɪɢʜᴛɪɴɢ & Sᴏᴜɴᴅ
Docs, place a bookmark next to each Nearly all of the inhabitants of Castle
room’s section sub-header to allow Ravenloft possess darkvision. As such,
hyperlinking). Whenever your players leave each room of the castle is naturally dark,
a room, click the hyperlink for the exit they save for those where the book’s description
used to automatically scroll to their naturally indicates otherwise—e.g., K8
destination. (Great Entry, illuminated by torches), K15
(Chapel, illuminated by moonlight), K37
Foundry VTT. Create a new folder in the (Study, illuminated by the fireplace), or K78
Journal titled “Castle Ravenloft,” then create (Brazier Room, illuminated by the brazier)—
a separate subfolder for each floor of the or where the room’s inhabitants would
castle. In each floor’s subfolder, create a require illumination to function—e.g., K30
new journal entry for each room. Paste or (King’s Accountant, occupied by Lief
type the description text that your players Lipsiege).
see when entering that room, as well as a
brief bullet-pointed list of the important As such, any PCs without darkvision will
features of the room. Drag and drop each need to bear a source of light, such as the
journal entry onto the map into the center of light spell or a torch, in order to see.
the room it refers to. When your players However, these light sources will make
enter a new room, double-click that room’s them far easier to spot. A character who
journal entry to pull up its information. attempts to hide from a monster or enemy
within Castle Ravenloft while bearing a
Pen and Paper. Using post-it notes or source of light should automatically fail in
adhesive dividers, mark off and label the almost all situations.
first page of each floor of Castle Ravenloft
in your Curse of Strahd book. If desired, do Your PCs should then face a dilemma: Do
the same with each “transition room”: rooms they explore the castle in darkness, risking
that connect directly to a room on a different ambush by the many denizens who can
floor (e.g., K20, the Heart of Sorrow), to easily see in the dark? Or do they march
easily allow you to flip back and forth when brazenly through well-illuminated halls,
your players are ascending or descending risking the attention of unwanted eyes?
staircases. Finally, paste or type up all
monster stat blocks that you might need in Rᴇꜱᴛɪɴɢ & Rᴇꜱᴏᴜʀᴄᴇꜱ
Castle Ravenloft, then organize them by
Just as Pidlwick found himself smothered in
floor and room. Use post-it notes or dividers
his sleep by his clockwork clone, only a fool
to mark off and label the first page of each
would think to rest in Castle Ravenloft. If the
floor of Castle Ravenloft in these printed
PCs are unwelcome, then even in the best
“monster” notes.
of cases short rests are potentially
dangerous within the castle walls, and long
rests near-impossible. If Strahd is within the
castle, aware of the PCs’ presence, and
actively pursuing their deaths, the PCs shall
find no rest for as long as they remain within more random encounters, wearing the
the castle. party’s resources down over time, but
Strahd’s exceptional +14 Stealth score
An adventuring party must check for a allows him to easily surprise any PC
random encounter every 10 minutes they assigned to stand watch. After all, the Holy
spend resting in the castle. Over the course Symbol of Ravenkind can project sunlight
of a single 60-minute short rest, the average for only so long, and even the Sunsword’s
party must check for a random encounter wielder must sleep eventually.
six times, giving them a measly 38% chance
of taking their rest undisturbed. On the Using his mist form, Strahd can easily slip
bright side, not all encounters are hostile, through any door or open window and
and the PCs have only a 32% chance of swiftly charm the PC on watch. Due to the
encountering an enemy or monster during wording of this ability, Strahd can use his
this rest. charm ability while in bat and wolf form as
well, allowing him to repeatedly attempt to
A long rest is far more challenging. Over the charm his target while in clear view. If
course of a single two-hour period, there is Strahd is discovered, he can simply dissolve
only a 14% chance that the PCs will go to mist form, exit the room, and come back
without an encounter, and a 47% chance later. After all, the PCs must sleep to heal.
that the PCs will face a hostile enemy. Strahd—with his vampiric regeneration—
Moreover, if the PCs are unwelcome, there has no such restrictions.
is little chance that they can hide
themselves from Strahd—and even less Unlike Berez or the Amber Temple, Castle
chance that Strahd will allow his uninvited Ravenloft is first and foremost a battlefield
guests to enjoy their sleep. of attrition. In this sense, it is the purest
application of the “5-8 encounter
A short rest is “a period of downtime, at adventuring day” proposed by the designers
least 1 hour long, during which a character of 5e Dungeons & Dragons. However, by a
does nothing more strenuous than eating, cruel, intentional joke, taking short rests to
drinking, reading, and tending to wounds.” A regain resources are and should remain
character that attacks—or is attacked— nearly impossible within the castle’s walls,
must therefore end their short rest condemning any party of unprepared
prematurely and re-start from scratch, adventurers to a slow, painful death.
regaining no hit dice or class features. As
such, if a short rest is interrupted by a In short: Under no circumstances should
hostile random encounter, it is null and void, a hostile Strahd permit any invader to
and must be restarted. Strahd understands take a short or long rest within his
this, and will gladly create his own hostile castle. He is watchful, well-informed,
encounters if he is aware of the PCs’ well-hidden, and highly mobile, and far
presence. too cunning and brutal to allow it.

Long rests are slightly more forgiving of


interruptions—but far more difficult to
survive. Not only will a long rest risk far
Sorrow (K20) via a windy bridge (K58).
Aʀᴇᴀꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ Descends via a staircase to the Familiar
Room (K54), where the familiars of the
Eɴᴛʀᴀɴᴄᴇꜱ ᴀɴᴅ Exɪᴛꜱ Barovian witches lurk. Accessible only by
There are several ways to enter Castle flight or long-distance teleportation.
Ravenloft, each with their own challenges
and dangers. High Tower Peak. The tallest spire of
Castle Ravenloft (K59) and the top of the
Main Entry. The main first-floor entrance of high tower shaft (K18a), which runs all the
Castle Ravenloft (area K7). Leads into a way down to the catacombs (K84).
foyer with adjoining corridors to the chapel Connects to the top of the high tower
(K15) and the Dining Hall (K10), plus a staircase (K18), which descends directly to
staircase to the Audience Hall (K25) on the the chapel on the first floor. The roof has
second floor. Guarded by eight gargoyles crumbled, creating a hole that allows the
in the foyer who attack any unwelcome PC castle’s bats and Strahd’s nightmare,
that returns after leaving, and four statues of Beucephalus, to easily enter and exit the
red dragon wyrmlings that attack any PC castle. Accessible only by flight.
that attempts to leave the castle without
Strahd’s permission. Parapets. The inner walls of Castle
Ravenloft’s keep (K46), adjoined to the third
Servants’ Entrance. An auxiliary first-floor floor of the castle. An open doorway leads
door located in the back courtyard of the into the Heart of Sorrow tower (K20) on the
castle leads to the servants’ entrance (K23), north side, while the Guards’ Stair (K64) on
which has an adjoining staircase that the south side leads down to the South
descends to the servants’ hall (K62). It also Archers’ Posts (K11) on the first and second
connects to the servants’ quarters (K24), floors—including secret doors that provide
which contain a staircase that climbs to the access to the Dining Hall (K10) and
servants’ upper floor (K34), which contain a Audience Hall (K25), respectively—and the
secret door providing access to the Heart of Guards’ Quarters (K69) in the basement.
Sorrow (K20). Accessible only by flight.

Overlook Window. A trio of stained-glass Chapel. While the chapel has no doors, its
windows overlooking the village of Barovia stained-glass windows make for an
from the tomb of King Barov and Queen extremely suitable place for dramatic
Ravenovia (K88). Located 900 feet above entrances, especially if Strahd’s wedding is
the church in the village of Barovia, and 110 currently underway.
feet below the Overlook (K6). Only
accessible by PCs with climber’s kits or Brazier Room. The castle also has a one-
magical flight. Known outside the castle only way exit: the teleportation brazier in the
by the Keepers of the Feather. Leads into brazier room (K78). Using this artifact,
the catacombs (K84). Strahd (and his minions) can travel almost
anywhere in Barovia, including the coffin
Tower Rooftop. The rooftop of Castle maker’s shop in Vallaki, the Amber Temple,
Ravenloft’s third-highest tower (K57).
Connects to the tower of the Heart of
the Abbey of Saint Markovia, and Tsolenka ● the Maid in Hell (K32) on the second
Pass. floor,
● the Hall of Heroes (K45) on the third
The brazier can also provide an instant one- floor,
way trip to several other locations in the ● the North Tower Peak (K60) in the
castle including Strahd’s study (K37), which towers,
is near the treasury (K41) and the king’s ● the Chamberlain’s Office (K72) in
bedchamber (K42); the north tower peak the Larders of Ill Omen, and
(K60), which contains Strahd’s crown and ● the Catacombs (K84) in the
sits atop the Heart of Sorrow (K20); and Dungeons.
Strahd’s tomb (K86).
These tucked-away, interconnected areas
Pᴜʙʟɪᴄ & Pʀɪᴠᴀᴛᴇ Aʀᴇᴀꜱ were once largely meant to be accessed
The interior of Castle Ravenloft can be only by servants of the castle, or the von
divided into two main sections: The “public” Zarovich family themselves.
areas accessible by the South Tower Stair
(K21), and the “private” areas accessible A creature in the “public” area can easily
from the Heart of Sorrow’s tower (K20). climb or descend the South Tower Stair
(K21) to reach any other public chamber.
The “public” area includes notable locations
like: A creature in the “private” area can easily
ascend or descend the stairs of the Heart of
● the Dining Hall (K10) and Chapel Sorrow (K20) and Tower Hall Stair (K20A)
(K15) on the first floor, to reach any other private chamber.
● the Audience Hall (K25) on the
second floor, To enter the “public area” from outside, a
● the Study (K37) and King’s creature can enter through the Entry (K8) on
Bedchamber (K42) on the third floor, the first floor.
● the Lounge (K49) and Cauldron
(K56) in the towers, To enter the “private area” from outside, a
● the Elevator Trap (K61) and Hall of creature can enter through the Servants’
Bones (K67) in the Larders of Ill Entrance on the first floor, proceed to the
Omen, and Servants’ Upper Floor (K34) on the second
● the North and South Dungeons (K74 floor, and pass through the secret door into
and K75) in the dungeons. the Heart of Sorrow (K20).

These areas are meant to be easily The “public” and “private” areas connect at
accessible by visitors to the castle. four points:

The “private” area includes: ● 1st Floor: The High Tower Stair
(K18) that descends from the Chapel
● the Servants’ Quarters (K24) on the (K15) to the catacombs (K84).
first floor, Currently obstructed by a solid stone
wall.
● 2nd Floor: The secret doors that entryway, public spaces, and royal quarters
connect the Guards’ Post (K26) to of the castle, which include the following
the second-floor Turret Post Access locations:
Hall (K13) through the King’s
Apartment Stair (K33) ● K7. Entry
● 3rd Floor: The door that connects ● K8. Great Entry
the Study (K37) to the Hall of Heroes ● K9. Guests’ Hall
(K45) and Heart of Sorrow (K20). ● K10. Dining Hall
● Towers: The Bridge (K58) that ● K14. Hall of Faith
connects the Tower Roof (K57) to ● K15. Chapel
the Heart of Sorrow (K20) ● K16. North Chapel Access
● Larders: The Kingsmen Hall (K70), ● K17. South Chapel Access
which connects the Kingsmen ● K19. Grand Landing
Quarters (K71) to the Hall of Bones ● K20. Heart of Sorrow
(K67) ● K21. South Tower Stair
● K25. Audience Hall
Tᴇʀʀɪᴛᴏʀɪᴇꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ ● K30. King’s Accountant
Strahd’s three most honored brides are not ● K35. Guardian Vermin
simply mindless spawn—they are devoted ● K36. Dining Hall of the Count
and powerful executors of his will, each with ● K37. Study
their own strengths and portfolios. As such, ● K38. False Treasury
each bride oversees a separate section of ● K39. Hall of Webs
the castle, with the two remaining sections ● K40. Belfry
reserved for Rahadin and Strahd himself. ● K41. TreasuryK42. King’s
Bedchamber
Strahd’s brides are as territorial as they are ● K43. Bath Chamber
fierce. While they do occasionally allow their ● K44. Closet
neighbors to complete projects in their
domains (e.g., Ludmilla's flying halberds in While travelling through Anastrasya’s
Volenta’s Heart of Sorrow, or Volenta’s suit- territory, the PCs are likely to meet the
of-armor trap in Anastrasya’s Grand following random encounters:
Landing), an uninvited intrusion into a
bride’s territory by another bride is met with ● 1d4 wights, which serve as
hostility, if not violence. As such, neither the Anastrasya’s personal guard
brides nor any creatures encountered in ● A giant spider cocoon, left behind by
their territory will willingly follow the PCs the giant spiders that Anastrasya
past the borders of their own territory. favors
Rahadin and Strahd, however, are not ● A trinket
limited by the territories of the brides, and ● An unseen servant, carrying a silver
pursue prey wherever they please. goblet filled to the brim with wine or
a purple silk handkerchief with white
Aɴᴀꜱᴛʀᴀꜱʏᴀ ruffled edges

As the envoy and hostess of Castle


Ravenloft, Anastrasya oversees the
Vᴏʟᴇɴᴛᴀ
The mistress of Ravenloft’s secret places, ● K47. Portrait of Strahd
Volenta lurks in the dark, shadowed ● K48. Offstair
chambers of the castle. Her domain ● K49. Lounge
includes the following rooms: ● K50. Guest Room
● K51. Closet
● K20. Heart of Sorrow ● K52. Smokestack
● K20A. Tower Hall Stair ● K53. Rooftop
● K23. Servants’ Entrance ● K54. Familiar Room
● K24. Servants’ Quarters ● K55. Element Room
● K26. Guards’ Post ● K56. Cauldron
● K27. King’s Hall ● K57. Tower Roof
● K28. King’s Balcony ● K58. Bridge
● K31. Trapworks
● K31A. Elevator Shaft While travelling through Ludmilla’s territory,
● K31B. Shaft Access the PCs are likely to meet the following
● K32. Maid in Hell encounters:
● K33. King’s Apartment Stair
● K34. Servants’ Upper Floor ● 1d4 + 1 flying swords, enchanted
● K45. Hall of Heroes by Ludmilla
● K59. 60 North Tower Peak ● An unseen servant, carrying a gold
● K60A. North Tower Rooftop candelabra with three branches
● K61. Elevator Trap ● A trinket
● 1 black cat
While travelling through Volenta’s territory, ● 1 Barovian witch
the PCs are likely to meet the following
random encounters: Rᴀʜᴀᴅɪɴ
As Strahd’s chamberlain, Rahadin is
● 2d6 crawling claws responsible for the upkeep, oversight, and
● A crawling Strahd zombie, the defense of the castle and its inhabitants. As
desecrated remains of an uninvited such, his territory extends through the lower
houseguest portions of the castle, the areas reserved for
● A Blinsky toy its staff, and the defensive posts throughout
● An unseen servant, carrying a the keep. Rahadin’s domain therefore
crystal dinner bell that attracts 1d4 includes the following rooms:
hungry vampire spawn
● 1d4 + 1 vampire spawn ● K11. South Archers’ Post
● K12. Turret Post
Lᴜᴅᴍɪʟʟᴀ ● K13. Turret Post Access Hall
An arcane researcher and alchemist at ● K22. North Archers’ Post
heart, Ludmilla keeps to herself, preferring ● K62. Servants’ Hall
the isolation and altitude of the castle spires ● K63. Wine Cellar
to the chambers of the keep below. Her ● K64. Guards’ Stair
territory includes the following rooms: ● K65. Kitchen
● K66. Butler’s Quarters ● K87. Guardians
● K67. Hall of Bones ● K88. Tomb of King Barov and
● K68. Guards’ Run Queen Ravenovia
● K69. Guards’ Quarters
● K70. Kingsmen Hall While travelling through Strahd’s territory,
● K71. Kingsmen Quarters the PCs are likely to meet the following
● K72. Chamberlain’s Office encounters:
● K73. Dungeon Hall
● K74. North Dungeon ● An unseen servant, carrying a
● K75. South Dungeon spellbook
● K76. Torture Chamber ● 1d6 swarms of bats
● K77. Observation Balcony ● A trinket
● K78. Brazier Room ● Strahd von Zarovich
● K79. Western Stair
● K83. Spiral Stair Rᴇꜱɪᴅᴇɴᴛꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ
● K83A. Spiral Stair Landing
After the three Barovian settlements, Castle
Ravenloft is the most well-populated
While travelling through Rahadin’s territory,
location in Barovia. Before running it, make
the PCs are likely to meet the following
sure to familiarize yourself with those who
encounters:
reside here.

● Rahadin Sᴛʀᴀʜᴅ & Sᴘᴀᴡɴ


● An unseen servant, carrying a Strahd von Zarovich. The titular villain of
covered silver platter of moldy the module, and the lord of Castle Ravenloft
scones himself. Strahd can be encountered in
● 1 broom of animated attack, several locations throughout the castle,
recently escaped from Cyrus regardless of time of day. However, if he is
Belview not aware of intruders in the castle, he is
● 1d4 wights most likely to be found in his tomb (K86),
● 1d6 shadows unless the PCs’ Tarokka reading indicates
● A trinket otherwise.

Sᴛʀᴀʜᴅ Ludmilla Vilisevic. As Strahd’s protege in


As master of Castle Ravenloft, all chambers magic, Ludmilla is the spellmistress of
within the keep are under Strahd’s domain. Castle Ravenloft and the master of the
However, his presence is most strongly felt coven of Barovian witches that dwell in its
in the following rooms of the castle: highest towers. She has the characteristics
of a vampire spawn with 105 hit points and
● K80. Center Stair an Intelligence of 18. Additionally, Ludmilla
● K81. Tunnel possesses a familiar named Heshka, which
● K82. Marble Slide most commonly takes the form of a horned
● K84. Catacombs viper snake. Heshka has the characteristics
● K85. Sergei’s Tomb of a familiar as defined in the find familiar
● K86. Strahd’s Tomb spell.
Ludmilla is an 8th-level spellcaster. Her It was on the snow-covered slopes of Mount
spellcasting ability is Intelligence (spell save Ghakis that Ludmilla met the dusk elf,
DC 15, +7 to hit with spell attacks). She has Rahadin, for the first time. Ludmilla was
the following Wizard spells prepared: entranced by him; Rahadin saw her as a
pleasurable and exotic distraction for his
Cantrips (at will): ray of frost, mage hand, master. He offered to guide her to Castle
prestidigitation, light Ravenloft, where he promised her a partner,
1st Level (4 slots): ray of sickness, sleep, a teacher, and a home.
shield, fog cloud
2nd Level (3 slots): misty step, For the next three years, Strahd taught her
blindness/deafness, levitate the secrets of the arcane arts alongside the
3rd Level (3 slots): counterspell, lightning minutiae of courtly etiquette. He fed upon
bolt her regularly, and was impressed by her
4th Level (3 slots): greater invisibility, stoic, yet thoughtful response to his hunger.
evard’s black tentacles Her intelligence and charisma were
apparent, and Strahd soon offered her a
At nearly 200 years old, Ludmilla is Strahd’s position as his bride. She gladly accepted.
oldest bride.1 Where other consorts have
been cast aside as Strahd grew tired of As a vampire, Ludmilla quickly learned from
them, Ludmilla has survived by keeping to Rahadin that Strahd would inevitably tire of
herself while tending to matters he deems her—unless, that is, she proved herself
important. She serves as the unofficial useful. She set about serving him in the
leader of his harem, and reins the others in advancement of his arcane studies, and
when necessary. personally took on the task of recruiting and
training his next bride, Anastraya. She now
Ludmilla first came to Barovia as a little girl, carefully stays out of Strahd’s way unless
stowing away in a Vistani caravan that he requests her presence directly, and has
passed through her homeland of Amn. formed close ties to Rahadin.
When she arrived in Barovia, she made a
living by stealing and hiding in the shadows. When not needed elsewhere by Strahd or
It was only as a young woman that a kindly resting in her coffin in Strahd’s tomb,
family in Vallaki found and adopted her. Lumilla can most often be found in area K55
(Element Room).
Life with a family was better than life on the
streets, but the dark color of Ludmilla’s skin Anastrasya Karelova. The diplomat of
marked her as an outsider—and, in some Castle Ravenloft and a former Vallakian
ways, an outcast—to the other citizens of noble,2 Anastrasya is as skilled with a sword
Vallaki. At the age of eighteen, Ludmilla fled as she is with her tongue—but is sure never
Vallaki, following an ancient map that to get her hands dirty. Anastrasya has the
provided directions to the Amber Temple. characteristics of a vampire spawn with
There, she believed, she would find the 105 hit points and a Charisma of 18, as well
answers and belonging she sought. as expertise in Deception (+7 modifier).

1/u/JonathanWriting, The Brides of Strahd 2/u/JonathanWriting, The Brides of Strahd


believed that if he could only see her
Of Strahd’s brides, Anastrasya is most unearthly beauty in person, he would deem
adept with the vampiric arts. As an action, her worthy of his hand in marriage.
she can use a vampire’s Charm action with
a DC of 15. If the target successfully saves It was at one of her events that she met
against the effect, or if the effect on it ends, Ludmilla Vilisevic, who claimed to be an
the target is immune to Anastrasya's Charm agent of the count and offered an invitation
for the next 24 hours. Anastrasya can have to dine at Castle Ravenloft with Strahd
only one target charmed at a time. If she himself. Anastrasya eagerly accepted.
charms another, the effect on the previous
target ends. Upon arriving at the castle, Ludmilla gave
Anastrasya a tour of the decrepit keep,
As an action, Anastrasya can also use the pleased with the prospect of unnerving the
vampire’s Shapechange action to noblewoman with the macabre sights of
transform into a wolf, a bat, or a cloud of Castle Ravenloft. Much to her surprise—
mist. However, she lacks the vampire’s and Strahd’s satisfaction—Anastrasya was
Misty Escape ability. Once per day, she immediately taken with the displays of
can use the vampire’s Children of the Strahd’s power and darkness.
Night ability.
Strahd took to her immediately, and though
Using powerful magic, Anastrasya it meant his waning interest in Ludmilla
telekinetically wields a longsword that gains faded faster, he appreciated his elder
the properties of a flying sword that acts bride’s foresight in locating this new consort.
on her initiative. While wielded in this way
by Anastrasya and within 50 feet of her, the When not needed elsewhere by Strahd or
sword has a Strength of 16 and cannot be resting in her coffin in Strahd’s tomb,
targeted or damaged by attacks or spells, Anastrasya can most often be found in area
as though it were a held item. While K37 (Study).
wielding it, Anastrasya can use her bonus
action to allow it to perform two Longsword Volenta Popofsky. The trapmistress and
attacks against a target she can see using self-proclaimed artist of Castle Ravenloft,
its modified Strength score. Anastrasya also Volenta delights in hidden passages, lethal
telekinetically wields a shield that acts as if mechanisms, and morbid curiosities. She
it were an animated shield while under her has the characteristics of a vampire spawn
control. with 105 hit points and a Dexterity of 18.

Anastrasya is Strahd’s second-eldest bride, Volenta has the Assassinate, Evasion,


and the foremost executor of his will among and Sneak Attack features of an assassin.
the Barovian populace. In life, she was a Additionally, Volenta has the Blood Frenzy
Vallakian noblewoman who hosted great feature, granting her advantage on melee
celebrations in Strahd’s honor and attack rolls against any creature that doesn’t
ruthlessly punished any who displayed have all its hit points.
traitorous intent. Enamored with the
prospect of becoming his bride, she
In life, Volenta dwelled in the village of Escher. One of Strahd’s newest consorts,
Barovia as a prostitute.3 She revelled in the Escher is a dashing vampire spawn with a
pain and suffering of others, and captured Charisma of 16 to whom Strahd has shown
several of her customers in the cellar of her favor in the past.
home, tormenting and torturing them for
weeks before they expired. When her Escher has the Taunt ability of a bard, and
morbid activities were discovered, a mob is a 4th-level spellcaster. His spellcasting
drove her from the village, forcing her to ability is Charisma (spell save DC 13, +5 to
seek shelter at Castle Ravenloft. hit with spell attacks). He wields a silver lyre
as his arcane focus, and has the following
Despite Strahd’s power and intimidating bard spells prepared:
reputation, Volenta showed no fear upon
meeting him, and gladly offered herself to Cantrips (at will): friends, prestidigitation,
him. Strahd, impressed by the depths of her vicious mockery
sadistic streak, made her his bride. 1st level (4 slots): charm person, heroism,
sleep, dissonant whispers, faerie fire
Volenta is the most willful of the three 2nd level (3 slots): invisibility, crown of
brides, gleefully pushing the boundaries of madness
Strahd and Ludmilla’s patience. Her
carefree, childlike personality can swiftly A traveling minstrel with exceptional social
descend into a berserker’s aggression when graces and adept in manipulation, Escher
provoked, but her love of secrets drives her impressed Strahd with his wit, intellect, and
to lurk and spy on all visitors to the castle. remarkable musical talents. Despite this,
however, Escher has little ambition, and is
She has continued her passion for torment content to enjoy the quiet, hedonistic
through the traps she has installed across lifestyle that Strahd provides him with.
Ravenloft, including the trapped chest in the
False Treasury (K38), the trapped suits of Recently, Escher has begun to feel
armor on the Grand Landing (K19), and the neglected, and has retreated from his
enchanted trapdoors in the Dungeon Hall position in the castle until Strahd’s mood
K73)—a collaborative project with Ludmilla. improves. He dreads the prospect of losing
She has also indulged her love for the Strahd’s interest, especially if Strahd’s
macabre on several aesthetics, and boredom leads to his imprisonment in the
gleefully joined Cyrus Belview in the crypts below Castle Ravenloft.
construction of the Hall of Bones, which she
considers her masterwork. Escher strongly (and correctly) suspects the
cause of Strahd’s disinterest to be the
When not needed elsewhere by Strahd or Count’s growing obsession with Ireena
resting in her coffin in Strahd’s tomb, Kolyana. Jealous of Ireena’s presence in
Volenta can most often be found in area Strahd’s attentions, Escher is determined to
K60 (North Tower Peak). ensure that the happy couple is never wed,4
though he justifies his treasonous thoughts
through the assumption that a talentless

3/u/JonathanWriting, The Brides of Strahd 4 /u/violetgrubs, Let’s Flesh Out Escher


peasant such as Ireena could never be 9: ". . . Strahd saw the faces of his father
worth Strahd’s affections. and mother in the thunderclouds, looking
down upon him and judging him. He had
To this end, Escher has forged a reluctant destroyed the family bloodline and doomed
relationship with Sasha Ivliskova, one of all of Barovia . . . For Strahd and his people,
Strahd’s former brides, and a prisoner in the there would be no escape."
crypts below the castle. Should Sasha be
released to serve Strahd’s will once more, From this, we can reasonably guess that the
the pair have agreed to work together to Heart of Sorrow isn't a magical artifact at all;
keep Ireena from the castle. This goal may rather, it's an external manifestation of
lead Escher to assist the PCs in certain Strahd's sorrow and self-loathing,
endeavors—so long as his contributions empowered by the Dark Powers and mists
cannot be traced back to him by Strahd or of the Demiplanes of Dread.
one of his spies.
In other words, it wasn't built or forged.
Escher can be found in area K49 (Lounge). Instead, it sprang into being when the mists
tore Barovia away and Strahd realized the
Helga Ruvak. One of Strahd’s minor extent of his curse
consorts, Helga is a vampire spawn who
lurks in area K32 (Maid in Hell). Upon It’s also possible that Strahd uses the Heart
encountering the PCs, she claims to be the of Sorrow as a vessel for the grief and
daughter of the village bootmaker, sorrow he feels due to this curse,
kidnapped and forced into service by externalizing his most human emotions to
Strahd. Helga plays the part of the innocent keep them from consuming him.5 When the
damsel in distress to the last, revealing her Heart is destroyed, as glass and blood rains
vampiric nature and ferocity only when she down the hollow shaft of the tower, all of the
betrays the party and attacks. She is, in rage, sadness, guilt, and pain that Strahd
fact, the bootmaker’s daughter she claims to has suppressed for centuries comes rushing
be, but she chose a life of evil with Strahd. back to him. As Strahd struggles to process
the emotions flooding his mind, he is
Heart of Sorrow. While not a “character” in stunned for one round as his scream of
the traditional sense, the Heart of Sorrow is agony and rage echoes through the castle.
a notable presence in Castle Ravenloft.
While it’s never explained in RAW how it Until Strahd is able to reconstruct the Heart
came to be, we can make some decent of Sorrow (a process which takes thirty days
inferences about what it is and how it was and nights), he is riveted by pain and driven
made. by rage—specifically, rage toward those
who dared destroy his Heart. He may not be
According to the book, "The Heart of Sorrow as tactful or subtle as he was before, but
is held aloft by the will of Strahd. Casting Strahd will still bring every ounce of his
dispel magic on it has no effect." We can cunning, bloodlust, and power to bear upon
connect this to the other instances of "the his unfortunate victims. With the Heart
will of Strahd" throughout the module, plus
this description of Strahd's curse in Chapter 5 /u/RealLifeWaterfowl, Encounter Roster—
Castle Ravenloft
destroyed, any idea of mercy that Strahd (Guest Room), using the Elevator Trap
may have once entertained toward the PCs (K61) to transport them there. He can be
is gone for good. encountered in the Servants’ Hall (K62),
and regularly lurks in the Kitchen (K65) or
the Butler’s Quarters (K66).
Cᴀꜱᴛʟᴇ Sᴇʀᴠᴀɴᴛꜱ
Rahadin. The chamberlain of Castle Gʜᴏꜱᴛꜱ & Lᴜʀᴋᴇʀꜱ
Ravenloft and Strahd’s right-hand man, Pidlwick. The ghost of Pidlwick, the former
Rahadin is a dusk elf who betrayed his fool of Duchess Dorfinya Dilisnya, lurks in
people and served Strahd faithfully for years the Dining Hall of the Count (K36), and can
as a general of his armies. Today, he be summoned by a character who plays his
oversees the day-to-day operations of harp and succeeds on a DC 15
Castle Ravenloft, and serves as Strahd’s Performance check. If encountered, he
enforcer in the lands beyond the castle. commends the character for their playing,
Rahadin is a fearsome fighter and an and directs them to his crypt (Crypt 9) in the
adopted son of the von Zarovich line. Only Catacombs (K84), where the PCs can find a
Strahd outranks him within the walls of deck of illusions. He dislikes Pidlwick II, who
Castle Ravenloft. He can most often be killed him by pushing him down a staircase
found in the Chamberlain’s Office (K72), but in Castle Ravenloft.
can occasionally be encountered as a
random encounter throughout the castle. Pidlwick II. Constructed by the legendary
toymaker Fritz von Weerg at the request of
Lief Lipsiege. Lief Lipsiege was pressed Duchess Dorfinya Dilisnya, Pidlwick II, a
into service as Strahd’s accountant many clockwork effigy of Pidlwick the fool, was
years ago. He records all of Strahd’s riches constructed with a touch of his creator’s
and conquests, and has inhabited Castle madness. Isolated after the Duchess
Ravenloft longer than he can remember. He succumbed to illness during a harsh winter
can be found in K30 (King’s Accountant). at Castle Ravenloft, and jealous of
Pickwick's role in Strahd’s court, Pidlwick II
Cyrus Belview. Cyrus is the butler of pushed Pidlwick down a long flight of stairs,
Castle Ravenloft and a bestial mongrelfolk: killing him. Its presence was upsetting to
a member of the Belview family that was Tatyana for the time that she stayed at the
twisted into monstrous insanity by the Abbot castle, and as a result it was shut away in
in Krezk decades ago. He holds a key that the guest bedrooms of Castle Ravenloft.
can unlock the iron chest containing From time to time, Pidlwick II snuck out to
Strahd’s crown in K60 (North Tower Peak), smother a sleeping guest with a pillow,
and unwittingly wears a pendant containing amusing Strahd with its murderous nature. It
the hag eye of the coven in Old now lurks in the rafters of the High Tower
Bonegrinder. He is quite insane, and Peak (K59), and will try to be helpful if
previously collaborated with Strahd’s bride shown kindness—or murderous, if treated
Volenta Popofsky on the Hall of Bones meanly.
(K67), an unholy work of art. He is totally
devoted to Strahd, and will do his best to Patrina Velikovna. In life, before Strahd
usher the PCs to “their rooms” in K50 first met Tatyana, Patrina Velikovna sought
Strahd’s hand in marriage, enamouring him arcane wards and spells. If the PCs linger
with her deep knowledge of the dark arts. on the Parapets (K46), they can encounter
Patrina was responsible for showing Strahd the Animated Armor making its patrol.
the secrets of the Amber Temple, and an Alternatively, Strahd may have previously
enchanted Strahd nearly consented to wed gifted the Armor to an unwitting PC,
her—before stumbling upon Tatyana removing it from the Castle entirely.
Federovna instead. Later, after Strahd
became a vampire, Patrina returned to win Gᴜᴇꜱᴛꜱ & Pʀɪꜱᴏɴᴇʀꜱ
Strahd’s affections, but he no longer cared Any creatures that Strahd takes prisoner are
for her, now fully realizing that she craved stored in the North Dungeon (K74) or South
only his power. Kasimir, Patrina’s brother, Dungeon (K75). He may also store bound
however, became convinced that she had and guarded noncombatant prisoners on
become a consort of Strahd’s, and directed the second floor of the Treasury (K41) if the
his people to stone Patrina to death. Strahd waterlogged conditions of the Dungeon
demanded—and received—Patrina’s body. prevents him from doing so.
Now, her soul is eternally trapped in the
Catacombs (K84) below Castle Ravenloft as If Strahd captures Ireena, he keeps her in
a banshee that haunts the crypt where her the King’s Bedchamber (K42)—with one
body was laid to rest (Crypt 21). exception. If the PCs have previously
rescued Ireena, Strahd immediately kills her
Sir Klutz Tripalotsky. A clumsy phantom and turns her into a vampire spawn, then
warrior who died by falling on his own seals her into the crypt marked “Ireena
sword, the spirit of Sir Klutz Tripalotsky Kolyana” (Crypt 18) in the Catacombs
dwells in the Catacombs (K84) of Castle (K84).
Ravenloft within his crypt (Crypt 33). If the
PCs remove the sword that killed him from Gertruda. A naive teenage girl and the
his suit of armor, Sir Klutz’s ghost appears daughter of Mad Mary from the village of
and offers to fight alongside them for seven Barovia, Gertruda escaped her mother’s
days. overbearing grasp and fled to Castle
Ravenloft, her mind aflutter with dreams of
Varushka. Varushka was a maid of Castle honorable princes in beautiful castles.
Ravenloft who took her own life when Strahd was amused by her naiveté, and
Strahd began feeding on her, denying him keeps her as his guest in the King’s
the chance to turn her into a vampire Bedchamber (K42). Gertruda is oblivious to
spawn. Her spirit resides in K43 (Bath any danger to herself—especially from
Chamber), manifesting as a pool of blood Strahd, who has charmed her. Strahd will
that, if disturbed, releases a terrifying (but gladly bite and turn her if he can do so while
harmless) apparition. the PCs look on helplessly. If he captures
Ireena, Strahd will relocate Gertruda to the
Strahd’s Animated Armor. The armor that Guest Room (K50).
Strahd wore into battle when he was alive
lives on today as a headless, animated suit Emil Toranescu. A werewolf from the
of plate armor. It is imbued with a sliver of Werewolf Den, Emil dueled with Kiril
Strahd’s malevolent being, and fortified with Stoyanovich for leadership of Barovia’s
werewolf pack. Kiril advocated forcing the
children captured by the pack to fight to the Recovering an Artifact. Your PCs may
death, thereby allowing only the strongest to infiltrate Castle Ravenloft to recover the
live. Emil favored turning all of the children Sunsword, Holy Symbol of Ravenkind, or
into werewolves, thereby swelling the pack’s Tome of Strahd, as foretold by Madam Eva
ranks. Emil’s actions caused a schism in the or Ezmerelda’s Tarokka reading. They may
pack, and Strahd locked him in the South also venture into Ravenloft to meet their
Dungeon (K75) as punishment. If destined ally, if that ally is Pidlwick II or Sir
encountered by the PCs, Emil claims to be Klutz.
a resident of Vallaki who was chased by
dire wolves to the castle. If freed, he betrays Locating Tasha Petrovna’s Holy Symbol.
the PCs as soon as an opportunity arises in The PCs may enter Castle Ravenloft in
order to prove his worth to Strahd. However, effort to recover Tasha Petrovna’s holy
if the PCs have previously met his wife, symbol, which must be returned to the
Zuleika, in the Werewolf Den, Emil doesn’t priestess’ grave in Krezk. The symbol
betray the party, and instead works with possesses no power of its own, but reveals
them to reunite with her. a ring of regeneration if taken to its proper
place. This is most often included as part of
Oʙᴊᴇᴄᴛɪᴠᴇꜱ ɪɴ ᴛʜᴇ Cᴀꜱᴛʟᴇ a PC’s personal quest if you used this
guide’s revised Adventure Hook chapter.
There are several reasons why your PCs
Tasha Petrovna’s holy symbol can be found
might visit Castle Ravenloft. Each of these
in Crypt 11 of the Catacombs (K84).
scenarios will be explored in more depth in
the sections “The Dinner,” “The Heist,” and
Retrieving Argynvost’s Skull. If your PCs
“The Finale” later in this chapter. See below
have previously visited Argynvostholt and
for a brief description of the different
heard Argynvost’s request, they may
objectives your PCs might have when
venture to Castle Ravenloft to recover the
entering the castle.
dragon’s skull and return it to its rightful
place in his mausoleum. Argynvost’s skull is
Attending the Dinner. Your PCs may visit
mounted in the Hall of Bones (K67).
Castle Ravenloft to attend dinner with
Strahd. This “dinner” can take two forms. In
Exploring & Looting Ravenloft. Certain
the original module, Strahd sends an
daring and intrepid—not to mention suicidal
invitation to dine when the PCs anger or
—adventurers may venture into Castle
impress him in some way. When the PCs
Ravenloft to explore its shadowed
arrive, they find that the Strahd in the dining
passageways and loot its priceless
hall is an illusion, and the dinner itself was a
treasures. They will likely be most interested
trap. In the community revisions, the
in the Treasury (K41) and the contents of
“dinner” is an opportunity for a low/mid-level
the Catacombs (K84)—but beware. Strahd
party to safely socialize with Strahd while
does not easily endure the company of
observing Castle Ravenloft as guests,
thieves.
before any significant animosity has
developed. More information about this
Rescuing Emil. If the PCs have previously
“dinner” can be found in the “Visits to the
met Zuleika in the Werewolf Den, they may
Castle” section below.
have agreed to rescue her husband, Emil, Mᴀɪɴ Fʟᴏᴏʀ
from his place in Strahd’s dungeons. Emil K10. Dining Hall. An illusion of Strahd
can be found imprisoned in the South greets the PCs. After three rounds, the
Dungeon (K75), and will gladly join the PCs illusion vanishes, extinguishing all open
if they mention his wife. flames and torches and causing the castle
drawbridge to lift, sealing the PCs inside the
Rescuing Ireena or Ally. If Strahd has keep.
successfully kidnapped Ireena or one of the
PCs’ other allies, such as Ezmerelda, K15. Chapel. The Icon of Ravenloft upon
Ismark, or a member of the Keepers of the the altar, if touched by an evil character,
Feather, the PCs may attempt to rescue deals 16d10 radiant damage.
them from the castle. To do so, the PCs
must first learn where their friend is being K19. Grand Landing. Both suits of armor
hidden, and must then find a way to free lining the staircases to the Audience Hall
them from Strahd’s clutches. (K25) are mechanical traps; a creature that
steps on a pressure plate in front of a suit of
Killing Strahd. Nearly all campaigns will armor causes it to spring forward and attack
culminate in a final battle against Strahd in with its mace.
the dark corridors of Ravenloft. Can your
PCs defeat Strahd within the seat of his
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
power? Or will they fall to his dark
machinations—another band of misguided K27. King’s Hall. Upon reaching the
souls now lost to the ages? halfway point of this corridor, the PCs
encounter a flying vampiric mannequin
disguised to resemble Strahd, which may
Dᴀɴɢᴇʀꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ startle them into wasting spell slots or other
Castle Ravenloft is full of dangers and resources to attack it.
threats, from traps to hostile creatures,
environmental hazards, and more. Here’s a
full list of what you should expect (and what Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
your players should fear) while running K38. False Treasury. The empty chest in
Castle Ravenloft.6 this chamber, when opened, releases a
cloud of sleeping gas that fills the room,
Mᴇᴄʜᴀɴɪᴄᴀʟ & Mᴀɢɪᴄᴀʟ Tʜʀᴇᴀᴛꜱ causing a paralysis that lasts for four hours.
Castle Ravenloft is full of mechanical and
magical threats—traps, devices, spells, and Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
contraptions that trigger when the PCs
K61. Elevator Trap. When an unwary party
misstep, often to the party’s horror and
places at least 400 pounds of pressure on a
surprise.
10-foot pressure plate in this hallway facade
(e.g., three ordinary Medium creatures or
two tanky Medium creatures), they trigger
an elevator that rockets them up four floors
to K47 (Portrait of Strahd), while also filling
6 /u/Riizu, Curse of Strahd Map Analysis & the interior with sleeping gas. The elevator
Possible Height Discrepancy (Castle Ravenloft)
is audible throughout the castle, and swiftly sweep through the crypt, scorching the
attracts Strahd’s attention. Cyrus Belview, if chef’s bones—and anyone in the crypt.
he is with the PCs, will attempt to
intentionally trigger this trap. Crypt 31. The floor of the crypt is actually
the cover of a 30-foot-deep spiked pit. The
Dᴜɴɢᴇᴏɴꜱ & Cᴀᴛᴀᴄᴏᴍʙꜱ cover opens if 100 pounds of weight or
more are placed on it. It splits down the
K73. Dungeon Hall. Hidden under the
middle, east to west, and its doors are
surface of the water lurk five submerged
spring-loaded. After a victim or victims fall
trapdoors. For every 10 pounds of weight on
into the pit, its doors snap shut.
a trapdoor, there is a five percent chance
that it will open—a Medium character that
Crypt 32. Creatures that enter the eastern
weighs 150 pounds has a 75 percent
alcove of this crypt are teleported to the
chance of triggering a given trapdoor. Each
eastern alcove of Strahd's tomb (area K86).
trapdoor, when opened, is linked to a
magical teleport trap that teleports its victim
Crypt 35. The floor here is an illusion that
to one of the cells in the North Dungeon
hides a 20-foot-deep pit. The sides of the pit
(K74) or South Dungeon (K75).
are polished smooth; a creature without a
climbing speed can't move along them
K79. Western Stair. The midpoint landing
without the aid of magic or a climber's kit. At
of this staircase contains a hidden glyph of
the bottom of the pit are six starving ghouls.
warding. If activated, it conjures an
A permanent silence spell suppresses
aggressive illusion of Strahd, which may
sound in the pit.
startle the PCs into wasting spell slots or
other resources to attack it.
Crypt 37. If the brass-knobbed end of
Gralmore Nimblenobs’ staff is placed in the
K81. Tunnel. The midpoint of this tunnel
recess in the marble slab, the holder of the
bears a trapdoor that opens when 100
staff takes 22 (4d10) lightning damage.
pounds of weight or more are placed upon
it. When it opens, everyone standing on it Gᴜᴀʀᴅɪᴀɴꜱ & Dᴇꜰᴇɴꜱɪᴠᴇ
slides into the marble chute below (K82),
which deposits them into a flooded dungeon Eɴᴄᴏᴜɴᴛᴇʀꜱ
cell (K74e). Several dangerous encounters within Castle
Ravenloft are entirely optional—so long as
K84. Catacombs. The three corridors that your PCs don’t stray from the path.
lead to Strahd’s Tomb (K86) are defended However, if your PCs insist on unwisely
by invisible teleport traps 10 feet across. poking the bear, they may activate one of
Any creature that steps inside of a trap is these guardian monsters or defensive
teleported into a coffin beneath Crypt 15, combat encounters.
trading places with a wight that attacks
anyone who remains near Strahd’s tomb. Mᴀɪɴ Fʟᴏᴏʀ
K20. Heart of Sorrow. If a creature
Crypt 28. A creature that rings the bell of damages the Heart of Sorrow, Strahd
Bascal Ofenheiss causes magic fire to telepathically summons four vampire
spawn to attack. The tower also animates K65. Kitchen. A character that looks into
10 animated halberds to attack. the pot angers three zombies that rise up
from its bubbling depths and attack.
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ
K30. King’s Accountant. If Lieg Lipsiege, Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
Strahd’s accountant, feels threatened, he K74a. North Dungeon. A character that
instantly pulls the rope near his desk, enters this otherwise-empty cell is attacked
summoning one of the following encounters by an effectively invisible gray ooze.
to protect him, which arrive in 1d6 rounds:
1d6 shadows, 1d4 vampire spawn, 1d4 K78. Brazier Room. If the brazier,
wights, or 1 wraith and 1d4 + 1 specters. hourglass, or either golem is attacked, the
doors of the room magically slam shut and
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ lock, and the two iron golems in this room
animate and attack.
K40. Belfry. If a creature pulls the rope and
rings the bell, or attempts to climb the rope,
Crypt 4. A creature that opens this crypt
it causes five giant spiders to drop from
risks possession by the ghost of Prince
their webs and attack.
Ariel du Plumette, who attempts to hurl a
possessed PC down the High Tower Shaft
K43. Bath Chamber. If a creature disturbs
(K18a).
the blood in the tub, they are surprised by a
terrifying (though harmless) apparition of
Crypt 7. If the bones on the slab are
Varushka, the tormented spirit of a former
disturbed, one of the gargoyles in the crypt
maid of Ravenloft.
animates and attacks. If it is destroyed, the
second gargoyle animates and attacks.
K46. Parapets. If the PCs linger on the
parapets for more than five minutes, they
Crypt 14. If a creature lifts the lid of one of
encounter Strahd’s animated armor
the occupied coffins in the vault below this
making its rounds around the keep (unless
crypt, the wight within attacks.
the armor has previously been provided to
one of the PCs as a gift).
Crypt 20. Once the vampire spawn in this
crypt realizes that the characters aren’t
Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ Strahd, she attacks.
K60a. North Tower Rooftop. Characters
who remain on the roof for more than three Crypt 21. Patrina Velikovna, the banshee
rounds are accosted by 10 swarms of bats. inside this crypt, attacks as soon as the
door is opened. If her brother, Kasimir, is
with the party, she may be persuaded to
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
cease her attack. Once awakened, she is
K63. Wine Cellar. A character that breaks free to roam Castle Ravenloft.
the middle southern cask frees a black
pudding that bursts forth and attacks. Crypt 38. A character that opens this crypt
frees three hell hounds and a wraith that
attack on sight.
K54. Familiar Room. If the three familiars
Crypt 39. A character that opens this crypt in this room see the characters, the witches
is attacked by Beucephalus, Strahd’s in area K56 (Cauldron) are notified of their
nightmare. presence and cast invisibility, hoping to
surprise any intruders.
Sᴜʀᴘʀɪꜱᴇ Aᴛᴛᴀᴄᴋꜱ & Aᴍʙᴜꜱʜᴇꜱ
Castle Ravenloft is a dangerous place, full Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
of predatory creatures lying in wait for prey
K62. Servants’ Hall. If the characters follow
to wander past. Here’s a list of the surprise
Cyrus, he will attempt to intentionally
attacks and hidden ambushes that your PCs
activate the Elevator Trap (K61).
might face as they explore Castle Ravenloft.

K69. Guards’ Quarters. When one or more


Mᴀɪɴ Fʟᴏᴏʀ
characters reach the midpoint of this hall, 10
K7. Entry. Any creature that attempts to human skeletons leap from the alcoves
leave the castle via this entrance causes the and attack.
four statues of red dragon wyrmlings to
animate and attack. K72. Chamberlain’s Office. If he has not
been defeated elsewhere, Rahadin is here,
K8. Great Entry. The first time the PCs waiting for the PCs to arrive so he can kill
enter this room after leaving it, the eight them. He is swiftly joined by a shadow
gargoyles animate and attack. demon.

Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ


K32. Maid in Hell. If the PCs allow Helga K75a. South Dungeon. If the PCs free Emil
Ruvak to join their party, the vampire Toranescu from his cell, the werewolf
spawn attacks as soon as she is able to attacks them as soon as a good opportunity
isolate one of the PCs. arises.

Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ K76. As soon as a character moves more


K35. Guardian Vermin. Anyone that tries to than 10 feet into this room, six Strahd
move through this area is attacked by four zombies rise from the water and attack.
swarms of rats piled atop one another to
form manlike shapes.
Hᴀᴢᴀʀᴅꜱ & Eɴᴠɪʀᴏɴᴍᴇɴᴛᴀʟ
Dᴀɴɢᴇʀꜱ
Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ Castle Ravenloft is not meant for human
K47. Portrait of Strahd. Any person that habitation—a fact your players will soon
moves across or disturbs the rug of discover. Strahd, however, knows every
smothering activates it. If the PCs attack or twist and turn of his castle, and won’t
attempt to remove the rug or disturb the hesitate to use these dangers to his
portrait of Strahd on the wall, the portrait (a advantage. See below for a list of
guardian portrait) attacks. dangerous hazards and environmental risks
that can complicate any combat (or
peaceful) encounter.
Mᴀɪɴ Fʟᴏᴏʀ Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
K20. Heart of Sorrow. The awakened
K39. Hall of Webs. Most of this hall is full of
tower shakes and pitches on the Heart of
giant spider webs. Characters who stray
Sorrow’s initiative count. Any creature on
from the unobstructed path through the
the stairs or hanging on a tower wall must
webs risk becoming stuck.
succeed on a DC 10 Dexterity saving throw
or fall to the base of the tower, falling:
Hᴀᴢᴀʀᴅ: Wᴇʙꜱ
● 50 feet (5d6 bludgeoning damage) if
These web-filled areas are difficult terrain.
on the second floor Moreover, a creature entering a webbed area for
● 90 feet (9d6 bludgeoning damage) if the first time on a turn or starting its turn there
on the third floor (e.g., the landing must succeed on a DC 12 Dexterity saving throw
adjacent to the Hall of Heroes) or become restrained by the webs. A restrained
● 130 feet (13d6 bludgeoning creature can use its action to try to escape, doing
damage) if on the fourth floor (e.g., so with a successful DC 12 Strength (Athletics) or
Dexterity (Acrobatics) check. Each 10-foot cube
the stairs at the same level as the
of giant webs has AC 10, 15 hit points,
Lounge and Guest Room) vulnerability to fire, and immunity to bludgeoning,
● 150 feet (15d6 bludgeoning piercing, and psychic damage.
damage) if on the fifth floor (e.g., the
stairs at the same level as the
K40. Belfry. Most of the belfry is filled with
Element Room and Cauldron)
giant spider webs. Characters who blunder
● 170 feet (17d6 bludgeoning
into them risk becoming stuck.
damage) if on the sixth floor (the
landing closest to the Heart of
K46. Parapets. A creature that falls or is
Sorrow)
dropped off of the walls of the keep falls 90
● 220 feet (20d6 bludgeoning
feet to the castle courtyard below.
damage) if on the seventh floor (the
stairs leading up to the North Tower
Peak)7 Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
K53. Rooftop. A character must succeed
Characters who are crawling on the on a DC 15 Acrobatics check to traverse the
staircase or who lie prone on the stairs roof. The check succeeds automatically if
succeed automatically. the character crawls. If the check fails by 5
or more, the caracter slides off the edge of
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ the room and falls 40 feet to the Parapets
(K46).
K29. Creaky Landing. The creatures in
area K28 (King’s Balcony) can’t be
K58. Bridge. A creature that takes damage
surprised by anyone climbing these creaky
while standing on this bridge must succeed
steps.
on a DC 10 Dexterity saving throw or fall 60
7 Full or partial credit for many of the adapted feet onto the roof of the keep.
tactics in this section goes to The Monsters
Know What They’re Doing: Combat Tactics for
Dungeon Masters, by Keith Amman.
Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ lieutenant to command his minions in a
certain part of the castle, a guardian to
Crypt 29. This room is filled with brown
protect a valuable treasure or important
mold.
prisoner, or an envoy to another part of
Barovia, his brides are always an excellent
Hᴀᴢᴀʀᴅ: Bʀᴏᴡɴ Mᴏʟᴅ option.
When a creature moves to within 5 feet of the
mold for the first time on a turn or starts its turn Ludmilla. As a mage, Ludmilla is most
there, it must make a DC 12 Constitution saving adept in situations that require cunning,
throw, taking 22 (4d10) cold damage on a failed skill, and unique abilities. Whenever Strahd
save, or half as much damage on a successful requires a servant to oversee a complex
one.
scheme or trap, Ludmilla is his most reliable
Brown mold is immune to fire, and any source of companion.
fire brought within 5 feet of a patch causes it to
instantly expand outward in the direction of the Anastrasya. A diplomat and warrior both,
fire, covering a 10-foot-square area (with the Anastrasya is well-equipped to hold her own
source of the fire at the center of that area). A on the battlefield and in the ballroom. When
patch of brown mold exposed to an effect that Strahd requires a diplomatic emissary to the
deals cold damage is instantly destroyed.
PCs, Anastrasya is his first choice—
especially if a betrayal is in the cards.
K87. Guardians. A creature of lawful good
alignment can pass through the magical Volenta. Volenta is blunt, violent, and
curtain of light into the tomb without sadistic above all else. Strahd does not care
difficulty, but creatures of other alignments to use her for fine, detail-oriented tasks, but
that do so are teleported back to the top of he is glad to make use of her bloodlust for
the stairs behind them. A Small creature any battle or objective that can be
can squeeze behind and around one of the summarized with the words: “Kill it ‘til it’s
bronze statues to circumvent the light dead.”
curtain.
When necessary, Strahd can also call upon
Sᴛʀᴀʜᴅ’ꜱ Rᴇꜱᴏᴜʀᴄᴇꜱ the services of two additional brides: Escher
No good villain acts alone, and Strahd is no and Sasha Ivliskova.
different. A five-hundred-year-old vampire, a
former general, and an experienced mage, Escher. A skilled musician and fanciful
Strahd can draw upon a wealth of minions, conversationalist, Escher is adept at luring
monsters, and resources within Castle Strahd’s guests into a false sense of
Ravenloft to supplement his own formidable security, even when among the dark spires
skills. of Castle Ravenloft. Though he will do his
best to avoid Strahd’s attention in times of
Tʜᴇ Bʀɪᴅᴇꜱ strife, he can also be commanded to wield
his musical talents to bind and incapacitate
Strahd’s three most favored brides—
Strahd’s enemies in battle.
Ludmilla, Anastrasya, and Volenta—have
proved their worth and loyalty to Strahd
many times over. Whether Strahd needs a
Sasha. Though currently imprisoned Tomb (K86), and the North Tower Peak
beneath Castle Ravenloft, Sasha is useful (K60).
to Strahd in other ways—specifically, as a
triple-agent meant to gain the PCs’ trust. Tʀᴇᴀꜱᴜʀʏ
Desperate to prove her worth (and win her The plundered riches of Strahd’s secret
freedom) for Strahd, Sasha will gladly do hoard in the Treasury (K41) form a priceless
her best to persuade the PCs that she collection. Only teleportation or the
stands with them against Strahd—only to Polymorph spell can allow another creature
betray them at the worst possible moment. entry; otherwise, only Strahd and any
creature that knows the command word
Rᴀɴᴅᴏᴍ Eɴᴄᴏᴜɴᴛᴇʀꜱ (“Mordite”) can open the sealed adamantine
Castle Ravenloft is full of dark and deadly door at its base or the adamantine trapdoor
creatures, from vampire spawn to wights, on the roof. As such, this magic tower can
Barovian witches, shadows, swarms of serve as a prime location to store the PCs’
bats, and much more. You should assume stolen weapons and magic items (e.g., the
that Strahd is always aware of the location Sunsword or Holy Symbol of Ravenkind), as
of all random encounters throughout well as a high-security prison in the event
Ravenloft, and that—if given sufficient time that the North and South Dungeon (K74 and
(i.e., at least one hour), he can organize and K75) are suboptimal or undesirable.
assign all potential random encounters to
specific posts or tasks throughout the However, under no circumstances does
castle. Strahd make use of the magic items within
this hoard. The +2 shield of the Order of the
Bᴇᴜᴄᴇᴘʜᴀʟᴜꜱ Silver Dragon bears the emblem of an order
Beucephalus, Strahd’s nightmare, is one of he despises; the helm of brilliance deals
his most lethal weapons. Using his damage to him and his undead minions;
Ethereal Jaunt ability, this demonic horse and the +1 rod of the pact keeper, potions
can lurk in the Ethereal Plane close to of greater healing, and alchemy jug are
Strahd’s side, constantly prepared to enter functionally useless to him. He may,
the Material Plane and whisk Strahd away however, use the gold and jewels within as
to safety. If Strahd has the ability, foresight, rewards for loyal adventurers.
and time to do so (i.e., at least one hour), he
will always rouse Beucephalus from his Dᴜɴɢᴇᴏɴꜱ
place in the crypts below the castle to assist In the event that Strahd captures a PC or an
him in combat. allied NPC, he can manacle and imprison
them in one of the empty cells of the North
Tʜᴇ Bʀᴀᴢɪᴇʀ Rᴏᴏᴍ Dungeon (K74) or South Dungeon (K75). If
Using this teleportation device, not only can
he does so, he confiscates all of their
Strahd instantly transport himself and/or his
weapons, holy symbols, arcane focuses,
servants (e.g., Beucephalus, Rahadin, one
and other equipment, and stores it in the
of his brides, or any number of minions) to
Treasury (K41).
one of several locations throughout Barovia.
Additionally, the magical brazier can provide
access to several locations around the
castle, including the Study (K37), Strahd’s
invaluable for allowing Strahd to move
Aʀᴄʜᴇʀꜱ’ Pᴏꜱᴛꜱ
quickly through the castle.
Castle Ravenloft is a classic medieval keep,
and keeps were built for the explicit purpose
of defense. As such, any ranged attackers Vɪꜱɪᴛꜱ ᴛᴏ ᴛʜᴇ Cᴀꜱᴛʟᴇ
—such as wights, Barovian witches, or There are several occasions on which your
charmed Barovian scouts that Strahd has PCs may visit Castle Ravenloft. These visits
kidnapped from Vallaki or Barovia—are free may be voluntary, born from desperation, or
to use the South and North Archers’ Posts by Strahd’s will alone.
(K11 and K22) on the first, second, and third
levels to fire at any unwanted intruders. Here’s what to expect in some of the more
That especially includes anyone that might frequent types of visits to Strahd’s keep.
attempt to enter the castle by air. 1. Tʜᴇ Dɪɴɴᴇʀ
In the original module, “Dinner at Ravenloft”
Cᴀᴛᴀᴄᴏᴍʙ Iɴʜᴀʙɪᴛᴀɴᴛꜱ
is a trap laid by Strahd. When the PCs do
Several of the inhabitants of the Catacombs something sufficiently impressive or
(K84) are deadly when unleashed, and can aggravating, Strahd sends them a letter
make excellent obstacles to a party of PCs inviting them to dinner at Castle Ravenloft.
invading the castle through its lower floors. They are peacefully escorted to the castle
The giant wolf spiders (Crypt 27) and the by the Count’s black carriage, greeted by
hell hounds and wraith (Crypt 38) can Rahadin, and directed to the Dining Hall
prove useful shock troops, as can the where they encounter an illusion of Strahd.
hundreds of swarms of bats (2d4 swarms The illusion summarily vanishes, the castle
per 10-foot square), which attack when drawbridge lifts, and the PCs are left
provoked or on Strahd’s command. trapped in a castle of nightmares.

Additionally, Strahd will make full use of the The dinner didn’t become a “true” dinner (in
many traps and hazards throughout the which the PCs actually dined with Strahd)
Catacombs, especially the invisible teleport until the earliest community guides. In these
traps, the brown mold (Crypt 29), the spiked versions, the dinner was either an
pit (Crypt 31), and the ghoul pit (Crypt 35). opportunity for Strahd to sow seeds of
division in the party, or it was the starting
Cʀᴀᴄᴋᴇᴅ Wᴀʟʟꜱ
point of the final battle, where Strahd
Two cracked walls exist in Castle Ravenloft, delivered his ultimatum to a party that had
each one wide enough to allow Strahd’s become too powerful or bothersome to
mist form to pass through: one between the contain.
Wine Cellar (K63) and the High Tower Stair
(K18); and one in the High Tower Stair Today, however, most DMs use the dinner
(K18) between the Chapel (K15) and the with Strahd as an opportunity for a low-level
Catacombs (K84). Should you choose to party (anywhere between 4th and 6th level)
remove Strahd’s Lair Action that allows him to encounter Strahd in-person—potentially
to pass through walls, floors, and ceilings for the first time. Not only does this let the
(see Strahd’s Tactics below for more PCs socialize with him in a low-stakes, low-
information on modifying and using Strahd’s conflict context, it also familiarizes them with
stat block), these two passages can prove
the villain of the campaign and his lair while depart when the invitation is delivered;
giving Strahd additional insight into their rather, he waits for the PCs to accept or
histories, secrets, and motivations. refuse the invitation in person.

Sᴛʀᴀʜᴅ’ꜱ Iɴᴠɪᴛᴀᴛɪᴏɴ If the PCs accept the invitation, Rahadin


bows, and notes that his Lord awaits their
Strahd invites the PCs to dine at Castle
presence eagerly. If the PCs reject the
Ravenloft the first time that the PCs
invitation, Rahadin activates his Deathly
complete any of the following objectives:
Choir ability as a warning sign, and reminds
them that Count von Zarovich does not take
● Restore the bones of Saint Andral to
kindly to those who refuse his hospitality. (If
the church in Vallaki
the PCs again reject the invitation, Rahadin
● Fend off the attacking vampire
nods and departs, but warns the PCs that
spawn during the Feast of Saint
they may come to regret their rudeness).
Andral special event
● Overthrow Baron Vargas Vallakovich
If the PCs ask Rahadin for more time to
and reinstall a new Vallakian
decide, he curtly informs them that the date
burgomaster
of the occasion is marked on the invitation,
● Defeat the Forest Folk at Yester Hill
and warns them not to offend his Lord by
● Clear the werewolf pack from the
rejecting his hospitality. He then departs.
Werewolf Den
● Neutralize the night hag coven at
No matter what, Rahadin assures the PCs
Old Bonegrinder
that their travel to the castle will be a
peaceful one; that they shall be free to
His goal in extending this invitation is as
come and go as they please during the
follows:
dinner; that no harm shall come to them by
Strahd’s hand or that of any creature that
● To take measure of the PCs as
serves him during the dinner; and that,
people and as heroes
should they accept, their transportation to
● To flaunt his power over these
dinner will meet them beyond the Barovian
newcomers to his land
Gates to the east of Vallaki.
● To scope out potential successors or
new consorts
The invitation is as follows:

When the PCs draw Strahd’s attention by


completing one of the listed objectives, he My friends,
sends Rahadin, his chamberlain, to hand-
I am honored to have hosted you in this land, my
deliver his invitation to dinner. (If, for some
home, and look forward to meeting you in
reason, Rahadin is indisposed or is poorly person. I have heard tell of your activities in my
disposed toward the PCs, Anastrasya domain, and wish to know those who have
delivers the message instead.) arrived in my beloved land of Barovia. As such, I
bid you dine at my castle in three nights’ time so
Rahadin arrives in Strahd’s black carriage, that we may meet in civilized surroundings.
and informs the party that their presence is
Your passage here will be a safe one, and you
expected at Castle Ravenloft. He does not
shall have full privileges of hospitality and guest
right for as long as you remain at Castle If the PCs accept Strahd’s invitation, he
Ravenloft. bows, notes that he looks forward to seeing
them and getting to know them better, and
I await your arrival. leaves.

Your host, If the PCs reject Strahd’s invitation, his


Count Strahd von Zarovich
mood darkens, and he asks them—politely
—if they mean to offend him. If necessary,
Sᴛʀᴀʜᴅ’ꜱ Rᴇᴍɪɴᴅᴇʀ he will (truthfully) reassure the PCs that no
harm will come to them for the duration of
If the PCs refuse or defer Rahadin’s
their visit, aiming to proactively dismiss any
invitation, Strahd visits them in person
fears they might have regarding his
within the next forty-eight hours. He may
honesty.
appear without pomp or circumstance, but is
more likely to arrive while the PCs are
If the PCs continue to reject his invitation,
preoccupied with or have recently
Strahd shares his regrets that his hospitality
completed another major task (e.g., battling
was not to their taste, and states simply that
the Forest Folk at Yester Hill).
he shall not make the mistake of offering the
party his friendship again. He then leaves.
When he does, he appears atop
Beucephalus, and may be accompanied by
From then on, Strahd will actively seek to
Anastrasya, if he feels that her diplomatic
torment the PCs, both personally and
skills may be useful.
through proxies, while working to forcibly
remove Ireena (if present) from their party.
He greets the PCs warmly, inquiring after
After all, it would be unbecoming of him to
them by name even if he’s not met them
entrust his bride’s safety to the hands of
personally before. He congratulates them
uncivilized brutes.
on their most recent accomplishments,
praising the specific achievements of
individual PCs (especially those who he Tʜᴇ Bʟᴀᴄᴋ Cᴀʀʀɪᴀɢᴇ
sees as potential consorts or successors), When the PCs arrive at the western
and shares his experiences with their Barovian Gate, they are met by Strahd’s
current tasks or recent objectives. black carriage, which opens its door at their
approach. On the carriage seat, Strahd has
For example, Strahd may reflect on the left a parchment-wrapped parcel and a
mythology of the Wall of Fog and the history small note sealed in crimson wax.
of the Forest Folk if the PCs have just
cleared Yester Hill, or he may discuss the The note reads simply: “A gift for your
history of the Vallakovich family if the PCs arrival.—S.v.Z.”
have recently overthrown Vargas’ rule. He
then asks how the PCs are enjoying their The parcel contains multiple black, velvet-
time in Barovia, and gently reminds them of lined traveler’s cloaks with silver trim,
his invitation. He then asks to confirm their accompanied by pairs of gloves of similar
attendance.
make, with one set included for each visitor Gᴇᴛᴛɪɴɢ Dʀᴇꜱꜱᴇᴅ
that Strahd is expecting.
If the PCs agree to dress for the occasion,
Escher and Sasha lead them to the lounge
Wᴇʟᴄᴏᴍᴇ ᴛᴏ Rᴀᴠᴇɴʟᴏꜰᴛ (K49), where Ludmilla is waiting for them. If
When the PCs arrive at Ravenloft, they are the PCs have previously encountered
greeted by Rahadin in the Great Entry (K8). Ludmilla at the Feast of Saint Andral, she
He welcomes them to the castle, and notes apologizes for her actions, and notes that
that the lord of the castle, Strahd, is Count von Zarovich has disciplined her for
currently occupied, but will be with them her errors.
shortly.
Each PC is asked to enter the Guest Room,
The group is swiftly joined by Escher and strip to their smallclothes, and allow
Sasha Ivliskova. Escher jovially greets the Ludmilla to use the prestidigitation cantrip to
PCs, and shamelessly flirts with any slowly and carefully remove any grime,
attractive male party members (while blood, and sweat from the PCs’ skin. The
making equally shameless vampire puns). PC is then directed to dress in a set of fine
Sasha, who has been freed from her crypt clothing chosen by Strahd himself, and
for the duration of the evening, keeps to returned to the lounge, where Escher
herself and greets the PCs with quiet, happily and chattily brushes their hair using
monosyllabic responses. a tarnished silver hairbrush.

If the PCs have not otherwise prepared for Any creature that exits the lounge is swiftly
the occasion by cleaning themselves and met by Rahadin, who instructs them to
purchasing formal wear, Rahadin notes his return to their companions.
mild disgust for the PCs’ dirt-stained, blood-
marked clothing, and informs the PCs that When the PCs leave the castle after dinner
they must make a good first impression if (see “Gifts from the Count” below), Sasha
they are to be allowed to dine with the lord returns them their clothes, now neatly
of Ravenloft. He then directs the PCs to cleaned and folded. When the PCs go to
follow Sasha and Escher to the guest room change, they will each notice that a small
and lounge upstairs, where they will be garment of theirs—e.g., a stocking, a sock,
cleaned and suitably dressed for the or a belt—is now missing.
occasion.
Escher carefully cleans the hairbrush
If the PCs refuse to change, Rahadin does between brushings, and provides Strahd
not force them to do so, but makes his with the hairs (and the stolen garments) for
displeasure clear. He does, however, use in scrying.
request that they wait in the lounge with
Escher and Sasha until Strahd is ready to Tʜᴇ Dɪɴɴᴇʀ
receive them. When the PCs are fully dressed, or at a
suitable moment after they’ve waited in the
lounge, they are summoned downstairs by
Rahadin to enter the dining hall.
and debates with clerics, paladins, and
There, Strahd is waiting for them, playing a druids. He may ask PCs where they
mournful melody on the pipe organ as studied, how they gained their experience,
described in the original module. When the or what drew them to their field of interest.
song concludes, he turns and greets them While he may share information about
warmly, by name. himself as-needed, he prefers listening to
speaking, and will always turn an anecdote
Strahd welcomes the PCs to Ravenloft, and about himself into a question regarding a
inquires after their health, their enjoyment of PC’s history or interests. He displays
their journey to Ravenloft, and their time in genuine interest at all times, and is glad to
the valley of Barovia. He asks how they be vulnerable, even to the point of
have enjoyed their time in his land, and discussing the nature of the curse of
asks their opinion on Castle Ravenloft. vampirism—with three exceptions:
During this time, Escher and Sasha,
assisted by a pair of unseen servants ● He never mentions his brother,
bearing trays of wine glasses and bottles of Sergei, or acknowledges the nature
Red Dragon Crush wine, serve drinks and of his death
small refreshments to the party. ● He never mentions or acknowledges
the nature of Tatyana’s death, or the
When Strahd feels that introductions have events of her wedding day
come to an end, he invites the PCs to take a ● He never shares or discusses the
seat at the table. Once they have, Escher source of his vampiric curse (the
and Sasha, once more assisted by the Amber Temple), or his reasons for
unseen servants, swiftly bring forth an obtaining it
assortment of delicious foods and drinks, as
described in the original module. Strahd Halfway through the conversation, Escher
himself takes a glass of wine alongside a informs the party that they’ve run out of
plate of roast pig and root vegetables, but a wine, and asks for help in bringing up a
player with a passive perception greater fresh barrel, claiming that it’s too heavy for
than 15 notices that Strahd never touches him to carry alone. If a PC accepts, he
his food, and that the liquid in his wineglass guides them downstairs via the South
is a deeper, fuller red than that in the Tower Stair (K21), over the Elevator Trap
players’ glasses. (K61), and through the Servants’ Hall into
the Wine Cellar (K63). The Elevator Trap
While eating, Strahd engages the PCs in a has been deactivated, leaving a noticeable
lively conversation, exploring their histories, divot in the stone floor.
interests, goals, passions, and experiences.
If needed, he shares information from his The door to the Kitchen (K65) is open; as
own past, such as his conquest of Barovia, they pass, the PC clearly notices a dead
his tales of previous guests of the castle, or Barovian—a young man or woman—hung
his relationship with King Barov and Queen upside-down from the ceiling, their blood
Ravenovia. He is instantly intrigued by any slowly draining into a large basin below.
PC that studies magic or deals with dark Escher notices their glance, and, shrugging,
powers, and enjoys theological discussions asks: “You didn’t forget that you were
having dinner with monsters, did you?” He been disabled in Area K27. The “floating”
flashes a fanged smile and continues skeletons from Area K26 have been
forward, retrieving a fresh barrel of Red similarly removed. Strahd and Ludmilla
Dragon Crush before returning upstairs. have also placed a glamor over these public
areas of the castle, covering up the
While Escher is downstairs, Strahd cobwebs, dust, and other signs of
occupied himself in conversation with one of desecration or disrepair. A detect magic
the other PCs specifically. Sasha, taking spell, however, or a character inspecting
advantage of the distraction, slips a note their surroundings too closely reveals the
into one of the PCs’ laps while refilling their illusion.
drink. The note, if unfurled, reads: “Not
everyone here is an enemy.” During the tour, Strahd shares the history of
the castle, including notable guests (e.g.,
This note is a lie. Strahd directed Sasha to Duchess Dilisnya, Pidlwick, or Patrina
deliver it to the PCs as payment for being Velikovna), its major architects (Khazan and
permitted to leave her crypt for the evening. Artimus), and the religious symbolism of the
However, if confronted, Sasha insists that Morninglord and Mother Night. If asked
the note was genuine, and will willingly about the fate of the castle’s guests or
assist the PCs with any schemes they may builders, he shares solemnly that their
have in Castle Ravenloft—even while bodies rest in the catacombs beneath the
keeping Strahd informed as to their plans castle.
and secretly working to trap or sabotage
them. If asked for a tour of other parts of the
castle, Strahd apologizes, noting that
Tᴏᴜʀ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ several areas of the keep are devoted to
private quarters or are under reconstruction,
After dinner, Strahd offers the PCs a tour of
and may be too dangerous to host visitors.
Castle Ravenloft. If the PCs accept, he
leads them on the following route:
Strahd does not move to stop any PC who
attempts to sneak away during this tour.
● Guests’ Hall (K9)
However, all doors are locked (using
● Great Entry (K8)
Strahd’s lair action), and any PC whose
● Hall of Faith (K14)
Stealth check fails to exceed Strahd’s
● Chapel (K15)
passive Perception is swiftly met by
● North Chapel Access (K16)
Rahadin, who confronts them with catlike
● Creaky Landing (K29)
grace and insists that they return to their
● King’s Balcony (K28)
companions, lest they fall into danger while
● King’s Hall (K27)
exploring somewhere they shouldn’t. A PC
● Guards’ Post (K26)
that goes undetected by Strahd has 2d4
● Audience Hall (K25)
minutes to explore the castle alone, after
which Rahadin finds them and attempts to
The PCs face no random encounters as
return them to the party.
they explore. Additionally, the Strahd
zombies have been removed from Area
K28, and the Flight of the Vampire trap has
Dᴀɴᴄɪɴɢ ᴡɪᴛʜ ᴛʜᴇ Bʀɪᴅᴇꜱ accountant. Lief does not dance, but will sip
a glass of wine while glowering from across
When the tour concludes in the Audience
the room.
Hall, Strahd and the PCs are met by
Ludmilla, Anastrasya, and Volenta, as well
as a number of magically animated Gɪꜰᴛꜱ ꜰʀᴏᴍ ᴛʜᴇ Cᴏᴜɴᴛ
instruments. As the music plays, Strahd When the dancing has concluded, Strahd
invites the PCs to dance with each other or escorts the PCs to the Great Entry, where
any of his brides, and personally dances or Rahadin awaits. If the PCs have impressed
converses with any PC who may make a Strahd during the dinner, Rahadin is
suitable successor or consort. During this accompanied by three unseen servants,
time, Strahd pries deeper into his dance each one bearing a silver tray that holds
partner’s history and goals, and attempts to one or more parcels.
gauge their worthiness for his throne or
companionship. Each parcel contains a small, personalized
gift for one of the PCs (excluding any that
During this time, Anastrasya looks to dance insulted or failed to impress Strahd during
with the PC who appears most easy to the visit). These gifts are nonmagical, non-
manipulate, and looks to extract any secrets valuable trinkets, but are tailored to the PCs’
or hidden information that she can. individual interests. They may be a book of
hymns to the Morninglord, a well-crafted
Ludmilla dances if she must, but is tight- instrument, a platinum dagger, or a
lipped and unfriendly. notebook of alchemical theorems.

Volenta happily latches onto whichever PC Before they depart, Strahd then offers the
appears most visually striking, and PCs a job. He informs them that an
serenades them with joyful babbles and infamous assassin named Rudolph van
questions regarding her morbid interests Richten with a genocidal hatred for the
(e.g., “Did you know how much blood is in a Vistani has come to Barovia, and that van
churchmouse?”) . After she’s regaled the Richten seeks to slay Strahd for his role as
PC with her childlike, but disturbing hobbies, the Vistani’s protector. He warns the PCs
she asks the PC if they’re interested in that van Richten may appear to be an old
seeing her artistic “masterpiece.” man, but that he is a dangerous, wiley,
Regardless of their answer, she attempts to paranoid individual with a lifetime’s
drag them downstairs to the Hall of Bones experience in death and a vast collection of
(K67) via the King’s Accountant (K30) and lies and cover stories at his disposal. If the
the South Tower Stair (K21), where she PCs apprehend him—alive—and return him
gleefully presents the ossuary she’s to Castle Ravenloft, Strahd truthfully
constructed alongside Cyrus Belview— promises them each a treasure from his
including the enormous dragon’s skull she vault.
found mounted in the castle courtyard.
Whether the PCs accept his job or not,
At some point, either before or after Volenta Strahd bids them farewell, and provides
has departed, Escher enters the hall them safe return passage to their choice of
alongside Lief Lipsiege, Strahd’s Vallaki or Barovia via his black carriage.
4. A foretold encounter with Strahd in
2. Tʜᴇ Hᴇɪꜱᴛ
the location predicted by the
There are several objectives within Castle Tarokka reading
Ravenloft that the PCs may want to
complete before entering their final battle Only the third and fourth possibility bring
with Strahd. They may seek to fulfill a Strahd directly to the PCs; in the first and
personal quest by returning Tasha second case, Strahd hears the trap from his
Petrovna’s holy symbol to the Abbey of coffin and arrives at the PCs’ location in 4d4
Saint Markovia, put the revenants to rest by rounds.
restoring the skull of Argynvost to its crypt at
Argynvostholt, locate a foretold Tarokka Strahd’s brides are jealous, territorial, and
treasure from the castle’s depths, or rescue prideful beings, and are under strict orders
a kidnapped ally (or Ireena) from Strahd’s by Strahd to guard the grounds of Castle
clutches. Ravenloft with their lives; if bested by the
PCs, they will sooner die than flee. Rahadin
Gᴇᴛᴛɪɴɢ Iɴꜱɪᴅᴇ is similarly dedicated, and will fight to the
These castle infiltrations—or “heists”—will death if encountered.
most likely take place while the PCs are
between level 6 and level 8. As such, the However, if Strahd is notified of the PCs’
PCs may not even have the Holy Symbol of intentions ahead of time (e.g., through his
Ravenkind or Sunsword when they disguise as Vasili von Holtz, through a
undertake this dangerous mission. timely scrying spell, or through a report from
Therefore, the PCs’ first priority upon his bestial or human spies that the PCs are
entering the castle is the same: Evade heading toward the castle), he will track the
Strahd’s attention, and avoid his wrath at all PCs from the moment they enter the castle.
costs.
If Strahd has previously been suitably
Strahd is not omniscient. While he has impressed by the PCs on a previous
many spies and servants throughout occasion, he may even allow them to carry
Barovia and the castle, he does not have out their mission unmolested. After all, the
eyes and ears everywhere—including within symbol of a dead saint holds little interest to
Castle Ravenloft. As such, we can assume him, the skull of a dead dragon is hardly
that there are four ways for Strahd to learn more than a sentimental object, and he can
of the PCs’ presence: always retrieve Ireena later.

1. The activation of the drawbridge trap The only exception is if the PCs retrieve one
following the PCs’ conversation with of the three foretold Tarokka items from
the illusion of Strahd in the Dining Castle Ravenloft (the Holy Symbol,
Hall (K9) Sunsword, or Tome of Strahd). If he is
2. The activation of the Elevator Trap aware of the PCs’ presence and learns that
(K61) they have obtained one such treasure within
3. A random encounter with Strahd Castle Ravenloft’s walls, Strahd will not
himself within Castle Ravenloft allow the PCs to depart until that item is
retrieved.
Tasha Petrovna’s Holy Symbol. If one of
There are, however, two possible occasions your PCs has been given a personal
when the PCs can visit Castle Ravenloft Tarokka reading by Madam Eva that
while Strahd is not present: instructs them to recover Tasha Petrovna’s
holy symbol and restore it to the saint’s
● Red Moon. Once per fortnight, grave at the Abbey of Saint Markovia, they
halfway between the New Moon and can find the symbol in Tasha Petrovna’s
Full Moon, a red moon rises over crypt (Crypt 11) in the Catacombs (K84).
Barovia. On this night, Strahd visits Once obtained, the symbol can be returned
the Wall of Fog on Yester Hill atop to the Sun’s Grave in the Graveyard (S7) of
Beucephalus, where he gazes into the Abbey of Saint Markovia, where the PCs
the vision of his ancestral homeland will receive a ring of regeneration as a
beyond the mists. The PCs can reward.
learn of this from the Forest Folk,
Mordenkainen, Rudolph van Skull of Argynvost. If the PCs have
Richten, Ezmerelda, or Strahd previously undertaken Argynvost’s quest at
himself (who may mention it to the Argynvostholt, they can locate the dragon’s
PCs during the dinner at Castle skull in the Hall of Bones (K67). If they have
Ravenloft or following the ritual at previously attended dinner with Strahd, they
Yester Hill). may have recently seen the skull when
● Blood Tax. Should Fiona Wachter shown Volenta’s “masterpiece.” The skull is
become Baron of Vallaki, she soon heavy—250 pounds—and must be properly
implements an old custom: the and carefully transported to the Dragon’s
Blood Tax. Once per month, on a Mausoleum (Q16) in Argynvostholt. Once
night chosen by Strahd, the vampire placed there, the spirit of Argynvost will
rides to Vallaki in his black carriage illuminate the beacon at the top of the
at midnight. There, he selects one highest tower, laying the revenants’ spirits
Vallakian—always one with a soul— to rest and providing a +1 bonus to AC and
as tribute. The chosen townsfolk saving throws for all creatures who oppose
vanish with Strahd into the black Strahd von Zarovich.
carriage, and are never seen or
heard from again. Tarokka Treasure. There are several
locations within Castle Ravenloft where
A sufficiently ingenious party may also Madam Eva’s Tarokka reading can place
attempt to lure Strahd out of Castle one of the Tarokka artifacts:
Ravenloft through other (difficult, and likely
complex) means. ● The chapel (K15).
● The audience hall (K25)
Tʜᴇ Tᴀʀɢᴇᴛꜱ ● The study (K37)
● The treasury (K41)
There are several objectives that the PCs
● The north tower peak (K60)
may target while infiltrating Castle
● The wine cellar (K63)
Ravenloft. Their purposes, locations, and
● The Hall of Bones (K67)
means of access are as follows:
● The crypt of Artank Swilovich (K84, has gained Strahd’s favor and therefore
Crypt 5) their freedom from the Barovian mists, their
● The crypt of Endorovich (K84, Crypt only escape from this cursed land is through
7) Strahd’s death. As such, once they feel
● The unnamed crypt in the sufficiently prepared—most likely after
catacombs (K84, Crypt 31) reaching level 10, obtaining all three
● The crypt of Gralmore Nimblenobs Tarokka items and their foretold ally, and
(K84, Crypt 37) potentially reconsecrating the Fanes of the
● The crypt of General Kroval “Mad Ladies Three, the PCs may choose of their
Dog” Grislek (K84, Crypt 38) own volition to storm Castle Ravenloft and
● Sergei’s tomb (K85) slay the vampire at the location foretold by
● Strahd’s tomb (K86) Madam Eva.
● The tomb of King Barov and Queen
Ravenovia (K88) Throughout the campaign, Strahd will likely
appear to the PCs time and time again, both
Strahd is either unaware of the treasure’s in casual conversation and in open, hostile
location there (in the case of the Sunsword), conflict. However, once the PCs grow
has forgotten its presence (in the case of sufficiently powerful (e.g., possessing both
the Holy Symbol), or has spared little the Holy Symbol of Ravenkind and the
thought to it (in the case of the Tome of Sunsword while at level 8 or above), Strahd
Strahd). will not dare face them in open combat. As
such, he may choose to initiate the final
Kidnapped Ally. If Strahd has kidnapped battle by forcing the PCs into a position
one of the PCs’ allies (e.g., their foretold where they must enter Castle Ravenloft—
ally, one of the Martikovs, or another his lair and the seat of his power—and so
friendly NPC), they have been shackled, fall by his hand.
gagged (if capable of spellcasting), and
imprisoned in the empty cells of either the Iɴꜰɪʟᴛʀᴀᴛɪɴɢ ᴛʜᴇ Cᴀꜱᴛʟᴇ
North (K74) or South (K75) Dungeons.
If the PCs aim to kill Strahd in accordance
with Madam Eva’s fortune telling, they can
If Strahd has kidnapped Ireena, or if Ireena
enter the castle via any of the entrances
has ventured willingly to Castle Ravenloft,
listed above before making their way to the
she can be found in the King’s Bedchamber
foretold location. If Strahd locates the PCs
(K42), charmed by Strahd. For the duration
via random encounter or because of the
of Ireena’s stay, Gertruda has been
Elevator Trap or drawbridge trap, he
relocated to the Guest Room (K50).
retreats once wounded. If Strahd is
However, if Strahd has already wed Ireena,
encountered in the foretold location, he
she can be found in her crypt in the
fights to the death to defend his lair (see
Catacombs (K84, Crypt 18) as a vampire
“Strahd’s Tactics” below).
spawn.

Iɴᴠɪᴛᴇᴅ ᴛᴏ Dɪɴɴᴇʀ
3. Tʜᴇ Fɪɴᴀʟᴇ If Strahd believes that the PCs may be
All Curse of Strahd campaigns must end, tempted to leave Barovia rather than killing
and yours is no different. Unless the party
him (and if he believes that none of the PCs interests, he triggers the “Declaration of
are capable of flight), he sends the following War” finale (see below) instead.
invitation via bat, Vistani, or (if he still lives)
Rahadin: Cʀᴀꜱʜɪɴɢ ᴛʜᴇ Wᴇᴅᴅɪɴɢ
If Strahd has previously kidnapped Ireena,
My friends, or if the Ireena has made her way to Castle
Ravenloft of her own volition, Strahd soon
It would appear that we are at an impasse. While
issues the following invitation to the PCs
I have enjoyed this game that we have played, I
am not without mercy—or without a sense of (which arrive via bat, or are delivered to
practicality. their most common place of residence, such
as the Blue Water Inn in Vallaki):
It is my understanding that you seek to depart my
lands for greener pastures. It has been a
pleasure to host you in my domain, but it may yet Count Strahd von Zarovich
be that your time in my lands is growing short. son of the late King Barov and the late Queen
Ravenovia, Conqueror of the Delmoreans, and
Know that it was by my will that you entered Lord of Barovia
Barovia, and by my will alone that you may yet
leave it. I entreat you to join me at Castle and
Ravenloft to dine at your earliest convenience,
where we may discuss the terms of your the Lady Ireena Kolyana
departure face-to-face. daughter of the late Burgomaster Kolyan
Indirovich and the late Ira Mironova
I look forward to your arrival.
request the honor of your presence
Your gracious host, at their wedding
Count Strahd von Zarovich
upon the First Eve
of the Feast of the Moon
This invitation is, of course, a trap. When at sundown
the PCs arrive at the castle, they are
directed by Rahadin (or another of Strahd’s The Chapel of the Sun
surviving trusted servants) into the Dining Castle Ravenloft
Hall (K9). There, they are greeted by the
illusion of Strahd described in the original Should your PCs decide to attend and
module, which soon causes the lights to attempt to disrupt the wedding, run the
extinguish, the doors to slam shut, and the (paid) “Wedding At Ravenloft” expansion by
drawbridge to raise—trapping the PCs Wyatt Trull.
within Castle Ravenloft. From then on,
Strahd pursues the PCs throughout the Dᴇᴄʟᴀʀᴀᴛɪᴏɴ ᴏꜰ Wᴀʀ
castle, aiming to hunt them down one-by-
If Strahd has exhausted all other means of
one.
stealing the Tarokka artifacts, ambushing
the PCs in greater Barovia, or luring the
If this invitation goes ignored, and if the PCs
PCs to Castle Ravenloft, he instead selects
continue to pose a threat to Strahd or his
a more nuclear option: an outright (though
veiled) declaration of war.
● Doru
Once Strahd begins to believe that the PCs
pose a true threat to him, he begins to Employing Beucephalus, his black carriage,
gather charmed Barovian scouts from and the assistance of Rahadin, his brides,
Vallaki and Barovia, until a total of 24 scouts and any Vistani or Vallakian spies, Strahd
are housed at Castle Ravenloft. The scouts oversees a mass kidnapping effort and one
are split into two groups of 12, which are or more nights of terror throughout Barovia:
stationed behind the arrow slits in the north
archer’s post and south archer’s post on the ● A charmed Vallakian invites Strahd’s
third-floor Parapets (K46). The scouts are forces into the living chambers of the
staggered in three shifts, with eight scouts Blue Water Inn, where Urwin and
sleeping on the stone floor of the archer’s Danika are nearly killed and Brom
posts at any one time. These sharp-eyed and Bray are locked in silver
and sharp-eared archers are joined by a manacles (which burn their skin and
pair of wights, who employ their darkvision prevent them from transforming)
to constantly scan the night sky and ● Dmitri Krezkov’s house is burned to
drawbridge for approaching PCs. the ground (forcing the family and
their children into the unprotected
If he believes the PCs may approach by air village grounds)
(and so gain entry via the Servants’ ● Felix is forcefully removed from the
Entrance or Tomb of King Barov and Queen Orphanage (by a charmed Ernst
Ravenovia), Strahd also directs six wights Larnak or other Vallakian spy)
and eight swarms of bats to defend the ● Milivoj and Yeska are forced into the
Overlook (K6). Additionally, Ludmilla black carriage (if the Church of Saint
instructs the coven of Barovian witches (if Andral is unconsecrated or
alive) to set their black cat familiars to guard destroyed)
the Servants’ Entrance (K23) and the ● Strahd requests dinner at
staircase beneath the Tower Roof (K57), Wachterhaus, and charms Fiona
alerting the coven to the presence of any and Stella, forcing the girl to return
intruders. with him to Castle Ravenloft
● Chief Sigrid’s tent is burned to the
While the PCs are next away on a quest or ground (forcing her family and her
mission, Strahd and his minions kidnap the children into the unprotected and icy
children and other NPCs that the PCs have grounds of Yaedrag’s crater)
grown most attached to throughout the ● Doru is forcefully removed from the
module. This may include: church in Barovia, and Donavich
slain if he resists
● Brom & Bray Martikov
● Alana Krezkova The children are manacled, blindfolded, and
● Felix (from Saint Andral’s gagged, and placed on the second floor of
Orphanage) the Daern’s instant fortress within Strahd’s
● Milivoj and Yeska treasury (K41). Strahd also kidnaps and
● Stella Wachter (if cured) charms Parriwimple, who he sets alongside
● Kaldur (of Yaedrag)
a charmed Doru (if present) to guard the the PCs are directed by Rahadin (or
children from attack. another of Strahd’s surviving trusted
servants) into the Dining Hall (K9).
Sᴛʀᴀʜᴅ’ꜱ Uʟᴛɪᴍᴀᴛᴜᴍ
Immediately after the hostages are taken, There, they are greeted by Strahd, the
Strahd instructs one of his Vistani spies (or, charmed Barovian scouts, and Gertruda.
failing that, a charmed Vallakian or Strahd greets the PCs warmly, and
Barovian) to deliver the following message describes the terms of the hostages’
to the PCs: release: the unconditional surrender of the
Holy Symbol of Ravenkind, the Tome of
Strahd, and the Sunsword, and the
My dearest friends and subjects, immediate exit of the PCs from his lands.
Strahd (falsely) promises that the PCs will
It has been too long since I have enjoyed the
pleasure of your company. As such, I bid you join be allowed to depart Barovia unharmed and
me for dinner tomorrow evening at sundown at unmolested, and that the hostages will be
Castle Ravenloft. safely released to their families once the
transaction is complete. If the PCs refuse
I understand that a two-party dinner is a Strahd’s offer, he promises in veiled terms
lonesome affair. As such, I have taken the liberty that the hostages may not survive to the
of inviting several of our mutual acquaintances to
following sunrise.
join us for this momentous occasion. I am
delighted to share that they are currently enjoying
the hospitality of Castle Ravenloft, and look In truth, Strahd has no intention of
forward to your imminent arrival. upholding his end of the bargain (a fact he
will shamelessly and repeatedly deny).
For the safety of my retainers and our guests, I Once the PCs hand over the items they
must insist that you come alone and unarmed, hold, Strahd causes the lights to extinguish,
save for the holy relic and blessed blade you now
the doors to slam shut, and the drawbridge
carry. Should these requests prove overly
burdensome to you, I fear that I may be unable to to raise—trapping the PCs within Castle
offer my hospitality to you, or to continue offering Ravenloft. Strahd then immediately attacks.
it to our treasured guests.
Rᴇꜱᴄᴜɪɴɢ ᴛʜᴇ Hᴏꜱᴛᴀɢᴇꜱ
I am sure you have grown weary of this game we
play. Fear not—it shall end soon. The password to the instant fortress is set to
the name: “Ravenovia.” Without the
Sincerely, password, the fortress can only be entered
via teleportation (e.g., misty step) or
Your Lord and Master, transformation into a Tiny creature or
Strahd von Zarovich smaller (e.g., polymorph or gaseous form).

If the PCs travel to Castle Ravenloft at the If the PCs have restored the Sunsword at
predetermined time, they face no random the blessed pool of Krezk and instilled it with
encounters along the way and are met by Sergei’s spirit, Sergei can share the names
the black carriage near the western of the royal family and any other potential
Barovian gate, which transports them to the passwords if asked. Sergei can also
front gates of Castle Ravenloft. Once inside, suggest potential places that the hostages
may have been stored: the dungeons, the fortress, whose protection shields the PCs
catacombs, the high tower peak, or the from any hostile encounters for the duration
third-floor treasury (though Strahd has of their rest), Strahd brings any surviving
walled off the former entrance via the Barovian scouts from the third-floor
parapets and Sergei does not know how to parapets to the foretold location, where they
gain entry via the study). stand guard at his side.

If contacted via Sending or similar magic, Sᴛʀᴀʜᴅ’ꜱ Tᴀᴄᴛɪᴄꜱ


the hostages can share the approximate
elevation of their imprisonment (an upper Sᴛʀᴀʜᴅ’ꜱ Sᴛᴀᴛ Bʟᴏᴄᴋ
floor of the castle), but not their exact
Strahd’s as-written statblock, while directly
location or means of entry. Parriwimple and
templated from the vampire entry in the
Doru both know the password to open the
Monster Manual, can be severely
instant fortress (having overheard Strahd
underwhelming for a party of 10th-level PCs
saying it), and will provide it to the PCs if
in Curse of Strahd. The reason for this is
Strahd’s charm is broken or suppressed
twofold: the Holy Symbol of Ravenkind and
(and, in Doru’s case, if he is sufficiently
the Sunsword.
intimidated or wounded).
As-written, Strahd actually has a CR of 19
If Strahd becomes aware of the PCs’
(which can be determined using a standard
presence in the castle before the hostages
online CR calculator). However, this CR
are rescued, and if the PCs delay their
assumes that Strahd is fighting in a vacuum;
arrival by ten minutes or more (e.g., by
in other words, it assumes that he is fighting
casting Prayer of Healing, taking a short
in his preferred territory (e.g., darkness).
rest, or wandering the castle for a long
period of time), he retrieves the PCs’ most
If Strahd’s Sunlight Hypersensitivity feature
beloved hostage from the treasury and
is taken into account, we can make the
brings them to the foretold Tarokka location,
following adjustments to his statblock while
where he waits for the PCs to arrive.
he is in direct sunlight or within range of the
Parriwimple, Doru, or any of the other
Holy Symbol:
hostages can inform the PCs that Strahd
removed the chosen hostage shortly before
● The average attack bonus for
their arrival.
Strahd’s Claws attack is reduced
from +9 to +6 (due to disadvantage
When the PCs arrive at the foretold location,
from Sunlight Hypersensitivity)
if Beucephalus is still alive, Strahd
● Strahd’s regeneration is negated
commands him to escort the charmed
● Strahd has two fewer Legendary
hostage to a secure place (likely the North
Resistances (as he is forced to use it
Tower Peak or Strahd’s Tomb, whichever is
each time he is affected by the Hold
further). He then taunts the PCs before
Vampires ability from the Holy
engaging them in battle.
Symbol of Ravenkind, which he has
only a 65% chance of making his
If the PCs choose to take a short rest after
saving throw against. This assumes
saving the hostages (e.g., within the instant
an average combat encounter length whittle down the PCs from afar while forcing
of four rounds) them to waste their resources. This “guerilla
● Strahd has approximately 80 fewer warfare” strategy is detailed in-depth in my
hitpoints (due to damage from article, “The Genre-Savvy Strahd: A Guide
Sunlight Sensitivity, assuming an to Running Combat for D&D’s Most
average combat encounter length of Dangerous Villain.”
four rounds)
However, it is my firm belief and experience
Under these circumstances, Strahd has a that this strategy is unfulfilling for both the
CR of 12—barely more than Baba Lysaga DM (who must oversee a boring game of
or her Creeping Hut. When placed against cat-and-mouse for several hours), and the
five 10th-level PCs and Ezmerelda (the PCs (who, without the use of Telekinesis or
equivalent of an 8th-level PC), Strahd alone Wall of Force and an exceptional amount of
barely registers as an Easy encounter using luck, are physically unable to win). A final
the DMG’s rules for encounter building. battle using Strahd’s RAW statblock is
binary: either Strahd is destroyed in short
Averaged together, these best- and worst- order, or the players are destroyed over the
case CRs give Strahd’s given RAW course of a long, hopeless slog.
Challenge Rating of 15. However, we can
assume that most parties can defeat an Therefore, I’ve designed a customized
Easy encounter in 1-2 rounds—which Strahd statblock to meet the following goals:
means that if Strahd allows himself to enter
the range of the Sunsword and Holy ● Tough enough to last the length of a
Symbol for even a single round, he risks full high-level combat encounter (5-8
defeat. In other words, if Strahd ever faces rounds)
the PCs in a head-on combat after they ● Powerful enough to match the PCs
obtain the Tarokka artifacts, he will be in action economy
utterly demolished. ● Resourceful enough to address or
escape most compromising
While you may choose to supplement situations
Strahd’s forces with other monsters from ● Flavorful enough to provide an
Castle Ravenloft (e.g., the brides, wights, engaging, exciting, and in-character
shadows, etc.), aside from Rahadin, the combat experience to the PCs
vast majority of Strahd’s potential allies are
either far too weak to make a difference (in To this end, I have made the following
the case of the werewolves or Barovian changes to Strahd’s statblock:
witches) or equally vulnerable to sunlight (in
the case of most undead). As such, buffing ● Increased his Hit Dice to 30,
Strahd’s encounter level with the addition of increasing his hitpoints to 255
other monsters and NPCs is a difficult and ● Added +1 to his Proficiency modifier
suboptimal task. ● Increased his spellcaster level to 10
● Replaced his spell list with more
Under these circumstances, Strahd’s standard, useful, and interesting
strategy is simple: Do everything he can to spells
● Replaced his lair actions with a new
suite of flavorful, powerful, and See below or click here to view the full
diverse lair actions statblock:
Strahd also gains the following Lair Actions The sphere ignites flammable
while in Castle Ravenloft: objects not being worn or carried,
and it sheds bright light in a 20-foot
● Strahd targets any number of doors radius and dim light for an additional
and windows that he can see, 20 feet. It lasts until Strahd uses
causing each one to either open or another Lair Action or until dispelled.
close as he wishes. Closed doors ● Strahd magically calls four swarms
can be magically locked (needing a of bats or swarms of rats. Each
successful DC 20 Strength check to swarm appears next to a hostile
force open) until Strahd chooses to creature that Strahd can see, makes
end the effect, or until Strahd uses an attack against that creature, and
this lair action again. then exits the area.
● A 40-foot radius sphere of fog
appears centered on a point within At full strength, this revised Strahd is CR21
120 feet of Strahd that he can see. —comparable to Acererak of Tomb of
The sphere spreads around corners, Annihilation. While within sunlight, Strahd’s
and its area is heavily obscured. It revised CR is 14. Assuming Strahd spends
lasts until Strahd uses another Lair half of the final battle in sunlight (as his
Action or until a wind of moderate or RAW statblock does), this results in an
greater speed (at least 10 miles per average CR of 17, or a Medium encounter
hour) disperses it. for a party of five 10th-level PCs plus
● Grasping ghostly hands sprout from Ezmerelda.
the ground and walls in a 10-foot
cube starting from a point within 90 Cᴏᴍʙᴀᴛ Tᴀᴄᴛɪᴄꜱ
feet of Strahd that he can see. For This revised Strahd is a far tougher and
the duration, these hands turn the capable opponent than the RAW version.
ground in the area into difficult Even so, he is still, first and foremost, a
terrain. A creature in this area must skirmisher. While fighting in Castle
immediately make a Strength saving Ravenloft, he sets up an ambush, strikes
throw or be restrained by the hard, and retreats when moderately
grasping hands until this effect ends. wounded (179 HP) if Ireena is not present,
A creature restrained by these or severely wounded (102 HP) if she is.
hands can use an action to make a
DC 18 Strength saving throw; on a Strahd places the greatest value on his 5th-
success, it frees itself. level spell slots; he uses these slots only to
● A 10-foot diameter sphere of fire cast Animate Objects. He always reserves
appears in an unoccupied space of one 4th-level spell slot to cast greater
Strahd's choice within 60 feet that he invisibility in case he needs to escape, and
can see. Any creature that starts its uses counterspell and dispel magic as-
turn within 5 feet of the sphere must needed to block spells of 3rd level or lower
make a DC 18 Dexterity saving that would empower his enemies (e.g.,
throw. The creature takes 3d6 fire haste or fly).
damage on a failed save, or half as
much damage on a successful one.
He uses his Legendary Resistances only to If the PCs are outdoors, Strahd may also
avoid any incapacitating effects (e.g., hold cast fly on himself to keep out-of-reach of
monster or the Hold Vampires ability of the any melee attackers.
Holy Symbol); otherwise, he relies on
absorb elements and his regeneration to When the conditions are right, Strahd
protect him from direct damage. strikes, using his Legendary Actions to
approach his target as quickly as possible.
Strahd’s tactics can be divided into four
phases: ambush, attack, harass, and Aᴛᴛᴀᴄᴋ
retreat. During the Attack phase, Strahd hits hard
and fast, focusing almost entirely on his
Aᴍʙᴜꜱʜ chosen prey. He uses all three legendary
actions, plus his multiattack, to take his
During the Ambush phase, Strahd seeks to
target’s health down as quickly as possible.
establish surprise when he attacks the PCs
If he can hit four or more targets without
—both to avoid the sunlight of the Sunsword
hitting Ireena, he’ll cast Fireball first. He’ll
for as long as possible and to gain the
use his Lair Action to imprison his target
upper hand on his first attacks.
with ghostly hands, and cast Absorb
Elements to protect himself from any
During this phase, he uses his Spider
elemental damaging spell of 3rd-level or
Climb ability to relocate to hard-to-reach
higher while enhancing his Unarmed
places (such as the ceiling), and uses his
Strikes.
high Stealth to conceal himself from sight.
He relies on his high Perception to detect
the PCs as they approach. If the PCs leave Hᴀʀᴀꜱꜱ
for another part of the castle, he follows If Strahd is moderately wounded (179 HP)
them in the form of mist (if they’re in the and Ireena is not present, it’s at this point
main castle) or the form of a bat (if they’re in that he’ll move to the Retreat stage.
the catacombs or moving quickly), always However, if Ireena is present, he’ll instead
taking care to avoid the radius of sunlight. move to the Harass stage.

Strahd will then aim to isolate and distract Here, his goal is to weaken his prey for
the PCs, either by: future encounters, taxing their resources
and health. He will aim to use his
● Using his Lair Action to summon movement, plus his legendary actions, to
swarms of bats to harry a stay out of the reach of the Sunsword, while
concentrating spellcaster attacking his target with multiattack
● Casting Blindness/Deafness to Unarmed Strike attacks or Fireball (with the
weaken his prey or incapacitate a same restrictions as before). If any PC is at
spellcaster, or or below 30 hit points, Strahd casts blight
● Casting Animate Objects or using from afar, aiming to take them down to zero.
his door-locking Lair Action to
separate his target from their Strahd will spend his reaction on Shield, but
companions only against attacks with magical weapons
by rogues or paladins or melee attacks from with a Divine Smite? What animal forms
monks. He’ll use his Lair Action to summon does the druid favor, and how adept is the
the flaming sphere, focusing on blocking or rogue at picking locks?), and prepare
harassing enemy interlopers while he accordingly.
focuses his damage on his target.
He’s seen the Sunsword in action before,
Rᴇᴛʀᴇᴀᴛ and his +10 to Religion means that he
When Strahd is severely wounded (102 almost certainly knows what the Holy
HP), he will Disengage and move to retreat. Symbol of Ravenkind is capable of.
If he has enough spell slots, he’ll cast Misty
Step instead of Disengaging. He uses his When running Strahd in combat,
Lair Action to summon a fog cloud, and preparation is king. Review your PCs’
uses Shapechange to shift to bat form character sheets and magic item lists in-
(though he prefers mist form if he can depth, and jot down any special abilities or
escape through a door, or Greater spells that they reveal to Strahd or his spies.
Invisibility if he’s within sunlight).
Whenever possible, Strahd prioritizes killing
He’ll use his Legendary Actions to get out spellcasters first, followed by skirmishers
of sight, then Hide to conceal himself. He’ll and strikers (such as rogues or monks), and
lick his wounds for a few rounds, letting his finally tanks and melee combatants.
regeneration go to work, and follow back
around when he’s fully healed, returning to Strahd’s favored strategy prefers an area
Stage 1 (Ambush) once again. with plenty of entrances and exits. He favors
larger spaces, through not wide-open areas
Cʀᴀꜰᴛɪɴɢ ᴀ Sᴛʀᴀᴛᴇɢʏ where the PCs can spread out-of-range of
Strahd is a tactical genius. As such, Strahd Fireball. If possible, Strahd prefers to avoid
never enters combat without a plan, a risking damage to his possessions (e.g., the
backup plan, and an escape route. collection of books in the Study). Additional
Moreover, these plans are never hazards are a bonus, but not necessary. As
complicated, and never rely on more than such, he prefers to fight in the following
one moving part. He also never enters spaces:
combat without first gauging his enemies’
strengths, weaknesses, and tactics. ● Entry (K7), Great Entry (K8), or
Heart of Sorrow (K20) on the first
If you’ve been using Strahd’s spies and floor
Scrying spell correctly, Strahd should swiftly ● Audience Hall (K25) or King’s Hall
learn what spells the PCs are able to cast, (K27) on the second floor
what magic items they have in their ● Tower Roof (K57) and Bridge (K58)
possession, and what benefits their class in the spires of Ravenloft
features offer. He should know what ● Elevator Trap (K61), Servants’ Hall
strategies they favor (e.g., Does the (K62), and Hall of Bones (K67) in the
sorcerer routinely polymorph the monk into Larders of Ill Omen.
a Giant Ape? Does the paladin wait for the ● Dungeon Hall (K73), Brazier Room
wizard to cast Telekinesis before rushing in (K78), and Catacombs (K84)
will also use Spider Climb to drop them into
In the Entry (K7) or Great Entry (K8), Strahd the shaft in Crypt 14 (Stahbal Indi-Bak) or
lures the PCs into the chamber, activating the ghoul-filled pit in Crypt 35 (Sir Jarnwald
the gargoyles or red dragon wyrmlings. the Trickster).

In the Heart of Sorrow (K20), Strahd casts Mᴏɴꜱᴛᴇʀ & NPC Eɴᴄᴏᴜɴᴛᴇʀꜱ
fly on himself and attempts to lure the PCs
There are dozens of potential encounters in
to a higher floor. He then grapples them
Ravenloft, and many of them have the
using his Unarmed Strike and drops them
potential to turn hostile for your players.
down the center of the shaft. A PC must
Here’s a full list of monsters and hostile
succeed on a DC 10 Dexterity saving throw
NPCs your PCs might face, how you might
and a grapple check to grab hold of Strahd
choose to approach them, and a collection
before being dropped.
of tactics they’ll prefer in battle.8

Near the Elevator Trap (K61), Strahd uses Rᴀɴᴅᴏᴍ Eɴᴄᴏᴜɴᴛᴇʀꜱ


his Unarmed Strike to grapple two PCs
Rᴀʜᴀᴅɪɴ
who together weigh 250 or more pounds,
then pulls them onto the pressure plate that If encountered as a random encounter
activates the trap, using a Legendary within Castle Ravenloft, Rahadin attacks
Resistance to resist the magic sleep gas if only if the PCs attack him first. As such, we
necessary. can assume that his response depends
largely on the strength of the PCs that
In the Dungeon Hall (K73), Strahd uses attacked him.
Spider Climb to cling to the walls, luring the
PCs into crossing over the hidden If Rahadin takes moderate damage before
teleportation traps. his first or second turn (41 damage or
more), he immediately uses his full
In the Brazier Room (K78), Strahd lures the movement to Dash away from the PCs
PCs into the center of the chamber, then (Disengaging if he doesn’t have enough
moves just outside one of the doors. He space or spell slots to cast misty step first),
casts Ray of Frost to attack one of the iron and then takes the Hide action on his next
golems within, causing the golems to available turn. From this point onward, he
animate and attack and the doors to stalks the PCs through the castle using the
magically slam shut and lock. tactics described in the Larders of Ill Omen
section below.
Finally, in the Catacombs (K84), Strahd
uses his door-opening Lair Action to release Given his high Insight and Intimidation
the wraith and hell hound inhabitants of modifiers, we can assume that Rahadin
Crypt 38 (General Kroval “Mad Dog” prefers a “shock-and-awe” approach if he
Grislek), and his nightmare, Beucephalus, believes he has little to fear from his
from Crypt 39. He lures the PCs past Crypt opponents. If Rahadin takes only light
27 (containing three giant wolf spiders) damage before his first turn (14 damage or
and across the teleportation traps outside of less), he focuses his attacks on the PC that
his tomb (K86). If he has grappled a PC, he
8 Twi, /r/CurseOfStrahd Discord
attacked first (or opened hostilities, if that contested by its opponent’s Strength check,
PC rolled low on initiative). He attacks three flying out of the creature’s grasp and
times with his scimitar and attempts to making an immediate melee attack with
maximize the number of targets caught by advantage before combat starts.
his Deathly Choir ability. If he believes the
PCs too weak to easily kill him (e.g., if the The broom has a +3 Dexterity modifier,
PCs are of 7th level or below), he giving it a slight statistical advantage on this
commands the PCs to lay down their feature (as most Strength is one of the most
weapons and immediately cease their common PC dump stats). However, if it fails
attack. and the PC continues to grapple it, the
broom doesn’t mind—it’s not tough or
If the PCs obey, Rahadin sheathes his intelligent enough to confidently make flyby
weapons and commands the PCs to depart attacks against melee opponents, and it’s
Castle Ravenloft immediately. If the PCs perfectly happy to remain adjacent to the
defy him, Rahadin continues to attack, nearest target available.
focusing his efforts on the PC that most
actively defied him. Once it’s made its first attack, the broom
continues attacking with its multiattack until
Rahadin is a cruel and ruthless killer. If one destroyed.
of the PCs is a cleric, a paladin, a druid, or a
bard, he assumes that the party is capable Cʀᴀᴡʟɪɴɢ Cʟᴀᴡꜱ
of magical healing, and continues attacking
Given their low CR (CR 0), crawling claws
any unconscious PCs with his scimitars
are pretty much only good for a jumpscare.
(dealing an automatic critical hit and
Notably, however, they have a climbing
inflicting two failed death saving throws on a
speed of 20 feet and a decent Dexterity
hit) until they are dead.
modifier, suggesting a preference for
Stealth. As such, the mob of severed hands
Bʀᴏᴏᴍ ᴏꜰ Aɴɪᴍᴀᴛᴇᴅ Aᴛᴛᴀᴄᴋ doesn’t skitter toward the PCs so much as
A broom of animated attack is a simple drop on them from above, surprising any
dumb construct with no special tactics or PCs whose passive Perception failed to
features—save for one: its Animated Attack exceed the claws’ Stealth check.
reaction, which allows it to immediately
attempt an attack against a creature that It shouldn’t be obvious to the PCs upfront
grabs it. that they’re being attacked by severed
hands upfront, though. To play up the creep
When spotted by the PCs, the broom factor, let the PCs notice the hands part
continues sweeping for a moment, then before they notice the severed part. One
gently sets itself against a nearby wall. If the hand wraps around a PC’s mouth and
PCs ignore it and continue past, it sweeps clamps it shut while a second hand latches
into the air and attacks from behind. around another PC’s throat and starts to
squeeze. Another PC finds something cold,
However, if a PC grabs hold of it, the broom clammy, and foul holding their hands in a
immediately uses its Animated Attack tight embrace, even as another pair of
reaction to make a Dexterity check hands forces a final PC to play “peekaboo.”
swarm’s natural resistance to bludgeoning,
As-written, at least one of the hands may piercing, and slashing damage (magical
attempt to scurry into a PC’s backpack to damage included), plus its 30-foot fly speed,
hide. However, time in and out of Ravenloft means that a swarm has no compunctions
is short. If your PCs are in Ravenloft for the against making flyby attacks against melee
final confrontation, rather than an earlier or ranged creatures.
visit, consider having a hidden hand pop out
the next time they take a short rest, instead. If the swarm is accompanying Strahd in
battle and Strahd needs assistance with an
Sʜᴀᴅᴏᴡꜱ ability check (e.g., hiding from a perceptive
party or escaping a grapple), or if it’s been
As-written, the shadows in Castle Ravenloft
reduced to 11 hitpoints or fewer (reducing
are non-hostile unless attacked or directed
the damage of its Bites attack by half), the
to attack by Strahd—perhaps they’re the
swarm will take the Help action to assist
shadows that Strahd has previously stolen
Strahd or any of his allies who are present.
from other adventurers?
Otherwise, it makes a Bites attack.

In this case, if attacked in dim or bright light,


Cʀᴀᴡʟɪɴɢ Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇ
a shadow doesn’t strike back; instead it
A normal Strahd zombie is only CR 1,
Dodges and moves as far away from its
leaving this bisected zombie little more than
attacker as it can. There it waits, ever-
a jumpscare for even the lowest-leveled
curious about these newcomers and
parties. Lean into that. Use the RAW
desperate to be in the company of a living
description text of “the deathly groans of
creature once more. If the PCs leave the
something vile” to encourage the PCs to
shadows behind, they follow from a distance
hide from whatever horrific thing might be
of 30 feet, fleeing if attacked again and
coming, then reveal its true nature as the
separating from the party if the PCs enter a
zombie pathetically crawls past. If any PCs
chamber occupied with other NPCs or
try to engage it, don’t worry about rolling
monsters.
initiative. Just let them deal with it (or ignore
it) as they’d like.
If ordered to attack by Strahd, a shadow
immediately latches onto the nearest PC,
It might not risk killing them, but it’ll do an
draining their strength until dealt radiant
admirable job of ramping up tension and
damage, struck with a magic weapon, or
instantly defusing it—giving your players a
turned by a cleric or paladin’s Turn Undead.
flash of humor and relief while ramping up
In this case, a shadow Disengages, moves
their anxiety before the final fight with
out of view, uses a bonus action to Hide,
Strahd.
and waits for a new victim to come within
striking distance.
Wɪɢʜᴛꜱ
Sᴡᴀʀᴍꜱ ᴏꜰ Bᴀᴛꜱ Wights are tough fighters, but their
Perception and Stealth proficiencies (plus
A swarm of bats has high Dexterity,
their average Intelligence and decent
average Constitution, and exceptionally low
Wisdom) suggest more intelligence than
Strength, making it a shock fighter. A
their undead nature might indicate. They
hate the living and hunger for destruction, Witches are, however, decently intelligent. If
but there’s no reason they have to do so encountered solo, a witch will quickly tally
barbarically. the number of foes she’s facing. If she’s
only up against one PC, she’ll inspect the
When the PCs first hear the sound of the PC for any holy symbols or cleric’s robes; if
wights’ approaching footsteps, if they fail to she sees any indication that she’s up
hide from the wights’ passive Perception against a cleric, paladin, or druid, she’ll cast
(13) or if they’re carrying a light source, the ray of sickness to attack. Otherwise, she
footsteps instantly stop as the wights opens with Tasha’s Hideous Laughter and
attempt their own Stealth checks to conceal attacks on subsequent turns with ray of
themselves from possible intruders. The sickness.
wights take full advantage of their darkvision
as they creep forward, then attack with their If the witch finds herself up against a group
Longbow multiattack as soon as the PCs of enemies, rather than a single foe, she’ll
are in their sights. cast invisibility before turning tail and
running. Even witches can do math.
Once combat has begun, the wights move
their full movement every turn to approach Witches are evil, but they have a strong
while making more Longbow multiattacks, sense of self-preservation. If cornered or
switching to their Longsword multiattack moderately wounded (reduced to 10
once they’ve closed the distance to melee hitpoints or fewer), a solo Barovian witch
range. immediately surrenders.

Once an opponent is reduced to 18 hitpoints Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ


or fewer, a wight uses Life Drain as its Though the module suggests that the
second melee attack. When its target is vampire spawn fight until destroyed,
knocked unconscious, it continues to attack, vampires are opportunistic predators,
using Life Drain as its first melee attack, preferring the weakest or sickest prey when
rather than the second, aiming to revive the possible, and prioritizing feeding over all
PC as a zombie under its control 24 hours else. As such, when the PCs encounter a
later. pack of vampire spawn in Castle Ravenloft,
the vampires prioritize any PC that’s
Wights are capable of speech, and these moderately wounded (60 percent of its
particular wights once served as guards of hitpoints or fewer), any creature that isn’t
Castle Ravenloft. They remember nothing of wearing heavy or medium armor, and any
their lives—only the undying rage they creature that’s surprised.
harbor and the bitterness they feel toward
those who still live. A vampire spawn uses its first Multiattack to
attempt to grapple its prey; once it’s
Bᴀʀᴏᴠɪᴀɴ Wɪᴛᴄʜ succeeded in doing so, it Dashes away,
Barovian witches as a group are poor foes dragging the grappled victim to a dark,
for PCs of any level; a single Barovian isolated corner where it can feed. Its
witch is barely even a speed bump. regeneration is strong enough that it doesn’t
fear triggering attacks of opportunity or laughter echoing through the castle as he
drawing PC fire—but it does prioritize regenerates any damage dealt to him.
pulling its victim as far away from sunlight
as possible. As such, a pack of vampire From this point on, Strahd stalks the PCs
spawn drags its prey in opposite directions, through the castle, aiming to see them
forcing any un-grappled PCs to split up and driven from the keep—or better yet, dead.
reducing the chance that any single vampire For more information on Strahd’s combat
spawn is stuck in sunlight. tactics, see the “Strahd’s Tactics” section
above.
Ultimately, however, these vampire spawn
are under the control of Strahd von Zarovich
Mᴀɪɴ Fʟᴏᴏʀ
and have been commanded to defend the Rᴇᴅ Dʀᴀɢᴏɴ Wʏʀᴍʟɪɴɢꜱ
castle against intruders. If cornered in Most dragons—wyrmlings included—will do
sunlight or moderately wounded (reduced to their best to take full advantage of their
50 hitpoints or fewer), a vampire spawn natural fly speed. But the statues of red
stops dragging its victim and immediately dragon wyrmlings in the Entry (K7) aren’t
lashes out with a Claws/Claws attack. All here to stay alive—instead, their instructions
vampire spawn continue to fight until are to make sure no uninvited guest leaves
destroyed. Ravenloft alive.

Sᴛʀᴀʜᴅ ᴠᴏɴ Zᴀʀᴏᴠɪᴄʜ Notably, the dragons don’t wait until every
If the PCs do not pose a threat to Strahd PC has entered the room—just the first. If
(e.g., they’re level 7 or below, and they’re the PCs are already engaged in combat
missing one or both of the Sunsword and when they enter this room from the Great
Holy Symbol), instead of attacking Entry (K8), you’ll probably have to wait until
immediately, he disguises himself in mist the dragons’ initiative to let them attack
form and follows them through the castle, (though waiting for their initiative to let them
keeping his distance to avoid any sunlight or animate could be a nasty surprise for your
unpleasant area-of-effect damage. If he players—to keep things as fair as possible,
thinks he can get away with it, he’ll I’d have them animate and drop down to the
transform into a bat and attempt to draw the floor as a reaction as soon as a PC takes
attention of a PC with low Wisdom, using the first step into their chamber).
his action to charm them without giving
away his identity. The dragons don’t want to kill guests—just
keep them from reaching the exit. On their
If the PCs do pose a threat to Strahd, he first turn after animating, they take wing,
immediately enters combat, attacking the flying five feet off the ground, and form a
most vulnerable PC with a Claws/Claws line down the center of the corridor to
multiattack. However, he doesn’t stay for prevent any PCs from passing through.
long, warning the PCs that unwelcome
visitors will not last long in his castle before The dragons’ Fire Breath ability is a
sinking into the shadows using his recharge, which means that it’s always their
Legendary Action movement, his dark preferred attack when available—on one
condition. According to the DMG, a 15-foot
cone should hit at least two opponents; as For bonus points, don’t describe what the
such, a dragon only uses its Fire Breath if it gargoyles look like until after the lights go
can hit two or more enemies. Otherwise, it out—and even then, only describe their
defaults to Bite. appearance to PCs with darkvision or
magical light sources. For characters who
If any creature gets past the dragons and have been suddenly plummeted into the
makes a break for the door, the dragons dark, the gargoyles’ attack should feel like a
immediately attack with Fire Breath (or Bite, sudden, terrifying assault by a flurry of
if Fire Breath isn’t available) if that creature unseen assailants.
is heavily wounded (i.e., reduced to 30% of
its health or less). Otherwise, the dragons Due to their damage resistances to (most)
use their +4 Strength modifier to attempt to nonmagical weapon attacks, gargoyles
grapple the intruder before they escape; if don’t fear attacks of opportunity. As such,
successful, the dragon flies its captive back gargoyles prefer flyby attacks whenever
to the entrance of the Great Hall and returns possible, abusing their 60-foot fly speeds to
to its place in the line. duck down, slash at their prey with a
Bite/Claw multiattack, and then immediately
A note about Fire Breath: For a PC with a fly back up to the ceiling to ready itself for
+3 to Dexterity saving throws, this attack will another attack.
deal an average of 17 fire damage per
dragon. If a PC is unlucky enough to be No matter where the characters flee in
caught in the center of all four dragons’ fire Castle Ravenloft, the gargoyles will follow—
breaths, it’ll take an average of 69 fire unless the PCs block themselves in a room
damage—enough to outright KO any non- or corridor by closing (and reinforcing) the
martial class with a +2 Constitution modifier door. Any surviving gargoyles will happily
or less. Ouch! spend a full round making Shove attacks
against the door to force it open (contested
Gᴀʀɢᴏʏʟᴇꜱ by the PC holding it shut, who makes their
check with advantage if they’re able to lock
Unlike the dragons in the Entry (K7), the
it or otherwise reinforce their position). After
gargoyles of the Great Entry (K8) are free
one round of unsuccessful Shoves, the low-
to roam wherever they like once animated.
Intelligence gargoyles abandon their
Their goal isn’t to block the players from
quarries and return to their posts.
advancing, but to simply cause as much
damage and destruction as possible.
Aɴɪᴍᴀᴛᴇᴅ Hᴀʟʙᴇʀᴅꜱ
Also unlike the dragon wyrmlings, the The ten animated halberds around the
gargoyles have the False Appearance Heart of Sorrow are simple constructs:
feature, which makes them indistinguishable Once they spot a target, they attack it until
from a normal statue while motionless. So it’s dead. Like gargoyles, their False
long as the PCs don’t regard the unmoving Appearance feature grants them surprise
gargoyles as potential threats, the gargoyles against any PC who doesn’t already
can and should surprise every PC once suspect their true nature. After that, though,
combat begins. they keep attacking until destroyed.
(Note: Normal halberds have a reach of 10 case, it first uses its Spider Climb ability to
feet, but these animated ones don’t. If you pull its prey down to the sixth floor (the
think that’s an oversight by Wizards, feel landing closest to the Heart of Sorrow), or
free to upgrade the reach of their attack to the third floor (if it’s been reduced to 50
10 feet instead of 5, forcing your players to hitpoints or less); in the latter case, it jumps
get more creative in how they combat these from the highest point possible out of spite.
hovering, speedy weapons)
As it descends, a vampire spawn relies on
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ (Hᴇᴀʀᴛ ᴏꜰ Sᴏʀʀᴏᴡ) its natural regeneration to restore its health
(clinging to the undersides of staircases to
If encountered on the lower levels of the
block sunlight wherever possible), while
Heart of Sorrow’s tower (e.g., on the second
also biting its grappled victim to restore its
floor or below), the vampire spawn sent to
own health. Once it reaches the bottom, the
defend it behave similarly to the vampire
vampire drags its prey downstairs through
spawn described in the “Random
the Tower Hall Stair (K20A) or toward the
Encounters” section above: They grapple a
front of the keep through the Turret Post
vulnerable PC (attacking with surprise if
Access Hall (K13), eager to enjoy its meal in
possible), and attempt to drag their victim
private.
off to a dark, shadowy corner to feed.

The vampires behave similarly if Vᴏʟᴇɴᴛᴀ Pᴏᴘᴏꜰꜱᴋʏ


encountered at upper floors of the tower, For a link to Volenta’s revised statblock,
unless the PCs are wielding sunlight from click here.
the Holy Symbol or Sunsword. In this case,
the vampires—with few other places to go— With her Assassinate and Sneak Attack
use their Claw/Claw multiattack to grapple features, Volenta always prefers to strike
their chosen prey (using their Spider Climb from hiding wherever possible. With her
feature to maneuver along the walls if childlike personality and the additional
needed), then leap from the staircase to the insurance provided by her Evasion trait, she
distant ground below, pulling the PCs with plays combat like a game. She strikes her
them. chosen target with incredible force before
Dashing away the next turn, laughing as
(To make this fairer, you can let the she regenerates any damage she’s suffered
grappled PC make a DC 15 Dexterity saving and vanishes into the shadows. Of the three
throw to catch onto the edge of the brides, Volenta is most likely to rely on her
staircase, followed by a DC 10 Athletics Spider Climb feature, tucking herself away
check to hold the combined weight of on ceilings or ascending to inaccessible
themselves and the vampire spawn now areas as she skitters along the darkened
dangling from their ankle.) stone of Ravenloft.

A vampire spawn starts with 82 hitpoints, If cornered, however, she is no less deadly.
which means that it only uses this grapple- Volenta always prioritizes the weakest or
and-leap maneuver if it’s fairly confident that most injured PC first, relying on her Blood
it’ll survive the fall, or if it’s sure that it’s Frenzy feature to grant her advantage on
about to die no matter what. In the former her attacks (or to nullify the disadvantage
granted by sunlight). Once her playful section above for more information about
attitude has turned to mindless bloodthirst, running this encounter.
Volenta fights like a maniacal berserker,
and never disengages from combat until her Wɪɢʜᴛꜱ
thirst is fully sated, or she’s been destroyed.
If summoned to defend Lief Lipsiege, these
1d4 wights attack in an immediate show of
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ force, arriving from the Audience Hall (K25)
after entering through the secret door from
Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇꜱ the southern Turret Post Access Hall (K13).
The two Strahd zombies on the King’s See the “Random Encounters” section
Balcony (K28) remain motionless until one above for more information about running
of them is disturbed, or another creature this encounter.
comes within their reach. A zombie initiates
combat by grabbing the target’s wrist, hand, Wʀᴀɪᴛʜ ᴀɴᴅ Sᴘᴇᴄᴛᴇʀꜱ
or leg, then slowly looking up to meet the
If summoned to defend Lief Lipsiege, a
target’s eyes as the zombie’s tongue lolls
wraith arrives through the wall separating
from its shattered jaw and the skin across
K30 (King’s Accountant) from the Elevator
its face sloughs down, revealing the bone-
Shaft (K31A). Rather than prioritizing the
white skull beneath.
most antagonistic foe, it immediately attacks
the most Good character present, driven by
Sʜᴀᴅᴏᴡꜱ its malevolent compulsion to kill the greatest
If summoned to defend Lief Lipsiege, these paragon of goodness in the party with its
1d6 shadows slip into the room through the Life Drain. If injured by radiant damage or
crack beneath the door leading to K21 silvered or magic weapons, the wraith turns
(South Tower Stair). If any of the characters to attack less dangerous prey—but
are standing in dim light or darkness, the immediately returns to the most Good-
shadows each make a bonus action to take aligned PC once its safer prey is dead (and
the Hide action, attacking with surprise if turned into a specter using the wraith’s
successful. If the room is well-lit, the Create Specter feature).
shadows instead surround the characters
from the walls, with each one attacking a The 1d4+1 specters that accompany it
separate PC. arrive by passing through the northern wall,
and quickly latch onto the nearest living
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ victim. However, a specter will only
If summoned to defend Lief Lipsiege, these reluctantly follow a wraith into sunlight, and
1d4 vampire spawn are, like their peers once the wraith dies, the specters will
throughout Castle Ravenloft, more quickly flee for darker pastures. Otherwise,
interested in finding a meal than in if a specter takes radiant or magical weapon
protecting an old man. The spawn enter damage, it Disengages and moves to a new
K30 on the ceilings, skittering through the place of safety 50 feet away, then swoops in
doorway and dropping down to assault the and attacks a new target in the next round.
closest prey. See the “Random Encounters” If a specter suffers 7 or more points of any
damage from one opponent in a single
round, it flies to a new target and attacks
immediately without worrying about Iɴᴠɪꜱɪʙʟᴇ Sᴛᴀʟᴋᴇʀ
opportunity attacks, relying on its damage
It’s unlikely that your PCs will trigger this
resistances to protect it. If hit by a ranged
encounter. However, if they do, the
attack, the specter immediately dive-bombs
invisible stalker should prove a memorable
the ranged attacker and engages them in
—if horrifying—encounter. With its high
melee.
Strength and Dexterity (but only decent
Constitution), plus its exceptional 50-foot fly
Hᴇʟɢᴀ Rᴜᴠᴀᴋ
speed, this monster is a shock attacker,
Helga’s strategy is simple: Attack any
lunging to strike its prey before retreating
isolated PCs, or when commanded to do so
into the air once more.
by Strahd. When she strikes, she acts as
any other vampire spawn would (see the
The stalker makes good use of its invisibility
“Random Encounters” section above), with
and fly speed, and doesn’t hesitate to
two exceptions: if the PCs enter her room
trigger opportunity attacks via flyby attacks,
with sunlight and obstruct the exit, Helga
relying on its resistance to nonmagical
shies toward the back wall, hissing in pain
attacks. However, because of its invisibility,
as the light burns her vampiric flesh, before
an invisible stalker will almost always have
lurching forward to strike whichever PC is
advantage on its attacks against its quarry
currently blocking her escape. Otherwise, if
(who effectively suffers from the blinded
Helga is already accompanying the party
condition relative to the stalker’s presence).
when the sunlight of the Sunsword or Holy
As such, it doesn’t bother taking advantage
Symbol is activated, she hisses and quickly
of its sky-high Stealth modifier, except to
scuttles away into the darkness, clinging to
gain surprise at the start of combat.
the walls and ceilings as she beats a hasty
getaway.
Whenever possible, an invisible stalker
always begins and ends its turn out of any
opponent’s melee reach. When it reduces
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
its quarry—the character that stole the
Sᴡᴀʀᴍꜱ ᴏꜰ Rᴀᴛꜱ cake’s groom figurine—to 0 hitpoints, it
When the PCs approach or attack these doesn’t stop fighting. Instead, it keeps
rats, the two “manlike shapes” they form attacking until that creature is dead.
slowly turn to face the PCs. The swarms are
covered only by threadbare black cloaks, Gɪᴀɴᴛ Sᴘɪᴅᴇʀꜱ
which reveal beneath them two standing The giant spiders in the Belfry (K40) only
mounds of writhing, furred flesh, with faces attack if attacked first or if the bell is
covered in wormlike tails, flashing white sounded. In both cases, we can safely
teeth, and dozens of glinting black eyes. assume that they’re attacking defensively,
Once their anger is aroused, the rats begin rather than for food.
to rush down the figures’ sides, the manlike
shapes slowly melting away as their “body” Giant spiders are reasonably speedy, with a
dissolves into hundreds of chittering, high Dexterity, decent Strength and average
wriggling rats. Constitution. They prefer to first attack from
range using their Web attack, repeating it within melee range. Against a spellcaster
whenever it’s recharged. Since these five with an AC of 15, it can deal an average 8
spiders are living together in such a tight damage per Greatsword attack. Once in
space, we can assume that they form a melee range, it will always prioritize more
social nest—which means that they’ll focus- vulnerable opponents first (using its
fire their Web attacks on one target at a multiattack to grapple an unarmored or
time, to ensure that each enemy is lightly armored opponent before attacking
restrained before moving into melee. that same turn), and will instantly focus its
attacks on a caster that attempts to cast
Once an enemy is restrained by webbing, dispel magic on it and fails.
one or more spiders moves in to retrieve
them, first by grappling the target (rolling Shocking Bolt has a lower to-hit bonus and
with advantage, while the target rolls with deals less damage, making it an inferior
disadvantage), followed by pulling the target choice to Greatsword in all close-ranged
up into the spiderwebs above, further scenarios. Even with advantage on its
restraining the target. Once it’s done so, Shocking Bolt attack against an enemy
each spider dives in, using their Bite attacks wearing armor, it still deals slightly less than
to inject as much venom as possible. Once 8 damage per attack on average, making its
a victim is reduced to 0 hitpoints, one spider Greatsword a safer (and more powerful)
uses its Web attack to wrap it inside of a choice.
cocoon, and ties it off in the web to be
consumed later. Aɴᴀꜱᴛʀᴀꜱʏᴀ Kᴀʀᴇʟᴏᴠᴀ
For a link to Anastrasya’s revised statblock,
The belfry is far too small and constrained,
click here.
leaving the spiders with nowhere to go. If
heavily wounded (reduced to 8 hitpoints or
When encountered in Castle Ravenloft,
less), a spider will beat a hasty retreat to the
Anastrasya is never far from the sword or
top of the Belfry, where it clicks its
shield she wields with telekinetic grace.
mandibles toward the PCs threateningly. If
However, she prefers civility to open
cornered, it will fight to the death.
violence, relying on her high Deception
modifier and Charm ability to keep her
Sᴛʀᴀʜᴅ’ꜱ Aɴɪᴍᴀᴛᴇᴅ Aʀᴍᴏʀ enemies talking while she wraps them
Unlike its other animated peers, Strahd’s around her fingers.
animated armor is almost as intelligent as
an average human, allowing it to use some While speaking with the PCs, Anastrasya
basic tactics. Its Armor Class is will use each round to target a PC with her
exceptionally high, and its Strength and Charm ability, preferring to prioritize classes
Constitution are high as well, making it a without proficiency in Wisdom saving
trueborn tank. throws. When Anastrasya uses her Charm,
have each PC make a Perception or Insight
In combat, the armor opens with Shocking check, but secretly modify the result of her
Bolt (favoring attacks against opponents victim to use their Wisdom saving throw
wearing metal armor), followed by a series modifier, rather than the appropriate skill
of Greatsword attacks as soon as it closes modifier. If the victim fails to beat
Anastrasya’s Charm DC (15), secretly let transforms into mist and conceals herself
them know that they are now charmed by amid the decay of the rest of Castle
her and what that entails. Ravenloft. If commanded to do so by
Strahd, however, she will (reluctantly)
When this happens, have Anastrasya make remain and fight to the death, unable to defy
a Stealth check. If any PC makes a her master’s will.
Perception or Insight roll that beats
Anastrasya’s Stealth result, secretly inform Anastrasya never travels alone. In Castle
them that they noticed Anastrasya’s eyes Ravenloft, she is always defended by an
flash crimson-red, followed by her victim’s honor guard of four wights that stand guard
gaze growing slack and distant a heartbeat at each entrance to her current chamber,
later. and who violently attack any creature that
threatens her.
If possible, Anastrasya will prioritize the
strongest or most charismatic PCs for her Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
Charm first, relying on the goodwill of those Rᴜɢ ᴏꜰ Sᴍᴏᴛʜᴇʀɪɴɢ
she’s already bewitched to suppress any
notion of violence. If she has any indication Due to its False Appearance feature, the
that things are about to go south, however, rug of smothering always attacks with
she quietly uses her Children of the Night surprise—but because it can’t attack while
ability, summoning 2d4 swarms of rats or restraining a target, that’s likely the only
swarms of bats to assist her should attack it will ever get. It will, however, use
combat erupt. the Dodge action on all subsequent turns to
avoid taking damage, and will attack the
In battle, Anastrasya uses her bonus action nearest target with its Smother if its original
to attack with her modified flying sword prey somehow frees itself. It fights to the
while taking the Dodge action, relying on the death.
additional AC provided by her animated
shield to protect herself. Elegant and Gᴜᴀʀᴅɪᴀɴ Pᴏʀᴛʀᴀɪᴛ
graceful to the last, Anastrasya only attacks Like the Rug of Smothering, the guardian
with her Claw/Claw multiattack if cornered, portrait’s False Appearance feature allows
and only drains a victim’s health with her it to always attack with surprise (though,
Bite if she is moderately wounded (reduced given the fact that it only attacks if the rug is
to 60 hitpoints or fewer) and a weak, attacked or either item is moved, this is only
vulnerable victim is easily available to her. relevant in the latter case).

Otherwise, Anastrasya immediately flees The portrait can’t move, however, and has
battle if she is exposed to sunlight or heavily no damage-dealing attacks, meaning it has
wounded (reduced to 30 hitpoints or fewer), to rely on one of its three combat-ready
transforming into a bat (if indoors), a wolf (if spells: crown of madness, hypnotic pattern,
outdoors), or a cloud of mist (if nearby to or telekinesis (though it automatically casts
one of the cracks in the wall that lead to the counterspell any time an enemy casts a
High Tower Stair). Once out of sight, if she spell of 3rd level or lower). Each of these
isn’t already in mist form, Anastrasya three spells uses concentration and two of
them require an action each round to Generally speaking, hypnotic pattern is
maintain, which means that once the portrait most effective against a larger group, while
casts one of them, it won’t cast another telekinesis is best against a small group.
spell until it sees a reason to switch. Crown of madness, which removes
approximately one-and-a-half PCs from
Given the portrait’s low AC and hitpoints, it combat, is somewhere in between.
will likely only have the chance to cast one
of these spells, which means it has to make According to the DMG, a spell with a 30-
it count. Let’s take a look at these options: foot-cube area of effect like hypnotic pattern
should generally affect at least six
● Crown of Madness charms one creatures. As such, the portrait won’t bother
humanoid of the portrait’s choice casting this unless it has at least that many
within 120 feet. While the target is enemies (counting both PCs, NPCs, and
charmed, it must use its action beast companions/familiars) in range.
before moving on each turn to make
a melee attack against a creature Telekinesis, on the opposite side of the
chosen by the portrait. The most spectrum, the portrait keeps tucked away
likely use of this is to force one of for encounters with two or fewer enemies—
the PCs to attack their fellows while one for the rug to handle, and one for the
reducing the number of combatants portrait to keep pushed away. Finally, the
attacking the rug. portrait casts crown of madness if it finds
● Hypnotic Pattern has the potential to itself in the sweet spot of facing three to five
affect every creature in the room enemies, prioritizing obvious melee
(aside from the rug, which operates attackers first (preferably a low-Wisdom
on blindsight alone). This includes combatant like a fighter, rogue, or
the portrait, however, as the room is barbarian).
too small to exclude it. However,
because the entire party is likely to Interestingly enough, the guardian portrait
be crammed into the room, this can speak Common, plus up to two other
means that the portrait has a decent languages; its average Charisma modifier
chance to charm approximately half also implies that it may be interested in
of the party (assuming an average speaking with the PCs (though it’s unlikely
Wisdom saving throw of +2). that it’ll do so before it attacks, in order to
● Telekinesis is the portrait’s highest- preserve the surprise from its False
levelled spell, allowing it to restrain a Appearance feature). While it’s not actually
creature in its arcane grip. It’ll Strahd, it’s likely the portrait retains some of
prioritize a low-Strength enemy, like his mannerisms, and will taunt and insult the
a rogue, wizard, sorcerer, warlock, PCs in his voice while battling them.
or druid, and fling them against the
ceiling twenty feet overhead, forcing To keep this encounter interesting, make
its target to take 2d6 falling damage sure to include these two nuggets of detail
when the spell ends. from the portrait’s information section, as
well:
● “When a guardian portrait attacks, resemblance to a particularly ugly species
the figure in the painting animates of warthog.
and moves as though alive (albeit in
two dimensions)” Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ
● “When it casts a spell, the figure Should they wander in through a window,
painted on the canvas makes all the the vampire spawn in these towers behave
appropriate somatic gestures and identically to the spawn described in the
verbal incantations for the spell” “Random Encounters” section. If possible,
they drag their victim out of the window they
Eꜱᴄʜᴇʀ came through, using their Spider Climb
As described in the original module, Escher feature to cling to the stone and forcing their
prefers conversation to conflict and fleeing victims to stay in their grasp—or fall to the
to fighting. However, if cornered—or cold, hard ground 170 feet (17d6
ordered to do so by Strahd, Ludmilla, or bludgeoning damage) below.
Anastrasya—Escher reluctantly enters the
fray. Bᴀʀᴏᴠɪᴀɴ Wɪᴛᴄʜᴇꜱ
A barovian witch has low Strength,
In combat, Escher prefers the following
average Dexterity, and barely above-
options:
average Constitution. She has decent
Intelligence, but otherwise average mental
● Heroism, which he uses only if
stats.
Ludmilla orders him to cast it on
herself
Her attacks are both lackluster: Claws
● Dissonant whispers, which he casts
requires a 2nd-level spell slot and
to move a Sunsword-wielding
concentration, and her Dagger attack deals
attacker away from Strahd (while
an average of 2 piercing damage with a +2
providing Strahd with an opportunity
bonus to hit. Neither is worth using—leaving
attack), or which he uses to clear an
the spells.
exit route after charm person has
already failed
● Ray of sickness is always a good
● Faerie fire, which he casts to nullify
go-to, though it doesn’t really mesh
Strahd’s disadvantage on attacks
well with Tasha’s hideous laughter
while in sunlight, or to empower any
(which drops its victim prone,
other undead allies that may join him
imposing disadvantage and dropping
● Invisibility, to conceal his escape
the average damage by more than
after clearing a path to safety
half).
● Sleep is not worth using against any
Otherwise, he either attacks with a
PC of 4th level or higher.
Claws/Claws multiattack (if there’s no
● Tasha’s hideous laughter imposes
sunlight present) or casts vicious mockery,
an excellent condition (prone and
insulting everything he can find—whether
incapacitated), but the witch has no
that’s the target’s fashion sense, their
easy ways of following up on it. As
physical appearance, or their mother’s
such, the witch will only cast this if ● Misty step—same as burning hands
joined by a melee attacker. and mage armor above.
● Invisibility doesn’t allow the witch to
attack, which means that it’s only Using this swapped-out spell list (assuming
good for escaping and attacking they had time to prepare it that morning),
surprised enemies. The witch has the witches prepare for combat by casting
only +0 to Stealth checks, meaning mage armor and invisibility as soon as
that any opponent with even a they’re alerted to expect company by one of
passable Perception modifier is their feline familiars. The witches
pretty likely to detect her before she immediately open combat with burning
attacks. hands.
● Ray of frost is a usable cantrip, but
not worth casting unless there are In this case, a Barovian witch will prefer
no spell slots to cast ray of sickness misty step to invisibility for getaways if and
with. only if she is lightly wounded (reduced to 14
hitpoints or less) and immediately adjacent
In general, spellcasters prefer to preserve to a melee opponent. In this case, she’ll
scarcer spell slots for spells at that level. misty step out of her attacker’s reach and
However, alter self is almost never worth immediately move to a safer position—or
casting, which means that a given witch will Dash away to safety if she’s decided to flee.
always reserve one 2nd-level spell slot for
invisibility (in case she needs to make a No matter what their spell lists are, Barovian
quick getaway) and one 2nd-level spell slot witches, to quote the module, “have no
for an upcasted ray of sickness (if she scruples. They will deal with anyone in
hasn’t already spent it on another invisibility return for power. They will also betray
spell to attack with surprise). anyone for the same reason.” While they
fear Strahd and would never willingly betray
If notified in advance by Ludmilla or Strahd him, they will happily surrender to the PCs
to expect company, however, a Barovian as soon as they feel endangered—say, if
witch can swap out her spells for new (and they’re cornered (e.g., if they have no spell
more useful) ones using the spellbook in slots remaining for misty step or invisibility)
area K56 (Cauldron). Potential choices and reduced to 5 hitpoints or fewer, or if
include: they’re cornered and at least half of their
compatriots have already been killed.
● Burning hands—an auto-include
anytime the witch expects open Lᴜᴅᴍɪʟᴀ Vɪʟɪꜱᴇᴠɪᴄ
combat
For a link to Ludmilla’s revised statblock,
● Charm person—worth including if
click here.
the witches expect to encounter only
three or fewer enemies (allowing
In combat, Ludmilla focuses first on
them to focus their casts)
immobilizing and incapacitating her
● Mage armor—same as burning
enemies. Against lower-level enemies, she
hands above
will incapacitate melee fighters by casting
levitate; against higher-level foes, she will
begin by casting evard’s black tentacles if
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
she can catch at least four enemies in its
radius. Otherwise, she begins by casting Bʟᴀᴄᴋ Pᴜᴅᴅɪɴɢ
blindness/deafness to blind any spellcaster The black pudding in the Wine Cellar
that she deems a large enough threat, (K63) has the ability to corrode weapons
followed by misty step to avoid the reach of and armor, hang from the ceiling, and Split
any melee attacker. when struck by slashing or lightning
damage. A Large black pudding retreats
If Ludmilla is alerted to the PCs’ presence when reduced to 34 hitpoints or fewer by
beforehand, she will begin by casting non-slashing, non-lightning damage; a
greater invisibility, and will stalk the PCs Medium pudding must be reduced to 16
until they are sufficiently close together for hitpoints or fewer; and a Small pudding
her to cast evard’s black tentacles. must be reduced to 8 hitpoints or fewer.

Once the PCs are restrained by evard’s Sᴋᴇʟᴇᴛᴏɴꜱ


black tentacles, Ludmilla takes advantage of
By the time they reach these skeletons in
their restrained condition to attack with
the Guards’ Quarters (K69), your PCs
lightning bolt, taking care (if possible) to hit
should be long-since used to their presence
at least three PCs with the spell whenever
in Castle Ravenloft (following their run-ins
possible.
with Cyrus
Belview’s skeletal “guards” elsewhere in the
Ludmilla has three options for her reaction:
keep). In combat, eight of these ten
counterspell, shield, and her recharge ability
skeletons immediately attack the PCs with
Misty Escape. If she is facing an enemy
their shortbows while two remaining
spellcaster with the ability to incapacitate
skeletons closest to the door block the exit,
her (e.g., via hypnotic pattern), or if she is
attacking the PCs from behind with their
heavily wounded (reduced to 32 hitpoints or
shortsword. A skeleton switches to its
less) and attempting to escape, she holds
shortsword as soon as any PC engages it in
counterspell in reserve. She uses misty
melee.
escape to block attacks by rogues, paladins,
or monks, though she switches to shield if
caught within sunlight.
Rᴀʜᴀᴅɪɴ
There are two circumstances under which
Ludmilla always keeps one 2nd-level, one the PCs may fight Rahadin here: Either the
3rd-level, and one 4th-level in reserve to party has entered his office after breaking
cast misty step, counterspell, and greater into Castle Ravenloft, or the party is working
invisibility, in case she needs to escape. to steal the skull of Argynvost from the Hall
Ludmilla places a high value upon her own of Bones (K67) nearby, and they’ve made
life, and will flee as soon as she is heavily enough noise to attract him to their location.
wounded (reduced to 32 hitpoints or less).
Rahadin has a high AC of 18, a high
Whenever possible, Ludmilla is joined by Constitution, and a godlike Dexterity (+6).
1d6 Barovian witches or 1d4 + 1 flying His mental stats are all well above average
swords, which she personally enchanted. (with a notably high Charisma) and his other
physical stat (Strength) is fairly good as step is probably less of an escape feature
well. and more of a means of avoiding
opportunity attacks when Rahadin needs to
Rahadin also has darkvision, a move speed withdraw from melee.
of 35 feet, and proficiency in two of the big
three saving throws (Constitution and Against an enemy with AC 15, Magic
Wisdom); given his exceptionally high weapon increases the average damage of
Dexterity, he’s unlikely to fail many of those Rahadin’s scimitar by 1.4 per strike,
saving throws either. increasing his average melee damage
output by 4 slashing damage per round.
While Rahadin’s Mask of the Wild feature is However, he can only cast it once per day; if
exceptionally useful in the wilderness, it is the PCs are of sufficiently low level (5th
near-useless in Castle Ravenloft unless the level or lower), or if he doesn’t plan to
PCs encounter him outdoors (e.g., on the engage the PCs in melee (as he can’t cast
Tower Roof or in the castle grounds). As magic weapon on more than one poisoned
such, we can safely ignore it here. dart) Rahadin won’t bother casting it.
Otherwise, he uses a bonus action to cast it
Rahadin’s actions are simple: He attacks on his scimitar on the first round of combat.
three times with his scimitar, dealing an
average 27 damage; or he attacks twice Deathly Choir deals an average of 13
with his poisoned darts, dealing an average psychic damage to any creature caught in it
26 damage. These attacks have the same (assuming his targets have a Wisdom
to-hit modifier, leaving them roughly modifier of +3). For a target with a higher
equivalent in value—especially when we Wisdom saving throw modifier, such as a
consider that the normal maximum range of cleric or druid, that average damage
Rahadin’s poisoned darts (20 feet), plus his decreases to 11, which is still comparable.
natural speed of 35 feet, doesn’t allow him
to escape a PC who dashes after him as he Because Rahadin’s two attacks are roughly
retreats. equal, his decision to engage in melee or
ranged combat comes down to the
Rahadin has three features that allow him to positioning of potential targets. According to
enhance his action economy through bonus the “Areas of Effect” table in the DMG,
actions: the misty step spell (which he can Rahadin’s Deathly Choir ability should
cast three times per day), the magic target at least two enemies most of the time;
weapon spell (which he can cast once per as such, if Rahadin can guarantee that he’ll
day), and his Deathly Choir ability be able to damage at least two enemies
with his ability while attacking with his
Misty step increases Rahadin’s mobility scimitars, he’ll enter melee combat
even further, allowing him to teleport up to immediately, relying on misty step to escape
30 feet away to a place he can see. to an exit if he gets in over his head..
However, Castle Ravenloft is full of
enclosed corridors and chambers—and a Otherwise, Rahadin’s Constitution, while
closed door blocks the line of sight that high, isn’t quite high enough to allow him to
Rahadin needs to cast it. As such, misty enter a lengthy combat alone against a
team of coordinated and powerful report their location to Strahd, who appears
opponents. As such, if he can’t guarantee at to confront the PCs within 6d10 minutes.
least two targets for his Deathly Choir, he’ll
take potshots from 20 feet away with his Rahadin is a cruel and ruthless killer. If one
poisoned darts before retreating his full of the PCs is a cleric, a paladin, a druid, or a
move speed, tempting the PCs to waste bard, he assumes that the party is capable
their action by Dashing. Whenever possible, of magical healing, and continues attacking
Rahadin ends his movement behind full any unconscious PCs with his scimitars
cover (e.g., a wall or closed door), forcing (dealing an automatic critical hit and
the PCs to relocate to hit him. inflicting two failed death saving throws on a
hit) and Deathly Choir (automatically
Rahadin knows Castle Ravenloft like the inflicting a failed death saving throw) until
back of his hand, and his exceptionally high his target is dead.
Stealth modifier (+14) means that few, if any
enemies, will be able to track him. While the Sʜᴀᴅᴏᴡ Dᴇᴍᴏɴ
book says Rahadin fights to the death, he For a shadow demon, staying out of light is
knows his value to Strahd, and has no plans a must. It’ll do its best to avoid bright light,
to allow his master’s enemies to roam the and will do whatever it can to avoid an
castle freely. As such, when Rahadin is enemy capable of inflicting radiant damage.
moderately wounded (reduced to 70 percent
of his maximum health, or 95 hitpoints), he In combat, the demon Hides in dim light or
uses his full movement to Dash away from darkness, giving it advantage on its first
the PCs (Disengaging if he doesn’t have attack from hiding and boosting its damage.
enough space or spell slots to cast misty Using its Incorporeal Movement feature, the
step first), and then Hides in a dark, tucked- demon will dodge in and out of the Spiral
away space. Stair Landing (K83a) to avoid PC attacks,
and to re-conceal itself before attacking
From then on, Rahadin, like the Alien of again. It will prioritize the weakest and most
Alien: Isolation, takes full advantage of the vulnerable targets first, but will retreat to
narrow, twisting, dark corridors of Castle reposition itself if its first blow either doesn’t
Ravenloft to tail his prey through the deal at least severe damage (60 percent of
shadows with his +11 Perception modifier, the opponent’s maximum hitpoints) or if the
striking from a distance before immediately second doesn’t finish them off.
withdrawing once more. According to the
PHB, we can expect Rahadin to carry no If the PCs move away from the walls of the
more than 2d4 poisoned darts (average 5), room and illuminate the chamber’s corners,
leaving him to rely solely on his scimitar the demon is out of luck, and will skulk
after all darts have been thrown. away, tailing the PCs from afar until a
suitable time comes to strike again.
Once he’s latched onto a group of invading
adventurers, he doesn’t stop his pursuit until Dᴜɴɢᴇᴏɴ ᴀɴᴅ Cᴀᴛᴀᴄᴏᴍʙꜱ
all of them are dead—with one exception. If Gʀᴀʏ Oᴏᴢᴇ
the PCs ever take a short rest while
When the gray ooze in the North Dungeon
Rahadin is stalking them, he departs to
(K74) detects a PC, it waits for them to step
close enough before attacking with surprise Strahd poses, they won’t be surprised
through its False Appearance feature. Once (unless Strahd is hidden and doesn’t trigger
it’s engulfed a victim, it slowly moves away anyone’s passive Perception).
from other living beings at its full movement
speed and keeps attacking—corroding any Once they animate, the golems fight as
metal its target is wearing—until the ooze is described in the original module.
reduced to 8 hitpoints or fewer or the PC is
completely digested (i.e., dead). Sᴡᴀʀᴍꜱ ᴏꜰ Bᴀᴛꜱ
There are a few lines of text that are easily
Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇꜱ overlooked in the Catacombs (K84):
As before, I highly recommend removing the
Loathsome Limbs feature of the six Strahd ● The bats in the catacombs fly out in
zombies in the Torture Chamber (K76) the evening to hunt at night; in other
while keeping their statistics otherwise words, if your PCs arrive in the
unchanged. Otherwise, this is a fun, spooky catacombs after dark, the ceiling will
encounter that will set the stage for the rest be empty of bats (which means
of this area while letting your players feel Strahd can’t command them, as
powerful. described below).
● The bats will attack intruders if
If any of your PCs are capable of flight, or if provoked or specifically
they wind up climbing on top of the balcony commanded by Strahd. How many
to escape the zombies, let the zombies bats is that? Well…
climb on top of each other—at half speed— ● If any bats within a 10-foot square
to reach the higher elevation. Whenever a on the map are attacked or harmed
zombie at the bottom of the stack takes by a spell, 2d4 swarms of bats form
damage, any zombie on top must make a in that area and attack. There are
DC 10 Dexterity saving throw or fall back roughly 90 squares in the catacombs
into the water. that fit that description, resulting in
225 swarms of bats. If Strahd
Iʀᴏɴ Gᴏʟᴇᴍꜱ commands them all to attack…
Yeouch. (Don’t fight a vampire in a
These two iron golems are Strahd’s secret
cave full of bats, kids).
weapon. If he is able to lure the PCs into the
Brazier Room (K78), your party is in serious
In combat, each swarm will attack the PCs
danger.
as long as its hitpoints remain above half,
and will switch to taking the Help action (to
As mentioned in the “Strahd’s Tactics”
assist Strahd or another of his minions)
section above, if Strahd finds himself
once bloodied.
adjacent to this room while the PCs are
inside, he’ll attack one of the golems with a
However, to be fair to your PCs, if Strahd
weak ranged attack, causing the doors to
commands his bats to attack, give them a
slam shut and letting the golems
reasonable warning: On the turn that Strahd
immediately animate and attack. Because
commands his bats, he must spend his turn
the PCs are already aware of the danger
verbally directing them to attack—during
which a maelstrom of thousands of bats work out on their own what’s happened and
forms overhead, threatening to eclipse the how they can escape.
PCs with their mass.
I do have to add this disclaimer, though: If
If the PCs stay in the catacombs after that, you know that the player in question has a
that’s their own damn fault. real phobia of tight spaces, ignore
everything above and instead make it
Tᴇʟᴇᴘᴏʀᴛ Tʀᴀᴘꜱ immediately clear how they can escape.
Horror is fun; anxiety attacks aren’t.
A quick note about the three teleport traps
outside of Strahd’s Tomb (K85): Once
Pʀɪɴᴄᴇ Aʀɪᴇʟ
triggered, they make for an excellent
It’s unlikely the PCs will trigger the
moment of horror, both for the victim and for
encounter with Prince Ariel’s ghost in Crypt
their companions.
4, but on the off chance they do, remember
that, like all ghosts, Ariel’s goal is the
Remember: The traps are completely
resolution of his trauma. In this case, that
invisible, which means that there’s no
trauma is his death at the hands of his ill-
indication why the person disappeared. One
begotten wish to fly.
moment they’re there, the next, they’re just
—not. They might have triggered a trap,
However, no ghost wants to be destroyed
they might have turned invisible, or they
and risk leaving its trauma unresolved. As
might have been teleported away by a
such, if wounded by magic weapons or
spellcaster.
radiant damage, Arial will swiftly Disengage
and retreat at his full speed away from the
Make sure not to reveal the fate or location
group. If repelled by Turn Undead, Ariel
of the victim until their left-behind
keeps away as well.
companions have decided what to do
(including, for example, fighting the angry
It’s unlikely Prince Ariel will have reason to
wight that has just teleported to take their
use his Horrifying Visage attack, but on the
friend’s place). If they keep walking into the
off-chance that the PCs manage to upset or
trap, keep yanking them into the trap’s
anger him (perhaps by dismissing his dream
destination (the vault beneath Crypt 14). If
of flight), Ariel uses this action immediately
they decide to look in the wrong place for
and reflexively in response. To encourage
the victim, let them wander for a bit before
them to converse with him (and to make the
turning the camera back.
stakes clear), consider having him rant and
rave about how he’ll “fly” from the highest
Once you refocus on the victim, play up the
peak of the tower before possessing a PC.
claustrophobia hard. Let them know that the
dim light of the catacombs has been
On his third failed Athletics or Acrobatics
replaced immediately with pitch-black
check to escape if the PCs grapple his
darkness, that they can barely move their
possessed target, Ariel will relinquish
arms or legs, and that the air they’re
control of his victim and immediately try to
breathing is stale, rotted, and thin—too thin
possess a different target that hasn’t
to breathe comfortably. From there, let them
already resisted his possession ability. If no
such targets exist, he flees back to his crypt, capabilities. Regardless of how they anwer,
wailing in insane despair. Sasha immediately agrees (so long as the
light of the Sunsword or Holy Symbol is kept
Wɪɢʜᴛꜱ & Sᴋᴇʟᴇᴛᴏɴꜱ low enough to avoid harming her). As she
travels with the party, she does her best to
If summoned by the teleport traps near
be “helpful” by providing directions to her
Strahd’s crypt or awoken by a creature that
companions—until a suitable moment
opens its coffin, the wights in Crypt 14
comes to misleadingly direct them to a trap
immediately engage with the PCs in melee
or stab them in the back.
with its longsword and, eventually, with its
Life Drain ability. It otherwise behaves as
If attacked, Sasha Dashes away in panic,
described in the “Random Encounters”
moving to the ceiling if needed to escape
section above.
the reach of the Sunsword. Until Strahd
commands her otherwise, she has one
Any animated skeletons brought to life
wish: freedom (and, once she reaches
when a wight dies in this vault behave
easier prey, food).
identically to the skeletons described in the
“Larders of Ill Omen” encounters section
Strahd, of course, soon catches up with her,
above.
and eventually makes Sasha’s momentary
freedom a nightmarish hell.
Sᴀꜱʜᴀ Iᴠʟɪꜱᴋᴏᴠᴀ
Sasha, a vampire spawn (Crypt 20), has Pᴀᴛʀɪɴᴀ Vᴇʟɪᴋᴏᴠɴᴀ
been locked in her crypt for decades. As a As mentioned RAW, the banshee Patrina
result, she’s blood-starved, and, at her (Crypt 21) attacks the characters
lowest points, very nearly feral—save for immediately—but immediately after doing
the compulsions Strahd has placed on her so, if Kasimir is with the party and claims to
and her desperate, twisted hope for be here to resurrect her, she ceases all
freedom. hostilities, though asks her “dear brother”
why he might wish to revive her now, after
If the PCs open the door to her crypt, she murdering her and letting her spirit lie fallow
immediately attacks with a Claw/Bite for centuries.
multiattack. If she previously delivered her
message to the PCs during the dinner (as If Kasimir isn’t with the party or can’t
described again), she immediately persuade Patrina to stop attacking, she
surrenders and apologizes when the PCs attacks with Horrifying Visage the turn after
raise a hand against her, claiming that she using her Wail while using her fly speed to
thought they were someone else. If stay aloft in the air, away from enemy
questioned, she hints that this “someone weapons.
else” may be Strahd (though a DC 14
Insight check reveals that she’s lying). From the third round onward, Patrina strafes
her opponents with Corrupting Touch, flying
If the PCs ask her to accompany them, she down to attack before flying back up out of
asks if they can protect her from Strahd, reach. She first prioritizes enemy
attempting to glean information about their spellcasters, marksmen, and skirmishers,
picking off those at the edge of the group, within this space and investigates for hidden
rather than those at the front or center. treasure will have a very unhappy time.
Under no circumstances does she willingly
end her turn adjacent to an enemy holding a Hᴇʟʟ Hᴏᴜɴᴅꜱ ᴀɴᴅ Wʀᴀɪᴛʜ
magic weapon—one of the few things
The wraith of General Grislek (Crypt 38)
capable of gravely wounding her.
behaves identically to the wraith described
in the “Court of the Count” section described
Gɪᴀɴᴛ Wᴏʟꜰ Sᴘɪᴅᴇʀꜱ above. Meanwhile his three hell hounds
The two giant wolf spiders of Crypt 27 are will zero in on the most vulnerable enemy
little more than a jumpscare. Spook your and attack with their Pack Tactics feature. If
players with an intimidating physical there’s a second enemy close enough to the
description as they jump out, threatening a first, the hounds will use their Fire Breath
much larger, more deadly arachnid foe—but feature (provided it’s available) to roast both
then reveal their true nature and let your prey, but if not, they’ll just stick with their
players easily dispatch them. Bite.

Aʟᴄᴏᴠᴇ Pᴏʀᴛᴀʟꜱ Bᴇᴜᴄᴇᴘʜᴀʟᴜꜱ


If the PCs don’t have mage hand or anyone Beucephalus, Strahd’s nightmare steed
capable of teleporting past or lifting the (Crypt 40), is the Dark Lord’s valued
portcullis to Strahd’s tomb, these transportation service, and smart enough to
teleportation portals are their only access know that. As a result, while he’ll put up a
point to the tomb after Strahd has fled to his fight against character he hasn’t met yet, if
coffin in mist form to rejuvenate. In the rare heavily wounded (reduced to 62 hitpoints or
occasion that this occurs, let your players less) within the first two rounds of combat,
wander through the catacombs in search of he will immediately use his Ethereal Stride
a hidden trick or secret—it’ll be a race to retreat to the Ethereal Plane.
against time as they carefully search every
crypt for a way to open the door (possibly When transporting Strahd in combat,
triggering several dangerous encounters as Beucephalus will ready an Ethereal Stride
they do), and they’ll be excited to find this action to occur immediately after he attacks
area when they finally succeed. (if the nightmare goes first in initiative), or
allow Strahd to ready an attack action to
Gʜᴏᴜʟꜱ take place immediately after Beucephalus
transports them to the Material Plane (if the
It’s unlikely the PCs will venture into the
nightmare goes second). When in the
seemingly-empty crypt (Crypt 35) containing
Ethereal Plane, Strahd’s regeneration can’t
the six starving ghouls, but on the off
be stopped by sunlight, making
chance they do, the ghouls won’t be
Beucephalus a treasured tool—and a
starving for long. This is one of Curse of
dangerous enemy—for the PCs.
Strahd’s classic punishments against
traditional dungeon-crawlers: A PC that
ignores the warning of the “charnel stench” Aᴅᴅɪᴛɪᴏɴᴀʟ Nᴏᴛᴇꜱ
A few minor notes of personal opinion:
● Leave the “silly names” in the they come back. If the PCs tied up
Catacombs (K84) unchanged. It might Cyrus Belview and intimidated him into
feel like you’re ruining the horror mood spilling Strahd’s secrets, he should be
by having the PCs cross paths with very unhappy to see them again. Track
“Isolde Yunk” and “Elsa Fallona von what your PCs do in Castle Ravenloft,
Twitterberg,” but spots of light and and make sure to keep those details in
humor are essential for making the order when they return.
moments of dark and horror hit harder. ● Don’t feel imprisoned by the random
Moreover, these evocative names encounter table. Instead, each time the
encourage the PCs to explore their PCs visit Ravenloft, pick out ten
crypts—without them, it’s just another interesting encounters and scatter them
array of Generic Fantasy Names for the throughout the castle, using the
PCs to skip. “Territories of the Castle” section above
● Strahd is not omniscient, and that’s for additional guidance.
doubly true in Castle Ravenloft. As ● Don’t use the Vistani thug or Barovian
written in previous sections, he is only commoner random encounter if you
alerted to the PCs’ presence in the can avoid it. The former plays up some
castle if they trigger a noise-making pretty awful stereotypes about Vistani,
trap, find him in the predestined and the latter is just unnecessary and
location, find him as a random immersion-breaking (how does a society
encounter, tip him or one of his spies off survive so many angry mobs?)
ahead of time to their presence, or ● It’s okay for the PCs to trash a low-level
summon him by letting another encounter when they’re travelling
encounter (e.g., Rahadin) escape to through Castle Ravenloft. The castle
report their presence. Though your PCs (minus the brides and Rahadin) isn’t
should feel terrified of the possibility of actually that dangerous to most
running into him, never be unfair; if they adventuring parties; if a 3rd-level party
sneak through the castle without being can somehow evade any wights or
stupid, let them escape. vampire spawn they encounter, they
● Yes, I removed Strahd’s phasing lair should have a pretty easy time getting to
action in Castle Ravenloft. It’s incredibly their destination.
unfair and punishing, and turns fights ● If your characters are in Castle
into a binary “he dies immediately, or we Ravenloft at midnight and are in a good
all suffer for six hours while he invincibly position to view it, don’t forget to run the
picks us off, one-by-one.” Seriously, finale of the March of the Dead
don’t use it. encounter from the Village of Barovia!
● Remember: The castle is a living, It’s spooky, bizarre, and wonderfully
breathing system, and its occupants are foreboding.
the same. If the PCs smash a table
when they visit the first time, that table Aꜱꜱᴇᴛꜱ & Aᴜᴅɪᴏ
should either be cleaned up or still
smashed when they return. If the PCs Bᴀᴛᴛʟᴇᴍᴀᴘꜱ
kill or alienate a bride of Strahd, that I strongly prefer the free battlemaps created
bride stays dead—or pissed-off—when by /u/pigonthewing, which you can find here
—they’re high-quality, easily scaled to a ● Bloody Tears—Orchestral Version
virtual tabletop, and wonderfully detailed. (Castlevania)
● Bloody Tears—Orchestral Cover
If you’re looking for another style, however, I (Castlevania)
recommend the (paid) battlemaps by ● Sir Alonne, Crown of the Old Iron
Venatus or G Jensen. King (Dark Souls II)
● Slave Knight Gael (Dark Souls III)
● Battle Music (The Witcher 2—
Lᴏᴄᴀᴛɪᴏɴ Aʀᴛᴡᴏʀᴋ Assassins of Kings)
JamesRPGArt (also known as
● Archangel (Two Steps from Hell)
/u/brochiefwave) has put out some amazing
● Diabolic Clockwork (Two Steps from
artwork depicting locations throughout
Hell)
Castle Ravenloft. Check out his renditions
● Fight the Darkness (Two Steps from
of the Chapel (for weddings), Dining Hall
Hell)
(for dinners), and Study, and follow his
● One Against All (Two Steps from
Patreon for still and animated versions of
Hell)
these locations and others locations
● Sariel (Two Steps from Hell)
throughout Barovia.
● Tyrianis (Two Steps From Hell)
● Unforgiven (Two Steps From Hell)
● Divided We Fall (Two Steps From
Mᴜꜱɪᴄ & Aᴍʙɪᴇɴᴄᴇ
Hell)
Swordcoast Soundscapes has published
some excellent ambience tracks for Castle
Ravenloft, including the main castle and the
catacombs.

However, if you’re looking for something a


little more instrumental to use in your
sessions, my personal playlist for Castle
Ravenloft is as follows:

● Graveyard (Midnight Syndicate)


● Opus 186—Eternal Night (Sigmund
Krähe)
● An Ominous Place (The Witcher)
● Ominous Ambience (The Witcher 3
—Blood and Wine)

Finally, my playlist for the final battle with


Strahd includes the following tracks, which
can be easily found on YouTube:

● Ludwig the Accursed Holy Blade


(Bloodborne)

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