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their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

All other original material in this work is copyright 2021 by PYRAM KING LLC.
Credits
Author: Pyram King
Maps: DM Andy & Pyram King
Edited by: Jesse Winter (Duo Storytelling)
Tokens: Tixu
Art: AI-generated by Pyram King

Campaign Guides
Campaign & Player Guides
Fey Quest

Location Guides
#1 Count’s Manor (Alternative to Death House)
#2 Village of Barovia
#3 The Crossroads

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Table of Contents
Credits....................................................................................... 1
Table of Contents ................................................................... 2
Introduction............................................................................ 3
History ............................................................................................... 3
Approaching the Manor ................................................................ 3
Death House ............................................................................... 3
Player Handouts ........................................................................ 3
Maps ............................................................................................. 3
Gothic Horror Rules ................................................................. 3
Manor ...................................................................................... 4
First Floor ......................................................................................... 4
1. Foyer ......................................................................................... 5
2. Main Hall ................................................................................. 5
3. Den ............................................................................................ 5
Second Floor ..................................................................................... 6
6. Upper Hall ............................................................................... 6
8. Library ..................................................................................... 6
9. Secret Room ........................................................................... 7
10. Conservatory ........................................................................ 7
Third Floor ........................................................................................ 8
11. Balcony ................................................................................... 8
12. Master Suite .......................................................................... 8
15. Nursemaid’s Suite .............................................................. 9
Attic .................................................................................................. 10
16. Attic Hall ............................................................................. 10
17. Spare Bedroom .................................................................. 10
18. Attic Storage Room ........................................................... 10
19. Dr. Seward’s Room ............................................................ 11
20. Boris’s Room ...................................................................... 11
21. Stairwell to Crypt .............................................................. 12
The Crypt and Lair ................................................................. 12
Crypt Map Key ................................................................................13
22. Crypt Stairwell .................................................................. 14
23. Individual Tombs ............................................................. 14
24. Storage Area....................................................................... 16
25. Fighting Pit ........................................................................ 17
26. Viewing Area ...................................................................... 17
27. Experiments of Torture .................................................. 18
28. The Monster Cell .............................................................. 18
29. Pit Trap ............................................................................... 18
30. Stairs to the Count’s Lair ............................................... 18
31. Dark Power Ritual Chamber ........................................... 19
32. Ladder to Mansion ........................................................... 19
33. The Count’s Private Study ..............................................20
34. Treasure Room ..................................................................20
Amber Shard ............................................................................. 21
Lair Map Key ................................................................................. 21
35. Steps to the Lair ................................................................ 23
36. Hall of the Dead ................................................................ 23
37. Dungeon ..............................................................................24
38. Entrance to the Lair ......................................................... 25
39. Count’s Lair .......................................................................26
Conclusion ............................................................................ 28
Leaving the Manor ....................................................................... 28

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horrific cannibalistic savages. Rumors spread of grave
robbers and a monster wandering the grounds of the
count’s estate.
The count’s activities did not escape the watchful eye of
his master, Lord Strahd, who saw the count’s attempt to
bolster his power as treachery. Strahd, with his macabre
sense of humor, decided to slowly turn Count Lugosi into a
vampire, knowing it would be the count’s undoing.
Weakened by Strahd’s feeding upon his blood, Count
Lugosi called on his good friend Doctor Seward from the
village of Vallaki to help him and his family. Unfortunately,
the count’s transformation was complete before he could
escape. He turned his son into a vampire, fed on Dr.
Seward, who committed suicide, and committed other
atrocities.
The count’s manor is now haunted by the ghosts of his
family. The count rarely visits the manor, which brings
him great sorrow. Instead, the count seeks refuge in the
deadly crypts below the manor, falling deeper into
Introduction darkness and slowly going mad over what he has done.

“Count’s Manor,” an alternative version of “Death


House,” pays special tribute to actor Bela Lugosi, who
played Count Dracula in the 1931 film adaptation of Bram
Approaching the Manor
Stoker’s gothic horror novel, Dracula. Lugosi’s portrayal The count’s manor and estate are just inside the eastern
has immortalized the iconic image and mannerisms of the gates of Barovia. See “Session 1: Gates of Barovia.”
Through the mist, the party sees a small road to the
Dracula we know today. Viewing Dracula (1931) is highly
north, leading to a grand estate. Smoke billows from the
recommended prior to running this adventure so you can
chimney, and light from the windows pierces the mist.
better understand the tone and atmosphere of “Count’s
Cold, wet, hungry, lost, and with no weapons to defend
Manor.”
themselves, the characters likely find the manor a
This version of “Death House” was designed to better fit
welcome sight.
the original adventure within a Legends of Barovia
campaign. In addition to filling in backstory and setting
the tone and atmosphere of what is to come, “Count’s Death House
Manor” gives the adventurers their first encounter with a This guide alters “Death House,” but the original
vampire. adventure is needed to for descriptions of locations not
This adventure was designed for three to five characters covered in this guide. Both D&D Beyond links to “Death
up to level 3. House” and Curse of Strahd page numbers are provided.
It also can be played as a standalone one-shot, for those
interested in a low-level introduction to a gothic horror
adventure.
Player Handouts
Several player handouts are used in conjunction with this

History guide. They are available for free, and links are provided.

Count Lugosi, once a trusted servant of Lord Strahd, was


born into an old noble family of Barovia. The count often
Maps
The manor uses the map included with Curse of Strahd on
traveled between his estate on the edge of the village of
page 216. The dungeon level (crypt and lair) uses new
Barovia to the villages of Krezk and Vallaki to meet with
maps created for this adventure and are included with this
the burgomasters on behalf of Lord Strahd. Over time, the
guide. The guide includes map keys for reference.
count learned of Lord Strahd’s secrets, including his dark
powers and some of the treasures hidden in Castle
Alternative Death House Map by DM Andy: Death House
Ravenloft.
An ambitious man, the count’s lust for power and greed
got the better of him, as he attempted to carve out his slice Gothic Horror Rules
of Barovia for himself and restore honor to the family Fear, Horror, Despair, and Nightmare checks as well as
name. He acquired a piece of the broken amber sarcophagi other rules and suggestions are described in the FREE
of the Vampyre dark vestige from the Amber Temple. The Legends of Barovia Campaign & Player Guides.
amber shard took hold of the count and drove him to
obsessively seek out dark magic.
The count gathered a few loyal to him and began dark
experiments in the crypts below his manor, endeavoring to
create minions to do his bidding. The experiments, which
often involved kidnapped Barovians, led to the creation of

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Manor First Floor
The first floor of the manor sets the uneasy tone that
ramps up in the other levels. There are items and weapons
The manor seems to be haunted, the rooms are covered in
to discover, but there are no encounters.
a cloud of light dust, but candles are lit and fires blaze in
The goal is to raise the level of tension and put the PCs
the hearths. The manor appears to be lived in, but there is
on edge.
no one to be found.

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1. Foyer 2b. Cloakroom
Refer to “Death House” for a full description of this area.
You open the door to the closet, which is stocked with several
1b. Foyer black cloaks. Someone has left a top hat on the high shelf.
You also find a cane with a silver handle. On closer inspection,
the handle is a silver skull of a raven.
You escape the clinging mists and enter the manor. A chill in the
air sends a shiver down your spine. Mahogany doors, with carvings
of flowers and forest, stand before you, silent and brooding.
You find yourself in an immaculate foyer, decorated with a
portrait and heraldry.
A painting of a stony-faced aristocrat watches you with
disinterest; the plaque on the frame reads “Count Lugosi” in dull
gold lettering.

2. Main Hall
The grand main hall is welcoming. The wood-paneled walls are
ornately carved with idyllic forest scenes. At one end of the hall, a
sweeping staircase climbs into the darkness; at the other is a large
stone fireplace, and a small fire sets the room aglow.
The raven cane hides within it a magical rapier (raven
Someone must be home. rapier) that deals 1d8 + 1 piercing damage and an
Mounted above the mantelshelf is a longsword. additional 1d4 radiant damage against undead creatures. A
successful DC 10 Intelligence (Investigation) check reveals
The longsword can easily be removed. the mechanism to release the rapier hidden within the
cane. Inscribed on the blade near the hilt are the letters RR.
The cane once belonged to Rudolph van Richten. The
additional radiant damage caused by the raven rapier is
only revealed after someone uses the rapier against an
undead creature.

3. Den
The fireplace gives the room an orange glow. Above you, fierce
forms in the darkness give you a start. Wolves with vicious snarls
frozen forevermore. Though mere hunting trophies, their hunger is
palpable.
Two chairs sit in front of the fireplace. Several candles are lit and
goblets, dry and empty, sit next to a decanter.
A glass-paneled cabinet sits along the wall. Behind the glass
hang three crossbows: one of heavy oak, the other two smaller.
Next to each are cases of bolts.
The cabinet appears locked.

The cabinet contains a heavy crossbow, light crossbow,


hand crossbow, and 30 bolts.

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Second Floor 8. Library
The second floor of the manor is where the history of
Barovia begins to reveal itself. Attentive characters will A grand library towers before you. A wealth of knowledge sits on
find clues that may serve them in the Legends of Barovia floor-to-ceiling bookshelves: weighty tomes of untold worth—
campaign. novels, treatises, encyclopedias, poetry anthologies, histories. So
Here the PCs will find their first secret room, encounter vast is this library that a rolling ladder is necessary to reach the
a trap, and meet their first NPC. The goal is to evoke high shelves.
mystery and concern. Above the crackling hearth hangs a framed portrait of a windmill
perched atop a rocky crag. Two overstuffed reading chairs, lovely
and inviting, flank the fireplace.
6. Upper Hall An exquisite desk faces the hearth and has several items resting
atop it: an oil lamp, a jar of ink, a quill pen, a tinderbox, and a letter
A cold draft sweep down the staircase as it delivers you to a dimly kit containing a red wax candle, four blank sheets of parchment,
lit hall. Four suits of armor, clutching spears, flank the fireplace, and a wooden seal bearing a windmill insignia.
their gazes empty beneath wolf-shaped visors.
Two mahogany doors are intricately carved with wolves and The desk drawer is empty except for, a small dagger, an
other wildlife. A thin third door stands to the right of the stairs, iron key that opens the iron door to the crypt (area 21), and
which continue climbing upward. a letter.
The letter (see the player handout) reads as follows:

The four spears can be taken from the suits of armor. If a


character inspects the armor and wolf helms, read the Count Lugosi,
following: I am looking forward to my visit with you. It has been some time
and I am eager to meet Elizabeth and to learn she is with child. I
The armor is decorative and unusable, as it is incomplete. The am sorry to hear you are not well. I hope my services can be helpful
metal helmet has been molded to like a wolf head. The visor has to Elizabeth and yourself.
sharp metal teeth. Your friend,
Doctor John Seward

The Bookshelf
If a character examines the bookshelves, read the
following:

The bookshelves hold hundreds of tomes, covering a range of


topics including history, warfare, and alchemy. There are also
several shelves containing first-edition collected works of poetry
and fiction.
You notice a large book with a red spine called Lords of Barovia.

Removing the Lords of Barovia will open the secret door to


area 9. Lords of Barovia is a valuable history book that
provides information about Barovia and Lord Strahd.

The helmets are magic items called wolf helms. If a creature


wears one of the helmets and is not a lycanthrope, they are
overcome with bloodlust. The creature must succeed on a
DC 15 Wisdom Save or attack the closest creature to them
(except wolves and werewolves, in which case they attack
the next-closest creature). The creature may attempt this
save at the end of each following round to resist the urge to
attack. As an action, they may attempt the same save to
remove the helm. Remove curse also allows the creature to
remove the helm.
In addition to its curse, each wolf helm provides a +1 AC
and darkvision out to 120 feet.

Despair Check
A character who wears the wolf helm and attacks a fellow
character must make a Despair check if the helm is
removed.

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9. Secret Room 10. Conservatory
The bookshelf swings open, hidden hinges squealing in the gloom. You are enveloped by the music of a harpsichord. To your
A small dusty and cobweb-filled room lies in the darkness. astonishment, two ghosts are dancing to the music and take no
You spot an open heavy chest, upon which lies a skeleton in notice of you.
leather armor. Closer inspection reveals the skeleton is of a thief of The fireplace glows orange, and you notice no one sits at the
some sort who triggered a dart trap. A dart remains stuck in the harpsichord—it plays by itself. You hear the whimper of a small
leather armor. animal. Peering under the harpsichord, you notice a dog.

The chest contains a letter from Strahd, three spell scrolls The ghosts are lost and from a forgotten time when the
(bless, protection from poison, and spiritual weapon), and a manor saw happier days. They ignore the characters and
leather pouch with 20 gp. The skeleton carries a dagger. continue to dance.
The “Legends of Barovia Campaign Guide” provides
additional rules for learning the spells on the spell scrolls.
The letter from Strahd (see player handouts) reads:

Count Lugosi,
You have betrayed me and meddled with the Dark Powers, of
which you know nothing.
Return to my charge, and I will allow you to live in Barovia for
eternity. If you do not, darkness will fall upon those you love.
Your lord and master,
Strahd von Zarovich

The small dog hiding under the harpsichord will not


crawl out unless lured out by some food. Once it
approaches it, is friendly to the characters. A dog tag
reveals the name, Stoker.
The dog will follow the characters, obeying simple
commands (e.g., sit, stay, come, go). The dog will bark and
stare at anything it feels is a danger to himself or the
characters.

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Third Floor 12. Master Suite
Adventurers who traverse the third floor of the manor
invite danger. Here the characters will face their first You enter the master suite, which seems to have been neglected
combat encounter and interact with a friendly NPC, for some time. Another portrait of the count, like the one in the
Margert the nursemaid. The characters may also encounter main foyer, hangs in the room.
another secret door. You notice the small door to the dumbwaiter and another which
you assume leads to a closet. A brush, scissors, and a jewelry box
with a light covering of dust sit on the vanity.
11. Balcony The wind startles you as a balcony door swings open. A storm
must be brewing, as rain and wind swirl about outside. Where is
The staircase delivers you to the top, the third floor. everyone? Where are the servants? Where is the count?
The air is choked with dust. On the walls—carved with autumn
woodland scenes—are mounted oil lamps. A dark metal suit of If the characters inspect the vanity and open the jewelry
armor faces a balcony, clutching an ornate greatsword. box, they find a letter and a topaz necklace. The letter (see
player handouts) reads:
If a character touches the armor (animated armor), it
attacks. If no one touches the Armor but passes by it, it My Dear Lord Strahd,
animates and attacks (roll a die to determine which Your advice on dealing with my husband’s madness is most
character is attacked first). In either case, the PCs are welcomed. I have arranged for travel to Ravenloft with the family.
surprised at the start of the encounter. The count is unaware of the plans and believes we are traveling to
The armor is unwearable once defeated, but its Krezk to visit the abbot. Thank you for the gracious invitation to
greatsword remains intact. stay with you and see my dear husband well.
Respectfully,
Elizabeth Lugosi

Cursed Topaz Necklace


Wondrous Item, very rare
This topaz necklace would be worth 500 gp to a jeweler
unaware of its terrible curse. Lord Strahd immediately
knows if you put on the necklace, and his attempts to scry
on you automatically succeed. You also have disadvantage
on saving throws against being charmed.
Curse. This item is cursed. Once worn, you cannot
remove or discard the necklace unless you or the necklace
is subject to remove curse.

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15. Nursemaid’s Suite
The room is dusty. It seems to be a well-lived-in servant’s room,
perhaps a nursemaid’s given the children’s toys strewn about.
A full-length mirror sits opposite the bed. A door leads to a
balcony, and you can hear the wind howling and a light rain
beginning to fall.
A baby’s cry comes from the door to the east.

If a character inspects the room, read the following:

Staring at the mirror, you see the ghost of a woman, holding a child
and staring back at you. The ghost vanishes.

A successful DC 12 Investigation Check on the full-length


mirror reveals a secret door to the attic (area 16).

15b. Nursery
The room is a nursery. The baby’s cry becomes louder.
To your surprise, the ghost of a woman is leaning over the crib,
whispering to the source of the crying. The ghost turns and gently Speaking to Margaret. The PCs can communicate directly
ushers you out of the room. “You must go,” she whispers. “You are with the specter of the nursemaid. If approached with
disturbing the baby.”
hostility, the specter vanishes in fright. If approached with
kindness or respect, however, the nursemaid’s specter
Horror Check introduces herself as Margaret. She is withdrawn and shy
A character with a passive Perception of 12 or higher sees and does not fully understand how or why she died. She is
that the child in the crib is a skeleton. The nursemaid confused and frequently jumps between awareness and
seems unaware of this fact and refuses to acknowledge ignorance of her state of undeath, sometimes in the same
that the baby is dead. A character that notices the skeleton sentence.
of the baby must make a Horror check. She speaks fondly of Elizabeth and the children but
avoids mentioning the count.
She mentions Doctor Seward is helping Elizabeth’s son,
Boris, but offers a word of warning:

“Do not go to the attic. Danger lies there.”

She will end the conversation and tell the PCs she must
finish preparing for a trip to the castle:

“I must prepare for our trip. The family is heading to Ravenloft.


However, it is a surprise, and we must not let the count know. We
are visiting his old friend Lord Strahd.”

Secret Door. When the conversation ends, Margaret


scoops up a ghostly version of the baby and enters the
mirror in area 15a and disappears. If the secret door has
not been discovered already, it clicks open, revealing the
hidden passageway.

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Attic The letter (see player handout) is addressed to the
nursemaid and reads:
The attic holds true danger, as well as the truth about what
happened to Count Lugosi’s family. After multiple Dear Margaret,
dangerous encounters, the PCs may find the entrance to an I fear it is no longer safe for my baby daughter, Bela. A dark curse
iron door that leads to the crypts beneath the manor. has befallen our house and family, and it is only a matter of time
Secret Door Removed. I have removed the secret door before Bela succumbs to the darkness.
(area 21) to the circular stairway to the crypts and replaced Elizabeth is ill and resting. Dr. Seward will continue to look after
it with a large locked iron door in the hallway of area 16. my son, Boris.
This allows the characters to move on to the crypt without Margaret, you have served me well, and I ask for this one final
having to search for a secret door, which I felt was in a act of mercy. Please take Bela to the village of Krezk, and seek the
rather awkward location. abbot. He will help you. There, raise Bela as your child, and never
speak of the horrors that have befallen her family.
You will find 100 gold pieces in the leather bag, to help you on
16. Attic Hall your journey and pay tribute to the abbot.
Go. Do not delay. Do not tell anyone who you are, where you are
The attic hall is dark and dusty and fills you with doubt and going, or who Bela’s parents are.
unease. A large padlock and chain bar the door to the north. At the Do not open the iron door. Do not try to help.
end of the hall, is a large iron door. Leave now!
Count Lugosi
Padlocked Door. The padlocked door leads to Boris’s
room (area 20). A successful DC 15 check with thieves’
tools opens the padlock. A successful DC 15 Strength
18. Attic Storage Room
(Athletics) check forces the door open. The key to the
padlock is in area 17. The chamber is packed with old furniture draped in yellowing
Large Iron Door. The padlocked door leads to the sheets. Mannequins loom out from the shadows like forgotten
stairwell to the crypt (area 21). A successful DC 18 check
widows and witnesses to ruin. A wooden trunk sits nearby, slightly
ajar.
with thieves’ tools unlocks the door, as does the key from
the library (area 8). A successful DC 18 Strength (Athletics)
The trunk is obviously damaged, as if crushed during a
check with a crowbar or similar item forces the door open.
struggle. If a character opens the trunk and succeeds on a
DC 14 Intelligence (Investigation) check to examine it, read
the following:

You swing open the trunk and almost recoil at your newfound
treasure: a frail, bleached skeleton, wrapped in a bloodstained bed
sheet. The remains of the family’s nursemaid. She was stabbed to
death by multiple knife wounds.

If the character fails the Intelligence (Investigation) check


17. Spare Bedroom read the following:

The small bedroom is in disarray. Covered in dust are clothes and You swing open the trunk and recoil a frail, bleached skeleton,
traveling attire haphazardly placed in a travel trunk. It seems as if wrapped in a bloodstained bed sheet.
someone had been packing for a hasty retreat from the manor
If anything disturbs the remains in either case, a specter of
The nursemaid had begun packing for a trip as instructed Margaret, now angry, materializes and attacks.
by Count Lugosi. Unfortunately, she did not escape the
horrors that awaited her. Amid the mess is a letter sitting
under a small leather pouch, which can be found with a
Fear Check
The character who fails an Intelligence (Investigation)
successful DC 11 Intelligence (Investigation) check. Inside
check to examine the trunk must then make a Fear check.
the leather pouch is 100 gp and a key, which opens the
padlock in area 16.

10
19. Dr. Seward’s Room 20. Boris’s Room
The smell of decaying flesh and rot pours out of the room. Then This room contains a bricked-up window with a dusty, wood-
you see the source of the smell: a decaying body hanging from the framed bed for a child. Closer to the door is a toy chest with
rafters. A letter sticks out from the pocket of the corpse. windmills painted on its sides. These furnishings are draped in
cobwebs.
If a creature tries to take the letter from the pocket of Dr. Most unsettling is the pile of bones in the center of the room.
Seward’s corpse, the corpse (a zombie) animates and Human bones?
attacks. Players who attempt to snatch the letter quickly You hear some scratching noises.
can attempt a DC 15 Dexterity (Sleight of Hand) check to
avoid waking Seward’s zombie.

Rope Break Countdown


The zombie cannot use its movement if it remains hanging
from the rafters. It can still attack anyone that gets close
and can take other actions normally.
The old rope, however, may break. At the start of each
combatant’s turn, roll 1d20 to determine whether the rope
breaks. On a 20, the rope breaks. The DC of this roll
decreases each turn, so the DC on the second turn would be
19, then 18 on the third turn, and so on.
If the rope breaks, the zombie will pursue the characters.

The Letter
The letter (see player handouts) in the pocket of Dr.
Seward’s coat reads as follows:

My Dearest Love, Boris, Count Lugosi’s son, has become a vampire. He hides
I wish I could escape this horror. I came to serve a friend whose under the bed, waiting for a living victim. He has been
wife had given birth to a beautiful baby girl named Bela. But my locked in here for his and others’ protection. In that time,
friend, it seems, has ventured into madness. his bloodlust has grown. Boris is too young to know what
The younger boy, Boris, remains locked in his room and I he is, so he still possesses a level of childlike innocence.
endeavor to keep him well. But madness has befallen him too, and Unfortunately, what he now considers “play” is deadly.
I fear far more have run afoul in this ungodly place. Screams of
horror echo through the night. If discovered by a successful DC 15 Wisdom (Perception)
I have requested to be taken back to Vallaki, but the caretaker check, read the following:
has seen to other matters, including a new servant girl, who has
recently gone missing.
A child emerges from under the bed. He asks, “Are you here to
The time has grown late, my health has weakened, and I am
play?” An intensity burns in his eyes, and his smile reveals two
barely able to walk. I have not seen the count or Elizabeth in days.
razor-sharp fangs. Something is wrong.
The nursemaid and baby Bela are missing. I have hope they have
fled far from this horror.
I grow fearful of what may become of me. I have ventured Boris will entertain conversation for but a moment before
behind the iron door to the crypt and have witnessed unspeakable becoming aggressive. He thirsts for blood.
horrors deep in that hellish place. If Boris goes undetected, he grabs the leg of the living
I have failed in my duties as a doctor and have failed a friend in creature nearest to the bed, knocking them prone unless
need. I have failed in my protection of the child. I am far too weak they succeed on a DC 14 Strength saving throw. He then
to leave and have concluded I have but one method of escape. To attacks.
remain is to face a fate far worse than death. Clever PCs may attempt to lock Boris back in the room,
Goodbye. but if given the chance, Boris fights to the death.
Lovingly,
John Fear Check
If Boris surprises a PC from under the bed, they must make
a Fear check.

11
21. Stairwell to Crypt The Crypt and Lair
The heavy iron door opens, and a cool stale breeze blasts you in Count Lugosi has been turned into a vampire by Lord
the face, revealing a tight staircase spiraling down into darkness. Strahd. However, he continues to venture further into
Cobwebs and dust cling to the mortared stone, and the smell of darkness and hopes to take revenge on all those who have
rotting flesh fills your nose. forsaken him, including Lord Strahd.
His experiments have yielded two unruly creatures he
When the characters reach this point, they advance to level cannot control: the cursed cannibals he has locked up in
2. This is also a good place to end the session. the fighting pits and the Monster, a flesh golem sealed in
the crypt.
The count prays to a dark vestige in his ritual chamber
and offers it sacrifices in the hopes it will heed his prayers
and help him. With the vestige’s continued silence,
however, he falls further into despair.
Igor, his assistant, lives in the northern part of the crypt.
Now fearful of his master, he goes about his tasks as best
he can and may provide limited information to any
characters who venture upon him. Above all, however, he
warns them to leave.
The secret treasure room contains more than just a
treasure. There he has locked up his wife, Elizabeth, who is
now a ghoulish creature who feeds on the living. He
watches her in sorrow as she feeds, hoping one day he can
bring her back.
In the dungeon, the count keeps a servant girl locked up.
He has bitten her twice; she is weak, and he hopes to make
her into a vampire and perhaps his vampire bride, as he
has become lonely and harbors little hope of restoring his
wife.
Evil spirits have taken refuge in the Hall of the Dead and
will emerge and engage any characters who attempt to
enter the count’s lair.
The lair is the count’s resting place and the final
encounter of the adventure. His crypt is raised in the
center of the room but surrounded by a grated floor trap.
The count will ravenously fight to the death, as he has
become afflicted by undeath, horror, and madness.

12
Crypt Map Key

13
22. Crypt Stairwell 23c. Chained Sarcophagus
As you descend, the temperature falls. The smell of decaying flesh Behind an iron gate is a sarcophagus bound in three heavy chains.
and rot fills your nose. You reach the landing, where a slight mist It is covered in spiderwebs and dust.
covers the floor. The passage branches north and south at the end The iron gate is open, and parts of it have fallen away. Carved on
of the hallway. above the alcove are the words, “Beware: He who lies will rise and
kill again!”

23. Individual Tombs Each chain can be unlocked and removed with a successful
DC 10 Dexterity check using thieves’ tools.
If all three chains are removed, an audible puff of air
The air is damp, and a mist covers the floor. A stone passage leads
north and south. comes from the sarcophagus, followed by a billowing cloud
of dust. The lid slides off easily, and wight rises from it,
immediately attacking anyone nearby.
23a. Foreboding Coffin Treasure. A longsword and shield can be recovered from
the wight’s body.
A closed coffin lies behind an iron gate. The coffin appears to be
new.
23d. Broken Sarcophagus
The gate is unlocked. If opened, anyone looking inside the
coffin must make a Despair check. Those who fail see
Behind an iron gate rests a broken stone crypt in the darkness.
themselves lying in the coffin, dead. They also roll on the
Everything is covered in webs and dust.
Despair table as normal. Those that succeed only see an
empty coffin.
Characters who inspecting the sarcophagus can spot the
glint of gold behind the webbing. Anyone who attempts to
23b. Open Coffin retrieve the gold draws the ire of the giant spider hiding in
the darkest part of the alcove, who attacks with surprise
Beyond an open iron gate, a coffin lies open on the floor, empty. unless first spotted.

If the characters enter the room and inspect the coffin, a Fear Check
swarm of rats begins to fill the room from holes in the A character who is attacked with surprise must succeed
wall. on a Fear check.
Treasure. The gold in the crypt is a pile of 2d10+10 gp
from an adventurer who became spider food.

14
23e. Sir Spenser’s Sarcophagus
Behind an iron gate is a sarcophagus with the name Sir Spenser
etched on the side. There is an engraving on the top of the crypt,
but it is impossible to read through a thick layer of dust.

The iron gate is locked but can be opened with a successful


DC 12 Dexterity check using thieves’ tools.
If the dust is removed from the lid of the sarcophagus,
the following engraving, a modified version of a poem
from Edmund Spenser’s The Faerie Queen, is revealed:

High above all a cloth of State was spread,


And a rich throne, as bright as a sunny day,
On which there sate most brave embellished
With royal robes and a gorgeous array,
A maiden Queen, that shone as Titans ray,
In glistering gold, and peerless precious stone:
Yet her bright blazing beauty did astray
To dim the brightness of her glorious throne,
As envying herself, that to exceeding shone

When someone reads the engraving, the ghost of Sir


Spenser appears and asks the character a riddle:

The man who invented it,


Does not want it for himself.
The man who bought it,
Does not need it for himself.
The man who needs it,
Does not know when he needs it.

The answer is a coffin.


If the PCs answer correctly, each of them gains +1 to
their attack rolls while they are in the crypt and lair.
The ghost disappears back into the crypt after the riddle
is answered correctly.

23f. Sir Knight Lugosi’s Sarcophagus


Behind an iron gate is a sarcophagus. The heraldry on the
sarcophagus suggests this is the crypt of a knight.

Succeeding on a DC 11 Intelligence (Investigation) check


reveals the iron gate, unlike the others in the crypt, seems
to be frequently used. There is no dust and no cobwebs.
Secret Door. A successful DC 18 Intelligence
(Investigation) check on the south wall reveals an out-of-
place stone. Pressing this stone opens a secret door to the
south.
Engraving. An engraving on the sarcophagus reads:

Sir Lugosi
Fell at the Battle of Berez.
Knight of the Order of the Silver Dragon.

Treasure. If the characters open the sarcophagus, they


find a skeleton holding a longsword of vengeance.

15
24. Storage Area The Crypts.
† “You should leave—it is not safe here!”
Crates, barrels, and sacks are stacked against the wall. There are a † “The east passage leads to the crypts. Some are
couple of tables, bottles of wine, and other odds and ends. The dangerous!”
area seems to serve multiple purposes: storage, cooking, dining, † “The west passage leads to the pit. I do not like it
and general work duties. there!”
You hear sounds of movement coming from beyond the door to † “There is too much death here!”
the south. † “I clean the knight’s crypt every day, Master’s
orders!”
The crates, barrels, and sacks contain food and other raw † “The cannibals are crazy and like to fight!”
materials. There are a few bottles of wine as well, but some † “I toss the dead into the pit. It stinks in there!”
have been recently emptied. Those who take the time to
search this well-stocked pantry can find 10 days’ worth of Count Lugosi.
rations, eight wooden stakes, 50 feet of rope, twelve † “The Master is not in his right mind. He has become
candles, four torches, thirty-one bottles of Purple Grape evil!”
Mash wine, and cook’s utensils. † “I do not know what the master chants, but dark-
sounding it is!”
24a. Igor’s Room † “Master does not go to the manor anymore. I think
Master wants to forget!”
The room has a small bed and chest. There is a pit toilet in the † “I light the fires and candles in the manor every night,
corner. Sitting on the bed is a small creature with the attributes of Master’s orders!”
a mouse. He seems frightened as he looks you over. He whispers in
a groggy little voice, “Leave, while you can. This is not safe for your Himself.
kind.” † “My kin live with the abbot in Krezk!”
† “I like the wine from the Wizards of Wine!”
† “I am not allowed in the dungeon!”
† “I lock myself in my room when I hear the
screaming!”

Beyond the Crypts.


† “The Monster is chained up! Do not make it mad!”
† “The last adventurers fought well, but they lost!”
† “She is locked in the dungeon. She may still be alive! I
hope so, I liked her!”

Treasure. The chest contains clothes, but there is


nothing of value in the room apart from what Igor carries.

The creature, Igor, is a mongrelfolk from Krezk. He is a


servant to Count Lugosi. He will not threaten the
characters but suggests they leave immediately.
Igor refuses to travel with the party; he is afraid of and
obedient to his master. If he is forced to go anywhere, he
will attempt to bite and kick the characters. He will hiss Igor’s Keys. Igor has a set of keys on him. The keys open
and no longer speak. He will attempt to escape and return all locked rooms on the crypt level, except for the Dark
to his room at all costs and bar himself in the room. Powers ritual chamber (area 31) and the count’s private
If the characters are friendly, Igor speaks in broken study (area 33). The keys do not open any locked doors in
sentences and shares only a little, because he knows only a the count’s lair.
little. He also seems slightly drunk. If pressed for more
information, he does not know and repeats what he has
already told them. Below are topics that Igor might speak
about without going into great detail.

16
25. Fighting Pit
The smell of death and rot is strong here. The room is a fighting pit,
which drops 10 feet below you. There are no stairs, just a wooden
ladder lying against the north wall. The pit is filled with broken
weapons, skeletons, and the remains of all manner of creatures.
Someone severely wounded is tied to a post in the middle of the
pit.
Three cells with portcullises point toward the pit from the north,
west, and south. At the southeast corner sits a stone throne above
the pit. Someone has a prized seat to view the horror that takes
place below. Next to the throne is a statue.
Guttural sounds come from one of the cells, but you are not sure
which one.

North Gate
North of the fighting pit, across from the viewing area
(area 26) is an iron gate. Pulling a lever near the north gate
raises the gate, but only for one round, after which it
makes a click sound and comes down fast and hard. Any
character under the gate when it comes down suffers 1d6
piercing damage. Once the gate closes, it locks and can
only be opened again by using the lever. Unless someone
on the other side pulls the lever. The gate was installed to
keep creatures from escaping the fighting pit. The lever is
not within arms reach from the south side of the gate.

Pit Captive
The person chained to the post in the center appears
human from a distance but is a zombie. It has been shot
with arrows and has 15 hp. It will immediately rise and
attack anyone that comes near it. Roll to determine if it
gains surprise. However, the chain keeps the zombie from
moving more than 5 feet from the post.

Cursed Cannibals
If anyone attacks the zombie, the sounds of battle alert the
cursed cannibals in the cells. At the end of each round, a
cursed cannibal from one of the cells (areas 25a, 25b, and
25c) jump into the fighting to join the fight. A maximum of
three cannibals arrive in this way.

North, West, and South Cells


The open cell contains some rotten straw and bones.
26. Viewing Area
If none of the cursed cannibals have jumped into the A stone chair is perched 10 feet above the fighting pit so one might
fighting pit, the characters will find one cursed cannibal in watch the carnage below from a safe vantage point. A statue of a
each cell. They immediately attack if the characters grim reaper stands next to the stone chair. A large iron double door
interacted with them. provides no handles and no keyhole. There seems to be no way to
open it.

A successful DC 12 Intelligence (Investigation) check


reveals that the arm of the statue seems to be worn from
frequent touching. Pushing on the arm fills the room with
the sounds of mechanical clanking as the cell doors across
the fighting pit swing closed and lock. A second later, the
large iron doors open to a passageway heading east.

17
27. Experiments of Torture
You stand in shock as your eyes wander across the various torture
apparatuses and blood. The room seems to be used for dark
things.
The foul odor makes you gag before you can take another
breath. At the far end of the room, you notice iron bars and some
movement in the shadows.

The room is not actually for torture but for the count’s
experiments on kidnapped villagers. Here is where he
created the cursed cannibals and the Monster (a flesh
golem), which he keeps in area 28.

Horror Check
The characters make a Horror check when they enter the
room.

28. The Monster Cell


As you approach the cell, you see a creature chained to a chair in
the cell. The cell is unlocked. There are no keys nearby. 29. Pit Trap
The cell is currently unlocked. Igor’s key can lock the cell,
which it is strong enough to hold the Monster. A successful
DC 12 Dexterity check using thieves’ tools will also unlock
the cell.

The Monster
The Monster does not comprehend complex language and
has the mind of a small child. It understands very basic
words in Common but cannot speak, only making grunting
noises and cries of pain if someone tries to communicate
with it. It is angry and wants to leave. It is scared of the
dark, fire, and the world in general.
If anyone shows it compassion or offers aid, it will
remain passive until it feels threatened. It is fear that
drives the Monster’s motives to attack.
If a creature comes near it prior to establishing its
intent, the Monster will attack once the door is open, as it
only wishes to escape. It will immediately break one arm
free and use the chain cuffed to its arm to make a Chain
A character with a Passive Perception of 15 will notice a
Attack, which has a 10-foot reach.
discoloration of the two-floor tiles in the north section of
The Monster will remain chained to the chair unless it
the corridor. A character who succeeds on a DC 12
breaks free. Once it breaks free, it will destroy anything
Intelligence (Investigation) check will realize the tiles
trying to stop it from escaping.
cover pit traps.
A creature that steps on a trapped tile falls 10 feet into
Break Free Countdown the pit and takes 1d6 bludgeoning damage unless they
At the start of each round, the Monster will try to break succeed on a DC 15 Dexterity saving throw. Triggering one
free by yanking on the other chain. To break free, it must trap does not trigger the other.
succeed on a DC 20 Strength check. Each failure reduces
the DC by 1, simulating the weakening of the chain. If the
Monster breaks free, it will pursue the characters unless
30. Stairs to the Count’s Lair
killed or becomes lost.
Stairs disappear into the darkness. You imagine something far
Fear Check worse awaits below.
If the Monster breaks free, the characters must make a
These stairs lead down to the landing outside the Count’s
Fear check.
Lair (area 35).

18
31. Dark Power Ritual Chamber Puzzle Trap Solution
The open page in the book on the stand bears a single
phrase, followed by five words with three symbols next to
A large hooded statue with bat wings prays over an altar. Flanking
each word (see the “Night of Darkness” player handout):
the statue are two braziers, casting a purplish glow upon the room.
A body, covered with a sheet drenched in blood, lies on the altar.
On the floor, painted in blood, is a series of arcane symbols. At night they come without being fetched,
On the wall opposite the statue are two dragon heads. In the And by day they are lost without being stolen.
corner, a book sits open on a stand.
There are double doors in the north and south of the room,
along with another smaller door in the northern part of the room.

If the characters stand on or touch any of the magic


symbols, they glow a bright red for 6 seconds. The book on
the stand also glows for the same duration.
If the characters inspect the dragon heads, the altar, or
the statue, they hear the doors lock. This effect occurs via
an arcane lock spell (DC 2o to unlock using thieves’ tools).
Once the doors are locked, purple smoke begins to pour
from the mouths of the dragons. Finally, they hear a faint
dark whisper of a voice come from the statue:

“Darkness will take you.”

Once doors are locked and the smoke fills the room, roll
initiative. A creature that begins its turn in the room with
the smoke must succeed on a DC 10 Constitution save or
fall asleep. Each round the Consitution DC increases by 1.
Any creature that falls asleep will wake in 10 minutes on its
The answer to this riddle is stars. The doors unlock and the
own, as that is when the smoke dissipates.
smoke fades if the three symbols on the floor are pressed
To stop the smoke and unlock the doors, each symbol on
in the order associated with the word “stars.” Any creature
the floor must be pressed in the correct order, which is
that falls asleep will wake in 10 minutes on its own, when
based on the answer to the riddle in the book.
the smoke dissipates.
A character may use an action to attempt a sequence of
symbols. If the sequence is incorrect, another puff of
purple smoke fills the room, and all awake characters must 32. Ladder to Mansion
immediately make another Consitution save to avoid
falling asleep. A heavy locked door stands in the north part of the chamber. The
If all the PCs fall asleep, they wake up locked in the door is made of heavy elder oak and iron bans.
dungeon (area 37). See area 37 for more details about
waking up in the dungeon. The lock on this door is almost impossible to pick,
requiring a successful DC 25 Dexterity check using thieves’
tools to open. The key to the lock can be found on Count
Lugosi. It leads to a ladder that opens a one-way trapdoor
in the den (area 3) of the manor.

19
33. The Count’s Private Study 34. Treasure Room
The room appears to be a private study. Books, scrolls, and notes A pair of shackles are bolted to the floor, and an empty cage sits in
lay strewn about. A standing mirror sits next to a bookshelf. the corner. Dried blood covers the floor and leads to a door with a
large padlock.
A single chair sits in the middle of the room, facing the shackles.
Secret Door A washbasin has a few drops of water and blood in the bottom. A
A successful DC 15 Intelligence (Investigation) check chest sits in the room.
reveals a secret door to the treasure room (area 34).
The chest contains women’s clothes that belong to
Treasure Elizabeth.
Desk. A book titled Tome of Arcane Knowledge is bound by
a chain to the desk. The chain can be unlocked with a
successful DC 15 Dexterity check using thieves’ tools. The
book is a spellbook containing the following spells: chill
touch, control flames, light, mage hand, prestidigitation,
detect magic, identify, calm emotions, misty step, shatter,
animate dead, speak with dead, and vampiric touch.
Also on the desk is a journal, (see “Journal Entries” and
the “Count’s Journal player handout”), a potion of
cannibalism (this removes the cannibalism disease when
consumed), and a set of keys (the same key set as Igor’s).
Table. A map of Barovia sits on the table to the north.
Mirror. Three bottles of Red Dragon Crush from the
Wizards of Wine collect dust by the mirror.

Journal Entries
The journal on the desk has the following entry:

Elizabeth has shown no signs of change. I feed her as often as I can,


but each day she slowly devolves. Unless I can lift this curse, I fear
she is lost.
I can only assume it was the Burgomaster of the Village of Barovia
that betrayed me to Lord Strahd. The door is locked but can be unlocked with a successful
DC 15 Dexterity check using thieves’ tools. Alternatively,
The next page reads as follows: the door can be forced open with a successful DC 15
Strength check.
The young woman is slowly coming around. I have taken from her Inside the room is Elizabeth Lugosi, who has become a
twice, but only after she regained strength. She will be turned and ghast. She will not attack initially but is hungry and will
will rule by my side. She will be devoted to me and serve me well. attack unless fed fresh meat or if the characters become
I continue to look in the mirror, hoping to gain a glimpse of hostile to her.
myself, but I am lost forever. If the characters try to talk to her, her voice is raspy, and
her memory of life is fading. She speaks in short sentences
Another entry reads as follows: that draw on memories of her past:

The Monster does not respond to my commands. I must keep it in † “Where is my daughter Bela?”
the darkness, chained, to keep it calm. I must try again. † “Please, save Boris!”
† “Dr. Seward will help you!”
The last entry reads as follows: † “Where is the count?”
† “I need a soul and flesh.”
One of the zombies has ventured onto the estate. I have captured it
and chained it in the pit. My cannibals have toyed with it but know
not to attempt to bite it. Fascinating, the living and dead. Both feed
Horror Check
When characters realize this is Elizabeth Lugosi, have
on the flesh of the living. My cannibals are cursed and run afoul, yet
them make a Horror check.
they may serve a purpose. A dozen more, and I will release them
upon the village of Barovia, who will pay for their betrayal.

20
Secret Treasure
A successful DC 15 Intelligence (Investigation) check
reveals a secret room to the west.
Trapped Chest. The room contains a chest, which is
locked, requiring a successful DC 15 Dexterity check using
thieves’ tools to open it. Failing this ability check or
attempting to force the chest open automatically triggers a
poison-needle trap in the chest.
When the trap is triggered, a needle extends 3 inches
straight out from the lock. A creature adjacent to the lock
side of the chest takes 1 piercing damage and 6 (2d6)
poison damage and must succeed on a DC 15 Constitution
saving throw or be poisoned for 1 hour.
A successful DC 15 Intelligence (Investigation) check
allows a character to deduce the trap’s presence from
alterations made to the lock to accommodate the needle. A
successful DC 15 Dexterity check using thieves’ tools
allows a creature to remove the needle from the lock,
disarming the trap.
Treasure. The trapped chest contains the following
items: 1d100 + 100 gp, a potion of healing, a medallion of
thoughts, a necklace with the initials E. L. (belonged to
Elizabeth Lugosi, worth 100 gp), and an amber shard.

Amber Shard
Wondrous Item, Rare
A creature with this item in their possession gains a +1
bonus on all saving throws against magical effects.
Cursed. A creature holding the amber shard must succeed
on a DC 18 Charisma saving throw or covet the shard,
becoming unwilling to share it with anyone. The creature
must then keep the shard on its person at all times unless
subjected to a successful remove curse spell (DC 15).
Nightmares. A creature cursed by this item suffers
strange dreams about vampires and darkness. Every long
rest, the cursed creature must make a Nightmare check.

21
Lair Map Key

22
35. Steps to the Lair
The stone steps leading down are cold. A mist slowly rises from the
floor as a torch flickers creating shadows on the stone walls. The
shadows play tricks on your mind, conjuring dark thoughts.

These steps go up to area 30.

36. Hall of the Dead


The cold of death fills your soul as you stand in a hall with two rows
of columns reaching up into the darkness. The coldness emanates
from the cloaked statues on the north and east walls. The statues
stand behind iron bars, and a dark blue glow envelops them.
A coffin sits on the floor in the southwest corner, the lid ajar. To
the south lie two iron gates.

If the servant girl is still held in the dungeon, read this line
as well:

You hear faint crying coming from the southwest gate.

Inside the coffin are old, rusted weapons, none worth


taking. If the characters wake up in the dungeon (e.g., after
passing out in the ritual chamber), their gear will be in the
coffin.

Statues
There are a total of six statues: two holding longswords,
two holding reaping scythes, and two with their hands in
prayer. The iron bars appear to be solid and embedded into
the stone, but a successful DC 12 Intelligence
(Investigation) check confirms there no way to open them.
A creature that reaches through the bars and touches a
statue takes 1d6 psychic damage, having felt the darkness
and evil trapped in the statue.

Dark Souls
If the characters pass through the southeast iron gate to
the count’s lair (by area 38), the dark souls trapped in the
statues awaken to attack the characters. At the start of
each round, one dark soul emerges from a randomly
determined statue to attack, for a total of six dark souls
over six rounds.
Each dark soul is bonded to its statue and cannot move
more than 60 feet from it. The dark souls stop attacking
and return to their statues if the characters move out of
sight or beyond their range.
If the dark souls or their statues are destroyed, they visit
the characters the next time they dream to thank them for
freeing them, granting the characters 10 temporary hit
points when they wake.

23
37. Dungeon
The cold iron gate is unlocked. You hear a faint cry echoing from
the darkness. As you round the corner, you see rows of cells
flanking the walls. At the far end, you see a lone torch flickering.

As the last character steps through the iron gate, it slams


shut and locks behind them. A successful DC 15 Dexterity
check using thieves’ tools or a successful DC 20 Strength
with a crowbar or some other prying tool can open the
gate.
If all the characters fell asleep because of the puzzle trap
in room 31, they wake up in the following cells: 37a, 37b,
37c, 37e, 37f, and 37g. If there are more than six
characters, they double up as necessary. Imprisoned
characters do not have any of their weapons or loot but are
still wearing their armor (if any). Their weapons and loot
are in the coffin in the Hall of the Dead (area 36).
One of the characters’ cells (determined randomly)
contains a lost cell key. The key can be found with a
successful DC 12 Intelligence (Investigation) check. The
key unlocks all of the cell doors.
If a character is in a cell that contains an encounter, roll
1d20 each time any character takes an action. On a 20, the
encounter begins. On each subsequent round, lower the
number needed to trigger an encounter by one (19, then 18,
and so on).

37a. Empty
The cell is empty except for a broken bed frame, which hides a
skull and broken bones underneath.

The bones belonged to a human villager who was


experimented on by the count.

37b. Swarm of Spiders


A set of iron manacles are bolted to the wall. A large web is in the
corner.

Anyone who enters the cell is attacked by a swarm of


spiders.

37c. Skeleton
A skeleton lies in the corner.

If the skeleton is touched, it comes to life and attacks.

24
37d. Servant Girl 37f. Empty
A young girl is chained to the wall. She is crying softly. The cell is empty, save for a broken wooden bed frame.

The iron gate is locked but can be opened with a successful There is nothing of interest in this cell.
DC 15 Dexterity check using thieves’ tools. The servant girl
(a commoner) is chained to the wall. Each wrist is chained 37g. Blood
but can be freed with a successful DC 15 Dexterity check
using thieves’ tools. As soon as she sees someone, she cries
The blood on the floor of the cell is slightly damp and perhaps only
for help and pleads to be set free.
a few days old, having not dried in the damp dungeon. Bloody
handprints and footprints cover the floor. It appears as though
something was dragged toward the east wall.

Secret Door. A successful DC 12 Intelligence


(Investigation) check of the wall to the east reveals a secret
door, with stairs leading down to a solid-wood door. The
solid-wood door opens into the count’s lair (area 39).
The count pulls his victims from the dungeon through
the secret door to feed on them in his private lair.

38. Entrance to the Lair


Behind the iron gate from the Hall of the Dead are stone stairs
leading down. At the bottom are two large iron doors.

The doors are locked, and the only keys to the door are in
Count Lugosi’s possession. A successful DC20 Dexterity
check using thieves’ tools can unlock the doors.
If the characters open the iron gate or attempt to open
the large iron doors, the dark souls in the Hall of the Dead
(area 36) awaken.
She shares the following information:
If the characters enter the lair (area 39), the large iron
doors shut and lock behind them. Any awakened dark souls
† “My name is Willa and I am from the village of Barovia.”
return to their statues, and no more emerge unless
† “I took a job as a servant for Count Lugosi’s family, but I
triggered again.
do not remember what happened after I arrived.”
† “I woke up in the dungeon.”
† “I have dreams of the count.”
† “I need to sleep and rest.”

Characters who try to free her notice the two holes in her
neck—bite marks. If Count Lugosi bites her one more time,
she will become a vampire.
She is weak but begins to panic if the characters fail at
their attempts to free her.

37e. Skeleton
A skeleton sits in the corner, a ball and a chain connected to its
ankle.

The skeleton attacks anyone who enters the cell but cannot
move more than 10 feet from where it sits due to the ball
and chain.

25
39. Count’s Lair
The large underground chamber has six massive pillars that rise
into the darkness of the ceiling 50 feet above. Four of the massive
pillars stand at each corner of the chamber, and the last two flank
a walkway leading out to the center of the room.
The narrow walkway rises 10 feet above the floor, surrounds the
chamber, and leads out from the south wall to an island with a
large stone sarcophagus.
Two candelabra flank the sarcophagus, casting a strange light
over the chamber.
An iron grate surrounds the island that rises 10 feet above.
A wooden door sits on the southwest side of the chamber along
the walkway.

Iron Grate
The iron grate surrounding the elevated walkway and area
can collapse. Any character standing on the iron grate has
a 25% chance of falling through the 5-foot section of grate
to a bloody floor that drops 10 feet down. Creatures on the
grate when it falls must succeed on a DC 12 Dexterity
saving throw or suffer 1d6 bludgeoning damage from the
fall. To escape from the bloody floor below the grates, a
creature can walk to the east or west side to the stairs.
The area beneath the grates is 5 feet wide and wraps
around the walkway and raised platform. The platform and
walkway are 20 feet high, and the lower floor of the
chamber is 10 feet from the bottom. The stairs have two
hatches that open and can be locked. They are currently
unlocked.
If the iron grate collapses, the loud bang alerts Count
Lugosi, who arrives 1 round later in mist form.
If the west and east door stairs to the pit are locked, a
creature who fell may attempt to climb the 10-foot wall to
get out. It is slippery and covered in blood. A character
must succeed on a DC 16 Athletics check to escape up the
walls to the chamber floor. Scaling the 20-feet-high
section of wall to the platform above requires a successful
DC 20 Athletics check.

Sarcophagus
The sarcophagus lid is unsealed. A bloody handprint on the
lid indicates the sarcophagus has been pushed open, and
blood covers part of the area around the sarcophagus. The
sarcophagus is empty, but attempting to further open or
remove the lid alerts Count Lugosi, who arrives 1 round
later in bat form.

26
count’s keys or succeeding on a DC 20 Dexterity check
using thieves’ tools.
If anyone attempts to flee through the wooden door to
the secret passage to the dungeon, the count will attack
them.

Locking the Grate Stairs


If a character falls through an iron grate while the count is
attacking, the count will attempt to shut and lock the doors
to the pit below, trapping the character below. If he shuts
the door, it will lock (DC 12 Dexterity check with thieves’
tools to open). It takes the count an action to shut the door.

Safety in the Sarcophagus


If the count’s hit points fall to 10 or fewer, he will flee to
the sarcophagus and close the lid. At the start of the
count’s next turn in the closed sarcophagus, the count
regenerates 20 hit points. The sarcophagus can be opened
with a successful DC 15 Strength check.

Stake in the Heart


Count Lugosi If the characters remove the lid while the count rests, they
Count Lugosi will arrive in one of two ways: bat form or may attempt to drive a stake in his heart (if they have one).
mist form. Just as a character attempts to drive the stake in the
heart, the count’s eyes open. The character must succeed
Mist Form. If the iron grate falls and makes a noise, a mist on a Fear check. If successful, they drive the stake through
will rise from the ground and briefly obscure the the count’s heart, and he is incapacitated and paralyzed.
characters’ vision. Count Lugosi then appears in If the character fails the Fear check, they are frightened,
vampire form in an advantageous position on the and the character and count wrestle for the stake. If the
walkway. character succeeds on a DC 12 Strength saving throw (with
Bat Form. If the characters mess with the sarcophagus, disadvantage because they are frightened), they can drive
Count Lugosi will appear from the darkness of the the stake through the count’s heart.
ceiling in bat form, flying around until he lands on the On a failure, the count tosses the stake aside, rises, and
walkway in vampire form in an advantageous position begins attacking as normal.
on the walkway. Stakes can be found in the storage area near Igor’s room.
If the characters do not have a stake or fail to stake the
If neither of these occurrences happens, determine how vampire, the count will rise and begin attacking.
the count arrives to begin the combat encounter. If the characters destroy the lid to the sarcophagus, the
count will fight to the death.
Playing Count Lugosi
The count is a man of few words; however, he should Treasure
engage in some verbal repartee during combat. Some If Count Lugosi is killed, his body will turn to ash with only
suggestions include the following lines his clothes remaining. Among his clothes you will find;
Amulet of Proof against Detection and Location (he wore
† “Who dares to descend into the bowels of darkness and this in attempt to avoid Strahd) and his Cloak of
seek forgiveness?” Protection.
† “Fools lured by riches will find only death.”
† “If you think you can save the poor village girl, you
will—by becoming her prey.”
† “There is no escape from Barovia. You are forever lost to
darkness.”
† “Your souls will forever become trapped in darkness.”

The count seeks to separate the weakest character from


the party to either kill or further weaken them before
moving on to his next victim. The count is not a fool and
targets his foes systematically.

Attempts to Escape
If anyone attempts to open the large iron door from inside
the lair, the count focuses his attacks on that individual.
The door is locked and cannot be opened without the

27
Conclusion
Once the characters defeat Count Lugosi, the dark souls in
the Hall of the Dead will not spawn. The trap in the ritual
chamber (area 36) will no longer trigger, and the party is
free to enter the manor via the original stairwell or
through the trap door in the ritual room. (I removed the
wolf den encounter if they come through the trap door to
the den, but feel free to include it if you wish.)
The party may wish to rest. This is a good time to offer
them a safe place to consider their current situation and
take a long rest.
If the party is not level 3, this would be a time to level the
party to level 3 and allow them to rest and consider the
events and information they have learned.

Leaving the Manor


The characters emerge from the count’s manor to see a
dark carriage pull up front. The gentleman in the carriage,
Rahadin, inquires about the count, as he had an
appointment with the count and arrived to collect him.
If the characters inquire about the nature of the
appointment, the gentleman states it was about his
scheduled visits to Vallaki and Krezk to meet with the
burgomasters.
If the characters tell him the count is dead or that he was
a vampire, the gentlemen will be shocked and concerned.
He will inquire about the family and become sad to hear
what has happened.
He will offer the characters a ride to the village of
Barovia a few miles up the road. He will tell them there is a
tavern called the Blood of the Vine, where they can stay. It
is far safer than traveling on these roads.
He will ask the characters to deliver a letter to the
burgomaster in the village as a favor for the ride. The letter
is sealed with a wax seal. If the characters open the letter,
it reads as follows:

Dear Ismark Kolyanovich,


Please accept my heartfelt condolences on the passing of your
father. I understand you have become the burgomaster of the
village of Barovia. I do worry for Ireena’s safety, for if your time is
now preoccupied with the duties of the burgomaster, how will you
find the time to keep your sister safe? Please do not hesitate to
reach out to me for any assistance.
Respectfully,
Lord Strahd von Zarovich

Rahadin is Lord Strahd’s servant but keeps that detail a


secret. If asked about Strahd, he will simply state that Lord
Strahd von Zarovich is the Lord of Barovia and that Count
Lugosi was his envoy to the burgomasters throughout
Barovia. He will not share any knowledge he has about
vampires.
A successful DC 20 Wisdom (Insight) check reveals
Rahadin seems to know more than he lets on.

28
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