Professional Documents
Culture Documents
Patreon
Twitter
Discord
Website
Facebook
Instagram
Ko-Fi
DMs Guild
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Wyatt Trull and published
under the Community Content Agreement for Dungeon Masters Guild.
Artists: Bob Greyvenstein, Dean Spencer, WotC Creator The Bones of Saint Andral pg.13
Resources
Cartography: CZrpg
Chapter 5: Vallaki
Chapter Overview
Known in the Curse of Strahd community as “the Vallakian Author’s Criticisms: The Vallakian
knot,” Chapter 5 has a lot to unpack—too much even. With so Knot
many characters and areas, some of which are bloated with Vallaki is a hot mess. It deserves its nickname in
unnecessary details, it is easy for a Dungeon Master to the community. Critical details are missing from so
become frustrated. Vallaki is somewhere between a sandbox many other portions of Curse of Strahd, but thank
and a time bomb. It is the only true bastion of civilization the God we know that the Martikovs have a well in the
adventurers can enjoy in Barovia—the only settlement with front yard and what toys the kids have. When you
true industry and amenities—but the adventurers’ time there factor in the Byzantine politics and the ticking time
is limited. For Ireena Kolyana, Vallaki is one of the few places bomb that is St. Andral’s Feast, it becomes
incredibly difficult to run the chapter.
in Barovia she can hope to be safe from Strahd. My advice is to take it slow. It is perfectly okay to
St. Andral’s Feast is at the heart of Vallaki. To summarize, run Vallaki as a sandbox and ignore St. Andral’s
Strahd has orchestrated the theft of the holy bones of Saint Feast’s timer. As long as the event does happen
Andral, which consecrate the local church. Without the and the adventurers are given time to intervene,
bones, undead and fiends can step upon its once-hallow you’re fine. It can occur three days from now or
grounds. Strahd intends to attack the church three days after even a week. Hell, if your players are keen, you
the adventurers enter Vallaki. By all logic, this tragedy could spend an entire month in Vallaki—not every
effectively kicks the party out of Vallaki: it robs Ireena day will be full of adventure, however, and they
Kolyana of safe haven; it leads to civil unrest culminating in don’t need to be. The characters themselves
the execution of the burgomaster; and it allows Lady Fiona require rest and relaxation. Barovia is a horrifying
Wachter to seize control of the town. At best, the adventurers place which frays the psyche; it’s okay if the
are banished by a paranoid Lady Wachter, who does not want adventurers take some time off and establish roots
any contest to her iron regime. At worst, the adventurers are that will inevitably be ripped out by the Devil. With
blamed for the tragedy and face a bloodthirsty mob. The so many characters, landmarks, and nearby locales,
you can truly experience a Barovian campaign. Now
adventurers are effectively forced to leave Vallaki in the is the time for side quests and long dinners with
aftermath of St. Andral’s Feast. For details on this event, see nobles. Just relax and take it slow.
CoS Ch. 5, Special Events.
Chapter Overview
4
Chapter Progression Checklist
Vallaki is a narrative labyrinth. You must accomplish the
Vallaki is a three act-storyline that measures up perfectly with following tasks:
the Bones of Saint Andral questline described below.
Father Lucian sends the adventurers to Blinsky Toys to
Act I spans the adventurers’ arrival and exploration of the purchase toys for Yeska, Freek and Myrtle. The
town, as well as its outlying areas. During Act I, Father adventurers see the Ireena Kolyana dolls.
Lucian reveals the theft of Saint Andral’s bones. Izek Strazni is seen in Town Square.
Additionally, the baron invites the adventurers to dinner. Urwin Martikov asks the adventurers to visit Lake
Act II covers the night of St. Andral’s Feast event (both Act II Zarovich to check on Bluto Krogarov.
of the Bones of Saint Andral storyline and the St. Andral’s The adventurers visit the Vistani Camp, thereby meeting
special event). Strahd attacks Vallaki in some way, even if Kasimir Velikov and Arrigal.
his plot is foiled. Kasimir Velikov asks the adventurers to join him on an
expedition to the Amber Temple.
Act III is a time of chaos. Goaded by Lady Wachter, a mob Father Lucian tasks the adventurers with recovering the
drags the baron and his wife from their home to be bones of Saint Andral.
executed. The adventurers are sure to be banished from The adventurers are “invited” to the baron’s home for
Vallaki thereafter if they don’t leave of their own volition. dinner. The baron discusses the “incorrigible instigator
Rudolph van Richten” and, if Ireena is present, proposes a
In the Aftermath, Vallaki is seized by Lady Fiona Wachter, betrothal between her and Victor.
who encourages the townsfolk to worship devils and no Victor Vallakovich’s teleportation circle is discovered.
longer fear Strahd. Citizens openly walk the streets at night
Chapter Overview
5
After earning Father Lucian’s trust—such as by saving
Running the Chapter Arabelle the Vistana from Lake Zarovich, negotiating for Udo
Consisting of so many landmarks and characters, Vallaki can Lukovich’s release, or other heroics—the priest offers his
be difficult to run. One must take it slow and introduce its quest. This likely occurs on the second or third day in Vallaki.
characters in small doses. The players can be overwhelmed If the bones of Saint Andral are not recovered, Strahd attacks
just as easily as the Dungeon Master. Fortunately, the the church. This sparks civil unrest that sees the baron and
adventurers will only frequent the church, inn, and town his wife executed. As Izek Strazni flees into the wilderness,
square (Areas N1, N2, and N3). These are dynamic locations, Lady Wachter seizes power. Eager to cement a claim on
visited by all Vallakians. Likewise, the streets are alive with Vallaki, Wachter imprisons Victor, weds him to her daughter
people. If you have an encounter in mind, stage it there. Stella, and promises to execute him after a child is born.
Remember, Vallakians are living people with their own Eager to rid Vallaki of any other threats to her rule, Wachter
duties, habits, and wants to attend to. If you want the banishes the adventurers from Vallaki.
adventurers to encounter a certain character, do so on the Advancement
street if you can’t wait for them to return to a particular The adventurers often reach Vallaki at 3rd-level. They should,
location. however, be at least 4th-level by now if they completed the
Below is a sample plot you can draw upon for inspiration. entire Funeral for the Burgomaster questline in Chapter 3.
This plot begins after the Death in the Dead of Night For surviving St. Andral’s Feast, the adventurers should
storyline described in CMP Ch. 6 (hence why the adventurers advance to 5th-level, if they haven’t already.
arrive to Vallaki at dawn) but you need not follow it.
Exploring Nearby Locales
Sample Plot
Arriving to Vallaki at dawn, the adventurers bring Ireena Even with the Bigger Barovia variant, the adventurers should
Kolyana to Saint Andral’s Church. Father Lucian, recognizing be encouraged to explore other locales. Lake Zarovich (and
Ireena as the little girl who was lost to the woods twenty Mount Baratok), Van Richten’s Tower, Old Bonegrinder, and
years ago, accepts her into the church—as well as Freek and Argynvostholt are all within a day’s trek. A visit there also
Myrtle, if they were rescued from Old Bonegrinder. The serves to waste more time before St. Andral’s Feast. The
adventurers, exhausted, retire to the Blue Water Inn. After adventurers can receive bread crumbs to these locales from
several hours of much-needed sleep, the adventurers begin the Blue Water Inn.
their first day in Vallaki. Navigation
Returning to Saint Andral’s Church, Father Lucian seems Because Vallaki has so many characters and landmarks, you
troubled, but he waves them off. If Freek and Myrtle are must give your players a map—not the adventurers, but the
present, Lucian gives the adventurers money for toys and players themselves. Moreover, they require the Dungeon
sends them and the children off to Blinsky’s Toys. Otherwise, Master’s version of the map, which points out landmarks. The
he admits that he is troubled over the continued Player version of the map is, frankly, worthless. What use is
imprisonment of Udo Lukovich, the shoemaker whose there in being able to follow a road? Players are not their
mother prays nightly for his safe release. characters, so extra aid is required to facilitate informed
Exploring the town square, the adventurers come upon the exploration of the town. The map you give the players is
donkey-headed criminals and visit Blinsky’s Toys. There they simply a representation of their knowledge. One short
find dolls eerily reminiscent of Ireena Kolyana. Blinsky conversation with a Vallakian can provide information on all
explains that the baron’s henchman, Izek Strazni, orders him nine landmarks.
to manufacture the dolls. While on their way back, the A Dungeon Master must sometimes worry that by
adventurers finally come face to face with Izek. If Ireena is informing adventurers of a landmark, they are hinting that
present, he gawks at her and begins planning her kidnapping. there lies a mystery or secret to unravel. In this instance, do
Once back at the church, Father Lucian reveals that devil- not worry about spoilers; every Vallakian landmark is public
armed brute is none other than Ireena’s brother. knowledge, even Wachterhaus. For some innocuous
The adventurers find themselves in a power struggle. Both descriptions of these landmarks, see the Vallaki Landmarks
Baron Vallakovich and Lady Wachter wish to host them for by Description table in Areas of Vallaki.
dinner (see The Honor of your Presence and Lady Wachter’s
Wish in Special Events below). The nobles do not tolerate Weather
that which they can’t control, but the baron, in particular, Weather is a powerful tool in Vallaki. Anything but a shower
wishes to wed Ireena to his son, Victor. Lady Wachter would drives the villagers indoors and leaves Vallaki’s streets eerily
sooner give Ireena to the Devil. empty. It’s a great way to alienate the adventurers or keep
them indoors and thereby waste more time before St.
Andral’s Feast. Even better, if the adventurers brave Henrik
van der Voort’s home to retrieve the Bones of Saint Andral, a
storm can provide an excuse for the vampire spawn to pursue
the adventurers even during daylight hours.
It rains heavily on the first day in Vallaki, encouraging the
adventurers to take it easy for once. The skies are mostly
clear on the second day, encouraging the exploration of
nearby locales, like Lake Zarovich and Argynvostholt. The
third day is a miserable one; from dawn to dusk, gruelling
rains batter the streets.
Chapter Overview
6
Dramatis Personae
Dramatis Personae
Character Statistics Role Area Description
Alexei CN bandit N N9C Vistana who lost Arabelle, Luvash’s daughter and is being whipped
bloody for it.
Arrigal See App. B N N9C Heartless Vistani agent of the Devil, brother of Luvash.
Bray Martikov Wereraven P N2 Son of Urwin and Danika Martikov.
Brom Martikov Wereraven P N2 Son of Urwin and Danika Martikov.
Danika Dorakova Wereraven P N2 Husband of Urwin Martikov.
Ernst Larnak LE spy N N4 Disloyal spy of Lady Fiona Wachter.
Father Lucian LG priest P N1 Vallaki’s sole priest who offers the Bones of Saint Andral questline.
Fiona Wachter See App. B A N4 Adversary of the baron that seeks to seize control of Vallaki.
Gadof Blinsky CG commoner P N7 Strange local toymaker.
Henrik van der LE commoner N N6 Coffin maker who was forced to steal the bones of Saint Andral.
Voort
Ireena Kolyana See App. B P N/A Seeks sanctuary at Saint Andral.
Izek Strazni CoS App. D A N4/N8 Brother of Ireena Kolyana and devil-armed henchman of Baron
Vallakovich.
Karl Wachter N noble N N2C/N4 Mischievous son of Fiona Wachter.
Kasimir Velikov See App. B N N9A Broken elf who offers expedition to the Amber Temple.
Luvash CE bandit N N9C Perpetually-drunk father of Arabelle and co-leader of the Vistani.
captain
Lydia Petrovna LG commoner P N3 Perpetually-giggling wife of the baron.
Milivoj See App. B A N1/N8 Church gravedigger who stole the bones of Saint Andral.
Muriel Vinshaw Wereraven N N2C Agent of the Keepers of the Feather.
Nikolai Wachter N noble N N2C/N4 Mischievous son of Fiona Wachter.
Rudolph van CoS App. D P N2 Known as Rictavio in CoS
Richten
Stella Wachter CG commoner N N4N Mad daughter of Fiona Wachter, locked away in her room.
Szoldar N scout P N4C Wolf hunter who offers guides through the woods.
Szoldarovich
Udo Lukovich LN commoner P N3M Shoemaker imprisoned by the baron for malicious unhappiness.
Urwin Martikov Wereraven P N2 Estranged son of Davian Martikov and owner of the Blue Water Inn.
Vargas Vallakovich NE noble A N3 Egotistical, deluded, and brittle baron of Vallaki.
Victor Vallakovich NE mage N N3T Heir to Vallaki and unscrupulous wizard.
Willemina LG commoner P N1 Distraught mother of Udo Lukovich.
Rikalova
Yeska LG P N1 Altar boy who told Milivoj about the bones of Saint Andral.
noncombatant
Yevgeni Krushkin N scout P N2C Wolf hunter who offers guides through the woods.
Dramatis Personae
7
Arrigal Roleplaying Ernst. Ernst is a bold and treacherous cur
Other than Rahadin, Arrigal is Strahd’s greatest mortal willing to cross, double-cross and triple-cross anyone. He
agent. An assassin without scruples, Arrigal walks where the seldom looks someone in the eye, but always wears an easy
Devil’s undead can’t go. Although Arrigal nominally shares grin. He has no ideals to speak of and cares only for his own
leadership with his brother Luvash, all Vistani in his clan wellbeing. Most conversations with Ernst are held in public,
know that he is the true puppeteer. With loyal and frightened for he knows it far more conspicuous to move to an alley or
soldiers at his command, and a peerless skill set, Arrigal is a other clandestine location. Ernst refers to Wachter as his
menace like no other. “fair lady.”
Arrigal is the campaign’s antagonistic wildcard. He can be You can voice Ernst through the following dialogue:
used to stalk, sabotage, and attack the adventurers “My fair lady hosts a book club every few nights—a little
repeatedly. With poisoned crossbow bolts and +8 Dexterity antithesis to Father Lucian’s sermons, if you catch my
(Stealth) checks, he can strike from afar and move through drift.”
the shadows. Arrigal is fond of cheap tricks and keeping his “My fair lady has made contact with… Well, we have a
distance. If he has it his way, the adventurers will never know friend in our midst—Majesto—who is even more alien to
who is terrorizing them. You must, however, practice this land than you are.”
restraint. His missions are clear: steal an artifact, sabotage a “The family is broken. The boys drink themselves to death
plan, abduct the Destined Ally, and the like. Strahd is unlikely each night—when they aren’t making messes I must
to order the assassination of an adventurer, and the quietly clean up, that is—and Stella is locked in her room.
adventurers are unlikely to enrage Arrigal enough to warrant The girl has gone mad. We know not why… only that the
an attempt on their lives. tattered remains of her sanity stretch back to a private
Arrigal has but one weakness: his niece, Arabelle. Even a dinner with the young baronet.”
heart as dark as his can know love, and Arrigal loves his
niece unconditionally. If she is rescued by the adventurers, Father Lucian
Arrigal extends his true gratitude… but even that is not Father Lucian
Father Lucian Petrovich is the older brother of
enough for Arrigal to disobey Strahd’s orders. Only by Baroness Lydia Petrovna, and the priest of Saint Andral’s
threatening Arabelle can the adventurers hold off Arrigal— Church. If one had to choose a single “main character” for
but the assassin is not the type to be cowed. Sooner or later, Vallaki, it would be Father Lucian. The priest is a symbol of
Arrigal would rescue his niece and drive a poisoned blade hope—a symbol that is about to be sullied by Strahd. His arc
into those who dared endanger her. is representative of the entire Barovian cycle: dare to stand
Justice for Arabelle. As described below in the special boldly against the Devil, only to be destroyed or corrupted by
event of the same name, Arrigal seeks vengeance against evil that permeates this land. Additionally, he offers the
Bluto Krogarov for abducting his niece. He would not let the chapter’s main quest, The Bones of Saint Andral.
town drunk get away with such a heinous crime. If Bluto is Father Lucian is Vallaki’s only lifeline. His fiery, hopeful
not given to the Vistani to face trial, Arrigal infiltrates Vallaki sermons are Vallaki’s sole comfort against Barovia’s
at night, assassinates Bluto, and leaves his corpse in town miserable reality. Without him, the townsfolk would be lost.
square for all to see. No one, not even the most jaded Barovians, have an unkind
Roleplaying Arrigal. Arrigal is level-headed and hardly word to say about Father Lucian. Even Baron Vallakovich
drinks. He is the voice of reason, the cold, calculating mind sees the use in the priest’s sermons—and he even fears what
crafting a plot. He is, essentially, the puppet master of the may happen if Father Lucian ever turned his sermons against
Vistani. When Luvash flies off the handle, Arrigal is there to him. Fortunately, Father Lucian believes in Vargas’ “All will be
reel him in. He seems warm and friendly, but this is all a well” message, even if he believes it won’t save Vallaki.
guise. Arrigal would smile as he decides how to best kill Revision. Father Lucian is ordinarily a priest, but it is
whomever he’s looking at. better that he be a commoner instead. Vallaki should be
As a Destined Ally. As the Companion advocates in CMP bereft of spellcasters, especially one that can heal the sick
Ch. 1, Arrigal makes for a fitting faux Destined Ally. It should and wounded and conjure food and drink. With such powers,
be unclear whether he, Ezmerelda d’Avenir, or Rudolph van Father Lucian has proof that faith will be rewarded and that
Richten is their ally, with Arrigal inevitably betraying the the Morninglord is real. For a grimmer Barovia, strip him of
adventurers. this magic.
Ernst Larnak
Ernst Larnak is Lady Fiona Wachter’s disloyal spy. He can be
bribed for as low as 10 gp, after which he reveals Wachter’s
secrets. He can be met during the Lady Wachter’s Wish
special event, but might otherwise seek out the adventurers.
If any adventurer knows Thieves’ Cant, Ernst communicates
sensitive information exclusively through that. The only
secret of Wachter’s Ernst doesn’t know is that she sleeps with
the corpse of her husband Nikolai.
Dramatis Personae
8
Roleplaying Lucian. Father Lucian is a kind and wise soul. You need not keep Ireena around for the entire chapter;
Nearing sixty, he has seen countless tragedies in his time and she won’t leave Vallaki to explore nearby locales with the
chooses to remain hopeful. He is no misguided priest, but a adventurers, nor does she accompany them through the
veteran of Barovia’s unrelenting misery. He is filled with streets. She can be persuaded to lend her strength when the
doubts and often drums his fingers against a surface when adventurers attempt to retrieve Saint Andral’s bones.
troubled. Family is Forever. As a little girl, Ireena became separated
You can voice Father Lucian with the sample dialogue from her family at Lake Zarovich. Her brother lost his arm to
below: a wolf and Ireena fled into the woods. The Dark Powers
“It is my duty to nurture the flame of Vallakian hope… scrubbed her memories and delivered her to the Village of
Alas, I am an old, done man. Someone will soon have to Barovia where she has lived ever since. This chapter sheds
take my place. I hope it may be Yeska, but the boy forgets light on Ireena’s mysterious past, and there is no greater
his catechisms. Still… there is hope in his heart. Children medium than Father Lucian (see Area N1 in Areas of Note
truly are the future.” for sample dialogue). The priest alone can recognize Ireena
“I have witnessed joy and tragedy. I have birthed men and and reveals her tragic history:
women I know today… and I have buried even more. Ireena was born as Yasmine Strazni to her parents Hans
Without hope, we have nothing.” and Ruxandra. Father Lucian does not reveal that Ireena’s
“I am but a servant of the Morninglord… the crook through brother is none other than Izek Strazni until later—after
which he guides this flock.” Izek is met by the adventurers or abducts Ireena.
Ireena went missing after a disastrous fishing trip to Lake
Fiona Wachter Zarovich. Her brother lost his arm and her uncle Radu
Lady Fiona Wachter leads a secret devil-worshipping cult and died distracting the dire wolf. Hans carried Izek to safety,
has her eyes on seizing the barony for herself. Fiona married but Ireena ran into the woods, never to be found again.
her sweetheart Nikolai Wachter at a young age and bore an Ireena’s parents committed suicide, leaving Izek an
unhappy family that, to this day, can hardly stand each other. orphan.
Her sons, Karl and Nikolai Jr., are mischievous drunks. Her
daughter Stella has gone mad and must kept locked away to Izek Strazni
avoid embarrassing the family. Her dear husband died three Izek Strazni is the devil-armed, long-lost brother of Ireena
years ago—and with her devilish powers, Fiona has been Kolyana and henchman of Baron Vallakovich. Loyal to the
keeping his fresh corpse in her bed. Through nightly spells of baron and evil to the core, Izek is more monster than man.
gentle repose, she has kept Nikolai from festering. No one He enforces the baron’s will and is a true wild card. If the
knows this great secret. baron is executed, Izek flees into the Svalich Woods, where
Fiona is Chapter 5’s antagonist. She detests the baron and he can bide his time and stalk the adventurers.
is slowly gaining more power throughout Vallaki. The Family is Forever. Izek lost his arm, uncle, and sister to a
adventurers are an opportunity to fast-track her plan. Seeking dire wolf as a young boy at Lake Zarovich. His parents,
to overthrow Vargas, she entreats with the adventurers until unable to cope with the loss of their daughter, took their own
it becomes clear they can’t or won’t aid her. Ultimately, she lives, leaving Izek orphaned. Tormented by his peers, Izek
seizes power in the aftermath of St. Andral’s Feast and gave into his darker urges and began to kill. Were it not for
musters up a mob to execute Vargas and his wife. the baron’s intervention, Izek would have been executed. The
Victor Vallakovich. Even if Fiona seizes control over brute is haunted by dreams of a lovely woman: Ireena
Vallaki, she must still cement a claim to the barony. She has Kolyana, his sister Yasmine. Izek attempts to kidnap Ireena
Victor captured, gagged, and manacled so as to inhibit his after seeing her, not knowing she is her sister. He then
spellcasting—for she knows that he is the one who broke her smuggles her to his room in the baron’s manor. A maid sees
daughter’s mind with enchantment magic. If she has it her this and alerts the baron; Ernst Larnak then hears about it
way, Fiona will wed Victor and Stella. Once Stella bears a and informs both Wachter and the adventurers.
living heir, Fiona intends to execute Victor and raise her Roleplaying Izek. Speaking in a heavy, disinterested voice,
grandchild as a puppet. Izek prefers short, simple sentences. He expects all his
Roleplaying Fiona. Fiona is cold and humorless. Her gaze orders to be obeyed and flies into a rage when those orders
is hostile and sterile. Fiona never smiles—not until she has are questioned. Granted impunity by the baron, Izek has no
seized Vallaki will even a grin grace her lips. Highly qualms with using force to reinforce his point or satisfy his
calculated, Fiona never utters a word or commits to an action own ends. He can face no consequences and therefore has
without piecing out the consequences. nothing to fear. If Izek were brighter, and not blinded by
loyalty, he would realize Vargas is afraid of Izek—or would
Ireena Kolyana be, if Vargas did not have absolute certainty he could control
In this chapter, Ireena Kolyana searches for sanctuary only to Izek.
have it ripped away by Strahd. If St. Andral’s Feast does not
occur, Ireena finds safety in the church but still must deal
with Vargas Vallakovich and Fiona Wachter, both of whom
would like to betroth Ireena, a noble, to their heirs. Baron
Vargas makes this suggestion during the The Honor of Your
Presence special event added by the Companion.
Dramatis Personae
9
Kasimir Velikov A Father’s Debt. If the adventurers rescue Arabelle,
Kasimir is desperate, broken, and full of dark hope. The Luvash is genuinely grateful—grateful enough that he will not
adventurers are the representation of that hope, the answer harm the adventurers, even if ordered to by Strahd. Any
to his unanswered prayers. In them, he sees the opportunity actions made against them are half-hearted. During The
to finally resurrect Patrina—and perhaps even resurrect Wedding at Ravenloft, Luvash will even tackle Arrigal
other dusk elves too. There is no price he is not willing to pay (“Brother, no!” he shouts) when the assassin betrays the party
for such redemption. during the reception.
Roleplaying Kasimir. Kasimir is a pessimist tormented by Muriel Vinshaw
a thin ray of hope. He is quick to complain, lament, and
disparage good tidings. He finds the downside in everything Muriel Vinshaw is a wereraven and agent of the Keepers of
and isn’t shy about pointing it out. When nervous or lost in the Feather. Because she is not a Martikov, Muriel is the
thought, Kasimir often strokes what were once his ears. perfect liaison. However, hints of her ties to the Martikovs
What Kasimir Doesn’t Know. Having lived through should be alluded to, as for her true nature as a lycanthropy.
literally most of Barovian history, Kasimir is one of the The Companion recommends adding her to the Blue Water
realm’s most knowledgeable individuals. While the wizard’s Inn; she has lunch there the day after the adventurers arrive
knowledge is vast, there are still some Barovian mysteries in Vallaki. Muriel reciprocates to light conversation with the
beyond him: adventurers, but politely excuses herself to continue reading
her book.
He does not know Barovia is in the Shadowfell or Muriel intentionally serves little purpose in this chapter
separated from the Material Plane. He instead believes beyond putting a face to a name. The adventurers might
that the pervasive gloom and misery of Barovia has recognize Muriel’s perfume—lilac—if they found her clothes
caused the Shadowfell’s evil to permeate the country. He in the wilderness (see the Hidden Bundle random encounter).
is the first in the campaign to name this influence: “the They can also meet her at the Ruins of Berez, where she is
Dark Powers.” He suspects that this evil is sentient and ordinarily found in the campaign. Her introduction is really
sadistic. just to serve as payout later on.
He does not know Strahd is a prisoner of Barovia or that
Tatyana reincarnates every few generations. Instead, he Rudolph van Richten
believes Strahd covets beautiful men and women—as he Rudolph van Richten, a veteran monster hunter and voice of
did with his sister, Patrina. wisdom, is one of the campaign’s most important figures.
He is unaware of the Abbot in Krezk; the Krezkites have However, you must go to great pains to keep him away from
been tight-lipped about this strange, ageless priest. If the party and his identity as “Rictavio” secret. Van Richten
Kasimir was made aware, he would believe the Abbot to must not blow his cover and, since he believes to be cursed,
be a half-elf or have the blood of some other long-lived can’t allow himself to bring doom upon others.
race in him. Van Richten is hesitant to trust the adventurers until they
Kasimir knows that it is impossible to teleport out of prove themselves to be good of heart. Saving Arabelle at Lake
Barovia or escape to another plane of existence (other Zarovich is a good start, as is slaughtering the vampire spawn
than the Border Ethereal). He has tried before—many, in Henrik van der Voort’s house or opposing Strahd in St.
many times. Andral’s Feast. However, even if the party are proven to be
Kasimir knows of the hags of Old Bonegrinder, for he has heroes, Van Richten must keep his distance. It is all but
sat at Morgantha’s table before and listened to her lies certain Strahd is spying on these strangers from afar—
about resurrecting dusk elves without a terrible price. through minions and magic alike. Van Richten can’t afford to
get caught in the Devil’s gaze too. He seldom speaks with the
As a Destined Ally. If the adventurers have no wizard in adventurers, and when he does, it is to test the contents of
their campaign, Kasimir makes for a fitting ally. His their souls.
allegiance, however, is to his sister Patrina. It is better that Origins. Van Richten hails from the land of Darkon,
Kasimir remain a traditional ally of the adventurers. Provided another Domain of Dread, ruled by Azalin Rex, a cursed lich
Kasimir makes it to the Amber Temple, The Wedding at who has recently gone missing. He spent many years in
Ravenloft has him at odds with the adventurers: in the Mordentshire, a haunted land terrorized by the tyrannical
catacombs of Ravenloft, he attempts to resurrect Patrina spirit of Wilfred Godefroy.
even if the adventurers oppose this. Revision. Assume that Van Richten has visited Barovia a
Luvash
few times before; either Strahd was hibernating and non-
Barovian natives could leave to other Domains of Dread, or
Luvash, a Vistana, is the brutal co-leader of the Vallakian the Devil allowed him to leave so that they may continue a
Vistani. A terrible drunk, he is feared by all his kin. Luvash, game of cat-and-mouse.
however, is not completely beyond redemption, as described
below. He serves as the contrast to Arrigal, his cold-yet-
friendly and calculated brother. Upon meeting the
adventurers, Luvash tries to sell them fake potions that will
seemingly transport them from Barovia.
Dramatis Personae
10
Van Richten’s Knowledge. Van Richten has the education of Stella Wachter
a scholar and the wisdom of a veteran. He has traveled to Stella Wachter is the mad daughter of Fiona Wachter. Stella’s
many Domains of Dread over the years—although he only story is that of a victim—a victim of her heartless mother and
knows them as accursed lands—and braved the Mists many the demented Victor Vallakovich.
times over. When it comes to Barovia, and its campaign, Van Revision. Stella Wachter was not driven insane by Victor
Richten is aware of the following: Vallakovich’s “unkind words,” nor does she believe she is a
The weaknesses and abilities of a vampire. cat. Stella is instead a victim of Victor’s. Stella was interested
That the “accursed lands” are enshrouded by Mist and in Victor romantically… but when Victor fatally tested his
unseemly things lurk therein. teleportation circle with his family’s butler and maid, Stella
The history of Strahd’s death and his brother’s wedding. was ready to alert his father. Victor attempted to scrub her
He does not know that Tatyana continues to be memory and charm her all with one spell and simply ended
reincarnated, however. If he learns of Strahd’s obsession up fracturing Stella’s mind. Later that night, when Stella got
with Ireena, Van Richten connects the dots but keeps this home, she walked in on her mother’s bedroom only to find
information to himself, believing it will do no one any her father’s magically preserved corpse. These horrors
good, least of all Ireena. combined shattered Stella’s sanity. To cope, she rips up
anything she can get her hands on—fabric, sheets, clothes—
Van Richten expressly does not know anything of the because it helps her feel in control. She saw Victor’s victims
following: be ripped into pieces, and so herself rips up household items.
Her Sanity Restored. If Stella’s sanity is restored through
Van Richten is unaware of the vampire spawn that infest a greater restoration spell, she informs her brothers of their
the coffin maker’s shop. father’s unnatural state. She then seeks refuge with the
Van Richten is unaware of the Amber Temple and what Martikovs, Vallaki’s only kind noble family.
evils it houses. As a Destined Ally. No matter how you shape it, Stella is
Van Richten is unaware that the Domains of Dread are in not a worthwhile ally. She has no magic and no prowess in
the Shadowfell. Being a native of another domain would combat, and the Companion does not believe it is justified to
shock him to his core. revise her statistics to grant her these abilities.
Bounty. As described by the Companion, rumors already Vargas Vallakovich
float about Vallaki and the Vistani that van Richten has come The baron of Vallaki is a brittle tyrant lost to his own lies.
to Barovia to end Strahd’s reign. Baron Vallakovich has put a Vargas truly believes that, if everyone Vallakian is happy, the
bounty of 1,000 gp on van Richten’s head—if brought in alive. town will slip free from Strahd’s grasp. To that end, he
Strahd’s agents are similarly searching for the monster organizes asinine festivals, attendance to which is mandatory.
hunter. His authority is felt throughout Vallaki. His guards, ever on
As a Destined Ally. As advocated by the Companion, if van the lookout for malcontents, can be found everywhere.
Richten is meant to be the Destined Ally, so too is Ezmerelda Ultimately, Vargas is likely to die. If the St. Andral’s Feast
d’Avenir. Ultimately, one must die; the survivor assumes their event occurs, Vargas and his wife will be executed by a mob.
destiny. To orchestrate this, you should have Strahd take Vargas is an old and troubled soul; as can be gleaned from
Ezmerelda hostage and force van Richten out of hiding. See his family portraits, Vargas’s soul reincarnates every few
CMP Ch. 1, The Destined Ally for details. generations, always as the heir to the barony, thereby
perpetuating a cycle of incompetence and deft reigns.
Just as other nobles would be referred to as “His Grace” or
Author’s Advice: Van Richten’s Secret “His Majesty,” Vargas insists that his servants and soldiers
In the games I have run, every party has pegged address him as “His Sanguinity.” It is the most regal-
Rictavio as Rudolph van Richten from the get-go. sounding synonym for “hopefulness” Vargas could find in his
My players didn’t even inspect his carnival wagon, family’s faded dictionary.
they just knew somehow. I still don’t understand Van Richten. Vargas has heard that Rudolph van Richten,
how or why. Perhaps it’s the nature of D&D: the self-described arch nemesis of Strahd, has come to
players can’t help but wonder which NPCs are Barovia. Vargas believes van Richten to be an “incorrigible
critical to the storyline. instigator” who will only spell ruin for Vallaki. In truth,
I guarantee you, Rictavio’s cover will at least be however, Vargas is too unyielding in his thinking to consider
suspected. Thus, less face time with him is for the another means of salvation for Vallaki, and he won’t tolerate a
better. Remember, van Richten does not want to competition with van Richten. The baron muddies van
be found and he does not work with others. In my Richten’s name so that he may remain the people’s sole
most successful campaign, the one The Wedding option. To make matters worse, Vargas is offering a bounty—
at Ravenloft was initially for, I had managed to keep
Rictavio away from the party. The players already
which he has no intention of paying—for van Richten’s head.
suspected him of being van Richten. During the
wedding reception, I had Rictavio shed his disguise
and fire a silvered crossbow bolt at Strahd. The
players went wild. Van Richten then joined them in
hunting down Strahd (although he was taken out of
action when a vampire spawn Ezmerelda attacked).
Dramatis Personae
11
Roleplaying Vargas. The baron is paranoid and sees insults Variants & Revisions
in every sentence and a threat in every shadow. Because his
ego is so brittle, and yet so demanding, he responds to every The Companion makes several changes to this chapter, such
threat with overwhelming force. He is incapable of admitting as:
a mistake and is truly irredeemable. Freeing Vallaki from The bones of Saint Andral are guarded by the vampire
Strahd is not a labor of love, but a demand of hubris. spawn in the same room. The adventurers must battle the
Vargas takes every opportunity to compliment himself or undead to retrieve them. Because this is now an inevitable
applaud his own decisions. He is fond of starting sentences conflict, the number of vampires have been reduced to
with, “Were it not for my wit…” and “Only by dint of my own four.
cunning…” and “Alas, I am a merciful sovereign…” Stella Wachter was not driven insane by Victor
You can voice Vargas with the following sample dialogue: Vallakovich’s “unkind words.” Instead, he fractured her
“I am the Law. I am Hope. I am Vallaki’s savior. Do your mind with enchantment magic. Discovering her father’s
part and find joy. Remember, all will be well.” magically preserved corpse was the straw that broke the
“Thanks to swift maneuvering on my family’s part, the camel’s back.
Devil has not visited Vallaki in generations. The tax is paid The Araseks do not sell goods for five times their ordinary
ahead of schedule, and the hope of our citizens is too price.
bright a flame for the vampire.” The Liar, the Glitch, & the Wardrobe
“The festivals give people hope and purpose. Without As described in CMP Ch. 3, Victor Vallakovich is the lover of
them, we shall crumble. I am the dam holding back Gertruda in the Village of Barovia—or at least, he was. Using
despair, don’t you see?” his flawed teleportation circle, Victor would teleport to
“Why is no one having a good time? I specifically ordered Gertruda’s home in the village. Alas, Gertruda came to her
it.” senses and broke things off with such a wretched soul.
Victor Vallakovich Distraught, Victor attempted to escape Barovia itself—and
Victor Vallakovich, the moody baronet, is an aspiring mage magically crashed into Strahd’s web of teleportation. Victor
with zero scruples. Having taught himself magic from a himself was merely thrown across the room by this accident
spellbook found in his father’s library, Victor at last feels and left with some bruises; he never knew the consequences
powerful. He practices his craft in the attic. His parents do of his failed escape attempt. Gertruda, in a fit of idiocy,
not know about his newfound powers, nor do they know that decided to take Victor back—but when she attempted to
he has killed two servants with his lethal teleportation circle. teleport to Vallaki, she wound up in Castle Ravenloft instead.
Revision. Victor is the star-crossed lover of Gertruda in the Victor, still believing Gertruda left him, continues to
Village of Barovia and his teleportation circle is linked to her experiment on his teleportation circle, which can be used to
wardrobe. He met Gertruda after his inaugural attempt to teleport into Castle Ravenloft, just as it can be used to go to
teleport, which hurled him into the village. After Gertruda the Village of Barovia. As the Companion recommends an
dumped him, Victor tried to teleport away from Barovia. See early foray into Castle Ravenloft, Victor’s magic proves to be
The Liar, the Glitch, & the Wardrobe in Variants & Revisions another vehicle of that expedition.
for details.
Dramatis Personae
12
Tyger, Tyger Morgantha’s Misdeeds. As written in CMP Ch. 6,
Per Curse of Strahd, Rudolph van Richten—Rictavio—has a Morgantha of Old Bonegrinder may be tied into this storyline.
pet saber-toothed tiger in his carnival wagon. He has trained To save their own life, or the lives of the children, an
this tiger to attack Vistani on sight. The ridiculousness of this adventurer may have entered into a dark bargain with the
notwithstanding, the Companion suggests removing this hag. This bargain is cryptic: “deliver the letter, stand aside,
entirely from the campaign. It paints Rudolph van Richten in and cast the first stone.” This dark bargain is enforced by a
quite an unflattering light, to say the least. Van Richten is a geas spell. The adventurer must deliver a letter to Henrik van
paragon of Ravenloft, a bright and weathered soul who der Voort that urges him to move the bones into the
remains unbroken in the face of unyielding misery—don’t vampires’ room. Later, if an attempt is made to retrieve the
reduce him to a racist. By removing the tiger, you also remove bones, the adventurer must abstain from the operation.
the Tyger, Tyger special event, which is already an When Baron Vallakovich is dragged out from his manor to be
unnecessary development in the story. Its absence goes a executed, the adventurer is compelled to cast the first stone at
long way in reducing your narrative overhead and the his bloodied head.
complexity of this chapter.
Having failed to recover the bones, the adventurers spell out betrays both amusement and malice. A voice that taunts,
Vallaki’s doom. The weather worsens—but Father Lucian “Dare you speak my name even now?”
does not cancel his sermon. To do so would surrender his An arcane word is whispered. The candles flare up, but the
faith in the Morninglord. If the adventurers are not already light they shed is crimson and greasy. Standing before the
attending the sermon, you can send them on their way church’s threshold is a tall and thin man whose smile is like a
through Henrik van der Voort (if he yet lives). Henrik knife. “Name me, my dear priest,” he says. “Name the devil at
stumbles up to the party, bleeding (but not bitten) and rasps, your doorstep. Show me the strength of your faith. Show us
“They are gone! The spawn have moved on the church! all.”
Hurry!”
The church is stuffed with twelve terrified commoners, Letting a wolf’s grin leap to his lips, Strahd von Zarovich
plus Yeska, Ireena Kolyana, and the two scouts Szoldar takes a step into the church.
Szoldarovich and Yevgeni Krushkin (who are unarmed and
unarmored). On the first round of combat, Strahd’s surviving vampire
spawn burst in through the windows. Additionally, the church
berth.
Strahd’s Tactics. Strahd, an unstoppable force, plays up Other Reactions. Strahd and the adventurers aren’t the
the melodrama in this battle. Calm and pompous, the Devil only characters in this battle! Keep in mind how the following
wages a psychological war on the adventurers and townsfolk. characters would react:
He intends to cultivate terror and to make it clear just how
small and insignificant the adventurers truly are in If Father Lucian was not reduced to a commoner, he
comparison. Strahd never breaks a sweat; he never reacts to hurls guiding bolts at Strahd while shouting his
pain; he marches forward with the cold certainty of death. convictions. If Lucian lacks spellcasting, he continues to
Avoiding more overt spells like fireball, Strahd wishes to sow shout in the face of the Devil, until at last Strahd drinks of
terror with the most minimal effort. his blood. Father Lucian never abandons his altar and
must be forced away.
Strahd prioritizes Father Lucian above all other foes. Yeska, terrified, hides. A vampire spawn pulls him out
When moving towards the priest, Strahd walks at a speed from under a pew, forcing an adventurer to save the boy.
of 25 feet; he doesn’t run. However, he utilizes his He shouts for help.
legendary actions to continuously close the gap. If his prey Ireena, clearly terrified, draws her father’s rapier and puts
flees, Strahd begins to demonstrate his extraordinary herself between Strahd and Father Lucian. She shouts,
speed. “You have taken enough already, Devil! To kill the priest,
Strahd saves his best and most devastating abilities for you’ll have to kill me!” Strahd smiles and says, “I will, my
later in the campaign. In this battle, he bites only Father dear… eventually.” He then squares off with Ireena but
Lucian and does not use his Charm ability on others. He inevitably disarms her.
only uses subtler spells like gust of wind and sleep. Szoldar Szoldarovich roars with fury and rushes Strahd,
Strahd can transfer up to 50 damage to the Heart of shouting, “Run, Father! Run before—” His shout is cut off
Sorrow in Castle Ravenloft. If he reaches 40 or so when Strahd crushes around Szoldar’s throat with a
damage, assume he can cut off his connection with a single hand. Once Szoldar is slain, a heartbroken Yevgeni
bonus action. cradles his corpse while the battles rages on.
Strahd sics his surviving vampire spawn on the
adventurers. Running interference for -- - Strahd, the
spawn break in from the church’s windows and leap from
the ceiling and walls.
Strahd does not kill any of the adventurers unless they
truly disrespect him. As he lands the killing blow, Strahd
sneers, “Let us make an example of you.”
The Devil’s assault on Vallaki’s most sacred institution senseless by the mob.
forever changes the town. For too long have the townsfolk In the chaos, Lydia begins to pray, her hands clasped tight
suffered such a disaster. For too long has the baron assured together as she kneels before the masses. Her petition to the
them that all will be well. In the face of calamity, civil unrest is gods is too late—you know it in your bones that it is too late.
inevitable—especially when Lady Wachter is there to fan the The baron stumbles to his feet and shouts to the crowd, his
flames. Shortly after dawn, the townsfolk storm the baron’s demands swallowed by another round of “All will be well!”
manor and drag his family out to be executed. If you
rescheduled the Festival of the Blazing Sun to occur after St. By Stone. If the Vallakoviches are to be stoned to death, read
Andral’s Feast, Vargas and his wife are immolated instead of the following:
stoned.
Morgantha’s Misdeeds. If a character accepted
Morgantha’s dark bargain, they are compelled to instigate the The baron takes a step forward—and from the ranks the first
execution by casting the first stone (or torch, if the stone is thrown. It catches the baron right above the eye,
Vallakoviches are to be immolated). To resist triggers leaving a red smear against his forehead. The next stone
Morgantha’s geas spell. catches him square in the gut, driving him to his knees. Then
The Baron’s Execution. The mob marches upon the the third, the fourth. The fifth tears the flesh from Vargas’
baron’s manor. Although Victor Vallakovich is dragged out cheek bone.
with his parents, Lady Wachter has his
Areas of Vallaki
Camp
20
N1. St. Andral's Church
Though a thin fog hangs in the air, you feel a warmth. There is
peace here; the grounds are tended to, the weeds missing and
Areas of Vallaki
21
Author’s Advice: Roleplaying
Wereravens
In my lore—the same lore I wrote into Van
Richten’s Treatise on Lycanthropy, my 154-page
werebeast compendium that you should totally buy
—the Curse of the Wereraven heightens paranoia
and curiosity. Wereravens are lawful good yes, but
that does not mean they are nice or polite.
Wereravens are extremely paranoid and hunger for
secrets. They traffic in gossip and mysteries, never
letting any question stay unanswered.
N2. Blue Water Inn This I suggest using in Curse of Strahd. The
The Blue Water Inn is the heart of Vallaki life—at least as far Martikovs exemplify the wereraven’s curse. Urwin
as a campaign is concerned. Here strangers come together to and Danika are fiends for gossip—and running an
share drinks and sorrows, and to gossip. It is the hub of inn supplies them with all manner of secrets. Brom
and Bray are too curious for their own good and
Chapter 5. can often be found snooping around Vallaki. So too
Points of Interest. The Blue Water Inn is very detailed— is the entire family, as are all wereravens, paranoid
too detailed. Most rooms are empty of actionable content. —and this paranoia clashes with the good
There are only four points of interest: intentions encouraged by the Curse of the
Wereraven.
The taproom (Area N2C) where most interactions are
held.
The loft above the stable (Area N2H) where the Keepers
of the Feather’s funds and emergency supplies are kept.
Areas of Vallaki
23
Characters N4. Wachterhaus
The baron’s manor is a busy place. Workers, guards, and
commoners frequent the grounds and halls. The Wachterhaus is a palace of misery, madness, and intrigue.
Vallakoviches are described in Dramatis Personae above. Everything about it screams “dark lair” to a player, even its
Servants. Unlike Wachterhaus, you need not concern narration text in Curse of Strahd. Wachterhaus is
yourself with the Vallakoviches’ servants. If the baron can’t synonymous with Lady Fiona Wachter, and so you should run
remember their names, neither must you—and this just goes it as a social exercise. It is only a matter of time before they
to demonstrate how lazy and unobservant Vargas is. All you learn of her dark ambitions and infernal pursuits. However,
need to know is that his butler and maid have gone missing; you want to avoid combat with Wachter and her cultists. You
Vargas thinks they were kidnapped or assassinated, whereas want it to be a horrifying discovery, but not an inevitable
Lydia wants to believe they eloped. In truth, they were killed showdown. Wachter is needed in your campaign to seize
by Victor’s disastrous teleportation circle. Per the Vallaki; her cultists are vital to that plan.
Companion, another servant must die, this time in front of The adventurers should be invited to Wachterhaus for
the adventurers. This servant, Cerina Krushkin, is the only dinner or tea. If the adventurers do not notice anything
servant you must familiarize yourself with. She is a young, strange—the terrified staff, the mad daughter upstairs, the
bright woman who has bought into Vargas’ philosophy of “All traces of magic, the extremely obvious secret door—then you
will be well.” She repeats this phrase often. When she dies can use the treacherous Ernst Larnak to stoke the fires of
before the adventurers’ eyes—crumbling to dust in Victor’s paranoia. It is then up to the adventurers to investigate the
flawed teleportation circle—her last words are, “All will be…” manor.
Guards. A paranoid man, Vargas keeps a small garrison Revisions. The Companion suggests four major revisions
stationed at the manor: five guards and a veteran. A shift to Wachterhaus:
change is made every six hours. These soldiers report to Izek Wachterhaus is stained by infernal magic. A detect magic
Strazni. spell reveals traces of magic in the vicinity, with
Prisoner. The local shoemaker, Udo Lukovich, has been conjuration being the most prevalent school of magic.
imprisoned for malicious unhappiness. He languishes in Stella does not believe she is a cat—it’s an utterly
chains, sequestered in a locked closet (Area N3M). If the ridiculous part of this module. Instead, Stella’s mind has
adventurers discover him, you could have Victor come by. been fractured by Victor Vallakovich’s enchantment magic.
Victor claims he will hide Udo until his father goes to bed. In She “talks” to her dead father and rips up clothing and
truth, Victor has the poor man test his murderous fabric to feel in control of her life. See Dramatis Personae
teleportation circle. above for details on Stella.
The Liar, the Glitch, and the Wardrobe The cellar door is locked with a heavy padlock, requiring a
Per the Companion, Victor’s teleportation circle can work but successful DC 15 Dexterity check with thieves’ tools to
only teleports its users to and from the Village of Barovia— open.
and, unbeknownst to Castle Ravenloft. Using this circle, Add a family portrait to Area N41 to clearly communicate
Victor fostered a relationship with the villager Gertruda. the members of the Wachter family. Seeing Stella and
However, there is a chance that those who use the circle are Nikolai Sr. in the portrait causes the adventurers to
teleported into the bowels of Castle Ravenloft, in which case question their whereabouts.
they arrive to Area K78. Quick Notes
The front door is locked (DC 20); the servants and sons
and Wachter carry a key.
Lady Wachter meets guests in the parlor (Area N4I) while
Ernst Larnak lurks in the nearby den (N4K).
There are three secret doors in the manor: one to the
basement (DC 10, see Area N4F); one in the basement
that opens upon the cultists’ headquarters (DC 15, see
Area N4S); and one in the library (DC 15, see Area N4P).
The phrase to quell the eight skeletons in the cellar (Area
N4S) is “Let the dead remain at rest.”
The key to the chest containing Leo Dilisnya’s bones in
Area N4O is hidden in the fireplace. Rather than a
Wisdom (Perception) check to find it, it should be an
Intelligence (Investigation) check because that’s what the
skill is bloody for.
The key to the Wachters’ trapped treasure chest in Area
N4Q hangs from the collar of a cat in the library (Area
N4P).
24
Characters Investigating Wachterhaus
There are, at any point, at least five people in Wachterhaus, The adventurers might investigate Lady Fiona Wachter. The
one of which Lady Wachter herself. The house is never truly information below holds true even after she seizes control of
empty. Vallaki.
Family. Fiona has three children: Surveilling. Observing the manor reveals these facts:
Nikolai and Karl are, in essence, the same person. They The Wachter Brothers often leave at noon or later, heckled
are always found together and rarely is it at Wachterhaus. by the shrill calls of their tyrannical mother. They stumble
Stella is perpetually locked up in her room so that the back home after dark, drunk and raucous.
secret of her madness is not revealed to Vallaki. Fiona has four to eight guests over every night. These
Servants. The Wachters are attended to by four servants, guests come at dusk and all but four leave at midnight. A
all of whom know Fiona’s dark secrets. Terrified of Wachter, DC 14 Intelligence (Investigation) check suggests that
they would sooner die than betray her. Frankly, they fear her these guests do not fear the night, whereas ordinary
devilish powers more than the adventurers’. The servants are villagers retreat to their homes after the sun goes down.
forbidden from speaking about the cult and its activities, but This ability check also reveals that four guests—a young
they whisper their worries at night in the privacy of their man of angelic good looks, a balding hulk of a man, a
shared bedroom. The servants are: squat, middle-aged woman, and a taller, younger woman
with an unsettling glare—often stay the night. When they
Dhavit, the cook, is a handsome and skeletal young man leave at about nine in the morning, it is with a smile.
whose food Fiona repeatedly criticizes. If his cooking is Fiona’s servants rarely leave the grounds, suggesting they
not up to Fiona’s ridiculous standards, he is forced to go live at the manor. Fiona’s valet makes regular trips to
hungry for the night. Town Square for food, sundries and, curiously enough,
Madalena, the older maid, is stealing from Fiona—she clothing. He buys large amounts of women’s clothes from
considers it her just reward for so many years of the local tailor. A DC 12 Intelligence (Investigation) check
underpaid wages. Despite this reckless theft, Madalena confirms the clothes—sleepwear, chiefly—are sized for a
still keeps Fiona’s secrets. young, skinny woman. (These are for Stella, who rips up
Amalthia, the younger maid, has been a terrified prisoner her clothes.) The servants each carry the key to the front
ever since she was caught eavesdropping on the cult— door.
when Fiona first suggested that Amalthia be “given to the Eavesdropping. Once when Fiona’s guests are
Devils Beyond” and be used as a surrogate to birth a approaching Wachterhaus, a character can eavesdrop on
cambion. Fiona has systematically isolated Amalthia over their hushed conversation, making a DC 15 Wisdom
the years and spread rumors that she is a pathological liar. (Perception) check. On a success, they overhear, “Majesto
Haliq, the valet, makes frequent trips to Town Square. He claims I am ready for the next chapter! I must—” before a
is a miserly old man who haggles for everything he buys. nearby raven caw swallows the other words.
Secretly, he loves Fiona—but is still terrified of her. Infiltrating Wachterhaus. Wachterhaus is no fortress. Not
Cultists. Fiona Wachter commands a vast cabal, many of only does every servant carry a key, but Nikolai and Karl can
whom have no idea how far this web stretches. Only the lucky be easily persuaded into inviting the adventurers inside for a
few invited to Wachterhaus know her dark secret. Her four drink if they are already drunk. Even Lady Watcher will
favorite underlings are present when the adventurers breach extend an invitation, if she thinks they can be useful tools.
the cellar: Further, unless you adopt the Companion’s revision, the cellar
door (Area N4R) is unlocked.
Jadran Tiutchevich, a young man who has the face of an Once inside the manor, the adventurers must avoid
angel servants during the day and cult fanatics at night. Unless the
Bratoljub Kohutovich, a balding hulk of a man adventurers attack, no one resorts to violence, even the
Triska Novaka, a squat, middle-aged woman cultists. Fiona and her minions will use the law to their
Vena Golitsyna, a tall, younger woman with an unsettling advantage; not even Baron Vallakovich can excuse
glare trespassing onto a noble’s estate.
The Spy. Ernst Larnak, Fiona’s spy, is a wild card that you Leo Dilisnya. The bones of Leo Dilisnya, the Ba’al Verzi
can use as you see fit. He alone is willing to blow the whistle assassin that killed Strahd, have been sealed away by the
on her infernal pursuits—for the right price. If any adventurer Wachter family. If you are using the optional fourth Fortune of
knows Thieves’ Cant, have Ernst communicate in that Ravenloft (the Ba’al Verzi dagger), it is vital that the
innocuous, subtle language. Fiona Wachter will be none the adventurers find Leo’s remains. An echo of Leo’s spirit clings
wiser. to his bones; a speak with dead spell allows the caster to
communicate with him. Leo reveals the gruesome details of
Areas of Vallaki
25
N5. Arasek Stockyard Henrik protests this intrusion but inevitably crumbles, and
collapses into a chair. Read the following:
The Arasek Stockyard is, essentially, Vallaki’s general store.
All manner of goods can be found here. What foreign In the oppressive silence, the coffin maker takes a seat and
adventurers bring to Barovia inevitably winds up here. puts his head in his hands. “It is no use,” he whispers. “They
Revision. The Araseks sell adventuring gear for five times are here… creatures of the night. Th-they… They forced me… I
the ordinary price. Once again, the Companion advocates
against this. The adventurers simply can’t afford such absurd didn’t know! Morninglord’s light, I did not know what beast
prices, and it therefore disincentivizes them from purchasing stood at my door so long ago!”
anything at all. Likewise, these prices make no sense in the
context of Vallaki where most villagers are slinging copper Roleplaying Henrik. Henrik is a shell of a man. He shouts at
coins around. the adventurers to leave, but this fire soon burns out—it was
Rictavio’s Carnival Wagon
stoked only by fear, anyway. Faced with more adversity,
Henrik crumbles. He speaks only in whispers and does not
Rictavio’s wagon is locked—and trapped with a poisoned look at the adventurers. Broken now, he explains that a one
needle trap (see Appendix C). “Lord Vasili von Holtz” came to his door long ago and began
Revision. The Companion recommends erasing the saber- this entire affair. Henrik still does not know that Strahd is
toothed tiger and Tyger, Tyger special event from the Vasili von Holtz, but he believes the nobleman to be a
campaign. If you adopt this change, Rictavio’s treasure is vampire regardless.
moved from a secret compartment in the front to inside the The vampires vent their unquenched thirst and frustration
wagon itself. The adventurers will have to break in to further by physically abusing Henrik. When he sits in his chair,
investigate Rictavio’s identity. Do not read the text provided in purple bruises become visible along his ankles and wrists.
Curse of Strahd. His body is stained with such bruises. He walks with a limp
and winces with every twitch of his right arm.
N6. Coffin Maker's Shop You can voice Henrik with the following sample dialogue:
It is always raining or about to rain when the adventurers set “They are listening even now…”
out to visit this place. Whether this is merely bad luck or “I no longer sleep. At night, they sit at my bed and stroke
manipulation on Strahd’s part, no one will ever know. If the my neck. They listen to the blood quicken in my veins and
adventurers provoke a conflict with the vampire spawn smile. They have promised me life everlasting—and I fear
inside, it begins to violently storm. See Appendix C for the they will not take ‘no’ as an answer.”
effects of heavy precipitation. “Pray you never meet him. Pray you never find yourself
Per Curse of Strahd, the adventurers can warn Baron facing Lord Vasili von Holtz.”
Vallakovich about the bones of Saint Andral, who sends four “I, I cannot say more! They will know… They already
guards to retrieve them. As the Dungeon Master, you can know.”
choose to have these guards butchered by the vampire spawn If Henrik is killed, his last words are, “Morninglord forgive
or opt for something far more horrifying: Baron Vallakovich me…”
doesn’t believe the adventurers. “All will be well,” he insists.
Denied institutional support from the authorities, it falls to In the Vampire’s Nest
the adventurers to break in and steal the bones. The vampire spawn lurk in Area N6F. At night, they emerge
Revision. As described earlier, the bones of Saint Andral from their crates to torment Henrik. The vampires awaken
have been moved from Henrik’s bedroom (Area N6e) to the whenever someone enters Henrik’s home and remain alert
vampire nest (Area N6f). To recover them, the adventurers until these intruders leave—for Strahd von Zarovich has
must fight the undead. To compensate for this, the number of promised eternal torment for those that fail him in this dark
vampire spawn have been reduced from six to four. If you do hour. Without great luck and greater magic, the adventurers
not adopt this change, the six vampires will still intervene; have almost no chance of sneaking past the vampires, who
once they hear Henrik’s bedroom door open, they emerge peek out from their crates. A spell of pass without trace or
from their crates and stage an ambush. It is the only logical darkness is necessary to hide from their gaze—but even then
outcome—they cannot afford to fail Strahd. the vampires are not idiots. They will investigate any
Breaking in. Henrik’s shop is a fortress. All
disturbance and do whatever it takes to protect the bones.
doors and windows are locked. While
The Bones of Saint Andral. The bones of Saint Andral
behind the door, most magic that
are hidden in the crate along the western wall, far from the
requires the spellcaster to see their
vampire spawn, who are sickened by its presence. The bones
target is foiled. Thus, the adventurers
are in a sack of dirt. A vampire spawn that is holding or
can’t simply charm Henrik into
touching the sack has disadvantage on saving throws and
letting them inside. To break down
attack rolls. A vampire spawn that touches the bones directly
a door requires a successful DC 15
must make a DC 14 Constitution saving throw, taking 11
Strength check. To pick a door’s
(2d10) radiant damage on a failed save, or half as much on a
lock requires a successful DC 15
failure; a vampire spawn can only take this damage once per
Dexterity check using thieves’
round. 1
tools.
Areas of Vallaki
26
Creatures of Darkness. The four vampires are former Giving Chase. The bones of Saint Andral must not be lost.
adventurers and can be identified as fellow foreigners from The vampire spawn must pursue the adventurers. With the
beyond the Mists. If there are six vampires instead of four, the weather outside so frightful, the vampire spawn have the
additional two are so emaciated and ancient, they lack any perfect excuse to walk the streets of Vallaki before dusk.
distinguishable features. These other vampires are: Provided the adventurers make it outside, read the following
A male dwarf whose face is tattooed in the runes of an when the vampire spawn give chase:
exile. His bloodstained beard is as dry and harsh as straw.
A tall, female elf whose ears are decorated with six grimy Out into the windswept streets you run, pelted by harsh and
earrings each. Her once-beautiful face was mauled into a grueling rain. Another lance of lightning etches itself across
hideous visage. the sky. In the silence before the thunder, you hear a snarl
A skinny, male human of Illuskan descent. He is dressed straight from a nightmare. Clinging in the window frame is a
in tattered brown robes. A palm-sized silvered coin corpse—the vampire!
decorated in religious iconography hangs from his neck. A “This is not yet over!” she hisses, crouched like a lion. With
character who succeeds on a DC 13 Intelligence another snarl, she leaps from the window, landing in the
(Religion) check identifies this as the iconography of street! With sinking horror, you realize that the sunlight
Tymora, goddess of luck.
A short, female human of Calishite descent. She wears a cannot burn what it cannot touch! As the rain worsens, the
scorched leather tunic. Half her head is burned off, as if creature breaks into a sprint!
she were pushed into a fireplace.
Tactics. The vampire spawn follow these tactics in battle: The other surviving vampire spawn follow behind. For the
sake of the narrative, assume the vampires can leap onto
The vampires extinguish any light sources in the room, buildings. They take alternative routes to cut off the
unless the adventurers are overwhelmingly nonhuman. adventurers’ escape, or even head towards the church. If the
With their dark strength, a vampire spawn can hurl a adventurers give up the bones, the spawn retreat into the
crate using their action. While this does less damage than shadows.
a traditional attack, it can add great tension to the battle.
This attack should occur only once or twice in the Author’s Advice: Giving Chase
encounter. As an action, the vampire chooses a 5-foot-wide
cube within 30 feet it can see. A creature in that area must As described by the module, Barovia does not
succeed on a DC 14 Dexterity saving throw or take 7 experience true sunlight—a secret known only to
the Devil and his minions. If the adventurers
(2d6) bludgeoning damage and be knocked prone. The escape with Saint Andral’s bones, the vampire
creature is also restrained until it or another creature spawn can give chase—but this would reveal one
succeeds on a DC 14 Strength (Athletics) check made as of the campaign’s most horrifying secrets. The
an action. people of Barovia trust in sunlight; it is one of the
The vampires utilize their Spider Climb trait to scale the few protections they have against the Devil and his
walls and ceiling, thereby avoiding opportunity attacks or minions. The players are no different; you must
otherwise routing the adventurers. choose when you rip away their security blanket.
The vampires cut off the adventurers’ retreat (the door to To avoid blowing this secret, use the weather to
the staircase) either by hurling crates at it or physically your advantage. Storm clouds gather in the hour
guarding it. They only do this if the adventurers actually before the adventurers confront Henrik. The first
manage to get the bones. peal of thunder cracks when the party is at his
door. If they manage to escape with the bones, the
Escaping the Nest. Desperate times call for desperate vampire spawn give chase. Without the sun, they
measures. The adventurers can open and leap from the are “free” to run amok. Furthermore, the rain
second-floor windows to escape. A creature that does so conveniently sequesters the townsfolk to their
must make a DC 15 Dexterity (Acrobatics) check. On a homes.
success, the creature lands on their feet and takes no Behind this convenient storm lurks a terrible
damage. On a failure, they land prone and take 3 (1d6) truth: Strahd von Zarovich can control the weather
bludgeoning damage from the fall. To communicate this —and he is watching these events unfold from
possible exit point to the adventurers, read the following text: afar.
Areas of Vallaki
27
The Apothecarium
This quiet shop is full of flowers, vines, and other plants. It is
owned and operated by Senka Tolstoy, a spinster and
herbalist. When she isn’t serving as the local midwife, Senka
sells poultices meant to ease fevers and other ailments.
Capable of minor alchemy, Senka has the following potions
for sale:
Three potions of healing (15 gp each)
A potion of water breathing (4 gp)
An oil of slipperiness (8 gp).
A potion of necrotic resistance (25 gp).
Senka can also make wolfsbane incense for 15 gp if the
adventurers bring her a sprig of wolfsbane. This incense is
nauseating to werewolves. See CMP Ch. 1 for details on
wolfsbane.
N7. Blinsky Toys Branimir’s Butchery
Blinsky is a well-intentioned outcast with an innocent dream: Until it rains, the stench of the local slaughterhouse drifts
to bring “hyappiness” to Barovian children everywhere. If the across town square. There, Branimir Stoyanovich strips wolf
adventurers rescued Freek and Myrtle from Old Bonegrinder, corpses down to the bone. Supplied by Yevgeni Krushkin and
Father Lucian or the Martikovs suggest purchasing toys from Szoldar Szoldarivch, Branimir has no shortage of meat to
Blinsky—even if his toys are creepy. After all, “children so sell. A pound of “good” meat (good being subjective, as wolves
young,” Father Lucian would say, “require certain comforts.” are what they eat: carrion) is sold for 4 cp. Branimir is eerily
Ireena Kolyana. Izek Strazni forces Blinsky to fashion laconic and only grunts his replies. His wife, Tsveta, handles
dolls in the likeness of Ireena Kolyana, making this another customers, but she is gone on an errand when the
chapter of her storyline. If Ireena is present, she conveniently adventurers first enter the shop. Unbeknownst to Branimir,
stays outside the toy store (“I have seen enough of Blinsky’s his cousin Kiril is a werewolf and alpha of the Children of
toys wash up in the village. I need not meet the man who Mother Night. Ironic, given that Branimir’s primary medium
made them.”). Thus, she never sees the eerie dolls made in is the flesh of wolves.
her likeness. The adventurers must decide whether to tell Dementlieu Baguette
her. If Ireena sees the dolls, her face goes pale, and she asks his bakery stands opposite of Branimir’s Butchery, its mouth-
to be brought back to Saint Andral’s Church immediately watering scents ever at war with the butchery’s nauseating
(“This… this is too much. I, I need to lay down.”). stench. The store is owned and operated by Martine Jacquet,
a young woman who came to Barovia four years ago. Martine
N8. Town Square hails from Dementlieu, another Domain of Dread created by
Even if the Barovian economy is in shambles, Vallaki ought to the Dark Powers of Ravenloft. Martine became separated
be a place of industry. All but the most luxurious of from her family by the Mists of Ravenloft. After many hours of
professions are explored behind the safety of the town’s walking, she wound up near Krezk. Denied entrance into the
walls. A town with over a thousand people require amenities town, she waited until a troupe of good-hearted Vistani gave
such as a blacksmith, an apothecary, and more. No place is her a lift to Vallaki. Martine knows only that she hails from an
more fitting to house these shops than Town Square, three of “equally dismal land” and that the Mists prevent her from
which are briefly detailed below. With the Vallakian going home.
wilderness infested with so many wolves, the local tanner Dementlieu. Dementlieu is detailed in Van Richten’s
and butcher have seen a massive growth of materials. Guide to Ravenloft. It is a French-inspired domain ruled over
Ireena Kolyana. If Ireena is present, Izek Strazni by a Cinderella-esque Darklord named Saidra d'Honaire.
recognizes her as she passes by. His mouth goes agape as a Saidra hosts extravagant galas each week, and only the
look of surprise and awe consume his otherwise ugly face. wealthiest and most influential are invited. Everyone vies for
Ireena, for her part, pulls the hood up on her cloak and an invitation or otherwise sneaks in. The streets of
pretends not to notice him. Later, Izek informs Baron Dementlieu are also haunted by “the Red Death,” a
Vallakovich that his sister has returned. Baron sends a spy to mysterious wraith—Saidra d’Honaire’s secret alter-ego.
investigate (and question Father Lucian, if Ireena stays at the
church), thereby leading to the The Honor of Your Presence
special event.
Areas of Vallaki
28
below:
friends.
Areas of Vallaki
29
Meeting Arrigal Roleplaying Kasimir. Kasimir is full of nervous hope when
Nothing happens in or around the Vistani camp without he first meets the adventurers. He strokes what were once
Arrigal’s knowledge. He has spies and sentries everywhere. his ears as he explains the plight of his people. Having lived
By when the adventurers mount the hill, Arrigal will have through quite literally all of Barovian history, he can act as
already been informed. He prepares accordingly. If Alexei is the party’s historian and scholar. His knowledge—in history,
being whipped by Luvash, Arrigal intends for the adventurers in magic, in alchemy, and geography—is vast and invaluable.
to see it. So too does he make it clear, by calling off Luvash, Kasimir happens to demonstrate his mastery of the arcane
that he is the one they must entreat with, that he rules the through rote spells like prestidigitation and other magic used
clan, not his wild brother. to ease the burdens of daily life.
Roleplaying Arrigal. Arrigal plays the part of the emissary. Kasimir took “Velikov” as a surname to honor the Vistana
He wears a smile, the warmth of which fails to touch his eyes. who bore his people to Barovia. He mentions this early with
He takes this opportunity to size up the adventurers, knowing the adventurers and warns them, “Velikov’s descendants… fail
that, sooner or later, his dark and distant master will call to live up to his memory.” Other than saying, “Arrigal is a man
Arrigal into action. Sooner or later, Arrigal knows he will be of cunning,” Kasimir elaborates no further on the Vistani; he
burying a blade deep into the back of his newfound “friends.” can’t afford to anger his peoples’ wolfish guardians.
Arrigal offers the adventurers refreshments—wine that he As a wizard, Kasimir has great knowledge of arcane magic.
himself does not partake in, but his brother does. He offers To curry favor with the adventurers or show his gratitude, he
the adventurers every hospitality, answers their questions, offers to teach the party’s resident wizard a spell (from the
and demonstrates his subtle but undeniable rule over the spells already in his spellbook) for a reduced price of only 5
clan. The adventurers should leave with the impression that gp’s worth of materials. This process takes 1d6 + 6 hours of
Arrigal pulls all strings around the camp. studying alongside Kasimir. The wizard character can choose
If the adventurers save Arabelle, Arrigal offers them a which of Kasimir’s spells to learn. Kasimir is willing to
reward. Curious as to what sort of people these strangers are, continue teaching the wizard if they promise to seek out the
he deliberately takes them to the Vistani treasure wagon. Amber Temple.
Unlocking it, he allows the party to choose one single Dreams of the Damned. Kasimir is burdened by dreams
treasure from the wagon. Before doing so, he stations several sent forth by his sister Patrina’s spirit. Although he would
sober Vistani bandits nearby in case things turn bloody. normally keep this troubling news to himself, he is eager to
Likewise, he keeps a sentry at the wagon at night. mount an expedition to the Amber Temple. Fearing that he
The Fortunes of Ravenloft. If an artifact is meant to be in might not see the adventurers again, he quickly brings up his
Area N9I, Arrigal gets involved. The artifact was taken from sister’s unrest. He does not, however, reveal that she sought
dead adventurers several years ago. Arrigal is unaware of the the hand of Strahd himself. Kasimir does not want to scare
artifact’s importance until it is taken by the adventurers. He away the adventurers, and so he paints a far more forgiving
does not stop the adventurers from leaving with the artifact, picture of the past. Read the following text, which assumes
but instead hatches a plan to retrieve it. Inevitably, Arrigal the characters are in Kasimir’s home:
makes his move. He might slip into Vallaki one night while
the adventurers are asleep, or he might stage an ambush at Kasimir tosses a log into the hearth. Through a spell, the elf
the Luna River Crossroads (as described in CMP Ch. 2, Area sets the log ablaze. With his back to you, Kasimir murmurs,
P). “Centuries ago, my sister Patrina was put to death. She was to
be the Devil’s bride—and our people would rather have her
Meeting Kasimir Velikov
Kasimir sulks in his hovel, but will emerge if he hears killed than lose such a powerful wizard to such a hungry fiend.
newcomers are visiting the Vistani Camp. Meeting him She was hellbent on going to Castle Ravenloft. We begged her
becomes inevitable. Read the following text when he is first not to, but it was clear she was under the vampire’s spell.
met: Patrina was stoned. Dragged from her home in the dead of
night… and gagged so she could not utter a spell.”
A soft voice draped in an Elvish accent calls out to you: “You At his side, Kasimir’s hands tighten into fists. “For depriving
must be new here,” he says, “if we have not yet met.” him of a new bride, the Devil had all our women and children
You turn, meeting the gaze of an earless elf whose sunken put to the sword—a genocide carried out by Rahadin, the
eyes speak to a lifetime of regret. He is tall, skinny—skeletal, Great Betrayer.”
really. His robes, now ancient, are woven with sigils of the The elf turns to you, his eyes full of sorrow. “My sister is
arcane. Clearly he is a wizard of sorts. dead, but not silent. From the catacombs of Castle Ravenloft,
“My name is Kasimir. Kasimir Velikov. If you are anything her spirit calls to me. She whispers to me in my dreams. She
like the last outsiders I met, you must have many questions has found no rest in the afterlife, but knows how to escape it.
about this dismal realm. Please, have tea with me in my home. She knows where the power to cheat death can be found—
Field your questions. I have, almost literally, all the time in the the same foul sanctum in which the Devil stole the power of
world.” the vampyr. It is a font of evil buried deep in the mountains… a
place once known to the Order of the Silver Dragon as the
‘Amber Temple.’”
Areas of Vallaki
30
Kasimir shakes his head. “The way is long, perilous. I have tried The Honor of Your Presence
before and failed. Please, I beg of you: accompany me to the Baron Vargas is no fool. He knows firsthand, from his own
summit of Mount Ghakis. Brave the cold at my side. Brave the experience, the wise burgomaster meets with visiting
dark with me as well. Together, we can bring my people back outsiders early on. He himself has met three separate groups
from extinction.
of adventurers lured into Barovia. All told, the Vallakovich
line has met just about Barovian immigrant that has made it
to Vallaki. Thus, Vargas extends an invitation to dinner once
With a successful DC 15 Wisdom (Insight) check, a character he learns new adventurers have entered Vallaki. Alas, hubris
senses that there is something Kasimir is holding back. If clouds Vargas’s judgment; he is confident that his forces can
pressed, Kasimir reveals that it was he who orchestrated the overwhelm these outsiders. Additionally, Vargas does not
execution and that he lost his ears as a result. He says, “To take “no” for an answer.
my great shame, it was I who cast the first stone. It was I who The Messenger. Most nobles would send a well-perfumed
rallied our people, who stoked the fires of paranoia. I told valet to deliver an invitation. Not Vargas. He knows he must
myself it was necessary. Patrina was the greatest of us. We—I demonstrate the strength of his soldiers, and so he sends
—could not allow her to join the Devil in undeath.” Izek Strazni and three guards. This is another opportunity to
The Fortunes of Ravenloft. If an artifact is meant to be in get Ireena and Izek face-to-face. When Izek approaches the
Area N9A, the Companion suggests a daring change: Kasimir party, preferably on the street, read the following:
already lost the artifact in a previous foray to the Amber
Temple. This is a step-up from Kasimir simply giving the As you rummage through the cabbage dealer’s cart, you hear a
adventurers the unearned artifact. hoarse “You there,” from behind. Standing before you is the
baron’s monstrous henchman, the man with a fiendishly
Special Events barbed arm. The brute tries to offer a smile that comes out
Several special events can occur in Vallaki. You do not need forced and ugly. “Outsiders. His Sanguinity, Baron Vallakovich,
to use every single event in the story. You can easily eliminate requests the honor of your presence for dinner tonight. You
The Festival of the Blazing Sun and Tyger, Tyger from your will report to the manor at dusk. If you have wine, bring it.”
campaign by setting the baron’s next festival for the morning The devil-armed thug rifles through his pockets until he
after St. Andral’s Feast is scheduled, as described in Variants produces a letter sealed with crimson wax. “Warm food and
& Revisions. All in all, only St. Andral’s Feast is mandatory,
and it is detailed more in The Bones of Saint Andral above. good cheer will be provided,” he says. Looking over your
The Companion* suggests two new events to this chapter: frayed and bloodied clothes, the brute sneers, “Do try to dress
for the occasion.”
Justice for Arabelle
Bluto Krogarov, if he still lives, must face justice for A crooked “V” is stamped into the crimson wax. The letter
kidnapping Arabelle. The Vistani will not settle for anything names each adventurer, thereby demonstrating that, in so
less. For details on Bluto and Arabelle, see CoS Ch. 2, Area L. little time, Vargas has managed to wring out secrets from
This event should coincide with the adventurers’ meeting other Vallakians, like the Martikovs. It continues to read,
with Baron Vallakovich (but not the The Honor of Your “The honor of your presence is humbly requested on this day
Presence special event). in the year of the Morninglord, 735.”
If Arabelle’s capture becomes known, Luvash, a CE bandit The adventurers are expected to arrive in “proper attire”
captain, and six Vistani bandits storm the Sunset Gate, (fine clothes, which cost 15 gp). The Martikovs can direct the
demanding entrance into Vallaki and Bluto’s head. The party to a local tailor.
guards quickly send for Izek Strazni and dispatch a message Dinner with the Baron. The adventurers are warmly
to the baron. The baron is not inclined to start letting Vistani welcomed into the manor. The hallway is lined with servants
into town, but the adventurers can convince him otherwise who bow and curtsy as the adventurers approach Vargas, his
with a successful DC 15 Charisma (Persuasion) check. In his giggly wife, and his perpetually-sighing son. Vargas welcomes
hubris, however, Baron Vallakovich refuses to hand over them and, of course, promises them that “All will be well.” He
Bluto, citing Vallaki itself as Bluto’s court, not the Vistani’s. has planned quite the feast: beef tartare as an appetizer,
If their demands are not met, Luvash storms back to the followed by a goose neck soup; a salad of minced cabbage,
Vistani camp. Later that night, Arrigal slips into Vallaki and onions, bell peppers, and cucumbers pickled in vinegar with
assassinates Bluto. His corpse is found in Town Square the dill and mustard seeds; and pan-seared glazed pork chops.
next morning with a sign draped over his bloodied chest. The For dessert, the cook has prepared a floating island. After
sign reads, “We will always have our vengeance.” dinner, Vargas intends to invite the adventurers into the
library to smoke cigars and enjoy brandy he “confiscated”
Mist.
Areas of Vallaki
31
During dinner, Lydia giggles and squeals at whatever Vargas Ireena Kolyana. If Ireena is present and her presence is
says. For his mother’s every laugh, Victor sighs. Vargas known to Vargas, he proposes a betrothal between her and
engages in the following topics during dinner: Victor—a nauseating prospect for Ireena. Read the following
Vargas’ philosophy: “Once every man, woman, and child in text, which assumes Baron Vargas does not know that
Vallaki soars with joy, we shall slip free from the Devil’s Ireena’s father is dead:
grasp and then… and then all will be well.”
Izek Strazni’s history: “...and for his crimes, they The baron stabs a hunk of wolf meat with his fork, leaving the
demanded his death, but I saw in - Izek the fires of utensil there. Sharing a smile with his wife, Vargas turns to
redemption. He is my greatest achievement.” Victor rolls Ireena and says, “Now, my dear, we come to the most exciting
his eyes at this. part of the evening. Though our two… baronies… have not
The esteemed monster hunter (or “incorrigible instigator” done so in many a generation, I believe your coming here
as Vargas calls him) Rudolph van Richten is rumored to signals that it is time for our two noble lines to be wed.”
have surfaced in Barovia. Vargas is offering a 1,000 gp Immediately, Victor heaves a heavy sigh. Lydia squeals,
reward to whomever brings him van Richten alive. Vargas clasping her hand over Ireena’s. “Victor will make a fine
claims that van Richten spreads chaos, unrest, and misery
wherever he goes. husband,” she says.
“...when he shapes up,” the baron grumbles beneath his
breath before clearing his throat.
“Well, my dear. How would you like to be the future
baroness of Vallaki?”
Ireena is quiet only for a moment. Clearly she senses how
fragile the baron is. After only the slightest hesitation, Ireena
smiles. “That sounds lovely, my lord. I must, however, consult
my father first. He will need to approve of the betrothal.”
Vargas offers a strained smile. Through his teeth he agrees,
“Of course.”
“Don’t I get a say in this?” Victor snaps.
“Quiet boy,” answers his father.
“You would just sell me off to some stranger—”
“A stranger?” gasps his mother. She turns to Ireena and
offers, “Please don’t take that the—”
“It’s fine,” says Ireena, looking anywhere but in Lydia’s eyes.
Victor, it seems, is not yet done. Pushing his plate away, the
boy shouts, “You say you want me to grow up and yet you
continue to treat me like a child!”
Vargas leaps to his feet. A mastiff raises her head, clearly
excited. “You would waste away in that attic if it weren’t for
me dragging you out into the cold light of day. It’s like it’s your
cave?”
“My cave?” Victor mocks.
“Your cave, you miserable, little—”
“I’m done with this, father,” Victor snarls, ripping the napkin
from his collar and throwing it to the table. With that, he
storms out of the room.
“Have fun upstairs!” shouts the baron as his wife devolves
into a symphony of embarrassed giggles.
32
Appendix B: Bestiary
Appendix B: Bestiary
35
Assassin Baboon
Medium humanoid (any race), any non-good Small beast, unaligned
alignment
Armor Class 12
Armor Class 15 (studded leather) Hit Points 3 (1d6)
Hit Points 78 (12d8 + 24) Speed 30 ft., climb 30 ft.
Speed 30 ft.
Appendix B: Bestiary
36
Cat
Tiny beast, unaligned
Armor Class 12
Hit Points Hit Points 2 (1 d4)
Speed 40ft., climb 30ft.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target.
Hit: 1 slashing damage.
Appendix B: Bestiary
37
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
Skills Deception +4, Persuasion +4, Religion +2 Skills Deception +2, Religion +2
Senses passive Perception 10 Senses passive Perception 10
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 2 (450 XP) Challenge 1/8 (25 XP)
Dark Devotion. The fanatic has advantage on saving Dark Devotion. The cultist has advantage on saving
throws
against being charmed or frightened. throws
against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its
spell casting ability is Wisdom (spell save DC 11, +3 Actions
to hit
with spell attacks). The fanatic has the Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
following cleric
spells prepared: one
creature. Hit: 4 (1d6 + 1) slashing damage.
Cantrips (at will): light, sacred flam e, thaumaturgy
1st level (4 slots): command, inflict wounds, shield
of faith
2nd level (3 slots): hold person, spiritual weapon Draft Horse
Large beast, unaligned
Actions
Armor Class 10
Multiattack. The fanatic makes two melee attacks. Hit Points 19 (3d10 + 3)
Dagger. Melee or Ranged Weapon Attack: +4 to
hit, Speed 40 ft.
reach 5 ft. or range 20/60 ft., one creature.
Hit: 4
(1d4 + 2) piercing damage.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
Appendix B: Bestiary
38
Fiona Wachter
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 27 (5d8 + 5)
Speed 30 ft.
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage.
Appendix B: Bestiary
39
Appendix B: Bestiary
40
Guard Imp
Medium humanoid (any race), any alignment Tiny fiend (devil, shapechanger), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5
to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage, and
the target must make on a DC
11 Constitution saving throw,
taking 10 (3d6)
poison damage on a failed save, or half as
much
damage on a successful one.
Invisibility. The imp magically turns invisible until it
attacks or
until its concentration ends (as if
concentrating on a spell). Any
equipment the imp
wears or carries is invisible with it.
Appendix B: Bestiary
41
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Skills Deception +5, Insight +4, Persuasion +5 Saving Throws Int +6, Wis +4
Senses passive Perception 12 Skills Arcana +6, History +6
Languages Common Damage Resistances cold (ring of warmth)
Challenge 1/8 (25 XP) Senses darkvision 60 ft., passive Perception 11
Proficiency Bonus +2 Languages Abyssal, Common, Elvish, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., Special Equipment. Kasimir wears a ring of warmth
one target. Hit: 5 (1d8 + 1) piercing damage. and carries a spellbook containing all the spells he
has prepared plus the following spells: arcane lock,
Reactions comprehend languages, hold person, identify, locate
Parry. Ireena adds 2 to her AC against one melee object, nondetection, polymorph, protection from
attack that would hit her. To do so, Ireena must see evil and good, ray of frost, and wall of stone.
the attacker and be wielding a melee weapon. Fey Ancestry. Kasimir has advantage on saving throws
against being charmed, and magic can't put him to
sleep.
Spellcasting. Kasimir is a 9th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). Kasimir has the
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand,
prestidigitation
1st level (4 slots): detect magic, mage armor, magic
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.
Appendix B: Bestiary
42
Mage Mastiff
Medium humanoid (any race), any alignment Medium beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Actions
Shovel. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Appendix B: Bestiary
43
Noble Priest
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Skills Deception +5, Insight +4, Persuasion +5 Skills Med icine +7, Persuasion +3, Religion +4
Senses passive Perception 10 Senses passive Perception 13
Languages any two languages Languages any two languages
Challenge 1/8 (25 XP) Challenge 2 (450 XP)
Actions
Mace. Melee Weapon Attack: +2 to hit,
reach 5 ft.,
one target. Hit: 3 (ld6)
bludgeoning damage.
Appendix B: Bestiary
44
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Senses passive Perception 10 Skills Nature +4, Perception +5, Stealth +6, Survival
Languages - +5
Challenge 1/4 (50 XP) Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Actions
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., Keen Hearing and Sight. The scout has advantage on
one target.
Hit: 8 (2d4 + 3) bludgeoning damage. Wisdom
(Perception) checks that rely on hearing or
sight.
Actions
Saber-Toothed Tiger Multiattack. The scout makes two melee attacks or
two
ranged attacks.
Large beast, unaligned
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Armor Class 12
ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Hit Points 52 (7d10 + 14)
Speed 40 ft. Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)
Appendix B: Bestiary
45
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
Skills Deception +5, Insight +4, Investigation +5, Damage Resistances bludgeoning, piercing, slashing
Perception +6,
Persuasion +5, Sleight of Hand +4, Condition Immunities charmed, frightened, paralyzed,
Stealth +4 petrified, prone, restrained, stunned
Senses passive Perception 16 Senses darkvision 30 ft., passive Perception 10
Languages any two languages Languages -
Challenge 1 (200 XP) Challenge 1/4 (50 XP)
Cunning Action. On each of its turns, the spy can use Keen Smell. The swarm has advantage on Wisdom
a bonus
action to take the Dash, Disengage, or Hide (Perception) checks that rely on smell.
action.
Swarm. The swarm can occupy another creature's
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) space and vice versa, and the swarm can move
damage when it hit s a target with a weapon attack through any opening large enough for a Tiny rat. The
and
has advantage on the attack roll, or when the swarm can't regain hit points or gain temporary hit
target is
within 5 feet of an ally of the spy that isn't points.
incapacitated
and the spy doesn't have disadvantage
on the
attack roll. Actions
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft.,
Actions one target in
the swarm's space. Hit: 17 (2d6)
Multiattack. The spy makes two melee attacks. piercing damage, or 3 (1d6) piercing damage if the
swarm has half of its hit points or fewer.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120
ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Appendix B: Bestiary
46
Swarm of Ravens
Armor Class 12
Hit Points 24 (7d8 - 7)
Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Languages -
space and
vice versa , and the swarm can move
hit points.
Actions
one target
in the swarm's space. Hit: 7 (2d6) pi
Veteran Wereraven
Medium humanoid (any race), any alignment Medium humanoid (human, shapechanger), lawful
good
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18) Armor Class 12
Speed 30 ft. Hit Points 31 (7d8)
Speed 30 ft. (fly 50 ft. in raven and hybrid forms)
Actions
Multiattack (Human or Hybrid Form Only). The
wereraven makes two weapon attacks, one of which
can be with its hand crossbow.
Beak (Raven or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 1
piercing damage in raven form, or 4 (1d4 + 2)
piercing damage in hybrid form. If the target is
humanoid, it must succeed on a DC 10 Constitution
saving throw or be cursed with wereraven
lycanthropy.
Shortsword (Human or Hybrid Form Only). Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Hand Crossbow (Human or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Appendix B: Bestiary
48
Appendix C: Items &
Effects
The following effects are featured in this chapter:
Heavy Precipitation
Weather
Everything within an area of heavy rain or heavy snowfall is
lightly obscured, and creatures in the area have disadvantage
on Wisdom (Perception) checks that rely on sight. Heavy rain
also extinguishes open flames and imposes disadvantage on
Wisdom (Perception) checks that rely on hearing.
Holy Water
Adventuring Gear
As an action, you can splash the contents of this flask onto a
creature within 5 feet of you or throw it up to 20 feet,
shattering it on impact. In either case, make a ranged attack
against a target creature, treating the holy water as an
improvised weapon. If the target is a fiend or undead, it takes
2d6 radiant damage.
A cleric or paladin may create holy water by performing a
special ritual. The ritual takes 1 hour to perform, uses 25 gp
worth of powdered silver, and requires the caster to expend a
1st-level spell slot.
Poisoned Needle Trap
Trap
A poisoned needle is hidden within a treasure chest's lock, or
in something else that a creature might open. Opening the
chest without the proper key causes the needle to spring out,
delivering a dose of poison.
When the trap is triggered, the needle extends 3 inches
straight out from the lock. A creature within range takes 1
piercing damage and 11 (2d10) poison damage, and must
succeed on a DC 15 Constitution saving throw or be
poisoned for 1 hour.
A successful DC 20 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
disarms the trap, removing the needle from the lock.
Unsuccessfully attempting to pick the lock triggers the trap.