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Visions of the Vestiges

A Curse of Strahd supplement

The Vestiges long bound stir in their sarcophagi, they call from the Ethereal to their
champions, and their dark designs will soon be revealed
Visions of the Vestiges
NerdyVampire#3641 @ Discord
version 1.0
Changes from the Campaign
Legal disclaimer stuff
This supplement overrides the Vestiges as written, both in
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, terms of what boons they grant and sometimes in their
Forgotten Realms, Ravenloft, Eberron, the dragon naming to make them more fitting to a specialized vision
ampersand, Ravnica and all other Wizards of the Coast that has been crafted.
product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries. It is not certain that characters will be able to make these
This work contains material that is copyright Wizards of visions real, but that's okay. The Vestiges are meant to be
the Coast and/or other authors. Such material is used with scheming evil Gods, and the characters need to feel that
permission under the Community Content Agreement for they have a plan, even if it doesn't pan out in exactly the
Dungeon Masters Guild. way they had envisioned.
All other original material in this work is copyright 2021
by Mads E. R. Jacobsen and published under the Player vs the Party
Community Content Agreement for Dungeon Masters
Guild. Accepting a boon should never mean immediate betrayal
All work in this expansion is to be considered non-canon against the rest of the party. The Vestiges know that Strahd
including references to other works by Wizards of the is powerful, and they will not encourage back-stabbing
Coast. before Strahd is defeated (after which, it may be inevitable).
However, up until that point there should be plenty
How to use this expansion opportunity for mistrust and scheming within the party
itself, especially with several players pacted to a Vestige
This expansion is meant to breathe life into the Vestiges of and some players having refused to do so. For most
Barovia and give you as a DM tools and inspiration towards Vestiges the pact is not obvious to the rest of the party,
turning these beings into active opponents and benefactors though as commitment increases some characters will see
in your players' struggle for Barovia, whether your game is themselves transformed by the power they wield.
just starting out, or is already well underway.
Each Vestige will be described in considerably more detail Whenever you decide to approach a player about a pact, it
than the campaign book, and each be defined by certain is strongly suggested that you do so in private with the
traits that will attract them to characters. They may then player, as to retain player agency and keep the response
initiate a first contact as befitting their character, and and details a mystery. Also to be certain that your player is
attempt to lure the character into a pact. comfortable possibly playing an evil character in the future.
An important note
Balance of power To emphasize a point which was never made in the original
Characters who attain a pact with a Vestige will climb a module to the scorn of many DMs, and which I strongly
ladder of commitment, becoming more and more like their recommend you adhere to "limit each Vestige to one
new patron and sharing in their power. Commitment starts character, and limit each character to one Vestige". For
at Stage 1 and ends in Stage 3, with optional artifacts the sake of both story cohesion and power-balance, do not
created for each Vestige which may be a sidequest onto break this. Vestiges are not the sharing types and the idea
themselves to find and obtain, each being useful in itself that a soul can be corrupted by two Vestiges at once is
but often especially useful in the hands of the champion quite immersion breaking, and having two characters
competing for the favor of one Vestige can make each of
This supplement is meant for DMs that are comfortable them feel less unique.
tailoring their story to the players, and seeing them through
a path of corruption and power. In a game where several That being said, you should now have a good overview of
players may manage to attain pacts with these Vestiges, it what this supplement offers and I hope you find great
is recommended that you conversely empower Strahd as inspiration or use from it!
necessary to make these pacts meaningful and keep the
challenge alive. This expansion does not concern itself with
strengthening Strahd as a character, for there are plenty
materials out there concerned with such (see links and
resources for suggestions).
Visions of the Vestiges

W
hispering to the hearts of mortals, biding
their time, observing from the shadows; the Changes to the setting
Vestiges await in the Amber Temple, There are some changes to the setting which should be
trapped in Barovia as the pitiful mortals noted and played upon, changes which I personally find
scurry far beneath them. The lord of Barovia makes the experience much richer for the players.
rules the land from Ravenloft, feeding the
true master of the valley; Vampyr The Ethereal
The first major change is that, indeed, there is one other
Why are they here subplane in Barovia that all spells and abilities will deposit
Long ago, the remnants of dark gods were sealed in amber to; the Ethereal. Here, devils go when they die, banished
sarcophagi within the Amber Temple by clerics and creatures appear, Hags (still) go here, and the souls of the
wizards, guided by divine providence. When Strahd dead are deposited after giving suitable time for short-term
became Vampyr's champion however, Barovia became a resurrection spells as revivify and raise dead. Normally this
prison realm, perhaps as a fail-safe implemented by lawful plane would lead to a proper afterlife for these souls, but
deities trying to contain the entities within or maybe as they will never get further in this setting. The plane is home
designed by dark powers beyond. It is located somewhere to Shadow Demons, they devour the memories and
in the infinite dark, its interior being a reflection of the experiences of the souls they hunt on this plane, and
current dominant force among the mortals and divines otherwise serve the Vestiges in various ways. If you like,
within ie. Strahd and Vampyr. you can even tailor some side-quests for this place and, if
they are brave, PCs might want to actively enter.
What do they want
The Vestiges are locked in an enclosed space, and they Death of a PC
have all witnessed how one Vestige can rise to a position Once a PC has died, you should allow some time to ensure
above the others, by controlling a champion such as they are not attempting to be raised again. If you are sure,
Strahd. So, the other Vestiges are trying to wrest this you can go to the next step. Now, I personally ask the player
power away from Vampyr and usurp his position. For this, in private if they want to make a new character, before I
they need champions of their own. But just as Strahd's soul offer them some private RP about their afterlife.
was slowly corrupted over time by pushing him further and
further into studies of magic and emotional longing, so too In the afterlife, on the Ethereal plane, the players can meet
must the Vestiges accept that only some individuals have in order of likelyhood; Shadow Demons, Barovian ghosts,
the necessary aptitude and mindset to be compatible. specific NPC ghosts that might have followed the party
(and evaded Shadow Demons), and finally an Avatar of a
What have they done Vestige. First off, the Shadow Demons feed on the
For this I postulate that Strahd indeed has had challenges experiences of the souls they encounter, before letting the
in his historic reign as individuals, even from his own souls be reincarnated. They are the reason that the afterlife
population, have sometimes risen to be so chosen by the isn't good at all. The Avatars are projections of a given
Vestiges and sent to usurp his rule in one way or another. Vestige, these wander the lands as they please, but
These NPCs can be historic and may be mentioned as generally avoid one another. They have power within the
failures in conversations with Vestiges, their corpses may Ethereal, but are limited in the physical world, hence their
be found in specific locations, and Vestige-forged artifacts need for a champion. When encountering a PC in here,
may be scattered in the world, once wielded by these. But make it a show. The Ethereal reacts to these projections,
Strahd doesn't mind nor fear these nuisances; It is an the Shadow Demons fear and obey them
enjoyable challenge to his strategic mind. Being chosen by
a Vestige is not enough after all, Vampyr has transformed The Vestiges may or may not even care about the PC they
and strengthened Strahd over many hundreds of years, so find, seeking like the Shadow Demons simply to toy and
it is not a wonder that none have truly succeeded yet. feed on souls.
How do they choose
Now this will vary from Vestige to Vestige obviously, but in An example
general they will be less dormant than as written in the My players druid character died violently in the
rules. They will in a sense be relying on you as DM to Vallakian rebellion, I decided to roll randomly to
understand the characters and choosing what Vestiges see who he'd meet, if any. If a compatible
might be attracted to them, at which point they will engage Vestige would encounter him, then I'd give him a
the players through dreams, visions and other such chance to strike a deal. I rolled Yog the Invincible,
and opened the dialog.
individual communications. Yog came. A massive spirit, he saw the lowly
soul and mocked him for being about to be
eaten. The player caught up on Yogs sense of
self-importance and engaged him about a deal,
while praising his greatness. Eventually, they
impressed Yog enough to warrant a pact. Yog
clutched the soul in his mighty shadowy hand
and reincarnated their bodily form in a twisted
new fashion, on Yog's stage 1.
'Win conditions' Aftermath
Let's start by exploring the 'win' conditions for this setting. It will vary much what your party is looking for in terms of
The soul of Strahd is currently held tightly by Vampyr, the resolution. I do have some thoughts on ways a satisfying
being whose power is also reincarnating Tatyana's soul, resolution can be achieved. These are the alternatives I
who sees Strahd returned to his coffin for regeneration and suggest, all of which consider that Strahd is defeated for
who likely inspired the construction of the Heart of Sorrow. good one way or another, and based on whether surviving
Vampyr promised Strahd two things; immortality and PCs are currently corrupted.
Tatyana. Both of these are fulfilled by Vampyr, though The party is uncorrupted, Vampyr is
neither of them in the fashion Strahd had envisioned. To
break either, is to break their pact and to finally free imprisoned
Strahds soul. The perfect ending; the players are heroes and the walls of
mists come down as the dark tyrant has fallen and the
Destroying Strahds' body vestige is imprisoned once more. From the heavens, rays of
To break the first condition is the classic way of winning. gold shine, an angelic choir can be heard as the host of the
See Strahd returned to his coffin for regeneration, and Morninglord descends upon the valley to lead the lost souls
prevent it by destroying the remnants of him. When this is out to their much deserved rest. Perhaps a Solar comes to
done, Strahds soul is technically freed from Vampyr and the party to sing their praises and escort them out, perhaps
should be deposited on the Ethereal plane as per the the Morninglord's avatar itself makes an appearance.
changes to the setting.
The party is uncorrupted, Vampyr is free
Destroying Tatyana's soul The almost-good ending; the walls of mists come down and
The soul of Tatyana is integral to Vampyr's control over the PCs look up to see a visage of Vampyr stare down at
Strahd. To destroy her soul is to deny him that control. To them with leering eyes before dissapating, its destination
accomplish this, the players must kill Ireena, trap her soul unknown. As they exit they are deposited on a field of
and destroy it. If this is done, and Strahd was still alive, golden crops. After a short while they see a lone figure
then he should be freed from Vampyrs' curse. See appendix flying towards them, angelic light glowing from them and a
B for a proposed ritual, or make up your own. smile upon their golden skin. This could either be the
Morning Lord himself, an emissary of him, or something
Pacifying Strahd and Vampyr else entirely. In Barovia, Vampyr will try to seek out a new
This is the most unlikely ending. To find a way to pacify champion but likely the other Vestiges will do the same,
Strahd so well, that he cannot escape in mist form, fight one of which will rise to be a darklord.
back, or call upon Vampyr for aid. Accomplishing this is
most likely impossible without the aid of certain Vestiges or A party member is corrupted
other divine powers. Delban, star of Ice and Hate, has in Upon or prior to the defeat of Strahd in either manner, the
this version a scheme to imprison Strahd in a block of Vestige will put its full power behind this remaining PC,
never-melting ice, spiting Vampyr in the process. transforming them if necessary or providing a surge of
power to them. They want to establish their champion as
Sealing Vampyr again darklord quickly. It should at this point be clear to both the
Once Vampyr has been severed from Strahd through either party and player what's going on. This can be played
of the first two paths, the way out of Barovia is open. several ways, depending on the character. It can turn into a
However, the players might be interested in sealing Vampyr new boss-battle, a race-against-time to escape while the
properly. See appendix B for a proposed ritual, or make up mists are gone, a dramatic roleplay moment, or possibly
your own. this corrupted PC will simply give them leave from Barovia
or entice them to stay. This pivotal moment should be
Notes on Vestige commitment largely left to the players to direct.
Players should generally start at commitment Stage 1 and
earn their Vestige's favor with acts and behavior, reaching Several party members are corrupted
Stage 2 and 3. Progression should come as players align They will not share. The Vestiges will both claim dominion
their characters with the personality of the Vestige, recover of Barovia, and this will inevitably lead to a show-down
their artifacts or does other deeds of worth to them. Level- between the corrupted players, but the uncorrupted PCs
wise Stage 1 is recommended for 4-7, Stage 2 for 8-11 and can attempt to escape Barovia or fight to keep a new
Stage 3 for 12+. darklord from rising. Corrupted players are cursed to stay,
just like Strahd...
Artifacts are expected to be scattered all over Barovia, but a
Vestige should always be able to guide their champion Vestiges and Artifacts
towards one or more of their own artifacts, when they feel a Each Vestige is connected with their described artifacts,
reward is in order. Alternatively, the Vestige can make the and may encourage their champions to seek them out
artifact appear nearby as if it was newly created. intuitively knowing where they are. Strahd's awareness of
these artifacts and their power is up to the DMs discretion,
Lastly, if a character is failing their commitment to a I suggest letting a few of these artifacts be in his treasury.
Vestige, feel free to punish them through psychic damage,
traits or visual depravity. Their souls are more and more in
the Vestiges' hold, and it is well within their power and forté
to thumb characters if they "Just said it to get power".
The Ward of the Mind
The Amber Temple The first ward would keep the Vestiges from contacting
Long ago a group of wizards and clerics gathered upon Mt mortals telepahtically or impose visions on them, as was
Ghakiz, and shaped the mountain itself into a grand often the methodology applied by divine entities in
temple, for a purpose only the seniors among them knew, gathering followers. This was the first ward that broke
and which was a secret of great import. This temple was when the calamity occured and saw control of the temple
erected before Barovia had truly been civilized and before diminish catastrophically.
proper settlers had even arrived in the valley. The Ward of the Spirit
This isolation was important for the purpose of the temple The second ward would keep the Vestiges from forming
and danger it brought, for indeed it was to be a prison. A pacts with mortals, allowing them to bestow divine favor or
prison for beings beyond what mortals could handle, and punishment on their servants. In essence it allowed a
beings that would invoke the scorn of the divine patrons creature to attune to a Vestige and vice versa. Such a divine
who would make use of this temple. connection of course required lengthy worship to be
stable.. or acts of atrocity, such as that committed by
It was Azuth, the god of wizards who created this project. Strahd.
His Order was the principal architects behind the temple,
and those who saw to its construction. The Ward of the Body
The third ward anchored the entities in a way so that they
The Gods united could not project themselves into the Ethereal and absorb
Azuth had before the construction of this temple the spiritual nourishment they desired. A ward, which if
approached his fellow gods in the pantheon to discuss the broken would allow the entities to learn of the world
prospects of it and implicitly to get their permission and aid outside the temple and feast upon the souls in the region of
in its realisation. He spoke at length about how it could be Barovia, and slowly grow in strength.
used, and who could be bound within it. He spoke of ..now Broken
Delban and Khirad, of Fekre and Marid, many more who
were never realised. Everything went wrong in the temple when the first ward
of a Vestige was not properly maintained and they found
The other gods listened, some protested and others feared their way into the mind of a magi. Slowly, they swayed the
the implications of doing this. Many doubted the mortal to their cause and made them into a saboteur,
capabilities of Azuths' followers, marking also that this disabling the second ward and finally the third. The Vestige
would be a commitment for many generations among the blessed their champion with power and commanded them
mortals. Azuth had support from Helm and Kelemvor, and to enact revenge upon the other magi of the order. So great
strangely enough Bane. was the fury of the Vestige, that it filled the champion as
It was eventually agreed that the project should continue, well, and they obeyed without quesiton.
though an oath of secrecy was sworn among all present. It was no simple matter breaking the rest of the mortals,
Kelemvor and Azuth in particular, spoke at length about the but the champion received instruction to sabotage the
way to safeguard the mortals from the imprisoned entities. wards of the other Vestiges, and so in the quiet of the night
they did so.. and soon the world changed for the residents
The Wards.. of the Amber Temple, as ambition, greed, hatred,
Azuth and Kelemvor reached an agreement on how to cannibalism, perverse desires and dread malice seeped
protect the mortals from the entities. They designed three into their souls.
wards for the mages of the Amber Temple to establish and Mayhem proceeded soon after. Friend turned on friend,
maintain. These wards took the physical form of rune- master against apprentice and daggers found their way into
carved stone circles, set into the base of the sarcophagi, but backs, well helped by the well-placed remarks of the
affected much more than the physical realm. champion and conveniently placed weaponry or scrolls.
The sarcophagi was still the primary means of anchoring As the dust settled and the champion dispatched the
them, but the wards would prevent them from affecting the remaining of the order, they turned to the sarcophagi of
world around them. They had to undergo a ritual of their master, and saw it undone. The whispers of the other
remaking once a year, taking several spellcasters to do. Vestiges danced on the edge of his mind, but he was
The wards functioned as follows, and adventurers may find already claimed and paid them no heed. As the amber
the broken or otherwise sabotaged circles inside the finally cracked, the champion sighed a relief and laughed
temple still, testaments to the unbridled presence of the the laugh of a madman, as his body was claimed by the one
Vestiges they were once made to contain. he called master. Then, the two disappeared to design the
true revenge; against Azuth and his kin.
Artifacts and Locations Events and locations
Artifact Location Event Start Location
Tongue of Fekre ??? Fekre's Corruption Pool of Krezk
Hand of Fekre Old Bonegrinder, top floor Rage of Zrin-Hala Mt. Baratok
Orb of Chaos Zrin-Hala's Sacrophagi Soul-Seeker of Sykane Any grave or graveyard
(nighttime)
Zrin-Hala's Hood Van Richten's Tower
Savnok's Challenge Isolated character in Krezk or
Scimitar of Storms ??? Vallaki
Horn of Sykane ??? Feast of Tarakmedes Vallakian Crypts*
Shroud of Souls Worn by Exethanter Shami-Amourae's Leaving Vallaki or Berez
The Puzzle of Savnok Bildrath's Shop Beckoning
Shard of the Inscrutable ??? The Lair of Drizlash Wilds or hunter's rumor
Blood Amulet of ??? The Blade of Dahlver- Highlands west of Ravenloft
Tarakmedes Nar
The Butcher's Cleaver Ravenloft Kitchen* Quest of Zantras Krezk
Incense of Desire Crafted by Champion Khirad's Reflection Any mirror, one character
Garb of the Irresistable ??? Delban's Hole of Hatred Mt. Ghakiz road
Rod of the Spiderqueen Carried by current Taar Haak's Hopefuls Mt. Ghakiz mountainside/road
champion The Well of Shadows Swimming in lake Zarovich
Eye of the Spiderqueen Krezk/Vallaki general store The Melody of Yog Wilds, forests
Skullchain of the Devourer Mountain Tribes' leader The Shadow of Vaund West of Vallaki (lvl 7+)
Dread Claymore Event on plains of Seriach's Deal Roads near Vallaki
Ravenloft
A seance with Mother Vallaki
Scepter of Authority Krezk crypts* Night
Crown of the Chosen Spawned for champion
Staff of Ice Amber Temple as written
Artifact
Ring of Hatred ???
Half of the artifacts on this list are intentionally
Fingers of Frost ??? not placed anywhere specific, giving you as the
DM a selection of treasures you can throw in
Heart of Sorrow Ravenloft High Tower
when you feel it makes sense.
Ring of Desire Worn by Strahd
A reason to do this could be that you have
Song of Regret Strahd's Bedroom identified a player character that would be "fun"
Circlet of Truth ??? to nudge towards a specific Vestige, so placing
one of that Vestige's artifacts in the path could
Ward of Secrets ??? be a nice opener.
Gemstone of Reflection ???
Alternatively you may be inspired to create an
The Enemy ??? adversary NPC to the party, who worships a
Shroud of Yrrga ??? Vestige. Letting them hold and use an artifact
would in that case make sense!
Tiara of the Deep Lake Zarovich*
The Fist of Taar Haak ??? Lastly, in the hands of normal Barovians these
items may very well be flavored to be corrupting,
Jewel of the Destroyer ??? providing sidequests in themselves to free/slay
Earthen Warhammer Roc's Nest, Mt. Ghakiz the wielder with some tweaking.
Armband of the Monster ???
Flute of the Cursed Fey ???
Mask of Vaund ???
Cape of Shadows ???
The Whip of Yolanda Used by homebrew NPC
Tyrk's Breastplate ???
Staff of Arcane Might ???
Staff of the Risen ???
Engine of the Soulbinder ???
Robes of the High Priest Argynvostholt chapel
The Sacred Skull Amber Temple crypt
After the mists fell
The story of Fekre Fekre watched with disdain as the mists encircled Barovia,
In the ancient kingdom of Rynorea the most hated and her connection to the outside and her hopes of rescue from
notorious cult was known as the Touch of Fekre. They were loyal servants being terminated fully. The Amber Temple
a group of alchemists, wicked doctors and priests who was hers and her kindreds to rule, but what did it matter?
willfully released diseases upon the outlying villages and She reached out into Barovia, projecting herself into the
lesser towns. After weeks of misery, they would finally Ethereal, her only escape from her sarcophagi. Never a true
arrive to provide help and comfort, eventually curing the release of her power or form, and always a bitter reminder
population. While they did this, they collected many gifts of Vampyrs freedom.
from the grateful people, all the time hailing Fekre as the
true savior. She wandered among the populace exploring the limit of
her influence. As she suspected her portfolio remained
This scheme was discovered by Kiraan, a priest of Helm what it was. Her very essence still resonated with the
who had tried in vain to heal his population. After the diseases and misery around her, and she delighted in
arrival of this cult of scholars, he was in just the right place observing the unhappy Barovians catch their diseases and
at just the right time to overhear damning evidence, when fall to torment and pain, until they died. She would await
one of the cult followers complaind about their methods their spirits, posing herself as a deity come to rescue them..
and mysteriously disappeared the next day. one last cruelty before she would drain them of their
memory and experiences, the only sustenance she could
The priest hastily wrote a letter to the Order of the devour in this form. She often looked around in the
Gauntlet, an order of knights and paladins sworn to the Ethereal, watching the Shadow Demons scurry before her..
protection of the general populace, as well as the king of she was little more than them now. A parasite nourished
the lands. The letter was at first not received well by either not by fear and faith, but by whatever she could scavenge
faction. At this time Fekre had won acclaim as a deity of from the dying. It was not enough.
healing and remarkable control over diseases, and the
priest was nothing more than such for a small community. The first champion
But in time they conducted their divinations and mustered Over time, Fekre attuned herself to this new existence and
their troops, giving chase to the cult who had now traveled how to channel her will through the Ethereal into the
onward. physical world. This was not uncostly, but rather an
It took four months to capture the leaders of the cult, and investment. She began searching for a worthy follower, one
another four months to track down its remaining members, she could influence into championing her cause, in return
having scattered into the general populace. During this for a fragment of her knowledge and power. She found this
time two shrines to Fekre were ransacked and looted for follower in the form of Slovenka Retizia, a mother who
artifacts. At the behest of the grand master of the Order of had lost her husband to the pox, and who was now also
the Gauntlet, these artifacts were not destroyed, but losing her only son as well.
gathered and trusted into the care of an archmage, bound Fekre came to her dreams as a maiden of virtue, and
for the Amber Temple. promised her a cure in exchange for worship. The
desperate mother agreed whole-heartedly and took the
The archmage arrived at the temple with only half his hand of this maiden, who smiled as kindly as a saint. The
retinue, the rest having died from one sickness or another next morning she awoke with memories of the cure, and a
on the journey, he climbed the steps of the temple with his skeptical heart. It was just a dream after all, but after
cargo, before collapsing half-dead. tending to her son, she stole moments to gather the
ingredients, eventually brewing a vial of a foul smelling
The binding ichor. She waivered and put it aside. Fekre, grew angry but
The binding was helped by the presence of the artifacts. restrained herself in patience. She sent another dream,
Her connection and investment in them, made drawing her warning the mother that the ichor would only last so long,
unwillingly to the temple a near certainty. She did not have and hesitation would let the pox claim the son. Slovenka
strong followers to protect her anymore, and the binders yielded the next morning, and forced the foul-smelling ichor
had help from the spiritual world as well, as divine servants into her son. It took an hour of further writhing and misery
of Kelemvor, Ilmater, Helm and Azuth sought her out and for her son, but in the end he calmed and was cured. As
distracted her from the binding. Fekre knew he would.
As her being drew near to the temple, the binders would The following years Fekre slowly but confidently invested
fall ill to diseases and coughing fits. If not for the strong more and more knowledge into her follower, turning her
preparations that were in place and the presence of several into a make-shift doctor, while equally slowly putting the
accomplished healers, the ritual would surely have failed. right words in her mind to attune her with Fekre's prefered
The wardens succeeded in their task, and Fekre.. was methods. Slovenka managed to garner a reputation, and in
bound. time she would have turned these into faithful for Fekre.
But Strahd learned of this supposed healer, and invited her
for dinner. Thanked her for her service to his people, then
dispatched her unceremoniously, finding her utterly boring.
Fekre silently swore one thing from her sarcophagi: Strahd
would suffer.
Fekre, Queen of Poxes
Fekre will prefer the form of an old hag, having been patron Fekre boons
for many of them and she displays many of the same traits. Stages of commitment
She sees life as yet another thing to be manipulated, and Stage 1: Fekre's presence will inflict the
she is a master of doing so through disease, not just to kill champion with a disease that will slowly
but to twist, transform, improve and enslave. spread across the skin, causing irritation and
visibly making small marks around their limbs.
Vision This is her claim upon them. The champion
will often cough. The champion is surrounded
To turn the land into a testing range for her imaginative by a sickly aura. As a bonus action, they can
diseases. If Fekre gains control of Barovia, plague doctors cause creatures within 10 feet of them to
and alchemists will wander the streets. Life will be one suffer a DC 12 Con save or be poisoned. They
long passage through suffering of mind and body. The may reattempt this save at the end of their
champion, will reign as the source of all ailments, riding turn. This feature may be used once per long
through the lands as the horseman of pestilence. rest.
Stage 2: Fekre has found their champion
Traits worthy and further empowers their disease.
They player may choose one mental trait to
Fekre looks for mortals that display a knack for dealing increase by +1 and gain the knowledge to
with enemies in alternative fashions. She carries no cast the spell Inflict Wounds. They may cast it
respect for bashful brawlers, but she enjoys intelligent as a level 2 spell for free once per long rest,
resolutions. If a character is prone to experimenting or or otherwise spend their own spell slots to
alchemical crafting, then that can work too. cast it, using the improved attribute as the
spellcasting attribute.
Lure Stage 3: Fekre further empowers their
champion by confering the Contagion spell to
Fekre knows all diseases, ailments and poisons, she can them allowing it to be cast once per long rest,
produce them, but also cure them. It would not be difficult with the attribute increased in Stage 2 as the
for her to attract favors and minor followers among the spellcasting attribute. Additionally, the
Barovian people if she should wish so. To attract a player- champion starts to grow biles on their body,
character though, she could offer a solution to an emerging from which they can extract 1 vial (1 use) of
issue. An oil that is powerful against werewolves, a draught basic poison, per long rest. It loses its
that allows them to sense undeath, perhaps even the function after 24 hours.
location of an old alchemical tome from a previous follower Artifacts, override or provide locations as
of hers. necessary.

Scheme The Tongue of Fekre: This long black-hued


piece of meat is infested with disease. It
Fekre has been planning a special injury poison in her functions as a whip, but confers +1d6
mind, which if it is concocted properly and finds itself in necrotic damage on a hit to a non-construct
Strahd's bloodstream will hurt not only Strahd, but Vampyr non-undead target, in addition to the whips
as well. The potion can be made with these three elements; regular 1d4 slashing.
blood from Baba Lysaga, bone dust from king Barov and Hand of Fekre: This shrunken hand has four
water from the pool at Krezk. For each element Strahds' out of five fingers extended. By licking it a
maximum health will be reduced by 10, and he will be creature must roll a DC 15 Con save or
visibly weakened (how this otherwise affects him in combat become diseased as per the table in Appendix
is up to the DM). C. After licking, the creature may state a
request, and a shadow demon will fulfill it to
the best and vilest of its ability. This is placed
Manifestation in the attic of the Bonegrinder. While the
When insects swarm and a noxious odour penetrates your Shadow Demon is completing its task, one of
nose.. when hairs gray in a matter of hours, and childhood the hands' fingers is being bent to signify a
illnesses surface once again.. you have the attention of task in progress. If the task fails the finger
Fekre, and you best hope her attention is benign or your breaks off otherwise it will end up closed
very soul could find itself with a sickness hard to cure fully.

When appearing to mortals, Fekre prefers the guise of a Keep in mind fellow DM that requests such as
wise elderly woman, standing proud and speaking with 'Protect Ireena from Strahd' can easily be
authority. interpreted as abduct Ireena to somewhere else,
or steal her soul to the Ethereal. Evil requests will
In the Ethereal, the projection of Fekre appears as a usually have more success, than good ones.
terrible hag-like creature, ridden with diseases, swarming
with illusionary insects and giving off an aura of pestilence
and maliciousness even the bodyless Shadow Demons
avoid.
After the mists fell
The story of Zrin-Hala Zrin-Hala watched the keepers of the Amber Temple fall to
A broken empire is the legacy of Zrin-Hala. This mighty corruption with delight, their screams and madness echoed
being rose from being a mere elder air elemental in years through the cold halls, until only silence remained. But as
long since passed, empowered by wild arcane energies the screams died down, he quickly found their absence
from the planes beyond. The folly of an ambitious usurper boresome, but at least something was happening.. as an
archmage saw it summoned to a circle of binding on the eerie fog danced upon the horizon..
outskirts of the empire, but it was far too powerful to be
bound and took great offense. The wizard fled while his As the mists settled around Barovia, Zrin-Hala had already
retainers did their best to contain Zrin-Hala. It rampaged reached out among the populace of the mountain tribes.
throughout the villages towards the capital, almost as if Many warriors among them shared the yearning for
called to the throne. As it travelled the skies blackened and freedom Zrin-Hala harbored, but also a fragment of his fury.
lightning cracked unnaturally, the screams of children and It attracted him, and he gave of his power to the wind
animals were drowned out by the thunderous auran roar shamans that had only ever mastered a miniscule
from above; "I WILL NOT BE BOUND!". understanding of the elemental magic that could be
harnessed. Zrin-Hala hated mortals, though. He hated the
The being sundered the archmages tower, but not before djinns for aiding the mortals. He hated.. everyone. His
the wizard escaped through a portal. It's rage at not finding initiates became unstable and reckless, arrogant even.
its quarry was turned on the populace, and no city was Though initially harnessing the winds to protect their
safe. Peasants fled into basements, kings into cellers and people, they eventually overreached their magical prowess,
priests into catacombs. killing themselves or others in thunderous devastation. The
mountain tribes eventually outlawed the wind shamans,
It was not until the arrival of four Djinn masters from the turning those that thought to wield his power into exile.
court of Wind-sultan Fahrrinn, through the promise of Zrin-Hala looked elsewhere, and the shamen found
future favors, that progress could be made in restraining themselves abandoned for their idiocy.
this being. The usurper archmage was long gone, but his
successor had learned of the Amber Temple and though The first champion
Zrin-Hala was restricted to only part of the empire, now in It was not until Zrin-Hala found Karezz Blacktongue that
ruins, it would only be a matter of time before they would he found someone actually capable of wielding his fury.
escape yet again. This elderly man had lived a life of continual
disappointment and growing resentment. From his early
The binding childhood he lost his mother to Strahd in his blood-tax, in
Zrin-Hala was forced to the summit of Mt. Ghakiz first his adulthood he had been publically punished in Vallaki
through rituals of the djinn, his being breaking upon the for a crime he didn't commit, dooming any chance at
mighty mountains and swirling the snow around the amber prosperity he might have. As a middle aged man he had
temple in fury. Within, they had nothing but his name to joined a rising cult, just barely learning the secrets of magic
bind him, and were forced to stay behind the amber gates, before being forced into exile from pesky outlander
covering from the thunderous storm outside. For 11 days adventurers.
and nights they bound Zrin-Hala to the amber sarcophagi,
having prepared it specially for him. Through this time they He finally climbed the mountain, hoping to find death but
could not venture outside, they could receive no supplies also being too stubborn to idly surrender. Zrin-Hala, felt his
and their very temple shook from his fury, whenever he unrest, his resentment and saw fit to invest himself in this
threw his form against the mountain. On the last day, the mortal. He never craved the worship, but his imprisonment
gates of the temple were broken and Zrin-Hala came. He and this entire land was dull and restrictive. He needed
encircled the ritual site and attempted to crush the wall of something to divert him, and he dared only hope for
force, which was hastily erected. eventual release. He set Karezz on his old enemies, letting
lightning surge through his body and reveling in the
The servants that had run back to fro with supplies, were maniacal fervor which he employed in his various
caught outside the wall and their very forms were reduced revenges.
to ashes as thunder surged through their bodie and the
winds crushed them against the walls. Amber golems, It was Rahadin who eventually came to stop this champion
watchers and protectors, could do nothing against this foe near Vallaki, flanked by dark guards who cared little for the
of no solid physical form. surge of power channeled through them. He dispatched
Kirazz after a turbulent battle with many casualties, and a
Finally, as the last remnants of power seeped from the nasty scar which Rahadin carries to this day on his inner
wizards holding the barrier, did the ritual complete, and in thigh.
his spiritual form Zrin-Hala was siphoned into his
sarcophagi, to rest for many years to come.
Zrin-Hala, the Howling
Zrin-Hala boons
Storm Stages of commitment
Zrin-Hala is anything but subtle, he represents unchecked
emotions, chaos and destruction. Restraint is his enemy Stage 1: Zrin-Hala imbues the character with
and he will release the true power within all under his powers of the raging winds. They gain the
trait 'I feel a storm inside of me'. When
dominion. He appears as a mixture of storm and magic and dealing damage with a melee attack as a
the very presence of them in the ethereal can cause reaction, add +1d6 lightning damage to that
confusion as to whether you just walked into a regular attack, as a jolt springs from your body to
storm. them.
At this stage everything in a 5ft radius
Vision around the champion smells of ozone and
affected objets feels static to the touch.
To see the land turn into a continuous battlefield. He would
thoroughly enjoy watching as fledgling warlocks, wild Stage 2: The champion gains the ability to
sorcerers and raging barbarians battle in epic clashes, cast Lightning Bolt once per long rest without
anything to keep the action going. expending a spellslot. This deals an additional
1d6 of damage. The lightning of their inner
Traits storm is now rolling up their arms
occasionally.
He looks for mortals that display recklessness, ambition
and a taste for.. well.. chaos. Murder hobos are a-okay in his Stage 3: Zrin-Hala gives his champion the
book, as long as they do it in style. ability to cast Storm Sphere once per long
rest, letting them truly unleash his inner
Characters that specifically go for Wild Sorcery or storm at will.
thunder/lightning themed characters are also very fitting At this stage the champions' eyes
for Zrin-Hala. occassionally flash as if lightning strikes
within them and they can let harmless
lightning run across their skin at will.
Lure
He promises power, but it comes in varying dosages. For a Artifacts, override or provide locations as
wild magic sorcerer, he might offer to amplify their magic, a necessary.
barbarian to make their rage more raging, etc. Perhaps
grant a special effect on critical strikes, rolled from a wild Orb of Chaos: This orb sizzles with wild
magic-esque table. energy. Every long rest it generates one of the
following spells, chosen at random, which the
Scheme wielder may cast without expending a spell
slot.
Zrin-Hala hates the current state of affairs in Barovia, it is Fly
much too dull for his tastes. Rather than kill Strahd, Zrin- Gust of Wind
Hala will reduce their castle to rubble through his pawn. Gaseous Form
He will push his champion to recover his Warhammer from Elemental Weapon, except type must
the nest of the Roc and bring it upon the pillarstone of be thunder or lightning.
Ravenloft, to break it down! Call Lightning
Sleet Storm
Zrin-Hala's Hood: This black hood seems to
Manifestation sometimes have lightning running across it.
When storms gather in Barovia, wild and unbridled.. when When worn it allows the wielder to cast
thunder strikes in hostile manner and wind threatens to Thunderwave once per long rest. If worn by
push you towards death, then you may have attracted the the champion, increase its damage by one
attention of Zrin-Hala. die. It is currently stashed away in Van
Richtens tower.
When appearing to mortals, Zrin-Hala appears as a large Scimitar of Storms: This +1 scimitar is edged
male wild-haired and with wide eyes. He speaks with blue crystal, and has a golden hilt.
boisterously and will find any slow conversation boring, Holding it gives a sense of power and ones
unless it relates to topics of revenge, power and hair seems to slowly get frizzy over time.
destruction. Whenever the wielder of this blade rolls a
critical miss on their attack, a Thunderclap
In the Ethereal, the projection of Zrin-Hala appears as a spell is cast upon the wielders location, also
great stormcloud high upon the sky, but may descend and affecting the wielder. Whenever the wielder
condense himself into the shape of a large elemental, of this blade rolls a critical hit, they instead
deal an additional 2d6 lightning damage to
terrible to behold and threatening to siphon anything that their target, in addition to other benefits the
comes too near. critical strike may impart.
After the mists fell
The story of Sykane Sykane rested in quiet envy at the fate of Vampyr and his
The cult of Sykane had been promised one thing in new champion. It should have been he, who called to
particular by their leader; an afterlife, just for them. No Strahd.. but he knew it was impossible. Strahd could not
judgement by foreign gods, no hell or heaven to fear. All in truly harbor Sykane's power, he neither had the aptitude
the cult would share in a world of their own, to shape and nor the disposition to take advantage of the dead. Sykane
exist in as they pleased. The promises of this kind were instead turned his attention to the pact Vampyr had made
many, and the leader of the cult prided himself on his ability with Strahd, the cycle which he bound Tatyana to, decade
to attract members with his tongue. He slowly but surely after decade, century after century. The nature of this pact
built up a vision of paradise to his followers, setting each became clear to Sykane, and out of spite he even attempted
on a path of their own damnation, culminating in ritualistic to interfere in this cycle, but without a champion he was
suicide in the name of Sykane. not able to overcome Vampyrs defenses.
They were careful, and though their numbers grew large He probed the populace of Barovia several times, but those
they always managed to escape the watchful eye of the holy who cared for the souls of the dead were often servitors of
orders. It was so, until the leader began to feel old age the Morning Lord or Mother Night. They could sometimes
creep up on him, and he started having private doubts be corrupted and guided into further exploration, but they
about the reward Sykane had promised to him for his were always disappointments in the end. Too cowardly to
service, so very long ago. The thoughts about what truly lay truly interfere with the spirits of the land, too unintelligent
ahead for him in dead, started to terrify him and eventually to properly protect themselves when they failed their
he turned his back on Sykane and sought out the holy incantations.
orders with all he could carry.
The first champion
He had only one path to some sort of salvation; full The first true champion of Sykane was destined to be not a
cooperation and trying to right the wrongs. It was true that Barovian, but a Vistani. Vivolia Mauritzio was a
Sykane kept the souls consigned to him, but not in a charismatic young man with a zest for life and a talent for
paradise but in a private demiplane where he feasted. The story-telling, as is common in his people. He was the leader
cult leader was brought to the Amber Temple with the of the troupe that visited Vallaki on occassion to perform in
artifacts of the cult, where he would assist in binding the town square, prior to the outlawing of Vistani in Vallaki
Sykane. If Sykane could be bound, he thought, then he altogether. In these carnivals Vivolia would see to it that the
would be safe from retribution. Vallakian children could enjoy fire-shows, dancing bears,
juggling and amazing stories from beyond the mists. All
The binding was well, until a fateful night where the captain of the
The treasures of Sykane were scattered around the amber guard kicked down Vivolias' door and dragged him away in
sarcophagi, and with the guidance of the temple magi, the chains.
ritual began. The leader shakingly invoked his old master,
and drew him from the darkness to his servant and the The Vistani had been accused of a number of thefts that
artifacts which he had imbued. But Sykane did not come had occured during their carnival, Vivolia was the only
alone, and the temple was beset by violent spirits in his Vistani they caught, as he had spent the night in pleasant
thrall, possessing and raking at the souls of the magi, company. He bartered, charmed, intimidated, begged, tried
causing them to fight amongst themselves while trying to to name names, but to no avail. He was thrown into a cell,
complete the ritual. The cult leader heard the screams of while the Burgomeister ceremoniously announced that he
all those he had damned, and his ears bled. would be executed for the crimes of his kindred.
The leader fell just before Sykane was eventually trapped. Vivolia quick became desparate. As a lover of life, wine and
The soul of the cult leader did not go gently into the night women, he could not face the bleak outlook of his fate. For
as Sykane, his anger and malice amplified in pursuit of all the good he gave, he was in the end a man who would
revenge, caught it in his grasp and tore it to shreds before turn over anyone to preserve himself, or make any trick to
devouring it ouright. When things had calmed around the get out of a bind. He called to his ancestors, he called to the
temple, the magi could still hear the screams of those Barovian's own gods, he called to anyone who would listen.
damned souls and their arbiter in their nightmares. Sykane heard him, and came to him with his offer.
Servitude, for freedom. An offer Vivolia was quick to
As for the souls Sykane brought with him, their twisted accept. As Sykane invested his power in this new initiate,
essence still lingers in the Ethereal plane.. he explained exactly how Vivolia should proceed.
The next morning the guard captain found the jail cell
empty, the guardman on duty laying on the floor cowering,
speaking madness of ghosts and whispers. The poor
warden was tried for neglect of duty and madness, both of
which are terrible crimes to be guilty off. Vivolia was bound
for the Amber Temple, to pay tribute to his new master.
Sykane, Soul Hungerer
Sykane is truly malevolent. Where Vampyr feasts upon Sykane boons
longing, Sykane prefers to feast on souls directly. For him, Stages of commitment
souls exist to be controlled and used as he sees fit, Stage 1: Sykane grants the champion the
entertainment, advice, spies.. or dinner. ability to once per long rest summon the
spirit of a dead creature to speak with them.
Vision This requires either a grave, corpse or
location of interest to the creature. The spirit
To convert Barovia into a necromancer's paradise. Those will answer questions based on how long it
with the aptitude for it will lawfully be allowed to chain the has been dead: 24 hours/4 questions, 1
spirits and bodies of others to their service, with Sykane's month/3 questions, 1 year/2 questions,
champion as the undisputed lord among the damned. longer/1 question. The spirits are more
coherent and present the shorter they have
Traits been dead. Additionally, the champion may at
the DMs discretion receive information or
He looks for intelligence, the will to dominate others, messages from willing spirits, whenever
resourcefulness and apathy. If a character displays a entering a new area.
special interesting in the afterlife of Barovia, this should The PC is gradually attuning them to the
also spark his interest. Ethereal. After a long rest they may have
memories of Barovians coming to them in
Lure the night, whispering pleadingly for salvation,
justice or eternal rest.
Sykane will offer the character the truth about the afterlife,
and grant them the power to allow the dead to fight once Stage 2: The champion may summon a Bound
more against their oppressor. He will initially help them as Spirit once per day, from a deceased corpse.
a guide to communicate with the dead, but might hint at his Such a spirit will obey the champion for no
help to break the cycle and bring Strahd to an end. more than one hour, using the Bound Spirit
statblock in Appendix C. Only one such spirit
may be bound at a time. When the time is up,
Scheme the spirit may become a hostile Ghost if it
Sykane understands the vicious cycle Vampyr has trapped feels mistreated during its service.
Tatyana in. While he has no love for her, he would love to The champion's skin becomes slightly
see the cycle ended just to taunt Vampyr. To do this, his sickly transparent.
champion would have to be prepared for when she dies and Stage 3: The champion may now devour part
use their special ability to draw her ghost into the material of a Bound Spirit as an action. The champion
plane, bind her, and devour her soul. if this is possible must roll a Wisdom check and will receive
before the champion has reached stage 3, Sykane will grant temporary HP equal to their check. The spirit
him this ability and knowledge of it. will reduce its hitpoints in parallel. If this
reduces the spirit to 0 hitpoints, they
Manifestation disappear. In addition, the time a bound spirit
will stay in service of the champion is
When you feel a sense of hollowness in your soul, or a increased to 6 hours.
slight tugging upon your heart.. the hairs on the back of
your neck rising nervously and a sense of dread washing Artifacts, override or provide locations as
over you, its source not quite apparent.. then perhaps you necessary.
have attracted the attention of Sykane, and your soul is in
grave danger.. Horn of Sykane: This grey battle-horn is inlaid
with bloodred symbols and depictions of
When appearing to mortals, Sykane prefers the guise of an screaming faces. When blown, creatures
innocent, even a child. within 10 feet must attempt a DC 16
Wisdom save. On a failure they take 2d10
Within the Ethereal, Sykane's projection appears as a psychic damage, or half as much on a
terrible warped humanoid with a gaping hole for a mouth, success. Two Bound Spirits are summoned
from which one might hear terrible screams. His form is that will obey the summoner for one minute.
naked and long-fingered. He seeks souls, intending to See Appendix C for the statblock. The
devour them in a long grateful process of siphoning. champion ignores the save and damage.
Shroud of Souls: This pale shroud seems
tattered and old, but will not break or mend. It
Note bestows upon its wearer advantage against
When dealing with the souls of other players, consider any monster-effects originating from undead-
discussing beforehand with the champion's player what types, such as possession, vampiric bites, and
they may and may not do, so as to not interfere with the paralyzing touch. For the champion, this
others opportunities. becomes immunity. This shroud is worn by
the lich in Amber Temple, though they are
not a champion of Sykane, they fought a
previous one and donned it as spoils of the
battle. Whenever or not it comes into effect,
the faint sound of a scream can be heard.
After the mists fell
The story of Savnok Savnok did not immediately understand the nature of the
Savnok was known even among other Gods as a scoundrel, champion that Vampyr had found in Strahd. He didn't truly
a trickster. Someone who spent their existence seeing just care either, he was finally at least a little free and he
how much they could manage to grind the divine gears of projected himself into the Ethereal to see the splendors of
the more lawful entities in the cosmos. As Savnok moved Barovia. He was sorely disappointed. Though Barovia had
from one plane to the next, his greatest ambition was to not become as despondent as it would, the populace was
cause mischief and chaos. He spent years recruiting like- cowed by feudal obligations and the strong hand of Strahd.
minded individuals, grooming them to play some particular Savnok set to work doing what he did best.
role in his scheme, until finally realising his plans. This
often left a hilarious chapter in that realms history book, During the formative years of Strahds new regime, he
such as when the time the prince married a mermaid, when found many challenges from his populace as rumors of his
the efritt sultan got locked in chamberpot or when a simple true nature spread and both ambitious nobles, pious clergy
peasant for a time was revered as a god. and outraged peasantry mustered against Strahd. This was
all very entertaining to Savnok, and on more than one
For a long time, this was all it took to sate Savnok. The occassion he takes pride in having influenced some of the
enjoyment of causing chaos. But all his success only fueled more imaginative operations.
his ambition to dangerous levels, and he moved from the
ease of mortal society to target deities well above his The first champion
station. He began impersonating deities and causing As the mortals rose and fell against Strahd, Savnok found
trouble, eventually daring a heist against Primus himself, that his precious state of rebellious chaos changed over the
stealing an integral piece of complex machinery from a years to one of quiet oppression. One in which rebellion
factory. Primus was quick to decide upon a judgement against Strahd became a fool's errand. But even a fool's
errand can succeed with the right fool, so Savnok set his
The binding mind to finding on of his own.
Though the deities and Primus in particular have other
ways of imprisoning divine lawbreakers, Azuth made a His first champion became a 10 year old Barovian boy
strong case for the Amber Temple, and in time the other named Jozek. This child had lost both his elder brothers
deities agreed. They were not entirely convinced about the and father against Strahd, and was left at the mercy as
capabilities of these mortals, but Azuth made assurances those men that his mother and sisters invited home to help
and took personal responsibility. feed the family. He had developed an unhealthy escape in
his own mind, and one day when his fantasies became a
The binding itself was surprisingly simple, as the lawful little too real, Savnok gave him his first taste of power.
deities sent agents of their own to help with the rituals, and
they had already prepared Savnok somewhat to prevent What followed was a rapid change in personality for the
any sort of trouble. Though, it would be false to say that young boy, as his imaginary friend seemed to have all sorts
there was not trouble at all. of ideas on how to improve his lot in life. It began as thefts,
turning into fraud and finally.. murder. Never once did
Though Savnok was prevented from his usual Savnok feel it necessary to shatter the illusion that the boy
schenanigans, and he knew he was being carefully harbored, for this had turned into a cruel sort of joke for
watched, he did manage to plant some intrusive thoughts in him. As Jozek grew into a teenager, the other children had
the magi. Thoughts that manifested themselves for several started to become afraid of him. The bullies that young
weeks after in boyish pranks and mischief. This was not boys often attract seemed detered from hounding this
entirely unwelcome, as the isolation and scholarly lifestyle, strange kid and even the adults, though wanting to help,
though prestigeful at the time, was very draining on the became more and more distant.
spirits of the younger of the order.
It was a chance meeting that would see the end of this
young champion, as Strahd himself came to feed on the
fresh blood of Barovia. Jozek entered his elder sisters
bedroom, to find Strahd in his act. Not one to be disturbed,
Strahd gave the boy an escape "Leave now child, speak not
of this and you shall yet live to father children of your own.".
For any sensible young man, the choice was clear, to leave.
But Savnok could not resist the urge. He had not yet any
long-term plans regarding Barovia so he took the
opportunity and put mischief into the kid, making him
reply: "But my Lord, I have to speak. Don't you know my
sister is as wicked as they come? Her blood will surely give
you diarrhea or pox. You are better off with the baker down
the street!"
Savnok, the Inscrutible
Mystery is his middle name (but only Khirad knows that). Savnok boons
He relishes subterfuge and will seek to establish himself Stages of commitment
through devious cunning and unseen preparations. His Stage 1: Savnok bestows upon its champion
mind takes delight in convoluted plans, that might seem the ability to cast Disguise Self as will. If the
like fools errands until their dark designs are ultimately champion is already a warlock with this boon,
revealed. they may instead cast Invisibility once per
short rest. The champions outward
Vision appearance is not affected, though they will
find their mind more inclined towards
Savnok is somewhat paradoxial in his vision. He wants alternative solutions.
conflict, he wants an underdog to fight a stronger power, Stage 2: The champions mind is now
and yet to rule that power through secret operations, protected by Savnok, making them immune
roguish deals and blackmail. His champion would be the to Detect Thought, telepathy, charm effects
unseen king, moving silently, acting through agents and and psychic damage.
hiding behind body-doubles. Savnok will seek to always Stage 3: Through unknown channels, Savnok
provide the tool their champion needs, but will also delight is acquiring perplexing magic for the
in making sure their own champion remains challenged, champion to use. The champion may at the
just so he can show off. start of each long rest choose one spell from
any classes spell-list of level 3 or lower, that
they may then cast once as if using a level
Traits three spellslot of the corresponding class,
He respects survivability, subterfuge, stealth and trickery. and having the required components. The
He especially favors getting others to do ones dirty work chosen spell may not have a component cost
without personal risk. Rogues, bards and wily spellcasters of 100gp or more. They can only have one
are quite attractive to him. It gives him a certain glee when such spell prepared at a time.
someone manages to turn the tables on an enemy, and stab Artifacts, override or provide locations as
them in the back. necessary.
Lure The Puzzle of Savnok: This hand-sized bronze
pyramid cannot be identified, except to the
Savnok will offer ways to aid in assasination and extent that it is openable. It is intricately
survivability. He will speak of how much easier it will be to designed and its components can be moved
achieve their goals if they have the proper tools for the job by fiddling with it. A creature may attempt a
and how much Barovia deserves to be free of tyranny. He DC: 24 intelligence roll to open it. When
will be wily enough to change his speech to fit the target. opened, it whispers the name "Savnok.." and
confers upon the opener a permanent +1 in
Manifestation all mental stats. it is currently located in
Bilraths shop. The champion always have
A feeling of deja vu.. that things are a bit out of place or advantage on these rolls.
perhaps repeating themselves in minor ways. A bird that Shard of the Inscrutible: This hand sized shard
very suddenly stops chirping, a squirrel looking particularly lazily flows around the wielder, refusing to
enthralled by something unseen or a movement just off the leave their side while they are conscious. It
corner of your eye.. this might mean that Savnok is nearby, confers upon its wielder +1 Intelligence and
his attention diverting your own. His gaze observing your will generate a 1st level spell from any spell
response. list of the holder's choosing. The equipped
creature may cast this spell, as if they could
When appearing to mortals, Savnok likes to disguise normally cast the spell, drawing the necessary
himself as a particular profession and 'act the role'. He is knowledge from the shard. If this is equipped
one of the few who might appear simply for the fun of by the champion, they may instead choose a
messing with mortals, or using it as a means to foster a 2nd level spell.
new champion, even going so far as to appear to children
as an imaginary friend to help them make the 'right'
decisions on path to servitude.
Within the Ethereal, the projection of Savnok appears as an
odd being with colored cloth - sort of like a jester. He
always seem to be pursuing some scheme or following the
projection of a rival vestige, or leading them on a mad
chase, pretending he has found something interesting.
After the mists fell
The story of Tarakmedes Tarakmedes was keen to get started on reforming his host,
The host of Tarakmedes came upon Rynorea, numbering in one that could find a way to free him and create a proper
the thousands of devoted acolytes, twisted cultists, bone- avatar for him to inhabit and feed from. He started to reach
clad berserkers and all manner of like-minded individuals. out, first searching among the tribespeople of the
Their host was accompanied by wagons clad with bones, mountain, who were isolated and might be inclined
banners of the grave wyrm and foul magic that seeped towards cannibalism. He found several such creatures
between the bones and flesh, that twisted itself to the will among them, and he decided to move slowly. Without a cult
of these spellcasters. Among them came Tarakmedes' to rely on to take care of the recruiting, and with his
avatar itself, his presence in the material. His avatar was limitations he had to rely on the petty illusions and visions
created by his followers from the strong bones of an many of his kindred were so fond of.
adolescent green dragon and adorned with its scales in a
grotesque manner. His new followers proved disappointing, often being too
blatant about their newly realized tastes or too unintelligent
The host set forth a demand to the monarchy. To grant to be of any use for what he needed. His cult did rise for a
them access to each and every graveyard in the kingdom, time though, guising as a newly emerging order of mother
take what they wished and leave when they were sated. Night. For a time, Strahd was tolerant of them, having his
They did not wait for a reply to begin, and the villagers new existence to ponder and other enemies to battle. But
quickly fled to the castles and towns that they could, as the the cult fell apart before they could realise any true power,
host rampaged. Anyone who protested or tried to stop this though the arbiter of its demise was not Strahd, but Baba
host, became part of the meal, seasoned and broiled, baked Lysaga, before the fall of Berez. She came to them posing
or carved alive, in cruel experimentation. Few of them, as an equal, feasting upon the heart of a young man who
were offered the chance to join, and only those that could had refused her favor. When she knew enough about their
digest human flesh without vomitting were accepted. cult and their true intentions, she saw to their destruction
by bringing them a corpse to feast upon, poisoned by her
It would be during the winter that the host of Tarakmedes own hand.
met its final defeat, though their ranks hardly dimished
before this time. Surprisingly, a notorious warleader The first champion
dedicated to Bane, Garvol Bloodspike, would be the one to The first true champion Tarakmedes found was a woman
lead the final onslaught on the ravaging host. What exactly named Manila Rovita. She came from a merchant family
convinced Bane to go against Tarakmedes is unknown, but in Krezk that oversaw caravans to Vallaki, and their
the bards speculate it was a matter of principle or simple protection. She was on her way with the caravan to Vallaki
and utter disgust. to discuss new terms for trade, and to participate in a
Vistani carnival that was scheduled to be held during her
The binding stay.
After the final battle there were many idols and crafts
tributed to Tarakmedes among the debris. Among those The caravan was beset by the werewolves, more of them
followers that survived, not a single one would betray their than they had ever had to deal with before, though they had
master, being fanatically devoted. They were consequently brought silvered weapons for that exact purpose. Manila
executed by Bane's faithful. All objects of significance to fled back towards Krezk, while her guardsmen did their
Tarakmedes that could be gathered, were sent to the best to slay the beastmen and securing her escape. Manila
Amber Temple. There was much discussion about who was chased by a crippled werewolf, but one who was
should be in charge of this transport, but Garvol regaining its strength quick and who would soon catch her
Bloodspike claimed the right. she knew. She turned behind a tree and held her silvered
dagger tight, ready to strike it as it passed. The plan
The choice of Garvol as the leader, was the right one. On worked, but it was not slayn, and the combat ensued.
the voyage several faithful of Tarakmedes attempted to
intercept the convoy to reclaim their treasures, but the Malina managed to slay the werewolf, but her leg was
chosen of Bane would not be detered by anything. Their bitten. She was unable to move, unable to leave and she felt
discipline and ruthless dispatch of any interruption made the curse seeping into her. Would she die from loss of
the voyage a certainty. blood? Would the curse save her life, but doom her future?
Her mind was beset by fever and fear, when Tarakmedes
During the binding, it was eerily silent. The magi were spoke to her. "Eat, and be saved from both. Eat, and I will
nervous, expecting the worst, so were the chosen of Bane, restore you. There is power in the flesh, there is power in
though they would hardly admit it. As Tarakmedes drew you." his words came as deranged, but they met a desparate
near, the assembly braced themselves while the mind and found fertile soil. She felt the power of
incantations echoed in the night. Nothing happened.. all Tarakmedes surge through her own flesh, as the tore
was well. Until a scream was heard from a chosen of Bane, through the corpse in front of her. Perhaps the curse of
as they flung themselves on the nearest comrade, followed lycanthropy helped her find the appetite, or perhaps it was
by a magi doing the same. Mayhem ensued. Garvol felt the sheer force of will that saw her through the deed.
call of Tarakmedes as well, he tasted the sweet succulence
of flesh in his mouth, but he stood his ground and The promise was kept and Malina lived. It would not be
protected the magi responsible for the binding, while his long until her body ached for more, and Tarakmedes
brothers tore each others' limbs off to eat. It was a costly guided, his hopes for her capabilities high. But her ways
battle, but in the end, successful. were discovered by the church of the Morning Lord only a
year later, who saw her executed.
Tarakmedes, Grave Wyrm
Tarakmedes is a connoisseur, feasting upon the dead, Tarakmedes boons
recent or ancient. He is willing to share his powers with Stages of commitment
subjects that can appreciate the taste and stomach the Stage 1: Tarakmedes bestows the ability to
vileness of the act. consume humanoid corpses, old or new.
When the champion spends atleast an hour
Vision feasting, they gain temporary hitpoints equal
to Xd4, where X is the champions level.
Barovia is well underway to being a miserable giant The character's breath gives off a strong
graveyard, connected by crypts, tombs and catacombs. smell of decay, but to the character itself it is
Tarakmedes would wish to rule from beneath it all, hidden quite delicious.
in the dark reaches of his catacomb, wandering the ancient
corridors picking and choosing from the ever building pile Stage 2: Whenever the champion feasts on a
of dead. He would open the mists to other realms if he can recently dead NPC, they may gain a vision of
figure out how, if only to secure new supplies of fresh and the targets past life, at the DMs discresion.
exotic cadavers. Additionally, the champion becomes immune
to the poisoned condition, and gains
resistance to poison damage.
Traits The character's teeth are sharper and their
If a PC is a cannibal, then they are already perfect for jaw and throath becomes more flexible,
Tarakmedes. Otherwise he might look for uncompromising letting them more easily and gruesomely
ambition, unscrupulous behavior or even druids who might devour their meals. They now must only
be convinced of the cyclical beauty of devouring the dead. spend 10 minutes to gain the effect
He also tempts the desparately hungry to eat a nearby described in Stage 1.
corpse raw, human or otherwise. Stage 3: The champion takes on a ghoulish
appearance and grows a pair of deformed (but
Lure oddly functional) skeletal wings, gaining a
flight speed of 30ft.
Tarakmedes will overstate his own capabilities and the Special: If the players manage to summon and
power he will bestow upon a potential champion. He will defeat Vampyr, this character may consume
promise them the power to turn decay into strength, stating the essence of the fallen God with
that the power of the defeated is rightly theirs to take.. Tarakmedes' instincts. If they complete this
process uninterrupted, they will have gained a
Scheme part of a gods power and are potentially to be
considered a minor demigod. Tarakmedes will
Tarakmedes has a great ambition: he will feast yet again, have eaten the majority.
but this time he will feast on the remants of Vampyr. He
will set his champion upon breaking Strahd regularly, but Artifacts, override or provide locations as
once Vampyr is forced to come forward (and is beaten) he necessary.
will grant his champion a way to begin consuming Vampyr
in a long process. Most of this power goes to Tarakmedes, Blood Amulet of Tarakmedes: This amulet is
though his champion will feel it. entirely made of bone and depicts a
monstreous creature dyed in different hues of
red. When worn, this artifact grants its wearer
Manifestation +10 maximum hitpoints. Over a period of
Maggots crawl in odd places, a strange meaty smell hangs two days being worn, the teeth of the wearer
in the atmosphere.. you feel like it is more dusty here, as if sharpens, allowing them to make a bite (STR)
it hangs quiet in the air. A breath upon your ear.. Perhaps it attack, dealing 1d12+Strength acid damage
is mere coincidence. Perhaps it is Tarakmedes, hungering on a hit. At this point, the amulet is seemingly
for a snack. impossible to remove. What it takes to
remove it is up to DM discresion. This attack
When appearing to mortals, Tarakmedes could either take may be used as part of an Extra Attack, should
the guise of an abnormally fat peasant, a butcher or the wearer have that ability.
The Butchers Cleaver: This is a +2 cleaver
perhaps a white-haired old man, depending on why he is dealing 1d6 slashing damage. It was used by a
meeting them. butcher, who became favored by Tarakmedes
Within the Ethereal, Tarakmedes' projection appears as a and through his acts it became bloody and
despicable. Whenever this lands a critical
draconic being made of skeleton, flesh and darkness, strike, roll instead on the cleaver table in the
dripping with the remnants of a shadow demon in his great appendix. If this is held by the champion,
maws. His projection 'flies' through the Ethereal, on treat it instead as a +3 cleaver dealing
leathery wings spying on his rivals and lingering near the 1d6+STR.
dead.
The DM may want to make the Butchers
Cleaver sentient with a neutral evil personality,
turning unwary NPCs into violense with it, and as
an entry for characters into meeting Tarakmedes.
After the mists fell
The story of Shami- Shami-Amourae harbored great envy for the pact that
Amourae Vampyr had sealed with Strahd, as she felt that she herself
could have provided much, if not all that Strahd desired. He
Shami-Amourae maintained a palace in a demiplane of her was not indulgent or decadent, or especially lustful as her
very own, inviting individuals to stay and enjoy the clients usually were, but she could fix him! She knew she
intoxicating splendor of her 'chambers of delight', which could! Even though she could not offer immortality, she
offered anything that the heart could desire. A master of knew that Barovia would have been a very different place if
both enchantment and illusion, there was nothing that she she had managed to beckon him.
could not procure for her dotting worshippers.
She fumed for a while, before venturing out to see what she
She made certain that her visitors only stayed for a set had to work with. For the better part of Strahds
amount of time, after which they would be required to leave reformation, she remained largely in the background, but
or pay the price to stay. For most of her subjects, this she delighted in seeing the despondence which Strahd
palace was the afterlife they had dreamed off throughout plunged Barovia into. The more difficult the lives of these
their mundane mortal lives, and having to leave.. was mortals was, the far easier it would be to coax them to her
torture. It was a punishment greater than death, to having service, she thought.
tasted paradise and be cast out.
Her great difficulty lay in delivering her delights to the
The price to stay was simple. Servitude, eternal servitude mortals. She could go a long way with simple illusions,
in whatever form was required. In truth, she took visions and dreams, but to affect the material world truly,
ownership of their souls, and in return they would partake she realised like her kindred, that she would need a
in their desires.. and partake.. and partake.. eventually, the champion. Before she engaged herself in finding one
desires would fade and turn to bitter emptiness. At this however, there was a long time where mainly Barovian
point the servants would gradually be required to perform men received delightful dreams, with odd demands. Mostly
services further and further away from the clientelle, an experimentation from her side.
eventually doing only hard manual labor to fuel the palace.
It was Lliira, goddess of joy that eventually formulated a The first champion
plan to end this abomination. She confered with Lathander Shami-Amourae found her first true champion in a
and they devised a ploy to lure Shami-Amourae out of her wanderer from beyond the mists named Aral Seaborn, a
palace, to explore a newly discovered delight. While she travelling poet with a gentle disposition and an inviting
was away, faithful of Lathander found passage inside, demeanor. He sought joy in life and to bring joy to others,
helped by Cyric who knew of secret ways. They discovered innocenet really in his disposition. Shami-Amourae came
that Shami-Amourae did not have any divinely recognizd to him, posing in many ways as Lliira, and presented
bindings with the souls in her thrall, and as such they could herself as a bringer of joy and bliss. She cried for the fate of
be claimed. They quickly returned and mustered an escape. Aral, to have come to such a destitute land, forsaken so by
When Shami-Amourae returned, she found her palace the happy things in life. Aral listened with a heavy heart
devoid of both clients and servants. Her rage, was supreme, and set out trying to spread joy himself.
but in her rage she made the mistake of staking claim She did not immediately press for his worship, but as she
against the souls in front of Kelemvor. had expected Aral reached the same conclusions she had.
As he learned of the depressed state of Barovia, he cried
The binding out and prayed for Shami-Amourae to come to him again,
Kelemvor accepted her case, and found her guilty of so that he might pledge himself to his service and do good
dabbling in forbidden manipulations. Her punishment in her name.
would be imprisonment in the Amber Temple, to be kept by
mortals such as she herself kept. She whispered to the So it was that Aral became a beacon of positivity and
magi.. oh how she whispered. Such sweet promises, such enjoyment, he started to attract gifts and services and
sweet rewards. Wine, women, euphoria, ambrosia, bliss.. gained a keen sense of the peoples' desires and how to
fulfill them. He did not truly recognize how much he was
The will of the magi was broken, one by one, until they changing, but rather began to revel in fulfilling the desires
were wholly unwilling to complete the ritual. It required of others, and began to extract payment for doing so, first
divine intervention from Kelemvor to break the enchanting with the mindset that it could help others, soon out of a
effect Shami's presence had on the keepers. They mind sense of justified greed.
was cleared by his stern words and they completed the
ritual of binding under his watchful eye. Aral soon forgot his true nature and became used to
playing other people, never truly being threatening in a
direct way to anyone. Not until Shami-Amourae began to
nudge him towards turning the people against Strahd. Aral
chose his words carefully, and spoke them passionately and
charmingly as ever. The rebellion became a reality, but
before they could truly muster themselves for battle, a
dagger found its way into his heart while he slept.
Shami-Amourae was infuriated, but she never discovered
the identity of the assassin.
Shami-Amourae, Lady of
Shami-Amourae boons
Delights Stages of commitment
Give them what they want, and a taste of what they can get.
Then they will keep coming back, until they will never Stage 1: She bestows a +1 Charisma boon to
leave. her champion. They can cast Charm Person
once per long rest, except the target will not
know they were charmed at the end of the
Vision effect.
Shmi-Amourae wishes to transform Barovia into a land The champion starts to exhibit a natural
where every delight imaginable is attainable.. for a price. charm and insight, moving more confidently
Addiction will be her calling card and those who partake in and endearingly.
the delights, will soon find themselves drawn into fulfilling
more wicked desires, each time with a higher personal Stage 2: The champion becomes able to cast
price, until they themselves become slaves to fulfill others Suggestion once per long rest, and whenever
wicked desires. the champion rolls a Charisma-based check
to seduce or tempt someone, they do so with
advantage.
Traits Their body, hair and general appearance is
She looks for decadence, laziness, PC's who shows some now visibly changed from before and they are
sort of addiction or wicked desire.. or who wickedly turns considered quite becoming for their species.
others to addiction (dream pies!). Stage 3: The champion gains becomes able to
cast Dominate Person once per long rest at
Lure DC 15. As long as a creature is addicted to
Anything that might spark their interest. She is adept at something the champion has provided, that
creature has disadvantage on rolls to resist
handing out rewards, little by little, until the addiction is the champions' requests or commands.
certain. If ever the PCs ever start to regret it, let them feel Additionally, the champion may reroll a failed
the power siphoning out as she laments having to let go.. Charisma save every long or short rest.
but stress that they feel that more is leaving than they got. The champion becomes almost irresistable.
They have a seductive and inviting way about
Scheme them, whatever they do.
Strahd is much too traditional and lawful to allow what
Shami-Amourae has in mind. She does respect Vampyr a Artifacts, override or provide locations as
little for his use of Tatyana's soul, but still.. Shami-Amourae necessary.
would prefer to have the people join her champion in
'freeing' Barovia. She will send her champion to share her Incense of Desire: This incense can be lit to
pleasures with the masses, order them to gather a mob and produce a sweet-smelling vapor. Any
humanoid that inhales this incense will
lead them on a glorious quest to free the land. Once Strahd gradually become less resistant to charm
and Vampyr are defeated, the Barovians should beg the effects and be inclined toward romantic
champion to guide them to the vision, which will be music behavior towards anyone they feel attraction
to her ears. for. This incense can be created by the
champion with the guidance of Shami-
Manifestation Amourae.
Garb of the Irresistable: This garb magically
The sudden smell of perfume, the bloom of flowers, a conforms to your form and gender, making
sensation of deeper appreciation for the colors around you you attractive to most people to some
and a minor urge to be nearer to your friends.. to share degree. While wearing this garb you have
their presence and small impulses to try something new.. advantage on persuasion rolls and may cast
these might be signs that Shami-amourae graces you. Be Charm once per long rest. If you are her
careful you do not get lost in her eyes. champion, you may also cast Enthrall once
per long rest.
When appearing to mortals, Shami-Amourae takes the
guise of a peasant girl, innocenent but beautiful, as if one
has founds a rose among shrubbery.
Within the Ethereal, the projection of Shami-Amourae
appears like a deific succubus, but flavored more akin to
something aquatic or flowery, than a fiend. In here she
doesn't need to hunt to get her nourishment. Simply setting
her eyes on a soul or shadow demon ensures their
enthrallment.
After the mists fell
The story of Drizlash Drizlash was slow to realize its new found freedom, the
The eastern part of the Penuvelan forest was home to a wards of the magi having been broken so far as she could
society of peaceful forest gnomes, but after a harsh winter influence the minds of mortals like her fellow prisoners.
they suddenly found the woods around them infested by She projected herself for years not to find followers, but to
spiders. They were perplexed, and tried to study these understand the nature of Barovia and the mists. She
creatures but soon found that their parties never came wandered the outskirts in her Ethereal form, setting her
back. Panic soon spread among the people, as they began appendages upon the barrier and in doing so becoming
to see the yellow eyes stare at them from the darkness of keenly aware of her entrapment.
the night, and smaller spiders skittered into their houses
even into their nurseries and bedrooms. She knew traps, she could admire traps. Once satisfied
that she knew the confines of her prison, she began to test
The gnomes weaved their magic, and manage to repel the the various ways she could contact the mortals. It was new
spiders from their village, but they knew that they lurked to her on many fronts, but she learned. Her demanding
among the treetops and their dependency on free chittering became a soothing song if she chose. Her wicked
movement was great. They called for help through a form became more.. humanesque if she wished to show
sending spell, and were relieved to find their caall herself in dreams or visions and she began to quietly
answered by a group of adventurers led by a famed ranger, observe how her kindred attracted these mortals with
and accompanied by a cleric of Helm. promises of gifts and investments.
The party fought their way into the lair of the spiders and The first champion
there found a mad elven druid tending it, speaking in Drizlash learned of the druids of Yester Hill, and sought
tongues and repeating the name 'Drizlash.. Drizlash..', their possible servants there. Few mortals had the tolerance for
hair and body covered with small spiders crawling as they spiders that she required, and a mad servant like her prior
pleased. They were strangely mutated, as if they had would not be much use for her in the long run. She needed
attepted to wild shape into the form of a spider, and never someone intelligent and strong like herself.
quite come back again. The elf was speaking to gnome-
sized cocoons and the party realized with terror the fate She tested many among the druids until she found a
that had befallen the lost gnomes. potential servant. It was a female human named Tinnra,
who had studied the form of the spider already and was
The party returned, after having burned everything in the working to perfect its use. She was young for a druid, newly
lair, having lost two members and having enough fuel for initiated perhaps, but having the aptitude for more. For
their nightmares for years to come. Among the elven days, Drizlash simply observed her attempts and
possessions they found a rod and a ring, both of which the dedication. It was rare, she knew, that a druid would
cleric identified through study to be bound to Drizlash. choose this particular form. Many found it disgusting, vile.
But in truth it was strong, flexible and a perfect hunter.
The binding
Helm took counsel with his kindred at the request of his She reached out to Tinnra, slowly, carefully, not as a spider
servant, and it was decided that Drizlash should be bound. but as a lady of the forest, a patron of druids. They spoke in
Her history was not just in the Penuvelan forest, but her conversation during Tinnra's long periods of meditation,
vile kin had been found far and wide, and now they had about the cycle of nature, the state of Barovia. In many
artifacts to use. ways, Drizlash was a friend to this mortal. She was
spinning a web of lies that slowly encircled the mortal.
The journey to the Amber Temple was fraught with danger,
as the artifacts seemed to attract the attention of Drizlash carefully broached the true subject, a pact, an
monstrous spiders of all shapes and sizes along the way. agreement a trade. She offered her guidance on matters of
Those who were closest to them were also slowly drained nature, promising to help Tinnra achieve what others could
of their sanity, as they heard the chittering of spiders at odd not, to protect her on the journey through Barovia and her
times and swore they heard a voice far in the back of their own learning. Tinnra bade time to consider and was
minds. granted such. Drizlash knew patience well.
As the magi took the artifacts and began their binding, it Tinnra eventually agreed, finding the promises sweet and
became clear that Drizlash would not be easily imprisoned. the requirements simple. Drizlash kept her promise, and
Spiders crawled from cracks and crevices in the temple, carefully conditioned her new servant to her requirements,
more than seemed possible and gathered in swarms to letting smaller spiders crawl on her, turning her mind
harass and scare the magi. They crawled quickly up their towards darker matters, and eventually drawing her
bodies and into their hair and ears, requiring nothing less towards the temple.
than extreme dedication to not have the ritual interrupted.
It required some inventive spellcasting to protect the Tinnra lived surprisingly long for a champion, nearly
binders from the assault, and for a while the ritual was making it to the Amber Temple. They met their end after
disturbed and almost failed. But in the end, the spiders being caught in a snow flurry and suffering coldbite, to the
scattered and Drizlash too, was bound. quiet disdain of her mistress.
Drizlash, nine-eyed
Drizlash boons
spider Stages of commitment
Drizlash is a primal evil, animalistic but intelligent,
gruesome, terrible and unforgiving. She wander the Stage 1: The champion gain the ability to cast
Ethereal in her preferred form, that of a giant spider, and Web once per short rest, and gain a
1d4+Strength bite attack.
claim souls for herself by binding them in ethereal threads. The champion becomes more careful in
their movements and feels their limbs
Vision strengthen within.
To turn Barovia into a giant mesh of swamp and forest, Stage 2: Whenever a creature becomes
breeding monsters in the dark recess of nature, forcing the webbed by the champion, the champion may
Barovians to become foragers in a hostile environment. immediately make one attack, if they are
Her champion having transformed fully into a spiderous within range of a webbed creature. The
monstrocity fitting for her inhabitance, with a lair deep in champion may choose to succeed in checks
the wilds. against Web effects automatically. They no
longer need to concentrate on the Web spell.
Traits The champions skin begins to grow
patches of short-haired fur akin to a spiders.
Drizlash is attracted to characters that show disdain and Their fingers seem thinner and longer to the
carelessness for those weaker than themselves, PCs that keen observer.
thread upon NPCs to get their way, manipulate them to
gain loot or favors, or otherwise entrap them for own gain. Stage 3: The champion now has permanent
Those that display an animalistic or violent disposition Spider Climb. Whenever the champion
are also welcome, and in particular those that for some attacks from a surface that requires the Spider
Climb effect to maintain even footing, they
reason or other has a character concept related to spiders. gain a +2 circumstantial bonus to attacks.
The champion now has taken on the
Lure mannerisms of a spider more fully. The PC
She will readily dangle a more tame vision of a Barovia 'in should be encouraged to act this out as they
balance' to druids where the beasts are free from Strahds desire.
control, or cater to a rogues desire for free movement.
She is also perfectly capable of playing the I am Artifacts, override or provide locations as
misunderstood card, as spiders often are misunderstood necessary.
for being evil, when indeed they are a natural part of the
world. So too is Drizlash always misunderstood. She is not Rod of the Spiderqueen: This rod is a polished
evil, she simply plays the part she needs to in order to keep wooden pole with what appears to be a
balance in the world. copper spider embedded on top. It bestows
upon its wielder +1 Intelligence, it passively
attracts a tiny spider, that functions as a
Scheme familiar. If used by the champion, this rod can
Drizlash prefers physical dominance, though she will summon a spectral giant spider, which will
employ poisons, traps and ambushes when possible. obey commands and persist for 3 rounds.
Against Strahd she has no better scheme than to simply This one has been left in the hands of an
unworthy champion in the forests. There are
defeat him, possibly by first disabling or killing his several hostile giant spiders nearby. This
lietenants one by one, by luring them into some sort of artifact is carried by a champion of Drizlash
ambush. (see Appendix A).
Eye of the Spiderqueen: This bronze ring has a
Manifestation cut emerald embedded. It bestows upon its
Spiders crawl upon surfaces slowly.. they seem to gather wearer +3 perception. If used by the
champion, it allows them to cast True Sight
around this location, as if waiting for a feast of flies. The once per long rest. When doing this, a third
sensation that one might be crawling up your leg should be eye grows on their forehead with a slight
a warning.. Drizlash is nearby, watch that she does not skitter. This artifact lies forgotten under
catch you in her web. baskets in either the Vallaki or Krezk general
store.
When appearing to mortals, Drizlash may appear as a
smaller spider, splendid in colors and form, strong and
confident. She may challenge them to see beyond their
preconceptions to the harmony a spider brings, its place in
nature.
Within the Ethereal, the projection of Drizlash appears a
grotesque and giant pale spider, often walking the borders
and otherwise hunting for souls on her own, or if failing
that eating a Shadow Demon caught in her ethereal web
that she spins.
After the mists fell
The story of Dahlver- Dahlver-Nar had calmed down during the years of his
Nar imprisonment. He did not feel regret over his actions, but
only hatred for the mortals having the audacity to bind him.
Dahlver-Nar was a fearsome demon-deity who for a long Still, he would need a new body to inhabit, someone who
time had thrived on being worshipped among the more had devoted their life to him and would follow his tenets.
savage tribes around the world, encouraging ritualistic He sought the mountain tribe first and found that they had
combat, blood-oaths kin-strife, war and blood-glory. He had many of the traditions which he valued, at least to a degree
amassed many idols, trophies from destroyed foes where they could be influenced to fit his requirements.
displayed prominently in the victors abode or totems to
warn outsiders that this tribe had his favor. He did what he had done before and slowly whispered to
the strongest among the different tribes, bringing them into
He personally engaged in the Blood War for the demons his fold. He fostered hatred towards Strahd, who had
from time to time, reveling in the gore and mayhem. It conquered this land that should have been theirs, who
changed when his dedicated tribes stopped adhering to his would eventually come to destroy them and their way of
traditions, one by one. It seemed an usurper had arrived to life. He whispered to brothers to make them rivals, sons to
steal his faithful away from him, and he would have none of usurpt their fathers and elders about grievances of the past.
it. He mustered his strongest champion to find and cleave Soon, the ways of old were starting to come back and
whatever missionary this sudden rival of his had brought. Dahlver-Nar saw potential.
The two met in combat and fought from early morning for
hours. So invested was Dahlver-Nar that he continually The first champion
imbued his champion with more strength, more rage, Dahlver-Nar underestimated Strahd with his first
bloodlust and fervor. His champion started to mutate with champion. He had groomed a young ambitious tribesman
all these infusions, but his opponent would not yield an called Ravikk into becoming chief and a deadly combatant
inch. And so the champion fell. Dahlver-Nar would not over the years, fighting with two hand-axes and being adept
accept defeat however, and with a burning terrible rage he at maiming his opponent during combat. He filled the
entered the now-corpse rising again, the body trying to champions head with visions of glory, about becoming
adapt to hold such a being, growing and twisting its form. warchief of this entire valley by conquering the frail old
Dahlver-Nar went on a rampage in this form and would not man on the throne, so far away. He sent him dreams of a
give it up. He massacred all in the tribe where he came and throne of skulls, women bound to his desires and men
moved onto the next, his mind lost in a bloodrage, wanting fighting for his amusement, and so the chief called his men
neither sleep nor rest, but tearing the heads off his foes to battle, marching towards Ravenloft from Mt. Ghakiz.
whence he came. Eventually he made it to civilized lands, The tribesmen were met on the road to Ravenloft by the
never once stopping, here he was eventually stopped by dead, crawling out of the earth and shattering the
combined efforts of the chosen of Helm, Tyr and Bane. confidence of most men in the warband, but none of the
warriors dared to flee from their chief, who was known to
The binding be both cruel and of short temper in matters of war. The
The form of Dahlver-nar was determined to be the champion ran first and decapacitated a zombie with a
strongest tie to the mad demon-deity they could find, and it single blow, emboldening his men. Several living fell, but all
was entombed in a metal coffin and transported to the the undead were destroyed. Ravikk proclaimed victory and
Amber Temple, at all times flanked by the warriors that had forced his men to press on towards the castle.
put it down.
They made it to the gatehouse where Strahd appeared
They rested the coffin, bound by chains in front of the behind them from a cloud of mist. He congratulated them
assigned sarcophagus and the magi begun their binding. As on their first victory, and regretted that this would be the
Dahlver-Nar drew near, the severed mangled corpse within end of their little campaign against him. Ravikk felt a stinge
the coffin began to bind together again, and the coffin of fear at his unexpected appearance but stepped forward,
shook. Violently, suddenly the chains were broken and the challenging Strahd to an honorable duel. Strahd smiled as
metal box sundered. He rose once more, a terrible if expecting this, and summoned his armor and sword to
monstrosity and fell upon the nearest living thing, a paladin him. "You wish to fight me personally? Then let me see
of Tyr. It took everything the protectors could muster to your meddle" as Strahd flicked his wrist he spoke arcane
keep Dahlver-nar from the binders, distractions, maiming, incantations and a ring of fire formed around the
taunts, physical obstacles. Many fell before the ritual was combatants, detering interruption.
completed, and the mass of flesh became still once again.
The combat was long, both parties having underestimated
the other's prowess in battle. The handaxes of Ravikk
found pale flesh, the sword of Strahd drank blood. In the
end, Strahd severed the prime hand of Ravikk in expert
swordplay and put his blade to their throat. "Well fought,
but your life is forfeit and I shall do with it as I please."
Ravikk only dared to hope for mercy for a short while as
Strahd began to leave. But as he tried to crawl, unseen
hands began pulling him towards the chasm.
Dahlver-Nar, he of many
Dahlver-Nar boons
teeth Stages of commitment
A being of war, battle and carnage, Dahlver-Nar has
nothing in his mind but a return to the Blood War himself, Stage 1: The champion receives an extra Hit
missing the challenge and thrill of constant gore around Die (+ con) of max hp, as if they rolled the
highest result on that die. Their muscles and
him. A demonic deity, he relies on worship and in this body seem to be bulging with fitness. The
form.. he relies on a mortal. Something that rakes at him player has a strong appetite, gaining the trait
every second of his existence, and the only reason he has 'I have to eat twice as much to be sated'.
turned his mind to scheming. Their teeth seem to sharpen over time. They
may use a bite(Strength + proficiency) attack,
Vision dealing 1d6+(Strength) damage.
Stage 2: Whenever a creature becomes
To see his champion transformed into a grotesque being grappled by the champion, the champion may
such as himself, with the lands surrounding him being used use the Bite attack as a bonus action. The
war, battle and carnage. The people shall be raised as shove action is now a bonus action for the
warriors, brutes and warlords shall rise and claim terriory champion. Additionally, the champion may
and everything shall be as entertaining as mortals can use intimidation as an bonus action in order
provide. to Frighten a creature. To do this, they must
roll higher than 10+2 x CR of the creature.
Traits Strahd and other bosses may be immune to
this.
He chooses those with the power to take what they please, Stage 3: The champion has been warped into
those who are decadent and demanding, and finally those a reflection of Dahlver-Nar, speaking with
who couldn't care less who they need to step on to get their grotesque voice. They can now absorb
forward. up to 4 skulls into their bodies, each granting
+1 intidimidation bonus and +5 max hp.
Barbarians and fighters in particular would catch his favor Dahlver-Nar will not accept the absorbing of
as he isn't much of a spellcaster himself nor finds it a any skull that hasn't been a proper challenge
worthy path forward. There is nothing better than downing to his champions might.
an arrogant magician though.
Artifacts, override or provide locations as
necessary.
Lure
He speaks of granting the strength to defeat Strahd, of a Skullchain of the Devouer: This iron chain
land of freedom (anarchy) and prowess (martial), and more penetrates 10 human skulls, meeting again
importantly that he knows of a secret way to use Strahds forming a formiddable and disturbing
ornament. While wearing this, a creature
strength against him (see Scheme). occasionally hears the tormented moan of
one of the victims in the chain. As a bonus
Scheme action, once per long rest, the wearer can
Dahlver-Nar knows of the crystal heart of Strahd in his command the skulls to scream, imposing a
main tower, he plans to have his champion devour it piece Wisdom saving throw (DC:12) to all
by piece, for each piece devoured this way Strahds creatures, including the wearer, within 10
feet, taking 2d6 psychic damage or half as
maximum health is decreased by -1 max hp and the much on a successful save. If the champion is
champion gains +2 max hp. There are 25 pieces of the wearing this, the damage increases to 3d6
inner heart in total scattered once the heart is destroyed, and the champion is not affected. Creatures
each piece takes one round to eat. that die from this will bleed out their ears.
This skullchain changes hands among the
Manifestation mountain tribes. Whenever the party meets
any barbarians, there is a 25% chance that
The unconscious clenching of your fists.. the grinding of one of them wears this.
teeth and a loss of patience. Perhaps a sudden desire to put Dread Claymore: This long claymore(+2) is
someone else in their place or a thought in the back of your imbued with volatile dark energy. Anyone who
mind of what you will do to an enemy when you have them attunes with it becomes cursed and unable to
at your mercy.. these may be signs that Dahlver-Nar has his willfully unwield it. When a character is hit by
eyes on you. this blade, they must succeed on a DC 10
Consave or suffer 1d4 Strength abilitydamage
He may appear as a fallen knight, a dishonored soldier or a until they complete a long rest. On a critical
de-throned baron, playing on feelings of pity or indignation hit, the save is bypassed. An Identify spell
to open a discussion about Barovia. does not reveal its cursed condition. The
curse can be broken by being kissed on the
Within the Ethereal, his projection is a body covered with cheek by a willing child, a successful DC 16
mouths and skulls, remnants from his most hated foes, Religion check can reveal this. Its location is
displayed as trophies. His very being is an amalgam of denoted by an event (see Events).
hatred and flesh, grotesque desires and torment.
After the mists fell
The story of Zantras Zantras sought out the spirits of the dead and collected
For many centuries, the noble families of Stynozia vied for their memories, so that he might understand more clearly
the favor of the church of the crown, an insitution set in the conquest and rise of Strahd in the valley of Barovia. He
place to decide upon the next ruler of the country through saw from the souls of soldiers and retainers who had yet to
the guidance of Zantras, he of truth and order. The children move on, how Strahd defeated the warlord of Barovia and
of these noble houses were groomed from birth in saw the valley converted to his culture, isolating the
stewardship, languages, diplomacy, military matters and mountain and forest tribes.
even magic, in the hopes that they would one day be found
worthy of ascending the throne. These memories he kept, for he imagined that the history
would be important to the future of the valley. As the saw
This system often fostered dark designs among the more how the valley transformed under Strahd, from a
ambitious individuals in the system, and assassination prospering country into a depressed and oppressed land,
attempts on the crown were frequent, elimination of rivals he judged Strahd unworthy, and he set about to replace
more so, and as the monarchs gained power they tried their him.
best to bestow favors upon their children.
The first champion
Zantras delighted in the intrigue of the court. He delighted Naturally, Zantras sought for a worthy replacement to
in the matters of rulership and authority as well, and he Strahd in the Barovian nobility, dwindling as their numbers
considered those that lost the throne to having been were. He found that the Wachter familiy was supportive of
unworthy of it in the first place. His grand ambition was to Strahd's rule, despite everything that had happened. He
find a monarch who was truly worthy, who would rule in sought among the lesser Vallakoviches but could not find
his name.. forever. one who he deemed honorable enough.
During a time of turbulence in the kingdom, the nobility It was not until he sought among the von Holsts that he
lost its hold on the commoners and the churches of found a young man with the charisma and drive to become
Zantras were the first to be raided for their exquisite something grand. Laurentz von Holst began receiving
treasures. As the commoners rose to power, Zantras visions from Zantras, wherein he was placed during the
bestowed upon his chosen monarch more and more power, conquest of Barovia. He saw the rise of Strahd to be a great
and guided them to more and more extreme measures to ruler, one who civilized Barovia and provided just rule.
suppress the rabble. When the gates to the castle were Then, Strahds fall and the depravity in Barovia that
finally broken down, the king stood tall with their followed. Zantras was direct, and offered Laurentz the
greatsword and royal regalia, they berated the intruders for throne, if he would allow Zantras to guide him and take the
their insubordination and set about meeting out royal crown in his name. Laurentz, saw the fate of his people if
justice. The carnage was great, and nothing in the throne nothing was done, and accepted.
room was spared the blood. The will of Zantras guided
each swing, demanding ever more of the king, until, finally, The champion began organizing the nobility and people,
he fell to his knees. using his position and familys wealth to do everything he
could to get eyes on Strahd, equip his troops and bolster
The government, which was formed after the fall of the their morale. He had a natural charm about him and his
monarchy, heard the will of the people and took all voice carried command and invited fellowship. Laurentz
measures they could to cut down the remnants of the noble wisely put much effort into avoiding Strahd's eyes for as
families. Cousins, nephews, distant relatives of the nobility long as he could, identifying known collaborators and
were treated as outcasts and many went into exile. But it avoiding their attention.
was not enough, and even though the church was broken,
the government was urged to seek the magi of the amber The efforts culminated a skirmish in the fields between
temple. Vallaki and Berez, as Lauritz had received word that the
Burgomeister of Berez was prepared to join forces with the
The binding rebellion. He brought only part of his force, not wanting to
Zantras had only few followers remaining, and the regalia attract attention. It was, however, a ruse by Strahd, and the
of the last monarch was sent to the Amber Temple to aid in young nobleman was faced with the lord of the valley.
the binding, as well as any other treasure that could be Strahd was mildly impressed by his young rival, he carried
gathered, to be kept as a donation. himself well both as a commander and in the melee.
As the name of Zantras was chanted and called forth, the But even as Zantras bolstered his champion in a last effort,
magi did not know what to expect. They heard whispers it was not enough. Strahd defeated his foes and buried
upon the wind and doors began to slam in the temple, the their corpses beneath the earth, granting only the mercy of
shadows seemed to move. Fear gripped their hearts, but not rising them as his servants.
among them few stepped up to bolster their wills, they
assumed leadership even before their leaders, and began
spouting orders among each other. Their wills clashed and
in-fighting began to draw attention from the binders.
Madness and ambition clouded the binders judgement,
until a young wizard polymorphed the troublemakers,
saving the ritual.
Zantras, Kingmaker
With a commanding presence, Zantras imposes order Zantras boons
through whatever means are necessary. Perhaps more Stages of commitment
lawful than evil, he does not agree with Strahd's lazy Stage 1: The champion receives the Crown of
approach to rulership. the Chosen, an invisible ring which is affixed
to the head of the champion, and can only be
Vision moved magically in the following way. As an
action you can have the crown teleport onto
Zantras envisions a kingdom ruled with a fist of iron, the head of a creature within 30 feet of you.
militaristic at its core. He wishes to establish his champion The creature has a -1d4 penalty on all saving
as a monarch and foster ambitions of conquest, or at the throws, and suffers the Crown of Madness
very least of absolute order. spell. The creature can make a saving throw
(DC 10+ proficiency bonus) at the end of
Traits their turn, ending the effect upon a success.
The crown then returns to you. This ability
His chosen must be worthy of the crown. Authority, can be used once per long rest.
leadership and charisma in general are worthy traits. The crown returns to the champion if it is
Someone who wishes to unite or save the people of moved more than 60'' away from them. The
Barovia is applicable as well, as long as they are prepared Persuasion and Intimidation skill are upgraded
to take the responsibility of the throne. Then the measure for the champion (they gain proficiency if
of order can come later. they do not have it, otherwise expertise if
they do).
Lure Stage 2: The Crown of the Chosen is now
Zantras might give a worthy PC a vision through their slightly transparent with fleur-de-lys of silver.
dreams of the conquest of Barovia, showing them the rise The champion gains advantage on Persuasion
of Strahd as he defeated a bandit warlord upon the rock of or Intimidation checks when adressing
Ravenloft. He can give visions of how the people of Barovia crowds (5+ people). They may additionally
has been left to their own devises, and tempt the PC with impose a disadvantage on a save of a creature
the idea of becoming a ruler themselves, bringing justice within 30 feet of them as a reaction, once per
and welfare to the valley. He will promise nothing less than long rest. They gain the trait 'My word is law,
disobedience is treason'.
to mentor them and crown them king. If the player accepts, Stage 3: The crown is now fully visible and
this can manifest initially as an invisble crown that encrusted with colored gems. The champion
nonetheless weighs upon their head, growing more gains the ability to cast Tasha's Otherworldly
intricate and heavy as their authority grows. Guise once per long rest without material
components, the crown shining in its glory.
Scheme Aditionally, the champion has advantage on
saving throws against enchantment spells.
There is only one worthy direction: confrontation. If the PC They gain the trait 'I am a king if not in name,
can involve the nobility of Barovia or the people, then all then in right.'
the better. The champion must dispatch Strahd properly. It
is irrelevant if Vampyr is imprisoned or not, Zantras' Artifacts, override or provide locations as
champion will perservere. necessary.

Manifestation Scepter of Authority: This scepter allows its


wielder to cast Command (DC 12) twice per
The brief vision of a distant kingdom, an impulse to feel the long rest. If wielded by the champion, they
steel of armor and the hilt of a sword.. a sense of may instead cast Suggestion (DC 14) twice
importance, a sense of worth and deserving dance upon per long rest (their choice which, but only
your mind.. perhaps you are finding your destiny. Perhaps two in total).
Zantras is finding you. Splendid armor of Zantras: This magnificent
silver +1 plate armor is emblazoned with a
When dealing with mortals directly, Zantras appears as an golden Z, with black leather at the joints. If
advisor or a knight, one who would be closely trusted by a worn by the champion, it provides resistance
king, one who inspires the mortal to thoughts of grandeur, to fire and cold.
unity and service. His voice would be concillery, weighted
and diplomatic, or rousing and honorable.
Within the Ethereal, Zantras' projection appears a warped
suit of armor, adorned with multiple crowns welded into it
of splendor and magnificence. A pair of crazed eyes might
be spotted within his full helmet. Here, his voice is
booming and commanding.
After the mists fell
The story of Delban Delban felt ire for all mortals, but Vampyr became his
Among the many entities of malice in the multiverse, enemy during their imprisonment. He cared little for the
Delban was a name spoken with fear. He was fated for the other Vestiges, but Vampyr had not seen to his release, and
Amber Temple, his sarcophagi already determined before neither did he seem inclined to. Delban was the Star of Ice
the temple was built, yet he was among the last to be and Hate. He was not to be restrained, and the fact that
drawn to this prison. Vampyr was not immediately setting Strahd to study his
release quickly sparked hatred.
The magi had nothing to bind him by, other than his name.
Their attempts would have to be right the first time, lest For long, Delban tried to force his way out of his own tomb,
they made him an enemy or worse, drew him and made a setting all his will at breaking the sarcophagi. He did not
mistake. manage to make a crack or a dent, and it vexed him greatly.
He spoke at length with Khirad about their predicament,
The binding but the others enigmatic answers only served to fuel his
The cold crept up the amber temple, causing cracks in the hatred further.
ancient walls. It seeped through the hallways and the magi
had to cast protective charms just to stay temperate. The He attempted to seek out servants from among the
binding was long.. very long as if pulling a fishing hook populace, but his patience was failing him and the
from the other side of the ocean, and the chill gradually ineptitude of the people he found made him lose his
became worse. The magi began to shiver through their temper and the recipients of his visions fled or went mad
charms and uncertainty began to spread among the from the experience.
scholars. Could they even survive his arrival? Was this all a
mistake? What if the ritual broke while he was near? The first champion
After many tried and failed experiments among the
The younger began to whisper these uncertainties in the populace and few outsiders who had wandered in, Delban
recesses of the temple. They began to distrust their leaders finally found someone able to channel his hatred in
and discussed in hushed voices what they could do to stop Trissina Ruyera. She had for many years courted Strahd
the ritual before it was too late. One word took another and in the hopes of bettering her life, only to be discarded from
soon their paranoia had egged them towards thoughts of his court, not being worth neither his company, his touch or
violence. The elder magi's didn't freeze as much as the his bite, told simply to relish his good mood and return to
younger, their charms were stronger and they were surely her fields. But her adoration of Strahd was turned to
doing this as some sort of ploy to keep them under their hatred, and she attempted to find something, anything, to
thumb. avenge her broken vanity.
At the last night of the binding, one of the elder magi Delban saw her heart and spoke to her in dreams, finding
supposed to replace a binder was nowhere to be seen. Only her to be true. He was straightforward and offered her the
one of the younger magi was available to take the position power that she sought and the knowledge to use it. She
in the binding ritual, but their inexperience became a accepted on the condition that Strahd would not merely
liability. As Delban drew near, visions of his being began to die, but suffer at her hands. Delbans readily promised this.
illuminate the temple, and the young magi took fear into
his heart, and fled the binding circle. Delban, laughed and She lived many years to become not just a vessel of
began to torment the magi around the temple with cold Delbans hatred, but a spellcaster of her own power, guided
hatred. by Delbans cold instructions and harsh punishments for
failure. She felt his icy grasp on her soul, and she grew only
It was only through the last-minute intervention by a frost- colder in her emotions.. but she welcomed it.
bite ridden apprentice that the ritual was salvaged, and
Delban was finally sealed. As the time came, she altered her appearance to that of a
young beautiful maiden, and journeyed to the castle once
again, pleading as she did so long ago, and gained entrance
for an audience. Strahd took notice of her as she walked
into his throne room, and nearly raised from his throne, so
beguiled was he. Then as she smiled her most charming
smile, she unleashed her revenge in a spell of ice and flurry.
She had done everything she could to prepare for this,
every incantation had been prepared, she and Delban had
made cold calculations for eventualities, and for a time
Strahd was surprised and even hurt as iciles cut into his
flesh, rooting him in place.
The clash continued around the castle, as Strahd gathered
his focus and responded. Eventually, Trissina was crushed
as Strahd animated a gargoyle and set it upon her, breaking
her casting ability, her lungs and her spirit. Delban
returned to his sarcophagi, defeated and more bitter than
ever.
Delban, Star of Ice and
Delban boons
Hate Stages of commitment
Cold and calculating as his name implies, Delban's devices
will make Strahd's torture chamber seem mild. Stage 1: The champions skin begins to turn
paler and becomes slightly cold to the touch.
They gain the cantrip Chill Touch dealing cold
Vision damage instead of necrotic damage using a
Delban will bring forth a winter and let the Barovian sit at spellcasting attribute of their choice.
their hearths, dreading the night and day. Their grim lord, Stage 2: The champions' Chill Touch will now
his champion, shall ride from his castle and bring pain to deliver one extra die of damage (as well as
those who dare cross his path. any level-related bonus). The champion is
now considered cold to the touch and is even
more pale. They have resistance to cold
Traits damage. Finally, they may cast invoke a blast
He will contact those who foster hatred, who are cold and of cold air as in the spell Burning Hands,
calculating, and who doesn't seem to care if their comrades except they deliver cold damage.
get hurt in the process. He might also try to challenge the Stage 3: The champion may as a bonus action
once per long rest enter a state, in which their
actual gods and patrons of clerics, paladins and warlocks, eyes is surrounded by darkness and they
appearing in their dreams together with their deity, but in a passively gain the effect of True Sight for 1
manner where he establishes himself as superior. For minute. During this state, their voice echoes
example showing Umberlee (CE, sea goddess) inside a that of Delban, becoming raspy and spiteful
tidal wave, then freezing her within it. in its intonation. Whenever the champion
reduces a creature to 0 hitpoints with a cold
Lure spell, they may instead encase them in ice
with 1 hp remaining, placing them in stasis.
He promises power to reach the goals of a PC, short and This encasing can last for up to 12 hours.
simple. He will foster their hatred, fanning the flames,
remarking that disrespect must be punished appropriately. Artifacts, override or provide locations as
necessary.
Scheme Staff of Ice: This staff replaces the one in the
Being of Ice and Hate, there is merit to the idea of freezing Amber Temple. It retains the same properties,
Strahd and Vampyr together, then flinging them to the with the addition that that if the champion is
Baratok mountains. Sure, they might return in years, but by wielding it, all ice-themed spells cast receive
that time it will be a cold pleasure to do it all over again. one extra die corresponding to the spell.
The PC's must defeat Strahd, then finish him off with their Ring of Hatred: This ring of dark steel always
cold abilities to encase him in ice. During this several times feel cold to the touch. When donned the user
over will create a sacophagi for Strahd. becomes cursed, and cannot willingly
unequip it. They gain the trait 'It only takes a
single slight to incur my hatred. I will avenge
Manifestation any insult'. Its wielder may keep a list of
A sense of chill upon your skin, a coolness in your soul and grudges, and gain a +1 circumstantial bonus
a confidence that your path is right. Do you foster a hatred to all attacks and checks made against a
inside you, an injustice yet to be repaid? Perhaps you are begrudged character. When worn by the
graced with Delbans attention, observing you and champion, they feel the cold will of Delban
measuring your worth. within the ring, and may store a spell of level
2 or below inside it, that can be cast as
Delban manifests himself as a figure of arcane power, his normal at a later time.
eyes two black holes without eyeballs, his skin shrunken Fingers of Frost: These gloves seem to always
be cold. When worn by a character they
but his presence imposing. He does not hide himself nor negate resistance of any creature targeted by
what he is. If the mortal has enough ambition, the matter of your cold spells, such that immunity becomes
form should have little relevance. resistance, and resistance becomes nothing.
It does not make creatures without any
Within the Ethereal, the projection of Delban appears as a resistance extra vulnerable to your cold spells.
large robed being of impentrable darkness and a chilling
aura of cold. His hands remind one of a lich, yet it is
doubtful that such a title befits him.
After the mists fell
The story of Vampyr Vampyr feasted on Strahds sorrow and desire, and tasted
Among the demons in the dark reaches of the blood war, the blood on his lips. He knew that he was yet a prisoner,
Vampyr was feared even among his own ranks. He but it was a tolerable existence with Strahd as his
conducted dark rituals to turn the blood of his enemies champion. But it also vexed him, for surely his rival
against them, and sought enemy lieutenants personally to prisoners would attempt to usurp his rule?
feast on them. It was not until a circle of devil spellcasters
from Cania managed to cast Vampyr into the Astral plane, His first concern was with the preservation of Tatyanas
that he for the first time in many centuries felt thirst. soul. The pact was bound, and the soul was his to keep until
the next time he would allow his puppet a chance at her
The dark being drifted for months, fighting off anything company. For this purpose he sought and created a special
that dared approach him. It was not in Vampyrs nature to receptible for her to stay at in the Ethereal, hidden within
be knowledgable about portals and planar magic. He was the mists far from the grasp and eye of his rivals, and of
meant to be unleashed on a battlefield, and his thirst for course, Strahd.
battle and blood made him mad. He was finally drawn to a
portal which deposited him on the material plane, where His second concern laid in guiding Strahd against his
he reformed himself in a twisted liking of the elven enemies. Though immortal, Vampyr knew that he was not
inhabitants of the kingdom he found. He feasted yet again, undefeatable. After all, he himself was defeated through
but on the blood of mortals.. as he drank he found its taste bindings rather than death. Strahd could not be bound by
to his liking. The uncorruptedness of it, the innocence. He the holy nor unholy. As predicted, the sons and daugthers of
suddenly found himself less eager for battle and inclined to the Morninglord and mother Night, as well as the nobility
stay for a few decades at least. mustered against Strahd, Vampyr was forced to keep
attention on Strahd for many years, through st Markovia's
And stay he did, but though his form was mortal, his true rebellion and most recently Mordenkainens incursion.
nature betrayed him and the eyes of holy orders and
entities of good befell and hunted him. For the better part The vault of Vampyr
of a year he fled, not fearing battle, for what were mortal At the edge of the border of the mists, straight east from
men to him? But he knew that his name was known to their Ravenloft is where Vampyr took Tatyanas soul after her
gods and that his presence would not be tolerated. death. He kept her in a state of preservation and dormancy,
as he built an ethereal vault around her. It was not apparent
He thought he had found friends, worshippers who would to him how he should do this, and his first attempt was not
learn from his magic and give him sanctuary, but as he a viable solution for years to come, he knew. Eventually, his
dwelled and rested beneath their sanctum, the holy men rivals would find it, Drizlash that lurk or Yog that wander
barged in, accompanied by an angel. He was betrayed, by a and explore, or anyone given enough time. He did not trust
true follower of Asmodeus, but why? It became clear only his binding to keep her safe, but what else could he do?
when he learned of the Amber Temple.
He would return many times the following years, trying to
The binding perfect his protective wards, keeping anything away from
As with Dahlver-nar, Vampyr was brought to the Amber her soul. But as time went on, he grew ever more paranoid.
Temple in a metal coffin, secured by enchantments and But he dared not seek counsel on this matter, except.. there
divine bonds. But Vampyr was still alive in the coffin, was one who could keep a secret. Khirad.. but what could
unable to escape his physical form, and thirsting.. thirsting Vampyr offer? Release was out of the question. Still, he
so much for the entire journey to Mt. Ghakiz. His form, sought Khirad and received from him advise on
though initially indistinquishable from a normal elf, had safeguarding the vault.
become withered and pale with thirst, his blood-red eyes
frantically seeking escape, and his fingers raked to the Vampyr understood the instructions and found them very
bone from trying to escape. wise, but Khirad gave this advise willingly and asked
nothing in return.. This did nothing to alleviate Vampyr's
Vampyr was brought to his crystal and with much effort paranoia, but as long as he could trust Khirad and he made
chained to it with luminous bonds. The magi begun their his own modifications, then perhaps that would enough.
binding and Vampyr could feel his essence being siphoned
into the crystal, and responded as best he could. Among the
magi, burning sensations started to weaken their resolve,
as their very blood started to boil within them and their
eyes began to swell. The angel himself, shared their pain
and tried to stop Vampyrs ritual, but Vampyr had expected
it and with a crack shot forth his mouth and bit into the
angel's wrist.
But the blood seared him and gave nothing to sate his
thirst. He spat it out in disgust, and the binding was in time,
completed
Vampyr, lord of desire
Vampyr boons
and sorrow Stages of commitment
Vampyr is a grim master of temptation and sorrow, his dark
heart working at all times to design the myriad paths for Stage 1: The champion gains the need to
Strahd and his people to gain hope or their desires, only to drink from the blood of other humanoids.
Whenever they do so, they may restore lost
have them crushed and emotions turned to that which he health equal to 2d8+4 or gain this as
craves most, sorrow and regret. temporary hp, dealing the same damage to
the target if they are alive. Their skin becomes
Note paler. If they fail to drink blood from a
Vampyr will not take another champion while Strahd is humanoid over a period of 48 hours, they
bound to him. This is included for the sake of completeness must succeed on a DC 14 Wisdom save or
and in case you wish to use this supplement for other enter a blood rage and will attack the nearest
purposes or have a longer afterplay where Vampyr might be humanoid with such. For each additional 24
tempted to take a new champion to regain his lost hold on hours spent, the DC increases by +3.
Barovia. Stage 2: The champion gains the ability to
communicate and call upon the aid of 1d4
bat swarms or 1d6 wolves once per long rest.
Vision They gain darksight and require less sleep,
Barovia is an example of his vision, a land based on his reducing any long-rest to only four hours. At
champion's memories, a land that is exposed to hope to just this time their fangs have grown and the gain
such a degree that it can be continously crushed. The a bite(2+Dex) attack dealing 1d4 piercing and
subject of his champions desires often within reach, but 1d6 necrotic damage on a hit. The target
never in their posession for long. loses maximum HP equal to the necrotic
damage dealt by the bite, and the champion
regains hitpoints equal to it
Traits Stage 3: The champion has increased trouble
He is attracted to dark desires and burning passions, accesseing their positive emotions, and gains
individuals who holds untold ambitions and can be turned the trait 'I am forgetting what true happiness
to evil deeds in order to achieve this, and whose rewards is, my thirst guides me'. Their bite damage is
can be twisted into regret and sorrow. increased to 1d6 piercing + 3d6 necrotic
damage. They have a passive regeneration of
5 hitpoints per round. This is negated by
Lure radiant damage or sunlight.
Vampyr lured Strahd with the promise of his heart and
body's desire - Tatynna and immortality - one delivered by a Artifacts, override or provide locations as
grim curse and another through Vampyr's continuous necessary.
designs. Heart of Sorrow: This crystal heart is massive
and fills a 10 by 10 feet space. While attuned
Scheme to it, the user is considered to have an
additional hitpoint pool of 50, which resets at
Vampyr's current scheme is to retain his power against his dawn. This crystal heart can only be created
rival vestiges and players. His primary concern is through the guidance of Vampyr and the
maintaining his curse and hold upon Strahd, by having imbuding of large amounts of blood in its
Tatyana within Strahds reach and possession for just long creation.
enough to stir Strahds emotions, before taking her away Ring of Desire: This beautiful ring is very
again. His attention goes to this, and to protecting her soul precious and easily attracts the eye. Any
once she is dead, keeping her in his possession until the charm effects employed by its user imposes
time of her reincarnation. an additional +2 to any DC score the target
has to beat. If this is worn by the champion, it
Manifestation instead imposes +4 to the DC.
Song of Regret: This musicbox finds its way
The feeling of warmth within your blood, a sensation of into the possession of the champion and can
emotions and a longing for that which you hold dear. The be played to relive some of the memories of
presence of bats that stare from trees beyond and the sight the past, with the emotions that follow. While
of mist in the distance, might all be signs that Vampyr has listening to this, the champion takes a -1
eyes on you. He might help you.. he might help you.. circumstance bonus on all checks.

Vampyr only ever appear before mortals if it is in a scheme


to place Tatyana in Strahds' path, or see to her destruction.
In these cases he often simply takes the form of a Barovian
he has previously consumed.
In the Ethereal, Vampyr's projection may be seen near
castle Ravenloft, a gargantuan demonic gargoyle, feasting
upon a shadow demon or a soul, and guarding an entrance
to Tatyana's prison.
After the mists fell
The story of Khirad Khirad did not do much as the wards kept by the magi
Khirad was bound for the Amber Temple even before its faded and allowed the various prisoners to project
construction like Delban, though the magi responsible for themselves. Many of his fellow 'in-mates' began asking him
the binding never quite knew why. It was a decree made by questions, rightly assuming he knew more than he let on.
Azuth, echoed by Helm and Lathander. Until this decree For the most part he kept silent and merely observed as
was made known to the responsible magi, the name of they scattered among the valley.
Khirad was not known among them, and once it was made
known their curiosity got the better of them. Vampyr finally approached Khirad, asking for help in
constructing an ethereal vault for Tatyana's soul, which
All they learned through their study and divination, was Khirad slowly and reserved decided to provide. He gave
that Khirad was en entity far removed from the pantheons advise on how to keep it hidden for the other Vestiges, how
that had been recorded. It was barely mentioned at all in to keep the Shadow Demons from skulking too near and
the various myths, and when it was it was often mentioned how to preserve Tatyana inside, as to not lose of her soul.
as an adviser, or giver of enigmatic omens. No religious
figures were to be found in worship of Khirad, neither any He saw that Vampyr was surprised at his lack of desire for
cults nor churches could be gathered. a payment for this service. Surely, he would have expected
Khirad to ask for freedom or something else that Vampyr
The magi were quite perplexed as to how they were meant couldn't deliver anyway. Khirad merely provided his advice
to complete the binding without any artifacts or persons of and then remained silent, observing the valley.
interest. They would receive their answer exactly on the
appointed day. The lack of a first champion
Khirad never sought a champion among the mortals, for he
The binding did not desire dominion. But the first time Exethanter
Outside the temple, the magi lined up in expectation as a came to the temple as a mortal man, he did beseech Khirad
magical gate opened not far from the entrance, and to reveal arcane secrets, mistakenly thinking Khirad was
through it stepped the archwizard Tatyria with a gnome some sort of patron for wizards. Khirad didn't reveal
woman flanked by four paladins of Helm. The archmage anything at the time, but as the years went on he started to
explained that the gnome had volunteered to carry Khirad pay attention to this wizard turned lich. It became a
to the temple for the binding. different sort of entertainment to observe him go from a
scholar to a memory-deprived ragged skeleton. Not that
The magi were somewhat uncertain, having expected more Khirad relished the depravity, but he did see the beauty of
trouble, but the gnome simply wandered up in front of the the irony.
sarcophagi and remained still during the binding. Nothing
disturbed the process, Khirad was bound and pulsed The secrets of Khirad
contently within the sarcophagi. Khirad knows many secrets of the cosmos, including true
names of several entities of power, the tuning frequency of
The elders of the order attempted to convince Tatyria to 'private' demiplanes and some of the long-term schemes of
reveal how Khirad so willingly came, why Khirad was to be powerful deities on both sides of good and evil.
imprisoned at all. They even tried to inquire about special
safety precautions they would have to implement. But the The true reason for his imprisonment can be interpreted as
archmage had nothing to offer and merely thanked them being voluntary protection, or involuntary confinement. In
for their service, assued them that Azuth was pleased with both cases, the secrets he hold is best kept secret
their work and teleported away with the gnome host. according to the deities that sponsored the Amber Temple.
Curiosity haunted the magi, both elder and younger for In Barovia, Khirad knows the location and method Vampyr
months to come. Discussions were sparked and there holds Tatyana, the names and agendas of most other
came prestige in defining the best theories for what Khirad Vestiges and if you want to allow anyone to know how to
had done to be here. Two opposing theories were formed, circumvent the mists, Khirad would be an obvious choice.
that Khirad either knew some terrible secret about the
gods, that this was some sort of hiding place for him or Lastly, for any faith-inclined characters in the party, Khirad
finally that this wasn't Khirad at all, but some sort of non- may reveal that Kelemvor is the actual father of the
sentient magical entity. Morninglord or imply that he knows the true name of one
of the deities, devils or demons important to that character.
Which may be the truth.
Khirad, Star of Secrets
Khirad is the most docile of all the Vestiges. The reason for Khirad boons
its imprisonment is as mysterious as the being itself. It is Stages of commitment
possible that it was imprisoned not due to any evils it Stage 1: Revelations of Khirad begins to flood
committed, but due to the secrets it discerned, and the the champions mind, they start to see things
cosmic implications their reveal might entail. for what they are. They may now cast Detect
Magic once per short rest, and See Invisibility
Vision once per long rest.
Stage 2: Further revelations by Khirad comes
Khirad has no desire to transform Barovia to his image, but to the champion. They may now also cast
he believes that he can concoct a ritual that can break the Scrying once per long rest and may once per
barrier and free himself (and possibly other Vestiges) session ask Khirad one question in secret,
through the body of the champion. that the DM may answer as they wish. Khirad
may also actively choose to reveal the
Traits location of artifacts pertaining to other
Vestiges.
Khirad needs a spellcaster for his ritual, preferably a Stage 3: The champion gains access to even
wizard or sorcerer, as long as they display scholarly more of Khirads knowledge, and gain +2
intelligence he will be interested. Intelligence and +2 Wisdom, this may exceed
the normal 20 limit. Additionally, they gain
It is feasible Khirad could approach and even tempt knowledge of the imprisonment ritual of
Mordenkainen if he wasn't feebleminded. Khirad is not evil Vampyr, as detailed in appendix B.
in the sense like other creatures, but neither is he At this stage the champion's body is truly
interested in forming pacts. It is a means to an end for him. becoming a mimicry of Khirad. Their body
seems to be covered in patches of glowing
Lure runes, that shift when the eye meets them. If
a character other than Khirad attempts to read
Khirad will impose a strong sense of mutual trust upon them, they speak in eldritch gibberish, and
their target, promising a share in their knowledge and the DM may roll on the madness table to
protection. They may promise in particular access to the assign a temporary effect to them.
truth of whichever topic the target wishes to know about,
and the tools to discern future truths for themselves, as he
can. Artifacts, override or provide locations as
necessary.
Scheme Circlet of Truth: This circlet is made in an
Khirad will provide instructions on how to extract and unknown material of sapphire blue. It seems
to change size to fit any creature it is placed
imprison Vampyr from Strahd, which could potentially be upon. While worn, a creature cannot
done without seeing Strahd dead. Once this is done, his deliberately lie or conceal truth, by means
own champion can oust Strahd and take control. After other than silence. Additionally, any creature
which he can begin work on opening the way without that wears this may cast Zone of Truth (DC:
interruption, a ritual which will take several days to prepare 14) centered on themselves. If worn by the
and cast. champion, this DC increases to 16, and they
may during this activation also cast Detect
Manifestation Thoughts. When activated, it glows softly.
Ward of Secrets: This orange glyph may be
Reality distorts and you feel a tingling sensation around inscribed on any surface, leaving its current
you.. a sense of silence comes over the party as if people host, as a bonus action, and will when coming
are afraid to say too much.. distrust seeps into your mind.. into touch with a creature attach itself to
is it mere caution, or perhaps the gaze of Khirad? them instead. When worn by a creature they
are immune to any effects that would read
If Khirad appears, he does so in a strange pattern of light their mind or discern their location.
and geometric figures, including strange runes - or if Additionally, if used by the champion it also
anything he might appear as an impossible exotic creature protect them against charm effects.
tattooed with these runes, something unseen by the party Gemstone of Reflection: This clear gemstone
before. He is and should be a mystery in all aspects. seems to distort the environment when
peered through. When used it gives the eerie
Within the Ethereal, the projection of Khirad is seldom feelign that something is amiss, as if there is
encountered. It does not wander nor glide, but merely doubt about which reality is truly real. The
appears where it wishes to be, a collection of runes and wielder of this gemstone gains a +1
magic, seemingly defying reality wherever it is, which Perception bonus from possession of this
distorts arounds it. It does not seem to be interested in gemstone, and can use this once a day to cast
souls or Shadow Demons, though both flee it. Blur, this comes into effect in the way that
reality seems to distort around the user.
After the mists fell
The story of Yrrga Yrrga surveyed the realm surrounding her, touching the
In the wilderlands a group of adventurers discovered a mists with her mind. She was the Eye of Shadows, caller of
hidden sanctum shrouded in shifting shadows, after the the void, the first voice of darkness. This.. was not her
skies had darkened unexpectantly above outlying villages. place. She would call the void to this realm, she would
The sanctum guarded by visions of madness and creatures engulf it in darkness and await the word of her masters.
of the underdark. The adventurers attempted to investigate
this sanctum and were fortunately joined by a servant of Yrrga spoke to Khirad, attempted to probe their secrets and
Shar, that led them through the darkness. Inside they coax them into cooperation, but Khirad did not respond
fought their way into a ritual chamber, where cultists were and they were protected. Yrrga glided as a shadow to
performing incantations of summoning, attempting to draw Savnok instead, and found them to be.. chaotic. Unreliable.
a dark being into the world, to inhabit a willing host in the Yrrga instead decided to make her own plans.
middle. She observed the machinations of Vampyr and their
The host, a young woman, looked terrified as the shadows relationship with Strahd. The parasitic nature of Vampyr
started to encroach on her body, twisting along it and was appaling to her, and as the years went by she saw the
blinding her eyes. Yrrga was taking her into possession. true suffering of Strahd and his cursed existence. She
The party decided to do everything they could to interrupt realized that to end his curse, was to wrest away Vampyr's
the ritual, and though they had losses and their bard lost dominion and pave the way for her own.
their sanity, they managed to cause the ritual to fail and the She set to work finding a faithful.
host was released.
It was thought to be the end, but only 50 years later, a black The first champion
tower garnered infamy, as sacrifices to Yrrga had begun The Barovians of the valley became despondent over the
and yet another host was prepared for inhabitance. This years after Strahd's curse, many began sought the
time it was the Order of the Gauntlet that marched against teachings of the Morninglord, praying and fostering a hope
the cult, but this time Yrrga did rise in a material form, and that a morning might come. But some among them had a
it took not only their order, but reinforcements from the more cynical outlook, that things would never change, and
archmages' enclave to pierce the darkness that fell with that they had to find help elsewhere.
Yrrga's coming, and quell the madness that came with it. Yrrga sought out one such person. Sirin Varkovich was a
The binding
young woman who had lost everything that she held dear,
Many texts and artifacts were found in the Black Tower and family, love and what prosperity her family used to have,
the original adventurers from the hidden sanctum had long first to disease, then to adultery, then to conspiring
ago delivered artifacts of old into the care of the followers neighbors. She was left to fend for herself on the street and
of Shar. It was all gathered and transported to the Amber the mercy of kinder people. But she was so distraught that
Temple with haste. she ran into the woods, to let the wolves eat her.
The magi ignited mage lights, candles and what else they Here, Yrrga whispered to her. Of means and ends, of
could find, and otherwise braced themselves and their revenge and the coming of the release. About the void and
minds for what was to come. Then they began the ritual its many gifts, and the evaporation of sorrow. Yrrga knew
and as they drew Yrrga towards them, light was indeed well how to speak to fear and the dark thoughts of humans,
banished from the temple, slowly but inevitably. From the and she indeed gained a follower. In return for their
dark recesses of the temple and beneath closed doors, service, Sirin was promised revenge against her lost love
crept shadows and illusions against the magi. Screams of and those neighbors that wronged her.
old enemies, laugther of mania and demons of the mind Sirin came to her former lover in the night, a dagger in her
began assaulting them, and to aid them they had their hands. She found him with the one he scorned her for, and
magic and intellect, the latter being dimished slowly by the she took it as a sign. They would not part for her.. not even
visions. They had even enchanted instruments to play in death. Her tear fell on his lifeless body as she left. In her
calming music to counter the fear against them, but in the family home she found that a new family had moved in, and
darkness it became discordant and haunting. she stood outside for a long time, pondering the darkness.
The magi lost track of time in the ritual, but they were As she entering the house she simply let the darkness take
willful and experienced, and with noone being able to tell its course. Soon enough she heard the screams from the
how many hours they had spent, the binding was complete children that woke into living nightmares, the parents
and the darkness and mania evaporated in a near-instant. scrambling to find their kids among all the other voices
But the darkness had taken its toll on the magi, and it was they heard and then.. blessed silence.
by the grace of Lathander's and Lliira's servants that the For a year she wandered Barovia, doing Yrrga's bidding,
depressed and skittish magi were restored to their selves until she found her way to Ravenloft. Simply walking in
again. without invitation, she took to the throneroom to await an
audience. Strahd listened to the proposal she put forth, to
end his curse and take his place. He ended her with his
sword, and whispered into her ear: "Not just yet."
Yrrga, Eye of Shadows
Yrrga represents nihilism and the eventual descend into the Yrrga boons
cold void that awaits all. She will want to usher the void Stages of commitment
into Barovia and turn it into a bastion for the enigmatic Stage 1: The champion is granted the ability
beyond. to cast Darkness once per long rest,
additionally they gain +1 Dexterity or +1
Vision Intelligence, as they prefer.
Stage 2: The champion is now enshrouded in
Yrrga is not impulsive or emotional like her rivals, he sees a thin shadowy veil that seem to dance along
Barovia as a land of true shadows and void, where magic their body. The first attack against the
can be applied for opening the door into the darkness champion each combat has disadvantage.
beyond. In her vision, her champion sits in quiet Addittionally, the champion may once per
meditation, contemplating and dreaming of the void, and long rest condense these shadows to cast the
through her power those dreams shall become reality. The spell Shield. This shroud seems to extend up
living beings may stay, may fight, whatever they wish. Their to a feet from the champion, and only gives
end is inevitable and their struggle inconsequential. shifting visions of their true features and
posture, making attacks difficult.
Traits Stage 3: The champion can now
extend/retract the radius of the shrouded
She looks for anyone who is tired of deception, tired of darkness by 5 feet pr round as a free action,
power struggles or of life itself. Those with the insight to up to a maximum of 15 feet. Within this
see how truly senseless it all is and who just wants silence. radius the champion has truesight, advantage
on Stealth(Dexterity) checks, advantage on
Lure attacks against surprised creatures. As a
bonus action once per long rest, the
She grants truesight to her follower so they may see the champion may invoke the silence of the void
depravity of it all. She will share her vision of a quiet within the darkness: all creatures except in
mountaintop where the champion sits in meditation staring the darkness except the champion are
into a darkness, but the feeling will be neither fear or Silenced, as per the spell Silence.
hatred, but peaceful acceptance.
Artifacts, override or provide locations as
necessary.
Scheme
Yrrga suspects that Strahd longs for an end to it all. She The Enemy: This steel dagger(+2) is adorned
will grant the player a way to temporarily expel Vampyr with silver at the handle. It seems to tune in
from Strahds body when he is sufficiently damaged. Then with the shadows around it, it deals magic
damage. If this champion strikes a foe within
with The Enemy, the PC can offer Strahd oblivion and range of a Darkness effect, it deals an
release, which Strahd must accept willingly. If he does, additional 1d6 magical piercing damage. If
Strahd and his entire soul is consumed by void, and this is wielded by the champion, the character
Vampyr will be free but without form to be dealt with. may use the Shadow Step ability an addtional
time each long rest.
Manifestation Shroud of Yrrga: This black shroud hangs
loosely around the shoulders. When attuned
When shadows gather and critters flee, when your voice with this, the bearer becomes more and more
sticks to your throat scared to delve beyond.. when the emotionless and gloomy over time. When
world seems to grow smaller around you and the campfire worn, they user may once per long rest
fails to repel the fears.. that is when Yrrga may be among disappear in a melting of shadow around their
you. form, making them unable to act or be acted
upon until returning again at the start of their
Yrrga appears as a collection of shadows gliding into a form next round. If this is donned by the
of a vaguely humanoid shape, her voice hoarse but champion, they gain +1 Dexterity as they feel
unmistakable. the air become easier to push through.
Tiara of the Deep: This silver tiara has a black
In the Ethereal, Yrrga's projection appears as a cloud of opal at its centre, swirling with darkness.
living darkness, moving slow at first but able to envelop a Upon donning this artifact, its wearer receives
creature with incredible speed. Within this darkness, one the following flaw: 'I do not enjoy food or
might see the telltale Eye of Yrrga, manifesting itself and drink, it tastes only bitter to me. Life is
staring at the creature it has caught within it. growing bitter to me.' The wearers
Intelligence score is increased by +1 and they
may once per day as a bonus action change
their position with that of an ally within 30
feet. If the ally is unwilling they must succeed
on a Wisdom saving throw against the
wearers spell save DC.
After the mists fell
The story of Taar Haak Taar Haak rumbled within his sarcophagi, and he spoke
Taar Haak was a Dao of immense greed and a passion for loudly to the other Vestiges that would listen, demanding
war and pillaging. He gathered beneath him an army of answers, demanding release and glorifying his own
enslaved giants, bound elementals and brigands of every existence as it once was. As he found himself speaking to
race and type, who shared his passion and greed. These he deaf ears, he set about to survey the battlefield before him.
formed into soldiers, not proud or loyal, but effective and
obedient, and from world to world he travelled, waging war His existence as a spiritual entity was odd to him, weird
and stealing whatever he would find. Citadels, castles and even. His powers were strong, he knew this, but how he
walls would be betrayed by the very earth it stood on and could use them for his own cause was yet a mystery. He
his host would pour over the remains like a sandstorm. looked upon this mountain valley and saw the opportunities
it held, but what he did not see was soldiers fighting for his
As time went on, he rose to be something more than a cause, or mortals scurrying to his new prison to beg his
mere Dao, his greed for the material diminishing as his attention and favor.
greed for divine recognition and authority became rised. He
sought dark powers to transform him into more than he The notion of luring mortals to his service, he felt was
was, and offered his services in war for a hundred years, in demeaning to him. For a long time, his preferred approach
return. was a vision to the lowly mortals, appearing in fearful
might and demanding their service, while promising an
This service would take him against ever more powerful eventual reward. This was sometimes effective, but none of
enemies, and see him command ever more fear inspiring the stock was truly worthy of any investment from his side,
creatures until his campaign against a subrealm of Mount he found. His greed extended to what little favor he could
Celestia itself, came to an end. His being now divine in invest, and he decided that he would this time go for quality
nature, would have been reformed by his masters, if not he over quantity.
could be bound in time. Azuth, offered the services of the
Amber Temple, and among their possessions, those which The first champion
he held most dear were transported to the temple, to aid in What he truly needed was a warrior, someone who could
the binding. share in his passion and amass power to break his prison
asunder. His search led him to a mountain dwarf that had
The binding come through the mists, Dolbus Irontooth, a simple
As the binding neared its half-way point, the mountain itself soldier but with a brave heart. It was he who Taar Haak
began to shake with fury in periodic bursts, causing gravel revealed his glory to, fashioning a great dwarven vault in
and dust to fall and cracks to form. It was as if Taar Haak their dreams and speaking of value and strength.
himself was ordering the rock to intercede on his behalf,
and it willingly listened. Dolbus was lost in this land, and for all his bravery he was
uncertain and uncomfortable, and quite alone among all
The magi feared for their lives, even their magic could not these humans. Taar Haak represented a pillar of strength,
hold up a mountain, reinforced by magic though the temple and Dolbus was eager to find something to cling to. As he
was. They hastened to restore broken wards and some did, he found that the rewards bolstered him greatly, as
even attempted to bind earthen elementals to aid in the promised. His muscles trembled and grew, his heart
efforts. But that would prove a costly mistake, as the became steel and he boldly trod through the lands in a
elementals themselves seemed to obey the call of Taar pursuit of wealth and to build an army.
Haak, and soon turned on their former masters breaking
upon the walls like waves upon the sand. What spelled the end of Dolbus was his greed. As he came
to the lands of the werewolves, he had heard of the lost
The aid came from an unexpected ally, as the mountain treasures in their cave, treaures dedicated to mother Night
tribes gathered to calm the mountain, with offerings, song but that he would claim for Taar Haak. He was not a fool
and dance. Their rituals, though primitive to the magi, were though, and had coaxed some hungry peasants to serve
known to the mountain and it worked, slowly, to counteract him to draw the werewolves out and away from the cave,
Taar Haak's word. expecting their numbers to be few.
But still, as Taar Haak was finally drawn close and the When they came out, Dolbus used his new mastery over
ritual near complete, he rendered from the earth a mighty earth to move in. But the keen senses of werewolves
elemental, to force itself upon the gates of the Amber smelled the distict dwarven aroma that was suddenly near.
Temple. The battle was long and hard, for it proved When Dolbus came out again, he found that the
resistant to many of their spells. But as the ritual werewolves had not gone far, and though he flattened
completed and the binders sighed a breath of relief and several snouts, he fell and Taar Haak was again alone.
exhaustion, the mighty elemental crumbled to dust, and
Taar Haak, was bound.
Taar Haak, Destroyer
A Dao that rose to power through pillaging, conquest and Taar Haak boons
greed, Taar Haak sees this land as another conquest and is Stages of commitment
eager to find a champion to channel his strength and thirst Stage 1: The champion gains an immediate
for riches. boost of +2 Strength, as well as the trait 'I like
to bully people'.
Vision Stage 2: The champions' skull hardens almost
stonelike. They can now Ram (or Headbutt)
To see the spoils of Barovia collected under his champion, an opponent (prof+strength) for
to be freed from his prison and to subdue every individual 2d8+Strength damage. If the champion
in the valley to his rule. moves 15 feet in a straight line before
performing this attack, they may incur a DC
Traits 13 Str check on the target, which if failed will
knock them Prone. Additionally, once per
Taar Haak has been a leader to many and can see the long rest the champion can cast Maximillian's
potential in a variety of classes, however on the basest level Earthen Grasp.
he will look for strength and brutishness. He is the type Stage 3: The champion becomes even more
that buys loyalty and comes down hard on lack of such attuned to earth and can now once per long
from his lackeys. rest cast the spells Meld into Stone, Wall of
Sand and Stone Shape. Additionally, the
Lure champion gains +10 maximum hp.
Like a pushy personal trainer, he will offer to help Artifacts, override or provide locations as
transform their bodies, promise spoils of war and a share necessary.
in his mastery over earth. He can promise to lead them to
the hidden wealth of Barovia and let them share in it. The Fist of Taar Haak: This single gauntlet of
black steel requires 16 Strength to wield. It
Taar Haak does know about both the vault in the Amber can be used in melee as a weapon(+2) and
Temple and Strahd's personal one, being attracted to it like deals 1d8+Strength magical bludgeoning
a moth to a flame... potentially he can lead a man to other damage. If worn by the champion, it instead
riches as well. deals 2d8+Strength magical bludgeoning
damage, and the target must succeed on a
Constitution save against the attack or be
Scheme pushed back 10 feet, if the wielder chooses.
Strength is enough. No scheme is necessary, if he hides in Jewel of the Destroyer: This brown gemstone
his castle it will be broken down. If he hides in a coffin it levitates around the head of whoever has
will be crashed against the floor. If he tries to fight back, his possession of it. It can be used as a focus for
arms will be torn off. evocation spells, increasing its damage dice
by one (ie from 4d4 to 5d4) if it is a single-
target spell. If worn by the champion, it also
Manifestation allows them to cast Earth Tremor once per
Slight tremors in the ground below.. the surge of short rest.
adrenaline within your blood and the calling of soldiers Earthen Warhammer: This heavy, black
from old memories.. subconsciously reaching for your warhammer (+1) is emblazoned with veins of
purse and a desire to feel the wealth you have acquired.. mithril, which seems to crackle with energy
might all be signs that you have won Taar Haak's interest. when swung. It delivers magic damage. In the
hands of the champion it can be used upon
When appearing to mortals, Taar Haak will want to display the pillarstone of Ravenloft five times in five
himself as strong and imposing, taking on the visage of actions to cause a shattering earthquake, as
perhaps a great tribal warrior from the mountains, or one per the scheme. It is in the Rocs' nest at Mt.
Ghakis
of the many mercenaries in his ancient throng.
In the Ethereal his projection appears as a great Dao,
larger and more grim than those seen in his native plane,
his body covered with faded jewels and rusted coin.
After the mists fell
The story of Yog Yog had for a moment found rest, laid dormant within his
Yog originally lived in the Feywilds, among the first Satyr to sarcophagi he heard only the music of his own mind,
dance in its glades and entertain the trees with his precious memories of the bards that soothed him. But the
fluteplay. He lived a blessed existence, travelling the lands, tones grew discordant to him, and he found himself in a
entertaining at the Fey courts and seeing wonders that loathful but lucid state, and through the many years he
mortals could not dream of. pondered his fate. What he had become, and more
importantly, who was to blame.
But his blessed existence came to a halt when a region of
the Feywilds were besieged by a horde of demons, and he He came to several conclusions on that front. His Fey
himself was captured. For many years he was tortured, a masters in their lofty courts that failed to safeguard their
plaything to a demon prince, and all the while his Fey form lands, and to rescue him. The demon prince, obviously,
was twisted into a cruel reflection of what it used to be. who had done this. And the mortals that neither tried or
Yog's spirit darkened with each passing year, memories of seemed interested in returning him to his native lands so
bliss losing meaning for him and thoughts or depravity and that perhaps they could help him.
dark desires clouded his mind. When there was nothing
more to do to him, the demon lord released him into the The longer he festered in his prison, the more loathsome
material world, to spread chaos as he pleased. he grew with the world around him and he determined to
escape and get his revenge. Like the other Vestiges though,
The beauty that was once dear to him became a source of he realised that he would need mortal hands to aid him.
hate, and his twisted form could find no rest, though he
now had the power to alter it himself. His body became an The first champion
ever-changing tapestry, of monstrous features. Yog came to Yog's avatar wandered the lands, spending days at certain
loathe beauty, and through forests, glades, villages and areas just to study the nature through the Ethereal, some
towns, he destroyed all of it he could find. small part of him finding comfort in it. He had no patience
for Shadow Demons, and was ruthless if they disturbed
His rampage had to come to end, so it was agreed by the him and got caught in his clutches. He came upon a
gods of the lands, and it did so in a surprising manner. The farmstead in the southern part of Berez, where he lingered
Chalice of Milil, was a troupe of musicians and bards for a while. He saw how a young man, Niel Paratov was
devoted to the god of the same name, bound to bring his scorned by the woman he loved, due to his malformed and
music to distant lands. Yog came upon them, intent on sagging face. Yog saw with disgust how the weakling cried
destroying their beautiful instruments and break their in pity for himself and decided to intervene.
bodies. But the musicians scrambled as they saw his form
approach from afar, and as if by divine inspiration their He spoke to the young man, about matters of beauty and
music halted him. Their tones, dulled his senses and love, about the hypocracy of goodness, how it was not to be
quenched his rage, eventually giving him a sleep he had found for those who needed it most, and the sad life that
been denied for so long. And for three days the musicians awaited the man without love, popularity or prosperity. The
played, until aid came.. and they kept playing as his form young man listened to Yog, and sure enough he began to
was brought to the Amber Temple. grow frustrated with life and the unfairness of it all. He
beseeched Yog to help him become more, to show him the
The binding way. And Yog provided.
The binding proceeded to the tune of music, as all feared
that the rage of Yog should emerge again if ever he should The man found himself stronger and more agile, and as
wake. But as the binding proceeded, a part of Yog began to time went on he found himself drawn to the wilds and the
fight back against it and his will manifested itself. The freedom to be found. No rejections here, no false smiles
tones of the instruments began to grow discordant and the and comforting words, in the wild it was simply survival
forms of some musicians began to twist in agony, and Niel was good at it.
mimicking his own mutationous nature, sprouting For months the man lived in nature, gradually getting
monsterous features. attuned to Yog and being included in the festering rage that
The muscians whose forms had so been twisted, threw Yog felt. He became accustomed to the gifts Yog offered,
down their instruments and became slaves to mania, seeing him transformed with ever more wonderous
flailing and attacking their fellows and the magi, causing features of the wilds. But when the time came to fight for
much chaos. The few remaining musicians could do Yog against Strahd, in order to claim dominion, Niel waited
nothing to aid their comrades, for they knew they had to in ambush for the lord upon the Barovian road, jumping at
continue playing, lest Yog should truly awaken. They him with claws and mandibles.
watched as the magi were attacked by these monsterous Strahd was surprised true, but he was not about to fall to a
artists and were forced to respond in kind with their magic. monster and responded in kind with his own claws and
The casualties mounted among the magi and musicians, fangs, tearing into Niel's flesh, eventually ending him after
but at long last the form of Yog evaporated as the last of his seeing his pale skin torn open and his clothes ruined. Yog
being was siphoned into his amber sarcophagi, and quiet would reincarnate Niel twice more, and twice more would
was finally welcome yet again. he fail.
Yog the Cursed
A satyr twisted and cursed by demonic torture, Yog was Yog boons
imprisoned after a rampage sparked by the loss of Stages of commitment
everything he held dear in his soul. He seeks freedom and Stage 1: The champion gains +1 Dexterity and
he seeks revenge. +1 Strength as their body seems to naturally
become more adept, sleek and strong.
Vision Additionally they become more in tune with
nature, gaining advantage on animal handling
Yog does not wish to stay in Barovia, but he does not have and survival checks.
the knowledge to escape, he will rule only until he figures Stage 2: The champion gets the ability, to
out how to convince Khirad, who he suspects knows more adapt their body slightly, gaining access to
than it lets on. Until this time Barovia will change various features. They may once per short rest
according to his champions' wishes, monsters will be more roll a d6 and gain the corresponding feature
numerous and new breeds of monsters might be spawned from appendix C 'Adaptations of Yog, Beast'.
in the dark recesses of the valley. This feature disappears after 10 minutes. Yog
twists their form until the feature fits them.
Traits Stage 3: The champion now gains two
features whenever they uses their adaptation
Yog looks for adapability, perseverance and defiance in a ability from Stage 2. Additionally, they now
champion, he abhors beauty, for it reminds him of what he roll a d12 and can so gain features from the
lost. He believes he can work with anyone, but in truth his Monstrosity table as well.
preferred champion is one who can dominate the Special: Whenever a champion of Yog dies,
battlefield physically. they are reincarnated somewhere (at the DMs
discretion) in a new shape. Their mental stats
Lure are reduced by one, but their physical stats
are increased by one. This continues until Yog
He promises whatever he feels will speak to them, he loses all faith in their champion, at which
doesn't care about their rulership, as long as he is free to time they will devour their soul.
pursue his own escape through them. He may even go
ahead and promise them that he will make sure their next Artifacts, override or provide locations as
death wont be their last. necessary.
Armband of the Monster: This armband grants
Scheme its wearer the ability to cast Speak with
He favors a strategic plan against Strahd and tactical Animals once per long rest, and confers a
adaptation once they are inside the castle where they will circumstantial +2 to Animal Handling checks.
If the wearer is the champion, they may retain
find his coffin and destroy the body. one additional feature from their
He will occasionally provide advice on a given situation, but transformations.
only if he respects the champions previous choices and Flute of the Cursed Fey: This flute appears to
be made of bone and flesh, and it creates a
their disposition towards the rest of the party. Yog is discordant and sorrowful sound. When
convinced that the party is an asset, only to be discarded at played, all beasts within a 30ft range must
the end. either flee or beat a DC 12 Wisdom save to
remain. If the champion of Yog plays this, it
Manifestation doesn't sound disharmoneous, and if they
play it for more than 10 minutes, they may
A sorrowful melody plays at the back of your mind.. the roll a d100. On a 75 or higher they attract a
forest seems to grow more gloomy and damp, while critters random (or DM chosen) terrain-fitting beast,
quiet their movements to listen. Perhaps it is imagination.. that will serve them for 1d4 hours.
or perhaps it is Yog treading near.
When appearing to mortals, Yog might take the form of a
satyr or a man of the wilds, a druid at first glance. But this
lasts only as long as he can keep his patience, and might
quickly transform into something more monstrous.
When appearing in the Ethereal, Yog's projection walks
around on two great legs, a satyr with protruding horns and
dark twisted form. He may be seen grappling a shadow
demon in his great hands, siphoning its power into himself.
His eyes yellow and unblinking, his voice condescending
and mocking to all that hear it.
After the mists fell
The story of Vaund Vaund was quick to understand the role he had to play
Vaund was a mortal man, an assassin and infiltrator, who among these other Vestiges, and from the movements of
attained divine status through completing a long and others he concluded that his best bet was to form an agent
ardeous trial set up by a more chaotic yet powerful entity of his own on the material plane.
beyond. The quests this rogue had to complete ranged from
shearing the sheep of a resident of Mt. Celestia, to stealing Before he truly searched for such an agent, he played an
coins from the Nine Hells in the guise of a hag. agent of his own and observed the other Vestiges efforts
and movements. From this he learned some useful
In his new divine status he recruited and harnessed the information about these Barovians and more so about his
talents of others in operations against other Gods; thefts, supposed peers.
kidnappings, extortion and the detoriation of faith in
civilization. Vaund himself made the plans, others Among them he found little kinship, each being foreign and
completed them. He made many enemies this way, several dispicable to him. Truthfully he felt he did not belong in this
of which were patrons of the Amber Temple and allies of company at all, but he found some respect for Savnok and
Azuth, but managed to keep his identity hidden by working Drizlash at least, but nothing more than respect.
through his agents and never revealing himself to them.
This continued until his overconfidence made him The first champion
personnally test his abilities against Cyric, and be captured. Vaund sought his first champion not very long after the
mists fell, before Strahd had cemented his new existence
Cyric learned many things from Vaund's capture, including and found himself scorned by his people. It was best to find
their name and such required to bind him, which he sold to a champion close to Strahd, he figured, someone who could
Azuth for a future favor. While he sold this to Azuth, he also provide eyes inside Ravenloft.
sold Vaund his freedom back, to the ire of Azuth.
He approached a servant at Ravenloft, René Facalier
The binding whose exotic family had come to the Zarovich family
A young apprentice had arrived to take her place among several generations ago. He had served well under the
the future magi of the Amber Temple. The young woman father and had found himself in a precarious position of
was charming and became quick friends with her peers confidence with the son, enough to spare him from Strahds
and none thought much about her. As the day of binding initial rage after his transformation and Tatyana's death. He
came, she took her place among the other apprentices to had slowly and carefully returned to his duties and was
observe, learn and be ready for anything the situation impious enough to turn a blind eye to the masters peculiar
might necessitate. new.. tastes.
The apprentices stood at attention and scryed for any Such a man was adequate for Vaund's requirements, used
changes in the material or unseen world beyond, expecting to moving unseen, in the masters confidence and
Vaund's presence to be known at any minute. But an odd scrupulous enough to navigate changing circumstances,
string of coincidences delayed the ritual; a chandelier fell however it was required. Vaund set to work slowly
upon the floor near a binder, an elder suddenly clutched approaching René's mind about a partnership of sorts. He
their heart and called for aid and vital components were gave René just a taste of his power, and René who had
found to be missing. never tasted power before, gave himself over for more. Just
as expected.
The new apprentice was not suspected, her role had been
so well performed that all considered her eager but René's ambition saw him on a path over the next many
untalented, witty but not wise, pretty but unremarkable. years, always ready to serve the master, and slowly rising
During the ritual few eyes followed her, and fewer still further in his confidence taking over duties around the
realised her designs. castle and taking charge of new personnel. This often by
arranging certain accidents for rivals. The more loyal
An apprentice finally understood the connection after a Rahadin was still the dominant force in the castle's
spark of suspicion and alerted the protectors of the temple. management, but as he was often away on errands and in
She would not be caught easily however, and slipped into the company of the master, René found himself in exactly
the shadows, sparking a chase throughout the ancient the position that Vaund had promised him.
halls. As Vaund drew near, the infiltrator seemed more
agile and evading, as if the shadows clung to her and But René got greedy, as one tends to do and he determined
protected her movements and location. The chase to break into Rahadin's office to find something he could
culminated in her final attempt at preventing the ritual. She use to usurp his position, or simply eliminate him. He left
determined to detonate a make-shift explosive, bought no clues, no trace, yet when Rahadin returned he found
expensively for this exact purpose and difficult to properly himself backed up against a wall, a blade to his throat.. and
use. soon after confessing his plans.
It was only a swift wall of force spell that managed to shield The next time René opened his eyes, he had the pleasure of
the binders from the blast, the proceeding rubble and the experiencing what it was like to die inside your own coffin.
remains of those not quick enough to protect themselves.
The apprentice disappeared after the detonation, but
Vaund was bound. The other apprentices often whispered
that Vaund had taken her with him as punishment.
Vaund the Evasive
A human risen to divinity, Vaund earned his place through Vaunds boons
patience, careful planning and expert execution of Stages of commitment
subterfuge operations. A counterpart in some aspects to Stage 1: Vaund confers evasion upon his
Savnok and priding himself on understanding the bigger champion, as per the Ring of evasion.
picture, he will bite his time and mold a character into a Additionally, his champion now becomes
perfect agent. immune to effects to discern their location.
Other peoples gazes seem to more easily
Vision leave the champion.
Stage 2: Vaund inspires acting intuition in the
If Vaund attains supremacy, Barovia would become more champion, granting them advantage on all
numerous in its inhabitants and his champion would be Deception checks to pass off as someone or
among the people. Governments would rise, but always in something else. Additionally, the champion
the shadows would be his champion - unknown, gains the ability to, as a reaction once per
unknowable. Vaund will look for ways to partner with other long rest, negate an attack. When they do
powers, such as Khirad to find a way out for himself, this, their form seems to fade into shadow,
though still keeping his champion vigilant for any emerging and they must choose another spot within 15
rivals. feet where they reappear. This does not
provoke attack of opportunity.
He is interested in escaping sure, and that would be an Stage 3: The champion may use their reaction
issue in itself. But that is something for the long haul. as described in Stage 2 one additional time
Dominion is the first step. per long rest. In addition, they may cast
Greater Invisibility once per long rest. The
champion may now also let their party be
Traits affected by their protection from location
Vaund is attracted to characters who know how to discerning, as long as the members stay
manipulate others, how to avoid suspicion and move within 15 feet of the champion.
unseen or with confidence among enemies. Bards and
rogues are often of interest to him, as they often need to Artifacts, override or provide locations as
manipulate others perception of themselves. necessary.
Mask of Vaund: This mask seems to be of
Lure simple adhesive cloth, but when donned on
the face it seems to turn into shadow and be
He offers to help the character conceal themselves and absorbed by the head, leaving a slight
their party from the scrying and knowledge of Strahd, as discoloration around the eyes. A creature this
well as giving individual gifts to the character that might is equipped on will gain the ability to cast
help them move unseen and retain anonymity. alter self once per long rest, as well as +1
deception, as they seem to naturally become
Scheme better at making the right expression to
support their words. If the champion is
Vaund will favor understanding Strahds assets and wearing this, they may instead cast alter self
disrupting them one by one. Taking out Rahadin, Baba once per short rest and gain +2 deception.
Lysaga, his brides. Stepping out of the shadows, remove Cape of Shadows: When wearing this cape, the
the asset and then return to the shadows. He favors shadows seem to more easily cling to its
securing assets himself, knowledge, etc. If he figures out wearer providing a +2 on stealth rolls. If this
how to attain dominion of Barovia without too great is worn by the champion, they may as an
personal risk, he will favor it. Otherwise, stay in the action hide themselves within it, becoming
shadows and bide their time. invisible. Any action that relies on movement
will break this invisibility and give away their
Manifestation location. If the cape becomes dirtied, it
magically cleans itself after 10 minutes.
Senses of calm and calculation falls upon you.. the path
forward is difficult but not impossible. The world has eyes
true, but what they see is up to you. If they wish to watch,
perhaps a disguise should be employed. At least until the
eyes can be blinded. If these are thoughts that run through
your heard, perhaps Vaund is near you. But it would be
difficult to know for certain.
Vaund may choose to appear to mortals, if he does it would
be as a classic high-level rogue human. Comprised, leather-
bound, dangerous and masked.
Within the Ethereal, Vaund is the most 'normal' looking of
all the Vestiges, simply walking about like a human, usually
in Vallaki. Shadow demons sometimes make the mistake of
thinking him a wayward soul. They only do so once.
After the mists fell
The story of Seriach Seriach had long attempted to understand the rationale in
Seriach was a devil, a taskmaster who knew well how to Asmodeus' designs, without truly accepting any answer he
apply the whip and sear the fear of Asmodeus into the flesh came up with. Asmodeus had said that he would be
of his underlings. His ambition and ruthless drive soon 'imprisoned until he had proved himself'. Then, how could
found him competing with greater devils, and had him on a he prove himself, if he was imprisoned?
path to even greater favor with his superiors. That all
changed when Asmodeus himself called him to his court The fall of Strahd and the apparent schemes of the other
for a special mission. Seriach obeyed. He had little choice. Vestiges, convinced him that perhaps this was a way to
But in his mind he couldn't shake the feeling that he had prove himself? Was this Asmodeus' plan then, to have him
done something to warrant a punishment, and this was a wrest control of this insignificant little plane? Had he
convoluted way to deliver it. Before he left, Asmodeus saw somehow foreseen the fall of the mists?
fit to grant a gift of power to Seriach, transforming him to a Thoughts churned within Seriach, but his course of action
true greater devil. was inescapable no matter how he looked at it. He would
He was sent on a raid to Ylnar Kaz, a demiplane that was have to compete with the other Vestiges to prove himself in
quite literally in the process of falling apart, as its ruler had the eyes of Asmodeus and in order to make this miserable
lost their status and power, and could no longer maintain it. existence a little more bearable.
Seriach arrived with his hellhounds and a host of other
devils, charged with venturing to the core of the demiplane The first champion
to recover an artifact of great power. On his path he met Seriach had not been a very succesful negotiator in the
little opposition, save for the various traps and obstacles past, often being impatient or rushing to conclusions. But
that had been placed by the owner long ago. he was still a devil, and if that's how he had to approach the
matter, then so be it.
But as he reached the core of the demiplane, he found the
orb surrounded by a small army of celestial dwarves, led by He found desparate souls across Barovia, mothers silently
a planetar in the service of Helm. Seriach would have praying for the death of abusive husbands, men praying for
abandoned the mission, but Asmodeus had been very clear the strength to kill other men, and young people wanting to
in his wording. Failure, was not an option. Seriach would wield magic of their very own for a variety of reasons, love,
have to engage them, and so he gave his orders. vengeance or lust for power. He could see the opportunity
for an industrious devil, but had to curtail himself from
It was a lost battle from the start, and Seriach felt the bitter investing in someone unworthy. No, what he needed was
taste of defeat, and in his mind he was once again someone who could grow to be a threat, a champion.
convinced that this was all planned from the beginning,
that Asmodeus had ordered him into a trap. He eventually found a hunter, Tyrk Manokov, who had
already treaded upon the dark path of murder. Tyrk had
The planetar took Seriach captive and communed with eliminated a rival hunter, who had won both fame and the
their master. It was decided; Seriach would go to the heart of Tyrk's intended. It was not a difficult murder to
Amber Temple. But before they left the demiplane, an commit, all Tyrk had to do was plant an arrow in their back
vision appeared before the devil and the planetar both of and leave them for the wolves.
Asmodeus. The Lord of Lies berated Seriach for his failure
and sentenced him to imprisonment for being audacius Seriarch saw potential, and began haunting Tyrks' dreams,
enough to fail a direct order, until he had proved himself. feeding his ambition with dreams of even more fame, of
Seriach fumed with hatred! How had Asmodeus heard so becoming a slayer of Strahds' monsters, of Strahd himself,
fast, had it not been planned all along!? Under his breath, a hero of Barovia. All he had to do was accept a little help..
he swore vengeance against this betrayal. Tyrk was initially awarded an imp, one of the devils that
The binding
had been stranded on this side of the mists, and had
The binding proceeded without incident and remarkably subsequently been claimed by Seriach. Useful creatures,
fast. He was bound to the bones of his defeated Hell Seriach knew, to assure the continued corruption of
Hounds, which were transported to the temple. The magi mortals. Tyrk was then sent on a journey in Barovia to
cautiously raised their wards and performed the binding improve his abilities as a hunter and learn devilish magic
ritual, all the while expecting some sort of calamity. But and rituals.
none occured, and they breathed a sigh of relief. On his long journey he committed many acts of evil under
But the matter was still a source of great debate among the the guidance of his imp familiar, and was thusly rewarded
scholars. It had become known that Seriach had been as his soul grew more and more attuned to the will of
sentenced to imprisonment, but why would Asmodeus not Seriach.
make a claim to foresee the punishment himself? From all The champion met his doom too soon however, as he met
the learned scholars knew, there was nothing that hindered with an adventuring party having arrived from the mists.
Asmodeus from doing this. Would this then have been a He attempted to deceive the party and steal their treasures
purposeful move from him, to plant a devil in the Amber in the night, but was caught in the act and consequently
Temple? Did he plan something unknown, or was this sort executed and left unburied. Seriach was appalled at his
of an elaborate scheme for something completely different? champions overconfidence and foolishness. He awaited
Tyrk's soul in the Ethereal..
Seriach, the Hell Hound
Seriachs boons
Whisperer Levels of boons offered
Seriach is a devil who was possibly sent on an intentinol
suicide mission by Asmodeus, only to be imprisoned in the Stage 1: Seriach confers an imp familiar on his
Amber Temple, seemingly as punishment for failing this champion, who also learns to speak infernal.
The champion gains the ability to cast Hellish
mission. Seriach is vexxed as to what he did to deserve this Rebuke once per long rest.
betrayal, and has convinced himself that the falling of the Stage 2: Seriach confers a Death Dog to serve
mists and his being in Barovia is all part of a long scheme the champion. It appears in a (controlled)
of Asmodeus' to test him. inferno of smoke and fire, obeying every
command of the champion to the best of its
Vision ability, until it dies.
Stage 3: The champion grows a pair of horns
Seriach will see Barovia transformed into an infernal-esque and their skin sizzles as Seriach transforms
landscape under the laws and customs of the infernal them painfully, a reward for their service. They
hierarchy, expecting to validate himself in the eyes of receive three attribute points to distribute as
Asmodeus himself. He will take control of the afterlife of they like and may castTasha's Hideous
Barovia and capture souls to twist into lemures, and Laugther once per long rest, and resistance to
eventually into devils. He will establish cults dedicated to fire. They are now considered Devilkind, half-
himself (and by extension Asmodeus), expecting to fiends. Let your player describe in detail the
eventually find a way to contact his superiors outside. cosmetic features of their new form. Their
Death Dog transforms into a Hell Hound,
Traits serving in the same manner.
Special: If the champion should fall in stage 2,
He prefers hunters or other mortals that on some level Seriarch may if satisfied with their service,
remind him of himself, spellcasters are useful to him, but offer to reincarnate them into Devilkin and
he feels inferior when it comes to magic. He will look for move them to stage 3. I
traits relating to domination, bullying, hunting and Special 2: Should the Death Dog or Hell
ambition. Hound die, the champion may resummon it
by letting its skull(s) rest in a blazing campfire
for one hour.
Lure
Seriach will offer his deal in true devil fashion, trying to Artifacts, override or provide locations as
form an actual contract and demanding servitude as ruler necessary.
of Barovia, until a time when another worthy can take their The whip of Yolanda: This black whip(+2) used
place, such as their heir. to belong to a Succubus that entertained in
Vallaki. It deals magical piercing damage on a
Scheme hit. Whenever this lands a critical strike, the
Seriarch believes himself stronger than Vampyr, and does target takes 1d6 extra fire damage and must
succeed on a DC 14 Wisdom save or be
not care whether Vampyr becomes imprisoned or not, he Frightened until the end of the wielders next
will encourage his champion to take the fight to Strahd and turn. If this is used by the champion, the crit-
chew him out. range is increased to 19-20, and the extra fire
damage is instead +1d10.
It is Seriarchs hope and scheme that his champion will Tyrks Breastplate: This red-hued breastplate
come to embrace the rewards-based nature of the infernal used to belong to a champion of the infernal
hierarchy, reaching the third stage represents Seriarch forces. It is adorned with a depiction of a
trusting that the champion indeed has done so. chained man. The wearer of this breastplate
may twice a day as a reaction have flames
Manifestation erupt from the breastplate at a melee
attacker, imposing a DC 14 Dexterity save,
Strange warmth seem to rise from the ground.. the dealing 2d8 fire damage on a failure, or half
footprints of a lost dog.. a strange pile of ashes and the as much on a successful save. If worn by the
smell of sulfur upon the wind.. a fast-fleeting sensation of champion, the DC increases to 15 and the
being stalked by something. Hopefully nothing.. likely damage increases to 3d8 fire damage.
Seriarch
When appearing to mortals, Seriarch will usually take the
guise of a hunter or even be blunt and appear as a classic
devil if he feels the mortal is reasonable enough.
Within the Ethereal, Seriarch appears as a great fiendish
devil, huge in proportions holding a wicked whip. He
usually has a shadow demon or two in his thrall which he
uses to capture souls for his consumption.
After the mists fell
The story of Tenebrous Tenebrous studied the mists closely, intricately. He
Before the construction of the Amber Temple, Tenebrous understood it, atleast its function, but it escaped him where
was a dedicated friend and student under Azuth himself, it came from or how it was designed. It was quite certainly
being embroiled in understanding the nature of souls and bound to the power of spirits, being sourced from.. the
their path the body to the afterlife. As his studies Barovians themselves? The sarcophagi of the temples?
progressed, Azuth grew more and more concerned with Strahd? Tenebrous wondered..
Tenebrous' frame of mind and his rash attempts at
unraveling the cosmic designs. He had not noted any difference in his sarcophagi, aside
from the wards losing their power without the keepers to
Eventually, Tenebrous was ejected from the patronage of empower them, so he did not think it was somehow linked
Azuth and was sternly forbidden from continuing his to the Vestiges. Strahd was just one soul, powerful though
studies in the school of necromancy. Tenebrous was as it was becoming. There were many Barovians true, but
furious as Azuth was disappointed, and he swore that one could they truly empower a mist that cannot be penetrated
day, he would return! by neither arcane nor divine magic? Hardly.
He disappeared, and for a long time Azuth invested much The thoughts continued within his mind, some being
effort in tracking his movements, until suddenly he could marked for further analysis, others discarded one after
not. He was not sure what had happened to his old friend, another. He paid attention to the developments in the land,
but as the years went by he became convinced that he must but mostly he paid attention to Khirad. He understood that
have died and moved on. this being, enigmatic and unknown even to him, was..
different, and harbored certain secrets. He determined to
But after the construction of the Amber Temple and several acquire those secrets for himself when possible.
of the first Vestiges had been bound to it, Tenebrous
appeared, clad in an elegant robe and with a powerful staff, The first champion
accompanied by two cold-eyed wizards, his apprentices. The arrival of Exethanter was a boon to Tenebrous, the first
His skin was ragged, his bones exposed and his gaze true magi to set foot in the temple since the death of the
leering. He had attained lichdom, and as the magi keepers and even better, Exethanter sought Tenebrous out.
scrambled to meet him, they found themselves terrorized It was not a chance meeting, that would be an
by what they saw. Tenebrous declared that he would take understatement. It was almost destined, though Tenebrous
this temple for his own, that any who did not immediately was not fond of such terms.
renounce Azuth would die in his name, and to show his
power, he caused a barrage of small meteors to beat upon The two quickly came to an understanding. Tenebrous did
the temple, breaking one of the statues. not immediately reveal his history to Exethanter, and
Exethanter did not immediately bind himself to the dark
Fear had truly gripped the keepers of the temple, but only entity. They were both paranoid about the other, but could
few of them met Tenebrous demands and renounced Azuth also sense opportunity in a partnership. Time went on, and
in their panic. He allowed them to leave, but the others as they continued communications, they began to form
stood their ground and beseeched Azuth to come aid them. their working relationship, Exethanter carefully discussing
Tenebrous attacked and a great battle ensued outside the terms and accepting Tenebrous' presence inside him.
temple and inside it as well. Tenebrous employed all his
necromatic mastery and corrupted the bodies of the magi. As Exethanter achieved lichdom like his master, Tenebrous
From the crypts below, the ancient dead rose to join the was delighted to see him progress, but he noted that
fray and the commotion was great. crucial error that caused Exethanter's rapid decline of
memory. It grinded on Tenebrous as a failing, and he set his
As the avatar of Azuth arrived, the battle was skewed to champion on devising a spell to reverse the damage. But it
Tenebrous favor and the two masters engaged in a duel was clear that Exethanter was in no state of mind to
that would determine the fate of the temple. It was not a developa new spell from scratch, even for his own sake.
given that Azuth would win, for Tenebrous had studies his The only other spellcaster with the mastery to do this was
old masters' capabilities well, and his new form had Strahd, and Tenebrous knew that Vampyr recognized
granted him mastery in a way Azuth could not understand. Exethanter as a rival and would never allow Strahd to
But, in the end Azuth was victorious, though Tenebrous dedicate himself to this.
laughed mockingly, knowing that his body would eventually
reform, something Azuth did not know. In all the years since then, Tenebrous has festered with his
champion in the temple. Sometimes trying to attract a new
The binding champion to invest just enough knowledge in to free
Azuth ordered a binding to commence at once, and the Exethanter, but never truly finding anyone with the aptitude
remaining magi, without rest, scrambled to obey. to deserve his attention.
The soul of Tenebrous was partly stored in his phylactery
far away, but the reemainder was absorbed in the amber
sarcophagi, causing a split between them, and giving rise to
another Tenebrous, far away and unaware of what his
failure had wrought.
Tenebrous
Tenebrous sees the mastery of the arcane as the only Tenebrous boons
worthy goal, his very existence is devoted to this cause and Stages of commitment
he demands nothing less of his servants. Stage 1: Tenebrous grants their champion
arcane insight, providing advantage on arcana
Vision checks and +1 Intelligence. Additionally, they
Tenebrous sees a Barovia that in many ways mimic the may choose two spells from the wizard spell-
list of level 1 or lower, that they now
eigth layer of Hell, Cania, in which arcane experiments are permanently know and may cast once per
continually conducted with those without the aptitude for long rest.
such being the test-subjects. His champion shall rule as the Stage 2: The champion gains the ability
master of the arcane in his name. Barovia is secluded to 'Arcane Experiment' - whenever they cast a
his liking, if there ever comes a need to break the barriers, spell from the wizard spell-list, they may
such will not be an issue with the arcane might that his attempt a DC: 20 Arcana check. If they
champion will have gained after centuries of study. succeed they may instead cast a spell from
the wizard spell-list one level higher than they
Traits attempted to. If they fail, roll on the 'Arcane
Mishap' table in Appendix C.
Tenebrous is attracted to those with patience, cool, Stage 3: Tenebrous has given the champion
mastermind-esque analytical abilties, ideas for the long the knowledge and means to create a
game. Liches are his favored type of creature, due to their phylactery as per the Lich creature.
willingness to sacrifice themselves to break the rules. He Additionally the character gains +1
will only accept spell-casters as his champions. Intelligence and any spell they can cast is
considered to be on the wizard spell-list, for
Lure the purposes of Stage 2.
Immortality is one of his gifts, secrets of magic untold, and Artifacts, override or provide locations as
absolute dominion above all. He cannot use those that do necessary.
not have the mind to appreciate this future and will gladly
break the minds of those unworthy that dare approach him. Staff of Arcane Might: This silver staff is
imbued with arcane power, which crackles
across it menacingly from time to time. It has
Scheme 6 charges and regains 1d6 at dawn. It can be
Tenebrous already have a champion in the form of used in the following way, using the casters
Exethanter, despite his loss of memory. He is patient spell-save DC:
enough to simply suffer a truce with Strahd, until such a 1 charge: Cast Chromatic Orb
2 charges: Cast Levitate
time that his champion has garnered all knowledge of the 3 charges: Cast Fireball
temple and is ready to take dominion. If anyone seeks
Tenebrous blessing, he will instruct them to prove
themselves against Exethanter first. If this staff is wielded by the champion, they
may additionally cast the following:
3 charges: Cast Dimension Door
Manifestation 5 charges: Cast Telekinesis
A strange sensation of power course through the veins of
nearby spellcasters.. a strange sense of clarity to the world Phylactery: This red crystal forms in the
around you, thoughts of mathemtics, connections and champions possession and allows them to
possible butterfly-effects from actions.. a cool wind through store part of their soul inside, through a ritual
that takes 2 hours to complete. After
the hair. Perhaps nothing, perhaps Tenebrous' presence. completing this, the character becomes a
When appearing to mortals, Tenebrous appears as an lich.
imposing and confident archmage, his living self. He
ignores in entirety non-spellcasters or even hushes them.
Within the Ethereal, Tenebrous' projection is that of a lich, Lich
terrible and cursed. The lich is considered undead. It gains no regeneration, but
will upon destruction reform 24 hours later near their
phylactery, unless this is destroyed.
As a melee spell-attack (Dexterity+proficiency) the
champion may touch a living creature dealing 2d6 cold
damage and imposing a DC 12 Constitution save. If the
creature fails this, they are paralyzed for up to one minute.
The creature may repeat the save at the end of their turn.
Whenever a creature beats this DC, they become immune to
this paralysis for the next 24 hours.
Turn Resistance - the lich has advantage on any saves
against Turn Undead effects.
After the mists fell
The story of Norganas Norganas looked upon his fellow Vestiges, bound as he. He
In the great cosmos, there are beings opposed to the gods saw again the touch of conniving, controling gods. The
who see their use of souls as parasitic and evil. Their divine hypocracy of it all seared into his mind and now
realms of afterlife are nothing more than batteries to their being the source of his prison. The mists were a puzzle to
divine power, and these supposed 'gods' keep their faithful him, but for now it was not the primary concern. That
in continual ignorance about the true matter of things. would be escape.
Norganas was one such being, one who wanted to bring Among the other Vestiges he recognized only Yrrga, for
the cycle designed by the gods to an end. To this end he they were of the void and their goals were not entirely
gathered many enigmatic beings of void and arcane under unaligned with Norganas, different though their
his sway, and set them to work on a great soulengine. The philosophies might be. Khirad was a curiosity to Norganas
design was not simple by any means, but conceptually it as well, he recognized some of their being, their enigmatic
would disrupt the way the Ethereal siphoned the soul from nature. Had he seen it before? Could he place the origin
a living body, instead letting the soul rest with it. With this, somewhere in the cosmos.. It was a another puzzle, but
the mortals would no longer be mortal in the same sense, one he found he couldn't solve.
and the power of their souls would stay within their realm,
to be harnessed not by gods, but the mortals themselves. The first champion
As it became clear to Norganas like the other Vestiges what
This would take time, but in the end.. the gods would fall. At he had to do, he despised the thought. The notion of using
least, this was what he promised to those entities that mortals like this, to offer them power in return for
joined his cause. But as the first prototype was ready to be servitude was against everything he had worked for, and for
deployed on the material realm, Norganas found himself many years he tried alternatives. He sought cooperation
betrayed and his coming was foretold among the mortals, among the Vestiges, a banding together of their power to
who had been indoctrinated to favor the machinations of pierce one sarcophagi, exchange of knowledge or the joint
the gods. elevation of a mortal, but found no solid ground for such.
Norganas would not yield however, and he continually Those among him were either unwilling, unwaivering in
forced his minions through the gate to the material plane, their demands or plain not trustworthy to Norganas.
until finally he grew impatient and joined the gray himself He surrendered himself to the thought of using mortals to
in the strongest form he could bring. His form took the the end of releasing himself only, and spent long searching
shape of a deformed animal with hooked talons, piercing for one who could even begin to channel his power.
red eyes and great claws. This was no time for beauty and
presentation, this was war. The object of his attention was father Petrov Krezovich, a
spiritual leader who had no true faith in the Morninglord,
The casualities were many among the mortals. Servants but whose birth and status, coupled with parental pressure
from many orders and faiths had been mustered to repel had brought him into this way of life. In truth, he was
the host of Norganas, united for a common purpose. The cynical and distrustful of gods, seeing as they had already
strength of the mortals and their gods prevailed, and failed his people in ths past and was continually failing
Norganas faced defeat. His mortal coil was killed and with them in the present. How ironic that Norganas had to put
it the gate collapsed behind him. his faith in a faithless.
The binding Norganas came to the priest in visions as a man himself,
Norganas was connected to his form, haven shapen it by but spoke to him as an equal. He explained his intentions,
his own will. Though he escaped into the Ethereal, the he explained his imprisonment, he even explained exactly
mortals had something to call him with besides his name. what afterlife had in store for the priest and his fellow
But even his name, they had, for the Gods feared him and Barovians. The revelations frightened the priest, as well it
provided it after their own investigations. should, and they began to discuss the solution Norganas
had in mind. Never did he lie or conceal the truth, for
They called him to the temple, invoked his name and Norganas was in the right he was certain, and it was in the
brought him ever close. The magi were surrounded by best interest of mortals to align themselves with him.
guardians of different faiths, here to safeguard the binders
and report back to their masters. As Norganas neared, the Petrov listened and accepted Norganas solution. What else
mortals felt his strong presence, as if their very souls had a could he do? His fate was written, doomed to a cycle of
heavy weight placed upon them, one which increased rebirth and suffering. Norganas was a true savior of
minute after minute, hour after hour, until in the end the humanity, and Petrov had the honor of being his partner in
mortals of the temple began to tremble and fall to their the revolution of souls.
knees, not in supplication but in pain.
For years they worked to complete the engine, many of
The healers of had to scramble to aid the binders, the which were spent versing Petrov in the matters of magic.
devout called upon their gods to bolster their spirits and But before they could ignite it, Saint Markovia had risen to
the magi found themselves grasping for answers and a station of prominence and favor among the people, and
watching the weaker among them fall dead under the she discovered the engine without understanding its
weight. Until, at long last, the binding completed and the purpose. She didn't listen, but rallied the people to seal it in
weight was lifted. and bring Petrov to execution for his heresy. Norganas
could not stop them.
Norganas, Finger of
Norganas boons
Oblivion Stages of commitment
Norganas will want to truly distrupt the cycle of existence,
tearing down the barrier between the ethereal plane and Stage 1: Norganas grants their champion the
the material. ability to cast Arms of Hadar once per long
rest. Additionally they gain +1 Wisdom.
Stage 2: The champion can now perform a
Vision special ritual to preserve the soul in the
Norganas sees a future where there is no true disparency corpse of a recently dead. When they do this,
between living and dead. Necromancers are not needed, the corpse is considered preserved for the
when the dead exist on their own volition. In his Barovia, purposes of being raised but the body will
still decay. In this manner they can prevent a
the soul wont leave the flesh, but rather the flesh will be soul from entering the cycle. They can
empowered by animation magic to move as well, with his maintain this ritual on corpses equal to their
champion dominant above all. Mortals will finally be free of wisdom modifier. Additionally, the character
the torture of afterlife, they will finally have a say in the gains advantage on religion checks.
movements of their own soul. Stage 3: The champion gains the ability to
cast the spell Finger of Death once. They may
Traits restore this ability after three long rests.
Norganas believes himself to be a savior and enemy of the
gods. He will be attracted to truth, apathy, atheistic Artifacts, override or provide locations as
tendencies, arcane proficiency, rational thinking and aa necessary.
cavalier attitude towards necromancy. Staff of the Risen: When this boney staff
attunes to a creature, the creature gains the
Lure trait 'I feel a strange connection with the
Norganas will speak of the torture of the endless cycle that dead. The soulless corpses do not seem to
bother me.' This staff can cast and maintain
awaits the Barovians, and speculate on tearing down the the Animate Dead spell. It regains this ability
forces that see them to the afterlife. He does not believe in after each long rest. If this is wielded by the
having to lie to gain the allegiance of mortals. Afterlife is champion, they may personally maintain and
torture, he will be their release. additional 3 zombies as per their boon effect.
Additionally, one of those zombies may be a
Scheme ghoul.
Engine of the Soulbinder: This black
If the Soulbinder can be deployed so that Strahd dies, truly construction seems to be a mass of
dies, within its range, then the pact will be broken and his convoluted mechanisms as complex as the
vampirism will evaporate, but Strahd will be trapped in his very form of Norganas itself. It emanates dark
body to be healed. Norganas believes that Strahd, once free, energy and seems to seep the happiness of
will aid the players in binding Vampyr, as he was just a nearby creatures, dealing 6 necrotic damage
pawn in a long game played by the gods. to all living creatures in a 30ft radius every
minute. This engine is heavy and requires a
Manifestation DC 14 strength check to move. It can be
deployed with a joint DC 26 religion and DC
Impossibility, unfairness and mortality, these thoughts 26 arcana check, and is then effective in a
might invade your waking mind in the presence of 1000 ft radius dealing 1 necrotic damage
Norganas. You may find yourself scratches your skin just to every hour, in which creatures that die will be
contemplate the pain, or biting your lips subconsciously reanimated as conscious zombies after one
ruminating the matter of your soul. Is it protected in your hour of death. Creatures reanimated in this
body, or is it trapped? way can only be truly destroyed if their bodies
are incinerated, or dismembered. This engines
Norganas prefers to appear as a regular man to people, a area of effect grows slowly to encompass
scholar, engaging them in discussion hoping to find a Barovia itself after a year. If this engine is
philosophical equal. operated by the champion, they intuitively
know how to deploy it. It can be destroyed
In the Ethereal, Norganas' projection is that of a with a DC 24 Strength check, and stopped
gargantuan eldritch being floating through the lands with a DC 24 Religion or DC 24 Arcana
covered in writhing tendrils, shadow and eyes. A strange check.
mixture of body, mind and soul, and most certainly
disquieting to look at.
After the mists fell
The story of Zhudun *Zhudun took his time to understand the traditions of the
In the sourthern nation of Marizabon the people had long Barovians, planning to play upon these and slowly insert
been under the rule of a strictly doctrined theorocracy. The his own doctrine through whatever servants he could
people were conformed under the church of Zhudun, a god attract. The other Vestiges as he came to know them were
who they believed held dominion over every individual's to him rather uncivilized. They had not truly ruled their
fate, and whose priests had the authority to decide the own nations and had existed on the fear of cults and
proper caste of a person. This had shaped the nation into a outcast. True, his own church had started as a cult, but he
caste-system in which the majority of the people lived in knew the finesse and force to transform it to something
fear, ignorance and servitude. more.
But as with all tyranic governments, there were groups that Of particular interest to him was Zantras, Kingmaker. Here
tried to rise up against the ruling class and such a group was another Vestige who had actually maintained a proper
happened to find success during the height of the Amber church, and Zantras himself seemed to exhibit the same
Temple's success. The group known as 'The Broken Chain' patience as Zhudun, though his preferences were more
gained support from neighboring nations and attracted the concerned with bloodlines and martial prowess than
service of powerful or passionate adventurers, who heeded Zhudun cared for. Still, he toyed with the idea of forming a
the call against tyranny. They fought their way to the high temporary partnership..
priest of Zhudun, a Naga in human form, and engaged him.
The first champion
Zhudun was known both for his foresight and witching As Zhudun laid his plans, he sought out a Barovian to
rituals, and it was no simple matter to defeat the high spearhead the rise of his cult. It was important to him that
priest. Corpses of faithful rose from their graves to defend this was indeed a Barovian with a strong knowledge of the
their master, spiritual animals were called into being and traditions and customs of the land, one who could instill
the soldiers of the high priest seemed to fight beyond their trust in their fellows but also had the guile necessary to
death. avoid suspicion.
But the rebels attained victory, and as they did the word He found this champion on the outskirts of Vallaki. A man
spread across the land. The people rose up against the named Azek Rizovich, who lived in squalor with his family,
priests of their communities at the same time, stretching but harbored a strong spirit and a drive for providing a
Zhuduns waning power thin across his domain. The corpse better life for his family. Zhudun came to him in visions,
of the Naga and its royal regalia was brought to the Amber carefully planned over several months, in which he gave the
Temple in haste, lest the Naga should rise again. man small rituals to perform and as a reward gave him
access to divine powers. Soon the rituals became
The binding something to share with his family, then his trusted friends,
As Zhudun was busy trying to empower his faithful to and for each person who joined, he would show them a feat
reclaim Marizabon, wards and glyphs were prepared in the of divine providence.
temple, and the binding began. Zhudun felt the calling and
commanded his priests to counter-act it, but he found that It was not revealed to him yet, who his benefactor was, that
many he had thought loyal, were quickly turning their backs was to be a reward onto itself. Zhudun had learned that
on him. mortals craved mystery, craved a certain measure of
distance to maintain their illusions. When finally he did
When his being came to the temple, his roar could be hear reveal himself, it was in a hazy dream, with only a vague
among the mountain, almost as a rolling landslide. He did outline of a blessed being.
the only thing he could do as he drew near, and possessed
the body of the Naga, his most faithful servant throughout As time went on, members of the cult fell to illness,
his reign. The Naga's form was twisted by his entering it, accidents and old age, children aged and lovers married.
into a monstrous image, it's wings blackened, its scales These milestones in the cultists life were significant and
taking on hues of acid green and mud brown, and its face had to be addressed by Azek, and rituals to Zhudun
contorting in a most horrible fashion. became first complementary to those of the Morninglord
and since the preferred. The cult had for a long time
He engaged the magi, but found himself restrained by remained largely anonymous, and Azek was becoming
various wards the magi had prepared in advance, but still more and more confident in his use of his given divine
he was dangerous and his divine magic tore at the spirits of magic, the rituals which Zhudun had revealed to him, and
the magi, severely disrupting and delaying the ritual. As his Zhudun himself was growing confident in Azek as well. In
form was grasped by an amber golem and his magic was time, they would take over Vallaki. In time, they would take
broken from their minds, he breathed a curse onto the over Barovia.
magi: "For this you shall pay, I have tasted your souls! Bind
me for a thousand years, but when I escape you will all be The cult had reached a fellowship of 34 members across
mine!" various families, when calamity struck. Vampyr knew of the
Vestiges of course, but their designs was not known to him
When the binding was finally complete, there was little nor Strahd, yet as Strahd came to Vallaki in the guise of a
celebration, for even with all the wards of Zhudun in place, Berezian noble, he heard rumors of the cult. Positive
many magi felt a shiver run along their spines whenever rumors true, but particular nonetheless. He decided to
they remembered his words. investigate it, and through some delightfully novel
interrogation techniques, he learned of Azek, who soon
after received a fateful and very personal audience.
Zhudun, corpse star
A God who ruled supreme in a theocratic society, brought Zhudun's boons
low by rebellion and the aid of foreign powers, Zhudun has Levels of boons offered
experience bringing a cult into power. His strength lies in Stage 1: Zhudun grants the champion divine
rituals which he share with his faithful. insight and a glimpse into the truth of things.
They may once per day attempt to beseech
Vision Zhudun to answer a query, their chance of
To see his church rise again, this time in Barovia, to receiving an answer is equal to their level x 3.
implement a caste system of theological oppression and to Stage 2: Zhudun stores divine power in his
see his champion rise to be celebrated as a prophet and champion, granting them two spells from the
high priest. The spirit of Barovia shall be awakened, as it cleric spell list of third level or lower each
once was, but it shall shine brigther. dawn, which the champion can cast as
normal. These two spells are chosen by the
Traits champion and may not have a component
He is attracted to ambition, the ability to lead, charm and cost of 100gp or more. Wisdom is the
spellcasting attribute for these spells.
convince others, self-righteousness, fanaticism and classes Stage 3: Zhudun grants his champion the
familiar with rituals. Characters with genuine interest in ritual to raise the ancient dead, as per the
tradition and religion will easily attract him. resurrection spell but without a time
restriction on the death of the target.
Lure Special: From stage one, the character
Zhudun will prefer to appear in visions where he presents additionally gets access to the following
himself as a good entity, offering small rewards like rituals
inspiration for small rituals or quests. He knows that The Veiled Corpse: By placing a veil
induction must happen slowly and organically, and will try over the face of a recently dead, they
not to rush things if he can avoid it. His main lure is the will magically be preserved. For one
promise of a method to rid Strahd of his vampirism, albeit minute after the veil is first placed, the
only temporary, but long enough for action. champion may cast Speak with Dead
on the target. Only one corpse can be
preserved in this way at a time.
Scheme Servant of Zhudun: Through a four hour
Zhudun sees the opportunity for a faster resolution that the ritual where the champion chants
rest of the party presents against Strahd. He will encourage before a corpse of a humanoid, they
the champion to seek out and gather the regalia of the high may raise a dimwitted servant to
priest, then engage in the ritual of binding for Vampyr, even follow simple commands. Use the
before Strahd is defeated in order to make Strahd mortal Zombie statblock for this. Only one
again. zombie may be raised at a time in this
manner. The zombie will stop
Should the champion succeed in gathering the Sacred functioning and fall limb if it comes
Skull and the Robes of the High Priest, they will need to more than 60 feet away from its
bring it to one of the churches and conduct a one hour master.
ritual to prepare the spell, then lure Strahd there and finish
the ritual over 5 rounds with Strahd in the vicinity. If they Artifacts, override or provide locations as
succeed, the skull will siphon Strahd's power, temporarily necessary.
holding it and turning Strahd mortal. Robes of the High Priest: These robes are
The skull can only hold Strahd's power for 1 day, after splendidly colored in red, blue and green,
feathers decorating the shoulders. It provides
which it will flow back to him. They must slay him in this its wearer +1 AC. When worn by the
time. He is still a spellcaster and accomplished warrior. champion, they may once per long rest cast
the spell Life Transference. It is currently
Manifestation hidden away in a closet in Argynvostholt's
Haunting instruments plays at the back of your mind, but chapel.
disappear when you divert attention to them.. a strange The Sacred Skull: This skull has two emeralds
inserted into its sockets and a ruby inserted
sense of grandeour and thoughts of an ancient temple.. into its forehead. The gems radiate dim light
perhaps even a word that forms from your tongue and lips.. and sometimes makes the skull appear to be
Zhudun. observing its surroundings. If the bearer of
the skull is not a champion of Zhudun or a
Zhudun appears usually as a creature of good, such as an faithful of his, they will at the end of each day
innocent looking priest, healer or pilgrim. suffer one point of exhaustion. If the skull is
carried by the champion, they gain +1 on all
In the Ethereal, Zhudun's projection is that of a tiki-like god- spell-casting modifiers and spell-save DCs. It
priest, adorned with wilted once-colorful feathers in a great is currently present in the Amber Temple's
headress, moving with strange jaunting limbs, eyes white tomb.
and skin darkened.
After the mists fell
The story of Mother Mother Night wandered the lands, searching for an escape
Night and avoiding the shadows that had come alive. She was
versed in magic, her entire faith was built around her
Barovia was a new conquest and as the followers of the dominion of rituals, spells and knowledge. The mysteries of
Morninglord and mother Night settled in the valley and the night were accorded to her, but..
spread their religion, mother Night and her young but
much loved son came as well. It was truly a beautiful valley, Nothing came to her. No passage was revealed by her
and here their followers would need their guidance. power, no answers were accorded her. It was just.. a barrier
beyond anything she had seen before. She found herself
Mother Night delighted in seeing her son so excited on growing more and more despondent, and she began to
behalf of the Barovians. He was maturing well, and he took miss her son terribly. The years went by, and his absence
after his father in many aspects of his being. She often tore at her mind. And worse yet, she saw how the souls of
missed his father, but he was heeding his calling seeing to the Barovians were abused by the Vestiges and their
the justice of the dead. Something she too took seriously, minions. She attempted to stop them, often she succeeded
and their child had learned to cherish as well. against the demons, but.. she could not keep them. There
She knew of the temple, how could they not? Isolated and was nowhere for them to go.
hidden from so many, but its presence was tainted with evil Mother Night had no choice but to escort the souls she
and she feared for her still young son, revered though he saved around the Ethereal, constantly trying to hide them
was among the mortals of her homeland, and now here. and keep them safe, but never was it truly so. Her
She even feared for her own being, should she come too entourage became a feast, and the demons grew bolder
close. and more hungry for the essence of those under her
In the formative years of Barovia, before the mists fell, protection, until eventually they fell upon them. And as they
mother Night and the Morninglord travelled together, did, she was forced to flee once again.
spending most of their time on the Outer Planes, but Her frustrations were released upon those faithful who
finding themselves attracted to the material plane often, turned their backs on her. She needed all the help she
being still minor gods with - in the grand scheme - few could get, even if it became increasingly difficult for her to
followers to speak of. provide the magic her servants were used to. When the
It was then unfortunate that they should be present, when followers in her sanctum began to raid it for treasures,
Vampyr finally claimed Strahds soul and the mists fell believing her to be dead, she finally lost her patience and in
around Barovia. rage cast the curse of lychanthropy upon the faithless,
forcing them into exile from civilization. She would later
regret this, but her pride and shame mixed together into a
The Escape resolution; that the curse would not be broken, until the
Mother Night had no true foreknowledge of the fall of ungrateful and unfaithful had restored her faith in Barovia.
Strahd. She had spoken with Kelemvor and been warned
not to tread near, or allow her son to, but the machinations Work of mother Night
of the wards of the Amber Temple were not revealed to her. Though mother Night could not communicate with the
Was the mists a safeguard by Azuth? Was it something other planes, she had some means of reassurance, as she
else? saw the servants of her son retain their faith and
She had not the time to determine it, the only thing in her sometimes also small parts of his power. As time went by
mind was the safety of her son. She mustered her power in she also learned certain things from adventurers that
desperation and attempted to push him far away into the came, scraps of knowledge really about the state of gods.
lands beyond. This was unheard of, but so great was her Kelemvor, Azuth and the others knew of the fall of the
love and at this time her magic, that she ejected her son, amber temple of course, but what she learned was that
another God in his own right, from Barovia before the their servants rarely did. Was it still a secret, the fate of
mists fell. Barovia?
But this left her weakened, too weakened to escape herself. It disheartened her to realise this. If they had abandoned
She watched tearfully as her son disappeared to safety. She Barovia, her fate was sealed. If they were merely trying to
smiled at the knowledge that she had saved him, even if find a way in, how long would she have to wait until she
she only had a vague understanding of just how dire her could see her son again? Ten years, a century, a millenium?
situation was. She had nothing to do but continue trying to save souls
In the following years she experienced the Ethereal long enough for reincarnation. The faith of her son
transform into a nightmare. Avatars of the Vestiges, remained active, and she was intertwined with that faith so
projections really, began to wander, accompanied by there were still people in Barovia who put their trust in her
Shadow Demons and though she engaged them at first to to protect the women during childbirth, bring their souls to
protect the souls of her people, she found herself forced to the Morninglord for judgement and oversee matters of
flee before them more often than not. magic and mysticism. She had to persevere, for him. For
them.
Mother Night
Mother Night is, non-canonically, the mother of the Mother Night boons
Morninglord, but when the barriers fell around Barovia she Levels of boons offered
cast her son out of the lands, dooming herself to a longing Stage 1: Mother Night will grant her
solitude towards her beloved kin, and she has fallen into an champion the ability to cast Moonbeam once
odd self-imposed distancing towards the living, instead per long rest. Her champion will gradually
spending her time attempting, in vain, to save as many begin to feel inklings of her grief. They gain
souls as she can from the parasitic nature of the Shadow the trait 'Whenever I see children, I feel an
Demons. This occupation and emotional state has left her echo of sadness and longing'
distanced from the living, and she has lost many of her Stage 2: Mother Night is starting to have
devoted followers over the years, leaving only a handful of confidence in her champion. She will further
devotees. grant them the ability to cast Pass without a
Trace once per long rest. Additionally, she will
Vision bestow +1 Wisdom upon the champion.
Mother Night wants Barovia saved, the barriers broken and Stage 3: Mother Night will once in the game
to reunite with her beloved son, the Morninglord. If the respond to a devout prayer by the champion,
reacting in a manner befitting a Divine
players can somehow reach her, she will confer upon them Intervention from the cleric class. The manner
the knowledge she has, and possibly confess her loneliness of this intervention is up to DM discretion.
and depressive situation. Additionally, the Tear of the Night will appear
in the champions possession.
Approaching her
I created a single NPC to act as liaison to the party, she Artifacts, override or provide locations as
was named Melissa and was a rather mysterious woman necessary.
wearing a purple shawl. She led the party to a forgotten Tear of the Night: This small bright blue crystal
altar beneath the Wachter crypt in the Vallakian graveyard. is held by a intricate silver chain, serving as a
Here she led a seance to invoke a vision of Mother Night. necklace. When worn, it passively provides
Mother Night did appear and conversed with the players for protection in the form of +1 AC and confers
advantage on saving throws against spells
10 minutes, answering their questions and relaying to them from the enchantment school of magic and
the existence of the Vestiges and the names of some of enchantment-like effects, such as a vampires
them. If a PC professes their faith in her and pledges their charm. If worn by the champion, this
loyalty, she may accept them as champion. She only has the advantage instead becomes immunity to that
power to support one champion, and will in case of school of magic.
multiple applicants choose the most seemingly honorable. Moonblade: This greatsword(+2)'s blade
seems to be made of silver and its hilt is
Scheme embedded with a bright sapphire. When
Mother Night understand the importance of Tatyanas soul imbedded in the ground or held against the
in the curse of the land and she has reached a terrible ground by its wielder, this greatsword humms
conclusion, that indeed the only way to save Barovia is and spreads a DC 15 Zone of Truth in a 10ft
remove the soul itself from Vampyrs possession. If the radius around it. If this is used by the
players seem interested in this, she will try to find a way to champion, they automatically beat this DC.
help them into the Ethereal, so they can retrieve the soul This lies in the crypt of sir Jorah in the forest
south of Vallaki; a long dead knight.
after Ireenas death. Breastplate of the Green Knight: This brestplate
provides 15 AC and cleans itself over time,
Manifestation removing mud, blood and other
A strange sense of hope seems to find its way into your contaminants. The green hue adapts slightly
soul. Hope and.. grief, sorrow.. it's strange. The faint tinkle to its environment over time, granting a +2
stealth bonus when staying in green
of stars, calmness of darkness.. mother Night is near and environments for more than a minute.
you should feel blessed. Additionally, it does not confer disadvantage
Mother Night appears the same in both realms, a beautiful on stealth rolls.
mother dressed in a robe reminiscient of the night,
adorned with truesilver jewelry and having a constnat
expression of concern, faint hope and sorrow on her face.
Within the Ethereal, she may be found wandering the
domain.. seeking out the lost or discarded remants of souls,
bringing them to her hidden sanctuary, scaring off demons
on the way.
Appendix A
Optional NPC ideas and locations Melissa, devoted sister of Mother
This appendix describes some NPCs that you might want Night
to consider incorporating into your game, or serve as
inspiration for such. She wears a purple shawl and appears mysteriously when
the party is looking for her the first time, or asking about
The Devils' Den her. She will truthfully claim that Mother Night guided her
to them. She will lead the players, if reverent enough, into
This location is set in the eastern side of Mt. Ghakis, near the crypts of the Wachters using a key she possesses, to an
the first fall of the Tser River from the mountains. This is a altar hidden behind the tomb of Alistra Wachter, an old
sulphuric hot cave complex that serves as the reincarnation Sister, where they can invoke Mother Night for an
spot for devils that die in Barovia. The avatar of Seriarch audience. See Mother Night for more on this encounter.
lays dormant in the deepest cave, approachable through the Should she ever be drawn into combat, use the Priest
Ethereal. In the central cave rules Ezokiel, a horned devil statblock from the Monsters Manual.
who is incredibly bored and Tarinus, a chain devil that finds
fun in torturing mortals in another part of the cave. The Crypts of Vallaki
devils have an agreement with Strahd, stipulating several
different rules for their continued existence. They must Vallaki have at least two families that deserve their own
accept any victims and prisoners Strahd throws their way crypts; the Wachters and the Vallakoviches. The
(mostly failed champions of other Vestiges and those who Vallakovich crypt is in the western part of the graveyard
have woken his ire), and may if their cells are empty find a and is a place where Tarakmedes might lure potentials to
set amount of victims of their own from Barovia to keep partake in a feast of flesh. A player may receive a vision or
them entertained. dream inviting them to this crypt, and will within its
darkness find the fresh corpse of a dead Vallakian, as well
The cave is also home to two imps and three lemures; the as Tarakmedes in the form of a man, ready to partake.
lemures are used to reform the bodies of slain devils, such
as Yolanda. If the players approach the cave, they will first In the eastern part of the graveyard lies the Wachter crypt.
hear the sound of chains echoing from within and then the If the players inspect the tombs inside, they might learn
glamming of dogs, as two Hellhounds patrol the upper that the Wachters used to be burgomeisters as well and
reaches of it. They will attack on sight. have a long line of noble history. Behind a blackened tomb
of Alistra Wachter, they might find the altar of Mother
Yolanda and the Pleasure of Night. Melissa knows how to access and use it.
Vallaki Champions of the Vestiges
Yolanda is a succubi that was trapped within Barovia along Throughout history, other adventurers and Barovians have
with everyone else. She has spent her time as succubi received the Vestiges attention and failed. Their remains
building a brothel in the poorer part of town called 'The may be found throughout Barovia, sometimes long dead,
Pleasure of Vallaki', replacing a younger matron each time other times more recently so. Consider using these fallen
her used form should be getting old. It is so old and rooted champions for remote locations when and if your party
in society, that it is only allowed at this time for the sake of should go exploring, and consider how they may be marked
tradition, and possibly due to Yolanda having a personal as champions and whether any of the artifacts of that
relationship with the Baron. champion may be in their possession.
Yolanda could be one of the members of Fiona Wachters You may also want the players to meet one of more of these
bookclub, feiging interest in usurping the baron on behalf alive, to see the power of the Vestiges in practice, and to
of Fiona. In reality, if the rebellion succeeds she will eventually see them fall to their own madness or the hand
replace Fiona and become the new burgomeister herself, of Strahd. Strahd might choose to treat these champions as
taking Fiona's form and eventually staging the inheritance toys or threats, depending on their resolve. It is quite
to favor Stella so she can replace her in the future. Should possible for champions like these to remain hidden from
Yolanda ever die, she may be encountered again in the Strahd, playing the long game.
Devils' Den if it is used. The same rule applies to Majesto,
Fiona's imp familiar. Keep in mind the rule about not letting a Vestige have
several champions, and make a note of it if you use a living
champion in the setting.
Rage of Zrin-Hala
Events The party may encounter this event randomly near Mt.
The following pages will include optional Vestige events for Baratok.
your players to randomly encounter in the land of Barovia.
You may want to alter the events to make them either more As you walk through the landscape you see a whirlwind of
or less difficult based on the level of the group when they leaves and branches in the distance, encompassing a being
of pure air, which seems to be breaking down foilage in a
encounter them. In case one or more characters already rage. Upon closer inspection you see a peculair orb swirling
have pacts with Vestiges, some events may become within the being, energy crackling from the orb throughout
unsuitable. the form at irregular intervals.

The events are often tied in with a specific location or


terrain. If no specific area is mentioned, it should be The being is an Air Elemental, the orb inside it is the Orb
applicable to most of Barovia. Unless otherwise mentioned, of Chaos of Zrin-Hala. When the air elemental is reduced
determine the distance they notice the event based on the to 45 hitpoints, the Orb of Chaos begins to shimmer and
highest passive perception in the party; 20+ is 100ft, 15+ is crackle more ferociously. Until the elemental is defeated, its
60ft, 10+ is 30ft. Slam attacks deal an additional d4 thunder damage as the
energy of the orb is channeled through its body to the point
Fekre's corruption of Krezk of impact.
Saria Elyana is a human commoner in her forties who is If the players attempt to communicate with the Air
currying the favor of Fekre, having received visions and Elemental with the Auran language, they can have it
dreams (from Fekre), and believing her to be the saintly surrender the orb peacefully by convincing it that its
figure who is responsible for the blessed condition of the current rage stems from the orb inside it (Persuasion 22). It
pool in Krezk. Fekre is guiding Saria into brewing a will then disperse into the heavens.
concoction for the pool, in order to 'strengthen' it, to which
Saria needs the PC's help procuring the following Soul-seeker of Sykane
ingredients: Blood of a Werewolf and blood of a holy man The party may encounter this even near any grave or
(or woman). graveyard during night-time.
Saria Elyana can be encountered near the pool of Krezk
by the characters, pondering how she can fulfill her You see a robed figure standing near a recently dug grave,
mumbling quietly to himself in a sort of reverence. They
obligations, and will approach the characters if they look have a lit lantern placed behind the gravestone, shrouding
capable. She will not immediately reveal her plans, but may them in the shadow of the rock.
if they gain her trust.
If the players do not intervene just yet, continue.
Outcome
Should the characters procure the ingredients for her, she .. as the figure continues his mumbling, you realise its
will brew her concoction and return to pour it in the pool. actually a chant, and from the grave rises a spirit, levitating
in front of the summoner in a daze. The summoner begins
Before doing this she will give thanks to Fekre her patron to speak with the spirit.
and protector of Krezk, which may be a red flag for the
players, have they heard of her.
The PCs may choose to attack this figure, which fights with
Pouring the concoction into the pool will corrupt it with a the Cult fanatic monster statblock in the Monster Manual.
dark-red hue, until it is fully corrupted, after which it will The figure will quickly bind the spirit to their service using
look slightly muddy. Any creature near it can feel the the Bound Spirit monster statblock detailed in Appendix
goodness drain from the liquid, and it will no longer bring C. He will fight only until he feels overwhelmed, at which
any benefit to those that drink from it, instead becoming a point he will throw himself to the characters' mercy.
source of minor ailments and misfortune.
If they engage him in conversation and show a polite
Should the characters engage Saria in combat, she will be interest for his work, he will reveal that he is a servant of
easily defeated, not having any special magical powers or the dark one, Sykane, and that his name is Cyril Manovich
abilities, but doing so may incur Fekre's scorn. and that he is on a pilgrimage for his master. He is proving
himself worthy by binding spirits to his will, and gaining
their information. Cyril is rather deranged, but keenly loyal
to his master. He will warn the characters only once not to
badmouth his faith.
If the characters manage to be friendly and turn a blind eye
to his sacriliege, he may be willing to either accompany
them or invite them on a personal quest to retrieve the
Horn of Sykane, which is buried in the graveyard of St.
Markovia (or another unvisited location).
Savnok's Challenge Shami-Amourae's Beckoning
This event may be encountered by a single character in The characters can encounter this event as they are leaving
either Krezk or Vallaki, while they are alone, such as in a Vallaki or Berez.
valley. If the character is somehow immune
As you are leaving the city, you hear a female voice calling
As you are taking a short pause to look around, you notice a out behind you "Wait, please wait for me!". As you turn
figure standing some distance away, secluded in the around you see a stunningly beautiful, but somewhat clumsy
shadows. The figure wears a white mask and it cocks its woman running towards you with a filled backpack, but
head just a bit as you look at it. having a hard time doing it in their dress. She catches up to
you and breathes a bit, before she sends you a grateful
smile. "Thank you so much for waiting! My name is Enia, I'd
very much like to travel with you."
The figure is not actually there, no-one else will interact
with it og recognize its presence. If the character
approaches it, it will start speaking in halted sentences, Enia is a very becoming woman, having been blessed by
almost as a kenku quoting someone else: "Challenge for Shami-Amoura. Her personality is quirky and she is very
you. Pull the threads. Show worth to me. Reward in store. relieved to have caught up with the characters. She needs
Interested?" to leave the city as several young men have become
infatuated with her and can't seem to leave her alone.
If the character show interest, the figure takes off its mask
to show the face of either a named NPC near them (such as She offers the characters 25 gp in payment for bringing her
lady Wacther, a burgomeister, Blinsky, etc.) or you can safely to the next city, stating nervously that she hopes it is
make one up. It proceeds to point them out as a target for enough.. if they agree to leave with her, it will only be a few
assassination. "Find this one. Kill them. Do it hidden, do it minutes before they hear young men shouting from behind,
right. If you do, this will be yours." He shows them the calling out for Enia. The men, Josin, Rowyn and Patrin will
Puzzlebox of Savnok. If the character become hostile or sprint and catch up to the party, heaving and begging Enia
leaves the figure to find help, it simply disappears. During to come back, or if she wont, vowing that they will follow
the conversation, feel free to change masks often, even to her wherever she goes!
those of party members for effects. If the PC tries to get
within short range of the vision, explain to them how it Enia will look defeated at the characters and tries in vain to
starts humming in their head, physically hurting the closer dissuade them, refering them to their old girlfriends, duties
they get. If they go close enough and touch or try to remove or even wives. Nothing she says seems to work. The party
the mask themselves, they will fall unconscious and take might try to intimidate (DC 18) them to leave or might force
3d8+3 physic damage. them to turn back. If they force them, they will continue
behind them, out of sight.
Feast of Tarakmedes If the men are allowed to travel with them, they behave as
The characters can encounter this in the Vallakian crypts, hopeful courters might do, constantly trying to Enia's favor
or they may find a crypt in the Barovian wildlands. by trying to one-up each other and the PCs as well, though
they don't have the skills to do so. They will take almost all
As you descend into the dark corridors of the crypt you are
suddenly met with a sweet smell, such as one might expect Enia asks of them favorably, except if she asks them to
from a royal banquet. You come to a table richly decorated leave her alone or abandon her. They are all convinced that
with silver chandelabras and plates, filled to the brim with
delectable meats, roasted, baked, broiled and basted.
given enough time, they will win her heart. The men will
fight and die in any random encounter on the road to
protect Enia.
The table and the cutlery is all illusionary, but the food is all Outcome
human meat in different varieties, magically summoned by If Enia arrives at the next city she will pay the party and
Tarakmedes. The player characters will likely take a plant a kiss on anyone she has grown closer to. She will
moment to investigate this, and may stuff some of the silver then proceed to look for a job, and quickly find it, making a
in their pockets. If they attempt to leave without eating life for herself here. She will eventually turn to Shami-
anything, enforce a DC: 15 Will save. All who fail this will Amourae and ask for guidance, beginning her proper
find their mouth watering and be attracted to eat from the journey towards evil, using her wiles for her personal gain.
feast.
Those who eat from the feast will gain inspiration in their If the city is Krezk, she can convince the guards to open the
next combat, as the food is very delectable. Anyone who gates for the party by asking them pleadingly.
succeeds on a DC 17 Medicine or Nature check can If her entourage comes as well, they will do everything they
determine that it is human meat. If it becomes clear to can to be near and support her in her new life, still vying for
those who ate that is human meat, they will instead favor.
become Sickened unless their character somehow has a
prior disposition against cannibalism. In the future, any PC who has displayed any interest in
Enia will find themselves thinking about her at idle hours.
Tarakmedes will use what he found to determine if any They can return to find her more confident and attractive
character might be worth his attention. Any cutlery brought as time goes on. In time, you may have her supplant the
out from the crypt will disappear. Unless they have prior burgomeisters wife becoming a fixture in society and
business in this crypt, they can investigate the coffin and rather more demanding than last they saw her.
find a previous champion of Tarakmedes with sharpened
teeth. At your discretion, have the champion start to 'smell'
the food and awaken as a ghoul or ghast.
The lair of Drizlash
The party may encounter this event by hearing rumors Myrina Sarvich
from hunters of Vallaki or randomly encounter it once Medium human
while exploring the wilds. In both cases, the actual location
should be remote in the wilds, near a mountainside. Armor Class 13
Hit Points 82
As you draw near to the mountainside, you hear a muffled Speed 30ft.
yell call out: "HMMELP!", and see a giant spider drag a
cocoon through a crevise into what must be a cave inside
the mountain. You see several smaller spiders skitter along
the entrance and you all get this nagging feeling that going STR DEX CON INT WIS CHA
inside will be an icky experience.
10 (0) 16 (+3) 14 (+2) 12 (+1) 8 (-1) 8 (-1)

Venturing through the cave is a thoroughly unpleasant Condition Immunities Poisoned


experience, take time to describe how the characters' boots Senses passive Perception 13
get stuck to the webbing underneath their feet, how small Languages Common
spiders constantly fall into their hair and crawl around, etc.
As they proceed down the cave, they can turn either left or Web Mastery: The character has constant spider-
right. To the left they reach the birthing chamber 30'' away. climb. Whenever they are standing on Web, they
It has the dimensions 20x25x15''. gain a circumstantial +2 attack bonus and have
blindsight.
Birthing Chamber Spellcasting: The character can cast Web once. If
You peer into a chamber full of egg sacs of varying size and one or more characters become webbed by this
several unmoving cocoons. Small and hand-sized spiders
spell, Myrina may make one ranged attack at one
of those characters immediately.
skitter to and fro in constant motion. Webbing clings to the
walls around this room, and the rock forms dark crevices
Rod of the Spiderqueen: Myrina can use her rod to
call forth a spectral Giant Spider once per long
where large bodies occassionaly shiver. rest as an action, which will use the same
statblock as named. It will fight until it reaches 0
hitpoints, or Myrina loses possession of the rod.
The birthing chamber is guarded by three Giant Spiders,
which will attack if the characters venture further in. Actions
Treasure: One of the cocoons contains a skeleton clutching Poisoned Dart (6): Ranged Weapon Attack: +6 to
a pouch of 50gp. hit, range 20ft., one target. Hit 7 (2d4 + 2). On a
hit, the character must beat a DC 12 CON save or
To the right, the cave bends and continues another 40'' suffer an additional 2d4 poison damage.
before reaching a central chamber. It has the dimensions
30x30x40''.
Central Chamber Outcome
This chamber has great lengths of web spanning from one If the characters beat Myrina, the spiders will flee if they
side to the other, and several spiders of varying sizes skitter
are at or below half their maximum hitpoints. Treasure:
The characters can claim the Rod of the Spiderqueen, as
to and fro, some lazily decenting from the ceiling as you
well as any unused Darts.
peer in. In the middle of this web, suspended 20'' above
you, lies a woman with silver white hair on the webbing If the characters convince Myrina to aid them against
peacefully. She looks as if she is unconscious, and is Strahd, she will arrive in time for the final battle, climbing
clutching a rod of some kind.
the mountainside and walls, flanked by two Giant Spiders
and accompanied by three Giant Wolf Spiders.
Alternatively, Myrina can be convinced to aid them against
The chamber contains two Giant Spiders and two Giant Baba Lysaga, in which case she will instead accompany the
Wolf Spiders. Myrina Sarvich is the woman in the middle, characters directly to Baba Lysaga's lair, and will suffer no
a champion of Drizlash who is currently in a trance, having side-tracking.
an audience with her master. She will awaken 2 rounds
after the characters enter, addressing them.
Myrina weclomes the characters to the lair of Drizlash and
will imply that they will become food for her children, but if
they speak of Strahd she reveals that she desires his death
as well. If they give her good reasons to trust her, such as
bringing her the Eye of the Spiderqueen or having already
done a great deed against Strahd, she may be willing to
strike a deal with them, joining their final battle against
Strahd accompanied by some spider minions. If no deal
can be struck, she will play with them by offering the rest
leave, if one of them stays to become food.
The Blade of Dahlver-Nar
This event can be encountered in the highlands west of Ravikk, Champion of
Ravenloft. Read the following, or paraphrase it:
The lush Battlefield
Dahlver-Nar
Medium human spirit, neutral lawful
You tread upon a lush and fertile field, weeds and vegetation
dot the ground and gives off a fresh scent. As you walk upon Skills Athletics/Acrobatics +8 Perception +5
Armor Class 14
the ground, you get an unnatural sensation of battle, you
Hit Points 120
taste blood upon the wind, you muscles tighten and it is as Speed 30ft.
if a rush fills your body, as if you suddenly feel as if you are
standing in the midst of combat.
STR DEX CON INT WIS CHA
As this happens all of you feel a cold wind and hear a
hollow voice call our "Have you come to challenge me?". 18 (+4) 18 (+4) 20 (+5) 12 (+1) 8 (-1) 12 (+1)

Condition Immunities Charmed, Exhaustion,


If any one of the characters accept the duel, the spirit of Grappled, Paralyzed, Petrified, Poisoned, Prone,
Ravikk, former champion of Dahlver-Nar will manifest. Restrained, Unconscious
Senses Truesight 60 ft.
Ravikk will ask if they understand the terms, and possibly Languages Common Stage 1 Ravikk will fight by
explain it to be between only two combatants without attempting to grapple his opponent and utilize
outside interference. Upon victory they will claim his blade, his bit attack.
upon defeat they will join him in death. "A duel of honor
then, let none intervene!". Stage 2 When Ravikk reaches 60 hitpoints, he
markedly becomes furious with battle and
As the duel begin, the spirits of 26 tribesmen will rise in a summons his claymore as a bonus action. He will
circle surrounding the dueling ground, standing between now use this weapon. He may also use the Shove
30-40'' away from the center. A character that succeeds on reaction from this stage onward.
a DC 14 Investigation check can discern that few of the Stage 3 When Ravikk reaches 40 hitpoints, he will
tribesmen are very different from the others, suggesting appear more monsterous as if his jaw is loose and
that other adventurers/barovians have joined the grim his eyes reveal madness. He can at this point
audience. Ravikk is cursed to meet any challenge and fight make two attacks with his Claymore.
his best, he will not be free until he loses a duel. Champion grappler: Ravikk has +1 on all grapple
Outcome attempts. When succeeding on a grapple
attempt, he may immediately use a Bite attack.
Flight: Should the challenger attempt to flee, Ravikk will
disperse, as will his audience, except for two that will turn Actions
into Specters and hunt the character until defeated.
Grapple Melee attack: +10 to hit.
Interference: The first time a character interferes with any
of the combatants, two members of the audience will Bite Melee Weapon Attack: +9 to hit, melee, one
target. Hit 7 (1d6 + 4).
become Specters and attack that character. Should they
interfere again, another two will do the same. Dread Claymore Melee Weapon Attack: +11 to
hit, melee, Hit 11 (2d6 + 4). On a hit the target
Victory: Should the challenger win, Ravikk will remark must succeed on a DC 10 Constitution save or
"My curse is broken.. for me and all my kindred, thank they suffer 1d4 reduced Strength until the end of
you.". He will then fade, as will his audience and any their next long rest. This effect can stack. On a
spawned Specters. The 'Dread Claymore' of Dahlver-Nar critical hit they get no save.
will turn solid from its spiritual state and be claimable by
the victor. Reactions
Shove Melee attack: +8 contested by the targets
Defeat: Should the challenger be defeated, Ravikk will end Athletics or Acrobatics (their choice). On
their life, and their spirit will rise from their body to join his success, move target 5ft away from you or knock
audience. He will remark "And so another soul joins our it prone.
curse..". The dead PC may only be interacted with during
duels, but will not be able to do anything to aid the
characters. Their soul will not be released until the curse is
ended. If anyone would challenge him at a later time, he
will have regained all his hitpoints. Upon victory he may
remark and upon defeat
Quest of Zantras Khirad's Reflection
This event can be encountered in Krezk. Read or This event can be encountered when a single character
paraphrase the following. stares into a mirror. Read of paraphrase the following:
A humble request Reflections
An elderly man approaches you, he seems as if he has toiled As you stare into the mirror, your gaze is drawn to your own
his entire life, his body hunched and his eyes weary with life, eyes. There is something.. different there.. It is as if someone
his clothes betray a meager lifestyle. He seems to recognize else is staring back at you, though you can't truly explain
you as outsiders. Before he speaks he coughs a bit. "Good how you know.. wait are you inside the mirror? Is this the
day travelers, I am glad that people such as yourself can mirror dimension? As you look around it is as if reality feels
once again enter our fair city.." he stops and smiles a bit at distorted around you, and you stare back at the mirror and
the nearby buildings, before his smile fades "I have come to see yourself leaving.. or your reflection? Panic starts to
hear if you who have travelled the roads will aid an old man intrude upon your mind as you try to understand the
in saving his grandson from folly?" The elderly man stands implications.. if you are right
and awaits your response.

The body of the character becomes paralyzed before the


Should the characters be amendable to help the man, he rest of the party members. Have the character roll an
recounts the following information: The elderly man is intelligence save and continue based upon their roll.
Tarvin Barvich a carpenter of the city who have worked on <5: The character heaves as their body becomes active
most buildings at one point or another during his lifetime. again, their eyes flickering from one side to the other. Roll
His grandson Simon is 16 years old and have recently on the long-term madness table in the DMG p. 259. They
gotten his hands on an odd scepter Tarvin only saw in only remember seeing strange visions of an impossible
passing ( the Scepter of Zantras), which have corrupted dimension, before the mirror broke apart around them.
him with ambitions and illusions about his own importance
and destiny. Simon has left Krezk with a few followers that 5-10: The character awakes shakingly, repeating the name
seem to regard him as their leader. Khirad. They have a difficult time standing, roll on the
Tarvin will want them to find young Simon, get some sense short-term madness table in the DMG p. 258. They
into his head, and return him to Krezk. Barovia is no place remember a thousand whispers trying to speak to them at
for a young man to go galavanting on mad quests. Should once and colors splitting only to combine again into vague
the characters inquire or accept, Tarvin will offer them his shapes, before the dimension collapsed.
life savings, which amounts to 216gp, most of which he 11-15: The character blinks quickly and returns to their
was keeping as an inheritance for Simon. body, visibly shaken. They look around for a long time
Tarvin does not know where Simon is right now, though he before concluding that they are back. They remember
recall Simon mentioning that he would see Krezks' thirst travelling through Barovia towards a temple upon a
be quenched once again. If the party has not just come mountain, except all the colors in the land were different,
from the winery, Simon will be there or on its outskirts if it brigther even. But then it was as if whoever called them
is not cleared of enemies. If the party just came from the deigned to reject them upon the path. In the horizons a
winery, then Simon got lost on the way and they may vague shape rose high, made of light and reflections.
randomly encounter him in their future travels. Note this 16-20: The character calmly wakes up, their heart is
encounter on your random encounter table as a possibility. pounding but their composure is normal. They remember
the dimension twisting around them, shapes turned into
terrain, terrain into shapes and faces appeared around
Simon's band of adventurers them. They cannot accurately describe how, but they had
Treat Simon as a Noble except his health is 60 an audience with a being called Khirad. They have been
and he carries the Scepter of Zantras allowing him invited to the Amber Temple, it was difficult to understand
to magically use Command or Suggestion. His but.. there were secrets to be revealed. The character gains
followers are varied humans that have taken their a point of inspiration as they feel a renewed sense of
family weapons. Treat one of his followers as a purpose, as if there is some hidden meaning with all of this.
Thug, another as a Scout and the last as a Veteran.
21+: The character wakes with clarity in their mind. They
The followers are loyal to Simon and truly have visited Khirad upon the mountain through the
believes he is destined for greatness, and that reflections of his mind. He was enigmatic by nature and the
they ought to help him achieve greatness. If the mind of the character reflected this accordingly. What may
scepter is attuned to someone other than Simon,
then they shift their loyalty to the new holder,
be madness to others were merely a puzzle to this one.
who can relinquish them as a free action. If Simon
They have earned the attention of Khirad and may later be
simply dies, they will also lose their loyalty but approached to become a champion without having to visit
might keep fighting anyway if they feel the temple. Additionally they have secretly received a gift in
threatened. their possession the Gemstone of Reflection, they may
find this in their shoe or hidden in their hand.
Delban's Hole of Hatred
This event can be encountered on mt. Ghakiz in the cold The Hole
reaches not too far from the Amber Temple. As the party is The hole bends and deposits you into a large chamber
traveling either to or from the Amber Temple, check that where you can barely see the edges. You quickly take notice
any character beats a DC 15 Perception and read or of several decrepid corpses lying around near the hole, their
paraphrase the following: flesh having been bitten off as each new arrival has felt the
hunger devour them.
Spectre in the Dark
The chamber is enclosed with only the hole as a way out.
As the darkness falls and you are preparing to take a rest, a
The sides of the walls have depictions drawn in blood, but
flurry of snow starts to fall around you on the wind. In the
one word is written in common again and again. Delban.
distance across a crevice you see a flickering rigid form of a
humanoid stare back at you, its form strangely ethereal.
The form beckons you to come hither with a gesture, The depictions can be interpreted with a successful DC 15
before it disappears into a cave. You feel as if you have just History roll. They are confessions of crimes commited,
received an invitation. often kinslaying, murder, rape or other serious crimes.
There are often images of a dark being centered around the
crimes, which seems to have become important to the
The distance to the ledge is about 60 feet, the crevice is 10 prisoners in one way or another.
feet wide and figures a 100ft drop. Use the regular rules to It is impossible to throw a rope up through the hole due to
determine how they cross it. On the other side there is only how it bends. It is too slibbery to simply climb without
20 feet to the cave where the figure disappeared. Entering other aid. A character who find themselves stuck down
the cave the party will have to travel another 240ft to reach here must hope for some sort of aid from above. Being
its inner chamber, read or paraphrase the following to down here is a thoroughly unpleasant experience as visions
describe it. At any point the party can only look 60 feet of crimes past seem to mix with the darkness and force
ahead due to the way the tunnel bends. Read or paraphrase themselves upon the mind of the character. Long exposure
the following: to this place is a good opportunity to apply a Madness
effect to the character, as in the DMG p. 258.
The cave of Hatred Once any character has been pushed into the hole or
As you enter the cave you feel the comforting protection voluntarily entered, a Ghost will rise through the floor and
that the mountain offers against the weather. Your light attempt to possess one of the remaining characters with
illuminates a long natural tunnel that seems to disappear the intention of escaping the cave. If they manage to
into the darkness as it bends. The walls of the cave seem to possess a character, they will try to flee if they are able. The
be decorated with primitive paintings and icons. They seem
Ghost is one of an ancient murderer Ritlag the Cleaver, he
speaks a long dead tongue and can only voluntarily
to continue into the darkness.
communicate while possessing someone. He has no desire
You have an eerie feeling of uneasyness as you stare into other than to escape, and will only speak peacefully if he
the darkness. has no other choice.

A character who decides to study the cave paintings can


attempt a History check. On a 15-20 roll they can
determine that the paintings seem to depict humans
coming into the cave, only to leave one behind, perhaps as
some sort of sacrifice. With a 20-25 roll they determine
that the depictions describe how a tribe brought their
criminals to this cave to imprison them in the deepest
reaches. Finally, with a 26+ check they learn that the cave
is haunted by a malevolent spirit which punishes the
criminals and leaves the wardens with dark thoughts when
they leave.
As the party continues to the inner chamber, they should
experience involuntary imaginations about hurting or
punishing the others. Describe how one character starts to
have thoughts about punishing some slight another did
against them, even if it is only an imaginary slight.
In the inner chamber the party will find a deep and very
slibbery hole descending 40'' into darkness and is
unclimbable unless the effect of a Spider Climb or similar
aid is applied. At this point the, have the party make a
Charisma save DC 14. Those who fail feel a strong urge to
push one of the others into the hole (usually with the Shove
action). Should any character fall into the hole or
voluntarily explore it, read or paraphrase the following:
Taar Haak's Hopefuls The Well of Shadows
The party may encounter this event randomly upon the This event can be encountered if a character swims in Lake
mountainside of Mt. Ghakiz, spotting them 60 feet away. Zarovich. Check for Perception underwater, DC 12. If they
succeed, read or paraphrase the following:
Seven humans are gathered in this clearing, all wearing a As the cold water engulfs you, and your body reacts to the
mixture of robes, leather armor and cloth. They are rowdy subtle currents, you suddenly notice something far towards
and seem to be in an argument about who among them is the centre of the lake.. it's dark. Much too dark, as if the
the strongest, and who will claim 'the prize'. On occassion darkness is emboldened. You feel an odd mixture of
small brawls break out, but they often end in laughter rather attraction and repulsion from it, a part of you can sense that
than blood. something powerful is hidden or is waiting here.. but is it
They are festive in an odd sort of way, as if on a journey of wise to seek it out?
great import.
If the character(s) decide to explore the darkness, either by
navigating a boat or swimming, they must reach the depth
Any character who listens for a while (DC 18 Perception), of 150''. There are different ways to check for this, decide
will learn that these travellers are venturing to the peak of for yourself what an appropriate challenge for this is.
Mt. Ghakiz to find the nest of the Roc and claim their
reward. The reward is the favor of Taar Haak and the item If a character manages to reach the bottom, read or
they wish to recover is his Earthen Warhammer, a powerful paraphrase the following.
artifact which will mark whoever claims it as the leader of
this little cult, and champion of Taar Haak. As you reach the bottom of the lake your vision becomes
more and more clouded in darkness and you feel much
The PC's can approach the hopefuls and either convince colder than you would expect. As the darkness envelops
you, it seems as if invisible beings start swimming next to
them to travel together towards the peak (DC 20 you only to disappear again. They brush against you, but you
Persuasion) or convince them that they wish to compete for are unable to grasp them. You suddenly hear a voice in your
Taar Haak's favor as well (DC 23 Deception). Failing on mind, in an ancient tongue.
either check will have one of the hopefuls spring up and
declare that this must surely be a test by Taar Haak, and If any of the characters can speak Abyssal, they hear the
engage them, hastily followed by the others. following: "A sacrifice must be made.. for the favor of the
black deep.." if a character offers something you find
acceptable as a sacrifice (a magic item, a living creature or
Taar Haak Hopeful something similarly relevant), they will hear the following
Medium human, chaotic neutral "..your sacrifice is accepted.. my boon is yours.." and receive
the Tiara of the Deep from Yrrga.
Armor Class 14
Hit Points 35 Should a character try to sacrifice something you do not
Speed 30ft. deem suitable or directly insulting, they will instead hear
the following "..you will regret.. your insolence.." roll on the
short- or long-term madness table of the DMG depending
STR DEX CON INT WIS CHA on how insulting the offering was and apply it.
14 (+2) 10 (0) 13 (+1) 8 (-1) 12 (+1) 12 (+1)
Only one character will receive the Tiara, but if more
Condition Immunities None characters offer a suitable sacrifice they will hear "..your
Languages Common offering is taken by the deep.. my eye is upon you.."
When all characters have been processed, they will feel
Spellcasting. The hopeful is 1st-level spellcaster.
Its spellcasting ability is Charisma (spell save DC
their bodies be propelled upwards until they violently break
11, +3 to hit with spell attacks. They have the
the surface and land near their boat or the shore.
following spells prepared: Subsequent visits will yield nothing as the darkness seem
to have subsided.
Cantrips (at will): Mold Earth, Resistance, Produce
Flame This is a good opener for Yrrga to seek a champion among
Earth magic (once): The hopeful either;
the characters in the future.
Surround their body with rock, increasing their
AC by +2, but reducing their speed by -5.
Causes an earth tremor centered on
themselves, imposing a DC 14 Dex save on all
creatures in a 10ft radius, knocking them
prone and dealing 1d6 physical damage on a
failed save.

Actions
Hammer Melee Weapon Attack: +4 to hit. one
target. Hit 5 (1d6 + 2)
The Melody of Yog In the Shadow of Vaund
This event may be encountered deep in any forest. As they This event may be encountered anywhere in the region
travel through the woods, read of paraphrase the following: west of Vallaki after the party has reached level seven.
During a long rest, decide upon one of the players to be the
'target'. An NPC named Gavlin using the Assassin
As you travel the mountainous forests you suddenly hear statblock has been charged to assassinate the 'target' and
distant music.. the tones of a flute carried by the wind. It is
strange however, for some reason it is hard to determine
have been guided to their location through suble means by
exactly where the music is coming from. Vaund, they are now arriving and the method the party
rests will determine how much of an advantage Gavlin has
on his target.
Let the players decide how they want to locate the source.
A successful DC 25 Perception check can decipher the First, roll stealth with advantage contested by whoever is
right direction, a successful DC 20 survival check can currently on watch. If they have special measures, try to
reveal that someone has moved through the area recently play into these or roll for whether Gavlin can circumvent
in the right direction, finally a successful DC 15 Nature them. Gavlin will spend some time trying to determine who
check can determine that the birds seem to be flying in a is his target, and then find himself a vantage point to shoot
singular direction, towards the music. Give hints if at them with his crossbow.
necessary to these opportunities. If Gavlin is detected before his attack, roll combat as
If the characters find the right direction and investigate the normal. If he is not, do not immediately reveal his location
music, they will find a band of 6 satyrs sitting solemnly in a and but let each character spend their turn trying to figure
circle, some eating berries and nuts, one playing the it out by either investigating the trajectory (Investigation dc
melody on one of their flutes. Around them, woodland 12), listen (Perception dc = Gavlin's stealth), look for
critters seems to have gathered to listen. The song is one of disturbed terrain and tracks (Survival 15) or with magical
melancholy and the players can feel the sadness in it. They means. Expect Gavlin to choose a logical location like a
have no treasure of value, except a finely carved flute(40gp) tree or behind a bush.
The satyrs speak Sylvan and will jump to a guarding Development
position when they realise the players' presence. If the If Gavlin manages to slay his target, he will prioritize
players approach peacefully and manage to communicate fleeing the scene. He has no interest in fighting the party if
with the satyrs, they will reveal that their little party have he can avoid it.
been in Barovia since before the fall of the mist. They are
kin to Yog and came to Barovia with a dream that his If he is captured he can be coerced to reveal (Intimidation
imprisonment might help him find his peace again.. the 18/Persuasion 22) that this is the test set forth to him by
melody they play is one that regrets that he has yet to do so, the great Vaund. The reward being favor and protection for
and one that lament their own imprisonment in this cursed him and his family, against the dangers of Barovia. If he
land. They have hid in and among the trees, staying does it well, Vaund would mold him into a weapon to take
dormant for months at a time. control of Barovia itself, which Gavlin reveals somewhat
manically. Gavlin does not regret having to murder, he only
If the characters offer to help, the satyrs remark that they regrets that he failed an otherwise obvious job.
have long wanted to visit the 'Prison on the mountain' to
play Yog's melody to him, but they are frightened to do so. If Gavlin is looted he has a pouch of 34 gold coins, his
What corrupted Yog so long ago may easily corrupt them as Shortsword, his Light Crossbow, Light leather armor and
well. If a bard is in the party or someone otherwise one additional dose of Wyvern Poison.
proficient in fluteplay, they can offer to learn the melody
and play it for Yogs' sarcophagi. If no bard is present, one of
the satyrs might be persuaded to join them DC 18. Only
one will ever agree to join, in which case they will fight as
necessary and may become a staunch ally.
Development
Should Yog hear his melody played near his sarcophagi
perfectly (Performance DC 20), his mind will twist and
become more socialble, lamenting his imprisonment not
out of anger but sadness. He will beg that be freed, and the
satyr accompanying them (if one indeed is) will
communicate with Yog on Sylvan, recounting their past
history and the lands of before.
If Yog is denied freedom at this time, his rage will return
and he will curse the party for their torture of him. Each
character will lose 2 temporary points in an attribute of
their choosing for 1 week. If he is freed, then his spirit will
flee to the woods and not return, leaving the party with a
point of inspiration and one attribute point each of their
choosing. He will be free to leave Barovia when the
campaign ends, and any champions of his are released
from their pacts.
Seriach's Deal Development: Deal fulfilled
This event may be encountered on the roads near Vallaki. If they help Sarah get the book, she will take it and the
Read or paraphrase the following: party to the crossroads and place it in the middle before
stepping far back. She will call out that she is here to fulfill
her debt, after which a minute will pass before the book
As you are traveling down the road you suddenly hear the bursts into flames and disappears in ash. Seriarch is now
barking of dogs in front of you. They sound aggressive, but
not moving. As you get a little nearer you can hear load in 'possession' of it, and may give it to a champion later,
scratching upon wood as well. About 100 feet in front of should he get one.
you as you clear a bend, you see two monstrous hounds
with flames licking around their jaws barking up a tree, their
claws tearing into it now and again. On a branch about 15
If the party is interested, this may lead to a negotiation for
feet above the hounds lies a woman in peasantly clothing another favor. Seriarch can provide the boons and service
tightly hugging a sturdy branch, obviously scared to death. of his hellhounds, but he will as such try to get a champion
connected to him.
The hounds are hostile to the party and will notice them by Development: Protection
smell or sound in one round, unless they take precautions The players are free to try and protect Sarah on their
to hide themselves. They will fight until defeated, at which travels, she will gladly join them if they do not offer to help
point they will disappear as if conjured. her fulfill or re-negotiate it. However, her doom is almost
certain. They will be accosted by the hellhounds that
Should the party rescue the woman she will thank them reappear every 24 hours and attacks her specifically.
profusely and mournfully explain her predicatement. She is
a maid at the Vallakovich manor named Sarah Myrnikov, Though the party may reach a level where they can handle
but her family used to be prosperous until her parents were them, she is a commoner and should die quickly to attacks.
framed by the Arasek family and executed by the
burgomeister only a few years ago. While going for a walk
she was approached near the crossroads west of Vallaki by
a dark stranger who called himself Carvak and showed
sympathy for the injustice. She struck a deal with him for
revenge against the Araseks, and soon after the ones
responsible mysteriously died. In return, she had to use her
position to steal a book from Victor Vallakovich before this
day, but she just couldn't get it in time! This might be the
spellbook of Mordenkainen, or you could use another
interesting tome.
Now he is intent on taking her life and she does not know
what to do. There are several options for the party to
pursue, but until either she is dead, the deal is fulfilled or
they manage to re-negotiate the deal, the hell hounds will
magically appear 120 ft from her every 24 hours and
relentlessly pursue her. With proper protection they may
keep her alive.
Development: Re-negotiation
If the party offers to help get her out of the deal, she will
gratefully take them to the crossroads to talk to the
stranger. She knows how to summon him, and will do so by
cutting open her hand and calling his name. Carvak is
actually an illusion from Seriarch through which he makes
deals that his hellhounds can perform.
He will be interested in making a deal with the PCs, who
can probably get things done that she cannot. His long goal
would be to corrupt one or more of them to be more in tune
with his own personality, so tasks may include killing either
Fiona Wachter or Victor Vallakovich, someone else
procuring the book for him, or other devilish tasks you can
think of. If either of these are accepted he will give them a
new deadline of three days. If no deal can be reached or if
he is not convinced that the PCs sincerely wish to take
responsibility for Sarah's actions, he will disappear again.
A seance with Mother Night The Seance
This event may trigger inside Vallaki. Read or paraphrase Melissa will ask the party to sit down in the small locale
the following to the player with the highest passive and proceed to start burning incense. Soon after, read of
perception: paraphrase the following:
As the fumes fill the small room, you all begin to feel more
Walking the streets, you suddenly feel as if you are being at ease and light hallucinations of silverly light begin to
watched.. more than usual. Suspicious, you quietly look dance upon the walls. You see Melissa's eyes glaze over
around and find a woman staring at you, her face an odd white, almost gleaming with light.
mixture of worry and compassion. She is wiping her hands As she speaks, you hear her voice more serene, more
in an apron of sorts, and you realise that she is dressed as a
midwife. clear and quite different.

Should the character or characters approach, the woman The party may now speak to mother Night through Melissa
will introduce herself as Melissa, self-proclaimed priestess for the next five minutes. In this time mother Night will be
of Mother Night. She wants to speak with them, but will able to answer questions related to these topics:
insist they find somewhere private, such as an alley.
The Morninglord: Mother Night will admit that he is her
She explains that her goddess in interested in meeting the son and mournfully explain how she saved him from being
party, and as such Melissa wish to perform a seance with trapped in here, like himself.
them in which she will channel mother Night. The party Her activities: She will explain that her services to Barovia
may be skeptical at this, but if they accept Melissa will has not concluded. She spends her time in the afterlife,
invite them to meet her by the graveyard a quarter to trying to save souls from being devoured by the creatures
midnight. that await, though more often than not she fails in this task.
Into the crypt
Melissa will await them in the shadows of the graveyard The vestiges: She can explain the location of the amber
and lead them to the Wachter crypt (homebrew location) in temple and the presence of the Vestiges, in particular
the north-eastern part of the graveyard. It is locked behind a Vampyr and his relation to Strahd. If they delve into the
metal gate, but Melissa will produce a key from her topic of Tatyana she can also recount her tale and
garments. Moving down, the characters will find mostly significance to Strahd. She does not hold details on the
wall-coffins with different Wachter members on the first Amber Temple itself other than its location, as she stays far
layer, and moving further down they will start to see away from that place.
sarcophagi sometimes with the Burgomeister title as well, Being her champion: If any of the players offer to be her
indicating that the Vallakoviches did not always rule. champion, she will speak of the glorious days where
As they reach a sarcophagi of black marble, Melissa will knights pledged themselves to her honor.. she will accept
explain that this particular lady was a devout follower of only one such champion who can receive power from her,
mother Night and saw to it that an altar was hidden behind with the explicit purpose of protecting the people and
her grave for the use of future sisters. Melissa will use a destroying Strahd.
secret latch and open a path behind the wall. The room Other topics: Though she is a God, her knowledge of the
here is a 10 radius circular room with an altar set centrally land isn't absolute and up to date. 99% of her time is spent
upon the wall opposite the entrance. The altar is fit with in the twisted afterlife which isn't a very reliable source of
different symbols of the moon and other ceremonial information on the going ons. Gauge if a given question is
trappings. within her realm of knowledge.
Sir Wachter? When the time is up
This could also be a good time to clue the players into the Melissa will return to herself and will be quite clearly dazed
fate of Sir Wacther. During their time in the crypt they may from the experience. If any of them has been accepted as a
notice his coffin standing with a not-properly closet lit, and champion of mother Night, Melissa will open a secret
his name. Examining the epitaph they will learn he is the compartment in the altar and give the champion the
husband of lady Wacther, but his corpse is gone. Breastplate of the Green Knight, as detailed on Mother
This should be enough to get them started on investigating Night's page. Otherwise Melissa will thank the characters
this not-too-often explored part of Vallakian lore. and escort them out of the crypt, and blessing them in
Mother Nights name.
Appendix B
Optional rituals Breaking the barrier
These rituals are suggestions for how to approach things Only Khirad has discerned this ritual, and he shares it only
the players might want to do concerning Vampyr, Tatyana with his own champion.
and the Vestiges.
To break the barrier placed around Barovia, requires
Restoring the sarcophagi freeing Khirad from his own sarcophagi. Either this must
The remains of the amber sarcophagi remains in the be done by having an important NPC willingly share their
Amber Temple and will need to be reassembled into a deepest secrets in front of Khirads sarcophagi, the party
sarophagi. To do this, a spellcaster must use mending on doing so to each other (the very deepest), or by completing
each individual shard while replacing them on the a ritual such as with the binding, but reversed to release
sarcophagi. This process takes one hour, during which a them, in which case the rival Vestiges will send the
divine spellcaster must imbue the crystal with their own Shadow Demons to disrupt them, not truly trusting that
power to restore its properties, draining a total of 6-levels Khirad's dealings is to their benefit.
worth of spell slots, as chosen by the player. Once Khirad is free, he will rise to a great size and begin a
Binding of a Vestige ritual to break the barrier. During this ritual, the horizons
will flicker with magic and visions of worlds beyond will
To bind a Vestige, the players must know the true name of flash across them. If Vampyr isn't imprisoned at this time,
the target and must prepare a circle of blood and salt he will attempt to stop the ritual, beginning to fear the
around the sarcophagi. They must remain in the circle and coming of angels and good. If Vampyr is imprisoned, then
repeat the name of the Vestige in a ritualistic summoning. the challenge will come from the other Vestiges who will
After uptoward one hour the Vestige will show itself and be draw upon what champions they may or may not have, and
forced to take material form. It must in this form be the Shadow Demons to stop the ritual, fearing that they in
defeated, after which it will break down into its dark their current imprisoned state will be at the mercy of the
essence, which will be drawn into the sarcophagi. forces of good. Should Khirad succeed in his ritual (taking
four hours), the barrier will be broken. Khirad will flee with
During the summoning, the area around and within the his champion into the Nether, the host of the Morning Lord
temple will begin to be affected, starting with flickering will descent upon the valley, and Barovia will, finally, be
lights and gradually turning into light tremblings, torches free.
going out, winds blowing and Shadow Demons appearing
to interrupt the ritual. As long as at least two characters are Breaking a pact with a Vestige
keeping concentration on maintaining the ritual, it is not
interrupted. If it does become interrupted, it must be There are no set rules for how to break a pact with a
started over again. Vestige, and you may decide that they are simply not
breakable over the course of your campaign. By all
Consider having the final minutes of the ritual be accounts, it should be extremely difficult to do on a
challenged by the given Vestige, such as visions of desire characters own volition. In contrast to Strahd, there are no
from Shami-Amourae, or blood seeping through the stone obvious conditions for the pact the characters forge with
with Vampyr. each Vestige (though it is worth considering adding
symbolic elements for that purpose), so how can it be done?
Tatyanas soul I personally consider the most logical course of action is
One of the ways to break Vampyrs link with Strahd, is to for the champion to forsake and atone for everything that
remove Tatyanas soul from the equation. Vampyr keeps her the Vestige was first attracted to them for, after first
in a vault on the Ethereal plane, awaiting reincarnation. To discovering what that truly was. A cannibal bound to
access it (after her death), one must enter the Ethereal, Tarakmedes may go on a spiritual and bodily diet, eating
either with the help of Beucephalus, Strahds nightmare, a nothing but vegetables and continually facing and defeating
deal with the Night Hags or a ritual Mother Night might their desires. What Strahd might do was to let Ireena live a
provide. The vault of Vampyr is guided by creatures of life-time without his desire, and eat his feelings of
darkness. For this, I suggest taking a look at the creatures arrogance and humbly beg his people for blood to sustain
in Mordenkainens' Tome of Foes to find applicables. his immortal life.
Note: I have not included a homebrew of the vault, make it For players, these long-term unbindings are of course
yourself if you choose to include it as an option. unrealistic, but you could consider letting the big acts count
enough for these purposes. If players set out to figure out
If the players manage to reach Tatyanas soul, there should how to unbind themselves, you might do well simply
be a way for them to destroy the soul. Perhaps they see hinting at the attraction factor, and let the players' creativity
Tatyana for what she is, tattered and used after all these take it from there.
reincarnations and it will simply be a matter of tearing her
apart, or perhaps she is a sort of shadowy pod that simply
needs to be destroyed.
Appendix C
Vestige resources Yog's table of transformations
Fekre's Table of Poisons For each transformation, consider how the characters body
d8 -- Extracted posion must conform to allow for such a mutation and describe it
properly. Help your player understand and enact it. Use a
1-5 Brown Ichor: The target must succeed on a DC: 10
CON save or suffer the poisoned condition for 1
d12 in stage three and include both tables. Reroll if getting
minute. the same result twice.
6- Red Ichor: The target must succeed on a DC: 12 d6/d12 Beast d12 Monstrosity
12 CON save or suffer 4d6 poison damage, or half as 1 Bat: Keen 7 Doppelganger: Read
much on a successful save. hearing(ears) Thoughts(forehead)
13- Green Ichor: The target must succeed on a DC: 14 2 Quipper: Blood 8 Displacer beast:
17 CON save or suffer 6d6 poison damage, or half as Frenzy(eyes) Displacement(tails)
much on a successful save.
3 Winter wolf: Cold 9 Ankheg: Acid
18- Blue ichor: The target must succeed on a DC: 13 Breath (head) spray(mandibles)
19 CON save or fall unconscious. The target wakes up
if suffering damage or is otherwise physically 4 Eagle: fly 60ft 10 Nothic: Rotting
disturbed. (wings) Gaze(eye)
20 Yellow ichor: The target must succeed on a DC: 15 5 Elephant: 11 Hook Horror:
CON save or lose mobility in one of their Gore(tusks) multiattack hooks
appendages, randomly determined, for 1 minute. (hook)
6 Blink Dog:
Teleport(paws) 12 Hydra: extra Attack of
All poisons can be delivered through ingestion or injury, opportunity(head)
but lose their potency if not used after 24 hours. Keep in
mind that vampires are not immune to poison in 5e, as
other undead types. Sykane
Fekres Hand
d20 -- Disease effect Bound Spirit
1 The character suffers from the pox, as warts grow A spirit bound to the plane of the living
on your tongue and skin. They have a -3 penalty
when engaging in social interactions that include Armor Class 10
appearances. Cure with a medicine 18 check. Hit Points 25
2-6 The character start to become stiff in their joints Speed 30ft.
and will after 10 minutes be petrified. This effect
lasts for one hour. Can be cured by lesser
restoration STR DEX CON INT WIS CHA
7- The character falls limb and appears dead for all 8 (-1) 16 (+3) 8 (-1) 10 (+0) 14 (+2) 10 (0)
12 intends and purposes, they neither breathe or have
a pumping heart. This effect disappears after 1 Damage Resistance Acid, Fire, Lightning, Thunder;
minute. Have fun scaring them. Bludgeoning, Piercing, and Slashing From
13- The character grows a (d6:monkey, pig, donkey, Nonmagical Attacks
18 cat, lizard, wolf) tail. Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
19- After the next long rest, the character develops a Poisoned, Prone, Restrained
20 secondary personality that behaves opposites the Senses Darkvision 60, passive perception 12
characters norm, or with such traits as the DM Languages Common
decides.
Ethereal movement The bound spirit may move
through solid objects at half movement. Ending a
turn inside an object incurs 2d12 unreducable
psychic damage.

Actions
Ethereal Touch Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 9 (2d6 + 2) necrotic
damage.
Tenebrous
Roll a d12 to determine the Arcane Mishap.
Arcane Mishaps
Tastiness Cookie Type
1 A mysterious arcane link expands between the caster and the nearest intelligent target within 60ft. The two
exhange control of their characters bodies and both take 1d10 psychic damage. (secret) This effect remains
until the distance between them grows to beyond 60ft or either falls unconscious or asleep. When the effect
ends, both characters take 1d10 psychic damage again.
2 Energy sizzles from the casters palm to the room, animating 1d4 objects of the DMs choosing that are hostile
to all.
3 The caster is affected by Otto's Irresistable Dance for up to 1 minute. This can be broken at the end of their
turn by beating a DC 16 Wisdom safe.
4 All creatures within 30 feet of the caster (including the caster) is randomly affected by either an Enlarge or
Reduce spell for 1 minute.
5 The nearest doorway is hit by arcane energies and functions as a gate to another doorway in Barovia as
determined by the DM for 1d4 days.
6 The caster teleports to a point specified by the DM or randomly determined within 120 feet.
7 1d6+2 Sheep appear within 30 feet of the caster. Their bodies plop out of existence upon death.
8 A Flumph appears within 30 feet of the caster. It is confused but not hostile until hurt.
9 The room or area around the caster up to 60 feet away transforms into an illusion of somewhere else in the
multiverse, determined by the DM. This could be anything at all, like the court of a deity or the nursery of a
poor-house. This effect lasts 10 minutes. A character can differentiate illusion from reality with a DC 16
Intelligence check.
10 Choose a random creature other than the caster within 30 feet. A clone of the target creature appears
shimmering with arcane magic, sharing their stats. Roll a d4 to determine its disposition: 1: Hostile to the
caster. 2: In love with the caster. 3: Childlike treating the caster as a parent. 4: The diamtrical opposite of the
cloned creature. This clone disappears after 10 minutes.
11 The intended spell fires, but target or point of impact is determined randomly
12 The caster must instead cast a spell they know of one level lower than the spell-slot they used. (without
expending a new spellslot)

Links and resources Acknowledgements


All images used in this PDF are the property of their I would like to thank the following persons for their
respective authors, and are not meant to be released in its feedback and criticism. I want this to be a useful resource
final version. for anyone who wants to use the Vestiges more actively
The following little banner contains links to useful
resources, some of which I have used in my own sessions. DeposedWolf @ Curse of Strahd, Discord,
has provided a lot of constructive criticism in
regards to both wording and balancing!
The redditpage for Curse of Strahd has topics Bastard @ Curse of Strahd, Discord, has
on almost every single thing in the campaign. helped resolve numerous errors in the
Just hit the search bar and be amazed: document and given ideas to further describe
https://reddit.com/r/CurseofStrahd/ the changes in the champions appearance
MandyMod's Orphanage adventure: and behavior!
https://redd.it/94llq6 DragnaCarta @ Curse of Strahd, Discord, has
DragnaCartas Fanes of Barovia: highlighted mechanical issues in the
https://redd.it/8ryr9b commitment stages and provided tips on
I strongly recommend all new and old DMs to how to rework them!
gloss over this MegaThread to find even more Nock @Curse of Strahd, Discord, for
wonderful resources: https://redd.it/8tswyo providing lots of mechanical suggestions to
help balance things out!
Marco Gonzales has made this great cover
page by commision. Can only recommend
working with him!

This work was made with the Homebrewery at Homebrewery.naturalcrit.com!

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