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Visions of The Vestiges
Visions of The Vestiges
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.
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.
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)