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A GENDERBENT CURSE OF STRAHD GUIDEBOOK
A GENDERBENT CURSE OF STRAHD GUIDEBOOK Written by Beth the Bard Twitter | Website
Cover Art by Yorsy Hernandez (see page 157 for full credits)
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INTRODUCTION
05
OLD STRAHD, NEW STRAHD
11
ADVENTURE HOOK HANDOUTS
17
VILLAGE OF BAROVIA
20
DEATH HOUSE
30
BLOOD ON THE VINE TAVERN
31
IREENA'S BACKSTORY
37
VISTANI FACTION
40
VILLAGE RANDOM ENCOUNTERS
46
BATHILDA'S MERCANTILE
49
CHURCH OF BAROVIA
54
TSER POOL ENCAMPMENT
58
OLD BONEGRINDER
59
HAG FACTION
64
TOWN OF VALLAKI
66
BURGOMASTER'S MANSION
73
WACHTERHAUS
78
ST. ANDRAL'S CHURCH
82
COFFIN MAKER'S SHOP
85
BLUE WATER INN
91
WERERAVEN FACTION
93
VAN RICHTEN'S TOWER
99
BLINSKY'S TOYSHOP
101
VISTANI CAMP
103
DUSK ELF FACTION
107
CASTLE RAVENLOFT
122
RUINS OF BEREZ
126
MOUNT BARATOK
129
ARGYNVOSTHOLT
132
KREZK
136
ABBEY OF ST. MARKOVIA
144
WIZARD OF WINES
148
AMBER TEMPLE
151
YESTER HILL & DRUID FACTION
153
WEREWOLF DEN & FACTION
157
CREDITS
TABLE OF CONTENTS
04
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INT RODUCT ION There’s been plenty of talk of genderbending Strahd online, but in Beth the Bard’s new book, She is the Ancient, you’ll find a lot more than swapped-out pronouns. Beth has completely rethought Curse of Strahd, one of the most popular D&D adventures of all time, to come at its themes of abuse and control from a totally different angle.
-Ginny Di
I hope you enjoy my re-imaging of this popular Dungeons & Dragons horror campaign. My intention is not to step on toes or point fingers. It's simply to create space for more players - specifically women, but also People of Color, neurodivergents, and the LGBTQ community - in a campaign that felt exclusive. I have no illusions that I perfected this. We all need to start somewhere, though, and really give it the best we know how to. I understand many CoS fans feel that no changes are necessary. If that's you, then you're in the wrong place. Otherwise, I hope you enjoy what I created for my tables, and find inspiration for running yours.
This guide is a reference to NPCs. You'll find that almost every character has helpful descriptions, connections, and suggestions for roleplay. I've included story changes and alternate encounters as well. Not every NPC has been gender-bent, but many have. I wanted to explore this classic Dracula story with less targeted sexual violence. After all, as my good friend Casual Campbell states, "Vampires should understand consent better than any monster. They literally have to ask for permission to enter a home." To fully utilize this guide you will need access to Curse of Strahd, Monster Manual, and Van Richten's Guide to Ravenloft. I regularly reference these books through DnD Beyond links.
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OLD STRAHD
SHE IS THE ANCIENT. SHE IS THE LAND.
Originally, Strahd is the epitome of abusive, maledominated relationships and toxic patriarchy. It makes him a villain to hate. He embodied the classic, novelinspired Dracula storyline very well and Curse of Strahd is considered one of the most beloved DnD campaigns of all time.
Strahd von Zarovich was a soldier, a conqueror of lands. She and her army came to the valley centuries ago, laying waste to the powers that be and claiming the land for herself.
If you love that and don't want to change anything about it, then you're in the wrong place. All you'll need is the original CoS 5e book, and you're good to go. If you are here because you want to play a vampire horror story, but you’re done with women as the sexual victims of powerful men, then let's chat. We can still have sexual drama and intrigue, villains can kill women the same as men, but we're going to even it out. Same for the targeted violence against children in this story. It makes no sense to say that women and children can't die in horror, but to specifically target them for this trait is where we run into real-life problems.
While Strahd is a powerful and lawful aligned general, she was also an older sister to Sergei. She cared for him for years with devotion and love. She taught him how to be a soldier and how to continue the family traditions. She hoped he would dedicate his life to their cause as she had. One day after Sergei had come of age, he brought home a woman he hoped to marry. Her name was Tatyana. Strahd flew into a fit of rage at the audacity that he would forsake his duties over love. He didn't even truly love her. How could he? They barely knew each other. While Strahd was livid, she played along in hopes that this phase would die out. She was civil to this Tatyana, going so far as to welcome her into their home, Castle Ravenloft.
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After a time, she even accepted this fate. Perhaps it was good for Sergei to get married and continue the Zarovich line. After all, Strahd had no interest. Sworn was she to her duty as ruler and protector, like a priest to their faith. But her advisors began to offer terrible whispers and conspiracies day after day. Sergei would leave her and the castle to start a new life with this peasant girl. This Tatyana isn't even faithful to Sergei, caught imposingly with one of the maidservants. If they didn't leave the castle, she could be sure they'd try to overthrow her for her place as Countess. This peasant girl was simply after their wealth. She could marry Sergei and then kill him while keeping the Zarovich name and benefits. He was in danger.
Strahd became focused on the what-ifs of this union. A man that courted her attention (Kasimir, page 120) whispered of a place called The Amber Temple where she could find answers and solutions. Strahd and Kasimir found this temple and struck a deal - that even upon her death, she would remain ruler of this valley. Nothing could stop her, not even her family and their schemes. The Dark Powers of Ravenloft had her in their grip at last. The evil seeded in her soul began to fester. She decided to take up the study of magic and even experimented with the help of the castle. She stopped speaking to Sergei altogether and scowled at Tatyana whenever they crossed paths. Tatyana could feel something evil coming from Strahd and warned Sergei. On the night of Sergei and Tatyana's wedding, Strahd heard rumors that once the wedding was done, Sergei and Tatyana were to permanently leave Castle Ravenloft to start somewhere new as lowly peasants.
After all she had done to secure this life for him. After all she had sacrificed. The Dark Powers tightened their grip and reminded her what she needed to do to fix this. They were the most powerful entity in this realm, were they not? Sergei visited Strahd to tell her the news that had already surfaced, unbeknownst to him. She nodded, surprisingly calm about the whole affair. He wished his sister luck and embraced her. At that moment she stabbed him in the heart. The Dark Powers within her unlocked, the deal completely sealed. Long, wolf-like fangs tore through her gums as she began to drink uncontrollably the blood of her dying brother. In the same moment that she betrayed her brother, one of her soldiers betrayed her. Lea Dilisnya led a raid upon the wedding guests, tearing through the castle leaving bloodshed at every turn, and making her way toward Strahd to take control of the valley herself. Meanwhile, Strahd, realizing what she had done, instinctively bled for Sergei, somehow understanding that this should bring him back as a newly powerful being such as herself. But nothing happened. She tried over and over until her anguish and regret tore the sky apart and blood rained from the blackened clouds. Tatyana ran into the room for Sergei, terrified of what was happening around her, only to find Strahd covered in blood, a deceased Sergei in her arms. Behind her, war and bloodshed flooded the castle. Strahd cried tears of her brother's blood as Tatyana stood frozen in horror. Suddenly a sword through her gut, a cough of crimson, and Tatyana perished as well by the hand of Lea Dilisnya After everything was said and done, Lea was tortured and became Strahd's first successful vampire spawn. As punishment for her mutiny, Strahd locked her in a stone coffin with no escape to writhe in undead solitary confinement until she passed on for good.
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Strahd's transformation that evening turned Barovia into a prison realm with no chance of escape, ruled by a sorrowful and regretful dread lord. Her temper over the years became darker and more miserable. In traveling through her land, she discovered many years later that Tatyana was still alive. Only she was centuries younger than she should have been, went by a different name, and didn't recognize the Countess at all. Strahd angrily murdered her but refused to create a vampire spawn of her. A couple of decades later, she found her again, repeating the slaughter. Again and again, over centuries, she would search for Sergei's reincarnation with no luck, but there again would be Tatyana. Eventually, Strahd grew comforted upon seeing her face again - a reminder of the love her little brother had instead of the loss she felt. This time, she courted Tatyana. Strahd fell in love with the woman she had hated for so long, which only made her feel more regret and sorrow for her actions. That is until Tatyana died at the hands of an outsider. These events seemed to happen over and over, making Strahd realize that maybe she didn't have as much control over fate as she had presumed. Strahd began to play with the adventurers and reincarnated familiar faces she found, like a game of cat and mouse.
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STRAHD VON ZAROVICH The Ancient & The Land AT A GLANCE Strahd von Zarovich is the Dark Lord of the cursed demiplane, but even she isn't the highest power here. (Don't let your party know that until the end of the story.)
LOCATIONS OF INTEREST
GOALS
Strahd is not an omnipresent overlord, but she wants your party to think she is. While she can be found anywhere along the storyline, she spends most of her time in Castle Ravenloft or staring into a mirage of her pre-prison domain, through the mist of Yester Hill .
Strahd is imprisoned in Barovia indefinitely. She would love nothing more than to give up her throne and leave. She has nothing to lose and this makes her dangerous.
APPEARANCE & MANNERISMS Strahd by her portrait looks like a very feminine version of the original Strahd. In reality, she is a shapeshifter and can take on the appearance of any humanoid of any race as well as other creatures such as bats, wolves, and even mist. She may disguise herself as a man or nonbinary person if the situation would benefit from it. She's identity-fluid if you will. Vampires understand consent well, being unable to enter a home without permission from its owner. This trait is very strong in Strahd von Zarovich. She will not take on a new partner as a vampire spawn unless they explicitly consent to it. Rather than locking her "harem" away in the crypts as originally written, they are equal tenants of the castle, each fixed with their own lavish rooms and material belongings. She spoils and devotes herself to her spawn, unhindered, and in return, they are devoted to her. Together they make a powerful army of vampires.
She will fixate on something even remotely familiar to her past life and will cause misery around her trying to achieve whatever it is she has her mind set to. Strahd has a terrible temper and acts very much on impulse. This has led to a lot of things she regrets. Her regrets only contribute more to her violent outbursts and choices. She murdered her brother in a heated moment and has been living in a mental hell about it ever since. She seeks the reincarnation of her brother or at least some way to bring him back to life. She's furious that Tatyana reincarnates over and over while Sergei remains a pile of bones. After quite a while, Strahd began to find comfort in Tatyana and has fallen deeply in love with her. This only adds to her regret of murdering Sergei. She now understands the depths of the love he felt for Tatyana. Strahd wants to protect her and doesn't trust the adventurers she travels with. Strahd will also be seeking a way out of these lands with Tatyana. Enough is enough.
For roleplay purposes, I typically give her the most intense voice of my NPCs in this story. I like to channel Akasha from the Queen of the Damned film.
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STRAHD'S RELATIONSHIPS Ismark Strahd flew into a fit of rage when she discovered that Kalya, the burgomaster of the Village of Barovia, was holding onto town taxes to make the village a safer place for its residents. Strahd promised to take what Kalya most loved from her in exchange - her child, Ismark. (Inspiration taken from every fairy tale ever.) Ismark, Kalya’s son, is the biggest focus of Strahd's attention because he is young, innocent, and reminds her of her deceased brother, Sergei. Especially the nature of the relationship between Ismark and Ireena. Ireena Ireena, much like the original version, is a reincarnation of Tatyana (discussed on page 5). Strahd did not realize this until recently. Over the centuries, Strahd's rage towards Tatyana each time she encounters her has turned into an odd sense of familiarity and comfort. She's grown attached and hopes to make Ireena her Queen. The Vistani Long ago, Strahd almost died in battle. It was a group of Vistani that saved and nursed her back to health. From that point on, the Vistani were granted immunity from any of her terror, even in her afterlife. Not all Vistani are aligned with Strahd, but she holds true to her word regardless.
Baba Lysaga Baba Lysaga was the sole caretaker for Strahd when she was a baby and toddler. Even after being fired, Lysaga has followed Strahd across the lands, making a home in Berez. He's still convinced that Strahd is his child and will do anything to protect her. Argynvost & Vlatka Strahd's army defeated and dismembered the silver dragon, Argynvost. Strahd likes to keep her skull as a dining table centerpiece in one of her many rooms of Castle Ravenloft. Vlatka, the second in command, was so enraged by defeat against Strahd that she came back as a revenant, but Strahd had already died and been imprisoned. The Hags The Hags are aligned with Strahd because they fear her. Though Strahd likes to occasionally feed souls to the Dark Powers, she overlooks that the Hags are snatching up souled Barovians for their pies. In Strahd's mind, the sooner the souls are all used up in Barovia, the sooner her people will stop whining about the conditions of this place.
The Werewolves Strahd favors the werewolves as they act as minions for her when necessary. They're welcome to take victims from this realm or the surrounding domains as they please.
The Burgomasters As long as the burgomasters of their respective settlements pay 100% of their taxes on time, Strahd will stay out of their way and let them do whatever silly little things they feel inclined to do. An example of this is the Burgomaster of Vallaki throwing ridiculous festivals every week to "keep the devil away." If they were to break a law, Strahd would be ruthless in punishment.
The Wereravens Strahd hates the wereravens and didn't realize until recently that their wine operations were an apocalyptic prevention mission.
Rudolph van Richten Rudolph knows too much about Strahd and has made it her life mission to kill the Countess and all other vampires.
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PLEA FOR HELP
re-written adventure hook handout While I won't be including all of the adventure hooks from CoS, I'll include "Plea for Help" here as well as the corresponding Svalich Woods encounter on page 14. This is simply to offer an updated version of the handout and introduce you to my version of Arrigal. Use the Plea for Help page in the book to help you build this encounter. I didn't make very many changes other than to gender-bend the character. She's also the only Vistana of her camp that is a Strahd sympathizer, so she is working in secret. If her sister, Luvash, found out what she was doing, she'd be in a lot of trouble.
ARRIGAL (Same name as the original.)
Arrigal might be the only Vistani in Barovia that would love to join Strahd. She takes the mist-walking privileges of her people as a sign that Strahd is a benevolent and generous landlord. See page 102 for more NPC information.
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STRAHD-PRETENDING-TO-BEIREENA LETTER V1 (EASY TO READ VERSION) Hail to thee of might and valor. I, a lowly servant of Barovia, send honor to thee. We plead for thy so desperately needed assistance. My young brother, my dear Ismark, is held hostage by the treacherous burgomaster of the Village of Barovia. The people of this village are vile and cruel and I fear for his life. I have much wealth and offer all that might be had to thee and thy company if thou shalt but answer my desperate plea. Come quickly, for his time is at hand! All that I have shall be thine! Ireena Kalyanavich
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Hail to thee of might and valor. I, a lowly servant of Barovia, send honor to thee. We plead for thy so desperately needed assistance.
My young brother, my dear Ismark, is held hostage by the treacherous
burgomaster of the Village of Barovia. The people of this village are vile and cruel and I fear for his life.
I have much wealth and offer all that
might be had to thee and thy company if
thou shalt but answer my desperate plea. Come quickly, for his time is at hand! All that I have shall be thine! Ireena Kalyanavich
THE DEAD MESSENGER
re-written adventure hook handout To continue off of the "Plea for Help" hook, here is a handout change for the Svalich Woods encounter. The dead messenger in this encounter could be gender-swapped if you would like but it's not important either way. Possible Random Encounter
You can use this opportunity to introduce wolves howling in the woods. If it’s a good time, and the party isn’t sufficiently cautious of these wolves, especially after realizing how Dalia died, a wolf encounter would fit perfectly here.
DALIA OLENSKY (originally Dalvan Olensky)
The dead messenger could is Dalia Olensky. She was attempting to escape Barovia with a letter in hand when Strahd’s dire wolves attacked and viciously killed her. They didn’t bother to feast and left the body behind when returning to Strahd. Dalia holds a letter in her hand with a large “B” on its wax seal. The letter itself is a week old. (See "Actual Kalyana Letter V2")
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ACTUAL KALYANA LETTER V2 (EASY TO READ VERSION) Hail thee of might and valor: I, the Burgomaster of Barovia, send you honor —with despair. My chosen son, sweet Ismark Kolyana, has been threatened by a vampyr. He is but a child and I cannot lose him. For over four hundred years, this creature has tormented, tortured, and even drained my people. Now, my dear Ismark has been marked for death by this vile beast. The Countess has become too powerful to conquer. So I say to you, give us up for dead and encircle this land with the symbols of good. Let those of holy call upon their power that the devil may be contained within the walls of weeping Barovia. Leave our sorrows to our graves, and save the world from this evil fate of ours. There is much wealth entrapped in this community. Return for your reward after we are all departed for a better life. Kalyana Indirovich Burgomaster
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Hail thee of might and valor: I, the Burgomaster of Barovia, send you honor—with despair.
My chosen son, sweet Ismark Kolyana, has been
threatened by a vampyr. He is but a child and I
cannot lose him. For over four hundred years, this
creature has tormented, tortured, and even drained my people. Now, my dear Ismark has been marked for death by this vile beast. The Countess has become too powerful to conquer.
So I say to you, give us up for dead and encircle
this land with the symbols of good. Let those of holy call upon their power that the devil may be
contained within the walls of weeping Barovia. Leave our sorrows to our graves, and save the world from this evil fate of ours.
There is much wealth entrapped in this community. Return for your reward after we are all departed for a better life.
Kalyana Indirovich Burgomaster
VILLAGE OF BAROVIA
VILLAGE OF BAROVIA NPC MAP MIRABEL
SOREN
GOREK
ISMARK KALYANA
VISTANI OWNERS
IREENA
ARIKA
BURGOMASTER FAMILY
BLOOD ON THE VINE TAVERN
BATHILDA
PENNY
KALYA INDIROVICH
VILLAGE LOCATIONS
BURGOMASTER MANSION
BATHILDA'S MERCENTILE SASHENKA
ROSE DURST
CHURCH
DURST MANOR
RANDOM THORN DURST
MISERABLE MAREK
MOTHER DONA MORGON
ADVENTURER GHOST
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POSSIBLE ENCOUNTERS to push the campaign forward DEATH HOUSE
DREAM PASTRIES
BURYING THE BURGOMASTER
You may choose to use the optional module titled Death House, or not.
A random but story-heavy encounter your party sees in the streets of the village is a peddler named Morgon, selling Dream Pastries for one gold per pie.
Your party meets Ireena (key NPC) at the Blood on the Vine tavern. She has a young child with her - her younger brother. Their mother recently died and they need help to get her to the church for a proper burial. This is only the first quest Ireena has to offer your party.
The original module is extremely difficult for 1st-3rd level players. I will be giving my ideas on how to make the module easier as well as how to change the storyline for gender-bending.
Morgon NPC Sheet: pg 45 The Hags (Faction): pg 59
Burgomaster Info: pg 35 The Church of Barovia: pg 49
Death House Changes: page 21
MISERABLE MAREK'S WAILS
WHAT'S EATING GOREK?
FEEDING SASHENKA
After dealing with Death House (Durst Manor), and likely destroying it, your party will walk through the streets of the village, looking for sanctuary. They'll hear miserable wails and screams coming from one of the households. Should they pursue it, they'll meet an NPC nicknamed "Miserable Marek."
When your party makes it to the Blood on the Vine Tavern, they'll meet a few NPCs. If they're busy socializing with Ireena and Ismark, don't push this. If you want to further the backstory about the hags of Old Bonegrinder, make sure they know that Gorek (one of the three owners of the tavern) is deathly ill.
Once your party makes it to the church for Kalya's burial, they will hear screams from beneath the church. One of them perceives the words, "Feed me, mother, I'm starving!" It turns out there's a vampire spawn locked in the basement - the child of the priestess. Will your party help, kill, or ignore them?
Miserable Marek NPC Sheet: pg 41
Gorek Info: page 39 Hags: page 59
Church of Barovia: pg 49 Mother Dona NPC Info: pg 50 Sashenka NPC Info: pg 51
DEATH HOUSE
A HISTORY Once upon a time, there was a family of four living in a large house in the Village of Barovia. This family may have appeared normal to the outside world, but behind closed doors, they were a blood-thirsty cult, attempting to win the favor of their Countess. Little Rose and Thorn of Durst Manor stayed blissfully oblivious to their parents' wrongdoings, happily playing with their Blinsky toys as the days passed by. Their parents, on the other hand, had created a faux bed and breakfast to welcome newcomers for an evening of fine dining, friendship, and a comfortable night of sleep. Their regulars included mist-walkers that happened upon Barovia whilst traversing the domains of Ravenloft, as well as adventurers that accidentally found themselves in a strange new place.
QUICK REFERENCE:
Swapping the Nursemaid - page 25 Room-by-Room Changes (Non-Basement) - page 27 Strahd letter handout - page 28 Rose & Thorn Info - page 23 The Servants' Info - page 24 Elizabeth & Gustav Info - page 26 The Adventurer Ghost & Stat Block - page 25
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THE DOWNFALL OF THE DURSTS Elizabeth and Gustav Durst, along with their
she gave the Dursts a strict warning to work only
servants, would welcome the visitors in, help
with local Barovians and to leave the newcomers
them settle into their guest quarters for the
alone for her.
evening, and then give them a hearty dinner, introducing them to several other friends of theirs
For a while, the Dursts relented but Barovians
that had stopped by for an evening of revelry.
stayed far away from Durst Manor. All their past
Once the guests were full of food and muscle
murders combined with the influence of the Dark
relaxants, the Dursts would invite them to the
Powers made them unstoppable serial killers who
basement to show them something exciting. It is
couldn't know peace except after a slaughter.
there that the cult would recite bogus
They killed another lost adventuring party,
incantations, trying to mimic The Priests of
bringing down the full wrath of Strahd von
Osybus, and slaughter the guests on their altar.
Zarovich. Everyone in their household was viciously murdered by Strahd and several of her
This went on for years as they tried to impress
partners. The house itself is haunted by the
Countess Strahd. She ignored them and left them
influence of the Dark Powers, however, and still
to go about their business. Once Strahd began to
murders anyone that enters, much to Strahd's
take an interest in adventurers that wandered
dismay.
into the mists,
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THORN & ROSE DURST (Same names as original CoS, but ages swapped) Thorn is now the big, protective brother to his little sister, Rose. This is because I role-swapped siblings Ireena and Ismark and wanted to keep things balanced.
Thorn and Rose are ghosts, but you don't want your party to find out until later. These two beg your party for help - their mom and dad went downstairs to deal with the monster and they haven't come back yet. These kids are scared to go in the house at all until the party has found their parents. Make sure they say something along the lines of, "The monster must be defeated to dispel the mist." The party will think they're talking about the monster in the basement and it will encourage them into the house. Every time I have run this campaign, one or more of my players wants to check on the kids outside, ask them a question, or bring something to them. This is when I introduce that the house is living and will not let them leave. Not only that, but the children aren't there anymore. This always freaks my players out and sends them running through wild ideas about what might actually be happening. Usually, they're convinced that the kids are evil and trapped their party. Later your party can find lots of bones in the basement, including the smaller bones of these children, leading them to realize that they were confused ghosts, not malicious monsters. I changed this from the original where you find their bones in their room, realizing they were starved to death due to neglect. This didn't sit well with any group I ran it for, especially those of us that are parents or who have any familiarity with the very real lived experiences of some foster children. Rather than their death being caused by a real-life thing that happens too often, they instead died during Strahd's attack on Durst Manor. They were in the wrong place at the wrong time, being targeted the same as everyone else. This also sets Strahd up as a monster in the game.
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THE DEAD SERVANTS CREATING A SENSE OF ODD (Originally not listed anywhere in the story, except for a reference to their sleeping quarters)
When the party enters the dining room on the first floor or Durst Manor, they will find two dead bodies sitting at the table. They've been dead for quite a while. The reason I love to put the servants here is to throw my players off. Every time I've run this, they're convinced they've found the kids' parents. Once they learn more, they become confused and disturbed. Part of building a horror scenario is to create situations that are odd. Besides the fact that the wallpaper in every room of Durst Manor harbors some uncomfortable imagery upon great perception, the dead at the table will also be out of place. Why are they decayed, why are they covered in dust, why has nobody moved them if the kids are still living here? Something is wrong. You can run this however you like. Maybe they have fang marks in their neck. That's nice and easy! If my players do exceedingly well on a medicine or investigation check, I'll help them come to the realization that they overdosed on muscle relaxants while eating leftover food. I use valerian root for this but you could use a magic-based tincture instead. This will lead into the party learning that the Dursts would use relaxants on unsuspecting visitors before luring them to the basement.
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THE ADVENTURER GHOST MORE MEANINGFUL THAN A WOMAN MURDERED BECAUSE OF HER UTERINE ACTIVITY (Originally the murdered nursemaid's ghost) In the original story (TW: miscarriage) there is an unnamed nursemaid that Gustav Durst was having an affair with. She miscarried the baby and so Gustav and the rest of their cult stabbed her to death and locked her in a box to rot. Now her ghost haunts the third floor and attacks adventurers.
In my version of the story, we cut that part and replaced it.
GHOST Armor Class 11 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. (hover)
7 (-2)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 4 (1,100 XP)
Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
ACTIONS
Because Barovia is 95% human, I like to have a non-human adventurer greet the party on the third floor. Try using a tiefling, gnome, or half-orc character. The party will meet them when they're unpacking their bag for the night and ask them if they're staying for dinner as well. Give the party a chance to try to tell them that they're dead. This NPC can then show them the secret door leading to the attic or give them some other valuable information to help them defeat the house.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Medium undead, any alignment
STR
There never was a nursemaid and instead we're going to have the ghost of an adventurer that can aid the party.
Horrifying Visage. Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
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ELIZABETH & GUSTAV DURST MURDEROUS B&B HOSTS AND OVERALL BAD PARENTS (Same names as the original. I simply made Elizabeth the "master" of the house and cult instead of Gustav.)
Both Elizabeth and Gustav discovered the history of a cult named the Priests of Osybus . In their mind, the rituals and guides of the priests were a way to win Lady Strahd's favor through sacrifice. Perhaps she would grant them more land. Maybe she would give them immortality. In fact, Strahd laughed at them for their foolishness and favoritism. As they began their bloody work, they tapped into the evil of the Dark Powers, becoming more and more corrupted. They and their growing cult became serial killers, desperate to continue their work and hone their craft. Their children knew nothing of this as they'd keep them locked away in their room during their evenings of murder. One evening, an adventurer strayed from the B&B room to find the children and let them out, questioning the Durst parents for their actions. That adventurer's ghost now haunts the home. Elizabeth and Gustav are long-dead, murdered along with everyone else in the home by Strahd and her spawn during one terrible evening. Their ghosts can be found in the basement of the manor.
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ROOM-BY-ROOM STORY CHANGES (NON-BASEMENT) Make these changes to the following rooms of the non-basement areas of Death House if you'd like to integrate some of the new story concepts. Appendix B: Death House 4. Kitchen and Pantry - add several jars of Valerian Root extract for curious players 5. Dining Table - add two dead humans (male & female commoners) 6. Upper Hall - Exclude the baby from the portrait 7. Servant's Room - Make sure to note that there is magic coming from the other side of the wall with the dumbwaiter, if a player is using a spell such as Detect Magic. It'll help them find the Secret Room easier. 8. Library - Rather than this being Master Gustav Durst's study space, it's now Master (or Lady, if you prefer tradition) Elizabeth Durst's study space. 9. Secret Room - Swap out the original letter for the one on the next page. (See page 28 for easy-to-read transcript of this letter.) 15. Nursemaid's Suite - Turn this room into a hostel space for travelers. Put 4+ beds in here, each with their own tiny chest for storage. 18. Storage Room - Change the contents of the unlocked wooden trunk to being the skeletal remains of the adventurer your party talked to only moments ago. They were stabbed to death.
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EASY TO READ My most pathetic servant, I am not a messiah sent to you by the Dark Powers of this land. I have not come to lead you on a path to immortality. However many souls you have bled on your hidden altar, however many visitors you have tortured in your dungeon, know that you are not the ones who brought me to this beautiful land. You are but worms writhing in my earth. You say that you are cursed, your fortunes spent. You abandoned love for evil, feeding your own desire for bloodlust through sacrifice. Cursed by darkness? Of that, I have no doubt. Save you from your wretchedness? I think not. I much prefer you as you are.
Your dread lord and master, Strahd von Zarovich
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My most pathetic servant, I am not a messiah sent to you by the Dark
Powers of this land. I have not come to lead you
on a path to immortality. However many souls you have bled on your hidden altar, however many
visitors you have tortured in your dungeon, know that you are not the ones who brought me to this
beautiful land. You are but worms writhing in my earth.
You say that you are cursed, your fortunes spent. You abandoned love for evil, feeding your own
desire for bloodlust through sacrifice. Cursed by darkness? Of that, I have no doubt. Save you from your wretchedness? I think not. I much prefer you as you are.
Your dread lord and master,
Strahd von Zarovich
BLOOD ON THE VINE TA VERN
IREENA'S STORY & QUEST HOOKS Ireena is the daughter of the Burgomaster, Kalya Indirovich (originally Kolyan). Ireena and Kalya have long been revered in this town for their leadership. Though, the villagers are now afraid of Ireena as they rightfully believe Strahd has bitten her. She is wearing practical armor for being around town but does own full plate armor. Her neck is notably covered by a red scarf to hide the bite mark. She is at the tavern to seek assistance from her Vistani friends. She is surprised and skeptical to see a group of adventurers come through the door. Most newcomers do not make it past Durst Manor, referred to as Death House by the locals. She diverts her attention to talk to the party for a bit, answering simple questions about the town. She knows that the mist is dangerous and impenetrable. The Durst children told the party they must defeat the monster to destroy the mist. If the party inquires about the clue, Ireena explains this must be Countess Strahd. She openly says the name Strahd, as do the Vistani in this tavern. Other patrons would be horrified to hear this name uttered, so she says it quietly.
Ireena answers simple questions about the town. She knows that the mist is dangerous and impenetrable unless Strahd is defeated. Ireena presses the party as to their intentions and goals. This will also give the DM an idea of what the party might be most interested in, to better gear quests throughout this story. Ireena then asks the party for assistance. She explains that her mother has died of heart failure during attacks against their home. She needs discretion in securing a proper burial for her. Ireena fears her mother will otherwise rise as a monster and tarnish the legacy she left behind. The second task is to travel with her to Vallaki to help get her little brother to St. Andral's Church. Ireena will pay the party 200 gold pieces for their efforts. She will have the money once they reach Vallaki. She tells the party that The Village of Barovia is not safe for children. Most families with children have gone to Vallaki or Krezk for their fortifications against wolves, hags, and vampire spawn. Her 12-year-old brother, Ismark, is in great trouble, aside from the typical dangers.
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The burgomaster kept some village taxes to fix the crumbling infrastructures where her citizens live and shop. Strahd was furious at this blatant theft and vowed to take her young child in exchange. Even when the burgomaster pleaded and relinquished the withheld taxes, Strahd intended to make an example of her. This is what happens when you break her rules. Now that Kalya is dead, Ireena is technically now the burgomaster. She hopes to get her brother to safety before taking on any other responsibilities. She hopes to defeat Strahd and free everybody. That will be her legacy as a burgomaster. WHAT SHE MAY NOT TELL THE PARTY:
When Strahd arrived to collect Ismark, she took an immediate interest in Ireena. Strahd tried to reason with Ireena, kissing her upon the hand in a greeting of love and familiarity. Ireena would never admit it, but she felt a sense of comfort and longing as well. She cannot explain her attraction to the Countess. She logically believes her to be deplorable and dangerous. Strahd is the reason for the burgomaster's death and for her young brother's imminent danger. Yet Strahd has visited Ireena twice now, biting her during their second evening together and leaving Ireena more confused and somehow enamored by her power. She doesn't trust herself yet to do the right thing in a moment of weakness. This is why she desperately seeks assistance in getting Ismark safely to Vallaki. Strahd knows that Ireena is the reincarnation of Tatyana. Over the centuries, she has gone from murdering Tatyana upon finding her to falling in love with her. Yet Strahd now watches her die over and over again at the hands of others. It is now an integral part of her undead punishment. She hopes to bring her safely home this time.
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IREENA KALYANAVICH AT A GLANCE Ireena is a paladin for the Village of Barovia - the daughter and eldest child of the Burgomaster until her mother's death. But Ireena won't take her place as Burgomaster until her brother is safe. Then she knows that she must defeat the Countess in order to bring some peace to her village.
APPEARANCE & MANNERISMS
LOCATIONS OF INTEREST
Ireena is the older, 27-year-old sister of Ismark. She is also the reincarnation of Tatyana. (See page 5 for Tatyana's backstory.)
Blood on the Vine Tavern The party will meet Ireena here. If you don't like the traditional tavern-quest opening, you could try something new. Have the party witness her by buying a toad from Morgon (page 45) on the streets outside, then freeing the imprisoned person. Either way, she has her little brother, Ismark, right by her side.
Ireena has short, dark hair and wears armor. She is a paladin and has served the Village of Barovia her whole life as a daughter and the eldest child of the Burgomaster, Kalya. Ireena keeps her neck covered to hide that Strahd has bitten her once already. She is kind and helpful to the party. I usually give her a gentle Transylvania-style accent.
NPC CONNECTIONS Kalya (mother) The now-deceased burgomaster of the Village of Barovia, leaving Ireena as the new burgomaster. Ismark (brother) Ireena and her mother adopted Ismark at the age of five. She's very protective of him and has personally educated him herself. Strahd von Zarovich Strahd has recently met Ireena during an altercation with the burgomaster. The countess realizes that Ireena is the reincarnation of Tatyana. She's visited and seduced her once thus far in the story.
Burgomaster's Mansion, Village This is where Ireena has lived her whole life with her mother and brother. Church of Barovia Mother Dona of the Church of Barovia taught Ireena some of her clerical magic. Ireena also grew up close to Sashenka. This is where Ireena wants to bury her mother. Ruins of Berez There is a statue in the center of this settlement that looks exactly like Ireena. This is because Ireena is a reincarnation of Tatyana. A previous reincarnation of her resided in Berez by the name of Marina. Pool & Shrine of Krezk The waters here will unlock Ireena's memories from every life she has lived.
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ISMARK KALYANA AT A GLANCE Ismark is the main NPC in danger for the first part of the campaign. He's 12 years old and the victim of a power-play game between his mother and Countess Strahd. His sister must protect him from being swept off to Castle Ravenloft to live out a life of servitude.
LOCATIONS OF INTEREST Blood on the Vine Tavern Ismark is here with Ireena. He is wearing a cloak and waiting patiently for his sister to find help for them. She never would have left him home alone with their dead mother. General Village of Barovia Ismark has lived here almost his whole life. Blinsky's Toy Shop, Vallaki Blinsky is forced by Isabel to make a new Ismark doll every month. You'll find the doll at the shop. Burgomaster's Mansion, Vallaki Where his biological sister lives with her doll collection.
APPEARANCE & MANNERISMS Ismark has a sweet, childlike wonder about the world around him. He has bright red hair, looks completely unlike Ireena. He stays disguised under a cloak.
NPC CONNECTIONS Kalya (non-biological mother) The now deceased burgomaster of the Village of Barovia. She died trying to protect him from being taken to Castle Ravenloft. Ireena (non-biological sister) Kalya adopted Ismark at the age of five with Ireena's help. Ireena is very protective of him and has personally educated him herself. Countess Strahd Strahd believes a life of servitude from this child is what is due to her because of Kalya's tax theft. She's lawful evil and will stop at nothing to achieve this. Though her interactions with Ireena could change things... Isabel Strazni (biological sister) Isabel and Ismark were very young when their family was attacked by a pack of wolves. Both Ismark and Isabel died, but Isabel sold her soul in servitude to evil to protect Ismark. They lost each other after that. Ismark doesn't remember her. It is not a secret to Ismark that he's adopted. (I hate that trope.)
Really, really wants to be a wizard when he grows up. He's busy reading a spellbook gifted to him by a mysterious benefactor. It has a few cantrips. I usually don't use an accent for Ismark in order to pull off a young, innocent voice.
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KALYA INDIROVICH AT A GLANCE (Originally Kolyan Indirovich) Kalya has been the burgomaster of the Village of Barovia since her mother died. The same cycle repeats now with Ireena. Kalya is a kind burgomaster that attempted to defy Strahd's laws to help her people.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Burgomaster Mansion Kalya is deceased in her own home. One of the rooms is currently a temporary home to a small family from the village in need.
Ireena (biological daughter) Kalya has been training Ireena since birth to be a good burgomaster one day. She made sure that her daughter grew up learning how to fight and defend people less fortunate than herself.
Church of Barovia She is taken here for a proper burial.
APPEARANCE & MANNERISMS She's, uh, dead. In her life , she was lawful good and cared deeply about the people of the Barovia Village. It kept her up at night to know that they were going through hell. She couldn't do anything about it. Her home often hosts villagers dealing with home repairs coming off of Dream Pastries (page 44).
Ismark (non-biological son) Ismark was found in the woods near their home when he was five years old. Kalya desperately tried to reconnect him with his birth family, to no avail. She happily took Ismark in and both she and Ireena have been caring for him ever since. The adoption is not a secret. (Secret adoptions are an unnecessary trope.) Strahd von Zarovich Kalya recently decided to keep some of the taxes owed to Strahd to fix certain things in the village. Most of the damage has been due to the Countess's negligence and violent tendencies. Strahd was furious about this socalled theft and vowed to collect Ismark to call it even.
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ARIKA AT A GLANCE (Originally Arek, male barkeep) Arika is the first noticeably soulless NPC the party will encounter, though they may not know why she acts so odd. She is also the barkeep for the Blood on the Vine Tavern
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Your party meets Arika at the Blood on the Vine Tavern . She is the barkeep.
Arika is pale with dull, gray hair and dull, gray eyes. She does not speak to the party unless spoken to. She responds with one word or simply with an action. Her actions, however, are slow and painful.
NPC CONNECTIONS
Her eyes are almost milky white. While not every soulless person in Barovia has milky white eyes, Arika does because she also happens to be a conduit for Strahd's Scrying spell.
Mirabel, Soren, & Gorek She has none other than a working relationship with Mirabel, Soren, and Gorek. They pay her fair wages and give her a free place to live, but Arika does nothing with the pay except toss it into a wooden box underneath her bed.
She is mindlessly scrubbing glasses when the party enters. She speaks with no emotion in her voice. She does not smile and she cannot cry. She will answer questions, but they will be simple, factual, and thoughtless. When she is done scrubbing a row of ten glasses, she will start over again, even though they are clean. She is very mechanical and methodical. She cannot be haggled with. Arika’s eyes are overall more milky white than a human eye should be. Flavor funsies. Arika also has a scrying spell on her, placed by Strahd. Any interactions made with or around Arika will be noted by Strahd.
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FACTION: THE VISTANI MIST-WALKERS WITH SOULS In the original CoS, The Vistani are evil-aligned, drunken allies of Strahd that curse people with Vistani-based magic. These are problematic stereotypes of real people. (This includes the Romani people, often stereotyped using the slur “gypsy”.) Here is the way I run the Vistani faction in my games: I unify the Vistani in my world through their nomadic lifestyle and strong attachment to their culture. Most, but not all, Vistani like to stick to the traditions of their lifestyle. They have lively, animated, and charismatic interactions with others, while much of Barovia is born soulless. Why are they in Barovia, then? Well, only some of the Vistani are! They happen to be traveling through to tell stories and share some of the wonders they found in the other domains of Ravenloft. There are two groups of Vistani staying in Barovia currently. The Vistani at Tser Pool and in Vallaki. Because Strahd will not bother them, some Vistani see it as their duty to try and bring some life and light to these lands for those that cannot leave. If there are NPCs that hate the Vistani, don’t bring real-world racism into it. Have them hate them for the fact that they’re free and happy and less hindered by Barovia’s traumas, or perhaps that they mistakenly believe all Vistani are in league with Strahd simply because it is wellknown that Strahd leaves them alone.
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MIRABEL AT A GLANCE (Same name as the original.) Mirabel is one of the three Vistani owners of the Blood on the Vine Tavern. She is personable and charismatic, but also not interested in taking any crap. She has a good working relationship with most of the people in the village. They trust her.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Your party meets Mirabel at the Blood on the Vine Tavern . She is either sitting and playing a game with her partners, cleaning tables, or talking with Ireena when the party enters the tavern.
Soren (business partner & poly life partner) Soren and Mirabel grew up together in the same village. When they were old enough, they decided to leave together to start a new life together in a new place. They've discovered that the dreariness they fought off their whole lives is inescapable.
APPEARANCE & MANNERISMS Mirabel has dark, ebony skin and wears a lot of makeup. She always appears very clean and trim. She switches back and forth between bright red lipstick and shiny black lipstick. She is proud to be a Vistana.
Gorek (business partner & poly life partner) Soren and Mirabel met Gorek soon after starting Blood of the Vine Tavern. They mutually fell in love with his kind heart and good nature. Since then, the three of them have been inseparable. Arika (hired barkeep) Mirabel met Arika when she first moved to the Village of Barovia with Soren. She had such pity for this person who had no life or happiness in them. Mirabel gave Arika a job and spends a lot of her time trying to find ways to make Arek smile. It always fails.
I would either give her a high-energy voice, whether that sounds Transylvanian, I use American southern, or upbeat French accents to play Mirabel. Use whatever you're good at!
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GOREK (Originally Alenka. Changed more drastically so it sounds different from Arika the barkeep.) Gorek is a kind soul and one of the owners of the tavern in the Village of Barovia. He's also very sick and will likely die within the next several days. He has wavy black hair, dark tan skin, and a well-groomed beard.
He has a difficult time greeting the party and is sweating profusely. On second glance, his skin is clammy and sickly and his eyes are sunken in. He is not able to muster energy for conversation. He is being haunted nightly by a hag that lives nearby. They've been taking his life force and trying to convince him to commit an act of evil so they can kill him and harvest his soul. He is such a pure person, though, that the hag isn't successful. Within two days, he would have been dead. The hag, however, is giving up and plans to kidnap him for pie instead.
SOREN (Originally Sorvia, changed to be more genderneutral.) Soren is one of the three innkeepers of Blood on the Vine. They prefer to manage the day-to-day finances and behind-the-scenes upkeep of the tavern. They care most about their family - Gorek and Mirabel.
Soren is nonbinary but that doesn't mean they don't spend some time appearing more feminine or masculine. They are not as actively flamboyant about their Vistani history as Mirabel is. Soren is quiet and uninterested in small talk. When talking with their partners Gorek and Mirabel, however, they light up.
MIRABEL, GOREK, AND SOREN CAN OFFER THE FOLLOWING INFORMATION:
A cult lived in what is locally referred to as the Death House, run by Lady Durst and her husband. They tried to gain Strahd’s favor through sacrifices and bloodshed. Strahd requested they cease murdering her playthings but they couldn't stop themselves. The Dursts drugged and sacrificed another party so Strahd murdered the whole family. It’s been empty there ever since but has lately been used as a testing ground for new parties that come through the mist - a test of strength and resilience by Lady Strahd. They’ve seen at least a dozen parties go through there and never come out again. These three Vistani joke about the soullessness of Barovians, using Arika as an example.
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BARO VIAN VILLAGE RANDOM ENCOUNTERS
MISERABLE MAREK (ORIGINALLY MAD MARY)
You hear the sound of sobbing from a nearby
After the party talks with him, he lets out a loud,
house, almost inhuman in its desperation.
excruciating wail, then goes silent as there is a loud crack. His spine pops up in a curving arch.
When you enter the home, it is dark and desolate.
They hear a few more popping noises as a sob
The crying comes from up the stairs. You see a
transforms into a guttural screech and a deep,
figure hunched over on the ground, their face in
throaty gasp.
their palms. It would be best for players to run away from this “My child is taken from me! My sweet child,
fight as players may still be empty from Death
Geralt. I’ll never see him again!”
House. If they want a battle, lean in and give a good fight. It’d be fun for them to show up to the
The man sobs hysterically, inconsolable. If he
tavern covered in monster blood.
does speak to you, it’s to answer simple questions.
This encounter concept gives an idea of what
Marek believes his adult child was taken by
Barovian households contain and possibly a fun
Countess Strahd. He was really kidnapped by
side story that grief can create monsters here.
hags but will end up at the castle with Strahd nonetheless. He doesn’t believe the party can help him.
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MISERABLE MAREK AT A GLANCE Marek is a character your players meet if they follow the wailing sounds while traveling the village streets.
NPC CONNECTIONS Geralt (son)
Geralt is Marek's only child. For most of his life, he has kept him safe and locked up in their home. Geralt grew up this way and recently decided enough was enough. He left the house in challenging defiance, immediately disappearing.
APPEARANCE Marek is elderly, sobbing, and uncontrollably sad. He may only briefly look up at the party while talking to them, showing a kindly old face. If they stay too long, though, he will warp with grief into a gibbering mouther and attack the party.
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MISERABLE MAREK CREATURE Medium aberration, neutral - Gibbering Mouther
Armor Class 9 Hit Points 67 (9d8 + 27) Speed 10 ft., swim 10 ft. STR
DEX
CON
INT
WIS
CHA
10 (+0)
8 (-1)
16 (+3)
3 (-4)
10 (+0)
6 (-2)
Condition Immunities prone Senses darkvision 60 ft., Passive Perception 10 Languages — Challenge 2 (450 XP)
Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
ACTIONS Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
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DREAM PASTRIES an alternative encounter
PART ONE Morgon (page 45) offers pies to a couple who cannot afford them. The party sees a little old man having a discussion with this couple. They see a child appear in the doorway. The child is pricked on the forefinger by this pie-peddler. Almost immediately after the child begins to cry, they are polymorphed into a toad. The old man scoops up the toad, loading it into a jar, and sets the jar in the bottom of the pie cart.
PART TWO A tender and kind-looking elderly man approaches the party. He pushes a metallic cart full of luxurioussmelling pies. He smiles gently at you and offers you one of his baked goods for a gold piece. You hear thumping noises behind the curtain surrounding the lower half of the cart. The noises come from green, warty toads. They're throwing themselves against the glass of the jar they're imprisoned within. There are 1d6 jars at the bottom of this cart. They are people who have been kidnapped and then polymorphed for easy transport.
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MORGON AT A GLANCE Morgon is a sweet old man that peddles a beloved treat called "Dream Pastry" all over the Village of Barovia. He hopes to expand soon to Vallaki. He also happens to be a night hag in disguise that kidnaps humans to bake into his beloved pies.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Streets of Barovia Village Morgon first presents while peddling Dream Pastries on the streets at night or early in the morning.
Morgon looks like a sweet grandfather.
Old Bonegrinder (windmill) Old Bonegrinder is where Morgon lives with his children and where they bake their pastries. More info on page 58.
NPC CONNECTIONS Ophelia and Gregor (children) Morgon created Ophelia and Gregor the traditional way for a night hag - devouring babies. More info on page 62. Strahd von Zarovich Morgon tries hard to stay on the good side of Strahd to allow his coven to continue their soul collection. Therefore, Morgon happily spies for Strahd. Morgon is also scrying on the castle through a necklace worn by one of the castle witches.
I give him a gentle old man's voice as well. I try to make him seem as un-intimidating as possible while ramping up the oddness about whatever situation the party finds him in. He's secretive but also accommodating. He's much more interested in making a fair exchange and selling his pies than dealing with whatever mischief your party manages. Morgon will never be interested in combat. He is a businessman and a peacekeeper. His priority is to make and sell Dream Pastries. His second priority is to expand the business. Then his priorities lie in collecting souls for the soul bag. He doesn't care much for his children, other than their contribution to making them a powerful coven of three fiends. If something were to happen to them, he'd collect a new baby to start a new child.
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BA THILDA 'S MERCANTILE
PENNY AT A GLANCE (originally Parrywimple, nephew to Bildrath) Penny is the enthusiastic teen your party will have the pleasure to chat with while shopping. She is one of the few children left in the Village of Barovia.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Bathilda's Mercantile Penny is the teenage shop assistant and bouncer for her aunt. She doesn't make any money, but she does get a free home to live in.
Penny is a stocky teen girl with pale skin, faded freckles, and wiry, red hair in two braids. Her mannerisms are Pippi Longstocking meets Anne of Green Gables, sweetly mischievous and clever.
NOTE: Penny is an optional ally to the party for the Tarroka deck reading. While normally Penny would be too nervous to leave home, she'd be ecstatic to go if she were the foretold ally.
She has low intelligence but a +10 to strength. She acts as a shop bouncer if needed. She doesn’t carry a shield though she does carry a mean punch to the skull. Penny is inquisitive and excited to meet the party. Things she might say:
NPC CONNECTIONS
Bathilda Bathilda is her aunt and caretaker. Mirabel, Gorek, & Soren The tavern owners give Penny lots of free meals because she's an excellent card player and great company, in general.
“How many monsters have you killed?!" “Wow, you’re so strong and amazing. I wish I could be like that.”
Try a deeper voice to signify her largeness. She has a lumberjack build but is still technically a child. Do not take this so far as to use an unintelligent caricature voice. That is ableist and unnecessary to create a more brutish NPC voice concept. Feel free to make her sound like a teen. “Wow, you guys are, like, really from outside the mist. What is it like out there?!”
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BATHILDA AT A GLANCE (Originally Bildrath, male shopkeeper) Bathilda is the owner and manager of Bathilda's Mercantile in the Village of Barovia. She has no problem hiking up prices for adventurers because she knows they can afford it.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Bathilda's Mercantile Bathilda's Mercantile is where Bathilda and Penny live and work full time.
Bathilda is a sneaky, conniving woman that gets extra excited when apparent adventurers enter her shop, as she knows they have gold from outside of Barovia. She knows she can sell them overpriced gear and that she might even get it back once they inevitably die.
NPC CONNECTIONS Penny Penny is her niece. Penny's father, Bathilda's brother, died several years ago. She's been taking care of her ever since. She's not very loving or motherly. They have a relationship set up in a way that works well for her. If Penny is the foretold ally and had to leave the shop, Bathilda would pack her a bag and send her on her way. The Hags Bathilda has a professional relationship with Morgon, Ophelia, and Gregor. She offers them updated information about the citizens of the Village of Barovia.
Bathilda even goes through the effort to change the pricing menu of her shop once she sees the party enter. The original price sheet has the regular PHB item prices, but for adventurers, she brings the price up 5x. I like to voice my more sneaky NPCs after the slimier characters in my favorite movies. My typical go-to is the caretaker, Filch, from Harry Potter. I gave Bathilda a more feminine Filch voice and I think it got the feeling across. She will ask where they go next to note where she should send Penny to fetch their goods off of their dead bodies.
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CHURCH OF BARO VIA
MOTHER DONA AT A GLANCE (Originally Father Donavich, male priest) Mother Dona is the priestess of the Church of Barovia. She also has a dark secret. Her child, Sashenka, recently went with a large mob to storm Castle Ravenloft. Sashenka, unfortunately, came home a rabid vampire spawn.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Church of Barovia Mother Dona lives here with her daughter, Sashenka. The party meets her here when they bring the burgomaster for last rites and burial in the church cemetery.
The church is clearly in disarray. Mother Dona is haggard and exhausted. She has something to hide and behaves nervously.
NPC CONNECTIONS
Her child left a year ago with an angry mob at the behest of a powerful mage. It was an uprising against the Countess. Her child, however, returned home as a vampire spawn. The mage and everyone else that followed her were killed. They’ve been locked in the undercroft beneath the church ever since and cries out in hunger.
Sashenka Sashenka is Dona's daughter who is locked in the basement being fed rats and stray cats to keep her from screaming too much for blood. Mother Dona is on the search for a cure for vampirism. Burgomaster Kalya Both of these women work together to temporarily house those that need the assistance. Most often, people come to Mother Dona for help and she is able to direct them to the Burgomaster's Mansion for lodging. They work hard to help people avoid the Durst Manor.
People haven’t visited the church in a while. She is surprised when the party knocks. She tries to keep them out of the church itself and to lead them to the cemetery.
If the party asks about the cries, she may relent and tell them the truth. She’ll beg them to spare her daughter’s life. If they kill Sashenka anyways, Mother Dona will take her own life after the party leaves.
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SASHENKA AT A GLANCE (Originally Doru, male son of Father Donavich) Sashenka (Sash for short) is a name that means protector. Inspired by Ireena's paladin training, she waited her whole life for an opportunity to take a stance as well. Now she is undead and wants to eat the people of her village.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
The Church of Barovia Sash is locked in the basement here. Mother Dona is still looking for a cure.
Sashenka is starving.
Castle Ravenloft Sashenka revolted against Strahd at Castle Ravenloft and then became a vampire spawn. If she escapes The Church of Barovia, she'll go back to her master, Strahd. She'll form a relationship and become one of Strahd's partners.
NPC CONNECTIONS Mother Dona Dona is Sashenka's mother. They've been close her whole life. It's tearing Dona apart that her baby has been turned undead. She'll spend every last moment trying to save her.
She's been a vampire spawn for months at this point with nothing to eat but rats. She would give anything for a taste of human blood. Sashenka is a vampire spawn, trapped like a wild animal in the basement of the church of Barovia. In the past year, the “mad mage” of Baratok came to rally the people of Barovia against the countess. Sash was among the uprising that took to the castle. She arrived home, broken and undead. She was spawned by Strahd herself to punish the village. The party may take to pitying Sash instead of killing her for her undead nature. She could then offer valuable information about the grounds of Castle Ravenloft.
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THE FUNERAL GUEST
an optional encounter
Now that the funeral rites are read and the burgomaster buried, the party sees a figure in the mist. They are wearing a long, black suit coat with buckles up the front, a side-draped cape on their left shoulder. Their dark hair pulled back. A veil of black lace is draped over their face as they hold their head downward in respect, leaning forward with both hands clasped over the top of a dark staff. 1d12 wolves surround the fence in a similar respective position. If approached, a few things could happen: 1. The woman apologizes. “I apologize sincerely that this is the way it had to transpire.” 2. The party approaches the woman. She disappears into mist before they get a chance to speak to her. 3. There could be a battle. Use 1d12 wolves against the party or have Strahd summon and release Sash from the church basement to attack the party under her control.
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OLD SVALICH ROAD NPC MAP
BABA EVE
OPHELIA
GREGOR
TSER POOL
STORYTELLER
NIGHT HAG COVEN
SVALICH ROAD
MORGON
OLD BONEGRINDER TOADS OF POLYMORPH
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TSER POOL ENCAMPMENT
BABA EVE AT A GLANCE (Originally Madame Eva) Baba Eve is not Vistani. They're one of the archfey of Barovia and a seer. They can see the past, present, and future. They were present during Strahd's transition to vampirism and they'll be here long after Barovia is freed from the Dark Powers.
LOCATIONS OF INTEREST Tser Pool Encampment This is where Baba Eve currently resides as the matriarch/patriarch of the Vistani that are camped here.
APPEARANCE & MANNERISMS
In the original, Madame Eva is a traditional carnival-inspired fortune-teller. This concept is great fun. I've used her original character a few times while running this campaign! In recent playtests, I've tested out my creepy Baba Eve concept. They are a supernatural entity that doesn't even talk directly to the party. They use telepathy to hold the conversation with everyone in the room. Their hands are long, deep purple, and clawed. No matter how hard my players try, they can't get a look at the Baba's face. It's creepy and works well to set a terrifying mood.
NPC CONNECTIONS Strahd von Zarovich Baba Eve has been here since before Strahd's vampirism and Barovia's imprisonment. They're stuck on a loop, showing new adventurers how to secure various items around Barovia to have a fighting chance against Strahd. Vlatka Horngaard (Argynvostholt) Baba Eve was the one to inform Vlatka that Strahd was already dead. Jeny Greenteeth Jeny is a magic-selling hag NPC from Adventurer's League modules. r/MandyMod constructed a fantastic storyline of the "Three Fanes" of Barovia, connecting Madame Eva, Baba Lysaga, and Jeny Greenteeth. You can read about it here . I took the concept in a different direction to switch things up. Rather than these three fanes being traditionally young, beautiful witches or hideous old woman hags, I made them ethereal beings. I wanted a much more supernatural element to them. You could make them all Babas by changing Jeny's name to Baba Greenteeth, or something similar. Baba Lysaga (Berez) See the above statement about Jeny Greenteeth.
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NPCS OF THE TSER POOL ENCAMPMENT There are no named NPCs for the Tser Pool Encampment in the original book, but r/DragnaCarta put together some excellent ideas for NPCs in this Reloaded document . I highly recommend checking it out. The Vistani are untouchable to Strahd due to an agreement long ago. This agreement does not mean they are in league with her. Many generations have passed and with that comes new viewpoints and alliances. A few Vistani from this particular camp recently returned from a walkabout around greater Ravenloft and have some intriguing trinkets to show off. Drop the "drunken Vistani" nonsense and make them joyous, dancing people instead. They welcome the party to join them for dinner and a story. The storyteller will tell "The Vistana's Tale" which I've edited on the following page to reflect new pronouns. Once the story is told, make sure the storyteller mentions that the party's visit was foretold. Baba Eve awaits their discussion.
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THE VISTANA'S TALE A mighty wizard came to this land over a year ago. I remember her like it was yesterday. She stood exactly where you’re standing. A very charismatic woman, she was. She thought she could rally the people of Barovia against the devil Strahd. She stirred them with thoughts of revolt and bore them to the castle en masse. When the vampire appeared, the wizard’s peasant army fled in terror. A few stood their ground and were never seen again. The wizard and the vampire cast spells at each other. Their battle flew from the courtyards of Castle Ravenloft to a precipice overlooking the falls. I saw the battle with my own eyes. Thunder shook the mountainside, and great rocks tumbled down upon the wizard, yet by her magic she survived. Lightning from the heavens struck the wizard, and again she stood her ground. But when the devil Strahd fell upon her, the wizard’s magic couldn’t save her. I saw her thrown a thousand feet to her death. I climbed down to the river to search for the wizard’s body, but the River Ivlis had already spirited her away.
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OLD BONEGRINDER
FACTION: THE HAGS OF BAROVIA Morgon lives in the windmill with his daughter, Ophelia, and his son, Gregor. Together they make a coven of three Night Hags . See my genderneutral Night Hag stat block on page 63. These hags are thriving here in Barovia. While not many people in Barovia have souls, the night hags are wildly interested in those that do. They spend their days baking pies made from the meat and bones of Barovians with souls. They spend a lot of time acquiring new customers. In the original story, the hags often took children in exchange for Dream Pastries. They'd cook the children into the pies they made. In our She is the Ancient version, the hags are happy with any soul here in Barovia, adult or child. First, they test a victim for the presence of a soul. To do this, they give them a deep pinprick on their pointer finger. If the person winces or cries, it is a sign of a soul. If they can buy, barter, or kidnap this person, they transform them into a toad through Polymorph for easy transport. These frogs are kept in a crate on the first floor of the mill. When ready, the hags will convert them back into a human to cut up for pastries. Your players do not meet terrifying purple night hags. They instead meet completely normallooking, if not wonderfully kind humans. Present the hags as clean and tidy people running a family business out of their windmill. Alternatively, you could present their home as filthy and their clothes and skin as clean and flawless. This will give your party a sense that something is wrong. Morgon, Gregor, and Bella will have no interest in getting into an altercation with the party. They simply try to sell them Dream Pastries and then get them out of their mill before the party can realize what's going on.
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If the party attacks, they'll beg for their lives, offer information about Strahd, or try to strike a mutually beneficial deal. They have information to give in exchange for their lives. They tell the party that Strahd is in control of the weather, and for this, the Druids of Yester Hill worship and adore her. They may even tell of The Amber Temple, where Strahd obtained her immortality. There is a dusk elf seeking the temple herself to correct wrongdoings. Lastly, they may offer a small bottle of Champagne du le Stomp for free. They claim its strong potency should keep your party from ripping each other apart, at least for a little bit longer... If all of that fails, they'll drop the disguises and attack in their true night hag form. They also carry a few magical items in their possession: The first item is called the Heartstone, which can cure any disease inflicting the holder. Whoever possesses the stone also has a +2 resistance on all savings throws.
Hags may use the stone to enter the ethereal plane, while non-hags may not. Non-hags also have 10 total uses of the heartstone before it shatters. Curing a disease or using a bonus to savings throws each count as a use. It's worth 1,800 GP. The second item is a soul bag. Currently, Ophelia is the only hag with a soul bag, as most of the hags' soul efforts are to produce Dream Pastries. The hags still want the juicy soul of those they can't physically take. They'll begin haunting the person at night via the Ethereal Plane. This process slowly kills the person at which point the hag collects their soul. The person must, of course, first commit an evil act for their soul to be collected by the hag. This is why Gorek of the Blood on the Vine Tavern has become useless to the hags. He simply will not commit an evil act. The hags have decided to murder him and collect his body for pies.
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AREA 03
add-on ideas to use THE TOME You see a very small leather tome underneath the bed. DC 10 (Investigation or Arcana) Looking through it, you see variations of a similar recipe called Dream Pastry. They each call for similar ingredients varying in the herbs used. You see yeast, sugar, milk, milled bone flour, egg yolks, salt, butter, and cubed "long pig."
There is a spell written out called Polymorph and an illustration of a toad. DC 15 (Investigation or Arcana) There are notes about how to test a human for whether or not they have a soul - involving a slice across their palm to determine whether they feel pain or not. Once a soul is confirmed, the instructions say transform the human into a toad for easy storage. This is until the subject is needed for the pre-feeding process.
There are notes about households in the Village of Barovia that have been visited. Also noted is where men, women, and children have been sold to them in exchange for dream pies. There is a blank page with Vallaki written over the top. You see the handwritten words, "Haven't penetrated the walls yet. They're too suspicious of us. Lots of souls have fled to Vallaki and we need to act." DC 18 (Investigation or Arcana) You flip the book backward and upside down, opening it as typical. There appears to be a whole other log written in this part of the tome.
You see the word "soulbag" with a list of names beneath. You recognize a name. Gorek is one of the three owners of the Blood on the Vine Inn in the village. He had been looking sickly, close to death. A note in the margins catches your eye - "This one won't commit an act of evil, no matter how long I haunt his dreams. It's been weeks. He would have been better used for some pastries. We did our weekly visit to the village today. I think I'll stop trying to harvest Gregor's soul. After he's healed, we'll return to take him. He'll make a valuable batch of pastries."
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See Morgon's NPC info on page 45.
OPHELIA Ophelia is the sister of Gregor and the daughter of Morgon. She is one of the three night hags that live at Old Bonegrinder, helping run the family business. Ophelia works overtime to corrupt souls. Once accomplished, she can kill the person and collect their soul for her Soul Bag. Roleplay Ophelia as sly. She's highly intelligent and rightfully believes herself much more eloquent and crafty than her father and brother.
GREGOR Gregor is the hot-headed son of Morgon and one of the three hags that live in Old Bonegrinder. Together, this coven bakes pies made from people with souls. They sell these pies in the southern region of Barovia. Gregor appears human. He speaks in short sentences but is still very polite to potential customers until they try his patience. Imagine a store employee that is losing their composure with an obnoxious customer.
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MORGON, OPHELIA, OR GREGOR Medium fiend, neutral evil
Armor Class 17 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft. STR
DEX
CON
INT
WIS
CHA
18(+4)
15(+2)
16(+3)
16(+3)
14(+2)
16(+3)
Skills Deception +6, Insight +5, Perception +5, Stealth
+5 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Condition Immunities charmed Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Common, Infernal, Primordial Challenge 5 (1,800 XP) Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). They can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile 2/day each: plane shift (self only), ray of enfeeblement, sleep Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Night Hag Items. A night hag carries two very rare magic items that they must craft for themself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in their possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as their spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
ACTIONS Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Change Shape. The hag magically polymorphs into a Small or Medium humanoid, or back into their true form. Their statistics are the same in each form. Any equipment they are wearing or carrying isn't transformed. They revert to their true form if they die. Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in their possession. Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
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TO WN OF VALLAKI
TOWN OF VALLAKI NPC MAP NIKOLAI WACHTER SR.
LORD KARL WACHTER
NIKOLAI WACHTER JR.
URWIN
WACHTER FAMILY
BARONESS LYDIA
BRIA BARON VARGAS KARLA
BRAM
STELLA
WERERAVENS
WACHTERHAUS
BURGOMASTER FAMILY VICTORIA
DANI
BLUEWATER INN ISABEL STRAZNI
RICTAVIA SECRETLY VAN RICHTEN
VALLAKI LOCATIONS
PICCOLO
BURGOMASTER MANSION
BLINSKY'S TOYSHOP
MOTHER LUCIA
CHURCH RANDOM GADOT BLINSKY
COFFIN MAKER'S SHOP
GUARDS YESKA MILI HENRIKA
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THE B URGOMASTER ' S MANSION
ROOM-BY-ROOM CHANGES & ADDITIONS Burgomaster's Mansion N3b. Parlor Rather than a gaggle of women crafting decor and drinking tea, let's make it a gaggle of men lead by Baron Vargas. N3j. Izek's Bedroom It's Isabel's bedroom now. The dolls everywhere look like young Ismark, her biological baby brother. N3l. Library Baroness Lydia is here with her mastiffs. N3p. Bridal Gown and Spirit Mirror Instead of a fancy bridal gown here, let's say there's a simple wooden mannequin holding up a nice, clean human face. This face can be used as a mask for when Lydia is feeling particularly herself and wants to gaze into the mirror while wearing it. It also ties into the Abbot's work at St. Markovia's Abbey in the same way the bridal gown did in the original adventure. N3t. Victor's Workroom This is Victoria's workroom now. Rather than having animated skeletal cats as originally discussed, let's make them gremishkas . Part of Victoria's brand is that she is a terrible spellcaster. The gremishka stats claim, "Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life." This is a perfect opportunity to bring Van Richten's Guide to Everything content into the story.
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BARONESS LYDIA VALLAKOVICH AT A GLANCE (Names Lydia and Vargas remain the same, but their roles are swapped.) Baroness Lydia is the burgomaster of Vallaki. Her family has held this title for generations. They're very stuck-up about their prominence and their strong bloodline. Think of the Malfoy's of the Harry Potter series when you imagine this family.
LOCATIONS OF INTEREST
APPEARANCE AND MANNERISMS
Burgomaster's Mansion Baroness Lydia lives here with her husband and child, Victoria. She is often found hiding here with her large mastiff dogs.
Baroness is a spoiled noble that rules Vallaki with the iron-fisted assistance of Isabel Strazni.
Streets of Vallaki (Festival of the Blazing Sun) The Baroness gets angry during the festival when a villager laughs at her torch going out before lighting the wicker ball. She kills them brutally and publicly.
NPC CONNECTIONS Victoria Vallakovich Lydia's daughter. She recently allowed the idea of Victoria and Nikolai's betrothal. Victoria cursed Nikolai instead.
She acts tough and all-knowing, while being genuinely terrified of Countess Strahd and her minions. She is also a hot head and will be frazzled into arresting or murdering citizens without hesitation. She's powerful but would crumble if left without her body guard, Isabel, and her large mastiff dogs. I like to give her a pompous voice where I physically lift my chin up as though I'm talking down to the PCs as Lydia. She is the burgomaster but she insists you call her Baron or Baroness. (It depends on whether you want to use a gendered title or not!)
Baron Vargas Vargas is Lydia's timid husband. He's clearly afraid of her and focuses all his anxious energy on tea parties for other wealthy people in Vallaki.
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BARON VARGAS VALLAKOVICH Baron Vargas is terrified of his wife. He's terrified of everything, actually. He supports Lydia's engagements and has put full faith in her. He also does anything possible to not upset her. He spends his time throwing tea parties for a group of friends. They tolerate him for the free food and expensive wine. Vargas is always smiling but his eyes look like they're desperately pleading for you to save him.
VICTORIA VALLAKAVICH Victoria is sadistic and self-serving. She hates her parents and wants to leave Barovia. Much like Countess Strahd before her undead reincarnation, Victoria has become wildly interested in the dark arts of spell casting. She's been building a teleportation circle in the attic of the Burgomaster's Mansion to escape Barovia. Victoria has tested it on two servants. They tore apart in the process. Victoria has a large tome of spells she's working on. Unfortunately, they're all broken in some way. To push that idea further, you can take some of the spells listed in her stat block and break them with a terrible side effect upon casting (page 70).
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VICTORIA VALLAKOVICH Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (+0)
17 (+3)
12 (+1)
11 (+0)
VICTORIA'S WARPED SPELLS Magic Missile: The energy for this automatic spell is pulled directly from Victoria's body. Each time it is cast, she deteriorates a little. Examples of this could be a nose or ear bleed, bone cracking, or fingernails rotting off.
Savings Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages any four languages Challenge Rating 6 (2,300 XP)
Misty Step: When Victoria uses Misty Step, the power of the magic slashes her somewhere on her body. She'll take 2 points of slashing damage whenever she Misty Steps.
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Suggestion: Her Suggestion spell can make the target do something they wouldn't normally do.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold
ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Counterspell: Her Counterspell will shoot the spell back at its caster using the caster's DC and Attack Bonus against themselves, damage total will be halved. Ice Storm: Instead of icey hail, this spell releases glass shards that deal slashing (instead of bludgeoning) and necromantic (instead of cold) damage. Cone of Cold: Her Cone of Cold is necromantic energy instead of cold energy. Damage is necromantic.
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ISABEL STRAZNI AT A GLANCE (Originally Izek Strazni) Isabel is the head of the guard in the Village of Vallaki. She lives in the Burgomaster's Mansion. She is part tiefling, part human due to a deal she made with the Dark Powers long ago.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Vallaki Isabel could be found almost anywhere in Vallaki because she's the head of the guard.
Isabel is part devil. I describe her as looking like a half-tiefling.
Burgomaster's Mansion Isabel lives at the mansion and has since she was a young adult.
NPC CONNECTIONS
Baroness Lydia When Lydia saw how powerful and terrifying Isabel was, even as a teenager, she immediately extended an invite for shelter and work. Since then, Isabel has lived with the burgomaster and headed the Vallaki guard. Isabel would die for Lydia as she doesn't know another way. Ismark Isabel and Ismark are biological siblings. They both died during a wolf attack at a young age. Isabel struck a deal with the Dark Powers but she woke up with faulty memory and her brother was nowhere to be found. She's been searching for him since but doesn't leave Vallaki.
Original: Izek lost his arm and was given a new, infernal appendage at some point. He didn't have memories of his sister Ireena but did dream about her. If he saw her, he'd steal her and keep her locked in his bedroom like one of his dolls. My Version: Isabel's sibling is little Ismark . They were killed during the attack. Isabel struck a deal with the Dark Powers of the land to protect her brother. The destroyed parts of her body were replaced with devil features, which then grew and expanded across her skin. She remembers Ismark, but it's been many years and she's lost hope of finding him. She still dreams of him and has dolls made in his likeness so she'll never forget. If she gets a hold of him during the game, she'll lock him away to keep him safe.
If the party introduces Ismark to Blinsky (page 100), Baroness Lydia (68), Baron Vargas (69), or Victoria (69), they immediately inform Isabel of the boy that looks like her dolls.
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ISABEL STRAZNI Medium humanoid, neutral evil
Armor Class 14 (Studded Leather Armor) Hit Points 112 (15d8 + 45) Speed 30 feet STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (+0)
9 (-1)
15 (+2)
Skills Intimidation +8, Perception +2 Damage Resistances Fire Senses Passive Perception 12 Languages Common Challenge 5 (1,800 XP) Proficiency Bonus +3 Brute. A melee weapon deals one extra die of its damage when Isabel hits with it (included in the attack).
ACTIONS Multiattack. Isabel makes two attacks with her battleaxe. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) when used with two hands. Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it catches fire.
TRAITS Ideal. "Fear is a powerful weapon. I use it to get what I want." Bond. "I am loyal to my master, Baroness Vallakovich, for she brought me into his home. I owe her my life, but she isn’t family." Flaw. "I would do anything, kill anything, to find my brother."
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WACHTERHAUS
LORD KARL WACHTER (SR.) AT A GLANCE (Originally Lady Fiona Wachter) Lord Wachter hates Baroness Lydia and wants to take control of the town of Vallaki. He leads a cult from his basement and has an imp familiar. He intends to kill the head of the guard in order to more easily take Baroness Lydia.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Wachterhaus Karl lives here with his three children and deceased husband.
Lord Karl Wachter is stern, collected, and cold. He is positive that the Baroness is a buffoon unworthy of her burgomaster status. He is not a hothead. In a moment of rage, he will stay calm and sneaky.
NPC CONNECTIONS
Karla and Stella Lord Karl's and Nikolai Sr.'s daughters (page 76). He's protective of them but also very stern. Nikolai Wachter, Jr. This is their son. He has been cursed by Victoria Vallakovich (page 75). Strahd von Zarovich The Wachter family has had a multigenerational alliance with Strahd. Karl keeps the bones of Strahd's enemies under lock and key in his bedroom closet.
Lord Wachter doesn't think that Countess Strahd is evil. If anything, she's simply negligent. He's more than happy to give her information or to be a watchful eye for her. Lord Wachter holds onto the bones of an old friend for Strahd. Lea Dilisnya was the soldier that betrayed Countess Strahd the night she became a vampire. Her bones rest in an iron box in Lord Wachter's bedroom closet. He also keeps his deceased husband, Nikolai Wachter, Sr. in his bedroom. Karl regularly casts Gentle Repose on the body until he can find a way to bring Nikolai Sr. back to life. Give him the stats of a Priest of Osybus .
Baroness Lydia Lydia and Karl hate each other and their feud is legendary in Vallaki. They've each tried to have the other killed multiple times. Karl doesn't know it, but Lydia is responsible for his husband's death.
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ERNESTA (Same as the original) Ernesta is the personal assistant of Lord Wachter. She spends most of her time at Wachterhaus but could definitely be sent anywhere within the town on errands for Lord Wachter, possibly to recruit the party. She's not aligned to anyone but herself. Wachter pays very well. Victoria often sends Ernesta on bizarre errands to secure magical items and disturbing components.
Ernesta is quiet and collected. She may speak in only a whisper
NIKOLAI WACHTER (DECEASED) (Same as the original) Karl died a couple of years ago, devastating his husband and their three children. They held a funeral for Karl and buried him, or so everyone believes. In fact, Lord Wachter kept his body and has him stored away in his room. Wachter casts Gentle Repose on him regularly and hopes to find a way to restore him to life again. He's had no luck so far. Unbeknownst to everyone, Nikolai's death was orchestrated by Baroness Lydia.
NIKOLAI WACHTER, JR. (CURSED) (Originally Stella Wachter) Nikolai was sent to court Victoria Vallokavich for marriage, an agreement made between the Wachter and Vallakovich families to bring peace. After spending an afternoon alone with Victoria, Nikolai, Jr. returned home broken and different. The reality is that Victoria attempted to polymorph him into a cat but the spell worked incorrectly. Nikolai believes he's a cat and he behaves like one in every way. He doesn't, however, look like a cat.
In the original, Victor was so mean to Stella that she "went insane." (Just no.)
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STELLA WACHTER (Originally Nikolai Wachter) Stella is one of the Wachter sisters. She's very rule-oriented and takes after her father, Lord Karl Wachter in that way. She doesn't know that her father's cult is anything more than a secret book club she's not allowed to know more about. Stella spends almost every second of her free time with her sister, Karla. They spend a lot of time socializing but also looking for a cure for their brother, Nikolai, Jr., who believes himself to be a cat. Stella took it the hardest when their dad, Nikolai, Sr. died two years ago.
KARLA WACHTER (Originally Karl Wachter) Karla is the embodiment of chaotic neutral. She is a mess and she is exciting to be around. She is the extrovert while Stella is the introvert. I like to give Karla a sassy, southern American voice when I play her as an NPC. Karla surprisingly does know that their father has a cult but she's not going to burst Stella's bubble by letting her know. Karla recently heard about an Abbey in Krezk where people can be brought back from death and decay. She wonders if that would work for her brother as well. She's also not aware that their deceased father, Nikolai, Sr. has been "Gentle Reposed" in Lord Wachter's bedroom, now existing in death like a wax doll.
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ARASSEK STOCKYARD GINNY & YELENA ARASSEK (Originally Gunther and Yelena) Ginny and Yelena are a couple of giddy old women that manage the Arassek General Store & Stockyard together. They have anything that is in the PHB Adventuring Gear section that is fewer than 25 gold pieces. But, of course, everything is sold at 5x the price it's supposed to be. They're not malicious, though. They're pretty adorable. They just know that they don't have to go cheaper because people will pay.
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ST. ANDRAL'S CHURCH
FACTION: THE ORPHANS In the original CoS, there is no orphanage or safe-haven for the wayward children of Barovia. This is odd because if you were to run the original module as is, your party would likely be saving multiple children from Old Bonegrinder and the Werewolf Lair, among examples. In Reloaded by r/DragnaCarta , an orphanage was placed in Vallaki to handle all these lost little souls. It's a pretty great addition but I wanted to simplify the idea by making St. Andral's Church both a place of worship and sanctuary for young people.
After all, Ismark is headed to that church already. Plus it's well-protected by the Bones of St. Andral, as long as your party re-secures them. Orphans living in the church currently are Yeska and Mili (page 80). A room has been set aside for Ismark as well when he arrives. Of course, the party will have to re-secure the church before they can safely leave him there. Any extra rescued children will have a place to live at The Church of St. Andral.
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MILI (Originally Millovich, male gravedigger) Mili does grave digging and general outdoor maintenance for St. Andral's church, where they live with their little sister, Yeska. Mili found out from Yeska that the bones of St. Andral rested beneath the church. They told Henrika at the coffin shop about this. Within a week, Henrika commissioned Mili to steal the bones for her. Mili steals them and gives them to Henrika for a couple pieces of gold that they immediately spend on Yeska. Mili also knows Blinsky well because of how they spoil their little sister when the opportunities arise.
YESKA (Originally Yeska, male altar boy) Yeska is a sweet little doll living in the church with her older sibling. She often gets very scared of the horrors outside of the church. One evening, Mother Lucia sought to comfort Yeska by telling her a story of St. Andral and how their bones now protect the church from any undead, fey, fiends, or celestials. Yeska was so excited that she told Mili, who in turn told Henrika.
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MOTHER LUCIA PETROVA AT A GLANCE Mother Lucia is the matriarch of St. Andral's Church. Many people come to her for comfort and solace. She's likely the most trustable person in Vallaki.
LOCATIONS OF INTEREST
APPEARANCE AND MANNERISMS
St. Andral's Church (Vallaki) Mother Lucia Petrova lives here full time with several children that she cares for.
I like to think of Mother Lucia Petrova as Olympe Maxime from Harry Potter and the Goblet of Fire. Tall, French-sounding, and gentle.
NPC CONNECTIONS Mili Mili is the teen that Mother Lucia looks after. They are also the older sibling to Yeska. Mother Lucia took them in when their parents were killed by Strahd. Yeska Yeska is always on Mother Lucia's lap and running to her when she's afraid. Mother Lucia keeps her busy by giving her tasks around the church such as passing out hymn books during services.
She takes in wayward children and cares delicately for them. She tries to care for everyone in Vallaki that comes to her for spiritual aid or safety. She is a protector of the bones of St. Andral but does not become cross with the children when they get stolen. She is fully aware that Mili found out about them and sold them to someone. It happened within the last 24 hours, so Mother Lucia is still thinking of a way to calmly talk with Mili about the dangerous situation they find themselves in.
Ireena Mother Lucia and Ireena have been writing for a couple weeks now in regard to Ismark. Strahd Strahd is livid that the church is fully protected from the undead. She set up the theft of the bones so she could personally kill Mother Lucia during the festival.
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CO FFIN MAKER 'S SHOP
MORE TORTURED ADVENTURERS TO SCARE YOUR PARTY Henrika is a lonely woman. A gorgeous noblewoman named Vasalisa von Holtz visited recently and charismatically persuaded Henrika to store some boxes and steal some bones. The boxes consist of vampire spawn that will rain down on the town of Vallaki during the Festival of the Blazing Sun when citizens are condensed and celebrating something that weakens vampires. I like to think that the vampire spawn were created from a previous adventuring party.
The best way to run this is to use an adventuring group that you've already played with or run sessions for previously. That'll give you well-developed characters with established mannerisms for each of these vampires. Naturally, make them act more like undead vampires than they did in their adventuring life. They cannot be reasoned with and will fight to the death anyone that disturbs their sleep. This might be the only opportunity in this campaign for your party to experience NPCs that once resembled non-human races such as tieflings, dragonborn, or lizard folk.
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HENRIKA VAN DER VOORT AT A GLANCE Henrika is the coffin-maker of Vallaki. Due to the nature of her work, most people tend to avoid her. She has become a bit of a hermit and business has been struggling lately.
LOCATIONS OF INTEREST
APPEARANCE AND MANNERISMS
Coffin Maker's Shop This is where Henrika lives and is hiding the bones of St. Andral, stolen from the church by Mili.
Henrika is a nervous woman. She's terrified of whatever mess she's gotten herself into. She's afraid of the adventurers and she's ashamed of manipulating Mili.
Henrika is also unknowingly storing six vampire spawn in an upstairs room here.
I would give her paranoid mannerisms, constantly looking up to the ceiling or toward the second floor. She'll ask the party to quiet down and then sound like she's listening for something.
She keeps the stolen bones under the bed in her room, believing they'll keep her safe from whatever Vasalisa (see below) is storing in the shop.
NPC CONNECTIONS
Maybe Henrika tries to write things down instead of speaking, or only speaks in whispers. She doesn't want to let the party go upstairs. If they insist, she'll avoid leading or following.
Mili Henrika has become like an aunt to Mili over the past several years. She uses this bond to manipulate Mili into stealing the bones. Strahd von Zarovich Strahd recently visited Henrika under the guise of a noble named Vasalisa von Holt. She promised Henrika excellent business in exchange for storing some boxes and securing the bones of St. Andral for her.
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THE BLUEWATER INN
HERE, THERE BE A LOT OF NPCs THIS IS WHERE YOU MEET THE WERERAVENS, THE WOLF HUNTERS, THE VALLAKOVICH SISTERS, AND THE VAMPIRE HUNTER.
The Bluewater Inn is owned by a couple of wereravens (page 91) named Urwin and Dani (page 92). When your players arrive, they'll find several ravens perched on the roof of the inn and tavern. These ravens do not squawk at them the way they might at a place like Old Bonegrinder or the home of Miserable Marek. There is no danger here. Many of these ravens actually nest in the attic of this inn. The ravens will monitor the party to see what their alignment is. They may reveal themselves or not. Either way, they're always watching... This visit will be an opportunity to introduce key NPCs that will further your party's adventure. Be careful not to push too many new faces at once. The best way to manage NPCs without overwhelming the party is to choose one or two during a scene that is allowed to have a name and a voice. The other ones may only have a single descriptor and no name. They're there to add to the scene constructively, not to confuse and overwhelm the players. An example of this is to have only one of the two wolf hunters speak to the party. The other might grunt or rip into a wolf steak, adding some personality to the moment without overwhelming you.
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SZOLDA & YVONNE AT A GLANCE Szolda and Yvonne are Barovian wolf-hunters. They're intimidating and a bit on the gruff side. Szolda will have a bloody wolf's head in her hands when she meets the players. I like to give them deep, gruff voices. They don't like small talk but they do like gold. They'll show you around Barovia for a fee. If you want to go at night, they'll call you an idiot and triple their prices. They both have families at home but prefer to spend most of their time together, hunting and picking up odd jobs here and there. They know about the other settlements of Barovia, such as Krezk and Berez. They may be able to offer rumors about them, such that Krezk houses a powerful abbot or that Berez was flooded by Strahd many years ago.
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RICTAVIA AT A GLANCE (Originally Rictavio) Rictavia is a traveling half-elf bard and carnival performer. In reality, she's a famous vampire hunter Dr. Rudolph van Richten and is taking on the disguise of her deceased child, Erasmus. See page 98 for this NPC's undisguised information, Dr. Rudolph van Richten.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Rictavia is found by the party at the Bluewater Inn . She has been staying there for a couple of months to gether information on the identity of the wereraven faction.
Urwin & Dani Rictavia has an excellent relationship thus far with the innkeepers and is happy to spend her gold to stay here for the temporary long-term. Rictavia is observing Urwin and Dani to learn more about the wereraven faction and their alignment.
She may also be found at Van Richten's Tower or on the way to Tsolenska Pass or the Amber Temple .
APPEARANCE & MANNERISMS Rictavia is a bard and actor. She will happily put on a show for the party and for the inn. In reality, she's much older, more weathered, and has quite the traumatic back-story. She's trying to emulate her daughter Esme's personality as part of her disguise. Feel free to roleplay her suddenly appearing exhausted or pensive. It might clue the party in to the fact that something is off about her. I usually give her a french accent because I just feel like a traveling carnival worker would have a French accent.
Brom & Bria She's not so excited about these two. At any given time you'll find Rictavia offering them sweets and kindness Ez d’Avenir See page 96 for van Richten's relationship with Ez. Gadot Blinsky Rictavia/Rudolph wasn't able to bring her pet monkey, Piccolo, into the Bluewater Inn. She gave her over to Gadot Blinsky for safekeeping until it was time to move on from Vallaki. Yan Rictavia killed Yan and keeps his head in her tower. She speaks to it occasionally to gather info on the Vistani (page 93).
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RICTAVIA Medium humanoid, lawful good
Armor Class 12 (Leather Armor) Hit Points 77 (14d8 + 14) Speed 30 ft. STR
DEX
CON
INT
WIS
9 (-1)
12 (+1)
13 (+1)
16 (+3)
18 (+4)
CHA 16 (+3)
Saving Throws CON +4, WIS +7 Skills Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4 Senses Passive Perception 17 Languages Abyssal, Common, Elvish, Infernal Challenge 5 (1,800 XP) Proficiency Bonus +3 Special Equipment. In addition to her sword cane, Rictavia wears a hat of disguise and a ring of mind shielding, and she carries a spell scroll of raise dead. Spellcasting. Rictavia is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavia has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy 1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary 2nd level (3 slots): augury, lesser restoration, protection from poison 3rd level (3 slots): magic circle, remove curse, speak with dead 4th level (3 slots): death ward, freedom of movement 5th level (1 slot): dispel evil and good Undead Slayer. When Rictavia hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon’s type.
ACTIONS Multiattack. Rictavia makes two attacks with her sword cane. Sword Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage (wooden cane) or 4 (1d6 + 1) piercing damage (silvered sword).
TRAITS Ideal. “Evil cannot go unchallenged.” Bond. “To protect those I love, I must keep them distant and hidden from my enemies.” Flaw. “I am cursed. Thus, I will never have peace.”
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ERASMUS AT A GLANCE (Same name as the original, different gender) Erasmus is the deceased child of Dr. Rudolph van Richten. She follows her mother around as a ghost. If the players sense spirits, they'll notice Erasmus near Rictavia.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Follows Rictavia/Rudolph van Richten Erasmus will always be present wherever Rictavia is. She might divert her attention around Ez d'Avenir, but not for very long.
Rictavia/Rudolph van Richten Rudolph is her mother. Rudolph killed the vampire (Baroness Metus) that murdered Erasmus many years ago. Erasmus was always very close to her family. She tries to comfort her mother daily from the other side of the veil.
APPEARANCE & MANNERISMS
Erasmus has a fun-loving spirit and is an artist even in death. She can appear to people for a few minutes daily but cannot speak. The only person so far that cannot see her is her own mother, Rudolph. Rudolph is still in too much pain and denial over the loss of her wife and child. Players that can have ethereal sight or something similar can watch Erasmus painting colorful portraits with ectoplasm. She tries to help or warn the party if she can. She can communicate easier through the assistance of spirit boards or spiritual abilities.
Ingrid van Richten Ingrid is Erasmus' second mother and Rudolph's wife. She died with Erasmus. Ez d'Avenir Erasmus and Ez became the best of friends during their short time together before Erasmus died. She tries to reach out to Ez if possible. Erasmus is ace but deeply connected and affectionate with Ez. Strahd von Zarovich Strahd ordered Baroness Metus to buy and turn or kill Erasmus and Ingrid to punish Rudolph for her foray into vampire slaying.
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FACTION: THE WERERAVENS The wereravens of Barovia mostly consist of a faction called the Keepers of the Feather. The head of this order is Uriel Martikov (unchanged) . Uriel runs the Bluewater Inn in Vallaki. His husband, Dani (originally Danika), and their twins Brom (unchanged) and Bria (originally Bray) are also wereravens. There are always at least 1d4 other wereravens at the Bluewater Inn. The Keepers of the Feather are watching your party and keeping tabs on their actions to determine whether you are for or against Strahd.
Wereravens are notoriously aligned as good creatures. Therefore, they are not aligned with Strahd and will assist the party if they think they're worthy of help. Wereravens in raven form always seem to appear when something terrible happens in Barovia, giving them a bad name with outsiders. The fact is that they seek out the evil in Barovia in hopes of preventing it. They're drawn to it. They also work hard to never spread their lycanthropy to other creatures, especially evil-aligned ones. Barovian natives see ravens as a sign of good luck.
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URWIN MARTIKOV
DANI DARAKOVA
(Unchanged) Dani's husband and business partner. They run the Bluewater Inn together, where they live with their twins, Brom and Bria. Urwin's mother manages the Wizards of Wine Winery with his siblings and their family. Urwin and his mother have not talked to each other in quite a while. He's worried about the wine shortage and wants the party to go see what the problem is. Urwin would rather not face his own mother. He calls her an Old Crow but doesn't tell the party he's reluctant to go to the winery. It's mainly an opportunity to determine whether the party is trustable or not.
(Originally Danika, Urwin's wife) Urwin’s husband and business partner. Dani tends the bar while Urwin deals with kitchen duties.
BRIA & BROM (Originally Bray and Brom, both sons) Bria and Bram are the twins of Urwin and Dani. They run loose through the inn without a care in the world, sometimes annoying the long-term guests, but mostly charming everybody they meet.
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VAN RICHTEN'S TOWER Van Richten's tower is a wild ride. Both Rudolph and Ez may or may not be found here. It will depend on the choices your party has made up to this point. The change I made to this encounter involves Yan (same as the original) , the severed head. Yan is Arrigal's ex-boyfriend. As we have established, Arrigal is one of the very few Vistani that sides with Strahd's ideology. Her boyfriend at the time, Yan, did the same. Luvash banished Yan from the camp to set an example and teach Arrigal a lesson. In the original, Rudolph as Rictavio stabbed Yan for trying to steal his wagon and monkey. For our version, Rictavia killed Yan after having a heated discussion about the Countess and his plans to assist her by getting the hags into Vallaki.
Rictavia has since been ignorantly plotting against all Vistani, believing them to be in league with her arch enemy. Rictavia preserves Yan's head so she can have conversations using Speak With Dead . She does this to gather information on the Vistani and what they know of Strahd and any other vampires. If the players speak with Yan, he tells them about Arrigal's alignment. He mentions that she is unique in her views and that Rictavia doesn't know. Yan tells the party about the plans Strahd has in place to end traditional life in Barovia. One of her plans is to have the druids steal the last gem from the winery, turning Barovia into an apocalyptic nightmare. He also talks of Strahd's werewolves who are kidnapping healthy people to contract with lycanthropy.
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Journal of Rudolph van Richten
For more than three decades now, I have undertaken to investigate and expose creatures of darkness to the purifying light of truth and knowledge. “Hero” I am named in some circles; “sage” and “master hunter” I am called in others. That I have survived countless supernatural assaults is seen as a marvel among my peers; my name is spoken with fear and loathing among my foes.
In truth, this “virtuous” calling began before my obsessive effort to destroy a vampire that murdered my child. It has since become all I can think about, turning into a tedious and bleak career. Even as my life of hunting monsters
began, I felt the weight of time on my weary shoulders. Today I am a woman who has simply lived too long. Like a regretful lich, I find myself inexorably
bound to an existence I sought out of pain and, seemingly, must now endure for all eternity. Of course I shall die, but whether I shall ever rest in my grave haunts my idle thoughts, and torments me in my dreams.
I expect that those who think me a hero will change their minds when they know the whole truth about my life as a hunter of the unnatural. Nevertheless, I
must reveal, here and now, that I have been the indirect yet certain cause of many deaths, and the loss of many good friends. Mistake me not! I do not merely feel sorry for myself. I was cursed by a family of dark evil.
I have related the tragic story of how my only child Erasmus was taken and sold to a vampire that first turned her and then killed her. What I have
neglected to illuminate before is how I tracked Erasmus’s kidnappers across the land, or how I “extracted” Erasmus’s whereabouts from them.
In fact, the evil family of Ez d’Avenir took Erasmus with my own, unwitting
permission. They had brought an extremely ill member of their family to me
one evening and insisted that I treat him, but I was unable to save the young
man’s life. In fear of their retribution, I begged them to take anything of mine
if only they would withhold their threats against my own family. To my lasting astonishment, they chose to surreptitiously take my daughter in exchange for their loss! By the time I realized what had occurred, they were already an hour gone.
Incensed beyond reason, I followed the family through the woods, naively allowing the sun to set before me without seeking shelter from the night.
Shortly after darkness fell, I was beset by undead that would have slain me,
had not their master—a lich—intervened and spared my life, for reasons that I
do not completely understand. She somehow detected me and, with her powerful magic, took control of a pack of zombies that wandered in the forest. She spoke to me through the mouths of the dead things and placed a magic ward against
undead on me. Unfortunately (I say in hindsight), the plan worked. I found the
child-stealers through the help of the lich as well as the family’s own child, Ez. My unwelcome entourage included a growing horde of voracious undead that could not touch me, thanks to the lich’s ward.
When I found the family, I threatened to set the zombies on them unless they
returned my dear daughter. They replied that she had been sold to the vampire, Baron Metus. Something inside me snapped. I released the zombies, and the
entire family was eaten alive except the young boy, Ez, whom I saved and cared for over many years.
Yet the story has not ended. Before they died, the father cursed me, saying, “Live
you always among monsters, and see everyone you love die beneath their claws!” Even now, so many years later, I can hear his words with painful clarity. A short time later, I found my dear Erasmus made into a vampire and then
murdered. The darkness had torn him from my loving arms forever, and I
foolishly believed that the curse had exacted its deadly toll. I wept until an insatiate desire for vengeance filled the bottomless rift in my heart.
Journal of Rudolph van Richten
For more than three decades now, I have undertaken to investigate and expose creatures of darkness to the purifying light of truth and knowledge. “Hero” I am named in some circles; “sage” and “master hunter” I am called in others. That I have survived countless supernatural assaults is seen as a marvel among my peers; my name is spoken with fear and loathing among my foes. In truth, this “virtuous” calling began before my obsessive effort to destroy a vampire that murdered my child. It has since become all I can think about, turning into a tedious and bleak career. Even as my life of hunting monsters began, I felt the weight of time on my weary shoulders. Today I am a woman who has simply lived too long. Like a regretful lich, I find myself inexorably bound to an existence I sought out of pain and, seemingly, must now endure for all eternity. Of course I shall die, but whether I shall ever rest in my grave haunts my idle thoughts, and torments me in my dreams. I expect that those who think me a hero will change their minds when they know the whole truth about my life as a hunter of the unnatural. Nevertheless, I must reveal, here and now, that I have been the indirect yet certain cause of many deaths, and the loss of many good friends. Mistake me not! I do not merely feel sorry for myself. I was cursed by a family of dark evil. I have related the tragic story of how my only child Erasmus was taken and sold to a vampire that first turned her and then killed her. What I have neglected to illuminate before is how I tracked Erasmus’s kidnappers across the land, or how I “extracted” Erasmus’s whereabouts from them.
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In fact, the evil family of Ez d’Avenir took Erasmus with my own, unwitting permission. They had brought an extremely ill member of their family to me one evening and insisted that I treat him, but I was unable to save the young man’s life. In fear of their retribution, I begged them to take anything of mine if only they would withhold their threats against my own family. To my lasting astonishment, they chose to surreptitiously take my daughter in exchange for their loss! By the time I realized what had occurred, they were already an hour gone. Incensed beyond reason, I followed the family through the woods, naively allowing the sun to set before me without seeking shelter from the night. Shortly after darkness fell, I was beset by undead that would have slain me, had not their master—a lich—intervened and spared my life, for reasons that I do not completely understand. She somehow detected me and, with her powerful magic, took control of a pack of zombies that wandered in the forest. She spoke to me through the mouths of the dead things and placed a magic ward against undead on me. Unfortunately (I say in hindsight), the plan worked. I found the child-stealers through the help of the lich as well as the family’s own child, Ez. My unwelcome entourage included a growing horde of voracious undead that could not touch me, thanks to the lich’s ward. When I found the family, I threatened to set the zombies on them unless they returned my dear daughter. They replied that she had been sold to the vampire, Baron Metus. Something inside me snapped. I released the zombies, and the entire family was eaten alive except the young boy, Ez, whom I saved and cared for over many years. Yet the story has not ended. Before they died, the father cursed me, saying, “Live you always among monsters, and see everyone you love die beneath their claws!” Even now, so many years later, I can hear his words with painful clarity. A short time later, I found my dear Erasmus made into a vampire and then murdered. The darkness had torn him from my loving arms forever, and I foolishly believed that the curse had exacted its deadly toll. I wept until an insatiate desire for vengeance filled the bottomless rift in my heart.
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DR. RUDOLPH VAN RICHTEN AT A GLANCE (Same as the Original) Dr. Rudolph van Richten is a human and a famous vampire hunter with one objective Destroy Strahd and everyone associated with her. She normally takes on the disguise of her deceased half-elf child, Esme, in order to gather clues on the people of Barovia. When in disguise, she takes on the name Rictavia (page 88).
LOCATIONS OF INTEREST
NPC CONNECTIONS
Bluewater Inn, Vallaki Van Richten is disguised with the name Rictavia at the Bluewater Inn.
Rictavia Rudolph's full-time disguise. Physically, Rictavia looks like Rudolph's deceased daughter, Erasmus.
Van Richten's Tower This is the home base of Rudolph van Richten. She'll use her true form here. The Amber Temple Rudolph wants to visit here.
APPEARANCE & MANNERISMS Rudolph is surprisingly very different from her alter-ego, Rictavia. She's gruff, troubled, and hates small talk. She's both a doctor and a hunter. This should shine through in her personality and mannerisms. She may use jargon that the party doesn't understand when describing how to kill a vampire. She knows a lot about Castle Ravenloft and how to navigate it. She's happy to inform and instruct but absolutely believes this party will die before accomplishing anything of meaning.
Ez d’Avenir Ez's childhood family was abusive and manipulative. They kidnapped and sold Rudolph's teenage child to Strahd which ended in his death. Rudolph destroyed Ez's family in revenge and then protected and cared for Ez during the rest of his childhood. Ez is Rudolph's vampire-hunting protegee. They are not currently together as Ez is out exploring. Strahd von Zarovich Strahd is the reason for the death of Rudolph's child, but that's not even the whole reason Rudolph plans to destroy her. Even before Erasmus's death, Rudolph had been learning about vampires - their history, their anatomy, strengths, and weaknesses. Strahd wanted to show her she was meddling where she didn't belong. (This is slightly different from the original but I'm trying to avoid the "Wife in the Refrigerator" trope.) Yan Rudolph as Rictavia cut off Yan's head and has it in her tower.
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BLINSKY'S TOY SHOP
GADOT BLINSKY AT A GLANCE (Originally Gadolf Blinsky) Blinksy is the owner of Blinksy's toyshop and has a flair for the macabre. Most of her toys are heavy on the dark and demented side, but she doesn't see a problem with that.
LOCATIONS OF INTEREST Blinsky's Toy Shop Gadot will be found exclusively within her toy shop. It is her pride and joy. She is caring for the pet monkey of Rictavia (pg 88), however, who is at the Bluewater Inn.
APPEARANCE & MANNERISMS
Gadot is a cheery, older lady that wears full jester makeup and a hat. She always has Piccolo, the monkey, on her shoulder as well. Piccolo dons a bright pink tutu.
NPC CONNECTIONS Rictavia Gadot is caring for Rictavia's pet monkey, Piccolo as they're not allowed at the Inn. Burgomaster Vallakovich Even though Blinsky's shop appears to be the only toyshop in all of Barovia, business isn't great. One because the people of Barovia take good care of what they can afford to purchase, making subsequent purchases unnecessary. Two because her toys are very dark and reflective of Barovia as it actually is. The burgomaster is the only reason Gadot is still in business. She pays Blinsky each month to cover the creation of decorations for the weekly festivals. Blinsky owes her livelihood to the burgomaster.
I like to give Gadot a big, quirky voice, as is also recommended in the original book. "Hyello, wyelcome to my shyop!" She is loud, she is kind.
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VISTANI CAMP
LUVASH (Same name as the original.) Luvash is the older sister of Arrigal. The two of them lead the Vistani Camp outside of Vallaki. Luvash is also the mother of young Ari, who is missing (page 105). She is frantic and furious when the party meets her. She believes that her young sister, Arrigal, had something to do with Ari's disappearance and blames Arrigal's "obsession with her wannabe lover Strahd" for whatever happened. She assumes that Yan took him (page 93).
She is desperate to get her child back and will offer the party gold to help. Half the camp is out looking with no luck so far. The party can see the campsite is mostly packed. Luvash explains that they were headed through the mist soon as there was no fish to eat. They prefer not to eat wolves. She won't leave without her son, of course.
ARRIGAL (Same name as the original.) Arrigal might be the only Vistani in Barovia that would love to join Strahd. (Besides her exboyfriend, Yan - page 93.) She takes the mistwalking privileges of her people as a sign that Strahd is a benevolent and generous landlord. Arrigal may be used as an initial quest hook to get your party into Barovia (page 11).
Arrigal is fascinated by Strahd. Her Vistani clan disagrees vehemently and doesn't want her to talk about it, especially near the children. Arrigal will likely end up in Castle Ravenloft with Strahd. She didn't do anything to endanger Ari, though. She believes that Strahd has her reasons for destroying the life in Lake Zarovich if she's even the one responsible.
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FACTION: THE DUSK ELVES A History Dusk elves are a subrace of elves similar to wood elves. They live in hiding in various places around the world, such as Barovia. The faction of dusk elves stuck in Barovia suffered a tragic genocide at the hands of Rahadin at Strahd's behest. One of the dusk elves named Kasmir Velikov fell in love with Countess Strahd during her life before Tatyana and immortality. They would spend afternoons together while Kasmir whispered to Strahd the secrets of the Amber Temple and possibilities of immortality. They were drunk together on the thoughts of such fantasy. Together, they visited the temple and struck deals with the Dark Powers. They left feeling the same, unsure of what further actions to take to seal their deals. After some time, Sergei brought Tatyana to the Castle. For more of that backstory, see page 5. Strahd began to fight rage toward Sergei and mixed feelings towards Tatyana.
To set an example, she broke her connection to Kasimir. Kasimir returned home, distraught, to a family that welcomed him home, thankfully but disappointed for him. After Strahd murdered Sergei, the pact with the Dark Powers was finally complete. Her death brought about her next life as a vampire. Word spread across the land that Strahd had become an immortal being, something that she and Kasimir had sought together. He tried to go to Strahd to find out what she had done to complete the pact, but his family (including Patrina Velikov) stoned him to death instead. They feared his interest in Strahd and Dark Powers. Strahd was furious that she never got the chance to reunite with a beloved partner. Acting in genocide, she ordered Rahadin to slaughter all the men of the dusk elf clan. She warned the survivors to never reproduce lest the carnage continue.
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PATRINA VELIKOV AT A GLANCE (Originally Kasimir Velikov) Patrina and her family murdered her younger brother when he decided to join Countess Strahd as a partner. Patrina has regretted it ever since and is finding any way possible to bring her brother back.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Vallaki or Tsolenka Pass Your party likely meets Patrina at the Vistani Camp. If not, they'll meet her on the way to the Amber Temple. She is on her way there to bring her brother back to life. Patrina knows how to get to the temple but not how to navigate the inside of it.
Kasimir Velikov Kasimir was Patrina's brother. She instigated their family to stone him to death when he planned to join Strahd in partnership after becoming the first vampire. Little does Patrina know that Kasimir is now a banshee in Castle Ravenloft.
If your party hasn't met her before making it to the pass, have them meet along the way or once they arrive at the temple. Her goal is to reach area X42 to use the East Sarcophagus (the Dark Gift of Zhudun, The Corpse Star).
She regrets killing her brother and hopes to bring him back to life. He's been whispering secrets of the Amber Temple to Patrina in hopes that she'll restore him through the Dark Powers there. Once this happens, he can complete his original pact and follow in Strahd's footsteps to immortality.
APPEARANCE & MANNERISMS Patrina is missing most of each ear. She is nonaggressive to the party unless they get in her way. She's focused on the goal of bringing her brother back to life.
Rahadin Rahadin was sent by Strahd to kill all the male dusk elves when Kasimir was murdered. As an added punishment, Rahadin roughly sliced off Patrina's elven ears. She doesn't bother to hide them and uses them as a reminder of her goals.
She speaks of dreams and of whisperings about the temple. She talks of Strahd's evil and how it spreads. Is she naive and doesn't realize what her brother is planning, or is she fully aware but must atone for her sin, nonetheless.
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LAKE ZAROVICH IS HAUNTED an alternative encounter
Arrigal's seven-year-old daughter is kidnapped and thrown into the lake by a fisherman in the original. This fisherman believes sacrificing a Vistani child to the lake will provide a bounty of fish. The party has a chance to save the child, of course. It seemed to me like quick-shock violence to add horror without much depth, other than to perhaps display Barovian desperation. This is an alternative. Your party will either stumble upon this quest by visiting Lake Zarovich to witness it, or to the Vistani Camp to hear what has happened firsthand. I've left it openended to build as you like. Quick Summary Lake Zarovich is dying. Bluto Krogarov (same name as original, different intent and story) lives in a cabin at the lake and has made a bargain with the Dark Powers. Now, the life force of anything half a mile of Bluto is drained. He is flourishing in health and wealth for the first time in his life. The exchange is conducted through an amulet he wears, a stone that looks like murky water.
A young Vistani named Ari makes his way to the lake to prove he can help the camp by catching fish so they won't have to leave. Ari doesn't tell his family, as he has promised never to venture there alone. He hopes to surprise them by bringing back several catches. The lake, however, is twisted, toxic, and wants to consume any living thing it can get ahold of. The party must save Ari and figure out why their life force is being zapped in the process. Goal: Save the seven-year-old named Ari. Don't die in the process. Possibly also end the corruption happening to the lake. Obstacle: Lake Zarovich is corrupted by the Dark Powers. They want to consume the life of the child as well as the party. Bluto, in the cabin, is benefitting from this and would like to continue doing so. Type of Play: This is a mystery exploration with role-playing and ability checks. Combat is possible if the party wants to stop Bluto by destroying him or the amulet he wears.
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Longer Summary Lake Zarovich has always been a rich source of fish for the community. Many of the settlements have come to depend on it as a food source other than wolf meat.
In recent weeks, the fish have all disappeared or died off. The Vistani group in Vallaki is leaving Barovia because of food insecurity Arrigal's young son, Ari has really taken to Vallaki and loves his friends. He doesn't want to leave. Ari has been fishing with his mother and aunty plenty of times. He feels confident enough to go out on the water. Ari wants to be a leader by helping his camp. He leaves early one morning while it is still dark with nothing but a jacket and fishing pole. When the party arrives at the lake, it smells odd and sulphuric. The lake has a black, swirling appearance up close. There are faces in the water, bobbing up, bobbing back down. Some with their eyes open, others closed. If interacted with, the water simply ripples beneath their hand as though the faces are an illusion.
Taking a boat out onto the lake offers even more of a haunting experience. The lake mist hurts to the touch, causing aches and pains in the body, slowly at first, and then more intensely if the party moves anywhere near that lonely cabin sitting on the edge of the water opposite them. There seems to be a reverberating cry for help across the wind. Long tendrils of lake weed grasp any appendage that comes into contact with them, pulling their victim beneath the water to hold until they die. The water may try to trick you into jumping into danger. The party feels their life force gently being zapped simply being near the lake. If they touch the water in any way, the symptoms will dramatically escalate. The boy can be saved and returned to the camp to end this encounter. Bluto's amulet can be destroyed to save the lake and those that come near it.
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CASTLE RA VENLOFT
CASTLE RAVENLOFT NPC MAP VILISEVIC
KASIMIR
ROMANTIC INTERESTS (NEW OR PREVIOUS)
OFSKY
PARTNERS
CRYPT 21 BANSHEE
ANASTRASYA
K86
GERALT
STRAHD'S TOMB
K42 RUVAK
STRAHD
KING'S BEDCHAMBER
K32 MAID IN HELL
K75A
CASTLE RAVENLOFT K49
ESTHER
BATH CHAMBER
K8
CYRUS
GREAT ENTRY
SERVANT'S HALL
K30 KING'S ACCOUNTANT
VARUSHK
VICTIMS OF STRAHD
RAHADIN
ASSISTANTS TO STRAHD
EMIL
K43
LOUNGE
K62
PRISONER
LIEF LIPSIEGE
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PARTNERS, NOT BRIDES/HAREM The word harem implies seclusion from others,
Strahd is a giver, but only for her chosen clan,
specifically the sequestering of women. The word
comprised equally of men, women, and non-
bride denotes a feminine-specific implication, also
binary lovers. Her generosity makes them devoted,
suggesting subservience to a groom.
powerful, and present. The partners may still squabble amongst each other, but they would die
This is why I use partners. Strahd, in my story, does
for their Lady and hope she might do the same for
not keep a hoard of brides locked away in crypts
them as well.
until they're of use. She keeps her partners front and center within the castle. She views her
All this said, if a partner betrayed Strahd, there
partners as equals and will also serve them at any
would be punishment. Only then might a partner
possible opportunity to show her own devotion
be locked in the crypt. While Strahd is a giving
and adoration. Some may still harbor jealousy over
lover, she is lawful to a fault and believes
others or insecurity about their place in Strahd's
punishment is the way to produce results.
scope of interest.
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RANDOM ENCOUNTER CHANGES Make these changes to the following "Random Encounters" of Castle Ravenloft. Vistani Th*gs - Exclude this random encounter. Alternatively, craft this encounter with Arrigal or a group of regular Barovian citizens that are Strahd sympathizers.
CASTLE CHANGES BY ROOM Make these changes to the following rooms of Castle Ravenloft. K15. Chapel You could gender-bend Gustav or leave him. Either way, it's a minor dead NPC. K30. King's Accountant See new Lief character information on page 113. K32. Maid in Hell See new Ruvak NPC information on page 113. K37. StudyThe portrait on the wall is currently of Tatyana/Ireena. Instead, have it depict both Sergei and Tatyana. It was commissioned for them for their wedding day. Turn it backward because Strahd can't bear to see it. If you emphasize this, the party will immediately want to flip it. This will be a fun reveal that Ireena is a reincarnation.
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CASTLE ROOM CHANGES, CONT. K42. King’s Bedchamber See Geralt's (originally Gertruda) NPC info on page xx for changes made to this character. Geralt can be charmed or not. It's up to you. Either way fits the narrative. K43. Bath Chamber See Varushk's new NPC information on page 118. K49. Lounge Previously Escher, see Esther's new NPC information on page 114. Esther is worried that Strahd is bored of her after seeing Geralt brought into the castle. (Note in this world that there's no threat of being locked in the catacombs as an honest partner.) K54. Familiar Room You could keep these as familiars or invoke Ravenloft's Gremishka creatures for added chaos. K56. Cauldron Make sure that the Barovian Witches are not all depicted as female. Even their stat block uses both he and she pronouns to describe them, though CoS does not. K62. Servant's Hall Previously Cyrus, see Ciri's new NPC information on page 114. K75a. Prisoner See Emil's new NPC information on page 119. K83a. Spiral Stair Landing Switch things up and have the tapestry depict Strahd's mom, Ravenovia, charging into battle! Crypt 21 Kasimir (originally Patrina) is the banshee here. He was previously a dusk elf. Information on page 120. K85. Sergei’s Tomb If you chose to genderbend Sergei, here is their tomb. I kept Sergei the same in this story. I liked the "little brother" parallels that occurred when I left it.
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RAHADIN AT A GLANCE Rahadin is a dusk elf chamberlain of Castle Ravenloft. She has been a faithful assistant to Strahd for hundreds of years. She's killed thousands of people. Anyone within ten feet of her will hear the victims' screams of agony in their own minds.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Castle Ravenloft This is where Rahadin works and lives full time.
Dusk Elf Faction Rahadin was banished by the dusk elves for refusing to bow to their princess. Eventually, Rahadin helped destroy their royal line and force them into hiding. Later she destroyed all the male dusk elves as a punishment for them killing Kasimir.
The Amber Temple The party could run into Rahadin at the temple if they haven't met her yet.
APPEARANCE & MANNERISMS
Rahadin is lawful evil and a devout assistant to Lady Strahd. She has been for over 500 years and knows no other way. Rahadin helps ensure that Strahd's chosen partners are well cared for and lavished with jewels and other fine things to help them feel comfortable and adored. She believes that loyalty is everything. She'd happily die for Strahd, whom she genuinely accepts as her chosen sister. Rahadin has murdered a lot of people and plans to murder as many more as necessary. I imagine she's not great at small talk and will spend most of her interactions with the party trying to determine their intentions. She'll fight to the death in combat is provoked.
Queen Ravenovia (Strahd's Mother) When the dusk elves refused to submit to their new queen, Rahadin helped the Zarovich army conquer them. She made Rahadin an honorary member of the family. Strahd Rahadin still dutifully serves Strahd today, not as a romantic partner but as a righthand woman. Kasimir Velekovna Rahadin was suspicious of Kasimir. She loathed Strahd's interest in him and was relieved when Tatyana came to the castle and distracted her energies. Patrina Velekovna Rahadin sliced off her elf ears when she killed all the male dusk elves.
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LIEF LIPSIEGE Lief is a human commoner and an accountant that was forced into servitude years ago by Countess Strahd. She has a chain around her ankle tethered to a large wooden desk in the study, where she occupies almost all her time. Her entire job is to keep track of Strahd's income and spending. If the party is kind to her, she gives them crude drawings of important castle locations. If they're unkind, she'll pull the frayed rope hanging next to her. This will trigger an attack from the roll table here .
Area k30 of Castle Ravenloft
RUVAK (Originally Helga Ruvak, female vampire spawn) Ruvak is a vampire spawn of Castle Ravenloft, one of Strahd's dear loves. When he meets the party, he is dusting and humming to himself. Ruvak excitedly greets the party and explains that he's the son of a village bootmaker. He begins to reminisce sadly, as though he is trapped in the castle and longs to leave. If asked to join the party, Ruvak will happily do so. He'll then wait for an opportunity to attack them, showing that he isn't lost and fragile. His ruby necklace is worth 750 GP.
Area k32 of Castle Ravenloft
VARUSHK (Originally Varushka, the ghost of a maidservant) Verushk was once on the help staff of Castle Ravenloft. When Strahd became a vampire, she was testing out her new abilities on the maids and manservants of the castle. Varushk took his life to prevent the Countess from transforming him into a vampire spawn.
When the party meets Verushk, he is sitting in a tub filled with blood. It is all an illusion or "memory" but is an excellent horror opportunity, nonetheless. One of my favorite flavor texts of the books is involving Varushk(a) and reads: A blood-drenched creature explodes out of the tub and attaches to the ceiling, cackling maniacally. Blood pours off its pale flesh, bony limbs, and stringy hair as it scuttles away.
Area k43 of Castle Ravenloft
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ESTHER (Originally Escher, male vampire spawn) Esther is a vampire spawn that is terrified of Strahd growing bored of her. She will try to lead the party to Strahd to suck up to her. She's ready to do anything necessary to stay in Strahd's favor.
Area k49 of Caslte Ravenloft
CIRI (Originally Cyrus Belview, male servant m******folk) Ciri was a patient at St. Markovia's abbey and is now a devout servant of Strahd. (Imagine Frankenstein's assistant, Igor!) Like the other patients, she is not a genetic "mutation" as horribly depicted in the original book (more on page 137). Mixed races should never be depicted as monstrous. She's not of mixed race. She is a magical and scientific experiment meant to have prevented what was causing her original death or ailments.
I like to say her right eye was moved up into her forehead where its previous home is now a gaping hole that contains a nest of spiders. This is among other modifications. You can make her as terrifying as you would like but remember that body horror should not include real-life disabilities such as deformed hands or spines. (To name only a couple examples.) Ciri's Applicable Castle Locations K2 : Only Strahd and Ciri know the password to open the gate here k23 & k26 : The Skeletons here were constructed by Ciri k60 : Key to iron chest here is with Ciri k62 : Players meet Ciri here k65 : Ciri is boiling zombies here k66 : Ciri's lair k67 : Ciri has crafted a huge art display of bodies
PIDDLEWICK II Created by the renowned inventor Von Weerg, Piddlewick II is a re-creation of the beloved jester by the same name. The first Piddlewick was brought to the castle by Dorfniya Dilisnya when they were wooing the Countess. Piddlewick II murdered the first Piddlewick and will still occasionally sneak into a guest room and smother people to death in their sleep. Piddlewick's skin is stitched leather pulled taut over wood. It'll try hard to entertain your party.
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THE SPAWN IN STRAHD'S CRYPT came to cuddle, ready to kill
In the original, three female brides are kept prisoner in Strahd's tomb because they grew bored of these women. They're left in soiled wedding gowns lying within the ground. In She is the Ancient, all of Strahd's partners have living quarters in the castle. Vilisevic, Anastrasya, and Ofsky are here for whatever creative reason you would like. The point of their presence is to attack the party when they near Strahd's coffin. I like to think they are preparing it for a lovely morning together before rest. This is Strahd's crypt of refuge during the day. (Not that she needs to avoid sunlight in Barovia.) Perhaps they are lighting candles or draining a victim into wine glasses. Maybe they knew the party was coming, and they're simply preparing a ruthless attack on the people that dare threaten their lover. They are furious when the party moves towards their Queen's coffin. They fight to the death.
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VILISEVIC (Originally Ludmilla Vilisevic) Vilisevic joins two of his partners in Strahd's crypt to attack the party when they enter. He is wearing 10 golden bracelets (worth 100 gp each) and earrings worth 750 gp.
ANASTRASYA (Originally Anastrasya Karelova) Anastrasya is wearing a golden-lined red vest sewn with precious jewels (worth 750 gp) and a platinum necklace with a black opal pendant (worth 1,500 gp).
OFSKY (Originally Volenta Popofsky) Ofsky wears a platinum mask shaped vaguely like a skull (750 gp) and ten platinum rings set with gemstones (350 gp each). He takes the skull mask off when going into combat.
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GERALT AT A GLANCE (Originally Gertruda, daughter of "Mad" Mary) Geralt defied his father's unreasonable wishes to stay locked up in the safety of his home for a moment longer. Since then, he's been polymorphed, kidnapped, set free, lost, and finally found by none other than Strahd.
NPC CONNECTIONS Miserable Marek (father) Geralt spent the last couple of years hating his father and longing for freedom. Unfortunately, Marek never taught Geralt how to care for himself. Now he's in trouble for it. The Hags They kidnapped Geralt as soon as he left his home, polymorphing him into a frog. Strahd von Zarovich Strahd took pity on his beautiful face and brought him to the castle. The other partners, however, seem to hate him.
APPEARANCE & MANNERISMS Geralt looks like a young version of his father. He has dark, tan skin, bright brown eyes, and light brown, curly hair. Make sure to roleplay him as timid and confused. He's new to everything and learning as he goes. He has been emotionally abused since reaching Castle Ravenloft by Strahd and her partners. He doesn't understand what's happening, though, so he works hard to please everyone to his own detriment. (Make sure to TW: Mental Abuse for your players ahead of the session.)
LOCATIONS OF INTEREST Village of Barovia Geralt is from the Village of Barovia but is gone by the time your characters are there. Old Bonegrinder You may choose to have your party rescue Geralt from the hags in Old Bonegrinder. He was brought there as a toad. He could be the caged person your party encounters on the third floor of the windmill. Castle Ravenloft He can be at the dinner table with Strahd or discovered in room k42, as described originally. After escaping the windmill (however that happens), he makes his way to Strahd for sanctuary.
Try this alternative flavor text from k42 of Castle Ravenloft: A large bed, canopied by silk curtains, sits with its headboard against the north wall. Carved into the headboard with great skill is a large “Z.” Lying amid the velvet and satin sheets and bed clothes is a young man in a nightgown. One of his dainty slippers has fallen to the floor at the foot of the bed’s foot.
(All I changed was the gender. If it's good enough to describe a female character in the original, let's use it for the dude as well.)
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EMIL TORANESCU AT A GLANCE (Originally male werewolf, name is unchanged.) Emil is trapped in a dank prison cell, sopping wet and chattering violently from the cold. She claims that wolves chased her to the castle. In truth, she's a werewolf herself that would do anything to get home to her family.
See werewolf faction info on page 155.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Castle Ravenloft Emil is a prisoner in area k75 of Castle Ravenloft. She is being punished for butting heads with her werewolf clan's leader.
Strahd von Zarovich Strahd supports the werewolf clan. At least a couple of the werewolves are supporters of Strahd. Emil and Zuleik are among the clan members that do not. Strahd was looking for an opportune moment to punish Emil for her "negativity" and was happy to oblige when Kiril asked Strahd to dispose of her.
Werewolf Den This is Emil's home. Her partner is there and wondering what happened to her.
APPEARANCE & MANNERISMS
Emil is worried about getting into Strahd's good graces. She may act syrupy sweet, then suddenly sneaky. If the party frees her, she'll attack at an opportune moment. If the party knows of her partner, Zuleik, Emil will remember she needs to get home to her family. In that case, she'll help the party in any way but will escape the castle at the first opportunity to go home.
Zuleik Toranescu Zuleik is Emil's partner. He is still at the werewolf den and is distraught and unsure of Emil's fate. Kiril Stoyanovich The leader of Emil's werewolf clan. Emil disagrees with Kiril's way of bringing in new recruits (see more on page 155). She openly disputed with Kiril, which landed her in prison at Castle Ravenloft.
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KASIMIR VELIKOVNA AT A GLANCE (Originally Patrina. I swapped names for this brother and sister as well as their backstories.) Kasimir is locked away in the catacombs of Castle Ravenloft, murdered years ago. His crime? A fascination with Strahd and a longing to grow in power alongside her. Killed by his own family.
See dusk elf faction info on page 103.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Castle Ravenloft Kasimir is a banshee in Crypt 21 of Castle Ravenloft. He was moved there for eternal rest after being stoned to death.
Patrina Velikovna Patrina is his sister who instigated stoning him to death all those years ago when Kasimir set to join Strahd in marriage and eternal life. Kasimir speaks to Patrina through her dreams. He pretends to comfort her for her wrongdoings. He whispers of the Amber Temple to her so that Patrina will bring Kasimir back to life. Only then can he complete his mission.
APPEARANCE & MANNERISMS Kasimir (originally Patrina, female dusk elf) doesn't have much information in the book, which is unfortunate. I feel he (she) is such an integral part of Strahd's backstory and could be an integral NPC if brought back to life. Currently, Kasimir is a banshee and will act as such. He attacks if disturbed. Once awoken, he can travel up to five miles from his crypt. If Kasimir is brought back to life, he now understands how Strahd sealed her deal with the Dark Powers. He'll immediately kill Patrina (someone he loves) and drink her blood. He will then rise as a full vampire almost equal in power to the Countess. Kasimir is deeply in love with Strahd and her power. He will become wildly jealous if he finds out that Strahd's interests are focused on Ireena.
Strahd von Zarovich Kasimir has loved Strahd for ages. Before the Countess became one of the undead, Kasimir courted her relentlessly. They bonded over a fascination with dark magic and longevity. They discovered the Amber Temple together, striking a deal and then feeling let down when nothing happened. Kasimir was cast away during Strahd's period of rage and frustration with her brother and the lack of power she held. Kasimir bided his time until when Strahd became a vampire. Then he made his way back to her. His family killed him before he could be transformed into a spawn. Rahadin Rahadin never liked Kasimir and was gleeful to be rid of him during the Sergei/Tatyana era. When Kasimir was killed, however, Rahadin was happy to carry out Strahd's commands to avenge him through genocide of the dusk elf faction of Barovia.
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RUINS OF BEREZ NPC MAP
U2 ULRICH MANSION
MURIEL VINSHAW
ULRICH GHOST
U6 STANDING STONES
BEREZ
THE WANDERING HUT BABA LYSAGA
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RUINS OF BEREZ
HOW BEREZ CAME TO BE IN RUINS an alternative story
Berez was once a decent settlement. Today it is a place
Strahd began to court Marina in secret, feeding on her in
of flood and ruin. This is because of the Countess. In the
a symphony of ecstasy for the both of them. She was
original story, a woman named Marina lived here. She
taken aback by how much joy she felt. It was the first
was the reincarnation of Tatyana, as discovered by Lady
time she felt anything besides pain since her undead
Strahd. When Marina's family found out she was being
awakening.
courted by the vampire, they killed her to keep her from corruption. I feel this has already been done a few times
The Dark Powers that crafted this prison realm in
in CoS so I tinkered with the concept to create more
exchange for Strahd's immortality were displeased with
character backstory for our Queen. I kept Marina as is
the peace she had found. They knew her temper
because my Tatyana remains a woman in this storyline.
couldn't handle the truth and gave Marina (Tatyana) her
You could definitely play that Tatyana was reincarnated
memories of the wedding day, including the visuals of
as a man, but I feel like it'd be harder to catch Strahd's
Strahd drinking in Sergei's blood after murdering him.
attention that way. If she didn't look the exact same.
Marina confronted Strahd, who again felt the anguish of her choices. In a tantrum of vampiric proportions, she
It took Strahd many years to come to terms with the
murdered Marina. Strahd's immediate regret was almost
fact that her little brother was untouched by the natural
comparable to the eve that she murdered Sergei,
order of reincarnation in this Barovian prison. She'd
however. Her screams turned the nature of Berez into a
never see his face again. When Strahd discovered Marina
tumultuous force of destruction. The Luna River flooded
(Tatyana) here, it was the first time that she found relief
Berez, destroying much of it and leaving the swampy
in this familiar face instead of anguish and regret.
wastelands that your party finds today. Sometime later,
Strahd found herself delighted.
Strahd erected a statue of Marina in the center of Berez. Your party notices an exact likeness to Ireena.
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MURIEL VINSHAW AT A GLANCE Muriel is a wereraven and a close friends to the Martikovs. He is in Berez to spy on Baba Lysaga. See wereraven faction info on page 91.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Berez Muriel is from Vallaki but spies on Baba Lysaga from the outskirts of Berez in raven form.
Muriel knows that Berez is abandoned from a flood created by Strahd long ago. He knows that an ancient being named Baba Lysaga lives in an awakened hut in Berez. He can warn the party both of the scarecrows that sound an alarm as well as Lysaga's flying transport skull.
Wizard of Wines Muriel moves between this location and Berez in his spying.
Muriel will be very cautious about using his human form around the party.
NPC CONNECTIONS
If the party doesn't know yet how critically important the wine is to Barovia, use Muriel to relay that information. More on page 146.
Baba Lysaga Muriel spies on Baba Lysaga for the wereravens of Wizards of Wines. The wereravens and Lysaga are full-time enemies. The Martikovs Muriel is here on their behalf as a preventative measure toward Lysaga's attacks on the winery.
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BABA LYSAGA AT A GLANCE Baba Lysaga is the physical, male embodiment of Mother Night. He flies around in a skull and bathes in goat blood to renew his energy.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Berez Berez is where Baba Lysaga lives in his walking hut with his scarecrow guards.
Baba Lysaga both worships Mother Night and has become so intertwined that he is now considered one and the same.
Wizard of Wines Lysaga will often send his scarecrows to raid and attack the Wizard of Wines Winery.
Perhaps, for this reason, you choose to keep Baba Lysaga with the original pronouns as the embodiment of this feminine deity. (I didn't change the deities for this story because of decent female representation there.) If you want Lysaga with male energy, read on.
NPC CONNECTIONS
Muriel Vinshaw Muriel spies on Lysaga for the wereravens. Lysaga would kill or cage him if seen. Strahd von Zarovich Baba Lysaga was Strahd's caretaker in her early days of life. Lysaga was so invested in this child that even after he was fired he followed the family around. At a certain point, he truly believed that Strahd was his own child.
When I play Lysaga as an NPC, I absolutely invoke Pan (the faun) from Pan's Labyrinth by Guillermo del Toro. I utilize the gasping, back-throat whisper for voice. I also love his choppy physical mannerisms and the terrifying nature-themed elements of that character. Of course, Lysaga isn't going to be as nice. When traveling, he rides the hollowed, flying skull of a giant. He has a crib containing the illusion of baby Strahd in his home. He also bathes nightly in the blood of goats. This has helped him maintain his youth and vitality while also making him take on a more animalistic, goat like appearance.
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MOUNT BARA TOK
ANGRY ARCHMAGE OF BARATOK AT A GLANCE ( Originally referred to as the "Mad" Mage of Mount Baratok, male wizard. Changed to remove the ablest term.True name Mordenkainen is unchanged.) The Angry Archmage is an isolated outsider of Barovia, imprisoned here and becoming more warped by the evils of this land as each day goes by. They once rallied the villagers in an uprising against Strahd, failing miserably and losing her spellbook in the process.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Mount Baratok The Angry Archmage lives here in hidden isolation. Find all her information in Area M of the Lands of Barovia. If possible, she'll lead the party to an invisible doorway that opens into her home created by Mordenkainen's Magnificent Mansion spell. It is a true sanctuary away from Strahd and all her spies.
The archmage is suspicious of your party and their intentions. She believes they're there to kill.
NPC CONNECTIONS Strahd von Zarovich Mordenkainen heard of the terror in Barovia and came to defeat Strahd and her dominion. Mordenkainen rallied villagers from various settlements to storm the castle and rid Barovia of its dictator. The raid was unsuccessful, all the villagers being either killed or transformed into spawns. Mordenkainen and Strahd had an epic battle (detailed in The Vistana's Tale on page 57) that ended in a humiliating defeat for Mordenkainen.
Without hesitating, she'll throw destructive spells at the party to try to send them away or kill them before they can kill her. You can tell that something about her is perfectly kind and innocent, but the years of influence from the Dark Powers of the land have filled her with rage and confusion. She has a lot of anxiety which should come through her NPC representation. The party can use a Greater Restoration spell to help unleash the fog she has over her. Until then, she doesn't remember her name or why she is in Barovia. If her memory is restored, she knows her name is Mordenkainen. She'll remember why she came here and what happened. She can also inform the party that something dark lives within the land. Something even more powerful than Lady Strahd.
Sashenka (Village of Barovia) Sash from the church was a part of this mission. Circle of Eight A group of powerful wizards, led by Mordenkainen outside of Barovia.
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ARGYNVOSTHOLT NPC MAP
Q36
Q37
DRAGON'S AUDIENCE HALL
NIGHTS OF THE ORDER
ARGYNVOSTHOLT VLATKA HOORNGAARD
LADY GWILYM
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ARGYN VOSTHOLT
ARGYNVOSTHOLT HISTORY THE RISE OF LADY ARGYNVOST & THE ORDER
THE DOWNFALL OF LADY ARGYNVOST & THE ORDER
Lady Argynvost (originally Lord Argynvost) was a silver dragon that spent a lot of time in pre-Strahd Barovia disguised as a human woman to live among the people of Barovia. She was fabulously wealthy, which would attract knights and soldiers from across the lands to join her. Once a soldier was deemed trustworthy, they would be invited to join The Order of the Silver Dragon. Then, Lady Argynvost would reveal her true, inhuman nature.
The order started out victorious against Strahd's invading forces but soon met a violent end. Not only was the order destroyed, but Strahd's army fought and killed the Silver Dragon. Once Lady Argynvost was dead, her head was removed and brought to its new, permanent home within Castle Ravenloft.
Those who joined were loyal to her and the order. Their number one focus was to protect the Amber Temple from anyone seeking to utilize the powers of the dark forces that reside there.
The soldiers of The Order of the Silver Dragon angrily returned as Revenants, seeking revenge and unable to pass back into the afterlife due to the dark magic of their Barovian prison. Since Strahd is already in hell, their goal is to keep her alive and in hell to suffer continuously.
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VLATKA HORNGAARD (Originally Vladimir Horngaard, male soldier) Vlatka Horngaard was so full of hate and rage when Strahd's army overtook the valley (preBarovia) and killed Lady Argynvost that she rose from the dead as a revenant. Previously she was second in command. Now she is first. Vlatka is now hell-bent on avenging Argynvost by torturing Strahd. She specifically seeks out and destroys minions of Strahd. Vlatka will remove anything she perceives will make the countess's life easier in some way. Vlatka doesn't want to kill Strahd. That would be too easy. She wants to see continued suffering.
Vlatka could be persuaded to help the party, or she may want to kill them because she knows that Strahd is enjoying her game of cat-and-mouse with them.
LADY GWILYM (Originally Sir Godfrey Gwilym) Lady Gwilym is also a Revenant. Neither she nor the other revenants can help the party because they're all under oath to Vlatka.
Neither Vlatka nor Lady Gwilym remembers that they were lovers during their lifetime. If the beacon of Q53 is lit, the revenants will finally be able to rest. Vlatka and Lady Gwilym will reunite in love again.
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VILLA GE OF KREZK
KREZK & ABBEY NPC MAP OTTO EZ D'AVENIR
CLOVEN
PATIENTS
ZYGFREK THE ABBOT
ABBEY OF ST. MARKOVIA
MARZENA
VILLAGE OF KREZK
KRETYAN DOLVOF
KREZK VILLAGE
MISHKA DEMETRIA KREZKOV
BURGOMASTER'S FAMILY
ILYA KRAZKOV
ANDRE KRAZKOV
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DEMETRIA KREZKOV AT A GLANCE (Originally Dmitri Krezkov) Demetria is the Lady of Krezk and is highly proud of her family line. She has taken many precautions to protect Krezk and the people within, from Strahd and any outside forces that wish to threaten them.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Your party meets Demetria at the gates of Krezk where she is extremely hesitant to let them in. As a noble, she is bound to the hospitable rights, however. If the party were to do something kind or beneficial for Krezk, she'd be obligated to let them in and give them a place to rest.
Demetria is organized, thoughtful, and very protective. Think of her more as a militaristic-style leader. She may get distracted by guards or monitoring the wall while talking to the party.
NPC CONNECTIONS Strahd von Zarovich Demetria has no interest in dealing with Strahd's enemies or her friends. She's under no illusion that her village is totally safe from the Countess but will do anything to stay out of Strahd's line of interest. The Abbot Demetria supports The Abbot by allowing her to come and go as she pleases. She has no idea The Abbot is a celestial.
Demetria is worried about a recent shipment from Wizards of Wine Winery. It's a month late. It's not critical to the safety and survival of her town. She simply prefers that her people are happy. Getting a delivery of wine would win Demetria's favor. Demetria will stop any fight against the guards. She doesn't want the death of any of her guards. There are too few in Krezk. Her child recently died at the age of fourteen. She has commissioned the Abbot to come to visit and resurrect young Ilya. If her child cannot be brought back, she explains that they are the end of the Krezkov line.
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OTHER KREZK NPCS ANDRE KREZKOV Andre is the burgomaster's husband. He'll be much better at small talk than the burgomaster is. He'll happily tell you all the lore and rumors of Krezk and The Abbey.
ILYA Fourteen years old and recently deceased. Brought back to life while the party witnesses by none other than the mysterious Abbot.
KRETYAN DOLVOF Kretyan is the village midwife. The characters meet them when a woman is giving birth in the village. Kretyan may ask the players for help but will shock them by telling them that this baby, though completely physically healthy, has no soul. This will confirm for the players that many Barovian citizens are born soulless.
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THE ABBEY OF ST. MARKO VIA
PATIENTS, NOT "M*****LFOLK" In the original CoS, the creatures of St. Markovia's abbey
Perhaps the Abbot learned some interesting techniques
are referred to as the offensive "Mongrelfolk." They are
from Dr. Viktra Mordenheim that she brought here to
depicted as inbred "mutt" monsters, out of control with
the abbey. The Abbot as a Deva is already inherently
no hope of saving or redemption.
magical. She's fascinated by the art of what can be done with science. While the Abbot hasn't mastered construct
Being of a single or double mixed race is a normal part
creation, she can very well cause a patient to become
of DnD character building. It's accepted and normalized.
reborn.
The idea in this module that being a mix of three or more races will create a monstrous beast is problematic,
The abbey creatures are referred to in this version as
to say the least. Not to mention the word m*ngrel has
"patients" or "experiments." They were created from
been consistently used as a racial slur towards people of
surgical scientific experimentation. All the patients are
mixed race in real life. We're not doing that.
bizarre concoctions of terrifying body horror. Keep in mind that body horror should utilize body differences
The idea the writers were going for was to have mutated
that are not possible in real life. A missing limb isn't
monsters created by a corrupted Deva. We can still do
body horror as it is real-life for many people. Having five
that without the racially charged terms and
extra limbs could be body horror.
implements. Another thing we'll change is that the patients here are I opted to take a Frankenstein horror approach to this
also not chained-up prisoners. They all wander free and
part of the campaign. I pulled some inspiration from
serve their creator, the Abbot. They do, however, stay
Lamordia, "the domain of snow and stitched flesh."
near the abbey.
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THE PATIENTS In the original, all the m*ngrelfolk shared the last name Belview. I removed last names entirely. They're now all individual people that have been experimented on. What kept the Abbot in Krezk was the abundance of experimental treatment opportunities such as brainswapping. Here are some of my re-imaginings to choose from or alter as you'd like!
OTTO Otto moves around on all fours, but backward like a crab. He has an extra limb coming out of his back for added support against the ground. He's surprisingly fast. His jaw is barely held together by leather cords. His teeth are extra long and sharp, like that of a wolf or vampire. If his mouth cords break (combat or overexcitement), his jaw will hang down around his belly. It's held on by what very little loosened mastication muscle he has left.
CLOVEN Cloven had an extra head surgically attached to his body that didn't take as well as hoped. They both seem to function from Cloven's one brain, giving him an extrastrong sense of eyesight, hearing, and smell. The attached head has otherwise been long rotting, leaving a skeletal protrusion with bits of meat and bulbous eyes attached to nerves.
MISHKA Mishka has most of his body but is missing his head. He walks around with nothing on his shoulders, holding a jar in his arms containing a brain. He takes on the stats of a Brain in a Jar.
MARZENA Marzena stands seven feet tall. She has long, stringy black hair that hides much of her face, but on close inspection, you can see her entire face is one solid mound of flesh. If the players watch her eat dinner, they will see her delicately pick up her food with long, pointed bony fingers. She'll bring the food up to the back of her head, where a full mouth of razor-sharp teeth will consume quickly. Through excess human leather connected between her arms and body, she has the Flight feature.
ZYGFREK Zygfrek is four and a half feet tall. Half of her body is covered in dragon and lizard scales that were surgically implanted. Her body never accepted them. Her nails were also strengthened and lengthened, creating toe and fingernails that are as long and as sharp as small daggers. Her eyes were successfully swapped for owl eyes, giving her excellent darkvision.
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THE ABBOT origin changes
The Abbot is a Deva sent to Krezk to help a family called the Bellviews, who suffered from leprosy. She tried many types of medicines and procedures but only seemed to make things worse. Strahd, disguised as Vasalisa (originally Vasili), visited the Abbot to give her secrets on how to better help the Belviews and how to enhance her work. The Abbot was hesitant to take the advice, feeling odd about Vasalisa, but decided to try it out. The techniques worked marvelously. After accidentally complying with Strahd and her extended stay in the cursed land of Barovia, the Abbot became corrupted. She grew fascinated with the work of Dr. Viktra Mordenheim, whom she has observed
before, and tried to replicate. The Abbot still wears a holy symbol of the Morninglord around her neck and is, in every way, a holy Deva, but something in her is also pure evil. A century later, The Abbot still continues her scientific experiments on anyone who comes for aid. She makes a name for herself as a glorious healer within the village of Krezk, bringing people back to life without any spell components. When the ill seek her out at the abbey, they have no idea what's in store for them. Her latest, greatest, and most secret creation is a flesh golem of a muscular variety. This golem will serve as a gift for Lady Vasalisa von Holtz, a thankyou gift for the wisdom and support bestowed upon the Abbot over the years. Imagine this creation like a combination of Rocky (Rocky Horror Picture Show) and Frankenstein's monster. It’s only missing a face. The Abbot will ask the party to donate one of theirs. If not, she may forcefully try to take one from an NPC or request the party do. The Abbot may hear of the extra at the burgomaster's mansion and ask the party to go back and get it.
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THE ABBOT AT A GLANCE (Same name as the original, previously male) The Abbot is an otherworldly being. This is pretty clear from the get-go. Your players' first impression may be witnessing her raise someone from the dead without a single component.
LOCATIONS OF INTEREST
APPEARANCE & MANNERISMS
Krezk & St. Markovia's Abbey The Abbot is a Deva, sent to Krezk long ago to care for the Belview family using scientific means.
The Abbot is a Deva. Make her initially trustable and charismatic. Try to give the party a sense of relief in discovering such a soul in this dread domain. The Abbot is generous with her holy power but keeps her Deva identity secret. The Abbot has no interest in messing with Strahd’s plans by harming the party lethally.
NPC CONNECTIONS
Strahd von Zarovich The Abbot will avoid interrupting Strahd's plans if at all possible. She's fascinated by Strahd's ability to create powerful life from the death of weak humans. Vasalisa von Holtz Vasalisa is actually Countess Strahd in disguise. It's her most often used disguise, though sometimes she'll disguise as a man named Vasili (who really looks like her younger brother Sergei). Vasilisa came to the Abbot in the early days of Krezk, drawn to her holy and corrupt aura. She taught The Abbot procedures and concoctions for helping people become their best selves in sickness. Her plan to create a monster of the Abbot worked, and she revels in this success still.
When the Abbot is in Krezk, she is ethereal, kind, gentle, and loving to those around her. When asked about the screams coming from the Abbey, she simply says it is but the wind coming off the hill. She claims the Abbey to be a place of healing and miracles. Make sure your party sees the Abbot raise someone from the dead without a single spell component. The Abbot will offer to do this for the party up to three times. As long as they are in her good graces, of course. On the hill, the Abbot is focused on her current project when the party approaches her. Without any hint of joking, the Abbot will ask them if she may have one of their faces, for her construct. (This idea was playtested several times from an idea by Lunch Break Heroes .) If they decline or refuse to secure a different face for the new creation, the Abbot will order the party to leave. Unfold her true, evil nature slowly and carefully to really create an atmosphere of horror.
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THE ABBOT
ACTIONS
Medium celestial , lawful evil
Multiattack. The Abbot makes two melee attacks. Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Armor Class 17 (Natural Armor) Hit Points 136 (16d8 + 64) Speed 30 ft., fly 90 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
20 (+5)
20 (+5)
Saving Throws WIS +9, CHA +9 Skills Insight +9, Perception +9 Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened Senses Darkvision 120 ft., Passive Perception 19 Languages All, Telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 Angelic Weapons. The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting. The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components:
At will: detect evil and good 1/day each: commune, raise dead
Healing Touch (3/Day). The Abbot touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. Change Shape. The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Abbot's choice).
In a new form, the Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
TRAITS Ideal. “I want to rid Barovia of its sickness. By giving the devil her heart’s desire, I bring salvation to her and his land.” Bond. “I love the creatures I create in my lab. All my patients and golems are beautiful." Flaw. “I can’t be corrupted. My heart is pure, my intentions noble and good.”
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical effects.
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EZ D’AVENIR AT A GLANCE (Originally Ezmerelda d'Avenir) Ez was originally the wildly popular character named Esmerelda in the original. You may choose to keep her but with genderbending, I ended up not having almost any male characters of substance so I decided to genderbend Ez. I prefer the character information listed in Van Richten's Guide to Ravenloft as opposed to the original Curse of Strahd.
LOCATIONS OF INTEREST
NPC CONNECTIONS
Van Richten's Tower Ez has a carriage outside of the tower that is rigged as a bomb
Rudolph Van Richten Ez's family was abusive and criminal when she was growing up. They used to pose as Vistani to use their excellent reputation to prey upon travelers and Barovian locals. One such traveling family was the Van Richten family, who were mist walkers, scientists, and explorers. Erasmus, Rudolph's teenaged child, was kidnapped by his family and sold to a vampire. Erasmus ended up dead. Rudolph slaughtered Ez's family, taking in Ez as an apprentice in fighting vampires.
The Amber Temple or Castle Ravenloft Ez seeks to explore and understand these locations and could very easily be met or remet in one of these locations. St. Markovia's Abbey Ez is after a book in this location and will be found looking for it in the abbey library.
APPEARANCE & MANNERISMS Ez D'avenir has the stats of an assassin. He was born with the name Ezmerelda but has gone by the name of Ez from a very young age. Ez seeks to find Rudolph van Richten but has had no such luck lately. He can see and communicate with the ghost of Erasmus that follows Van Richten around.
Erasmus Van Richten Ez and Erasmus became close friends during the short time they spent together before Erasmus' death. Ez wildly longed for the type of family life that Erasmus described having. Vistani Faction Ez's family pretended to be Vistani as he grew up. After their death, Ez actually approached and joined a band of Vistani, taking on the art of mist traveling and people watching. This is the closest to a real family that Ez has ever had.
He is kind and knows a lot about vampire weaknesses and vulnerabilities. He'd be a great way to get an informative advantage against Strahd.
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EZ D'AVENIR
ACTIONS
Medium humanoid, chaotic good
Multiattack. Ez makes three attacks: two with his +1 rapier and one with his +1 handaxe or his silvered shortsword.
Armor Class 17 (+1 Studded Leather Armor) Hit Points 82 (11d8 + 33) Speed 30 ft.
STR
DEX
CON
INT
14 (+2)
19 (+4)
16 (+3)
16 (+3)
WIS
CHA
11 (+0)
17 (+3)
Saving Throws WIS +3 Skills Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6 Senses Passive Perception 16 Languages Common, Elvish Challenge 8 (3,900 XP) Proficiency Bonus +3
Special Equipment. In addition to his magic armor and weapons, Ez has two potions of greater healing, six vials of holy water, and three wooden stakes. Spellcasting. Ez is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ez has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): protection from evil and good, magic missile, shield
+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. +1 Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)slashing damage. Silvered Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Curse of the Haunted One (Recharges after a Long Rest). Ez targets one creature that he can see within 30 feet of him. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ez's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ez takes 3d6 psychic damage. Charming Gaze (Recharges after a Short or Long Rest). Ez targets one creature that he can see within 10 feet of him and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person . If the target succeeds on the initial saving throw, Ez is blinded until the end of his next turn. Once a target succeeds on a saving throw against this effect, it is immune for 24 hours.
TRAITS
2nd level (3 slots): darkvision, knock, mirror image
Ideal. “Evil that feeds on the innocent is the worst of all evils and must be destroyed.”
3rd level (3 slots): clairvoyance, lightning bolt, magic circle
Bond. “My mentor and teacher, Dr. Rudolph van Richten, is like a mother to me.”
4th level (1 slot): greater invisibility
Flaw. “I go where angels fear to tread.”
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WIZARD OF WINES
WIZARD OF WINES NPC MAP THE WERERAVENS
ADRIAN
ELVIR
STEFAN
THE NORTH WOODS
WIZARD OF WINES WINERY
DAG
DAVIA
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THE CRITICAL IMPORTANCE OF WINE how the wereravens saved Barovia... until now In the original CoS, three ancient gems allow the
Everyone in Barovia, adults and children alike, enjoy at
Wizards of Wine to continue operating despite the
least a little bit of wine every day. Without it, they begin
complete lack of sunlight in Barovia. As of three days
to feel deep-seeded pain and rage. The soulless among
ago, all three of the gems are stolen by dark creatures of
them, if without this magically-infused wine for long
the land. As the book states, "Wine is the lifeblood of the
enough, would turn to violence against others. Think of
Barovian people. It is one of the only indulgences left to
it like a "zombie" apocalypse. The gem-powered wine
them. Without it, many Barovians would lose their last
prevents the realm from tearing itself apart. The reason I
shred of hope and succumb to utter despair."
chose for it to only affect the soulless citizens is because I wanted more drama around this faction, so to speak.
There are plenty of quest hooks around Barovia to lead
We know there are soulless citizens but what does that
your party to visit the winery and solve their problem.
mean for the story besides their inability to reincarnate?
None of these hooks were compelling enough to me. I
That aside, most of the NPCs have souls and it would be
personally don't care if people have alcohol or not. That
ideal that they aren't trying to kill the party when the
is, until I changed why wine is so important in Barovia.
wine begins to run out.
Let's consider the following. One, that many Barovians are born without souls. Two, that wereravens are
There is a strong atmosphere of superstition around
inherently good aligned with a strong, predetermined
wine. The Barovians your party meets may talk a lot
need to prevent evil acts and protect the innocent. The
about wine or always have wine glasses or wineskins at
reason that Wizard of Wines Winery is run by wereravens
the ready. It will be pushed on them often. Soulless
is because it protects the innocent from corruption.
party members will begin to feel the corrupting effects
Their sacred task is to ensure all of Barovia has access to
of the land without an occasional sip. There are three
wine at all times. The three gems that power the
types of wine: Champagne du le Stomp, Red Dragon
production of grapes for this wine prevent the tendrils of
Crush, and Purple Grape Mash No. 3. Le Stomp is the
Dark Powers from infecting the juices. How else is it that
most rare, its potency is extremely powerful as a
soulless Barovians have not begun to rip each other
corruption deterrent. Red Dragon is a more blue-collar
apart due to the dark nature of where they live? This also
style of wine. It gets the job done and tastes decent.
explains why the wine is crafted and distributed
Grape Mash No. 3 doesn't even include alcohol and is
completely for free. The Martikov family and other
often what parents offer their children. It's the most
wereravens of the land have found one tangible way to
widely available and why folks believe they must have
protect the citizens.
wine daily to avoid the depths of evil.
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DAVIA MARTIKOV AT A GLANCE (Originally Davian Martikov) Davia is the matriarch of the Martikov family of wereravens. She manages the Wizard of Wines Winery, unscathed by the darkness and detriment of Barovia until recently...
LOCATIONS OF INTEREST
NPC CONNECTIONS
Wizard of Wines Winery Where Davia and most of her family live and work. They've been run out to the woods.
Urwin Martikov Urwin is Davia's son, though she does not talk to him. She believes he had something to do with one of the winery gems being stolen.
All Locations The winery ships all over Barovia to protect its citizens from apocalyptic collapse.
APPEARANCE & MANNERISMS
Davia has dark brown skin and soft white hair. She's stern and focused. She truly believes that the fate of all Barovia rests on her wereraven shoulders.
Baba Lysaga Lysaga hates the wereravens and regularly sends his scarecrow constructs to torment the winery. A few months ago, they successfully stole the second of three gems that keep the winery functional and thriving. The Druids Three days ago, the Druids successfully stole the final gem and descended upon the winery to run the Martikovs away and destroy what little is left.
Her partner died long ago, but she's strongly independent. Her children have all grown.
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AMBER TEMPLE
AMBER TEMPLE NPC MAP
X9 LECTURE HALL
VILNIUS & QUASIT EXETHANTER
AMBER TEMPLE X27 LICH'S LAIR
RICTAVIA
ANYWHERE BEFORE OR DURING
EZ PATRINA
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EXETHANTER (Same name as original) Exethanter will act odd and confused at first. She's physically weak. Her HP is down to 99. She's suffering memory loss. This is because a lich must regularly feed mortal souls to their Horcrux-like box of human bone or suffer decay.
The party can use Greater Restoration to restore her memory. They can restore her hit points as well. If they do, she'll offer them navigation and passwords within the Amber Temple. She remembers all of it now. Exethanter can explain how the temples and vaults work as well, the Dark Powers within. She has much gratitude for anyone that would take the time to heal and care for her. Aside from this, no creature can track the party if they're with her. She's still a thoroughly evil-aligned character, even if she is kind to your party. Exethanter doesn't have any feelings one way or another when it comes to Countess Strahd. If the party takes any dark gifts while Exethanter is present, her skull holes will momentarily grow red with arcane delight and entertainment.
VILNIUS (Same name as the original) Your party will discover Vilnius in X9 of The Amber Temple . She carries an imp familiar pet. Her robes are scorched and she is covered in blisters. This is all from being burned recently during magical experimentation. Vilnius is greedy and angry, blaming her master (deceased in X17 ) for her imprisonment here. She wants her master's spellbook and doesn't care for the party at all.
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YES TER HILL
FACTION: THE DRUIDS The Druids of Barovia have been here since this land was called The Valley. They're inherently connected to the earth, to the elements. The druids have also become corrupted by the Dark Powers and the warped nature of Barovia. This is due to their deep connection with the natural world. They once controlled the weather until Strahd became the Dread Lord of this realm. The druids began to revere Strahd as a deity. This is because the countess had control over every natural detail, including the weather.
Appearance and Mannerisms I imagine at this point in time that each of the druids is like a humanoid plant. I visualize that their skin has become bark-like. Their hair grows vine-like. Their eyes are foggy like the mist surrounding the realm.
Some try their best to hold on to some semblance of who their parents and grandparents were. It has become impossible, however, to hide their physical changes with each new generation over the past several hundred years. They are even losing their humanoid languages in favor of using the nature around them to communicate.
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WEREWOLF DEN
WEREWOLF DEN NPC MAP AZIANA
Z2
KIRIL STOYANOVICH
GUARD POST
Z6
DAVANKA
KIRIL'S CAVE
Z3 WOLF DEN
WEREWOLF DEN
Z3 WOLF DEN SKENNIS
ZULEIKA TORANESCU
Z5 DEEP CAVES BIANCA KELLEN
WENCENSIA
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FACTION: THE WEREWOLVES The werewolves of Barovia are mistwalkers and can travel between domains to take prisoners. In the original story, they only kidnapped children. Then they had the children fight each other to the death until one person was left. That child would be bitten and transformed into a werewolf. This is how they build their werewolf pack. In this version, the werewolves kidnap anyone - adults and children alike, rather than targeted violence only against children because of their vulnerability. If someone is alone and in the wrong place at the wrong time, they're up for grabs to join the werewolf pack. This is similar to the change I made for the hags of Old Bonegrinder with their Dream Pastry business. A soul at any age can produce an excellent dream pie. So I also believe a body at any age can be enhanced with lycanthropy. Even if a new werewolf might not be as strong as others, a clan needs more than just strength to survive efficiently. The werewolf pack of Barovia is still, however, divided on method. Do they have prisoners fight to the death to win a spot in the clan? Or should they turn everyone captured to increase numbers? This faction worships Mother Night, the same deity revered by Baba Lysaga (page 125).
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KIRIL STOYANOVICH (Female werewolf. Originally male werewolf by the same name.) Kiril is the pack leader. She's in excellent standing with Strahd. Kiril prefers to have their enslaved victims fight each other to the death until only one is left alive. The strongest is turned into a werewolf, ensuring that only the strongest make it into the pack. If Kiril is alive the party has no chance of negotiating with the werewolves. Kiril will fight to the death to keep her status as leader of the pack.
EMIL TORANESCU (Female werewolf. Originally male werewolf by the same name.) Emil has 72 hit points. She disagrees with Kiril's "survival of the fittest" philosophy. She believes that all of their captured people should be turned into werewolves to expand their pack more rapidly and offer diversity in roles. For this rift, Strahd's minions kidnapped Emil. You can find her in K75a of Castle Ravenloft. If Emil returns to the pack, she will fight Kiril to the death to become the new pack leader and cut all ties to Strahd.
ZULEIK TORANESCU (Male werewolf. Originally female werewolf by the name Zuleika.) Zuleik and Emil's husband. He can be found in room Z7 of the Werewolf Den, praying to Mother Night for guidance. He fully believes that Emil was killed by Strahd. Perhaps Emil has succumbed to Strahd. He hopes Mother Night will persuade Strahd to free her. In the meantime, he's been tasked with monitoring the den's prisoners. If Emil and Kiril kill each other fighting over alpha dominance, Zuleik becomes the leader. All ties to Strahd are cut.
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credits
Written By: Beth the Bard Story and/or Publication Consultants: Ty Stone, Jesse Jay Davidson, Ashley Warren
Based On: Curse of Strahd Monster Manual Van Richten's Guide to Ravenloft
Edited By: Nick Stone Design & Direction: Beth the Bard Page Stains: u/flamableconcrete
Inspirations: Elrod, P.N. I, Strahd: The Memoirs of a Vampire. 1993. Curse of Strahd Reloaded MandyMod
Cover Art + Page 7: Yorsy Hernandez Barovia Scene Art (pages 4, 14, 17, 20, 49, 54, 57, 58, 62, 64, 66, 73, 77, 78, 82, 85, 93, 99, 101, 106, 110, 111, 115, 126, 132, 136, 144, 148, 150, 151, & 153): James RPG Art All artwork represented with license or artist permissions. Artwork not listed above was licensed through Shutterstock.
Twitch Playtest Team: D.C. Lasair Casual Campbell Jesse Jay Fenway Jones Ty Stone Twitch Playtest Show Channel: Gilding Light by Satine Phoenix
ACCESSIBILITY If you need a plain-text version of this guide for e-reader purposes, please visit this webpage and input the password SHEISTHEANCIENT to access.
Please sign up for email updates if you'd like to be notified of new She is the Ancient releases or other projects by Beth the Bard. Thank you so much for supporting this project!
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