Visions of The Vestiges [PDF]

  • 0 0 0
  • Gefällt Ihnen dieses papier und der download? Sie können Ihre eigene PDF-Datei in wenigen Minuten kostenlos online veröffentlichen! Anmelden
Datei wird geladen, bitte warten...
Zitiervorschau

Visions of the Vestiges A Curse of Strahd supplement

The Vestiges long bound stir in their sarcophagi, they call from the Ethereal to their champions, and their dark designs will soon be revealed

Visions of the Vestiges NerdyVampire#3641 @ Discord version 1.0

Legal disclaimer stuff

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Mads E. R. Jacobsen and published under the Community Content Agreement for Dungeon Masters Guild. All work in this expansion is to be considered non-canon including references to other works by Wizards of the Coast.

How to use this expansion

This expansion is meant to breathe life into the Vestiges of Barovia and give you as a DM tools and inspiration towards turning these beings into active opponents and benefactors in your players' struggle for Barovia, whether your game is just starting out, or is already well underway. Each Vestige will be described in considerably more detail than the campaign book, and each be defined by certain traits that will attract them to characters. They may then initiate a first contact as befitting their character, and attempt to lure the character into a pact.

Balance of power

Characters who attain a pact with a Vestige will climb a ladder of commitment, becoming more and more like their new patron and sharing in their power. Commitment starts at Stage 1 and ends in Stage 3, with optional artifacts created for each Vestige which may be a sidequest onto themselves to find and obtain, each being useful in itself but often especially useful in the hands of the champion This supplement is meant for DMs that are comfortable tailoring their story to the players, and seeing them through a path of corruption and power. In a game where several players may manage to attain pacts with these Vestiges, it is recommended that you conversely empower Strahd as necessary to make these pacts meaningful and keep the challenge alive. This expansion does not concern itself with strengthening Strahd as a character, for there are plenty materials out there concerned with such (see links and resources for suggestions).

Changes from the Campaign

This supplement overrides the Vestiges as written, both in terms of what boons they grant and sometimes in their naming to make them more fitting to a specialized vision that has been crafted. It is not certain that characters will be able to make these visions real, but that's okay. The Vestiges are meant to be scheming evil Gods, and the characters need to feel that they have a plan, even if it doesn't pan out in exactly the way they had envisioned.

Player vs the Party

Accepting a boon should never mean immediate betrayal against the rest of the party. The Vestiges know that Strahd is powerful, and they will not encourage back-stabbing before Strahd is defeated (after which, it may be inevitable). However, up until that point there should be plenty opportunity for mistrust and scheming within the party itself, especially with several players pacted to a Vestige and some players having refused to do so. For most Vestiges the pact is not obvious to the rest of the party, though as commitment increases some characters will see themselves transformed by the power they wield. Whenever you decide to approach a player about a pact, it is strongly suggested that you do so in private with the player, as to retain player agency and keep the response and details a mystery. Also to be certain that your player is comfortable possibly playing an evil character in the future. An important note

To emphasize a point which was never made in the original module to the scorn of many DMs, and which I strongly recommend you adhere to "limit each Vestige to one character, and limit each character to one Vestige". For the sake of both story cohesion and power-balance, do not break this. Vestiges are not the sharing types and the idea that a soul can be corrupted by two Vestiges at once is quite immersion breaking, and having two characters competing for the favor of one Vestige can make each of them feel less unique. That being said, you should now have a good overview of what this supplement offers and I hope you find great inspiration or use from it!

Visions of the Vestiges

W

hispering to the hearts of mortals, biding their time, observing from the shadows; the Vestiges await in the Amber Temple, trapped in Barovia as the pitiful mortals scurry far beneath them. The lord of Barovia rules the land from Ravenloft, feeding the true master of the valley; Vampyr

Why are they here

Long ago, the remnants of dark gods were sealed in amber sarcophagi within the Amber Temple by clerics and wizards, guided by divine providence. When Strahd became Vampyr's champion however, Barovia became a prison realm, perhaps as a fail-safe implemented by lawful deities trying to contain the entities within or maybe as designed by dark powers beyond. It is located somewhere in the infinite dark, its interior being a reflection of the current dominant force among the mortals and divines within ie. Strahd and Vampyr. What do they want

The Vestiges are locked in an enclosed space, and they have all witnessed how one Vestige can rise to a position above the others, by controlling a champion such as Strahd. So, the other Vestiges are trying to wrest this power away from Vampyr and usurp his position. For this, they need champions of their own. But just as Strahd's soul was slowly corrupted over time by pushing him further and further into studies of magic and emotional longing, so too must the Vestiges accept that only some individuals have the necessary aptitude and mindset to be compatible. What have they done

For this I postulate that Strahd indeed has had challenges in his historic reign as individuals, even from his own population, have sometimes risen to be so chosen by the Vestiges and sent to usurp his rule in one way or another. These NPCs can be historic and may be mentioned as failures in conversations with Vestiges, their corpses may be found in specific locations, and Vestige-forged artifacts may be scattered in the world, once wielded by these. But Strahd doesn't mind nor fear these nuisances; It is an enjoyable challenge to his strategic mind. Being chosen by a Vestige is not enough after all, Vampyr has transformed and strengthened Strahd over many hundreds of years, so it is not a wonder that none have truly succeeded yet. How do they choose

Now this will vary from Vestige to Vestige obviously, but in general they will be less dormant than as written in the rules. They will in a sense be relying on you as DM to understand the characters and choosing what Vestiges might be attracted to them, at which point they will engage the players through dreams, visions and other such individual communications.

Changes to the setting

There are some changes to the setting which should be noted and played upon, changes which I personally find makes the experience much richer for the players. The Ethereal

The first major change is that, indeed, there is one other subplane in Barovia that all spells and abilities will deposit to; the Ethereal. Here, devils go when they die, banished creatures appear, Hags (still) go here, and the souls of the dead are deposited after giving suitable time for short-term resurrection spells as revivify and raise dead. Normally this plane would lead to a proper afterlife for these souls, but they will never get further in this setting. The plane is home to Shadow Demons, they devour the memories and experiences of the souls they hunt on this plane, and otherwise serve the Vestiges in various ways. If you like, you can even tailor some side-quests for this place and, if they are brave, PCs might want to actively enter. Death of a PC

Once a PC has died, you should allow some time to ensure they are not attempting to be raised again. If you are sure, you can go to the next step. Now, I personally ask the player in private if they want to make a new character, before I offer them some private RP about their afterlife. In the afterlife, on the Ethereal plane, the players can meet in order of likelyhood; Shadow Demons, Barovian ghosts, specific NPC ghosts that might have followed the party (and evaded Shadow Demons), and finally an Avatar of a Vestige. First off, the Shadow Demons feed on the experiences of the souls they encounter, before letting the souls be reincarnated. They are the reason that the afterlife isn't good at all. The Avatars are projections of a given Vestige, these wander the lands as they please, but generally avoid one another. They have power within the Ethereal, but are limited in the physical world, hence their need for a champion. When encountering a PC in here, make it a show. The Ethereal reacts to these projections, the Shadow Demons fear and obey them The Vestiges may or may not even care about the PC they find, seeking like the Shadow Demons simply to toy and feed on souls. An example My players druid character died violently in the Vallakian rebellion, I decided to roll randomly to see who he'd meet, if any. If a compatible Vestige would encounter him, then I'd give him a chance to strike a deal. I rolled Yog the Invincible, and opened the dialog. Yog came. A massive spirit, he saw the lowly soul and mocked him for being about to be eaten. The player caught up on Yogs sense of self-importance and engaged him about a deal, while praising his greatness. Eventually, they impressed Yog enough to warrant a pact. Yog clutched the soul in his mighty shadowy hand and reincarnated their bodily form in a twisted new fashion, on Yog's stage 1.

'Win conditions'

Let's start by exploring the 'win' conditions for this setting. The soul of Strahd is currently held tightly by Vampyr, the being whose power is also reincarnating Tatyana's soul, who sees Strahd returned to his coffin for regeneration and who likely inspired the construction of the Heart of Sorrow. Vampyr promised Strahd two things; immortality and Tatyana. Both of these are fulfilled by Vampyr, though neither of them in the fashion Strahd had envisioned. To break either, is to break their pact and to finally free Strahds soul. Destroying Strahds' body

To break the first condition is the classic way of winning. See Strahd returned to his coffin for regeneration, and prevent it by destroying the remnants of him. When this is done, Strahds soul is technically freed from Vampyr and should be deposited on the Ethereal plane as per the changes to the setting. Destroying Tatyana's soul

The soul of Tatyana is integral to Vampyr's control over Strahd. To destroy her soul is to deny him that control. To accomplish this, the players must kill Ireena, trap her soul and destroy it. If this is done, and Strahd was still alive, then he should be freed from Vampyrs' curse. See appendix B for a proposed ritual, or make up your own. Pacifying Strahd and Vampyr

This is the most unlikely ending. To find a way to pacify Strahd so well, that he cannot escape in mist form, fight back, or call upon Vampyr for aid. Accomplishing this is most likely impossible without the aid of certain Vestiges or other divine powers. Delban, star of Ice and Hate, has in this version a scheme to imprison Strahd in a block of never-melting ice, spiting Vampyr in the process. Sealing Vampyr again

Once Vampyr has been severed from Strahd through either of the first two paths, the way out of Barovia is open. However, the players might be interested in sealing Vampyr properly. See appendix B for a proposed ritual, or make up your own. Notes on Vestige commitment

Players should generally start at commitment Stage 1 and earn their Vestige's favor with acts and behavior, reaching Stage 2 and 3. Progression should come as players align their characters with the personality of the Vestige, recover their artifacts or does other deeds of worth to them. Levelwise Stage 1 is recommended for 4-7, Stage 2 for 8-11 and Stage 3 for 12+. Artifacts are expected to be scattered all over Barovia, but a Vestige should always be able to guide their champion towards one or more of their own artifacts, when they feel a reward is in order. Alternatively, the Vestige can make the artifact appear nearby as if it was newly created. Lastly, if a character is failing their commitment to a Vestige, feel free to punish them through psychic damage, traits or visual depravity. Their souls are more and more in the Vestiges' hold, and it is well within their power and forté to thumb characters if they "Just said it to get power".

Aftermath

It will vary much what your party is looking for in terms of resolution. I do have some thoughts on ways a satisfying resolution can be achieved. These are the alternatives I suggest, all of which consider that Strahd is defeated for good one way or another, and based on whether surviving PCs are currently corrupted. The party is uncorrupted, Vampyr is imprisoned

The perfect ending; the players are heroes and the walls of mists come down as the dark tyrant has fallen and the vestige is imprisoned once more. From the heavens, rays of gold shine, an angelic choir can be heard as the host of the Morninglord descends upon the valley to lead the lost souls out to their much deserved rest. Perhaps a Solar comes to the party to sing their praises and escort them out, perhaps the Morninglord's avatar itself makes an appearance. The party is uncorrupted, Vampyr is free

The almost-good ending; the walls of mists come down and the PCs look up to see a visage of Vampyr stare down at them with leering eyes before dissapating, its destination unknown. As they exit they are deposited on a field of golden crops. After a short while they see a lone figure flying towards them, angelic light glowing from them and a smile upon their golden skin. This could either be the Morning Lord himself, an emissary of him, or something else entirely. In Barovia, Vampyr will try to seek out a new champion but likely the other Vestiges will do the same, one of which will rise to be a darklord. A party member is corrupted

Upon or prior to the defeat of Strahd in either manner, the Vestige will put its full power behind this remaining PC, transforming them if necessary or providing a surge of power to them. They want to establish their champion as darklord quickly. It should at this point be clear to both the party and player what's going on. This can be played several ways, depending on the character. It can turn into a new boss-battle, a race-against-time to escape while the mists are gone, a dramatic roleplay moment, or possibly this corrupted PC will simply give them leave from Barovia or entice them to stay. This pivotal moment should be largely left to the players to direct. Several party members are corrupted

They will not share. The Vestiges will both claim dominion of Barovia, and this will inevitably lead to a show-down between the corrupted players, but the uncorrupted PCs can attempt to escape Barovia or fight to keep a new darklord from rising. Corrupted players are cursed to stay, just like Strahd... Vestiges and Artifacts

Each Vestige is connected with their described artifacts, and may encourage their champions to seek them out intuitively knowing where they are. Strahd's awareness of these artifacts and their power is up to the DMs discretion, I suggest letting a few of these artifacts be in his treasury.

The Amber Temple

Long ago a group of wizards and clerics gathered upon Mt Ghakiz, and shaped the mountain itself into a grand temple, for a purpose only the seniors among them knew, and which was a secret of great import. This temple was erected before Barovia had truly been civilized and before proper settlers had even arrived in the valley. This isolation was important for the purpose of the temple and danger it brought, for indeed it was to be a prison. A prison for beings beyond what mortals could handle, and beings that would invoke the scorn of the divine patrons who would make use of this temple. It was Azuth, the god of wizards who created this project. His Order was the principal architects behind the temple, and those who saw to its construction.

The Gods united

Azuth had before the construction of this temple approached his fellow gods in the pantheon to discuss the prospects of it and implicitly to get their permission and aid in its realisation. He spoke at length about how it could be used, and who could be bound within it. He spoke of Delban and Khirad, of Fekre and Marid, many more who were never realised. The other gods listened, some protested and others feared the implications of doing this. Many doubted the capabilities of Azuths' followers, marking also that this would be a commitment for many generations among the mortals. Azuth had support from Helm and Kelemvor, and strangely enough Bane. It was eventually agreed that the project should continue, though an oath of secrecy was sworn among all present. Kelemvor and Azuth in particular, spoke at length about the way to safeguard the mortals from the imprisoned entities.

The Wards..

Azuth and Kelemvor reached an agreement on how to protect the mortals from the entities. They designed three wards for the mages of the Amber Temple to establish and maintain. These wards took the physical form of runecarved stone circles, set into the base of the sarcophagi, but affected much more than the physical realm. The sarcophagi was still the primary means of anchoring them, but the wards would prevent them from affecting the world around them. They had to undergo a ritual of remaking once a year, taking several spellcasters to do. The wards functioned as follows, and adventurers may find the broken or otherwise sabotaged circles inside the temple still, testaments to the unbridled presence of the Vestiges they were once made to contain.

The Ward of the Mind

The first ward would keep the Vestiges from contacting mortals telepahtically or impose visions on them, as was often the methodology applied by divine entities in gathering followers. This was the first ward that broke when the calamity occured and saw control of the temple diminish catastrophically. The Ward of the Spirit

The second ward would keep the Vestiges from forming pacts with mortals, allowing them to bestow divine favor or punishment on their servants. In essence it allowed a creature to attune to a Vestige and vice versa. Such a divine connection of course required lengthy worship to be stable.. or acts of atrocity, such as that committed by Strahd. The Ward of the Body

The third ward anchored the entities in a way so that they could not project themselves into the Ethereal and absorb the spiritual nourishment they desired. A ward, which if broken would allow the entities to learn of the world outside the temple and feast upon the souls in the region of Barovia, and slowly grow in strength.

..now Broken

Everything went wrong in the temple when the first ward of a Vestige was not properly maintained and they found their way into the mind of a magi. Slowly, they swayed the mortal to their cause and made them into a saboteur, disabling the second ward and finally the third. The Vestige blessed their champion with power and commanded them to enact revenge upon the other magi of the order. So great was the fury of the Vestige, that it filled the champion as well, and they obeyed without quesiton. It was no simple matter breaking the rest of the mortals, but the champion received instruction to sabotage the wards of the other Vestiges, and so in the quiet of the night they did so.. and soon the world changed for the residents of the Amber Temple, as ambition, greed, hatred, cannibalism, perverse desires and dread malice seeped into their souls. Mayhem proceeded soon after. Friend turned on friend, master against apprentice and daggers found their way into backs, well helped by the well-placed remarks of the champion and conveniently placed weaponry or scrolls. As the dust settled and the champion dispatched the remaining of the order, they turned to the sarcophagi of their master, and saw it undone. The whispers of the other Vestiges danced on the edge of his mind, but he was already claimed and paid them no heed. As the amber finally cracked, the champion sighed a relief and laughed the laugh of a madman, as his body was claimed by the one he called master. Then, the two disappeared to design the true revenge; against Azuth and his kin.

Artifacts and Locations Artifact

Events and locations Event

Start Location

???

Fekre's Corruption

Pool of Krezk

Hand of Fekre

Old Bonegrinder, top floor

Rage of Zrin-Hala

Mt. Baratok

Orb of Chaos

Zrin-Hala's Sacrophagi

Tongue of Fekre

Zrin-Hala's Hood

Location

Van Richten's Tower

Scimitar of Storms

???

Horn of Sykane

???

Shroud of Souls

Worn by Exethanter

The Puzzle of Savnok

Bildrath's Shop

Shard of the Inscrutable

???

Blood Amulet of Tarakmedes

???

The Butcher's Cleaver Incense of Desire

Ravenloft Kitchen* Crafted by Champion

Garb of the Irresistable

???

Rod of the Spiderqueen

Carried by current champion

Eye of the Spiderqueen

Krezk/Vallaki general store

Skullchain of the Devourer Mountain Tribes' leader Dread Claymore

Event on plains of Ravenloft

Scepter of Authority

Krezk crypts*

Crown of the Chosen

Spawned for champion

Staff of Ice

Amber Temple as written

Ring of Hatred

???

Fingers of Frost

???

Heart of Sorrow

Ravenloft High Tower

Ring of Desire

Worn by Strahd

Song of Regret

Strahd's Bedroom

Circlet of Truth

???

Ward of Secrets

???

Gemstone of Reflection

???

The Enemy

???

Shroud of Yrrga

???

Tiara of the Deep

Lake Zarovich*

The Fist of Taar Haak

???

Jewel of the Destroyer

???

Earthen Warhammer

Roc's Nest, Mt. Ghakiz

Armband of the Monster ??? Flute of the Cursed Fey

???

Mask of Vaund

???

Cape of Shadows

???

The Whip of Yolanda

Used by homebrew NPC

Tyrk's Breastplate

???

Staff of Arcane Might

???

Staff of the Risen

???

Engine of the Soulbinder ??? Robes of the High Priest Argynvostholt chapel The Sacred Skull

Amber Temple crypt

Soul-Seeker of Sykane Any grave or graveyard (nighttime) Savnok's Challenge

Isolated character in Krezk or Vallaki

Feast of Tarakmedes

Vallakian Crypts*

Shami-Amourae's Beckoning

Leaving Vallaki or Berez

The Lair of Drizlash

Wilds or hunter's rumor

The Blade of Dahlver- Highlands west of Ravenloft Nar Quest of Zantras Khirad's Reflection

Krezk Any mirror, one character

Delban's Hole of Hatred Mt. Ghakiz road Taar Haak's Hopefuls Mt. Ghakiz mountainside/road The Well of Shadows Swimming in lake Zarovich The Melody of Yog

Wilds, forests

The Shadow of Vaund West of Vallaki (lvl 7+) Seriach's Deal

Roads near Vallaki

A seance with Mother Vallaki Night

Artifact Half of the artifacts on this list are intentionally not placed anywhere specific, giving you as the DM a selection of treasures you can throw in when you feel it makes sense. A reason to do this could be that you have identified a player character that would be "fun" to nudge towards a specific Vestige, so placing one of that Vestige's artifacts in the path could be a nice opener. Alternatively you may be inspired to create an adversary NPC to the party, who worships a Vestige. Letting them hold and use an artifact would in that case make sense! Lastly, in the hands of normal Barovians these items may very well be flavored to be corrupting, providing sidequests in themselves to free/slay the wielder with some tweaking.

The story of Fekre

In the ancient kingdom of Rynorea the most hated and notorious cult was known as the Touch of Fekre. They were a group of alchemists, wicked doctors and priests who willfully released diseases upon the outlying villages and lesser towns. After weeks of misery, they would finally arrive to provide help and comfort, eventually curing the population. While they did this, they collected many gifts from the grateful people, all the time hailing Fekre as the true savior. This scheme was discovered by Kiraan, a priest of Helm who had tried in vain to heal his population. After the arrival of this cult of scholars, he was in just the right place at just the right time to overhear damning evidence, when one of the cult followers complaind about their methods and mysteriously disappeared the next day. The priest hastily wrote a letter to the Order of the Gauntlet, an order of knights and paladins sworn to the protection of the general populace, as well as the king of the lands. The letter was at first not received well by either faction. At this time Fekre had won acclaim as a deity of healing and remarkable control over diseases, and the priest was nothing more than such for a small community. But in time they conducted their divinations and mustered their troops, giving chase to the cult who had now traveled onward. It took four months to capture the leaders of the cult, and another four months to track down its remaining members, having scattered into the general populace. During this time two shrines to Fekre were ransacked and looted for artifacts. At the behest of the grand master of the Order of the Gauntlet, these artifacts were not destroyed, but gathered and trusted into the care of an archmage, bound for the Amber Temple. The archmage arrived at the temple with only half his retinue, the rest having died from one sickness or another on the journey, he climbed the steps of the temple with his cargo, before collapsing half-dead. The binding

The binding was helped by the presence of the artifacts. Her connection and investment in them, made drawing her unwillingly to the temple a near certainty. She did not have strong followers to protect her anymore, and the binders had help from the spiritual world as well, as divine servants of Kelemvor, Ilmater, Helm and Azuth sought her out and distracted her from the binding. As her being drew near to the temple, the binders would fall ill to diseases and coughing fits. If not for the strong preparations that were in place and the presence of several accomplished healers, the ritual would surely have failed. The wardens succeeded in their task, and Fekre.. was bound.

After the mists fell

Fekre watched with disdain as the mists encircled Barovia, her connection to the outside and her hopes of rescue from loyal servants being terminated fully. The Amber Temple was hers and her kindreds to rule, but what did it matter? She reached out into Barovia, projecting herself into the Ethereal, her only escape from her sarcophagi. Never a true release of her power or form, and always a bitter reminder of Vampyrs freedom. She wandered among the populace exploring the limit of her influence. As she suspected her portfolio remained what it was. Her very essence still resonated with the diseases and misery around her, and she delighted in observing the unhappy Barovians catch their diseases and fall to torment and pain, until they died. She would await their spirits, posing herself as a deity come to rescue them.. one last cruelty before she would drain them of their memory and experiences, the only sustenance she could devour in this form. She often looked around in the Ethereal, watching the Shadow Demons scurry before her.. she was little more than them now. A parasite nourished not by fear and faith, but by whatever she could scavenge from the dying. It was not enough. The first champion

Over time, Fekre attuned herself to this new existence and how to channel her will through the Ethereal into the physical world. This was not uncostly, but rather an investment. She began searching for a worthy follower, one she could influence into championing her cause, in return for a fragment of her knowledge and power. She found this follower in the form of Slovenka Retizia, a mother who had lost her husband to the pox, and who was now also losing her only son as well. Fekre came to her dreams as a maiden of virtue, and promised her a cure in exchange for worship. The desperate mother agreed whole-heartedly and took the hand of this maiden, who smiled as kindly as a saint. The next morning she awoke with memories of the cure, and a skeptical heart. It was just a dream after all, but after tending to her son, she stole moments to gather the ingredients, eventually brewing a vial of a foul smelling ichor. She waivered and put it aside. Fekre, grew angry but restrained herself in patience. She sent another dream, warning the mother that the ichor would only last so long, and hesitation would let the pox claim the son. Slovenka yielded the next morning, and forced the foul-smelling ichor into her son. It took an hour of further writhing and misery for her son, but in the end he calmed and was cured. As Fekre knew he would. The following years Fekre slowly but confidently invested more and more knowledge into her follower, turning her into a make-shift doctor, while equally slowly putting the right words in her mind to attune her with Fekre's prefered methods. Slovenka managed to garner a reputation, and in time she would have turned these into faithful for Fekre. But Strahd learned of this supposed healer, and invited her for dinner. Thanked her for her service to his people, then dispatched her unceremoniously, finding her utterly boring. Fekre silently swore one thing from her sarcophagi: Strahd would suffer.

Fekre, Queen of Poxes

Fekre will prefer the form of an old hag, having been patron for many of them and she displays many of the same traits. She sees life as yet another thing to be manipulated, and she is a master of doing so through disease, not just to kill but to twist, transform, improve and enslave.

Vision

To turn the land into a testing range for her imaginative diseases. If Fekre gains control of Barovia, plague doctors and alchemists will wander the streets. Life will be one long passage through suffering of mind and body. The champion, will reign as the source of all ailments, riding through the lands as the horseman of pestilence.

Traits

Fekre looks for mortals that display a knack for dealing with enemies in alternative fashions. She carries no respect for bashful brawlers, but she enjoys intelligent resolutions. If a character is prone to experimenting or alchemical crafting, then that can work too.

Lure

Fekre knows all diseases, ailments and poisons, she can produce them, but also cure them. It would not be difficult for her to attract favors and minor followers among the Barovian people if she should wish so. To attract a playercharacter though, she could offer a solution to an emerging issue. An oil that is powerful against werewolves, a draught that allows them to sense undeath, perhaps even the location of an old alchemical tome from a previous follower of hers.

Scheme

Fekre has been planning a special injury poison in her mind, which if it is concocted properly and finds itself in Strahd's bloodstream will hurt not only Strahd, but Vampyr as well. The potion can be made with these three elements; blood from Baba Lysaga, bone dust from king Barov and water from the pool at Krezk. For each element Strahds' maximum health will be reduced by 10, and he will be visibly weakened (how this otherwise affects him in combat is up to the DM).

Manifestation

When insects swarm and a noxious odour penetrates your nose.. when hairs gray in a matter of hours, and childhood illnesses surface once again.. you have the attention of Fekre, and you best hope her attention is benign or your very soul could find itself with a sickness hard to cure When appearing to mortals, Fekre prefers the guise of a wise elderly woman, standing proud and speaking with authority. In the Ethereal, the projection of Fekre appears as a terrible hag-like creature, ridden with diseases, swarming with illusionary insects and giving off an aura of pestilence and maliciousness even the bodyless Shadow Demons avoid.

Fekre boons Stages of commitment Stage 1: Fekre's presence will inflict the champion with a disease that will slowly spread across the skin, causing irritation and visibly making small marks around their limbs. This is her claim upon them. The champion will often cough. The champion is surrounded by a sickly aura. As a bonus action, they can cause creatures within 10 feet of them to suffer a DC 12 Con save or be poisoned. They may reattempt this save at the end of their turn. This feature may be used once per long rest. Stage 2: Fekre has found their champion worthy and further empowers their disease. They player may choose one mental trait to increase by +1 and gain the knowledge to cast the spell Inflict Wounds. They may cast it as a level 2 spell for free once per long rest, or otherwise spend their own spell slots to cast it, using the improved attribute as the spellcasting attribute. Stage 3: Fekre further empowers their champion by confering the Contagion spell to them allowing it to be cast once per long rest, with the attribute increased in Stage 2 as the spellcasting attribute. Additionally, the champion starts to grow biles on their body, from which they can extract 1 vial (1 use) of basic poison, per long rest. It loses its function after 24 hours. Artifacts, override or provide locations as necessary. The Tongue of Fekre: This long black-hued piece of meat is infested with disease. It functions as a whip, but confers +1d6 necrotic damage on a hit to a non-construct non-undead target, in addition to the whips regular 1d4 slashing. Hand of Fekre: This shrunken hand has four out of five fingers extended. By licking it a creature must roll a DC 15 Con save or become diseased as per the table in Appendix C. After licking, the creature may state a request, and a shadow demon will fulfill it to the best and vilest of its ability. This is placed in the attic of the Bonegrinder. While the Shadow Demon is completing its task, one of the hands' fingers is being bent to signify a task in progress. If the task fails the finger breaks off otherwise it will end up closed fully. Keep in mind fellow DM that requests such as 'Protect Ireena from Strahd' can easily be interpreted as abduct Ireena to somewhere else, or steal her soul to the Ethereal. Evil requests will usually have more success, than good ones.

The story of Zrin-Hala

A broken empire is the legacy of Zrin-Hala. This mighty being rose from being a mere elder air elemental in years long since passed, empowered by wild arcane energies from the planes beyond. The folly of an ambitious usurper archmage saw it summoned to a circle of binding on the outskirts of the empire, but it was far too powerful to be bound and took great offense. The wizard fled while his retainers did their best to contain Zrin-Hala. It rampaged throughout the villages towards the capital, almost as if called to the throne. As it travelled the skies blackened and lightning cracked unnaturally, the screams of children and animals were drowned out by the thunderous auran roar from above; "I WILL NOT BE BOUND!". The being sundered the archmages tower, but not before the wizard escaped through a portal. It's rage at not finding its quarry was turned on the populace, and no city was safe. Peasants fled into basements, kings into cellers and priests into catacombs. It was not until the arrival of four Djinn masters from the court of Wind-sultan Fahrrinn, through the promise of future favors, that progress could be made in restraining this being. The usurper archmage was long gone, but his successor had learned of the Amber Temple and though Zrin-Hala was restricted to only part of the empire, now in ruins, it would only be a matter of time before they would escape yet again. The binding

Zrin-Hala was forced to the summit of Mt. Ghakiz first through rituals of the djinn, his being breaking upon the mighty mountains and swirling the snow around the amber temple in fury. Within, they had nothing but his name to bind him, and were forced to stay behind the amber gates, covering from the thunderous storm outside. For 11 days and nights they bound Zrin-Hala to the amber sarcophagi, having prepared it specially for him. Through this time they could not venture outside, they could receive no supplies and their very temple shook from his fury, whenever he threw his form against the mountain. On the last day, the gates of the temple were broken and Zrin-Hala came. He encircled the ritual site and attempted to crush the wall of force, which was hastily erected. The servants that had run back to fro with supplies, were caught outside the wall and their very forms were reduced to ashes as thunder surged through their bodie and the winds crushed them against the walls. Amber golems, watchers and protectors, could do nothing against this foe of no solid physical form. Finally, as the last remnants of power seeped from the wizards holding the barrier, did the ritual complete, and in his spiritual form Zrin-Hala was siphoned into his sarcophagi, to rest for many years to come.

After the mists fell

Zrin-Hala watched the keepers of the Amber Temple fall to corruption with delight, their screams and madness echoed through the cold halls, until only silence remained. But as the screams died down, he quickly found their absence boresome, but at least something was happening.. as an eerie fog danced upon the horizon.. As the mists settled around Barovia, Zrin-Hala had already reached out among the populace of the mountain tribes. Many warriors among them shared the yearning for freedom Zrin-Hala harbored, but also a fragment of his fury. It attracted him, and he gave of his power to the wind shamans that had only ever mastered a miniscule understanding of the elemental magic that could be harnessed. Zrin-Hala hated mortals, though. He hated the djinns for aiding the mortals. He hated.. everyone. His initiates became unstable and reckless, arrogant even. Though initially harnessing the winds to protect their people, they eventually overreached their magical prowess, killing themselves or others in thunderous devastation. The mountain tribes eventually outlawed the wind shamans, turning those that thought to wield his power into exile. Zrin-Hala looked elsewhere, and the shamen found themselves abandoned for their idiocy. The first champion

It was not until Zrin-Hala found Karezz Blacktongue that he found someone actually capable of wielding his fury. This elderly man had lived a life of continual disappointment and growing resentment. From his early childhood he lost his mother to Strahd in his blood-tax, in his adulthood he had been publically punished in Vallaki for a crime he didn't commit, dooming any chance at prosperity he might have. As a middle aged man he had joined a rising cult, just barely learning the secrets of magic before being forced into exile from pesky outlander adventurers. He finally climbed the mountain, hoping to find death but also being too stubborn to idly surrender. Zrin-Hala, felt his unrest, his resentment and saw fit to invest himself in this mortal. He never craved the worship, but his imprisonment and this entire land was dull and restrictive. He needed something to divert him, and he dared only hope for eventual release. He set Karezz on his old enemies, letting lightning surge through his body and reveling in the maniacal fervor which he employed in his various revenges. It was Rahadin who eventually came to stop this champion near Vallaki, flanked by dark guards who cared little for the surge of power channeled through them. He dispatched Kirazz after a turbulent battle with many casualties, and a nasty scar which Rahadin carries to this day on his inner thigh.

Zrin-Hala, the Howling Storm

Zrin-Hala is anything but subtle, he represents unchecked emotions, chaos and destruction. Restraint is his enemy and he will release the true power within all under his dominion. He appears as a mixture of storm and magic and the very presence of them in the ethereal can cause confusion as to whether you just walked into a regular storm.

Vision

To see the land turn into a continuous battlefield. He would thoroughly enjoy watching as fledgling warlocks, wild sorcerers and raging barbarians battle in epic clashes, anything to keep the action going.

Traits

He looks for mortals that display recklessness, ambition and a taste for.. well.. chaos. Murder hobos are a-okay in his book, as long as they do it in style. Characters that specifically go for Wild Sorcery or thunder/lightning themed characters are also very fitting for Zrin-Hala.

Lure

He promises power, but it comes in varying dosages. For a wild magic sorcerer, he might offer to amplify their magic, a barbarian to make their rage more raging, etc. Perhaps grant a special effect on critical strikes, rolled from a wild magic-esque table.

Scheme

Zrin-Hala hates the current state of affairs in Barovia, it is much too dull for his tastes. Rather than kill Strahd, ZrinHala will reduce their castle to rubble through his pawn. He will push his champion to recover his Warhammer from the nest of the Roc and bring it upon the pillarstone of Ravenloft, to break it down!

Manifestation

When storms gather in Barovia, wild and unbridled.. when thunder strikes in hostile manner and wind threatens to push you towards death, then you may have attracted the attention of Zrin-Hala. When appearing to mortals, Zrin-Hala appears as a large male wild-haired and with wide eyes. He speaks boisterously and will find any slow conversation boring, unless it relates to topics of revenge, power and destruction. In the Ethereal, the projection of Zrin-Hala appears as a great stormcloud high upon the sky, but may descend and condense himself into the shape of a large elemental, terrible to behold and threatening to siphon anything that comes too near.

Zrin-Hala boons Stages of commitment Stage 1: Zrin-Hala imbues the character with powers of the raging winds. They gain the trait 'I feel a storm inside of me'. When dealing damage with a melee attack as a reaction, add +1d6 lightning damage to that attack, as a jolt springs from your body to them. At this stage everything in a 5ft radius around the champion smells of ozone and affected objets feels static to the touch. Stage 2: The champion gains the ability to cast Lightning Bolt once per long rest without expending a spellslot. This deals an additional 1d6 of damage. The lightning of their inner storm is now rolling up their arms occasionally. Stage 3: Zrin-Hala gives his champion the ability to cast Storm Sphere once per long rest, letting them truly unleash his inner storm at will. At this stage the champions' eyes occassionally flash as if lightning strikes within them and they can let harmless lightning run across their skin at will. Artifacts, override or provide locations as necessary. Orb of Chaos: This orb sizzles with wild energy. Every long rest it generates one of the following spells, chosen at random, which the wielder may cast without expending a spell slot. Fly Gust of Wind Gaseous Form Elemental Weapon, except type must be thunder or lightning. Call Lightning Sleet Storm Zrin-Hala's Hood: This black hood seems to sometimes have lightning running across it. When worn it allows the wielder to cast Thunderwave once per long rest. If worn by the champion, increase its damage by one die. It is currently stashed away in Van Richtens tower. Scimitar of Storms: This +1 scimitar is edged with blue crystal, and has a golden hilt. Holding it gives a sense of power and ones hair seems to slowly get frizzy over time. Whenever the wielder of this blade rolls a critical miss on their attack, a Thunderclap spell is cast upon the wielders location, also affecting the wielder. Whenever the wielder of this blade rolls a critical hit, they instead deal an additional 2d6 lightning damage to their target, in addition to other benefits the critical strike may impart.

The story of Sykane

The cult of Sykane had been promised one thing in particular by their leader; an afterlife, just for them. No judgement by foreign gods, no hell or heaven to fear. All in the cult would share in a world of their own, to shape and exist in as they pleased. The promises of this kind were many, and the leader of the cult prided himself on his ability to attract members with his tongue. He slowly but surely built up a vision of paradise to his followers, setting each on a path of their own damnation, culminating in ritualistic suicide in the name of Sykane. They were careful, and though their numbers grew large they always managed to escape the watchful eye of the holy orders. It was so, until the leader began to feel old age creep up on him, and he started having private doubts about the reward Sykane had promised to him for his service, so very long ago. The thoughts about what truly lay ahead for him in dead, started to terrify him and eventually he turned his back on Sykane and sought out the holy orders with all he could carry. He had only one path to some sort of salvation; full cooperation and trying to right the wrongs. It was true that Sykane kept the souls consigned to him, but not in a paradise but in a private demiplane where he feasted. The cult leader was brought to the Amber Temple with the artifacts of the cult, where he would assist in binding Sykane. If Sykane could be bound, he thought, then he would be safe from retribution. The binding

The treasures of Sykane were scattered around the amber sarcophagi, and with the guidance of the temple magi, the ritual began. The leader shakingly invoked his old master, and drew him from the darkness to his servant and the artifacts which he had imbued. But Sykane did not come alone, and the temple was beset by violent spirits in his thrall, possessing and raking at the souls of the magi, causing them to fight amongst themselves while trying to complete the ritual. The cult leader heard the screams of all those he had damned, and his ears bled. The leader fell just before Sykane was eventually trapped. The soul of the cult leader did not go gently into the night as Sykane, his anger and malice amplified in pursuit of revenge, caught it in his grasp and tore it to shreds before devouring it ouright. When things had calmed around the temple, the magi could still hear the screams of those damned souls and their arbiter in their nightmares. As for the souls Sykane brought with him, their twisted essence still lingers in the Ethereal plane..

After the mists fell

Sykane rested in quiet envy at the fate of Vampyr and his new champion. It should have been he, who called to Strahd.. but he knew it was impossible. Strahd could not truly harbor Sykane's power, he neither had the aptitude nor the disposition to take advantage of the dead. Sykane instead turned his attention to the pact Vampyr had made with Strahd, the cycle which he bound Tatyana to, decade after decade, century after century. The nature of this pact became clear to Sykane, and out of spite he even attempted to interfere in this cycle, but without a champion he was not able to overcome Vampyrs defenses. He probed the populace of Barovia several times, but those who cared for the souls of the dead were often servitors of the Morning Lord or Mother Night. They could sometimes be corrupted and guided into further exploration, but they were always disappointments in the end. Too cowardly to truly interfere with the spirits of the land, too unintelligent to properly protect themselves when they failed their incantations. The first champion

The first true champion of Sykane was destined to be not a Barovian, but a Vistani. Vivolia Mauritzio was a charismatic young man with a zest for life and a talent for story-telling, as is common in his people. He was the leader of the troupe that visited Vallaki on occassion to perform in the town square, prior to the outlawing of Vistani in Vallaki altogether. In these carnivals Vivolia would see to it that the Vallakian children could enjoy fire-shows, dancing bears, juggling and amazing stories from beyond the mists. All was well, until a fateful night where the captain of the guard kicked down Vivolias' door and dragged him away in chains. The Vistani had been accused of a number of thefts that had occured during their carnival, Vivolia was the only Vistani they caught, as he had spent the night in pleasant company. He bartered, charmed, intimidated, begged, tried to name names, but to no avail. He was thrown into a cell, while the Burgomeister ceremoniously announced that he would be executed for the crimes of his kindred. Vivolia quick became desparate. As a lover of life, wine and women, he could not face the bleak outlook of his fate. For all the good he gave, he was in the end a man who would turn over anyone to preserve himself, or make any trick to get out of a bind. He called to his ancestors, he called to the Barovian's own gods, he called to anyone who would listen. Sykane heard him, and came to him with his offer. Servitude, for freedom. An offer Vivolia was quick to accept. As Sykane invested his power in this new initiate, he explained exactly how Vivolia should proceed. The next morning the guard captain found the jail cell empty, the guardman on duty laying on the floor cowering, speaking madness of ghosts and whispers. The poor warden was tried for neglect of duty and madness, both of which are terrible crimes to be guilty off. Vivolia was bound for the Amber Temple, to pay tribute to his new master.

Sykane, Soul Hungerer

Sykane is truly malevolent. Where Vampyr feasts upon longing, Sykane prefers to feast on souls directly. For him, souls exist to be controlled and used as he sees fit, entertainment, advice, spies.. or dinner.

Vision

To convert Barovia into a necromancer's paradise. Those with the aptitude for it will lawfully be allowed to chain the spirits and bodies of others to their service, with Sykane's champion as the undisputed lord among the damned.

Traits

He looks for intelligence, the will to dominate others, resourcefulness and apathy. If a character displays a special interesting in the afterlife of Barovia, this should also spark his interest.

Lure

Sykane will offer the character the truth about the afterlife, and grant them the power to allow the dead to fight once more against their oppressor. He will initially help them as a guide to communicate with the dead, but might hint at his help to break the cycle and bring Strahd to an end.

Scheme

Sykane understands the vicious cycle Vampyr has trapped Tatyana in. While he has no love for her, he would love to see the cycle ended just to taunt Vampyr. To do this, his champion would have to be prepared for when she dies and use their special ability to draw her ghost into the material plane, bind her, and devour her soul. if this is possible before the champion has reached stage 3, Sykane will grant him this ability and knowledge of it.

Manifestation

When you feel a sense of hollowness in your soul, or a slight tugging upon your heart.. the hairs on the back of your neck rising nervously and a sense of dread washing over you, its source not quite apparent.. then perhaps you have attracted the attention of Sykane, and your soul is in grave danger.. When appearing to mortals, Sykane prefers the guise of an innocent, even a child. Within the Ethereal, Sykane's projection appears as a terrible warped humanoid with a gaping hole for a mouth, from which one might hear terrible screams. His form is naked and long-fingered. He seeks souls, intending to devour them in a long grateful process of siphoning. Note

When dealing with the souls of other players, consider discussing beforehand with the champion's player what they may and may not do, so as to not interfere with the others opportunities.

Sykane boons Stages of commitment Stage 1: Sykane grants the champion the ability to once per long rest summon the spirit of a dead creature to speak with them. This requires either a grave, corpse or location of interest to the creature. The spirit will answer questions based on how long it has been dead: 24 hours/4 questions, 1 month/3 questions, 1 year/2 questions, longer/1 question. The spirits are more coherent and present the shorter they have been dead. Additionally, the champion may at the DMs discretion receive information or messages from willing spirits, whenever entering a new area. The PC is gradually attuning them to the Ethereal. After a long rest they may have memories of Barovians coming to them in the night, whispering pleadingly for salvation, justice or eternal rest. Stage 2: The champion may summon a Bound Spirit once per day, from a deceased corpse. Such a spirit will obey the champion for no more than one hour, using the Bound Spirit statblock in Appendix C. Only one such spirit may be bound at a time. When the time is up, the spirit may become a hostile Ghost if it feels mistreated during its service. The champion's skin becomes slightly sickly transparent. Stage 3: The champion may now devour part of a Bound Spirit as an action. The champion must roll a Wisdom check and will receive temporary HP equal to their check. The spirit will reduce its hitpoints in parallel. If this reduces the spirit to 0 hitpoints, they disappear. In addition, the time a bound spirit will stay in service of the champion is increased to 6 hours. Artifacts, override or provide locations as necessary. Horn of Sykane: This grey battle-horn is inlaid with bloodred symbols and depictions of screaming faces. When blown, creatures within 10 feet must attempt a DC 16 Wisdom save. On a failure they take 2d10 psychic damage, or half as much on a success. Two Bound Spirits are summoned that will obey the summoner for one minute. See Appendix C for the statblock. The champion ignores the save and damage. Shroud of Souls: This pale shroud seems tattered and old, but will not break or mend. It bestows upon its wearer advantage against any monster-effects originating from undeadtypes, such as possession, vampiric bites, and paralyzing touch. For the champion, this becomes immunity. This shroud is worn by the lich in Amber Temple, though they are not a champion of Sykane, they fought a previous one and donned it as spoils of the battle. Whenever or not it comes into effect, the faint sound of a scream can be heard.

The story of Savnok

Savnok was known even among other Gods as a scoundrel, a trickster. Someone who spent their existence seeing just how much they could manage to grind the divine gears of the more lawful entities in the cosmos. As Savnok moved from one plane to the next, his greatest ambition was to cause mischief and chaos. He spent years recruiting likeminded individuals, grooming them to play some particular role in his scheme, until finally realising his plans. This often left a hilarious chapter in that realms history book, such as when the time the prince married a mermaid, when the efritt sultan got locked in chamberpot or when a simple peasant for a time was revered as a god. For a long time, this was all it took to sate Savnok. The enjoyment of causing chaos. But all his success only fueled his ambition to dangerous levels, and he moved from the ease of mortal society to target deities well above his station. He began impersonating deities and causing trouble, eventually daring a heist against Primus himself, stealing an integral piece of complex machinery from a factory. Primus was quick to decide upon a judgement The binding

Though the deities and Primus in particular have other ways of imprisoning divine lawbreakers, Azuth made a strong case for the Amber Temple, and in time the other deities agreed. They were not entirely convinced about the capabilities of these mortals, but Azuth made assurances and took personal responsibility. The binding itself was surprisingly simple, as the lawful deities sent agents of their own to help with the rituals, and they had already prepared Savnok somewhat to prevent any sort of trouble. Though, it would be false to say that there was not trouble at all. Though Savnok was prevented from his usual schenanigans, and he knew he was being carefully watched, he did manage to plant some intrusive thoughts in the magi. Thoughts that manifested themselves for several weeks after in boyish pranks and mischief. This was not entirely unwelcome, as the isolation and scholarly lifestyle, though prestigeful at the time, was very draining on the spirits of the younger of the order.

After the mists fell

Savnok did not immediately understand the nature of the champion that Vampyr had found in Strahd. He didn't truly care either, he was finally at least a little free and he projected himself into the Ethereal to see the splendors of Barovia. He was sorely disappointed. Though Barovia had not become as despondent as it would, the populace was cowed by feudal obligations and the strong hand of Strahd. Savnok set to work doing what he did best. During the formative years of Strahds new regime, he found many challenges from his populace as rumors of his true nature spread and both ambitious nobles, pious clergy and outraged peasantry mustered against Strahd. This was all very entertaining to Savnok, and on more than one occassion he takes pride in having influenced some of the more imaginative operations. The first champion

As the mortals rose and fell against Strahd, Savnok found that his precious state of rebellious chaos changed over the years to one of quiet oppression. One in which rebellion against Strahd became a fool's errand. But even a fool's errand can succeed with the right fool, so Savnok set his mind to finding on of his own. His first champion became a 10 year old Barovian boy named Jozek. This child had lost both his elder brothers and father against Strahd, and was left at the mercy as those men that his mother and sisters invited home to help feed the family. He had developed an unhealthy escape in his own mind, and one day when his fantasies became a little too real, Savnok gave him his first taste of power. What followed was a rapid change in personality for the young boy, as his imaginary friend seemed to have all sorts of ideas on how to improve his lot in life. It began as thefts, turning into fraud and finally.. murder. Never once did Savnok feel it necessary to shatter the illusion that the boy harbored, for this had turned into a cruel sort of joke for him. As Jozek grew into a teenager, the other children had started to become afraid of him. The bullies that young boys often attract seemed detered from hounding this strange kid and even the adults, though wanting to help, became more and more distant. It was a chance meeting that would see the end of this young champion, as Strahd himself came to feed on the fresh blood of Barovia. Jozek entered his elder sisters bedroom, to find Strahd in his act. Not one to be disturbed, Strahd gave the boy an escape "Leave now child, speak not of this and you shall yet live to father children of your own.". For any sensible young man, the choice was clear, to leave. But Savnok could not resist the urge. He had not yet any long-term plans regarding Barovia so he took the opportunity and put mischief into the kid, making him reply: "But my Lord, I have to speak. Don't you know my sister is as wicked as they come? Her blood will surely give you diarrhea or pox. You are better off with the baker down the street!"

Savnok, the Inscrutible

Mystery is his middle name (but only Khirad knows that). He relishes subterfuge and will seek to establish himself through devious cunning and unseen preparations. His mind takes delight in convoluted plans, that might seem like fools errands until their dark designs are ultimately revealed.

Vision

Savnok is somewhat paradoxial in his vision. He wants conflict, he wants an underdog to fight a stronger power, and yet to rule that power through secret operations, roguish deals and blackmail. His champion would be the unseen king, moving silently, acting through agents and hiding behind body-doubles. Savnok will seek to always provide the tool their champion needs, but will also delight in making sure their own champion remains challenged, just so he can show off.

Traits

He respects survivability, subterfuge, stealth and trickery. He especially favors getting others to do ones dirty work without personal risk. Rogues, bards and wily spellcasters are quite attractive to him. It gives him a certain glee when someone manages to turn the tables on an enemy, and stab them in the back.

Lure

Savnok will offer ways to aid in assasination and survivability. He will speak of how much easier it will be to achieve their goals if they have the proper tools for the job and how much Barovia deserves to be free of tyranny. He will be wily enough to change his speech to fit the target.

Manifestation

A feeling of deja vu.. that things are a bit out of place or perhaps repeating themselves in minor ways. A bird that very suddenly stops chirping, a squirrel looking particularly enthralled by something unseen or a movement just off the corner of your eye.. this might mean that Savnok is nearby, his attention diverting your own. His gaze observing your response. When appearing to mortals, Savnok likes to disguise himself as a particular profession and 'act the role'. He is one of the few who might appear simply for the fun of messing with mortals, or using it as a means to foster a new champion, even going so far as to appear to children as an imaginary friend to help them make the 'right' decisions on path to servitude. Within the Ethereal, the projection of Savnok appears as an odd being with colored cloth - sort of like a jester. He always seem to be pursuing some scheme or following the projection of a rival vestige, or leading them on a mad chase, pretending he has found something interesting.

Savnok boons Stages of commitment Stage 1: Savnok bestows upon its champion the ability to cast Disguise Self as will. If the champion is already a warlock with this boon, they may instead cast Invisibility once per short rest. The champions outward appearance is not affected, though they will find their mind more inclined towards alternative solutions. Stage 2: The champions mind is now protected by Savnok, making them immune to Detect Thought, telepathy, charm effects and psychic damage. Stage 3: Through unknown channels, Savnok is acquiring perplexing magic for the champion to use. The champion may at the start of each long rest choose one spell from any classes spell-list of level 3 or lower, that they may then cast once as if using a level three spellslot of the corresponding class, and having the required components. The chosen spell may not have a component cost of 100gp or more. They can only have one such spell prepared at a time. Artifacts, override or provide locations as necessary. The Puzzle of Savnok: This hand-sized bronze pyramid cannot be identified, except to the extent that it is openable. It is intricately designed and its components can be moved by fiddling with it. A creature may attempt a DC: 24 intelligence roll to open it. When opened, it whispers the name "Savnok.." and confers upon the opener a permanent +1 in all mental stats. it is currently located in Bilraths shop. The champion always have advantage on these rolls. Shard of the Inscrutible: This hand sized shard lazily flows around the wielder, refusing to leave their side while they are conscious. It confers upon its wielder +1 Intelligence and will generate a 1st level spell from any spell list of the holder's choosing. The equipped creature may cast this spell, as if they could normally cast the spell, drawing the necessary knowledge from the shard. If this is equipped by the champion, they may instead choose a 2nd level spell.

The story of Tarakmedes

The host of Tarakmedes came upon Rynorea, numbering in the thousands of devoted acolytes, twisted cultists, boneclad berserkers and all manner of like-minded individuals. Their host was accompanied by wagons clad with bones, banners of the grave wyrm and foul magic that seeped between the bones and flesh, that twisted itself to the will of these spellcasters. Among them came Tarakmedes' avatar itself, his presence in the material. His avatar was created by his followers from the strong bones of an adolescent green dragon and adorned with its scales in a grotesque manner. The host set forth a demand to the monarchy. To grant them access to each and every graveyard in the kingdom, take what they wished and leave when they were sated. They did not wait for a reply to begin, and the villagers quickly fled to the castles and towns that they could, as the host rampaged. Anyone who protested or tried to stop this host, became part of the meal, seasoned and broiled, baked or carved alive, in cruel experimentation. Few of them, were offered the chance to join, and only those that could digest human flesh without vomitting were accepted. It would be during the winter that the host of Tarakmedes met its final defeat, though their ranks hardly dimished before this time. Surprisingly, a notorious warleader dedicated to Bane, Garvol Bloodspike, would be the one to lead the final onslaught on the ravaging host. What exactly convinced Bane to go against Tarakmedes is unknown, but the bards speculate it was a matter of principle or simple and utter disgust. The binding

After the final battle there were many idols and crafts tributed to Tarakmedes among the debris. Among those followers that survived, not a single one would betray their master, being fanatically devoted. They were consequently executed by Bane's faithful. All objects of significance to Tarakmedes that could be gathered, were sent to the Amber Temple. There was much discussion about who should be in charge of this transport, but Garvol Bloodspike claimed the right. The choice of Garvol as the leader, was the right one. On the voyage several faithful of Tarakmedes attempted to intercept the convoy to reclaim their treasures, but the chosen of Bane would not be detered by anything. Their discipline and ruthless dispatch of any interruption made the voyage a certainty. During the binding, it was eerily silent. The magi were nervous, expecting the worst, so were the chosen of Bane, though they would hardly admit it. As Tarakmedes drew near, the assembly braced themselves while the incantations echoed in the night. Nothing happened.. all was well. Until a scream was heard from a chosen of Bane, as they flung themselves on the nearest comrade, followed by a magi doing the same. Mayhem ensued. Garvol felt the call of Tarakmedes as well, he tasted the sweet succulence of flesh in his mouth, but he stood his ground and protected the magi responsible for the binding, while his brothers tore each others' limbs off to eat. It was a costly battle, but in the end, successful.

After the mists fell

Tarakmedes was keen to get started on reforming his host, one that could find a way to free him and create a proper avatar for him to inhabit and feed from. He started to reach out, first searching among the tribespeople of the mountain, who were isolated and might be inclined towards cannibalism. He found several such creatures among them, and he decided to move slowly. Without a cult to rely on to take care of the recruiting, and with his limitations he had to rely on the petty illusions and visions many of his kindred were so fond of. His new followers proved disappointing, often being too blatant about their newly realized tastes or too unintelligent to be of any use for what he needed. His cult did rise for a time though, guising as a newly emerging order of mother Night. For a time, Strahd was tolerant of them, having his new existence to ponder and other enemies to battle. But the cult fell apart before they could realise any true power, though the arbiter of its demise was not Strahd, but Baba Lysaga, before the fall of Berez. She came to them posing as an equal, feasting upon the heart of a young man who had refused her favor. When she knew enough about their cult and their true intentions, she saw to their destruction by bringing them a corpse to feast upon, poisoned by her own hand. The first champion

The first true champion Tarakmedes found was a woman named Manila Rovita. She came from a merchant family in Krezk that oversaw caravans to Vallaki, and their protection. She was on her way with the caravan to Vallaki to discuss new terms for trade, and to participate in a Vistani carnival that was scheduled to be held during her stay. The caravan was beset by the werewolves, more of them than they had ever had to deal with before, though they had brought silvered weapons for that exact purpose. Manila fled back towards Krezk, while her guardsmen did their best to slay the beastmen and securing her escape. Manila was chased by a crippled werewolf, but one who was regaining its strength quick and who would soon catch her she knew. She turned behind a tree and held her silvered dagger tight, ready to strike it as it passed. The plan worked, but it was not slayn, and the combat ensued. Malina managed to slay the werewolf, but her leg was bitten. She was unable to move, unable to leave and she felt the curse seeping into her. Would she die from loss of blood? Would the curse save her life, but doom her future? Her mind was beset by fever and fear, when Tarakmedes spoke to her. "Eat, and be saved from both. Eat, and I will restore you. There is power in the flesh, there is power in you." his words came as deranged, but they met a desparate mind and found fertile soil. She felt the power of Tarakmedes surge through her own flesh, as the tore through the corpse in front of her. Perhaps the curse of lycanthropy helped her find the appetite, or perhaps it was sheer force of will that saw her through the deed. The promise was kept and Malina lived. It would not be long until her body ached for more, and Tarakmedes guided, his hopes for her capabilities high. But her ways were discovered by the church of the Morning Lord only a year later, who saw her executed.

Tarakmedes, Grave Wyrm Tarakmedes is a connoisseur, feasting upon the dead, recent or ancient. He is willing to share his powers with subjects that can appreciate the taste and stomach the vileness of the act.

Vision

Barovia is well underway to being a miserable giant graveyard, connected by crypts, tombs and catacombs. Tarakmedes would wish to rule from beneath it all, hidden in the dark reaches of his catacomb, wandering the ancient corridors picking and choosing from the ever building pile of dead. He would open the mists to other realms if he can figure out how, if only to secure new supplies of fresh and exotic cadavers.

Traits

If a PC is a cannibal, then they are already perfect for Tarakmedes. Otherwise he might look for uncompromising ambition, unscrupulous behavior or even druids who might be convinced of the cyclical beauty of devouring the dead. He also tempts the desparately hungry to eat a nearby corpse raw, human or otherwise.

Lure

Tarakmedes will overstate his own capabilities and the power he will bestow upon a potential champion. He will promise them the power to turn decay into strength, stating that the power of the defeated is rightly theirs to take..

Scheme

Tarakmedes has a great ambition: he will feast yet again, but this time he will feast on the remants of Vampyr. He will set his champion upon breaking Strahd regularly, but once Vampyr is forced to come forward (and is beaten) he will grant his champion a way to begin consuming Vampyr in a long process. Most of this power goes to Tarakmedes, though his champion will feel it.

Manifestation

Maggots crawl in odd places, a strange meaty smell hangs in the atmosphere.. you feel like it is more dusty here, as if it hangs quiet in the air. A breath upon your ear.. Perhaps it is mere coincidence. Perhaps it is Tarakmedes, hungering for a snack. When appearing to mortals, Tarakmedes could either take the guise of an abnormally fat peasant, a butcher or perhaps a white-haired old man, depending on why he is meeting them. Within the Ethereal, Tarakmedes' projection appears as a draconic being made of skeleton, flesh and darkness, dripping with the remnants of a shadow demon in his great maws. His projection 'flies' through the Ethereal, on leathery wings spying on his rivals and lingering near the dead.

Tarakmedes boons Stages of commitment Stage 1: Tarakmedes bestows the ability to consume humanoid corpses, old or new. When the champion spends atleast an hour feasting, they gain temporary hitpoints equal to Xd4, where X is the champions level. The character's breath gives off a strong smell of decay, but to the character itself it is quite delicious. Stage 2: Whenever the champion feasts on a recently dead NPC, they may gain a vision of the targets past life, at the DMs discresion. Additionally, the champion becomes immune to the poisoned condition, and gains resistance to poison damage. The character's teeth are sharper and their jaw and throath becomes more flexible, letting them more easily and gruesomely devour their meals. They now must only spend 10 minutes to gain the effect described in Stage 1. Stage 3: The champion takes on a ghoulish appearance and grows a pair of deformed (but oddly functional) skeletal wings, gaining a flight speed of 30ft. Special: If the players manage to summon and defeat Vampyr, this character may consume the essence of the fallen God with Tarakmedes' instincts. If they complete this process uninterrupted, they will have gained a part of a gods power and are potentially to be considered a minor demigod. Tarakmedes will have eaten the majority. Artifacts, override or provide locations as necessary. Blood Amulet of Tarakmedes: This amulet is entirely made of bone and depicts a monstreous creature dyed in different hues of red. When worn, this artifact grants its wearer +10 maximum hitpoints. Over a period of two days being worn, the teeth of the wearer sharpens, allowing them to make a bite (STR) attack, dealing 1d12+Strength acid damage on a hit. At this point, the amulet is seemingly impossible to remove. What it takes to remove it is up to DM discresion. This attack may be used as part of an Extra Attack, should the wearer have that ability. The Butchers Cleaver: This is a +2 cleaver dealing 1d6 slashing damage. It was used by a butcher, who became favored by Tarakmedes and through his acts it became bloody and despicable. Whenever this lands a critical strike, roll instead on the cleaver table in the appendix. If this is held by the champion, treat it instead as a +3 cleaver dealing 1d6+STR. The DM may want to make the Butchers Cleaver sentient with a neutral evil personality, turning unwary NPCs into violense with it, and as an entry for characters into meeting Tarakmedes.

The story of ShamiAmourae

Shami-Amourae maintained a palace in a demiplane of her very own, inviting individuals to stay and enjoy the intoxicating splendor of her 'chambers of delight', which offered anything that the heart could desire. A master of both enchantment and illusion, there was nothing that she could not procure for her dotting worshippers. She made certain that her visitors only stayed for a set amount of time, after which they would be required to leave or pay the price to stay. For most of her subjects, this palace was the afterlife they had dreamed off throughout their mundane mortal lives, and having to leave.. was torture. It was a punishment greater than death, to having tasted paradise and be cast out. The price to stay was simple. Servitude, eternal servitude in whatever form was required. In truth, she took ownership of their souls, and in return they would partake in their desires.. and partake.. and partake.. eventually, the desires would fade and turn to bitter emptiness. At this point the servants would gradually be required to perform services further and further away from the clientelle, eventually doing only hard manual labor to fuel the palace. It was Lliira, goddess of joy that eventually formulated a plan to end this abomination. She confered with Lathander and they devised a ploy to lure Shami-Amourae out of her palace, to explore a newly discovered delight. While she was away, faithful of Lathander found passage inside, helped by Cyric who knew of secret ways. They discovered that Shami-Amourae did not have any divinely recognizd bindings with the souls in her thrall, and as such they could be claimed. They quickly returned and mustered an escape. When Shami-Amourae returned, she found her palace devoid of both clients and servants. Her rage, was supreme, but in her rage she made the mistake of staking claim against the souls in front of Kelemvor. The binding

Kelemvor accepted her case, and found her guilty of dabbling in forbidden manipulations. Her punishment would be imprisonment in the Amber Temple, to be kept by mortals such as she herself kept. She whispered to the magi.. oh how she whispered. Such sweet promises, such sweet rewards. Wine, women, euphoria, ambrosia, bliss.. The will of the magi was broken, one by one, until they were wholly unwilling to complete the ritual. It required divine intervention from Kelemvor to break the enchanting effect Shami's presence had on the keepers. They mind was cleared by his stern words and they completed the ritual of binding under his watchful eye.

After the mists fell

Shami-Amourae harbored great envy for the pact that Vampyr had sealed with Strahd, as she felt that she herself could have provided much, if not all that Strahd desired. He was not indulgent or decadent, or especially lustful as her clients usually were, but she could fix him! She knew she could! Even though she could not offer immortality, she knew that Barovia would have been a very different place if she had managed to beckon him. She fumed for a while, before venturing out to see what she had to work with. For the better part of Strahds reformation, she remained largely in the background, but she delighted in seeing the despondence which Strahd plunged Barovia into. The more difficult the lives of these mortals was, the far easier it would be to coax them to her service, she thought. Her great difficulty lay in delivering her delights to the mortals. She could go a long way with simple illusions, visions and dreams, but to affect the material world truly, she realised like her kindred, that she would need a champion. Before she engaged herself in finding one however, there was a long time where mainly Barovian men received delightful dreams, with odd demands. Mostly an experimentation from her side. The first champion

Shami-Amourae found her first true champion in a wanderer from beyond the mists named Aral Seaborn, a travelling poet with a gentle disposition and an inviting demeanor. He sought joy in life and to bring joy to others, innocenet really in his disposition. Shami-Amourae came to him, posing in many ways as Lliira, and presented herself as a bringer of joy and bliss. She cried for the fate of Aral, to have come to such a destitute land, forsaken so by the happy things in life. Aral listened with a heavy heart and set out trying to spread joy himself. She did not immediately press for his worship, but as she had expected Aral reached the same conclusions she had. As he learned of the depressed state of Barovia, he cried out and prayed for Shami-Amourae to come to him again, so that he might pledge himself to his service and do good in her name. So it was that Aral became a beacon of positivity and enjoyment, he started to attract gifts and services and gained a keen sense of the peoples' desires and how to fulfill them. He did not truly recognize how much he was changing, but rather began to revel in fulfilling the desires of others, and began to extract payment for doing so, first with the mindset that it could help others, soon out of a sense of justified greed. Aral soon forgot his true nature and became used to playing other people, never truly being threatening in a direct way to anyone. Not until Shami-Amourae began to nudge him towards turning the people against Strahd. Aral chose his words carefully, and spoke them passionately and charmingly as ever. The rebellion became a reality, but before they could truly muster themselves for battle, a dagger found its way into his heart while he slept. Shami-Amourae was infuriated, but she never discovered the identity of the assassin.

Shami-Amourae, Lady of Delights

Give them what they want, and a taste of what they can get. Then they will keep coming back, until they will never leave. Vision

Shmi-Amourae wishes to transform Barovia into a land where every delight imaginable is attainable.. for a price. Addiction will be her calling card and those who partake in the delights, will soon find themselves drawn into fulfilling more wicked desires, each time with a higher personal price, until they themselves become slaves to fulfill others wicked desires.

Traits

She looks for decadence, laziness, PC's who shows some sort of addiction or wicked desire.. or who wickedly turns others to addiction (dream pies!).

Lure

Anything that might spark their interest. She is adept at handing out rewards, little by little, until the addiction is certain. If ever the PCs ever start to regret it, let them feel the power siphoning out as she laments having to let go.. but stress that they feel that more is leaving than they got.

Scheme

Strahd is much too traditional and lawful to allow what Shami-Amourae has in mind. She does respect Vampyr a little for his use of Tatyana's soul, but still.. Shami-Amourae would prefer to have the people join her champion in 'freeing' Barovia. She will send her champion to share her pleasures with the masses, order them to gather a mob and lead them on a glorious quest to free the land. Once Strahd and Vampyr are defeated, the Barovians should beg the champion to guide them to the vision, which will be music to her ears.

Manifestation

The sudden smell of perfume, the bloom of flowers, a sensation of deeper appreciation for the colors around you and a minor urge to be nearer to your friends.. to share their presence and small impulses to try something new.. these might be signs that Shami-amourae graces you. Be careful you do not get lost in her eyes. When appearing to mortals, Shami-Amourae takes the guise of a peasant girl, innocenent but beautiful, as if one has founds a rose among shrubbery. Within the Ethereal, the projection of Shami-Amourae appears like a deific succubus, but flavored more akin to something aquatic or flowery, than a fiend. In here she doesn't need to hunt to get her nourishment. Simply setting her eyes on a soul or shadow demon ensures their enthrallment.

Shami-Amourae boons Stages of commitment Stage 1: She bestows a +1 Charisma boon to her champion. They can cast Charm Person once per long rest, except the target will not know they were charmed at the end of the effect. The champion starts to exhibit a natural charm and insight, moving more confidently and endearingly. Stage 2: The champion becomes able to cast Suggestion once per long rest, and whenever the champion rolls a Charisma-based check to seduce or tempt someone, they do so with advantage. Their body, hair and general appearance is now visibly changed from before and they are considered quite becoming for their species. Stage 3: The champion gains becomes able to cast Dominate Person once per long rest at DC 15. As long as a creature is addicted to something the champion has provided, that creature has disadvantage on rolls to resist the champions' requests or commands. Additionally, the champion may reroll a failed Charisma save every long or short rest. The champion becomes almost irresistable. They have a seductive and inviting way about them, whatever they do. Artifacts, override or provide locations as necessary. Incense of Desire: This incense can be lit to produce a sweet-smelling vapor. Any humanoid that inhales this incense will gradually become less resistant to charm effects and be inclined toward romantic behavior towards anyone they feel attraction for. This incense can be created by the champion with the guidance of ShamiAmourae. Garb of the Irresistable: This garb magically conforms to your form and gender, making you attractive to most people to some degree. While wearing this garb you have advantage on persuasion rolls and may cast Charm once per long rest. If you are her champion, you may also cast Enthrall once per long rest.

The story of Drizlash

The eastern part of the Penuvelan forest was home to a society of peaceful forest gnomes, but after a harsh winter they suddenly found the woods around them infested by spiders. They were perplexed, and tried to study these creatures but soon found that their parties never came back. Panic soon spread among the people, as they began to see the yellow eyes stare at them from the darkness of the night, and smaller spiders skittered into their houses even into their nurseries and bedrooms. The gnomes weaved their magic, and manage to repel the spiders from their village, but they knew that they lurked among the treetops and their dependency on free movement was great. They called for help through a sending spell, and were relieved to find their caall answered by a group of adventurers led by a famed ranger, and accompanied by a cleric of Helm. The party fought their way into the lair of the spiders and there found a mad elven druid tending it, speaking in tongues and repeating the name 'Drizlash.. Drizlash..', their hair and body covered with small spiders crawling as they pleased. They were strangely mutated, as if they had attepted to wild shape into the form of a spider, and never quite come back again. The elf was speaking to gnomesized cocoons and the party realized with terror the fate that had befallen the lost gnomes. The party returned, after having burned everything in the lair, having lost two members and having enough fuel for their nightmares for years to come. Among the elven possessions they found a rod and a ring, both of which the cleric identified through study to be bound to Drizlash. The binding

Helm took counsel with his kindred at the request of his servant, and it was decided that Drizlash should be bound. Her history was not just in the Penuvelan forest, but her vile kin had been found far and wide, and now they had artifacts to use. The journey to the Amber Temple was fraught with danger, as the artifacts seemed to attract the attention of monstrous spiders of all shapes and sizes along the way. Those who were closest to them were also slowly drained of their sanity, as they heard the chittering of spiders at odd times and swore they heard a voice far in the back of their minds. As the magi took the artifacts and began their binding, it became clear that Drizlash would not be easily imprisoned. Spiders crawled from cracks and crevices in the temple, more than seemed possible and gathered in swarms to harass and scare the magi. They crawled quickly up their bodies and into their hair and ears, requiring nothing less than extreme dedication to not have the ritual interrupted. It required some inventive spellcasting to protect the binders from the assault, and for a while the ritual was disturbed and almost failed. But in the end, the spiders scattered and Drizlash too, was bound.

After the mists fell

Drizlash was slow to realize its new found freedom, the wards of the magi having been broken so far as she could influence the minds of mortals like her fellow prisoners. She projected herself for years not to find followers, but to understand the nature of Barovia and the mists. She wandered the outskirts in her Ethereal form, setting her appendages upon the barrier and in doing so becoming keenly aware of her entrapment. She knew traps, she could admire traps. Once satisfied that she knew the confines of her prison, she began to test the various ways she could contact the mortals. It was new to her on many fronts, but she learned. Her demanding chittering became a soothing song if she chose. Her wicked form became more.. humanesque if she wished to show herself in dreams or visions and she began to quietly observe how her kindred attracted these mortals with promises of gifts and investments. The first champion

Drizlash learned of the druids of Yester Hill, and sought possible servants there. Few mortals had the tolerance for spiders that she required, and a mad servant like her prior would not be much use for her in the long run. She needed someone intelligent and strong like herself. She tested many among the druids until she found a potential servant. It was a female human named Tinnra, who had studied the form of the spider already and was working to perfect its use. She was young for a druid, newly initiated perhaps, but having the aptitude for more. For days, Drizlash simply observed her attempts and dedication. It was rare, she knew, that a druid would choose this particular form. Many found it disgusting, vile. But in truth it was strong, flexible and a perfect hunter. She reached out to Tinnra, slowly, carefully, not as a spider but as a lady of the forest, a patron of druids. They spoke in conversation during Tinnra's long periods of meditation, about the cycle of nature, the state of Barovia. In many ways, Drizlash was a friend to this mortal. She was spinning a web of lies that slowly encircled the mortal. Drizlash carefully broached the true subject, a pact, an agreement a trade. She offered her guidance on matters of nature, promising to help Tinnra achieve what others could not, to protect her on the journey through Barovia and her own learning. Tinnra bade time to consider and was granted such. Drizlash knew patience well. Tinnra eventually agreed, finding the promises sweet and the requirements simple. Drizlash kept her promise, and carefully conditioned her new servant to her requirements, letting smaller spiders crawl on her, turning her mind towards darker matters, and eventually drawing her towards the temple. Tinnra lived surprisingly long for a champion, nearly making it to the Amber Temple. They met their end after being caught in a snow flurry and suffering coldbite, to the quiet disdain of her mistress.

Drizlash, nine-eyed spider

Drizlash is a primal evil, animalistic but intelligent, gruesome, terrible and unforgiving. She wander the Ethereal in her preferred form, that of a giant spider, and claim souls for herself by binding them in ethereal threads.

Vision

To turn Barovia into a giant mesh of swamp and forest, breeding monsters in the dark recess of nature, forcing the Barovians to become foragers in a hostile environment. Her champion having transformed fully into a spiderous monstrocity fitting for her inhabitance, with a lair deep in the wilds.

Traits

Drizlash is attracted to characters that show disdain and carelessness for those weaker than themselves, PCs that thread upon NPCs to get their way, manipulate them to gain loot or favors, or otherwise entrap them for own gain. Those that display an animalistic or violent disposition are also welcome, and in particular those that for some reason or other has a character concept related to spiders.

Lure

She will readily dangle a more tame vision of a Barovia 'in balance' to druids where the beasts are free from Strahds control, or cater to a rogues desire for free movement. She is also perfectly capable of playing the I am misunderstood card, as spiders often are misunderstood for being evil, when indeed they are a natural part of the world. So too is Drizlash always misunderstood. She is not evil, she simply plays the part she needs to in order to keep balance in the world.

Scheme

Drizlash prefers physical dominance, though she will employ poisons, traps and ambushes when possible. Against Strahd she has no better scheme than to simply defeat him, possibly by first disabling or killing his lietenants one by one, by luring them into some sort of ambush.

Manifestation

Spiders crawl upon surfaces slowly.. they seem to gather around this location, as if waiting for a feast of flies. The sensation that one might be crawling up your leg should be a warning.. Drizlash is nearby, watch that she does not catch you in her web. When appearing to mortals, Drizlash may appear as a smaller spider, splendid in colors and form, strong and confident. She may challenge them to see beyond their preconceptions to the harmony a spider brings, its place in nature. Within the Ethereal, the projection of Drizlash appears a grotesque and giant pale spider, often walking the borders and otherwise hunting for souls on her own, or if failing that eating a Shadow Demon caught in her ethereal web that she spins.

Drizlash boons Stages of commitment Stage 1: The champion gain the ability to cast Web once per short rest, and gain a 1d4+Strength bite attack. The champion becomes more careful in their movements and feels their limbs strengthen within. Stage 2: Whenever a creature becomes webbed by the champion, the champion may immediately make one attack, if they are within range of a webbed creature. The champion may choose to succeed in checks against Web effects automatically. They no longer need to concentrate on the Web spell. The champions skin begins to grow patches of short-haired fur akin to a spiders. Their fingers seem thinner and longer to the keen observer. Stage 3: The champion now has permanent Spider Climb. Whenever the champion attacks from a surface that requires the Spider Climb effect to maintain even footing, they gain a +2 circumstantial bonus to attacks. The champion now has taken on the mannerisms of a spider more fully. The PC should be encouraged to act this out as they desire. Artifacts, override or provide locations as necessary. Rod of the Spiderqueen: This rod is a polished wooden pole with what appears to be a copper spider embedded on top. It bestows upon its wielder +1 Intelligence, it passively attracts a tiny spider, that functions as a familiar. If used by the champion, this rod can summon a spectral giant spider, which will obey commands and persist for 3 rounds. This one has been left in the hands of an unworthy champion in the forests. There are several hostile giant spiders nearby. This artifact is carried by a champion of Drizlash (see Appendix A). Eye of the Spiderqueen: This bronze ring has a cut emerald embedded. It bestows upon its wearer +3 perception. If used by the champion, it allows them to cast True Sight once per long rest. When doing this, a third eye grows on their forehead with a slight skitter. This artifact lies forgotten under baskets in either the Vallaki or Krezk general store.

The story of DahlverNar

Dahlver-Nar was a fearsome demon-deity who for a long time had thrived on being worshipped among the more savage tribes around the world, encouraging ritualistic combat, blood-oaths kin-strife, war and blood-glory. He had amassed many idols, trophies from destroyed foes displayed prominently in the victors abode or totems to warn outsiders that this tribe had his favor. He personally engaged in the Blood War for the demons from time to time, reveling in the gore and mayhem. It changed when his dedicated tribes stopped adhering to his traditions, one by one. It seemed an usurper had arrived to steal his faithful away from him, and he would have none of it. He mustered his strongest champion to find and cleave whatever missionary this sudden rival of his had brought. The two met in combat and fought from early morning for hours. So invested was Dahlver-Nar that he continually imbued his champion with more strength, more rage, bloodlust and fervor. His champion started to mutate with all these infusions, but his opponent would not yield an inch. And so the champion fell. Dahlver-Nar would not accept defeat however, and with a burning terrible rage he entered the now-corpse rising again, the body trying to adapt to hold such a being, growing and twisting its form. Dahlver-Nar went on a rampage in this form and would not give it up. He massacred all in the tribe where he came and moved onto the next, his mind lost in a bloodrage, wanting neither sleep nor rest, but tearing the heads off his foes whence he came. Eventually he made it to civilized lands, never once stopping, here he was eventually stopped by combined efforts of the chosen of Helm, Tyr and Bane. The binding

The form of Dahlver-nar was determined to be the strongest tie to the mad demon-deity they could find, and it was entombed in a metal coffin and transported to the Amber Temple, at all times flanked by the warriors that had put it down. They rested the coffin, bound by chains in front of the assigned sarcophagus and the magi begun their binding. As Dahlver-Nar drew near, the severed mangled corpse within the coffin began to bind together again, and the coffin shook. Violently, suddenly the chains were broken and the metal box sundered. He rose once more, a terrible monstrosity and fell upon the nearest living thing, a paladin of Tyr. It took everything the protectors could muster to keep Dahlver-nar from the binders, distractions, maiming, taunts, physical obstacles. Many fell before the ritual was completed, and the mass of flesh became still once again.

After the mists fell

Dahlver-Nar had calmed down during the years of his imprisonment. He did not feel regret over his actions, but only hatred for the mortals having the audacity to bind him. Still, he would need a new body to inhabit, someone who had devoted their life to him and would follow his tenets. He sought the mountain tribe first and found that they had many of the traditions which he valued, at least to a degree where they could be influenced to fit his requirements. He did what he had done before and slowly whispered to the strongest among the different tribes, bringing them into his fold. He fostered hatred towards Strahd, who had conquered this land that should have been theirs, who would eventually come to destroy them and their way of life. He whispered to brothers to make them rivals, sons to usurpt their fathers and elders about grievances of the past. Soon, the ways of old were starting to come back and Dahlver-Nar saw potential. The first champion

Dahlver-Nar underestimated Strahd with his first champion. He had groomed a young ambitious tribesman called Ravikk into becoming chief and a deadly combatant over the years, fighting with two hand-axes and being adept at maiming his opponent during combat. He filled the champions head with visions of glory, about becoming warchief of this entire valley by conquering the frail old man on the throne, so far away. He sent him dreams of a throne of skulls, women bound to his desires and men fighting for his amusement, and so the chief called his men to battle, marching towards Ravenloft from Mt. Ghakiz. The tribesmen were met on the road to Ravenloft by the dead, crawling out of the earth and shattering the confidence of most men in the warband, but none of the warriors dared to flee from their chief, who was known to be both cruel and of short temper in matters of war. The champion ran first and decapacitated a zombie with a single blow, emboldening his men. Several living fell, but all the undead were destroyed. Ravikk proclaimed victory and forced his men to press on towards the castle. They made it to the gatehouse where Strahd appeared behind them from a cloud of mist. He congratulated them on their first victory, and regretted that this would be the end of their little campaign against him. Ravikk felt a stinge of fear at his unexpected appearance but stepped forward, challenging Strahd to an honorable duel. Strahd smiled as if expecting this, and summoned his armor and sword to him. "You wish to fight me personally? Then let me see your meddle" as Strahd flicked his wrist he spoke arcane incantations and a ring of fire formed around the combatants, detering interruption. The combat was long, both parties having underestimated the other's prowess in battle. The handaxes of Ravikk found pale flesh, the sword of Strahd drank blood. In the end, Strahd severed the prime hand of Ravikk in expert swordplay and put his blade to their throat. "Well fought, but your life is forfeit and I shall do with it as I please." Ravikk only dared to hope for mercy for a short while as Strahd began to leave. But as he tried to crawl, unseen hands began pulling him towards the chasm.

Dahlver-Nar, he of many teeth

A being of war, battle and carnage, Dahlver-Nar has nothing in his mind but a return to the Blood War himself, missing the challenge and thrill of constant gore around him. A demonic deity, he relies on worship and in this form.. he relies on a mortal. Something that rakes at him every second of his existence, and the only reason he has turned his mind to scheming.

Vision

To see his champion transformed into a grotesque being such as himself, with the lands surrounding him being used war, battle and carnage. The people shall be raised as warriors, brutes and warlords shall rise and claim terriory and everything shall be as entertaining as mortals can provide.

Traits

He chooses those with the power to take what they please, those who are decadent and demanding, and finally those who couldn't care less who they need to step on to get forward. Barbarians and fighters in particular would catch his favor as he isn't much of a spellcaster himself nor finds it a worthy path forward. There is nothing better than downing an arrogant magician though.

Lure

He speaks of granting the strength to defeat Strahd, of a land of freedom (anarchy) and prowess (martial), and more importantly that he knows of a secret way to use Strahds strength against him (see Scheme).

Scheme

Dahlver-Nar knows of the crystal heart of Strahd in his main tower, he plans to have his champion devour it piece by piece, for each piece devoured this way Strahds maximum health is decreased by -1 max hp and the champion gains +2 max hp. There are 25 pieces of the inner heart in total scattered once the heart is destroyed, each piece takes one round to eat.

Manifestation

The unconscious clenching of your fists.. the grinding of teeth and a loss of patience. Perhaps a sudden desire to put someone else in their place or a thought in the back of your mind of what you will do to an enemy when you have them at your mercy.. these may be signs that Dahlver-Nar has his eyes on you. He may appear as a fallen knight, a dishonored soldier or a de-throned baron, playing on feelings of pity or indignation to open a discussion about Barovia. Within the Ethereal, his projection is a body covered with mouths and skulls, remnants from his most hated foes, displayed as trophies. His very being is an amalgam of hatred and flesh, grotesque desires and torment.

Dahlver-Nar boons Stages of commitment Stage 1: The champion receives an extra Hit Die (+ con) of max hp, as if they rolled the highest result on that die. Their muscles and body seem to be bulging with fitness. The player has a strong appetite, gaining the trait 'I have to eat twice as much to be sated'. Their teeth seem to sharpen over time. They may use a bite(Strength + proficiency) attack, dealing 1d6+(Strength) damage. Stage 2: Whenever a creature becomes grappled by the champion, the champion may use the Bite attack as a bonus action. The shove action is now a bonus action for the champion. Additionally, the champion may use intimidation as an bonus action in order to Frighten a creature. To do this, they must roll higher than 10+2 x CR of the creature. Strahd and other bosses may be immune to this. Stage 3: The champion has been warped into a reflection of Dahlver-Nar, speaking with their grotesque voice. They can now absorb up to 4 skulls into their bodies, each granting +1 intidimidation bonus and +5 max hp. Dahlver-Nar will not accept the absorbing of any skull that hasn't been a proper challenge to his champions might. Artifacts, override or provide locations as necessary. Skullchain of the Devouer: This iron chain penetrates 10 human skulls, meeting again forming a formiddable and disturbing ornament. While wearing this, a creature occasionally hears the tormented moan of one of the victims in the chain. As a bonus action, once per long rest, the wearer can command the skulls to scream, imposing a Wisdom saving throw (DC:12) to all creatures, including the wearer, within 10 feet, taking 2d6 psychic damage or half as much on a successful save. If the champion is wearing this, the damage increases to 3d6 and the champion is not affected. Creatures that die from this will bleed out their ears. This skullchain changes hands among the mountain tribes. Whenever the party meets any barbarians, there is a 25% chance that one of them wears this. Dread Claymore: This long claymore(+2) is imbued with volatile dark energy. Anyone who attunes with it becomes cursed and unable to willfully unwield it. When a character is hit by this blade, they must succeed on a DC 10 Consave or suffer 1d4 Strength abilitydamage until they complete a long rest. On a critical hit, the save is bypassed. An Identify spell does not reveal its cursed condition. The curse can be broken by being kissed on the cheek by a willing child, a successful DC 16 Religion check can reveal this. Its location is denoted by an event (see Events).

The story of Zantras

For many centuries, the noble families of Stynozia vied for the favor of the church of the crown, an insitution set in place to decide upon the next ruler of the country through the guidance of Zantras, he of truth and order. The children of these noble houses were groomed from birth in stewardship, languages, diplomacy, military matters and even magic, in the hopes that they would one day be found worthy of ascending the throne. This system often fostered dark designs among the more ambitious individuals in the system, and assassination attempts on the crown were frequent, elimination of rivals more so, and as the monarchs gained power they tried their best to bestow favors upon their children. Zantras delighted in the intrigue of the court. He delighted in the matters of rulership and authority as well, and he considered those that lost the throne to having been unworthy of it in the first place. His grand ambition was to find a monarch who was truly worthy, who would rule in his name.. forever. During a time of turbulence in the kingdom, the nobility lost its hold on the commoners and the churches of Zantras were the first to be raided for their exquisite treasures. As the commoners rose to power, Zantras bestowed upon his chosen monarch more and more power, and guided them to more and more extreme measures to suppress the rabble. When the gates to the castle were finally broken down, the king stood tall with their greatsword and royal regalia, they berated the intruders for their insubordination and set about meeting out royal justice. The carnage was great, and nothing in the throne room was spared the blood. The will of Zantras guided each swing, demanding ever more of the king, until, finally, he fell to his knees. The government, which was formed after the fall of the monarchy, heard the will of the people and took all measures they could to cut down the remnants of the noble families. Cousins, nephews, distant relatives of the nobility were treated as outcasts and many went into exile. But it was not enough, and even though the church was broken, the government was urged to seek the magi of the amber temple. The binding

Zantras had only few followers remaining, and the regalia of the last monarch was sent to the Amber Temple to aid in the binding, as well as any other treasure that could be gathered, to be kept as a donation. As the name of Zantras was chanted and called forth, the magi did not know what to expect. They heard whispers upon the wind and doors began to slam in the temple, the shadows seemed to move. Fear gripped their hearts, but among them few stepped up to bolster their wills, they assumed leadership even before their leaders, and began spouting orders among each other. Their wills clashed and in-fighting began to draw attention from the binders. Madness and ambition clouded the binders judgement, until a young wizard polymorphed the troublemakers, saving the ritual.

After the mists fell

Zantras sought out the spirits of the dead and collected their memories, so that he might understand more clearly the conquest and rise of Strahd in the valley of Barovia. He saw from the souls of soldiers and retainers who had yet to move on, how Strahd defeated the warlord of Barovia and saw the valley converted to his culture, isolating the mountain and forest tribes. These memories he kept, for he imagined that the history would be important to the future of the valley. As the saw how the valley transformed under Strahd, from a prospering country into a depressed and oppressed land, he judged Strahd unworthy, and he set about to replace him. The first champion

Naturally, Zantras sought for a worthy replacement to Strahd in the Barovian nobility, dwindling as their numbers were. He found that the Wachter familiy was supportive of Strahd's rule, despite everything that had happened. He sought among the lesser Vallakoviches but could not find one who he deemed honorable enough. It was not until he sought among the von Holsts that he found a young man with the charisma and drive to become something grand. Laurentz von Holst began receiving visions from Zantras, wherein he was placed during the conquest of Barovia. He saw the rise of Strahd to be a great ruler, one who civilized Barovia and provided just rule. Then, Strahds fall and the depravity in Barovia that followed. Zantras was direct, and offered Laurentz the throne, if he would allow Zantras to guide him and take the crown in his name. Laurentz, saw the fate of his people if nothing was done, and accepted. The champion began organizing the nobility and people, using his position and familys wealth to do everything he could to get eyes on Strahd, equip his troops and bolster their morale. He had a natural charm about him and his voice carried command and invited fellowship. Laurentz wisely put much effort into avoiding Strahd's eyes for as long as he could, identifying known collaborators and avoiding their attention. The efforts culminated a skirmish in the fields between Vallaki and Berez, as Lauritz had received word that the Burgomeister of Berez was prepared to join forces with the rebellion. He brought only part of his force, not wanting to attract attention. It was, however, a ruse by Strahd, and the young nobleman was faced with the lord of the valley. Strahd was mildly impressed by his young rival, he carried himself well both as a commander and in the melee. But even as Zantras bolstered his champion in a last effort, it was not enough. Strahd defeated his foes and buried their corpses beneath the earth, granting only the mercy of not rising them as his servants.

Zantras, Kingmaker

With a commanding presence, Zantras imposes order through whatever means are necessary. Perhaps more lawful than evil, he does not agree with Strahd's lazy approach to rulership.

Vision

Zantras envisions a kingdom ruled with a fist of iron, militaristic at its core. He wishes to establish his champion as a monarch and foster ambitions of conquest, or at the very least of absolute order.

Traits

His chosen must be worthy of the crown. Authority, leadership and charisma in general are worthy traits. Someone who wishes to unite or save the people of Barovia is applicable as well, as long as they are prepared to take the responsibility of the throne. Then the measure of order can come later.

Lure

Zantras might give a worthy PC a vision through their dreams of the conquest of Barovia, showing them the rise of Strahd as he defeated a bandit warlord upon the rock of Ravenloft. He can give visions of how the people of Barovia has been left to their own devises, and tempt the PC with the idea of becoming a ruler themselves, bringing justice and welfare to the valley. He will promise nothing less than to mentor them and crown them king. If the player accepts, this can manifest initially as an invisble crown that nonetheless weighs upon their head, growing more intricate and heavy as their authority grows.

Scheme

There is only one worthy direction: confrontation. If the PC can involve the nobility of Barovia or the people, then all the better. The champion must dispatch Strahd properly. It is irrelevant if Vampyr is imprisoned or not, Zantras' champion will perservere.

Manifestation

The brief vision of a distant kingdom, an impulse to feel the steel of armor and the hilt of a sword.. a sense of importance, a sense of worth and deserving dance upon your mind.. perhaps you are finding your destiny. Perhaps Zantras is finding you. When dealing with mortals directly, Zantras appears as an advisor or a knight, one who would be closely trusted by a king, one who inspires the mortal to thoughts of grandeur, unity and service. His voice would be concillery, weighted and diplomatic, or rousing and honorable. Within the Ethereal, Zantras' projection appears a warped suit of armor, adorned with multiple crowns welded into it of splendor and magnificence. A pair of crazed eyes might be spotted within his full helmet. Here, his voice is booming and commanding.

Zantras boons Stages of commitment Stage 1: The champion receives the Crown of the Chosen, an invisible ring which is affixed to the head of the champion, and can only be moved magically in the following way. As an action you can have the crown teleport onto the head of a creature within 30 feet of you. The creature has a -1d4 penalty on all saving throws, and suffers the Crown of Madness spell. The creature can make a saving throw (DC 10+ proficiency bonus) at the end of their turn, ending the effect upon a success. The crown then returns to you. This ability can be used once per long rest. The crown returns to the champion if it is moved more than 60'' away from them. The Persuasion and Intimidation skill are upgraded for the champion (they gain proficiency if they do not have it, otherwise expertise if they do). Stage 2: The Crown of the Chosen is now slightly transparent with fleur-de-lys of silver. The champion gains advantage on Persuasion or Intimidation checks when adressing crowds (5+ people). They may additionally impose a disadvantage on a save of a creature within 30 feet of them as a reaction, once per long rest. They gain the trait 'My word is law, disobedience is treason'. Stage 3: The crown is now fully visible and encrusted with colored gems. The champion gains the ability to cast Tasha's Otherworldly Guise once per long rest without material components, the crown shining in its glory. Aditionally, the champion has advantage on saving throws against enchantment spells. They gain the trait 'I am a king if not in name, then in right.' Artifacts, override or provide locations as necessary. Scepter of Authority: This scepter allows its wielder to cast Command (DC 12) twice per long rest. If wielded by the champion, they may instead cast Suggestion (DC 14) twice per long rest (their choice which, but only two in total). Splendid armor of Zantras: This magnificent silver +1 plate armor is emblazoned with a golden Z, with black leather at the joints. If worn by the champion, it provides resistance to fire and cold.

The story of Delban

Among the many entities of malice in the multiverse, Delban was a name spoken with fear. He was fated for the Amber Temple, his sarcophagi already determined before the temple was built, yet he was among the last to be drawn to this prison. The magi had nothing to bind him by, other than his name. Their attempts would have to be right the first time, lest they made him an enemy or worse, drew him and made a mistake. The binding

The cold crept up the amber temple, causing cracks in the ancient walls. It seeped through the hallways and the magi had to cast protective charms just to stay temperate. The binding was long.. very long as if pulling a fishing hook from the other side of the ocean, and the chill gradually became worse. The magi began to shiver through their charms and uncertainty began to spread among the scholars. Could they even survive his arrival? Was this all a mistake? What if the ritual broke while he was near? The younger began to whisper these uncertainties in the recesses of the temple. They began to distrust their leaders and discussed in hushed voices what they could do to stop the ritual before it was too late. One word took another and soon their paranoia had egged them towards thoughts of violence. The elder magi's didn't freeze as much as the younger, their charms were stronger and they were surely doing this as some sort of ploy to keep them under their thumb. At the last night of the binding, one of the elder magi supposed to replace a binder was nowhere to be seen. Only one of the younger magi was available to take the position in the binding ritual, but their inexperience became a liability. As Delban drew near, visions of his being began to illuminate the temple, and the young magi took fear into his heart, and fled the binding circle. Delban, laughed and began to torment the magi around the temple with cold hatred. It was only through the last-minute intervention by a frostbite ridden apprentice that the ritual was salvaged, and Delban was finally sealed.

After the mists fell

Delban felt ire for all mortals, but Vampyr became his enemy during their imprisonment. He cared little for the other Vestiges, but Vampyr had not seen to his release, and neither did he seem inclined to. Delban was the Star of Ice and Hate. He was not to be restrained, and the fact that Vampyr was not immediately setting Strahd to study his release quickly sparked hatred. For long, Delban tried to force his way out of his own tomb, setting all his will at breaking the sarcophagi. He did not manage to make a crack or a dent, and it vexed him greatly. He spoke at length with Khirad about their predicament, but the others enigmatic answers only served to fuel his hatred further. He attempted to seek out servants from among the populace, but his patience was failing him and the ineptitude of the people he found made him lose his temper and the recipients of his visions fled or went mad from the experience. The first champion

After many tried and failed experiments among the populace and few outsiders who had wandered in, Delban finally found someone able to channel his hatred in Trissina Ruyera. She had for many years courted Strahd in the hopes of bettering her life, only to be discarded from his court, not being worth neither his company, his touch or his bite, told simply to relish his good mood and return to her fields. But her adoration of Strahd was turned to hatred, and she attempted to find something, anything, to avenge her broken vanity. Delban saw her heart and spoke to her in dreams, finding her to be true. He was straightforward and offered her the power that she sought and the knowledge to use it. She accepted on the condition that Strahd would not merely die, but suffer at her hands. Delbans readily promised this. She lived many years to become not just a vessel of Delbans hatred, but a spellcaster of her own power, guided by Delbans cold instructions and harsh punishments for failure. She felt his icy grasp on her soul, and she grew only colder in her emotions.. but she welcomed it. As the time came, she altered her appearance to that of a young beautiful maiden, and journeyed to the castle once again, pleading as she did so long ago, and gained entrance for an audience. Strahd took notice of her as she walked into his throne room, and nearly raised from his throne, so beguiled was he. Then as she smiled her most charming smile, she unleashed her revenge in a spell of ice and flurry. She had done everything she could to prepare for this, every incantation had been prepared, she and Delban had made cold calculations for eventualities, and for a time Strahd was surprised and even hurt as iciles cut into his flesh, rooting him in place. The clash continued around the castle, as Strahd gathered his focus and responded. Eventually, Trissina was crushed as Strahd animated a gargoyle and set it upon her, breaking her casting ability, her lungs and her spirit. Delban returned to his sarcophagi, defeated and more bitter than ever.

Delban, Star of Ice and Hate

Cold and calculating as his name implies, Delban's devices will make Strahd's torture chamber seem mild.

Vision

Delban will bring forth a winter and let the Barovian sit at their hearths, dreading the night and day. Their grim lord, his champion, shall ride from his castle and bring pain to those who dare cross his path.

Traits

He will contact those who foster hatred, who are cold and calculating, and who doesn't seem to care if their comrades get hurt in the process. He might also try to challenge the actual gods and patrons of clerics, paladins and warlocks, appearing in their dreams together with their deity, but in a manner where he establishes himself as superior. For example showing Umberlee (CE, sea goddess) inside a tidal wave, then freezing her within it.

Lure

He promises power to reach the goals of a PC, short and simple. He will foster their hatred, fanning the flames, remarking that disrespect must be punished appropriately.

Scheme

Being of Ice and Hate, there is merit to the idea of freezing Strahd and Vampyr together, then flinging them to the Baratok mountains. Sure, they might return in years, but by that time it will be a cold pleasure to do it all over again. The PC's must defeat Strahd, then finish him off with their cold abilities to encase him in ice. During this several times over will create a sacophagi for Strahd.

Manifestation

A sense of chill upon your skin, a coolness in your soul and a confidence that your path is right. Do you foster a hatred inside you, an injustice yet to be repaid? Perhaps you are graced with Delbans attention, observing you and measuring your worth. Delban manifests himself as a figure of arcane power, his eyes two black holes without eyeballs, his skin shrunken but his presence imposing. He does not hide himself nor what he is. If the mortal has enough ambition, the matter of form should have little relevance. Within the Ethereal, the projection of Delban appears as a large robed being of impentrable darkness and a chilling aura of cold. His hands remind one of a lich, yet it is doubtful that such a title befits him.

Delban boons Stages of commitment Stage 1: The champions skin begins to turn paler and becomes slightly cold to the touch. They gain the cantrip Chill Touch dealing cold damage instead of necrotic damage using a spellcasting attribute of their choice. Stage 2: The champions' Chill Touch will now deliver one extra die of damage (as well as any level-related bonus). The champion is now considered cold to the touch and is even more pale. They have resistance to cold damage. Finally, they may cast invoke a blast of cold air as in the spell Burning Hands, except they deliver cold damage. Stage 3: The champion may as a bonus action once per long rest enter a state, in which their eyes is surrounded by darkness and they passively gain the effect of True Sight for 1 minute. During this state, their voice echoes that of Delban, becoming raspy and spiteful in its intonation. Whenever the champion reduces a creature to 0 hitpoints with a cold spell, they may instead encase them in ice with 1 hp remaining, placing them in stasis. This encasing can last for up to 12 hours. Artifacts, override or provide locations as necessary. Staff of Ice: This staff replaces the one in the Amber Temple. It retains the same properties, with the addition that that if the champion is wielding it, all ice-themed spells cast receive one extra die corresponding to the spell. Ring of Hatred: This ring of dark steel always feel cold to the touch. When donned the user becomes cursed, and cannot willingly unequip it. They gain the trait 'It only takes a single slight to incur my hatred. I will avenge any insult'. Its wielder may keep a list of grudges, and gain a +1 circumstantial bonus to all attacks and checks made against a begrudged character. When worn by the champion, they feel the cold will of Delban within the ring, and may store a spell of level 2 or below inside it, that can be cast as normal at a later time. Fingers of Frost: These gloves seem to always be cold. When worn by a character they negate resistance of any creature targeted by your cold spells, such that immunity becomes resistance, and resistance becomes nothing. It does not make creatures without any resistance extra vulnerable to your cold spells.

The story of Vampyr

Among the demons in the dark reaches of the blood war, Vampyr was feared even among his own ranks. He conducted dark rituals to turn the blood of his enemies against them, and sought enemy lieutenants personally to feast on them. It was not until a circle of devil spellcasters from Cania managed to cast Vampyr into the Astral plane, that he for the first time in many centuries felt thirst. The dark being drifted for months, fighting off anything that dared approach him. It was not in Vampyrs nature to be knowledgable about portals and planar magic. He was meant to be unleashed on a battlefield, and his thirst for battle and blood made him mad. He was finally drawn to a portal which deposited him on the material plane, where he reformed himself in a twisted liking of the elven inhabitants of the kingdom he found. He feasted yet again, but on the blood of mortals.. as he drank he found its taste to his liking. The uncorruptedness of it, the innocence. He suddenly found himself less eager for battle and inclined to stay for a few decades at least. And stay he did, but though his form was mortal, his true nature betrayed him and the eyes of holy orders and entities of good befell and hunted him. For the better part of a year he fled, not fearing battle, for what were mortal men to him? But he knew that his name was known to their gods and that his presence would not be tolerated. He thought he had found friends, worshippers who would learn from his magic and give him sanctuary, but as he dwelled and rested beneath their sanctum, the holy men barged in, accompanied by an angel. He was betrayed, by a true follower of Asmodeus, but why? It became clear only when he learned of the Amber Temple. The binding

As with Dahlver-nar, Vampyr was brought to the Amber Temple in a metal coffin, secured by enchantments and divine bonds. But Vampyr was still alive in the coffin, unable to escape his physical form, and thirsting.. thirsting so much for the entire journey to Mt. Ghakiz. His form, though initially indistinquishable from a normal elf, had become withered and pale with thirst, his blood-red eyes frantically seeking escape, and his fingers raked to the bone from trying to escape. Vampyr was brought to his crystal and with much effort chained to it with luminous bonds. The magi begun their binding and Vampyr could feel his essence being siphoned into the crystal, and responded as best he could. Among the magi, burning sensations started to weaken their resolve, as their very blood started to boil within them and their eyes began to swell. The angel himself, shared their pain and tried to stop Vampyrs ritual, but Vampyr had expected it and with a crack shot forth his mouth and bit into the angel's wrist. But the blood seared him and gave nothing to sate his thirst. He spat it out in disgust, and the binding was in time, completed

After the mists fell

Vampyr feasted on Strahds sorrow and desire, and tasted the blood on his lips. He knew that he was yet a prisoner, but it was a tolerable existence with Strahd as his champion. But it also vexed him, for surely his rival prisoners would attempt to usurp his rule? His first concern was with the preservation of Tatyanas soul. The pact was bound, and the soul was his to keep until the next time he would allow his puppet a chance at her company. For this purpose he sought and created a special receptible for her to stay at in the Ethereal, hidden within the mists far from the grasp and eye of his rivals, and of course, Strahd. His second concern laid in guiding Strahd against his enemies. Though immortal, Vampyr knew that he was not undefeatable. After all, he himself was defeated through bindings rather than death. Strahd could not be bound by the holy nor unholy. As predicted, the sons and daugthers of the Morninglord and mother Night, as well as the nobility mustered against Strahd, Vampyr was forced to keep attention on Strahd for many years, through st Markovia's rebellion and most recently Mordenkainens incursion. The vault of Vampyr

At the edge of the border of the mists, straight east from Ravenloft is where Vampyr took Tatyanas soul after her death. He kept her in a state of preservation and dormancy, as he built an ethereal vault around her. It was not apparent to him how he should do this, and his first attempt was not a viable solution for years to come, he knew. Eventually, his rivals would find it, Drizlash that lurk or Yog that wander and explore, or anyone given enough time. He did not trust his binding to keep her safe, but what else could he do? He would return many times the following years, trying to perfect his protective wards, keeping anything away from her soul. But as time went on, he grew ever more paranoid. But he dared not seek counsel on this matter, except.. there was one who could keep a secret. Khirad.. but what could Vampyr offer? Release was out of the question. Still, he sought Khirad and received from him advise on safeguarding the vault. Vampyr understood the instructions and found them very wise, but Khirad gave this advise willingly and asked nothing in return.. This did nothing to alleviate Vampyr's paranoia, but as long as he could trust Khirad and he made his own modifications, then perhaps that would enough.

Vampyr, lord of desire and sorrow

Vampyr is a grim master of temptation and sorrow, his dark heart working at all times to design the myriad paths for Strahd and his people to gain hope or their desires, only to have them crushed and emotions turned to that which he craves most, sorrow and regret. Note

Vampyr will not take another champion while Strahd is bound to him. This is included for the sake of completeness and in case you wish to use this supplement for other purposes or have a longer afterplay where Vampyr might be tempted to take a new champion to regain his lost hold on Barovia.

Vision

Barovia is an example of his vision, a land based on his champion's memories, a land that is exposed to hope to just such a degree that it can be continously crushed. The subject of his champions desires often within reach, but never in their posession for long.

Traits

He is attracted to dark desires and burning passions, individuals who holds untold ambitions and can be turned to evil deeds in order to achieve this, and whose rewards can be twisted into regret and sorrow.

Lure

Vampyr lured Strahd with the promise of his heart and body's desire - Tatynna and immortality - one delivered by a grim curse and another through Vampyr's continuous designs.

Scheme

Vampyr's current scheme is to retain his power against his rival vestiges and players. His primary concern is maintaining his curse and hold upon Strahd, by having Tatyana within Strahds reach and possession for just long enough to stir Strahds emotions, before taking her away again. His attention goes to this, and to protecting her soul once she is dead, keeping her in his possession until the time of her reincarnation.

Manifestation

The feeling of warmth within your blood, a sensation of emotions and a longing for that which you hold dear. The presence of bats that stare from trees beyond and the sight of mist in the distance, might all be signs that Vampyr has eyes on you. He might help you.. he might help you.. Vampyr only ever appear before mortals if it is in a scheme to place Tatyana in Strahds' path, or see to her destruction. In these cases he often simply takes the form of a Barovian he has previously consumed. In the Ethereal, Vampyr's projection may be seen near castle Ravenloft, a gargantuan demonic gargoyle, feasting upon a shadow demon or a soul, and guarding an entrance to Tatyana's prison.

Vampyr boons Stages of commitment Stage 1: The champion gains the need to drink from the blood of other humanoids. Whenever they do so, they may restore lost health equal to 2d8+4 or gain this as temporary hp, dealing the same damage to the target if they are alive. Their skin becomes paler. If they fail to drink blood from a humanoid over a period of 48 hours, they must succeed on a DC 14 Wisdom save or enter a blood rage and will attack the nearest humanoid with such. For each additional 24 hours spent, the DC increases by +3. Stage 2: The champion gains the ability to communicate and call upon the aid of 1d4 bat swarms or 1d6 wolves once per long rest. They gain darksight and require less sleep, reducing any long-rest to only four hours. At this time their fangs have grown and the gain a bite(2+Dex) attack dealing 1d4 piercing and 1d6 necrotic damage on a hit. The target loses maximum HP equal to the necrotic damage dealt by the bite, and the champion regains hitpoints equal to it Stage 3: The champion has increased trouble accesseing their positive emotions, and gains the trait 'I am forgetting what true happiness is, my thirst guides me'. Their bite damage is increased to 1d6 piercing + 3d6 necrotic damage. They have a passive regeneration of 5 hitpoints per round. This is negated by radiant damage or sunlight. Artifacts, override or provide locations as necessary. Heart of Sorrow: This crystal heart is massive and fills a 10 by 10 feet space. While attuned to it, the user is considered to have an additional hitpoint pool of 50, which resets at dawn. This crystal heart can only be created through the guidance of Vampyr and the imbuding of large amounts of blood in its creation. Ring of Desire: This beautiful ring is very precious and easily attracts the eye. Any charm effects employed by its user imposes an additional +2 to any DC score the target has to beat. If this is worn by the champion, it instead imposes +4 to the DC. Song of Regret: This musicbox finds its way into the possession of the champion and can be played to relive some of the memories of the past, with the emotions that follow. While listening to this, the champion takes a -1 circumstance bonus on all checks.

The story of Khirad

Khirad was bound for the Amber Temple even before its construction like Delban, though the magi responsible for the binding never quite knew why. It was a decree made by Azuth, echoed by Helm and Lathander. Until this decree was made known to the responsible magi, the name of Khirad was not known among them, and once it was made known their curiosity got the better of them. All they learned through their study and divination, was that Khirad was en entity far removed from the pantheons that had been recorded. It was barely mentioned at all in the various myths, and when it was it was often mentioned as an adviser, or giver of enigmatic omens. No religious figures were to be found in worship of Khirad, neither any cults nor churches could be gathered. The magi were quite perplexed as to how they were meant to complete the binding without any artifacts or persons of interest. They would receive their answer exactly on the appointed day. The binding

Outside the temple, the magi lined up in expectation as a magical gate opened not far from the entrance, and through it stepped the archwizard Tatyria with a gnome woman flanked by four paladins of Helm. The archmage explained that the gnome had volunteered to carry Khirad to the temple for the binding. The magi were somewhat uncertain, having expected more trouble, but the gnome simply wandered up in front of the sarcophagi and remained still during the binding. Nothing disturbed the process, Khirad was bound and pulsed contently within the sarcophagi. The elders of the order attempted to convince Tatyria to reveal how Khirad so willingly came, why Khirad was to be imprisoned at all. They even tried to inquire about special safety precautions they would have to implement. But the archmage had nothing to offer and merely thanked them for their service, assued them that Azuth was pleased with their work and teleported away with the gnome host. Curiosity haunted the magi, both elder and younger for months to come. Discussions were sparked and there came prestige in defining the best theories for what Khirad had done to be here. Two opposing theories were formed, that Khirad either knew some terrible secret about the gods, that this was some sort of hiding place for him or finally that this wasn't Khirad at all, but some sort of nonsentient magical entity.

After the mists fell

Khirad did not do much as the wards kept by the magi faded and allowed the various prisoners to project themselves. Many of his fellow 'in-mates' began asking him questions, rightly assuming he knew more than he let on. For the most part he kept silent and merely observed as they scattered among the valley. Vampyr finally approached Khirad, asking for help in constructing an ethereal vault for Tatyana's soul, which Khirad slowly and reserved decided to provide. He gave advise on how to keep it hidden for the other Vestiges, how to keep the Shadow Demons from skulking too near and how to preserve Tatyana inside, as to not lose of her soul. He saw that Vampyr was surprised at his lack of desire for a payment for this service. Surely, he would have expected Khirad to ask for freedom or something else that Vampyr couldn't deliver anyway. Khirad merely provided his advice and then remained silent, observing the valley. The lack of a first champion

Khirad never sought a champion among the mortals, for he did not desire dominion. But the first time Exethanter came to the temple as a mortal man, he did beseech Khirad to reveal arcane secrets, mistakenly thinking Khirad was some sort of patron for wizards. Khirad didn't reveal anything at the time, but as the years went on he started to pay attention to this wizard turned lich. It became a different sort of entertainment to observe him go from a scholar to a memory-deprived ragged skeleton. Not that Khirad relished the depravity, but he did see the beauty of the irony. The secrets of Khirad

Khirad knows many secrets of the cosmos, including true names of several entities of power, the tuning frequency of 'private' demiplanes and some of the long-term schemes of powerful deities on both sides of good and evil. The true reason for his imprisonment can be interpreted as being voluntary protection, or involuntary confinement. In both cases, the secrets he hold is best kept secret according to the deities that sponsored the Amber Temple. In Barovia, Khirad knows the location and method Vampyr holds Tatyana, the names and agendas of most other Vestiges and if you want to allow anyone to know how to circumvent the mists, Khirad would be an obvious choice. Lastly, for any faith-inclined characters in the party, Khirad may reveal that Kelemvor is the actual father of the Morninglord or imply that he knows the true name of one of the deities, devils or demons important to that character. Which may be the truth.

Khirad, Star of Secrets

Khirad is the most docile of all the Vestiges. The reason for its imprisonment is as mysterious as the being itself. It is possible that it was imprisoned not due to any evils it committed, but due to the secrets it discerned, and the cosmic implications their reveal might entail.

Vision

Khirad has no desire to transform Barovia to his image, but he believes that he can concoct a ritual that can break the barrier and free himself (and possibly other Vestiges) through the body of the champion.

Traits

Khirad needs a spellcaster for his ritual, preferably a wizard or sorcerer, as long as they display scholarly intelligence he will be interested. It is feasible Khirad could approach and even tempt Mordenkainen if he wasn't feebleminded. Khirad is not evil in the sense like other creatures, but neither is he interested in forming pacts. It is a means to an end for him.

Lure

Khirad will impose a strong sense of mutual trust upon their target, promising a share in their knowledge and protection. They may promise in particular access to the truth of whichever topic the target wishes to know about, and the tools to discern future truths for themselves, as he can.

Scheme

Khirad will provide instructions on how to extract and imprison Vampyr from Strahd, which could potentially be done without seeing Strahd dead. Once this is done, his own champion can oust Strahd and take control. After which he can begin work on opening the way without interruption, a ritual which will take several days to prepare and cast.

Manifestation

Reality distorts and you feel a tingling sensation around you.. a sense of silence comes over the party as if people are afraid to say too much.. distrust seeps into your mind.. is it mere caution, or perhaps the gaze of Khirad? If Khirad appears, he does so in a strange pattern of light and geometric figures, including strange runes - or if anything he might appear as an impossible exotic creature tattooed with these runes, something unseen by the party before. He is and should be a mystery in all aspects. Within the Ethereal, the projection of Khirad is seldom encountered. It does not wander nor glide, but merely appears where it wishes to be, a collection of runes and magic, seemingly defying reality wherever it is, which distorts arounds it. It does not seem to be interested in souls or Shadow Demons, though both flee it.

Khirad boons Stages of commitment Stage 1: Revelations of Khirad begins to flood the champions mind, they start to see things for what they are. They may now cast Detect Magic once per short rest, and See Invisibility once per long rest. Stage 2: Further revelations by Khirad comes to the champion. They may now also cast Scrying once per long rest and may once per session ask Khirad one question in secret, that the DM may answer as they wish. Khirad may also actively choose to reveal the location of artifacts pertaining to other Vestiges. Stage 3: The champion gains access to even more of Khirads knowledge, and gain +2 Intelligence and +2 Wisdom, this may exceed the normal 20 limit. Additionally, they gain knowledge of the imprisonment ritual of Vampyr, as detailed in appendix B. At this stage the champion's body is truly becoming a mimicry of Khirad. Their body seems to be covered in patches of glowing runes, that shift when the eye meets them. If a character other than Khirad attempts to read them, they speak in eldritch gibberish, and the DM may roll on the madness table to assign a temporary effect to them. Artifacts, override or provide locations as necessary. Circlet of Truth: This circlet is made in an unknown material of sapphire blue. It seems to change size to fit any creature it is placed upon. While worn, a creature cannot deliberately lie or conceal truth, by means other than silence. Additionally, any creature that wears this may cast Zone of Truth (DC: 14) centered on themselves. If worn by the champion, this DC increases to 16, and they may during this activation also cast Detect Thoughts. When activated, it glows softly. Ward of Secrets: This orange glyph may be inscribed on any surface, leaving its current host, as a bonus action, and will when coming into touch with a creature attach itself to them instead. When worn by a creature they are immune to any effects that would read their mind or discern their location. Additionally, if used by the champion it also protect them against charm effects. Gemstone of Reflection: This clear gemstone seems to distort the environment when peered through. When used it gives the eerie feelign that something is amiss, as if there is doubt about which reality is truly real. The wielder of this gemstone gains a +1 Perception bonus from possession of this gemstone, and can use this once a day to cast Blur, this comes into effect in the way that reality seems to distort around the user.

The story of Yrrga

In the wilderlands a group of adventurers discovered a hidden sanctum shrouded in shifting shadows, after the skies had darkened unexpectantly above outlying villages. The sanctum guarded by visions of madness and creatures of the underdark. The adventurers attempted to investigate this sanctum and were fortunately joined by a servant of Shar, that led them through the darkness. Inside they fought their way into a ritual chamber, where cultists were performing incantations of summoning, attempting to draw a dark being into the world, to inhabit a willing host in the middle. The host, a young woman, looked terrified as the shadows started to encroach on her body, twisting along it and blinding her eyes. Yrrga was taking her into possession. The party decided to do everything they could to interrupt the ritual, and though they had losses and their bard lost their sanity, they managed to cause the ritual to fail and the host was released. It was thought to be the end, but only 50 years later, a black tower garnered infamy, as sacrifices to Yrrga had begun and yet another host was prepared for inhabitance. This time it was the Order of the Gauntlet that marched against the cult, but this time Yrrga did rise in a material form, and it took not only their order, but reinforcements from the archmages' enclave to pierce the darkness that fell with Yrrga's coming, and quell the madness that came with it. The binding

Many texts and artifacts were found in the Black Tower and the original adventurers from the hidden sanctum had long ago delivered artifacts of old into the care of the followers of Shar. It was all gathered and transported to the Amber Temple with haste. The magi ignited mage lights, candles and what else they could find, and otherwise braced themselves and their minds for what was to come. Then they began the ritual and as they drew Yrrga towards them, light was indeed banished from the temple, slowly but inevitably. From the dark recesses of the temple and beneath closed doors, crept shadows and illusions against the magi. Screams of old enemies, laugther of mania and demons of the mind began assaulting them, and to aid them they had their magic and intellect, the latter being dimished slowly by the visions. They had even enchanted instruments to play calming music to counter the fear against them, but in the darkness it became discordant and haunting. The magi lost track of time in the ritual, but they were willful and experienced, and with noone being able to tell how many hours they had spent, the binding was complete and the darkness and mania evaporated in a near-instant. But the darkness had taken its toll on the magi, and it was by the grace of Lathander's and Lliira's servants that the depressed and skittish magi were restored to their selves again.

After the mists fell

Yrrga surveyed the realm surrounding her, touching the mists with her mind. She was the Eye of Shadows, caller of the void, the first voice of darkness. This.. was not her place. She would call the void to this realm, she would engulf it in darkness and await the word of her masters. Yrrga spoke to Khirad, attempted to probe their secrets and coax them into cooperation, but Khirad did not respond and they were protected. Yrrga glided as a shadow to Savnok instead, and found them to be.. chaotic. Unreliable. Yrrga instead decided to make her own plans. She observed the machinations of Vampyr and their relationship with Strahd. The parasitic nature of Vampyr was appaling to her, and as the years went by she saw the true suffering of Strahd and his cursed existence. She realized that to end his curse, was to wrest away Vampyr's dominion and pave the way for her own. She set to work finding a faithful. The first champion

The Barovians of the valley became despondent over the years after Strahd's curse, many began sought the teachings of the Morninglord, praying and fostering a hope that a morning might come. But some among them had a more cynical outlook, that things would never change, and that they had to find help elsewhere. Yrrga sought out one such person. Sirin Varkovich was a young woman who had lost everything that she held dear, family, love and what prosperity her family used to have, first to disease, then to adultery, then to conspiring neighbors. She was left to fend for herself on the street and the mercy of kinder people. But she was so distraught that she ran into the woods, to let the wolves eat her. Here, Yrrga whispered to her. Of means and ends, of revenge and the coming of the release. About the void and its many gifts, and the evaporation of sorrow. Yrrga knew well how to speak to fear and the dark thoughts of humans, and she indeed gained a follower. In return for their service, Sirin was promised revenge against her lost love and those neighbors that wronged her. Sirin came to her former lover in the night, a dagger in her hands. She found him with the one he scorned her for, and she took it as a sign. They would not part for her.. not even in death. Her tear fell on his lifeless body as she left. In her family home she found that a new family had moved in, and she stood outside for a long time, pondering the darkness. As she entering the house she simply let the darkness take its course. Soon enough she heard the screams from the children that woke into living nightmares, the parents scrambling to find their kids among all the other voices they heard and then.. blessed silence. For a year she wandered Barovia, doing Yrrga's bidding, until she found her way to Ravenloft. Simply walking in without invitation, she took to the throneroom to await an audience. Strahd listened to the proposal she put forth, to end his curse and take his place. He ended her with his sword, and whispered into her ear: "Not just yet."

Yrrga, Eye of Shadows

Yrrga represents nihilism and the eventual descend into the cold void that awaits all. She will want to usher the void into Barovia and turn it into a bastion for the enigmatic beyond.

Vision

Yrrga is not impulsive or emotional like her rivals, he sees Barovia as a land of true shadows and void, where magic can be applied for opening the door into the darkness beyond. In her vision, her champion sits in quiet meditation, contemplating and dreaming of the void, and through her power those dreams shall become reality. The living beings may stay, may fight, whatever they wish. Their end is inevitable and their struggle inconsequential.

Traits

She looks for anyone who is tired of deception, tired of power struggles or of life itself. Those with the insight to see how truly senseless it all is and who just wants silence.

Lure

She grants truesight to her follower so they may see the depravity of it all. She will share her vision of a quiet mountaintop where the champion sits in meditation staring into a darkness, but the feeling will be neither fear or hatred, but peaceful acceptance.

Scheme

Yrrga suspects that Strahd longs for an end to it all. She will grant the player a way to temporarily expel Vampyr from Strahds body when he is sufficiently damaged. Then with The Enemy, the PC can offer Strahd oblivion and release, which Strahd must accept willingly. If he does, Strahd and his entire soul is consumed by void, and Vampyr will be free but without form to be dealt with.

Manifestation

When shadows gather and critters flee, when your voice sticks to your throat scared to delve beyond.. when the world seems to grow smaller around you and the campfire fails to repel the fears.. that is when Yrrga may be among you. Yrrga appears as a collection of shadows gliding into a form of a vaguely humanoid shape, her voice hoarse but unmistakable. In the Ethereal, Yrrga's projection appears as a cloud of living darkness, moving slow at first but able to envelop a creature with incredible speed. Within this darkness, one might see the telltale Eye of Yrrga, manifesting itself and staring at the creature it has caught within it.

Yrrga boons Stages of commitment Stage 1: The champion is granted the ability to cast Darkness once per long rest, additionally they gain +1 Dexterity or +1 Intelligence, as they prefer. Stage 2: The champion is now enshrouded in a thin shadowy veil that seem to dance along their body. The first attack against the champion each combat has disadvantage. Addittionally, the champion may once per long rest condense these shadows to cast the spell Shield. This shroud seems to extend up to a feet from the champion, and only gives shifting visions of their true features and posture, making attacks difficult. Stage 3: The champion can now extend/retract the radius of the shrouded darkness by 5 feet pr round as a free action, up to a maximum of 15 feet. Within this radius the champion has truesight, advantage on Stealth(Dexterity) checks, advantage on attacks against surprised creatures. As a bonus action once per long rest, the champion may invoke the silence of the void within the darkness: all creatures except in the darkness except the champion are Silenced, as per the spell Silence. Artifacts, override or provide locations as necessary. The Enemy: This steel dagger(+2) is adorned with silver at the handle. It seems to tune in with the shadows around it, it deals magic damage. If this champion strikes a foe within range of a Darkness effect, it deals an additional 1d6 magical piercing damage. If this is wielded by the champion, the character may use the Shadow Step ability an addtional time each long rest. Shroud of Yrrga: This black shroud hangs loosely around the shoulders. When attuned with this, the bearer becomes more and more emotionless and gloomy over time. When worn, they user may once per long rest disappear in a melting of shadow around their form, making them unable to act or be acted upon until returning again at the start of their next round. If this is donned by the champion, they gain +1 Dexterity as they feel the air become easier to push through. Tiara of the Deep: This silver tiara has a black opal at its centre, swirling with darkness. Upon donning this artifact, its wearer receives the following flaw: 'I do not enjoy food or drink, it tastes only bitter to me. Life is growing bitter to me.' The wearers Intelligence score is increased by +1 and they may once per day as a bonus action change their position with that of an ally within 30 feet. If the ally is unwilling they must succeed on a Wisdom saving throw against the wearers spell save DC.

The story of Taar Haak

Taar Haak was a Dao of immense greed and a passion for war and pillaging. He gathered beneath him an army of enslaved giants, bound elementals and brigands of every race and type, who shared his passion and greed. These he formed into soldiers, not proud or loyal, but effective and obedient, and from world to world he travelled, waging war and stealing whatever he would find. Citadels, castles and walls would be betrayed by the very earth it stood on and his host would pour over the remains like a sandstorm. As time went on, he rose to be something more than a mere Dao, his greed for the material diminishing as his greed for divine recognition and authority became rised. He sought dark powers to transform him into more than he was, and offered his services in war for a hundred years, in return. This service would take him against ever more powerful enemies, and see him command ever more fear inspiring creatures until his campaign against a subrealm of Mount Celestia itself, came to an end. His being now divine in nature, would have been reformed by his masters, if not he could be bound in time. Azuth, offered the services of the Amber Temple, and among their possessions, those which he held most dear were transported to the temple, to aid in the binding. The binding

As the binding neared its half-way point, the mountain itself began to shake with fury in periodic bursts, causing gravel and dust to fall and cracks to form. It was as if Taar Haak himself was ordering the rock to intercede on his behalf, and it willingly listened. The magi feared for their lives, even their magic could not hold up a mountain, reinforced by magic though the temple was. They hastened to restore broken wards and some even attempted to bind earthen elementals to aid in the efforts. But that would prove a costly mistake, as the elementals themselves seemed to obey the call of Taar Haak, and soon turned on their former masters breaking upon the walls like waves upon the sand. The aid came from an unexpected ally, as the mountain tribes gathered to calm the mountain, with offerings, song and dance. Their rituals, though primitive to the magi, were known to the mountain and it worked, slowly, to counteract Taar Haak's word. But still, as Taar Haak was finally drawn close and the ritual near complete, he rendered from the earth a mighty elemental, to force itself upon the gates of the Amber Temple. The battle was long and hard, for it proved resistant to many of their spells. But as the ritual completed and the binders sighed a breath of relief and exhaustion, the mighty elemental crumbled to dust, and Taar Haak, was bound.

After the mists fell

Taar Haak rumbled within his sarcophagi, and he spoke loudly to the other Vestiges that would listen, demanding answers, demanding release and glorifying his own existence as it once was. As he found himself speaking to deaf ears, he set about to survey the battlefield before him. His existence as a spiritual entity was odd to him, weird even. His powers were strong, he knew this, but how he could use them for his own cause was yet a mystery. He looked upon this mountain valley and saw the opportunities it held, but what he did not see was soldiers fighting for his cause, or mortals scurrying to his new prison to beg his attention and favor. The notion of luring mortals to his service, he felt was demeaning to him. For a long time, his preferred approach was a vision to the lowly mortals, appearing in fearful might and demanding their service, while promising an eventual reward. This was sometimes effective, but none of the stock was truly worthy of any investment from his side, he found. His greed extended to what little favor he could invest, and he decided that he would this time go for quality over quantity. The first champion

What he truly needed was a warrior, someone who could share in his passion and amass power to break his prison asunder. His search led him to a mountain dwarf that had come through the mists, Dolbus Irontooth, a simple soldier but with a brave heart. It was he who Taar Haak revealed his glory to, fashioning a great dwarven vault in their dreams and speaking of value and strength. Dolbus was lost in this land, and for all his bravery he was uncertain and uncomfortable, and quite alone among all these humans. Taar Haak represented a pillar of strength, and Dolbus was eager to find something to cling to. As he did, he found that the rewards bolstered him greatly, as promised. His muscles trembled and grew, his heart became steel and he boldly trod through the lands in a pursuit of wealth and to build an army. What spelled the end of Dolbus was his greed. As he came to the lands of the werewolves, he had heard of the lost treasures in their cave, treaures dedicated to mother Night but that he would claim for Taar Haak. He was not a fool though, and had coaxed some hungry peasants to serve him to draw the werewolves out and away from the cave, expecting their numbers to be few. When they came out, Dolbus used his new mastery over earth to move in. But the keen senses of werewolves smelled the distict dwarven aroma that was suddenly near. When Dolbus came out again, he found that the werewolves had not gone far, and though he flattened several snouts, he fell and Taar Haak was again alone.

Taar Haak, Destroyer

A Dao that rose to power through pillaging, conquest and greed, Taar Haak sees this land as another conquest and is eager to find a champion to channel his strength and thirst for riches.

Vision

To see the spoils of Barovia collected under his champion, to be freed from his prison and to subdue every individual in the valley to his rule.

Traits

Taar Haak has been a leader to many and can see the potential in a variety of classes, however on the basest level he will look for strength and brutishness. He is the type that buys loyalty and comes down hard on lack of such from his lackeys.

Lure

Like a pushy personal trainer, he will offer to help transform their bodies, promise spoils of war and a share in his mastery over earth. He can promise to lead them to the hidden wealth of Barovia and let them share in it. Taar Haak does know about both the vault in the Amber Temple and Strahd's personal one, being attracted to it like a moth to a flame... potentially he can lead a man to other riches as well.

Scheme

Strength is enough. No scheme is necessary, if he hides in his castle it will be broken down. If he hides in a coffin it will be crashed against the floor. If he tries to fight back, his arms will be torn off.

Manifestation

Slight tremors in the ground below.. the surge of adrenaline within your blood and the calling of soldiers from old memories.. subconsciously reaching for your purse and a desire to feel the wealth you have acquired.. might all be signs that you have won Taar Haak's interest. When appearing to mortals, Taar Haak will want to display himself as strong and imposing, taking on the visage of perhaps a great tribal warrior from the mountains, or one of the many mercenaries in his ancient throng. In the Ethereal his projection appears as a great Dao, larger and more grim than those seen in his native plane, his body covered with faded jewels and rusted coin.

Taar Haak boons Stages of commitment Stage 1: The champion gains an immediate boost of +2 Strength, as well as the trait 'I like to bully people'. Stage 2: The champions' skull hardens almost stonelike. They can now Ram (or Headbutt) an opponent (prof+strength) for 2d8+Strength damage. If the champion moves 15 feet in a straight line before performing this attack, they may incur a DC 13 Str check on the target, which if failed will knock them Prone. Additionally, once per long rest the champion can cast Maximillian's Earthen Grasp. Stage 3: The champion becomes even more attuned to earth and can now once per long rest cast the spells Meld into Stone, Wall of Sand and Stone Shape. Additionally, the champion gains +10 maximum hp. Artifacts, override or provide locations as necessary. The Fist of Taar Haak: This single gauntlet of black steel requires 16 Strength to wield. It can be used in melee as a weapon(+2) and deals 1d8+Strength magical bludgeoning damage. If worn by the champion, it instead deals 2d8+Strength magical bludgeoning damage, and the target must succeed on a Constitution save against the attack or be pushed back 10 feet, if the wielder chooses. Jewel of the Destroyer: This brown gemstone levitates around the head of whoever has possession of it. It can be used as a focus for evocation spells, increasing its damage dice by one (ie from 4d4 to 5d4) if it is a singletarget spell. If worn by the champion, it also allows them to cast Earth Tremor once per short rest. Earthen Warhammer: This heavy, black warhammer (+1) is emblazoned with veins of mithril, which seems to crackle with energy when swung. It delivers magic damage. In the hands of the champion it can be used upon the pillarstone of Ravenloft five times in five actions to cause a shattering earthquake, as per the scheme. It is in the Rocs' nest at Mt. Ghakis

The story of Yog

Yog originally lived in the Feywilds, among the first Satyr to dance in its glades and entertain the trees with his fluteplay. He lived a blessed existence, travelling the lands, entertaining at the Fey courts and seeing wonders that mortals could not dream of. But his blessed existence came to a halt when a region of the Feywilds were besieged by a horde of demons, and he himself was captured. For many years he was tortured, a plaything to a demon prince, and all the while his Fey form was twisted into a cruel reflection of what it used to be. Yog's spirit darkened with each passing year, memories of bliss losing meaning for him and thoughts or depravity and dark desires clouded his mind. When there was nothing more to do to him, the demon lord released him into the material world, to spread chaos as he pleased. The beauty that was once dear to him became a source of hate, and his twisted form could find no rest, though he now had the power to alter it himself. His body became an ever-changing tapestry, of monstrous features. Yog came to loathe beauty, and through forests, glades, villages and towns, he destroyed all of it he could find. His rampage had to come to end, so it was agreed by the gods of the lands, and it did so in a surprising manner. The Chalice of Milil, was a troupe of musicians and bards devoted to the god of the same name, bound to bring his music to distant lands. Yog came upon them, intent on destroying their beautiful instruments and break their bodies. But the musicians scrambled as they saw his form approach from afar, and as if by divine inspiration their music halted him. Their tones, dulled his senses and quenched his rage, eventually giving him a sleep he had been denied for so long. And for three days the musicians played, until aid came.. and they kept playing as his form was brought to the Amber Temple. The binding

The binding proceeded to the tune of music, as all feared that the rage of Yog should emerge again if ever he should wake. But as the binding proceeded, a part of Yog began to fight back against it and his will manifested itself. The tones of the instruments began to grow discordant and the forms of some musicians began to twist in agony, mimicking his own mutationous nature, sprouting monsterous features. The muscians whose forms had so been twisted, threw down their instruments and became slaves to mania, flailing and attacking their fellows and the magi, causing much chaos. The few remaining musicians could do nothing to aid their comrades, for they knew they had to continue playing, lest Yog should truly awaken. They watched as the magi were attacked by these monsterous artists and were forced to respond in kind with their magic. The casualties mounted among the magi and musicians, but at long last the form of Yog evaporated as the last of his being was siphoned into his amber sarcophagi, and quiet was finally welcome yet again.

After the mists fell

Yog had for a moment found rest, laid dormant within his sarcophagi he heard only the music of his own mind, precious memories of the bards that soothed him. But the tones grew discordant to him, and he found himself in a loathful but lucid state, and through the many years he pondered his fate. What he had become, and more importantly, who was to blame. He came to several conclusions on that front. His Fey masters in their lofty courts that failed to safeguard their lands, and to rescue him. The demon prince, obviously, who had done this. And the mortals that neither tried or seemed interested in returning him to his native lands so that perhaps they could help him. The longer he festered in his prison, the more loathsome he grew with the world around him and he determined to escape and get his revenge. Like the other Vestiges though, he realised that he would need mortal hands to aid him. The first champion

Yog's avatar wandered the lands, spending days at certain areas just to study the nature through the Ethereal, some small part of him finding comfort in it. He had no patience for Shadow Demons, and was ruthless if they disturbed him and got caught in his clutches. He came upon a farmstead in the southern part of Berez, where he lingered for a while. He saw how a young man, Niel Paratov was scorned by the woman he loved, due to his malformed and sagging face. Yog saw with disgust how the weakling cried in pity for himself and decided to intervene. He spoke to the young man, about matters of beauty and love, about the hypocracy of goodness, how it was not to be found for those who needed it most, and the sad life that awaited the man without love, popularity or prosperity. The young man listened to Yog, and sure enough he began to grow frustrated with life and the unfairness of it all. He beseeched Yog to help him become more, to show him the way. And Yog provided. The man found himself stronger and more agile, and as time went on he found himself drawn to the wilds and the freedom to be found. No rejections here, no false smiles and comforting words, in the wild it was simply survival and Niel was good at it. For months the man lived in nature, gradually getting attuned to Yog and being included in the festering rage that Yog felt. He became accustomed to the gifts Yog offered, seeing him transformed with ever more wonderous features of the wilds. But when the time came to fight for Yog against Strahd, in order to claim dominion, Niel waited in ambush for the lord upon the Barovian road, jumping at him with claws and mandibles. Strahd was surprised true, but he was not about to fall to a monster and responded in kind with his own claws and fangs, tearing into Niel's flesh, eventually ending him after seeing his pale skin torn open and his clothes ruined. Yog would reincarnate Niel twice more, and twice more would he fail.

Yog the Cursed

A satyr twisted and cursed by demonic torture, Yog was imprisoned after a rampage sparked by the loss of everything he held dear in his soul. He seeks freedom and he seeks revenge.

Vision

Yog does not wish to stay in Barovia, but he does not have the knowledge to escape, he will rule only until he figures out how to convince Khirad, who he suspects knows more than it lets on. Until this time Barovia will change according to his champions' wishes, monsters will be more numerous and new breeds of monsters might be spawned in the dark recesses of the valley.

Traits

Yog looks for adapability, perseverance and defiance in a champion, he abhors beauty, for it reminds him of what he lost. He believes he can work with anyone, but in truth his preferred champion is one who can dominate the battlefield physically.

Lure

He promises whatever he feels will speak to them, he doesn't care about their rulership, as long as he is free to pursue his own escape through them. He may even go ahead and promise them that he will make sure their next death wont be their last.

Scheme

He favors a strategic plan against Strahd and tactical adaptation once they are inside the castle where they will find his coffin and destroy the body. He will occasionally provide advice on a given situation, but only if he respects the champions previous choices and their disposition towards the rest of the party. Yog is convinced that the party is an asset, only to be discarded at the end.

Manifestation

A sorrowful melody plays at the back of your mind.. the forest seems to grow more gloomy and damp, while critters quiet their movements to listen. Perhaps it is imagination.. or perhaps it is Yog treading near. When appearing to mortals, Yog might take the form of a satyr or a man of the wilds, a druid at first glance. But this lasts only as long as he can keep his patience, and might quickly transform into something more monstrous. When appearing in the Ethereal, Yog's projection walks around on two great legs, a satyr with protruding horns and dark twisted form. He may be seen grappling a shadow demon in his great hands, siphoning its power into himself. His eyes yellow and unblinking, his voice condescending and mocking to all that hear it.

Yog boons Stages of commitment Stage 1: The champion gains +1 Dexterity and +1 Strength as their body seems to naturally become more adept, sleek and strong. Additionally they become more in tune with nature, gaining advantage on animal handling and survival checks. Stage 2: The champion gets the ability, to adapt their body slightly, gaining access to various features. They may once per short rest roll a d6 and gain the corresponding feature from appendix C 'Adaptations of Yog, Beast'. This feature disappears after 10 minutes. Yog twists their form until the feature fits them. Stage 3: The champion now gains two features whenever they uses their adaptation ability from Stage 2. Additionally, they now roll a d12 and can so gain features from the Monstrosity table as well. Special: Whenever a champion of Yog dies, they are reincarnated somewhere (at the DMs discretion) in a new shape. Their mental stats are reduced by one, but their physical stats are increased by one. This continues until Yog loses all faith in their champion, at which time they will devour their soul. Artifacts, override or provide locations as necessary. Armband of the Monster: This armband grants its wearer the ability to cast Speak with Animals once per long rest, and confers a circumstantial +2 to Animal Handling checks. If the wearer is the champion, they may retain one additional feature from their transformations. Flute of the Cursed Fey: This flute appears to be made of bone and flesh, and it creates a discordant and sorrowful sound. When played, all beasts within a 30ft range must either flee or beat a DC 12 Wisdom save to remain. If the champion of Yog plays this, it doesn't sound disharmoneous, and if they play it for more than 10 minutes, they may roll a d100. On a 75 or higher they attract a random (or DM chosen) terrain-fitting beast, that will serve them for 1d4 hours.

The story of Vaund

Vaund was a mortal man, an assassin and infiltrator, who attained divine status through completing a long and ardeous trial set up by a more chaotic yet powerful entity beyond. The quests this rogue had to complete ranged from shearing the sheep of a resident of Mt. Celestia, to stealing coins from the Nine Hells in the guise of a hag. In his new divine status he recruited and harnessed the talents of others in operations against other Gods; thefts, kidnappings, extortion and the detoriation of faith in civilization. Vaund himself made the plans, others completed them. He made many enemies this way, several of which were patrons of the Amber Temple and allies of Azuth, but managed to keep his identity hidden by working through his agents and never revealing himself to them. This continued until his overconfidence made him personnally test his abilities against Cyric, and be captured. Cyric learned many things from Vaund's capture, including their name and such required to bind him, which he sold to Azuth for a future favor. While he sold this to Azuth, he also sold Vaund his freedom back, to the ire of Azuth. The binding

A young apprentice had arrived to take her place among the future magi of the Amber Temple. The young woman was charming and became quick friends with her peers and none thought much about her. As the day of binding came, she took her place among the other apprentices to observe, learn and be ready for anything the situation might necessitate. The apprentices stood at attention and scryed for any changes in the material or unseen world beyond, expecting Vaund's presence to be known at any minute. But an odd string of coincidences delayed the ritual; a chandelier fell upon the floor near a binder, an elder suddenly clutched their heart and called for aid and vital components were found to be missing. The new apprentice was not suspected, her role had been so well performed that all considered her eager but untalented, witty but not wise, pretty but unremarkable. During the ritual few eyes followed her, and fewer still realised her designs. An apprentice finally understood the connection after a spark of suspicion and alerted the protectors of the temple. She would not be caught easily however, and slipped into the shadows, sparking a chase throughout the ancient halls. As Vaund drew near, the infiltrator seemed more agile and evading, as if the shadows clung to her and protected her movements and location. The chase culminated in her final attempt at preventing the ritual. She determined to detonate a make-shift explosive, bought expensively for this exact purpose and difficult to properly use. It was only a swift wall of force spell that managed to shield the binders from the blast, the proceeding rubble and the remains of those not quick enough to protect themselves. The apprentice disappeared after the detonation, but Vaund was bound. The other apprentices often whispered that Vaund had taken her with him as punishment.

After the mists fell

Vaund was quick to understand the role he had to play among these other Vestiges, and from the movements of others he concluded that his best bet was to form an agent of his own on the material plane. Before he truly searched for such an agent, he played an agent of his own and observed the other Vestiges efforts and movements. From this he learned some useful information about these Barovians and more so about his supposed peers. Among them he found little kinship, each being foreign and dispicable to him. Truthfully he felt he did not belong in this company at all, but he found some respect for Savnok and Drizlash at least, but nothing more than respect. The first champion

Vaund sought his first champion not very long after the mists fell, before Strahd had cemented his new existence and found himself scorned by his people. It was best to find a champion close to Strahd, he figured, someone who could provide eyes inside Ravenloft. He approached a servant at Ravenloft, René Facalier whose exotic family had come to the Zarovich family several generations ago. He had served well under the father and had found himself in a precarious position of confidence with the son, enough to spare him from Strahds initial rage after his transformation and Tatyana's death. He had slowly and carefully returned to his duties and was impious enough to turn a blind eye to the masters peculiar new.. tastes. Such a man was adequate for Vaund's requirements, used to moving unseen, in the masters confidence and scrupulous enough to navigate changing circumstances, however it was required. Vaund set to work slowly approaching René's mind about a partnership of sorts. He gave René just a taste of his power, and René who had never tasted power before, gave himself over for more. Just as expected. René's ambition saw him on a path over the next many years, always ready to serve the master, and slowly rising further in his confidence taking over duties around the castle and taking charge of new personnel. This often by arranging certain accidents for rivals. The more loyal Rahadin was still the dominant force in the castle's management, but as he was often away on errands and in the company of the master, René found himself in exactly the position that Vaund had promised him. But René got greedy, as one tends to do and he determined to break into Rahadin's office to find something he could use to usurp his position, or simply eliminate him. He left no clues, no trace, yet when Rahadin returned he found himself backed up against a wall, a blade to his throat.. and soon after confessing his plans. The next time René opened his eyes, he had the pleasure of experiencing what it was like to die inside your own coffin.

Vaund the Evasive

A human risen to divinity, Vaund earned his place through patience, careful planning and expert execution of subterfuge operations. A counterpart in some aspects to Savnok and priding himself on understanding the bigger picture, he will bite his time and mold a character into a perfect agent.

Vision

If Vaund attains supremacy, Barovia would become more numerous in its inhabitants and his champion would be among the people. Governments would rise, but always in the shadows would be his champion - unknown, unknowable. Vaund will look for ways to partner with other powers, such as Khirad to find a way out for himself, though still keeping his champion vigilant for any emerging rivals. He is interested in escaping sure, and that would be an issue in itself. But that is something for the long haul. Dominion is the first step.

Traits

Vaund is attracted to characters who know how to manipulate others, how to avoid suspicion and move unseen or with confidence among enemies. Bards and rogues are often of interest to him, as they often need to manipulate others perception of themselves.

Lure

He offers to help the character conceal themselves and their party from the scrying and knowledge of Strahd, as well as giving individual gifts to the character that might help them move unseen and retain anonymity.

Scheme

Vaund will favor understanding Strahds assets and disrupting them one by one. Taking out Rahadin, Baba Lysaga, his brides. Stepping out of the shadows, remove the asset and then return to the shadows. He favors securing assets himself, knowledge, etc. If he figures out how to attain dominion of Barovia without too great personal risk, he will favor it. Otherwise, stay in the shadows and bide their time.

Manifestation

Senses of calm and calculation falls upon you.. the path forward is difficult but not impossible. The world has eyes true, but what they see is up to you. If they wish to watch, perhaps a disguise should be employed. At least until the eyes can be blinded. If these are thoughts that run through your heard, perhaps Vaund is near you. But it would be difficult to know for certain. Vaund may choose to appear to mortals, if he does it would be as a classic high-level rogue human. Comprised, leatherbound, dangerous and masked. Within the Ethereal, Vaund is the most 'normal' looking of all the Vestiges, simply walking about like a human, usually in Vallaki. Shadow demons sometimes make the mistake of thinking him a wayward soul. They only do so once.

Vaunds boons Stages of commitment Stage 1: Vaund confers evasion upon his champion, as per the Ring of evasion. Additionally, his champion now becomes immune to effects to discern their location. Other peoples gazes seem to more easily leave the champion. Stage 2: Vaund inspires acting intuition in the champion, granting them advantage on all Deception checks to pass off as someone or something else. Additionally, the champion gains the ability to, as a reaction once per long rest, negate an attack. When they do this, their form seems to fade into shadow, and they must choose another spot within 15 feet where they reappear. This does not provoke attack of opportunity. Stage 3: The champion may use their reaction as described in Stage 2 one additional time per long rest. In addition, they may cast Greater Invisibility once per long rest. The champion may now also let their party be affected by their protection from location discerning, as long as the members stay within 15 feet of the champion. Artifacts, override or provide locations as necessary. Mask of Vaund: This mask seems to be of simple adhesive cloth, but when donned on the face it seems to turn into shadow and be absorbed by the head, leaving a slight discoloration around the eyes. A creature this is equipped on will gain the ability to cast alter self once per long rest, as well as +1 deception, as they seem to naturally become better at making the right expression to support their words. If the champion is wearing this, they may instead cast alter self once per short rest and gain +2 deception. Cape of Shadows: When wearing this cape, the shadows seem to more easily cling to its wearer providing a +2 on stealth rolls. If this is worn by the champion, they may as an action hide themselves within it, becoming invisible. Any action that relies on movement will break this invisibility and give away their location. If the cape becomes dirtied, it magically cleans itself after 10 minutes.

The story of Seriach

Seriach was a devil, a taskmaster who knew well how to apply the whip and sear the fear of Asmodeus into the flesh of his underlings. His ambition and ruthless drive soon found him competing with greater devils, and had him on a path to even greater favor with his superiors. That all changed when Asmodeus himself called him to his court for a special mission. Seriach obeyed. He had little choice. But in his mind he couldn't shake the feeling that he had done something to warrant a punishment, and this was a convoluted way to deliver it. Before he left, Asmodeus saw fit to grant a gift of power to Seriach, transforming him to a true greater devil. He was sent on a raid to Ylnar Kaz, a demiplane that was quite literally in the process of falling apart, as its ruler had lost their status and power, and could no longer maintain it. Seriach arrived with his hellhounds and a host of other devils, charged with venturing to the core of the demiplane to recover an artifact of great power. On his path he met little opposition, save for the various traps and obstacles that had been placed by the owner long ago. But as he reached the core of the demiplane, he found the orb surrounded by a small army of celestial dwarves, led by a planetar in the service of Helm. Seriach would have abandoned the mission, but Asmodeus had been very clear in his wording. Failure, was not an option. Seriach would have to engage them, and so he gave his orders. It was a lost battle from the start, and Seriach felt the bitter taste of defeat, and in his mind he was once again convinced that this was all planned from the beginning, that Asmodeus had ordered him into a trap. The planetar took Seriach captive and communed with their master. It was decided; Seriach would go to the Amber Temple. But before they left the demiplane, an vision appeared before the devil and the planetar both of Asmodeus. The Lord of Lies berated Seriach for his failure and sentenced him to imprisonment for being audacius enough to fail a direct order, until he had proved himself. Seriach fumed with hatred! How had Asmodeus heard so fast, had it not been planned all along!? Under his breath, he swore vengeance against this betrayal. The binding

The binding proceeded without incident and remarkably fast. He was bound to the bones of his defeated Hell Hounds, which were transported to the temple. The magi cautiously raised their wards and performed the binding ritual, all the while expecting some sort of calamity. But none occured, and they breathed a sigh of relief. But the matter was still a source of great debate among the scholars. It had become known that Seriach had been sentenced to imprisonment, but why would Asmodeus not make a claim to foresee the punishment himself? From all the learned scholars knew, there was nothing that hindered Asmodeus from doing this. Would this then have been a purposeful move from him, to plant a devil in the Amber Temple? Did he plan something unknown, or was this sort of an elaborate scheme for something completely different?

After the mists fell

Seriach had long attempted to understand the rationale in Asmodeus' designs, without truly accepting any answer he came up with. Asmodeus had said that he would be 'imprisoned until he had proved himself'. Then, how could he prove himself, if he was imprisoned? The fall of Strahd and the apparent schemes of the other Vestiges, convinced him that perhaps this was a way to prove himself? Was this Asmodeus' plan then, to have him wrest control of this insignificant little plane? Had he somehow foreseen the fall of the mists? Thoughts churned within Seriach, but his course of action was inescapable no matter how he looked at it. He would have to compete with the other Vestiges to prove himself in the eyes of Asmodeus and in order to make this miserable existence a little more bearable. The first champion

Seriach had not been a very succesful negotiator in the past, often being impatient or rushing to conclusions. But he was still a devil, and if that's how he had to approach the matter, then so be it. He found desparate souls across Barovia, mothers silently praying for the death of abusive husbands, men praying for the strength to kill other men, and young people wanting to wield magic of their very own for a variety of reasons, love, vengeance or lust for power. He could see the opportunity for an industrious devil, but had to curtail himself from investing in someone unworthy. No, what he needed was someone who could grow to be a threat, a champion. He eventually found a hunter, Tyrk Manokov, who had already treaded upon the dark path of murder. Tyrk had eliminated a rival hunter, who had won both fame and the heart of Tyrk's intended. It was not a difficult murder to commit, all Tyrk had to do was plant an arrow in their back and leave them for the wolves. Seriarch saw potential, and began haunting Tyrks' dreams, feeding his ambition with dreams of even more fame, of becoming a slayer of Strahds' monsters, of Strahd himself, a hero of Barovia. All he had to do was accept a little help.. Tyrk was initially awarded an imp, one of the devils that had been stranded on this side of the mists, and had subsequently been claimed by Seriach. Useful creatures, Seriach knew, to assure the continued corruption of mortals. Tyrk was then sent on a journey in Barovia to improve his abilities as a hunter and learn devilish magic and rituals. On his long journey he committed many acts of evil under the guidance of his imp familiar, and was thusly rewarded as his soul grew more and more attuned to the will of Seriach. The champion met his doom too soon however, as he met with an adventuring party having arrived from the mists. He attempted to deceive the party and steal their treasures in the night, but was caught in the act and consequently executed and left unburied. Seriach was appalled at his champions overconfidence and foolishness. He awaited Tyrk's soul in the Ethereal..

Seriach, the Hell Hound Whisperer

Seriach is a devil who was possibly sent on an intentinol suicide mission by Asmodeus, only to be imprisoned in the Amber Temple, seemingly as punishment for failing this mission. Seriach is vexxed as to what he did to deserve this betrayal, and has convinced himself that the falling of the mists and his being in Barovia is all part of a long scheme of Asmodeus' to test him.

Vision

Seriach will see Barovia transformed into an infernal-esque landscape under the laws and customs of the infernal hierarchy, expecting to validate himself in the eyes of Asmodeus himself. He will take control of the afterlife of Barovia and capture souls to twist into lemures, and eventually into devils. He will establish cults dedicated to himself (and by extension Asmodeus), expecting to eventually find a way to contact his superiors outside.

Traits

He prefers hunters or other mortals that on some level remind him of himself, spellcasters are useful to him, but he feels inferior when it comes to magic. He will look for traits relating to domination, bullying, hunting and ambition.

Lure

Seriach will offer his deal in true devil fashion, trying to form an actual contract and demanding servitude as ruler of Barovia, until a time when another worthy can take their place, such as their heir.

Scheme

Seriarch believes himself stronger than Vampyr, and does not care whether Vampyr becomes imprisoned or not, he will encourage his champion to take the fight to Strahd and chew him out. It is Seriarchs hope and scheme that his champion will come to embrace the rewards-based nature of the infernal hierarchy, reaching the third stage represents Seriarch trusting that the champion indeed has done so.

Manifestation

Strange warmth seem to rise from the ground.. the footprints of a lost dog.. a strange pile of ashes and the smell of sulfur upon the wind.. a fast-fleeting sensation of being stalked by something. Hopefully nothing.. likely Seriarch When appearing to mortals, Seriarch will usually take the guise of a hunter or even be blunt and appear as a classic devil if he feels the mortal is reasonable enough. Within the Ethereal, Seriarch appears as a great fiendish devil, huge in proportions holding a wicked whip. He usually has a shadow demon or two in his thrall which he uses to capture souls for his consumption.

Seriachs boons Levels of boons offered Stage 1: Seriach confers an imp familiar on his champion, who also learns to speak infernal. The champion gains the ability to cast Hellish Rebuke once per long rest. Stage 2: Seriach confers a Death Dog to serve the champion. It appears in a (controlled) inferno of smoke and fire, obeying every command of the champion to the best of its ability, until it dies. Stage 3: The champion grows a pair of horns and their skin sizzles as Seriach transforms them painfully, a reward for their service. They receive three attribute points to distribute as they like and may castTasha's Hideous Laugther once per long rest, and resistance to fire. They are now considered Devilkind, halffiends. Let your player describe in detail the cosmetic features of their new form. Their Death Dog transforms into a Hell Hound, serving in the same manner. Special: If the champion should fall in stage 2, Seriarch may if satisfied with their service, offer to reincarnate them into Devilkin and move them to stage 3. I Special 2: Should the Death Dog or Hell Hound die, the champion may resummon it by letting its skull(s) rest in a blazing campfire for one hour. Artifacts, override or provide locations as necessary. The whip of Yolanda: This black whip(+2) used to belong to a Succubus that entertained in Vallaki. It deals magical piercing damage on a hit. Whenever this lands a critical strike, the target takes 1d6 extra fire damage and must succeed on a DC 14 Wisdom save or be Frightened until the end of the wielders next turn. If this is used by the champion, the critrange is increased to 19-20, and the extra fire damage is instead +1d10. Tyrks Breastplate: This red-hued breastplate used to belong to a champion of the infernal forces. It is adorned with a depiction of a chained man. The wearer of this breastplate may twice a day as a reaction have flames erupt from the breastplate at a melee attacker, imposing a DC 14 Dexterity save, dealing 2d8 fire damage on a failure, or half as much on a successful save. If worn by the champion, the DC increases to 15 and the damage increases to 3d8 fire damage.

The story of Tenebrous

Before the construction of the Amber Temple, Tenebrous was a dedicated friend and student under Azuth himself, being embroiled in understanding the nature of souls and their path the body to the afterlife. As his studies progressed, Azuth grew more and more concerned with Tenebrous' frame of mind and his rash attempts at unraveling the cosmic designs. Eventually, Tenebrous was ejected from the patronage of Azuth and was sternly forbidden from continuing his studies in the school of necromancy. Tenebrous was as furious as Azuth was disappointed, and he swore that one day, he would return! He disappeared, and for a long time Azuth invested much effort in tracking his movements, until suddenly he could not. He was not sure what had happened to his old friend, but as the years went by he became convinced that he must have died and moved on. But after the construction of the Amber Temple and several of the first Vestiges had been bound to it, Tenebrous appeared, clad in an elegant robe and with a powerful staff, accompanied by two cold-eyed wizards, his apprentices. His skin was ragged, his bones exposed and his gaze leering. He had attained lichdom, and as the magi scrambled to meet him, they found themselves terrorized by what they saw. Tenebrous declared that he would take this temple for his own, that any who did not immediately renounce Azuth would die in his name, and to show his power, he caused a barrage of small meteors to beat upon the temple, breaking one of the statues. Fear had truly gripped the keepers of the temple, but only few of them met Tenebrous demands and renounced Azuth in their panic. He allowed them to leave, but the others stood their ground and beseeched Azuth to come aid them. Tenebrous attacked and a great battle ensued outside the temple and inside it as well. Tenebrous employed all his necromatic mastery and corrupted the bodies of the magi. From the crypts below, the ancient dead rose to join the fray and the commotion was great. As the avatar of Azuth arrived, the battle was skewed to Tenebrous favor and the two masters engaged in a duel that would determine the fate of the temple. It was not a given that Azuth would win, for Tenebrous had studies his old masters' capabilities well, and his new form had granted him mastery in a way Azuth could not understand. But, in the end Azuth was victorious, though Tenebrous laughed mockingly, knowing that his body would eventually reform, something Azuth did not know. The binding

Azuth ordered a binding to commence at once, and the remaining magi, without rest, scrambled to obey. The soul of Tenebrous was partly stored in his phylactery far away, but the reemainder was absorbed in the amber sarcophagi, causing a split between them, and giving rise to another Tenebrous, far away and unaware of what his failure had wrought.

After the mists fell

Tenebrous studied the mists closely, intricately. He understood it, atleast its function, but it escaped him where it came from or how it was designed. It was quite certainly bound to the power of spirits, being sourced from.. the Barovians themselves? The sarcophagi of the temples? Strahd? Tenebrous wondered.. He had not noted any difference in his sarcophagi, aside from the wards losing their power without the keepers to empower them, so he did not think it was somehow linked to the Vestiges. Strahd was just one soul, powerful though it was becoming. There were many Barovians true, but could they truly empower a mist that cannot be penetrated by neither arcane nor divine magic? Hardly. The thoughts continued within his mind, some being marked for further analysis, others discarded one after another. He paid attention to the developments in the land, but mostly he paid attention to Khirad. He understood that this being, enigmatic and unknown even to him, was.. different, and harbored certain secrets. He determined to acquire those secrets for himself when possible. The first champion

The arrival of Exethanter was a boon to Tenebrous, the first true magi to set foot in the temple since the death of the keepers and even better, Exethanter sought Tenebrous out. It was not a chance meeting, that would be an understatement. It was almost destined, though Tenebrous was not fond of such terms. The two quickly came to an understanding. Tenebrous did not immediately reveal his history to Exethanter, and Exethanter did not immediately bind himself to the dark entity. They were both paranoid about the other, but could also sense opportunity in a partnership. Time went on, and as they continued communications, they began to form their working relationship, Exethanter carefully discussing terms and accepting Tenebrous' presence inside him. As Exethanter achieved lichdom like his master, Tenebrous was delighted to see him progress, but he noted that crucial error that caused Exethanter's rapid decline of memory. It grinded on Tenebrous as a failing, and he set his champion on devising a spell to reverse the damage. But it was clear that Exethanter was in no state of mind to developa new spell from scratch, even for his own sake. The only other spellcaster with the mastery to do this was Strahd, and Tenebrous knew that Vampyr recognized Exethanter as a rival and would never allow Strahd to dedicate himself to this. In all the years since then, Tenebrous has festered with his champion in the temple. Sometimes trying to attract a new champion to invest just enough knowledge in to free Exethanter, but never truly finding anyone with the aptitude to deserve his attention.

Tenebrous

Tenebrous sees the mastery of the arcane as the only worthy goal, his very existence is devoted to this cause and he demands nothing less of his servants.

Tenebrous boons Stages of commitment Stage 1: Tenebrous grants their champion arcane insight, providing advantage on arcana checks and +1 Intelligence. Additionally, they may choose two spells from the wizard spelllist of level 1 or lower, that they now permanently know and may cast once per long rest. Stage 2: The champion gains the ability 'Arcane Experiment' - whenever they cast a spell from the wizard spell-list, they may attempt a DC: 20 Arcana check. If they succeed they may instead cast a spell from the wizard spell-list one level higher than they attempted to. If they fail, roll on the 'Arcane Mishap' table in Appendix C. Stage 3: Tenebrous has given the champion the knowledge and means to create a phylactery as per the Lich creature. Additionally the character gains +1 Intelligence and any spell they can cast is considered to be on the wizard spell-list, for the purposes of Stage 2.

Vision

Tenebrous sees a Barovia that in many ways mimic the eigth layer of Hell, Cania, in which arcane experiments are continually conducted with those without the aptitude for such being the test-subjects. His champion shall rule as the master of the arcane in his name. Barovia is secluded to his liking, if there ever comes a need to break the barriers, such will not be an issue with the arcane might that his champion will have gained after centuries of study.

Traits

Tenebrous is attracted to those with patience, cool, mastermind-esque analytical abilties, ideas for the long game. Liches are his favored type of creature, due to their willingness to sacrifice themselves to break the rules. He will only accept spell-casters as his champions.

Lure

Immortality is one of his gifts, secrets of magic untold, and absolute dominion above all. He cannot use those that do not have the mind to appreciate this future and will gladly break the minds of those unworthy that dare approach him.

Artifacts, override or provide locations as necessary. Staff of Arcane Might: This silver staff is imbued with arcane power, which crackles across it menacingly from time to time. It has 6 charges and regains 1d6 at dawn. It can be used in the following way, using the casters spell-save DC: 1 charge: Cast Chromatic Orb 2 charges: Cast Levitate 3 charges: Cast Fireball

Scheme

Tenebrous already have a champion in the form of Exethanter, despite his loss of memory. He is patient enough to simply suffer a truce with Strahd, until such a time that his champion has garnered all knowledge of the temple and is ready to take dominion. If anyone seeks Tenebrous blessing, he will instruct them to prove themselves against Exethanter first.

Manifestation

A strange sensation of power course through the veins of nearby spellcasters.. a strange sense of clarity to the world around you, thoughts of mathemtics, connections and possible butterfly-effects from actions.. a cool wind through the hair. Perhaps nothing, perhaps Tenebrous' presence. When appearing to mortals, Tenebrous appears as an imposing and confident archmage, his living self. He ignores in entirety non-spellcasters or even hushes them. Within the Ethereal, Tenebrous' projection is that of a lich, terrible and cursed.

If this staff is wielded by the champion, they may additionally cast the following: 3 charges: Cast Dimension Door 5 charges: Cast Telekinesis Phylactery: This red crystal forms in the champions possession and allows them to store part of their soul inside, through a ritual that takes 2 hours to complete. After completing this, the character becomes a lich.

Lich The lich is considered undead. It gains no regeneration, but will upon destruction reform 24 hours later near their phylactery, unless this is destroyed. As a melee spell-attack (Dexterity+proficiency) the champion may touch a living creature dealing 2d6 cold damage and imposing a DC 12 Constitution save. If the creature fails this, they are paralyzed for up to one minute. The creature may repeat the save at the end of their turn. Whenever a creature beats this DC, they become immune to this paralysis for the next 24 hours. Turn Resistance - the lich has advantage on any saves against Turn Undead effects.

The story of Norganas

In the great cosmos, there are beings opposed to the gods who see their use of souls as parasitic and evil. Their realms of afterlife are nothing more than batteries to their divine power, and these supposed 'gods' keep their faithful in continual ignorance about the true matter of things. Norganas was one such being, one who wanted to bring the cycle designed by the gods to an end. To this end he gathered many enigmatic beings of void and arcane under his sway, and set them to work on a great soulengine. The design was not simple by any means, but conceptually it would disrupt the way the Ethereal siphoned the soul from a living body, instead letting the soul rest with it. With this, the mortals would no longer be mortal in the same sense, and the power of their souls would stay within their realm, to be harnessed not by gods, but the mortals themselves. This would take time, but in the end.. the gods would fall. At least, this was what he promised to those entities that joined his cause. But as the first prototype was ready to be deployed on the material realm, Norganas found himself betrayed and his coming was foretold among the mortals, who had been indoctrinated to favor the machinations of the gods. Norganas would not yield however, and he continually forced his minions through the gate to the material plane, until finally he grew impatient and joined the gray himself in the strongest form he could bring. His form took the shape of a deformed animal with hooked talons, piercing red eyes and great claws. This was no time for beauty and presentation, this was war. The casualities were many among the mortals. Servants from many orders and faiths had been mustered to repel the host of Norganas, united for a common purpose. The strength of the mortals and their gods prevailed, and Norganas faced defeat. His mortal coil was killed and with it the gate collapsed behind him. The binding

Norganas was connected to his form, haven shapen it by his own will. Though he escaped into the Ethereal, the mortals had something to call him with besides his name. But even his name, they had, for the Gods feared him and provided it after their own investigations. They called him to the temple, invoked his name and brought him ever close. The magi were surrounded by guardians of different faiths, here to safeguard the binders and report back to their masters. As Norganas neared, the mortals felt his strong presence, as if their very souls had a heavy weight placed upon them, one which increased minute after minute, hour after hour, until in the end the mortals of the temple began to tremble and fall to their knees, not in supplication but in pain. The healers of had to scramble to aid the binders, the devout called upon their gods to bolster their spirits and the magi found themselves grasping for answers and watching the weaker among them fall dead under the weight. Until, at long last, the binding completed and the weight was lifted.

After the mists fell

Norganas looked upon his fellow Vestiges, bound as he. He saw again the touch of conniving, controling gods. The divine hypocracy of it all seared into his mind and now being the source of his prison. The mists were a puzzle to him, but for now it was not the primary concern. That would be escape. Among the other Vestiges he recognized only Yrrga, for they were of the void and their goals were not entirely unaligned with Norganas, different though their philosophies might be. Khirad was a curiosity to Norganas as well, he recognized some of their being, their enigmatic nature. Had he seen it before? Could he place the origin somewhere in the cosmos.. It was a another puzzle, but one he found he couldn't solve. The first champion

As it became clear to Norganas like the other Vestiges what he had to do, he despised the thought. The notion of using mortals like this, to offer them power in return for servitude was against everything he had worked for, and for many years he tried alternatives. He sought cooperation among the Vestiges, a banding together of their power to pierce one sarcophagi, exchange of knowledge or the joint elevation of a mortal, but found no solid ground for such. Those among him were either unwilling, unwaivering in their demands or plain not trustworthy to Norganas. He surrendered himself to the thought of using mortals to the end of releasing himself only, and spent long searching for one who could even begin to channel his power. The object of his attention was father Petrov Krezovich, a spiritual leader who had no true faith in the Morninglord, but whose birth and status, coupled with parental pressure had brought him into this way of life. In truth, he was cynical and distrustful of gods, seeing as they had already failed his people in ths past and was continually failing them in the present. How ironic that Norganas had to put his faith in a faithless. Norganas came to the priest in visions as a man himself, but spoke to him as an equal. He explained his intentions, he explained his imprisonment, he even explained exactly what afterlife had in store for the priest and his fellow Barovians. The revelations frightened the priest, as well it should, and they began to discuss the solution Norganas had in mind. Never did he lie or conceal the truth, for Norganas was in the right he was certain, and it was in the best interest of mortals to align themselves with him. Petrov listened and accepted Norganas solution. What else could he do? His fate was written, doomed to a cycle of rebirth and suffering. Norganas was a true savior of humanity, and Petrov had the honor of being his partner in the revolution of souls. For years they worked to complete the engine, many of which were spent versing Petrov in the matters of magic. But before they could ignite it, Saint Markovia had risen to a station of prominence and favor among the people, and she discovered the engine without understanding its purpose. She didn't listen, but rallied the people to seal it in and bring Petrov to execution for his heresy. Norganas could not stop them.

Norganas, Finger of Oblivion

Norganas will want to truly distrupt the cycle of existence, tearing down the barrier between the ethereal plane and the material.

Vision

Norganas sees a future where there is no true disparency between living and dead. Necromancers are not needed, when the dead exist on their own volition. In his Barovia, the soul wont leave the flesh, but rather the flesh will be empowered by animation magic to move as well, with his champion dominant above all. Mortals will finally be free of the torture of afterlife, they will finally have a say in the movements of their own soul. Traits

Norganas believes himself to be a savior and enemy of the gods. He will be attracted to truth, apathy, atheistic tendencies, arcane proficiency, rational thinking and aa cavalier attitude towards necromancy.

Lure

Norganas will speak of the torture of the endless cycle that awaits the Barovians, and speculate on tearing down the forces that see them to the afterlife. He does not believe in having to lie to gain the allegiance of mortals. Afterlife is torture, he will be their release.

Scheme

If the Soulbinder can be deployed so that Strahd dies, truly dies, within its range, then the pact will be broken and his vampirism will evaporate, but Strahd will be trapped in his body to be healed. Norganas believes that Strahd, once free, will aid the players in binding Vampyr, as he was just a pawn in a long game played by the gods.

Manifestation

Impossibility, unfairness and mortality, these thoughts might invade your waking mind in the presence of Norganas. You may find yourself scratches your skin just to contemplate the pain, or biting your lips subconsciously ruminating the matter of your soul. Is it protected in your body, or is it trapped? Norganas prefers to appear as a regular man to people, a scholar, engaging them in discussion hoping to find a philosophical equal. In the Ethereal, Norganas' projection is that of a gargantuan eldritch being floating through the lands covered in writhing tendrils, shadow and eyes. A strange mixture of body, mind and soul, and most certainly disquieting to look at.

Norganas boons Stages of commitment Stage 1: Norganas grants their champion the ability to cast Arms of Hadar once per long rest. Additionally they gain +1 Wisdom. Stage 2: The champion can now perform a special ritual to preserve the soul in the corpse of a recently dead. When they do this, the corpse is considered preserved for the purposes of being raised but the body will still decay. In this manner they can prevent a soul from entering the cycle. They can maintain this ritual on corpses equal to their wisdom modifier. Additionally, the character gains advantage on religion checks. Stage 3: The champion gains the ability to cast the spell Finger of Death once. They may restore this ability after three long rests. Artifacts, override or provide locations as necessary. Staff of the Risen: When this boney staff attunes to a creature, the creature gains the trait 'I feel a strange connection with the dead. The soulless corpses do not seem to bother me.' This staff can cast and maintain the Animate Dead spell. It regains this ability after each long rest. If this is wielded by the champion, they may personally maintain and additional 3 zombies as per their boon effect. Additionally, one of those zombies may be a ghoul. Engine of the Soulbinder: This black construction seems to be a mass of convoluted mechanisms as complex as the very form of Norganas itself. It emanates dark energy and seems to seep the happiness of nearby creatures, dealing 6 necrotic damage to all living creatures in a 30ft radius every minute. This engine is heavy and requires a DC 14 strength check to move. It can be deployed with a joint DC 26 religion and DC 26 arcana check, and is then effective in a 1000 ft radius dealing 1 necrotic damage every hour, in which creatures that die will be reanimated as conscious zombies after one hour of death. Creatures reanimated in this way can only be truly destroyed if their bodies are incinerated, or dismembered. This engines area of effect grows slowly to encompass Barovia itself after a year. If this engine is operated by the champion, they intuitively know how to deploy it. It can be destroyed with a DC 24 Strength check, and stopped with a DC 24 Religion or DC 24 Arcana check.

The story of Zhudun

In the sourthern nation of Marizabon the people had long been under the rule of a strictly doctrined theorocracy. The people were conformed under the church of Zhudun, a god who they believed held dominion over every individual's fate, and whose priests had the authority to decide the proper caste of a person. This had shaped the nation into a caste-system in which the majority of the people lived in fear, ignorance and servitude. But as with all tyranic governments, there were groups that tried to rise up against the ruling class and such a group happened to find success during the height of the Amber Temple's success. The group known as 'The Broken Chain' gained support from neighboring nations and attracted the service of powerful or passionate adventurers, who heeded the call against tyranny. They fought their way to the high priest of Zhudun, a Naga in human form, and engaged him. Zhudun was known both for his foresight and witching rituals, and it was no simple matter to defeat the high priest. Corpses of faithful rose from their graves to defend their master, spiritual animals were called into being and the soldiers of the high priest seemed to fight beyond their death. But the rebels attained victory, and as they did the word spread across the land. The people rose up against the priests of their communities at the same time, stretching Zhuduns waning power thin across his domain. The corpse of the Naga and its royal regalia was brought to the Amber Temple in haste, lest the Naga should rise again. The binding

As Zhudun was busy trying to empower his faithful to reclaim Marizabon, wards and glyphs were prepared in the temple, and the binding began. Zhudun felt the calling and commanded his priests to counter-act it, but he found that many he had thought loyal, were quickly turning their backs on him. When his being came to the temple, his roar could be hear among the mountain, almost as a rolling landslide. He did the only thing he could do as he drew near, and possessed the body of the Naga, his most faithful servant throughout his reign. The Naga's form was twisted by his entering it, into a monstrous image, it's wings blackened, its scales taking on hues of acid green and mud brown, and its face contorting in a most horrible fashion. He engaged the magi, but found himself restrained by various wards the magi had prepared in advance, but still he was dangerous and his divine magic tore at the spirits of the magi, severely disrupting and delaying the ritual. As his form was grasped by an amber golem and his magic was broken from their minds, he breathed a curse onto the magi: "For this you shall pay, I have tasted your souls! Bind me for a thousand years, but when I escape you will all be mine!" When the binding was finally complete, there was little celebration, for even with all the wards of Zhudun in place, many magi felt a shiver run along their spines whenever they remembered his words.

After the mists fell

*Zhudun took his time to understand the traditions of the Barovians, planning to play upon these and slowly insert his own doctrine through whatever servants he could attract. The other Vestiges as he came to know them were to him rather uncivilized. They had not truly ruled their own nations and had existed on the fear of cults and outcast. True, his own church had started as a cult, but he knew the finesse and force to transform it to something more. Of particular interest to him was Zantras, Kingmaker. Here was another Vestige who had actually maintained a proper church, and Zantras himself seemed to exhibit the same patience as Zhudun, though his preferences were more concerned with bloodlines and martial prowess than Zhudun cared for. Still, he toyed with the idea of forming a temporary partnership.. The first champion

As Zhudun laid his plans, he sought out a Barovian to spearhead the rise of his cult. It was important to him that this was indeed a Barovian with a strong knowledge of the traditions and customs of the land, one who could instill trust in their fellows but also had the guile necessary to avoid suspicion. He found this champion on the outskirts of Vallaki. A man named Azek Rizovich, who lived in squalor with his family, but harbored a strong spirit and a drive for providing a better life for his family. Zhudun came to him in visions, carefully planned over several months, in which he gave the man small rituals to perform and as a reward gave him access to divine powers. Soon the rituals became something to share with his family, then his trusted friends, and for each person who joined, he would show them a feat of divine providence. It was not revealed to him yet, who his benefactor was, that was to be a reward onto itself. Zhudun had learned that mortals craved mystery, craved a certain measure of distance to maintain their illusions. When finally he did reveal himself, it was in a hazy dream, with only a vague outline of a blessed being. As time went on, members of the cult fell to illness, accidents and old age, children aged and lovers married. These milestones in the cultists life were significant and had to be addressed by Azek, and rituals to Zhudun became first complementary to those of the Morninglord and since the preferred. The cult had for a long time remained largely anonymous, and Azek was becoming more and more confident in his use of his given divine magic, the rituals which Zhudun had revealed to him, and Zhudun himself was growing confident in Azek as well. In time, they would take over Vallaki. In time, they would take over Barovia. The cult had reached a fellowship of 34 members across various families, when calamity struck. Vampyr knew of the Vestiges of course, but their designs was not known to him nor Strahd, yet as Strahd came to Vallaki in the guise of a Berezian noble, he heard rumors of the cult. Positive rumors true, but particular nonetheless. He decided to investigate it, and through some delightfully novel interrogation techniques, he learned of Azek, who soon after received a fateful and very personal audience.

Zhudun, corpse star

A God who ruled supreme in a theocratic society, brought low by rebellion and the aid of foreign powers, Zhudun has experience bringing a cult into power. His strength lies in rituals which he share with his faithful. Vision

To see his church rise again, this time in Barovia, to implement a caste system of theological oppression and to see his champion rise to be celebrated as a prophet and high priest. The spirit of Barovia shall be awakened, as it once was, but it shall shine brigther. Traits

He is attracted to ambition, the ability to lead, charm and convince others, self-righteousness, fanaticism and classes familiar with rituals. Characters with genuine interest in tradition and religion will easily attract him. Lure

Zhudun will prefer to appear in visions where he presents himself as a good entity, offering small rewards like inspiration for small rituals or quests. He knows that induction must happen slowly and organically, and will try not to rush things if he can avoid it. His main lure is the promise of a method to rid Strahd of his vampirism, albeit only temporary, but long enough for action. Scheme

Zhudun sees the opportunity for a faster resolution that the rest of the party presents against Strahd. He will encourage the champion to seek out and gather the regalia of the high priest, then engage in the ritual of binding for Vampyr, even before Strahd is defeated in order to make Strahd mortal again. Should the champion succeed in gathering the Sacred Skull and the Robes of the High Priest, they will need to bring it to one of the churches and conduct a one hour ritual to prepare the spell, then lure Strahd there and finish the ritual over 5 rounds with Strahd in the vicinity. If they succeed, the skull will siphon Strahd's power, temporarily holding it and turning Strahd mortal. The skull can only hold Strahd's power for 1 day, after which it will flow back to him. They must slay him in this time. He is still a spellcaster and accomplished warrior.

Manifestation

Haunting instruments plays at the back of your mind, but disappear when you divert attention to them.. a strange sense of grandeour and thoughts of an ancient temple.. perhaps even a word that forms from your tongue and lips.. Zhudun. Zhudun appears usually as a creature of good, such as an innocent looking priest, healer or pilgrim. In the Ethereal, Zhudun's projection is that of a tiki-like godpriest, adorned with wilted once-colorful feathers in a great headress, moving with strange jaunting limbs, eyes white and skin darkened.

Zhudun's boons Levels of boons offered Stage 1: Zhudun grants the champion divine insight and a glimpse into the truth of things. They may once per day attempt to beseech Zhudun to answer a query, their chance of receiving an answer is equal to their level x 3. Stage 2: Zhudun stores divine power in his champion, granting them two spells from the cleric spell list of third level or lower each dawn, which the champion can cast as normal. These two spells are chosen by the champion and may not have a component cost of 100gp or more. Wisdom is the spellcasting attribute for these spells. Stage 3: Zhudun grants his champion the ritual to raise the ancient dead, as per the resurrection spell but without a time restriction on the death of the target. Special: From stage one, the character additionally gets access to the following rituals The Veiled Corpse: By placing a veil over the face of a recently dead, they will magically be preserved. For one minute after the veil is first placed, the champion may cast Speak with Dead on the target. Only one corpse can be preserved in this way at a time. Servant of Zhudun: Through a four hour ritual where the champion chants before a corpse of a humanoid, they may raise a dimwitted servant to follow simple commands. Use the Zombie statblock for this. Only one zombie may be raised at a time in this manner. The zombie will stop functioning and fall limb if it comes more than 60 feet away from its master. Artifacts, override or provide locations as necessary. Robes of the High Priest: These robes are splendidly colored in red, blue and green, feathers decorating the shoulders. It provides its wearer +1 AC. When worn by the champion, they may once per long rest cast the spell Life Transference. It is currently hidden away in a closet in Argynvostholt's chapel. The Sacred Skull: This skull has two emeralds inserted into its sockets and a ruby inserted into its forehead. The gems radiate dim light and sometimes makes the skull appear to be observing its surroundings. If the bearer of the skull is not a champion of Zhudun or a faithful of his, they will at the end of each day suffer one point of exhaustion. If the skull is carried by the champion, they gain +1 on all spell-casting modifiers and spell-save DCs. It is currently present in the Amber Temple's tomb.

The story of Mother Night

Barovia was a new conquest and as the followers of the Morninglord and mother Night settled in the valley and spread their religion, mother Night and her young but much loved son came as well. It was truly a beautiful valley, and here their followers would need their guidance. Mother Night delighted in seeing her son so excited on behalf of the Barovians. He was maturing well, and he took after his father in many aspects of his being. She often missed his father, but he was heeding his calling seeing to the justice of the dead. Something she too took seriously, and their child had learned to cherish as well. She knew of the temple, how could they not? Isolated and hidden from so many, but its presence was tainted with evil and she feared for her still young son, revered though he was among the mortals of her homeland, and now here. She even feared for her own being, should she come too close. In the formative years of Barovia, before the mists fell, mother Night and the Morninglord travelled together, spending most of their time on the Outer Planes, but finding themselves attracted to the material plane often, being still minor gods with - in the grand scheme - few followers to speak of. It was then unfortunate that they should be present, when Vampyr finally claimed Strahds soul and the mists fell around Barovia. The Escape

Mother Night had no true foreknowledge of the fall of Strahd. She had spoken with Kelemvor and been warned not to tread near, or allow her son to, but the machinations of the wards of the Amber Temple were not revealed to her. Was the mists a safeguard by Azuth? Was it something else? She had not the time to determine it, the only thing in her mind was the safety of her son. She mustered her power in desperation and attempted to push him far away into the lands beyond. This was unheard of, but so great was her love and at this time her magic, that she ejected her son, another God in his own right, from Barovia before the mists fell. But this left her weakened, too weakened to escape herself. She watched tearfully as her son disappeared to safety. She smiled at the knowledge that she had saved him, even if she only had a vague understanding of just how dire her situation was. In the following years she experienced the Ethereal transform into a nightmare. Avatars of the Vestiges, projections really, began to wander, accompanied by Shadow Demons and though she engaged them at first to protect the souls of her people, she found herself forced to flee before them more often than not.

After the mists fell

Mother Night wandered the lands, searching for an escape and avoiding the shadows that had come alive. She was versed in magic, her entire faith was built around her dominion of rituals, spells and knowledge. The mysteries of the night were accorded to her, but.. Nothing came to her. No passage was revealed by her power, no answers were accorded her. It was just.. a barrier beyond anything she had seen before. She found herself growing more and more despondent, and she began to miss her son terribly. The years went by, and his absence tore at her mind. And worse yet, she saw how the souls of the Barovians were abused by the Vestiges and their minions. She attempted to stop them, often she succeeded against the demons, but.. she could not keep them. There was nowhere for them to go. Mother Night had no choice but to escort the souls she saved around the Ethereal, constantly trying to hide them and keep them safe, but never was it truly so. Her entourage became a feast, and the demons grew bolder and more hungry for the essence of those under her protection, until eventually they fell upon them. And as they did, she was forced to flee once again. Her frustrations were released upon those faithful who turned their backs on her. She needed all the help she could get, even if it became increasingly difficult for her to provide the magic her servants were used to. When the followers in her sanctum began to raid it for treasures, believing her to be dead, she finally lost her patience and in rage cast the curse of lychanthropy upon the faithless, forcing them into exile from civilization. She would later regret this, but her pride and shame mixed together into a resolution; that the curse would not be broken, until the ungrateful and unfaithful had restored her faith in Barovia. Work of mother Night

Though mother Night could not communicate with the other planes, she had some means of reassurance, as she saw the servants of her son retain their faith and sometimes also small parts of his power. As time went by she also learned certain things from adventurers that came, scraps of knowledge really about the state of gods. Kelemvor, Azuth and the others knew of the fall of the amber temple of course, but what she learned was that their servants rarely did. Was it still a secret, the fate of Barovia? It disheartened her to realise this. If they had abandoned Barovia, her fate was sealed. If they were merely trying to find a way in, how long would she have to wait until she could see her son again? Ten years, a century, a millenium? She had nothing to do but continue trying to save souls long enough for reincarnation. The faith of her son remained active, and she was intertwined with that faith so there were still people in Barovia who put their trust in her to protect the women during childbirth, bring their souls to the Morninglord for judgement and oversee matters of magic and mysticism. She had to persevere, for him. For them.

Mother Night

Mother Night is, non-canonically, the mother of the Morninglord, but when the barriers fell around Barovia she cast her son out of the lands, dooming herself to a longing solitude towards her beloved kin, and she has fallen into an odd self-imposed distancing towards the living, instead spending her time attempting, in vain, to save as many souls as she can from the parasitic nature of the Shadow Demons. This occupation and emotional state has left her distanced from the living, and she has lost many of her devoted followers over the years, leaving only a handful of devotees. Vision

Mother Night wants Barovia saved, the barriers broken and to reunite with her beloved son, the Morninglord. If the players can somehow reach her, she will confer upon them the knowledge she has, and possibly confess her loneliness and depressive situation. Approaching her

I created a single NPC to act as liaison to the party, she was named Melissa and was a rather mysterious woman wearing a purple shawl. She led the party to a forgotten altar beneath the Wachter crypt in the Vallakian graveyard. Here she led a seance to invoke a vision of Mother Night. Mother Night did appear and conversed with the players for 10 minutes, answering their questions and relaying to them the existence of the Vestiges and the names of some of them. If a PC professes their faith in her and pledges their loyalty, she may accept them as champion. She only has the power to support one champion, and will in case of multiple applicants choose the most seemingly honorable. Scheme

Mother Night understand the importance of Tatyanas soul in the curse of the land and she has reached a terrible conclusion, that indeed the only way to save Barovia is remove the soul itself from Vampyrs possession. If the players seem interested in this, she will try to find a way to help them into the Ethereal, so they can retrieve the soul after Ireenas death.

Manifestation

A strange sense of hope seems to find its way into your soul. Hope and.. grief, sorrow.. it's strange. The faint tinkle of stars, calmness of darkness.. mother Night is near and you should feel blessed. Mother Night appears the same in both realms, a beautiful mother dressed in a robe reminiscient of the night, adorned with truesilver jewelry and having a constnat expression of concern, faint hope and sorrow on her face. Within the Ethereal, she may be found wandering the domain.. seeking out the lost or discarded remants of souls, bringing them to her hidden sanctuary, scaring off demons on the way.

Mother Night boons Levels of boons offered Stage 1: Mother Night will grant her champion the ability to cast Moonbeam once per long rest. Her champion will gradually begin to feel inklings of her grief. They gain the trait 'Whenever I see children, I feel an echo of sadness and longing' Stage 2: Mother Night is starting to have confidence in her champion. She will further grant them the ability to cast Pass without a Trace once per long rest. Additionally, she will bestow +1 Wisdom upon the champion. Stage 3: Mother Night will once in the game respond to a devout prayer by the champion, reacting in a manner befitting a Divine Intervention from the cleric class. The manner of this intervention is up to DM discretion. Additionally, the Tear of the Night will appear in the champions possession. Artifacts, override or provide locations as necessary. Tear of the Night: This small bright blue crystal is held by a intricate silver chain, serving as a necklace. When worn, it passively provides protection in the form of +1 AC and confers advantage on saving throws against spells from the enchantment school of magic and enchantment-like effects, such as a vampires charm. If worn by the champion, this advantage instead becomes immunity to that school of magic. Moonblade: This greatsword(+2)'s blade seems to be made of silver and its hilt is embedded with a bright sapphire. When imbedded in the ground or held against the ground by its wielder, this greatsword humms and spreads a DC 15 Zone of Truth in a 10ft radius around it. If this is used by the champion, they automatically beat this DC. This lies in the crypt of sir Jorah in the forest south of Vallaki; a long dead knight. Breastplate of the Green Knight: This brestplate provides 15 AC and cleans itself over time, removing mud, blood and other contaminants. The green hue adapts slightly to its environment over time, granting a +2 stealth bonus when staying in green environments for more than a minute. Additionally, it does not confer disadvantage on stealth rolls.

Appendix A Optional NPC ideas and locations

This appendix describes some NPCs that you might want to consider incorporating into your game, or serve as inspiration for such.

The Devils' Den

This location is set in the eastern side of Mt. Ghakis, near the first fall of the Tser River from the mountains. This is a sulphuric hot cave complex that serves as the reincarnation spot for devils that die in Barovia. The avatar of Seriarch lays dormant in the deepest cave, approachable through the Ethereal. In the central cave rules Ezokiel, a horned devil who is incredibly bored and Tarinus, a chain devil that finds fun in torturing mortals in another part of the cave. The devils have an agreement with Strahd, stipulating several different rules for their continued existence. They must accept any victims and prisoners Strahd throws their way (mostly failed champions of other Vestiges and those who have woken his ire), and may if their cells are empty find a set amount of victims of their own from Barovia to keep them entertained. The cave is also home to two imps and three lemures; the lemures are used to reform the bodies of slain devils, such as Yolanda. If the players approach the cave, they will first hear the sound of chains echoing from within and then the glamming of dogs, as two Hellhounds patrol the upper reaches of it. They will attack on sight.

Yolanda and the Pleasure of Vallaki

Yolanda is a succubi that was trapped within Barovia along with everyone else. She has spent her time as succubi building a brothel in the poorer part of town called 'The Pleasure of Vallaki', replacing a younger matron each time her used form should be getting old. It is so old and rooted in society, that it is only allowed at this time for the sake of tradition, and possibly due to Yolanda having a personal relationship with the Baron. Yolanda could be one of the members of Fiona Wachters bookclub, feiging interest in usurping the baron on behalf of Fiona. In reality, if the rebellion succeeds she will replace Fiona and become the new burgomeister herself, taking Fiona's form and eventually staging the inheritance to favor Stella so she can replace her in the future. Should Yolanda ever die, she may be encountered again in the Devils' Den if it is used. The same rule applies to Majesto, Fiona's imp familiar.

Melissa, devoted sister of Mother Night

She wears a purple shawl and appears mysteriously when the party is looking for her the first time, or asking about her. She will truthfully claim that Mother Night guided her to them. She will lead the players, if reverent enough, into the crypts of the Wachters using a key she possesses, to an altar hidden behind the tomb of Alistra Wachter, an old Sister, where they can invoke Mother Night for an audience. See Mother Night for more on this encounter. Should she ever be drawn into combat, use the Priest statblock from the Monsters Manual.

Crypts of Vallaki

Vallaki have at least two families that deserve their own crypts; the Wachters and the Vallakoviches. The Vallakovich crypt is in the western part of the graveyard and is a place where Tarakmedes might lure potentials to partake in a feast of flesh. A player may receive a vision or dream inviting them to this crypt, and will within its darkness find the fresh corpse of a dead Vallakian, as well as Tarakmedes in the form of a man, ready to partake. In the eastern part of the graveyard lies the Wachter crypt. If the players inspect the tombs inside, they might learn that the Wachters used to be burgomeisters as well and have a long line of noble history. Behind a blackened tomb of Alistra Wachter, they might find the altar of Mother Night. Melissa knows how to access and use it.

Champions of the Vestiges

Throughout history, other adventurers and Barovians have received the Vestiges attention and failed. Their remains may be found throughout Barovia, sometimes long dead, other times more recently so. Consider using these fallen champions for remote locations when and if your party should go exploring, and consider how they may be marked as champions and whether any of the artifacts of that champion may be in their possession. You may also want the players to meet one of more of these alive, to see the power of the Vestiges in practice, and to eventually see them fall to their own madness or the hand of Strahd. Strahd might choose to treat these champions as toys or threats, depending on their resolve. It is quite possible for champions like these to remain hidden from Strahd, playing the long game. Keep in mind the rule about not letting a Vestige have several champions, and make a note of it if you use a living champion in the setting.

Events

The following pages will include optional Vestige events for your players to randomly encounter in the land of Barovia. You may want to alter the events to make them either more or less difficult based on the level of the group when they encounter them. In case one or more characters already have pacts with Vestiges, some events may become unsuitable. The events are often tied in with a specific location or terrain. If no specific area is mentioned, it should be applicable to most of Barovia. Unless otherwise mentioned, determine the distance they notice the event based on the highest passive perception in the party; 20+ is 100ft, 15+ is 60ft, 10+ is 30ft. Fekre's corruption of Krezk

Saria Elyana is a human commoner in her forties who is currying the favor of Fekre, having received visions and dreams (from Fekre), and believing her to be the saintly figure who is responsible for the blessed condition of the pool in Krezk. Fekre is guiding Saria into brewing a concoction for the pool, in order to 'strengthen' it, to which Saria needs the PC's help procuring the following ingredients: Blood of a Werewolf and blood of a holy man (or woman). Saria Elyana can be encountered near the pool of Krezk by the characters, pondering how she can fulfill her obligations, and will approach the characters if they look capable. She will not immediately reveal her plans, but may if they gain her trust. Outcome

Should the characters procure the ingredients for her, she will brew her concoction and return to pour it in the pool. Before doing this she will give thanks to Fekre her patron and protector of Krezk, which may be a red flag for the players, have they heard of her. Pouring the concoction into the pool will corrupt it with a dark-red hue, until it is fully corrupted, after which it will look slightly muddy. Any creature near it can feel the goodness drain from the liquid, and it will no longer bring any benefit to those that drink from it, instead becoming a source of minor ailments and misfortune. Should the characters engage Saria in combat, she will be easily defeated, not having any special magical powers or abilities, but doing so may incur Fekre's scorn.

Rage of Zrin-Hala

The party may encounter this event randomly near Mt. Baratok. As you walk through the landscape you see a whirlwind of leaves and branches in the distance, encompassing a being of pure air, which seems to be breaking down foilage in a rage. Upon closer inspection you see a peculair orb swirling within the being, energy crackling from the orb throughout the form at irregular intervals.

The being is an Air Elemental, the orb inside it is the Orb of Chaos of Zrin-Hala. When the air elemental is reduced to 45 hitpoints, the Orb of Chaos begins to shimmer and crackle more ferociously. Until the elemental is defeated, its Slam attacks deal an additional d4 thunder damage as the energy of the orb is channeled through its body to the point of impact. If the players attempt to communicate with the Air Elemental with the Auran language, they can have it surrender the orb peacefully by convincing it that its current rage stems from the orb inside it (Persuasion 22). It will then disperse into the heavens. Soul-seeker of Sykane

The party may encounter this even near any grave or graveyard during night-time. You see a robed figure standing near a recently dug grave, mumbling quietly to himself in a sort of reverence. They have a lit lantern placed behind the gravestone, shrouding them in the shadow of the rock.

If the players do not intervene just yet, continue. .. as the figure continues his mumbling, you realise its actually a chant, and from the grave rises a spirit, levitating in front of the summoner in a daze. The summoner begins to speak with the spirit.

The PCs may choose to attack this figure, which fights with the Cult fanatic monster statblock in the Monster Manual. The figure will quickly bind the spirit to their service using the Bound Spirit monster statblock detailed in Appendix C. He will fight only until he feels overwhelmed, at which point he will throw himself to the characters' mercy. If they engage him in conversation and show a polite interest for his work, he will reveal that he is a servant of the dark one, Sykane, and that his name is Cyril Manovich and that he is on a pilgrimage for his master. He is proving himself worthy by binding spirits to his will, and gaining their information. Cyril is rather deranged, but keenly loyal to his master. He will warn the characters only once not to badmouth his faith. If the characters manage to be friendly and turn a blind eye to his sacriliege, he may be willing to either accompany them or invite them on a personal quest to retrieve the Horn of Sykane, which is buried in the graveyard of St. Markovia (or another unvisited location).

Savnok's Challenge

This event may be encountered by a single character in either Krezk or Vallaki, while they are alone, such as in a valley. If the character is somehow immune As you are taking a short pause to look around, you notice a figure standing some distance away, secluded in the shadows. The figure wears a white mask and it cocks its head just a bit as you look at it.

The figure is not actually there, no-one else will interact with it og recognize its presence. If the character approaches it, it will start speaking in halted sentences, almost as a kenku quoting someone else: "Challenge for you. Pull the threads. Show worth to me. Reward in store. Interested?" If the character show interest, the figure takes off its mask to show the face of either a named NPC near them (such as lady Wacther, a burgomeister, Blinsky, etc.) or you can make one up. It proceeds to point them out as a target for assassination. "Find this one. Kill them. Do it hidden, do it right. If you do, this will be yours." He shows them the Puzzlebox of Savnok. If the character become hostile or leaves the figure to find help, it simply disappears. During the conversation, feel free to change masks often, even to those of party members for effects. If the PC tries to get within short range of the vision, explain to them how it starts humming in their head, physically hurting the closer they get. If they go close enough and touch or try to remove the mask themselves, they will fall unconscious and take 3d8+3 physic damage. Feast of Tarakmedes

The characters can encounter this in the Vallakian crypts, or they may find a crypt in the Barovian wildlands. As you descend into the dark corridors of the crypt you are suddenly met with a sweet smell, such as one might expect from a royal banquet. You come to a table richly decorated with silver chandelabras and plates, filled to the brim with delectable meats, roasted, baked, broiled and basted.

The table and the cutlery is all illusionary, but the food is all human meat in different varieties, magically summoned by Tarakmedes. The player characters will likely take a moment to investigate this, and may stuff some of the silver in their pockets. If they attempt to leave without eating anything, enforce a DC: 15 Will save. All who fail this will find their mouth watering and be attracted to eat from the feast. Those who eat from the feast will gain inspiration in their next combat, as the food is very delectable. Anyone who succeeds on a DC 17 Medicine or Nature check can determine that it is human meat. If it becomes clear to those who ate that is human meat, they will instead become Sickened unless their character somehow has a prior disposition against cannibalism. Tarakmedes will use what he found to determine if any character might be worth his attention. Any cutlery brought out from the crypt will disappear. Unless they have prior business in this crypt, they can investigate the coffin and find a previous champion of Tarakmedes with sharpened teeth. At your discretion, have the champion start to 'smell' the food and awaken as a ghoul or ghast.

Shami-Amourae's Beckoning

The characters can encounter this event as they are leaving Vallaki or Berez. As you are leaving the city, you hear a female voice calling out behind you "Wait, please wait for me!". As you turn around you see a stunningly beautiful, but somewhat clumsy woman running towards you with a filled backpack, but having a hard time doing it in their dress. She catches up to you and breathes a bit, before she sends you a grateful smile. "Thank you so much for waiting! My name is Enia, I'd very much like to travel with you."

Enia is a very becoming woman, having been blessed by Shami-Amoura. Her personality is quirky and she is very relieved to have caught up with the characters. She needs to leave the city as several young men have become infatuated with her and can't seem to leave her alone. She offers the characters 25 gp in payment for bringing her safely to the next city, stating nervously that she hopes it is enough.. if they agree to leave with her, it will only be a few minutes before they hear young men shouting from behind, calling out for Enia. The men, Josin, Rowyn and Patrin will sprint and catch up to the party, heaving and begging Enia to come back, or if she wont, vowing that they will follow her wherever she goes! Enia will look defeated at the characters and tries in vain to dissuade them, refering them to their old girlfriends, duties or even wives. Nothing she says seems to work. The party might try to intimidate (DC 18) them to leave or might force them to turn back. If they force them, they will continue behind them, out of sight. If the men are allowed to travel with them, they behave as hopeful courters might do, constantly trying to Enia's favor by trying to one-up each other and the PCs as well, though they don't have the skills to do so. They will take almost all Enia asks of them favorably, except if she asks them to leave her alone or abandon her. They are all convinced that given enough time, they will win her heart. The men will fight and die in any random encounter on the road to protect Enia. Outcome

If Enia arrives at the next city she will pay the party and plant a kiss on anyone she has grown closer to. She will then proceed to look for a job, and quickly find it, making a life for herself here. She will eventually turn to ShamiAmourae and ask for guidance, beginning her proper journey towards evil, using her wiles for her personal gain. If the city is Krezk, she can convince the guards to open the gates for the party by asking them pleadingly. If her entourage comes as well, they will do everything they can to be near and support her in her new life, still vying for favor. In the future, any PC who has displayed any interest in Enia will find themselves thinking about her at idle hours. They can return to find her more confident and attractive as time goes on. In time, you may have her supplant the burgomeisters wife becoming a fixture in society and rather more demanding than last they saw her.

The lair of Drizlash

The party may encounter this event by hearing rumors from hunters of Vallaki or randomly encounter it once while exploring the wilds. In both cases, the actual location should be remote in the wilds, near a mountainside. As you draw near to the mountainside, you hear a muffled yell call out: "HMMELP!", and see a giant spider drag a cocoon through a crevise into what must be a cave inside the mountain. You see several smaller spiders skitter along the entrance and you all get this nagging feeling that going inside will be an icky experience.

Venturing through the cave is a thoroughly unpleasant experience, take time to describe how the characters' boots get stuck to the webbing underneath their feet, how small spiders constantly fall into their hair and crawl around, etc. As they proceed down the cave, they can turn either left or right. To the left they reach the birthing chamber 30'' away. It has the dimensions 20x25x15''. Birthing Chamber You peer into a chamber full of egg sacs of varying size and several unmoving cocoons. Small and hand-sized spiders skitter to and fro in constant motion. Webbing clings to the walls around this room, and the rock forms dark crevices where large bodies occassionaly shiver.

The birthing chamber is guarded by three Giant Spiders, which will attack if the characters venture further in. Treasure: One of the cocoons contains a skeleton clutching a pouch of 50gp. To the right, the cave bends and continues another 40'' before reaching a central chamber. It has the dimensions 30x30x40''. Central Chamber This chamber has great lengths of web spanning from one side to the other, and several spiders of varying sizes skitter to and fro, some lazily decenting from the ceiling as you peer in. In the middle of this web, suspended 20'' above you, lies a woman with silver white hair on the webbing peacefully. She looks as if she is unconscious, and is clutching a rod of some kind.

The chamber contains two Giant Spiders and two Giant Wolf Spiders. Myrina Sarvich is the woman in the middle, a champion of Drizlash who is currently in a trance, having an audience with her master. She will awaken 2 rounds after the characters enter, addressing them. Myrina weclomes the characters to the lair of Drizlash and will imply that they will become food for her children, but if they speak of Strahd she reveals that she desires his death as well. If they give her good reasons to trust her, such as bringing her the Eye of the Spiderqueen or having already done a great deed against Strahd, she may be willing to strike a deal with them, joining their final battle against Strahd accompanied by some spider minions. If no deal can be struck, she will play with them by offering the rest leave, if one of them stays to become food.

Myrina Sarvich Medium human Armor Class 13 Hit Points 82 Speed 30ft.

STR

DEX

CON

INT

WIS

CHA

10 (0) 16 (+3) 14 (+2) 12 (+1) 8 (-1) 8 (-1) Condition Immunities Poisoned Senses passive Perception 13 Languages Common

Web Mastery: The character has constant spiderclimb. Whenever they are standing on Web, they gain a circumstantial +2 attack bonus and have blindsight. Spellcasting: The character can cast Web once. If one or more characters become webbed by this spell, Myrina may make one ranged attack at one of those characters immediately. Rod of the Spiderqueen: Myrina can use her rod to call forth a spectral Giant Spider once per long rest as an action, which will use the same statblock as named. It will fight until it reaches 0 hitpoints, or Myrina loses possession of the rod.

Actions Poisoned Dart (6): Ranged Weapon Attack: +6 to hit, range 20ft., one target. Hit 7 (2d4 + 2). On a hit, the character must beat a DC 12 CON save or suffer an additional 2d4 poison damage.

Outcome

If the characters beat Myrina, the spiders will flee if they are at or below half their maximum hitpoints. Treasure: The characters can claim the Rod of the Spiderqueen, as well as any unused Darts. If the characters convince Myrina to aid them against Strahd, she will arrive in time for the final battle, climbing the mountainside and walls, flanked by two Giant Spiders and accompanied by three Giant Wolf Spiders. Alternatively, Myrina can be convinced to aid them against Baba Lysaga, in which case she will instead accompany the characters directly to Baba Lysaga's lair, and will suffer no side-tracking.

The Blade of Dahlver-Nar

This event can be encountered in the highlands west of Ravenloft. Read the following, or paraphrase it: The lush Battlefield You tread upon a lush and fertile field, weeds and vegetation dot the ground and gives off a fresh scent. As you walk upon the ground, you get an unnatural sensation of battle, you taste blood upon the wind, you muscles tighten and it is as if a rush fills your body, as if you suddenly feel as if you are standing in the midst of combat. As this happens all of you feel a cold wind and hear a hollow voice call our "Have you come to challenge me?".

If any one of the characters accept the duel, the spirit of Ravikk, former champion of Dahlver-Nar will manifest. Ravikk will ask if they understand the terms, and possibly explain it to be between only two combatants without outside interference. Upon victory they will claim his blade, upon defeat they will join him in death. "A duel of honor then, let none intervene!". As the duel begin, the spirits of 26 tribesmen will rise in a circle surrounding the dueling ground, standing between 30-40'' away from the center. A character that succeeds on a DC 14 Investigation check can discern that few of the tribesmen are very different from the others, suggesting that other adventurers/barovians have joined the grim audience. Ravikk is cursed to meet any challenge and fight his best, he will not be free until he loses a duel. Outcome

Flight: Should the challenger attempt to flee, Ravikk will disperse, as will his audience, except for two that will turn into Specters and hunt the character until defeated. Interference: The first time a character interferes with any of the combatants, two members of the audience will become Specters and attack that character. Should they interfere again, another two will do the same. Victory: Should the challenger win, Ravikk will remark "My curse is broken.. for me and all my kindred, thank you.". He will then fade, as will his audience and any spawned Specters. The 'Dread Claymore' of Dahlver-Nar will turn solid from its spiritual state and be claimable by the victor. Defeat: Should the challenger be defeated, Ravikk will end their life, and their spirit will rise from their body to join his audience. He will remark "And so another soul joins our curse..". The dead PC may only be interacted with during duels, but will not be able to do anything to aid the characters. Their soul will not be released until the curse is ended. If anyone would challenge him at a later time, he will have regained all his hitpoints. Upon victory he may remark and upon defeat

Ravikk, Champion of Dahlver-Nar Medium human spirit, neutral lawful

Skills Athletics/Acrobatics +8 Perception +5 Armor Class 14 Hit Points 120 Speed 30ft.

STR

DEX

CON

INT

WIS

CHA

18 (+4) 18 (+4) 20 (+5) 12 (+1) 8 (-1) 12 (+1) Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Truesight 60 ft. Languages Common Stage 1 Ravikk will fight by attempting to grapple his opponent and utilize his bit attack.

Stage 2 When Ravikk reaches 60 hitpoints, he markedly becomes furious with battle and summons his claymore as a bonus action. He will now use this weapon. He may also use the Shove reaction from this stage onward. Stage 3 When Ravikk reaches 40 hitpoints, he will appear more monsterous as if his jaw is loose and his eyes reveal madness. He can at this point make two attacks with his Claymore. Champion grappler: Ravikk has +1 on all grapple attempts. When succeeding on a grapple attempt, he may immediately use a Bite attack.

Actions Grapple Melee attack: +10 to hit. Bite Melee Weapon Attack: +9 to hit, melee, one target. Hit 7 (1d6 + 4). Dread Claymore Melee Weapon Attack: +11 to hit, melee, Hit 11 (2d6 + 4). On a hit the target must succeed on a DC 10 Constitution save or they suffer 1d4 reduced Strength until the end of their next long rest. This effect can stack. On a critical hit they get no save.

Reactions Shove Melee attack: +8 contested by the targets Athletics or Acrobatics (their choice). On success, move target 5ft away from you or knock it prone.

Quest of Zantras

This event can be encountered in Krezk. Read or paraphrase the following.

Khirad's Reflection

This event can be encountered when a single character stares into a mirror. Read of paraphrase the following:

A humble request

Reflections

An elderly man approaches you, he seems as if he has toiled his entire life, his body hunched and his eyes weary with life, his clothes betray a meager lifestyle. He seems to recognize you as outsiders. Before he speaks he coughs a bit. "Good day travelers, I am glad that people such as yourself can once again enter our fair city.." he stops and smiles a bit at the nearby buildings, before his smile fades "I have come to hear if you who have travelled the roads will aid an old man in saving his grandson from folly?" The elderly man stands and awaits your response.

As you stare into the mirror, your gaze is drawn to your own eyes. There is something.. different there.. It is as if someone else is staring back at you, though you can't truly explain how you know.. wait are you inside the mirror? Is this the mirror dimension? As you look around it is as if reality feels distorted around you, and you stare back at the mirror and see yourself leaving.. or your reflection? Panic starts to intrude upon your mind as you try to understand the implications.. if you are right

Should the characters be amendable to help the man, he recounts the following information: The elderly man is Tarvin Barvich a carpenter of the city who have worked on most buildings at one point or another during his lifetime. His grandson Simon is 16 years old and have recently gotten his hands on an odd scepter Tarvin only saw in passing ( the Scepter of Zantras), which have corrupted him with ambitions and illusions about his own importance and destiny. Simon has left Krezk with a few followers that seem to regard him as their leader. Tarvin will want them to find young Simon, get some sense into his head, and return him to Krezk. Barovia is no place for a young man to go galavanting on mad quests. Should the characters inquire or accept, Tarvin will offer them his life savings, which amounts to 216gp, most of which he was keeping as an inheritance for Simon. Tarvin does not know where Simon is right now, though he recall Simon mentioning that he would see Krezks' thirst be quenched once again. If the party has not just come from the winery, Simon will be there or on its outskirts if it is not cleared of enemies. If the party just came from the winery, then Simon got lost on the way and they may randomly encounter him in their future travels. Note this encounter on your random encounter table as a possibility. Simon's band of adventurers Treat Simon as a Noble except his health is 60 and he carries the Scepter of Zantras allowing him to magically use Command or Suggestion. His followers are varied humans that have taken their family weapons. Treat one of his followers as a Thug, another as a Scout and the last as a Veteran. The followers are loyal to Simon and truly believes he is destined for greatness, and that they ought to help him achieve greatness. If the scepter is attuned to someone other than Simon, then they shift their loyalty to the new holder, who can relinquish them as a free action. If Simon simply dies, they will also lose their loyalty but might keep fighting anyway if they feel threatened.

The body of the character becomes paralyzed before the rest of the party members. Have the character roll an intelligence save and continue based upon their roll.