ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
DOG DAYS
LAST LANDING
Encounter: No History, Persuasion, Insight, Religion [DC 16]
The huge crater stretches before you. Wind and rain have smoothed it into a gentle bowl, but the
charred wood has hardened over the centuries. Huge pillarhomes of obsidian and iron draw roads
between them, forming the town of Last Landing. Laid out in an odd lotus-like grid, the town is built to
suit giants. Each house seems to have a smithy at its center, judging by the glow and the sparking smoke.
Everything is locked up against the wolves.
As players explore, read:
At the center of the crater, a rune in the form of a stylized hammer still smolders after all this time.
Eventually, you reach the far side of the crater and find docks of a sort. It’s hard to imagine what ships
found harbor here, halfway up the world-tree. Now ravens have made this their roost.
A particularly large raven turns to you skeptically. In thunder’s voice, he asks “Lost?”
Run the skill checks, then read:
“You are expected.” He gestures with a bob across the harbor, out into the far reaches. There, in the
impossible distance, you can see the mist-blurred outlines of an enormous castle silhouetted in actinic blue
light. Lightning crackles over it, and with a spyglass you can see the now-familiar heraldry graven in the
titanic gates. Ravenloft.
0 SUCCESSES:
The raven seems unmoved, nestling down and fluffing his feathers against the cold, the dark, and the damp.
Players gain access to the NIDHOGG’S REST.
1 SUCCESS:
The huge blackbird stares out at the castle with you, then nods once after considering you.
“See the daughter. Before you go,” he intones as he takes wing to lead you to a pillarhouse.
Players gain access to the BENT BOUGH and NIDHOGG’S REST.
2 SUCCESSES:
The huge blackbird stares out at the castle with you, then nods once after considering you. “See the
daughter. Before you go,” he intones as he takes wing to lead you to a pillarhouse. As you arrive, he alights
on a shoulder and puffs up his feathers importantly.
Players gain access to the BENT BOUGH and NIDHOGG’S REST. One player, preferring rangers then
non-casters, gains the ability to cast find familiar as a ritual. It always summons HUGINN, THE RAVEN.
He’s helpful enough, and gently affable, but very dour and a bit haughty—something about living through
Ragnarök in his timeline, maybe.
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
DOG DAYS
THE BENT BOUGH
Any Social [DC 16]
T his pillarhouse sits against the trunk of the ash, and it’s a bit larger than the rest. Jade rimes the sleek
walls, picking out curious serpentine designs. Huginn the Raven sings an odd high song, and the facade
blossoms. A trellis unfolds and branches snake over it until it forms a bridge. At its apogee, a curious dwarf
opens the door and beckons you in.
If players don’t enter, read:
The dwarf shrugs cheerfully and closes the door.
Otherwise, read:
Above the door, as you step in, it says simply “The Bent Bough.” The back wall is a huge scale of jade
covered in strange pipeworks. The floor is living ash and a towering ash tree; bark carved in perfect
hexagons forms a great hearth. Around it, fire giants and dwarves work alongside each other. There is the
tidy exactitude of long practice in their habits. Three quenching basins burble at the roots, fueled by the
pipework, slicing the room into thirds.
In the back third, at an anvil the size of a house, an enormous dryad made of jadestone works. She bends
mithril and stone with her bare hands under her tree’s shadow. Her hammerblow fists ring loud in a slow
rhythm. As you watch, she nods to you and dips the spear she is repairing into the basin. There is a hiss
followed by the smell of cooking blood and burning sap. “I’ve time to talk while the old girl cools for work
hardening,” the dryad says as she sits. Sesame folds her legs up to make room, grinning happily at you.
Run the skill checks. Successes are additive, as drawn out in the text. Refer to Sesame’s section for details
on what she knows and is willing to tell the players.
0 SUCCESSES:
Sesame sets her work aside for a while to talk to you. Up close, you can see that she is both jadestone
and living wood, knitted together to create an almost sculptural interpretation of a giantess. She’s happy
enough to chat. After about half an hour, she picks her work up and wishes you well.
Two players gain inspiration and Sesame will answer basic questions given what she knows, which is listed
in her character entry. She won’t divulge anything listed as private or secret.
1 SUCCESS:
Sesame, Daughter Dryad, sets her work aside for a while to talk to you. Up close, you can see that she is
both jadestone and living wood, knitted together to create an almost sculptural interpretation of a giantess.
The conversation ranges wildly, and after an hour or so, she ladles herself a bowl of the quenching blood,
sipping it thoughtfully before taking a branch from her tree and stringing it with steel that spools from a
finger tip. She offers you the bow with a sweetheart grin.
Sesame offers the players OPENER, and will answer private questions.
2 SUCCESSES:
As 1 Success or more, and then read:
“Oh, did you come from Summer? I’d be obliged if you took the Lady this. Something for the troubles,
though.” Sesame lifts a tiny mithril lily from her tresses along with strange little tools of exceptional make,
then slides them to you in two separate piles. There is a moment of shyness to her.
Sesame offers the players OPENER, and will answer private questions. She gives them the MITHRIL LILY and a
MASTER TINKER’S KIT. Anyone who uses it is proficient in tinkering for all purposes, including THE PLUNGE.
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
DOG DAYS
THE ROOTS
Encounter: Yes Shattered Branch, Any [DC 16]
The Skyway, Great Burl
THE ROOTS is a set
of three interleaved GREAT BURL:
locations forming a single This is a labyrinth of geometric passages and concentric loops. It takes a
route. While general while to realize that you’re walking through boreholes. It’s the fossilized
outcomes can be found casing of a huge insect that gives it away. This whole space might be the
below, specific narratives and burl left by some parasitic wasp, part of a strange ecosystem centered on
outcomes can be found in Yggdrasil itself.
each entry to the right. How
many locations players have Success: Once you get your bearings, the geometry of the burl is actually
visited in the THE ROOTS easier to navigate than the rest of Yggdrasil.
controls the outcomes:
SHATTERED BRANCH:
During the first encounter, Perhaps a mile from Nidhogg’s Rest, you turn a corner and find yourself
on any success, players catch outside again. Here, a huge shattered branch rests against the trunk,
a wolf alone before the wolf offering a route down. Great iron nails pin it in place and over the lip of
transforms. A diplomatic it, you can see what must be Ravenloft castle in the distance slashing the
resolution and the gift cloudy sky with its gothic spires.
of food can grant a step
towards peace. Success: This leads down into an elegantly carved agora, long empty.
During the second encounter, THE SKYWAY:
players gain access to the Some sort of huge machine juts from the trunk here. A giant drum
AMBER STAIRS except at connects to a chain? And that turns a steel wheel? There’s a massive cable
the SKYWAY. looped around the wheel, but the wheel won’t turn at all. As you stare
down the cable, you can just pick out some sort of dangling carriage, and
During the third encounter, far past that, the huge castle in the mists. You could get to the carriage if
players gain access to you tried.
the AMBER STAIRS and
2 successes grants AN Success: You made it out to the car. Now what?
OFFERING.
Bonus: Players can take THE PLUNGE if they get one or more success.
0 SUCCESSES:
The wolves hex one player. Tick a spell slot off from a wolf. The wolves leap among them, howling out their
dread cacophanies. Resolve three thunderclap cantrips as though cast by a 6th-level caster (save DC 15),
including hex where relevant. Assume two players are caught by each.
1 SUCCESS:
A fleeting glance! One player gets hexed. Tick a spell slot off from a wolf. One player gains inspiration.
2 SUCCESSES:
Catch a transformed wolf alone. Players may opt to kill it and this would count as one of the seven wolves.
If they do so, and this is the second wolf killed, peace is now impossible.
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
DOG DAYS
AMBER STAIRS
Encounter: Yes 4 Wolves Initially Perception, Stealth, Initiative Check
[DC 16]
H ere along the inside of the enormous hollow that the Godserpent has torn into the tree, great sloughing
waves of sap have solidified into amber, lacquering the wood. This has been carved with narrow stairs
and strange little passages. Where do you go?
Players can turn back before the skill tests. If they opt to continue, read:
You move down the amber stairs, dark except for what light you’ve brought with you. There are little side
chambers here, and you start to recognize that many of these passages were worked with claws and magic.
You’re passing through the feypack’s den, and it appears deserted.
If players have AN OFFERING and have taken a step towards peace, go to SHE LOVES SURPRISES
immediately. Otherwise, run the skill checks.
0 SUCCESSES:
The feypack pounce in orchestrated silence, coordinating with strange hand signs and flicks of their tails.
By the time you realize what’s happened, it’s much too late.
The WEREWOLVES get a surprise round. This is as bad as it sounds. Go to FINALLY, below.
1 SUCCESS:
The wolves pound down the stairs, leaping from the odd angles and curves of the amber corridors. They
are on you just as you form battle lines.
The WOLVES and the players alternate placing themselves in combat. Generally, opponents should not be
closer than 15 feet or the combat will swing hard. Go to FINALLY, below.
2 SUCCESSES:
You see them first. You could turn back or throw yourself into combat.
The players can opt to return to NIDHOGG’S REST or begin combat. If they opt for combat, the WOLVES
PLACE FIRST, THEN THE PLAYERS. GENERALLY, OPPONENTS SHOULD NOT BE CLOSER THAN 15
FEET OR THE COMBAT WILL SWING HARD. GO TO FINALLY, BELOW.
F I N A L LY. . .
This fight is shaped by how many of the seven FEYPACT WEREWOLVES survive. The combat starts with
four werewolves drawn from the same pool of seven used elsewhere, which may mean that less than
four are available. The werewolves reinforce from this pool at initiative 20 if one of the original four
dies or every 4 rounds. If less than four wolves survive, the initial combat will consist of however many
survived.
Go to COMBAT FLOW.
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
THDEEPATMHBSER
TABLE OF CONTENTS
SUMMARY............................................ 157 SCENES............................................... 164
PREPARATIONS................................157 DESCENT SEQUENCE........................... 164
DENIZENS........................................157 INTRO: DESCENT............................. 164
KEY LOOT.........................................157 LIGHT IN THE DEEP......................... 165
TONE & TYPE....................................157 SLOW AND STEADY.......................... 165
SPECIAL RULES................................... 158 SOMEBODY'S WATCHING YOU........... 165
BUR, THE ARCANALOTH...................... 158 TEMPLE SEQUENCE............................. 166
BURR, ARCANALOTH SIMULACRUM..... 158 INTRO: THE PLUNGE....................... 166
CORE ENCOUNTER FLOW..................... 159 AN ANCIENT BARGAIN..................... 166
MAP...................................................... 160 A SMALL PRICE.................................167
COMBAT FLOW......................................161 WHEN TO FOLD.................................167
BUR, THE ARCANALOTH.................. 162 DRIVEN OFF..................................... 168
THE SIMULACRUM........................... 163 END & LOOT..................................... 168
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
THE AMBER DEPTHS
SUMMARY 1. Print the Arcanaloth and Arcanaloth
Simulacrum stat blocks.
THE AMBER DEPTHS are the remains of an
ancient temple carved from giant blocks of the 2. Review the ENCOUNTER FLOW and COMBAT
World Tree’s sap. This remnant forms a border both FLOW diagrams.
physical and narrative between the beginning of the
adventure and Castle Ravenloft proper. The first 3. Note the modifications to the Arcanaloth’s
section of the encounter, the DESCENT sequence, spell list.
is the long delve through a giant’s stairway built
from these same amber blocks. This is kept short by 4. Review the SUMMARY and SPECIAL RULES.
significant abstraction, but can be a useful spot to
manage tension and allow character moments. DENIZENS
After this, players reach the last intact section of
the temple proper. BUR, THE ARCANALOTH
BURR, THE SIMULACRUM
The next section is referred to as the TEMPLE
sequence. Here, players encounter an arcanaloth KEY LOOT
named Bur, who is a particularly cunning jackal-
headed fiend that was bound to the temple long CURSED RING OF TELEKINESIS
ago. Now, he serves the Lord of Ravenloft as both NIENORIEL
mage and glorified ride operator that ensures
uselessly weak heroes do not disrupt the Vampire TONE & TYPE
Lord’s slumber. Needless to say, he’s bored, and
will initially attempt to bargain with players. Bur’s This is the first major boss fight, and marks the
goal is to get them to carry some part of him end of ACT I. Set in one of the most iconic and
away, either his simulacrum disguised as a player deadly locations found in Curse of Strahd, returning
character or his mind installed in a ring. This would players will be well aware of the arcanaloth that
allow him to slip out of the binding for a while by lairs in the temple. That Amber Temple has long
exploiting loopholes. Failing that, he’ll try to blow since collapsed, crushed as the entire mountain
them up because he is a fiend. If players win, they containing it sank into the mists; its ruins are
gain access to the bound spirits of ancient evils, buried here, far below the Sunlit Shrine. That vast
as covered in the next encounter, TOTALLY SAFE temple complex was reduced to cyclopean blocks
GHOST CANISTERS. of amber forming a gigantic worn staircase, the
great hall, and a single vault. Most of the sarcophagi
are trestled into neat stacks throughout the great
hall. Bear in mind the fight is likely to be quite easy
if players get the drop on the arcanaloths or the
P R E PA R AT I O N S simulacrum is omitted. With both present, it’s likely
to be an extremely dangerous combat.
The following is the minimum prep that a DM needs
to do for them to be able to run this encounter.
While we recommend a detailed reading of the
entire encounter, if you’ve got to rush or you plan
to wing it, here’s what we think you need to do:
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
THE AMBER DEPTHS
RSPUELCEISAL BUR,
THE ARCANALOTH
IF MORE THAN FOUR characters are killed—or I N THE IMMEDIATE SENSE, Bur is driven by a
incapacitated in rapid sequence—this encounter desire to escape the Domains of Dread, at least
go to DRIVEN OFF. Bear in mind that as players briefly, and cause chaos. While he cannot willingly
take damage, the Arcanaloths will repeatedly leave the temple, he can arrange to be taken out of
attempt to bargain again. They don’t gain much it. Once out, he’ll attempt to escalate the situation
from outright killing characters, as their goal is to until players are forced to accept more of his help
further their plans and see that some aspect of them and commit to smuggling him out of the Domain. He
escapes the Domains of Dread for a while. is also eager to corrupt the characters, and will do
so by offering bargains or by simply battering them
WHEN A CHARACTER DIES: into jaded cynicism. Ultimately, Bur has always got a
As your friend falls, scheme spinning; that’s his defining characteristic.
1ST Bur murmurs, “That was Be aware that playing straight and exercising all of his
DEATH unnecessary. Surely, we can find abilities, Bur alone is likely to be a wipe. Reviewing
some bargain that better suits, the COMBAT FLOW for recommended tactics before
2ND darling brutes?” running combat is strongly recommended.
DEATH
Burr nods approvingly, and says, Modified Spell List
“I admire this. I do! I do admire Bur has the following additional spells, as referenced
heroism.” He shakes blood from his by the COMBAT FLOW diagram for running him:
claws and eyes you speculatively. maze, disintegrate, crown of stars, transmute rock.
3RD Bur and Burr look to each other BURR,
DEATH as blood pools. You get the sense
that they’re trying to force you to SAIRMCUALNAACLROUTMH
bargain, and that killing you isn’t
actually useful to them. After all, BURR IS AS BRILLIANT and monstrous as Bur
you don’t stay dead. himself, and shares his goals completely. No
attempt to drive a wedge between them will ever be
4TH Bur sighs angrily. “Give Gertruda successful, and in fact, they both refer to each other
DEATH my regards.” The Arcanaloths begin interchangeably. With the sacrifice of a sufficiently
to pull back, regrouping. They’re powerful mortal soul—say, the soul of a hero—the
running out of resources and in a simulacrum can become a true arcanaloth in its own
war of attrition, you will win. right—one that is also still Bur. This can occur as a
result of the WHEN TO FOLD scene.
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
THE AMBER DEPTHS
CORE ENCOUNTER FLOW
START
NO Running Late? YES
Read: Read:
INTRO: INTRO:
DESCENT THE PLUNGE
Skill Guide players into
Checks Passed?
AN ANCIENT BARGAIN
YES NO
if possible
Bargaining? NO
YES Consult:
Read: Read: Read: COMBAT
FLOW
SLOW AND LIGHT IN AN ANCIENT
STEADY THE DEEP BARGAIN
Bargain
Players: Enemies: Success Deal?
Surprise Surprise Read:
Round Round END
A SMALL PRICE
Read:
Failure
SOMEBODY'S Read:
WATCHING YOU
WHEN TO
FOLD
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
THE AMBER DEPTHS
COMBAT FLOW
PRE The following is an example of a combat flow, with each part explained.
NAME
Titles
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.
1 M: This holds a movement plan.
M: Move.
A: This covers the suggested action for the first
turn, denoted by the 1 to the left.
B: This lists the bonus action to be used, if any.
R: This holds a suggested reaction.
Legendary actions will be described in red at the
bottom, generally in order of use with causes.
2
As above, for the second turn. Markers may be
used in the timeline to the left as a way to show
other events.
This feature is not used in this encounter.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
This is denoted by the dotted arrow leading off page.
This arrow will be solid if a second page is provided.
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
THE AMBER DEPTHS
PRE Bur, The Arcanaloth
Troublesome Jackal-headed Bastard
Tactical Note: Bur will always cast shield if attacked.
Precast Spells: Bur always starts combat with mirror image in effect.
Special Conditions: If player characters are all incapacitated or players are demoralized,
read DRIVEN OFF for a two-group game or return to AN ANCIENT DOOM for one-
group games.
1 M: Move to 80-100 feet away,
A: Cast maze, targeting any character that at least 30 feet in the air.
resists bargaining or a caster. Note that maze
is concentration. Repeat offer to bargain. M: Pull back out of counterspell
range.
2
M: Maintain distance, moving to
A: Crown of stars, targeting ranged attacker. pincer with Burr.
The crown manifests as 7 golden cups.
M: Move forward into
3 counterspell range to target
backline.
A: Cast transmute rock, converting the amber into
sap. Repeat attempt to bargain. M: Pull back.
B: Attack with crown of stars, launching a goblet in
a fit of pique.
4
A: After moving...
Target a ranged attacker with disintegrate after
moving, preferring charaters with evasion.
B: Attack with crown of stars.
5
A: If possible: Cast transmute rock, converting the
sap back into amber to catch players.
Otherwise: Upcast fireball.
B: Attack with crown of stars.
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
THE AMBER DEPTHS
PRE The Simulacrum
More Burr, More Buff
Precast Spells: The Sim always starts combat with mirror image active.
Tactical Note: Burr will generally prefer to hold a reaction for Transpose.
Burr prefers to clean up weakened characters.
Refer to SPECIAL RULES for DRIVEN OFF handling.
1 M: Pull back to lure players out.
A: Greater invisiblity after moving.
2 M: Close with enemy casters.
A: Attack caster if possible.
B: Cast Spiritual Weapon at 4th level.
3 M: Close with enemy casters.
B: Attack with spiritual weapon.
A: Ready an action to cast gravity sinkhole,
aiming to drag characters into any transmuted
rock if possible.
4 M: Move to aim pulse wave.
B: Attack with spiritual weapon.
B: Pulse wave, preferring lowest HP.
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ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
THE AMBER DEPTHS
SCENES • Speed, like rappelling down through gaps. This
replaces the Dexterity (Stealth) check with a
Below are the narrative components used by the Dexterity (Acrobatics) check.
encounter flow. Where possible, each notes down
the probable next vignettes. LOOT, MONSTERS, and • Magic, such as invisibility. This still requires a
CONDITIONS are bolded in this section. Content Dexterity (Stealth) check but offers advantage
intended to be read aloud verbatim is italicized. on the check.
DSEEQSUCEENNCTE • Going Loud, which will take them straight into
LIGHT IN THE DEEP.
INTRO: DESCENT
If players pass the check or use magic, they’ll
A BOVE YOU, THE WIND and the world are continue down the stairs in secrecy. Otherwise, route
fading. Below you, cyclopean blocks of amber— to LIGHT IN THE DEEP. THE ARCANALOTHS
stairs leading into the deep. As you descend, muggy have daubed the stairs with various alarm spells, and
warmth and dim cold light begins to seep from huge now players must contend with those.
runes carved into the walls. The only sign of life
is the gentle bowing of wear in the center of each If...
huge step. Far below, through the repeated fractal • Any characters are running detect magic
gaps, you begin to see intimations of a vast space
below: a temple, perhaps, or what’s left of one. The or similar
details are lost in shifting shadows, a beckoning
descent into darkness. • Players are actively looking for traps or have
expressed caution in character
For the players, proceeding will require either
committing to a direct approach or making a group • Players actively make Wisdom (Perception) or
skill check at DC 15. This will generally end up Wisdom (Insight) checks, regardless of success
being a Dexterity (Stealth) check, but other skills
can be used if players provide narrative justification. • Any character has a passive Perception of 17
No matter what skill a given player uses, it still or higher
counts towards the same group check. In order to
keep the game on pace, if players are freezing up, • If the playgroup is newer or starting to
offer the following tactical options: get haggard
• Stealth, especially if they have rogues or similar. Then…
Ask for a group Dexterity (Stealth) check as per Prompt for the DC 15 Intelligence (Investigation)
the flowchart. check shown on the flowchart for traps. If they fail
the check or do not trigger it,
PROCEED TO:
Light in the Deep
Otherwise, they’ve made it!
PROCEED TO:
Slow and Steady
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THE AMBER DEPTHS
LIGHT IN THE DEEP SOMEBODY’S WATCHING YOU
Below in the murk, a yellow glow flickers to life and The murk has given way to great shapes and a sense
a basso hum fills your ears before it drops below of architecture. The stairs now hang in the air,
hearing. The light in the deep isn’t bright enough unsupported except by their own long history of not
to illuminate, instead just thickening shadows and collapsing. The floor is still a good 30 feet below the
giving them a dancing life. Perhaps closer it might bottom of this giant dangling staircase. The space
provide enough light to see by—but then, perhaps is huge, and you are sure now: it is a temple. The
not. Something in the amber gloam has woken up. Depths await, and looming up from the shadowed
umber is a single statue of a huge faceless goddess.
Allow players a few minutes to plan if they like.
If they don’t, they will be surprised. The plan In your best jackal-tinted voice:
doesn’t need to be good, they just need to agree “I can taste your minds.”
on a plan. This is effectively just a team-building
exercise to build the group cohesion they’ll need to Then...
succeed later. If the enemy is surprised:
“I can’t see you though… Come out, come out,
PROCEED TO: come out. Would you like to bargain?”
Somebody's Watching You
If the players are surprised:
SLOW AND STEADY “Found you! You are found. Would you like
to bargain?”
Your descent is almost silent, and you work in If players fell or no one is surprised:
fevered darkness to disarm layer after layer of alarm “Even footing, even so. Would you few, perhaps,
spells. Nothing stirs in the depths below except a like to make a deal?”
single low voice, singing. If there are words, you Finally:
are still too far away to make them out, but your It seems like you can bargain, at least briefly,
approach so far is undetected. without giving away your location.
The players have a surprise round before combat. PROCEED TO:
If they do not immediately engage the arcanaloth, Combat Flow
they don’t sacrifice this benefit. Players can always
try to bargain first. OR
PROCEED TO: Ancient Bargain
Somebody's Watching You
Good chance of a sequence break here if they bargain.
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THE AMBER DEPTHS
TEMPLE here, try to make that jackal voice buttery. Really
reach for that smooth timber: imagine a charming
SEQUENCE bartender talking through a mouth full of fangs:
“I do not crave coined compensation; no simple
sovereign satisfies. I fear that my tastes have grown
simple in this cold redoubt. All that’s left to want,
INTRO: THE PLUNGE to need, is out. Oh now, do not pout, do not pout;
your company warms the frosted cockles of my
heart. Ah, I am blushing to have company, indeed
T HIS IS ONLY USED if the DESCENT even to my snout. Crass to bargain, crass to say,
SEQUENCE is skipped. Otherwise, players will but immortal time is still spent. Let’s have this out
generally have passed through the SOMEBODY’S before my very snout has gone to gray. So what do
WATCHING YOU scene, and will start the Temple you say, what do you say? Convince this demon you
Sequence in AN ANCIENT BARGAIN or combat. can kill the devil. What I’m saying is: convince me
However, if you are short on time, this intro block not to murder you.”
can be used to abridge the encounter and start with Players now have an opportunity to bargain with
the Temple Sequence. the arcanaloth. This requires two consecutive skill
To use it, read: checks at DC 16, using any social skill. These checks
Behind you, the wind and the cold are fading. Below must be made by different characters. Generally,
you, cyclopean blocks of amber—stairs leading into these will be Charisma (Persuasion) or Charisma
the deep. As you descend, clammy warmth and dim (Deception) checks, and the group must agree on
cold light begins to seep from huge runes carved a strategy. Simple assertions of strength are not
into the walls. The only sign of life is the gentle interesting to Bur, as he’s seen countless mighty
bowing of wear in the center of each huge step. heroes die below. He wants to understand both
Your tentative steps are not tentative enough. There how and why players intend to defeat the Vampire
is a great groaning sound and the stairs shudder. Lord. Mentioning Gertruda’s assistance will pique
Then they seem to fold down, each huge wedge of his interest, and may offer advantage for up to three
amber simply flowing away and into the wall. You players. Though players are likely not aware of it yet,
tumble into shadow, through darkness so thick it things are starting to go a little off script as the Dark
slows your fall. Powers become bored with foregone conclusions.
This counts as Players Fell. If players pass the checks,
GO BACK TO: PROCEED TO:
Somebody's Watching You A Small Price
AN ANCIENT BARGAIN If players fail,
If players are not immediately hostile, Bur will try to PROCEED TO:
bargain with them. In terms of voicing the character When to Fold
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THE AMBER DEPTHS
If players accept the deal they’re offered, this will senses, but cannot speak at all about Irena or Strahd
complete the encounter. Otherwise, the encounter due to binding spells, nor can it openly oppose Irena
will inevitably devolve into combat unless players or Strahd. A DC 20 Intelligence (Investigation)
are extremely clever or offer compelling arguments. check will reveal an odd fact, namely that the ring
appears to be encased in a lead shell, exposing only
A SMALL PRICE a thin line of sapphire on the inside of the band.
Once donned, this line of sapphire fuses irrevocably
“Oh you are convincing, very, oh yes. Let’s make with the wearer’s flesh. This item is not limited to
a deal, a better deal, the best deal, a seven-league the current incarnation.
deal. I am beaten, I am bested, yet my spirit is ill-
rested. I am trapped in my amber room, this amber WHEN TO FOLD
tomb. I say to you all, to you, that the piper requires
his due. I have a plan, please consider, a plan long “No. No, I do not think so, no. You are very sweet
and bitter. Carry me to the highest tower, and we to offer though. Very sweet, yes. Permit me to
shall see what the piper can do.” specify the terms of a deal that I think you’ll find
is the best of the rest. I will kill one of you. My
BUR, THE ARCANALOTH, will drift down behind simulacrum will assume that form. It will travel with
the statue out of sight, and encase itself and Burr, you. You will destroy Strahd. I will be free. This
its SIMULACRUM, in a sphere of amber. It will wait other self of mine shall ensure it. Do not fear, you
there for a response. If players accept, it will use will not remember the unpleasant particulars.”
the simulacrum to enact a very strange plan. Bur
will load itself into a sentient magic CURSED RING If players accept: the players made a garbage
OF TELEKINESIS (Int 20, Cha 20) in the shape of bargain. They must pick a character who dies, and
a snarling jackal’s head and try to guide or force that player is handed the SIMULACRUM’s character
players to pursue the TOWER Encounter. sheet. By text message or other covert means, ask
that player to switch groups if possible at the next
Why the Tower? opportunity. The arcanaloth will then use modify
memory to erase the memory of their bargain
Once at the top of the tower, it will use the before vanishing.
command words for ancient ANIMATED ARMORS
of Patrina’s design. These long-dormant constructs PROCEED TO:
are immune to the spell drain effect of the tower. It End & Loot
uses these to first destroy the vampire imprisoned
there, by extension destroying the Heart of Sorrow, If the players do not accept: proceed to combat after
then attempts to renegotiate. Its ultimate goal is to a little cajoling.
be smuggled out of Barovia, which is an extremely
evil act, though players may be unaware of the PROCEED TO:
repercussions this could have. Until players take Combat
the ring, the ARCANALOTH SIMULACRUM will not
allow them to pass deeper into Barovia while it lives. OR
If players can coordinate silently, they can likely kill
the simulacrum. End & Loot
The Cursed Ring
The arcanaloth can speak by animating the head
or telepathically to the wearer. It retains all of its
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DRIVEN OFF LENODO&T
If the COMBAT FLOW triggers DRIVEN OFF, or 4
characters have been incapacitated, and players are
not close to downing the ARCANALOTHS, this will
end the combat.
In those circumstances, read: THIS ENCOUNTER IS ONE of the big
The jackal-headed demons examine you, tilting divergence points and could tip some players
their heads back and forth. Bur seems to listen for off that maybe Strahd isn’t the problem. A total
a moment, Burr nods, each snorts in amusement. party wipe is pretty likely here, too, and may leave
Bur nods and speaks plainly for the first time, the party forced to adjust to new characters thanks
“I understand your positions better now. I think we to the reincarnation mechanic. As a result, there
should speak again when you better understand may be considerable reason for the party to lick
the all-eclipsing gravity—heh—of the situation.” their wounds.
Together, they laugh eerie doggish laughs as they
dance away into portals of shadow. They’ll be Here’s what they get:
back, sooner or later—but for now, you have
time to breathe. Access to the
ARCANALOTH’S SPELLBOOK
The arcanaloths are DRIVEN OFF, a condition that
will be checked during THE ECLIPSE. for all future wizards
PROCEED TO: NIENORIEL
End & Loot
8000 gp of scribing materials
A long rest
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G H OT OSTTACLALYNSIASFTEE R S
TABLE OF CONTENTS
SUMMARY............................................ 170 MIGHTY BEHEMOTH..........................176
PREPARATIONS............................... 170 FEATHERED MARTIKOV.....................176
BEFORE YOU GO!.......................... 171 DREAMING DUKE..............................176
DENIZENS........................................ 171 STAR OF STORMS..............................176
KEY LOOT......................................... 171 STAR OF ICE AND HATE.....................177
TONE & TYPE.................................... 171 STAR OF SHADOWS...........................177
SPECIAL RULES....................................171 DREAD PUPPET................................177
CORE ENCOUNTER FLOW..................... 172 DEADLY EXETHANTER......................177
SCENES............................................... 173 LORDLY SOTH...................................177
SMALL GODS........................................ 178
INTRO: MUSICAL CHAIRS..................173 ORPHAN SISTERS.............................178
INTRO: PREOCCUPIED WITH COULD...173
THE RITE STUFF...............................174 FIREHEART KHU.......................... 178
END & LOOT......................................175 SWORDSAINT RHO....................... 178
GREAT PATRONS.................................. 176 BLADEBREAKER DHE................... 178
HIDDEN SAVNOK...............................176 MOTHER NIGHT.................................178
ENDURING DALZIG............................176 PH1: AUGUSTINE DEALS...................... 179
GENTLE FENRIR...............................176 PH2: SMALL GODS............................... 180
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SUMMARY b. It may be deferred to End & Loot in the
name of speed.
THE AMBER DEPTHS have a lot to live up to,
and TOTALLY SAFE GHOST CANISTERS 2. Provide a non-item based advancement
faces a particular burden. The original Curse of mechanic.
Strahd adventure included a long sequence centered
on the Amber Temple, which served as an extremely a. The Great Patrons have abilities on offer that
common location for the end of a campaign, are pretty important to complete the module.
thanks to housing not just an arcanaloth but more
flameskulls than was strictly reasonable. Needless to b. The Small Gods serve to shore up weaker
say, for a lot of people, it makes an impression. characters without changing them significantly.
c. This rewards repeat playthroughs, as what was
a surprise becomes an optimization opportunity.
3. Offer opportunities for moral compromise with
role-playing tensions.
The reward for besting these terrible champions of a. The Great Patrons are generally pretty
evil? An opportunity to become a terrible champion dangerous to accept deals from.
of evil by hugging an elder evil encased in amber.
Even if a character passed the test that could b. However, only two of the consequences are
outright make them an NPC, they were still afflicted likely to get a character killed.
by terrible consequences. Such were the delights of
the Amber Sarcophagi, or as we lovingly call them, i. Hidden Savnok, which GMs should feel
Totally Safe Ghost Canisters. free to loosen.
In the original Curse of Strahd update, these were ii. Star Of Shadows, if played straight.
manifestations or at least aspects of the Dark
Powers. In One Night Strahd, the Dark Powers are c. With that said, the end game does track
less knowable, in part because they have a number the total number of deals, as does tournament
of characters who serve as literal and literary scoring.
proxies. It’s up to you if these are former champions,
old envoys, aspects, or even unrelated forces. d. A few other effects can have pernicious
outcomes if the majority of players bind
themselves.
4. Introduce and activate the majority of the
Rites system.
P R E PA R AT I O N S a. The Rites system is a key catch-up and self-
balancing mechanism built into the module.
For many sections, we offer a guide to quick b. We very strongly recommend that you read
preparation. Unfortunately, to successfully run this the Rites system before running this encounter.
module, TOTALLY SAFE GHOST CANISTERS is
both extremely important and a little bit finicky. c. Last Stand is not activated here. It comes
As a result, this section covers some preparation into play later, during the ECLIPSE encounter.
but also breaks out what this module does in a
mechanical sense. 5. Create tension and show that the Vampire
Lord’s ascendancy has begun.
This encounter accomplishes five fairly
important tasks: a. One problem in the original module is that
Strahd is operational the whole time.
1. Offer players an opportunity to change groups.
b. Played for drama, that can be fine, and it
suits Strahd given his bombastic flavor of evil.
a. This is accomplished during the musical c. For GMs who want a more serious game, with
chairs section. less camp, it poses a fairly fundamental issue.
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d. Worse, Irena’s approach to murderous SRPUELCEISAL
cruelty is more straightforward.
e. As a result, canonically, the Vampire Lord
doesn’t awaken at all until END & LOOT.
Before you go! THIS ENCOUNTER INCLUDES an opportunity
for a party swap, but the selection of dark gifts
Print 2 copies of PH1 and cut the cards out. is done on a per party basis. If it’s convenient, you
You’ll also want 4 copies of PH2, since you can safely run the narrative components as a single
may need enough for both groups at the same large group.
time. Without them, the pick process can be
excruciatingly slow.
DENIZENS This encounter relies on the cards found in PH1 for
the Great Patrons, and PH2 for the player-facing
BUR, THE ARCANALOTH descriptions of the SMALL GODS. Each GREAT
PATRON offers its boon only once to each party,
KEY LOOT as there’s only one copy of the Patron card to deal.
Small Gods do not have this restriction, because
GREAT PATRON BOONS they are not dealt out as cards. Instead, they are
SMALL GOD BOONS found on PH2 as a single sheet player hand-out.
TONE & TYPE Each player will pick either
a Great Patron or a Small God,
Effectively, the Sarcophagi sequence marks the gaining exactly one boon.
transition from a traditional adventure into a
harrowing careening run through Ravenloft. At If an incarnation dies, the boon and the
the beginning, players get to swap groups. Then, consequence no longer apply to future incarnations,
optionally, they pick from the worst possible but they are still counted as having made a GREAT
creatures in the universe to make deals with. In the BARGAIN for the purposes of any other effects.
process, they gain access to the Rites system which Should a character somehow make it out of
serves as the first sign of how terribly wrong things Ravenloft, they lose the gift and no longer suffer the
have gone. Finally, the Vampire Lord begins to consequence. Instead, they are afflicted by terrible
awaken, putting a clock on the entire affair. nightmares and age 10 years immediately.
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CORE ENCOUNTER FLOW
Print Cards for Read:
PREOCCUPIED INTRO:
MUSICAL CHAIRS
Party swap?
Read:
PREOCCUPIED
WITH COULD
Split and route Read:
via
THE RITE STUFF
MOTHER NIGHT
Read:
CONDRACULATIONS
Party swap?
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SCENES If Irena is the villain and a player has Passive
Perception 16 or higher, read:
Below are the narrative components used by the There are more muddied prints here, barely visible
encounter flow. Where possible, each notes down in the gloom. There’s sign that someone made a tiny
the probable next vignettes. LOOT, MONSTERS, and camp in among the amber blocks, and there’s a sad
CONDITIONS are bolded in this section. Content little maple leaf drawn in ash near it.
intended to be read aloud verbatim is italicized.
Players have an opportunity to catch their breath
IMCNTHRUOA:SIICRAS L here. This is also their first opportunity to switch
groups, so it’s important to hold here until the other
I F PLAYERS ARE COMING FROM the AMBER team arrives. If time is short, you can proceed with
DEPTHS, and there are two groups, read: the rest of the encounter—picking boons generally
The dust has settled on the amber floor again. In takes a good amount of time. This will mean that
the center of the vast room, a fire starts to burn in a the other group picks before the player switch
hearth made of gold. You have a little bit of time to occurs, which can lead to oddness but should cause
gather, as you wait and hope for your friends to find no major issues.
their way here.
WPINRTIRETOO:HCCCOUPUILEDD
If players are coming from the AMBER DEPTHS, and
there is only one group, read: I N THE FIRE’S FLICKERING LIGHT, you see that
The dust has settled on the amber floor again. In each great block of amber is carved with a name.
the center of the vast room, a fire starts to burn in Something flickers in the deepness of each stone,
a hearth made of gold. You have a little bit of time like ancient scorpions wriggling to life, still in the
to gather yourselves. Though… You are not quite prisons that preserved them.
alone here.
If an arcanaloth is alive and present, read:
Otherwise, read: “Ohh, no mind need paid to those cold beasts,
The trip down takes almost eight hours, through seeking out their fresh feasts!” And the Arcanaloth
the dark and the quiet over amber stairs. In the final tries to usher your attention away from the blocks
treacherous descent, the gaps between the great of amber. He pouts furiously from a high perch.
blocks of amber begin to widen, and widen, and
widen, until you must rappel down by rope towards Continue:
the slow-blossoming light below. Your friends are There is an electric hum here. Something is waking
waiting there, gathered around a great bonfire made up. Harsh cold light flares as strange blue torches
to look small by the cyclopean scale of the space. come to life above you. This was a temple, once!
A great statue made of fire-blackened amber sits
cross-legged at one end of the room: a robed
woman, face hidden with nine fox tails rendered in
gold folded intricately over her lap. Mother Night
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in her maiden aspect. Three small shrines sit at her RTHITEE STUFF
feet, guests she has allowed here.
S OME CONDITION MET, some final deal
Around you, the amber coffins begin to speak, with struck. There is a ringing sound in the air, 3
voices like old teak. “We were their truth,” they say. bells, then 6, finally 9. The foxtails of the statue
“We have much to offer.” unfold to form a halo, the gold melting, then
forming six great wings.
Explain that the Great Patrons, entombed in
amber, offer great power at great prices, real rock- In the tones of the bells, joyful and low:
bottom rates. The small gods offer more traditional I am the hearth gone cold. I am the wild steppe.
blessings, with no significant penalties. Each player Know me as the shepherd-goddess, last best lover
will gain exactly one boon and that boon affects of the sun.
only their current incarnation. The consequences
are also restricted to the current incarnation, but You would challenge the Lord of this place? You are
the broader implications of having made a GREAT their truth in the dark.
BARGAIN are significant and endure. Small Gods
do not face the same restrictions. Small Gods do not By their rites, this way is open.
count as having made a GREAT BARGAIN. By this way, their rites are open.
For each party, separately: Players gain access to the Rites sub-system.
Deal two GREAT PATRONS to each player for Take a minute or five to explain the way rites work.
up to 6 players, or one each for higher player
counts. If there are undealt cards, a player can PROCEED TO:
spend their inspiration to draw from the undealt End & Loot
cards. Players may then pick between their own
available GREAT PATRONS or any SMALL GOD.
Cards cannot be traded.
ACT I: FIGHo nTe Mn iEg h,tI'sMt r aRhIdGHT HERE
TOTALLY SAFE GHOST CANISTERS
LENODO&T The Hierophant.
The Tower.
Temperance.
The Hermit.
The Lovers.
EXITING THIS ENCOUNTER splits the parties, In the tones of autumn and wind:
and routes them to their destinations in the Time to go. You must choose.
free roam section. If the party shuffle has not yet
occurred, this is the place to do it. Otherwise, this Once a player touches a symbol, all other symbols on
will be largely pro forma as the two groups select that hand go out, and that symbol goes out on the
their destinations separately. Finally, this encounter other hand. A gate opened in the huge palm of the
offers no tangible loot, but all characters leave with statue, large enough for characters to step through.
the blessing of a GREAT PATRON or SMALL GOD.
In a two-party game, two gates total can be
Read: opened. Each gate admits at most half the total
In the tones of the bells, joyful and low: number of players.
The Lord accepts your challenge. Time to go.
In a one-party game, only one gate can be opened.
Below, there is a bestial sound like an endless yawn All other symbols fade to a dull grey.
from some stone-eating leviathan. The statue,
certainly a statue, extends two beautifully clawed The Hierophant leads to THE BASILICA encounter.
hands from the sleeves of her robe. At the tip of The Tower leads to THE TOWER encounter.
each claw is a symbol, the same five on each hand. Temperance leads to THE DINNER DATE
Seems a little…. Touch and go. encounter.
The Hermit leads to THE TOME encounter.
The Lovers leads to THE CRYPTS encounter.
HIEROPHANT: THE TOWER: TEMPERANCE: THE HERMIT: THE LOVERS:
The Basilica The Tower Dinner Date The Tome The Crypts
of Lords
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PGARTERAOTNS MIGHTY BEHEMOTH
Boon
As per BELT OF FIRE GIANT STRENGTH.
Consequence
All DCs for Great Patron abilities are DC 16. This incarnation acquires the following flaw:
“The athletics skill is the first and best solution to
HIDDEN SAVNOK all problems.” This character has Disadvantage on
skill checks other than Athletics unless an Athletics
Boon check is first performed to try to accomplish the
As per MIND BLANK. task at hand.
Consequence
This incarnation must attempt to stay in dim light. FEATHERED MARTIKOV
Boon
ENDURING DALZIG Gain silver raven wings that grant a fly speed equal
to your movement speed.
Boon Consequence
Hit point maximum increased by 45. This incarnation takes 2d6 radiant damage once
per round it touches silver (including weapons
Consequence and coinage).
The affected incarnation cannot regain hit points.
GENTLE FENRIR DREAMING DUKE
Boon Boon
Gain Giant language proficiency. As per AMULET OF PROOF AGAINST DETECTION
You may summon two WINTER WOLF companions AND LOCATION.
named Rose and Guile. They are under your control, As per RING OF EVASION.
and you may issue a command to one or both of
them as a Bonus Action. The winter wolves fight in Consequence
their own self defense unless otherwise commanded. This incarnation becomes endlessly distracted,
and also gains the following flaw: “I can’t give
Rose and Guile return at the end of a long rest if a straight answer to any question put to me, no
they are killed. They speak Common, Dwarven, matter how urgent.”
and Giant.
STAR OF STORMS
Consequence
When you die, your next incarnation is a WINTER Boon
WOLF. While you are a wolf, you gain the ability to Four small stars and one large star are emblazoned
cast Mage Hand and Chill Touch as a 6th level caster on the character’s forehead.
and your natural weapons count as magical. You Gain the ability to cast Lightning Bolt 4 times.
can carry up to one other character on your back Each time this ability is used, one of the small stars
as a wolf. winks out.
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Gain the ability to cast Chain Lightning 1 time. DEADLY EXETHANTER
When this ability is used, the large star winks out.
The stars do not reappear. Boon
Gain the ability to summon a FLAMESKULL,
Consequence which is all that physically remains of famed lich
This incarnation gains the following flaw: Exethanter. The Flameskull does not respawn if it
“Water terrifies me.” is slain. At most once, this incarnation can invoke
the Dark Powers, as per Contact Other Plane. The
STAR OF ICE AND HATE powers will not reveal the identity of the current
Vampire Lord.
Boon
As per RING OF WARMTH. Consequence
Gain the ability to cast Cone of Cold spell 5 times. When this incarnation dies, it becomes a
FLAMESKULL, and both it and Exethanter (if still
Consequence around) immediately turn on the party.
This incarnation gains the following flaw:
“Fire terrifies me.” LORDLY SOTH
STAR OF SHADOWS Boon
As per MANTLE OF SPELL RESISTANCE.
Boon
Gain TRUESIGHT 45 ft. Consequence
This incarnation counts as undead for all effects
Consequence that target undead in addition to their original race,
The eyes of this incarnation become starry voids. except when it would benefit them. This includes
This incarnation also gains the following flaw: turn undead and similar effects.
“I believe that all life is pointless and look forward
to death when it finally comes.”
DREAD PUPPET
Boon
Gain the ability to cast Infernal Calling, Conjure
Elemental, and Summon Celestial once each.
The conjured creature appears as a doll-like version
of itself, and is TINY instead of its normal size.
There are no other ability changes, including reach
or damage.
Consequence
The character gains the following flaw: “I feel as
though I am being watched at all times, and can
hear high-pitched laughter no one else seems to.”
Unfortunately for the character, they are being
watched at all times, and the laughter is real.
They’re just the only ones cognizant of it.
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GSMOALDL S Fireheart Khu
SMALL GODS ARE OPTIONS for players Carved from a red dragon scale. Ancient shrine-
who are, very reasonably, uncomfortable with maiden and small god, Khu is the patron of those
selling their soul to satan-in-amber. The remainder who are weapons.
of the adventure is balanced assuming characters
got something here, so these provide a mechanism This incarnation’s fists are magical weapons that
for that. deal 2d4 fire damage as their heart pumps lava.
While only one player in each group can hold a given Swordsaint Rho
Great Boon, Small Gods are not limited. Each player
can still only take one boon, however. These do Carved from a gold dragon scale. Ancient shrine-
not count as a boon for scoring and mechanics that maiden and small god, Rho is the patron of those
track if you bargained with the Dark Powers here. who master weapons.
This incarnation’s melee reach is increased by 5ft as
their weapons cut the air.
Bladebreaker Dhe
Carved from a sapphire dragon scale. Ancient
shrine-maiden and small god, Dhe is the patron of
those who break weapons.
The Small Gods were gathered by Bur, the This incarnation’s armor class is increased by 2 as
Arcanaloth, not out of any charity but because their hide shatters steel. If this would raise their
he’d really like to leave Ravenloft for a bit. This AC above 23, the player can repick. If they do not,
ambition’s proven difficult to fulfill thanks to the Dhe raises their AC no higher than 23. Should
fact that each group of adventurers that comes this situation arise, either way, Dhe nods at them
through keeps taking deals with the Dark Powers proudly and they gain inspiration.
and getting themselves killed.
MOTHER NIGHT
ORPHAN SISTERS
Last patron of the doomed. That’s you!
Three little shrines, each carved from the scale of This incarnation can use a bonus action to take
a dragon. 2d6+2 points of psychic damage to gain inspiration
using blood magic.
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PH1: AUGUSTINE DEALS
SHAIVDNDOENK ENDDAULRZIIGNG GFEENNRTILRE
Shielding Resilience Allies
His mind was cloaked In the end, he was unbroken. All that is best in wolves.
in shadow.
MIGHTY FEATHERED DREAMING
BEHEMOTH MARTIKOV DUKE
Strength Speed Evasion
Strong as the slouching beast. On silvered wings they flew. Elusive as dream logic.
STAR OF STAR OF ICE STAR OF
STORMS AND HATE SHADOWS
Lightning Frost Sight
Be beloved by lightning. Be beloved by frost. You shall see forever.
DEADLY DREAD LORDLY
EXETHANTER PUPPET SOTH
Mimir Summoning Protection
Arcane power eternal. Have the last laugh. Traitor.
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PH2: SMALL GODS
ORPHAN SISTERS
Three little shrines, each carved from the scale of a dragon.
FIREHEART KHU SWORDSAINT RHO BLADEBREAKER DHE
Carved from a Carved from a Carved from a
red dragon scale. gold dragon scale. sapphire dragon scale.
Ancient shrine-maiden and small Ancient shrine-maiden and small Ancient shrine-maiden and small
god, Khu is the patron of those god, Rho is the patron of those god, Dhe is the patron of those
who are weapons. who master weapons. who break weapons.
MOTHER NIGHT
Last patron of the doomed. That's you!
180
one night strahd
ACT II:
CRUSH
YOUR
ENEMIES
ACT II: CoRnUe SnHi g hYt Os tUr aRh dENEMIES
T H I STPOL AKCI LELI SYTORUY I N G
TABLE OF CONTENTS
SUMMARY............................................ 182 SCENES............................................... 185
PREPARATIONS............................... 182 TWO FURIES, TOO FAST................... 185
DENIZENS....................................... 182 SKELETONS..................................... 185
KEY LOOT........................................ 183 FIRE!............................................... 186
TONE & TYPE................................... 183 PREPACKED WOLVES...................... 186
STAKEOUT........................................187
SPECIAL RULES................................... 183 HOT GARGOYLE NIGHTS................... 188
USE & INTENDED TOTAL COST......... 183 SPIDERS IN THE BELFRY................. 188
SPECIAL CASES & RESOURCE STILL LIFE....................................... 188
SUBSTITUTES................................. 183 SWORD & SLIMERY.......................... 189
SCALING.......................................... 184 TERRIBLE NIGHT............................. 189
GONE BATTY.................................... 190
TRADITIONS & TABLES........................ 184 WIGHT TO PARTY............................. 190
EL-1: DREADS.................................. 184 GOD AMONG ANTS............................ 190
EL-0: DANGERS............................... 184 MONSTER MASH...............................191
EL+1: DOOMS................................... 184
SUMMARY P R E PA R AT I O N S
T HIS PLACE IS TRYING TO KILL YOU (TPKU) • Review the SPECIAL RULES section, noting
sits as a launchpad for all of Act II. Players in particular that these encounters are not
will move through TPKU sequences between each resolved as combat.
encounter in Act II. While this is a way to tax player
resources, it’s also a way to help reinforce the spirit • Read TONE & TYPE, then review a scene of
of the game: up until this point, Castle Ravenloft has your choice to get a feel for general structure.
mainly just been a set piece—a backdrop for these
events—but with TPKU, it becomes a cruel and • Note the target cost of 8, as described in USE &
capricious player in and of itself. INTENDED TOTAL COST.
DENIZENS
VARIOUS
182
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KEY LOOT damage cannot be reduced. This should be a last
resort, as the purpose of this is to represent how
SPARROWHAWK worn down the characters are getting as they trudge
through the castle.
TONE & TYPE
USE & INTENDED
TPKU is designed to keep the pressure on without TOTAL COST
spending time. This is where the heritage of
Ravenloft shows through clearest: the careful As the transition between encounters, TPKU
plotting gives way to chaos and mishaps here, and represents a sequence of small random encounters.
that’s intentional. ONS is intended to be a pretty To generate the sequence, roll on the tables in
complete encapsulation of not just Curse of Strahd TRADITIONS & TABLES until the total is at least
and Ravenloft, but D&D generally. It seemed almost 8. While the target cost for a transit is 8 resources,
sacrilegious to not provide a random encounter it might be higher for unlucky players, especially
mechanism, but the time constraints of the format if relying on the Dangers or Dooms table. The
required some small innovation. encounters are represented as small narrative
vignettes.
RSPUELCEISAL
Players cannot spend resources they do not have.
I N ORDER TO KEEP GAMEPLAY MOVING but Characters always make miraculous escapes the first
still draw on the ample list of random encounters, time they would die, ending up stable at 0 hit points.
TPKU relies on an unusual mechanic: requiring Finally, thanks to skills, abilities, and special cases,
players to sacrifice Hit Dice or spells to fast- the actual amount of resources expended may be
forward through a random encounter. Each random lower than 8. That’s okay: triumph is an essential
encounter will have a certain threshold of Hit Dice part of modern gothic horror!
or spell levels (generally called “resources”) that will
have to be sacrificed to proceed. These resources SPECIAL CASES &
are interchangeable and any cost can be paid with a RESOURCE SUBSTITUTES
mix of them. As this is a more freeform storytelling
portion, encourage the players to describe how • Carrying The Good Wine: Can be spent as 3
they’re overcoming the various obstacles. resources once by the group carrying it.
The cost of an encounter will be determined by • Esmerelda: If Esmerelda survived, her support
the severity of the table you’re rolling on. Any counts as 1 resource per transit for any group.
player can sacrifice their resources to satisfy the
conditions. If no players have resources remaining, • Inspiration: Inspiration can be spent as 1
which is possible but unlikely, they can take one resource. Inspiration can be gained during the
“hit” of 2d4 damage in place of each resource. This encounters.
• Completed THE BLACK LAGOON: Worth
5 resources per bean from the bag of beans
expended, assuming the players did not kill Omu
(see RAINBOWLESS CONNECTION event for
more details). Should the players no longer have
beans left, they are unable to benefit from this
any further.
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SCALING
Increase resource costs per trip by 2 for each player beyond 5 players in the current group.
For four players, never roll on DANGERS or DOOMS table when the total resource
cost of the trip is 6 or higher.
&TRATDAIBTILOENSS EL-0: DANGERS
E ACH ENTRY IS LISTED with a page marker Each of these encounters cost a total of 1d6 resources.
to tell you how many creatures spawn on
each roll, and to provide context useful to you for D6
helping build the scene for your players. It’s okay 1 Read HOT GARGOYLE NIGHTS
if one roll has your characters fighting in the belfry 2 Read SPIDERS IN THE BELFRY
and another in the basement, since this also helps 3 Read STILL LIFE
represent the characters searching the sprawling
castle for where they need to go. If you roll the 4 Read SWORD & SLIMERY - Does
same result multiple times, feel free to choose Not Repeat, Read TERRIBLE NIGHT
another result that makes sense.
5 Read PREPACKED WOLVES
6 Read GONE BATTY
EL-1: DREADS EL+1: DOOMS
Each of these encounters cost a total of 1d4 resources. Each of these encounters cost 1d8 resources.
D6 D6
1 Read TWO FURIES, TOO FAST 1 Read WIGHT TO PARTY
2 Read TWO FURIES, TOO FAST 2 Read GOD AMONG ANTS
3 Read SKELETONS 3 Read GOD AMONG ANTS
4 Read FIRE! 4 Read MONSTER MASH
5 Read PREPACKED WOLVES 5 Read PREPACKED WOLVES
6 Read STAKEOUT 6 Read STAKEOUT
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SCENES red staining the blue of her wings. “Hullo, oh
mighty lords of ash,” Blue says as she reaches up
Below are the narrative components used by the a clawed hand for comfort.
encounter flow. Where possible, each notes down
the probable next vignettes. LOOT, MONSTERS, and Give players a moment to act before she
CONDITIONS are bolded in this section. Content continues:
intended to be read aloud verbatim is italicized.
“You ought to go around.” Lightning lances past
TTOWOOFFAUSRTIES, you like punctuation. A booming silence hits
your mind like a hammer as a thundering Deva
T HIS ENCOUNTER PITS THE PARTY against stalks towards you down the hall, and Blue leaps
the erinyes sisters from the Basilica. Immortal, up to block his way. “Brother!” is all you hear
many-bodied, and barely able to exist in this world, before the stone ceiling above you gives way.
the Furies pose a real but fleeting danger. This also This entire chunk of the castle is collapsing.
helps players understand what they’ll be dealing How do you survive the fall?
with in the BASILICA. Each time this scene is rolled,
read one of the following, starting from the top: If the player paying resources has 17 AC or higher,
they reduce the resource cost of this encounter
• A whip of lava licks around the corner. Behind by one.
you, you hear wingbeats. “I am the scourge,
and she the whip,” two voices chant. The Furies SKELETONS
look terribly pleased to see you as they step into
the hall ahead and behind you. “Endure us and READ ANY ONE of the following:
be made clean,” the littlest godlings whisper as
they lash the air. They fight to torment, not to •
kill, fading as their brief bodies are incinerated • Your path has taken you deep into strange
by the strain of holding their souls. How do you
survive their affections? crypts. Shocked by the sheer size of this
chamber, you start to walk faster, then to run.
• Arrows ping in through the windows, each As you flee, arches, huge gravestones, and
fletched in red or blue angel feathers. You great stacked mausoleums blur by, soft loam
hear a chortle of murderous glee. The Furies! underfoot. The space widens and widens. A
The stained glass shatters as a familiar pair of whole moor, swallowed by the castle! In the
winged devils dive through. “I am the scourge, lightless inexplicable hillocks and earthen works,
and she the whip,” they each say. More wings you remember the Brides of Strahd, the fallen
alight behind the first pair, and you would swear archdruids. Then you hear a peculiar boom:
to your horror that there is real affection in many swords against many shields, in perfect
their eyes. How do you make your escape? harmony. Then the unmistakable drumming
rhythm of a march. In serried ranks, the skeletal
• A wounded fury leans against the door here. legionnaires march out from the massive tomb
She is bleeding out as she glances up at you, works. Each bears a shield with Strahd’s crest.
Each carries a gladius of gleaming steel. They
step forward in formation, shields raised, gladii
out. How do you break their line?
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• The necropolis below the castle is so vast that merrily outside. What do you do as the stables
it has outskirts, curling branches and enormous burst into flames around you?
side chambers—and everywhere, the sea of
blood, shallow but present. Cold mist drifts low Resistance to fire damage reduces the resource cost
and you see little ghost lights in it, tiny faces by two, making this a relatively easy encounter.
that regard you with clear curiosity as you
sneak through. With the flair of long practice, a PREPACKED
skeleton in a three-piece suit steps theatrically
from behind a particularly big gravestone. WOLVES
He pitches a fireball at you, grinning the
whole time. EACH TIME THIS IS ROLLED, read one of the
following, starting from the top:
If the player paying the resource cost succeeds on
a DC 15 Dexterity (Initiative) check, reduce the • You dodge into the kitchen to catch your
resource cost of this encounter by one. breath. Inside, a werewolf introduces herself
as Tailor as she waits for the wolf steak she’s
FIRE! roasting to finish. You have to make small talk
for 30 minutes. Wolves and small talk are lethal
READ EITHER of the following: to most adventuring parties, accounting for 70%
of deaths among early adventurers.
• Flames race after you, swallowing the corridor
and framing the ghostly arsonist. He takes a • The fey-bound werewolves find you in the great
bow theatrically, visible in the negative space of wooden warrens. Tailor shrugs at you, hanging
the ever-spreading flames. Hot enough to burn back as the rest of the pack dives at you madly.
stone, the ghostfire whips and lashes towards “It’s just business,” she drawls before she dives
you as the ghost conducts it gleefully, like an in too. Eldritch blasts whip the air, but hunger
orchestra. How do you fight back? and lack of practice has left them vulnerable.
How do you defeat the wolves?
• Huge sections of the castle are wooden frame
buildings wrapped around great central stone • The moonlit courtyard is full of butchered
pillars. These are desperate attempts to carve werewolves. Tailor, heavily scarred, sits
human-sized spaces from the insanity of the pensively stitching up one of the bodies. You
castle, but the stable you are standing in gives feel obligated to lend a hand with this odd ritual.
lie to this: the castle is big enough that riding Gradually, the wounds knit in the moonlight.
horses inside it made sense. From outside, you She nods to you gratefully. She will be here a
hear a deep thoughtful snuffle, then in delicate very long time; she has been here a very long
Elvish, “We shall burn you out. Our humblest time. The weight of years comes crashing down
apologies, but each to their natures, hm?” The on you, and though you know it’s the magic of
massive hellhound trots amiably into the stable this place, the Domain of Despair, it smashes
and nods at you. He murmurs, “We do explode you to the ground. Tailor sits with you; she
when we die, by the by. I rather think you understands. How do you convince each other
should just run, hm?” and hellhounds blast away that this is a winnable fight?
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Tailor knows the basics of the feypack’s situation, and sending a massive crucible toppling. What
though like most of the pack members, she has does the fight look like?
difficulty explaining it. She can, however, explain
that the feypack served the druids, and when the Otherwise, read any one of the following:
druids fell to Strahd, so did the feypack. She’d very
much like to help the players, but the arcane brand • The ballroom’s milling crowd turns to you
marking her brow prevents her from doing so and smiles as one. Fangs. These weaker spawn
directly, and she’ll admit as much. Finally, she can are almost doll-like, but even as you slash
guide players to the SWORD & SLIMERY encounter through them, more keep coming. The fallen
if players badly need a magic weapon. This should shatter when they hit the ground, collapsing
be used sparingly. She cannot help them with the into blood! Misshapen horrors begin to crawl
ooze or even alert them to it. from the pooling crimson. How do you fight
your way out?
STAKEOUT
• Two vampiric knights in full-plate defend
R EAD ONE OF THE FOLLOWING if a character this ruined keep, perched high on the walls
has died, replacing ___________ with the encircling the basilica. Silhouetted against
character’s name: the sheer drop, they draw back their massive
recurve bows. Their silver armor is emblazoned
• Wind whips the battlements, piling drifts of with a strange crest: a silver dragon curled
snow up and slicing you with freezing rain. around the blade of a fang-like dagger. A cold
They were waiting for you. Of course, they dread rises in you as you fight through the
knew you’d come this way. You discussed the arrows. How do you survive the onslaught?
possibility. Pale and cruel of eye and fang,
___________ lunges at you. “I hated you • Passing through the great hall, on your way to
before you let me die,” they growl. Tell me how another destination, you come across one of
you kill your friend. the Brides: Spring, the oldest and cruelest, her
huge antlers glistening with blood. She smirks,
• The wild brambles have reclaimed this growling, “Better make this fast, mayflies.
courtyard. Four vampires in heavy armor crash You’re on the clock.” The vampiress circles you
down from a high tower above you, their ruined thoughtfully, her epee in a fencer’s grip. How
legs knitting as they stand. The undead move to do you defeat her? Do you rush? What does it
surround you and ___________ lifts a visor cost you?
and nods as swords are drawn. How do you
defeat them? If the vampires were former PCs, increase the
resource cost by 1.
• The passageway runs deep, widening out
until it lets out into a huge forge. The ancient
machinery is long cold. A familiar voice calls
out in a wordless shout. ___________ is faster
in death, clambering up the wall towards you.
Their first diving blow misses, shattering stone
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NHOITGGHARTGSOYLE the enormous creature’s metabolism has slowed
in its equally enormous age. How do you kill the
READ ANY ONE of the following: massive tarantula-like creature and how do you
deal with the poisonous hairs drifting through
• You didn’t like the statuary, even before it the air?
lunged for your throat with a stony sneer.
Abstracted from endless rain here on the roof, • The belfry is held together mostly by webs and
the towering gargoyle takes out a century of skittering legs, but up is the only route left. It’s
frustration on you. It’s weakened but it could slow and painful going, and the tiny poisonous
leave you bloodied. Tell me, how do you fight spiders plague you with countless bites until
it off? nausea starts to claw at you. As you make it out,
you collapse. You’ll recover, but what stories do
• After checking for traps, you touch the gargoyle you tell each other in the fevered interlude?
door knocker gingerly. It bites you less gingerly.
Eyes glow from the eaves with murderous • In the middle of the kitchen, as you pad
intent and you hear granite stretch, cat-like and through, you hear the distant click of chitin on
predatory. In their hundreds, the gargoyles of stone. Nothing; then the phase spider snaps into
Ravenloft begin to sing. The brain-smashing existence mid-bite, fangs hot with planar acid.
cacophony of voices leaves you bleeding from Two more of the big creatures pop in, a little
the ears as you resist by...? slower than their sibling but still dangerous.
How do you fight them off?
Resistance or immunity to non-magical bludgeoning
damage, such as from Rage, reduces this Resistance to poison damage or advantage on
encounter’s resource cost by one. If the resistance saving throws against the poisoned condition
is granted by a feature, reducing the cost expends a reduces the resource cost of this encounter by two.
use of that feature.
STILL LIFE
SPIDERS READ ANY ONE of the following:
IN THE BELFRY • The study wasn’t here last time you passed
this way. You disarm the first two traps, but this
READ ANY ONE of the following: place was built by mad genius; some ancient
spellwork or bound ghost detects you, and
• The trapdoor spider’s adaptation is miraculous; there is a click. Doors slam shut around you.
you just wish it hadn’t looked exactly like a The portrait of Strahd winks at you as the room
rug. Huge limbs lash happily at the air as it tries starts to fill with blood. How do you break out
desperately to catch its meal—you. Thankfully, of the room?
• Passing too close to the chapel wakes some
old guardian, long corrupted. Something like
a blackguard steps from the stained glass and
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lunges with a greatsword. She is all sharp TNIEGRHRTIBLE
edges as she lays into you. What does the
fight look like? READ ANY ONE of the following:
• Around you, the ruins of a coliseum. At some • You remember only an imperious gesture.
point, the sprawl of the castle devoured it The command weighs on you very exactly, like
whole, or perhaps it was unearthed as the roots a curse. It is, after all, never a good night to
of the damnable place spread deep. That’s not have a curse. How do you break the spell?
what catches your eye, though: along a single
great wall of the gladiator’s quarters, a glass-tile • As you pass along the rooftops, something leaps
mosaic has survived. The feast it depicts is so from above with mad abandon. The wolfish
inviting, you never want to look away—never. ghoul bites one of you before you can toss it
How do you escape? over the ramparts. Canine laughter dopplers
away, and you can feel some hot ache taking
SSWLOIRMD E&RY hold around the wound. How do you treat the
cursed bite?
THIS ENCOUNTER happens only once.
Based directly on a similar encounter in the • The trophy hall is lined with great shards of
original Curse of Strahd, this has been modified silver dragon scales, reflecting and refracting
to abbreviate it. It does carry a small reward, but your party. One of your reflections waves
players who leave cannot return. timidly. The creature in the mirror took
something from your pocket while it was your
A sword glimmers in the shallow pool in the back of reflection. She has the good grace to look
a collapsed prison cell. chagrined as she assumes her true form: a rail-
thin sylph with her butterfly wings carved full
If players engage, they do recover the sword, but of cold iron runes. She watches you mournfully
also end up fighting a gray ooze that has suffused as she eats the memory. What memory did you
the water. lose and why did it hurt you?
As you reach for the weapon, acidic tendrils snap Remove curse, if prepared, can be used to pay for
up from the water! A huge grey ooze rises from it. this encounter in its entirety in lieu of the normal
resource cost. The spell slot is spent as usual.
The resource cost of this encounter is reduced down
to one if players bail, but is increased by two if
they stay.
Players gain the magic sword SPARROWHAWK if
they stay. SPARROWHAWK is a +1 scimitar, with
additional properties detailed in its entry in ITEMS.
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BGOANTETY optimistically, each bowing deep in turn. They
flash towards you on sinew made taut by age.
READ ANY ONE of the following: How do you fight them off?
• The roof here is covered in little bat skeletons. • Behind door number 1: well-kempt wights
Each little skull turns to you with a unified sharing century-old jokes. It was not a good
purpose. The bats smash into you by the time to interrupt. Dressed in lacquered finery,
hundreds. How do you weather the storm? the wights dive down at you from the theater
balconies. More of them climb like awful
• What you took for lightless darkness explodes spiders from the high places of the ruined dome
into flight on countless little bat wings. You are above. They assemble, and the front declaims:
carried aloft and dropped from a terrible height, “Proscaenium paratum est!” They draw ritual
slamming through rotten wooden floors and daggers of amber, hilted in jade, and they stalk
crashing onto stone. How do you soften toward you. How do you make your exit from
the blow? the stage?
• The bats follow you, watching you expectantly. The player paying can make a DC 15 Charisma
Riding each is a little bat-winged fairy, crying (Persuasion) check, in an attempt to flatter their
and wounded. They refuse any attempt to heal way out by playing to the vanity of the Party
them, raising pitiful burned wrists bound in cold Wights. Failure doubles the resource cost.
iron. Accidents start to happen around you as Party foul!
more of the poor creatures gather. Their curse
is contagious, but they are blameless. What do AGONDTASMONG
you do? How do you fix this?
It’s bats. Any clever roleplay reduces this LIKE THE OTHER ENCOUNTERS, each of these
encounter’s cost by one. vignettes can be used at most once. Unlike the
others, rather than reroll, if there are no vignettes
TWOIGPAHRTTY remaining, this encounter is replaced
with STAKEOUT.
READ ANY ONE of the following:
If the villain is Irena, use one of the following, in
• You find a covey of wights pacing the courtyard. order starting from the top:
The ten of them draw silvered fencing rapiers • The skeletal figure strides after you. He wears
a three-piece suit over silver-inlaid bones and
shrugs off fire or blade with sparse arcane
gestures. You are pursued as you flee, though
perhaps there is the echo of an apologetic
respect in those empty sockets. This is Sergei;
it can be none other. He lifts the pipe to his lips
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then blows a killing cloud after you. How do you The great stone blocks of Ravenloft splash and
survive the cloudkill spell? ripple like the surface of a pond as he dances
around you in a fleeting ballet of violence.
• Armored in crimson lamellar, the blackguard Moments later, he is gone. How do you tend
strides towards you. Her fists are armored in your wounds?
jade gauntlets that smoke with hate. The woman
ignores your spells and swords as her fists • The towering head of a wolf slams through
hammer you with chilly abandon. She ignores the wall. Two stories tall with a mouth full of
your attacks even as they open gaps in her vampire fangs, the godeater wolf eyes you
armor and her flesh—like a creature that cannot thoughtfully. “How droll,” Strahd murmurs as
die. Her eyes glitter as she invokes the stolen the great furred brow knits. “I have woken in
power of the sun, incinerating her vampiric time for brunch.” The ruby crown he wears
flesh to power the spell. How do you survive the glints as a shockwave of force hammers you and
nova-shock of radiant power? gravity seems to claw you down to the earth.
He sashays towards you with a lazy four-legged
• The Blackguard. She stands silhouetted in the trot, but the castle seems to refuse him as
doorway. “I killed that little priestling centuries pillars topple towards him and huge chunks of
ago. Does she still call herself Gertruda? I gave stonework fall. How do you escape?
her that name when she rose at my will.” Your
heart aches as your foe reaches for the power of MMOANSSHTER
the sun again. It does not answer. She tightens
her fist, blood pouring from the gauntlet, as she READ ONE of the following:
growls, “No. No. It is not time yet!”
•
Continue in Gertruda’s voice, as though she is • The ghouls have cornered you when you feel
narrating as DM:
the ghast’s claws strike you from above. The
This whole thing seems petty, small, doesn’t toxic claws strike a major nerve, and your
it? Cruel and mean. Be our truth! How do you luck runs out as your muscles freeze—but you
strike her down, oh mighty lords of ash? are not alone, as your friends step forward.
What does it cost? These strange dog-like ghouls begin to circle
thoughtfully, nodding to you and to each other
If the villain is Strahd, use one of the following: as they converse in flickering hand-signs.
• As you enter the sprawling hall, with its spiral Among them, the ghast looks at you with utter
despair. Strange fear creeps in. How do you
stairs and marble floors, the doors slam shut. protect each other?
The chandeliers explode, and armored in bone
and plate, Strahd sweeps down upon you, • These dog-like creatures are smarter than any
mauling you—and then is gone. His Brides ghouls you’ve ever seen. They snicker and plan.
volley fire arrows down at you from the high You see them in passing, more often and more
places of the room. As you approach, they
retreat. How do you escape the withering
arrow fire?
• Strahd slips through the wall, cold hands
clamping you against the wall as the fangs sink
in. He phases through the shuddering body of
your friend and is gone. They are alive, though
battered, but he reappears moments later.
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of them. Finally, a great crowd of them finds you
on one of the high stone bridges. Robed in deep
blue silks and armored in half-plate of amber,
their ears twitch and their fur blows in an
invisible wind. There must be hundreds on both
sides of the bridge. One lifts a wand of bone and
intones softly, “There are other Domains.
Other dreads. We hope to see you soon.”
You smell autumn leaves rotting as a withering
wind blows. Stone rots, steel rusts, and the
bridge collapses. Only the strength of your will,
thrown against this strange and mighty spell,
protects you. What does it cost you?
What do you pay us to survive?
Turn undead can be expended to reduce the
resource cost of this encounter by two.
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DINNER DATE
TABLE OF CONTENTS
SUMMARY............................................ 193 CORE ENCOUNTER FLOW..................... 197
PREPARATIONS............................... 193
DENIZENS....................................... 194 MAP...................................................... 198
KEY LOOT........................................ 194
COMBAT FLOW..................................... 199
THE MISERY......................................... 194
BOTH ARCS...................................... 194 THE MISERY..................................... 200
IRENA ARCS..................................... 194
STRAHD ARCS................................. 194 THE BRIDES..................................... 201
WHAT HE KNOWS............................ 194
GENERAL INFORMATION.............. 195 SCENES............................................... 203
OTHER ENCOUNTERS.................. 195 INTRO: THE MISERY ANSWERS........ 203
A DARK FATE.................................... 203
SUMMARY SOMETHING IS VERY WRONG........... 204
HAVE AT YOU!.................................. 204
IN THE MAIN GAME, Strahd invites characters END & LOOT..................................... 205
to dinner. Here, the Vampire Lord does the
same—perhaps because they’re driven to, perhaps characters’ attention to incongruities, even by—
out of malice. Once characters make their way to especially by—dying, he’ll take it. Unfortunately for
the dining room, which is marked on their map the characters, he can’t say anything direct. If the
in THE INVITATION, Strahd grills them on their characters trap him, he’ll have to lie, but they can
intentions—but “Strahd” is actually a mighty spirit employ Wisdom (Insight) checks.
bound and physically transformed to appear as the
Vampire Lord. In the two arcs, the specific bound P R E PA R AT I O N S
spirit varies, based on the differing motivations of
the Vampire Lords. The following is the minimum prep that a DM needs
to do for them to be able to run this encounter.
This is the most classically gothic of ONS’s major While we recommend a detailed reading of the
beats. To land that, it must deliver on both madness entire encounter, if you’ve got to rush or you plan
and menace from the Misery in their Imposter guise. to wing it, here’s what we think you need to do:
This is a good chance to get extremely Castlevania,
especially because the Misery is desperate to 1. Print the Endless Misery and Brides stat
betray their master. If he can manage to draw the blocks, found in the MONSTERS section in
AFTERMATTER.
2. Review the suggested COMBAT FLOW, and
skim the INTRO scene.
3. Note that the assigned treasure is found on the
pipe organ.
4. Review WHAT HE KNOWS under
THE MISERY.
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DINNER DATE
DENIZENS destroyed. The Misery can’t do anything directly,
but he can insist that characters “...must read of my
THE MISERY: A mighty bound spirit, disguised glories, you ants!”
as Strahd. See THE MISERY for more details.
THE BRIDES: Conscripted as wait-staff for the IRENA ARC
charade and blindfolded, they are bound by the
will of the Vampire Lord to violence and silence. During an Irena run, the Misery is Rahadin. He
Only Winter will resist this, and her ability to do seeks an opportunity to betray Irena in a way that
so is limited. does not endanger Strahd, but his options are
restricted by magic. He will attempt to guide the
KEY LOOT conversation to discussing her, but cannot do so
directly. Failing that, he seeks an opportunity to die
Assigned Treasure, generally the HOLY SYMBOL at least briefly, though he knows Irena will not let
OF RAVENKIND. him rest. Questions about Strahd provoke smooth
lies, as he’s been coached extensively by Irena.
THE MISERY STRAHD ARC
F IRST, AND MOST IMPORTANTLY, the During a Strahd run, this is Van Richten, doomed
MISERY is a bound spirit. It does not want to be to serve the monster he tried to slay. He has two
here, does not want to do this, and has no choice major goals:
in the matter. As it takes damage, the binding is
gradually destroyed. This does three things: it offers 1. The first is that he desperately wants to reveal
the Misery slightly more freedom in how it speaks, the secret of Strahd’s tomb. He, of course,
it reveals the Misery’s true form, and the Misery cannot do this, but he’ll try to guide characters
becomes less and less substantial as it is freed. into understanding that the tomb is extremely
This is a key opportunity for players to get a better well-hidden.
feeling for what they may face in other encounters,
as highlighted in the WHAT HE KNOWS section 2. He seeks an opportunity to guide characters to
below. the staff of power if they do not already have
it. He does this by mentioning Kazan whenever
BOTH ARCS possible, hoping to send the party to Kazan’s
tomb in the Crypts to look around closely.
Given any opportunity, the Misery will always
encourage the characters to seek out the Zarovich If possible, he’ll mention Irena. If pressed on
Tome by waxing rhapsodic about the glorious Irena, he will use this as an opportunity to force
histories it contains. This is an area where he has confrontation by fouling up the binding controlling
slightly more free will, as Strahd is incredibly him with contradictory impulses long enough for
arrogant and didn’t lay down extensive bindings characters to pounce.
around this, and Irena believes the Tome was
WHAT HE KNOWS
The Misery knows the following, but
always couches it in terms of his personal
accomplishments:
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General Information intentionally clumsy lies that provoke a DC 18
Wisdom (Insight) check. Success may lead to
• The Vampire Lord of Ravenloft has returned and SOMETHING IS VERY WRONG, if players press.
certain relics will be necessary to defeat them.
The Basilica
• Barovia has been reduced to a silent ruin of • He’s aware of the Deva and the Furies, and will
floating isles, much like the one you are on.
offer a little advice on how to prepare, namely
• A past Lord was determined to annihilate all that lightning, radiant, and piercing damage are
threats to their rule. their primary tools.
• Almost no mortal survives in this place, • Let players know he’s holding information back
except as tormented ghosts. about the BASILICA, but it requires a DC 20
Charisma (Persuasion) check to get directions
• It has been almost a hundred years since the to the GOOD WINE. If they succeed, he will tell
last incursion of adventurers, by the internal them to check the winery.
reckoning of Barovia. He also mentions that time
runs differently inside, often in fits and starts. • He will not reveal that the Abbot is a fallen
angel under any circumstances.
In the Strahd run
• The Misery is aware of Argynvost’s fate: the The Tome And Gertruda
• Pressing him for information about Gertruda
silver dragon has fallen under Strahd’s sway
and has become a mighty undead servant of will cause him to reveal that she is the Lady of
the Vampire Lord. Extracting this information Summer, and that the characters have assumed
is extremely difficult and requires a successful the role of her challengers in this drama. He
DC 20 Intelligence (Investigation) check after knows vaguely about her relationship to the
characters trigger A DARK FATE, making the Dark Powers, but nothing of detail.
window narrow.
• Pressing him on the Tome will trigger the
In the Irena run behaviors detailed in Both Arcs above.
• The Misery is aware of Vasilka’s existence
• He does know that there’s a prismatic wall
as a mighty lapis sphinx who serves as in the library, but extracting this information
Irena’s throne. Extracting this information is will require a successful DC 20 Charisma
extremely difficult and requires a successful (Deception) check after characters trigger
DC 20 Intelligence (Investigation) check after A DARK FATE, making the window narrow.
characters trigger A DARK FATE, making the
window narrow. The Crypts
• He can say little of the crypts, but is eager to tell
Other Encounters
characters to make sure they pay their respects
The Eclipse to Khazan.
• The Misery will never mention THE ECLIPSE
• If pressed, he will discuss IRENA’S TOMB as it
unless the characters first trigger A DARK FATE. appears in the CRYPTS encounter. This can lead
to A DARK FATE.
• He knows that Eclipse heralds the beginning of
the end, where the rite of challenge is resolved The Tower
formally for the amusement of the Dark Powers. • The Misery knows Patrina’s personal history,
• He does not know when the Eclipse will especially the aspects that overlap with
happen, and any answers he gives will be STRAHD and IRENA. Refer to PATRINA’s
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entry in the CHARACTERS section, or the
summary below:
• She has commanded mighty demons
and archfey.
• She was once an elven hero who walked the
sacred ground of Arvandor.
• She is a mighty archmage who has been
entangled in the history of Barovia and
the Zaroviches.
• She was once the lover of Strahd and
even of Sergei, but has long abandoned
those attachments.
• He knows about the heart and will taunt
characters:
• “The Heart of Sorrow. A mighty engine.
A foundry, a tomb, a font, all in one. While
it exists, not even sunlight will prevent me
from regenerating,” and Strahd looks proud
of this. Terribly proud.
• The Misery knows the vague shape of the Game
of Forms, and is willing to explain a little about
how to play. Refer to THE TOWER encounter,
or refer to the summary below:
• “The game of forms. Patrina’s little
dalliance. An old shapeshifter’s dueling
style, something she picked up from the
Archdruids,” and here he pauses to gesture
to the Brides. “One player assumes a form,
the other counters. This repeats. It’s very
droll, I’m sure,” and Strahd sneers as only a
vampire can.
ACT II: CoRnUe SnHi g hYt Os tUr aRh dENEMIES
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CORE ENCOUNTER FLOW
START FAILED
Read: Read: Group Insight
Check
INTRO A DARK
FATE
The Misery
answers questions until PASSED
Players ask about
Irena or her fate...
Or...
...asked 8 questions...
Or...
...have run out of time. Read:
Read: SOMETHING
IS VERY
HAVE AT YOU! WRONG
& go to
COMBAT FLOW
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COMBAT FLOW
PRE The following is an example of a combat flow, with each part explained.
NAME
Titles
Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.
1 M: This holds a movement plan.
M: Move.
A: This covers the suggested action for the first
turn, denoted by the 1 to the left.
B: This lists the bonus action to be used, if any.
R: This holds a suggested reaction.
Legendary actions will be described in red at the
bottom, generally in order of use with causes.
2
As above, for the second turn. Markers may be
used in the timeline to the left as a way to show
other events.
This feature is not used in this encounter.
R: Reaction.
3
As above, for the third turn, and as a suggestion for turns beyond that.
This is denoted by the dotted arrow leading off page.
This arrow will be solid if a second page is provided.
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