ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF IRENA
TKHNE PIRGOFHANTE OUTRO
T HIS OUTRO COVERS specifically the
R EAD THE FOLLOWING for the intro of the consequences of this encounter, but to quickly
Profane Knight: summarize, a loss here does not guarantee a
complete defeat. Complete defeat requires a loss in
A single hard click of iron on stone is followed by both the GAUNTLET, which is
the bonfire roar of a nightmare’s fiery mane. The this encounter, and the FIGHT.
fiendish horse steps in through the northern wall as
the Ethereal drips off its skeletal rider. A watchful If players won before 8 or more characters died:
skull stares from cowled robes of midnight. Stars
dance in the folds of those robes as Sergei holds his PROCEED TO:
estoc at ceremonial rest on the saddle’s horn, with Victory
the point straight up, and nods once.
THE GRIP If 8 or more characters have died and players fought
to a win:
S ERGEI REACHES FOR YOU, and a grasping
spray of knucklebones wraps your ribs in a PROCEED TO:
second cage of bone. This makeshift fist clenches, Qualified Victory
crushing you and crushing and crushing. It does
not stop. If 8 or more characters have died and players have
given up:
REVENANTS
PROCEED TO:
Loss
S ERGEI PAUSES A MOMENT, and lifts a lone VICTORY
ring from his finger. The golden band hangs in
the air then crumples into a white singularity. One S HATTERED BONES CRUNCH underfoot
of the slain birds begins to stir. as you pull yourself up. Sergei’s cloak is still
burning, the arcana that preserved him in this unlife
A Servant is resurrected at full health, per the failing. He collapses, his skull and cruciform sword
COMBAT FLOW instructions in the block that clattering to the ground. Behind you, the half-open
triggered this text. This effect cannot trigger again. sarcophagi reveals something much more like a
It may be tempting to reuse it, but we strongly
recommend against doing so.
349
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF IRENA
slipcasting mould than anything else. Mist and fire slam the weapon home and the furious power of
and blood throb with evil purpose inside the lapis the Lord contests. The stone tomb cracks. The fire
chamber. What do you do? inside stills, curls to calcify in an ashen heart. You
destroy it utterly just as your weapon breaks.
If players attempt to stake the vampire, their
stakes are incinerated in the fire. If they have the The following is written from the direct perspective
SUNBLADE with them, read: The sunsword speaks of the Dark Powers. Read in the voice of the
at last, a reluctant whisper: “I could serve this Dark Powers, as though they are narrating:
purpose.” “You are the spear that pierced our heart, this heart.
And you are loved! You are an apocalypse! You
Otherwise, read: might frown, but do some worlds not deserve you?
Oak alone will not suffice. There has to be some Deserve a fitting end? Understand, this is the start
other more powerful weapon you could use. of a story and not the finale. To us, to you, in you,
this myth finished furnishes fertile fields for fresh
If players take a while to settle on staking Irena, fables. We will watch your truth.”
ask for a Wisdom (Insight) or Intelligence (History)
check. On a 10 or higher, remind them that they You hear footsteps pounding down the stairs. The
would know that normally, higher vampires must be sweet rush of tart grief! In the doorway, Gertruda
staked to be killed in a final way. slips to her knees, staring in horror. When she hits
the ground, stone shatters. Our envoy rests her
The default viable options are: YEAR’S END in any head on the floor, burying her grief like a seed.
form, SERGEI’S ESTOC, the LUCK BLADE, or the
STAFF OF POWER. The MORNINGSTAR WHIP may Pause here. Players may attempt to stop her. Any
work if players can figure out a way to make it act attacks, spells, or other forms of damage hit, visibly
like a stake. In fact, anything particularly clever damaging Gertruda. If players somehow manage to
will also work, such as an ingenious use of the gate do 250 damage in one turn, she is destroyed.
scrolls players may have gotten from Patrina, but
if players try a lesser magical weapon or item, such GO IMMEDIATELY TO:
as a generic +1 weapon, read: There’s a moment The Hidden Path IN THE
where you think it will hold, and then the fury and Greenhouse Encounter
flame devours it. You’ll need a weapon of power and
grandeur. Otherwise, read:
Grass explodes outward from her. Flowers follow.
If Winter is present and has YEAR’S END, she The crimson gloom of the dying sun fades. The
will volunteer it. This will kill her, potentially world is black, blank, before the hammer stroke of
permanently, but she considers it worthwhile. A DC golden light drives you to your knees. Time slips as
15 Wisdom (Perception or Insight) or Intelligence your vision doubles. A figure walks towards you out
(History) check will reveal that Sergei’s estoc would of the mirage shimmer.
serve instead.
The Innocent One leans down. “Stay with me now,”
Ultimately, if players can’t find anything, ask for she whispers as she helps each of you up. “Please.”
Wisdom (Perception or Insight) checks. Anything She is burning in the sun, burning forever and ever
above a 10 suggests Sergei’s estoc. and ever, and she is here in it anyway, lifting you up.
“Please.”
Once players settle on something effective,
read: This is perfect. It is not the shape of the stake
but the home of the heart that matters to us. You
350
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF IRENA
Players have a chance to speak with Gertruda here, into walls and for a moment, you fear he’s had his
their last in Ravenloft proper. While they talk, she revenge. But the lapis tomb behind you slowly goes
begins to pile the broken lapis of the tomb-forge still, falls silent at the last second. You’ve put an
into a sort of cairn. She’s profoundly distraught, end, or at least a halt to Irena’s apotheosis. As your
especially if players in the other group were strength fails, you are cajoled, helped, and finally
successful, but she hides it reasonably well. She may dragged by the ghostly wolves slowly out of the
have come to hate Irena for the cruelties that she tomb. Through the teleportation circle on the door.
heaped on her and the world, but that doesn’t mean Into summer. Onto green spreading grass.
she didn’t care about the woman that once was. She
mourns in her own way, leaving Lily of the Valley PROCEED TO:
growing around the cairn. Greenhouse Encounter
After she’s done making the cairn, which is AND FIND THE
fairly quick, read:
“Little Innocent One, sunny-hearted, beloved by Qualified Victory scene
shadow. She puts on a very brave face, does she not,
our Gertruda? One can have two truths, after all.” LOSS
Gertruda picks up Sergei’s pipe, cradling it, mending THERE ARE CORPSES EVERYWHERE. Sergei
it, keeping it. He was her friend, too. Finally, our has torn you apart and the great tomb-forge
envoy says, “I’ll race you home?” And she tries a has swallowed the shreds. Behind you, the lapis
grin. To her sorrow, it comes easily. She is happy. engine finishes its terrible work, and the Vampire
After all, one can have two truths. You’ll find your Lord awakens anew in full. This world is given new
way—you always do—so why not a race? This is shape, and behold our new truth: Irena, our envoy, a
your truth. more perfect articulation of our intent.
Triumph, unmitigated triumph surely. Shadow pools around her, and you are utterly
suffocated by it.
PROCEED TO:
Greenhouse Encounter The fight is absolutely and irrevocably over. The
players have lost this fight, but the campaign’s not
AND FIND THE lost yet. The best they can hope for is a QUALIFIED
VICTORY, but there’s some story left yet.
Victory scene
PROCEED TO:
QVUICATLIOFIREYD Greenhouse Encounter
S ERGEI SLOWLY TOPPLES, his starry cloak AND FIND THE
catching fire as the great arcana sustaining
him fails. The wave of necrotic energy slams you Loss scene
351
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DAIRREKNAAFUIGDHITE:NCE
TABLE OF CONTENTS
SUMMARY............................................ 352 COMBAT FLOW..................................... 359
PREPARATIONS............................... 353 IRENA VON ZAROVICH...................... 360
DENIZENS....................................... 353 VASILKA DEVAGEMACHT...................361
KEY LOOT........................................ 354
TONE & TYPE................................... 354 SCENES............................................... 363
INTRO.............................................. 363
SCALING.............................................. 355 COMBAT FLOW................................. 363
IRENA.................................................. 356 IRENA'S FURY.................................. 365
UNWELCOME................................... 365
ADDITIONAL TACTICS....................... 356 OUTRO............................................. 366
VASILKA............................................... 356 VICTORY.......................................... 366
QUALIFIED VICTORY......................... 367
ADDITIONAL TACTICS....................... 356 LOSS............................................... 367
CORE ENCOUNTER FLOW..................... 357
MAP...................................................... 358
SUMMARY this fight is uncomplicated, the actual machinery is
fairly complex, as it hinges on two spellcasters with
O NCE IRENA IS DISCOVERED, she’ll be found legendary actions. It is intended to be splashy and
in the throne room of Castle Ravenloft. She extremely dangerous.
still makes forays to torment the players, but she
can now be fought. When players find her, she Moreover, Irena is an implacable foe. She’s likely
slouches in languid boredom on a throne carved already killed a couple of player characters. As a
in her likeness, before it begins slowly to rise. This result, the focus is on giving her a suitable exit,
throne is actually Vasilka, the perfected form of the like any good heel. This might mean that players
Abbot’s endless work. As the gynosphinx rises into get mulched. Irena has to kill 8 characters to
the air, players may come in swinging. That’s fine— win. That’s almost 350 damage on average, and
it’s a major illusion. The rest of the fight is going death saves tend to mean that it costs quite a few
to go pretty much like that. While the staging for additional actions to eliminate player characters.
The problem is that she has access to the brutally
powerful Charm ability and will use it to finish off at
least one character if possible, which can lead to a
352
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
cascade failure as vampire spawn start to devour the 2. Review the suggested COMBAT FLOW, and
player characters. Even small tactical slips open up skim the INTRO scene.
significant opportunities, and if players forget their
abilities or items, they will begin to get massacred. 3. Skim or read the rest of this section.
However, we recognize that this actually happening 4. Print and review the RITES: RULES & SCENES
is a bad fit for many tables. The perception that section from RITES.
doom is a real and possible outcome is essential
to the milieu of gothic horror. However, of those If you have more time to finish prep:
classic stories, relatively few end in anything less
than a partial victory for the heroes. It is possible 5. Review the encounter flow then print it.
to run a game as a pure tactical combat. This
encounter supports that approach. It is not the 6. Review the scenes in conjunction with the
intent of this encounter, but for many groups, that ENCOUNTER FLOW.
will provide a unique and exciting experience.
7. Revisit the COMBAT FLOW, keeping in mind
That will not work for most play groups. Worse, the RITES rules.
when played with two groups, this would mean
that only one party needs to fail for defeat to be Necessary Compromise
absolute. The result is that both the combat and
narrative of this encounter are here to engage This fight, as discussed in the SUMMARY as
those who care primarily about roleplaying. This well as TONE & TYPE, aims to bridge two
encounter is intended to end in narrow victory conflicting player promises. Summarizing those
or partial defeat, and is driven only in part by the segments, the problem is that players expect Irena
outcomes of combat. To take a narrative view, the to be insurmountably deadly and also just hard
players fight a god here in all but name. It doesn’t enough to be challenging. Formally, they expect a
make sense that they could destroy Irena with just mechanically accurate simulation of her power and
spell and sword. This is an argument, framed in a narratively satisfying presentation of a heroic arc,
violence, about the right to exist. The system of something that gothic horror already has problems
RITES, described in the eponymous RITES DESIGN, with. This is exacerbated by the fact that players
is specifically designed to express this conceit have different play priorities and different interests
and grant more players meaningful choice. This is in the core pillars. Some may be first-time players,
framed narratively in the AMBER SARCOPHAGI and that should be okay. They should get to
encounter and expanded during THE ECLIPSE. have fun.
P R E PA R AT I O N S Rites
The following is the minimum concepts and prep Rites become explicitly available to players as
that a DM needs to do for them to be able to run soon as the AMBER SARCOPHAGI encounter is
this encounter. While we recommend a detailed complete, which provides the narrative framing
reading of the entire encounter, if you’ve got to rush for them. Even if you’re in a hurry, we recommend
or you plan to wing it, here’s what we think you reviewing Rites. They are designed to allow a more
need to do: varied range of players to engage with the FINALE.
1. Print Irena and Vasilka’s stat blocks, found in DENIZENS
DENIZENS.
IRENA
VASILKA
353
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
KEY LOOT the fight is also the narrative climax, it would risk
isolating players in a damaging way.
None
We recommend steering players towards the final
TONE & TYPE encounter that most accurately maps to their
preferences. For players who seek a pure tactical
In terms of tone, this leans hard into the voice of experience, the fight in Irena’s CRYPT may be more
gothic and pulp horror. Though those are always appropriate. Our experiential touchstones for this
exciting reads, our experience has been that combat are:
they’re somewhat inaccessible as games except to
hardcore fans. As a result, while the voice is built 1. Joyous Performance: This validates roleplay as
on the tropes of gothic horror, the mechanical part of the gameplay loop.
aspects continue to draw on neo-noir and balletic
violence, rewarding showy or exciting plays without 2. Choreographic Duel: This feels like a
cheapening the tactical simulation. It ameliorates compelling “watchable” final battle.
the fact that combat often fails to appeal to the
performance and exploration pillars of the D&D 3. Test To Destruction: This serves to end things
experience. While that gap is acceptable for a with destructive finality.
normal fight or even a major interstitial event, when
4. Climactic Battle: The battle itself should serve
as the key climax.
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
SCALING
This is a particularly complicated combat, so rather than providing sophisticated explicit scaling,
a catch-up mechanic has been added in the form of RITES, particularly LAST STAND, to resolve the issues.
A few conditions that require explicit treatment are covered here, with one option for increasing
the difficulty: WICKED CUNNING.
STAFF OF This thing is absolutely brutal and virtually impossible to play around. If players
POWER have it, Vasilka will save a slot for Pyrotechnics, using the cloud effect to hide
herself or Irena if they’re orbed with the wall. This blocks sunlight and line
of sight.
LOW DAMAGE For low damage-per-turn parties, reduce damage on all enemy attacks by 1d8.
This gives the players more time to chew through the enemy HP, and makes the
fight feel like more of a grudge match.
ILLUSION Reduce truesight to 30 feet, but remember both enemies have superhuman
-HEAVY intellect.
LOW PLAYER
COUNTS We recommend using NOT DOING SO HOT.
NOT DOING
SO HOT If players have done poorly up to this point, the death counter tips at 10 instead
of at 8. The rules for this are factored into the relevant blocks.
WICKED For some groups, the core fight combined with the Rites will be relatively easy
CUNNING or at least uncomplicated, especially if they have played ONS before. In that
case, most of the initial introduction is a major illusion cast by Vasilka at 6th
level. The results of this modification are covered in the INTRO scene under the
WICKED CUNNING clause.
355
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
strike for a decisive blow. She may also use Vasilka’s
separate legendaries to close out a kill. If the players
are making short work of her, she can slip through
the walls per her Lair ability and use greater
invisibility to re-enter on her own terms. In this
case, she generally makes a dramatic re-entrance
through the great stained glass windows as soon as
her hit points are above 140.
VASILKA
IRENA USES GYNOSPHINX, with a modified spell list
as below:
Vampire Lord, Ravenloft
• Cantrips (at will): mage hand, minor illusion,
ADDITIONAL TACTICS prestidigitation
I RENA WILL START OFF riding Vasilka, although • 1st Level (4 slots): cause fear, earth tremor, shield
given her own flying speed she may dismount at
any time. Irena prioritizes high AC or high hit point • 2nd Level (3 slots): misty step, spiritual weapon,
enemies, trying not to move within 15 feet of them pyrotechnics
unless absolutely necessary. Instead, she relies on
zephyr strike and her legendary movement action • 3rd Level (3 slots): dispel magic, lightning bolt,
to reposition aggressively. Irena is smart enough to counterspell
recognize whoever poses the largest threat to her,
and if that person does not have high Armor Class, • 4th Level (2 slots remaining): fire shield, greater
they can very quickly become a tasty snack. As with invisibility
the earlier encounter with the Furies, focus firing
on one character may make tactical sense, but will • 5th Level (1 slots remaining): maelstrom
likely be viewed as an unfun thing to do.
• 6th Level (1 slots remaining): major image only
If one character becomes troublesome to her, she - Optional, see SCALING
uses her legendary actions and ranged spells, before
opting to move to close in conjunction with zephyr ADDITIONAL TACTICS
While Vasilka is a devastating presence on the
battlefield, she is intentionally deemphasized as
a threat and used to draw fire away from Irena.
Remember, while she’s a memorable moment, she’s
not who players are here to fight. If she’s used by
Irena to close out a kill, it should be Irena’s gesture
of contempt or frustration over a failed Charm.
While she can use spiritual weapon to close off and
capitalize on damage done by Irena, this can be
unfun. Feel free to omit this, but it will make the fight
easier by a wider margin than is immediately obvious.
356
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
CORE ENCOUNTER FLOW
START
Read:
INTRO
Players get 10 in-game
minutes to prepare.
Decide if
WICKED CUNNING
is in effect.
Finish:
INTRO
Begin:
COMBAT FLOW
357
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
358
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
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.
359
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
Irena von Zarovich
Doom of Barovia, The End of Hope, Saint of Dread
PRE
Active Spells: Mirror image, non-detection, nystul's magic aura (Hide Aura).
Lair Action: Irena will always use her ability to fly through walls & floors.
1 M: Riding Vasilka.
A: Cast animate objects and read IRENA'S FURY, M: Riding Vasilka.
R: Hold for shield. M: Dismount, move to highest HP.
Charm Ability used at 3rd level, delaying for a
weakened target to present itself, if possible. M: Move to highest threat or
escape.
2
A: Cast fireball, at 4th level.
R: Hold for shield.
Charm Ability used at 3rd level, delaying for a
weakened target to present itself, if possible.
3
B: Cast misty step to close.
A: Attack with Little Mothers, aim to grapple and
then carry if Irena needs additional menace.
R: Hold for Attack of opportunity.
Bite, followed by Unarmed Strike, using Irena's
ability. Alternatively, you may wish to further
disengage using her movement legendary.
4
A: Bite if grappled then attack with Little
Mothers. Greater invisibility if escape is required.
B: Cast misty step to reposition.
R: Hold for shield.
Charm Ability used at 4th level, delaying for a
weakened target to present itself, if possible.
360
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
Vasilka Devagemacht
Eater of the Dead, The Stone Which Hates
PRE
Active Spells: Fire shield (chill)
Optionally: Major image (6th level), as per Wicked Cunning in SCALING.
1 M: 30ft above nearest caster.
A: Cast maelstrom and read UNWELCOME.
B: Cast spiritual weapon, targeting highest HP.
R: Counterspell.
Using Cast Spell, Vasilka will hit a caster with
lightning bolt. She's not picky with her targeting,
and will generally only catch two players.
2 M: 30ft above nearest caster.
A: Pyrotechnics to block sunlight or blind.
B: Attack with spiritual weapon.
R: Counterspell at 4th Level.
Using Cast Spell, Vasilka will cast dispel magic
if necessary to stabilize. Otherwise, she will
use pyrotechnics to block sunlight or blind.
3 M: To Sunlight Holder.
A: Claw attack on Sunlight Holder.
B: Attack with spiritual weapon or recast to
reposition if necessary to stack damage on
Sunlight Holder.
R: Cast shield immediately.
Claw, then teleport to safety.
4 M: To Sunlight Holder after
A: Bite if grappled then attack with Little invisible.
Mothers. Greater invisibility if escape is required.
B: Cast misty step to reposition.
R: Cast shield immediately.
Claw attack repeatedly if engaged and at
high health, otherwise cast misty step to
disengage.
361
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
SCENES truth. There are not fifty ways of fighting: there
is only one, and that is to win. Have at you!” The
Below are the narrative components used by the sphinx-throne rises on to her haunches to regard
encounter flow. Where possible, each notes down you, and Irena leans forward to shape a spell.
the probable next vignettes. LOOT, MONSTERS, and
CONDITIONS are bolded in this section. Content If WICKED CUNNING is in effect, the above is the
intended to be read aloud verbatim is italicized. product of a major image cast at 6th level. Irena
and Vasilka are actually above the door the players
INTRO entered through. A DC 20 Wisdom (Perception)
check will reveal them, but will not make clear
Y OU MADE IT. The doors of the throne room which is the illusion. A subsequent DC 20 Wisdom
are towering blocks of marble, carved with the (Insight) check can answer that question. On a
hundred saints of the Morninglord in chains and failure, players are not told a wrong answer, just
ecstasy. You have a moment here to prepare. The told they can’t tell. The illusion fails once a full
ghostly wolves flank you in ranks, strange wonder attack or spell has hit it, and mostly serves to draw
glinting in their canine eyes. players out of position and perhaps waste a single
turn worth of actions for one character.
Set a 10-minute timer, as pacing here matters a Combat begins.
lot. Players can cast buffs, get ready, and check
any information they’ve discovered about the MOVE TO:
weaknesses of Irena. At the end of the timer, the Combat Flow
final sequence begins. Read:
AND USE THE COMBAT FLOW DIAGR AMS
A woman laughs. Shadows flare higher. You made
it, and it is time. The marble saints gather their COMBAT FLOW
chains with heads still lolling in joy. They throw
their shoulders against their door and it begins to T HE COMBAT FLOW diagrams in the beginning
grind open. Huge steel columns form a butcher’s of the document serve as strong suggestions.
cathedral with stained glass windows. Gertruda is You should be able to use them for most of the
chained in crucifix against the furthest window. combat with relatively little adjustment if you
Before you, Irena clad in shining armor lounges in prefer, and it will help keep the game moving at a
decadence on a huge throne of lapis. It is carved fast clip. The tactics used are balanced to create a
in her exaggerated image. Huge stone muscles and fight that is compelling but not automatically lethal.
too-long limbs, its broad back the seat, its folded
wings the throne’s back. A smirking face, Irena’s Should you decide to customize the Boss behavior,
own, rests cheek against the floor. Your only it is important to remember that using the offensive
warning is that it blinks. capabilities of these monsters to their maximum
effect will be fatal to almost all parties. The goal is
“Mmmm, darlings. Come so far to die at my feet? I to create an extremely dangerous fight that ranges
can’t bear to disappoint, so let me show you a subtle far beyond the normal fare of ranged attacks,
disables, and fireballs. They are somewhat stronger
than normal level-appropriate bosses in an effort
to support a more interesting and less optimized
approach to combat.
363
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
WHEN A CHARACTER DIES:
In the voice of the Dark Powers, as though they are narrating as the DM, read:
As your friend dies, the poisoned glow of the sun illuminates a new pair of windows:
1ST Irena, human, alive, and laughing, with the opposite window showing Sergei as he must
DEATH have been.
2ND Strahd, murderously jealous, and Strahd again splattered in blood. Our dreadful light
DEATH seems stronger with each lit window.
3RD On the left, Strahd and Irena facing each other in wedding finery. The right window lights
DEATH slower, and shows Irena alone, fangs bared in triumph. She won bravely, and so will you.
Be our truth.
4TH Irena plunging a sacrificial dagger into an ecstatic Gertruda. There are only four more
DEATH pairs left. Dying here isn’t safe, and I should know, a little voice whispers.
5TH Sergei, skeletal, as you know him, robed in the midnight sky.
DEATH Be our truth.
6TH The sun-killing eye of the eclipse. You are seen, you are loved.
DEATH Be our truth.
7TH Writhing angels under a black sun. You struggle so prettily against the vampire goddess,
DEATH so gloriously. Be our truth.
8TH Saintly figures with your faces being torn apart. Something surely unimportant is lost to
DEATH you now. Be our truth.
If you are allowing more deaths,
per NOT DOING SO HOT:
9TH Gertruda crying in profile, her eyes solid black. Borrowed time is all she can spare. Be our truth.
DEATH
Irena with the Great Wheel cosmology behind her, all the planes in shadow. This is our truth.
10TH This is how it is.
DEATH
END OF COMBAT:
This encounter ends when either the players as a whole have suffered a total of 8 deaths, if players want
to give up, or when Irena and Vasilka reach 0 hit points. Either way, proceed to Outro.
364
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
IRENA’S FURY UNWELCOME
THERE IS NO IMPASSIVITY here now, no hint THE SPHINX HAS A VOICE like granite and
of the stoic. She screams in joy and anger, and death. She sings and the sound becomes a
the anger of a goddess has a mind of its own. Her storm, a maelstrom of searing water that threatens
lamellar armor unfolds and unfolds and unfolds, like to drown you on dry land.
a rose exploding, and the steel petals bob in the air
around her. With a single imperious gesture, she Vasilka casts maelstrom, aiming to catch the weakest
sends them on the hunt. party members in it and deny the most territory. If
a player counters, Irena will respond by countering
Irena casts animate objects, animating ten Tiny their counterspell.
objects composed of knife-like armor plates. She will
often be physically out of range of counterspell for Read:
this, but if it is cast, Vasilka will in turn counter that. Irena lashes out and you feel your fingers strain
to the breaking point in the invisible grip of her
Read: counterspell.
The sphinx locks eyes with you and murmurs “No.”
You feel her abjuration detonate the counterspell in If the players counterspell this, the original
your hands. counterspell succeeds.
If a second player uses counterspell to block RETURN TO:
Vasilka’s cast, animate objects does get countered. Combat Flow
Technically, Irena could also counterspell, but we
very strongly recommend against that. While that
is the most efficient way to spend those resources,
it also will leave an extremely sour taste for
most groups.
This is cosmetic and leaves behind enough armor to
resemble half-plate visually, unless you think that a
naked murder machine armored only in the blood of
her foes is more appropriate to your campaign. Her
AC is the same either way.
RETURN TO:
Combat Flow
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
OUTRO VICTORY
T HIS OUTRO and the linked scenes cover T HERE IS BLOOD EVERYWHERE. The sphinx
specifically the consequences of this encounter, is shattered into gemstone gore.
while the GREENHOUSE encounter controls the
campaign’s outcome as a whole. Thus, a loss here You have made a charnelhouse here, grown strong
does not guarantee a complete defeat. Complete by it, and it was your will that crushed the light
defeat requires a loss in both the BOSS FIGHT, from Irena’s eyes. Death reigns here as you pant in
which is this encounter, and TOMB OF IRENA, the the silence. A slim figure hops down lightly from her
GAUNTLET for the Irena arc. perch, and she says, “...so recant here in violence,
your affinity for peace. It was violence that stopped
The following numbers increase by 2 for Not Doing this ending. Be our truth.” Gertruda. The Fortune
So Hot. Teller. The Envoy. She wears a sunlight gown now,
and it burns her endlessly.
If players won before 8 or more characters died:
The Envoy strides through the gore to Irena’s
PROCEED TO: broken body.
Victory
Pause here. Players may attempt to stop her. Any
If 8 or more characters have died and players fought attacks, spells, or other forms of damage hit, visibly
to a win: damaging Gertruda. If players somehow manage to
do 250 damage in one turn, she is destroyed.
PROCEED TO:
Qualified Victory GO IMMEDIATELY TO:
The Hidden Path IN THE
Greenhouse Encounter
If 8 or more characters have died and players have Otherwise, read:
given up: The Innocent One leans down and lovingly kisses a
broken cheekbone as Irena fades to mist, burning
PROCEED TO: off in the sunlight. “Do you know, laureled godlings,
Loss what happens after the Iliad?” Her smile is all teeth
forever. Irena’s blood drenches her lips. Warm
sunlight floods in. The stained glass burns as the
light punches through it.
Ask for a DC 15 Wisdom (Insight) check, and
on a success, read:
All except for the one depicting Irena plunging a
sacrificial dagger into an ecstatic Gertruda.
On a failure, this window is not spared as the
stained glass is all destroyed.
366
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
A DARK AUDIENCE
Beyond in the new gaps, endless blue sky. Rolling LOSS
hills of green grass. The greenhouse in the distance.
“I’ll race you home!” She’s off running, light and
laughter whipping behind her in a flaming contrail.
Triumph, unmitigated triumph surely. THERE ARE CORPSES EVERYWHERE. Irena
has made a charnelhouse here, grown strong
PROCEED TO: on this blood, and her will crushes the light from
Greenhouse Encounter your eyes. Death reigns and silence spreads out
from the fallen paladin in great waves.
AND FIND THE
The fight is absolutely and irrevocably over. The
Victory scene players have lost this fight, but the campaign’s not
lost yet. The best they can hope for is a QUALIFIED
VICTORY, but there’s some story left yet.
VQUICATLIOFIREYD PROCEED TO:
Greenhouse Encounter
AND FIND THE
Loss scene
YOU COLLAPSE. Irena’s body is destroyed.
She shudders into smoke, laughing in fury. The
lapis sphinx is within your reach, where she died
bleeding gemstones from the rents you tore in her.
There are corpses everywhere. It takes time to ease
Gertruda down and she hugs you each tightly. She
seems uninjured, just exhausted. So terribly tired.
“Head through the door. This place is going to fall
apart. It always does. Doesn’t stick,” she says, and
there’s something grim in her eyes when she says,
“I’ll catch up.” The door opens onto summer, onto
the greenhouse dream. Stone begins to crash behind
you as you step through.
PROCEED TO:
Greenhouse Encounter
AND FIND THE
Qualified Victory scene
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
368
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STSTRRAAHHD DGA'SUNHTLAETT:E
TABLE OF CONTENTS
SUMMARY............................................ 370 COMBAT FLOW..................................... 380
PREPARATIONS............................... 370 HARRIER COMBAT FLOW...................381
DENIZENS....................................... 370 BRIDGE TO DOOM COMBAT FLOW..... 382
KEY LOOT........................................ 370 TIME TO DIE COMBAT FLOW............. 383
TONE & TYPE................................... 370
SCALING.......................................... 370 SCENES............................................... 385
INTRO: RED OCEAN.......................... 385
SPECIAL RULES................................... 371 DEATH OF THE SUN......................... 385
HUNT GOAL......................................371 EARLY BREACH............................... 386
THE EXIT STRATEGIES RITE..............371 INTO THE SHRINE............................ 386
HOW DOES IT END............................371 VICTORY OR QUALIFIED VICTORY...... 387
LOSS............................................... 387
A CHARACTER DIES............................. 372
STRAHD'S HATE................................... 372 LOCATIONS.......................................... 388
CENTRAL STAIRS............................. 388
DESCRIPTION.................................. 372 SMITHY............................................ 390
ADDITIONAL TACTICS....................... 372 GREAT HALL.....................................391
CORE ENCOUNTER FLOW..................... 373 KING'S CHAMBER............................. 392
HUNT MAPS.......................................... 374 SECRET RAIL................................... 393
FORMAT EXAMPLE........................... 374 THE GATEHOUSE............................. 394
INITIAL PLAYER MAP PART ONE....... 375 THE BRIDGE..................................... 396
RUNNABLE DM MAP PART ONE........ 376 ANCIENT ROAD................................ 398
INITIAL PLAYER MAP PART TWO....... 377 OSSIFIED DRYAD.............................. 400
RUNNABLE DM MAP PART TWO........ 378 DEEP WOODS................................... 402
MAP...................................................... 379 SHRINE DOOR.................................. 403
369
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
SUMMARY TONE & TYPE
In terms of tone, this leans hard into the voice of
T HIS HUNT STARTS at the bottom of the hammer horror and late-80s Japanese animation.
castle and continues through the entirety of Akira is a particular inspiration here, along with
Ravenloft as players struggle to make it back to the much-mourned Christopher Lee’s Dracula.
the SUNLIT SHRINE. In fact, the tail end of the In terms of design pillars, this is an expression of
hunt reprises some of the locations of the SUNLIT the same principles that drive the sister encounter
SHRINE HUNT. in Irena’s Arc, the DARK AUDIENCE. Here, we
want to capture the sense of monster chase while
P R E PA R AT I O N S allowing groups to validate the pillars of the D&D
experience. We also want to give a little more
The following is the minimum concepts and prep leeway in terms of gravitas to the GM and playgroup
that a GM needs to do for them to be able to run than is afforded by Irena’s Arc. This can be played
this encounter. While we recommend a detailed straight as a harrowing chase and brutal final
reading of the entire encounter, if you’ve got to rush combat, or you can let Scooby-Doo be your guiding
or you plan to wing it, here’s what we think you star. For Scooby-Doo, just be more generous with
need to do: inspiration and encourage the use of the EXIT
1. Review the suggested encounter flow, and STRATEGIES RITE.
skim the INTRO scene.
We recommend steering players towards the
2. Review the HUNT RULES, found just after final encounter that most accurately maps to their
the RITES. preferences. For players who seek a purely tactical
experience, the fight in STRAHD’S CRYPT may be
3. Print at least one copy of each map. more appropriate. Our experiential touchstones for
4. Print and review the COMBAT FLOW.
5. Review the rest of the encounter. this combat are similar to those we use in the
DARK AUDIENCE:
6. Print a selection of premade characters from
the Accessible set. You may need them for speed 1. Furious Performance: This validates roleplay as
of play. part of the gameplay loop.
Hunt Rules 2. An Ambiguous Hunt: It should never be clear
exactly which side is hunting.
The detailed rules for the hunting game are
not reproduced here, as they are used by other 3. Test To Destruction: This serves to end things
encounters as well. We very strongly recommend with destructive finality.
you print them if you plan to use them. They can be
found in the DESIGN section under HUNT RULES. 4. Climactic Battle: The battle itself should serve
as the key climax.
DENIZENS
SCALING
STRAHD’S HATE This is it. Just you, your friends, and a wolf the size
of a house.
KEY LOOT
None
370
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
RSPUELCEISAL If players are stuck, seem likely to need an out,
or need to be reminded that this is an option, in
the voice of the Dark Powers as though they were
narrating, read:
Oh lancing spear of summer, flashing bright.
Glancing and prancing and uncontrite.
THIS ENCOUNTER USES HUNT RULES, a light Armor yourself in our intentions for we would see
layer intended to keep combat short and break your truth.
up the cadence. During this encounter, we strongly Let us speak plainly just this once, most favored
recommend that skill test DCs be announced rather ones. We offer you power and swiftness and we
than hidden information. ask only for that true coin of all realms. But whose
HUNT GOAL side are we on, perhaps you wonder? The side of
all dogs. All dogs in all fights. The tender-hearted
Players win if they reach the SUNLIT SHRINE or if mastiffs. The brave terrier runts. The sweet-eyed
they kill STRAHD’S HATE. In the later case, they wolves. All are ours.
eventually mosey into the SHRINE.
You can use EXIT STRATEGIES to escape the wolf.
THE EXIT Mighty though he is, he is. That which is can be
STRATEGIES RITE fought, can be fled. We are not. He can be outrun.
We cannot be.
This encounter slightly expands the uses of the If this is necessary, two characters gain a point of
EXIT STRATEGIES RITE. It can now be paid for inspiration to seed the use of rites.
using TURN UNDEAD. Additionally, this encounter
uses it to allow players to escape from untenable HOW DOES IT END
situations by letting them outrun the GODEATER
WOLF. While most Locations have exits built in, if If more than 8 characters die, the Godeater charges
players can’t find those exits or are trying to escape his crown and dooms any attempt to truly destroy
Locations that normally do not allow an exit from Strahd. At this point, if players give up, then the
combat, three or four uses of EXIT STRATEGIES LOSS condition will trigger. The full routing is
will suffice. covered in the encounter flow. The only other ways
to end the encounter are to successfully reach
371
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
the SHRINE or kill the Wolf. Either of these will HSTARATHED’S
immediately trigger the OUTRO.
WHEN A CHARACTER DIES:
As your friend dies, the evil crown sees one more
ruby lit:
1ST A pulse of shadow devours your The Godeater Wolf
DEATH friend’s corpse.
T HE BEAST THAT WAITS, the hole in the
2ND You can feel the terrible gravity of world, the end of gods and hope and joy—he’s
DEATH the crown as it tries to yank your here to eat you.
heart out.
DESCRIPTION
3RD The world bends and takes on a
DEATH crimson hue for a moment. Sneering, smirking, the huge wolf growls in languid
amusement. Its matte black fur is braided and
4TH This time, the vermillion stain adorned with malevolent jade effigies, but it is the
DEATH lingers in your vision. crown of rubies on that canid brow that draws
attention. That, and the meter-long teeth. Lightning
5TH The dying sun’s ruddy light begins crackles off him and shadow dances.
DEATH to fade.
ADDITIONAL TACTICS
6TH The world stays red this time,
DEATH blotting at the corners of your In general, the strongest move available to the
vision. Godeater Wolf is Bite Down. Its availability is
unpredictable, but it’s both a powerful finisher and
7TH The wolf rears up and seems to a brutally efficient sustain mechanic. As a result,
DEATH swallow the sun as the great eye it’s often absent from the COMBAT FLOW. When
snaps shut. There is only dusk now, possible, the Godeater will make use of it unless the
just enough light to see by. alternative is casting wall of fire.
8TH Around you, the world begins to Wall of fire is a powerful direct damage spell, but
DEATH crumble into dust and blood. the Godeater prefers his food raw and thus tends
Stone is soft as wet clay and wood to avoid using it like a fireball. Instead, he focuses
turns to ash at a touch. You will not on using it to manage line of sight, break up player
endure long. groupings, and keep charge lines clear for Crash.
Remember, a spell’s caster can drop concentration
at any time, and this does not require an action.
372
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
CORE ENCOUNTER FLOW
Shrine Door Read: 8 or more
Breached? Players
INTRO: Downed?
YES RED OCEAN
YES
Hunt Rules
STRAHD'S HATE
HUNT MAPS
At any time, if...
Strahd'S
Hate Killed?
YES
Read: Read: Read:
OUTRO: INTO OUTRO: INTO DEATH OF
THE SHRINE THE SHRINE THE SUN
373
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
HUNT MAP FORMAT EXAMPLE
Location All connections are bidirectional Location
Name OR Name
Will be described only in the text Vault
Dashed connections are hidden
AND
Accessible using the skill checks
Library
Object Entrance Room
Route Character
Locations may include:
• Places or whole routes
• Details of a place
• Key Objects
• Characters
GOAL
374
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
Initial Player Map
Goal:
Gatehouse
The Lock
Central Stairs King’s
Chamber
375
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK KEY
Runnable GM Map All connections are bidirectional
Goal: OR
Gatehouse Will be described only in the text
Dashed connections are hidden
AND
Accessible using the skill checks
Great Hall Secret Rail
The Lock
Smithy Central Stairs King’s
Chamber
376
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
Initial Player Map
Goal:
Sunlit Shrine
Ancient Road Deep Woods
The Bridge
377
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
Runnable GM Map
Goal:
Sunlit Shrine
Shrine Door
Ossified Ancient Road Deep Woods
Dryad
The Bridge
KEY
All connections are bidirectional
OR
Will be described only in the text
Dashed connections are hidden
AND
Accessible using the skill checks
378
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
379
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
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.
380
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
HARRIER COMBAT FLOW
PRE Strahd's Hate
The Godeater Wolf
Passive: The Godeater does not heal between combats. If forced to deviate significantly
from his plan, the Wolf falls back on Graviton Gaze then retreats using dimension door.
If his Mythic Trait triggers, the Godeater will use Bite Down if possible or escape using
dimension door if he perceives any risk of dying.
1 M: Pull back to lure players out of
A: Crash, ramming the highest HP target. position.
B: Casts lightning bolt using Perception results.
Cast Spell, wall of fire between itself and party.
Lightning Fangs on held target.
2 M: Maintain distance.
B: Active Perception.
A: Casts lightning bolt using Perception results.
Cast Spell, pulse wave.
Lightning Fangs on held target.
3 M: Retreat toward map edge.
B: Active Perception.
A: One of the following, in preference order...
Lightning Fangs on held target
Graviton Gaze to maintain distance
Casts lightning bolt if 3 or more targets present
Crash opportunistically or recast wall of fire.
Lightning Fangs on held target.
4 M: Escape with held target if
B: Active Perception. possible.
A: Lightning Fangs on held target or Dash away if
no target is held and it will not provoke attacks.
Cast pulse wave or dimension door.
Lightning Fangs on held target.
381
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
BRIDGE TO DOOM COMBAT FLOW
Strahd's Hate
The Godeater Wolf
PRE
Passive: The Godeater does not heal between combats.
The Wolf aims to drop the bridge.
1 M: Aims to block bridge egress.
A: Cast wall of fire as an attack spell.
B: Active Perception.
Crash.
Cast Spell, wall of fire between itself and party.
2 M: Rotate to target weakest
B: Active Perception. players.
A: Graviton Gaze, targeting lowest HP.
Cast Spell, pulse wave.
Lightning Fangs.
3 M: Pressure or lure players
B: Active Perception. further back onto bridge.
A: Graviton Gaze repeatedly.
Crash.
Lightning Fangs
Lightning Fangs.
4 M: Escape with held targets if
B: Active Perception. possible.
A: Cast pulse wave.
Cast pulse wave.
Crash to drag a player away.
382
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
TIME TO DIE COMBAT FLOW
PRE Strahd's Hate
The Godeater Wolf
Passive: The Godeater does not heal between combats.
The Wolf will fight to the death unless an obvious strategic advantage to escaping presents
itself, for example separating party members.
The Wolf uses Bite Down whenever possible.
1 M: Pull back to lure players out of
A: Cast pulse wave. position.
B: Active Perception.
Cast Spell, wall of fire between itself and party. M: Rotate to target weakest
Crash. players.
2
B: Active Perception.
A: Graviton Gaze, targeting lowest HP.
Cast Spell, pulse wave.
Crash.
3 M: Rotate to target weakest
B: Active Perception. players.
A: Use pulse wave to clear charge lines.
Bite Down, if possible. Otherwise, Crash.
Crash.
Bite Down, if possible. Otherwise, Crash.
4 M: Pull back with held targets if
B: Active Perception. possible.
A: Lightning Fangs on held target.
Cast wall of fire to cut off pursuit.
Bite Down or Lightning Fangs on held target.
383
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
384
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
SCENES towards you—time to go. You set off for the ugly
spire of the central stairs in silence.
Below are the narrative components used by the
encounter flow. Where possible, each notes down PROCEED TO:
the probable next vignettes. LOOT, MONSTERS, and Central Stairs IN
CONDITIONS are bolded in this section. Content Locations
intended to be read aloud verbatim is italicized.
INTRO: Hand out the player map. The hunt has begun.
RED OCEAN COMBAT FLOW
O UR HEROES RALLIED TOGETHER in THE COMBAT FLOW DIAGRAMS in
Strahd’s Tomb, and you are the ones who the beginning of the document serve as
chose to set out. You chose to hunt. This is your suggestions. You should be able to use them for
truth. A single word echoes through the halls, most of the combat with relatively little adjustment
guttural and mangled by an inhuman mouth. if you prefer, and it will help keep the game moving
at a fast clip. The tactics used are balanced to create
“Rise.” a compelling running combat instead of a party-
killing smash and grab.
And the castle begins to obey. Ancient buttresses
rebuild themselves; old walls answer a cruel TDEHAETHSOUFN
imperative; the great spellworks sealing Strahd’s
tomb begin to knit. You have time to trade items, I F 8 CHARACTERS HAVE DIED, the players can
cast spells, and say goodbye before the rising arcane no longer achieve a full VICTORY. They may
walls shut your friends in the tomb-gate with the still be able to achieve a QUALIFIED VICTORY,
Brides. however. Once 8 or more characters are killed,
players have two more rounds to kill STRAHD’S
Set a 10-minute timer, as pacing here matters a HATE.
lot. Players can cast buffs, get ready, and check
any information they’ve discovered about the Read, in the voice of Strahd as though he is
weaknesses of Strahd. At the end of the timer, the narrating as the GM:
final sequence begins. You realize that your time is running very short, my
darling heroes, as the sky goes black. Soon I will
Read: stalk the woods between worlds. Soon I will be free.
You climb down the stairs into the crypts and find
it changed. Now, monuments that loomed over
you barely jut out from the sea of blood. Moored
to Irena’s tomb, Sergei lounges with studied
nonchalance on an ebon barge. He taps his skull
knowingly with a bony digit and casts off his ship
385
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
Just a smattering of seconds stand between me and GREENHOUSE encounter, which serves as both
my triumph. Perhaps ten. Perhaps twelve. the very limited hub for ACT III effectively and the
ending sequence.
If players give up or run out of time, go to LOSS
immediately. Otherwise, they will progress to INTO If players won before 8 or more characters died:
THE SHRINE if they kill the wolf. EARLY BREACH Do you think that mighty skull would make a good
is no longer available as breaching the shrine is not divan? Perhaps a sort of lounging throne? I think
enough to win at this point. it very pretty, scoured of meat by the sun and the
glory of my bright council, you mighty Lords of
OEUATRROLSYCENBERS EACH Ash. You are the best and the most. And I? I adore
you. I’ll see you in the greenhouse. Just step out the
door and you’ll find your way home to me.
I F 7 OR FEWER CHARACTERS have died during PROCEED TO:
this encounter, read: Greenhouse Encounter
As you open the shrine door, the great wolf howls
in frustration. Then the pitch rises. And rises. AND FIND THE
And rises, as sunlight pours out of the shrine in
vast shockwaves. The creature is ablated, burned, Victory scene
scorched, like a candle dropped in hot fat. Do you
think that mighty skull would make a good divan? If 8 or more characters have died and players
Perhaps a sort of lounging throne? I think it very fought to a win:
pretty, scoured of meat by the sun and the glory of The crown glows and sizzles as it comes to heat,
my bright council, you mighty Lords of Ash. You are gleaming with incandescent fury. You slam your
the best and the most. And I? I adore you. I’ll see weapon home and the beast goes still. It all hangs
you in the greenhouse. Just step out the door and on a knife’s edge now. Balanced on the tip of a fang,
you’ll find your way home to me. you might say, oh pretty heroes. Shall we see what
happens next together? Just step out the door and
GO TO: you’ll find your way home to me.
Victory OR
Qualified Victory PROCEED TO:
Greenhouse Encounter
ITNHTEOSHRINE
AND FIND THE
T HIS OUTRO COVERS specifically the
consequences of this encounter. A loss here Qualified Victory scene
does not end the adventure or guarantee a complete
defeat. Instead, players will always proceed to the Then, if Strahd’s Hate was killed before the
SHRINE DOOR location, read:
The great wolf shudders horribly. One by one, the
rubies in the crown shatter. It’s done, then. It’s
done. As the last one breaks, huge sheets of fire
erupt from the beast as magmatic blood betrays
rotten flesh. It’s done. You make your way to the
Shrine, battered and bruised.
386
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
GO TO: A snowflake, poor Winter. A leaf inlaid in green
Victory OR jade, Spring. A leaf inlaid in ruby and gold, Autumn.
Qualified Victory A circle of onyx with a triangle of white jade in
the bottom, corded in, Solstice. A thundercloud in
Otherwise, if Strahd’s Hate was killed at the mithril, Midsummer. Opposite the fang, a heart in
SHRINE DOOR, in Gertruda’s voice as though onyx and lapis, Irena and Sergei. Then, a gap where
narrating, read: an eighth stone would complete the circle, where
The great wolf shudders horribly. One by one, the Gertruda might once have fit.
rubies in the crown shatter. It’s done, then. It’s
done. As the last one breaks, huge sheets of fire Players must make a DC 20 Intelligence check to
erupt from the beast as magmatic blood betrays find the lantern, and another DC 20 check to find
rotten flesh. It’s done at my shrine, darling heroes. the correct pattern. Positioning it so that light just
The gate swings wide as you water it with this breaks over Strahd’s iron fang monolith will begin
sacrament of annihilation. the unlocking of the Ethereal Gate far below. If
players come up with this on their own, they gain
GO TO: one point of inspiration. Regardless, the time taken
Victory OR isn’t relevant, it’s just to build a last bit of horror
Qualified Victory and tension before the denouement.
VICTORY LOSS
OVRIQCUTAOLIFRIEYD T HE GREAT WOLF TEARS YOU APART, over
and over. The baleful rubies gleam. Behold me
T HIS ENDING IS USED for both VICTORY and by their light. I am Strahd’s Hate, the place where
QUALIFIED VICTORY. Read: meaning fails and gods go to die. The woods burn
Inside the shrine, you find the henge lock with its and rot. You die in the forest fire—or perhaps I
strange dim little sun… That mote of light hangs devour you at the gate. It matters not. You’ll wake
in the air. Touching it sends it gently sliding along useless in the Greenhouse Dream and tell Gertruda
some invisible sphere. You can move it around the that she is next—that I will eat her too. With that, I
scene, but no closer. The shadows change under the sink this land into the mists and you die.
light. Carved topaz and tourmaline form a base, a
hill with abstracted grass patterned onto it. Atop The fight is absolutely and irrevocably over. The
the low hillock, there is a small model of that evil players have lost this fight, but the campaign’s not
henge with its seven main monoliths. Each is carved lost yet. The best they can hope for is a QUALIFIED
on the side that faces inward. The iconography is VICTORY, but there’s some story left yet.
abstract, but you know it now. An iron fang, Strahd.
PROCEED TO:
Greenhouse Encounter
AND FIND THE
Loss scene
387
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
L O C AT I O N S
CENTRAL STAIRS
Encounter: No Unlimited Retries, Investigation, Athletics, Stealth,
See Text for Consequences Survival [DC23]
FIRST VISIT
The castle hates you and wants you to die. Great blocks of stone slide with precise malice to create
a gullet where the stairs were. It beckons. There’s nowhere left to go as the sea of blood continues to
slowly rise. The great stone fangs of the spiral pull back with cruel grandeur, as if to grin—as if to display
prey in their jaws. Above, you see that a great silver wolf’s head blocks the way up. You’ve seen this sort
of working before, in the library. A lock keyed to blood. The only obvious route left open is the way to
the King’s Chambers. Something tells you that his august majesty is indeed at home. On the other hand,
there may be other routes, if you’re willing to brave the castle’s maw; you could explore the stairs. Other
pathways exist among the shifting stones of the stairs, but they may be dead ends or worse.
No matter what, you must kill the wolf and reach the Sunlit Shrine far above. The order doesn’t matter, but
Strahd’s Hate will certainly have an opinion.
Players can either go directly to the KING’S CHAMBERS, which is an extremely dangerous direct combat,
or they can try to work out another route by taking the skill tests. Each failed check inflicts 2d4 magical
bludgeoning damage as the hungry stone of the castle catches a hand or smashes a leg. Each failed check
also lowers the difficulty of the test by one. For instance, two failed checks would cause 4d4 damage and
reduce the DC permanently to 21.
If players are unclear on their options:
You could force the lock with your flesh, find the blood of the wolf, seek another route, or find another key.
On a failed check:
You get clipped by a giant block of stone as the route you’re exploring slams shut.You’re forced to fall back
to a safer landing on the stairs. With effort and risk, you could brave that hungry thing again—find another
way, maybe.
Special: THE SECRET RAIL can only be found with two opposite outcomes:
• Two or more successes after less than three failures.
• Seven or more failures with at least one success.
As a result, it serves either as a possible early exit or a catch-up mechanic.
SECOND VISIT: BRING THE TOWER DOWN
You’re halfway up the great central stairs when it begins to shake. Below, the giant wolf is slamming its
bulk against the spine of the tower. This place could come down on top of you before you get to the top.
“You’ll have to find some other place to die,” Strahd howls in delight. The tower sways like a reed in winter
wind. Huge chunks of masonry start to fall and you’ll need to take cover or die.
Much as before, players must find a route to the great lock by taking the skill tests. These can be repeated
at a cost. Each failed check inflicts 2d4 magical bludgeoning damage as falling masonry or the lock itself
takes a toll. Each failed check also lowers the difficulty of the test by one.
388
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
Players need three successes to escape. At any time, players can opt to head for the GREAT HALL instead. If
players persist and succeed, all players gain inspiration and players gain access to THE GATEHOUSE.
0 SUCCESSES:
You chart a path to the Great Hall, at least. It’s the front door, and probably the best choke-point in the
whole castle. Strahd will be waiting for sure.
Players gain access to the GREAT HALL as long as they made at least two skill checks, and two players
gain inspiration. Players always gain access to the KING’S CHAMBERS.
1 SUCCESS:
You’ve found a route through the Great Hall, but that’s almost certainly going to lead to direct
confrontation. Or you could take this corridor, that side stair, and then up along the wall… Yes. You could
get to the Smithy, the castle whispers thoughtfully. Even if there’s nothing that will help, it’s a better
option than slick stairs or the King’s Chambers.
Players gain access to the GREAT HALL, KING’S CHAMBER, and SMITHY.
SECRET RAIL ACCESS:
First, read the resolution for 1 SUCCESS. Players gain access to those locations. Then, read the following:
Even the castle hates Strahd. It obeys only out of its own fear and malice, the stones themselves drenched
in dread. You’ve… found something, cajoled a secret out of the angry granite in the only language it
knows—power. There’s a huge engine here in the depths, belching steam and the silky awful scent of
burnt blood.
Players gain access to the SECRET RAIL.
389
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
SMITHY
Encounter: No No Retries Smith’s Tools, Stonecutter’s Tools,
Medicine [DC20]
Y ou step into the great foundry. The sides of the hall are open to the elements, studded with lightning
rods and strange arcane devices. This place must extend out from the main castle, maybe to channel
smoke away or for some other stranger reason. The forge itself resembles nothing you’ve ever seen, a huge
central spine composed of turbines and prayer wheels, surrounded by catwalks. What is this place? Strange
basins hold steel ingots, blood, even luminous green sap. It all flows towards a single raven-headed anvil.
Rents mar the beautiful curves, as do huge claw marks. The poor thing’s been hurt. You could fix this. You
should fix me. Splint my bones, and I could do a little work. Stay. Please.
Run skill checks now, read the results, then continue here:
There is a huge crash above announcing his excellency, the king. A wolf’s head taller than two men peers in
through the fresh hole in the roof, and with refined menace, Strahd’s Hate says, “Busy, busy little piglets.”
Then darkness spreads from him in concussion waves, and the buttresses supporting the smithy begin to fail.
Each player must make a DC15 Dexterity saving throw. Each character takes 2d10 lightning damage and
2d10 bludgeoning damage on a failed save, or half as much damage on a successful one as the Smithy
collapses on them and Strahd attacks them through the cracks with lightning fangs or gravity pulses.
Players can and should leave. Each round that players stay, they must repeat the Dexterity saving throw.
Strahd will never present himself in a way that would allow a battle, but players may take attacks of
opportunity each time they make a save. After 3 rounds, read: The smithy is doomed. I am doomed. Stay
here and you’ll plunge to your death. Please go. If players stay, after 6 rounds, they plunge to their deaths.
When players leave, they return to THE CENTRAL STAIRS, triggering the SECOND VISIT section.
0 SUCCESSES:
Together, we craft a makeshift key from blood and enchanted iron scraps. You can pass through the great
lock now, but you’ll need to traverse the stairs. There wasn’t time to do more.
Two players gain inspiration, which may be spent immediately for rites as Strahd is close enough.
1 SUCCESS:
Try as you might, I’m too broken to make more than a key. I’m so sorry. Thank you for staying. I’m sorry. I
let you down. And the sad piping little voice starts to weep til you rest a hand lightly on its raven head.
All players gain inspiration, which may be spent immediately for rites as Strahd is close enough.
2 SUCCESSES:
You do delicate work. My great engine spins for you, purring hungrily under expert guidance. The titanic
wheels cut the sky, calling. Lightning crackles an answer. Molten steel and burning sap bend.There’s not
time for much, I’m sorry, and oh I wish you could stay. Reluctantly, you lift the simple amber knives. One
for each of you, to remember me.
Each player has a knife that stores a little of the forge spirit’s power. Each can be used once as a reaction to
set any d20 roll to 15, cutting the world into shape with a tiny little wish.
390
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
GREAT HALL
Encounter: Yes 3 Rounds Performance, Deception,
Persuasion [DC21]
I f you’re going to leave through the front door, there’s little point in stealth. Drama will have to do.
You sweep the doors open to the Great Hall and step out… onto a great stage. Behind and above your
entrance, two extravagantly attired vampires in their balcony finish their performance:
One, the taller, examines his bloodstained hat and says “Well, shall we go?”
And the other, the smaller, answers, “Yes, let’s go.”
And they wait for an unseen third as the curtain falls and the great actinic house-lights rise. Great serried
ranks of seats sit empty. In this theater, your only audience is an enormous black wolf wearing a crown
of 8 rubies. It looks up, sprawled on a huge divan. “I imagine you don’t know Marlowe? Ah, entertain me
anyway,” Strahd sneers, a look well-worn by his huge jaws.
Players may attack immediately. If they do, they get +3 to initiative for their audacity. Otherwise, if they do
anything other than attempt to amuse Strahd or lie their way out, resolve that as 0 successes.
Finally, if they play along, read: The wolf has eyes only for you. It is not a comforting situation.
Run the skill checks, and give players space to act. After the show is done and the skill check outcomes are
resolved, players gain access to GATEHOUSE. Strahd will wait for them there as he is, above all else, a liar.
If at any time Strahd’s Mythic trait would trigger, he will leave the arena using his free Crash.
0 SUCCESSES:
“It is,” the Godeater Wolf yawns, “my desperate hope you are at least edible, because you’ve wretched
taste.” It levers itself up and attacks. The Godeater fights for up to 3 rounds per the HARRIER COMBAT
FLOW before leaping to the balcony and ending the fight on his turn.
When the fight ends, read: The titanic monster leaps to the balcony. “Miraculous. You are not wholly
boring. Go. Run. Stretch your little porcine legs. I shall be along shortly.” He vanishes, diving backstage in
an explosion of marble and wood.
1 SUCCESS:
“Some talent,” the Godeater Wolf nods, “Raw talent.” The Godeater immediately casts wall of fire per
his at-will spells, and then uses his Crash ability to drag a player character through it. He will drop them
immediately, then read: “Go on. Run through it. Go to your friends. I shall allow it. Burn bright, little
tallow.” If the player flees, he will allow it, laughing madly. Otherwise, he will use Graviton Gaze to toss
them through on his turn. He leaves after 1 turn by jumping to the balcony.
Read: “Burn brief,” The wolf drawls as he leaps to the balcony then paces away into shadow.
2 SUCCESSES:
The Godeater Wolf tilts his head slowly back and forth. As you lie, perform, and wheedle, he sits up slowly.
When you are done, he taps his claws on the floor in a malign parody of applause. “The Innocent One was
right to choose you,” he drawls. “You are a lipsmacking delight. Go. Run. You’ve earned a head start—
consider it an intermission between amusements.”
391
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
KING'S CHAMBER
Encounter: Yes Athletics, Acrobatics, Survival [DC20]
S team hits your face like a hammer. A wrong turn, or is this place changed? A giant black wolf lies in the
center of the marble baths as naked vampires braid his fur. A single eye slides open, peering from under
a crown of eight huge rubies. “Mh, at first I thought this a rude interruption, but I see that it is just room
service arriving,” Strahd growls contentedly as he licks his muzzle.
This is a fairly direct combat encounter, with the unusual quirk that players can depart effectively when
they want to. Because this is outside the norm, players likely won’t realize they can leave. If they attempt
it, signal that it’s possible. Players merely need some of the Wolf’s blood to break the lock, and could
conceivably leave as soon as they’ve successfully injured him in melee or he’s used Crash in a way that
deposits viscera in a convenient spot.
Finally, read:
The great wolf rises onto his haunches and howls with insane glee. The sound is a brain-crushing hammer
blow. Crimson glyphs hang in the air, cast by his raw hate. Around him, his thralls begin to crumple as their
blood is drawn back to the vampire god in great waves. As he begins to stalk towards you, the last of the
broken dolls hits the ground behind him. And he says, “The blood is mine.”
After 4 character deaths, Strahd retreats to feast on the corpses. Otherwise, combat continues until either
Strahd is dead or players flee. Strahd gives chase at a leisurely and dramatic pace. If necessary, as players
may not be aware that they can escape, read:
The wolf, frenzied and delighted, tears at the hunks of meat he’s ripped from you. He seems... busy for a
moment; you could make a break for it.
As always, if players kill the wolf, go to INTO THE SHRINE. Otherwise, if players flee, they return to THE
CENTRAL STAIRS. Progress to BRING DOWN THE TOWER immediately.
0 SUCCESSES:
Normal placement rules apply, both sides place blind.
1 SUCCESS:
Normal placement rules apply, except that only Strahd places blind.
2 SUCCESSES:
Strahd places blind, and players may place anywhere on the map.
392
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
SECRET RAIL
Encounter: No No Retries Sleight of Hand, Thieves’ Tools,
Tinker’s Tools [DC20]
D istance and scale are uncooperative here. The stairs are longer than you thought, the engine far larger
as you draw close. It stands taller than three men and crouches on great parallel bars of steel that run
into the distance, down the tunnel, and into the dark. A lonely figure stands in the infernal glow that has
begun to purr from the machine behind it.
There is a jingle of chimes, irregular at first, then resolving into a happy little clatter in 6/4 signature. Warm
yellow lights click on with a friendly hum, first just around the platform and the girlish figurine. Then, in
sections, they flicker to life down, away, along the gentle wayward curve of the tunnel. The little figure
is metal, all red-tinted steel and warm brass. Some sort of golem, built to look like Gertruda, probably by
Gertruda. It waves up at you a little jerkily, but cutely enough. In a music-box voice, it says “Hello! I’m the
conductor! Do you have a ticket?”
The automaton is capable of conversation, but has been unused for at least 200 years and doesn’t know
much of anything the players don't know. What she can tell the players:
• Gertruda believes the secret rail was destroyed long ago.
• It was and the Conductor remembers dying. Death’s just impermanent here.
• Like everything else with a soul, the conductor is trapped.
• The rail leads to the gatehouse.
• They need a ticket to ride.
She’d very much like to drive the train, so she’ll hint that only her settings prevent a free ride. If players
really don’t get the hint, she’ll tell them in a huff that “They should open her up!” Detect magic will not
reveal any magic on the “golem,” as it is almost entirely intricate clockwork. Only its mind is magical, and
that’s tucked in the head. Hopefully, players don’t crack that open. If they attack the figurine, the train just
won’t work and they’ll have to go back to THE CENTRAL STAIRS, triggering the SECOND VISIT section.
Otherwise, eventually, read:
The Conductor’s uniform is made of tiny plaited links of red steel, fine as cloth. It’s distressingly frilly for a
set of engineer’s coveralls, and other liberties were taken, like including a corset. The anchors of the corset
are the bolts you need to undo. It… she can’t reach to do it herself, apparently.
When players go to open her up, she’s going to make it really awkward. She’s based on Gertruda after
all, and thinks this is hilarious. Read: The bolts come out slowly, unscrewing from the brass chassis. As
each one comes free, she makes a little mocking murmur of pleasure, laughing with gentle cruelty at your
discomfort, until the coverall comes free and falls away. Her bare “body” is made of sleek discontinuous
bronze plates with hundreds of gaps that give her natural range of motion. Where her abdomen would be,
there’s a complex cluster of machinery. She snickers at you, but rests an affirming hand on your shoulder.
You could modify the machinery, or there’s a ticket box that you might be able to unlock. Maybe you could
even tease a ticket out of the box with sleight of hand?
Resolve the skill checks then continue here, reading: The conductor vaults up onto her “train” and makes
a gesture. Electric power pours from her, flowing into the engine as huge curled rams horns fade into view
and seven wings of flame unfold from her. Blue-flame ghosts step from her, stewardesses and engineers, as
the train cars fade into view behind you. “All aboard,” the psychopomp whispers. The tunnels blur by you
until you arrive at another platform. The way ahead is held shut by a great black lock in the shape of an
iron wolfshead.
393
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
"Here's your stop, pretty heroes," the conductor says, ghosts and wings fading. The great engine pings as it
cools, and the touch of the conductor's feet raises smoke from the old timber of this platform.
With one or more successes, also read:
She walks to the lock, presents a golden ticket, and the gate falls open, revealing endless snarling wolf heads
in a terrible tessellation beyond. “I’m counting on you to kill him. I’ll catch up,” she says simply. Stairs beside
the platform lead up, and she gestures that way. “I don’t think you can pass down the tracks."
Go to the GATEHOUSE.
Otherwise, read:
As you leave, she sits down to wait, watching the train cool and kicking her feet slowly.
0 SUCCESSES:
After a while, you give up. Sitting on the ground in silence with the Conductor, she sighs after a long time
and pulls a hidden ticket from her thigh before saying, “Here. My mom gave it to me... for when I want to
leave. I want you to take it. You’ll die if you stay. I won’t let that happen.”
If players take the ticket, read:
She pauses for a while, then says, “You’ll tell my mom I want to leave, right? When you see her?”
Players gain access to the GATEHOUSE. If they don’t take the ticket, go directly to THE CENTRAL
STAIRS, triggering the SECOND VISIT section, but all players gain inspiration.
1 SUCCESS:
It takes a lot of work, and you cut yourself plenty of times. She’s deeply apologetic, offering to let you stop
over and over. Eventually, though, you’ve got it. She stares at you with eyes bright as supernovae. “I’m
free. I’m free. You set me free! Mom’s going to be so glad!”
Each player who made skill checks takes 2d4 + 4 magical slashing damage per check, all players gain
inspiration, and players gain access to the GATEHOUSE. Players reduced below 8 hit points are healed by
the Conductor to 8 hit points.
2 SUCCESSES:
It’s not easy, but with her help, you navigate tiny shearing gears and hungry sharp bits of unknown
purpose. She’s looking at all of you like you’re glittering gods as she whispers, “I’m free. Let’s get out of
this hell.”
All players gain inspiration, and players gain access to the GATEHOUSE. Players reduced below 20 hit
points are healed to 20.
394
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
THE GATEHOUSE
Encounter: No No Retries Insight [DC20]
You can hear the clouds break. Rain begins to run in cold streams down the stone stairs as you spiral
upward. Finally, you crest up into the ruins of a vast gatehouse atop the walls of Castle Ravenloft. On
the far bank, across an infinite gorge, you see a huge shape blurred to illegibility by the storm. Mists curl as
it moves slowly back and forth. Stalking.
There’s a enough roof left to take shelter for a moment, cast any spells you might need, drink any potions.
Prepare yourselves for the hour of the wolf.
Let players know that they have 11 minutes of in-game time, enough time for long spells or the catnap spell
if they have it.
After a moment to catch your breath, you start to hear the snapping crash of battering rain as the storm
picks up. Soon, it won't be safe up here. There is, of course, the dramatic crash of thunder as the wolf’s
howl washes over you. What do you do?
There’s a drawbridge mechanism nearby, players could potentially fly across, they could attempt to engage
at a distance and get a round of damage in, or they might come up with something inventive like rigging
the bridge to drop on their terms. In general, let them have it—the Godeater Wolf is nearly indestructible
and if they make it past him, he’ll just catch up. It’s possible, with cleverness or sacrifice, to skip THE
BRIDGE location entirely, likely ending up at THE DEEP WOODS location. In general, it should require
three successful skill checks of any type to skip THE BRIDGE, or two to optionally reduce the length to 2
turns. Anything less and they’ll need to lower the drawbridge and head out the old-fashioned way.
If players need guidance, run and resolve the skill checks to drive play forward. This is the last place to
catch a breath before the plunge, though, and a great place for character moments, so don’t rush it if
there’s time left on the clock.
0 SUCCESSES:
You get the rusted machinery of the drawbridge to cooperate just in time. Lightning strikes all around you,
fast enough to curdle the air with an ozone stench. You'll have to cross.
Players go to THE BRIDGE location.
1 SUCCESS:
The bridge drops into place as the machinery shakes free. You have a moment to consider the bridge and the
wolf. Would Strahd think it was delightful to drop the bridge into the gulch? He would survive such a drop,
you're sure. You'll have to fight the wolf, but maybe there's some way to at least do it on stable ground.
Players go to THE BRIDGE location.
2 SUCCESSES:
Best not to think of him as a wolf. He’s wolf-shaped, but that’s just a body. He’s a vampire, a mythical
predator that feeds as much on cruelty as on blood. As you drop the drawbridge, there’s a grim little
epiphany when it locks into place. He’s starving, but he can’t just eat you. He needs you to suffer first. You
can exploit that need, force him to engage in ways that will keep him from simply dropping the bridge into
the misty gorge.
Go to THE BRIDGE location. Players get one round to prepare, and can place the Godeater Wolf on the
map as they choose.
395
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
THE BRIDGE
Encounter: Yes Ends When Athletics, Acrobatics [DC20]
Bridge Drops
T he timber drawbridge drops, revealing the Godeater Wolf on the other side. Its crown of eight rubies
catches the crimson of the dying sun as it leaps the gap towards you. “Ill manners to abandon your
host,” Strahd snarls, bloody foam pouring from his great muzzle. His jaws open and raw force curdles the
world as he howls. The first gravity wave makes the bridge sing like a dying violin. You have to get past him.
The first shockwave triggers the skill checks, but has no direct damage effect on players. It’s used as a
warning shot to show players that the wolf has mid-range capabilities and intends to destroy the bridge.
Run the skill checks here to determine how well players deal with this. After the skill tests are resolved,
return here. Read: Whatever his plans are, he’s not worried about the risks. The wolf strides onto the bridge,
crackling with lightning and lambent force. A wall of fire slowly rises up behind him. Roll for initiative.
Combat begins, using the BRIDGE TO DOOM COMBAT FLOW for The Godeater Wolf. The Wolf begins
the fight concentrating on his wall of fire spell. The bridge has 200 hit points and takes damage each round
from area of effect damage, including wall of fire and the Crash ability. When it runs out of hit points,
players have one round to make a break for it. Any that don’t make it must make a Dexterity saving throw
(DC 10 + 1 for every 5 feet from solid ground). Grappled characters make this save as normal. Players who
fail the saving throw take 8d6 force damage from the gravity implosion and have to describe their daring
escape from certain doom.
This encounter also ends if:
• The Godeater Wolf’s MYTHIC TRAIT triggers.
• Players make a run for it.
• Four characters die.
If players make a run for it, let them know that this will take them to the DEEP WOODS location. If they
reverse course, return to this combat.
If 4 characters die, read: As the ruby lights, a shockwave of vermillion power implodes around the Godeater.
In Strahd’s voice, as though he is narrating, read:
You can feel the blood in your pitiable mortal veins strive against your meat as it tries to obey the call to
order. I will feast on your friends. The bridge will collapse. All this will happen because I demand it.
And the bridge does collapse. And he does feast.
No matter how it falls, the wolf always rides the bridge into the gorge. Read:
The Wolf laughs and laughs, howling in mad joy and hateful glee. You hear a voice like thunder, like
earthquakes, roll up from the deep, and it says, “Oh don’t wait for me, morsels. I’ll catch up. I always,
always do.” The land growls. Time to go.
As you run, you try to remember what you know about the woods. The night lashes you with branches and
rain. You can hear the whisper of wings above—bats! You have a moment here to decide where to go:
To the ancient road, made of bone-white stone?
Careening into the terrible deeps of the wolf’s woods?
Or maybe you can find a way to that enormous doomed Dryad?
Players gain access to the DEEP WOODS and the ANCIENT ROAD. It requires a DC 23 Wisdom (Survival)
check to reach the Dryad. Reduce this by 3 if that player has been to the woods before in this game or any
previous game. On a success, players gain access to the OSSIFIED DRYAD.
396
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
0 SUCCESSES:
The shockwave grinds every bone in your body together. You struggle to breathe as the bridge sings the
start of its swansong under your feet. Strahd watches you in silent contempt.
No effect.
1 SUCCESS:
Together, you manage barely. The riptide of the gravitic wave gnashes and bites, but you are strong,
beloved ones! You are strong and bright! Let us see you fight! Be our truth!
Two player characters gain resistance to force damage. This effect ends with the deaths of those
incarnations.
2 SUCCESSES:
Together, you are strong. Is this your truth? Carve it into the world, then. The wave breaks on you like the
silted dabble of the old calm coast. You are strong and bright! Let us see you fight!
Two player characters gain resistance to force and lightning damage. This effect ends with the deaths of
those incarnations.
397
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
ANCIENT ROAD
Encounter: Yes Sustained Combat Arcana or Charisma Saving Throw
[DC21]
The wolf is here, perched behind you atop the towering elven gates at the end of the Niflheim Road.
It seems bemused, watching you. The dying sun catches the 8 great rubies in its crown, glints off a
bloodstained muzzle. “I devoured their heroes,” Strahd muses as he begins to prowl back and forth.
“I ate all that they were,” and as he stalks the great gate, lightning pours from his wake, taking on the
faces and forms of tortured elven archers, “And I find that nostalgia has made me—” the wolf dives at you
“—hungry again!”
Bolts of lightning rain down as the wolf hangs in the air for a moment, blotting out the sun. With a crash of
thunder, it begins. You set your will against his and...
Run skill checks. Add one success if characters are on particularly good terms with Gertruda, then resolve.
If necessary, begin combat using the TIME TO DIE COMBAT FLOW. Read: Nothing for it now. You fight
and struggle as you pull back towards the shrine. Roll for initiative.
Remind players that they have access to the EXIT STRATEGIES rite. There’s no way to exit this fight
except distance, and Strahd will simply chase them endlessly. It’s possible some parties will be able to
outrun him outright, but those are going to be exceptionally rare. For the rest, they’ll need to use the EXIT
STRATEGIES rite. If they do, go to SHRINE DOOR.
0 SUCCESSES:
In Strahd’s voice, as though she was narrating, read:
Cold electric arrows pierce and slam down among you all. The stone of the old road explodes. You know in
your little doomed hearts that these gravity ghosts are built from the power of your fear, but you cannot
shake the dread. Witness my resplendence.
Until players move 120 feet away from the gate, they will be hammered with lightning arrows at initiative
20. Make three ranged attack rolls with a +8 modifier, each targeting a different player and preferring the
three players with the highest HP. On a hit, the attack deals 2d4 + 4 lightning damage.
1 SUCCESS:
In Strahd’s voice, as though she was narrating, read:
The archers crackle away after their first great volley—sundered by your intent! Ah, heroes, most worthy
meat. I see you cast your will against mine. Sweat beads your little brow, but it’s just salt and meat to me! Die,
die, die, die, die!
The lightning glances here and there. Make three ranged attack rolls with a +8 modifier, each targeting
a different player and preferring the three players with the highest HP. On a hit, the attack deals 2d4 + 4
lightning damage. The archers fade, spent.
2 SUCCESSES:
In Gertruda’s voice, as though she was narrating, read:
The lightning never reaches you. See how the ghosts burn in your will, and attend! How their arrows break!
Oh darling heroes, my own sweet spear, pierce his side. Kill the past and mark your own truth.
Ask if players would like to go for double-or-nothing. Players may, as a group, wager up to 200 HP. If they
agree to this, run one more skill test (Arcana or DC 21 Charisma saving throw).
398