ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
On a success, Strahd takes that much damage. Read:
You reach up and grab the weft of the world. The lightning is yours—yours, and yours alone. You throw
the blazing, deadly, endless current back at him, demand the river of light and death flow uphill, and it
does. It does! The wolf is impaled, undead flesh popping and snapping like fat on a grill.
On a failure, the players take that much damage, distributed as they prefer. Read:
You reach up to grab the lightning, and there’s a liminal moment where you almost have it. The problem
with risks is that you have to keep making them. The problem with life is you have to keep taking risks.
The lightning explodes over you, death and fury grounding out through your simple mortal coil before
the fuse blows.
399
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
OSSIFIED DRYAD
Encounter: No No Retries Religion, Persuasion, Deception
[DC19]
T he cenote at the feet of the great dryad sculpture is dry. All that is left is brine and sorrow. At the
bottom of this limestone wound, you can see great logs crusted in spikes of salt. Whole huge trees were
cast into the pit long ago like the gnawed bones of giants. Dryad trees, you know in your heart. This was
a grove once. The monumental dryad queen takes on a cold and ominous significance. Is it stone? Was it
stone? Was it carved there? Or is it pinned by the cold iron thorn that juts from its—no, her—shoulder?
The way behind you grinds shut, blocked by henge stones. “I demand an audience, O Lords Of Dust.”
There's no convenient illusion of a voice, nothing talking in your head or whispering on the wind. It is just
true. She demands an audience. So you kneel at the little shrine on the edge of the cenote. What else is there
to do? Inexplicably, there are honey cakes. She is the best host she can be given the circumstances.
If Winter is with the party, this counts as two successes. Read:
“I have missed you, wayward little daughter. I am only sorry that we died together. Acorns and oaks, pale
beloved one. Acorns and oaks. I love you always. Be brave.”
If players have a thornbow, this counts as one success. Read:
“A daughter’s bow. Home at last to an empty house after a quarrel left unsettled.”
Finally, read:
Mighty are the servants of summer to find your ways here. Kind are you to take this time for me. Will you
tell me the tale of your travels? If I can understand the trunk and the branching of your troubles, perhaps I
can wrap my roots around them—though I have no promises left to offer. The ways of breath and limb have
grown far from me. Tell me.
If the party can make the Stone Goddess understand what is happening to them, she can offer aid. Her
powers are reduced, but these were still her woods for epochs before the wolf ate the sun. Unfortunately,
though she wants to understand and considers them honored guests, their ways of living are almost infinitely
distant from her. Without successes, she doesn’t have the ability to fully conceptualize the assistance needed
and as a result can’t intervene. Think of it as trying to cast a part from molten metal with no form or mold.
Unlike a normal location, this skill test is run five times instead of twice. Run skill checks now, and resolve.
After resolving the checks, players always gain access to THE SHRINE DOOR. Read:
The great statue splits down the middle and the entire cliff opens. “This I can offer.” Ahead, through the
impossible passage, you see the shrine door.
0 SUCCESSES:
“I am sorry. I do not know how to help anymore. Your world is far and strange to me.” The Stone Goddess
falls silent for a long time. “Thank you for the audience, O Lords Of Dust, mighty council to the Lady of
Summer.” You think she may not speak again this age.
Players can wait here and plan, but no amount of time will bring rest or comfort. The same wards that hold
the wolf at bay keep this place anchored in a single dead and ancient moment.
1 SUCCESS:
“Last sap of this world. You are the mighty Lords of Dust, council to the Lady of Summer, friend-blades of
the Innocent One. Be healed, and carry the gentle revenge of the living unto that which unmade us.”
400
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
Players regain 10 hit points each. Players can wait here and plan, but no amount of time will bring rest or
comfort. The same wards that hold the wolf at bay keep this place anchored in a single dead and ancient
moment.
2 SUCCESSES:
“You are the wisdoms of ash, mighty Lords of Dust, council to the Lady of Summer, who once stood and
loved here on this shore. Tell her she is missed; tell her she is loved. Now carry the ungentle revenge of the
living. Strike with root and fury.”
Players regain 15 hit points each. Players can wait here and plan, but no amount of time will bring
rest or comfort. The same wards that hold the wolf at bay keep this place anchored in a single dead and
ancient moment.
3 SUCCESSES:
“Glade and stone make you welcome, mighty Lords of Dust. My roots are salt and ash and sorrow, but in
this death they find strength. I believe in you, end of all seasons. Tell Lady Summer that she has chosen her
friends well, and that she is missed.”
Players regain 15 hit points each. Three players gain inspiration. Players can wait here and plan, but
no amount of time will bring rest or comfort. The same wards that hold the wolf at bay keep this place
anchored in a single dead and ancient moment.
4 SUCCESSES:
“You are known, O awesome sages of ash, mighty Lords of Dust, deadly Covenant of Summer. She once
stood on this shore and I loved her like my own. Carve your truth into the arc of time.”
Three players gain inspiration. Players can take a short rest.
5 SUCCESSES:
“You. Mighty Lords of Dust. Deadly Covenant of Summer. The Innocent One once stood on this shore and
I loved her like my own. Tell her she is missed; tell her she is loved. The cycle ends, I think, with you. Find
in my heart a blade, in your own truth’s image.”
Players can either gain the ROSEBLADE or take a short rest.
6 SUCCESSES:
“Mighty Lords of Dust. Deadly Covenant of Summer. Gertruda once stood on this shore, and I loved her
like my own. Little Envoy, The Innocent One. Lady Summer took up blade and fang in my defense. She
fought even as poor doomed Winter drove this thorn through me in her first undying act. Tell them each
they are missed. Tell them each they are loved. This cycle ends with you. Find in my heart a blade, in your
own truth’s image.”
Players gain the ROSEBLADE and can take a short rest.
401
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
DEEP WOODS
Encounter: Yes Repeated Checks Athletics, Perception, Stealth,
Initiative Check [DC19]
T here’s a moment here to turn back, to look for another route. Or do you have a plan? Tell me you have
a plan, oh sweet heroes, and I will listen raptly.
Players can turn back before the skill tests. If they opt to continue, read: The mist gnaws at you, haughty
with dark promise. It’s so cold your lungs ache. You hear a voice on the wind as lightning lances down to
set the trees on fire, and it says, “I am the hole in the world. The gap where meaning drains out.” You are
lost in this cruel cedar forest.
A titanic wolf dives upward through the ground at you, throwing an explosion of rock before him. On
Strahd’s brow is his crown. His back is a carpet of swords, spears, and scars. “I have missed the woods,” the
vampire god howls.
Combat begins, using the HARRIER COMBAT FLOW. Players place first, then place the wolf. At the
start of each round, run and resolve the skill checks. It takes four usages of the EXIT STRATEGIES rite to
escape to the SHRINE DOOR. Strahd will retreat if his mythic trait triggers, though he’ll try to do it with a
player in his mouth and by crashing down through the ground. This may force players to chase him into a
confined space or abandon their friend.
0 SUCCESSES:
1st: This doesn’t look like a plan, does it?
2nd: The wolf catches up with you and he does not pant. His great flanks move not at all.
3rd: He does not tire, he does not flinch. Still, your swords are bright and quick, and I believe in you!
No effect.
1 SUCCESS:
1st: Wounds and the first hint of caution seems to slow the wolf. There’s a way forward here.
2nd: Your feet are swift and sure. The way forward is here, here, here.
3rd: This is the way, the way, the way, now be steady and quick!
One player gains inspiration.
2 SUCCESSES:
1st: Blood on dry pine needles, the cry of the sword against the beating rain. You can win.
2nd: Strike, strike, strike and never know fear for you are brighter than the sun.
3rd: Best and strongest champions of summer, burn these winter forests.
Two players gain inspiration.
402
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
STRAHD'S HATE
SHRINE DOOR
Encounter: Yes Final Fight Any [DC21, +/- 1 given justification]
I f players are coming from the Ossified Dryad, read:
Strahd’s Hate is sitting on the roof of the shrine, watching the eclipse, silhouetted in crimson. That cruel
sleek head turns towards you, and you see countless spears and swords jutting from the wolf’s back. Bloody
foam dribbles from his mouth, and Strahd says, “At last.” The Godeater leaps down from his ruined perch.
Otherwise, read:
Behind you, ever chasing, the eclipse has silhouetted Strahd’s Hate in crimson. You see countless spears and
swords jutting from the wolf’s back as he lopes with terrible speed. Bloody foam dribbles from his mouth,
and Strahd growls out, “At last.” The Godeater leaps to block the way.
Now, half-lucent amber catches and reflects the ruby crown of the great wolf as it stalks back and forth
before the shrine’s door. The storm above has swallowed the light. “What bargains did you make below,
sweetmeats? No matter.” He snorts and shakes the blood from his giant muzzle. Lightning torments the
minarets of the shrine, and you can smell the peculiar odor of burning quartz. “Oh, to end this challenge
where it began. Deliciously symmetrical, you trash.”
There’s nothing for it. At the end of the day, Strahd must die and players will fight Strahd’s Hate, the
Godeater Wolf. He has had a very long time to think, a very long time to brood on this moment. He will
ensure it comes to pass. If players try truly clever things, count it as two successes for the skill check.
If players do wish to bypass the final fight, they will need to force the shrine door to cooperate. First,
resolve the skill checks to determine if this is even possible. Players can use any skills they wish, provided
they offer some hazy justification. The door still responds to force of will more than anything.
If it can be opened, players must keep one character by the door to open it. Each round a character
successfully spends by the door, they may designate one square to become sunlight as a lance of golden
light punches out of the heavens, drawn to their will. This happens at initiative 20.
Go to initiative order. Strahd uses the TIME TO DIE COMBAT FLOW.
0 SUCCESSES:
No. I think not.
The door won’t open until Strahd dies.
1 SUCCESS:
Oh, I shall kill you first.
The players will need six rounds to get the door open.
2 SUCCESSES:
Insufferable! INTOLERABLE. I WILL HAVE MINE.
The players will need five rounds to get the door open.
403
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
404
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOSMTBRAOHFD SFTIGRHAT:HD
TABLE OF CONTENTS
SUMMARY............................................ 405 COMBAT FLOW..................................... 410
PREPARATIONS............................... 405 STRAHD, THE SCOURGE HIMSELF..... 411
DENIZENS....................................... 406
KEY LOOT........................................ 406 ARGYNVOST......................................412
TONE & TYPE................................... 406
SCENES............................................... 414
STRAHD............................................... 407 INTRO...............................................414
MODIFICATIONS............................... 407 OPEN THE TOMB...............................414
TOMB, MATERIAL..............................415
ARGYNVOST......................................... 407 ETHEREAL GATE..............................415
MODIFICATIONS............................... 407 TOMB, ETHEREAL.............................415
OUTRO..............................................417
BUCEPHALUS...................................... 407 VICTORY...........................................417
ENCOUNTER FLOW.............................. 408 QUALIFIED VICTORY..........................417
MAP...................................................... 409 LOSS................................................417
SUMMARY P R E PA R AT I O N S
T HE CORE OF STRAHD’S TOMB sits on the The following is the minimum prep that a DM needs
Ethereal Plane. While Irena’s tomb is locked to do for them to be able to run this encounter.
behind a puzzle-gate, Strahd’s is a traditional While we recommend a detailed reading of the
“lock-and-key” in the dungeon design sense. This is entire encounter, if you’ve got to rush or you plan
because Strahd’s Tomb is more directly important to wing it, here’s what we think you need to do:
to defeating him, and arriving early should be hard.
It’s not impossible; there are a few good routes in, if 1. Print the VAMPIRE LORD and ARGYNVOST
players are really clever. If players do make an early stat blocks, found in their respective sections.
entrance, it should be rewarded and played straight.
Sometimes adventures end early. 2. Review the suggested COMBAT FLOW, and
skim the INTRO scene.
3. Skim or read the rest of this section.
4. Print and review the RITES: RULES & SCENES
section from RITES.
405
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
5. Finally, review the ENDINGS section.
If you have more time to finish prep:
6. Review the ENCOUNTER FLOW then print it.
7. Review the scenes in conjunction with the
encounter flow.
8. Revisit the COMBAT FLOW, keeping in mind
the RITES rules.
Rites
Rites become available to players as soon as the
AMBER SARCOPHAGI encounter is complete,
which provides the narrative framing for them.
Last Stand becomes available during the ECLIPSE
encounter. Even if you’re in a hurry, we recommend
reviewing Rites. They are designed to allow a more
varied range of players to engage with the FINALE.
DENIZENS
STRAHD
ARGYNVOST
BUCEPHALUS
KEY LOOT
None
TONE & TYPE
Entering the Ethereal tomb starts the end-game,
but merely reaching the tomb just lets players
know there's something to backtrack to. Until they
consult one of the resources hidden in ACT II, such
as Gertruda or her HEARTSEEKERS, they won't
know where they need to go—just that the tomb is
aggressively and conspicuously empty. As a result,
managing expectations is important here. The fact
that this is the right place needs to be driven home.
Players will either defeat Strahd and Argynvost,
give up after 8 deaths, or persist. Respectively,
these correspond to VICTORY, LOSS, and
QUALIFIED VICTORY. More rules can be found in
COMBAT FLOW.
406
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
STRAHD resurrection being used by the Dark Powers as
Strahd or Irena’s punching bag. In the end, Irena
exsanguinated him and bound his soul to ice and
amber. He was only too happy to help Strahd seek
Unrepentant revenge when the balance of power see-sawed. This
began a long tumble into darkness and intricate
Uses VAMPIRE LORD, RAVENLOFT with betrayals. Now a dracolich, he is sustained by the
modifications below. evil science of Strahd, and boredom has bred a vast
cruelty in the dragon. Absent purpose, he sleeps in
S TRAHD LURKS IN HIS Ethereal tomb, casting the mechanical gantry-crypt in Strahd’s tomb and
his Hate into the world when he needs to waits for some morsel of entertainment. As the
torment players. Unlike Irena, who habitually stalks players enter, the arcane machinery of the crypt
the castle, Strahd waits. He is cruel, malicious, spins into motion.
and continues to seek any escape from the curse He carries Strahd’s coffin within his chest, forcing
that afflicts him—as long as that escape requires players to deal with him to win.
nothing from him. He has no greater goal, no
particular intention, and he’s utterly unapologetic M O D I F I C AT I O N S
in his brutality. The only thing that provokes more
than cruel disinterest is an opportunity to destroy Main Change: Pallbearer
something beautiful that he does not possess. If
players do reach his tomb but cannot see him, he Argynvost carries Strahd’s coffin within his chest,
takes particular pleasure in watching them struggle. which means players must kill them both to
If necessary for pacing, you can use this to provide a terminate Strahd—unless they get up to serious
hint thanks to his ghostly laughter. cleverness.
M O D I F I C AT I O N S
Weapons & Items BUCEPHALUS
He has a single spell scroll of steel wind strike.
Spells & Standing Effects Nightmare, Mount only.
He begins the fight with mirror image in effect.
ARGYNVOST FOR CONVENIENCE and to avoid overwhelming
players, Bucephalus is normally represented only
MODIFIED SILVER DRAGON as an improvement to Strahd’s statistics as it acts as
a controlled mount. While Bucephalus lives, Strahd
A RYGNVOST WAS ONCE a noble silver gains a flying speed of 90 feet and resistance to fire
dragon who dedicated his life to opposing damage, and confers no ability to move between the
Strahd forever. He spent centuries of death and Ethereal and Material planes. Bucephalus has 100
hit points.
407
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
ENCOUNTER FLOW
Read: NO If needed:
INTRO, then... Winter confides the correct
bier ordering out of spite.
Can Players open
the Tomb? Read: NO
YES OPENING
THE TOMB
Read:
Is it after the
ETHEREAL Eclipse?
GATE
YES Is the lock in
Read: YES the Sunlit Shrine
TOMB, open?
ETHEREAL
NO
Read:
DECEMBER
ROMANCE
Run combat based Read:
on Combat Flows
OUTRO
408
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
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.
410
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
Strahd, The Scourge Himself
Death of Joy, Lord of Despair
PRE
Tactical Note: Strahd uses shield aggressively starting on the second turn.
Precast Spells: Strahd always starts combat with mirror image in effect.
1 M: Move to 70 feet away, at least
A: Cast infernal calling, summoning a WHITE 30 feet in the air.
ABISHAI using a talisman after moving out of
counterspell range. M: Maintain distance.
Charm, burning a 1st-level slot and targeting
lowest HP character. M: Close to lowest HP target after
casting.
2
A: Cast summon greater demon, at immediately M: None unless target dies.
dropping concentration on infernal calling.
Charm, burning a 3rd-level slot and targeting
lowest HP character.
3
A: Cast greater invisibility, dropping
concentration on summon greater demon.
Unarmed Attack, grappling on hit. Target
lowest HP character. Bite if grapple succeeds,
otherwise Unarmed attack twice.
4
A: Cast steel wind strike, ending by lowest AC
target.
Unarmed Attack, grappling on hit. Target
lowest AC character. Bite if grapple succeeds,
otherwise Unarmed attack twice.
411
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
Argynvost
The Betrayer Wyrm, Fang of Despair
PRE
Active Spells: None.
Lair Action: None.
1 M: Pull forward to force focus
A: Breath weapon, Cold Breath. fire.
2 M: Close to casters.
A: Bite & Claw caster, preferring clerics.
3 M: Rotate to block easy access to
A: If breath weapon is recharged, use Paralyzing Strahd, do not provoke attacks
Breath. of opportunity.
Otherwise,
Bite & Claw caster, preferring clerics.
R E P E AT
412
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
413
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
SCENES If Winter is with the players, read instead:
Winter leans forward and something dark glitters
Below are the narrative components used by the in her pink-pale eyes. “Sisters,” is all she says,
encounter flow. Where possible, each notes down and then she is violence and fury and power and
the probable next vignettes. LOOT, MONSTERS, and dread. Her greatsword shatters their rapiers. Her
CONDITIONS are bolded in this section. Content lightning incinerates. The garden here falls to frost,
intended to be read aloud verbatim is italicized. and her gaze destroys. All the while, her bier burns
with sunlight.
INTRO To open the way below, each of the five Brides—
except Winter if she’s aiding the party as a PC—
FENUGREEK PLANTS in well-tended terraced needs to be staked on her specific bed, and they
beds fill the tomb, and the path through it is aren’t forthcoming about which beds are which. If
planked with thick slabs of teak. Through the cracks players find their way below, go to OPENING THE
in the paths, the gentle scent of a summer hillside TOMB. If players mis-stake the Brides, Winter will
drifts up. Two beautiful women tend the hanging tell them the correct biers out of spite even if she’s
roses while more take rosehip tea at a table near not actively aiding the party.
the center. Five biers dot the garden, each strewn
with the same roses—deep purple with great TOHPEETNOINMGB
gnarled thorns.
They wear them in their hair, thorny stems binding T HE TOMB BEGINS TO OPEN, you think.
intricate braids to their antlers. You know these The ancient machine moves with a crackle of
women. They are the Brides. electricity, foreign to your knowledge. The smell of
burning anise hits you hard as the agonized Brides
These are the Brides, and they are not immediately scream in unison, “Ancient, ancient, ancient!” The
hostile here. At the moment, they’re well-fed since roundel of green grass at the center gives way as
Strahd is ascendant, and they likely bit the players huge standing stones rise up to form a henge around
earlier. They’ll make chit-chat but won’t provide a grated floor. Five of the seven main plinths are
anything of importance. Five vampire spawn would decorated ornately with the pictures of the Brides.
offer a reasonable challenge, made harder by the The other two, facing each other, are clearly Strahd
fact that they simply rise from their beds-of-roses and Irena. The carvings grant dignity and warmth
after being killed. While Strahd lives, so too do to each subject—and match nothing you’ve seen
they. Unfortunately for them, it’s a confined space in your time here. The warm comfort of fresh tilled
and the party has almost certainly gained access to earth mingles with licorice as the walkways between
sunlight or reliable radiant damage. We recommend the fenugreek beds begin to sink, revealing yet more
you elide the combat with a narrative sequence, and stranger gardens.
possibly by directly asking players how they kill
the Brides.
414
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
MTOAMTEBR, IAL though it likely happens later. It’s time for the final
confrontation!
When players enter,
T HE TOMB BELOW the layer-cake garden is PROCEED TO:
a sprawling empty space, floored with tilled Tomb, Ethereal
earth and decorated in abstract ivory statues carved
from dragon fangs.
Strahd lurks on the Ethereal, watching and waiting. ETTOHMEBR,EAL
He uses project image, cast from his mighty throne,
to torment players if they linger for more than 15 THERE’S A TERRIBLE shuddering sensation as
minutes. Players have a number of ways to figure the spirit gate hurls you across the boundary.
out that the tomb is on the Ethereal plane, but the You stand on an enormous chunk of bone in a sea
easiest is using the HEARTSEEKERS or translating of grey nothing, roughly squared off into a cube. A
the TOME. Beyond that, it may be possible to learn it cloaked figure muses on a great glass throne carved
by asking Patrina in her tower. If necessary, Strahd’s with jackals and ravens, facing out into the Ethereal.
own desire to torment players may lead to him The floor is diademed by gold inlays and a single
blowing up the ruse. He’s very bored. great steel disc carved in the likeness of a dragon.
Ghosts in their millions gather in whispers to watch
GETAHTEEREAL from the endless empty. Roll for initiative.
THE BRIDES ARE BOUND to their biers. The After players roll, read:
stones have risen. Somewhere far above you, The devil himself could not have a better tailor,
your friends have either defeated Strahd’s Hate or nor a crueler grin. Strahd rises from his throne and
activated the mechanism hidden in the Sunlit Shrine. turns slowly toward the intruders—towards you.
The Brides step from their stones as they must have “What a pleasure, what a delight,” he murmurs
been in life, magnificent, smiling, and vibrantly upon seeing you, then draws a greatsword from his
green. The velvet of their antlers glistens slightly as back. Strahd tosses aside his cloak and is lifted into
light passes through these ghosts. They raise their the air as his nightmare steed phases into existence
hands and without any fanfare, there is a way from below him. The vampire lord’s armor is sleek and
here to there in the center of the standing stones. strange, decorated with small rosettes displaying
key moments in his history of tyranny.
The way is open. Thanks to the inevitability of
Gertruda’s intervention in the two-party game, this As he speaks, the steel disc hisses steam and opens
can be run at the same time as the other finale, even like a hatch. Moribund with age and rot, the skeletal
dragon rises slowly from the crackling armatures.
Curling terrors of scale and steam unwind to release
415
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
Argynvost as he rises. Below silver scales tarnished the dragon for a window to heal, and will use the
to matte grey, in the architecture of his empty ribs, body to block sunlight if he can.
you see a great coffin woven into his spine. “Oh, at Beyond that, both Strahd and Argynvost rely on the
lassssssttt,” Argynvost hisses. tactics defined in the COMBAT FLOW SECTION.
Strahd is played aggressively, but unlike Irena, he is WHEN A CHARACTER DIES:
ultimately a coward. If he senses he is losing, he’ll As your friend dies, the poisoned glow of the sun
pull back behind Argynvost. He’s happy to sacrifice begins to bleed into the Ethereal:
1ST And there are shapes in the light, tormented elves and doomed heroes. A ruby in that terrible
DEATH throne glows with hateful light. One of eight.
2ND The shapes gain definition. A thousand versions of this struggle play out around you. The odds
DEATH are bad. Another ruby lights.
3RD Scenes of battle surround you, ghosts of red and scarlet sweet. Sweet enough, we think, to eat.
DEATH Be our truth.
4TH In the battles, over and over, a petite woman in plate with signs of summer and dawn falls. There
DEATH are only four more gems left. Dying here isn’t safe, and I should know, a little voice whispers.
5TH Always Sergei, always reaching too late for his sword. Oh, but you will not falter, sweet lance of
DEATH summer. Be our truth.
6TH The sun-killing eye of the eclipse is visible now, even here. You are seen, you are loved.
DEATH Be our truth.
7TH Writhing angels under a black sun. You struggle so prettily against the vampire god, so
DEATH gloriously. Be our truth.
8TH The last ruby lights and the dreadful red fills this place. Doomlight drips from every surface and
DEATH the voices are silent. There’s so little time left. None at all, really.
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 Strahd & Argynvost reach 0 hit points. Either way, proceed to Outro.
416
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
OUTRO Triumph, unmitigated triumph surely.
PROCEED TO:
Greenhouse Encounter
If players won before 8 or more characters died: AND FIND THE
PROCEED TO: Victory scene
Victory QVUICATLIOFIREYD
If 8 or more characters have died and players fought
to a win:
PROCEED TO:
Qualified Victory
In the voice of Gertruda, as though narrating
If 8 or more characters have died and players have as the DM:
given up: Light, oh sweet and evil light, pours down your
blade as you drive it home. The bastard’s eyes go
PROCEED TO: wide with shock, for we’ve gotten a bit off script.
Loss The sun, even dead, is still the sun, and you are still
its champions. Be your truth! Destroy! Unmake! Our
fury slake! Slam home the stake! Let us see how this
ends, together.
VICTORY PROCEED TO:
Greenhouse Encounter
In the voice of Gertruda, as though narrating
as the DM: AND FIND THE
Luck and chance, surely chance, draws the sign of
summer in his blood as you pull back your blade. A Qualified Victory scene
burst of sunlight devours the broken lord. I swallow
him in one bite, and hwaet—hah! I read the classics LOSS
too—you are my fangs. Slowly, the twisting spirits
rise and form a sort of river of hands, pushing- In the voice of Strahd, as though narrating as
lifting-pulling the little ivory island onward. Oh the DM:
sweet suns, I make for you a great dock, so that I As despair devours you and time runs out, the glass
may receive you as you deserve, like kings of old. throne gleams and drips the crimson blood of the
Be borne to me in your endless violence. I would be sun. Five great steps and he bows low. What was a
dead without you.
417
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
TOMB OF STRAHD
throne is now a gate, a gate to home—your home.
The devil steps through and bids you adieu. The
ghosts take out their grief and rage on you until the
cube delivers your corpses to the greenhouse dream.
The fight is absolutely and irrevocably over. The
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.
PROCEED TO:
Greenhouse Encounter
AND FIND THE
Loss scene
418
THE ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
GREENHOUSE
TABLE OF CONTENTS
SUMMARY............................................ 420 VICTORY....................................... 429
DENIZENS....................................... 420 QUALIFIED................................... 431
KEY LOOT........................................ 420 LOSS............................................432
TONE & TYPE................................... 420 THE HIDDEN PATH.......................435
GERTRUDA........................................... 421 EXPLORING THE GREENHOUSE............ 435
HER TORMENT................................. 421 MECHANICS..................................... 435
DESCRIPTION.................................. 421 COSTS............................................. 436
WHAT SHE KNOWS.......................... 421 SPECIAL CASES & RESOURCE
SUBSTITUTES................................. 436
OMU..................................................... 422 SCALING.......................................... 436
CORE ENCOUNTER FLOW..................... 423 TCHOTCHKES....................................... 436
TABLE............................................. 436
SCENES............................................... 424 LILY TERRACE................................. 436
INTRO: THE SUN.............................. 424 STRANGE ORCHARD........................ 436
LOSS............................................... 425 LITTLE WORKSHOP......................... 437
TWO PARTY GAMES......................425 OMU................................................. 437
SINGLE PARTY GAMES..................425 NULL-GRAVITY REGION................... 437
QUALIFIED VICTORY......................... 426 ARTIFICER'S REACH......................... 437
TWO PARTY GAMES......................426 STARSCAPE..................................... 438
SINGLE PARTY GAMES..................426 MEMENTO MORI............................... 438
VICTORY (IRENA ARC)....................... 427
TWO PARTY GAMES......................427 SECRETS............................................. 439
SINGLE PARTY GAMES..................427 TABLE............................................. 439
VICTORY (STRAHD ARC).................... 428 SUNLIT SHRINE............................... 439
TWO PARTY GAMES......................428 LOTUS GATE.................................... 439
SINGLE PARTY GAMES..................428 THE PATHS OF SUMMER.................. 439
THE END.......................................... 429 TERRACED MOUNTAIN..................... 440
TOTAL VICTORY............................429
419
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
SUMMARY DENIZENS
GERTRUDA
T HIS SERVES TO COLLECT the various threads OMU
and tie them up into endings. As such, some
content will be intentionally repeated, though KEY LOOT
paraphrased, to provide convenient access and
reminders for use while in flight. The Greenhouse None
is also the Realm of Summer, and is the site of
both player reincarnations and the GLASS & TONE & TYPE
DIAMONDS encounter. It is transfigured somewhat
by the end of the rite of challenge, but this is the This is the end. It has to validate a lot of player
same space. The exact use of this encounter will effort, but fortunately, most of that work is done by
vary depending on whether the current campaign the Finales themselves, which are massive set-piece
is a single-group game or two-group game. This is encounters. In terms of tone and story structure,
handled in the text, particularly INTRO: THE SUN. the Greenhouse is responsible for transitions and
denouement.
420
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
GERTRUDA and his love for an absolute monster. Gertruda has
nothing. There is no guiding star in her quiet and
The Gun Held To The Heart Of The World subtle hell. Further, her sins are small compared
to those of most Vampire Lords, except those
G ERTRUDA IS THE FACE of the committed in the direct service of the Dark Powers.
Dark Powers throughout One
Night Strahd. Unlike most lords, Like most authoritarian regimes, they
she serves Them directly. She don’t count those sins.
regards this as an enormous
privilege, even though it mostly DESCRIPTION
gets her burned with sunlight.
Most of what she wants is Sparsely built with grey-
books and a little company, and brown hair and eyes,
her work as the Envoy keeps her girlishly pretty in a
supplied in both—as well as just completely uninteresting
enough hope to keep suffering. way. The eye would slide
Recently, though, she’s smelled right past the Envoy in
change in the wind as the Dark a crowd—if she weren’t
Powers have stretched their awful covered in blood, naked, and
might for the first time in ages. eating a golden apple. She’s
What does the appearance of
the player characters mean? not right now, but that’s
Where will they go? She’s how you’d find her in
excited to find out, for a crowd. That’s what
the first time in perhaps a crowds are for, as far as
hundred years. she’s concerned.
HER TORMENT Right now, Gertruda’s asleep
in the grass. She’s got a book in one
hand, and she’s wearing a loosely cut dress made
of pure sunlight. It seems to burn her endlessly,
but if she notices, it’s with a genteeled masochistic
pleasure as she mumbles in her sleep.
The Dark Powers ensure that all Vampire Lords WHAT SHE KNOWS
suffer as they are due. Their most favorite,
Gertruda, is tormented endlessly by boredom, She’s probably the single most knowledgeable and
but has been made incapable of sinking into self-aware character that the players will meet.
comfortable apathy or ennui. More than that, she She’s also bound by the will of the Dark Powers and
has been unwilling to change and deeply aware her own identical ideology to be slightly unhelpful.
of her role in her suffering and frustration. Most Here, at the end, she’ll answer clarifying questions if
lords have a singular obsession or manic drive that they wouldn’t cause information leakage that might
makes them suffer: Strahd will always desire Irena’s affect future runs for these players.
love, Irena will always be devoured by her hatred of
Strahd, Sergei will always be torn apart by his ethics In particular, she’s perfectly happy to talk about
who she is, what she likes, and her relationships
421
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
to the rest of the cast. Just like the Dark Powers,
she’s keenly interested in the player characters, and
expects to spend a very long time knowing them.
OMU
OMU REMAINS OMU. He’s here to hang out
with Gertruda, and if she wants to hang out
with these new murderous lunatics, well—he is a
creature of absolute chaos.
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
CORE ENCOUNTER FLOW
From Any
Finale...
Read:
THE SUN
then...
Based on outcome,
go to...
LOSS QUALIFIED VICTORY
VICTORY
NO Both Finales done? YES
Two Party? YES
NO
Go to: Go to:
REMAINING FINALE EXPLORING THE
GREENHOUSE
Go to:
THE END
423
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
SCENES greenhouse. All around you, the green grass is
thick and beautiful, knee high and waving in a cool
Below are the narrative components used by the breeze. Real sunlight streams down, and the mists
encounter flow. Where possible, each notes down are gone. When you peer off the edge, there is only
the probable next vignettes. LOOT, MONSTERS, and a great limitless wonderful blue.
CONDITIONS are bolded in this section. Content
intended to be read aloud verbatim is italicized. PROCEED TO:
Loss
TINHTERSOU:N If the Finale ended in a QUALIFIED VICTORY,
read the following:
The whisper of soft footpads. The wolves are among
you, and among them is Gertruda. Her face is slick
with blood and innocence. Under that, her cheeks
are flushed. “There will be books written about
this,” she whispers, “and I will read them, and I will
love your violence all anew. You are amazing.”
P LAYERS ALWAYS ARRIVE at this encounter PROCEED TO:
from either the BOSS FIGHT or the Qualified Victory
GAUNTLET. Their route through this encounter
depends on the outcome of that encounter. If the Finale ended in a VICTORY,
If this is a single group game, and players have just PROCEED TO:
completed the second finale, go directly to THE Victory
END. Otherwise, proceed through this section.
picking based on the current arc.
If the Finale ended in a LOSS, read the
following:
As a group, together, you wake up by the
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
LOSS state of the universe is absolute violence, down
to the subatomic level—a lack of decision, of
N EARBY, OMU SITS WATCH uselessly decidability. We do not want to win.
and protectively over a napping Gertruda. We hate endings.”
Around her, the grass is scorched. She is nakedly
incandescent, burning endlessly and harmlessly in In her innocence, there is unlimited capacity
the sun’s warmth. “Sit with us,” the frog demon for death and cruelty, for life and joy.
says, not without kindness. He clears his bullfrog “In fact, we love you too. I love all good stories.
throat and says, “I do feel we’ve gotten to know This is also our truth.”
each other a bit, in your comings and goings.
Please sit a while.” TWO PARTY GAMES
If players sit, continue. If they don’t engage, indulge In the Irena Arc, read:
them. There’s not really a rush anymore, and Omu “Your friends still fight. I wouldn’t take away their
is a very patient aberration. The scenery here is choice, their right to decide. That would be…
much the same as before, but the entire endless wrong. Let’s say that the pyrrhic victory,” and here
greenhouse is open to them. They’ll always find that the Envoy smirks cruelly, “bled Irena dry, shall we?
the entrance is just around a corner if they look Left her open?”
to leave. Use THE GREENHOUSE ITSELF for this.
If they never come round to chat with Omu and In the Strahd Arc, read:
Gertruda, that’s fine. There are worse ways to end a “Would you…” She stretches again, all languid, all
campaign, and it’s not a good idea to be pushy here. predatory, “like to kill him?” There’s a price, a catch,
Remind them once at the 15-minute mark, and then some terrible… “No. No price, no catch. I hate him. I
just play it out after that. am the gun held to the heart of the world, and from
violence comes privilege. I kill what I hate. Be my
When they come back and join Omu, read: weapon, be our truth.”
“I think you’ve misunderstood us. We aren’t Irena,
though we loved her very much once.” The Envoy She opens the gate to the Ethereal for the other
sits up to look at you, stretching her slim legs until group, because the show must go on. Also, she really
they shake with sleepy satisfaction. “The steady does despise him just as much as she loved Irena.
Finally:
This is a LOSS. When all groups are finished, go to
THE END. Until then, players can either wander
around the Greenhouse using the greenhouse
mechanics to find advantages for the other group,
or go spectate.
SINGLE PARTY GAMES
Read:
“We could… stop here, if you like?” And she means
it. This can all end here.
Maybe it won’t end well, but she’ll let you walk out.
If players choose to stop here, players can explore
the greenhouse or you can go directly to THE END.
425
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
If players can’t decide yet, Gertruda will suggest Wisdom (Perception or Insight) or Intelligence
that they should explore the greenhouse first. (History) checks will reveal that this is probably not
a dream. This must be an adjacent Domain of Dread,
If players want to persist, or they change their mind probably the one that Gertruda is actually from. It’s
after exploring the greenhouse, read: also the same place you landed at the beginning,
“We don’t have to stop! Every good story has and the place you’ve returned to each time you
setbacks, and you are the best possible story to me.” died, though it’s far sunnier now.
The warmth in her voice is deep and real as she
continues, “I could love your story forever. It could After 4 or 5 minutes of real time, read:
go on forever. That’s our truth. An end to endings.” “Are you going to stand up there forever? All the
Her voice is warm and rich as blood. books and apples and teas are down here,” the little
figure at the bottom of the hill yells.
“Let me know when you want to pick up where you
left off.” TWO PARTY GAMES
This is a LOSS. When all groups are finished, The envoy sits by a pond, watching images on
water. “Let’s see how our friends fare before we end
PROCEED TO: this tale.”
The End
Any remaining inspiration is transferred to the
VQUICATLIOFIREYD other team. This is a QUALIFIED VICTORY. When
all groups are finished, go to THE END. Until then,
S UNLIGHT STREAMS DOWN around her. players can either wander around the Greenhouse
Grass creeps through the floor. She is gone. using the greenhouse mechanics to find advantages
When you wind your way out of the castle, limping for the other group, or go spectate.
and bloodied, you find yourself in the mists for
a moment. They clear out to reveal rolling hills SINGLE PARTY GAMES
under a bright blue sky. The thick green grass rolls
like the sea under the gentle swaying breeze. The “Take a moment, seize it in your teeth. You can
greenhouse is just down the hill. rest here; it’s always quiet here,” the Envoy says,
and there is a moment of sorrow, of weakness,
If the other group is finished, completely foreign on those features.
PROCEED TO: Players can get a short rest in here, and explore the
The End Greenhouse for tools to steady their game state for
the final confrontation. Then read:
Otherwise, continue. When you step out of the greenhouse, the enormous
slaad sits perched on a little hillock. Beside him, a
door. “Just a bit left,” Omu murmurs. He reflects
the happiness of his dear friend. “Time to go back.”
The lotus gate built by the Lord of Lilies hums with
approbation. Time to go. Time to go.
The group continues to the GAUNTLET or BOSS
FIGHT, whichever is left.
426
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
VICTORY TWO PARTY GAMES
(IRENA ARC) “Oh Mother Night, I’m so excited! Want to see how
your friends are doing? Want to help them?”
Her grin is infectious as she drops her voice to a
whisper of exactly the same volume, “Want to cheat
A LL ROADS LEAD BACK to the Greenhouse. a bit, beautifuls?”
Most doors in the castle open to the outside
now. Every window seems to look out onto the same The Dark Powers aren’t exactly known for playing
scene. You remember that the lord of a Domain of fair, and the players have delighted both them
Dread like Ravenloft can control the shape of it. If and their Envoy. Any remaining inspiration is
you were the weapons of the Innocent One, well— transferred to the other team along with one
it’s not the guillotine that becomes the dictator. consumable magic item. If the group is out, they can
pick from any consumable they’ve used.
No matter when players get there, Gertruda always This is an absolute VICTORY. When all groups are
shows up second, covered in sweat and blood. It’s finished, go to THE END. Until then, players can
not clear to players if she got distracted along the either wander around the Greenhouse using the
way or if there’s some mechanical law governing greenhouse mechanics to find advantages for the
her that forces her to lose races like this, but it is other group, or go spectate.
the latter.
She’s grinning as she shows up bloodied and SINGLE PARTY GAMES
covered in sweat. “I’ll win a race someday!” The
envoy of limitless violence plops down on the “You can rest here; it’s always quiet here,” the
ground, laughing and laughing and laughing. Envoy says, and there is a moment of profound
Something about her laughter is unjaded, even for sorrow on her face. She hopes you’ll come back,
her. The land responds to her, exploding into blooms you realize with a cold start. There’s a terror to
of wild flowers. this knowledge.
“You! You! Oh, you! I could love you forever, love Players can get a short rest in here, and explore
your violence. And you were mine first, even if you the Greenhouse for tools to steady their game
can’t be mine last. You won, and that is our truth state for the final confrontation. They also recover
together now.” You can smell change in the air, the
drifting brine from a sea of possibility. one consumable, or get an extra if they haven’t
used any. Then read:
“I need you to finish this,” the envoy says,
grinning lopsidedly, apologetic. “It’s done, but
it’s gotta be finished right. Please.” She stops far
short of any implication of debt, which she is
fundamentally unable to make.
The group continues to the GAUNTLET or
BOSS FIGHT, whichever is left.
427
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
VICTORY TWO PARTY GAMES
(STRAHD ARC) “Fuck, I hated that man. Thank you. So... want
to see how your friends are doing? Want to help
them?” Her grin is infectious as she drops her voice
to a whisper of exactly the same volume, “Want to
I F PLAYERS ARE COMING FROM the cheat, beautifuls?”
STRAHD’S HATE encounter, read
the following: The Dark Powers aren’t exactly known for playing
The door of the shrine still opens onto a little hill fair, and the players have delighted both them
on the side of a lake. It’s just not the same lake. The and their Envoy. Any remaining inspiration is
towering vault of the greenhouse’s ceiling hangs transferred to the other team along with one
far above you, and huge docks jut into this indoor consumable magic item. If the group is out, they can
ocean. You can’t see the far shore. A little shining pick from any consumable they’ve used.
figure stands alone out on the pier.
This is an absolute VICTORY. When all groups are
Otherwise, if players are coming from finished, go to THE END. Until then, players can
the TOMB OF STRAHD encounter, read either wander around the Greenhouse using the
the following: greenhouse mechanics to find advantages for the
The massive cube of bone glides through the sea of other group, or go spectate.
ghosts. Silvery nothing fades to blue, then gradually
that blue gains character and depth. Water begins SINGLE PARTY GAMES
to splash a little on the bone as it cuts through little
waves before drifting into place at a massive pair of “You can rest here; it’s always quiet here,” the
docks. You have a creeping suspicion this pier was Envoy says and Poe rumbles his agreement. There
built just for this. is a moment of profound sorrow on her face. She
hopes you’ll come back, you realize with a cold
Finally, read: start. There’s a terror to this knowledge.
The Innocent One meets you there on the living
wood of the huge docks. Blood drips from Players can get a short rest in here, and explore the
Gertruda’s face and little wounds cover her bare Greenhouse for tools to steady their game state
shoulders, cauterizing in the sunlight. A big golden for the final confrontation. They also recover one
wolf noses you, then pushes its great lump of a head consumable, or get an extra if they haven’t used
cheerfully under your hands. Gertruda turns to you any. Then read:
and laughs as she says, “Poe likes you! Oh, he never “I need you to finish this,” the envoy says, grinning
likes anyone!” Something about her laughter is lopsidedly, apologetic. “It’s done, but it’s gotta be
unjaded, even for her. She plops down and the wolf finished right. Please.” She stops far short of any
ambles to her. implication of debt, which she is fundamentally
unable to make.
As she scratches that big head, she sighs happily.
“You! You! Oh, you! I could love you forever, love The group continues to the GAUNTLET or BOSS
your violence. And you were mine first, even if you FIGHT, whichever is left.
can’t be mine last. You won, and that is our truth
together now.” You can smell change in the air, the
drifting brine from a sea of possibility.
428
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
THE END
Combine the two outcomes from the GAUNTLET and BOSS FIGHT using the following table:
OUTCOME BY GROUP LOSS QUALIFIED VICTORY
LOSS LOSS LOSS QUALIFIED
LOSS VICTORY
QUALIFIED QUALIFIED QUALIFIED TOTAL VICTORY
VICTORY VICTORY
TVIOCTTOARLY “What next?” She leans fondly on the tallest of you
as her world ends.
Y OU AND YOUR FRIENDS STUMBLE into the
Greenhouse Dream, bloodied but victorious. If players delivered the MITHRIL LILY, read:
You make it a few feet before collapsing against the The mithril lily glints in her hair, in the sunset.
side of the green hillock. It’s warm here; safe, too.
The Lady of Summer clambers and slides happily The cycle is broken, at least in this form. Players
down the hill, arriving last. She walks among you, have won, but they’re bound to the Greenhouse
tending to your wounds as best she can—healing, Dream and will find themselves back here whenever
after all, is far from her province, but you are her they die.
friends and she will try.
VICTORY
Nothing ends; things just change. Gertruda sits
on the edge of her island, staring down at the Y OU AND YOUR FRIENDS STUMBLE into the
crumbling castle. Ravenloft. “Nothing ends,” she Greenhouse Dream, bloodied but victorious.
insists, tears of blood slowly rolling down her face You make it a few feet before collapsing against the
as she says goodbye, watching a chapter close. One side of the green hillock. It’s warm here; safe, too.
she had mistaken for a book, for a story recurrent The Lady of Summer clambers and slides happily
and complete in itself. The Envoy turns towards you, down the hill, arriving last. She walks among you,
grinning shyly as the past loses its battle with the tending to your wounds as best she can—healing,
future. The envoy lifts a golden apple to her fangs, after all, is far from her province, but you are her
and bites down, talking around a mouthful: friends and she will try.
If players delivered the MITHRIL LILY, read:
The mithril lily glints in her hair, catching
afternoon light.
429
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
430
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
Bloodied but victorious, you stand astride the QUALIFIED
cycle as champions of light. The wolves of summer
prance around you, their heads held high as they
dance. In their gyre, though, there is the promise of B LOODIED BY YOUR PYRRHIC TRIUMPH, you
tomorrow. sit in the grass. You’ve lost a lot to be here, and
there’s real meaning in that. Gertruda watches you
Players who ask Gertruda about what happens next with the gentle concern of new friendship. Around
will be told that the cycle isn’t over. Read: you, endless hills and deathly quiet. The only sound
The Envoy licks the juice of a golden apple from the is the wind in the grass.
back of her hand. “No. It’s not over. It never ends.
But! Peace is defined by what bookends it.” She This is the Greenhouse Dream, the realm of Summer.
watches you, leans up to plant a little kiss on the This is the Domain of Desolation, and you can see
cheek of whoever is closest. “Does a sunset matter it truly now. Empty of all life except for one woman
less because there’s a sunrise coming? Nothing lasts, and her castellan. There’s no room for you to stay
nothing ends; that’s okay, isn’t it?” here, no space carved out. She must know it too,
because she bites her lip; her own fangs draw two
After players have had some time to talk to tiny runnels of blood, and she watches. Nothing’s
Gertruda, read: truly settled here, even though the Rite of Challenge
Behind you, Omu has pulled a crimson carriage has ended. The Dark Powers will hunger again soon.
around. The wheels rest some feet above the ground
and it is pulled by great terracotta horses. They If players delivered the Mithril Lily, read:
blow soot and probability from their noses as they The mithril lily glints in her hair, catching afternoon
clomp impatiently. “I would be happy to see you light. There’s still the sense of change in the air. All’s
home,” the Slaad King says in stereo bass. Gertruda far from lost.
helps you up. “I’m so sorry. We’re not done, I don’t think—only
for now,” The Envoy whispers with the first regret
As players leave, read: you’ve ever heard from her.
“You are each a stone of flawless jade, unexpected,
impossible, on a black sand beach. Thank you.” Gertruda is genuinely crushed. She’d hoped that
this Rite of Challenge would be settled definitively
If this was run as part of an overarching campaign, enough to at least buy a gap. She’s not sure that it’s
or as the beginning of one, players may find possible to stop this particular cycle, but she cares
themselves back in the Greenhouse Dream if their about the player characters in her own peculiar way.
characters die. Gertruda is always happy to see She’s going to try.
them. Characters can also choose to visit by posting
a letter to Omu by any mail service. They are always After players have had some time to talk to
delivered successfully, but Omu doesn’t show up Gertruda, read:
until it’s dramatically appropriate. He will tell them Behind you, Omu has pulled a black carriage around.
this when he drops them off. Whether they believe The wheels rest some feet above the ground and it
it is, of course, up to them. is pulled by great terracotta horses. They blow ash
and probability from their noses as they watch you
coolly. “I would be happy to see you home for now,”
the Sorrowsmith says in stereo bass. Gertruda helps
you up.
431
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
432
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
As players leave, read: greenhouse is in ruins, and the only movement
“You are each a stone of flawless jade, unexpected, there is Omu slowly, pointlessly cleaning up. At the
impossible, on a black sand beach. Thank you.” edge of the island, you see familiar city streets like
a feverish overlay. You could walk out of here. It
If this was run as part of an overarching campaign, could be over for you.
or as the beginning of one, players will find
themselves back in the Greenhouse dream if their If players leave:
characters die. Gertruda is always happy to see That’s all then; that’s alright. The seasons turn and
them. Characters can also choose to visit by posting turn and turn. Armies march. Harvests fail. Slowly, a
a letter to Omu by any mail service. They are always Greenhouse is rebuilt.
delivered successfully, but Omu doesn’t show up
until it’s dramatically appropriate. He will tell them If this is part of an ongoing campaign, this serves as
this when he drops them off. Whether they believe a hook that might draw players back to Barovia or
it is, of course, up to them. the Domains of Dread for a longer stay. Gertruda
will eventually re-emerge, battered and nearly
Eventually, they will be drawn back into Barovia to broken, no longer the Envoy, and she’ll want
do battle with the Vampire Lord again. their help.
LOSS If players stay:
The lilypad lord lifts his head, pausing, watching
T HERE IS A HAWK’S CRY, triumphant. The you as you… stay. The lordly slaad, king of chaos,
island tilts like a wounded ship. The sun dims entropy’s blacksmith, and best friend of Gertruda
and the sky fades to no more than a plane of laughs his bullfrog laugh. Omu beckons, and says,
reflective obsidian. You have lost, and the Vampire “She told me you wouldn’t give up on her. I’ve lost
Lord of Barovia is free. The pattern will continue; it this bet too, I suppose. Help me with this beam.”
will fractal outward. It is hungry, and it will grow.
Behind you, Gertruda is nowhere to be seen. The If this is an ongoing campaign, players can now
undertake a quest to resurrect Gertruda and
repair the greenhouse, before returning to deliver
retribution to Barovia. If appropriate for the
existing campaign, they will continue to resurrect in
the Greenhouse Dream, effectively creating a meta-
campaign hub here.
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
434
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
HPTHAIEDTDHEN EGXRPELEONRIHNOGUTHSEE
THIS IS TRIGGERED IF a group does 250 THE GREENHOUSE REPEATS the machinery
damage to Gertruda in the one round where of THIS PLACE IS TRYING TO KILL YOU,
she can be attacked during any of the Finale events allowing players to spend their last resources to
where she appears. They can also attack her in the help the other party or winkle out a few secrets. It’s
greenhouse to try and provoke this, but they have effectively the gashapon machine at the end of the
only one round no matter what. To kill a goddess of universe, dispensing bits of lore or buffs based on
murder is, to her, an act of supreme intimacy. It may the resources players have left after their
take a moment for players to realize that they’ve final battle.
achieved what is probably the exact opposite of
their goal. MECHANICS
The world cracks as Gertruda dies laughing. Like THIS PLACE IS TRYING TO KILL YOU
Everything is terribly bright and this is the end. (TPKU), The Greenhouse draws on a slightly
Something is broken. This is how you die, except— uncommon house rule: Players sacrifice Hit Dice or
spells to pay the costs incurred during exploration.
Nothing ends. Conflict is the root operation by Where TPKU was a fast way to resolve random
which all is computed. Victory is an awesome encounters, the Greenhouse is a way to spend down
and precious aberration. “Mhm. Do that again,” remaining resources for final benefits, to reward
the Innocent One growls happily, as your vision excellent play, and to respect the impulses of people
kaleidoscopes. There’s the sense of a bed and a who always keep a little bit in reserve. The cost of
battlefield and a hospital and a great salt sea full of each sortie deeper into the Greenhouse, called Pulls
strange songs. Machines towering hundreds of feet, after this point, will be determined by the level of
the curve of a galleon’s hull but made of steel. Great the Pull. The level of the Pull determines the PRIZE
spears borne on plumes of fire, slamming home with TABLE for the event, with higher levels offering
mushrooming explosions. And she is standing there, significantly more valuable rewards.
laughing in the blast wave as she says, “You are
my own spear that has pierced my side; you are my The levels are:
first, last, only, ever. My truth.” Her black diamond
eyes glitter with starfire and love. Her attention 1. TCHOTCHKES, with each Pull costing 12
is endless, and now focused on you. You will live Resources
forever. It will be war forever.
2. SECRETS, with each Pull costing 35 Resources.
Congratulations, folks, you’re never getting rid of Secrets can’t be bought with exhaustion.
her now. This counts as a WIN.
Each PRIZE TABLE follows knock-out rules, so
a given result can only be hit once. Reroll or
manually pick if a repeat prize would result from a
subsequent Pull. If a result allows a member of the
other party to cast a spell, that party determines
who casts the spell.
435
COSTS ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
TCHOTCHKES
Any player may sacrifice their resources to pay One Pull costs 12 Resources.
the costs. Every hit die or every two spell levels
counts as a resource paid. These resources are D8 EVENT
interchangeable and any cost can be paid with a mix 1 LILY TERRACE
of them. If no players have resources remaining, 2 STRANGE ORCHARD
which is an eventuality here, they can take one level 3 LITTLE WORKSHOP
of exhaustion instead for each remaining resource 4 OMU
required. If a player character would be killed,
the Greenhouse sequence is over as they retire
exhausted to the garden pond with GERTRUDA.
SPECIAL CASES &
RESOURCE SUBSTITUTES
• Inspiration: Inspiration can be spent as 5 NULL-GRAVITY REGION
1 Resource.
6 ARTIFICER'S REACH
• Consumables: Any consumable can be used as
2 Resources. 7 STARSCAPE
• Carrying The Good Wine: THE GOOD WINE 8 MEMENTO MORI
can be spent as 3 resources once.
LILY TERRACE
• Esmerelda, Winter, and Maple: Each
character offers a single free Tchotchkes Pull Another room of terraced water lilies. A very
for surviving. confused koi fish swims languidly through the air.
Perhaps it’s just lost? Guiding it back into the water
• If Omu is encountered and defeated in his home, elicits a burble of happiness from the odd elderly
he will not be present for his result on either carp. It rises to the surface and spits a pearl at you.
table, and that result may be re-rolled. He is The spellbead splatters when you catch it. Odd.
sulking, and Gertruda will tell the players as One player in the other party is immediately
much if asked. affected by blink as per the spell.
SCALING
Increase resource costs per Pull by 2 for each player
in the current group over 5.
STRANGE ORCHARD
Intro:
Trees of glass sing in the faint breeze here. The wind
picks up, flinging their sharp fallen leaves at you.
What do you do?
436
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
Then: he moves. “You know, I do think she’s fond of you,”
The leaves sleet past you. Those that nick you Omu says approvingly. He ambles on, trimming and
flush red and seem to almost take up leadership singing.
of the swirling…… flock? They head off on some
inscrutable migration, guided by your blood. Omu appears among the other group, and casts
delayed blast fireball (DC 17) on the enemy with
One player in the other party can immediately cast the least hit points. He maintains concentration for
moonbeam, maintaining concentration on it as one round, until the end of his next turn, at which
normal. The spell DC is their normal casting DC if point he detonates it. He doesn’t care if this catches
they have one, or DC 15 if they don’t. The beam players, but will tell them they should move. He is
manifests as the swirling flock of glass leaves rather immune to damage and should not be targeted.
than a moonbeam.
NULL-GRAVITY REGION
LITTLE WORKSHOP
Intro:
Intro: You take a step forward and drift a little into the air.
The cobblestone path bends downward, through Looking ahead, the plants have taken on strange
a berm of earth and roots. Under the earthwork, shapes in great curlicues, and drops of water hang
there’s a little workshop and office: cool and quiet, in the air as perfect spheres. What do you do?
with a roof made of woven roots. Diagrams for an
early revision of a lapis throne dot the walls, an Upon searching, read:
elegant design made of curling lilies entwined with Lines and cables string across the space here,
sunbursts and ravens. A single letter on blue paper further in. You can pull yourself along through a
sits half-finished on the desk under thick dust, full profusion of lilies, here among gravity’s rejects.
of erasures and melancholy. What do you do? Something glints in the distance, but the lines don’t
lead that way. What do you do?
As the players search, read:
Towards the back, as you search, you find a small If the characters strike out towards the glint,
working model of the strange blue torches you saw read:
throughout Ravenloft. The machinery and spellwork You’ve made it to the glinting object: a little sphere
is exposed, almost unfolded, like the sort of model of molten gold, its surface rolling in a standing
you’d make as a teaching tool. It’s beautiful, if a wave. As you pull close, the wave quiets. It’s cool
little excessive compared to continual flame. There’s by the time you take it. Further exploration yields
a crackle of ozone and a distant roll of thunder. nothing but strange and beautiful views.
The one player in the other party can immediately The other group regains 10 hit points per player.
cast thunder step. The spell DC is their normal
casting DC if they have one, or DC 15 if they don’t. ARTIFICER’S REACH
OMU Intro:
You turn a corner and a sprawl of grey rectangular
Intro: buildings jut up among vines and flowers. None of
Omu putters contentedly among the flowers, them has a visible entrance. What do you do?
trimming and singing in his bullfrog cant. He nods at
you before wandering in your direction, working as If the characters touch the buildings, read:
The surface breaks, and you find your way into
a misty space. Strange low curves dominate the
437
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
architecture and there are only narrow pathways MEMENTO MORI
between the machinery. You’re not sure this is a
building at all, at least not one you’re ever supposed Intro:
to enter. Towards the top, you find a little notebook Among the tall fronds of the cattails, by this
full of pastel sketches, including a few character sprawling lake, there’s a little viewing station with
studies of Gertruda in a deft hand. The few notes a telescope of sorts. Peering through, you can see
here are in a handwriting that might be Irena’s. At a knife hanging above the pond. Little levers fletch
the top, there are huge pieces of machinery missing. the side of the telescope.
Great careful gaps made in the working. Whatever
this was, it’ll never run again. If the characters use the levers:
Fiddling with the levers takes the knife apart, almost
The notebook fades to dust if players try to leave like an autopsy. A little deftness sees the blade sliced
the building with it. Either way, the other group apart, cross-sectioned over and over. This reveals
regains 10 hit points per player. 8 rubies embedded in the core of the folded blade.
It seems Gertruda wanted to study this from a safe
STARSCAPE distance. Getting closer seems like a phenomenally
bad idea.
Intro:
Gertruda has built a dome of basalt here, within a This is the dagger that Irena killed Gertruda with,
little hollow. Inside, tiny holes turn the streaming after turning her so long ago. If players have
summer sun into tiny twinkling stars. Pulling the delivered the MITHRIL LILY, read: Attempting
door shut, you stare up. The dome spins a little, very to put the dagger together doesn’t do anything. In
slowly, simulating the tilt and quaver of the seasons. fact, it starts to rust away to nothing, and the rubies
crack into little flames.
With a successful DC 20 Intelligence (History)
check, the characters can deduce which night One of the players in the other party can
in particular the dome records: immediately cast arcane sword. The spell DC is their
The spinning illusion of a comet drifts by, and normal casting DC if they have one, or DC 15 if
you place the sky above you in your memory. they don’t.
Waterdeep, 28th Tarsakh, 1385. The night before
the murder of Mystra, the goddess of magic. An odd
day to memorialize like this.
Otherwise, read:
You don’t recognize the starscape it depicts.
Then:
There’s a little marker in the center. Is this a grave,
maybe? A cenotaph of sorts? There are fresh lilies
here, laid with a once-lover’s care. You leave a little
token there.
One player in the other party immediately and
permanently gains Magic Resistance, granting
advantage on all saving throws against spells and
other magical effects.
438
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
SECRETS pond and beckons, grinning. He walks with you from
lilypad to lilypad. In your heart, you know that if you
tried this journey without him at your side, it would
be fatal. There’s no visible danger, except that the
water’s surface is black and still as burnt paper.
One Pull costs 35 Resources. On the trip, which takes about 5 minutes, Omu is
happy to chat.
D4 EVENT
1 SUNLIT SHRINE When the trip ends:
2 LOTUS GATE Standing there, before the lotus and the anvil, Omu
3 THE PATHS OF SUMMER hands you each a spear of cold iron and oak. As
the lotus blooms, a gate forms, a path made of the
negative spaces. “You know,” the Slaad Lord says
thoughtfully, “It would be a terrible shame if...” He
eyes the gate meaningfully, then covers his ears as
you heft the javelins.
4 TERRACED MOUNTAIN If players go to toss the javelins, warn them it will
cast meteor swarm centered on the boss of the
SUNLIT SHRINE remaining Finale. If they have the SILVER RAVEN
FIGURINE or sending, they can coordinate with the
Intro: other party to call the shot.
Down along a barrow of vines and flowers, you find
your way into what might once have been part of THE PATHS OF SUMMER
the Sunlit Shrine. Gertruda grins at you sheepishly
from her reading nook atop a convenient bit of Intro:
arabesque and tosses you a golden apple. “Hey.” There is a pattern to the greenhouse. A grown
geometry of concentric octagons, each offset—and
Gertruda will chat with the players for a bit here while the space is very large, it is finite. Searchable.
before going back to her book. If asked directly, Ordered. The gaps and negative space around the
she’ll confirm that this used to be part of the Sunlit core ordering follow a pattern, too. There are places
Shrine, and she stole this piece from Barovia back where paths could or should or would or will be. You
when she was on better terms with Irena. She’ll also settle on will be, and set off. How do you prepare?
confirm that the shrine used to be her home
in Barovia. Upon searching:
There are paths here. It’s taken a lot of effort,
The other group may immediately place five 5-foot a lot of pain, and a lot of blood lost to an entire
squares of sunlight. menagerie of plants with thorns. They don’t reveal
themselves until you’re looking for them, but once
LOTUS GATE you’ve found one, it seems like an entire network
lights up. Each network orbits a shrine, workshop,
or—just as often—a particularly good flower bed.
What are you looking for?
Memory guides you back to the great lily pond you If it’s reasonable, players find at least intimations of
saw between lives. Omu meets you at the edge of the it or the suggestion that it was here. If players want
439
ACT oInIeI:nIi g'Lh tLsBt rEa hBdACK
THE GREENHOUSE
to get a better understanding of Gertruda’s so many years together. It helped to… renovate
relationships, feel free to have them find notes a little. Home repair’s always a good antidote to
or similar. heartbreak.” Admitting it out loud seems to change
the world. That mudstained face settles like a sword
At the end of their search, the characters as she kills the past with deed and word—need,
find: aimed forward. She is our truth.
This is a sort of diary. A physicalized memory
palace, events traced in their relations both One player in the other group gains the ability to
historical and arcane. Some paths have been cast holy weapon at will for the duration of the
gently excised, their centerpieces domed in amber encounter.
or delicately hidden by huge bamboo forests.
Ultimately, there’s nothing for it except to talk to TERRACED MOUNTAIN
the Innocent One about it.
Intro:
You find her replanting tayabak, delicately This small mountain is, nonetheless, still a
minding their little claw-shaped flowers. Your mountain. At about 5 feet tall, it is covered in
friend’s wearing her hair very long now, bound in intricate rice fields and vineyards. A monastery has
great intricate braids that are piled abstractly and been carved into the side, and a temple graveyard
pinned with... sits just above it, near the summit. A little bell sits
by the monastery, made of weathered bronze and
If players delivered the MITHRIL LILY: covered in extremely tiny lichen. What do you do?
...the MITHRIL LILY.
It’s possible to approach and touch it, but it is
Otherwise: heavy as a mountain and just as durable. Players
...her HEARTSEEKERS. exert no more force on objects on the mountain
than they would if they were pushing or trying to
She grins at the sight of you, and you see that she’s crush the full-sized version of that object. If they
wearing tiny armlets over her fangs, gold with little try to ring the bell, it requires a DC 20 Strength
jade caps to tuck away the deadly serrations. check that can be attempted exactly once. On a
success, a miniature Kitsune will emerge from the
When you ask about mementos that have been monastery and offer to cast wish for the other
carved out of the Greenhouse, she wipes her players. It requires a DC 20 Charisma (Persuasion)
practical hands on her practical pants, stares up check to prevent the little jerk from intentionally
for a while, then plops onto her back. “I love… misinterpreting the request.
no, loved. I loved Irena for a long time. It took a
long time to forget and let go of what we had for
one night strahd
OPTIONAL
ENCOUNTERS
OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE TREASURY
TABLE OF CONTENTS
SUMMARY............................................ 442 THE FORTRESS............................... 448
PREPARATIONS............................... 442
DENIZENS....................................... 443 SCENES............................................... 449
KEY LOOT........................................ 443 THE ARENA..................................... 449
TONE & TYPE................................... 443 FRONT DOOR................................... 449
TRAPDOOR...................................... 449
THE FORTRESS.................................... 443 WITHIN............................................ 449
BODY............................................... 443 BREAK-OUT ATTEMPT..................... 450
MIND................................................ 444 END & LOOT......................................451
WEAPONS........................................ 444 FORTRESS................................... 451
DEATH KISS................................. 451
CORE ENCOUNTER FLOW..................... 446 CORE REWARDS........................... 451
COMBAT FLOW..................................... 447
SUMMARY massive weapons platform is piloted by the DEATH
KISS bound to the magical machinery in its heart,
T HE TREASURY OF CASTLE RAVENLOFT and the monolithic structure serves as the primary
was once a vault with the wealth of a realm, antagonist of the encounter. The party must either
amassed over Baron von Zarovich’s countless muster enormous force to destroy the Fortress
centuries of rule. Now, in a post-society kingdom, directly or venture inside and deal with the
it remains full of wealth unusable by the scant few DEATH KISS.
inhabitants of Barovia and so lies untouched. An
enormous octagonal room, it is dimly lit by small P R E PA R AT I O N S
glowing crystals set into pitch on the ceiling, and in
this dim light the party sees a hoard of coin most The following points are the minimum concepts and
dragons only dream of. This treasure forms dunes of prep that a GM needs to run this encounter. While
money 20 feet high in some places. There is a path we recommend a detailed reading of the entire
about 15 feet wide cleared around the perimeter encounter, if you’ve got to rush or you plan to wing
of the room. In this clear area stand a number of it, here’s what we think you need to do:
extremely sturdy wooden workbenches, which,
absent the moisture that would cause rot, have 1. Review the description of the instant fortress as
remained intact over their long years of neglect. detailed below—it is markedly different from
Beyond it all, in shadow, the Fortress lurks. This the Dungeon Master’s Guide version.
2. Review and print the lair actions and cannon stats.
3. Review and print the CORE ENCOUNTER
FLOW and COMBAT FLOW.
442
OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE TREASURY
4. Review the introduction and prepare a battle map FTHOERTRESS
if playing with one—this encounter can easily be
played Theater of the Mind-style if desired, but B UILT ON THE CHASSIS of an instant fortress,
some playgroups will benefit from a map. this floating death engine is perfectly capable of
destroying entire cities. Possessed of a malevolent
5. Have the stats ready for the following monsters: and desperate intellect, it attacks the characters
gas spore (Monster Manual), death kiss (Volo’s relentlessly.
Guide to Monsters), and gazer (Volo’s Guide
to Monsters).
DENIZENS
THE FORTRESS - see section BODY
KEY LOOT The Fortress is a heavily modified and armed
version of Daern’s original design. It is a square
LIMITLESS AND LARGELY USELESS WEALTH tower, 20 feet on a side and 40 feet high. At the
FOUR POTIONS OF SUPERIOR HEALING bottom of each corner is an articulated metal
THE BULWARK OF ARGYNVOST sphere. The spheres produce a dull but constant
hum. The Fortress hovers exactly 13 inches off the
TONE & TYPE ground, and moves at a speed of 20 feet. It does not
rise over obstacles, but instead it smashes through
This encounter offers the party a chance to get them. As it brings weapons to bear, it turns with
some make-up loot after bailing on any major silent ease. Generally, it will alternate firing cannons
encounter in ACT II, have a really unusual and by type, but bear in mind that due to its floating
dangerous fight, and have a safe place to take a long nature, it may spin in place to use any weapon
rest. It’s a single brutal setpiece that players can flee against any target.
at any point if they want, but probably shouldn’t
unless they want to be severely under-geared. The exterior of the fortress is dotted with arrow
slits on all sides and there is a battlement atop it.
Its interior is divided into two floors, with a ladder
running along one wall to connect them. The ladder
ends at a trapdoor leading to the roof. The tower
has a small door at the base of the northern side.
The door opens only at the owner’s command,
which is a bonus action. It is immune to the knock
spell and similar magic, except that of a chime of
opening, which opens the door but is destroyed in
the process.
The tower is made of adamantine and its magic
prevents it from being tipped over. Each of the
five interactable sides of the Fortress (i.e. the roof
and four walls) have 200 hit points and immunity
to damage from nonmagical weapons. If dealing
443
OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE TREASURY
damage to the underside, damage is split equally while the other three walls have two cannons each
between each of the four walls, but not the roof. (one of each variety per wall). The main gun is a
The door on the front and the trapdoor on the roof massive telekinetic engine. This allows telekinetic
count as being parts of those sides with regards to manipulation of the treasure, and resolves as lair
tracking hit points to break through. actions for the Fortress on initiative count 20. If it
is impossible to resolve the results because there are
MIND no valid targets, roll again or select an appropriate
result. All damage from these effects is nonmagical
The key difference between this and the original in all instances. Keep track of how many “1” results
Daern’s instant fortress as presented in the are rolled: see END AND LOOT for more details.
Dungeon Master’s Guide is that this one is both Individual turrets can be destroyed, but the main
sentient and malicious. It is powered by the bound gun cannot be destroyed without completely
and augmented intelligence of a DEATH KISS, a destroying the fortress.
beholderkin which is integrated into the fortress.
The WITHIN scene covers the mechanics of this As the cannons are counted separately from the
system, which the party must ultimately destroy Fortress, they do not benefit from any of its special
unless they can smash the fortress itself. properties, but do track their hit points separately
from the walls they are installed in. They are
WEAPONS essentially immobile aside from articulation, so
they automatically fail Dexterity saving throws. A
Other scholars might argue that the real key cannon sufficiently plugged with something (say, for
difference is that this Fortress is heavily armed. example, a bag of coins) cannot fire without causing
The Fortress mounts six CANNONS and a MAIN damage to the cannon itself—if this happens, treat
GUN. The door wall is mounted with the main gun, the damage as a critical strike against itself and
treat the blockage as being cleared.
444
OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE TREASURY
CANNON
Large construct
ARMOR CLASS: 19
HIT POINTS: 75
DAMAGE IMMUNITIES: poison, psychic
This self-loading cannon fires huge high-velocity shells. Mounted on articulated orbs, the cannons take time to reload
and can only fire every other turn. There are two varieties: one that fires giant iron spheres and one that emits strange
exploding energy bolts. Both have a minimum range of 15 feet.
CANNON BALL.
Ranged Weapon Attack: +8 to hit, range 600/2,400 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.
LIGHTNING BLAST.
Ranged Weapon Attack: 15-foot radius, range 600/2,400 ft. Each creature in the area must make a DC 15 Dexterity
saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. Note that
while the damage is lightning, it is not technically magical, so abilities that protect against spells do not apply here but
abilities that protect against lightning damage do.
LAIR ACTION: FIRE MAIN CANNON
Roll 1d6 and resolve an action from the following table (all saves and skill checks resolve at DC 12):
d6 1d4×10 coins and gemstones shoot out from the pile in a 40-foot long, 5-foot wide line. Each
1: piece of treasure deals 1 point of bludgeoning damage, and the total damage dealt is split equally
CASH OUT between all targets in the line. This action prioritizes creatures within 15 feet of the Fortress.
2: The treasure beneath one character shifts and moves, attempting to pull them down as if they
HUNGRY were in quicksand. The creature must make a DC 15 Dexterity saving throw to avoid being
trapped. On a failure, the creature is drawn into the pile of treasure up to their chest and is
GOLD restrained. A trapped creature can free itself from the treasure pile with a successful DC 12
Strength (Athletics) check as an action on its turn. A character with a passive Perception of 16 or
higher has advantage on this saving throw.
3: A wave of treasure washes towards the party, per the tidal wave spell (DC 12).
LOOT
SHOCKWAVE Any creatures in contact with the treasure pile must succeed on a DC 12 Dexterity saving throw
or fall prone. Any creatures concentrating on spells must also succeed on a DC 12 Constitution
4: saving throw or lose concentration.
WRITHING
The treasure underneath one character changes elevation by up to 15 feet, higher or lower.
DUNES
5: A concentrated spike of treasure shoots out of the pile and strikes a single target.
Use the same statistics as an attack from one of the Fortress’s CANNONS, but reduce the
CHANGE damage to 2d6.
ELEVATION
6:
LUCRE LANCE
445
OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE TREASURY
CORE ENCOUNTER FLOW
Read:
THE ARENA
After 5 minutes or if they
approach the fortress...
THE FORTRESS
Players get 2 rounds to prep,
then go to COMBAT FLOW.
During Combat, if...
...any players make it to the roof,
read TRAPDOOR.
...all players make it inside,
combat ends.
Read WITHIN.
...any players approach directly,
read FRONT DOOR.
446
OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE TREASURY
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.
447
OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE TREASURY
The Fortress
Remnant of a Future War
PRE
Lair Action: Fire Main Cannon.
1 M: Rotate as needed to target.
Lair Action: Fire Main Cannon.
Action: Fire cannonballs. No more than two hits
per character.
2 M: Move to line up shots on
Lair Action: Fire Main Cannon. casters.
Action: Fire lightning cannons. No more than
one hit per character.
3 M: Pull forward to near minimum
Lair Action: Fire Main Cannon. range to ensure players can
get close.
Action: Fire two cannonballs and two lightning
cannons. No more than one hit per character.
4 M: Pull back from melee to
Lair Action: Fire Main Cannon. ensure minimum range.
Action: Alternate between firing all cannons of
each type for all remaining turns. No more than
one hit per character.
448