Curse of Strahd

A Daggerheart Campaign Frame

The Pitch

The mists have taken you. You find yourselves in Barovia, a land trapped in eternal twilight, ruled by the immortal vampire Count Strahd von Zarovich.

This is a land without hope. The sun never fully rises. The mists turn travelers around, no matter how far they walk. The people are broken, their spirits crushed under centuries of Strahd's rule.

A fortune-teller named Madam Eva reveals your destiny through her tarokka cards, you are meant to face the ancient evil that haunts this land. Three artifacts of power await discovery. An ally will aid you. And a final confrontation with the vampire lord himself looms.

But be warned: Strahd is not a villain to be easily defeated. He is a master tactician, a powerful wizard, and has had centuries to perfect his cruelty. He will test you, torment you, and try to break your spirit before he kills you.

Can you bring light to this land of darkness? Can you break the curse and free Barovia? Or will you become just another ghost wandering the Old Svalich Road, another failed challenger in Strahd's endless game?

TONE

Dark, Gothic, Tragic, Oppressive

THEMES

Corruption, Doomed Love, Hope vs Despair, Redemption

TOUCHSTONES

Dracula, Castlevania, Bloodborne, Penny Dreadful

Campaign Overview

The Land of Barovia

Barovia exists in a demiplane, torn from its original world by the mysterious Dark Powers. Deadly mists surround the land, no matter how far you walk, you end up back where you started. The sun never fully breaks through the perpetual cloud cover, casting everything in gray gloom.

This land is trapped in time, isolated from the outside world. The same souls are reborn generation after generation. The people are broken, terrified, and have long since abandoned hope. They cower in their villages, fearing the night and the wolves that howl from the Svalich Woods.

Strahd von Zarovich - The Ancient

In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, King Barov, Strahd waged long bloody wars against his family's enemies. He cornered the last of them in a remote mountain valley and slaughtered them all. He named the valley Barovia after his father.

🔒 GM ONLY: Strahd's Fall (Major Spoilers)

But peace made Strahd restless. He felt his best years slipping away. Unwilling to age like his father, he studied magic and forged a pact with the Dark Powers in return for immortality.

Then came Tatyana. A young Barovian woman of remarkable beauty. Strahd lavished her with attention, believing her worthy to be his bride. But she fell in love with his younger brother, Sergei instead.

On the day of Sergei and Tatyana's wedding, Strahd gazed into a mirror and realized he had been a fool. He murdered Sergei, drank his blood, and sealed his pact with darkness. When he chased Tatyana through the castle gardens, she threw herself from the walls rather than submit to him.

Strahd became a vampire. The sky went black. The castle guards shot him with arrows, but he did not die. He slaughtered them all. The castle and valley were spirited away, locked in a demiplane surrounded by deadly mists. For Strahd and his people, there would be no escape.

For centuries now, Strahd has ruled Barovia. He takes consorts, feeds on the people, and plays games with strangers who wander into his domain. Every generation, Tatyana's soul is reborn. The current incarnation is Ireena Kolyana, and Strahd will stop at nothing to claim her.

🔒 GM ONLY: Strahd's Goals

Claim Ireena

Strahd has already bitten Ireena twice. He intends to turn her into his vampire spawn consort, believing her to be Tatyana reborn.

Find Van Richten

The legendary vampire hunter has come to Barovia in disguise. Strahd wants to find him, lock him in his dungeons, and slowly break his spirit.

Test the Newcomers

Strahd senses your arrival. He will test you, studying your tactics and weaknesses. Are you worthy challengers? Or just more prey?

Find a Successor

Deep down, Strahd believes the key to escaping Barovia is finding someone worthy to rule in his place. But his arrogance ensures no one is ever good enough.

Key Locations

Castle Ravenloft

Strahd's towering gothic fortress atop the Pillarstone of Ravenloft. A maze of crypts, towers, and haunted halls. The final confrontation awaits here.

Village of Barovia

A broken place where hope has died. The people are terrified, the burgomaster is dead, and Ireena Kolyana needs protection from Strahd's advances.

Town of Vallaki

The Baron forces weekly festivals to maintain happiness. But beneath the forced smiles, corruption and tyranny fester. Revolution is brewing.

Old Bonegrinder

An ancient windmill where three night hags bake dream pastries from the bones of kidnapped children. The people buy them willingly.

Argynvostholt

Ruined mansion of the Order of the Silver Dragon. The knights are now revenants, twisted by hatred, refusing to let their spirits rest.

The Amber Temple

An ancient vault of dark knowledge in the frozen mountains. Here, dark gifts can be claimed, but at terrible cost. This is where Strahd made his pact.

🔒 GM ONLY: How to defeat Strahd

How to Defeat Strahd

Strahd cannot be permanently destroyed unless several conditions are met:

  • Find the Three Fated Treasures: The Sunsword, Holy Symbol of Ravenkind, and Tome of Strahd (locations determined by Tarokka reading)
  • Destroy the Heart of Sorrow: A 10-foot crystal in Castle Ravenloft that absorbs all damage meant for Strahd
  • Reduce Strahd to 0 HP: Force him into mist form and back to his coffin
  • Stake him in his coffin: While at 0 HP in his coffin, drive a wooden stake through his heart
  • Expose him to sunlight: Or keep him staked until sunrise to destroy him permanently

But even if you destroy Strahd, will the mists release Barovia? Or will the Dark Powers simply choose a new master? Some questions have no easy answers.

Principles

Player Principles

Embrace the Horror

Barovia is a land of dread and despair. Let your character feel fear and doubt. The darkness makes your courage shine brighter.

Find Light in Darkness

There are people worth saving. Your Hope tokens represent actual hope, use them to create moments that matter.

GM Principles

Make Barovia Feel Alive (and Dead)

Describe the oppressive atmosphere constantly. But also show signs of life struggling to persist.

Play Strahd as Complex, Not Evil

Strahd is a tragic figure. Show his charisma, his loneliness, his terrible love. Make players understand him even as they oppose him.

Custom Mechanics

The Mists of Barovia

Deadly fog surrounds Barovia. Any creature that tries to leave must make an Instinct Reaction Roll (20) every hour or gain 1 level of Stress. Even flying creatures cannot escape.

The mists turn travelers around, no matter how far you walk, you end up back in Barovia.

Sunlight in Barovia

By the will of the Dark Powers, the sun never fully shines. Even during the day, thick clouds or mist obscure the light.

Effect: Daylight in Barovia provides bright light but does NOT count as sunlight for vampire vulnerabilities. Strahd and his spawn can move about during the day. Only magical sunlight (from spells or items like the Sunsword) affects vampires normally.

Fortunes of Ravenloft

When the party first meets Madam Eva, she performs a tarokka card reading that determines the location of three powerful artifacts and where Strahd can be confronted.

The Fated Items:

  • The Tome of Strahd: A journal revealing Strahd's history
  • The Sunsword: A legendary blade that deals magic damage and creates true sunlight
  • The Holy Symbol of Ravenkind: Can hold vampires at bay and cause direct damage

Whenever a PC discovers one of the fated items, they immediately gain 3 Hope tokens and clear 1d4 Stress.

Hope in Despair

Barovia is a land where hope dies slowly. This mechanic represents the difficulty of maintaining morale.

Rule: At the start of each session, each PC must make a Presence Reaction Roll (12). On a failure, they start the session with 1 fewer Hope token (minimum 0).

Exception: If the party made significant progress last session (rescued someone, found a treasure, defeated a major foe), this roll is not required.

Adversaries of Barovia

Complete adversary roster for Curse of Strahd. Organized by tier for easy reference during play.

Note on Magic Damage Types: Damage types (fire, lightning, poison, psychic, etc.) are preserved from D&D for narrative flavor and GM/player world building, even though Daggerheart treats all magic damage uniformly. Feel free to ignore the damage types mechanically and simply apply them as magic damage, or embrace them for thematic effects and player creativity (burn the witch!).

Tier 3 - Legendary Adversaries

Strahd von Zarovich - Solo

The ancient vampire lord of Barovia. Aristocratic, cunning, and nearly unstoppable.

Difficulty

17

Thresholds

25/42

HP

9

Stress

6

Attack

+5

Attack: Vampiric Strike (3d10+8 magic, marks 2 Stress on Severe damage)

Features

  • Shapechanger (Passive): Transforms into bat, wolf, or mist form (narrative focus)
  • Regeneration (Passive): When spotlighted, clears 2 HP (1 HP if Heart of Sorrow is destroyed). Doesn't recover in sunlight or running water
  • Spider Climb (Passive): Climbs any surface including ceilings
  • Charm (Action): Spend a Fear to dominate a target's mind (Difficulty 17, Presence or Instinct Reaction Roll). On failure, the target cannot attack Strahd for 1 minute
  • Move Like Shadow (Action, 1 Stress): Teleports to any space within Far range in dim light or darkness
  • Bite (Action, 2 Stress): 3d8+6 magic damage, clears 1 HP, reduces target's maximum HP by 1
  • Children of the Night (Action, once per session): Spend a Fear to summon 2d4 wolves. They act on Strahd's initiative and obey his commands
  • GM: Optional: Relentless(2) (Passive): This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.
🔒 GM ONLY: Lair Actions & Weaknesses (Spoilers)

Lair Actions ("Castle Ravenloft")

Spend 2 Fear for one of the following:

  • Phase Through Walls: Moves through solid objects until next spotlight
  • Seal the Castle: Locks any doors or windows (Difficulty 18 to force)
  • Summon Specter: A spirit appears and attacks one target, then vanishes
  • Living Shadow: A target's shadow becomes a hostile creature

Heart of Sorrow

A crystalline heart in "Castle Ravenloft's" tower with 8 HP. Damage dealt to Strahd is transferred to the Heart first. Strahd knows when it takes damage and its source.

Weaknesses

  • Cannot enter homes without an invitation
  • Marks 3 Stress each time when spotlighted in sunlight
  • Marks 2 Stress each time when spotlighted in running water
  • Destroyed permanently by a stake through the heart while in his coffin

Baba Lysaga - Support

Ancient witch and Strahd's self-proclaimed "true mother." Commands swarms and dark magic.

Difficulty

16

Thresholds

18/32

HP

6

Stress

5

Attack

+4

Attack: Spinestaff Strike (3d8+6 magic)

Features

  • Shapechanger (Passive): Transforms into a swarm of flies
  • Summon Swarms (Action): Spend a Fear to call 1d4 insect swarms. They act on Baba Lysaga's initiative and obey her commands
  • Blight Bolt (Action, 1 Stress): 3d8+6 ranged magic attack against a target within Far range

Strahd's Brides - Elite Vampires

Ludmilla Vilisevic, Anastrasya Karelova, and Volenta Popofsky. Elite vampire spawn consorts of Strahd.

Difficulty

16

Thresholds

18/30

HP

5

Stress

5

Attack

+4

Attack: Claws (3d8+5 physical) or Specialized weapon

Features

  • Regeneration (Passive): When spotlighted, clears 1 HP (doesn't recover in sunlight or running water)
  • Spider Climb (Passive): Climbs any surface without rolls
  • Bite (Action, 2 Stress): 3d8+5 magic damage, clears HP equal to damage dealt
  • Vampire Weaknesses (Passive): Cannot enter homes without an invitation; sunlight and running water weaknesses apply

Individual Traits:

  • Ludmilla (Mage): Blast of Flame (Action: Spend a Fear, 6d6 fire/magic to Close cone, Agility Reaction Roll 15 for half damage), Battle Teleport (marks 1 Stress before or after an attack to teleport within Close range)
  • Anastrasya (Seductress): Charm (Action: Spend a Fear to force a target within Close to make a Presence Reaction Roll 17; on failure the target is *Charmed* for 1 hour), Enhanced Deception (+3 to Deception rolls)
  • Volenta (Sadist): Poisoned dagger (adds 2d6 poison/magic damage), Acrobatic Leap (Action, 1 Stress: leaps to Far range without provoking attacks), Pain Enthusiast (Passive: When she deals Severe damage, the Strahd player gains a Fear)

Tier 3 - Elite Adversaries

Rahadin - Leader

Strahd's chamberlain. Ancient dusk elf warrior surrounded by screams of his victims.

Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 5 | Attack +5

Attack: Scimitar Strike (3d10+6 physical)

Features:

  • Relentless (two) - Passive: Rahadin can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight him
  • Screams of the Dead (Passive): Any creature within Very Close range hears agonized screams. When spotlighted, spends a Fear to force all creatures within Very Close to make an Instinct Reaction Roll (14). Those who fail mark 1 Stress
  • Deathly Choir (Action, once per combat): Amplifies screams. Spends a Fear to force all creatures within Close range to make an Instinct Reaction Roll (16). Those who fail take 4d8 psychic/magic damage and mark 2 Stress and become *Vulnerable* until end of their next turn. On success, half damage
  • Perfect Parry (Reaction, 1 Stress): When hit by a melee attack, adds +3 to Difficulty. If this causes a miss, immediately counterattacks and takes the spotlight
  • Loyal Guardian (Passive): Adds +2 to Difficulty when defending Strahd

Ezmerelda d'Avenir - Standard/Social

Young vampire hunter and Van Richten's former student. Skilled with blade and spell.

Difficulty 16 | Thresholds 16/28 | HP 5 | Stress 5 | Attack +4

Attack: Rapier Strike (3d8+5 physical)

Features:

  • Vampire Hunter (Passive): Has advantage on all rolls against undead. Deals +1d8 extra damage against vampires
  • Hunter's Tools (Passive): Carries holy water (2d6 magic to undead), wooden stakes, silvered weapons
  • Spellcasting (Passive): Fire Bolt (Far, 2d10 magic), Magic Missile (Action, 2 Stress: three darts 1d4+1 force/magic each to Far range), Misty Step (Action, 1 Stress: teleports within Close range)
  • Prosthetic Leg (Passive): Can detach as improvised weapon (1d6). When balance matters, rolls with disadvantage
  • Inspire Courage (Action): Spend a Fear to give one ally within Close range the spotlight. That ally gains advantage on their next attack and clears 1 Stress

Night Hags - Support

Hideous crones with blue-gray skin and iron teeth who corrupt souls and feed on nightmares. They can attack during long rests.

Difficulty 16 | Thresholds 16/28 | HP 5 | Stress 5 | Attack +4

Attack: Claws (3d8+4 magic)

Features:

  • Magic Resistance (Passive): Has advantage on Reaction Rolls against spells and magical effects
  • Etherealness (Action, 1 Stress): Enters the Ethereal Plane. Can see and hear the material plane but can't interact. Moves through solid objects. Lasts until dismissed
  • Nightmare Haunting (Action, 2 Stress, requires sleeping target): Touches a sleeping creature on the Ethereal Plane. The target has horrific nightmares and can't wake naturally. Upon waking, gains no benefit from the rest and marks 2 Stress. After 7 nights, the target dies
  • Shapechanger (Action): Transforms into a Medium humanoid female or back to true form. Equipment transforms with the Hag
  • Dream Pastries (Passive): Bakes pastries from bones of kidnapped children. Sells them for a handful of gold each. Addictive and provide pleasant visions

Tree Blight - Bruiser

A 30-foot-tall animated dead tree with blood for sap. Crushes and feeds on living creatures.

Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5

Attack: Branch (3d10+6 physical, Very Close) or Bite (3d12+5 physical, Melee, requires grabbed target)

Features:

  • Grasping Roots (Action): Roots erupt in the Close range area. Spends a Fear to force all creatures in the area to make an Agility Reaction Roll (16). Those who fail become *Grappled*. Escape requires spending Hope or dealing Major damage. Area becomes difficult terrain
  • Bite (Action, requires grabbed target): 3d12+5 damage. Spends a Fear to force the target to make a Strength Reaction Roll (16). On failure, the target is swallowed (*Restrained*, *Blinded*, takes 2d8 acid/magic each round). Max 2 creatures swallowed
  • False Appearance (Passive): While motionless, indistinguishable from a dead tree
  • Siege Monster (Passive): Deals double damage to objects and structures
  • Fire Resistance (Passive): Takes half damage from fire
  • Thick Bark (Passive): Resists damage from non-magical weapons

Shambling Mound - Bruiser

Massive heap of rotting vegetation animated by dark magic. Death House's final guardian.

Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5

Attack: Slam (3d8+6 physical, can grab)

Features:

  • Lightning Absorption (Passive): When hit by lightning, electricity, or magic damage, takes no damage. Instead heals HP equal to damage before thresholds
  • Engulf (Action, 2 Stress, requires grabbed target): Pulls grabbed Medium or smaller creature inside its body. Target is held in place, cannot see, cannot breathe, takes 2d8+4 physical at start of each Mound's turn. Can grab 2 creatures at once
  • Slam Attack (Action): 3d8+6 physical. On hit: target becomes grabbed (held in place, disadvantage on action rolls; escape requires spending Hope or dealing Major damage)
  • Resistance (Passive): Takes half damage from physical attacks
  • Plant Regeneration (Passive): If in bright sunlight, clears 1 HP when spotlighted

Flesh Golem - Bruiser

Stitched-together corpse animated through dark rituals. Created by the Abbott.

Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5

Attack: Slam (3d10+5 physical)

Features:

  • Lightning Absorption (Passive): When hit by lightning, electricity, or magic damage, takes no damage. Instead heals 1d6 HP
  • Aversion to Fire (Passive): When hit by fire, must mark a Stress or becomes compelled to flee from the fire source until end of next turn
  • Berserk (Trigger): When damaged and below half HP, rolls d6. On 6, goes berserk. Attacks nearest creature (ally or enemy). Stays berserk until destroyed or healed above half HP

Vladimir Horngaard - Leader Revenant

Leader of the Order of the Silver Dragon. Twisted by hatred, he wants Strahd to suffer forever.

Difficulty 17 | Thresholds 18/32 | HP 6 | Stress 5 | Attack +5

Attack: Greatsword (3d10+5 physical, two-handed)

Features:

  • Regeneration (Passive): When spotlighted, clear 2 HP if above 0 HP
  • Rejuvenation (Passive): If destroyed, reforms in 24 hours at Argynvostholt with full HP unless curse is lifted
  • Turn Immunity (Passive): Cannot be turned or affected by Turn Undead
  • Commander (Passive): All revenant allies within Close range add +2 to attack rolls
  • Hatred of Strahd (Story): OPPOSES killing Strahd permanently. Wants Strahd to suffer eternally. Will work against those trying to destroy Strahd
  • Greatsword Mastery (Passive): Can reroll damage dice once per attack

Izek Strazni - Bruiser

Baron Vallakovich's brutal enforcer. His barbed devil arm burns with hellfire.

Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5

Attack: Greataxe (3d8+6 physical) or Fiendish Claw (3d8+7 physical + 2d6 fire/magic)

Features:

  • Hurl Flame (Action, 1 Stress): Ranged spell attack, Far range. 3d6 fire/magic damage. Can ignite flammable objects
  • Intimidating Presence (Action): Spend a Fear to force all enemies within Very Close to make a Presence Reaction Roll (15). Those who fail mark 2 Stress and become Frightened for 1 minute. Frightened targets can repeat the roll at end of each turn to end the effect
  • Obsessed (Story): Strange obsession with Ireena. Commissions dolls resembling her

Kasimir Velikov - Mage

Dusk elf mage seeking to resurrect his sister. Haunted by guilt.

Difficulty 16 | Thresholds 16/28 | HP 8 | Stress 6 | Attack +4

Standard Attack: Fire Bolt (Far, 3d10 fire/magic), Magic Missile (Far, three darts 1d4+1 force/magic each), or Dagger (Melee, 1d4+4 physical)

Features:

  • Shadow Step (Action, 1 Stress): Teleports up to Close range into a shadow or dim light area
  • Lightning Bolt (Action): Spends a Fear to target a Far range line. All creatures in the line must make an Agility Reaction Roll (15). Targets who fail take 8d6 lightning/magic damage. Targets who succeed take half damage
  • Blast of Flame (Action): Spends a Fear to target a Close cone area. All creatures in the cone must make an Agility Reaction Roll (15). Targets who fail take 8d6 fire/magic damage. Targets who succeed take half damage
  • Counterspell (Reaction, 2 Stress): When the Mage sees a creature within Far range casting a spell, interrupts it. Makes an attack roll against the caster's Difficulty. On success, the spell fails
  • Arcane Recovery (Action, once per session): During a Short Rest, recovers 3 Stress

Experiences: Arcane Knowledge +3, Haunted +2

Story: Killed his sister Patrina on Strahd's orders. Seeks the Amber Temple to resurrect her using dark magic. Dreams of her nightly. May become ally or enemy depending on party's stance on necromancy.

Rudolph van Richten - Legendary Monster Hunter

Greatest vampire hunter alive, disguised as ringmaster Rictavio. Potential powerful ally.

Difficulty 17 | Thresholds 18/32 | HP 8 | Stress 5 | Attack +5

Attack: +1 Saber (3d8+6 physical, silvered) or Crossbow (3d6+4 physical)

Features:

  • Monster Slayer (Passive): Advantage on all rolls vs undead and fiends.
  • Hunter's Tools (Passive): Carries holy water (3 vials, 2d8 radiant/magic to undead), wooden stakes, silvered weapons, garlic, holy symbols. Knows undead weaknesses
  • Master of Disguise (Passive): Currently disguised as Rictavio, half-elf ringmaster. Has Hat of Disguise. +4 to Presence checks for deception
  • Tactical Genius (Action): Spend a Fear to command all allies within Far range. All allies gain advantage on next attack and +2 to evasion until Van Richten's next turn
  • Quick Reflexes (Reaction, 1 Stress): When missed by attack, immediately make one saber or crossbow attack against attacker
  • Saber Mastery (Passive): Saber attacks score critical hit on 19-20
  • Haunted Past (Story): Lost his son to vampires. Carries great guilt but unwavering determination. Has sabertooth tiger companion in wagon

Mordenkainen - Mad Archmage

Legendary wizard driven mad by Strahd. Memory shattered, power diminished but still formidable.

Difficulty 17 | Thresholds 16/28 | HP 5 | Stress 6 | Attack +4

Standard Attack: Staff (Far, 2d10+4 magic)

Features:

  • Battle Teleport (Passive): Before or after making a standard attack, marks a Stress to teleport to a location within Close range
  • Fireball (Action): Spends a Fear to target a location within Very Far range. All creatures within Very Close range of that point must make an Agility Reaction Roll (15). Targets who fail take 8d6 magic damage. Targets who succeed take half damage
  • Arcane Artillery (Action): Spends a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll (16). Targets who fail take 3d12 magic damage. Targets who succeed take half damage
  • Counterspell (Reaction, 2 Stress): When the Archmage sees a creature within Far range casting a spell, interrupts it. Makes an attack roll against the caster's Difficulty. On success, the spell fails
  • Shattered Mind (Passive): Displays erratic behavior. Sometimes helps the PCs, sometimes opposes them. Remembers fragments of his purpose

Experiences: Arcane Mastery +4, Mad Ravings +2

Strahd's Animated Armor - Bruiser

The burgundy plate armor Strahd wore in battle, adorned with golden angels. Headless and malevolent.

Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5

Attack: Lightning Greatsword (4d10+5 magic)

Features: Lightning Absorption (heals when hit by magic attacks), Shocking Bolt (2 Stress, ranged 3d6 magic damage)

Tier 2 - Standard Adversaries

Vampire Spawn - Standard

Pale, gaunt undead servants of Strahd with extended fangs.

Difficulty 16 | Thresholds 11/23 | HP 6 | Stress 4 | Attack +3

Attack: Claws (2d8+4 physical)

Features:

  • Regeneration (Passive): When spotlighted, regains 1 HP if above 0 HP. Doesn't recover if in sunlight or running water
  • Spider Climb (Passive): Climbs walls and ceilings
  • Bite (Action, 2 Stress): One creature grappled by the Spawn. 2d8+3 magic damage. Target's maximum HP is reduced by 1. Spawn regains 1 HP. Reduction lasts until rest
  • Vampire Weaknesses (Passive): Marks 4 Stress at the start of each turn in sunlight. Cannot enter a residence without an invitation. Takes 2d10 magic damage from running water when spotlighted. Destroyed by a wooden stake through the heart while helpless
  • Undead Nature (Passive): Doesn't need air, food, drink, or sleep. Immune to poison

Werewolves - Bruiser

Savage wolf-human hybrids who hunt in packs.

Difficulty 13 | Thresholds 12/22 | HP 8 | Stress 4 | Attack +3

Attack: Bite (2d10+5 physical, may inflict lycanthropy)

Features:

  • Shapechanger (Action, 1 Stress): Transforms between human, wolf, or hybrid form. Equipment merges with the body. Stats remain the same in all forms except wolf form (can't use weapons)
  • Damage Resistance (Passive): Resists physical damage from non-magical, non-silvered weapons (takes half damage)
  • Pack Tactics (Passive): Has advantage on attacks against a target if an ally is within Very Close range of the target
  • Keen Senses (Passive): Tracks by scent (narrative)

Revenants - Standard

Undead knights of the Order of the Silver Dragon, bound by vengeance.

Difficulty 14 | Thresholds 10/18 | HP 7 | Stress 4 | Attack +3

Attack: Longsword (2d10+4 physical, two-handed)

Features: Regeneration (Passive: when spotlighted, clears 1 HP), Rejuvenation (Passive: reforms after 24 hours), Relentless (two) (Passive)

Ghosts - Standard

Spirits of those who died in Barovia, unable to find rest.

Difficulty 13 | Thresholds 10/18 | HP 7 | Stress 4 | Attack +2

Attack: Withering Touch (2d8+3 magic)

Features: Ethereal (Passive), Horrifying Visage (Passive: 2 Stress, ages a target), Incorporeal Movement (Passive)

Animated Armor - Standard

Strahd's enchanted burgundy plate armor guards.

Difficulty 13 | Thresholds 10/18 | HP 6 | Stress 4 | Attack +3

Attack: Lightning Greatsword (2d8+5 magic)

Features: Lightning Absorption (Passive: healed by lightning-based magic, 1 HP per threshold), Shocking Bolt (Action, 1 Stress: ranged 3d6 magic attack)

Wights - Standard

Undead warriors that drain life force. Found throughout Castle Ravenloft.

Difficulty 14 | Thresholds 10/18 | HP 7 | Stress 4 | Attack +3

Attack: Longsword (2d10+4 physical) or Life Drain (2d8+4 magic, reduces maximum HP)

Features: Sunlight Sensitivity (Passive: disadvantage in sunlight), Create Spawn (Passive: 1 Stress per spawn; humanoids killed rise as zombies)

Druids - Support/Mage

Corrupted nature priests who worship Strahd at Yester Hill.

Difficulty 13 | Thresholds 9/18 | HP 8 | Stress 4 | Attack +2

Attack: Quarterstaff (1d8+3 magic)

Features: Wild Shape (Passive: transforms into wolf or raven), Entangle (Action: Spends a Fear to *Restrain* all creatures within Very Close range on a successful attack until end of turn), Healing Word (Action, 2 Stress: heals an ally 1d4 HP)

Vine Blights - Standard

Ambulatory masses of vines that ensnare and constrict prey.

Difficulty 13 | Thresholds 9/16 | HP 6 | Stress 4 | Attack +2

Attack: Constrict (2d8+4 physical, grapples on successful attack)

Features: Entangling Plants (Passive, 1 Stress: difficult terrain, movement speed is halved), Root Network (Passive: communicates with other blights)

Phantom Warriors - Standard

Spectral knights of the Order of the Silver Dragon. Incorporeal guardians of Argynvostholt.

Difficulty 16 | Thresholds 11/23 | HP 5 | Stress 4 | Attack +3

Attack: Spectral Longsword (2d10+4 magic, two-handed)

Features: Ethereal Sight (Passive: sees within Far range into the Ethereal Plane), Incorporeal Movement (Passive: moves through objects and creatures), Etherealness (Action, 1 Stress: enters the Ethereal Plane and vanishes), Undead (Passive: doesn't need air, food, drink, or sleep)

Tier 1-2 - Social NPCs

Ireena Kolyana - Social

Reincarnation of Tatyana with auburn hair and determined eyes.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Desperate Defense (2d6+2 physical)

Features: Tatyana's Soul (Passive: connection to Ravenloft), Bite Marks (Passive: advantage against Fear from undead)

Madam Eva - Social

Ancient Vistana fortune-teller with penetrating eyes and knowing smile.

Difficulty 14 | Thresholds 10/18 | HP 5 | Stress 4 | Attack +2

Attack: Staff Strike (2d6+3 physical)

Features: Ageless (Passive), Fortune Telling (Passive: tarokka reading), Vistani Insight (Passive), Protected by Fate (Passive)

Tier 1 - Adversaries

Berserkers - Bruiser

Wild barbarian warriors driven by rage. Serve various factions in Barovia.

Difficulty 13 | Thresholds 8/16 | HP 6 | Stress 4 | Attack +3

Attack: Greataxe (1d12+5 physical)

Features: Reckless (Passive, 1 Stress: has advantage on attack rolls but enemies have advantage against this Bruiser), Rage (Passive, 1 Stress: resists physical damage and adds +2 to damage for two turns of the Bruiser)

Wereravens - Standard (Allies)

Keepers of the Feather who oppose Strahd. Can shift to raven form.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Beak (1d6+2) or Shortsword (2d6) or Hand Crossbow (1d6+2)

Features: Shapechanger (Passive), Damage Resistance (Passive: resists physical damage), Messenger Network (Passive)

Dire Wolves - Standard

Enormous wolves with shaggy black fur and glowing red eyes.

Difficulty 13 | Thresholds 7/11 | HP 4 | Stress 3 | Attack +2

Attack: Bite (2d6 physical, knocks down on Major threshold)

Features: Pack Tactics (Passive: adds +2 on attack rolls when an ally is within Close range), Keen Hearing and Smell (Passive)

Needle Blights - Standard

Plant creatures covered in needle-like thorns.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Claws (1d6+3 physical)

Features: Needle Spray (Action, 2 Stress: attacks all creatures within Very Close range)

Vistani Bandits - Standard

Evil Vistani who serve Strahd and prey on travelers.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Scimitar (2d6 physical) or Dagger (1d6+2 physical, thrown)

Features: Vistani Curse (Action: Spends a Fear to curse a target within Close, disadvantage on next roll), Treacherous (Passive: disadvantage on Deception Reaction Rolls from PCs)

Barovian Witch - Support

Mad cultists who forge pacts with Strahd and the Dark Powers. Use alter self to grow claws and hide their true forms.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Dagger (1d6+1 physical) or Claws when transformed (2d6 magic, requires Alter Self)

Features: Spellcasting (Passive: Ray of Frost (Action, 1 Stress, Far: 1d6+3 magic damage), Ray of Sickness (Action: Spends a Fear to force an Agility Reaction Roll 14; on failure, target is *Poisoned* until end of next turn)), Obsessive Collectors (Passive: hoards bizarre components), Brothers/Sisters of Strahd (Passive: serve the Vampire)

Barovian Commoners - Social

Terrified peasants broken by generations of Strahd's rule.

Difficulty 10 | Thresholds 5/8 | HP 4 | Stress 3 | Attack +0

Attack: Club or Tool (1d6+1 physical)

Features: Terrified (Passive: disadvantage when *Frightened*), Broken Spirit (Passive: Difficulty 14 Presence roll to help), Local Knowledge (Passive)

Mongrelfolk - Standard

Deformed humanoids created by the Abbott. Pitiful and servile.

Difficulty 11 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Claws or Improvised Weapon (1d6+2 physical)

Features: Mimicry (Passive: imitates sounds and voices), Skulk (Passive: has advantage on Stealth in dim light), Varied Abilities (Passive: possesses a random extra sense or ability)

Shadows - Standard

Undead shadows that drain strength and life. Hide in darkness.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Strength Drain (2d6+2 magic, reduces Strength temporarily to 0)

Features: Incorporeal (Passive: moves through objects), Shadow Stealth (Passive: invisible in dim light or darkness), Sunlight Weakness (Passive: disadvantage in sunlight)

Specters - Standard

Wrathful spirits of those who died violently. Haunt Castle Ravenloft.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Life Drain (1d8 magic, reduces maximum HP)

Features: Incorporeal (Passive), Sunlight Sensitivity (Passive: disadvantage in sunlight), Create Specter (Passive: humanoids killed rise as specters)

Gargoyles - Standard

Stone guardians that come to life. Decorate Castle Ravenloft.

Difficulty 13 | Thresholds 7/11 | HP 4 | Stress 3 | Attack +2

Attack: Claws (2d6 physical) or Bite (1d8+3 physical)

Features: False Appearance (Passive: indistinguishable from a statue), Damage Resistance (Passive: resists non-magical weapons), Flight (Passive)

Guardian Portrait - Support

Living painting bound by magic. The figure depicted animates and casts spells from within the canvas.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +2

Attack: Cannot make melee attacks, relies on spells

Features: Innate Spellcasting (Counter Spell 2 Stress, Telekinesis 3 Stress (small objects)), Darkvision Far range (eyes follow creatures), Immobile (bound to frame and cannot move), Inseparable (painting and frame cannot be separated)

Scarecrows - Standard

Animated scarecrows created by Baba Lysaga, stuffed with dead ravens. They attack on sight.

Difficulty 13 | Thresholds 7/14 | HP 4 | Stress 4 | Attack +2

Attack: Claw (2d6 physical)

Features: Terrifying Glare (Action, Spends a Fear to force one target within Close range to make a Presence Reaction Roll (14). On failure, they become *Frightened* and *Paralyzed* for 1 minute. Repeats the roll at end of each turn)

Tier 1 - Hordes & Minions

Crawling Claws - Minion

Severed hands animated by necromancy. Creep along walls and ceilings.

Difficulty 10 | No Thresholds | HP 1 | Stress 1 | Attack +1

Attack: Claw (1d4+1 physical)

Features: Minion (Passive: 4 creep together), Spider Climb (Passive), Group Attack (Passive)

Strahd Zombies - Horde 2/HP

Shambling corpses of ancient Barovian guards (2d4+2 zombies).

Difficulty 11 | Thresholds 6/12 | HP 6 | Stress 2 | Attack -1

Attack: Rotting Slam (2d6+2 physical)

Features: Horde (Passive: fights as 1d4+2 creatures), Weakened (Passive: when marked at half or more HP, standard attack deals 1d4+2 physical instead)

Twig Blights - Minion

Small animated bundles of twigs that swarm enemies.

Difficulty 10 | No Thresholds | HP 1 | Stress 1 | Attack -1

Attack: Claws (1d4+1 physical)

Features: Minion (Passive: 4 bunch together), False Appearance (Passive), Group Attack (Passive: spends a Fear to coordinate)

Broom of Animated Attack - Minion

Evil flying broom that attacks anyone who grabs it. Can carry riders like a broom of flying, but at half capacity.

Difficulty 10 | No Thresholds | HP 1 | Stress 1 | Attack +0

Attack: Broomstick Bash (1d4 physical)

Features: Minion (Passive: fights alone), Flight (Passive), Animated Object (Passive: appears as normal broom), Treacherous (Passive: appears to grant flight like magic)

Swarms of Bats - Horde 4/HP

Hundreds of shrieking bats serving as Strahd's spies.

Difficulty 12 | Thresholds 5/8 | HP 4 | Stress 2 | Attack +1

Attack: Biting Cloud (2d6+2 physical)

Features: Horde (Passive: fights as 1d4+2 creatures), Weakened (Passive: when marked at half or more HP, standard attack deals 1d4+2 physical instead), Strahd's Spies (Passive), Obscuring Cloud (Action, 1 Stress: becomes obscured)

Swarms of Ravens - Horde (Allies) 3/HP

Hundreds of ravens that aid those who oppose Strahd.

Difficulty 11 | Thresholds 5/10 | HP 4 | Stress 2 | Attack +1

Attack: Pecking Frenzy (2d4+2 physical)

Features: Horde (Passive: fights as 1d4 creatures), Weakened (Passive: when marked at half or more HP, standard attack deals 1d4 physical instead), Helpful Allies (Passive: aid party attacks), Warning Cries (Passive: has advantage on surprise/detection)

Special & Unique Adversaries

Pidlwick II - Unique Construct

Mechanical jester doll possessed by a murdered soul. Creepy and lethal.

Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Dagger (2d6+2 physical, often from hiding)

Features: Assassin (Passive: has advantage when hidden)

Vasilka - Flesh Golem Bride

The Abbott's "perfect" bride for Strahd. Innocent and confused.

Difficulty 13 | Thresholds 8/15 | HP 5 | Stress 3 | Attack +2

Attack: Slam (2d8+4 physical)

Features: Lightning Absorption (Passive: heals HP equal to magic damage before thresholds), Innocent (Passive: refuses to attack unless commanded), Aversion to Fire (Passive: -5 on Difficulty against fear when seeing fire)

Baron Vargas Vallakovich - Social

Tyrannical burgomaster of Vallaki. Enforces "happiness" through terror.

Difficulty 11 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Longsword (2d6+2 physical)

Features: Political Authority (Passive: commands town guard), Delusional (Passive: believes festivals maintain happiness), Cruel (Passive: uses stocks/punishment to enforce "happiness")

Cyrus Belview - Mongrelfolk Servant

The Abbott's loyal servant. Hideously deformed but devoted.

Difficulty 11 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1

Attack: Club (2d6+2 physical)

Features: Mimicry (Passive), Skulk (Passive), Loyal Servant (Passive: defends the Abbott), Abbey Secrets (Passive: knows hidden passages)

Magic Items

These legendary artifacts can turn the tide against Strahd. Finding these fated items should either come with a Level Up of the party or be a significant milestone in the campaign.

The Three Fated Treasures

The Sunsword

Legendary Weapon (Longsword)

Discovery Benefit: Gain 3 Hope and clear 1d4 Stress

Standard Attack: Longsword 3d10+5 magic

Blade of Dawn (Action, Spend a Hope): Summons pure sunlight. Sheds bright light Close range. This counts as TRUE SUNLIGHT (disables vampire regeneration, damages undead). Allies within Close range gain advantage on attacks against undead until end of scene.

Sunlight Strike (Action, 1 Stress): Your next attack deals an extra 2d8 magic damage if targeting an undead creature

Sentient (Passive): Communicates through emotion and instinct. Burns with desire for revenge against Strahd. Will not willingly be surrendered or used against good-aligned creatures. Demands to be wielded in combat against evil.

Holy Symbol of Ravenkind

Legendary Wondrous Item

Discovery Benefit: Gain 3 Hope and clear 1d4 Stress

Description: Platinum amulet shaped like the sun with a crystal center. Requires good alignment. Radiates divine authority against undead.

Features:

  • Hold Undead (Action, Spend a Hope): Force all undead within Close range to make an Instinct Reaction Roll (17). Those who fail cannot take actions for 1 minute and mark 2 Stress each turn they remain in the light. A creature can repeat the roll at the end of each of its turns
  • Beacon of Hope (Action, 1 Stress): Emit TRUE SUNLIGHT in Close range for 1 minute. Undead cannot enter or see through this light
  • Mending Light (Action, 1 Stress, once per session): Heal one creature within Close range 3d4 HP and clear 2 Stress
  • Radiant Authority (Passive): You have advantage on Presence Reaction Rolls against undead

Tome of Strahd

Legendary Wondrous Item (Book)

Discovery Benefit: Gain 3 Hope and clear 1d4 Stress

Know Thy Enemy (Passive): You know one of Strahd's fatal flaws, a deep desire, and a primal fear. When acting on this knowledge (leveraging a flaw against him, appealing to a desire, or threatening a fear), you gain advantage on Presence Reaction Rolls and can spend a Fear to force Strahd to make an Instinct Reaction Roll (18) or become *Vulnerable* until the end of the encounter

Obsession (Drawback): If Strahd learns you have his tome, he becomes fixated on recovering it. He will abandon pursuit of others to target whoever carries it and may spawn additional servants specifically to retrieve it

Other Notable Items

🔒 Heart of Sorrow (Major Spoiler)

Heart of Sorrow

Legendary Artifact

10-foot diameter crystal heart in Castle Ravenloft's tower with 50 HP. While intact, all damage to Strahd is transferred to the Heart first. Strahd knows when it's damaged and the source.

Destroying this is crucial to defeating Strahd permanently.

Rictavio's Saber of Sharpness

Rare Weapon (Saber, Silvered)

Standard Attack: Saber 2d10+3 magic (silvered). Effective against shapeshifters and lycanthropes

Riposte (Action, 1 Stress): After an enemy attacks you, make a counterattack dealing 1d10+3 magic damage

Brazier of Commanding Fire Elementals

Rare Wondrous Item

While lit, spend 1 Hope to summon a fire elemental ally for one combat (Tier 3 Standard). Can be used 1 per Long Rest. Located in a treasure hoard.

Mirror of Life Trapping

Very Rare Wondrous Item

4-foot tall mirror. Creatures who see their reflection make Presence reaction roll (16) roll or are trapped inside. Can hold up to 15 creatures. Found in Argynvostholt.

Breaking mirror releases all trapped souls.

Icon of Ravenloft

Silver statuette. Creatures within Close range protected from fiends/undead.

Augury (1/dawn), Cure Wounds (1/dawn, 1d4 HP)

Saint Markovia's Thighbone

Rare Holy Weapon

Standard Attack: Mace 2d8+3 magic (holy). Deals double damage to undead

Smite Vampire (Action, Spend a Hope): When hitting a vampire, force them to make an Instinct Reaction Roll (16). On failure, they cannot take actions until end of their next turn and mark 2 Stress

Divine artifact that crumbles to dust after the campaign ends

Blood Spear of Kavan

Rare Evil Weapon

Standard Attack: Spear 2d8+2 magic

Blood Hunger (Passive): When you reduce a creature to 0 HP with this weapon, you gain 3d4 temporary HP

Bloodlust (Drawback): Sentient evil weapon. Demands combat and violence. Each scene without striking an enemy, the wielder must succeed on a Presence Reaction Roll (14) or mark 1 Stress. Weapon becomes reluctant and sluggish if deprived of combat.

Gulthias Staff

Rare Evil Weapon

Standard Attack: Staff 2d8+2 magic

Vampiric Strike (Action, Spend a Hope): Your next attack regains HP equal to damage dealt. If it deals Severe damage, regain 2d4 additional HP

Verdant Dominion (Passive): Evil plants and blights don't see you as hostile and will follow simple commands. Found at Yester Hill

Luck Stone

Uncommon Wondrous Item

Fortunate Reroll (Action, once per session): When you roll dice for an action or Reaction Roll, reroll all dice. You must use the new result. You gain advantage on rolls when outside of Barovia

Bag of Devouring

Rare Cursed Item

Appearance: Looks and functions exactly like a Bag of Holding

Devouring (Passive): Non-magical items placed inside are consumed. Living creatures pulled inside must make a Strength Reaction Roll (14) to escape. Those inside take 3d6 damage per spotlight and cannot breathe or act. The bag can hold 2 Medium creatures before regurgitating its meal

Deck of Illusions

Uncommon Wondrous Item

Draw a card to create illusory creature. Lasts 1 minute. Deck has 1d4+3 cards remaining when found.

Dream Pastries

Cursed Consumable

Temptation: Made by night hags from bones of kidnapped children. Eating one grants pleasant visions for 1d4+4 hours and clears 2 Stress

Addiction (Drawback): After consuming, make a Presence Reaction Roll (15). On failure, you become dependent. Dependent creatures must eat another pastry at the start of each day or mark 2 Stress. Breaking addiction requires 3 days without eating and clearing 1d6 Stress per day

Leveling Guide

Advance when major Barovian objectives are achieved. Aim for party Level 5-6 before the final fight with Strahd so the battle feels deadly but winnable. I found that letting the players level up to Level 2 after they survive the first night and the initial intro to Barovia helped a lot with managing survivability.

Leveling possibilities

Level Up when

  • Recovering a legendary item (Sunsword, Holy Symbol, Tome)
  • Clearing a major site (Death House, Old Bonegrinder, Winery, Yester Hill, Argynvostholt, Amber Temple)
  • Winning a marquee duel (Rahadin, a Bride, Baba Lysaga)
  • Breaking a Strahd scheme or protecting a key NPC (Ireena, Van Richten, the Martikovs)

Suggested Arc

  • Level 1 -> 2: Survive the first night and the initial intro to Barovia
  • Level 2 -> 3: Resolve Old Bonegrinder or Winery, recover a fated item, survive or step into the Death House
  • Level 3 -> 4: Clear Yester Hill or Argynvostholt, confront a lieutenant
  • Level 4 -> 5: Endure Amber Temple or defeat two major foes
  • Level 5 -> 6: Destroy Heart of Sorrow, all legendary items in hand, ready for Strahd

Adversaries based on player levels (these are estimated higher or lower fights are possible but not recommended)

Levels 1-2

Threats: Zombies, Scarecrows, Dire Wolves, Animated Armor, Needle/Twig Blights. Focus on survival, Hope scarcity, learning Fear economy. Environments: Village of Barovia, Death House, Old Svalich Road, Tser Pool.

Levels 3-4

Threats: Vampire Spawn, Werewolves, Wights, Ghosts, Tree Blight, Night Hags, Baba Lysaga, Rahadin (skirmish). Environments: Vallaki, Old Bonegrinder, Winery, Yester Hill, Argynvostholt, Werewolf Den.

Levels 5-6

Threats: Strahd's Brides, Rahadin (full), Amber Temple guardians, Heart of Sorrow, Strahd himself. Environments: Amber Temple, Castle Ravenloft. Expect lethal swings; ensure Hope refresh and legendary items are in play.

Before Facing Strahd

Resources

  • All three legendary items recovered and understood
  • At least one Hope refresh angle secured (ally, safe haven, victory)
  • Reliable source of TRUE SUNLIGHT
  • Backups for healing and bad rolls

Fight Prep

  • Heart of Sorrow located and a plan to destroy it
  • At least Level 5 (ideally Level 6) before final assault
  • Ambush timing chosen (daylight if possible) and lair routes mapped
  • Contingency if a PC is charmed or dominated

Key Environments

Village of Barovia

Tier 1-2 Social/Exploration

The saddest place in the land. Fog everywhere. Castle Ravenloft looms overhead.

Features

  • Mist-Shrouded (Passive): Visibility 60ft. Instinct Difficulty 12 or mark 1 Stress from whispers
  • Terrified Villagers (Passive): Won't help. Presence reaction roll (14+) to persuade
  • Castle's Gaze (Reaction): GM spends 1 Fear for Strahd to become aware

Death House

Tier 1-2 Dungeon

Living, malicious house. Won't let party leave until they face the Shambling Mound.

Features

  • Living House (Passive): Doors lock, windows sealed
  • Animated Armor (Action): GM spends 1 Fear to animate as Tier 1 minions
  • Scythes (Action): 1 Fear for blade traps (Agility Difficulty 13, 2d10 damage)
  • Escape Sequence: House tries to kill party. Walls collapse, stairs crumble

Reward: Escape = advance to 3rd level

Castle Ravenloft

Tier 3 Dungeon (Final Challenge)

Ancient castle on 1000-foot pillar. Gothic spires, thousands of bats. Strahd watches all.

Features

  • Strahd's Domain (Passive): He moves through walls, teleports, always aware
  • Ever-Watching (Reaction): Spend Fear for Strahd to observe and taunt
  • Misleading Architecture (Passive): Knowledge Difficulty 16 to navigate
  • Windows to Void (Passive): 1000-foot drops everywhere

Town of Vallaki

Tier 2 Social

Mandatory festivals enforced. Baron punishes anyone showing despair.

Features

  • Festival Mania (Passive): Weekly festivals. Must attend and smile or face stocks
  • Baron's Enforcers (Action): Izek Strazni patrols, arrests rule-breakers
  • False Cheer (Passive): Presence Difficulty 15 to sense underlying fear

Amber Temple

Tier 3 Dungeon (Late Game)

Temple in mountains. Amber sarcophagi hold vestiges of dead gods offering dark gifts.

🔒 GM ONLY: Dark Gifts Mechanics (Spoilers)

Features

  • Extreme Cold (Passive): Instinct Difficulty 14 every hour or mark 1 Stress
  • Amber Sarcophagi (Action): Touch one = offered DARK GIFT (power + curse)
  • Dark Gift Choice: Accept = gain ability + curse. Refuse = Instinct Difficulty 16 or mark 2 Stress

Old Bonegrinder

Tier 3 Dungeon

Windmill on a hill where three night hags bake dream pastries from kidnapped children's bones.

Features

  • Grinding Stones (Action): GM spends 2 Fear to activate millstone trap (Agility Difficulty 15, 3d12 damage)
  • Sickening Smell (Passive): Instinct Difficulty 13 or mark 1 Stress from the odor of baking children
  • Height Advantage (Passive): Three-story building gives hags defensive positions
  • Coven Magic (Passive): If all three hags survive, they gain shared spellcasting abilities

Argynvostholt

Tier 3 Dungeon

Ruined mansion, former headquarters of the Order of the Silver Dragon. Now haunted by vengeful revenants led by Vladimir Horngaard.

Features

  • Revenant Guardians (Passive): Undead knights patrol the halls, attacking intruders
  • Phantom Warriors (Action): GM spends 2 Fear to summon spectral knights (2d4 specters)
  • Mirror of Life Trapping (Special): Contains trapped souls who may offer aid or attack
🔒 GM ONLY: Dragon's Beacon Quest (Spoiler)
  • Dragon's Beacon (Action): If the skull of Argynvost is returned here, it creates a beacon of hope that weakens Strahd

Berez (Ruined Village)

Tier 3 Dungeon

Flooded swamp ruins where Baba Lysaga lives in a walking hut made from a hollowed-out giant's skull.

Features

  • Deep Swamp (Passive): Difficult terrain. Spend a Fear to force PCs to make an Agility Reaction Roll (13). Those who fail fall down in mud when moving through area
  • Scarecrow Sentries (Passive): 6 scarecrows guard the perimeter, alert Baba Lysaga
  • Walking Hut (Action): Baba Lysaga's giant skull hut can move and attack (Tier 3 construct)
  • Swarm Summons (Action): Baba Lysaga calls endless insect swarms from the swamp
  • Murky Waters (Passive): Visibility limited, disadvantage on ranged attacks beyond Close range

Yester Hill

Tier 2 Social/Combat

Ancient druidic ritual site where corrupted druids and berserkers worship Strahd. Features massive tree blight statue.

Features

  • Gulthias Tree Effigy (Passive): 50-foot tall wicker statue that animates as massive tree blight
  • Ritual Circle (Action): Druids perform dark rituals (spend 3 Fear to summon 2d6 twig/needle blights)
  • Desecrated Ground (Passive): Healing spells/abilities restore 1 less HP (minimum 1)
  • Height Advantage (Passive): Enemies on hill have advantage, harder to reach

Wizard of Wines Winery

Tier 2 Dungeon

Vineyard and winery under siege by druids and blights. The Martikov family (wereravens) need help reclaiming their home.

Features

  • Blight Infestation (Passive): 30+ needle and twig blights occupy the winery
  • Druid Leaders (Passive): 2-3 druids command the blights, can wild shape
  • Wine Cellar (Action): Poisoned wine casks, bursting barrels create hazards
  • Missing Gem (Quest): One of three magical gems stolen, weakening wine's magic

Krezk & Abbey of Saint Markovia

Tier 2-3 Social/Dungeon

Isolated mountain village and corrupted abbey ruled by the mad deva known as the Abbott.

Features

  • Walled Town (Passive): Krezk is fortified, suspicious of outsiders (Presence Difficulty 15 to enter)
  • The Abbott (Social): Fallen celestial creating Vasilka as bride for Strahd, believes this will end curse
  • Mongrelfolk (Passive): Dozens of deformed humanoids live in abbey, loyal to Abbott
  • Blessed Pool (Special): Heals all HP and Stress but only works once per person
  • Flesh Golem Workshop (Passive): Horror and body parts throughout

Werewolf Den

Tier 1 Dungeon

Cave system in the Svalich Woods where werewolf pack makes their lair. Led by Kiril Stoyanovich.

Features

  • Pack Tactics (Passive): Werewolves fight in coordinated groups, always have advantage
  • Narrow Passages (Passive): Tight caves limit movement, hard to escape
  • Captive Children (Social): Kidnapped children held as potential new pack members
  • Alpha Challenge (Action): Defeating pack leader in single combat can end hostilities

Tsolenka Pass

Tier 3 Exploration/Combat

Treacherous mountain pass with ancient gatehouse guarded by vrocks (demons) and dire wolves.

Features

  • Narrow Bridge (Passive): 1000-foot drop on either side, single file crossing
  • Howling Winds (Passive): Strong winds, Strength Difficulty 13 or blown off balance
  • Gatehouse Guards (Passive): Vrocks attack anyone trying to pass to Amber Temple
  • Roc Nest (Action): Giant bird may attack travelers (spend 3 Fear)

Van Richten's Tower

Tier 2 Dungeon/Puzzle

Four-story tower on island in Lake Baratok. Heavily trapped, contains Rictavio's secrets and equipment.

Features

  • Arcane Lock (Passive): Door sealed, requires answering riddle or Difficulty 18 to force
  • Blade Traps (Action): Numerous traps throughout (Agility Difficulty 14-16, 2d10-4d10 damage)
  • Clay Golems (Passive): Two constructs guard upper levels, attack intruders
  • Vampire Hunter's Arsenal (Treasure): Holy water, stakes, research notes, anti-undead gear
  • Captured Saber-toothed Tiger (Action): Wagon outside contains dangerous tiger (spend 1 Fear to have it escape)

Lake Zarovich

Tier 1 Exploration

Massive lake with dark, murky waters. Souls of drowned victims lurk beneath.

Features

  • Drowning Hands (Action): Undead grasp at swimmers (spend 1 Fear, Strength Difficulty 13 or pulled under)
  • Cursed Waters (Passive): Swimming requires Strength Difficulty 12 checks every minute or mark Stress
  • Mad Mage Island (Location): Mordenkainen's refuge in the middle of lake
  • Bluto's Boat (Encounter): Fisherman sacrificing girl to lake (Ireena lookalike)

Character Options

Creating characters for Barovia requires understanding the gothic horror tone and how your PC fits into this cursed land. Use these options to ground your character in the setting.

How Did You Enter Barovia?

Taken by the Mists

You were traveling elsewhere when fog surrounded you. When it cleared, you were on the Old Svalich Road leading to the Village of Barovia. You cannot leave the same way.

Native Barovian

You've lived under Strahd's shadow your entire life. You know the land, the customs, and the hopelessness. But you dare to fight.

Vistani Traveler

You travel with a Vistani caravan, one of the few groups who can pass through the mists. You've heard stories of Barovia and Strahd all your life.

Summoned by Fate

You received a mysterious letter from Kolyan Indirovich, burgomaster of Barovia, begging for help. The mists guided you here for a reason.

Ancestries in Barovia

All standard Daggerheart ancestries can exist in Barovia, but they take on the land's gothic flavor.

Human

Native Barovians are pale, dark-haired, and haunted. They speak in hushed tones and avoid eye contact. Foreign humans look healthier but won't for long.

Fits: Any class. Most Barovians.

Elf

The dusk elves (dusky skin, dark hair) are nearly extinct; Strahd slaughtered most when they refused to turn over a woman he desired. Only a handful remain. Other elves are outsiders.

Fits: Rangers, rogues. Tragic backstory.

Dwarf

Hardy folk from mountain communities or trapped travelers. Their resistance to poison helps against cursed wine and tainted food common in Barovia.

Fits: Warriors, guardians. Stubborn hope.

Halfling

Small folk trying to stay unnoticed. Their natural optimism is a light in the darkness, though Barovia tests it constantly.

Fits: Rogues, bards. Hope-bringers.

Orc

Fierce warriors who refuse to bow to Strahd. Their strength is needed but often feared by superstitious Barovians.

Fits: Warriors, barbarians. Defiant spirit.

Fungril

Mushroom folk thrive in Barovia's damp, decaying places. Your connection to death and decay resonates with the land itself in unsettling ways.

Fits: Druids, rangers. Death-touched.

Faerie

Creatures of joy and mischief struggle in this land of sorrow. Your fey nature makes you anathema to undead, but the oppression weighs heavily on you.

Fits: Bards, rogues. Light vs darkness.

Ribbet

Frog-folk from Lake Zarovich or swamps. You might know secrets of the cursed waters or have witnessed the horror beneath the surface.

Fits: Druids, rogues. Swamp natives.

Communities in Barovia

Your community determines your relationship to civilization, magic, and each other.

Loreborne

Scholars, sages, priests. You seek knowledge to break the curse: ancient texts, forbidden lore, or religious wisdom. The libraries and temples of Barovia hold dark secrets.

Examples: Priest of the Morninglord, Van Richten's student, wizard's apprentice, historian

Order-Bound

Knights, soldiers, paladins. You belong to (or seek to restore) the Order of the Silver Dragon or serve as town guard. You believe in law and duty even when hope fades.

Examples: Revenant's descendant, Vallaki guard, knight errant, oath-keeper

Slyborne

Thieves, smugglers, survivors. You know the secret ways, who to bribe, how to avoid Strahd's attention. You've learned to take what you need to survive in this cursed land.

Examples: Vallaki smuggler, tomb robber, street urchin, spy

Wildborne

Rangers, druids, hermits. You live in the Svalich Woods or mountains, away from civilization. You might be part of the Keepers of the Feather (wereravens) or survive alone.

Examples: Wereraven ally, forest hermit, mountain guide, druid

Ridgeborne

Mountaineers, miners, isolated villagers. You're from Krezk or other mountain communities. Hardy, suspicious of outsiders, but protective of your own.

Examples: Krezk villager, mountain shepherd, stone mason, miner

Seastruck

You come from beyond Barovia, a traveler from distant shores. The mists have trapped you far from home, and you seek a way back, or forward.

Examples: Shipwrecked sailor, foreign merchant, lost traveler, explorer

Character Motivations

Why does your character dare to oppose Strahd when all others have given up?

Motivation Options

  • Protect Someone: Ireena, a family member, or innocents. You won't let Strahd take them.
  • Seek Revenge: Strahd killed someone you loved. You'll destroy him or die trying.
  • Break the Curse: You believe you're meant to end this. Prophecy, duty, or stubborn hope drives you.
  • Escape: You want out of Barovia and will do anything, even face Strahd, to leave.
  • Redemption: You failed someone before. This is your chance to make it right.
  • Power: You seek the secrets of the Amber Temple or artifacts to gain strength.
  • Faith: The Morninglord, the Dark Powers, or another force has called you here.
  • Curiosity: You're a scholar, monster hunter, or explorer drawn to the mystery.

Barovia-Specific Backgrounds

Haunted One

You've witnessed something that shattered your understanding of reality. You came to Barovia seeking answers or running from your past. You're harder to frighten but haunted by visions.

Vampire Hunter

You've trained specifically to hunt undead. You know their weaknesses, carry holy water and wooden stakes, and understand what you're facing, which makes it worse.

Cursed Lineage

You're related to someone important in Barovia's history, perhaps Tatyana, the Order of the Silver Dragon, or even Strahd himself. This connection draws you here.

Lost Noble

You were nobility elsewhere, but now you're trapped here. Your title means nothing, but your education and bearing might earn respect, or resentment.

Party Bonds

In Barovia, trust is survival. Establish connections between PCs at Session Zero.

Bond Examples

  1. We traveled together and entered the mists as a group
  2. We're family, siblings, cousins, or found family
  3. One of us saved the other's life before entering Barovia
  4. We share a common enemy or goal that led us here
  5. We met in the Village of Barovia and realized we're stronger together
  6. One of us received Kolyan's letter and recruited the others to help
  7. We're bound by oath, pact, or shared prophecy
  8. We survived Death House together, that bonds people for life

Starting Equipment Considerations

Recommended Items for Barovia:

  • Torches/Lanterns: Darkness is everywhere and dangerous
  • Holy Symbols: Even if not religious, they help against undead
  • Wooden Stakes: Essential vampire-hunting gear
  • Silvered Weapons: For lycanthropes (expensive but vital)
  • Rope: Escape, rescue, climbing ancient ruins
  • Rations: Food is scarce and often tainted
  • Holy Water: Precious and powerful against undead
  • Mirror: Vampires cast no reflection, useful for identification

Class Recommendations

All classes work in Barovia, but some themes resonate particularly well with the gothic horror setting.

Guardian / Warrior

Protectors of the innocent, knights seeking to restore honor, or simple defenders standing against the darkness. Your courage matters more than your sword.

Ranger / Rogue

Survivors who know the land, trackers hunting monsters, or infiltrators seeking Strahd's weaknesses. Knowledge and cunning are weapons here.

Wizard / Sorcerer

Seekers of arcane knowledge, challengers to Strahd's magical dominance, or desperate souls willing to risk dark power at the Amber Temple.

Cleric / Druid

Faithful servants of the Morninglord or nature itself, bringing light and healing to a land that desperately needs both. Your magic is hope incarnate.

Session Zero Questions

Safety and Boundaries

  1. What horror themes are you comfortable exploring?
  2. How graphic should violence be?
  3. What safety tools will we use?
  4. How do we handle character death?

Character Connections

  1. How did your character arrive in Barovia?
  2. What do you hope to accomplish?
  3. Which PC does your character trust most?
  4. What is your character afraid of losing?

Barovia Specific

  1. Have you heard stories of Strahd before entering?
  2. Do you believe in prophecy and fate?
  3. What does your character think of the Vistani?
  4. What keeps your character fighting when all seems lost?