Ravenloft: Curse of Strahd 2nd Edition to DnD 5e
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Curse of Strahd Converted from 2nd Edition to 5th Edition
Looking for an overview of Curse of Strahd 2nd Edition converted to 5th Edition of Dungeons and Dragons? Below is a chapter by chapter overview.
Chapter 1: Fortunes of Ravenloft
Recommended Levels: 1–2
As the adventurers traverse the mist-shrouded Svalich Woods, they stumble upon a Gypsy camp where the renowned seer Madam Eva awaits. By the flicker of torchlight and under swirling incense smoke, she deals the Fortunes of Ravenloft —a tarot reading that shapes Strahd’s motives and the party’s path:
- Strahd’s Ambition: Does he seek the Sunsword, a powerful relic, or is he hunting down someone close to the heroes?
- Sunsword Clue: Which part of the blade is hidden, and in which wing of Castle Ravenloft it resides?
- Secret Tomb Location: The precise crypt number where Sergei von Zarovich’s remains lie (often Crypt 40 ).
- Black Opal’s Counter: A magic item that can neutralize the sapphire of Strahd, concealed in a ruined manor.
- Strahd’s Fear: A secret weapon or ally that can truly threaten the vampire lord (e.g., a blessed stake, the Sunsword, or a holy ancestor’s blessing).
No dice are rolled to draw the cards—fate falls as it may. However, a player may attempt an Insight check (DC 15) to sense hidden subtleties in Madam Eva’s prophecy.
Chapter 2: Lands of Barovia
Recommended Levels: 2–3
Beyond the mountain pass, two black iron gates swing open of their own accord. A ragged letter sealed with the Burgomaster’s crest lies in the road:
“My adopted daughter, Ireena Kolyana, lies dying from the bite of a vampyr. None can save her but your courage. Bring her to the only holy haven in these cursed lands. Return when all hope is lost.”
— Kolyan Indirovich, Burgomaster of Barovia
A grayish mist clings to Barovia’s mountainsides. Any who attempt to cross beyond the valley’s bounds must succeed on a DC 14 Constitution saving throw or begin to suffocate. Only a potion whispered by Madam Eva can suspend this effect—yet none aside from the seer know its location.
Random Encounters in Svalich Woods
Trigger | Roll/Condition | Encounter | 5e Conversion |
---|---|---|---|
Minute spent in Woods | Roll 1d6; on 4–6 | Howling in distance → wolves gather | Each additional round adds one Worg (CR 2) until 5 appear |
Daytime (per hour) | Roll 1d6; on 1 → roll 1d8: | 1: 2–8 Worgs 2: 1–10 Gypsies (Spy stat block) 3: 1–4 Villagers (Bandit stat block) 4: 1–4 Worgs 5: 1–4 Gypsies 6: 1–4 Villagers |
Use respective 5e stat blocks; standard combat |
Nighttime | Roll 1d6; on 1 | A pack of Worgs OR Strahd appears as a Bat/Mist (attempts Charm) |
Worgs attack normally (CR 2 each); Strahd (Vampire) uses Shapechanger (Bat), Charm Person (DC 17 Wis save) |
Even daylit paths feel ominous: wary eyes emerge from the mist, and the heroes must press onward toward the lone village of Barovia.
Chapter 3: Village of Barovia
Recommended Levels: 3–4
Through a gloom-shrouded lane, the party arrives at a small settlement. Cracked cobblestones and boarded homes line a silent main square. Their path leads to Bildrath’s Mercantile.
Meeting Ismark
Inside the cramped shop, Ismark the Lesser kneels by a dusty counter. He pleads with the adventurers to escort his adopted sister, Ireena Kolyana, out of Strahd’s reach. Bite marks mar her neck; fear glistens in her eyes. He knows of only one safe haven: the ramshackle church at the village’s edge.
Key Locations & NPCs
Location (Map E) | Description | NPCs/Monsters | Notes |
---|---|---|---|
Bildrath’s Mercantile (E1) | Cluttered general store; shelves of dried rations and tacky trinkets. | Bildrath (Commoner, sells potions, torches, holy water at high prices) | ½ gp per potion; rumors of Strahd’s spies. |
Mad Mary’s Townhouse (E3) | Dark interior; Mad Mary rocks and weeps, calling for “Gertruda.” | Mad Mary (Commoner, CR 1/4) | DC 13 Persuasion to calm; she gives torn map to church. |
Burgomaster’s Mansion (E4) | Two‐story wooden house with tattered curtains and locked doors. | Ismark (Fighter 2), Ireena (noncombatant), Strahd Zombies (2–4) | Escort mission: protect Ireena while fighting undead. |
Church of Barovia (E7) | Cracked stone walls; a single stained‐glass window depicts a saint. | Prisoner Priest (Commoner 1) | Undead cannot cross threshold (DC 16 Wis save to force entry). Safe haven until dawn. |
Random Village Streets | Narrow lanes lined with shuttered homes; distant howls echo. | Angry Villagers (Bandits, CR 1/8), Worgs (CR 2), Zombies (CR 2) | 60% chance a villager is home during the day. At night, wolves knock on doors (DC 13 Str check to hold). |
Guided by Ismark’s desperation, the party must navigate haunted streets to deliver Ireena to the Church of Barovia before night descends.
Chapter 4: Burgomaster’s Mansion & Flight to the Church
Recommended Levels: 4–5
Ismark’s breath hitches as the party exits the mansion with Ireena in tow. Faint moans echo from the shadows. In moments, fate strikes.
Ambush at the Mansion
As Ireena steps onto the porch, 2–4 Strahd Zombies lurch from hidden niches. A quick Perception check (DC 12) may reveal their approach. The heroes must hold the shambling undead at bay while keeping Ireena sheltered—she cannot fight in her weakened state.
Chase Through the Village
No sooner are the zombies felled than a pack of 4–6 Worgs appears at the far end of the lane. The heroes become reluctant escorts, pressed to push through snarling jaws. A knocked‐over cart or misstep can cost precious seconds—each round spent delaying invites more wolves.
Sanctuary at the Church
Reaching the Church of Barovia(E7), the heavy wooden doors slam shut behind them. A faint glow of holy protection shimmers at the threshold: no undead can cross within 30 feet. Ireena collapses in relief as the heroes barricade the doors until dawn.
Chapter 5: The Gypsy Camp (Madam Eva’s Prophecy)
Recommended Levels: 5–6
With Ireena safe until sunrise, whispers of the heroes’ arrival reach the Gypsy Camp at Tser Pool. Under a blood-red moon, they find crimson lanterns dancing in the clearing.
Approach & Tension
The camp is ringed by wagons and guarded by wary Gypsies. A Stealth check (DC 13) can allow the heroes to slip past the guards and avoid conflict. If discovered, a brief skirmish with 2–4 Gypsy guards (use Spy stat blocks, CR 1/8) erupts until the commander deems it unwise to oppose.
Madam Eva’s Tent
Inside, incense coils around a low table of tarot cards. Madam Eva greets each hero by name, as though she’s known them lifetimes. She deals the Fortunes of Ravenloft again— revealing or confirming:
Prophecy Element | Possible Outcome | Clue (Example) |
---|---|---|
Location of Sunsword | Crypt, Larder, or Tower | “Beyond where the rising sun kisses these walls, you will find the hilt.” |
Secret Tomb Number | Crypt 40, 32, or 23 | “Seek the chamber whose door bears no name.” |
Black Opal’s Counter | Ruby key, Holy Symbol, Blessed Stake | “Within the ruins where laughter once reigned, a white shard hides.” |
Sergei’s Resting Place | Crypt 40 | “Crypt Forty—where the final light fades at dawn.” |
Strahd’s Fear | Silvered stake, heirloom cross, holy ancestor’s blessing | “The blood of the von Zarovich lineage falls upon him.” |
“Return to Castle Ravenloft soon,” Madam Eva intones. “Strahd’s eyes pierce the mists. Delay, and the hourglass empties.”
Chapter 6: Castle Ravenloft Exterior & Entry
Recommended Levels: 6–7
Lightning cracks overhead as the heroes stand before the yawning chasm that guards Castle Ravenloft. A narrow drawbridge creaks in the wind; towering battlements loom, crowned by spires that pierce storm clouds.
Drawbridge & Gatehouse
The drawbridge arches across a thousand-foot chasm. Each step across demands caution—a failed Dexterity saving throw (DC 13) sends the plank beneath a hero’s foot cracking into ruin. A fall into the abyss means instant death unless a Feather Fall or similar magic intervenes.
Entry Tunnel & Green Slime
Through massive oak gates, a low tunnel slants downward, damp and oppressive. Firmer steps reveal dripping globules of green slime poised above. A Dexterity check (DC 14) lets a hero avoid being coated. Failure means foul acid clings to armor and flesh—each round, 1d6 acid damage accrues until forcibly removed (1 Action to scrape away).
Encroaching Woods
Beyond the tunnel, warped oaks and twisted hedges crowd the courtyard. Each minute (60 feet of travel), the heroes must make a Wisdom (Perception) check (DC 11). On a failure, they stumble into one of:
Roll 1d6 | Encounter | 5e Forces |
---|---|---|
1–2 | Worg Ambush | 4–6 Worgs (CR 2 each) |
3–4 | Swarm of Bats | Swarm of Bats (CR 1/4) |
5 | Strahd Scout | Strahd in Bat form (Vampire shapechanger) |
6 | Ghouls in Ruins | 3–5 Ghouls (CR 1 each) |
Should Strahd choose, he may appear as a bat or swirling mist, testing the heroes’ resolve before vanishing toward the gatehouse.
Gatehouse Courtyard (K1–K2)
A high stone arch frames the gatehouse entrance. Gargoyles perch on crumbling towers, and torches reveal grotesque masonry. From within the gatehouse, a barely audible drip of water echoes.
Location | Features | Potential Encounters |
---|---|---|
Gatehouse Entry (K1) | Rusted portcullis, obscure lever panel. A halved skeleton guards a fallen lever. | 1–2 Gargoyles (CR 2) animate if the lever is disturbed. Trap: Pressure plate triggers arrow from wall (DEX save DC 14 to avoid 2d8 piercing). |
Outer Courtyard (K7–K8) | Overgrown weeds sprout between flagstones. A dried fountain stands in ruin. | 2–4 Gargoyles (CR 2). Strahd (Vampire) may watch from a balcony above. |
Watch Tower Remnants | Collapsed stone steps lead to a shattered parapet, long since abandoned. | Swarm of Ravens (use Swarm of Bats, CR 1/4) nested overhead. Environmental Hazard: Loose stones (DEX save DC 13 to avoid 1d6 bludgeoning if dislodged). |
Beyond the courtyard, a narrow stair spirals upward into the castle’s main keep. The heavy gates groan shut behind the heroes—there is no turning back.
Chapter 7: Castle Ravenloft – First Floor (Main Level)
Recommended Levels: 7–8
The spiraling stairs end in a vast, gothic entrance hall. Stained-glass windows depict the von Zarovich lineage amid swirling mist. Flickering torches cast long shadows across marble floors marred by scuffs of dried blood.
Entry Hall & Court of the Count (K1–K8)
The heroes step into the Entry Hall where ancestral statues watch silently. At the far end, the Court of the Count opens into a throne room crowned by Strahd’s dais. Animated suits of armor and gargoyles stand at guard.
Section | Description | NPCs/Monsters | Notes |
---|---|---|---|
Grand Entrance (K1) | High vaulted ceiling; stone gargoyles lining pillars. A grand chandelier sways overhead. | 2 Gargoyles (CR 2 each). Animated Armor (CR 2). |
A hidden switch in one gargoyle’s base reveals a secret door to the Larder ( DC 15 Investigation ). |
Court of the Count (K7–K8) | A raised dais with ebony throne. Tapestries depicting Strahd’s conquest line the walls. | Strahd von Zarovich (Vampire, CR 13) if he’s holding court. 3–4 Animated Armors (CR 2 each). 2 Gargoyles (CR 2 each). |
Strahd may toy with heroes—allow Persuasion DC 19 to parley, or initiate combat if provoked. |
Rooms of Weeping (K16–K17) | Circular chamber with statues weeping blood into crimson pools on the floor. | Magical Glyph of Warding (DC 16 Wisdom to resist banishment). Potential Spectres (CR 3). |
Blood pools form teleportation wards—stepping on one without a DC 16 Perception check teleports to the dungeon. |
Larders of Ill Omen (K29–K30) | Shelves of rotting meat; rancid stench. Rotted barrels line the walls. | Green Slime (1d4 blobs; CR 2 each). Rust Monsters (1–2; CR 2 each). |
Acidic vapors linger—heroes who linger more than one round take 1d6 acid damage per round. A false wall hides the Sunsword Hilt ( DC 15 Perception ). |
Kitchen & Servants’ Quarters (K9–K15)
A narrow corridor leads to the kitchens, where iron pots hang above cold hearths. The Servants’ Quarters lie beyond—cots strewn with thin blankets, long since abandoned.
Location | Features | Encounters | Notes |
---|---|---|---|
Kitchen (K9–K10) | A long hearth cold to the touch. Pots hang from rusted hooks; spilled grain coats the floor. | 3–5 Rats (use Swarm of Rats, CR 1/4) scuttling in shadows. 1 Rust Monster (CR 2) hidden among barrels. |
A rusty cleaver on a table is a +1 improvised weapon (radiant damage vs. undead). |
Servants’ Quarters (K11–K15) | Narrow cots line the walls. Ashes and shattered crockery litter the floor. | 1–2 Shadows (CR 1/2) linger where the firelight fails. Potential Skeletons (2–3; CR 1/4 each) animate if disturbed. |
A locked trunk contains a Potion of Greater Healing ( DC 14 Thieves’ Tools to pick). |
Beyond the servants’ wing, a spiral stair climbs to the upper floors. The air grows colder as the heroes ascend.
Chapter 8: Castle Ravenloft – Upper Floors
Recommended Levels: 8–9
The spiral staircase narrows as it ascends. Carved reliefs of von Zarovich ancestors line the walls, their stone eyes seeming to follow the heroes. The upper floors are a labyrinth of hallways leading to private chambers, libraries, and hidden alcoves.
Strahd’s Private Chambers (K22–K24)
At the apex of the first turret lies Strahd’s bedroom—a chamber draped in crimson silk and black velvet. A carved four-poster bed dominates one corner; a balcony overlooks the courtyard below.
Feature | Details | Possible Encounters | Notes |
---|---|---|---|
Bed & Canopy | Four-poster bed draped with black velvet. “Blood-pool” stains on one corner. | Strahd von Zarovich (Vampire, CR 13). 1–2 Vampire Spawn (CR 5 each) awaken if alarmed. |
If combat begins, Strahd uses Charm Person (DC 18), Mirror Image , and Mist Form. |
Balcony Overlook | Double doors open to a narrow balcony overlooking the courtyard. | Strahd may watch from above in bat form; no immediate combat unless attacked. | A successful Perception check (DC 15) spots Strahd in bat form flitting in shadows. |
Wardrobe & Vanity | An antique wardrobe and a gilded vanity table with a cracked mirror. | Hidden Closet: 1–2 Spectres (CR 3) bound to Strahd’s personal effects. | A hidden drawer holds a key to the “Tower Library” if the heroes find it ( DC 16 Investigation ). |
Library & Study (K25–K28)
A narrow hallway leads to a lofty library. Floor-to-ceiling shelves groan under leather-bound tomes. A heavy oak desk stands beneath a stained-glass window.
Area | Features | Potential Encounters | Notes |
---|---|---|---|
Library (K25–K26) | Shelves of arcane and historical tomes. A faint aura of magic lingers. | 1 Specter Librarian (CR 3) that animates when books are disturbed. 1 Animated Book (use Flying Sword, CR 1/4). |
Searching shelves ( DC 16 Investigation ) uncovers a scroll of Detect Magic and a journal describing Strahd’s plans. |
Study Chamber (K27–K28) | A large desk with quills askew. Papers strewn about reference “Sergei” and “Tatyana.” | 1 Ghostly Scribe (Friendly Ghost, CR 4) that can answer one question about the castle’s layout. | Hidden Compartment: Contains a potion of Greater Restoration ( DC 17 Thieves’ Tools to open). |
Private Guest Chambers (K31–K35)
Along a decorated corridor, several guest chambers lie empty but for dusty furniture and cobwebs. One door bears a carved crest: “ Von Luskan.”
Chamber | Details | Encounters | Notes |
---|---|---|---|
Chamber of the Baron (K31) | A once-elegant room; silk drapes now moth-eaten. A four-poster bed lies in tatters. | 1 Wraith (CR 5) bound to the Baron’s memories. | A silver locket on the nightstand holds a clue to the Baron’s betrayal of Strahd ( DC 16 Investigation ). |
Chamber of the Bard (K32) | Music sheets scatter the floor; a broken lute rests by a toppled chair. | 1 Spectre Minstrel (CR 3) that plays a haunting tune. | A hidden chord chart reveals a phrase that silences the Spectre ( DC 15 Performance ). |
Chamber of the Merchant (K33) | Stacks of ledgers and treasure chests—most empty, but one remains locked. | 2 Shadows (CR 1/2 each) emerge from under the bed. | Locked Chest: Contains 500 gp and a map fragment showing a secret balcony exit ( DC 16 Thieves’ Tools ). |
Chamber of the Noblewoman (K34) | Velvet curtains conceal a vanity; a shattered mirror lies on the floor. | 1 Banshee (CR 4) awakes if her mirror shard is disturbed. | Mirror Shard: If returned to the Banshee’s tomb, she grants a blessing (advantage on one saving throw vs. Fear). |
Chamber of the Knight (K35) | Armored remains stand sentinel by a broken shield rack. | 1 Animated Armor (CR 2) that attacks without warning. | A +1 Shield of Binding lies under the rubble (Radiant damage vs. undead). |
A final spiral stair descends toward a hidden hatch—leading deeper into the castle’s cold, unforgiving dungeon.
Chapter 9: Castle Ravenloft – Dungeon & Catacombs
Recommended Levels: 9–10
Beneath the grand chambers, a spiral stair leads down to a stout iron door. Beyond lies a labyrinth of damp corridors and numbered crypts—each concealing threats, secrets, or treasures.
Descent & Teleportation Alcoves (K85–K86)
The stair wends downward into darkness. At the bottom, two magic alcoves glow faintly—each keyed to specific crypts:
Alcove | Destination | Method | Notes |
---|---|---|---|
East Alcove (K86E) | Crypt 32 | Teleport effect (DC 17 Wisdom save to resist) | Crypt 32 houses the Tomb of a Fallen Paladin—contains a Holy Avenger hilt fragment. |
West Alcove (K86W) | Crypt 40 | Teleport effect (DC 17 Wisdom save to resist) | Sergei von Zarovich’s Tomb—perform a Ritual Hymn to gain blessing vs. Fear. |
Hall of Crypts (Crypt 15–39)
A long corridor lined with numbered doors. Each crypt bears a nameplate and often conceals undead guardians or puzzles.
Crypt # | Name & Description | Guardian/Puzzle | Treasure/Hook |
---|---|---|---|
Crypt 15 (“Khazan”) | Engraved bronze door; empty interior with a lone plaque: | None | “His word was power” inscribed—clue for a later puzzle. |
Crypt 18 (Future Tomb of Ireena) | Ornate coffin lid carved with Ireena’s likeness; sealed shut. | Sealed by magic; DC 19 Arcana to break seal harmlessly. | Bone rosary hidden underneath, granting +1 AC vs. undead. |
Crypt 19 (“Animus”) | Bronze statue of a golem guards the door; runes glow faintly. | Golem Guardian: Must answer a riddle (DC 16 Intelligence) to pass safely. | Silvered mace +1, buried in a hidden cache behind statue. |
Crypt 20 (Sasha Ivliskova) | Dark marble tomb; a single window lets in a sliver of moonlight. | 1 Vampire Spawn (CR 5) that awakens if disturbed. | Necklace of Fireballs (1 charge) hidden in a corpse’s pocket. |
Crypt 21 (Patrina Velikovna) | White marble tomb etched with lamentations; a bell hangs above. | 1 Banshee (CR 4) whose Keening forces DC 16 Con save or paralysis. | Horn of Blasting found among her personal effects. |
Crypt 27 | Rust-stained iron door; webs shimmer in torchlight. | 3 Giant Spiders (CR 1 each); webs require DC 14 Dex to slip free. | Chest of 300 gp, trapped with a Trapper (CR 3) if opened incorrectly. |
Crypt 32 (Tomb of Paladin) | Vaulted ceiling; holy symbols carved in the stone. | Animated Guardian: Holy Avenger + Paladin Spirit (Friendly Ghost, CR 4). | Holy Avenger Hilt Fragment—needed for reassembling the Sunsword. |
Crypt 35 | Stone sarcophagus draped in black velvet. | 2 Shadows (CR 1/2 each) that attack upon proximity. | Potion of Superior Healing (2d4+8 HP). |
Crypt 39 (Beucephalus, the Nightmare) | A skeletal horse rests on a raised dais; runic chains dangle from the walls. | Nightmare (CR 4) awakens when dais is disturbed. Breathes Fog Cloud. | Nightmare’s Bridle—a key to a secret chute leading to the castle’s vault. |
Crypt 40 (Sergei von Zarovich) | White marble coffin etched with angelic figures; a halo of light shines. | Sergei’s Spirit (Friendly Ghost, CR 4) appears after Ritual Hymn. | Blessing vs. Fear (advantage on saves): gained by a successful Ritual Hymn ( Daylight cast on a bowl of water + DC 16 Religion). |
Should the heroes navigate these crypts, they will piece together lore about Strahd’s former loves, his tragic downfall, and the means to finally face him.
Chapter 10: Optional Ending & Aftermath
Recommended Levels: 10–11
If the heroes reach Strahd’s sanctum and face him at the height of Castle Ravenloft, the final confrontation determines Barovia’s fate. By wielding the Sunsword in direct sunlight and driving a Blessed Stake through his heart, Strahd’s regeneration fails, and he falls—his dust scattering at dawn.
Destroying Strahd
- Strahd fights as a 5e Vampire(MM 297). He regains 20 HP each round if above 0 HP, unless exposed to sunlight (takes 20 radiant damage) or running water.
- The Sunsword(a +3 longsword shedding bright light in a 30-ft radius) deals an extra 3d6 radiant damage to undead, bypassing regeneration. In sunlight, any strike that reduces Strahd to 0 HP stops his regeneration permanently.
- If Strahd falls, a final image of Tatyana’s spirit appears at his side as they ascend into dawn’s light, finally freed from their cursed cycle.
Epilogue
With Strahd’s demise, the gray mists lift. Castle Ravenloft trembles and collapses into the mountain. Barovia’s skies clear for the first time in centuries. The heroes stand amidst crumbling battlements as the sun pierces the gloom—Sergei’s spirit appears to thank them, and Ireena can finally begin anew.
Appendix: 5e-Style Conversion Notes
Skill Checks & Saves
- Insight (Fortunes): DC 15 to glean extra hints from Madam Eva’s reading.
- Perception (Crypt/Hall): DC 11–16 to notice traps, hidden doors, or spectral guardians.
- Constitution Saves:
- Exiting Barovia’s Fog: DC 14 or begin to suffocate (1d6 poison per round outside). Return within 24 hours or die.
- Banshee’s Keening: DC 16 or be paralyzed for 1 round.
- Strahd’s Charm: DC 17 Wisdom to resist Charm Person.
- Dexterity Saves:
- Drawbridge Collapse: DC 13 or fall (unless Feather Fall). Instant death from the fall.
- Green Slime: DC 14 to avoid coating. If coated, 1d6 acid damage per round until removed by Action or Cure Wounds (3rd level).
- Wisdom Saves: DC 16 to avoid Glyph of Warding teleport (Rooms of Weeping) or be teleported to Crypt 86.
Random Encounter Tables
Each time the heroes travel 60 ft without rest in the castle, roll 1d6:
Roll 1d6 | Encounter | 5e Equivalent |
---|---|---|
1–2 | Vampires (Spawn of Strahd) | 2–4 Vampire Spawn (CR 5 each) |
3 | Banshee | 1 Banshee (CR 4); Keening (DC 16 Con save or paralyzed) |
4 | Rust Monsters | 1–2 Rust Monsters (CR 2 each); corrode metal items upon contact |
5 | Spectres | 3–5 Spectres (CR 3 each); Life Drain (DC 14 Con save or take 1d6 necrotic and lose 1d6 hp max) |
6 | Helpful Spirit | 1 Ghost (Friendly, CR 4) that can answer one question about the castle |
Magic Items & Relics
- Sunsword:+3 longsword, sheds bright light (30 ft radius), deals +3d6 radiant to undead. In sunlight, bypasses regeneration entirely.
- Holy Symbol of Barovia: Once per day, cast Protection from Evil and Good on bearer (self or ally) as if holding a holy relic.
- Potion of Greater Healing: Heals 4d4+4 HP when consumed.
- Necklace of Fireballs: 1 charge, cast as per 5e rules.
- Horn of Blasting: 3 charges; each use forces DC 14 Dex save or take 5d6 thunder (half on save).
Vampire (Strahd) Abilities
- Charm Person: DC 17 Wisdom save or charmed for 24 hours. If a target is charmed, friendly toward Strahd and views allies as enemies.
- Shapechanger: As a bonus action, transform into a bat or mist (MM rules). In bat or mist form, cannot attack but can move through narrow spaces or ambush later.
- Regeneration: Regains 20 HP at the start of his turn if he has at least 1 HP, unless he takes radiant damage or water touches him.
- Sunlight Hypersensitivity: If exposed to direct sunlight, takes 20 radiant damage at the start of his turn. If reduced to 0 HP, he dies instead of turning into Mist Form.
General Notes
- Use 5e monster stat blocks from the Monster Manual for all encounters: Zombies(CR 2), Worgs(CR 2), Animated Armor(CR 2), Rust Monster(CR 2), Spectre(CR 3), Banshee(CR 4), etc.
- Traps: Use 5e-style traps—typically a Dexterity save to avoid area effects, or Investigation to spot triggers.
- Encourage players to roleplay—striking bargains with spirits, reading cryptic inscriptions, and piecing together Strahd’s history as they delve deeper into Castle Ravenloft.
Character Bios
Count Strahd von Zarovich

Origins & Tragic Design
Born to a noble Barovian line, Strahd’s childhood was marred by eerie omens. Rumor says he was raised by three hags—each draped in tattered shawls and speaking in riddles—who themselves were whispered to have been raised by Baba Yaga. Under their eerie tutelage, young Strahd learned shadows and secrets. Though he became a celebrated warlord—his laughter echoing through Ravenloft’s stone halls—his heart harbored darker designs.
On the eve of his wedding to Tatyana, his beloved, he discovered her love for his brother Sergei. Consumed by rage and envy, Strahd performed a midnight ritual guided by those ancient hags. He slew Sergei and tried to bind Tatyana’s will to his. In horror, she chose death over his immortality. Strahd’s triumph twisted into a curse: he rose as a vampire lord, eternally bound to Castle Ravenloft and tormented by love lost.
Countenance & Presence
- Skin ashen as gravestones, stretched taut over sculpted cheekbones. His crimson eyes burn beneath dark brows—hungry, elegant, and endlessly sorrowful.
- Draped in a high-collared black coat lined with blood-red silk, a ruby clasp at his throat pulses like a heartbeat in eternal night.
- His smile is both invitation and omen: lips part to reveal gleaming fangs, and the air chills in his presence as though Ravenloft itself trembles.
Personality & Inner Turmoil
- Relentless Obsession: Haunted by Tatyana’s memory, he wanders midnight halls. When Ireena Kolyana arrives, he sees in her the echo of Tatyana’s grace—igniting hope and agony in his eternal heart.
- Tormented Remorse: In rare flashes—when lightning fractures the sky—his crimson eyes betray a flicker of the man he once was. He mourns Sergei’s fate and Tatyana’s loss, yet cannot relinquish the darkness that sustains him.
- Master of Shadows: Mist obeys his command; undead thralls move at his whim. Every stone in Castle Ravenloft seems to whisper his name as he orchestrates nightmares like a conductor.
- Benevolent Tyrant: In his warped vision, only his reign of fear keeps Barovia from descending into utter chaos.
Alliances & Enmities
- Ireena Kolyana: He courts her with midnight roses soaked in moonlight, yet each refusal deepens his cruelty.
- Ismark the Lesser: A soldier’s son who defied him. Strahd admires his valor but loathes any interference in his pursuit of Ireena.
- Madam Eva: He respects her prophetic gifts but resents her independence. Her riddles guide his hunt and mock his pride.
- Kolyan Indirovich: The Burgomaster who defied Strahd’s demand to surrender Ireena. Kolyan’s death remains a haunting reminder of Strahd’s own descent—and a perpetual thorn in his undead heart.
Ireena Kolyana

Origins & Ancestral Echoes
Orphaned young, Ireena was adopted by Kolyan Indirovich, the Burgomaster of Barovia. From childhood, she felt drawn to Ravenloft’s looming towers, as if she carried a memory not her own. Rumors say her bloodline reaches back to Tatyana, Strahd’s lost love. When Strahd’s fangs marked her neck, she discovered a fate she could neither escape nor fully understand.
Each night, nightmares seize her: she wanders moonlit halls, hears Tatyana’s distant voice, and finds a phantom rose at her feet. At dawn, she awakens clutching Kolyan’s locket—a reminder that memory and destiny intertwine.
Presence & Poise
- Her auburn hair falls like a burning flame against Barovia’s gray sky. Deep brown eyes carry kindness but are shadowed by unspoken sorrow.
- She favors muted gowns—burgundy or forest green—trimmed in silver, a silent tribute to Kolyan’s love and protection.
- In her presence, villagers feel a fleeting warmth—a fleeting sunbeam in perpetual dusk—yet behind her gentle smile lies unbreakable steel.
Character & Resolve
- Empathetic Guardian: Though burdened by fate, she tends the sick with moonlit herbs, her lullabies bravely defying the howling mists.
- Defiant Will: Strahd’s offers of vampiric eternity chill her blood, yet she meets each attempt with resolute refusal. In secret, she practices with a slender stiletto, prepared to strike if mercy fails.
- Haunted Seer: Visions of Tatyana’s laughter and Sergei’s fate plague her dreams. Sometimes she reaches for a phantom figure—only to awaken clutching Kolyan’s locket.
- Yearning for Light: Each dawn, she gazes toward a horizon she has never seen, clutching hope as a fragile ember, trusting heroes might guide her beyond the mists.
Connections & Struggles
- Ismark the Lesser: Sister by bond. His protection is unshakable, yet she sees the toll Strahd’s name takes on his heart.
- Strahd von Zarovich: Terror and pity war within her whenever he appears. She senses Tatyana’s echo in his eyes—and that complicates her loathing.
- Madam Eva: The seer’s cryptic guidance both comforts and torments her. Each prophecy tightens Barovia’s noose—but she clings to every clue.
- Kolyan Indirovich: Father, mentor, martyr. His final embrace gave her courage to face any horror. She wears his locket as shield and reminder that love can outlast even death’s shadow.
Ismark the Lesser

Origins & Haunted Duty
Once a soldier under Strahd’s banner, Ismark deserted at the first sign of cruelty. He returned to Barovia only to find his father slain and Ireena marked by vampiric fangs. Guilt and fury forged a vow: he would stand between his sister and any horror that pursued her.
Now he patrols Barovia’s battered walls as Burgomaster in name if not by title—a guardian of shadows who hides every tremor of fear behind a soldier’s steely gaze.
Bearing & Resolve
- Solidly built and broad-shouldered, he wears battered chain mail scarred by battles past. His dark eyes burn with regret—and determination.
- His shield, emblazoned with Kolyan’s crest, is both armor and talisman—a reminder that his father’s legacy weighs as heavily as any castle gate.
- He moves with measured caution, every creaking floorboard a potential trap. His voice is calm but carries the weight of iron resolve.
Character & Purpose
- Protector Bound: Each night, he lights lanterns along hidden paths, forging secret corridors through the mist. His watch never wavers, even when exhaustion tugs at his bones.
- Guilt-Etched Vigil: Nightmares of fallen comrades draw him from restless sleep. Each dawn, he channels regret into unbreakable purpose.
- Strategist in Shadows: He maps every whisper of the forest and every ruin where Strahd’s scouts might lurk. Traps, signal fires, and hidden outposts lie ready under his command.
- Fierce Loyalty: He would trade places with Ireena in a heartbeat if it spared her from Strahd’s unholy gaze. This devotion steels him against despair.
Alliances & Tensions
- Ireena Kolyana: Sister by bond. He trains her under moonlit ruins, teaching her to strike swiftly, believing knowledge is her blade against darkness.
- Strahd von Zarovich: Each glimpse of Strahd’s form chills his blood. When Strahd’s mist appears at the village edge, Ismark’s hand tightens on his sword hilt, ready for the final stand.
- Madam Eva: He respects her ancient wisdom but chafes at her riddles. Her cryptic counsel both guides and frustrates him—he longs for clarity in a land of shadows.
- Kolyan Indirovich: Though Kolyan lies in rest, his memory remains Ismark’s compass. He fights Strahd with a father’s love echoing in his heart.
Madam Eva

Origins & Prophetic Birthright
On a night when Barovia’s sky cracked like a dying mirror, Madam Eva entered the world beneath a torrent of silver fire—an omen of the seer she would become. Raised among the Vistani, she inherited a visions-laced legacy older than memory. By adulthood, she guided lost souls through the mists, her Tarokka Deck illuminating paths to hope and doom alike.
Presence & Aesthetic
- Snow-streaked hair tumbles beneath crimson scarves. Lines of time etch her face, yet her green eyes burn with fierce wisdom that defies age.
- Draped in embroidered shawls—purple, ebony, and gold—each talisman whispers when touched by candlelight.
- Her voice shifts like phantom wind: one moment soothing as a lullaby, the next sharp as a blade’s edge when fate demands honesty.
Character & Convictions
- Guardian of Fate: She believes the mists chose her. When travelers stumble into Barovia’s gloom, she emerges from campfire haze to offer cryptic guidance—knowing some destinies end in victory, others in ruin.
- Compassionate Mentor: Even amidst cruelty’s shadow, she administers healing herbs and quiet counsel. Yet if sacrifice is demanded, she speaks truth without sugarcoating.
- Fear of Oblivion: Each prophecy chips away at Strahd’s dominion—yet she fears that one day he will shatter her Tarokka Deck and silence her voice forever.
- Matriarch of the Vistani: Her tribe follows without question. She has led them through betrayals and returned them safely, forging loyalty stronger than blood.
Alliances & Strains
- Strahd von Zarovich: She sees him as a fallen heir— once noble, now consumed by vengeance. Though he courts her counsel, she refuses to serve. Her defiance invites his wrath.
- Ismark & Ireena: She views them as pillars of her prophecy—a spark of hope wrapped in tragedy. She treats Ireena with stern kindness and respects Ismark’s devotion, even as his impatience sometimes clashes with her riddles.
- Kolyan Indirovich: She mourned his death as a wound in her own heart. Kolyan’s kindness toward her camp granted safety, and his memory spurs her to guide Ireena beyond Strahd’s grasp.
Kolyan Indirovich

Origins & Noble Stewardship
Before Ravenloft’s mists claimed Barovia, Kolyan Indirovich led his village with kindness and resolve. Though no warrior, he carried compassion as his blade and care as his shield. When orphaned Ireena arrived, he claimed her as his own, guiding her through the harshest winters with laughter and folk songs that defied looming dread.
But when Strahd’s wrath descended beneath storm-black skies, Kolyan barred his door to Strahd’s herald. In that final act, his life was extinguished. His body lay broken at the threshold—yet the love he forged in Ireena’s heart outlived his mortal breath.
Presence & Legacy
- In life, he wore simple wool tunics—emerald green or deep brown—trimmed with a silver brooch bearing Barovia’s crest. His blue eyes shone with unwavering compassion.
- Even in death, villagers swear they hear his voice on the wind, guiding lost souls to hidden shelter and urging them not to yield to despair.
- His final stand—protecting Ireena—lit a spark of courage in hearts who feared all was lost. His death became a rallying cry, proof that love can defy the darkest night.
Character & Values
- Fatherly Compassion: He healed wounds—both physical and spiritual—in a land where hope so often perished. His laughter was a rare light in eternal dusk.
- Unyielding Honor: He refused Strahd’s demands, believing some debts—like the life of his adopted daughter—were worth any sacrifice.
- Catalyst of Courage: His memory drives Ismark’s vigilant watch and Ireena’s defiance. Though his footsteps have faded, his spirit stokes the embers of resistance against Strahd’s tyranny.
Alliances & Influence
- Ireena Kolyana: Her guardian and father figure. His teachings of kindness and resilience forged her unbreakable will.
- Ismark the Lesser: He was both mentor and second father, instilling duty and hope in Ismark’s heart—a legacy now driving Ismark’s quest to free Barovia from darkness.
- Madam Eva: He welcomed her camp to the village gates, valuing her wisdom over suspicion. Her prophecies saved many lives, and he honored her as Barovia’s true beacon in a land of shadows.
- Strahd von Zarovich: He defied Strahd’s cruelty, refusing to betray Ireena. His death proved that even in the deepest shadows, honor can stand unwavering.
