Castle Ravenloft
Castle Ravenloft
Castle Ravenloft
• Numerous Visits
• Castle Ravenloft is one of the few dungeons that players are recommended to visit
more than once in a single campaign. Most DMs have that classic "dinner with
Strahd" chapter long before the final confrontation. So your players might already
get a preview of this location long before they are expected to fight here.
• However, if that isn't the case, don't be alarmed. My own group didn't visit
Ravenloft until the finale and everything went wonderfully.
• Why didn't they visit? Well, firstly my players were all dreadfully afraid of
the place. In character, I'd made Strahd a rather terrifying individual and they
didn't want to mess with him. Out of character, they knew the castle was
likely an endgame dungeon and they didn't want to die while they were
under-leveled.
• And yes, I could have forced them into a visit by using a letter or a
stagecoach or something, but the timing never really felt right. Instead of
messing with a good thing, I let my players do as they pleased, leaving
Ravenloft for the end. If you're stressing about having that mid-game
Ravenloft visit, don't. If the event falls into place naturally, great. If it doesn't,
then don't force it. Your players should be seeing Strahd enough already
outside of Ravenloft anyway. ;)
• Mid-Campaign Visit
• There is one thing I think holds true for most games that visit the castle mid-
campaign: There should be minimal exploration and/or fighting during that visit.
• Theoretically, players visiting Ravenloft before the endgame are there at the
request of Strahd. You know, for dinner. So it's unlikely the players will be
unchaperoned during this visit. They likely won't get the chance to explore
the castle very much. And even if they manage to sneak off, Strahd will likely
know where they are anyway. The moment they cause trouble or start going
somewhere they shouldn't, he'll come for them.
• This first visit really shouldn't be more than a scary conversation with the big
bad. If the players get impudent, Strahd will just kick them out. If the players
get violent, Strahd (and anyone else in the castle) will TPK them, make sure
the players are stable, then dump them on the doorstep just beyond the
drawbridge.
• The Dragon Skull Heist
• If you're thinking, "Mandy, what about the dragon skull?" Well, I actually
moved that thing to Berez for Baba Lysaga to use instead of the giant's skull.
Honestly, I don't think the castle is really suited for an infiltration treasure
hunt. That mini-quest, in my personal opinion, makes the castle itself seem
weaker, as it tells the players that they can get away with duping Strahd.
Strahd should feel omniscient and god-like and his castle should feel like a
fortress, especially mid-game. And this mission is more akin to a heist setting
than a spooky, Ravenloft-y one. But again, that's just my opinion.
• First Impressions
• Whether players are approaching the castle in the middle or at the end of the
campaign, make that first impression memorable. There are a couple really amazing
illustrations out there of Ravenloft, and showing them to your players can help set
the mood. Otherwise, make sure to describe the sheer cliff sides that hold the
building aloft and the two, towering spires that reach up into the dark clouds
overhead.
Fall Damage
Get these rules down, because you're likely going to need them. Whether it's from the walls or the
various empty shafts that run through Ravenloft, somebody might fall from a high place. It happens.
And, believe it or not, a PC with enough hit points can actually survive a pretty terrible fall by the
end of the campaign.
• Fall Damage According the PHB
• "At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it
fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage
from the fall."
• Falling Speed According to Xanather's
• "When you fall from a great height you instantly descend up to 500 feet. If you're
still falling on your next turn you descend up to 500 feet at the end of that turn. This
process continues until the fall ends."
• HOWEVER
• Some dude did the math and estimated that real fall speed is probably about 190 ft
per turn (32 ft a second). However, I fully admit that I don't math. A long time ago, I
was good at math. Now, without a calculator, it might as well be clicks and whistles.
So maybe said dude is wrong and I'm misreading. ¯\_(ツ)_/¯
• But at the end of the day, falling 500 ft per turn or 190 ft per turn isn't a big
difference. You're still falling a holygoodnessrollthed6s long way.
Escher
Escher, for some reason, has quite the following on the sever discord. I'll admit, I never really
understood that. He's an alright NPC, but why all the fanfare? Well.... I've since had the chance to
play him with my party. And, it was super fun. XD
• Role-Playing Escher
• The Posh Socialite
• I made Escher one of the few sympathetic spawn in the castle. He drinks
blood willingly, so he's maintained his mind, but he takes no joy in battle.
He's a lover, not a fighter.
• Escher is extremely well dressed, if a bit overly so. He loves fine clothes.
• Escher is a very social individual. He loves talking to people and is very open
and confident. He's actually been quite downtrodden over recent years, since
Castle Ravenloft has few people worth talking to.
• Escher's Insecurities
• In an initial meeting, Escher should come across as overly confident. He
speaks his mind, is open about his sexuality, and overall knows he's a hot
dish. However, longer conversations and/or additional encounters should
reveal his inner workings.
• Escher is, first and foremost, lonely. He doesn't get along with any of the
castle's current residents and Strahd has most certainly grown tired of him,
which Escher suspects but doesn't know for certain. He knows what Strahd
will do to him in the end (seal him away in the crypts) and it absolutely
terrifies him. An eternity without human interaction or everyday comforts
would be hell to Escher.
• In-Game Interactions
• Escher's deepest fears are being unwanted and unloved, both of which are coming
true. And that terrifies him. This motivation can go one of two ways with your party.
Either the players become a source of friendship to Escher, offering him better
connections than his vampiric ones and Escher therefore switches sides. Or, Escher's
desperation to remain unforgotten by Strahd will turn him into an enemy. Whichever
happens will depend on your players' interactions with him.
• Should Escher switch sides, remember that he's still a spawn and must obey
Strahd's orders. He's clever enough to work around the wording of different
commands, but he'll make it clear to the party that his actions cannot always
be his own, and he's very sorry about that.
• Should Escher switch sides, Strahd just might put up with it for a little bit. It's
probably the most interesting thing Escher's done in a while in Strahd's
opinion. However, the end result will absolutely be Strahd crushing Escher.
Such a blatant traitor will have to pay in the end. Unless, of course, the
players deal will Strahd fast enough to save him.
• In-Game Flirting
• In general, always be careful when you put romance in a dnd game. And that's
romance of any sort, not just here with Escher. Make sure you know your
players and what they are and are not comfortable with so that you don't cross
any lines. Romance can be a real picky subject in dnd, so just tread lightly.
• However, if you do have a party that's comfortable with flirting and whatnot,
Escher interactions are the absolute best. If there's a particularly attractive
male in your group of PCs, Escher will totally flirt with them. Remember,
Escher is lonely and seeking companionship, even if it's meaningless sex.
Heaven knows Strahd's not much fun right now.
• Having Escher come on to a guy in your group can be something right out of
a sitcom, and it was hella fun for my players and I. Just remember that if the
players continue to converse with Escher, his true personality should come
through. Escher is far more than "the gay, horny guy" and players should be
able to see that.
• Other Things About Escher
• If Ireena or the Ireena PC is around, Escher hates her. As far as Escher is concerned,
Ireena is his replacement and the reason Strahd has almost forgotten him. He doesn't
want her around, but can't outright hurt her or send her away without angering
Strahd. Escher would most willingly work with the party to protect Ireena from
Strahd as a result.
• The same can be said of other competition, like Gertruda. Though Escher
would be far less worried about that particular bride.
• I made Escher's rooms areas K49 and K50, where he's introduced in the book.
Though this is technically his suite, it can also serve as a guest room. If Ireena is
captured, she'll be placed here, much to Escher's chagrin.
• I changed the contents of the bookshelves in K49, filling them with cheap romance
novels of the Barovian variety. I thought this would be a fun little detail for my
players to discover. There would be a whole series written by a Fiona Whicker (an
alias of course ;)) as inspired by this post listing out some titles.
• Escher's Optional Background
• Wereraven NPC
• I totally stole background for Escher from "Dice, Camera, Action!" on
Youtube. I've mentioned the show in my series before, but in case you're
unfamiliar, DCA is a dnd game similar to Critical Role, but run by Chris
Perkins, the primary writer and creator of CoS. The first season takes them
through CoS and I learned so much from watching the series when I first
started running this campaign.
• Anyway, DCA added a reoccurring wereraven NPC to the game named
Falcon. In my own game, I named him Hawke. (Irony is fun ;P). This NPC
didn't do anything too crazy. He was the raven outside Old Bonegrinder who
tried to warn away the PCs. Later, he might show up in Vallaki as a liason of
the Inn. And later still, he might have been recently captured by Baba Lysaga
in Berez and shoved into one of those cages.
• The point is, wereraven NPC is a character that pops in and out of the
campaign, helping players and being an overall good guy.
• Escher's Boyfriend and True Love
• But the truth is, Hawke and Escher were lovers in their youth. As a member
of the Keepers of the Feathers, Hawke always had to hide his lycanthropy,
which caused a lot of discontent on Escher's part. The two ended up fighting
and breaking up over the secrets.
• Escher, heartbroken, ended up with Strahd and was turned into a spawn about
10 years ago. But Escher and Hawke still care for each other deeply, though
they haven't seen each other in many years. Escher would give up Strahd in a
heartbeat to be with his lost love again, especially if the lycanthropy is
revealed.
• This backstory goes hand in hand with Escher's personality. All Escher wants is to
love and be loved in return. Though he knows the world isn't perfect, all his cynicism
hides a hopeless optimist who dreams of happily ever after.
Gertruda
• Remember dear old Mad Mary from the Village of Barovia? Do your players? In all
likelihood, your players will have written off Gertruda as a dead girl. She's just a name in
their notes they haven't looked at in quite literally months. So, if a player does remember
poor Mary's request and makes the connection that this is her missing daughter, give that
player inspiration! Cause gosh dang!
• Finding Gertruda will complete a giant circle for one of the campaign's first side quests. So
let's talk about her. :)
• Personality and RP
• Gertruda is both very fun and very sad to role-play. I didn't just make her sheltered. I
made her borderline delusional because she was so sheltered. Her ignorance and
vapid personality can come off quite funny to players at first. But the more they talk
to her, the more they should realize just how much her view of the world endangers
her.
• Naive to a Fault
• Gertruda is very black and white. To her, all people are either good or evil.
But no person is automatically evil when she sees them. When she first meets
the PCs, she'll automatically assume they're guests of Strahd and future
friends.
• Conversely, Gertruda will make snap judgments based on appearance. A
mongrelfolk, for instance, would likely cause her to scream in terror. No
matter how kind or civilized the creature, orcs, goblins, and the like are
automatically monsters and should be kept away.
• If Gertruda had a PC character sheet, she would just cross off the Insight skill
all together. She will take every single person at their word and contradicting
information causes her to borderline break down.
• Stupidly Loyal
• Gertruda trusts Strahd. Like a lot. To her, he is a prince and princes are never
evil. Also, Strahd is her fiancee, and that elevates him terribly in her eyes.
Gertruda is basically a child who believes all her dreams are coming true. She
lives in a castle with a handsome prince who will soon be her husband and
they will live happily ever after.
• The PCs can convince her, through a lot of confusion of course, that Strahd is
actually evil. But remember, if Strahd finds her again, that she is ridiculously
easy to brainwash. "Oh my dear, you mustn't listen to their lies. You are my
beloved bride and I swore I would keep you safe and happy. Have I broken a
promise to you yet?" And then Gertruda swoons and falls into Strahd's arms.
XP
• Sheltered World View
• Gertruda has spent her entire life sheltered by Mad Mary. Now, you could
play that as a Mother Gothel/Rapunzel relationship, where Mary convinced
Gertruda that all the world was evil, instilling her daughter with fear. But that
almost seemed too obvious to me.
• Instead, I made Mary a hopelessly indulgent mother who discouraged
curiosity to protect Gertruda from herself. For instance, Gertruda doesn't
believe in vampires. Even if they did exist, there's no way her beloved,
handsome, brave prince could ever be such a creature. There are no monsters
that live under beds and the monsters that do exist in the world will always be
vanquished by brave do-gooders. Evil never wins in Gertruda's mind. She just
doesn't know what evil is.
• If Gertruda sees her beloved Strahd act monstrously, baring his fangs or
otherwise looking evil, her sheltered understanding of the world will shatter.
It's up the PCs to protect her at that point, but to be honest, her chances of
survival are quite low.
Lief Lipseige
Lief Lipseige is the old accountant found in K30. While he plays a small part in the overall plot and
chapter, he can be a fun little mini encounter for the PCs. Per usual, I expanded and changed a few
things having to do with Lief and his background.
• Background
• Mr. Tax-Man
• Lief is a prodigy when it comes to math and numbers. He's one of those
people that can immediately multiply large numbers in their heads without a
modicum of effort. Because of this inherent talent, Strahd employed him
when Lief was very young to help keep the monetary ledgers for Barovia.
• Lief also has a rather impeccable memory for names. He's able to recall the
names, lands, and titles of the various homesteads of Barovia and their
owners, down the smallest house in Vallaki. In fact, the numerous ledgers in
his office are all the records of Barovia and its residents, the vast majority of
which Lief wrote himself.
• A Little Stockholm
• When Lief was first brought to Castle Ravenloft, he was quite adverse to
giving up his life down in the Village. I like to imagine that he was a young
man, perhaps an early teenager, when he was first "employed."
• However, after numerous failed escape attempts, Lief lost hope of life outside
of Strahd's service. And however terrible it was to be forced into servitude,
Strahd was always a gracious host to Lief, making sure he was well fed and
comfortable.
• As the years turned into decades, Lief became dependent on Strahd with a
medium case of Stockholm Syndrome. While he's never been in love with
Strahd, he respects the Lord of Ravenloft and will defend his honor and name
against the party.
• Strahd, The Ever Gracious Host
• Strahd's Justifications
• I've mentioned in previous posts about Strahd's tendency to justify his own
actions so that he never sees himself as the bad guy. I imagine he did the same
when it came to Lief. Yes, Strahd may have had to force Lief to take the
position initially, but surely Lief is leading a better life now. And isn't that the
responsibility of Strahd, as Lord of Barovia? To make sure that talented
individuals of his realm live up to their great potential? Lief's eventual
acquiescence to his role as bookkeeper only reinforced this idea to Strahd.
• A Vampire Spawn
• Because Strahd respected Lief as an employee and wanted to make sure he
was comfortable, I imagine there were times when Strahd offered Lief the
immortality of a vampire spawn. But Lief, each and every time, adamantly
refused. Even though he had come to depend on his servitude as a cornerstone
of his identity, deep down Lief understood that death was his one and only
true release. And growing old in the service of his master was surely the best
thing for his life at that point.
• However, as Lief grew older and older, Strahd was faced with the idea of
loosing the best accountant he had ever seen. The coffers were always full
and the documents accurate and well kept. And so Strahd had a dilemma: lose
Lief and his prosperous keeping, or make sure his kingdom was always
financially secure. And Strahd chose his kingdom.
• Strahd turned Lief into a vampire spawn (and you can give him the
accompanying stat block), and then modified the old man's memory so he
wouldn't see the injustice. Strahd makes sure that Lief is delivered blood each
day to sustain him, but uses prestidigitation and other magics to change it to
the flavor of wine. Otherwise, Lief's great work ethic makes him not really
realize that he no longer needs to eat, sleep, or use the restroom. After all, his
office has no windows to show the time of day. And if Lief ever does start to
realize something is off about his life, a little Suggestion or Modify Memory
can easily fix that.
• Summary of Personality
• Overall, I played Lief as a normal, if overly formal and technical, banker character.
However, certain triggers bring out his nervous psychosis. Offering to remove his
chains, for instance, turns him into a stammering puddle of objections. Remember
that he's become mentally dependent on his job and his servitude and a detachment
from either may bring the man to a panic attack.
• He may have other lapses in social decorum that you can reflect in his speech
patterns. After all, enough mind magic can cause mental lapses. Maybe he starts
saying a sentence, stops half way with a very awkward pause and then suddenly
switches subjects, for instance. Or maybe he repeats information he's already said.
Just remember that while his social decorum is a bit broken, his mathematics and
record keeping is wholly intact.
• Lief's Interactions with the Party
• The Perceived Prisoner
• When players first encounter Lief, they'll undoubtedly first see him as some
curious bookkeeper or librarian. Make sure that Lief is overall formal, but
nice enough to not immediately suspect of evil. As far as Lief's concerned, the
players are there for some sort of unscheduled business meeting. While it's
unorthodox for individuals besides "the Master" to arrive unannounced, he
still welcomes the party.
• During this welcoming, make sure you have Lief stand up from his desk and
shake the players' hands. This little bit of movement gives you the
opportunity to describe a metal tinkling sound and direct their attention to the
chain around Lief's ankle, attaching him to the desk. This small bit of
description will immediately change the flow of the players' interactions with
Lief. He's no longer some random NPC, but a victim in need of rescuing. And
who better to do the rescuing than them, the great heroes? ;)
• What the players don't know is that Lief is now perfectly happy being a slave.
In fact, the chain around his ankle isn't even very strong or magically
enforced. But if/when the players try to convince Lief of liberation, Lief
frantically objects. If pressured, he may break entirely and pull that handy
rope.
• While yes, Lief's predicament is inherently unjust and the PCs will feel the
need to save him, he's meant to represent a character that is beyond saving.
No matter what they do, Lief is a tragic NPC they can't truly help.
• Owing Taxes
• This is where interactions with Lief can be pretty funny. So welcome to the
bright side. XD
• There are a few names that Lief will recognize instantly (not faces, names).
For instance, if you went with the whole "Izek is a PC's brother" thing, Lief
will know the Strazni name and comment on it. "Ah, Strazni, you say? The
Vallaki Straznis? Always timely taxes, I must say."
• Or, to the PC holding the deed to Old Bonegrinder: "Ah yes, [PC name]! I've
heard you recently came into possession of a new property? A, ah, windmill I
believe? If you please, I'd like to see the deed and have you sign a form
recognizing your claim on the land? Remember that taxes are due in four
months!"
• How does Lief know the players have a new deed or a long lost family
member? Who cares. Maybe Strahd's many spies and magical abilities
distribute information to Lief's office. The point is, this is usually a funny
interaction with the party.
• A Fight
• As a quick reference to my Ravenloft Chapter I, I changed the fight that happens if
the rope is pulled to that with an invisible stalker. The fight is quite fun and I would
highly recommend it.
• Treasure
• Instead of the lost key, I had Lief have a separate key for each chest on a ring in his
desk drawer. These chests are sorted by currency for tax purposes. So while it might
be easier for us to say a gp amount instead the mound of cp, in makes perfect sense
from a story standpoint.
• I didn't have Lief know the location of any of Strahd's treasures. However, he does
have detailed records of the existence and worth of those treasures. It probably won't
come up in game, but you can bet your butt that there's a ledger there with a list of all
the great jewels in Ravenloft and their exact appraisals.
Cyrus Belview
I actually didn't change much with Cyrus' personality. He's an insane mongrelfolk that laughs at
inopportune times, tells inappropriate jokes, and otherwise makes the PCs feel uncomfortable. He's
sort of like that creepy guy at a bar that just makes you feel icky for being around him.
• Encountering Cyrus
• Cyrus generally patrols the underground levels of Ravenloft. If your party is
wandering around and you're itching for an encounter, feel free to make Cyrus walk
around the corner and find them.
• If Cyrus finds the PCs wandering around unsanctioned, he'll offer to take them to an
alternate location. First he'll ask if they're guests of the master. If they say yes, he'll
offer to escort the party to Escher's tower. If they say no, he'll tell them they shouldn't
be in the underground and will offer to escort them to the front door.
• However, Cyrus has no intention of helping the party. He's insanely paranoid and
knows the best place for strange guests is in the dungeon, for someone else to deal
with. He has no intention of incurring the master's wrath by believing strangers.
• It's a Trap!
• Cyrus will attempt to trap the party in the water-logged dungeon using the various
traps.
• He might lead the players to K81, the long hallway with the trap that slides
the players down to that one cell. If he goes this route, he'll try to send the
strongest PCs out front, so that they step on the trap first and fall. If they
activate the trap, Cyrus will attempt to shove the weaker back line PCs onto
the trap after. He might do this by saying that, "Nononono, the webs here are
itchy and I don't like, do not LiKE them, nonono. You! You are big. You go
first! Beat them back so itty bitty Cyrus doesn't itchhhhh."
• Cyrus might otherwise lead the party to K73, with the water portal traps. He'll
try to maneuver the party using the same crazy talk.
• If the entire party isn't dumped into a cell, the remaining PCs might get angry and try
to attack Cyrus. If you have to roll initiative, fine. But tactically, Cyrus does not
fight. He runs. He does everything he can to get the players to chase him to the other
trapped location. So if he starts in the hallway, he'll try to run around to K73 and get
his pursuers to fall into the traps, and vice versa. You might want to modify his stats
to have 35ft of movement or something to keep him ahead of the party.
• Also, it's possible the party refuses to follow Cyrus in the first place. If that's the
case, he'll try to goad the party into chasing him anyway, so that he can hopefully
trap them. "Intruders! Wake the house! Wake upupupup! Gotta get the big boom!
Gonna make you all go splaatttt!" These are idle threats, but if the party goes, "Oh
no, we have to stop him!" then you're doing something right. ;)
• The Hag's Eye
• On a final note, I wouldn't include the hag's eye. Ideally, the coven was dealt with
ages ago and are no longer a story point. The eye pendant seemed redundant to me.
Rahadin
Rahadin is one of the few characters I didn't alter very much in my campaign, but not because I
found him perfect as written, but because I simply didn't find him very interesting.
• Mr. Evil Pants
• There's no question that Rahadin is evil. He didn't like his own race, so he aided King
Barov in a war against them that nearly made them extinct. He then served as a
powerful General in King Barov's armies, slaying countless people in battle with
enjoyment. And then he killed all the women of the remaining dusk elves to ensure
their extinction.
• But why? The only reason we're given for Rahadin's terrible deeds is pure sadism
and a strange, one-sided loyalty to the Zarovich line. And maybe that works with
more minor characters, like Volenta Popofsky, but Rahadin is clearly supposed to be
a more prominent character in the game. But as an archetype, he just seems like a
more shallow version of Strahd. He doesn't have any reasons for his behavior or a
goal that he's aiming for. He simply exists to be a murder machine and twirl his
mustache behind Strahd.
• So Rahadin is evil. The PCs get to kill him . Yay. I find this incredibly boring.
• A Personality Overhaul
• In my own run of CoS, I barely used Rahadin. He showed up a couple times to be
evil and monotone and then the PCs finally killed him and things moved on. He was
one of my least favorite villains in the campaign and it showed.
• But of course that's not okay. If we can make characters like Fiona Wachter more
interesting, surely we can do something for Strahd's bad wannabe. What I've done is
try to give some motivation to his actions.
• Altered Backstory
• Paved With Good Intentions
• The first of Rahadin's crimes is his betrayal of the Dusk Elves. According the
book, he aided King Barov in obliterating his own race during the King's
conquest wars.
• Instead, let's say that the wars had already been going on for a while and that
the Dusk Elves were clearly losing. Rahadin was part of their High Court and
a general for the elvish armies. He knew that their defeat was imminent and
pleaded with the Dusk Elf royalty to surrender. But the current Dusk Elf ruler
refused to listen, preferring that the war go on to the bitter end.
• Rahadin was a pretty good general and he knew the high casualty cost that
would incur if the war continued. So he went to King Barov and negotiated a
truce with the human ruler. Rahadin lead Barov's armies into Dusk Elf
territory and the elvish royalty was executed. The Dusk Elves hated Rahadin
for his betrayal, but as far as Rahadin was concerned, at least they were alive
to hate him.
• With nowhere else to go, Rahadin joined King Barov's court as a military
advisor and did his best to steer the human armies away from anymore
bloodshed to his people.
• Patrina Velikovna's Influence
• Eventually, King Barov died and Strahd took over. Rahadin continued to
serve him.
• When the Dusk Elf enchantress, Patrina Velikovna, came to court, she
intended to seduce Strahd into an alliance. She hoped to marry and then
outlive Strahd (either by murder or simple old age) so that she could use
Strahd's entitlements to see the Dusk Elves restored to their former glory.
• As Chamberlain, Rahadin was able to uncover Patrina's plan and did his best
to advance her efforts in service of their people. The two became secret
confidants. But instead of Strahd being charmed by the lovely Patrina, he saw
right through her seduction. Luckily, he knew nothing of Rahadin's own
betrayal and told his Chamberlain of his rather horrible plans for Patrina.
• Rahadin panicked. He quickly recruited Tatyana to court in an effort to
distract his master from Patrina. And fortunately, it worked. Strahd's failed
pursuit of Tatyana gave Rahadin enough time to sneak Patrina out of the
castle and arrange the exodus of of their people out of Barovia, using the
Vistani as transport. But before they could escape, Strahd became a vampire
and the mists descended on Barovia.
• The Annihilation of the Dusk Elves
• Strahd, a newly made vampire who just saw his beloved torn from his grasp,
was mad with fury and eager for vengeance. He intended to punish Patrina for
her attempted manipulation, but found her gone. What was left was Rahadin's
betrayal.
• Through a bit of interrogation, Strahd finally understood the depths of
Rahadin's loyalty to his people. So Strahd offered Rahadin a choice: Either all
the Dusk Elves would be executed for their treason, or Rahadin could execute
half of them (the women, in honor of Patrina's own betrayal) himself. It was a
horrible, impossible choice, but in the end Rahadin did what he could to give
his people a chance.
• Rahadin went to the Dusk Elf encampment and executed the female populace.
The Dusk Elves already considered him an evil traitor, so he could play the
role again, he figured. He could endure their resentment. But worst of all was
Patrina. Right before her death, Patrina cursed Rahadin for his supposed
deception, breaking their friendship. She used a surge of powerful sorcery to
ensure that the angry voices of the dead would follow him ever more.
• Rahadin Now
• Rahadin is an older elf that loves his people, but has spent the majority of his lifetime
with their disdain on his shoulders. He's made decisions and done terrible things
because he consistently chose the greater good over individuals.
• Though this revision makes Rahadin much more sympathetic, it's important to note
that he is still definitely not a pure good guy.
• Yes, he betrayed the Dusk Elves during the war to save lives. But he still
betrayed them. He swore fealty to to the elvish rulers and then broke his
word. An honorable PC might object to this. Is it worth dying for honor? Just
because Rahadin decided it wasn't does not mean it was unambiguously the
right thing to do.
• Yes, Rahadin killed all the Dusk Elf females so that Strahd wouldn't kill the
whole race. But he still walked into their camp, and executed them. He wasn't
under an enchantment and he wasn't crazy. He made a choice and murdered
dozens of women and young girls in cold blood. You could just as easily say
that standing by their side and dying with them would have been the right,
loyal thing to do.
• Rahadin bares a great weight on his shoulders. But while he feels terribly about the
things he's done, he does not regret his actions. He cannot afford to regret them, for
risk of a complete mental break. And the constant screaming of the dead does not let
him trance well.
• For the duration of the campaign, Rahadin obeys Strahd. He's been mentally beaten
into submission and fears reprisal. However, it is possible to convince him to help the
party if they offer to help the Dusk Elves in some way, in particular with the ability
to resurrect Patrina. On the other hand, if the players make no overt comments about
the Dusk Elves, Rahadin will defend and fight for Strahd as he has done for
centuries.
Strahd's Location
Way back in my Tser Pool post, I recommended that you stack the deck a little on the card reading,
so that the final battle with Strahd would begin either underground or in the castle spires. That way,
players have to actually traverse and explore the castle a bit before showing down with our resident
boss. Ravenloft is a wonderful location and traditional to dnd in general, so skipping some
exploration in favor of an immediate fight never sat well with me.
If you go a similar route, remember that Strahd does not need to stay in that location. Eventually,
he'll finish whatever business he has in whoever's crypt or whatnot and go confront the players. By
the end of the campaign, you hopefully have a decent handle on pacing and know when it's the right
time to begin the big showdown. Trust your judgement. Or, if it helps, trust Strahd's judgment.
Strahd knows when it's time for the gloves to come off. ;)
Before the Battle
• Everything So Far
• At this point, your players have finished their exploration of Castle Ravenloft. Or, at
the very least they've done as much exploration as you can feasibly allow them
before Strahd gets pissed and comes to them.
• Maybe they did the Heart of Sorrow side quest. Or maybe they've had an
awkward dinner with a bride or two and slayed them. Maybe they tracked
down Gertruda and successfully got her to an exit point.
• Or perhaps you went with an alternative flow for Castle Ravenloft. Perhaps
the party arrived for a wedding and now everyone is gathered in the chapel.
Or maybe they stormed the castle with a peasant mob behind them singing,
"Kill the Beast!"
• No matter how the players have gotten here, they now encounter the Lord of
Ravenloft and are ready to fight.
• A Calm Prologue
• Unless by some miracle your players manage to sneak up on Strahd (I honestly can't
even imagine the planning and skill that would allow such a thing XD), Strahd will
confront the players openly.
• Note that I'm not talking straight stealth rolls here. Sure, a party with
invisibility + pass without trace can beat Strahd's passive perception pretty
easily. But do you really think a man like Strahd would allow such a thing? If
Strahd is in a crypt mourning his mother and hasn't set alarm, a first level
spell for goodness sake, on the entry way, then you are doing something
horribly wrong. And let's not forget the variety of other divination spells
Strahd might use to protect against known assassins in his home.
• What I'm saying is that PCs should not be able to sneak up on Strahd unless
under extreme circumstances. If your players have been plotting and planning
for several sessions with other NPC/NPC factions for a surprise attack, then
maybe they'll get a shot. But a Rogue saying, "I hide!" should do feck all to
earn a surprise turn on Strahd flippin Zarovich.
• Instead, what I would highly recommend is a very calm meeting that has an almost
business-like undertone. My own players had been in the castle for over a day when
they finally met Strahd. Strahd grew tired of them wandering around and had a
servant lead them to his study in K37. There, he had them each given a shot of
expensive brandy ("You needn't worry. You have proven yourselves worthy
adversaries. I would not do you the dishonor of feeding you poison.").
• He and the party then exchanged a few (un)pleasantries before he concluded in a
little pre-written monologue. In that monologue, I calmly detailed the crimes that the
party had committed in the castle, lamented about the untimely death of the brides
they had killed (Ludmilla and Gertruda, which was an unfortunate accident lol), and
finished by telling them that his patience was at an end.
• "While your escapades in my realm have been entertaining, I'm afraid I can
no longer allow your crimes to go unpunished. I, Count Strahd von Zarovich,
son of King Barov von Zarovich, sentence you to death." Strahd gently
places his wine glass on the end table beside his chair. Then, head held high
and never breaking eye contact, he rises. With a quick, steady hand, he draws
his sword. "Shall we begin?" Roll initiative.
• Why a Calm before the Storm?
• I personally like this kind of prelude to the final battle for several reasons. The main
reason, however, is that I feel it is an excellent show of Strahd's personality.
• No matter how horrible the situation or chaotic the surroundings, Strahd is
confident of his own victory. Even if the peasant mobs are ransacking the
castle, he is not worried. Even if the Heart of Sorrow is gone or if Ireena
stands against him, sword in hand, Strahd knows he will win. He has nothing
to panic about.
• Strahd's complete confidence can serve to both infuriate and unnerve the
party. They're here to kill Strahd, after all. So why isn't he at least visibly
preparing? Is he really that powerful? They may be level 14ish, but perhaps
they're still completely outmatched. That sort of mental game is a very Strahd
thing to do.
• Additionally, a direct confrontation plays right into Strahd's sense of honor.
As evil as he may be, he is an extraordinarily lawful individual. Meeting his
enemies face-to-face, as a gentleman might in a polite duel, is of more moral
value to Strahd than stabbing them in the back, especially when he believes
he can win.
• Yes, this is a bit more specific advice that I usually give. But it worked very very well for
my campaign.
• It's absolutely okay to come up with an alternative however. Or, you might wish to alter this
scenario for a different location in Ravenloft. The point is, I feel that a calm, collected
introduction to the fight feels more thematically on point than Strahd bursting into a rage or
sneaking up to shank the players. Plus, what grand finale is complete without a bad guy
monologue? ;)
Becoming Strahd
This is perhaps the single most helpful thing I did to prep for the final boss battle: I stopped
thinking of it as a fight between my players and a NPC. No, for this particular battle, it is you, the
DM, versus your players. In this single instance, you are not the DM with a thousand characters and
plot points to remember. Your player-character is Strahd von Zarovich and your mission is to win.
Talk about method acting. XD
• Strahd, the All-Knowing
• This particular mindset works for many reasons. For one, Strahd is a very
controlling, over-powered ruler. Strahd has been watching your players since the
beginning of the campaign. He knows who they are and he knows how they fight.
Strahd knows when the PCs were scared and he knows when they were confident. He
knows their favorite spells and the battle tactics they fall back on.
• Strahd knows your players. And guess what? So do you. In real life, you have
probably seen their character sheets. You know the combinations of traits/attacks
they favor. You know that one has a spell save DC of 19 and another still has a
negative modifier on their strength.
• While you've had to pull your punches before to stay in character (a rabid wolf will
likely attack the nearest threat, even though that threat has a super AC compared to
the mage standing a few squares away), but now you most certainly do not. If Strahd
is not prepared to the nines for a fight with your players, then you are playing him
wrong.
• So plan.
• Pick out spells for Stahd you know your players will have a hard time with.
• If you know the rogue and cleric PCs have a wicked combo, make a plan to
separate them.
• Which PC has that stupid sunsword? How many ranged spells/attacks do you
have to compensate for it? Or maybe you can inform some minions to wear
that PC down?
• The point is, Strahd is a centuries-old, battle-hardened war time General. If you
haven't sat down and really come up with plans A, B, C, D, and E, this won't feel like
a proper Strahd-battle.
• It's Your Castle
• Similarly, study the map. I'll say it again: study the map. If you took my advice and
went through all that trouble to color-code the staircases and figure out some top-
down maps, you're already half-way there.
• Strahd has lived in the same castle for hundreds of years. He oversaw its construction
for goodness sake. Strahd should know where each and every door leads by muscle
memory alone. So use that knowledge.
• Even if players acquired the blueprints to Ravenloft or a similar map, they won't
know the place like you do. They don't know where the traps are or that the basement
is filled with water. They'll have trouble navigating in mist-clogged rooms. You
won't.
• And it's not like the players will have the chance to study Ravenloft's map mid-turn.
If they studied it prior to the whole fight, you can have them roll a history or survival
check to remember general layouts or directions. But no player is going to know the
castle like Strahd does.
The Flow of the Fight
A really good, final boss battle has stages. If you've played a video game or two, you likely know
what I'm talking about. You fight the monster and during the fight, break the creature's magic stone,
and suddenly it sprouts wings and gets a whole new attack pattern. Yes, maybe that sounds a bit
cliché, but it works better than you'd think, especially in a dnd game. Technically, we've already
seen this in CoS. Mid-way through the fight at Yester Hill, the treant comes alive. When Baba
Lysaga loses too much health, her hut pulls up its roots and starts wrecking havoc. If it was cool
then, why doesn't Strahd have a cool stage or two?
With all that said, here's how I recommend the final fight goes down.
• Stage 1: A Gentleman's Duel
• For the first part of the fight, Strahd's tactics should actually be rather restrained. He's
not going all out and he's not willing to cross a couple lines.
• For instance, he avoids the person wielding the sunsword and instead focuses on
separating and eliminating the less pesky PCs. Additionally, he's using his sword,
even though his claws are just as mechanically effective. But it looks proper and
regal to use a sword.
• Strahd sort of dances around the party, using a hit and run method to whittle them
down. He doesn't use fireball in the middle of his study, for instance, because he's
still concerned about the neatness of his home. And he deals enough damage to be
scary, but hasn't really dedicated himself to absolutely wrecking the party yet.
• It's during this stage that Strahd is more likely to use his Charm ability as well. He's
trying to resolve the fight in the most calm manner possible. And Charm is one hell
of an ability.
• Lastly, during this first part of the fight, Strahd is avidly avoiding fighting or injuring
the Tatyana reincarnation, be that Ireena or a PC. Though this character is trying to
fight him, he's still trying to win her heart. Strahd might even be having a
conversation with her between turns, which grows increasingly irrational and
desperate.
• "These people are poison, my love!" "I would give you the world!" "Don't
you see? I would never make you pay for the sins which are theirs."
• Stage 1.5: Tatyana's Rejection
• At a certain point in the fight, Tatyana's rejection finally sinks in. This happens in
one of two ways:
• Tatyana Dies
• During the fight, Ireena, the NPC, is killed. If Strahd isn't actually attacking
her (which he isn't), this happens due to some accident or another. Maybe she
throws herself in front of a PC to save them. Whatever. Ireena dies.
• Or, if Tatyana's incarnation is a PC, she dies through some similar accident.
There are area-of-effect spells, big falls, additional minions in the castle, etc.
In dnd, it's not impossible for the Tatyana PC to be killed in this fight, even if
Strahd is actively avoiding harming her.
• So Tatyana dies, stolen from Strahd yet again. And he is enraged.
• Tatyana Completely Rejects Strahd's Love
• This is by far a more interesting option than Tatyana dying as a by product of
the fight. Imagine it: There's a lull in the fight, and finally Ireena or the PC
just breaks. She tells Strahd something along the lines of, "You are a monster
and I will never love you!"
• And for the first time in the whole dang campaign, Strahd takes a step back
and believes her. Except, in true abuser fashion, he doesn't blame himself.
Instead, he's angry with her. He was soooo sure that this time would be
different; that this reincarnation would love him. And yet, everything fell
apart.
• So give Strahd another mini, enraged monologue. Shout at
Tatyana/Ireena/thePC. Tell her things like, "I have given you everything! And
still you judge me? You call me a monster!? How dare you! Do you realize
how little your words matter? If you do not love me now, then you will in the
next life!" He takes a little step back and starts to laugh. Like one of those
deep laughs that comes from cynicism mixed with pure hatred. And then he
says something like, "You think me a monster? I will show you a monster."
• At this point, Strahd purposefully drops his sword and he transforms a little. The PCs
hear his bones cracking as his fingers elongate into claws. His face contorts, growing
more gaunt in the cheeks and more prominent in the jawline as his teeth seem to
sharpen and protrude. The whites of his eyes flood black, making his red eyes seem
to glow. He basically undergoes the change in the art below.
Strahd Mechanically
Let's take a step away from that more abstract advice and talk about mechanics.
• A Note on my Suggestions
• As written, Strahd is not strong. His stat block is... okay. But if you've taken my
advice and upped the level of the campaign to about 14 or 15, Stahd's stats are just
plain weak. And then if you throw in something like the Sunsword.... well, he just
doesn't read as a boss at that point.
• That being said, the following adjustments are my suggestions for a level 13-15
party of about 4 PCs. But I am by no means an expert on CRs in dnd. So I very
much encourage you to take my advice and pick and choose what you feel would be
best for your game.
• Additionally, the following assumes the party only has the Sunsword. I reworked the
Symbol of Ravenkind in my game as a key towards consecrating the Fanes and it
was lost once the Fanes were restored. You can find more information on that in this
Post. If you do have the raw Symbol in your game, along with any other sunlight
creating items, additional adjustments might need to be made to your Strahd build.
• Stats
• Upping stats is the most basic and uncreative way to make an enemy more difficult.
That being said, sometimes you do need a bit of adjustment.
• HP
• As written, Strahd can be easily killed in a single round if he's cornered. So
firstly, make sure he's never cornered. XD But barring that, give him at least
enough HP that he can't be downed in a single round if you mess up. One
paladin spamming smites on multiattacks can wreck Strahd.
• The tentative amount of HP I'd give him is about 300-450, depending on the
average damage of your party.
• AC
• Strahd's AC is absolute BS. 16?? Please. Any PC above lvl 10 can dish out
attacks over 16 pretty commonly. I'd personally make his AC about a 19 or
20.
• Skills and Saving Throws
• I'd give him a plus to Athletics checks too. Vampires are strong, and he's the
boss man vampire. His 18 Str is fine, but I'd give him about a +7 to Athletics
and a +7 to Strength saving throws. That will help negate most tactical moves
against him, like grapples or shoves.
• Abilities/Traits
• Firstly, don't worry about Strahd's Shapechanger trait. It's not great in combat unless
you have time for pure fluff. So ignore it. Unless, you use it to hide. Transforming
into a tiny bat among swarms of bats is a good way to regen but stay close enough to
watch the party.
• Do not forget his 3 Legendary Resistances. This is one of the most powerful abilities
in dnd, especially against mage PCs.
• Spider Climb is old school vampire XD. And honestly, it can be pretty great if you
pay attention to the ceiling heights in the castle.
• I got rid of the 'stake to the heart' weakness.
• Regen/Sunlight Sensitivity
• These two traits are the two that you really need to keep track of, especially
with the Sunsword around. Even the other Vampiric Weaknesses are all but
negligible in the castle fight.
• Firstly, Strahd has to be IN sunlight for it to hurt him. He takes a whopping
20 points of radiant damage at the start of his turn from it. AND it gives him
disadvantage on attack rolls. So for fecksake, if you start a turn in sunlight,
use your movement to first get out of the sunlight.
• And then, if you've taken that Radiant damage, not only do you not get your
regeneration that turn. But you also don't have it the next turn either. Sunlight
sucks for Strahd.
• Misty Escape
• I changed this ability to correspond with Strahd's connection to Vampyr and
therefore his immortality. In my version of Strahd, it reads as follows:
• "Strahd's connection with Vampyr makes him truly immortal. When Strahd
drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as
in the Shapechanger trait) instead of falling unconscious or dying. While he
has 0 hit points in mist form, he travels to his coffin and reverts to his
vampire form, unconscious and paralyzed. Strahd wakes with full hit points
the following dusk."
• Additions
• I would also add the following traits to Strahd's stat block:
• Magic Weapons. - Strahd's attacks are considered magical for the sake of
overcoming resistances.
• Unholy Persistence. - Strahd is immune to effects that turn undead.
• Actions
• Attacks
• So at this point, I actually haven't done much to increase Strahd's difficulty.
He's got a larger pool of HP, a bit more AC, and the ability to stop grapples.
But really, that's not much to a party of lvl 13-15 players.
• I'm a big believer in tactics. The majority of the raw Strahd block can work
pretty well if you use his abilities strategically. But, if you really are
concerned he may be too easy, I wouldn't up his + to attacks and/or his
damage. Instead, just give him another multiattack. It's way less to keep track
of.
• Sword or Claws
• Most images we see of Strahd show him carrying a sword. And yet his stat
block only shows his unarmed attack. So what's the difference?
• For the sake of simplicity, don't give them a difference. Really, it's just fluff.
Strahd using a sword has a sort of eloquence to it. And we know how much
Strahd prides himself on his gentlemanly nature. So he uses his sword for a
while, but starts using his claws when he starts fighting more monstrously.
But all the stats are the same so you have less to keep track of.
• Charm
• Strahd's Charm ability is actually pretty broken for an end game fight. It
requires a single wisdom save to resist, and once you've failed, you don't get
to make any other saves unless Strahd is stupid enough to attack the person
he's charmed. The charm isn't concentration based and if Strahd fails to charm
a target, he can just try again the following turn. And when charmed, you're
charmed for a full 24 hours before it wears off without the ability or
opportunity to shake the charm. Theoretically, all Strahd has to do is bait the
party for a number of turns and charm them all, one at a time, to win.
• So, we need something to negate this effect. The smart thing to do would be
to give the players some kind of resistance as a boon from restoring the
Fanes. Something like, "Blessing of the Forrest Fane - The Seeker has seen
your worth and offers you her thanks. When you use this ability, you become
immune to the Charmed effect for 1 hour. This ability recharges after a short
or long rest."
• Beyond giving the players a way to thwart Strahd's Charm ability, you can
give an additional mechanical out. Let the players retry their wisdom save at
the end of each of their turns when charmed. Something like that.
• Lair Actions
• If you're using a hardcover book, it's easy to forget Strahd's Lair Actions.
Don't.
• Lair Actions get their own turn on initiative 20 and even though Strahd is
technically acting, they don't count against his turn at all.
• The most important Lair Action by a flippin long shot is the first one, which
allows Strahd to phase through walls, floors, and ceilings without
interference. Combine that with some Legendary Movement (which doesn't
provoke op attacks) and do you know how easy it is to go all Benny Hills
with this ability?
• The other Lair Actions - taking shadows, opening/closing doors, etc. - are
pretty gnarly too, don't get me wrong. But in battle, being able to use all your
movement to phase through rooms is pretty invaluable.