DragnaCarta's Supplement: https://www.strahdreloaded.com/Act+I+-+Into+the+Mists/Arc+C+-+Into+the+Valley
Arculeus suddenly feels a wound open up. Prisca says she has medical expertise and can help him. The rest of the party can go on.
A great part of this chapter comes from the above supplement, but it has been changed in the following ways:
Road to the River Ivlis Crossroads
The journey from the village of Barovia to the River Ivlis Crossroads is ten miles; it takes three and a half hours
The scouts are scouting for recent zombies who are a threat to the village, in order to keep an eye out for them. They explain that they are probably the remains of the revolt one year ago. This happens near the River Ivlis Bridge, where some loose barricades have been set up.
Art: https://jamesrpgart.com/wp-content/uploads/2023/01/River-Ivlis-Bridge-Night-Thumbnail.jpg
The zombie encounter happens in the forest. They are old and decayed and slump around the river Ivlis. They are remains of the revolt one year ago. They can be seen from a distance. Encounter:
5 normal Zombies
One of the zombies is armored in some sort of scrapped chestplate (AC 14) with the symbol of the morninglord and seems to have several vials on his body (two potions of holy water and two healing kits). His name is Nadavich.
One damaged zombie which has a bundle of 20 silvered crossbow bolts and a broken light crossbow strapped to his back.
River Ivlis Crossroads
Image of the Black Carriage: https://i.ytimg.com/vi/GBYpseHOcq0/maxresdefault.jpg
Music for Strahd: https://www.youtube.com/watch?v=ICn_Dg09-5A
Black Carriage Entrance
As you approach the Ivlis Crossroads, a chilling sight halts you in your tracks—a sleek, black carriage, its polished surface gleaming ominously in the dim light of the woods. The carriage is drawn by two massive, coal-black horses with fiery red eyes, their breath visible in the cold air. At the reins sits a figure of unsettling elegance, his pale skin and flowing blond hair stark against the dark surroundings. He glances at you with an air of calm indifference, not arrogant but distant, as if your presence is of no particular consequence. Still, he gently pulls the horses to a stop, as though simply pausing to acknowledge your presence before continuing on his way.
The driver then releases the reins, steps down from the coach box, and moves to open the side door of the carriage, bowing deeply. A moment passes—and then a man steps out from the carriage.
He is Ancient, he is the Land.
He is tall, gaunt, and dressed in finery befitting a man of aristocratic, even royal stature. A black cloak is pulled neatly around his shoulders, tied at the neck by a blood-red brooch. A longsword rests ensheathed at his hip, its polished hilt gleaming beneath the dim light. His scarlet tunic is worked with intricate designs, and his hair is pulled back into a sharp and immaculate widow's peak.
His eyes are dark, and as he moves to adjust the ruby at his neck, you see that his fingernails form long, elegant claws. It's only then that you realize that his skin is pale—unnaturally so - and that his eyes glint with a deep, intelligent hunger.
After a moment:
Ireena rocks backward, as if slapped. She averts her eyes from the man's gaze, her entire body tightening. "Impossible, it's daytime!" The man's gaze rests briefly on Ireena, and he smiles — though no warmth reaches his eyes. "Lady Kolyana," he says. "What a pleasant surprise." He then turns his gaze to you.
"Good day," he says. "I am Count Strahd von Zarovich—and it is a pleasure to finally meet the newcomers to my domain. My friends have told me so much about you." His eyes linger over each one of you in turn, regarding you like a cut of meat weighed at a market.
Greeting all players:
Arculeus: Decrepitude does not suit your bold eyes well. What a tragic fate it is to see your own strength withering away, day by day. I myself know that fate all too well.
Beelze: A man who whispers to bugs—i can't help to wonder; what secrets could such creatures possibly hold? + You think the insects work for you, yet from their point of view, you are just another cog in their hive.
Clever Scarf: Clever Scarf... you must be quite the mystery to dress in riddles.
Hýr: A child with a massive blade. It’s a sight both unusual and, i find myself thinking, oddly compelling.
Letov: Bravery suits you, Letov. But even a single brush with death should teach a man not to test its patience too quickly.
Prisca: Your persistence intrigues me most of all, Prisca. Few return to the fray after losing everything. I had thought the loss of your companions would break your spirit for good. Yet here you stand, defying the fate that claimed them. Perhaps there is more strength in you than I first believed…
Phant: A wizard with no book, only wands? Your reliance on them is charming. I wonder what your limits are.
If Ireena is present, Strahd then asks if “Lady Kolyana” has properly introduced them to his domain, and apologizes for any “folktales” his subjects may have shared about him.
If the players ask about Strahd's driver, Strahd introduces him as Escher, "my coachman and cupbearer." Escher does not respond to the players’ questions or statements and simply stands demurely at Strahd’s side.
Death House
As the conversation progresses, Strahd notes that he's heard "such wonderful things" of the players' exploits at "a certain old house at the edge of my domain." Strahd then makes brief reference to the players' actions in Death House, sardonically lauding their "fierce and fiery valor." If the players ask about the nature of Death House, or its purpose in bringing them to Barovia, Strahd smiles coldly and says only, "The souls of the damned are tragically twisted things. Do not linger upon their madness." Strahd asks them if they have received his gift.
The Burial
Strahd says that it seemed Rahadin was not welcome at the funeral, and gives his apologies if he disturbed her mourning.
Strahd's Questions:
"Ismark Kolyanovich defied me by keeping his sister from me. Why should I, as his lord, not punish him for his disloyalty?"
"I have claimed Ireena Kolyana, and twice marked her as my own. Why should I not take her with me to Castle Ravenloft right now?"
"You are trespassers in my lands, and the last outsider that entered Barovia fostered sedition and treachery. Why should I not dispatch you now, just as I disposed of him?" (Strahd's question is referring to Dr. Rudolph van Richten.)
What is it you seek in Barovia? This land only attracts those who are broken. Perhaps I can help you on your journey.
Strahd frames each of these questions as a hypothetical. In asking them, his tone is inquisitive, curious, and at least somewhat amused. If the players despair at the prospect of answering these questions at all, Strahd notes, "I am not an unreasonable man. If there is some reason or rationale that I might have missed, then by all means do enlighten me." As the players attempt to answer his questions, Strahd delights in playing Devil's advocate, pushing back against their responses and probing at the holes in their reasoning. Ultimately, though, if the players' points are at least reasonably well-argued, Strahd is willing to accept them. (It should be fairly clear to the players, however, that he is merely humoring them by accepting their responses.)
He agrees to overlook Ismark's transgressions, so long as Ismark does not defy him or act counter to his will again.
He agrees to allow Ireena to depart the River Ivlis Crossroads safely. (Strahd will not grant a longer grace period than that.)
He agrees to refrain from judgment against the players unless they take action directly against his person.
If the players appear to doubt Strahd's fidelity to his concessions, he promises, "Fear not, dear children. I am no liar. We both know deception is for the weak."
When the players have answered all of Strahd's questions to his satisfaction, his eyes linger on Ireena, he can be seen thinking, and he tells them: "You carry with you someone that is very dear to me. I wish to see if you can protect her if the need arises.". He then sends out an encounter:
Strahd got a special brew from Hyr.
Strahd's Challenge
Intro music: https://www.youtube.com/watch?v=KfCzf1kWOUc&list=PLCQUPkvDG0C9DD_qNDuW_0wx-uJY-yWw3&index=45&ab_channel=Cowhale
Combat music: https://www.youtube.com/watch?v=z2iSqQWGFxA&ab_channel=RPGMusicMaker-TravisSavoie
"So, you think you can protect her? Very well... Show me"
With a slow, deliberate wave of his hand, four wolves emerge from the shadows of the trees, their eyes glowing in the dim moonlight, their low growls rumbling like distant thunder. Then, two more. The six of them close in, slowly tightening the circle around you, their teeth bared and hungry. Strahd watches, amused, but then, as if considering a thought, he raises a single finger. The wolves pause, their snarling fading into an uneasy silence.
As Strahd looks towards the woods behind him, a large four-legged shadow steps out of the woods. It is a wolf, as tall as a horse and as muscular as a bull. With a faint, amusant smile on his lips, he reaches out with a pale hand, and with an unsettling intimacy, he runs his fingers through the wolf's thick, matted fur. "You wish to protect her, do you?"
With a swift motion, he brings his wrist to his mouth, and with a sickening crunch, bites down, tearing open his own flesh. Dark crimson blood flows freely, and the dire wolf snaps its jaws open, eager and obedient. Strahd then allows the blood to drip into the wolf's mouth, each drop hitting its tongue with a hiss like hot iron on cold water.
The wolf shudders violently as it drinks, its body rippling with unnatural energy. Its eyes turn a deep, glowing red, and its fangs lengthen, dripping with fresh saliva. The beast’s muscles bulge, its fur seems to darken, and a low growl emanates from its throat, filled with a new, terrible hunger. The ground beneath your feet seems to tremble as the wolf turns its now blazing gaze upon you, its lips curled back in a snarl. It steps forward, —empowered by the blood of the Count.
And in the wolves' uneasy stillness, you hear Strahd's soft, mocking laugh, carried on the cold wind that seems to chill you to your very bones. He puts down his finger.
6 Wolves
1 Dire Wolf, which he feeds some of his blood (see homebrewery)
Strahd may intervene, especially if one attacks Ireena
If they win, Strahd remarks they are fit for protecting Ireena for now.
Strahd Leaves
Strahd bids them farewell and steps back into the black carriage. ("Rest well with the knowledge that you have entertained me well"). As he does, Strahd’s dire wolves—including one for each player plus Ireena—emerge from the woods, if they haven’t already, and move to flank the carriage. Strahd notes that he and his “friends” shall see the players again—perhaps very soon. The carriage and the wolves then depart for Castle Ravenloft.
Its 17:00 (crossroads).
The Hanged One
Art: Image of the Crossroads: https://i.redd.it/ughrtpeysph31.jpg
The character hanged from the gallows should be the character who was the rudest to Strahd or the least cooperative with his questions (Letov).
Path to the Tser Pool
The journey from the River Ivlis Crossroads to the Tser Pool Encampment is five miles long and takes about one and a half hours.
Skip the strix encounter. It instead happens after Tser Pool.
Tser Pool
Music & Image: https://www.youtube.com/watch?v=bsuF-HNoTqk
The vistani, one woman in particular (Anna Bisyana) sell up to 2 dark purple potions called Mist-Travel potions for 1000 gp each.
Another vistani (Eliza) is a spy for Strahd.
There are some vistani, one of which (Kodavir Yorovich) tells a story:
A mighty wizard came to this land over a year ago. I remember him like it was yesterday. He stood exactly where you're standing. A very charismatic man, he was. He thought he could rally the people of Barovia against the devil Strahd. He stirred them with thoughts of revolt and bore them to the castle en masse. When the vampire appeared, the wizard's peasant army fled in terror. A few stood their ground and were never seen again.
"The wizard and the vampire cast spells at each other. Their battle flew from the courtyards of Ravenloft to a rocky outcrop overlooking the falls. I saw the battle with my own eyes. Thunder shook the mountainside, and great rocks tumbled down upon the wizard, yet by his magic he survived. Lightning from the heavens struck the wizard, and again he stood his ground. But when the devil Strahd fell upon him, the wizard's magic couldn't save him. I saw him thrown a thousand feet to his death. I climbed down to the river to search for the wizard's body, to see if, you know, he had anything of value, but the River Ivlis had already spirited him away."
Kodavir urges them to go to Madam Eva's tent:
Madam Eva's Tent
Magic flames cast a reddish glow over the interior of this tent, revealing a low table covered in a black velvet cloth. Glints of light seem to flash from a crystal ball on the table as a hunched figure peers into its depths. As the crone speaks, her voice crackles like dry weeds. "At last you have arrived!" Cackling laughter bursts like mad lightning from her withered lips.
Arculeus (The Broken One)
Madam Eva pulls the Broken One card from your grasp, her eyes narrowing as she studies it.
"Ah... the broken one. The card of guilt, and a lost soul. You once walked in a dream, but the dream is gone. You have seen friend and foe die in lands beyond this one. The card refers not to your body, but your soul. To mend it is a journey you must undertake in these bleak lands. Mend yourself from the core: you must find purpose once again."
"Your presence is tied to these lands. It is said that the Count is ancient, and he is the land. It is you, and only you, that can seperate those bonds. Once, three, not one, used to rule these lands. Peace may only reach you when these three are restored. You can recognize their defiled remains: three circles, in the forest, swamp and mountains."
"Remnants of your past still surround you. The soul of your closest companion is finding purpose itself. Your fates are intertwined, and you will endure. As long as you are together, both of you will find your souls strengthened. Stray from each other, and your destinies become fickle. There are those who will wish to seperate the bond between you, like the devil himself, and the man who stopped running but still hunts. Good luck, broken one, and may your broken soul not tarnish further."
Beelze (The Missionary)
Madam Eva pulls The Missionary card from Beelze’s grasp, her eyes narrowing as she studies it.
"Ah... The missionary. The card of faith and purpose. Suffering marks your bloodline and your life. Yet in that suffering is purpose. The land your ancestors once cherished is no more—its fate shrouded in secrets long buried, secrets that lie hidden in a tome you must seek. Pieces of this truth are scattered like dust, waiting to be gathered and restored."
"A boy, not yet a man, holds part of the key you seek. He is bound by royal blood, and he toys with forces beyond his control. The boy hides the tome, even from those closest to him, for it hums with forgotten truths."
Her gaze drifts towards her crystal sphere, her voice soft but weighted. "The earth here is scarred, yet not dead. Lost things still carry the power of rebirth, their magic rooted deep in forgotten soil. You shall find out in the tome."
She leans forward, her voice low and cryptic, "Your suffering has led you here, not by chance, but by fate. The powers that hold sway in this land have shaped your path for reasons you do not yet understand. Their purpose is not your redemption, but darkness. Follow the trail of the past, and decide the fate of realms; for that power will fall into your hands."
Clever Scarf (The Beast)
Madam Eva draws the card from Clever Scarf’s hand, her eyes narrowing as she looks upon The Beast.
"Ah... The Beast. This is a card of twisted fates, of the wild and the feral. You search for blood, bound by an oath made long ago. A promise which can be fulfilled in a place where the light does not warm, where those who heal also wound. In a village that sits on the edge of all things—there you will find that which you seek."
She leans closer, her voice dropping into a conspiratorial whisper.
"But the gates remain closed to you. The way forward is locked behind barrels that have not flowed for a season. Wine is the key to your entry—remember this when the road seems blocked. But be wary... there are eyes in the wild, a watcher, whose roots sink deep into this land, and whose roots hold thorns and lies.
Her eyes darken as she finishes, "The Beast is not only in what you seek... but in you, and in the path you must tread. Your promise still binds the strings of fate, but the question remains—what will you break to keep it?"
Hyr ét Ûdun (The Berserker)
Madam Eva’s ancient hands hover above the card you’ve drawn, her sharp eyes locking with yours for a moment before she looks down. A strange, knowing smile spreads across her face as she traces her fingers over the worn edges of the card.
"The Berserker. The card of anger and violence. A burden has been laid upon you, child of fury. A weight passed down by those who wished to silence a great darkness, but instead... they only fed it. You are tied to the land, to the beasts that roam its twisted wilds. Blood calls to blood, and soon that call will be impossible to ignore."
She leans closer, her eyes darkening with intensity. "To be free, you must face the one who holds the chain. A creature whose form shifts like the shadows of the trees, whose bloodline is stained with the same anger that claws at you. This chain can be broken... but the one holding it watches, waiting for your strength to grow, and when you are at your strongest, he will come for you."
Her gaze lifts toward the horizon beyond the tent, as if seeing something far away. "When the time is right, and the breaking of the chains grow near, you will know him. Seek him where the beasts gather and the scent of blood hangs heavy in the air. Only by confronting the one who holds your chains can you claim your true strength."
Letov (The Executioner)
Madam Eva takes your card from his grasp with a deliberate, steady hand. Her gaze lingers on your face for a moment, as if reading the shadows of your past. She flips the card over, revealing The Executioner. Her eyes narrow slightly, and she nods slowly, understanding something unspoken.
“Ah, the Executioner. The card of blood and regret,” she intones, her voice a low, haunting melody. “Yours is a soul weighed by deeds not entirely your own… yet still, the blood stains your hands. But there is hope for even the darkest of sinners in this land of shadows. Redemption can be found, if you are willing to become a light against the encroaching dark.”
“Your card reveals to me the brightest hope in this land. I see you wielding it, and shining brightly upon this dark land. Seek the blade that shines like the sun, hidden away behind a symbol of faith… a shield of golden rays in a place where madness and mercy intertwine."
She raises a finger and taps the card. “There, you will find what you need — but know that this slumbering sword will not serve you promptly. It has slept in darkness for too long. It must be bathed in the glow of an ancient flame. For that, you must ignite the beacon that has long been dark.”
She leans closer, her breath warm against the cold night air. “There, Letov, you may find a path to wash away your sins… but be warned: the light that reveals also blinds, and the path of redemption is fraught with unseen dangers. Stray from your path, and your fate will be broken. Then, you will only be a husk that roams this land without hope, like all others.”
Pardonner Prisca (The Avenger)
Madam Eva takes your card, flipping it over to reveal The Avenger. Her eyes narrow, studying you carefully.
“The Avenger. It reeks of revenge, but also darkness. The blood of your fallen companions cries for justice, but there is more to this bloodshed than just a stray vampire. If you wish to avenge them, your companions, you must seek the grave of one long forgotten, the only champion of your Queen who ever walked these lands.”
She pauses, her gaze distant, then continues. "In a place where the soil is wet and the ground has swallowed hope, among the ruins of a village taken by the mist, a relic of light awaits. It lies buried, entombed with one who served your Raven Queen long ago. Seek this place of death and decay, where nothing thrives, and there you will find the power to strike down those who wronged you."
Eva’s voice softens, though the warning remains. "Vengeance, Prisca, is never a straight path. Beware the darkness it will awaken within you."
Phant Grimward (The Wizard)
Madam Eva reaches out with a weathered hand, and with a faint smile, she takes the card from your hand. As her fingers brush against it, her eyes widen, and a whisper of recognition crosses her lips. She turns the card over and reveals it — The Wizard.
“Ah, yes… The Wizard. The card of the seeker, the card of those who defy the natural order,” she murmurs, her voice soft but resonant. “You wish to defy death itself. To bring back a soul lost in the winds of the heavens, one still bound to this world.”
Her eyes bore into yours, as if searching for something hidden deep within. “There is another in this land who mirrors your longing — one whose sorrow matches your own. Seek the dusk-skinned one with haunted eyes. He lives in a camp beneath a cursed hill, among the ancient trees where the past never sleeps. He, too, dreams of returning what was lost… he, too, searches for a way back to the dead.”
She pauses, letting the weight of her words settle. “When you find him, he will guide you to a place of stone and secrets, a place where the light of day is forbidden to enter. There, amid the frozen and forgotten evils, lies the power to pull a soul back from death’s embrace… if you dare to claim it.”
Madam Eva closes her eyes for a moment, listening to something only she can hear. “But beware… that which can grant life may also take it. All things have a price.”
"This is what fate can offer you. The true way your path will go is something only time can tell."
After the Reading
The players level up to level 4 after the reading.
Return to River Ivlis Crossroads
The journey from the Tser Pool Encampment to the River Ivlis Crossroads is five miles long and takes about one and a half hours.
Strix encounter (from DragnaCarta's Guide)
Road to the Tser Falls
The journey from the River Ivlis Crossroads to the Tser Falls is twenty-two miles long and takes about eight hours.
Watchtower (from DragnaCarta's Guide)
The Ravine (from DragnaCarta's Guide). Maybe skip wolves? Otherwise, increase amount of wolves to 6 + 3 per round for two rounds. Also bats.
Tser Falls Revenant (from DragnaCarta's Guide)
Nightfall: March of the Dead
Muriel is following the party
Road to the Black Carriage
The journey from the Tser Falls to the Black Carriage is five miles and takes about one and a half hours.
Nothing of note happens.
The black carriage is gone currently (but its tracks are there).
Road to the Old Bonegrinder
The journey from the Black Carriage to the Old Bonegrinder is ten miles and takes about three hours.
Nothing of note happens.
Old Bonegrinder
Old Bonegrinder: https://5e.tools/adventure.html#cos,7
Old Bonegrinder Image & Theme: https://www.youtube.com/watch?v=ZY30efOxvf0
Old Bonegrinder Tense Theme: https://www.youtube.com/watch?v=D7BRIvfx-SQ
Fighting the Hags (Theme): https://www.youtube.com/watch?v=qyRcepQXYeQ
Forest Fane: https://docs.google.com/document/d/10SVH9t5yqS0XwvM7N7xQYpFY14djdTHnc7Ro9CMYCFg/edit?tab=t.0#heading=h.sf4k35skgy2y
Coven Spells
1st (4/day): Identify, Ray of Sickness, Sleep
2nd (3/day): Hold Person, Locate Object
3rd (3/day): Bestow Curse, Counterspell, Lightning Bolt
4th (3/day): Phantasmal Killer, Polymorph
5th (2/day): Contagion, Scrying
6th (1/day): Chain Lightning, Tree Stride
1st-level: 4
2nd-level: 3
3rd-level: 3
4th-level: 3
5th-level: 1
6th-level: 0
Ezmerelda: 20/82
Hag upgrades
DC 15
Melee: +8, 22 (4d8 + 4) damage
Con +6, Cha +6
Upon Player Defeat
The hags want to get pies into Vallaki, the players must do so (or get killed)
The players must leave something behind, choosing any medium worth Deals.
The players can make an additional deal for an improvement in a main stat, a special attack or spell they can cast.
Hag Deals
Your Final Breath: 1 Death Save (Letov)
Your Courage: Disadvantage on fear
Your Hope: Hopeless flaw (Prisca)
Your Swiftness: Disadvantage on initiative (Beelze)
Your Breath: Only heals half
Your Victories: Leaves all enemies at 1 hp (Hýr)
Your Heart: Suffering does little to stir me
Vilna the child was saved
Tom the child is still in the windmill
The Deep Woods
The journey from Old Bonegrinder to the Town of Vallaki is sixteen miles long and takes six hours.
Music: https://www.youtube.com/watch?v=Lz1WpoZR9YI&t=2791s
Run https://www.strahdreloaded.com/Act+I+-+Into+the+Mists/Arc+C+-+Into+the+Valley#C10.%20The%20Deep%20Woods
Run https://www.strahdreloaded.com/Act+I+-+Into+the+Mists/Arc+C+-+Into+the+Valley#C11.%20The%20Werewolves'%20Hunt
During the Werewolf's Hunt (wolf with dark red eyes), the werewolf sniffs at Hyr and tries to bite her.
After these encounters, the players enter Vallaki.
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