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INTRODUCTION
NDER RAGING STORM CLOUDS, A LONE This book is meant for you, the Dungeon Master,
l figure stands silhouetted against the an alone. We recommend you read the entire adventure
cient walls of Castle Ravenloft. The vam before attempting to run it. It assumes that you have
pire Count Strahd von Zarovich stares the fifth edition Player's Handbook, Dungeon Master's
down a sheer cliff at the village below. A Guide, and Monster Manual.
cold, bitter wind spins dead leaves about The Monster Manual contains stat blocks for most of
him, billowing his cape in the darkness. the monsters and nonplayer characters (NPCs) found
Lightning splits the clouds overhead, casting stark in this adventure. Descriptions and stat blocks for new
white light across him. Strahd turns to the sky, re monsters and NPCs are provided in appendix D. When
vealing the angular muscles of his face and hands. He a creature's name appears in bold type, that's a visual
has a look of power-and of madness. His once hand cue pointing you to the creature's stat block in the Mon
some face is contorted by a tragedy darker than the ster Manual. If the stat block is in appendix D, the adven
night itself. ture's text tells you so.
Rumbling thunder pounds the castle spires. The Spells and nonmagical equipment mentioned in the
wind's howling increases as Strahd turns his gaze back adventure are described in the Player's Handbook.
to the village. Far below, yet not beyond his ken, a party Magic items are described in the Dungeon Master's
of adventurers has just entered his domain. Strahd's Guide, unless the adventure's text directs you to an
face forms a twisted smile as his dark plan unfolds. item's description in appendix C.
He knew they were coming, and he knows why they
have come-all according to his plan. He, the master of
Ravenloft, will attend to them. Text that appears in a box like this is meant to be read
Another lightning flash rips through the darkness, its aloud or paraphrased for players when their characters
thunder echoing through the castle's towers. But Strahd first arrive at a location or under a specific circumstance,
is gone. Only the howling of the wind-or perhaps a lone as described in the text. Indoor and nighttime descrip
wolf-fills the midnight air. The master of Raven loft is tions are written with the assumption that the adventur
having guests for dinner. And you are invited.
ers are using a torch or other light source to see by.
RUNNING THE ADVENTURE
Curse of Strahd is a story of gothic horror, presented STORY OVERVIEW
here as a DUNGEONS & DRAGONS roleplaying game Adventurers from a foreign land find themselves in
adventure for a party of four to six adventurers of levels Barovia, a mysterious realm surrounded by deadly fog
1-10. A balance of character classes is helpful, since the and ruled by Strahd von Zarovich, a vampire and wiz
adventurers will face a variety of challenges. Each char ard. Using a deck of tarokka cards to predict their fu
acter class will certainly have its moment to shine. ture, a fortune-teller named Madam Eva sets them on a
dark course that takes them to many corners of Barovia,
A CLASSIC RETOLD culminating with a vampire hunt in Castle Ravenloft.
This adventure is a retelling of the original Raven/oft ad Madam Eva's people are called the Vistani. They
venture, which was published in 1983 byTSR, Inc. In the travel in covered wagons from world to world, luring
years since, the original has gained a reputation as one strangers into Strahd's domain.
of the greatest Du NG EONS & DRAGONS adventures ever, and Barovia is a land of ghosts, werewolves, and other fell
it went on to inspire the creation of a campaign setting creatures. The wilderness hides many secrets, includ
of the same name in 1990: Raven loft, home of the Do ing forgotten ruins and battlefields that tell the story of
mains of Dread. Strahd's life as a conqueror. Adventurers who explore
Module 16: Raven/oft, written by Tracy and Laura Hick
man, broke new ground by presenting a D&D adventure the wilderness find the remnants of Strahd's ancient en
that was as much story-driven as location-based, featuring emies, not all of them as dead as one might expect.
a villain who was complex and terrifying. Castle Raven For the people of Barovia, there is no escape from this
loft, with its amazing three-dimensional maps, remains harsh. land. The town of Vallaki stands ready to defend
to this day one of the most iconic and memorable of all itself against the servants of Strahd, but it's far from the
D&D dungeons. sanctuary it purports to be. The village of Krezk lies
This book includes the original adventure, as well as ex near the edge of Strahd's domain, its abbey now in the
panded material developed in consultation with Tracy and clutches of evil, misguided creatures.
Laura Hickman. It expands what we know about the lands Of all the settlements in Strahd's domain, the village
around Castle Ravenloft and sheds new light on the dark �f Barovia is by far the most oppressed. M�ny of its
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past of the castle's lord. The lands of Barovia are from a shops a:e dosed, and_the loqals)1a:ye silccumqe_d to .. , .
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forgotten world in the D&D multiverse, and this adventure
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gives glimpses into that world. In time, cursed Barovia was despair. ��·is weU known. that_ Stral:ia desires the burgo�_
torn from its home world by the Dark Powers and bound · m;:ister:s'�dopted ctaugliter,·Ireena Koly,ma. The villag-·_
in mist as one of the Domains of Dread in the Shadowfell. : ers· ; n�ither-prote�trior h;:itm her, lest t.h,�y incur the'vam�
pire's wrath. Few know that Ireeria bears aq .µncanny
· resemblance to Taty�na, Stiahd's dead· belove·d:
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JNTRODUCTION

