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Curse of Strahd

Shadows of Barovia: Enhanced Cheat Sheet

QUICK NAVIGATION

CORE MECHANICS

DIFFICULTY CLASS RANGES

DIFFICULTY
DC
PROF DICE
Very Easy
5-9
+2 → d4
Easy
10-14
+3 → d6
Moderate
15-19
+4 → d8
Hard
20-24
+5 → d10
Very Hard
25-29
+6 → d12
Nearly Impossible
30+

SECRET DCs

Never reveal exact DCsDifficulty Class: The target number a player must meet or exceed on a d20 roll to succeed at a task. for checks or saves. Instead, inform players if a task is easy, moderate, hard, etc.

Rather than flat bonuses, use proficiency diceInstead of a fixed bonus, roll a die (d4-d12 based on level) adding to checks. This adds variability to skilled actions. (d4-d12 based on level) to add volatility to skill checks.

PROFICIENCY DICE:

Rather than flat bonuses, use proficiency dice (d4-d12 based on level) to add volatility to skill checks.

STRAHD'S GAZE ℹ️When Strahd is scrying on the party

When Strahd is watching through magical means or spies:

  • Disadvantage on Perception checks to notice hidden threats
  • Subtle changes in environment (shadows move oddly, reflections show someone behind you)
  • Animal behavior changes (ravens watch intently, wolves avoid the area)

ADVANCED SANITY SYSTEM (OPTIONAL)

Track Sanity Points (SP) starting at 10 + WIS modifier. Lose SP when encountering horrors. At 0 SP, gain indefinite madness.

SANITY LOSS:

EVENT
SANITY LOSS
Witnessing a brutal death
1d4
Seeing a ghost
1d6
Encountering Strahd
1d8
Experiencing a nightmare
1d4
Learning a terrible truth
1d6

RECOVERY:

After short restA period of downtime (at least 1 hour) where characters tend wounds and regain some resources., attempt WIS save to end despair. Calm emotions2nd-level spell: Suppresses strong emotions or removes frightened/charmed conditions., lesser/greater restorationLesser: 2nd-level, ends conditions like paralyzed or poisoned. Greater: 5th-level, reduces exhaustion or removes curses. remove despair.

  • Regain 1 SP after a safe long rest
  • Greater Restoration restores all SP
  • Calm Emotions restores 1d4 SP

REST MECHANICS

SHORT REST:

  • Roll only 1 Hit Die + CON modifier

LONG REST (UNSECURED):

  • Roll remaining Hit Dice + CON modifier
  • Regain 1 Hit Die
  • Prepare spells

LONG REST (SECURED):

  • Regain all hit points
  • Regain half Hit Dice
  • Prepare spells

EXHAUSTION:

Gain 1 level every 12 hours without long rest

HOPE POINTS ℹ️Counterbalance to despair mechanics

Players can earn Hope Points through:

  • Helping NPCs (1 point)
  • Defeating major threats (1-3 points)
  • Discovering comforting truths (1 point)

Spend Hope Points to:

  • Reroll a failed save (1 point)
  • Remove 1 level of exhaustion (2 points)
  • End despair effects (3 points)

PSYCHOLOGICAL WARFARE

PERSONALIZED TORMENT

Strahd tailors his psychological attacks based on character backgrounds and classes:

CLASS-SPECIFIC TORMENTS:

CLASS
TORMENT
Fighter
Dreams of being powerless while loved ones die
Rogue
Framed for crimes they didn't commit
Wizard
Spells fail at critical moments
Cleric
Divine connection feels distant or silent
Paladin
Forced to compromise ideals to save others
Ranger
Animals turn against them
Bard
Performances fall flat or inspire horror
Barbarian
Rage leads to accidental harm of allies
Druid
Nature itself seems corrupted
Monk
Meditation reveals disturbing visions
Warlock
Patron demands questionable acts
Sorcerer
Magic feels tainted or unstable

GASLIGHTING TECHNIQUES

Strahd makes players question their reality:

GASLIGHTING METHODS:

  1. False Memories: NPCs recall events differently than players
  2. Changing Environments: Subtle shifts in room layouts or decorations
  3. Time Distortion: Players lose/gain time unexpectedly
  4. Doppelgängers: NPCs claim they saw a PC somewhere else
  5. Fabricated Evidence: Letters or items appear with false information

STRAHD'S MESSAGES (d6):

  1. "I tasted your fear last night." PC wakes with two puncture wounds but no HP loss.
  2. Blood-written note: "Your [loved one] begged for mercy. They lied." (No proof this happened)
  3. Dream of dinner: Strahd toasts the PC while their party lies dead at the table.
  4. Animal messenger: A raven drops a lock of hair matching a PC's style.
  5. Mirror writing: "Your reflection blinks. You don't." (Lasts 1d4 days)
  6. Personal jab: References a backstory detail Strahd shouldn't know... yet.

Usage: Roll when players rest or enter key locations. Never more than 1/day.

STRAHD'S CHESSBOARD

Strahd manipulates players by:

  • Seeding Mistrust: Forged letters "from allies" with false warnings.
  • False Safety: Lets players "overhear" his plans (50% are traps).
  • Petty Cruelty: Burns down a shelter after they upgrade it.
  • Gifts with Hooks: Magic items that report their location.
  • Divide and Conquer: Spreads rumors to turn NPCs against PCs.
  • False Hope: Allows small victories before crushing them.

Rule: Never more than 1 major manipulation per 2 sessions.

STRAHD'S ROMANCE TACTICS ℹ️For campaigns involving Ireena/Tatyana

  1. Chivalrous Acts: Appears to rescue NPCs from danger
  2. Gifts: Leaves rare books, fine wines, or sentimental items
  3. Poetic Flattery: Compliments in iambic pentameter
  4. Jealousy: Shows displeasure when PC interacts with others
  5. Isolation: Separates target from allies "for their safety"

PSYCHOLOGICAL WARFARE TRACKER

Track Strahd's psychological attacks on each PC:

ESCALATION PHASES:

  1. Observation: Strahd learns fears and weaknesses (scrying, spies)
  2. Testing: Minor torments to gauge reactions (1-2 sessions)
  3. Targeted Attacks: Personalizes torments based on reactions (3-5 sessions)
  4. Breaking Point: Major psychological assault (after significant progress)
  5. Offering Dark Gift: Presents "solution" to their torment

PSYCHOLOGICAL EFFECTS TABLE (d8):

  1. Paranoia: Disadvantage on Insight checks
  2. Hypervigilance: Advantage on Perception, disadvantage on Concentration
  3. Emotional Numbing: Disadvantage on Persuasion, advantage on Intimidation
  4. Flashbacks: Chance to freeze in combat (DC 15 WIS save)
  5. Insomnia: Long rests only count as short rests
  6. Substance Abuse: Seeks escape in alcohol/drugs (disadvantage on DEX)
  7. Self-Harm: Takes 1d4 damage when stressed (voluntary)
  8. Dissociation: Occasionally unresponsive (DM controls for brief periods)

FEAR & HORROR

FEAR:

When confronting overwhelming threats, a failed WIS save causes the frightened condition for 1 minute.

HORROR:

When experiencing something horrific, a failed CHA saveCharisma saving throws represent resistance to effects that would force a change in personality or challenge your sense of self. results in madnessMadness can be short-term (1d10 minutes), long-term (1d10 hours), or indefinite until cured by magic or rest..

Examples: Seeing a mangled body, witnessing a creature devouring a human, learning a terrible truth, watching a horrible death.

CALM EMOTIONS:

Removes frightened condition, short-term madness (long-term if combined with short rest), and despair (if combined with short rest).

EXPANDED MADNESS TABLES

SHORT-TERM MADNESS (d10):

  1. Incorrigible Flirt: Must compliment everyone excessively
  2. Nervous Laughter: Can't stop giggling inappropriately
  3. Selective Mutism: Can only whisper for 1d10 minutes
  4. Paranoia: Convinced someone is watching (might be true)
  5. Flashbacks: Relives traumatic event (disadvantage on next check)
  6. Hyperactivity: Can't stop moving/talking (disadvantage on Stealth)
  7. Catatonia: Stares blankly for 1d10 minutes
  8. Phobia: Develops temporary fear of something nearby
  9. Echolalia: Repeats last words heard (disadvantage on social checks)
  10. Synesthesia: Experiences crossed senses ("I can taste the color red")

LONG-TERM MADNESS (d10):

  1. Phantom Pain: Random limbs hurt (disadvantage on physical checks 1/day)
  2. Face Blindness: Can't recognize friends (Wisdom check to identify)
  3. Time Skips: Loses minutes/hours with no memory
  4. Compulsive Ritual: Must perform specific action when stressed
  5. Emotional Inversion: Laughs at sad things, cries at happy things
  6. Doppelgänger Fear: Convinced someone has been replaced
  7. Blood Fascination: Compelled to touch/stare at blood
  8. Mirror Phobia: Can't look at reflections without panic
  9. Sleepwalker: Acts out dreams with no memory
  10. Psychic Echo: Hears thoughts of nearby creatures occasionally

INDEFINITE MADNESS (d10):

  1. Split Personality: Alternate identity emerges under stress
  2. Reality Fracture: Sees ghosts of possible futures/pasts
  3. Corpse Empathy: Believes dead bodies are just "resting"
  4. Vampiric Delusion: Convinced they're becoming a vampire
  5. Strahd Worship: Develops twisted admiration for the Count
  6. Body Dysmorphia: Convinced body parts aren't theirs
  7. Pica: Craves eating non-food items (dirt, bones, etc.)
  8. Savior Complex: Believes they alone can redeem Strahd
  9. Death Seeker: Takes increasingly reckless risks
  10. Living Nightmare: Can't distinguish dreams from reality

MADNESS RECOVERY:

  • Short-term: Ends after 1d10 minutes
  • Long-term: Save ends after 1d10 hours
  • Indefinite: Requires Greater Restoration or quest resolution

PHYSICAL MANIFESTATIONS OF FEAR

When failing fear saves by 5+:

PHYSICAL EFFECTS (d8):

  1. Hair Whitening: Patch of hair turns white permanently
  2. Nervous Tic: Eye twitch, lip biting, etc.
  3. Cold Sweat: Permanently clammy hands
  4. Facial Spasm: Occasional uncontrollable grimace
  5. Voice Crack: Voice breaks when stressed
  6. Tremors: Hands shake during fine motor tasks
  7. Scarring: Psychosomatic wounds appear
  8. Aging: Visibly look older from stress

FEAR-BASED FLAWS (d6):

  1. "I can't sleep without a light source"
  2. "I must check corners for hidden threats"
  3. "I refuse to be the last one in a group"
  4. "I compulsively count objects when nervous"
  5. "I can't enter a room without weapons drawn"
  6. "I hear whispers in the wind"

DESPAIR

TRIGGERS:

Make a WIS save when:

  • Taking rest in unsecured location
  • Waking after losing a party member
  • Suffering lingering injury
  • Seeing madness in a party member
  • Encountering major setback
  • Failing important objective
  • Witnessing Strahd's power firsthand

EFFECTS:

  1. Apathy - Disadvantage on death saves and initiative. Flaw: "I don't believe I can make a difference."
  2. Dread - Disadvantage on all saving throws. Flaw: "I'm convinced this place will kill me."
  3. Insanity - Disadvantage on INT/WIS/CHA checks & saves. Flaw: "I can't tell what's real anymore."
  4. Paranoia - Disadvantage on Insight. Flaw: "I trust no one, not even my allies."
  5. Nihilism - Disadvantage on Persuasion. Flaw: "Nothing we do matters anyway."

RECOVERY:

  • After short rest, attempt WIS save to end despair
  • Calm emotions, lesser/greater restoration remove despair
  • 3 Hope Points can remove despair
  • Major victory over Strahd's forces removes all despair

DESPAIR ESCALATION:

For each consecutive day with despair:

  1. Day 1: Disadvantage on one type of roll
  2. Day 3: Disadvantage expands to related rolls
  3. Day 5: Physical symptoms appear (tremors, etc.)
  4. Day 7+: Risk of indefinite madness

HOPE RESTORATION ACTIONS:

  • Protecting innocents: 1d4 Hope Points to party
  • Discovering Strahd's weakness: 1d6 Hope Points
  • Major victory: 1d8 Hope Points
  • Finding a safe haven: 1d4 Hope Points

ENVIRONMENTAL RULES

SUFFOCATION:

  • Hold Breath: 1 + CON mod minutes (min. 30 sec). Struggling in Barovia's choking fog or Strahd's grasp.
  • Choking: +1 Exhaustion level/turn until air is restored. Vampire spawn dragging victims underwater.
  • Barovian Examples: Swamps of Berez, crypts beneath Castle Ravenloft, Strahd’s telekinetic strangulation.

BURNING:

  • On Fire: 1d4 fire damage/start of turn until doused. Flames spread unnaturally fast in Barovia.
  • Dousing: Action to roll prone + DC 10 DEX check. Panicked flailing rarely helps.
  • Barovian Examples: Burning windmill in Vallaki, oil traps in the Amber Temple, Wall of Fire from Strahd’s spells.

POISONOUS MISTS:

  • Inhaled Toxins: CON save DC 12 or take 1d6 poison damage and become Poisoned for 1 hour. The land itself rejects the living.
  • Barovian Examples: Death House’s basement, the swamps near Argynvostholt, Strahd’s cursed vineyards.

FALLING:

  • Damage: 1d6 per 10 ft. (max 20d6). Prone if damage taken. Ravenloft’s heights are unforgiving.
  • Liquid Landing: Reaction DC 15 STR/DEX save to halve damage. The River Ivlis is cold and treacherous.
  • Barovian Examples: Ravenloft’s crumbling towers, elevator traps in the castle, the broken bridge to Tsolenka Pass.

IMPROVISED DAMAGE:

  • Burning Coals: 5 (1d10) fire. Baba Lysaga’s hearth or the Amber Temple’s braziers.
  • Vat of Acid: 22 (4d10) acid. The Abbot’s "experiments" or alchemical mishaps.
  • Crushed by Rubble: 55 (10d10) bludgeoning. Strahd collapsing a tunnel or animated statues.
  • Barovian Examples: Falling chandeliers in Ravenloft’s dining hall, animated furniture in Death House.

CURSED TERRAIN:

  • Bloodthorn Vines: 2d6 piercing damage per 5 ft. moved through. The land hungers for blood.
  • Haunted Ground: WIS save DC 13 or be Frightened. Whispers of the dead rise from the soil.
  • Barovian Examples: The Svalich Woods, the graveyard of Barovia Village, the ruins of Berez.

COMBAT QUICK REFERENCE

ACTIONS IN COMBAT:

  • Grapple: STR/DEX vs. DC 8+PB+STR. Target must be ≤1 size larger. Useful for vampire spawn dragging victims into shadows.
  • Shove: Push 5 ft. or knock Prone (same DC). Knock foes into Barovian pitfalls or off Ravenloft’s bridges.
  • Ready: Prepare action/spell (requires Concentration). Ambush Strahd’s minions from behind cover.
  • Hide: DC 15 Stealth (must be obscured). Grants Invisible. Barovia’s fog and ruins provide ample hiding spots.
  • Disengage: Avoid opportunity attacks. Essential for fleeing werewolves or swarms of bats.
  • Dodge: Enemies have Disadv. on attacks vs you. Survive Strahd’s multiattacks.

COVER:

  • ½ Cover: +2 AC/DEX saves (tables, low walls). Barovian tavern brawls or cemetery tombstones.
  • ¾ Cover: +5 AC/DEX saves (arrow slits, dense fog). Ravenloft’s arrow loops or mist-shrouded trees.
  • Total Cover: Cannot be targeted (fully behind wall). Peeking from behind castle pillars.

UNDEAD TRAITS:

  • Turn Undead: Wis save or flee for 1 min (Cleric feature). Zombies and ghosts recoil from holy symbols.
  • Sunlight Hypersensitivity: Disadv. on attacks/checks in sunlight. Strahd’s spawn burn in the (rare) Barovian sun.
  • Regeneration: Some undead heal unless hit by radiant/fire. Strahd laughs as wounds close in the gloom.

CONDITION QUICK REFERENCE:

  • Restrained: Speed 0, Disadv. on attacks/DEX saves. Webs in Berez or Strahd’s telekinesis.
  • Invisible: Adv. on attacks, Disadv. vs. attacks. Strahd’s favorite trick—strike from nowhere.
  • Frightened: Disadv. on checks/attacks; can’t move closer. Strahd’s aura or a ghost’s terrifying visage.
  • Charmed: Can’t harm the charmer, who has Adv. on social checks. Strahd’s hypnotic gaze or a vampire’s seduction.
  • Poisoned: Disadv. on attacks/checks. Hag brews or swamp gases.
  • Exhaustion: Cumulative penalties (death at Level 6). Barovia’s oppressive dread wears you down.

STRAHD-SPECIFIC TACTICS:

  • Hit-and-Run: Use Invisibility + Grapple (via minions). Strahd toys with prey before striking.
  • Environmental Kills: Shove PCs off cliffs (falling damage). The castle’s heights are deadly.
  • Charm: Target isolated PCs (Disadv. on saves in darkness). Divide the party, then feast.
  • Lair Actions: Animate objects, seal doors, or summon mist. Ravenloft itself obeys Strahd’s will.
  • Regeneration: Heals 20 HP/round unless in sunlight. Holy water and radiant spells are key.

BAROVIAN HAZARDS:

  • Misty Escape: Strahd turns to mist when reduced to 0 HP. He reforms in his coffin—destroy it to kill him.
  • Soul Drain: Shadows/Wraiths reduce STR score. Victims become hollow shells.
  • Haunted Terrain: Animated vines, grasping hands. The land itself hungers.

NIGHTMARES

NIGHTMARE MECHANICS

If below 50% HPWhen current hit points are less than half your maximum hit points. or exhaustedExhaustion has 6 levels with cumulative effects, from disadvantage on ability checks to death. before a long rest, make WIS save or gain nightmare effect and only restore half HP normally recovered.

SHARED NIGHTMARES:

When multiple party members fail saves:

  • They experience the same nightmare together
  • Can interact with each other in the dream
  • Damage taken is psychic (1d6 per "death" in dream)
  • Solving the nightmare's puzzle grants full rest benefits

WEAPONIZING NIGHTMARES:

Characters can attempt to:

  1. Lucid Dreaming: WIS check to control aspects of nightmare
  2. Nightmare Fuel: Channel terror into attacks (+1d6 psychic damage next day)
  3. Prophetic Visions: INT check to gain clues from nightmares
  4. Dream Walking: Visit other creatures' dreams with CHA save

NIGHTMARE CONSEQUENCES

Failed saves vs nightmares cause lingering effects:

WAKING EFFECTS (d8):

  1. Exhaustion: Gain 1 level that can't be removed until next sunset
  2. Phantom Pain: Random limb hurts (-5ft speed or disadvantage with that limb)
  3. Dream Leakage: Objects from dream appear in inventory
  4. Nightmare Mark: Physical change matching dream (scar, white streak in hair)
  5. Echoes: Occasionally hear nightmare sounds while awake
  6. Sleep Fear: Next long rest requires CON save or only short rest benefits
  7. Empathic Dread: Nearby allies have disadvantage on next fear save
  8. Reality Warp: Minor detail from dream changes in real world

NIGHTMARE ITEMS (d6):

Objects that appear after nightmares:

  1. Black Rose: Crumbles to dust at sunset
  2. Child's Drawing: Depicts a future tragedy
  3. Broken Mirror: Shows reflections doing things you didn't do
  4. Bloody Bandage: Always damp with fresh blood
  5. Old Key: Fits a lock somewhere in Barovia
  6. Music Box: Plays a haunting lullaby when opened

NIGHTMARE TABLE (d20):

  1. Pursued by Wolves: You're running through endless woods as a pack of wolves closes in, their hot breath on your neck.
  2. Family Slayer: You murder your own family members one by one, waking just as your blade strikes the last.
  3. Torture Chamber: Your loved ones torture you for hours with rusty implements, their faces twisted in glee.
  4. Sleep Paralysis: Demons sit on your chest, carving symbols into your flesh while you can't move or scream.
  5. Zombie Transformation: You're devoured by zombies piece by piece, then wake up feeling your body still changing.
  6. Body Horror: Your teeth keep growing uncontrollably, piercing through your cheeks and lips.
  7. Insect Infestation: Your skin crawls with insects that burrow into your flesh, laying eggs beneath.
  8. Buried Alive: You wake in a coffin underground, pounding on the lid as dirt fills your mouth.
  9. Doppelgänger: An exact double of you murders your companions while they beg you for help.
  10. Endless Falling: You plunge endlessly through fog, seeing shadowy figures watching your descent.
  11. Feast of Flesh: You're served a delicious meal that turns out to be human flesh - and you keep eating.
  12. Drowning in Blood: You're submerged in a lake of blood that fills your lungs with each gasp.
  13. Skin Peeling: Your skin begins sloughing off in sheets, revealing muscle beneath.
  14. Eyes Everywhere: Eyes open all over your body, all weeping black tears.
  15. Clockwork Heart: Your heart is replaced with a ticking clock that slows... and stops.
  16. Mirror Self: Your reflection steps out of the mirror and strangles you.
  17. Vampire Bride: Strahd turns you into a spawn, forcing you to hunt your own party.
  18. Living Doll: You shrink to doll size while spiders carry you to their web.
  19. Eternal Funeral: You attend your own funeral daily, watching your corpse decay over time.
  20. The Dark Gift: A shadowy entity offers you great power in exchange for your soul - and you accept.

SOLVING NIGHTMARES

Shared nightmares can be solved cooperatively:

NIGHTMARE SOLUTIONS (d6):

  1. Confrontation: Face the nightmare's source directly
  2. Acceptance: Embrace the horror to dispel its power
  3. Symbolic Act: Perform an action that "breaks the dream logic"
  4. Sacrifice: Give up something important to escape
  5. Awakening Another: Find and wake another party member in the dream
  6. Reality Anchor: Focus on a real-world memory or object

NIGHTMARE REWARDS:

Solving nightmares grants:

  • Full rest benefits despite initial failure
  • 1d4 temporary hit points from adrenaline
  • Clues about Barovia's secrets
  • Resistance to psychic damage for 24 hours
  • 1 Hope Point per participant

STRAHD'S NIGHTMARE INTRUSION:

When rolling for nightmares, on a 1:

  • Strahd appears in the nightmare
  • He offers cryptic advice or temptations
  • May plant false memories or suggestions
  • Characters remember these encounters vividly

CORRUPTION

CORRUPTION MECHANICS

Track Corruption Points (CP) when characters:

  • Use dark powers or forbidden magic
  • Accept Strahd's gifts or deals
  • Commit evil acts "for the greater good"
  • Spend extended time in corrupted areas
  • Fail saves against supernatural corruption

CORRUPTION EFFECTS:

CP
EFFECT
1-3
Minor physical changes, bad dreams
4-6
Disadvantage on saves vs dark gifts
7-9
NPCs react with unease, animals avoid you
10+
Risk of transformation, dark powers intervene

PHYSICAL CORRUPTION

At 3, 6, and 9 CP, roll for physical changes:

CORRUPTION MANIFESTATIONS (d12):

  1. Eyes: Pupils become slitted or solid black
  2. Skin: Pale with visible veins or patchy scales
  3. Teeth: Sharpen slightly, gums darken
  4. Hands: Nails darken and harden into claws
  5. Shadow: Moves independently occasionally
  6. Voice: Gains a subtle echo or hiss
  7. Hair: Streaks of white or black appear
  8. Reflection: Sometimes shows a twisted version
  9. Temperature: Body runs colder than normal
  10. Scarring: Mysterious scars appear overnight
  11. Blood: Darker and thicker than normal
  12. Scent: Carry a faint odor of earth and copper

DARK GIFTS

At 10+ CP, dark powers offer gifts:

DARK GIFTS TABLE (d8):

  1. Vampiric Hunger: Heal 1d6 HP when you deal killing blow to living humanoid. Lose 1 max HP/day until you feed.
  2. Shadow Pact: Gain Misty Step 1/day. Each use turns your eyes blacker permanently.
  3. Hag's Deal: Advantage on INT saves. Your laughter occasionally sounds like a hag's cackle.
  4. Werewolf's Fury: +2 damage to melee attacks. Moonlight reveals your eyes glow amber.
  5. Ghostly Whispers: Understand all languages. Hear distant sobbing when alone.
  6. Strahd's Favor: +1 to CHA saves. Your shadow sometimes moves independently.
  7. Lich's Knowledge: +1 to spell DCs. Your skin becomes unnaturally cold.
  8. Revenant's Purpose: Return to life 1/day at 1 HP if killed. Your wounds never fully heal.

GIFT CONSEQUENCES:

  • Each gift adds 1d4 CP immediately
  • Additional gifts add +1 CP per existing gift
  • At 15 CP, risk losing control to dark powers
  • At 20 CP, transformation into monster begins

REDEMPTION

Ways to reduce Corruption Points:

REDEMPTION ACTS:

  • Selfless Sacrifice: Lose 1d4 CP (risk life for others)
  • Holy Ritual: Lose 1 CP (requires holy site and offering)
  • Rejecting Power: Lose 2 CP (refuse dark gift when offered)
  • Atonement Quest: Lose all CP (major story achievement)

REDEMPTION CONSEQUENCES:

  • Physical changes fade slowly
  • Dark powers may retaliate
  • Strahd takes special notice
  • Some abilities may be lost

FINAL CORRUPTION:

At 20 CP, the character:

  1. Becomes an NPC under DM control
  2. Transforms into appropriate monster
  3. Gains final dark gift before turning
  4. May return as a villain later

WEATHER

WEATHER MECHANICS

Roll weather 1d3 times per day (morning/afternoon/evening):

WEATHER TABLE (d20):

RollWeatherEffects
1-5Thick FogDisadvantage on Perception, -20ft visibility
6-8Light RainEverything damp, fires harder to light
9-10Heavy RainDisadvantage on hearing Perception, -10ft movement
11-12ThunderstormDisadvantage on Concentration, animals skittish
13Blood Rain1d4 psychic damage per hour exposed, stains everything
14Ash FallAir fills with choking ash (CON save or cough)
15Unnatural StillnessNo wind, sounds carry farther, uneasy feeling
16Bone-chilling ColdCON save each hour or gain 1 level of exhaustion
17Wailing WindHear whispers in the wind (WIS save or frightened)
18Strange EclipseSun/moon turns red, spells cast at -1 level
19Shadow StormDarkness spell effect in random 30ft areas
20Strahd's WrathRoll twice and combine effects

WEATHER INTERACTIONS

Special weather effects:

MAGICAL WEATHER EFFECTS:

  • Blood Rain: Can be collected for necromantic rituals
  • Ash Fall: May contain fragments of past victims
  • Wailing Wind: Sometimes carries actual voices
  • Shadow Storm: Shadows may detach and move independently

STRAHD'S MOOD:

Weather reflects Strahd's emotional state:

Mood
Weather
Bored
Thick Fog
Angry
Thunderstorm
Amused
Unnatural Stillness
Melancholic
Light Rain
Vengeful
Blood Rain

WEATHER MAGIC:

Control Weather spells in Barovia:

  • DC increases by 5
  • Lasts half as long
  • 10% chance Strahd counters it
  • May attract his attention

MUNDANE LIGHT SOURCE

LIGHT SOURCE TABLE

Item Bright (Dim) Radius Duration Description Barovian Notes
Candle 5 ft. (5 ft.) 1 hour A flickering flame barely holding back the oppressive dark. Wax drips like tears. Whispers: In Barovia, candles sometimes gutter out inexplicably when Strahd is near.
Torch 20 ft. (20 ft.) 1 hour A resin-soaked brand casting dancing shadows. Smoke stings the eyes. Dread: Wolves are drawn to torchlight. Roll for random encounters at +2.
Lantern (Hooded) 30 ft. (30 ft.) 6 hours A shuttered beacon, its glow steady but feeble against the mist. Safe Haven: Vistani caravans use these to mark safe paths. Others might attract hags.
Lantern (Bullseye) 60 ft. cone (60 ft.) 6 hours A focused beam piercing the fog like a blade. Leaves the periphery darker. Trade-off: Advantage to spot threats ahead, but Disadvantage to notice ambushes from the sides.
Oil Flask (poured & lit) 10 ft. (10 ft.) 6 rounds A desperate, sputtering fire. Burns hot but brief. Last Resort: The screams of burning oil mimic those of Strahd’s past victims.
Bonefire (improvised) 15 ft. (15 ft.) 2 hours A pyre of dried bones and rags. Burns with a sickly green hue. Dark Power: 1-in-6 chance each hour to attract a specter or will-o’-wisp.
Church Candle (blessed) 10 ft. (10 ft.) 3 hours Wax infused with incense. The flame resists supernatural winds. Sacred: Undead avoid its light unless commanded by Strahd (WIS save DC 13 to approach).

BAROVIAN LIGHT RULES

  • The Mists: Dim light becomes heavily obscured beyond 30 ft.
  • Strahd’s Presence: All non-magical light sources flicker (10% chance to extinguish) when he watches.
  • Fuel Scarcity: Torches/oil cost 5x normal price in Vallaki.

EXHAUSTION TRACKER

EXHAUSTION LEVELS:

Level d20 Test Penalty Speed Reduction Barovian Effects
1 -2 -5 ft. Whispers of the Land: Disadv. on Perception to hear Strahd’s spies.
2 -4 -10 ft. Mists Close In: -5 passive Perception; shadows seem to move.
3 -6 -15 ft. Bone-deep Fatigue: Disadv. on saves vs. Charm/Frighten.
4 -8 -20 ft. Hollow Eyes: NPCs react with fear (Disadv. on Persuasion).
5 -10 -25 ft. Death’s Shadow: Strahd gains Adv. on attack rolls vs. you.
6 Death The Dark Powers Claim You: Rises as a zombie/spawn at dusk.

HOW DO YOU BECOME EXHAUSTED?

  • Starvation: 5+ days without food (+1 level/day).
  • Dehydration: 1 day without water (+1 level/day).
  • Forced March: Traveling >8 hours/day (DC 10 CON save or +1 level).
  • Barovian Mists: Spending a night outdoors (no shelter).
  • Strahd’s Curse: Failed save vs. Nightmare Haunting (see Dream Pastry addiction).

RECOVERY:

  • Long Rest: -1 level (if eating/drinking).
  • Greater Restoration: Removes all levels.
  • Abbot’s Blessing: Rare boon (costs a Dark Gift).
  • Hope Points: 3 points remove 1 level.

BAROVIAN TWISTS:

  • Strahd’s Game: At Exhaustion 3+, he may offer "aid" (with strings attached).
  • Vistani "Help": Their cures might add Madness (DMG p.259).
  • Dark Powers: At death, offer resurrection—with a price.

FORAGING & STARVATION

FORAGING IN BAROVIA

TerrainDCBarovian ExamplesYield (Success)
Sallow Fields (mud/snow)10Blighted farms, thawing riverbanks1d6 + WIS mod lbs (rotten veggies, grubs)
Wolfwoods (dirt/grass)15Gnarled forests, haunted glades1d4 + WIS mod lbs (bitter herbs, crow meat)
Ravenloft's Shadow (bare stone)20Castle outskirts, mountain passes1 lb (lichen, rat bones)

CURSED HARVEST (Special Rules)

  • Roll 1d6 when foraging: On a 1, food is tainted (DC 12 CON or poisoned for 1d4 hours).
  • Vistani Aid: DC 15 Persuasion to trade for safe food (1 GP/day worth).
  • Strahd's Mockery: After 3 failed foraging checks, wolves "gift" a corpse (cursed meat?).

STARVATION EFFECTS

ConditionEffectBarovian Flaw
Half-Rations (<½ food/day)DC 10 CON save or +1 Exhaustion"I'd kill for a scrap of bread."
Fasting (5+ days no food)Auto +1 Exhaustion/day"The hunger... whispers to me."
Dehydrated (<½ water/day)+1 Exhaustion/day until full"I see mirages of blood-red wine."
Exhaustion 3+Disadv. on saves vs. Strahd's Charm"Maybe he's right... we belong to him."

DESPERATION ACTIONS

  • Eat Questionable Meat: DC 15 WIS save or gain 1d4 Hope Points but suffer 1d6 necrotic damage.
  • Steal from the Dead: Advantage on foraging checks in graveyards... but attract revenants.
  • Bargain with Hags: 1 day of food = 1 "favor" (teeth, memories, etc.).

COVER

COVER TYPES

Type Effect Barovian Examples Rules Notes
Half Cover +2 to AC and Dex saves
  • Crumbling gravestones
  • Fallen trees
  • Low castle parapets
  • Market stalls (Vallaki)
Partial obstruction (e.g., 50% of body exposed).
Three-Quarters Cover +5 to AC and Dex saves
  • Arrow slits in Ravenloft
  • Dense fog patches
  • Barricaded church pews
  • Iron gates (peering through bars)
Most of body hidden (e.g., only 25% exposed).
Total Cover Cannot be targeted directly
  • Behind solid stone walls
  • Inside coffins
  • Teleported to Strahd's pocket dimension
  • Magical darkness (if blinded)
Fully obscured. AoE spells may still affect.
Barovian "False" Cover (DM Tip) None (trap!)
  • Illusory walls (Strahd's trickery)
  • Animated furniture that moves
  • Mists that part to reveal enemies
Perception check (DC 15) to detect deception.

COVER STRATEGIES IN BAROVIA

  • Vampires: Use total cover (coffins/mists) to regenerate.
  • PCs: Barricade doors with three-quarters cover vs. spawn.
  • Strahd: Lures PCs into half cover positions for ambushes.
  • Werewolves: Leap over half cover with 10 ft. jumps.
  • Hags: Hide behind illusory cover (false walls).
  • Wintersplinter: Ignores cover with roots/tremorsense.

CONDITIONS

SELECT CONDITIONS

ConditionEffectBarovian Example
BlindedCan’t see; fails sight-based checks. Disadv. on attacks, adv. vs. attacks.Strahd’s Greater Invisibility, Barovian fog.
CharmedCan’t harm charmer; charmer has adv. on social checks.Strahd’s Charm, vampire spawn seduction.
ExhaustionCumulative penalties: −2 to d20 rolls, −5 ft. speed/level. Death at Level 6.Forced marches, starvation, Dream Pastry withdrawal.
FrightenedDisadv. on checks/attacks; can’t move closer to source.Strahd’s presence, ghostly wails, werewolf howls.
GrappledSpeed = 0. Escape with STR/DEX vs. DC.Vampire spawn grabs, animated armor restraints.
IncapacitatedNo actions, reactions, or concentration.Sleep spells, paralytic poisons.
InvisibleAdv. on attacks, disadv. vs. attacks. Can’t be targeted by sight.Strahd’s mist form, Invisibility spells.
ParalyzedIncapacitated + auto-fail STR/DEX saves. Melee hits crit.Ghoul claws, Hold Person.
PoisonedDisadv. on attacks and ability checks.Hag brews, swamp gases, assassin’s venom.
ProneDisadv. on attacks; adv. vs. melee attacks.Shoved by zombies, slippery crypt floors.
RestrainedSpeed = 0, disadv. on attacks/DEX saves, adv. vs. attacks.Vine blights, Web spells.
StunnedIncapacitated + auto-fail STR/DEX saves. Adv. vs. attacks.Mind flayer psionics, Power Word Stun.
UnconsciousIncapacitated, prone, drops held items. Melee hits crit.Knocked out by Strahd, Sleep spells.

FOOD PRICES

BAROVIAN MEALS (QUESTIONABLE FOOD)

ItemNormal CostBarovian CostNotes
Moldy Bread (loaf)2 cp1 spDisadvantage on CON save vs. disease
Rat Meat (chunk)3 sp8 spDC 12 CON save or poisoned for 1 hour
Water (pitcher)Free5 cp50% chance tainted (see Despair)
"Wine" (vinegar)2 sp1 gpNo intoxication, tastes like despair
Hag's Stew (bowl)2 gpCursed: -1d4 max HP until Remove Curse
Vistani ProvisionsModest (1 sp)5 gpSafe, but sold only to allies

Prices double in Vallaki during festivals or shortages.

EDIBLE BUT DREARY FARE

ItemCostDescription
Gruel3 cpThin oat porridge that sticks to the ribs like paste
Hardtack1 cp eachRock-hard biscuits that taste vaguely of dust
Root Soup5 cpMud-colored broth with floating turnip chunks
Salt Pork2 spOver-salted meat that leaves you desperately thirsty
Barley Bread4 cpDense loaf with visible husks, lasts weeks without molding
Pickled Eggs3 cp eachRubbery whites with sulfurous yolks floating in brine
Dried Apples1 sp/handfulLeathery slices that taste like sweetened bark
Goat Cheese8 sp/wheelPungent rounds that crumble like chalk

"Festival prices" in Vallaki add +1d4 cp to all items.

TAVERN ATMOSPHERES

LocationAtmosphereNotable Patrons
Blood of the Vine (Barovia)Oppressive silence broken by occasional sobbingDrunken mourners, Ismark nursing ale
Blue Water Inn (Vallaki)Forced merriment with strained laughterWereravens in disguise, Rictavio at the bar
Krezk's Empty BarrelParanoid whispers behind raised tankardsOff-duty guards, Abbot's mongrelfolk
Vistani CampRaucous music covering tense negotiationsSpy masters, fortune tellers, Strahd's informants
Bonegrinder "Tavern"Sweet smells masking underlying rotHags pretending to be grandmothers
St. Andral's OrphanageEerily cheerful children's singingEmpty chairs that creak on their own
Old Svalich Road CampNervous travelers jumping at owl hootsWerewolf spies, desperate merchants
Ravenloft's CellarChill air carrying phantom banquet soundsStrahd's brides, ghostly servants
Berez's Ruined PubMoldy tables with fresh wine stainsSwamp creatures, Baba Lysaga's spies
Tsolenka Pass OutpostHowling wind drowning out conversationFrozen corpses propped in chairs

LODGING & CONSEQUENCES

LocationCost/NightRisks
Abandoned ShackFree1d4 Shadows attack at midnight
Blood of the Vine Tavern1 gpStrahd's spies report your location
Vallaki Burgomaster's Guest Room10 gpForced to attend festival or arrested
Vistani Camp2 gp + favorDreams of Strahd's mocking laughter
Ravenloft DungeonYou are the meal

STARVATION RULES (BAROVIA)

  • Half Rations: DC 12 CON save or gain Despair.
  • 3 Days Without Food: Exhaustion level each day.
  • Eating "Questionable" Food: Roll on Madness table.

LOCATIONS

Village of Barovia

VILLAGE OF BAROVIA OVERVIEW

The original settlement from which Strahd carved his domain, now a ghost of its former self. Founded as a military outpost during Strahd's conquest, the village became his first prison when the mists descended. Its crumbling buildings bear silent witness to centuries of despair, with the burgomaster's mansion standing as a monument to failed resistance against the vampire lord.

KEY LOCATIONS:

  • Blood of the Vine Tavern: Only gathering place, run by a soulless barkeep
  • Burgomaster's Mansion: Abandoned after recent deaths
  • Church of Barovia: Contains a corrupted priest and haunted graveyard
  • Mad Mary's Townhouse: Grieving mother who wails nightly
  • Gates of Barovia: Ancient stone arches leading to Svalich Woods

HISTORICAL SIGNIFICANCE

This was where Strahd first tasted Barovian soil after his conquest, where he murdered his brother Sergei in the chapel ruins, and where Tatyana first leaped to her death. The village's perpetual fog carries echoes of these tragedies, sometimes forming ghostly tableaus of the past at dusk.

VILLAGE ENCOUNTERS

DAYTIME ENCOUNTERS (d6):

  1. Funeral Procession: Villagers carry a wrapped body to graveyard
  2. Beggar: Pleads for food, reveals cryptic warning if helped
  3. Bar Fight: Drunks brawl over imagined slights
  4. Strahd's Spy: Raven or wolf watches conspicuously
  5. Wandering Merchant: Sells questionable goods at high prices
  6. Prophet: Madperson shouts doomsday predictions

NOTABLE NPCS

Ireena Kolyana

Obsession

"My beloved returned to me at last" — Strahd

Being "courted" through calculated appearances
View Full Details →

Ismark the Lesser

Protector

"A gnat buzzing around Tatyana" — Strahd

Begging adventurers to escort Ireena
View Full Details →

Father Donavich

Broken Faith

"A broken toy" — Strahd

Hiding vampiric son Doru in church
View Full Details →
Vallaki

VALLAKI OVERVIEW

Founded by refugees fleeing Strahd's early reign, Vallaki's high walls contain both desperate hope and festering corruption. The town's motto - "All will be well!" - rings hollow after generations of burgomasters enforcing mandatory happiness under threat of punishment. Beneath colorful festival banners, the townsfolk whisper of missing children and the cult growing in Lady Wachter's manor.

KEY LOCATIONS:

  • Blue Water Inn: Run by wereravens, safe haven
  • Burgomaster's Mansion: Extravagant home of Vargas Vallakovich
  • St. Andral's Church: Site of sacred bones that repel Strahd
  • Coffin Maker's Shop: Hides vampire spawn in attic
  • Wachterhaus: Home of Lady Wachter's cult

HISTORICAL SIGNIFICANCE

Vallaki was the last settlement to resist Strahd before his curse was complete. The town's original church was where the first priest attempted - and failed - to destroy Strahd with holy magic. Now the bones of St. Andral hidden beneath the new church represent the town's last hope, though few remember their true significance.

VALLAKI POLITICS

FACTIONS:

  1. Vallakovich Loyalists: Believe in forced happiness
  2. Wachter Cultists: Worship Strahd secretly
  3. Wereravens: Secretly oppose Strahd
  4. Common Folk: Just trying to survive

NOTABLE NPCS

Van Richten

Enemy

"Finally, worthy prey" — Strahd

Disguised as Rictavio the bard
View Full Details →

Vargas Vallakovich

Pawn

"A useful fool" — Strahd

Enforcing mandatory happiness
View Full Details →

Lady Fiona Wachter

Cult Leader

"A useful fanatic" — Strahd

Plotting to overthrow Vargas
View Full Details →

Blinsky

Toymaker

"A harmless curiosity" — Strahd

Making creepy dolls for Izek
View Full Details →
Krezk

KREZK OVERVIEW

Perched high in the Balinok Mountains, Krezk began as a monastery before becoming a fortified village. Its isolation preserved some sanity, but the arrival of the Abbot - a celestial being slowly corrupted by Barovia - has twisted its purpose. The villagers now bar their doors at night, not just against wolves, but against the Abbot's mongrelfolk and the terrible sounds from the Abbey's bell tower.

KEY LOCATIONS:

  • Gates: Heavily guarded against outsiders
  • Abbey of St. Markovia: Run by the "Abbot," a celestial gone mad
  • Pool in the Woods: Possible escape for Ireena
  • Winery: Source of Barovia's wine (when operational)

HISTORICAL SIGNIFICANCE

The Abbey was once home to Saint Markovia, who led a failed rebellion against Strahd. Her crucifixion on the gates lasted forty days before she died - the same gates that now keep Krezk "safe." The pool where Tatyana's spirit sometimes appears was sacred to the mountain folk Strahd slaughtered during his conquest.

KREZK SECRETS

ABBEY SECRETS:

  1. The Abbot believes he's helping Strahd find peace
  2. Vasilka is made from parts of dead women
  3. The bell tower houses a dangerous creature
  4. Mongrelfolk were once normal villagers

NOTABLE NPCS

The Abbot

Experiment

"A fascinating case study" — Strahd

Creating flesh golem bride
View Full Details →

Dmitri Krezkov

Burgomaster

"A stubborn mule" — Strahd

Maintaining Krezk's isolation
View Full Details →
Castle Ravenloft

CASTLE RAVENLOFT OVERVIEW

More than a fortress, Ravenloft is a manifestation of Strahd's damned soul - its spires like claws grasping at the storm-wracked sky. Built upon the ruins of a Tergish watchtower, every stone was laid under Strahd's exacting supervision. The castle breathes with its master's moods, halls lengthening for his amusement, doors locking to trap intruders, shadows moving with malicious intent.

KEY LOCATIONS:

  • Great Entrance: Massive doors with carvings of Strahd's conquests
  • Dining Hall: Set for a feast with rotten food
  • Heart of Sorrow: Crystal heart that absorbs damage for Strahd
  • Crypts: Final resting place of Strahd's family
  • Spires: Highest points with terrifying drops

HISTORICAL SIGNIFICANCE

The castle's foundation stones were mortared with the blood of conquered warriors. In its chapel, Strahd murdered his brother Sergei on their wedding day. From its tallest tower, Tatyana flung herself rather than submit to Strahd's embrace. Every anniversary of these events, phantom screams echo through the halls, and the portraits bleed.

CASTLE FEATURES

SUPERNATURAL EFFECTS:

  1. Shifting Architecture: Rooms move when unobserved
  2. Echoes of the Past: Phantom sounds of long-ago events
  3. Living Shadows: Dark corners move independently
  4. Strahd's Eyes: Portraits and statues seem to watch

NOTABLE NPCS

Rahadin

Eternal Chamberlain

"My most trusted blade" — Strahd

Oversees castle operations
View Full Details →

Escher

Consort

"An amusing diversion" — Strahd

Growing jealous of Ireena
View Full Details →

Cyrus Belview

Broken Butler

"A living joke" — Strahd

Mongrelfolk servant
View Full Details →

Strahd's Brides

Consorts

"Pretty decorations" — Strahd

Lurking throughout the castle
View Full Details →

CURSE REMOVAL

REMOVE CURSE

REMOVE CURSE DC TABLE:

  • Most CursesMagical afflictions that typically require Remove Curse or similar magic to eliminate. - DC 15
  • Vistani Curses - DC 16-20
  • LycanthropyThe affliction of being a werecreature. In Barovia, it's particularly difficult to cure. - DC 30

SPECIAL RULE:

Spellcaster must make ability check with spellcasting ability. On natural 1, suffer 1d12 psychic damage and can't cast remove curse until after a long rest.

LIVING CURSES (d6):

  1. Wandering Wound: 1d4 damage appears daily on body. Heals normally.
  2. Hungry Shadow: Consumes light sources 2x faster within 10ft.
  3. Echoing Scream: Critical fails cause distant screaming (attracts monsters).
  4. Blood Ink: Any writing appears written in blood after 1 hour.
  5. Reverse Aging: Lose/gain 1 year visibly each dawn. No mechanical effect.
  6. Door Whisperer: All doors creak open slightly when unattended.

Rules: Apply when Remove Curse fails by 5+. Curses grow stronger weekly until broken.

REVENANT RESURRECTION

When a character dies, their soul may enter a humanoid corpse 1d20 hours later (DM's choice).

REVENANT TRAITS:

  • Type: Undead (Medium or Small)
  • Darkvision: 60 feet
  • Languages: Add Abyssal
  • Resistances: Resist necrotic, vulnerable to radiant
  • Regeneration: Bonus action to regain HP equal to proficiency die (recharge on short rest)
  • Turn Immunity: Immune to effects that turn undead
  • Vengeful Tracker: Know location of creature responsible for death
  • Unsightly: Disadvantage on Persuasion/Animal Handling/Performance, advantage on Intimidation
  • Death: At 0 HP, die permanently and become DM-controlled ghost

VISTANI / ENCOUNTERS

VISTANI CURSES

Vistani can curse those who wrong them (WIS saveWisdom saving throws represent resistance to mental influence and effects that would cloud your judgement or perception., DC = 8 + prof + CHA). Removing curses deals psychic backlashPsychic damage represents mental trauma and typically can't be reduced by armor. (1d6-5d6 depending on severity).

Examples: Prevent fine motor skills, cosmetic changes, item disappearance, vulnerability to damage type, disadvantage on ability checks, end attunement, blindness/deafness.

EVIL EYE:

10ft range, duplicates animal friendship, charm person, or hold person (CHA-based save DC). On save, Vistana blinded until end of next turn.

RANDOM ENCOUNTERS

CHECK FREQUENCY:

Every 30 minutes on roads/wilderness (maximum 2 per 12 hours)

  • Road: Encounter on d20 roll of 18+
  • Wilderness: Encounter on d20 roll of 15+

DAYTIME ENCOUNTERS (d12 + d8):

RollEncounter
23d6 commoners fleeing something
31d6 scouts from Vallaki
4Hunting trap (DC 15 Perception to spot)
5Fresh grave with disturbed earth
6False trail leading to ambush
71d4 + 1 Vistani bandits
8Skeletal rider on nightmare steed
9Strange trinket in road (roll on trinket table)
10Hidden bundle containing 1d4 severed fingers
111d4 swarm of ravens (50%) or 1 wereraven (50%)
121d6 dire wolves stalking prey
133d6 wolves howling in distance
141d4 berserkers covered in blood
15Corpse with face frozen in terror
161d6 werewolves in human form
171 druid with 2d6 twig blights
182d4 needle blights disguised as shrubs
191d6 scarecrows that turn to watch you pass
201 revenant seeking vengeance

NIGHTTIME ENCOUNTERS (d12 + d8):

RollEncounter
21 ghost of a murdered child
3Hunting trap baited with rotting meat
4Grave being dug by shadowy figures
5Cursed trinket that whispers
6Corpse that sits up as you pass
7Hidden bundle containing a still-beating heart
8Skeletal rider dragging chains
91d8 swarm of bats that circle ominously
101d6 dire wolves with glowing red eyes
113d6 wolves that howl your name
121d4 berserkers in bloodstained robes
131 druid and 2d6 twig blights that mimic screams
142d4 needle blights that drip sap like blood
151d6 werewolves in wolf form
163d6 zombies in funeral attire
171d6 scarecrows that move when not observed
181d8 Strahd zombies with personalized torment
191 will-o'-wisp leading to danger
201 revenant with unfinished business

CALENDAR & DOMAIN

CALENDAR:

Calendar measured in moons (lunar cycles)
Current year: 735 • Strahd born: 306
Strahd's conquest: 347 • Became vampire: 351

BAROVIAN NAMES:

Male Names:

Alek, Andrej, Anton, Balthazar, Bogan, Boris, Dargos, Darzin, Dragomir, Emeric, Falkon, Frederich, Franz, Gargosh, Gorek, Grygori, Hans, Harkus, Ivan, Jirko, Kobal, Korga, Krystofor, Lazlo, Livius, Marek, Miroslav, Nikolaj, Nimir, Oleg, Radovan, Radu, Seraz, Sergei, Stefan, Tural, Valentin, Vasily, Vladislav, Waltar, Yesper, Zsolt

Female Names:

Alana, Clavdia, Danya, Dezdrelda, Diavola, Dorina, Drasha, Drilvia, Elisabeta, Fatima, Grilsha, Isabella, Ivana, Jarzinka, Kala, Katerina, Kereza, Korina, Lavinia, Magda, Marta, Mathilda, Minodora, Mirabel, Miruna, Nimira, Nyanka, Olivenka, Ruxandra, Sorina, Tereska, Valentina, Vasha, Victoria, Wensencia, Zondra

Family Names:

Alastroi, Antonovich/Antonova, Barthos, Belasco, Cantemir, Dargovich/Dargova, Diavolov, Diminski, Dilisnya, Drazkoi, Garvinski, Grejenko, Groza, Grygorovich/Grygorova, Ivanovich/Ivanova, Janek, Karushkin, Konstantinovich/Konstantinova, Krezkov/Krezkova, Krykski, Lansten, Lazarescu, Lukresh, Lipsiege, Martikov/Martikova, Mironovich/Mironovna, Moldovar, Nikolovich/Nikolova, Nimirovich/Nimirova, Oronovich/Oronova, Petrovich/Petrovna, Polensky, Radovich/Radova, Rilsky, Stefanovich/Stefanova, Strazni, Swilovich/Swilova, Taltos, Targolov/Targolova, Tyminski, Ulbrek, Ulrich, Vadu, Voltanescu, Zalenski, Zalken

BAROVIAN LORE:

  • The Devil Strahd: Vampire lord who dwells in Castle Ravenloft - none enter without invitation
  • Ancestral Sin: Barovians believe Strahd is punishment for their ancestors' forgotten sins
  • Vampire Weaknesses: Can't enter homes uninvited, harmed by running water/sunlight
  • The MistsThe magical fog surrounding Barovia that prevents escape and brings new victims into the domain.: Those who try to leave choke on the fog and perish if they continue
  • Outsiders: Many strangers come to Barovia but all die or disappear quickly
  • Wildlife: Wolves and bats serve as Strahd's spies
  • Settlements: Three main villages along Old Svalich Road (Barovia, Vallaki, Krezk)
  • Wine: Lifeblood of Barovia from Wizard of Wines winery
  • Mad Wizard: Powerful outsider in Mount Baratok who opposes Strahd
  • The SoullessMany Barovians lack true souls - they're empty, emotionless shells going through the motions of life.: Many Barovians lack souls - they're empty, joyless shells

NPC QUIRKS (d20):

  1. Childlike Wonder: Collects mundane objects (stones, buttons) as "magic treasures".
  2. Sunflower Soul: Tries to grow flowers in impossible places (rooftops, crypts).
  3. Story Collector: Begs travelers for tales of places beyond the mists.
  4. Shadow Puppeteer: Makes elaborate shadow plays to comfort children.
  5. Hopeful Baker: Always baking "welcome pies" that taste like sawdust.
  6. Mother Hen: Forces food on everyone while muttering "you're too thin".
  7. Knot Master: Carries rope to fix travelers' frayed gear without being asked.
  8. Nightwatch Whisperer: Sings lullabies to ward off nightmares (works 50% of time).
  9. Herb Witch: Presses foul-smelling "protective" sachets into palms.
  10. Memory Keeper: Maintains shrine with names of every deceased villager.
  11. Soulless Tell: Never blinks. Food has no taste to them.
  12. Paranoid Ritual: Knocks 3x before entering, spits over left shoulder.
  13. Strahd's Pawn: Knows one random PC secret. Casually mentions it.
  14. Ghostly Echo: Repeats same action daily (e.g., always drops a cup at 3pm).
  15. Hidden Hunger: Stares at necks/wrists. Refuses garlic.
  16. Living Omen: Speaks in riddles that foreshadow nearby danger.
  17. Flesh Scribbler: Writes names on their skin that disappear by dawn.
  18. Mirror Mumbler: Holds conversations with reflections when alone.
  19. Grave Dancer: Waltzes in cemeteries during thunderstorms.
  20. Puppet Master: Carries a doll that "speaks" for them in falsetto.

Tip: Assign to 1-in-4 NPCs. Reveal quirks through interaction.

VISTANI LORE:

  • Strahd's Origin: Ancient royal who became undead after death centuries ago
  • Tatyana: Strahd's only true love - a peasant girl whose fate is unknown
  • Ravenloft: Named after Strahd's mother Queen Ravenovia
  • Barovians: Simple, frightened people - many lack souls entirely
  • The Old Road: Connects three settlements with Strahd's spies in each
  • Old Windmill: "Avoid at all costs!" (they refuse to say why)
  • Soul Prison: Dead souls cannot escape Barovia
  • Madam Eva: Greatest Vistani fortune-teller who reveals fates
  • Vistani Curses: Powerful but dangerous to invoke unjustly
  • Ravens: Carry lost souls - killing one brings bad luck

GHOSTLY ECHOES (d6):

  1. Battle Replay: Phantom soldiers fight and die at dusk. No interaction.
  2. Weeping Stone: A wall/statue bleeds when specific lore is mentioned.
  3. Banquet Hall: Empty chairs scrape back, glasses fill with blood-red wine.
  4. Child's Game: Spectral children play tag. One always looks like a PC.
  5. Execution Loop: A hanging corpse kicks for 1 minute daily at noon.
  6. Strahd's Memory: Location replays Strahd killing someone from a PC's backstory.

Usage: Trigger when players spend >10 mins in a location. No mechanics - pure atmosphere.

NPC GENERATOR

BAROVIAN NPC GENERATOR

MUSIC & TOOLS

SPOTIFY PLAYLISTS

Curse of Strahd Playlist

Curse of Strahd Campaign

Complete atmospheric soundtrack for your campaign

Listen on Spotify
Pre-Game Strahd

Pre-Game Strahd

Set the atmosphere and tone for the upcoming session - good mood setter and session recap

Listen on Spotify
Epic Battle Music

Epic Battle Music

Thundering orchestral pieces for combat encounters

Listen on Spotify
Ambient Exploration

Ambient Exploration

Eerie soundscapes for travel and discovery

Listen on Spotify
Strahd Foreboding

Strahd Foreboding

Foreboding atmosphere for travel and exploration

Listen on Spotify

GAME TOOLS

OWLBEAR RADIO

OWLBEAR RODEO NPC Generator

FREE Dynamic NPC generator addon for OBR - Copy and paste link into addons 👇

https://npc-generator-obr.onrender.com/manifest.json

Open OwlBear Rodeo VTT
BBEG Monologues

NAT20 Free Monologues for NPC's & BBEG's

FREE Monologues for games and campaigns

TikTok - NPC / BBEG Monologues
Handout Generator

Handout Generator

Create printable letter handouts

Open Handout Generator
Tarroka Deck

Printable Tarroka Deck

Printable Tarroka Deck courtesy of Reddit user: meninosousa

Open Dropbox
Spoiler Free Map

High Res: Spoiler Free Barovia Map

Spoiler free Barovia Map courtesy of Reddit user: Heppburr

Open Image

YOUTUBE MUSIC BY LOCATION

Location
Music Style
Youtube Link/Artist
Lands of Barovia
Dark Background Music
Into the Mists
Atmospheric Background Music
Old Svalich Road
On-the road atmospheric Background Music
Village of Barovia
Music for the Village of Barovia
Tser Pool Encampment
Vistani encampment
Town of Vallaki
Town of Vallaki Background Music
Town of Vallaki / Alternative
Town of Vallaki Background Music
Yester Hill
Music for Yester Hill atmosphere

STRAHD PROFILE

Strahd von Zarovich

THE VAMPIRE LORD OF BAROVIA

Full Name: Strahd von Zarovich VI
Titles: The Ancient, The Land, Count of Barovia
Age: Over 400 years old
Alignment: Lawful Evil
Domain: Castle Ravenloft, Barovia
Signature Weapon: The Sword of the Morning (Sunblade, now corrupted)

DM Notes:

  • Strahd is always 3 steps ahead - he's been doing this for centuries
  • Remember: He's a brilliant military tactician, not just a monster
  • Use his spies (rats, bats, Vistani) to show he's always watching

HISTORY & TRAGEDY

The Conqueror: Once a noble warrior who expanded his father's empire, Strahd conquered Barovia through brilliant military campaigns in his prime. The valley's original inhabitants called him "the Devil Strahd."

The Bargain: Fearing old age while his brother Sergei remained youthful, Strahd made his fateful pact on the night of Sergei's wedding to Tatyana. The ceremony became a bloodbath - Sergei murdered, Tatyana dead by suicide, and Strahd transformed into the first vampire.

The Curse: The Dark Powers granted Strahd's wish for immortality but cursed him to forever pursue Tatyana's reincarnations, only to lose her each time. Each cycle renews his torment.

Key Story Beats:

  • Strahd sees himself as the tragic hero of his story
  • He genuinely believes Tatyana is his by right
  • His journal (found in Ravenloft) reveals his descent into madness

PERSONALITY TRAITS

  • "I am the ancient, I am the land." - He sees Barovia as an extension of himself
  • "All who oppose me shall perish." - Challenges to his rule enrage him
  • "Tatyana is mine by right." - An obsession bordering on madness
  • "I suffer no insult." - Punishes slights with cruel creativity
  • "You remind me of my brother..." - Both nostalgic and dangerous

RUNNING STRAHD: DM GUIDELINES

Strahd's Goals:

  1. Claim Tatyana's current incarnation (Ireena) - His primary obsession
  2. Find a worthy successor - But will ultimately reject all candidates
  3. Break his curse - Though he doesn't fully understand it
  4. Entertain himself - Adventurers are rare distractions

Strahd's Tactics:

  • Tests the party through proxies before confronting them directly
  • Uses charm and intellect more than brute force
  • Will retreat and regroup if seriously threatened
  • Plays party members against each other
  • Always has an escape plan (Misty Escape)

BAROVIAN LORE

THE MISTS OF BAROVIA

The ever-present fog serves as Strahd's prison walls and psychological weapon. Key features:

  • Psychological Horror: The mists whisper and show visions
  • Navigation Hazard: DC 15 Survival check or become lost
  • Strahd's Will: He can intensify them as a lair action
  • Escape Attempts: Those who try to leave find themselves back in Barovia

DM Tips:

  • Use mists to cut off retreats or separate party members
  • Have them react to Strahd's emotions (turn blood-red when angry)
  • Let players hear ghostly whispers of "He is the Ancient..."

THE LAND ITSELF

Strahd's connection to Barovia is supernatural - the land reflects his moods:

Strahd's Mood ℹ️ Track Strahd's emotional state to foreshadow events. Environmental Effects
Angry Thunderstorms, howling winds
Melancholy Constant dreary rain
Amused Unnatural stillness
Romantic Blood-red moon appears

FACTIONS OF BAROVIA

The Vistani

Strahd's nomadic spies granted special privileges:

  • Only ones who can freely pass through the mists
  • Not all serve Strahd willingly (Madam Eva's faction resists)
  • Excellent source of cryptic prophecies

The Burgomasters

Local leaders who maintain the illusion of order:

  • Vargas Vallakovich (Vallaki): Delusional tyrant enforcing "happiness"
  • Kolyan Indirovich (Barovia): Deceased father of Ireena
  • Davian Martikov (Wizard of Wines): Secretly wereraven leader

THE DARK POWERS

The mysterious entities behind the Curse of Strahd:

  • Not gods but ancient malevolent forces
  • May offer players corrupting bargains
  • Delight in Strahd's endless torment
  • Can manifest as shadowy figures or through the Amber Temple

Strahd's Torment Cycle:

  1. Tatyana reincarnates
  2. Strahd pursues her
  3. She dies tragically
  4. Barovia resets
  5. The mists bring new victims

This has repeated for centuries - the current Ireena incarnation is just the latest.

NPC RELATIONSHIPS

Ireena Kolyana

Tatyana's Reincarnation

Strahd's View: "My beloved returned to me at last" (Obsessive romantic fixation)

Current Status: Being "courted" through calculated appearances and manipulations

DM Notes:

  • Strahd believes he's being romantic, not predatory
  • Will intervene violently if she's harmed (but won't kill perpetrators - prefers to turn them into spawn)
  • Secretly arranges "chance meetings" in different guises

Story Hooks:

  • Strahd sends gifts signed "Your Most Admiring"
  • Vistani deliver "invitations" to dinner at Ravenloft
  • Werewolves appear to "protect" her from perceived threats

Ismark the Lesser

The Broken Bulwark

Strahd's View: "A gnat buzzing around Tatyana" (Barely acknowledges)

Current Status: Begging adventurers to escort Ireena to safety

DM Notes:

  • Strahd could kill him instantly but finds his efforts pitifully amusing
  • Ismark's sword is a silent family heirloom from Sergei
  • Will drink himself to death if Ireena dies or turns

Roleplaying Tips:

  • Desperate but honorable - won't abandon his people
  • Secretly fears he's as ineffective as his late father
  • His full title is "Ismark the Lesser, Burgomaster of Barovia"

Father Donavich

The Broken Shepherd

Strahd's View: "A broken toy" (Ignores him)

Current Status: Keeping son Doru chained in church basement

DM Notes:

  • Strahd turned Doru to punish the village's faith
  • If Doru is killed, Donavich hangs himself in the bell tower
  • His holy symbol is cracked but still faintly glows

Potential Scenes:

  • Begs PCs to find a "cure" for vampirism
  • Attempts to feed his own blood to Doru in secret
  • Final prayer scene if Doru is destroyed

Van Richten

The Vampire Hunter

Strahd's View: "Finally, worthy prey" (Dangerous but entertaining)

Current Status: Active but hidden in Vallaki

DM Notes:

  • Strahd could kill him anytime but enjoys the game
  • Allows Van Richten to operate as a challenge
  • Secretly hopes he'll find a way to break the curse

Cat & Mouse Game:

  • Strahd leaves cryptic notes signed "Your Greatest Fan"
  • Arranges for monsters to attack at dramatic moments
  • Never attacks directly - always through proxies first

Vargas Vallakovich

The Happiness Tyrant

Strahd's View: "A useful fool" (Lets him enforce order)

Current Status: Enforcing mandatory festivals

DM Notes:

  • Strahd allows his rule because it breeds despair
  • His son Victor is secretly practicing dangerous magic
  • Will be publicly executed if Wachter takes over

Festival Madness:

  • Forces townsfolk to smile or face the stocks
  • Claims "Strahd is just a story" despite knowing the truth
  • His wife Lydia is heavily sedated

Lady Fiona Wachter

The Serpent of Vallaki

Strahd's View: "A useful fanatic" (Exploits her devotion)

Current Status: Planting cultists to overthrow Vargas

DM Notes:

  • Strahd sends her cryptic dreams to manipulate her
  • Her cultists wear raven feathers (mocking the wereravens)
  • Her late husband was fed to Strahd's consorts

Political Plays:

  • Frames Vargas' supporters for crimes
  • Uses her sons as enforcers
  • Keeps a Strahd "shrine" hidden in her attic

Blinsky

The Toymaker

Strahd's View: "A harmless curiosity" (Occasionally amused)

Current Status: Making creepy dolls for Izek

DM Notes:

  • His "Is No Fun, Is No Blinsky!" catchphrase hides deep sadness
  • Unwittingly makes dolls resembling past Tatyana incarnations
  • Will be killed by Izek if the dolls stop coming

Creepy Details:

  • Dolls sometimes move when no one's looking
  • His workshop has a hidden door to the orphanage
  • Knows Izek's childhood secrets but is too afraid to tell

The Abbot

Fallen Deva

Strahd's View: "A fascinating experiment" (Scientific curiosity)

Current Status: Tolerated for his creations

DM Notes:

  • Strahd provides corpses for the Abbot's work
  • Considers him a case study in celestial corruption
  • Will destroy him if he actually threatens the status quo

Twisted Dynamics:

  • Strahd visits the Abbey for "philosophical discussions"
  • Leads the Abbot deeper into madness with false hope
  • Uses Vasilka as potential leverage over Ireena

Rahadin

Eternal Chamberlain

Strahd's View: "My most trusted blade" (Loyal executioner and confidant)

Current Status: Oversees daily operations of Ravenloft

DM Notes:

  • The only being Strahd genuinely trusts
  • Knows all of Strahd's secrets except his true feelings about Sergei
  • Will take initiative to eliminate threats without orders

Behavior Patterns:

  • Always addresses Strahd as "My Lord" never "Master"
  • Wears Elven mourning garb for the people he slaughtered
  • Deathly whisper ability reflects his guilt

Escher

Consort in Waiting

Strahd's View: "An amusing diversion" (Kept for resemblance to Sergei)

Current Status: Growing jealous of Ireena

DM Notes:

  • Strahd turns a blind eye to Escher's petty schemes
  • Will sacrifice Escher without hesitation if needed
  • Secretly hopes to replace Ireena in Strahd's affections

Potential Scenes:

  • Escher leaks information to players to undermine Strahd
  • Attempts to sabotage Ireena's safety
  • Dramatic final confrontation when discarded

Cyrus Belview

The Broken Butler

Strahd's View: "A living joke" (Mocking tolerance)

Current Status: Serving dinner to guests

DM Notes:

  • Strahd keeps him as proof of the Abbot's "failures"
  • Will cry if treated kindly (hasn't experienced kindness in decades)
  • Knows secret passages but is too afraid to reveal them

Tragic Details:

  • His face is stitched together from multiple people
  • Whispers "please don't look at me" when serving food
  • Carries a tiny doll made from dinner napkins

Madam Eva

Vistani Matriarch

Strahd's View: "A useful oracle" (Respects but doesn't trust)

Current Status: Maintains careful neutrality

DM Notes:

  • Strahd suspects she helps adventurers but can't prove it
  • Their relationship is a delicate balance of power
  • She knows more about the curse than she reveals

Roleplaying Tips:

  • Always speaks in riddles around Strahd
  • Uses tarokka cards to warn without directly opposing
  • Her wagon is neutral ground even Strahd honors

Baba Lysaga

Witch Mother

Strahd's View: "A persistent delusion" (Denies their connection)

Current Status: Secretly protects him from afar

DM Notes:

  • Strahd knows the truth but refuses to acknowledge it
  • Allows her to live only because she's useful
  • Her death would trigger rare genuine anger

Complex Relationship:

  • She attacks anyone who mentions being his mother
  • Her hut moves to intercept threats to Ravenloft
  • Strahd never visits Berez but knows everything happening there

Running NPC Interactions: Advanced DM Tips

Strahd's Social Tactics

  • The Aristocrat: Flawless manners when first meeting NPCs
  • The Benefactor: Offers gifts with hidden strings attached
  • The Confessor: Shares "vulnerabilities" to test loyalty
  • The Patron: Sponsors artists/scholars to corrupt them

Relationship Arcs

  • Ireena: Obsession → Possession → Tragedy
  • Van Richten: Amusement → Respect → Final Confrontation
  • The Abbot: Curiosity → Disappointment → Disposal
  • Baba Lysaga: Denial → Crisis → Violent Rejection
  • Vargas: Tolerance → Contempt → Execution
  • Fiona: Amusement → Annoyance → Discard

STRAHD'S ABILITIES

VAMPIRE TRAITS

Shapechanger: Can transform into a bat, wolf, or mist

Legendary Resistance (3/Day): Can succeed on failed saving throw

Misty Escape: When dropping to 0 HP outside sunlight/running water, transforms into mist

Regeneration: 20 HP at start of turn (unless took radiant damage or in running water)

Spider Climb: Can move on walls/ceilings without ability checks

Vampire Weaknesses:

  1. Running Water: Takes 20 acid damage when starts turn in it
  2. Sunlight: Disables regeneration, takes 20 radiant damage per turn
  3. Stake to Heart: Paralyzed if wooden stake pierces heart
  4. Holy Symbols: Can't touch or willingly enter space with one

LEGENDARY ACTIONS (3/round)

🔄 Special turns between turns: Strahd can take 3 extra actions per round, spread out between other creatures' turns.

  • Move: Strahd glides up to 30 feet without provoking opportunity attacks
    Example: Moves behind cover after a player's attack
  • Unarmed Strike:
    Example: Punches a cleric who just cast healing
  • Bite (Costs 2 actions):
    Example: Drains blood from a grappled foe

COMBAT STATS

AC: 16 (natural armor)
HP: 144 (17d8 + 68)
Saving Throws:
Skills:
Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Challenge: 15 (13,000 XP)

SPELLS (Caster Level 9)

Cantrips (at will): Mage Hand, Prestidigitation

1st (4 slots): Charm Person, Sleep

2nd (3 slots): Invisibility, Misty Step

3rd (3 slots): Fear, Fireball

4th (3 slots): Greater Invisibility, Polymorph

5th (1 slot): Animate Objects, Scrying

DESCRIPTORS

ENVIRONMENTAL DESCRIPTIONS

Roads:

  • The packed earth of the road sucks at your boots like greedy mouths
  • Fog coils around your ankles like spectral serpents
  • Wheel ruts fill with rainwater the color of diluted blood
  • Bare branches scrape together like bones in the wind
  • Your breath fogs in air that smells of wet earth and rotting leaves
  • The road forks like a broken wishbone
  • Cold mud squelches underfoot with the sound of something breathing
  • Each footstep is swallowed by silence too deep to be natural
  • Cracked stones form runes no one recognizes
  • The path winds like a serpent through the trees
  • The air here hums with static, like the moment before a storm
  • Carved symbols in the mile-markers are freshly bleeding sap
  • Faint hoofprints vanish halfway down the lane
  • You pass a child's toy, sodden with rain and caked in blood
  • A distant bell rings—though no village lies ahead

Forests:

  • Tree bark peels away in fleshy strips revealing pulpy wood beneath
  • Fungus grows in pulsating clusters that release spores when disturbed
  • Roots twist up from the earth like the fingers of buried corpses
  • The canopy blocks all light, leaving you in perpetual twilight
  • Something large moves just out of sight, snapping branches as it goes
  • The air is thick with the hum of insects you never see
  • A murder of crows follows you from tree to tree, always silent
  • The moss on the trees seems to squirm when touched
  • You come across claw marks too high for any beast
  • Every trunk seems to lean subtly toward the path, listening
  • The smell of copper lingers despite no visible wound
  • You find a skeleton impaled on a branch ten feet above the ground
  • Birdsong is absent. The forest breathes, and waits
  • A tree is split open, its sap thick and red as blood
  • Your shadow doesn’t match your movement under the trees

Settlements:

  • Windows watch you like the empty eye sockets of skulls
  • Chimney smoke hangs thick, carrying the scent of burnt hair
  • Doorways gape like hungry mouths waiting to swallow the unwary
  • Puddles reflect not your face but something lurking behind you
  • The creak of signs in the wind sounds like dying men's last breaths
  • Every building leans slightly toward you, expectantly
  • Children’s laughter echoes in alleys devoid of children
  • The innkeeper greets you with a phrase you've heard in your dreams
  • All clocks in town have stopped at the same time
  • A dog stares at you unblinking, unmoving, until you leave
  • A market stall sells dolls that resemble your companions
  • Despite the season, every house displays funeral wreaths
  • Steps echo above you on rooftops—no one is there
  • Doors are bolted shut with symbols scrawled in ash
  • The statue in the square weeps blood each dusk

Mountains:

  • Rock faces weep icy tears that freeze on your clothes
  • Wind howls through passes like the wails of the damned
  • Loose stones clatter down slopes like fleeing creatures
  • Cliffs loom overhead like the battlements of some giant's fortress
  • Your footsteps echo as if something walks just out of sync behind you
  • Clouds gather swiftly, like a shroud pulling tight
  • Strange symbols carved into the rock glow faintly at night
  • Echoes reply with voices not your own
  • The air thins, but you hear someone breathing beside you
  • Spindly trees grow sideways, as though fleeing the peak
  • An ancient shrine crumbles into dust as you approach
  • The trail vanishes, though you never strayed
  • A goat watches you too intently—and does not blink
  • Icicles form the shape of faces mid-scream
  • You hear a lullaby sung in a language you don’t speak

UNSETTLING SENSATIONS (d20):

  1. Tactile: Cobwebs cling like fingers. Stones warm as flesh.
  2. Auditory: Children laughing in empty rooms. Whispers from nowhere.
  3. Olfactory: The sharp scent of bleach in the middle of the woods.
  4. Visual: Your shadow moves just a beat too slow.
  5. Temporal: You blink and it's suddenly dusk.
  6. Proprioceptive: Your limbs feel slightly too long or too short.
  7. Tactile: The sensation of ants crawling beneath your skin.
  8. Auditory: Echoes that repeat words you haven’t spoken yet.
  9. Olfactory: The smell of someone you loved, long dead.
  10. Visual: Your reflection blinks out of sync with you.
  11. Temporal: A memory plays in your mind as if it’s happening now.
  12. Proprioceptive: You feel heavier—as if gravity is stronger here.
  13. Auditory: The sound of breathing where no one stands.
  14. Tactile: Something brushes your neck, but nothing’s there.
  15. Olfactory: The air reeks of wet fur and rusting iron.
  16. Visual: The stars above form an unfamiliar constellation.
  17. Temporal: Your watch spins uncontrollably then stops.
  18. Proprioceptive: You swear your heartbeat has an echo.
  19. Auditory: Bells toll with no visible tower nearby.
  20. Visual: You see a familiar face among the trees, but it vanishes.

Usage: Roll when players enter new areas. Describe without explanation.