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Curse of Strahd

Shadows of Barovia: Cheat Sheet

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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 DCs for checks or saves. Instead, inform players if a task is easy, moderate, hard, etc.

PROFICIENCY DICE:

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

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 save results in madness.

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

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.

CALM EMOTIONS:

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

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

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."

RECOVERY:

After short rest, attempt WIS save to end despair. Calm emotions, lesser/greater restoration remove despair.

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

NIGHTMARES

If below 50% HP or exhausted before a long rest, make WIS save or gain nightmare effect and only restore half HP normally recovered.

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.

LINGERING INJURIES

When failing a death save by 5+, suffering a critical hit, or dropping to 0 HP, make CON save or gain lingering injury.

LINGERING INJURIES TABLE (d20):

  1. Lose an Eye: Disadvantage on Perception and ranged attacks. Blind if both eyes lost.
  2. Lose a Hand: Can't hold items with two hands or more than one item at a time.
  3. Lose an Arm: Cannot use two-handed equipment. Disadvantage on STR checks.
  4. Lose a Foot: Speed halved. DC 10 DEX save after Dash or fall prone.
  5. Lose a Leg: Speed reduced to 5ft without prosthesis or crutch.
  6. Internal Injury: DC 15 CON save before any action or lose action/reactions.
  7. Broken Ribs: As Internal Injury but DC 10. -5ft movement.
  8. Horrible Scar: Disadvantage on Persuasion, advantage on Intimidation.
  9. Festering Wound: Lose 1 max HP/day. Die at 0. DC 15 Medicine check daily to heal.
  10. Concussion: Disadvantage on INT/WIS checks and saves.
  11. Nerve Damage: Random limb becomes useless for 1d4 hours daily.
  12. Hearing Loss: Disadvantage on sound-based Perception checks.
  13. Limp: -5ft speed. DC 10 DEX save after Dash or fall prone.
  14. Minor Scar: No mechanical effect but visible disfigurement.
  15. Twitching Limb: Disadvantage on DEX checks with that limb.
  16. Chronic Pain: Disadvantage on CON saves vs exhaustion.
  17. Fractured Skull: Vulnerability to bludgeoning damage.
  18. Rotting Flesh: Creatures within 10ft must make CON save or be sickened.
  19. Phantom Pain: Random bouts of incapacitating pain (10% chance each hour).
  20. Soul Wound: Vulnerability to necrotic damage. Undead sense you from 60ft.

Healing: Requires magical healing or Medicine checks (DC 15, 10 successes)

CURSE REMOVAL

REMOVE CURSE

REMOVE CURSE DC TABLE:

  • Most Curses - DC 15
  • Vistani Curses - DC 16-20
  • Lycanthropy - 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

DARK GIFTS (d6):

  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.

Rules: Offer after character death or when a PC fails 3 death saves. Reversible only by Remove Curse + quest.

VISTANI ABILITIES

VISTANI CURSES

Vistani can curse those who wrong them (WIS save, DC = 8 + prof + CHA). Removing curses deals psychic backlash (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.

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.

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

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

BAROVIAN 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 Mists: 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 Soulless: Many Barovians lack souls - they're empty, joyless shells

NPC QUIRKS (d6):

  1. Soulless Tell: Never blinks. Food has no taste to them.
  2. Paranoid Ritual: Knocks 3x before entering, spits over left shoulder.
  3. Strahd's Pawn: Knows one random PC secret. Casually mentions it.
  4. Ghostly Echo: Repeats same action daily (e.g., always drops a cup at 3pm).
  5. Hidden Hunger: Stares at necks/wrists. Refuses garlic.
  6. Living Omen: Speaks in riddles that foreshadow nearby danger.

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.

VISERAL 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

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

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

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

UNSETTLING SENSATIONS (d6):

  1. Tactile: Cobwebs that cling like fingers. Stones that feel warm as flesh.
  2. Auditory: Children's laughter in empty rooms. Your name whispered from behind.
  3. Olfactory: Sudden rot smell in clean areas. Perfume of a long-dead noble.
  4. Visual: Reflections show you older/dead. Shadows form clawed hands.
  5. Temporal: Clocks run backward. Sunlight seems to move too quickly.
  6. Proprioceptive: Feeling watched even alone. Unexplained weight on shoulders.

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