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Mists swallow your party and deposit you in Barovia — a valley of eternal twilight ruled by the vampire lord Strahd von Zarovich. There is no escape from his domain, only the desperate hope that you can find his weaknesses and destroy him before he claims you as his eternal playthings. This is gothic horror at its finest: a land where hope is a weapon, death is a revolving door, and the monster in the castle has been expecting you.

Story Arcs

Arc 1

Welcome to Barovia

The party is drawn into the valley of Barovia and discovers the nature of their prison. The village of Barovia is a place of fear, and the road to Vallaki is fraught with danger.

Arc 2

The Search for Allies

To defeat Strahd, the party needs allies, artifacts, and knowledge. The fortune teller Madam Eva has foretold where these can be found — but each location holds its own horrors.

Arc 3

Castle Ravenloft

Armed with artifacts and allies, the party ascends to Castle Ravenloft for the final confrontation with the lord of the land. But Strahd has been playing games with them all along.

Session Outlines

These outlines are for planning reference only. Actual sessions are not created by the template.

1

Into the Mists

The party encounters mysterious mists that transport them to Barovia. They follow a road through a dark forest to the village of Barovia, where they meet terrified villagers and learn of the vampire Strahd who rules this land. A plea for help from Ismark leads them to his sister Ireena, whom Strahd has targeted.

2

Death House

Before leaving the village, the party investigates a haunted house where ghostly children beg for help. The house is a dungeon in miniature — each floor descends deeper into horror, culminating in a sacrificial basement. The house is a microcosm of Barovia itself: beautiful on the surface, rotten beneath.

3

The Road to Vallaki

The party escorts Ireena toward Vallaki, hoping to find safety. The journey passes the Vistani camp at Tser Pool, where Madam Eva reads their fortunes — a card reading that determines the locations of key items and allies for the entire campaign. Encounters on the road include wolves and revenants.

4

Vallaki — Town of False Hope

Vallaki appears civilized but hides madness beneath the surface. The burgomaster forces weekly festivals to maintain "happiness." The church harbors a dangerous secret in its basement. The Vistani camp outside town has its own dynamics. Multiple quest hooks emerge.

5

The Bones of St. Andral

The church's protective bones have been stolen, leaving it vulnerable to Strahd's attack. The party must find and return them before sunset, or the church — and its refugees — are doomed. The trail leads through Vallaki's political intrigues and criminal underbelly.

6

The Wizard of Wines

Vallaki's wine supply — the only comfort in Barovia — has stopped flowing. The party travels to the Wizard of Wines winery to discover it has been overrun by druids serving Strahd. Reclaiming the winery provides a key ally and vital resources.

7

Argynvostholt

The party explores the ruined mansion of the Order of the Silver Dragon — knights who fought Strahd centuries ago. Their spirits linger as revenants, unable to find peace. The dragon Argynvost's skull, taken as a trophy by Strahd, must be returned to lay them to rest and gain their blessing.

8

Krezk and the Abbey

The village of Krezk shelters behind walls, fearful of everything outside. Above it, the Abbey of Saint Markovia is run by a mad angel who creates flesh golems in a twisted attempt to create a bride for Strahd. The party must deal with the angel and his abominations.

9

The Amber Temple

High in the mountains lies the Amber Temple, where dark vestiges are imprisoned in amber sarcophagi. Each offers terrible power at a terrible price. This is where Strahd first gained his vampiric powers. The temple is guarded by arcanaloth and other dangerous entities.

10

Strahd's Invitation

Strahd sends a formal dinner invitation to the party. Attending reveals his charm, intelligence, and complete control over the situation. He toys with the party, demonstrating his power while probing for their weaknesses. The dinner is a trap — but refusing is also dangerous.

11

Van Richten's Tower

The legendary monster hunter Van Richten is hiding in Barovia. His tower on Lake Baratok is warded against Strahd's scrying. Finding him provides crucial knowledge about Strahd's weaknesses. Van Richten is paranoid but ultimately becomes the party's most valuable ally.

12

Yester Hill

The druids who serve Strahd conduct dark rituals at Yester Hill, calling forth a living tree infused with evil. The party must disrupt the ritual, destroy the tree, and recover one of the artifacts foretold by Madam Eva's reading.

13

Preparing for Ravenloft

With artifacts gathered and allies rallied, the party prepares for the assault on Castle Ravenloft. Last-minute loose ends are tied up, equipment is prepared, and the party steels themselves for the final confrontation. Strahd sends a warning — or a taunt.

14

Castle Ravenloft

The party enters Castle Ravenloft. The castle is enormous, spanning multiple towers, crypts, and halls. Strahd appears and disappears, testing the party, separating them, and wearing them down. Each room tells a piece of his tragic history. The artifacts pulse with energy as they near their purpose.

15

The Lord of Barovia

The final confrontation with Strahd in his chosen arena within the castle. He fights with centuries of experience, supernatural powers, and complete knowledge of his own castle. The artifacts are the key to weakening him. Victory means freedom from Barovia; defeat means eternal servitude. Even in death, Strahd promises he will return — for the curse of Barovia can never truly be lifted.

NPCs

Strahd von Zarovich

Vampire · Lord of Barovia

The master of Castle Ravenloft and the entire domain of Barovia. A brilliant military commander in life, he made a pact with dark powers for immortality and murdered his brother to claim his bride — who chose death over Strahd's embrace. Now he rules an eternal prison, endlessly seeking a replacement for his lost love. Charming, intelligent, and utterly without mercy.

Ireena Kolyana

Human · Barovian Noblewoman

The latest incarnation of Strahd's lost love, Tatyana. She is brave, compassionate, and determined not to become Strahd's prisoner. She has been bitten twice — a third bite would make her a vampire spawn. The party must protect her while she proves herself a capable ally in her own right.

Ismark Kolyanovich

Human · Village Leader

Ireena's brother and the burgomaster's son. Called "Ismark the Lesser" by villagers who compare him unfavorably to his father. He is brave but overwhelmed, desperate to get Ireena somewhere safe. His devotion to his sister is absolute.

Madam Eva

Vistani · Fortune Teller

An ancient Vistani seer who reads the party's fortune with her tarokka deck. Her reading determines the locations of the artifacts and allies needed to defeat Strahd. She is far more than she appears — her connection to Barovia runs deeper than anyone suspects.

Rudolph Van Richten

Human · Monster Hunter

The legendary monster hunter, now old and haunted by decades of loss. He entered Barovia to destroy Strahd and has been hiding ever since, gathering intelligence and preparing. Paranoid and mistrustful, but once he accepts the party as allies, his knowledge and courage are invaluable.

Ezmerelda d'Avenir

Human · Monster Hunter Apprentice

Van Richten's former student, now searching for him in Barovia. A skilled fighter and investigator with a prosthetic leg and a wagon full of monster-hunting supplies. Braver and more optimistic than her mentor, she provides a much-needed spark of energy.

Kasimir Velikov

Dusk Elf · Elder and Scholar

The leader of the dusk elves, whose people were nearly destroyed by Strahd. He seeks the Amber Temple to find a way to resurrect his dead sister. His knowledge of ancient lore and the dark powers makes him a valuable but potentially dangerous ally.

Rahadin

Dusk Elf · Strahd's Chamberlain

Strahd's most loyal servant, a dusk elf who betrayed his own people to serve the vampire lord. He is surrounded by the screams of his victims — a psychic aura that can incapacitate the unprepared. Deadly in combat and utterly devoted to his master.

Locations

Village of Barovia

settlement

A village of boarded windows and locked doors huddled in the shadow of Castle Ravenloft. The inhabitants live in constant fear, rarely venturing out after dark. The church is one of the few places of relative safety, though even its protection is failing.

Death House (dungeon)

Vallaki

settlement

A walled town that attempts to maintain normalcy through mandatory weekly festivals. Beneath the forced cheer lies fear, political intrigue, and dark secrets. The burgomaster rules through intimidation disguised as optimism. Multiple factions compete for control.

Castle Ravenloft

dungeon

Strahd's ancient fortress, perched on a pillar of stone a thousand feet above the village of Barovia. The castle is enormous — dozens of rooms across multiple towers, connected by dark corridors and secret passages. Strahd knows every inch and can appear anywhere. The crypts beneath hold centuries of the dead — and worse.

The Amber Temple

dungeon

An ancient temple high in the mountains where dark vestiges — entities of immense evil — are imprisoned in amber sarcophagi. Each vestige offers power in exchange for corruption. This is where Strahd first made his pact. The temple is guarded by ancient defenses and the entities within constantly tempt visitors.

Argynvostholt

dungeon

The ruined mansion of the Order of the Silver Dragon, knights who fought Strahd and were destroyed. Their spirits linger as revenants, trapped between rage and despair. The dragon Argynvost's beacon, if restored, provides hope to all of Barovia.

The Wizard of Wines Winery

building

The only source of wine in Barovia — and wine is one of the few comforts the people have. The winery has been in the Martikov family for generations. The family are secretly wereravens who oppose Strahd. The winery is currently under siege by evil druids.

Tser Pool and Vistani Camp

settlement

The Vistani camp at Tser Pool is one of the few colorful, lively places in Barovia. The Vistani can travel freely through the mists — a privilege granted by Strahd. Madam Eva holds court here, and the Vistani trade, sing, and tell stories around their campfires.

Quests

Protect Ireena

High

Escort Ireena Kolyana to safety. She has been bitten twice by Strahd — a third bite will make her his forever. Find a place in Barovia where even Strahd cannot reach her.

Madam Eva's Fortune

High

Madam Eva's tarokka reading reveals the locations of three artifacts and an ally that can help defeat Strahd. Find them all before confronting the vampire lord.

The Bones of St. Andral

High

The church in Vallaki has lost the holy relics that protect it from Strahd's forces. Find and return the bones before the church is attacked at sunset.

Restore the Beacon

Medium

The dragon Argynvost's skull was taken by Strahd as a trophy. Return it to Argynvostholt to light the beacon and give hope to all of Barovia — a powerful symbolic and magical act.

Destroy Strahd

High

The ultimate quest. Armed with artifacts, allies, and knowledge, confront Strahd von Zarovich in Castle Ravenloft. Only by destroying the lord of the land can the party hope to escape Barovia.

Encounters

Wolves of the Svalich Road

Packs of wolves, some dire, stalk the party on the road. These are Strahd's eyes and ears — he sees through them and may choose to attack or simply observe.

Wolf
Dire Wolf

Death House Basement

The sacrificial chamber beneath Death House contains a shambling mound and the ghostly echoes of past sacrifices. The house itself begins to turn against the party as they try to leave.

Ghoul
Shadow
Specter

Druids of Yester Hill

Strahd's druid servants conduct a dark ritual to create a blight tree. The party must fight through berserking druids and animated blights to disrupt the ceremony.

Druid
Berserker
Twig Blight

The Amber Temple Guardians

Ancient guardians protect the Amber Temple. A powerful fiend oversees the vault and tests all who enter with riddles and combat.

Arcanaloth
Flame Skull
Death Slaad

Strahd von Zarovich

The final battle with the lord of Barovia in Castle Ravenloft. Strahd phases through walls, summons minions, and uses the castle itself against the party.

Vampire
Vampire Spawn
Zombie
Bat Swarm

Factions

The Keepers of the Feather

Neutral Good

A secret society of wereravens who oppose Strahd from the shadows. Led by the Martikov family, they operate the Wizard of Wines winery and the Blue Water Inn in Vallaki. They provide intelligence and safe haven but lack the power to confront Strahd directly.

The Vistani

True Neutral

Traveling people who can move freely through Barovia's mists. Most serve Strahd in exchange for this freedom, acting as his spies and agents. A few, like Madam Eva, have their own agendas. They are not inherently evil — they are survivors making the best of a terrible situation.

Strahd's Court

Lawful Evil

The vampire lord's inner circle: Rahadin his chamberlain, his vampire spawn brides, and the various servants and spies who do his bidding. They enforce his will throughout Barovia and ensure no one escapes his domain.

The Order of the Silver Dragon

Lawful Good

The ghostly remnants of knights who fought Strahd centuries ago. Trapped as revenants, they alternate between rage and despair. If the party can restore their beacon and give them peace, they may aid in the final battle against Strahd.

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