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Notes I put together to run the Death House Launch Event

Adventure Hooks
In the event that begins the adventure, the fates of Strahd and the adventurers are entwined as the characters are invited or
forced into his domain. Different ways to get the adventurers to Barovia are described in the sections that follow. Use
whichever one you favor. The Curse of Strahd adventure contains other adventure hooks. For the purpose of this introductory
adventure, you can use Creeping Fog, in which the characters are traveling a lonely road through the woods when the fog
engulfs them, spiriting them away to the land of Barovia.

Creeping Fog (Dragon+ Article)


This scenario assumes that the characters are camping in a forest when the fog engulfs them. They are quietly borne to the
edge of Barovia.
The woods are quiet this night, and the air grows chill. Your fire sputters as a low mist gathers around the edges of your
camp, growing closer as the night wears on. By morning, the fog hangs thick in the air, turning the trees around you into
gray ghosts. Then you notice these arent the same trees that surrounded you the night before.
No matter which direction they go, the characters come to a lonely dirt road that cuts through the woods, leading to just
outside the village of Barovia.

Anonymous comment: This was a good hook for me-- we had a ranger with the Forest terrain in the party, and so he went
from sensing 6 miles of terrain to just FOG and one path. They traipsed around for about ten minutes (I had them start at
individual camps) forming the party. From there, getting to Barovia was trivial :)

Links & Information


MAPS can be found here: http://mikeschley.zenfolio.com/p678546160
ADVENTURE - Dragon+ Download: http://media.wizards.com/2016/downloads/DND/Curse%20of%20Strahd%20Introductory%20Adventure.pdf
BACKGROUND - Haunted One: http://media.wizards.com/2016/downloads/DND/CharacterBackground_HauntedOne.pdf
Updated background PDF: http://media.wizards.com/2016/downloads/DND/CoS_Character_Options.pdf

D&D Adventurers League


AL Adventure Download http://media.wizards.com/2016/downloads/DND/Curse%20of%20Strahd%20Introductory
%20Adventure.pdf
Milestones per http://dndadventurersleague.org/death-house-and-the-dd-adventurers-league

Award Player XP as Milestones if a New DM


Experienced DMs are encouraged to Track the XP earned per encounter. Use your best judgement.
Players and DM accrue Downtime days at the rate of 5 DT days per session of play (2 hours)
D&D AL Season 4 Players Guide: https://drive.google.com/folderview?
id=0B8ccm7NasSlWN1RsMGRwQzB5dGM&usp=sharing&target=%22_blank%22TBD

Most of the documents listed above have already been downloaded,


and are in the same folder with this Google Doc. Along with another
Google Doc that has a checklist of items to bring to the game, game
times, and tables.

Changing the Adventure


Use DM Fiat to adjust the encounters. Not too weak, and not too strong. Heres some helpful advice I found
How to Run Death House without a TPK: http://www.starwalkerstudios.com/blog/deathhouse

Encounters for Death House


If using milestones, disregard the Total XP for an encounter.
Room

Monster

Reaction in Room

AC

HP

TOTA
L XP

Room 11 - Balcony

Animated Armor

damage or 5 feet of it

18

33

200

Room 14 Storage Room

Broom of animated attack

approaching w/in 5 feet

15

17

50

Room 15 Nursemaids Suite

Specter (nursemaid)

opens door to nursery

12

22

200

Room 18 Storage Room

^^Specter (nursemaid)

situational attack - disturb remains

^^

^^

^^

Room 20 - Childrens Room

Ghosts x 2 (Rose & Thorn)

not likely to fight - will try to possess

11

35

1400

MILESTONE 1: Advanced to Second Level before entering Dungeon, allow a Long Rest
Room 23d - Elisabeths Crypt

Swarm of Centipedes

coffin disturbed

12

22

100

Room 28 Larder

Grick

attacks 1st PC it sees

14

27

450

Room 29 Ghoulish Encounter

Ghouls x 4

attack when PCs midpoint of 4way

12

22

800

Room 31 Darklords Shrine

Shadows x 5

touch statue, take crystal orb

12

16

500

Room 33 Cult Leader's Den

Mimic (door)

touches door

12

58

450

Room 34 Cult Leaders


Quarters

Ghasts x 2 (Gustav and Elisabeth


Durst)

attack if remove items from footlocker

13

36

900

Room 38 Ritual Chamber

Shambling mound (Lorghoth the


Decayer)

if attacked or summoned by cultist

15

136

1800

Various Walls

Swarm of Rats

break down a wall to escape

10

24

50

MILESTONE 2: Advance to Third Level if they survive & exit house

Non-Combat Rewards
none

Treasure Awards
Room 3

East Cabinet locked


heavy crossbow, a light crossbow, a hand crossbow, and 20 bolts for each weapon
North cabinet is unlocked
small box containing a deck of playing cards and an assortment of wine glasses.

Room 8

On top of Desk
oil lamp, a jar of ink, a quill pen, a tinderbox, and a letter kit containing a red wax candle, four blank sheets of parchment, and a w
insignia (a windmill).
In the desk draw
an iron key, which unlocks the door to area 20.

Room 9

Chest containing
3 blank book w/ black leather covers (75 gp)
three spell scrolls (bless, protection from poison, spiritual weapon)
the deed to the house, the deed to a windmill, and a signed will.

Room 12

The jewelry box on the vanity is made of silver with gold filigree (worth 75 gp). It contains
three gold rings (worth 25 gp each)
thin platinum necklace with a topaz pendant (worth 750 gp).

Room 25

25A. This rooms chest contains 11 gp and 60 sp in a pouch made of human skin.
25B. This rooms chest contains three moss agates (worth 10 gp each) in a folded piece of black cloth.
25C. This rooms chest contains a black leather eyepatch with a carnelian (worth 50 gp) sewn into it.
25D. This rooms chest contains an ivory hairbrush with silver bristles (worth 25 gp).
25E. This rooms chest contains a silvered shortsword (worth 110 gp).

Room 31

The crystal orb worth 25 gp that can be used as an arcane focus. [or for Launch event: a +1 Orb of the Warmage*.]

Room 34

open crate
containing thirty torches and a leather sack with fifteen candles inside it.
Footlocker containing

cloak of protection

a small wooden coffer (unlocked) containing four potions of healing


chain shirt
mess kit
flask of alchemists fire
bullseye lantern
thieves tools
spellbook with a yellow leather cover containing the following wizard spells:
1st level: disguise self, identify, mage armor, magic missile, protection from evil and good
2nd level: darkvision, hold person, invisibility, magic weapon
Room 36

Skeleton find a gold ring (25gp) [or for Launch event: a Ring of Mind Shielding*] on one of its bony fingers.

* In store reward during Launch event play.

Magic Item Descriptions


CLOAK OF PROTECTION - DMG 159
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak. +2 to initiative
RING OF MINDSHIELD - DMG Page 191
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts,
determine whether you are lying, know your alignment, or know your creature type. Creatures can
telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible,
until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the
ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any
creature wearing it. A wearer can't prevent this telepathic communication.
+1 Orb of the Warmage - TBD
Orb, uncommon (+1), (requires attunement)
While holding this orb, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Room 11. Balcony - Animated Armor


Medium construct, unaligned
Armor Class 18 (natural armor) | Hit Points 33 (6d8 + 6) | Speed
25 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2) 11 (+0)
13 (+1)
1 (-5)
3 (-4)
1 (-5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 6
Languages | Challenge 1 (200 XP)
Special Traits
Antimagic Susceptibility: The armor is incapacitated while in the
area of an antimagic field. If targeted by dispel magic, the armor
must succeed on a Constitution saving throw against the casters
spell save DC or fall unconscious for 1 minute.
False Appearance: While the armor remains motionless, it is
indistinguishable from a normal suit of armor.
Actions
Multiattack: The armor makes two melee attacks.
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) bludgeoning damage.

Room 15 Nursemaids Suite - Room 18 Storage


Room - Specter (Nursemaid)
Medium undead, chaotic evil
Armor Class 12 | Hit Points 22 (5d8) | Speed 0 ft., fly 50 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
1 (-5) 14 (+2)
11 (+0)
10 (+0)
10 (+0)
11 (+0)
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but cant
speak | Challenge 1 (200 XP)
Special Traits
Incorporeal Movement: The specter can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity: While in sunlight, the specter has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Actions
Life Drain: Melee Spell Attack: +4 to hit, reach 5 ft., one creature.
Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10
Constitution saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until the
creature finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0.

Room 14. Storage Room - Broom of animated


attack
Small construct, unaligned
Armor Class 15 (natural armor) | Hit Points 17 (5d6) | Speed 0 ft.,
fly 50 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
12 (+1) 15 (+2)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
Saving Throws Dex +3
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 7
Languages | Challenge 1/4 (50 XP)
Special Traits
Antimagic Susceptibility: The broom is incapacitated while in the
area of an antimagic field. If targeted by dispel magic, the sword
must succeed on a Constitution saving throw against the casters
spell save DC or fall unconscious for 1 minute.
False Appearance: While the broom remains motionless and isnt
flying, it is indistinguishable from a normal broom.
Actions
Multiattack: The broom makes 2 attacks at +5 to hit and 1d4+3
bludgeoning damage.

Room 20 Childrens Room - Ghosts x 2


[Rose & Thorn]
Small undead, Lawful Good
Armor Class 11 | Hit Points 35 (10d6) | Speed 0 ft., fly 40 ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
7 (-2)
13 (+1)
10 (+0)
10 (+0)
12 (+1)
17 (+3)
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11;
Languages Common | Challenge 3 (700 XP)
Special Traits
Ethereal Sight: The ghost can see 60 feet into the Ethereal Plane
when it is on the Material Plane, and vice versa.
Incorporeal Movement: The ghost can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Actions
Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness: The ghost enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material Plane while
it is in the Border Ethereal, and vice versa, yet it cant affect or be
affected by anything on the other plane.
Possession (Recharge 6): One humanoid that the ghost can see
within 5 feet of it must succeed on a DC 13 Charisma saving throw
or be possessed by the ghost; the ghost then disappears, and the
target is incapacitated and loses control of its body. The ghost now
controls the body but doesnt deprive the target of awareness. The
ghost cant be targeted by any attack, spell, or other effect, except
ones that turn undead, and it retains its alignment, Intelligence,
Wisdom, Charisma, and immunity to being charmed and frightened.
It otherwise uses the possessed targets statistics, but doesnt gain
access to the targets knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost
ends it as a bonus action, or the ghost is turned or forced out by an
effect like the dispel evil and good spell. When the possession ends,
the ghost reappears in an unoccupied space within 5 feet of the

body. The target is immune to this ghosts Possession for 24 hours


after succeeding on the saving throw or after the possession ends.
Will not normally attack, and will try to posses players that leave the
room.

Room 28 Larder - Grick


Room 23d Elisabeths Crypt - Swarm of Insects
(centipedes)
Medium swarm of Tiny beasts, unaligned
Armor Class 12 (natural armor) | Hit Points 22 (5d8) | Speed 20
ft., climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (+0)
1 (-5)
7 (-2)
1 (-5)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8 | Languages |
Challenge 1/2 (100 XP)
Special Traits
Swarm: The swarm can occupy another creatures space and vice
versa, and the swarm can move through any opening large enough
for a Tiny insect. The swarm cant regain hit points or gain
temporary hit points.
Swarm of Centipedes: A creature reduced to 0 hit points by a
swarm of centipedes is stable but poisoned for 1 hour, even after
regaining hit points, and paralyzed while poisoned in this way.

Medium monstrosity, neutral


Armor Class 14 (natural armor) | Hit Points 27 (6d8) |Speed 30
ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
11 (+0)
3 (-4)
14 (+2)
5 (-3)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 12 | Languages |
Challenge 2 (450 XP)
Special Traits
Stone Camouflage: The grick has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain.
Actions
Multiattack: The grick makes one attack with its tentacles. If that
attack hits, the grick can make one beak attack against the same
target.
Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.
Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.

Actions
Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the
swarms space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing
damage if the swarm has half of its hit points or fewer.

Room 29 Ghoulish Encounter - Ghouls x 4


Medium undead, chaotic evil
Armor Class 12 | Hit Points 22 (5d8) | Speed 30 ft.
STR
DEX
CON
INT
WIS
13 (+1)
15 (+2)
10 (+0)
7 (-2)
10 (+0)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

CHA
6 (-2)

Actions
Bite Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit:
9 (2d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) slashing damage. If the target is a creature other than
an elf or undead, it must succeed on a DC 10 Constitution saving
throw or be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success.

Room 31 Darklords Shrine Shadows x 5


Medium undead, chaotic evil
Armor Class 12 | Hit Points 16 (3d8 + 3) | Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2) 14 (+2)
13 (+1)
6 (-2)
10 (+0)
8 (-1)
Skills Stealth +4 (+6 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10 | Languages |
Challenge 1/2 (100 XP)
Special Traits
Amorphous: The shadow can move through a space as narrow as 1
inch wide without squeezing.
Shadow Stealth: While in dim light or darkness, the shadow can
take the Hide action as a bonus action.
Sunlight Weakness: While in sunlight, the shadow has
disadvantage on attack rolls, ability checks, and saving throws.
Actions
Strength Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) necrotic damage, and the targets Strength
score is reduced by 1d4. The target dies if this reduces its Strength
to 0. Otherwise, the reduction lasts until the target finishes a short
or long rest. If a non-evil humanoid dies from this attack, a new
shadow rises from the corpse 1d4 hours later.

Room 33 Cult Leader's Den - Mimic (door)


Medium monstrosity (shapechanger), neutral
Armor Class 12 (natural armor) | Hit Points 58 (9d8 + 18) | Speed
15 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3) 12 (+1)
15 (+2)
5 (-3)
13 (+1)
8 (-1)
Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11 | Languages |
Challenge 2 (450 XP)

Room 34 Cult Leaders Quarters - Ghasts x2


[Gustav & Elisabeth Durst]
Medium undead, chaotic evil
Armor Class 13 | Hit Points 36 (8d8) | Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
10 (+0)
11 (+0)
10 (+0)
8 (-1)
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 | Languages
Common | Challenge 2 (450 XP)

Special Traits

Special Traits

Shapechanger: The mimic can use its action to polymorph into an


object or back into its true, amorphous form. Its statistics are the
same in each form. Any equipment it is wearing or carrying isnt
transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only): The mimic adheres to anything
that touches it. A Huge or smaller creature adhered to the mimic is
also grappled by it (escape DC 13). Ability checks made to escape
this grapple have disadvantage.
False Appearance (Object Form Only): While the mimic remains
motionless, it is indistinguishable from an ordinary object.
Grappler: The mimic has advantage on attack rolls against any
creature grappled by it.

Stench: Any creature that starts its turn within 5 feet of the ghast
must succeed on a DC 10 Constitution saving throw or be poisoned
until the start of its next turn. On a successful saving throw, the
creature is immune to the ghasts Stench for 24 hours.
Turning Defiance: The ghast and any ghouls within 30 feet of it
have advantage on saving throws against effects that turn undead.

Actions
Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in
object form, the target is subjected to its Adhesive trait.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Actions
Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:
12 (2d8 + 3) piercing damage.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) slashing damage. If the target is a creature other than
an undead, it must succeed on a DC 10 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.

Various Walls - Swarm of Rats


Room 38 Ritual Chamber - Shambling Mound
[Lorghoth the Decayer]
Large plant, unaligned
Armor Class 15 (natural armor) | Hit Points 136 (16d10 + 48) |
Speed 20 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4) 8 (-1)
16 (+3)
5 (-3)
10 (+0)
5 (-3)
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10 | Languages | Challenge 5 (1,800 XP)
Special Traits
Lightning Absorption: Whenever the shambling mound is
subjected to lightning damage, it takes no damage and regains a
number of hit points equal to the lightning damage dealt.
Actions
Multiattack: The shambling mound makes two slam attacks. If
both attacks hit a Medium or smaller target, the target is grappled
(escape DC 14), and the shambling mound uses its Engulf on it.
Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) bludgeoning damage.
Engulf: The shambling mound engulfs a Medium or smaller creature
grappled by it. The engulfed target is blinded, restrained, and unable
to breathe, and it must succeed on a DC 14 Constitution saving
throw at the start of each of the mounds turns or take 13 (2d8 + 4)
bludgeoning damage. If the mound moves, the engulfed target
moves with it. The mound can have only one creature engulfed
at a time.

Medium swarm of Tiny beasts, unaligned


Armor Class 10 | Hit Points 24 (7d8 - 7) | Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1) 11 (+0)
9 (-1)
2 (-4)
10 (+0)
3 (-4)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10 | Languages |
Challenge 1/4 (50 XP)
Special Traits
Keen Smell: The swarm has advantage on Wisdom (Perception)
checks that rely on smell.
Swarm: The swarm can occupy another creatures space and vice
versa, and the swarm can move through any opening large enough
for a Tiny rat. The swarm cant regain hit points or gain temporary
hit points.
Actions
Bites: Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the
swarms space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing
damage if the swarm has half of its hit points or fewer.

Most rooms will be filled with Poisonous smoke causing them to be


heavily obscured. so no maps to exit.. Ive highlighted the rooms on
my map that have smoke. Any creature that starts a turn in smoke,
then has a DC10 Constitution save against poison, or 1d10 poison
damage.
Heavily obscured area - blocks vision entirely. A creature
effectively suffers from the blinded condition when trying to see
something in that area.
BLIND CONDITION: A blinded creature cant see and automatically
fails any ability check that requires sight. Attack rolls against the
creature have advantage, and the creatures attack rolls have
disadvantage.
Breaking through walls brings out a Swarm of Rats. All the door ways

will be death traps:


DC 15 Dexterity Acrobatics | Creatures pushed through doorway
make a DC 15 Dexterity save or suffer the damage.
DC 15 Intelligence check (1 minute) (only plausible to be done in a
room without smoke.
Failure brings 2d10 slashing damage

My most pathetic servant,


I am not a messiah sent to you by the Dark
Powers of this land. I have not come to lead you
on a path to immortality. However many souls
you have bled on your hidden altar, however
many visitors you have tortured in your dungeon,
know that you are not the ones who brought me
to this beautiful land. You are but worms writhing
in my earth.
You say that you are cursed, your fortunes spent.
You abandoned love for madness, took solace in
the bosom of another woman, and sired a
stillborn son. Cursed by darkness? Of that I have
no doubt. Save you from your wretchedness? I
think not.
I much prefer you as you are.
Your dread lord and master,
Strahd von Zarovich

10

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