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The document is an introductory adventure for the Ravenloft® setting, designed for players of 1st to 4th level. Set in the misty Graenseskov region near Barovia, adventurers must uncover the identity of a malign Beast terrorizing the villagers, which is revealed to be a loup du noir, a skin-changer using a cursed wolfskin. The adventure includes various chapters detailing the story, NPCs, and maps necessary for gameplay.

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100% found this document useful (1 vote)
189 views34 pages

Sample

The document is an introductory adventure for the Ravenloft® setting, designed for players of 1st to 4th level. Set in the misty Graenseskov region near Barovia, adventurers must uncover the identity of a malign Beast terrorizing the villagers, which is revealed to be a loup du noir, a skin-changer using a cursed wolfskin. The adventure includes various chapters detailing the story, NPCs, and maps necessary for gameplay.

Uploaded by

mihneastefan1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

An Introductory Ravenloft® Adventure for 1st-4th Level

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by Aaron “Quickleaf” Infante-Levy

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East of the village of Barovia lies the Graenseskov, a mist-shrouded


borderland stalked by fearsome wolves. The wolves are kept at bay from the
village by an old troth (agreement) and by the grizzled warriors of
Volchykrov Manor. But in recent years the wolves have grown unnaturally
aggressive, driven by a Beast of malign cunning that terrorizes the
Barovians. Whether adventurers are freshly embraced by Ravenloft’s Mists
or native sons and daughters of the dread domain, uncovering the Beast’s
identity and ending its curse will take all the cunning they can muster.

Requires the DUNGEON MASTER’S GUIDE® and MONSTER MANUAL®


ART CREDITS
Cover Art
Wolf, by Jeremy Mohler, Outland Entertainment. Stock art. Modified by the author, adding color and using the Gothic Forest
background by Kuba, [Link], Public Domain.
Layout Art
Design and layout: Aaron “Quickleaf” Infante-Levy
Marbled background: Thanks to the folks at [Link]
Wolf header border: James Drummond, Highland Targets and Other Shields, 1873. Unknown artist. Public Domain.
Graenseskov Map

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Created by the author, with thanks to Krists (Krists Smoke Brushes), Star Raven (Sketchy Cartography Brushes), and Mawstock
(Fantasy Brush Set 2 Mega Pack) for their art resources, and to [Link]/ for maintaining a Ravenloft wiki that
was helpful during the mapping process.
Interior Illustrations

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Misty village: Maciej Zagorski, Page Fillers Volume 3, The Forge Studios. Modified by author with background mist.
Introduction opener: William Henry James Boot, Kirkstall Abbey, 1877. Public Domain. Modified by the author.
Tarokka symbols: [Link]. Public Domain.
Chapter 1 opener: Alfred Wierusz-Kowalski, Pursed by Wolves, 1885. Public Domain. Modified by the author.
Sites in the Graenseskov: Maciej Zagorski, Medieval Landscapes Volume 2, The Forge Studios.
Vistani camp: Alfred Wierusz-Kowalski, The Wedding Party, 1849-1915. Public Domain. Modified by the author.
Volchykrov manor: Maciej Zagorski, Map for sale, Volume 16, The Forge Studios. Modified by the author.
Faces of the manor: Larry Elmore, Character Clip Art & Color Customizing Studio, Elmore Publications, 2002. Stock art.
Chapter 2 opener: Konstantin Makovsky, A Boyar Wedding Feast, 1883. Public Domain. Modified by the author.

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NPCs: Larry Elmore, Character Clip Art & Color Customizing Studio, Elmore Publications, 2002. Stock art.
Hunter’s Trail: Alfred Wierusz-Kowalski, Na stanowisku, c1880. Public Domain. Modified by the author.
Halan Witches’ Circle: Maciej Zagorski, Medieval Landscapes Volume 2, The Forge Studios.
Sleigh Ride of Slaughter: Alfred Wierusz-Kowalski, Horse-drawn sleigh, c1880. Public Domain. Modified by the author.
Death of the Boyar: David Louis Johnson, Magic Armory, for Scarlet Heroes. Public Domain.
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Chapter 3 opener: Alfred Wierusz-Kowalski, A pack of wolves, c1880. Public Domain. Modified by the author.
Lair of the Beast: Created by the author.
The gingerbread house: Maciej Zagorski, Common Places, volume 10, The Forge Studios. Modified by the author,
adding The Witch of Endor by Salvator Rosa, 1668. Public Domain.
Hag: Jayaraj Paul, Hag, Purple Duck Games. Stock Art.
Two wolves: Bob Savannah, U.S. Fish and Wildlife Service, [Link] Public Domain.
Appendix A: Black annis: John Dickson Batten, Fairy Tales of India. Jacobs, J. illustrations, copy held by New York Public
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Library. Obtained from [Link]. Converted to PNG and greyscale, B&W points to around 4/79%, crop to ink, caption
contained in content, Public Domain, [Link]
Appendix A: Loup du noir: Larry Elmore, Character Clip Art & Color Customizing Studio, Elmore Publications, 2002. Stock art. Modified by
adding Wolf silhouette, Telecanter, [Link]/. Public Domain.
Appendix B: Kovsh: Drinking bowl (korchik). Walters Art Museum. Wikimedia Commons. Public Domain. Modified by the author.
Appendix C: Ivan Tsarevish, Riding the grey wolf, 1889. Public Domain. Modified by the author.
Appendix D, Radke Iliev’s Hunting Journal: Assembled with a variety of Public Domain art: Parchment background by geralt,
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[Link]. Beast of Gévaudan, 1764 woodcut by Old Red Eyes. Wolf turned shepherd, Gustave Doré, c 1880. The Wonderful
Happenings Of Our Own Time; And First About A Wolf That Talked With A Priest, by Geraldus Cambrensis, 1108. Werewolf legend,
unknown artist, woodcut c1880s. Mawstock (Fantasy Brush Set 2 Mega Pack).
Appendix D, Pretty Kolchya’s Recipe Book: Assembled with a variety of Public Domain art: Old paper with torn edges by Irene
Zeleskou, [Link], Public Domain. Torn sheet of paper by Dorota Kaszczyszyn, [Link], used under License. Key,
posted by laboc, [Link], Public Domain. Punch Magazine, 1853, posted by bf5man, [Link]. Public Domain.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, Curse of Strahd, and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
Original material in this work is copyright 2016 by Aaron Infante-Levy and published under the Community Content
Agreement for Dungeon Masters Guild.
The Beast of Graenseskov
TABLE OF CONTENTS
Map of the Graenseskov . . . . . . . . . . . . . . . . 4 Ch. 3: Blood and Wolfskin . . . . . . . . . . . . . . 48
Map: The Beast’s Lair . . . . . . . . . . . . . . . . . . . . . . . 49

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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Hunting the Beast . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Map: The Gingerbread House . . . . . . . . . . . . . . . 55
Adjusting the Adventure . . . . . . . . . . . . . . . . . . . 7 The Gingerbread House . . . . . . . . . . . . . . . . . . . . 56
The Tarokka Knows . . . . . . . . . . . . . . . . . . . . . . . . 7 Breaking the Curse . . . . . . . . . . . . . . . . . . . . . . . . . 63

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Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Quest Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

Ch. 1: Wolves of the Borderwood . . . . . . . 11 Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64


Life Amidst the Wolves . . . . . . . . . . . . . . . . . . . . . 12 A Tale of Four Endings . . . . . . . . . . . . . . . . . . . . . 64
Random Encounters . . . . . . . . . . . . . . . . . . . . . . . 12 Future Adventures . . . . . . . . . . . . . . . . . . . . . . . . . 65
Sites in the Graenseskov . . . . . . . . . . . . . . . . . . . 14
Sidebar: The Raunie’s Object Readings . . . . . . 19 Appendix A: Monsters . . . . . . . . . . . . . . . . . 66
Volchykrov Manor . . . . . . . . . . . . . . . . . . . . . . . . . 21 Hag, Black Annis . . . . . . . . . . . . . . . . . . . . . . . . . . 66

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Map: Volchykrov Manor . . . . . . . . . . . . . . . . . . .
Special Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Boyar’s Wolf Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Star-Crossed Wedding . . . . . . . . . . . . . . . . . . . . . . 29
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29
Loup du Noir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

Appendix B: Magic Items . . . . . . . . . . . . . . 68


The Cursed Wolfskin . . . . . . . . . . . . . . . . . . . . . . 68
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Quest Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Circlet of Hala . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Ghost Lantern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Ch. 2: The Investigation . . . . . . . . . . . . . . . . 30 Kolchya’s Kovsh . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Cursed Suspects . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Sordje’s Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Running the Mystery . . . . . . . . . . . . . . . . . . . . . . 35
Table: Critical Clues by Suspect . . . . . . . . . . . . . 35 Appendix C: Chase Rules . . . . . . . . . . . . . . . 69
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The Knight’s Murder . . . . . . . . . . . . . . . . . . . . . . . 37


The Bite Victim . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Appendix D: Folktales and Handouts . . . 73
The Hunter’s Trail . . . . . . . . . . . . . . . . . . . . . . . . . 39 Barking Piet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
The Witches’ Circle. . . . . . . . . . . . . . . . . . . . . . . . . 40 Sordje and the Dire Wolf (both versions) . . . . 74
Special Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Handout: Radke Iliev’s Hunting Journal . . . . . 75
Sleigh Ride of Slaughter . . . . . . . . . . . . . . . . . . . . 42 Handout: Pretty Kolchya’s Recipe Book . . . . . 76
Mob Injustice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
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Death of the Boyar . . . . . . . . . . . . . . . . . . . . . . . . . 46 Appendix E: Design Notes . . . . . . . . . . . . . . 77


The Players Did What? . . . . . . . . . . . . . . . . . . . . . 47
Quest Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Index of NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . 78
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Not for resale. Permission granted to print or photocopy this document for personal use only.
What haunts Graenseskov is no werewolf, but a
INTRODUCTION loup du noir, a skin-changer who transforms
using the cursed wolfskin. The adventure entails
discovering the loup du noir’s identity as well as
W
olves have always run in large packs
through the Graenseskov (“Borderwood”, finding a way to break the curse. Who is the loup
pronounced grah-yen-sesk-off), but as long as they du noir? That depends on the story the DM wants
were left alone, the packs avoided the village of to tell. There are four NPC suspects for the DM to

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Barovia, keeping to plentiful game, deer, and choose from: Ser Cedomir Volchykrov, Father
black elk. However, a fell force stirs the wolves to Fiofan Kolotov, Merje the Seeker, and Ruzina
strange and violent behavior, a force Count Noskova. Each of these NPCs, and the clues
Strahd von Zarovich does not yet understand, exposing them, are described in Chapter 2.

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and therefor cannot control. While the knights of The Beast of Graenseskov is divided roughly into
Volchykrov Manor once were able to keep the a beginning, a middle, and an end. In Chapter 1,
wolves in check, they are losing men and horses the PCs learn of the Beast, meet the NPCs of
to the wolves faster than they can replenish. Volchykrov Manor, and explore the Graenseskov.
Dozens of peasants have had their throats torn In Chapter 2, they investigate recent attacks,
out, and entire herds of sheep and goats have examining the manor and nearby sites as they
been slaughtered. Even a veteran monster hunter tighten their net about the Beast. However,
was presumably killed after failing to trap the attacks continue to occur until the PCs take

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Beast. Rumors are spreading of the “Beast of
Graenseskov,” something far more intelligent
than the worgs, and even fiercer than the dire
wolves of the Borderwood.
decisive action to accuse a suspect. In Chapter 3,
the PCs choose a strategy for confronting the
Beast and face the hag who created the cursed
wolfskin, ultimately deciding the Beast’s fate.
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Not for resale. Permission granted to print or photocopy this document for personal use only.
Background The Curse
For years, the aging boyar Borje Volchykrov Curses in Ravenloft® are given life by the Dark
fought to protect the realm of Barovia from horse Powers and are far more terrible than the
thieves, goblins of the eastern mountains, relatively benign curses found on cursed items or
invaders from the Mists, and wolves of the invoked by a bestow curse spell. Channeled by
Graenseskov. He lives in both awe and terror of vengeance or self-induced by committing a
terrible transgression, such curses are not laid to

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Count Strahd von Zarovich, but being at the
fringes of Barovia affords the boyar a measure of rest with a simple remove curse spell. Breaking
independence in how he handles affairs. them requires true repentance, destroying the
The boyar had a complex relationship with the forces that created the curse, or finding a

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green hag Lagetha, whose prophecies helped him loophole in the curse’s wording.
secure his power and whose magic helped him The Curse of the Soul’s True Form was both
avoid retribution from the Vistani for a crime he invoked by Pretty Kolchya for vengeance, and it
committed against their people. At the same was self-induced by the boyar for violating his
time, Lagetha brought out the darkness in the ancestor’s troth (agreement) with the Grey
man, and even bedded the drunken boyar in the Sisters. All four NPCs who had a direct hand in
guise of his wife. The boyar realized the Lagetha’s killing — Ser Cedomir, Father Fiofan,
deception afterward, but kept quiet about it. Merje the Seeker, and Ruzina Nostova — have
When Lagetha prophesied the boyar would been cursed, though only one of them begins as

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displease Strahd and be beheaded, however, it
was the final straw for Borje. The boyar nearly lit
the woods ablaze hunting Lagetha down. At last
the Beast. However, should the Beast be slain
without the curse being broken, then the curse
“awakens” in another of these NPCs who
becomes the new Beast of Graenseskov.
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the druid Merje, no friend of the hags and unable
to stand seeing the slaughter the boyar caused, Technically, boyar Borje Volchykrov is also
revealed the secret tower of the hags hidden in cursed. However, because the curse is strongest
the Mists. Borje led a bloody assault that left the on those who had a direct hand in Lagetha’s
boyar scarred to this day. After losing many men death, and the boyar merely ordered her death
and horses to his pride, Borje brought Lagetha in without raising a hand, he would only become
chains back to the manor to be executed. the Beast in the unlikely event that all four of the
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The boyar was not without an ironic sense of other NPCs were killed first.
humor, ordering the hag’s beheading. A fine Each of the four NPCs possesses a wolfskin
executioner’s axe was fashioned of cold iron by cloak, a sign of bravery and loyalty, that was
the blacksmith’s daughter Ruzina. The manor secretly imbued with transmutation magic due
priest Father Fiofan blessed the axe and to the hag’s curse. Only one of these cloaks,
performed last rites for the hag. And the boyar’s however, is the cursed wolfskin.
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own son Cedomir hefted the blade and severed Though the first transformation may have been
Lagetha’s head from her shoulders. At the involuntary, each subsequent night of
moment of Lagetha’s death, the skies darkened transformation since then has been wholly of the
and one of the onlookers revealed herself to be a afflicted NPC’s volition. At first, the Beast’s change
most hideous hag with shriveled skin the color of was traumatic and it ravaged the land in a haze of
midnight and eyes like twin balefires. She cursed bloodlust. The NPC gained a measure of control
those present before vanishing as if she’d never over the transformation, but it is a false security.
been there at all, speaking thus: “You who’ve Even as the afflicted NPC struggles to maintain
raised hand against my sister, I curse you to reveal some glimmer of their humanity, the Beast grows
your true self, turning against kith and kin. I curse stronger each time they don the cursed wolfskin.
you to show your monstrous self under the sign of Eventually, the NPC will cease to be and there will
the soul’s true form.” only be the Beast of Graenseskov.

✦6✦
Not for resale. Permission granted to print or photocopy this document for personal use only.
Timeline Special Event Triggers
-740 years ago: Sordje the Justifier, the first boyar of Sleigh Ride of Slaughter: Three days pass; after
the Graenseskov, makes a troth with the Grey Sisters the PCs investigate the knight Jovich’s murder and
to protect his lands from wolves. In retaliation, Strahd the bite victim; or when the players flounder for
condemns the boyars to undeath. what to do next (DM’s choice).
-40 years ago: Claes Volchykrov fights off barbarian Mob Injustice: Six days pass; after the PCs accuse
the wrong suspect; or if draconian measures are

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invaders worshipping a wolf-headed god emerging
from the Mists. During this time, the dwarf Fiofan taken to find the Beast (DM’s choice).
stumbles into the manor and, appearing as one of the The Boyar’s Wolf Hunt: One week passes; after
invaders, is stoned to death by the fearful manor folk. “Mob Injustice” in Chapter 2; or when the PCs
However, he does not stay dead. When Claes dies, his

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reach 2nd level (DM’s choice).
son Borje takes his seat as boyar and finishes his The Star-Crossed Wedding: Two weeks pass; a
father’s campaign against the invaders from the Mists.
lull in the suspense occurs or the PCs take several
-26 years ago: Lagetha the Spinner seduces the days of downtime; or after the PCs explore the
drunken boyar in the guise of his wife, and switches a Gingerbread House and discover Cvetlana’s
hagspawn for their human child. The hagspawn is
secret (DM’s choice).
raised as Cvetlana, while the human child is named
Death of the Boyar: One month passes; the PCs
Erelda and she is raised by the hags to infiltrate the
circle of Halan witches. go after the wrong suspect repeatedly or are
otherwise unable to solve the mystery; or the PCs
no one raises a hand to help her.
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-13 years ago: Daria Nostova is killed by dire wolves;

-10 years ago: Suffering from bandits made up of


remnants of the “invaders from the Mists”, the boyar
falsely think they’ve solved it (DM’s choice).

Adjusting the Adventure


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attempts to withhold taxes from Strahd, and the
While The Beast of Graenseskov is designed for a party
wrathful Count demands the boyar’s son Pyotr as a
sacrifice. The boyar tearfully gives Pyotr over to Strahd; of 4-6 low-level PCs, the mystery can be adapted for
presumably the boy is killed by Strahd. most groups irrespective of party size or level.
To increase the adventure’s challenge… Just add
-9 years ago: The bandits are hung. Not all rest eternal.
wolves! An NPC betrays the PCs. Pretty Kolchya is a
-8 years ago: Katerina and Cedomir have an affair, but
night hag. The Beast uses stats for an abominable
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when Katerina learns that he plans to violently


yeti. Tempt the players with Inspiration for giving
overthrow the boyar, Cedomir orchestrates her death by
feeding her to dire wolves. into their PCs’ flaws. The Beast strikes at night!
To decrease the adventure’s challenge… Just add
-4 years ago: Ser Cedomir eradicates a lair of
healing potions! The boyar gives the PCs extra
mountain goblins, bringing the mongrel Krabka to
the boyar court. Little do they know the mongrel had support. Radke Iliev was dead, but he got better.
its eyes replaced with a hag eye by Pretty Kolchya. Krabka the mongrel joins the party. Pretty Kolchya
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is easily manipulated. A howl calls off the wolves.


-1 year ago: After Lagetha’s prophecy of the boyar’s
death, the boyar destroys the Grey Sisters coven and
orders Lagetha’s execution. The hag Pretty Kolchya
utters a curse of vengeance. Three days later, the
The Tarokka Knows…
Beast’s attacks begin, ravaging the Graenseskov. If the DM wishes, the Tarokka deck can be used
to determine which suspect is the loup du noir*,
-2 months ago: The monster hunter Radke Iliev comes
as well as the details surrounding their plight. To
at the boyar’s bidding to hunt the Beast, but he
vanishes, presumably killed. perform this reading remove the 14 cards of the
High Deck, so there are just the 40 suit cards.
-2 weeks ago: The boyar’s feast day. Lubomir is bitten
Then simply turn over one of the suit cards —
by the Beast, but survives in the infirmary.
each suit refers to one of the suspects — and
-3 days ago: The “knight” Jovich is killed by the Beast.
consult the corresponding table below.

✦7✦
Not for resale. Permission granted to print or photocopy this document for personal use only.
Coins (Ruzina Noskova) Glyphs (Merje the Seeker)

The Rogue. Ruzina originally donned the cursed wolfskin to The Shepherd. Merje is sworn to protect Ruzina from her
feel free of her onerous duties, but she has since become half-brother Cedomir who may try to kill her if he learns that
indistinguishable from the wolfskin and won’t part with it. she is favored by Borje as his replacement. Merje uses the
wolfskin to cloak to hunt down Cedomir’s supporters.
The Swashbuckler. Ruzina hunts down the rich and corrupt,
anonymously leaving sacks of bloodied coins at the The Druid. Merje has grown more concerned with the plight
doorsteps of peasants. of the hunted wolves and mongrelfolk than with the people

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of Graenseskov.
The Philanthropist. Ruzina loathes the Boyar Borje
Volchykrov who unfairly taxes her father, and received the The Anarchist. Merje plans to root out the corruption in
wolfskin to avenge her family on the Boyar and his men. Volchykrov Manor in one fell swoop. Along with his wolf
allies he intends to kill the boyar and drive the manor

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The Trader. Ruzina is doing the bidding of Strahd, who has citizens into the purity of the wilds.
promised a way to “cure” her sister Cvetlana. In exchange,
she is to hunt down the names that Strahd gives her. The Charlatan. Merje is the mongrelfolk Krabka’s secret
master and only friend, using the wolfskin to exact revenge
The Merchant. Ruzina acquired the wolfskin from a Vistani on those who persecuted the mongrel in the past. He sees
merchant, completely unaware of the curse upon it. how one treats a beast as the truest test of character.

The Guildsman. Ruzina’s adoptive father Uri knows what she The Bishop. Merje maneuvers Cedomir and Borje into
is, but he believes her to be a wholly innocent victim. To conflict with one another, hoping to lead the household he
protect her he will even falsely admit to being the Beast. despises into its own undoing.

The Beggar. Ruzina, the boyar’s illegitimate daughter, seeks

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the love and recognition that the boyar would rather bestow
upon his legitimate sons, driving her to frenzied rage.

The Thief. Ruzina is terrified of being caught and killed, and


so she hunts down the boyar’s knights, seeking the axe she
The Traitor. Merje blames the boyar for not killing Kolchya
when he could and for bringing the curse down on them
through his pride. Merje will stop at nothing to deliver the
boyar into the hag’s hands, hoping to end the curse and
perhaps kill two birds with one stone.
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fashioned to kill Lagetha - the one item most lethal to her.

The Tax Collector. Ruzina’s sympathies are with the druids Stars (Father Fiofan Kolotov)
and Vistani, who she covertly arms with fine blades, in
exchange for them covering up her monstrous nature. The Wizard. Fiofan originally donned the cursed wolfskin to
help recall his shrouded past, but he has since become
The Miser. Ruzina doesn’t realize what she is, and instead indistinguishable from the wolfskin and won’t part with it.
hordes various silver weapons and werewolf-hunting tomes
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to hunt down the monster that killed her mother. The Transmuter. Fiofan has grown obsessed with returning
through the Mists to the homeland that exiled him, and he
deals with Vistani, witches, even hags to learn the secret.
Glyphs (Merje the Seeker) The Diviner. Fiofan fears the boyar’s beheading of Lagetha
has set in motion a self-fulfilling prophecy of the boyar’s
The Priest. Merje originally donned the cursed wolfskin to
death, and he covertly works against the boyar’s plans to save
fight the boyar’s abuses, but he has since become
the boyar from himself, using the wolfskin for anonymity.
indistinguishable from the wolfskin and won’t part with it.
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The Enchanter. Fiofan has convinced himself that he can


The Monk. Merje made a deal with Kolchya to take on the
end the curse when he desires, using the wolfskin only until
curse and spare the others, thinking his meditation could
he can unearth the truth about his past. Then, so he thinks,
keep the Beast in check, but he could not.
he’ll be able to set the wolfskin aside and face justice.
The Missionary. Merje wishes to share the “divine gift of
The Abjurer. Fiofan believes his faith in the Morning Lord
Hala” (the curse) with his fellow witches, and intends to
and his study of ancient texts protects him from the curse,
initiate them one-by-one as new loup du noir.
but it slowly dawns on the dwarf that he is not in control.
The Healer. Merje secretly pays visits to a “healer” in the
The Elementalist. Fiofan hunts down all who entered
woods to sooth his inner Beast, but in reality she is the hag
Barovia through the Mists on the same stormy night he
Kolchya who only exacerbates the curse.
arrived, thinking one of them must know about the dwarf’s
past. However, each encounter is fated to end disastrously.

✦8 ✦
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Stars (Father Fiofan Kolotov)
Adventure Hooks
The Invoker. Fiofan desperately searches for forbidden lore Choose one of the following adventure hooks
that might illuminate his past, the Beast growing stronger
the more he learns. The truth is darker than he imagined.
that best suits your gaming group.

The Illusionist. Fiofan despises the boyar who “tricked” him


into performing last rites for Lagetha (and thus becoming The Count’s Bounty
cursed) and withheld the scrolls the former boyar promised.
Strahd is displeased at the Beast’s predations

e
He hunts for secrets that might ruin the boyar.
because he does not yet understand what the
The Necromancer. Fiofan is remembering how the former
Beast is, meaning he cannot control it. Moreover,
boyar ordered him stoned (thinking Fiofan a werebeast), and
he puts his learned mind toward revenge. the wolves of the Graenseskov no longer respond
to Strahd’s command. Thus, he has issued a

fil
The Conjurer. Fiofan has learned the terrifying truth about
bounty worth 100 gold pieces on the head of who
himself and now he kills everyone who holds a clue about his
true nature. Despite this, he is convinced that any price is or whatever the Beast may be. However, the
worth paying (even his own lycanthropy) to depose Strahd. “bounty” also has an ultimatum implied by the
Count. If no one rises to his challenge by the next
full moon, Strahd will show his displeasure
Swords (Ser Cedomir Volchykrov)
against the village, just as he did with the
The Warrior. Cedomir donned the cursed wolfskin to protect burgomaster of the past. Additionally, several
Barovia from invaders in the Mists, but he has since become Barovians who’ve lost loved ones to the wolves

e
indistinguishable from the wolfskin and won’t part with it.

The Avenger. Cedomir seeks revenge on Strahd for taking


his brother Pytor, even if it brings ruin to his family. Without
the wolfskin’s powers, Cedomir fears he’ll never have justice.
may offer small purses of silver, pigs, goats, and
free room and board to characters who stop the
Beast and avert Strahd’s wrath.
pl
The Paladin. Cedomir learned of the black annis that gave
him the wolfskin through his father’s subtle manipulation.
A Groom’s Dilemma
Despite his evil, he retains a family code of honor. Ismark the Lesser (see The Curse of Strahd), son of
The Soldier. Cedomir’s attitude toward the wolfskin is the dead burgomaster of Barovia, faces a
conflicted, hating the power it exerts over him, but craving dilemma. He is to marry Cvetlana Volchykrov,
the animalistic might it can grant him. the beautiful but vainglorious daughter of boyar
m

The Mercenary. Cedomir wishes to share the “gift” of the Borje Volchykrov of the Graenseskov. This is an
Beast with his fellow knights, and intends to convince them important political move to oppose the bandits
one-by-one and initiate them as new loup du noir.
and horse smugglers of Barovia, and it also
The Myrmidon. Cedomir was publicly humiliated at a recent ensures that both the burgomaster’s and the
wolf hunt that ended in the village of Barovia. Those he boyar’s family lines will go on. However, the
hunts are those who laughed at and scorned him.
boyar’s expectation is that once Ismark becomes
Sa

The Berserker. Cedomir revels in the power the wolfskin his son by marriage, Ismark will lead the hunt
grants him, especially enjoying challenging others. for the Beast. The thought terrifies Ismark, who
The Hooded Man. Cedomir stays hidden by feeding the PCs is no brave warrior. He is looking for stout souls
misinformation about the Beast and turning the sentiment who can help him evade certain death against
of the peasants of Volchykrov against a decoy NPC. the Beast, keep his bride safe from the Beast’s
The Dictator. Cedomir’s driving purpose is to overthrow his predations, and buoy his courage to go through
father, and he grows increasingly brutal in suppressing the with the wedding.
peasants, even ordering his knights to murder in cold blood.

The Torturer. Cedomir desperately wishes to be free of the


curse placed on him by the black annis Pretty Kolchya, even
if that means death.

✦9✦
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A Hunter’s Letter A Squire’s Plight
A messenger raven arrives bearing a letter from While traveling through strange Mists, the
Radke Iliev, a monster hunter known to one or characters hear howls and screams echoing in
more of the PCs, who requests their aid. the Mists, only to behold a screaming 12-year-old
boy with braided blond hair running ahead of a
pack of 4 wolves (CR 1/4) in hot pursuit. The boy
Though it has been many years, I find myself in
is slowed by the large wooden shield he carries

e
need of your aid, my friends. I am hunting a
(emblazoned with a wolf charge rampant on a
Beaste most foul that vexes me at every turn with
field of gold). When the characters pursue the
its cunning and evil like none I’ve encountered
wolves to intercept them or to rescue the boy,
before. The contract came from boyar Borje

fil
they are drawn into Strahd’s realm at the
Volchykrov, an old drunkard who governs lands
Wending Byways (see pg. 20). The boy is named
known as the Graenseskov. Already, I’ve seen the
Dusan, squire to Ser Cedomir Volchykrov, and is
savageries of the Beaste first-hand: slaughtered
prone to forgetting where he puts his master’s
herds and eviscerated guards. I am told a fifth of
things when he naps. The wolves only fight until
the people of the Graenseskov have fallen to the
badly wounded or half are dead at which point
Beaste’s predations.
the rest retreat into the woods. Dusan offers to
Follow the directions to the foot trail I have
lead the PCs to Volchykrov Manor and introduce
enclosed, and continue through the misty
them to his lord, boyar Borje Volchykrov.

e
Borderwood. Do not give any mind to the will-o’-
wisps in the woods, but continue until you reach
Volchykrov Manor. I pray you come swiftly, for
there are dark forces arrayed against me and I am
A Vistani’s Gambit
A young Vistani man named Eris Corvara was
pl
uncertain how much longer I may keep them at caught trying to steal the horses of a group of 3
bay. thugs identifying themselves as “Knights of the
— Radke Iliev, Esq. Volchykrov family,” though Eris refers to them
derisively as “Hounds of the Borderwood” and
claims the horses actually belong to the Vistani.
Madame Eva’s Reading The “knights” intend to exercise a rough justice
m

When Madame Eva (see The Curse of Strahd) by hanging the Vistani from a tree. Eris pleads
performs a Tarokka reading for the PCs, she has for the PCs’ intervention, claiming that he’s
a vision of four magical items in the Graenseskov certain the boyar Borje Volchykrov will dispense
that may be of use in the PCs’ fight against justice at his manor. Eris is counting on the
Strahd. These are the circlet of Hala (“a crown of giogota (half-Vistani) Ruzina helping him, but he
wise serpents”), the ghost lantern (“a lantern isn’t above attempt to steal a horse (again) and
Sa

whose light does not frighten spirits”), Sordje’s escaping to the Vistani camp (see pg. 18). Either
sword (“a blade from the time of the boyars”), and way, the “knights” escort the PCs to the manor to
the cursed wolfskin (“a cloak of the wilds beyond audience with their boyar.
Strahd’s reach”). Though Madame Eva can’t tell
exactly where these items are located, she knows
WHERE TO START?
they are somewhere in the Graenseskov, and that
The DM can play out the PCs’ travel through the
the PCs’ destiny awaits them there. Little does she
Wending Byways using random encounter checks.
mention the wolfskin’s curse; defeating Strahd is Alternately, the DM can simply narrate the party’s
more important to Madame Eva than the well- journey through the disorienting Mists. Once they
being of the PCs. reach Volchykrov Manor, boyar Borje Volchykrov holds
an audience with the PCs (see pg. 22) wherein their
quest begins.

✦ 10 ✦
Not for resale. Permission granted to print or photocopy this document for personal use only.
Chapter 1 Mostly, however, man and wolf have lived

WOLVES OF THE BORDERWOOD alongside one another in the Graenseskov, the


wolves’ aggression mysteriously tempered. This
unspoken troth (agreement) surpasses common

T
he Graenseskov is Barovia’s frontier, with sense protective measures like keeping an eye on
sparsely settled wooded foothills where young ones, not venturing out alone, and
snow covers the ground much of the year. Wolves

e
returning home when the horn at Volchykrov
dominant this landscape, their howls echoing Manor is blown at sunset. It dates back to the
though the chill mists at night, never so distant first boyar of the Graenseskov, Sordje the
as one would wish them to be. The people of the Justifier, who raised a wounded wolf pup as his

fil
Graenseskov are a hardy lot and accustomed to own. According to the folktale, when Sordje
living alongside the wolves. While children may returned the beast to its pack, the pack leader —
laugh at tales of the wolf-turned-bard Barking an ancient werewolf — was grateful for the
Piet, and stern parents may falsely threaten to return of the pup and ever since that day the
leave an unruly child to the wolves, being inured wolves have given Volchykrov Manor and the
to the threat doesn’t mean they aren’t aware of it. surrounding farms and homesteads a wide berth.
Every man, woman, and child of the Graenseskov Regardless of how much stock one puts in the
carries at least a dagger or club, prepared to folktale, whatever supernatural providence kept
defend themselves from the wolves. In times of

e
need they rely on the boyar’s mounted knights
known as the “Hounds of the Borderwood” to
keep aggressive wolf packs at bay.
the wolves in check can no longer be relied upon,
with the Beast’s presence twisting the wolves
toward murderous ends.
pl
m
Sa

✦ 11 ✦
Not for resale. Permission granted to print or photocopy this document for personal use only.
cloak. Dozens of these wolfskin cloaks are worn
Life Amidst the Wolves by various folk, a sign of their courage and the
The people of the Graenseskov are a hardy lot and boyar’s favor. While folk of the Graenseskov
accustomed to living alongside the wolves. While generally know where to find lone wolves (thus
children may laugh at tales of the wolf-turned- avoiding the deadly packs) and are shrewd
bard Barking Piet, and stern parents may falsely trappers, encountering a lone dire wolf or worg
threaten to leave an unruly child to the wolves, is a deadly prospect. Sometimes a young adult

e
being inured to the threat doesn’t mean they dies during the rite of passage, and these “blessed
aren’t aware of it. Every man, woman, and child of dead” are buried in the Graven Garden (see “Sites
the Graenseskov carries at least a dagger or club, in the Graenseskov”) where it is believed their
prepared to defend themselves from the wolves. In spirits watch over the land.

fil
times of need they rely on the boyar’s mounted However, whatever supernatural providence
knights known as the “Hounds of the kept the wolves in check before can no longer be
Borderwood” to keep aggressive wolf packs at bay. relied upon. The Beast’s presence twists the
Mostly, however, man and wolf have lived wolves toward murderous ends.
alongside one another in the Graenseskov, the
wolves’ aggression mysteriously tempered. This
unspoken troth (agreement) surpasses common Random Encounters
sense protective measures like keeping an eye on Over the course of the adventure, the Beast grows
young ones, not venturing out alone, and more aggressive, and with it so do the wolves.

e
returning home when the horn at Volchykrov
Manor is blown at sunset. It dates back to the
first boyar of the Graenseskov, Sordje the
Use the rules governing encounter frequency
found in Curse of Strahd, but instead of the table
included there, use the following table for
pl
Justifier, who raised a wounded dire wolf pup as encounters in the Graenseskov. At the
his own. According to the folktale, when Sordje adventure’s onset, roll a d4 on the table whenever
returned the beast to its pack, the pack leader — the PCs have a random encounter. Various events
an old silver-haired werewolf — was grateful for that transpire during The Beast of Graenseskov
the return of the pup and ever since that day the cause the encounters to become increasingly
wolves have given Volchykrov Manor and the dangerous and terrifying, increasing the die
surrounding homesteads a wide berth. rolled on the encounter table in the following
m

Regardless of how much stock one puts in the escalating pattern:


folktale, until recently, people of the Graenseskov
kept an understanding with the wolves. d4 ➤ d6 ➤ d8 ➤ d10 ➤ d12
Mutual understanding, however, does not mean
entirely peaceful cohabitation. Opportunistic Escalating events include those marked in the
wolves are the terror of every mother and text as well as the following:
Sa

shepherd unfortunate enough to call the • Two weeks or more pass while the Beast still
Graenseskov their home. Hunters sell grey wolf stalks the Graenseskov.
pelts, gained during the boyar’s wolf hunts, in the • Boyar Borje Volchykrov leads the wolf hunt
village of Barovia. (described under “Special Events”).
Wolves are even a part of the rites of passage for • A PC learns the Rite of the Dark Wolf from
youth of the Graenseskov. Every fourth autumn, Pretty Kolchya’s recipe book.
youth at Volchykrov Manor and surrounding • The curse jumps to a new Beast after the last
homesteads who are on the cusp of adulthood Beast is slain without breaking the curse.
are gathered. They are given a task by the boyar: • The PCs accuse the wrong suspect.
to hunt or trap a wolf and kill it. The one among • The PCs steal or destroy the cursed wolfskin.
them whom the boyar deems the bravest gets to • The PCs assault the Beast’s Lair or attempt to
keep its pelt which is turned into a wolfskin trap the Beast, successfully or not.

✦ 12 ✦
Not for resale. Permission granted to print or photocopy this document for personal use only.
d4+ Graenseskov Encounter Dogs Gone Mad
Kolchya’s curse causes all domesticated canines
1 Track and sign (with a d8, d10, or d12, roll again)
in the Graenseskov to turn rabid and attack their
2 Hounds of the Borderwood owners. This indicates an encounter with 5 (2d4)
mastiffs afflicted with rabies (treated as a disease
3 Victim
like that borne by giant rats). However, it also
4 Wolf pack (small) entails changes to the entire region, with all

e
hunting dogs at Volchykrov Manor killed on the
5 Lone dire wolf
boyar’s orders.
6 Worg omen-bearers Regarding players whose PCs have canine
familiars or animal companions, the DM should

fil
7 Barking Piet
discuss with them what they see happening to
8 Wolf pack (large) their companion. If they agree for their
companion to temporarily run wild in the woods,
9 Dogs gone mad
the DM can reward the player with Inspiration.
10 Dire wolf pack

11 Kolchya’s cur
Hounds of the Borderwood
3 (1d4+1) thugs mounted on riding horses patrol
12 Beast of Graenseskov the woods with 2 (1d4) hunting mastiffs. These

Barking Piet e
A moody bard wearing a black cloak and a silver
“knights” serving the boyar’s family are known
as Hounds of the Borderwood, an unscrupulous
lot made up largely of Barovian criminals. They
may harass maidens, run small protection
pl
wolf mask, introduces himself as Barking Piet (like
rackets, steal credit for the PCs’ heroism, and
the folktale in Appendix D). Who is he really? The
send warning “messages” from Cedomir to those
DM may make up his or her own explanation, or
who’ve displeased him.
choose one of the following possibilities:
If Ser Cedomir is the Beast, these “knights” may
• The arcanoloth Inajira in disguise, subtly
attempt to lead the PCs into a trap, claiming they
promising to fulfill a PC’s heart’s desire in
could use help hunting a dire wolf, only to lead the
m

exchange for their immortal soul.


PCs to a dire wolf pack or even the Beast’s Lair (see
• The mongrelfolk Krabka, inspired by the PCs’
Chapter 3).
heroism to become an adventurer… and cast
out of Volchykrov Manor by the boyar in a
drunken fit. Kolchya’s Cur
• A wolf granted intelligence and turned into a Pretty Kolchya sends a mangy hell hound after
man or jackalwere by Pretty Kolchya’s curse. one of the PCs who she acquired a bit of hair,
Sa

blood, or a precious belonging from (required for


the ritual binding the hell hound to hunt down
Beast of Graenseskov
that PC). The hell hound is invisible to all
The Beast of Graenseskov, a loup du noir*, comes
creatures except the targeted PC until after it
after the PCs in dire wolf form, intending to kill
attacks. It single-mindedly pursues the PC whom
one or two of them. It only fights until reduced to
the hag singled out to the exception of all others.
half hit points or less, at which point it flees to its
lair (see “Hunting the Beast” in Chapter 3). The
chase rules in Appendix C may be useful. Lone Dire Wolf
A lone scarred dire wolf, a survivor of a wolf
hunt or the rites of passage, attacks. It might be
Dire Wolf Pack
warded off with fire.
3 (1d4+1) dire wolves stalk the land.

✦ 13 ✦
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Chapter 2 The investigation can be divided into three

THE INVESTIGATION distinct yet interwoven aspects:


Nature of the Beast. First, is determining exactly
what creature the PCs are up against, comparing

A
s the characters explore the Graenseskov, what they learn from witnesses, hearsay, and
they conduct an investigation into the crime scenes against the monster hunter Radke
nature, identity, and motives of the Beast. While

e
Iliev’s hunting journal (see Appendix D).
multiple NPCs were targeted by the hag’s curse, Face of the Beast. Next, is identifying which of
the DM must choose one of the following the four suspects is the Beast. This involves
suspects who begins as the Beast. This decision gathering clues over the course of the entire

fil
influences the tone of investigation and will adventure, using a process of elimination to hone
determine which clues the PCs receive. in on one of the NPCs. Most of Chapter 2 is
Ser Cedomir, the boyar’s son, schemes to concerned with this aspect of the investigation.
overthrow his father, and as the Beast he only What the PCs do once they know the Beast’s
becomes more cruel and fixated on power. identity, however, is up to them and resolved in
Father Fiofan, a dwarven exile ensnared by the Chapter 3.
Mists years ago, is driven to discover the tragic How to Break the Curse. Lastly, is figuring out a
truth of his past, but as the Beast the dark secrets way to break Pretty Kolchya’s curse. The
he unearths turn him against the manor-folk.

e
Merje the Seeker, a priest of the old ways, is an
enemy of the hags, but as the Beast he takes his
fight too far and is willing to sacrifice too much.
Ruzina Nostova, a giogota (half-Vistani) smith,
principle sources for this information are the
Halan Witches’ Circle and the Gingerbread House
of the hag herself, though the PCs will need to
exercise their own creativity in devising a
pl
suitable ritual. Various approaches to breaking
seeks love from her birth father the boyar, but as the curse are described in Chapter 3.
the Beast what she learns turns her against him.
m
Sa

✦ 30 ✦
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Peasants of Graenseskov Rumors
Several peasants in Graenseskov have had close There are many rumors about the Beast, and
encounters with the Beast, some tragic and some while the peasants of Barovia and Volchykrov
simply sightings. The boyar can inform the PCs Manor may not know much, there are kernels of
of these three families, though the DM should truth behind their fearful tales.
sprinkle rumors liberally in with their accounts.

e
d10 Rumors
The Noseks (innkeepers)
1 Hanging a wreath of birch and wolfsbane on the
Stravko and Emilika Nosek (see pg. 28) lost their
door will protect a home from the Beast, and a
eldest son Kostadin, as well as their prized
diet of wolfsbane will ward the Beast away from

fil
breeding horses to the Beast earlier that year. The one’s herds. (false)
Beast devoured the horses, and Kostadin was
killed when he tried to intervene. Since then, the 2 The Beast is a werewolf living in a cabin in the
innkeeper couple have watched and listened for southern Borderwood where it smokes human
signs of the Beast, scrutinizing all travelers flesh and eats babies. (false, but hints at the
non-evil werewolf Lovrenk Kosar)
passing through the Weary Horse Inn and Stables.
They’ve heard the Beast has grown craftier in how 3 Werewolves have long haunted the Graenseskov
it attacks travelers, collapsing trees to direct its and the Beast is their king, come to wage war

The Pavlovics (ox herders)


e
victims into ambushes and using other tactics
indicating it is as intelligent as a man.
4
upon Count Strahd von Zarovich. (false)

A year ago the Beast killed indiscriminately, but


now it selects its targets with malign cunning to
devastate Barovia. (mostly true)
pl
While many shepherds have suffered the
5 The Beast suckled on the tit of a hag growing up
thinning of their herds due to the Beast’s
and her curdled milk turned it into a monster,
predations, Jagoda and Ilyna Pavlovic have
but if the hag is killed the curse will be broken.
suffered crippling financial setbacks at the loss (false, but hints at how Pretty Kolchya created
of half their oxen. The Beast seems to have a taste the curse and thus may know how to remove it)
for cow flesh. Each time, the cattle bay horribly,
m

and when they’ve run out to check on the herd, 6 The Beast is Strahd’s murderous bastard son
they find a half-eaten corpse. The only hints of freed from 750 years imprisonment in Hell. (false)

the Beast’s presence are large wolf prints around 7 Whatever foul witchcraft birthed the Beast, the
the kill, that then vanish at the forest’s edge peasants of the Graenseskov have had enough.
where strange sweeping arcs are found in the Soon, they’ll take the law into their own hands,
snow, like a cloak being swept about the with torch and pitchfork. (true)
Sa

shoulders or a broom dusting the snowy ground.


8 The Beast’s claws are sharp as iron, its gaze
inspires terror, and its hide is so strong any
The Stojanovics (servants) mortal blade will shatter against it. (mostly true)
Milvan, Rade, and Stanz — cousins of Ratimir
9 The boyar’s wives are doomed to die in the jaws
Stojanovic (see pg. 28) — were brutally killed
of the Beast which kills each woman the boyar
when they set out to trap the Beast. They tried
comes to love. (false, but hints at the terrible
luring it out with a lamb in a wooden cage, but ends each of the boyar’s loves has met)
the Beast overwhelmed them. Mortally wounded,
Milvan managed to hide himself in the cage, 10 Leader of bandits hung years ago, the Beast
surviving long enough to tell the boyar’s men conjures their missing right hands to exert his
who found him that the Beast was completely foul will upon the Graenseskov. (false, but hints
at Kolchya’s creeping claws)
unharmed by their arrows and steel blades.

✦ 36 ✦
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• Vitomir witnessed Father Fiofan return from
Special Events death, and he blackmailed the dwarf with this
information, threatening to reveal it publicly
Sleigh Ride of Slaughter unless Fiofan used his contacts and ravens to
gain information on Vitomir’s rivals.
Triggers. Three days pass; after the PCs • Years ago, he savagely beat the mongrelfolk
investigate the knight’s murder and the bite Krabka for spooking his horses. Vitomir
victim; or when the players flounder for what to

e
recognizes Krabka because of the mongrel’s
do next (DM’s choice). swollen eye and scars he gave it.
Overcome by guilt and wracked by nightmares, • He took advantage of the blacksmith Uri years
the portly merchant Vitomir Alkaev (♂ HUMAN ago in a crooked deal that left Uri’s family

fil
NOBLE, N) staying at the Weary Horse Inn drowning in debt.
confesses his sins to the PCs and offers to hire
them as his bodyguards for 50 gp. Despite his wrongdoings, Vitomir claims he just
Vitomir is a merchant of Valliki town who came wishes to return safely to his family in Valliki. If
to Volchykrov Manor to trade ale for furs. He has the PCs refuse his offer, Vitomir is found dead
tried to leave the manor by sleigh twice, but each the next morning. In either case, the following
time has been forced to turn back by dire wolf clue will be found by the PCs in the aftermath.
attacks, narrowly escaping back to the security of

e
the manor. He even spent money to send out
decoy sleighs to no avail. Vitomir will admit to
being guilty of the following crimes:
• Following the boyar’s commands 10 years ago,
Critical Clue: One of the Beast’s molar teeth was
lodged in the frame of Vitomir’s sleigh. The NPC
who is the Beast will be missing a molar.
pl
he drove the sleigh turning the boyar’s son
Pyotr over to Strahd von Zarovich. This was
before he became a successful merchant.
m
Sa

✦ 42 ✦
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Chapter 3
The Beast Pushes Back
BLOOD AND WOLFSKIN In addition to being the underlying cause of
escalating random encounters (see pg. 12), the

O nce the Beast’s identity is discovered by Beast will push back as described below:
the PCs, the focus of the adventure • If the Beast’s Lair is attacked or robbed by the
becomes bringing down the Beast. Should the PCs, the Beast repays the favor by attacking the

e
Beast become aware the PCs know its identity, it PCs (or their horses or hirelings) at the Weary
will begin to push back. At this stage of the game, Horse Inn & Stables.
there is little mystery left, and the PCs are pitted • If the PCs stockpile silver or blessed weapons,

fil
on a collision course with both the Beast and the the Beast sends underlings to steal, destroy, or
hag Pretty Kolchya that created it. These conflicts sabotage the weapons (thugs for Cedomir,
may play out in different ways depending on the Gorgon’s Grin bandits for Fiofan, acolytes for
PCs’ approach, however. Nothing is certain, not Merje, Vistani bandits for Ruzina).
even breaking the curse, as there are multiple • If the PCs’ investigation is moving with
ways to go about doing so that require both alarming speed over a day or two, the Beast
investigation as well as creative interpretation. visits Lovrenk Kosar and triggers his werewolf
While this is likely the deadliest part of the lycanthropy, creating a false trail of dead herd
adventure, it is also the part with the greatest animals to throw the PCs off its trail.

e
amount of choice given to the players as to how
they tackle the challenges presented in The Beast
of Graenseskov.
• If the PCs publicly decry the Beast or assemble
a mob, it attempts to escape to its lair, killing a
PC or other enemy in the process if it can.
pl
m
Sa

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The Gingerbread House Where is Pretty Kolchya?
Pretty Kolchya’s lair is a rotund decaying cottage Unless the DM already has an idea where the hag
built 20 feet (6 m) up in the branches of an is, or the PCs have made plans to lure her out, the
ancient gnarled lightning-blasted maple tree following table can be used to determine
oozing black sap that reeks of iron. The porch Kolchya’s location when the PCs come to the
around the treehouse is festooned with shiny Gingerbread House. Roll a d4 or draw a card
from the Tarokka deck.

e
baubles, children’s shoes and caps, dangling
sweets, and whimsical totems. Parts of the
exterior are even edible, like the sugary “icicles” Tarokka
dangling from the eaves. A warm inviting light d4 suit Pretty Kolchya’s location

fil
glows thru the windows and the smell of baking 1 Coins Kolchya is snoring as she sleeps in her
gingerbread wafts through the air. However, bed (Area 5) after gorging herself.
closer inspection reveals the facade: skulls are
hidden among the totems, the ravens pecking at 2 Glyphs Kolchya, in an illusory guise, is
the sweets actually nibble on severed fingers, and elsewhere in the Graenseskov, and
won’t return until sunset or sunrise.
the white “snow” clinging to the roof is actually
bleached hides of human flesh. 3 Stars Kolchya is out in the woods dragging
Archways. Archways in the house are designed dinner or treasure back to the house,
to just barely allow Pretty Kolchya to slip

e
through without needing to squeeze.
Components. Fingernails, hair, and teeth (such as
Merje’s molar) are scattered through the house.
4 Swords
and she will return in 1d6 x 10 minutes

Kolchya is in the kitchen (Area 4) or


adjoining areas tormenting Anya.
pl
Light. Scattered candles burn with pale blue
continual flame that only provide dim light. Reaching the House
Sweets. Every room of the house has sweets in Reaching the Gingerbread House is a challenge in
it, either on display or part of the house itself. and of itself, as it lies deep in the mist-shrouded
Windows. All windows have metal bars and are Borderwood. Clever PCs might track Kolchya or
enchanted with an illusion depicting rainy stormy one of her minions back to the house, or even let
weather no matter the actual weather outside.
m

her steal an item only to cast locate object on the


stolen item. However, by far the most common
method is following the trail of sweets.

Trail of Sweets
Pretty Kolchya leaves trails of sweets in the
Borderwood to lure children: walnut brittle,
Sa

amandine (little chocolate cakes), or plum


dumplings being her favorites. Viewing these
sweets with detect magic reveals they are imbued
with divination and enchantment magic. While
Kolchya is at the Gingerbread House she has a
vague sense whenever creatures are following her
trail of sweets, though she learns nothing about
the creatures, only that guests are coming. Any
creature consuming a sweet must make a DC 10
Charisma saving throw or be compelled to follow
the trail all the way to the Gingerbread House.

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kitchen (Area 4) of her Gingerbread House.
Fighting the Hag However, this imposes a level of exhaustion on
While the black annis* hag is overconfident that Kolchya, and she cannot use this lair action
no man can beat her in a fight, she also recalls again until she takes a long rest.
how the boyar’s forces destroyed the coven and • Sweets Are for Eating. One creature in the
executed Lagetha. Thus, Pretty Kolchya is careful Gingerbread House must make a DC 11 Wisdom
to avoid facing a group of warriors all at once. If saving throw or be compelled to eat one of the
encountered out of her lair, she will use fog cloud

e
sweets, becoming charmed by the black annis
to disorient and attempt to pick PCs off one at a for 1 day or until she takes hostile action
time. However, she won’t hesitate to use Pretty’s against that creature.
Bower to teleport back to her lair where she

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makes optimal use of her lair actions and the
Regional Effects
various hazards in the Gingerbread House.
The region containing Pretty Kolchya’s lair is
If a character wields the cold iron greataxe used
warped by foul magic, which creates one or more
to execute Lagetha, then Pretty Kolchya begins
of the following effects:
the first round of combat frightened, though by
the start of her next turn the fear wears off. • Trail of Sweets. Within 6 miles of the lair, trails
of sweets, nuts, or fruits lead to the
Gingerbread House.
Lair Actions • Naughty Children. Within 3 miles of the lair,

e
On initiative count 20 (losing initiative ties),
Pretty Kolchya takes a lair action to cause one of
the following effects, though she can’t use the
same effect two rounds in a row:
children have any character flaws
exaggerated.
• Corrupted Forest. Within 1 mile of the lair,
trees exude a sickly sweet black sap that
pl
• Long Enough to Reach You. Pretty Kolchya smells of iron, and fog is both common
extends her claws through a patch of shadows and dense.
in the Gingerbread House, and her claws emerge
from any other shadow within the house,
allowing her to attack any creature within 5
feet (1.5 m) of a shadowy surface or area. If
m

she cannot see the creature she attacks, then


she gropes blindly. However, if she grapples
the creature, then on her next turn she can
pull the creature through the shadows as a
bonus action.
• Off the Porch, Into the Oven. An object in the
Gingerbread House animates and makes a
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shove attack (using the black annis’ stats)


against a creature, pushing them up to 15 feet
(4.5 m). If this pushes them into the oven, the
oven door opens and the character takes 1d6
fire damage and is lit on fire, taking 1d6 fire
damage at the start of each of their turns until
an action is taken to extinguish the flames. If
this pushes them off the porch, then they fall
20 feet (6 m) for 2d6 bludgeoning damage.
• Pretty’s Bower (1/long rest). While in dim light
or darkness, Kolchya teleports to either the

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Appendix A Black Annis
MONSTERS Large fey (shapechanger), chaotic evil

Armor Class 15 (natural armor)


Hit Points 68 (9d10+24)
Hag, Black Annis Speed 30 ft. (9 m)

Black annis, also known as night witches, are the STR DEX CON INT WIS CHA

e
most vicious and sadistic of hags. They appear as 19 (+4) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 9 (-1)
hideous seven to eight foot tall crones with Damage Resistances bludgeoning, piercing, and slashing
bloated dark indigo or blackish aquamarine damage from nonmagical weapons that aren’t forged of
flesh, hooked noses, glossy black

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cold iron
hair and nails, and malevolent Senses darkvision 60 ft. (18.2 m), passive Perception 11
Languages Common, Giant, Sylvan
yellow eyes. Embodying
Challenge 4 (1,100 XP)
children’s nightmares
of wicked witches Sadistic Grappler. The hag has advantage on attack
waiting to carry off the rolls against any creature grappled by her, and her
naughty ones to be attacks deal an extra 7 (2d6) damage against
cooked or eaten alive, creatures grappled by her.
black annis indeed have
an insatiable desire for
human flesh. Legendarily
vain, black annis can’t
sustain covens amongst
e Innate Spellcasting. The hag’s spellcasting ability
is Charisma. She can innately cast the following
spells, requiring no material components:
3/day: fog cloud (cast as if using an 8th-level
spell slot creating 160-foot-radius sphere)
pl
themselves, though they
may with other hags and ACTIONS
some black annis Multiattack. The hag makes a bite and claw
congregate in temporary attack.
groups peasants call
“sabbaths” to hunt down a Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.
m

(1.5 m), one target. Hit: 11 (2d6+4) piercing damage.


particularly special child or
during inauspicious times Claw. Melee Weapon Attack: +6 to hit, reach 10 ft.
like an eclipse or blood moon. (3 m), one target. Hit: 7 (1d6+4) slashing damage,
As their lairs, black annis favor and the target is grappled by the hag if it is Medium or
ruins, abandoned villages smaller. If the hag has two creatures grappled she
overcome by plague, sylvan cannot make claw attacks.
Sa

caves called “bowers” or creepy


Illusory Appearance. The hag covers herself and anything
tree-dwellings known as she is wearing or carrying with a magical illusion that
“gingerbread houses.” Though makes her look like a creature of her general size and
they do not fly on broomsticks, humanoid shape (e.g. a tall human, a small giant, or an
some fight with magical ogress). The effect ends if the hag takes a bonus action
ironwood broomsticks which to end it or if she dies. The changes wrought by this
effect fail to hold up to physical inspection. For
they wield as mauls. Black annis
example, the hag could appear to have no claws,
like to deceive and torture their but someone touching her hand might feel the
victims, preferring to take a claws. Otherwise, a creature must take an action
creature captive rather to visually inspect the illusion and succeed on a
than kill it on the spot. DC 20 Intelligence (Investigation) check to discern
that the hag is disguised.

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Loup du Noir Loup du Noir
Most lycanthropes have no choice in what they are, Medium humanoid (shapechanger), chaotic evil
either born with lycanthropy or afflicted by
Armor Class 11 (or by character) in humanoid form, 13
another lycanthrope’s bite. Not so for the loup du (natural armor) in dire wolf form
noir. Also known as skin-changers, loup du noir Hit Points 71 (11d8+22)
don a magic wolfskin to assume the form of a dire Speed 30 ft. (9 m) (40 ft. (12 m) in dire wolf form)
wolf. The dark sorceries of the transformation

e
STR DEX CON INT WIS CHA
drive the skin-changer mad with murderous urges.
17 (+3) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0)

Ancient Curse Skills Perception +5, Stealth +4

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Condition Immunities charmed, paralyzed
Loup du noir are bestowed with lycanthropy in Damage Immunities bludgeoning, piercing, and slashing damage
cabalistic rites passed down through the ages by from nonmagical weapons that aren’t silvered or blessed
other loup du noir, by fiends, and by hags. Each Damage Resistances bludgeoning, piercing, and slashing
loup du noir chooses to accept its curse, seduced damage from magical weapons that aren’t silvered or blessed
by the wolf’s strength. While the curse is not Senses darkvision 60 ft. (18.2 m), passive Perception 11
Languages Common (can speak in dire wolf form)
heritable, it is often passed down as a family
Challenge 4 (1,100 XP)
tradition among hunters.
Keen Hearing and Smell. The loup du noir has advantage on

Out for Blood


e
No matter a loup du noir’s intentions in taking
on its curse, its mind grows clouded by an
intense bloodlust. Far exceeding the normal
Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. The loup du noir has advantage on


saving throws against spells and other magical effects.
However, dousing it with holy water strips it of this trait
pl
until the start of its next turn.
predations of a dire wolf, the loup du noir will
become a threat even to friends and innocents. Magic Wolfskin. Nonmagical weapons that are not silvered
or blessed break after striking the loup du noir while it
wears its magic wolfskin.
Magic Wolfskin
Shapechanger. The loup du noir can use its action to
See the cursed wolfskin in Appendix B for details.
polymorph into a Large dire wolf, or back into its true form,
m

which is humanoid. Its statistics may be the same (besides


AC, speed, and attack options), or its statistics may change
to an NPC’s in its humanoid form. Any equipment it is
wearing or carrying isn't transformed. The loup du noir
reverts to its true form if it dies.

Vicious. Against a creature granting the loup du noir


advantage on an attack, it deals an extra 9 (2d8) damage.
Sa

ACTIONS
Bite (dire wolf form). Melee Weapon Attack: +5 to hit, reach
5 ft. (1.5 m), one target. Hit: 12 (2d8+3) piercing damage,
and the target must succeed a DC 13 Strength saving throw
or be knocked prone. On a natural 20, and when it reduces
a target to 0 hit points, the loup du noir tears the victim’s
throat, dealing 9 (2d8) bleeding damage to the target at the
start of each of its turns until a creature takes an action to
bind the wound or the target receives magical healing.

Longsword (humanoid form). Melee Weapon Attack: +5 to hit,


reach 5 ft. (1.5 m), one target. Hit: 7 (1d8+3) slashing damage.

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urge and you transform to go on a killing spree
Appendix B that lasts 1d12 hours.

MAGIC ITEMS If you are driven to attack someone or


something you are familiar with and care about,
you may repeat the saving throw to resist killing
Circlet of Hala them. No matter how long you resist the
This headband of intellect appears as a braided murderous urges, over time your alignment

e
leather circlet geometrically interwoven with shifts toward chaotic evil.
copper snakes. It was made by the early witches
devoted to Hala as a weapon against hags, and Ghost Lantern
hags who see the circlet become hostile to its A lantern of revealing that sheds a ghoulish

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wearer (though hags are such malicious washed out blue-tinted light, the ghost lantern is
creatures anyway their hostility may not be forged of black iron that feels cool to the touch.
immediately apparent). When used to shed dim light it also reveals
While attuned to the circlet, you experience ethereal creatures like ghosts. The origins of the
cryptic and troubling dreams from Hala at the lantern are shrouded in obscurity, though it is
DM’s discretion. Additionally, during a short rest believed Dr. Van Richten’s contemporary Emilion
you can meditate with the circlet and sense the Lacousto wielded the lantern in defeating the
direction to the nearest hag eye present within a 5 Phantom Army.

e
mile radius sphere. This awareness lasts until you
take a long rest. While aware of the hag eye, you
can use an action to see through it as a hag would.
However, any hags attuned to the hag eye may
Kolchya’s Kovsh
This alchemy jug is a traditional drinking vessel in
the shape of a boat, carved of buoyant wood with
pl
make a Wisdom (Insight) check opposed by the
a gilded rim. In addition to the liquids an alchemy
your Charisma (Deception) check to sense you
jug normally yields, it can produce 2 gallons (7.5 L)
watching. If the hag eye is destroyed while you are
of blood, 2 gallons (7.5 L) of rat stew, 1 gallon (3.25
looking through it, you suffer 16 (3d10) psychic
L) of green slime (see DMG pg. 105), or 1 ounce (30
damage and are blinded for 1 day.
mL) of salty paste which dissolves the hardened
sap from the Gingerbread House’s maple tree.
m

The Cursed Wolfskin


Wondrous item, rare (requires attunement)
Sordje’s Sword
This wolfskin cloak functions like a cloak of Sordje’s sword is a longsword +1 with a handle
protection, though when you are presented an fashioned of elk antler and the blade of cold iron
opportunity to act in a selfish or malevolent way, (see pg. 23 for details on cold iron and shadow fey).
it subtly heightens your urge to do so. It grants you the ability to speak and understand
Sa

Curse. If you learn the Rite of the Dark Wolf, you Worg. When within 120 feet (36.5 m) of a
can attune to the wolfskin. Attuning to the worg, the sword glows with soft blue light.
wolfskin curses you. Thereafter, while wearing
the wolfskin you can use an action to polymorph
into a dire wolf, gaining loup du noir* stats. This
curse is unaffected by remove curse.
However, you develop the urge to transform
every night and indulge in murder. Resisting this
urge requires a DC 10 Charisma saving throw,
increasing the DC by 1 for each day that has
passed since your last transformation. If you fail
this saving throw you can no longer resist the

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Appendix C Starting the Chase
Determine who is on which side of the chase.
CHASE RULES Generally, creatures are clumped together on
their side, but a creature whose speed is different
from others on its side by 10 or more, certain
While the chase rules in the DMG are suitable for
complications, and outlandish strategies may
simple scenarios where an enemy flees a fight
involve a creature being tracked separate from
and initiative sequence carries on as normal,

e
the rest of its side.
they may prove insufficient for a DM wanting a
A good starting gap is twice the speed of most
fast, dynamic, and tensely cinematic chase that
creatures in the chase (e.g. a mounted chase
involves quick decision-making and an
might start with pursuers and prey 120 ft. apart).

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opportunity for limited conflict between pursuer
The DM determines other conditions of the
and prey. The Beast of Graenseskov includes several
chase, like visibility, cover, and line of sight.
run-ins with the Beast that require evading it,
Especially if there are spellcasters with crippling
and later on those tables may be turned if the
spells like hold person or sleep, consider placing
PCs opt to hunt the Beast down. Sleigh races also
terrain that limits line of sight.
may take place to beat the Beast to a location, or
The DM determines how long the chase lasts. A
in a deal with the Latrova Vistani. In these cases,
good length is one round per PC, though the DM
the following chase rules may provide a faster,
can also use other end game scenarios (see
more gripping scenario for the group.

e
1. The DM determines the starting gap and
other conditions of the chase.
2. The chase should last between 3 to 6 rounds,
“Ending the Chase”).

Chase Checks
Each round, both sides makes a chase check, a
pl
which may be anywhere from a normal group ability check that does not require
combat round to 20 minutes in length. It creatures on the same side to use the same ability
depends on the scale of the chase. or skill. For example, during a foot chase through
3. “Initiative” is side-based and determined by the woods, one creature might make a Strength
bidding on Difficulty of the “chase check.” (Athletics) check, while another makes a Wisdom
4. At the start of each turn, each side makes a (Survival) check to quickly navigate the path of
m

special group ability check (a “chase check”) least resistance. Which checks are permissible are
according to the nature of the chase. left to the DM, though this is a great occasion to
5. One creature representing each side of the say “yes” to the players.
chase then rolls 1d12 on the Chase Events The Difficulty of this check begins at a value
table, which may affect just that creature, all determined by the DM (e.g. 12), and is then
creatures on its side, or all creatures in the increased via a bidding process by both sides. The
Sa

chase depending on the results. On the side to bid the highest Difficulty chooses whether
players’ side, a different PC should handle to go first or last.
this roll each round. If at least half the group succeeds, then that side
6. Creatures in the chase may opt to take may widen or close the gap by a number of feet
actions or try unusual strategies, which may equal to d10 per 10 feet of movement (rounding
change their individual position. up). For example, a speed 25 halfling would 3d10
7. This process repeats each round until the feet. Thus, it is possible for both pursuers and prey
chase’s end conditions are met, typically: to succeed the chase check, causing the gap to
finishing all rounds of the chase, the widen and close on the same round.
pursuers reduce the gap to 0, or the prey
doubles the starting gap.

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Ending the Chase Create a Complication
In the case of a chase to a safe haven of some Creatures in a chase may be able to create a
kind, the chase ends when either the pursuers hazard or obstacle to afflict the opposite side as
reduce the gap to 0, or the prey reach the safe an action. The DM should adjudicate such
haven by keeping the gap above 0 for the entire situations on a case-by-case basis.
chase.
In the case of a race to a finish line, the race Lookout

e
ends after the last round. However, who is During a chase, creatures are assumed to be
pursuer and who is prey may change as the moving at a fast travel pace (-5 passive
chasers jockey for the lead position. Perception). Additionally, in most chase scenarios
In the case of a chase with no specific end opportunity attacks are not possible due to the

fil
point, instead of a set number of rounds, the focus required.
chase ends when either the pursuers reduce the By taking the lookout action, the creature does
gap to 0, or the prey increases the gap to twice not suffer this penalty to passive Perception and
what it started at. Alternately, the chase might may take opportunity attacks as normal. In
end if the prey deceive or hide from the pursuers. addition, the DM should provide forewarning of
Depending on how a chase ends, it could the next upcoming complication or chase event.
represent the prey being driven into a dead-end.

Outmaneuver
Actions During a Chase
e
During a chase, most creatures focus entirely on
evasion or pursuit, and are assumed to take the
A creature may attempt to outmaneuver its
pursuers or its prey.
For prey, this usually involves a Dexterity
pl
Dash action each turn. However, a creature (Stealth) check opposed by the pursuer’s passive
moving independently (i.e. not on the same horse Perception, though other checks may be possible
or vehicle as another) may forgo taking the Dash at the DM’s discretion. If successful, the prey may
action, in which case its position in the chase improve the cover available to their side by one
drops by an amount equal to its speed (or the degree for that round (i.e. no cover > half-cover >
speed of its mount). The creature is then free to three-quarters cover > total cover).
For pursuers, this usually involves an opposed
m

take any action it pleases, such as making a


ranged attack if it has line of sight. check associated with knowledge of the terrain,
Additionally, there are a few special actions like Wisdom (Survival) or Intelligence (History),
unique to chases: though other checks may be possible at the DM’s
• Create a Complication discretion. If successful, the pursuer begins
• Lookout forcing the prey into a disadvantageous route,
• Outmaneuver dictating which skill must be used in the chase
Sa

• Reckless Sprint checks next round.

Reckless Sprint
Getting a Clear Shot
Pushing itself (or its mount or vehicle) to the
In situations where line of sight is in doubt, a Wisdom
(Perception) check may be called for to determine
limit, the creature’s gap closes or widens twice
whether a creature can get enough sustained line of what it otherwise would that round. However, it
sight to get a clear shot. This check should begin very suffers disadvantage on any ability checks to
hard (DC 25) or nearly impossible (DC 30), but each navigate chase events. At the end of the round,
round the chase progresses the DC shoulder lower by the creature must make a DC 10 Constitution
5, representing creatures looking for an opening to saving throw or accrue a level of exhaustion.
take a shot or cast a spell.

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Chase Events d12 Chase Events

7 Opportunity. The creature who rolled this


result can take an extra action that turn, though
d12 Chase Events
the DM should require the decision on how to
1 Convoluted Terrain. Neither side has line of use the action be made quickly. If the action is
sight to the other this round, and the prey may used to make a ranged attack, consider
attempt a group Dexterity (Stealth) check to lowering the DC of the Wisdom (Perception)

e
hide from the pursuers, who make a group check required to get a clear shot.
Wisdom (Perception) check. If the prey succeed,
8 Paths Converge. The creature who rolled this
the chase ends as they can’t be found. If the
result and one creature on the opposing side of
pursuers succeed, reduce the gap to equal to

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the DM’s choice cross paths momentarily,
the average speed of the chasers.
coming into melee range. They can each make
2 Crowd/Herd. A group of creatures impedes the an attack against one another, before they are
progress of that side. One or more characters on forced to resume their former gap by
that side may attempt to influence the group to circumstance and terrain.
assist them (DM discretion), or clear a path, on a
9 Risky Shortcut. A shortcut presents itself to the
DC 13 check. On a failed check, the opposing side
creature that rolled this result. It can pursue the
rolls to close or widen the gap.
shortcut alone or convince its side to follow. The
creature makes a DC 13 ability check of the
3

e
Difficult Terrain. Creatures (determined by the
DM’s judgment) face difficult terrain, moving at
half speed unless they have a means to
circumvent or avoid the difficult terrain. The
difficult terrain lasts the entire round.
DM’s choice to avoid whatever risk is associated
with the shortcut. If the creature succeeds, it
rolls twice to widen or close the gap. If it fails,
however, the other side rolls twice instead.
pl
4 Dilemma. The creature who rolled this result, 10 Separated. The creature who rolled this result
and possibly others on its side, faces a dilemma: is somehow separated from the rest of its side.
if they don’t alter course to a harder path, If prey, it begins tracking its gap from any
something bad happens (e.g. innocents hurt, pursuers breaking off to pursue it separately
mounts or vehicles damaged, supplies lost, from the main chase. It must make a DC 10
they’re spotted by other enemies). This harder Wisdom check to reunite with the rest of its side
m

path might increase the DC of all checks by 2, next round, otherwise it is on its own for the
require intermittent Dexterity (Acrobatics) rest of the chase. If a pursuer, it must make a
checks to avoid falling, prevent line of sight, or DC 10 Wisdom check or become lost and drop
change the chase’s length. out of the chase.

5 Hazard. Some kind of hazard suiting the terrain 11 Straightaway. Each creature in the chase can opt
requires all creatures on both sides to make a to push itself, closing or widening the gap by an
Sa

saving throw determined by the DM. A result of amount equal to its speed. A creature pushing
less than 10 results in “dangerous” damage, a itself must make a DC 10 Constitution saving
result of 10-14 results in “setback” damage, and throw; on a failure it accrues a level of exhaustion.
a result of 15 or higher indicates no damage. Additionally, both sides have unobstructed line of
Refer to the Damage Severity and Level table in sight to one another this round.
the DMG pg. 249.
12 Twist. The basic conditions of the chase change.
6 Obstacle. A physical obstacle suiting the terrain This may include adding creatures on either side
bars passage. Each creature on that side must (or perhaps adding a third side), swapping who is
make a DC 13 Strength (Athletics) or Dexterity pursuer and prey, altering the end conditions of
(Acrobatics) group check to surmount the the chase, changing what will happen when the
obstacle. If the group check fails, the opposing chase ends, or radically changing the
side rolls to close or widen the gap. environment, visibility, cover or line of sight.

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Graenseskov Chase Examples
Convoluted Terrain SLEIGH
• Misty criss-crossing woodland trails Speed: 60 feet (equal to riding horses drawing it), can
• Gully with many passages only move over snow and ice, ignoring any difficult
Crowd/Herd terrain due to snow or ice.
• Herd of spooked deer Crew: 1 Passengers: 5 Cargo: 1/2 ton
• Pack of wolves (may join in chase)

e
HP: 50 AC: 11
• Vistani campsite
Difficult Terrain
• Dense gnarled woods

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• Patches of ice or soft snow
• Steep hillside
Dilemma
• Wolves endanger an innocent nearby
• Mount is tiring, or sleigh is breaking up
• Pack of wolves lies ahead of direct path, but
haven’t yet noticed the PCs
Hazard
• Brambles and thorns (Strength)

• Unstable slope (Dexterity)


Obstacle
e
• Trees weeping black acidic sap (Constitution)

• 10-15 foot wide chasm, spanned by log


pl
• Old logging site
• Narrow gap in between gully walls
Opportunity
• The mists part momentarily
• Ascending a rise gives a view of the scene
Paths Converge
m

• High road swoops down into low road


• Sliding down a slippery mossy hill
• Mists confound actual distances
Risky Shortcut
• Unsteady snowy embankment
• Downhill with a chasm below
Sa

• Log spanning waterfall pond


Separated
• Miniature avalanche
• Falling rotted trees
• Forest floor drops abruptly into gully
Straightaway
• Wicked bend of the woodland trail
• Ice-slicked hillside
• Tunnel carved through thick canopy
Twist
• Snow or opaque fog moves in
• Safe destination overrun by wolves

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ruse to her father. Again, the boyar was
Appendix D astonished at his daughter’s sudden cheer, and

FOLKTALES & HANDOUTS demanded Piet return one final day to make his
daughter eternally happy. Piet went back to the
wolf and explained his dilemma.
Barking Piet “Why, making Malena eternally happy is the
simplest task of all, dear bard,” explained the
Once upon a springtide, the boyar called a

e
wolf with crossed paws. “You simply must behave
gathering of bards to lift the malaise that had
like a wolf in every way. And, if you would be so
fallen over his daughter Malena. No matter how
kind, bring me to the boyar’s manor so that I
pleasing the melody, or raucous the jig, nothing
might enjoy life as your pet.”
would stir the boyar’s daughter. All she ever did

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Distraught but determined, Piet brought the
was sigh and slip deeper into despair. Blaming
wolf to the manor. At first the guards wouldn’t let
the odious music of the bards, the boyar
him in, but Piet had a way with words and the
commanded each have his tongue burned by
wolf was on its best behavior. Before the boyar’s
coals or his fingers eaten by pigs. Knowing the
court, Piet nervously acted like a wolf in every
punishment that awaited should they fail, the
way. His performance was so convincing that
bards stopped coming to Volchykrov Manor.
Malena proposed her father should lead his men
Years wore on and Malena became a young
on a merry hunt of Piet! Glancing at the wolf
lady. Catching sight of her one day, the poor bard

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Piet swore he’d marry her, but he knew he had
no talent with the viol and was sure to be
tortured or killed. Sneakily following Malena on
a walk through the woods, Piet spied her playing
nervously, Piet was uncertain, but the wolf gave
him an encouraging nod.
So Piet ran and ducked and dodged and
weaved, trying to escape the boyar’s archers and
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hounds. The more he ran, the more like a wolf he
with a grey wolf, and the delight on her face
became, and meanwhile the more like a man
enchanted him. Determined to learn the secret of
became the wolf. As it turned out, the man was a
how the wolf lifted Malena’s spirits, Piet waited
beautiful prince who’d been cursed into the form
until she left and then laid a trap for the hound.
of a wolf by a wicked hag. Thus freed, he and his
Once he had the wolf in his snare, Piet held a
true love Malena were soon married.
sword to the wolf’s neck and demanded to know
And Piet? Though he escaped the boyar’s
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how to make Malena laugh.


huntsmen, he fell victim to the curse the prince
“Making Malena laugh is simplicity itself. You
had tricked him into taking on himself. Till this
simply must get on all fours and bark and growl
day Piet wanders the villages and byways of
like a hound!” Explained the wolf with a smile.
Barovia, still no better with the viol than he was,
The very next day, Piet put the wolf’s teachings
hiding his wolfish face behind a silver mask.
to practice, and sure enough Malena broke into
However, his true identity is always revealed
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unwitting laughter. Astonished, the boyar


because Piet is only able to speak with the voice
demanded that Piet return the next day to make
of a wolf, trapped by his own foolishness
his daughter smile. Piet returned to the wolf.
between being a wolf and being a man.
“Making Malena smile is easier than growing
tulips,” assured the wolf. “All you must do is
Morals: Beware who you trust.
respond to any question asked of you by barking.”
Don’t try to be like what you’re not.
Uncertain but undaunted, Piet returned to
Fool me once, shame on you; fool me twice,
Volchykrov Manor and put the wolf’s teachings
shame on me.
to practice. So furious did the display make the
You can’t please everyone.
boyar that it seemed certain he’d order Piet’s
You can’t take the wolf out of the man.
head removed, but once Malena caught onto the
trick, she smiled broadly and pointed out the

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Sordje and the Dire Wolf True Version
The secret of Sordje’s military success was an
unholy pact made with two seemingly undying
There are two version of Sordje and the Dire Wolf
worg omen-bearers. In return for not interfering
— the commonly known popular version and the
in the affairs of the worg’s hag masters — the
true version known only by Sordje’s spirit.
Grey Sisters — Sordje would be gifted with
respect and victory in battle. For many years,

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Popular Version Sordje thought he’d outsmarted the hags and
Sordje the Justifier, the first boyar of the reveled in his goof fortune. However, when he
Graenseskov, was a close confidante of the von brought home the dire wolf pup his fortunes
Zarovich family and general of their forces. seemed to change. Try as he might to convince

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Returning home from battle, he found a wolf pup himself to return the dire wolf pup to the wild,
wounded by a stray arrow. Weary of battle and Sordje grew to love the animal, trusting it as he
taking pity on a creature, Sordje swooped the trusted none other save his own flesh and blood.
pup up in a bundle and carried it home. As fate Venturing to the Grey Sisters to learn why his
would have it, the wolf was a dire wolf, feared by fortune was failing him, Sordje implored them
all inhabitants of the Graenseskov. In his later for an answer. The Grey Sisters told Sordje that
years, Sordje and the dire wolf pup were close by bringing a creature of the wild to be civilized
companions, and though it was trained to love all he had intruded on the hags’ demesnes, and to

the dire wolf like Sordje.


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the boyar’s family and defend them, none trusted

One day, the von Zarovich nobles called upon


their trusty general one last time to root out dire
put matters right he must bring the dire wolf to
the worgs who he’d made the deal with as a
sacrificial offering of peace.
Tearful, Sordje did as the hags bid, bringing the
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wolves plaguing the realm. Donning his old dire wolf to the worgs, whereupon the worgs tore
armor and bearing his old magic sword, Sordje into the dire wolf’s flesh and tore it to pieces. To
took his dire wolf with him to face whatever evil Sordje’s horror, a black worg crawled from the
was causing unrest among the dire wolves. After dire wolf’s corpse, ushering in the completion of
many dire wolves were slain, Sordje and his the Grey Sisters’ ritual to give birth to Pretty
faithful companion reached the heart of an Kolchya, the black annis and third of the sisters.
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ancient werewolf’s sanctuary. So old was the Realizing he’d been tricked into serving the Dark
werewolf that its hair had turned silver and its Powers, Sordje swore vengeance upon the worg
eyes cloudy with age. “Have you come to kill me, omen-bearers but could find them no more.
boyar of the Graenseskov? Or have you come to
return my wayward child?” Asked the werewolf,
gesturing to Sordje’s dire wolf companion. Kolchya’s Recipe Book
Seeing the truth in the werewolf’s words, Sordje • The notes at top left are about the additional
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sorrowfully said goodbye to his faithful properties of Kolchya’s kovsh.


companion, but made the werewolf swear to • The Rite of the Dark Wolf at top right describes
leave the settlements of the Graenseskov in how to attune to the cursed wolfskin.
peace. Thus, they struck a troth (agreement), and • At the center is a description of the Curse of the
the dire wolf returned to its kind, and Sordje Soul’s True Form with clues on how to break
went home to live out his final days. the curse.
Ever since Sordje’s sacrifice, the wolves of the • The command word at bottom left activates the
Graenseskov have restricted their attacks to the broom closet portal in the Gingerbread House.
wilderness, not venturing too close to manors, • The riddle in the bottom right refers to the key
villages, and homesteads. to Kolchya’s treasure chest hidden in the Grey
Sisters’ Tower, behind the archway’s capstone.

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Journal of Radke Iliev, beaste hunter Barovian Year 735
Countless reports by peasants and guards alike, and I feel no more certain of the nature of the
Graenseskov Beaste than before when the boyar hired me. I can only pray that my visit with the
olde knight Lovrenk Kosar by Cailleach Falls bears more fruit. Owing to the Beaste’s great size,
territory, and the influence it seems to exert over wolves of the region, I have limited my inquiry
to four specimens of malevolent beastes surpassing the ‘common’ werewolf in cruelty.

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DREAD WOLF (of unusual size)
The Vistani tell of witches who can animate undead wolves to serve
as their eyes and will, by means of a foul ritual binding a shadow to

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a wolf corpse. Dread wolves regenerate all injuries like a trolle and their
bite inflicts a rotting disease which may cause madness. As the witch
controls the dread wolf, it may act according to the witch’s intelligent designs.
It is feasible a powerful shadow could be bound to the corpse of a dire wolf.

GREATER WOLFWERE
Children of Harkon Lukas, Lord of Kartakass, greater wolfweres are

e exceptionally cunning and charismatic, able to take the form of a man, large
man-wolf, or dire wolf. The greater wolfwere resists weapons not
crafted the old way of cold iron, and it has an allergy to wolfsbane.
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Ancient enemy of werewolves, the greater wolfwere is a solitary creature
opposed to humanity whose greatest weapon is its charming gaze
and somnambulant song.

LOUP DU NOIR (skin-changer)


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Dark sorceries allow the loup du noir to transform into a dire


wolf by donning a magic wolkskin, though the price of this dark
magic is a terrible bloodlust. The loup du noir cannot be harmed by
weapons unless silvered or blessed; all others break against it. The
wolfskin also fortifies it against magic, though a priest’s benediction may
be of use here. Whether solitary or in a pack, the loup du noir closely
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guards its magic wolfskin for without the skin, it is but mortal.

LOUP-GAROU
Fearsome creatures born of the union of two werewolves, loup-garou are
thankfully rare and I’ve heard few tales of them beyond Barovia. The
loup-garou can assume the form of a man, large man-wolf, and a worg or dire
wolf. Like its lesser cousin, the loup-garou cannot be harmed by weapons unless
silvered. Its bite inflicts lycanthropy and its howl makes the blood of men curdle
while it evokes obedience in wolves. Some ancient feud between the loup-garou and
wolfwere cause them to murder one another on sight.

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fil
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pl
m
Sa

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encounters, XP from the Beast (loup du noir), and
Appendix E XP from Pretty Kolchya (black annis). My

DESIGN NOTES intention with The Beast of Graenseskov is that the


PCs can gain XP for defeating the main villains
— the Beast and the hag Pretty Kolchya —
The Beast of Graenseskov is my love letter to without necessarily engaging them in a fight to
Ravenloft® and I hope it provides your group the death. That’s one approach they can take,
with a several nights of great gaming. The

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absolutely, but there are others like trapping or
adventure owes its creative origins to three tricking the Beast or besting Kolchya in a
rather different sources. riddling game.
First, there is the historical tale of the Beast of For DMs using “milestone leveling”, consider

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Gévaudan which attacked hundreds of people in leveling the party up to 2nd level either after the
the Margeride Mountains of France during the wolf hunt (see “Special Events” in Chapter 1) or
1760’s. The Beast of Graenseskov borrows its basic after they learn the Beast’s identity. By the end of
premise from this tale. the adventure, after they break the curse or slay the
Second, there is the 1819 Brothers Grimm fairy Beast, the characters should reach 3rd or 4th level.
tale Allerleirauh, or Thousandfurs, which tells of
a woman who escapes marriage to her wicked
Treasure
father by finding true love. No matter whether
Treasure is scattered throughout the adventure,
she wears fine dresses or a tattered fur cloak, her

e
true love sees her for who she is. This motif
influenced the NPCs Borje and Ruzina in The
Beast of Graenseskov.
Third, there is the 2001 film Brotherhood of the
amounting to five rolls for treasure hoards on the
Challenge 0-4 table in the DMG. In addition to
silvered weapons, art objects, gems, and gold, the
following magical items appear in The Beast of
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Graenseskov. Note that none of these items is “just
Wolf, itself inspired by the Beast of Gévaudan.
a sword +1,” rather each has a place within the
The unique mix of brooding horror, intrigue, a
adventure’s story. If you decide to add or modify
detective story, and fantastical action bled into
magical items in the adventure, keep in mind the
my work on The Beast of Graenseskov.
gothic horror motif.
• 2 potions of healing and a potion of greater healing.
Design Goals
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One can be provided by Merje the Seeker and


Hopefully, I’ve crafted an adventure which the other can be found in the font in the Graven
emphasizes investigation, exploration, and role- Garden in Chapter 1, while the potion of greater
playing. 1st-level characters can be particularly healing can be brewed by Mirsada Latrova.
fragile, as groups running the Death House have • 2 spell scrolls, a potion of climbing, dust of sneezing
found. While The Beast of Graenseskov certainly and choking, oil of slipperiness, and Kolchya’s
has climactic moments where death is possible, it kovsh (an alchemy jug) can be found at the
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focuses more on challenging the players’ wits Gingerbread House in Chapter 3.


and decision-making skills. Do they trust the • Gloves of thievery can be found at the Tree-with-
boyar? Is the risk of using the circlet of Hala a-Swing in Chapter 1.
worth the reward? How do they choose to lift the • Sordje’s sword (a longsword +1) can be found
curse, if at all? These are the sorts of questions I within the Barrow of the Boyars in Chapter 1.
hope the adventure evokes during play. • The ghost lantern (a lantern of revealing) can be
found by PCs exploring the Geist Caverns in
Leveling Up & Milestones Chapter 1 or during Chapter 2.
Experience points in The Beast of Graenseskov can • The circlet of Hala (a headband of intellect) will
be broken down into four roughly comparable be bestowed upon one of the PCs when they go
chunks: XP from quests, XP from random to the Halan Witches’ Circle in Chapter 2.

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INDEX OF NPCS
NPC Name Brief Description Appears on…

Aco “Four Eyes” Koslov Insidious vampire spawn merchant spying for Strahd, drinking p. 23
companion of the boyar; potential victim of the Beast p. 44

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Amaliza Latrova (dead) Vistani mother of Ruzina, elder sister of Mirsada, “killed” by the boyar p. 19
or died in childbirth depending on one’s perspective

Anya Stojanovic A missing girl held captive by the hag Pretty Kolchya p. 57

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Black Dane Vengeful captain of the Gorgon’s Grin bandits p. 15

Boyar Borje Volchykrov Boisterous ruler of Volchykrov manor and a vassal of Strahd p. 23

Boyar Claes Volchykrov (undead) Former boyar who fought off barbarian invaders and bandits p. 7

Boyar Sordje the Justifier (undead) Spirit of the Graenseskov’s first boyar cursed as a specter p. 14

Ser Branimira Syrncevic Bandit leader turned bodyguard for the boyars p. 24

Bruno Herzeg (undead) Early victim of the Beast whose severed head still speaks p. 51

Ser Cedomir Volchykrov

Cvetlana Volchykrov
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Cursed son of the boyar and leader of the boyar’s “knights”

Concealed hag-spawn daughter of Lagetha and boyar Borje Volchykrov


p. 31

p. 24
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Devishka of the Mists (?) Hag who vanished during the boyar’s attack on her coven p. 16
p. 64

Dusan Squire to Ser Cedomir and potentially a rabble-rouser p. 10


p. 44

Eris Corvara Vistani horse thief in league with the Gorgon’s Grin bandits, who once p. 10
loved Amaliza but abandoned her; imprisoned in manor barracks p. 45
m

Father Fiofan Kolotov Cursed dwarven sage from the Mists who serves the boyar p. 32

Iancu Silvertongue Vistani camp trader missing his brother Iulia p. 19

Ismark the Lesser Son of Barovia’s dead burgomaster, he is to marry Cvetlana; appears p. 9
in Curse of Strahd p. 29
Sa

Iulian (undead) Iancu’s brother who ran off with the disguised Pretty Kolchya, and has p. 19
been cursed as a poltergeist p. 59

Ivanka Stojanovic (dead) A missing woman mourning her lost sons killed by the Beast p. 28
p. 51

Jasna Federov Widow of the murdered “knight” Jovich p. 37

Jovich Federov (dead) One of the boyar’s “knights” murdered by the Beast p. 22
p. 37

Katerina Volchykrov (undead) Ghost of the boyar’s wife slain by dire wolves p. 19
p. 24

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NPC Name Brief Description Appears on…

Krabka Mongrelfolk in the boyar’s court with a hidden hag eye p. 24

Lagetha the Spinner (dead) Green hag executed by order of the boyar; Cvetlana’s mother p. 6
p. 16

Lovrenk Kosar Werewolf hermit fighting his curse, once loyal to the old boyar p. 20
p. 45

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Lubomir Pavlovic Ox tender bitten by the Beast and under observation at infirmary p. 22
p. 38

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Merje the Seeker Cursed priest of the old ways leading Halan witches p. 33

Milvan, Rade, and Stanz Three cousins of Ratimir Stojanovic who went out to trap the Beast p. 36
Stojanovic (dead) only to meet their grisly end

Mirsada Latrova Raunie of the Latrova Vistani gifted with psychic ability to read objects p. 18-19

The Noseks Family tending the inn and stables who witnessed the Beast; include p. 28
Stravko, Emilika, Evdoyika, and Jakso p. 36

Old Man Vykov Caretaker of the Thousandfurs Bridge, whose eye was taken by hags p. 17

The Pavlovics

Pretty Kolchya
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Ox caretakers outside the manor and witnesses of the Beast; include
Ilyan, Jagoda, Lubomir, and Stepjan

Black annis hag who bestowed the curse creating the Beast,
p. 36
p. 44

p. 6
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sometimes uses the disguise of Lady Molot Kosti p. 60-61
p. 65

Pyotr Volchykrov (dead?) The boyar’s youngest son sacrificed to Strahd to appease his wrath p. 7
p. 23

Radke Iliev (dead) A monster hunter who was hired by the boyar to kill the Beast p. 10
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p. 15

Ratimir Stojanovic Loyal servant of the Volchykrov aristocracy who feels betrayed by p. 28
boyar’s inability to handle the Beast; potentially a rabble-rouser p. 44

Ruzina Nostova Cursed giogota blacksmith who is also the boyar’s illegitimate daughter; p. 34
potentially a rabble-rouser
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Stepjan Pavlovic Eldest man at the manor, adopted Lubomir as a young man; p. 38
potentially a rabble-rouser p. 44

The Stojanovics Peasants serving the Volchykrovs for a long time and witnesses of the p. 28
Beast; include Anya, Bozidar, Ivanka, Jelica, and Ratimir

Vasilija Gavrauh Half-elven caretaker of the ravens in the manor’s rookery p. 27

Vitomir Alkaev A guilt-ridden merchant who the Beast tries to kill p. 42-43

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The Beast of Graenseskov is a 79-page Ravenloft® adventure
for characters of 1st-4th levels focused on mystery and

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exploration. It can be used in conjunction with Curse of
Strahd, either as an introduction to Barovia or adapted as a
side quest, or it can be used as a stand-alone horror
adventure-setting independently of Curse of Strahd.
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In the mists at the edge of Count Strahd von Zarovich’s
realm lies the Graenseskov, a land of deep woods and
bleak hills overrun with wolves. A Beast haunts these
misty lands, leaving bloody corpses and terror in its
wake, the product of a hag’s curse placed upon the boyar’s
m

manor. But the Beast is no arbitrary killer. The PCs find


themselves drawn into the mystery of uncovering the
Beast’s identity and breaking the hag’s curse before the
Beast’s final victim gurgles their last breath and the Beast
is beyond any hope of redemption.
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Features:
• The DM (or the Tarokka) determines the guilty
suspect and their motives, offering a different
experience for each group’s play-through.
• A vivid cast of characters with a NPC index.
• Escalating random encounters, special events,
and techniques for DMing a mystery.
• New monsters: black annis hag & loup du noir.
• All units given in SI & metric.
• Handouts and maps for DMs and players.

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