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Shelf VI · Into the Mists

Campaign & Adventure Supplements

Fan expansions and adventure aids that deepen existing campaigns.


Fan-made5e compatible· Printer-friendly copy

Fleshing Out Curse of Strahd: Village of Barovia

An expanded chapter 3 of Curse of Strahd.

Part of a fan series that deepens NPCs, fixes plot holes and softens party-wipe encounters. Its changes are meant to override the printed adventure where they differ.

Reach for it: DMs running Curse of Strahd who want a richer Village of Barovia.

Chapter by chapter

MandyMod’s Village of Barovia is a third-party companion to Chapter 3 of Curse of Strahd, not a replacement for the campaign book. It revises village life, encounter order and several important NPCs to make the opening more coherent and emotionally grounded. Its location notes build from arrival and the tavern to the burgomaster’s house, church and village businesses. Almost all substantive material is DM-only because it reveals disguised enemies, hidden allies and future plot developments.

21 sections · “Open all” skips DM-only sections

  1. How to Use This Guidep. 2

    This booklet belongs to the wider Fleshing Out Curse of Strahd series. It assumes that the DM has the original adventure and reads the two together. Where its account conflicts with the campaign, its proposed change is intended to take precedence if adopted. The purpose is to clarify motivations, deepen NPCs and reduce frustrating or excessively lethal situations.

    • Choose which changes to adopt before introducing the affected NPCs.
    • MandyMod is credited as writer and editor.
    • The guide points to the author’s Reddit discussions for additional reasoning.

    On the siteRelated rules and guidance

  2. The Village of Barovia: population and daily lifeDM onlyp. 3

    Spoilers for players — the Dungeon Master’s eyes only.

    The village is reworked into a settlement that could plausibly sustain itself. Its population rises to roughly 500, while zombies are moved outside the inhabited streets. Empty or rat-infested buildings remain, but inhabited houses become much more common. Residents exchange work and supplies through barter and use coin for some goods. Fear remains pervasive because Strahd and his consorts treat the village as a source of victims.

    • About 30 per cent of houses are unoccupied in the revised arrangement.
    • Use displaced Strahd zombies at abandoned farms or on the road.
    • Villagers protect conspicuous young people from vampire attention rather than casually discussing them.

    On the siteRelated rules and guidance

  3. Adventure FlowDM onlyp. 3

    Spoilers for players — the Dungeon Master’s eyes only.

    The suggested sequence starts after the road journey and Death House. Granny offers apparently kindly relief before the party reaches the tavern. Ismark then offers hospitality and asks for help burying his father. Meeting Ireena gives that request a personal dimension. The funeral and Strahd’s later visit establish the danger before the party escorts Ireena towards Vallaki.

    • Use the burial favour as an approachable initial commitment.
    • Introduce the siblings before asking players to care about their larger plight.
    • Keep the funeral before the threatening evening visit.

    On the siteRelated rules and guidance

  4. Quick Reference: people and shoppingDM onlyp. 4

    Spoilers for players — the Dungeon Master’s eyes only.

    The reference page gathers the village cast and the revised shop stock for easy preparation. It identifies the Kolyanovich family alongside Morgantha, Donavich, Doru, Mad Mary and Gertruda. Bildrath, Parriwimple and Arik anchor everyday village interactions. This is a preparation aid rather than a second set of encounters. Check its family names against the fuller house notes before speaking them at the table.

    • The late burgomaster is renamed Indirkov Kolyanovich.
    • Ireena uses the noble framework with 14 hit points.
    • Parriwimple uses a modified gladiator framework, with Intelligence 6 and Armor Class 14.
    • The stock reference supports Bildrath’s later trading notes.

    On the siteRelated rules and guidance

  5. Introducing the Village: isolation and the March of the DeadDM onlyp. 5

    Spoilers for players — the Dungeon Master’s eyes only.

    The village should offer the appearance of civilisation without genuine reassurance. Outsiders arrive only rarely, making the party conspicuous even when their ancestry is familiar to players. Local reactions should express pity rather than automatic hatred of unfamiliar peoples. The March of the Dead can be changed to dead Barovian rebels or omitted. The author argues that failed adventurers may inspire competitive confidence instead of dread.

    • Emphasise shuttered homes and Castle Ravenloft’s looming presence.
    • Treat the March as an optional tonal choice, not compulsory exposition.
    • Distinguish local fear from hostility towards non-human characters.

    On the siteRelated rules and guidance

  6. Granny’s Pies: introducing MorganthaDM onlyp. 5–6

    Spoilers for players — the Dungeon Master’s eyes only.

    Morgantha initially appears to be a sympathetic elderly pie seller. Let the party see normal-looking trade rather than an immediate child-abduction scene. Her grandmotherly manner and comforting food are meant to earn trust before Old Bonegrinder reveals the truth. She offers a free pie and directs weary visitors towards the tavern. Magical scrutiny can reveal suspicious auras, which she explains through a fabricated story about inherited demonic trouble.

    • Do not expose the child-taking operation during this first meeting.
    • Dream pastries radiate enchantment, while her concealed Heartstone radiates abjuration.
    • Her Soul Bag remains at Old Bonegrinder.
    • A fiendish aura is a warning clue, not proof that her explanation is true.

    On the siteRelated rules and guidance

  7. Dream Pastries: dreams and withdrawalDM onlyp. 6

    Spoilers for players — the Dungeon Master’s eyes only.

    The pastries provide deeply comforting dreams that contrast sharply with waking Barovia. An affected long rest cannot be interrupted by ordinary attempts to wake the sleeper. Even a character who normally trances spends the full eight hours in this state. On the next evening, a Constitution save determines whether the character can resist the craving. The guide supplies a short withdrawal sequence rather than an indefinite addiction subsystem.

    • The craving save is DC 16 Constitution.
    • Failure makes the character consume an available portion.
    • Without pastry, failed withdrawal prevents the long-rest benefit and causes exhaustion the next morning.
    • The following day’s rest returns to normal and the craving ends.

    On the siteRelated rules and guidance

  8. Wereraven Watchers and Muriel VinshawDM onlyp. 6–7

    Spoilers for players — the Dungeon Master’s eyes only.

    The Keepers of the Feather quietly monitor potential opponents of Strahd. Muriel and Falkon observe the newcomers as ravens rather than introducing themselves openly. Muriel is young, optimistic and eager for a successful rebellion. She flies west to tell Urwin Martikov about the party while Falkon remains behind. The encounter plants evidence of hidden allies without immediately revealing their organisation.

    • Passive Perception 12 notices the two rooftop ravens near the tavern.
    • Muriel’s report connects this village opening to Vallaki.
    • Keep the wereravens’ identities concealed during the initial observation.

    On the siteRelated rules and guidance

  9. Falkon Tomescu: the party’s hidden guardianDM onlyp. 7

    Spoilers for players — the Dungeon Master’s eyes only.

    Falkon is added as an older, grief-worn wereraven with ties to the Martikov family. He once loved Escher but concealed his lycanthropy, damaging their relationship. He believes Strahd killed Escher, not knowing his former lover survives as a vampire spawn consort. Falkon follows the party through village scenes and onwards towards Old Bonegrinder. He avoids conversation but may intervene when the characters face imminent death.

    • Falkon is the older brother of Dag, husband of a Martikov daughter.
    • Show the same raven at the manor and graveyard to build continuity.
    • At Old Bonegrinder, his warning cries can foreshadow danger.
    • His rescue priority is preserving lives, not winning every fight for the party.

    On the siteRelated rules and guidance

  10. The Blood on the VineDM onlyp. 8

    Spoilers for players — the Dungeon Master’s eyes only.

    The tavern is warm and lit but lacks the lively atmosphere of a welcoming urban inn. Villagers eat or buy wine and then return home rather than lingering socially. It sells simple food and Purple Grapemash No. 3, but has no guest rooms. Arik remains a poor conversational companion. Ismark’s friendliness should therefore stand out as genuine relief.

    • Potato pottage, potato bread and pork meatloaf establish an ordinary local menu.
    • Do not offer lodging here; Ismark’s home fills that role.
    • Granny’s directions naturally lead into the Ismark meeting.

    On the siteRelated rules and guidance

  11. Vistani Owners: Alenka, Mirabel and SorviaDM onlyp. 8

    Spoilers for players — the Dungeon Master’s eyes only.

    The sisters are rewritten as Mortu, exiles from Vistani society. Their punishment follows cruel harassment that caused another young woman’s death. Their facial scars mark their exclusion, and their supernatural Vistani gifts are gone. They remain vain and unpleasant, but are not Strahd’s informants. Strahd instead uses Arik as a scrying connection, reversing villagers’ assumptions about the sisters.

    • Remove the sisters’ evil eye, curses and precognitive abilities.
    • Their exile prevents them relying on Vistani camps or family.
    • Do not present the local accusation of spying as established truth.

    On the siteRelated rules and guidance

  12. Ismark the Lesser: hospitality and the first questDM onlyp. 8

    Spoilers for players — the Dungeon Master’s eyes only.

    Ismark invites the party to share wine when the tavern proves uncomfortable. His honesty explains the imprisonment of Barovia without giving him perfect knowledge of the mists’ mechanics. Exhaustion and responsibility should temper his friendliness. He can recognise Lancelot if the party rescued the dog in Death House. Rather than forcing an immediate escort agreement, he offers shelter and payment for help with the funeral.

    • Ismark offers 20 gp for assistance burying his father.
    • Lancelot belongs to the household of Mad Mary and Gertruda.
    • Surviving Death House can persuade Ismark that the newcomers might protect Ireena.

    On the siteRelated rules and guidance

  13. The Burgomaster’s House and the Kolyanovich familyDM onlyp. 9

    Spoilers for players — the Dungeon Master’s eyes only.

    The manor bears the aftermath of weeks of harassment from Strahd. The late burgomaster died three days before the party arrived, overwhelmed by the attacks. The guide simplifies the household to Ismark, Ireena and their father Indirkov Kolyanovich. Ireena is his natural daughter rather than an adopted child with a separate sibling connection. Give the party a relaxed introduction to both surviving siblings before moving into the evening’s dangers.

    • Use the revised family names consistently.
    • The household’s loss is recent and should shape conversation.
    • The attacks arose after Strahd discovered Ireena’s identity.

    On the siteRelated rules and guidance

  14. Ireena Kolyanovich: identity, agency and companionshipDM onlyp. 9–11

    Spoilers for players — the Dungeon Master’s eyes only.

    Ireena’s story centres on surviving abuse rather than fulfilling Strahd’s romantic fantasy. She carries Tatyana’s soul, but Strahd’s desire is possessive and the curse repeatedly prevents him from securing her. This version has no sibling bond to Izek. Her compassion, curiosity, romantic tastes and needlework make her a person the party can befriend. In combat she should contribute through assistance and creative actions instead of becoming a perpetual rescue burden.

    • Discuss books, stories and her interest in the world outside the village.
    • Use Help and environmental opportunities to make her useful.
    • If she accompanies the party for longer, modest extra health and possibly Cunning Action can keep her viable.
    • Keep the difference between love and ownership central to Strahd’s portrayal.

    On the siteRelated rules and guidance

  15. Ireena’s Endings and AbductionDM onlyp. 11

    Spoilers for players — the Dungeon Master’s eyes only.

    The guide rejects the original Krezk pool resolution in favour of liberation or death. Ireena can die from the campaign’s real dangers, and her loss should have emotional consequences rather than being automatically undone. Strahd may react with terrifying rage, especially when he witnesses her death. The proposed longer arc has him abduct her during or after Vallaki. Captivity is not an immediate transformation: he delays turning her because he understands the curse threatens another loss.

    • Removing the pool ending is an optional rewrite, not a general D&D rule.
    • Her survival arc ultimately depends on freedom from Strahd.
    • A later abduction is presented as campaign direction rather than a village encounter.

    On the siteRelated rules and guidance

  16. Events in the Night: Strahd at the manorDM onlyp. 12

    Spoilers for players — the Dungeon Master’s eyes only.

    After the funeral, Strahd arrives at the manor door and asks to enter. The scene contrasts outward courtesy with his willingness to threaten everyone inside. Ireena refuses permission and the party can speak to him across the threshold. If denied, he attempts to Charm someone into inviting him in. Once admitted he terrorises the household, demonstrating the danger that makes Vallaki seem necessary.

    • Stage this on the second night rather than rushing it into the first introduction.
    • Use the invitation restriction to make conversation consequential.
    • His theatrical obsession should be frightening without making the whole campaign unintentionally comic.
    • Ismark asks the party to take Ireena to Vallaki afterwards.

    On the siteRelated rules and guidance

  17. The Church and the Burgomaster’s FuneralDM onlyp. 13

    Spoilers for players — the Dungeon Master’s eyes only.

    The party carries the coffin to the church while Ireena reluctantly stays home. Father Donavich is distressed, and screams from below reveal that something is deeply wrong. Gentle persuasion can draw him away from prayer long enough to officiate. Digging the grave and conducting the rites takes about two hours. Strahd watches from the mist beyond the cemetery without disrupting the service.

    • Use Ismark and Donavich’s practical grave-digging to make the scene human.
    • Passive Perception 13 notices Strahd’s distant silhouette.
    • His apparent respect does not erase his responsibility for the family’s suffering.

    On the siteRelated rules and guidance

  18. Doru: a revised fall into vampirismDM onlyp. 13

    Spoilers for players — the Dungeon Master’s eyes only.

    Doru’s history is changed from a failed assault on Ravenloft to escape from an abusive consort relationship. Strahd previously selected him as a groom and made him a vampire spawn. Doru returned to his father hoping that the Morninglord could cure him. He initially consented to confinement so he could avoid drinking blood. Prolonged starvation has since shattered that resolve and his father’s peace of mind.

    • Replace the Mad Mage recruitment story with the escaped-consort account.
    • Strahd permits their suffering as punishment for Doru leaving him.
    • Doru’s plight reinforces the stakes of Ireena’s situation.

    On the siteRelated rules and guidance

  19. Fight! Doru the Vampire SpawnDM onlyp. 14

    Spoilers for players — the Dungeon Master’s eyes only.

    Doru’s hunger makes entering the undercroft dangerous even though his history invites sympathy. He pleads for blood, then tries to overpower a visitor or escape as an opportunity arises. Feeding does not restore his humanity or make him harmless. Regeneration and resistance make a conventional fight unusually difficult for beginning characters. If restrained safely, he can answer a few questions and warn the party about the lord who made him.

    • His attacks focus on grappling and feeding rather than a fair duel.
    • He may flee into the woods after feeding if escape is possible.
    • He tells survivors that Strahd is not benevolent and that he himself cannot be cured by their sympathy.
    • Warn through description before committing inexperienced players to a lethal confrontation.

    On the siteRelated rules and guidance

  20. Other Village Locations: Mad Mary and GertrudaDM onlyp. 15

    Spoilers for players — the Dungeon Master’s eyes only.

    This closing section adds village encounters beyond the main manor-and-church sequence. Mad Mary’s grief can draw curious characters to her home. Her fear for Gertruda should be treated as a personal tragedy rather than evidence of hidden combat danger. Lancelot provides a connection if the party rescued him earlier. These supporting people help the village feel inhabited between major supernatural revelations.

    • Mary is Gertruda’s mother.
    • Gertruda is sixteen in the reference notes.
    • Link any returned dog to Ismark’s earlier recognition rather than creating a separate pet owner.

    On the siteRelated rules and guidance

  21. Bildrath’s Mercantile and ParriwimpleDM onlyp. 15–16

    Spoilers for players — the Dungeon Master’s eyes only.

    Bildrath’s shop becomes a more viable source of ordinary supplies instead of an encounter defined only by extreme prices. The guide supplies its own stock and pricing reference. Bildrath’s nephew Parriwimple remains a large, strong young helper with limited understanding. He protects his uncle, but can respond warmly to kindness. Their interaction can offer personality and potential goodwill without turning a shopping trip into compulsory combat.

    • Use the revised stock list rather than reproducing the original adventure’s assumptions.
    • Parriwimple is a modified gladiator, not a challenge that low-level characters should casually provoke.
    • The mercantile stock includes everyday travelling equipment rather than a magic-item market.

    On the siteRelated rules and guidance

Pairs withThe Dungeon Master's Craft