999563-Terror of The Bleak Woods
999563-Terror of The Bleak Woods
Artists
Omercan cirit (cover art)
Some artwork © 2019 Dean Spencer, used with
permission. All rights reserved.
i
Thirsting for more blood before returning to Castle
Introduction Ravenloft, it settled in for the day.
Terror of the Bleak Woods is a Dungeons & Meanwhile, a group of lesser ghouls followed
Dragons 5th Edition adventure which has an in the wake of the sanghast to pick clean the
estimated run time of around 3–6 hours of play. It bodies of the slain werewolves. Spotting a live
is designed to be challenging for a party of four human, they decided to give chase, leading them
5th-level characters but can be adjusted for to the Village of Barovia, where the adventure
characters of higher levels. begins.
Although this adventure can be adapted to
take place in any small town, it is written as part of The Village of Barovia
the Ravenloft campaign setting. If you intend on Looming beneath the domineering shadow of
running it within that setting but are unfamiliar Castle Ravenloft, the Village of Barovia cowers as
with Barovia, see the Appendix for a brief the most depressed and oppressed settlement in
overview. Unless otherwise specified, assume any the realm. Its people live in complete poverty and
non-player characters (NPCs) mentioned are constant fear of Strahd and the darkness that
human, as other races are exceedingly rare in surrounds them. Barovians only venture outside
Barovia. when they must, especially during the night, when
The adventure begins as the characters are wandering the woods can be a death sentence.
attacked by ghouls chasing someone on the brink To make matters worse, Kolyan Indirovich,
of death. The characters then investigate the the town’s burgomaster, recently died from a heart
source of the attack to find a scene of slaughtered attack when Strahd visited the village, looking for
werewolves and another witness, who speaks of a his adopted daughter, Ireena. Whatsmore, Father
monstrous, winged creature: a Sanghast. Donovich, the local priest, has never been able to
Following the clues, the characters track the recover from the loss of his son, who was slain a
monster to its lair to uncover the truth behind its year ago in an attempt to overthrow Strahd.
presence.
Background
Even before his transformation into a vampire,
Strahd von Zarovich was fascinated by the dark
arts, later spending lifetimes experimenting with
them. One such experiment yielded a creature
known as a sanghast– a powerful, winged undead
empowered by Strahd’s very own blood. For more
information on this creature, see the sanghast’s
entry in the Appendix.
When a rebellious pack of werewolves
acquired a Symbol of Noach, Strahd decided to
unleash his creation to deal with the problem for
him after fitting its claws with silver blades. The
sanghast slaughtered the pack in the small hours
of one evening, bringing the leader back to its lair.
1
as the players’ guards are down, she violently rises
An Unpleasant again as a ghoul with the following ability:
2
The players can choose which lead to disconnected from a series of others as if
investigate first. At any point during the whatever made them never walked into the
investigation after which the party has learned the camp (it flew).
sanghast headed south, Sanya appears uneasy. If ● (Score 13 or higher) The bedding in the
the characters succeed on a DC 12 Charisma tents appears to be thrown aside,
(Persuasion or Intimidation) check, he reveals that suggesting a hasty rising.
he knows of large caves in that area, but didn’t
● (Score 15 or higher) Some of the nearby
want to mention it because the last time he was in
trees appear to have been bowed by
the area, he stole his comrade’s wine flask, drank
something heavy.
the whole thing near a large cave they were
● (Score 18 or higher) There seems to be an
tracking a ghoul by, and left the empty container
there He was afraid the empty container could be absence of a pack leader (that should
used as evidence for his wrongdoing, leading to a appear to be bigger and stronger than the
potential flogging. others) among the dead.
Werewolf Camp
When the characters arrive, read or paraphrase the
following:
3
lair (see “Black Ghoul Cave”). A score of 15 or Navena won’t answer the door unless she
higher reveals that the large footprints about the is given reason to believe that the characters
scene belong to a creature that uses wings to fly. aren’t shapeshifting monsters and are there to
Finally, a successful DC 14 Wisdom help her. If they try to force their way in, Navena
(Medicine) check tells a character that the immediately shoots at the first one to enter with
exsanguinated werewolves had their blood drained her light crossbow (+2 bonus to hit). Otherwise,
by a creature with numerous long, sharp teeth when the opens the door, she has her crossbow
along all of its jaw, but that the blood was drawn pointed at the characters.
through two particularly large fangs. When the characters enter her house, read
In total, there are three dead werewolves. or paraphrase the following:
Among the camp, the following items can be
found: The smell of death fills your nostrils as you enter the
house. When your eyes adjust, you see the interior
● 4 spears, two longbows with thirty arrows looks almost as bad as it smells. Rotten food and
sundries are piled in the corners and rats scurry about
between two quivers.
the floor. Nonetheless, Navena appears to have
● Three daggers.
reinforced the house’s walls and windows from the
● Four unwashed fur bedrolls. inside.
● Three waterskins.
● Various cooking supplies. Although she doesn’t trust anyone, Navena reports
activity she finds suspicious to whichever guards
Navena’s House that will listen. Two nights before the characters
As the characters approach Navena’s house, which arrived, she caught a glimpse of a great, winged
is on the southwest border of the town, read or creature, like a bat crossed with some sort of
paraphrase the following: demon, heading south from the direction of Castle
Ravenloft. She believes this creature to be the
You come to a house, further apart from its neighbors, devil Strahd having taken on his true form, coming
that doesn’t appear to have seen a fresh coat of paint to torment the village before destroying it.
in decades. Some of the wall panels have fallen out and
been replaced with newer ones. All the window Conclusion
shutters are closed, save one in the front that is slightly
After visiting both sites, the characters should
cracked. Without a sign of life, the house just stands
have enough leads to go on and head toward the
there, in grim readiness.
sanghast’s lair. Observant characters might
conclude that, because the creature came out
Navena (N female commoner) is a woman in her
during the night and drank blood, that it is
seventies who sanity has been eroded with the
vampiric in nature.
passage of time in Barovia; as is the case with
If the characters are unable to piece together
many who live to be her age. The loss of her
the clues, after spending an hour of dead time,
partner to the creatures of the night only made
Sanya offhandedly mentions that the only ghouls
matters worse for her. Now, she lives with the
he has heard of that spew out the black substance
belief that she must be vigilant if she is to prevent
like the ones that attacked the village were seen
the death of all in the village. She has an unkempt
around Black Ghoul Cave.
appearance and wild eyes.
4
accordance with what skills were used and what
Tracking the Sanghast result was rolled, allowing for moments of roleplay
Neither Sanya nor any guard in the village is and description of the environment:
willing to accompany the characters to Black
Ghoul Cave, but they can provide them with Score Expedition Time
general directions– “... head south and look for an 6 or lower 10 hours. After the first 8 hours, the
characters must succeed on a DC 12
old ruin with but a few walls standing. Proceed on
Constitution saving throw if they wish to
and look for the rocky hillock …” push on. On a failure, they suffer one
When the characters enter the Svalich woods, point of exhaustion.
read or paraphrase the following: 7-10 8 hours
11-14 6 hours
Upon piercing the woods’ edge, hulking, greyish trees
15 or higher 3 hours
overwhelm all around. The misty wood that stretches
ahead of you into unknown sights is hidden by the
night’s darkness and the ever-present mists. A deathly Halfway through the characters’ journey, they
silence permeates the area, broken only by the sound encounter hostile creatures at the Old Ruins (see
of your breathing and movement. Map B).
If this occurs during the day, they encounter
Navigating the woods is difficult and dangerous. an enormous bear with shaggy, blood-stained fur
Call for a Wisdom (Survival) check from the and piercing red eyes. Use the polar bear statistics
character with the highest modifier to the skill. with the following modifications:
One other character proficient in the Survival skill
may assist with the roll. ● It has a hit point maximum of 110 (13d10
Also, mention to the players that their
+ 39).
characters can aid with other skills as well. The
● When it has 30 hit points or fewer, the
following are examples they could consider:
bear has advantage on attack rolls. In
addition, it deals an extra 10 (3d6) damage
● If a character is proficient with Strength
to any target it hits with a melee attack.
(Athletics) or Dexterity (Stealth), they can
act as forward scouts.
At the end of the first round of combat, roll
● If they are proficient in Intelligence
initiative for a second such bear that approaches
(Nature), they can examine the terrain for
the characters from their rear flank.
signs of nearby caves or unnatural life.
If they are halfway through their journey at
● Those proficient in Wisdom (Perception) night, a vampire spawn prowls the ruins,
may be able to spot notable landmarks. searching for the sanghast, attempting to return it
to Castle Ravenloft. When combat breaks out, two
Any character that succeeds a DC 15 score on wights burst from the floor of the ruins and fight
their check may assist in the main Wisdom alongside the vampire spawn.
(Survival) roll.
Consult the table below to determine how
long it takes for the characters, traveling on foot at
a normal pace without unexpected interruptions,
to reach Black Ghoul Cave. Narrate the journey in
5
Black Ghoul Cave If any character comes within 5 feet of the block,
Years before Strahd arrived in the valley, this cave read or paraphrase the following:
was used by the savage folk that inhabited the
Balinok Mountains as a shelter when needed, but For just an instant, your vision goes black and you open
was eventually abandoned it to other more your eyes to find yourself bound and on your knees.
aggressive creatures. As the land became a Domain You are bloody and bruised from the sadistic treatment
of your captors. The sound of excited chanting in a
of Dread, ghouls have taken to using it as their
guttural tongue fills the chamber as wild-eyed
own home. When the sanghast arrived, it quickly
spectators look on with anticipation. A bedraggled man
established dominance over these lesser of its type
in bestial vestments and a mask made from a human
and now uses the cave as its lair. skull approaches you, eyes betraying its cruel
The interior of the cave is completely intentions, bronze axe in hand. He raises the axe above
unlit, counting as darkness, save for any sunlight your head and brings it down and you suffer an instant
that manages to spread into the entrance (to a of searing pain. You open your eyes, seeing your fellow
maximum of 15 feet). party members standing before you.
2. Entrance
As the characters enter the cave, read or
paraphrase the following:
6
5. Sanghast Den Treasure. The ghouls have also collected other
In the chamber beyond, you hear the sound of treasures as the years have gone by. Among the
snapping bones and flesh being rent asunder. A view of worthless garbage is 121 ep, 2 potions of greater
the area reveals a massive, natural room with a ceiling healing, a dagger with a blade of rough obsidian
nearly fifty feet above. Behind a cluster of stalagmites, and a carved bone hilt worth 400 gp, and six
you catch glimpses of a terrifying creature. Even assorted gold piercings each worth 50 gp.
hunched over, it is nearly ten feet tall. Its body the
shape like that of a massive ghoul crossed with a
demonic bat, with leathery wings protruding from
Conclusion
beneath its arms and fangs like great daggers. It When the party returns to the village, Sanya
greedily tears on what little remains of a human body. enthusiastically thanks the characters for their
service. They have earned the respect of many of
The creature is the sanghast. If the encounter the others in town, but Navena remains
occurs during the same day ghouls attack the unconvinced that the threat was ever dealt with.
village, the sanghast has not yet fed enough to Nobody in the village has any coinage to spare as a
fully heal. It has 85 hit points out of its maximum reward.
of 119. There are also two ghouls that lurk in the Meanwhile, Strahd’s ire toward the characters
corners of the chamber that come to the increases even more if they took the Symbol of
sanghast’s aid. Noach– there is little that Strahd hates more than
The chamber has a 50-foot high ceiling. There a thief.
are rock outcroppings along the walls (20 feet off
the ground) that the sanghast can use to land on at
the end of its turns. Searching the area also reveals
the exsanguinated body of Havel Naumov, the
pack leader of the werewolves near the village.
One arm and part of his face have been
transformed into its bestial hybrid state; the
sanghast attacked as he lay sleeping, and he was
not even able to fully reach his hybrid form before
death. On his body can be found the bloody
remnants of a journal and a Symbol of Noach (see
Appendix). The decipherable portion of the journal
reads as follows:
7
Appendix
reincarnated after every death but always perishes
in a twist of fate before Strahd can be reunited
with her– this is Strahd’s punishment from the
Dark Powers that have controlled the land since
The Domains of Dread the day of Tatyana’s first death.
8
Gust of Wind. A ghastly moan accompanies Emphasize the unknown. Not knowing
the summoned wind. the nature of a threat makes it even more
Mage Hand. The summoned hand is skeletal. terrifying.
Maze. The surfaces of the demiplane’s maze Perversion of goodness. Taking symbols
are made of mortared skulls and bones. of goodness, such as angels and puppies, and
Phantom Steed. The steed resembles a turning them into something dark and twisted
skeletal horse. subverts the expectations of players in such a way
Raise Dead. If the creature has been dead for that they begin to comprehend the twisted nature
longer than 24 hours and is brought back to life, it of the world their characters occupy.
gains one random form of indefinite madness, as Utilize helplessness. When the
explained in chapter 8 of the Dungeon Master’s characters feel outmatched and as though they
Guide. have no means of escaping their predicament is
Rary’s Telepathic Bond. Characters linked when fear is more likely to set in.
together by the spell can’t shake the feeling that Control the pacing. Having appropriate
something vile is telepathically eavesdropping on pacing is essential for horror games. Exploration
them. and roleplay should be slow and descriptive,
Revivify. A creature restored to life by a whereas combat should be a frantic fight for the
revivify spell screams upon regaining characters’ lives.
consciousness, as though waking from some
Monsters
horrible nightmare.
Spirit Guardians. The spirits appear as
ghostly, skeletal warriors.
Wall of Stone. A wall created by the spell has
ghastly faces sculpted into it, as though tortured Carrion Bat
spirits were somehow trapped within the stone.
Awakened from the dead by necromancy or the
foul energy that pervades the domains of dread,
Running Horror these bats grow to an unnatural size and gain an
“Horror involves more than simple fright. It entails uncanny intelligence and malevolent intent.
revulsion and anguish. Often it arises when Carrion bats are drawn to undead or evil
adventurers see something completely contrary to the spellcasters of great power, serving as their
common understanding of what can and should occur minions. Even more disturbing, they thrive by
in the world, or upon the realization of a dreadful draining the life of the living.
truth.” – Dungeons Master’s Guide, Chapter 9.
Terror of the Bleak would draw from the gothic Carrion Bat
horror of the Ravenloft setting. A few effective Small undead, neutral evil
ways you can inspire a sense of dread in your
Armor Class 14 (natural armor)
players are:
Hit Points 14 (4d6)
Be evocative in your descriptions. Speed 10 ft., fly 60 ft.
Engage the senses to illustrate how deathly silent
the room is, or how decrepit the house stands. STR DEX CON INT WIS CHA
4 (–3) 16 (+3) 10 (+0) 6 (–2) 12 (+1) 6 (–2)
9
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
Actions .
paralyzed, poisoned, stunned Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses Blindsight 60 ft., passive Perception 11 creature. Hit: 12 (2d8 + 3) piercing damage.
Languages — Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 1/4 (50 XP) target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
creature other than an undead, it must succeed on a DC 10
Echolocation. The bat can't use its blindsight while deafened. Constitution saving throw or be paralyzed for 1 minute. The
Keen Hearing. The bat has advantage on Wisdom target can repeat the saving throw at the end of each of its
(Perception) checks that rely on hearing. turns, ending the effect on itself on a success.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Armor Class 12 (natural armor)
Hit: 4 (1 + 3) piercing damage and the target is grappled Hit Points 42 (5d10 + 15)
(escape DC 11). While grappled in this way, the bat can use its Speed 40 ft., swim 30 ft.
action to instantly inflict 3 (2d6) necrotic damage on the
target. The target's hit point maximum is reduced by an STR DEX CON INT WIS CHA
amount equal to the necrotic damage taken, and the bat 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if this Skills Perception +3
effect reduces its hit point maximum to 0. Senses passive Perception 13
Languages --
Challenge 2 (450 XP))
Hit Points 36 (8d8) Multiattack. The bear makes two attacks: one with its bite
Speed 30 ft. and one with its claws.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) Hit: 9 (1d8 + 5) piercing damage.
10
exceedingly rare outside of those circumstances Sunlight Weakness. While in sunlight, the sanghast has
disadvantage on attack rolls, ability checks, and saving
because most vampires are typically unwilling to
throws.
part with so much of their blood to create such
Turning Defiance. The sanghast and any ghouls within 30 feet
creatures.
of it have advantage on saving throws against effects that
turn undead.
Abomination of Undeath Actions
Only a living creature can become a true vampire,
.
STR DEX CON INT WIS CHA Saving Throws DEX +6, WIS +3
Skills Perception +3, Stealth +6
20 (+5) 16 (+3) 17 (+3) 11 (+0) 12 (+1) 12 (+1) Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Skills Perception +4, Stealth +6 Senses Darkvision 60 ft., passive Perception 13
Damage Resistances necrotic, bludgeoning, piercing, slashing Languages the languages it knew in life
damage from nonmagical weapons Challenge 5 (1,800 XP)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Regeneration. The vampire regains 10 hit points at the start
Senses Darkvision 120 ft., passive Perception 14 of its turn if it has at least 1 hit point and isn't in sunlight or
Languages understands the languages it knew in life but can't running water. If the vampire takes radiant damage or
speak damage from holy water, this trait doesn't function at the
Challenge 8 (3900 XP) start of the vampire's next turn.
11
Spider Climb. The vampire can climb difficult surfaces, Sunlight Sensitivity. While in sunlight, the wight has
including upside down on ceilings, without needing to make disadvantage on attack rolls, as well as on Wisdom
an ability check. (Perception) checks that rely on sight.
invitation from one of the occupants. Multiattack. The wight makes two longsword attacks or two
Harmed by Running Water. The vampire takes 20 acid longbow attacks. It can use its Life Drain in place of one
damage when it ends its turn in running water. longsword attack.
Stake to the Heart. The vampire is destroyed if a piercing Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
weapon made of wood is driven into its heart while it is creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
incapacitated in its resting place. succeed on a DC 13 Constitution saving throw or its hit point
Sunlight Hypersensitivity. The vampire takes 20 radiant maximum is reduced by an amount equal to the damage
damage when it starts its turn in sunlight. While in sunlight, it taken. This reduction lasts until the target finishes a long rest.
has disadvantage on attack rolls and ability checks. The target dies if this effect reduces its hit point maximum to
0.
Actions .
Multiattack. The vampire makes two attacks, only one of A humanoid slain by this attack rises 24 hours later as a
which can be a bite attack. zombie under the wight's control, unless the humanoid is
restored to life or its body is destroyed. The wight can have
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one no more than twelve zombies under its control at one time.
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing
damage, the vampire can grapple the target (escape DC 13). Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing slashing damage if used with two hands.
creature, or a creature that is grappled by the vampire,
incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
plus 7 (2d6) necrotic damage. The target's hit point maximum ft., one target. Hit: 6 (1d8 + 2) piercing damage.
is reduced by an amount equal to the necrotic damage taken,
and the vampire regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0. Magic Items
Symbol of Noach
Wight Wondrous Item, rare (requires attunement)
Medium undead, neutral evil
Armor Class 14 (Studded Leather) A Symbol of Noach, when a creature is not attuned
Hit Points 45 (6d8 + 18) to it, takes the form of an 8-inch diameter iron
Speed 30 ft. disk with arcane glyphs etched around its
STR DEX CON INT WIS CHA
circumference. When a creature becomes attuned,
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) the physical object disappears, leaving a glowing
circle of those same glyphs upon the creature’s
Skills Perception +3, Stealth +4
chest.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered At the start of the creature’s first turn of
Damage Immunities poison every combat, it gains 7 temporary hit points.
Condition Immunities exhaustion, poisoned Curse. This item is cursed, and becoming
Senses Darkvision 60 ft., passive Perception 13
Languages the languages it knew in life attuned to it extends the curse to you. As long as
Challenge 3 (700 XP) you remain cursed, your voice has an unsettling,
ethereal resonance, conferring disadvantage on
Charisma (Persuasion) checks.
12
13
14
15