6 Roots of Evil
6 Roots of Evil
                                                            by Igor Comunale
Not for resale. Permission granted to print or photocopy this document for personal use only.   Roots of Evil - The Gothic Conversion
                              Roots of Evil
                         The Gothic Conversion
by Igor Comunale
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Introduction
T
          his conversion updates to the fifth edition of
          Dungeons & Dragons the AD&D Second Edition                                        The Most Likely Scenario
          Roots of Evil adventure set in Ravenloft.                                         If the party hasn't played From the Shadows, then a dying
  This adventure is suitable for characters from 9th to 12th                                NPC appears in the Mists and gives Azalin's phylactery to
level. This conversion assumes a four 11th level characters                                 the characters. Otherwise, the characters find themselves
party, but can be easily adapted for lower or higher level                                  in Material Plane Barovia with it.
characters.                                                                                    As the Grand Conjunction has taken place, creatures of
                                                                                            Ravenloft wander about and often engage the characters in
                                                                                            combat. After one battle, Azalin inhabits one of the fallen
Adventure Summary                                                                           undead and flees the scene, leaving behind his phylactery.
As this adventure begins, Strahd has already made his own                                   No sooner does Azalin exit than Strahd appears and
way back to Material Plane Barovia and into his secret                                      unsuccessfully attempts to take the phylactery. Luckily for
sanctum below Castle Ravenloft. There, he has taken up his                                  the characters, he needs their services, so he avoids killing
crystal ball and ferreted out the mystery of Ravenloft's                                    them.
opened borders. Realizing that the Holy Symbol of                                              The characters are met by the Vistani seer Madame
Rauenkind has fallen into Azalin's hands, Strahd has begun                                  Yvonna. The characters are led to believe she is on their
hatching plots of his own. The vampire lord needs a mortal                                  side, but in reality Madame Yvonna is an agent of Strahd,
to retrieve the Symbol for him (he cannot touch it himself)                                 so she tells the characters that they must retrieve the Holy
so that he can dispose of it and end any threat to his                                      Symbol (and the Icon) in order to destroy the phylactery,
person. Strahd also knows that returning the Symbol and                                     and that they must fulfil the fifth couplet of the prophecy.
the Icon of Ravenloft to the chapel altar will restore the                                  She claims that fulfilling the prophecy now will cause the
integrity of the dark powers, cause the Grand Conjunction                                   Grand Conjunction to collapse. In fact, Strahd is using the
to collapse, and send him back to his prison. That he                                       characters to capture the holy relics. He knows that
cannot abide!                                                                               realizing the fifth couplet will only reinforce the Grand
   Strahd is delighted with the timing of the Grand                                         Conjunction.
Conjunction because Material Plane Barovia's current                                           Madame Yvonna warns the party that Azalin will come
ruler, King Barov, is his near-perfect twin. Furthermore,                                   looking for them and his phylactery after he has rested.
Queen Kristiana is the current reincarnation of Strahd's                                    Finally, she advises them to seek more information at
beloved Tatyana! If he can only eliminate Barov and                                         Castle Ravenloft. The characters are granted an audience
covertly step into the king's place...                                                      with King Barov and Queen Kristiana, both of whom are
   The last piece of pertinent background information                                       on the good side. The queen is a high priestess, and she
concerns the human Strahd, some 385 years in the past. At                                   uses her powers to divine more information for the
that time, he was a battle-weary general, still looking                                     characters. Kristiana determines that the Holy Symbol and
forward to a day when he would rule the land. During his                                    the Icon must be brought together with Azalin's phylactery
exploits, he was approached by a yugoloth from Gehenna                                      on the chapel altar of Castle Ravenloft in order for the
named Inajira, who offered to make him undefeatable in                                      Grand Conjunction to be reversed and the phylactery to be
battle in exchange for unknown concessions. Strahd                                          destroyed. This becomes the characters' primary objective.
agreed to the pact, but insisted on keeping Inajira's Book of                                  Inajira appears and kills Barov, thinking he is Strahd and
Keeping until the contract was fulfilled. Inajira, having                                   hoping to enslave his spirit to ransom against the precious
small fear of mortals and no idea of how treacherous                                        Book of Keeping. The yugoloth immediately realizes his
Strahd could be, consented.                                                                 mistake and kidnaps Kristiana, planning to use her as a
   When Strahd became a vampire, he literally disappeared                                   bargaining chip. Rescuing Kristiana becomes the
into the Shadow Plane with the Book and thus never                                          secondary objective of the adventure.
fulfilled his terms of the contract. Inajira was disgraced                                     Shortly thereafter, the party is approached by Inajira,
and exiled from Gehenna for the loss of his prize                                           who tells them about the Book of Keeping and Strahd's pact,
possession and his failure to seal the pact. Now that Strahd                                made 385 years ago. The fiend explains that Strahd has
has suddenly returned to the Material Plane, the yugoloth                                   locked the Book in a vault that can be opened only with the
is anxious to retrieve his Book and exact some vengeance!                                   Holy Symbol of Ravenkind. Until he gets it back, he cannot
                                                                                            go home to Gehenna. In short, the fiend promises to return
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                                                                                            Kristiana safely in exchange for retrieving the Holy Symbol
                                                                                            and liberating the Book of Keeping.
                                                                                              Then Strahd appears and banishes Inajira with a secret
                                                                                            word of power. Strahd then tells the characters more about
                                                                                            the association with Inajira in the distant past. Strahd
                                                                                            wishes to dissolve the 385-year-old pact with the fiend. He
                                                                                            tells the characters of a plan: they must convince Azalin to
                                                                                            send them back to the past, to the day that Strahd made his
                                                                                            pact with Inajira, and they must prevent the deal being
                                                                                            struck. Strahd suggests that Azalin will cooperate if his
                                                                                            phylactery is used as ransom.
                                                                                              As it happens, Azalin is only too happy to comply with
                                                                                            the request. He understands that the characters' actions
                                                                                            will fulfil the prophecy and secure the Grand Conjunction.
                                                                                            Besides, he wants to give the Holy Symbol (and the Icon) to
                                                                                            the characters so they'll lead him to Strahd and thus
                                                                                            inadvertently help him destroy the vampire lord.
                                                                                            Pretending to accept a trade of his services and a grant of
                                                                                            amnesty to the characters in return for his phylactery,
                                                                                            Azalin sends the characters back in time.
                                                                                              Back in the past, the characters complete their tertiary
                                                                                            objective, but they also fulfil the prophecy of Hyskosa.
                                                                                            When they return to the present, the characters recover the
                                                                                            holy relics, but find that Strahd has taken the phylactery.
                                                                                              The characters make their way to the hiding place of the
                                                                                            Book of Keeping. Inajira appears with Kristiana and
                                                                                            demands to make a trade. Then Strahd appears with the
                                                                                            phylactery and a stand-off ensues. Azalin takes possession
                                                                                            of a nearby corpse and the struggle grows more
                                                                                            complicated. Kristiana helps the characters destroy the
                                                                                            Book and reminds the characters of their primary mission.
                                                                                            Strahd and Azalin temporarily forget their differences to
                                                                                            stop the characters, but Inajira runs interference for them,
                                                                                            claiming that if he can't go home, nobody can.
                                                                                              This allows the characters to complete their quest.
                                                                                            Characters' Progression
                                                                                            If the characters are at 11 th level, they level up during the
                                                                                            adventure with an event-based progression as follows:
                                                                                                •   Characters obtain 12th level at the end of the adven-
                                                                                                    ture.
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Conversion
T
          his section describes the necessary updates to                                        Magic Item: Holy Symbol of Ravenkind
          play the adventure with the rules of Dungeons &                                       Wondrous item, legendary (requires attunement by a cleric
          Dragons 5th Edition. The updates follow the same                                      or paladin of good alignment)
order and have the same title as the parts in the original                                      The Holy Symbol of Ravenkind is a unique holy symbol
adventure. If a reference to a part of the adventure is ab-                                     sacred to the good-hearted faithful of Barovia. It pred-
sent, then it means that it does not require any modifica-                                      ates the establishment of any church in Barovia. Accord-
tion and can be used in its original form.                                                      ing to legend, it was delivered to a paladin named Lug-
                                                                                                dana by a giant raven - or an angel in the form of a giant
   The text appearing in this way is intended to be read or para-                               raven. Lugdana used the holy symbol to root out and
   phrased to the characters when they arrive at a certain place                                destroy nests of vampires until her death. The high
   or certain events occur, as described in the text.                                           priests of Ravenloft kept and wore the holy symbol after
                                                                                                Lugdana's passing.
   The text that appears in these boxes contains additions                                        The holy symbol is a platinum amulet shaped like the
   to the adventure and game recommendations for the                                            sun, with a large crystal embedded in its center. The holy
   DM.                                                                                          symbol has 10 charges for the following properties. It re-
                                                                                                gains 1d6 + 4 charges daily at dawn.
                                                                                                  Hold Vampires. As an action, you can expend 1 charge
Introduction                                                                                    and present the holy symbol to make it flare with holy
                                                                                                power. Vampires and vampire spawn within 30 feet of
NPC Summary                                                                                     the holy symbol when it flares must make a DC 15 Wis-
                                                                                                dom saving throw. On a failed save, a target is paralyzed
Some characters will often make an appearance in this ad-
                                                                                                for 1 minute. It can repeat the saving throw at the end of
venture. Anebroun, Azalin Rex, Inajira, Queen Kristiana
                                                                                                each of its turns to end the effect on itself.
Von Zarovich, Strahd Von Zarovich, Thomurray, and Lyn-                                            Turn Undead. If you have the Turn Undead or the Turn
rich are recurring non-player characters.                                                       the Unholy feature, you can expend 3 charges when you
  The statistics of Azalin, Inajira, and Strahd's are reported                                  present the holy symbol while using that feature. When
at the end of this conversion (Who's Doomed).                                                   you do so, undead have disadvantage on their saving
                                                                                                throws against the effect.
   Magic Item: Icon of Ravenloft                                                                  Sunlight. As an action, you can expend 5 charges while
   Wondrous item, legendary (requires attunement by a                                           presenting the holy symbol to make it shed bright light in
   creature of good alignment)                                                                  a 30-foot radius and dim light for an additional 30 feet.
                                                                                                The light is sunlight and lasts for 10 minutes or until you
   The Icon of Ravenloft is a 12-inch-tall statuette made of
                                                                                                end the effect (no action required).
   the purest silver, weighing 10 pounds. It depicts a cleric
   kneeling in supplication. The icon was given to Strahd by
   the archpriest Ciril Romulich, an old family friend, to con-                             Wandering Monsters
   secrate the castle and its chapel.                                                       Below are some suggestions for a minor conjunction.
      While within 30 feet of the icon, a creature is under the
   effect of a protection from evil and good spell against
                                                                                            Minor Conjunction
   fiends and undead. Only a creature attuned to the icon
                                                                                                d10    Encounter
   can use its other properties.
                                                                                                 1     Extremely thick mists suddenly well up, then monsters
      Augury. You can use an action to cast an augury spell
                                                                                                       tumble out of them.
   from the icon, with no material components required.                                          2     Faerie fire ignites on nearby objects, racing along
   Once used, this property can't be used again until the                                              edges, brightening and expanding until an area large
   next dawn.                                                                                          enough for monsters to pass through develops.
      Bane of the Undead. You can use the icon as a holy                                         3     Thunderclouds billow up at an unnatural peace, then
   symbol while using the Turn Undead or Turn the Unholy                                               lightning strikes uncomfortably close. The characters
   feature. If you do so, increase the save DC by 2.                                                   must succeed on a DC 15 Dexterity saving throw to
      Cure Wounds. While holding the icon, you can take an                                             dive free of 18 (5d6) lightning damage, characters
   action to heal one creature that you can see within 30                                              takes half this damage on a successful saving throw.
   feet of you. The target regains 3d8 + 3 hit points, unless it                                       When the smoke clears, monsters are standing there.
   is an undead, a construct, or a fiend. Once used, this                                        4     A localized earthquake knocks the characters to their
   property can't be used again until the next dawn.                                                   knees. The ground opens up and monsters crawl out
                                                                                                       of the hole.
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    5        A high-pitched squeal slowly rises until the characters
             must clamp their hands over their ears (DC 15 Consti-
             tution saving throw or be deafened for 1d4 rounds). A
             10-foot by 10-foot section of space near the PCs blurs
             as if it were a photograph taken out of focus, and
             monsters take shape within before it clears.
    6        A nearby tree creaks eerily, as if it is being pulled apart
             like a wishbone, then cracks open with an explosion of
             splinters. Those within 20 feet must succeed on a DC
             15 Dexterity saving throw to dive free of 11 (2d10)
             bludgeoning damage. Monsters emerge from within.
    7        An electrical hum precedes an energy vortex that ap-
             pears between any two upright objects.
    8        A tornado forms, even in a clear sky, and then spits
             monsters out of its point as soon as it touches down.
             Characters are subject to 18 (4d8) bludgeoning dam-
             age from being too close to the tornado.
    9        Animals/people stand up on two feet, writhe and
             scream in pain, and change into monsters before the
             characters' eyes.
   10        A piece of metal (coin, etc.) that a character carries
             grows increasingly hot and melts, then monsters
             emerge from the pool.
The Minor Conjunction
  The Minor Conjunction Encounter Chart help the DM
determine which monsters come forth (use substitutes if
you don't have access to a monster indicated on the table).
  A junction between Ravenloft and the Material Plane can
take many forms or no perceptible form at all. The DM is
encouraged to take advantage of any nearby objects that
could suddenly become a portal, like a pair of trees that
grow together overhead or a puddle of water. A minor
conjunction is more dramatic if it is preceded by some
fluctuation in the surroundings, like a sudden change in
temperature or a strong gust of wind. Anything that makes
the characters say: "I've got a bad feeling about this."
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Continuing the Adventure
Zombie              7              3              -             3             3
                                                                                                Variant: Strahd, the Gallant Monster
Ghoul               5              3             2              2             4                 In the original adventure, Strahd's appearance is a
                                                                                                sudden and aggressive event, showing the tyrannical and
Wight                -             2             2              2             2
                                                                                                violent nature of the vampire lord. If you wish to make
Ghast               3              2             3              -              -                the encounter with Strahd more memorable and show
                                                                                                the good mannered side of Strahd, you can use this
Wraith               -             -             1              2             1
                                                                                                variant.
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Madame Yvonna
T
           he party is quite probably on its last leg by this                                   Variant: the Grand Conjunction
           time. If the characters played From the Shadows,                                     If you are playing this adventure as a sequel to From the
           they faced a tough battle before starting Roots of                                   Shadows and as part of the Grand Conjunction campaign,
Evil, and this module began with the same intensity that                                        replace the text of Hyskosa's prophecy told by Yvonna
ended the last.                                                                                 with the following:
   But the characters have set the Grand Conjunction in                                         “The light of the sky shining over the dead
motion, and they're caught up in an ancient vendetta                                            Shall gutter and fail, turning all to red.
between two powerful enemies. To survive and set things
                                                                                                “Seventh time the son of suns doth rise
to right, they will need much more than battle prowess.
                                                                                                to send the knave to an eternity of cries.
   The dust is a secret Vistani preparation called bone dust,
and they won't tell anyone who isn't a Vistana how to make                                      “In the house of Daegon the sorcerer born
it. They will, however, sell small quantities: one application                                  though life, unlife, unliving shall scorn.
costs 500 gp.                                                                                   “The lifeless child of stern mother found
   Arabelle and Donella pull a kettle from the fire and pour                                    heralds a time, a night of evil unbound.
steaming water into cups, brewing an herbal tea with                                            “Inajira will...
curative powers. They help bind wounds and then
administer tea to any PC who wants it, explaining that the                                      "The bodiless shall journey to the time before
                                                                                                Where happiness to hate creates land and lore.
tea will "make them feel better." The tea has the power of a
potion of greater healing. It works once per day.                                               “lnajira will make his fortunes reverse
   On a red cloth-covered table before Yvonna lie a crystal                                     dooming all to live with the dreaded curse.”
ball of telepathy, a tarokka card deck, and a set of dikesha                                    The text is the same that the characters found during the
dice (bone dice used for divination).                                                           events of Night of the Walking Dead and of other Grand
   If the characters stare intently at the orb, they can make                                   Conjunction campaign adventures. The order of events of
a DC 20 Wisdom (Perception) check to notice a malevolent                                        the prophecy has been rearranged to reflect the
face within, watching the proceedings. Such characters                                          development of the Grand Conjunction campaign by
may make a DC 15 Intelligence check to identify the face as                                     changing the order of the adventures to take into
Strahd's. If they do so successfully, Madame Yvonna tells                                       account the level progression provided by the individual
them that they see a force that may be their friend or                                          modules. Note that Yvonna's mistake about Inajira is
enemy, depending upon their future actions.                                                     intended. This can be a clue for the characters that the
                                                                                                two final verses of the prophecy has been inverted.
   In Yvonna's card reading, the new tarokka deck has
                                                                                                   Most of the signs have already come to pass. The
substituted the Hangman card with the Executioner.
                                                                                                characters have witnessed by now the first five signs, the
Prepare the deck accordingly.
                                                                                                sixth is central in Roots of Evil.
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Vallaki
T
          he town is a medieval version of a resort
          community. It is close to Lake Zarovich, which is
          used as a playground for nobles and merchants.
The central artery is the Old Svalich Road, which runs
straight through Vallaki. This road crosses the breadth of
Barovia, and Vallaki merchants usually are more than
happy to cater to travelers. The Grand Conjunction has
frightened the locals considerably, but they won't react to
strangers in the same xenophobic manner as residents of
the Ravenloft Barovia.
   If you wish, you can use the Vallaki map from Curse of
Strahd. Bear in mind this is Vallaki's Material Plane
version, unless otherwise noted in Roots of Evil, it's was
common and placid community before the Grand
Conjunction. Most of the people in Vallaki are commoners
or nobles, the guards are veterans.
Elements of Horror
These encounters are intended to show the characters how
Ravenloft flooded the Material Plane. The once peaceful
Vallaki is now haunted by frightening creatures.
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                                                                                            Key Locations
                                                                                            As the characters move through town, they notice a few
                                                                                            buildings with light piercing the cracks of tightly bolted
                                                                                            shutters. These homes are occupied by the commoners and
                                                                                            nobles mentioned earlier. The residents won't open their
                                                                                            doors to the strangers, but they will tell the characters
                                                                                            where to find the Blue Water Inn. Any attempt at forced
                                                                                            entry brings the town guard running.
                                                                                            2. Vallaki Fountain
                                                                                            If the characters trigger the minor conjunction, the statue
                                                                                            animates as a stone golem.
                                                                                            3. Aresek's Wares
                                                                                            The doors can be lock picked on a successful DC 20 Dexter-
                                                                                            ity check.
                                                                                            4. Vallaki Church
                                                                                            Lucian is a priest. He knows little about what's happening.
                                                                                            6. Village Hall
                                                                                            The rear section contains two rows of three 10-foot by 10-
                                                                                            foot jail cells with a wide aisle down the middle. The cells
                                                                                            are divided by iron bars, and there's a barred window on
                                                                                            the outer wall of each. The locks on the doors are heavy
                                                                                            duty, requiring a DC 20 Dexterity check with disadvantage
                                                                                            to pick the locks.
                                                                                              One of the cells actually holds a Strahd zombie - a man
                                                                                            who died two days ago and reanimated while he was still at
                                                                                            the undertaker's.
                                                                                              The justice of the peace, Lars Kjurls (noble), is also the
                                                                                            burgomaster of Vallaki. His position is an honorary one,
                                                                                            for the town is run by a village board. Kjurls's duties are
                                                                                            largely ceremonial in nature, but he does act as head of the
                                                                                            guard.
                                                                                            7. Village Park
                                                                                            The park is infested by 10 swarms of bats and 40 giant
                                                                                            bats. If the characters enter the park or disturb the bats in
                                                                                            any way, they flood the air and swarm through the party.
                                                                                            They all make a single attack and then they fly away.
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8. Kierkal's Smithy
Picking the lock requires a successful DC 20 Dexterity
check. The smithy is the shelter of the 2 vampires that are
stalking the characters. If the characters break in, the
vampires emerge from the shadows and attack.
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Castle Ravenloft
S
           trahd has, by this time, devised his plot to kill
           King Barov and sit upon the throne of Barovia.                                   The Approach to the Castle
           However, since he and the characters have                                        Lieutenant Valdar (knight) is very suspicious of the
already crossed swords, Strahd wants the party to meet the                                  characters, and role-playing or several Charisma
real Barov and be convinced the king isn't Strahd. Then the                                 (Persuasion) or (Deception) checks are required to make
vampire lord plans to kill Barov and step into his place                                    him at least of a neutral disposition towards the
while the characters are retrieving the Holy Symbol (and                                    characters. If convinced, the lieutenant reacts as indicated
the Icon if appropriate). Once the characters have fetched                                  in the original adventure in Patient Player Characters.
the item and turned it over to Strahd's lawful good "wife,"
Queen Kristiana, he will dispose of both the characters and
the holy relics.
                                                                                            Impatient Player Characters
                                                                                            The guards at the guardhouses are Lieutenant Valdar
  Along the way, the party is shadowed by dire wolves.
                                                                                            (knight) and three veterans. The archer on the battlements
These are Strahd's spies, who have been sent to keep an eye
                                                                                            are veterans armed with longbows. Any character trying
on the characters. They don't attack, however, unless
                                                                                            to fly over the chasm is intercepted by two air elementals.
anyone wanders more than 100 feet away from the rest of
the group. At that point 1d6 dire wolves move in and
attack. If any of the wolves sustains a hit from a character,                               Sneaky Player Characters
or if any other member of the party comes to the rescue,                                    If the characters try to sneak past the guard and try to
the wolves flee, howling and yelping frantically all the way.                               traverse the chasm, they are confronted with 2 air
  If the characters took a forest route, bring them back to                                 elementals. Note that the elementals have no way to see
the road at Svalich Pass. Explain that the terrain is                                       the invisible, so invisible characters have a good chance of
becoming extremely difficult to move through. Tell them                                     success in sneaking in the castle if they can traverse the
that their movement rate has been reduced to 10 feet, then                                  chasm.
let them come upon the road.
                                                                                            Castle Ravenloft
The Gates of Barovia                                                                        If you wish, you can use Castle Ravenloft maps from Curse
Strahd's evil influence is upon the gates. One they were                                    of Strahd. In the Material Plane the castle is inhabited by
capable of discerning the approaching people's alignments                                   living people and it's in good repairs.
and keep away evil aligned creatures. Now they allow
entrance and exit only to those whom Strahd desires to
pass the gates. It's still possible to cut through the woods to                             Royal Audience
get around the gates - their operation is merely a                                          In the audience chamber there are King Barov, Queen
manifestation of Strahd's return.                                                           Kristiana, Anebroun, Lynrych, and Thomurray. 12
                                                                                            knights are assigned to the protection of the court.
                                                                                              If the characters are hostile, Anebroun casts a globe of
The Black Carriage                                                                          invulnerability to protect the king and uses her spells to
The village of Barovia is deserted and overrun with                                         stop the characters. If the characters don't heed to the
undead. Skeletons, zombies, and ghouls roam the streets                                     King's order to depose the weapons, they will likely be
while the living inhabitants are locked in their houses. If                                 overrun by the knights and the castle guards (veterans).
you want, you can use Barovia's map from Curse of Strahd.                                   They try if possible to capture them alive. The King and the
   The characters could even try to help Barovia's people                                   Queen need the characters to undo the Grand Conjunction.
eliminating the undead, and this could become an
interesting side quest. This would not stop monsters from
appearing due to minor conjunctions, but it will surely
                                                                                            The Chapel
help the scared inhabitants to regain control on the village.                               The command of the gods imparted by Kristiana is a geas
   The carriage travels very fast, and any character jumping                                spell imparted by the gods. A DC 30 Wisdom saving throw
or falling from it suffers 11 (3d6) bludgeoning damage, or                                  is needed to resist.
half this damage on a successful DC 20 Dexterity saving                                        The characters can complete a long rest before Inajira's
throw.                                                                                      arrival.
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Enter Inajira
The characters must succeed on a DC 20 Constitution
saving throw or be deafened and stunned for 3 rounds.
Even those who succeed are affected for 1 round.
  When Inajira roars, the characters must succeed on a DC
20 Constitution saving throw or be deafened and stunned
for 1 round.
  Injira summons 2 dhergoloths (Monsters of the Multiverse)
to engage the characters and slow them down.
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                                                                                            Enter Strahd
                                                                                            Strahd helps the characters in fighting the dhergholots.
                                                                                            Then he takes bat form and follow Inajira and Kristiana.
                                                                                              The guards arriving on the scene are 22 knights (12 are
                                                                                            armed with longbows). To persuade the guards of their in-
                                                                                            nocence, the characters must first of all depose their
                                                                                            weapons. Then they must succeed on a DC 15 Charisma
                                                                                            (Persuasion) check. If they calm down Thomurray with a
                                                                                            spell or a DC 15 Charisma (Persuasion) check, the charac-
                                                                                            ters get advantage on the check to persuade the guards.
                                                                                              Thomurray sincerity in wanting to help the characters
                                                                                            can be a confirmed on a successful DC 10 Wisdom (Insight)
                                                                                            check.
                                                                                              On a successful DC 15 Wisdom (Insight) check, the char-
                                                                                            acters can feel that Anebroun has some second motives to
                                                                                            help them.
Not for resale. Permission granted to print or photocopy this document for personal use only.      Roots of Evil - The Gothic Conversion          13
Back to Vallaki
N
          ow that the PCs know Azalin's phylactery is the
          key to finding the lich, they should have little
          trouble figuring out how the tracking feature
works. The lich is no longer on the move, so the eyes glow
steadily if the PCs hold it still when the skull points west-
ward, back toward Vallaki.
Svalich Pass
A major conjunction is taking place: around the characters,
boulders split open, releasing 10 huecuva (Monsters of the
Multiverse: the Ravenloft Files on DMSGuild), 8 mummies, 4
spectres, and a banshee.
  Furthermore, the conjunction has caused the mountain
to soften as two planes intersect, so the adventurers' feet
sink about 3 inches into the ground. It is considered diffi-
cult terrain until the gate shuts after 2 rounds and the
ground firms again. At that time, players must succeed on a
DC 15 Dexterity saving throw or be restrained until they
spend an action to free themselves.
  When Inajira appears, there's no need for it to charm the                                 into the fight against Inajira, it will concentrate every at-
characters. It will count on its persuasive and slightly                                    tack on Strahd. If the characters stand against Strahd, he
threatening words to bring them to its side. To discern                                     will anyway attack Inajira at every opportunity, ignoring
Inajira's sincerity in asking an alliance, the characters                                   the characters. The fighting should end with a battered
must succeed on a DC 15 Wisdom (Insight) check.                                             Strahd, forced to use the word of banishment on the fiend.
  After hearing Inajira's story, the characters notice the ab-                              If the character insist in trying to kill Strahd, he assumes
sence of the dire wolves on a successful DC 10 Wisdom (Per-                                 mist form and escapes.
ception) check.                                                                                In this chapter, the characters are forced to pick sides.
  When Thomurray attacks again Inajira, it casts a fear                                     The adventure can be completed even if the characters side
spell. Then it resume the conversation with the characters.                                 with Inajira instead that with Strahd or if they wish to stay
                                                                                            neutral and solve the problem alone. If the characters side
Enter Strahd                                                                                with Inajira, the fiend will give the characters similar in-
Strahd appears and fights Inajira. The fiend uses all its                                   formations as Strahd. Inajira wants back its Book of Keep-
powers against the vampire lord. Even if the characters get                                 ing and wants to hinder Strahd's plans and get revenge.
Not for resale. Permission granted to print or photocopy this document for personal use only.      Roots of Evil - The Gothic Conversion              14
Azalin's Crypt-Lair
A
           zalin's crypt-lair consists of numerous rooms on                                     Magic Item: Periapt of Foul Rotting
           three levels and should be run as a typical dun-                                     Wondrous Item, rare
           geon crawl. Of course, the DM should maintain                                        This item often appears as an engraved gem of small
the feel of impending doom throughout the encounter.                                            value or another kind of engraved object. The item has
                                                                                                always a value no higher than 25 gp.
Arrival on the Scene                                                                            Curse. The periapt is cursed. Touching it curses you until
                                                                                                you are targeted by the remove curse spell or similar ma-
In the graveyard, near the mausoleum, there are 10 wan-                                         gic. You cannot get rid of the periapt willingly and you be-
dering Strahd zombies.                                                                          lieve it a valuable item you don't want to lose. While you
  All the undead inside the mausoleum have advantage on                                         own the periapt, you are afflicted by mummy rot.
saving throws against turning attempts and can use Azal-                                        You can't regain hit points, and your hit point maximum
in's Frightening Gaze ability as an action.                                                     decreases by 10 (3d6) for every 24 hours that elapse. If
                                                                                                the curse reduces your hit point maximum to 0, you die,
                                                                                                and your body turns to dust.
Level 1
There's a 5% chance per hour of a minor conjunction oc-                                     8. Hall of the Prophecy
curring in the lair, but if the PCs attempt to rest anywhere                                The monsters inside the coffins are subject to a temporal
other than Area 16 on Level 2, assign a l-in-6 chance per                                   stasis spell.
turn for a minor conjunction (wandering monster).
                                                                                               Coffin A contains a grater wolfwere (Monsters of the Mul-
                                                                                            tiverse: the Ravenloft Files on DMSGuild).
1. Crypt Door
The door is locked, the characters can attempt to pick the                                      Coffin B holds a ghost.
lock on a successful DC 15 Dexterity check. The character                                       Coffin C contains a mummy lord (no legendary actions).
gets advantage on this roll.
                                                                                              Coffin D holds a zombie lord (Monsters of the Multiverse:
2. Entry Room and Stairs                                                                    the Ravenloft Files on DMSGuild).
Lucian has become a ghast. He will come up from the                                             Coffin E contains a vampire.
stairs and attack the characters.
                                                                                            The large tomb's lid can be opened if at least four charac-
                                                                                            ters work together. The stone lid has AC 17, 125 hit points
3. Crypt Inner Door                                                                         and damage threshold 10.
The lock has two keyholes; one in each door, requiring
different keys. The hinges are on the other side of the door.
                                                                                                New Spell: Temporal Stasis
Each lock can be picked on a successful DC 20 Dexterity
                                                                                                9th level transmutation
check with disadvantage.
  Two successful DC 15 Strength (Athletics) checks will                                         Casting Time: 1 action
buckle the door sufficiently to force it open. If one lock is                                   Range: Touch
picked, then only one Strength check is required to open                                        Target: A creature within your reach
                                                                                                Components: V, S, M (a powder composed of diamond,
the doors.
                                                                                                emerald, ruby, and sapphire dust with a total value of at
                                                                                                least 5,000 gp which the spell consumes)
5 & 6. Crypt Rooms                                                                              Duration: Until dispelled
At the DM's option, any inhabitant of the caskets may rise                                      Classes: Sorcerer, Warlock, Wizard
as a Strahd zombie and attack the group.
                                                                                                Upon casting this spell, the caster places the recipient
                                                                                                creature into a state of suspended animation. An unwill-
7. Haunted Crypt Room                                                                           ing creature must make a Constitution saving throw to
A ghost of a priest inhabits this room.                                                         avoid the effect. For the creature, time ceases to flow and
  In its coffin there is a flat stone about 4 inches in diamet-                                 its condition becomes fixed. This cessation of time
er, with intricate writing on its surface. It is a periapt of foul                              means that the creature does not grow older. Its body
rotting.                                                                                        functions virtually cease. This state persists until the ma-
                                                                                                gic is removed by a dispel magic spell.
Not for resale. Permission granted to print or photocopy this document for personal use only.        Roots of Evil - The Gothic Conversion                     15
Not for resale. Permission granted to print or photocopy this document for personal use only.   Roots of Evil - The Gothic Conversion   16
  The illusory Azalin is considered real as long as no char-
acter understands it is an illusion. The damage inflicted by
the illusion is real for the characters and remains also after
the illusion has been disbelieved. Every time a character is
wounded by the illusory Azalin, it can make a DC 20 Wis-
dom saving throw. If it's successful, that character knows
the lich is an illusion and doesn't take damage no more
from it. A character free from the illusion can warn other
characters of the illusory nature of the lich, granting them
advantage on their following Wisdom saving throws.
Not for resale. Permission granted to print or photocopy this document for personal use only.   Roots of Evil - The Gothic Conversion   17
9. Trap Room
Every chest is protected by a poison needle trap (Dungeon
Master's Guide). The traps in chests 1, 3, 5, 7, and 9 deal 11
(2d10) poison damage as usual. Those in 2, 4, and 6 deal 22
(4d10) poison damage. The traps in 8 and 10 deal 33 (6d10)
poison damage.
  If the 10th chest is opened, the secret door slams shut
and becomes closed by an arcane lock. Over the next three
rounds, all light sources in the room dim to complete dark-
ness, and a musty smell of death permeates the air. All
characters must succeed on a DC 20 Wisdom saving throw
or be affected by a confusion spell.
Level 2
Many of the chambers on this level have a soft spot on the
floor that leads 3 feet down to a network of narrow tunnels
that are filled with warm, murky water. The soft spots
move in a hypnotic pattern that draws the attention of any-
one who comes within 5 feet of them. If a character fails on
a DC 20 Wisdom saving throw, it moves to the spot and
steps onto it.
   The spots function much like quicksand, so anyone who                                    air pocket along the ceiling of the tunnel which can sustain
steps on one immediately drops into the floor, to the waist,                                a character for 10 minutes. If the character can't breath
and then continues to sink (three rounds to complete                                        water and has no more air, he begins suffocating.
envelopment). Characters who come to the aid of a trapped
individual must first roll a Wisdom saving throw to avoid                                   1. Entrance Chamber
the hypnotic pattern and then make a DC 15 Strength                                         The room is subject to a vacancy spell to appear with
(Athletics) check to avoid slipping and falling into the trap                               featureless walls and covered in dust.
while pulling the victim free.
   The tunnels are inhabited by three morkoths (Monsters                                    2. Moss Colony
of the Multiverse) who live in Area 21. A character in the                                  As the door of this chamber is opened, a vile, rotting-veget-
tunnels is attacked by a morkoth in 1d4 rounds. Those who                                   able stench fills Area 1 and a brownish slime seeps out of
cannot survive without air have a 50% chance to find an                                     the opening. The more that comes out, the greater the
Not for resale. Permission granted to print or photocopy this document for personal use only.      Roots of Evil - The Gothic Conversion              18
stench. Anyone who touches the ooze with bare skin suf-
fers 11 (2d10) poison damage from exposure to a volatile
bacteria within the ooze.
   It's quite sticky and clings to anything that touches it.
The substance can be wiped or washed off, but its odour
lingers like that of a skunk for 1d4 days. Entering the room
requires a successful DC 15 Constitution saving throw with
disadvantage to avoid being poisoned for 1 hour.
   The ooze within the chamber is 2 inches deep. Buried
under the ooze throughout the room are precious gems
and jewelery. Each 10-foot-square section of the room
contains 5,000 gp worth of such treasure. If the characters
have a light source and succeed on a DC 15 Wisdom
(Perception) check they notice the treasure under the ooze.
3. Trapper Room
A trapper lurker hides on this room's floor, mimicking the
stone pavement texture. The monster waits for the party to
step into the room, then it attacks to envelop as many char-
acters as it can.
  When at least one character is enveloped in the lurker,
the horribly disfigured spectral illusion appears. Every
character who can see the illusion must succeed on a DC
20 Wisdom saving throw or be affected by a fear spell.
  The grimoires contain all wizard list spells from 1 st to 3rd
level (taken from the Player's Handbook and any other
source you wish.
Not for resale. Permission granted to print or photocopy this document for personal use only.      Roots of Evil - The Gothic Conversion               19
                                                                                            the illusion is real for the characters and remains also after
                                                                                            the illusion has been disbelieved. Every time a character is
                                                                                            wounded by the illusory Azalin, it can make a DC 20 Wis-
                                                                                            dom saving throw. If it's successful, that character knows
from the northern tapestry, cast by the entrapped wizard
                                                                                            the lich is an illusion and doesn't take damage no more
(saving throws against his spells are with DC 17). The wiz-
                                                                                            from it. A character free from the illusion can warn other
ard is an archmage, add the following spells to those he
                                                                                            characters of the illusory nature of the lich, granting them
knows: ice knife, ice storm, Otiluke's freezing sphere, sleet
                                                                                            advantage on their following Wisdom saving throws.
storm, wall of ice. The wizard continues casting cold based
spells on the characters to the characters. He keeps the rest
of his spells to fight the characters entrapped in his own
                                                                                            7. Balipur's Home
tapestry. The wizard is completely mad and he can't be con-                                 Balipur is a vassalich (a minor lich). Azalin controls him
vinced to stop attacking.                                                                   and possess his phylactery.
                                                                                              Balipur's spiders are 6 aggressive giant wolf spiders.
5. Azalin's Challenge
  The illusory Azalin is considered real as long as no char-
                                                                                            8. Refuse Room
acter understands it is an illusion. The damage inflicted by                                The room carries an incredible stench as there are many
                                                                                            parts that have rotted and are now serving as homes for
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Not for resale. Permission granted to print or photocopy this document for personal use only.   Roots of Evil - The Gothic Conversion   21
for various scavenging worms. Characters entering this                                      the island is not subject to damage from the fire.
room must succeed on a DC 15 Constitution saving throw                                        If a character crosses to the island and tampers with the
or be poisoned for 10 minutes.                                                              padlock in any way, the entire ceiling of Area 12 drops
  In this room there are 4 otyughs.                                                         down as a solid block. There's no chance to flee to the
                                                                                            corridor without becoming caught under the dropping
9. Garden of Death                                                                          stone; anyone who attempts to do so suffers fatal crushing
Although it's crafted from precious metals, the sword is                                    damage unless the character succeeds on a DC 15 Dexterity
badly made. Its six pounds of weight (twice normal) is                                      saving throw.
considerably unbalanced and the blade is slightly bent.                                       A character trapped on the island is relatively safe, for
Anyone wielding the sword has disadvantage on attacks.                                      the hole in the ceiling is 10 feet high, allowing more than
  The mound in which the sword rests is a huge pod of                                       enough room for an average-size human to stand
spores. Moving the blade ruptures the thin membrane that                                    comfortably. However, there's no way of raising the ceiling,
holds the spores and sends them into the air with an                                        nor is there an exit from the hole. Anyone inside is trapped
audible "pop." All characters in the area will feel their nose                              forever, barring some means to pass through the stone.
and mouth being filled with burning dust, and they must                                     There are 10 minutes of air inside the sealed area.
succeed on a DC 15 Constitution saving throw or take 55                                     Furthermore, a darkness spell neutralizes all light sources.
(10d10) poison damage. The damage is halved on a
successful saving throw.                                                                    13. Sliding Walkway
  All who are exposed to the spores will notice a greenish                                  If three adventurers stand in any of the squares adjacent to
growth spreading over their bodies in 1d4 rounds. The                                       Area 12, the platform gives away and the edge closest to the
algae-like substance covers a human-sized body during the                                   fire suddenly drops 2 feet, turning the landing into a slide.
course of 1 hour and then thickens to about 2 inches over                                   Characters standing on the pebbly surface must succeed on
the next 24 hours. Affected individuals notice the growth                                   a DC 15 Dexterity saving throw or fall off the landing and
due to a persistent itch that arises with it. This itch inflicts                            into the fire, where they suffer 22 (4d10) fire damage per
disadvantage on every attack roll and ability check until                                   round of exposure.
the growth covers the entire body, at which time the victim
can do nothing but scratch. Attempting to wash off the                                      14. Infinity Steps
vegetation doubles the rate of its spread. A lesser restoration                             The casting of detect magic identifies the presence of the
spell destroys the growth.                                                                  teleport traps. A spellcaster can attempt to dispel the
  There are several previous victims of the spores lying on                                 teleport spells (DC 20), but in this eventuality the stairwell
the floor in this area, engulfed in vegetation, who rise and                                becomes a closed tomb, sealing the characters in a 20-foot
attack the characters. They are 8 moss-covered wights.                                      stretch of steps, 25 feet below the top.
                                                                                               Two of the gargoyles are gargoyle golems that animate
10. Room of the Common Enemy                                                                only if the characters seal themselves underground.
The ghast has Strahd's appearance and was magically
convinced the false Holy Symbol of Ravenkind is a powerful                                  15. Piercers
holy symbol. The characters will know that the item is a                                    There's a group of 30 piercers hanging from the ceiling by
false because of the geas spell, in fact holding it gives them                              the door. They wait until they feel the vibrations of the
no relief.                                                                                  door being tampered with, then all drop together on those
  Pressing the item on the ghast's skin inflict 7 (2d6)                                     standing in that 30-foot by 10-foot area.
radiant damage per round to the undead. The item loses                                        The lock on the door requires a successful DC 15
any magical propriety if used to kill the ghast or if the                                   Dexterity check to open it, but there's a natural stone wall
characters leaves the room with it.                                                         behind, making the door appear to be a fake. The wall is
                                                                                            actually a secret door, leading to Area 16. To find the secret
11. Spring                                                                                  door the characters must succeed on a DC 15 Wisdom
If a character drinks from the spring, it must succeed on a                                 (Perception) check. The wall behind the door pushes
DC 20 Constitution saving throw or suffer 11 (2d10) poison                                  inward. There are handles on the opposite side, so it can be
damage and be poisoned for 1 hour.                                                          opened from the inside.
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on a DC 15 Dexterity saving throw to avoid slipping and
falling in. If the morkoths are still alive, from below the
water they try to seize some of the characters and pull
them in. The morkoths fight to the death, first attempting
to drown the victims.
The floor of the 10-foot by 10-foot area in the north-west
corner is covered with short spikes about an inch tall.
They're fairly dull and can be walked on without any
trouble. For each person who walks on the spikes, there is a
25% chance that a release button will be stepped on, thus
dropping a block of stone from the ceiling. Those who
successfully make a DC 20 Dexterity saving throw may
leap clear of the falling stone. Those who fail suffer 14 (3d8)
piercing damage from being crushed against the spikes.
Even if a character dives clear of the spikes, there's a 10%
chance that it instinctively leaps onto the trap door and
Not for resale. Permission granted to print or photocopy this document for personal use only.   Roots of Evil - The Gothic Conversion   23
falls 50 feet to the next level below, suffering 18 (5d6)                                   Constitution saving throw or be affected as if by a stinking
bludgeoning damage.                                                                         cloud spell. A gust of wind negates the effect for the
                                                                                            duration of the spell.
20. Azalin
Azalin is an illusion. Anyone trying to hit or touch him will                               4. Azalin's Living Room
understand it is just an illusory image. The fireball released                              Several of the portraits are painted in painstaking detail,
by the false lich is real for anybody failing a DC 20 Wisdom                                and they depict various torture scenes. Any character who
saving throw. For the characters successful on the=is                                       looks at one must succeed on a DC 20 Wisdom saving
saving throw, the damage is an illusion and deals no                                        throw or see itself as the subject of the torture and take 11
damage.                                                                                     (2d10) psychic damage. Also present are portraits of a
                                                                                            woman and a child, both ripped to shreds and sewn back
                                                                                            together. Characters who explored Castle Avernus in From
Level 3                                                                                     the Shadows recognize the paintings as the same portraits
1. Sphere of Living Stone                                                                   as those they found in Azalin's bedroom in Darkon.
The characters must succeed on a DC 20 Wisdom saving                                          Erasmus, Azalin's spirit butler, is here, too. As explained
throw to avoid the hypnotic weaving, or lose control and                                    in From the Shadows, the typical looking butler tends to
falls for 7 (2d6) bludgeoning damage.                                                       Azalin's domestic needs. He is a zero magnitude ghost (The
   Characters who witness this effect may avoid the saving                                  Weathermay-Foxgrove Twins' Guide to Ghosts on DMSGuild).
throw if they announce that they'll close their eyes as they                                Erasmus neither helps nor hinders the characters in any
climb down the ladder, but they have to succeed on a DC 20                                  way, other than to tell them to help themselves to a drink.
Dexterity check to avoid to misstep and fall down.                                            The three decanters are beakers of plentiful potions, each
                                                                                            containing three potions. They are, from top to bottom, as
2. Pillars of Absorption                                                                    follows:
When a charcters passes within 5 feet of the last pair of
                                                                                              • Red: potion of greater healing, elixir of health, potion of
pillars (at the north end of the room) or when anyone
                                                                                            resistance (fire)
touches any of the pillars, the wires that hold the
ornaments animate and attempt to ensnare anyone within                                         • Brown: potion of vitality, potion of superior healing, potion
10 feet. Each pillar has four tendrils and is capable of                                    of poison
attacking up to four characters at once.                                                      • Black: potion of heroism, potion of advantage, potion of
  The wires cannot be cut by nonmagical weapons. They                                       invisibility
have AC 15, 5 hit points, and attack with a +6 bonus, dealing
11 (2d10) slashing damage. A character hit by a wire is                                         Ignore the reference to the scarab of death.
restrained until it frees itself on a successful DC 20
Strength (Athletics) or Dexterity (Acrobacy) check at the                                   5. Distortion Chamber
end of its turn. Until a character is restrained, he suffers 11                             At the other end of the chamber is another door, but it's
(2d10) slashing damage per turn.                                                            difficult to focus on it because the decor of the room
  Characters who die in the clutches of a strangling pillar                                 distorts the viewer's senses. The room's dimensions are 40
are absorbed into the column one round after death.                                         feet by 30 feet, but it's only possible to determine this with
Bodies inside are lost forever, barring a wish, having also                                 a true seeing spell, allowing a character to walk straight
become part of the structure of the pillar. Equipment is                                    through the chamber. One can also cross by closing one's
also drawn in, whereupon another bauble in the shape of                                     eyes and simply walking forward to the door at the end of
each piece appears along the wire.                                                          the room.
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                                                                                              Once a character steps into this room, it must roll 1d6 for
                                                                                            every 10 feet of distance travelled. On a roll of 4 to 6, the
                                                                                            character moves in the direction desired. But on a roll of 1,
                                                                                            the character actually does an about-face and moves 10 feet
                                                                                            in the opposite direction. On a roll of 2, the character turns
                                                                                            directly to the left and moves 10 feet. On a roll of 3, the
                                                                                            character turns to the right and moves 10 feet.
                                                                                              Meanwhile, the lines on the walls begin to spin and
                                                                                            tangle, eventually taking the form of a phantasmal killer
                                                                                            spell (DC 20). Each character will be so affected in 1d4
                                                                                            rounds.
                                                                                            7. Dart Trap
                                                                                            Each of these traps work as a poison dart trap (Dungeon
                                                                                            Master's Guide).
                                                                                            8. Double Doors
                                                                                            Both the doors are locked with heavy-duty deadbolts. Their
Not for resale. Permission granted to print or photocopy this document for personal use only.      Roots of Evil - The Gothic Conversion               25
locks are successfully picked on a DC 25 Dexterity check.                                       Magic Item: Necklace of Strangulation
The deadbolts are key-operated from both sides, so both                                         Wondrous Item, rare
locks must be picked to open both doors.
                                                                                                This necklace superficially resembles a necklace of adapt-
  Inside Area 8, Azalin has created a programmed illusion
                                                                                                ation or other beneficial necklace, and an identify spell re-
activated by the opening of either door. Characters looking
                                                                                                veals it to be such.
in see the Holy Symbol of Ravenkind and the Icon of                                             Curse. When you put this necklace on, it magically tight-
Ravenloft hanging over a trough of molten metal. The ropes                                      ens around your neck, rendering you unable to breathe.
by which the items are suspended are quickly burning                                            A creature within 5 feet of you, including you, can use its
through. If a character makes a rush for the items, the                                         action to make a DC 16 Strength check to remove the
ropes snap when the character nears the trough. A failed                                        necklace, removing it on a success.
DC 15 Dexterity check indicates the character suffers 17                                        A freedom of movement spell cast on you causes the neck-
(3d10) fire damage while trying to grab the items as they                                       lace to slip off. If you die while wearing the necklace, it re-
fall into the trough. If the check is successful, the character                                 mains tight around your neck until one month has
reaches the items, but his or her hands pass right through                                      passed, at which point the necklace loosens and can be
them and the same damage is inflicted.                                                          removed easily.
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                                                                                                Magic Item: Mirror of Opposition
                                                                                                Wondrous Item, legendary
                                                                                                This mirror produces a perfect double of every creature
                                                                                                reflected into it. The reflection steps out of the mirror to
                                                                                                engage in combat the creature it emulates, trying to kill
                                                                                                it. The duplicate has the same characteristics, hit points
                                                                                                and equipment as the original, but every magic item du-
                                                                                                plicated is a normal equipment equivalent (a duplicated
                                                                                                +1 dagger becomes a common dagger). A spellcaster du-
                                                                                                plicate may cast spells as the original creature. It knows
                                                                                                the same spells and has the same available slots as the
                                                                                                original creature.
                                                                                                   The mirror can produce only one duplicate of a specific
                                                                                                creature every 7 days. If the original creature dies, or if
                                                                                                the duplicate is killed, the duplicate vanish with every
                                                                                                item it's carrying.
Not for resale. Permission granted to print or photocopy this document for personal use only.        Roots of Evil - The Gothic Conversion                     27
green light pulsates. The only safe way to the other side of                                14 (4d6) bludgeoning damage. Affected characters may
the area is around the perimeter, staying within a foot or                                  make a DC 15 Dexterity saving throw for half damage.
two of the wall. Should the characters step farther than 5                                     A character standing at the entrance to the tunnel in
feet from a wall, they will find that the vortex pulls them                                 Area 19 must make a successful DC 15 Dexterity saving
toward the centre. The characters must succeed on a DC                                      throw to duck both the water and tumbling characters as
20 Strength saving throw or be pulled in without warning                                    they shoot out of the into the tunnel. Those who fail suffer
and are buried alive under 10 feet of sand in Area 16 (they                                 11 (3d6) bludgeoning damage.
can't breathe).
  If the other characters have some means to locate the                                     19. Cavern of Chimes
character and can dig him or her out in a hurry, the DM                                     If a bell is rung, roll 1d6 and consult the chart:
should randomly determine the buried character's position
in Area 16. Objects pulled into the vortex make one                                             d6   Effect
complete orbit around the hole before being sucked in.                                           1   Bell shatters, cutting the ringer. The character takes 3
  An earth elemental passes below the characters' feet.                                              (1d4) slashing damage.
The wake of the sand buries the characters up to their                                          2    Bell summons 2d8 wights.
                                                                                                3    Bell does nothing.
knees, but the monster doesn't attack. The characters must
                                                                                                4    Bell sends out inaudible sonic blast, causing severe head
succeed on a DC 12 Dexterity saving throw or be pushed in                                            pain. The characters take 7 (2d6) thunder damage, and
the vortex.                                                                                          they get disadvantage on attack rolls. Furthermore,
                                                                                                     spellcasters must make a successful DC 15
18. Water Reservoir                                                                                  Concentration check every time they cast a spell or the
The door is locked and can be picked on a successful DC 15                                           casting fails. These effects last for 10 minutes.
                                                                                                5    Bell sends out a soothing jingle, curing all within 10 feet
Dexterity check. The character making the attempt must
                                                                                                     2d8 + 2 damage. A second ringing shatters the bell, The
roll a successful DC 20 Dexterity check in addition to the                                           character takes 3 (1d4) slashing damage.
pick locks check to avoid touching the cold metal. Those                                        6    Bell summons a ghoul lord (Monsters of the Multiverse:
who touch the door with unprotected skin suffer 7 (2d4)                                              the Ravenloft Files on DMSGuild).
cold damage.
  The moment the lock is picked, the door blows open with                                     If the trap door below Area 18 has been released,
great force. Characters within 5 feet from the door must                                    allowing the water to flood this room, then the bells are all
succeed on a DC 20 Dexterity check or be struck by the                                      smashed.
door, suffering 4 (1d6) bludgeoning and 4 (1d6) cold                                          There are two secret doors in this area: one on the south
damage, and are thrown 1d10 feet toward the sand vortex.                                    wall that leads to a trap door below Area 18, and one in the
Following the door is a wall of water from Area 18. Those                                   east wall that leads to Area 21. To find each of them, the
standing within 5 feet of the door must make a successful                                   characters must succeed on a DC 20 Wisdom (Perception)
DC 15 Strength saving throw to avoid being forced into the                                  check.
vortex.
  If the characters locate the secret door in Area 19 and                                   20. End of the Web
approach Area 18 from there, they discover the trap door in                                 The webs of the white spider are so dense along this wall
the ceiling of a tunnel that curves downward until it can                                   that the archway on the west wall qualifies as a secret door.
pass below the room. If the door is examined, it's cool to                                  To find it the characters must succeed on a DC 20 Wisdom
the touch and damp with condensation.                                                       (Perception check) and remove all the webbing. Once
  The trap door releases downward with the pulling of a                                     discovered the door, the characters must inflict 50 damage
long latch handle, but it requires a successful DC 25                                       to the webs to cut their way through (it is vulnerable to
Strength (Athletics) check. The moment the trap door is                                     fire).
opened, it flies open and natural physics take over, sending                                   The spider sculpture is a bone golem (Monsters of the
tons of water into the tunnel. Characters are buffeted                                      Multiverse: the Ravenloft Files on DMSGuild) with a spider
against the tunnel walls and fired like cannonballs into                                    appearance. It animates when any PC passes within 5 feet.
Area 19.
  Those characters who are in the tunnel must make a DC
                                                                                            21. Door to Doom
20 Strength saving throw or sustain 28 (8d6) bludgeoning
                                                                                            The jeweled eyes are magically trapped. Touching any of
damage from the force of the water hitting them and from
                                                                                            them results in taking 27 (6d8) lightning damage. The
being buffeted along the rough hewn tunnel. Then they are
                                                                                            entrapments are permanent aspects of the jewels and
projected across Area 19, striking the wall for an additional
                                                                                            cannot be dispelled.
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  The door is opened by grasping the hand, which grasps
back with great strength. To open the door, the characters
need to succeed on a CD 20 Strength check. The character
attempting to turn the handle may roll as often as needed
to finally make the roll. While the wrestling match goes on,
the mouth of the Azalin carving laughs at and goads the
opener, calling him or her "weak" and using other jibes. If
the DM knows of a sensitive spot in the opener's ego, the
door jabs at it.
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Back to Castle Ravenloft
W
         hen the characters emerge from Azalin's lair,                                      to Area 8 is transported into this tomb. A wight is transpor-
         they'll find they haven't reversed the Grand                                       ted to the teleport trap site and attacks the party.
         Conjunction at all. To the contrary, they've
opened the gates wide by fulfilling Hyskosa's Hexad.
                                                                                            Vault 20
                                                                                            A vampire rests here.
The Search
Each of the vaults requires a successful DC 20 Strenght
check to open. They are ornately carved stone boxes with
marble lids. Strahd has cast a permanent spell in the alcove
next to Vault 35 to hide the Book of Keeping. Hence, it
cannot be located through magical means.
Vault 4
Inside this vault there is a ghost.
Vault 6
The characters must succeed on a DC 20 Intelligence
(Investigation) check to make out the words on the stone.
Vault 7
A wraith raises and attacks.
Vault 14
Anyone who trips one of the teleport traps at the entrance
   Sinkholes of Evil
   A sinkhole of evil can manifest as a propriety of an evil
   and vile place or at the presence of a wicked villain as a
   Darklord. Evil creatures have advantage on every saving
   throw when they are in such a place or at the presence of
   the villain, while the characters have disadvantage on
   saving throws against these creatures. Further, undead
   have advantage against attempts to turn the undead. A
   Darklord can also take advantage of his own sinkhole of
   evil, gaining all its benefits.
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                                                                                            The Book is Freed
                                                                                            The Book of Keeping can be picked up and physically moved
                                                                                            by anyone, but only Inajira can transport it in any other
                                                                                            way (including with spells or similar effects).
                                                                                               When the characters take the book, an horde of
                                                                                            creatures appear around them. There are 8 doom guards,
                                                                                            15 skeletons, 10 zombies, 10 wights, 10 ghasts, 6 hell
                                                                                            hounds, and 6 vampires.
                                                                                               When Inajira appears, it uses suggestion to get the
                                                                                            characters to hand the book over without a fight.
                                                                                               The Holy Symbol of Ravenkind deals 26 (4d12) radiant
                                                                                            damage if pressed against Inajira, and it disrupts its
                                                                                            Concentration on spells (no check required). If the
                                                                                            characters succeed in touching the Holy Symbol of
                                                                                            Ravenkind to the Book of Keeping, the Book bursts into
                                                                                            flames, inflicting 11 (2d10) fire damage upon anyone within
                                                                                            5 feet.
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Who's Doomed
Not for resale. Permission granted to print or photocopy this document for personal use only.   Roots of Evil - The Gothic Conversion   32
Not for resale. Permission granted to print or photocopy this document for personal use only.   Roots of Evil - The Gothic Conversion   33
Not for resale. Permission granted to print or photocopy this document for personal use only.   Roots of Evil - The Gothic Conversion   34