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6 Roots of Evil

The document is a conversion guide for the AD&D Ravenloft adventure 'Roots of Evil' to the fifth edition of Dungeons & Dragons, designed for characters of levels 9 to 12. It outlines the adventure's plot involving Strahd, Azalin, and the quest for the Holy Symbol of Ravenkind, with various objectives and character interactions. Additionally, it includes updates for gameplay mechanics and magic items relevant to the adventure.

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0% found this document useful (0 votes)
216 views35 pages

6 Roots of Evil

The document is a conversion guide for the AD&D Ravenloft adventure 'Roots of Evil' to the fifth edition of Dungeons & Dragons, designed for characters of levels 9 to 12. It outlines the adventure's plot involving Strahd, Azalin, and the quest for the Holy Symbol of Ravenkind, with various objectives and character interactions. Additionally, it includes updates for gameplay mechanics and magic items relevant to the adventure.

Uploaded by

manueh17cv
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Roots of Evil

The Gothic Conversion

Requires the AD&D Ravenloft


Adventure Roots of Evil, to play

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

Requires the AD&D Ravenloft


Adventure Roots of Evil, to play

by Igor Comunale

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters
Guild.
All other original material in this work is copyright 2022 by Igor Comunale and published under the Community Content Agreement for Dungeon Masters Guild.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only. Roots of Evil - The Gothic Conversion 1
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

Not for resale. Permission granted to print or photocopy this document for personal use only. Roots of Evil - The Gothic Conversion 2
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.

Running the Adventure


To manage the adventure using this conversion, you need
the main rules of Dungeons & Dragons fifth edition (Player’s
Handbook, Dungeon Master’s Guide, and Monster Manual).
Non-player characters and monsters that are not present
in these sources are presented at the end of this conver-
sion.

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.

Not for resale. Permission granted to print or photocopy this document for personal use only. Roots of Evil - The Gothic Conversion 3
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.

Not for resale. Permission granted to print or photocopy this document for personal use only. Roots of Evil - The Gothic Conversion 4
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."

Variant: No Darklord Apparition


In the original adventure there's a chance to meet some
Darklords due to the effect of a minor conjunction.
Darklords usually are powerful and interesting villains of
a story, so their random appearance could spoil the
mystery and the importance of these characters.
Using this variant, minor conjunctions don't allow the
appearance of Darklords, but only of monsters. You have
no need to make any encounter become necessarily a
fighting confrontation, the characters could spot the
monsters from afar, witnessing the devastation and the
madness the Grand Conjunction is causing in the
Material Plane.
The adventure gives a random probability of the
appearance of a minor conjunction, but if this variant is
in use, you can ignore the randomness and devise
encounters with minor conjunctions more interesting
than casual monster appearances. Minor conjunctions
are a useful plot device, but don't overuse it!

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Continuing the Adventure

T The Tracking Feature


his is the pick-up point for those adventuring
parties that have played From the Shadows.
Parties that haven't played From the Shadows also When a character picks up the skull, if its Passive
continue with this scene. Perception score is 15 or higher, tell the character that the
16 zombies, 16 ghouls, 8 wights, 8 ghasts, and 4 wraiths eyes of the phylactery flashed for just a moment as it was
move to attack. The monsters shouldn't attack the party as picked up. Other characters may roll a DC 20 Wisdom
a unified force, but should enter combat over the course of (Perception) check, if they succeed they see the eyes of the
several rounds, as if they just happened to be walking by phylactery flashing as well. If the characters declare that
and decided to join the battle. they are examining the phenomenon, tell them that it
flashes once or twice more as they manipulate it. At this
Round in Which Monsters Arrive point it's almost impossible to figure out that the skull acts
1 2 3 4 5 as a homing device.

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.

A voice from the shadows speaks, saying: "I am the Ancient, I


Further, Azalin's phylactery functions as a portable
am the Land. My word and will are law here."
sinkhole of evil. The most immediate effect is that in a 60 You whirl about and face the direction from which the voice
feet radius from the phylactery undead have advantage on comes. A whirling mist floats in front of you, dancing in an
saving throws against turn undead attempts. hypnotic pattern. The mist coalesces and becomes more sol-
After the fight, the phylactery bursts green flames in a 40 id, until a tall man with strong features and prominent
feet radius, inflicting 4d6 necrotic damage to any creature cheekbones emerges, seemingly from thin air. His eyes are
within this range. The characters are allowed a DC 20 dark and hypnotic, like deep pools with subtle reflections of
Dexterity saving throw for half damage. red light. His fingers are long and thin, with sharp nails. He's
dressed in rich, black clothing, and wears a medallion with a
When the flames clear, the nearest killed undead
large red stone around his neck.
creature suddenly stands. The creature's facial appearance
He continues: "Welcome to my lands, my friends, and know
has changed although its garments are the same. If the everything in Barovia belongs to me. I congratulate you on
characters have played From the Shadows, they opening the prison gate that has long held me from my true
immediately recognize Azalin, who has just claimed a new destiny. Your timing could not have been better.
body. "I'm Lord Strahd von Zarovich, and you will abide to my law.
At this point, the lich only seeks to escape the characters, Treason will be rewarded with death, fealty with friendship
for passing through the clutches of the dark powers and and prosperity.”
taking possession of a new body has seriously weakened Initially, Strahd presents himself as noble and reason-
him (should Azalin's new body be destroyed before he able. He speaks with the characters showing its gallant
escapes, the lich simply takes possession of another body). manners and his noble heritage. Strahd wants to appear
Azalin has all his hit points and can cast only spells with charming and well educated. A merciful king, just and
no material components (keep track of the spells Azalin kind.
already used in the fight with the characters if they have But this charade soon changes if the characters don't
played From the Shadows). He has not access to any other of seem eager to do his bidding. Strahd progressively be-
his abilities in this weakened condition. comes more aggressive and commanding, his irritation
To aid his escape, Azalin uses his remaining powers to to mounting inside him until it bursts out in a fit of pure
summon 25 skeletons and 15 zombies. Note that these rage.
Strahd attacks the character to reach the phylactery. Use
lich-controlled undead take on a reddish glow in their eyes,
his actions and attacks to show off his power, not to kill.
which matches that of their master. These undead may use
Strahd wants the characters alive for now.
Azalin's Frightening Gaze ability as an action.

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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.

Magic Item: Bone Dust


Wondrous Item, rare Reading the Enemy's
Found in a small packet, this powder resembles very fine
sand. There is enough of it for one use. When you use an Fortune
action to throw the dust into the air, you and each For the second reading, you must prepare the deck setting
creature and object within 10 feet of you become invis- aside these cards in this order, from the top to the bottom:
ible to undead for 10 minutes. eight of Stars, Necromancer; two of Stars, Diviner; two of
The dust may be used also to trace a 20 feet diameter Swords, Paladin; six of Glyphs, Anarchist; nine of Glyphs,
circle. Every creature and item inside the circle is invisible
Traitor.
to undead for 1 hour. The undead unconsciously avoid
Deal out the five cards in a basic cross formation where
entering the area, but if they can see the invisible they
the players can see them. The basic cross is a horizontal
are not kept away.
The duration is the same for all subjects, and the dust and a vertical row of three cards each, with the center card
is consumed when its magic takes effect. If a creature af- representing the middle position of both rows. Card 1 is the
fected by the dust attacks or casts a spell, the invisibility central one, while card 2 lies below it, card 3 lies to its left,
ends for that creature (even if it's inside a dust circle). card 4 lies above it, and card 5 lies to the right.

Not for resale. Permission granted to print or photocopy this document for personal use only. Roots of Evil - The Gothic Conversion 7
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.

The Little Ghost


The little girl is a zero magnitude ghost (you can consult
The Weathermay-Foxgrove Twins' Guide to Ghosts on
DMSGuild for a 5th edition classification of ghosts'
magnitude). She will come to use Horrifying Visage often if
the characters keep ignoring her.

The Shadow Vampires


The characters spot 2 feeding vampires. The monsters flee
as the characters approach and from now on stalk the
characters.
As the characters move down the streets, they should
make periodic DC 15 Wisdom (Perception) checks. Those
who succeed catch glimpses of the vampires leaping from
rooftop to rooftop, moving in and out of the shadows If the windows are all shuttered, tell the wakeful PCs that
behind the buildings, or glaring with red eyes from deep they hear something just outside; if they peek through the
dark places. The characters can identify the two creatures shutter, they'll come face to face with the monster, who
on a successful DC 18 Intelligence (Religion) check. grins at them.

The Ghoul at the Window Variant: Inhuman Hunger


If and when the party takes shelter for the night, the DM Perhaps the ghoul lord means just to scare the charac-
ters, but if you wish you can make it a menace stalking
should randomly determine the time of night when
and hunting the characters, waiting for the right moment
whoever is awake notices a horribly disfigured ghoul lord
to attack. He's hungry for living flesh and it could also
(Monsters of the Multiverse: the Ravenloft Files on DMSGuild)
lead a band of 12 ghouls, so becoming a side quest.
staring at them through a window.

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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.

4a. The Cemetery


A Strahd zombie digs its way out of its resting place and
will be free of the ground in two rounds. Then the presence
of the characters draws 2d8 more Strahd zombies from
their graves. After two rounds of battle, 2d8 more Strahd
zombies emerge. Continue with this until 100 zombies have
joined the battle or until the characters evacuate the
cemetery.

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.

9. Blue Water Inn


The inn is frequented by commoners, nobles, and off-turn
veterans of the guard. If you wish you can use the Blue
Water Inn map featured in Curse of Strahd.

Horror Opportunity: A Tale of Two Cities


The Vallaki on the Material Plane is very similar to Raven-
loft's Vallaki. If the characters visited Vallaki in Ravenloft,
you can play on the similarities between the two villages
or even present some recurring characters that are simil-
ar... but not just the same.
If the characters have played Curse of Strahd with differ-
ent characters, this is anyway a good opportunity to fuel
their sense of bewilderment.

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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.

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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.

Shadows in the Shadows


Strahd's dire wolves are still shadowing the characters.
They don't attack, however, unless 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, or if any other member of
the party comes to the rescue, the wolves flee, howling and
yelping frantically all the way.
If Anebroun wasn't allowed to join the characters, she
casts polymorph and takes the shape of a small bird. She's
considered very stealthy, so the characters need a DC 20
Wisdom (Perception) check with disadvantage to detect
her.

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.

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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.

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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.

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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.

10. Tangled Tunnel


Running down the centre of the steps are runes that radi-
ate a golden hue. They inflict 11 (2d10) necrotic damage at
the beginning of each round upon anyone on the stairs.
The affected individual feels a jolting pain throughout his
or her body that has no apparent source upon entering the
tunnel. The casting of dispel magic negates the effects of the
runes for 1d4 rounds.
Vigorous chopping at the vines with an edged weapon
clears 5 feet of the tunnel per round (there is 20 feet of
blocked passageway), but the chopper must make a
successful DC 20 Constitution saving throw each round or
be unable to withstand the pain and flee the tunnel.

11. Golem Chamber


A bone golem animates if anyone set foot upon the pedes-
tal. The creature wears a +1 plate armor (AC 19).

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

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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.

New Spell: Vacancy


4th level illusion
Casting Time: 10 minutes
Range: 300 feet
Target: 150-foot cube in range
Components: V, S, M (a square of the finest black silk
worth at least 100 gp which the spell consumes)
Duration: 24 hours
Classes: Bard, Sorcerer, Warlock, Wizard
You make an area in a 150-foot cube in range look to be
vacant, neglected, and unused. Those who behold the
area see dust on the floor, cobwebs, dirt, and other con-
ditions typical of a long-abandoned place. If they pass
through the area of effect, they seem to leave tracks, tear 4. Living Tapestries
away cobwebs, and so on. The place appears empty. 2 living tapestries hang on this room's walls.
Creatures within the area aren’t changed in appearance. Azalin has trapped a wizard, who has since gone insane,
The tactile characteristics of the area are unchanged, in the tower of the north-wall tapestry. In the south-wall ta-
so creatures entering the area are likely to see through pestry are 2 kampfults (Monsters of the Multiverse: the
the illusion if they actually contact some object cloaked Ravenloft Files on DMSGuild).
by the spell. If the difference isn’t obvious by touch, a
When the characters enter the room, the kampfults at-
creature carefully examining the illusion can attempt an
tack. If they are successful in grabbing one or more charac-
Intelligence (Investigation) check against your spell save
ters, they pull them towards the southern tapestry 5 feet
DC to disbelieve it. A creature who discerns the illusion
for what it is, sees it as a vague image superimposed on per round until they hold their grasp on the characters.
the terrain. On the following round an ice storm spell hits the room

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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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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.

12. Drop Cap 19. Going Down


A character crossing over the flames unprotected is subject There's a narrow ledge around the side of the pool that
to 22 (4d10) fire damage per round. Anyone standing on characters can negotiate, but each character must succeed

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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

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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.

3. Rotten Tunnel Magic Item: Beaker of Plentiful Potions


Azalin has cast darkness every 10 feet, starting at the Wondrous Item, very rare
second square of the tunnel, and rendered the spells This container resembles a jug or flask. It is a magical
magically permanent. beaker with alchemical properties allowing it to create 1
It's possible to hold one's breath and follow the left-hand dose each of 3 kinds of potions per day (the precise kinds
wall until one reaches Area 4, but the character must not are determined by the DM, even poisons are possible).
pause along the way. Otherwise, the time spent in the dark Different potion sorts are layered in the container, and
forces the character to take another breath. Anyone who each pouring takes one round. The potions are layered
breathes inside the tunnel must make a successful DC 20 and are poured in order.

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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.

6. Lair of the White Spider


The threads of the web may be cut normally, but they won't
burn except with magical fire, and then only the strands
exposed are destroyed. The webbing is extremely slick,
requiring a DC 15 Dexterity (Acrobacy) check for each 10
feet of space travelled or each round spent in the area to
avoid slipping and falling for 4 (1d6) bludgeoning damage.
When a character falls, he or she drops 5 feet and is
covered with the milky solution that runs off the web.
After the first fall, the character has disadvantage to
further Dexterity checks. A character who falls more than
five times is so completely covered with the white fluid
that he or she cannot get up without help from another
character.
At the bottom of the cavern lies a nest of white spiders.
They swarm upon any victims who slip to the bottom of
the web. Characters covered in the white fluid who enter
into melee have disadvantage on attack rolls, and they
must make successful Dexterity checks to keep their
balance after every swing.
The mother spider (giant spider) lies in wait at the top
and watches for victims to slip to the bottom, where the
young (20 giant wolf spiders) will devour them. The sound
of pain from the young will bring her running; otherwise,
she remains largely disinterested in the characters unless
they attack her. She's adept at using the slickness of the
web to great effect, literally sliding along the web; she
emits a secretion from the tips of her legs that insures her
grip.
There's a door at the opposite end of the spider lair, but
it's concealed by webs and can be found on a DC 20
successful Wisdom (Perception) check or destroying all the
webbing.

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

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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.

9. Familiar Crypt 13. Toll


Azalin has placed a ghast in each coffin and cast a special These 2 scrags are aquatic trolls. They have the same char-
illusion. This illusion, combined with the suggestion spell acteristics as trolls, but they can breathe water. They can
causes the characters to see a shrunken, decayed body of be fooled easily on a successful DC 10 Charisma (Decep-
the persons identified by the plaques. tion) check.
Because of Azalin's terrible use of this spell, the
characters may not make a saving throw in the first round. 14. Landing
The characters must succeed on a DC 20 Wisdom saving The door is locked and can be picked on a successful DC 15
throw to disbelieve the illusion, but only on the second Dexterity check. The character making the attempt must
round. The DM should tell the character who successfully roll a successful DC 20 Dexterity check in addition to the
saves that he or she was sure of the corpse's identity, but pick locks check to avoid touching the hot metal. Those
then its facial features collapsed as it moved, and it became who touch the door with unprotected skin suffer 7 (2d4)
impossible to tell who the person was. fire damage.
To those who fail their saving throws, the sight of the The moment the lock is picked, the door blows open with
dead loved one prompts a DC 20 Wisdom saving throw great force. Characters within 5 feet from the door must
every round until the ghast is defeated or they are succeed on a DC 20 Dexterity check or be struck by the
frightened for 1 minute. The ghasts save against turn door, suffering 4 (1d6) bludgeoning and 4 (1d6) fire damage.
undead attempts with advantage and can use Azalin's Scorching air fills the chamber. Those not in the water
Frightening Gaze ability as an action. must succeed on a DC 20 Dexterity saving throw or take
2d10 fire damage. Characters in the water suffer 6 (1d10)
12. Underwater Tunnel fire damage if they fail their saving throws. If the
On the second step there is a ring of free action, on the third characters succeed on the saving throw, they take only half
step there is a necklace of strangulation. damage.
Characters not magically protected from cold in some
manner take 4 (1d6) cold damage every round they remain 15. Reflections of Death
in this freezing water. This room is lined with special mirrors of opposition. They
Substitute the items that the characters can find in the work as usual, but the copies of the characters they create
water with these (re-roll doubles if a magic item is appear as ghoulish versions of the characters. These modi-
randomly selected): fied versions of mirrors of opposition generate duplicates
with the statistics of ghasts. They are equipped as the char-
71-80: 25 gp gem
acters, but with nonmagical versions of their equipment.
81-85: ioun stone (insight)
These copies can't cast spells.
86-90: +1 mace
When the characters see for the first time their undead
91-95: +1 longsword
copies emerging from the mirrors, they must succeed on a
If a minor conjunction occurs here, only aquatic DC 15 Wisdom saving throw or be frightened.
creatures appear. The room is very hot. While they are fighting, at the

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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.

beginning of their turn, the characters must succeed on a


DC 15 Constitution saving throw or get one level of exhaus-
tion.

16. Desert of Doom


The Holy Symbol sheds so much heat that characters must
succeed on a DC 15 Constitution saving throw every 10
minutes or suffer one level of exhaustion. The sand in the
air cuts visibility to 50 feet and the wind grows louder as
the characters get closer to Area 17. The desert is con-
sidered difficult terrain due to the shifting sands.
The walls of the room are enchanted with a powerful
illusion effect, making the dunes appear to move endlessly
into the distance in all directions, except for the 10-foot
space that leads back to Area 15. The ceiling is enchanted to
look like desert sky. Area 17 is hidden behind a series of
dunes. Within the north and south walls of the room,
Azalin has created a large dune with sparkling gems
scattered over the surface.
The DM should carefully monitor where the characters
walk, for if even one of them steps outside the dimensions
of Area 16, the entire group actually enters the painting
and becomes lost in the desert. Once caught within the
walls, the only way to find the way out is to move toward
the "sun”.
At the centre of Area 16 lives an earth elemental
composed by sand. If the PCs move to within 20 feet of the
centre of the room, the monster rises out of the sand to its
full stature, looks them over for a moment, and then sinks
back into the sand. It attacks only if they move within 10
feet of the centre of the room.

17. Vortex of Sand


In this area, the sand whirls in a counter-clockwise motion
around a 4-foot hole located in the centre, where an eerie

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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.

22. Audience with Azalin


If the characters attack, 20 invisible quasimancers,
standing along the walls of the room, retaliate. A
quasimancer is a ghast that has had a number of spells
plugged into its mind by a lich. The quasimancers can use
Azalin's Frightening Gaze ability as an action.
If the characters find a compromise with the lich,
Azalin's preparation takes about 10 hours. The characters
are free to move about the room, but they should be quiet.
They may even discover the secret door to Area 23 on a
successful DC 15 Wisdom (Perception) check.

23. Azalin's Laboratory


The secret door behind Azalin's throne is a simple sliding
panel (see above). The corridor beyond leads to Azalin's
laboratory. Several tables are stocked with books, lab
instruments, beakers, candles for heating solutions, jars
containing either liquids or specimens living and dead, and
so on. The books are nonmagical, containing arcane
formulae, mathematical calculations, and notes in a
cryptic language, impossible to decipher. There are three
magical items lying on one lab table: a vacuous grimoire, a
bag of devouring, and a censer of summoning hostile air
elementals.
At the north end of the lab is a stone altar of sorts. On it old-fashioned armour. They have the statistics of guards. If
rests the Holy Symbol of Ravenkind and the Icon of Ravenloft you wish, you can use the survivors rules from Van
(if appropriate). The items are held in velvet vice grips. He's Richten's Guide to Ravenloft. If you choose to do so, the
also cast a spell on the relics to prevent the characters from characters are considered squires. The mortal General
detecting their location with spells. Strahd von Zarovich has the same statistics of King Barov.

History Remade Magic Item: Censer of Summoning Hostile


Air Elementals
When the characters awaken from their time travel, they Wondrous Item, very rare
find themselves in the bodies of foot soldiers wearing very
This item seems a censer of controlling air elementals and
works in a similar way. While incense is burning in this
Magic Item: Vacuous Grimoire censer, you can use an action to speak the censer's com-
Wondrous Item, very rare mand word and summon an air elemental, as if you had
This book seems a tome of clear thought, but if you spend cast the conjure elemental spell. The censer can't be used
48 hours over a period of 6 days or fewer studying the this way again until the next dawn. The air elemental at-
book’s contents and practicing its guidelines, instead of tacks you immediately.
gaining an ability increase, your Intelligence score de- This 6-inch-wide, 1-foot-high vessel resembles a chalice
creases by 2. with a decorated lid. It weighs 1 pound.

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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.

Finding the Royal Crypt Vault 21


A banshee resides within.
Both Strahd and Azalin are within the crypt (although
Azalin is within his phylactery, unbeknownst to Strahd). Vault 27
Therefore, they create a sinkhole of evil inside the whole There are 4 giant wolf spiders within.
crypt.
Vault 32
Anebroun tries to get the phylactery using charm and
There's a silence spell on the steps leading up to the crypt.
other subtle spells initially. If the characters resist these
spells, Anebroun casts incendiary cloud, then steps back
into the shadows and teleports into the stairwell (Area 7),
out of sight and ready to trap the characters if they try to
escape.
If the Holy Symbol of Ravenkind is used against Strahd, he
reacts with terror, he takes mist form, and flees into Vault
21. He then uses greater invisibility to get to his chamber.

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.

Variant: Conclusion Expanded


The story ends with the climatic battle between Azalin,
Strahd, and Inajira. The villains are cast again into
Ravenloft and the characters have many possibilities to
go on with their adventures.
Everlasting Condemnation. The Dark Powers take
back their prisoners. But the claws of the Dark Powers
wants the characters also back in their vile playground.
The Mists grasp the characters and send them in
Ravenloft. They made themselves powerful enemies and
Azalin and Strahd will never forget their role in the failure
of their plans. Even Inajira, now trapped forever in the
Domains of Dread, is furious with the characters. While
he two Darklords are imprisoned in their domains, Inajira
is free to roam the Core and could enact a revenge on
the characters. The nightmare is not over and other
adventures await the characters in the Domains of
Dread.
Reward for the Righteous. The characters are
rewarded by the gods for having stopped the Grand
Conjunction. The characters are transported back to their
home world or left free in Material Plane's Barovia (you
can use the expanded map from Curse of Strahd to set
this version of Barovia. In the former case the characters
are free to go back to their lives in their home world, in
the latter they can help Kristiana in rebuilding the
kingdom. Even after the Grand Conjunction's failure,
hordes of monsters escaped the clutches of the Dark
Powers and now roam the land of Material Plane's
Barovia.
The Grand Conjunction Campaign. If you are playing
Roots of Evil as a part of the Grand Conjunction campaign,
the characters' adventures in the Domains of Dread need
not to be over. The characters may be transported in
Ravenloft one last time but now they have a chance to go
back home playing RQ2 - Thoughts of Darkness.

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Who's Doomed

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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 34

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