St. Andrals Church
The church’s occupants follow the following schedule unless interrupted:
- At dawn, Yeska joins Father Lucian for prayers in the chapel and assists him in preparing breakfast.
- In the morning, Yeska runs errands around Vallaki while Father Lucian sweeps the chapel, dusts the pews, polishes the altar, and tidies up the kitchen.
- In the afternoon, Father Lucian teaches Yeska how to read, and educates him in basic history and theology.
- In the evening, with Yeska’s assistance, Father Lucian leads the congregation in prayer and delivers a sermon promising sanctuary and comfort.
Entering the Church
This slouching, centuries-old stone church has a bulging steeple in the back and walls lined with cracked, stained glass windows depicting pious saints. A fence of wrought iron encloses a garden of gravestones next to the church, a thin mist creeping throughout them. Ray, you feel a warm heat around your chest. You look down and you see your amulet glowing with a bright light. The closer you all approach the doors of the church, the brighter it seems to glow. As you move towards the doors of the church, they open suddenly in front of you. Make a dexterity saving throw!
DC 10
You (narrowly avoid or run right into) a man coming out of the church. He trips and falls, tumbling to the ground. The bundle of nails and planks he was holding scatter across the stairs and earth below. His glasses also fall off, landing across the steps beneath him. “Oh by the morninlord, I am sorry.”
The players can help Henrik collect his glasses, nails, and planks as he scrambles helplessly to find them. If they do, he thanks them profusely, dabbing at his face and hands with a slightly soiled handkerchief. He is willing to share the following information if directly asked:
- His name is Henrik van der Voort, and he is Vallaki’s resident coffin-maker and occasional carpenter.
- Father Lucian asked him to visit to deliver some tools and supplies to repair some damage to the floor caused by a falling tree branch the previous night.
- His shop can be found at the south end of Arasek Stockyard. “Although,” Henrik jokes awkwardly, “I do hope you won’t need my services too soon.”
Henrik then excuses himself and departs to return to his shop.
The Chapel
A dozen ornate candelabras bathe rows of well-kept pews in candlelight, casting a soft luminescence that touches every corner of this chapel. At the far end of the room, a wooden altar stands proudly, carved with a proud sunburst with rays thrusting forth in cheery defiance. Six tall windows flank the altar, though one appears to have been broken, with glass shards lining its dark iron pane like jagged teeth.
A broad-shouldered, black-haired young man stands atop a small stepladder before the broken window, nailing a tarp into place to cover it as a young boy sweeps the chapel floor not far away. A middle-aged priest, with graying hair and crisp, clean vestments watches them work from the pews, holding a broom of his own and looking lost in thought.
When the players first meet [Father Lucian](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Father Lucian Petrovich), he greets them warmly, recognizing them as newcomers to Vallaki, welcoming them to St. Andral’s Church, and asking if they have come seeking fellowship or to pray to the Morninglord.
“Hello all, my name is Father Lucian. I believe I’ve seen you recently, you all are newcomers to Vallaki correct? Welcome to St. Andral’s Church. Have you come seeking fellowship or to pray to the Morninglord?”
After the players have exchanged pleasantries, Milivoj dismounts his stepladder and returns it to Father Lucian. The following exchange then takes place, giving the players generous time and opportunity to interrupt and respond:
- Upon noticing the players, Milivoj immediately scowls, and asks, “Father, are these outsiders bothering you? I can ask them to leave.”
- If the players say nothing, Father Lucian chides Milivoj, noting that, “In these dark times, it’s never been more important to be hospitable to others.”
- If rebuffed, Milivoj retorts: “You can’t be too sure about strangers. I thought the town gates were supposed to be closed. They could be vampires, or worse.” He then glowers at the players, and asks, “Unless you have some way of proving that you’re not?”
Milivoj is eager to prevent further investigation of the church, and hopes to persuade Father Lucian to drive the players away. However, he’s not willing to look suspicious, and drops the issue if the players or Father Lucian push back. “You can’t be too careful,” he mumbles. “Be safe, Father.” He then departs.
Once Milivoj leaves, if Father Lucian is informed that Ireena is seeking sanctuary in the church from Strahd or other monsters, he first ensures that no other congregants are present—shooing away Yeska if present—and swears the players to secrecy.
If the players agree not to spread his words beyond the church, Father Lucian sorrowfully informs them that, while he would love nothing more than to extend Ireena an offer of permanent shelter, recent events have left the church’s wards in a precarious state. He can also share the following additional information at the players’ prompting:
- The church is ordinarily hallowed ground, as though the building was protected by a hallow spell. This magical ward prevents fiends and undead from entering the church, and keeps them from magically charming, frightening, or possessing those within it.
- The source of this protection is the crypt of Saint Andral, which has historically held the blessed bones of Andral himself, the founder of Vallaki’s church and a great cleric of the Morninglord.
- Originally, only Father Lucian knew of the bones’ existence. However, after news the siege of Barovia reached Vallaki a few days ago, he shared the knowledge of the bones with Yeska, as described in Bones of St. Andral (p. 97).
- To retain the church’s protection, Father Lucian must invoke a particular rite of protection over Saint Andral’s bones once every year, at dawn on the morning of Saint Andral’s Feast—a holy day that memorializes Andral’s life.
- If the rite cannot be carried out at that time, the wards will fall until the rite is completed on a subsequent dawn.
- Last night, someone broke into the church’s crypt and stole St. Andral’s bones, damaging the floorboards behind the altar and escaping through a window. Without the bones, Father Lucian can’t complete the protective rite, and the wards will fall at dawn on the day of St. Andral’s Feast.
- Father Lucian is fearful that some fell creature or wicked soul has manufactured this crisis as an opportunity to cause his congregation harm; though the Baron is confident that no monsters could breach Vallaki’s walls, Father Lucian fears that the town is not as safe as it appears.
Father Lucian can also share the date of St. Andral’s Feast, which will take place on the fifth day after the players arrived in Vallaki. Father Lucian has not reported the theft for fear of the distress that the news might cause, and he doesn’t want to ruin the burgomaster’s festival. He does not suspect Milivoj of stealing the bones either, having no reason to do so.
If the players express an interest in doing so, Father Lucian is glad to allow them to inspect the crime scene—having made neither heads nor tails of it himself—and to interview Yeska, so long as they promise to be patient and gentle with the boy.
If the players ask for the identities of other possible witnesses, Father Lucian notes that the only other employee of the church is the groundskeeper, Milivoj. Father Lucian can give the players directions to Milivoj’s house, which is located in the northwestern quarter of Vallaki.
Father Lucian accompanies the players as they complete their investigation, answering additional questions when asked. If the players’ investigation takes them beyond the church, he insists on joining them and asks Yeska to attend the chapel in his absence. (He takes personal responsibility for the bones’ disappearance, and—given his connections across the town and his service to the Morninglord—wishes to assist the players in recovering them.)
While accompanying the party, Father Lucian fights alongside them, but allows the players to take the lead in social encounters and exploration.
The Scene of the Crime
Father Lucian leads you towards the back of the church. A small pile of fresh wooden boards rests against the altar, a small pouch of nails sitting atop their surface. Not far away, the old wooden floorboards behind the crypt have been pried up and broken, with splintered edges jutting out at odd angles. Between them, a small, dark opening descends into a dark, dusty space.
Going down into the crypt proper, You descend into a small, dark, damp chamber, the walls made of rough-hewn stone blocks stained with age and moisture. At the center stands a lonely stone slab, an empty, circular depression carved neatly into its surface.
The players can find the following information by investigating the area around the crypt:
- While investigating the floorboards, the players can find a torn piece of gray wool fabric snagged on a nail with a successful DC 15 Intelligence (Investigation) check, and a line of rust-stained dirt smeared across a floorboard with a successful DC 20 Wisdom (Perception) check.
- While investigating the interior of the crypt, the players can find several clumps of earth with a successful DC 10 Wisdom (Perception) check. Each clump is in the shape of a large bootprint, and contains several blades of pale green grass and white flower petals.
- While investigating the altar or the stone slab in the crypt, the players can find a few strands of dark black hair with a DC 15 Wisdom (Perception) check. The fabric was torn from Milivoj’s shirt as he lowered himself down, and the rust was left when he used his shovel to pry up the floorboards.
The clumps of earth were left when Milivoj’s boots hit the floor of the crypt. Father Lucian can inform the players that the petals are from the ramson plant, which grow in several patches in the church graveyard.
The hair is Milivoj’s.
Interviewing Yeska
If the players choose to interview Yeska, [Father Lucian](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Father Lucian Petrovich) asks them not to press him too hard for information. The boy is still emotionally fragile from the death of his parents three months ago, and Father Lucian doesn’t wish to harm his mental well-being over a mere suspicion of danger. (Yeska doesn’t know that the bones have been stolen; Father Lucian has been careful to keep him away from the hole behind the altar.)
If one of the players asks Yeska whether he has told anyone else about the bones, he truthfully denies doing so. However, if the players ask whether anyone might have overheard his conversation with Father Lucian, Yeska shares that Milivoj was also in the church at that time. (Yeska, though alarmed by the direction of the conversation, can also be persuaded to share that Milivoj’s tales of Strahd potentially attacking the church encouraged him to ask Father Lucian about the church’s protection in the first place.)

Milivojs House
The muddy road that leads into the town’s northwest quarter is rough and uneven, chilled by a persistent fog that seems to cling to the soaked earth beneath your feet. As you move further from the town’s center, the streets narrow and the houses grow grimier and more dilapidated, the smell of damp wood and mildew filling your nostrils.
Your path leads you to a leaning, decrepit structure that seems to sag beneath its own weight. Its timbers are rotting, the windows cracked and filthy. At its front, a ramshackle wooden door stands slightly askew in its frame atop a small, mud-spattered porch.
If the players knock on the door, it’s answered a few moments thereafter by Jarzinka, Milivoj’s mother. Read:
The door groans open, revealing a gaunt, glassy-eyed woman standing on the other side. Her hair is matted with grease and hangs in knots across her shoulders, and a painted beaded necklace hangs around her neck, its colors faded and chipped with age.
Behind her, a trio of young children wrestle and shout as they roll across a cramped living space stuffed with old, threadbare furniture and an old, stained rug. Two other children—a near-adolescent boy with long, shaggy hair, and a freckled girl of similar age wearing cracked, oversized glasses—peer curiously around a pair of overstuffed, patchwork armchairs at the sight of you.
The woman at the door grunts, her hollow gaze scanning you expectantly.
The children in the armchairs are a twelve-year-old boy named Bogan and a ten-year-old girl named Zondra. The three children wrestling on the ground are named Lazlo (eight years old), Grilsha (seven years old), and Dargos (five years old).
Jarzinka is a woman of few words, and is annoyed because she has just finished the last of her dream pastries. If the players ask to speak with Milivoj, she turns to Bogan and Zondra, then grunts at them. The conversation then proceeds as follows:
- Bogan cheerfully informs the players that Milivoj is sick and doesn’t want to talk to anyone today.
- If the players succeed on a DC 10 Charisma (Persuasion) check or insist that the matter is urgent, Zondra turns and hollers, “Milo! Someone wants to speak to you.”
A few moments later, the nineteen-year-old Milivoj exits a swollen wooden door at the back of the room, with his three-year-old brother Jirko giggling delightedly from atop Milivoj’s shoulders and his four-year-old twin sisters, Victoria and Vasha, hanging from his biceps.

Upon spotting the players, Milivoj’s face visibly falls, and he gently shakes Victoria and Vasha from his arms and sets Jirko down in Bogan’s lap. A successful DC 10 Wisdom (Insight) check reveals his body language has grown tense, and that he is shifting uncomfortably.
As Milivoj reaches the door, he tersely addresses Jarzinka as “Mother” and gives her a grudging nod. Jarzinka grunts and shuffles away from the door, disappearing into the room from which Milivoj came.
If the players inform Milivoj that they want to speak with him about St. Andral’s bones, he scowls, insists that he knows nothing about the matter, and attempts to close the door. A player can prevent him from doing so with a successful DC 10 Strength or Dexterity check. (If Milivoj successfully closes the door, the players can make him open it again by making a sufficient nuisance of themselves, by succeeding on a DC 10 Charisma (Intimidation or Persuasion) check, or by forcing the door down with a successful DC 10 Strength check.)
Milivoj denies any knowledge of the bones or their theft if asked about them outright. However, he claims to have seen a cloaked figure watching the church two days ago from an alleyway. (The description of the cloaked figure coincidentally matches the appearance of Ernst Larnak, Fiona’s spy, though Milivoj doesn’t know Ernst or the nature of his employment.) A successful DC 10 Wisdom (Insight) check reveals that he is speaking slightly too quickly.
If the players accuse Milivoj of stealing the bones and succeed on a DC 15 Charisma (Intimidation) check, Milivoj admits to stealing them, as described in Bones of St. Andral (p. 97). Players who confront Milivoj with evidence from the crypt automatically succeed. Milivoj can’t take the players to the coffin maker’s shop himself, but notes that Father Lucian can lead them there.
If asked his motive for stealing the bones, Milivoj shares the reasons described in Bones of St. Andral (p. 97). He can also share that, after his father—a former Vallakian guard—was wounded in a recent wolf attack, both of his parents began regularly purchasing dream pastries from the peddler Morgantha outside of the gates. With both parents addicted to Morgantha’s wares, Milivoj sees himself as his siblings’ sole means of avoiding total poverty. (If asked, Milivoj can provide a basic description of the effects of dream pastries, as described in Dream Pastries (p. 125).)
If informed that the bones may have been stolen to allow an attack upon the church, Milivoj dismisses the idea, insisting that the bones are just a “moldy old relic” and that “he doesn’t have time to believe in fairy tales.” He can also share that Henrik told him the bones were a powerless family heirloom, and that Henrik sought to recover them to honor his ancestor.
Once Milivoj has admitted to the bones’ theft, [Father Lucian](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Father Lucian Petrovich) can lead the players to the coffin maker’s shop. (He knows the owner, Henrik, well, and hopes that he can reason with the man.) If the players appear skeptical, Father Lucian—who has the statistics of a priest—reveals that he bears the holy symbol of Tasha Petrovna—his ancestor and a mighty follower of Saint Markovia—and promises them that he is more than capable of defending himself.
If the players suggest reporting the theft of the bones to the burgomaster, Father Lucian is reluctant to do so, fearing the possibility of raising a panic. With a successful DC 15 Charisma (Persuasion) check, however, the players can convince Father Lucian to join them in reporting the theft to Baron Vallakovich, who responds as described in N6. Coffin Maker’s Shop. (If the players don’t have Father Lucian with them, the burgomaster refuses to believe that the bones are responsible for the church’s divine protection or to assist the players in recovering them.)
Note
If the players report the theft to Baron Vallakovich and do not accompany his guards, the four guards gain access to the coffin maker’s shop as described in N6. Coffin Maker’s Shop, but are slaughtered when they accidentally trigger Volenta’s trap and alert the vampires to their presence.
One day later, Baron Vallakovich responds by sending Izek to summon the players to N3. Burgomaster’s Mansion, where he accuses them of causing his faithful guards to disappear and threatens to exile them from Vallaki. (The players can win back his good graces by promising to recover the bones themselves.)
Note
If he is later informed that Henrik’s actions were directed by one of Strahd’s vampire spawn, and that the theft of the bones could have allowed a slaughter at the church, Milivoj is overcome with anxiety, horror, and guilt. He prostrates himself before Father Lucian and begs for his forgiveness, offering to exile himself to the Svalich Woods if doing so will make up for the harm he has caused. (Father Lucian, of course, declines, tearfully embracing and forgiving Milivoj instead.)
Arasek Stockyard
This large stockyard has several locked sheds along its periphery and lies adjacent to a roomy warehouse. A wooden sign above the front gate reads “Arasek Stockyard. You don’t want it? We’ll take it!” Parked at the south end of the stockyard is a sturdy carnival wagon, its colorful paint peeling off. On the side, oddly in a coat of fresh paint is a sign saying “Rictavio’s Carnival of Wonders”. A heavy padlock secures the back door.
Arasek Stockyard is largely as described in N5. Arasek Stockyard (p. 115). However, while Rictavio’s wagon is mostly covered by old and faded paint, the Carnival of Wonders sign on its side is brand new and fresh-painted.
If one of the players expresses an interest in breaking into the wagon, [Father Lucian](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Father Lucian Petrovich) discourages them from doing so if he is present.
If a player nonetheless attempts to unlock or force open the door to the wagon, the entire wagon suddenly rocks violently from side to side. The players can also hear the sound of something with large, heavy claws scratching against the interior of the wagon. (The rocking and scratches are made by the ghost of Erasmus van Richten, a poltergeist seeking to protect Arabelle by scaring visitors away.)
If the players successfully break the door to the wagon or pick its padlock, they find that the wagon’s interior contains a soft bed of straw, a comfortable woolen blanket, a few books, and a young Vistana girl—Arabelle—who is clutching a plush saber-toothed tiger to her chest and wearing a beaded necklace with a carved copper amulet. (For more information about Arabelle, see Arc E - The Missing Vistana.)
Inside the Stockyard
You enter the shop proper, and see all manner of things. Boxes lining the floor, various trinkets strewn about. All kinds of adventuring gear and supplies. All the basics are here. You also see a sign under the counter that reads “Silver to Electrum trade here! 5 silver for 1 electrum”. Behind the counter you see a middle aged man, writing some numbers in a book.
HIS WIFES NAME IS YELENA
“Hello, my name is Gunther Arasek, welcome to Arasek’s Stockyard. How may we be of service to you today?”
Upon seeing the scalps (if not told they’re werewolf initially) - “Oh…my. By the morninglord, what kind of cannibals are you?”
Upon seeing the scalps (if knowing they’re werewolf) - “Oh…my. This is just. Odd. But oddities is what we specialize in at Araseks!”
Players whatever
“We can offer” he looks down at his books, crunches some numbers in his head. “2 gold and 1 electrum for each scalp. Does this sound favorable?”
- He will haggle up to a max of 5 gold per scalp. “Pleasure doing business with you. If there’s anything else you wish to sell or may need while you’re here please do ask! Also check out the rest of the shops in the district, they may offer some of your more specialized wares.”
Coffin Makers Shop
As you approach the shop, you notice there are less and less people around. This uninviting shop is two stories tall and has a sign shaped like a coffin above the front door. All of the windows are closed up tight with a latticwork of iron bars blocking them. There is a deathly silence all around.
062-cos05-14.webp Henrik van der Voort
-
Henrik van der Voort, the coffin maker, follows the following schedule:
- In the morning, he sleeps in, remaining in bed in N6e. Henrik’s Bedroom.
- In the late morning, he anxiously checks that the wardrobe containing St. Andral’s bones hasn’t been disturbed, and then prepares breakfast in N6d. Kitchen.
- In the afternoon, he builds coffins in N6c. Workshop.
- In the evening, he prepares an evening meal in N6d. Kitchen.
- At night, he sleeps in N6e. Henrik’s Bedroom.
-
Windows are blocked by iron bars
-
The front doors are barred shut from the inside
-
If anyone knocks, Henrik shouts “We’re closed! Go away!”
- If accused of stealing the bones, he just shouts “Go away! Leave me alone!”
The windows are locked from the inside and the doors are barred. As such, the players cannot open a window or door by use of thieves tools. Instead, the players can enter the shop by either of the following means:
- They can break down one or both of the barred doors with a successful DC 20 Strength (Athletics) check. Doing so alerts Henrik, who comes to confront them. (Doing so doesn’t alert Volenta or the vampire spawn, who merely assume Henrik has dropped a coffin or other wooden object.)
- They can use magic (e.g., mage hand or misty step) to open the windows or doors from the inside. Doing so avoids alerting Henrik, who remains in his current location.
When the players find Henrik, either because he came to them or they found him without alerting him, he does the following:
- “I assume you’ve come to recover the bones?” he says, with a slight wavering in his voice. “I won’t stop ye. I din’t wanna do it.”. His voice turns to a whisper “Em vampires, they made me. Ey’re keepin a nest, upstairs in the storeroom. Please, you can go get the bones, but protect me from them! I beg ye! They’ll kill me for my betrayal. I din’t wanna do it, I din’t mean to do it” and he starts just repeating that quietly, starting to sob.
Info
Players who attempt to ambush the vampires in N6f. Vampire Nest (p. 118) before recovering the bones must succeed on a DC 14 Dexterity (Stealth) check to approach a crate without awakening the nearby vampires, and a DC 14 Dexterity (Stealth) check with disadvantage to open it. A woken vampire attacks intruders on sight.
Upstairs in the bedroom
IF THEY FIND IT “You notice, glinting from under the door, a small needle. You can surmise that upon opening the door it will strike.
A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle.
A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock.
Unsuccessfully attempting to pick the lock triggers the trap.
Another investigation or perception check can be made to find the place to deactivate the trap manually instead of disarming
The hidden wire can be identified before the compartment is fully opened with a successful DC 20 Intelligence (Investigation) check, and disarmed with a successful DC 20 Dexterity (Thieves’ Tools) check.
Opening the compartment without disabling the wire or unsuccessfully attempting to disarm the wire causes the noisemaker to loudly screech, “Is no fun, is no Blinsky!” repeatedly for 1 minute, alerting the vampires in N6f. Vampire Nest.
If the players allow the noisemaker to activate, [Volenta](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Volenta Popofsky) and her two loyal vampire spawn arise to confront them one round later, either by forcing their way into N6d. Kitchen or (if the players have already exited N6e. Henrik’s Bedroom) by obstructing the players’ path down the stairs. When the vampires appear, they use their spider climb to clamber across the walls before dropping down to the players’ level, with Volenta crouching upside-down on the ceiling behind them.
Info
If the players successfully retrieve the bones without alerting the vampires, Volenta discovers the bones to be missing shortly after she awakens at dusk that night. If Henrik is still within the shop, she disembowels and beheads him, then leaves his head staked on a spear leaning against the statue at the center of N8. Town Square (p. 119). In either case, Volenta then departs Vallaki for Castle Ravenloft, slinking back to the keep in shame.
Volenta Combat
Volenta uses the two vampire spawn with her as cover, placing them between her and the players. She then greets them as follows, providing them with an opportunity to respond each time:
- “Oh! Well I’ll be! If it isn’t my Lord’s new toys!”
- “You’re less impressive than I expected honestly. Ludmilla, Anastrasya, his skinny new plaything, even you all. None of you could hold a candle to my vision.”
- “You couldn’t stop my scheme if you tried. Once I make the pews of your little church run red with blood, my bleoved will recognize the real gem of his realm - ME!”
- “It’s lucky that we’re alreadin in a coffins hop. After all, they’ll need somewhere to put your parts when I’m through with you.” She flicks her wrist, and the two other vampires lunge forward. INITIATIVE
1. Volenta
[Volenta](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Volenta Popofsky) begins combat in her first form, preferring to start the fight by lobbing her alchemist’s firebomb. Afterward, she alternates between using her multiattack to use tanglefoot and thunderstone.
When using her hail of daggers, Volenta prefers to target the players instead of Father Lucian. As she fights them, she taunts Father Lucian gleefully, noting, “I’d intended to rip out your throat in front of your cute little congregation, but I guess decorating the church steps with your friends’ heads and entrails isn’t a bad second place!”
Volenta flees from combat if her first form is reduced to 0 hit points, using her smokestick reaction to escape if possible. (The other vampire spawn don’t accompany her, and fight to the death.)
When Volenta flees, she smashes through a nearby window and gallops across the rooftops like a four-legged beast. As she flees, she snarls, “You think your precious little church can keep you safe? He’ll burn down the rest of Vallaki to get to you, and kill the rest of this stinking vermin to force you out!” She then sneers at the players and promises to see them again soon before vanishing from sight behind a chimney.
2. Father Lucian
[Father Lucian](https://www.strahdreloaded.com/Appendices/Non-Player+Characters#Father Lucian Petrovich) retains the statistics of a priest. However, his divine eminence feature now reads as follows:
- Divine Eminence. As a reaction when he sees another creature within 30 feet hit with a weapon attack, Father Lucian can expend a spell slot to cause that attack to magically deal an extra 10 (3d6) radiant damage to a target on a hit. If Father Lucian expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
In combat, Father Lucian directs the players to form a defensive line around the door, hoping to funnel the vampires one-by-one into a choke point in order to dispatch them individually. Father Lucian himself attempts to end his turns behind full cover on each round of combat, ducking out only briefly to target vampires with his offensive spells.
On his first turn, Father Lucian uses his action to cast spirit guardians, filling the air with a galaxy of swirling, fiery suns that burn with fierce golden light. He stands as near to the front lines as possible while remaining behind full cover, seeking to ensure that any attacking vampire spawn will inevitably be drawn into range of his spell.
On his second turn, Father Lucian casts spiritual weapon, summoning and attacking with a golden ethereal mace whose head resembles a sunburst—a facsimile of the mace that his ancestor, Tasha Petrovna, once wielded in battle. He then casts sacred flame, targeting any vampire that is currently attacking the players.
On his third and subsequent turns, Father Lucian uses his action to cast guiding bolt and his bonus action to attack with spiritual weapon once again.
If any of the players are reduced to 0 hit points, Father Lucian spends his action casting cure wounds on them. If his concentration is ever disrupted, he spends his action to renew spirit guardians instead.
3. The Vampire Spawn
The two vampire spawn fight by using their claws to grapple enemies, who they then drag away to feast upon in private—preferably by hauling grappled prey out of the windows and onto the rooftop of the shop. Both spawn fight to the death.
Returning the bones
If the players and Father Lucian successfully return the stolen bones to St. Andral’s Church by dawn on Neyavr 7, Father Lucian thanks the players and invites Ireena to remain under their protection for as long as she desires. Ireena then sleeps at St. Andral’s Church each night until the party departs Vallaki in Arc J - The Stolen Gem.
Milestone. Restoring the bones of St. Andral completes a story milestone. If the church is successfully reconsecrated, award each player 1,250 XP.
Sergeis Amulet
Yeska comes up to Father Lucian. “Father, father! That amulet you told me about? I think I know where it’s from” and he hands a book opened to a specific page to Father Lucian. He scans it over quickly, “hmm hmm. Of course that’s why it seemed so familiar!” and he shuts the book. “Ray, that amulet is from the most high priest of the morninglord. Although it is one who has unfortunate connections within Barovia. It once belonged to Sergei von Zarovich. It’s a wonder how it ended up in your hands, but keep that with you. If you obtained it, it must be Sergei that brought it to you.”
Lukes amulet now gains the following ability
Sergei’s Resolve: While wearing or holding the medallion, you have advantage on saving throws against being charmed or frightened.