All Locations

travel map

Barovia is crossed on the travel map (M): pick a place you know of and the party walks there, with the time it takes and a chance of meeting something on the road (Random Encounters). New places join the map as you hear of them.

Into the Mists (level 1)

  • The Old Svalich Road

    The party's arrival in Barovia: out of the mists onto the Old Svalich Road, through the Svalich Woods where a wolf pack bars the narrows, past the headless guardians of the Gates of Barovia, to the first cottages of the Village of Barovia, where two children are waiting in the road.

Death House (level 2)

  • Death House, Attic

    Low beams and dust: two spare bedrooms, a storage room where a trunk holds what's left of the nursemaid and a nook in the corner hides the stair down inside the walls, and the padlocked children's room where Rose and Thorn's ghosts wait beside their dollhouse.

  • Death House, Dungeon (Upper Level)

    Below the house, cut into the rock: the Durst family crypts, the cult's quarters around an old well, a dining hall and larder, a passage strewn with bones where the cult's dead still wait, a shrine to the lord in the castle, and Gustav and Elisabeth Durst, still keeping house behind a door that isn't one. Stairs lead further down toward the chanting.

  • Death House, Dungeon (Lower Level)

    The cult's heart: a reliquary of strange relics at the foot of the stairs, an old prison, a flooded passage to a rusted portcullis and the winch that raises it, and the ritual chamber where the cult's shades chant around the altar and Lorghoth the Decayer sleeps in a mound of refuse.

  • Death House, Ground Floor

    A handsome townhouse kept as if its family stepped out a minute ago: entrance, main hall with the grand staircase, the Den of Wolves, kitchen and pantry, dining room. Quiet on the way in; it turns on the party after a refusal at the altar, bricking the front door and leaving only the dining room window.

  • Death House, Third Floor

    The family's private floor around the balcony: the master suite and bathroom, a storage room with a broom that doesn't like being touched, the nursemaid's suite and the nursery where her specter waits for a baby who is never coming back. The stair to the attic is hidden: behind the balcony's carved paneling, guarded by a suit of armor, or behind the nursemaid's mirror.

  • Death House, Upper Floor

    The second storey: the upper hall with its hearth, the family portrait and two suits of wolf-helmed armor, a library with a secret study behind a bookcase (Strahd's letter, the family deeds), the servants' room and a conservatory with a harpsichord that remembers a lullaby.

The Village of Barovia (level 3)

  • The High Pasture

    The goats' pasture on the slope above the Old Svalich Road, east of the village, with a dry-stone fold, and at the top of it the white wall of the mists (The Goatherd's Count, docs/story/side_quests.md).

  • Bildrath's Mercantile

    The only shop in the village, immaculate and overpriced: rope, oil, rations and one dusty potion, at ten times what they cost anywhere else.

  • Blood of the Vine

    The village's last tavern: a smoky common room, a bar with nearly empty casks, Ismark drinking alone and three Vistani women in the corner.

  • Burgomaster's Mansion

    The burgomaster's house, boarded and clawed after weeks of nightly attacks. Ireena keeps watch in the parlor; her father lies in his coffin across the hall.

  • Mad Mary's House

    A narrow townhouse with three locks on the door and boards on every window, where Mad Mary weeps for her daughter.

  • Village Church

    A failing church of the Morninglord: cracked windows, cold candles, a priest praying at the altar, and a barred door to the undercroft where his son screams for blood.

  • Village of Barovia

    A shuttered village in a mist-choked valley: muddy streets, boarded houses, a tavern with almost no wine, a mansion under siege, and a church on the hill where something screams at night.

  • The Charcoal-Burners' Hollow

    A hollow in the pines above the Village of Barovia where charcoal was burned once, with a ruined hut nobody wanted, until Agafia and her children came (The Oat Thief, docs/story/side_quests.md).

The Old Svalich Road (level 4)

  • A Clearing in the Pines

    A woodcutters' clearing beside the road through the Svalich Woods: stumps, a stacked woodpile, a cold fire and a broad old oak nobody cut, under a rocky rise. A random fight on a forest road may play out here.

  • The Webbed Gully

    A gully off the path from the crossroads to Tser Falls, where a stream cuts down through the rock and giant spiders have strung the walls with web (The Spiders' Gully, docs/story/side_quests.md).

  • The Old Svalich Road

    An open stretch of the Old Svalich Road between ditches and stone field walls: where the road's random fights and meetings play out.

  • The Svalich Woods

    The Old Svalich Road where it narrows through the Svalich Woods: pines close on both sides, a few clearings, a fallen trunk. Where the woods' random fights and meetings play out.

  • A Fork in the Road

    Old Svalich Road splits round a wooded knoll under a leaning signpost: west back down the valley, a north fork and a south fork into the pines. A random fight on the valley's roads may play out here.

  • The Ravine Road

    The road drops into a stony ravine where a stream has cut through the woods: down a ledge path on the south wall, across a ford, up the north wall. Sheer rock between, pines along both rims. A random fight on a forest road may play out here.

  • Graves by the Road

    A burial ground climbs the slope beside the road behind a sagging fence: rows of leaning headstones, raw mounds, an open grave and a crypt on the top terrace. A random fight on the valley's roads may play out here.

  • The Ford

    The road wades a quick brown stream at a gravel ford, the banks thick with reeds; upstream the stones of an old mill, downstream a cart that didn't make it across. A random fight on the valley's roads may play out here.

  • The River Ivlis Crossroads

    Where the Old Svalich Road crosses the River Ivlis and meets the track to Tser Falls and the road climbing south toward the castle. A gallows stands at the junction, and it is not empty.

  • The Grey Goose

    A roadhouse on the Old Svalich Road between the Village of Barovia and the crossroads, burned out twenty winters ago, with a lantern in its upstairs window every night though it has no upstairs any more (The Lantern in the Roadhouse, docs/story/side_quests.md).

  • Tser Falls

    Where the River Ivlis throws itself off a cliff in a long white fall. A shelf of rock juts over the drop; Barovians leave tokens there for the drowned and the fallen.

  • Tser Pool Encampment

    A Vistani camp beside a dark pool fed by the Tser Falls: painted wagons around a fire, horses, music, wine, and the great patched tent where Madam Eva reads the Tarokka.

  • Madam Eva's Tent

    A tent of patched and painted canvas, hung with charms and thick with incense, where an old woman reads the Tarokka at a low table by candlelight.

  • The Old Den

    A clearing up the deer path from the Tser Pool camp, where the stream comes down out of the Svalich Woods: pines, a jumble of rocks with an old bear den under them, and hunters' traps in the leaves (The Dancing Bear, docs/story/side_quests.md).

  • A Ruined Wayside Shrine

    A roofless chapel of the Morninglord beside the road, its walls fallen to stubs and its saint defaced; monks' graves on the rise beside it and the pines all round. A random fight on the valley's roads may play out here.

Vallaki (level 5)

  • Vallaki

    A walled town on the shore of Lake Zarovich, kept cheerful by order of its Baron: a sharpened palisade, a church whose saint has gone missing, an inn of ravens, and a square where a great wicker sun waits to be burned.

  • Blinsky Toys

    Gadof Blinsky's toyshop: shelves of wooden toys built by a man who understands children perfectly well and has decided to make toys for Barovia's instead.

  • The Blue Water Inn

    Vallaki's inn: a warm taproom, a careful kitchen, rooms upstairs, and in the stable yard a gaudy carnival wagon its owner lets nobody near.

  • The Burgomaster's Mansion

    Baron Vallakovich's mansion: a hall hung with festival banners, a dining room laid for guests who never stay, Izek's bare room off the hall, and in the attic the Baron's son and his circle.

  • The Coffin Maker's Shop

    Henrik van der Voort's workshop: coffins on trestles, shavings on the floor, and a storeroom full of crates that are heavier than they should be.

  • Haralamb's Studio

    Haralamb the painter's house on Vallaki's east row: a front room of pots and rags, and up the back a long studio full of portraits of one woman, and the great canvas the count gave him to copy from (The Count's Portraitist, docs/story/side_quests.md).

  • St. Andral's Church

    Vallaki's church of the Morninglord, named for the saint whose bones lie in the crypt beneath it and keep the dead from its doors. Or did, until the reliquary was emptied.

  • The Vistani Camp

    A ring of painted Vistani wagons outside Vallaki's west gate, between the road and the black water of Lake Zarovich. Music by night, horses by day, and one wagon with its lamp unlit.

  • Wachterhaus

    Lady Fiona Wachter's townhouse: a hall of family portraits, a parlour set for a book club, a locked bedroom that something scratches at from inside, and, behind the study bookcase, a stair down.

Old Bonegrinder (level 6)

  • Old Bonegrinder

    The windmill's ground floor: a bakery around a great brick oven, a millstone that grinds more than grain, a pantry of jars, and a stair up into the loft where the children are kept.

  • Old Bonegrinder, the Hill

    A bald crag above the Old Svalich Road, ringed with pines, where a windmill with stopped sails keeps a yard of trampled mud, a garden nobody should eat from, a heap of bones and a dead oak full of ravens.

  • Old Bonegrinder, the Loft

    The windmill's upper floor under the turning gear: the hags' straw nest, Bella's dressing table, Morgantha's rocking chair, and two cages hung from the rafters with children in them.

  • The Miller's Lane

    The rutted lane between the Old Svalich Road and the windmill on the crag: pines, ditches, and the cart tracks of someone who comes this way every week. Where the lane's random fights and meetings play out.

The Wizard of Wines (level 6)

  • The Wizard of Wines

    The Martikov family's winery in the hills south-west of Vallaki: a lane up through withered vines, a yard between the house, the winery and the press house, and the family's camp under the trees, where they have hidden since the druids came.

  • The Winery Cellars

    Vaulted cellars under the winery: racks of casks, a side vault of old vintages, and at the far end a wall the druids have broken through, where their blights are digging up the floor.

  • The Press House

    A tall barn of a building around the great wine press, where the Martikovs crush the harvest. A rack against the east wall holds a cask set aside every year for the wizard who gave the winery its name, and never came back to drink it.

  • The Winery

    The Martikovs' winery: a tasting room with a long bar, Davian's office, the fermenting hall with its great vats, a bottling room, and the stair down to the cellars. The druids have made it their barracks.

Yester Hill (level 7)

  • Yester Hill

    A bald hill west of the vineyards, heaped over old graves, that the druids have made their holy place: a camp of painted wild men on its shoulder, wicker cages, a hidden gully up the west flank, and a path to the crown where the tree grows.

  • The Crown of Yester Hill

    The top of Yester Hill inside a ring of standing stones: a black, twisted tree that drinks what it is given, a fire, and a great earthen effigy of the lord of the valley, lying on its back with a stone in its heart.

Krezk (level 7)

  • Krezk

    The last village on the road west: a few dozen stone cottages on a mountain shelf behind a wall three men high, a gate that opens only for a reason, and the Pool of the White Sun at its northern end. The Abbey of St. Markovia looks down on it from the mountainside.

  • The Krezkovs' House

    The burgomaster's house: a long hall with a hearth and a table older than the village, the room where Ilya lies burning with fever, Dmitri and Anna's bedroom, and a small room that was their eldest son's.

  • The Pool of the White Sun

    A round spring-fed pool at the north end of Krezk that never freezes, ringed by Krezk's graves, with an open pavilion shrine to the White Sun beside it. The sun lingers in its water a breath longer than in the sky.

  • The Waystone

    A bend of the Old Svalich Road on the way to Krezk, where an old waystone with a sunburst cut into it stands at the roadside with a candle burning at its foot every night (The Waystone, docs/story/side_quests.md).

The Abbey of St. Markovia (level 7)

  • The Abbey of St. Markovia

    A walled stone abbey on a shelf of the mountain above Krezk: a church wing, an east wing of old wards, a bell tower, a cart shed and a walled garden. Built by a saint for the sick and the motherless; kept now by the Abbot and the Belview family he has been improving.

  • The Abbey Garden

    The abbey's walled kitchen garden, gone to frost: raised beds of black stalks, a tool shed, the nuns' little graveyard in the corner, and a row of scarecrows along the north wall that the Abbot stitched himself.

  • The Church of St. Markovia

    The abbey's church: a nave of plain pews, an altar on its step under a great gilded sunburst, the Abbot's bare cell on one side and the sacristy on the other. Where the Abbot works, prays and means to wake his bride.

  • The Wards of St. Markovia

    The abbey's east wing: the Belview family's warren in the old kitchen, the infirmary hall, the foundling ward where the abbey once raised the valley's orphans, a row of barred cells, the matron's locked room, and the surgery where Vasilka lies waiting under a sheet.

Argynvostholt (level 8)

  • Argynvostholt

    The ruined house of the silver dragon Argynvost on its wooded ridge: a burned mansion, a dark beacon tower, a courtyard where the dragon fell, and the mausoleum where his headless bones lie. The dead knights of his Order still keep it.

  • The Beacon Tower

    The tower of Argynvostholt: a long stair winding up inside the walls to the open lantern room, where the dragon's beacon has stood cold for four hundred years.

  • Argynvostholt, Ground Floor

    The ground floor of the dragon's house: the great hall where Vladimir Horngaard keeps court over a table of dead knights, the chapel with its dragon window, the armory, a ruined gallery and the servants' hall.

  • The Dragon's Mausoleum

    The stone tomb the Order's squires raised for the silver dragon Argynvost: his bones laid out on a long bier, all but the skull, guarded by the ghost of the man who kept the gate.

  • The Undercroft

    The vaulted cellar under Argynvostholt's servants' hall, where the Order counted the dragon's winter tithe: drifts of old silver against the pillars, the empty harness of the tithe escort round the walls, and the tithe-keeper on the chest at the far end (The Silver Hoard, docs/story/side_quests.md).

  • Argynvostholt, Upper Floor

    The upper floor of the dragon's house: the knights' dormitory, the dragon's study and the Order's chronicle, the hall of heroes, Sir Godfrey's room, Vladimir's bare quarters, and the door to the beacon tower.

Van Richten's Tower (level 8)

  • The Drowned Library

    Khazan's library, cut into the rock under Lake Baratok and reached by an old well-shaft on the shore: rows of shelves gone soft with damp, half of it flooded black, and the great catalogue desk that was never a desk (The Drowned Library, docs/story/side_quests.md).

  • Under Van Richten's Tower

    The undercroft the archmage Khazan cut under his tower, below the level of the tarn: a stair, a hall of shelved names, a crypt the lake has got into, and his study, where he waits to be remembered (The Name Over the Door, docs/story/side_quests.md).

  • Van Richten's Tower

    A tower of black stone on an island in Lake Baratok, a cold tarn under Mount Baratok. A long-dead archmage built it; Rudolph van Richten keeps it now, and his door answers to the builder's name. A Vistani wagon is parked on the shore.

  • Van Richten's Tower

    Three round rooms stacked inside the black tower: the archmage's old hall, now a hunter's storeroom; a workroom of notes and maps; and a lantern room at the top where Van Richten keeps what matters, behind a ward that smells of thunderstorms.

The Werewolf Den (level 8)

  • The Hills above Lake Zarovich

    A pine-dark slope in the hills above Lake Zarovich, climbing to a rock face with a cave in it. The ground around the cave mouth is bare from the traffic of many feet, not all of them on two legs.

  • The Werewolf Den

    Caves under the hill where Kiril Stoyanovich's pack sleeps: a great cave round a fire pit, the pack leader's lair, a shrine to Mother Night, the alcove where the old leader Emil hangs in silver chains, and a pen of stolen children.

Lake Zarovich (level 8)

  • A Reedy Inlet

    The lake path skirts a reedy inlet of Lake Zarovich: a fishing jetty, an upturned boat, nets on their poles, and a pine rise above the shore. A random fight on the lake roads may play out here.

  • Lake Zarovich: the Fishers' Landing

    A shingle landing on the south-west shore of Lake Zarovich: a rotten jetty, drying racks with no fish on them, empty huts, and Bluto Krogarov's shack, the last fisher on the lake.

  • The Hill Trail above Lake Zarovich

    A stony trail through pines and boulders in the hills between Lake Zarovich, Lake Baratok and the wolves' den. Where the roads of this region turn into fights.

  • The Reed Isle

    A low island of reeds and shingle out on Lake Zarovich that nobody fishes near, where the Baron's boat leaves people who were unhappy too loudly (The Baron's Island, docs/story/side_quests.md).

Berez (level 9)

  • The Barrow Moor

    Open moor in a cold fog: heather, black bog pools, and a long barrow ringed with standing stones beside the track. A random fight on the moor and marsh roads may play out here.

  • The Ruins of Berez

    A village the Luna drowned: broken walls standing in reeds and black water, a white statue on the only dry mound, and in the middle, on a stump wider than a house, a hut that breathes.

  • Baba Lysaga's Hut

    One crooked room on top of a giant stump, warmer than it should be: a hearth, a rocking chair, a cradle, jars that hum, and drawings of the same handsome boy pinned to every wall.

  • Beneath Marina's Monument

    A dry stone vault under the statue on the mound, where the girl Strahd loved in Berez lies on a bier as if asleep, with his candles burning at her head and his roses at her feet.

  • The Marsh Track

    A raised track of old logs across the marsh between Vallaki's lake and the drowned village, with reeds higher than a man on both sides.

  • The Sunken Causeway

    A causeway of sunken logs and piled stone wanders across the bog by the Luna, black water and sucking mire on both sides, a few firm islands of dead trees. A random fight on the marsh roads may play out here.

Mount Baratok (level 9)

  • A Frozen Tarn

    The track rounds a tarn frozen white in a bowl of the mountain: thin ice in the middle, drifts at its rim, a shepherd's fallen shelter and a crag over the north shore. A random fight on the mountain roads may play out here.

  • Mount Baratok

    A steep, pine-dark mountain above Van Richten's lake, with frost where frost shouldn't be, a ring of glass where lightning lands every evening, and a stone hut whose owner has forgotten who he is.

  • The Mad Mage's Hut

    A stone hut colder inside than out: a dragonchess board with frost on the pieces, a mirror turned to the wall, shelves of blank books, and an old man in a magnificent ruin of a robe.

  • A Mountain Ledge

    A ledge road under pines and scree on the mountain roads north of Vallaki, with a drop on one side and a wall of rock on the other.

  • A Narrow Pass

    The track squeezes between frost-cracked crags to a saddle in the snow: a ledge above it on the north side, a shelf of boulders on the south, and old cairns for the ones who didn't get over. A random fight on the mountain roads may play out here.

The Tsolenka Pass (level 9)

  • The Tsolenka Pass

    The high road over the mountains to the Amber Temple: a cliff road, a stone bridge over a gorge where the roc of Mount Ghakis hunts, and a guard tower whose portcullis has been down for centuries.

  • The Tsolenka Guard Tower

    The watch tower over the Tsolenka gate: a guardroom where dead soldiers still stand their posts, bunks nobody sleeps in, the winch that raises the portcullis, and the captain's room.

Mount Ghakis (level 10)

  • Under Mount Ghakis

    The count's caves under the north shoulder of Mount Ghakis: the keepers' post, their larder, the anchor of a great chain, a gallery of fire-cracked rock and, at the bottom, the dragon chained on her hoard (The Warm Snow, docs/story/side_quests.md).

  • The Ghakis Quarry

    The count's quarry on the south face of Mount Ghakis, cut last spring: raw stone terraces, abandoned tools, a wagon with a glowing crate, and mountain folk chained to a ring in the floor (The Mountain's Heart, docs/story/side_quests.md).

  • The North Shoulder of Ghakis

    A shelf of steaming black rock high on Mount Ghakis, where the snow won't lie, and an iron gate in the mountain with the count's crest on it (The Warm Snow, docs/story/side_quests.md).

The Amber Temple (level 10)

  • Under the Vaults

    What the Amber Temple's wardens sealed under their own vaults: a stair down through the weeping floor, the hall of sleepers in their amber, the wardens' archive and, at the bottom, the chamber of the Eye Below (The Amber Debt, docs/story/side_quests.md).

  • The Goat Path Camp

    A shelf of rock above the goat path round the Tsolenka watchtower, out of the wind, where the guide makes camp with the families he leads up to the Amber Temple (The Guide to the Temple, docs/story/side_quests.md).

  • The Amber Temple: the Doors

    A shelf of wind-scoured snow high above the Tsolenka Pass, where a temple's doors are cut into the mountain between two colossi of amber, one split and dead, one watching. Inside: a frozen vestibule and the wardens' two guardrooms.

  • The Amber Temple: Hall of the Faceless God

    The temple's great hall, cut out of the mountain around a colossal robed statue whose face was never carved. East lies the ring of amber, where six sarcophagi talk; west, the frozen reading hall where something wails; north, the wardens' cells, the library passage and the stair down to the vaults.

  • The Amber Temple: the Library

    The wardens' library: long stacks furred with frost, a reading room of lecterns, a barred alcove of books the wardens did not want read, and the study where Exethanter, the last warden, tries to remember what he is for. A scholar named Vosk reads here too.

  • The Ice Stair

    The last climb from the Tsolenka Pass to the Amber Temple: a switchback shelf of snow and broken rock with the drop on one side and the mountain on the other. Where the road's fights and meetings play out.

  • The Amber Temple: the Vaults

    Under the great hall: a long gallery of ten talking sarcophagi, a door of glowing amber over a vault heaped with the offerings of the desperate, and at the bottom of everything the sanctum where a prince of the west once made his bargain with the thing whose sarcophagus is now empty.

Castle Ravenloft (level 10)

  • Castle Ravenloft, the Catacombs

    The crypts under the castle where the house of von Zarovich keeps its dead in rows: generals, servants, a conjurer, a jester, a champion watched by stone, and the black horse's stall. Stairs lead up to the castle and down to the oldest tombs.

  • Castle Ravenloft, Strahd's Tomb

    The tomb at the bottom of the castle where Strahd von Zarovich keeps his coffin and sleeps away the day. The only place in the valley where he can be ended for good.

  • Castle Ravenloft, the Old Tombs

    The oldest tombs under the castle: Sergei von Zarovich's white tomb, a hall of stone guardians, and the vault where King Barov and Queen Ravenovia lie side by side.

  • Castle Ravenloft, the Chapel

    The castle's chapel: broken pews in the dark, a window that lets in no morning, and an altar under a thick grey quilt of dust. One of the Tarokka's places, and a room where Strahd may wait for the end.

  • Castle Ravenloft, the Court of the Count

    The castle's second floor, where the count keeps court: the long King's Hall, the audience hall and its throne, the study with a lady over the hearth, the trophy room, the accountant's office, the guardroom, and the stairs to the towers and to the rooms above.

  • Castle Ravenloft, the Treasury

    A vault between the floors, reached by a narrow stair behind a portrait in the King's Hall. The count's hoard lies in heaps on the floor, centuries of tithes he has never needed to spend.

  • Castle Ravenloft, the Rooms of Weeping

    The castle's third floor, where the count lives: his bedroom and bath, the gallery where his portrait watches, the lounge where his three brides wait, the guest room where a village girl is kept, and Rahadin's bare room.

  • Castle Ravenloft, the Gates

    The road's end below Castle Ravenloft: a drawbridge over a black chasm, the gatehouse and its portcullis, the front courtyard before the keep's great doors, the servants' courtyard and the carriage house, and the walk along the wall to the overlook.

  • Castle Ravenloft, the Larders of Ill Omen

    Below the main floor: the servants' hall, the kitchen where Cyrus Belview still cooks for his Master's guests, the larder, the wine cellar with one bricked-over rack, the guardroom of a watch nobody relieved, the lift winch, and the jailers' stair down to the dungeon and on to the crypts.

  • Castle Ravenloft, the Dungeon

    Under the larders: a vaulted hall, the jailers' post, two rows of cells and their prisoners, the torture chamber, a workroom where bones are made into furniture, the green furnace and its machinery, and the hall of bones, where the lord of the castle entertains.

  • Castle Ravenloft, the Main Floor

    The heart of the castle's ground floor: the entry and the vaulted great entry with the grand stairs, the guests' hall and the dining hall where Strahd entertains, the turret posts, the hall of faces with its ever-burning hearth, and the passage to the chapel and the crypt stairs. Every part of the castle is reached from here.

  • Castle Ravenloft, the Overlook

    A long stone balcony on the castle's flank, with a low parapet and then nothing for a thousand feet. The whole valley lies below it. Strahd comes here to look at what he owns.

  • Castle Ravenloft, the High Tower

    The high tower of Castle Ravenloft: a stair that winds up the inside of the tallest tower around an open well, from the main floor past the count's floor to the high landing, where one door leads to the tower rooms and one last stair to the Heart of Sorrow.

  • Castle Ravenloft, the Heart of Sorrow

    The round room at the very top of the high tower, with windows on the whole valley. In the middle, over a low dais, hangs a crystal heart the size of a man, beating slowly. It takes Strahd's wounds before he does.

  • Castle Ravenloft, the Roofs

    The roofs of Castle Ravenloft: the south tower's battlements, a walkway to the slate roof of the keep, and a narrow bridge across the drop to the north tower peak, where stone guardians crouch on the parapet.

  • Castle Ravenloft, the Tower Rooms

    The rooms high in the towers, off a narrow gallery: the count's bats, a stillroom of four glass vessels, a coven at its cauldron, Escher locked in his suite, and a ladder to the roofs.

  • Castle Ravenloft, the Ravens' Roost

    The long space under the castle's roofs where hundreds of ravens roost on the beams. They hide bright things in their nests, and they watch everything.