TEXT: A Totally Wicked Two-Hour Adventure for 3–6 Players
  Weekend at
  Strahd von Zarovich would be the perfect Dark Lord,
  except for one small thing…
  You killed him!
  
  CREDITS
  Lead Designer of the Universe: Anthony Joyce
  Fabulous Designer Extraordinaire: Oliver Clegg
  Editor of Passive Voices: R P Davis
  Gnarly Illustrations: Gordon McAlpin
  Bodacious Graphic Design: Also Gordon McAlpin
  Cartography: Leonardo da Vinci
  Playtesters: Three unwilling lemurs and 
  an abyssal chicken.
  Special thanks to the 1980s.
  ABOUT THE AUTHORS
  Anthony Joyce and Oliver Clegg created this adventure 
  under duress. They apologize in advance for the 
  abomination that follows. May Asmodeus have mercy 
  on their souls.
  ABOUT THIS EBOOK
  Throughout this adventure, creature names are hyperlinked 
  to their corresponding stat blocks on D&D Beyond, and 
  song titles are hyperlinked to Spotify.
  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 2019 by Anthony Joyce and published under the Community Content 
  Agreement for Dungeon Masters Guild.
  
  W
  eekend at Strahd’s is a one shot adventure for casual play with your 
  friends or enemies with characters levels 5–10. One player plays 
  the role of Strahd von Zarovich, using the vampire stat block or 
  Strahd von Zarovich stat block (see appendix D, “Monsters and 
  NPCs,” in Curse of Strahd) during play. 
  This adventure relies on playing music (see appendix A, “Playlist”) that ties directly to 
  the thematic elements of each of the ten scenes of this adventure. The overall objective is 
  for the characters to find five pieces of the Pentaforce to summon a powerful entity that 
  can dispose of Strahd’s corpse once and for all!
  NEW KOKE AND DEATH
  The Dungeon Master and players use two major 
  mechanics throughout the course of Weekend at Strahd’s. 
  They are: 
  New Koke. New Koke is a disgusting drink made with 
  multiple ingredients. Traditionally, the Dungeon Master 
  and each player brings a liquid ingredient and pours it into 
  a large punch bowl before a game of Weekend at Strahd’s, 
  creating New Koke. Throughout the game, the Dungeon 
  Master or players may each drink from New Koke once 
  per location to gain a special benefit. When a player drinks 
  New Koke they may choose one of the following benefits:
  • Advantage on any one roll of their choice
  • +3 to one roll of their choice
  • −3 to one roll of their choice made by another player 
  or creature of their choosing
  Death. Death is expected in Weekend at Strahd’s. 
  When a character dies, they instantly return to life with 
  half their maximum hit points at the beginning of their 
  next turn. The character with the most deaths at the end 
  of the adventure wins a crayon drawing of Frankenstein 
  Ronald Reagan as a prize. Post this crayon drawing on 
  Twitter using #WeekendatStrahds to gain inspiration!
  RANDOM ENCOUNTERS
  Random encounters occur when the characters collect 
  two pieces of the Pentaforce and again when they collect 
  four pieces of the Pentaforce. To determine what the 
  characters encounter, consult the “Random Encounters in 
  Castle Ravenloft” table.
  RANDOM ENCOUNTERS 
  IN CASTLE RAVENLOFT
  d4
  Encounter
  1
  Ricky Roll
  2
  The Loonies
  3
  Thrilling Zombies
  4
  Ghost Hunters
  RICKY ROLL
  Ricky Roll (CE male wraith) follows the characters telling 
  them he’s never gonna give them up, never gonna let them 
  down, never gonna run around and desert them.
  CUE MUSIC
  When Ricky Roll appears, play “Never Gonna Give 
  You Up” by Rick Astley. 
  THE LOONIES
  The characters spot seven human children (commoners) 
  being chased by three human Vistani thugs. The children 
  call themselves “the Loonies” and claim to be looking for 
  pirate booty. The Vistani thugs are a family of criminals in 
  the service of Strahd.
  CUE MUSIC
  When this encounter begins, play “The Goonies ‘R’ 
  Good Enough” by Cyndi Lauper. 
  THRILLING ZOMBIES
  A horde of 4d12 zombies led by an ogre zombie in a 
  red leather jacket appears and surrounds the characters. 
  The zombies begin to dance. If a characters dances and 
  succeeds on a DC 13 Charisma (Performance) check the 
  zombies leave them alone. On a failure, or if the characters 
  refuse to dance, the zombies attack and eat the characters. 
  Each character rolls 1d4 to see how many times they die.
  CUE MUSIC
  When this encounter begins, play “Thriller” 
  by Michael Jackson. 
  GHOST HUNTERS
  Four human veteran ghost hunters run into the 
  characters and ask if the characters have seen any ghosts. 
  They hand the characters a business card and say if they 
  see any ghosts, they know who to call.
  CUE MUSIC
  When this encounter begins, play “Ghostbusters” 
  by Ray Parker Jr.
   
  WEEKEND AT STRAHD’S 
  1
  Adventure Primer
  
  T
  he characters begin this adventure in the Dining Hall of the Count (Area K10) 
  of Castle Ravenloft. They have defeated Strahd, encounter Pidlwick II and 
  learn they have two hours to collect the five pieces of the Pentaforce. Once the 
  pieces of the Pentaforce are collected, the characters may dispose of Strahd’s 
  corpse once and for all.
  DO YOU REALLY 
  WANT TO HURT ME?
  A massive wooden table covered with fine foods and exotic 
  beverages dominates the center of this large dining hall. 
  The dark lord, Strahd von Zarovich, is seated at the head 
  of the table and is grasping onto the end of a wooden 
  stake protruding from his chest. Read or paraphrase 
  the following: 
  Whoa! You totally killed Strahd! In epic 
  brooding fashion, Strahd glances at you in disbelief 
  and confidently proclaims, “I’ll be back…” in his 
  thick Barovian accent. Just like that, he goes silent. 
  Finally Strahd has been defeated. 
  But wait! Some energy more potent than the dark 
  powers manifests around Strahd’s rad corpse. It is a 
  power that has not been seen in Barovia for eons… 
  it is THE POWER OF LOVE!
  CUE MUSIC
  Play “The Power of Love” by Huey Lewis & the News 
  once you finish reading or paraphrasing the above text. 
  Let me tell you, when you play music in conjunction with 
  this adventure, you are going to look like a Dungeon 
  Master god. You can thank me later. 
  The characters have a few moments in the dining hall 
  before Pidlwick II (NE small construct flesh golem) 
  shows up. There is no one else in the room to witness the 
  characters killing Strahd. When you are ready, introduce 
  Pidlewick II to the scene. 
  PILLARS OF ADVENTURE!
  Use the below suggestions for each pillar of adventure. 
  Feel free to modify as you see fit.
  Combat. The Power of Love prevents the 
  characters from further damaging Strahd’s corpse. 
  A successful DC 12 Strength (Athletics) check is 
  required to remove the stake from Strahd’s chest.
  Exploration. A successful DC 12 Perception 
  (Check) reveals a squeaky sound coming from outside 
  the door, growing louder. The sound is coming from 
  Pidlewick II pedaling a small rusty bike towards the 
  dining hall.
  Social. Strahd is unable to move, talk, or interact 
  with anything at this time. Once Pidlwick II arrives, 
  the characters can talk him into playing a magical 
  song (or use the Persuasion or Intimidation skills) that 
  gives Strahd agency to move and interact with objects 
  or creatures (but not talk). See the Pidlwick II the 
  Rescue section. 
  PIDLWICK II THE RESCUE!
  Pidlwick II slowly enters the room wearing a bright orange 
  wig and pedaling a small, rusty red bicycle. On the front of 
  the bike is a strange miniature piano.
  Once he enters the room, he does a little happy dance 
  and giggles before informing the characters that they have 
  two hours to dispose of Strahd’s corpse or else the end 
  of the world occurs. He describes the end of the world 
  as a dark place with strange music and rolling words no 
  one cares about. Ancient and obscure tomes describe this 
  apocalypse as “The Final Credits.” Read or paraphrase the 
  following to describe “The Final Credits.”
  Pidlwick II shudders and softly whispers, “The final 
  credits are a horrible place indeed! Full of darkness 
  penetrated by large floating words. Spielberg, Lucas, 
  Hughes, Cameron, and more! What does it mean? 
  What does it all mean?! The list never ends! It goes 
  on and on and on and on! Don’t stop believin’… you 
  get my drift… it’s a horrible place.” Pidlewick II pulls 
  a lollipop out of his pocket and begins to lick it as he 
  pedals around in a circle.
  Pidlwick II accompanies the characters unless they tell him 
  otherwise. 
   
  WEEKEND AT STRAHD’S 
  2
  Weekend at Strahd’s
  
  ROLEPLAYING PIDLWICK II
  Pidlwick II is a small clockwork doll that loves to wear 
  colorful jester outfits and murder guests in Castle 
  Ravenloft. He recently smothered a visiting guest with 
  a pillow, extracted their vocal cords, and implanted 
  them in his throat so that he may talk. Pidlwick II speaks 
  Common and has an innocent, childlike voice.
  ANIMATING STRAHD’S CORPSE
  Pidlwick II has been practicing a song on his miniature 
  piano. He believes playing the song can animate Strahd’s 
  corpse. He offers to play the song if each character gives 
  him their right pinky finger. Characters convince Pidlwick 
  II to play the song without giving him their pinky finger 
  if they succeed on a DC 12 Charisma (Persuasion or 
  Intimidation) check. Once Strahd is animated, he can't 
  talk, and can only move about freely in an odd shimmy 
  motion known as the “Transylvania Shake.”
  If the characters choose not to animate Strahd’s corpse, 
  one character will have to drag it around the castle. 
  A character gains one level of exhaustion every time they 
  drag Strahd’s corpse from one location to another.
  CUE MUSIC
  Pidlwick II uses his miniature piano to begin playing 
  “Axel F” by Harold Faltermeyer to animate Strahd’s 
  corpse. This song is imbued with the magical powers… 
  of awesomeness.
  COLLECTING THE PENTAFORCE PIECES
  Pidlwick II has a bag of enchanted ten-sided dice made 
  from the bones of his smothered victims (better quality 
  than most of these dice companies we have been hearing 
  about lately… sick burn). Pidlwick II insists the characters 
  roll 5d10. For each die, consult the “Possible Locations of 
  Pentaforce Pieces” table below. The die result corresponds 
  with a location. If you roll the same number on two dice, 
  reroll one of the dice until you roll for a location that has 
  not already been rolled.
  POSSIBLE LOCATIONS 
  OF PENTAFORCE PIECES
  d10
  Location (Area in Curse of Strahd) 
  1
  Study (Area K37)
  2
  High Tower Staircase (Area K18)
  3
  Chapel (Area K15)
  4
  Dining Hall (Area K10)
  5
  Lounge (Area K49)
  6
  Catacombs (Area K84)
  7
  Cauldron (Area K56)
  8
  Closet (Area K44)
  9
  Wine Cellar (Area K63)
  10
  King’s Balcony (Area K28)
  1. STUDY 
  A large oak table occupies the center of this 
  magnificent study. The walls are lined with book 
  shelves filled with leather-bound tomes. Five young 
  humans are sitting around the table staring at each 
  other in utter boredom. 
  CUE MUSIC
  When the characters enter the room, play “Don’t You 
  (Forget About Me)” by Simple Minds. 
  The five individuals sitting around the table are, Gertruda 
  (NG female human commoner), Ismark (LG male human 
  veteran), Doru (CG male commoner), Parriwimple (LG 
  male human gladiator), and Stella Watcher (CG female 
  human commoner) are sitting around the table bored 
  out of their minds. These individuals collectively refer to 
  themselves as the “the Brunch Club.”
  ROLEPLAYING THE BRUNCH CLUB
  Below are suggestions for roleplaying these NPCs:
  Gertruda. Beautiful, spoiled, and oblivious to the 
  struggles of everyone else around her. 
  Ismark. Handsome, athletic, and the son of 
  the Burgomaster of Barovia. Stressed out by the high 
  expectations his father has for him.
  Doru. Intelligent, socially awkward, and goodie 
  two-shoes son of the village priest in Barovia. 
  Parriwimple. Brutish, frustrated, and unhappy 
  with himself. Wants to do well and show others he is 
  capable of doing more than being a simple brute.
  Stella Watcher. Reclusive, and does not speak 
  since she believes she is a cat. Stella has a bad case of 
  dandruff and is always scratching her head. 
  DETENTION IS OVER!
  The Brunch Club was detained by Strahd for various 
  violations of mundane Barovian laws. Their punishment 
  is to sit in this room quietly until Strahd releases them. 
  If Strahd is present, Parriwimple calls him “Fang Face” 
  and makes a rude gesture with his fingers.
  The Brunch Club knows there is a secret book in this 
  room that when pulled, opens up a secret compartment 
  housing one pieces of the Pentaforce. However, they are 
  unaware of the exact location of the secret book. See the 
  “Exploration” subsection in the “Pillars of Adventure!” 
  sidebar below for more details.
   
  WEEKEND AT STRAHD’S 
  3
  
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. The Brunch Club does not want a fight. 
  If combat ensues, Ismark and Parriwimple fight in self-
  defense while the others flee.
  Exploration. The character with the highest 
  passive perception score spots an oddly placed book 
  on one of the shelves. This book is a lever and activates 
  a blade trap protecting one piece of the Pentaforce. 
  A successful DC 15 Intelligence (Investigation) check 
  revels that pulling the book activates a blade trap. 
  Characters disarm the blade trap if they succeed on a 
  DC 18 Dexterity check or DC 14 Dexterity check using 
  thieves’ tools.
  If the blade trap is activated, each creature in the 
  room must make a DC 15 Dexterity saving throw. On a 
  success, they dodge the blade. On a failure, the blade 
  severs their heads and they instantly die. This trap is 
  successful disarmed by a DC 15 Dexterity check using 
  Thieves’ Tools.
  There is a set of thieves’ tool strapped to the bottom 
  of the table in this room. If a character looks under the 
  table, they spot it. 
  Social. The Brunch Club asks the characters to 
  bring them brunch from the Cauldron (see area 7. 
  Cauldron). If the characters bring them brunch, The 
  Brunch Club gives them their set of thieves’ tools if the 
  characters succeed on a DC 15 Charisma (Persuasion 
  or Intimidation) check. The Brunch Club is unaware of 
  the blade trap. 
  COLLECTING THE PENTAFORCE PIECES
  The characters collect one piece of the Pentaforce if they 
  successfully disarm the blade trap. 
  2. HIGH TOWER STAIRCASE
  This huge, empty tower has a stone staircase 
  winding around the interior, which access each floor 
  of the castle. Floating high above, in the reaches of 
  the tower, a gigantic glass heart pulses with light. 
  CUE MUSIC
  When the characters enter the tower, play “Total Eclipse 
  of the Heart” by Bonnie Tyler.
  There is a piece of the Pentaforce inside the Heart of 
  Sorrow, a magical artifact enchanted by Strahd to grant 
  him endurance and vitality. The glow emanates from the 
  Pentaforce piece, which is clear to any character that 
  succeeds on a DC 15 Wisdom (Perception) check. 
  RAVE
  Simple trap (level 1–4, dangerous threat)
  The Heart of Sorrow is elaborately booby trapped with 
  magic to defend itself against those with larcenous intent.
  Trigger. A character attempts to harm or damage the 
  heart in any way. 
  Effect. The heart begins to glow with fierce, continual 
  fluorescent strobe lighting, dazzling all present. Characters 
  that can see the Heart must make a DC 15 Constitution 
  saving throw or suffer the effects of a confusion spell. 
  This can cause creatures affected by it to walk off the 
  stairwell, potentially to hilarious (if tragic) effect should 
  they happen to be high up. The light show flickers until the 
  heart is destroyed, causing creatures that can see it to have 
  disadvantage on attack rolls against it. 
  SMASH AND GRAB
  The heart is made of magical glass. Characters standing 
  on the nearby stairs can make melee attacks against 
  the heart, provided their weapons have a reach of at 
  least 10 feet. The glass heart has AC 15 and 50 hit 
  points. Whenever the heart is damaged, if Strahd’s body 
  is present, it flops about as if physically struck, suffering 
  cosmetic damage of the nature caused to the heart. For 
  example, if a hammer smashes the heart, Strahd might 
  develop an ugly black eye, or a dented skull. 
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. The heart (alas) is not a particularly 
  active combatant. Deploying a vampire spawn 
  to defend it could keep things moving. 
  Exploration. The Heart of Sorrow is a 
  majestic magical artifact and clearly a masterwork 
  of artifice. Studying it could be the key to all kinds of 
  breakthroughs about the nature of light, glasswork and 
  necromancy. Clever characters might think of magical 
  ways to breach the heart without breaking it, such as 
  using mage hand to manipulate the Pentaforce piece 
  from inside, or using teleportation to zip inside the heart 
  and retrieve the piece. 
  If a creature that cannot fly teleports inside the heart, 
  the heart suddenly careens 390 feet to the floor below. 
  Fortunately, the Heart smashes at the bottom, releasing 
  the Pentaforce piece, but this could prove something of 
  a pyrrhic victory for the creature inside, depending on 
  the circumstances. 
  Social. Though the heart has no obvious way of 
  communicating, it may be able to transmit emotions 
  telepathically to creatures who can communicate in 
  that manner. If so, it begs for mercy in a long and 
  emotionally over-charged ballad that leaves everyone 
  feeling a bit worn out. 
  CUE MUSIC
  When the Heart of Sorrow transmits emotions 
  telepathically to characters, play “Do You Really Want 
  to Hurt Me” by Culture Club.
  COLLECTING THE PENTAFORCE PIECES
  The characters collect one piece of the Pentaforce if they 
  manage to retrieve it from inside the Heart of Sorrow.
   
  WEEKEND AT STRAHD’S 
  4
  
  3. CHAPEL
  Dim moonlight shines through a splendid 
  stained-glass window above the stone altar in 
  this large chapel. A cloaked and hooded figure 
  is pouring liquid throughout the chapel as they 
  whisper a prayer.
  The figure is Donavich (LG male human acolyte), a priest 
  of Lathander from the village of Barovia. Under the hood, 
  he wears a red hairy mask, which represents the great 
  Saint Elmo. Saint Elmo brought the word of Lathander to 
  Barovia long ago, although he was eventually stoned to 
  death for having an annoying voice and giggle.
  Donavich came to Castle Ravenloft looking for his 
  son Doru (see area D1) and wants to burn down Castle 
  Ravenloft. He is pouring a flammable liquid all over 
  the chapel. When he notices the characters, he ignites 
  the liquid, setting the entire chapel alight. Saint Elmo, 
  impressed with Donvich’s commitment to Lathander, 
  grants Donavich the wings of an angel. This allows 
  Donavich to have a flying speed of 60 ft. to escape the fire 
  and watch the chapel burn.
  CUE MUSIC
  When Donavich ignites the liquid, play “St. Elmo’s Fire 
  (Man in Motion)” by John Parr.
  Once the chapel is ablaze Donavich flies about the chapel 
  watching it burn, giggling and laughing as he reveals his 
  hairy mask of Saint Elmo and holds his hands high in 
  praise to Lathander.
  ROLEPLAYING DONAVICH
  Donavich speaks in a high-pitched voice and giggles 
  as a way to honor the memory of Saint Elmo. He 
  is otherwise friendly but does not offer to help the 
  characters unless they help him find Doru. 
  SAINT ELMO’S FIRE
  The fire blazes throughout the entire room making it 
  difficult to see; all perception checks have disadvantage. 
  If this is a location containing a piece of the Pentaforce 
  then characters who succeed on a DC 13 Wisdom 
  (Perception) check spot a piece of the Pentaforce on 
  the altar.
  If a character begins or ends their turn in the fire, they 
  take 26 (4d12) fire damage. It takes characters 30 feet of 
  movement to reach the piece of the Pentaforce on the 
  altar. Several rats recently decomposed underneath the 
  piece of the Pentaforce, creating a glue like substance that 
  holds the Pentaforce firmly in place. Breaking the piece of 
  the Pentaforce free from the glue requires an action and a 
  successful DC 15 Strength (Athletics) check.
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. Donavich only engages in combat in 
  self-defense.
  Exploration. A successful DC 13 Wisdom 
  (Perception) check reveals uneven bricks in the 
  chapel wall leading to a catwalk 10 feet above the 
  fire. Climbing the bricks requires a successful DC 14 
  Strength (Athletics) check. The catwalk is unstable 
  due to its old age and sways back and forth when 
  used. Successfully walking across the catwalk requires 
  a DC 13 Dexterity (Acrobatics) check. On a failed 
  check, a character must succeed on a DC 10 Dexterity 
  saving throw or fall 10 feet from the catwalk into the 
  fire. Characters who fall from the catwalk take 3 (1d6) 
  bludgeoning damage in addition to damage from 
  the fire. 
  If a character successfully walks across the catwalk, 
  they can drop 5 feet down atop the altar to grab the 
  piece of the Pentaforce.
  Social. Donavich is looking for his son Doru. 
  He asks the characters to look for his son and offers to 
  bless them if they find Doru (see area 1. Study). If the 
  characters bring Doru to Donavich, then he blesses the 
  characters with the blessing of Saint Elmo. This blessing 
  allows the characters to move through the fire without 
  taking any damage. 
  COLLECTING THE PENTAFORCE PIECES
  The characters collect one piece of the Pentaforce if they 
  successfully pick it up from the altar. 
  4. DINING HALL 
  This long room is dominated by a banquet table 
  stacked with rich food. Two bleak-looking aristocrats 
  are seated in front of their meal, each looking 
  terrified, whilst a ghostly young boy at the head of 
  the table eats happily. A gigantic organ covers the 
  back wall.
  The three figures are Dimtri Kzrekov (LN male noble) 
  and his wife, Anna (LG female noble), and their deceased 
  son, Ilya. They are being held hostage by the ghost of 
  their young son, Ilya (CN male ghost), who is forcing 
  them to “have dinner.” Attempting to engage either parent 
  or disturb the dinner angers the Ilya, which begins to 
  cause chaos. 
  CUE MUSIC
  When Dimitri or Anna try to speak, instead play 
  “Banana Boat (Day-O)” by Harry Belafonte. 
  This emanates from their mouths whatever 
  else they try to say. The organ plays a rousing 
  accompaniment of its own volition. 
   
   
  WEEKEND AT STRAHD’S 
  5
  
  Dimitri and Anna are under the spell of their son, who 
  is possessing them whilst retaining full access to his 
  other ghostly functions. He uses the couple to pelt 
  oncoming characters with food, whilst giggling to himself. 
  The Kzrekovs are not in control, and continue to sing or 
  throw food for as long as Ilya finds it amusing. 
  ROLEPLAYING ILYA
  Ilya as a high-pitched boy’s voice with a slight echo. 
  Ilya enjoys games but gets angry when anyone tries to 
  get attention from his parents (whom he considers his 
  property). He is prone to tantrums. 
  BEETLE JUICE
  Ilya fears only one thing: a drink that his parents would 
  threaten him with when he misbehaved, made from 
  pulverized insects they aptly named, “Beetle Juice.” 
  Ilya occasionally bursts into fits of frothing rage, 
  screaming, “I won’t drink the bad stuff,” and other words 
  to that effect. An inspection of any of the tumblers or 
  pitchers in the room reveals the contents to be a dark, 
  viscous liquid. A successful DC 11 Intelligence (Nature) 
  check reveals this is juice made from the smashed 
  remains of beetles. Threatening Ilya with it causes the 
  ghost to quaver. Doing so three times causes the ghost 
  to flee the scene, releasing Dimitri and Anna from their 
  imprisonment. 
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. Ilya is a temperamental ghost and an 
  unwelcoming host. Some characters may find a simple 
  assault on his person to be the most efficient way of 
  dealing with him. In this case, Ilya uses his parents to 
  defend him from assault. 
  Exploration. The table is full of food. A detect 
  poison and disease spell reveals the presence of the 
  beetle juice and its apotropaic benefits. 
  Social. Dimitri and Anna are unable to move 
  effectively, but they can sometime move their hands, 
  attempting to sign to the characters the location of the 
  juice by elaborate (but largely ineffectual) charades. 
  A successful DC 15 Wisdom (Insight) check reveals the 
  nature of their intent. In addition, Ilya has the demeanor 
  of a sulky child—approaching him in the authoritative 
  manner of a parent can stymie him briefly. A successful 
  DC 13 Charisma (Intimidation) check can effect this, 
  distracting the ghost for long enough that Dimitri and 
  Anna can more effectively gesture their distress using 
  their whole bodies.
  COLLECTING THE PENTAFORCE PIECES
  If this location contains a piece of the Pentaforce, it 
  appears in Ilya’s chair after the ghost has been banished 
  or defeated.
  5. LOUNGE
  Dim light from three ornate lanterns illuminates a 
  large banner hanging across the room ceiling with 
  the phrase, “Barovian Winter Fantasy ’86” written in 
  common. A handsome young man wearing a pastel-
  purple fluffy suit and a teal bow tie is sitting on a 
  couch all by himself.
  The young man is Escher (N male vampire spawn), 
  who is deeply in love with Strahd. Escher learned of a 
  ceremony called a “prom” from a traveler he recently 
  feasted on. The traveler called himself Mat Merser 
  and claimed he was brought to Barovia by the mists. 
  Apparently, no one cared, so he was taken to Castle 
  Ravenloft and used as a blood bag, yum! Before he 
  was eaten, Merser said a prom was an awkward social 
  ceremony people attend while wearing silly costumes and 
  dancing to music in hopes of attracting a mate.
  If this location contains a piece of the Pentaforce, 
  then Escher is wearing it as a charm on a necklace 
  around his neck.
  ROLEPLAYING ESCHER
  Escher is nervous and intimidated that Strahd won’t 
  return his affection. Charismatic when dealing with the 
  characters, but his nervousness causes him to clam up 
  when Strahd is present.
   
  WEEKEND AT STRAHD’S 
  6
  
  BAROVIAN WINTER FANTASY ’86
  Escher wants to attend a prom and take Strahd as his 
  date. When Escher notices the characters, he asks for their 
  help to create the prom so he can dance the night away 
  with Strahd. If the characters help Escher with this task, 
  as a reward he offers them the piece of the Pentaforce he 
  keeps around his neck.
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. Escher attacks the characters if they fail 
  their group ability check or if he catches anyone trying 
  to steal the piece of the Pentaforce around his neck.
  Exploration. The punch spiker (see Prom Roles 
  table below) can spike the blood punch in the prom if 
  they succeed on a DC 15 Dexterity (Sleight of Hand) 
  check. If they give spiked blood punch to Escher, Escher 
  drinks it and gains one level of exhaustion. 
  Social. A character can run for Prom King or 
  Queen. If a character earns a majority of votes from 
  the other characters, they win the election and gain 
  inspiration. A Prom King and Queen may each choose 
  one character to reroll an ability check during this 
  encounter.
  Holding the Prom. Characters make a group 
  ability check to successfully hold the prom. To make 
  a group ability check, each character selects a prom 
  role (see the “Prom Roles” table, below) and makes the 
  corresponding ability check. The only mandatory role 
  is Strahd. Strahd must dance with Escher or else the 
  characters fail.
  If at least half the group succeeds, the whole group 
  succeeds, otherwise they fail. Have fun with this scene 
  and allow characters to narrate how they use their ability 
  checks and roles. If characters fail their ability checks, let 
  them have fun describing entertaining ways they fail. 
  CUE MUSIC
  When the prom begins, play “Forever Young” by 
  Alphaville.
  PROM ROLES
  Role
  Check 
  Strahd (Escher’s Partner)
  Charisma (Performance)
  Performer
  Charisma (Performance)
  Chaperone
  Wisdom (Perception)
  Punch Spiker
  Dexterity (Sleight of Hand)
  Bench Warmer
  Dexterity (Stealth)
  Principal
  Charisma (Intimidation)
  Prom King
  Strength (Athletics)
  Prom Queen
  Charisma (Deception)
  Valedictorian
  Intelligence (History)
  Difficulty. This is a DC 15 group ability check. 
  There are four outcomes for this event based on the group 
  ability check:
  Epic Success. Zero failed ability checks. The 
  characters make this the best prom ever! All characters 
  gain inspiration and Escher gives them his piece of the 
  Pentaforce.
  Success. The prom is a success! Escher gives the 
  characters his piece of the Pentaforce.
  Failure. The prom is a failure. Escher attacks the 
  characters for ruining his prom!
  Epic Failure. Zero successful ability checks. The 
  prom is an epic failure! Escher attacks the characters for 
  ruining his prom, and to make things worse, Ricky Roll 
  (CE male wraith) shows up and tries to save the prom 
  by singing. 
  Naturally, this only makes things worse. Each creature 
  hearing Ricky Roll’s singing must make a DC 15 Wisdom 
  saving throw. On a failure, a creature is stunned for 1 
  minute. A creature can repeat this saving throw at the 
  end of each of their turns, ending the effect on itself on 
  a success.
  CUE MUSIC
  If Ricky Roll shows up and begins singing, play “Never 
  Gonna Give You Up” by Rick Astley.
  COLLECTING THE PENTAFORCE PIECES
  The characters collect one piece of the Pentaforce if they 
  successfully hold the prom or kill Escher and remove it 
  from his cold undead hands!
  6. CATACOMBS
  Deep below Castle Ravenloft, thick columns support 
  an ancient crypt shrouded in dust and cobwebs. 
  Three gaunt women in red, yellow and green bridal 
  gowns are bickering up ahead. 
  The three brides of Strahd (LE female vampire spawn), 
  known as the Heathers, are saying nasty things about 
  someone called Tatyana behind her back.
   ROLEPLAYING THE HEATHERS
  Below are suggestions for roleplaying the Heathers:
  Heather Karelova. Wears red. A total bench. 
  Is constantly rude and degrades the other heathers. 
  Swears like a sailor on leave in hell. 
  “Well, fork me gently with a chainsaw, who the 
  hell is this?”
  Heather Popofsky. Wears yellow. Sly and 
  snide. Likes to make people feel bad about their 
  appearances. 
  “You know, it’s a good thing you have good bone 
  structure. Did you pick those clothes yourself?”
  Heather Vilisevic. Wears green. Drifts around 
  rather emptily. Obsessed with herself, and oblivious to 
  the comments of others. 
  “Do I look pretty when I twirl?”
   
  WEEKEND AT STRAHD’S 
  7
  
  WHAT’S YOUR DAMAGE, HEATHER?
  The Heathers want the characters to join in trashing this 
  Tatyana (whoever she is) before they will allow any of the 
  characters to join their clique. 
  The Heathers do not care for the quality of the insults, 
  only that the characters join in their slating of the poor, 
  absent Tatyana. 
  They also suggest the characters join them in a game 
  of “Strip Croquet,” an elaborate game that involves using 
  mallets to hit a ball through small hoops on the ground. 
  Each time a player fails an ability check to hit a ball 
  through the small hoops, the Heathers “strip down” a 
  body part… cutting away any flesh and muscles until they 
  reach the bone!
  CUE MUSIC
  When the game begins, play “Girls Just Want to Have 
  Fun” by Cyndi Lauper. 
  Difficulty. Defeating the Heathers in a game of Strip 
  Croquet is a DC 15 Dexterity group ability check. 
  Epic Success. Zero failed ability checks. 
  The Heathers are humiliated, and flee the scene in a huff, 
  likely with several body parts shaved down to the bone.
  Success. The characters win the game, but the 
  Heathers are infuriated, and Heather Karelova descends 
  into a murderous rage and attacks the characters.
  Failure. The characters lose the game, and the 
  Heathers hound them from the room with insults, after 
  shaving the body parts of several of the characters down 
  to the bone. 
  Epic Failure. Zero successful ability checks. 
  The Heathers completely skin and shave all the flesh 
  off the characters, down to their bones. 
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. The Heathers are prone to aggravating 
  anyone they meet with snide remarks. If they end up in 
  combat, they use their croquet mallets:
  Mallet. Melee weapon attack: +6 to hit, reach 
  5ft., one target. Hit: 10 (2d6+3) bludgeoning damage. 
  Exploration. Characters with a healthy 
  disregard for the rules can attempt to cheat the game 
  of croquet. These characters can add their Sleight 
  of Hand bonus to their ability check. However, 
  should a character doing so fail their check they are 
  discovered by the Heathers who decide to make an 
  example of them. 
  Social. If Heather Karelova meets a grisly end, the 
  remaining Heathers levy for a truce, and offer to elect 
  the character who has most impressed them with cruelty 
  to be “Queen Bench.” Should anyone agree to this, the 
  Heathers accompany the group henceforth, confining 
  their assistance to snide remarks from the backline 
  and making comments about how tragic was Heather 
  Karelova’s suicide. 
  COLLECTING THE PENTAFORCE PIECES
  Heather Karelova carries a piece of the Pentaforce tied 
  up in her red hair scrunchie. It can be recovered from her 
  corpse, or if she abandons it after shaving off her scalp 
  during an embarrassing loss of Strip Croquet.
  7. CAULDRON
  A colossal black cauldron occupies the center of 
  this room. Several witches wearing black robes and 
  withered green skin covered with grotesque warts 
  are laughing as they dump ingredients into the 
  cauldron. Hanging 5 feet over the cauldron is a man 
  with spectacles and black hair tied up by a rope. 
  The man is giggling. 
  The number of witches (green hag) present equals the 
  number of characters. The witches have lost their minds 
  as they make brunch by tossing toads, centipedes, and 
  gnome fingers into the cauldron. The man hanging above 
  the cauldron is Jeremy Krawfjord (no stats but I scanned 
  Jeremy’s Challenge Rating and it is over 9,000!). If this 
  room contains a piece of the Pentaforce then Jeremy has 
  a piece of the Pentaforce tucked in a small fanny pack 
  he wears underneath his shirt. He allowed himself to be 
  captured by witches during his vacation in Barovia. 
  This is all so amusing to him. Although he is more than 
  capable, Jeremy shouts out for the characters to save him, 
  since the witches plan to dunk him in the cauldron to cook 
  as part of their brunch recipe. Jeremy says:
  Look, I could do this myself, but this is getting 
  tedious and my leg has a cramp. Get me out of 
  this mess. Impress me and I'll give you something 
  awesome. Maybe I'll name a character ability after 
  you in my next book. Maybe I'll give you a piece of 
  the magic dingus you're looking for. Deal?
   
  WEEKEND AT STRAHD’S 
  8
  
  MANIAC WITCH DANCE OFF!
  The witches love making brunch and serving it to guests. 
  However, the witches have one condition before they give 
  their brunch to others: they must have a dance off! As 
  haggard as the witches appear, when they dance, they 
  have the finesse of a swan and limberness of a gymnast. 
  Before the dance off begins, the witches remove their 
  black robes, revealing spandex athletic dance attire 
  underneath. 
  CUE MUSIC
  When the dance off begins, play “Maniac” by 
  Michael Sembello.
  Dance off. Each character pairs up with a Barovian 
  witch and makes a Strength (Athletics or Acrobatics) 
  or Dexterity (Performance or Sleight of Hand) check 
  contested by their partner's Dexterity (Performance) check. 
  The witches gain +4 to Dexterity (Performance) checks 
  due to their year of dancing practice. If a player chooses to 
  show off dance moves in real life, they receive advantage 
  on their character's ability check during this contest.
  During the dance off, the creature with the lowest roll 
  must succeed on a DC 18 Dexterity saving throw or lose 
  their balance and fall into the cauldron. A creature that 
  falls into the cauldron instantly melts and dies.
  After all the characters have danced, the winners from 
  the previous dance off round pair up and repeat the above 
  steps. This happens until only one final dance champion 
  remains, at which point a chair and lever magically appear. 
  If a character pulls the lever, water magically crashes down 
  upon them in dramatic fashion and Jeremy Krawfjord 
  gently falls to the ground, released from the rope holding 
  him above the cauldron. 
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. The Barovian witches fight in self-
  defense, if a character attempts to steal brunch from 
  their cauldron, or if a character attempts to free Jeremy 
  Krawfjord without winning the dance off.
  Exploration. Throughout this scene, Jeremy 
  smiles, giggles, and talks about obscure rules no one 
  knows. If a character looks at Jeremy Krawfjord and 
  succeeds on a DC 15 Wisdom (Perception) check, they 
  notice Jeremy is hiding a fanny pack. If the Pentaforce is 
  in this location, then a piece of the Pentaforce is inside 
  Jeremy’s fanny pack and the outline of its shape is 
  clearly visible. 
  Social. The witches engage in friendly 
  conversation with the characters. They are happy to 
  share their brunch with the characters but only if the 
  characters win the dance competition. 
  Jeremy Krawfjord knows everything there is to know 
  and will truthfully answer any question he is asked. If 
  a character asks him a question regarding rules and 
  Jeremy answers, then those are the rules. This applies 
  to anything and everything. Jeremy has this power! 
  What “rules” you ask? Literally any rules such as 
  the rules of physics, rules of Dungeons & Dragons 
  5th Edition, and more!
  COLLECTING THE PENTAFORCE PIECES
  The characters collect one piece of the Pentaforce if they 
  successfully remove it from Jeremy Krawfjord’s fanny 
  pack. If the characters win the dance off, Jeremy gives 
  them his piece of Pentaforce.
  8. CLOSET
  The walls of this large walk-in closet are lined with 
  hooks on which hang a large variety of feathered 
  hats, sequined cloaks and other dazzling accessories. 
  This room is haunted by the banshee of Gralmore 
  Nimblenobs (CG male banshee), Wizard Ordinaire. In life, 
  Gralmore was a lover of finery and fashion. In death, this 
  has not changed a bit. Alas, in his new incorporeal form, 
  Gralmore is unable to drape himself in colorful gowns; the 
  adventurers provide an opportunity for the geist to play. 
  CUE MUSIC
  When the characters enter the closet, play “Careless 
  Whisper” by George Michael. 
  CARELESS CATWALK
  The banshee of Gralmore Nimblenobs has the following 
  additional trait:
  Spellcasting. Gralmore is an 9th-level spellcaster. 
  His spellcasting ability is Intelligence (spell save DC 12, +4 
  to hit with spell attacks). Gralmore has following Wizard 
  spells prepared:
  Cantrips (at will): dancing lights
  1st level (4 slots): grease, catapult, color spray
  2nd level (3 slots): enthrall 
  3rd level (3 slots): hypnotic pattern, major image
  4th level (2 slots): charm monster
  5th level (1 slot): animate objects
  As the characters enter the closet, Nimblenobs casts 
  animate objects and floats about the room draping clothes 
  over everyone and commenting on how wonderful/ghastly 
  they look (depending on the circumstances). If Nimblenobs 
   
  WEEKEND AT STRAHD’S 
  9
  
  is allowed to pursue his relatively harmless dressing up 
  of the characters, he is affable in the extreme, and hands 
  over his shard of the Pentaforce on request—as long 
  as the character perform a catwalk for him, it’s been so 
  long since anyone put on a show for Gralmore that he’s 
  desperate for one. 
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. Gralmore is not expecting a fight, and is 
  confused by any reluctance to join in his fun. He uses 
  his magic only in self-defense, unless a character makes 
  a point of damaging his clothes, at which point he uses 
  his Wail and charges into combat. 
  Exploration. Characters can attempt to 
  assemble an attractive (or at least, distinctive) ensemble 
  from the collection. Anyone wishing to do so can make 
  a DC 11 Charisma (Investigation) check. On a success, 
  the character gains Inspiration, and can choose the 
  nature of their new sparkly outfit. Characters proficient 
  in an appropriate tool (for instance, weaver’s tools) 
  gain advantage on this check. 
  Social. Gralmore’s comments are almost solely 
  focused on the outfits. Characters who agree to 
  compete in an impromptu catwalk for him stand a 
  chance of winning his cloak of invisibility (hidden under 
  a secret floorboard compartment). 
  COLLECTING THE PENTAFORCE PIECES
  The Pentaforce piece is hidden in the pocket of a drab 
  looking cardigan nested under a pile of worn out and 
  yellowing old jockstraps.
  9. WINE CELLAR
  Three male humans are sitting atop large casks of wine 
  stored along the sides of the walls in this cellar. The men 
  are wearing strange caps, black leather jackets, and large 
  gold chain necklaces. It is obvious they are enjoying wine 
  as they joke with each other in this damp cellar.
  The three men are actually werewolves in human 
  form. Their names are Kiril, Emil, and Skennis (CE male 
  werewolves) and they are sick and tired of Strahd telling 
  them what to do. They want to live life to the fullest, free 
  the werewolves from Strahd’s tyranny, and party. It is time 
  for their revolution to begin! 
  FIGHT FOR YOUR RIGHT TO PARTY!
  If Kiril, Emil, or Skennis spot Strahd and the characters, 
  they use an action to polymorph into a wolf-humanoid 
  hybrid and immediately attack. 
  CUE MUSIC
  When the werewolves attack the characters, play 
  “(You Gotta) Fight for Your Right (To Party!)” by the 
  Beastie Boys.
  This room is 60 feet long by 20 feet wide, with wine casks 
  along the north, east, and south portions of the walls.
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. Kiril, Emil, and Skennis are fighting for 
  their freedom to do whatever they want. Strahd has 
  been an oppressive tyrant, and it is time Barovians had 
  the right to party! 
  Exploration. If this room has a piece of the 
  Pentaforce, that piece is hidden within one of the wine 
  casks. The wine casks have AC 15 and 18 hit points. 
  The piece of the Pentaforce is in the first wine cask a 
  character destroys. 
  Social. Kiril, Emil, and Skennis shout at the 
  characters and Strahd. They are angry and upset at 
  how they have been treated under Strahd’s rule. They 
  are ready to take over Barovia themselves and make it 
  a werewolf party paradise.
  COLLECTING THE PENTAFORCE PIECES
  The piece of the Pentaforce is in the first wine cask 
  a character destroys. 
   
  WEEKEND AT STRAHD’S 
  10
  
  10. KING’S BALCONY
  The wind is fierce, and howls across this rainy balcony 
  overlooking a sheer drop to the rocks below. Thunder 
  booms overhead, and flashes of lightning illuminate a 
  horde of zombies performing an aerobics class. 
  This balcony is the staging ground for an aerobics class for 
  50 zombies led by the ghost of Sir Klutz (N male ghost). 
  CUE MUSIC
  When the characters enter the balcony, play “Physical” 
  by Olivia Newton-John. 
  The ghost demands that the characters get in line, 
  mistakenly believing them to be late members of the class. 
  Difficulty. Keeping up with the class is a DC 13 
  Constitution (Athletics) group ability check. This would 
  be easy enough, but if Strahd is with the characters, he 
  needs to keep up too. Propping him up gives any involved 
  characters disadvantage on their ability check as they 
  struggle to keep the corpse performing the right moves. 
  Epic Success. Zero failed ability checks. The ghost 
  bubbles and crows at his masterful teaching and disperses 
  the class, sending three benign zombies in sports gear with 
  them wherever they go next.
  Success. The characters keep up with the lesson 
  and are given leave to exit after ten minutes.
  Failure. The characters fail to keep up. The 
  ghost realizes they are not zombies, and orders them 
  to leave.  
  Epic Failure. Zero successful ability checks. 
  The zombies realize the characters are alive, and 
  attempt to throw them off the balcony 350 feet to 
  almost certain death. 
  PILLARS OF ADVENTURE!
  Use the below suggestions for using each pillar of 
  adventure. Feel free to modify as you see fit.
  Combat. The zombies are busy in their class 
  unless the ghost of Sir Klutz alerts them to the presence 
  of intruders. Throwing a character off the balcony 
  requires the zombie to successfully grapple a character, 
  and drag them 15 feet to the edge of the balcony. 
  There the character must succeed on an opposed 
  Strength check against the zombie, on a failure the 
  character is hurled 300 feet to their doom. 
  Exploration. Characters with a passive 
  Wisdom (Perception) score of 11 or higher may notice 
  a Pentaforce Piece around the neck of one of the 
  zombies. Taking it from a zombie without them realizing 
  is a simple Dexterity (Sleight of Hand) check versus 
  the zombie’s passive Wisdom (Perception) score of 8. 
  Characters enter the lesson and ease their way through 
  the crowd to get close to the bearer on a successful DC 
  13 Charisma (Performance) check. On a failed check, 
  the zombies push characters back from the bearer and 
  continue their class. 
  Social. The zombies are not particularly talkative, 
  and the ghost of Sir Klutz is a fanatical gym instructor. 
  The ghost can be waylaid by talk of weights and 
  calisthenics, but only briefly. 
  COLLECTING THE PENTAFORCE PIECES
  If a Pentaforce piece is present here, it is tied around the 
  neck of a zombie in the front row of the class, nearest 
  the wall. 
  CONCLUSION
  You have collected all five pieces of the Pentaforce! 
  The Pentaforce glows with a blinding holy radiant 
  light that fills the entire Castle! When the light 
  dims, you see a bald man standing before you in a 
  skintight black cat-suit. He puts a large black curly 
  haired wig atop his head and puckers his slips as he 
  says, “Let’s make this quick, I have a comeback tour 
  to get to!” 
  The man is the powerful entity summoned by the 
  completed Pentaforce. His name is Kris Purkens, and 
  only he can facilitate the true destruction of Strahd von 
  Zarovich! 
  CUE MUSIC
  When Kris Purkens appears, play “If I Could Turn Back 
  Time” by Cher. 
  Kris offers the characters two choices to put an end to the 
  tyrannical reign of Strahd:
  • Turn Back Time. Kris offers to turn back time to 
  before Strahd von Zarovich ever invaded Barovia. 
  The characters can interject themselves in that timeline, 
  forever altering Strahd’s demise while Strahd goes on 
  to become a bard in a big hair band, but the space-time 
  continuum will never be the same again! Roll credits, 
  the characters win!
  CUE MUSIC
  If the characters go back in time, play “Back to the 
  Future” by Alan Silvestri, from the Back to the Future 
  soundtrack. 
  • Goodbye My Sweet Prince. Kris Purkens sheds a 
  tear as he hands the characters a golden stake to use 
  for killing Strahd. If the characters shove the golden 
  stake into Strahd’s chest, Strahd bursts into a million 
  pieces. His spirit travels to the year 1988 on a planet 
  called Earth. He possesses a wizard there and assumes 
  the name of Christopher Zarathustra. Roll credits, the 
  characters win!
  CUE MUSIC
  If the characters kill Strahd, play “Heaven Is A Place 
  On Earth” by Belinda Carlisle.
   
  WEEKEND AT STRAHD’S 
  11
  
  B
  elow are Spotify hyperlinks to each of the songs featured in Weekend at 
  Strahd’s. There is also a full playlist of each song, in the order listed below, 
  available here.
  RANDOM ENCOUNTER 
  • “Never Gonna Give You Up” by Rick Astley
  • “The Goonies ‘R’ Good Enough” by Cyndi Lauper
  • “Thriller” by Michael Jackson
  • “Ghostbusters” by Ray Parker Jr.
  WEEKEND AT STRAHD’S 
  OPENING SCENE
  • “The Power of Love” by Huey Lewis & the News
  • “Axel F” by Harold Faltermeyer
  STUDY
  • “Don’t You (Forget About Me)” by Simple Minds
  HIGH TOWER STAIRCASE
  • “Total Eclipse of the Heart” by Bonnie Tyler
  • “Do You Really Want to Hurt Me” by Culture Club
  CHAPEL
  • “St. Elmo’s Fire (Man in Motion)” by John Parr
  DINING HALL
  • “Banana Boat (Day-O)” by Harry Belafonte
  LOUNGE
  • “Forever Young” by Alphaville
  • “Never Gonna Give You Up” by Rick Astley
  CATACOMBS
  • “Girls Just Want to Have Fun” by Cyndi Lauper
  CAULDRON
  • “Maniac” by Michael Sembello
  CLOSET
  • “Careless Whisper” by George Michael
  WINE CELLAR
  • “(You Gotta) Fight for Your Right (To Party!)” 
  by the Beastie Boys
  KING’S BALCONY
  • “Physical” by Olivia Newton-John
  CONCLUSION
  • “If I Could Turn Back Time” by Cher
  • “Back to the Future” by Alan Silvestri
  • “Heaven Is A Place On Earth” by Belinda Carlisle
  Appendix A: Playlist
   
  WEEKEND AT STRAHD’S 
  12
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Oliver Clegg/Weekend at Strahd's.pdf