Top 10 JamesRPGArt Scenes to Use in Your Curse of Strahd Campaigns
Written By: JamesRPGArt
I've spent a long time painting my way through Barovia, and I don't think there's a richer setting in all of D&D for an artist to sink into. Curse of Strahd is the gold standard of gothic horror: a doomed valley sealed off by killing mist, a vampire lord who has already won a dozen times over, and a party of heroes who have to earn every scrap of hope they get. The land itself is the villain, and I've always believed that the right scene at the right moment is what turns a dungeon crawl into a haunted house your players never forget.
I've made scenes for just about every corner of the valley, so people ask me all the time which ones actually matter most at the table. So here's the thought experiment I set for myself. If you could only take ten of my scenes into your campaign, which ones would you pack? I ranked them by how central each location is to the story, how much table time your party will really spend there, and how much dramatic weight the scene has to carry. Number 1 is the one I'd never run Strahd without.
10. Old Bonegrinder
Every road trip through Barovia needs a roadside horror, and Old Bonegrinder is the perfect one. This crooked windmill on the hill between the villages is where the coven of night hags grinds up children to bake their infamous dream pastries, and it's the encounter that teaches your players that nowhere in this valley is safe, not even a place that smells like fresh baking.
The ruined manor of the Order of the Silver Dragon is one of the campaign's great secret weapons. Hidden in these gloomy halls is the story of Argynvost, the silver dragon who died defending Barovia, and the revenants who still refuse to rest. Relighting the beacon here is one of the few concrete ways your players can strike a real blow against Strahd's morale.
The winery that supplies all of Barovia with its only comfort has been overrun, and the valley is going dry. Recovering the stolen magic gems here is one of the most satisfying quests in the book because the reward is so human. You're not saving the world, you're just giving frightened villagers back their one small joy.
7. Yester Hill
Yester Hill is where the druids and their blighted tree do their dark work, and where the theft from the winery leads. Windswept, ringed with standing stones, and crowned by the horrible Gulthias Tree, it's one of the most atmospheric outdoor set pieces in the whole campaign.
This is where the campaign's engine actually starts. At the Vistani camp beneath the roaring falls, Madam Eva reads the Tarokka deck, and that card draw randomizes where the three treasures, the ally, and the final confrontation will be. Everything downstream of this scene is shaped by what happens here.
5. Amber Temple
High and frozen in the mountains, the Amber Temple is the campaign's dark heart of temptation. This is where the vestiges whisper their dark gifts, where Strahd himself first fell, and where your players can choose to trade pieces of their souls for terrible power. In most campaigns it's the emotional and moral climax right before the final assault on the castle.
The village of Barovia is where it all begins. The fog choked streets, the meeting of Ismark and Ireena, and the Vistani at the Blood on the Vine tavern. This is your players' first real taste of the valley's despair, and first impressions in horror are everything.
If Barovia is where the campaign starts, Vallaki is where it opens up. This walled town, with its unhinged Baron, its forced festivals of joy, its rival factions, and the powder keg beneath the Church of St. Andral, is the campaign's biggest social sandbox. Your players will scheme, ally, betray, and probably start a riot here.
2. Death House
The campaign's iconic opening dungeon, and one of the best introductory adventures ever printed for 5e. Death House lures the party in with two ghostly children, then slowly peels back the wallpaper to reveal a haunted mansion of cultists, a nursery of horrors, and a ritual chamber that demands a sacrifice. It's a masterclass in escalating dread.
There was never any competition for the top spot. Castle Ravenloft is the destination, the black castle on the cliff that looms over every scene in the valley. It's where Strahd holds court, where Sergei and the tragedy of Tatyana still echo, and where your campaign's final, fated confrontation plays out. Everything in Barovia bends toward this place.
Honorable Mentions
Narrowing it to ten meant leaving out some scenes I really love. If you can stretch your list, grab the Abbey of Saint Markovia and Krezk for the campaign's uneasy sanctuary and the unsettling Abbot. Add Berez and Baba Lysaga's hut for the swamp witch subplot, Van Richten's Tower for the monster hunter's story, Tsolenka Pass for the harrowing mountain road up to the Amber Temple, and the Gates of Barovia to frame that unforgettable moment when the mists close behind your players and there's no turning back.
Whichever ten you choose, remember the golden rule of Ravenloft. The land itself is the villain, so pick the scenes that let Barovia do the haunting for you.
Join the Patreon & Get All 60+ Curse of Strahd Scenes
These ten are just the beginning. My full Curse of Strahd collection has over 60 hand painted scenes covering every corner of the valley. Each one comes ready to drop straight onto your virtual tabletop or print for the game table, with static and animated versions and night variants so you can match the mood of any moment.
If these scenes helped set the mood at your table, come join the Patreon. You'll get instant access to the entire Barovia library plus new scenes every month, and you'll be helping me keep painting the worlds we all love to get lost in. Your players will never see a boring map again.

