LOLOL 00ConDITIONS
BLINDED
‘+ A blinded creature can't see and automatically fails any ability check
that requires sight.
“+ Attack rolls against the creature have advantage, and the creature's
Attack rolls have disadvantage.
CHARMED
‘+ A charmed creature can't Attack the charmer or target the charmer
with harmful Abilities or magical Effects,
‘+ The charmer has advantage on any ability check to interact socially
with the creature,
DEAFENED
‘+ A deafened creature can't hear and automatically fails any ability
check that requires hearing.
FRIGHTENED
‘+ A frightened creature has disadvantage on Ability Checks and Attack
rolls while the source of its fear is within line of sight.
‘+ The creature cant willingly move closer to the source of its fear.
GRapPLED
‘+ A grappled ereature’s speed becomes 0, and it cant benefit from any
bonus to its speed.
‘+ The condition ends if the Grappler is Incapacitated
‘+ The condition also ends if an effect removes the grappled creature
from the reach of the Grappler or Grappling effect, such as when a
creature is hurled away by the Thunderwave spell
INCAPACITATED
‘An incapacitated creature cant take Actions oF reactions.
INVISIBLE
‘+ An invisible creature is impossible to see without the aid of magic or
Special sense. For the purpose of Hiding, the creature is heavily
obscured: The creature's location can be detected by any noise it
‘makes or any tracks it leaves,
‘+ Attack rolls against the creature have disadvantage, and the
creature's Attack rolls have advantage.
PARALYZED
‘+A paralyzed creature is Incapacitated and can't move or speak.
‘+ The creature automatically fils Str and Dex Saving Throws,
‘+ Attack rolls against the creature have advantage.
‘+ Any Attack that hits the ereature isa critical hitif the attacker is
within 5 feet ofthe creature
SKILLS AND ASSOCIATE ABILITIES
skill Ability skill Ability
‘Acrobatics Dexterity Medicine Wisdom
‘Animal Handling Wisdom Nature Intelligence
‘Arcana Intelligence Perception Wisdom
Athletics Strength Performance Charisma
Deception Charisma Persuasion Charisma
History Inteligence Religion Intelligence
Insight Wisdom Sleight of Hand Dexterity
Intimidation Charisrma_——_Stealth Dexterity
Investigation Intelligence Survival Dexterity
Cover
Cover Effect
Half-cover +2 bonus to AC and Dexterity saving throws
ainst attacks and effects that originate on
the opposite side ofthe cover
Three-quarters cover +5 bonus to AC and Dexterity saving throws
ainst attacks and effects that originate on
the opposite side of the cover
Total cover Can't be targeted directly by an attack or spell
PETRIFIED
‘A petrified creature is transformed, along with any nonmagical
‘object it is wearing or carrying, into a solid inanimate substance. Its
‘weight increases by a factor often, and it stops aging.
‘+ The creature is incapacitated, can't move or speak, and is unaware of
its surroundings,
‘+ Attack rolls against the creature have advantage.
‘+ The creature automatically fils Str and Dex Saving Throws.
‘+ The creature has Resistance to all damage.
‘+ The creature is immune to poison and disease, although a poison or
disease already in its system is suspended, not neutralized.
POISONED
‘+ A poisoned creature has disadvantage on Attack rolls and Ability
Checks,
PRONE
‘+ A prone ereature’s only Movement option is to crav, unless it stands
up and thereby ends the condition,
‘+ The creature has disadvantage on Attack rolls
‘+ An Attack roll against the creature has advantage ifthe at
‘within 5 feet of the creature. Otherwise, the Attack roll has
disadvantage.
RESTRAINED
‘+ Arestrained creature's speed becomes 0, and it cant benefit from
any bonus to its speed.
‘+ Attack rolls against the creature have advantage, and the creature's
[Attack rolls have disadvantage.
+ The creature has disadvantage on Dex Saving Throws.
STUNNED
‘+ A stunned creature is incapacitated, can't move, and can speak only
falteringly.
‘+ The creature automatically fails Str and Dex Saving Throws,
4 Attack rolls against the creature have advantage.
Unconscious
‘+ Anunconscious creature is incapacitated, can't move or speak, and is
tunaware of ts surroundings
‘The creature drops whatever its holding and falls prone.
icker is
‘The creature automatically fails Str and Dex Saving Throws.
Attack rolls against the creature have advantage.
Any Attack that hits the creature isa critical ht ifthe attacker is
“within 5 feet of the creature,
EXHUATION
Level Effect
1. Disadvantage on ability checks
Speed halved
Disadvantage on attack rolls and saving throws
Hit point maximum halved
‘Speed reduced to 0
Death
CONCENTRATION
You:
fend concentration at any time (no action required) The
following factors can break your concentrationt
+ You cast another spell that requires concentration,
+ You take damage. Succeed on a Constitution saving throw to
‘maintain your concentration, with a DC equal to 10 of half the
damage you take, whichever number is higher.
+ Youre incapacitated or killed.
+ You're overwhelmed by an enormous distraction, such as a wave
crashing into you, Succeed on a DC 10 Constitution saving throw to
in your concentrationDaytime ENCOUNTERS NIGHTTIME ENCOUNTERS
412 + 48 Encounter 12 + 48 Encounter
2 346 Barovian 2 1 ghost
‘commoners 3 Hunting trap
3146 Barovian scouts on
4 Hunting trap Saar
5 Grave 6 Corpse
Ces trl 7 Hidden bundle
7 Addi] Vistont 8 Skeletal rider
8 Skeletal rider 9 1d8 swarms of bats
mS 10 146 dire wolves
10 Hidden bundle 11346 wolves
11 1d4 swarms of ravens «1214 berserkers
(50%) or T wereraven 13 druid and 246 twig
In raven form (50%) blights
12146 dire wolves 14 2d4 needle blights
13° 3d6 wolves: 15 16 werewolves in
14 1d4 berserkers wel for
15 Corpse 16 346 zombies
16 146 werewolves in 17146 scarecrows
human form 18 148 Strahd zombies
17146 scarecrows 19 1willo'wisp
18 148 Strahd zombies 20 revenant
191 wilkowisp
20.1 revenant
Powers CHECK
evil Neutral Good PCs,
Crimes or Acts NPCs or NPCsor NPCs.or Family, or
of Violence Monsters Strangers Friends Innocents
‘Assault, Unprovoked | — 1% 2% 3%
Assault, Grievous 1% 2% 4% 6%
Betrayal, Major 1% 3% 6% 9%
Betrayal, Minor = — 1% 3% 6%
Extortion = 2% 5% 8%
Lying = = = 1%
Murder, Brutal 3% 6% 10% +
Murder, Premeditated 2% 3% 6% 10%
‘or Nonbrutal
Theft, Grave Robbing — 1% 5% 7%
‘Theft, Major = 1% 4% 7%
Theft, Minor = = 3% 6%
Threats of Violence — = 1% 2%
Torture, Routine 4% 7% + +
Torture, Sadistic «(10% ' +
— No powers Check is required for such an action.
+ These acts almost certainly draw the attention of the dark powers
SANITY SAVE TRIGGERS
DC Horrific Scene
5 Signs of violence (a drying pool of blood, a splintered
door, ete)
8 Adecaying body
10 Ascene of pain or suffering (a beggar ravaged by disease)
12 Afreshly slain corpse
15. Ascene of terrible agony (torture, involuntary
transformation)
20. Ascene of evil, cruelty, and madness
25 Malign paradigm shift
SANITY SAVE DC MODIFIERS
Modifier Conditions
-4 loved one is participating in the scene
-4 The victim of the scene is a despised foe
3 Hero posesses a strategy proven tobe effective aginst
“3. Hero has overcome or endured what is happening already
in the past (but not in the past day)
-2 A friend orally is participating in the scene
-2 Hero has faced and thwarted a similar threat in the past 24
hours
<1 Hero is in an open area (able to run away)
-1 Hero posesses a strategy they believe to be effective
against this threat
+1 Hero is below half of their hit points
+1 Hero is incapable of running away
+2. Hero has faced and been defeated by a similar threat in the
past (but notin the past day)
+2 A friend or ally is clearly in danger from the scene
Ge) See
+3 Hero is below a quarter of their hit points
44 Hero is inadvertantly or unwillingly responsible for the
scene
+4 Aloved one is clearly in danger from the scene
FAILURE OF SANITY SAVE
Failure Margin Effect
Crit Success Hero gains Inspiration
Vs Sanity -1
610 Short-Term Madness
15 Long-Term Madness
16+ Indefinite Madness
Crit Fil Short-Term + Long-Term Madness
2 |s|4[5)Marks OF HORROR
The following tips can help make this adventure a chilling experience
for your players.
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‘Tue UNKNOWN
‘+ When it seems the characters have everything under control a gust
‘of wind suddenly blows out their torches.
‘+ Before a monster appears, take a moment to describe the odor that
preceds it, the eeries sound it makes, or the weird shadow it casts.
one
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FoRESHADOWING
‘Before characters encounter a monster, hint at its presence with
clues such as claw marks, gnawed bones, and bloodstains
‘+ Whenever characters sleeps, give a character prophetic dream
where they see something yet to be encountered.
AGE
‘+ Take time to describe the rotting timbers of buildings, the faded and
moth-eaten clothing of Barovian peasantry, the worn ridden pages of
‘old books, and the rust found on iron fences and gates.
‘+ Someone gazing into a mirror, or other reflective surface might see
an older, more decrepit version of themselves.
Licut
‘+ Take the time to describe the occasional scene of beauty, such as
prety flowers growing atop a grove,
‘+ Make sure the heroes have contact with NPCs who are honest,
friendly, and hefpful
PERSONIFICATION
‘Imagine darkness asa silent crowd that follows the heroes
‘everywhere and stares at them while they sleep.
‘+ Imagine trees as towering giants that stand ide yet ever watchful as
the heroes face their perils alone,
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‘Ina given encounter area, choose one object or feature to deseribe
in some detail It should not be important.
‘+ Allow the hero who has the highest Passive Perception to see, hear,
‘or smell something only they can percieve.
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Cosmetic SPELL MODIFICATIONS
‘Spelicasting in Barovia is subject to many cosmetic changes, which are
‘8 follows: COMMON FEATURES
Alarm: The caster hears a seream. Unless stated otherwise, the following rules apply to doors, secret
Bighy’s hand: The conjured hand is skeletal doors, and locks in Barovia.
Find Familiar: The familiar is undead and is immune to turn undead Doors. A wooden door can be forced open on a DC 10 Str check, or
Find Steed: The steed is undead and is immune to turn undead, PC 15if the door is barred or reinforced somehow. Increase the DC by 5
Find the Path: A child's spit appeas to guides the caster ifthe door is made of stone, or by 10 if made of iron. Decrease by 5 if
Fog Cloud: Misty, harmless claws form in the fog ‘made of glass or amber ori the door is weakened such as by ot
Gust of Wind: A ghastly moan accompanies the spell ‘Sceret Doors. If there are obvious clues toa secret door's preseence,
‘Mage Hand: The summoned hand is skeletal such as scratch marks on a nearby wall character with a passive
‘Maze: The surfaces ofthe maze are made of bones perception of 15 or highernotices the secret door. Otherwise, finding
Phantom Steed: The steed resembles a skeletal horse. the door requires a succesful DC 15 Perception check.
Rary's Telepathic Bond: Characters linked together by the spell can't Locks, A creature proficient in thieves tools can use them to pick a
shake the feeling that something is telepathically eavesdropping. typical lock with a succesful DC 15 Dex check. A typical padlock can be
Revivify: A creature restored to life by a revivly spell sereams upon broken by smashing it with a bludgeoning or slashing weapon and
regaining consciousness. succeeding on a DC 20 Str check.
‘Spirit Guardians: The spirits appear as ghostly & skeletal
Wall of Stone: A wall created by the spel has ghastly faces sculpted
into it.