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LOLOL 00 ConDITIONS 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 concentration Daytime 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. ed od roe ‘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 Peete 05a 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, Seated foo inert Cea Proeaey Pod feces an ihe'sTowe 9A coat oer Pod asad Derams Wizard of Wines ‘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. ea rod ill 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.

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