Page 25 - Curse of Strahd_Neat
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No matter how far a creature travels in the fog, or in   Find the path: A child's spirit appears and guides the
             which direction it goes, it gets turned around so that it   caster to the desired location. The spirit can't be
             eventually finds itself back in Barovia.         harmed and doesn't speak.
           ,  The area within the fog is heavily obscured (see "Vi­  Fog cloud: Misty, harmless claws form in the fog.
             sion and Light" in chapter 8 of the Player's Handbook).  Gust of wind: A ghastly moan accompanies the sum­
                                                               moned wind.
           SUNLIGHT IN BAROVIA                               Mage hand: The summoned hand is skeletal.
           By the will of the Dark Powers, the sun never fully   Maze: The surfaces of the demi plane's maze are made
           shines in the lands of Barovia. Even during the day, the   of mortared skulls and bones.
           sky is dimmed by fog or storm clouds, or the light is   Phantom steed: The steed resembles a skeletal horse.
           strangely muted. Barovian daylight is bright light, yet it   Rary's telepathic bond: Characters linked together by
           isn't considered sunlight for the purpose of effects and   the spell can't shake the feeling that something vile is
           vulnerabilities, such as a vampire's, tied to sunlight.   telepathically eavesdropping on them.
             Nevertheless, Strahd and his vampire spawn tend to   Revivify: A creature restored to life by a revivify spell
           stay indoors most of the day and venture out at night,   screams upon regaining consciousness, as though
           and they are subject to sunlight created by magic.   waking from some horrible nightmare.
                                                             Spirit guardians: The spirits.appear as ghostly, skele­
                                                               tal warriors.
           ALTERATIONS  TO  MAGIC                            Wall of stone: A wall created by the spell has ghastly
           The land of Barovia resides in its own demiplane,   faces sculpted into it, as though tortured spirits were
           isolated from all other planes, including the Material   somehow trapped within the stone.
           Plane. No spell-not even wish-allows one to escape
           from Strahd's domain. Astral projection, teleport, plane   RESURRECTION  MADNESS
           shift, and similar spells cast for the purpose of leaving   In Barovia, the souls of the dead are as trapped as the
           Barovia simply fail, as do effects that banish a creature   souls of the living. They become caught in the mists and
           to another plane of existence. These restrictions apply   can't travel to the afterlife.
           to magic items and artifacts that have properties that   When a humanoid who has been dead for at least 24
           transport or banish creatures to other planes. Magic   hours returns to life, either by way of a spell or some
           that allows transit to the Border Ethereal, such as the   supernatural means, it gains a random form of indefinite
           etherealness spell and the Etherealness feature of incor­  madness brought on by the realization that its spirit is
           poreal undead, is the exception to this rule. A creature   trapped in Barovia, likely forever. To determine how this
           that enters the Border Ethereal from Strahd's domain is   madness is expressed, roll on the Indefinite Madness
           pulled back into Barovia upon leaving that plane.
             For the purpose of spells whose effects change across   table in chapter 8 of the Dungeon Master's Guide.
           or are blocked by planar boundaries (such as sending),
           Strahd's domain is considered its own plane. Magic that   BAROVIANS
           summons creatures or objects from other planes func­  After his armies occupied the valley and slew its inhabi­
           tions normally in Barovia, as does magic that involves   tants, Strahd repopulated the area with human subjects
           an extradimensional space. Any spells cast within such   drawn from his other conquered lands. As a result,
           an extradimensional space (such as that created by   Barovians have a wide variety of ethnic backgrounds.
           Mordenkainen's magnificent mansion) are subject to the   Barovians are deeply invested in their homes and
           same restrictions as magic cast in Barovia.       their traditions. They are wary of strange peoples and
             While in Barovia, characters who receive spells from   customs. The way Barovians deal with strangers can
           deities or otherworldly patrons continue to do so. In ad­  be unsettling to those newcomers. Barovians have a
           dition, spells that allow contact with beings from other   tendency to stare openly, in silence, thereby express-
           planes function normally-with one proviso: Strahd can   ing their disapproval of anything that isn't familiar to
           sense when someone in his domain is casting such a   them. Barovians aren't talkative with strangers, to the
           spell and can choose to make himself the spell's recipi­  extent of being pointedly rude, Most Barovians have
           ent, so that he becomes the one who is contacted.   violent tempers that boil up through their cus'tomary
                                                             silence when they are provoked. They -also have a.social
           COSMETIC  SPELL MODIFICATIONS.                    cohesiveness (thrust. upon ,them by their weird circum�
           At your discretion, a spell can 6e �oqified·cosmeticaily   stances) that can make tht:-:'m. acftogeth�r· ggainst outsid-
           to enhance the ho.rrific atmosptt�r'fi._Here are:examples:   ers if a Barovian is mistreat�d. ·
                                                               Barovians were a happy people.once, but their history
                               -:  .••  'I
                             .  �
                            \
                                   .;-
                                      �
                                     •
           Alarm: Instead of hearing a inerital ping wh e n the   and current conditions aren't plef1san(�f one manages
             alarm is triggered, the caster hears a scream.   to win the trust of a Barovi�p.. one_ has a fri e nd for life
                          ·
           Bigby's hand: The conjured hand is skeletal.      and a stalwart ally.   · ·
           Find familiar: The familiar is undead-not a celes­  Barovian children aren't happy-children. They are
             tial, fey, or fiend-and is immune to features that   raised in a culture of fear and told time and again not
             turn undead.                                    to wander too far from their homes or· enter the woods.
           Find steed: The summoned steed is undead-not a ce­  They experience little hope or joy, and they are taught to
             lestial, fey, or fiend-and is immune to features that   _fear the devil �trahd above all.
             turn undead.
           CHAPTER  2  [  THE  LANDS  OF  BAROVTA
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                                                                -  -       -  -  -  -  ---- \/·  . �--'-·
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