Page 30 - Curse of Strahd_Neat
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DAYTIME  RANDOM  ENCOUNTERS  IN  BAROVIA          If the characters are moving quietly and not carrying
      d12 + d8  Encounter                              light sources, they can try to hide from these Barovians,
                                                       who carry pitchforks (+2 to hit) instead of clubs, dealing
         2    3d6 Barovian commoners                   3 (ld6) piercing damage on a hit.
         3    l d6 Barovian scouts                       Barovian commoners rarely leave their settlements.
         4    Hunting trap                             This group might be a family looking for a safer place
         5    Grave                                    to Jive, or an angry mob searching for the characters or
         6    False trail                              heading toward Castle Ravenloft to confront Strahd.
         7    ld4 + l Vistani bandits
         8    Skeletal rider                           BAROVIAN  SCOUTS
         9    Trinket                                  If at least one character has a passive Wisdom (Percep­
        10    Hidden bundle                            tion) score of 16 or higher, read:
        11    ld4 swarms of ravens (50%) or l wereraven (see                                        I
              appendix D) in raven form (50%)            You see a dark figure crouched low and perfectly still,
        12    l d6 dire wolves                         I aiming a crossbow in your direction.
        13    3d6 wolves
        14    l d4 berserkers
        15    Corpse                                   If more than one scout is present, the others are spread
                                                       out over a 100-foot-square area.
        16    ld6 werewolves in human form               These scouts are Barovian hunters or trappers
        17    l druid with 2d6 twig blights            searching for a missing villager or townsperson. Once
        18    2d4 needle blights                       they realize the characters aren't out to kill them, they
         19   ld6 scarecrows                           lower their weapons and request help in finding their
        20    l revenant                               missing person. If the characters decline, the scouts
                                                       point them in the direction of the nearest settlement and
      NIGHTTIME  RANDOM  ENCOUNTERS  IN  BAROVIA       depart without so much as a farewell. They wield light
                                                       crossbows (+4 to hit, range 80/320 ft.) instead of long­
      d12 + d8  Encounter                              bows, dealing 6 (ld8 + 2) piercing damage on a hit.
         2    l ghost
         3    Hunting trap                             BERSERKERS
         4    Grave                                    These wild mountain folk are covered head to toe in
         5    Trinket                                  thick gray mud, which makes them hard to see in the
         6    Corpse                                   fog and well hidden in the mountains they call home.
         7    Hidden bundle                            While so camouflaged, they have advantage on Dex­
         8    Skeletal rider                           terity (Stealth) checks made to hide. Characters whose
         9    ld8 swarms of bats                       passive Wisdom (Perception) scores are higher than the
         10   ld6 dire wolves                          berserker's Dexterity (Stealth) check can spot the near­
                                                       est berserker.
         11   3d6 wolves
         12   l d4 berserkers                                   1
         13   l druid and 2d6 twig blights               STRAHD S  SPIES
        14    2d4 needle blights                         As the undisputed master of Barovia, Strahd has many
                                                         spies, from swarms of bats to wandering Vistani, who
         15   ld6 werewolves in wolf form                report to him at dawn and dusk each day. These agents
        16    3d6 zombies                                constantly patrol the land of Barovia and report everything
         17   ld6 scarecrows                             they see to him.
         18   ld8 Strahd zombies (see appendix D)          Every day and night that the characters remain in Baro­
         19   l will-o'-wisp                             via, one or more of the vampire's spies check on them and
                                                         attempt to return to Strahd with a report. When a spy ap­
        20    l revenant                                 pears, characters who have a passive Wisdom (Perception)
                                                         score equal to or greater than the spy's Dexterity (Stealth)
     Use the descriptions that follow to help run each ran­  check notice it. A spy does not constitute an encounter
     dom encounter. The table entries are presented in alpha­  if the characters are unaware of its presence. If they do
     betical order.                                      notice it, the spy's goal is usually escape, not combat. A
                                                         secondary goal for a spy might be to acquire some physical
      BAROVIAN COMMONERS                                 object-a possession, an article of clothing, or even some
                                                         part of a character's body such as a lock of hair-that
                                                         Strahd can use to improve the efficacy of his scryirrg spell.
       The sound of snapping twigs draws your attention to   If one of Strahd's spies is confronted by the party, the spy
       several dark shapes in the fog. They carry torches and   attempts to grab some accessible item from a character
                                                         before fleeing. If Strahd acquires such an item, he uses his
       pitchforks.                                       scryirrg spell to learn as much as he can about the party
                                                         before planning his next attack, and to verify what his spies
                                                         have already told him.



                                                                        CHAPTER 2  I  THE �NDS  OF  BA.ROVIA  t   29
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