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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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