Page 34 - Curse of Strahd_Neat
P. 34

via, captured werewolves can be forced to divulge the   AREAS  OF BAROVIA
     location of their den, where they keep their prisoners.
                                                       The following areas correspond to labels on the map of
                                                       Barovia on page 35 and on the poster map.
     WILL-0'-WISP
     I This random encounter occurs only once. If it comes up  I   A. OLD  SVALICH  ROAD
     again, treat the result as no encounter.


       Several hundred yards away, through the fog, you see a
       flickering torchlight.                           Black pools of water stand like dark mirrors in and
                                                        around the muddy roadway. Giant trees loom on both
                                                        sides of the road, their branches clawing at the mist.
     If the characters follow the flickering light, read:
                                                       If the characters are walking along the road, they arrive
      The torchlight flutters as it moves away from you, but   at area B after 5 hours. If the characters are traveling in
      you never lose sight of it. You make your way quickly yet   Vistani wagons, the travel time is halved.
      cautiously through the fog until you come upon the shell   B. GATES  OF  BAROVIA
       of a ruined tower. The upper floors of the structure have
       collapsed, leaving heaps of rubble and shattered timber   Two sets of these gates exist: one west of the village of
                                                       Barovia and one east of the village.
       around the tower's base. The feeble light moves through
       an open doorway on the ground floor, then flickers and
      goes out.                                         The fog spills out of the forest to swallow up the road be­
                                                        hind you. Ahead, jutting from the impenetrable woods on
                                                        both sides of the road, are high stone buttresses looming
     The light is a will-o'-wisp that enters the ruined tower   gray in the fog. Huge iron gates hang on the stonework.
     and becomes invisible, hoping to lure the characters in­
     side to their doom.                                Dew clings with cold tenacity to the rusted bars. Two
       The floor of the tower is made of packed earth. Its inte­  headless statues of armed guardians flank the gate, their
     rior is desecrated ground (see "Wilderness Hazards" in   heads now lying among the weeds at their feet. They
     chapter 5 of the Dungeon Master's Guide). Against the   greet you only with silence.
     inside wall of the tower, across from the open doorway,
     is a closed, empty wooden chest.
       If the characters disturb the chest, 3d6 zombies erupt   If the characters are traveling on foot, the gates swing
     from the earthen floor and attack. Once the zombies ap­  open as they approach, screeching as the hinges move.
     pear, the will-o'-wisp becomes visible and joins the fray.
     I WOLVES                                     I      THE  LANDS  OF  BAROVIA: COMMON  FEATURES
                                                         Unless the text says otherwise, the following rules apply to
                                                         doors, secret doors, locks, and webs in these lands.
                                                          Doors. A wooden door can be forced open with a suc­
      This land is home to many wolves, their howls at the mo-
      ment too close for comfort.                        cessful DC 10 Strength check, or DC 15 if the door is
                                                         barred or reinforced in some other manner.  Increase the
                                                         DC by 5 if the door is made of stone, or by 10 if it is made
                                                         of iron. Decrease the DC by 5 if the door is made of glass
     Characters have a few minutes to steel themselves be­  or amber, or if the door is weakened in some manner
     fore these wolves attack. They heed the will of Strahd   (such as by rot or corrosion).
     and can't be charmed or frightened.                 presence, such as scratch marks on a nearby wall or foot­
                                                          Secret Doors. If there are obvious clues to a secret door's
     I                                                   them to pick a typical lock with a successful DC 15 Dexter­
                                                         prints leading to it, a character with a passive Wisdom
     ZOMBIES
                                                         (Perception) score of 15 or higher notices the secret door.
                                                         Otherwise, finding a secret door requires a search of the
      The ungodly stench of rotting flesh hangs in the air. Up
                                                         area and a successful DC 15 Wisdom (Perception) check.
                                                          Locks. A creature proficient with thieves' tools can use
       ahead, the walking, moaning corpses of dead men and
       women lumber about.
                                                         ity check. A typical padlock can be broken by smashing it
                                                         with a bludgeoning or slashing weapon and succeeding on
                                                         a DC 20 Strength check.
     These unfortunate Barovians·fell prey to the evils of   Webs. Characters can pass through ordinary webs, in­
     the land and now shamble from place to place as a   cluding thick cobwebs, without fear of being restrained
     ravenous mob.                                       or slowed down. A character can clear away the cobwebs
                                                         from a 10-foot square as an action. Webs woven by giant
                                                         spiders are a different matter; see "Dungeon Hazards" in
                                                         chapter 5 in the Dungeon Master's Guide for rules on giant
                                                         spider webs.
 --                                                                    CHAPTER 2  I  TH.E  LANDS OF  BAROVlA
   29   30   31   32   33   34   35   36   37   38   39