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Adventure Hooks
In the event that begins the adventure, the fates of Strahd and the adventurers are entwined as the characters are invited or
forced into his domain. Different ways to get the adventurers to Barovia are described in the sections that follow. Use
whichever one you favor. The Curse of Strahd adventure contains other adventure hooks. For the purpose of this introductory
adventure, you can use Creeping Fog, in which the characters are traveling a lonely road through the woods when the fog
engulfs them, spiriting them away to the land of Barovia.
Anonymous comment: This was a good hook for me-- we had a ranger with the Forest terrain in the party, and so he went
from sensing 6 miles of terrain to just FOG and one path. They traipsed around for about ten minutes (I had them start at
individual camps) forming the party. From there, getting to Barovia was trivial :)
Monster
Reaction in Room
AC
HP
TOTA
L XP
Room 11 - Balcony
Animated Armor
damage or 5 feet of it
18
33
200
15
17
50
Specter (nursemaid)
12
22
200
^^Specter (nursemaid)
^^
^^
^^
11
35
1400
MILESTONE 1: Advanced to Second Level before entering Dungeon, allow a Long Rest
Room 23d - Elisabeths Crypt
Swarm of Centipedes
coffin disturbed
12
22
100
Room 28 Larder
Grick
14
27
450
Ghouls x 4
12
22
800
Shadows x 5
12
16
500
Mimic (door)
touches door
12
58
450
13
36
900
15
136
1800
Various Walls
Swarm of Rats
10
24
50
Non-Combat Rewards
none
Treasure Awards
Room 3
Room 8
On top of Desk
oil lamp, a jar of ink, a quill pen, a tinderbox, and a letter kit containing a red wax candle, four blank sheets of parchment, and a w
insignia (a windmill).
In the desk draw
an iron key, which unlocks the door to area 20.
Room 9
Chest containing
3 blank book w/ black leather covers (75 gp)
three spell scrolls (bless, protection from poison, spiritual weapon)
the deed to the house, the deed to a windmill, and a signed will.
Room 12
The jewelry box on the vanity is made of silver with gold filigree (worth 75 gp). It contains
three gold rings (worth 25 gp each)
thin platinum necklace with a topaz pendant (worth 750 gp).
Room 25
25A. This rooms chest contains 11 gp and 60 sp in a pouch made of human skin.
25B. This rooms chest contains three moss agates (worth 10 gp each) in a folded piece of black cloth.
25C. This rooms chest contains a black leather eyepatch with a carnelian (worth 50 gp) sewn into it.
25D. This rooms chest contains an ivory hairbrush with silver bristles (worth 25 gp).
25E. This rooms chest contains a silvered shortsword (worth 110 gp).
Room 31
The crystal orb worth 25 gp that can be used as an arcane focus. [or for Launch event: a +1 Orb of the Warmage*.]
Room 34
open crate
containing thirty torches and a leather sack with fifteen candles inside it.
Footlocker containing
cloak of protection
Skeleton find a gold ring (25gp) [or for Launch event: a Ring of Mind Shielding*] on one of its bony fingers.
Actions
Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the
swarms space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing
damage if the swarm has half of its hit points or fewer.
CHA
6 (-2)
Actions
Bite Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit:
9 (2d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) slashing damage. If the target is a creature other than
an elf or undead, it must succeed on a DC 10 Constitution saving
throw or be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success.
Special Traits
Special Traits
Stench: Any creature that starts its turn within 5 feet of the ghast
must succeed on a DC 10 Constitution saving throw or be poisoned
until the start of its next turn. On a successful saving throw, the
creature is immune to the ghasts Stench for 24 hours.
Turning Defiance: The ghast and any ghouls within 30 feet of it
have advantage on saving throws against effects that turn undead.
Actions
Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in
object form, the target is subjected to its Adhesive trait.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Actions
Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:
12 (2d8 + 3) piercing damage.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) slashing damage. If the target is a creature other than
an undead, it must succeed on a DC 10 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.
10