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Barovia está en el Imperio Austrohúngaro, en el límite entre las actuales Eslovaquia, Polonia,

Rumanía, Hungría y Ucrania.


La población de Barovia es una mezcla de alemanes, transilvanos, húngaros y eslavos (ucranianos).
Además de los romaní, vistani en esta región. Se habla alemán con toques de ucraniano.

La moneda es la Krone o Korona (Kr.), se divide en 100 Hellers. £1 = 24 Koronas, 1 shilling = 1'2
Koronas. 1 korona = 1 gold coin, 1 Heller = 1 copper coin.

Gancho → Uno de los fundadores de su liga no aparece en su reunión anual, un enviado (Bram
Stoker) suyo les entrega una copia de Dracula de Bram Stoker y les lee una carta. Les cuenta que el
año pasado consiguió el borrador de ese libro y cree que esta sobre la pista de un verdadero vampiro
gracias a otra información que ha conseguido. Estaba en Viena y se ha ido a Barovia, una pequeña
baronía húngara. Dejó orden de que si no había aparecido para la siguiente reunión se les informara.

Les explicará lo que sea que pregunten, pero aun no se habrán leído la novela, así que no sabran
todo. Dirá que la mayor parte de su inspiración vino de un hombre llamado Rudolph Von Richten,
en el que se basó Van Helsing, que dice que mató un vampiro en Transilvania, un tal Barón Metus
que había secuestrado a su hijo, cuando llegó el hijo se habia convertido en vampiro y tuvo que
matarlo con una estaca. Ahora se dedica a cazar monstruos.

Mago amnésico → su compañero de la liga, héroe extranjero, Sir Leigh.


Caballeros del Dragón = Caballeros Teutónicos o la orden Dracul, mezcla de las dos, el dragón es
alegórico

LIGA (Investigation, Linguistics, Anthropology, Academics, Science)


Un Sij
Jeckyl/Hyde
Espadachín occidental buscador de artefactos
Un cazador/explorador servicio secreto americano y su negro acompañante
Hechicero de Thoth con gato familiar → rituales y plegarias
Una medio gitana

Liche (Yefimovich)→ si no lo matan del todo puede ser en enlace con siguiente campaña en la
forma de Rasputin.

Templo de Ambar → los sarcófagos tienen poder de dioses eslavos, Chernobog, Woden.

Primera lecuta del Tarokka:


Tomo → Abadía
Símbolo → Bonegrinder
Espada → Abadía
Aliado → Sir Godfrey Gwilym
Strahd → La tumba

Recuperar la memoria → Hablarle de su pasado.

Ireena es la hermanastra pequeña de Christine Hawthorne. El secuestro de su personaje y del hijo de


Von Richten fue a la vez. Los gitanos de su abuela trabajaban para otro vampiro. Van Richten fue
con los Hawthorne y la conoció. La madre de Ireena huyó con ella hasta Barovia, donde sucumbió
a sus heridas. También huele bien y tiene cierto parecido con Christine Hawthorne

DEAD HOUSE
Fantasma de la niñera
Telekinesis. Ataca a todo el que este en la habitación con 6N.
Defensa 6, vida 6, Horror 3 No le hacen daño no-letal. Solo recibe daño letal con armas especialmente preparadas.
Atacará sólo en esa habitación. Pueden intentar tranquilizarla.

Rose and Thorn

Shadows:
Al que toca la estatua Horror 5
A los demás 3
Luego se desvanecen, a no ser que se queden el orbe.

Ghouls (uno por pj):


Primary Attributes: Body 3, Dexterity 2, Strength 4, Charisma 1, Intelligente 2, Willpower 2
Secondary Attributes: Size 0, Ini 4, Per 4 (Smell 8), Defense 5, Stun 3, Health 5, Horror 1
Skills: Pelea 7, Inti 4, Stealth 8, Athletics 5
Ataque: Uñas y dientes 7N

Gustav y Elizabeth
Primary Attributes: Body 4, Dexterity 3, Strength 4, Charisma 1, Intelligence 4, Willpower 3
Secondary Attributes: Size 0, Ini 4, Per 7 (Smell 11), Defense 7, Stun 4, Health 7, Horror 1
Skills: Pelea 9, Inti 5, Stealth 10, Athletics 8
Ataque: Uñas y dientes 11N

Lorgoth, Shambling Mound


Primary Attributes: Body 6, Dexterity 2, Strength 6, Charisma 1, Intelligence 1, Willpower 3
Secondary Attributes: Size 1, Ini 3, Per 4, Defense 7 (+2 armadura contra todo menos ataques cortantes), Stun 6,
Health 10, Horror 3
Skills: Brawl 10, Inti 8,
Ataque: Tentáculos 12 (Make a Brawl touch attack (see Touch Attacks, p. 116) with a penalty equal to the Size rating of
the opponent. If successful, you do no damage. Instead, compare the opponent’s Strength rating with the amount of
damage your character would have done. If the damage you rolled is less than or equal to your opponent’s Strength
rating, your character’s grapple attempt fails.
if you roll more damage than his strength rating, your character grabs him. on his next turn, the grappled character
cannot attack and must succeed in an opposed strength roll in order to free himself. if you roll more damage than
twice the opponent’s strength rating, your character pins him, and he only gets to use his Passive defense rating for
defense rolls. )
Si te pinea, te atrae el siguiente turno. Luego te hace 7L de toque.
Primero hace un solo ataque con los tentáculos para atrapar a uno. El siguiente turno, lo atrae. Al tercer turno atacará
con los tentáculos, con -1 por objetivo adicional.
Encuentros
Strahd Zombie Primary Attributes: Body 3, Dexterity 3, Strength 4,
The ungodly stench of rotting flesh hangs in the air. Up Charisma 0, Intelligence 1, Willpower 3
ahead, the walking, moaning corpses of dead men and Secondary Attributes: Size 0, Move 6*, Perception 4
women lumber about. (Smell 8), Initiative 4, Defense 6, Stun 3, Health 6
Follower 0 Skills: Brawl 7, Stealth 6, Survival 6, Horror 1
Archetype: Everyman; Motivation: Duty; Talents: Keen Sense (+4 smell-based Perception rating)
Style: 0 Resources: None
Primary Attributes: Body 2, Dexterity 0, Flaw: Bestial (Cannot communicate or use tools)
Strength 2, Charisma 0, Intelligence 0, Willpower Weapons: Bite 9L
2 * Creatures with four legs double their Move rating
Secondary Attributes: Size 0, Move 2, Perception when running.
2, Initiative 0, Defense 2, Stun N/A, Health
0*, Horror 2
Skills: Athletics 4, Brawl 5, Melee 5, Stealth 4 Gypsy
Talents: High Pain Tolerance (Ignore 3 wound penalties) Follower 1
Resources: None Archetype: Everyman; Motivation: Duty; Style: 0
Flaw: Mindless (Cannot talk or use tools) Primary Attributes: Body 2, Dexterity 2, Strength 2,
Weapons: Bite 5L (si hace grapple), 2 (al mismo) Punch Charisma 2, Intelligence 2, Willpower 2
5N Secondary Attributes: Size 0, Move 4, Perception 4,
* Zombies are immune to nonlethal damage and cannot Initiative 4, Defense 4, Stun 2, Health 4, Sanity 4
be stunned. In addition, they must consume one pound of Skills: Athletics 4, Firearms 4, Intimidation 4, Melee 4,
living flesh per day or suffer a point of lethal damage due Ride 4
to rot. Talents: Callous Rider (Can coerce and force his mount
Slow: Cannot run or sprint. to perform well beyond its natural abilities)
Resources: None
Flaw: Bad Reputation (+1 Style point whenever his bad
Wolf reputation causes problems)
This land is home to many wolves, their howls at the Weapons: Dagger 5L, Saber 7L, Heavy revolver 7L
moment too close for comfort.
Characters have a few minutes to steel themselves Fortune-Teller
before Ally 1
these wolves attack. They heed the will of Strahd
Archetype: Occultist; Motivation: Mystery; Style: 0
and can't be charmed or frightened.
Primary Attributes: Body 1, Dexterity 2, Strength 1,
Follower 1
Charisma 2, Intelligence 3, Willpower 3
Archetype: Animal; Motivation: Survival; Style: 0
Secondary Attributes: Size 0, Move 3, Perception 6,
Primary Attributes: Body 2, Dexterity 3, Strength 3,
Initiative 5, Defense 3, Stun 1, Health 4, Sanity 5
Charisma 0, Intelligence 1, Willpower 3
Skills: Academics: Occult 5, Empathy 5, Intimidation 4,
Secondary Attributes: Size –1, Move 6*, Perception 4
Investigation 5, Linguistics 5
(Smell 8), Initiative 4, Defense 6, Stun 2, Health 4
Talents: Fortune-Telling (Can tell the future)
Skills: Brawl 5, Stealth 7**, Survival 6, Horror —
Resources: None
Talents: Keen Sense (+4 smell-based Perception rating)
Flaw: Inscrutable (+1 Style point whenever she is
Resources: None
misunderstood
Flaw: Bestial (Cannot communicate or use tools)
or her mysterious motives cause trouble)
Weapons: Bite 7L
Weapons: Punch 0N
* Creatures with four legs double their Move rating
when running.
** A wolf has a +1 Size bonus on Stealth rolls. Barovian Witch
Follower 2 (Bella Sunbane y Offalia Wormwiggle)
Dire Wolf Archetype: Occultist; Motivation: Power; Style: 1
Primary Attributes: Body 2, Dexterity 2, Strength 3,
A snarling wolf the size of a grizzly bear steps out of the
Charisma 1, Intelligence 3, Willpower 4
fog.
Secondary Attributes: Size 0, Move 5, Perception 7,
The area is lightly obscured by fog. If more than one
Initiative 5, Defense 4, Stun 2, Health 6, Horror —
dire wolf is present, the others aren't far behind and can
Skills: Academics: Occult 6, Craft: Pharmacology 4,
be seen as dark shadows in the fog. The dire wolves of
Intimidation
Barovia are cruel, overgrown wolves and Strahd's loyal
6, Magic: Black Magic 5 (+2 en coven+2 familiar), Melee
servants. They can't be charmed or frightened.
5
Follower 2
Talents: Magical Aptitude (Can cast spells)
Archetype: Animal; Motivation: Survival; Style: 0
Resources: Ally 1 (Familiar; grants +2 Magic rating) Charisma 1, Intelligence 6, Willpower 6
Flaw: Fanatical (+1 Style point when her devotion Secondary Attributes: Size 0, Move 5, Perception 12,
causes harm) Initiative 5, Defense 6, Stun 3, Health 9, Horror —
Weapons: Punch 0N, Dagger 6L Skills: Academics: Occult 9, Craft: Pharmacology 7,
Rituals: Pick three from Augury, Elemental Fury, Greater Intimidation 6, Magic: Black Magic 12 (+2 familiar) Melee
Hex, Harm, Lesser Hex, Spirit Binding, Summon Animal, 6
Summon Horror Talents: Magical Aptitude (Can cast spells)
HAG COVENS Resources: Ally 1 (Familiar; grants +2 Magic rating)
When hags must work together, they form covens, in Flaw: Fanatical (+1 Style point when her devotion
spite of their selfish natures. A coven is made up of hags causes harm)
of any type, all of whom are equals within the group. Weapons: Punch 0N, Staff 8N
However, each of the hags continues to desire more Rituals: Todos
personal power.
A coven consists of three hags so that any arguments Montañes
between two hags can be settled by the third. If more
than Ally 1
three hags ever come together, as might happen if two Archetype: Hunter Motivation: Survival Style: 0
covens come into conflict, the result is usually chaos. Primary Attributes: Body 2, Dexterity 2, Strength 2,
Si esta junto todo el coven todas tienen todos los rituales Charisma 2, Intelligence 2, Willpower 2
anteriores más drain life. Secondary Attributes: Size 0, Move 4, Perception 4,
Initiative 4, Defense 4, Stun 2, Health 4
Skills: Athletics 4, Brawl 4, Firearms 4, Melee 4, Survival
Morgantha 6, Stealth 6
Patron 3 Talents: Long Shot (Double weapon ranges)
Archetype: Occultist; Motivation: Power; Style: 1 Resources: None
Primary Attributes: Body 3, Dexterity 2, Strength 3, Flaw:
Charisma 1, Intelligence 4, Willpower 5 Weapons: Punch 4N, Muzzle loading rifle 8L, Cuchillo 5L,
Secondary Attributes: Size 0, Move 5, Perception 7, Hacha 7L
Initiative 6, Defense 5, Stun 2, Health 8, Horror —
Skills: Academics: Occult 6, Craft: Pharmacology 4,
Intimidation
Bat, Swarm
The stillness of the night is shattered by the shriek of
6, Magic: Black Magic 7 (+2 en coven+2 familiar), Melee
bats and the flapping of tiny black wings.
5
These bats are the servants of Strahd. They attack the
Talents: Magical Aptitude (Can cast spells)
characters without provocation.
Resources: Ally 1 (Familiar; grants +2 Magic rating)
Follower 1
Flaw: Fanatical (+1 Style point when her devotion
Archetype: Animal; Motivation: Survival; Style: 0
causes harm)
Primary Attributes: Body 0, Dexterity 5, Strength 0,
Weapons: Punch 0N, Dagger 6L
Charisma 0, Intelligence 0, Willpower 4
Rituals: Pick three from Augury, Elemental Fury, Greater
Secondary Attributes: Size 0, Move 5 (Run 10),
Hex, Harm, Lesser Hex, Spirit Binding, Summon Animal,
Perception
Summon Horror
4, Initiative 5, Defense 5, Stun 0, Health 8*, Horror
HAG COVENS
1 (if surprised by them)
When hags must work together, they form covens, in
Skills: Stealth 6, Survival 4
spite of their selfish natures. A coven is made up of hags
Talents/Resources: None
of any type, all of whom are equals within the group.
Flaw: Bestial (Cannot communicate or use tools)
However, each of the hags continues to desire more
Weapons: None
personal power.
* Only attacks with an Area of Effect inflict full damage
A coven consists of three hags so that any arguments
on a swarm. All other weapons inflict a maximum of
between two hags can be settled by the third. If more
one point of damage per hit.
than
Distracting: Bats do not attack. Instead, the swarm
three hags ever come together, as might happen if two
flies about in a dense, black cloud of flapping wings,
covens come into conflict, the result is usually chaos.
disorienting
Si esta junto todo el coven todas tienen todos los
the characters. Those affected by their swarming
rituales anteriores más drain life.
suffer a –2 penalty to physical efforts and any task
requiring concentration.
Baba Lysaga Echolocation: Bats ignore all penalties for darkness.
Patron 4
Archetype: Occultist; Motivation: Power; Style: 3 Needle Blight
Primary Attributes: Body 3, Dexterity 3, Strength 3, Hunched figures lurch through the mist, their gaunt
bodies covered in needles. (see Touch Attacks, p. 116) with a penalty equal to the
The woods crawl with needle blights that serve the evil Size rating of the opponent. If successful, you do no
druids of Barovia. If the characters are moving quietly damage. Instead, compare the opponent’s Strength
and not carrying light sources, they can try to hide from rating with the amount of damage your character would
these blights. have done. If the damage you rolled is less than or equal
Follower 0 to your opponent’s Strength rating, your character’s
Archetype: Animal; Motivation: Survival; Style: 0 grapple attempt fails.
Primary Attributes: Body 1, Dexterity 3, Strength 2, if you roll more damage than his strength rating, your
Charisma 0, Intelligence 1, Willpower 4 character grabs him. on his next turn, the grappled
Secondary Attributes: Size 0, Move 4 , Perception character cannot attack and must succeed in an opposed
5, Initiative 3, Defense 4, Stun 1, Health 5, Horror strength roll in order to free himself. if you roll more
1 damage than twice the opponent’s strength rating, your
Skills: Brawl 4, Stealth 4 (+4 bosque), character pins him, and he only gets to use his Passive
Talents/Resources: None defense rating for defense rolls. )
Flaw: Vulnerable (fuego) Si te pinea, te atrae el siguiente turno. Luego te hace 5N
Weapons: Claws 5L, Agujas 5N de toque.
Flammable: During dry spells, scarecrows automatically Flammable: During dry spells, scarecrows automatically
catch fire if they come into contact with any flame, catch fire if they come into contact with any flame,
rather than catching if they spend more than a combat rather than catching if they spend more than a combat
turn in contact with flame, as normal. turn in contact with flame, as normal.

Twig Blight Scarecrow


Twig blights can root in soil, which they do when living If at least one character has a passive (Perception)
prey are scarce. While rooted, they resemble woody score of 3 or higher, read:
shrubs. When it pulls its roots free of the ground to A scarecrow lurches into view. Its sackcloth eyes and
move, a twig blight's branches twist together to form a rictus
humanoid-looking body with a head and limbs. are ripe with malevolence, and its gut is stuffed with
Follower 0 dead ravens. It has long, rusted knives for claws.
Archetype: Animal; Motivation: Survival; Style: 0 If more than one scarecrow is present, the others are
Primary Attributes: Body 1, Dexterity 3, Strength 1, close by. If none of the characters has a passive
Charisma 0, Intelligence 0, Willpower 3 Perception score of 3 or higher, the scarecrows catch
Secondary Attributes: Size –1, Move 4 , Perception the party by surprise.
4, Initiative 3, Defense 5, Stun 1, Health 3, Horror 0 Baba Lysaga (see chapter 10, area U3) crafted these
Skills: Brawl 3, Stealth 5* (+4 bosque, +4 inmovil), scarecrows to hunt down and kill ravens and wereravens.
Talents/Resources: None The scarecrows are imbued with evil spirits and
Flaw: Vulnerable (fuego) delight in murdering anyone they encounter.
Weapons: Espinas 4N Follower 1
* A twig blight has a +1 Size bonus on Stealth rolls. Archetype: Construct; Motivation: Duty; Style: 0
Flammable: During dry spells, scarecrows automatically Primary Attributes: Body 3, Dexterity 3, Strength 4,
catch fire if they come into contact with any flame, Charisma 0, Intelligence 2, Willpower 3
rather than catching if they spend more than a combat Secondary Attributes: Size 0, Move 7, Perception 6 (10),
turn in contact with flame, as normal. Initiative 6, Defense 6, Stun N/A, Health 6*, Horror 2
Skills: Athletics 5, Brawl 6, Melee 6, Stealth 6
Vine Blight Talents: Keen Sense (+4 smell-based Perception rating)
Appearing as masses of slithering creepers, vine blights Resources: None
hide in undergrowth and wait for prey to draw near. By Flaw: Primitive (–2 penalty to use technological items)
animating the plants a round them, vine blights entangle Weapons: Punch 6N, Farming implement 8L
and hinder their foes before attacking. * As animated constructs, scarecrows are immune to
Follower 1 nonlethal damage, and cannot be stunned.
Archetype: Animal; Motivation: Survival; Style: 0 Flammable: During dry spells, scarecrows automatically
Primary Attributes: Body 3, Dexterity 3, Strength 3, catch fire if they come into contact with any flame,
Charisma 0, Intelligence 2, Willpower 4 rather than catching if they spend more than a combat
Secondary Attributes: Size 0, Move 4 , Perception turn in contact with flame, as normal.
6, Initiative 3, Defense 5, Stun 3, Health 7 , Horror 1
Skills: Brawl 5, Stealth 4 (+4 bosque, +4 inmovil), Survival Werewolf
2 If the werewolves are in human form, read:
Talents/Resources: None A deep voice calls out, "Who goes there?" Through the
Flaw: Vulnerable (fuego) chill mist you see a large man in drab clothing wearing
Weapons: Ataque: Viñas 5 (Make a Brawl touch attack a
tattered gray cloak. He has shaggy, black hair and thick one point of nonlethal damage.
muttonchops. He leans heavily on a spear and has a A werewolf can never heal lethal damage through this
small bundle of animal pelts slung over his shoulder. ability—it must heal those injuries naturally. Werewolves
If the werewolves are in wolf form, read: knocked unconscious by damage recover immediately
I You hear the howl of a wolf some distance away. if their regeneration brings them to 0 Health or higher.
How the werewolves act depends on the form they Note that a werewolf that regenerates to exactly 0 Health
have taken. is Exhausted.
Human Form. Werewolves in human form pretend to
be trappers. If more than one is present, the others are SKELETAL RIDER
within whistling distance. Through the mist comes a skeletal warhorse and rider,
They try to befriend the characters to see if they are both clad in ruined chainmail. The skeletal rider holds
carrying silvered weapons .. If the characters appear to up
have no such weapons, the werewolves assume hybrid a rusted lantern that sheds no light.
form and attack. Otherwise·, they part c0'111pariy with The human skeleton and warhorse skeleton are all
the that remain of a rider and mount, both of whom perished
characters and leave well enough alone:';:· trying to escape through the fog that surrounds
.• Barovia. They are doomed to ride through the valley in
· Wolf Form. Werewolves. in wolf form o folio the party . search of another way out, without hope of salvation.
from a safe distance for -s$yei- ! 'hours. If their Dc,xterity The skeletons ignore the characters unless attacked.
(Stealth) checks exceed the:Chara􀅺ters' passivy Wisdom If both the rider and its mount are destroyed, this
(Perception) scores, the werewolves. attack :with encounter
surprise can't occur again. The destruction of one skeleton
when the characters de􀅺ide;tohke a sliort or long doesn't prevent future encounters with the other.
rest. Otherwise, they wait untirthe' characters·are Si siguen su rastro encuentran un trinket.
􀅺eakened
by anothe; ranqom nl n6·t lJer" before m9viI1g in fo r
the easy kill. . · · . · . · ·. · . ; . · Fuego Fatuo
The werewolves' faii is a c;ave complex that overlooks This random encounter occurs only once. If it comes up
Lake Barat9k (area Z). If you\ised the "Werewolves in again, treat the result as no encounter.
·. tli_e M.ist·advep,ture hook to lure the characters to
Barovia, captured werewolves can be forced to divulge Several hundred yards away, through the fog, you see a
the flickering torchlight.
location of their den, where they keep their prisoners
Follower 3 If the characters follow the flickering light, read:
Archetype: Monster; Motivation: Survival; Style: 2
Primary Attributes: Body 5, Dexterity 4, Strength 5, The torchlight flutters as it moves away from you, but
Charisma 0, Intelligence 1, Willpower 3 you never lose sight of it. You make your way quickly yet
Secondary Attributes: Size 0, Move 9 (Run 18)*, cautiously through the fog until you come upon the shell
Perception of a ruined tower. The upper floors of the structure have
6, Initiative 7, Defense 9, Stun 5, Health 8, Horror 4 collapsed, leaving heaps of rubble and shattered timber
Skills: Athletics 9, Brawl 9, Stealth 9, Survival 8 around the tower's base . The feeble light moves through
Talents: Alertness (+2 Perception rating), Flurry (May an open doorway on the ground floor, then flickers and
make two attacks at –2 to each attempt), Quick Reflexes goes out.
(+2 Initiative rating)
Resources: None The light is a will-o'-wisp that enters the ruined tower
Flaw: Bestial (Cannot communicate or use tools) and becomes invisible, hoping to lure the characters
Weapons: Bite 9L, Claws 10L inside to their doom.
* A werewolf doubles its Move if it runs on all fours. The floor of the tower is made of packed earth. Its
Curse: Each time a victim is bitten, he must make interior is desecrated ground (los zombies regeneran uno
a Willpower roll with a Difficulty equal to the number de daño por turno). Against the inside wall of the tower,
of points of damage taken by the attack. Failure means across from the open doorway, is a closed, empty
the victim is doomed to become a werewolf, though he wooden chest.
manifests no sign of his infliction until the first rising of If the characters disturb the chest, 3d6 zombies erupt
the next full moon (28 days from when he was bitten). from the earthen floor and attack. Once the zombies
Regenerate: Werewolves have amazing powers of appear, the will-o'-wisp becomes visible and joins the
regeneration. Werewolves treat all damage inflicted by fray.
non-silver weapons as nonlethal (even caustic damage).
Only silver inflicts lethal damage. At the end of each
round, a werewolf makes a Body roll. Each success heals
WERE RAVEN
This wereraven in raven form watches the characters
from a distance. Compare its Dexterity (Stealth) check There is a 25 percent chance that the grave is intact,
result to the characters' passive Wisdom (Perception) appearing as an elongated earthen mound or a rocky
scores to see whether it remains hidden from the party. cairn. Characters who dig up the grave find the skeletal
If one or more characters spot the creature, read: remains of a human clad in rusted chain mail (a soldier).
Through the mist, you see a black bird circling overhead. Among the bones lie corroded weapons.
When it feels your eyes upon it, the raven flies away, but If the grave isn't intact, it has been violated. The
it's back before long, keeping its distance. characters
The wereraven belongs to a secret order called the find a shallow, mud-filled hole with dirt or rocks
Keepers of the Feather. If the characters don't spot it, strewn around it and a few scattered bones within.
the wereraven shadows them for ld4 hours. At the end
of that time, or anytime sooner if the characters attack HIDDEN BUNDLE
it, the creature flies home to report what it has seen. This encounter occurs only if the characters are traveling;
If the party has a second random encounter with a otherwise, treat the result as no encounter.
wereraven, this one presents itself to the characters as The characters find a leather-wrapped bundle hidden
an ally and requests that they travel to the Blue Water in the underbrush, stuffed inside a hollow log, or nestled
Inn in Vallaki to meet "some new friends." It then flies in the boughs of a tree. If they open the. bundle; read:
off in the direction of the town. The bundle contains one set.of common clothes sized
Follower 3 for a human adult.
Archetype: Monster; Motivation: Survival; Style: 2 The clothes have a drab Bar' ovian·'style to .them. They
Primary Attributes: Body 4, Dexterity 5, Strength 4, belong to a wereraven or wer.ewolf.
Charisma 2, Intelligence 3, Willpower 4
Secondary Attributes: Size 0, Move 9 (Fly 18)*,
Trinket
Perception
You find something on the ground.
8, Initiative 10, Defense 9, Stun 4, Health 8, Horror 2
-A lepidopterist's box filled dead moths with skulllike
Skills: Athletics 9, Brawl 8, Stealth 10, Survival 8
patterns on their wings
Talents: Alertness (+2 Perception rating), Flurry (May
-A tiny spool of black thread that never runs out.
make two attacks at –2 to each attempt), Quick Reflexes
-A flag from a ship lost at sea
(+2 Initiative rating)
-A broken pendent of a silver dragon that's always cold to
Resources: None
the touch
Flaw: Bestial (Cannot communicate or use tools)
-A picture you drew as a child of your imaginary friend
Weapons: Beak 9L, Claws 8L
-A spyglass that always shows the world suffering a
terrible storm
GRAVE -A cameo with the profile's face scratched away
This encounter occurs only if the characters are traveling; -A lock that opens when blood is dripped in its keyhole
otherwise, treat the result as no encounter. -A black executioner's hood
You stumble upon an old grave.
Camino Salvaje Día Noche
- -
Si Si Trinket 2 enjambres de murciélagos
-
-
-
-
-
Si Si 3 dire wolves 1 montañés
- -
Si Si Jinete esquelético Jinete esquelético
- -
- -
Si Si Paquete escondido 4 dire wolves
- -
Si Si Tumba Trinket
No Si 4 espantapájaros Fuego fatuo
- -
Si Si wereraven 16 lobos
- -
No Si 2 hombres lobo, en humano 9 zombies
- -
- -
- -
- -
- -
- -
- -
Si Si 3 montañeses 5 needle blights
- -
- -
- -
- -
17 12 5 dire wolves 3 montañeses
- -
1. THE TOME OF STRAHD
This card tells of history. Knowledge of the ancient will help you better understand your enemy.
2. THE HOLY SYMBOL OF RAVENKIND
This card tells of a powerful force for good and protection, a holy symbol of great hope.
3. THE SUN SWORD
This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight.
4. STRAHD's ENEMY
This card sheds light on one who will help you greatly in the battle against darkness.
5.STRAHD
Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him!

SWORDS (SPADES) COINS (DIAMONDS)


1 OF SWORDS - AVENGER 1 OF COINS -SWASHBUCKLER
The treasure lies in a dragon's house, in hands once clean and now I see the skeleton of a deadly warrior, lying on a bed of stone
corrupted. flanked by gargoyles.
2 OF SWORDS - PALADIN 2 OF COINS -PHILANTHROPIST
I see a sleeping prince, a servant of light and the brother of Look to a place where sickness and madness are bred. Where
darkness. The treasure lies with him. children once cried, the treasure lies still.
3 OF SWORDS - SOLDIER 3 OF COINS -TRADER
Go to the mountains. Climb the white tower guarded by golden Look to the wizard of wines! In wood and sand the treasure hides.
knights. 4 OF COINS -MERCHANT
4 OF SWORDS - MERCENARY Seek a cask that once contained the finest wine, of which not a drop
The thing you seek lies with the dead, under mountains of gold remains
coins. 5 OF COINS -GUILD MEMBER
5 OF SWORDS- MYRMIDON I see a dark room full of bottles. It is the tomb of a guild member.
Look for a den of wolves in the hills overlooking a mountain lake. 6 OF COINS - BEGGAR
The treasure belongs to Mother Night. A wounded elf has what you seek. He will part with the treasure to
6 OF SWORDS - BERSERKER see his dark dreams fulfilled.
Find the Mad Dog's crypt. The treasure lies within, beneath 7 OF COINS -THIEF
blackened bones. What you seek lies at the crossroads of life and death, among the
7 OF SWORDS - HOODED ONE buried dead.
I see a faceless god. He awaits you at the end of a long and winding 8 OF COINS-TAX COLLECTOR
road, deep in the mountains. The Vistani have what you seek. A missing child holds the key to the
8 OF SWORDS - DICTATOR treasure's release.
I see a throne fit for a king. 9 OF COINS-MISER
9 OF SWORDS - TORTURER Look for a fortress inside a fortress, in a place hidden behind fire.
There is a town where all is not well. There you will find a house of MASTER OF COINS - ROGUE
corruption, and within, a dark room full of still ghosts. ·. I see a nest of ravens. There you will find the prize.
MASTER OF SWORDS - WARRIOR
That which you seek lies in the womb of darkness, the devil's lair:
the one place to which he must return.
GLYPHS (HEARTS)
STARS (CLUBS) 1 OF GLYPHS -MONK
1 OF STARS - TRANSMUTER The treasure you seek is hidden behind the sun, in the house of a
Go to a place of dizzying heights, where the stone itself is alive! saint.
2 OF STARS-DIVINER 2 OF GLYPHS -MISSIONARY
Look to the one who sees all. The treasure is hidden in her camp. I see a garden dusted with snow, watched over by a scarecrow with
3 OF STARS -ENCHANTER a sackcloth grin. Look not to the garden but to the guardian.
I see a kneeling woman-a rose of great beauty plucked too soon. 3 OF GLYPHS - HEALER
The master of the marsh knows of whom I speak. Look to the west. Find a pool blessed by the light of the white sun.
4 OF STARS -ABJURER 4 OF GLYPHS -SHEPHERD
I see a fallen house guarded by a great stone dragon. Look to the Find the mother-she who gave birth to evil.
highest peak. 5 OF GLYPHS -DRUID
5 OF STARS - ELEMENTALIST An evil tree grows atop a hill of graves where the ancient dead
The treasure is hidden in a small castle beneath a mountain, sleep. The ravens can help you find it. Look for the treasure there.
guarded by amber giants. 6 OF GLYPHS -ANARCHIST
6 OF STARS -EVOKER I see walls of bones, a chandelier of bones, and a table of bones-all
Search for the crypt of a wizard ordinaire. His staff is the key. that remains of enemies long forgotten.
7 OF STARS - ILLUSIONIST 7 OF GLYPHS -CHARLATAN
A man is not what he seems. He comes here in a carnival wagon. I see a lonely mill on a precipice. The treasure lies within.
Therein lies what you seek. 8 OF GLYPHS - BISHOP
8 OF STARS -NECROMANCER What you seek lies in a pile of treasure, beyond a set of amber
A woman hangs above a roaring fire. Find her, and you will find the doors.
treasure. 9 OF GLYPHS - TRAITOR
9 OF STARS - CONJURER Look for a wealthy woman. A staunch ally of the devil, she keeps
I see a dead village, drowned by a river, ruled by one who has the treasure under lock and key, with the bones of an ancient
brought great evil into the world. enemy.
MASTER OF STARS -WIZARD MASTER OF GLYPHS - PRIEST
Look for a wizard's tower on a lake. Let the wizard's name and You will find what you seek in the castle, amid the ruins of a place of
servant guide you to that which you seek. supplication.

STRAHD's ENEMY BEAST {JACK OF DIAMONDS)


A werewolf holds a secret hatred for your enemy. Use her hatred to
ARTIFACT {JOKER 1)
your advantage.
Look for an entertaining man with a monkey. This man is more than
A. BROKEN ONE (KING OF DIAMONDS)
he seems.
Your greatest ally will be a wizard. His mind is broken, but his spells Though old, he has one more fight left in him.
are strong. A. TEMPTER (QUEEN OF DIAMONDS)
B. BROKEN ONE (KING OF DIAMONDS) I see a child-a Vistana. You must hurry, for her fate hangs in the
I see a man of faith whose sanity hangs by a thread. He has lost balance. Find her at the lake!
someone close to him. B. TEMPTER (QUEEN OF DIAMONDS)
DARKLORD (KING OF SPADES) I hear a wedding bell, or perhaps a death knell. It calls thee to a
Ah, the worst of all truths: You must face the evil of this land alone! mountainside abbey, wherein you will find a woman who is more
A. DONJON (KING OF CLUBS) than the sum of her parts.
Search for a troubled young man surrounded by wealth and
madness. His home is his prison. STRAHD'S LOCATION IN THE CASTLE
B. DONJON (KING OF CLUBS) ARTIFACT (JOKER 1)
Find a girl driven to insanity, locked in the heart of her dead father's
house. Curing her madness is key to your success.
He lurks in the darkness where the morning light once
SEER 0ACK OF CLUBS) shone-a sacred place.
Look for a dusk elf living among the Vistani. He has suffered a great BEAST (JACK OF DIAMONDS)
loss and is haunted by dark dreams. Help him, and he will help you The beast sits on his dark throne.
in return. BROKEN ONE (KING OF DIAMONDS)
A. GHOST (KING OF HEARTS) mHe haunts the tomb of the m n he envied above all.
I see a fallen paladin of a fallen order of knights. He lingers like a DARKLORD (KING OF SPADES)
ghost in a dead dragon's lair. He lurks in the depths of darkness, in the one place to
B. GHOST (KING OF HEARTS) which he must return.
Stir the spirit of the clumsy knight whose crypt lies deep within the DONJON (KING OF CLUBS)
castle. He lurks in a hall of bones'. in the dark pits of his castle.
EXECUTIONER {JACK OF SPADES) SEER (JACK OF CLUBS)
Seek out the brother of the devil's bride. They call him "the lesser,"
but he has a powerful soul
He waits for you in a place of wisdom, warmth, and despair.
A. HORSEMAN {JOKER 2) Great secrets are there.
I see a dead man of noble birth, guarded by his widow. Return life to GHOST (KINC OF HEARTS)
the dead man's corpse, and he will be your staunch ally. Look to the father's tomb.
B. HORSEMAN {JOKER 2) EXECUTIONER (JACK OF SPADES}
A man of death named Arri gal will forsake his dark lord to serve I see a dark figure on a balcony, looking down upon this
your cause. Beware! He has a rotten soul. tortured land with a twisted smile.
A. INNOCENT (QUEEN OF HEARTS) HORSEMAN (JOKER 2)
I see a young man with a kind heart. A mother's boy! He is strong in He lurks in the one place to which he must return-a
body but weak of mind. Seek him out in the village of Barovia. place of death.
8. INNOCENT
E (QUEEN F HE RTS) INNOCENT (QUEEN OF HEARTS)
Evil's bride is the one you seek!
He dwells with the one whose blood sealed his doom, a
A. MARIONETTE (JACK OF HEARTS)
What horror is this? I see a man made by a man. Ageless and alone, brother of light snuffed out too soon.
it haunts the towers of the castle. MARIONETTE (JACK OF HEARTS)
B. MARIONETTE (JACK OF HEARTS) Look to great heights. Find the beating heart of the castle.
Look for a man of music, a man with two heads. He lives in a place He waits nearby.
of great hunger and sorrow. MISTS (QUEEN OF SPADES)
The cards can't see where the evil lurks. The mists obscure
all!
MISTS (QUEEN OF SPADES) RAVEN (QUEEN OF CLUBS)
A Vistana wanders this land alone, searching for her mentor. She Look to the mother's tomb.
does not stay in one place for long. Seek her out at Saint Markovia's TEMPTER (QUEEN OF DIAMONDS)
abbey, near the mists.
I see a secret place-a vault of temptation hidden behind a
RAVEN (QUEEN OF CLUBS)
Find the leader of the feathered ones who live among the vines. woman of great beauty. The evil waits atop his tower of
treasure.

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