From Here…
Ahead. Go through the glowing portal to Jotunheim footprint (Area 2). Down. Climb back down Yggdrasil’s trunk to the ground.
Ahead. Go through the glowing portal to Jotunheim footprint (Area 2). Down. Climb back down Yggdrasil’s trunk to the ground.
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that…
Adventure for Level 6 Characters Situation. A discovery beneath the Blood of the Vine tavern in the village of Barovia has unleashed sinister magic, transforming the owners. Hook. Disguised as a human, Urwin Martikov (Medium Wereraven; see chapter 5) of the Blue Water Inn in Vallaki hires the characters to investigate why the Blood of the Vine tavern in the village of Barovia has closed,…
Dingpots are animated objects created to assist in magical and alchemical research—or simply to help in the kitchen. Often cheerful, dingpots delight in serving up delicious meals, soothing tea, and the occasional magical draught.
East. Deeper into the palace. South. Long hallway connecting the oration chamber to the Guest Chambers. West. Balcony overlooking open sky.
| d4 | Legend known |
|---|---|
| 1 | Barovia is ruled by a cruel vampire named Strahd |
| 2 | Once in Barovia, you can never leave without killing Strahd … |
Weapon (morningstar), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that…
Tree branch bigger than a longship. Thick, crevassed bark and leaves with golden acorns. A cleft in the bark contains a portal. You see before you a branch of Yggdrasil, gnarled, ancient, and mightier than the gods themselves. Though they provided such welcome handholds on the ascent, the thick bark ridges grab and catch at unwary ankles here. At the branch’s first fork lies a thick mat of…
An invisible wall of magical force runs north-south through the two pillars in this area, dividing both the chamber and this dungeon level in two.
Be a Master of Classes Bards from the College of Adventurers learn from heroes of old and stories of legend. Bards are jacks of all trades, and, for the College of Adventurers, this statement rings even truer. They combine all the skills of their companions into one, allowing them to be versatile and supportive. While not having a direct goal, many adventurer-studying Bards live to tell tales of…
Adventures set in Barovia involve oppressive, gothic menace; suspicion; and the legendary threat of Strahd von Zarovich. Use this section to develop horror adventures in this domain.
Comprised of five twitching, blood-red tendrils lined with black slime, the devil’s glove fungus feeds voraciously off decaying matter, unwary insects, and small creatures. Resembling a long-fingered hand, they grow from bulbous roots that look like leathery, white eggs and constantly emit an overpowering scent of death and rot. Despite their unpleasant aura, these fungus creatures can form…
Fiery stones erupt, filling a 20-foot-radius, 10-foot tall Cylinder originating from a point on the ground you can see within range. Each creature in the Cylinder makes a Dexterity saving throw. On a failed save, a creature takes 1d12 Bludgeoning damage plus 3d8 Fire damage and is pushed vertically to the top of the cylinder, at which point the creature falls. On a successful save, a creature…
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
Ankylier Karls are the lowest members of Ankylier society, fulfilling menial tasks and hard labour. Karls are not generally treated with much respect, but are paid appropriately for their efforts by their Ankylier bosses. This allows for wealth to not necessarily be a reflection of social status within Ankylier society. Through an exceptional work ethic or extensive experience, Karls will be…
Origin Feat (Prerequisite: Dhakaani Ghaal’dar, Dhakaani Golin’dar, or Dhakaani Guul’dar) You gain the following benefits. Dreamwalker. You remain fully lucid when you dream and when you wake, you clearly remember everything that transpired. Mentor in the Uul. There is a spirit in the Uul Dhakaan that serves as your mentor. Work with your DM to develop the identity of this spirit; they could be…
“As you travel the dusty road through the forest, the sound of distant thunder on a clear day sets you on edge. Turning a corner, you notice the true source of the rumbling sounds – the crashing footsteps of an enormous ogre who is trying to appease their stroppy child. Noticing you, the larger of the two ogres waves and trudges over to you.” The Ogre father, Orguk, recently smashed a merchant’s…
Type: Poison Cost: 1,000 GP Weight: -- Injury Poison A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level.
“The worried people of a coastal village asked you to investigate a lighthouse not too far from them that seems to project magical darkness. The closer you get to the tall, striped tower, the thicker the fog seems to grow. Thorny brambles cling to the walls, which you assume have also caused the long scratch marks down the front of the door.”
Moments later, Grumlock’s gravelly voice echoes through the yard. “What’s it gonna be, vermin? First ones to raise their hands. I expect it will be the worst of you, and that’s just fine with me.” If the characters volunteer, they are immediately pulled out of the crowd and marched to the front of the yard. Regardless of what the players decide, there are no other volunteers. Still short at least…
Adventure for Level 9 Characters Situation. Lyssa von Zarovich (Medium, Chaotic Evil Vampire Nightbringer), a distant relative of Strahd, plots to undermine the count by unleashing her monstrous servants on Barovia. Hook. A human resident of Vallaki named Ernst Larnak (Medium, Lawful Evil Spy) tells the characters that locals have seen figures excavating the churchyard in the ruins of Berez. He…
Weapon (longsword), artifact (requires attunement) Few ever saw the gleaming blade Dämglesvir before the God’s End, as only the emperor was permitted to draw the sword from its sheath. Now its blade and hilt are black, like a weapon dipped in shadow. Aspirant At this tier of Attunement, you have the following benefits:
Lord Marrowgar An Adventure for Level 16 Characters
Wondrous Item, very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Barcumbuk is a skilled erinyes smith working for the contract devil Urevian. He prefers to produce weapons of high quality, taking his time, and he chafes at Urevian’s demands that he work quickly. Barcumbuk usually works in the hellforge (area G5) on the fifth level of the Abomination Vaults.
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if…
The characters arrive in Bjarmia and get a brief tour of the wondrous palace before having to defend their names and reputations from unfounded accusations. Their hosts make them comfortable in palatial accommodations, but in the night, assassins attack them, and the entire palace starts to fall from the sky! Refer to Northlands Worldbook, Chapter 2: Epic Regions of the North for full details on…
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