Missing in Barovia
| d12 | Missing Person |
|---|---|
| 1 | Ex-spouse |
| 2 | Sibling … |
| d12 | Missing Person |
|---|---|
| 1 | Ex-spouse |
| 2 | Sibling … |
The Recluse has lost all but 100 pounds of food and 100 gallons of water. As the journey progresses, see the rules for dehydration and malnutrition in the Player’s Handbook if the crew risks running out of supplies.
Blighted Wood Weaving through a maze of blighted trees and blackened brambles, you arrive at a mossy hollow in the woods that offers a welcome respite from the cluttered underbrush. This natural resting spot is shaded by a broad beech tree at its center, its branches covered in patches of greenish-white mold. Slumped against the tree is the partially eaten corpse of a man. Shelf-like fungus grows…
A character bound by the Thread of Kindred searches for a family member who went missing in Druskenvald after experiencing a series of worsening nightmares. Following clues in a dream journal left behind by their loved one, the character knows that a terrible, crooked fate awaits their kin and only they can bring salvation. Goal. The character must track down their loved one’s location, uncover…
Erin Darkflame Montgomery, the factol of the Society of Sensation, is concerned over the disappearance of her protégé, Howel Maltby. A respected Sensate agent, Howel departed to review one of the newer bathhouses in Sigil but never returned. Factol Montgomery hires the characters to visit the establishment and find out what happened to him. Upon gaining the assignment, the party is dispatched to…
“Clo-bi-oh-don” (Cage tooth) This whole area was filled with lil’ fish-snatching pterosaurs. They kept their distance from us – I guess they’re used to being plucked off of the ground by small predators. Still, beautiful creatures to see flyin’ and fascinatin’ to observe perchin’ on rocks. They fed by flyin’ low over the water and quickly dippin’ their heads in, nabbin’ unaware fish. Nifty stuff.…
The characters are alerted to the existence of Memory’s Rest Sanatorium by a farmer whose relative went to seek treatment and seemingly has become a different person.
Potion, uncommon Vitae, blood from within a Kindred, has powerful properties that are passed on when imbibed by a non-Kindred. A single Blood Point can be stored in a drinkable vessel for up to 48 hours without alchemical treatment. When you drink this potion, you gain the following effects. Increased Strength and Speed: Your Strength score increases by 2, and your Speed increases by 5 feet for 1…
When two Sovereign Ooze Lords merge, the resulting creature is a Sovereign Ooze Monarch. Sovereign ooze monarchs have an even greater capacity to think, communicate, reason, and plot. They also begin receiving messages from whatever greater power is linked to their existence (if any). In that case, they focus on carrying out the wishes of those greater powers. The Greater Power table below lists…
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Estimated Duration: 75 minutes The party chases down leads to identify the victim and locate the killer.
Wondrous Item, uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an…
Korth is approximately 960 miles away from where the Recluse was attacked. The characters must navigate their airship to its intended destination if they have any hopes of arriving before their supplies run out. This section references the rules and guidance in the “Journeys in the Skies” section of chapter 7 of Eberron: Forge of the Artificer.
The entry room is fairly plain. The fireplace offers no warmth, only a pile of ashes. A table and two chairs sit in the center of the room. One chair lies on its back, and in front of it on the floor is dust in the vague shape of a humanoid. There is a door in the wall opposite the one you came in through. There are no windows, and two lanterns on the walls cast unreliable, flickering light.…
Once the characters have assumed control of the Recluse, they can continue toward Korth.
Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance. Most kithkin are linked by an empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly. Some kithkin remove themselves from this empathic web temporarily…
Unbearably warm. Brimstone and wood odor. This room, meticulously maintained by its inhabitant’s servants, features an enormous, well-appointed bed over which hangs a massive painting of a mountain scene. An open jar sits atop a small chest resting against the wall. This richly decorated chamber feels unnaturally warm and has an odor mixing brimstone and sandalwood. The bed and furnishings are…
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a…
Although Wickermoor Hollow doesn’t see a great deal of travel and trade with the other provinces of Druskenvald, anything that might be of value to the good folks of Wickermoor Village can be found at the trading post. From the staples of people’s diet to the more exotic goods like simple weapons and trade goods, Baltus Tolliver either has it or knows how to get it. Goods that might tempt…
The abominations made by apothecaries pose a threat to unsuspecting villages. The secret scientific research they brew up in hidden labs cause all manner of problems for the regular folk residing nearby. Apothecaries in need of fresh subjects for experimentation are the center of unease in any community when people start going missing in the middle of the night. These missing people are often…
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your…
Weapon (any simple or martial), common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Weapons Name Simple Melee Weapons Silvered Club | 1d4 Bludgeoning | Light | Slow Silvered Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick …
Familiarity. Here are the meanings of the terms in the table’s Familiarity column:
Weapon (any simple or martial), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon. Weapons Name Simple Melee Weapons Dragon Slayer Club | 1d4 Bludgeoning | Light | Slow Dragon Slayer Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick …
Re-direct to Wharf A squat, square stone building, reinforced with rusted iron bars, forms the River Quarter’s City Watch Station. Large and imposing, it has narrow barred windows and a plain exterior façade. A rusty lantern occasionally screeches as it hangs beside a heavy ironwood door. Tucked near the edge of the Fishmonger’s Wharf, the River Quarter’s City Watch Station is quite busy…
Weapon (any simple or martial), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to…
Level 7 – 8 Adventure. Mysterious. Rescue. Secluded Temple. The sudden disappearance of a young girl sends the party on a rescue mission through the desert and into the hidden temple of a powerful beast. However, things aren’t as straightforward as they seem, and more than just brute force will be needed to win the day.
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