Missing in Barovia
| d12 | Missing Person |
|---|---|
| 1 | Ex-spouse |
| 2 | Sibling … |
| d12 | Missing Person |
|---|---|
| 1 | Ex-spouse |
| 2 | Sibling … |
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your…
Controlled by Secrets. Adelaide Langtree (Corvodaemon *) is here. As a chosen disciple of Raum, she has the power to manipulate characters who have given up their secrets to Raum to buy entrance to the maze. Should the characters find themselves here, Adelaide can cast Dominate Person at will (spell save DC 14), targeting only someone who paid their own secret to enter the maze and using…
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat) You gain the following benefits. Hunter’s Intuition. When you make a Wisdom (Perception or Survival) check, you can roll 1d4 and add the number rolled to the ability check. Finder’s Magic. You always have the Hunter’s Mark spell prepared. You can cast it once without a spell slot, and you regain the ability to…
Ashenwood is a vast evergreen forest of mostly pines and firs. No settlements exist in the forest, and few people who live on its borders dare enter, even for a few hours. In addition to the regular animals, great beasts dwell in the forest. The spirits of Rashemen do not control these dangerous creatures but often direct them into the paths of trespassers.
Once the characters have assumed control of the Recluse, they can continue toward Korth.
Once the characters enter Ashenwood, they cannot take a Long Rest until the adventure concludes. This wilderness contains too many threats, and the spirits themselves bristle at the intrusion.
Each group is guided by one of Zorri’s apprentices to a different path leading into Ashenwood.
The following areas are keyed to the Memory's Rest Sanatorium (Second Floor) map.
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…
The characters may travel to Murkwater Bend of their own volition, but this adventure starts with Adela Druskenvald seeking the characters’ help after her bad deal with Mister Crossroads.
Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by…
Wayward haints are restless spirits stuck between the realms of the living and the dead. Be it a curse or an unresolved conflict from their previous life, a haint can’t rest until their unfinished business is resolved. Haints only show hints of who they were in life, taking on a more symbolic form related to the hurt or loss they can’t let go of. They tend to repeat their monotonous actions—often…
Magic and malice give form to invisible stalkers, bodiless spirits of the air. These elusive beings pass unseen with nothing more than a stirring of air. They control powerful winds capable of moving objects and battering foes. Magic-users conjure these creatures to serve as killers and thieves. Invisible stalkers relentlessly pursue their quarry, and they rarely leave evidence of their crimes.…
The red rock formation is sacred to the village, but no one knows about the temple within. The Couatl has lain dormant without a worthy, mortal Priest Acolyte and thus faded from local lore. In the first chamber, Celestial script reads, ‘Those seeking peace are welcome. You only need to ask.’ In the second chamber, wall art depicts healing actions. Sofia ’s hair ribbon can also be found. In the…
This content is part of the Faster, Purple Worm! Everybody Dies, Vol. 1. You can unlock it by purchasing the book in our marketplace.