04 - A Playdate
Party
Yara
Angelica Beatrice Sulvere de Torgga (Xin Helena
PC Silverchime Beauregard Montagne Brightwood Mei) Hellebore
AC 13 18 16 14 17 14
STR -1 +2 +2 +0 +2 -1
DEX +4 +0 +4 +1 +5 +5
CON +2 +4 +2 +2 +2 +2
INT +1 +1 +3 +1 -1 +2
WIS +1 +5 -1 +5 +3 +1
CHA +5 +1 +0 +2 -1 +2
HP 17 17 18 19 20 17
PP 13 15 9 15 15 13
Vision 60ft. 300ft. 60ft. 60ft.
Darkvision Darkvision, Darkvision Darkvision
can share with 3
others for 1 hour
Notes
Who bought a pie? Who ate a pie?
Torgga Brightwood, Angelica Silverchime, Helena Hellebore Helena Hellebore
Rules for the Scarecrow Fight
There are 4 fighters among the Vistani, not including Madam Eva.
Joining Initiative with you are Stefan, Carna, Vaul, Klaus and Madam Eva.
The other Vistani are commoners, and are terrified. The players can use their bonus action move a
commoner 30ft in any direction - this is them suggesting they run in a direction.
Vistani cannot leave the map - to leave the camp and run in to the night is a death sentence.
This movement does provoke opportunity attacks.
A Vistani commoner can not move twice per round.
If a Vistani is caught by the terrifying glare ability, a PC can use their bonus action to snap them out of it.
Or they can physically carry them.
A Vistani commoner can interact with objects as a free action if prompted.
Madam Eva will use mainly cantrips, using levelled spells will draw Strahd's attention, as she cannot leave
Barovia - this will be a death sentence.
She must tell the party that Ireena is not Kolyan Indirovich's daughter, and was adopted, something
Ismark Kolyanovich did not know. She was found, a frightened and half-starved girl, on the edge of the C.
Svalich Woods near the E. Village of Barovia. She confirms that the only two who knew this in Barovia
were Kolyan Indirovich, Kolyan's wife and Father Donavich.
Statblock
Scarecrow
Medium construct, Chaotic Evil
Armor Class 11
Hit Points 36 ( 8d8 )
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1)
Proficiency Bonus +2
Saving Throws ⏤
Skills ⏤
Senses darkvision 60 ft., passive Perception 10
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
Languages understands the languages of its creator but can't speak
Challenge 1
Traits
False Appearance. While the scarecrow remains motionless, it is indistinguishable from an
ordinary, inanimate scarecrow.
Actions
Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: 13 ( +3 ) to hit, reach 5 ft., one target. Hit: 6 ( 2d4 + 1 )
slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw
or be frightened until the end of the scarecrow's next turn.
Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the
target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be
magically frightened until the end of the scarecrow's next turn. The frightened target is
paralyzed.
Spirit-Powered Constructs
A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is
this uncanny presence from beyond death that allows a scarecrow to inspire fear in those it gazes upon.
Hags and witches often bind scarecrows with the spirits of demons, but any evil spirit will do. Although
aspects of the spirit's personality might surface, a scarecrow's spirit doesn't recall the memories it had as
a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a
scarecrow either continues to follow its last commands, seeks revenge for its creator's death, or destroys
itself.
The Party move on
One Random Encounter - ask to roll, but they encounter the ghost of a man, strung up in a jibbet and left to
die. This is a warning Strahd leaves for looters. The ghost attacks the party.
Chirps from the Ghost
Don't go to the Castle! Don't Steal from the Castle
Doors lock. Walls move. Strahd.. he moves through it all like a dagger in the night
You'll die here. Every inch of you shall perish.
Statblock
Ghost
Medium undead, Any alignment
Armor Class 11
Hit Points 45 ( 10d8 )
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
Proficiency Bonus +2
Saving Throws ⏤
Skills ⏤
Senses darkvision 60 ft., passive Perception 11
Damage Resistances acid; fire; lightning; thunder; bludgeoning, piercing, slashing from
nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained
Languages any languages it knew in life
Challenge 4
Traits
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material
Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they
were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object.
Actions
Withering Touch. Melee Weapon Attack: 6 ( +5 ) to hit, reach 5 ft., one target. Hit: 22
( 4d6 + 3 ) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect
or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must
succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5
or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving
throw at the end of each of its turns, ending the frightened condition on itself on a success. If
a target's saving throw is successful or the effect ends for it, the target is immune to this
ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a
greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6: 4 ). One humanoid that the ghost can see within 5 feet of it must
succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then
disappears, and the target is incapacitated and loses control of its body. The ghost now
controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by
any attack, spell, or other effect, except ones that turn undead, and it retains its alignment,
Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It
otherwise uses the possessed target's statistics, but doesn't gain access to the target's
knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or
the ghost is turned or forced out by an effect like the dispel evil and good spell. When the
possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The
target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw
or after the possession ends.
Discovering a Werewolf Body
The Party discover the body of an adult werewolf on the road, still transformed in to it's werewolf form. It's
jaw has been removed.
Investigation Check
Traces of silver in the lacerations on it's body.
Jaw removal is relatively common in murder cases the Harpers investigate. It prevents spells such as
animate dead and speak with dead.