Never reveal exact DCsDifficulty Class: The target number a player must meet or exceed on a d20 roll to succeed at a task. for checks or saves. Instead, inform players if a task is easy, moderate, hard, etc.
Rather than flat bonuses, use proficiency diceInstead of a fixed bonus, roll a die (d4-d12 based on level) adding to checks. This adds variability to skilled actions. (d4-d12 based on level) to add volatility to skill checks.
Rather than flat bonuses, use proficiency dice (d4-d12 based on level) to add volatility to skill checks.
When Strahd is watching through magical means or spies:
Track Sanity Points (SP) starting at 10 + WIS modifier. Lose SP when encountering horrors. At 0 SP, gain indefinite madness.
After short restA period of downtime (at least 1 hour) where characters tend wounds and regain some resources., attempt WIS save to end despair. Calm emotions2nd-level spell: Suppresses strong emotions or removes frightened/charmed conditions., lesser/greater restorationLesser: 2nd-level, ends conditions like paralyzed or poisoned. Greater: 5th-level, reduces exhaustion or removes curses. remove despair.
Gain 1 level every 12 hours without long rest
Players can earn Hope Points through:
Spend Hope Points to:
Strahd tailors his psychological attacks based on character backgrounds and classes:
Strahd makes players question their reality:
Usage: Roll when players rest or enter key locations. Never more than 1/day.
Strahd manipulates players by:
Rule: Never more than 1 major manipulation per 2 sessions.
Track Strahd's psychological attacks on each PC:
When confronting overwhelming threats, a failed WIS save causes the frightened condition for 1 minute.
When experiencing something horrific, a failed CHA saveCharisma saving throws represent resistance to effects that would force a change in personality or challenge your sense of self. results in madnessMadness can be short-term (1d10 minutes), long-term (1d10 hours), or indefinite until cured by magic or rest..
Examples: Seeing a mangled body, witnessing a creature devouring a human, learning a terrible truth, watching a horrible death.
Removes frightened condition, short-term madness (long-term if combined with short rest), and despair (if combined with short rest).
When failing fear saves by 5+:
Make a WIS save when:
For each consecutive day with despair:
If below 50% HPWhen current hit points are less than half your maximum hit points. or exhaustedExhaustion has 6 levels with cumulative effects, from disadvantage on ability checks to death. before a long rest, make WIS save or gain nightmare effect and only restore half HP normally recovered.
When multiple party members fail saves:
Characters can attempt to:
Failed saves vs nightmares cause lingering effects:
Objects that appear after nightmares:
Shared nightmares can be solved cooperatively:
Solving nightmares grants:
When rolling for nightmares, on a 1:
Track Corruption Points (CP) when characters:
At 3, 6, and 9 CP, roll for physical changes:
At 10+ CP, dark powers offer gifts:
Ways to reduce Corruption Points:
At 20 CP, the character:
Roll weather 1d3 times per day (morning/afternoon/evening):
Roll | Weather | Effects |
---|---|---|
1-5 | Thick Fog | Disadvantage on Perception, -20ft visibility |
6-8 | Light Rain | Everything damp, fires harder to light |
9-10 | Heavy Rain | Disadvantage on hearing Perception, -10ft movement |
11-12 | Thunderstorm | Disadvantage on Concentration, animals skittish |
13 | Blood Rain | 1d4 psychic damage per hour exposed, stains everything |
14 | Ash Fall | Air fills with choking ash (CON save or cough) |
15 | Unnatural Stillness | No wind, sounds carry farther, uneasy feeling |
16 | Bone-chilling Cold | CON save each hour or gain 1 level of exhaustion |
17 | Wailing Wind | Hear whispers in the wind (WIS save or frightened) |
18 | Strange Eclipse | Sun/moon turns red, spells cast at -1 level |
19 | Shadow Storm | Darkness spell effect in random 30ft areas |
20 | Strahd's Wrath | Roll twice and combine effects |
Special weather effects:
Weather reflects Strahd's emotional state:
Control Weather spells in Barovia:
Item | Bright (Dim) Radius | Duration | Description | Barovian Notes |
---|---|---|---|---|
Candle | 5 ft. (5 ft.) | 1 hour | A flickering flame barely holding back the oppressive dark. Wax drips like tears. | Whispers: In Barovia, candles sometimes gutter out inexplicably when Strahd is near. |
Torch | 20 ft. (20 ft.) | 1 hour | A resin-soaked brand casting dancing shadows. Smoke stings the eyes. | Dread: Wolves are drawn to torchlight. Roll for random encounters at +2. |
Lantern (Hooded) | 30 ft. (30 ft.) | 6 hours | A shuttered beacon, its glow steady but feeble against the mist. | Safe Haven: Vistani caravans use these to mark safe paths. Others might attract hags. |
Lantern (Bullseye) | 60 ft. cone (60 ft.) | 6 hours | A focused beam piercing the fog like a blade. Leaves the periphery darker. | Trade-off: Advantage to spot threats ahead, but Disadvantage to notice ambushes from the sides. |
Oil Flask (poured & lit) | 10 ft. (10 ft.) | 6 rounds | A desperate, sputtering fire. Burns hot but brief. | Last Resort: The screams of burning oil mimic those of Strahd’s past victims. |
Bonefire (improvised) | 15 ft. (15 ft.) | 2 hours | A pyre of dried bones and rags. Burns with a sickly green hue. | Dark Power: 1-in-6 chance each hour to attract a specter or will-o’-wisp. |
Church Candle (blessed) | 10 ft. (10 ft.) | 3 hours | Wax infused with incense. The flame resists supernatural winds. | Sacred: Undead avoid its light unless commanded by Strahd (WIS save DC 13 to approach). |
Level | d20 Test Penalty | Speed Reduction | Barovian Effects |
---|---|---|---|
1 | -2 | -5 ft. | Whispers of the Land: Disadv. on Perception to hear Strahd’s spies. |
2 | -4 | -10 ft. | Mists Close In: -5 passive Perception; shadows seem to move. |
3 | -6 | -15 ft. | Bone-deep Fatigue: Disadv. on saves vs. Charm/Frighten. |
4 | -8 | -20 ft. | Hollow Eyes: NPCs react with fear (Disadv. on Persuasion). |
5 | -10 | -25 ft. | Death’s Shadow: Strahd gains Adv. on attack rolls vs. you. |
6 | Death | The Dark Powers Claim You: Rises as a zombie/spawn at dusk. |
Terrain | DC | Barovian Examples | Yield (Success) |
---|---|---|---|
Sallow Fields (mud/snow) | 10 | Blighted farms, thawing riverbanks | 1d6 + WIS mod lbs (rotten veggies, grubs) |
Wolfwoods (dirt/grass) | 15 | Gnarled forests, haunted glades | 1d4 + WIS mod lbs (bitter herbs, crow meat) |
Ravenloft's Shadow (bare stone) | 20 | Castle outskirts, mountain passes | 1 lb (lichen, rat bones) |
Condition | Effect | Barovian Flaw |
---|---|---|
Half-Rations (<½ food/day) | DC 10 CON save or +1 Exhaustion | "I'd kill for a scrap of bread." |
Fasting (5+ days no food) | Auto +1 Exhaustion/day | "The hunger... whispers to me." |
Dehydrated (<½ water/day) | +1 Exhaustion/day until full | "I see mirages of blood-red wine." |
Exhaustion 3+ | Disadv. on saves vs. Strahd's Charm | "Maybe he's right... we belong to him." |
Type | Effect | Barovian Examples | Rules Notes |
---|---|---|---|
Half Cover | +2 to AC and Dex saves |
|
Partial obstruction (e.g., 50% of body exposed). |
Three-Quarters Cover | +5 to AC and Dex saves |
|
Most of body hidden (e.g., only 25% exposed). |
Total Cover | Cannot be targeted directly |
|
Fully obscured. AoE spells may still affect. |
Barovian "False" Cover (DM Tip) | None (trap!) |
|
Perception check (DC 15) to detect deception. |
Condition | Effect | Barovian Example |
---|---|---|
Blinded | Can’t see; fails sight-based checks. Disadv. on attacks, adv. vs. attacks. | Strahd’s Greater Invisibility, Barovian fog. |
Charmed | Can’t harm charmer; charmer has adv. on social checks. | Strahd’s Charm, vampire spawn seduction. |
Exhaustion | Cumulative penalties: −2 to d20 rolls, −5 ft. speed/level. Death at Level 6. | Forced marches, starvation, Dream Pastry withdrawal. |
Frightened | Disadv. on checks/attacks; can’t move closer to source. | Strahd’s presence, ghostly wails, werewolf howls. |
Grappled | Speed = 0. Escape with STR/DEX vs. DC. | Vampire spawn grabs, animated armor restraints. |
Incapacitated | No actions, reactions, or concentration. | Sleep spells, paralytic poisons. |
Invisible | Adv. on attacks, disadv. vs. attacks. Can’t be targeted by sight. | Strahd’s mist form, Invisibility spells. |
Paralyzed | Incapacitated + auto-fail STR/DEX saves. Melee hits crit. | Ghoul claws, Hold Person. |
Poisoned | Disadv. on attacks and ability checks. | Hag brews, swamp gases, assassin’s venom. |
Prone | Disadv. on attacks; adv. vs. melee attacks. | Shoved by zombies, slippery crypt floors. |
Restrained | Speed = 0, disadv. on attacks/DEX saves, adv. vs. attacks. | Vine blights, Web spells. |
Stunned | Incapacitated + auto-fail STR/DEX saves. Adv. vs. attacks. | Mind flayer psionics, Power Word Stun. |
Unconscious | Incapacitated, prone, drops held items. Melee hits crit. | Knocked out by Strahd, Sleep spells. |
Item | Normal Cost | Barovian Cost | Notes |
---|---|---|---|
Moldy Bread (loaf) | 2 cp | 1 sp | Disadvantage on CON save vs. disease |
Rat Meat (chunk) | 3 sp | 8 sp | DC 12 CON save or poisoned for 1 hour |
Water (pitcher) | Free | 5 cp | 50% chance tainted (see Despair) |
"Wine" (vinegar) | 2 sp | 1 gp | No intoxication, tastes like despair |
Hag's Stew (bowl) | — | 2 gp | Cursed: -1d4 max HP until Remove Curse |
Vistani Provisions | Modest (1 sp) | 5 gp | Safe, but sold only to allies |
Prices double in Vallaki during festivals or shortages.
Item | Cost | Description |
---|---|---|
Gruel | 3 cp | Thin oat porridge that sticks to the ribs like paste |
Hardtack | 1 cp each | Rock-hard biscuits that taste vaguely of dust |
Root Soup | 5 cp | Mud-colored broth with floating turnip chunks |
Salt Pork | 2 sp | Over-salted meat that leaves you desperately thirsty |
Barley Bread | 4 cp | Dense loaf with visible husks, lasts weeks without molding |
Pickled Eggs | 3 cp each | Rubbery whites with sulfurous yolks floating in brine |
Dried Apples | 1 sp/handful | Leathery slices that taste like sweetened bark |
Goat Cheese | 8 sp/wheel | Pungent rounds that crumble like chalk |
"Festival prices" in Vallaki add +1d4 cp to all items.
Location | Atmosphere | Notable Patrons |
---|---|---|
Blood of the Vine (Barovia) | Oppressive silence broken by occasional sobbing | Drunken mourners, Ismark nursing ale |
Blue Water Inn (Vallaki) | Forced merriment with strained laughter | Wereravens in disguise, Rictavio at the bar |
Krezk's Empty Barrel | Paranoid whispers behind raised tankards | Off-duty guards, Abbot's mongrelfolk |
Vistani Camp | Raucous music covering tense negotiations | Spy masters, fortune tellers, Strahd's informants |
Bonegrinder "Tavern" | Sweet smells masking underlying rot | Hags pretending to be grandmothers |
St. Andral's Orphanage | Eerily cheerful children's singing | Empty chairs that creak on their own |
Old Svalich Road Camp | Nervous travelers jumping at owl hoots | Werewolf spies, desperate merchants |
Ravenloft's Cellar | Chill air carrying phantom banquet sounds | Strahd's brides, ghostly servants |
Berez's Ruined Pub | Moldy tables with fresh wine stains | Swamp creatures, Baba Lysaga's spies |
Tsolenka Pass Outpost | Howling wind drowning out conversation | Frozen corpses propped in chairs |
Location | Cost/Night | Risks |
---|---|---|
Abandoned Shack | Free | 1d4 Shadows attack at midnight |
Blood of the Vine Tavern | 1 gp | Strahd's spies report your location |
Vallaki Burgomaster's Guest Room | 10 gp | Forced to attend festival or arrested |
Vistani Camp | 2 gp + favor | Dreams of Strahd's mocking laughter |
Ravenloft Dungeon | — | You are the meal |
The original settlement from which Strahd carved his domain, now a ghost of its former self. Founded as a military outpost during Strahd's conquest, the village became his first prison when the mists descended. Its crumbling buildings bear silent witness to centuries of despair, with the burgomaster's mansion standing as a monument to failed resistance against the vampire lord.
This was where Strahd first tasted Barovian soil after his conquest, where he murdered his brother Sergei in the chapel ruins, and where Tatyana first leaped to her death. The village's perpetual fog carries echoes of these tragedies, sometimes forming ghostly tableaus of the past at dusk.
"My beloved returned to me at last" — Strahd
"A gnat buzzing around Tatyana" — Strahd
"A broken toy" — Strahd
Founded by refugees fleeing Strahd's early reign, Vallaki's high walls contain both desperate hope and festering corruption. The town's motto - "All will be well!" - rings hollow after generations of burgomasters enforcing mandatory happiness under threat of punishment. Beneath colorful festival banners, the townsfolk whisper of missing children and the cult growing in Lady Wachter's manor.
Vallaki was the last settlement to resist Strahd before his curse was complete. The town's original church was where the first priest attempted - and failed - to destroy Strahd with holy magic. Now the bones of St. Andral hidden beneath the new church represent the town's last hope, though few remember their true significance.
"Finally, worthy prey" — Strahd
"A useful fanatic" — Strahd
Perched high in the Balinok Mountains, Krezk began as a monastery before becoming a fortified village. Its isolation preserved some sanity, but the arrival of the Abbot - a celestial being slowly corrupted by Barovia - has twisted its purpose. The villagers now bar their doors at night, not just against wolves, but against the Abbot's mongrelfolk and the terrible sounds from the Abbey's bell tower.
The Abbey was once home to Saint Markovia, who led a failed rebellion against Strahd. Her crucifixion on the gates lasted forty days before she died - the same gates that now keep Krezk "safe." The pool where Tatyana's spirit sometimes appears was sacred to the mountain folk Strahd slaughtered during his conquest.
"A fascinating case study" — Strahd
"A stubborn mule" — Strahd
More than a fortress, Ravenloft is a manifestation of Strahd's damned soul - its spires like claws grasping at the storm-wracked sky. Built upon the ruins of a Tergish watchtower, every stone was laid under Strahd's exacting supervision. The castle breathes with its master's moods, halls lengthening for his amusement, doors locking to trap intruders, shadows moving with malicious intent.
The castle's foundation stones were mortared with the blood of conquered warriors. In its chapel, Strahd murdered his brother Sergei on their wedding day. From its tallest tower, Tatyana flung herself rather than submit to Strahd's embrace. Every anniversary of these events, phantom screams echo through the halls, and the portraits bleed.
"My most trusted blade" — Strahd
"Pretty decorations" — Strahd
Spellcaster must make ability check with spellcasting ability. On natural 1, suffer 1d12 psychic damage and can't cast remove curse until after a long rest.
Rules: Apply when Remove Curse fails by 5+. Curses grow stronger weekly until broken.
When a character dies, their soul may enter a humanoid corpse 1d20 hours later (DM's choice).
Vistani can curse those who wrong them (WIS saveWisdom saving throws represent resistance to mental influence and effects that would cloud your judgement or perception., DC = 8 + prof + CHA). Removing curses deals psychic backlashPsychic damage represents mental trauma and typically can't be reduced by armor. (1d6-5d6 depending on severity).
Examples: Prevent fine motor skills, cosmetic changes, item disappearance, vulnerability to damage type, disadvantage on ability checks, end attunement, blindness/deafness.
10ft range, duplicates animal friendship, charm person, or hold person (CHA-based save DC). On save, Vistana blinded until end of next turn.
Every 30 minutes on roads/wilderness (maximum 2 per 12 hours)
Roll | Encounter | |
---|---|---|
2 | 3d6 commoners fleeing something | |
3 | 1d6 scouts from Vallaki | |
4 | Hunting trap (DC 15 Perception to spot) | |
5 | Fresh grave with disturbed earth | |
6 | False trail leading to ambush | |
7 | 1d4 + 1 Vistani bandits | |
8 | Skeletal rider on nightmare steed | |
9 | Strange trinket in road (roll on trinket table) | |
10 | Hidden bundle containing 1d4 severed fingers | |
11 | 1d4 swarm of ravens (50%) or 1 wereraven (50%) | |
12 | 1d6 dire wolves stalking prey | |
13 | 3d6 wolves howling in distance | |
14 | 1d4 berserkers covered in blood | |
15 | Corpse with face frozen in terror | |
16 | 1d6 werewolves in human form | |
17 | 1 druid with 2d6 twig blights | |
18 | 2d4 needle blights disguised as shrubs | |
19 | 1d6 scarecrows that turn to watch you pass | |
20 | 1 revenant seeking vengeance |
Roll | Encounter | |
---|---|---|
2 | 1 ghost of a murdered child | |
3 | Hunting trap baited with rotting meat | |
4 | Grave being dug by shadowy figures | |
5 | Cursed trinket that whispers | |
6 | Corpse that sits up as you pass | |
7 | Hidden bundle containing a still-beating heart | |
8 | Skeletal rider dragging chains | |
9 | 1d8 swarm of bats that circle ominously | |
10 | 1d6 dire wolves with glowing red eyes | |
11 | 3d6 wolves that howl your name | |
12 | 1d4 berserkers in bloodstained robes | |
13 | 1 druid and 2d6 twig blights that mimic screams | |
14 | 2d4 needle blights that drip sap like blood | |
15 | 1d6 werewolves in wolf form | |
16 | 3d6 zombies in funeral attire | |
17 | 1d6 scarecrows that move when not observed | |
18 | 1d8 Strahd zombies with personalized torment | |
19 | 1 will-o'-wisp leading to danger | |
20 | 1 revenant with unfinished business |
Calendar measured in moons (lunar cycles)
Current year: 735 • Strahd born: 306
Strahd's conquest: 347 • Became vampire: 351
Alek, Andrej, Anton, Balthazar, Bogan, Boris, Dargos, Darzin, Dragomir, Emeric, Falkon, Frederich, Franz, Gargosh, Gorek, Grygori, Hans, Harkus, Ivan, Jirko, Kobal, Korga, Krystofor, Lazlo, Livius, Marek, Miroslav, Nikolaj, Nimir, Oleg, Radovan, Radu, Seraz, Sergei, Stefan, Tural, Valentin, Vasily, Vladislav, Waltar, Yesper, Zsolt
Alana, Clavdia, Danya, Dezdrelda, Diavola, Dorina, Drasha, Drilvia, Elisabeta, Fatima, Grilsha, Isabella, Ivana, Jarzinka, Kala, Katerina, Kereza, Korina, Lavinia, Magda, Marta, Mathilda, Minodora, Mirabel, Miruna, Nimira, Nyanka, Olivenka, Ruxandra, Sorina, Tereska, Valentina, Vasha, Victoria, Wensencia, Zondra
Alastroi, Antonovich/Antonova, Barthos, Belasco, Cantemir, Dargovich/Dargova, Diavolov, Diminski, Dilisnya, Drazkoi, Garvinski, Grejenko, Groza, Grygorovich/Grygorova, Ivanovich/Ivanova, Janek, Karushkin, Konstantinovich/Konstantinova, Krezkov/Krezkova, Krykski, Lansten, Lazarescu, Lukresh, Lipsiege, Martikov/Martikova, Mironovich/Mironovna, Moldovar, Nikolovich/Nikolova, Nimirovich/Nimirova, Oronovich/Oronova, Petrovich/Petrovna, Polensky, Radovich/Radova, Rilsky, Stefanovich/Stefanova, Strazni, Swilovich/Swilova, Taltos, Targolov/Targolova, Tyminski, Ulbrek, Ulrich, Vadu, Voltanescu, Zalenski, Zalken
Tip: Assign to 1-in-4 NPCs. Reveal quirks through interaction.
Usage: Trigger when players spend >10 mins in a location. No mechanics - pure atmosphere.
Set the atmosphere and tone for the upcoming session - good mood setter and session recap
Listen on SpotifyFREE Dynamic NPC generator addon for OBR - Copy and paste link into addons 👇
https://npc-generator-obr.onrender.com/manifest.json Open OwlBear Rodeo VTTFREE Monologues for games and campaigns
TikTok - NPC / BBEG MonologuesSpoiler free Barovia Map courtesy of Reddit user: Heppburr
Open ImageFull Name: | Strahd von Zarovich VI |
Titles: | The Ancient, The Land, Count of Barovia |
Age: | Over 400 years old |
Alignment: | Lawful Evil |
Domain: | Castle Ravenloft, Barovia |
Signature Weapon: | The Sword of the Morning (Sunblade, now corrupted) |
The Conqueror: Once a noble warrior who expanded his father's empire, Strahd conquered Barovia through brilliant military campaigns in his prime. The valley's original inhabitants called him "the Devil Strahd."
The Bargain: Fearing old age while his brother Sergei remained youthful, Strahd made his fateful pact on the night of Sergei's wedding to Tatyana. The ceremony became a bloodbath - Sergei murdered, Tatyana dead by suicide, and Strahd transformed into the first vampire.
The Curse: The Dark Powers granted Strahd's wish for immortality but cursed him to forever pursue Tatyana's reincarnations, only to lose her each time. Each cycle renews his torment.
The ever-present fog serves as Strahd's prison walls and psychological weapon. Key features:
Strahd's connection to Barovia is supernatural - the land reflects his moods:
Strahd's Mood ℹ️ Track Strahd's emotional state to foreshadow events. | Environmental Effects |
---|---|
Angry | Thunderstorms, howling winds |
Melancholy | Constant dreary rain |
Amused | Unnatural stillness |
Romantic | Blood-red moon appears |
Strahd's nomadic spies granted special privileges:
Local leaders who maintain the illusion of order:
The mysterious entities behind the Curse of Strahd:
This has repeated for centuries - the current Ireena incarnation is just the latest.
Strahd's View: "My beloved returned to me at last" (Obsessive romantic fixation)
Current Status: Being "courted" through calculated appearances and manipulations
Strahd's View: "A gnat buzzing around Tatyana" (Barely acknowledges)
Current Status: Begging adventurers to escort Ireena to safety
Strahd's View: "A broken toy" (Ignores him)
Current Status: Keeping son Doru chained in church basement
Strahd's View: "Finally, worthy prey" (Dangerous but entertaining)
Current Status: Active but hidden in Vallaki
Strahd's View: "A useful fool" (Lets him enforce order)
Current Status: Enforcing mandatory festivals
Strahd's View: "A useful fanatic" (Exploits her devotion)
Current Status: Planting cultists to overthrow Vargas
Strahd's View: "A harmless curiosity" (Occasionally amused)
Current Status: Making creepy dolls for Izek
Strahd's View: "A fascinating experiment" (Scientific curiosity)
Current Status: Tolerated for his creations
Strahd's View: "My most trusted blade" (Loyal executioner and confidant)
Current Status: Oversees daily operations of Ravenloft
Strahd's View: "An amusing diversion" (Kept for resemblance to Sergei)
Current Status: Growing jealous of Ireena
Strahd's View: "A living joke" (Mocking tolerance)
Current Status: Serving dinner to guests
Strahd's View: "A useful oracle" (Respects but doesn't trust)
Current Status: Maintains careful neutrality
Strahd's View: "A persistent delusion" (Denies their connection)
Current Status: Secretly protects him from afar
Shapechanger: Can transform into a bat, wolf, or mist
Legendary Resistance (3/Day): Can succeed on failed saving throw
Misty Escape: When dropping to 0 HP outside sunlight/running water, transforms into mist
Regeneration: 20 HP at start of turn (unless took radiant damage or in running water)
Spider Climb: Can move on walls/ceilings without ability checks
Vampire Weaknesses:
🔄 Special turns between turns: Strahd can take 3 extra actions per round, spread out between other creatures' turns.
AC: | 16 (natural armor) |
HP: | 144 (17d8 + 68) |
Saving Throws: | |
Skills: | |
Resistances: | necrotic; bludgeoning, piercing, and slashing from nonmagical attacks |
Challenge: | 15 (13,000 XP) |
Cantrips (at will): Mage Hand, Prestidigitation
1st (4 slots): Charm Person, Sleep
2nd (3 slots): Invisibility, Misty Step
3rd (3 slots): Fear, Fireball
4th (3 slots): Greater Invisibility, Polymorph
5th (1 slot): Animate Objects, Scrying
Usage: Roll when players enter new areas. Describe without explanation.