Chap 2: Areas of the Unknown, Part I
The following areas correspond to labels on the ORIGINAL CoS map of Barovia on page 35.
Common Features
Unless otherwise specified, apply the following rules to doors, secret doors, locks, and webs:
Doors--a wodden door can be forced open with a DC 10 Str check or DC 15 if the door is barred/reinforced. Increase the DC by 5 if the door is stone and 10 if iron. Decrease the DC b 5 if the door is made of glass or ice or is weakened (such as by rot/corrosion).
Secret doors--if there are obvious clue's to its presence, such as scratch marks/footprints, a character with a passive Wis (Perception) of 15 or higher notices the secret door. Otherwise, a PC must search the area and make a DC 15 Wis (Perception) check.
Locks--a creature proficient with thieves's tools can use them to pick a typical lock with a DC 15 Dex check. A typical padlock can be broken by smashing or slashing and succeeding on a DC 20 Str check.
Webs--characters can pass through ordinary webs and thick cobwebs without restraint or being slowed. A character can clear cobwebs from a 10-ft square as an action. Webs woven by giant spiders are different (see Chap 5 in DM's Guide).
A. Worthwagon Road
Text: 'Giant, fall-leaved trees loom on both sides of the road, branches clawing at the mist. Black pools of water lie like dark mirrors in and around the muddy roadway. Your boots are about to take the brunt of the muck.'
If the PCs walk along the road, they arrive at area B after 5 hours. If traveling in a Fungai's turkey wagon, the travel time is halved.
B. Adelaide Gate
Two sets of these gates exist: one to the west and one east of the village Adelaide.
Text: 'The mist spills from the forest to swallow up the road behind you. Ahead, jutting from the fall-leaved woods on both sides of the road, gray stone buttresses arch just over head height in the fog. Dew slicks the woodgrain grooves of the sticky, black-varnished doors that hang on the stonework. Two headless stone statues of equally tall turkeys flank the gate. Their heads lie in the weeds at their feet, staring at you with large yet somehow still beady eyes.'
If the characters are traveling on foot, the western gates swing open as they approaching, creaking on their hinges. The gates close behind the characters after they pass through. If riding in wagons, the gates open in front of the lead wagon and close after the rear enters.
The eastern gates don't open for people trying to leave the Unknown and the fog chokes any that pass through the gates or skirts around them.
If the Beast is defeated, the gates open and the North Wind clears the road east of fog.
C. The Edelwood Forest
Text: 'Towering trees, whose fiery canopies are lost in heavy gray mist, black out all but a drear light. The tree trunks are unnaturally close to one another, and the woods have the silence of a forgotten grave, yet exude the feeling of an unvoiced scream.'
If the PCs are traveling in wagons, they can continue to the village of Adelaide (area E) without incident.
If the characters are on foot, whoever has the highest passive Wisdom (Perception) score notices: 'You catch the grandly tripping notes of a distant song.'
A moment later: 'You hear the thick and fibrous ripping and tearing of a falling tree, its boughs snapping like bones.'
If they head in the direction of the sounds: 'The stump of a recently chopped tree still oozes black sap. Beside it, a tree with knobs and gnarls rougly resembling a face upon its trunk clutches a crumpled envelope between two low and twining branches.'
One week ago, this Edelwood tree was the man Alvin Oscar. He tried to escape from the Unknown with a letter from his master when the Beast stripped his final hopes and he succumbed to the Edelwood Slumber.
The letter in Alvin's hand has a large 'A' set into its wax seal. The parchment is worn and flimsy. If the PCs open and read the letter, show the players "Andrew Kole's Letter (Version 2)" in appendix F, dated one week ago.
Alvin was instructed to place the letter at the gates in the hope that visitors would find it and turn back.
If the PCs linger in the woods, they hear the howl of a lone dog far off in the forest. Each round, one more dog adds its voice to the howling, the sound
getting progressively closer to the party. If the characters are still in the woods after 5 rounds of howling, five dire dogs arrive and attack. If the characters are trying to leave the Unknown, these dire dogs are joined by a pack of 20 dogs. The attack stops if the PCs retreat to the road and head toward the village of Adelaide (area E).
D. Eternal River
Text: 'The river flows as clear as the melting ice of the undomesticated mountains.'
The river is roughly 50 feet wide, its depth ranging from 5 to 10 feet. Arching stone bridges span the river at two points, one near Adelaide (area E) and the other near Fallwater (area H). They are made from the same stone as the wall surrounding the Unknown.
E. Village of Adelaide
See Chap 3.
F. Eternal River Crossroads
Check for a random encounter whenever the characters reach area F, unless accompanied by Fungais.
Text: 'An old wooden stockage creaks in a chill wind that blows down from the high ground to the west. Its holes are mercifully empty, though the wood bears the countless stains and splattermarks of weaponized produce. The well-worn road splits here, and a signpost opposite the stocks points off in three directions: Adelaide to the east, Fallwater Pool to the northwest, and Tavern Town to the southwest.
The northwest fork slants in descent and disappears into the trees. The southwest fork winds around an upward slope. Across from the stockade, a shoulder-height stone wall encloses a small plot of graves in shroud of fog. The sticky, black-varnished sign above the entry reads: Eternal Garden Cemetery.'
The northwest fork leads to the river and the road southwest leads to area H. The east road leads to an arching stone bidge and continues to Adelaide (area E). If the PCs are traveling with Fungais, the Fungais lead them along the northwest road to the Fungai Encampment.
The stockade stands atop a wooden platform sticky with varnish made from the black sap of Edelwood trees.
The cemetery holds 11 graves. PCs who dig up the graves find moldy bones buried without coffins. The denizens of the Unknown respect their dead by not enclosing them in the wood that marks souls for consumption and utter destruction by the Beast.
The gravestones: 'Here lies Maude--she ran afoul of dogs, getting toothed and clawed.
Here lies Pete--he raced naked on a cold day and ended in a dead heat.
Here lies Trevor--he liked to eat mulch, which wasn't so clever.
Here lies Stacy--she walked in on some druids and got clubbed by a mace-y.
Here lies Bob--drawing a woodcutter's ire, he suffered a hatchet job.
Here lies Camille--she fell into Lake Froget and sank like steel.
Here lies Kipper--cursed by a Fungai, he got hit with his own whip-er.
Here lies Shane--he argued with a centaur and got kicked in the brain.
Here lies Lindy--she walked a roof too many on a day too windy.
Here lies Will--he barrelled down Fallwater but took a bad spill.
Here lies Gina--a marvelous musician until she swallowed her ocarina.'
If your card reading reveals a treasure is here, it's buried in one of the graves. For each grave the characters dig up, there's a cumulative 10 percent chance of finding the treasure.
G. Fallwater Pool Encampment
Text: 'The road gradually disappears and is replaced by a twisted, muddy path through the trees. Heavy-laden wagons have dug deep ruts into the earth.
The canopy of mist and branches gives way to boiling thunderclouds above. There is a clearing here, next to a river that widens to a pond, some might say a small lake, several hundred feet across.
Five colorful round tents, each ten feet in diameter, are pitched outside a ring of four, mulch-heaped wagons exuding a thick and loamy pungence. A much larger tent stands near the pond bank, its sagging sheet walls lit from within. Near this tent, eight horse-sized turkeys drink from the river.
A deep gnome plays a mournful tune on an accordion while their brightly clothed brethren sing and dance to an entirely different song around a bonfire.
A footpath continues beyond this encampment, meandering north between the river and the forest's edge.'
The eight draft turkeys drinking from the river aren't easily startled.
If the PCs are brought here by Fungais, their escorts remain at the camp and don't accompany the party any farther.
Twelve Fungais (CN male and female Fungai commoners) are standing and sitting around the fire, telling stories and eating from barbeque skewers. Three others (CN male and female Fungai nobles) rest in three of the four wagons but leap into action if an alarm is raised.
The Fungais will only attack if provoked with threats or insults. Otherwise, the PCs are offered food and drink and invited to join the reverie. If the PCs linger, continue with 'A Fungai's Tale' below. If they're in a hurry to leave, one of the Fungai tells them, "It was fated that you came to our camp. Ms. Evangeline foretold it. She awaits you." The Fungai directs them to the largest tent. If they head that way, continue with 'Ms. Evangeline's Tent.'
A Fungai's Tale
Text: 'Once upon a time, maybe a year ago, a powerful wizard came to this land. He stood where you're standing...sitting. A charming man, he was, for a wizard, anyway. He thought he could rally the people of the Unknown against the Beast. He stirred them up to revolt--you know how they get--and brought the mob to the Elder Edelwood.
But the Beast appeared and sang. And when he sings, he sings your secretest sins out of hiding. The mob scattered in despair only to plant roots from their feet. Every one of them fell to the Edelwood Slumber that day.
But the wizard, he and the Beast fired their spells off at each other. In their fight, they flew from the Elder Edelwood to a precipice overlooking the falls. Saw it with my own eyes, I did.
Thunder shook the mountainside, and boulders tumbled upon the wizard--thank spores he had magic. He was even able to take a direct bolt of lightning--I swear! But then the Beast fell on him. Nobody could've survived that.
The Beast flung him a thousand feet to his death. I checked. I climbed down the river to find the wizard in case he was just mostly dead. But it was too late--the Eternal River had already flushed him down.'
The Fungai storyteller doesn't remember the wizard's name, but recalls that it sounded important. If the characters haven't spoken with Ms. Evangeline, the storyteller urges them to do so.
Ms. Evangeline's Tent
Text: 'Magic flames cast a reddish glow over the tent interior and reveal a low table covered in black velvet. Light glints from a crystal ball on the table as a hunched figure peers into its surprisingly foggy depths. As the elderly Fungai speaks, her voice rasps like two rocks sanding each other to dust. "Right on schedule!" Laughter bursts from her withered lips with the clacking of thrown stones.'
Ms. Evangeline (see appendix D) speaks the name of each party member and makes some reference to that PC's past deeds. She then asks the characters if they want their fortunes read. If they say yes, she produces a worn deck of cards and proceeds with the sequence in Chap 1.
If the characters don't want a reading, continue play using the reading you performed before starting the adventure.
Ms. Evangeline has met a good many adventurers and lost souls in her time and knows they can't be fully trusted. She wants to free the Unknown from the curse of the Beast (see appendix D), but fears any harm to the Fungais, so she never gives aid or asks for any.
Treasure
For each turkey wagon that the PCs search, roll once on the folowing table to determine the treasure:
d20 Treasure
1-10 None
11-13 Sack of 100 units of currency (DM's choice) used in Tavern Town
14-16 Pouch of 100 units of currency (DM's choice) used in Adelaide
17-19 Sack containing one common item
20 One magic item (see Magic Item Table B in the DM's guide)
If your card reading reveals a treasure here, it's hidden in one of the wagons. Ms. Evangeline gives the PCs permission to search the wagons if they ask, and any such search also yields the treasure.
H. Fallwater
If the characters reach area H by following the footpath from the Fungai encampment (area G): 'You follow the river to the base of a canyon, at the end of which a great waterfall roars into a pool, billowing forth cold and spraying clouds. A bridge of stone spans the canyon nearly one thousand feet overhead.'
If the characters are on the high road: 'You follow the dirt road, its muck clinging to the side of the mountain, all the way to an arching bridge of mold, moss, and fungi-choked stone that spans a natural chasm. Stone dogs given a new coat coat of black moss stand alert over the corners of the bridge, ears and tails pointed.
On the mountain side of the bridge, a waterfall roars into a clouded, roiling pool nearly a thousand feet below. The pool feeds a river that winds into the fog-shrouded and fall-leaved trees that blanket the valley like a cold forest fire.'
The chasm's walls are slippery and sheer, and can't be scaled without magic or a climber's kit. The bridge is slick with the spray of the falls but safe to cross. The road south of the bridges leads down the mountainside to area F. The road north cuts through the mountains to area I. The dogs are harmless sculptures.
The following areas correspond to labels on the ORIGINAL CoS map of Barovia on page 35.
Common Features
Unless otherwise specified, apply the following rules to doors, secret doors, locks, and webs:
Doors--a wodden door can be forced open with a DC 10 Str check or DC 15 if the door is barred/reinforced. Increase the DC by 5 if the door is stone and 10 if iron. Decrease the DC b 5 if the door is made of glass or ice or is weakened (such as by rot/corrosion).
Secret doors--if there are obvious clue's to its presence, such as scratch marks/footprints, a character with a passive Wis (Perception) of 15 or higher notices the secret door. Otherwise, a PC must search the area and make a DC 15 Wis (Perception) check.
Locks--a creature proficient with thieves's tools can use them to pick a typical lock with a DC 15 Dex check. A typical padlock can be broken by smashing or slashing and succeeding on a DC 20 Str check.
Webs--characters can pass through ordinary webs and thick cobwebs without restraint or being slowed. A character can clear cobwebs from a 10-ft square as an action. Webs woven by giant spiders are different (see Chap 5 in DM's Guide).
A. Worthwagon Road
Text: 'Giant, fall-leaved trees loom on both sides of the road, branches clawing at the mist. Black pools of water lie like dark mirrors in and around the muddy roadway. Your boots are about to take the brunt of the muck.'
If the PCs walk along the road, they arrive at area B after 5 hours. If traveling in a Fungai's turkey wagon, the travel time is halved.
B. Adelaide Gate
Two sets of these gates exist: one to the west and one east of the village Adelaide.
Text: 'The mist spills from the forest to swallow up the road behind you. Ahead, jutting from the fall-leaved woods on both sides of the road, gray stone buttresses arch just over head height in the fog. Dew slicks the woodgrain grooves of the sticky, black-varnished doors that hang on the stonework. Two headless stone statues of equally tall turkeys flank the gate. Their heads lie in the weeds at their feet, staring at you with large yet somehow still beady eyes.'
If the characters are traveling on foot, the western gates swing open as they approaching, creaking on their hinges. The gates close behind the characters after they pass through. If riding in wagons, the gates open in front of the lead wagon and close after the rear enters.
The eastern gates don't open for people trying to leave the Unknown and the fog chokes any that pass through the gates or skirts around them.
If the Beast is defeated, the gates open and the North Wind clears the road east of fog.
C. The Edelwood Forest
Text: 'Towering trees, whose fiery canopies are lost in heavy gray mist, black out all but a drear light. The tree trunks are unnaturally close to one another, and the woods have the silence of a forgotten grave, yet exude the feeling of an unvoiced scream.'
If the PCs are traveling in wagons, they can continue to the village of Adelaide (area E) without incident.
If the characters are on foot, whoever has the highest passive Wisdom (Perception) score notices: 'You catch the grandly tripping notes of a distant song.'
A moment later: 'You hear the thick and fibrous ripping and tearing of a falling tree, its boughs snapping like bones.'
If they head in the direction of the sounds: 'The stump of a recently chopped tree still oozes black sap. Beside it, a tree with knobs and gnarls rougly resembling a face upon its trunk clutches a crumpled envelope between two low and twining branches.'
One week ago, this Edelwood tree was the man Alvin Oscar. He tried to escape from the Unknown with a letter from his master when the Beast stripped his final hopes and he succumbed to the Edelwood Slumber.
The letter in Alvin's hand has a large 'A' set into its wax seal. The parchment is worn and flimsy. If the PCs open and read the letter, show the players "Andrew Kole's Letter (Version 2)" in appendix F, dated one week ago.
Alvin was instructed to place the letter at the gates in the hope that visitors would find it and turn back.
If the PCs linger in the woods, they hear the howl of a lone dog far off in the forest. Each round, one more dog adds its voice to the howling, the sound
getting progressively closer to the party. If the characters are still in the woods after 5 rounds of howling, five dire dogs arrive and attack. If the characters are trying to leave the Unknown, these dire dogs are joined by a pack of 20 dogs. The attack stops if the PCs retreat to the road and head toward the village of Adelaide (area E).
D. Eternal River
Text: 'The river flows as clear as the melting ice of the undomesticated mountains.'
The river is roughly 50 feet wide, its depth ranging from 5 to 10 feet. Arching stone bridges span the river at two points, one near Adelaide (area E) and the other near Fallwater (area H). They are made from the same stone as the wall surrounding the Unknown.
E. Village of Adelaide
See Chap 3.
F. Eternal River Crossroads
Check for a random encounter whenever the characters reach area F, unless accompanied by Fungais.
Text: 'An old wooden stockage creaks in a chill wind that blows down from the high ground to the west. Its holes are mercifully empty, though the wood bears the countless stains and splattermarks of weaponized produce. The well-worn road splits here, and a signpost opposite the stocks points off in three directions: Adelaide to the east, Fallwater Pool to the northwest, and Tavern Town to the southwest.
The northwest fork slants in descent and disappears into the trees. The southwest fork winds around an upward slope. Across from the stockade, a shoulder-height stone wall encloses a small plot of graves in shroud of fog. The sticky, black-varnished sign above the entry reads: Eternal Garden Cemetery.'
The northwest fork leads to the river and the road southwest leads to area H. The east road leads to an arching stone bidge and continues to Adelaide (area E). If the PCs are traveling with Fungais, the Fungais lead them along the northwest road to the Fungai Encampment.
The stockade stands atop a wooden platform sticky with varnish made from the black sap of Edelwood trees.
The cemetery holds 11 graves. PCs who dig up the graves find moldy bones buried without coffins. The denizens of the Unknown respect their dead by not enclosing them in the wood that marks souls for consumption and utter destruction by the Beast.
The gravestones: 'Here lies Maude--she ran afoul of dogs, getting toothed and clawed.
Here lies Pete--he raced naked on a cold day and ended in a dead heat.
Here lies Trevor--he liked to eat mulch, which wasn't so clever.
Here lies Stacy--she walked in on some druids and got clubbed by a mace-y.
Here lies Bob--drawing a woodcutter's ire, he suffered a hatchet job.
Here lies Camille--she fell into Lake Froget and sank like steel.
Here lies Kipper--cursed by a Fungai, he got hit with his own whip-er.
Here lies Shane--he argued with a centaur and got kicked in the brain.
Here lies Lindy--she walked a roof too many on a day too windy.
Here lies Will--he barrelled down Fallwater but took a bad spill.
Here lies Gina--a marvelous musician until she swallowed her ocarina.'
If your card reading reveals a treasure is here, it's buried in one of the graves. For each grave the characters dig up, there's a cumulative 10 percent chance of finding the treasure.
G. Fallwater Pool Encampment
Text: 'The road gradually disappears and is replaced by a twisted, muddy path through the trees. Heavy-laden wagons have dug deep ruts into the earth.
The canopy of mist and branches gives way to boiling thunderclouds above. There is a clearing here, next to a river that widens to a pond, some might say a small lake, several hundred feet across.
Five colorful round tents, each ten feet in diameter, are pitched outside a ring of four, mulch-heaped wagons exuding a thick and loamy pungence. A much larger tent stands near the pond bank, its sagging sheet walls lit from within. Near this tent, eight horse-sized turkeys drink from the river.
A deep gnome plays a mournful tune on an accordion while their brightly clothed brethren sing and dance to an entirely different song around a bonfire.
A footpath continues beyond this encampment, meandering north between the river and the forest's edge.'
The eight draft turkeys drinking from the river aren't easily startled.
If the PCs are brought here by Fungais, their escorts remain at the camp and don't accompany the party any farther.
Twelve Fungais (CN male and female Fungai commoners) are standing and sitting around the fire, telling stories and eating from barbeque skewers. Three others (CN male and female Fungai nobles) rest in three of the four wagons but leap into action if an alarm is raised.
The Fungais will only attack if provoked with threats or insults. Otherwise, the PCs are offered food and drink and invited to join the reverie. If the PCs linger, continue with 'A Fungai's Tale' below. If they're in a hurry to leave, one of the Fungai tells them, "It was fated that you came to our camp. Ms. Evangeline foretold it. She awaits you." The Fungai directs them to the largest tent. If they head that way, continue with 'Ms. Evangeline's Tent.'
A Fungai's Tale
Text: 'Once upon a time, maybe a year ago, a powerful wizard came to this land. He stood where you're standing...sitting. A charming man, he was, for a wizard, anyway. He thought he could rally the people of the Unknown against the Beast. He stirred them up to revolt--you know how they get--and brought the mob to the Elder Edelwood.
But the Beast appeared and sang. And when he sings, he sings your secretest sins out of hiding. The mob scattered in despair only to plant roots from their feet. Every one of them fell to the Edelwood Slumber that day.
But the wizard, he and the Beast fired their spells off at each other. In their fight, they flew from the Elder Edelwood to a precipice overlooking the falls. Saw it with my own eyes, I did.
Thunder shook the mountainside, and boulders tumbled upon the wizard--thank spores he had magic. He was even able to take a direct bolt of lightning--I swear! But then the Beast fell on him. Nobody could've survived that.
The Beast flung him a thousand feet to his death. I checked. I climbed down the river to find the wizard in case he was just mostly dead. But it was too late--the Eternal River had already flushed him down.'
The Fungai storyteller doesn't remember the wizard's name, but recalls that it sounded important. If the characters haven't spoken with Ms. Evangeline, the storyteller urges them to do so.
Ms. Evangeline's Tent
Text: 'Magic flames cast a reddish glow over the tent interior and reveal a low table covered in black velvet. Light glints from a crystal ball on the table as a hunched figure peers into its surprisingly foggy depths. As the elderly Fungai speaks, her voice rasps like two rocks sanding each other to dust. "Right on schedule!" Laughter bursts from her withered lips with the clacking of thrown stones.'
Ms. Evangeline (see appendix D) speaks the name of each party member and makes some reference to that PC's past deeds. She then asks the characters if they want their fortunes read. If they say yes, she produces a worn deck of cards and proceeds with the sequence in Chap 1.
If the characters don't want a reading, continue play using the reading you performed before starting the adventure.
Ms. Evangeline has met a good many adventurers and lost souls in her time and knows they can't be fully trusted. She wants to free the Unknown from the curse of the Beast (see appendix D), but fears any harm to the Fungais, so she never gives aid or asks for any.
Treasure
For each turkey wagon that the PCs search, roll once on the folowing table to determine the treasure:
d20 Treasure
1-10 None
11-13 Sack of 100 units of currency (DM's choice) used in Tavern Town
14-16 Pouch of 100 units of currency (DM's choice) used in Adelaide
17-19 Sack containing one common item
20 One magic item (see Magic Item Table B in the DM's guide)
If your card reading reveals a treasure here, it's hidden in one of the wagons. Ms. Evangeline gives the PCs permission to search the wagons if they ask, and any such search also yields the treasure.
H. Fallwater
If the characters reach area H by following the footpath from the Fungai encampment (area G): 'You follow the river to the base of a canyon, at the end of which a great waterfall roars into a pool, billowing forth cold and spraying clouds. A bridge of stone spans the canyon nearly one thousand feet overhead.'
If the characters are on the high road: 'You follow the dirt road, its muck clinging to the side of the mountain, all the way to an arching bridge of mold, moss, and fungi-choked stone that spans a natural chasm. Stone dogs given a new coat coat of black moss stand alert over the corners of the bridge, ears and tails pointed.
On the mountain side of the bridge, a waterfall roars into a clouded, roiling pool nearly a thousand feet below. The pool feeds a river that winds into the fog-shrouded and fall-leaved trees that blanket the valley like a cold forest fire.'
The chasm's walls are slippery and sheer, and can't be scaled without magic or a climber's kit. The bridge is slick with the spray of the falls but safe to cross. The road south of the bridges leads down the mountainside to area F. The road north cuts through the mountains to area I. The dogs are harmless sculptures.
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