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Published by maniacmagee1336, 2021-09-24 00:06:19

Curse of Strahd

lazb

the characters and the werewolf pack that has been knows the trick to bypassing the trap on the tower door.)
terrorizing settlements in the Forgotten Realms. The If the tower has also been destroyed, she doesn't stick
werewolves know that the tower has magical defenses, around unless the characters are clearly her best hope
so they are cautious. Kiri! tries to lure the characters of survival.
outside for a final showdown, but pulls his pack into the
woods if the characters start lobbing spells or making Ezmerelda's altercation with Strahd has left her with
ranged attacks from the tower. only 30 hit points. She graciously accepts any healing
the characters have to offer.
DEVELOPMENT
DEVELOPMENT
A captured werewolf can be forced to divulge the where­
abouts of the children kidnapped by the pack. They are From this moment on, Strahd gains a new goal: kill
being held in a cave to the west (see chapter 15, "Were­ Ezmerelda d'Avenir. Knowing that his Vistani spies
wolf Den"). might be conflicted at the thought of slaying one of their
own, Strahd relies on the druids and the werewolves of
EZMERELDA'S RETREAT the Svalich Woods, as well as human spies and vampire
spawn hidden in Barovia's settlements, to help him find
Ezmerelda d'Avenir (see appendix D) returns to Van and kill Ezmerelda. If Strahd learns that she and the
Richten's Tower after confronting Strahd in Castle characters are working together, he invites the charac­
Ravenloft and barely escaping with her life. She arrives ters to Ravenloft, expecting that Ezmerelda will accom­
on the back of a riding horse stolen from the Vistani pany them. The characters receive their invitation in the
camp outside Vallaki (chapter 5, area N9). form of a letter delivered by one of Strahd's spies. If the
characters open and read the letter, show the players the
Ezmerelda hopes that the arsenal of weapons in her "Strahd's Invitation" handout in appendix F. If the char­
wagon will be enough to protect her from the vampire's acters head toward the castle, they have no threatening
wrath. If the characters blew up the wagon, she is un­ random encounters on the way.
derstandably annoyed and retreats to the tower. (She

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CHAPTER 12: THE WIZARD OF WINES

INE IS THE LIFEBLOOD OF THE BAROVIAN Adding to Davian's misery, the wereravens have been
fending off frequent attacks by Baba Lysaga's scarecrow
people. It is one of the only indulgences constructs. Three weeks ago, during one such attack,
left to them. Without it, many Barovians another gem was found, dug up, and taken. Davian be­
would lose their last shred of hope and lieves that it is in the possession of Baba Lysaga (see
succumb to utter despair. chapter 10, area U3).

Although the Vistani often bring wine Davian's belief is correct. The gem was a lucky find for
from distant lands, they share it infre­ Baba Lysaga, who had previously suspected that magic
quently. Thus, most of Barovia's wine comes from one was the root of the vineyard's health but knew nothing of
source: the Wizard of Wines winery and vineyard. its source. Even after this great discovery, Baba Lysaga
The Wizard of Wines was founded by a mage whose continues to send her scarecrows against the winery,
name is buried in the annals of history. The wizard fash­ antagonizing the wereravens like a bad neighbor.
ioned three magic gems, each one as big as a pinecone,
and planted them in the rich valley soil. These "seeds" Five days ago, evil druids stole the third and final gem
gave rise to healthy grapevines, which produced sweet, and bore it to Yester Hill (chapter 14). The wereravens
plump grapes. Even after Strahd's curse settled over launched a counterattack on Yester Hill, hoping to get it
Barovia, the gems kept the vines and their grapes from back, but to no avail. The druids and their blights proved
succumbing to the darkness. more than a match for the lycanthropes.
Strahd bequeathed the winery and vineyard to the
noble Krezkov family as a reward for the family's loyalty. Two days ago, the druids returned with a horde of
Later, an arranged marriage between the Krezkovs and blights and drove Davian's family from the winery.
the Martikov family led to the land being taken over by They've also poisoned the fermentation vats, leav­
a Martikov descendant. The winery and vineyard have ing the winery with only a few bottles and barrels of
been tended by the Martikovs ever since. At some point, drinkable wine.
the Martikov family became infected with widespread
lycanthropy. The current patriarch, Davian Martikov, is Even if the characters succeed in helping the Mar­
a wereraven, as are his children and grandchildren. tikovs reclaim the winery, wine production in the valley
The wereravens provide the wine to Barovian tav­ will eventually stop as the vineyard dies off. Only by
erns for free, knowing the good it brings to the Baro­ recovering the magic gems and replanting them in the
vian people. soil can the characters ensure that the Barovians aren't
The winery is known for three wines: the unremark­ without wine to comfort them on dark, wretched nights.
able Purple Grapemash No. 3, the slightly more tanta­
lizing Red Dragon Crush, and the rich Champagne du
le Stomp. Ten years ago, one of the vineyard's magic
gems was dug up and stolen, and as a result, the winery
stopped producing its best vintage, the champagne. No
one knows what happened to the gem. Davian Martikov
blames his middle son, Urwin (see chapter 5, area N2),
for the loss because Urwin was on watch the night the
gem was taken. Davian is convinced that Urwin shirked
his duty to spend time with his betrothed, and the two
men have been at odds ever since. To this day, Urwin
steadfastly denies his father's accusation.

WHY, IT IS NOTHING TO BECOME AN

animal, for that is the true nature of
every man. We are not meant to wear
crowns and drink from goblets.

..:...strahd von Zarovich

APPROACHING THE • Elvir, his youngest son
• Stefania, his adult daughter
VINEYARD • Dag Tomescu, Stefania's husband

A branch of the Old Svalich Road leads to the vineyard. All five are members of the Keepers of the Feather (see
If the characters approach along this path, read: chapter 5, area N2). Also present are Stefania and Dag's
four children: a teenage son named Claudiu, two young
After a half mile, the road becomes a muddy trail that boys named Martin and Viggo, and a baby girl named
meanders through the woods, descending gradually Yolanda.The three youngest children are noncomba­
until the trees part, revealing a mist-shrouded meadow. tants; the boys are wereravens with 7 hit points each,
The trail splits. One branch heads west into the valley, and Yolanda is effectively a human with 1 hit point (she
and the other leads south into dark woods. A wooden can't assume other forms yet).
signpost at the intersection points west and reads,
"Vineyard." If the characters come to the vineyard looking to
obtain wine, Adrian can confirm that there are three
If the characters head west on the trail toward the vine­ barrels in the loading dock (area W2), plus another three
yard, read: barrels and several wine bottles in the cellar (area Wl4).
There is more wine still fermenting (area W9).
A light drizzle begins to fall. Unpainted fences blindly
follow the trail, which skirts north of a sprawling vine­ APPROACHING THE WINERY
yard before bending south toward a stately building.
The fog takes on ghostly forms as it swirls between the If the characters continue toward the winery, read:
neatly tended rows of grapevines. Here and there, you
see rope-handled half-barrels used for hauling grapes. Situated in the midst of the vineyard, the winery is an
North of the trail is a large stand of trees. A man wearing old, two-story stone building with multiple entrances,
a dark cloak and cowl stands at the edge of the trees, thick ivy covering every wall, and iron fencing along its
beckoning you. roofline. The trail ends at an open loading dock on the
ground floor.
The beckoning figure is one of nine wereravens (LG
male and female humans) hiding in the grove north of A wooden stable of more recent construction is at­
the vineyard.If the characters ignore the cloaked figure tached to the east side of the winery, next to the load­
and continue on to the winery, the wereravens keep ing dock. West of the winery is a crumbling well and a
their distance and wait to see what happens. wooden outhouse.

THE MARTIKOV FAMILY When the characters reach the winery, read:

If the characters head toward the cloaked figure, the You hear the rustle of dead vines all around you. Inhu­
other wereravens emerge from the stand of trees and man shapes emerge from the vineyard, their limbs crack­
greet them in human form. They wear dark leather rain ing as they trudge forth through the mist and rain.
cloaks and cowls.
Thirty needle blights (in six groups of five) emerge from
One of them is the current owner of the winery and the surrounding vineyard and make their way toward
vineyard, Davian Martikov, who is an old and suspicious the characters and the winery.The blights are 120 feet
man. Until he trusts the characters, he says nothing away when they first become visible, and they have a
about the stolen gems but tells them that evil druids and walking speed of 30 feet.Characters can either barri­
blights have attacked the winery and forced his family to cade themselves inside the winery, thus keeping the
take refuge in the woods. needle blights at bay, or stand and fight. lf they stay out­
side and fight, druids and'blights from inside the winery
If the characters.rid the winery ofits invaders, Da­ join the battle on the rounds·stiown bel_ow..
vian is grateful. Only then does:he teH thein that the
vineyard's three �agic l's�eds"'naVe been stole�.He. de: Round Creatures
scribes them as gems the size ;a�d sh�pe' of pinecones, 3
each one containing a' glowing green light as brfght as a 4 1 druid and 24 twig blights (from area W9)
torch.For the good.of all Barovia, he urges:the charac­ 5
ters to travel to Berez (area U) and Yester Hill (area Y ) to 1 druid and s need!� blight� (from ·area Wl.4)
retrieve two of them. He has no idea what happened to
the third gem. 1 druid and 2 vine blights (from area W20)

Davian's group includes the following people: The druid lurking in area W16 carries a Gulthias staff
(see appendix C). If the staff is destroyed, all blights
Davian within 300 feet of it instantly wither and die.
Adrian, his eldest son
--·
CHAPTER 12 I THE WIZARD OF WINES
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