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figure out the identities of all the wereravens in town.
He's also trying to learn as much as he can about the You hear the squawking of birds and the plaintive whinny
Vistani, particularly the ones living in the camp just of a horse as you peer inside this stable. The stalls are
outside town (area N9). Once he concludes that they clean and well maintained. One of them contains a
are in league with Strahd, Rictavio plans to unleash his gray mare. A small door is set into the east wall, and a
trained saber-toothed tiger upon them, with or without wooden ladder gives access to a loft overhead. Perched
the support of the wereravens.
Rictavio wears a hat of disguise and a ring of mind on the wooden railing that encloses the loft are dozens
shielding to conceal his identity. He carries an iron key of ravens.
that unlocks the door to his carnival wagon (area NS).
I Drusilla, and she likes apples. The horse belongs to
N2D. WINE STORAGE Any character who has a horse can keep it here for 1
sp per night. The gray mare is a draft horse named
I This hallway contains three curtained alcoves as well as a Rictavio (see area N2c).
The small door in the east wall can be pulled open to
larger area stuffed with wine barrels. reveal area N2g. The loft is described in area N2h.
The Martikovs store their wine here. Tucked behind N2G. STORAGE
red curtains are three alcoves, each one containing a This small room lies under a wooden staircase (area
half-emptied wine barrel lying on its side in a wooden N2i). Hanging from wooden pegs are saddles and bard
brace. Twelve empty wine barrels are piled two high ing to equip two horses. In an unlocked wooden chest
near the door to the kitchen (area N2e). All the barrels are a dozen horseshoes, a wooden mallet, and a mound
have the Wizard of Wines name burned into them. of horseshoe nails.
Nine of the fifteen barrels, including two of the barrels
in the curtained alcoves, have the following label burned N2H. RAVENS' LOFT
into their sides, under the winery's name: Purple Grape
mash No. 3. Six of the fifteen barrels, including one of
the barrels in the curtained alcoves, have a different Dim light spilling in through a pair of dirt-encrusted
label: Red Dragon Crush. windows reveals piles of hay with pitchforks sticking
The double doors that lead outside can be barred shut out of them. Ravens rule this roost-you can see hun
from within. dreds of them.
N2E. KITCHEN
Characters who search the loft thoroughly find three
pitchforks and a locked wooden chest buried under
This room looks like the kitchen of someone who loves a pile of hay (see "Treasure" below), next to a secret
to cook. It has piles of pots, walls lined with utensils door. If the characters tamper with the chest, the ra
and shelves of ingredients, and all manner of pleasant vens gather into four s�arms of ravens and attack. If
odors. Two lanterns hang above a sturdy pine worktable two swarms are killed, the others flee. Otherwise, they
in the middle of the clutter. A pot of soup bubbles on cease their attacks if the characters leave the chest
alone. If the fighting continues for more than 3 rounds,
the hearth. Urwin Martikov and two other wereravens hear the
ruckus and investigate (in human form).
Urwin Martikov, who prepares most of the meals, is A secret door in the back of the loft can be pushed
found here throughout the day. He occasionally receives open to reveal a bedchamber (area N2p) beyond. No
help from his two boys, but they are easily distracted. A ability check is required to spot the secret door, because
cupboard against the east wall holds most of the inn's light in the room beyond slips through the door's cracks.
supply of cutlery and dishware, none of it valuable. A Treasure. Inside the locked chest are 140 ep, 70 pp,
door in the west wall leads outside and is usually barred two elixi of health, three potions of healing, and a gray
from the inside. bag of tricks. The coins are embossed with the profiled
A secret door at the west end of the south wall can be likeness of Strahd von Zarovich.
·
pushed open to reveal a wooden staircase that leads up N21. SECRET STAIRS AND HALL 1 · ... .
to area N2i.
N2F. STABLE A wooden staircase to the north descends fifteen feet to
The sliding wooden doors on the west wall of this room
are held shut by an iron lock and chain. Urwin carries a landing. A window dimly illuminates a short, wood-pan
the key to the lock. The.qoors to.the north and south can, eled hallway that runs west to east.
be barred shut from tht: in.side but are usually unlocked. :�·� � �?(·:,:-�/��·:;,··��,-�;··�,!-'!4 ·:.-;:�.t:·· :-'•
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· · ; ·. Guests. aren) told about "the inn!,s se�reFh;c!,llv.vay . Ricta
: . ': vio"kric,�s·o(1fs exi�tente.be6iusi·.iie_p,asna{rifthe·· ·
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- CHAPTER 5 I THE.TOWN OF VALLAKl

