Page 102 - Curse of Strahd_Neat
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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:·· :-'•
                                                                       ;_
                                                  - •   ,i.                       ('�: r.,:. /t   �  ',,:� '.· . .-:.�::Jr·.
                                                                                            .
                                                   · · ; ·. 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··  ·
                                                                                   .-·:; ?�·� �-'��.-·:·.
                                                 -  ••.•  ·   . ..   \:-  .   '   ,L   •   ·�   ,:   ';�: ..
 -                                                                     CHAPTER 5  I  THE.TOWN  OF VALLAKl
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