Page 123 - Curse of Strahd_Neat
P. 123

get the wine in Vallaki, or go straight to the source-the
                                                              Wizard of Wines winery. He isn't picky when it comes to
                                                              the quality of the wine.
                                                               Dealing with Arrigal. Arrigal is a much more dan­
                                                              gerous creature than his brute of a brother. If the char­
                                                              acters have something in their possession that is either
                                                              useful or harmful to Strahd and Arrigal becomes aware
                                                              of it, he tries to deprive the characters of this item,
                                                              stalking them if necessary and going as far as to kill one
                                                              or more of them if he thinks he can escape with the item
                                                              in his possession. If he succeeds, he takes one of the
                                                              riding horses (area N9d) and delivers the item to Strahd
                                                              at Castle Ravenloft.
                                                              N9D.  HORSES


                                                               The hilltop is covered with steaming piles of horse dung.
                                                               More than two dozen horses are tethered to stone blocks
                                                               inside the circle of wagons but outside the tent. Most of
                                                               the animals are draft horses, but a few of them are riding
                                                               horses equipped with saddles.


                                                              Twenty-four draft horses and six riding horses are
                                                              tethered here.

                                                              N9E.  LUVASH's WAGON
            bandits) lying unconscious in the tent. A drunk Vistana
            awakens only if the Vistana takes 5 damage or more and
            has at least  1 hit point remaining afterward.     This barrel-topped wagon is nicer that the others. Drapes
             Dealing with Luvash. Luvash is unhappy because his   of golden silk hang in the windows, and the wheels have
            seven-year-old daughter, Arabelle, has vanished. She's
            been gone for a little more than a day. Because everyone   gold, sun-shaped hubcaps. An iron chimney pipe pro­
            in the camp was drunk and Arrigal was away, no one   trudes from the roof.
            remembers seeing or hearing  anything strange. Luvash
            is determined to find her, no matter what the cost, and   Luvash's wagon is a mess inside. Empty wineskins,
            most of his camp is out scouring the woods when the   dirty clothes, and mangy furs are strewn about. A small
            characters arrive. (Missing from the camp are twelve   hammock strung across the width of the wagon under
            bandits. Each hour that passes,  ld4 of them return to   the driver's seat serves as Arabelle's bed. A burlap doll
            camp with no news on Arabelle's whereabouts.)     with button eyes lies in the hammock; Arabelle has no
             If an alarm is sounded, nine sober Vistani bandits
            ( N E male and female humans) emerge from three of the   other possessions.
                                                               A small iron stove in the middle of the wagon keeps
            surrounding wagons (area N9g) and arrive at the tent   the interior warm.
            with weapons drawn in 2 rounds.                    Treasure. The wagon's "golden sun" hubcaps are
             Luvash won't meddle in the characters' affairs without   worth 125 gp apiece (500 gp total).
            Strahd's consent, and he is quite content to let the vam­
            pire deal with them. For a hefty price, he offers to sell   N9F.  WAGON OF  SLEEPING VISTANI
            the characters potions that allow safe passage through   There are four of these wagons at the camp.
            the deadly fog that surrounds the valley; he keeps them
            in the treasure wagon (area N9i). Th� potions do?'t                                           l
            work, of course.      _                            You hear heavy snores from within this barrel­
             If the characters rescue Ara,�elle 'from Lake Zarovich  l topped wagon.
            (chapter 2, area L) and s�e her sa(ely·returned to camp,
            Luvash is overjoyed and offetcs'to repay the favor. He
            doesn't sell them the fake potions. ("Um, they aren't as   Each of these wagons contains id4 intoxicated and un­
            potent as they could be.") Instead, he lets them choose a   conscious Vistani (CN male and fe'tnale huma� bandits).
            treasure from the Vistani treasure wagon (area N9i).   These Vistani wake up if their wagon is shaken or if they
             If the characters ask something of the Vistani but have   take damage and have at lea�t 1 hit point remaining.
            not earned Luvash's goodwill, he agrees to do business
            with them if they accomplish one of two tasks: either   N9G.  WAGON OF  GAMBLING VISTANI
            find his missing daughter or procure six barrels of wine   There are three of these wagons at the camp.
            and bring them to the camp. Luvash suggests they can


            CHAPTER 5  I  THE TOWN  OF VALLAKI
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