Page 148 - Curse of Strahd_Neat
P. 148

S5. WINDING ROAD                                  succeed on a DC 12 Dexterity (Stealth) check can climb
                                                        over the low outer wall without waking them. If one or
                                                        more characters fail the check, or if the characters open
       The switchback road that hugs the cliff is ten feet wide   the gates, the guards rouse themselves and stumble
       and covered with loose gravel and chunks of broken rock.   forth to confront the trespassers.
                                                         The gate guards are Otto and Zygfrek Belview, two
       The ascent is slow and somewhat treacherous, and the   lawful evil mongrelfolk (see appendix D). They sleep
       air grows colder as one nears the top.           under piles of musty animal furs. Both are loyal ser­
                                                        vants of the Abbot, yet not so good at guarding. If the
                                                        characters seem friendly, the mongrelfolk escort them
      The road climbs 400 feet, doubling back on itself twice   to the courtyard (area S12) and ask the characters to
      before reaching area S6.                          wait there while they fetch the Abbot (area S13). If the
                                                        characters seem hostile, the mongrelfolk let them enter
      AREAS  OF THE ABBEY                               but don't accompany them willingly.
      The following areas correspond to labels on the maps of   Hanging on the inside wall of each guard post is a net
      the Abbey of Saint Markovia on pages 149 and 153.   woven from twigs and pine needles, as well as a shovel.
        The mongrelfolk that infest the abbey are all de­  Otto and Zygfrek cover themselves with the nets when
      scendants of one family-the Belviews-and all suffer   they skulk through the village at night in search of fresh
      from some form of madness. Whenever the characters   graves to dig up.
      interact with a mongrel folk who isn't detailed here, roll
      on the Indefinite Madness table (see "Madness Effects"   ROLEPLAYING THE MONGRELFOLK
      in chapter 8 of the Dungeon Master's Guide) or choose   Use the information below to roleplay the mongrelfolk
      from the available options on the table to determine how   guards, Otto and Zygfrek.
      that particular mongrel folk's madness is expressed.   Otto Belview. Otto is 4 feet, 9 inches tall and squats
        Most of the mongrelfolk in the abbey are locked up   instead of standing upright. He looks like a beardless
      because they can't be trusted to wander about unsuper­  dwarf with patches of donkey flesh covering his face and
      vised. The only mongrelfolk who are free to move about   body. He has one human ear and one wolf's ear, and a
      are the Abbot's gravediggers, Otto and Zygfrek, and his   protruding wolf's snout and fangs. His arms and hands
      faithful, two-headed manservant, Clovin.          are human, but his legs and feet are leonine, and he
        Clovin Belview rings the abbey's bell (area Sl 7) when   has a donkey's tail. He can barely speak
      the Abbot decides it's time for dinner. The toll of the bell   Common, and his laugh sounds like
      causes all the other mongrel folk in the abbey to hoot   a donkey's bray. He wears a plain
      and holler with excitement as they wait to be fed.   wool cloak.
        The windows of the north wing are made of leaded
      glass that is translucent-good for letting in light but not
      good for seeing through. The windows of the east wing
      are broken outward and have damaged shutters.

      S6.  NORTH  GATE                                     OTTO  BELVIEW


        The road from the village climbs above the mist to the
        wide ledge on which the abbey is perched. A light dusting
        of snow covers the trees and the rocky earth.
         The gravel road passes between two small, stone
        outbuildings, to either side of which stretches a five­
        foot-high, three-foot-thick wall of jumbled stones held
        together with mortar.  Blocking the road are iron gates
        attached to the outbuildings by rusty hinges. They ap­
        pear to be unlocked. Viewed through the gates, the stone
        abbey stands quiet.  Its two wings are joined by a fifteen­
        foot-high curtain wall. A belfry protrudes from the roof­
        top of the closer north wing, which also sports a chimney
        billowing gray smoke.

      The iron gates are unlocked but squeal loudly when
      someone opens them.
        Two gate gu!rds ar.e oh duty, but they aren't awake
                        '
      when the chai:acters arriye (see below). Characters who


                                                                         CHAPTER  8  f  THE VILLAGE  OF KREZK
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