Page 173 - Curse of Strahd_Neat
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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   Ezmerelda's altercation with Strahd has left her with
            woods if the characters start lobbing spells or making   only 30 hit points. She graciously accepts any healing
            ranged attacks from the tower.                    the characters have to offer.
            DEVELOPMENT                                       DEVELOPMENT
            A captured werewolf can be forced to divulge the where­  From this moment on, Strahd gains a new goal: kill
            abouts of the children kidnapped by the pack. They are   Ezmerelda d'Avenir. Knowing that his Vistani spies
            being held in a cave to the west (see chapter 15, "Were­  might be conflicted at the thought of slaying one of their
            wolf Den").                                       own, Strahd relies on the druids and the werewolves of
                                                              the Svalich Woods, as well as human spies and vampire
            EZMERELDA'S  RETREAT                              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
              Ezmerelda hopes that the arsenal of weapons in her   characters open and read the letter, show the players the
            wagon will be enough to protect her from the vampire's   "Strahd's Invitation" handout in appendix F. If the char­
            wrath. If the characters blew up the wagon, she is un­  acters head toward the castle, they have no threatening
            derstandably annoyed and retreats to the tower. (She   random encounters on the way.
























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