Page 199 - Curse of Strahd_Neat
P. 199

WOODEN  STATUE                                    Y4.  GULTHIAS  TREE
           The giant statue bears an eerie resemblance to Strahd
           von Zarovich. Close inspection reveals roots sprouting
           from the ground around its base. These roots are part   At the south end of the hilltop is a sickly copse, a grove of
           of the Gulthias tree in area Y4. They wrap around the   dead trees and shrubs with a huge, misshapen tree at its
           statue, providing added support and durability. The   core. Blood oozes like sap from its twisted trunk.  Skulk­
           roots not only prevent the statue from being toppled but
           also allow the effigy to serve as a component in a ritual   ing around the tree are six gangl y' humanoid creatures
           to create a tree blight (see "Druids' Ritual" in the "Spe­  covered with needles. Embedded in the tree is a shiny
           cial Events" section below). Planted in the "heart" of this   battleaxe, beneath which lies a humanoid skeleton.
           wooden effigy is a magic gem stolen from the Wizard of
           Wines vineyard (chapter 12).
             The statue has AC 10, 50 hit points, and immunity to   The tree is a Gulthias tree (see the blights entry in the
            poison and psychic damage. If the statue takes fire dam­  Monster Manual), the roots of which extend deep be­
           age after being splashed with oil, it catches fire, taking   neath the hill. Lurking among the dead trees and shrubs
           2d6 fire damage each round. If the statue is reduced to 0   are three vine blights, six needle blights, and twelve
           hit points, it collapses, and the magic gem tumbles onto   twig blights. The needle blights are plainly visible, but
            the field, glowing with a bright green light.    the False Appearance feature of the vine blights and
                                                             the twig blights allows them to hide in plain sight. The
            HIDDEN  GRAVES                                   blights attack anyone who harms the Gulthias tree,
            Hidden throughout the field inside the boulders are six   which has no actions or effective attacks of its own.
           druids (CE male and female humans) and six berserk­  The Gulthias tree has AC 15, 250 hit points, and im­
           ers (CE male and female humans), all descendants of   munity to bludgeoning, piercing, and psychic damage. If
            the ancient mountain tribe whose members are buried   it is reduced to O hit points, it seems to be destroyed but
           on this hill and all covered head to toe in bluish-gray   isn't truly dead; it regains 1 hit point every month until
            mud. They have long, tangled hair and wild-looking   it is fully healed. With a successful DC 15 Intelligence
            eyes. To honor their dark "god," they sleep in earthen   (Nature) check, a character can determine that the en­
           graves hidden under covers made of sod and dead grass.   tire stump must be uprooted for the tree to truly die. The
            Characters entering the circle who have a passive Wis­  Gulthias tree withers and dies in 3d10 days if a hallow
            dom (Perception) score of 16 or higher notice the dozen   spell is cast in its area.
            covered graves scattered throughout the field. The dru­  The Gulthias tree creates blights from ordinary plants
           ids and the berserkers rise from their graves and attack   and is the only tree of its kind in Barovia. If the Gulth­
            if anyone approaches or damages the statue, or if they   ias tree is killed, no new blights can be created within
            are discovered and attacked.                     Strahd's domain. Award the party 1,500 XP for destroy­
             The druids are waiting to begin a ritual to summon   ing the Gulthias tree.
            forth an enormous tree blight. Only one druid is needed   The skeleton lying at the base of the Gulthias tree is
            to complete the ritual, but the druids won't begin with­  all that remains of a human adventurer who was killed
            out Strahd's blessing. Thus, they are waiting for him   by blights while trying to cut down the tree.
            to appear. The ritual can't be completed if the statue is
            destroyed or the magic gem is removed.           TREASURE
             If the characters discern or divine the gem's location   The dead adventurer's tattered leather armor isn't sal­
            with the aid of magic, they can try to dig the gem out   vageable, but the axe embedded in the tree is a magic
            of the statue's chest. Climbing up the statue is a sim-  battleaxe. Its handle is carved with leaves and vines, and
            ple matter, requiring no ability check, and a character   the weapon weighs half as much as a normal battleaxe.
            within reach of the chest cavity can use an action to dig   When the axe hits a plant, whether an ordinary plant or
            into it. Have that character's player roll a d20: on a result   a plant creature, the target takes an extra ld8 slashing
            of 13 or higher, the character unearths the gem and can   damage. When a creature of non-good alignment wields
            take it as part of his or her action.            the axe, it sprouts thorns whenever its wielder makes an
                                                             attack with it.  These thorns prick the wielder for 1 pierc­
            DEVELOPMENT                                      ing damage after the attack is made, and this damage is
            If the druids and the berserkers are killed, their num­  considered magical.
            bers are replenished as·otherfi ret'urn from forays into
            the Svalich Woods. At the end of eac\i day, at dusk,   FORTUNES OF RAVENLOFT
                                    ·
            ld4 - 1 druids and ld4 -;1 bers'er-kers arrive until there   . If your card reading reveals that a treasure is here, it's
            are six of each.                                 buried amid the roots of the Gulrhias tree, beneath the
                                                             skeleton of the dead adventurer. Characters who dig in
                                                             the ground under the skeleton automatically find it.











   r 9  S   t   CHAPTER  14  I  YESTER HILL
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