Page 201 - Curse of Strahd_Neat
P. 201

Y5. WALL OF  FOG                                  (area Y4) has been reduced to O hit points, the ritual
                                                              won't work. Druids who realize that the tree has been
            Yester Hill gets its name from a strange phenomenon   destroyed know enough not to attempt the ritual.
            that can be observed by anyone who looks into the mists   Strahd observes the proceedings, defending the dru­
            from the hilltop or the western hillside:         ids if they are attacked and retreating if outmatched.


                                                              DEVELOPMENT
             As you look west into the curtain of fog, you see a white   If the characters are present when the druids complete
             fortress on a hill above a great city. The city appears   the ritual, read:
              quite distant, maybe a mile away. The fog obscures all
             detail, but you can hear what sounds like the echo of a
             church bell.                                      A thirty-foot-tall plant creature bursts out of the statue,
                                                               sending twigs and earth  flying. The creature resembles a
                                                               dead treant with green light seeping out of it.
            The Dark Powers have created a false image of Strahd's
            ancestral home within the fog, just beyond reach.
            Strahd comes to the hill on occasion to gaze upon the   The creature that erupts from the wooden statue is a
            city, even though he knows it can't be real. The image   tree blight (see appendix D) that the druids call Win­
            tantalizes him.                                   tersplinter. The green light comes from the magic gem
              Any creature that enters the deadly fog is subject   embedded in its "heart." The gem can be removed only
            to its effects (see the "Mists of Ravenloft" section in   when Wintersplinter is dead.
            chapter 2).                                        The druids command Wintersplinter to travel north
              If the characters ask an NPC spellcaster about this   and lay waste to the Wizard of Wines vineyard (chapter
            part of the wall of fog, that person might relate an an­  12). Although the characters might not understand what
            cient legend about it. According to the mountain folk   the druids are up to, they will no doubt wonder where
            of Barovia, there was always a wall of mist near Yester   the druids are sending the tree blight. As Wintersplinter
            Hill, even before the deadly mists entrapped all of Baro­  travels north, its destination should become clear to
            via. The ancient folk called the mist the Whispering   characters who have previously visited the winery and
            Wall, for within it they could hear the whisper of voices   the vineyard. Whether they try to halt its advance is
            from the past and the future. They believed that an   up to them.
            ancient god gave up his divinity to preserve the world   Once the tree blight departs, Strahd commands the
            from destruction and that his last exhalation as a god   druids and berserkers to leave the hill so that he can be
            produced this mist. Within it were all his memories of   alone. As they flee into the woods, he gazes longingly
            the world and all his visions of its possible futures, and   at the image of his ancestral homeland to the west
            with proper preparation, a seeker could go on a vision   (see area Y5).
            quest within it. Some students of the arcane contend
            that the Dark Powers took a bit of that fog and twisted it   BLOOD  SPEAR OF  KAVAN
            to create the mists of Barovia, and that perhaps Strahd's   The spirit ofKavan, a long-dead barbarian chieftain,
            domain is just a dark memory in the Whispering Wall.   reaches out to one of the characters, preferably a barbar­
                                                              ian, a druid, or a ranger. Read the following text to that
            SPECIAL EVENTS                                    character's player:
            You can use one or both of the following special events
            while the characters explore Yester Hill.          You hear a whisper, a deep voice carried on the wind.

            DRUIDS'  RITUAL                                    "Long have I  waited," it says, "for one who is worthy.
                                                               My spear hungers for blood.  Retrieve it, and rule these
            You can allow this event to unfold regardless of whether
            the characters have visited Yester Hill. Even if the char­  mountains in my stead, just like the mighty warriors from
            acters don't experience this event as it happens, they   the early days of the Whispering Wall."
            can still deal with the aftermath. (see "Wintersplinter
            Attacks" in the "Special Events" section in chapter 12).   The character feels drawn to one of the cairns on the
              Strahd travels to Yester Hill, arriving astride his   hillside (see area Y2). When the character approaches
            nightmare, Beucephalus (assuming the characters   within 30 feet of it, the presence of Kavan's magic spear
            didn't kill it in the catacombs· of Castie Ravenloft), or   (see "Treasure" below) under the rocks is felt.
            in bat form.
              Strahd's arrival prompts the druids in area Y3 to rise   TREASURE
            from their "graves" and begin their ritual. When the   The rocks of the cairn are heavy but can be rolled aside,
            ritual begins, the druids use their actions to chant and   revealing a blood spear (see appendix C) lying amid
            dance about. To complete the ritual, the druids must   Kavan's moldy bones. Any creature can wield the spear,
            chant for 10 consecutive rounds, with at least one of   but only the character chosen by Kavan to wield it gains
            them chanting each round. If a round goes by and none   a +2 bonus to attack and damage rolls made with this
            of the druids are able to chant on their turn, the ritual   magic weapon.
            is ruined and must be started anew. If the Gulthias tree

            CHAPTER  M  I  YESTER HILL
    200   t
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