Page 206 - Curse of Strahd_Neat
P. 206

FORTUNES  OF RAVENLOFT
   lf your card reading reveals that a treasure is here, it's
   lying amid the other items at the base of the statue. The
   curse described above applies to this treasure as well.
   Z8.  RING OF  STONE



     A twenty-foot-diameter ring of stones dominates a rocky
     ledge on the mountainside. Within the ring, you see
     spattered blood and small, gnawed bones.  Lying on the
     ground outside the circle are several spears stained with
     dry blood.


   The werewolf pack convenes here to watch their young
   prisoners fight with spears in the stone ring. The last
   child standing is bitten and turned into a werewolf;
   then the bodies of the dead are devoured, their bones                              KIRIL  STOVANOVICl-4
   picked clean.
     Set into the mountainside is a secret door that can be
   pushed open to reveal a tunnel with rough-hewn stairs
   leading down to area Z6.
                                                     by the "Werewolves in the Mist" adventure hook, the
    SPECIAL EVENTS                                   werewolf attacks on the Sword Coast come to an end
                                                     under Zuleika's leadership. If she is also dead, a young
   You can use one or both of the following special events   but fierce werewolf named Franz Graza becomes pack
   while the characters are exploring or resting in the den.   leader. He is vicious and treacherous, showing the char­
                                                     acters no mercy.
   LEADER OF THE  PACK
   This event doesn't occur if the characters previously en­  DIE KINDER
   countered and defeated Kiril's hunting pack (see "Pack   If the characters get the children away from the den
   Attack" in the "Special Events" section in chapter 11).   while Kiril is alive, Kiri! reassembles his hunting party
     Every hour the characters spend inside the werewolf   and pursues the lost prisoners relentlessly. If Kiri I is
   den, roll a d20. On a roll of 18 or higher, the werewolf   dead, the werewolf pack is too preoccupied with deter­
   hunting party returns, dragging a dead mountain goat.   mining Kiri l's successor to organize a hunting party.
   It's a meager feast, at best. The party consists of Kiri!   If the characters aren't sure where to take the chil­
   Stoyanovich (a werewolf with 90 hit points), six normal   dren, a wereraven (see appendix D) that has been spy­
   werewolves, and nine wolves. All the werewolves arrive   ing on the den in raven form assumes hybrid form and
   in wolf form.                                     suggests that they take refuge in the nearby village of
     If the wolves can see evidence of an assault on the den   Krezk (chapter 8). If the characters head that way, the
   (such as if the guards at area Z2 are absent or dead), the   wereraven scouts from overhead until the characters
   werewolves assume hybrid form. Kiri I sends three were­  reach the village, whereupon it flies south to the Wizard
   wolves up the mountainside to area Z8 to enter the den   of Wines winery (chapter 12) and reports what has hap­
   from above while he and the remainder of the hunting   pened to Davian Martikov.
   party make their way deeper into the den.           The children are understandably traumatized by their
                                                     imprisonment in the werewolf den. They cry and scream
   DEVELOPMENT                                       the whole time they're with the characters. A calm emo­
   As long as Kiril lives, the characters can't negotiate with   tions spell quells their anguish for the duration of the
   the werewolves. If Kiri) dies and the characters have the   spell (no saving throws required). A character can try to
   upper hand, the pack is willing to negotiate with them.   silence the children for a longer period of time using in­
     If Emil Toranescu is present when Kiri! returns,   timidation, or by offering them hope (real or otherwise).
   Emil is determined to kill his rival and become the new   The character must make a DC 15 Charisma (Intimida­
   pack leader. If he succeeds, he allows the characters to   tion, Persuasion, or Deception) check, as appropriate.
   leave the den unmolested but refuses to release the kid­  If the check succeeds, the children remain silent until
   napped children unless Zuleika is present to convince   something happens to frighten them.
   him otherwise (because she fears that the characters   If the characters take the children to Krezk, the villag­
   might kill her husband if he doesn't let the children go).   ers there look after the children and see that they are
     If both Kiri! and Emil die, Zuleika becomes pack   fed and properly clothed. If the characters take them
   leader and cuts all ties to Strahd. The ordinary wolves   to'Vallaki instead, the Martikovs allow the children to
   leave the pack once.Strahd becomes aware of this de­  stay at the Blue Water Inn until the characters return to
   velopment. If the characters were drawn into Barovia   collect them.


                                                                           CfiAPTER  15  I  WEREWOLF  DEN
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