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LORDS' ALLIANCE the Way Inn (about sixty miles southeast of Daggerford,
along the Trade Way) when the werewolves attacked.
Yarak was slain, and Davra wants revenge; she wants
A Lords' Alliance operative from Waterdeep named the head of the werewolf pack leader. She is too tied up
Eravien Haund comes to Daggerford bearing news that with "business" to engage in a personal vendetta, but if
alliance agents have not only captured one of the were another member of the Black Network were to help, she
wolves but also conducted a thorough interrogation be would owe that individual a special favor (see "Marks of
fore putting the creature out of its misery. Prestige" in chapter 7 of the Dungeon Master's Guide).
About the Zhentarim. The Zhentarim is an unscrupu
lous shadow network that seeks to expand its influence
Eravien Haund (LN male half-elf noble) imparts the throughout the Forgotten Realms. The public face of the
following information to fellow Lords' Alliance members Black Network appears relatively benign. It offers the
and tells them not to share it: best and cheapest goods and services, both legal and
illicit, hoping to undercut its competitors.
• The werewolf pack has almost a dozen members. The Members of the Zhentarim think of themselves as
leader of the pack is a man named Kiril. members of an extended family and rely on it for re
• The werewolves come from a distant land called Baro sources and security. At the same time, members are
via. The Lords' Alliance has no information about it. granted the autonomy to increase their own wealth and
• The werewolves worship a deity called Mother Night. influence. As a whole, the Zhentarim promises "the best
• The werewolves leave and return to Barovia through for the best," although in truth the organization is more
some kind of ancient portal. (This is a deduction on interested in spreading its own propaganda and influ
Eravien's part, based on the werewolf prisoner's vague ence than investing in the improvement of its members.
description of how the pack gets to and from Barovia.)
Eravien believes that he can gain prestige within the WELCOME TO BAROVIA
Lords' Alliance if he learns the whereabouts of the Strahd is using the werewolves to lure adventurers
"ancient portal" that the werewolves are using and de to his domain. Characters can follow the werewolves'
stroys it. He is convinced that the portal represents a tracks into the Misty Forest. After hours of fruitless
danger not only to Daggerford but also to Waterdeep. searching, the characters are engulfed by thick fog:
Any Lords' AJliance character who agrees to destroy
it is given a spell scroll of magic weapon. Eravien also
promises to furnish the character with a letter of recom The woods darken as the trees begin to close ranks, their
mendation (see "Marks of Prestige" in chapter 7 of the needle-covered arms interlocking to blot out the sun. The
Dungeon Master's Guide) once the portal is destroyed. shroud of mist that covers the ground turns into creeping
About the Lords' Alliance. The Lords' Alliance is a walls of gray fog that silently envelop you until you can't
coalition of political powers concerned with their mu see more than a few feet in any direction. Soon, even the
tual security and prosperity. Heading the coalition are werewolf tracks disappear.
rulers in the North and along the Sword Coast.
Although alliance members have pledged to join
forces against common threats, every lord in it places No matter which direction they go, the characters come
the fate and fortune of his or her settlement above all to a lonely dirt road that cuts through the woods, leading
others. Agents of the alliance are chosen primarily for to area A (see chapter 2). As an alternative, you can have
their loyalty, and are trained in observation, stealth, in them enter Barovia near Krezk (see chapter 8).
nuendo, and combat. Backed by the wealthy, they carry
well-made equipment (often disguised to appear com CREEPING FOG
mon). Alliance operatives are often glory hounds. This scenario assumes that the characters are camping
in a forest when the fog engulfs them. They are quietly
ZHENTARIM
borne to the edge of Barovia.
The Black Network sees the werewolf menace as an op The woods are quiet this night, and the air grows chill.
portunity to provide lords and nervous landowners with Your fire sputters as a low mist gathers around the edges
mercenaries to protect their holdings. But at least one of your camp, growing closer as the night wears on. By
of your fellow members has a grudge against the lycan morning, the fog hangs thick in the air, turning the trees
thropes. Davra Jassur, a member of the Zhentarim based around you into gray ghosts. Then you notice these aren't
in Waterdeep, arranges a private meeting with you.
the same trees that surrounded you the night before.
DavraJassur (LE female human assassin) poses as a re No matter which direction they go, the characters come
·cruiter for the Black Network but is, in fact, a cutthroat ·. to a lonely dirt road that cuts through the woods, leading
who quietly disposes of competitors. Her husband, · to area A (see chapter 2). As an alternative, you can have
Yafak, was also a member of the Black Network. He them. enter Bamv.ia near Krezk (see chapter 8).
was escorting a caravan traveling from Daggerford to
CHAPTER 1 I INTO THE MISTS
22
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