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Yester Hill Encounter

It will take the party 1 hour to travel the 3 miles to Yester Hill from Wizard of Wines at a normal pace.

Y1. Trail

"The trail throught the through the thick woods leads to a hill covered with dead grass and cairns of black rock. Dark, ominous clouds gather high above, and a single bolt of lightning strikes the hill top."

The trail splits as it climbs the hillside, forming two concentric rings (Y2). The trail leads to the hilltop (Y3 & Y4). The wall of fog (Y5) marks the edge of Strahd's domain.

It would take the party aproximately 5 minutes to reach the cairns (Y2) and another 3 minutes to reach the hilltop.

Y2. Berserker Cairns

"Dirt trails run along two concentric rings of cairns that encircle the hillside. Each cairn is a 10' high mound of slimy black rocks."

These burial mounds predate the arrival of Strahd and the druids. The have remained undisturbed for centuries. Buried under the rocks are the moldy bones of an ancient tribe of berserkers that once lived in the mountains.

Blood Spear of Kavan

The spirit of Kavan, a long-dead barbarian chieftain, reaches out to one of the party, probably Silgre (fighter/barbarian warrior sidekick). Read the following to the sidekick's player:

"He/She hears a whisper, a deep voice carried on the wind. "Long have I waited," it says, "for one who is worthy. My spear hungers for blood. Retrieve it, and rule these mountains in my stead, just like the might warriors from the early days of the Whispering Wall."

The sidekick will feel drawn to one of the cairns on the hillside. When the character approaches within 30' of it, they will feel the presence of Kavan's Blood Spear under the rocks.

The rocks of the cairn care heavy but can be rolled aside, revealing Kavan's Blood Spear lying amid his moldy bones. Any creature can wield the spear, but only the chosen one (Silgre) gains a +2 bonus to attack and damage rolls with this magic weapon.

Y3. Druid's Circle

"Atop the hill is a wide ring of black bolders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Lightning strikes the edge of the ring from time to time, illuminating a ghastly, 50' tall statue made of tightly woven twigs and packed with black earth. The statue resembles a towering, cloaked man with fangs."

The ring of bolders that surrounds the field is 250' in diameter and ranges from 5-10' high. Any creature the climbs over the black boulders has a 1 in 10 chance of being struck by lightning, taking 44 (8d10) lightning damage. Characters can avoid the damage by sticking to the two trails that pass through the ring.

Wooden Statue

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 of the Gulthias Tree (Y4). They wrap around the statue, providing added support and durability. The roots prevent the statue from being toppled and is a component of the ritual to create the tree blight. Planted in the 'heart of this wooden effigy is a magic gem stolen from the Wizard of Wines vineyard.

The statue has an AC 10, 50 HP, and immunity to poison and psychic damage. If the statue takes fire damage after being splashed with oil, it catches fire, taking 2d6 fire damage each round. If the statue is reduced to 0 hit points, it collapses, and the magic gem tumbles onto the field, glowing with a bright green light.

If the characters discern or divine the gem's location with the aid of magic, they can try to dig the gem out of the statue's chest. Climbing up the statue is a simple matter requiring no ability check, and a character within reach of the chest cavity can use an action to dig into it. If the character succeeds on an DC 13 check, the gem is unearthed and can be taken as part of their action.

Hidden Graves

Hidden throughout the field inside the boulders are 6 Yester Hill Druids and 6 Yester Hill Berserkers, all descendents of the ancient mountain tribe whose members are buried on this hill and all covered head to toe in bluish-gray mud. They have long tangled hair and wild-looking eyes. To honor their dark 'god', they sleep in earthen graves hidden under covers made of sod and dead grass. Characters entering the circle who have Passive Perception 16 or higher notice the dozen covered graves scattered across the field.

The Druid's Ritual

After the party have made their initial observations of the area, they will notice the arrival of Strahd astride his nightmare, Beucephalus. He will be in conversation with the Yester Hill Archdruid, Lubor Crowbane. He is unimpressed by the druids' worship but is willing to indulge their need to impress him with their ritual. He will not intervene unless directly attacked, seeing this as the druids' trial by fire.

Lubor will begin the ritual immediately after gaining Strahd's permission or if the party attacks, prompting them to all rise from their 'graves'. All the druids will focus on performing the ritual, chanting in druidic for 10 consecutive rounds. They will only cease their chanting for the following reasons:

  • A druid is hit with a ranged attack that causes them to loose concentration. They will prioritize taking out their attacker before returning to the ritual.
  • A druid is hit with a melee attack, they will prioritize incapacitating their attacker before returning to the ritual.
  • The gem is removed from the statue, at which point they will focus on recovering the gem.
  • The Gulthias Tree is destroyed, at which point they will attempt to retreat with the wounded going first, being covered by the healthier druids and berserkers.
  • If the archdruid's concentration is broken, he will simply rejoin or even restart the ritual on his next turn. He knows that failure on his part is death.

The berserkers will prioritize protecting the druids.

Developement

If the characters are present when even one druid is able to consecutively chant the ritual for 10 consecutive rounds, read:

"A 30' 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 creature that errupts out of the statue is a tree blight that the druids call Wintersplinter. The green light comes from the magical gem embedded in its 'heart'. The gem can be removed only when Wintersplinter is dead.

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