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  1. Into the Mists: A Ravenloft World
  2. Lore

Special Events in the Amber Temple, Yester Hill, & the Werewolf Den

Special Events in the Amber Temple

Two dusk elves are drawn to the @Amber Temple for different reasons. One or both of the following special events can be used while the characters explore the temple.

Rahadin's Prayer

Strahd's loyal chamberlain, @Rahadin, believes that his master forged a pact with the nameless god of secrets to whom the @Amber Temple is dedicated. The dusk @Elf comes to the temple on occasion to petition the dark god into releasing his master from his torment.

@Rahadin rides a steed created by the Phantom Steed spell along @Tsolenka Pass to the @Amber Temple and kneels before the great statue. (The @Arcanaloth that guards the temple knows @Rahadin and doesn't harm him. The @Arcanaloth and the @Flameskulls don't attack other visitors until @Rahadin is killed or leaves.) Rahadin then pulls out a live toad, swallows it whole as a sacrifice, and offers a gesture of supplication to the secret god.

Development

@Rahadin knows that @Strahd von Zarovich will deal with the characters when he sees fit. If the characters confront the dusk elf, he defends himself but won't cause them any permanent harm. Strahd's chamberlain would sooner die than allow himself to be captured. Rahadin doesn't divulge his reason for visiting the temple, or even who is he or what role he serves. Left to his own devices, he rides back to @Castle Ravenloft.

Kasimir's Dark Gift

If @Kasimir Velikov finds his way to the right Amber Sarcophagus and accepts the dark gift of Zhudun, he then asks the characters to accompany him to the catacombs of @Castle Ravenloft so that he can restore the life of his centuries-dead sister, @Patrina Velikovna.

Development

If Kasimir succeeds in his quest, the newly resurrected @Patrina Velikovna (NE female dusk @Elf @Archmage) feigns repentance until she regains her strength and her spells, whereupon she travels to @Castle Ravenloft and attempts to return to @Strahd von Zarovich, seeking to become his @Vampire Spawn bride at last. The mutilation of her brother at the hands of @Rahadin, Strahd's chamberlain, doesn't sit well with her. She hopes to avenge her brother and distract the characters by setting them on a path to killing Rahadin, who has long opposed her marriage to Strahd.

@Strahd von Zarovich has lost interest in Patrina as a consort. Given the chance, he turns her into a @Vampire Spawn and puts her back in her crypt—a fate she would do everything in her power to prevent. Her attraction to Strahd is outmatched by a desire to increase her own power. She is no one's plaything.

Special Events in Yester Hill

One or both of the following special events can be used while the characters explore @Yester Hill.

Druids' Ritual

This event can unfold regardless of whether the characters have visited @Yester Hill. Even if the characters don't experience this event as it happens, they can still deal with the aftermath (see Wintersplinter Attacks in the Special Events in the Ruins of Berez, Khazan's Tower, & the Wizard of Wines lore article).

@Strahd von Zarovich travels to @Yester Hill, arriving astride his @Nightmare, Beucephalus (assuming the characters didn't kill it in the catacombs of @Castle Ravenloft), or in @Vampire, Bat Form.

Strahd's arrival prompts the @Druids in @Yester Hill Druid's Circle to rise from their "graves" and begin their ritual. When the ritual begins, the druids use their actions to chant and dance about. To complete the ritual, the druids must chant for 10 consecutive rounds, with at least one of them chanting each round. If a round goes by and none of the druids are able to chant on their turn, the ritual is ruined and must be started anew. If the @Gulthias Tree has been reduced to 0 hit points, the ritual won't work. Druids who realize that the tree has been destroyed know enough not to attempt the ritual.

Strahd observes the proceedings, defending the druids if they are attacked and retreating if outmatched.

Development

If the characters are present when the druids complete the ritual, read:

"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 creature that erupts from the wooden statue is a @Tree Blight that the druids call Wintersplinter. The green light comes from the magic gem embedded in its "heart." The gem can be removed only when Wintersplinter is dead.

The druids command Wintersplinter to travel north and lay waste to the @Wizard of the Wines Vineyard. Although the characters might not understand what the druids are up to, they will no doubt wonder where the druids are sending the @Tree Blight. As Wintersplinter travels north, its destination should become clear to characters who have previously visited the @Wizard of Wines Winery and the @Wizard of the Wines Vineyard. Whether they try to halt its advance is up to them.

Once the @Tree Blight departs, @Strahd von Zarovich commands the @Druids and @Berserkers to leave the hill so that he can be alone. As they flee into the woods, he gazes longingly at the image of his ancestral homeland to the west through the @Wall of Fog.

Blood Spear of Kavan

The spirit of Kavan, a long-dead barbarian chieftain, reaches out to one of the characters, preferably a @Barbarian (2014), a @Druid (2014), or a @Ranger (2014). Read the following text to that character's player:

"You hear 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 mighty warriors from the early days of the Whispering Wall.""

The character feels drawn to one of the @Berserker Cairns. When the character approaches within 30 feet of it, the presence of Kavan's magic spear under the rocks is felt.

Treasure

The rocks of the cairn are heavy but can be rolled aside, revealing a @Blood Spear lying amid Kavan's moldy bones. Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.

Special Events in the Werewolf Den

One or both of the following special events can be used while the characters are exploring or resting in the @Werewolf Den.

Leader of the Pack

This event doesn't occur if the characters previously encountered and defeated @Kiril Stoyanovich's hunting pack (see Pack Attack in the Special Events in the Ruins of Berez, Khazan's Tower, & the Wizard of Wines lore article).

Every hour the characters spend inside the @Werewolf Den, roll a d20. On a roll of 18 or higher, the @Werewolf, Hybrid Form hunting party returns, dragging a dead mountain goat. It's a meager feast, at best. The party consists of @Kiril Stoyanovich, six normal @Werewolf, Wolf Form, and nine @Wolfs. All the werewolves arrive in wolf form.

If the wolves can see evidence of an assault on the den (such as if the guards are absent or dead), the werewolves assume hybrid form. Kiril sends three werewolves up the mountainside to enter the den from above while he and the remainder of the hunting party make their way deeper into the den.

Development

As long as @Kiril Stoyanovich lives, the characters can't negotiate with the werewolves. If Kiril dies and the characters have the upper hand, the pack is willing to negotiate with them.

If @Emil Toranescu is present when Kiril returns, Emil is determined to kill his rival and become the new pack leader. If he succeeds, he allows the characters to leave the den unmolested but refuses to release the kidnapped children unless @Zuleika Toranescu is present to convince him otherwise (because she fears that the characters might kill her husband if he doesn't let the children go).

If both @Kiril Stoyanovich and @Emil Toranescu die, @Zuleika Toranescu becomes pack leader and cuts all ties to @Strahd von Zarovich. The ordinary wolves leave the pack once Strahd becomes aware of this development. If she is also dead, a young but fierce @Werewolf, Hybrid Form named Franz Groza becomes pack leader. He is vicious and treacherous, showing the characters no mercy.

Die Kinder

If the characters get the children away from the den while @Kiril Stoyanovich is alive, Kiril reassembles his hunting party and pursues the lost prisoners relentlessly. If Kiril is dead, the werewolf pack is too preoccupied with determining Kiril's successor to organize a hunting party.

If the characters aren't sure where to take the children, a @Wereraven that has been spying on the den in @Raven form assumes hybrid form and suggests that they take refuge in the nearby @Village of Krezk. If the characters head that way, the @Wereraven scouts from overhead until the characters reach the village, whereupon it flies south to the @Wizard of Wines Winery and reports what has happened to @Davian Martikov.

The children are understandably traumatized by their imprisonment in the werewolf den. They cry and scream the whole time they're with the characters. A Calm Emotions spell quells their anguish for the duration of the spell (no saving throws required). A character can try to silence the children for a longer period of time using intimidation, or by offering them hope (real or otherwise). The character must make a DC 15 Charisma (Intimidation, Persuasion, or Deception) check, as appropriate. If the check succeeds, the children remain silent until something happens to frighten them.

If the characters take the children to the @Village of Krezk, the villagers there look after the children and see that they are fed and properly clothed. If the characters take them to the @Town of Vallaki instead, the Martikovs, @Urwin Martikov and @Danika Dorakova, allow the children to stay at the @Blue Water Inn until the characters return to collect them.