Yester Hill (Y)

Locations

Y1. Trail

The trail 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 hilltop. West of the hill, the land, the woods, and the sky vanish behind a towering wall of fog.

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

Y2. Berserker Cairns

Dirt trails run along two concentric rings of cairns that encircle the hillside. Each cairn is a ten-foot-high mound of slimy black rocks.

These burial mounds predate the arrival of Strahd and the Forest Folk. They 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. (See Blood Spear of Kavan in the "Special Events" section below.)

Y3. Druids' Circle

Atop the hill is a wide ring of black boulders 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, fifty-foot-tall statue made of tightly woven twigs and packed with black earth. The statue resembles a towering, cloaked man with fangs.

  • Strahd's arrival prompts the Forest Folk in Y3. Druids' Circle to rise from their "graves" and begin their ritual.
    - When the ritual begins, the Forest Folk use their actions to chant and dance about
    - To complete the ritual, the Forest Folk must chant for 10 consecutive rounds, with at least one of them chanting each round
    - If a round goes by and none of the Forest Folk are able to chant on their turn, the ritual is ruined and must be started anew
    - If the Gulthias tree (Y4. 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.
    The ring of boulders that surrounds the field is 250 feet in diameter and ranges from 5 to 10 feet high. Any creature that climbs over the black boulders has a 10 percent 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 in Y4. Gulthias Tree
    • They wrap around the statue, providing added support and durability
    • The roots not only prevent the statue from being toppled but also allow the effigy to serve as a component in a ritual to create a tree blight (Druids' Ritual)
    • Planted in the "heart" of this wooden effigy is a Magic Gem stolen from the Wizard of Wines
  • The statue has AC 10, 50 hit points, 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

Hidden Graves

  • Hidden throughout the field inside the boulders are

  • all descendants 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 a passive Wisdom (Perception) score of 16 or higher notice the dozen covered graves scattered throughout the field

  • The Forest Folk and the Berserkers rise from their graves and attack if anyone approaches or damages the statue, or if they are discovered and attacked

  • The Forest Folk are waiting to begin a ritual to summon forth an enormous tree blight

  • Only one Forest Folk is needed to complete the ritual

    • but the Forest Folk won't begin without Strahd's blessing
    • Thus, they are waiting for him to appear
  • The ritual can't be completed if the statue is destroyed or the magic gem is removed

  • 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
    • Have that character's player roll a d20: on a result of 13 or higher
      • the character unearths the gem and can take it as part of his or her action

Development

Y4. Gulthias Tree

At the south end of the hilltop is a sickly copse, a grove of dead trees and shrubs with a huge, misshapen tree at its core. Blood oozes like sap from its twisted trunk. Skulking around the tree are six gangly humanoid creatures covered with needles. Embedded in the tree is a shiny battleaxe, beneath which lies a humanoid skeleton.

  • The tree is a Gulthias tree, the roots of which extend deep beneath the hill

  • Lurking among the dead trees and shrubs are three Vine Blights six Needle Blights and twelve Twig Blights

    • The needle blights are plainly visible, but the False Appearance feature of the vine blights and the twig blights allows them to hide in plain sight
    • The blights attack anyone who harms the Gulthias tree, which has no actions or effective attacks of its own
  • The Gulthias tree creates blights from ordinary plants and is the only tree of its kind in Barovia

  • If the Gulthias tree is killed, no new blights can be created within Strahd's domain

  • Award the party 1,500 XP for destroying the Gulthias tree.

  • The skeleton lying at the base of the Gulthias tree is all that remains of a human adventurer who was killed by blights while trying to cut down the tree.

Treasure

  • The dead adventurer's tattered leather armor isn't salvageable
Fortunes of Ravenloft

If your card reading reveals that a treasure is here, it's buried amid the roots of the Gulthias tree, beneath the skeleton of the dead adventurer. Characters who dig in the ground under the skeleton automatically find it.

Y5. Wall of Fog

  • Yester Hill gets its name from a strange phenomenon that can be observed by anyone who looks into the mists from the hilltop or the western hillside:

As you look west into the curtain of fog, you see a white fortress on a hill above a great city. The city appears quite distant, maybe a mile away. The fog obscures all detail, but you can hear what sounds like the echo of a church bell.

  • 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 city, even though he knows it can't be real. The image tantalizes him.

  • Any creature that enters the deadly fog is subject to its effects (see the Mists of Ravenloft).

  • If the characters ask an NPC spellcaster about this part of the wall of fog, that person might relate an ancient legend about it:

According to the mountain folk of Barovia, there was always a wall of mist near Yester Hill, even before the deadly mists entrapped all of Barovia. The ancient folk called the mist the Whispering Wall, for within it they could hear the whisper of voices from the past and the future. They believed that an ancient god gave up his divinity to preserve the world from destruction and that his last exhalation as a god produced this mist. Within it were all his memories of the world and all his visions of its possible futures, and with proper preparation, a seeker could go on a vision quest within it. Some students of the arcane contend that the Dark Powers took a bit of that fog and twisted it to create the mists of Barovia, and that perhaps Strahd's domain is just a dark memory in the Whispering Wall.

Special Events

You can use one or both of the following special events while the characters explore Yester Hill.

Druids' Ritual

  • You can allow this event to 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" section in chapter 12 Wizard of Wines).

  • Strahd travels to Yester Hill, arriving astride Beucephalus (assuming the characters didn't kill it in the catacombs of Castle Ravenloft), or in bat form.

  • Strahd's arrival prompts the Forest Folk in Y3. Druids' Circle to rise from their "graves" and begin their ritual.

    • When the ritual begins, the Forest Folk use their actions to chant and dance about
    • To complete the ritual, the Forest Folk must chant for 10 consecutive rounds, with at least one of them chanting each round
    • If a round goes by and none of the Forest Folk are able to chant on their turn, the ritual is ruined and must be started anew
    • If the Gulthias tree (Y4. 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 that the Forest Folk call Wintersplinter Statblock. The green light comes from the magic gem embedded in its "heart." The gem can be removed only when ,Wintersplinter Statblock is dead.

  • The druids command Wintersplinter Statblock to travel north and lay waste to the Wizard of Wines vineyard (chapter 12)

    • 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 Statblock travels north, its destination should become clear to characters who have previously visited the winery and the vineyard
    • Whether they try to halt its advance is up to them
  • Once the tree blight departs, Strahd 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 (see Y5. 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, a druid, or a ranger. 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 cairns on the hillside (see area Y2). When the character approaches within 30 feet of it, the presence of Kavan's magic spear (see "Treasure" below) under the rocks is felt.

Treasure. 

The rocks of the cairn are heavy but can be rolled aside, revealing a Blood Spear of Kavan 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.

Maps

YesterHill-DM.jpg

Statblocks

Druid

Medium, humanoid, any race, any alignment
Armor Class

11

Hit Points

26

Speed

30 ft.

Str

10

(+0)
Dex

12

(+1)
Con

13

(+1)
Int

12

(+1)
Wis

15

(+2)
Cha

11

(+0)
Skills

Nature +3, Medicine +4, Perception +4

Senses

passive Perception 14

Languages

Druidic plus any two languages

Challenge

2 (450 XP)

Proficiency Bonus

+2

Spellcasting

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit (14) with spell attacks). It has the following druid spells prepared:

Actions

Quarterstaff

Melee Weapon Attack: +2 to hit (12) (+4 to hit (14) with shillelagh), reach 5 ft., one target. Hit: 1d6 (3) bludgeoning damage, or 1d8 + 2 (6) bludgeoning damage with shillelagh or if wielded with two hands.

Wintersplinter

Huge, plant, , neutral or evil
Wintersplinter
Armor Class

15

Hit Points

92

Speed

30 ft.

Str

23

(+6)
Dex

10

(+0)
Con

20

(+5)
Int

6

(-2)
Wis

10

(+0)
Cha

3

(-4)
Condition Immunities

blinded, deafened

Damage Vulnerabilities

fire

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages

understands Common and Druidic but doesn't speak

Challenge

7 (2,900 XP)

Proficiency Bonus

+3

False Appearance

While the blight remains motionless, it is indistinguishable from a dead tree.

Siege Monster

The blight deals double damage to objects and structures.

Actions

Multiattack

The blight makes one Branch attack and one Grasping Root attack.

Branch

Melee Weapon Attack +9 to hit (19), reach 15 ft., one target. 3d6 + 6 (16) bludgeoning damage.

Grasping Root

Melee Weapon Attack +9 to hit (19), reach 15 ft., one creature not grappled by the blight. The target is grappled (escape 15). Until the grapple ends, the target takes 1d6 + 6 (9) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight, but ends the grapple.

Bonus Actions

Bite

Melee Weapon Attack +9 to hit (19), reach 5 ft., one creature grappled by the blight. 3d8 + 6 (19) piercing damage.

Berserker

Medium, humanoid, any race, any chaotic alignment
Armor Class

13

Hit Points

66

Speed

30 ft.

Str

16

(+3)
Dex

12

(+1)
Con

17

(+3)
Int

9

(-1)
Wis

11

(+0)
Cha

9

(-1)
Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

2 (450 XP)

Proficiency Bonus

+2

Reckless

At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe

Melee Weapon Attack: +5 to hit (15), reach 5 ft., one target. Hit: 1d12 + 3 (9) slashing damage.

Gulthias Tree

Huge, plant
Armor Class

15

Hit Points

250

Damage Immunities

bludgeoning, piercing, psychic

Languages

-

Challenge

-

Proficiency Bonus

-

Regeneration

If it is reduced to 0 hit points, it seems to be destroyed but isn't truly dead; it regains 1 hit point every month until it is fully healed. With a successful DC 15 Intelligence (Nature) check, a character can determine that the entire stump must be uprooted for the tree to truly die

Hallow Weaknes

The Gulthias tree withers and dies in 3d10 days if a Hallow spell is cast in its area.

Yester Hill (Y)