alias: Yester Hill
Yester Hill (Y)
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.
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.)
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.
The giant statue bears an eerie resemblance to Strahd von Zarovich
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
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
Climbing up the statue is a simple matter, requiring no ability check
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 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.
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.
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.
You can use one or both of the following special events while the characters explore Yester Hill.
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.
Strahd observes the proceedings, defending the druids if they are attacked and retreating if outmatched.
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)
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)
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.
11
26
30 ft.
10
12
13
12
15
11
Nature +3, Medicine +4, Perception +4
passive Perception 14
Druidic plus any two languages
2 (450 XP)
+2
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:
Cantrips (at will):
1st level (4 slots):
2nd level (3 slots):
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.
15
92
30 ft.
23
10
20
6
10
3
blinded, deafened
fire
blindsight 60 ft. (blind beyond this radius), passive Perception 10
understands Common and Druidic but doesn't speak
7 (2,900 XP)
+3
While the blight remains motionless, it is indistinguishable from a dead tree.
The blight deals double damage to objects and structures.
The blight makes one Branch attack and one Grasping Root attack.
Melee Weapon Attack +9 to hit (19), reach 15 ft., one target. 3d6 + 6 (16) bludgeoning damage.
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.
Melee Weapon Attack +9 to hit (19), reach 5 ft., one creature grappled by the blight. 3d8 + 6 (19) piercing damage.
13
66
30 ft.
16
12
17
9
11
9
passive Perception 10
any one language (usually Common)
2 (450 XP)
+2
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.
Melee Weapon Attack: +5 to hit (15), reach 5 ft., one target. Hit: 1d12 + 3 (9) slashing damage.
15
250
bludgeoning, piercing, psychic
-
-
-
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
The Gulthias tree withers and dies in 3d10 days if a Hallow spell is cast in its area.