Ezmeralda's Wagon
Ezmerelda's wagon is parked in front of the Mount Baratok Tower. If the characters investigate the wagon, read:
Under layers of mud, this wagon sports a fresh coat of purple paint, and its wheels have fancy gold trim. A brass lantern hangs from each corner, and red drapes cover a tombstone-shaped window on each side. A steel padlock secures the back door, hanging from which is a cheap wooden sign that reads, "Keep out!"The wagon radiates an aura of conjuration magic if it is scrutinized with a detect magic spell. A character who casts an identify spell on the wagon learns the command words needed to operate it. Anyone who sits in the driver's seat and speaks its command word ("Drovash") summons a pair of quasireal draft horses, which are magically tethered to the wagon and can't be separated from it. The horses and wagon have a speed of 30 feet, and the horses heed the driver's simple commands. The driver can dismiss the horses with a second command word ("Arvesh"). The horses can be dispelled (DC 15) but not harmed. The wagon has a hidden trapdoor in its underbelly that can be detected by a character who scuttles under the wagon and succeeds on a DC 13 Wisdom (Perception) check. The trapdoor opens into the wagon and is the only safe way inside.
Booby Trap
The inside handle of the door has a wire looped around it, and the wire is connected to a flask of alchemist's fire hanging from the wagon's ceiling. When the door is opened, the flask falls and explodes, igniting one hundred more flasks of alchemist's fire that dangle from wires like ornaments along the wagon's interior walls. A creature within 30 feet of the wagon when it explodes must succeed on a DC 12 Constitution saving throw, taking 55 (lOdlO) fire damage on a failed save, or half as much damage on a successful one. Creatures inside the wagon or within 5 feet of it have disadvantage on the saving throw. The wagon is reduced to flinders by the explosion, and the contents of the wagon (see "Treasure" below) are destroyed as well. A character inside the wagon spots the trap automatically (no ability check required) and can disable it with a successful DC 10 Dexterity check. A failed attempt to disable the trap triggers it.Treasure
The interior of the wagon contains the following items:- A wooden trunk covered with claw marks that holds a battleaxe, a flail, a morningstar, a light crossbow, and 10 silvered crossbow bolts
- A narrow wardrobe containing three sets of fine clothes, two sets of traveler's clothes, several pairs of
- shoes, a harlequin mask, and three wigs
- A climber's kit, a disguise kit, a healer's kit, and a poisoner's kit
- A lyre with golden strings (worth 50 gp)
- A sculpted wooden cage holding a chicken and a silver ewer (worth 100 gp) with five chicken eggs in it
- A set of copper pots and pans (worth 50 gp)
- Three sets of manacles
- A shovel
- A wooden chest containing a gold holy symbol of the Morninglord (worth 100 gp), three vials of holy water, three vials of perfume, two vials of antitoxin, a 50foot coil of hempen rope, a tinderbox, a steel mirror, a sharpened wooden stake, and a spyglass
- Two spell scrolls (major image and remove curse)
- A map of Barovia (showing all the locations marked on this adventure's map of Barovia)
- A charred page from van Richten's journal (show the players "Journal of Rudolph van Richten" in appendix F).
Owner
Current location