The Slavic Mountains Valley

The team get the chance to move on to the Slavic areas to the east where they can try to find more about the Hag that lives there. Both Alice and Archie will find this interesting as they both have a score to settle with her.

Plot points/Scenes

The team formulate a plan to get to Kysa Córa in the Swieitokrzyskrie Mountains (a part of the Lysogory Mountain Range) and part of the Nova Stupia region. It is deep in Slavic territory and hard to get to. Most of the peoples on their travels will never hear of it or warn them to stay away as the Hag holds court now there and most who visit will be scared to go against her.   Overall there may be Baobhan Sith here & there able to cause chaos in the middle of it. They have been tasked with harrassing the team ans slowing them up.   The quickest way is straight overland and the travel can be quite boring. There is the chance they will be attacked by 5 1d10 bandits, Saxon Fyrdmen or Slavic warriors they may need to fight. The same for Giant spiders or wolf spiders. There is a small chance another random creature or creatures attacking.   When they start to get close they get the chance to ask for directions and how to get in there. Most will avoid telling them or warn them off. They will will be told that it is a place for the faithful (Slavic pagans), and witches. They will warn of Adalwolf who they will refer to her as a Purple hag, Night Hag, Devil, Demon etc. They will say that she generally leaves most alone but the promising mages especially witches are turned into creatures just the same as Barovian Witches, forced to work for her, or killed outright. Most hate her and the area around her cave is protected by these Barovian Witches and wards / alarms. Around the terrain is Baobhan Sith that may also attack at night.   Arriving they will find that the region is realtively populated by priests & magic users. They reiterate the same and warn that it is hard to slip into Adalwolf's lair and the Habberwock comes & goes here enforcing her will. There is only one safe passage and that is a path leading to it from the centre of the valley directly to it. They are also too afraid to rise up directly to confront Adalwolf partly with those loyal to her in the region constantly spying on her.   Tjey may also say that she is the most powerful out of her Coven dominating the other two, but also well-respected by them. If she escapes she will flee to the Feywild or Hell.   The area around it is has Ward of Lightning spells and Alarm spells. These will attract Adalwolf and 2 Barovian Witches 1d4 . The former spell acts like the spell causing 13 damage 4d6 Lightning danage when it explodes. There is a 50% chance 1d00 of setting either off even when sneaking up thorugh the remains of whats left of vegetation there.   Three Barovian Wiches are found separately patrolling the area close to the cavern and inside it. Accompanied by 1 to 3 Baobhan Sith, they will actively try t ohunt down and kill any intruders they don't recognize.   Also on the map is a pit with stairs leading up. The pit has heat & smoke billowing out with a sulpherous smell, shrieaks of pain, groans, and screams of hatred can be heard coming out too. Pretty much faling in causes the permanent disappearace of the creature and it's reappearance in a Hell dimension. May cause instadeath by doing this. May require others trying to get in to it to retrieve them as well.   Adalwolf will be standing near the lip of it and smoke coming out of it. It appears to have a smoky dragon head in it of impossible size. The dragon head is the head of the Avatar of Leviathan conversing with Adalwolf. It ells her that more dead & enslaved witches will result in more power for her, her coven, and more power for Leviathan as less flesh is affected by magic. It promises more spells over time for her to experiment with and the Jabberwock will make a fine pet in the Cavern of Black Sand.   Also, Adalwolf will have had the cavern & the surrounding area covered in Alarm spells which will be set off.   Some spell components are found in the ritual area, and a couple of pages detailng the boiling of Leviathan's Flesh in human fat, and fashioning it into a puzzle box chaised in brazz fittings & summoning / banishing spells carved into both components for something called Cenbites. A part of the page if used as a spell will summon something called Stichscar, and seems to be used for the summoning placed on the box.   A few other components can be found here usually from animal and sentient species.     Further Options: If they avoid it, they may have the chance of getting the items and forcing Adawolf and the Barovian Witches to appear somewhere wlse or there & then. The same for the Jabberwock.   If they quickly escape they may be hunted by the Witches and / or the Jabberwock who will do damage to areas they are in trying to get them.   If making it back safe they can get help from Eschbach to help take them all down. Adalwolf knows exactly where & who has the items, or at the very least who handled them last. She may target them specifically in nightmares and even appear. Holy ground will not even protect them.   If the crystal is used at any point it needs to be destroyed by magic to fully restore Alice's memory by breaking it. This requires smashing it with a Blessed Weapon and blessed with Holy Oil on Holy Ground. It has an AC 18 and Hit Points 15.   Treasure: Also, in the cave is an area with a set of silver rings (3 in total, worth 750 gold each) ,120 gold, 2300 silver, 2 lumps of Ameythst worth at least 750 gold each. A finger-sized lump of Leviathan's Flesh is also present.   The Vorpal Longsword can be pilfered from Adalwolf's corpse.
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