Page 127 - Curse of Strahd_Neat
P. 127

Closer investigation of the windmill yields a few   01. GROUND  FLOOR
           more details:

                                                               The ground floor has been converted into a makeshift
             The onion-domed edifice leans forward and to one side,
             as though trying to turn away from the stormy gray sky.   kitchen, but the room is filthy.  Baskets and old dishware
             You see gray brick walls and dirt-covered windows on the   are piled everywhere. Adding to the clutter is a ped­
             upper floors. A decrepit wooden platform encircles the   dler's cart, a chicken coop, a heavy wooden trunk, and a
             windmill above a flimsy doorway leading to the building's   pretty wooden cabinet with flowers painted on its doors.
             interior. Perched on a wooden beam above the door is   In addition to the clucking of the chickens, you hear
             a raven.  It hops about and squawks at you, seemingly   toads croaking.
             agitated.                                          The sweet smell of pastries blends horridly with a
                                                               stench that burns your nostrils. The awful odor comes
                                                               out of an open, upright barrel in the center of the room.
           A character who succeeds on a DC 12 Wisdom (Insight)   Warmth issues from a brick oven against one wall, and
            check senses that the raven is trying to warn the party.
           After delivering its message, the raven flies off toward   a crumbling staircase ascends the wall across from it.
           Vallaki, the town in the valley below (see chapter 5).   Shrieks and cackles from somewhere higher up cause the
             Beyond the windmill is the forest. Once atop the wind­  old mill to shudder.
           mill's hill, the characters can see a ring of four squat
            megaliths at the forest's edge. Ravens can be seen cir­
            cling in the air above the stones, which are described at   The ceiling here is 8 feet high. If the characters explore
            the end of the chapter.                          the room, read:

           AREAS  OF THE WINDMILL                            I  Small human bones litter the flagstone floor.   I
            The following areas correspond to labels on the map of
            Old Bonegrinder on page 127.
                                                             Baking in the oven are a dozen dream pastries. Mor­
                                                             gantha checks on them every 10 minutes. The staircase
                                                             curls up to area 02.
                                                               The barrel holds glistening, greenish-black demon
                                                             ichor. Morgantha can use the barrel as a font for a scry­
                                                             ing spell. She can also knock on the barrel three times
                                                             as an action to summon a dretch. The demon crawls out
                                                             of the barrel at the end of Morgantha's turn and obeys
                                                              the night hag's commands for 1 hour, after which it dis­
                                                             solves into a pool of ichor. Morgantha can summon up to
                                                                         _
                                                             nine dretches in this manner before the ichor is gone.
                                                               Morgantha's cabinet contains wooden bowls full of
                                                             herbs and baking ingredients, including flour, sugar, and
                                                              several gourds of powdered bone. Hanging on the inside
                                                              of the cabinet doors are a dozen Jocks of hair. Amid vari­
                                                              ous concoctions are three small, labeled containers that
                                                             hold elixirs. The first elixir, labeled "Youth," is a golden
                                                              syrup that magically makes the imbiber appear younger
                                                              and more attractive for 24 hours. The second elixir,
                                                              labeled "Laughter," is a nonmagical red tea that infects·
                                                              the imbiber with cackle fever (see "Diseases". in chap­
                                                              ter 8, "Running the Game," of the Dungeon Master's
                                                              Guide). The third elixir, a greenish miiky liquid labeled
                                                              "Mother's Milk," is actually a dose· of pale tincture (see
                                                              "Poisons" in chapter 8 of the.Dungeon Master's Guide).
                                                               The chicken coop contains thr�e chickens, a rooster,
                                                              and a few laid eggs.     .  .   . .
                                                               The wooden trunk has tiny holes bored into its lid and
                                                              contains a hundred croaking toads. Several toads es­
                                                              cape if the lid is lifted, btit they are harmless.
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