Page 133 - Curse of Strahd_Neat
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If a creature climbs the steps or sets foot on the land Q5. RUINED STABLE
ing, the dragon statue (area Ql) opens its mouth and
exhales a 60-foot cone of harmless cold air, then closes
its mouth and doesn't activate again until the next dawn. Here lie the blackened beams of a wooden stable, burned
At one time, the statue would breathe a cone of ice and to its stone foundation. Looming above the wreckage is
hail, but its magic has deteriorated over the years.
The doors are unlocked and can be pushed open to the partially collapsed south end of the mansion, all three
reveal a dark foyer (area Q3). of its floors exposed to the elements.
Q3. DRAGON'S FOYER There is nothing of value in the stable.
Q 6. DRAGON'S DEN
This room feels like a king's tomb. A grand staircase
leads up to stone balconies held aloft by stone pillars
and arches. A tall, faded tapestry depicting a nobleman This wood-paneled den has been ransacked, its fur
in silver armor hangs from an iron rod above the stair nishings tossed about. A cold, dark hearth dominates
case landing. the west wall between two narrow windows. Standing
Six sets of double doors lead from this foyer. Along the upright against the north wall is a sarcophagus made of
walls, displayed on marble pedestals, are three alabaster black wood with a queen's effigy carved into its lid.
busts of handsome men. A fourth bust and its pedestal
have been knocked over, and their shattered remains Argynvost had the empty sarcophagus converted into a
lie strewn across the mosaic floor. Two chandeliers wine cabinet. Now, only shattered wineglasses and de
of wrought iron hang from the ceiling like monstrous canters are to be found on the shelves. The den's other
black spiders. furnishings include rotted divans, broken chairs, over
turned ottomans, and smashed oil lamps.
A secret door at the north end of the east wall can be
The tapestry is torn in places and worthless. It is a por pushed open to reveal a storage room (area Qll).
trait of Lord Argynvost. The alabaster busts depict sev
eral of the dragon's other human guises. The stairs lead LIVING FIRE
up to the second-floor balconies (area Q18). If the beacon of Argynvostholt (area Q53) has not been
lit, read the following text when the characters approach
SHADOW OF ARGYNVOST the fireplace for the first time:
The first time the characters pass through this
I form. It hisses, crackles, and unfurls its smoky wings.
foyer, read: I A fire erupts in the dead hearth and assumes a draconic I
I A great shadow with wings moves across the walls and
disappears. You hear the soft bestial hiss in the darkness. Have the player characters roll initiative. The fire acts
on initiative count 10 and has AC 15, 1 hit point, and
The draconic shadow is ominous yet harmless. immunity to fire, poison, and psychic damage. If it is re
duced to O hit points, it explodes and fills the room with
Q4. SPIDERS' BALLROOM fire, setting fire to the dry furnishings. Each creature in
the room must make a DC 12 Dexterity saving throw,
taking 22 (4d10) fire damage on a faiied save, o·r half as
Rubble is strewn throughout much of this vast chamber, much damage-on a successful one;
caused by the partial collapse of the rooms above it. On The fire doesn't attack. Oi{ its first turn, if it has not
the pink marble floor, fallen chandeliers lie amid broken been reduced to O hit p�irits, it speaks.: · .·· :.
chairs and other furnishings. Thick webs stretch from
wall to wall, and moving among them are too many giant The fiery dragon hisses as it addresses you. "My
spiders to count! knights have fallen into darkness. Save them if you can.
. · . ... :., Show them the light they have lost!" With that, the fire
.
Nine giant spiders nest here. Th�y\iti�ek.anyo�� who· burns out.
·
•
·'
·. · ··
· ·' ·'
·. · ·gets too close. ·�··
J
'.
The dragon ref�rs to the Crcief"or'tJie. Silver Dragon and
. the beacon (area 9s3):' -

