Page 133 - Curse of Strahd_Neat
P. 133

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):'  -
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