Page 137 - Curse of Strahd_Neat
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Q24.   CHAPEL BALCONY                             the rubble in area Q33, and into area Q36. Once there, it
                                                               lands on the back of Vladimir's throne and disappears.

                                                                 27. KNIGHTS'       UARTERS
              This wooden balcony overhangs the mansion's chapel.
              An exquisitely carved wooden throne rests at the west
              end between two doors, and narrow archways lead to spi­  This room is littered with the wreckage of ancient bunk
              ral staircases going up and down. Hanging from the high   beds. Five dirt-caked windows allow precious little light
              ceiling is an iron chandelier with candle holders shaped   to enter, and between them are four empty armor stands.
              like tiny silver dragons.                         Empty torch sconces line the walls.

             The doors behind the throne lead to areas Q20 and Q21.   Four phantom warriors (see appendix D) haunt this
             A wooden railing surrounds the balcony, which is 20   room. They manifest only when the characters enter the
             feet above the floor of the chapel (area Q13).    room or trigger the magic trap in area Q25. They fight
             Q25.   TRAPPED  HALLWAY                           until destroyed.
                                                                 28. KNIGHTS'        UARTERS

              This T-shaped hallway has branches to the west, east,
              and south. Three arched windows in the north wall look   Tattered and faded drapes cover the windows of this cir­
              out over the foggy grounds.                       cular room, and empty torch sconces line the walls. Bro­
                                                                ken bunk beds and armor stands are strewn on the floor.
             The ceiling in the hall is 20 feet high. The wooden doors
             to areas Q27 and Q28 are locked, requiring a success­  Three phantom warriors (see appendix D) haunt this
             ful DC 20 Strength check to break down. The 10-foot   room. They manifest only when the characters enter the
             squares in front of the doors (marked T on the map) are   room or trigger the magic trap in area Q25. They fight
             trapped. When a character enters one of these squares,   until destroyed.
             a floor-to-ceiling wall of stone (created by the spell of the
             same name) magically appears across the opening on   TREASURE
             the south wall. At the same time, the phantom warriors   Buried under the wreckage is a small wooden coffer
             in areas Q27 and Q28 rush through the doors (which   containing four potions of invulnerability. A search of
             can be freely opened from their side) and attack.   the room yields this lost cache.
              The wall of stone vanishes after 10 minutes, at which
             time the trap resets. Characters who cast a detect magic  29. NORTHW  E ST  GUEST ROOM
             spell in the hall can perceive hazy auras of evocation
             magic in front of the doors.
                                                                The contents of this room are draped in cobwebs. Be­
             Q.26.  NORTHEAST  GUEST  ROOM                      tween curtained windows stands a black marble hearth
             The door to this room hangs open.                  with a sculpted mantelpiece, above which hangs a
                                                                framed portrait of a handsome, well-dressed man with a
              Two beds with torn canopies stand against opposite   wry smile and a thick mane of thistledown hair. Opposite
              walls with a tattered rug lying on the floor between them.   the fireplace is a large bed with a rotting mattress and
              Set into the far wall is a fireplace black with soot. A soft   wooden posts carved to resemble dragons. Across from
              hiss issues from the hearth.                      the double doors stands a tall wardrobe, its doors hang­
                                                                ing open, revealing a dark and empty cavity. The only
                                                                other piece of furniture is an overstuffed leather chair
             When one or more characters approach within 10 feet of
             the fireplace, add:  ,                             that faces the hearth.
                                        ·  .  ;  -  ·  ·."   • ...
                                   '  . '• .• •· .  ·
              A small, hissing dragon made of ash and smoke erupts   The portrait depicts the sUver dragon Argynvo�t in its.
              from the fireplace, filling the room with soot as it beats   guise as the human nob!� ·Lorcl"k_gynvcist:· . .
              its wings.                                         30. CURTAINEil.STAIR_CASE
                                                               A tattered black curtain conceals an archway leading to
             The smoky dragonet has the statistics of a smoke me•   a spiral staircase that descends to area Ql 7.
             phit but fights only in self-defense. If left alone, it flies   At the top of the stairs is a secret door that can be
            . out of the room at a speed of 30 feet, up the spiral stairs   pulled open to reveai area Q36 beyond .
                        7
             case (area Ql  ) , through the curtain at area Q30, over
                                                                                                        --
             CHAPTER  7  I  ARGYNVOSTHOLT

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