Page 143 - Curse of Strahd_Neat
P. 143

Multiattack. The phantom warrior makes two attacks with its   order to which they once belonged. They let go of their
            spectral longsword or spectral longbow.           hatred and their corporeal bodies, leaving corpses be­
            Spectral Longbow. Ranged Weapon Attack: +2 to hit, range   hind as their spirits find rest at long last. Henceforth,
             150/600 ft., one target. Hit: 4 (1 d8) force damage.   any random encounter with a revenant should be treated
                                                              as no encounter.
               53. BEACON OF ARGYNVOSTHOLT                    FORTUNES  OF RAVENLOFT
                                                              If your card reading reveals that a treasure is here, it's
                                                              resting on the west windowsill.
              Wooden stairs climb to the tower's peak, which has a
              stone floor and a thirty-foot-high pitched roof. Ravens   SPECIAL EVENTS
              roost on crisscrossing rafters, coming and going through   You can use one or both of the following events as the
              small holes in the roof. Ten-foot-high, five-foot-wide   characters explore Argynvostholt.
              arched windows are evenly spaced around the walls. Each
              window consists of a lead latticework titted with small   SPECIAL DELIVERY
              panes of transparent glass.                     This encounter occurs while the characters are inside
                                                              Argynvostholt. Those who have a passive Wisdom (Per­
                                                              ception) score of 11 or higher hear the clopping of horse
            The ravens that roost here are harmless, but they watch   hooves and the crunch of wagon wheels on gravel.
             the characters with great interest. If the characters look   A cart pulled by a draft horse and driven by a mad
            out the windows, you can use the following text to de­  Vistana named Kolya (CN male human bandit) stops
             scribe what they see in the distance.            in front of the mansion. After relieving himself on the
                                                              statue of Argynvost (area Ql), Kolya untethers the horse
                                                              and rides back to the Vistani camp outside Vallaki (chap­
              To the north and east lies a mist-shrouded valley with   ter 5, area N9), leaving the cart and its cargo: a plain
              dark woods, a small town, and a lonely windmill on a   wooden coffin.
              precipice. To the south, a river flows through a foggy   The coffin was made in Vallaki by the local coffin
              marsh. To the west, between rocky hills, you glimpse an   maker, Henrik van der Voort (see chapter 5, area N6). It
              abbey perched on a snowy mountainside beyond a long   has the name of one of the characters (determined ran­
              stretch of fog-smothered pines.                 domly) neatly chiseled into its lid. Opening the coffin re­
                                                              leases a swarm of bats from within. The swarm attacks
                                                              the character whose name is engraved on the coffin. If
             The small town is Vallaki (chapter 5). The windmill is   that character isn't in sight, the swarm flies away.
             Old Bonegrinder (chapter 6). The abbey is the Abbey of      1
             Saint Markovia in Krezk (chapter 8).             ARRIGALS HUNT
                                                              Ezmerelda d'Avenir (see appendix D) arrives at Argy­
             LIGHTING THE BEACON                              nvostholt on the back of a riding horse stolen from the
            When the skull of Argynvost is placed in the dragon's   Vistani camp outside Vallaki (chapter 5, area N9). She
            mausoleum (area Q16), the dragon's spirit transforms   has heard that the reportedly haunted mansion might
            into a brilliant light that fills this room and flashes   harbor enemies of Strahd and contain secrets to the
             across the valley like the beacon of a lighthouse. Even if   vampire's destruction.
             the tower is cast down, the light of Argynvost remains   Once she arrives, Ezmerelda releases the horse
             where it is, flashing in the sky. Although the mountains   (which flees back to its camp) and quietly makes her way
             prevent the beacon's light from reaching Castle Raven­  through the mansion until she reaches the characters.
             loft directly, Strahd can see the light's glow in the sky   Hot on Ezmerelda's trail are the Vistani leader Arrigal
             to the west.                                     (NE male human assassin) and two Vistani bodyguards
              The beacon can be seen in Vallaki (chapter 5), Krezk   (CE female bandits). Arrig_al rides a black riding horse,
            (chapter 8), and Berez (chapter 10), as well as from Old   while the bandits ride two-dire wolves. These.dire
             Bonegrinder (chapter 6), Van Richten's Tower (chapter   wolves are servants of Strahd and can't be charmed or
             11), and the werewolf den (chapter .15).         frightened.           .           .
              The beacon's light can be."fel.t'' even by'creatures that   Arrigal is determined to captu:re Ezmerelda an_d haul
             are blind. The light allow� goo°d;alig�e.d; creatures to ex-  her back to the Vistani camp tc:{face· punishment for  ..
             perience glimmers of hope arid}�y. while eviCcreatures   horse theft. He does nothing to a_ntagonize the chatac- ·
             find the light disconcerting .. '  · · ·         ters, however, and returns to the.Vi�fani camp if he can't
            - Beacon of Protection. While the beacon shines,  convince them to give up Ezmerelda: For more informa­
             characters and other creatures that oppose Strahd gain
  •. - - ·:   .#                                              tion on Arrigal, see chapter 5, ar<!a N9c .
           · a +1 bonus to AC and saving throws for as Jong as they
            ·  remain in Barovia.
              Revenants at Rest.  l adimir Horngaard and the other
                              V
             revenants that haunt Barovia see the light as a reminder
             of all that was once good and noble about the knightly
                                                                                                        --
             CHAPTER 7  I  ARGYNVOSTHOLT
    142
    -�     /'---..  .?"""
                  .  I
          ,,  f    '  I
   138   139   140   141   142   143   144   145   146   147   148