Page 169 - Curse of Strahd_Neat
P. 169
AREAS OF THE TOWER BOOBY TRAP
The inside handle of the door has a wire looped around
The following areas correspond to labels on the map of it, and the wire is connected to a flask of alchemist's
Van Richten's Tower on page 170. fire hanging from the wagon's ceiling. When the door
is opened, the flask falls and explodes, igniting one
Vl. EZMERELDA'S MAGIC WAGON
hundred more flasks of alchemist's fire that dangle from
Ezmerelda's wagon is parked in front of the tower. If the wires like ornaments along the wagon's interior walls.
characters investigate the wagon, read: A creature within 30 feet of the wagon when it explodes
must succeed on a DC 12 Constitution saving throw,
taking 55 (lOdlO) fire damage on a failed save, or half
Under layers of mud, this wagon sports a fresh coat of as much damage on a successful one. Creatures inside
purple paint, and its wheels have fancy gold trim. A brass the wagon or within 5 feet of it have disadvantage on
lantern hangs from each corner, and red drapes cover a the saving throw. The wagon is reduced to flinders by
tombstone-shaped window on each side. A steel padlock the explosion, and the contents of the wagon (see "Trea
secures the back door, hanging from which is a cheap sure" below) are destroyed as well.
A character inside the wagon spots the trap automat
wooden sign that reads, "Keep out!"
ically (no ability check required) and can disable it with
a successful DC 10 Dexterity check. A failed attempt to
The wagon radiates an aura of conjuration magic if it is disable the trap triggers it.
scrutinized with a detect magic spell. A character who
casts an identify spell on the wagon learns the com TREASURE
mand words needed to operate it. The interior of the wagon contains the following items:
Anyone who sits in the driver's seat and speaks its • A wooden trunk covered with claw marks that holds a
command word ("Drovash") summons a pair of quasi battleaxe, a flail, a morningstar, a light crossbow, and
real draft horses, which are magically tethered to the 10 silvered crossbow bolts
wagon and can't be separated from it. The horses and • A narrow wardrobe containing three sets of fine
wagon have a speed of 30 feet, and the horses heed the clothes, two sets of traveler's clothes, several pairs of
driver's simple commands. The driver can dismiss the shoes, a harlequin mask, and three wigs
horses with a second command word ("Arvesh"). The A climber's kit, a disguise kit, a healer's kit, and a poi
horses can be dispelled (DC 15) but not harmed. soner's kit
The wagon has a hidden trapdoor in its underbelly A lyre with golden strings (worth 50 gp)
that can be detected by a character who scuttles under A sculpted wooden cage holding a chicken and a silver
the wagon and succeeds on a DC 13 Wisdom (Percep ewer (worth 100 gp) with five chicken eggs in it
tion) check. The trapdoor opens into the wagon and is • A tiny wooden box containing a deck of tarokka cards
the only safe way inside. (see appendix E) wrapped in silk
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�YJ' ------�---- "
CHAPTER 11 I VAN RlCHTEN'S TOWER
', J68

