Page 189 - Curse of Strahd_Neat
P. 189

spell that triggers when a door to the room is opened.   A pair of amber doors in the east wall open into area
            The illusion can be dispelled (DC 17).            X25. A secret door is set in the back of one of the north­
             Hidden in plain sight amid the feast on the table is a   ern alcoves. Pulling it open releases hundreds of skulls
            green copper ewer embossed with images of dancing   (see area X26).
            bears, elks, and wolves. The ewer, like the table, isn't
            illusory. A detect magic spell reveals an aura of trans­  X25. WEST ARCHER  POST
            mutation magic around the ewer. If a character picks up
            the ewer, the illusions fade away (including the torches
            and their light), and seven specters materialize and at­  I  This narrow room has an arrow slit in the center of the   I
            tack whoever has the ewer.                         south wall.

            TREASURE
            Any poisonous liquid poured into the ewer is instantly   The ceiling here is 10 feet high. The arrow slit looks
            transformed into an equal amount of sweet wine. Fur­  down toward the temple floor (area XS), beneath the
            thermore, a creature that grasps the ewer's handle can   raised right arm of the great statue (area XSa).
            command the ewer to fill with 1 gallon of wine, and it
            can't produce more wine until the next dawn.      X26.  SECRET ALCOVE
             Many unscrupulous Barovians and Vistani would kill   Two secret doors lead to this room. When either door is
            to obtain this ewer. Others would gladly pay for it or ac­  pulled open, read:
            cept it as a gift.
            X23. NORTHWEST BALCONY                           I  Hundreds of skulls fall out of a cavity behind the door.   I



             This black marble balcony overhangs the northwest cor­  This room has a 30-foot-high ceiling and is packed floor
             ner of the temple, the floor of which lies thirty feet below.   to ceiling with human skulls. It takes 5 minutes for a
                                                              single character to clear a path into the room. Multi-
             Nearly half of the balcony has fallen away, and obvious   ple characters can work together to clear a path more
             cracks have formed near its ragged edge.         quickly. Once the skulls are cleared away, characters
                                                              can search the room.
            This balcony is unsafe. Weight in excess of 250 pounds
            causes it to collapse. Any creature on the balcony when   Attached to the thirty-foot-high ceiling of this dark
            it collapses falls 30 feet to the temple floor below.   sepulcher is an upside-down iron chest with a barrel­
              Characters can see an arrow slit east of the northern
            set of doors (see area X25).                       shaped lid.
            X24. WEST SHRINE                                  The iron chest on the ceiling is held in place with sover­
                                                              eign glue, and its lid is sealed with an arcane lock spell.
                                                              The chest is impervious to weapon damage. Prying
             This bare stone room consists of a foyer to the east and a   it open requires a successful DC 25 Strength check,
             shrine to the west. Candlesticks draped in cobwebs stand   assuming the characters can reach it. The inside of the
             in the four corners of the foyer.  In the shrine, a faceless   chest is lined with lead.
                                                               If the chest's lid is opened, the floor of this room dis­
             obsidian statue stands in a raised alcove at the western   appears (as if affected by a disintegrate spell), crea_ting a
             end of the chamber. Slumped before the statue are two   10-foot-square hole above area X39. Creatures stapding
             desiccated corpses in tattered garments. Two pairs of al­  on the floor when it disappears fall 30 feet, landing in
             coves line the north and south walls of the shrine.   the northwest corner of area X39.
                                                               The iron chest is empty.
            The obsidian statue is 4 feet tall, weighs 250 pounds,   X27.  LICH's  LAIR
            and depicts the same nameless god that stands watch
            in the main temple (area XS). Any living creature that
            enters this room must succeed'oti-a J;)C 16.Wisdom sav­  This fifteen-foot-high room contains the trappings of roy­
            ing throw or be drawn to·the statue as though affected
            by the sympathy effect of an antipathy/sympathy spell.   alty: ornate furniture, exquisite rugs and tapestries, and
            The corpses lying in front of the statue are the remains   decorative statuary. Everywhere you look are lit candela­
            of two human wizards who came here separately, failed   bras atop small tables. The beauty of the decor is undone
            their saving throws, and starved to death while under   by thick dust and cobwebs. Standing in the center of the
            the spell's effect. The lich in area X27 destroyed the   room is a decrepit skeleton clad in tattered robes.
            wizards' spellbooks and other possessions. Covering
            the statue or removing it from this shrine suppresses its   Red pinpoints of light burn in the skeleton's eye sock­
            magic and ends its sympathy effect on anyone.      ets. "Do I know you?" it asks.



            CHAPTER  13  I  THE AMBER TEMPLE
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