Page 192 - Curse of Strahd_Neat
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X31A. WEST CATACOMBS AMBER SARCOPHAGI
An amber sarcophagus looks like a rough block of solid
amber 8 feet tall, 5 feet wide, and 5 feet thick. Trapped in
side the block is a sliver or wisp of utter darkness no more
More skeletal remains fill niches in the walls of this
than a few inches long. The darkness is the vestige of a
smaller annex, the amber husks that once preserved
dead and hateful god-a shard of pure evil with shreds of
them smashed beyond repair. sentience and awareness. The vestige can't be harmed or
controlled, and it is immune to all conditions.
An amber sarcophagus has AC 16, 80 hit points, and
_immunity to poison and psychic damage. Destroying one
X31B. EAST CATACOMBS causes the vestige trapped within it to disappear, leaving
no trace. You choose whether it is banished or destroyed.
A creature that touches the amber sarcophagus forms
a telepathic link with the vestige inside. The vestige offers
The niches set into the wall of this annex lie empty, ex-
l ] the creature a dark gift. The creature must willingly accept
cept for a thick coat of dust.
the gift to gain its benefits. A dark gift is described to the
creature in general terms; its precise game effect isn't
No wizards were entombed here. This annex is empty. revealed until the creature accepts the gift. For example, a
creature that touches Fekre's sarcophagus in area X33a is
offered the power to spread disease. That the gift grants
X32. LOWER EAST HALL
the ability to cast the contagion spell is not articulated.
A dark gift functions like a charm (see "Supernatural
Gifts" in chapter 7, "Treasure," of the Dungeon Master's
The walls and ceiling of this great hall are coated in am Guide). A creature doesn't receive a dark gift if it is being
manipulated or coerced, or if it declines the gift. Once it
ber that glistens like fresh honey. Dust covers the black
receives a dark gift, a creature can never receive that same
marble floor. To the north, the hall has collapsed, leaving
dark gift again.
a wall of rubble. The instant a dark gift is bestowed, the creature re
ceiving it undergoes a transformation, gaining a sinister
Many amber doors lead from this hall. Standing in
physical trait or flaw, or one of each. Unless the text states
front of the south door are three ugly women in tattered
otherwise, a trait or a flaw that accompanies this gift can't
black gowns with brooms and black, pointed hats. be removed by anything short of a wish spell or divine in
tervention.
Each time a non-evil creature accepts a dark gift, it must
An earth tremor collapsed the northern part of the hall. make a DC 12 Charisma saving throw. If the saving throw
Three Barovian witches (see appendix D) are trying to fails, the creature's alignment changes to evil. A charac
open the amber door to area X33a by trying different ter who turns evil becomes an N PC under the Dungeon
passwords, unaware that they could gain entry through Master's control, although the DM can allow the player to
the shaft in area X6. Frustrated by their Jack of prog continue playing the evil character.
ress, they vent their rage by attacking the characters.
The witches Jet loose their three brooms of animated Adjust the following text if the creatures in this room
attack (see appendix D) while they cast spells. have already been encountered and destroyed.
DEVELOPMENT
If two of the witches are killed or incapacitated, the This room has walls of glazed amber, a floor of red
surviving witch attempts to escape by flying away on marble, and a rough-hewn shaft in the center of its ten
her broom. Only the witches can use the brooms of ani foot-high ceiling. Three amber sarcophagi stand in al
mated attack in this fashion. coves, and above each sarcophagus floats a human skull
X33. AMBER VAULTS wreathed in green flame.
Several of these amber-glazed rooms are located along
.
the periphery of the complex. ·Each room contains two Three ftameskulls guard this room. They attack intrud
or more amber sarcophagi (se_e the "Amber Sarcoph- ers on sight.
·
·
agi" sidebar). The shaft in the ceiling is 10 feet wide and 20 feet
Jong, with abundant handholds. No ability check is re-
X33A. VAULT OF SHALX quired to climb it. The shaft leads up to area X6.
The amber door to this room·is sealed with an ar- Characters who touch the.amber s_arcophagi are
cane Jock spell. The password to suppress the spell is offered dark gifts by the evil vestiges contained within
"Shalx." A character can push'.open the doors with a · tti�m (see the "Amber Sarcophagi" s.id�bar). : , _ ..
successful DC 25 Strength.check. The door (AC 15, 30 : West_Siirc_ophaA,us. "[hyyes�ige,within thi& sarcoph-. . . , . . .
hit points) can also Qe smashed. If the door is reduced ·· a_g1;1s-offer� the ' dark gift of Fekr�,;Que:en·of Poxes. · .� ::,:." ( ·. , . . ·
.
.
too hit points, necroti<; ·energy. fills the 30-foot cube ·· ,fe!cre\giff_i�_tne J:!.ower of spreacii'ng C,i _ sease. This_dark ·. : · .. ·:, '._ .
.
.
.
directly in front of it. Acrii'ature in the area takes 22 .. � . -? gi°ft::�} _ I��� fts beneficl1ry t_c{c�si t_hi .9b�tagion·sptl(a:(. · ''
::.�·.:giftyanishes.�- .,.:> .
(4d10) necrotic damage,. foi:ning to dust and bones if re- : : ")( an �ction. After it ljai;:'tieen us�<!Jhce,e)fmes .the:d,ark
. :_· .. ·· ,··--��{\;�·-·
,-
duced toOhit points: .. ,_:._ . . .,,,; �
.. � ..
---- CHAPTER 13 I THE AMBER TEMPLE
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