Page 192 - Curse of Strahd_Neat
P. 192

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
                                                                                        ' .:· :: '-�.�
                                                                                  ; ,
  -- \  --               ------        -------·--------------
                                       -
  ·-:v;,- ----�-
   187   188   189   190   191   192   193   194   195   196   197