Page 78 - Curse of Strahd_Neat
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The figure approaching is Cyrus Belview, a mongrel­  K63. WINE  CELLAR
    folk (see appendix D) and Strahd's faithful servant. He
    stands 4 feet, 9 inches ta11 but appears shorter because
    of his hunched posture. He has the Keen Hearing and   Arched frames of stone form a low, wet ceiling over this
    Smell feature. The left side his face is covered with   wine cellar. Great casks line the walls, their bands rusting
    lizard scales, and he has the ears of a panther. His left
    foot looks like a duck's webbed foot, and his arms have   and their contents long since spilled onto the floor. A few
    patches of black dog fur.                           hungry rats make their home here, but upon your sudden
      The light in the hall comes from a lantern on the floor   arrival, they retreat to the shadows.
    behind Cyrus. If the characters have their own light
    sources, Cyrus sees them, but he will not attack first.
    He wears a loop of twine around his neck, hanging from   The rats are harmless. Cyrus Belview (see area K62)
    which is an iron key and a decorative wooden pendant   treats them like pets.
    fitted with a varnished human eyeball. The key unlocks   Characters who search the room find a crack at the
    the iron chest in area K60. The wooden pendant is   southern end of the west wall. The crack is half an
    a hag eye given to Cyrus by the night hag Morgantha   inch wide, 5 inches tall, and 12 inches deep; it leads
    (see chapter 6), so that she could spy on Strahd. Cyrus   to area K18.
     doesn't know that the necklace is magical. See the "Hag
    Covens" sidebar in the hags entry in the Monster Man­  WINE  CASKS
                                                      Each of the twelve large casks here rests on its side in
     ual for information about the hag eye.           a heavy wooden brace. Three casks stand against the
      Poor old Cyrus is obviously crazy. He has served the
    master for uncounted years and is devoted to him. Cyrus   north wall, six against the east wall, and three against
    tries to get the characters to retire to their "room in the   the south wall. Decorative lettering is burned into the
    tower" (area K49). If the characters aren't sure what   top of each cask, showing the winery name-the Wizard
    room he is talking about, he offers to lead them there.   of Wines-and the name of the wine in the cask.
      If the characters follow Cyrus, he tells them to stay   Northern Casks. All three of these casks are rotted
    close to him as he leads them through the south door to   and empty. The wine's name is Champagne du le Stomp.
    area K61 and deliberately sets off the elevator trap there.   Eastern Casks. Five of these casks are rotted and
     Cyrus tries his best not to succumb to the sleeping gas   empty. The wine name burned on each is Red Dragon
    as the elevator compartment climbs the shaft (area K31),
    and he has advantage on the saving throw. Assuming
    he's still conscious when the elevator compartment
    reaches the top of the shaft, Cyrus opens the trapdoor to     CYRUS  BELVIEW
    area K47 and either leads the characters to area K49 or
    if they're unconscious, drags them there. After assurin�
     characters who are conscious that "the master will be
    along shortly," Cyrus then makes his way back down­
    stairs to the kitchen (area K65).
      If the characters don't go to their room, Cyrus shakes
    his head and returns to the work of preparing his dinner
    in area K65. If the characters take his key, he screams,
     "The master will not be pleased!" and begins to moan
    and slap his head, obviously upset. A successful DC 10
     Charisma (Intimidation) check is enough to make him
    divulge the key's purpose, the location of the iron chest
     and the chest's contents.                  '
      When he isn't being threatened, Cyrus giggles to him­
     self from time to time for no" clear reason. He also likes
     to tell poor jokes at (he most.inopportune moments.
      Stairs at the east end of the north wall lead up
     to area  2 3.
          K
      Along the east wall is a rusted but sturdy iron portcul­
    lis that bars the way to area K63. (If the characters pe�r
    through the portcullis, read the boxed text for area K63.)
    The portcullis bars are 1 inch thick and spaced 4 inches
     apart. The portcullis can be lifted with a successful DC
     20 Strength check.
      The double doors ai:· the west end of the hall are
                ,
     made of heavy planks barided .with steel. They open
    into area K67.




                                                                          CHAPTER 4.1  CASTLE RAVENLOFT
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