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17, 25 hit points, immunity to poison and psychic dam The glyph triggers the first time a living creature
age, and resistance to all other damage. passes over it. Triggering it activates a major image
The stones set into the brazier's rim are colored red, spell, conjuring an illusion of Strahd von Zarovich that
orange, yellow, green, blue, indigo, and violet, respec appears either halfway up the stairs leading to area K72
tively. Tossing one into the brazier causes its flame to or halfway down the stairs leading to area K78, so that
change from white to the color of the stone, and the the vampire appears in front of the triggering character.
sand begins falling through the hourglass. Any creature When "Strahd" appears, read:
that touches the colored flame is teleported to a location
within Strahd's domain, as determined by the color:
A sickly mist fills the stairway ahead, then coalesces into
Flame Color Teleports to ... the form of the vampire Strahd, his eyes burning red
Red Study (area K37) with anger. "You have worn out your welcome," he says.
Orange North tower peak (area K60) "Whatever gods you believe in cannot save you now!"
Yellow Strahd's tomb (area K86)
Green Coffin maker's shop (chapter 5, area N6f)
Blue Amber Temple (chapter 13, area X42) Have the characters roll initiative. Any attack or spell
Indigo Abbey of Saint Markovia (chapter 8, area S17) that hits "Strahd" passes through, revealing that he is
Violet Tsolenka Pass (chapter 9, area T4) an illusion. On initiative count 0, the illusory vampire
chuckles and melts away like a wax doll in a bonfire,
leaving no trace behind, and the glyph disappears.
After 5 rounds, the sand runs out, and the color of the
flame returns to white. When the flame does so, the
K80. CENTER STAIR
sand instantly reappears in the top part of the hourglass
(provided the hourglass is intact), and the stone that was If the characters enter this area through the door at the
cast into the fire reappears in the brazier's rim. bottom of the stairs, read:
DEVELOPMENT The door creaks open to reveal a stone staircase between
If the brazier, the hourglass, or either golem is attacked,
the doors of the room magically slam shut and lock rough masonry walls. There is little dust on the steps,
(unless they are being held or wedged open), and the but light fog tumbles down the steps from above.
golems animate and attack. On the first round, the
golems fill the room with their poison breath, which
issues from the horses' mouths. (Each creature in the If the characters enter this area at the top of the stair
case, read:
room must make two saving throws, one for each breath
weapon.) On subsequent rounds, each golem makes one
attack with its sword and one slam attack with its hoof. The rough-hewn corridor ends at a stone staircase that
When there are no creatures left to fight in the room, descends to the south. Flanked by walls of rough ma
the golems return to their alcoves, and the doors unlock.
Forcing open a locked door requires a successful DC 25 sonry and relatively free of dust, these stairs descend
Strength (Athletics) check. Each door has AC 15, 25 hit before ending at a lonely door.
points, and immunity to poison and psychic damage. The stairs slope at a 45-degree angle for a distance of
l dust covers its steps, and cobwebs choke the passage. l 20 feet horizontally, connecting areas K78 and K81.
K79. WESTERN STAIR
K81. TuNNEL
This staircase of ancient stone is worn smooth. Thick
This tunnel is cut into the Pillarstone of Raven loft itself.
The stairs rise at a 45-degree angle for a distance of 40 Its surface is slick, and its ceiling is barely 6 feet high. A
feet horizontally, leading to a· 10�foot�square landing (see lingering fog limits visibility to a few feet.
below). A ·second set-of. stairs contjnuis.upwar.d}o_t_�e
0
east at a similar angl e for p di13fan<::�- of 30'fee�liorizon
tally, ending at a s e .cret.door thai:"c:Stiens-irito:a"rea Kn. Characte�s who have knoJi�dge. of stdnecutting'dm tell· .- ._·
-
..
'. . . :. ·• . . -� .. ;·· -.· ' . . that this passage is a relatively°pew consfr.uction tom-.
LANDING ·, pared to other areas of Ravenlofi;. The t�nn�Us-120 feet
Inscribed on the landing, hidden 'under years of dust, long, with a stone door at its·easte�n end .... ; _--
'
. is a glyph of warding. If the characters brush away'the Near the midpoint of the turu'i�l is· ii trapdoor hidden
dust, someone can spot the glyph with a successful DC under a layer 9f fog. Characters can't spot the trap
15 Intelligence (Investigation) check. door passively, but art ��tive search accompanied by a
successful DC 20 Wisdom (Perception) check locates
it. Unless the tr�pdoor is fastened shut with an iron
CHAPTER 4 I CASTLE RAVENLOFT

