Page 85 - Curse of Strahd_Neat
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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
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