Curse of Strahd

AdventureCoS2014

Chapter 7: Argynvostholt

When Strahd drove his enemies into the valley long ago, determined to annihilate them, the last thing he expected to encounter was a silver dragon.

The dragon, who called himself Argynvost, had come to the valley years earlier in the guise of a nobleman named Lord Argynvost. The dragon didn't lair in the valley solely because of its idyllic beauty. He knew of a place called the Amber Temple—a repository of evil power guarded by the forces of good. Argynvost wanted to make sure that whatever was trapped inside the Amber Temple wouldn't be allowed to escape, so he built his fortified mansion, Argynvostholt, close by.

Like many silver dragons, Argynvost was extraordinarily wealthy, and he was comfortable living among humans while disguised as one of them. He used his resources to attract other champions of good, and valorous knights flocked to the valley to join Lord Argynvost's prestigious Order of the Silver Dragon. Only those who were initiated into the order were told of Lord Argynvost's true nature.

During the war between Strahd and his foes, the Order of the Silver Dragon drove away malefactors searching for the Amber Temple. It also sheltered Strahd's enemies and proved more than a match for Strahd's battle-weary soldiers. But the early victories of the order didn't win the war. Even with Argynvost on their side, the knights were ultimately overwhelmed when Strahd's reinforcements swept into the valley. Those forces slew the last of the knights and battled the dragon inside Argynvostholt. After the dragon was slain, Strahd had its corpse hacked to pieces, stripped to the bone, and transported to Castle Ravenloft as a trophy.

Since the dragon's death, Argynvostholt has become a haunted ruin, a former bastion of nobility and light turned into a place of desolation and unrest.

The Order of the Silver Dragon

The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command.

The vengeful revenants killed many of Strahd's soldiers, and whenever the undead knights were cut down, their spirits found new corpses to inhabit. Though the knights were grossly outnumbered, they waged war for months and slew hundreds of foes.

When Strahd died and became a vampire, Vladimir's knights should have gone to their everlasting rest, but their spirits couldn't leave Strahd's domain. They marched to Castle Ravenloft and were confronted by the Vistani seer Madam Eva, who told them Strahd had died, only to become a prisoner in his own land, tormented by the death of his beloved Tatyana and the murder of his brother Sergei.

After receiving that news, Vladimir ceased his advance and led his knights back to Argynvostholt. He realized that Strahd had already died and been damned to a hell of his own creation. With nowhere else to go and nothing else to do, Vladimir set his knights to killing Strahd's agents and anyone else who might help to ease Strahd's torment. Consumed by hatred, the knights have lost their honor and nobility. Their redemption hinges on whether Vladimir can set aside that hatred. The undead knight can be found brooding in the ruins of Argynvostholt.

The spirit of the dragon Argynvost isn't at rest, either. It can sense that the knights have been corrupted, and it reaches out to the characters, hoping they will help the knights find peace. If the characters retrieve the dragon's skull from Castle Ravenloft and place it in the mausoleum of Argynvostholt, the dragon's spirit ascends to the highest tower of the mansion and transforms into a beacon of light that flashes across Barovia. The light of the beacon reminds Vladimir Horngaard of what he has lost, enabling him and his fellow knights to let go of their hatred and find both redemption and rest.

d20Corpse Location
1–4Village of Barovia cemetery (ch. 3, x)
5–11Church graveyard in Vallaki (ch. 5, x)
12Argynvostholt cemetery (x)
13Grave in the village of Krezk (ch. 8, x)
14Grave in the Berez cemetery (ch. 10, x)
15–16Grave in the Svalich Woods (ch. 2, "x")
17–20Corpse of one deceased player character or NPC, wherever it happens to be

Approaching the Mansion

A winding branch of the Old Svalich Road meanders up the forested slope of a mountain spur to the old mansion, which is perched on high ground overlooking the Svalich Woods and the Luna River valley.

When the characters first come within sight of Argynvostholt, read:

Areas of Argynvostholt

The following areas correspond to labels on the maps of Argynvostholt below.

Q1. Dragon Statue

The fog makes it hard to see the dragon's features from a distance, but close inspection reveals that it's a silver dragon of noble bearing, its spiny frill cracked and broken in many places. The statue is 10 feet tall but looks much more imposing perched on the granite block.

If scrutinized with a detect magic spell, the statue radiates an aura of evocation magic. The dragon statue used to breathe a cone of cold as part of a magic trap, but the trap no longer works (see area Q2).

Q2. Main Entrance

If a creature climbs the steps or sets foot on the landing, the dragon statue (area Q1) opens its mouth and exhales a 60-foot cone of harmless cold air, then closes its mouth and doesn't activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years.

The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3).

Q3. Dragon's Foyer

The tapestry is torn in places and worthless. It is a portrait of Lord Argynvost. The alabaster busts depict several of the dragon's other human guises. The stairs lead up to the second-floor balconies (x).

Shadow of Argynvost

The first time the characters pass through this foyer, read:

The draconic shadow is ominous yet harmless.

Q4. Spiders' Ballroom

Nine giant spiders nest here. They attack anyone who gets too close.

Q5. Ruined Stable

There is nothing of value in the stable.

Q6. Dragon's Den

Argynvost had the empty sarcophagus converted into a wine cabinet. Now, only shattered wineglasses and decanters are to be found on the shelves. The den's other furnishings include rotted divans, broken chairs, overturned ottomans, and smashed oil lamps.

A secret door at the north end of the east wall can be pushed open to reveal a storage room (x).

Living Fire

If the beacon of Argynvostholt (x) has not been lit, read the following text when the characters approach the fireplace for the first time:

Have the player characters roll initiative. The fire acts on initiative count 10 and has AC 15, 1 hit point, and immunity to fire, poison, and psychic damage. If it is reduced to 0 hit points, it explodes and fills the room with fire, setting fire to the dry furnishings. Each creature in the room must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

The fire doesn't attack. On its first turn, if it has not been reduced to 0 hit points, it speaks:

The dragon refers to the Order of the Silver Dragon and the beacon (x).

Q7. Parlor

Time and neglect have damaged the furnishings, leaving nothing of value.

Q8. Iron Gate

An iron gate, chained shut, closes off a 10-foot-tall archway on the north wall of the mansion. The key to the chain's padlock was lost long ago, but the lock can be picked by someone who uses thieves' tools and makes a successful DC 20 Dexterity check. The old lock can be smashed by a character who uses a bludgeoning or slashing weapon on it and makes a successful DC 15 Strength check.

Ten-foot-high flights of stone steps to the west and east of the archway lead up to landings and doors that provide access to areas Q7 and Q9.

Q9. Servants' Quarters

Lord Argynvost's household staff once slept here. The room contains nothing of value. Beyond the curtain lies the kitchen (area Q10).

Q10. Kitchen

The iron pot contains an ordinary bat. When the characters get close, it flies out and flaps about the room.

Q11. Wine Storage

Hiding behind the barrels is a wounded elf named Savid (N male dusk elf scout). He has 4 hit points remaining and is grateful for any healing the characters can provide.

Savid lives with the other dusk elves of Barovia in the Vistani camp outside Vallaki (chapter 5, x). He was searching the woods for a missing Vistani girl named Arabelle when a wandering mob of needle blights accosted him. He was forced to take refuge in the mansion.

Savid, who is more than four hundred years old, volunteers the following useful information:

  • Argynvost was a silver dragon that liked to assume human forms. Argynvostholt was the dragon's home.
  • In human guise, the noble dragon led a group of knights called the Order of the Silver Dragon. They gave shelter to refugees who had come to the valley to escape Strahd's army. Strahd's soldiers slew the dragon, destroyed the order, and sacked the mansion.
  • Vistani and dusk elves avoid the mansion, believing that the dragon's ghost haunts it.

The wine in the barrels turned to vinegar and evaporated long ago. Emblazoned on the barrels' sides are the name of the winery, the Wizard of Wines, and the name of the wine, Champagne du le Stomp.

A secret door at the north end of the west wall can be pulled open to reveal a den (x).

Q12. Dining Hall

A continual flame spell was cast on the crystal chandelier long ago and has never been dispelled. The knight statues are lifelike but inanimate.

Q13. Chapel of Morning

If the beacon has not been lit (see x and x), add:

The figures are three revenants clad in tattered chain mail that affords the same protection as leather armor. Each revenant wields a longsword. If the beacon is lit, the revenants are cleansed of their hatred and laid to rest, and the characters find three armored corpses with longswords lying on the floor in front of the altar.

The revenants, if still active, are blinded by their hate and attack the characters on sight, seeking to drive them out of Argynvostholt. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 (2d10 + 4) slashing damage on a hit.

Characters who study the room's iconography and orientation (the fact that it draws light from the east) can determine, with a successful DC 10 Intelligence (Religion) check, that the chapel is dedicated to a god of the dawn. Anyone familiar with Barovian religion can conclude that the god in question is the Morninglord.

The balcony (x) is 20 feet high and can be reached by climbing either spiral staircase (area Q14).

Characters who stand near the altar and look up can see the hollow interior of the beacon tower. The tower's lower landing (x) is 60 feet above the chapel floor, and the upper landing (x) is another 20 feet above that.

The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).

Q14. Chapel Staircases

The staircase leads from the chapel (area Q13) to the chapel's balcony (x) and climbs another 20 feet to a small, empty room with a window that looks down on the chapel.

Q15. Cemetery

If the beacon has not been lit (see areas Q16 and x), read the following text when the characters cross the cemetery for the first time:

The strange man watches the characters through the southeast window of x. He is merely an apparition intended to lure the characters to that room.

The mausoleum is described in area Q16.

The thick fog obscures the fact that five of the graves have been dug up. Closer inspection and a successful DC 10 Wisdom (Perception) check reveals that the corpses buried there crawled out of the earth. Of the missing corpses there is no sign, but the surrounding fence is intact, which suggests that no one got into the cemetery from outside. (These corpses were animated by the spirits of revenants and clawed their way out.)

A stone staircase curls up the outside of a turret to a flagstone landing in front of a sturdy wooden door. The door is barred from the inside and opens into the chapel (x).

Q16. Dragon's Mausoleum

The dragon-shaped gargoyles are harmless statuary. The stone door can be pulled open with a successful DC 15 Strength check.

Characters who can read the Draconic script can decipher the writing on the wall:

Development

If the skull of Argynvost is brought from Castle Ravenloft (see chapter 4, x) and sealed inside the mausoleum, the dragon's spirit transforms into a brilliant light at the top of the tower (see x).

Q17. West Staircases

These staircases connect the second-floor balconies (area Q18) to x and x on the third floor.

Q18. Balconies

The balcony is 20 feet above the floor of the foyer (x). The weapons and shields hanging on the walls are nonmagical. The busts, displayed atop wooden pedestals, depict various human guises of the dragon Argynvost. Their eyes seem to watch the characters as they walk by, but the effect is an optical illusion.

Q19. Ruined Bedchambers

There are two of these rooms.

The wooden floor creaks underfoot. Although it is safe to walk on, doing so attracts the giant spiders from x. The spiders crawl up into the room and attack. The floor here is 20 feet above the floor of the ballroom.

Q20. South Alcove

One of the narrow windows in the back of the alcove has a broken glass pane through which a slight breeze passes, causing the curtain to move. When the characters look behind the curtain, read:

Beneath the black cloth is the severed head of a randomly determined character—an illusion created by Strahd's consciousness. In actuality, it's an exquisite alabaster bust of a handsome, middle-aged human with a neatly trimmed mustache and beard (Lord Argynvost). The illusion is too strong to be disbelieved, but it can be dispelled if the bust is broken or covered up again.

Q21. North Alcove

The alcove is empty except for the narrow windows in the back walls. Whenever the characters part the curtain and leave, the curtain is closed when they return. Only by removing the curtain from its rod can they prevent the curtain from closing on its own.

Q22. Bathroom

The mural accurately depicts the Balinok Mountains.

Q23. Storage Room

This room has been thoroughly looted. The wooden floor is soft and spongy, and it can't support more than 100 pounds of weight. If more weight is applied, the floor collapses, and any creature in the room falls 20 feet, taking damage as normal and landing in x.

Q24. Chapel Balcony

The doors behind the throne lead to x and x. A wooden railing surrounds the balcony, which is 20 feet above the floor of the chapel (x).

Q25. Trapped Hallway

The ceiling in the hall is 20 feet high. The wooden doors to x and x are locked, requiring a successful DC 20 Strength check to break down. The 10-foot squares in front of the doors (marked T on the x) are trapped. When a character enters one of these squares, a floor-to-ceiling wall of stone (created by the spell of the same name) magically appears across the opening on the south wall. At the same time, the phantom warriors in areas Q27 and Q28 rush through the doors (which can be freely opened from their side) and attack.

The wall of stone vanishes after 10 minutes, at which time the trap resets. Characters who cast a detect magic spell in the hall can perceive hazy auras of evocation magic in front of the doors.

Q26. Northeast Guest Room

The door to this room hangs open.

When one or more characters approach within 10 feet of the fireplace, add:

The smoky dragonet has the statistics of a smoke mephit but fights only in self-defense. If left alone, it flies out of the room at a speed of 30 feet, up the spiral staircase (x), through the curtain at x, over the rubble in x, and into x. Once there, it lands on the back of Vladimir's throne and disappears.

Q27. Knights' Quarters

Four phantom warriors (see x) haunt this room. They manifest only when the characters enter the room or trigger the magic trap in x. They fight until destroyed.

Q28. Knights' Quarters

Three phantom warriors (see x) haunt this room. They manifest only when the characters enter the room or trigger the magic trap in area Q25. They fight until destroyed.

Treasure

Buried under the wreckage is a small wooden coffer containing four potions of invulnerability. A search of the room yields this lost cache.

Q29. Northwest Guest Room

The portrait depicts the silver dragon Argynvost in its guise as the human noble Lord Argynvost.

Q30. Curtained Staircase

A tattered black curtain conceals an archway leading to a spiral staircase that descends to x.

At the top of the stairs is a secret door that can be pulled open to reveal x beyond.

Q31. East Staircases

A round-topped wooden door opens to reveal a spiral staircase with narrow windows set into its walls. The stair connects the third floor and the mansion's roof.

Q32. Ruined Bedchambers

These two rooms stand across from each other, separated by a ruined corridor that abruptly ends to the south of their doors.

The floor here is 40 feet above of the floor of the ballroom (x). The roof is 20 feet overhead.

Q33. Collapsed Ceiling

The ceiling here is 20 feet high, and the rubble is 3.

Vladimir Horngaard (see x) can hear visitors climbing over the rubble and can't be surprised by them.

Q34. Ruined Bathroom

Q35. Upstairs Gallery

From north to south, the three stained-glass windows portray Saint Andral, the Morninglord, and Saint Markovia.

Q36. Dragon's Audience Hall

Vladimir Horngaard (see x), commander of the fallen Order of the Silver Dragon, is slumped in the throne. If the beacon of Argynvostholt (see x) has been lit, the corpse is lifeless, and characters can plunder it freely (see "x" below).

If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, "Go away." If they don't leave immediately, read:

Vladimir fights in self-defense. He also rises from his throne and attacks if the characters fail to heed his warning and press him for help destroying Strahd. The first time Vladimir takes damage, six phantom warriors (see x) materialize and join the fray, coming to his defense.

Hatred so clouds Vladimir's mind that he can't remember that Sir Godfrey (x) was his beloved in life. If Sir Godfrey helps the characters and faces Vladimir, anguished recognition shines in Vladimir's eyes, yet only lighting the beacon can free him.

Treasure

Vladimir Horngaard wields a +2 greatsword.

Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor.

Fortunes of Ravenloft

If your card reading reveals that a treasure is here, it's in Vladimir's possession, and he doesn't part with it willingly unless the beacon of Argynvostholt has been lit (see x).

Q37. Knights of the Order

The leaders of the Order of the Silver Dragon used to convene here.

If the beacon in area Q53 has been lit, the spirits of these revenants are laid to rest, leaving behind their inanimate corpses. If the beacon has not been lit, add the following:

The skeletal figures are five revenants. All five are lawful evil. They are awaiting orders from Vladimir (x) and fight only in self-defense. The revenants wear broken chainmail that affords as much protection as leather armor, and they wield longswords. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 (2d10 + 4) slashing damage on a hit.

One of the revenants, Sir Godfrey Gwilym, is a spellcaster with a challenge rating of 6 (2,300 XP) and the following additional feature:

Characters who inspect the fireplace notice a shield-shaped patch on the wall above the mantelpiece. A magic shield once hung above the fireplace, but it was taken when Strahd's soldiers plundered the mansion. It now rests in Castle Ravenloft's treasury (chapter 4, x).

Development

[image: Sir Godfrey Gwilym]

Sir Godfrey can sense that the spirit of Argynvost isn't at rest and isn't happy that the order has been reduced to such a state. If the characters petition the revenants for aid, Sir Godfrey (speaking in a scratchy voice) relates all the information presented at the start of the chapter concerning Argynvost and the rise and fall of the Order of the Silver Dragon. Neither he nor the other revenants can help the characters in any meaningful way, however, because of the oaths they have sworn to Vladimir Horngaard.

Fortunes of Ravenloft

If your card reading reveals that Sir Godfrey is Strahd's enemy and the characters persuasively ask him for help, he offers to join the fight against the vampire. Fate has unlocked his memory of the love that he and Vladimir once shared, and the power of that memory drives Godfrey to help fight Strahd and restore the order's honor.

If the beacon in x has not been lit, Godfrey's decision incurs the wrath of the other revenants, triggering an armed conflict.

If the beacon in area Q53 has been lit, Sir Godfrey remains a revenant even after all the other revenants (including Vladimir) are laid to rest, except that his alignment changes to lawful good. Although Sir Godfrey is unaware of the tarokka card reading, he somehow senses that he must perform one final task before his spirit can rest with Vladimir's, and thus he agrees to help the characters face Strahd in Castle Ravenloft.

Q38. Closet

Q39. Vladimir's Bedroom

This room once served as a bedchamber for Sir Vladimir Horngaard and Sir Godfrey Gwilym. The bear and the dire wolf are stuffed and harmless. Looters ransacked the chest long ago, leaving nothing of value.

Q40. Argynvost's Study

Strahd's soldiers forced open the iron door that once sealed Argynvost's vault (x). They also took every book in this study but one. (Many of the books taken from here can be found in Strahd's study in Castle Ravenloft.)

The sole remaining volume lies on the floor behind the overturned chair. Titled The Oath Celestial, the book has been partially burned, and its cover was slashed by a sword. Leafing through the crumbling book reveals that it is a devotional text for knights from a place called the Holy Empire of Valentia. Most of the knights who joined Argynvost against Strahd came from that empire—now lost beyond the mists.

Journal Page

As the characters cross the room, read:

The sheet of parchment is the last page of Argynvost's journal, the rest of which was destroyed. If the characters look at the torn page, show the players the "x" in appendix F.

Slashed Picture

If the characters study the whole picture above the mantelpiece, read:

The picture radiates an aura of transmutation magic under the scrutiny of a detect magic spell, but the aura is weak. If the characters repair the picture using a mending cantrip, read:

The spectral dragon isn't the spirit of Argynvost, but a spell-like effect. Once the dragon has spoken, the picture no longer glows and becomes nonmagical.

Q41. Dragon's Vault

The iron door leading to this room hangs open on a single rusty hinge. It has obviously been forced open and no longer closes properly.

This vault once held a dragon's trove but was stripped of all valuables long ago.

Q42. Argynvost's Bedroom

Argynvost preferred to sleep in his dragon form. Thus, there is no furniture here.

Q43. Hole in Roof

This 20-foot-diameter hole in the mansion's roof is directly above x, the floor of which is 20 feet below. The rubble on the roof surrounding the hole is 3. The roof is sloped and covered with cracked stone tiles. Climbing the tiled roof requires a successful DC 10 Strength (Athletics) check. A failure by 5 or more causes the climber to slide down to the parapet, landing prone but taking no damage.

Q44. Dragon Gargoyle

The silver dragon wyrmling statue is 10 feet above the parapet and has a magic mouth spell cast on it. When a character passes in front of it, the spell is activated, and the wyrmling whispers the following short verse in the Common tongue:

When the dragon dreams its dream

Within its rightful tomb,

The light of Argynvost will beam

And rid this land of gloom.

Q45. Ancient Ballista

The ballista falls apart if disturbed.

Q46. Destroyed Ballista

The turrets are described in area Q47.

Q47. Roof Turrets

The knights who once guarded the rooftop used these turrets for warmth and shelter on rainy days and cold nights.

Q48. Roof's Edge

The edge of the roof is sturdy enough to walk on, and not in danger of further collapse. It's 20 feet down to x, 40 feet down to x, and 60 feet down to x.

Q49. Beacon Tower Door

This door is barred from the inside. The phantom warriors in the tower's turrets (x) make ranged attacks against characters who try to force their way into the tower. These spectral defenders have three-quarters cover behind the arrow slits.

Q50. Beacon, Lower Landing

The landing and the stairs creak and shudder underfoot, but they are safe.

Q51. Beacon, Upper Landing

The landing creaks and groans underfoot, much like in area Q50, but here things aren't so safe. The 10-foot-long section marked T on the x is particularly weak, collapsing under 50 or more pounds of weight. A creature on this section of the landing when it collapses must succeed on a DC 15 Dexterity saving throw or fall 20 feet to the landing below (x). The collapse of this section creates a 10-foot gap in the landing.

The doors lead to the rooftops of the turrets (area Q52).

Q52. Beacon Turrets

These turret rooftops are 80 feet above ground level. The spiral stairs descend 20 feet to archers' posts—small rooms lined with arrow slits. Standing guard in each of these rooms is a phantom warrior (see x) with a spectral longbow that shoots arrows of force energy. The two phantom warriors gain the following action options:

Q53. Beacon of Argynvostholt

The ravens that roost here are harmless, but they watch the characters with great interest. If the characters look out the windows, you can use the following text to describe what they see in the distance.

The small town is Vallaki (chapter 5). The windmill is Old Bonegrinder (chapter 6). The abbey is the Abbey of Saint Markovia in Krezk (chapter 8).

Lighting the Beacon

When the skull of Argynvost is placed in the dragon's mausoleum (x), the dragon's spirit transforms into a brilliant light that fills this room and flashes across the valley like the beacon of a lighthouse. Even if the tower is cast down, the light of Argynvost remains where it is, flashing in the sky. Although the mountains prevent the beacon's light from reaching Castle Ravenloft directly, Strahd can see the light's glow in the sky to the west.

The beacon can be seen in Vallaki (chapter 5), Krezk (chapter 8), and Berez (chapter 10), as well as from Old Bonegrinder (chapter 6), Van Richten's Tower (chapter 11), and the werewolf den (chapter 15).

The beacon's light can be "felt" even by creatures that are blind. The light allows good-aligned creatures to experience glimmers of hope and joy, while evil creatures find the light disconcerting.

Beacon of Protection

While the beacon shines, characters and other creatures that oppose Strahd gain a +1 bonus to AC and saving throws for as long as they remain in Barovia.

Revenants at Rest

Vladimir Horngaard and the other revenants that haunt Barovia see the light as a reminder of all that was once good and noble about the knightly order to which they once belonged. They let go of their hatred and their corporeal bodies, leaving corpses behind as their spirits find rest at long last. Henceforth, any random encounter with a revenant should be treated as no encounter.

Fortunes of Ravenloft

If your card reading reveals that a treasure is here, it's resting on the west windowsill.

Special Events

You can use one or both of the following events as the characters explore Argynvostholt.

Special Delivery

This encounter occurs while the characters are inside Argynvostholt. Those who have a passive Wisdom (Perception) score of 11 or higher hear the clopping of horse hooves and the crunch of wagon wheels on gravel.

A cart pulled by a draft horse and driven by a mad Vistana named Kolya (CN male human bandit) stops in front of the mansion. After relieving himself on the statue of Argynvost (x), Kolya untethers the horse and rides back to the Vistani camp outside Vallaki (chapter 5, x), leaving the cart and its cargo: a plain wooden coffin.

The coffin was made in Vallaki by the local coffin maker, Henrik van der Voort (see chapter 5, x). It has the name of one of the characters (determined randomly) neatly chiseled into its lid. Opening the coffin releases a swarm of bats from within. The swarm attacks the character whose name is engraved on the coffin. If that character isn't in sight, the swarm flies away.

Arrigal's Hunt

Ezmerelda d'Avenir (see appendix D) arrives at Argynvostholt on the back of a riding horse stolen from the Vistani camp outside Vallaki (chapter 5, x). She has heard that the reportedly haunted mansion might harbor enemies of Strahd and contain secrets to the vampire's destruction.

Once she arrives, Ezmerelda releases the horse (which flees back to its camp) and quietly makes her way through the mansion until she reaches the characters.

Hot on Ezmerelda's trail are the Vistani leader Arrigal (NE male human assassin) and two Vistani bodyguards (CE female bandits). Arrigal rides a black riding horse, while the bandits ride two dire wolves. These dire wolves are servants of Strahd and can't be charmed or frightened.

Arrigal is determined to capture Ezmerelda and haul her back to the Vistani camp to face punishment for horse theft. He does nothing to antagonize the characters, however, and returns to the Vistani camp if he can't convince them to give up Ezmerelda. For more information on Arrigal, see chapter 5, x.