Page 170 - Curse of Strahd_Neat
P. 170
A set of copper pots and pans (worth 50 gp)
Three sets of manacles
• A s hovel
A wooden chest containing a gold holy symbol of the
Morninglord (worth 100 gp), three vials of holy water,
three vials of perfume, two vials of antitoxin, a SO
foot coil of hempen rope, a tinderbox, a steel mirror, a
sharpened wooden stake, and a spyglass
• Two spell scrolls (major image and remove curse)
A map of Barovia (showing all the locations marked
on this adventure's map ofBarovia)
A charred page from van Richten's journal (show
the players "Journal of Rudolph van Richten" in
appendix F).
V2. TOWER DOOR
The tower door is made of iron, with no visible handles
or hinges. In the middle of the door is a large, embossed
symbol-a connected series of lines with eight stick fig
ures set around it. Carved into the lintel above the door
is a word: KHAZAN.
Show the players the door symbol to the right. The door
is magically locked and trapped, and the symbol on the
door is the key to disabling the trap. Magic that would
normally unlock the door is neutralized by the tower's
spell drain effect (see "Khazan's Spell Drain" earlier in
the chapter).
A creature that touches the door without first dis
abling the trap causes lightning to envelop the tower.
Any creature outside the tower and within 10 feet of it
must succeed on a DC 15 Dexterity saving throw, with
disadvantage if it is wearing armor made of metal, tak
ing 22 (4d10) lightning damage on a failed save, or half
damage on a successful one. As long as the effect per
sists, any creature that enters the lightning for the first
time on a turn or starts its turn there takes 22 (4d10)
lightning damage. The lightning lasts for 10 minutes.
OPENING THE DOOR
The third time this trap is triggered, the magic fails Each stick figure embossed on the door has differently
and causes the tower to collapse. Each creature inside
.
the tower when it collapses takes 132 (24dl0) blud positioned arms-either bent up or down at the elbow, or
sticking straight out to the side. When a creature stand
geoning damage, while those within 20 feet of the tower
must succeed on a DC 15 Dexterity saving throw or take ing within 5 feet of the door uses an action to imitate
44 (8dl0) bludgeoning damage from falling debris. The the arm positions of all eight stick figures in the proper
collapse not only destroys the tower but also most of its sequence, the trap is disabled and the door swings open
contents, including the animated armor in area V7. The on rusty hinges for 10 minutes. The lines of the symbol
wooden chest in area V7 (as well as the severed head on the door reveal the proper sequence. The dance can
inside it) remains intact but requires ld8 + 2 hours of be performed in one of two ways; a creature must trace
digging through rubble to find. The clay golems in area the path of the lines, starting at either endpoint. All
V4 are undamaged but buried under piles of debris. eight sets of arm positions must be performed, with no
Every hour the characters spend searching through the repeats, for the sequence to be complete.
rubble, they have a 10 percent chance of accidentally un If the arm positions are done out of order, a young
earthing a berserk clay golem. blue dragon magically appears within 30 feet of the
door and attacks all creatures tt can see. The characters
can keep t_rying to open the door w,hile the dragon is at
_tacking them. The drc!gon disappears if it is reduced to O
hit points or if the characters open the d,oor.
CHAPTER 11 I VAN RJCHTEN'S TOWER

