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SECRET DOOR hanging from the ceiling. Upholstered chairs line the
A secret door behind one bookshelf can be unlocked walls, and stained-glass wall hangings depict beau
and swung open by pulling on a switch disguised to look tiful men, women, and children singing and playing
like a red-covered book with a blank spine. A character instruments.
inspecting the bookshelf spots the fake book with a suc A harpsichord with a bench rests in the northwest
cessful DC 13 Wisdom (Perception) check. Unless the corner. Near the fireplace is a large standing harp. Ala
secret door is propped open, springs in the hinges cause baster figurines of well-dressed dancers adorn the man
it to close on its own. Beyond the secret door lies area 9. telpiece. Close inspection of them reveals that several
are carvings of well-dressed skeletons.
9. SECRET ROOM
11. BALCONY
This secret room contains bookshelves packed with
tomes describing fiend-summoning rituals and the nec Characters who climb the red marble staircase to its full
romantic rituals of a cult called the Priests of Osybus. height come to a dusty balcony with a suit of black plate
The rituals are bogus, which any character can ascer armor standing against one wall, draped in cobwebs.
tain after studying the books for 1 hour and succeeding This suit of animated armor attacks as soon as it takes
on a DC 12 Intelligence (Arcana) check. damage or a character approaches within 5 feet of it. It
A heavy wooden chest with clawed iron feet stands fights until destroyed.
against the south wall, its lid half-closed. Sticking out Oil lamps are mounted on the oak-paneled walls,
of the chest is a skeleton in leather armor. Close inspec which are carved with woodland scenes of trees, falling
tion reveals that the skeleton belongs to a human who leaves, and tiny critters. Characters who search the
triggered a poisoned dart trap. Three darts are stuck in walls for secret doors or otherwise inspect the panel
the dead adventurer's armor and ribcage. The dart-firing ing can, with a successful DC 12 Wisdom (Perception)
mechanism inside the chest no longer functions. check, notice tiny corpses hanging from the trees and
Clutched in the skeleton's left hand is a letter bearing worms bursting up from the ground.
the seal of Strahd von Zarovich, which the adventurer
tried to remove from the chest. Written in flowing script, SECRET DOOR
the letter reads as follows: A secret door in the west wall can be found with a suc
cessful DC 15 Wisdom (Perception) check. It pushes
My most pathetic servant, open easily to reveal a cobweb-filled wooden staircase
I am not a messiah sent to you by the Dark Powers leading up to the attic.
of this land. I have not come to lead you on a path to
immortality. However many souls you have bled on your 12. MASTER SUITE
hidden altar, however many visitors you have tortured
in your dungeon, know that you are not the ones who The double doors to this room have dusty panes of
brought me to this beautiful land. You are but worms stained glass set into them. Designs in the glass resem
writhing in my earth. ble windmills.
You say that you are cursed, your fortunes spent. You The dusty, cobweb-filled master bedroom (area 12A)
abandoned love for madness, took solace in the bosom has burgundy drapes covering the windows. Furnish
of another woman, and sired a stillborn son. Cursed by ings include a four-poster bed with embroidered cur
darkness? Of that I have no doubt. Save you from your tains and tattered gossamer veils, a matching pair of
wretchedness? I think not. I much prefer you as you are. empty wardrobes, a vanity with a wood-framed mirror
and jewelry box (see "Treasure"), and a padded chair. A
rotting tiger-skin rug lies on the floor in front of the fire
Your dread lord and master,
Strahd van Zarovich place, which has a dust-covered portrait of Gustav and
Elisabeth Durst hanging above it. A web-filled parlor in
TREASURE the southwest corner contains a table and two chairs.
The chest contains three blank books with black leather Resting on the dusty tablecloth is an empty porcelain
covers (worth 25 gp each), three spell scrolls (bless, bowl and a matching jug,
protection from poison, and spiritual weapon), the deed A door facing the foot of the bed has a full-length mir
to the house, the deed to a windmill, and a signed will. ror mounted on it. The door opens to reveal an empty,
The windmill referred to in the second deed is situated dust-choked closet (area 12B). A door in the parlor leads
in the mountains east of Vallakie(see chapter 6, "Old to an outside balcony (area 12C).
Bonegrinder"). The will is signed by Gustav and Elisa
beth Durst and bequeathes the house, the windmill, and DUMBWAITER
all other family property to Rosavalda and Thornboldt A dumbwaiter in the corner of the west wall has a button
Durst in the event of their parents' deaths. The books, on the wall next to it. Pressing the button rings the tiny
scrolls, deeds, and will age markedly if taken from the bell in area 4A.
house but remain intact.
TREASURE
10. CONSERVATORY The jewelry box on the vanity is made of silver with gold
filigree (worth 75 gp). It contains three gold rings (worth
Gossamer drapes cover the windows of this elegantly 25 gp each) and a thin platinum necklace with a topaz
appointed hall, which has a brass-plated chandelier pendant (worth 750 gp).
--
APPENDIX B I DEATH HOUSE
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