Page 220 - Curse of Strahd_Neat
P. 220

TREASURE                                           The cult amassed several "relics" that it used in its
   The crystal orb is worth 25 gp. It can be used as an ar­  rituals. These worthless items are stored in thirteen
   cane focus but is not magical.                    niches along the walls:
                                                      A small, mummified, yellow hand with sharp claws (a
   32. HIDDEN TRAPDOOR                                goblin's hand) on a loop of rope
   The staircase ends at a landing with a 6-foot-high ceil­  • A knife carved from a human bone
   ing of close-fitting planks with a wooden trapdoor set   • A dagger with a rat's skull set into the pommel
   into it. The trapdoor is bolted shut from this side and   An 8-inch-diameter varnished orb made from a
   can be pushed open to reveal the den (area 3) above.   nothic's eye
                                                      An aspergillum carved from bone
   DEVELOPMENT                                        A folded cloak made from stitched ghoul skin
   Once the trapdoor has been found and opened, it re­  A desiccated frog lashed to a stick (could be mistaken
   mains available to characters as a way into and out of   for a wand of polymorph)
   the dungeon level.                                 A bag full of bat guano
                                                      A hag's severed finger
   33. CULT LEADERS'  DEN                             A 6-inch-tall wooden figurine of a mummy, its arms
   The door in the southwest corner is a mimic in disguise.   crossed over its chest
   Any creature that touches the door becomes adhered to   • An iron pendant adorned with a devil's face
   the creature, whereupon the mimic attacks. The mimic   The shrunken, shriveled head of a halfling
   also attacks if its takes any damage.              A small wooden coffer containing a dire wolf's with­
    A chandelier is suspended above a table in the middle   ered tongue
   of the room. Two high-backed chairs flank the table,   The southernmost tunnel slopes down at a 20-degree
   which has an empty clay jug and two clay flagons atop   angle into murky water and ends at a rusty portcullis
   it. Iron candlesticks stand in two corners, their candles   (area 37).
   long since melted away.
                                                     36. PRISON
   34. CULT LEADERS'  QUARTERS
                                                     The cultists shackled prisoners to the back walls of
   This room contains a large wood-framed bed with a   alcoves here. The prisoners are long gone (their bones
   rotted feather mattress, a wardrobe containing several   litter the floor in area 27), but the rusty shackles remain.
   old robes, a pair of iron candlesticks, and an open crate
   containing thirty torches and a leather sack with fifteen   SECRET DOOR
   candles inside it. At the foot of the bed is an unlocked   A secret door in the south wall can be found with a
   wooden footlocker containing some gear and magic   successful DC 15 Wisdom (Perception) check and pulls
   items (see "Treasure" below).                     open to reveal area 38 beyond.
    Two ghasts (Gustav and Elisabeth Durst) are hidden
   in cavities behind the earthen walls, marked X on the   TREASURE
   map; they burst forth and attack if someone removes   Hanging on the back wall of the cell marked X on the
   one or more items from the footlocker. The ghasts wear   map is a human skeleton clad in a tattered black robe.
   tattered black robes.                             The skeleton belongs to a cult member who questioned
                                                     the cult's blind devotion to Strahd. Characters who
   TREASURE                                          search the skeleton find a gold ring (worth 25 gp) on one
   Characters searching the footlocker find a folded cloak   of its bony fingers.
   of protection, a small wooden coffer (unlocked) con­
   taining four potions of healing, a chain shirt, a mess   37. PORTCULLIS
   kit, a flask of alchemist's fire, a bullseye lantern, a set   This tunnel is blocked by a rusty iron portcullis that can
   of thieves' tools, and a spellbook with a yellow leather   be forcibly lifted with a successful DC 20 Strength (Ath­
   cover containing the following wizard spells:     letics) check. Otherwise, the portcullis can be raised or
   1st level: disguise self, identify, mage armor, magic mis­  lowered by turning a wooden wheel half-embedded in
     sile, protection from evil and good             the east wall of area 38. (The wheel is beyond the reach
   2nd level: darkvision, hold person, invisibility,   of someone east of the portcullis.) The floor around the
    magic weapon                                     portcullis is submerged under 2 feet of murky water.
     These items were taken from adventurers who were   38. RITUAL  CHAMBER
   drawn into Barovia, captured, and killed by the cult.
                                                     The cult used to perform rituals in this sunken room.
   3 5. RELi  UARY                                   The chanting heard throughout the dungeon originates
                                                     here, yet when the characters arrive, the.dungeon falls
   The ghostly chant emanating from area 38 fills this
   room. Characters can discern a dozen or so voices say­  silent �s the chanting mysteriously.stops.
   ing, over and over, "He is the Ancient. He is the Land."





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                                                                            APPENDIX B  [  DEATH HOUSE   •   219
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