Page 68 - Curse of Strahd_Neat
P. 68

The hall has an arched ceiling 20 feet overhead, hidden
                                                      behind thick webbing. At the eastern end are a pair of
                                                      arched bronze doors of ornate design. These doors can
                                                      be pulled open to reveal area K40 beyond.
                                                        Most of the hall is full of giant spider webs (see "Dun­
                                                      geon Hazards" in chapter 5, "Adventure Environments,"
                                                      of the Dungeon Master's Guide). Characters who stray
                                                      from the unobstructed path through the webs risk be­
                                                      coming stuck.
                                                       SECRET DOORS
                                                       At the west end of the hall are two secret doors.
                                                        The secret door on the west wall can't be opened from
                                                       this side, except by magic (such as a knock spell). See
                                                      area K38 for more information on this secret door. If
                                                       the characters pass through this door coming from area
                                                       K38, it closes and locks behind them if they don't take
                                                      measures to prop it open.
                                                        A narrow secret door at the western end of the south
                                                       wall is hidden behind a mass of webs. If these webs are
                                                       cleared away, characters can search for the secret door,
                                                       finding it with a successful DC 15 Wisdom (Perception)
                                                       check. The door can be pulled open to reveal area K3lb.

                                                       K40.  BELFRY



                                                        You can hear the rain and thunder outside, and the air
                                                        here is cold and damp. Veils and curtains of webbing fill
                                                        the room, making it hard to gauge its width and depth. A
                                                        single, narrow path leads to the dark center of the room,
                                                        where a rope dangles from high above.


     within this room by lifting a simple Jocking mechanism   The rope is attached to a great bell mounted in a
     (which is connected to the poker in the study). It's pos­  wooden framework 50 feet overhead. Pulling the rope or
     sible that a character might open this secret door inad­  attempting to climb it brings forth a loud, long "GONG."
     vertently by lifting the poker in area K37. Characters   That sound causes five giant spiders to drop from their
     can otherwise locate the secret door normally, but a   webs and attack. The spiders attack only if they are at­
     successful check doesn't reveal the mechanism to open   tacked or if the bell is sounded.
     it. That can be found only through trial and error, or   Most of the belfry is filled with giant spider webs (see
     the characters can bypass the mechanism with a knock   "Dungeon Hazards" in chapter 5, "Adventure Environ­
     spell or similar magic.                           ments," of the Dungeon Master's Guide). Characters
      The secret door at the northern end of the east wall   who blunder into them risk becoming stuck.
     is sealed shut. If the torch is taken from the skeleton's   At the west end of the north wall, behind thick webs,
     hand and placed back in the empty sconce, the secret   is a secret door that opens into area K41.
     door swings inward, revealing area K39 beyond. Re­
     moving the torch from its sconce at any time causes the   K41. TREASURY
     secret door to close and lock shut, becoming sealed as
     before. Characters can locate this secret door normally,
     but a successful check doesn't reveal the mechanism to   This octagonal vault is free of dust and cobwebs. The
     open it. That can be found only through trial and error,   domed ceiling forty feet above is painted black and spar­
     or the characters can bypass the mechanism with a   kles with a display of stars in unfamiliar constellations.
     knock spell or similar magic.
                                                        Barely contained within this vault is a square tower,
     K39.  HALL OF WEBS                                 twenty feet on a side and thirty feet high, with arrow slits
                                                  l
                                                        on all sides and a battlemented roof.

     l This ancient hall is choked with spider webs broken by a   . . - ·,  - . - · ·'   .  .   · ,·•.
                                                                                    ·
                                                       The domed ceiling is coated with dry pitch. The ."sta.rs"
      single clear path down its center.               are shards of glowing crystal embedded fn the pitch,


                                                                           CHAPTER  4  I  CASTLE  RAVEN LOFT
   63   64   65   66   67   68   69   70   71   72   73