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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

