Page 80 - Curse of Strahd_Neat
P. 80
K68. GUARDS' RUN TREASURE
Three of the alcoves contain nothing of value. A loose
flagstone in the southeast alcove covers a hidden cub
This ten-foot-wide arched corridor is cold and moist. byhole in the floor, in which is hidden a moldy sack
The cold seems to emanate from an open archway in the containing 150 ep. The coins have the profiled visage of
west wall. Strahd von Zarovich stamped on them. A character who
searches the alcove can find the loose flagstone with a
successful DC 10 Wisdom (Perception) check.
The archway leads to area K69. A door at the north
end of the hall opens into area K67. To the south, the K72. CHAMBERLAIN'S OFFICE
hallway ends at the foot of a staircase (area K64) that
spirals upward.
This shadowy room is in perfect order. A great table
K69. GUARDS' QUARTERS stands here with its chair, inkwell, and quill set carefully
in place. Lances, swords, and shields that bear the Baro
vian crest are hung neatly on the dark, oak-paneled walls.
Sickly, yellow lichen covers the ceiling of this cold, damp,
ten-foot-wide passage running east and west. Opening
off both sides of this passage are ten-foot-square alcoves If he has not been defeated elsewhere, Rahadin (see
appendix D) is here, waiting for the characters to arrive
that contain rotting cots, rags, and the skeletal remains so he can kill them.
of castle guards. A deathly silence fills the hall. A shadow demon also haunts this room. In the round
after the characters engage Rahadin, the demon leaps
The yellow lichen is harmless. When one or more char out and attacks the nearest character from behind.
acters reach the midpoint of the hall, ten human skele The character doesn't notice the demon, unless the
tons leap from the alcoves and attack. character's passive Wisdom (Perception) score meets
or exceeds the demon's Dexterity (Stealth) check. Both
K70. KINGSMEN HALL Rahadin and the shadow demon fight until slain.
A secret door is set into the north end of the west wall.
It can be pulled open to reveal a dusty, web-choked stair
case of ancient, worn stone (area K79) that descends
This thirty-foot-square room is a shambles. Scattered fur into darkness.
niture lies in heaps near the walls. Broken bones lie scat
tered amid crumpled and crushed plate armor. Shields
DUNGEON AND CATACOMBS
and swords jut from the walls as if driven into them by Refer to map 12 of the castle for areas K73
some tremendous force. through K88.
Two doors stand opposite one another in the center of
the north wall and the south wall. A dark archway leads K73. DUNGEON HALL
out through the east wall. The following boxed text assumes that the characters
arrive by way of the staircase to the east (area K21).
After Strahd was transformed into a vampire, several Adjust as needed if the characters enter this hall from
another direction.
of the castle guards retreated to this room, but Strahd
caught them and slaughtered them in a brutal show of
violence. Removing one of the shields or swords from The stairs descend into black, still water that fills an
the wall requires a successful DC 10 Strength check. arched hallway before you. The water's surface is like
None of the items found here are valuable.
dark, mirrored glass, disturbed only occasionally by the
K71. KINGSMEN QUARTERS "thwick" of a drop falling from the ceiling. Twenty feet
ahead, arched doorways lead downward from each side
of the hallway. In each arched doorway, an iron door
This dark passage runs for twenty feet, connecting an stands closed and partially submerged. You hear a weak . '
archway to the west with an ascending stone staircase to cry for help from beyond the south door.
the east. To the north and south are four ten-foot-square
alcoves cluttered with rotting cots and dirty rags. The : :thi }Yater is3 feet deep in tJe_hallway a_nd ·�p�que: · · ..
ceilings here are covered with yellow lichen. . .Tht,.ste-ps on both sjd�i of thih:�!l\Vay/descend an:·.,,: /
.
'
·· : oth1 - i '2'feet .before ertding'atthe' ir6n'-cioors to the rtciah. ·
; . ; '' :.._ .: 1
The yellow lichen i.s ha/mless. ·Beyond the archway to ·-·'anct c�"a:ihh�:\> ,\�".'-_,.,.·:->,·.·:, . : c\}.''· .... :\:;:: ..
the west is area E:'7.0, The'�taircase (area_K20a) that :'(htilo:oibt:°ne;i'tfi' the.'water '.isq\_afs'dUd.as one might
'
--expect: J"h�;e is a ifafe path. a;d�'nd �iverif w.'eight-sen-
.
goes up along'the'.eastwaUl_eadsto area.K20. - . �� <�' . . . \ ... . ' ., '. -! -·-: . . ' .- • ';' •: . • • . '
. ···· ! ,; •
. ,· - . . • .. . ..
CHAPTER '4 I 'CASTLE RAVENLOFT

