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K74G. GRAY OOZE In truth, Strahd locked Emil here as punishment for
Clinging to the floor of this cell is a gray ooze that at causing a schism in his werewolf pack (see chapter 15).
tacks anything that enters. While underwater, the ooze Anxious to prove his worth to Strahd, Emil rewards the
is effectively invisible. characters for freeing him by attacking them when a
I I characters if they claim to be allies of his wife, Zuleika
good opportunity arises. Emil doesn't turn against the
K74H. LOST SWORD
(see chapter 15, area Z7). In that case, he tries to leave
the castle and reunite with her, staying with the charac
A glowing blade can be seen beneath the water near the
ters only until an opportunity to leave presents itself.
back of the cell.
This cell is linked to a teleport trap in area K73.
Treasure. The source of the underwater glow is a sen
tient lawful good +1 shortsword (Intelligence 11, Wis
dom 13, Charisma 13). It has hearing and normal vision
out to a range of 120 feet. It communicates by transmit
ting emotion to the creature carrying or wielding it.
The sword's purpose is to fight evil. The sword has the
following additional properties:
The sword continually sheds bright light in a 15-foot
radius and dim light for an additional 15 feet. Only by
destroying the sword can this light be extinguished.
, A lawful good creature can attune itself to the sword
in 1 minute.
While attuned to the weapon, the sword's wielder
can use the sword to cast the crusader's mantle spell.
Once used, this property of the sword can't be used
again until the next dawn.
K75. SOUTH DUNGEON
The rusty iron door connecting this hall to area K73 is
submerged in 5 feet of water and requires a successful
DC 10 Strength (Athletics) check to open.
A mold-covered ceiling hangs three feet above the still,
black water that fills this dungeon corridor. The water
is five feet deep. Ten-foot-square cells, their entrances
blocked by iron bars, line both sides of the hall. From one
of the cells, you hear a gruff voice ask, "Who's there?"
K75B. FORGOTTEN TREASURE
Characters who enter the cell can feel coins shifting be
The corridor is 40 feet long. Branching off it are eight neath their feet.
cells, four along each wall. The voice comes from one of Treasure. Scattered across the floor of this cell are
the southernmost cells (area K75a). 2,100 ep. The coins have the profiled visage of Strahd
von Zarovich stamped on them. A character can scoop
K75A. PRISONER up one hundred coins every minute.
K75c. EMPTY CELL
A strong young man clutches the bars of his cell while This cell contains nothing of interest.
struggling to keep his teeth from chattering. His clothes
are shredded, and he is soaked from head to toe. K75D. DEAD DWARF
This cell is linked to a teleport trap in area K73. The
skeletal remains of a dwarf fighter lie at the bottom of
The man is Emil Toranescu, a werewolf with 72 hit the cell, enclosed in ru�ted plate armor. The dwarf's
points. He claims to be a resident of Vallaki who was nonmagical but usable battleax� lies i:iearby.
chased by dire wolves to the castle. He begs the charac
ters to rescue him, offering to help them in exchange. K75t._;E:M_I>TY;C,EL� .. J., ....... : ., ..
.
.. This ceJ! co(!tairis npthing of interest. ·.
_
�j" t. • • ' .. ,· • • '1" ' ' ...
!. :. ...
CHAPTER 4 I CASTLE RAVEN LO IT

