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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
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