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trapped areas. Although the traps can't be disarmed, a the device with magic, but the apparatus still couldn't
successful casting of dispel magic (DC 16) on a trap sup bear his weight, and he plunged from the Pillarstone of
presses its magic for 1 minute, allowing characters to Ravenloft to his death. His evil ghost attacks the char
move safely through its area. A trap is also suppressed acters on sight. If Ariel succeeds in possessing a char
while wholly or partly in the area of an antimagic field. acter, his host climbs the high tower (area K18) until it
These teleport traps form a protective ring around the reaches the peak (area K59), then hurls itself down the
entrance to Strahd's tomb (area K86). Any creature that tower's central shaft (area K18a), screaming, "I can fly!"
enters one of these 10-foot-square spaces is instantly the whole way down.
teleported away, switching places with one of the wights
in crypt 14. The wight materializes in the creature's pre CRYPT 5
vious location and attacks any living creature it sees. Artank Swilovich: Friend and member of the Barovian
Wine Distillers Guild
CRYPT 1
Herein lie the ones who walk the path of pain and tor
ment You are greeted by the faint smell of wine. A skeleton
The stone door connects not with a crypt, but with a draped in rags lies atop a marble slab in the center of the
hewn tunnel of stone (area K81). crypt. Heaped around it, covering the entire floor, are
thousands of empty wine bottles.
CRYPT2
Artista DeSlop - Court Ceiling Painter
Each bottle's label shows that it is from the Wizard of
Wines winery, and the label names the wine inside:
The domed ceiling of this crypt is painted with an image Champagne du le Stomp, Red Dragon Crush, or Purple
of imps holding bouquets of colorful flowers. A skeleton Grapemash No. 3.
draped in rags lies atop a marble slab in the center of the FORTUNES OF RAVENLOFT
crypt. A wooden box is tucked under one bony hand.
If your card reading reveals that a treasure is here, it is
buried under the wine bottles. A character who searches
under the bottles finds the treasure automatically.
The box is unlocked. It contains seven wood-handled
paintbrushes and seven small gourds of dried-up paint.
CRYPT 6
CRYPT 3 Saint Markovia: Dead for all time
Lady Isolde Yunk (Isolde the Incredible): Purveyor of The 10-foot-square section of floor in front of this crypt
antiques and imports is a pressure plate that releases four poison darts hid
den in tiny holes in the north wall. (See "Sample Traps"
in chapter 5, "Adventure Environments," of the Dungeon
A skeleton draped in rags lies atop a marble slab in the Master's Guide for the rules on how this trap functions.)
center of the crypt. Piled all around it, covering the floor, The trap resets when the weight is lifted and can be
are heaps of old baskets, braziers, bundled tapestries, triggered a total of four times before its supply of darts
candlesticks, chairs, chests, cooking utensils, cressets, is depleted.
curtain rods, decanters, dishes, jugs, lamps, scroll cases, If the door to the crypt is opened, read:
tankards, and tinderboxes. None of the junk looks valu
able. An old chandelier hangs from the domed ceiling. I This crypt smells of roses. The remains atop its marble I
slab have disintegrated, except for one thighbone.
Characters could spend hours searching the crypt.
Though the antiques here might fetch a fair amount of If the charc,1cters disturb Safot Ma.rkovia's remains, add:
coin, they are hardly worth the trouble to transport.
A ghostly form appears above the dust, so faint that you
CRYPT4
Prince Ariel du Plumette (Ariel.t,heHeaD'f. can barely discern more than part of a face. From this
apparition comes the faintest of whispers: "The vampire
If the characters. open tti(d�o�\9-)�_is crypt,·r_e�d:
,' • must be destroyed. Use me as your weapon." With that,
• "I' ' � "
it fades away.
The apparition of a large, rotund man forms within the
dark crypt, its eyes wild with insanity. Large, artificial
wings unfold from its back. Treasure. A detect magic spell reveals that the thigh
bone radiates an aura of evocation magic. See appendix
C for more information on Saint Markovia's thighbone.
Prince Ariel was a terrible man who longed to fly. He
attached artificial wings to a harness and empowered
CHAPTER 4 I CASTLE RAVENLOFT
86
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