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earning him the moniker of Three-Faced King. The CRYPT 14
helm is nonmagical and weighs 10 pounds. Stahbal Indi-Bhak: A truer friend no ruler ever had.
The slab upon which the helm rests is weight-sensi Here lies his family in honor.
tive. If the helm is removed from the slab without 10 If the characters open the door to this crypt, read:
pounds of weight immediately being added, poisonous
gas pours out of the slab's hollow interior and fills the
crypt. A character who searches the slab for traps and I A ten-foot-square shaft plunges into darkness. The sound I
succeeds on a DC 12 Wisdom (Perception) check spots of slowly dripping water echoes up the shaft.
tiny holes bored into the slab's marble base. It's from
these holes that the gas spews forth.
A creature in the crypt when the gas is released must Characters who have darkvision or a sufficient light
make a DC 14 Constitution saving throw, taking 22 source can see that the shaft descends 40 feet to some
(4d10) poison damage on a failed save, or half as much kind of vault deep in the Pillarstone of Ravenloft. Stones
damage on a successful one. protrude from the shaft at regular intervals, offering
handholds and footholds. The stones are slippery, how
CRYPT 13 ever, so a character who tries to scale the wall without
King Katsky (Katsky the Bright): Ruler, inventor, and the aid of magic or the use of a climber's kit must make
self-proclaimed time traveler a successful DC 10 Strength (Athletics) check.
Vault. When the characters reach the bottom of the
shaft, read:
A skeleton draped in rags lies atop a marble slab in the
center of the crypt. Lying amid the bones is a stoppered
drinking horn, a fat pouch, and a weird-looking scepter At the bottom of the shaft is a dank vault with a ten-foot
made of metal and wood. Above the bones, hanging high ceiling. The room is awkwardly shaped and smells of
from the domed ceiling by wires, is a wooden flying rotten meat. Fifteen stone coffins are scattered through
contraption that looks like a set of folding dragon wings out the vault, all oriented with their heads pointed north.
fitted with leather straps, metal buckles, and taut leather The floor is covered with human bones and rusty swords.
wing flaps.
If a character teleports into a coffin from one of the tele,
port traps that protect Strahd's tomb (area K86), read
The stoppered drinking horn is a water-resistant pow the following to that character's player:
der horn loaded with gunpowder, and the "weird-looking
scepter" is a musket. The fat pouch contains 20 silver
marbles (silvered bullets for the musket). For more A flash of light explodes around you, and then you are
information on firearms and explosives, see chapter 9, plunged into absolute darkness, suddenly lying in a con
"Dungeon Master's Workshop," of the Dungeon Mas fined space choked with dust.
ter's Guide.
Glider. Any Small or Medium humanoid can wear the
dragon-wing glider. (It takes 1 minute to don or doff the This vault contains fifteen wights (one per coffin),
glider.) It can't support more than 80 pounds, although minus any that have been teleported away (see "Tele
the amount of weight it can carry is not evident. A char port Traps" at the start of this section). Lifting a cof
acter who inspects the glider in an attempt to discern its fin's lid requires an action and a successful DC 15
maximum weight allowance can do so accurately with a Strength check.
successful DC 15 Intelligence check. Each wight remains inactive until it is teleported away
If its wearer is light enough (accounting for gear), the or until its coffin is opened, whereupon it attacks.
apparatus can be used to glide, but only in wide-open The bones and rusty swords cover the floor to a depth
spaces where there is room to maneuver. The wearer of 6 inches, and are the remains of ser.vants who swore
can become airborne by stepping or jumping off a high to avenge Stahbal Indi-B'1ak's family. Wh�never a wight
place, or by performing a high jump to take off from is killed in this vault, some of the bones knit together,
level ground. While aloft, the wearer_ga�ns a flying forming 2d6 animated human skeieforis. These skel
speed equal to its walking speed, with the follo�ing lim etons attack intruders on s,ight but h·aye no ranged at
i
itations: except in a significaq Gp&iaJt,-the· �earer can'f tacks. There are enough·bones and sw:ords in the··room
'
use the glider to gain 3;ltguiie, ;:iti{the'.glider des_cends 1 for one hundred skeletons tb forrti in this,tnanner.
foot for every 10 feet ·of horizontai distance covered. At
the end of the flight, the wearer iands.on its feet and the CRYPT 15
glider is intact. If the wearer tries to accelerate the rate Khazan: His word was po.Wer-:·-.. ·:
. .
of descent, the glider breaks, and the wearer falls.
The glider has AC 12, 1 hit point, and a 15-foot
wingspan. Any damage causes it to break and become A skeleton draped in rags lies atop a marble slab in the
inoperable. A mending can trip can repair the damage, center of the crypt. The skull has black opals set in its eye
provided all the broken pieces are present. sockets and shards of amber where its teeth should be.
CHAPTER 4 I CASTLE RAVENLOFT
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