Page 89 - Curse of Strahd_Neat
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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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