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Lead Designer: Christopher Perkins
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Death House
You can run Curse of Strahd for 1st-level characters riage arrived at Death House soon thereafter, and from
with the help of this optional mini-adventure, which is out of its black heart stepped the vampire himself. The
designed to advance characters to 3rd level. Players cultists tried to impress Strahd. In response, he slaugh-
creating 1st-level characters can use the haunted one tered them for slaying his playthings. Centuries later,
character background in appendix A, or they can pick the cultists’ spirits haunt the dungeons under the house.
backgrounds from the Player’s Handbook as normal. The building itself, it seems, is unwilling to let the cult
Before the characters can explore the haunted town- be forgotten.
house known as Death House, you need to guide them
to the village of Barovia. The “Creeping Fog” adventure
hook in chapter 1 works best, as it introduces few dis-
Rose and Thorn
The characters are pulled into Strahd’s domain by the
tractions. Once the characters arrive in Strahd’s do-
mists of Ravenloft. Forced to follow a lonely road (area
main, steer them to the village. For the duration of this
A), they eventually arrive at the village of Barovia (area
introductory adventure, any attempt by the characters to
E). Once they reach the village, read:
explore other locations in Strahd’s domain causes the
mists of Ravenloft to block their path.
The gravel road leads to a village, its tall houses dark as
Level Advancement tombstones. Nestled among these solemn dwellings
In this mini-adventure, the characters gain levels by ac- are a handful of closed-up shops. Even the tavern is
complishing specific goals, rather than by slaying mon-
shut tight.
sters. These milestones are as follows:
A soft whimpering draws your eye toward a pair of
• Characters who gain access to the secret stairs in the at-
tic (area 21) advance to 2nd level. The stairs appear only children standing in the middle of an otherwise life-
under certain circumstances. less street.
• Characters advance to 3rd level once they escape from
the house (see the “Endings” section).
The children are ten-year-old Rosavalda (“Rose”) and
Dumbwaiter Dumbwaiter
A dumbwaiter in the corner of the west wall has a button
Behind a small door in the southwest corner of the
on the wall next to it. Pressing the button rings the tiny
kitchen is a dumbwaiter—a 2-foot-wide stone shaft con-
bell in area 4A.
taining a wooden elevator box attached to a simple rope-
and-pulley mechanism that must be operated manually.
The shaft connects to areas 7A (the servants’ quarters)
8. Library
and 12A (the master bedroom). Hanging on the wall The master of the house used to spend many hours here
next to the dumbwaiter is a tiny brass bell attached by before his descent into madness.
wires to buttons in those other areas.
A Small character can squeeze into the elevator box
Red velvet drapes cover the windows of this room. An
with a successful DC 10 Dexterity (Acrobatics) check.
The dumbwaiter’s rope-and-pulley mechanism can sup- exquisite mahogany desk and a matching high-back chair
port 200 pounds of weight before breaking. face the entrance and the fireplace, above which hangs
a framed picture of a windmill perched atop a rocky
5. Dining Room crag. Situated in corners of the room are two overstuffed
The centerpiece of this wood-paneled dining room is chairs. Floor-to-ceiling bookshelves line the south wall.
a carved mahogany table surrounded by eight high- A rolling wooden ladder allows one to more easily reach
backed chairs with sculpted armrests and cushioned the high shelves.
seats. A crystal chandelier hangs above the table, which
is covered with resplendent silverware and crystal-
ware polished to a dazzling shine. Mounted above the The desk has several items resting atop it: an oil lamp,
marble fireplace is a mahogany-framed painting of an a jar of ink, a quill pen, a tinderbox, and a letter kit
alpine vale. containing a red wax candle, four blank sheets of parch-
The wall paneling is carved with elegant images of ment, and a wooden seal bearing the Durst family’s in-
deer among the trees. Characters who search the walls signia (a windmill). The desk drawer is empty except for
for secret doors or otherwise inspect the paneling can, an iron key, which unlocks the door to area 20.
with a successful DC 12 Wisdom (Perception) check, The bookshelves hold hundreds of tomes covering a
see twisted faces carved into the tree trunks and wolves range of topics including history, warfare, and alchemy.
lurking amid the carved foliage. There are also several shelves containing first-edition
Red silk drapes cover the windows, and a tapestry collected works of poetry and fiction. The books rot and
depicting hunting dogs and horse-mounted aristocrats fall apart if taken from the house.
chasing after a wolf hangs from an iron rod bolted to the
south wall.