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Chapter 1: Death House

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nlike most other locations in Barovia, which, When the PCs arrive in the land of Barovia, Death House
while optional for the players, serve as will be the first sign they see of proper, established
concrete areas within the Ravenloft setting, civilization. However, placing it within the borders of Barovia
Death House is an entirely optional prequel Village can make it clear to your players that they are being
module that serves as an introduction to railroaded inside, and possibly lead them to mistrust Rose
Curse of Strahd’s setting, tone, and themes. and Thorn from the get-go.
The choice to run Death House or not is To play Death House as a more insular and immersive
entirely at the DM’s discretion. While surveys of location, place it within a small hamlet on the side of the road
/r/CurseOfStrahd show that a large majority of DMs tend to to the Village of Barovia. It is flanked by two abandoned
run this dungeon, it is perfectly permissible to run your PCs structures on either side: a dilapidated servants’ house; and a
through another adventure that will take them from levels 1 ruined stable. Both are largely empty, and contain only a
to 3, or to simply start them off in Barovia at level 3. single room.
A few points to consider when choosing to run Death If you would like to encourage the PCs to view Death
House or not: House more favorably upon their initial arrival, allow a
thunderstorm to erupt as the characters are making their way
Pros down the Svalich Road. While seeking shelter amidst the
Simply starting the PCs in the village of Barovia as- storm, they see a light in the distance - a lantern held by the
written can serve as an anti-hook. Unless you employ the illusory Rose, who is standing beneath the awning of the
Plea for Help or Mysterious Visitors hooks exactly as the house, sheltering her “brother” from the rain and signalling
book describes them, the PCs will have no pressing action for help to any victims nearby.
or intrigue to engage them until they receive Madame Once Death House has been completed, and the PCs have
Eva’s reading, encounter Morgantha peddling her wares, escaped its dungeon, the fog recedes, allowing the characters
or become embroiled in the politics of Vallaki. to see the village in the distance.
The malevolence and alien nature of Death House can
serve as a marked contrast to Ismark and Ireena’s warmth
and humanity, driving the players to view them more ❓ For Your Consideration - Low-
positively. Gear Beginnings
Should you choose to run Curse of Strahd as-written, If you chose to use the Penniless and Weaponless
without any modifications regarding lethality, Death story hook modification, Death House is an
House serves as an excellent introduction to the danger excellent opportunity to make your players feel
and deadliness of Barovia. powerless while also providing them an
Several items within Death House, including Strahd’s opportunity to improvise their self-defense and
note and the deed to Old Bonegrinder, can foreshadow acquire low-level gear that they can build up over
future locations and characters while planting the seeds time.
for future plot hooks. Survival horror is a genre that shines when
Throwing a group of level-one PCs into a dark and characters are incentivized to run and hide, rather
dangerous haunted house builds both the suspense and than standing and fighting. This kind of theme is an
fear that make Curse of Strahd’s creeping horror so excellent tone to strike in Death House, both for
effective. the dungeon's own atmosphere, and for the lesson
it teaches players regarding the rest of the
Cons sandbox-style module to come.
The mechanical tone of Death House can differ greatly At this point, your PCs should retain, at most,
from the rest of Curse of Strahd, building player their clothes, and a few choice items that they have
familiarity with a linear dungeon crawl that contrasts with slept with, including a coin pouch, single dagger, or
the open sandbox nature of the rest of Barovia. arcane focus. A player that has lost their backpack,
Many experienced players prefer starting at a level when their heavy armor, or even their boots will feel
their characters become more complex and their much more vulnerable to the horrors that Death
archetypes accessible. Level one characters can House holds. As a result, they will become anxious
occasionally bore veterans who may be more interested in enough to scavenge - and more resourceful as a
mechanical aspects of D&D. result.
Death House can easily be removed from a campaign
without impacting the rest of the adventure, which speaks
to its uselessness in service to the overall plot.
Once you have chosen to run Death House, you must be
prepared to structure the earliest sessions of the campaign
around it.

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Each time Mr. and Mrs. Durst performed these sacrifices,
they locked their children in their rooms in a sincere attempt
While within Death House, your players will need to protect them. However, soon after Margaret’s bastard son,
to get creative with the weapons that they can use.
Fireplace pokers can serve as spears, and barrel
Walter was born, Mrs. Durst lost her patience completely.
covers can act as makeshift shields. A bottle of
One stormy night, Mrs. Durst murdered Margaret in her
wine, a tinderbox, and an old rag can easily create a sleep, and took Walter down into the basement. Standing
Molotov cocktail. If you keep track of the mundane alone before the altar, she chanted an unholy prayer and
and weaponized item within Death House, and add sacrificed the infant upon its stone surface. This act of
in a few that your PCs might be able to use, your infanticide attracted the notice of a dark vestige of the Amber
players will have a good array of options to choose Temple - Norganus, the Finger of Oblivion. Amused by the
from. depravity and desperation of the Dursts, Norganus reached
Do note that this can be regarded as a hardcore out through an amber shard in the cult's possession and
mode of gameplay, afforded only to veteran granted the Dursts and their cultists the immortality they so
roleplayers or experienced survivors of horror craved - by turning them into ghouls and ghasts.
games. Encourage your players outside of game to Mr. Durst, upon seeing what his wife had done, was
treat Death House as a kind of Amnesia-like overcome with guilt, and hanged himself in the basement.
survival horror game, and allow them the freedom Mrs. Durst soon lost herself to madness, and lost herself in
to create their own solutions to monstrous, the catacombs of the dungeon beneath. With no adults left to
overwhelming problems. remember them, Rose and Thorne starved to death in their
room.
Mrs. Durst’s final sacrifice, so perverted and malignant in
History its nature, transformed Walter himself. This act of betrayal
As-written, the legacy of the Durst family and its cult is a twisted and broke the infant’s soul and body, morphing
perfectly acceptable piece of Barovian history for your PCs to Walter’s spirit and flesh into an enormous, horrible monster
confront. However, while the official version of the Dursts’ that anchored Norganus’ curse to the very foundations of
story can provide a comfortably evil equivalent to Acerak, the Death House.
Black Spider, or similarly evil D&D villains, they can feel If made in aggregate, these changes have several notable
largely one-dimensional while compared to the emotional effects:
and mental depth of Strahd himself. Though Mr. Durst retains his culpability for his
Much of the modifications that this guide makes to the involvement with the cult, the horrors that he produced
Death House appendix encourage players to seek out more are the indirect result of the wickedness of Mrs. Durst.
depth and characterization of potentially-rich characters such Even if the PCs recognize Mr. Durst’s own evil, they may
as Rose, Walter, and the Durst family’s nursemaid. However, yet feel a certain level of pity and sympathy for the
if you wish to go even deeper into humanizing the struggles creature that he became.
and darkness of the Durst household, you may consider using The twisted, two-dimensional depravity of the cult,
the following family history, on which many of the following including its cannibalism and orgies, is no longer
modifications are based: necessary.
When Strahd von Zarovich conquered Barovia, the Durst
family was an upper-class household of minor noble descent Rose and Thorn
that managed to retain power under the new regime by If you wish your PCs to trust these children, avoid showing
cozying up to the new lord in Castle Ravenloft. As time went your players the illustration of Rose and Thorn at all costs.
on, however, Mr. and Mrs. Durst were affected by the The creepy imagery will immediately put the players on
darkness that swept over Barovia. Mr. Durst became solemn guard, and they make ignore or attack the illusions instead of
and depressed, while Mrs. Durst felt herself grow older and entering the house.
uglier. While illusions, Rose and Thorn are sophisticated
In search of the brightness that had escaped his life, Mr. simulacra created by the house. They are solid to the touch,
Durst turned to his children’s nursemaid, a young and single and are indistinguishable from ordinary children.
woman by the name of Margaret. Flattered by the older and The children ask the PCs to check on their baby brother,
wealthier man’s charms, Margaret enjoyed a brief affair with Walter, who they say was left upstairs when they fled the
him that accidentally ended with her pregnancy. monster in the basement. They inform the party that their
As she watched Margaret’s belly swell with her husband’s parents went down to stop the monster some time ago, but
bastard child, Mrs. Durst lost herself to jealousy and hatred, have not returned since. Both children are too frightened to
convinced that her increasing age was responsible for her enter the house, and Rose refuses to leave Thorn’s side, who
husband’s adultery. Drawing on tales of Count Strahd von fled in tears when the monster began to roar.
Zarovich’s eldritch power, Mrs. Durst founded a cult The children refuse to venture into the fog in search of help
dedicated to the secrets of immortality and youth. Mr. Durst because they know that “bad things” lurk there. They inform
soon found himself involved - and complicit as well. the PCs that the fog appeared soon before the beast, and
The cult would lure travelers, neighbors, and servants alike suggest that the mists may clear up when the monster is
into the Durst household, murdering them in ritual sacrifice killed. A PC with a sufficiently high passive perception can
on the altar in the basement in an effort to draw forth their hear a baby faintly crying from the upper levels of the house.
life force. However, nothing ever worked.

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If the PCs return to the front door after entering the house,
Areas of the House they find it to be stuck in the doorframe, unable to be opened.
As your PCs explore the main floors of Death House, keep in 2. Main Hall
mind that many of the rooms may be empty, and that the Add the following descriptive text:
story of the Durst family is told through forgotten trinkets,
hidden secrets, and personal affects. While this campaign You pass into a wide hall that seems to run the width of the
guide has updated the first half of this dungeon to create a
more atmospheric and engaging tone, do make sure that you house, with a black marble fireplace at one end and a
are keeping your players engaged in the environment around sweeping, red marble staircase at the other. Mounted on the
them. The intensity of Curse of Strahd ramps slowly, wall above the fireplace is a longsword with an engraved hilt,
beginning mild, and spiking toward the end. Make sure you’re and the wood-paneled walls bear ornate carvings of images of
doing your part to build the slow, creeping horror that is
meant to define this module’s danger and darkness. vines, flowers, nymphs, and satyrs.
To this end, several of the rooms in this campaign guide
have been updated to contain For Your Consideration If you wish to instill a sense of urgency in your players, allow
information boxes that build toward a creepier, more them to hear a muffled scream from the floor beneath, and
traditional haunted-house feel. While these modifications can, the soft sobbing of an infant coming from an upper level.
individually, make Death House a more interesting Keep in mind that this may cause your PCs to skip many
experience for your players, in aggregate they can downplay rooms as they race toward their ultimate goal.
the mystery and ultimate reveal of the house’s fate. This has
the potential to transform a mystery-solving adventure into a
more straightforward dungeon escape, which may harm the ❓ For Your Consideration - Main
narrative urgency that drives your players to uncover the Hall Haunting
remnants of the Durst family’s legacy. Therefore, be cautious When a PC listens at the dining room doors, the
when considering which, when, how, and how many of these sound of clinking glass, laughter, and muffled
spookier encounters you employ. conversation can be heard from beyond. When the
If you ultimately choose to leave one or several of the door is opened, the PCs find the room to be
rooms empty, you run the risk of boring your players. For this empty.
reason, be mindful of the pacing of your session, and do your
best to keep things moving if the story begins to drag. Don’t
be afraid to tell your players that a room contains nothing 3. Den of Wolves
else to find, and ask them what they would like to do next. Add the following descriptive text:
Due to the small size of most rooms in Death House, there
is very little room for tactical combat. You may find it easier As you crack the door to this room open, you catch a glimse
and more immersive to run combat scenarios using “theater
of the mind,” rather than an illustrated battlemap. As the of something feral beyond: an amber eye that flashes in the
floorplan of the house can be confusing, however, it can’t hurt darkness, and a bestial muzzle curled into a snarl.
to encourage your players to sketch out a rough map of the
rooms they’ve already visited. Spend your time worrying If the PCs proceed into the room, read:
about where your PCs are and what they can interact with,
rather than calculating the exact bounds of a Ray of Sickness. The door cracks open, revealing a gray-furred wolf frozen into
1A. Entrance Portico place. It's only a moment before you realize that it's not
Add the following descriptive text: moving—and another before you realize that it's not alone.
This oak-paneled room looks like a hunter's den. Mounted
You come to a wrought-iron gate with hinges on one side and above the fireplace is a stag's head, and positioned around the
a lock on the other that fills the archway of the house's stone outskirts of the room are two additional stuffed wolves.
portico. Beyond the gate, oil lamps hang by chains from the
Two padded chairs draped in animal furs face a hearth, with
portico ceiling, flanking a set of closed oaken doors.
an oak table between them supporting an assortment of
objects. A chandelier hangs above a cloth-covered table
1B. Entrance Foyer surrounded by four chairs, and two cabinets stand against the
Add the following descriptive text: walls.

You pass through the front door into a grand foyer. Hanging
on the left-hand wall is a shield emblazoned with a coat-of-
arms. The shield is flanked by framed portraits of stony-faced
aristocrats. At the end of the foyer stand mahogany-framed
double doors set with panes of stained glass.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
depicting two adults alongside the familiar faces of Rose and

❓ For Your Consideration - Den of Thorn Durst.


Standing suits of armor flank wooden doors in the east and
Wolves Haunting
west walls. Each suit of armor clutches a spear and has a
The stuffed wolves move when not directly
observed. visored helm shaped like a wolf's head. The doors are carved
with dancing youths.

The red marble staircase continues its upward spiral to a


4. Kitchen and Pantry
Add the following descriptive text: third floor, a cold draft whispering down from above.

You enter a tidy kitchen, with dishware, cookware, and utensils


neatly placed on shelves. A worktable has a cutting board and ❓ For Your Consideration - Upper
rolling pin atop it. A stone, dome-shaped oven stands near the Hall Haunting
east wall, its bent iron stovepipe connecting to a hole in the A character that listens at the door of the Servants'
ceiling. Behind the stove and to the left is a thin door. Room can smell blood, and hear the sobs and
In the front right-hand corner of the room stands a small muffled gasps of a woman in pain.
wooden door set into the wall.

7. Servants’ Room
5. Dining Room Add the following descriptive text:
Add the following descriptive text:
This undecorated bedroom contains a pair of beds with straw-
You enter into a wood-paneled dining room. The centerpiece stuffed mattresses. At the foot of each bed is a closed
is a carved mahogany table surrounded by eight high-backed footlocker. A door to the left appears to lead to a closet.
chairs with sculpted armrests and cushioned seats. A crystal In the right-hand corner stands a small wooden door. A metal
chandelier hangs above the table, which is set with button is set into the wall beside it.
resplendent silverware and crystal-ware polished to a dazzling
shine. Mounted above the marble fireplace is a mahogany-
If your PCs decide to take a long or short rest while in Death
framed painting of an alpine vale.
House, the Servants’ Room is the most likely location for
The wall paneling is carved with elegant images of deer among them to do so. If they choose to hole up in this small chamber,
the trees. Red silk drapes cover the windows, and a tapestry you may consider upping the difficulty of the House by giving
hangs from an iron rod bolted to the south wall. the characters terrible nightmares, removing any benefits
they may gain by taking a long rest.
A party that takes a long rest in this chamber encounters

the following apparitions:


Hour 1: A thin mist creeps into the chamber from beneath
❓ For Your Consideration - Dining the door, covering the floor. The temperature in the room
Room Haunting
plummets.
Hour 2: Heavy, metallic footsteps echo from the floor
The dining table is laid with a magnificent feast. A above. A space on the left bed is pushed down—as if
PC that eats from it must succeed on a DC 15 someone is sitting there.
Wisdom save, or else be compelled to stuff Hour 3: The sound of pacing footsteps echoes from the
themselves with food. After the PC has filled their study, followed by the grinding of wood against stone that
gullet for a full minute, the glamor upon the echoes through the rear wall of the chamber.
banquet vanishes, revealing it to be rotted, foul Hour 4: The sound of a harpsichord playing from the
meats infested with maggots and stale breads
stuffed with weevils. At this point, the compulsion
room across the hall; if approached, the harpsichord stops
upon any affected PCs falls, leaving them poisoned
playing, and a single alabaster skeletal carving is hurled at
for 1 hour.
the PC's head from behind, barely missing and shattering
against the wall.
Hour 5: A thick, choking stench of rot seeps into the
room, wafting from the secret staircase above. It vanishes
6. Upper Hall after an hour.
Add the following descriptive text: Hour 6: The sound of a woman's humming wafts from the
opposite side of the bedroom door; if a PC cracks open
Unlit oil lamps are mounted on the walls of this elegant hall. the door to check, a cold blue eye stares back, and then
Hanging above the mantelpiece is a wood-framed portrait vanishes. If the door is fully opened, the apparition
vanishes.

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Hour 7: The beds begin to hover above the floor as the
foundations of the house trembles. From below, My dear Dimov,
bloodcurdling howls echo through the house. A DC 13 I must confess, my nights as of late have been
Perception check highlights that they are not bestial howls sleepless. The child's wails these past several
—they are human screams of agony. evenings have kept me awake , haunting these halls
like a ghost. Margaret does her best, but other
8. Library clouds yet trouble my dreams.
A tattered piece of sheet music lies on the desk. It is titled My beloved Elisabeth, I am sure, feels it too, for
“Song for Elizabeth.” A handwritten, partially burnt note sits she tosses and turns in our bed and awakes with
beside it; it reads “Bulwarton’s words can open the way.” The her forehead slick with sweat. O'er the past several
red-covered fake book that opens the secret door is titled “An congregations, I have become suspicious of the
Architect’s Art,” and is written by Archibald Bulwarton. ambitions of the others. Their dark murmurs worry
A small rock collection sits upon one of the shelves; each of me, and though I know that a shadow ought not
the stones are labelled with its scientific name. This fear a blacker night, I cannot but fear for the extent
collection once belonged to Mr. Durst. Additionally, the top of their plotting.
If anything happens, you are to be steward of our
drawer of the desk contains a number of receipts for candles, parents' house, and caretaker of my children. Keep
daggers, and incense. Rose and Thorn safe, and dear Walter close to your
breast. Should the worst come to pass, you shall be
❓ For Your Consideration - Library all they have left.
Your loving brother,
Gustav
Haunting
One of the books on the shelves is titled "The
History of (PC's Name)." If read, it provides a The key to Rose and Thorn’s room is folded inside of this
narration of the PC's entire life. The final page letter.
reads: "[He/She] pulled the book down off the shelf
and began to read, unaware of the creature that 10. Conservatory
watched [him/her] from the shadows. Slowly, the
beast began to creep forward." The next page is
Add the following descriptive text:
blank, save for a bloodstain two-thirds down. A
search of the room evidences no indication of any You enter into an elegantly appointed hall, the windows of
other creature. which are covered by gossamer drapes. A brass-plated
chandelier hangs from the ceiling, and upholstered chairs line
the walls. Several stained-glass wall hangings depict beautiful
A PC that searches the room and passes a DC 15 men, women, and children singing and playing instruments.
Investigation check can see flickering candlelight beneath the
secret door. A harpsichord with a bench rests in the northwest corner.
Near the fireplace is a large standing harp. Alabaster figurines
9. Secret Room of well-dressed dancers adorn the mantelpiece.
Add the following descriptive text:
This hidden room is packed with bookshelves groaning with If a PC plays the “Song of Elizabeth” found on the desk in the
old and ominous-looking leather-bound tomes. A heavy library on the harpsichord in this chamber, the conservatory
fills with ghosts that dance about the room to the tune of the
wooden chest with clawed iron feet stands against the south
melody. The ghosts take no notice of the characters, save for
wall, its lid half-closed. Sticking out of the chest, its ribs and two: Gustav and Elizabeth Durst, who stand beside the
head caught beneath the lid, is a skeleton in leather armor. fireplace, staring at the PCs. When noticed, the harpsichord’s
strings are cut, the ghosts vanish, and a grinding sound can
Change the text of Strahd’s letter in the secret room to refer be heard from above, signalling the opening of the secret
to a “bastard” instead of a “stillborn.” passage in the attic.
Additionally, the PCs can find the following letter tucked If the PCs exit the room without playing the harpsichord,
away in the alcove alongside the deed to Old Bonegrinder: the sound of “Song of Elizabeth” can be heard faintly through
the doors until the room is re-entered.
A PC that searches this room can find a small dog hiding
under an armchair. A tag on his leash identifies him as
Lancelot, owned by Gertruda. As Mad Mary lost herself to
grief, Lancelot left his house in order to search for Getruda.
He wandered into Death House, and was trapped in the
conservatory when the house shut the door behind him. He is
rail-thin and starving, and terrified of any character that
approaches him. He can be coaxed out from his hiding spot,
however, with a DC 10 Animal Handling check, with
advantage if offered food.

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The cult of Death House considers Lancelot an acceptable
sacrifice if killed on the altar. A door facing the foot of the bed has a faded full-length
mirror mounted on it. In the right-hand corner of the
11. Balcony roomstands a small wooden door, its surface half-rotted by
Add the following descriptive text: age. A tarnished metal button is set into the wall beside it.

You climb the red marble staircase to its full height, arriving at
a dusty balcony. The air here is dry and musty, but tinged with Mrs. Durst’s jewelry box contains an unsent letter from Mrs.
a strange, coppery scent. A suit of black plate armor stands Durst to a fellow cult member. It reads:
against one wall, draped in cobwebs and marked by age. Oil
lamps are mounted on the faded oak-paneled walls, which are My Dear Mrs. Petrovna,
carved with woodland scenes of trees, falling leaves, and tiny Your advice on dealing with the unwanted fiend
beasts.
in my home is quite good advice indeed. Tonight's
ceremony will proceed as planned when the moon
is at its highest peak - without, of course, the
As the characters ascend the spiral stairs, remind them that attendance of Mr. Durst. I must agree with you
they can see down the center of the staircase all the way to that, with the assistance of such a remarkably
the bottom floor. If the Animated Armor is thrown down to innocent subject, the results of our proceedings
the first floor and the PCs do not reveal their presence atop may be far improved. "Innocent," of course, is not
the balcony, it is unable to observe them with its sixty feet of quite the term I would use.
blindsight, and is too stupid to think to climb back up. If nothing else, I am relieved that I shall soon no
A creature that is pushed over the edge of the balcony falls longer have to suffer the harlot's insufferable
two stories, or twenty feet, and takes 2d6 bludgeoning presence each time we must pass through her
damage. That creature must succeed on a DC 15 Dexterity quarters to our meeting-space. We shall be well rid
(Acrobatics) check or land prone. of her indeed.
Remember that there are two secret doors that can lead to My Thanks,
Mrs. Elisabeth Durst
the attic staircase. The first lies in the upper left corner of the
Nursemaid’s Suite. The second is directly opposite the first,
at the southern corner of the Balcony. When the PCs enter this room, they find a male ghast
dressed in fine clothes hanging from a noose tied beside the
bed. This body is Mr. Durst. He is dead, and does not attack
🧟 Know the Monsters: Animated the PCs when disturbed.
Armor A small piece of parchment is clutched in Mr. Durst’s right
The Armor will attempt to push PCs over the railing
hand, held tight by rigor mortis. If removed, it reads:
itself using a shove attack, or attempt to grapple its
nearest target before shoving them prone. My Beloved Children,
Remember that, as the Armor has two attacks per I wish I could do what all fathers do and tell you
round, it is able to make two shove or grapple that monsters aren't real. But it wouldn't be true.
attempts each turn, or any mixture of the two. Life can create things of exquisite beauty. But it
can also twist them into hideous beings. Selfish.
Violent. Grotesque. Monstrous. It hurts me to say
12. Master Suite that your mother has turned into one such
Add the following descriptive text: monster, inside and out. And I'm afraid the disease
that afflicted her mind has taken hold of me as
well.
You enter a dusty, cobweb-filled master bedroom with
It sickens me to think what we've put you
burgundy drapes covering the windows. A four-poster bed through. There is no excuse. I only ask you, though
with embroidered curtains and tattered gossamer veils stands I know I have not the right to do so, to try and
against the center wall. The room also contains a matching forgive us. I despise what your mother has
become, but I love and pity her all the same.
pair of wardrobes, a vanity with a wood-framed mirror and a
Rose, I wish I could see you blossom into a
silver jewelry box, and a padded chair. strong, beautiful woman. Thorn and Walter, I wish I
A rotting tiger-skin rug lies on the floor in front of the could be there for you. But I can't. This is the only
fireplace, which has a dust-covered portrait of the two Durst way.
Goodbye.
parents hanging above it. A web-filled parlor in the southwest
corner contains two chairs and a table holding several items,
as well as a door with a dark, dirt-flecked window. A DC 13 Wisdom (Medicine) check reveals that Mr. Durst has
been dead for no more than a few hours. This is another
manifestation of the house’s curse, and not actually correct.

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13. Bathroom If a PC approaches the crib in the nursery and opens the
Add the following descriptive text: bundle inside, the nursemaid’s specter vanishes. A PC that
then views the mirror sees the image of the nursemaid
looking back at them.The reflection perfectly follows the PC’s
This dark room contains a wooden tub with clawed feet, a movements; however, the nursemaid’s eyes can still blink on
small iron stove with a kettle resting atop it, and a barrel under their own.
a spigot in the east wall. If a PC asks her for help in locating Walter or the
basement, she smiles and steps aside, leaving the mirror
blank. Alternatively, when the crib is approached, the
14. Storage Room nursemaid scoops up the bundle in the crib and exits the
Add the following descriptive text: nursery, passing through the mirror and the closed secret
door there.
Dusty shelves line the walls of this room. A few of the shelves A friendly encounter allows the PCs to communicate
have folded sheets, blankets, and old bars of soap on them. A directly with the spirit of the nursemaid. If approached with
cobweb-covered broom leans against the far wall. hostility, the specter vanishes in fright. If approached with
kindness or respect, however, the nursemaid’s specter
The broom attacks any creature approaching within 5 feet of introduces herself as Margaret. She is withdrawn and shy,
and does not fully understand how or why she died. She is
it, thwacking them upside the head as soon as they avert their confused, and frequently jumps between awareness and
eyes or turn back to the closet door. It then returns to its ignorance of her own state of undeath, sometimes in the
initial position without being seen, now cobweb-free. same sentence.
15. Nursemaid’s Suite She speaks fondly of Mr. Durst, but avoids mentioning their
A small table beside the bed holds a cobwebbed copy of a affair out of a sense of propriety. If a PC asks her about her
raunchy romance novel on its surface, hidden clumsily relationship with Mr. Durst or her parentage of Walter, she
beneath a mildew-covered towel. The novel is titled “Blue- smiles sadly and informs the party that it is “not her place to
Blooded Lips,” and tells the story of a wealthy duke who speak of such things.” She adores Rose, Thorn, and Walter.
enjoys an affair with his female cupbearer. While she does not speak ill of Mrs. Durst if asked, she is
When any character inspects the mirror, they find the clearly uncomfortable and fearful of the lady of the house.
secret door automatically without any checks required. It When the PCs finish their conversation, she scoops up the
makes little sense for such a mundane door to be concealed “baby” in her arms and informs the PCs that she’s taking him
so expertly, and a DC 15 Perception barrier can create undue to play with his older brother and sister. Margaret then walks
frustration in your players, given that finding this door is through the mirror into the attic; a moment later, the secret
necessary to continue forward. door clicks open, revealing the hidden passageway. Margaret
There are three ways to run the encounter with the does not appear again.
nursemaid, each varying with her emotional and spiritual 16. Attic Hall
state: Hostile, Alien, and Friendly. Add the following descriptive text:
A hostile encounter maintains the antagonism of the
nursemaid’s specter. While it is ill-advised to run this
encounter as an immediate combat, due to the severe This bare hall is choked with dust and cobwebs. Several doors
mismatch between a specter’s CR and your PCs’ expected lead from this attic corridor, including a door held shut with a
level, a lack of care by your players can lead to a dangerous padlock.
situation. When the PCs open the door to the nursery, they
see the back of a young woman wearing a homely dress and a 17. Spare Bedroom
bonnet. Add the following descriptive text:
If disturbed, the specter slowly turns toward the PCs,
revealing the face of a terrified, skeletal young woman whose
flesh falls off in chunks to reveal the specter beneath. If the This dust-choked room contains a slender bed, a nightstand, a
PCs approach, she warns in a whisper: “Don’t wake the baby. small iron stove, a writing desk with a stool, an empty
The baby is sleeping.” If a PC threatens or approaches the wardrobe, and a rocking chair. A smiling doll in a lacy yellow
bundle containing the “baby,” the specter attacks, relenting dress sits in the northern window box, cobwebs draping it like
only when all PCs have fled her chambers, or when the
character that disturbed her “baby” has been killed or a wedding veil.
knocked unconscious.
An alien encounter preserves the emotional distance 18. Storage Room
between the PCs and the nursemaid’s ghost. While the spirit Add the following descriptive text:
is not actively antagonistic, she cannot be communicated
with directly. When the door is opened, she holds a finger to This dusty chamber is packed with lumpy, squat shapes
her lips and whispers, “Hush. The baby is sleeping.” draped in dusty white sheets. An old iron stove stands against
the right-side wall what looks to be a large trunk covered by a
sheet.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If the players find the nursemaid’s body, and you chose to run Rose knows the way down to the basement, but “isn’t
her specter as an alien or friendly encounter, her ghost does supposed to go down there” and “doesn’t want to get in
not reappear. trouble.” If the party convinces her to show them the way, she
The nursemaid’s corpse appears curled up in the trunk. A points them toward the dollhouse, revealing the secret entry.
character inspecting the remains and succeeding on a DC 14 In exchange, she asks the PCs to deliver her and Thorn’s
Wisdom (Medicine) check can verify that the woman was bones to their resting places in the crypts below.
stabbed to death by multiple knife wounds. The dollhouse contains small dolls that depict tiny, twisted
A creature inspecting the remains feels a cold breath on molds of any characters and creatures currently visible in the
their shoulder, and the unshakeable sense of being watched, house. The dolls are made of painted resin. Any character
while a creature who has previously uncovered a nearby looking inside the dollhouse while in Rose and Thorn’s room
mirror from its sheet covering can see the nursemaid’s ghost can see the appropriately-placed dolls of all living creatures
staring hollow-eyed at the character near the chest. within the manor.
19. Spare Bedroom 21. Secret Stairs
Add the following descriptive text: Add the following descriptive text:
This web-filled room contains a slender bed, a nightstand, a The secret door opens to reveal a narrow spiral staircase built
rocking chair, an empty wardrobe, and a small iron stove. of aged-looking wood within a tight shaft of mortared stone.
Thick cobwebs fill the staircase as it descends into the
20. Children’s Room darkness below.
Take care to play the encounter with Rose and Thorn’s ghosts
as humanizing and sympathetic, rather than alien and Make sure to remind your players to prepare to reach level
frightening. Despite their nature as centuries-old spirits, Rose two before the session that you expect them to find this area.
and Thorn are fundamentally children - lost, scared, yet
innocent children. As such, when Rose or Thorn attempt to 22. Dungeon Level Access
possess a PC, attempt to present it in such a manner that the Add the following descriptive text as the PCs descend the
character willingly allows the spirit to enter their body. If you stairs:
describe it as “a child’s tiny hand, desperately seeking the
warm embrace of another soul,” your players may even The broken cobwebs around you sway like a gossamer
decline to roll a saving throw against possession.[^26] A PC wedding veil, beckoning you forward. You descend the spiral
that is possessed by Rose or Thorn can continue to
communicate with the child’s spirit as a voice in their head. staircase, the ancient stairs creaking and groaning as you push
If you would like to deepen Rose’s characterization, you past endless rows of cobwebs. The gaping maw of the
may make her a child prodigy who is quite aware of the stairwell draws you deeper, swallowing you up as you descend
dynamics in her house (though not the specific details). She further down its gullet. You descend one floor—two floors—
is also a budding wizard who discovered a small spellbook in three.
her father’s library, and took great care in copying the
Mending, Light, and Shocking Grasp cantrips into her diary. The walls of the stone shaft narrow around you, forcing you to
To demonstrate this, you may choose to have the ghostly hunch your shoulders and pull in your elbows to continue
Thorn accidentally break one of his toys, which Rose swiftly downward. In the darkness, you can only hear the shuffle of
Mends. Should she possess a PC, she is able to cast those your feet, the choking groan of the stairs, and the pounding of
cantrips through her host’s body. your blood in your ears.
Rose shyly shares her diary with the party if her use of
magic is remarked upon. Rose’s diary contains entries Finally, after what feels like hours, the descent levels out,
regarding her studies, her friends, her younger brother (who and the spiral staircase ends at a darkened landing of packed
she is fiercely protective of), and elementary (yet insightful)
observations on the nature of magic. earth. A narrow tunnel supported by aged timber braces
Once the PCs have made friends or allies of Rose and stretches ahead of you, its stone walls seeming to bleed with
Thorn, if the PCs appear wounded or tired, the ghostly deposits of streaked, red clay. Eight feet ahead, the tunnel
children offer the use of their room as a sanctuary for a rest, splits, branching to the left and right.
and promise to stand guard against the “monsters” that
they’ve heard below. As your eyes and ears adjust to the cold, subterranean
While ignorant to the true nature of the cult, Rose corridor, you notice that the tunneil isn't as silent as the
remembers hearing her mother bringing Walter to the staircase above. An eerie, low-pitched sound echoes through
basement before she died. She asks the PCs to save their the space—and you soon recognize it as a deep, incessant
baby brother and parents, and defeat the monster below once
and for all. chanting.

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23. Family Crypts The coffin is empty. The field of insect corpses includes both
If the characters are approaching crypts A and B, read: flies and centipedes. One dead fly appears to have gnawed its
way free of a dead centipede's abdomen before expiring on
the dirt floor.
This side-corridor branches again to the left and right. On
either side, large standing stone slabs have been set aside to 23E. Rose's Crypt
lean against the walls, opening the way to a pair of dark, quiet Add the following descriptive text:
crypts. The slab to the right is etched with the name "Walter
Durst"; the slab to the left is blank. This small chamber contains a stone coffin resting on a stone
bier. The air in this crypt hangs heavy with sorrow.
If the characters are approaching crypts C and D, read:
23F. Thorn's Crypt
This side-corridor branches again to the left and right. Large Add the following descriptive text:
standing stone slabs seal the entrance to the tunnels on either
side, blocking the way forward. The slab to the left is etched This small chamber contains a stone coffin resting on a stone
with the name "Gustav Durst"; the slab to the right is etched bier. The air in this crypt hangs heavy with sorrow.
with the name "Elisabeth Durst." The tunnel here is unnaturally
quiet, and a thin mist clings to the floor. 24. Cult Initiates' Quarters
Add the following descriptive text:
If the characters are approaching crypts E and F, read:
A wooden table and four chairs stand at the east end of this
This side-corridor branches again to the left and right. Large room. To the west lie four shadowed alcoves chiseled from
standing stone slabs seal the entrance to the tunnels on either the stone and packed clay of the walls.
side, blocking the way forward. The slab to the left is etched
with the name "Rosavalda Durst"; the slab to the right is As the characters move to descend to the next chamber, a
etched with the name "Thornboldt Durst." Each slab exudes sudden splashing sound can be heard—which then quickly
the silence of a forgotten grave.
subsides.
25. Well & Cultist Quarters
23A. Empty Crypt Add the following descriptive text:
Add the following descriptive text:
The ceiling of this dark, earthen chamber rises a foot higher
Past the stone slab lies a quiet, empty crypt. than the cramped tunnel. It's supported by thick wooden
posts and crossbeams that have rotted with age and bear deep
23B. Walter's Crypt holes indicative of hungry insects.
Add the following descriptive text: Here, a lonely well stands at the center of the room,
surrounded on three sides by several smaller, alcove-like
Past the stone slab lies a quiet, empty crypt. chambers that have been carved into the walls. Old footprints
criss-cross the floor, leading into the alcoves, around the well,
23C. Gustav's Crypt up a staircase on the other end of the room, and back upstairs
Add the following descriptive text: the way you came.

An old hempen rope attached to a rusted pulley descends


The crypt beyond the slab contains a stone coffin lying atop a
past the mouth of the well, swaying gently in the stagnant air
dusty stone bier. Silence hangs heavy over the lonely chamber.
as if just abandoned by an unseen occupant.

23D. Elisabeth's Crypt


Add the following descriptive text: The well descends 30 feet to a water-filled cistern. The
interior of the shaft is covered with an ash-black species of
A misty miasma hangs over the interior of this crypt, and the fungi. If the PCs toss something down the well and then turn
away, they hear loud splashing and tearing sounds coming
floor is littered with the bodies of hundreds of dead insects.
from below.
The air is thick with a musty, acrid smell. Within the chamber,
a stone-carved coffin rests quietly atop a stone bier. Beyond it,
the wall of packed soil and clay is littered with dozens of tiny
holes that bore deep into the earth beyond.

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The footlocker containing the eyepatch contains a cultist’s thick stench of rot and gore fills the chamber, so coppery with
logbook, bound in grimy black leather. This journal maintains blood that you can taste it on your tongue.
a list of names, physical descriptions, and details of some A few dozen moldy bones have been piled into a grotesque
sort of event. One of the head cultists maintained this
logbook as a record of the cult’s victims. The second column and misshapen pyramid in a dark alcove to the south.
maintains the physical description of each victim named in
the first column, while the third column bears gruesome
details describing the sacrifice, such as “Struggled profusely” 28. Larder
and “No sedative given.” The grick in this alcove is coiled on the ceiling, and drops
onto its victim when they enter. A DC 17 Wisdom
26. Hidden Spiked Pit (Perception) check allows a PC to determine its presence
If the characters are ascending from Area 25. Well and before entering.[ Rather than reptilian, the grick’s skin has
Cultist Quarters, read the following: been flayed away, rendering its species unrecognizable and
its body a pink, fleshy substrate with tendon-like tentacles.
The staircase leads to a quiet landing. To the front, the stairs If the PCs disturb the grick, read:
continue upward and vanish around a bend. To the right, the
landing continues straight into a lonely corridor. This tunnel A horrific creature—a long, pinkish worm the breadth of a
hallway seems relatively clean and bereft of debris; at its far human man and nearly as tall—drops from the ceiling, its front
end, another earthen staircase descends into darkness. end splitting open to reveal a flapping, gaping maw ringed by
The incessant chanting that has filled the air of this hundreds of teeth and a gnashing, bony beak. It lets out a
underground complex grows stronger toward the far end of high-pitched, gurgling squeal as it hurls itself forward, writhing
this corridor. Its source seems to lie beyond the descending tentacles lashing toward your face.
stairs.
29. Ghoulish Encounter
Add the following descriptive text:
If the characters are descending from Area 27. Dining Hall,
read the following: A deathly stench emanates from this corridor. The stone walls
bear cracked, red stains, and a trail of old bones leads deeper
The staircase descends to a quiet landing. To the front, the
down the tunnel. The trail ends at the center of a quiet
stairs continue to descend, opening into a broader chamber.
intersection. The incessant chanting you've heard since first
To the left, the landing continues straight into a lonely
entering the dungeon is noticeably louder down the northern
corridor. This tunnel hallway seems relatively clean and bereft
branch of the intersection.
of debris; at its far end, another earthen staircase descends
into darkness.
As-written, this encounter can be far beyond Deadly. To give
The incessant chanting that has filled the air of this your PCs a better chance of survival, you may choose to tailor
underground complex grows stronger toward the far end of the number of ghouls to the size and level of your party using
this corridor. a tool like Kobold Fight Club. You may also choose to make
the ghouls spend their first turn digging their way out from
their shallow graves, removing the element of surprise.
If the characters are descending from Area 29. Ghoulish As the ghouls are the undead forms of the former cultists,
Encounter, read the following: they retain some vestige of their former selves. They
mindlessly repeat any or all of the following phrases as they
The staircase descends to a quiet landing. To the left, the stairs attack the PCs: “Beautiful. We’re so beautiful”; “Nothing can
continue to descend, rounding a bend before vanishing into
hurt us”; “We are perfect. We are immortal”; and “Help us live
forever.”
darkness. The incessant chanting that has filled the air of this
underground complex appears to be echoing from below. 30. Stairs Down
To the right, the landing continues straight into a lonely Add the following descriptive text:
corridor. This tunnel hallway seems relatively clean and bereft
of debris; at its far end, the corridor branches left and right. dark set of chiseled stone steps descends into darkness. It's
clear that the origin of the muffled, diabolic chanting you've
been hearing lies below.
Dining Hall
Add the following descriptive text: Similar to the house above, it is quite possible for your PCs to
beeline a path directly to the ritual chamber, thus skipping
This room contains a plain wooden table flanked by long many of the other rooms and encounters. If you want to
benches. Moldy humanoid bones lie strewn on the dirt floor. A ensure that the PCs get to see most of the dungeon, you may
place a locked door at the bottom of these stairs.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you choose to do so, you should move the corpse of Mr. 33. Cult Leaders’ Den
Durst from Area 12 (The Master Suite) to Area 34. The key to Add the following descriptive text:
unlock this door can be found hanging from Mr. Durst’s neck.
This quiet room contains a wooden table flanked by two high-
31. Darklord’s Shrine
This is an incredibly lethal encounter, especially given the backed chairs and holding a clay jug and two flagons. Above
Strength Drain ability each shadow has, which can easily the table is suspended an unlit cast-iron chandelier. Iron
snowball into a TPK. You can ease the difficulty by allowing candlesticks stand in two corners of the chamber, their
the shadows to emerge in waves, with two new shadows candles long since melted away. A short corridor at the north
attacking each round. end of the room leads to a darkened chamber beyond.
You can also foreshadow the danger in this room by telling
the PCs that they can see five ashen shadows burned into the
walls, with soot marks stretching across the floor toward the The Door
Darklord’s statue. If the orb is disturbed, the shadows begin The door leading to Area 33. Cult Leaders' Den is a Mimic.
swooping across the walls, and attack the party a round later. Read:
While the shadows prepare to attack, the PCs can hear their
murmured moans, including phrases such as “Begone from This old wooden door is covered in ancient red stains.
this place!”; and “Look not upon us.”
A character that approaches the orb can hear many voices
whispering: “His gaze burns upon us”; “the Darklord’s eyes If the characters have not already seen this door from the
are always watching”; and “He is the Ancient; He is the Land.” opposite side, read:
If you wish to remove the combat aspect of this area
altogether, you can remove the shadows from this chamber, The half-eaten body of a rat lies at its base, its head torn off
and simply inform any PC that touches the orb that they and half of the spine poking from its severed lower torso.
suddenly feel “a dark, ancient evil turning its eye upon them.”
Strahd then becomes aware of the PCs’ presence in Death Any creature that touches the door becomes adhered to the
House. creature, whereupon the mimic attacks. The mimic also
As a character approaches the statue and orb, their attacks if its takes any damage.
shadow begins to writhe and twist, its edges growing tattered
and blurred as it lashes erratically across the floor. When the 34. Cult Leaders’ Quarters
orb is touched, all unnatural movement of the PCs' shadows Add the following descriptive text:
stills. Then, a PC notices a shadow splitting off from the
thief's shadow and moving past them across the walls, while
another PC notices a shadow move across the wall behind This room contains a large wood-framed bed, the feather
the statue. mattress rotted by years of disuse. An old wooden wardrobe
carved with demonic faces stands against the wall to the left,
The Door and a faded wooden footlocker stands quietly at the foot of
The door leading to Area 33. Cult Leaders' Den is a Mimic. the bed. The room is suffused with a familiar stench of death
Read: —but far stronger, mixing with a noxious scent that fills your
lungs with every breath.
This old wooden door is covered in ancient red stains.

If the characters have not already seen this door from the Don’t forget that the lockbox in this room contains a _cloak of
opposite side, read: protection _and several potions of healing. These will be
invaluable in keeping your PCs alive as they progress deeper
into the dungeon. There’s also a spellbook containing a
The half-eaten body of a rat lies at its base, its head torn off number of staple spells that any wizard would be grateful for.
and half of the spine poking from its severed lower torso. When a character removes the items from the chest or
inspects either of the portraits. Mrs. Durst, a ghast, bursts
Any creature that touches the door becomes adhered to the from behind her portrait and attacks.
creature, whereupon the mimic attacks. The mimic also Unlike the ghouls, Mrs. Durst retains the ability of speech.
attacks if its takes any damage. She has retained her memory, but has completely succumbed
to her own dark whims. She wears a tattered, once-beautiful
32. Hidden Trapdoor red dress, and she wears gold earrings and a golden necklace
Add the following descriptive text: around her neck. Her lips and gums have gone black with rot,
and her smile shines with madness. At this point, she bears
The clay staircase ends at a cramped landing. Six feet above only a vague resemblance to her own portrait.
the floor, a half-rotted ceiling of close-fitting planks holds a
closed wooden trapdoor leading to an upper floor. The
trapdoor is bolted shut from this side.

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Mrs. Durst has gone completely insane. She is arrogant to an 36. Prison
extreme, and shuns her dead husband, calling him a Add the following descriptive text:
lecherous traitor who deserved his death. She speaks
unkindly of Walter and the nursemaid, and writes off Rose
and Thorn as “bothersome nuisances.” She is vulgar to a The sound of clinking chains melds with a quiet, near-
fault, and speaks in a hissing, gurgling voice. imperceptible rustling as you round the bend into a long,
Should the players ask her what she did to Walter, she darkened dungeon. Rusted shackles hang patiently from the
invites them to descend further into the basement and “see walls, as if waiting to bite into prisoners' flesh once more.
for themselves.”
If reduced to half hitpoints, Mrs. Durst commands the PCs
to leave, and defensively backs herself into the corner. 37. Portcullis
Add the following descriptive text:
The Wardrobe
The wardrobe contains several old robes, a pair of iron The floor is submerged beneath two feet of dark, murky water
candlesticks, and an open crate containing thirty torches and that sloshes around your calves and boots. The tunnel forward
a leather sack with fifteen candles inside it. A rotting aroma is blocked by a rusty iron portcullis. Beyond its iron bars, you
also emanates from a pair of rotted organs—a half-eaten liver
and a gnawed intestine—lying hidden beneath the hems of can make out the dark outline of a half-submerged chamber, a
the robes. raised stone dais, and a thick cloud of rolling mist.

35. Reliquary The wooden wheel that opens the portcullis is located on the
Add the following descriptive text: eastern side of the gate, rather than the western side. When
the Mound is summoned, the portcullis crashes to the ground,
The dusty stone steps descend past a landing and around a sealing shut.
bend until they end at a cold, rectangular chamber. A thin,
wafting mist clings to the ground, and the wooden
38. Ritual Chamber
crossbeams that support the ceiling groan beneath the weight
Add the following descriptive text:
of the house and underground complex above. The walls of
this room are cut with small, chiseled alcoves, each holding a
When the PCs enter this chamber, you can inform them that
strange, ghastly trinket or relic. A corridor with a sagging they can see a blanket of mist rolling off of the top of the dais
ceiling exits the chamber and bends out of sight to the right. beneath the altar, and specifically draw their attention to its
Past it, you can see a stone slope that descends into black, resemblance to the fog outside. This will suggest to them that
murky water. The ghostly chant you've heard since entering something about the altar is causing the fog outside. When
the ritual is completed, the fog disappears, signalling that the
the basement is strongest here, and seems to be emanating
PCs can now escape.
from the other side of a rusted, closed portcullis. A small, white bundle is visible atop the altar. When
You can finally understand the words. approached, it resembles the size and shape of an infant
wrapped in swaddling clothes. It instead contains a rusted,
They say, over and over again, in a ceaseless refrain: serrated dagger painted red with dried blood.
When the Mound is summoned, the cultists chant instead:
"He is the Ancient."
“Come, demon! We awaken thee!” A small earthquake shakes
"He is the Land."
the foundations of the house above, sifting dirt and dust from
the ceiling above.
To better situate the Mound (a plant creature) within Death
To foreshadow some of the future locations and characters, House’s dungeon, use the following reflavored description as
you may replace some of the items in this chamber with it emerges:
trinkets or omens reflecting other events in Barovia. They
include: Before you, coming out of the westernmost alcove is a rolling
mass of decay and rot. Thick tendrils of waste wriggle from it,
an angelic feather reaching for nearby surfaces. You can see the tendrils' grip on
a wooden figurine of a black knight bearing the emblem of
a rose the walls tighten with crushing force. As the enormous thing
severed raven talons crawls towards you, you see bodily remains of humans buried
a small chunk of amber resin that exudes an evil aura in its putrid body.
a cracked egg containing the remains of a skeletal infant
dragon

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Walter, the Flesh Mound Actions
Large undead, unaligned
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Armor Class 15 (natural armor) target. Hit: 13 (2d8 + 4) bludgeoning damage. If the
Hit Points 119 (14d10 + 42) target is a creature, the flesh mound can grapple it
Speed 20 ft., swim 20 ft. (escape DC 14) instead of dealing the bludgeoning
damage.
Engulf. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA
Medium or smaller target grappled by the flesh mound.
18 (+4) 8 (-1) 16 (+_3) 3 (-4) 10 (+0) 5 (-3) Hit: The flesh mound engulfs the target. While
engulfed, the target is restrained and must succeed on
Condition Immunities blinded, deafened, exhaustion a DC 14 Constitution saving throw at the start of each
Senses blindsight 60 ft. (blind beyond this radius), of its turns, taking 3 (1d4) bludgeoning damage on a
passive Perception 10 failure. If the mound moves, the engulfed target moves
Languages None with it. The mound can have only one creature engulfed
Challenge 3 (700 XP) at a time.

Innocent Heart. Walter's infant corpse lies at the heart


of the flesh mound, crying and afraid. So long as a
creature is engulfed within the flesh mound, they are
entrapped within the central cavity where Walter's
corpse dwells. This "heart" is encased by a thick shell of
white bone and pulsating veins that extend through the
mound. The heart has AC 10 and 5 hit points; if
destroyed, the flesh mound immediately dies,
dissolving into a pile of liquid gore.

When Lorgoth begins to move, the ghosts of Rose and Thorn


(if on friendly terms with the PCs) appear, interposing their During this battle, you may use the modified stat
spirits between the Mound and the characters, and shout for block for the Flesh Mound, which can be found
the party to flee. above.
If you wish to force the PCs to engage with the
Mound, consider allowing the cult to shut and lock
❓ For Your Consideration - Walter, the portcullis that serves as the room's main
the Flesh Mound entryway.
Once a PC has seen or learned of Walter's
For a darker, more personal, and more grotesque
existence, if that PC is aware of the circumstances
take on this encounter, consider replacing the
of Walter's birth and death, that PC may make a DC
Shambling Mound with a Flesh Mound, as
15 Intelligence (Arcana) or DC 15 Intelligence
described below.
(Religion) check to learn the source of the curse
When the Dark Power accepted Mrs. Durst's
upon Death House.
final sacrifice, Walter was transformed into a
A PC that succeeds on this check learns that the
terrible monster: a vessel for the cult's hatred,
spirit of a murdered infant, unwanted by a parent,
arrogance, and depravity bound within an innocent
can incite a powerful curse upon its household,
babe. If the PCs refuse to make the requested
tormenting its killers and chaining their souls to
sacrifice, the cult is angered, and summons Walter.
the place of its death. The only way to remove the
If the PCs make the requested sacrifice, the cult
curse upon Death House, this PC learns, is to bury
chants victoriously, and summons Walter anyway.
Walter's corpse at sunrise beneath the threshold of
Either way, your players should feel as though they
the dwelling.
have just made a grave error.
When the Flesh Mound is summoned, the dirty
water filling the chamber ripples as something
moves beneath the surface. A host of bones, flesh,
and disparate body parts come together from the
water, collecting into a massive, shifting heap of
gore.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Endings 26. Hidden Spiked Pit
Flight from Death House There is no mandatory obstacle here, but a trap that might
When the PCs defeat or flee from the Shambling Mound, the not have been previously encountered by the adventurers.
house responds in kind. The floor begins to quake, and the Run it as-is in the Death House module: a DC 15 Wisdom
ceiling shudders and cracks as debris and dust begin to sift (Perception) check is necessary to notice the trap. The first
into the air. As the structure groans above the PCs’ heads, character to step on the trapped section falls prone and takes
make it clear that they must flee - before Death House 1d6 bludgeoning damage, plus 2d10 piercing damage from
collapses atop them. the spikes. The pit is 10-feet deep.
To successfully escape from Death House, the PCs must At your discretion, this can serve as an obstacle. A player
succeed on a skill challenge. A holdover from 4th edition, a might request—scream out, even—for the chance to stop a
skill challenge requires the PCs to face a number of obstacles character from falling into the pit. If so, it counts as a success
that cannot be solved solely by combat. or failure for the skill challenge; otherwise, treat this area as
Note that the following section is largely copied wholesale a non-obstacle. Some skill checks suggested by the players
from Wyatt Trull’s Curse of Strahd: Escaping Death House might include:
Skill Challenge. If you find it interesting or helpful, we heavily Carpenter's- or **Woodcarver's tools **can be used to
recommend donating a small amount using the Dungeon notice how rotted the planks are and understand it to be
Masters Guild link above to support their work. unsafe before all is lost. (Moderate DC)
For more information on how to run a skill challenge, see Sleight of Hand can be used to snatch at the falling
Appendix F: How to Run Skill Challenges. character's belt, or snatch at the edge, preventing their
Running the Skill Challenge
own fall. (Easy DC)
Acrobatics may allow a character to divert their
The PCs must accrue 4 successes before 3 failures to escape momentum into a leap, landing safely on the opposite
Death House successfully. side. (Moderate DC)
Once the challenge begins, swarms of maggots begin to
bleed from the walls, floor, and ceiling of any room that the 25. Well & Cultist Quarters
PCs take refuge in, filling the room completely within 3d4 The room has become heavily obscured by an unnatural
rounds. Note that only the doorways to Areas 12 and 15 have black fog. In the well, a skeleton has been roused from its
the scythes mentioned in the module. slumber, and grapples the last character that moves through
Roll initiative upon beginning the skill challenge; on 3 this chamber.
failures, the slowest adventurer is left behind. On 5 failures,
the slowest two adventurers are trapped while their Acrobatics or Athleticscan be used to break the grapple.
companions make it to safety. If the characters achieved 4 (Easy DC)
successes before 3 failures, all make it out—worse for wear, Insight can be used to recall one's steps, if the characters
and forced to carry in their hearts this hellish night explored this room beforehand. (Easy DC)
forevermore. Perception can be used to navigate the darkness, hear
The skill challenge begins as soon as the party defeats or the skeleton before it strikes, or find its victim. (Moderate
decides to flee the Mound in the basement. The rooms of the DC)
house are modified in the following ways: On a failure, the adventurer is nearly pulled into the well
38. Ritual Chamber {#38-ritual-chamber} where they struggle against the skeleton that seeks to drown
As the PCs move to flee, the portcullis slams shut. On a them; ultimately, the victim escapes, but not worse for wear.
failure, the adventurers wallow in indecision or struggle to 27. Dining Hall
force it open, eventually escaping at the cost of 1 failed check.
The following skills are suggested for surmounting this Screams rend the darkened depths. Screams for mercy, for
obstacle: help, for a quick end. You come across a man chained to the
Athletics can be used to force open the portcullis or wooden table, thrashing, screaming. A gash runs the length of
unjam the wheel. (Moderate DC) his belly, from which blood pulses out to the beat of his heart!
Thieves'-, or Tinker's tools can be used to assess the How or where he came from doesn't matter, but in the
damage to the wheel and manipulate its gears to unjam distance, you hear them: the cultists, chanting, hungering! Can
the portcullis. (Moderate DC)
**Insight **or **Investigation **can be used to recall or you silence him before those ravenous cannibals come upon
rationalize that the nearby corridor to Area 36, the Prison, you?
might have a secret door. (Hard DC)
**Perception **can be used to spot the hidden door to A ghost of Death House's red past has been made flesh once
Area 36, the prison, providing another means of escape again, and his mad babbling threatens to draw the ghostly
from the chamber. (Moderate DC) cultists upon the adventurers. He has the statistics of a
restrained commoner with 1 hit point remaining and is
bound by chains.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If the characters linger here, five cultists (shadows) arrive in You perk into the room: women crowd around a young girl
2 rounds and descend upon the man if he yet remains. If laying in the bed, her feet up. Her face twists with pain while a
freed, he stumbles down the darkened corridors, babbling midwife says, "The baby's coming, but - Gods, it's ankles first!"
madly before fading from being. If slain, he does not die
quietly. The balcony—the only way out of this accursed manor—lies
Athletics can be used with a weapon to break the man's nearby, and with frustrated horror, you see that the door has
chains, while thieves' tools can unlock them. been replaced with bloodied scythe blades that seem to spin
(Hard/Moderate DC) even quicker whenever the girl's contractions rage.
Deception or Persuasion can be used to deceive the man
into calm. (Moderate DC)
Medicine can be used to dress his wounds, if the The memories of the past have come alive: while Elisabeth
character has a healing kit with 1 action. (Moderate DC) fumes with mute disdain in the Master Suite, the nursemaid
Spells that restore hit points (healing word, cure wounds) is giving birth to the bastard Walter. Several assistants crowd
can be used to heal the screaming man. (Automatic the room while the baby is crowning—but he's coming out
Success) ankles-first. The scythe-blades spin so long as the nursemaid
A success here means that this lone spirit, weak as he may is in labor, spinning faster and faster during her contractions.
be, devotes all his unearthly power to aiding the adventurers. To escape the manor, the adventurers must make it through
that doorway.
3. Den of Wolves If the party does not make an ability check for this obstacle,
Death House has animated the stuffed wolves in the den and they accrue a failure, and each creature that passes through
flooded the room with blinding smoke. The wolves have the the doorway must succeed on a DC 15 Dexterity saving
statistics of a wolf but with vulnerability to slashing, piercing, throw or take 2d10 slashing damage. Regardless, they pass
and fire damage; their Bite attack deals 1 piercing damage; through the doorway and onto Area 15C, the Nursemaid's
and they do not need to breathe. Balcony.
If the party attempts an ability check but fails, no Dexterity
Animal Handling can be used to subdue the wolves; the saving throws are necessary.
long-lost spirits of the beasts still obey such primal laws of
nature. (Moderate DC) Acrobatics or Investigation can be used to make it
Stealth can be used to slip past the wolves undetected. through the doorway unscathed; the adventurer making
(Easy DC) the check takes a leadership role in guiding his or her
Levelled Spells (Automatic Success) or cantrips (DC 13 - companions through the blades. This check is made only
Moderate) such as minor illusion or _animal friendship once for all characters present. (Moderate DC)
_can be used to distract or subdue the wolves . Insight can be used to gauge when the nursemaid's
contractions are about to begin or end. (Moderate DC)
21. Secret Staircase Medicine can be used to assist in the birth: Walter is
The mortared walls of this staircase have been covered with coming out ankles-first, posing significant risk to the him
swarms of infant spiders. As the PCs flee up the steps, an and the mother. The scythe-blades stop spinning
enormous giant spider climbs up from the depths, seeking to altogether if this ability check succeeds. (Hard DC)
drag them below. A PC that fails here loses time struggling 15C. Nursemaid’s Balcony
against the spider.
Death House has put all its remaining energy to afflict its
Animal Handling or Intimidation can be used to scare prey with a powerful phantasmal force spell (no saving
off the spider, especially if fire is used or an attack is throws required). The balcony has grown into a cliff that
made. (Moderate DC) drops to a thousand feet below (an eerily accurate
Athletics can be used to wrench the character out of the representation of the Tser Falls of Barovia). Only with
web or to keep the spider from dragging the character courage, skill, or acuity can the adventurers conquer the
away. (Moderate DC) illusory cliff without destroying their minds in the process.
Levelled Spells (Automatic Success) or cantrips ( DC 8 - If no skills or spells are applied, the characters accrue a
Easy) can be cast to subdue the spider or burn the web failure and each creature that simply leaped must make a DC
(e.g., animal friendship, produce flame, and firebolt). 15 Wisdom saving throw or take 2d6 psychic damage and
wakes to find itself mewling at the foot of the Durst Manor an
15. Nursemaid’s Suite unknown amount of time later. On a success, a creature takes
When the PCs enter this room while fleeing the house, read half damage. No matter the check made, scaling the cliffs
the following: takes less than a minute, but feels as if it took an hour.
Acrobatics, Athletics or Survival can be combined with
As you rush towards the door, you hear woman shout out,
tools such as rope or a climbing kit to scale the cliff,
"Tell me to push, one more time, Inala! One more time, I leading others down. (Moderate DC)
swear to the Morninglord!" but her curses are quickly Arcana can be used to understand the powerful
consumed by cries of pain. phantasmal force spell at work, that their psyches stand to
be torn apart if caution is thrown to the wind; that perhaps
the best way to survive is to play along. (Moderate DC)

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Investigation can be used to shatter the illusion by 12C. Master Balcony
harnessing the strength of the mind. (Hard DC) Death House has put all its remaining energy to afflict its
Spells that slow or affect flying, such as feather fall; or prey with a powerful phantasmal force spell (no saving
that would imbue creatures with courage, such as throws required). The balcony has grown into a cliff that
heroism can be used to conquer the illusion; both put the drops to a thousand feet below (an eerily accurate
characters' psyches at rest, tricking their representation of the Tser Falls of Barovia). Only with
subconsciousness believing all will be well. (Automatic courage, skill, or acuity can the adventurers conquer the
Success) illusory cliff without destroying their minds in the process.
12. Master Suite If no skills or spells are applied, the characters accrue a
failure and each creature that simply leaped must make a DC
The memories of the past have come alive; on the eve of 15 Wisdom saving throw or take 2d6 psychic damage and
Walter's birth, the Dursts are engaged in a cold war. The suite wakes to find itself mewling at the foot of the Durst Manor an
is as cold and unforgiving as their marriage; while Gustav unknown amount of time later. On a success, a creature takes
paces the room, Elisabeth fumes in mute disdain at her half damage. No matter the check made, scaling the cliffs
vanity. Every so often the two burst into a new round of takes less than a minute, but feels as if it took an hour.
arguments—and the scythes spin ever faster.
Not quite ghosts, yet not quite illusions, the Dursts are Acrobatics, Athletics or Survival can be combined with
representative of the emotional carnage of the manor. The tools such as rope or a climbing kit to scale the cliff,
scythes on the doorway are connected to the two's leading others down. (Moderate DC)
temperament. And to escape, the party must make it through Arcana can be used to understand the powerful
those scythes. phantasmal force spell at work, that their psyches stand to
Read the following: be torn apart if caution is thrown to the wind; that perhaps
the best way to survive is to play along. (Moderate DC)
The master suite has grown deadly cold: a well-dressed man Investigation can be used to shatter the illusion by
paces the room while a woman stares at herself in the vanity,
harnessing the strength of the mind. (Hard DC)
Spells that slow or affect flying, such as feather fall; or
her eyes scornful as if to wonder why she wasn't enough for that would imbue creatures with courage, such as
her husband. You recognize the Dursts alive and in the flesh— heroism can be used to conquer the illusion; both put the
how or why doesn't matter. The two fall between bouts of characters' psyches at rest, tricking their
silence and explosive rage, arguing over Gustav's infidelity. subconsciousness believing all will be well. (Automatic
You look to the corner of the room, to the balcony, that sweet,
Success)
sweet balcony, the gate to getting the hell out of this accursed 11. Balcony
manor—and in the doorway spin rusted scythe-blades. You The door to the bathroom bulges outward, and then explodes
look back: Elisabeth is glaring at you, and she snarls, "Servant! into splinters. A flood of filthy water crashes out, threatening
Get out! Get out! Come back only when the bastard's been to push the PCs away from the stairs.
born!" Athletics can be used to stand one's ground and resist the
You notice with mounting frustration that while Elisabeth
flood; other adventurers can brace themselves against the
character or angle themselves so that he or she takes the
snarls at you, the scythe-blades spin pick up speed, spinning brunt of the flood. (Moderate DC)
ever quicker. Nature or Survival can be used to call on past
experiences or knowledge of flash floods, allowing a
character in that split second to take necessary
If the party does not make an ability check for this obstacle, precautions (hang on the other side of the balcony, leap
they accrue a failure, and each creature that passes through for a nearby door, et cetera). Characters with the
the doorway must succeed on a DC 15 Dexterity saving Outlander background have advantage on such a check.
throw or take 2d10 slashing damage. Regardless, they pass (Moderate DC)
through the doorway and onto Area 12C, the Master Balcony. Sleight of Hand can be used to snatch at the balcony or
If the party attempts an ability check but fails, no Dexterity the oil lamps mounted on the wall before being swept
saving throws are necessary. away. (Easy DC)
Acrobatics or Investigation can be used to make it 6. Upper Hall
through the doorway unscathed; the adventurer making The suits of armor have been animated by Death House but
the check takes a leadership role in guiding his or her are not true suits of animated armor. For the purposes of
companions through the blades. This check is made only potential combat, they have an AC of 12, 5 hit points each,
once for all characters present. (Moderate DC) immunity to poison and psychic damage, and -1 to Strength.
Insight can be used to gauge Elisabeth or Gustav's Each suit can make a spear attack (+2 to hit, 1 piercing
emotions, finding the best possible moment to make the damage) against targets within 5 feet; these attacks might be
leap. (Easy DC) made with advantage (and melee attacks made against with
Persuasion can be used to calm the Dursts, even if for a disadvantage) depending on if any attackers are below them
moment. (Moderate DC) on the staircase.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Athletics can be used by a character wielding a shield or
similar protection to charge the ranks, hoping to topple 1A. Entrance Gate
the statues. On a failure, they may be speared up to four This challenge takes place only if one or more of the PCs are
times. (Moderate DC) still possessed by the spirits of Rose and Thorn. As the PCs
Acrobatics can be used to leap to the other end of the approach the iron gate, the ghosts struggle with the PCs for
spiraling staircase. (Moderate DC) control of their bodies, and beg and plead for the PCs to stay
Blacksmith's tools or Investigation can be used to behind.
ascertain the formation's weaknesses, for without men
behind the armor, they have significantly less strength. Athletics can be used by an unpossessed character to
Characters with the Soldier background have advantage force a possessed PC over the threshold. The possessed
on such a check. (Moderate DC) PC must succeed on a DC 10 Wisdom saving throw or
take 1d4 psychic damage as the spirit is violently torn
4. Kitchen & Pantry from their body. (Hard DC)
As a character makes their way in or out of the dumbwaiter, Persuasion or Intimidation can be used to coax the
the oven spits a column of fire. Any characters in the room spirits from their unwilling hosts. (Easy DC)
must make a DC 12 Dexterity saving throw to clamber into Arcana or Religion may allow a character to draw on
the dumbwaiter, working the rope-and-pulley before being their reserves of magic or faith, respectively, forcefully
scorched. On a failure, a creature takes 1d6 fire damage, but dispelling the intrusive soul. (Moderate DC)
continues upward. The explosion shakes the entirety of the Aftermath of Escape
manor. If any PCs were trapped inside Death House, Norganus, the
1B. Entrance Foyer Finger of Oblivion appears to them as if in a dream. The
To their horror, the characters discover that the front doors trapped PCs find themselves dragged through the front doors
are slowly becoming bricked up—and behind them, the doors of Death House, their legs and ankles seized by shrieking
to the Main Hall begin to swing shut. Characters can make a spirits and hissing ghouls. Just before they cross the
DC 12 Dexterity saving throw to hurl themselves into the threshold, Norganus appears to them: a tall, dark shadow
Main Hall before the doors swing shut. Otherwise, read the with indistinguishable features. In a soft, hissing voice, he
following: asks them to take his hand - an inky black void dripping a
foul, ichorous ooze from its fingertips. He mourns their
wasted potential, and promises to free them from these
The mahogany hall doors behind you slam shut with ominous “unquiet dead.”
thunder. You look about the room, desperate to escape—and If the PCs take his hand and accept Norganus’ dark gift,
when you look toward the exit, you see the bottom third of they awaken in the tall grass in front of the house. PCs that
the front door has been replaced by brick. Defying all logic, the have been resurrected this way gain the Touched By the
wood has melded into the rows of moldy brick. You blink—
Mists Trait, which leaves them tainted by Norganus’ evil
touch. Cats hiss and milk sours at their approach, and they
and to your mounting horror, in that span of a second, more of detect as evil-aligned undead to divination magic. These traits
the door has been converted. You keep your eyes wide open remain until the character receives a remove curse spell.
so as not cast away your chance at breaking down the door... Moreover, any such PCs marked by Norganus specifically
That's when a fetid cloud of filth rolls in, stinging your eyes gain one of the following Dark Gifts:
and drawing tears. The walls are brittle now, rotten. The The character’s eyes melt away, leaving empty sockets. He
wallpaper hangs in slivers, and from behind the plaster, a flood or she has disadvantage on Charisma (Persuasion)
of rats bursts onto the floor, crawling across your feet and checks, but gains blindsight out to a range of 60 feet. The
scratching at your flesh.
character is blind beyond this distance.
The character’s skin is cold and clammy to the touch. The
character gains resistance to cold damage and
A PC that attempts a skill check in this room must succeed vulnerability to fire damage.
on a DC 10 Constitution saving throw, or the rats’ stench At night, the character can spend 1 hit die to move
causes them to falter, giving them disadvantage on their through solid objects as though they were difficult terrain.
check. A character who ends his or her turn inside an object
Athletics or combat spells can be used to break through takes 5 (1d10) force damage. The character counts as an
the rotten, brittle walls (Easy DC); the bricked-up front undead creature for the purpose of spells and effects such
door (Hard DC); or the stuck hallway doors. (Moderate as turn undead.
DC) Regardless of the ultimate outcome of the ritual, Strahd is
Nature, Intimidation, or Animal Handling can be used aware of the events beneath Death House, and may taunt the
to keep the rats away. (Moderate DC) PCs for their decisions in the dungeon below.
Perception or Investigation can allow a PC to see a weak
point where the bricks have become weak and crumbling.
(Moderate DC)

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you choose to use the Walter, the Flesh Mound encounter
discussed above, Death House will reset (and, if destroyed, Master Kolyanovich,
reform) soon after the PCs leave it, once more awaiting new I regret your loss, I truly do. But surely now you
travellers that it can ensnare. The only way to remove its must see the futility of your efforts. I offer you a
curse permanently is to remove Walter’s body from the simple trade:
remnants of the Mound below, and to bury it at the threshold Release Lady Kolyana to me, and I will see that
of the House outside. you are left in peace.
Your dread lord and master,
Strahd von Zarovich

❓ For Your Consideration - The


Death of Death House
When all PCs have escaped the house, you may
play out any, all, or none of the following scenes:
Death House swallows itself up, vanishing into
the ground below.
The PCs notice a sign pointing in the wrong
direction that reads: "Death House - Don't Talk
to the Children!"
The spirit of the nursemaid lifts a hand in
thanks from atop the ruins of the accursed
house.

❓ For Your Consideration - Welcome


to Barovia
When the PCs escape Death House, you may
believe that a congratulations or welcome from
Strahd is in order.
Feel free to use one of the following scenes:
A coffin is left on the road outside of Death
House. When opened, the corpse inside
matches one of the PCs. The PC then reveals
themselves to be Strahd von Zarovich, or else
vanishes into a cloud of bats or mist.
Count Strahd von Zarovich verbally
congratulates the party, either after emerging
from his black carriage or from the roof of a
nearby house.
As the PCs leave Death House, they find a note
of congratulations enchanted to provide a "slow
clap" sound effect when opened, courtesy of
Strahd.
When the PCs escape Death House, they find a
small wooden box at the entrance containing a
number of healing potions equal to the number
of surviving party members. The box also
contains a message written by Strahd, reading:
"Thank you for cleaning this vermin off of my
domain. Your efforts are appreciated, even if for
just one night. Please accept this small gift to
help your recovery. Welcome to Barovia. -S"
The party finds a small gift basket in the street
outside of Death House. Inside is a note
bearing the words "Welcome to Barovia,"
signed with a cursive letter S; a bottle of Purple
Dragon Crush; and a taunting letter bearing the
words: "Deliver To: Master Ismark Kolyanovich."
It reads as follows:

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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