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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.

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.
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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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

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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