Death House 5e
Death House 5e
Death House 5e
Credits
Lead Designer: Christopher Perkins
Creative Consultants: Tracy and Laura Hickman
Designers: Adam Lee, Richard Whitters, Jeremy Crawford
Managing Editor: Jeremy Crawford
Editor: Kim Mohan
Editorial Assistance: Scott Fitzgerald Gray
D&D Lead Designers: Mike Mearls, Jeremy Crawford
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Death House
You can run Curse of Strahd for 1st-level characters riage arrived at Death House soon thereafter, and from
with the help of this optional mini-adventure, which is out of its black heart stepped the vampire himself. The
designed to advance characters to 3rd level. Players cultists tried to impress Strahd. In response, he slaugh-
creating 1st-level characters can use the haunted one tered them for slaying his playthings. Centuries later,
character background in appendix A, or they can pick the cultists’ spirits haunt the dungeons under the house.
backgrounds from the Player’s Handbook as normal. The building itself, it seems, is unwilling to let the cult
Before the characters can explore the haunted town- be forgotten.
house known as Death House, you need to guide them
to the village of Barovia. The “Creeping Fog” adventure
hook in chapter 1 works best, as it introduces few dis-
Rose and Thorn
The characters are pulled into Strahd’s domain by the
tractions. Once the characters arrive in Strahd’s do-
mists of Ravenloft. Forced to follow a lonely road (area
main, steer them to the village. For the duration of this
A), they eventually arrive at the village of Barovia (area
introductory adventure, any attempt by the characters to
E). Once they reach the village, read:
explore other locations in Strahd’s domain causes the
mists of Ravenloft to block their path.
The gravel road leads to a village, its tall houses dark as
Level Advancement tombstones. Nestled among these solemn dwellings
In this mini-adventure, the characters gain levels by ac- are a handful of closed-up shops. Even the tavern is
-
shut tight.
sters. These milestones are as follows:
A soft whimpering draws your eye toward a pair of
• Characters who gain access to the secret stairs in the at-
tic (area 21) advance to 2nd level. The stairs appear only children standing in the middle of an otherwise life-
under certain circumstances. less street.
• Characters advance to 3rd level once they escape from
the house (see the “Endings” section).
The children are ten-year-old Rosavalda (“Rose”) and
Death House is the name given to an old row house in hush the boy.
the village of Barovia (area E7 on the village map). The If the characters approach the children or call out to
house has been burned to the ground many times, only them, add the following:
to rise from the ashes time and again—by its own will or
that of Strahd. Locals give the building a wide berth for
fear of antagonizing the evil spirits believed to haunt it. After shushing the boy, the girl turns to you and says,
The wealthy family that built the house practiced the “There’s a monster in our house!” She then points to
dark arts. Through seduction and indoctrination, they a tall brick row house that has seen better days. Its
expanded their cult to include a small yet nefarious cir- windows are dark. It has a gated portico on the ground
cle of friends. When word got out, the rest of the village
turned a blind eye to the house and the nightly debauch-
either side are abandoned, their windows and doors
eries happening within it.
The cult tried to summon malevolent extraplanar enti- boarded up.
ties with no success. The cultists also preyed on visitors,
Characters who question the children learn the follow-
banquets to feast on their corpses. When nothing came
ing information:
of these ritualized murders, the cultists’ activities be-
came thinly disguised excuses to indulge their lurid fan- • The children don’t know what the “monster” looks
tasies. The ranks of the cult thinned as members began like, but they’ve heard its terrible howls.
to lose interest in the debacle. • Their parents (Gustav and Elisabeth Durst) keep the
Then Strahd von Zarovich arrived. monster trapped in the basement.
The cultists regarded Strahd as a messiah sent to • -
them by the Dark Powers. Drawn to Strahd like moths true, but the children believe it.)
Rose and Thorn say that they won’t go back in the
immortality, but Strahd turned them away, deeming the house until they know the monster is gone. They can
cult and its leaders unworthy of his attention. The cult- be convinced to wait in the portico (area 1A) while the
ists withdrew to Death House in despair. characters search the house. Although they appear to be
The cult’s habit of trapping and devouring wayward
visitors proved to be its downfall. On one occasion, the illusions created by the house to lure the characters in-
cult snared a band of adventurers whom Strahd had side. The children don’t know that they’re illusions but
lured to his domain to be his playthings. A black car- vanish if attacked or forced into the house.
Areas of the House walls for secret doors or otherwise inspect the panel-
ing can, with a successful DC 12 Wisdom (Perception)
The following areas correspond to labels on the map of check, see serpents and skulls inconspicuously woven
the house on page 216. into the wall designs. The decorative paneling follows
3. Den of Wolves
1A). The gate is unlocked, and its rusty hinges shriek
when the gate is opened. Oil lamps hang from the por-
This oak-paneled room looks like a hunter’s den.
open into a grand foyer (area 1B). -
Hanging on the south wall of the foyer is a shield sitioned around the outskirts of the room are three
emblazoned with a coat-of-arms (a stylized golden
Trapdoor east and west walls. Each suit of armor clutches a spear
and has a visored helm shaped like a wolf’s head. The
A trapdoor is hidden in the southwest corner of the
doors are carved with dancing youths, although close
inspection and a successful DC 12 Wisdom (Perception)
check reveals that the youths aren’t really dancing but
Death House supernaturally hides the trapdoor.
4. Kitchen and Pantry continues its upward spiral to area 11. A cold draft can
The kitchen (area 4A) is tidy, with dishware, cookware, be felt coming down the steps.
and utensils neatly placed on shelves. A worktable has
a cutting board and rolling pin atop it. A stone, dome- 7. Servants’ Room
shaped oven stands near the east wall, its bent iron
An undecorated bedroom (area 7A) contains a pair of
stovepipe connecting to a hole in the ceiling. Behind
the stove and to the left is a thin door leading to a well-
bed is an empty footlocker. Tidy servants’ uniforms
stocked pantry (area 4B). All the food in the pantry ap-
hang from hooks in the adjoining closet (area 7B).
pears fresh but tastes bland.
Dumbwaiter Dumbwaiter
A dumbwaiter in the corner of the west wall has a button
Behind a small door in the southwest corner of the
on the wall next to it. Pressing the button rings the tiny
kitchen is a dumbwaiter—a 2-foot-wide stone shaft con-
bell in area 4A.
taining a wooden elevator box attached to a simple rope-
and-pulley mechanism that must be operated manually.
The shaft connects to areas 7A (the servants’ quarters)
8. Library
and 12A (the master bedroom). Hanging on the wall The master of the house used to spend many hours here
next to the dumbwaiter is a tiny brass bell attached by before his descent into madness.
wires to buttons in those other areas.
A Small character can squeeze into the elevator box
Red velvet drapes cover the windows of this room. An
with a successful DC 10 Dexterity (Acrobatics) check.
The dumbwaiter’s rope-and-pulley mechanism can sup- exquisite mahogany desk and a matching high-back chair
port 200 pounds of weight before breaking.
a framed picture of a windmill perched atop a rocky
5. Dining Room
The centerpiece of this wood-paneled dining room is chairs. Floor-to-ceiling bookshelves line the south wall.
a carved mahogany table surrounded by eight high- A rolling wooden ladder allows one to more easily reach
backed chairs with sculpted armrests and cushioned the high shelves.
seats. A crystal chandelier hangs above the table, which
is covered with resplendent silverware and crystal-
ware polished to a dazzling shine. Mounted above the The desk has several items resting atop it: an oil lamp,
a jar of ink, a quill pen, a tinderbox, and a letter kit
alpine vale. containing a red wax candle, four blank sheets of parch-
The wall paneling is carved with elegant images of ment, and a wooden seal bearing the Durst family’s in-
deer among the trees. Characters who search the walls signia (a windmill). The desk drawer is empty except for
for secret doors or otherwise inspect the paneling can, an iron key, which unlocks the door to area 20.
with a successful DC 12 Wisdom (Perception) check, The bookshelves hold hundreds of tomes covering a
see twisted faces carved into the tree trunks and wolves range of topics including history, warfare, and alchemy.
lurking amid the carved foliage.
Red silk drapes cover the windows, and a tapestry
depicting hunting dogs and horse-mounted aristocrats fall apart if taken from the house.
chasing after a wolf hangs from an iron rod bolted to the
south wall.
Gossamer drapes cover the windows of this elegantly 25 gp each) and a thin platinum necklace with a topaz
appointed hall, which has a brass-plated chandelier pendant (worth 750 gp).
Locked Door -
The door to area 20 is held shut with a padlock. Its key imals and toys. Characters who search the dollhouse
and succeed on a DC 15 Wisdom (Perception) check
picked with thieves’ tools and a successful DC 15 Dex-
terity check. attic that leads to a spiral staircase (a miniature replica
of area 21).
• The ghosts are Small and lawful good. 16-foot-high ceiling supported by stone pillars. Characters
• They have 35 (10d6) hit points each. without darkvision must provide their own light sources,
• They lack the Horrifying Visage action. as the dungeon is unlit.
• They speak Common and have a challenge rating of As the characters explore the dungeon, they see cen-
3 (700 XP).
every which way.
The children don’t like it when the characters disturb
•
illusions outside the house, these children know that of the dollhouse (area 20).
they’re dead. If asked how they died, Rose and Thorn
explain that their parents locked them in the attic to Once the house wills the secret door into existence,
protect them from “the monster in the basement,” and
that they died from hunger. If asked how one gets to (no ability check required). Characters who descend the
the basement, Rose points to the dollhouse and says, spiral staircase end up in area 22.
“There’s a secret door in the attic.” Characters who then
search the dollhouse for secret doors gain advantage on 22. Dungeon Level Access
The wooden spiral staircase from the attic ends here.
The children fear abandonment. If one or more char- A narrow tunnel stretches southward before branching
acters try to leave, the ghost-children attempt to possess east and west.
them. If one of the ghosts possesses a character, allow
the player to retain control of the character, but assign Ghostly Chanting
From the moment they arrive in the dungeon, the
characters can hear an eerie, incessant chant echoing
• A character possessed by Rose gains the following
throughout. It’s impossible to gauge where the sound is
coming from until the characters reach area 26 or 29.
people tell me what to do.”
They can’t discern its words until they reach area 35.
• A character possessed by Thorn gains the following