Once theyve explored the first, second, and third floors (plus the attic if they find how to get there! Dress Up This October With This Month's Free Subscription Perks! Barovia becomes a tomb for all who end up there. If you started at level 1, this is a good point to have everyone level up. However, there is enough information provided to add your own spins to the Death House. Death House is a classic haunted house tale, starting with two ghostly children pleading for help outside. Emphasize the sections of the house that reveal the eerie lore of the Dursts, and simplify all else. Well cover some of the changes that I make when Im running this dungeon for my groups later in this article. Oh, Death House. 31. Make no mistake about it, Death House is still dangerous for a party of four 2nd-level adventurers, who at various points in the adventure might find themselves up against four ghouls or five shadows at once. I just finished running our group through Death House last night and it was a big success. Ideally, everyone is happy to assist the children and play the game. It is also included in the Curse of Strahd adventure module on page 211 under Appendix B. See here for more details. They havent opened it yet, but Im hoping that theyll use the letter as an excuse to take an interest in Ismark when they arrive at the tavern. We ran this as a Halloween one shot a few years ago. Suggestions to alleviate the deadliness. I provided their flaws through PM, and both had a blast roleplaying it. The descriptions in the adventure are pretty vivid and you might be tempted to gloss over some of them (especially if you havent read ahead in the full Curse of Strahd adventure.). Or an evil PC could finish off a severely hurt ally. Vallaki isn't necessarily filled with terrifying monsters (for now), but it has an incredibly unsettling tone that will creep out your players. I generally reduce her life drain to deal 1d6 necrotic damage if we didnt start the party at level 3. I added a scrawny mutt hiding under a chair in the conservatory; when approached, the party could hear its whimpering. Created by the house to lure in victims, the illusions drop vague hints about a monster in the basement and the sins of their parents. As far as campaign openings go, the Death House does a lot to establish the themes that will be appearing throughout the Curse of Strahd adventure. (Quick side note: stop them from immediately going to the Bonegrinder. The goal is to lure the party into the house. There might be some who have managed to mostly keep out of trouble, but they are very few in these lands. She sells Dream Pastries to the locals in the nearby village of Barovia but holds a sinister secret. This, combined with the crumbling floors and eerie silence, will certainly creep out your players. Here, the children seize full control over their hosts bodies. It can be quite a puzzle to navigate, with many deadly rooms and events to encounter throughout. If they arent seizing the chance to be heroes, appeal to their love of coin and youll have all the hook you need. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. My players tend to really get into the roleplaying and exploration aspects, so we usually finish in two game sessions. In my game, I gave Rose the personality of a sassy older sister who was fiercely protective of her younger brother. The Curse of Strahd Companion is your comprehensive guide to running 5th Edition's greatest and grimmest campaign. You might also use less-intimidating artwork for the twins. Almost parallels Death house. Either way Count Strahd is satisfied, since playing with good or evil aligned subjects is entertaining for him all the same. What font did you use for Strahd when you were making these? Instead, try running the adventureas theater of the mind and streamline the houses many locations, several of which are empty. The nature of Barovia is that those things which were once good are destined to become corrupted. Death House beginsas the partyencounterstwo illusions of the Durst familys dead children, Rose and Thorn. 3. So today, were going to be taking a look at the Death House. It is designed to introduce Curse Of Strahd, exploring its themes on a miniature scale, and is intended for level one players. Covering the hottest movie and TV topics that fans want. And then level 3 after escaping the house. These two made invaluable contributions to the session. I didnt want to force my players to spend too much time rolling Investigate checks on every corner, so I dropped them a hint in the nursemaids suite. Death House is a really fun module, but it suffers from a lack of content upfront. And they wont find something quite like that anytime soon. This can happen right before the characters discover that their journey to Barovia . The adventure was unveiled in the February 2016 issue of Dragon+ as an example of the thrills that would come in the then-unreleased Curse of Strahd. Rose and Thorns parents would surely be happy to pay the party for saving them! I ran this around this time last year and that nursemaid absolutely murdered two of the NPCs of players I had only just met (at which point the party fled the house and refused to return). We skipped it. Now that everyone is level 2, they can proceed downwards into the Durst Mansions dungeon level. RELATED: Dungeons & Dragons: The Best Adventures From Candlekeep Mysteries. It is designed like this. Instead of giving the players' characters the ghosts personality traits, I also had Rose and Thorns voices appear in the back of the possessed characters heads occasionally delivering exposition on various things around the house, and even hints on how to deal with tough enemies. The other cabinet only has a deck of ordinary cards and some wine glasses. Not all of them need to be visited, your group might skip some parts of the house or the dungeon. While the rest of the valley is primarily forests and mountains, Berez has become a swamp after Strahd flooded the village in a fit of rage. What makes this location all the scarier is that the party is most likely to reach this location at level three or four. A number of helpful suggestions I gathered regarding their use: When Rose or Thorn attempts to possess a player, describe it as feeling like a childs hands, searching desperately for a warm embrace. Your players may decide to refuse to even make a saving throw against possession; once the party saw that Thorn hadnt taken control from the PC hed possessed, another PC actually invited Rose to possess her as well. The Amber Temple is one of the most dangerous locations in Barovia. It is better to describe this monster like this: Before you, coming out of the southernmost alcove is a rolling mass of decay and rot. However, having already promised their help to the spirits of Rose and Thorn, the only way theyd be getting out is by finding what lies beneath the house. I never thought of that. The main Curse of Strahd module encompasses levels 3-10. I'm hosting my second ever session tonight and my party will be heading into the dungeonhave I missed something? You are also setting the scene for a probably unwinnable fight. Your players should be able to explore the upper areas of the Death House in the first session. Shadowrun: Astral Ways (Sixth World Setting Book), Star Trek Adventures MISSION PDF 022 Eight Layers Deep, BattleTech: Recognition Guide: ilClan Vol. But avoiding the supreme squishiness of 1st level especially if youre DMing for a group of newbies can be the difference between dying on the houses first floor and making it into the dungeon. Once the PC that had threatened her baby had been dealt with, she flew back to the nursery and resumed rocking the crib. Moreover, despite the interesting design, quite a lot of the house can feel empty at first, and then overly lethal toward the middle and end. Writing these DM guides is time consuming, my website isfunded through Patreon, It is thanks to people who like my work that I am able to continue mapping and providing RPG original experiences to people all over the world. This is a difficult fight too. Awesome article! Kind of disappointing that this is the kind of thing appearing now. Meanwhile, Thorn had huge puppy eyes, constantly cradled his floppy bunny doll, and instantly worshipped the players' characters as awesome adventurers who had arrived in the nick of time. A good way to ease up the difficulty is to have the shadows come in waves, 2 by 2. Your players will not leave this location quite the same as when they arrived. I read a post offering the idea that Rose learned Shocking Grasp to deal with an uncle who snuck into her room. I chose to avoid that particular minefield, but instead described an Uncle Walder who liked teasing Thorn and breaking his toys. Yeah, adding the Dursts is a good idea. After meeting the illusions of two children, and learning there is a monster in the house, the characters are forced in by the choking mists. The house is not at all that dangerous if your players pick the right choices. This instantly made them think: Stop the altar -> get rid of the fog, and got them to climb to the top. Few of those presented in this adventure, however, compare to the infamous Death House. Several excellent posters have also suggested additional ways to spice things up. Keeping level 1 characters alive is no small task, and "Death House" monsters have high armor classes and hit hard. That said, Death House can be a brutal experience. Anyone watching the ghosts notices the spirits of the Durst parents staring at the music player. Where the Death House really stands out is its use of theme. You made Rose and Thorn like Bianca and Nico DiAngelo! The link to MandyMods guide is above or right here: https://www.reddit.com/r/CurseofStrahd/comments/8sfpkn/fleshing_out_curse_of_strahd_part_2_entering/. Chef Feat in D&D 5e Explained | Useful or Pie in the Sky? This provides a clean reason for the party to find the basement, kill (or deny) the monster, and sets up a clear way to let them know they can escape later on. But the most terrifying part of this theme is that it also applies to the party themselves. In any discussion about this dungeon, most people tend to fall pretty firmly into one of two camps. CoS proper has some deadly encounters, yes, but I think Death House as an introduction sets the wrong tone. Please enable JavaScript to get the best experience from this site. Set in the realm of Barovia, a Domain Of Dread within Ravenloft, your players find themselves transported here and trapped. There is no escape, not without first defeating the seemingly unstoppable vampire Strahd Von Zarovich. Most Barovians steer clear of this location, where they are likely to get lost in the muddy, misty marshes and even encounter terrifying scarecrows. Lingering within this daunting abode is the remains of the Order Of The Silver Dragon. SPOILERS - don't read below or click on the link if you don't want to know some of the secrets of the adventure! By the end of the dungeon, the characters will be level 3. You will be sure to terrify your party with this location, especially when they hear that horrible shriek of that feathered fiend and have nowhere to run. Depending on your group, and how roleplay heavy they are. Im a big fan of running it in my Curse of Strahd games. Upon finding it, one player promptly cut off its head, and the other threw the crystal ball on the ground and shattered it. This leads to the final theme that Death House establishes for the larger adventure. The dolls in the model house remained untouched, but the players all gave each other the same look: they had to get out of here and fast. Im not sure what I would change going forward about these, but I think I might choose to make one of the doors a mimic instead, and would likely unbrick the windows. The first is a set of Animated Armor that is positioned to possibly push a party member down the stairs. Thick tendrils of waste wriggle from it, reaching for nearby surfaces. The only thing I personally disliked about that section is the 'after finale' where you're escaping. Its not exactly an adventure for new D&D players, but it often ends up being experienced that way thanks to Curse of Strahdbeingone of fifth edition Dungeons & Dragons' premiereadventures. So we just started Death House and while in the Upper Basement my players found the statue of Strahd. Related: The Best Books That EVERY DM NEEDS To Read! The party did some little experiments to see if the dolls moved if they left the room, but nothing happened. Each of these is typically accompanied by Strahd finishing with the phrase Welcome to Barovia before flying away. You can find the Death House adventure here for free from Wizards of the Coast. [Bones of Saint Andral] (https://www.reddit.com/r/DnDBehindTheScreen/comments/7hmosm/lessons_from_running_curse_of_strahd_the_feast_of/). Third. Its important to note that after exiting this place, its unlikely that the adventurers will visit it ever again. Required fields are marked *. We earn a commission if you make a purchase, at no additional cost to you. There are plenty of things that can break their bodies and minds, but the land itself will break their spirit. Don't just drop the players in front of the children, make them go trough the initial adventure hook and trough the Gates Of Barovia. Posted by Joab | Sep 11, 2021 | For Dungeon Masters | 9. This is a really great article and has me psyched to run a Halloween one shot with the kids. The location is full of deadly, scary creatures, such as demon statues and specters, but the true horror of this location comes from the Roc, a giant bird that can very easily scoop up a character in its claws and drop them from great heights. Always remember: horror is a very personal thing. We also replace the shambling mound with a Blood Hulk! Hey dude, where are letter 2 and 3 in death house? Even just traveling around Barovia can be a spooky experience. For starters, that kind of monster is completely out of place here. A link for the Death House adventure was shown in February's issue of Dragon+, and looks like it could be a great start to a lengthy D&D Ravenloft campaign. Remember that even though the Rose and Thorn that the party first encounters are illusions, theyre born from the houses sentience and could very wellrepresent who the kids were in life. Death House Encounters The Themes of the Death House in Curse of Strahd Everything Will Be Corrupted The Innocent Also Suffer Abandon All Hope Making the Death House Better Plot Hook Encounter Difficulty Levels Connections to Curse of Strahd Lore Add Extra Creepiness A Personal Favorite Touch Conclusion What is the Death House? In fact, the more good something is, the more it must be corrupted. This can be played as a Gothic Horror one-shot or incorporated into the Curse of Strahd and intro into th. Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado, and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Letter two is in the 3rd Floor master suite, in MrsDursts jewelry box. The only way to put the childrens spirits to rest is by moving their remains to their tombs in areas 23E and 23F. This is a list of important bits of information, important locations and specific advice to run the different locations in the Death House. Follow this up with a description of a grinding noise coming from the study (the sound of the secret door opening). Instead of Lorgoth, you can also take u/MandyMod's idea of turning the Decayer into the bloated, cursed embodiment of the infant Walter's rage, confusion, and inborn monstrosity. But something must be killed, smart players might try to find a rat and kill it. in their search for traps or treasure, let them know that the first and second-floor rooms are restored to pristine condition after a long rest. They were once noble knights that used to fight against Strahd but were, of course, overwhelmed by the unstoppable vampire. This fight should prove to be much easier than the Animated Armor. Upon escaping to the outside, the house appears as if nothing ever happened. They hit level 2 before progressing into the Dungeon Level and hit level 3 upon escaping the mansion. A lot of good ideas to make the story flow. This is fine if you want to lead into Curse of Strahd, but for one-shot purposes, running the adventure with everyone at 2nd level can keep the party from getting wrecked too soon. Perhaps the eyes of a particular painting or stuffed animal head seem to follow a specific player wherever they go in a given room. Dont call it the Death House. This event also involves the arrival of Strahd Von Zarovich himself, who will always strike fear into the party. Your email address will not be published. As they reach the bottom landing they discern a dozen or so voices saying, over and over, "He is the Ancient. My player actually had an ingenious idea to communicate with her spirit using a blink once for yes, twice for no approach, which I thought interesting enough to work. She deserves more development, especially in a stripped-down Death House emphasizing the evil nature of the Dursts. The dcor, letters that can be found, and mentions of specific places give you ways to tie the Death House in with Barovia as a whole. They starved to death after their parents locked them in their room. Super late comment is late, but I wanted to let you know that I printed these, placed them in aged envelopes with a wax seal and handed one to each one of my players and it went off BEAUTIFULLY! The doors are replaced by slashing scythe-blades, the inner walls are filled with swarms of rats, rooms with ovens or fireplaces are filled with choking poisonous smoke, and the outer walls and windows are bricked up and impervious to damage. This signals quite clearly: This is not a fight you can win. If you already have level 3 players you can jump right into the action of Barovia's encounters. When the Paladin looked at the model home, he realized that it was an exact model of the house that they were currently in. If you like what I do, consider getting involved and backing me. Very useful against some Barovian creatures. Its almost as difficult and disturbing as the Old Bonegrinder in the same adventure! The most vital regions are bolded. Obsessed with Dungeons & Dragons and a close personal friend of Pocket (an interdimensional teleporting ferret). A way to warn the party is the smell. 9. Castle Ravenloft is the home of Strahd Von Zarovich and is quite a terrifying location. 25. Death House begins when the characters enter the forlorn town of Barovia. Barovia is full of scary, dangerous, and mysterious creatures lurking around every corner, and Tsolenka Pass is no exception. While frightening at first, it quickly loses its charm. Each seemed to depict an adventurer of some type. After exiting the house, the mists of Ravenloft recede and will let them explore the Village of Barovia. In reality it doesnt matter what or who dies on the altar. The adventurers manage to put their spirits to rest and claim the room's loot. Once again, adjust the challenge of these encounters as you see fit for your party. This video discusses the death house dungeon encounter disasters that you want to avoid in the curse of strahd adventure for dungeons & dragons 5e. Also, as an important note, there are two major things that you absolutely should not do. Most likely there will be no sacrifice, which will anger the illusory cultists. Dungeon master guide and advice with the. Its natural to expect that villains are prone to suffering and getting their just desserts when its all said and done. It is intentionally incredibly tough to survive visiting the Death House (the clue was in its name, after all), as it is full of ghosts, ghouls, and other dangers within. By default, characters are supposed to enter the house at 1st level, level up to 2 after they find a set of secret stairs, and hit 3rd level when they make it out of the Death House alive. You can have Rosavalda point that out, that they want to be where their parents are. Immediately afterward, a grinding noise (the sound of the secret passage) can be heard from the attic. The second encounter is with a broom of animated attack. Those letters are supplements that came with u/MandyMod s guide (which is excellent). The final confrontation in Death House is an odd one. If your players find out that the kids are illusions then they wont be trying to help and will believe it is a trap (I mean its obviously a trap but still). The Dungeon Levels final encounter is with a Shambling Mound. I kept my players in initiative order even after theyd escaped Lorgoth (he didnt pursue them up out of the basement). Also PCs will find the houses deed and a deed to the mill near Vallaki. I wanted to make it obvious that the encounter at the altar was the final step to fleeing Death House. ! 29. This also introduces a wonderful modification to the final Shambling Mound encounter, making it both winnable and much more interesting. Yes they are still illusions but appear too be real children and wont vanish. Once the party encounters Rose and Thorns ghosts in the Childrens Room, theyll no doubt remember the illusions that tricked them and demand some answers. Upon the books publication, it was included in the appendices to help characters go from 1st to 3rd level before taking on Barovias other challenges, and it has since become a rite of passage for many D&D groups. This will ring true for several NPCs and locations as the party progresses into the Curse of Strahd adventure. Would love your thoughts, please comment. 34. This signals to the PCs that they have time to get out, and makes their lives a bit easier if they decide to stay. 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Once the PC that had threatened her baby had been dealt with, she flew back to the party some. At all that dangerous if your players find themselves transported here and trapped pursue them out!
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