1525652-FOCoS ch2 DeathHouse
1525652-FOCoS ch2 DeathHouse
1525652-FOCoS ch2 DeathHouse
Death House
Chapter 2
F
leshing Out Curse of Strahd is a series of
campaign. 3
Approaching Death House ......................................
As such, information presented and included throughout
series.
5
For a more in-depth and casual look at the thinking behind Notable NPCs .......................................................................
the changes in Fleshing Out, please refer to the original
5
posting of the series on Reddit. Find the series under Treasure & Gear .................................................................
7
Public Domain.
11
The Attic ................................................................................
Interior House Art: Public Domain Adobe Stock
All Other Various Art: DM's Guild Creator Resources Fight! Swarm in the Crypts ...................................................12
heart.
Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
the Coast product names, and their respective logos are trademarks of
This work contains material that is copyright Wizards of the Coast and/or
other authors. Such material is used with permission under the Community
All other original material in this work is copyright 2021 by MandyMod and
Guild.
W
hatever adventure hook you use to transport
Barovia (Area B) but before exiting the Svalich Woods, they
once they are taken by the Creeping Fog. If you are As you trudge down the lonely, dirt road, you come across a
introducing your party to the campaign with the Death House fork in your path. One path continues on into the distance.
adventure, as this guide assumes you are, the Durst manor
The other is short and leads to a cul de sac with a few
contains a multitude of gear and makeshift items that will
sorrowful buildings rising out of the mist. Faintly, you hear the
both incentivize exploration and force players to get creative
with their survival. Your players will learn to utilize their frightened cries of a child.
environment and appreciate every flask of oil or kitchen knife
they find. The Durst family home sits between two other abandoned
Lacking gear also means your players will be more inclined buildings in the middle of the cul de sac.
to run and hide from encounters, once again pushing that The building on the left is wider than the Durst home, but
pervasive horror theme. Your players will quickly learn to feel only two stories tall, and was once a home for field hands
powerless in the face of Barovia's many dangers. The when the Durst farmlands were functional. The woods
resulting anxiety is ideal for the overall tone of Curse of reclaimed the farms centuries ago and little evidence is left of
Strahd. the family trade. If the building is explored, players find it
To utilize this adventure hook modification, have your party devoid of furniture and rotting, the wooden floors sagging
awake from camping without the majority of their gear. To under years of neglect.
expedite this process, reduce their normal starting The building on the right is an old, ruined stable, fit for
equipment to the following list. If their starting equipment both horses and carriages. However, the building is little
does not automatically include some of the following items, more than ruins now, completely devoured by the elements.
like a spellbook, they do not gain one from this list.
background.
A spellbook
and that every house has eyes. And bones. And skin. A
face... This room is like the heart of the house. No, not
Hill House
DEATH HOUSE
3
T
he following changes to the background of Mr. Durst, upon discovering what his wife had done, was so
Death House add depth to the plot and tie up overcome with guilt and grief that he hanged himself in the
certain loose ends in the original adventure, basement. With no adults left to remember them, Rose and
such as why Walter is pictured in the family Thorn starved to death in their room.
portrait when he was stillborn canonically. However, the cultists were not the only ones transformed
This page also provides an overarching theme by this final sacrifice. Mrs. Durst’s final rite, so perverted and
to Death House and a short adventure malignant in its nature, transformed Walter himself. This act
summary to help Dungeon Masters prep the adventure. of betrayal twisted and broke the infant’s soul and body,
monster that anchored the Dark Power’s curse to the very
their fields just on the edge of the Ivlis river basin. in need of purification. The entire curse of the house
The Beginnings of the Cult. After Strahd’s arrival, the originates from Mrs. Durst's corruption, marked not by her
Durst household felt the weight of their new lord’s darkness dwindling outer beauty, but by her abhorrent soul.
as it spread over the land. While Mr. Gustav Durst fell into a Additionally, the physical heart of the house and source of its
chronic depression, his wife, Elisabeth, became manically curse is the ritual chamber deep beneath its foundations.
obsessed with her own aging. This theme comes to a head in the final encounter with the
Aware of the rumors of Strahd’s age-defying magics, Mrs. flesh mound, who's heart is the corrupted infant, Walter.
Durst turned to the arcane, determined to find the answer to Whenever possible, seed the theme of a rotten heart
eternal youth. To that effect, she started a cult with other throughout Death House. Not only will it make the adventure
members of the upper class, her husband complicit in her feel more cohesive, but it will also foreshadow the solution to
actions. During their practices, Mr. and Mrs. Durst locked defeating the flesh mound in the basement.
away their children, Rose and Thorn, to preserve their For example, if players try to eat a piece of fruit from the
innocence of the cult's activities. The cult would capture and pantry, the food appears fine but has a rotten interior. Or, if
sacrifice travelers, servants, and neighbors alike on the altar the players investigate one of the children's dolls in the attic,
in their basement in hopes of achieving their goal. it squirms and a large bug crawls out from inside. Use such
Unfortunately, they were never successful. encounters and descriptions to indicate Death House's
As Margaret’s belly swelled with life, Mrs. Durst lost herself magically transported to a foreign land by a mysterious fog.
in jealousy and hatred, convinced her growing age was the After wandering down an abandoned road, seemingly without
reason for her husband’s adultery. Overcome with her own end, they find Death House in a lonely cul de sac. Outside the
madness, Mrs. Durst came up with a terrible plan. house, they meet Rose and Thorn, two young siblings who
The Fall of Durst House. A few months after Margaret were scared out of their own home by the howls of a
gave birth to her child - a healthy, baby boy named Walter - mysterious monster in the basement. The children bid the
Mrs. Durst snuck into the nursemaid’s suite and murdered party to go in the house and check on their baby brother,
her. After hiding the body, Mrs. Durst took Walter to the Walter, on the third floor.
basement and sacrificed the infant in an unholy rite, Once players enter the house, they become trapped within.
accompanied only by her most trusted cultists. Upon reaching the third floor, they discover a drastic shift in
The sheer atrocity of this sacrifice attracted the notice of a the atmosphere of the home as well as the ghost of the
Dark Power. Amused by the depravity and desperation of the former nursemaid. After further investigation, they learn that
act, the evil god granted Mrs. Durst and her cultists the the house was once host to series of cult sacrifices, and that
immortality they so craved - by turning them into ghouls and even Rose and Thorn themselves are naught but spirits.
earth. The party races to the exit, happy to escape once and
for all.
Loot Location Other Information
Longsword 2:Main Hall Has a windmill cameo worked into the hilt. Mounted above fireplace.
Heavy Crossbow, Light
In a locked cabinet, DC 15 to open with thieves' tools. The players can use
Crossbow, Hand 3:Den of Wolves
the key in the upstairs study to open this cabinet at your discretion.
Crossbow, 60 bolts
Oil lamp, Jar of Ink, All these items are in or on the desk. The letter kit contains a red wax candle,
Quill Pen, Tinderbox, 8:Library four blank sheets of parchment, and a wooden seal bearing the Durst family's
Letter Kit insignia (a windmill)
This key is in the desk and can be used to open the children's room upstairs.
Iron Key 8:Library
At your discretion, it may open other doors or locks throughout the house.
Leather Armor 9:Secret Room The skeleton wears a set of leather armor that is salvageable for player use.
There are 3 darts in the skeleton. While no longer poisonous, they are
Darts 9:Secret Room
salvageable for player use.
3 Blank Books, 3 Spell All contained in the chest. The books are worth 25 gp each. The spell scrolls
Scrolls, House Deed, are of bless, protection from poison, and spiritual weapon. The windmill deed
9:Secret Room
Windmill Deed, Signed refers to Old Bonegrinder. The will bequeathes all the properties to Rose and
Will Thorn.
The jewelry box on the vanity is made of silver with gold filigree (worth 75
Jewelry Box and
12:Master Suite gp). It contains three gold rings (worth 25 gp each) and a thin platinum
Contents
necklace with a topaz pendant (worth 750 gp).
The various chests contain 11 gp and 60 sp in a pouch made of human skin,
25:Well and Cultist three moss agates (worth 10 gp each), a black leather eye-patch with a
Cultist Treasures
Quarters carnelian (worth 50 gp) sewn into it, and an ivory hairbrush with silver
bristles (worth 25 gp).
25:Well and Cultist One final chest contains this sword. This is perhaps the most valuable item in
Silvered Shortsword
Quarters Death House to the party.
The orb in the statue's hand can be used as an arcane focus and is worth 25
Crystal Orb 31:Darklord's Shrine
gp.
30 Torches and 15 34:Cult Leaders'
These many lights are in a crate in the wardrobe.
Candles Quarters
The footlocker contains a cloak of protection, 4 potions of healing, a chain
shirt, a mess kit, a flask of alchemist's fire, a bullseye lantern, a set of thieves'
Cult Leaders' 34:Cult Leaders'
tools, and a spellbook containing the spells: 1st level: disguise self, identify,
Treasures Quarters
mage armor, magic missile, protection from evil and good and 2nd level:
darkvision, hold person, invisibility, magic weapon
Gold Ring 36:Prison The skeleton wears this ring, worth 25 gp, on one of their bony fingers.
DEATH HOUSE
5
During character creation, take note of the standard gear
your players should have for their classes. If you find a major
T
he children outside Death House are Rose and As players question Rose, they can learn the following
shared with players. Once Rose feels the adventurers are of sound intentions,
DEATH HOUSE
7
I
n order to further lure your players into Death House,
it is recommended that you avoid supernatural or
otherworldly happenings on the first two floors. It is Once the party fully enters the house, they are unknowingly
Death House through theater of the mind to The mists of Barovia slowly close in around the house,
streamline your session. pressing against door frames and windows. Anyone who
If players are more goal-oriented, they will most attempts to leave the house and go into the fog experiences
likely attempt to skip most of the first two floors on a direct the effects of the mist found in Chapter 1 of the Fleshing Out
route to finding Walter. Even if you began the adventure with guides, and are eventually spit back out into Death House.
the Meager Beginning addition, temporarily avoiding Once the party begins to explore, there may come a time
exploration is not necessarily a bad thing. Remember that on when they decide to check on the children. However, when
the first two floors, the players should not yet know the house they do so, they find Rose and Thorn mysteriously gone and
is haunted and believe that pilfering the items within is the mist shrouding the front portcullis.
stealing. However, once they discover that Death House is not If some player characters choose to wait outside with Rose
what it seems, they can return to the first two floors to more and Thorn, they watch as the mist slowly closes in on them.
thoroughly loot the house without moral qualms. Rose, clearly worried about the unnatural fog, drags Thorn
them. Once these player characters are inside the house, they
turn their backs to Rose and Thorn for a second and turn to
Remove the following monsters from the module to refocus
find the children mysteriously gone.
the adventure on the narrative and otherwise increase the
The only way to escape Death House is to deal with the
survivability of Death House.
monster in the basement.
Should players decide to take a short or long rest in Death While the first floor contains equipment, but few points of
House, they may be accosted by a haunting. Roll a d6 to interest regarding storytelling, the second floor contains
determine what they might experience. encounters and information the players would highly benefit
The PC hears a faint chorus of screams To encourage a bit of exploration at this juncture, read the
coming from beneath their feet, several following when the party reaches the second floor.
voice of a man whisper in their ear. “I never lead to the conservatory. The figure moving in the
6 wanted this,” he says. The PC suddenly feels conservatory is Lancelot the dog, detailed on the next page.
10: Conservatory
adventure.
Remember that the third floor is cold, unlit, and dusty. The
ascends the stairs and should be the first real sign all is not
round, it uses its action to try and shove the player character
two stories and takes 2d6 fall damage. Even if the shove is
fight, the armor does not leave the landing, returning to its
Replace both the secret doors leading to the attic with normal
checks.
DEATH HOUSE
9
The difficulty and time it would take to open this door
suite.
on the vanity.
My Thanks,
into the corner of the room in order to hide from the party. If
welcome.
Mrs. Durst.
sister!” she proclaims. She then floats through the door to the
Once players reach the fourth floor, they should be enticed by The children's parents would lock them in their room to
the only locked door in the attic leading to the children's keep them safe while they dealt with the monster in the
knock down the door, remember that there is a key to this The monster sounds like horrible screaming from the
room in the study. basement. It was their parents who told them it was
Should the players find the nursemaid’s body, they can match Rose could hear Walter’s wailing the last time she and
the clothing on the corpse with Margaret’s ghostly clothes Thorn were locked away. She doesn’t know why he was
with a DC 10 Intelligence (History) check. taken or who could have done so, but she worries for the
15, she appears now. Upon seeing her own corpse, Margaret Margaret never quit the family. Margaret was supposed to
dissolves into disbelieving tears. “No!” she cries. “What come check on Rose and Thorn if they were locked away
She then flies through the floor towards her rooms, where Rose and Thorn starved to death. They were “so very
she remains should the players wish to confront her further. hungry, but no one came when we cried. And then the
By the time the players reach Margaret in her suite, she has hunger went away and we grew very cold and went to
already forgotten seeing her body and proceeds with the sleep.”
'
20: Children s Room
their parents. And, if the monster still lives, she asks them to
trapping the party within the house. She admits it was not
her intention and if she had had her memories, she would
DEATH HOUSE
11
P
layers are now Level 2!
Once the players get to the basement, they do Fight! Ghoulish Encounter
not hear chanting as described in the original As the ghouls are the undead forms of the former cultists,
adventure. Instead, they hear the distressed they retain some vestige of their former selves. They
cries of a baby coming from Area 34 (Cult mindlessly repeat any or all of the following phrases as they
Leader's Quarters). Once players investigate attack the party: “Beautiful. We’re so beautiful”; “Nothing can
Area 34, the crying stops and a distant, hurt us”; “We are perfect. We are immortal”; and “Help us live
Chamber). The ghouls in this encounter begin hidden in the earth and
At this point in the adventure, the party should correctly have total cover while buried. Once a player character steps
suspect that their only means of escaping Death House is by into the intersection and triggers the encounter, the party is
dealing with the monster in the basement. Now, they seek surprised. The ghouls have lost much of their mental faculties
only to find the creature. They should follow the baby cries to in their undeath, but are still intelligent enough to understand
the encounter with Mrs. Durst and confirm the vast majority the players. They prioritize attacking any player character to
of their suspicions, and then follow the chanting to the ritual insult their appearances, provided they can reach that
Fight! Swarm in the Crypts Depending on the route the players travel, consider moving
The encounter with the swarm of insects is easily avoided this encounter to Area 25 (Cultists' Quarters) or 27 (Dining
and overlooked. However, a player character that unwittingly Hall). You want this encounter to be relatively difficult and
wanders into Elisabeth's crypt is accosted by the swarm. You drain the party's resources.
description of the player character opening the stone door 31: Darklord’s Shrine
and seeing the massive cloud of insects crawl out of the walls Remove the shadow encounter from this room.
and onto the player character. Have any player character that touches the orb or statue
Overall, this encounter should be relatively short. Its main make a Wisdom saving throw. This saving throw requires no
value comes from the first turn of combat which should scare DC and has no positive or negative results, but simply is
players effectively. However, the longer this fight goes on, the meant to frighten the players as you withhold the possible
end the fight on round 2 or 3 regardless of the damage dealt Regardless of the saving throw, Strahd becomes aware of
by the players. the party's presence in Death House and in Barovia once they
If possible, be sure to denote that the swarm emerges only interact with the statue.
Add the following item to the chest in 25C. Use the following flavor text to describe the room to
while the third column bears a single word for each entry: wooden wardrobe and at the foot of the bed is an aged
"Unsuccessful." footlocker. Above the bed, hanging from a taut noose, is the
corpse of a man in a black suit. One of his withered, bony
27: Dining Hall
hands clutches a crumpled note.
The bones littering this room are from the ghouls alone. The
fall of his family. The note in his hand is a suicide letter which 35: Reliquary
reads: Replace the 13 items in the reliquary with the following list.
Life can create things of exquisite beauty. But it can also A hag’s severed finger (Old Bonegrinder)
right to do so, to try and forgive us. I despise what your A large, pure white feather (Abbey of St. Markovia)
mother has become, but I love and pity her all the same. A small wooden coffer containing a dire wolf ’s withered
Rose, I wish I could see you blossom into a strong, beautiful A chunk of amber resin (Amber Temple)
woman. Thorn, I wish I could be there for you the way I A dagger with a bat’s skull set into the pommel (Castle
Once players read the note, the far earth hewn wall shakes Walter was transformed into a terrible monster, a vessel for
and Mrs. Durst, now a ghast, crawls forth. Unlike the ghouls, the cult’s hatred, arrogance, and depravity bound within an
Mrs. Durst retains the ability of higher speech as well as her innocent babe. This abomination now demands what the cult
memory, but has completely succumbed to her own dark once gave freely: sacrifices.
whims. Upon entering the ritual chamber, Area 38, players see a
She wears a tattered, once-beautiful red dress overlain with small bundle sitting on the center dais. It is about the size of
a black robe. The neckline of her dress hangs low, revealing an infant completely shrouded in black cloth. Upon closer
an open and rotting chest cavity within which players can see inspection, the bundle isn't moving and shows no signs of life.
her literal black heart. Her lips and gums have gone black
with rot, and her smile shines with madness. At this point, One Must Die!
she bears only a vague resemblance to her own portrait. The first player character to step onto the dais summons the
Mrs. Durst has gone completely insane. She is arrogant to cultist projections that surround the room. The bundle on the
an extreme, and shuns her dead husband, calling him a altar unfurls to reveal a single dagger.
lecherous traitor who deserved his death. She speaks If the party refuses to make the requested sacrifice, the cult
unkindly of Walter and the nursemaid, and writes off Rose is angered, and summons Walter. If the party makes the
and Thorn as bothersome nuisances. She is vulgar and requested sacrifice, the cult chants victoriously, and
speaks in a hissing, gurgling voice. She is also convinced of summons Walter anyway. Either way, players should feel as
her own beauty and relishes her immortality. though they have made a grave error.
Should the players ask her what she did to Walter, she Consider giving this encounter a timer of about 10
invites them to descend further into the basement and “see minutes, placing a literal ticking clock on the screen or at the
for themselves.” table. Most parties will not need all the allotted time, but the
Fight! Mrs. Durst anxiety as they discuss possibly sacrificing one of their own.
While players can most certainly leave Mrs. Durst after their
for her crimes. Should a fight occur, it should be relatively Simplified Chant
easy. Though Mrs. Durst hits hard and poisons those near When it is time to summon Walter, simplify the
her, the party has advantage in numbers. The fight shouldn't summoning chat to, "Come, demon! We awaken
last more than a couple rounds. thee!"
If you should desire a more difficult encounter, consider
pair of ghouls might also emerge from the back room and
attempt to pincher the party during the encounter.
DEATH HOUSE
13
Large undead, neautral evil
hit points, the DC is 26. At 81 hit points, the DC is the chamber ripples as something moves beneath the
22. At 63 hit points, the DC is 18. At 51 hit points, surface. A host of bones, flesh, and disparate body parts come
the DC is 14. At 45 hit points or fewer, the DC is together from the water, collecting into a massive, shifting
10. When Walter is removed from the Flesh Mound, heap of gore centered above the altar. The portcullis slams
the Mound instantly drops to 0 hit points and is shut and initiative begins.
destroyed. Should the Flesh Mound drop to 0 hit Through the course of battle, the flesh mound prioritizes
points with Walter still attached, the baby is pushing enemies away from it to protect Walter. It will flip
automatically freed. between using it's slam attacks and its Cult's Depravity action
character with a single attack are slim, the fight will quickly
Multiattack. The Flesh Mound makes two slam turn into a battle of attrition as the party watches their
attacks. resources slowly dwindle and their hit points drain. By the
third turn of combat or so, the party should figure out that the
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., crying baby within the mound is the source of its power. Don't
one target. Hit 3 (1d4 + 1) bludgeoning damage. On
forget to describe the quick revealing of the baby each time
a hit, the target must make a DC 14 strength Saving
the Mound takes damage. If the players come up with an
throw or be pushed back 10 feet.
alternative answer for removing or stopping Walter, such as
The Cult's Depravity. Any creature within 60 feet that trying to heal the baby or a clever use of a spell, you might
can see the Flesh Mound must make a DC 14 consider rewarding them by lowering the DC for the Innocent
intelligence Saving throw or take 7 (2d6) psychic Heart trait or otherwise watching the Mound dissolve.
damage and gain 1 stack of the Cult's Depravity as it
Throughout the battle, feel free to embellish the terrible
is assailed with horrible visions of the cult's
visions from the Cult's Depravity action. The visions might be
sacrifices in the ritual chamber. The target takes half
damage and is not afflicted by a Cult's Depravity of illusory cultists that attack the afflicted, very similar to the
stack on a successful save. Any target afflicted by effects of a phantasmal force spell. These illusions grow in
the Cult's Depravity takes 1d4 psychic damage at number as the target gains stacks of the ability.
A
fter the final battle, the Death House adventure The following edits are examples of such changes that are
can conclude in one of two ways. recommended for the skill challenge to better fit this guide.
In this ending, once the flesh mound is defeated the Death enemies. Persuasion can be used to foster the children’s
House is considered purged of its curse. Rose and Thorn's will to hold the gate longer. Acrobatics or Athletics
can
ghosts appear to the players one final time. While still be used to make a final mad dash for the exit. Perception
transparent, they now have a soft radiant glow about them can be used to spot a large rock in the dirt one child can
and project an aura of peace. Rose thanks the players for use as a foothold.
the players. Rose proclaims that without the curse to hold the
house aloft, it will soon crumble. She and Thorn shout at the
players to run! The player characters must flee before the In this ending, Death House falls silent after the players
house is swallowed by the earth. complete their final battle with the flesh mound. The players
For this ending, it is recommended that you run the have the option and the time to tend to their fallen party
Escaping Death House Skill Challenge by Wyatt Trull on the memebers, further explore the house, collect loot, rest, and
DM’s Guild for this ending. place the remains of the Durst family in their tombs.
A skill challenge is a mechanic from 4th Edition that allows When the party has placed the last of Dursts to rest
the players to make a series of skill checks to overcome (optionally including Margaret and Mrs. Durst), they turn to
obstacles in a montage-like scene without tracking hit points. see the ghosts of the family, who appear as they would have
The skill checks must be shared amongst the players, forcing in life. Mr. Durst cradles a laughing Walter. Rose and Thorn
them to work together and allocate their strengths and smile at the players. Mrs. Durst, if present, stands to the side
weaknesses for each obstacle. and weeps in clear remorse of her actions and mouths,
Trull’s skill challenge follows the players as they run “Thank you”. The ghosts then dissolve into light and
However, it is recommended that you alter the majority of When players exit the basement, the house is old and
the supernatural obstacles in the challenge in favor of more rotted, but devoid of any further supernatural haunting. Death
natural challenges to incorporate the changes in this guide. House is now completely normal, a structure left to slowly
At this point in the adventure, the Death House is no longer dissolve into the elements.
out of place. Instead, you might describe a door stuck in its
frame from the shifting foundation or a support beam
Once players escape or leave Death House, they become
suddenly falling into the party's path.
level 3! The party will likely choose to take a long rest in the
cul de sac before heading down the Svalich Road towards the
Village of Barovia.
DEATH HOUSE
15