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Curse of Strahd: Exploring Death House, Study notes of Statistics

Explore the haunted Death House in the land of Barovia from the Curse of Strahd adventure. Discover adventure hooks, house layout, secret doors, and hidden treasures. Characters advance to 3rd level upon escaping.

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Death House 1
9
9
Conjurer
Conjurer
Darklord
Darklord
Where can I find Curse of Strahd?
Curse of Strahd is available in hobby stores that are part of
the Wizards Play Network on March 4. It’s also available
online and at other retailers starting on March 15. You can
pre-order it today on Amazon.com.
You can run Curse of Strahd for 1st-level characters
with the help of this optional mini- adventure, which is
designed to advance characters to 3rd level.
Before the characters can explore the haunted town-
house known as De ath House, you need to guide them
to the village of Barovia. The “Creeping Fog” adventure
hook in chapter 1 works best, as it int roduces few dis-
tractions. Once t he characters arr ive in Strahd’s do-
main, steer them to the village. For the duration of this
introductory adventure, any attempt by the characters to
explore other locations in Strahd’s domain causes the
mists of Ravenloft to block their path.
A Classic Retold
Curse of Strahd is a retelling of the origi nal Ravenloft
adventure, which was published in 1983 by TSR, Inc. In
the years since, t he original has gained a reputation as
one of the greatest Dungeons & Dragons ad ventures
ever, and it went on to inspire the creation of a campaign
setting of the s ame name in 1990: Ravenlof t, home of
the Domains of Dread.
Module I6: Ravenloft, wr itten by Tracy and Laura
Hickman, broke new ground by presenting a D&D
adventure that was as much story-driven as loca-
tion-based, featuring a villain who was complex and ter-
rifying. Castle Ravenloft, with its amazing three-dimen-
sional maps, remai ns to this day one of the most icon ic
and memorable of all D&D dungeons .
This preview introduces characters to the land of
Barovia. The Cur se of Strahd book includes the original
adventure, as well as expanded material developed in
consultation with Tracy and Laura Hickman. It expa nds
what we know about the lands around Castle Ravenloft
and sheds new light on the dark past of the castle’s lord.
The lands of Barovia are from a forgotten world in the
D&D multiverse, a nd this adventure give s glimpses i nto
that world. In time, cu rsed Barovia was torn from its
home world by the Dark Powers and bound in mist as
one of the Domains of Dre ad in the Shadowfell.
Adventure Hooks
In the event that begins the adventure,
the fates of Strahd and the adventu rers
are entwined as the characters are invited
or forced into his domain. D ifferent ways
to get the adventurers to Barovia a re de-
scribed in the sections that follow. Use
whichever one you favor.
The Curse of Strahd adventure
contains other adventure hooks.
For the purpose of this intro-
ductory adventure, you ca n
use “Creeping Fog,” in which
the characters are traveling
a lonely road through the
woods when the fog engulfs
them, spiriti ng them away to
the land of Barovia .
Creeping Fog
This scenario assumes that the characters are camping
in a forest when the fog engul fs them. They are quietly
borne to the edge of Barovia.
The woods are quiet t his night, and the air grows chill.
Your fire sputters as a low mis t gathers around the edges
of your camp, growing closer as the night wears on. By
morning, the fog hangs t hick in the air, turning the trees
around you into gray ghosts. Then you notice these aren’t
the same trees that surrounded you the night b efore.
No matter which direction they go, the characters come
to a lonely dirt road that cuts through the woods, leading
to just outside the village of Barovia.
Death House
pf3
pf4
pf5
pf8
pf9
pfa

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Death House

Conjurer

Conjurer

Darklord

Darklord

Where can I find Curse of Strahd?

Curse of Strahd is available in hobby stores that are part of

the Wizards Play Network on March 4. It’s also available

online and at other retailers starting on March 15. You can

pre-order it today on Amazon.com.

You can run Curse of Strahd for 1st-level characters

with the help of this optional mini-adventure, which is

designed to advance characters to 3rd level.

Before the characters can explore the haunted town-

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-

tractions. Once the characters arrive in Strahd’s do-

main, steer them to the village. For the duration of this

introductory adventure, any attempt by the characters to

explore other locations in Strahd’s domain causes the

mists of Ravenloft to block their path.

A Classic Retold

Curse of Strahd is a retelling of the original Ravenloft

adventure, which was published in 1983 by TSR, Inc. In

the years since, the original has gained a reputation as

one of the greatest Dungeons & Dragons adventures

ever, and it went on to inspire the creation of a campaign

setting of the same name in 1990: Ravenloft, home of

the Domains of Dread.

Module I6: Ravenloft , written by Tracy and Laura

Hickman, broke new ground by presenting a D&D

adventure that was as much story-driven as loca-

tion-based, featuring a villain who was complex and ter-

rifying. Castle Ravenloft, with its amazing three-dimen-

sional maps, remains to this day one of the most iconic

and memorable of all D&D dungeons.

This preview introduces characters to the land of

Barovia. The Curse of Strahd book includes the original

adventure, as well as expanded material developed in

consultation with Tracy and Laura Hickman. It expands

what we know about the lands around Castle Ravenloft

and sheds new light on the dark past of the castle’s lord.

The lands of Barovia are from a forgotten world in the

D&D multiverse, and this adventure gives glimpses into

that world. In time, cursed Barovia was torn from its

home world by the Dark Powers and bound in mist as

one of the Domains of Dread in the Shadowfell.

Adventure Hooks

In the event that begins the adventure,

the fates of Strahd and the adventurers

are entwined as the characters are invited

or forced into his domain. Different ways

to get the adventurers to Barovia are de-

scribed in the sections that follow. Use

whichever one you favor.

The Curse of Strahd adventure

contains other adventure hooks.

For the purpose of this intro-

ductory adventure, you can

use “Creeping Fog,” in which

the characters are traveling

a lonely road through the

woods when the fog engulfs

them, spiriting them away to

the land of Barovia.

Creeping Fog

This scenario assumes that the characters are camping

in a forest when the fog engulfs them. They are quietly

borne to the edge of Barovia.

The woods are quiet this night, and the air grows chill.

Your fire sputters as a low mist gathers around the edges

of your camp, growing closer as the night wears on. By

morning, the fog hangs thick in the air, turning the trees

around you into gray ghosts. Then you notice these aren’t

the same trees that surrounded you the night before.

No matter which direction they go, the characters come

to a lonely dirt road that cuts through the woods, leading

to just outside the village of Barovia.

Death House

Death House

One square = 40 feet

Death House

Death House’s Features

Death House is aware of its surroundings and all creatures

within it. Its goal is to continue the work of the cult by

luring visitors to their doom. Various important features of

the house are summarized here.

The house has four stories (including the attic), with two

balconies on the third floor—one facing the front of the

house, the other facing the back. The house has wooden

floors throughout, and all windows have hinges that allow

them to swing outward.

The rooms on the first and second floors are free of dust

and signs of age. The floorboards and wall panels are well

oiled, the drapes and wallpaper haven’t faded, and the

furniture looks new. No effort has been made to preserve

the contents of the third floor or the attic. These areas are

dusty and drafty, everything within them is old and draped

in cobwebs, and the floorboards groan underfoot.

Ceilings vary in height by floor. The first floor has

10-foot-high ceilings, the second floor has 12-foot-high

ceilings, the third floor has 8-foot-high ceilings, and the

attic has 13-foot-high ceilings.

None of the rooms in the house are lit when the charac-

ters arrive, although most areas contain working oil lamps

or fireplaces.

Characters can burn the house to the ground if they

want, but any destruction to the house is temporary.

After 1d10 days, the house begins to repair itself. Ashes

sweep together to form blackened timbers, which then

turn back into a sturdy wooden frame around which walls

begin to materialize. Destroyed furnishings are likewise

repaired. It takes 2d6 hours for the house to complete its

resurrection. Items taken from the house aren’t replaced,

nor are undead that are destroyed. The dungeon level

isn’t considered part of the house and can’t repair itself in

this fashion.

Areas of the House

The following areas correspond to labels on the map of

the house on page 216.

  1. Entrance

A wrought-iron gate with hinges on one side and a lock

on the other fills the archway of a stone portico (area

1A). The gate is unlocked, and its rusty hinges shriek

when the gate is opened. Oil lamps hang from the por-

tico ceiling by chains, flanking a set of oaken doors that

open into a grand foyer (area 1B).

Hanging on the south wall of the foyer is a shield

emblazoned with a coat-of-arms (a stylized golden

windmill on a red field), flanked by framed portraits of

stony-faced aristocrats (long-dead members of the Durst

family). Mahogany-framed double doors leading from

the foyer to the main hall (area 2A) are set with panes of

stained glass.

  1. Main Hall

A wide hall (area 2A) runs the width of the house, with

a black marble fireplace at one end and a sweeping,

red marble staircase at the other. Mounted on the wall

above the fireplace is a longsword (nonmagical) with

a windmill cameo worked into the hilt. The wood-pan-

eled walls are ornately sculpted with images of vines,

flowers, nymphs, and satyrs. Characters who search the

walls for secret doors or otherwise inspect the panel-

ing can, with a successful DC 12 Wisdom (Perception)

check, see serpents and skulls inconspicuously woven

into the wall designs. The decorative paneling follows

the staircase as it circles upward to the second floor.

A cloakroom (area 2B) has several black cloaks

hanging from hooks on the walls. A top hat sits on a

high shelf.

  1. Den of Wolves

This oak-paneled room looks like a hunter’s den.

Mounted above the fireplace is a stag’s head, and po-

sitioned around the outskirts of the room are three

stuffed wolves.

Two padded chairs draped in animal furs face the

hearth, with an oak table between them supporting

a cask of wine, two carved wooden goblets, a pipe

rack, and a candelabrum. A chandelier hangs above a

cloth-covered table surrounded by four chairs.

Two cabinets stand against the walls. The east cabinet

sports a lock that can be picked with thieves’ tools and

a successful DC 15 Dexterity check. It holds a heavy

crossbow, a light crossbow, a hand crossbow, and 20

bolts for each weapon. The north cabinet is unlocked

and holds a small box containing a deck of playing cards

and an assortment of wine glasses.

Trapdoor

A trapdoor is hidden in the southwest corner of the

floor. It can’t be detected or opened until the characters

Rosavalda

“Rose” Durst Thornboldt

“Thorn” Durst

approach it from the underside (see area 32). Until then,

Death House supernaturally hides the trapdoor.

  1. Kitchen and Pantry

The kitchen (area 4A) is tidy, with dishware, cookware,

and utensils neatly placed on shelves. A worktable has

a cutting board and rolling pin atop it. A stone, dome-

shaped oven stands near the east wall, its bent iron

stovepipe connecting to a hole in the ceiling. Behind

the stove and to the left is a thin door leading to a well-

stocked pantry (area 4B). All the food in the pantry ap-

pears fresh but tastes bland.

Dumbwaiter

Behind a small door in the southwest corner of the

kitchen is a dumbwaiter—a 2-foot-wide stone shaft con-

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)

and 12A (the master bedroom). Hanging on the wall

next to the dumbwaiter is a tiny brass bell attached by

wires to buttons in those other areas.

A Small character can squeeze into the elevator box

with a successful DC 10 Dexterity (Acrobatics) check.

The dumbwaiter’s rope-and-pulley mechanism can sup-

port 200 pounds of weight before breaking.

  1. Dining Room

The centerpiece of this wood-paneled dining room is

a carved mahogany table surrounded by eight high-

backed chairs with sculpted armrests and cushioned

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

marble fireplace is a mahogany-framed painting of an

alpine vale.

The wall paneling is carved with elegant images of

deer among the trees. Characters who search the walls

for secret doors or otherwise inspect the paneling can,

with a successful DC 12 Wisdom (Perception) check,

see twisted faces carved into the tree trunks and wolves

lurking amid the carved foliage.

Red silk drapes cover the windows, and a tapestry

depicting hunting dogs and horse-mounted aristocrats

chasing after a wolf hangs from an iron rod bolted to the

south wall.

The silverware tarnishes, the crystal cracks, the

portrait fades, and the tapestry rots if removed from

the house.

  1. Upper Hall

Unlit oil lamps are mounted on the walls of this elegant

hall. Hanging above the mantelpiece is a wood-framed

portrait of the Durst family: Gustav and Elisabeth Durst

with their two smiling children, Rose and Thorn. Cra-

dled in the father’s arms is a swaddled baby, which the

mother regards with a hint of scorn.

Standing suits of armor flank wooden doors in the

east and west walls. Each suit of armor clutches a spear

and has a visored helm shaped like a wolf’s head. 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

fighting off swarms of bats.

The red marble staircase that started on the first floor

continues its upward spiral to area 11. A cold draft can

be felt coming down the steps.

  1. Servants’ Room

An undecorated bedroom (area 7A) contains a pair of

beds with straw-stuffed mattresses. At the foot of each

bed is an empty footlocker. Tidy servants’ uniforms

hang from hooks in the adjoining closet (area 7B).

Dumbwaiter

A dumbwaiter in the corner of the west wall has a button

on the wall next to it. Pressing the button rings the tiny

bell in area 4A.

  1. Library

The master of the house used to spend many hours here

before his descent into madness.

Red velvet drapes cover the windows of this room. An

exquisite mahogany desk and a matching high-back chair

face the entrance and the fireplace, above which hangs

a framed picture of a windmill perched atop a rocky

crag. Situated in corners of the room are two overstuffed

chairs. Floor-to-ceiling bookshelves line the south wall.

A rolling wooden ladder allows one to more easily reach

the high shelves.

The desk has several items resting atop it: an oil lamp,

a jar of ink, a quill pen, a tinderbox, and a letter kit

containing a red wax candle, four blank sheets of parch-

ment, and a wooden seal bearing the Durst family’s in-

signia (a windmill). The desk drawer is empty except for

an iron key, which unlocks the door to area 20.

The bookshelves hold hundreds of tomes covering a

range of topics including history, warfare, and alchemy.

There are also several shelves containing first-edition

collected works of poetry and fiction. The books rot and

fall apart if taken from the house.

Secret Door

A secret door behind one bookshelf can be unlocked

and swung open by pulling on a switch disguised to look

like a red-covered book with a blank spine. A character

inspecting the bookshelf spots the fake book with a suc-

cessful DC 13 Wisdom (Perception) check. Unless the

secret door is propped open, springs in the hinges cause

it to close on its own. Beyond the secret door lies area 9.

  1. Secret Room

This secret room contains bookshelves packed with

tomes describing fiend-summoning rituals and the nec-

romantic rituals of a cult called the Priests of Osybus.

The rituals are bogus, which any character can ascer-

tain after studying the books for 1 hour and succeeding

on a DC 12 Intelligence (Arcana) check.

  1. Nursemaid’s Suite

Dust and cobwebs shroud an elegantly appointed bed-

room (area 15A) and an adjoining nursery (area 15B).

Double doors set with panes of stained glass pull open

to reveal a balcony (area 15C) overlooking the front of

the house.

The bedroom once belonged to the family’s nurse-

maid. The master of the house and the nursemaid had

an affair, which led to the birth of a stillborn baby named

Walter. The cult slew the nursemaid shortly thereafter.

Unless the characters already defeated it in area 18, the

nursemaid’s spirit haunts the bedroom as a specter.

The specter manifests and attacks when a character

opens the door to the nursery. The specter resembles a

terrified, skeletally thin young woman; it can’t speak or

be reasoned with.

The bedroom contains a large bed, two end tables,

and an empty wardrobe. Mounted on the wall next to the

wardrobe is a full-length mirror with an ornate wooden

frame carved to look like ivy and berries. Characters

who search the wall for secret doors or otherwise in-

spect the mirror can, with a successful DC 12 Wisdom

(Perception) check, notice eyeballs among the berries.

The wall behind the mirror has a secret door in it (see

“Secret Door” below).

The nursery contains a crib covered with a hanging

black shroud. When characters part the shroud, they

see a tightly wrapped, baby-sized bundle lying in the

crib. Characters who unwrap the blanket find nothing

inside it.

Secret Door

A secret door behind the mirror can be found with a

successful DC 15 Wisdom (Perception) check. It pushes

open easily to reveal a cobweb-filled wooden staircase

leading up to the attic.

  1. Attic Hall

This bare hall is choked with dust and cobwebs.

Locked Door

The door to area 20 is held shut with a padlock. Its key

is kept in the library (area 8), but the lock can also be

picked with thieves’ tools and a successful DC 15 Dex-

terity check.

  1. Spare Bedroom

This dust-choked room contains a slender bed, a night-

stand, a small iron stove, a writing desk with a stool, an

empty wardrobe, and a rocking chair. A smiling doll in a

lacy yellow dress sits in the northern window box, cob-

webs draping it like a wedding veil.

  1. Storage Room

This dusty chamber is packed with old furniture (chairs,

coat racks, standing mirrors, dress mannequins, and

the like), all draped in dusty white sheets. Near an iron

stove, underneath one of the sheets, is an unlocked

wooden trunk containing the skeletal remains of the

family’s nursemaid, wrapped in a tattered bedsheet

stained with dry blood. A character inspecting the re-

mains and succeeding on a DC 14 Wisdom (Medicine)

check can verify that the woman was stabbed to death

by multiple knife wounds.

If the characters disturb the remains, the nursemaid’s

specter appears and attacks unless it was previously

defeated in area 15.

Secret Door

A secret door in the east wall appears only when certain

conditions are met; see area 21 for more information.

  1. Spare Bedroom

This web-filled room contains a slender bed, a night-

stand, a rocking chair, an empty wardrobe, and a small

iron stove.

  1. Children’s Room

The door to this room is locked from the outside (see

area 16 for details).

This room contains a bricked-up window flanked by two

dusty, wood-framed beds sized for children. Closer to the

door is a toy chest with windmills painted on its sides

and a dollhouse that’s a perfect replica of the dreary ed-

ifice in which you stand. These furnishings are draped in

cobwebs. Lying in the middle of the floor are two small

skeletons wearing tattered but familiar clothing. The

smaller of the two cradles a stuffed doll that you also

recognize.

The Durst children, Rose and Thorn, were neglected

by their parents and locked in this room until they

starved to death. Their small skeletons lie in the middle

of the floor, plain as day, wearing tattered clothing that

the characters recognize as belonging to the children.

Thorn’s skeleton cradles the boy’s stuffed doll.

The toy chest contains an assortment of stuffed an-

imals and toys. Characters who search the dollhouse

and succeed on a DC 15 Wisdom (Perception) check

find all of the house’s secret doors, including one in the

attic that leads to a spiral staircase (a miniature replica

of area 21).

Rose and Thorn

If either the dollhouse or the chest is disturbed, the

ghosts of Rose and Thorn appear in the middle of the

room. Use the ghost statistics in the Monster Manual ,

with the following modifications:

  • The ghosts are Small and lawful good.
  • They have 35 (10d6) hit points each.
  • They lack the Horrifying Visage action.
  • They speak Common and have a challenge rating of

3 (700 XP).

The children don’t like it when the characters disturb

their toys, but they fight only in self-defense. Unlike the

illusions outside the house, these children know that

they’re dead. If asked how they died, Rose and Thorn

explain that their parents locked them in the attic to

Death House

Death House

  1. Cult Initiates’ Quarters

A wooden table and four chairs stand at the east end

of this room. To the west are four alcoves containing

moldy straw pallets.

  1. Well and Cultist Quarters

A 4-foot-diameter well shaft with a 3-foot-high stone

lip descends 30 feet to a water-filled cistern. A wooden

bucket hangs from a rope-and-pulley mechanism bolted

to the crossbeams above the well.

Five side rooms once served as quarters for senior

cultists. Each contains a wood-framed bed with a moldy

straw mattress and a wooden chest to hold personal

belongings. Each chest is secured with a rusty iron pad-

lock that can be picked with thieves’ tools and a success-

ful DC 15 Dexterity check.

Treasure

In addition to some worthless personal effects, each

chest contains one or more valuable items.

25A. This room’s chest contains 11 gp and 60 sp in a

pouch made of human skin.

25B. This room’s chest contains three moss agates

(worth 10 gp each) in a folded piece of black cloth.

25C. This room’s chest contains a black leather eye-

patch with a carnelian (worth 50 gp) sewn into it.

25D. This room’s chest contains an ivory hairbrush with

silver bristles (worth 25 gp).

25E. This room’s chest contains a silvered shortsword

(worth 110 gp).

  1. Hidden Spiked Pit

The ghostly chanting heard throughout the dungeon

gets discernibly louder as one heads west along this

tunnel. A successful DC 15 Wisdom (Perception) check

reveals an absence of footprints. Characters searching

the floor for traps find a 5-foot-long, 10-foot-deep pit

hidden under several rotted wooden planks, all hidden

under a thin layer of dirt. The pit has sharpened wooden

spikes at the bottom. The first character to step on the

cover falls through, landing prone and taking 3 (1d6)

bludgeoning damage from the fall plus 11 (2d10) pierc-

ing damage from the spikes.

  1. Dining Hall

This room contains a plain wooden table flanked by long

benches. Moldy humanoid bones lie strewn on the dirt

floor—the remains of the cult’s vile banquets.

In the middle of the south wall is a darkened alcove

(area 28). Characters who approach within 5 feet of the

alcove provoke the creature that lurks there.

  1. Larder

This alcove contains a grick that slithers out to attack

the first character it sees within 5 feet of it. Any charac-

ter with a passive Wisdom (Perception) score under 12

is surprised by it. The alcove is otherwise empty.

  1. Ghoulish Encounter

The ghostly chanting heard throughout the dungeon is

noticeably louder to the north. When one or more char-

acters reach the midpoint of the four-way tunnel inter-

section, four ghouls (former cultists) rise up out of the

ground in the spaces marked X on the map and attack.

The ghouls fight until destroyed.

  1. Stairs Down

It’s obvious to any character standing at the top of this

20-foot-long staircase that the ghostly chants originate

from somewhere below. Characters who descend the

stairs and follow the hall beyond arrive in area 35.

  1. Darklord’s Shrine

This room is festooned with moldy skeletons that hang

from rusty shackles against the walls. A wide alcove in

the south wall contains a painted wooden statue carved

in the likeness of a gaunt, pale-faced man wearing a vo-

luminous black cloak, his pale left hand resting on the

head of a wolf that stands next to him. In his right hand,

he holds a smoky-gray crystal orb.

The room has exits in the west and north walls. Chant-

ing can be heard coming from the west.

The statue depicts Strahd, to whom the cultists made

sacrifices in the vain hope that he might reveal his dark-

est secrets to them. If the characters touch the statue or

take the crystal orb from Strahd’s hand, five shadows

form around the statue and attack them. The shadows

(the spirits of former cultists) pursue those who flee be -

yond the room’s confines.

The skeletons on the wall are harmless decor.

Concealed Door

Characters searching the room for secret doors find a

concealed door in the middle of the east wall with a suc-

cessful DC 10 Wisdom (Perception) check. It’s basically

an ordinary (albeit rotted) wooden door hidden under a

layer of clay. The door pulls open to reveal a stone stair-

case that climbs 10 feet to a landing (area 32).

Treasure

The crystal orb is worth 25 gp. It can be used as an ar-

cane focus but is not magical.

  1. Hidden Trapdoor

The staircase ends at a landing with a 6-foot-high ceil-

ing of close-fitting planks with a wooden trapdoor set

into it. The trapdoor is bolted shut from this side and

can be pushed open to reveal the den (area 3) above.

Development

Once the trapdoor has been found and opened, it re-

mains available to characters as a way into and out of

the dungeon level.

  1. Cult Leaders’ Den

The door in the southwest corner is a mimic in disguise.

Any creature that touches the door becomes adhered to

the creature, whereupon the mimic attacks. The mimic

also attacks if its takes any damage.

A chandelier is suspended above a table in the middle

of the room. Two high-backed chairs flank the table,

which has an empty clay jug and two clay flagons atop

it. Iron candlesticks stand in two corners, their candles

long since melted away.

  1. Cult Leaders’ Quarters

This room contains a large wood-framed bed with a

rotted feather mattress, a wardrobe containing several

old robes, a pair of iron candlesticks, and an open crate

containing thirty torches and a leather sack with fifteen

candles inside it. At the foot of the bed is an unlocked

wooden footlocker containing some gear and magic

items (see “Treasure” below).

Two ghasts (Gustav and Elisabeth Durst) are hidden

in cavities behind the earthen walls, marked X on the

map; they burst forth and attack if someone removes

one or more items from the footlocker. The ghasts wear

tattered black robes.

Treasure

Characters searching the footlocker find a folded cloak

of protection , a small wooden coffer (unlocked) con -

taining four potions of healing , a chain shirt, a mess

kit, a flask of alchemist’s fire, a bullseye lantern, a set

of thieves’ tools, and a spellbook with a yellow leather

cover containing the following wizard spells:

1st level: disguise self , identify , mage armor , magic mis-

sile , protection from evil and good

2nd level: darkvision , hold person , invisibility ,

magic weapon

These items were taken from adventurers who were

drawn into Barovia, captured, and killed by the cult.

  1. Reliquary

The ghostly chant emanating from area 38 fills this

room. Characters can discern a dozen or so voices say-

ing, over and over, “He is the Ancient. He is the Land.”

The cult amassed several “relics” that it used in its

rituals. These worthless items are stored in thirteen

niches along the walls:

  • A small, mummified, yellow hand with sharp claws (a

goblin’s hand) on a loop of rope

  • A knife carved from a human bone
  • A dagger with a rat’s skull set into the pommel
  • An 8-inch-diameter varnished orb made from a

nothic’s eye

  • An aspergillum carved from bone
  • A folded cloak made from stitched ghoul skin
  • A desiccated frog lashed to a stick (could be mistaken

for a wand of polymorph )

  • A bag full of bat guano
  • A hag’s severed finger
  • A 6-inch-tall wooden figurine of a mummy, its arms

crossed over its chest

  • An iron pendant adorned with a devil’s face
  • The shrunken, shriveled head of a halfling
  • A small wooden coffer containing a dire wolf’s with-

ered tongue

The southernmost tunnel slopes down at a 20-degree

angle into murky water and ends at a rusty portcullis

(area 37).

  1. Prison

The cultists shackled prisoners to the back walls of

alcoves here. The prisoners are long gone (their bones

litter the floor in area 27), but the rusty shackles remain.

Secret Door

A secret door in the south wall can be found with a

successful DC 15 Wisdom (Perception) check and pulls

open to reveal area 38 beyond.

Treasure

Hanging on the back wall of the cell marked X on the

map is a human skeleton clad in a tattered black robe.

The skeleton belongs to a cult member who questioned

the cult’s blind devotion to Strahd. Characters who

search the skeleton find a gold ring (worth 25 gp) on one

of its bony fingers.

  1. Portcullis

This tunnel is blocked by a rusty iron portcullis that can

be forcibly lifted with a successful DC 20 Strength (Ath-

letics) check. Otherwise, the portcullis can be raised or

lowered by turning a wooden wheel half-embedded in

the east wall of area 38. (The wheel is beyond the reach

of someone east of the portcullis.) The floor around the

portcullis is submerged under 2 feet of murky water.

  1. Ritual Chamber

The cult used to perform rituals in this sunken room.

The chanting heard throughout the dungeon originates

here, yet when the characters arrive, the dungeon falls

silent as the chanting mysteriously stops.

The chanting stops as you peer into this forty-foot-square

room. The smooth masonry walls provide excellent

acoustics. Featureless stone pillars support the ceiling,

and a breach in the west wall leads to a dark cave heaped

with refuse. Murky water covers most of the floor. Stairs

lead up to dry stone ledges that hug the walls. In the

middle of the room, more stairs rise to form an octago-

nal dais that also rises above the water. Rusty chains with

shackles dangle from the ceiling directly above a stone

altar mounted on the dais. The altar is carved with hid-

eous depictions of grasping ghouls and is stained with

dry blood.

The water is 2 feet deep. The ledges and central dais are

5 feet high (3 feet higher than the water’s surface), and

the chamber’s ceiling is 16 feet high (11 feet above the

dais and ledges). The chains dangling from the ceiling