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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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Conjurer
Conjurer
Darklord
Darklord
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.
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.
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.
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.
One square = 40 feet
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This web-filled room contains a slender bed, a night-
stand, a rocking chair, an empty wardrobe, and a small
iron stove.
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 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
A wooden table and four chairs stand at the east end
of this room. To the west are four alcoves containing
moldy straw pallets.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
goblin’s hand) on a loop of rope
nothic’s eye
for a wand of polymorph )
crossed over its chest
ered tongue
The southernmost tunnel slopes down at a 20-degree
angle into murky water and ends at a rusty portcullis
(area 37).
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.
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.
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