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Enhancing "Curse of Strahd" (and DDAL adventures)
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<blockquote data-quote="Erik Westmarch" data-source="post: 6860351" data-attributes="member: 6815948"><p>Okay, this is my hook for Death House: </p><p></p><p>-----------------</p><p></p><p>DM Background:</p><p></p><p>Hilga Durst was an old matriarch of the Durst family that operated the Mill which is now Old Bonegrinder, and the Hags that live there now impersonate her on occasion. The Hags didn't start the cult, but once it imploded they started using the Durst House to cultivate the shambling mound, with the intention of using it to enhance their own power once it's mature. They periodically send letters like the below out into the world with the Vistani in order to attract sacrifices for the dark temple under the house. The storekeep in Barovia does not recognize the name and will not honor any letter of credit.</p><p></p><p>(If you are using the Three Fanes concept from previous Ravenloft adventures, use of the shambling mound will give the Hags control over the swamp Fane)</p><p></p><p>-----------------</p><p>(The following letter is delivered to the PCs, wherever they are, by a fellow in a brightly colored wagon. If the PCs ask him why he chose them, he just gruffly replies that they have "the look" of the sort of people he's looking for.)</p><p></p><p>Dear Sirs,</p><p></p><p>I am writing to request of you a service which I believe you are qualified to provide. I need several competent investigators to look into the whereabouts and condition of my nephew Edward Durst.</p><p></p><p>Edward lives in a town home of mine in the village of Barovia, Barony of Barovia. He, his wife, and three children are precious to me. Some time ago he wrote to me worried about some of his neighbors possibly bearing him ill will. That was several months ago and I have not heard from him since, and he does not respond to my letters.</p><p></p><p>Please look into his whereabouts and lend what aid you can to resolve any difficulty he is having. I have attached to this missive a letter of credit worth two-hundred gold pieces at the general store in Barovia. Present this letter with Edward's signature to the store manager for your payment.</p><p></p><p>Kindly yours,</p><p></p><p>Hilga Durst</p><p>Millkeeper</p><p>Vallaki, Barony of Barovia </p><p></p><p>-----------------</p><p></p><p>Letter of Credit </p><p>2oo GP to be presented upon receipt</p><p>Requires signature of Edward Durst </p><p></p><p>-----------------</p><p></p><p>Additional Actions:</p><p></p><p>While the PCs are walking on the road between the Gates of Barovia and the town of Barovia, they encounter what appears to be a Barovian peasant who is mending a fence besides the road. He gives his name as Ehrlich, and is of completely average appearance and dress. Ehrlich notes that the PCs are walking towards the town of Barovia, and asks them to deliver small package to Edward Durst. It's a small wooden box about 6' long, with a wax seal. "Please give it to Mr. Durst directly, mind, and do not pass it to another."</p><p></p><p>The peasant is actually a Were Raven. He is aware of the hag's deception, but the Order of the Feather has only recently become aware of the plot, and the Order seeks to disrupt it. Although he could warn the PCs, he's afraid they won't go into the house if they know what they're getting into. (Is that evil? Maybe a little, but the Order of the Feather is not above acting "for the greater good" when it thinks the rewards are worth it) Instead he provides them with this box.</p><p></p><p>Hopefully the PCs don't open the box until they are somewhere in the Durst House. (the wax seal should discourage them) Inside the box is a small reliquary containing a finger bone of St. Andral (it was stolen from St. Andral's Church in Vallaki by the Were Ravens before the rest of the skeleton went missing). It also contains a scrap of paper with the following phrase: "Family to rest, beast to death, alter be blessed".</p><p></p><p>If the PCs ask after the fact, no one in the town of Barovia knows any "Ehrlich" who lives along that road, as it is a fake name.</p><p></p><p>-----------------</p><p></p><p>Entering the House:</p><p></p><p>It's not clear why the PCs cannot leave the house earlier in the adventure, but I think it's important to trap them there. For this reason, once the PCs enter through the front door, the Mists immediately surround the house very closely and prevent the PCs from leaving its grounds.</p><p></p><p>-----------------</p><p></p><p>Outcomes:</p><p></p><p>The PCs (assuming they make it to the dark temple) can either appease the spirits by sacrificing one of their own on the alter, or defy them. Here's how it plays out:</p><p></p><p>APPEASEMENT</p><p></p><p>This is the "easy" way out for the survivors. Immediately upon killing one PC, the spirits disappear, all ghosts disappear, and the house appears as an empty, dusty old house they can just walk out of. Barovians sort of "understand" how the PCs could do this, and most don't hold it against them. Barovia has a way of making decent people do awful things. They'll tell the PCs that the Durst House has been empty for centuries, and if others have walked into it before, they didn't ask questions.</p><p></p><p>Strahd notices these events and because the PCs were corruptible he sees them as potential allies. His first encounter with the PCs will be one of "friendly conversation" as he feels them out. He may ask them to help him deal with some "local trouble" in the Barony, notably the Hags at Old Bonegrinder or the Mad Mage. He will spin them as local nuisances, and promises rewards if the PCs can deal with them. He doesn't ask them to do anything especially evil at this time, as he knows how to slowly reel in fresh meat.</p><p></p><p>However, the sacrifice leaves all PCs with their first taint of the Dark Powers.</p><p></p><p>DEFIANCE </p><p></p><p>The PCs defy the spirits. The upper floors are as described in the book - smoke filled, bricked windows, full of slashing blades, etc. The doors to the outside are bricked too though. There is only one way out now - defeat the spirits.</p><p></p><p>To defeat the spirits the bodies of the Durst family members need to be properly interred in their tombs, the shambling mound needs to be defeated, and the reliquary needs to be placed on the dark alter. When all three of these conditions is met the spell is immediately broken. The Durst House is revealed to be a wreck consisting solely of the catacombs level and the first floor, but the first floor has no roof. The local priest in town is now free to enter the grounds and start cleaning up the desecration left by the cult.</p><p></p><p>The PCs are minor heroes among the ensouled Barovian villagers, though the soulless still don't care. Strahd notices the PCs actions, but doesn't think they're important enough to deal with personally yet. Proceed with the Village of Barovia as presented in the book.</p></blockquote><p></p>
[QUOTE="Erik Westmarch, post: 6860351, member: 6815948"] Okay, this is my hook for Death House: ----------------- DM Background: Hilga Durst was an old matriarch of the Durst family that operated the Mill which is now Old Bonegrinder, and the Hags that live there now impersonate her on occasion. The Hags didn't start the cult, but once it imploded they started using the Durst House to cultivate the shambling mound, with the intention of using it to enhance their own power once it's mature. They periodically send letters like the below out into the world with the Vistani in order to attract sacrifices for the dark temple under the house. The storekeep in Barovia does not recognize the name and will not honor any letter of credit. (If you are using the Three Fanes concept from previous Ravenloft adventures, use of the shambling mound will give the Hags control over the swamp Fane) ----------------- (The following letter is delivered to the PCs, wherever they are, by a fellow in a brightly colored wagon. If the PCs ask him why he chose them, he just gruffly replies that they have "the look" of the sort of people he's looking for.) Dear Sirs, I am writing to request of you a service which I believe you are qualified to provide. I need several competent investigators to look into the whereabouts and condition of my nephew Edward Durst. Edward lives in a town home of mine in the village of Barovia, Barony of Barovia. He, his wife, and three children are precious to me. Some time ago he wrote to me worried about some of his neighbors possibly bearing him ill will. That was several months ago and I have not heard from him since, and he does not respond to my letters. Please look into his whereabouts and lend what aid you can to resolve any difficulty he is having. I have attached to this missive a letter of credit worth two-hundred gold pieces at the general store in Barovia. Present this letter with Edward's signature to the store manager for your payment. Kindly yours, Hilga Durst Millkeeper Vallaki, Barony of Barovia ----------------- Letter of Credit 2oo GP to be presented upon receipt Requires signature of Edward Durst ----------------- Additional Actions: While the PCs are walking on the road between the Gates of Barovia and the town of Barovia, they encounter what appears to be a Barovian peasant who is mending a fence besides the road. He gives his name as Ehrlich, and is of completely average appearance and dress. Ehrlich notes that the PCs are walking towards the town of Barovia, and asks them to deliver small package to Edward Durst. It's a small wooden box about 6' long, with a wax seal. "Please give it to Mr. Durst directly, mind, and do not pass it to another." The peasant is actually a Were Raven. He is aware of the hag's deception, but the Order of the Feather has only recently become aware of the plot, and the Order seeks to disrupt it. Although he could warn the PCs, he's afraid they won't go into the house if they know what they're getting into. (Is that evil? Maybe a little, but the Order of the Feather is not above acting "for the greater good" when it thinks the rewards are worth it) Instead he provides them with this box. Hopefully the PCs don't open the box until they are somewhere in the Durst House. (the wax seal should discourage them) Inside the box is a small reliquary containing a finger bone of St. Andral (it was stolen from St. Andral's Church in Vallaki by the Were Ravens before the rest of the skeleton went missing). It also contains a scrap of paper with the following phrase: "Family to rest, beast to death, alter be blessed". If the PCs ask after the fact, no one in the town of Barovia knows any "Ehrlich" who lives along that road, as it is a fake name. ----------------- Entering the House: It's not clear why the PCs cannot leave the house earlier in the adventure, but I think it's important to trap them there. For this reason, once the PCs enter through the front door, the Mists immediately surround the house very closely and prevent the PCs from leaving its grounds. ----------------- Outcomes: The PCs (assuming they make it to the dark temple) can either appease the spirits by sacrificing one of their own on the alter, or defy them. Here's how it plays out: APPEASEMENT This is the "easy" way out for the survivors. Immediately upon killing one PC, the spirits disappear, all ghosts disappear, and the house appears as an empty, dusty old house they can just walk out of. Barovians sort of "understand" how the PCs could do this, and most don't hold it against them. Barovia has a way of making decent people do awful things. They'll tell the PCs that the Durst House has been empty for centuries, and if others have walked into it before, they didn't ask questions. Strahd notices these events and because the PCs were corruptible he sees them as potential allies. His first encounter with the PCs will be one of "friendly conversation" as he feels them out. He may ask them to help him deal with some "local trouble" in the Barony, notably the Hags at Old Bonegrinder or the Mad Mage. He will spin them as local nuisances, and promises rewards if the PCs can deal with them. He doesn't ask them to do anything especially evil at this time, as he knows how to slowly reel in fresh meat. However, the sacrifice leaves all PCs with their first taint of the Dark Powers. DEFIANCE The PCs defy the spirits. The upper floors are as described in the book - smoke filled, bricked windows, full of slashing blades, etc. The doors to the outside are bricked too though. There is only one way out now - defeat the spirits. To defeat the spirits the bodies of the Durst family members need to be properly interred in their tombs, the shambling mound needs to be defeated, and the reliquary needs to be placed on the dark alter. When all three of these conditions is met the spell is immediately broken. The Durst House is revealed to be a wreck consisting solely of the catacombs level and the first floor, but the first floor has no roof. The local priest in town is now free to enter the grounds and start cleaning up the desecration left by the cult. The PCs are minor heroes among the ensouled Barovian villagers, though the soulless still don't care. Strahd notices the PCs actions, but doesn't think they're important enough to deal with personally yet. Proceed with the Village of Barovia as presented in the book. [/QUOTE]
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