D&D 5E (2014) Curse of Strahd: Death House

I don't mind Ravenloft being very dangerous.
I don't think you're wrong, but I do think there's a difference between "PCs make poor choices (like not running)" / "things are dangerous" and... "this is impossible" / "you are going to die if this is played as-written". Death House doesn't have to be one of those things, but there are others in CoS, and there were some in 3.5 Ravenloft - and that's what I don't like.

Two characters died in the game I ran. One continues on as a vessel possessed by Rosavalda Durst while the other was left for dead in the escape and is now an undead revenant. Their characters live on, but have to deal with some serious blowback, including how to roleplay as a ten-year-old girl who is also a stoic cleric of Cuthbert.
Sounds like a great solution! :)
 

log in or register to remove this ad

My group was saved by the Cleric's Turn Undead. It turned two of the ghouls.
Technically the 4 ghoul encounter is a 2x "deadly" encounter for 4 level 2 PCs. It can also easily be a TPK with a little bad luck, although clerics are so incredibly strong against the encounter (and "having a cleric" is strongly assumed by the writers) that it sort of balances.
 

I ran Death House last night. We ended with the discovery of the stairs to the dungeon. The players basically picked up on all the implied backstory stuff. It was really great. The fighter got knocked out by the Animated Armor but survived. The wizard was possessed by Thorn.
As far as being a grind house, I'm pretty into the options to bring characters back. Possession will definitely be one. Revenant is a great option. Dark Powers. Lots of ways to continue after the opening scenario that automatically make it a Goth game.
 

As far as being a grind house,
I was mostly talking about the 3.5 Ravenloft (lots and lots of save-or-die traps and unfair tricks which would just kill you on a bad roll) but CoS (not just Death House) should chew through some PCs as well. The options are well-needed but also great additions.
 

I was disappointed that the items found in the [sblock]Death House reliquary[/sblock] were all useless/worthless. The flavor of the descriptions is excellent, and it just seemed wrong that these things wouldn't have picked up any energy from this unhallowed place. As the early levels in CoS are pretty magic-poor, I turned most of them into one shot or minor magical items, most of them also carrying a slight disadvantage or curse.

[sblock]
A small, mummified, yellow hand with sharp claws (a goblin’s hand) on a loop of rope - Magical. Wearer can cast chill touch 1x short rest even if that spell is not on character's class spell list. Damage as if the caster were a 1st level character, but uses the character’s Charisma modifier + Proficiency bonus for a spell attack roll.

A knife carved from a human bone - Magical, +1 to hit and damage when used as a melee weapon, but the blade snaps into two pieces on an attack roll of a natural 1 and it loses its enchantment permanently, even if mended later. It is yellowed with age but its serrated edge is wicked sharp. Can be used as an arcane focus by a warlock, sorcerer, or wizard as long as it has its enchantment, but does not provide a bonus on spell attacks.

A dagger with a rat’s skull set into the pommel - silvered, non-magical. 50gp value.

An 8-inch-diameter varnished orb made from a nothic’s eye - Magical. If held in hand, can cast dissonant whispers 1x long rest even if spell is not on character's class spell list. Save DC 13.

An aspergillum carved from bone - Magical. Requires blood from a freshly slain foe (reduced to 0 hp in the last minute) be sprinkled over a target within 5 feet as an action. Choose to affect that target with the benefits of a bless spell or detriment of a bane spell (sprinkler's choice - bane save DC 13) for 1 minute. Useable 3x long rest.

A folded cloak made from stitched ghoul skin - Magical/Cursed. Grants advantage on saves against paralyzation. Grants disadvantage on saves made against the stench ability of ghasts. Must succeed in a DC 13 Charisma saving throw to remove. If this roll fails, gains the flaw “The ghoul skin cloak is my most prized possession. I wear it day and night as a fashion statement. It makes me look fabulous!”

A desiccated frog lashed to a stick (could be mistaken for a wand of polymorph) - Magical/Cursed. Is a single-use wand of polymorph that can only polymorph a target into a 1hp frog. If the target makes a successful DC 14 Wisdom saving throw, spell is reflected on wielder. Once used, the dessicated frog crumbles into dust.

A bag full of bat guano - non-magical.

A hag’s severed finger - non-magical.

A 6-inch-tall wooden figurine of a mummy, its arms crossed over its chest - Non-Magical/Cursed 25gp value. A character with this in its possession has terrible nightmares of being entombed alive. The owner must make a successful DC 13 Charisma saving throw in order to regain hit dice on a long rest. Elves are unaffected by the curse and can sell it or give it away freely. All others gain the flaw “I am obsessed with the mummy figurine and must fall asleep holding it. I will not willingly part with it as it is my most prized possession.”

An iron pendant adorned with a devil’s face - Magical amulet/Cursed. Grants the wearer AC 13 if they are not wearing armor. Red scales grow from the wearer’s skin and cover their neck, torso, shoulders, back, and upper legs. Disadvantage on all Charisma ability checks other than Charisma(Intimidate) while worn, and the wearer gains the flaw “I have gained the attention of a devil who constantly tempts me to betray those with whom I am closest to in small ways.”

The shrunken, shriveled head of a halfling - non-magical. Worth 50gp to a collector of the macabre. The head is of a female halfling and is missing its right eye.

A small wooden coffer containing a dire wolf’s withered tongue - The tongue is Magic/Cursed. The wolf’s tongue grants +5 feet to all movement speeds when carried on one's person. Werewolves treat the wearer as if he/she were under a protection of good/evil spell which affects only lycanthropes. The wearer suffers disadvantage on saving throws and ability checks made against the abilities or attacks of wolves and dire wolves, but not polymorphed or shapechanged creatures taking the form of a wolf or dire wolf. Wearer gains the flaw "I believe I am turning into a werewolf. I see hallucinations of patches of fur growing on me that I try to hide from others." The coffer is worth 5gp.
[/sblock]
 


As the early levels in CoS are pretty magic-poor, I turned most of them into one shot or minor magical items, most of them also carrying a slight disadvantage or curse.
I like the idea of making those into interesting items! Some of your examples might be a little overly-complex for my personal tastes, but I like the direction you're going with them.
 

Played 1 session, ended when we reached the basement stairs.
My big problem was not realizing that the last season was over, and showing up eager to play my 3rd lvl Sorc, and instead quickly rebuilding a level 1 fighter. (who I had left at home)

We had one death, (to a ghostly woman) and the DM offered to allow his return for the next session using death in ravenloft penalties. But for one reason or another he was did not rejoin the game that night (which was fine he was the worst player at the table)

I just missed being possessed, I would have jettisoned this PC if possessed by Thorn, that one sucked. I could have lived with Rose.

The fights went superfast, I got 2 actions in 3 fights.

I have never been a gothic/ravenloft fan, so maybe I will sit the rest of this season out.
 

I was disappointed that the items found in the Death House reliquary were all useless/worthless. The flavor of the descriptions is excellent, and it just seemed wrong that these things wouldn't have picked up any energy from this unhallowed place. As the early levels in CoS are pretty magic-poor, I turned most of them into one shot or minor magical items, most of them also carrying a slight disadvantage or curse.

Thanks, this is a great concept.
 

Our group did surprisingly well. This could very well be because there are 8 of us...the DM ramped up the difficulty by adding an additional shambling mound. Honestly, while that fight was tough, what really almost got us was running into the huge group of Shadows as we were trying to escape the house. Two players dropped, but the mage (that would be me) was able to drag them back and do a medicine check to stabilize them (I also had to do a round or two of tanking...Mage Armor + Shield FTW!!!). We were able to escape the mansion with all players alive.
 

Pets & Sidekicks

Remove ads

Top