Arc A - Escape from Death House

An adventure for five 1st-level heroes.

The heroes begin in the town of Wend on the night before Highharvesttide, an annual feast and holiday celebration. The local inns are full for the night, and the heroes find shelter in the stable of the Nightmare’s Bridle, a ramshackle tavern on the outskirts of town.

When the relics they carry sense the presence of Death House, however, the heroes are led through Wend’s rainy streets and into the house’s waiting threshold.

Once inside, the heroes are trapped and told that a monster will hunt them down once it awakens. They have six hours to find it first and either appease it with a suitable sacrifice—or kill it. As they explore the house, they come to learn the house’s lurid history, as well as the true identity of the beast that lurks beneath.

If the heroes kill the monster, the house begins to collapse, forcing them to flee or be lost in the rubble. Upon emerging, they find that their surroundings have changed, transporting them to the darkened land of Barovia.

The History of Death House

See Strahd's First Followers for a full retelling of the gruesome history of Death House.

Arc A Foundry Module

Draw Steel Against Strahd is based on Curse of Strahd: Reloaded. The Foundry module for Arc A: Escape From Death House includes maps already set up with walls and lighting, so you might find it helpful even though it doesn't include Draw Steel-specific mechanical information. You can download the manifest for the official Reloaded module by Eidolon Publishing here!

A1. Wend

Keep Your Workload Low

Draw Steel Against Strahd is intended to help you (the Director) run the adventure with minimal prep time. In Acts II and III, your heroes will be able to determine their own path through the adventure—but only to a degree. Inciting events and in-world developments are carefully designed to push the heroes into taking specific, curated paths through the adventure.

If you want to minimize your workload, I advise against adding or removing encounters, and even more urgently advise keeping the standard 16 Victories per level. If you increase or decrease your heroes' Victories significantly, or change the pace of leveling, you may find that your party is wildly out of sync with what this guide assumes for encounter balancing, and you may end up with an unintentional TPK and/or an unfun play experience for everyone.

I also advise against making big narrative changes, like having your heroes enter Barovia at any point other than the eastern end of the Old Svalich Road, without extreme caution. I've tried to point out in later arcs which things come up later or affect other arcs, but which things are load-bearing isn't always obvious. Big changes may result in unforeseen consequences. Watch out!

A1a. The Nightmare’s Bridle

If one or more of your heroes are using the Barovian Relics hook, read the following text. Otherwise, proceed to #A2. Death House below.

It’s the evening before Highharvesttide, and a storm has descended over Wend, with dark clouds pouring cascades of rain down upon the town below. Despite the weather, however, the town buzzes with anticipation of the impending falltime festival, each home filled with warmth and joy. Bright, cheery candlelight twinkles from every window, and the sounds of song and dance echo throughout the wet and muddy streets.

Amidst the merriment, however, you stand apart. Neither ordinary locals nor visitors, you’re heroes—needed, appreciated, even celebrated, but never quite part of the town. As laughter rings out from inns and homes, you face a simpler dilemma: the quest for shelter.

Every room in this town is claimed, every hearth filled to bursting, leaving you in the grip of the bitter storm. Until, that is, the owner of the ramshackle Nightmare’s Bridle tavern offers you a reprieve: the hayloft above their stable. It’s nothing to boast about, leaving the biting cold and the lingering scent of musty hay as your only companions. But it’s a roof over your heads nonetheless—a small mercy on a night such as this.

One by one, you find a home amidst the muck and hay. Overhead, rain lashes the stable, thunder punctuating the rhythmic drumming on the roof. Flashes of lightning lance across the skies, casting the stable’s interior in stark lights and darks. Rainwater drips steadily down through a leak in the roof, snaking its way across the floor until it pools in the corner.

Here, then, you find yourselves: huddled in the darkness amongst strangers, while joy and mirth dance just out of reach.

Invite the heroes to describe each character's appearance and countenance, how they’ve positioned themselves, and how they’ve arranged their belongings.

When the heroes have finished introducing themselves, read:

A searing bolt of lightning rends the sky, illuminating the evening in a blinding flash of stark white. The booming thunder that follows is so loud it shakes the very ground beneath you, causing the timbers of the stable to creak and groan.

The light of the strike lingers unnaturally, silhouetting small wisps of fog that twist through the air. A thick, ankle-deep mist gathers outside, shrouding the earth in a ghostly veil. Its tendrils curl invitingly, as though beckoning you to the darkness beyond.

The rain continues to pelt the roof above, but the wind no longer howls, and the merry sounds of Wend’s festivities seem muted and distant. The horses in the stable beneath stir uneasily, their whinnies echoing loudly in the stillness. An uneasy feeling sweeps through the hayloft, a cold shiver that has nothing to do with the wind or rain.

One by one, the heroes’ relics then react as follows, in the following order.

If the heroes give chase, read:

You emerge from the hayloft into the swirling mists beyond, the stones of Wend's streets slick and gleaming beneath your feet. The city’s laughter and cheer is now but a hollow echo, the brightness of its revelry drowned in the fog that encircles you. The taste of the cold, damp air is sharp on your tongue, and the sound of your own breath loud in your ears.

Your relics call you forward, the mists parting to make way. You move slowly at first, then faster, your hearts pounding in your chest. As you venture deeper into the fog, each step you make feels heavier, each echo of thunder a beat in this relentless march.

The fog swallows the town, buildings reduced to looming shadows, their shapes dancing and flickering in the storm's sporadic flashes of lightning. Rain drums a relentless rhythm, the patter of drops on cobblestone accompanying the distant, mournful peal of thunder. For brief moments, you can feel something else beneath your feet: the steady pounding of a deep and distant heartbeat.

You're pulled left, then right, then left again, the relics guiding you through the murky labyrinth. Distance and direction have lost all meaning, the shadows around you contorting in twisted shapes. Your blood sings in your ears, and the air grows denser, electric, as the energy of the storm—of the chase—swells with reckless abandon.

And then—the pounding stops.

The thunder pauses.

And the mist breaks.

The fog pulls back like a curtain, revealing a tall, eerie silhouette that towers in the gloom before you.

This is Death House.

A2. Death House

If one or more of your heroes are using the Lost in the Mists hook, read the following text. Otherwise, proceed to #A2a. The Arrival below.

Highharvesttide in Wend. It’s a time of joy and celebration, of hearth and home, of golden laughter ringing out into the night. But tonight, as a storm has swept over the town, you find yourselves apart from the warmth and revelry, drawn into the cold, dark embrace of mystery.

As heroes, you're no strangers to danger or the unknown. But this—this is different. Over the past few weeks, whispers have spread throughout Wend of disappearances: ordinary folk, vanished without a trace.

The only connection? A grand, old manor, known in hushed tones as “Death House.”

Tonight, as the storm rages outside, you've been summoned to investigate this mysterious dwelling. The town crier’s proclamation still echoes in your ears, a bounty for any brave souls who dare to uncover the truth. Driven by a mix of greed, curiosity, and perhaps a touch of bravado, you stepped forward.

Now, guided by the faint glow of your lanterns, you traverse the slick, fog-shrouded cobblestone streets. The distant merriment is a stark contrast to the eerie quiet around you. The world has been reduced to hushed whispers and the steady drumming of rain, a somber serenade to your perilous journey.

And then, as if answering an unspoken summons, the mists before you part, revealing the grim silhouette of your destination: the “Death House.” Its dark, stone façade and towering spires loom ominously against the storm-tossed sky, a wordless challenge against your resolve.

A2a. The Arrival

Entrance

This scene takes place in Appendix B: Area 1.

Read all heroes the following text:

A grand manor stands before you, four stories of cold, soot-stained stone, tall narrow windows, and high peaked roofs forming a picture of austere, chilling grandeur. Midway up, a narrow balcony juts out from the third floor, offering a grim perch from which to survey the surrounding grounds.

The centerpiece of this imposing facade is the portico, a stone arch standing sentinel before the house's oaken doors. A wrought-iron gate fills this arch, its rusty hinges creaking as it sways in the wind.

On either side of the gate, oil lamps hang from chains, their light dim and flickering, casting a sickly glow that barely pierces the surrounding fog.

Beyond the gate, a set of sturdy oaken doors stand closed, framed by the gate and the lamps. The doors are old and weathered, their wood darkened by time, but they stand strong and proud—an unwelcome entrance to the house beyond.

A gust of wind sweeps past you, carrying with it a whisper of cold dread that sends shivers down your spine.

Any heroes who began with the Barovian Relics hook can now see the heroes who began with the Lost in the Mists hook, and vice-versa. (If any of the heroes’ relics flew or rolled to Death House—as with the wanderer’s scarf or the electrum coin—they land on the house’s threshold, just beyond the portico.) The street is otherwise deserted.

The entrance beyond the portico is otherwise as described in Entrance (p. 212):

Strahd & the Cult

The cult of Death House earned no love from Strahd in life. But in death, the two parties have come to an informal, unspoken understanding.

In exchange for the permission to roam far afield from the misty land of Barovia to claim sacrifices, Death House is bound to return to the valley after each hunting excursion. Should any adventurers successfully escape the house's bloodied altar, they inevitably emerge into Strahd's domain—assuring him of a worthy crop of prey to pursue.

Features of Death House

Main Hall

This scene takes place in Appendix B: Area 2.

When the heroes pass through Death House’s threshold, any Barovian relics they carry cease to be active. (For example, the sunrise medallion ceases to glow.)

The main hall is largely as described in Main Hall (p. 212) but now contains a grandfather clock, which is placed in the circular space at the base of the stairs.

Instead of a longsword, the portrait of the Durst family from Upper Hall (p. 213) now hangs above the fireplace. In the portrait, Thorn is holding a smiling doll wearing a yellow lace dress. A plaque beneath the portrait reads: Mr. Gustav and Mrs. Elisabeth Durst, with their two children, Rosavalda and Thornboldt.1 The decorative paneling follows the staircase as it circles upward to the second floor.

Shortly after all of the heroes enter the main hall, the front door slams shut, extinguishing all lights in the house. The sound of the rain outside completely vanishes, leaving the house eerily silent.

Bloody letters then begin appearing on the southern wall, just above the marble staircase. They read as follows:

Beneath this dwelling lurks a beast
Who hungers for a bloody feast.
He sleeps until the midnight chime
Then wakes to feed his dark design.
If morsels seek to flee their doom,
Then bring toward his secret room
A gift to soothe his savage mood
But mind the servants of his brood.

The grandfather clock then strikes six o’clock.

Time in Death House

When the clock strikes six, place three six-sided dice on the table in front of the players, with each side showing a six. Each pip on the dice represents twenty minutes until midnight.

As the heroes explore the house, tick this dice clock downward to indicate the passage of time, always starting with the die showing the lowest number. If the lowest die shows a one, you can tick it down to “zero” by removing it from the group instead.

The dice clock counts down as follows to represent the total time the heroes have spent in the house:

  • Each time the heroes enter a new floor of the house or dungeon, tick the dice clock down by one.
  • Each time the heroes make a test to search an entire room, tick the dice clock down by one.

A full hour passes each time a die decreases from 4 to 3, or each time a die decreases from 1 to 0. The grandfather clock in the Main Hall sounds on the hour, every hour, and can be heard throughout the house and dungeon.

When the clock strikes midnight, the flesh mound in the Ritual Chamber awakens and makes a beeline for the heroes, exiting through the Hidden Trapdoor into the Den of Wolves if necessary to reach them.

Resting in Death House

Due to their midnight deadline and the danger of the situation, it is impossible for the heroes to take a respite in Death House. Each time the heroes spend one or more Recoveries in the main house while not in combat, they experience one or more of the following hauntings:

  • A hero hears rats scrabbling up and down the spaces between the walls. A thick, choking stench of rot seeps into the room.
  • A hero hears the sound of a woman’s humming emanating from the opposite side of a closed door. If the door is cracked open, a cold blue eye stares back before vanishing.
  • A hero hears footsteps descending from the attic, which stop outside of their door before moving away to the library. Soon after, a grinding noise can be heard coming from the library—the sound of the secret door.
  • A hero hears maniacal laughter echoing from far below the house.
  • A hero hears a pleading female voice in their right ear that swears that “it isn’t his.” Another, colder female voice in the hero’s left ear scoffs and says, "You would say that, you little harlot."

A hero who opens any outside-facing door or curtain in Death House, or who exits onto any balcony, finds that the exterior of the house has been surrounded by thick, fleshy tendrils. Although the tendrils can be damaged, more grow back swiftly to replace them, sealing the heroes inside. A hero who inspects the tendrils finds that they appear to be extruding from beneath the house.

Investigate the Main Hall: Intuition Test

≤ 11: The hero sees only vines, flowers, nymphs, and satyrs in the wall carvings.
12-16: The hero sees serpents and skulls woven into the wall designs.
17+: The hero sees the serpents and skulls, and gains an edge on future tests made to find hidden motifs in the carvings and tapestries of Death House.

A2b. The First Floor

Cloakroom

This scene takes place in Appendix B: Area 2.

A hero who investigates the cloakroom adjoining the Main Hall can observe an envelope poking from the pocket of one of the cloaks. The envelope, which is addressed to Lady Lovina Wachter, contains an invitation. It reads:

You are cordially invited to join
MR. GUSTAV & ELISABETH DURST
for a celebration of the one-year anniversary of the Durst Mill.
The Durst Residence, Barovia Village
6 o'clock p.m.
13 Neyavr, 348
Dinner and refreshments to be served.

Den of Wolves

This scene takes place in Appendix B: Area 3.

This room is largely as described in Den of Wolves (p. 212). As the heroes enter this room, read:

As you crack the door to this room open, you catch a glimpse of something feral beyond: an amber eye that flashes in the darkness, and a bestial muzzle curled into a snarl.

If the heroes proceed, read:

The door cracks open, revealing a gray-furred wolf frozen into place. It's only a moment before you realize that it's not moving—and another before you realize that it's not alone.

This oak-paneled room looks like a hunter's den. Mounted above the fireplace is a stag's head, and positioned around the outskirts of the room are two additional stuffed wolves—a large gray wolf and a smaller brown wolf.

Two padded chairs draped in animal furs face a hearth, with an oak table between them supporting an assortment of objects. A chandelier hangs above a cloth-covered table surrounded by four chairs, and two cabinets stand against the walls. A pair of small toys seems to have been forgotten beneath one of the chairs.

The discarded toys are small, plush gray wolves, whose threadbare coats show evidence of heavy mending and patchwork. Clumsy stitchwork on their stomachs reads ROSE and THORN, respectively.

The lock on the east cabinet can be picked with a Medium Agility test. In addition to its other contents (a heavy crossbow, a light crossbow, a hand crossbow, and a quiver of ammunition for each weapon), the east cabinet contains a quiver of Silvered Ammunition mixed in with the other bolts.

The north cabinet is unlocked and holds a small box containing a deck of playing cards and an assortment of wine glasses. The north cabinet also contains a mounted piece of child's needlework that depicts a boy and girl holding the hands of a young woman, alongside clumsily stitched words that read FOR MISS KLARA. The young woman's face has been slashed and cut out.

The first time that no heroes are looking at them, the three taxidermied wolves move. When the heroes next look at them, the large gray wolf is standing beside the smaller brown wolf, and the first gray wolf has turned its snarl toward the others.

A hero who examines the wolves can make a Reason or Intuition test. (A hero with the Nature skill automatically learns the Tier 2 result without having to roll.)

Making Tests

A hero gains all the information earned for the result of their test and any results which are lower.

Examine the Wolves: Reason or Intuition Test

≤ 11: The taxidermist wasn't very skilled.
12-16: The large gray wolf is male. The smaller gray wolf and the brown wolf are female.
17+: The smaller gray wolf looks angry; the brown wolf is cowering in fear.

Trapdoor

A trapdoor is hidden in the southwest corner of the floor. It can't be detected or opened until the characters approach it from the underside (see #Hidden Trapdoor). Until then, Death House supernaturally hides the trapdoor.

Dining Room

This scene takes place in Appendix B: Area 5.

Heroes that approach this door can hear the muffled sound of a lively dinner feast, including clinking glasses, quiet laughter, and distant conversation. If the heroes open or knock on the door, however, the room falls silent, leaving only the stillness and the cold grandeur of the room beyond.

This room is largely as described in Dining Room (p. 213). When the heroes enter it, read:

You enter into a wood-paneled dining room. The centerpiece 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 set with resplendent silverware and crystal glasses 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. Red silk drapes cover the windows, and a tapestry hangs from an iron rod bolted to the south wall.

The table groans beneath the weight of a delicious-looking feast. Exquisite dishes lay on grand platters: succulent roasted poultry glazed with a shimmering honey sauce, perfectly grilled cuts of beef still steaming lightly, a variety of cheeses and fresh fruits, and freshly baked breads giving off a comforting aroma.

A hero who partakes in the food suffers no ill effects. The silverware tarnishes, the crystal cracks, the portrait fades, and the tapestry rots if removed from the house.

Investigate the Dining Room: Intuition Test

≤ 11: The hero sees only deer among the trees in the wall paneling.
12-16: The hero sees twisted faces carved into the tree trunks and wolves lurking amid the carved foliage.
17+: The hero sees the twisted faces and wolves, and gains an edge on future tests made to find hidden motifs in the carvings and tapestries of Death House.

Kitchen and Pantry

This scene corresponds to Appendix B: Area 4.

This room is largely as described in Kitchen and Pantry (p. 213). When the heroes enter this room, read:

You enter a tidy kitchen, 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.

In the front right-hand corner of the room stands a small wooden door set into the wall.

If the heroes inspect the cookware, they find that the largest kitchen knife is missing.

Dumbwaiter

The dumbwaiter is as described in Kitchen and Pantry (p. 213). A character of size 1S or smaller can squeeze into the dumbwaiter without making a test; creatures of size 1M or larger must succeed on a medium Agility test to squeeze into the dumbwaiter. The dumbwaiter's rope-and-pulley mechanism can support the weight of one hero before breaking.

Pantry

A hero who enters the pantry finds that one of the shelves contains a set of beautiful decorative plates painted with pictures of windmills. One of the plates appears to have been knocked off of the shelf and lies in shattered pieces on the floor, leaving an empty spot in the row of plates.

A few inches behind the empty spot on the shelf sits an antique copper pot, its lid slightly ajar. Peeking out from beneath the lid is the cork of what appears to be a bottle of wine.

A hero who opens the pot finds it to contain a bottle of wine, a folded piece of delicate lace, a vial of a brownish dried powder, and a bouquet of wilted sunflowers tied to a small scroll of parchment.

Examine the Brown Powder: Reason Test

≤ 11: The brown powder is some kind of dried herb.
12-16: The brown powder is dried silphium, a contraceptive herb. One of the knives in the kitchen flies off its shelf toward the hero, who takes 1d3 damage.
17+: The brown powder is dried silphium, a contraceptive herb. One of the knives in the kitchen flies off its shelf and embeds itself in the opposite wall, missing the hero.

A2c. The Second Floor

Upper Hall

This scene takes place in Appendix B: Area 6.

This room is largely as described in Upper Hall (p. 213). When the players enter this room, read:

Unlit oil lamps are mounted on the walls of this elegant hall. Hanging above the mantelpiece is a longsword with a windmill cameo worked into the hilt.

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 between them are carved with images of dancing youths.

The red marble staircase continues its upward spiral to a third floor, a cold draft whispering down from above.

Investigate the Upper Hall: Intuition Test

≤ 11: The hero sees only dancing youths in the wall carvings.
12-16: The hero sees that the youths aren't really dancing but fighting off swarms of bats.
17+: The hero sees the swarms of bats, and gains an edge on future tests made to find hidden motifs in the carvings and tapestries of Death House.

Servants’ Room

This scene takes place in Appendix B: Area 7.

This room is largely as described in Servants’ Room (p. 213). When the heroes enter this room, read:

This undecorated bedroom contains a pair of beds with straw-stuffed mattresses. At the foot of each bed is a closed foot locker. A door to the left appears to lead to a closet.

In the right-hand corner stands a small wooden door, a metal button set into the wall beside it. A basket full of unwashed laundry appears to have been left beside it.

The basket contains a man's laundry, including fine suits, tunics, neckties, pants, and stockings. However, a single, much-smaller woman's slip appears to have been mixed in with the rest.

Dumbwaiter

The dumbwaiter is as described in #Kitchen and Pantry.

Conservatory

This scene takes place in Appendix B: Area 10.

Heroes that approach this door can hear the faint sound of a harpsichord playing from beyond the doors. If the heroes open or knock on the door, however, the music falls silent.

This room is largely as described in Conservatory (p. 214). When the heroes enter it, read:

You enter into an elegantly appointed hall, the windows of which are covered by gossamer drapes. A brass-plated chandelier hangs from the ceiling, and upholstered chairs line the walls.

Several stained-glass wall hangings depict beautiful men, women, and children singing and playing instruments. A harpsichord with a bench rests in the northwest corner. Near the fireplace is a large standing harp. Alabaster figurines of well-dressed dancers adorn the mantelpiece.

Investigate the Mantelpiece: Intuition Test

≤ 11: The hero sees only well-dressed dancers in the mantelpiece carvings.
12-16: The hero sees that several dancers are carvings of well-dressed skeletons.
17+: The hero sees the skeletons, and gains an edge on future tests made to find hidden motifs in the carvings and tapestries of Death House.

The Harpsichord. A hero who inspects the harpsichord finds that one of the keys appears to be permanently pressed in the "down" position. A hero who investigates the interior of the harpsichord finds the cause: a rolled-up piece of parchment tucked beneath one of the strings.

The parchment is a piece of handwritten sheet music for the harpsichord titled Waltz for Klara. If the sheet music is played on the harpsichord, read:

As you press your fingers to the keys, the notes echo, a haunting melody filling the quiet, dusty room. As you continue to play, the music seems to take on a life of its own, your hands moving across the keys unbidden as if guided by an unseen force.

From the edges of the room, spectral figures begin to materialize, spinning and weaving in a ghostly dance as though led by the song. Most are unfamiliar to you, but you recognize two: Elisabeth Durst, in the corner, watching Gustav's apparition dancing with a beautiful young woman wearing humble clothes.

The eyes of Elisabeth's apparition narrow into a cold, furious stare. The dancers pay her little heed, however, the song growing faster as the spirits whirl to the rhythm of the harpsichord's crescendo.

With a swift movement, Elisabeth reaches for a pendant around her spectral neck—a shimmering amber shard hung on a cord of ethereal mist. As her ghostly fist curls around it, her eyes flash a bright, menacing amber—and the spectral dancers dissipate, swept away as if by an unseen wind.

Elisabeth's apparition lingers but a moment longer before disappearing with the rest. As it does, a sound resonates through the room: the low sound of scraping wood, originating from the room across the hall. The floor trembles faintly—and you hear a crash from the mantelpiece. Two of the alabaster figurines have fallen from their place on the shelf: one, toppled over on its side; the other, shattered across the floor.

A hero who inspects the fallen figurines finds that the toppled figurine has cracked across its face, arms, and torso, and depicts a young and slender female dancer. The shattered figurine has broken into dozens of pieces, and appears to have once depicted a comely, older man. A third, female dancer figurine remains defiantly standing atop the mantelpiece where all three once stood.

Playing Waltz for Klara also causes the bookshelf—not the door behind it—in the #Library to swing open, exposing the locked secret door beyond. (The scraping sound is the sound of the bookshelf scraping against the floor.)

Library

This scene takes place in Appendix B: Area 8.

This room is largely as described in Library (p. 213-14). When the heroes enter this room, read:

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. A handwritten note sits atop the desk. It reads:

Dear Mr. and Mrs. Durst,

In light of my current condition, I respectfully ask your leave for a brief time away from my responsibilities.

While my devotion to your dear children makes this decision difficult, I have taken it upon myself to find a solution that, I hope, will serve your household well. A good acquaintance of mine is experienced in the care of children, and I believe that she could assume my role during my temporary leave without difficulty.

I realize that my request is not without its complications. However, my years serving your family have shown me the depth of your understanding and compassion. I truly feel that I have become a part of this family, and I look forward to bringing another member of that family into this world.

Yours sincerely,

Klara

The top drawer of the desk now contains a number of receipts for candles, daggers, and incense, rather than the key to #Children’s Room.

Search the Library: Intuition Test

≤ 11: 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.
12-16: The hero sees flickering candle light emanating from beneath one of the bookshelves (the secret door).
17+: The hero sees flickering candle light emanating from beneath the secret door, and spots that one red-covered book with a blank spine is not a real book but a switch to open the bookshelf.

If the first hero to search the library did not find the fake book, another hero can do so with a medium Intuition test; if this also fails, the heroes can spend an additional twenty minutes searching the room to find the secret door.

The Secret Door

The secret door in this room has two components. First, a hero must pull on the switch as described above. Doing so causes the bookshelf to swing forward, revealing a blank wooden wall behind it.

Once the bookshelf has been moved, the heroes can see a small panel made of dark wood behind it, built into the wall at approximately chest level. A small hollow niche, jagged and irregular, lies at the panel's center and emanates a faint amber glow.

The door cannot be opened unless the amber shard from the #Master Suite is placed into the niche. The secret door then swings open, allowing the heroes to enter the #Secret Room.

Unless the secret door is propped open, springs in the hinges cause it to close on its own.

Secret Room

This scene takes place in Appendix B: Area 9.

This room is largely as described in Secret Room (p. 214). When the heroes enter this room, read:

This small hidden room is packed with bookshelves groaning with old and ominous-looking leather-bound tomes. A heavy wooden chest with clawed iron feet stands against the south wall, its lid half-closed. Sticking out of the chest, its ribs and head caught beneath the lid, is a skeleton in leather armor.

Study the Tomes: Reason Test

≤ 11: The tomes describe fiend-summoning rituals and the necromantic rituals of a cult called the Priests of Osybus.
12-16: The hero can spend twenty additional minutes studying the book to learn that the rituals are bogus.
17+: The hero immediately recognizes that the rituals are bogus.

Close inspection reveals that the skeleton belongs to a human who triggered a poisoned dart trap. Three darts are stuck in the dead adventurer's armor and ribcage. The dart-firing mechanism inside the chest no longer functions.

Treasure

The chest contains three blank books with black leather covers, two Healing Potions, the deed to the house, and a signed will. The will is signed by Gustav and Elisabeth Durst and bequeaths the house, the windmill, and all other family property to Rosavalda and Thornboldt Durst in the event of their parents' deaths. The books, deed, and will age markedly if taken from the house but remain intact.

The chest no longer contains the deed to Old Bonegrinder. Additionally, change Strahd’s letter to read as follows:

My most pathetic servant,

I am not a messiah sent to you by the Dark Powers of this land. I have not come to lead you on a path to immortality. However many souls you have bled on your hidden altar, however many visitors you have tortured in your dungeon, know that you are not the one who brought me to this beautiful land. You are but a worm writhing in my earth.

You say that you are cursed, your fortune spent. Your husband took solace in the bosom of another woman, sired a bastard son, and drove you to abandon love for madness. Cursed by darkness? Of that I have no doubt. Save you from your wretchedness? I think not. I much prefer you as you are.

Your dread lord and master,

Strahd von Zarovich

The heroes do not recognize the name "Strahd von Zarovich."

A2d. The Third Floor

As the heroes ascend the spiral stairs to the third floor, remind them that they can see down the center of the staircase all the way to the bottom floor.

Balcony

This scene takes place in Appendix B: Area 11.

This room is largely as described in Balcony (p. 214). When the heroes enter this room, read:

You climb the red marble staircase to its full height, arriving at a dusty balcony. The air here is dry and musty, but tinged with a strange, coppery scent.

A suit of black plate armor stands against one wall, draped in cobwebs and marked by age. Oil lamps are mounted on the faded oak-paneled walls, which are carved with woodland scenes of trees, falling leaves, and tiny beasts.

Investigate the Balcony: Intuition Test

≤ 11: The hero sees only peaceful woodland scenes in the wall carvings.
12-16: The hero sees tiny corpses hanging from the trees and worms bursting up from the ground. The hero notices the secret door in the west wall and notices that the animated armor is a trap.
17+: The hero sees the corpses and worms, notices the secret door and the armor, and gains an edge on future tests made to find hidden motifs in the carvings and tapestries of Death House.

The Animated Armor triggers when any hero steps within 1 square of it. When triggered, the Animated Armor attempts to push the heroes over the railing.

A creature that is pushed over the edge of the balcony falls two stories, or 4 squares, and takes 8 damage and lands prone (reduced by the hero's Agility as normal).

A Trap, or a Monster?

A single suit of animated armor is a fun jump scare, but isn't enough for a whole cinematic heroic combat encounter—and that's what Draw Steel is all about! If you passionately want to make the armor a monster, I suggest reskinning the Human Brawler. In this case, the combat encounter is Trivial and thus does not award any Victories.

Secret Door

If detected by an Intuition test as above, the secret door pushes open easily to reveal a cobweb-filled wooden staircase leading up to the attic.

Master Suite

This scene takes place in Appendix B: Area 12.

When a hero first approaches this door, read:

These grand doors loom tall, their dark wood frames enclosing a pair of dusty stained-glass windows. Each pane is etched with intricate designs that resemble windmills, their once-vibrant hues now faded and obscured beneath a thick veil of grime.

Through the dusty haze that prickles your eyes, you catch a glimpse of something through the windows: a silhouette, standing mere inches behind the glass, lit from behind by a dim, amber glow. It's still and unmoving, but the mere sight of it seizes your muscles in a vice-like grip, your limbs refusing to obey your conscious mind.

The air around you thickens, its temperature plummeting to a bone-chilling cold. Your breath fogs the glass panes, a delicate frost creeping across them as the house's distant creaks and whispers are swallowed by a heavy silence.

The shadow behind the door is nearly formless—insubstantial—but its presence invokes a primordial dread deep within your marrow. Your heart beats faster, sweat beading on your forehead, pulse racing through your veins. Slowly, the silhouette begins to turn its head toward yours.

And then, just as suddenly as it appeared, the shadow evaporates. The biting cold ebbs away, and the house's quiet sounds return once more.

This room is largely as described in Master Suite (p. 214). When the heroes enter this room, read:

You enter a dusty, cobweb-filled master bedroom with burgundy drapes covering the windows. A four-poster bed with embroidered curtains and tattered gossamer veils stands against the center wall.

A door facing the foot of the bed has a faded full-length mirror mounted on it. In the right-hand corner of the room stands a small wooden door, its surface half-rotted by age. A tarnished metal button is set into the wall beside it.

A rotting tiger-skin rug lies on the floor in front of the fireplace, which has a dust-covered portrait of the man and woman from the first-floor portrait hanging above it. A web-filled parlor in the southwest corner contains two chairs and a table holding several items, as well as a door with a dark, dirt-flecked window.

The room also contains a matching pair of wardrobes, a padded chair, and a vanity with a wood-framed mirror and a silver jewelry box. A soft amber glow emanates from beneath the jewelry box's lid.

The Bed. A hero that approaches the bed can see that a large, bloodstained kitchen knife has been driven into one of the pillows.

The Jewelry Box. The jewelry box is empty of valuables. Instead, it is filled with grain, with an amber shard resting in the center of the box. (This amber shard is the unique key to the secret door in the #Library.)

A roll of parchment is half-buried in the grain beside the shard. If unfurled, it reads as follows:

Drasha,

I have selected you as the Beast’s custodian in my absence. Should the Beast grow unruly or show signs of agitation while I am away, I have left this amber shard to weaken it and soothe its fury.

Should the need arise, present the shard and speak the Beast's name; if you speak with conviction, it shall obey you in my stead, if only for a time. But be sure to begone from the house before it awakens fully at midnight.

So long as the Beast draws breath, it—not you—is the heart of this house, and no meal shall ever sate its appetite. Should you linger in its domain, it will mean doom for you all.

Elisabeth

See Elisabeth's Amber Shard in #Ritual Chamber below for more information about the amber shard.

The Balcony. A hero that exits the bedroom onto the balcony sees only a wall of fleshy tendrils encompassing the exterior of the house. The tendrils are as described in #Main Hall.

Dumbwaiter

The dumbwaiter is as described in #Kitchen and Pantry.

Bathroom

This scene takes place in Appendix B: Area 13.

This room is as described in Bathroom (p. 215).

Storage Room

This scene takes place in Appendix B: Area 14.

This room is largely as described in Storage Room (p. 215). When the heroes enter this room, read:

Dusty shelves line the walls of this room. A few of the shelves have folded sheets, blankets, and old bars of soap on them. A cobweb-covered broom leans against the far wall.

When a hero first approaches within 1 square of the animated broom, it attacks with surprise as soon as they avert their eyes or turn away, thwacking them once upside the head and dealing 2 damage. It then immediately returns to its initial position—now cobweb-free. The broom has 3 Stamina. On its future turns, if for some reason the heroes haven't destroyed it, the broom continues to attack any hero not looking at it who remains within 1 square, but does not take opportunity attacks against heroes that move away.

Nursemaid’s Suite

This scene takes place in Appendix B: Area 15.

This room is largely as described in Nursemaid’s Suite (p. 217). When the heroes enter it, read:

Dust and cobwebs shroud this elegantly appointed bedroom. A large bed stands against the far wall, its once-opulent coverings now faded and threadbare.

Beside the bed, a mildew-covered towel covers most of a dusty yellowed book on one of its two end tables. On the far side of the room, you can see a pair of two more stained-glass doors, their windows flecked with dirt and grime.

To the left stands an empty wardrobe, its doors slightly ajar. Mounted beside it stands a full-length mirror, its wooden frame carved to resemble ivy and berries. To the right stands a closed door.

As you look around the room, you notice that the blankets atop the bed lift slightly away from the mattress, as though something is lying atop the mattress beneath. As you watch, you can see the coverings, almost imperceptibly, slowly rise and fall with low, rhythmic rustling.

The Bed. A hero that removes the covers from the bed finds that there is nothing beneath them. Instead, the hero only finds a bloodstained mattress and crude hand-and-foot restraints made from barbed wire nailed to the four posts of the bed frame.

The Doors. A hero that exits the bedroom through the stained-glass doors and onto the balcony sees only a wall of fleshy tendrils encompassing the exterior of the house. The tendrils are as described in #Main Hall.

The Book. The book is a cobwebbed copy of a raunchy romance novel titled Blue-Blooded Lips. It tells the story of a peasant woman's romance with a wealthy duke.

The Nursery. The door to the nursery is closed. A hero who approaches the door hears a young woman's quiet humming. (A hero who has previously read or heard the song in the #Conservatory recognizes the melody as Waltz for Klara.)

If a hero enters the nursery, the humming abruptly cuts off. Read:

The air in this small nursery is strangely warm and tinged with a coppery scent. Blood-red runes cover the walls, arranged in concentric circles around the crib in the center, which seems to have a name carved into its side. Strange, flesh-like tumors have grown along the floor around it in sparse clusters, and slowly pulsate as if they're breathing.

Looking down, you notice that a small object seems to have fallen beneath the crib. In the distance, you can faintly hear the sound of an infant's soft whimpering.

The object is a severed human finger with several pieces of flesh stripped from it. Tiny toothmarks can be seen around the wounds.

Examine the Finger: Reason Test

≤ 11: It's a human finger.
12-16: The finger is a small human adult's finger, and the toothmarks are a human child's.
17+: There are slight calluses and faded ink stains on the finger, as if the person sewed and wrote regularly but didn't do hard manual labor.

The name "Walter" has been lovingly carved into the head of the crib.

Examine the Runes: Reason Test

≤ 11: The runes are arcane symbols of some kind.
12-16: The runes are dark necromantic magic—which reach out to the hero, dealing 2 corruption damage.
17+: The runes are dark necromantic magic.

The Mirror. The nursemaid’s specter does not appear in this room. Instead, when a hero approaches the mirror, the nursemaid’s spirit appears as an apparition in the glass.

The spirit resembles a pale, skeletally thin young woman, with all of her fingers and toes removed, her eyes sewn shut, and her lips and teeth torn from her mouth. Countless knife-thin scars line her entire body, including the flesh around her wrists and ankles, and her hair has been carelessly hacked to stubble.

Though its appearance is disturbing, heroes observing the spirit feel that it is simply observing them with shy curiosity.

The spirit can neither speak aloud nor exit the mirror. However, it shows no hostility toward the heroes, and can answer basic questions by nodding or shaking its head. It knows everything that the nursemaid did in life. It shows fear at any mention of Mrs. Durst’s name, sorrow at any mention of Mr. Durst’s, melancholic fondness at any mention of Rose or Thorn, and despair at any mention of Walter.

If the heroes ask the spirit for aid in reaching the basement or finding the “monster,” the spirit steps aside—vanishing from sight—and the secret door behind the mirror slowly swings open. The spirit does not return.

Investigate the Mirror: Intuition Test

≤ 11: The hero sees only berries in the carvings.
12-16: The hero sees eyeballs among the berries and sees that the mirror has been moved repeatedly—there's something on the wall behind the mirror (the secret door).
17+: The hero sees the eyeballs, notices the secret door, and gains an edge on future tests made to find hidden motifs in the carvings and tapestries of Death House.

The secret door pushes open easily to reveal a cobweb-filled wooden staircase leading up to the attic.

A2e. The Attic

Attic Hall

This scene takes place in Appendix B: Area 16.

This room is largely as described in Attic Hall (p. 215). When the heroes enter this room, read:

This bare hall is choked with dust and cobwebs. Several doors lead from this attic corridor, including a door held shut with a padlock.

A low creak cuts through the air as one of the unlocked doors slowly creaks open.

The opening door leads to the #Spare Bedroom.

The padlock on the door to the #Children’s Room can be picked with a medium Agility test.

Spare Bedroom

This scene takes place in Appendix B: Area 17.

This room is largely as described in Spare Bedroom (p. 215). The doll from Children’s Room (p. 215-16) can be found here. When the heroes first enter this room, read:

This cold, dust-choked room contains a slender bed, a nightstand, a small iron stove, a writing desk with a stool, an empty wardrobe, and a rocking chair. A frowning doll in a lacy yellow dress sits in the northern window box beside a tarnished old music box, cobwebs draping it like a wedding veil.

The heroes can recognize the doll as the same doll that Thorn was holding in the family portrait in the #Main Hall.

The music box contains a rusted, bloodstained skinning knife as well as the key to the padlock on Rose and Thorn's bedroom door.

The music box also contains two curled-up pieces of parchment. The first parchment shows a basic floor plan split into three rectangles labeled QUARTERS, SHRINE, and ALTAR. QUARTERS and SHRINE are connected at the top by a single line, and at the bottom by a double line, which connects both to ALTAR. The second parchment contains a list of unfamiliar names beneath the word RECRUITMENT.

As the heroes exit the room, the rocking chair begins to rock softly and the music box opens and begins to play. The sound of motherly humming floats through the air for two measures, but grows off-key and distorted before coming to a violent, screeching halt. The rocking chair then stops rocking.

Children’s Room

This scene takes place in Appendix B: Area 20.

The door to this room is locked from the outside. The key can be found in #Spare Bedroom.

This room is largely as described in Children’s Room (p. 215-16).

Examine the Dollhouse: Reason Test

≤ 11: The dolls depict tiny, twisted molds of all living creatures currently in the house—namely the heroes and any companions (familiars, retainers, etc.) currently with the party. The dolls are made of painted resin.
12-16: There are secret doors in the #Library, #Balcony, #Nursemaid’s Suite, and #Storage Room.
17+: The secret door in the attic leads to a spiral staircase that goes all the way down through the house to below the ground floor.

The dollhouse only contains rooms within the house itself and does not depict the dungeon levels below.

Rose and Thorn

If either the dollhouse or the toy chest is disturbed, the ghosts of Rose and Thorn appear in the middle of the room.

Profile: Rosavalda "Rose" Durst

Roleplaying Information
Resonance. Rose should inspire sympathy for her insecurities and fears, endearment for her dedication to Thorn, and gratitude for her earnest efforts to aid the heroes.

Emotions. Rose most often feels apprehensive, curious, defiant, or bold.

Motivations. Rose wants to keep Thorn safe and comforted, and to allow their spirits to finally find peace.

Inspirations. When playing Rose, channel Eleven (Stranger Things), Matilda (Matilda), and Lucy Pevensie (The Chronicles of Narnia).

Character Information
Persona. To the world, Rose is Thorn's fiercest protector. To those she trusts, Rose is a lost, fearful, and traumatized young girl.

Morale. In a fight, Rose would plead for peace, but flee with Thorn if that proved impossible.

Relationships. Rose is Thorn Durst's older sister, Walter Durst's half-sibling, and the eldest child of Elisabeth and Gustav Durst.

Profile: Thornboldt "Thorn" Durst

Roleplaying Information
Resonance. Thorn should inspire sympathy for his shyness and fear, and endearment for his childlike joy.

Emotions. Thorn most often feels uncomfortable, joyous, anxious, or terrified.

Motivations. Thorn wants to keep close to Rose and find toys to play with.

Inspirations. When playing Thorn, channel Piglet (Winnie the Pooh).

Character Information
Persona. To the world, Thorn is a frightened young boy who clings to his sister. To those he trusts, Thorn is a quietly observant and insightful child.

Morale. In a fight, Thorn would cower and cry, pleading for Rose to rescue him.

Relationships. Thorn is Rose Durst's younger brother, Walter Durst's half-sibling, and the youngest child of Elisabeth and Gustav Durst.

The children don't like it when the characters disturb their toys, but they fight only in self-defense. They know that they're dead. If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.

In life, Rose was a budding wizard who discovered a small spellbook in her father’s library, and took great care in copying a few Arcane Tricks (as in the perk) into her diary.4

As the ghost children speak with the heroes, Thorn levitates one of his toys into the air, which falls. Rose swiftly uses her Arcane Trick to magically catch the toy and safely lower it to the ground. If her use of magic is remarked upon, she shyly shares her diary’s location, which can be found hidden in the cobweb-covered pillowcase on her bed.

In addition to her cantrips, Rose’s aged and faded diary also contains entries regarding her studies, her friends, her younger brother, her nursemaid (“Miss Klara”), and arguments between her mother and father. (Rose doesn't know anything about the content of those fights.)

Rose knows the way down to the basement, but “isn’t supposed to go down there.” If the party convinces her to show them the way, she points them toward the dollhouse, revealing the secret entry. In exchange, she asks the heroes to take her and Thorn's bones with them when they escape, burying them in the garden outside.

When the secret door in the dollhouse is revealed, Thorn shyly asks the heroes if he and Rose can accompany them downstairs to aid them, and attempts to possess a friendly hero if permitted. When Rose or Thorn attempts to possess a hero, describe it as “a child’s tiny hand, desperately seeking the touch of another soul.”

If one of the ghosts possesses a character, allow the player to retain control of the character, but assign the character one of the following flaws:

A hero possessed by Rose temporarily gains the Arcane Trick perk, while a hero possessed by Thorn temporarily gains the Invisible Force perk. (These perks go away once the possession ends.)

Storage Room

This scene takes place in Appendix B: Area 18.

This room is largely as described in Storage Room (p. 215). When the heroes enter this room, read:

This dusty chamber is packed with lumpy, squat shapes draped in dusty white sheets. An old iron stove stands against the right-side wall, next to what looks to be a large trunk covered by a sheet.

Under the sheets is a lot of old furniture (chairs, coat racks, standing mirrors, dress mannequins, and the like).

A hero who opens the trunk finds the skeletal remains of the nursemaid's body.

Examine the Corpse: Reason Test

≤ 11: The wounds are consistent with those seen on the spirit's body in the #Nursemaid’s Suite.
12-16: The woman died of starvation.
17+: A sheet covering a nearby mirror slips, and the hero catches a glimpse of an apparition watching them.

A hero inspecting the remains feels a cold breath on their shoulder and the unshakeable sense of being watched. Meanwhile, if another hero has previously uncovered a nearby mirror from its sheet covering, that hero can see an apparition of Elisabeth Durst within the mirror staring at the hero near the chest. Once observed, the apparition swiftly vanishes.

Secret Door

A secret door in the east wall appears only when certain conditions are met; see #Secret Stairs.

Guest Bedroom

This scene takes place in Appendix B: Area 19.

This room is as described in Spare Bedroom (p. 215).

Secret Stairs

This scene takes place in Appendix B: Area 21.

The secret door and shaft don't exist until the house reveals them, which can happen in one of two ways:

Once the house wills the secret door into existence, characters find it automatically if they search the wall (no test required).

This room is largely as described in Secret Stairs (p. 217). However, opening the secret door reveals only a stone slab on the opposite side, inset with a small bronze panel at approximately chest level. A small hollow niche identical to the one in the library lies at the panel's center, emanating a faint amber glow. When the niche is exposed, the amber shard from the #Master Suite glimmers faintly and swings in the air toward it, as though held aloft by an unseen force.

To allow the stone slab to swing open and reveal the hidden stairs on the opposite side, the heroes must place the amber shard into the niche.

When the heroes enter this room, read:

The secret door opens to reveal a narrow spiral staircase built of aged-looking wood within a tight shaft of mortared stone. Thick cobwebs fill the staircase as it descends into the darkness below.

As the heroes descend the stairs, read:

The broken cobwebs around you sway like a gossamer wedding veil, beckoning you forward as the ancient stairs creak and groan underfoot. The gaping maw of the stairwell draws you deeper, swallowing you up as you descend further down its gullet. You descend one floor—two floors—three.

The walls of the stone shaft narrow around you, forcing you to hunch your shoulders and pull in your elbows to continue downward. In the darkness, you can only hear the shuffle of your feet, the choking groan of the stairs, and the pounding of your blood in your ears.

Finally, after what feels like hours, the descent levels out, and the spiral staircase ends at a darkened landing of packed earth. A narrow tunnel supported by aged timber braces stretches ahead of you, its stone walls seeming to bleed with deposits of streaked, red clay. Eight feet ahead, the tunnel splits, branching to the left and right.

As your eyes and ears adjust to the cold, subterranean corridor, you notice that the tunnel isn't as silent as the staircase above. An eerie, low-pitched sound echoes through the space—and you soon recognize it as a deep, incessant chanting.

Characters who descend the spiral staircase end up in area 22.

Milestone. Descending into Death House's dungeon level completes a story milestone. When the party exits the secret stairs, award each hero 1 Victory.

A2f. The Basement

Dungeon Features

Family Crypts

This scene takes place in Appendix B: Area 23.

These rooms are largely as described in Family Crypts (p. 217-18). Removing a slab from a crypt requires a medium Might test.

As the heroes approach the Empty Crypt and Walter’s Crypt, read:

This side-corridor branches again to the left and right. On either side, large standing stone slabs have been set aside to lean against the walls, opening the way to a pair of dark, quiet crypts. The slab to the right is etched with the name "Walter Durst"; the slab to the left is blank.

If the heroes enter the Empty Crypt, read:

You peer past the leaning stone slab to see an empty earthen crypt.

If the heroes enter Walter’s Crypt, read:

Swollen, bloody cysts cover the walls of this crypt like tumors. From time to time, they pulsate and burst, streams of pus oozing down to collect on the floor. Each time they do, you can hear an infant's quiet whimpers, which are swiftly quieted by the sound of distant humming.

Heroes who have previously read or heard the song recognize the melody of the humming as Waltz for Klara.

As the heroes approach Gustav’s Crypt and Elisabeth’s Crypt, read:

This side corridor branches again to the left and right. Large standing stone slabs seal the entrance to the tunnels on either side, blocking the way forward. The slab to the left is etched with the name "Gustav Durst"; the slab to the right is etched with the name "Elisabeth Durst." The tunnel here is unnaturally quiet, and a thin mist clings to the floor.

If the heroes enter Gustav’s Crypt, read:

The crypt beyond the slab contains a stone coffin lying atop a dusty stone bier. Silence hangs heavy over the lonely chamber.

If the heroes enter Elisabeth’s Crypt, read:

A thick, acrid miasma hangs over the interior of this crypt, which holds a stone-carved coffin resting atop a stone bier. The floor before it is littered with the bodies of hundreds of dead termites. Many cling to the elongated, bloated body of a dead termite queen, while others appear to have died atop the scarred, mutilated bodies of four larger beetles not far away.

If the heroes disturb the coffin, an angry swarm of insects attacks.

Dodge the Swarm: Agility Test

≤ 11: The hero takes 5 poison damage.
12-16: The hero takes 3 poison damage.
17+: The hero safely shifts 1 square away from the swarm.

As the heroes approach Rose’s Crypt and Thorn’s Crypt, read:

This side-corridor branches again to the left and right. Large standing stone slabs seal the entrance to the tunnels on either side, blocking the way forward. The slab to the left is etched with the name "Rosavalda Durst"; the slab to the right is etched with the name "Thornboldt Durst." Each slab exudes the silence of a forgotten grave.

If the heroes enter either crypt, read:

This small chamber contains a stone coffin resting on a stone bier. The air in this crypt hangs heavy with sorrow.

The heroes cannot help Rose or Thorn’s ghosts find peace by placing their remains in their coffins. Neither Rose nor Thorn finds these crypts comforting. Both prefer to leave as quickly as possible.

Cult Initiates’ Quarters

This scene takes place in Appendix B: Area 24.

This room is largely as described in Cult Initiates’ Quarters (p. 218).

As the heroes move to descend to the Well and Cultist Quarters (p. 218), a sudden splashing sound can be heard—which then quickly subsides.

Well and Cultist Quarters

This scene takes place in Appendix B: Area 25.

This room is largely as described in Well and Cultist Quarters (p. 218). When the heroes enter this room, read:

The ceiling of this dark, earthen chamber rises a foot higher than the cramped tunnel. It's supported by thick wooden posts and cross beams that have rotted with age and bear deep holes indicative of hungry insects.

Here, a lonely well stands at the center of the room, surrounded on three sides by several smaller, alcove-like chambers that have been carved into the walls. Old footprints criss-cross the floor, leading into the alcoves, around the well, up a staircase on the other end of the room, and back upstairs the way you came.

An old hempen rope attached to a rusted pulley descends past the mouth of the well, swaying gently in the stagnant air as if just abandoned by an unseen occupant.

The well comprises a 1-square-diameter well shaft with a 3-foot-high stone lip, and descends 6 squares to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the cross beams above the well. The interior of the shaft is covered with an ash-black species of fungi.

If the heroes toss an object down the well and then turn away, they hear loud splashing and tearing sounds coming from below. When they turn back, the object has been torn to pieces, with large parts missing.

Side Rooms

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 padlock that can be picked with a medium Agility test.

In addition to some worthless personal effects, each chest contains one or more valuable items. Remember that Draw Steel doesn't care about individual coins, so no need to track precise amounts; however, all together, the items in the cultist quarters are enough to increase one hero's Wealth to 1.

Replace the silvered shortsword in footlocker 25E with a book bound in grimy black leather. This journal, which is signed by Drasha, contains a list of names and physical descriptions associated with each name. Each entry includes gruesome details describing the victim’s sacrifice, such as “struggled profusely” or “no sedative given,”1 and ends with the phrase, "Fed to Walter."

Hidden Spiked Pit

This scene takes place in Appendix B: Area 26.

This room is largely as described in Hidden Spiked Pit (p. 218). If the heroes enter this area from #Well and Cultist Quarters, read:

The staircase leads to a quiet landing. To the front, the stairs continue upward and vanish around a bend. To the right, the landing continues straight into a lonely corridor. This tunnel hallway seems surprisingly clean and bereft of debris; at its far end, another earthen staircase descends into darkness.

The incessant chanting that has filled the air of this underground complex grows stronger toward the far end of this corridor. Its source seems to lie beyond the descending stairs.

If the heroes enter this area from #Dining Hall, read:

The staircase descends to a quiet landing. To the front, the stairs continue to descend, opening into a broader chamber. To the left, the landing continues straight into a lonely corridor. This tunnel hallway seems surprisingly clean and bereft of debris; at its far end, another earthen staircase descends into darkness.

The incessant chanting that has filled the air of this underground complex grows stronger toward the far end of this corridor.

If the heroes enter this area from #Ghoulish Encounter, read:

The staircase descends to a quiet landing. To the left, the stairs continue to descend, rounding a bend before vanishing into darkness. The incessant chanting that has filled the air of this underground complex appears to be echoing from below.

To the right, the landing continues straight into a lonely corridor. This tunnel hallway seems surprisingly clean and bereft of debris; at its far end, the corridor branches left and right.

The spiked pit trap triggers when any creature of size 1S or larger enters its area.

Examine the Hallway: Intuition Test

≤ 11: It's a surprisingly clean hallway.
12-16: Other hallways have had visible footprints and traces of people passing through; this one has none. The hero sees the edges of the pit trap.
17+: The hero spots the edges of the spiked pit trap, and has an edge on tests made to deactivate the trap.

Spike Trap

Level 2 Trap Ambusher
EV 3

A pit dug into the ground is filled with spikes, and camouflaged to avoid detection.

Stamina: 6

Size: One or more squares

Typical Space: 2x2-square area


Deactivate
As a maneuver, a creature adjacent to a spike trap can make an Agility test.
≤ 11: The creature triggers the trap and is affected as if in its area.
12-16: The trap is deactivated but the creature is slowed (EoT).
17+: The trap is deactivated and doesn't trigger.

Activate
The spike trap is calibrated to be triggered by creatures or objects of a particular size or larger. The trap triggers when a creature or object of the appropriate size enters its area.
Effect: The Spike Trap ability.

Spike Trap 2d10+2
Area, Weapon Free Triggered Action
Melee 0 The triggering creature or object

Trigger: A creature or object of the appropriate size enters the trap's area.

≤ 11: 3 damage; the target shifts 1 square away from the trap
12-16: 4 damage; the target falls into the pit; A < 0 prone
17+: 6 damage; the target falls into the pit; A < 1 prone; restrained (save ends)
Effect:The target ends their movement when they enter the trap's area. The pit is typically 2 squares deep. The trap must be manually reset.

Hidden
The spike trap is hidden until triggered or detected.

Dining Hall

This scene takes place in Appendix B: Area 27.

When the heroes enter this room, read:

This room contains a plain wooden table flanked by long benches. Moldy humanoid bones lie strewn on the dirt floor. A thick stench of rot and gore fills the chamber, so coppery with blood that you can taste it on your tongue.

A few dozen moldy bones have been piled into a grotesque and misshapen pyramid in a dark alcove to the south.

Larder

This scene takes place in Appendix B: Area 28.

This area is largely as described in Larder (p. 218).

The warped remains of Gustav Durst’s flayed corpse are coiled on the ceiling, and the Flayed Corpse drops onto its victim when they enter.

Notice the Flayed Corpse: Intuition Test

≤ 11: The hero doesn't notice the flayed corpse, and is surprised when the flayed corpse attacks.
12-16: The hero notices the flayed corpse. Initiative is rolled as normal.
17+: The hero notices the flayed corpse before stepping into the alcove, and the heroes act first when combat breaks out.

If the heroes disturb the flayed corpse, read:

A horrific creature drops from the ceiling—a long, flesh-like worm the breadth and length of a human man, its trunk resembling a humanoid body with its arms sewn to its torso and both legs sewn together. Its flayed muscles split open to reveal a flapping, gaping maw ringed by hundreds of tiny, humanlike teeth and a gnashing, bony beak.

It lets out a high-pitched, gurgling squeal as it hurls itself forward, writhing, tendon-like tentacles lashing toward your face.

The sound of combat attracts the attention of the ghouls in #Ghoulish Encounter, if they haven't already been destroyed. The ghouls join the combat encounter at the start of the second round.

Your First Combat

Welcome to the first combat encounter of Draw Steel Against Strahd! If this is your players' first combat encounter in Draw Steel, you may want to consider forgoing the use of Malice features here—these monsters are plenty nasty without them.

You'll find all the statblocks you need in the Bestiary, and the statblocks you need for each encounter collected in Encounter Sheets.

As the ghouls attack, they mindlessly repeat any or all of the following phrases:

Ghoulish Encounter

This scene takes place in Appendix B: Area 29.

When the heroes first approach this area, read:

A deathly stench emanates from this corridor. The stone walls bear cracked, red stains, and a trail of old bones leads deeper down the tunnel.

When a hero first enters one of the squares at the entrance of the corridors, six ghouls rise up out of the ground around the intersection and attack. The noise of combat attracts the attention of the flayed corpse in #Larder, if they haven't already been destroyed. The flayed corpse joins combat at the beginning of the second round.

As the ghouls attack, they mindlessly repeat any or all of the following phrases:

If the heroes continue down the corridor, read:

The trail ends at the center of a quiet intersection. The incessant chanting you've heard since first entering the dungeon is noticeably louder down the northern branch of the intersection.

Stairs Down

This scene takes place in Appendix B: Area 30.

When the heroes approach this area, read:

A dark set of chiseled stone steps descends into darkness. It's clear that the origin of the muffled chanting you've been hearing lies below.

Darklord’s Shrine

This scene takes place in Appendix B: Area 31.

This room is largely as described in Darklord’s Shrine (p. 218). In addition, when the heroes enter this room, read:

This room is festooned with moldy skeletons that hang from rusty shackles against the walls, their mouths hanging open in silent screams.

A wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands beside him. The statue's right hand holds a smoky-gray crystal orb, and its painted gaze stares down toward you, a cold and cruel glint to its eye.

Five ashen shadows are burned into the walls, with soot marks stretching across the floor toward the statue.

The room has exits to the west and north. Chanting can be heard coming from the north.

A hero that approaches the orb can hear many voices whispering the following phrases:

Additionally, that hero’s shadow begins to writhe and twist, its edges growing tattered and blurred as it lashes erratically across the floor. A hero who touches the orb feels as though a “dark, ancient evil” has suddenly turned its eye upon them.

If the orb is removed from its position, the ashen severed shadows upon the walls begin to stir. Each round, up to two of the shadows “awaken,” swooping across the walls. As they awaken, they murmur and moan the following phrases:

Once all shadows have awoken, they attack, with each shadow preferring to target a different hero. If the orb is returned to its place on the statue, the shadows return to their original positions and become dormant once more.

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 successful easy Intuition test. (The consequence for most poor results on tests in Death House is that the heroes take a long time to search, and the clock ticks ever closer to midnight.) It's basically an ordinary (albeit rotted) wooden door hidden under a layer of clay.

Hidden Trapdoor

This scene takes place in Appendix B: Area 32.

This room is largely as described in Hidden Trapdoor (p. 219). The concealed door can be found with an easy Intuition test. When the heroes find and enter this area, read:

The clay staircase ends at a cramped landing. Six feet above the ground, a half-rotted ceiling of close-fitting planks holds a closed wooden trapdoor leading to an upper floor. The trapdoor is bolted shut from this side.

Cult Leader’s Den

This scene takes place in Appendix B: Area 33.

When the heroes enter this room, read:

This quiet room contains a wooden table flanked by two high-backed chairs and holding a clay jug and two flagons. Above the table is suspended an unlit cast-iron chandelier. Iron candlesticks stand in two corners of the chamber, their candles long since melted away. A short corridor at the north end of the room leads to a darkened chamber beyond.

There are no monsters here.

Cult Leader’s Quarters

This scene takes place in Appendix B: Area 34.

When the heroes enter this room, read:

This room contains a large wood-framed bed, the feather mattress rotted by years of disuse. An old wooden wardrobe carved with demonic faces stands against the wall to the left, and a faded wooden footlocker stands quietly at the foot of the bed.

The room is suffused with a familiar stench of death—but far stronger, mixing with a noxious scent that fills your lungs with every breath.

The wardrobe contains several old robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. A rotting aroma also emanates from a pair of rotted organs—a half-eaten liver and a gnawed intestine—lying hidden beneath the hems of the robes.

Folded inside the foot locker, on top of its other contents, is the recognizable flayed skin of Gustav Durst. When the foot locker is opened, the skin springs out to attack the nearest creature. The skin has 10 Stamina.

Evade the Skin: Agility Test

≤ 11: The hero takes 3 damage; A < 2 grabbed and restrained by the skin until the skin is destroyed or another hero makes a successful medium Might or Agility test to free the restrained hero. While restrained this way, the hero is suffocating.
12-16: The hero takes 1 damage; A < 1 grabbed and restrained by the skin, as above.
17+: The hero shifts 1 square away from the skin.

Treasure

The footlocker contains an alchemist's journal with a recipe for a Healing Potion, five ounces of costmary leaves, and some miscellaneous items without mechanical effect: a chain shirt, a mess kit, a bullseye lantern, and a set of lockpicks. These items were taken from other heroes, treasure hunters, and mercenaries who were drawn into Barovia, captured, and killed by the cult.

No monsters (other than the skin) attack if a hero removes any items from the foot locker, and there are no hidden cavities behind the walls.

A2g. The Dungeon

Reliquary

This scene takes place in Appendix B: Area 35.

This room is largely as described in Reliquary (p. 219). When the heroes enter this room, read:

The dusty stone steps descend past a landing and around a bend until they end at a cold, rectangular chamber. A thin, wafting mist clings to the ground, and the wooden cross beams that support the ceiling groan beneath the weight of the house and underground complex above.

The walls of this room are cut with small, chiseled alcoves, each holding a strange, ghastly trinket or relic. A corridor with a sagging ceiling exits the chamber and bends out of sight to the right. Past it, you can see a stone slope that descends into black, murky water. The ghostly chant you've heard since entering the basement is strongest here, and seems to be emanating from the other side of a rusted, closed portcullis.

You can finally understand the words.

They say, over and over again, in a ceaseless refrain:

"He is the Ancient."

"He is the Land."

Prison

This scene takes place in Appendix B: Area 36.

When the heroes enter this room, read:

The sound of clinking chains melds with a quiet, near-imperceptible rustling as you round the bend into a long, darkened dungeon. Rusted shackles hang patiently from the walls, as if waiting to bite into prisoners' flesh once more.

Investigate the Prison: Reason Test

≤ 11: The hero finds a human skeleton in a tattered black robe hanging on the back wall of the cell, with a gold ring on one of its bony fingers.
12-16: The hero finds the secret door in the wall, but it opens with a loud creak. The heroes take a bane on any tests made to sneak into the ritual chamber.
17+: The hero finds the secret door in the south wall and can open it quietly.

Portcullis

This scene takes place in Appendix B: Area 37.

When the heroes approach this area, read:

The floor is submerged beneath two feet of dark, murky water that sloshes around your calves and boots. The tunnel forward is blocked by a rusty iron portcullis. Beyond its iron bars, you can make out the dark outline of a half-submerged chamber, a raised stone dais, and a thick cloud of rolling mist.

The wooden wheel that opens the portcullis remains on the western side of the gate (i.e., the side facing the #Ritual Chamber). However, the chain-link mechanism to open the portcullis has broken, preventing the heroes from proceeding without repairing it (e.g., with a medium Reason test using the Blacksmithing or Mechanics skill) or lifting the portcullis by hand with a medium Might test. (If the heroes lift the portcullis by hand and then release it, its weight causes it to shut once more unless propped open.)

Ritual Chamber

This scene takes place in Appendix B: Area 38.

The water is several feet deep and should be treated as difficult terrain for size 1M creatures or smaller. The ledges and central dais are 1 square higher than the floor, and the chamber's ceiling is 3 squares high (2 squares above the dais and ledges). The chains dangling from the ceiling are 1 square long.

When the heroes enter this room, read:

The smooth masonry walls of this forty-foot-square room provide excellent acoustics. Featureless stone pillars support the ceiling, and 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 octagonal 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 hideous depictions of grasping ghouls and is stained with dry blood. A small, white bundle lies atop it, surrounded by pulsating, fleshy tendrils.

The tendrils run to a breach in the far wall that leads to a dark cave, their fleshy masses connecting to a dark, hulking shadow that lies within, its bloated mass rising and falling with a slow, shuddering rhythm.

As soon as you step foot into the chamber, the ghostly chanting you've heard suddenly falls silent.

A hero that approaches the altar sees that the words "FEED HIM" are carved into its flat stone surface just below the white bundle, surrounded by several fleshy tendrils inset with human teeth. The tendrils belong to the Flesh Mound, which awakens and attacks if the tendrils are damaged.

The bundle atop the altar is the size and shape of an infant wrapped in swaddling clothes. If unwrapped, the heroes instead find it to hold a rusted, serrated dagger stained red with ancient blood.

The dark shadow in the cave is a Flesh Mound containing Walter’s spirit and remains.1 It is a swollen, bloated mound of bones, flesh, and gore that seems to breathe as its mass rises and falls. A hero that observes it concludes that it appears to be sleeping.

The cultists' shadows described in “One Must Die!” (p. 220) do not appear when a hero climbs the altar. Instead, the heroes have two choices: sacrifice a living creature on the altar, or attack the flesh mound.

If a creature is sacrificed on the altar, the flesh mound's tendrils accept its corpse and pull it to the mound's lair. There, the mound messily devours it before returning its tendrils to the altar once more. Feeding the mound does not free the heroes, because its hunger cannot be sated.

The flesh mound awakens if attacked. When it does, its subsequent screeching wail causes the earth to tremble, sending the #Portcullis crashing to the ground if it's been opened and damaging the mechanism responsible for opening it.

A creature engulfed by the mound can hear the faint sound of a baby crying at the center of its swollen bulk.

Elisabeth's Amber Shard

A hero in possession of Elisabeth's amber shard from the Master Suite can use a maneuver to present Elisabeth's amber shard, speak the name "Walter", and give a brief command. The creature makes a Presence test. On a tier 3 result, the flesh mound must use their triggered action, if available, to follow the command, provided it is not directly harmful to the flesh mound. On a tier 2 result, the flesh mound must use their triggered action to follow the command, but can make a free strike at the creature giving the command before they do so. On a tier 1 result, the flesh mound does not follow the command and is enraged, attacking the creature who presented the amber shard at the earliest possible opportunity.

On Tactics

If you're new to Draw Steel combat, now is a good time to remember that encounters are designed with certain guidelines in mind. Maybe re-read the relevant section of Monsters!

Specifically, the most important thing to remember here (in my opinion) is that you must spread the damage around. Engulfing heroes whenever possible should help with this, since an engulfed hero can't be targeted by attacks. Focusing fire on a single hero might be tactically "optimal", but it won't be fun. This should be a challenging encounter, not an impossible one. Besides, this is a big pile of meat, not a brilliant strategist. Save your most brutal tactics for Strahd.

A2h. Escape From Death House

When the flesh mound dies, the heroes can hear the sound of the house’s front door opening far overhead, and the distant thunderstorm beyond.

When the heroes next begin to move toward the exit, read:

A guttural moan ripples through the air—and a terrifying apparition manifests before you: the spirit of Elisabeth Durst, her once-beautiful features now grotesquely distorted. Her lustrous hair is a wild, disheveled mess, her skin a deathly pallor, and her lips peeling back to reveal sharp, yellowed teeth. An amber shard glows ominously on a cord around her spectral neck, a shadowed wisp swirling within its depths.

The spirit levitates high above the floor, sunken eyes blazing with malice and mouth twisted into a snarl. "You may have evaded my pet," it rasps, "but I will tear this house apart before I let you escape." It throws its head back and lets loose a blood-curdling scream that reverberates across the stone walls—and sets the very foundations of the house trembling.

Far above, the grandfather clock begins to chime, the sound mounting to a thunderous cacophony. Dust and debris rain down as the floor shakes beneath you, the wooden cross beams of the ceiling starting to splinter and crack. Elisabeth's spirit fixes you with a feral grin—and then dissipates into thin air, leaving only echoes of its spiteful laughter as the house rumbles, shifts, and groans.

The heroes must flee from the ritual chamber to the #Entrance of Death House before the entire structure collapses upon their heads. If they want to escape with their lives, they must engage in a montage test.

Escape Death House Montage Test

Montage Test Difficulty: Moderate
Rewards: 1-2 Victories (see Gustav's Ghost)

Heroes Success Limit Failure Limit
3 4 2
4 5 3
5 6 4
6 7 5

This montage test has the following challenges.

The Cult's Return

When the heroes first reach the #Family Crypts or (if they have previously found and opened the hidden trapdoor described in 32. Hidden Trapdoor, p. 219) near the #Darklord’s Shrine, the spirits of the cult arise to stop them. Read:

The chanting rises once more as thirteen dark apparitions appear around you, obstructing the way forward—as well as the way back. Each one resembles a black-robed figure holding a torch, but the torch's fire is black and seems to draw light into it. Where you'd expect to see faces are voids. "He is the Ancient!" they chant, over and over. "He is the Land!"

Heroes can deduce that the cultists are harmless, intangible figments with a medium Intuition test or simply charge through them with a medium Agility test.

Additional Challenges

Falling Debris. Furniture flies about the house, threatening to batter and crush the heroes. Suggested Characteristics: Agility, Intuition. Suggested Skills: Gymnastics, Alertness. Special: This challenge can be attempted twice.

Smoke. Fireplaces and ovens fill the house with poisonous black smoke. Suggested Characteristics: Might, Reason. Suggested Skills: Endurance, Magic.

Crumbling Floors. Walls and floors become rotted and brittle, threatening to give way under the heroes' feet. Suggested Characteristics: Reason, Agility. Suggested Skills: Jump, Architecture.

Scared Children. If possessing the heroes, Rose and Thorn are upset at the appearance of their father and terrified at the state of the house. Suggested Characteristics: Intuition, Presence. Suggested Skills: Empathize, Lead.

Gustav's Ghost

At the end of the first round of the montage, the ghost of Gustav Durst confronts the heroes. Read:

An ethereal apparition appears before you, obstructing the way—the ghost of a man. He is a gaunt and pale figure, with sunken, haunted eyes and trembling hands, wearing once-fine clothing now tattered with age.

"Please," the spirit says, tears beading at the corners of his eyes. "You have to stay here and die. She won't accept anything else."

The spirit is recognizable as Gustav Durst. Gustav pleads with the heroes to give up, insisting that Elisabeth will never let them leave the house.

If the heroes attempt to bypass or attack Gustav, a swarm of levitating debris and shrapnel arises around him. He pleads with the heroes again, insisting that he doesn't want to fight them, but that he doesn't know that he has any other choice. If the heroes attack, Gustav summons the shades of dead cultists to fight with him.

The heroes can attempt to negotiate with Gustav to convince him to let them pass peacefully.

Gustav Durst Negotiation Stats

Interest: 2
Patience: 3
Impression: 3
Native Language: Vaslorian

Motivations

  • Protection: Gustav did have some affection for his children, and hates that their spirits are trapped in Death House for their parents' sins. Promising to lay Rose and Thorn to rest once the heroes leave Death House appeals to this motivation.
  • Regret: Gustav is wracked with guilt over what the cult did to Klara. Arguing that killing more people for the cult further tarnishes Klara's memory, or that Klara's spirit wants the heroes to escape, appeals to this motivation.

Pitfalls

  • Legacy: Gustav knows that the Durst family name is forever tarnished—rightfully so, given his wife's crimes and his own failure to save Klara or the children. He is disgusted by any mention of trying to restore the Dursts' reputation.
  • Freedom: Gustav would love to be free from Death House and Elisabeth's power, but he is utterly convinced that this is impossible—Elisabeth's spirit is simply too powerful and fearsome to disobey.

If Rose or Thorn are possessing one or more heroes, they can assist with one test during the negotiation, providing an edge.

Negotiation Outcomes

The negotiation has the following outcomes.

If the heroes successfully persuade Gustav to stand aside, he warns them that "her other servants" are lying in wait ahead to block the heroes' escape. "Don't fear them," he says. "Their only power is fear." He then vanishes. Successfully persuading Gustav to stand aside counts as two successes for the montage test.

Interest 5: Gustav is deeply moved by the heroes' pleas, and finds new courage to confront Elisabeth and buy the heroes some time to escape. The heroes earn 1 Victory, gain a success for the montage test, and have a double edge on their next test in the montage.

Interest 4: Gustav is moved by the heroes' arguments and agrees to let them pass unharmed. The heroes earn 1 Victory, gain a success for the montage test, and have an edge on their next test in the montage.

Interest 3: Gustav resigns himself to being trapped in Death House forever, and agrees to let the heroes pass without interference. The heroes earn 1 Victory.

Interest 2: Gustav, clearly despairing, vanishes into the darkness without another word. The heroes' next test in the montage has a bane as Gustav attempts to prevent their escape.

Interest 1: Gustav believes the heroes, though well-meaning, will damn his children to eternal torment; he disappears and aggressively interferes with their escape. The failed negotiation counts as a failure for the montage test, and the heroes' next test in the montage has a double bane.

Interest 0: Gustav believes the heroes selfish and callous, caring only for their own safety above the suffering of all the souls trapped in Death House. Enraged, Gustav summons shades of dead cultists and other servants of the house to attack the heroes. The failed negotiation counts as a failure for the montage test, and the heroes must defeat Gustav in combat before proceeding with the rest of the montage.

Montage Test Outcomes

The montage test has the following possible outcomes.

Total Success: The heroes escape from Death House swiftly and safely, mostly unscathed. The heroes earn 1 Victory each, not including any Victory earned from the negotiation with Gustav.

Partial Success: The heroes escape from Death House, but one of the unquiet spirits of the house throws a bookshelf at the heroes as they run out the front door, dealing 1d10 points of damage to each. The heroes earn 1 Victory each, not including any Victory earned from the negotiation with Gustav.

Total Failure: The house collapses on the heroes. They take catastrophic damage and fall unconscious. Each hero loses 2 Recoveries. If they have only 1 Recovery remaining, they instead lose that Recovery and are weakened until they finish a respite. If they have no Recoveries, they instead are dazed until they finish a respite. When they wake, the heroes find themselves in the Svalich Woods with 1 Stamina each.

A3. Outside Death House

When the heroes exit Death House, the storm overhead has slowed to a mere drizzle, and the mists around the house have disappeared. Night has long since fallen, and the waning moon is high in the sky.

What Phase of the Moon?

If you expect to have a lot of respites to allow for crafting or other downtime activities in your campaign, the heroes emerge from Death House on the night of Hektavr 9, about halfway between the full moon on Hektavr 1 and the new moon on Hektavr 15, and arrive in the Village of Barovia on Hektavr 10. If you expect a more fast-paced campaign with the bare minimum number of respites, the lunar cycle is twice as fast. The heroes emerge from Death House on the night of Neyavr 3, just under halfway between the full moon on Neyavr 1 and the new moon on Neyavr 7.

See Lore of Barovia#Calendar for a full discussion of the Barovian calendar.

Most surprisingly, the heroes now find themselves in a dark forest clearing at the beginning of the Old Svalich Road (p. 33), rather than in the streets of Wend. The road travels west. To the east lie dark, endless woods filled with the Mists of Ravenloft (p. 23).

The house then collapses into the earth, leaving a dark and bottomless pit behind. If the heroes still have it, Elisabeth Durst's amber shard then crumbles into dust. The pit vanishes the first time the heroes depart the clearing.

If they’re still possessing the heroes, Rose and Thorn’s spirits end their possessions. The children remark that the woods resembles the Svalich Woods, which once surrounded their home—Barovia. However, the children add that these particular woods are unfamiliar to them, and that they seem to be far from their family's original village.

As the heroes explore their surroundings, they can quickly see the top of an old, ruined stone tower poking up through the treetops. The upper floors of the structure have collapsed, leaving heaps of rubble and shattered timber around the tower's base. There is an open doorway on the ground floor.

The heroes can easily surmise that this ruin appears to be a safe place to spend the night, or even take a respite. Rose and Thorn offer to serve as sentries while the heroes rest, watching the woods and awakening the heroes should any threats emerge.

The night passes without issue. When the heroes awaken the following morning, Rose and Thorn ask the heroes if they can bury their remains before proceeding any further, so that they can finally rest. (The children's spirits will not proceed further into Barovia, instead pleading for the heroes to allow them to rest.) If the heroes bury their remains here, the children’s spirits thank them before vanishing.

Heroes Keep Going?

Your players might not want to take a respite yet. That's fine! They can press on to the village of Barovia and they won't die. If they don't rest at the tower, they learn that Strahd's undead hordes have already attacked tonight, so the heroes have just barely enough time to take a respite before the siege.

The heroes can find the beginning of the Old Svalich Road a short ways through the woods away from the tower. Act I - Into the Mists/Arc B - Welcome to Barovia then begins.

Design Notes: Death House

The Arrival. The illusory Rose and Thorn have been intentionally removed from this version of Death House in order to ensure that the heroes enter the house of their own volition and trust the real Durst children upon meeting them.

The countdown and poem have been added to provide the heroes with a clear sense of direction and purpose while exploring the house, and to prevent the heroes from taking a long rest (and therefore disrupting the balance of subsequent combat encounters) while doing so.

The First Floor. The feast in the dining room has been made intentionally harmless in order to encourage the heroes to trust the safety of Strahd's dinner invitation when they later receive it. Additional clues have been added to convey to the heroes the relationships within the Durst family, including Mr. Durst's affair.

The Second Floor. Clues have been added to ease the discovery of the library's secret room and to convey the depth of Mr. Durst's affair, as well as the nursemaid's pregnancy.

The dog Lancelot, a popular community character, has been intentionally cut from Death House to avoid providing the heroes with an easy sacrifice to make at the altar in the ritual chamber—a sacrifice that is no longer functional (because the cult no longer releases the heroes upon making a sacrifice) and which rings hollow when compared to the campaign that follows it (because Strahd's "hunger" cannot be sated.)

The Third Floor. The nursemaid's specter now serves as a vital tool that allows the heroes to find the attic staircase without undue frustration or delay. Additional clues have been added to convey the fate of Walter, Mr. Durst, and the nursemaid.

The Attic. Clues have been added to convey the nursemaid's fate and the founding of Mrs. Durst's cult.

The Dungeon. Several of the encounters in this area have been changed to reduce the probability of a TPK and to teach the heroes to act cautiously and make wise decisions. In the ritual chamber, the cult is no longer willing to accept the sacrifice of a beast (e.g., Lancelot), foreshadowing that Strahd will not be content with Ireena alone.

Escape From Death House. The original "escape from Death House" sequence has been replaced with a pair of social encounters that reward the heroes for investigating the history of the house, and which serve to foreshadow the characterizations of Sergi von Zarovich, Lady Fiona Wachter, and Strahd's brides and servants in the adventure to come.

This guide has intentionally foregone a popular community addition that places a bottle of wine—courtesy of Strahd—at or near the exit of the house. Strahd is not omniscient, and the heroes' efforts to avoid or foil his spies will prove a recurring aspect of gameplay through the adventure. Moreover, Death House is too far from Barovia proper for Strahd to have obtained and delivered a fresh bottle of wine to its location. A villain is only as evocative as their limitations, and Strahd has many.

Finally, it is an intentional design choice of this guide that the heroes do not encounter Strahd directly until their meeting at the River Ivlis Crossroads, which ensures that their relationship with Strahd before then is built solely on rumor, second-hand knowledge, and superstition. Earlier direct exposure would wholly spoil this effect.

Escape Montage. Draw Steel is a cinematic game, and this is the perfect opportunity for a cinematic escape. Challenges from Reloaded and from the original module have been incorporated into a montage, which is, after all, one of the core mechanics of Draw Steel. The montage should, hopefully, preserve the quick-paced action feeling and smooth the heroes' transition to Barovia.

Negotiating with Gustav. The third pillar of Draw Steel! A negotiation has been added to reward the players both narratively and mechanically for investigating the house and the Dursts' story, and to introduce another core mechanic. If your players are anything like mine, this might be a very quick negotiation, as they'll spend the whole thing yelling at Gustav for being a useless father, husband, and partner.

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