TEXT: Death House
  Death House
  Death House
  Death House
  Death House
  Fleshing Out Curse of Strahd:
  Fleshing Out Curse of Strahd:
  Fleshing Out Curse of Strahd:
  Fleshing Out Curse of Strahd:
  Fleshing Out Curse of Strahd:
  Chapter 2
  
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  leshing Out Curse of Strahd is a series of
  expansions and elaborations to the main Curse
  of Strahd campaign. The full series is a DM tool
  that attempts to add depth to various NPCs,
  streamline confusing plot lines, fill in plot holes,
  and alleviate some of the stress associated with
  TPK inducing encounters throughout the
  campaign.
  As such, information presented and included throughout
  the series is designed to overwrite some of the information in
  the original text. For instance, if Fleshing Out refers to Ireena
  Kolyana as the natural born daughter of the Village of
  Barovia’s burgomaster, this is taken as fact, even if the printed
  text states otherwise.
  However, Fleshing Out is in no way meant to completely
  replace the original Curse of Strahd campaign. It instead is a
  companion guide, used properly by reading and referencing
  the original text to incorporate the overwrites detailed in this
  series.
  For a more in-depth and casual look at the thinking behind
  the changes in Fleshing Out, please refer to the original
  posting of the series on Reddit. Find the series under
  username u/MandyMod on the r/CurseofStrahd subreddit.
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  
  Written by: u/MandyMod
  Edited by: u/DragnaCarta
  Encounter Balancing: Cory Rodus
  GM Binder CoS Theme Creator: u/AeronDrake
  Cover Art: Death House by James’ RPG art, purchased
  licensing agreement with artist
  Real Life Death House Image: Vanderbilt Schematic
  Public Domain.
  Interior House Art: Public Domain Adobe Stock
  Baby Walter Image: u/jpaganrovira Free Supplement
  used with artist's permission
  All Other Various Art: DM's Guild Creator Resources
  [1] Quote from CoS:Reloaded: u/DragnaCarta
  [2] Mr. Durst's Suicide Letter: From the video game,
  Layers of Fear, by Bloober Team. Slightly modified to match
  Death House.
  Escaping Death House Skill Challenge: Wyatt Trull on
  the DM’s Guild
  I would personally like to thank both my editors and the
  entirety of my followers on the subreddit for your ongoing
  support and feedback. I love you guys from the bottom of my
  heart.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
  Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
  the Coast product names, and their respective logos are trademarks of
  Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or
  other authors. Such material is used with permission under the Community
  Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2021 by MandyMod and
  published under the Community Content Agreement for Dungeon Masters
  Guild.
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  
  
  Meager Beginnings ........................................................
  Approaching Death House ......................................
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  
  Durst Family History ...................................................
  Theme of Death House ................................................
  Adventure Flow .................................................................
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  
  Notable NPCs .......................................................................
  Treasure & Gear .................................................................
  Extra Gear ...............................................................................
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  
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  First & Second Floor ....................................................
  The Third Floor ................................................................
  Fight! Animated Armor ............................................................
  The Attic ................................................................................
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  
  Fight! Swarm in the Crypts ...................................................
  Fight! Ghoulish Encounter ....................................................
  Fight! Mrs. Durst .....................................................................
  The Final Encounter ..................................................
  Fight! The Flesh Mound ........................................................
  
  
  Fleshing Out Curse of Strahd
  2
  
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  W
  hatever adventure hook you use to transport
  your players into Barovia, it is recommended
  that you regardlessly end the hook with the
  Creeping Fog encounter. The players do not
  simply run into a strange mist, but instead
  choose to camp within it. The following
  morning, the party wakes to find themselves in
  a foreign land.
  Slowly waking up to find that they no longer recognize
  their surroundings will be both disorienting and isolating to
  players, two very important emotional beats for a gothic
  horror campaign.
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  
  Consider limiting the amount of gear available to your players
  once they are taken by the Creeping Fog. If you are
  introducing your party to the campaign with the Death House
  adventure, as this guide assumes you are, the Durst manor
  contains a multitude of gear and makeshift items that will
  both incentivize exploration and force players to get creative
  with their survival. Your players will learn to utilize their
  environment and appreciate every flask of oil or kitchen knife
  they find.
  Lacking gear also means your players will be more inclined
  to run and hide from encounters, once again pushing that
  pervasive horror theme. Your players will quickly learn to feel
  powerless in the face of Barovia's many dangers. The
  resulting anxiety is ideal for the overall tone of Curse of
  Strahd.
  To utilize this adventure hook modification, have your party
  awake from camping without the majority of their gear. To
  expedite this process, reduce their normal starting
  equipment to the following list. If their starting equipment
  does not automatically include some of the following items,
  like a spellbook, they do not gain one from this list.
  Players should now start with:
  1 set of clothing from their background.
  Up to 2 trinkets of their choice from their backstories.
  These trinkets should have no mechanical use or value.
  A waterskin OR a coin pouch with starting gold from their
  background.
  A dagger OR an arcane/holy/druidic focus.
  A spellbook
  
  and that every house has eyes. And bones. And skin. A
  face... This room is like the heart of the house. No, not
  a heart. A stomach. It put on different faces so that we
  would be still and quiet... while it digested. I'm like a
  small creature swallowed whole by a monster and the
  monster feels my tiny little movements inside.
  - Nell, The Haunting of
  Hill House
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  Firstly, move the location of Death House outside the Village
  of Barovia to better guide 1st level players to the adventure
  without additional distractions. This also alleviates confusion
  to the setting as to why such an openly cursed location is in
  the middle of a town.
  Once players emerge from the misty woods and find
  themselves on the Old Svalich Road, they inevitably begin a
  slow march towards the Village of Barovia, no matter which
  direction they chose to travel.
  On the road, shortly after passing through the Gates of
  Barovia (Area B) but before exiting the Svalich Woods, they
  come across a small hamlet offside the main road.
  As you trudge down the lonely, dirt road, you come across a
  fork in your path. One path continues on into the distance.
  The other is short and leads to a cul de sac with a few
  sorrowful buildings rising out of the mist. Faintly, you hear the
  frightened cries of a child.
  The Durst family home sits between two other abandoned
  buildings in the middle of the cul de sac.
  The building on the left is wider than the Durst home, but
  only two stories tall, and was once a home for field hands
  when the Durst farmlands were functional. The woods
  reclaimed the farms centuries ago and little evidence is left of
  the family trade. If the building is explored, players find it
  devoid of furniture and rotting, the wooden floors sagging
  under years of neglect.
  The building on the right is an old, ruined stable, fit for
  both horses and carriages. However, the building is little
  more than ruins now, completely devoured by the elements.
  DEATH HOUSE
  3
  
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  T
  he following changes to the background of
  Death House add depth to the plot and tie up
  certain loose ends in the original adventure,
  such as why Walter is pictured in the family
  portrait when he was stillborn canonically.
  This page also provides an overarching theme
  to Death House and a short adventure
  summary to help Dungeon Masters prep the adventure.
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  Before Strahd. The Durst family was an upper class
  household during the time Strahd first conquered the valley.
  The family gained wealth and affluence as the primary
  providers of grain and flour to the nearby Village of Barovia,
  their fields just on the edge of the Ivlis river basin.
  The Beginnings of the Cult. After Strahd’s arrival, the
  Durst household felt the weight of their new lord’s darkness
  as it spread over the land. While Mr. Gustav Durst fell into a
  chronic depression, his wife, Elisabeth, became manically
  obsessed with her own aging.
  Aware of the rumors of Strahd’s age-defying magics, Mrs.
  Durst turned to the arcane, determined to find the answer to
  eternal youth. To that effect, she started a cult with other
  members of the upper class, her husband complicit in her
  actions. During their practices, Mr. and Mrs. Durst locked
  away their children, Rose and Thorn, to preserve their
  innocence of the cult's activities. The cult would capture and
  sacrifice travelers, servants, and neighbors alike on the altar
  in their basement in hopes of achieving their goal.
  Unfortunately, they were never successful.
  The Nursemaid’s Bastard. As Mrs. Durst’s mental stability
  withered, Mr. Durst found himself pulling away from his
  marriage. He fell into the arms of his children’s nursemaid,
  the gentle and fair Margaret. Their affair resulted in
  Margaret’s accidental pregnancy.
  As Margaret’s belly swelled with life, Mrs. Durst lost herself
  in jealousy and hatred, convinced her growing age was the
  reason for her husband’s adultery. Overcome with her own
  madness, Mrs. Durst came up with a terrible plan.
  The Fall of Durst House. A few months after Margaret
  gave birth to her child - a healthy, baby boy named Walter -
  Mrs. Durst snuck into the nursemaid’s suite and murdered
  her. After hiding the body, Mrs. Durst took Walter to the
  basement and sacrificed the infant in an unholy rite,
  accompanied only by her most trusted cultists.
  The sheer atrocity of this sacrifice attracted the notice of a
  Dark Power. Amused by the depravity and desperation of the
  act, the evil god granted Mrs. Durst and her cultists the
  immortality they so craved - by turning them into ghouls and
  ghasts.
  Mr. Durst, upon discovering what his wife had done, was so
  overcome with guilt and grief that he hanged himself in the
  basement. With no adults left to remember them, Rose and
  Thorn starved to death in their room.
  However, the cultists were not the only ones transformed
  by this final sacrifice. Mrs. Durst’s final rite, so perverted and
  malignant in its nature, transformed Walter himself. This act
  of betrayal twisted and broke the infant’s soul and body,
  morphing Walter’s spirit and flesh into an enormous, horrible
  monster that anchored the Dark Power’s curse to the very
  foundations of Death House.
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  The Death House module has one core theme: A rotten heart
  in need of purification. The entire curse of the house
  originates from Mrs. Durst's corruption, marked not by her
  dwindling outer beauty, but by her abhorrent soul.
  Additionally, the physical heart of the house and source of its
  curse is the ritual chamber deep beneath its foundations.
  This theme comes to a head in the final encounter with the
  flesh mound, who's heart is the corrupted infant, Walter.
  Whenever possible, seed the theme of a rotten heart
  throughout Death House. Not only will it make the adventure
  feel more cohesive, but it will also foreshadow the solution to
  defeating the flesh mound in the basement.
  For example, if players try to eat a piece of fruit from the
  pantry, the food appears fine but has a rotten interior. Or, if
  the players investigate one of the children's dolls in the attic,
  it squirms and a large bug crawls out from inside. Use such
  encounters and descriptions to indicate Death House's
  theme.
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  
  Players will start the module after finding themselves
  magically transported to a foreign land by a mysterious fog.
  After wandering down an abandoned road, seemingly without
  end, they find Death House in a lonely cul de sac. Outside the
  house, they meet Rose and Thorn, two young siblings who
  were scared out of their own home by the howls of a
  mysterious monster in the basement. The children bid the
  party to go in the house and check on their baby brother,
  Walter, on the third floor.
  Once players enter the house, they become trapped within.
  Upon reaching the third floor, they discover a drastic shift in
  the atmosphere of the home as well as the ghost of the
  former nursemaid. After further investigation, they learn that
  the house was once host to series of cult sacrifices, and that
  even Rose and Thorn themselves are naught but spirits.
  Unable to leave, the party pushes forward, finding the
  entrance to the basement. In these dark catacombs, they
  eventually find the ritual chamber and summon what remains
  of Walter's body and soul. Purging Walter of darkness frees
  Death House from its curse, causing it to crumble into the
  earth. The party races to the exit, happy to escape once and
  for all.
  Fleshing Out Curse of Strahd
  4
  
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  
  Loot
  Location
  Other Information
  Longsword
  2:Main Hall
  Has a windmill cameo worked into the hilt. Mounted above fireplace.
  Heavy Crossbow, Light
  Crossbow, Hand
  Crossbow, 60 bolts
  3:Den of Wolves
  In a locked cabinet, DC 15 to open with thieves' tools. The players can use
  the key in the upstairs study to open this cabinet at your discretion.
  Oil lamp, Jar of Ink,
  Quill Pen, Tinderbox,
  Letter Kit
  8:Library
  All these items are in or on the desk. The letter kit contains a red wax candle,
  four blank sheets of parchment, and a wooden seal bearing the Durst family's
  insignia (a windmill)
  Iron Key
  8:Library
  This key is in the desk and can be used to open the children's room upstairs.
  At your discretion, it may open other doors or locks throughout the house.
  Leather Armor
  9:Secret Room
  The skeleton wears a set of leather armor that is salvageable for player use.
  Darts
  9:Secret Room
  There are 3 darts in the skeleton. While no longer poisonous, they are
  salvageable for player use.
  3 Blank Books, 3 Spell
  Scrolls, House Deed,
  Windmill Deed, Signed
  Will
  9:Secret Room
  All contained in the chest. The books are worth 25 gp each. The spell scrolls
  are of bless, protection from poison, and spiritual weapon. The windmill deed
  refers to Old Bonegrinder. The will bequeathes all the properties to Rose and
  Thorn.
  Jewelry Box and
  Contents
  12:Master Suite
  The jewelry box on the vanity is made of silver with gold filigree (worth 75
  gp). It contains three gold rings (worth 25 gp each) and a thin platinum
  necklace with a topaz pendant (worth 750 gp).
  Cultist Treasures
  25:Well and Cultist
  Quarters
  The various chests contain 11 gp and 60 sp in a pouch made of human skin,
  three moss agates (worth 10 gp each), a black leather eye-patch with a
  carnelian (worth 50 gp) sewn into it, and an ivory hairbrush with silver
  bristles (worth 25 gp).
  Silvered Shortsword
  25:Well and Cultist
  Quarters
  One final chest contains this sword. This is perhaps the most valuable item in
  Death House to the party.
  Crystal Orb
  31:Darklord's Shrine
  The orb in the statue's hand can be used as an arcane focus and is worth 25
  gp.
  30 Torches and 15
  Candles
  34:Cult Leaders'
  Quarters
  These many lights are in a crate in the wardrobe.
  Cult Leaders'
  Treasures
  34:Cult Leaders'
  Quarters
  The footlocker contains a cloak of protection, 4 potions of healing, a chain
  shirt, a mess kit, a flask of alchemist's fire, a bullseye lantern, a set of thieves'
  tools, and a spellbook containing the spells: 1st level: disguise self, identify,
  mage armor, magic missile, protection from evil and good and 2nd level:
  darkvision, hold person, invisibility, magic weapon
  Gold Ring
  36:Prison
  The skeleton wears this ring, worth 25 gp, on one of their bony fingers.
  
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  
  Name
  Description
  Rosavalda "Rose" Durst
  10-year-old child of the Durst
  family. Ghost statblock.
  Thornboldt "Thorn" Durst
  7-year-old child of Durst
  family. Ghost statblock.
  Elisabeth Durst
  Durst family matriarch. Ghast
  statblock.
  Name
  Description
  Gustav Durst
  Durst family patriarch, currently dead in the
  basement
  Walter Durst
  Bastard baby of Gustav and the nursemaid.
  Flesh Mound statblock.
  Margaret
  Family nursemaid. Specter statblock.
  Lancelot
  Old dog in the conservatory (Area 10).
  Mastiff statblock.
  DEATH HOUSE
  5
  
  Gear
  Location
  Description
  Shield
  1B:The Entrance Foyer
  A decorative shield emblazoned with the Durst coat-of-arms (a stylized
  golden windmill on a red field), hangs on the wall of the Foyer. A player can
  use this shield as real equipment if they think to take it.
  Cloaks
  2B:Cloakroom
  The hanging black cloaks in the closet can be used as blankets.
  Oil
  1st & 2nd Floors
  All the wall sconces on the first and second floors contain oil that can be lit.
  However, that oil can also be meticulously drained and collected into a single
  pot of oil.
  Torches
  1st & 2nd Floors
  Some of the assorted fireplaces contain logs which can be used as makeshift
  torches. A player can roll a DC 14 Intelligence (investigation) check to
  retrieve one torch per fireplace.
  Fire Pokers
  All Floors with
  Fireplaces
  Most fireplaces in the house have an accompanying set of fireplace tools. A
  fire poker has the statistics of a sickle and can be used as such.
  Playing Cards
  3:Den of Wolves
  While not technically combat gear, a deck of cards can go a long way in role-
  play for the right player character. The deck is located in the unlocked
  cabinet.
  Food
  4:Kitchen & Pantry
  While the food tastes bland and cannot leave the house without rotting, it
  can be eaten within the house to satisfy daily food requirments.
  Dagger
  4:Kitchen & Pantry
  The players can find up to 2 kitchen knives that can be used as daggers.
  Armor
  6:Upper Hall
  The four suits of armor in this hall are mainly decorative, but can be
  deconstructed and pieced together to make two sets of scale mail. This
  process takes an hour and required a DC 15 Intelligence check to complete.
  If a player character has proficiency with blacksmiths tools, they succeed the
  check automatically.
  Spears
  6:Upper Hall
  Each of the four suits of armor holds a spear.
  Armor
  11:Balcony
  Once the animated armor is defeated, it's plate armor is quite damaged.
  However, what can be salvaged is a single set of chain mail from beneath its
  outer plate. Recovering the chain mail takes an hour.
  Sheets, Blankets, Soap,
  Healer's Kit
  14:Storage Room
  Outside their basic material use, a character proficient in medicine can use
  the sheets and soap to make a set of bandages equivalent to 5 charges of a
  healer's kit. This process takes an hour a requires a DC 12 Wisdom
  (medicine) check.
  Club
  14:Storage Room
  The broom in this closet can be used as a club.
  Clubs and Greatclubs
  18:Storage Room
  The cluttered furniture in this room can be broken down into clubs and
  greatclubs. Doing so takes an hour.
  Daggers
  35:Reliquary
  There are two knives in the reliquary that are grotesque and nonmagical, but
  still functional. They are the bone dagger and the dagger with the skull set
  into the pommel.
  
  
  The following table contains a set of possible gear to award
  players if you choose to use the Meager Beginnings addition
  to the adventure hook.
  While this list contains a good deal of discoverable gear,
  you might be surprised by your players' creativity. If your
  party comes up with additional ideas towards gathering gear,
  like trying to use the antlers of the stag head in the den as a
  weapon, consider allowing the addition with an adequate
  check. In general, finding simple gear within the limits of the
  environment requires a DC 15 Intelligence (Investigation)
  check. Creating their own simple gear requires at least an
  hour of time and proficiency with a set of tools or a skill
  associated with the gear they are attempting to create, as well
  as a check of the Dungeon Master's discretion.
  During character creation, take note of the standard gear
  your players should have for their classes. If you find a major
  discrepancy between the available gear in Death House and
  what they need to fight, consider altering some of the gear on
  these tables. Perhaps the longsword mounted above the
  fireplace in Area 2: Main Hall is instead a pair of crossing
  rapiers. Perhaps the set of crossbows and bolts in the cabinet
  in Area 3: Den of Wolves are instead bows and arrows.
  However, don't overindulge your players and don't be afraid to
  force them to make due with what they find.
  Fleshing Out Curse of Strahd
  6
  
  
  
  T
  he children outside Death House are Rose and
  Thorn. Rose, age 10, attempts to sooth her
  crying younger brother, age 7, as the players
  approach.
  Rose and Thorn are projections of the
  ghosts within the house, and don't register to
  abilities like Divine Sense. However, these
  children are the same children found later in the module.
  They simply possess altered memories and consciousnesses
  that are removed from their ghostly selves. Rose and Thorn
  appear corporeal and are indistinguishable from living
  children. Rose and Thorn do not know they are dead and
  cannot remember the events of their demise.
  Terrifying Art
  The portrait of Rose and Thorn found in the
  module, though atmospheric, does not inspire
  trust. It is not recommended that the illustration be
  shared with players.
  
  
  As the players approach the distressed children, Rose
  immediately stands at attention, pushing her brother behind
  her protectively. Throughout the following conversation, Rose
  is the primary speaker. Rose, though just as confused and
  afraid as her brother, hides her distress well. She is brave,
  determined, and hopelessly protective of Thorn.
  As players question Rose, they can learn the following
  information:
  There’s a terrible monster in the basement. The children
  don’t know what the creature looks like, but they can
  sometimes hear its screams coming from the floorboards.
  The screams were especially loud tonight, frightening
  Thorn.
  The children’s parents are in the basement trying to
  wrangle the monster. They have done so on many
  occasions. Rose and Thorn are not allowed in the
  basement for their own safety.
  Rose and Thorn were supposed to be watching their baby
  brother, Walter. He’s in the nursery on the third floor.
  The children’s nursemaid, Margaret, recently quit the
  family. Rose is now in charge of taking care of her younger
  brothers, Thorn and Walter.
  Though the household used to have servants, none
  remain. The house is currently empty, save Walter.
  Once Rose feels the adventurers are of sound intentions,
  she asks them to go check on Walter in her stead. Though she
  claims she cannot bear to leave Thorn, she is actually equally
  afraid of entering the house.
  Should the players express interest in investigating the
  monster, Rose tells them that their parents will surely come
  back from the basement in a few hours. The party can talk to
  their parents about the monster then, should they desire.
  However, their primary goal should be finding Walter.
  Quote: “I’d go in with you… I would! But… You see, Thorn
  needs me out here. And I can’t leave him.”
  DEATH HOUSE
  7
  
  
  
  I
  n order to further lure your players into Death House,
  it is recommended that you avoid supernatural or
  otherworldly happenings on the first two floors. It is
  also recommended that you run the majority of
  Death House through theater of the mind to
  streamline your session.
  If players are more goal-oriented, they will most
  likely attempt to skip most of the first two floors on a direct
  route to finding Walter. Even if you began the adventure with
  the Meager Beginning addition, temporarily avoiding
  exploration is not necessarily a bad thing. Remember that on
  the first two floors, the players should not yet know the house
  is haunted and believe that pilfering the items within is
  stealing. However, once they discover that Death House is not
  what it seems, they can return to the first two floors to more
  thoroughly loot the house without moral qualms.
  
  
  Remove the following monsters from the module to refocus
  the adventure on the narrative and otherwise increase the
  survivability of Death House.
  The broom of animated attack in area 14.
  The grick in area 28.
  The shadows in area 31.
  The mimic in area 33.
  
  
  Should players decide to take a short or long rest in Death
  House, they may be accosted by a haunting. Roll a d6 to
  determine what they might experience.
  d6
  Haunting
  1
  The PC hears a faint chorus of screams
  coming from beneath their feet, several
  stories down. Though the screams sound
  human, they also possess an ethereal quality
  suggesting they are not natural.
  2
  The PC hears footsteps walking the halls. After
  a moment, the footsteps approach the PCs’
  door and then never sound again.
  3
  The PC hears squeaking and scratching as a
  family of rats moves through the walls.
  4
  The PC hears the light footfalls of children
  playing on the floor above. Their laughter
  drifts through the air.
  5
  The PC hears a woman’s gasp of surprise
  suddenly cut short by a sharp, squelching
  sound. There’s a tumble outside the door to
  the PC’s room and when they look, a pool of
  blood flows under the frame. After a moment,
  the PC blinks and the blood is gone.
  6
  As the PC dozes, they hear the grief stricken
  voice of a man whisper in their ear. “I never
  wanted this,” he says. The PC suddenly feels
  the tightening of an imaginary rope around
  their neck and are jerked awake.
  
  
  Once the party fully enters the house, they are unknowingly
  trapped within.
  The mists of Barovia slowly close in around the house,
  pressing against door frames and windows. Anyone who
  attempts to leave the house and go into the fog experiences
  the effects of the mist found in Chapter 1 of the Fleshing Out
  guides, and are eventually spit back out into Death House.
  Once the party begins to explore, there may come a time
  when they decide to check on the children. However, when
  they do so, they find Rose and Thorn mysteriously gone and
  the mist shrouding the front portcullis.
  If some player characters choose to wait outside with Rose
  and Thorn, they watch as the mist slowly closes in on them.
  Rose, clearly worried about the unnatural fog, drags Thorn
  into Area 1B and begs the remaining party members follow
  them. Once these player characters are inside the house, they
  turn their backs to Rose and Thorn for a second and turn to
  find the children mysteriously gone.
  The only way to escape Death House is to deal with the
  monster in the basement.
  
  
  
  
  6: The Upper Hall
  While the first floor contains equipment, but few points of
  interest regarding storytelling, the second floor contains
  encounters and information the players would highly benefit
  from obtaining. However, goal-oriented parties may
  completely ignore the second floor in favor of finding Walter.
  To encourage a bit of exploration at this juncture, read the
  following when the party reaches the second floor.
  You see that the second floor landing is just as elegant as the
  first, with wood paneling and a large, marble hearth on the
  back wall. Above the hearth is a family portrait of an
  aristocratic man and woman and their two smiling children,
  who you immediately recognize as Rose and Thorn. Cradled in
  the father's arms is a swaddled baby, which the mother
  regards with thinly veiled scorn.
  There are standing suits of decorative armor flanking two
  pairs of doors. One set of doors is wooden and cracked open.
  A quick glance within reveals a warm study. The other set of
  doors is set with stained glass and you can see the warm glow
  of lamplight coming from within. As you watch, you see the
  light flicker as someone moves behind the door.
  The open door leads to the study and the stained glass doors
  lead to the conservatory. The figure moving in the
  conservatory is Lancelot the dog, detailed on the next page.
  Fleshing Out Curse of Strahd
  8
  
  8 & 9: Library and Secret Room
  In the letter from Strahd to the Dursts, change the word
  “stillborn” to “bastard.” Finding the letter does not reveal the
  secret door to the basement from Area 21. Only speaking to
  the children in Area 20 will open the path.
  Should the players seem less exploratory, place the letter
  from Strahd in the desk for easier discovery and to
  streamline the storytelling of Death House. However, keep
  the other treasure hidden to reward further investigation.
  10: Conservatory
  The players can find a frightened old hound dog hiding
  beneath the harpsichord. The dog wears an aged leather
  collar bearing the name, “Lancelot.” Lancelot belongs to Mad
  Mary and Gertruda in the Village of Barovia. After Gertruda’s
  disappearance, Lancelot wandered into the woods in search
  of the girl, but instead found Death House. Lancelot is rail
  thin and starving, terrified of any character who approaches
  him. However, he can be coaxed from his hiding place with a
  DC 10 Wisdom (Animal Handling) check, rolled with
  advantaged if offered food.
  Lancelot offers the players an alternative choice for the
  sacrifice in the "One Must Die" sequence later in the
  adventure.
  
  
  Remember that the third floor is cold, unlit, and dusty. The
  change in atmosphere should be palpable as the party
  ascends the stairs and should be the first real sign all is not
  well in Death House.
  Fight! The Animated Armor
  The fight with the armor should not be long or terribly
  difficult, but instead be used as a scare tactic.
  The first player character to pass in front of the armor
  awakens it and it receives a surprise round. For that opening
  round, it uses its action to try and shove the player character
  over the stair railing. If successful, the player character falls
  two stories and takes 2d6 fall damage. Even if the shove is
  unsuccessful, mentioning the threat of the fall and the
  damage should be enough to frighten players.
  After the initial shove, the armor fights as normal and
  should go down in two or three rounds. If the players flee the
  fight, the armor does not leave the landing, returning to its
  stasis once the third floor is vacated.
  11: Secret Doors to the Attic
  Replace both the secret doors leading to the attic with normal
  doors. Having children pass through a hidden door to get to
  their room doesn't make much sense.
  The door leading from Area 11 to the attic staircase is
  heavily boarded up and locked and cannot be broken through
  with sheer strength. A player with a crowbar or similar tool
  can slowly pry away the boards with a DC 15 Strength
  (Athletics) check. An additional DC 15 Dexterity (Thieves’
  Tools) check can be made to pick the lock or a DC 20
  Strength (Athletics) check to break down the exposed door.
  This entire process will take about an hour with successful
  checks.
  DEATH HOUSE
  9
  
  The difficulty and time it would take to open this door
  encourages the players to explore and meet the nursmaid
  before heading to the attic through the alternate door in her
  suite.
  12: The Master Bedroom
  Place the following unsent letter in Mrs. Durst’s jewelry box
  on the vanity.
  My Dear Mrs. Petrovna,
  Your advice on dealing with the unwanted fiend in my home
  is very good advice indeed. Tonight's ceremony will proceed
  as planned when the moon is at its highest peak - without, of
  course, the attendance of Mr. Durst. I must agree with you
  that, yes, with such an innocent sacrifice our proceedings may
  have better results. Although, "innocent" is not quite the term I
  would use.
  My Thanks,
  Mrs. Elisabeth Durst
  15: Nursemaid's Suite
  Margaret. The nursemaid, Margaret, is a non combative
  ghost. Unlike the first iterations of Rose and Thorn, Margaret
  is both see-through and incorporeal. A naturally modest and
  shy individual, Margaret presses her beautiful, ghostly form
  into the corner of the room in order to hide from the party. If
  outright attacked, she screams in terror and disappears. But
  if approached with caution, she willingly talks to the party,
  quietly introducing herself and bidding the adventurers
  welcome.
  Withdrawn and shy, Margaret does not fully understand
  how or why she died. She is confused, and frequently jumps
  between awareness and ignorance of her own state of
  undeath, sometimes in the same sentence.
  Margaret speaks fondly of Mr. Durst but doesn’t mention
  their affair out of propriety. If the players ask her outright
  about Walter’s parentage, she smiles sadly and simply says
  that it is not her place to speak of such things.
  Margaret expresses clear love for the three children of the
  house, Rose, Thorn, and Walter. But if Mrs. Durst is brought
  up in conversation, her smile fades. Though Margaret doesn’t
  speak poorly of the lady of the house, players should sense
  from her mannerisms and answers that Margaret is afraid of
  Mrs. Durst.
  Approaching the Crib. Margaret willingly lets the players
  check the cradle in the adjacent room once they’ve assured
  her of their good intentions. However, the cradle is empty.
  When Margaret learns of the missing baby, she frowns in
  confusion and distress. “He must be with his brother and
  sister!” she proclaims. She then floats through the door to the
  attic staircase (formally a mirror in the as-written adventure)
  in anxious search. If players pursue her, she’s disappeared
  and does not reappear for the rest of the adventure.
  Fleshing Out Curse of Strahd
  10
  
  
  
  Once players reach the fourth floor, they should be enticed by
  the only locked door in the attic leading to the children's
  room. If players lack lock-picking abilities or seem hesitant to
  knock down the door, remember that there is a key to this
  room in the study.
  18: Storage Room
  Should the players find the nursemaid’s body, they can match
  the clothing on the corpse with Margaret’s ghostly clothes
  with a DC 10 Intelligence (History) check.
  If the players somehow missed meeting Margaret in Area
  15, she appears now. Upon seeing her own corpse, Margaret
  dissolves into disbelieving tears. “No!” she cries. “What
  happened to me?!”
  She then flies through the floor towards her rooms, where
  she remains should the players wish to confront her further.
  By the time the players reach Margaret in her suite, she has
  already forgotten seeing her body and proceeds with the
  normal encounter in the Nursemaid’s Suite section of this
  guide.
  20: Children's Room
  Once players discover their remains, Rose and Thorn
  reappear within this room. Though this time, they appear
  ghostly and transparent.
  Upon seeing their bodies, Rose and Thorn suddenly regain
  the lost memories of their deaths. Though saddened, they are
  surprisingly at ease with the revelation. If asked about their
  acceptance, Rose tells the players she thinks, deep down, she
  always knew she was dead.
  Rose also expresses honest remorse for unwittingly
  trapping the party within the house. She admits it was not
  her intention and if she had had her memories, she would
  have warned them away instead of bidding them inside.
  While still entirely ignorant of the cult, Rose can now offer
  the party new information:
  The children's parents would lock them in their room to
  keep them safe while they dealt with the monster in the
  basement.
  The monster sounds like horrible screaming from the
  basement. It was their parents who told them it was
  monster after they inquired about the screams. Their
  parents told them nothing of its nature.
  Rose could hear Walter’s wailing the last time she and
  Thorn were locked away. She doesn’t know why he was
  taken or who could have done so, but she worries for the
  baby’s safety.
  Margaret never quit the family. Margaret was supposed to
  come check on Rose and Thorn if they were locked away
  for too long, but Margaret never came.
  Rose and Thorn starved to death. They were “so very
  hungry, but no one came when we cried. And then the
  hunger went away and we grew very cold and went to
  sleep.”
  Though Rose knows it is too late for she and Thorn, she
  begs the players to find out what happened to Walter and
  their parents. And, if the monster still lives, she asks them to
  destroy the creature. She wishes no one else come to harm
  from the beast.
  If the players didn't explore much and lack gear, Rose
  informs the party that her parents kept some hunting
  equipment in the den on the first floor. She encourages them
  to take what they need to slay the monster.
  Rose then reveals the secret staircase to basement by
  referring to her dollhouse.
  DEATH HOUSE
  11
  
  
  
  P
  layers are now Level 2!
  Once the players get to the basement, they do
  not hear chanting as described in the original
  adventure. Instead, they hear the distressed
  cries of a baby coming from Area 34 (Cult
  Leader's Quarters). Once players investigate
  Area 34, the crying stops and a distant,
  unintelligible chanting begins to rise from Area 38 (Ritual
  Chamber).
  At this point in the adventure, the party should correctly
  suspect that their only means of escaping Death House is by
  dealing with the monster in the basement. Now, they seek
  only to find the creature. They should follow the baby cries to
  the encounter with Mrs. Durst and confirm the vast majority
  of their suspicions, and then follow the chanting to the ritual
  chamber.
  Fight! Swarm in the Crypts
  The encounter with the swarm of insects is easily avoided
  and overlooked. However, a player character that unwittingly
  wanders into Elisabeth's crypt is accosted by the swarm. You
  might initiate this encounter by having a short, horrific
  description of the player character opening the stone door
  and seeing the massive cloud of insects crawl out of the walls
  and onto the player character.
  Overall, this encounter should be relatively short. Its main
  value comes from the first turn of combat which should scare
  players effectively. However, the longer this fight goes on, the
  less frightening it becomes. It is therefore recommended you
  end the fight on round 2 or 3 regardless of the damage dealt
  by the players.
  If possible, be sure to denote that the swarm emerges only
  from the area around Elisabeth Durst's crypt to foreshadow
  her corruption.
  25: Well and Cultist Quarters
  Add the following item to the chest in 25C.
  Cultist’s Logbook. Bound in grimy black leather, this
  journal maintains a list of names, physical descriptions, and
  the negative results of some event.
  One of the head cultists maintained this logbook as a
  record of the cult’s victims. The second column logs the
  physical description of each victim named in the first column,
  while the third column bears a single word for each entry:
  "Unsuccessful."
  27: Dining Hall
  The bones littering this room are from the ghouls alone. The
  cult did not practice cannibalism.
  Additionally, remember to remove the grick encounter.
  Fight! Ghoulish Encounter
  As the ghouls are the undead forms of the former cultists,
  they retain some vestige of their former selves. They
  mindlessly repeat any or all of the following phrases as they
  attack the party: “Beautiful. We’re so beautiful”; “Nothing can
  hurt us”; “We are perfect. We are immortal”; and “Help us live
  forever.” [1]
  The ghouls in this encounter begin hidden in the earth and
  have total cover while buried. Once a player character steps
  into the intersection and triggers the encounter, the party is
  surprised. The ghouls have lost much of their mental faculties
  in their undeath, but are still intelligent enough to understand
  the players. They prioritize attacking any player character to
  insult their appearances, provided they can reach that
  character, and otherwise attack the party member nearest to
  them on any given turn.
  Depending on the route the players travel, consider moving
  this encounter to Area 25 (Cultists' Quarters) or 27 (Dining
  Hall). You want this encounter to be relatively difficult and
  drain the party's resources.
  31: Darklord’s Shrine
  Remove the shadow encounter from this room.
  Have any player character that touches the orb or statue
  make a Wisdom saving throw. This saving throw requires no
  DC and has no positive or negative results, but simply is
  meant to frighten the players as you withhold the possible
  results from them.
  Regardless of the saving throw, Strahd becomes aware of
  the party's presence in Death House and in Barovia once they
  interact with the statue.
  34: Cult Leader’s Quarters
  Remember to eliminate the mimic encounter from the
  previous chamber.
  Use the following flavor text to describe the room to
  players.
  As you enter the next room, you find a makeshift, underground
  bedroom. A large, wood-framed bed with a rotted feather
  mattress takes up the bulk of the space. On the near wall sits a
  wooden wardrobe and at the foot of the bed is an aged
  footlocker. Above the bed, hanging from a taut noose, is the
  corpse of a man in a black suit. One of his withered, bony
  hands clutches a crumpled note.
  Fleshing Out Curse of Strahd
  12
  
  The corpse here is Mr. Durst, who hanged himself after the
  fall of his family. The note in his hand is a suicide letter which
  reads:
  My Beloved Children,
  I wish I could do what all fathers do and tell you that
  monsters aren’t real. But it wouldn’t be true.
  Life can create things of exquisite beauty. But it can also
  twist them into hideous beings. Selfish. Violent. Grotesque.
  Monstrous. It hurts me to say that your mother has turned into
  one such monster, inside and out. And I’m afraid the disease
  that afflicted her mind has taken hold of me as well.
  It sickens me to think what we’ve put you through. There is
  no excuse. I only ask of you, though I know I do not have the
  right to do so, to try and forgive us. I despise what your
  mother has become, but I love and pity her all the same.
  Rose, I wish I could see you blossom into a strong, beautiful
  woman. Thorn, I wish I could be there for you the way I
  couldn't be for Walter. But I can’t. This is what I deserve.
  Goodbye [2]
  Once players read the note, the far earth hewn wall shakes
  and Mrs. Durst, now a ghast, crawls forth. Unlike the ghouls,
  Mrs. Durst retains the ability of higher speech as well as her
  memory, but has completely succumbed to her own dark
  whims.
  She wears a tattered, once-beautiful red dress overlain with
  a black robe. The neckline of her dress hangs low, revealing
  an open and rotting chest cavity within which players can see
  her literal black heart. Her lips and gums have gone black
  with rot, and her smile shines with madness. At this point,
  she bears only a vague resemblance to her own portrait.
  Mrs. Durst has gone completely insane. She is arrogant to
  an extreme, and shuns her dead husband, calling him a
  lecherous traitor who deserved his death. She speaks
  unkindly of Walter and the nursemaid, and writes off Rose
  and Thorn as bothersome nuisances. She is vulgar and
  speaks in a hissing, gurgling voice. She is also convinced of
  her own beauty and relishes her immortality.
  Should the players ask her what she did to Walter, she
  invites them to descend further into the basement and “see
  for themselves.”
  Fight! Mrs. Durst
  While players can most certainly leave Mrs. Durst after their
  conversation, most parties will feel the need to execute her
  for her crimes. Should a fight occur, it should be relatively
  easy. Though Mrs. Durst hits hard and poisons those near
  her, the party has advantage in numbers. The fight shouldn't
  last more than a couple rounds.
  If you should desire a more difficult encounter, consider
  giving Mrs. Durst a multiattack and doubling her hit points. A
  pair of ghouls might also emerge from the back room and
  attempt to pincher the party during the encounter.
  35: Reliquary
  Replace the 13 items in the reliquary with the following list.
  Each item is representative of the various locations in the
  Curse of Strahd campaign.
  A bloodstained wooden sun (Village of Barovia)
  An aged Tarroka deck, in such foul conditon some cards
  are unreadable, rendering the deck useless (Vistani)
  A hag’s severed finger (Old Bonegrinder)
  A dagger carved from human bone (Vallaki)
  A broken silvered bolt (Van Richten’s Tower)
  A jar of severed raven talons soaking in wine (Winery)
  A crown made of black vines (Yesterhill)
  A desiccated frog lashed to a stick, easily mistaken for a
  wand of polymorph (Berez)
  A cracked egg containing the skeletal remains of a
  deformed, infant dragon (Argynvostholt)
  A large, pure white feather (Abbey of St. Markovia)
  A small wooden coffer containing a dire wolf’s withered
  tongue (Werewolf Den)
  A chunk of amber resin (Amber Temple)
  A dagger with a bat’s skull set into the pommel (Castle
  Ravenloft)
  
  
  When the Dark Power accepted Mrs. Durst’s final sacrifice,
  Walter was transformed into a terrible monster, a vessel for
  the cult’s hatred, arrogance, and depravity bound within an
  innocent babe. This abomination now demands what the cult
  once gave freely: sacrifices.
  Upon entering the ritual chamber, Area 38, players see a
  small bundle sitting on the center dais. It is about the size of
  an infant completely shrouded in black cloth. Upon closer
  inspection, the bundle isn't moving and shows no signs of life.
  One Must Die!
  The first player character to step onto the dais summons the
  cultist projections that surround the room. The bundle on the
  altar unfurls to reveal a single dagger.
  If the party refuses to make the requested sacrifice, the cult
  is angered, and summons Walter. If the party makes the
  requested sacrifice, the cult chants victoriously, and
  summons Walter anyway. Either way, players should feel as
  though they have made a grave error.
  Consider giving this encounter a timer of about 10
  minutes, placing a literal ticking clock on the screen or at the
  table. Most parties will not need all the allotted time, but the
  countdown will instead pressure the players and promote
  anxiety as they discuss possibly sacrificing one of their own.
  Simplified Chant
  When it is time to summon Walter, simplify the
  summoning chat to, "Come, demon! We awaken
  thee!"
  DEATH HOUSE
  13
  
  Fight! The Flesh Mound
  This encounter completely replaces the shambling mound.
  When the flesh mound is summoned, the dirty water filling
  the chamber ripples as something moves beneath the
  surface. A host of bones, flesh, and disparate body parts come
  together from the water, collecting into a massive, shifting
  heap of gore centered above the altar. The portcullis slams
  shut and initiative begins.
  Through the course of battle, the flesh mound prioritizes
  pushing enemies away from it to protect Walter. It will flip
  between using it's slam attacks and its Cult's Depravity action
  about every other turn. While the chances of downing a
  character with a single attack are slim, the fight will quickly
  turn into a battle of attrition as the party watches their
  resources slowly dwindle and their hit points drain. By the
  third turn of combat or so, the party should figure out that the
  crying baby within the mound is the source of its power. Don't
  forget to describe the quick revealing of the baby each time
  the Mound takes damage. If the players come up with an
  alternative answer for removing or stopping Walter, such as
  trying to heal the baby or a clever use of a spell, you might
  consider rewarding them by lowering the DC for the Innocent
  Heart trait or otherwise watching the Mound dissolve.
  Throughout the battle, feel free to embellish the terrible
  visions from the Cult's Depravity action. The visions might be
  of illusory cultists that attack the afflicted, very similar to the
  effects of a phantasmal force spell. These illusions grow in
  number as the target gains stacks of the ability.
  Increasing Difficulty
  If the party has recently rested or contains
  characters of higher than average hit points,
  consider raising the Cult's Depravity damage to
  3d6. If the party contains a high number of
  characters, consider raising the Flesh Mound's
  multiattack to three slams.
  Fleshing Out Curse of Strahd
  14
  
  
  Large undead, neautral evil
  Armor Class 13 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
  Condition Immunities blinded, deafened, exhaustion
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 10
  Languages None
  Challenge 3 (700 XP)
  Innocent Heart. Walter's infant corpse lies in a cavity
  at the heart of the Flesh Mound, suspended by
  several fleshy tendrils. Whenever the Flesh Mound
  takes damage, chunks of gore drop away to briefly
  reveal Walter's screaming form. A creature can use
  an action to try and forcefully remove Walter from
  the heart of the mound with a strength (Athletics)
  check. The DC for this check starts at 30, but is
  reduced as the Flesh Mound loses hit points. At 105
  hit points, the DC is 26. At 81 hit points, the DC is
  22. At 63 hit points, the DC is 18. At 51 hit points,
  the DC is 14. At 45 hit points or fewer, the DC is
  10. When Walter is removed from the Flesh Mound,
  the Mound instantly drops to 0 hit points and is
  destroyed. Should the Flesh Mound drop to 0 hit
  points with Walter still attached, the baby is
  automatically freed.
  Actions
  Actions
  Multiattack. The Flesh Mound makes two slam
  attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 3 (1d4 + 1) bludgeoning damage. On
  a hit, the target must make a DC 14 strength Saving
  throw or be pushed back 10 feet.
  The Cult's Depravity. Any creature within 60 feet that
  can see the Flesh Mound must make a DC 14
  intelligence Saving throw or take 7 (2d6) psychic
  damage and gain 1 stack of the Cult's Depravity as it
  is assailed with horrible visions of the cult's
  sacrifices in the ritual chamber. The target takes half
  damage and is not afflicted by a Cult's Depravity
  stack on a successful save. Any target afflicted by
  the Cult's Depravity takes 1d4 psychic damage at
  the start of its turn, which increases by 1d4 damage
  per stack accumulated. An afflicted target can use
  their action to shake these visions entirely and
  eliminate all existing stacks of the Cult's Depravity.
  
  
  
  A
  fter the final battle, the Death House adventure
  can conclude in one of two ways.
  On one hand, the house may begin to self
  destruct, forcing players to flee. This race to the
  finish can give the module a memorable and
  dramatic ending.
  On the other hand, the players may be quite
  beaten after their final encounter, ending the battle with
  fallen party members. If the players seem to need time to
  recover or seem keen on laying the spirits of the Durst family
  to rest in the crypts, a more peaceful ending may occur.
  Choosing an ending for Death House will come at the
  discretion of the Dungeon Master.
  
  
  In this ending, once the flesh mound is defeated the Death
  House is considered purged of its curse. Rose and Thorn's
  ghosts appear to the players one final time. While still
  transparent, they now have a soft radiant glow about them
  and project an aura of peace. Rose thanks the players for
  rescuing Walter and for finally ending the darkness of their
  home. But before the conversation can continue much longer,
  the ground shudders and the ceiling cracks, raining debris on
  the players. Rose proclaims that without the curse to hold the
  house aloft, it will soon crumble. She and Thorn shout at the
  players to run! The player characters must flee before the
  house is swallowed by the earth.
  For this ending, it is recommended that you run the
  Escaping Death House Skill Challenge by Wyatt Trull on the
  DM’s Guild for this ending.
  A skill challenge is a mechanic from 4th Edition that allows
  the players to make a series of skill checks to overcome
  obstacles in a montage-like scene without tracking hit points.
  The skill checks must be shared amongst the players, forcing
  them to work together and allocate their strengths and
  weaknesses for each obstacle.
  Trull’s skill challenge follows the players as they run
  through Death House, desperately seeking escape.
  However, it is recommended that you alter the majority of
  the supernatural obstacles in the challenge in favor of more
  natural challenges to incorporate the changes in this guide.
  At this point in the adventure, the Death House is no longer
  cursed, making scythed doorways and similar obstacles feel
  out of place. Instead, you might describe a door stuck in its
  frame from the shifting foundation or a support beam
  suddenly falling into the party's path.
  The following edits are examples of such changes that are
  recommended for the skill challenge to better fit this guide.
  Area 21: The Secret Staircase. Instead of the giant spider,
  you might have the ground shudder and a character lose
  their footing, falling down the staircase. The party has to
  act fast to stop their fall!
  Area 27: The Dining Hall. The illusion of the dying man on
  the table is attracting a coming horde of ghouls, not
  cannibalistic cultists. Players hear their rasping voices in
  rounding the corridors, similar to those of the ghouls they
  would have already encountered in the basement.
  Area 0: Courtyard. Alternatively, Rose and Thorn appear
  struggling to hold the gates open for the players. They
  shout, “Hurry! We can’t hold it much longer!” This
  preserves the children as allies to the party, rather than
  enemies. Persuasion can be used to foster the children’s
  will to hold the gate longer. Acrobatics or Athletics can
  be used to make a final mad dash for the exit. Perception
  can be used to spot a large rock in the dirt one child can
  use as a foothold.
  Once players escape Death House, the house itself is
  swallowed into the dirt.
  
  
  In this ending, Death House falls silent after the players
  complete their final battle with the flesh mound. The players
  have the option and the time to tend to their fallen party
  memebers, further explore the house, collect loot, rest, and
  place the remains of the Durst family in their tombs.
  When the party has placed the last of Dursts to rest
  (optionally including Margaret and Mrs. Durst), they turn to
  see the ghosts of the family, who appear as they would have
  in life. Mr. Durst cradles a laughing Walter. Rose and Thorn
  smile at the players. Mrs. Durst, if present, stands to the side
  and weeps in clear remorse of her actions and mouths,
  “Thank you”. The ghosts then dissolve into light and
  disappear forever.
  When players exit the basement, the house is old and
  rotted, but devoid of any further supernatural haunting. Death
  House is now completely normal, a structure left to slowly
  dissolve into the elements.
  
  
  Once players escape or leave Death House, they become
  level 3! The party will likely choose to take a long rest in the
  cul de sac before heading down the Svalich Road towards the
  Village of Barovia.
  15
  DEATH HOUSE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/MandyMod/MandyMod.-.Fleshing Out Curse of Strahd.-.Chapter 2 - Death House.pdf