RECAP: Curse of Strahd Session 5

The group begins by examining architectural features in an old house, particularly focusing on chimneys and staircases. They speculate whether chimneys align across floors and discuss a hidden stairwell leading to the attic. The location includes a small back balcony room and a nanny’s room. The group plans to investigate the hidden stairwell to continue their exploration.

The adventurers recall their origins in the land of Barovia, a mysterious and newly discovered plane. They previously arrived at the behest of a merchant prince named Mousse, who sought to exploit the area by bringing silver—an extremely rare and banned resource in Barovia. Their arrival was met with hostility from werewolves, resulting in the loss of silver and the death of their mage escort. Locals hidden them from the Count’s men and transported them to the town of Vallaki for safety.

In Vallaki, they met Madame Eva, who provided cryptic guidance suggesting the party has a greater destiny. The group is investigating a haunted location called “Death House,” rumored to be a site where the Count’s secret police, known as the Renfields, conduct kidnappings and interrogations. Suspicious hooded figures have been seen lurking near the house, implying that the party’s presence is being watched and possibly targeted.

The party recalls breaking a mirror in the nanny’s room, which was believed to contain the ghost of a nanny. It remains uncertain if the ghost was freed, but it hasn’t appeared since. They also mention bones found in the attic area—specifically the bones of children, including a glass monkey observed by a party member named Iggy. The group prepares to explore the attic via the hidden stairwell, which involves moving an armoire to reveal the entrance.

The stairwell is described as narrow and somewhat awkward, with landings that require careful maneuvering. The door to the stairwell opens directly onto the stairs rather than a landing, making entry tricky. The party’s rogue character is tasked with scouting for secret doors or passages. Tapping on walls reveals solid construction on the north and east, while the south wall sounds hollow, indicating an adjacent room. Dust is undisturbed, suggesting no recent activity.

The party notes that a small door behind the bureau is an obvious later addition, poorly constructed, indicating it was installed after the original build. No secret doors or traps are found in the stairwell area. The hidden door in the stone wall is later discovered to conceal a spiral staircase leading downward. The group debates whether to finish exploring the attic or descend immediately.

Ascending the stairs, the party hears the sound of rain, suggesting proximity to the roof. They identify architectural elements such as dormers and a possible widow’s walk balcony. The door at the top of the stairs is locked with an ornate lock on the attic side, designed to lock something inside. The rogue attempts to pick the lock using the thievery skill.

While picking the lock, the rogue is violently struck by an unseen force, slamming him backward down the stairs and knocking the wind out of him. The party suspects magical or spectral interference, as no physical attacker is visible and no traps are found. The force appears to be a defensive mechanism warding entry into the attic.

The rogue tries again with a higher roll and successfully picks the lock without further incident. Upon opening the door, the party finds an attic room with five doors leading to other areas, including a balcony. The room is dusty and filled with old furniture covered in sheets. On the wall, an iron hook holds an open padlock and a rusty iron key on a dried ribbon.

A letter from the dark lord Strahd is discovered, addressed to Durst. The letter reveals Strahd’s disdain and nihilistic outlook, refusing to save Durst despite his suffering and dark deeds. This indicates Strahd’s presence and influence in the region is longstanding, at least 15 years. Durst was likely involved with Strahd’s cult or operations.

The party explores one of the attic rooms, which is a dusty spare bedroom with mismatched furniture. A rocking chair in the corner moves slowly as if recently vacated. A doll on a mantle or bench captures attention. The front of the house is clarified as north, correcting earlier orientation errors. The room appears abandoned for years, with no signs of recent occupancy.

The doll suddenly animates, turning its head and speaking in a childlike voice, warning the party to leave or be trapped in the house forever. The doll then attacks Akutagawa, initiating combat. The doll is identified as a “soulbound doll,” a construct imbued with a hostile spirit or magic. The fight ensues with the party members attacking and damaging the doll.

Character ActionOutcome
Grildilda’s sword hitInitial miss, then hit for 9 points damage
Akudagawa’s dog slicerHits and knocks doll to ground, then strikes again for 10 damage
Velcro’s divine lanceCritically hits, destroying the doll

The doll is destroyed by a critical divine lance attack, shattering into porcelain pieces. The party salvages a single glass bead from its remains. The room remains cold and rainy outside, with the window overlooking a small patio area. Other furniture is moved aside revealing no hidden compartments or items.

A secret door is discovered embedded in the stone wall, cunningly hidden without handles or locks. It is opened to reveal a narrow spiral staircase descending downward. The party debates whether to finish exploring the attic level or descend immediately. The staircase is irregularly built partially over the main spiral staircase.

A small, delicate necklace with a yellow, faceted gem set in gold with tiny starburst pins is found hanging on a hook. The design resembles a sunrise or starburst. The clerics suggest it might be a holy symbol related to Saranrae, the Dawnflower goddess, associated with healing and light. The necklace is magical as confirmed by a detect magic spell, though its exact properties are unknown.

Entering another attic bedroom, the party encounters the ghost of a young girl named Rose and her younger brother Thorn. They reveal that a girl named Ireena has taken refuge in the house but is trapped by a monster in the basement. Rose and Thorn’s ghosts plead for help to rescue Arena before midnight, when she would be trapped forever. The siblings’ translucent and interactive nature suggests they are traditional undead spirits.

The ghost children lead the party toward the basement stairs, warning that the monster resides there. They mention that their parents locked them in the attic rooms to protect them from the monster, but something happened and they never escaped. The party prepares to descend the narrow staircase into the basement, where danger awaits.

The basement area contains rudimentary sleeping pallets with stained burlap sacks, likely used as prisoner or guard quarters. The smell of decomposition is strong. A well with a dry wooden bucket and rope is present, but no water is found. The party finds no evidence of an altar or dungeon so far, though a note referenced such.

Stealthy scouting reveals a corridor thickly covered with crushed bones and skeletons, some partially fleshed. The atmosphere is foul and menacing. As the party advances, they encounter multiple ghouls—undead creatures with high reflex saves and multiple attacks. Combat ensues with the party engaging the ghouls using weapons, spells, and abilities.

The party’s cleric successfully uses a three-action heal spell that damages undead and heals allies within a 30-foot radius. The spell deals damage to ghouls, killing some and healing party members, including Akutagawa. The ghouls remain a significant threat with multiple attacks and high defenses, but the party fights resolutely.

The combat continues with the party using athletics to trip enemies, flurry strikes, and strategic positioning to manage the narrow corridors. The ghouls’ reflex saves and multiple attacks make them formidable foes, but the party’s coordination and use of special abilities keep them in the fight.

The session concludes with the party deep in the basement, surrounded by ghouls and fighting for survival.

Key Insights

  • The house is a complex haunted location with multiple levels, secret doors, and supernatural defenses.
  • The presence of ghosts and constructs indicates a layered haunting with both traditional spirits and magical entities.
  • The monster in the basement is a central threat, with the young girl Arena trapped and needing rescue before midnight.
  • The party’s investigation ties into larger dark forces including the sinister figure Strad and his cult.
  • Combat with ghouls introduces dangerous disease mechanics and requires tactical coordination.
  • Artifacts such as the amber necklace and magical keys may be crucial for survival and progression.
  • The party must balance exploration, combat, and puzzle-solving under pressure and time constraints.

Conclusion

This session explores a richly detailed haunted house setting filled with dark lore, supernatural threats, and a looming rescue mission. The party navigates architectural mysteries, confronts hostile constructs and undead, and uncovers key plot elements tied to the wider world of Bovia and its dark ruler. The narrative builds tension toward a descent into the basement, where a dangerous monster holds a trapped girl, setting the stage for further heroic deeds in future sessions.