RECAP: Curse of Strahd Session 7

Session Recap and Setting Context

  • The players are deep in the basement of Death House, continuing their exploration.
  • They have encountered multiple ghouls, with several characters bitten, potentially suffering from ghoul fever, a dangerous affliction requiring saving throws to resist infection.
  • The current location is described as a parlor or sitting room in the basement, suggesting former residential quarters.
  • The atmosphere is grim and unsettling, with undead presence and signs of decay.

Current Exploration and Dungeon Details

  • The party has defeated many ghouls and is exploring the basement at the request of the Durst children’s ghosts, who seek help to find a missing girl named Arena.
  • Arena’s identity is mysterious; only Madame Eva has mentioned her before.
  • The ghosts disappeared after a recent spell, leaving the party to continue alone.
  • The room contains desiccated undead bodies, likely the Dursts, wearing soaked and tattered night clothes.
  • The room smells foul due to the decaying corpses.

Medicine Checks on Ghoul Bite Wounds

  • Players consider using medicine skills to assess the status of characters bitten by ghouls.
  • Fast healing (battle medicine) is possible but requires time (usually 8+ hours) for disease care.
  • Initial medicine checks show:
  • No immediate signs of infection or disease in wounds.
  • Bites appear as severe but not yet infected wounds.
  • Ghoul fever symptoms include:
    • Coppery or musty smell at the wound site.
    • Unhealthy, ragged appearance.
    • Increased touching or scratching of affected areas.
    • Decreased appetite or refusal to eat.
    • Animals avoid infected individuals.
    • One character, Tenzen, exhibits early signs including sweating, scratching his neck, and a subtle musty smell, suggesting possible infection onset.

Inventory and Loot in the Basement Room

  • A large box contains:
    • 22 torches, mostly unused.
    • A tinder box (flint and steel).
  • The footlocker at the foot of the bed contains
    • A long black cloak.
    • A small wooden coffer (unlocked).
    • A chain mail shirt (human-sized, rusty but serviceable).
    • A mess kit (mundane).
    • A glass flask with maroon liquid and a wick, identified as an alchemical bomb (flammable, fragile, splash radius ~5 feet).
    • A small roll-up containing a set of thieves’ tools.
    • A small yellow leather-covered book, identified as a mage’s spellbook containing various spells:
      • Illusion Disguise, Mage Armor, Magic Missile, Protection (1st level)
      • Dark Vision, Invisibility, Magic Weapon (2nd level)
      • Paralyze (3rd level)
  • Magical properties detected:
    • The cloak is a Cloak of Protection +1, granting +1 AC and +1 to saving throws.
    • The flask’s liquid is magical and volatile, intended as an alchemical bomb.
    • The wooden coffer contains four small vials with bluish liquid identified as healing potions (likely D8 healing).
  • The black robes in the armoire do not radiate magic; some appear ceremonial.

Magic and Equipment Details

  • The chain mail is medium armor, AC +4, Dex cap +1, check penalty -2, speed -5, Strength +3 required.
  • The cloak’s AC and saving throw bonuses are valuable for frontline combatants.
  • The alchemical bomb deals 1d8 fire damage plus 1 persistent fire and splash damage (5-foot radius). Fragile glass requires careful handling.
  • The healing potions are standard and intended for party use.
  • The spellbook’s spells are suitable for a mage-type character, useful for crowd control and protection.
  • Players discuss who will carry/use these items based on character roles and combat needs.

Combat Encounter: Mimic Door

  • The party encounters a mimic disguised as a door.
  • The mimic surprises and attacks Tenzin with a pseudopod, hitting and causing 8 bludgeoning damage.
  • The mimic’s adhesive slime threatens to grab and immobilize targets failing a Reflex save (DC 23). Tenzin fails and is grabbed.
  • Initiative order is established; multiple attacks and spells are used against the mimic, including Divine Lance and Intimidating Strike which inflict damage and fear conditions.
  • Mimic’s features:
    • Adhesive coating that grabs targets.
    • Vulnerable to fear and damage but tough to hit.
  • Attempts to escape and attack are mixed; Tenzin eventually breaks free after sustained attacks.
  • The mimic collapses into sticky goo that later becomes non-adhesive. No treasure is found within.

Exploration: Skeletons and Altar Room

  • The party discovers a room with several skeletons chained to the walls, facing an altar cave containing a large iron statue.
  • The statue is heavily corroded and resembles a stylized vampire figure with antler-like shoulder adornments.
  • The statue radiates a faint necromantic aura, suggesting dark magic involvement.
  • Skeletons appear to have died of starvation and stabbing; no signs of animation but a shadowy presence is detected coiling around one skeleton.
  • A shadow creature emerges from the skeletons, initiating combat.
  • The shadow attacks Tenzen and others, using abilities to weaken strength (Infeebled 1 condition) and drain shadows.
  • Clerics and combatants use spells like Disrupt Undead and Divine Lance to damage and ultimately dispel the shadow.
  • The shadow’s presence confirms undead magical influence in the basement.

Durst Family Crypt and Nearby Areas

  • The party locates a crypt area marked as the Durst Family Crypt with multiple doors labeled with family member names: Walter, Gustaf, Rose, Thorn.
  • Some coffins are empty and unused, suggesting planned burial sites rather than current resting places.
  • Bones of the Durst children are respectfully placed into appropriate crypts by the party.
  • The crypt area is quiet, with no traps detected.
  • Nearby corridors contain more doors and rooms yet to be fully explored.
  • The party notices a trapdoor leading upwards to a room previously explored, which can be used as a secret exit or a trap for intruders.
  • The trapdoor mechanism allows it to drop open, potentially causing enemies to fall through.

Centipede Swarm Encounter

  • The party encounters a swarm of centipedes in the crypt area.
  • Combat begins with ranged spells like Divine Lance and melee attacks from Grughilda and Tenzin.
  • The swarm is susceptible to area damage and crowd control, retreating after significant damage.
  • Investigation of the area reveals cracks in the walls where centipedes escape, but no secret passages or rooms are found behind the cracks.
  • The swarm encounter provides a brief respite before the party plans to continue descending deeper into the basement.

Session Conclusion and Next Steps

  • The party consolidates and prepares to descend further into the dungeon via a staircase leading deeper underground.
  • They consider safe travel order and positioning for the next session.
  • The session ends with the group poised to continue their exploration of Death House’s basement, advancing toward the unknown dangers below.
  • Time remains before midnight, suggesting there is still opportunity to save the missing girl, Arena, if she exists.

Key Insights and Summary

  • Ghoul bite infection (Ghoul Fever) is a looming threat, especially for Tenzin, requiring close monitoring and medical attention.
  • The party uncovers valuable supplies: magical cloak (+1 AC and saves), an alchemical bomb, healing potions, thieves’ tools, and a spellbook with useful spells.
  • Combat encounters include a mimic disguised as a door and a shadowy undead creature emerging from chained skeletons, both providing tactical challenges and confirming the necromantic and dangerous nature of the basement.
  • The Durst Family Crypt reveals family burial intentions but no current occupants, adding to the mystery of the Durst family fate.
  • The discovery and clearing of a centipede swarm suggests the dungeon is alive with various threats beyond undead.
  • The secret trapdoor leading back to upper floors offers both a tactical escape route and a potential trap for enemies.
  • The group is well-equipped and leveled up to level 2, with clear next steps to explore deeper levels and attempt to find or rescue Arena.

Notable NPC and Lore Details

  • Durst Family: Wealthy family associated with Death House; their children’s ghosts guide the party.
  • Arena: Mysterious missing girl, possibly related to the Durst family and the ghost children’s quest.
  • Strahd: The ruler of the land, possibly a vampire or similar undead lord; controls silver use and secret police (Renfields).
  • Shadowy Statue: Possibly a folk representation of a vampire or vampire-like entity, linked to necromantic magic.
  • Renfields: Secret police feared by locals; associated with disappearances and the house’s dark history.

Conclusion

The session advances the party’s exploration of Death House’s sinister basement, uncovering threats, treasures, and disturbing family secrets. Combat challenges including a mimic and shadow undead test the party’s tactics and abilities, while the looming threat of ghoul fever adds urgency. The discovery of the Durst family crypt and its empty coffins deepens the mystery, and the party prepares to delve further into the darkness with new weapons, magic, and resolve.

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