Durst House
9. Secret Room
There are no cult books. There are instead many blank books, and one book in which Elisabeth Durst had begun to write a religious text for Canis. She did not specifically name Canis, merely referring to them as "the Powers." She also kept a note of the servants and guests she sacrificed to Canis, and the gifts and visions she received in return. The text to Strahd's letter is as follows:My most pathetic servant, I am not a messiah sent to you by the Dark Powers of this land, nor am I a shining light in your misery delivered by Reve. I will not lead you on a path to immortality, salvation, nor reprieve from your misery. However many souls you sacrifice in my name, however many visitors you waylay from my roads, known that you are not what has brought me to this beautiful land, nor are you what keeps me here. You are but worms writhing in my dirt. You say that you are cursed, your fortune and youth spent. Your love has forsaken you, sired a bastard under your own roof. Lift you up in darkness? I think not. I much prefer you as you are. Your lord and master, Strahd von Zarovich
12. Master Suite
The double doors to this room have dusty panes of stained glass set into them. Designs in the glass resemble windmills. The room is pitch-dark when the characters enter, and as their eyes adjust, they see a gruesome sight: a bloated, blue body hanging from the ceiling, a discarded plush chair at his feet. For a moment, his body swings as if he has just stepped down. Folded on the bed is Gustav Durst's suicide note:My dearest children, Please forgive me. I have failed you. I wish I could do what all fathers do and tell you monsters aren't real. But I can't lie to you more than I have. But I will tell you one truth: monsters are made. Hardship, heartbreak, disappointment...these can all make monsters. And I have made a monster of your mother. All I can do is ask you to forgive me, one day. I don't deserve it, but I beg of you to think kindly of me one day. I made my mistakes, but I truly loved you. Rose, I wish I could see you blossom into a strong, beautiful woman. Thorn, I would have seen you be a great man, greater than I, kinder and stronger. But I won't. I am sorry. This is the only way.
14. Storage Room Guest Room
Rather than storage room, this is a bedroom for visitors, matching room 17, minus the doll.
15. Nursemaid's Suite
The ghost of the nursemaid, whose name is Lada, is not aggressive or hostile. She is a quiet, solemn woman who likes to make others smile. She is a confused ghost, torn between the duty of the house to attract guests and her own violent death. She shifts between knowing she's dead and not, but she never remembers how exactly she died. She speaks fondly of Mr. Durst, remembering him as a mild, kind-hearted man with a strong sense of duty. If the players try to inform her of his body upstairs, she will refuse to even acknowledge it. She will not under any circumstances admit that Walter is Mr. Durst's child, but she will claim him as her own son. She also speaks lovingly of Rose and Thorn. If asked about Mrs. Durst, however, she becomes quiet and less talkative. It is obvious she is afraid of Mrs. Durst, and has a secret she doesn't want her mistress to know. She doesn't become aggressive even if the players disturb the crib, but she will insist they let the baby sleep. The shroud on the crib is pale green, not black. If the players pull it back, the bundle-and Lada- vanish.18. Storage Room
The specter never appears, even if the players disturb Lada's corpse. Lada's ghost can be encountered in Room 15.20. Children's Room
On Rose's nightstand is a toy very similar to the Mockingcat: it is a raven with the paws and tail of a cat. When the handle on its back is wound, it opens its beak and plays a gentle, soothing tune. It has no magical effects. On its foot is a well-preserved tag that reads: "A creation of Friedrich Von Weerg, mastercrafter"23. Family Crypts
There is no crypt for Walter. The crypt marked for him in the book is blank.24. Cult Initiates Quarters
This room has been removed.25. Well & Storage
This room has been removed.27/28. Dining Hall/Larder
This is not a dining hall, it is just another storeroom, this one dedicated to food. There is no grick.31. Dark Shrine
The statue is not of Strahd, but of Canis. Describe it as such: "A wide alcove in the south wall contains a painted wooden statue in the crude shape of a massive dog with four heads stacked grotesquely on its wide shoulders. Each head is a different shape, and their mouths hang open. The lowest-hanging head holds in its mouth a smoky-gray crystal orb." If a character touches the statue, or take the orb from the dog's mouth, a monster spawns, but it's not a shadow, but a Bestial Huntsman.33. Den
The mimic has been removed from the door. This is essentially a date room.34. Basement Quarters
This room looks more like a neglected sex dungeon than a bedroom. There is only one ghast, and it is the ghast of Mrs. Durst. She is wearing a tattered red dress with a black smock. She is a character, not a mindless enemy. She’s retained her memory but has also completely succumbed to her dark whims. She’s arrogant and believes herself better than everyone, looking down on the players. She shuns her dead husband and calls him a lecherous traitor who deserved to die. She has even less kind words for Walter and the nursemaid. She even writes off her own children as bothersome nuisances.35. Reliquary
The chant is in a language none of the characters can understand. The items here are not appropriated by the "cult," but were kept by the Durst family as a Strahd's vassals. 36. Prison This room has been removed.38. Ritual Chambers
The place where the shambling mound would normally be is full of garbage. The apparitions that appear are black-robed figures with dog heads. They speak in a language no character can understand. Whether the players make a sacrifice or not, the final enemy will appear. If they do sacrifice, the figures begin to bark delighted laughter, and a monstrous being rises from the water. If they don't, the figures begin to growl louder until it becomes a dull roar, and a monstrous being rises from the water. This is Walter, hideously twisted by the grotesque fate he suffered.Post Boss Fight
When the players defeat Walter, the house is not trapped.Flesh Mound (Walter) CR: 5
STR
18 +4
DEX
8 -1
CON
16 +3
INT
5 -3
WIS
10 +0
CHA
5 -3
Innocent Heart. Walter's infant corpse lies at the heart of the Flesh Mound, crying and afraid. If a player is Engulfed, they roll a d4. On a 2 or 4, they slip into a small demiplane, floating in darkness with only Walter in the flesh and gore. He has an AC of 10 and HP of 5. If he is reduced to 0 HP or is otherwise cleansed or calmed, the Flesh Mound dissolves, and his spirit is at peace.
Actions
Slam. Melee Weapon Attack: +7 to hit, Reach 5ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage When the Mound makes a slam attack and succeeds on hit, it has the option of grappling the target in exchange for doing damage. The target must succeed on a DC14 Athletics/Acrobatics check on its turn to escape the grapple. Engulf. Melee Weapon Attack:+0. Hit: 2 (1d4) bludgeoning damage The flesh mound engulfs a Medium or smaller creature that is grappled by it. The engulfed target is restrained and unable to breathe. It must succeed on a DC14 Constitution saving throw at the start of each of its turn or take 1d4 bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can only have one creature engulfed at a time.
Beastial Huntsmen CR: 1
STR
16 +3
DEX
12 +1
CON
15 +2
INT
6 -2
WIS
12 +1
CHA
7 -2
Keen Smell. The huntsman has advantage on Wisdom (Perception) checks that rely on smell. Altered. The huntsman has advantage on saving throws against effects that target humanoids. Brute. A melee weapon deals one extra die of its damage when the huntsman hits with it (included in the attack).
Actions
Attack. The huntsman makes one attack with each weapon. It has two weapons as detailed below. If it has a spear, it makes two spear attacks. Saw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. Torch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) fire damage. Plow. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) piercing damage. Spear (Two-Handed). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8+2) piercing damage.