Overview
A handsome townhouse kept as if its family stepped out a minute ago: entrance, main hall with the grand staircase, the Den of Wolves, kitchen and pantry, dining room. Quiet on the way in; it turns on the party after a refusal at the altar, bricking the front door and leaving only the dining room window.
Resting: Risky: a rest here can be interrupted.
Getting here
Ways in
- From Death House, Upper Floor: Stairs down
- From Village of Barovia: Death House
Ways out
| # | Exit | Leads to | Only when |
|---|---|---|---|
| 1 | Front door | not death house refused | |
| 2 | Stairs up | ||
| 3 | The tall window | death house completed |
Map
Key: gold, people; red, containers; purple, hidden finds; teal, skill checks; white, exits; orange, traps. The numbers match the lists on this page.
Close up

a glass-fronted hunting cabinet

pantry shelves, sealed jars
What to find
| # | Where | What | How |
|---|---|---|---|
| 4 | a glass-fronted hunting cabinet | Heavy Crossbow, Light Crossbow, Crossbow Bolt ×20 | lock DC 12 |
| 5 | a cabinet of glasses and cards | Playing Card Set | open it |
| 6 | pantry shelves | Ration ×3, Candle ×4, Oil | open it |
| 7 | the sideboard | Candle ×2, 30 gp | open it |
| 8 | a loose stair riser | Potion of Healing ×2, 25 gp | open it; only when death house children at rest |
| 11 | a lantern behind the coats (hidden) | Hooded Lantern | Search: Perception DC 12 |
| 12 | a loose board under the card cabinet (hidden) | Medallion of Thoughts | Search: Investigation DC 13 |
| 13 | something in the soot under the dumbwaiter (hidden) | Driftglobe | Search: Perception DC 13 |
The containers here also get random magic items and potions, rolled for a party of level 2 the first time you come (Random Treasure). Hidden finds need a Search (F) nearby; the party's best roll counts.
Skill checks
| # | Where | Check | Try | What it does |
|---|---|---|---|---|
| 9 | a dumbwaiter | Acrobatics 13 | Squeeze into the dumbwaiter shaft | finds Driftglobe; on a failure: 1d4 bludgeoning damage |
| 10 | sealed jars | Medicine 12 | Judge what's in the sealed jars | heals 1d4; on a failure: 1d4 poison damage |
Traps
| # | Trap | Find DC | Disarm DC | Save | Damage |
|---|---|---|---|---|---|
| 14 | the chandelier | 12 | — | DEX 12 | 2d6 bludgeoning |
Fights
- The hall's weapons come down off their hooks., in Death House, Ground Floor: Animated Flying Sword, Broom of Animated Attack.
- The silverware wants a word., in Death House, Ground Floor: Animated Flying Sword.
Quests and lore
- Death House: Two children begged us to save their baby brother from a monster in the basement of their house. The house had other plans.
