Session 03 — Teeth of the House

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Session At A Glance

Session # 03
Date Played 2025-06-26
In-World Date Unknown
Location(s) Death House, Barovia
Anthilz Aleric Shaw
Narua Daisy Brown
J Ria Xolarrin
Previous Session 02
Next Session 04

Trapped within a living manor that punishes escape attempts, the party descends into nightmare—guided by ghostly children toward a basement crypt where a ghast of immense malevolence awaits. In the darkness below, mercy and survival blur into one desperate choice.


Pre-Session Recap

After the harrowing werewolf encounter in the Misty Forest, the party discovered themselves trapped in a manor that called itself Death House. The previous session concluded with the Iron Maiden test where Strahd appeared to bind Aleric with an oath. The party now awakens in the attic, wounded and disoriented, only to find that escape is not an option—the manor has become their prison.


Session Summary

Opening

The party awakens in the attic after their traumatic encounter with the Iron Maiden, Aleric freshly bound by an oath of service to Strahd. They decide to explore downward, seeking a safer location to rest, but their attempt to escape via a balcony reveals the house's true nature: when they collectively decide to stay, black smoke materializes and traps them, the void beyond the balcony confirming their imprisonment. The manor has become a sentient antagonist, actively preventing departure while remaining hospitable to exploration.

The party discovers a jewelry box containing a necklace and three gold rings, which they distribute among themselves. Most critically, they locate two child spirits trapped in a nursery—the same Durst siblings who lured them to the manor. The children are locked in, unable to escape, and they plead with the party to bring their bones downstairs for proper burial. The children hint at a secret passage to the basement and warn of "the monster downstairs," but the party's attempts to investigate a music box trigger possession attempts by the spirits. The encounter is marked by emotional weight and party discord, as some members must flee while others are momentarily abandoned upstairs.

Middle

The party descends to the basement crypt and finds themselves in a chamber of funerary horror. Three corpse-like figures stand arranged on a dais in poses of judgment, chanting continuously: "He is the Lamb. He is the Savior. He is the light. He is the change. He is his nation. He is the King." Near the dais, they discover items of supernatural significance: a cloak bearing the symbol of ghouls, a wooden stake made partially of human bone, an orb of unknown purpose, and a goblet.

As they proceed deeper into the crypt, a massive, grotesque undead creature emerges from the darkness—a ghast of terrible power, already bearing signs of previous battle. The creature is nearly 40 feet distant when combat is joined.

Closing

The battle with the ghast is brutal and desperate. Ria is dropped to 0 HP twice, accumulating critical death saves. Aleric faces difficult tactical decisions with depleted spell slots and dwindling resources. Daisy fights with raw desperation, dealing the final blow that kills the creature. The party collapses in exhaustion, declaring they will rest in the crypt and absolutely will not explore any further into Death House's remaining mysteries. They perform a grim fist-bump celebration, treating their survival as a Pyrrhic victory in a house that seems designed to grind them down piece by piece.


Key Events


Decisions Made

Party Decisions

The party's choices at Death House centered on survival and moral obligation to trapped innocents.

Decision Choice Made Consequence
Escape or explore? Attempted escape via balcony House trapped them with black smoke; forced to explore downstairs
Help the Durst children? Decided to retrieve their bones Triggered possession attempts; party temporarily scattered
Face the ghast or retreat? Committed to combat Desperate battle with critical moments; barely survived
Explore further after victory? Refused; declared they would rest Party vowed not to venture deeper into the house

NPCs Encountered

NPC First Meeting? Outcome
Durst Children (Spirits) Yes Imprisoned in nursery; bones collected for burial; possession attempts made
Ghast of Death House Yes Killed in desperate combat; its cloak bore ghouls' symbol

Locations Visited

Location Notes
Death House — Attic Party awakens after Iron Maiden incident
Death House — Upper Floors Party discovers jewelry, encounters balcony trap
Death House — Nursery The Durst children's prison; music box mechanism leading to basement
Death House — Basement Crypt Chamber of judgment; site of ghast battle; party collapses for rest

Combat & Encounters

Combat Breakdown — The Ghast of the Crypt

Phase 1: The Emergence

Phase 2: The Opening Exchange

Phase 3: The Crisis — Ria in Peril

Phase 4: The Final Desperate Turn

Outcome: Ghast killed after desperate combat with Ria nearly dying twice; party survives with significant resource expenditure and emotional trauma; declares they will rest in crypt and absolutely will not venture deeper into Death House


Loot & Rewards

Item Who Got It Notes
Necklace with Unknown Stone Ria Found in locked room jewelry box
Gold Ring (plain, no inscription) Daisy Found in same jewelry box
Gold Ring (plain, no inscription) Ria Found in same jewelry box
Gold Ring (plain, no inscription) Aleric Found in same jewelry box
Skeleton Remains (Durst Children) Party Possession Wrapped in bedsheets for burial
Cloak with Ghouls' Symbol Party Possession Removed from ghast's corpse
Wooden Stake (partially human bone) Party Possession Found near dais; vampire-hunting weapon
Orb Party Possession Found near dais; purpose unknown
Goblet Party Possession Found near dais; previously contained liquid

Memorable Moments

"Okay, we're resting and we're not going to any of your fucking other rooms, okay?"

— Party, after defeating the ghast


Plot Threads

Threads Opened

Threads Advanced

Threads Unresolved


PC Highlights

PC Highlight
Aleric Carried the emotional weight of the children's plight; struggled with his oath while maintaining leadership
Daisy Showed compassion to the trapped child spirits; fought desperately to keep Ria alive during the ghast battle
Ria Nearly fell twice but refused to yield; sustained the party through critical moments with determination

GM Notes

GM Only

What Worked

  • The sentient house as antagonist created immediate tension and prevented easy escape
  • The Durst children provided emotional stakes beyond mechanical challenge
  • The ghast battle tested party resources and forced tactical decision-making
  • Possession attempts added a sense of the house working against the party

Foreshadowing Planted

  • The three corpse-figures and their chant hint at higher powers within the manor
  • The ghouls' symbol on the cloak connects to undead hierarchy
  • The bone-stake and religious imagery suggest vampire-hunting lore will be important
  • The necklace and rings may carry hidden magical properties or significance

Tactical Notes

  • Party now aware that radiant damage is effective against undead
  • Resources are depleted (spell slots, Hit Dice); long rest is critical
  • Ria's near-death experiences accumulated multiple death saves—she is vulnerable
  • The party should rest before facing any further encounters

Next Session Setup

The party has survived Death House's lowest known level but has not explored all chambers. Multiple questions remain about the house's purpose and the identity of the corpses. Most critically, they must decide whether to attempt escape or continue deeper exploration. The manner of their eventual exit will be significant.