Session 03 — Teeth of the House
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
- The Balcony Trap — The party attempts to escape via balcony; the house manifests black smoke and void to prevent departure
- The Durst Children — Two ghost children trapped in a nursery plead for their bones to be brought downstairs; possession attempts follow a music box trap
- The Crypt of Judgment — The party discovers the chamber with three chanting corpse-figures and items of supernatural significance
- The Ghast Battle — A massive undead creature emerges from the crypt darkness; the party barely survives, with Ria dropped to 0 HP twice
Decisions Made
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
- Party discovers three corpse-like figures arranged on a dais in poses of judgment, continuously chanting: "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 are items of supernatural significance: cloak bearing ghouls' symbol, wooden stake made partially of human bone, orb of unknown purpose, goblet of uncertain use
- As party proceeds deeper into crypt, a massive, grotesque undead creature emerges from the darkness approximately 40 feet away
- Creature is already bearing signs of previous battle (appears bloodied/weakened)
- Combat is joined
Phase 2: The Opening Exchange
- Aleric holds his action, declaring he will attack if creature comes within range
- Daisy attacks with ranged attacks
- Ria moves to engage
- Creature closes distance quickly
- Aleric uses Divine Spite (likely Divine Favor or similar ability adding radiant damage) to boost weapon attack
- Party notes that radiant damage seems particularly effective, dealing visible extra damage
- Creature strikes back with ferocity
Phase 3: The Crisis — Ria in Peril
- Ria is bitten or struck by ghast and drops to 0 HP; must begin making death saves
- Aleric faces critical decision: out of smites and spell slots depleted
- Considers holding monster with help action to give Daisy advantage on attacks, but requires grapple check
- Eventually decides to attack directly, hoping Daisy can finish creature before Ria fails three death saves
- Daisy, bloodied and desperate, attacks with bludgeoning weapons (noted as ghast's fragility)
- Daisy rolls well and continues attacking
- Party discusses whether cantrips like Spare the Dying might help stabilize Ria at range
- Ria brought back up by healing but drops again when ghast attacks
- Accumulates multiple failed death saves
- Tension escalates: if party doesn't kill ghast this turn, Ria dies permanently
- With Ria down, Aleric and Daisy won't be able to hold creature long
Phase 4: The Final Desperate Turn
- On crucial turn, Ria/Narua rolls well and lands powerful blow
- Daisy fights with pure desperation ("HIT THE FUCKING THING!")
- Daisy delivers final blow that kills the ghast
- Creature collapses
- Party falls to ground in exhaustion and relief
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
- The Haunting Chant — The three corpse-figures in the crypt continuously chant "He is the Lamb. He is the Savior..." creating an atmosphere of supernatural dread
- Aleric's Emotional Conflict — The party leader expresses deep concern for the trapped children, torn between his oath to Strahd and his compulsion to help innocents
- Ria's Defiant Escape — When faced with possession attempts at the music box, Ria flees screaming "Hello, my baby! Hello, my darling! Hello, my ragtime gal!" referencing the music box tune
- Daisy's Comfort — Before abandoning the nursery, Daisy sits with a child spirit and builds a small castle out of blocks to comfort them
Plot Threads
Threads Opened
- Death House's Sentience — The manor actively imprisons occupants and manifests as a living antagonist; its nature and purpose remain mysterious
- The Durst Children's Bones — The spirits requested burial "downstairs" but did not specify the exact location; this obligation remains unresolved
- The Chanting Corpses — Three figures in the crypt chamber chant continuously; their identity and purpose are unknown
Threads Advanced
- Aleric's Oath to Strahd — Continues to weigh on the party; Aleric's internal crisis about what he swore remains a source of tension
Threads Unresolved
- What is the true nature and purpose of Death House?
- Who are the three corpses in the crypt chamber?
- Where should the Durst children's bones be taken for proper burial?
- What do the necklace and gold rings' magical properties (if any) truly represent?
- How many more rooms and chambers exist within Death House?
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
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.