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The Doll House Party

Strixhavenhorror Lv. 5 · 4 players

The Doll House Party

The Warlock's estranged mother, Morgantha the Witch, has summoned her daughter to an exclusive birthday celebration at the remote Doll House on the outskirts of Strixhaven. What begins as an awkward family reunion in a sprawling mansion filled with occult toy collections and disturbing puppet displays quickly unravels when guests begin disappearing—their souls trapped within enchanted dolls by Morgantha's dark pact with a fey abomination. The party must navigate the twisted manor, uncover the truth behind the missing guests, and confront Morgantha before the Warlock's own soul is claimed for the final doll in her collection.

body horrorgaslighting and manipulationfamily traumasoul imprisonment

Read Aloud

The wrought-iron gates creak open before you, revealing a path lined with topiary shaped into twisted, weeping figures. The Doll House looms ahead—three stories of black gingerbread architecture, with windows glowing like unblinking eyes. Autumn leaves swirl unnaturally around the veranda, moving against the wind. The front door stands ajar, and from within you hear the faint, rhythmic sound of a music box playing a lullaby you almost recognize. A sign carved from pale bone reads "WELCOME HOME" in your Warlock's handwriting, though she never carved it.

Description

The party arrives at Morgantha's estate for the Warlock's 23rd birthday celebration. The invitation, written in copper ink on parchment that smells of moth wings and lavender, arrived three days ago. Morgantha hasn't contacted her daughter in five years—since a bitter argument about the Warlock's pact with an otherworldly patron. The estate is isolated, accessible only by a single road through dense forest. A servant—a thin, silent figure with stitched lips—greets them at the door and escorts them to a parlor filled with hundreds of dolls, their glass eyes tracking the party's movement. Morgantha enters moments later, a striking woman with silver streaks in black hair, wearing a dress of midnight blue velvet decorated with miniature porcelain hands. She is charming but cold, asking pointed questions about the Warlock's life while introducing three other "special guests"—a wealthy merchant prince, a disgraced knight, and a Strixhaven scholar—each seemingly chosen to make the Warlock uncomfortable.

DM Notes

This scene establishes atmosphere and introduces NPCs. Encourage the party to explore the parlor. DC 14 Arcana checks reveal traces of soul-binding necromancy in the air. DC 15 Insight checks to read Morgantha's forced cordiality and detect lies—she speaks with unnaturally perfect diction, as if reciting a script. The stitched servant cannot speak (DC 12 Investigation to determine the lips were magically sewn). Allow players to interact with the guests to gather that all of them recently wronged or betrayed the Warlock in some way—these are her "enemies" assembled for reasons unknown. The music box continues throughout, creating an unsettling undercurrent.

Read Aloud

Dinner is served in a grand dining hall decorated with mounted porcelain masks and paintings of children with hollow eyes. The food is exquisite but tastes faintly of copper and chalk. Midway through the meal, the merchant prince excuses himself to use the washroom—and never returns. When you send someone to look for him, you find his chair empty at the table, his place setting undisturbed except for a small porcelain doll wearing his clothes, tucked into the seat. Its glass eyes blink. Morgantha smiles serenely and says, "How delightful. He always was the type to run away." Within minutes, the knight vanishes. Then the scholar. Each time, a doll appears in their place.

Description

The vanishing of the three guests escalates tension and confirms this is no ordinary party. Morgantha remains infuriatingly calm, serving dessert (a cake shaped like a weeping child) while the party panics. She refuses to explain what has happened, instead speaking wistfully about how the Warlock "always attracted the wrong sort of people" and how she only wanted to "help her understand the family business." The dolls that replaced the guests are intricately crafted and seem to respond to touch—they're warm and their hair feels authentic. Each doll contains a trapped soul; a player with magical ability (DC 16 Arcana) can sense the consciousness within, screaming silently. Morgantha reveals that the estate has been her family home for generations and that "collections" like this have been maintained by every generation of the family. She hints darkly that the Warlock's pact with her Patron was actually a gift from Morgantha—a way to awaken the girl's latent potential. She then locks the dining hall doors and leaves, saying the Warlock is "finally ready to understand her legacy."

DM Notes

This is the moment of commitment—the party is now trapped. Have Morgantha deliver exposition about the family's curse: generations of witches making deals with a fey entity called the Toymaker (revealed in later scenes) in exchange for immortality, youth, and power. She believes the Warlock's Patron *is* the Toymaker, cleverly manipulating her daughter. The locked doors can be opened with a DC 13 Strength check, picking locks (DC 14), or dispel magic. Allow the party to find one locked side door that requires a key (obtainable only after confronting Morgantha). The dolls are still warm and show subtle signs of life—breathing, tears forming, slight movements. This should horrify the party while planting the question: can the trapped souls be saved?