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SPOILERS - Curse of Strahd Play Report
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<blockquote data-quote="Byakugan" data-source="post: 6859817" data-attributes="member: 6816292"><p>My table finished Death House on their third session. Despite the difficulty of keeping a table of 7 on task, they managed to find every secret door, and every piece of treasure in the house. I did skip the 4 Ghouls encounter. I know, I know, bad DM! But the ghasts and mimic both did a lot of damage before dying, and even the pit trap did almost 20 damage to the poor cleric that was too headstrong to let the rogue go first. I was mildly annoyed because the party took a short rest and I specifically mentioned it was a good time for players to use their hit dice to heal, and the cleric STILL forgot to heal herself, so the pit trap would have spelled death. It was the players first session at my table and I had already chewed her up with ghasts, then the mimic, then the pit trap, so I let her roll her hit die after the fact so she didnt die outright. They lower a player down to pull her off the spikes and she rolls a 1 on her death save, so she starts hemorrhaging from the wounds. They pull her out and the other healer uses a Cure Wounds on her before she bleeds out. </p><p></p><p>They suddenly get super scared to go downstairs, and they start arguing about who goes down first. Eventually the rogue gets fed up and starts going down, then off the cleric goes back in front because reasons...finally they go to the final floor, we end up spending a half hour while the party fought over the worthless junk in the reliquary. The light cleric wanted to smash everything, two characters thought this stuff was awesome and wanted to grab it. They kept interrupting after practically each item I read out. It was amusing watching the light cleric chastise the others for trying to use 'unholy' items while she was smashing everything she could get her hands on, lol. They eventually notice the portcullis but the strongest person out of all 7 of them is a 14, so they decide to check the other hallway instead. They find the secret door, and the second it opens, the light cleric runs straight in and leaps across the water right onto the dais. The ghosts appear and start chanting 'One must Die!' then we had this surreal period of time where I started initiative and I kept chanting in an eerie voice 'One must Die' only 2 other character entered the room. A couple characters started booking back towards the stairs and a couple stood by the door waiting to see if they needed to shut the door and lock the others in. I give them the simple explanation, 'Either they sacrifice someone on the altar, or -bad things- happen' The light cleric starts hitting the altar with her mace. I decided it would take her a couple more rounds to do enough damage to piss the house off, and right about then the necromancy mage decides to climb onto the altar and start chaining himself down. The rogue then shanks the mage, but only did barely enough damage to knock him unconscious. Realizing she is about to be party to a ritual sacrifice, the light cleric tries to figure out a way to drag the mage off the altar. The rogue finishes the job. The cleric player has her face down in both her hands and she begs the Sun God to cleanse this unholy place...I explain to her that the darkness of this plane is so strong that the sun itself cannot shine on the land. </p><p></p><p>Ironically, after all this is over they decide to search the room and they very nearly started attacking the Shambling mound. I gave them a couple strong hints that it was a deadly threat and that they didn't have to fight it. The cleric was on the verge of starting to attack it and several of the other players were like 'you are on your own, the rest of us are leaving!' so she let it go. The necromancer who sacrificed himself rolled the dark gift where his skin grew cold and clammy and he gained resist cold and vulnerable to fire. The rest of the party all agreed to give him the magic item they had found.</p><p></p><p>I think the module was really well executed. While I think it could have been streamlined a bit, they really nailed the atmosphere. Decent mix of exploration, combat, and suspense.</p></blockquote><p></p>
[QUOTE="Byakugan, post: 6859817, member: 6816292"] My table finished Death House on their third session. Despite the difficulty of keeping a table of 7 on task, they managed to find every secret door, and every piece of treasure in the house. I did skip the 4 Ghouls encounter. I know, I know, bad DM! But the ghasts and mimic both did a lot of damage before dying, and even the pit trap did almost 20 damage to the poor cleric that was too headstrong to let the rogue go first. I was mildly annoyed because the party took a short rest and I specifically mentioned it was a good time for players to use their hit dice to heal, and the cleric STILL forgot to heal herself, so the pit trap would have spelled death. It was the players first session at my table and I had already chewed her up with ghasts, then the mimic, then the pit trap, so I let her roll her hit die after the fact so she didnt die outright. They lower a player down to pull her off the spikes and she rolls a 1 on her death save, so she starts hemorrhaging from the wounds. They pull her out and the other healer uses a Cure Wounds on her before she bleeds out. They suddenly get super scared to go downstairs, and they start arguing about who goes down first. Eventually the rogue gets fed up and starts going down, then off the cleric goes back in front because reasons...finally they go to the final floor, we end up spending a half hour while the party fought over the worthless junk in the reliquary. The light cleric wanted to smash everything, two characters thought this stuff was awesome and wanted to grab it. They kept interrupting after practically each item I read out. It was amusing watching the light cleric chastise the others for trying to use 'unholy' items while she was smashing everything she could get her hands on, lol. They eventually notice the portcullis but the strongest person out of all 7 of them is a 14, so they decide to check the other hallway instead. They find the secret door, and the second it opens, the light cleric runs straight in and leaps across the water right onto the dais. The ghosts appear and start chanting 'One must Die!' then we had this surreal period of time where I started initiative and I kept chanting in an eerie voice 'One must Die' only 2 other character entered the room. A couple characters started booking back towards the stairs and a couple stood by the door waiting to see if they needed to shut the door and lock the others in. I give them the simple explanation, 'Either they sacrifice someone on the altar, or -bad things- happen' The light cleric starts hitting the altar with her mace. I decided it would take her a couple more rounds to do enough damage to piss the house off, and right about then the necromancy mage decides to climb onto the altar and start chaining himself down. The rogue then shanks the mage, but only did barely enough damage to knock him unconscious. Realizing she is about to be party to a ritual sacrifice, the light cleric tries to figure out a way to drag the mage off the altar. The rogue finishes the job. The cleric player has her face down in both her hands and she begs the Sun God to cleanse this unholy place...I explain to her that the darkness of this plane is so strong that the sun itself cannot shine on the land. Ironically, after all this is over they decide to search the room and they very nearly started attacking the Shambling mound. I gave them a couple strong hints that it was a deadly threat and that they didn't have to fight it. The cleric was on the verge of starting to attack it and several of the other players were like 'you are on your own, the rest of us are leaving!' so she let it go. The necromancer who sacrificed himself rolled the dark gift where his skin grew cold and clammy and he gained resist cold and vulnerable to fire. The rest of the party all agreed to give him the magic item they had found. I think the module was really well executed. While I think it could have been streamlined a bit, they really nailed the atmosphere. Decent mix of exploration, combat, and suspense. [/QUOTE]
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