D&D 5E Curse of Strahd - play reports and DM notes

MerricB

Eternal Optimist
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Two tables at Guf Ballarat began playing through the new season of the D&D Adventurers League on Saturday – the other tables are yet to finish Princes of the Apocalypse, so we’re allowing them the time to do so. I was able to move people around a little bit, so for the first time in two years I don’t have Josh F and Danielle at my table. I’m going to really miss Danielle’s characters (Thumbalina being the most recent), but it was time to change up the table dynamics. (I’ll still see a lot of Josh’s characters, as he regularly plays the Adventures Formerly Known as Expeditions with me).

My new table had four players: Shaun, Josh S (who had been DMing Princes for the last year and needed a break), Jesse and Dean. I expect we’ll gain one or two people later in the season, as a few of our regulars weren’t able to make it.

The first thing we needed to do was finalise character choices. I’d let all of the Death House players know when they arrived that Chaotic-Neutral characters would be a poor fit for this season. I was a little surprised at how many players had to redo their characters as a result! I believe, very strongly, that this season requires characters with an element of compassion if it’s to be properly effective. You need to care about the characters you encounter.

The other element we needed to create was a shared background for the player characters. Why were they travelling with each other? Why were they friends?

The starting point came from Josh’s character (a dragonborn fighter), who Josh said had left his position as a soldier of Waterdeep (for the high life of caravan-guarding and a little adventuring) due to a disagreement with an officer who didn’t like him very much. Shaun ran with this, and said the same officer had run him out of Waterdeep due to the officer being worried about Shaun’s PC hanging around in graves. Shaun’s playing a tiefling wizard who is tending towards being a necromancer, so it isn’t hard to see that being a concern to the good folk of Waterdeep. Dean was playing a human monk who had been a criminal; and had likewise run into trouble with this officer. All three had then ended up as caravan guards on the same caravan and had become friends.

Jesse’s initial inclination was for his outlander half-elf druid to also have some dealings with this officer, but I thought that most unlikely. Instead, Jesse had been saved by the rest of the party from goblins. Now, with the caravan guard job ending, they were going in search of a dungeon that Jesse knew of, and he was guiding them to a town that lay near the dungeon. It was quite late at night when they finally came to the town, and there they discovered two children shivering outside of a well-built house, afraid of a monster that was living in the basement.

If you’re familiar with the Curse of Strahd adventure from which Death House is taken, you’ll notice I haven’t referred to the mists of Ravenloft once here. That is quite intentional. Is this town they’ve come to actually in the Forgotten Realms? It well could be. Can they leave? Nothing stopping them – at least they haven’t encountered anything yet that would do so. As I mentioned in a previous article, I prefer it when horror comes upon players subtly. In my home campaign, I wouldn’t even let them know they were in a horror adventure until they realised it for themselves.

The players agreed to help the children. In a typical bit of player inattention or carelessness, they neglected to ask the children their names. It’s funny how that works. It wasn’t tremendously important here, but I find it amusing when the players fail to do things that seem obvious. (The standard “mistake” made by players in my experience is to not ask where they have to go when given a quest). They did learn that while the children were unsure and vague about where their parents were (“visiting their aunt” was their reply), they did say there was a baby on the third floor.

So, the players entered the house. It was obviously a house owned by wealthy people of some importance. A windmill featured prominently as part of a coat of arms, and the wooden panelling was carved with various woodland scenes. A great black marble fireplace stood at one end of the main hall; at the other a red marble staircase. Double doors led into the further sections of the house. The players considered the hallway, and decided to seek out the children’s baby sibling first, and thus began to ascend the staircase, reaching first a well-kept hallway where four sets of platemail stood, with helmets shaped like wolves, and then a dustier, chilly hallway, where only a single set of cobwebbed armour stood.

Dean was immediately suspicious, especially of the armour. The rest of the party dismissed his concerns, and opted to investigate the one set of double-doors that led off the hall. Dean had his suspicions rewarded immediately when the armour lurched into motion and attacked the party, landing a few blows on Jesse and Josh before the players were able to disable it (through hitting it really hard). Jesse’s druid discovered that his one offensive cantrip, poison spray, was particularly ineffective against the armour.

The upper level of the house showed no sign of recent habitation, in great contrast to the well-kept appearance of the lower floors. The double-doors led into a master bedroom, cobwebbed and abandoned. A dumbwaiter was set into the corner, with a button next to it. Josh pressed the button, but it had no effect. Dean took a jewellery box with a platinum pendant and three gold rings from the vanity, and the players attempted to rationalise the abandoned top floor with what they’d seen below. In the end they came to the conclusion that the family were living in lower levels, and the children were confused as to where their room was. (That, or the American numbering of floors was confusing to us Commonwealth types).

However, this upper level did contain a nursery, where a bundle of blankets resembling a baby was in a cobweb-shrouded crib. No baby was in the blankets, but the spectral form of a nursemaid manifested as Dean investigated and attacked the party. In this combat, Shaun discovered his own offensive cantrip – chill touch – was as ineffective as Jesse’s poison spray, and so both had to resort to using their limited number of first-level spells or melee attacks. Shaun’s magic missile spell proved especially effective, and Dean and Josh were able to defeat the spectre; luckily, the spectre had not been able to damage any of the party with its life-draining attack.

(It should be noted that when describing the apparition to the players I didn’t use the term “spectre”, instead using terms like “spectral” and “ghostly” to describe it, so that the players weren’t aware of its exact game statistics.)

The group returned downstairs, where they continued their investigations, finding that everything on the ground level was well-maintained and looked like it was inhabited. They checked on the children on the porch, who still huddled there, worried and terrified. The children confirmed that they lived on the second floor, but had no clue as to what had happened to the baby.

Climbing to the second floor, they found no sign of the children’s chamber, but they did find a library which concealed a secret chamber full of books on necromantic rituals and demonic summonings. Shaun was very happy to see this, and stayed back to investigate as the others continued their search. Amongst a set of notes, they discovered a letter from a mysterious “master” who denied the family his help, writing that he preferred them in their wretched state. This family? It didn’t seem that well-adjusted…

The group had become convinced that there were secret doors they hadn’t found – there was certainly no access to the basement, nor to the attic. They finally discovered the way to the attic, although in doing so, they needed to look more closely at the wooden panelling. In the process they discovered how disturbing the design truly was: a woodland scene contained bodies hanging from trees and worms writhing in the earth! More abandoned bedrooms and storage places were found in the attic, along with one padlocked room. The group attempted to break the door down, for no-one had the tools to pick the lock (although Dean was trained in the use of thieves’ tools, he didn’t have a set).

One of the unlocked rooms contained a bloodstained blanket wrapped around a woman’s skeleton. The group correctly deduced it was the remains of the spectral nursemaid that had attacked them below.

Finally, the group found a secret door that led to a spiral staircase that spiralled down to the basement. Shaun rejoined them, having discovered that the ritual books were clueless nonsense. Together, they began to head down the stairs…

And so ended the first session of Death House. It took us a little under two hours to play through; I expect the basement will take one or two more sessions of that length to complete.

The tension between the normal-appearing house and the gradual introduction of supernatural elements worked wonderfully well. All of the players greatly enjoyed it, and found some of the events quite disturbing. They didn’t discover everything in the house. One of the main reasons for this is that they were becoming quite paranoid. Although most things were as they seemed, just enough was wrong to put them on edge. I’ve allowed the group a “long rest” and the acquirement of a new level before they begin the basement. In fact, it’s likely that they haven’t spent any time resting at all, but for purpose of game balance and story flow, it works better to assume they’ve had a long rest.

We’ll continue the adventure next week. See you then!
 

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Very interesting how groups differ! We started DH this Saturday with our homeplay group. It took us roughly 5 hours to get through the intro (one encounter with wolves at night, which precipitated the transition from an oak forest to an evergreen mountain valley), into town, and clear the first three floors of the house. They insisted on going room to room, and I was happy to oblige!

The nursemaid on level 3 proved deadly - her first attack dropped our rogue to minus HP, and luckily he made his Con save. Her second attack critted our cleric to minus HP, and he promptly failed his save. So, by the stats, first character death at apprx 4.5 hours into the campaign - a new record! Because it was the first game, I pulled out the resurrection rules from the AL guide, which I had luckily read earlier in the afternoon. The cleric accepted the "gift", and is back with us - I'm really excited to see where THAT particular hook leads... :)
 

I ran the Death House launch for the event this Sunday at Isle of Gamers in Santa Clara, CA. Mine was a late-addition overflow table for those who didn't get into one of the two official tables on Warhorn. All three tables, and a fourth table that was a regular Sunday group (but who ]I think, were also playing Death House) were full (AL max # of players). Our organizers did a great job, going above & beyond by providing both laminated regular-sized and blown-up 1" grid vinyl play mats of the Death House/Dungeon map, as well as the usual sheets, pre-gens and, of course, the magic-item swag unique to the event.

I had committed to a 4 hr slot, and, unlike the other DMs, couldn't go long, but we did manage to get through all 4 floors of the House, itself, and find the stair, bumping the party to 2nd, and handing out all three special items (I placed the ring in the jewelry box, the cloak in the cloak room, and the orb in the secret room's chest), before I had to call it.

I adlibbed a set up that the PCs were a group of enthusiastic young would-be adventurers getting out of a boring home-town where nothing ever happened, they'd spent a whole day putting as many miles between them and 'home' as they could, passing the usual stops to make the most progress, and finally camping in a clearing just off the road. In the morning, the trees had changed from the familiar, straight-trunked young trees, to ancient gnarled ones. A few amateurish arcana & religion checks, and some tree-climbing later they'd figured out they weren't in Kansas anymore. They made their way back towards the road, found it in the 'wrong' place, and followed it to Borovia.

As soon as they met Rose & Thorn, one player immediately asked if they were ghosts - and failed her religion check to make the determination. There was a little perplexity over the kids not even knowing where the entrance to the 'basement' was, and they were surprised to find no cellar entrance outside or in the kitchen. Once they found an obviously quite old portrait of the kids in the upper floor, they were convinced of their ghostliness.

The few combats in the house were vs single enemies, so went fairly well. The suit of armor was a little hard to hit, and the ghostly nursemaid dropped two PCs and killed one outright before the wizard got serious and let it have some magic missiles. Aside from that, it was all about exploring the house and piecing together the Dursts' story. The creepy way unsettling things were subtely woven into the décor, along with the pristine 1st floor vs neglected upper floors worked to convey the tone of the place. The swaddled bundle in the crib particularly creeped them out.

The more-or-less final (we didn't get to the dungeon) final scene with the ghosts of the two children in the playroom where they died was a nice payoff, wrapping up the mystery to the player's satisfaction. The remains of the nursemaid (who obviously died violently and wasn't properly buried, thus setting her up for undeath) was a nice touch, elevating the deadly encounter with her beyond just 'Ravenloft is supposed to be scary' to a supporting part of the storyline.

All-in-all successful, even if we couldn't finish the whole scenario.

Our Encounter tables on Wed are still working through PotA, though so I'm not sure how that's going to go...
 

Our second session of Death House saw my four players travel down the spiral stairs from the attic down into the basement. And with that simple trip, the character of the adventure changed. For one thing, it got a lot more brutal and similar to a regular D&D session.

It is hard maintaining a sense of horror, especially when you start a new session, and especially in D&D, where players are not typically in that mode. (It’s a lot easier in Call of Cthulhu). So, I found the players in a more cheerful mood from the beginning of this session, and one that I had to work hard to dispel. Where the first session played up the difference between the mundane and supernatural, this one was set in a dungeon. That’s hardly mundane and familiar to the players (although it’s sort of familiar for D&D players…) The horror here would have to come from the brutality and danger of the monsters.

Not that the group found any for a while, as they wandered through a number of abandoned rooms that had been used as living quarters for quite a number of people. I don’t know who the players thought had once used the rooms. Thinking back now, I should have asked them, because it’s something that might have pushed their thinking into the right direction for the session. Normal families don’t have cults in their basements!

The group managed somehow to avoid walking into a nasty trap – they suddenly decided to go another way and avoided it! – and made a slow circle through the corridors and chambers back to their starting point, ignoring some of the side-passages they found. As they travelled, they became quite aware of a ghostly chanting sound that filled the dungeon, and when faced with a choice of direction went away from wherever the chanting sounded louder. Their thought was they didn’t want to be attacked from behind. I quite agreed.

A rough dining chamber was unsettling: human bones littered the floor, some with human teeth marks upon them. A monster, all tentacles and maw, slithered at them from a dark corner of the chamber, but the group were to slay it quite quickly, with Jesse’s druid making good effect of the shillelagh spell – after the last session, the cantrips chosen by the players had been swapped around a bit. Incidentally, just on a flavour note, this is the one monster that I don’t think fits in the adventure. Tentacle beasts fit better in the Cthulhu mythos than in Gothic Horror. Some giant rats would have felt a lot better here. It felt thematically wrong to me.

The group then found a number of the family’s tombs, although it took them a while to work out what they were, as the first ones they found were empty and unused. Then they found the sealed tombs, and the group were split over whether to investigate or not. Eventually the vote came down to two against investigating, one for investigating, and one abstaining. So they investigated the tombs. How did that work? I had no idea!

They found a wooden coffin inside, on top of a stone bier. When they attempted to open it, a swarm of centipedes skittered out of the far wall, engulfing the players. They drove them off, although not before the centipedes inflicted a few nasty bites. The coffin proved to be empty, but the group were spooked enough that they didn’t investigate any of the other tombs, preferring to leave their inhabitants in peace.

Having now explored the initial set of chambers, they now made their way towards the chanting. As they made their way along a corridor, the dirt floor heaved as four skeletal forms pushed their way through it, surrounding the party. The players fended off the undeads’ blows, and slew them quickly. In contrast to last session, where Dean’s monk couldn’t hit anything, his dice were running hot tonight: he hit with almost every attack roll during the session. This encounter could have been very scary for the party if they’d rolled worse and I’d rolled better, but it was not to be.

The greatest danger they’d discovered so far was in a chamber dressed as a shrine, dominated by a wooden statue of a well-dressed man with his hand on the back of a wolf. In his other hand, he held a crystal ball. Shaun used a ritual to determine that the ball was magical, but his investigations discovered no trap. There wasn’t a trap… just angry shadows that flew out of the walls and surrounded the party. I must say that I expected the party to flee, but they stood and fight. This wasn’t good for Josh – his fighter was badly affected by the strength-draining attacks, which finally reduced his Strength score to 8! Somehow, the group survived and defeated the shadows, despite Jesse missing with almost all of his shillelagh attacks.

However, the group were so badly hurt by this experience that they returned to the attic to have a short rest.

An hour later, they continued to explore. This time, they encountered a door. And the door killed Jesse’s cleric. It animated, grabbed him, and a critical hit ensured his immediate death – no death saving throws for a character slowly dying – the damage was just too high. The group were shocked, and they could do nothing to save him. They slew the door, and – with no other option – proceeded onwards.

They found good-quality chambers beyond, with a great bed and many chests and cabinets. As Shaun used mage hand to lift the lid of a chest, more undead creatures appeared, breaking free of the walls and attacking. The group were very glad of Dean’s good rolling, but they were badly hurt when the undead were destroyed. They gathered the items they found in the chest – including, to Dean’s great delight, a set of thieves’ tool – and returned upstairs.

It was time for a long rest, and the end of the session. We’ll finish this adventure next session (which will be in a couple of weeks, due to our current schedule).

As you might have gathered, the dungeon changes the aspect of the adventure from “this is weird and disturbing” to “this is dangerous and we might die unexpectedly”. It’s a different kind of horror, and one that can be difficult to convey properly to players. Actually killing one of the PCs raises the stakes dramatically, and lets the players know you’re not holding their hands, something that is very important to establish. You shouldn’t force a PC death, but this is one of those adventures where I won’t be fudging die rolls in the PCs favour: you want to let it play naturally.

This does leave me with the problem of what to do with Jesse next session. Does he create a new character? (We’ll probably have a couple of new players as well who will join us). Do I use the Dark Powers of Ravenloft to resurrect him… wrong? Honestly, I think leaving him dead fits the purpose of the Death House a lot better, but I haven’t decided yet. I’ll talk to him about it next week.
 

There were a few character and personnel changes for this session. Dean’s Monk/Warlock couldn’t make it, Jesse’s Druid was dead, and Mel attended her first session of the season with a new Warlock.

So, what was I to do with Jesse? Raise his character through the influence of the Powers That Be? Or leave the character dead and have him start a new character. I seriously considered the first option, but the fact that Mel would be joining in for the first time made it easier to introduce two new characters instead; thus both Mel and Jesse entered through the front door together, having also been recruited by the children to help them get rid of the monster in the basement.

Shaun and Josh welcomed the new characters, with Shaun taking great delight in explaining to them that the entrance to the basement was in the attic. When you have weird cults, logical building construction can go out the window! And so, rested, the group proceeded down to the basement again, and this time to the bottom level from which the sound of chanting emanated.

They reached a room in which thirteen niches held a strange assortment of items. They examined one – a withered hand attached to a rope – before deciding to leave the horrible things alone. The chanting was quite clear now: “He is the Ancient. He is the Land.” It was repeated again and again and again. (I took much delight in repeating it when the players discussed what to do. In retrospect, it would be fun to record thirteen people chanting it, and then put it on loop while they’re in this part of the dungeon.)

Two exits presented themselves. The chanting was louder from one, so – on the theory that you clean out the rest of the dungeon before reaching the final encounter – they entered the other passageway.

They found a set of disused cells. Well, mostly disused: one set of manacles still held the bony remnants of one poor prisoner. They also found a secret door that led to the great ritual chamber.

And then the chanting stopped.

The chamber was partially flooded, with a dais rising from the water in its centre, upon which a blood-stained altar stood. A hole in the south wall led to a refuse-filled pit. All was silent.

The group discussed what to do. A portcullis blocked the exit from the room back to the original entrance chamber, but a wooden wheel stood next to it. Jesse crossed to it, wading through the thigh-high water to get there. He turned the wheel, and opened the exit.

Then Josh crossed to the altar.

On ledges above the chamber, spectral forms appeared, and began to chant anew. “One must die! One must die! One must die!”

The characters knew what this meant (I made sure to inform them) – they’d need to sacrifice a living creature to satisfy the spectres. Mel offered her familiar – a rabbit. The others were adamant: no-one would be sacrificed. And so, Josh started to return to the others, so they could leave this cursed place.

At that point, the chant changed again, “Lorghoth the Decayer, we awaken thee!”

A great slimy horror erupted from the southern pit, and engulfed Josh before he was able to react. Jesse ran to his aid, but was laid low by the creature as well. It then surged towards Mel and Shaun, who took cover in the cells, feeling that the large monstrosity could not fit through the narrow secret door to reach them.

They were wrong, and with a single blow, it felled Mel.

Shaun ran, the monstrosity in pursuit. He looped around, through the entrance chamber back into the ritual chamber, and quickly activated the portcullis, dropping it back down to bar the progress of the creature. He then went to see how Jesse was faring.

Jesse wasn’t well, but at least he was stable.

Shaun decided that he had to be the one to take down the monster. He used one of his more potent spells – witch bolt – only to discover that the creature was energized by the spell! With the additional power given to it by the spell, it broke the portcullis asunder and surged into the room. Shaun fled, but in an error of judgment fled to the wrong side of the room. There he was trapped by the creature, and the adventure ended… with no survivors.

On Total Party Kills

In my long history as a D&D Dungeon Master, I’ve had a handful of Total Party Kills to my credit; that is: a session where everyone died. I’ve never gone into a session of D&D intending to kill everyone, but neither do I shy away from them, especially when the TPK is mostly down to player stupidity.

Player characters die for strange reasons. Occasionally, they are unfair. It’s certain that Josh’s character’s death was that way. He happened to be the person closest to the monster, and he rolled really poorly on his initiative check. Nothing he could do – he was basically dead at that point. The monster was well outside what this group could deal with. His PC’s death was brutal and unfair, certainly, but in a lot of ways it worked within the framework of the adventure: this was a horror adventure, and different rules apply.

Jesse’s character’s death, on the other hand, was due to his compassion. He tried to save Josh, running into a bad situation. It was heroic, but also doomed. The initiative order didn’t help him: he healed Josh, the monster acted (and hit Josh again as well as knocking Jesse out), then Josh began his turn grappled and engulfed and basically unable to escape. Sometimes, I miss AD&D initiative. However, even with that, Jesse wouldn’t have been able to save Josh. The creature was beyond them. He just didn’t recognize that.

Mel and Shaun’s deaths? They illustrate the difference between them (relatively new players) and me (Old School AD&D player). I run a lot more. If, in two rounds, a creature has killed two of my companions, I’m going to run, full-speed, for the exit. The house is locked and won’t let me out? Fine, that’s another problem to deal with. But staying with a monster that could kill me in a single round if it hit? Nope, I’m out of there!

I’ll point the reader to my article Running Away, Let’s Do It!, where I discuss the strategies of retreating from combat. In a horror game, it’s even more likely than normal that you’ll come against foes you can’t handle. So, be prepared to run.

The reaction of the players to the TPK was interesting. One player, in particular, was quite shocked and reduced their character sheet to a small pile of small, torn-up fragments, which then went into the bin. I’m not sure what the proper manner of handling such shock is. Others just brought out another character.

Given this had only taken us about an hour of the 2-hour slot, we finished by starting up the full Curse of Strahd adventure with new characters – or possibly existing characters from the DDAL games. I’ll describe the events of that first session later. It’ll be a fortnight before our next session of CoS, due to a Magic prerelease, so I’ll post it sometime in the gap. And perhaps even finish off my Princes of the Apocalypse recaps.
 

Thanks for the update, Merric! Useful info as always.

I'm new to D&D (i've been playing since 5e came out), but I had my first "RUN!" experience in LMoP. We were in wave echo cave, we rounded the corner into a room full of zombies and a flaming skull.

The flaming skull wins initiative and fireballs the leading three characters: my barbarian, my wife's ranger and my brother-in-laws fighter. We all fail the saving throw (I forgot that my barb had advantage due to danger sense) the Fighter and Ranger are KOed and I'm down to 3hp.

Next up the Warlock misses with his eldritch blast. Now it's my turn. With 2 of us down and myself in danger of being outright killed I tell the DM "I grab the Ranger and run back the way we came as fast as I can". The other players were shocked since my barbarian is usually chomping at the bit for a fight, and it stirred the rest of the party to flee as well.

It was a lesson well learned: Sometimes in D&D you just run away.

I'm pleased to see that in Death House/Ravenloft we'll have lots to run from!
 

Ah, that became very CoC-esque. With a bit more fighting...but going from weird house to sudden death to summoning the thing that wipes everyone. Feeling CoC.

So that's cool. Not a perfect Ravenloft vibe, where the buildup is going to be a little different, but at least not typical D&D.
 

At that point, the chant changed again, “Lorghoth the Decayer, we awaken thee!”

On Total Party Kills
Thanks for the write up. On looking at this encounter, it seemed almost like another "church" from the 3.5 Ravenloft - and it seems that instinct was about right. There's really no way a level 2 party should be able to handle a CR 5 brute without some sort of perfect combination of spells and luck. Getting the drop on the thing while its sleeping is a good start, but the 136 HP are impossible for a level 2 party to chew through even in two rounds. And given that it has +7 to hit and does 13 damage twice per turn, the creature has a better than 50% shot to land a blow each time on most characters - meaning it is very likely to hit twice, not only dropping someone but also engulfing them - effectively dooming them, as you found.

I mean, it's still better than the 3.5 Ravenloft, since those characters had to all survive a single saving throw or just die (most characters would have had about a 33% chance to make it). With this situation, at least only one character is likely to die. And if they DO run, they can make it out ok: they are faster than it, and it won't chase them past a certain point (although certainly they don't know that).

It seems like DMs should have something ready for when - not if - characters die. I liked the idea that characters under level 5 (or some point) are revived by the dark magic of Barovia - but it costs them something in some way.
 

Well my party sure as the Dark Powers ran when they saw the Decayer. The only person who took an attack used a Dodge to keep it from following the rest of the party, and it missed her by one. She had Mobility, so she got away clean afterwards. They were quite quick to slam the secret door. And were a little flustered that it smashed through easily.

Really, the dangers upstairs as they fled were more trouble than the monster at that point.
 

So our party entered the basement last game, having thoroughly explored the house previously (except for one thing, noted below). They went through the crypts, the dining room, and straight down the stairs to the sub-basement. The night ended with an overly-long fight with Lorghath, because for some reason they refused to run away, even with two party members dead-dead. After the mound dropped two players to negative HPs in the first three rounds and no sign of a retreat from the remaining two, I went with the "Lorghath engulfs a body and lumbers over to the altar to kill it there" suggestion. Except the psion pushed it off the altar right before Body#1 was about to die, so it had to go back for Body#2. I'll give the players points for stubbornness, but it just went on waaaay too long. The night ended with Body#2 sacrificed by Lorghath on the altar, who then returned to his niche. All is quiet, as if the sacrifice ending had been achieved.

So - question: Both of my dead players plan to resurrect at the beginning of next game. However, there is still 2/3rds of the dungeon that hasn't been explored, along with the secret room in the house (they missed it the first time, but saw it in the dollhouse - why they didn't go look before heading downstairs, I'll never understand). Since a living creature was killed on the altar, theoretically the house lets them leave, right? But, can they finish exploring before they go, with no consequences? Obviously, baddies that they haven't met yet will still be there (shadows, ghasts, etc), but does the house itself give them any problems? What about the "horror" of the house - with the main threat neutralized, the rest of it is just plot points. I hate to have them miss out on all that, but it's also incredibly anti-climactic at this point...

What do you think?
 

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