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How to run Death House without killing your entire party
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<blockquote data-quote="MrHotter" data-source="post: 6830074" data-attributes="member: 76055"><p>Thanks for the article!</p><p></p><p><strong>---Spoilers about the adventure ahead---</strong></p><p></p><p></p><p>[sblock]</p><p>Everything ahead is just my opinion on what is best for my group at my table, so feel free to ignore any parts you don't agree with. </p><p></p><p>Personally, I don't think any changes should be made to the ghost kids. They are not meant to be fought, so attacking ghosts with a good alignment should have repercussions. I don't want players to think every encounter has a combat solution. If the party has someone who is sworn to destroy all undead, then this would be a good time for them to have an educational opportunity about the undead. </p><p></p><p>I pretty much agree on what you say about the three undead encounters downstairs. For my family game (young players who are not as interested in the combat) I was thinking of changing the ghouls into zombies and the ghasts into ghouls. I also agree on cutting down the number of shadows. </p><p></p><p>For my bearded guy group I want to run it 'as is' and see what happens. They usually tear up any encounter I give them, so I'd like to see what they do with three deadly encounters in a row. I'd prefer not to have a TPK from standard encounters, so I'm still thinking of a 'plan B' for what happens if they are all knocked unconscious. Maybe I'll have them wake up in the kids crypt with the stuffed animal just sitting on top of the casket and some candies in their belt pouches.</p><p></p><p>As far as the last monster, I'm thinking that there should be a 3rd option that does not include someone getting sacrificed. Maybe there is something in the full adventure that puts a jerky NPC with the group that may be a way to get the group to have a dark secret after the Death House. I kind of like having the adventure being more difficult for those not willing to 'gaze long into an abyss'. I may make it easier for the party to realize the fight is too deadly and make it easier to escape if they don't give into the demands of the cultists. I think the house gone mad is a better punishment (and more fun) for staying too uncorruptible. [/sblock]</p></blockquote><p></p>
[QUOTE="MrHotter, post: 6830074, member: 76055"] Thanks for the article! [B]---Spoilers about the adventure ahead---[/B] [sblock] Everything ahead is just my opinion on what is best for my group at my table, so feel free to ignore any parts you don't agree with. Personally, I don't think any changes should be made to the ghost kids. They are not meant to be fought, so attacking ghosts with a good alignment should have repercussions. I don't want players to think every encounter has a combat solution. If the party has someone who is sworn to destroy all undead, then this would be a good time for them to have an educational opportunity about the undead. I pretty much agree on what you say about the three undead encounters downstairs. For my family game (young players who are not as interested in the combat) I was thinking of changing the ghouls into zombies and the ghasts into ghouls. I also agree on cutting down the number of shadows. For my bearded guy group I want to run it 'as is' and see what happens. They usually tear up any encounter I give them, so I'd like to see what they do with three deadly encounters in a row. I'd prefer not to have a TPK from standard encounters, so I'm still thinking of a 'plan B' for what happens if they are all knocked unconscious. Maybe I'll have them wake up in the kids crypt with the stuffed animal just sitting on top of the casket and some candies in their belt pouches. As far as the last monster, I'm thinking that there should be a 3rd option that does not include someone getting sacrificed. Maybe there is something in the full adventure that puts a jerky NPC with the group that may be a way to get the group to have a dark secret after the Death House. I kind of like having the adventure being more difficult for those not willing to 'gaze long into an abyss'. I may make it easier for the party to realize the fight is too deadly and make it easier to escape if they don't give into the demands of the cultists. I think the house gone mad is a better punishment (and more fun) for staying too uncorruptible. [/sblock] [/QUOTE]
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