Monday, May 23, 2016

Curse of Strahd: Old Bone Grinder


Warning: Curse of Strahd Spoilers Ahead!

This past weekend the players in my Curse of Strahd campaign found their way to the Old Bone Grinder. Once a grain mill, it is now the abode of a coven of vicious hags. The hags are trapped in Barovia but are making the most of it with their baking hobby. The dream pastries they create allow Barovians to enter a near euphoric state of happiness when consumed. Practically addictive, when a family can no longer afford them the hags are willing to trade. The item used for these barter sessions are the Barovians’ children, which just happen to be the key ingredient in the dream pastries. The hags use the windmill's grindstone to pulverize their little bones into powder. For background people with souls are rare in Barovia. This causes the hags to prick children with a needle; if the child howls in pain, that’s a key indication that the child as a soul.


This terrible form of corruption is indeed horrid to contemplate. Adults are basically consuming their own children for a chance to escape the dread land for a short time. When the players piece all this information together they will likely be outraged and want to act. The problem with this approach is a coven of hags is not to be trifled with, especially for lower level characters. Our game session had one character death and nearly ended in a nasty TPK. Two of the hags are believed to be defeated and one is known to have escaped the area. Since my players will most likely be reading this post I will not definitively share what that outcome will be.

Hags and crones have been used for ages in stories to scare children, Hansel and Gretel being a tale most are familiar with. I love the inclusion of Morgantha and her wretched daughters, Bella Sunbane and Offalia Wormwiggle in the Curse of Strahd. In our session my friend Ike’s character had the windmill deed found in the Death House adventure. After ousting the hags from the windmill his arcane trickster attempted to use the deed to claim ownership of the Old Bone Grinder. A few arcana checks and makeshift ritual later, I decided it worked thus preventing the coven from entering the windmill for one year. I’m sure the hags will be perfectly fine with this change and won’t mind it at all!

This got me thinking more about the coven and their macabre baking sessions. Night hags enjoy tormenting dreams and sowing sorrow throughout the land. Surely the dream pastries cannot be the extent of their confectionery skills. Therefore please find below a few new delicacies to add to your own Curse of Strahd campaign.

Spiteful Strudels (1d6)

1. These pastries are filled with a rich sweet cheese which will satisfy the most demanding connoisseur. Unfortunately, the cheese is crafted using the powdered fingernails of a ghoul. A creature that eats one in its entirety must succeed on a DC 16 Constitution saving throw or become paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. This doughy pastry is filled with minced tree-ripened apples and has a tart flavor. Each apple was carefully chewed by a Night Hag and infected by their saliva. A creature that eats one in its entirety must succeed on a DC 16 Constitution saving throw or fall unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

3. These flaky and savory puffs are filled with spinach and broccoli. The vegetables are grown using compost created with the rotting flesh of zombies. A creature that eats one in its entirety must succeed on a DC 16 Constitution saving throw or develop Flesh Taut disease. One day after infection, the creature’s flesh starts to become chilled and rigid. The creature takes a −1 penalty to checks that rely on dexterity. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim has developed acute Rigor mortis and has their movement halved. This can only be cured with magic such as lesser restoration or heal.

4. These flavorful delights have a deep appetizing red color. Made with a blend of cherries, their tartness is carefully balanced with a sweet glaze. Unbeknownst to everyone the latter is created with the bones of hapless Vistani travelers. A creature that eats one in its entirety must succeed on a DC 16 Wisdom saving throw or believe they are Vistana. They will dress in bright clothes; laugh often, and drink heartily. This behavior will gain the attention of the true Vistani, and the pastry eater gains disadvantage against their Evil Eye for 1d4 months.

5. These pretzel twists are covered in cinnamon sugar and are a favorite of Barovian children. The hags also sprinkle something far more sinister on top. Small diseased rodents are captured, dried out, and powdered. A creature consuming a pretzel twist in its entirety must succeed on a DC 16 Constitution saving throw or it can’t regain hit points except by magical means. Additionally their hit point maximum decreases by 3 (1d6) every 24 hours. If the hit point maximum drops to 0 as a result of this sickness, they die. This can only be cured with magic such as lesser restoration or heal.

6. These meat pies are lovingly cooked with delicious gravy and mouthwatering bits of venison. Semi-sweet sugar is sprinkled on top of the pies to balance the strong meat flavor. Unfortunately, the meat is not all venison, as the hags also include corpse flesh of those they murdered. A creature that eats one in its entirety must succeed on a DC 16 Wisdom saving throw or become frightened for one minute. For the duration they can see the memories of the dead they have consumed. Every round, before the effect ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, this condition ends.

Monday, May 9, 2016

Curse of Strahd: Reliquary Relics

Warning: Death House Spoilers Ahead!

In the reliquary of the Death House adventure the PCs find a collection of unpleasant items. The cult was using these “relics” during their rituals. In the published adventure all the items are worthless and stored in thirteen niches along the walls. I decided that maybe that was true at the time, but the power of the Death House has altered them. The presence of the undead has a unique way of seeping into things. So below please find these "relics" presented as unique magic items of varying power level.

Reliquary Relics

01. A small, mummified, yellow hand with sharp claws (a goblin’s hand) on a loop of rope. Once on each of your turns as a bonus action, you can mentally command the hand to crawl up to 15 feet and interact with an object. The hand can perform simple tasks, such as fetching or grasping things. It has AC 15, 7 HP, and Strength of 8, and it can’t attack.

02. A knife carved from a human bone. Crafted from the thigh bone of a murderous Barovian, this vile tool now works as a compass. As an action, lay the knife on a flat surface and it will point to any undead within 30 feet of you. If there is multiple undead in different locations the knife will simply spin.

03. A dagger with a rat’s skull set into the pommel.
This weapon is considered magical but offers no bonus to hit or damage. Once per day the wielder may summon a Rat Swarm into service for one round. While this occurs the rat skull chatters and grinds its teeth constantly.

04. An 8-inch-diameter varnished orb made from a nothic’s eye. As an action target one creature within 15-feet. The target must contest its Charisma (Deception) check against your Wisdom (Insight) check. If you win, the eye allows you to magically learn one fact or secret about the target. The target automatically wins if it is immune to being charmed. There is a 10% cumulative chance per use of this weird insight that the orb crumbles to dust.

05. An aspergillum carved from bone. Any liquid placed inside the aspergillum immediately becomes a shadowy tonic. The living will notice a strange antiseptic smell, while the undead sense sweetness. Any undead within a 20-foot radius will be mildly attracted to liquid sprinkled from the aspergillum. They will casually seek out the euphoric odor so long as they do not see the living or have anything harmful occur.

06. A folded cloak made from stitched ghoul skin. This unholy garment is cold to touch and causes revulsion in those that see it. The wearer of this cloak gains advantage on saving throws against the paralyzing claws of a ghoul. In addition ghouls will regard the wearer with indifference but they must be extremely cautious.

07. A desiccated frog lashed to a stick (could be mistaken for a wand of polymorph).
This bizarre wand can be used a spell focus which has a unique ability. Once per day the wielder may command the desiccated frog to animate and a deliver a melee combat spell. The frog can dash 60-feet per round and uses the wielder’s attack rolls. If the frog takes any damage it’s immediately destroyed and reappears the next day on the wand.

08. A bag full of bat guano. This calcified excrement is magically imbued to explode in a cloud of yellow, nauseating gas when thrown. The bag contains 1d4 congealed balls of bat guano which work as the 3rd level conjuration, Stinking Cloud when striking an object.

09. A hag’s severed finger. This shriveled green digit is warm to touch and covered in perpetual slime and algae. Once per day the finger can change the owner’s appearance for up to one hour. They will appear as a bent old woman with sinewy arms and rotted green teeth. Their charisma will also be halved but they will gain the ability to breathe under water normally.

10. A 6-inch-tall wooden figurine of a mummy, its arms crossed over its chest.
This forbidden item was purchased in a faraway land and brought to Barovia. The owner of this figurine becomes cursed with bad luck and cannot part ways with the figurine. The owner of the figurine cannot gain advantage from any source. A Remove Curse (or DM created quest) is required to remove the bad luck and abandon the figurine.

11. An iron pendant adorned with a devil’s face. Inscribed on the back of this strange pendant is the name Acererak. The devil face has a large gaping mouth inside of which swirls a strange black energy. Anyone sticking their finger inside the mouth will immediately be surrounded by nothingness. The pendant is able to cast Darkness when used this way. There is a cumulative 10% chance per use that the pendant crumbles to dust.

12. The shrunken, shriveled head of a Halfling. This morbid fetish has eyes which dart to and fro when the living are nearby. As a bonus action once per day, the owner of the head can command it to sing songs about heroes of old. This causes all allies within an earshot to gain advantage on saving throws against being frightened.

13. A small wooden coffer containing a dire wolf’s withered tongue. This tongue tapers to a thin tip which is curved into a ladle-like form. When picked up a lapping sound can be heard and the tongue will pull the wielder toward anyone who is wounded. If permitted, the tongue will magically lick away wounds involving blood (DM adjudication required). This ability may be used once per day to heal 5d4 + 4 damage. The amount rolled may be split among multiple targets.

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The Mists are perfect this time of year. Enjoy your stay!

Tuesday, May 3, 2016

Curse of Strahd: Macabre Escape

At the edge of this forlorn place we located an immaculate row home. Once a wealthy family lived there which committed damnable sacrifices. The choking mists forced us inside this sorrowful and malevolent estate. Within we found a life of luxury twisted with unsettling madness. This sentient abode tormented us until we found a way to depart its corrupted halls. The antiquity of the evil in that place seeped into our dreams. After some time we steeled ourselves for those waking night terrors. Unfortunately, the wrathful abode was not done haunting us. As if swallowed by a morbid oubliette, we have returned. I fear our prayers will go unanswered inside the macabre escape tunnel of the Death House…

I decided to test the water at the Dungeon Master's Guild with an adventure used in my own campaign. I really enjoyed the Death House, and thought it had more stories to tell. There is just something wonderfully creepy about a house which is sentient. It could be used as a nemesis all throughout a Curse of Strahd campaign very easily. Be warned, Macabre Escape is very dangerous, yet some encounters can be avoided by careful players.

Macabre Escape returns the PCs to the Death House. It can also be used as an addition to the original Death House adventure. As a living entity, the Death House revels in the torment of both the living and the dead. It has many secrets still yet discovered, one of which is the original escape tunnel built by the Durst family. This scenario has enough material for a complete four to six hour game session. Although designed with level 3-4 characters in mind, the Macabre Escape can be tweaked to accommodate higher level groups.

The door is open … What are you afraid of?


http://www.dmsguild.com/product/182172/Macabre-Escape



Wednesday, April 27, 2016

A Fistful of Weird Dice

This past weekend my wife and I had the pleasure of attending Legacies Game Day in Havertown, PA. Although most of our day was spent behind our Ultanya Publishing table, we managed to play Black Powder, Black Magic by Stormlord Publishing. Admittedly, even though I own plenty of DCC material this was my first time actually playing it. It was never for lack of interest, but rather time and current RPG commitments. We had a total blast (literally from a TNT explosion in game) playing in a 0-level funnel. We were also finally able to use all our weird dice (D3, D5, D7, D14, D16, and D24).

The genre of the iconic Wild West was the icing on the cake for me. That era of American history is filled with expansion, exploration, heroes, and plenty of villains. Black Powder, Black Magic did not disappoint, and I have enjoyed reading through the first two volumes. I think the mash-up with the DCC rules makes for a fun theme where lethality is constant but so is luck. Suffice to say I have been hooked, which some of you may reply, “It’s about time!”

On the drive home my mind was filled with ideas of stagecoach robbers, rustlers, gamblers, weird shamans, and lawmen. I was imagining desert vistas, ghost towns, abandoned mines, and Conestoga wagon massacre sites. As a former Civil War living historian, this would be a perfect way to combine another passion of mine with RPGs.

A sparsely touched upon area of the American Civil War remains the far western territories of New Mexico and Arizona. The New Mexico Campaign occurred between February and April of 1862. That being said, the 1966 classic The Good, the Bad, and the Ugly features this campaign as foundation material.


I decided to create a quick table of random items for use in your own Black Powder, Black Magic games. This table in particular concerns itself with a haunted bivouac site of the Union Army. It belonged to a company of the 3rd U.S. Cavalry. Plunder lightly, as you may rouse the angry spirits that still camp there.

Haunted Bivouac Curiosities (1d24)

01. Several tin coffee pots.
02. Dominoes (28) in a dovetailed wooden box.
03. 8” long metal scissors. 1d3damage.
04. Angry Ghost of Union soldier who died of Cholera retching nearby.
05. Federal officer uniform buttons (6).
06. Confederate Belt Buckle.
07. 20” long bayonet. 1d5 damage.
08. Angry Ghost of a horse which was eaten by famished soldiers. Will attack humans on sight.
09. Rifle tools (cleaning jag, tumbler, ball screw, and nipple wrench).
10. Cartridge box with sling (1d16 random rounds inside).
11. Picture of a US soldier. The bottom reads, "Jones/East Side Gallery/Philadelphia.”
12. Angry Ghost of a Union Officer who died to cannon fire. Appears as crawling pieces.
13. Federal Officer shoulder boards. Add +1 to Personality when worn.
14. Confederate canteen (filled with strong whisky).
15. Hard Tack Biscuit. Heal 1d4 damage when consumed. (1d3)
16. Angry Ghost of Union Solider who died from dental disease. Will try to remove PCs teeth.
17. Soldier’s diary which will give clues to the whereabouts of buried gold.
18. A worn shaving cup and brush.
19. Brass compass which provides +1D bonus to find true North.
20. Angry Ghost of Confederate prisoner who died from giant lice. Will toss the creatures at PCs.
21. A traveling inkwell which oddly refills itself every dawn.
22. Small gold framed spectacles which turn darkness into dim light.
23. Heavy Cavalry Saber. Damaged, but if repaired does 1D8 damage.
24. Angry Ghost of a Confederate prisoner who died of sepsis. Will poison anyone it scratches.


Tuesday, April 19, 2016

New Adventure: Gonzo Con

This project happened completely by accident. What started as a goofy idea to include in the next issue of Tales from the Game Tavern, took on a life of its own. Gonzo Con is a humorous RPG adventure which pokes fun at geek conventions, geek culture, and the 1970-80s. The thirty page module is presented in a non-linear fashion so the players can make their own exploration choices. Players assume the role of modern day people transported to a strange convention. They are then tasked with exploring the entire convention hall before their captor will release them.

Gonzo Con is perfect for a one shot adventure when your group needs a diversion. Additionally it would be great for a game convention slot this summer. The adventure is system neutral and only includes game mechanics as an example when applicable. This way each Game Master can tailor Gonzo Con to their favorite system when running it.

Gonzo Con has plenty of tropes, clich├ęs, weirdness, social awkwardness, and lunacy. DO NOT purchase Gonzo Con if you are looking for a serious adventure. On the other hand if you want to laugh, Meta-game, and not take things very seriously, this adventure is for you!

The layout is a tad refined but maintains its raw edge to give the publication a zine vibe. Finally this adventure includes cartography from the amazing Dyson Logos, and art from Bruno Junges, Denis McCarthy, and Jack Badashski. Please support these artists as their illustrations help to make DIY publications like Gonzo Con visually compelling.

Available NOW in print or PDF at the Ultanya Publishing store.

For those of you attending Legacies Game Day this weekend (April 23rd, 2016) Gonzo Con will be available at the low price of $5!




Monday, April 11, 2016

Contest: Guess the gumballs (D20s)!

Yesterday I decided to create an Ultanya Publishing Facebook page. In order to get the news out I think it’s time for a fun contest. Pictured below is the Game Tavern gumball machine. Of course it’s filled with D20s and not gumballs. For 25 cents you can get a new D20 during any game night gathering. This has been a nice resource for some of the chronic 1 rollers in our gaming circle.

The contest will be simple as you just need to guess the correct amount of D20s.
 

The first correct guess will win a coupon for a free issue of Tales from the Game Tavern, and a set of these cool Tales from the Game Tavern dice!
 

Contest Rules
  • Guesses on Google+ or Twitter DO NOT count.
  • One entry per person.
  • If you edit your entry it does not count.
The winner will be posted this weekend. Share this with your gaming family & friends!

EDIT: We have a winner, congrats to 
Jacob Kipfer!
 
This is what 189 D20s looks like!



Sunday, April 3, 2016

Curse of Strahd: Death House

 

Last night the Curse of Strahd campaign was kicked off in the Game Tavern. I used the Appendix B: adventure, Death House. For the uninitiated, this is an optional mini-adventure designed to advance new characters to 3rd level. If you intend on playing the adventure some point in the future I caution you to stop reading now. This session report will be riddled with spoiler information so you have been warned!

In attendance for the adventure was six players and their stalwart cadre consisted of the following characters:

Derek, a monk who spent some time in an asylum.
Gunter Gerstadt, a roguish monster hunter.
Sophronia Biddleman, a ranger with an undead vendetta.
Caigre, a paladin with post-apocalyptic visions.
Tawny, a warlock who was raised by faeries.
Odi Volkson, a priest of none other than Loki.

Whenever I start a new campaign I offer a permanent 10% XP bonus if the players write a background. Armed with this information I can customize adventures a tad more. Plus it really gets the players thinking about their characters beyond a page with numbers written upon it. That said, Death House uses a Milestone system where the players are just rewarded a level in lieu of raw experience points. I opted in this one time, with plans to return to traditional XP rewards moving forward.

In terms of housekeeping we are using two house rules for our campaign. The first is the Dark Inspiration Pool, which consists of twelve six-sided dice. These are prominently displayed in a gothic bowl in the middle of the game table. Accepting help from the dark lords is so very tempting but has its consequences. In terms of game mechanics, at any time a player can take one six-sided die from the pool. This may be used to add to any attack roll, skill check, or saving throw. The caveat is they must also hand the Dungeon Master one of the dice, who is able to use it whenever they see fit. More then one character death has been caused by the DM having a Dark Inspiration die in the past!


The second house rule comes from the Adventurer’s League DM packet for the Curse of Strahd. When a character under 5th level dies, the player can choose to have the Dark Powers of Ravenloft resurrect the character for free. If the player chooses resurrection, the character returns to play at the start of the next round with full hit points and spells. However, this dark resurrection leaves the character tainted by shadow. The character gains a Dark Gift, which can be both cosmetic and very detrimental in terms of game mechanics.

The DM packet only provides four examples, so I have begun to create my own which may be the subject of a future blog post. Ravenloft is a deadly place and this option allows the DM to take the kid gloves off immediately. Plus Strahd does not want his play things snuffed out like a candle flame just yet! The role-playing opportunities using the dark gift option are really fantastic. After all, this leaves a heavy burden on your soul, or what is left of it.

Curse of Strahd offers many suggestions on just how characters may find themselves in Barovia. For simplicity I opted for a variation of the Creeping Fog choice. Each of the characters wandered into a strange mist at their original location, and then found themselves in Barovia. All of them met in a dilapidated structure which resembled an old inn on the Svalich road. After realizing they were in the same predicament, the group was forced further down the road by the return of the choking mist.

I used this time to offer Gothic flavor descriptions of the area and begin subtle music in the Game Tavern. I use a Bluetooth speaker, and then loop various atmospheric and creepy tracks together to help set the mood. The PCs found some graffiti inside the inn which warned them about the mists and someone named the Devil Strahd. Additionally they found a map of the area but had no idea where they were exactly.

For this I decided to make a prop with the untagged region map of Barovia. Tactile props are another thing when used sparingly which help to set the mood. To age my printout I simply use Folgers instant crystals, some hot water, and then dry the printout at 350 in the oven for about five minutes. This has the added effect of curling the paper some, leaving you with a great looking (and smelling) piece of parchment.


Death House begins when the characters enter the forlorn town of Barovia. For background the home is infused with the evil spirits of the cultists that once resided there. After meeting the illusions of two children, and learning there is a monster in the house, the characters are forced in by the choking mists. Granted this may seem like a railroad to some, but the dark powers want the characters to enter the house, and usually get their way.

Mike Schley illustrated some really awesome maps of the Death House. I was tempted to use my Dwarven Forge to build the locations but there was just too many. Therefore I resized the maps in Photoshop and printed them out for use with miniatures. I then glued them to some black poster board and used painter’s tape to create my fog of war effect. This worked out well and the players enjoyed peeling back the tape to reveal new areas of the maps. The only downside of this approach was secret areas were also covered in tape, which caused some minor Meta gaming.


Death house is a four story structure which uses exploration and mystery as a suspense builder. I think the authors did a good job of the latter although it may be to slow for some groups. For that reason I think Death House is a good gauge to determine if your group will actually enjoy Gothic horror. Ravenloft, it played correctly, is a very different experience from traditional high fantasy. That being said, I found that it may indeed be a tad to slow if the party decided to explore everything. The seasoned veterans at my table left no stone unturned last night and did a complete exploration.

Soon this caused some table jokes to start as boredom slowly was setting in. In particular many of the room descriptions contain something created from mahogany. This was a regal home after all, but that becomes the focus of jokes at our table as the players entered a new room. “Is it made from mahogany?” That all said, I think the room descriptions help to paint the picture of this pseudo Victorian home and all its aged, yet beautiful furniture and accoutrements.

My advice to any DM running this adventure is pay attention to your table. If they players seem to be losing focus then it’s time for you to make something happen. This could be as benign as their torches blowing out, something tapping them on the shoulder, or make a combat occur. The easiest use of the latter would be to have the animated armor on the 3rd floor walk down the marble stairs and attack them. Just the sound of the clanking metal against the stone steps would be scary as they wait to see what is coming for them.

The third floor also contains one of the nastier encounters for first level characters. As the story goes, the master of the house had an affair with the nursemaid, which led to stillborn child. The cult murdered the nursemaid soon thereafter, and she now haunts the area as a specter. Perhaps most hair-raising of all is a crib, covered in a black shroud, inside of which is a wrapped baby sized bundle. Of course our priest of Loki volunteered to investigate the bundle which incurred the wrath of the specter. The battle lasted three rounds, and the warlock died from the specter’s life drain. She opted to let the Dark Powers of Ravenloft resurrect her character, and now is haunted by permanent nightmares of the experience. In terms of game mechanics, she has disadvantage on all saving throws versus fear now.


Eventually the characters will find their way to the attic of the home and make a grisly discovery. Behind a padlocked door is a room with bricked over windows. Here two children starved to death and their frightened ghosts remain. This encounter is relatively heavy since kids are involved and the manner of their demise. I actually applaud the authors for going to this dark place, as it sets the tone for the unforgiving land which is Barovia. There has been plenty of passive aggressive feedback over the years in regard to this type of published material. But like I said earlier, Ravenloft is not for everyone nor is Gothic horror.

I loved this encounter as I believe it gave the players pause and made them angry that someone would do such a thing. We had some great role-playing at our table with the ghosts who eventually possessed two of the PCs for fear of being abandoned. Without giving away everything, this was eventually resolved by the party and they set out to the basement of the Death House. This is where the adventure turns into a more traditional dungeon crawl type setting. The basement is where the cultists would murder people in sacrifice to the dark powers. The screams of these people were the “monsters in the basement” heard by the children in life.

If the players have been waiting for larger combats the basement will not disappoint. Literally thirty feet apart are corridors and a room with ghouls and shadows. I will mention there are some other encounters sprinkled throughout the house which I opted to skip. These include some animated objects and a grick which I found to be uninteresting. In our adventure the characters completed a long rest in the attic and also become second level. With that in mind, I increased the difficulty of the ghoul encounter by making it six instead of four. This proved to be on scary battle with PCs becoming paralyzed and making death saves left and right. The players literally pulled through by the skin of their teeth and ultimately won the battle.


Now exhausted of abilities they slogged onward and unfortunately were set upon by the five shadows. Admittedly I thought this was going to be a total party wipe-out. But a well-placed Faerie Fire spell by the warlock and several amazing rolls later the shadows were repelled. All of the characters with the exception of the ranger were drained of several points of strength. The sounds of chanting and determined grit pushed them on into the deeper bowels of the Death House. As a side note the encounters with the ghouls and shadows are deadly. There has been plenty of talk about them online from other DMs and reducing the threat. Or you could be like me and increase the threat, especially if you opt to use the Dark Powers house rule. My feelings are this is Ravenloft and people die all the time so push the limits now and again!

The pseudo final encounter of the adventure involves a chamber where the cultists committed their heinous sacrifices. Here the PCs are faced with ghostly apparitions who want them to sacrifice someone as they did routinely so long ago. My group decided this was not the path they would follow and the cultists awakened Lorghoth the Decayer. This is a Shambling Mound with a foul disposition that immediately attacks and will pursue the characters. Considering the bad shape the characters were in this battle went exceedingly well for them. Thematically I personally did not like this choice for a monster. That said, the slow movement of the creature, coupled with some space to avoid it, makes a good choice for lower level characters. If I had to do it again I would probably make a bone and rotted flesh amalgamation come out of the refuse pile. A horrific undead abomination of all the cult’s victims.


My favorite part of the adventure occurs when the battered and emotionally drained adventurers attempt to leave the Death House. The house is not amused with their constant victories and attacks them! Windows brick over, doors are replaced with scything blades, and black poison smoke billows forth from stoves and fireplaces. Again there were characters making death saves during this daring escape from the house. To make it even more difficult I required perception checks to find fallen companions in thick black smoke. Eventually the players were able to breathe the fresh air as their characters escaped the Death House.

Our game session lasted 7.5 hours with every nook and cranny of the Death House explored. Again the only parts skipped were the rather uninteresting combat encounters. That was a game day call by me however, as part of being a DM is managing play time. Overall I found the Death House to be an enjoyable introduction to the world of Ravenloft. Make no mistake, this is a brutal world and putting on kid gloves is doing a disservice to the adventure. Before embarking on Curse of Strahd all players should understand this is a grim campaign world and character death is possible and even expected. Obviously a DM running Death House for a smaller group needs to adjust the adventure encounters or start them at a slightly higher level. Death House makes no apologies and will test the mettle of your players and their characters.



Looking for further adventures in the Death House?

Curse of Strahd: Macabre Escape 

For additional Ravenloft tips and inspiration check these posts:

Vampire Killing Kit

Ravenloft Trinkets

Ravenloft DM Tips

I6 Session Report

Strahd's Fifth Motivation