Grod_The_Giant
2018-07-18, 03:06 PM
I'm gearing up to run a published campaign for the first time--I've been talked into Curse of Stradh, and that means starting with the infamous Death House. Because a nice railroady dungeon is a good way to kick things off and get the party used to interacting, and because it looks bloody fun to run. The group will start at level 2 with a feat-- there will be five PCs. But, I've also heard some things about it, so I'm thinking a few thoughts.
Most importantly, I'm thinking major changes to the ending. There will be mists seeping downwards all through the house, and they'll be visibly collecting around the alter. The alter will also hold an obviously magical glass ritual dagger; if any of the PCs are possessed, the ghost will start whimpering and crying in pain at the sight and touch of the blade. Four apparitions will appear, blocking the doors and chanting "Take the knife! One must die!" The knife can kill a ghost without hurting the PC too badly; alternately, they can break it without too much trouble. If they do, instead of waking a shambling mound, the four apparitions attack with shadow stats. When each dies, the flow of mist weakens; when all four are gone, the mists cease to flow and the house starts to collapse.
Otherwise, there are way too many enemies in way too little space in the dungeon-- I'm thinking about cutting the grick, mimic, and the shadows around the statue. Maybe the ghouls, too. None of them feel particularly plot-centric, and the first two just seem utterly random in here. The animated armor and broom upstairs feel unnecessary too. Might also replace the specter with something less likely to cripple a PC with one hit or annihilate them with two...
Does the revised ending, in particular, make sense? Any other ideas or advice?
Most importantly, I'm thinking major changes to the ending. There will be mists seeping downwards all through the house, and they'll be visibly collecting around the alter. The alter will also hold an obviously magical glass ritual dagger; if any of the PCs are possessed, the ghost will start whimpering and crying in pain at the sight and touch of the blade. Four apparitions will appear, blocking the doors and chanting "Take the knife! One must die!" The knife can kill a ghost without hurting the PC too badly; alternately, they can break it without too much trouble. If they do, instead of waking a shambling mound, the four apparitions attack with shadow stats. When each dies, the flow of mist weakens; when all four are gone, the mists cease to flow and the house starts to collapse.
Otherwise, there are way too many enemies in way too little space in the dungeon-- I'm thinking about cutting the grick, mimic, and the shadows around the statue. Maybe the ghouls, too. None of them feel particularly plot-centric, and the first two just seem utterly random in here. The animated armor and broom upstairs feel unnecessary too. Might also replace the specter with something less likely to cripple a PC with one hit or annihilate them with two...
Does the revised ending, in particular, make sense? Any other ideas or advice?