Death House
At a glance
Environment overview
Living, malicious house. Won't let party leave until they face the Shambling Mound.
Potential adversaries
Features
Passives
passive-
Living House
External doors lock, windows sealed.
Questions- How do you feel being trapped inside this manor?
Actions
action-
Animated Armor
Spend 1 Fear to animate as Tier 1 minions.
Questions- Why are there so many suits of armor around?
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Scythes
Spend 1 Fear to trigger blade traps. PCs must make an Agility Reaction Role. On a failure, they take 2d10 damage.
Reactions
reaction-
Escape Death House!
After killing the Flesh Mound, when the players meet the 13 apparitions in Area 23, if they don't move fast enough, Spend a Fear to start a countdown. Each player must make 3 successful Agility Reaction Rolls to escape Death House. Each failure causes them to mark 1 Hit Point (can be reduced with Armor).
Players who help another player (by carrying them, or pulling them along), may make the rolls for both PCs, but must make their rolls at disadvantage, and both players mark the 1 Hit Point on a failure
About this environment
Scale down the Tier 2 adversaries to Tier 1.
For the Flesh Mound, use a Shambling Zombie.
For the Shadows, use the Forest Wraiths from the Sablewood Messengers.
For Gustav’s Ghost, use a Chaos Skull scaled down to Tier 1.
Death House
Tier 1 Traversal
Living, malicious house. Won't let party leave until they face the Shambling Mound.
Impulses: Trap, Haunt
Difficulty: 11
Potential Adversaries: Animated Armor, Flesh Mound, Broom of Animated Attack, Grick, Shadow, Boneless, Spectral Guardians
Features
Living House - Passive: External doors lock, windows sealed.
- How do you feel being trapped inside this manor?
Animated Armor - Action: Spend 1 Fear to animate as Tier 1 minions.
- Why are there so many suits of armor around?
Scythes - Action: Spend 1 Fear to trigger blade traps. PCs must make an Agility Reaction Role. On a failure, they take 2d10 damage.
Escape Death House! - Reaction: After killing the Flesh Mound, when the players meet the 13 apparitions in Area 23, if they don't move fast enough, Spend a Fear to start a countdown. Each player must make 3 successful Agility Reaction Rolls to escape Death House. Each failure causes them to mark 1 Hit Point (can be reduced with Armor).
Players who help another player (by carrying them, or pulling them along), may make the rolls for both PCs, but must make their rolls at disadvantage, and both players mark the 1 Hit Point on a failure
Death House
Scale down the Tier 2 adversaries to Tier 1.
For the Flesh Mound, use a Shambling Zombie.
For the Shadows, use the Forest Wraiths from the Sablewood Messengers.
For Gustav’s Ghost, use a Chaos Skull scaled down to Tier 1.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Death House Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.