Session 16: Shopping and Other Things
The party spends a day shopping and speaking with the townspeople before traveling to Old Owl Well where they had a confrontation with the red wizard, Hamun Kost.
Session 15: Sometimes, You Gotta Let ‘em Go
The party saves the Dendrars and chase Iarno through the streets of Phandalin until he is knocked cold.
Session 14: Redbrands, Traps and Skeletons in the Crypt
The party finds a few remaining guards hiding in a storage closet, creatively make their way through a hallway and fight off a band of animated skeletons.
Adapting Death House for My Party
I made a few minor changes to the module to make it more memorable. Read on to see what I did…
Session 13: The Massacre at the Manor
Ssarnak tries to help. The fighters never stop pouring into the cave … until they do. I need a rest!
A Haunting New Beginning
I’ve always wanted to do a seasonal short adventure. I found a party to so Death House with me.
Session 12: The Undercroft, Crypts, and Rewards
The party explores the crypts and finds some special goodies. Zend chases the smell into another portal. A child’s request uncovers a hidden entrance. Zend walks in on a group of sleeping guards.
Session 11: Outsmarted Again!
The party explores the Hold, remembering a helpful forgotten item. They successfully ambush, snare and kill a sleeping dragon. I’ve been outsmarted, again!
Session 10: The Vets Have Other Plans
The party meets a lone soldier on their way to the Hold. A group of sellswords has claimed the Hold for their own and will not leave without a fight.
Session 9: Off to Kill the Dragon – WAIT, WHAT?!?
The party meets a lone traveler along the way who may not be as friendly as he appears. They find a frozen treat along the way. The path is littered with frozen reminders of the danger that lies above.