So, as the title states I'm a first time DM running Curse of Strahd for a group. They're just getting through the optional haunted house intro, and are now in the basement. For those unfamiliar, they've met the ghosts of some children, and now have their remains with them. They know they're supposed to do SOMETHING with them in the newly discovered basement, but not what.
So, the issue, if it can be called that, is that one of the players was a little... hurried?... when they got to the dungeon and was rushing around (including into the spike trap, which SHOULD have killed them but I'm a softy and I'd like them to get out of the prologue at least) and rushed PAST the family crypt without exploring it. They're now headed to the altar room where they'll encounter the object of the cult's worship, which, unless they sacrifice something (I'm not betting on them thinking of that) they'll fight a monster and then the house will try to kill them, likely prompting them to run out.
So my question is, how would you handle the problem of the Children? Lead them to the crypt somehow? Allow them to leave without properly burying them, and have them be haunted? Kinda just... looking for ideas and advice from those with more experience. Thanks!
To the possession bit, that's a good option, yeah. I didn't have them initially possess characters because they did a good job calming them and promising to help them then and there, taking their remains and such. But I suppose there's no reason they couldn't then try it if the PCs tried to leave without burying them.
As for the "it's a more dangerous area"... funny thing that. The FIRST thing they got into a fight with was the suit of armor in the upper hall... and proceeded to surround it and miss every shot for about 3 rounds straight. I don't WANT to kill them... am a bit concerned about surviving the house exit. I just wanted the paladin to slow down a smidge xD
While I am aware of this fact and perhaps the original person doesn’t let’s be a little unrealistic. Based on the adventure if he’s running Death House the characters should be level 2 since they’re in the basement (assuming they’re using milestones). Now unlucky roll of the dice max damage is 26. That’s enough to kill any character with 13 HP or less, so wizards and sorcerers with low CON are the ones most at risk. Of course this is assuming a lot I’m just sayin give the person the benefit of doubt
Heya all,
So, as the title states I'm a first time DM running Curse of Strahd for a group. They're just getting through the optional haunted house intro, and are now in the basement. For those unfamiliar, they've met the ghosts of some children, and now have their remains with them. They know they're supposed to do SOMETHING with them in the newly discovered basement, but not what.
So, the issue, if it can be called that, is that one of the players was a little... hurried?... when they got to the dungeon and was rushing around (including into the spike trap, which SHOULD have killed them but I'm a softy and I'd like them to get out of the prologue at least) and rushed PAST the family crypt without exploring it. They're now headed to the altar room where they'll encounter the object of the cult's worship, which, unless they sacrifice something (I'm not betting on them thinking of that) they'll fight a monster and then the house will try to kill them, likely prompting them to run out.
So my question is, how would you handle the problem of the Children? Lead them to the crypt somehow? Allow them to leave without properly burying them, and have them be haunted? Kinda just... looking for ideas and advice from those with more experience. Thanks!
To the possession bit, that's a good option, yeah. I didn't have them initially possess characters because they did a good job calming them and promising to help them then and there, taking their remains and such. But I suppose there's no reason they couldn't then try it if the PCs tried to leave without burying them.
As for the "it's a more dangerous area"... funny thing that. The FIRST thing they got into a fight with was the suit of armor in the upper hall... and proceeded to surround it and miss every shot for about 3 rounds straight. I don't WANT to kill them... am a bit concerned about surviving the house exit. I just wanted the paladin to slow down a smidge xD
1d6 from the fall 2d10 from the spikes
While I am aware of this fact and perhaps the original person doesn’t let’s be a little unrealistic. Based on the adventure if he’s running Death House the characters should be level 2 since they’re in the basement (assuming they’re using milestones). Now unlucky roll of the dice max damage is 26. That’s enough to kill any character with 13 HP or less, so wizards and sorcerers with low CON are the ones most at risk. Of course this is assuming a lot I’m just sayin give the person the benefit of doubt
Instant kill was the wrong term xD Wasn't really the point anyway.