It is recommended to start your PCs at Level 2. From a pacing/story perspective, it doesn't make sense for them to level up when the find the basement stairs, especially given that:

  • You might be in the middle of a session when they find the stairs
  • They need to be Level 2 to handle the basement
  • Level 2 often causes a significant evolution of the PCs (paths/domains/etc.)

Encounters

Challenge below is based on a 4-player party of level 2 characters. Creature numbers may need to be adjusted for the size of your party. See: Balancing Death House.

ChallengeLocationEXPEnemy
N/A (1/4)1450Broom of Animated Attack (CoS p. 226)
N/A (1/2)23D100Swarm of Insects
Easy (1)11200Animated Armour
Easy (1)15/18200Nursemaid's Specter
Medium (2)284501x Grick
Medium (2)33450Mimic
Medium (2)34450Ghast
Hard313003x Shadows
Hard294002x Ghouls
DeadlyN/A800Escape Death House
2x Deadly201,4002x Child Ghosts w/ 35hp (Small, LG)
2x Deadly381,800Shambling Mound

Notes:

  • The Nursemaid's specter will only attack if the players open the door to the nursery.
  • Custom: The Shadows in 31 shouldn't follow the PCs out of the room. They disappear if the orb is returned.
  • The PCs gain the 800 EXP for escaping whether the House is angered or not.

Quest: Rest in Peace

Original Text: p. 217

Place the children's bones in their crypts, and their spirits will be at rest. Each PCs gains Inspiration.

Custom Event: Ratka's Fate

This is an overhaul of the event that occurs in Area 38 (Ritual Chamber).

From area 30 (Stairs Down), a faint screaming can be heard drifting up the stairway. Any PC with a Passive Perception of 12 or more can hear it.

From area 35 (Reliquary), the screaming is clearly audible and is quite histerical. The screaming is coming from Ratka (CN Bandit Captain), the Vistana who drove the PCs' carriage until he was lured into Death House. He has 30hp remaining.

Ratka is latched to an odd contraption; his arms and legs are bound with leather and chains, and are slowly being twisted out of their sockets by gears under the floor. When the PCs arrive, his right elbow is already dislocated. He also wears a metal collar around his neck, attached to a chain hanging from the ceiling.

Ratka can be freed by either:

  • Breaking all four chains (DC 20 STR)
  • Picking all four locks (DC 15 DEX)
  • Cutting off his limbs above the leather

The players have 4 rounds to release Ratka, or his limbs will burst from their sockets. His torso then hangs by the neck until he dies. 4 rounds gives about 50% chance of success, party depending.

Freeing Ratka will awaken the Shambling Mound. His death will otherwise please Death House, and allow the PCs to leave safely.

Development

If Ratka is saved, he will be eternally grateful and very apologetic. Once taken outside of Death House, he explains to the PCs that they were abducted in order to introduce them to Madam Eva. He offers to lead them to her.

If Ratka is dead, his father and sister will be deeply saddened if they find out. If the PCs explain the situation, the Vistani will blaim them for not saving him, equating it to murder. Damia becomes particularly hostile, cursing one of the PCs (DC 13 WIS save. On fail target gains vulnerability to slashing damage). Stanimir stops her from doing more, urging the PCs to see Madam Eva at once.

Event: Escaping Death House

If a creature dies on the Dais in area 38, the House is pleased and the PCs can leave freely.

Otherwise, they must escape as described on p. 220. For reference:

ActionCheckOn Failure
Dodge a door-scytheDC 15 Acrobatics2d10 slashing damage
Study a door-scytheDC 15 INT2d10 slashing damage
Start turn in smokey roomDC 10 CON1d10 poison damage

Rooms with smoke:

LocationName
2AMain Hall
3Den of Wolves
4AKitchen
5Dining Room
6Upper Hall
8Library
10Conservatory
12AMaster Suite
13Bathroom
15ANursemaid's Suite
17Spare Bedroom
18Storage Room
19Spare Bedroom

Optimal escape route: 18 - 16 - 11 - 6 - 2A - 1B - 1A

During which there are 3 smoke rooms and 5 scythe doors.

Event: Arson

Original Text: p. 212

Once escaping from Death House, the PCs may choose to burn it down. It begins to repair itself 1d10 days later, completing its resurrection 2d6 hours after it begins.