Dragon Heist • Event Recap • Durst Manor: Shadows & Sacrifice
Durst Manor: Shadows & Sacrifice – Event Recap
“Seven stories, one haunted journey, and the choices that changed a party forever.”

Over the past several weeks, Tales & Tankards has followed a fledgling party into the cursed halls of Durst Manor — my expanded, horror-leaning take on the classic Death House. What started as a Halloween cold open grew into a tense, nine-session odyssey of dread, courage, and consequence.
This recap gathers the first six published entries in our Durst Manor: Shadows & Sacrifice arc, spotlights table highlights, and tees up what’s next. If you’re new here, start binging below; if you’ve been reading along, consider this our season break before we step onto the road to Waterdeep.
Catch Up: The First Seven Chapters
- A Haunting New Beginning How a Halloween spark became the campaign’s cold open — tone, table safety, and buy-in.
- Adapting Death House for My Party What I changed (and why) for younger players, pacing, and dread-forward play.
- Session 1 Recap — Dinner with the Duchess Mist-shrouded children, a locked front door, and the house that listens.
- Session 2 Recap — New Friends, Old Roads Allies form, secrets whisper, and the nursery hums with uneasy lullabies.
- Session 3 Recap — The Children in the Mist Deeper into the dark: omens on the walls and choices that start to cost.
- Session 4 Recap — A Lullaby for the Dead The house sings. The party listens. The stairs keep going down.
- Session 5 Recap — The Last Lullaby Chanting from below, a mimic’s grin, and a door that wants to be fed.
- Session 6 Recap — Into the Depths The ritual chamber calls — but the price is still hidden in the fog.
- Session 7 Recap — He Is the Ancient The chant finally reveals its true words — The party refuses to pay the price.
“Death House doesn’t ask for heroes — it makes them, one hard choice at a time.”
Moments That Shaped the Manor
- Raven’s eldritch blasts cutting through darkness like flares of resolve.
- Maple’s uneasy recognition of symbols that will echo later in Waterdeep.
- Kiril’s protectiveness clashing with a layout that shifts underfoot.
- The children in the mist and the door that sealed itself behind them.
- The armored sentinel’s ambush revealing the house’s hunger for violence.
- The nursery’s ghostly presence watching as Raven approached the crib.
Free Download: Strahd’s Deck of Horrors
Bring Durst Manor’s dread to your own table with a print-ready deck and effect guide, designed to match the size of The Deck of Many Things. It’s a $0.00 product — grab it, print it, and deal out the doom.
Get the Deck (Free) Includes PDF cards + effect descriptions.
What’s Next
Next up: Session 7 — He Is the Ancient. The chant grows louder. The circle is drawn. The house demands a price.
After the manor, the survivors step onto the road west. The fog will thin, but the consequences will travel with them — toward the City of Splendors and the intrigues of Dragon Heist.
Subscribe for new chapters or start at the very beginning with A Haunting New Beginning.
“The house will let you leave. It won’t let you forget.”
Thank you for exploring Durst Manor with us. If the series helped your own prep or sparked ideas for your table, I’d love to hear about it in the comments. The fog lifts soon — and Waterdeep awaits.
For more context on how and why these choices were made, see link to Behind the Screen, where I break down the thinking behind the campaign.






