Session 2: New Friends, Old Roads

The party wakes in a strange land, meets two new allies, and follows a fog-choked road toward an unknown town. Gates loom, soldiers march, and bandits strike from the mist.
Gather. Laugh. Roll
Gather. Laugh. Roll
Waterdeep: Dragon Heist

The party wakes in a strange land, meets two new allies, and follows a fog-choked road toward an unknown town. Gates loom, soldiers march, and bandits strike from the mist.

A party of strangers is invited to dine with local nobility and asked to evict a group of unwanted guests. What could go wrong?
Follow the adventure through the Sword Coast as it unfolds.

Here’s how I adapted Death House for a brand-new group—small changes, mood lighting, shifted hooks, and spooky surprises to make this classic shine.

Every DM dreams of a seasonal adventure. This year, I finally found the perfect party to brave Death House—or as I prefer to call it, Durst Manor—and it all started with a spark of Halloween inspiration.