18 October 2025

Actual Play: Waking of Willoughby Hall

tl;dr: lessons learned from bringing a good adventure to a bad open table.

I did a capsule review of Waking of Willoughby Hall a while back, noting I got good use out of this interesting haunted house - but while the adventure was great as an input to the session, the session itself annoyed me and I am going to try and unpack that.

I ran Willoughby Hall for one of the 'off week' sessions of my dual-mode hex-crawl. This meant I had a start point tavern, village, campaign etc. that I was dropping an open table of gamers into for a one shot. This was my first live-fire test of this but subsequent successful uses of the same model (for Hole in the Oak and Winters Daughter) showed this frame for a session works.

System was 5e, since this is what the local open tables run so I doubled all the hp listed for the monsters and NPCs and otherwise used the 'HD = roll bonus' rule of thumb. Immunities and special abilities remained as written.

Session Recap

I got the usual pot pourri of races/classes.
Human Warlock (apparently a farmer)
Dhampire Illrigger (apparently a scholar)
Elf Rogue (apparently a sailor)
Yuan-ti Wizard (apparently a snake trader)
Leonin Barbarian (appears as they are)
Goblin Artificer (appears as they are)

I slotted the adventure in under a request to go investigate a commotion down near the outlying fields; there they found the flattened shrine with missing bell tower and a cowering attendant who pointed them towards the abandoned manor. They arrived to see the Bonebreaker Tom peering in the windows and shouting for his lost goose, Mildred.

The party decided to dash in past the giant to get in - I was pleasantly surprised at their biting on the hook as intended rather than fight or bamboozle the giant. One PC did decide to try and engage the giant, I warned them subtly, then told them it was death to face this monster and yet they persisted. Flexing a number of defensive tricks let them dodge-and-weave one round while Bonebreaker Tom tried to stomp them flat and everyone else got to fling themselves through various doors and windows into the Sitting Room or the Great Hall. The 'distractor' managed to dive in after them and we were inside the house.

After a brief pause to search the sitting room and find the snuffbox they regrouped in the Great Hall and headed upstairs. They eplored the western rooms - poking about the oddments in the Museum and encountering the NPC adventurers at a distance. The NPCs ducked away and the players progressed. They moved on to the gallery and ran into Bonebreaker Tom again - at this point the Death Knight woke and they ended up in a strung out fight between the Death Knight in the Museum and trying to negotiate with Bonebreaker Tom on the balcony. They defeated the Death Knight and its skeletons - meanwhile promising to fetch Mildred for Bonebreaker Tom. From here the party splintered and things got a bit slow - people headed off to different floors, interacted with different things and were poking around all over the place.

Enough seals were broken by now to shift the hall to 'Restless' and they were properly spooked. They managed to corner Mildred the Goose after a lot of running around, and 'nova-ed' their way out of fighting the taxidermied owl-bear with some ability that tosses something into the feywild. They faced down the NPCs and convinced them to try and run for it - it did not end well for the NPCs as the players tipped off Bonebreaker Tom who outpaced the NPCs and messily dealt with them.

Eventually, the Death-Knight reconstituting and coming after them got them to return Mildred the Goose to Bonebreaker Tom and then fleeing the manor, much of the ground floor left un-surveyed.

DM notes

The players came to it with the 5e assumption of all combat is survivably through their suite of abilities - and so the 'plot forcer' of Bonebreaker Tom needed a lot more pushing from me to emphasise that they could not just fight them, nor hope to stand against them.

I missed a trick with counting a seal broken every time Bonebreaker Tom flails the hall with the bell - that would have accelerated things.

The adventure gave me a good template that let me pull an enjoyable game out of the whole thing. Despite being statted and designed for OSR, it survives contact with 5e the system pretty well; if I had more motivation I might have tried to make it a 'teach the old school ways' session but I decided just to see how it would get approached by relatively frequent 5e players doing their usual thing.

As the open table filled up, the first block of sign-ups were all people who had expended my goodwill with them previously and up to the evening before I was strongly contemplating just yanking the table. Three were folk that ground my gears, one I had no problems with but only when the last two joined did I figure the nonsense was dilute enough that I was happy to run. I had tried to catch the old school vibe by pitching the game as 'think hobbit or lord of the rings' and two players rocked up with a yuan-ti abomination and a dhampire illrigger. I sat to table with very low expectations, I should have cancelled.

I run these open tables to decompress after my work week so a session like this where I leave frustrated is too costly a use of my limited free time. I am aware that others similarly do not get to play that often so TPKs have a high opportunitiy cost. On a similar vein when I get a table of players who are just going to argue with me if things are run to their expectations, it is not worth the effort of having the fight to uphold the principle of the thing - because while I am arguing with those folks, everyone else is having their session frittered away.

I took other old school adventures - Hole in the Oak and Winters Daughter - to newer groups of players and to other of the 5e players they leaned into the old-school style a bit more, maybe did not poke and pry at things like real old-school OD&D folk might have but they treated hazards as hazardous. Here we had a table steeped in the 5e tradition of 'I can fight my way through anything' and it showed in splitting up, charging into threats alone which slowed things down as I had to juggle multiple people tripping things at the same time and then decide to either run through a time-consuming proper consequences version of what could happen or skip the consequences of some of it to try and keep the table as a whole rolling.

Waking of Willoughby Hall was fun to run despite all that; the lesson learned to me was trust my gut and just pull the session when I see sign-ups I know will be annoying to deal with.

Edit: as I saw the question posed elsewhere - did the players have fun? They said they did at close of the session.

1 comment:

  1. I don't like playing with players whose D&D experience is 5e. Not in any way trying to suggest it's bad or they're wrong or anything like that. But what I like to get out of D&D is the exact opposite of them. If I was the DM when "two players rocked up with a yuan-ti abomination and a dhampire illrigger", I would have flipped the table and called it a day.

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