34. Two Ghasts: This is another deadly encounter if you have fewer than 6 PCs. If you think the PCs should earn a TPK for taking something from the footlockers, feel free to leave it as is. Otherwise, make the following adjustments.

3 PCs: 1 Ghast (Hard)

4 PCs: 1 Ghast (Medium)

5 PCs: 1 Ghast (Easy)

6 PCs: 2 Ghasts (Hard)

38. Shambling Mound: The shambling mound is a CR 5 creature. This is a deadly encounter, no matter the size of your party. If the PCs make the sacrifice (which I’d say is an evil act requiring a Powers Check), then they won’t have to face the shambling mound. However, if the PCs have some scruples and balk at sacrificing a life, they will be rewarded by facing a monster they can’t beat. Even if the PCs instantly realize they should run away, they will still have to evade the shambling mound long enough to get out of the basement level.

Once they've gotten back up to the house, the PCs still have to deal with poisonous smoke, blade barrier-filled doors and possibly swarms of rats. I can’t imagine how this could end in anything other than a TPK. I also can’t imagine why a DM would want to punish the PCs for doing the right thing. Unless you're running a one-shot, a TPK punishes everyone at the table, including the DM.

My fix for this is to make it clear to the players that they should run from the shambling mound. Come right out and tell them if they don’t figure it out for themselves. I would also not have the shambling mound pursue them beyond area 38. The poisonous smoke, whirling blades and swarms of rats will be more than enough to challenge your PCs on their way out of the house.