I also wanted to suggest that at least one character make a goal related to driving out the cultists, or finding their Master, or looting the Moathouse dungeon for all its worth, or something a little longer term that will drive the story. That character should then drive the story to its conclusion. If no character is invested enough in the story to want to get rid of the cultists or find the Master or something like that, then that is my failure as a GM to make the dungeon engaging enough for the players/characters. The other option, if the cultists are of little interest, would be to simply escape from the moathouse, go back to Town and spend the loot, and then move on to a new dungeon. If as a group we want to finish the dungeon next session, I think now that we can do it. It just has to be a group effort to do so, meaning, Adventure phase should be about adventuring/exploring, reserve Camp Phase for only when it is really needed, and save Town Phase for the end. Ever since TED's posts awhile back regarding the Torchbearer RPG system, as well as other people's comments about making the game more fun, i have been thinking about it, and the way we play, quite a bit. I have several thoughts I'd like to address with the group, but I'd rather wait until the current dungeon is finished.