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Post by ffilz on Sept 10, 2008 11:09:36 GMT -6
Our band of intrepid explorers gathered at the inn in the village of Canyon Lake. They had all heard of a great dungeon near the village. An inquiry of the innkeeper gathered that they could either approach the dungeon by boat or by a narrow trail following the steep shoreline. The party chose the trail and set off, two dwarves, two elves, three humans, and a mule. The trail led down to a small beach with a larger trail leading up the hillside to a ruined village. The dungeon entrance was rumored to be in the largest building. In the village, the party first met a group of six dwarves. A short parley ensued and the dwarves went on their way hunting goblins. The party gathered at the first of several smaller buildings that were still standing. The door was bashed in and three kobolds were quickly dispatched. On the way to the second building, the party avoided a giant beetle. Bursting through the door of the second building showed five kobolds and a goblin. A sleep spell dispatched all of them. A very nice looking dagger was found. The third building approached was larger and near an overgrown graveyard. Bursting into the third building revealed three gnolls. The human cleric collapsed under the blow of a gnoll morningstar. Another sleep spell dispatched the gnolls. After the battle, it was determined the cleric was just unconscious. The party decided to hole up in the building to recover. Early the next morning, the ground started to crack. Seven skeletons burst forth, The skeletons were eventually defeated but with great loss. An elf was the only conscious survivor. The cleric did wake up in the morning. The human warrior and the other elf survived unconscious. The two unconscious survivors were loaded on the mule along with the treasure and the most valuable equipment and the party started to head for home. As the party made their way through the ruins, four giant ants engaged them. The mule went down and the ants swarmed the mule. The human warrior was revived with a potion but also went down again. Two characters survived with one unconscious body. They took the most valuable treasure and headed for home. Most of the way back to town, the trail partially collapsed sending the survivors tumbling down the rocky embankment. Sadly, there were no survivors. Several things the players might have done to do better: - Spend some time finding rumors.
- Take the boat instead of the trail.
- Not holed up for a night above the dungeon, especially near a graveyard.
- Checked out the potion earlier.
- Teamed up with the dwarves (at least for resting)
Frank
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Post by kesher on Sept 10, 2008 11:52:31 GMT -6
Wow. Ill-starred adventurers, indeed...
How did the players take it? Do you have plans for another session?
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Post by ffilz on Sept 10, 2008 13:07:46 GMT -6
They were a bit frustrated, but will return. They are used to newer systems that are more "fair." Perhaps I should have given them a bit more slack on preparations for holing up. They did spike the doors shut - which did play into possible encounters, a humanoid encounter WOULD have had to bust through the door - it just turned out to be an undead encounter.
One thing I realized I had neglected, or couldn't find, was an outdoor encounter table for the ruins above the dungeon. I used my 1st level encounter table with some on the fly adjustment (discarded one encounter that didn't make sense), especially for the night (adjusting probabilities on the fly for their proximity to the graveyard).
I talked with one of the players who rode we me (he lives three houses down from me) on the ride home about things they could have done better.
At the beginning of the next session, I will spend a bit of time talking to them about expectations and perhaps giving them a few suggestions. None of the players had read the background info in the players guide I gave them (the neighbor to his defense did not get one of these guides until we were at the session).
Frank
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Post by ffilz on Sept 10, 2008 13:13:27 GMT -6
For consideration, here are the background bits (in three separate places in my guide). I did read the section on alignment to them before the start of play. Admittedly there is no discussion of the dangers of camping out in the dungeon or the ruins above, but read the description of the chaos alignment...
The Mega-Dungeon (on page 2 right after table of contents)
This campaign will operate primarily in a single large dungeon, often referred to as a mega-dungeon. Like the dungeons of the early days, the deeper underground, the higher the challenge. In general, first level characters will find the most appropriate challenge on the first level underground, while second level characters will find more appropriate challenges one level deeper and so on. The dungeon itself is rumored to be a force of chaos, filled with foul beasts, tricks, and traps. Some tricks and traps may deposit an expedition on a deeper level of the dungeon unexpectedly. Previous expeditions may have left clues in the dungeon, and maps found on the bodies of those who didn’t make it could be quite valuable (though they could also have fatal errors).
Alignment (on top of page 4)
Alignment in my campaign represents alignment with a specific cosmic force. The alignments are:
Law
This cosmic force represents the human drive towards orderliness, with kingdoms and empires gaining strength over small communities.
Neutrality or Nature
This cosmic force is the old cosmic force of living with nature in small communities. Demi-humans as entities are overwhelmingly neutral in alignment though individuals may align themselves with law, or even chaos.
Chaos
This is the cosmic force seeking to tear the world asunder. The forces of chaos breed in dungeons, swamps, and other dank and foul places. It is said that in these foul places, even the very earth itself is a force of chaos. This might explain the inexplicable tricks and traps that abound in dungeons. It could explain the fact that dungeon doors will swing open to allow inhabitants to pass but be jammed solid against lawful expeditions seeking to penetrate the dungeon and slay the forces of chaos. The corrupting nature of chaos sometimes allows individual creatures aligned with law or neutrality to be bent to the needs of chaos, and some individuals will even seek chaos for their own reasons.
Unsolicited Advice (page 13)
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Post by ffilz on Sept 10, 2008 13:14:44 GMT -6
I think in old school tradition, the players do need to discover some of this stuff the hard way, or at least by thinking about it themselves. This is not 3.x where the GM gives the players "fair" encounters and recommends "gather information" rolls...
Frank
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Post by kesher on Sept 10, 2008 16:36:05 GMT -6
A few thoughts: First, wow^2---a 13-page (or longer?) Player's Guide? I would love to read that, and I bet they will too, before next they venture downwards. I've always loved that description of Everaux's, and you've tied it in perfectly to the overall alignment scheme and, amazingly, the whole bugaboo of mapping. Brilliant! You get an exalt for that! When I start my campaign, I'm going to use your alignment description and mapping discussion, word-for-word. Absolutely. Once they understand what the game is like (you know, when your CA's are all in line... ), I have to imagine they'll turn into very different players. I immediately thought, when they camped out by the graveyard, "Why didn't the cleric inscribe some prayers around the door?" Probably because he didn't have an ability written on his sheet that told him he could do that.
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Post by ffilz on Sept 10, 2008 17:16:27 GMT -6
The 13 page players guide includes all the race, attribute, character class, equipment, and combat stuff. Pretty much the meat of Men & Magic except for spells (which are in separate documents, though I have a several page document with the first couple levels of spells that I handed out also).
I think that mapping stuff may have come from Trent Foster, I'm sure it's not mine (should have attributed that also).
One thing that I never quite resolved is a player wanting to have his PC be chaotic. With my alignment scheme, it doesn't really work, but then it risks alignment becoming less meaningful as a PC choice. I've also considered adding a thief style "neutral." With my descriptions, thieves probably should be lawful (since they depend on civilization so much).
Hmm, random alignment thought - if dwarves and elves were required to be neutral that would put another disadvantage for them - fewer magic swords - might be enough of a disadvantage to allow them to not have level limits (the lesser number of neutral swords also keeps neutral thieves in check).
Frank
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Post by tavis on Sept 10, 2008 22:57:35 GMT -6
I love the idea of a dungeon you can boat into - reminds me of Holmes' "Zenopus's Tower" in the Blue Box set, which for me is the ur-dungeon.
Killed by a landslide on the way back to town - wow! What generated that happening? Its lethality might be balanced by the unconsciousness rules; what are the parameters in which you'd be KO'd instead of killed?
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Post by ffilz on Sept 11, 2008 9:36:41 GMT -6
My encounter chart has "special" on a 1 in 20. I had at least hinted at the danger of the trail. One thing that I would consider is that the landslide would not affect but 2-3 people (it was just a small one), unfortunately, the party was only 2 people plus body...
The fall did 2d6 damage. Characters who run out of hit points make a save vs death and then are treated effectively as having 0 hit points. Big final blows and other special circumstances can result in a penalty to the save (or even an outright declaration that no save is possible).
I think I do have to do a bit of tuning of encounters. 4 giant ants was probably too much for a dungeon surface encounter. The 7 skeletons may have been too many also.
You can't actually boat into the dungeon, well, yes you can, but they haven't discovered that entrance yet.
The Licheway from White Dwarf was an awesome "boat in" dungeon, so awesome that my megadungeon of old has it's first level based on the Licheway. But yes, Zenopus's Tower also has a nice boat in entrance.
Frank
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Post by ffilz on Sept 12, 2008 11:00:15 GMT -6
One thing I would like to add, this play took less than two hours. Our session was supposed to run from 6 pm - 10 pm, but traffic and nearby burning buildings caused the last player to not show up until 7 pm. The store clerk also told us we would have to leave at 9:30. Well, we actually finished up before 9 pm.
I love how much faster encounters run than in later editions of the game. We did use miniatures (for PCs, counters for the monsters). The extent of laying out the battle was to set two dice on the table to show the doorway.
Frank
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Post by ffilz on Oct 1, 2008 13:07:55 GMT -6
Now that session four is just a few hours away, I thought I should post again. Details will be a bit sketchy due to passage of time...
Session two saw a brand new party formed. I thinned out some of the surface encounter areas a bit and re-stocked the places they had trashed (normally I will allow them to make progress even with a TPK, but in this case, I thought a re-stock was in order). I also made sure I considered outdoor rates of movement to reduce the number of wandering encounters.
With a bit of prodding (pointing out some facts about the fishermen), they took boats to the dungeon this time, paying 1 gp per head plus 5 gp for the mule. When they reached the plateau this time, they headed straight for the big building rumored to house the entrance to the dungeon.
They sent a couple burly types up to the big double doors to open them, or at least one of them. Of course they discovered the pit trap the hard way... One chap managed to hold onto the door handle (and was plucked off to safety) while the other fell into the pit (and died I think). They quickly dispatched the two goblins watching the door. Then more appeared, and they slew them also (I forget when they crossed the pit). After clearing out the immediate goblin threat, they descended the pit and searched the refuse, stirring up a ghoul which was turned after dispatching a PC. After noting that there was treasure to be found, but not wanting to spend time just then, they entered the complex. In one of the rooms that goblins had come from, they found a kobold slave and convinced him to join their side (they gave him a dagger and eventually a short sword and chain armor). They killed some more goblins and found several prisoners (replacements for dead PCs).
Then they went into the pit to search it. While searching, two bugbears showed up (perhaps a bit excessive). They killed the bugbears after a good fight losing a few more PCs. They headed home with treasure and XP. In town, they picked up some men-at-arms and a henchman and headed back to the dungeon area. They also picked up some sturdy timbers to bridge the pit.
By dint of tying a rope to the door handle, they were able to open the door without losing anyone in the pit. They explored the last few rooms which housed a hobgoblin shaman. In the hall leading to his lair, they found a trap which the halfling tried to disarm to no avail so he tried to trigger it but didn't think about staying low, so he caught a crossbow bolt in the belly. The shaman managed to sleep a bunch of PCs but was quickly dispatched.
The next game session started with only two of the three players. They descended into the dungeon finding a statue in the first room. It had a coin slot. When 1 gp was deposited, it told them of a collapsing ceiling in the stables to the southwest. Further coin deposits resulted in no response. There was some discussion of figuring out how to get to the coin repository. They then started to explore the surrounding rooms, deciding to avoid a room with a floor covered in copper pieces. After exploring the surrounding rooms, they headed down one of the 20' wide passageways, exploring the rooms along the way. They encountered another statue that boomed out "halt who goes there" when approached. They also found a false door with a pit trap in front of it (another PC casualty there, combined with several more along the way).
On the way out their last time, they were attacked by a carnivorous ape which ate one of the magic-users before being dispatched. That run netted them more XP from killing than from treasure...
All told, they have lost some 10-12 PCs, the kobold, and some hirelings after the initial TPK. The use of henchmen and hirelings has helped keep the party large enough to keep going. So far, the XP has not been that good, but they haven't found any of the good treasures on the 1st level yet either.
Frank
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Post by chgowiz on Dec 6, 2008 20:04:59 GMT -6
A few thoughts: I immediately thought, when they camped out by the graveyard, "Why didn't the cleric inscribe some prayers around the door?" Probably because he didn't have an ability written on his sheet that told him he could do that. I've gone through my LBBs and Holmes and couldn't find that? That's the first I've heard of inscribing protections that last for awhile? Or is this a house ruled effect?
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jrients
Level 6 Magician
Posts: 411
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Post by jrients on Dec 6, 2008 20:55:48 GMT -6
A few thoughts: I immediately thought, when they camped out by the graveyard, "Why didn't the cleric inscribe some prayers around the door?" Probably because he didn't have an ability written on his sheet that told him he could do that. I've gone through my LBBs and Holmes and couldn't find that? That's the first I've heard of inscribing protections that last for awhile? Or is this a house ruled effect? No, it's an example of how a player should be trying to engage the milieu rather than the game engine.
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Post by kesher on Dec 6, 2008 22:18:19 GMT -6
Exactly. C., not to speak for Frank, but I think part of his frustration with how this turned out was simply that the players weren't really engaging things in the right spirit. ODD begs the player to exploit the lacunae, if that's not too odd of a phrase... Inscribing holy wards or some such thing is certainly within the imaginable purview of a cleric, though certainly not explicitly listed (almost nothing is!); if it were me, I'd have given them a +1 on a surprise check and, who knows, that's the kind of thing that becomes the best kind of house rule: invented by the players in the Spirit of Adventure.
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Post by chgowiz on Dec 7, 2008 11:14:42 GMT -6
Exactly. C., not to speak for Frank, but I think part of his frustration with how this turned out was simply that the players weren't really engaging things in the right spirit. ODD begs the player to exploit the lacunae, if that's not too odd of a phrase... Inscribing holy wards or some such thing is certainly within the imaginable purview of a cleric, though certainly not explicitly listed (almost nothing is!); if it were me, I'd have given them a +1 on a surprise check and, who knows, that's the kind of thing that becomes the best kind of house rule: invented by the players in the Spirit of Adventure. Very cool! Never thought of it that way, thanks!
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