Harley Stroh wrote:
Never too early for a play report! We'd love to hear how it is going, and constructive criticism is always welcome.
And should some players choose to cheat by reading up, I bet you all are good enough judges to make them pay the price ...
I started the party of four out with four zeros -- I didn't have anything handy to run for them and I was pressed for time, so I had them in a village similar to the one in the module -- just miles away in the lowlands -- attacked by an invading army. The characters had to work together to escape the village (or stand and die) -- it was fast-paced and netted the four surviving characters some gear and a couple of horses. I allowed them to level up after that, just to move things along.
- The NPCs in the town were great. I usually don't like my players to spend a lot of time in town, because it invariably degrades, but I really liked the interplay of the NPC's with the crisis. Essentially, the problem is so far over their head, they've regressed to helplessness in various forms.
- The Witch in town was amazing. The scene played out at our table so well, I need to add it to my personal gaming hall of fame. We'll see what happens when the party gets back to town... if they make good on their promise or not.
- The entry method to the tomb, monster and trick/trap didn't go as nastily as I'd hoped (or as Harley had written). I did forget that the monster couldn't be harmed by regular weapons, but saved it by having the monster re-form and keep attacking. The cleric used Blessing and critted the spellcheck on one party weapon -- they managed to beat the thing down.
I have to describe the way the party dealt with the secret passage -- they managed to notice it, and sent in the dwarf (only small character in the group) to scout. Dwarf missed the second secret hidey hole and had to fight off the ghoul/snake in the confined passage, realized it was for naught, and "dwarf-crawled" to the next room. Ghoul emerged and the dwarf made a good showing -- both he and the snake fell with their last blows. That was the end of the session, so I have to figure out if the dwarf bleeds out waiting for the rest of the party to investigate. They are 1st level, but I've houseruled dying -- 1st level characters get 1 round + their Stamina bonus (after the "luck chance" of being "not dead yet!"). However, I rule that they are down for the count for a week -- and they get a handy scar and ability loss.
Anyway -- great session. Loved the module. We'll see how it wraps up!
AKA Paul Wolfe
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