Final scenario of the Threat from the Deep (Personal Quest), a Boss Fight obviously. We do the Enemy to the Fish King version, as we’re not fools.
Characters
Schlurkt the Deepwraith (David) lvl 6, a crab that goes stab stab stab
Pantherius Octadine the Pain Conduit (Mathieu) lvl 8, loves the pain, shares the pain
Pearce DeWalt the Metal Mosaic (Guillaume) lvl 7, the pressure is rising!
The Fish King is rapidly gaining power and the disruptive Chaos energy that surrounds him means that he’s not entirely of this world anymore. This mean in effect that each time he loses one quarter of his HPs be becomes invulnerable and we have to move into some kind of pocket dimension, kill demons and come back to hurt him again.
Some weird thing is going on with the Fish King…Gaining access to tentacles is a sure sign of success in life for some people.One Piranah Pig each for Pearce and Schlurkt but Pantherius is hurting the Fish King bad!First interlude with Wind Demons.And we’re back at it. Missed us?Shadow Demons now? Dispersed.The Fish King calls in reinforcement.But he’s getting assailed relentlessly.Ice Demons now, their retaliate is worrisome.And now he’s got no more tricks.Final blow from Pantherius and the Fish King has officially botched his apotheosis…
Closing comments:
The Fish King had heavy-hitting attacks but only one per turn so not too worrisome.
Dealing with the demons, and killing them fast, was more challenging.
Both the Metal Mosaic and the Pain Conduit are retiring so two new characters for next time and a whole new team dynamics for us.
Penultimate scenario of the Threat from the Deep‘s Personal Quest.
Characters
Schlurkt the Deepwraith (David) lvl 6, a crab that goes stab stab stab
Pantherius Octadine the Pain Conduit (Mathieu) lvl 8, loves the pain, shares the pain
Pearce DeWalt the Metal Mosaic (Guillaume) lvl 7, the pressure is rising!
We’re infiltrating the lair of the Fish King. Water tiles are harmful (if we end our tun on one) cause they’re brimming with chaotic energy or something. Furthermore we have two explosive charges to use on tunnels inside, to effectively stop enemy reinforcement.
We have a narrow path to navigate and we have to stop the Abael Herder in the back quickly.But these electric eels are fast and bity.Pearce jumps ahead and get the fight to the piranah herder.He’s dead, we move on! Schlurkt, stop messing around and kill your eel already.Inside, a large room with two more entrances, and more enemies.Schlurkt, you’re coming or what?These piranahs are ferocious!All clear, where do we go?Pantherius opens the door: « Schlurkt, go set the charge, quick! »Meanwhile, Pearce has gone to the other area and does the same, no more enemies this way.But chaotic energy coalesce into two Chaos Demons.And charge into poor Pearce’s back.His companions are very far from him.Pantherius get into the last area where there’s three chests to be found! And Ice Demons…Schlurkt does his best to go help his endangered companion.And gets there in time.Whilst Pantherius is busy on his own and then kill the last enemy. It’s Victory!
Closing comments:
Hard scenario with many possibilities to get derailed.
I was stuck fighting the eels way for one more turn when I picked the Miss card and was left behind by my ever-rushing friends.
Fortunately, we managed well the biggest hurdle of collapsing the tunnels quickly. I had a convenient Teleport 5 at my disposal at the right time.
The Metal Mosaic was put in a bad spot as he was suddenly the closest to the appearing Chaos Demons and couldn’t anticipate this turn of event. I got there to help in 2 turns as the Deepwraith has good mobility.
Third part (out of 5) of the Threat from the Deep personal quest that we’re doing for the Metal Mosaic character.
Characters
Schlurkt the Deepwraith (David) lvl 5, a crab that goes stab stab stab
Pantherius Octadine the Pain Conduit (Mathieu) lvl 7, loves the pain, shares the pain
Pearce DeWalt the Metal Mosaic (Guillaume) lvl 7, the pressure is rising!
We have a clue for an artifact we’ve been seeking for a while but the path going there is narrow and flooded.
In this scenario water tiles aren’t just difficult terrain as usual but full-on obstacles. We have the option of « killing » trees, felling them in order to get over the water.
Algox archers are shooting at us from the other side.Pearce brings the fight to them while Schlurkt prefers looting.It’s hard to manoeuvre into such a narrow place.Schlurkt gets into the next area, quickly kills another archer but gets peppered by the remaining three and is badly wounded.Fortunately his metallic companion takes the lead.Schlurkt teleports to the other side, soon followed by Pantherius and Pearce, after the latter made a proper path to walk on (destroyed an obstacle). Pantherius does what he does and kills the enemies after they’d hurt him.Still more Algox trying to stop us, assisted by Faery Imps. Pearce is now heavily damaged but is killing foes left and right.Pantherius clears the northern side of the room.The last remaining archer is hidden behind traps and a tree.Nothing that would stop an annoyed Metal Mosaic.He then takes on a swarm of Piranha Pigs almost all by himself (with some minor help from Schlurkt). We’ve vanquished our foes but the objective was already taken away by the insolent Fish King…
Closing Comments:
As I understand it, the scenario changed (slightly) to adapt to a previous choice we made, whether we’d accepted the deal offered by the Fish King or not.
With all the options of getting invisible I have with the Deepwraith, I still managed to open a room and get plain visible in the middle of it and then lost a card to not die. Bad play this one.
Guillaume and his Metal Mosaic really pushed the pace and was, once more I felt , really reckless. He explained to me afterward that he hasn’t much choice with this character, with its pressure mechanics, it must be played accordingly. He did a lot to win the scenario mind you but one tiny bit of bad luck and he’d would lost his character (permadeath on) it seemed to me.
I’ve looted everything I could in this one, both because of a battle goal but also because we’re short on resources to further build in town. It felt underwhelming, less impactful than killing enemies let’s say, but it is a part of the game.
Second session at our cabin. The boys nearly got themselves killed the previous session in Level 2 so the logical thing to do is to go deeper, of course!
Having fled from Living Deads and Giant Ants, their wounds magically healed by Ghardeet their hobgoblin honorary mage, the PCs are ready to explore some more. They start by opening the door in the large boulders room and it’s not long before they find a set of stairs that goes down and down…
Level 3
With Expendable Nameless Goblin now officially the group’s torchbearer (he tries hard to be useful and is obsequious to Forka, his savior), the PCs exit the stairway into a dwarf-made room with layered stone and bricks and 3 sets of double-doors.
Listening to each doors, the PCs finally opt to open the northern ones and enter into a very long hallway that goes well beyond their torchlight.
Aracyne listens to the first door at their right and hear some metallic scrapings and they decide to let it be.
They go the next and see that it’s staked to make it unopenable.
Still further on the hallway, in an open area at their right, they see a sun-face carved on the wall. They interact with it, manage to make it open its mouth but it doesn’t seem to do much else.
Everything is quiet at the next door and they open it to reveal a small room with a pedestal in the middle, with drawings of dwarves holding something up. Ghardeet casts sense magic and says there’s some dwarven-affiliated magic at work here but isn’t able to do anything with it.
Next room, after opening the door, Forka’ sense of smell is assaulted by overwhelming body odors, rot, excrements and other unpleasantness. A trophy of sort is in the middle of the room, with non-human (pointy teeth, giant bat? feline?) skulls on display and with a crude drawing of large matchstick men smashing smaller figures with their clubs.
Listening to the door they can hear several loud snorings coming from nearby.
The PCs get out of this smelly den of brutes and continue north, still in the long hallway.
Now in a large doorless room, full of large mushrooms, something is moving amongst them but hidden from view. They send in E & N Goblin (thus proving that his expendable status still applies), he wearily moves into the mushrooms and soon let out a surprised yap and flees back to the adventurers, pursued by a Giant Beetle. The beast is obviously heavily-armored so Aracyne aims at a weak spot with one of his newly-acquired magic arrow and inflicts a severe wound. A massive blow from Forka’s 2H hammer is enough to slay the dangerous monster before it could do much (slow iniative). A good search of the floor beneath the mushrooms revealed an impressive hoard of coins as well as dozens of semi-precious and precious stones. Treasure, at last! They also collect several rations worth of edible mushrooms.
Thence, the PCs get out of the mushrooms room, continue their way north and, after a 45 degree angle turn, get in front of a large cistern, water dripping in it from the ceiling – and more importantly, before 4 surprised, hairy humanoids that were busy filling many waterskins (more than for their own use for sure).
The adventurers quickly fell 2 Kiigoths before they even reacted. Those, despite being mortally wounded, still had the will to fight but one more blow each and they stopped moving. The 2 surviving creatures proved no match for the PCs who won the fight without a scratch.
The PCs refilled their own waterskins and then checked the great double-doors across the cistern but couldn’t open them, even with their combined strength – they were blocked from the other side most likely.
They then got back to the stairway room and went east from there, past another set of double-doors.
They got into a large rectangular room with a basin within filled with murky, smelly water full of algae.
They open a door and get into a long hallway with many doors and openings. Aracyne listens to the first door at their right but is immediately assaulted by some kind of psychic attack and is disheartened.
Not opening this door, they go further in the hallway and turn right, into a side corridor and then left, which gets them back in the main hallway. (it wasn’t obvious beforehand, proceeding forward with torchlight hides much) They see a small, sooth-covered room in front of them but also, oddly enough, there’s a floating sword (in its sheath), very near them at their left.
Forka try to seize the sword but screams in pain as he forcibly pulls back his forearm, acid goo dripping from it. The sword (and its near-invisible Gelatinous Cube holder) then lunges forward but Forka and his companions retreat hastily.
Seeing that they run faster than the « sword », the PCs calmed down a little and lured the monster in the side-corridor just enough so they could then have time to get to the unexplored area.
They opened a door (didn’t have time to listen) into a narrow corridor and came face to face with two armed rat-persons (rat-headed humanoids, clothed, not too unkempt). Both facing them, obviously ready, one in front with a wicked dagger, one behind with a spear. As the PCs didn’t attack outright, the rat-person with the dagger started talking, said that he was named Jedri and his companion was Tlali and enquired who they (the PCs) were. Aracyne told them they were adventurers, that they came in peace and reassured them enough so that the two rat-persons invited them to their dinner in the adjacent room. There, a cauldron of broth was put above a small fire and the PCs added mushrooms and fish and thus enhanced it considerably, making everybody one step happier.
Closing Comments:
Level 2 is now mapped something like 85% but several rooms were barely entered because they seemed to hold danger in them.
Related to this, before finding the Mushrooms room hoard, Isaac complained of the lack of treasure (they found nothing significant since the meagre kobolds’ treasure) but, well, it’s a push-your-luck game. There IS treasure, but it often comes with danger.
If Level 1 was mainly humanoids and Level 2 mostly populated with critters (with a few surprises here and there), Level 3 is more mixed, having two groups of humanoids within (among other things). Still pretty vanilla stuff, but it gets weirder the deeper you go in Gunderholfen, oh, yes it does.
The encounter with the Gelatinous Cube was fun, a beginner’s mistake by 10 yo Edmond for sure, but we have to do them in order to learn… I was lenient, giving them time to react (rolling ini) instead of being surprised, next time though…
Jedri and Tlali in the book are supposed to be evil wererats that will try to murder PCs with a devious plan but I’ve changed them into cursed adventurers and potential allies in my game. They know some useful stuff about the dungeon too (not shared yet) and at least one could become an hireling if the players wish so.
We’re back from our first trip of the season at our cabin. Just in time to catch some morels too! Weather was good at first but got rainy afterward – no matter, I had brought something to entertain me and the boys…
Short session: 1 1/2 hours
Player Characters (PCs):
Aracyne (Isaac), Elf Hunter, Guild Leader
Forka (Edmond), Dogman Knight
Ghardeet (me) Hobgoblin Mage/Shaman
Expendable & Nameless Goblin (me)
Level 2
We start inside the dungeon, in the southern part of Level 2 (which is about 80% natural caverns), in a large cavern lit by a sofly-glowing green moss.
Checking his map, Aracyne first leads the group to an unexplored, low-ceilinged area nearby where they find a message scribbled on a wall: « Find the Floating Level. Nym ». Their second reference to the « Floating Level » to date.
Otherwise it’s a cul-de-sac and they go back at the large-boulders cavern (where they fought the Vilstraks) and check the door they found earlier, see that it’s locked and decide to go explore another area instead.
They go into a long, twisting and ascending passage and get into new territory in the south-west corner of Level 2.
There’s a chasm to their right with Giant Ants on the other side, with some bigger ones too but they don’t seem too agressive for the moment (good reaction roll).
Further on they get at the entrance of a room covered by mist that reeks of rot and decay and Forka can also smell the presence of some unknown predatory beasts lurking nearby. They don’t enter the room and prefer to go in another area.
In a smaller cavern they find broken crates and searching them they find 2 quivers full of arrows. Five of the arrows are rather deadly-looking and Aracyne is happy to take them all.
In the next cavern they find an obelisk with writings on it (dwarven?) but unfortunately nobody can translate it in the group.
Thence, they get at the entrance of a warm cavern obscured by steam. Mud covers the floor and there’s several bubbling pools that let out jets of steam interminently. And Forka detects a faint odor of rotting flesh. The PCs get inside to investigate and immediately find what is obviously a gravestone.
A rotting hand emerges from the mud! Several corpses, dwarf-sized, with dead flesh half-boiled half-rotten, slowly extirpate themselves from the ground – enough to send the PCs running for their lives.
They get back to the broken crates area where they decide to make a stand against the incoming Living Dead. Aracyne shoots an arrow and manages to miss. Forka is charged by a Living Dead and almost get his heart torn out, he takes big damage! The PCs are now gueninely worried and start to flee again with Expendable & Nameless Goblin, already scared (a condition in DB), going first and Aracyne taking the back and shooting his bow when he can.
They near the chasm but E&N Goblin get assaulted by a Soldier Ant, is severely wounded and trapped under it. 2 Worker Ants are also blocking the way and threaten the adventurers.
With the Living Dead coming behind (they’re typical zombie-slow fortunately), the PCs do an all-out attack against the Ants. Ghardeet wound a Worker Ant with his magic-augmented Iron Fist Staff.
it looks like this
Aracyne wounds the Soldier Ant with an arrow and Forka finishes it with a big blow of his 2H hammer. Aracyne then kills the wounded Worker Ant, Ghardeet shove the other one down the chasm. E&N Goblin is still stuck under the corpse of the Soldier Ant and pleads for his life, Ghardeet reminds his companions of his E&N status but Forka takes upon himself of saving him and pulls him out of his predicament.
Aracyne takes a parting shot at one Living Dead and has aimed well but his target doesn’t seem to care much that he’s supposed to be dead. The PCs then hurry away because several other Giant Ants are coming from the walls and ceiling to cross the chasm. Some go at the Living Dead and some others at the adventurers.
The PCs interrupt a moment their flight to throw food at the Giant Ants, some rations and fish they had caught earlier (but not all), and that seems to distract the insects out of their pursuit.
They reach once again the big cavern with large boulders and unite their efforts to move one of the boulder to block the way they came (there’s another way to the north-east and a door to the south-west). Ghardeet then heal Forka and reluctantly, after being convinced to, also E&N Goblin.
Closing Comments:
My nephew Olivier was supposed to come along with us at the cabin but couldn’t make it unfortunately. I’ve found the solution to still have a decent group of PCs with the addition of the hobgoblin shaman and expendable goblin, putting their prior efforts to the forefront in this manner.
I try as much as I can to feed inputs for Forka’ superior sense of smell and telegraph things to the players accordingly. I’m quite amazed in fact at how a great sense of smell could be even betterthan darkvision in a dungeon environment and more appropriate to nuances in many cases. Quite the revelation to me.
They truly got themselves between a rock and a hard place with the Living Dead and Giant Ants. Pushing forward with enemies at your flank wasn’t a sound exploration strategy and I think the boys learned that.
I think the Living Dead in Dragonbane are a lot more dangerous than classical D&D zombie meatbags, maybe a bit too much even. They’re not unbeatable either, I think I’ll keep them as is, the players just have to be careful about it.
In Ruins of Solstice there was a gimmick with the Earth and Ice elements, now is the turn of Wind and Fire.
Characters
Schlurkt the Deepwraith (David) lvl 5, a crab that goes stab stab stab
Pantherius Octadine the Pain Conduit (Mathieu) lvl 6, loves the pain, shares the pain
Pearce DeWalt the Metal Mosaic (Guillaume) lvl 6, the pressure is rising!
First area is a long corridor with gusts of wind pushing us backward (in one line at a time). More importantly there’s 2 Savvas Lavaflows, dangerous summoners, and 4 (!) Wind Demons. Not an easy crowd. Furthermore, to complicate things one of our town challenge will add 3 Hounds at the start of the third turn.
Let’s kill the summoners fast!Pantherius start to work on them but also gets in harm’s way as the Wind Demons have both high mobility and are pretty rangy.A big blow from Pearce but the enemy is not down yet.Meanwhile Schlurkt has moved further and killed two Wind Demons and is finishing a third. This and Pearce’s efforts gives breathing room to Pantherius to heal himself back into combat shape.Just in time as now the Hounds have catched up with us!But Pantherius does short work of them.Pearce and Schlurkt got across the interminable corridor and opened the door into a large and overly warm room (we take 1hp of damage per turn). We disturb angry Rending Drakes and Flame Demons.Pearce is hit by an attack from a Flame Demon but reflects it back, killing his foe.Pantherius was lagging behind a little but is still in time to capture a softened up Rending Drake to put in his pokemon ranch (his personal quest).
We’ve cleared the place!
Closing Comments:
Tense fight in the corridor, with the Pain Conduit in particular getting low in hps and pretty much surrounded.
A very possible outcome to this scenario is the Wind Demons disarming the player characters with one of their cards and Lavaflows summoning early, probably leading to defeat.
Not mentionned above but the Metal Mosaic opened the door and got immediately jumped by Rending Drakes and fired upon by Flame Demons and took heavy, heavy damage.
The Deepwraith then teleported in and had lot of options of crowd control and damage-dealing and things went well.
Another scenario that the Pain Conduit did heavy damage initially but couldn’t keep up with his low mobility and got very late in the second area,
We’re back in the Lurkers‘ sub-campaign, this scenario following Frozen Fjord(13). We get to see more of these dangerous Shrike Fiends, monsters made of swarms of ravens.
Characters
Schlurkt the Deepwraith (David) lvl 4, a crab that goes stab stab stab
Pantherius Octadine the Pain Conduit (Mathieu) lvl 6, loves the pain, shares the pain
Pearce DeWalt the Metal Mosaic (Guillaume) lvl 6, the pressure is rising!
This is a 2-rooms scenario with an objective to destroy (inflict hp loss) in second room.
These Frozen Corpses will change into more dangerous Shrike Fiends if they don’t lose any hp in a round.But no way will this happen, we’ll make sure of that.Those two last ones are bleeding profusely and are not long for this world.Pantherius opens the way and his companions quickly traverse, ignoring for the moment those Harrower Infesters, to get to the eponymous Raven’s Roost.Harrower Infester: « I feel disrespected… and sad. »Schlurkt stabs multiple time the Shrike Fiend guarding the roost.We’re all three together now but the Harrower Infesters are putting pressure form behind, and more Shrike Fiends are due to appear from the roost too.The Deepwraith steps back and inflicts a shit-ton of negative conditions on the Harrowers (including a bane!).Another Shrike Fiend appears but too late, the roost is destroyed! We win!
Closing Comments:
Harrowe Infesters and Shrike Fiends together, we thought we were in for rough one but it went pretty smoothly (still tight though).
I was sure that more transforming Frozen Corpses would wait for us in the other side. getting us to splitting our efforts in dealing damages on the figuress and on the objective but no, the scenario was simpler than that.
The objective had an impactful retaliate ability, that cost us a lot of hps.
While the Pain Conduit and Metal Mosaic inflicted heavy damage on the roost, I went back to crowd control (and kill) the dangerous Harrowers as I had no more hps to spare anyway.
Third scenario in a row where we’re on a boat! Could it be a coincidence? I think n.. err, yes, yes it was.
This time we have to get some crates out of a ghost ship. I think we agreed to this some time earlier (from an event). Did we? Anyway, this is the kind of stuff we do, boarding a ghost ship to strip it bare!
Characters
Schlurkt the Deepwraith (David) lvl 4, a crab that goes stab stab stab
Pantherius Octadine the Pain Conduit (Mathieu) lvl 6, loves the pain, shares the pain
Pearce DeWalt the Metal Mosaic (Guillaume) lvl 6, the pressure is rising!
We have to Loot crates/objectives (the more the better) and then get out (get back to starting tiles).
The ship’s welcoming comittee formed of Icy Wraiths and Ancient Artilleries.Canons facing inward, I think it’s a bit hazardous.Schlurkt and Pearce finish the last congealed foe before getting further inside the ship.What’s there behind?That’s one crate for me!Nothing else on the main deck, we should go check below.Pearce goes downstairs, and again.A crate, a chest! But also Frozen Corpses…The Metal Mosaic is hard pressed and alone…Meanwhile the Deepwraith is busy with another crate, is invisible again, and mostly ignores the monsters.Chest picked up!Pantherius is fending off enemies that swarm the main deck from below.Another crate…Hey, I’m doing all the heavy-lifting!Ugh, not really…We’ve got what we we’re here for, let’s get out!Yes please, I’ve had enough of them!Let’s get the f*** out!
Closing Comments:
Went mostly well, was kind of a push-your-luck scenario with the numbers of crates picked-up being optional. We took them all.
I’ve picked up 3 with my Deepwraith, with invisibility helping a lot.
Guillaume’s Metal Mosaic going for the farthest/deepest crate was the real gutsy move of the session as going down 3 sets of stairs meant spending a lot of movement, just to be cornered by 3 enemies, all alone as it happened.
I found annoying that the scenario rules were nerfing my teleports actions, that limited my movement a lot and meant that I could hardly go further than midway.
Here’s some concepts I’m stealing from Delicious in Dungeon for my ongoing megadungeon campaign. It’s not even the food aspect of it, don’t care much about that, but there’s plenty other things that are worth borrowing.
(Note that the manga go further than that (14 books) but from book 10 and on it diverges from my main interest/obsession, the dungeon, as the story devolves into a big crisis and final resolution for the last few books.)
In bold is stuff I want forefront in my Gunderholfen campaign.
Dungeons, Demons and Masters
There’s two kind of dungeons in Delicious in Dungeon. Natural dungeons are simply places where magic happens to be strongly concentrated. Unnatural/real dungeons are different and are basically prisons for demons (entities from another world), one demon per dungeon to be more precise. Dungeons of this latter type are huge, sprawling, expanding and sometime changing to fit the need of its Master.
Part demon’s accomplice, part roadblock to its liberty, the Master of the Dungeon is the one who controls the physical object that detains the demon, somewhere in the deeper levels of the dungeon. Probably already powerful, a Master gain extra powers once they take over a Dungeon, like the ability to create monsters, modify the dungeon, and have access to unique spells. This comes at a cost as the demon’s influence slowly erodes the Master’s grasp on reality and leads to madness down the line.
Demons have some limited abilities to interact with interlopers and can try to influence them in some way. Adventurers can also become unwittingly the demon’s liberators if they manage to kill the Master without further precautions.
Aside: a Player Character managing to become a Master most probably become an NPC and a villain for another campaign…
The Deeper you go, the more Magic/Mana there is
Mana is everywhere but there’s a lot more mana inside dungeons than outside. It has two main effects. The first is allowing the presence of monsters as they need ambient mana in order to exist at all, and larger amounts the more powerful they are. Thus, powerful monsters cannot normally venture on the upper levels without seriously comprimising their health. (if you ever needed an explanation for monster placement here you go).
The second effect is on magic-using. Spells are easier to cast and are more efficient inside the dungeon. (and to go further than the manga on this particular point>>) The deeper you go the truer it becomes. This also means that more powerful magic can only be cast on deeper levels (or a special place like a wizard’s tower perhaps) and isn’t purely in proportion to it’s caster’s might/high level. (If you follow my meaning, this implies a system that is probably NOT D&D).
The all-important, well-rounded Magic-User
Magic-users are absolutely essential to a party of adventurers to the point where not having one would be a serious issue. Potions, scrolls and other one-shot items are non-existent, you MUST rely on the magic-user for utility spells (water-walking comes to mind), protection spells, sheer firepower and most of all, healing (resurrection even). It’s a world without clerics where mages can cast fireballs AND heal (but some are better at one or the other). Protecting the party’s magic-user is not to be taken lightly. This implies that magic-users are polyvalent, have large ressources (are not depleted that quickly, have also an additional reserve with their mana-staff) but must manage them as there’s nothing else to fall back to.
Know your Monsters: Dungeon Ecology
Monsters, except the very weakest, should always pose a threat if you don’t know much about them. You have to have knowledge of their abilities, weaknesses, favored tactics, etc. if you wish to reliably be victorious in encounters with monsters. Theoritical knowledge (from a book say) is fine but isn’t always reliable. Hard gained practical knowledge is best of course but isn’t widely shared and often kept to one’s group to have an edge over others.
Adventurers Guilds
Adventurers work in guilds (the same as a party), with each members having signed contracts (with terms that could differ from one another). The guild’s leader owns the party’s equipment in its entirety (weapons and armors included). He’s the one who buys provisions and equipment for everybody each delve. The guild members can leave the guild if they wish so as long their contracts allows it.
Fatigue and Resting
The food aspect of Delicious in Dungeon (i.e eat properly in your dungeon-delving or suffer dire consequences) is interesting but hard to put in place in a ttrpg I think. A more general approach that includes stamina/fatigue that player characters have to take into account is something I wish to put more emphasis on (resting as something more that regaining hit points or abilities) in my campaign.
Conclusion
The fluff about the Dungeon/Master/Demon isn’t that important to be honest, though it fits with the module I’m actually running (Gunderholfen). What I find much more interesting is to play, to adapt (as the dungeon master) with:
how magic is applied in this setting, changed by how deep you are in the dungeon
player characters doing a rest as something more significant than in classical D&D
and also, and this gives me some work to do, how many monsters should be puzzles to solve for the players (they have to learn how to fight them efficiently).
I would like this game to be bi-monthly at least – this is the kind of rpg campaign that needs the players to be invested in and remember things, but y’know, between my weekly frosthaven session with my brother-in-law, work, family life and, well, everything else, my ttrpgs ambitions often get the shorter straw…
Short session, 2 hours, with two thirds in town (Longfelt) with players trying to find – and obtain membership, of disreputable organisations.
Player Characters (PCs):
Aracyne (Isaac), Elf Hunter, Guild Leader
Forka (Edmond), Dogman Knight
Hédralynn (Marjorie), Elf Mage
J. Lebeau (Olivier), Dogman Fighter
Longfelt
Upon hearing of the existence of an Assassins’ guild, J Lebeau is determined to become a member.
After a stroll in a bad neighbordood in town, trying his best to be both intimidating and inquisitive, he finally hears from some locals that he should go to the Gasping Playhouse.
Here he talks to the owner, an half-elf named Rufina. She quickly guesses that he’s more interested in the real-life applications of the arts of assassination than in theatre.
She can introduce him to some friends be he has to prove that he’s got potential first. As he’s a dogman, the arts of impersonation isn’t that relevant but is he good at hiding and acrobatics? He shows, in front of a live audience, that he’s very good at it.
J Lebeau is introduced to the Assassins’ Guild, somewhere beneath the city.
______________________
Upon hearing of the existence of a Thieves’ guild, Aracyne is determined to become a member.
Aracyne goes talk to some shady merchant and asks him to whom he should talk if he has some not-quite-honest merchandises he would like to procure. He’s told that everybody knows (in this part of town) to go to the Ashen Bandit tavern for such dealings.
At the Ashen Bandit, Aracyne meets with Belita of the Thieves’s guild. He will be put to the test if he wants to join. How about he goes outside of Lady Keritsa’ Parlour, wait for some foolish fop to come out and come back with something of his?
Aracyne finds an easy target, cuts his purse without being seen and goes back to Belita. He gives her the purse and (after a small hesitation) its content .
Aracyne joins the Thieves’ Guild.
Meanwhile. Hédralynn wishes to find an artisan specialised in security/defensive installation, the kind that uses decapitation apparatus, boltshooters, poisonous gases, etc.
She spends some money on spreading the word and soon enough is introduced to a dwarf named Oshida. She wants to hire him and do some work inside Gunderholfen.
He assures Hédralynn that he’s an expert in this kind of work but, of course, his expertise don’t come cheap.
After a bit of negotiations, helped by the fact that (as a dwarf) he’s interested in Gunderholfen, he asks for 300 gp (100 now) for him and his team to make one very lethal room inside the dungeon at a tbd location.
Hédralynn takes most of the party’s collective gold and pays the fore payment.
Gunderholfen
Travel through Ganfal swamp went well.
PCs talk to their hobgoblin allies, give some suplies. Agree to block other adventuring parties from getting in. Chief Nerulf a bit suspicious of letting a dwarf team in but agrees if they split the spoils (of dead adventurers) 50/50.
The PCs then go explore below.
They kill some stirges from the nesr at the entrance of Level 2.
Past the Wind Corridor (remove their shoes) and flooded cave (walk on water spell), they get to a natural cave room with puffball mushrooms (the unmoving kind, charged with mana) that they’ve seen before. They linger in this room this time, Hédralynn to recharge her mana staff.
4 giant ant workers intrude (random encounter) in but the adventurers react quickly. Alfred wound one ant with his sword. Aracyne aims his bow for an unarmored spot and kills an ant with an arrow right between its mandibles. Forca just smash another with his 2-hands hammer. Hedralynn hurls two fireballs, one normal at the wounded ant and one supercharged to calcinate the remaining unhurt ant.
With the ants all dead, the PCs go further south. They get into the room with glowing crystals all over. Hédralynn again takes some of the mana to replenish her staff whilts her companions take some crystals with picks.
Now in unexplored territory, south-west, in a room full of mold, they get ambushed by 5 land lampreys. Two latch on Forca to suck his blood, the others miss their targets. Forca burns one to death with his torch. J Lebeau decapitates the other with his hand axe, its head still hanging from Forca’s thigh. Both Aracyne and Hédralynn manage to shoot another one with their bows. Alfred slay the last one with a sword slash. Forca removes the land lamprey’s head lacthed to him a bit messily with a dagger.
Further west, they get into a large room with its walls covered with pale moss. A whitish, oval rock stands out in the middle of the room. There’s 9 buttons on it. J Lebeau press them all to no visible effect. Forca and J Lebeau smash the stone to pieces, nothing happens.
Closing Comments;
As is my habbit, I did a preamble to our session, laying out a few things about the campaign, information about the home base/town this time around, mostly, and mentionned the guilds (the openly visible ones: fighters’, mages’ and the hidden thieves’ and assassins’, classical stuff). Both Olivier (made him think of Skyrim) and Isaac jumped on the idea of being part of secretive organisations and acted accordingly. In a different campaign I could have made a bigger deal of getting in, making it more difficult to find, with several steps, etc.
Marjorie/Hédralynn is trying hard to make it difficult for the competing adventuring parties (I made clear that competition would be a key component of the campaign, more on this another post). Her efforts should amount to something certainly but of course, it can’t be foolproof. I’ll let the dice decide in large part what happens to other parties.
I have some critiques of dragonbane (I’ll lay them out if I ever get around to do a proper review of the system) but combat isn’t one of them. It’s fast, fun and full of interesting options. PCs hit about 70% of the time, which is about right IMO, can topple an adversary, aim for a weak spot, try to evade a dangerous attack, etc. PCs are capable without being overpowered, it’s great.
Dungeon exploration was rather short this time so no going back to town, we’ll start where we left next session.