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Montag, 23. Juni 2014

011: Barrowmaze: The Power of Magic

Summary
The characters begin to plunder the area where they were ambushed the other week and retreat with some gold. Back in the village, the dwarf attempts to teach other tomb raiders but is foulmouthed by unlucky adventurers. He sets things straight with a duel to the death. Later, the party's witch casts detect magic with critical success. She sees and identifies everything magic in the entire village. Among other things, she finds out that all the children are under a spell. When the witch casts detect magic again some time later, she fumbles and transforms a tavern wench into some kind of earth elemental. Fortutnately, the dwarf is able to repair some damage done to her before the effect wears off after a few days.

Observations
  • After 10 sessions with almost no magical incidents, the unpredictable DCC rules struck twice! The fallout occupied most of the session.
  • Switching gears wasn't easy -- I started rolling for various NPCs' magic items, for instance, but detailing an entire village's worth of adventurers on the fly was too much.
  • DCC's curveball means there's a lot of work to be done (such as detailing the magic merchant's treasures) but I think it's a great opportunity.
  • The players used the unusual opportunities to portray their characters in various ways (CD's fatherly dwarf, HM's opportunistic rogue etc.).
  • CD risked a valuable character in a deadly duel. His character was brand new, true, but also sported above average rolls. The Luck stat provided some measure of safety I assume, but it can't protect against critical hits so it took real courage to enter the duel.
In a nutshell
An unsual but fascinating session.

Donnerstag, 12. Juni 2014

010: Barrowmaze: Ambushed!

Summary
The witch uses charm on a captured cultist and the party learns something about the Necromancers of Set and the Acolytes of Orcus. The captive also provides a partial map before being dispatched by the party afraid of the spell wearing off. The party then moves into a sector held by the followers of Set and are ambushed on the way out. The enemy's main ploy (skeletons attacking under cover of darkness) fails but it's a brutal fight nonetheless. A veteran fighter (level 3) goes down to a series of lucky attacks and the party's dwarf dies, too.

Observations
  • Prep was a lot more work than usual because I had to decide what the captives knew exactly. I copied a part of the map and edited out traps and room numbers -- always aware of the fact that none of that information might be needed (if, for instance, the party failed to take anyone alive). 
  • The characters act as a true team: HM burned Luck several times to save a comrade and CD and CW continued to willingly hold the frontline.
  • KT jumped through a secret door sliding close to pursue an enemy. He immediately became afraid of his own courage and regretted his act, at least until things had turned out well. I love it how such acts are at once really dangerous and really heroic!
  • KT was contrite about the death of CW's fighter because he had planned much of the party's tactics in the ambush.
  • I wonder if this would have been a total party kill if not for the party's unusual extra light source (a glowing rune). I had forgotten about that item and was unsure if it actually cancelled darkness. I gave the item a 1-in-6 chance of doing just that and rolled it without any consideration for the possible ramifications. Just like I want to handle things!
  • The party has reached a deeper, more dangerous part of the Barrowmaze. I described a change in architecture but I'm not sure the players realized the significance.
In a nutshell
An informative session with a terrific fight and brutal losses.

Donnerstag, 5. Juni 2014

009: Barrowmaze: The Thing in the Pit & Masked Strangers


Summary
The party uses the newly discovered entrance and scouts the area. The characters find a deep pit trap and are attacked by a huge insectoid creature living in it. One of the party's rogues kills it with a poisonous arrow. Next, a party of masked strangers accompanied by two zombies appears. The mysterious strangers talk about their plans to attack the Acolytes of Orcus - and who the hell is that?? - deeper in the Barrowmaze. The two parties decide to join forces. Even though the characters are betrayed and attacked almost immediately they manage to dispatch the strangers easily.

Observations
  • I had rolled up the thing in the pit several evenings ago and had been expecting a massacre ever since. However, the party never ventured down that particular corridor until this session. KT's gut instinct (and good memory perhaps - NPCs had described a man being dragged off into that corridor) and HM's poisonous arrow saved everyone's ass. KT has since pointed out that he was merely roleplaying: He wanted to portray his character's superstitiousness and chose a random corridor to fuss over (rather than holding up the game by doing this all the time). =) =) =)
  • I like how the deadliness cuts both ways: Monsters have to save or die, too (or can be ripped apart by a lucky crit).
  • I gave the players some glimpses about things going on behind-the-screen: I noted that the insectoid creature had been a dangerous monster but that I had rolled no treasure for it whatsoever. Sorry guys!
  • I resisted the impulse to comment on the strangers' tactics despite my players' curiosity. The players judged the strangers' tactics ineffective and were wondering what was up with that. 
  • The party has begun to employ scouting tactics. To my surprise, HM seemed not at all concerned when his rogue sneaked up on two giant scorpions by himself. He was bent on how to kill them rather than afraid for his life.
In a nutshell
A tense session, especially from my perspective.

Mittwoch, 21. Mai 2014

008: Barrowmaze: A New Entrance


The party moves into the mountains to cure the cursed dwarf. His trials - being made feverish and then jumping into a cool mountain lake - yield additionally, albeit quickly degrading saving throws. He lives. On their way to the Barrowmaze the party encounters and secretly follows others  tomb raiders who are doing excavation work on another mound. Back underground, the party discovers a staircase leading to the surface -- another entrance to the Barrowmaze! A fight with skeletons turns ugly when one the party's fighter fumbles on the first round, killing the dwarf. Critical hits by the skeletons take another life. Armed with two new magic weapons the party leaves via the newly discovered entrance, narrowly evading another group that apparently uses it on a regular basis. They cut a deal with the village witch to help with identifying one of the new weapons.

Observations
  • CD and KT cook up a new maneuver between sessions - enter the flaming tennis ball (lint and tinder, really) to light up long passages and prevent monsters from advancing to just beyond the party's torchlight.
  • There have been very few fumbles and critical hits until this evening. DCC's tables can be very dangerous indeed. 
  • There is an interesting debate on whether to sell magic items for XP (to level up) or to keep them in the party. (XP is only awarded for wasting hard-won gold on boozing and wenching etc.)
An intense session with tons of interesting encounters and discoveries!

Mittwoch, 14. Mai 2014

007: Barrowmaze: A Tragic Death


The party moves its supply depot deeper into the dungeon. The witch charms the deluded ghost encountered in the last session who then reveals the creatures and treasures in the immediate surroundings. A fight with a mysterious skeleton puts the fear into the players' hearts but their characters prevail. Ladden with magic items they return to the surface. With the exit less than 100 feet away, the party is attacked by robed skeletons. Bhain the Dwarf, carrying enough gold to level up, dies and Thorin the Dwarf is cursed and - pending another save next week - may very well die, too. The party vanquishes the skeletons and chops off Bhain's arms to retrieve his magical chainshirt (as Dwarves turn to stone upon death).

Observations
  • CD suggests a contract among the adventurers to deal with various money issues (e.g. buying healing potions together, handling the property of dead characters etc.). I never saw much point in founding 'adventuring companies' before but now - given the high death rates - this makes perfect sense! Another revelation regarding old school social dynamics.
  • The party gathers information about certain monsters rumored to prowl the dungeon and buys silver weapons and ammunition. Knowledge = Power.
  • In DCC, it's possible to charm un-dead (with a penalty). I like that because they have unusual points of view and information.
  • When a mysterious skeleton reduces GB's character from 10 to 1 hp with one hit, he almost panics and wants his character to flee the scene. Massive pressure from the other players - "Our guys are as just as dead as yours if that skeleton hits any of them" - and even death threats convince him to stay and fight from the second rank. He's in a bad mood after that.
  • CD saves the witch's life by preventing her from entering a tomb with a green slime. After the fight with the skeleton everyone but CD seemed to have forgotten about the party's suspicions regarding that tomb. It's one of several close calls, not all of which the players involved are aware of.
  • The death of CD's dwarf continues his streak of bad luck. He is a cautious yet proactive player but the dice have been against him for many sessions now. Here's hoping his luck will change!
In a nutshell
A succesful delve that ended on a grim note.

Donnerstag, 8. Mai 2014

006: Barrowmaze: Traps & Treasure


During downtime, one PC tames a wolf and another arranges a marriage for the village crone. Also, the party is invited by Hirot's ruler for a chat. Back in the Barrowmaze, the party discovers a heavily trapped cul-de-sac with a mysterious key in a silver casket. Careful maneuvering neutralizes all threats. Later, they find the richly decorated remains of a beastman recently sacrificed on a dark altar...

Observations
  • CD notes that wandering monsters rarely carry any treasure.
  • KT styles his rogue as a ranger (with skills like Survial, Stealth and Beast Mastery and a tame wolf).
  • A random encounter indicates a graffiti and leads to a lot of soul searching for the DM. More about this when I find the time to sort my thoughts.
A nice session. The players expertly navigated the cul-de-sac situation.

Freitag, 2. Mai 2014

005: Barrowmaze: Victory!


The party encounters another group of tomb raiders in the Barrowmaze. They manage to steal their clueless rivals' gold but then help them against a skeleton attack. The party's two new dwarf characters sniff out some gems and the party returns to the surface, fighting a series of small battles (with giant rats, mysterious skeletons and a lone skeleton, respectively). For the first time, they return from their adventures without casualties. Three PCs reach level 2.

Observations
  • KT had studied the combat rules and led the way setting up flanking positions, using Luck and reminding other players of their characters' special powers. 
  • When KT began to describe his new character at the beginning of the session, cries of "One line of background only!" erupted. KT, known for writing pages and pages of backstory, continued unperturbed -- he is used to friendly ribbing in this matter.
  • Players got more cocky with 1st level characters, particularly ones with poor stats.
  • The way back to the exit was again a tense affair but also took up quite a bit of time. I wonder if we should double the movement rate in known and mapped territory...
  • The players were very pleased with their success (and rightly so, I might add).
  • I keep 'revealing' rules from D&D 3.5e that are second nature to me but which I never bothered explaining. This is a bit irritating to the players but I'm not sure if a huge infodump at the beginning would have been better. Ask me about charging enemies, for instance, and you shall be rewarded!
In a nutshell
A very satisfying session - the characters' success nicely counterbalances the bloodbaths behind (and most likely ahead of) them!