7/28/14

Sad Song

   First game of AD&D in 28 years! Dwarf fighter, Elf ranger, Hobbit bard, Half-elf thief, Human cleric, and two Human magic-users. Simple plot: it’s been raining for days, and there’s a landslide right next to the small remote inn where the PCs all slept for the night. That landslide reveals the door to some old forgotten structure. The party decide to go in and investigate. So far, so good.

   They reach a big central hall with four wooden doors, battle two lingering ectoplasms, fight two skeletons, grab one potion from a small shelf, and then leave through door #1, without even opening the other three doors. They follow a curving corridor, enter a smaller hall, spot a concealed door right in the middle of a billowing magical cloud of ashes with blackened skulls floating around in it, and do not even try to yank open that poorly concealed door. Then they get to the next corridor only to discover a caved in ceiling. The Dwarf tells them that it seems to be only about six feet thick. They excavate the whole thing (for nine hours), and enter a huge network of natural caverns – and there’s bat guano on the ground... Bat dung means bats. Bats means there’s an exit nearby. Exit means other people already explored these caverns for sure. Kids. Gnomes. Young albino druids. Whatever. This is D&D, after all.

   But the PCs just kept going. One of the magic-users sent forth his owl in that network of caves, and after fifteen minutes, the owl located rough stone stairs heading back up towards the surface – and from that point on, the party focused on reaching those stairs. It fucked up their perspective. Tunnel vision, sort of.

   And this is where I’d like to begin my analysis.

   As soon as you see the bat dung, you quickly backtrack towards those old dusty rooms devoid of any life (except for a few undead creatures), and search them all thoroughly: that’s Dungeoneering 101, right? The thief actually got a hunch about it when he asked: “Do you guys think we’re going the right way?”

   Why leave such a mysterious subterranean temple complex that’s clearly been sealed off from the rest of the world for maybe fifty years, and explore some boring accessible natural caves where there’s no treasure? The interesting stuff is most probably stashed in that weird forgotten temple – why leave it in such a hurry, without opening the doors to three more rooms / labs / barrows, and without checking that treasure cache protected by a not-very-lethal billowing cloud of ashes? It doesn’t make sense.

   There was a landslide. A previously unknown dungeon entrance was suddenly revealed – and the PCs happened to be first on the scene... Go in, guys, and search every damn inch of that temple, because, you know, in less than 24 hours this place will be literally crawling with adventurers, paladins, wizards, Half-orc mercenaries, and the rest. Again, this is D&D, after all. You have a tiny headstart – one day – make it count!

   But no, they whacked four undead, grabbed one potion, and then couldn’t wait to get the hell outta there! They explored about 15% of it. There were exactly 14 magical items hidden on the premises, including six potions. So, eight hard items, more than one per player. And they got precisely one potion. Bummer.

   They were just very very rusty. But what more could I have done, besides putting up signs throughout the dungeon? “Treasure here. Open door.”

   It raises a very interesting question. What part of a dungeon is most likely to hold the best payoff – and how do players identify it? “Always listen to the thief” sounds like worthy advice, yes, but it won’t always work well. It’s not a science, it’s an art.

   Dear Hobbit bard, your first song will be a sad one indeed...

There was a jolly jolly ring of spell storing
But we didn’t grab it
But we didn’t grab it
A jolly Gnome illusionist from Suloise Forest
Made off with the jolly bling
Made off with the jolly bling

There was a nasty nasty dagger of venom
But we didn’t clinch it
But we didn’t clinch it
A nasty Half-orc assassin from Gûna Hills
Put his name on the nasty sting
Put his name on the nasty sting

There was a yummy yummy potion of fire giant strength
But we didn’t find it
But we didn’t find it
A yummy female cleric from Ankub Downs
Did all that yummy drinking
Did all that yummy drinking

There was a silly silly bag of many things
But we didn’t bag it
But we didn’t bag it
A silly wrinkled knight of Veluna
Vanished with that many a thing
Vanished with that many a thing




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