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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