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So, I made and ran an old-school Dungeon Crawl over the weekend...

Started by Werekoala, August 27, 2007, 11:59:51 AM

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Werekoala

Spent all day Saturday drawing and writing up "The Lair of the Petty Tyrant" for my group. We have traps, fungi, ruined furniture, skeletons, wraiths, tapestries, absurdly random treasure, mysterious notes, living statues, paintings, secret doors, false doors, magic mouths, all that good stuff.

Started the PCs at 3rd level using 3rd Edition. They got through about 1/5 of the first level (two, total) and the verdict is "Great!"

Thanks for the ideas thrown out in the "elements" thread. Once I'm done with the module, I might post it here for you folks to use and abuse.

Comic moment of the night: Rogue makes a stunning roll to detect a 30' pit trap at a 4-way intersection (DC 25, they rolled a total of 28). Failed the roll to disarm, so everyone does the "corner hug" to get around it. Simple dex check.

Rogue failed it and fell in. :D
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

The HellHound 101

Yeah, I had one of those weekends too.

For those who don't know me, I burned out on gaming last year, and realized the burnout was really D&D burnout more than gaming burnout. I've been running some awesome WoD and Cyberpunk games lately, but then the other day when we got back from GenCon, my wife said the words I'd been dreading:

"I'd like to play D&D again"

Well, I'm sitting on every DCC module after #29 here, so I negotiate and we agree that I'll run a gestalt game for them using the DCC adventures. With no additional legwork between modules. Just hop from module to module.

So, today we played our first D&D game in ages (well, in over a year).

Since there's only two players, each with a gestalt character, I started with DCC35A - Halls of the Minotaur (a level 0 adventure). And for a DM screen, I'm using the screens from DCC39 (awesome 8-panel 3.5 rules DM screen... very very nicely done).

And of course... Campaign Coins. And the Paizo Critical Hit Deck (although I think I prefer the crit tables from the S&SS Advanced Player's Guide).

Boy were the campaign coins ever a hit.

And as long as I don't have to string together the adventures, this should be a pretty easy run. Something I can run when the girls are home and the eldest's boyfriend isn't here (he's in our Werewolf chronicle instead).

Dex is playing a Psion / Druid and the Eldest Gelfling is a Rogue / Duskblade

2/3 of the way through this level 0 module and they've had enough encounters to actually earn over 4,600 XP. With my halved rewards system we're down to 1,159 XP each.

Wish me luck, that I may survive this latest brush with D&D.
www.DREADGAZEBO.com
all my gaming crap in one place
CyberPunk, Star Frontiers, Vampire, Heroquest, Junk Dreams, GunPorn
and more...

The HellHound 101

Quote from: WerekoalaThanks for the ideas thrown out in the "elements" thread. Once I'm done with the module, I might post it here for you folks to use and abuse.

That would rock, since we'll be playing around that level within a few weeks most likely.
www.DREADGAZEBO.com
all my gaming crap in one place
CyberPunk, Star Frontiers, Vampire, Heroquest, Junk Dreams, GunPorn
and more...

jrients

Awesome!

I did not know that the Advanced Player's Guide had crit charts, or I would have bought it ages ago!
Jeff Rients
My gameblog

Blackleaf


The HellHound 101

Quote from: jrientsAwesome!

I did not know that the Advanced Player's Guide had crit charts, or I would have bought it ages ago!

It also has 'non epic' progressions for the core classes through to level 30, which I like.

Also:

Flaws for having very high stats
Advantages for having low stats
Some high level Prestige Classes (mostly pretty 'meh' though)
Some optional combat systems (hitpointless combat, variable initiative, and the critical hit tables)
Mana point spellcasting
Variant magic types (aethersmith, animist, geomancer, soulcrafter)
and a D&D specific version of the community rules from the D20 edition of Gamma World.

Of it all, the only parts that saw play in my games have been the epic core classes, one of the PrCs, and the crit tables.
www.DREADGAZEBO.com
all my gaming crap in one place
CyberPunk, Star Frontiers, Vampire, Heroquest, Junk Dreams, GunPorn
and more...

beeber

i switched my 3.5 campaign over to the mana system from the APG.  wish i got the chance to use the other stuff, tho :(

Aos

Quote from: WerekoalaSpent all day Saturday drawing and writing up "The Lair of the Petty Tyrant" for my group. We have traps, fungi, ruined furniture, skeletons, wraiths, tapestries, absurdly random treasure, mysterious notes, living statues, paintings, secret doors, false doors, magic mouths, all that good stuff.

Started the PCs at 3rd level using 3rd Edition. They got through about 1/5 of the first level (two, total) and the verdict is "Great!"

Thanks for the ideas thrown out in the "elements" thread. Once I'm done with the module, I might post it here for you folks to use and abuse.

Comic moment of the night: Rogue makes a stunning roll to detect a 30' pit trap at a 4-way intersection (DC 25, they rolled a total of 28). Failed the roll to disarm, so everyone does the "corner hug" to get around it. Simple dex check.

Rogue failed it and fell in. :D


Woot!
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

beeber


James McMurray

Quote from: beeberdid the rogue survive the fall?

Not if this was truly Old School. :)

Werekoala

Quote from: beeberdid the rogue survive the fall?

Alas, yes, but took good damage. Its only 1d6 per 10' apparently, per the traps in the DMs Guide, and it was only 30' deep.

There are others, though. Oh yes, there are others.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

beeber

it'd be close, advantage to the pit if spikes were involved.:raise:

edit:  oop! late reply!