We last left our adventurers in the 1st of three room (the revised room 6 from the rekeyed map. In reading reviews of this sort of dungeon, I realized I had not really numbered the rooms in a good way. Revised that and slowly getting the document reset. I'll push a link out at the end of this post for the still very much WIP. I also need to make the descriptions "pop" more, and differentiate what the players see versus what the GM sees. Some bolding or something to differentiate the text).
Of course the fighter wants the sword on the skeleton, and the thief the ring. Turns out a skeleton against 3 fairly effective fighters, the fourth being at the door, is a poor match. The skeleton never even got a blow in.
It also turns out that the walls I have are probably about 20' each, so blocking off a 20x20 foot room is easy/ Then you realize how little actual fighting room you have in there. And my ancient skeleton is from 40 years ago, so 28mm was actually 28mm vs the more heroic (and easier to paint!) 30-32mm that most minis seem to be at now.
Regardless, they make fast work of the skeleton, and now have a zombie ring, which is how the skeleton was still able to get up and about. Thought perhaps it should have been a zombie instead? No on recognized the the fist-sized diamond shaped as a wolf as a gem of summoning - I don't have a wizard in this bunch.
The next room has 3 caskets which take up a lot of space in a 20x20 foot room! While realistic, it does make for some interesting combat. They were attacked by the rats, but no one got hurt as their armor absorbed any damage. No one was foolish enough to grab the wizard staff despite their being a gem attached. The thief character recognized the baby dragon egg, and managed to snatch that. And of course they took all 4 rings from the last casket.
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