Showing posts with label TPK. Show all posts
Showing posts with label TPK. Show all posts

Wednesday, 11 July 2012

Caves of Mykonos – D&D TPK play report


So, before this session I was thinking about cutting the per level experience point requirements in half. Even when we do play regularly, we don’t play the kind of marathon sessions that D&D was seemingly designed for. Given that part of the fun of D&D is levelling up and experiencing the way that the game changes, I was thinking of ways to make this happen. And I decided that it was better to keep a core part of D&D – mechanical XP awards (for defeating monsters, getting gold), variable advancement rates (you’ve got to give the Thief something, and hobble that sword-swinging spell-cannon, the Elf), rather than adopt a bland, ‘okay, you’ve survived three sessions, level up everyone’.

Of course, it didn’t matter. Not one character got close to touching second level. The second session ended in a TPK.

5th of Highsummer

Mangloo and Hopkirk (played by S) were delayed on the road to Ubberhouses – they were gigging that night – but the party were joined by two brothers, Crash and Eddie, Fighters with serious personality problems (what was it D, CHR 6 and 7?). Together with Gandalf (a Magic-User played by A) and the survivors of the last expedition, Abraham and Mohammed (Clerics played by C), and Catrina (a Thief played by A), the party set off for the hermit’s caves.

About a mile from the cave entrance, they came across the naked, mutilated bodies of Sibelius and Bosch, staked out as ‘scarecrows’, with signs reading ‘PIZZ OFF’ and ‘TRESPASERS WILL BE MURDERINGED’. The party buried the bodies, before heading on to the caves.

Their passage through the caves was relatively easy. They skirted the home of the CARRION CRAWLERS, reasoning that you don’t find treasure in a trash heap (good reasoning, but the beasts might have brought back a body or two back to their lair…) and found a much reduced GOBLIN presence. The earlier expedition hadn’t been totally in vain.

They mistook the laughter and agony of gambling for torture, which was amusing, before they surprised some GOBLIN sentries. And they rolled well, killing the scattered, thinned out goblins here, and deeper in the caves, with the first volley from the bows or swing of the sword. It was all very easy. The party avoided what might well have been traps – deciding to leave a shrine to a mushroom god well alone – they didn’t even touch the idol – and staying out of a cave covered in mushrooms which contained the body of a knight in shining platemail. ‘Cool’, I thought, ‘my players were getting low-level D&D. It is a game of caution, of planning, of making sure that every fight is over quickly or isn’t fought at all, while at the same time maximising loot’. They didn’t find the 100GP promissory note under a bed from the Bank of Barton and Black, nor did they take the mirror decorated with gold leaf that I described, but they were making good progress.


Then I rolled a 1 on a d12. I had decided that, with the numbers thinned, the GOBLIN patrols would only return to the cave on a roll of a 1 on a d12, checked every turn. In other words, they would return once every two hours on average. This was probably too short an interval between visits to the lair, but, hey, the party could deal with it. The party heard the returning GOBLINS stumble across the bodies of their comrades, but instead of finding a defensible position or preparing an ambush, they pushed deeper into the dungeon! Hey. You do know you can hear the sound of GOBLINS back up those stairs, yes?

They ignored a wooden gate, reasoning that behind that could only be a monster, and instead opened a wooden, iron barred door. Faced with a corridor that ended in another wooden, iron barred door, they listened, and heard discordant fiddle music, laughter, screams and weeping singing, and the stamp of armoured feet. And then they opened the door.

They were face-to-face with Guthrag, a 3HD GOBLIN KING, and his 2HD GOBLIN bodyguard – as well as the Ubberhouses youths who had been Mykonos’ servants. Gandalf cast Sleep, which knocked out the elite GOBLINS but not the GOBLIN KING (I always allow a saving throw for Sleep, mindful that even quite large low-level PC parties are liable to be wiped out by a single 1st level NPC Magic User who wins the initiative roll.) Crash and Eddie charged the GOBLIN KING, while Gandalf and Catrina went to work slitting the throats of the sleeping GOBLINS. Abraham and Mohammed, with the foresight that would be benefited the party had they developed it a little earlier, picked up the GOBLIN KING’s makeshift throne and used it to barricade the door. STR tests coming up.

Crash and Eddie were extremely busy failing to hit the GOBLIN KING, who round after round hit men hiding behind shields and wearing chain mail. He had Sibelius’ bastard sword (lucky for them, for all the good it did, I ruled he was wielding it one-handed) and was wearing Bosch’s oversized chainmail. Nevertheless, on the balance of probabilities, Crash, Eddie, and later Catrina should have done more than scratch him. In the end, that was all they managed. Crash (or was it Eddie?) fell first, his arm smashed via the Death and Dismemberment table. Abraham and Mohammed failed their STR test, and six GOBLINS burst into the room, led by a mean looking 2HD boss. Gandalf read his Scroll of Magic Missile (a little present to keep a 1st level Classic D&D Magic User useful), which didn’t stop the 2HD boss charging straight at him. He lasted a couple of rounds before he dropped screaming, his leg shattered. Abraham was literally cut the pieces by the GOBLINS. And from then on, rolls on the Death and Dismemberment table ground the party down until… TPK. 

Why did the party press deeper into the dungeon, even as they knew of the danger behind them? D says this was good roleplaying – that was what Crash and Eddie would have done. I don’t buy this entirely – I say that as professional soldiers they would have known that getting outflanked and outnumbered by the enemy was a VERY BAD THING – but it is the players’ game. The decisions are theirs to make. A says that, in hinsight, she should have had one of her characters suggest caution, but trusted the decisions of D the player when she should have been questioning the actions of the characters Crash and Eddie, who had clearly been warped by the horrors of war. It was a shame that C’s sense to use have his characters use the environment didn’t come until they were already surrounded… 

As a final note, it seemed to me that the players didn’t many questions on behalf of their characters. On Saturday, we played Lamentations of the Flame Princess with A, her sister and brother-in-law. The players asked endless questions about how things looked, felt, sounded, or smelled. Perhaps I need to stress that a large part of playing a roleplaying game is asking what your character can see, hear, smell, feel, and also what your character knows of the game world, rather than relying on the first bare description provided by the GM as if it is the totality of the world. 

Question: If a party finds gold that a monster has added to its hoard by taking it from their dead companions, do they get the equivalent XP? I wouldn’t award XP for characters who loot the bodies of comrades who died in the same session. But at the other extreme, monster hoards must include a fair amount of treasure from dead adventurers. How long before it becomes XP-awardable? How different does the party composition need to be before it counts as treasure? These questions only matter at low levels, where the 100GP or so that an adventurer might carry into a dungeon makes a difference. So, judging by the play so far, it will always matter in this campaign!

Thursday, 12 January 2012

Heroquest TPK

C was missing from last night’s game night, so we played Heroquest rather than continuing our WFRP2e adventure. S played the Evil Wizard, and chose to begin with the first adventure of Return of the Witch Lord. The Barbarian, played by D, died in the first room we entered (“this is a game for kids, right?” he asked), from which poured seemingly endless undead and two Chaos Warriors. While he was doing his loincloth and sword thing, my Elf and A’s Wizard fled into a room from which there was no escape. The Elf held the doorway, running out of Body Points when there were just two Skeletons, after which the Wizard went hand-to-hand with the putrid foe, and won! The Wizard then wandered the board, with just one Body Point left, searching for traps, searching for treasure, until there was nothing left to do but open another door. More Mummies! Despite my suggestion that the Wizard attempt to lead the slow Mummies on a chase, leaping a pit trap (which he would have a 50% chance of surviving), which would kill, on average, half of his pursuers, the Wizard bowed to the inevitable and stood toe-to-toe with the ancient Nehekharans. And died.

Your Adventure Ends Here.


No, we didn't even get close to his front door. We died in his Porch of Doom.


Though it doesn’t say so, I think that the heroes you bring to the fallen city of Kalos are meant to be a little more experienced and tooled up that the straight-from-the-box-heroes we ran. Nevertheless, according to S, the Evil Wizard, there were just a handful of monsters left on the map when the Wizard finally died. If we’d played with the Dwarf, and made some slightly different decisions, we might just have scraped through to the Gate of Doom.

Thinking about number of players and level suitability got me thinking about early D&D modules, which were often recommended for relatively high numbers of players. Given that I've most often played with 3-4 players, these modules couldn't be used at the recommended levels without some careful thought. More, I'm not sure I'd want to play with 8 or so players. One, that's too many to fit around a table - and it's a recipe for a cup of tea going crashing all over character sheets at the least. Two, it's far more likely to be difficult to GM - not only are some players and their characters going to melt into the background, but splitting the party makes plenty of in game sense, and that can be a big headache for a GM. What do people think are the optimum number of players? Does this vary between games? What about multiple characters per player (a solution I'm not keen on)? Is it all down to producing sufficient meatshields?