I ran an AD&D game on Google+ recently.
Part of running older games is recapturing the wonder and excitement I
experienced as a kid, nostalgia I guess. I had pondered creating a sandbox
setting for the game I’m running and figured that I should draw on the things
that inspired me when I was growing up. The major influences were Fighting
Fantasy and Lone Wolf books, games of Talisman, Warhammer 3e and countless
readings of D&D Red Box. Visually Gary Chalk and John Blanche were huge
influences on me. While I am reminiscing, Callum an old DM and friend, joined
the game calling in from NSW. Excellent!
Gary Chalk illustrated my childhood. |
Callum had rolled up Chuck the dwarven
cleric/fighter and zealot of Dunethoin. Dunethoin is the god of secrets and
mysteries. Brendan brought Milgos and his henchwoman Betty. After a substantial
Google+ hic-up killed about an hour of game time we got underway and achieved the following:
·
Chuck met Milgos in one of
Khare’s many taverns and immediately made all present aware of his zealous
unwavering faith. Milgos was not impressed by the dwarf's fanaticism. He had
recently taken up the title of 'Milgos the Glum' as he brooded on the loss of his
dark elf form.
·
Chuck was looking to explore
the location of some cyclopean ruins that were held by a band of Slaang worshipping
marauders. Slaang is the chaotic god of malice.
·
Upon arriving at the caves they
were questioned by a man concealed in the undergrowth who insisted he was a hermit and that the group had
to leave as there were “definitely no
cyclopean ruins here to explore, thank you very much.” After a drawn out conversation Chuck became suspicious and
peered into the cave. While the ‘hermit’ had stalled for time a band of
marauders had gathered at the caves entrance. Combat was swift thanks to a hold
person spell and some terrible rolls.
·
Efforts to push the ‘held’
marauders off a cliff face were interrupted by the main marauder group led by a
Witch of Slaang. Once they were dispatched a marauder was spared and brow
beaten into forsaking his god Slaang and instead worshipping Dunethoin.
·
Chuck’s new ‘ally’ spilled the
beans on the caves layout and features mentioning some tunnels that were too
small for the bulky marauders to explore. These tunnels would be ignored.
·
The witch’s body turned to mist
and began to float away but was frozen solid by Milgos’ magic. The frozen chunks were then scooped into a bag of holding.
·
A cave demon was found and
dispatched. Milgos’ displacer cloak gave him the confidence to enter melee.
·
A giant stone head was discovered in
the cave demons lair. It was said to allow direct communication with the god Slaang
who would grant a wish to any who bested him in a contest of wits. Milgos was
torn but would have no truck with dark gods despite his desire to return to his
drow form. Chuck got out his chisel and defaced the head ruining it.
·
Further exploration found a
survivor of a prior expedition, Mad Mord, who gave them some extra information
on the cyclopean ruins which the players didn’t really pick up on. Probably
because at this point we were rushing things.
Sorcery! The feared Cave Demon turns out to be a manticore. |
The adventure I ran was a homebrew influenced
by the Sorcery! series of books, specifically the Shamutanti Hills, with an eye
to fine tune it into a one page dungeon entry. No adventure survives contact
with the players and despite my fatigue on the night I picked up on
a few things that didn’t really work:
·
The adventure needed more detail
as the caves were overshadowed by combat. Callum thought they were moving
through a dungeon when they were moving through natural caves. This could also
be because the fighting started well before any exploration.
·
More build up was required.
There was a big fight at the entrance and then some rushed and muddled exploring.
·
Some other sort of opponent
beyond the marauders and the cave demon was required. Is there room in the
caves for another faction if I space things out?
·
The puzzle, which led to the
portal concealing a cool encounter and substantial treasure, was either too well
hidden or simply not picked up on by the players. The primary goal seemed to be clear the dungeon of monsters first and if there's any play time left explore.
·
I got the impression the
players weren’t impressed with re-skinned humanoids preferring to battle the
classic creatures. The players searched in vain for the spell book of a witch after she
was killed. They became disheartened and queried how she could cast spells. It’s hardly my job as a DM to explain that she was a re-skinned ogre-mage.
·
The marauders were re-skinned
minotaur’s with a random mutation. Thanks to the random mutation roll one of
the marauders could psionically cast sleep. I think this met with raised
eyebrows that he cast a spell without a spell book and do it while wearing armour. This is probably a bit of
the old 3e fairness/monsters built like players mindset creeping in.
I’ll keep working on this adventure and the Sorcery! setting as I
think both have potential. It was great gaming with both Brendan and Callum. It has
been far too many years. Nostalgia is a good thing.
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