| My D&D One Page Dungeon Convention Game |
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| Adventures |
| Written by Lee Barber |
| Sunday, 18 October 2009 14:22 |
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For over two months I've been planning to run my OPD, Ruffthroats Rathskeller, at a local Ohio convention. Fortunately, there was an event not too far away that takes place after the "epic-ness" of ORIGINS. I signed up for a day at Con on the Cob, last Friday to be exact, where it would be easy to referee a game during a decent time slot. Regrettably, two persons whom I shall not name that had signed up to play via the Con website never materialized. I sat across from an empty table till an interested old-skooler, all the way from Arizona no less, took note of my Labyrinth Lord sign and called his friends to help fill the seats. Astonishingly, two of the gentlemen were artists in the genre, with portfolio art in print by Goblinoid Games! Robert also happened to be on the OD&D Forum that is used for folks involved in FIGHT ON magazine, the project I had named as a resource for some of the parts in the revised Rathskeller. I distributed the pre-gens on my handcrafted LL character sheets, and dice were soon rolled. Materials for the session included my one page map and monster key, GM notes from LL pdfs, and the Hexographer map of Minaria that was posted here. Some of these you can see in this photo of the game table:
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I made some changes to the original RR map, in case a player had already seen the file's digital release. I also added more monsters and items from the pages of FIGHT ON. Here is the map, with red areas being traps and blue representing water naturally:
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AREAS 1-4: Evil Hobgoblins are cavorting in the Ruffthroat Keep, having poisoned all the dapper raiders. A secret ladder beneath the fireplace provides access to the cellar. Outside the fortified house, the chopped up humans are being fed to young rocs swooping down from the sky...gruesome! AREAS 5-7: At the con, these areas were passed up in favor of the secret door to AREA 12. This meant the Elf in the group wouldn't have a chance to use spells like Sleep or Charm Person. In AREA 5, the hobgoblin leader, a hideous Thoul Shaman is holding the Ruffthroat leader prisoner. The Thoul is here to raid the chambers beyond, but the puzzle in AREA 8 has him stymied. A chest full of loot is on a ledge in AREA 6, protected by Abyssal Pollywogs. The Thoul had bodyguards, and a 3rd level Summoning spell for Abyssal Tamarins. A showdown isn't a showdown without demonic monkeys and fish! AREA 7 is the uncovered lair of a Wriggly Ooze, which will chase the party into AREA 8. AREA 8: This room was based off a FO adventure called the "Blocks of Quox". The huge stone sealing off the door can't be pulled free till the other three (rune-sided) blocks are placed in correct order along the north wall. AREA 9: Players will find the remains of a long dead robber underneath a fallen secret door. However, the skeleton beneath reanimates into a hateful Bloody Bones! This luckless sod was abandoned by his greedy cohort, who met his doom further in. Another secret door (also pursued by my secret passage favoring group) leads to a wizard crypt. AREA 10: This long hall features an ancient Elven chariot without horses, but present is a rotten female corpse on the passenger side. Anyone standing on the chariot must Save or be enthralled by the illusion of a romantic ride through the forest. If the PC isn't rescued, the illusionary trip ends with him kissing the vile corpse...super gruesome! AREA 11: The chewed up body of the other robber is sprawled face down here, slain by what lurks in AREA 12. AREA 12: My group entered this area from the side door instead of from AREA 11. The traps are pressure plates in the floor that each release a nearby portcullis. If the gates or circular pit in the NE corner are touched, an elevator platform rises out of the hole with a waiting Grisly Globe (detailed in FO as the Grisly Sphere). Fortunately, the one party member to be cut off from his companions was a healthy Cleric with magic plate mail. AREA 13: After descending some stairs, the party will see a semi-circular pit containing a 11 foot stone statue. In front of the pit is a lectern-like altar and two crouching gargoyles. The altar has a keyhole and Elvish runes; touching anything will animate the twin guardians of stone. AREA 14: Dominating this cold hall is a bronze-plated coffin, which is wet to the touch and surrounded by cave mold. If the players open the coffin, a broken magic staff flies out from within. It spins about the chamber till caught (also from FO). The soggy creature inside the crypt is a Mandragora Manikin, which looks like a golem made from vegetables and gnarled roots. The manikin will screech when slain, duplicating the damage last received upon all party members. AREA 15: The crumbling tunnels to this room reveal a strange crystal that is protruding from the ground. Scattered about the large stone are eggshells and dried eyeballs of solid blue, each the size of a coconut. AREA 16: This den was once a fine bedroom, but is now the lair of the two strongest Eye Spitter Orbs. The Orbs shoot globs of poison at the party if they intrude. The unknown wizard's treasure is beneath a large bed, along with a key to the device in AREA 13. The three wall alcoves have programmed illusions that cycle displays of flowers and fashionable garb. Game Mastering Observations: Although I had pre-gens ready, I allowed players to pick gear. Being 4th level, I allowed then to have a single +1 piece of equipment and a random potion, or a special item from a list. Two players were intrigued by the second choice, and were rewarded with a Molian Heart Staff and Crystal Owl of Spellstoring respectively (1 of the 10 items was cursed). In order to make demi-humans a bit more unique, I invoked some house rules to the race-classes. Only Dwarves would have true infravision, Elves would have a range-increasing keen vision. I also made the list of spells available to Elves about 50% different than standard, bringing in some illusionist and druid magic. Nobody played a Thief, so I didn't have a chance to test my d12 Knavery chart meant to replace the percentile classic. I will probably fix my LL PC Sheet layout, to include more spots to write adjusted stat numbers. Sadly, the time limit kept us from finishing all the dungeon areas, given that the "alternate" route was taken.
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