I had a great time playing last night guys, thanks for sticking around for the extra hour. When 11 rolled around and I didn’t want to stop I realized I was having a really good time. I have to thank Sailfish Bill for keeping the night fun and not turning it into deep despair over the crushing losses of Panza and Oolorin.
It was an interesting approach to the dungeon. I didn’t expect you guys to tackle the dungeon from the secret entrance, so that changed how I thought things would go last night. The vicious battle in the crawlspace was very DCC, with no room for maneuver or any kind of defense other than death at the jaws of an enormous necrotic snake. I was sad to see Waldak and Microcline killed in such a gruesome manner, but I was happy that Sailfish pulled through. And then you guys were immediately faced with the end of the dungeon, with two treasure rooms, one false and one true.
I’ve been chatting with other DCC DMs on G+ and we’re all in agreement that you have to stick it out when it comes to killing off the characters. It is a core component of the game, even though I felt really bad. As Goodman writes in the Judge’s section:
“Let the characters die if the dice so dictate. Nothing is as precious as a PC’s life when it can be taken away - and nothing is so unchallenging as a game where the players know the judge will not kill their characters.”
The false treasure room trap is vicious. If you roll poorly for initiative, your doom has come. I was tempted to pull my punches and leave a step out, but I’m glad I didn’t. But I was also happy when shellfishguy offered to sacrifice his luck for the good of Panza and Oolorin. It was a bit retroactive, and Goodman might frown upon me, but I thought it was generally legit. Bruised and battered, perhaps wiser for their experience, Panza and Oolorin emerged from the crawlspace holding a remarkable wolf pelt, a wondrous drinking horn, and a magnificent wolf spear.
This is a good moment to talk experience points. The entire party, other than Panza who hadn’t joined up yet, gain 2 xp for tricking the Hound. Penchus gains 1 xp for convincing Beacom to give him the hammer. Oolorin gains 1 xp for agreeing to marry the mad widow. The entire party gains 2 xp for defeating the ghoul in the crawlspace. Oolorin and Panza and Bill gain 2xp for surviving the false treasure room trap. The entire party gains 2 xp for defeating the tomb ghouls in the room of the Cave Bear.
Totals:
Oolorin: 9
Penchus:7
Gundabar: 6
Bill: 8
Panza: 6
You need 50xp to reach 2nd level. Good luck.
I also need to either put the wondrous items into character handouts in the Roll20 adventure.