icastlight.blogspot.com Open in urlscan Pro
2a00:1450:4001:828::2001  Public Scan

Submitted URL: http://icastlight.blogspot.com/
Effective URL: https://icastlight.blogspot.com/
Submission: On March 26 via api from US — Scanned from DE

Form analysis 1 forms found in the DOM

https://icastlight.blogspot.com/search

<form action="https://icastlight.blogspot.com/search" class="gsc-search-box" target="_top">
  <table cellpadding="0" cellspacing="0" class="gsc-search-box">
    <tbody>
      <tr>
        <td class="gsc-input">
          <input autocomplete="off" class="gsc-input" name="q" size="10" title="search" type="text" value="">
        </td>
        <td class="gsc-search-button">
          <input class="gsc-search-button" title="search" type="submit" value="Search">
        </td>
      </tr>
    </tbody>
  </table>
</form>

Text Content

"In the D&D BASIC rules, a blinded creature may not attack."





WHAT INTERESTING ABOUT BASIC DUNGONEERING: AND WHAT IS NOT



Art by the fantastic DiTerlizzi




In reading Marcia's review of her experience with Shadowdark, I contemplated on
how I run my own OSE games. This is also fresh on my mind because I am running
Miranda Elkins' fantastic Nightwick. Its all about distilling things down to the
interesting choice and eliminating the non-interesting one.

Basic Equipment: I am thinking about charging my players a flat rate for all
basic dungeoneering equipment that is rolled into weekly expenses-- so 7sp a
week for expenses plus ~3-5sp for pick of equipment


 * Not interesting:  Cost of equipment, especially down to coppers
 * Interesting: Scarcity (what if there is no 50' rope this week?) and how many
   slots PC dedicates to basic equipment



Light: Due to torch cost and number per slot, it is easy to carry a lot of
torches.


 * Not interesting: Carrying enough light to last 12-24 turns- easily done
 * Interesting: When torches extinguish-- like in the middle of a fight or when
   the goblins you are negotiating with get mad; how many hands in the party are
   occupied by torches

This is why I prefer to use the overloaded encounter die to simulate inopportune
moments when a torch is snuffed out- gust of wind, dripping slime, bucket of
sand thrown by a sneaky goblin. And with regards to hands, holding a torch
potentially lowers AC, removes a weapon, or makes spell casting delayed (need
both hands). One saving grace: torches are an improvised weapon that do 1d4 dmg
and are on fire.



Stuck Doors: I now commonly interpret the 2-in-6 chance as a basic surprise
roll. If they players fail it, they make a loud noise and alert anything on the
other side of the door, but open it next round.
 * Not interesting: Rolling a d6 over and over again to see if PCs finally break
   down a door
 * Interesting: Seeing if PC get surprise on whatever is on the otherside; if
   additional equipment is brought to deal with doors

I usually like the idea that a crowbar allows and additional 1d6 rolled per
individual with one.


Rations: This is similar to the situation with light, its easy to carry enough
food/water for 2-4 hours which is more likely the time frame of a dungeon
delve-- not a camping trip.
 * Not interesting: Tracking both food and water separately for nominal
   circumstances
 * Interesting: How many PCs carry rations; will rations be used for other
   things (like distracting monsters) or saved to avoid fatigue

For me the nature of rations are both food and water abstracted. So if a player
want to use food as a distraction, mark off 1 rations. If a player wants to
douse a small fire, use 2 rations as you frantically empty out a water skin and
try to put out the fire consuming the spell book.



Secret Doors & Traps:  Two dungeon features that are opposite sides of the same
coin. Really I think Chris McDowall has written some of the best bits on this
that boil down to "traps are puzzles" and not really "gotcha".



 * Not interesting: Situations where the PCs have to pick the exact right spot
   and roll a 1-2 in 6
 * Interesting: Adding in environmental clues or other sources of information
   that allows discovery by players investigating the fictional environment

Now, I will keep both rolls as a back-up for either PCs not having a good idea
and/or a back-up for perhaps me being unable to convey the fictional environment
properly in the moment.


Weapons: I've yet to find a really good way to do weapons simply outside of 1d6
damage for all types. I don't mind BX's variable weapon damage. And I do like
some old rulesets sorta "first strike" if your weapon is larger than an
opponents other wise smaller, lighter weapons strike first in subsequent
arounds.


So here is what I have got so far: Using a weapon two-handed is a +1 to damage,
using an off-hand weapon is +1 to-hit, and a shield is of course +1 AC. I do
like that fighters with bows can shoot twice if they did not move and the
"cleave" ability.
 * Not interesting: Weapon factors that are so extensive they require a separate
   rules discussion, trigger player obsession, and/or orient the whole of
   gameplay to combat
 * Interesting: What PCs chose to do with their hands: more armor, more weapons,
   or more light

So that is it for now, if you'd like to see more of my house rules here is my
post on the Serpent Song Hymnal. I hope to have a sorta player version created
sometime soon but I'm still trying to dial-in what my go-to "french vanilla" D&D
is like.




By Warren D. at March 16, 2024 3 comments:

Labels: house rules



NIGHTWICK ABBEY: THE PURPLE EATER OF PEOPLE SESSION 85



Previously in Nightwick...

This week's adventurers:

Blossom (Rogue 6)
Mechtilde (Fighter 5)
Mayfly (Magician 5)
Liminal Space (Changeling 4)
Krupe (Cleric 3)
Thekla (Magician 1)

AT THE MEDUSA'S HEAD...

With a "smaller" party of 6, the group decided to hire on two woodsmen and one
too-pleasant peasant. The two woodsmen are hired to occupy the front lines to
carry Mechtilde's tower shields. And the too-pleasant peasant will be our
link-light. Assman (Fighter 1) joins as well.

...THEN DOWN TO THE ABBEY...

THE EVER-SHIFTING ABBEY: The party's first challenge is not from the creatures
in the Abbey, but the Abbey itself! After stepping through the 3rd level
mausoleum doors, the sunlight that normally filters in is cut off. Instead when
the party looks back the exit out is instead another hallway. "Damn." The party
decides to do a recon of the surrounding area just to get a better sense of the
extent of the reorientation (PC NOTE: This was due to some last-minute cleric
casting to save the party during their last delve).

CRYPT OF THE GUARDIAN STATUES: The party realizes they are in a familiar room
that once contained two animated stone statues, now destroyed, but the dungeon
section leads somewhere else when moving west. The goal is still to find (1)
pieces of the golden skeleton and (2) steal the crown of Valax. The party heads
south and finds themselves again in familiar territory: two double doors lead to
a large room where they once roasted several cultists. Good news! The party
decides to gamble and turn east to see if the rest of the dungeon has remained
the same.

STAIRS TO LEVEL 4: Through ossuaries, the party crawls and finds themselves back
in front of the entrance to level 4- huzzah! It would have been terrible to lose
knowledge of that entrance. With a little more treasure hunting in the adjacent
ossuaries, the party finds their first objective- a golden right arm! Now we
have another piece of the golden skeleton to Mayfly's delight and the rest of
the party's general unease.

HALL OF SINNERS: The party travels a little further east and hits a "T" junction
that might indicate they are close to their goal. They travel through a south
door and enter a room covered in murals. Most of the party has been here before,
however, with Mayfly in tow they notice a new image on the wall. The party is
treated to a scene where Mayfly is being handed a rat with a human-looking face.



> Liminal: Oh! Let's test the potion of Rat Control that Halfdan gave us!
> 
> Mayfly: NO! <slaps the potion to the ground shattering it> NEVER DO THAT!
> 
> Rest of the Party: ...
> 
> Mayfly: ...anyways...um...nothing to see here we should move on...



The party turns south and moves through another familiar room with a well-worn
path leading west and knows that by moving southward it should be the chamber of
Valax.

THE CHAMBER OF VALAX: The party listens at the door and hears a beckoning. The
party kicks open the door to reveal a small chamber containing a hovering
statue, with green-floating eyes, and a floating crown. Blossom checks for traps
and finding none, the party proceeds forward with confidence. 

Liminal is the first to cross the threshold only to have the Abbey floor open up
beneath him! Landing hard (PC NOTE: 12 dmg!), our changing is then met with
gushing blood at the bottom- the party scrambles to throw him a rope just in
time. Laughter can be heard coming from the statue which heralds a swarm of
scarabs- the party retreats, Mayfly casts Fireball (PC NOTE: 24 dmg) and
Mechtile quickly dispatches the rest. More laughter from the statue.

The party ponders how to cross the pit and get back quickly. Luckily, Mechtile
has had two hirelings carry tower shields the whole time through this delve and
the party constructs a bridge involving the shields, 10-foot poles, and
blood-soaked rope. The party crosses the pit, snatches the crown, and retreats
as alarmed cultists come through the eastern door!

...THEN BACK TO THE VILLAGE.

The net total for this session is: 554xp each & 400sp each (which includes
collected silver coins and the crown).



Nothing really to do with this delve,
but just want to show off my miniature efforts






By Warren D. at March 04, 2024 No comments:

Labels: nightwick



WHERE HELL COMES TO PREY: RUNNING NIGHTWICK ABBEY 02



I have just completed DMing my fifth session of Nightwick Abbey, an OSE
megadungeon authored by Miranda Elkins and illustrated by Chris Huth. These
posts will be a continuing effort to document this campaign I dubbed Where Hell
Comes To Prey. I might try to keep the subsequent summaries to just highlights
instead of following my usual pattern of room-to-room player reports.

WHERE HELL COMES TO PREY

Our Sunday Congregation:
Miriam M1
Adum F1
Froggie Fr1
Callus C1
Asterion F1


Session 5 FEB 18 Highlights: 
 * Evil Still Prowls: In Nightwick Village, graves continue to be upturned and
   woodsmen killed; two hirelings are taken on by the party; off to the Abbey
   
   
 * YOU ARE PREY!: Discussions with amalgams of animal and human are held; PC
   attempt to build sympathy and trust but instead are betrayed and led to a
   pit-trap; one hireling dies and Miriam is grievously wounded; a fight ensues
   and Froggie is mortally wounded but quick action to bind wounds save him from
   death; several pieces of jewelry are collected
   
   
 * Holy Water, Holy $*%^&!: After dropping Froggy off at the church, the party
   returns with a new magician, an astrologer, and student of Saffory’s
   Principles of Arcane Dueling; they decide to drop into the pit to explore
   some hallways; their exploration leads them to a room full of dead all bowed
   in silent prayer– broken by the cleric’s attempt to turn them; at failure,
   the dead swordmen’s draw their weapons and charge; holy water, baptizing
   fire, and some mighty hammer swings; however the Abbey takes its due with a
   vicious sword through the gut of one of the fighters (DM note: Nat 20 for 6
   damage)

POST-MORTEM


Communing With The Abbey: It was around session 03 that I finally was able to
dial in the feel that I wanted out of Nightwick. For example in Session 03, I
had restocked the West Tower Entrance with 9 Blind Dead since the room also has
a statue, I had the players open a door to some sorta of ceremony interrupted. I
gave the players a space to negotiate and they bluffed their way into one
character being possessed. This encounter contains the eeriness and danger that
as a player I've always felt the Abbey has- a lot of high-risk possibilities
that drive tense action.


Perfect Timing (With Adjustments): And speaking of tense action, I think the 100
minutes continues to be a good format. It plays quick and I don't feel overly
exhausted at the end of it. I do think however, I might need to start caping
players out at a table of 4-6 players. Because I am trying to keep to a brisk
100-minute period, it does help to go more times around the table, more rooms
are explored, and more encounters can be had. When the table is 7,8, or 9
players, you can't squeeze as much decision-making in the same time-period.


Session Worksheet: I hope to post a little later, but I do have a session
worksheet that I have figured out works to keep me on track. The front is
devoted to the following
 * Downtime- list the downtime options available
 * Village Happenings- how gossip about the PCs and about factions moving in the
   background
 * Hirelings- a few hirelings that are available
 * Any additional item

On the back, I write the players' names and just use it to take notes as the
session progresses, including jotting down enemy HP totals and treasure gained.
I am thinking about adapting Gus L's Tomb Robbers of the Crystal
Frontier Expedition Sheet which includes a marching order tracker, turn tracker,
and treasure gained.


Downtime in Zyan:  Sticking to the motto of using what I already own, I leafed
through this 'zine to understand what I could employ when a player wanted to
invest in Rupert vanToad's trading company. I decided to treat as a sorta
institution:
 * Tier 1: A greater number of basic goods
 * Tier 2: +1 additional suits of armor
 * Tier 3: Can be treated as a "city" in terms of types of
   weapons/armor/equipment found there


Nightwick is still a fantastic dungeon to run and I can't wait to get to it! If
you are interested, Miranda is running her new Vance-meets-Dunsany crawl
Cuccanga over on Start Playing







By Warren D. at February 21, 2024 2 comments:

Labels: megadungeon, nightwick, prep



NIGHTWICK ABBEY: THE PURPLE EATER OF PEOPLE SESSION 82





Previously in Nightwick...

This week's adventurers:

Blossom (Rogue 6)
Mayfly (Magician 5)
Mechtilde (Fighter 5)
Liminal Space (Changeling 4)
Krupe (Cleric 3)
Voorhis (Fighter 2)
Poppy (Fighter 2)
Thekla (Magician 1)

AT THE MEDUSA'S HEAD...

This week the party decides to continue the exploration of the third level of
Nightwick to order to secure and recover any treasure that might have been
overlooked in the heady rush of the first sojourns into Level 4. Plus, Mayfly
still would like to find other pieces of the golden skeleton and the rest of the
party seems okay with that: "Let's go get your golden Frankenstein".

...THEN DOWN TO THE ABBEY...

CRADLE OF THE CINDER KINDER: With the guardian statues vanquished, the party has
an easy time entering the Abbey via the graveyard entrance and turns south
toward the sound of crying infants. The group organizes themselves to give
Mayfly a clean shot then swiftly kick the door in! Lightning quickly turns and
reduces to ash the flaming mockeries of children in a simple 30ft X 30ft room.

INVESTIGATION, INTERRUPTED: Before the party can investigate the remains of the
monsters they have killed a door mysteriously open to the east, and a pack of 5
ghouls swift moves to attack the front and left flank of the party's line!
Mechtile and Liminal stave off the front assault, but while the new fighters and
Blossom take a few nasty hits. Mayfly's web goes off to tie up the ghouls in the
front, and allow Mechtile and Liminal to wheel to protect the flank-- all ghouls
are dispatched in good time. The party leaves this 30ft X 30ft room and proceeds
west.

MORE SKULLS: The door pops open easily enough revealing a room of skulls whose
eye sockets glint with something green (gems?). Blossom checks for traps across
the threshold, but finds nothing-- all safe? Liminal steps forward to check out
the skulls which suddenly vomit forth a cloud of gas! Overcome by fear, Liminal
charges back into the 30ft X 30ft room screaming. It takes almost the whole
party to dogpile the hysterical changing and apply a gag. The party breathless
awaits the Abbey's response to such alarm.

DEVIL MAN- DEVIL MAN, CALLING DEVIL MAN RUNNING IN MY HEAD, YEAH! The southern
door opens and 7 men appear with red skin, and shiny black horns, and all have
equally pointy beards-- the sons of The Pit. The party is quick enough on their
feet, Mayfly moves to the north archway while Blossom and Mechtild for a front
rank, the rest of the party hold Liminal and move middle. The devils draw their
swords in preternatural union while Mayfly draws the sigil of fire in the air--
an explosion in the middle of the infernal ranks! (PC NOTE: Fireball damage 18).
Some smoking yet-to-be-dead-Devil Men survive but certainly not the follow-up
assault by the party's experienced swordsmen. In the end, their smoldering,
sliced-up corpses leave behind a couple of rings and a few gems (650sp)

Breathing hard, wounded, and still standing in the same 30ft X 30ft room, the
party decides to leave this #*$^ing accursed place.

...THEN BACK TO THE VILLAGE.


By Warren D. at February 16, 2024 No comments:

Labels: nightwick



STRAIGHT UP VILLAIN: FROM RANDOM ENCOUNTER TO INTENTIONAL ANTAGONIST



Yeah, no feelin'




AN ORIGIN STORY

In the latest session of Where Hell Comes To Prey my Nightwick Abbey campaign,
the players made an interesting gamble. Two players decided to kick in a door
despite the sounds of torture behind it. The door gave way, gave them a surprise
round, and they pounced on their cannibalistic opposition dispatching one
immediately and two more in short order.

The final hulking figure was knocked unconscious by a thrown crowbar (improvised
weapon, thrown, 1d4 non-lethal dmg; rolled a 4!). The players interrogated this
creature which yielded them information about a blood cult, a Baroness, an
obsession with meat, and punishing the weak and undeserving.

Eventually, the cannibal broke free and after a failed lunge at the player, ran
for an exit. The players did not pursue it. This cannibal is as follows:



> Berserker: AC 12, HD 1+1*, 1 x weapon (1d8), MV 40, ML 12; 
> Rage: +2 to-hit against humanoids





> > 



THE MAKINGS OF A VILLAIN

Okay. Its easy enough to say encounter done- next. But why not increase this
interaction impact in the dungeon? The cultist would not doubt be pissed it had
been captured and seek revenge. In doing so, the party's choices have a
displayable impact beyond the typical markers such as the removal of treasure
and interactions with "known" NPCs.

Now, this is not a totally novel idea- it's a riff on the "Nemesis System" found
in Middle-earth: Shadow of Mordor. In MeSoM, if enemies kill the player or
survive encounters with the player they are promoted within the game and become
harder to kill. And I think that is neat!✤ The Abbey already has a related
mechanism-- depending on who/what dies there.

Before jumping to the powers and rewards of defeating such a foe, how will we
implement this into the play procedures? Because if a group creates 2-4 of these
special antagonists it could get a little cumbersome to run. Here are my
thoughts:



> Add Them To An Empty Room: Very simple and makes use of empty realestate which
> ~30% of the area of the dungeon. But that might make the monster pretty static
> and the megadungeon might be complex enough players don't run across the same
> room again.
> 
> Straight Add To The Random Encounter Table: Easy- just write the creature in
> as the next number on the random encounter table. But this potentially expands
> the table with just singular encounters or create the need for DCC dice (roll
> a d7). Also singular threats tend to not last long.
> 
> A Leader Of A Like Group on The Random Encounter Table: A more stream-lined
> approach might be to just add them as +1 to a like group or something close to
> it. So the entry for "2d6 skeletons" might read: 2d6 skeletons + villain X.
> This preserves the structure of the table, shortens the delay of the
> appearance of the villain, and allows it to have friends- bigger threat.





"YOUR HATE HAS MADE YOU POWERFUL."



Alright so well add this villain to the random encounter table as a leader of
the next group of like enemies. Now how do we transform my surviving humanoid
creature above who is a member of a blood-cult? 

Well, here are my suggestions after ~20 min of thinking, and each time this
villain escapes death or kills a PC, I will roll on this d6 table up with a max
of 3 times:



> 1 | Thirst for Blood: Cannot be charmed or affected by mind-altering spells
> 2 | Hellish Hunting Spears (2x): Deal 2d6 dmg & pin on a to-hit of 4 over
> target AC
> 3 | Vicious Visage: Save vs. Paralysis or move half speed away from creature
> 4 | Teeth! Teeth! Teeth!: Gain claw/claw/bite 1d4/1d4/1d6 dmg, but will not
> use weapons
> 5 | The Relentless: Unless killed, next 3 encounters will be with this villain
> & company
> 6 | Murderous Messenger: Kills victims in the party's village/town/safespot;
> leaves taunts





I think it would also be good to increase the XP value of this villain and to
keep things easy, let's just use the unguarded treasure table for that. Our
villain has the following rolled each time they gain a new power: 



> LEVEL 1 Unguarded Treasure according to Moldvey Basic: 1d6 x 100sp, 1d6 x 10gp
> (50%), 1d6 gems (5%), 1d6 jewelry (2%), and any 1 magic item (2%)

And we'll turn this treasure into cosmetic dressing for the NPC making them as
unique and notable; enhancing their "silhouette" in video game terms.

FINAL FORM

And here is our new villain berserker! I will add them to the random encounter
table along with the berserker entry and look forward to the next time the
players need to roll a random encounter. The new random encounter entry reads:
"12 1d3 Berserkers + The Moonlight Murderer"

ill: C. Huth

The Moonlight Murderer: AC 12, HD 1+1*, 1 x weapon (1d8), MV 40, ML 12; 
 * Rage: +2 to-hit against humanoids 
 * Murderous Messenger: Each time the party carouses, kill one villager; 1-in-20
   its a known NPC; a disturbing message is left calling out the PCs & a riddle
   to a location for a show-down
   
 * Silver Nails (600sp): Heads bear the sign of the Baroness, driven through its
   left hand creating a permanent fist



✤ And if you're wondering why we don't see that in more games, I heard some
rumor that the Nemesis system locked up as IP somehow- a shame if true.


By Warren D. at February 07, 2024 2 comments:

Labels: dungeon, enemy, NPC, PC



TORCHES (6): A RPG MICROBLOG COLLECTION 1



 






I think for 2024 and beyond I will try to start running a microblog collection
of RPG posts that I find and like. Microblogging I feel is one thing that is not
quite bridged by either "Xitter" or Blogspot. If I post something on Twitter or
Bluesky, I quickly forget about it and/or lose track. But making a formal blog
post about a single link or for something I just want to say one line about
seems like too much as well.

Variable Weapon Properties (Blog of Forlorn Encystment): I particularly like the
nice rule that if a PC uses their DEX bonus for to-hit/dmg, then the weapon's
die drops 1 size

How to Turn Negative Mechanics into Stuff Players' Want to Track (Trilemma
Adventures): Good stuff- I especially like the +1 to all rolls if a PC only has
four encumbrance slots filled; and I do like the idea of spell components giving
MUs bonuses. Both fit into the new "short form" character sheet I recently made.

2023 Novies (Playful Void): Nightwick Abbey wins a Novie and in a follow-up post
Nightwick is previewed: "When a publisher gets a hold of this (honestly
publishers should be begging to have this on their slate), and the layout and
art is finalized, you’re in for something very very special." 100% True, but I'm
biased.

The Underground Maze or Primordial Stack (All Dead Generations): Gus L performs
a very nice analysis on the advice given in the LBBs about designing a dungeon
and if dungeon design by the early advice differs from current OSR concepts of
such.

Megadungeon As Overworld (Playful Void): More megadungeon advice, but I
particularly like Nova's analysis here about what exactly makes a "sublevel" of
a megadungeon differ from a regular level.

PORK FACES & ROMAN DARTS: In 2d AD&D, MU could use darts. In my pre-teens, I
thought that was a silly weapon- a little throwing dart? Here is a video with a
more accurate presentation of what these darts were. I like the use of pork
shoulder to represent the size/density of someone's face.











By Warren D. at February 03, 2024 No comments:

Labels: microblog



WHERE HELL COMES TO PREY: RUNNING NIGHTWICK ABBEY 01



 

ill: Fernando FJL


Ill-met and hell-wrecked are these haunted halls of Nightwick Abbey. And now
after years of wandering its menagerie of hubris, I too sit in one of its many
seats of power and govern the machinations of the denizens and dead within.

In other words, with Miranda's blessing, I've started DM-ing Nightwick Abbey now
that Levels 1-3 are out on Patreon and I have sufficiently delved into those
levels enough that I won't spoil anything for myself.


To differentiate these posts from the Weeknights in Nightwick, I am going to try
to concentrate a little on the prep of Nightwick. Try to provide insight on how
I run a megadungeon campaign and more specifically how I am going to do that 100
minutes at a time at my local FLAGS.


Also, I have decided to dub this campaign Where Hell Comes To Prey in a similar
vein to different runs of Spiderman or how anime series have different
offshoots.


CAMPAIGN PREP



Campaign Binder: The first thing I did was prepare a 3-ring bind split into
three sections: character generation, The Dark Country, Nightwick Abbey, and a
separate denizens section. I threw in a copy of my DMing pamphlet to help with
the running of the game- which I will hopefully markup in response to the
particular needs of this campaign.


Campaign Format:  It is typical to think of a D&D campaign as being an 8-hour
per-game affair that demands/requires everyone to show up for every game. This
doesn't have to be the case. I think megadungeons in particular lend themselves
to open-table games and I want to show that off.  In particular Nightwick Abbey,
unlike Arden Vul and even well-known dungeons like Barrowmaze and Forbidden
Caverns of Archia, is written and laid out with high DM-utility in mind. 


So I settled on running a "100-minute game"- really 120 minutes because of two
10-minute breaks. My aspirational goal is to make a regular habit of showing up
at my game store on Sundays at 2:00 PM and run if 3 players will participate.
Furthermore using BX D&D will help reduce some of the overhead.


Pre-generated Characters: Since I will be running a more brisk game, I wanted to
get to the playing of D&D ASAP and to do that I turned to pre-generated
characters. What is interesting about this is that its actually a bit of advice
from OD&D: 

> "Prior to the character selection by players it is necessary for the referee
> to roll three six-sided dice in order to rate each as to various abilities,
> and thus aid them
> in selecting a role." 



Miranda has some pretty great classes in the Nightwick Abbey package. Notable to
me are froglings and changlings which are this setting's "elves" but are humans
stolen at birth by the fay. Miranda also has given the fighter some enhancements
like cleave and ODDs two attacks with ranged weapons if the fighter has not
moved. A couple of classes also have "half-class" extras if you roll properly.

So here were my starting 8 PCs: Graverobber, Magician, Fighter x2, Frogling,
Cleric, Changling (Fair), and a Rogue.

What I Should Have Prepped: Jumping ahead. Okay given that I have been playing
for two years now in the Miranda's Nightwick game and I thought I had a lot of
the lore down, but I felt like when I ran the game I didn't quite give the start
the "oomph" it required. But we were down in the Abbey soon enough.

WHERE HELL COMES TO PREY

Our Sunday Congregation: 
Steve, Graverobber
Colin, Cleric +follower
JP, Rogue


Down in the Abbey: Through the Fogbound Forest, the party treks deeper and
deeper until the trees close in and the light wains further. Each Bogdani they
pass instantly knows the direction they are heading and makes a small sign of
protection.


BEHOLD! Nightwick Abbey!: When the treeline breaks, the party is confronted by
an expanse of erry purple vine blanketing the ground around two ruined towers-
the only visible portion of the dread abbey's ruined upper works.


West Tower then East Tower: After investigating the two towers, the party flips
a coin and attempts entry through the West Tower trap door. Stuck. After a
couple of futile attempts, they break their shovel off wedging the West trap
door shut. East door it is!


The Toll of the Great Goblin Kingdom: The party turns southeast and after
creeping through the dark hallway are hailed by two sets of luminous eyes in the
dark: "50 silver to pass this way!" The party, having about 30 silver between
them, is reluctant to empty their pockets. Negotiations end with the party
promising to return with the proper and amount and creatures requiring an
additional 10%.



> (DM NOTE: The barracde is actually somewhere else and I transposed it here,
> but no worries with little slip ups like this because by its fictional nature,
> the Abbey can shift)



Sweet Leaf Room: The party doubles back and enters a northwestern door into a
ransacked, sour-smelling room: Sweet Leaf was smoked here. The party turns
north.


Hunting Wolves: In the flicking torchlight, this columned hall appears to show
riders on horseback hunting women who run screaming in the woods. The party
moves east and as they draw close hear piercing cries of what sound like deer.
The party's graverobber and thief slip up on either side of the archway. The
cleric and follower take cover behind two columns and call out a challenge to
the accursed creatures. With the snort 3 deermen charge into the room! 



ill: Huth


With nice planning the PCs are able to backstab two deermen and the cleric +
follower take down the third! Their effort is answered with arrows fired from
the dark, one striking the cleric deep in his side. The players decide to beat a
hasty retreat south with a deerman head.


Sweet Leaf Room: Back in the musty room, the party turns east and enters a room
burned beyond recognition with two charred corpses lying in the middle of the
floor. As the party steps close, the corpses jerk up as if pulled by marionette
strings, and burned lips emit a wet cackle!



ill: Huth


The party is almost caught off guard, but the cleric is quick to brandish the
holy symbol of the God of Law... to no avail! The floating corpses laugh in
mockery. Swords and knives gain no purchase either given the unnatural movements
of the foul foes. In response, one corpse lashes out at the cleric with
preternatural speed and removes the poor soul's throat! (DM NOTE: Nat 20 & 6 for
damage vs 4 HP). Horror turns to resolve as the devout follower follows up with
a smiting blow of her own and the combined efforts of the rogue and graverobber
bring down the other mockery of life. 


For their efforts, the party finds a mysterious vial of power and a jade rosary
with lurid iconography.


Hasty Retreat & Return: Having survived two encounters, the party decides to
retreat from this cursed place. The body of the cleric is left behind...


They figure Halfdan the Black would be interested in the two items and is
rewarded with 300sp for their efforts. 


POST-MORTEM

Nightwick Abbey is a pleasure to run. As Nova pointed out in this nice review,
what one might lose in description is made up for in high utility. Especially in
a dungeon that is made to shift. And with 3 levels at my disposal I know
(through experience) it will be enough to keep going.



Love the Cause of Death Stamp



Total exploration was 6-7 rooms and 3 encounters which included 2 combats. One
character died out of 3 which matches the death rate of the Abbey overall. Two
of the players were folks I have gamed with before, but 1 individual was someone
who just looked over at what we were doing and decided to join-- no prior
experience with BX D&D but they easily slide right into the game.

The pre-gens really helped and I'm gonna stick with that. It allows me to ensure
folks are starting with viable characters and into play quickly. I like to think
this was also aided by a half-page character sheet I designed to reduce the
feeling this is going to be a complicated experience. Honestly, if I could
reduce a character to a monster-style stateline I think that would be ideal for
an online generator.

The 100-minute format worked too. Now on the whole 2 hours might be short. It
does require people to be focused as you can go stretches without finding
treasure. But the exchange is that its a time that works for me and I (hope)
will encourage more spontaneous sit-downs and returns. Well see.

> 



If these horrid halls of Nightwick Abbey call to you, then please join Miranda
Elkins' Patreon!


By Warren D. at January 29, 2024 2 comments:

Labels: megadungeon, nightwick, prep

Older Posts Home

Subscribe to: Posts (Atom)



BEST ADDITIONS FOR D&D COMBAT: ENCOUNTER RXN & MORALE CHECK

Warren D. RULESET: B/X (OSE)
CURRENT CAMPAIGN: Nightwick Abbey View my complete profile



WEEKNIGHTS IN NIGHTWICK!


The Nightwick Abbey Campaign



#DUNGEON23






MOON BASE BLUE BY IAN YUSEM (PLATINUM SELLER)


Art & Layout by me



POPULAR POSTS

 * THE D&D IN MY HEAD: In Only 6 Load-Bearing Numbers
   art: Mark Tedin One of the most frustrating questions for me to read is, "Is
   X-OSR system compatible with Y-OSR adventures?" or &q...
   
 * JAQUAYSING THE LOOP: All that is Jaquaysed is looped, but not all loops are
   Jaquaysed
     Over on Discord, I got into a discussion about the link in this older post
    that discussed the power of loops to make dungeons interesting...
   
 * PRACTICAL MAGIC: Or what to do now that your 1st level Magic-User has cast
   their one spell
   Erol Otus Currently playing in Miranda  Van Elkin's Nightwick Abbey  It has
   been great so far to be on the player side of the BX system ...
   
 * LESSONS FROM HELL: John Romero's Level Design Rules for DOOM
   Siblings In December, I finished  Doom Guy: Life in First Person  by John
   Romero. I highly recommend the book in large part because it captu...
   
 * THE SERPENT SONG HYMNAL: My Collection of Tables & Such for Running BX
   Dungeons & Dragons
   I like this illo because it looks like the heads are singing Since running
   the "More Wine!", the wine cellar-turned-dungeon, I hav...
   
 * GRENDEL MENDEL: Using Punnett Squares For Monster Design
   Swine Chopper from Darkest Dungeons Once again I am surprised by what catches
   fire on Twitter and what doesn't. The most recent example ...
   
 * BASIC IS STILL EXPERT: At Introducing New Players To D&D
   I got a text from a friend of mine that they were going to play their first
   game of D&D with 3 other people of which the designated DM h...
   
 * YOU DID THIS TO ME! Dead PCs Return To Mence The Living & Other Dungeon
   Headaches
   You did this to me! One of the neatest mechanics from InPlacesDeep's 
   Nightwick  Abbey  that I have experienced is that PCs who are kill...
   




HOME GAME

 * HOME
 * The Nightwick Abbey Campaign (BX D&D): Weeknights in Nightwick
 * FREE RETRO CLONES I LIKE
 * MY B/X HOUSE RULES V1
 * DM SCREEN V1
 * RPG TO DO LIST: 2024
 * dungeon23: Delve Deep Down




OTHER MINDS

 * Roll to Doubt
   Blog Scraps 6
   8 hours ago
   
 * A Knight at the Opera
   No Foolproof Illusions
   19 hours ago
   
 * GROGNARDIA
   Memories of Death
   21 hours ago
   
 * Traverse Fantasy
   Cinco: Thoughts
   1 day ago
   
 * d4 Caltrops
   d100 - So You’ve Been Brought Back From The Dead...
   1 day ago
   
 * Doomslakers!
   Artists I Like: Bruno Prosaiko
   1 day ago
   
 * Playful Void
   SLMDNGN
   2 days ago
   
 * Mycelium Mischef
   Nightwick Abbey - Session 88 - Battered by Ghouls and Buckets of Gold
   2 days ago
   
 * Gorgon Bones
   Temple of 1000 Swords, a Tunnels and Trolls Session Report
   1 week ago
   
 * The Blue Bard
   The Sorcerer: a 5th-ed Conversion
   1 week ago
   
 * DIY & Dragons
   My 2023 in Review
   1 week ago
   
 * A Distant Chime
   House of Pestilence Playtest 2 Session 2: The Daemon You Know
   1 week ago
   
 * To Distant Lands
   Cuccagnat Session 4: The One Where We Cash Out
   2 weeks ago
   
 * All Dead Generations
   Beyond the Crystal Frontier - A Gazetteer of the World
   2 weeks ago
   
 * DONJON LANDS
   A Curious Assortment of Rules
   2 weeks ago
   
 * The Graverobber's Guide
   ttfn
   3 weeks ago
   
 * Failure Tolerated
   Stretch Goals Are Haggling
   3 weeks ago
   
 * Throne of Salt
   Fear and Hunger 2: The First 45 Deaths (Plus Game Design Notes)
   3 weeks ago
   
 * In Places Deep
   More Adventures in Cuccagna!
   5 weeks ago
   
 * Coins and Scrolls
   OSR: Holy and Roguish Items, Pocket Debris, and the Ghastly Tomb Tinies
   5 weeks ago
   
 * Simulacrum: Exploring OSR Design
   The Black Mage – Selling Your Soul for Fun and Profit
   2 months ago
   
 * traaash
   The Doomed Warband and Campaign Sheets
   3 months ago
   
 * Mazirian's Garden
   Downtime: Home away from Home
   3 months ago
   
 * Delta's D&D Hotspot
   Fearful Ends Now on Kickstarter
   5 months ago
   
 * Bones of Contention
   Folie à Trois: Trophy Gold
   6 months ago
   
 * From the Sorcerer's Scroll
   Fixing Some Dopey Errata!
   9 months ago
   
 * Swamp of Monsters!
   what if there were a few more status effects?
   11 months ago
   
 * The Scones Alone
   Skull Rabbits and The Pale Lion
   1 year ago
   
 * On the Claret Sea
   Traveler’s Humility
   1 year ago
   
 * Uncanny Spheres
   Dear Gamer: Orienting a Newcomer to TTRPGs
   1 year ago
   
 * MONSTER BRAINS
   Osamu Tezuka (1928 - 1989)
   1 year ago
   
 * Wizard Fight Club
   Secret of the Black Crag - Now on Kickstarter!
   1 year ago
   
 * Against The Wicked City
   Notes on a semi-successful skill system
   1 year ago
   
 * Tarsos Theorem
   SRDCAT Sneak Peek: Collections
   2 years ago
   
 * GIBLET BLIZZARD
   Star Wars JezD6 RPG – Fillable Character Sheet PDF
   3 years ago
   
 * Wyrdspeak
   The Most Cursed Of Hands
   4 years ago
   
 * Gardens of Hecate
   
   

Show 6 Show All



MEMORIES

 * ▼  2024 (10)
   * ▼  March 2024 (2)
     * WHAT INTERESTING ABOUT BASIC DUNGONEERING: And wha...
     * NIGHTWICK ABBEY: The Purple Eater of People Sessio...
   * ►  February 2024 (4)
   * ►  January 2024 (4)

 * ►  2023 (45)
   * ►  December 2023 (3)
   * ►  November 2023 (7)
   * ►  October 2023 (3)
   * ►  September 2023 (2)
   * ►  August 2023 (3)
   * ►  July 2023 (4)
   * ►  June 2023 (5)
   * ►  May 2023 (3)
   * ►  April 2023 (3)
   * ►  March 2023 (3)
   * ►  February 2023 (4)
   * ►  January 2023 (5)

 * ►  2022 (48)
   * ►  December 2022 (4)
   * ►  November 2022 (3)
   * ►  October 2022 (5)
   * ►  September 2022 (2)
   * ►  August 2022 (4)
   * ►  July 2022 (4)
   * ►  June 2022 (3)
   * ►  May 2022 (4)
   * ►  April 2022 (4)
   * ►  March 2022 (4)
   * ►  February 2022 (6)
   * ►  January 2022 (5)

 * ►  2021 (41)
   * ►  December 2021 (8)
   * ►  November 2021 (5)
   * ►  October 2021 (2)
   * ►  September 2021 (4)
   * ►  August 2021 (2)
   * ►  July 2021 (1)
   * ►  June 2021 (5)
   * ►  May 2021 (2)
   * ►  April 2021 (3)
   * ►  March 2021 (3)
   * ►  February 2021 (2)
   * ►  January 2021 (4)

 * ►  2020 (28)
   * ►  December 2020 (6)
   * ►  November 2020 (2)
   * ►  October 2020 (3)
   * ►  September 2020 (3)
   * ►  August 2020 (2)
   * ►  July 2020 (2)
   * ►  June 2020 (3)
   * ►  May 2020 (2)
   * ►  April 2020 (2)
   * ►  March 2020 (2)
   * ►  February 2020 (1)

 * ►  2019 (18)
   * ►  November 2019 (1)
   * ►  September 2019 (1)
   * ►  August 2019 (2)
   * ►  June 2019 (1)
   * ►  May 2019 (3)
   * ►  April 2019 (1)
   * ►  March 2019 (4)
   * ►  February 2019 (1)
   * ►  January 2019 (4)

 * ►  2018 (19)
   * ►  December 2018 (4)
   * ►  November 2018 (3)
   * ►  October 2018 (4)
   * ►  September 2018 (8)




LABELS

nightwick B/X campaigns megadungeon dungeons adventure cleric monsters DM
adventures house rules classes combat OD&D dnd encounters player underworld
carcosa character creation abbey call of cthulhu dreamlands dungeon23 equipment
hexcrawl 5e gygax 75; vcosa magic-user serpent song KNOCK! NPC cuccagna domain
play encumbrance factions investigation osr reapercon spells ultrablue wine
dungeon ynn 0-level LotFP Tonisborg archaia blog caverns of thracia dungeon hole
in the oak level 1 megadungeons monster mothership overloaded encounter die prep
treasure warden yoon-suin B4 BX Barrowmaze Blackmoor GP = XP Hex Kit KNAVE Lost
City MOG MORE WINE PC astral plane background blogging bones of contention
carousing castle xyntillan cities con convention game; prep; Tomb of Black Sand
dmg downtime dungeon; DOOM; dungeon design enemy ethereal plane experience fae
funnel god gygax 75; secret societies; vcosa hallway; dungeon jennell jaquays
keep building law layout map men microblog miniatures module ossuary planes play
through prep; convention game; Through Ultan's Door; con prep; convention game;
Tomb Robbers of the Crystal Frontier; con prime requisite review search the body
shrine skills underworld; vanilla D&D war machine wizard



REPORT ABUSE


SEARCH THIS BLOG







Theme images by enjoynz. Powered by Blogger.



Diese Website verwendet Cookies von Google, um Dienste anzubieten und Zugriffe
zu analysieren. Deine IP-Adresse und dein User-Agent werden zusammen mit
Messwerten zur Leistung und Sicherheit für Google freigegeben. So können
Nutzungsstatistiken generiert, Missbrauchsfälle erkannt und behoben und die
Qualität des Dienstes gewährleistet werden.Weitere InformationenOk