Mike's Dungeons - Magical Girl Dungeon Squad 2
Joined by another player today - Cujo the Magic-User.
What Happened?
• While debating how to best use their lights after the first torch went out, the party heard the two blackguards from earlier arriving from the south, and tried to set up an ambush involving oil. The enemy sniffed it out though, and decided to back off without a fight.
• Cujo magically poofed into existence at this point, banter ensued as he knew Elise and Felicia.
• After some introductions, the party goes west, reaches an intersection, and gets charged by pig-faced men. They win the fight, though Elise is on the verge of death with 1 hit point left, and the hireling Noldred runs away. They grab a Key (E) and backtrack to the entrance.
• On the way home, the group is ambushed by ogres! The leader Gardakan calls himself Baron of Brackenwood and demands a toll in gold or flesh. The party convinces him to send three ogres to escort them back into the dungeon and get the corpses of the pig-men. The party also decides to check the room the orcs' came from, finding a chest, which the ogres promptly steal from them.
• Once out, Gardakan lets the party go and taunts them, throwing a bunch of copper from the chest at their feet. He also mentions that the caves hide the Temple of Chaos, with an entrance in the third level.
• Back home, the party enjoys some goat milk and finds Noldred drunk and boasting "his exploits" to the locals.
Some Observations
• OD&D combat without initiative works pretty well and fast with text. It's also brutal, but fair. At low level, the whiff factor of AC isn't really noticeable, and IIRC, it's not that much of a problem in 3LBB since higher level have much better chances to hit even AC 2.
• Wilderness encounters are pretty much a representation of uncaring, cruel nature. There's no level scaling at all (though even that won't save you in the dungeon if you stumble upon a troll or something).
What Happened?
• While debating how to best use their lights after the first torch went out, the party heard the two blackguards from earlier arriving from the south, and tried to set up an ambush involving oil. The enemy sniffed it out though, and decided to back off without a fight.
• Cujo magically poofed into existence at this point, banter ensued as he knew Elise and Felicia.
• After some introductions, the party goes west, reaches an intersection, and gets charged by pig-faced men. They win the fight, though Elise is on the verge of death with 1 hit point left, and the hireling Noldred runs away. They grab a Key (E) and backtrack to the entrance.
• On the way home, the group is ambushed by ogres! The leader Gardakan calls himself Baron of Brackenwood and demands a toll in gold or flesh. The party convinces him to send three ogres to escort them back into the dungeon and get the corpses of the pig-men. The party also decides to check the room the orcs' came from, finding a chest, which the ogres promptly steal from them.
• Once out, Gardakan lets the party go and taunts them, throwing a bunch of copper from the chest at their feet. He also mentions that the caves hide the Temple of Chaos, with an entrance in the third level.
• Back home, the party enjoys some goat milk and finds Noldred drunk and boasting "his exploits" to the locals.
Some Observations
• OD&D combat without initiative works pretty well and fast with text. It's also brutal, but fair. At low level, the whiff factor of AC isn't really noticeable, and IIRC, it's not that much of a problem in 3LBB since higher level have much better chances to hit even AC 2.
• Wilderness encounters are pretty much a representation of uncaring, cruel nature. There's no level scaling at all (though even that won't save you in the dungeon if you stumble upon a troll or something).
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