DiceJar Campaign 0.3: Holes, Doors, and Blood (2020/03/13)
Finally killed my first PC as a GM!
Yup… Wasn’t intentional but… well, dice made things interesting, so I have to work with it.
We also didn’t have our rogue, which is unfortunate as she’s an enjoyable member, and also there were a lot of traps and locks this time.
The content went through almost the remainder of what was prepared for the previous session. I’d like to get through the content a little faster so the group can move on to actual role-play opportunities, instead of dungeon crawling. It’s an unfortunate result of my experimental Game Mastering a Module, and I’ll likely try and stick to homebrew in the future.
Or, at least, look for modules with more emphasis on socializing.
I did a medium job preparing this session. I got complacent and let the session slip far to the back of my mind leading up. I found my sweet spot session 2, so I need to keep that standard.
Cast
Mogui (IndigoDie): Druid. Does what he’s told by his employer. Indigo has played this module before. Yot (LimeDie): Cleric. Looking to redeem himself for past failures. Lime will commit to bits. Bernard 'Bean' Dipp (NavyDie): Ranger. Trying his best despite being so young. Navy doodles when he’s bored. Delilah Dunford (VermilionDie): Rogue. Searching for an identity beyond her family. Vermilion could not make this session. Game Master (SepiaDie/me): The world (a dusty, dusty world). The walls probably have stories to tell. I’m desperately trying to keep ahead with drawing the map.
Session Three
We reopen in the loot room we ended in the last session. Navy is given his rewards and I expound on the uses of the various items they received.
Now given the opportunity to read his letter, Navy delays long enough to wonder if he’s chosen to make Bean illiterate, but eventually he takes to giving the description: his mother wrote it, opening with a joke, and giving random updates about life in town despite the letter needing to have been placed before the arrival of the party, but it’s an opportunity for the players to expound on their families, so maybe his mother is a little airheaded?
The letter canonizes a High School which has a football team and a glee club. Will anything come of it? Probably not. Did I say with a sigh ‘Guess that’s canon now…’? You bet I did! Always say yes! Improv!
The party headed back into the room with the pool, tested the other door to find it locked, and moved towards the wailing.
The chamber to the East of the entrance contained several walls crisscrossing. A door stood locked to the south. The puzzle of this room is walking around various hidden pit traps while finding three switches that must be held down at the same time to unlock the exit. I originally ruled the switches take a few minutes to reset so the party can run to get to the door, but then I remembered Delilah is technically still there, so I reverted it to operate as written.
Bean and Yot both took turns falling in holes as Mogui moved around cautiously and managed to jump clear of the one pit he did accidentally trigger.
The three maneuvered around the chamber until they found the necessary switches, activated them, and Delilah held open the door so they could get through.
Walking through the next hallway, they finally reached the door for the room from whence the wailing was emitting.
They all decide to ignore it.
Which means they’ve skipped some plot exposition. Oh well, keep rolling and adapt.
Instead, they go down a fork and into an empty room, which formerly held a giant beetle, but I cut that combat as being wholly unnecessary. Instead, our party continues through into the next chamber, which has a fight I did not cut, as I thought it would have narrative value.
A fire pit smolders in the center of the room, a charred corpse within. Upon the arrival of our party, a dark apparition arises and squares up to fight our heroes.
Bean had acquired an Oil of Magic Weapon, granting his bow Plus-One Status, and rendering it a magic attack, so he’s able to harm the shadow.
Yot, meanwhile, uses Holy Flame. Fun fact about our apparition: it was born because a pyrophobic man burned alive in a structure already pretty rife with necromantic energies. That terror and agony was all it took to create the shadow.
So the enemy is real mad at being set on fire, sending out psionic screams for flavor.
Mogui just watches the fight.
After a few rounds of Magic Bow and holy flames, the Shadow perishes. Victory music for everybody!
The party leaves the room, continues to ignore the terrified wails, and enters the last available door.
Within is a round, domed room, with a wooden pillar, standing on an outcrop over a pit at the center of the room, that fires blunted arrows. This is felt to be rather unpleasant, and the party discusses how to deal with it.
Eventually, they check out the door, and find a mechanism built into it.[1] The party attempts to break the mechanism.
Bean then enters, and is pelted by blunt arrows. He walks around and tries to open a southern exit, finding it to be locked, so Bean attempts to approach the trap. Unfortunately, he takes enough nonlethal damage to get knocked out. Whoops.
After waiting for the mechanical whirring to stop, the other two call after Bean, receiving no response. So they cautiously enter.
The trap is now docile. And the southern door is unlocked.
So, what happened here, by the text of the module, is that the trap keeps running for ten rounds, at which time it’ll be exhausted of arrows, and the south exit will automatically unlock. The hope was the party would take the tower shields from the wood golem of last session to block the arrows.
Because of how they broke the activating mechanism (as they snapped off the metal arm in the door hinge that turned the machine off and on), I decided that now once it turned on, it couldn’t turn off. So after Bean was knocked out, the trap kept running until it ran out of rounds.
Don’t ask how the trap’s supposed to keep pelting adventurers inside the chamber after the door closes. Magic I guess.
Stop asking how traps work.
Mogui investigated the south exit while Yot checked on Bean. The door was, of course, unlocked, to the annoyance of Navy, and Yot was taking his sweet time healing Bean, but soon the party was on their feet again and ready for whatever came next.
The final room of the floor widened as it went, the ceiling supported by four columns. Stairs to the south lead to the… basement? Second basement? The crypt’s already underground, so what terminology applies here, I’m not…
Also, there’s two statues in recesses of the south wall. The Module text doesn’t call any attention to them, but they’re probably Kassen.
Our heroes enter this room, get to approximately the middle of the room, and four skeletons, with talon-like clawed fingers and blood dripping from their bones, step out from behind the columns, and menace the heroes.
Combat begins.
As does a series of horrible rolls from both parties. Just a lot of do-nothing turns. Yot tries to bash the skeletons and misses, Bean fires arrows and the closest he got sent the arrow through the ribcage of one skeleton. The skeletons weren’t faring much better, three of them crit fumbling at some point, which I interpreted them as falling prone for a turn.
The rolls were so bad I gently reminded my party that I set up a dice-roll bot in the Discord channel, if they wanted to put Roll20’s die-roller into dice prison. They didn’t go for it.
Back and forth the combat went, the skeletons getting a couple lucky hits on Bean. Eventually, and tragically, those lucky hits added up and Bean hit zero. Navy started making Death Saves, a realm where the exhaustingly low rolls followed and brought him to his death.
NavyDie then spent the rest of the combat doodling an increasingly elaborate death scene, with grave stone, candles, what was either a pentagram or an alchemy circle,[2] and death himself. Whatever self-amusement was needed.
As a narrative-first GM, Player Characters dying in combat is not something I enjoy. I am now in an awkward position of needing to figure out how to proceed and keep Navy involved. If he still wishes to play, of course. A couple options immediately spring to mind: bringing in a new character will be narratively awkward at this point, as we need to justify why the ignorant town would send back up, or why a kid is running so late; there’s an available NPC I could give Navy, but he’d be an odd (but doable) add; or, and this is an idea I like most, I can bring Bean back for a price…[3]
But I need to talk it through with NavyDie first.
Back to those still alive.
Mogui maneuvers to keep a safe distance, eventually coaxing one of the four skeletons back to the previous room, running a circle and returning to the main combat room, closing the door behind him. I rolled a die to determine the nature of the skeletons, and concluded they’re running on animalistic instinct, and thus can’t operate a door.
Also, this cuts down on enemies to delay the fight and rewards IndigoDie for clever problem solving.
Yot, growing tired of not hitting with his Mace, starts using Holy Flame again, forcing the Skeletons to use the horrible dice rolls to avoid damage instead of Yot using the same rolls to cause damage. Progress starts to get made.
Mogui turns into a tiger and starts running about and attempting to hit the skeletons, but still no luck.
There’s also some talk about how the skeletons aren’t taking attacks of opportunity, which had a very elegant explanation: I totally forgot about that mechanic, and I also just plain hate attacks of opportunity. They feel cheap and punish players for not carefully considering every minutiae of their actions.[4]
Eventually, the skeletons are finally either redead, or trapped in another room.
With one dead, the remaining three party members stare towards the stairs to the next floor. As the only escape is to fight the skeleton in the previous room, they mostly consider what difficulty they’re prepared to face.
Of the three sessions played thus far, this one felt of middle quality. I forgot to read my opening crawl text, and I waited until the last minute to write notes for the remainder of the floor (after copying over the leftovers from session two). Neither the combat with the Shadow (where I forgot to implement the smoke in the eyes mechanic the module wanted me to) or the Bloody Skeletons (with horrible dice rolls)[5] felt particularly fun or worthwhile. I’ll probably look to cut more superfluous fights going forward.
I’m also looking forward to moving out of the dungeon. I am learning a lot, as was my goal with running this module, but I’m missing being able to Role-Play as GM.[6] I’m certainly learning to answer questions the text didn’t bother to address, and also how annoying module formatting can be with where it explains things.
When I find time, I should sit down and design a dungeon of my own. That would also be a good learning experience, and also let me feel more at ease with making world-based rulings on the fly and implement elements I like and minimize those I don’t.
There’s just so much combat and map-based traps written in this thing. Makes it too difficult to abstract out the traps and rely on theater of the mind.
Most important take away: Attacks of Opportunity are dumb, and I hereby houserule them away.
I’ve already set things in motion for fun plot developments after this session’s events and feedback received, and hopefully the next write-up will come in about two weeks.
Until next time, may your dice make things interesting.[8]
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[1] The party is really interested in the actual mechanics of these traps, which the module doesn’t explain, forcing their poor GM to try and reverse engineer it, and maybe I need to start shrugging and saying ‘I dunno, magic I guess.’ [2] Which is a good way to lose a sibling. [3] Just sent Navy a text asking if he’d like a level of Warlock. This could be fun. [4] Also, my experience with another player exploiting the mechanic to attempt to kill me. [5] Though based on his recap, IndigoDie enjoyed the combat for the bad rolls? Interesting guy. It felt like a bad joke that kept repeating to me, and I failed to improvise an Out for those involved. [6] Especially since Indigo sidestepped the opportunity I did have![7] [7] Whatever. Gives me time to give the man a less stupid name. [8] Despite working it into the opening, this sign off still doesn’t sit right. Feels too long… Magazines have little icons to mark the end. Maybe I should do the same?












