Monday, March 31, 2014

Campaign Diary: DCC in the Wilderlands (Session 2)

Session 2: First Blood

Summary
The party manages to close the door with the rats still behind it. They explore several rooms and run into traps and zombies. 4 out of 10 PCs die and are replaced on the spot (i.e. another tomb raider rounds the corner to help out with the still unfinished battle). Perseverance and a hunch lead to the biggest treasure yet.

Observations
  • The characters of two absentee players died. Both were particularly cherished (having survived a funnel adventure in spectacular fashion and sporting a natural 18, respectively). The deaths were brutal but okay, but it sucks that the players were not present.
  • The players were disappointed with the treasure. The payout was 70 gp per character so level 2 (at 1000 XP) seems a looong way off. As I have read this complaint about Barrowmaze before, I will double all treasure values in the main complex.
  • I dropped my plan to use vague prices (for mundane goods) after only one session and gave the exact listed prices instead.
  • I had all random encounters materialize near the PCs, i.e. I rolled, got zombies, and had nearby corpses rise as said zombies. This was a mistake as it circumvents the rules for encounter distance (to be established randomly).
  • After the game, the players talked about establishing depots of oil etc., bringing a ladder and developing safety measures (e.g. securing characters with rope). They are rising to the challenge.
  • Via e-mail, the players further talked about establishing procedures for splitting the loot, unrealistic rules, and handling the PCs of players going to sleep during the session (one player's a kid, another a very busy working mom).
In a nutshell
Sitting back, just playing the world and not knowing how things would turn out was great fun.

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