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.

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


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



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.

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.

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.




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!