A visual summary of the party's experience in Arnold K's Lair of the Lamb. |
The players started with 9 PCs and ended with 3, plus the NPC, Akena, who they picked up in their escape from the clutches of the Lamb. One of my players did take some pretty extensive notes during the session and I'll have to get those on the blog at some point.
As a party, the players were very focused on getting out and generally did not spend too much time trying to find the various secrets. However, I was overjoyed when one of the players finally decided to eat the little green mushrooms they came across and received a vision from the god Shendormu.
The classes in italics above represent what each player picked once they leveled up from a 0-level to 1.
The Lair of the Lamb, I think, is a new classic in old-school gaming. It is based on a universal fear, being hunted in the dark by a monster, yet in the context of a highly interactable swords & sorcery setting which yields strong, strange rewards for player's who take a risk! The module demonstrates through play, how much players can do and have fun with 1d6 HP, a knife, a background, and a goal: escape. The dungeon revitalized.
In addition to a great module, Arnold as written fantastic DM advice, notes, and justification for choices in the module. This provides new DMs and those new to old-school play a solid foundation to understand the goals of the scene and how to ensure a good time. But he doesn't stop there, he has a section of advice for the players as well. Then to top it all off, the factions and setting a described juuust enough a DM can easily spin another 2-3 sessions out as the players move into the location were the dungeon is housed. Perfect. And as much as I love Tomb of the Serpent Kings, I think Lair of the Lamb pulls ahead. But play both- they are free and far better than 90% of what's out there.
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