The1True
8, 8, I forget what is for
The more I run Barrowmaze, the more I enjoy it and see the nuances to the game design.
Like the last few sessions, I've been running the Temple of Set portion of the dungeon. During that bar-crawl downtime procedural I ran a little while ago, the players stirred up a nest of Necromancers of Set and ended up following them back to their secret entrance to the Barrowmaze. They rested up (in the Barrow Moors; never smart) and then headed in. What has ensued has been a fantastic time for all.
(sorry about the messy Snip'n Sketch from Roll20. I'm misusing my work computer atm.)
The top left is the stairs up to the Barrowmoors. The large area in the middle is the temple with its barracks full of low-mid lvl necromancers and their Bugbear and undead guards. The room descriptions clearly laid out a defence strategy for the temple as well as possible routes of movement/escape/reinforcements from allied monsters to the south (which I duly noted on the Roll20 map). Absolutely amazing. Instead of chaos, the characters hit organized and escalating resistance almost immediately and were eventually forced to flee into the deeper dungeon.
Then to reinforce that; the monster roster for this region of the dungeon is mostly necromancers and their undead servants. So, every time I rolled a positive on the wandering monster table there was a high probability of encountering necromancer hunting parties, hounding the characters around the dungeon. This led to some really rewarding play as the players were constantly reminded of this nagging loose end while they crawled the quieter crypts around the temple.
Eventually, they circumnavigated the temple almost entirely, probing its defences. The final assault was brutal, with wave after wave of monsters and a final desperate stand at the temple-proper (215). I juiced things up with a summoned demon (having established earlier that the necromancers can perform rituals of group suicide in order to summon powerful Set-themed outsiders) and the final fight ran them through most of their resources (I had been fretting about various wands and staves allowed to fall into the hands of the wizard in various Barrowmaze treasure hordes) and even killed (or reduced to unconsciousness) two guys. One of them, a duskblade (yeah yeah, candyclass) reduced himself to 0 hp casting a hp-draining spell into this sword so he could hit the demon. He killed it with his final blow before collapsing into unconsciousness! drahma! spectacle!
It just all fell into place naturally without explicit instructions from the author, and I think that's what people have been getting at here regarding the best terse designs. Maybe I'll dig around later and see if I can copy/paste some text examples from this section of the book to illustrate what I'm saying. Anyway, the more I run this adventure, the more sublime I find it to be.
Like the last few sessions, I've been running the Temple of Set portion of the dungeon. During that bar-crawl downtime procedural I ran a little while ago, the players stirred up a nest of Necromancers of Set and ended up following them back to their secret entrance to the Barrowmaze. They rested up (in the Barrow Moors; never smart) and then headed in. What has ensued has been a fantastic time for all.
(sorry about the messy Snip'n Sketch from Roll20. I'm misusing my work computer atm.)
The top left is the stairs up to the Barrowmoors. The large area in the middle is the temple with its barracks full of low-mid lvl necromancers and their Bugbear and undead guards. The room descriptions clearly laid out a defence strategy for the temple as well as possible routes of movement/escape/reinforcements from allied monsters to the south (which I duly noted on the Roll20 map). Absolutely amazing. Instead of chaos, the characters hit organized and escalating resistance almost immediately and were eventually forced to flee into the deeper dungeon.
Then to reinforce that; the monster roster for this region of the dungeon is mostly necromancers and their undead servants. So, every time I rolled a positive on the wandering monster table there was a high probability of encountering necromancer hunting parties, hounding the characters around the dungeon. This led to some really rewarding play as the players were constantly reminded of this nagging loose end while they crawled the quieter crypts around the temple.
Eventually, they circumnavigated the temple almost entirely, probing its defences. The final assault was brutal, with wave after wave of monsters and a final desperate stand at the temple-proper (215). I juiced things up with a summoned demon (having established earlier that the necromancers can perform rituals of group suicide in order to summon powerful Set-themed outsiders) and the final fight ran them through most of their resources (I had been fretting about various wands and staves allowed to fall into the hands of the wizard in various Barrowmaze treasure hordes) and even killed (or reduced to unconsciousness) two guys. One of them, a duskblade (yeah yeah, candyclass) reduced himself to 0 hp casting a hp-draining spell into this sword so he could hit the demon. He killed it with his final blow before collapsing into unconsciousness! drahma! spectacle!
It just all fell into place naturally without explicit instructions from the author, and I think that's what people have been getting at here regarding the best terse designs. Maybe I'll dig around later and see if I can copy/paste some text examples from this section of the book to illustrate what I'm saying. Anyway, the more I run this adventure, the more sublime I find it to be.