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Posts tagged ‘d&d’

Tomb of the Overseers / Against the Barrow King

Review Originally Published January 8th, 2001

Tomb of the Overseers and Against the Barrow King are the third and fourth D20 modules in AEG’s Adventure Boosters series. (The first two – Castle Zadrian and Sundered Faithwere reviewed previously.) To recap briefly: The Adventure Boosters are 16 half-pages long, with a map in the middle of the pamphlet, a new monster, and a new magic item. Eight of these Boosters have been released so far, and, at $2.49 each, they’re a great way to pick up a cheap, single session adventure for your gaming group.

Warning: From this point forward, this review will contain spoilers for Tomb of the Overseers and Against the Barrow King. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

TOMB OF THE OVERSEERS

Tomb of the Overseers is an excellent, tightly constructed dungeon crawl. Surprisingly, despite its short length, it also has a definite – and effective – epic quality to it, which earns Ken Villars and John Zinser, the designers, high kudos from me.

Tomb of the Overseers - Kevin Villars & John ZinserThe background for Tomb of the Overseers is evocative: Nearly a century ago a paladin by the name of Lord Eriador led his people to freedom from a great evil. With the land freshly united he was called to continue his fight upon the higher planes, but he left an Overseer to watch over the land in his absence and promised that, if his land was ever in need of him again, he would return upon being summoned from Mount Anduin.

Now, with the Third Overseer upon the throne, the land is in trouble: An evil mage has sent forth his humanoid hordes to oppress the people. The mage has also filled Mount Anduin with foul creatures in order to prevent the people from calling upon their legendary champion. Although three parties have gone and never returned, it is hoped that the PCs will succeed where they failed.

The dungeon itself is, as I’ve noted, of excellent design. Although I would’ve liked to see a greater impact left behind by the three adventuring parties who came this way before, the complex nevertheless has a layered complexity that gives Tomb of the Overseers a nice dynamic during play. Basically there are three things at work here: First, the creatures left by the evil mage. Second, the natural guardians of this place (who will test the PCs to see if they are worthy of summoning forth Eriadon). And, finally, the puzzle of how to access the magical chamber from which Eriadon may be summoned.

The only flaw in this package is the back cover text and adventure hook (which casts the PCs as the long-time residents of Eriador’s country). I consider this to be unnecessarily intrusive upon the DM’s campaign, and a liability in terms of making the adventure truly flexible. Fortunately, this is neatly sidestepped by simply ignoring it.

At $2.49 this one is a definite steal.

(Tomb of the Overseers is designed for 5-6 characters of levels 3-5.)

AGAINST THE BARROW KING

Against the Barrow King is not as strong as Tomb of the Overseers, but is nonetheless well worth the meager price you’re being asked to pay.

Against the Barrow King - Steve HoughThe premise: A village believes itself to be under attack by the disturbed spirit of the Barrow King, whose burial grounds (steeped in legend and superstition) are located only a few miles out of town. It is hoped that the PCs will be able to track down the Barrow King and rid the village of his plague.

The twist: If the spirit of the Barrow King truly rests still within his burial ground, then it slumbers still. The village is actually being victimized by a cult of Vroodith, god of Slaughter, which has moved into the abandoned burial grounds.

That’s not much of a twist – but it adds spice to what is otherwise a straight-out dungeon crawl: The PCs go into the burial ground, root out the cult, and solve the village’s problems.

(Against the Barrow King is designed for 4-6 characters of levels 3-5.)

CLOSING NOTE

As a closing note, let me say that it’s nice to see a D20 producer who’s willing to jump immediately to mid-level adventures. With Atlas Games, Green Ronin, Necromancer, Wizards of the Coast, and several others already turning out high quality introductory modules, I don’t think it’s necessary to keep pumping more material into a market sector which has been safely sated for at least the next year.

Style: 3
Substance: 4

Title: Adventure Boosters: Tomb of the Overseers and Against the Barrow King
Writers: Ken Villars & John Zinser (Tomb of the Overseers) and Against the Barrow King (Steve Hough)
Publisher: AEG
Price: $2.49/each
Page Count: 16
ISBN: n/a
Product Code: 8303, 8304

As I mentioned last time, I had intended to review all of the AEG Adventure Boosters, but stopped after being hired by Fantasy Flight Games to write for their competing line of Instant Adventures.

I might not have finished the project in any case, as after the first batch, AEG published I believe two more batches, for a total of 40+ adventures. That’s a lot of adventures! These were later updated to the 3.5 rules and collected in the Adventure I and Adventure II compilation volumes.

Next AEG Booster Review: Crypt of St. Bethesda

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Man Walking in the Night - fran_kie

DISCUSSING
In the Shadow of the Spire – Session 42A: Rat Mothers

But Ranthir, upon hearing the word “flee”, whirled around and webbed the far side of the room: The mothers, the albino, and Berq were all helplessly caught – except for one mother, trapped in the corner, who futilely screamed for help in her despair. Tor closed on her and ruthlessly killed both her and the baby ratlings.

With the other mothers still trapped in the web. Tee was able to broker a bargain in which they would be freed if one of them would lead the party to the southern sewer entrance. While the mothers were carefully freed from the web, Tor started discreetly taking ears and fingers from the dead as trophies. Meanwhile, Elestra distracted the ratlings with small talk to keep them from noticing Tee looting the coffers of the nest master (which were filled with gems, jewelry, and large amounts of coin; although given the bones and skulls dangling from the ceiling, Tee didn’t want to spend too much time thinking about where it had all come from).

“Killing orc babies” in D&D is a trope not so much because DMs are deliberately trying to present their players with this moral dilemma, but rather because it arises pretty naturally out of the standard D&D adventure type: Dungeons inhabited by X. “Inhabited” leads to community; community leads to babies. And, of course, it’s not just orcs. In this session it happened to be ratlings.

Now, there’s a whole discussion to be had about the colonialist themes in D&D and also the degree to which the traditional fantasy tropes of “species which is inherently evil” and/or “humanoid species with sub-human intellects” are manifestations of and/or informed by real world racism, but I’m going to put a pin in that.

What I’m focused on at the moment is less the specific moral dilemma, and rather the phenomenon of emergent moral dilemmas.

There can sometimes be the impression that moral dilemmas are something that GMs need to specifically create, frame up, and present to the players. But the real world is filled with moral dilemmas with nary a GM in sight, so it’s not really surprising that they’ll also crop up more or less unbidden in our simulated game worlds – whether that’s ratling babies in the ratling nests; the decision to betray a friend; or the opportunity to profit at the expense of others.

Whether a particular moral dilemma is crafted by a GM or emerges from the narrative of play, it can offer a rich opportunity for roleplaying, allowing players to explore their characters at a deep and meaningful level. Like any form of play, it can also be a way to safely explore complex issues.

Or, alternatively, being a form of play, it can also provide an escape from the complexities of the real world.

This is where moral dilemmas can create strife at your table: When some players are approaching the game world as a place of deep meaning and other players are approaching the game world as an ephemera of casual play, this can easily create discordant perceptions. To some extent, of course, this is always true, but when it comes to moral dilemmas, the inherently heightened takes – e.g., killing babies! – will naturally amplify the discordance.

(The issues of how much a player’s actions/beliefs are separated from their character’s actions/beliefs also complicates this, but I’m going to put a pin in that, too.)

Not only will different players have different responses to these situations, the same player can easily have a different response depending on the nature and context of the moral dilemma.

To use a video game analogy, I’ve never seen anyone seriously object to Mario curbstomping koopas to death, but change the context to running down pedestrians in Grand Theft Auto and now there are many people who would find it distasteful. But some of the people who object to running down pedestrians have no problem with stealing cars in the same game! Others who will happily go on mass murder sprees in the game will draw the line at running over a sex worker you just paid so that your character can get the money back.

Why?

Because people are complicated.

In the case of the ratling babies in my own campaign, what happened was a combination of several factors:

  • A general coarsening of the group’s morality in the face of hardships. (Something which has been commented on several times in recent sessions.)
  • The perceived moral positioning of ratlings, with some of the players/characters perceiving them as being more like worgs or cannibalistic apes than human-equivalent sentients.
  • The moral importance of the game world. The group was largely on the same bandwidth here, but there were definitely some players with a slightly more casual approach.

Because the players were mostly in alignment with each other – and also because they all had the same clear understanding that character actions were not player actions – these factors kind of balanced each other out: While one player might be slightly more cavalier than another, a player who was taking the world a little more seriously could nevertheless interpret those actions as being consistent with the other character “losing their moral compass,” and it would all sort of muddle out in a collective experience everyone was happy with.

Of course, this will not always be the case! It’s quite possible for disparate reactions to a moral dilemma to cause serious strife!

And the broader point is that, because moral dilemmas will naturally emerge from your narrative, you can’t dodge this issue by just saying, “Well, I just won’t include any moral dilemmas in the campaign, then.” You need to be aware and stay aware of what’s happening at your game table, and when player expectations get out of alignment you need to be prepared to hit the pause button and help everyone get back on the same page.

Safety tools – i.e., structures for having these conversations in clear and productive ways – are obviously helpful with this, and I particularly recommend using them if you’re playing with someone for the first time or with familiar players in a new genre. But a lot of safety tools are focused on identifying topics or themes, and moral dilemmas can often hit the group from unexpected angles and in unanticipated ways. So keep your eyes open!

Campaign Journal: Session 42BRunning the Campaign: Scouting Dungeons
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 42A: RAT MOTHERS

October 17th, 2009
The 23rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Rat Statue

They burned their way through Ranthir’s web and passed into another trash-filled chamber. Rising out of the trash on the far side of the chamber, however, was a ten-foot-tall stone statue of a ratling. Its head was lowered, staring into the dark depths of a wide sinkhole that lay at its feet.

They were wary of the statue – thinking perhaps that it was cursed, enchanted, or trapped in some way – but ultimately chose to investigate it. In a hidden compartment at the rear base of the statue, Tee found three scroll cases: One contained a stack of gold and silver coins; another a copy of the Truth of the Hidden God; and the third an arcane scroll.

Uncertain of what might emerge from the sinkhole if they left it at their backs, Tor quickly tied a rope around Tee’s waist and lowered her into the darkness. The sinkhole bottomed out into a large, conical cavern. Near the limit of the light she carried, Tee could see a couple passages twisting away from the cavern. On the large wall nearest her she could see cave paintings: Rat-shaped humanoids worshipped a huge, bulbous rat. Gouts of flame seemed to erupt from the rat’s sides, and in the midst of the flames Tee could see white rats dancing in the infernos.

Something about the painting disturbed her deeply, and after studying it for a few long moments she tugged twice on the rope – giving the signal to draw her back up.

After Tee had described what she had seen, they discussed their options. Ranthir, as was his wont, strongly opposed delving deeper before finishing the exploration of the current level of the nests. Besides, they suspected that they were on a level with the Midtown sewers – delving deeper into the caverns beneath the city wouldn’t get them where they wanted to go.

THE MOTHERS

Leaving the chamber with the statue, they passed through the far end of a long hall filled high with even more of the rats’ garbage. Tee passed silently over the surface, but, of course, Agnarr and Tor made an unearthly racket wading their way through. In the process, they attracted the attention of several large rodents which emerged out of the trash heaps: They had pale, chalk-like fur and eyes which glowed like fierce embers of flame.

“Who’s there?”

The voice came from the direction they had been heading. A huge, lumbering ratbrute emerged from the shadows.

Tee turned to face him. “We’re looking for the sewers.”

“Who are you?”

“Silion sent us to the southern sewers. We have business with Porphyry House.”

A befuddled look passed over the ratbrute’s features (which was surprising, considering how befuddled they already looked). “I guess if Silion sent you…”

“That’s right,” Tee nodded encouragingly. “Now, where can we find the sewer?”

“There’s an entrance beyond the mothers.”

“Where are the mothers?”

“Right over here.” The ratbrute turned and started lumbering back the way it had come.

Tee looked back at the others as if to say “I can’t believe that worked” and then, with a shrug, followed the ratbrute.

The passage he took them down was relatively broad and surprisingly free from debris. They passed another of the tattered blue curtains, and Tee took a moment to poke her head through it: The chamber beyond was unnaturally chill and contained a variety of bloated corpses – dogs, birds, cats… and a few humans. The bodies had been variously dismembered, with a few pieces here and there having obvious gnaw-marks on them. (Ranthir identified the chill as coming from a simple cantrip, most likely cast here to permanently keep the room cool enough to preserve the “meat”.)

“Are you coming?” The ratbrute looked at them curiously.

“Of course,” Tee said. Hurrying after him, she drew her sword and pointed it at the ratbrute’s clueless back.

Pushing through another blue curtain, they emerged into a large chamber containing several of the now familiar ratling nests… along with half a dozen female ratlings. The mothers. Everyone froze: Ratlings staring at humans; humans staring at ratlings.

“Tattum! What have you done?!”

The mothers scattered. Tee stabbed Tattum in the back.

Tattum, roaring in pain, drew his greatsword in a massive sweep that caught Tee with the flat of the blade and sent her staggering.

Nasira, meanwhile, noticed that several of the chalk-white rats from the hall of refuse had been following them. She was about to call out a warning when the melee broke out.

And then the chalk-white rats burst into balls of bright flame.

As Tee fell back towards Nasira, one of the flaming rats – pouring inky black smoke into the air – spit a ball of fire at Nasira, catching her full in the chest. Agnarr and Tor, meanwhile, were moving up to form a line against the enraged Tattum.

Several of the mothers had dashed out of the room through other exits, while others circled around the melee shaping up at the cave mouth – dashing in and delivering blows whenever they found an opening.

Tor managed to inflict a few deep wounds on Tattum’s massive frame, but then one of the mothers managed to latch onto his arm. Another, going low, sunk her teeth into his leg. Tattum, seizing the momentary advantage, found a chink in Tor’s armor and, ripping the blade free, caught Agnarr with a devastating back-swing.

Elestra dove forward, pouring the strength of the Spirit of the City into Agnarr’s wounds. Tattum, thinking Agnarr dispatched, stepped over him to take another swing at the badly injured Tor—

And Agnarr plunged his blade up through the ratbrute’s crotch.

(Which was becoming something of a habit.)

Tattum stumbled backwards as another ratbrute pushed through the curtain on the far side of the room. “Tattum! What the hell is going on?! If you’re in another—Oh shit! Fudd! Get out here!”

Fudd, a third ratbrute, pushed his way through the curtain. “What has he done now, Berq? … Oh shit!”

As Tattum fell for the last time, Fudd and Berq rushed Agnarr and Tor. Agnarr, however, was in the full heat and flow of the battle. He stepped forward and in a series of smooth blows that looked like perfect arcs of flame dropped Fudd in his tracks. Berq was more cautious, however, and moved into a careful dance of blades with the two fighters.

The blue curtain swept aside once more, revealing an aging albino ratling. He lowered a dragon pistol and fired, but Tor narrowly dodged the blast (which passed harmlessly over Tee, who was finishing off the last of the ash rats with Ranthir and Nasira).

As the separate melees raged, punctuated with blasts from the albino ratling’s dragon pistol, the mothers who had fled into a side-chamber returned – each bearing ratling babes in her arms. The albino ratling cried out to them, “Flee! Run as fast as you can!”

But Ranthir, upon hearing the word “flee”, whirled around and webbed the far side of the room: The mothers, the albino, and Berq were all helplessly caught – except for one mother, trapped in the corner, who futilely screamed for help in her despair. Tor closed on her and ruthlessly killed both her and the baby ratlings.

Agnarr, meanwhile, was finishing off Berq. This gave the albino ratling enough time to rip his own way free from the web. Cutting another mother free, he took her and ran for it.

Tor and Tee chased him down, but before he was killed, the albino managed to buy enough time for the mother to escape into the effervescent chamber of the true temple. Tor and Tee skidded to a halt and cautiously retreated back the way they had come.

Several of the mothers were still trapped in the web. Tee was able to broker a bargain in which they would be freed if one of them would lead the party to the southern sewer entrance. While the mothers were carefully freed from the web, Tor started discreetly taking ears and fingers from the dead as trophies. Meanwhile, Elestra distracted the ratlings with small talk to keep them from noticing Tee looting the coffers of the nest master (which were filled with gems, jewelry, and large amounts of coin; although given the bones and skulls dangling from the ceiling, Tee didn’t want to spend too much time thinking about where it had all come from).

Running the Campaign: Killing Orc BabiesCampaign Journal: Session 42B
In the Shadow of the Spire: Index

AEG Booster Adventures

With the Adventure Boosters AEG is the latest company to jump on the D20 bandwagon. But the Boosters are short, cheap, and funny-looking… Wait. Say what?

Review Originally Published January 8th, 2001

With the Adventure Boosters, AEG is the latest company to jump on the D20 System bandwagon by publishing modules suitable for use with the third edition of Dungeons & Dragons. The Boosters, however, come with a few of unique twists which help them stand out in a rapidly expanding market: First, they’re short. Second, they’re cheap. Third, they’re funny-looking.

Each of the Boosters is a four-inch by eleven-inch pamphlet: Essentially they’ve taken four normal sheets of paper, folded them over, and stapled it together with a cardboard cover.

Eight of these Boosters have been released so far, with the first two – Castle Zadrian and Sundered Faith – being reviewed here. The format for each is essentially identical: A location-keyed adventure, with a map in the center of the book, a new monster, and a new magical item.

At $2.49, the result is a quickly absorbed impulse buy which still manages to pleasantly fill an evening of gaming.

Warning: From this point forward, this review will contain spoilers for Castle Zadrian and Sundered Faith. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

CASTLE ZADRIAN

Castle Zadrian, the first in the series, is written by Rich Wulf. The premise is simple: Lady Elena Zadrian’s father has disappeared, and she hires the PCs to go search for him at his country estate. The catch: Timoth Zadrian, her father, is a legendary alchemist. He has recently been experimenting with interdimensional space and has succeeded in making the rooms on the inside of his house larger than the outside of his house through the creation of a “dimensional web.” Unfortunately, a group of chaos spirits (the new monster for the Booster) have slipped through the gaps Castle Zadrian by Rich Wulf (AEG)in the dimensional web and into his house, imprisoning Timoth and generally wreaking havoc. The PCs have to figure out what’s going on, navigate a house which exists in multiple dimensions, and rescue Timoth Zadrian from the chaos spirits.

In my opinion, Castle Zadrian is the weakest of the Adventure Boosters released so far (which is unfortunate, considering it’s perhaps the one people are most likely to pick up first). While the dimensional interior gimmick is interesting, many of its more fascinating possibilities remain unexploited (for example, the possibility of the house’s topography changing while the PCs are inside). The boxed text throughout the adventure misfires: scenes of wonder (such as a library filled with falling snow) are tossed aside as if they were unimportant baggage; in other cases it reveals information the PCs have no way of knowing (“Sir Timoth has never been a warrior…”). The treasure and XP methodology that Wulf exercises here is also dodgy at best.

The biggest problem with Castle Zadrian, however, is simple carelessness in the scenario’s design: The spine of the adventure is an alchemical mystery which must be untangled so that the dimensional webbing can be unraveled and the chaos spirits banished. While it is, for the most part, handled well, Wulf makes one key mistake: An important clue hinges upon seven coffins which are decorated with different alchemical metals: Gold, silver, iron, quicksilver—Hold it. You can’t decorate a coffin with quicksilver: Quicksilver is liquid at room temperature.

What’s more, Wulf knows this! Later in the same adventure he writes that the quicksilver must be poured over the crystal sphere which is the lynchpin of the dimensional web. I’m just not sure what he was thinking when he wrote this.

Castle Zadrian is based on an interesting concept (a house with an interdimensional interior which has slipped out of control)… but since I’ve just told you that concept, I’m not sure there’s anything worth picking up here.

(Castle Zadrian is designed for 3-4 characters of levels 4-5.)

SUNDERED FAITH

Sundered Faith, on the other hand, is an excellent example of what the Adventure Boosters can accomplish. The only real flaw here is that the first part of the adventure consists of the PCs moving from one 10’ by 10’ room full of monsters to another 10’ by 10’ room full of monsters. (Although, to be fair, perhaps this was meant to be a bit of an in-joke by Kevin Wilson.)

Sundered Faith - Kevin WilsonIn Sundered Faith a recent earthquake has opened an entrance from a fallen temple dedicated to the God of Death into the city’s sewer system and undead are emerging through it to carry off and kill helpless members of the citizenry. When the PCs go to investigate they have to fight their way through a couple sorties of zombies (in the aforementioned sequence of 10’ x 10’ rooms), before having a floor fall out from under them. Falling down a tube, they land in an underground lake which is inhabited by a massive undead Cave Wyrm (the new monster for the Booster). This is just one scene (with the lumbering, undead wyrm swimming around the PCs), and an example of how Wilson creates evocative environments.

Another good example of this is the Curse of Azrael, which is laid across the entire temple. It has several specific game effects (such as limiting the effectiveness of magical healing effects in the area), and these serve to elegantly reinforce the mood of the piece without resorting to telling the players what their characters are feeling. By affecting not only the PCs in the game world, but the players in the metagame, Wilson really makes the gimmick tick.

Some other good scenes: The skeletons chained to a wall in the flooded portion of the temple which try to drag the PCs to their watery doom; a hall which can suddenly fill with a mass of undead if the PCs set off an alarm; and a priest who impaled himself upon the altar of his god in order to save his temple (and thus brought the Curse of Azrael down upon the complex).

Sundered Faith actually has one other minor problem: There are several details which are supposed to be on the map which were not included. These don’t present a serious problem, but are indicative of the generally poor quality of the maps in all of these Adventure Boosters. They get the job done (most of the time), but are clumsily executed.

(Sundered Faith is designed for 4-6 characters of levels 6-8.)

Style: 3
Substance: 4

Title: Adventure Boosters: Castle Zadrian and Sundered Faith
Writers: Rich Wulf (Castle Zadrian) and Kevin Wilson (Sundered Faith)
Publisher: AEG
Price: $2.49/each
Page Count: 16
Product Code: 8301, 8302

I’m currently reviewing trifold adventures for Mothership, which have a very similar appeal to these old Adventure Boosters from AEG. At the time, I remember that there was a lot of talk about AEG “ripping people off” by charging them $2.50 for four sheets of paper while other companies were only charging $10 for sixteen sheets of paper (which, of course, doesn’t even make sense when you think about the math), but I was enthralled by them. At the time I think I put a lot of weight on the idea that they just made for such great impulse buys, allowing you to play the odds on Sturgeon’s Law (that 90% of every thing is crap). That was also true, but I’ve since come to realize just how powerful adventures designed to be quickly read and then immediately run.

(The Adventure Boosters are just a tidge long for this, but are close enough to get the job done.)

My original intention was to review all of the AEG Adventure Boosters, and you’ll see several more of these get reposted over the next few weeks. Midway through the project, however, I was hired by FFG to write for their line of Instant Adventures, which was the exact same concept with (if you’ll pardon my bias) better art. Given the obvious conflict of interest, I stopped reviewing the Adventure Boosters.

Next AEG Booster Review: Tomb of the Overseers / Against the Barrow King

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

A knight weaving their way through a gauntlet of pit traps

DISCUSSING
In the Shadow of the Spire – Session 41E: Return to the Lower Nests

By the time Agnarr had forced the board aside, Tee had joined him. She ducked through first, finding the ratlings waiting with another volley of fire that she narrowly dodged.

If she worked her way carefully down the tunnel in an effort to avoid the traps she knew were waiting, the ratlings would tear her apart with their rifle fire. Throwing caution to the wind, Tee threw herself down the hall – trusting to her instincts and reflexes to avoid the seemingly never-ending stream of dangers.

In Rulings in Practice: Traps, one of the advanced techniques I discuss is combining traps with combat encounters to make them more dynamic and fun in play. It’s a tip you’ll find — either implicitly or explicitly — in a bunch of GMing advice. But if you’re wondering exactly how to do this effectively, you can see on simple recipe for success in the current session: Position the traps as a dilemma gauntlet.

  1. Fill a space with traps so that moving through that space becomes a dangerous gauntlet.
  2. Put some or all of the bad guys on the far side of that gauntlet.
  3. Give the bad guys the ability to attack the PCs while they’re on the far side of the gauntlet or moving through it. (This doesn’t have to be terribly fancy; any effective ranged attack will get the job done.)
  4. Make the PCs aware that the traps exist. (Which may simply be accomplished when the PCs trigger the first trap and realize it may not be the only one.)

The PCs will now be faced with the simple dilemma of rushing through the trapped area (unleashing the fury of the traps) or trying to work their way carefully through the trap by detecting and/or disabling them (but also enduring the attacks of their enemies).

And here are a few ways to make things even nastier:

  • Have some of the trap effects push them back to the beginning of the gauntlet. (Or set things up so that the NPCs can do the same.)
  • Stock the gauntlet with traps that reset. (This prevents, or at least complicates, the strategy of having one character brute force their way through as a human mine detector, clearing the path for the rest of the party behind them.)
  • Create the gauntlet in multiple stages, such that — when the PCs penetrate the first stage of the gauntlet — the bad guys can fall back through another section of traps and present them with the same dilemma all over again. (Or, rather than having the bad guys move from one stage to the next, simply position different groups of bad guys between each stage.)

Use them to season your dilemma gauntlet to taste.

You can set up dilemma gauntlets like this when you prep an adventure, but one of the great things about the simple dynamic of this setup is that it’s easy to deploy during play when you’re using adversary rosters to actively Abeil (bee people) - Monster Manual II (D&D 3rd Edition)play the opposition in a scenario: Simply make note of where traps are located in the complex, and then have your bad guys position themselves to take advantage of them (or even lure the PCs into the gauntlet).

Even more fun is that the PCs can almost as easily create their own dilemma gauntlets: Once they learn where the traps in a dungeon are located, they can similarly force bad guys into the gauntlet. This may work less well, of course, if the bad guys know where the traps are located, but just knowing the traps are there may not help much when you’re getting pelted by ranged attacks.

Creating a dilemma gauntlet can also be useful when you’re restocking a dungeon area to reflect defensive measures being taken by the inhabitants: While the PCs are taking their long rest, the abeil are buzzing away setting (or resetting) layers of traps to help them defend the hive.

Campaign Journal: Session 42ARunning the Campaign: Killing Orc Babies
In the Shadow of the Spire: Index

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