Dungeon 23 - Delving the Black Maw Session 2 - After-Play Report
Second session of the Black Maw in the books. A room was lit on fire. A strange pool avoided. Pranks are being played on the PCs. And they fell victim to one of the classic Grimtooth setups - the room that may have an obvious trap and a hidden trap that will get someone eventually. Great game!
|Map revealed so far (Started at red X, ended at blue O)|
Five adventurers again braving the mysteries - one new player and one absent player. This week, we had:
- Brog the Tough Guy - halfling (littleling) who doesn't trust anything or anyone
- Bora the Cautious - fighting man who continued to be cautious... and avoid injury
- Erwin the Flamboyant - another fighting man, who didn't avoid injury
- Caius of the Wine - the mage who kept his glass from shattering, despite being quite the target
- Elmon of the Dropped Trousers - new guy, elf, finding traps and avoiding trouble, sorta
That led to a room with three doors that wouldn't open, although they heard strange voices and babbling behind one of the two doors at the bottom. Whatever was behind there refused to open the door, even after Brog beat on it with his axe. (Ed: earning an out-of-turn wandering monster check, which came up empty.)
* The trap room. This was a nasty room and one that reminded players that traps like this could happen. The path around the perimeter was a clue, as were the dried blood splashes in the corners where the spear traps were. There was indeed a hidden pit trap in the center. The challenge is to avoid both the corners and the center - hopping from one side to the other near the corners was an excellent approach!
In OD&D, traps don't automatically go off when interacted with! The rules suggest "Traps are usually sprung by a roll or a 1 or a 2 when any character passes over or by them." (Vol III, pg 9) but I also have some traps more difficult to spring, or some traps that are easily activated. I also allow for the use of ten foot poles which act as a "character passing over/by" - they may warn a player. If players spend time examining an area, there's a chance they'll see a trap, depending on the trap and what they're doing. No guarantees, but I play it fair by how the players handle the situation and the nature of the trap itself.
* Fire! As the bed started to burn, smoke filled the room and adjacent open rooms, making it hard to see, and soon hard to breathe! The players beat feet quickly, but who knows what will happen with the fire as it burns while they explore? These are things I keep track of as the players interact with the dungeon.
... and there's the question of what is going with the cut wineskin, whispering voices, tying of shoe laces and pulling down of pants!?
* Describing the cross-shaped room was challenging - the players do not have a compass, so descriptions are "left, right, opposite, same, caddy-corner, adjacent" etc. They're not measuring out the rooms, so I give rough measurements at a guess. Despite that, the players have kept a fairly good map going, so I think we're learning each others' language in how to describe things.
* Time passage - again, ten minutes of actual time equals a turn, unless something is done mechanically that consumes time. Like applying first aid, exploring a room, examining for secrets, etc. There is some nervousness that torches are being consumed and they've not found coin yet to be able to replace them in town!