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DM Chronicles: Session 11, Foray into the Well of Demons, part 2

March 10, 2009 by The Chatty DM

gnollSee part 1 here.

With all that shared narrative and roleplaying out of the way (just kidding…mostly), the players were ready to start exploring the Well of Demons.

I must say that I really like this part of the adventure.  It was the first one that reads like a true dungeon crawl. It’s made up of several sections with varied encounters and challenges.  During prep, I had read and prepared Minis and drawn battlemaps for the 4 most likely encounters.

The PC’s followed their map and got deeper into the labyrinth.  They came up to a very large square room with pillars and a Well.  As soon as they entered, some minotaur masks on the pillars animated and welcomed the party as pilgrim of Baphomet, the Demon lord of minotaurs and then talked about some sort of test…

…Which the party kinda didn’t hear because at that time a bunch of humoungous tentacles covered with fanged mouths (New Monster) burst out of the floor tiles and attacked the PCs.  It grabbed one of the PCs on it’s surprise attack.  Then a trio of opportunistic monsters moved in on the party.  A pair of Chokers (long armed climbing monsters that… well choke their prey) and a ghoul attacked at the same time.

The encounter was well designed.  The PCs could have gotten in trouble, with all monsters having controller elements this could have degenerated with most of the party immobilized and being choked/eaten/melted by all 4 monsters.

However it wasn’t to be so because I systematically failed to roll anything over 10 for the whole fight.  In fact, that trend was maintained all night long, to a point that even my players were making comments about how unlucky I was.  I didn’t mind because I strongly believe that players need such ‘everything went well for us’ encounters once in a while to top their ‘feel good’ tanks…

I hope they enjoyed it because there’s harsh stuff coming in the next sessions for them.

The fight lasted about 30 minutes or so, and the PCs were ready to explore the dungeon further.  They managed to recall the Masks’ full message which invited worshipers of Baphomet to a series of test to gain the Demon Lord’s boon.

The room had 2 other exits, they chose the one to the left and arrived in a Gnoll barrack!  Ensued a fight against 4 Hyenas and 3 gnolls in cramped quarters.  Once again players shredded the monsters easily and the fight was completed in less than an hour.  A gnoll archer fled, likely to another gnoll-held area of the dungeon.

The PCs rested a few minutes, collected their extra action point for hitting a milestone and forged on deeper in the dungeon.

They reached a long corridor with 2 sets of double doors on the right and one, much further, on the left.

When they opened the first set of double doors, they saw a group of Hyenas running around a chained Dire Boar trapped in a pen. At that point I somehow jumped the gun and mentioned a group of gnoll archers waiting at the other end of the room (near the second set of double doors).  Not wanting to face both hyenas and a firing squad at the same time, the party returned to the corridor, closed the door and went for the second entrance to the room.

So the party entered the room from the opposite end, catching a bunch of gnoll archers jumping over a wall made of bales of Hay, while the hyenas were jumping over said wall to attack the PCs.

The fight went fast, some PCs got bloodied while the DM continued playing atrociously bad rolls (and I was rolling behind a screen for once!)

Then followed a skill challenge to try to calm the Dire Boar.  The poor animal had been harassed by the Hyenas while the 3 gnolls archer were using it as target practice.  The challenge featured only 2 primary skills and was very short of details.  The PCs failed it and decided to let the boar calm down on its own before trying to calm it.

Earlier in the evening, Franky’s PC had asked the old dwarven trader for a piece of equipment the animal was familiar with in order to let it recognize the party as friendly.   I gave a +2 bonus to the skill roll used with the object.  In hindsight, I should have made this into an automatic skill roll success to reward Franky’s for thinking about this.

Hell, I should have made the whole challenge an automatic success just to motivate players to do more stuff like that.

Double hell, I’m going to retcon that scene into a success and tell Franky it was because his idea was worth being properly rewarded.

We stopped the game at this point.  Players were satisfied and seemed to have enjoyed themselves.

Lessons Learned

  • When faced with a Skill challenge, take the time to properly reward good playing and creative ideas.  Don’t hesitate to give free successes.
  • No matter how well designed an encounter is, an unlucky dice streak can trash it either way.
  • If you are going to give narrative control to players but want to maintain some control, you need to set the rules in advance and not change them as you go..

Thanks for reading!

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Filed Under: Musings of the Chatty DM, Roleplaying Games

Comments

  1. Ron Bailey says

    March 10, 2009 at 1:18 pm

    A very entertaining read.

    Ron Baileys last blog post..Links for 2009-03-07 [del.icio.us]

  2. ChattyDM says

    March 10, 2009 at 3:10 pm

    Thanks for reading it! 🙂

  3. Cyclone says

    March 10, 2009 at 7:34 pm

    It seems like you guys are having a lot of fun! I am curious though, have you ever done an automatic success(es) for good roleplaying? How does it work out?

    I have mixed feelings about it. Good thinking should definitely be awarded, and that +2 to a roll is a nice bonus. But then, sometimes even with the +2, the d20 lets the PC down, in which case their roleplaying is for naught. I feel as if giving away an auto success cheapens the roll, and makes the other players (who might be trying to rp to the best of their ability, unknown to the DM) feel bad. It also cheapens the challenge, making it less fun. Even though I’ve never tried it, would a re-roll (instead/in addition to the +2) work?

    Also: NOOOOOOOOOOOO CHATTY!!!! DO NOT RETCON!!!

  4. Yan says

    March 10, 2009 at 7:45 pm

    I don’t think an automatic success would cheapen the roll. It encourage thinking outside the box which is something you want.

    In this case I personally would have given an automatic success plus possibly a bonus on all further roll for the group. Bypassing the challenge altogether is in my book a viable action. You should not feel bound by whatever mechanics you have determine if it make sense storywise then by all mean go with the story. The flow should not have to be dictate by the challenge. As it was this section felt awkward has I kind of felt that franky’s action was so decisive that he should not have failed.

  5. Flying Dutchman says

    March 12, 2009 at 10:58 am

    Yeah! You should definitely work with auto-success. For example, I use it often when characters make charisma checks to motivate other in heroic, epic moments, like when giving a speech to a group of soldiers before a large-scale battle (every once in 10 sessions for the heck of it). If their motivational speech is good, they succeed, regardless of the charisma check.

    Anyhow, it’s a great read, this! I wonder where you find the time to write it all out, man, it occupies hours of my time to do so, and you seem to be pretty quick about it!
    Cheers

  6. ChattyDM says

    March 12, 2009 at 11:30 am

    I write real fast! 🙂

    Yeah, I realize that I tend to be too rigid in my DMing calls and find myself relying on rules and mechanics when I’m surprised by something my player do… I need to learn to associate surprise with the reflex of saying ‘Okay, I need to improvise, forget the rules!’

  7. Z. Adam Wolf says

    March 25, 2009 at 12:04 am

    Took me a while to find this site again (bad memory)! I’m glad your group is enjoying because for one reason or another, the enthusiasm of my group dropped steeply as soon as they set foot in the dungeon. I think encounter-after-encounter style of the dungeon was just too much combat and not enough exploration.

    In the end, the Well of Demons basically put to rest a 6-month long D&D campaign, as everyone (including me) is slightly bored of the fantasy setting now. I was afraid we’d stop playing all-together, but fortunately I’ve sparked the group’s enthusiasm by starting a new project: Shadowrun 4E Style. Everyone is pretty excited to start playing Shadowrun again, and we shouldn’t have much a problem transitioning since we’re going to use the D&D4E rules. I’m putting up my conversion information for anyone else that might be interested at http://sr4e.wordpress.com

    Check it out!

About the Author

  • The Chatty DM

    The Chatty DM is the "nom de plume" of gamer geek Philippe-Antoine Menard. He has been a GM for over 40 years. An award-winning RPG blogger, game designer, and scriptwriter at Ubisoft. He squats a corner of Critical Hits he affectionately calls "Musings of the Chatty DM." (Email Phil or follow him on Twitter.)

    Email: chattydm@critical-hits.comWeb: https://critical-hits.com//category/chattydm/

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