Friday, July 24, 2009

Playing the Dungeon of Voorand - zombie overkill and the founding of Las Vegas

Last night's game in the Dungeon of Voorand Campaign is sadly enough going to be the penultimate session. One more Thursday, and then I will pack up my stuff and leave Kingston. I feels a bit numbing to having to end this very enjoyable run, but at least we ends while having fun and still pumped up about everything cool we all want to do in the game.

More than once my dear players have realized that there are more to find even at places they thought had "cleared out", or just left for more challenging levels. I once got to hear that the dungeon felt big and like there was a lot still to explore. I loved that I had managed to capture that part of the Megadungeon concept.

Last night they decided to poke around some dark corners of level one. Naturally, not everything was like when they last were there, and they found a secret little "sublevel" that I had hidden. Not even this time did they explore everything, but they did find a ogre guarding a statue decorated with magical items like a helmet, belt, sword and other trinkets. Since they broke down the door and made a lot of noise, they woke the guardian up. They later found that others had taken his offer of using a bribe, and had plundered the statue somewhat. They did away with the guardian by a very dirty manoeuvrer, and grabbed themselves some magic. Now they have realized that all permanent items come with drawbacks, so it will be fun to see if that makes them vary.

As I have been telling before, we have had an explosion of building lately. We have had a tavern built by a PC outside the dungeon, and today a school for special education (firstly outdoorsmanship) and a casino was built. As you might have surmised from the subject, they are on their way to build Las Vegas out in the wilderness by the foot of the mountain. I think inventive players are the best gift a GM can get. Just imagine the possibilities for conflict, or ways to use this to have them pour out their hard earned money!

In a information gathering pause, shopping around for workers for their projects, they also bought a treasure map! I love these items. They are a good way to give small nudges to players, or to pace the game, or to siphon off some funds, or lead the into traps, or... you get the picture. They decided they wanted to see the Lost City, and the Crystal Forest and managed to find a delver who had been there and draw them a map. The best part of that was that when they entered level three on their way to the edge of their new map, they went in another direction and got themselves into trouble! If I say barracks full of zombies, what do you say? One dead PC later, and they retreated. I thought I said they saw a room full of tripple bunks from which stiff legged creatures shambled. Sometimes having the best armour in the game will make you to brave. Learn when to run.

It was a fun night, and even though we had a death we still play with stables so nobody is running out of clones yet. Next week will be the last, and from experience I think that my players will make it a good finale without me making it any special. We just play games and have fun. Fight on!

4 comments:

  1. I always tried to make the last game of a campaign as epic as possible. Not necessarily a huge clusterfuck of chaos or anything, but it's great to find a way to make it stick in the player memories. A death or two around those last couple don't hurt the drama, either (not that we would do that on purpose, right?).

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  2. I have no "end boss" or anything to showcase, so I'm afraid I will have to come up with something if I wanted to have a "finale" of some kind. So far the campaign have been very much player driven, though, so it feels kind of scary to ruin that which have worked so fine.

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  3. Don't forget, Lonny and Smee will be there for the last game! ;D

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  4. Ian,

    I'm looking forward to it! :D

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