Tuesday, February 2, 2010

Goblin Waters delve - part 2

Once again our brave delvers fought cunning and dangerous foes in the water logged caves in the mountains above Kobb, the hobb hamlet. We left off with the characters still in the caves, and I must confess I had forgotten how much punishment they had taken, for in the first fight one of them went down after first contact with the enemy. I was way to kind and actually let them fight giant spiders without venom! But, they handled themselves well and fought very smartly with a polearm in a fairly narrow corridor. Nothing beats a polearm set against charge when there's no room to evade that pointed stick if you want to close for melee. Spiders being spiders they wasn't that good at grasping that fine point of tactics.

Apart from some fights, this was a session for sneaking. Everyone who have ever used pitons to keep doors shut or open can probably imagine what happened if I tell you that my players successfully "contained" some danger. I still haven't decided how hard it will be for that poor monster to break down the door.

The most useful lesson learnt so far for me from running this adventure is to always look at rooms close by and try to imagine how the inhabitants of those rooms would be able to roam about. Having the dungeon be a place where people move around makes for a more dynamic setting, and it was quite suspenseful when the characters kept hearing splashing of oars in the distance and suchlike.

If you have never had players plunder an alchemical lab, or some other place with strange bottles, I suggest you do so! How entertaining it is to see how they try to discover what those mysterious liquids do. My only disappointment this session was that they never did try to drink that massage oil they found. It would have been fun.

There are still more dangers to be found in tha caves, and we will meet again in a few weeks time. I really love to be playing T&T again!
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