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General Tabletop Discussion
*Dungeons & Dragons
Buying the Farm - Claiming the Ruin - Occupying the Dungeon
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<blockquote data-quote="J-H" data-source="post: 8912026" data-attributes="member: 7020951"><p>I'm currently playtesting (via PBP) a short module called Goblin Defense. 3 players start off as 1st level goblins taking over leadership of a small tribe in a newly-acquired lair. Each gets a small squad of 3 goblins to command in combat or in day to day life.</p><p></p><p>They have to survive getting found and attacked by adventurers repeatedly until the hit level 7. Between each attack, they have a semi-random number of days during which they can do things like lead their squads of minions in hunting, train them to use better armor and weapons, brew potions, dig and fortify, etc.... plus a short table of random events to add more color and a few choices between fights.</p><p></p><p>The first fight was a 10 round cluster-mess where about 1/3 of the time was spent fighting over the enemy torches and lanterns to deny them vision. They've also tried pit traps (too limiting) and, at level 3, are now using 3' high alcoves to run alongside the main hallway, while the main hall is difficult terrain thanks to a 1st level druid spell, and they have a bunch of 30" high walls to provide partial cover.</p><p></p><p>There's a lot of use of light, vision, and traps/terrain spells that don't normally come into play. I am enjoying watching them be savagely creative.</p><p></p><p>At 7th level they "win" by attracting the attention of a suitable patron who will protect them (dragon, necromancer, whatever).</p><p></p><p>As a DM I also get to (briefly) try out a ton of different character builds.</p></blockquote><p></p>
[QUOTE="J-H, post: 8912026, member: 7020951"] I'm currently playtesting (via PBP) a short module called Goblin Defense. 3 players start off as 1st level goblins taking over leadership of a small tribe in a newly-acquired lair. Each gets a small squad of 3 goblins to command in combat or in day to day life. They have to survive getting found and attacked by adventurers repeatedly until the hit level 7. Between each attack, they have a semi-random number of days during which they can do things like lead their squads of minions in hunting, train them to use better armor and weapons, brew potions, dig and fortify, etc.... plus a short table of random events to add more color and a few choices between fights. The first fight was a 10 round cluster-mess where about 1/3 of the time was spent fighting over the enemy torches and lanterns to deny them vision. They've also tried pit traps (too limiting) and, at level 3, are now using 3' high alcoves to run alongside the main hallway, while the main hall is difficult terrain thanks to a 1st level druid spell, and they have a bunch of 30" high walls to provide partial cover. There's a lot of use of light, vision, and traps/terrain spells that don't normally come into play. I am enjoying watching them be savagely creative. At 7th level they "win" by attracting the attention of a suitable patron who will protect them (dragon, necromancer, whatever). As a DM I also get to (briefly) try out a ton of different character builds. [/QUOTE]
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Buying the Farm - Claiming the Ruin - Occupying the Dungeon
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