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<blockquote data-quote="jimmytheccomic" data-source="post: 7072867" data-attributes="member: 6875326"><p>So, I don't want to take over the thread with a full play by play thing, but I do want to say, this dungeon is absolutely a blast for modern players, they had a ton of fun. We played for about two and a half hours, they made it through the first thirteen rooms. I went in ready to call the Dungeon off if it turned out to be frustrated and having a bad time, but they were laughing and cheering repeatedly. </p><p></p><p>Since they came in knowing the dungeon expectation, they were incredibly precise, smart, and detail oriented. In the first "fake entrance", I wanted to adjust them to the style of the game, so I was sure to ask very probing questions. </p><p>"I inspect the webs".</p><p> "Howso? Like a poke? A jab?" </p><p>"I'm slowly scraping my pole along it...I'd like to try to gather it like cotton candy to carefully tug it down". </p><p>"That would take hours, it's pretty thick". </p><p>"Can we burn it away? Lets burn it away?" </p><p>-Collapsible ceiling found, and they leave the tunnel entirely. </p><p></p><p>They also found the poem (the rogue was thinking maybe walking on the red runes kept them away from traps, so he followed that path), they're enjoying trying to decipher it. (That kept them away from the infamous devil mouth) Mage hand has been the most useful spell so far- they open treasure chests from as far away as they can. My favorite thing they've done is, they've tied a rope around the rogue in front, and the rest hold it so they can brace if he starts to fall down a pit, they're walking around the dungeon like a kindergarten class on a field trip. </p><p></p><p>Succesfully setting off the traps from a distance makes the game a ton of fun, because they still see the desired effect, which really gets across how much of a troll Acecerak is- they HATE this guy, and are desperate to put him in his place. The seven secret doors in a row really cemented their dislike of him. (Reading "the next room is empty, and has no apparent exit" in a monotone over and over again really hits home the nature of the dungeon.) They laughed really hard at that sequence, and at the gargoyle crushing gems (which they figured out.)</p><p></p><p>They just went through two of the crawlspaces in the tapestry room, and we ended as one player is crawling through the third. The rest of the party is convinced this is the tunnel that's going to collapse on them, but one player is insistent they should check it out, so he's crawling through himself. As he started to open the door, I called the session off on the player created cliffhanger. Everyone is having a ton of fun so far, it's a great time if everyone goes in knowing what to expect from it.</p></blockquote><p></p>
[QUOTE="jimmytheccomic, post: 7072867, member: 6875326"] So, I don't want to take over the thread with a full play by play thing, but I do want to say, this dungeon is absolutely a blast for modern players, they had a ton of fun. We played for about two and a half hours, they made it through the first thirteen rooms. I went in ready to call the Dungeon off if it turned out to be frustrated and having a bad time, but they were laughing and cheering repeatedly. Since they came in knowing the dungeon expectation, they were incredibly precise, smart, and detail oriented. In the first "fake entrance", I wanted to adjust them to the style of the game, so I was sure to ask very probing questions. "I inspect the webs". "Howso? Like a poke? A jab?" "I'm slowly scraping my pole along it...I'd like to try to gather it like cotton candy to carefully tug it down". "That would take hours, it's pretty thick". "Can we burn it away? Lets burn it away?" -Collapsible ceiling found, and they leave the tunnel entirely. They also found the poem (the rogue was thinking maybe walking on the red runes kept them away from traps, so he followed that path), they're enjoying trying to decipher it. (That kept them away from the infamous devil mouth) Mage hand has been the most useful spell so far- they open treasure chests from as far away as they can. My favorite thing they've done is, they've tied a rope around the rogue in front, and the rest hold it so they can brace if he starts to fall down a pit, they're walking around the dungeon like a kindergarten class on a field trip. Succesfully setting off the traps from a distance makes the game a ton of fun, because they still see the desired effect, which really gets across how much of a troll Acecerak is- they HATE this guy, and are desperate to put him in his place. The seven secret doors in a row really cemented their dislike of him. (Reading "the next room is empty, and has no apparent exit" in a monotone over and over again really hits home the nature of the dungeon.) They laughed really hard at that sequence, and at the gargoyle crushing gems (which they figured out.) They just went through two of the crawlspaces in the tapestry room, and we ended as one player is crawling through the third. The rest of the party is convinced this is the tunnel that's going to collapse on them, but one player is insistent they should check it out, so he's crawling through himself. As he started to open the door, I called the session off on the player created cliffhanger. Everyone is having a ton of fun so far, it's a great time if everyone goes in knowing what to expect from it. [/QUOTE]
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