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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="greywulf" data-source="post: 3175281" data-attributes="member: 4285"><p>Thanks for reminding me. I've updated it at <a href="http://home.greywulf.net/files/Microlite20.rtf" target="_blank">http://home.greywulf.net/files/Microlite20.rtf</a> now. It's all yours.</p><p></p><p>I need to make a few small changes to the adventure following last night's playtest (mainly more monster variety and take out the 2 winged kobolds - they're just too tough for 2nd level adventurers to fight against). On the whole though, the rules worked just great. I estimated the ELs so that the party levelled up about halfway through and that worked well. The cleric spent a LOT of time healing, and a fair number of combats involved guerilla tactics of picking off a few bad guys then pulling back. They were thankful I included a Safe Room for them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One trap in particular took up about an hour of game time.</p><p></p><p>It's a 15' pit trap. All of the walls have wooden spikes angled sharply downwards. The poor Fighter (Half-orc (STR+3/MIND-1)) fell in taking 1.5d6 (6hp) damage then they just couldn't get him out! Much hilarity ensued until they decided the only way out was for someone to head outside, cut down a tree to make a Classic D&D 10' pole which they lay over the hole with a rope tied to the middle and winch him up. </p><p></p><p>Problem was he was too heavy in his Chain armour so that stayed in the pit and he's winched up, half-naked, cursing in Orcish while the rest of the players are laughing fit to break.</p><p></p><p>Then the kobolds turn up.............</p></blockquote><p></p>
[QUOTE="greywulf, post: 3175281, member: 4285"] Thanks for reminding me. I've updated it at [url]http://home.greywulf.net/files/Microlite20.rtf[/url] now. It's all yours. I need to make a few small changes to the adventure following last night's playtest (mainly more monster variety and take out the 2 winged kobolds - they're just too tough for 2nd level adventurers to fight against). On the whole though, the rules worked just great. I estimated the ELs so that the party levelled up about halfway through and that worked well. The cleric spent a LOT of time healing, and a fair number of combats involved guerilla tactics of picking off a few bad guys then pulling back. They were thankful I included a Safe Room for them :) One trap in particular took up about an hour of game time. It's a 15' pit trap. All of the walls have wooden spikes angled sharply downwards. The poor Fighter (Half-orc (STR+3/MIND-1)) fell in taking 1.5d6 (6hp) damage then they just couldn't get him out! Much hilarity ensued until they decided the only way out was for someone to head outside, cut down a tree to make a Classic D&D 10' pole which they lay over the hole with a rope tied to the middle and winch him up. Problem was he was too heavy in his Chain armour so that stayed in the pit and he's winched up, half-naked, cursing in Orcish while the rest of the players are laughing fit to break. Then the kobolds turn up............. [/QUOTE]
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