Question about Dungeonland *spoilers*

reveal

Adventurer
I'm going to run this as a one-shot this weekend using the conversion in the downloads section. It looks fun. :D

Anyway, my question is in regards to the PCs equipment. When they start in the long hall, they can either start trying the bread and wine on the table or they can not and the hall will change.

If they try the bread, they will shrink, losing all their equipment except for what they grabbed from the tunnel they fell down initially. The problem is, once they leave the garden into the woods, I don't see how they are supposed to get their equipment back.

For those that have run this, how did the players get their equipment back? It's a pretty deadly adventure without it.
 

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That's the beauty of those earlier adventures. :) Actually, it says:

[sblock]That hiding any gear under the pile of leaves will keep said gear safe. The end of the adventure has players running back through that original long hall, and the pile of leaves will be there.
Also, keep in mind that each PC has four chances at grabbing some goodies if they think quickly, so that's a pretty good stash of things that could be used in the area beyond if they're both careful, and work together.
[/sblock]

So there is a way, but it's not obvious unless you have a group of players used to the conniving and devious ways of the Master of the Game. ;) You may have to change this if you feel your players won't pick up on it, or will feel cheated.
 
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Henry said:
That's the beauty of those earlier adventures. :) Actually, it says:

[sblock]That hiding any gear under the pile of leaves will keep said gear safe. The end of the adventure has players running back through that original long hall, and the pile of leaves will be there.[/sblock]

So there is a way, but it's not obvious unless you have a group of players used to the conniving and devious ways of the Master of the Game. ;) You may have to change this if you feel your players won't pick up on it, or will feel cheated.

I know they go back through the long hall eventually, but the way it's written this can happen:

The players go into the tiny garden right off the bat, with their items all left in the long hall. The only thing they have are the tiny objects they grabbed in the initial fall. So then they get through the tiny garden and into the woods. They suddenly become big again and now have no means of defending themselves other than spells or if one of them happens to be a monk. But the adventure makes them go through combative encounters they cannot avoid.

That's why I'm asking what others have done. :)

I'm tempted to have their stuff "magically appear" when they leave the tiny garden and regain full size.
 

reveal said:
I'm tempted to have their stuff "magically appear" when they leave the tiny garden and regain full size.

An alternative; They find a small stockpile of normal equipment on the way, if you want to test their ingenuity when they don't have their goodies. One idea, is right after they leave the garden and grow back to naked-- err, I mean normal, they run across a tree with fruits/berries/tulip flowers) made of a crystalline material (to entice picking). Any picked fruit magically breaks into tiny shards and a shield/weapon/other goody grows to normal size.

It would fit the weird nature of the place, and keep them both off-balance for a little while longer and keep them from facing the adventure with not a snowball's chance.
 

Henry said:
An alternative; They find a small stockpile of normal equipment on the way, if you want to test their ingenuity when they don't have their goodies. One idea, is right after they leave the garden and grow back to naked-- err, I mean normal, they run across a tree with fruits/berries/tulip flowers) made of a crystalline material (to entice picking). Any picked fruit magically breaks into tiny shards and a shield/weapon/other goody grows to normal size.

It would fit the weird nature of the place, and keep them both off-balance for a little while longer and keep them from facing the adventure with not a snowball's chance.

That's a good idea. I think I may put in the tree. I think it all depends on what they decide to try to grab, if they try to grab anything on the way down since there's no sign saying "Grab me" in the tunnel.... or should there be? :)
 

Actually, there's no problem.

The PCs can return from the Tiny Garden back through the door to the original hall (in which case they'll gain their gear back), or through the passage to the south. If they take the latter option, they'll end up in the Woods of Trees and Giant Fungi. In that area, just to the south, is the door back to the original hall.

There isn't that much that is dangerous in the WoTaGF, except the Smilodon Cat and the Behir - and that's what the Magic Users are for.

Seriously, the PCs shouldn't enter that area if they're being cautious.

Cheers!
 

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