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Shadowdark General Thread [+]
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<blockquote data-quote="Mannahnin" data-source="post: 9850458" data-attributes="member: 7026594"><p>Last night I ran my first session of a miniseries (play one adventure, probably 3ish sessions) using Shadowdark. I'm running classic adventure The Lichway from a 1978 issue of White Dwarf.</p><p></p><p>I only had three of my four players, so I allowed them to hire a torchbearer, despite hirelings not usually being desirable in SD due to wanting to limit slots and torch hands. I figured it was fine with the small party, and my observation was that they still felt the pressure on slots and hands. They defaulted to filling their slots to start, so after their first treasure find they were already stashing a few extra torches and crossbow bolts.</p><p></p><p>My group was a bit more aggressive and less careful searching for hidden treasure than I expected from past experience with them. They missed out on a couple of things, and despite having three easy-mid difficulty fights (3 stirges/stingbats, 4 thieves, 4 goblins and a hobgoblin) and coming through those ok, nearly had a TPK when they decided, close to the end of the session, to charge a group of 10 goblins that they really didn't need to. I tried to telegraph that this band of goblins wasn't aggressive (the PCs busted into their campsite, but the reaction roll was high, so they'd have been willing to talk and/or let the PCs go), but for some reason they felt like they needed to push it. Not that it was unwinnable (especially if a Burning Hands with luck token backup hadn't failed), but the odds were long.</p><p></p><p>For a minute it looked like a TPK in the offing, but the Fighter, the last man standing on the PCs side, managed to kill the 5th goblin and the survivors broke morale, in time for him to bandage the Priest and then an NPC they had picked up (Amdor, if you know the module). One piece of luck- the Fighter EXACTLY made the check to save the Priest, thanks to rolling a 12 for his first Talent roll, which let him not only increase his starting Strength from 15 to 16, also shored up his Int from 9 to 10 so he had no penalty on the stabilization check. The torchbearer and the PC Assassin (tweaked Ras Godai) died, but the survivors were able to escape the dungeon and retreat to town, where they will recruit at least one more PC.</p><p></p><p>I feel good transitioning this series from The Nightmares Underneath to Shadowdark (first part of initial zero level gauntlet was GLOG, but they leveled to 1 part way through Lair of the Lamb). It's just simpler and easier to remember the SD mechanics, generally. I adapted the PCs from their TNU versions to the SD equivalents of the classes. The only one I altered was to make the Ras Godai more like the TNU Assassin. In this case I removed the teleport ability in favor of knowing 1 random Wizard spell per level (+Int mod bonus spells), because the player had wanted to experiment with being a partial caster, and was enjoying that aspect.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9850458, member: 7026594"] Last night I ran my first session of a miniseries (play one adventure, probably 3ish sessions) using Shadowdark. I'm running classic adventure The Lichway from a 1978 issue of White Dwarf. I only had three of my four players, so I allowed them to hire a torchbearer, despite hirelings not usually being desirable in SD due to wanting to limit slots and torch hands. I figured it was fine with the small party, and my observation was that they still felt the pressure on slots and hands. They defaulted to filling their slots to start, so after their first treasure find they were already stashing a few extra torches and crossbow bolts. My group was a bit more aggressive and less careful searching for hidden treasure than I expected from past experience with them. They missed out on a couple of things, and despite having three easy-mid difficulty fights (3 stirges/stingbats, 4 thieves, 4 goblins and a hobgoblin) and coming through those ok, nearly had a TPK when they decided, close to the end of the session, to charge a group of 10 goblins that they really didn't need to. I tried to telegraph that this band of goblins wasn't aggressive (the PCs busted into their campsite, but the reaction roll was high, so they'd have been willing to talk and/or let the PCs go), but for some reason they felt like they needed to push it. Not that it was unwinnable (especially if a Burning Hands with luck token backup hadn't failed), but the odds were long. For a minute it looked like a TPK in the offing, but the Fighter, the last man standing on the PCs side, managed to kill the 5th goblin and the survivors broke morale, in time for him to bandage the Priest and then an NPC they had picked up (Amdor, if you know the module). One piece of luck- the Fighter EXACTLY made the check to save the Priest, thanks to rolling a 12 for his first Talent roll, which let him not only increase his starting Strength from 15 to 16, also shored up his Int from 9 to 10 so he had no penalty on the stabilization check. The torchbearer and the PC Assassin (tweaked Ras Godai) died, but the survivors were able to escape the dungeon and retreat to town, where they will recruit at least one more PC. I feel good transitioning this series from The Nightmares Underneath to Shadowdark (first part of initial zero level gauntlet was GLOG, but they leveled to 1 part way through Lair of the Lamb). It's just simpler and easier to remember the SD mechanics, generally. I adapted the PCs from their TNU versions to the SD equivalents of the classes. The only one I altered was to make the Ras Godai more like the TNU Assassin. In this case I removed the teleport ability in favor of knowing 1 random Wizard spell per level (+Int mod bonus spells), because the player had wanted to experiment with being a partial caster, and was enjoying that aspect. [/QUOTE]
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