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Story Hour
The Goodman Gang in The Mysterious Tower
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<blockquote data-quote="Goonalan" data-source="post: 4011523" data-attributes="member: 16069"><p style="text-align: center">Dungeon Crawl Classic #24</p> <p style="text-align: center">Legend of the Ripper</p> <p style="text-align: center">Level 1-3 (Scaled to level 4)</p><p></p><p>Turn 76a: Review</p><p></p><p>Overall score out of 10: 7.9</p><p>Play time: Approx 14 bloody hours.</p><p></p><p>Review:</p><p></p><p>Another scenario that seemed to go on and on, you certainly get your moneys worth with this one. That said the players enjoyed the second half of the scenario less than they did the first. The hunt for the Ripper proved to be a lot of fun, particularly when the players got out the dressing up box and started to get into the swing of things. Likewise the terrifying nature of the hunt kept the players on edge throughout- on a number of occasions they wanted to just get out of the place. </p><p></p><p>The players commented on conclusion that the first half of the scenario was far more enjoyable and that the second half proved to be incredibly difficult, more of an add on, this was reflected in the overall score for the scenario.</p><p></p><p>Notes and Quotes:</p><p></p><p>The opening was excellent, the Gang stumbling from clue to clue trying to work out exactly where they need to go to find the Ripper. Obviously it didn’t help that Newt blew his Gather Information spectacularly and then decided to try to employ threats to get Blackburn the Baker to tell all. All it needed really was a touch of Cas’ charm, which he of course brought to bear a little later.</p><p></p><p>The gang of ruffians proved no real threat, even advanced in levels, they were quickly brought to see the error of their ways. I chose to get them upstairs into the Bar of the Ten Bells next, hence the scream from above when they got to the cellar proper. I figured it would be game over far too soon if they were to stay in the cellar and find the secret door there.</p><p></p><p>And so upstairs and into Mari’s home, I tried to pile on the agony, keep them on their toes; I think I did a fair job of keeping them moving particularly when they got to meet Mari’s spectral remains.</p><p></p><p>Then, after rescuing the blind and lost con artist they’re back down in the basement and soon after through the secret door- and on their way to the final confrontation.</p><p></p><p>The battle against the Ripper, advanced to 6 HD, including two levels of Ranger added with flashing Masterwork Sickles, and Human as its Favoured Enemy, it all proved to be a titanic face off. Bec came very close to dying.</p><p></p><p>But eventually the Goodman Gang saw it through.</p><p></p><p>Which only lead them further into the mystery, the Undine.</p><p></p><p>Down below eventually and to the Iron Golem and the desert, between a lot of little rocks (sand) and a hard place. Yet another epic battle at hand, the Huge Metal Statue was more or less impervious to their blows- it takes a while but, as always, they battle their way through.</p><p></p><p>The desert is the killer, there’s a lot of it and nothing happens, except that the players get weaker, I think this is the point of frustration, there’s nothing to battle here and yet they can see their characters falling apart. Particularly Bec and Cas, Miss E. and Mr. R., they’re out of their depth, as I’ve said nothing tangible. In actual time it took over an hour to play through the desert section, obviously I should have prepared a set of encounters, something to relieve the monotony, it didn’t work so well.</p><p></p><p>Then on to the pair of Water Elementals, which nearly proved to be Anya’s undoing, I felt that a Large Water Elemental would have proven to be much too much for the players to handle, after all they’re only just level 3, Cas level 2. The two Medium Elementals caught in the chamber were more than enough to make it difficult for the players trapped within.</p><p></p><p>Which just leaves us with the Undine, and that was close, they got lucky, a Flare spell to save the day, they got lucky- that’s my line and I’m sticking with it. If that water wall had not fallen then this DM would have taken great pleasure in finally destroying Bec, and from there… they would have fallen like a house of cards, honest.</p><p></p><p>I was that close to finally getting rid of the Goodman Gang.</p><p></p><p>Who am I kidding?</p><p></p><p>Next Turn: Catch up, again.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 4011523, member: 16069"] [CENTER]Dungeon Crawl Classic #24 Legend of the Ripper Level 1-3 (Scaled to level 4)[/CENTER] Turn 76a: Review Overall score out of 10: 7.9 Play time: Approx 14 bloody hours. Review: Another scenario that seemed to go on and on, you certainly get your moneys worth with this one. That said the players enjoyed the second half of the scenario less than they did the first. The hunt for the Ripper proved to be a lot of fun, particularly when the players got out the dressing up box and started to get into the swing of things. Likewise the terrifying nature of the hunt kept the players on edge throughout- on a number of occasions they wanted to just get out of the place. The players commented on conclusion that the first half of the scenario was far more enjoyable and that the second half proved to be incredibly difficult, more of an add on, this was reflected in the overall score for the scenario. Notes and Quotes: The opening was excellent, the Gang stumbling from clue to clue trying to work out exactly where they need to go to find the Ripper. Obviously it didn’t help that Newt blew his Gather Information spectacularly and then decided to try to employ threats to get Blackburn the Baker to tell all. All it needed really was a touch of Cas’ charm, which he of course brought to bear a little later. The gang of ruffians proved no real threat, even advanced in levels, they were quickly brought to see the error of their ways. I chose to get them upstairs into the Bar of the Ten Bells next, hence the scream from above when they got to the cellar proper. I figured it would be game over far too soon if they were to stay in the cellar and find the secret door there. And so upstairs and into Mari’s home, I tried to pile on the agony, keep them on their toes; I think I did a fair job of keeping them moving particularly when they got to meet Mari’s spectral remains. Then, after rescuing the blind and lost con artist they’re back down in the basement and soon after through the secret door- and on their way to the final confrontation. The battle against the Ripper, advanced to 6 HD, including two levels of Ranger added with flashing Masterwork Sickles, and Human as its Favoured Enemy, it all proved to be a titanic face off. Bec came very close to dying. But eventually the Goodman Gang saw it through. Which only lead them further into the mystery, the Undine. Down below eventually and to the Iron Golem and the desert, between a lot of little rocks (sand) and a hard place. Yet another epic battle at hand, the Huge Metal Statue was more or less impervious to their blows- it takes a while but, as always, they battle their way through. The desert is the killer, there’s a lot of it and nothing happens, except that the players get weaker, I think this is the point of frustration, there’s nothing to battle here and yet they can see their characters falling apart. Particularly Bec and Cas, Miss E. and Mr. R., they’re out of their depth, as I’ve said nothing tangible. In actual time it took over an hour to play through the desert section, obviously I should have prepared a set of encounters, something to relieve the monotony, it didn’t work so well. Then on to the pair of Water Elementals, which nearly proved to be Anya’s undoing, I felt that a Large Water Elemental would have proven to be much too much for the players to handle, after all they’re only just level 3, Cas level 2. The two Medium Elementals caught in the chamber were more than enough to make it difficult for the players trapped within. Which just leaves us with the Undine, and that was close, they got lucky, a Flare spell to save the day, they got lucky- that’s my line and I’m sticking with it. If that water wall had not fallen then this DM would have taken great pleasure in finally destroying Bec, and from there… they would have fallen like a house of cards, honest. I was that close to finally getting rid of the Goodman Gang. Who am I kidding? Next Turn: Catch up, again. [/QUOTE]
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