Catching but a short breath the adventurers then moved onto the "next room" and came across another three Bugbears plus their Drow overseer. Two of the Bugbears and the Drow were distracted as they searching in a chasm for "something" (see the figures in the white 'chasm floor' area [top part] in the photograph below). Silence whispers and mutterings - the PCs were up to something. Sure enough they had a "plan" very similar to their last escapade. However, the party's next assassination plan (meticulously worked out beforehand) came unstuck right at the start of its execution. The magician's familiar was this time spotted and "plucked" from the sky [by exactly "what" the party are not sure of], but at least the party's thieving duo still managed to take out the isolated Bugbear on guard duty up top, already dead as he toppled to the chasm below (see below, the party's killing spree continues, but now the enemy now know they are there):
The ongoing adventures of a boy who never grew out of making and playing with plastic model kits (and even some metal ones too). Also a wargamer in search of the perfect set of wargaming rules for WWII Land and 20th Century Naval campaigns.
Showing posts with label Lost Mines of Phaldelver. Show all posts
Showing posts with label Lost Mines of Phaldelver. Show all posts
Sunday, 23 January 2022
Old School Friends continue our D&D Dungeon Hack
Damn it, is it not a frustrating blast when those darn adventurers get their act together and bamboozle a clump of dangerous looking monsters (in this case a band of five Bugbears). By deft and cunning use of a magician's familiar, a Dragon Breath spell (see cotton wool below in the picture below) which as it came from a completely unexpected direction, "spooked" the monsters into stampeding into a well set up trap, aka killing zone (see below, as their "singed" [Bugbear] leader fell along side another Bugbear to the deft back-stabbing of the party's two thieves [the tiny Gnome thief dropping down from a point above the archway - a set-up that is becoming his trademark move], the "force morale" of the remaining three Bugbears crumbled [as per the three Bugbears exiting south at the bottom of the photograph]):
Catching but a short breath the adventurers then moved onto the "next room" and came across another three Bugbears plus their Drow overseer. Two of the Bugbears and the Drow were distracted as they searching in a chasm for "something" (see the figures in the white 'chasm floor' area [top part] in the photograph below). Silence whispers and mutterings - the PCs were up to something. Sure enough they had a "plan" very similar to their last escapade. However, the party's next assassination plan (meticulously worked out beforehand) came unstuck right at the start of its execution. The magician's familiar was this time spotted and "plucked" from the sky [by exactly "what" the party are not sure of], but at least the party's thieving duo still managed to take out the isolated Bugbear on guard duty up top, already dead as he toppled to the chasm below (see below, the party's killing spree continues, but now the enemy now know they are there):
Catching but a short breath the adventurers then moved onto the "next room" and came across another three Bugbears plus their Drow overseer. Two of the Bugbears and the Drow were distracted as they searching in a chasm for "something" (see the figures in the white 'chasm floor' area [top part] in the photograph below). Silence whispers and mutterings - the PCs were up to something. Sure enough they had a "plan" very similar to their last escapade. However, the party's next assassination plan (meticulously worked out beforehand) came unstuck right at the start of its execution. The magician's familiar was this time spotted and "plucked" from the sky [by exactly "what" the party are not sure of], but at least the party's thieving duo still managed to take out the isolated Bugbear on guard duty up top, already dead as he toppled to the chasm below (see below, the party's killing spree continues, but now the enemy now know they are there):
Saturday, 18 December 2021
Dungeon Hack - Cleaning up the Baddies Lair (Lost Mines of Phandelver)
I like old style D&D despite it being 5th Edition rules. My teenage son favours the computerised Roll D20 with its precision and its magic lighting, but I like pulling together whatever is on hand and improvising, making a "mash" of it. I like the organic flock and pseudo chaos of that ensues. Here are few shots from early on in the adventure (the Lost Mine of Phaldelver" used in the 5th Edition Starter Campaign). You have my old 1980's 2D dungeon floor plans resurrected from the loft and old school miniatures of the same period plus a few newbies (see below, clearing out the "minor" baddies lair under the ruins of an old manor house a classic party "snaking its way" through the dungeon):
The rugged cavern section is covered without major trauma, then the party finds a more structured (aka "square shaped") section of storerooms and are dutifully explored (see below, when there are a series of rooms to investigate it is always interesting [fun for the DM at least] to see "who" goes [or is nominated to go] first into the 'next room', a bit of reluctant "turn taking" is always FUN (karma inducing moments) - as in who's time is it for their luck to run out and spring a trap):
An interesting find. Rinse and repeat. Steps leading down, especially when they are narrow (5' wide which means single abreast), which is always a "bad sign". The classic 10' by 10' cube awaits at the bottom with the classic choice of two doors (see below, "Wasn't this why we brought a thief along, to go first?" says the fighter to the magic-user):
Behind one of the doors .. is a guardroom (what else would you expect) garrisoned by drunken brigands who fight at disadvantage (see below, one sleep spell later and they are tied and bound up and ready to sing like canaries):
The party advances to meet an important bad NPC (magic user) whom escapes .. with the expense of his beloved familiar -- which all adds rich narrative texture to the adventure which is good stuff! Don't worry they meet up with him later and he has a score to settle (he was attached to that rat [as in it was his "familiar"] the party killed)!
Behind one of the doors .. is a guardroom (what else would you expect) garrisoned by drunken brigands who fight at disadvantage (see below, one sleep spell later and they are tied and bound up and ready to sing like canaries):
The party advances to meet an important bad NPC (magic user) whom escapes .. with the expense of his beloved familiar -- which all adds rich narrative texture to the adventure which is good stuff! Don't worry they meet up with him later and he has a score to settle (he was attached to that rat [as in it was his "familiar"] the party killed)!
Note: If truth be told the adventure has passed far beyond this point, as I believe the pictures are over two years old (my posting to this blog has really slowed down). The characters have advanced in levels and explored the Sword Coast ;)
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