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<blockquote data-quote="!DWolf" data-source="post: 8374897" data-attributes="member: 7026314"><p>So it been a while, and I figured I would update about the games I’m running in case anyone is interested.</p><p></p><p><strong>Legacy of Fire</strong></p><p></p><p>We played our second session of Legacy of Fire last week. In this session the players started tackling the monastery and cleared most of the first floor. This session was interesting in that it included the most difficult to run encounter of 2e so far: the chapel. It was difficult mainly because of the huge two level structure with multiple hazards that changed levels combined with the larger number of monsters (there were nine). Normally, I would reduce the monsters to a troop, but because of the importance of individual positioning in this battle I didn't. The very noisy environment we were playing in (multiple Warhammer 40K games were going on at the same time and some of the 40K players brought their kids and they were watching movies on their laptops) also didn't help. It only took an hour and a half to run but it felt like four hours to me. If I were to run it again though, I would definitely invest the time to make a multilevel map because having the entire table covered in maps and having to constantly move tokens/minis from one map to another didn’t work very well. Everyone still had fun though:</p><p></p><p>[spoiler=fight recap] The cleric entered the chapel by himself and got ambushed by the pugwampis hiding in rafters by their nest. The other characters quickly arrived and a ranged weapon fight broke out, with the pugwampis slowly whittling down the players. Then the monk managed to get up to the rafters, followed shortly by the sorcerer and finally the rogue, causing the pugwampis to begin to retreat back to their nest (as outlined in the module). A retreat they were able to complete because the sorcerer attempted to move up to the monk and collapsed a support beam with their combined weight, sending the sorcerer crashing to the floor below while the monk grabbed an edge. The monk then leaped across the rafters, grabbing the side of the pugwampi nest, after which he proceeded to kick out the supporting beams, causing the entire structure to begin to collapse. A structure that was now on fire because the ranger and the cleric had decided to light it up from directly below (I made a rules mistake here: a flint a steel would take at least three actions to light a torch and I let them do it in one). The pugwampi, who had delayed, took their actions to escape the flaming, collapsing deathtrap by leaping down, which did not go well. The ranger and cleric got clear as pugwampi slammed into the ground all around them. Then the goblin rogue jumped down from the rafters and killed a couple of the prone pugwampi with a death from above maneuver. The sorcerer then used a three-action harm to kill most of the remaining pugwampi, save for the king and one of his retainers who had not managed to get clear of the structure before it collapsed. Crawling his way out, the king managed to knee-cap the goblin before he got killed by said goblin. The PCs then retreated from the burning room to let the fire die out. The resulting plume of smoke was visible for miles, so that will be interesting for next session.</p><p>[/spoiler]</p><p></p><p>I am also happy so far with my Numenera inspired magic item system. The basics is that there are only limited number of permanent items (which are all relics) and all other items are consumables. To facilitate play I printed out a bunch (currently over 30 and I intend to keep adding more until I get up to multiple hundreds) of 3x5 index cards with consumable magic items on them, with no level or price listed, and I just hand them out randomly whenever a magical treasure is indicated. The key to this is getting the players to use the consumables instead of hoarding them, and so far they have been (probably due to the difficulty/perceived difficult of some of the fights so far).</p><p></p><p><strong>Serpent's Skull</strong></p><p></p><p>This session was a dungeon crawl based on the second level of N1 Against the Cult of the Reptile God and I ran it with no player visible maps, just my description of the dungeon and combats (very oldschool, which is not my usual style as I am usually very map and prop heavy). I deliberately set the dungeon up to be run this way: the rooms were simple to describe without complex layouts (a complete contrast with the Legacy of Fire session) and every combat was with only one or two monsters. In the end I think it went very well and I had a lot of fun running it. So much so that I am debating using this style of play to run the crypts under the monastery in Legacy of Fire (expanded a bit into a proper dungeon), the aqueduct in Tazion (expanded into a full dungeon), the lower parts of the House of the Beast, and the Vaults of Madness. If I do use this style of game again, I am going to try the tension pool mechanic from Angry GM, especially for the House of the Beast which I want to feel very dynamic.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8374897, member: 7026314"] So it been a while, and I figured I would update about the games I’m running in case anyone is interested. [b]Legacy of Fire[/b] We played our second session of Legacy of Fire last week. In this session the players started tackling the monastery and cleared most of the first floor. This session was interesting in that it included the most difficult to run encounter of 2e so far: the chapel. It was difficult mainly because of the huge two level structure with multiple hazards that changed levels combined with the larger number of monsters (there were nine). Normally, I would reduce the monsters to a troop, but because of the importance of individual positioning in this battle I didn't. The very noisy environment we were playing in (multiple Warhammer 40K games were going on at the same time and some of the 40K players brought their kids and they were watching movies on their laptops) also didn't help. It only took an hour and a half to run but it felt like four hours to me. If I were to run it again though, I would definitely invest the time to make a multilevel map because having the entire table covered in maps and having to constantly move tokens/minis from one map to another didn’t work very well. Everyone still had fun though: [spoiler=fight recap] The cleric entered the chapel by himself and got ambushed by the pugwampis hiding in rafters by their nest. The other characters quickly arrived and a ranged weapon fight broke out, with the pugwampis slowly whittling down the players. Then the monk managed to get up to the rafters, followed shortly by the sorcerer and finally the rogue, causing the pugwampis to begin to retreat back to their nest (as outlined in the module). A retreat they were able to complete because the sorcerer attempted to move up to the monk and collapsed a support beam with their combined weight, sending the sorcerer crashing to the floor below while the monk grabbed an edge. The monk then leaped across the rafters, grabbing the side of the pugwampi nest, after which he proceeded to kick out the supporting beams, causing the entire structure to begin to collapse. A structure that was now on fire because the ranger and the cleric had decided to light it up from directly below (I made a rules mistake here: a flint a steel would take at least three actions to light a torch and I let them do it in one). The pugwampi, who had delayed, took their actions to escape the flaming, collapsing deathtrap by leaping down, which did not go well. The ranger and cleric got clear as pugwampi slammed into the ground all around them. Then the goblin rogue jumped down from the rafters and killed a couple of the prone pugwampi with a death from above maneuver. The sorcerer then used a three-action harm to kill most of the remaining pugwampi, save for the king and one of his retainers who had not managed to get clear of the structure before it collapsed. Crawling his way out, the king managed to knee-cap the goblin before he got killed by said goblin. The PCs then retreated from the burning room to let the fire die out. The resulting plume of smoke was visible for miles, so that will be interesting for next session. [/spoiler] I am also happy so far with my Numenera inspired magic item system. The basics is that there are only limited number of permanent items (which are all relics) and all other items are consumables. To facilitate play I printed out a bunch (currently over 30 and I intend to keep adding more until I get up to multiple hundreds) of 3x5 index cards with consumable magic items on them, with no level or price listed, and I just hand them out randomly whenever a magical treasure is indicated. The key to this is getting the players to use the consumables instead of hoarding them, and so far they have been (probably due to the difficulty/perceived difficult of some of the fights so far). [b]Serpent's Skull[/b] This session was a dungeon crawl based on the second level of N1 Against the Cult of the Reptile God and I ran it with no player visible maps, just my description of the dungeon and combats (very oldschool, which is not my usual style as I am usually very map and prop heavy). I deliberately set the dungeon up to be run this way: the rooms were simple to describe without complex layouts (a complete contrast with the Legacy of Fire session) and every combat was with only one or two monsters. In the end I think it went very well and I had a lot of fun running it. So much so that I am debating using this style of play to run the crypts under the monastery in Legacy of Fire (expanded a bit into a proper dungeon), the aqueduct in Tazion (expanded into a full dungeon), the lower parts of the House of the Beast, and the Vaults of Madness. If I do use this style of game again, I am going to try the tension pool mechanic from Angry GM, especially for the House of the Beast which I want to feel very dynamic. [/QUOTE]
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