Tuesday, April 13, 2021

The Dungeon of Grond Thus Far

I haven't done much posting this month, so I believe I'll relax a little and do some.

The players of my game are now in their 7th combat since entering the dungeon: single goblin skeleton; dire wolf skeleton; room full of goblin skeletons; bats; jelly; unknown powerful skeleton thing; and now ghouls.  I'm remarking on it because this strikes me as legitimately "old school," though I don't feel any of the combats have been illogical in the old-school manner of arranging things.  Each monster has been carefully set up to match a particular place in the dungeon, enabling them to live cheek-and-jowl in a relatively tight space.  Here's the layout (the known dungeon) for the seven fights thus far:



Correct me if I'm wrong, but the proportions seem unusually tight for a standard dungeon, at least those I've seen.  The players are fighting their third combat in the same room, which is littered with bones from killing earlier skeletons, and now two ghouls, one lately made dead.  Personally, this is what I really like about dungeon design — various creatures that are trapped in rooms, which when opened allow those creatures to spread out and fill space, so that the same ground is battled over many times.  And as the ground is battled over, detritus piles up ... such as there now being furniture left all over the "main hall" where the players are, because it was being used as a "plug" to block a room.  In the middle of clearing the furniture, the ghouls attacked.

I really dislike the notion of hundred foot hallways in dungeons.  Who would tunnel that much to make a hall between two rooms that could be adjacent instead?  Note that the longest hall is a natural tunnel —  presupposing that the whole complex was a natural cave of some kind, that was adapted rather than dug out of solid rock.  The second longest tunnel reaching to the right has a reason for being long; the black/grey rectangle on the left is an shaft for a hoist, suggesting some kind of mine that the players didn't want to explore because they could look down to the level below and see the ghouls there.  In any case, doesn't this second hall also look like it might have been a natural tunnel first?

In any case, the fighting has been steady ... and I know some people think that's a bad thing, because they view combat as "boring."  Rest assured, there's been mystery also, and things that haven't yet been explained.  And of course there's the nagging question of who or what "Grond" is, why he doesn't seem to care very much about obvious treasure that's been found lying around and how the apparent takeover of a goblin lair serves his purpose (beyond his getting a lot of rothe to eat).  The party's steadily making its way forward, to learn some of these things.

2 comments:

  1. I really want to explore in more directions at once, and make use of our numbers. Pull fighting retreats to the main hall, etc.

    Of course, I could then rest perfectly assured that whichever door Marcule opens is going to be the one with the fuck-huge zombie-Ogre with the 2d12 club or something like that behind it, and my door across the complex opens to nothing much.

    But them's the breaks!

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