November 20, 2009

Some highlights from the last game

Filed under: Adventures,gaming — anteolsson @ 08:40
Tags: , , , , , , ,

So, I want to share with you some cool events from the last adventure i was game leading. The adventure is called Tomb of Regrets. The name and the location of the adventure is directly inspired by the dnd Tomb of Horror and Tomb of Regrets also has a lot of puzzles. The story on the other hand is inpired by Planescape:Torment and my own ideas about life.

The adventure is set in a dark and cold underground building/dungeon where there are many rooms and many doors which requires many different keys and different skills to get into and through.  There is a lot a magic in the dungeon but the magic is not appearant but has to be discoverred rather. And of course there are some monsters in the dungeon.

The first highlight of the game was in the beginning. The playing character started in a small room which had two wooden doors and one stone massive stone door. He found that only one of them was opened so he carefully opened it up, holding a torch in his right hand, to peek inside the next room. He could not see anyone in the next room but unfortunately he had not opened the door enough to see that there was a walking skeleton in the room. So he opened the door fully and to his surprise this skeleton jumped at him first trying to bash him with his shield, which missed, and then stab him with a sword, which also missed. The playing character now did a very nifty thing. He made an attempt to grab the skeleton’s ribs with his both hands, and after he did his roll (1d10 + Strength + Agility) he managed to do so. He then tried to pull the ribs out of their cage and did so with a successful strength check but the bones did not loosen completely. While doing this the skeleton could not hold his body up any longer and so fell forward until its head was between the arms of the playing character. While falling forward the skeleton swinged his sword towards the head of the playing character but he dodged it gracefully and reacted with a right swing with his fist against the skeleton head and made a critical hit. The impact was so forceful that the skeletons head flew off its body and the rest of the bones piled up on the floor except for one bone which the playing character held in his hand. This rib bone he later sharpened and used as a lock pick=)

There was more spectacular fights but that is another story…

Thanks for reading,



  1. I think you should compile these smaller adventures into modules, and put up as PDF-files here!

    Comment by Jäns — November 20, 2009 @ 16:31 | Reply

  2. Great idea. I am writing this adventure down in an easy to read format for anyone who wants to lead the game. Maybe there should be one pdf for players as well?

    Comment by anteolsson — November 20, 2009 @ 16:34 | Reply

    • That would work; a small PDF that gives the background setting and sets the mood for the player(s). Maybe hinting stuff? Or giving false clues?

      Comment by Jäns — November 20, 2009 @ 16:46 | Reply

  3. Yes, I thought about that too. Is it ok, for example, to give hints on what attributes that might be more useful than the others without ruining too much?
    False clues I have not thought about but it deserves more thought. In fiction, who is writing the quest description? Is it a fictional person inside the game world or is it a real person? I guess it would make sense to give false clues from the fictional character’s perspective because just as we in the real world don’t know everything in our world, so would he not be able to know everything in his world. What do you think?

    Comment by anteolsson — November 22, 2009 @ 10:35 | Reply

    • False clues can be given by a barkeeper, or be thought of as town-gossip (i.e. it’s not important *who* said it, only that it circulates around common folks).

      You could write down a bunch of clues in a table, and secretly mark them as true of false. Of course they shouldn’t be of such importance that the entire game relies on them, but enough to get the player’s heads spinning.
      You could then let players roll 1d6 perhaps, and “hear” that gossip.

      Comment by Jäns — November 22, 2009 @ 11:13 | Reply

  4. We all love tables! Is it possible to make a table which only serves as a guidelining tool to make ingformation appear randomly. When you look in the Dungeon Master’s guide for example you find tables for everything and it takes some time to decide the rolls for everything and it, by its nature, becomes the rule and not the guideline.
    So if it is possible to make a table which is very simple but is connected to the persons who are playing that would be wonderful. What comes to mind is to base it on the character(s) intuition, as we often know things intuitiveley without being able to process the information intelligently.

    So for example, you stand in the marketplace in the city of Houndsend and lots of people are circulating the area and merchants are selling their stuff. The gameleader could then have a table with possible gossips/rumors/things you see, that can be overheard and in that table, just as you said, there is a mark saying if it is true or false. Game leader asks player(s) to roll Intuition Check (or hearing check or whatever fits the table) and then matches the score with the table. And so if there are different gossips in the table the player(s) will hear different gossips depending on their rolls.
    This could either open up a quest/adventure or be connected to a quest in another manner, or be completely empty talk.

    Is this in accordance with what you meant?

    Comment by anteolsson — November 22, 2009 @ 11:34 | Reply

    • That’s precisely what I meant!

      Comment by Jäns — November 22, 2009 @ 12:13 | Reply

  5. Good! I have now created a table filled with quests and gossip, but it is secret. muhaha

    Comment by anteolsson — November 22, 2009 @ 12:45 | Reply

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