Showing posts with label UrbanMatz. Show all posts
Showing posts with label UrbanMatz. Show all posts

More Fun With Nightwatch: The Corrupted Garrison

Having really enjoyed my first adventure using the Nightwatch rules, the only thing for it was to keep experimenting. How easy would it be to adapt Nightwatch to exploring a dungeon environment? Only one way to find out: send more hobbits into peril!

The main challenge would be adjusting the movement rules given the relatively cramped interior spaces involved. Per the book, the default movement rate in Nightwatch is seven inches (a six inch front-to-back or "leap frog" move) that is halved for difficult terrain. In my estimation, this would be way too generous for indoor adventuring. The solution was pretty obvious, based on my experience with "crawler" board games and our own "Dungeons Deep & Caverns Old" miniatures game: zone movement. So once I had the basic layout of the dungeon set up, I just needed to carve it up into zones.

I'll reference this map throughout the report below but for now suffice it to say that our adventurous Halflings would spend their first free move to enter via E1 into zone 1-A. Green rectangles represent open passages while red ones designate passages that are permanently or temporarily blocked.

The next challenge was handling indoor ranged attacks. I constructed this dungeon using pre-painted terrain available from Urbanmatz; more precisely, their Gothic Walls. This set has pieces with open passages as well as semi-obstructed ones per the photo below.

I decided that neither PCs nor Monsters could move through these passages but could shoot through them at a -2 penalty. Several Skeletons armed with bows started in-play, in rooms where they could be shot or from which they could shoot out but not be reached for melee combat.

The next issue was figuring out how tough to make the Skeletons. I started out by using the Vermin rules (free move + 1d6 activation dice pool) but found that made the bonemen too chumpy. So I settled on giving them a 2d8 dicepool and allowed them to spend 1d8 for a free move. The result was them being pretty dangerous but also kind of slow, which felt right for the dungeoneering experience.

Room 2

The Halflings started by exploring Room 2, the barracks. To get to the investigation point in zone 2-C, they would have to navigate either or both of zones 2-A and/or 2-B. As you can see on the map above, I have those zones marked with a special border, indicating that they are dangerous terrain. In the picture above, you can see that there are traps on the floor.

Mechanically, this is represented by the PCs needing to use an action to make a check to avoid the traps when moving into (but not out of) the zones. The PCs need not make this check, but if they don't (or if they did and failed), they would take a wound. This further slowed down the pace of exploration and lent the small space a somewhat "larger" (cinematically speaking) sense.

Having made it past the traps, the Halflings found a tattered journal in a chest next to the bunks indicating that the nearby Chapel-Infirmary (Room 5) had been desecrated and the corpses of former guards turned into necromantic batteries powering magical barriers preventing exploration deeper into the dungeon.

Room 3

Two of the three magical barriers were blocking the north and east passages of the central intersection at Room 3, which as you can see from the map and the photo above was also trapped. The Halflings had little reason to back to Room 2 but nevertheless the trap in Room 3 would make navigating the dungeon difficult throughout the entire session.

In a small pouch tucked away with the journal, the Halflings found a charm that, according to the anonymous author, could be used to purify one of the defiled corpses and thereby dissolve the associated barrier. But navigating the Chapel-Infirmary, would be precarious because it was likewise full of traps. This time, poison gas! Fortunately, the journal also explained that an antidote for the poison could be found hidden away somewhere in the cluttered stores (Room 4).

Room 4

Even despite Room 4 being one of the smaller physical spaces in the dungeon, I decided to carve it into three zones to simulate the difficulty of navigating all the junk. (Note that D3 is permanently blocked by cumbersome supplies.) I had a mechanic kinda-sorta in mind for how the Halflings could try to find the poison antidote among the crates and barrels and chests but I did not end up using it because, well, let's just continue the story for now. On to the Chapel-Infirmary.

Room 5

Room 5, like Room 4, is carved up into quite a lot of zones. I designed this area for a lot of player interaction and wanted to make sure that it was plenty dangerous but not overly lethal. Instead of taking a wound for failing the check to move carefully (or just failing to even attempt to move carefully), the unlucky (or incautious) PC would take a poison token that would inflict a -1 penalty on any roll of their largest remaining die in their dice pool.

So, for example, a PC who had already taken a single wound also took a poison token, they would roll their d8 at -1. If they took an additional poison token, they would roll both their d8 and d6 at -1. Worst of all, a third poison token at this point would eliminate their free move! This ended up being pretty tense and, well, let's just say I probably should have spent some time searching for the antidote.

I should also note that all this time, during the Darkness phase, a single Skeleton had a 5 in 6 chance of entering the dungeon at E2. So in addition to all of these traps, the Halflings were also constantly fighting the undead (who I decided could not be harmed by the traps). But at this point, things were still looking pretty good.

In order to lower one of the magic barriers, the Halfling equipped with the charm would need to perform an interact action at one of the three investigation points in zones 5-B, 5-C, or 5-D. I decided that it didn't matter which one at this point: upon a successful interact action, the barrier blocking D1 would dissolve. The issue was, which barrier would be dissolved the second time the Halflings tried the ritual? I decided to randomize it between D2 and E4.

Also, at this point, Skeletons were now appearing at either E2 or E3. Rooms 8 and 9 were of course still blocked off by D2. The idea there was, if the PCs dissolved the barrier blocking D2, a whole slew of bonemen could march out at them together ... or not, depending on how the dice rolled when it came to randomly assigning new Skeletons every Darkness phase. As it turned out, quite a few of them started to build up at 8-A:

Room 8

But that wasn't a problem just yet. Dissolving the barrier blocking D1 opened up Rooms 6 and 7. The first was just a hallway with another magical barrier blocking E4. But Room 7 was the Officer's Quarters, where the Halflings could find another charm to purge one of the remaining two necromantic barriers in the Chapel-Infirmary. No matter which investigation point they chose, however, the outcome was a fifty-fifty chance between D2 and E4.

Room 7
As it turned out, the Halflings dissolved the barrier blocking E4 and behind it stood the Terror! I somewhat foolishly did not adjust the Terror's rules so it had a free move plus its usual 3d10 dice pool. At this point, I decided if the Halflings could defeat the Terror they would "win." They were in fairly good condition, with just a poison token each. So they bravely, or foolhardily, rushed to meet it; and it did likewise.

The Final Confrontation
Unlike normal Terrors per the rules, I also decided that this one, the Terror of this particular dungeon, would have three rather than one wound. The Halflings fought bravely but, worn down by constant combat with the roving bonemen and the poison gas, they could not land the final blow before meeting their own fates.

Alas!
It's worth noting that had the barrier blocking D2 been dissolved it would not only have unleashed the Skeletons waiting at zone 8-A but also opened up the final room, the Commissary.

Room 9
The Commissary is pretty spacious but I left it as one zone. The idea was that in order to move into base to base for melee combat, Skeletons and PCs starting their turn inside of Room 9 would still have to make a move action. But they could enter the room directly in melee range with an enemy already in that room. The other idea was that the PCs could make a search action in the Commissary at any time to obtain a Health Potion. This ended up being sorely needed in the final analysis, but of course Room 9 was never accessible.


I didn't spend a lot of time spinning a tight story about why the Halflings were exploring this dungeon, what had happened there, or exactly how the whole thing should work. The point was to quickly get something put together to just keep playing around with the Nightwatch rules. In conclusion, Nightwatch again proves that it is flexible enough to be used for fantasy adventuring beyond the theme laid out in the book without much pre-planning. This whole dungeon fit snugly onto a 2x2 mat but one could easily imagine a much more extensive structure with all kinds of more complicated and dangerous encounters.


The Back Door to Narâgzâram-gathol

Last September, Scott made some dice and cards for procedural generation of a dungeon adventure. As for the ruleset, we started with Sfiligoi's Sellswords & Spellslingers and mixed in some of The One Ring roleplaying game published by Cubicle 7. The result, with a LOT of innovations during the course of play, is something we called Dungeons Deep & Caverns Old.

I'm not going to get too detailed about our rules, the core of which are lifted out of Sellswords, but the basic framework is that play is divided into Exploration Phases and Encounter Phases. The players each take on the role of a Companion and together explore the dungeon in the former phase and fight off its denizens in the latter.

During the Exploration phase, dice are rolled to determine the size of the dunegon room the Companions enter, how many doors it has, including whether they begin opened or closed, and the content of the room including what kind of monsters. If monsters aren't attacking the Companions, they can also search furniture and, as the case may be, try to detect and disarm traps or solve other puzzles. As soon as monsters appear, the Exploration Phase ends and the Encounter Phase begins.

During the Encounter Phase, the Companions take turns making Activation Tests and take as many actions as successful tests, to a maximum of three. Each failed test results in a draw from the Encounter Deck, which is (partially) how the monsters act. The activation test is made on a d20 and the difficulty is equal to the current Shadow score of the dungeon. The Encounter Phase ends and the Exploration Phase begins when all the monsters either flee or are otherwise defeated.

Shadow is equal to the number of explored rooms plus open doors to unexplored rooms. Other events, some of which are in the control of the Companions (such as smashing down locked doors) also increase Shadow. The idea is, as the Companions venture deeper into the dungeon and arouse the ire of more and more monsters, the strength of the Enemy's servants wax.

But a light shines in the darkness! Each Companion has a stat called Hope, which can be spent to mitigate the Shadow and there is also a pool of Hope, called Fellowship, that can be spent by any Companion. Most Companions add a single point each to the Fellowship pool. But Hobbit Companions, although not always that handy in a fight, contribute two points each to the pool.

A couple weekends ago, the bug hit us again and so Scott wrote up a scenario for a return to the dim, dangerous delvings of Middle-earth.

Before giving, to the best of my memory, a room-by-room account of the quest, let me show you a picture of the overall dungeon at the end of play. Scrolling back up to this picture might help you understand the course of our adventure a little better as I describe it.


The first room is the one directly in the center, with the open door facing the camera's point of view. And that is where we will begin the story of the quest ...
Ulfrid Cleftfoot, Second Underchamberlain of Erebor, has tasked the Companions with recovering an ancient relic of the House of Durin. Said to have been lost 400 years ago during the War of the Dwarves and Dragons, the Hammer of Grór is a valuable heirloom to the Dwarves of the Iron Hills. 
The hammer is believed to be deep within the armories of the lost dwarven hold of Narâgzâram-gathol in the Gray Mountains. Unfortunately, the hold is currently occupied by troops from Mount Gundabad. Entry through the front gates is out of the question due to orc activity. Even the losses of the Battle of Five Armies has not seriously depleted the numbers of orcs infesting that hold. 
Fortunately, an ancient map was unearthed in the archives of Erebor which mentions a back door to the hold, accessible from the its extensive mine workings. These mines can be reached from a little-used and partially ruined outpost. Once the Back Door is found, the Companions could more easily enter the hold. 
The Companions have journeyed through the foothills of the Narrows of the Forest for weeks, and have finally reached the outpost. A dark and crumbling portal hidden behind scrub and bushes awaits them ...
Five Companions joined the quest for the outpost: a Dwarf Warrior of Erebor, a Smuggler out of Laketown, a Woodman of Wilderland, a Ranger of Mirkwood, and Loremaster of Rivendell.


The First Room was deserted and seemingly long disused. The Companions found doors on either side of the entrance, which for convenience's sake we will call to the east and to the west. The west door was locked and rather than fiddle with it too much, we decided to open the east wall portal. Note the open door to the dungeon itself does not count toward the Shadow score.


The Companions found no monsters guarding the Second Room, either. But they did find three ancient tombs, protected by cunning artifice of ancient Dwarven-make. The Loremaster recognized one of the tombs as a Dwarfriend of old, a rare Man who earned the respect of the grim folk of Aule. His grave, however, had been disturbed. Perhaps some relic of his friendship with the Dwarves might be found deeper in the outpost?

As you can see in the picture, indicated by the black d12, the First Room, the Second Room, and the open doorway in the north wall of the Second Room add up to Shadow 3.


The Companions heard skittering and snickering through the open door to the north and discovered, in the Third Room, an ancient scriptorum covered in thick sheets of cobweb. Giant Spiders lurked in the dark corners of the ruined repository of lore while their Goblin herders goaded them on. After making short work of these pests, the Companions opened the door on the eastern wall of the scriptorum.

Because the second door of the Third Room began closed, the Shadow remained at 3. This is because open doors between explored rooms do not add to the Shadow. While Shadow is low, it is easy to risk taking all three activation tests per Encounter Phase round per Companion. So early on, the Companions have a pretty easy time of it. But as the Shadow grows, it gets harder for the Companions to pass activation tests and correspondingly easier for the monsters to act or for other nasty surprises to crop up.


The Fourth Room was a narrow corridor dominated by a fountain, which appeared to water the hideous giant spiders as well as a Cave Troll!

Most monsters in DD&CO, called Minions, appear and act in groups. But more powerful monsters act alone. Both these Loners and Minions have a certain amount of Hate points, the counter to the Companions' Hope and Fellowship, which are spent to make powerful attacks or activate other monsters. The Cave Troll, for example, can make a sweeping attack against multiple Companions. Provisionally, Minion groups also flee when they are reduced in numbers below their starting Hate points. Unlike Minions, Loners can only be wounded by critical hits.

With the Cave Troll and Giant Spiders defeated, the brave (or foolish?) Woodman drank from the fountain - which meant rolling on a table to see what happened! Just normal water this time ...


Through the open portal on the north wall of the Fourth Room, the Companions entered another narrow corridor, the Fifth Room, littered with the ancient bones of Dwarves and crawling with Goblins. After dispatching the Goblins, the Companions decided to double back to the Fourth Room and try the closed door on its south wall. The open door the Companions left behind counts for the Shadow score, which is at this point 6. The final room and encounter of the dungeon appears when the Shadow reaches a number pre-determined by the scenario, in this case 11.


The south door in the Fourth Room proved locked and the Companions could not pick the lock so we smashed down the door, bringing the Shadow up to 9! Behind the ruins of the door was a quiet library, the Sixth Room, where a couple of Goblins uselessly perused the Dwarven codices. Although these Goblins were handily defeated, there was so much to search in the library that we needed to make several Wandering Monster checks, which need to be made once per full round of Companion actions during an Encounter Phase. We ended up getting bogged down as several patrols of orcs and eventually the Gundabad Captain himself appeared!

So how do the monsters defeat the Companions? If any Companion is slain, everyone loses. Companions have several stats that track their condition during an adventure. Each has an Endurance and a Fatigue stat. Endurance works like HP; successful monster attacks reduce it. Companions also start with a certain amount of Fatigue based on their equipment but can gain Fatigue points during the adventure from certain monster attacks.

Once Endurance is reduced below Fatigue, a Companion becomes Exhausted and can only attempt one activation per Encounter Phase round. Once a Companion reaches zero Endurance, he becomes Wounded and cannot take any actions or recover any Endurance until healed. A Companion can be healed once per adventure and any Companion can attempt to heal another, although some are better at attempting it than others. If a Companion becomes Wounded after having already been healed during the adventure, then he is slain.

As mentioned above, Companions also have a Hope stat and Hope points can be spent to do various things like reroll dice or temporarily reduce the Shadow score. Hope cannot be recovered during an adventure, as a general rule. Additionally, Companions have a Despair stat which starts at zero but Companions can take Despair points as a result of various events, including seeing a Companion being Wounded or taking special attacks from certain monsters. If Hope is reduced below Despiar, then the Companion becomes Miserable and can no longer spend Hope or Fellowship points.


Having been pretty worn down in the Sixth Room, the Companions finally managed to forge ahead through its open north door into a smaller, grimier space. Lit by greasy campfires billowing stinking smoke up into a shadowy rift in the ceiling, we found the den of some Hunter Orcs and their disgusting pets from the chasm above - Giant Bats!

Because this Seventh Room had two open doors, Shadow now rocketed up to 11 (please no Spinal Tap references ...) meaning the last room lay beyond whichever of the two open doors the Companions next explored. But first there was the matter of the monsters. At Shadow 11, the Companions now had a less than 50% chance on each activation dice and the monsters correspondingly acted more often than ever.

We spent some more of our Hope and Fellowship points to try and mitigate the odds a bit, although we were mindful that whatever waited for us in the final room would probably require those resources, too. Still there was no getting to the last chamber without clearing this one and after a tough but efficient fight we crossed the penultimate threshold ...


Dominating the entrance to the mines of Narâgzâram-gathol sprawled a dark bubbling pool of sludge in which wallowed a foul wyrm! And as he uncoiled his slime-slick, scaly body to rear up in anger, a fell light shone from his awful slit pupils. A deathly miasma wafted off the disturbed scum of the pool and with a sickening burble, the corpses of dead men rose from the waterline. As the malignant drake gaped its hideous jaws, a whirl of black screeching bats descended from the ceiling to encircle its glistening head like a living crown of darkness.

None of us had a painted Cave Drake from GW so Scott used a charming old Grenadier sea serpent he recently found somewhere or other.

A roar of "Baruk Khazâd!" went up as the Dwarf Warrior, enraged to find such a filthy abomination coiled in the depths of the hold of his people, charged forward to strike at the wyrm before any others had gathered their wits enough to act. Soon enough the Loremaster was at his side, trying to carve through the shambling dead men, as the other Companions poured shots into the drake or else maneuvered into the room. The Smuggler charged in bravely but was scooped up by the Giant Bats and dumped into the muck. Again and again, the hideous beast's throat puffed up a spewed forth sickly greenish flame, as the Companions dodged its snapping maw.

At last the brave Dwarf Warrior of Erebor, his shield shattered and blood running from rents in his mail, sunk down to one knee. He had cut a few rents into the living armor of the horrible wyrm but it looked to have the better of him. Just as its open jaws darted toward him, and he steeled himself to go to his fathers in glory, the lunging head fell away with a deafening shriek! As its lifeblood spurted from its cleaved neck, the dead animated by the dragon's magics sunk into still piles of decay.

Game-wise, this final encounter was harrowing. Scott designed the dragon to use a breath attack whenever a Compion failed to hit it with an attack. But like all dragons of Middle-earth, this one had a weakness. After each breath attack, the critical range of successful hits against it doubled. The trouble was, every time Scott's Dwarf Warrior attacked, he missed, resulting in all of the Companions getting hit with the breath attack. Still, Scott stubbornly attempted to attack it.

It's possible, with some extremely bad rollings, for a Companion's shield and armor to break. Scott's poor Dwarf suffered both misfortunes! When the Dwarf seemed doomed at last, I rolled three activation tests and made all three. With my Elf's first action, I cut down a Dead Marsh Spectre blocking my path to the wyrm. With the second, I moved in. And with the third, I raised my Elven Great Blade - and landed a critical hit to impart the final wound!

In the wake of the battle, the Companions found the dragon's somewhat modest hoard and amid the gold and gems, we found the relic of the Dwarfriend who's tomb we had recognized in the Second Room. It was a shield, a perfect replacement for the one Scott's Dwarf had lost. We will undoubtedly give it some special rule - maybe Unbreakable?

I haven't had such fun gaming since I first started this crazy hobby as a kid. DD&CO is, in my opinion at least, a complete success so far.

Dungeons Deep & Caverns Old



Using Sellswords and Spellslingers, along with bits and bobs lifted from other rule sets or invented on the spot, we set about to some dungeon delving in Middle-earth.


Scott made up some custom dice to procedurally generate the rooms and their contents. We used the walls and doors offered by UrbanMatz and some furniture from HeroQuest and Mantic's Terrain Crate line. The front porch, as Tolkien might have called it, of our dungeon was a cozy goblin dining hall. Before dealing with all the goblins lounging around in there, a curious hobbit started exploring further until running into a corridor full of the Necromancer's minions - including a terrifying Morgul Stalker!



The frightened little hobbit slammed the door back shut and, with a couple of his hairfooted friends, desperately tried to hold it closed while the goblins screeched and pounded on the other side.


Meanwhile, another curious hobbit found himself face-to-face with a slavering warg! The plucky little fellow managed to stick the beast a few times but the other members of his fellowship could not save him from its snapping jaws. Poor little blighter.


Back on the other side of the dining hall, the goblins managed to smash down the door - just in time to be greeted by some grim Dwarves looking for a fight. The Morgul Stalker was unexpectedly tough but the Dwarves overcame him in round after round of furious mêlée.


Pushing on, the fellowship discovered a gruesome torture chamber. But everything was still and peaceful ... I suppose that only made sense considering we had slain six Moira Goblins, six Mordor Orcs, four Morannon Orcs, five Dead Marsh Specters, a Warg, and a Morgul Stalker in the first couple of rooms. Well, actually it was more than that as we had to recycle enemy models after a point ...


The surviving fellowship rummaged through the goblins' plunder, finding little of value. We really need better loot tables.


Charging through the only other doorway, our brave Men, Dwarves, and Hobbit beheld a terrible sight ...


A Cave Troll holding court over a horde of chattering Moria Goblins!


Strangely, this combat was a total breeze. I think we are going to need to make up original monster cards to better represent Lord of the Rings content rather than just using the ones available for Sellswords and Spellslingers via Wargame Vault.


It was getting late but we generated the next room and its occupants just to see what awaited. More Dead Marsh Specters, some Army of the Dead type guys, and a Barrow White. I wonder if it would have been as thrilling as the fight against the Morgul Stalker or a let down like the Cave Troll.


And here's an overview shot of the dungeon generated by the end of the session.