Monday, 11 March 2019

Play Report: Through Ultan's Door - Session 2

We had another fun session of dungeon crawling in Through Ultan's Door #1. I can't recommend this module highly enough!

This session, the PCs got caught in a bear trap, found a one-shot Web item in a hidden drawer, fought a glistening dream-pudding, and eventually made their way back to the lair of the giggling white swine.

Player A: "I'll use Spider Climb to climb above the pigs and throw the web down on them."
Player B: "That's the perfect plan because pigs can't look up."
Me: "I... what?"

With some quick Googling, the players managed to convince me that pigs cannot, in fact, look up, and therefore could never see an enemy approaching from the ceiling. After some more research post-game, I think that this is basically a myth, but it was good enough to work in the moment.

So the PCs webbed the swine in their lair, then poured oil on the web, then set it all on fire and wiped out the swine completely. The only one left was the gigantic swine-mother, who has 90hp but no attacks of her own. She was helpless as the PCs summoned their friends from the last session (the mute Guildless of the city of Zyan) and together they butchered and cooked the sow queen.

One thing that came up in this session was the question of whom the enemy would attack each round. Specifically, it mattered a lot whether the Oneiric Pudding would keep on attacking the same PC, or shift to attacking a different PC who had just dealt it damage. This question made the difference between life and death, and I had no real 'objective' way of determining it. I decided to just roll a die, which worked out OK. Nevertheless it makes me think it could be useful to note down a monster's attack pattern along with its stats. Most patterns could be reduced to a few words:

"Attacks weakest"
"Attacks greatest perceived threat" (e.g. Magic-Users)
"Attacks nearest" (but who is 'nearest' is often pretty vague in my games)
"Attacks last attacker" (which might lead to the PCs juggling around their turn order to ensure optimal chance of survival. This doesn't seem like a bad thing necessarily)

Lastly, I've noticed that the way I'm running initiative now is: "The party rolls 1d6 and the enemy rolls 1d6. Whoever rolls highest gets to go first. If it's a tie then we'll reroll". This is functionally identical to a coin flip. Technically in LotFP's rules there is a chance of the combatants all acting simultaneously. But that just seems like a headache to run. So I'm thinking of paring it down to just a bag with a white stone and a black stone. Whichever side draws the white stone gets to go first this round. This would also help with another minor problem, which is that sometimes I forget when one round has ended and it's time to roll initiative again.









2 comments:

  1. Thanks for the write-up!

    Re: Initiative. A coin flip or two stones work if you have only two opposing sides - the player character group and their enemies. But for example with three factions, you need some distinction, and break out the d6's. Although in some cases even three groups can be divided into two (e.g. the players encounter two groups already engaged in combat - whose side they pick?)

    ReplyDelete
    Replies
    1. That's a good point! But you could add more sides by just adding more different coloured stones to the bag.

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