Looking for 2-4 players for a hangout World of Dirty Dungeons game, tonight (Sat June 12, 9PM EST, ~3 hrs).
The basic idea is to play John Harper’s World of Dungeons (actually a very slight hack of it), but using John Wick’s Dirty Dungeons to plan the adventure. As if they were discussing the results of their rumor-gathering and research, the players take turns describing the dangers they believe to be waiting for them at the adventure site. (This is John Wick’s “*Dirty Dungeons*”.)
World of Dungeons is on the lethal side, at least at low levels. The mode of adventuring I’m expecting is cautious and inventive. We’ll make allowance for implausible reasons for replacement characters if that proves necessary!
Tagging a few folks who’ve done this before or expressed interest.
Tim Groth Michael Atlin Stephen Shapiro Sean Winslow Jack Stephenson-Carr James Introcaso Nathan Roberts
Here’s what the players (five of them) came up with last time:
Against the Fungus Queen
A crumbling mansion, walled in, has a sealed gate
Thieves have broken through the wall at the NW corner of the estate
Creeper vines are there
Fungus-eating vermin on the property are keeping the growth down somewhat
There are sounds of rushing water below
There’s a wine cellar with valuable wines in it
Far underneath is the Fungus Queen’s court
A well, outside, leads down to the water table and may provide a way in
Underground there is a family crypt populated by angry ghosts and the risen dead – now ‘spore zombies’, controlled by mad spirits
The overgrown estate is now a mushroom garden with towering mushrooms
At night, the queen’s guards emerge to harvest from the deathcap mushrooms
Down in the crypt, there is a profane alter to Mycos – the family actually summoned this queen
There are less-defended entrances down into the underground areas, but they are extremely tight
The passages below are wide enough for the queen’s entourage, and look as if they were left after massive fungal growths receded
There is a great cavern underground, lit by luminescent fungus
The waters are magical
There are extremely dangerous flows
I might be up for it, though im not sure ill be available. ill let you know.
This looks pretty cool. I’m interested.
I figure we’ll plan the adventure first, then make characters (which is a fairly short process) – that will give me a few minutes to digest the adventure.
Oh.. please make sure you have a clear-ish sound setup. Echoing integrated mikes make it hard for me to think. 😐
Michael Prescott I have a bit of white noise in the back if the fans of but I have a high quality setup, should be fine.
I need to read it later!
Would we be starting with a brand new dungeon or using the one you described in an earlier post?
Rory MacLeod Brand new. Who wants someone else’s dirty dungeon? 😉
Sorry, I am going to have to drop out of this for tonight. I am definitely interested in trying some other time.
No problem, Rory MacLeod; I’ll let you know if I fire up another one.
Ahhhh! That means like 11:00am Sydney time right? I’ve got family commitments.
Oh noes!
I soooooo wanted to play. Please Please next time, Michael Prescott
Thanks for thinking of me 🙂
Nathan Roberts Will do. 🙂
Alright im game for the game!
All right, didn’t work out this time. Next time I’ll try to give more warning. 🙂
Tell me more about this “Dirty Dungeons” style of play.
Play Dirty: The Dirty Dungeon
As Nathan Roberts said, but for World of Dungeons (where adding +1d4 to a to-hit roll doesn’t make sense), we made major challenges worth two points and other challenges worth one. Points could be withdrawn from a pool during play, as needed; the remaining point would be spent on the treasure roll!
Brilliant! I’m so stealing this idea.
Since you mentioned it, Peter Johansen, I’ll just say that when we did it, the time pressure didn’t turn out to be a big deal. My players happened to be fonts of trouble for themselves, and not very argumentative, so and in a very short time they had list that was long enough. I suppose the time pressure might have spurred them on!
When it came time to hit them with stuff, I didn’t in the least feel like I needed to rely on complications to really pressure them. They’d created enough stuff that all I had to do was make it feel real, and the adventure was plenty challenging. (They did it in two pushes.)
At the table, there was a strange mismatch between how awesome I felt it was and how awesome they did – since the adventure had in some sense been written for me, my hands were tied in terms of topology and pacing. (Or at least, my hands were much less free than usual.)
And yet, because they knew what was still ahead, they had this fantastic anticipation of the rest of the adventure. They were totally engaged and invested in it, because they’d made it. It was bizarrely good for what, in other circumstances, might have been a totally ordinary (and slightly creepy) dungeon crawl.