Due to scheduled GM illness for our Night Witches game, I filled in tonight with a mostly improvised Perilous Wilds game. It was a lot of fun and went pretty well.
I’d rolled up some dangers and discoveries for use in an upcoming convention game, and used some of those here. I discovered that I should have rolled up some dungeons too!
My two rolled on the spot dungeons worked fine, however. Just slow.
Final score: the two dwarf cousins/brothers (we were never quite sure) made it back to town with a purse full of precious metal and a wand of lightning bolts. The elf… well, after he disappeared into the purple glowing thing, he got captured by serpentfolk and eventually freed when the serpentfolk chaos temple was raided by paladins of Law. He elected to end his adventuring career (he had just terrible stat rolls, and bad dice luck on top of that.)
Also of note:
– Danger: an angry, sleep deprived halfling named Barton.
– Danger: flock of dire ducks
Dire Ducks, sounds like oldskool rune quest to me 😉
All the games I’ve been in so far were improvs (except maybe one prepared dungeon). The tools in the game are so easy to use.