RECON '04 REPORT
At the HMGS (Historical Miniatures Gaming
Society - South) RECON convention held in Tampa on the weekend of April
24, 2004, I ran a 1st Edition AD&D game with part of a module of my own
creation. The module, WGH2 Temple of the Sun, went through a revision, a
playtest, then a second revision and was modified "en media res" (see
below). The full module will be published and available for download from
my website soon at some point in the future.
I arrived at the site Saturday at about 12:30 noon, got my "GM's" kit and
checked the sign-up board. My best friend's wife was in, as well as five
others. So of a desired eight, I had six. Not too bad. I didn't know 100%
for sure where I'd be setting up at so I went to find Gregg, my
aforementioned best friend and person who finagled me into running the
game. I found out where I was slated to game - it was a 20x10 room with
two 3x3 card-tables as my gaming area. Since my Dwarven Forge setup
was 85" long by 50" wide, I needed to make new arrangements.
Fortunately Chuck Kennedy, HMGS founder, was able to accommodate me and I
was moved into the main RPG room and on to a sufficiently large table.
I appealed to the Con organizers from LRPG (Lakeland Role Player's Guild)
and got a large table in a different room. Once I started to set up on the
ten-foot-long table, I realized that it still wouldn't be wide enough. So
I set up as near to the original setup as possible, and modified the
module on the fly.
The party consisted of:
A 7th level Paladin
An 8th level Dwarf fighter
An 8th level Human fighter
An 8th level elven magic-user
A 6/6 elven cleric/magic-user
A 7th level Human Ranger
A 5/5 Dwarven fighter/cleric
A 7th level human cleric
Setup took from 1:30 (my game was slated to start at 2:00) until 2:40.
Also very bad. My game window was from 2:00 to 6:00, and I knew I'd lose
at least four players at 6:30 if the game ran long due to the "flea
market" and other games starting at 7:00pm.
But we got started quickly enough. Most of the players were familiar with
Dungeons and Dragons in some form, a couple were familiar with 1e, but one
of my players had never played an RPG at all. The characters were divided
up, and this inexperienced fellow ended up with the Paladin.
The game kicked off, and the party entered the first area. Using torches
and lanterns, they began to move through the first chamber, only to be
ambushed by a group of Ogre Rats (see the Delver's webpage for full
monster info). While this group put up a spirited fight, Morale failed
after two of the Ogre Rats were slain and the second two fled. Before they
could get too far, the Dwarven fighter-thief, invisible, backstabbed and
finished the fourth, and the third was dropped by a crossbow bolt to the
back from the Human Ranger.
The party searched a fountain which -
despite the desert clime - seemed to be in operational order. The cleric
investigated closely and was immediately set upon by three water weirds.
He dodged the first two but the third grabbed him and pulled him under.
This is where the rank newbie paladin began to shine. He leapt,
un-prompted, into the fountain and helped the cleric get free from the
water weirds! Other party members in combat with the 'weirds were pulled
in as well, but he stayed in the fray, assisting all of them (I gave his
Strength damage bonus as a bonus to save v. paralysis for drowning
party members to break free). Although a few party members came near, none
were actually drowned by the 'weirds.
The characters explored further, discovering a bricked over shrine of the
goddess Xan Yae. The human Cleric made a sacrifice of a gemstone and
recieved a boon of a bless spell cast upon him. The rest of the party
followed suit. After a quick "left or right" debate, they made their way
to the next major area, a mustering point for Ogre Rats and Ratmen. Here
the party's mettle was tested: the room was filled with twenty-five ratmen
and five Ogre Rats, all of whom charged the group. While a lightning bolt
from the elven Magic User took down a swath, there were more than enough
to move in and melee.
The Dwarven fighter and the Paladin were in the forefront, with the other
fighter and the Cleric backing them up. The Ranger was covering the
party's rear, watching a mysterious door at the end of a long corridor
directly opposite the entryway into the ratman lair.
The party did well against the Ogre Rats, but the archer Ratmen in the
rear phalanx were giving them hell. The party made a tactical blunder when
they allowed an Ogre Rat to flank the Magic User, but fortunately it
rolled a 4 on it's to-hit and the Magic User was unscathed thanks to her
Ring of Protection +3. The Cleric moved in and engaged the ogre rat,
drawing it off of the magic user which gave her enough time to launch a
second lightning bolt. At this, these 'rats too fled, leaving the party in
poor but servicable shape.
After binding their wounds, the party went to the area opposite the Rat
staging area and opened the mysterious door. The Paladin detected evil
before they did so, and thus they were prepared...and a wizened old man
stood before them. He questioned why they had come here, and the dwarven
fighter shouted "To slay you, evildoer!" Initiative was rolled, and the
party unfortunately failed. At the beginning of the melee, the "old man"
became invisible and backed up a step. The party foolishly "held" their
action, and the "old man" cast a cone of cold, which attacked the party,
damaging the front ranks seriously. Had they been closely packed in the
narrow corridor it would have done more damage.
The "old man" became visible and revealed himself to be an Ogre Mage. The
party won initiative in the new round and charged in, weapons swinging.
The Ogre Mage was immediately struck with magic missile spells from both
the Magic User and the Cleric/Magic User. He was also struck by all three
fighter types in the front rank. Sensing his doom was near, he became
gaseous and fled down away from the party.
The party pursued, following him around a corner and up to a portcullis.
Using combined strength, the two Fighters and the Ranger raised the
portcullis, which stayed fixed at the top of it's tracks. The rest of the
party followed through, but they were immediately set upon by four Monster
Zombies. The ranger's good combat senses failed the group for the first
(and only) time and the party was surprised, and the Zombies got in a few
good (serious) hits.
The human Cleric turned the zombies, but the dwarven fighter chose to
close to strike and broke the turn for one of them. Then the ranger fired
his crossbow at another, breaking it's turn. The two Zombies closed in on
the dwarven fighter, leaving the Paladin to again affect a rescue mission.
After a very touch and go brawl with the two Monster Zombies, the party
dispatched them.
At this point it was almost 7:00, and I called the game. However, the
players agreed that they wanted to pick the game back up in the morning.
I had to be on the road by noon, Sunday,
so it was imperative that I get the room set up and ready to play by 8:30.
I almost pulled it off, with the game restarting at 9:00.
The paladin, having been in the fray with the Undead Zombies, immediately
stepped back a bit - and into a Corner Trap and was smacked for 20 points
of damage from a swinging spike-wall. A potion of healing (one of the
last) kept him fairly healthy.
The party rounded the treacherous corner to face a new challenge: a narrow
wooden log over a trench of stagnant water. The human Fighter probed the
trench with his 10' pole and the party's worst fears were confirmed when
the pole was destroyed by green slime.
Thus they had to walk individually across the log, each saving v.
dexterity (Dex or lower on d20) to make it across without slipping.
Three party members slipped in, but made it through, only losing their
boots in the process.
The party came to a cul-de-sac in which three skulls rested in alcoves
along the walls. The first (an obsidian) asked of them "Which is
sinister?" The Cleric/MU blurted out "The left!" A second, white sandstone
skull asked "Where is my brother?" The party then noticed that next to the
niche the sandstone skull sat in was an empty niche. The dwarven fighter
noted that a bronze skull was resting in one of the niches, and attempted
to pick it up to move it - and took a shock of 28 points of damage. They
searched the small dead-end but found no other skulls. The thief braved
the log bridge and made his way back to the Ogre Mage's lair to see if he
could find aught. The thief came back with a dusty human skull and they
placed it in the alcove. However, a Spectre materialized and began to
attack the party. Fortunately the human cleric quickly turned the spectre
and that was the end of that.
The party had no recourse but to explore other areas of the dungeon, but
they were concerned that before they could do so they had to rest to
regain spells - at least 1st level healing spells - before continuing.
They carefully made their way back across the bridge and to the Ogre
Mage's lair to hole up for the "night" (a few hours at least) and rested.
Since the rest was primarily for spellcasters, the dwarven fighter and
human ranger took up guard outside the door and waited. After an hour of
in-game time had passed, the two were rushed by an annis which immediately
began to melee with the dwarf, injuring him critically. The ranger let
into her, but it was going pretty badly.
Meanwhile inside the room, the paladin and human fighter sprang into
action, ready to leave the room. The thief, showing his true colors, tried
to bar the door to keep the bad guys out. I kid you not. The paladin
shoved him out of the way and made his way into the hall.
Just then the dwarven fighter was struck down to zero hit points (in my
campaigns, 0=unconscious but - and this is important - not losing more
hits; at negative hits you start incurring the penalties outlined in the
DMG (comatose for 1-6 turns, must rest for 1 week, etc.)). The Paladin
stood over his fallen comrade and engaged the Annis.
This was the paladin's shining moment, in a way. He defended a fellow
adventurer who'd been downed, but in doing so gave his life. The Annis
struck all three times against him, and the next round she automatically
bit and rent him for 30 points total. The paladin was slain outright in
that round, despite the party winning the initiative. However, the group
had injured her quite badly and she threw down a large sack she'd tied to
her rags, and limped away.
The party was in no condition to pursue and searched the bag of stuff.
(As time was running out for me, I had to do a "gimmie" and the Annis had
dropped her treasure including a crystal skull, which the party quickly
surmised was the "brother" mentioned by the white skull in the alcove.)
So the party took the skull and returned to the alcove and placed the
skull in the niche. The hazardous Bronze skull said "Speak reverently the
name of she upon whom you turned your backs and brought your own
destruction in doing so". (This pertains to the location of the Lost City
- it's in the Sea of Dust and a ruin of old Suel) The Cleric recalled the
icon of Xan Yae the party had excavated in the entry hall and spoke her
name. A stone portal in the floor rolled away to reveal stairs leading
down.
The party took the stairs down and entered a room to find an efreet
waiting for them. In his first action he cast an illusion of a great
burning pentagram surrounding him to ward off the party, but the human
cleric used Dispel Magic to dispose of it. The party then won initiative,
and the Thief began to move around the perimeter of the room, using his
ring of invisibility to do so unseen. As he did so, unbeknownst to the
party, the Ogre Mage (who'd flowed into the room in gaseous form and
summoned the efreet from a jug) used it's charm person ability and halted
the thief.
The efreet cast wall of fire and raised a barrier to protect himself from
melee, but in the following round the elven Magic User cast wall of ice
and snuffed it out! The dwarven fighter and human fighter closed, dealing
grievous injury to the efreet. The human ranger held back, firing his
magic bolts +2 from his crossbow of speed. The Magic-User Cleric threw a
spread of magic missiles at the efreet for telling effect.
In the next round the Efreet used his pyrotechnics ability to detonate a
torch along the wall and blind the party for 2 rounds. Fighting at serious
disadvantages, the party was unable to effect any damage to the Efreet. It
then used create fire to catch the elven magic-user off guard and spoil
any potential spellcasting she had. Another round passed with the efreet
slashing the dwarf for a telling 24 points of damage, and all other
attacks from the party amounting to nil. In the final round of combat with
the efreet, it had every intention of fleeing. However, with their senses
returned, the party closed in on the efreet and before it could make good
any escape negotiation or parley, they slew it!
However, just at that point the now fully-recovered Ogre Mage became
visible and cast darkness on the party and moved in to melee. The party
held fast and despite nearly losing the dwarven fighter and human ranger,
disposed of the Ogre Mage. At this point it was 11:30 am and the party
elected to retire, having beaten what they percieved as the "level
bosses". The group recovered a minor artifact that had been sealed beneath
the stone floor of the room.
I'd like to thank the great folks at the HMGS-South chapter as well as the Lakeland Role Playing Society for pretty much bending over backwards to make sure I had a play area large enough to host the copious amount of Dwarven Forge "toys" I needed to realize the entirety of the dungeon in 3d. They were really on the ball, and I thank them for their assistance.