Holy Water Mausoluem Playtest 1
Holy Water Mausoluem Part 2
PARTY: Wormstring, Baldur, Haphleth, Glut, and 10 Goblins from the Wandalin tribe.
The Shadow Sceptre Is back in the dead elf's hand but he doesn't attack the party. Instead he lowers back into his coffin and water starts filling his the grave pool. The room shudders and the entrance caves in behind them! Now they look for a way out.
THE DELVE
- Water starts filling the lower level and the group moves out the North exit.
- There they discover a short hallway and an old entrypoint to the Mausoleum. Baldur and Haphleth aquire glaives with wind carvings in their blades. Haphleth finds a perfectly preserved white cloak with magical properties.
- After a short hallway west they find snakes writing in a flooded room. Crevices lead to other spaces. Three of the snakes are skewered by Haphleth and Baldur with spears and Wormstring with a crossbow bolt. Two of them are saved for their luminescent value. The party gets out of there after a swimming creature is heard and roaches come crawling in by the hundreds.
- In the next room, smoke swirls against the ceiling. It forms into a humanoid and gestures to a lamb statue to Glut. It enters the statue through the mouth and a portion of a pile of silverware at the base is tossed towards the group. They gather what is given and convince the goblins to send a tester to try taking more silver from the statue. Billy the Eyeless Goblin is offered and is promptly suffocated by the smoke spirit.
LOOT: A glaive that works against spirits. A magic cloak that gives a buff against spirits. 4-5 slots of silverware. A pot, some plates, and forks and spoons.
DELVE PAUSED
- Around 4-5 rounds (50m). Didn't keep track.
- 1 encounter (swimming creature)
- 1 supply used to make a torch
- 3 NPC's defeated (glowing snakes)
Warden Notes (Players beware…)
This was 1 hour of online playtime. 1 HOUR! First time I’ve done this. There were only two players which leads me ever further into the conclusion that I love 2-4 players in a game session. 3 players is pretty much perfect for the type of game I run (with hirelings or players playing multiple characters). It is a lot easier to share the limelight and it keeps one person from dominating play because not everyone is speaking all the time.
I drew the map on Owlbear Rodeo as they explored the space and followed the DURF expanded rules for exploration. There was only one encounter (Long Lemur from room 01) and the party fled to another room behind a door.
Changes?
- Roll reaction for snakes. Kind of pointless without it.
- Come up with an actual rule for when the Invisible Stalker appears to defend the Elfkind Patriach (main grave room).
- Have cut out items with descriptions in the booklet so you can hand items the characters find to the players? Could be sick.
- Glaives are now magical. They can harm Shadows and Spectres, plus they get a Buff agains the Mist Skeletons.
- Entrance moved from main grave room to Roach tunnels. Don’t wan’t immediate entry into the “final” room.
- Ideas from Skerples Monster Manual for goblins added. They now have batlike ears, can float if they inhale enough, and speak no more than two-syllable words. Perfect.
- Billy the Goblin is the perfect lil’ freak. He is now specified in the Wandalin group of goblins.
That’s it for now. Next will be the second group to playtest with many of these changes. Spoiler: they freakin’ loved Billy.