Thursday, November 27, 2014

Thanksgiving Painting: Goblins

While the turkey is roasting, I've been working on these guys:

Half-done Goblins photo GoblinsHalf-Done001s_zpsc69608e5.jpg

On the left are 3 of the Legendary Encounters pre-paints I'm using as a guide.

Matching the colors turned out to be trivial - black, burgundy, and grey from my Apple Barrels Paints collection and Bronze Flesh from Vallejo Game Colors. Exact matches, all. The silver, though, I'm re-painting as metallic gunmetal grey, even on the pre-paints.

The big problem I'm having is that I wanted to paint directly onto the Bones, with no white or grey base, for the flesh. I tried, but you can see a lot of open patches. The hydrophobic Bones plastic and the naturally very thin Game Colors meant that even after 2-3 coats I'm still not done with the flesh. This is why I'm being deliberately messy around the edges of other areas - that way when I go back to the flesh again I only need one coat next to armor, shields, weapons, etc.

I got some of these in the Bones Kickstarter, and I may have traded for more. Once done, I should have something like 18 goblins. I could use a few more, since I tend to deploy goblins in large groups, but they'll do. I can fill out groups with counters and Cardboard Heroes. The only complains I have with these guys is some of the plastic bending is so bad and ingrained (like bent spear shafts) that I can't correct it, and the maces are ridiculously big. Especially on plastic minis, you can make them much smaller with no issue about fragility. A real mace looks almost like a lethal little package, but mini figure weaponry looks like a comically oversized inflatable mock weapon.

I also have the Pathfinder goblins, but they're becoming Doomchildren, instead, same as the pre-painted I bought off of eBay.

Wednesday, November 26, 2014

Martin Ralya walks into a Megadungeon

One thing I dislike about feeds like Google Plus, is that I miss a lot and it's hard to find what I liked again. I can't just dial back like on a blog, and I can't always remember who posted what.

So when I saw this post by +Martin Ralya, I bookmarked it right away.

It's mostly a look at Dwimmermount, but it applies to all megadungeons. Does your megadungeon pass this test? Does it draw you in the way the writer is describing?

If you're on Google Plus, you will want to read this post by Martin Ralya:

Start from the main entrance and imagine myself moving deeper into the dungeon.

What I like about that post is that it really highlights what I think you want in a megadungeon entry in a very succinct way.

Tuesday, November 25, 2014

NPC Groups & Centers of Gravity

What is the center of gravity of a group of NPCs?

In other words, what's the thing they center on, which, if lost, will effectively destroy the cohesion and will of the group?

The NPCs in my case are the factions and grouping in the megadungeon (and amongst outside intruders).

The basic idea is to decide what will cause a group to cease functioning other than total extermination. Or what will keep them coming back no matter how many of them you kill off.

Here are some examples of what I mean:

Let's say I have a mish-mash group of NPCs led by an evil cleric seeking a powerful item in the dungeon. The evil cleric might be the center of gravity. If he's killed, the group will disperse. It can survive anything but the loss of the cleric. This is traditional kill-the-head-and-the-body-will-die stuff.

On the other hand a group of hobgoblins might have a center of gravity of their females and young. As long as they're okay, they'll keep coming back. This is a social center of gravity.

A group of trolls might have a specific cave system they need to hold, because that's where they get their water. If they get cut off from that, they'll leave the dungeon (or die off, or whatever). This is a logistical center.

A rival party of adventurers might have a goal of seizing a certain amount of money. If they can get it - even if through bribes, scavenging treasure left behind by the PCs, etc. - they'll head back out. Their center of gravity is money. They might also have a key member or two, that, if slain, will cause the others to leave.

A faction seeking something in the depths of the dungeon might have an external center of gravity - they'll keep going until that item is recovered, no matter how many minions they need to deploy to do so. Unless the campaign either encompasses their origin point, and thus their true center of gravity, or the PCs eliminate the goal item, they'll keep popping up.

Mindless undead, animals, scavenger types - they might have none. Kill off 9 out of 10 of them and the 10th one keeps on keeping on. They have no center of gravity beyond just being.

It's something worth thinking about for NPC groups, so they won't just be hordes you need to exterminate to get rid of.

(This was occasioned by me reading a military biography of Hannibal. Great example - he continuously attacked Roman armies in the field, and trashed them. He'd pry away some of their allies, too. But since the strategic center of gravity wasn't the Roman Army, he couldn't win because they'd lose but wouldn't surrender.)

Monday, November 24, 2014

Elegant Monetary Systems vs. the Players

If you're thinking of coming with a cool monetary system for your game, I think there are at least three things worth considering. There are probably more concerns, but these are big and useful issues to put some brainpower into.

There are four things I'd consider when setting up coinage systems, in no particular order:

1) Treasure Hoards. Two things to think about here: Size, and appearance.

Size: How big do you want them to be, and how portable? Big, difficult to haul away hoards vs. small, easy to haul away hoards. If you want dragons sleeping on mountains of coins but don't want such a haul to be an automatic upgrade to the best possible gear in one shot, go for less valuable coins. If you want a backpack to hold a lifetime's wealth in coinage, go for smaller, more valuable coins.

If you have a money = xp game system, changing how much a hoard is worth changes leveling!

Appearance: Do you want dragons sleeping on piles of silver and gold, or on jade pieces, or on bronze rings cashed in for credit chits, or polished rocks, or what? Pick something that fits what you want to place in hoards.

2) Utility of published materials. The more you vary from the basic system in your game, the less valuable published material is. A minor change - different weight, say, or saying "read sp for gp," or addition of more coins - won't do much. A big change (gold is 20,000 units of value to the pound instead of 5,000; or there is only barter, or something like that) means tossing a lot of material.

For example, with GURPS, if you ditch the basic values of metals by weight, the system in Treasure Tables is not helpful (jewelry will either end up way more valuable than its weight in metal, or more valuable as metal than jewelry). If you get rid of gold as a treasure type, you need to change any descriptions that feature gold as valuable. If you want to make your own, this is not an issue.

3) Tolerance of the players. If you make a system the players don't have a feel for and interest in using, it just won't fly. You can create the most beautiful and elegant and down-right interesting coinage system in the world, but if the players just instantly turn all of your carefully crafted money into "We each get $17,150 worth of whatever money is" or "blah blah whatever, it's the same as 1000 gp, right?" then you may as well admit defeat.
It's well worth asking this kind of thing ahead of time.

4) Logic of the System. Make sure the materials you choose for the system make sense. Metals that are rare enough to be valuable, durable enough not to break down, and not more useful for something else are a good choice.

One odd choice that the Dragonlance setting made was to introduce "steel pieces" and declare gold, etc. largely worthless. In other words, they said that gold, which is easy to form into coins, easy to recognize the purity of, and doesn't rust, isn't valuable but steel coins, which can rust, are harder to identify the purity of, etc. are valuable. The logic was something like steel being valuable because it was useful, but putting it into coins isn't taking advantage of its usefulness, it's reducing it's usefulness. You could make that work, but you'd need to issue other coins that represent a value of steel pieces or paper money based on steel pieces to make it fly, and people would still wonder why their sword costs less than its weight in steel pieces.

Gem stones, big carved stones, etc. can work, but it's going to be potentially inconvenient - see #3. Plus, it's tough to kill a dragon and then have to go find out which rai stones it owned that you now own, and try to cash them in to pay taxes and buy some new mail for your henchmen.


For this reason, my treasure systems tend to be a bit simple. More simple than actual, real-world monetary systems, which at least have the advantage of being worth actual money. It's hard to justify a lot of time counting your coins for your paper man, and figuring out how many hemi-decimes there are to the Westian pound, or how many moss agates there are in the diamond-cored platinum piece, or whatever. Even the relatively simple system in my game occasionally throws people a little . . . so it's probably a good idea to get cute only if the players are on board and find fun in the cuteness!

This is not to say you can't have interesting treasure. It's just useful if the underlying system fits the mental picture of hoards to you and your players, lets you use a level of published material acceptable to you, fits your player's tolerance for complexity, and fits your game system's effects of rewards. I have interesting treasure all the time, even if it generally gets sold and turned into $1 silver coins 99% of the time. The trick is just getting a monetary system the players can get their heads around without trouble, and which gives the mental images you all want to see when someone says "Dragon on a pile of treasure."

Sunday, November 23, 2014

What makes Felltower hang together?

During the BSing on Friday night during our S&W game, we talked about megadungeons that hang together. That got me thinking, what makes Felltower hang together?

It certainly does, if the proof is by longevity. We've been playing our DF game since September 2011, and in the megadungeon I wrote since April 2012.

We've had 42 sessions in Felltower, which Douglas Adams told us is a pretty significant number. Despite that, there is still stuff to do.

Why does it work?

Here is how it looks from the GM's side of the screen.

It is Cohesive. Even the really obscure weirdness and odd bits strewn through the dungeon are there for some reason. The layers on top of each other aren't just thrown there. Well, they are - but I threw them there with a vision.

Back in the old days putting down things for challenge, not with a plan ahead, probably flew a lot more than it does now. My players aren't coming into a game without an experience of fantasy role-playing, and we can all get "random dungeon to loot" by firing up any number of video games. It all has to feel like it will ultimately make some kind of sense, if you can just get to the right angle to look at it.

What this means is that all of it - the cone-hatted cultists, the orcs, the stomping demon lord, the fortress entrance of the dungeon, the mix of level layouts and construction, etc. - ultimately it all has some meaning. Nothing, even if placed by random rolls or encountered by wandering monster rolls, is really random and meaningless.

I often make rumors up just as I go. There isn't a master list of 100s of them. But they fit what I think is ahead and what I think people would think about what's ahead. They feed information and feed hooks to the players.

So even if the PCs can't figure out the why for everything, they can for some things. From there it's enough that they know there is a why? Even if that why is "this is what it looks like after adventures do something that made sense at the time and then left them remnants" it's there.

Corollary: It Has Some Game Mechanical Sense. Joe the Lawyer was complaining about something in a published adventure that basically threw him right off his game - an encounter that's basically a bit of cute nonsense but would take a variant version of a spell castable only by a ridiculously powerful wizard, which is then used for a totally trivial purpose. I did my best to avoid the error of putting in weirdness and cuteness that, according to our rules-set, doesn't make a lot of sense to do. That helps it hang together, too, because the rules support the dungeon's experience as encountered as well as as-played. Encounters might show extreme magic being used for small problems, but in ways that have consistent game-mechanical sense and which directly tie into further revelations about the dungeon. It's not just a red herring that takes breaking the game rules as known to the players to happen. So the rules feed the cohesion.

It's Big Enough. The megadungeon is big enough that there is a lot to do. More than the players can ever do, but anything they want to do is "deep" enough that they can get some enjoyment out of it. But it's also not so big you can never finish any particular task or goal. The orcs aren't endless. The draugr have limited numbers. There are only so many statue rooms and missing statue heads and unopenable doors. There are just so many pools. There are limitless adventure possibilities but the adventures themselves are not endless.

It's a bottomless pit of discrete, potentially solvable puzzles and completable challenges. Like the hobgoblins - remember them? Gone. The demon-apes? Banished. The lizard men? Temple smashed and the lizardmen routed. Things come, entertain, and then are ended through PC action. There are dozens and dozens more things to do. The dungeon won't ever end. But parts of it will pass.

It's Varied. There is a lot of variety in my dungeon. Not a huge variety, but a large variety.

A too-large variety can be bad, because you don't get a sense of cohesiveness. It can be tiresome. A too-small variety is bad - you just feel like you're doing the same thing over and over.

I think I got this right. There is enough variety that no one can really relax and say, "It's all orcs" or "it's all monster-types" or "it's all undead barbarians." It's all of them, but with enough regularity in the encounters to reward their knowledge, experience, and tactics.

There are fights, puzzles, tricks, traps, and things to explore. And all of those vary. Trends appear (cohesion) but encounters aren't cookie cutter replications of each other. Players bored of orcs know they have to work hard if they want the game to only be fighting orcs, not that they need to work hard to find some variety.

Problems are Player-Active. Or to put it another way, There Are No Cutscenes. The players don't walk in and watch NPCs, or illusions, or whatever, do stuff. They do stuff.

This is not to say I don't use in media res or have things that do stuff on their own. There have been paintings that change over time, traps and statues that seemingly activate or replicate themselves, and the occasional ghost going through the motions (although I think they bypassed that.)

But it's sparing. It's all based on the players doing things. You don't go from room to room looking at the paintings or looking at the history or watching the NPCs do something. In fact, most of the "show the history" or "read history at the players" bits in my dungeon actually require the players to go get that information. Magic, research from clues, examining paintings, setting up shop to watch for something, talking to the ghosts - if you want to watch NPCs do stuff, you have to actively choose to do so. You'll be rewarded, perhaps, if you do, but cutscenes don't come in and take over your controller and make you watch just as the fighting and fun got good.

I keep such things short and punchy, too, which is what I learned from Borderlands 2. A 10-second cutscene that screams "This woman is worth talking to!" or "This fight is going to be awesome!" beats a 2-minute one showing you stuff you need to know. Especially if it leads to a reason to seek out knowing more. Everyone likes to read the book they chose, not the one chosen and handed to them. I try to make all of my dungeon encounters demand action from the players and then reward that (the players - the PCs sometimes suffer.)

I Wrote It. This is a big part. It's a dungeon that is intimately known to me. I know what I wrote, where it is, often when I wrote it, and why. I know what it grew from and where it is going to. The whole place is mine from end to end.

This means whatever sense I'm trying to convey isn't a question of author -> GM -> players but author/GM -> players. We've removed one level of the telephone game, and one level of confusion. All that stands between my vision and their seeing is my ability to summon the right vocabulary to convey it to them.*

Knowing it intimately means I can ensure isn't a whiff of "I don't get this part either" or mis-representing something to the players.

From the GM's side of the screen, I think this is why we've done 42 sessions in our temporary, let's-play-for-a-while DF game's megadungeon. My players probably have more insights, and maybe they'll chime in (or maybe not.) But I must be doing something right. I think what I outlined about is why it's hanging together so well.

* Not a small issue. One thing I've learned teaching, as well as learning from teachers, is that you need to find the words that convey the most meaning to the student. The same sentences said to different people will produce a different effect. I can still remember the day, after many, many class hours, when my MMA coach said exactly thr right thing in the right way to turn a particular from something I couldn't do except by luck into my A-move. Settling on a proper vocabulary for describing and conveying dungeons isn't easy. I'm not even done doing it. But it's critical, and deserves some thought and time.

Saturday, November 22, 2014

Southern Reaches: Session 9 - Castle of the Mad Archmage 6 - Arena Blues

Friday was the S&W Southern Reaches B-Team. Here is my summary, to fill in the gaps left in my teaser. There are some other related posts:

Tim's Summary - We Laughed Like Manly Men Who Wore Flannel

Doug's Summary - Return to the Mad Archmage

Tenkar's Take - Castle of the Mad Archmage - Session Report "Whatever" - More Fun Than a Barrel Full of Drunken Monkeys!

Minister "Quantum" "the Pink", Half-elf 4/3 Cleric/Magic-User (Tim Shorts)
Mirado Gargoyle-Friend, Human 6 Fighter (me)
Rul "Rainbow Warrior" Scararm, Human 6 Fighter (Douglas Cole)
Rosco P. Coltrane, Halfling 2/3 F/T (Joe the Lawyer)
Bronan, Human 3 Fighter (Reece Carter)

We picked up two new characters this session - Joe the Lawyer running his Flailsnails guy (Flailsnails? It's kind of a bring-your-character-between-GMs game thing), and Reece Carter running a just-made-up 3rd level fighter. Apparently Tenkar forgot the highest level guys are 6th level, not 4th or so. Oh well. They'll just level faster. They successfully transited the 5% slope down without great mishap.

We headed right down to level 3, and did a little more exploring. There were a few doors on our maps we hadn't opened. The first one we went to we bashed open and found nothing but broken glass. Bronan searched it but found nothing.

A little more searching found us a room (labeled with a letter). I decided this was a bad idea so Mirado voted with his feet to go elsewhere. We found a door, and in it were stored orange cones and orange-and-white construction barrels. We decided we'll use them in the future to detour wandering monsters away from us. A detour sign pointed to a pit should do. We didn't implement that yet.

We kept looking. We soon found a way down, and took that. Finally! We've been trying to find a way down and back up for a while.

We moved down, and immediately there was a left, and down it we could see the steady glow of Continual Light spells. So Roscoe and Mirado snuck down - Roscoe with his thief skills, Mirado with his Boots of Elvenkind. We saw a blue-decorated room and some guys training inside. They were humans, and Mirado was confident that no human ever did anything evil, so we could negotiate. In we went.

The humans stopped training and casually summoned their leader and some reinforcements. In all, about a dozen human warriors in blue, two trolls (wearing blue tabards), and a half-orc in banded mail and blue, came out. We "negotiated," which tends to be very chaotic with our group. Roscoe yelled stuff from the back, Mirado and Bronan spoke from the front. The confused mess of negotiation and grumpy threats about sending guys out to kill the little voice yelling from the back eventually prompted two things - one, Roscoe came up with the rest. Two, Mirado got into some verbal sparring with the leader when he wouldn't take "we just want to get some information in peace" for a reason to be talking to them. Annoying questions like "How good are you?" and calling Roscoe a gnome was a bit too much. Mirado said he was the best, and nothing faced him yet and lived, which is possibly even true. The leader challenged Mirado, and Mirado wouldn't back down. We got down to dueling, to the death. Roscoe bet 10 cp on the half-orc leader.

We tied for initiative and Mirado shrugged off a Hold Person spell as he whacked the leader for 8 damage. The next turn, Mirado did 4 and took 8. Then it went downhill - Mirado couldn't hit to save his life. Then it was 6 damage, then 8, then 10. Mirado kept refusing the (generous) offer to yield until he was down to 15 HP, which is close to one turn's bad rolling from death. At that, Mirado yielded. The half-orc asked for his silver dagger as the yield price.

Cheap, at that. Mirado handed it over and acknowledged his loss. The rest of the party mostly hooted and made fun of Mirado for losing. Good thing the leader didn't ask for Woundlicker, because Mirado wouldn't yield that no matter what. Mirado changed his name to Mirado Blue Beaten, but reminded Rul that last time something challenged Mirado Rul ended up with a sword +2 vs. mammals, so there. The half-orc also healed Mirado 5 points, which is partly why Mirado doesn't resent his loss. Hey, he was more fair to Mirado than Mirado has been to anyone except those mail-armored men back in session 4.

We spoke to them some more, and they filled us in on some level 4 politics. Apparently this the Arena Level. There are five factions who send fight teams in for pay, or gambling profit, I was never clear on what, from whom. The green are lead by a gnome. The red had a minotaur, but they're hurting a bit. I think they have gnolls, too. The blue are the tops. The purple are weak, and least likely to "enslave" us. I don't recall anything about the Whites. We decided to go check out the Purple, as the Blue felt we weren't worth it for them, although they ranked Mirado as better than 1/3 of their members, equal to some of the middle-rank ones, and below the top 1/3.

We asked for them to show us the arena. They did, escorting us, somewhat oddly, through the White faction's door into the arena. Sure enough, it looked like an area, with a 1' deep layer of sand and spikes to keep the duelists from coming up into the three-deep stands. Not only that, but you can't cast spells in it. As soon as Mirado heard that, his interest in fighting in the arena dropped from "How much do we get paid?" to zero. No way. Leaving our escorts, who were about as useful as tits on a boar hog, we headed into neutral territory. We moved around the area, finding the entrances one by one.

We also found stairs down to level 5, but the GM wasn't ready for that so we backed off.

Right around this time we found a bookie, oddly empty, but with a live video feed (okay, a magic video feed) of the arena. Also, a metal door. We got right to that. Bronan was ready to kick it down, but Roscoe stepped in . . . and rolled a 97 on his Open Locks. He had a 53 to open it, so he used Luck to try again. 67. Nope. We all tried to force it to no avail. Bronan was ready to hack it down but, metal door. Now what?

Minister stepped up and used Knock, which is how it works - the experts try and fail, and then the mage steps up and solved the problem with a spell. Minister was hit with a curse, but shrugged it off. Good thing - he'd have lost HP every day until we put back what we found. Round these parts that's called a fatal curse with no escape clause. (I have to wonder if Remove Curse would work, and if not, why not.)

Inside was some money - 6000 sp, 4000 gp, 19 gems, and 2 pieces of jewelry. We took it all.

We kept exploring, and found stairs going down deeper than level 5. Nice.

We found a room with four entrances and a statue of the god of athletics. Ah, Arnold Schwarzenegger. There was a coin slot so Mirado put in a gold coin. Nothing happened, so he put in 9 more. Still nothing. That's okay, Mirado was just getting serious.

We went back, through a door, and down a short flight of stairs. The door at the bottom defeated us, but some acid from Roscoe weakened it and Bronan kicked it open. Inside were cages with stuff like bonesnappers, giant scorpions, and so on. There were also an elf and a gnome (I think) with a phase panther coeurling away. They demanded 10 gp to repair their door. Bronan offered 5. They asked for 15. Bronan started to berate them about being idiots who don't understand how bargaining works. They started to threaten us with their panther, and the situation started to turn into a threat contest. Mirado got sick of this stupid crap. They were clearly a tough fight with no obvious treasure, or point. So he said he'd paid 10 gp and we were leaving. We did, but the elf and gnome respected Mirado's willingness to deal and said that if we faced one of theirs in the area, Mirado should let them know ahead of time. Mirado agreed.

We explored some more, and found a gated off cave full of bats. We left that alone, but made guano jokes.

We found a room full of some odd shaped winged things - eye killers! We ran. Don't fight creepy Fiend Folio monsters if possible.

We found a door and went through, and found two tough skeletons. We killed them (although Mirado wasn't able to fit into the fight in the tight doorway, and just stood guard), mostly with Rul hacking, Minister throwing Magic Missile, and Bronan and Roscoe whacking away. Once they dropped, we found a 2' diameter copper disc on the wall with a 7th level Lightning Bolt spell on it. We carefully removed it, and Minister took it.

After this, it was late and we had no clear line to anything worth going to. We headed back to the surface.


- a bit under 5000 XP for loot, exploration, and fighting. We spent a lot of, well too much, time bs-ing. Fun, but it slowed down the gaming a bit.

- The first two rounds of fighting the half-orc, Mirado hit and did okay damage - 8 and 4. But then I never rolled above a net 16 again, and rolled a lot of sub-10 totals, which sucks since I have a +5 or 6 to hit. I won't lie, it was pretty frustrating and not fun but my luck just wouldn't turn, and I had no other tricks up my sleeve. Sigh. But I survived it, and the cost was pretty low. Those first two hits and saving throw were the only successful rolls I made the whole session! I rolled a lot of 6s on hit rolls, and 1s on initiative. I still think doors should roll high.

Still, a session gaming with bad rolls is still a good day, and I made it out. During the session Joe was talking about how he kept gambling in Rappan Athuk because it's imaginary money and he doesn't need it to pay the rent. That's how I feel about HP. I can get beat on by a flail, bitten by spiders, whatever, but it doesn't hurt me. I can have the fun of fighting without the consequences. Once I was down to 15 HP, I knew I was a double-damage crit away from death and gave it up.

- If I remember, Mirado is going to give 10 gp to the Arnie Statue every session and thank him for "Commando" and "Pumping Iron." Maybe for the commentary on Conan the Barbarian, too.

- It was good to have a thief - it's so much better than doing without via healing potions and Saving Throws. The loss of Joe the Lawyer's high-powered wizard, though, meant we didn't have a lot of destructive firepower in case we had to fight those trolls or the panther-handlers.

- Rolling gems and jewelry at the end is fun. My approach is to roll them before, but I use a hoard total approach, so I have to know what they are worth. For D&D, though, I like it. Too bad we didn't get any exceptional stones.

- not sure about the Arena. Mirado isn't excited about non-combined arms fighting. I'm not excited about going back to the bookie we robbed to try and place bets. Or dealing with secret masters and the politics of the groups. Maybe if we can pit them against each other, but really, it feels fight-heavy and loot-low.

Overall, fun session, but Mirado needs like 4+ like that to hit level 7 so I'm hoping we can loot more and explore more next time!

Teaser of the Mad Archmage

Last night was a session of the S&W B-Team, run by Erik Tenkar. For Doug Cole's summary, see here. For my teaser of my later session summary, read on.

During the session.

. . . we found a way down to level 4.

. . . we found a bunch of colored factions who run fights in the arena.

. . . Mirado fought an unsuccessful duel with a half-orc faction leader, partly do to being outmatch but mostly because he couldn't roll above a 10 for most of the fight.

. . . blagged a bookie.

. . . ran from eye killers.

. . . killed some touch skeletons.

. . . found ways down to levels 5 and 6.

. . . negotiated with some guys who don't understand how haggling works.

. . . met a statue of the god of athletics, Arnold Schwarzenegger

. . . and somehow made it home alive.

Not a terrifically profitable session, and Mirado was basically useless after a brief stint of good rolls early. After that, no foe or no door was too weak for him to fail against. We did find a teaser in the form of a bunch of gems, but they only averaged out 200 gp each so it wasn't so exciting after all. Not a 10,000 gp one in the bunch! Oh well, next time.

I'll get a full report up this evening.
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