Barrow of Boundless Thews: Playtest Report

In issue 1 of Beneath the Black Pyramid I included a short dungeon for beginning 1E Dungeon Masters and players, named The Barrow of Boundless Thews. This was play tested by Niko (aka Never_plays_elves) and I thought it might be a fun idea to post his play report from before the document was finalised and published. It might be of interest to those who purchased a copy at Grellcon. Fifty more issues have been printed and will be taken to Cauldron this year, with all monies donated to that convention. Issue 2 is being typed up as we speak, and already has lots of fantastic art completed.

Since Niko’s report makes reference to room numbers, I have included the map for the adventure site below. In actuality, this is its second play report posted onto the internet, as it has already been used in Attronarch’s Barbarian Altanis Campaign, where a bunch of mid level PCs chopped their way through it. His report can be found here.

Now, on to Niko’s the report:

The Barrow of Boundless Thews
Playtest report

Designer: dreadlord

DM: Never_plays_elves

Players: Golddigger21, Theo, bblwrn, 1 more not credited (no discord account)

Rulesystem: OSRIC 3.0

Party composition (7 PCs): 1 dw F, 1 hu F, 1 hu R, 1 hu P, 1 ha T, 1 ½ elf C/MU, 1 hu MU

Required time: The module was completed in two 3-hour live sessions. However, at least one hour of the first session was spent in a general introduction to the campaign setting and in the second session half an hour was spend in preparing the table again and providing a summary of the previous session. Also at the end there was ample time left for claculating treasure and XP and updating character sheets. Therefore, it is possible to complete the module in a 4-hour session, however a break is advised mid-session, to keep players focused (see end of session one and the errors made due to lack of a break).

Differences between the draft and the published text of the adventure: Mostly minor editing changes, the only significant addition is that the evil cleric in room 10 now carries the key for the chest in room 12. That would indeed be a great boon for 1st level PCs who might otherwise fail to open the chest or would have to search for the key in any other location that the DM might have placed it.

Material added by the DM: In order to fit the campaign and to justify the inability of the druid to help, the DM added the following subplot to the module: The evil cleric has cursed the thorp druid by means of curse tablet. The spell named “Curse tablet” (Wizard’s Spell Compendium Vol. 1 page 202) was used here in modified form, namely as a special version of the clerical Curse spell the Demon Lord Pazuzu offered (as a scroll) to the evil cleric in return for the latter’s entry into his cult. Pazuzu enjoys recruiting clerics from other religions and cults (in this case the evil cleric initially belonged to another evil cult) in return for favours. The curse tablet was, as required by the spell description, placed next to the feet of a skeleton in corridor 8. The curse tablet text was drafted based on ancient Greek curse tables and ended, as usually in such cases, with an invocation of the facilitator spirit/power, in this case of Pazuzu and in this case a triple invocation (MM2 page 41). The campaign setting has strong Babylonian elements, justifying the presence of the tablet and the Pazuzu cult. The DM also created a map of the nearby area, including the thorp, and a second map of a nearby roadway inn and shrine where the PC would stay and be updated about their quest and perhaps receive healing. The PCs, before entering the tomb, visited the druid who has gravely ill, after spending a second sleepless night full of nightmares as a result of the curse. The druid had 11 HP initially and had lost 5 HP for each night spend in such condition, based on the spell description.

The handout of the tablet:

Nehira the druid I bind with a written spell

To sleepless nights haunted by horrible dreams

To long days of unrest, confusion and dread

From the moment I place this tablet in the tomb

And until it breaks or the accursed one dies

Servant of the Lord of Birds I shall become in exchange

Loyal without fail as the aim of the hammer

Driving this nail into clay with three hits

Pazuzu Pazuzu Pazuzu

The first session: The PC approached cautiously hidden behind a thicket near the entrance and observed the ogre. They considered attacking it with arrows but the distance dissuaded them. They sent the T as scout over the top of the hill and he easily discovered the hidden entrance at 7. The dw F had brought tools with him (shovel, pick, hammer) and they widened the gap so that PCs in armour would fit without trouble. The went down using a rope and started exploring corridor 8. They went on cautiously being watched by the skeletons but not touching anything. The paladin was worried and started scanning ahead with Detect Evil. The curse tablet immediately registered as evil. He collected it very carefully not disturbing the skeleton, and read it silently. Then he gave it to the other party members to read silently. Thus, they avoided invoking Pazuzu, whose name was mentioned thrice at the end of the curse tablet. The cursed druid was mentioned by name and the tablet explained that the curse would persist till the druid was dead or the tablet was smashed. They decided not to smash it at the moment. They also concluded that there must be a cleric in the area of at least 5th level to cast a curse. While not entirely correct (because the evil cleric had in the meantime lost a level), their assumption fits the actual situation. This assumption also proved their salvation later on, when contemplating their plan of action. They moved on without trouble, finding the three secret doors in the corridor between 8, 9 and 4, but noticing the relief patterns on the walls, and entered room 9. They kept a respectful distance from the watchful corpse and left coins as donation, not touching anything, although they momentarily craved the sword. Alas, one player felt too safe after passing this test, so as to smash the curse tablet. That meant, based on spell description, the DM had to roll a d4 damage for the cursed druid in secret. DM rolled a 4 against the remaining 1 HP and thus the druid passed, without the PCs being aware. Then the party entered room 4, avoided tasting anything and went to try their luck with the doors. The northern door caused no trouble and they realised there was a corridor to the North. But when trying the southern door they were too hasty (the session was already lasted two and a half hours without a break) and the trap was activated, but only caused 1 HP damage. However, it also alerted the goblins in 3, watching the scene through the portcullis. The goblins called for the ogre, let him in, and they went on to the North followed by the ogre to raise the alarm. In the meantime, the PC closed the door and at first were inclined to stay in room 4 and make a stand. The session finished at this cliffhanger.

The grave danger: The initial plan of the players would probably prove fatal for them. If the ogre and goblin had alerted the rest of the denizens of the dungeon, they would be able to organise an attack, with the ogre most probably smashing the door with STR 18/00, while the cleric had cast Sanctuary on himself and Silence on a coin, thus covering the smashing of the door also (gaining surprise) They would then enter room 4 and move behind the ogre, worg and goblin and throwing the coin towards the PC spellcasters (probably in the second line of the PC’s defence position) in the same round based on OSRIC combat rules (moving in contact allows for hurled weapon use). Then, he would cast Hold Person on three fighter types next round and Light or Darkness on the remaining fighter type in the third round, completely disorganising any defence attempts, while the PCs would have a hard time hitting him given Sanctuary and the possible casting of Protection from Good if the first spell failed.

The second session: So, in the beginning of the second session, I asked the players to present a recap of the previous session and thus remember any assumptions made. Eventually, they remembered that an evil cleric of 5th level or above must be present and decided to abandon the room and their passive stance. They entered the corridor to the North of room 4, only to intercept the spear armed goblins from room 3 and the ogre on their way to room 10. The goblins gained surprise, but their spears mostly missed. The ogre following them passed through the goblins to charge in the combat round immediately after, but the MU cast sleep faster after winning initiative and the entire monster group fell as a result of a lucky roll. The PC dispatched the enemies fast and went on to the North to examine the area, looking for the cleric specifically, successfully listening at doors. They made the correct assumptions about the possible contents of room 13 and 11. The sound of the animal in room 10 led them to the wrong assumption, the cleric would not share the room with an animal. So they went on exploring, not entering any of the rooms. Avoiding the pit trap they reached room 3, lifting the portcullis to be able to escape through it if needed, and then reached room 5. One PC entered to see what would happen if he touched the scroll case and fell asleep. The half elf PC entered later to drag him out and its magic resistance prevailed. They left the scroll case be and they went back North and stormed room 11 but, after a series of extremely unlucky rolls, they failed to apprehend the goblins despite gaining surprise. The goblins hid behind the womenfolk, but eventually negotiated safe passage in return for the information that the cleric was in the next room. The party then entered room 10 and threw two burning oil flasks towards the worg. Aware that they would probably not reach the beast, they wanted to block its way for a direct charge and they accomplished that, delaying its entry into combat. The cleric was at the corner, ready to use the secret door, and was initially hit by missile fire. He cast Hold Person in the next round and three PCs were affected. Threafter, one PC was blocking the worg (who had also taken some missile damage) by engaging it, while the remaining PCs attacked the cleric who tried to defend himself. When he was almost dead, he intended to cast Darkness and hide behind the secret door (he was already touching the button in order to be able to use it in the dark). He intended to enter room 12 and drink the healing potion kept there. But the attack came before such attempt, interrupting his spell and slaying him.  Thus his corpse also pointed the way to room 12 and the party entered the room and after describing how they would block the nozzles of the poison cloud trap they smashed the lid, having ample time to spend to do so, and collected the prize. DM had rolled potions of healing, invulnerability and plant control, gems of 11, 20 and 1000 GP and oath bands of 10 10, 20, 20, 30, 40, 50, 60, 60 and 60 GP. Finally, they opened their way into room 13 using their tools and all tasted the fountain water once getting extra points of STR. They were wise to avoid a second sip. They loved this room of course! However, once they returned to the thorp, they heard of the sad news about the druid. The player had a lot of fun and felt that if the party was smaller, even by following this much more energetic course of action, the cleric and the worg would have defeated them. After all he managed to hold three of the PCs.

THUS CONCLUDES THE PLAYTEST OF THE ELVEN ONE

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