Friday, April 24, 2020

Digital Drifting Dungeons of Highfell: Play Report Sessions 1-6


Highfell | tenfootpole.org
Product Placement

The Game:
We've played six times since Quarantine, about 2 hours each time.  Everyone is super familiar with my home rules document so things are really smooth.  My only hangup has been needing to look up monster stats for special abilities across several books.  I'm running HighFell pretty straightforward with minimal prep.  It's fun and definitely more light hearted than the Barrowmaze. 
We play using a combination of google hangouts and Roll20 (which allows a nice fog o' war feature for slowly revealing the map.  Best reason for roll20).  Pretty basic.  No tokens on the maps. Some people use the online dice roller.
We have 3 players & six characters but no wizard.  Keshar the Elfish Monk & Hewlan the Hobbit Cleric, Warren the Warrior & Nellus the Cleric, Puddle the Gnome Thief & Clutcher the Butcher.
Campaign Map

Sessions 1-2
The party was dropped off by the wizard Zanzibar from his flying carpet, given potions of Feather Falling and charged with collecting rare books.
They cleared the Forgotten Citadel of Kalgummer, discovering a Canterbury Cap, a pendulum hammer and Gygag's Cobbling for Beginners among other things. Upon descending to Kalguumer’s Crumbling Collegium they decided they were low on torches and food so they quaffed their potions of Feather Falling and jumped through a moon door.

Traditional games of the future

Sessions 3-4
Arriving back on the drifting isle via a bridge of fog, the group decided to forgo returning to the dungeon of Kurgammer, instead walking right through the shattered Front doors of Psyruque’s tower. Many spell components yielded great riches, but the aerial guardians chased their second level butts out of the tower. After reconnoitering, the group snuck back in and descended to the dungeon.
Flying citadel | Fantasy landscape, Dragonlance chronicles, Fantasy
Epic

Sessions 5-6
After some solid carousing, the High Fellers traded colored glass to the ravens for a ride to the Drifting Dungeon. Well armed and also 2nd level they thought they would do some aerial reconnaissance, but were driven back by the Wyvern of the Stormhold.  Gazakel's Dwimmerhold is a pale green, strangely shaped tower. They entered the Dwimmerhold through the second story, breaking in through a stained glass window. There were crystals and mysteries within, and foes without. Soon a small band of winged dragon-like men followed into the broken window, but found themselves in battle with the undead. The crew fell upon the dragon men and undead alike, hewing left and right. When the scales settled, the serpent fetishists faded back to their original forms, that of weakling men.This was the best tower yet. Short, weird, puzzles and interaction, roleplay and connections. The collapsing walls only on the bottom floor was a little weird, and the lesser stone statue was a bit too weak. Rolling lots of wandering monsters the second session really brought the place to life. Some of Highfell is a bit undercooked. I wish this tower map actually showed the second story windows mentioned in the outside description and shown in the illustration. I wish there was a bit more wizardly detritus in these tower chambers. But on the other hand, this time it was just enough to keep play moving and inspire crazy hi-jinks.  
Diogo “Old Skull” Nogueira 💀🎲 on Twitter: "Greg #Megadungeon ...
Luft Baboon

The party snuck in through a second story window and delved downward. Winged wandering monsters kept following them in the window, dragonmen, winged baboons, a giant toad, but a color puzzle completed, much loot was found, baboons were parlayed with (through interpretive dance), and a talking mannikin discovered it's desire to see the world. Now the Head of Gaz is being carried around, still holding its "air of death", and who knows what's next?

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