This was a pretty basic crawl, as we had our oldest both build and populate the dungeon (with a bit of layout guidance from Melissa). He didn't use our lava set, or even much of the other dungeon sets, so it was considerably smaller than expected (though made some creative use of the stairs from the temple set).
He enjoys the Mario games, so of course we got to square off against two-thirds of the Emerald Valley warband.
They were a breeze to stat out: the mushrooms and kodama were Attack and Defense 5 due to their size, though the ones with carrots could make a Range 5 attack. The bigger mushrooms were Attack 9; 11 versus Might, Defense 7, 4 Wounds, with a knockdown effect: easy to hit, but tough and pack a whallop.
The entire party failed their Intellect + Perception checks upon entering, so didn't notice the kodama skulking about as they spent some time clearing away a pile of rubble.
This allowed the kodama and mushrooms to coordinate an ambush, forcing the party to hack, stomp, and blast their way through a considerable force right from the get-go.
The battle chicken got knocked out out pretty quickly (only 1 Wound and a Defense of 1d6 will do that). The barbarian managed to take out all the kodama on her own (she really needs to up her armor...I'll add that to the bear totem tree), but she was forced to flee after getting smacked around by the giant green mushroom.
The frog knight and cat-caster destroyed the giant red mushroom, and while they fought the green one the barbarian returned to finish it off when it was sufficiently occupied.
Everyone was wounded, so the party camped out in one of the dungeon rooms (note to self: camping in dungeons should reduce Wound recovery). Nothing attacked them while they rested, but when they awoke found that the passages had partially collapsed.
When they tried clearing one out more kodama attacked, this time led by a carnivorous plant (which I had already statted out in the Heart of Hemskil playtest campaign).
It was considerably tougher since they lacked fire magic (I broke Evocation into a variety of element-types), but they were ultimately victorious...albeit after the battle chicken and barbarian were knocked out.
My initial treasure table was based on the monster's Attack value, because that way you'd be more likely to get more treasure from stronger monsters. But now, having read through The Classic Game/Easy to Master Game/Black Box, I'm really liking the whole treasure type system because I can link them to what a monster generally is, as opposed to how hard it is to beat up (for example, U seems to be mostly for animals).
It's either that, or I'll just add a treasure line in each monster entry that notes the amount of coins and chance for gems and jewelry. Whatever we decide on using, it'll also be ported over to FrankenFourth. On that note, we'll probably be doing a FrankenFourth this Sunday, so if you want to try it out here's your chance!
The Fighter is geared up and ready to go! Unlike the default Dungeon World fighter, your skills matter more than your special "can sometimes be lost but not really" weapon. There are a variety of fighting styles to choose from, including the ability make a DEX-based fighter.
Grave Goods is the latest magic item compilation in our 10+ Treasures line. If you want nearly 30 undead-themed magic items, some monsters, and advice on how to make your own, pick it up!
Lichfield is available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out! Primordial Machine is also out, so if you want to catch a glimpse of A Sundered World, now's your chance! Finally, we've updated If These Stones Could Scream.