Monday, May 5, 2014

Session Report: The Perilous Halls [O3]

The Fools

Dirk Pisspot a smelly fellow with a dagger fetish.
Dirk Lovejoy recently returned from being a dungeon phantom.
Thad Kirkwood who happens to be good at picking locks and finding traps.


The Highlights

  • The party encountered a Grue (or possibly The Grue) when crawling about with no lights
  • Lovejoy took a severe wound and didn't fall to his death (thanks to the dwarf bones he picked up earlier)
  • Dirks and Kirks dealt with some terrible gnashing and masticating pits
  • Some grubby mutant children were put down
  • A huge and terrifying door was opened into a Desert Land Unknown
  • Some looting of the ruins uncovered a few treasures
  • There was  LOT of laughing and good times

Demented and Sad, But Social

Sometimes the role playing needs to take a back seat to the social aspect of the game.  After all we are getting together to have fun and if the fun is riffing on some innuendo (IN YOUR ENDO!) for fifteen minutes, so be it!  We only have a 30 minute window to play and while some would argue that the game is most important, I'll argue that fun is and if everyone is having fun, who cares what you are up to.  The Perilous Halls of Sorrow are a seriously fucked up dungeon crawl that sometimes devolves into full grown men snickering at things like we were twelve.  It is demented and awesome.


Combat

I love Hackmaster combat at the table, but it is still a little slow online.  I'm going to write up a simple cheat sheet for the guys and any new players.  It seems like a good way to help move things along.  I'll throw a quick skills and doing other stuff and topside activities notes on the other side.  two page mechanics summary.  This, I think, is why so many people dig on the B/X and BECMI and 0e version of D&D - simplicity.