Three different runs of the same dungeon now - my Level 1 for the Castle of the Mad Archmage.
Four ramps going down. Each party chooses the same ramp.
And two out of three choose the same door out of three after that, ending up in the well room guarded by armored kobolds. Both times the charge was led by an angry dwarf ... both times a kobold fell in the well. (To be fair, that well is kind of like the proverbial Act I pistol.) This time, the Trossley group had a sleep spell on tap, so they fared much better against the kobolds.
There was some good old exploring, hacking and slashing tonight - not much treasure but lots of creatures fell. I don't want to discuss too much but there are interesting things brewing with various groups in the Castle and dungeons. The 2-dimensional reaction/morale table is proving very useful, and it's also fun (if a little mind-wracking) to fill in what's going on behind the scenes in the Castle while the adventurers are off healing and resting. It definitely makes an adventure location come to life when it is filled with scheming, strategizing individuals and factions.
Highlight of the evening: the players, already somewhat battered and out of useful spells, are being pelted with rocks from a higher battlement by a group of bandits after a bullying request for treasure was met with a contemptible show of copper. One of the bandits rolls a 1 ... I rule that his fumble consists of throwing too enthusiastically from on top of the battlement, from where he slips and falls, taking a mortal amount of damage. A small moral victory, and why not, I awarded XP for the kill.
5e Weapons Remade: the basics
9 hours ago