And here’s the response. I’ll provide observations later.
Upper Tomb Analysis
Playthrough 1: Cautious Exploration
The party descends into area 9 (Statue Hall). Wiggin suggests checking for secret doors, being drawn to investigate by his Pull. Sister Millicent provides light with a torch while Garrick records notes about the snake-man statues.
The party discovers the secret door behind the misaligned statue, leading to area 10. They find the silver icon and polearms. Garrick is particularly interested in examining the icon due to his Pull toward ancient artifacts.
At area 11 (Tomb Atrium), Wiggin spots the dark pool but his Block activates when he realizes how deep it is. Sister Millicent attempts to Turn Undead after seeing the mummy claws, successfully driving them back. The party decides to skirt around the edge of the pool rather than engage.
They explore rooms 12-14 methodically:
- Room 12: Detect and avoid the lightning trap through careful inspection
- Room 13: Hear Sparamuntar and decide to avoid conflict
- Room 14: Successfully identify the black pudding threat and seal the door
Outcome: The party survives through caution and good use of class abilities, but misses significant treasure by avoiding combat.
Playthrough 2: Combat Focus
This time, the party takes a more aggressive approach:
In area 9, they move quickly through to area 11. Sister Millicent attempts to Turn the mummy claws but fails. The claws attack, latching onto Garrick. Wiggin demonstrates excellent archery (thanks to his DEX bonus), while Sister Millicent eventually destroys one with her mace. After defeating both claws, they search the pool, finding the valuable items but also confronting the mummy head.
They proceed to room 14, where Garrick’s curiosity about the mummified remains triggers the black pudding encounter. The party flees back to area 11, using the pool as an obstacle between them and the ooze. Wiggin’s arrows prove ineffective, but they eventually defeat it through coordinated tactics.
Outcome: Higher risk but greater reward, though they expend significant resources.
Playthrough 3: Social/Stealth Approach
The party attempts a different strategy:
They move quietly through area 9, with Wiggin scouting ahead. In area 11, they use Garrick’s Sleep spell on the mummy claws preemptively.
They proceed to area 15, where Sister Millicent’s Pull toward conversion leads her to spend time studying the religious scrolls. Garrick’s interest in ancient knowledge results in them discovering the true name of the succubus (though they haven’t encountered it yet).
They attempt to access area 16 but are interrupted by wandering skeletons. Rather than fight, Sister Millicent successfully Turns them, allowing the party to retreat strategically.
Outcome: Balanced approach leveraging both stealth and social abilities, with moderate risk and reward.
Analysis
Successful Elements
- The statue hall (area 9) works well as an introduction to the upper tomb’s aesthetic and mechanics
- The mummy claw encounter in area 11 provides a good scaling challenge
- Multiple paths and approaches are viable
- Religious elements engage the Cleric player
- Secret areas reward exploration
- Undead encounters allow Sister Millicent to shine
Areas for Adjustment
- The black pudding may be too deadly for this level
- More obvious visual cues could telegraph the lightning trap
- Consider adding smaller tunnels to engage Wiggin’s Pull
- Additional ancient lore objects could engage Garrick
- The pool in area 11 could use more explicit guidance on searching safely
Strategic Recommendations
- Layout Revisions:
- Add a crawlspace connecting areas 10 and 15 for Halfling exploration
- Include more religious iconography in area 15 to engage the Cleric
- Consider adding arcane symbols in area 14 to telegraph the danger
- Encounter Balance:
- Reduce black pudding HP or add obvious weaknesses
- Add more opportunities for ranged combat to utilize Wiggin’s skills
- Include more religious artifacts to engage Sister Millicent’s conversion drive
- Treasure Placement:
- Add some spell scrolls to reward Garrick’s curiosity
- Include religious items that could be used for conversion
- Consider placing some treasures in hard-to-reach small spaces
For DM Reference:
- Secret Door Detection:
- Humans roll 1-2 on d6
- Roll: 2 (Success)
- Turn Undead (Sister Millicent as Level 1 Cleric vs Mummy Claws [treated as Zombies]):
- Needs 7 or higher on 2d6
- First attempt: 5 (Failure)
- Second attempt: 9 (Success)
- Combat Rolls:
- Wiggin’s ranged attacks get +1 from DEX
- Mummy Claws attack as 2 HD monsters
- Black Pudding attacks as 5 HD monster
- Wandering Monster Check:
- Roll d6 every third turn
- Roll: 6 (Encounter occurs)
- Encounter type determined by dungeon level