New idea for DCC adventure...together but separate

There are over 50 DCC Adventures in print, including the main line (DCC #66.5 and up), the Holiday adventures, the Free RPG Day adventures, the new Horror line, and more! Suss them all out here!

Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh

Post Reply
User avatar
MrHemlocks
Chaos-Summoning Sorcerer
Posts: 756
Joined: Wed Aug 10, 2011 6:07 am
Location: The Rollings Hobbit Hills of Ohio

New idea for DCC adventure...together but separate

Post by MrHemlocks »

D&D Next has an adventure called Vault of the Dracolich. It is for 5e and has something really neat, least to me, about it. That is different groups of players starting the adventure at different locations within the dungeon. It turns into a contest with groups going head to head. For DDC the different groups could be as small as 2-3 players per side. Anyway below tells all about it. Here is hoping DCC could make something like it :D




Description:


Deep in the forest of Cormanthor lies the hoard of the dracolich Dretchroyaster, the prize of which is a diamond staff rumored to unlock the secrets of an ancient elven kingdom. The sage Imani is seeking dozens of adventurers to launch an all-out assault on the undead dragon's lair. The dracolich is a powerful foe - too great for even several parties to conquer - so it's going to take all of the heroes' courage, cunning, and speed to survive the dracolich's deadly vault.

"Vault of the Dracolich" is a Dungeons & Dragons Roleplaying Game adventure designed for the June 2013 D&D Game Day. The challenge draws inspiration from the interactive format used at some gaming conventions.

The adventure includes one full-color, double-sided battle map.

*****

Product History

“Vault of the Dracolich” (2013), by Michael E. Shea, is a marvel. Designed for the June 2013 D&D Game Day, it's playable in two to five hours with D&D Next rules, and is built for four to six 4th-level heroes. The adventure is designed to accommodate up to four tables playing the game at once; in a convention scenario, players and DMs have the option of communicating with other game tables, while the event coordinator takes on the role of the dracolich to menace each group.

Sound unusual? It is, and it's tremendously fun.

Together, Yet Separate. In order to have up to four different tables playing this adventure simultaneously, each group of adventurers enters the dungeon in a different location. There are four different areas an adventuring group can use for access. The heroes must find idols that give them access, conquer the local monsters and guardians, all while assiduously avoiding the dracolich as it pursues intruders. It's an unusual and innovative approach to adventuring.

How's it work? Judging by post-game-day reports? Superbly. The convention organizer moves about, threatening adventurers when the dracolich tracks them down; tables briefly come together and then separate, exchanging resources and coordinating plans; and, in the role of the sage who organized the assault, offering limited advice.

Interestingly, the scenario works equally well as a single-player experience, although some of the novelty is lost. But this is how most groups at home will experience the adventure, I expect. There's some comfort in that the adventure is stated to be lethal; should a group fall, their new heroes can come in from a different approach.

Multiple Approaches. Not only are there multiple ways to close in on the dracolich's central lair in the heart of the underground complex, but there are also a variety of strategies that the heroes can use to get there. Groups that rely solely on one strategy, whether sneakiness or smacking monsters, will probably have some difficulty. The adventure is exceptionally well-designed, and various creative approaches are required for PCs to move through the complex safely. Enemies may be defeated, fooled, or co-opted with role-playing; regardless, it will take canny and aware players to succeed.

The adventure is also notable because it's no longer just the DMs who get the awesome maps. “Vault of the Dracolich” includes a beautiful player map that lacks only details that the DM alone should know about. With luck, it helps the heroes know exactly which way to run when they need to fall back, charge forward, or make a final stand.

This adventure is a showcase for the fast-paced, fun style of play that D&D Next can offer. The feel is quite different from the one-encounter-per-game experience of the D&D Encounters sessions of recent years. If you want a taste of an accessible and exciting introductory adventure that doesn't skimp on danger – or if you just want to see how D&D Next is shaping up – then you'll want to pick this up.
User avatar
Raven_Crowking
Cold-Hearted Immortal
Posts: 3159
Joined: Fri Mar 16, 2012 9:41 am
FLGS: The Sword & Board
Contact:

Re: New idea for DCC adventure...together but separate

Post by Raven_Crowking »

Although I am so sadly remiss in pursuing this project, I had planned a series of World Tour adventures where one funnel has the PC groups potentially pitted against each other.

http://ravencrowking.blogspot.ca/2013/0 ... ronto.html

2. Four Orbs in a Garden (Lvl 0) – Every 10 years, Waterhall has a contest to see who can deliver the four crystal orbs from the Garden Labyrinth of Challak Ru. The prize? Weapons and armour of ancient dwarf-make. Only four of the townsfolk can win, and many will enter. Will they work together? Or will they slaughter each other amid the greenery?

My plan included (includes, as I still intend on writing these) having the Garden Labyrinth consist of several printable tiles, so that the entire layout is not immediately known to the players.

When I ran The Arwich Grinder at a Hairy Tarantula-sponsored event as part of the World Tour, the WotC rep was running Vault of the Dracolich for several tables of folks, with the survivors moving into the central area. It seemed like they were having fun, but having the layout of the area spread in front of you before you start is a bit too much like a wargame or Heroclix for me.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
User avatar
catseye yellow
Cold-Blooded Diabolist
Posts: 448
Joined: Tue Nov 27, 2012 5:23 am

Re: New idea for DCC adventure...together but separate

Post by catseye yellow »

you plan to publish these at some point?
User avatar
Raven_Crowking
Cold-Hearted Immortal
Posts: 3159
Joined: Fri Mar 16, 2012 9:41 am
FLGS: The Sword & Board
Contact:

Re: New idea for DCC adventure...together but separate

Post by Raven_Crowking »

I do.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
User avatar
Skars
Mighty-Thewed Reaver
Posts: 312
Joined: Sun Jun 24, 2012 7:05 pm
Location: Napa, CA

Re: New idea for DCC adventure...together but separate

Post by Skars »

Raven_Crowking wrote:I do.
Count me in! I have been looking for a multi-table experience for a while now and this sounds great.
Post Reply

Return to “DCC RPG Adventure Modules”