


I've gotta say it's terrifying as a longtime BW GM to roll d6 damage against someone who's only got d6 hit points. WoD characters are not durable at level one, it's very much like B/X in that regard. In play, the players got about halfway through the stuff they'd designed. This adventure was no slouch before I even got started! Turns out I needn't have worried - welding all their ideas into a coherent situation (which took me about 15 minutes after they were done) gave me so much latitude, and the players themselves had already contributed ten points worth of dangers. The other surprise is that I initially felt constrained by the fact that they only spent ten minutes planning, since that gave me only two twists. This was a suspenseful breather while they girded themselves for anticipated dangers, not a slow point! It's weirdly like DIY foreshadowing. While I was thinking that the mansion's cellar was a bit of a slow point, the players already knew (via their session planning) that they still had to face the fungus queen's personal guards who milk the deathcaps for poisons, the dangers of the underground watercourse they'd named, plus the queen herself. As invariably happens when people make things themselves, they're immediately hooked by it.

In the aftermath, however, I learned that the players were actually quite engaged, despite this. Running a dirty dungeon was really strange for me - I was going through my usual cold sweats internally, trying to manage pacing, and really struggling because I didn't actually write this damned adventure! Mike suggested I come up with a title for the adventure, and I announced it was called 'Against the Fungus Queen' to groans all around, but in ten minutes the players had enthusiastically laid out an abandoned mansion surrounded by a stone wall, swarming with fungus men, atop a catacomb that leads to a magical lake where one can find the bizarre alien intelligence of the fungus queen. Players can draw up to +2 from the pool for any die roll.įor every five minutes they spend discussing, however, I get to place one major twist - their information is out of date, dangerously inaccurate in some way, or an unknown threat lurks within. In my off-the-cuff WoD adaptation, for every minor threat they added +1 to a party pool of one-time bonuses. To recap, dirty dungeons has the players create the scenario (we assume their characters have researched it during their downtime).
