Do you like a good dungeon-crawl once in a while?

By Emirikol, in WFRP Gamemasters

WFRP seems to have a tendency towrds more-complex, above-ground plots, but do you occasionally just crave a simple dungeon crawl?

jh

I do, but even then, wfrp makes them more complex, karag azgal was a right vipers nest, even Lure of the liche lord had it's quirks.

3d ed. mod for those two? Yes please.

I do, BUT, only if it's done 'right'.

There has to be a reason for the dungeon/castle/house/ruins to exist, there has to be a good story reason for the characters to enter them, the dungeon crawl has to advance the story (and not just be a string of combats/looting), the dungeon has to feel realistic and be inhabited by realistic creatures that act in a realistic way (so no room 1: 10 goblins and a treasure chest, room 2: 6 skeletons and a trap, room 3: 10 more goblins who for some reason are also just standing around and didn't come to the aid of the first lot - or flee at the first sound of battle)...

I like scenes that make players think 'this reminds me of the good old days when life was simple'... But this time round it's not simple: they're injured, diseased, there's not a healing potion or a treasure chest to be found and they're running out of torches - fast.

yes i ran EoN with my own flare added to it ,i made the skaven threat more to the front of the story and dongeon crawled in the sewers was great fun

After reading the novel, "Drachenfels", I'm thinking of checking out adaptations of that for Tier 3 characters.

jh

I have no "craving" for it. I have no objection to it as a setting as long as it's fun part of story and not "obligatory". I being "freed from the dungeon" very liberating.

Ah, Drachenfels, my favourite Warhammer novel even if it violates canon a bit.

Yes, I like dungeon crawls once in a while. And due to Chaos, there is even a "good reason" for old timey dungeons where creatures dwell together which normally wouldn't. Yes, and I'd also like to play Castle Drachenfels!

I used to own the V1 Drachenfels adventure but never ran it because it was monumentally hard; "here, have a Bloodthirster to fight as a prelude to the BIG fight..."

In terms of Dungeon Crawls, thanks for the idea angrydragon, my next sessions should be the sewer bit of EoN and I was worried about running out of material - I'm going to expand it into a proper crawl.

Oh, and as for the novel: Drachenfels doesn't violate canon, canon violates Drachenfels.

I'll bet Drachenfels would be a good one for the Hero's Call supplement :)

jh

Hi,

Ah fond memories of v1 Drachenfels adventure. One character got her feet chopped off and forced to serve the great enchanter as a crippled slave, one got blown up by foulest magic, one fled and got hunted down by deamons and eaten, and I had my arse handed to me with a few crits and fate pts to boot, proclaimed the big D to be to be mighty and wise and apologised for my foolish arrogance in thinking I could challenge Him. And he let me limp out to tell the tale of our defeat. Our GM had a thing for Drachenfels, good fun indeed.

Back on topic, I prefer the whole social intrigue and investigation but every now and then a short nasty dungeon crawl is all good. After all in warhammer if you venture down a forboding hole then its only right that you feel the terror that lurks in dark places...

As far as dungeon crawls go for me and my group, that's all we've really done for the last 5-6 years with a different GM. We played REALLY old school Warhammer Quest, which used the models and location maps. We're looking at using some of those little board pieces with WFRP to help with battles because the last time the old GM and I were players in an acutal RP game, it disolved into fighting over whether a person could attack from behind a table or not >.<

So we're hoping that with the board pieces or maps drawn on grids, we can head that off. It helps too that I have 1'x1' graph paper that I use for patterns for my sewing, so we just scavenge some of that to draw maps on.

I'm hoping that after a quest or two we can throw in a dungeon crawl, just because some of the guys enjoy them, just not all the time. It'd basically be a small quest with planned creatures, in a cave, or abandoned mine or something like that. I have a small quest book from another game that I draw on for simple quests (seeing as Warhammer Quest only had about 10 adventures...).

All told I like dungeon crawls every once in a while, it gives a chance to see how new weapons or spells work, and lets the characters and players have some downtime in a game that's not too over the top difficult.

Having been a long time DnD player, I am well versed in the dungeon crawl. My first tabletop session as player was precisely a dungeon crawl. So I have fond memories of those times. That was riduculously powerful as I started gaming around level 15 or so and they were killing dragons by the dozens. Over the years I have become less fond of that type of play and more interested in the character development and story elements. I do still enjoy a dungeon but for me the dungeon has to be a living breathing entity with reason and purpose to its layout / design. Molds strive in areas that they would make sense to strive. Creatures live in areas that integrate with what they are. With those elements present, I am happy to run even in my most serious games. There is an exception to the "makes sense" rule. In a comic style game such as one I ran titled none other than "Dungeon F'N Hack." It was an extensive dungeon with a tally card to show how many players I had killed using creatures and traps considered fair for their level. It was a blast for both sides.

Now that I am getting into WFRP, I don't believe dungeons will be a common occurrence, but I'm sure they will appear from time to time in a smaller sense.

cd8dman said:

Now that I am getting into WFRP, I don't believe dungeons will be a common occurrence, but I'm sure they will appear from time to time in a smaller sense.

It's hard not to finish off a wfrp adventure with the bad guy running for the pre-prepared, trap loaded hills. But that's hardly a dungeon crawl. So far my group has gone after two bad-guys in one of those difficult-to-reach locations and I personally have found that as part of a campaign, spending three session on the one location just wastes time I could be using on plot exposition, character development(read:character dismemberment) and driving them out of their tiny minds. So if I were to go all dungeon plumb-ey, I'd run a mod of Karag Azgal or similar, because at least there part of the aim is the descend into the horrible depths and get face-molested.

Yes, I love a good dungeon crawl every now and then. But generally my thirst for monster-wacking (or heroe-wacking) can be quenched by some other game, mainly Descent.

That beeing said, I'd love to make a dungeon crawl labyrinth adventure with traps, monsters and treasures for my WFRP group some time.

I just got my hands on the v1 source book and am reading through it now...

Grey mountains you say...

Black fire pass you say...

Two and a half months of players off trying not to fail exams and me sitting with my GM's thumb up my arse you say...

So maybe I might mod it, and run thunder in the mountain as a starter which ends with the PC's, instead of avoiding misfortune by placating the unquiet spirits of the dead dwarves, digging themselves a deep, dark, mutation filled hole by attracting the wrath of great enchanter himself.

Yeeeeees... Mayhaps I should get to work on maptools...

I remember "Empire in Flames" ended in a pretty fun dungeon (which included a dragon) which was fun despite the book being mostly half baked... I almost never do them anymore, but may be inspired by this post to revert from kind, roleplaying storyteller GM to evil, playa-hatin' DM - if only to mix it up for the players...

Well this is the only rpg I have ever played and coming from a long history of video games (where you slaughter dozens of everything with weak story elements) I tend to avoid dungeon crawls like the plague. Lately however my personal group go on a series of what I would consider mini dungeon crawls but they all make sense on the context of the adventure so they are fun. I have never played D&D so my picture of a dungeon crawl may be different to yours.

I don't buy into going through a 10 level cave inhabited by Forest creatures with a series of traps and locked doors and treasure chests. How would the animals lock the door? Or build the door? Or transport he materials? Or store inventory in chests such as types of armour? Or set traps?. How did that Dragon get in the bottom of the cave when the cave entrance is tiny. How does the dragon eat? How does anything in this place eat? If it has so much treasure how did it take it here? Did it carry tiny gold pieces in it's mouth?

It's only fun if it makes sense.

Maybe bad bandit has retreated to his lair, set traps, has goons ready to launch at particular moments if his levels of defence fails. That makes sense to me!

I have recently started Drachenfels the novel and wasn't a fan of the first black library stuff like Korad for example. Also the first german translations where horrible. But Drachefels kick ass, the wizzard touches the magic door and explodes in gory bits, only his skeleton standing a moment before crumbling to dust. Thief get mangled by a trap, bounty huntress gets to much stress and gets psychotic.

The author is using his sub-heroes like paper-towels. :) Even Felix and Gotreks Companions get one glory Moment bevore they die....gory.

The Dungeon Crawl. As others have said, the crawl has to make sense to the story. Also in 3rd you just can't kill 3 Rooms each with 10 Goblins in it. One bad round and most of your players are seriously damaged. This edition is deadly, and fighting dozens of enemies one after another isn't good to show the players their mortality.

I will use Karak Azgal in the future, but because only they need to find that secret altar of that chaos god there. And if they will go on the doomstone campaign then it will be a not so cramped up lost dwarven hold.

I should be running a three or four week campaign of Karag Azgal tomorrow and will hopefully have something worth posting at the end of it.

Don't really like a dungeon crawl much. Last WFRP campaign was thousand thrones and the final chapter is absolutely horrible. I didn't have time to write my own, so we did it faster and skipped some parts...

Being in a dungeon can be great though, but not a dungeon crawl in the sense of D&D where one encounter leads to the next.

Hi,

I am new (ish) to the hobby and came from warhammer modelling before I started playing roleplay. Just an idea I had and used for a underground scene.

Draw an underground skaven tunnel map onto card then use melted black candle wax over the whole thing. The idea was that the team scratched of the tunnel as they progressed and moved through it like a maze with traps ect. It was exciting and they had to think about light levels and strategy quite a lot.

It was a follow up to the skaven warpstone plot from liber mutatis that I engineered.

Any thoughts??

Cheers

It certainly would be creepy!