I don’t usually do play reports, but what the heck …
I discovered that the youngest Henchling had invited his friend over (his friend’s older brother decided to come along too) to play D&D (well AD&D 1e) over the Easter break. The other Henchling, FOMO, decided that they wanted join in. The catch was, I found out that I was DM-ing, that we were playing tomorrow at 12pm and that my services were required for about 2 hours.
Flooding Complex
I scratched my head and remembered I had written a sort of puzzle dungeon (LINK) a few years ago, a dungeon designed to disorientate, and that was flooding to add some time pressure.
So, I went with that (with some tweaks), and decided to use 4 of the PC’s (picked at random) from my Carapace adventure:
These PCs were: Ganther (fighter; top left), Thanic (cleric; bottom left), Willan (magic-user; top right) and Han (Fighter/Magic-user; bottom right) – all about 5th level.
When I wrote this puzzle dungeon back in the day, I had a plan in mind, and I won’t lie, the dungeon played out how I envisaged, well near enough.
Dungeon Concept
The key concept here is that 3 of the rooms look nearly identical (left, right and bottom rooms) and there is a rotating corridor that links them. So, as the PCs explore the place, they might first think they are going in circles (which they sort of are).
Play report
OK, here is how it played out:
Prelude – I cut to the chase, they had a map and it had led them to a remote zigarat, where a tunnel in the zigarat led them to a darkened room, with a lever at the far end. I knew the oldest kid liked to be reckless, especially near the start of the dungeon, so sure enough he immediately pulled the lever. The floor collapsed and dumped them into the flooding complex:
Here’s the puzzle dungeon set up:
The PCs start in a big room, much longer than it is wide. Above is the hole they fell in from but is now blocked by rubble, although water is still gushing in. Left and right are rectangular door-like openings, but these are about 6 feet up off the ground. These door-like openings also have a waterfall like flow of water coming out of them. On the wall behind is a locked portcullis. In front is a wall with a circular shaped exit – careful inspection will show that around the circular exit are faded carvings depicting the large coils of a giant serpent (just coils, no serpent head).
Action 1 – the fighter Ganther decides to try Bend Bars Lift Gates on the portcullis on the rear wall, needing a 13% or lower on a percentile. They roll a natural 100%, which in this case is the biggest fumble possible. Joy is replaced by deflation. I decided that Ganther had wedged and jammed the portcullis in an nearly impossible position to open again, and in the process they have dropped an item through the portcullis (a magic tinder box that always allows them to light fires).
Here is the rest of the complex for context:
Action 2 – the party decided to inspect the elevated door-like opening on the left hand side using a magic item (a portable ladder):
They follow a passage running from this door-like opening that leads them to a room. This room like all the rooms now is misty with water vapour and partly flooded.
The players are now confused because this room (Room 2) looks just like the room they just left (Room 1, start room). To the players, it looks like they have just entered room 1 via the portcullis on the rear wall. Of course this does not seem possible, not least because Ganther jammed it shut with his fumbled BB/LG roll, and because Ganther left behind his magic tinderbox behind that portcullis (which of course is not anywhere to be seen).
Incidentally, each time the PCs enter a room, I topped up a large glass with water, to symbolize the flooding of the complex. The players correctly deduced that when the glass is full of water, the complex will be sufficiently flooded that the PCs all drown. A pressure timer of sorts.
Before the PCs could orientate themselves, they had to fight 4 lizard men who had been hiding low in the water until then. They succeeded in killing them, burning some resources, spells etc. in the process. The PCs decided to exit the room via the round exit, but find it blocked this time. It was of course blocked because the rotating corridor is in the N-S axis.
Action 3 – the party backtracked to the start room (Room 1). Again the players are confused. There are no lizard men bodies, and the portcullis on the rear wall has been jammed in place (by Ganther). This time the fighter Ganther decides to collect his magic tinderbox that was within reach behind the jammed portcullis all along!
They also noticed that the circular exit is open.
Action 4 – The PCs decide to go through the circular exit.
For context, the whole complex is now filled with mist, water vapour from all the water pouring into the complex, all this water poring in is also causing the walls to vibrate (PS – these vibrations help to conceal the rotating corridor’s movement).
Unbeknownst to the PCs the rotating corridor rotates as they move down it, going from the N-S axis to the W-E axis, this rotation is triggered by crossing the halfway point.
Again the players are confused because this room (Room 3) looks identical to the last two rooms. But, they noticed that the portcullis at the far end is slowly closing. So, they bolt for it, making it just in time for the portcullis to close behind them.
Action 5 – they follow the corridor that is after the portcullis, and find themselves back in the start room (Room 1), but this time entering via the elevated door on the right hand side.
They climb down into the start room (Room 1) and discover that the circular exit is now closed off (because the rotating corridor is now in the W-E orientation). The Players figure there is no point going back the way they just came, because the portcullis closed behind them. So, they try to levitate up to inspect the hole they fell into the complex from, but that way is blocked by rubble.
When I wrote this dungeon, I imagined more of a long bending water slide that would be nearly impossible to wiggle your way back up. But, for kids this was a simpler explanation.
Action 6 – The PCs decide to once more go down the raised up left-hand door-like opening.
Again they returned to Room 2. Now the players fully sense that something is up, and the rooms are not the same, not least because there are four dead lizard men in this room, which are not in the other rooms. They find the circular exit is now open (the rotating corridor is now in the W-E orientation). This time they look more closely at the wall housing the circular exit and see that this exit is not decorated with the coils of a giant snake, but rather with a single giant Eagle-like wing.
Action 7 – they decide to go through the circular exit.
The corridor rotates and returns them to the start room (Room 1). They noticed that the wall housing the circular exit is back to being decorated with giant snake coils, and there are no dead lizard men.
Action 8 – they decide to go back through the circular exit.
Going through the circular exit takes them back to Room 3 again. The rotating corridor once more resets the portcullis, and triggers the portcullis at the far end to once more slowly close. This time the Players do not take the bait, and their PCs do not run through the slowly closing portcullis, they let it close. The PCs also realise that the wall housing the circular exit is decorated with a single giant bird wing again, but this time the wing is located on the other side of the circular exit.
Action 9 – they decide to go back through the circular exit.
… and just in the nick of time as the glass water timer was nearly full.
This time they find themselves in a new looking room, one with 4 x Lizard Men and a Water Naga.
Incidentally, this exit depicts the maw of a giant snake around the exit. For context the decorations around the 4 x circular exits depict a Couatl as seen from above.
Round 0 – The PCs are surprised but the monsters are not surprised. The lizard men run to attack, the Naga casts darkness around itself.
Round 1 was eventful, the PCs lose initiative, the magic user (Willan) who was in the process of (rather recklessly) casting fireball gets hit by a lizard man and loses the spell (his only 3rd level spell) and the Naga casts Mirror Image (but as luck would have it, they only generate one mirror image of themselves).
They fight for a bit, the lizard men are killed, the magic user is nearly killed a few times but the cleric does their healing thing. The fighter wastes a natural 20 critical hitting the mirror image. Naga magic missiles a bit, getting 4 magic missiles per spell. The magic user (Willan) manages to pepper the Naga with darts here and there until they run out of darts.
On the penultimate round (or perhaps the round before that) the Naga strikes the fighter (and tank) Ganther with a lightening bolt, taking them into negative HPs. Again the cleric manages to patch him up.
At this point, I’m thinking TPK, TPK, TPK, and start softening these kids up for the idea they might not win this fight. Thinking how are these kids (ages 13 to 9) going to handle their first TPK …
The Fighter/Magic-user (Han) has gone invisible the last round and has snuck round the back of the Naga to attack from behind. The (true) magic-user (Willan) is out of dart-ammo and charges in to attack in hand to hand combat. Ganther the fighter, now on single digit hit points, goes all in too.
Final round. Fighter/Magic user appears out of nowhere and hits, disrupting the Naga’s spell, the cleric Thanic (who has been defensively healing until then and is now out of healing, and has missed every other combat attempt they have tried to date) lands a hit and takes the Naga to zero HP, technically the Naga is dead, but Ganther still has their attack roll and also lands a literal hammer blow (with +3 damage) to take the Naga to beyond -10 HPs, which is a nice touch.
!! Victory !!
(no TPK, phew – I promised these kid’s Mums that these kids would have fun!)
























































