I converted the HP of the monsters to 1-3 points per HD.
I then gave the heroes a goal: destroy the Wumpus that has been taking and eating people from the outskirts of your town.
Our Heroes (including gear they bought with their chump change):
- Altar Boy, HP 3, Candlestick*, holy water, tinderbox, torch (3), backpack
- Trickster, HP 3, SP 1, Spells: URGE, knife*, rope 50′, pole 10′, backpack
- Stage Magician, HP 2, SP 1, Spells: RUSE, Dexterity, walking stick, javelin
- Nobility, HP 3, Sword, fine clothes, leather armor, shield
- Wood Cutter, HP 3, Two handed ax, healing herb
- Astrologer, HP 1, Wisdom, Dagger, Backpack, torch (3), waterskin
- Rat Catcher, HP 2, club, snare wire 15′, slingshot, 20 bullets
- Outcast, HP 1, Constitution, Strength, walking stick, mirror, sack, ale
- – Improvised Weapons break on a roll of 2 or 3.
They tracked the Wumpus to a large cave in the forest, and entered cautiously. It was still daylight, and at the mouth of the cave Altar Boy lit a torch. Peering in, Astrologer noticed figures moving about: Four Manes demons picking at some hairy remains of some beast. The demons won initiative. The demons were not fond of coming into the daylight, and taunted the adventurers from the dark recesses of the cave.
The Stage Magician summoned the image of a great brown bear that came from around the corner and into the cave, advancing on the little imps. Rolled save vs fear, all failed and fled southward.
Entering the cave, the party found an eastward passage. Deciding not to follow the Manes, they entered a high but narrow bit of cavern. There’s a firepit and assorted junk around it, but noteworthy is a magical scroll. Stage Magician takes the scroll for later study (it’s a Resurrection Spell!). As they continue, Astrologer noticed something unusual about the ceiling. Rolled initiative, party wins and scatters and three green slimes drip down from the ceiling. Half the party was to the east side, half to the west. Altar boy burned the slimes away with his torch.
Heading east and then southward, the ceiling became lower and some semi-precious gems glistened on the ceiling in the torchlight. A spear flew out of a hidden hole in the wall and hit Wood Cutter, but the wound wasn’t too bad.
The Astrologer notices some 15 feet up it looks like the wall is fake. Trickster gets up on Wood Cutter and Outcast’s shoulders and pokes it with his 10′ pole. The stone wall pushes aside, revealing a small chest. Trickster drags it out with his pole and it falls to the ground. Outcast bashes the lock open and they find three gems worth 42 gp.
They slowly explore the ends of a larger cavern, finding a pouch of black sand and some torn clothing, and later a red handkerchief all by its lonesome. How strange. Perhaps it was the lost belongings of those taken by the Wumpus.
They came to another chamber and a skeleton charged with its sword. Wood cutter smashes it to pieces. Amid some assorted trash on the floor, Astrologer takes a wooden wrist sundial, and a deck of tarot cards. Trickster takes a blank spellbook with a scorpion on the cover. Stage Magician takes a scroll case to protect the scroll he found.
Next cavern they find a portrait of a woman on the floor, nothing else. It was strange but of no concern to the party. Luckily they left before some unnoticed Ear Seekers (parasites) could climb up their legs and attack them. Astrologer lights a torch as Altar Boy’s torch flickers toward death.
Later they came upon a cavern with three giant poison toads. Tied initiative. Rolled “intent” for toads, they weren’t hungry yet. Party retreated and headed west out of this cavern complex.
They come to a wide cave with a shallow stream flowing through it. Four dead Manes and their remains (pun intended) scattered about. The Wumpus is here. A large tentacled and hairy beast. Bigger than a horse and more agile. The party wins initiative. Altar boy lights another torch. Stage Magician tosses his javelin, it goes astray. Rat Catcher fires away with his slingshot, hit. Nobility, having stayed cowardly in the background so far, decides it’s his time to lead, and charges. The rest charge. Astrologer sets the beast on fire with his torch (1 hit). The beast is agile, attacking with three tentacles and maneuvering on the other four. There’s some close calls but nobody is hurt yet.
Rolled a save to see if Rat Catcher gets a clear shot, success. He scores another hit. Two more melee hits. Wumpus leaps into the stream to extinguish the flame, grabs Trickster and flings him against the wall (2 dmg).
Trickster is out next round, regaining his footing. Another save for a clear shot, success. Rat Catcher’s stone flies true and hits. The rest hack and pound away. The Wumpus is bleeding badly now and flails ineffectively.
Rat Catcher scores the final blow with his slingshot. The beast collapses. Satisfied that vengeance was served, all 8 characters return home.
Total game time: 9 turns, aka 90 minutes.
Improvised weapons break on 2 or 3. Lucky for the heroes, most had normal weapons. Wizardawn made a 20 room dungeon, so I rolled 1d20 + the number of rooms explored. On a 20 or more, they find the Wumpus. Wandering monster checks every hour.
The Wumpus: I envisioned it a 3HD monster. Rolled 1-3 per HD, so 7 HP. Large.
AK: 3 LL: 3/+1 , ME: 30′, SE: L/+1
I used the Wisdom stat of the Astrologer as a passive perception test to detect hidden threats so that the party could get an initiative roll, rather than be attacked by surprise. It worked to their benefit with the Manes demons and the green slime. It also allowed the Astrologer to find the hidden treasure cache. He missed the notice roll for the Ear Seekers. However, as there was nothing to delay the party long enough for them to infect anyone, nobody was attacked. Thematically, the Astrologer worked out well, especially when they found the Tarot cards and Sundial.
The boss monster was too weak. Going into the boss fight, the heroes had 16 hp and 8 attacks per round versus 7 HP and 3 attacks per round. The level and damage bonus of the large level 3 creature wasn’t enough to make up the difference. Every adventurer survived. The Wumpus should have been stronger, maybe a higher level, maybe Huge for the damage bonus. Maybe a choke effect for being grabbed with the tentacle.
The Manes demons, when they fled, fled straight to the room which ended up being the Wumpus room. It made sense to me to have them all slain by the Wumpus.
The single spell of the Stage Magician was excellent. If the demons passed their saves, they would have some some significant damage to the party with their multiple attacks and good hit points. If he became a Fighter or Thief, I’d let him keep the spell as a particular quirk for the character, but otherwise have to observe the rules for Fighters.
I have no definitive conclusions to reach about the character generator. Perhaps more improvised weapons rather than regular weapons. That way there is an incentive to actually switch to a real weapon when one becomes available. It’s not like DCC where you start with mostly 1d4 damage weapons and upgrade to 1d6 or 1d8 when you get the chance. So there needs to be more incentive, I think, to trade up.
The funnel adventure needs to be deadly. Half of the characters should die. I don’t think Wizardawn adventures are suitable for funnels when run raw. I had 8 heroes, and told the generator to make a map for 8. Perhaps 1.5x the number of heroes, to make the encounters and traps more deadly. I’ll have to experiment.
Lastly, I had to flip through the book quite a bit when deciding this or that. I will print out some cheat sheets for critical rules and put them into a GM screen.
All in all, a fun and educational first solo Funnel Adventure.