In the previous session, the characters burst in on the sentient automaton Ku’ud, and we began the new session, before they made a decision on whether to follow his order and show him the way out, which might disrupt the power balance in the region, or fight him.
Ku’ud was obviously dangerous, and I thought I had made a suitable challenge for a large level 5 party. As we had a couple of people who couldn’t attend, and I was worried that they might feel pressured to go with the ‘show him the way out option’, I gave them the option to run the session as a flash back, and let them go through the unexplored part of the dungeon, and before they left, flash forward to this important decision. They opted to stick with the moment.
The group talked more with Ku’ud, who was walking towards the exit, and trying to make up their minds on what to do, when Welk, the wizard of the group, began casting an identify spell to see if he could learn more. Ku’ud demanded that he stopped, but also got curious, because he knew magic. He ordered the wizard to tell him what he knew, and dragged him back to the throne, where he began questioning him.
Ultimately, Jarn, spoke with his advisor, the warlock Abbott, and made a decision. He asked about his understanding of ethics and demanded that he made a promise to learn of morale and ethics, before he could show him the way out. Ku’ud responded that nothing could compromise his decision making, which made Jarn attack.
After a short battle, they defeated Ku’ud. Single boss encounters are hard to make. I had given him a couple of henchmen, but for verisimilitude and to ease just a little bit, I let the two fighters deal with them, as their player’s weren’t present, but had been there when they entered the room. They piled on Ku’ud, and Jarn unleashed his new found Smite ability. The wizard cast a ray of enfeeblement and managed to roll so well, that I couldn’t even use Ku’uds shield spell to ward it off. In the heat of battle, I forgot his advantage on saves (magic resistance), and wasted a round casting dispel magic (which the wizard countered), and in round 4 it was over. Jarn, as their only fighter-type, was down to 2 hp in round 1, and it could easily have tipped with a lucky roll or two.
It turned out, that Ku’ud was semi-biological and crafted with high order magic, and very advanced. They found a bit of loot and a spell book.
After this epic battle, they went back to the middle of the mine and found an ancient shrine to the elven god of craftsmen. Inside the shrine they were attack by two Umber Hulks, and came close to a TPK. They were only four characters left, but still two CR 5 opponents were more dangerous than one CR 10 – mainly due to the incapacitating glare with a DC 15 Charisma save.
Next time, I’m confident that they will find the exit from the mine and return to the forest and begin exploring again.
I will upload the stats on Ku’ud on the blog later.
Last session the group found the magic machine that once powered the large iron mine they are exploring (and are caught in, due to a collapsing tunnel).
We began the session by rolling initiative. The magic machine is huge. Like the engine on one of the newest massive container ships. That means multiple levels of machinery, levers, crystal dials and buttons. And it was guarded by six automatons. Three medium sized ones that also could use an arm as a flame thrower, and three small spider-like automatons (similar to one of the types you can encounter in Skyrim).
The small drones were able to conjure a defensive shield (as the shield spell), which made them hard to hit. We only had four players at the very beginning, but luck was on the side of the players, so they managed the battle, without anyone going down.
I think it was a fun and well balanced encounter, with both ranged and melee attacks and saves being made to avoid the flame throwers. I’ve become a fan of abilities with re-charge, because you can add quite powerful abilities, that the players are scared of, and the randomness of the recharge keeps them guessing if the monsters can use them or not.
After vanquishing the automatons they found a second elevator down and the mine path continued to what could be an exit. The group decided to try and power up the machine, and after four days of work, they succeeded (it was a DC 20 Arcana check per day). I rolled random encounters for 8 hours per day, and they got one that I waived, because it was easy, but the half-orc Arak and their range/paladin leader Jarn, ran into a Black Pudding, and Jarn’s splint mail was basically destroyed.
Players may hate that situation, but I think it adds a fun tactical dimension, and force the players to change the way the play for a while. For example, Jarn’s ability to tank monsters is significantly reduced, until he finds a new armor. It also makes a CR 4 encounter fearsome, without endangering their lives (Jarn was at 2 hp at the end, but they would have won…)
After powering up the machine, which was by systematic trial and error. They could activate the elevators. They scouted the one by the machine with the Warlock’s clairvoyance ability, and saw a large room below with many, mostly empty, storage pods for automatons, and then moved on to the one hidden inside the foundry (see previous session).
Beneath the foundry they found a storage room for magical ingredients and a few spell scrolls. It also had a door and behind it another elevator. As they couldn’t see anything at the end of the elevator, except a tunnel, they decide to take the elevator down. Half-way they are asked for a password, and as they fail to comply, an air elemental is summoned into the confined space, and it attacks.
The air elemental can use its Whirlwind attack to throw people within its 10×10 foot space around, with damage dealt to characters hit by another character. It was not quite as dangerous as I had hoped, but with more failed saving throws, or a full party, it could have been a real mess!
At the foot of the elevator, there is a tunnel which has been collapsed on purpose. The druid figures out that he can shape shift into a giant badger and burrow a way through. Inside they find a couple of large rooms, with a 9-foot-tall automaton (golem basically) with crystal eyes and a slim elven-like rune covered metal body. The floor and walls of the room are all inscribed with text, and there are signs of a workshop. The automaton speaks to them, and tries to figure out who they are, and demands to be escorted outside, when it learns that they are able to go out.
The automaton is clearly sentient, but also not quite right in the head. It speaks to itself and has created a couple of naïve automatons itself. It also has valuable information. It tells them that the mine belonged to the Sestial family, that the Bones of Sarakhon are the enemy and that it intends to fight them. It has no sense of time, and appears to be quite bossy.
We end the session here, with three (I think) characters advancing to 6th level. The final meeting with the golem was great, because they can’t figure out what to do. Is the automaton dangerous to their settlement and future in this new land? Will it become a major threat? Or will it simply create confusion and damage their enemies? They can tell it knows things that they find valuable, but how much can they get out of it? And if they decide it is too dangerous to let out, can they actually defeat it, because it looks pretty tough? All are interesting questions. They also speculate a lot about, why it is there? Was it imprisoned and why was the mine abandoned? Does the automaton have anything to do with it?
Next time, they will have to resolve what to do with the automaton, and perhaps explore the last of the mine. I at least except it to be the final session inside the mine. Then we can get back to exploring the great forest above, and perhaps beyond…
So, I’m a bit behind… We had session 18 last Wednesday. We also played a evening of White Plume Mountain, which I hope to write about… but I’m starting in a new job, and with a 6-month old at home, there is a lot less time and energy. My main hope and priority is to continue the development of the campaign. I hope I can keep up the blogging!
Our first session after the summer holiday, was a solid session with a couple of fun encounters and some clever use of spells, but wasn’t a session that pushed the plot much further. Therefore, this recap will also be relatively short. From a challenge perspective, the encounters could have been ramped up a bit, to put the big group in real danger, but on the other hand, I don’t mind that every encounter doesn’t feel hard. It puts the hard ones into perspective.
One of the things I really enjoy is that the players and character begin to get some clues about the history of the world they are in. They can see for example that this magic is very advanced, compared to what they know, and they begin to speculate about the civilization that came before – sometimes correctly, and sometimes not at all. [More on that in session 18…]
The seven adventurers descended deeper into the mine, instead of moving through a horizontal shaft at their level. They ended up in a large cave, where couple of piercers dropped and a Roper ensnare three characters, and started to reel them in.
[I had placed the roper in the ceiling, but even so, they managed to get through its almost 100 hit points in short order.]
The druid was the final character, who was just about to be eaten 40 feet above the cave floor, when the Roper was killed, and the wizard had cast levitate on the druid, so he didn’t fall.
They explored the big lake in the cave and found a smaller cave with a dragon skeleton. Initially, only the gnome rogue and the druid went to the cave, and the rogue left in a hurry, when the dragons vengeful spirit (poltergeist with extra HD) attacked him. They went in the whole team wearily, and I rolled miserably, so the spirit was also killed, and the small dragon hoard taken.
From the cave, which was semi-natural, but with some signs of mining activity, they finally began moving back in the direction they believe they entered the mine from. The tunnel led to a large gate, which was protected by a double ward (dispel magic and fireball). They managed to set off the ward and move through the gate before they recharged. Inside they found a small foundry and the workshop where they built all the automatons they had encountered, including two new guardian automatons, which they defeated. Inside the final part of the workshop, they discovered a dial, which was like the lock on a safe. The gnome first failed to open it, and the room was filled with a Cloud Kill. That gave some serious damage, but they moved the cloud with a Gust of Wind, and decided to let the rogue try again (and he rolled nat 20). The lock opened a secret door to a room with an elevator, but it wasn’t powered.
The group figured that something must power the magical mine carts and the foundry and everything, and they were right. They rested in the foundry, Abbott, the group’s warlock talked about trusting Jarn, and Jarn explained how his order views users of magic, who have no code or creed or control, as witches that needs to be destroyed.
After a full rest, they moved on, an entered a room with a giant machine, guarded by more metal automatons.
Session 18 begins by rolling initiative! (which I view as the best way to start a gaming session)
As I was working on the Iron Mine dungeon for my own campaign, and reading various things online (including the AngryDMs articles on his MegaDungeon) I decided I wanted to write something about my high level dungeon design approach, and some pet peeves.
Obviously, every dungeon should have a story, and a history, which explains why it was built, what its function was and what has happened with it since it was built. Knowing these things will help you add the small details that makes the dungeon come alive.
To me, there are two extremes of dungeon design – the realistic and the fantastic – and a
whole lot of variations in between. Another way to look at them are complete dungeons versus ‘just the cool bits’ dungeons. An example of a complete dungeon would be Temple of Elemental Evil, where every little corridor is described and the Death Star, where we just see a couple of important areas, would be a ‘cool bits’ dungeon.
Gary Gygax leaned towards the realistic and complete dungeon. His gaming and inspiration starting point was actual medieval castles, and therefore many of the early published dungeons look somewhat like something you could find in real life – an example would be the Moathouse in The Village of Hommlet module.
The biggest problem, in my view, with many of the old school designs is that many of the dungeons are actually far smaller than the “dungeons” – in the broad sense – that you can find in real life, and Gary’s sources of inspiration are focused on medieval Europe, which limits the imagination. However, humans have built vast fortresses, palaces and constructions that dwarf what the early designers came up with for D&D. And until the Underdark became a thing, the natural caves in the real world were far more extensive than e.g. Keep on the Borderlands. Real world strongholds are also often very complex buildings with many complicated passageways and interconnecting rooms.
Furthermore, it is obviously not realistic to have 5 goblins living 20 yards and two doors away from a ferocious owl bear. Would you be living in an apartment if there was a wild bear living a couple of apartments away… even if you had a spear?
The influence of the real world architecture has also prevented many designers from actually thinking about how things would look in a high magic fantasy world. A castle is designed to take as many lives from the enemy as possible, while protecting the people inside from the attackers as much as possible for as long as possible. Therefore, you typically only have one or two access points from the ground level and towers from where you can better attack the enemy. But if you are a wizard who wishes to create a flying citadel using a castle seems to be a terrible design. Why would you want towers and battlements on your Citadel, when you might as well carve out a big rock with whatever you need. It would be much safer from dragons and armies of knights on griffons.
In my current campaign I’ve tried to think more about this for current and future dungeons.
The Published Designer’s Constraint: paper
The issue for designers who have to publish their stuff is that they are limited by the medium: for example, the paper size and the number of pages you can publish limits the designer. That seems to be one of the reasons why Gary G. cram so much stuff into each level of the Temple of Elemental Evil. Obviously it is also fun that every time you open a door to a room there is something interesting.
The designer also has to be able to communicate his vision with a map and text, which can be quite difficult. At home, you don’t need to explain to other people in text.
Your GM notes only needs to be understood by you. That’s a big advantage.
The realistic dungeon just doesn’t seem Fantasy-like to me, when you play a high fantasy game like D&D at least. With massive magocracies and enslaved giants, why would you build those tiny structures. As a lich, with endless amount of time, I would build something more imposing than Caerphilly castle in Wales – even though it is very grand in real life.
In your home game, if you want to make a big fantastic dungeon in a ruined city, you can make sections of the dungeon and cut out the boring parts. If your dungeon has a massive slave pit, make one big encounter against the slave masters and their pets, figure out how it connects with the rest of the dungeon, and then simply narrate the rest of the trip there.
The Iron Mine
For the Iron Mine in my campaign I used the approach I’ve described. The site has a historical background and fits into the world, and it has a twist, that I can’t reveal here. But it relates to a couple of the greater narratives in my world. For example, last session they found the foreman, who had locked himself up in a room and killed himself. The question is why?
The mine has been worked by the elves for perhaps centuries, so it wouldn’t make sense to have one page of graph paper with some 10×10 corridors and a few rooms. Therefore, I made several sections of the mine, connected with tunnels that were 30×30 feet, and hundreds of feet long, and explained to the players that there were numerous small side corridors, shafts and tunnels, which their characters would be looking into and checking out superficially along the way as part of the story, but that we would only go into full dungeoneering mode, when they arrive at significant parts of the dungeon.
Each section I made is sort of a mini-dungeon by itself, with typically 3-5 separate locations/rooms, and the sections function and history is incorporated into the overall backstory of the dungeon. And each section has its own map. The map connecting the sections is basically a flow-chart.
Some of the advantages with the approach are:
The mine seems like a more grand, fantastic and scary place, in my view.
The dungeon ecology becomes more realistic. The eco system comes more alive with more realistic space.
There is room for wandering monsters, as the players will never explore it all, and things can move around them, without the party noticing.
Time becomes more realistic. The characters have to move carefully hundreds of yards between points of interest, with resulting consequences for spells, light sources and resting.
Each section is easy to grasp by the players when they get there and I can explain and draw it quite easily.
When my players get deeper into the Iron Mine, I can write more about how I work with stories in my dungeons.
This is what I see as at the core of my design philosophy. Let me know if I’m off the rails, or what else should inspire me.
Last time I tried the AngryDM version for recapping. I’m not going to use that method here on the blog, as this blog-text is also a record of our game for me and the players. However, it works well at the table before the game (we tried it), and for readers of the blog, who are not part of the group, a short recap at the beginning could also be useful, so I will try to include it in the future.
I also want to write something about my approach to dungeon design and my pet peeves and preferences, but I will do it in a separate post. But a couple of things I try to keep in mind for this dungeon are:
Attrition of PC resources is key, which is one of the reasons why wandering monsters are important. They can interrupt rest and slowly drain spells and HP.
The order in which the group tackles dungeon areas should matter.
The group is exploring a distant continent. They live in a small settlement, and have been informed by the local elves of a valuable source of iron. When they get there, it turns out to be an abandoned mine, and the previous session ended with a gas explosion, the tunnel collapsing behind them and an attack by Grimlocks, which they survived…
Deeper into the Mine we go:
After defeating the Grimlocks, the group is somewhat burnt and worn from the explosion and combat, and have a short rest before they begin finding a way out. The aging dwarf Korrick, with his bum leg and mostly sage advice, is the only one who feels truly comfortable that deep underground. The young leader Yarn feels out of his depth (but conceals it) and the mysterious and socially inept half-orc warrior Arak has a hard time deciding if decapitating 20 Grimlocks is worth the effort. The mine is vast, but there is a monorail through the main mine shaft that they decide to follow. Initially they discover another vertical shaft after about 200 meters, and are attacked by a single Giant Bat (wandering monster), but decide to push on instead of going down.
At the end of the horizontal mine shaft, another 200 meters further on, they see light. They find a room with a stout door with a magical silver elven face on it, and a partly collapsed tunnel where the light is coming from. The elven face speaks and requires a password, and the light turns out to be from a dozen giant firebeetles feeding on the corpse of a big Displacer Beast.
They deduce that the area around the door is warded, the face is not a Magic Mouth spell, but more an intricate magic item, so they suppress the magic on the door and unlock it. Inside they find the former overseer of the mine, who has taken his own life with a magical dagger and carved a message into his desk:
“The End is coming. Defense is meaningless. I’ll see you soon honey.”
They could see that he killed himself. The door was locked from the inside. Does it mean that the elves awoke something in the dark? (Or would that be too cliché…??)
The group also kill the firebeetles and take their useful light emitting glands.
Next to the overseer office they also found a final shaft, which sloped down with stairs on each side, and with the monorail running in the middle. They follow the shaft down for about 150 meters before they reach an open area, with the shaft continuing down and two major exits. The open area also has a greenish light spilling from the side, and to one side of the open area they could see five copper cylinders connected to a sort of console with a handle and some crystal dials. The first thing they investigate is the console and the cylinders. The wizard simply pulls the lever, which releases five metal automatons which attack (had they investigated further, they might have found a way to avoid the attack by the automatons – thus it was an optional encounter). Impulse control is one of the things players/characters rarely have… The five automatons are tough with two attacks and high AC (and it doesn’t help that I roll five natural 20s during the encounter), but they survive with a broken nose and a bruised kidney (using my Crit system), so there will be some blood pissing.
They decide to have a short rest, but they hear another automaton approaching (random encounter). To my positive surprise, they retreat back up the stairs, and the automaton walks around a bit before it returns from where it came.
Finally, they investigate the green light, after passing through some sort of workshop, where they used to repair the automatons. It turns out that there is a room with natural light, and it is completely overgrown with plants, primarily vegetables, fruits and nuts – such as beans and tomatoes. The druid speaks with the plants and learns that something lurks within. They cautiously enter, and encounter three Gricks and a Grick Alpha. As I manage to miss with all of the Alphas bite attacks (doing 4d8+4 in damage), the encounter doesn’t become as dangerous as it is on paper. But I liked the jungle mood underground. Afterwards they find two adjoining rooms, which the ancient elves used for rest and relaxation, and they decide to do a full rest there, which we ended the session with.
Afterthoughts: Particularly group size
You could feel that we were “only” five players, as two players we unable to attend. Things went just a bit more swiftly. At 5th level combat begins to take longer, and having six or seven players can impact the game negatively, because the interval between each PC acting increases, it reduces the amount of spotlight time for each character and discussions have to be cut short(er). By having an appointed leader, the discussions lead to quick decisions in-game, which is good, and my players are good at rolling attack and damage at the same time, a player tracks initiative and so on, so we do what we can to alleviate it. However, we approach 10th level it is not going to improve. In our Temple of Elemental Evil game a couple of weeks ago, we also had 7 players at 5th level, and we almost only had one big encounter. That is ok for a major boss battle (and it was the Water Temple), but it is something I would like to avoid, and it wasn’t equally fun for all players. On the other hand, I have seven great players, who are all my close personal friends, and it is impossible for me to ditch anyone from what I think is a really fun group. Down the road, I may have to resort to rotating one player out each session, so we never are more than six players. But let’s see how it goes…
The session was heavy on combat and dungeon exploration. I think we had a couple of memorable encounters again, and some foreshadowing that worked to my favor.
I’ve been reading a blog post by the AngryGM on recapping, and he makes some good points (you can read it all here). For example, that the GM should do the recap in the beginning of the session, as he (or she) should highlight what was important previously –
not just in the last session – to make the story flow and set the scene, and perhaps even highlight things that the players didn’t really pick up on in one of the previous sessions. I think, certainly in long campaigns, that is a very valuable point for GMs. As a player, pertinent details have often escaped me, which influences my decisions.
That said, this blog post, and the ones before it – does not serve – entirely – the same purpose. It is a recap, so we will have a log of the campaign in years to come, but it is also a meta-discussion of what worked, and what didn’t. For me, it can also work as a reminder, when you run very long campaigns, as I tend to do.
That said, I will try to adhere to some of the rules the AngryGM has on recaps:
After a month of recuperation in the settlement, the party had decided to explore the area, where the elves claimed there were iron deposits, as they would be of great strategic value to the settlement. The party travelled along a crumbling road, going south, which indicated the grandeur and construction skills of the former civilization. The ruined villa they found along the way, contained both horrible corpse worms, that the group defeated and fabulous treasure, such as a magical longsword.
Finally, the group located an open mine, with crumbling structures in it, and a large mine entrance. The structures were explored before they entered the mine, which had strange monorail tracks with mining carts. In the first section of rooms they found giant centipedes crawling all over, ancient magical scrolls, piles of rust and a deep and wide mine shaft.
The pushed deeper into the mine, and in a vast room, the wizard’s torch sets off an explosion that collapses the hall behind them, trapping them in the mine, and leaving them in a dust filled cave, while being swarmed by grimlocks. The grimlocks are defeated, but the group is now trapped in an unknown cave system, deep underground with no knowledge of the way out and with many dangers lurking in the dark.
I think the scene with the cave exploding and the tunnel collapsing, kicking up a dust cloud, effectively blinding the group, before the grimlocks attacked, worked well. It was avoidable, and I made sure that I had prepared the other path in the mine (the mine shaft), so I wouldn’t have to rail road them, to make sure they got trapped. Role-playing and games are about meaningful choices, and it had to be meaningful if they picked one path or the other.
As experienced players, the piles of rust naturally created many nervous glances around the table…
Note: We skipped a session and played Temple of Elemental Evil instead, since I had several players cancel. So session 15 will be on July 6.
The session evolved around exploration of the road to the site of iron ore the players heard about from the elves. It ties in with one of my story-lines, which is the development of the settlement, from very vulnerable to a strong permanent settlement.
The game started right off the bat with initiative rolls for an encounter with two Displacer Beasts. They wounded the characters, but were overcome. I enjoyed that they met a creature they faced before. Meeting one Displacer Beast was a nasty surprise at level 2, but two were manageable at level 4-5. It demonstrates that they’ve advanced in power, which is always a nice feeling as a player. If I had rolled that four Displacer Beasts had shown up on the encounter table instead, it would have been an entirely different kettle of cats…
After some much needed rest, they continued moving south along the ancient road, and came across an ancient watch tower, surrounded by a low wall. Wisely, they decided to scout the place, and north of the ruin they found a tunnel, made by something fairly large. Whatever it was, they opted to draw it out, and using the bard’s bagpipes, the monster was drawn to attack. The monster was a homebrew creation; a large creature I named an Amoured Maw:
“It is the size and about the same shape of a rhino, but with shorter clawed legs, covered in hard, dark reflective scales, has a head that splits wide along its entire length into a teeth filled jaw, while the four fleshy tentacles growing from its back contains its sensory organs, as well as having nasty hooks on them. The Maw can burrow, but doesn’t do it fast enough for it to have a burrowing speed. It is an excellent climber though, using both its clawed feet and tentacles.”
The origins of the creature remain obscure to the characters, so it shall remain obscure here as well. It turned out to be a surprising, but not overly dangerous, battle for the group. The surprise was its reflective carapace (an ability the mighty Tarrasque has), that sent one of the Warlock’s spells back in his face, and the general toughness and damage output of the beast. The whole description and the reflected spell among the very first attacks, gave a nice ‘WTF is that?!’-moment, which I aim to have in this exploration focused campaign. But naturally, being 7 characters, they overcame a single monster, and went back to the tower, after figuring out that its lair was inside the semi-collapsed basement of the tower.
The tower itself was just a shell, but inhabited by 15 Stirges. They overcame a third of the
Stirges with a fireball and took a bit of damage while dealing with the rest. I had hope the party would go to the tower, clear it of Stirges, and camp there, setting them up for a night time encounter with the Maw, but they were smarter than that (which is good, I gues…). The players did note, how the tower is a good site for rest between the settlement and the iron deposit.
The next couple of days the kept moving south towards the site of the iron deposits, and close to the location, they discover a small lake, with a ruined villa sitting on its shore. Imagine a large more or less ancient Roman style villa left in a forest for many hundreds of years. Moving closer, they noticed some weird round areas of disturbed ground.
Tremors in the ground…
Just outside of the villa a Corpse Worm attack. A huge monstrous worm (but smaller than a Purple Worm), which smelled of rotting meat and had leathery skin, burst out of the ground. It attacked Weylin, the druid, from below and snatched him, and the next round pulled him down to its watery tunnel below. Jarn, jumped after (and rolled a crit). A chaotic battle ensued, with Jarn struggling down the collapsing hole the worm came through, trying to kill it, before it disappeared with Weylin, and the others trying to hit the beast with ranged weapons and magic, illuminating the worm with faerie fire, or helping Jarn getting back to the surface, before the shaft collapsed above him. Weylin manages to escape the jaws of the worm and activate his Staff of the Woodlands and summons a wall of thorns in the narrow water filled tunnel he is trapped in. The combined damage slays the worm, and Weylin finally grasps Jarn’s hand, who can pull him back to the surface with the aid of his companions.
Despite their wounds, they afterwards decided to search the villa, and they (surprise!) find a half-flooded cellar below. They enter the cellar, and soon Arak – the half-orc – falls through a floor into another tunnel, but his comrades manage to get him out, before anything emerges.
Next time, we will see if there are more worms? And what the iron deposit site actually looks like.
I think this session was dominated by a couple of fun and memorable encounters. As I’ve mentioned before, I try to modify and create monsters for around 2/3s of the combat encounters, because I want my seasoned group to never know what they are facing, and rarely know what they are vulnerable against or resists. Fortunately, D&D 5th is very easy to mold and change, as long as you don’t care about encounter xp and difficulty too much.
The encounter with the worm was the kind of combat encounter that I really like. A fluid scene in multiple dimensions, and not simply minis being moved tactically around the map (which also has its place, and is fun). It can be difficult as the DM to clearly give everyone a sense of what is possible, and where everyone is, but having only one opponent makes it a lot easier to manage – and combat happens quickly compared to moving minis around. I may not have followed the ‘say yes’ rule as much as I should, but I think it had tense and fun action – and a real danger to one of the characters.
The Wall of Thorns spell also showed itself as a ‘getting out of deep trouble’-spell.