Dungeon Bash Playtest Level 1


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My friends and I have challenging schedules that result in irregular games, but I was curious about the Pathfinder rules and so I decided to playtest them using the Dungeon Bash system published by The Other Games Company. Dungeon Bash is D&D turned into a board game, like Warhammer Quest or Heroquest, if you're familiar with those games, but using the D&D 3.5 rules. I've found it to be a challenging game, even using the solitaire rules, so I wanted to see if it would be more or less challenging using the Pathfinder RPG. I created the following Pathfinder RPG characters using the Dungeon Bash-recommended 25-point buy:

Asa Amir, 1st-Level Cleric of Desna
Medium Humanoid, Challenge Rating: 1
Hit Dice: 1d8+2 (10 hp), Initiative: +0, Speed: 20 ft. (4 squares),
Armor Class: 16* (+1 dex, +4 scale mail, +1 light wooden shield), touch 11, flat-footed 15,
Base Attack/CMB: +0/+1, Attack: Light mace +0 melee (1d6/x2) or kukri +0 melee (1d4/18-20), Full Attack: Light mace +0 melee (1d6/x2) or kukri +0 melee (1d4/18-20),
Space/Reach: 5 ft./5 ft., Special Attacks: Turn Undead, Special Qualities: --
Saves: Fort +2, Ref +1, Will +5, Abilities: Str 10, Dex 13, Con 14, Int 8, Wis 16, Cha 14,
Skills: Spellcraft +3, Feats: Martial Weapon Proficiency: Kukri (B), Dodge*, Mobility
Treasure: Standard adventuring pack, wooden holy symbol of desna, spell component pouch, 10 gp, Alignment: Chaotic good
Combat
Liberating Word (Su, Liberation Domain): standard action for +2 to ally w/in 30'
Dimensional Hop (Su, Travel Domain): Swift action to teleport 10'1/day
Spell-like abilities: Light, Mending, Stabilize
Spells prepared: Bless, Command (DC 14), Protection from Evil

Temp Lar, 1st-Level Fighter
Medium Humanoid, Challenge Rating: 1
Hit Dice: 1d10+2 (12 hp), Initiative: +1, Speed: 20 ft. (4 squares),
Armor Class: 15 (+1 dex, +4 scale mail), touch 11, flat-footed 14,
Base Attack/CMB: +1/+4, Attack: Cold iron spiked chain +4 melee (2d4+4/x2) or battleaxe +4 melee (1d8+4/x3) or spear +2 ranged (1d8+3/x3), Full Attack: Cold iron spiked chain +4 melee (2d4+4/x2) or battleaxe +4 melee (1d8+4/x3) or spear +3 ranged (1d8+3/x3),
Space/Reach: 5 ft./5 ft., Special Attacks: Overhand Chop +4 melee (2d4+6/x2), Improved Trip +6, Special Qualities: --,
Saves: Fort +4, Ref +1, Will +0, Abilities: Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 8,
Skills: Intimidate +3, Survival +4, Ride +5, Feats: Exotic Weapon Proficiency: Spiked Chain (B), Improved Trip, Power Attack, Overhand Chop
Treasure: Standard adventuring pack, Alignment: Neutral good

Ralph Arta, 1st-Level Rogue
Medium Humanoid, Challenge Rating: 1
Hit Dice: 1d8+2 (10 hp), Initiative: +3, Speed: 30 ft. (6 squares),
Armor Class: 15 (+3 dex, +2 leather armor), touch 13, flat-footed 12,
Base Attack/CMB: +0/+2, Attack: Shortsword +2 melee (1d6/19-20) or shortbow +3 ranged (1d6/x3), Full attack: Shortsword +2 melee (1d6/19-20) or shortbow +3 ranged (1d6/x3),
Space/Reach: 5 ft./5 ft., Special Attacks: Sneak Attack 1d6, Special Qualities: Trapfinding,
Saves: Fort +2, Reflex +5, Will -1, Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 9, Cha 8
Skills: Acrobatics +7, Climb +6, Deception +3, Diplomacy +3, Disable Device +6, Escape Artist +7, Knowledge: Dungeoneering +6, Perception +3, Stealth +7, Theft +7, Use Magic Device +3,Feats: Martial Weapon Proficiency: Longbow (B), Point Blank Shot, Precise Shot
Treasure: Standard adventuring pack, thieves' tools, hempen rope, grappling hook, 40 arrows, Alignment: Chaotic good

Hen Net, 1st-Level Diviner
Medium Humanoid, Challenge Rating: 1
Hit Dice: 1d6+1 (7 hp), Initiative: +6, Speed: 30 ft. (6 squares),
Armor Class: 12 (+2 dex), touch 12, flat-footed 10
Base Attack/CMB: +0/+0, Attack: Ranseur +1 melee (2d4+1/x3) or ray of frost +2 ranged touch (1d3/x2), Full Attack: Ranseur +1 melee (2d4+1/x3) or ray of frost +2 ranged (1d3/x2)
Space/Reach: 5 ft./10 ft., Special Attacks: Spells, Special Qualities: --
Saves: Fort +2, Ref +2, Will +2, Abilities: Str 11, Dex 14, Con 14, Int 17, Wis 10, Cha 8
Skills: Fly +6, Knowledge (arcana) +7, Knowledge (the planes) +7, Knowledge (religion) +7, Linguistics +7, Spellcraft +7, Feats: Martial Weapon Proficiency: Ranseur (B), Scribe scroll, Improved Initiative, Arcane Strike
Treasure: Standard adventuring pack, spellbook, spell component pouch, sunrod, 3 gp, Alignment: Neutral good
Combat
Divination Specialist: May always attackin surprise round; Enchantment and Illusion ignored
Diviner's Fortune (Su): +1 attack roll, skill roll, ability check, or saving throw for three rounds or until used
Supernatural Abilities (su): Detect Magic, Ray of Frost, Disrupt Undead
Spells prepared: 1: grease (DC 15), true strike
Spellbook: grease, magic missile, enlarge person, ray of enfeeblement, mage armor

Standard Adventuring Pack:
Backpack (2/2)
Bedroll (0.1/5)
Chalk (0.01/0)
Flint & Steel (1/0)
Rations (0.5/1)
Signal Whistle (0.8/0)
Torch (0.1/1)
Waterskin (1/4)
Whetstone (0.02/1)
Acid (10/1)
Holy Water (25/1)
Total (40.43/17)

I then rolled up a quest and started playing.

Quest: Fight the Warlord
"A new warlord has arisen in a nearby dungeon. The mayor has hired the party to descend into the dungeon and smash the evil warlord."
ICN1: Ralph Arta (Dex 16)
ICN2: Hen Net (Dex 14)
ICN3: Asa Amir (Dex 13)
ICN4: Temp Lar (Dex 12)

Round 1:
Random Encounter (1): None
ICN1: Ralph Arta explores a new area.
ICN2: Hen Net follows Ralph Arta
ICN3: Asa Amir takes up a position in front of Ralph Arta
ICN4: Temp Lar moves up beside Asa Amir

Round 2:
Random Encounter (1): None
ICN1: Ralph Arta moves up toward the 5' wide corridor
ICN2: Hen Net takes up a position behind Ralph Arta
ICN3: Asa Amir moves up in front of Ralph Arta.
ICN4: Temp Lar moves in front of Asa Amir, taking point in the 5' wide corridor

Round 3:
Random Encounter (1): Zombies
Two human commoner zombies follow the heroes into the dungeon, shambling up to ambush them from behind. The sound of their moaning and shuffling gives away their position (no ranks in move silently) and there is nothing behind which Ralph Arta can hide, so there is no surprise round. Initiative is rolled and combat begins.
Hen Net: Casts disrupt undead; four of his lines are blocked so the zombie receives +4 cover and Hen Net misses. Hen Net then moves back.
Asa Amir: Moves forward to within 30' of the zombies and turns undead. Both zombies save versus DC 12 and take minimal damage (2 hp each).
Zombies: Both Zombies shamble around the corner and engage Asa Amir.
Ralph Arta: Ralph realizes he has no slashing weapons and fires his shortbow; the zombies receive +4 cover and he misses.
Temp Lar: Temp Lar drops his spiked chain and moves next to Asa Amir, drawing his battleaxe as part of his movement and power attacking, but he misses.

Round 4:
Random Encounter (4): None.
Hen Net: Casts disrupt undead again; misses again.
Asa Amir: Turns undead again. This time one of the zombies fails its save and flees. The other takes 2 more damage. Asa Amir then uses mobility to back up four squares out of melee.
Zombies: The turned zombie withdraws and escapes out of sight. The unturned zombie clubs Temp Lar, hitting for 6 points of damage.
Ralph Arta: Fires his bow and hits, but the zombie's DR reduces to the damage to nothing.
Temp Lar: Attempts to power attack with an overhand chop and misses.

Round 5:
Random Encounter (4): None
Hen Net: casts disrupt undead again; misses again.
Asa Amir: Turns undead again. This time the second zombie fails its save and flees. 2 damage again; Temp Lar is healed 2 points of damage.
Zombies: The second zombie withdraws and escapes out of sight.
Ralph Arta: Delays
Temp Lar: Puts away his battleaxe (move action) and moves next to Asa Amir (move action).

END OF COMBAT
Post-Combat Analysis: This combat ended in the third round after three successive rounds of turning undead. The net result was the loss of the 3 turn attempts and 4 hit points on the party fighter. In 3.5 edition the combat would have ended in the first round, before the zombies could act, with a single turn undead attempt that would have been successful (even considering that Asa Amir's charisma would have dropped to 12 as a result of her not gaining +2 to a single characteristic). Clearly, this particular combat was more difficult as a result of the PathfinderRPG changes to the turning rules.
Backward Compatibility: The zombies could be run as written since they don't have any skills and they're medium-sized. Their CMB is the same as their grapple check in their stat block.

Round 6:
Random Encounter (2): None
ICN1: Ralph Arta moves up, generating a series of corridors to the east, and then opens an unlocked iron door, generating a large room with six pillars, a lantern, and an orc barbarian guarding a locked wooden door. Ralph Arta catches the orc unaware and so the PC's have surprise. Unfortunately, the lantern hanging from the ceiling is unlit, and the torch in Ralph Arta's hallway doesn't penetrate the gloom of the dark room, so Ralph Arta is effectively blind.

BEGIN COMBAT

Surprise Round:
18 Hen Net: Moves forward to the corner.
14 Ralph Arta: Takes a 5' step back, knocks an arrow, and readies an attack against any orc that steps into the light.
12 Asa Amir: Casts light on her shield.
12 Temp Lar: Moves to the front of the line.

Round 7:
22 Ralph Arta: Readied attack activated (see below).
21 Orc Barbarian 1: Rages, moves to engage Temp Lar, but is interrupted by Ralph Arta's readied arrow, which hits for 7 damage (point blank shot). The Orc Barbarian ignores the pain and swings mightily at Temp Lar, but the fighter barely knocks away the orc's deadly axe.
18 Hen Net: Impressed by the orc's girth and worried for his friend and ally, Hen Net draws upon his sorcerous energy to conjure oil beneath their assailant(grease, DC 14). The orc is well-used to fighting in the slippery blood of his downed enemies, however, and easily keeps his feet.
12: Asa Amir: Asa steps back five feet and calls for Desna's aid. Through a dimensional rift centered on Asa's holy symbol bursts forth positive energy, healing Temp Lar 1 hit point. Asa has now used 4 of her 5 turn attempts for the day.
12: Temp Lar: The fighter has, unfortunately, not yet picked up his spiked chain and finds himself armed only with his battleaxe. He decides to match his assailant's mighty blows, attempting an overhand chop. The orc deftly side-steps the attack.

Round 8:
Random Encounter (4): None.
22 Ralph Arta: Steps back another five feet and fires another arrow right past Temp Lar. Sadly, the Orc has not yet attempted to move in the greased floor, so he is not flat-footed. This time the attack is errant, the missile cracking against a wall in the distant darkness.
21 Orc Barbarian 1: Once again the orc keeps his footing in the slippery mess, and once again he swings at Temp Lar with wild abandon, removing Temp Lar's head from his shoulders (greataxe critical hit for 27 damage, killing Temp Lar immediately). He grabs Temp Lar's head by his scalp, holds the bloody trophy aloft, and howls in triumph.
18 Hen Net: Horrified by his friend's grisly demise, Hen Net rushes behind Ralph Arta and begins to utter words of power that will allow him to divine the future (true strike). Meanwhile, his conjured grease dissipates into nothingness.
12 Asa Amir: Driven by the faith in her deity, Asa rushes forward to stand over her slain ally and (perhaps foolishly) challenge the raging barbarian monster.

Round 9:
Random Encounter (4): None.
22 Ralph Arta: Lets another arrow fly, piercing the orc in the shoulder for another 5 points of damge. Bleeding heavily from his two wounds and breathing hard, it seems anger alone is keeping the beast on his feet.
21 Orc Barbarian 1: His vision failing, the orc steps back, pulls a vile concoction from a pouch, downs it, and smashes the ceramic bottle that held it against his forehead. His wounds stop bleeding and he appears reinvigorated (potion of cure light wounds for 8 healing)
18 Hen Net: Delays.
12 Asa Amir: Presses the attack on the orc, stepping forward and slamming him with her light mace for another 5 points of damage.
11 Hen Net: His words of power now uttered, Hen Net is gifted with a vision of victory, and the brave wizard rushes forward, jabbing with his ranseur past Asa Amir, and gutting the orc like a pig. (9 damage with arcane strike) The orc stumbles, opens his mouth to say something, fails, and then drops to the floor.

END OF COMBAT

Post-Combat Analysis: Temp Lar's death was the result of over-confidence, poor preperation, and bad luck. The only difference the Pathfinder RPG made in this encounter from straight 3.5 rules was Asa Amir's ability to heal Temp Lar from range with a turn check, but that only resulted in 1 point of healing and turned out to be irrelevant. Even had he been at full health Temp Lar would have been decapitated by the orc's critical hit. With strength damage alone, the orc was doing +21 damage on a critical, and Temp's max hit points were 12. If Asa Amir had cast a light spell on Ralph Arta some previous turn, the rogue would have been able to see the orc during the surprise round, and could have hit him with a sneak attack early. The damage on the sneak attack might have been enough to force the orc to drink a potion of cure light wounds on the first round (since the damage would have come before the orc raged), and that slight delay might have resulted in enough damage to the orc, over the subsequent rounds, that his slaying blow never came. Since in the Pathfinder RPG light is a cantrip that can be cast at will, there is almost no reason for PC's not to have it "always on".
Backward Compatibility: Due to its low intelligence, the Orc Barbarian had only two skills -- Listen and Jump with max ranks in each. These were easily changed to Perception and Acrobatics, giving the Barbarian a lot more total skills (listen, spot, search, tumble, jump, climb, etc.) but basing the acrobatic ones on his low dex instead of his high strength. Since the only skill the Orc used was Perception (which he failed) this change in skills proved irrelevant for the combat.

Round 10:
Random Encounter (2): None
ICN1: Ralph Arta moves forward, behind the slain orc, and relieves the beast of his money purse (50 gp).
ICN2: Hen Net moves forward and pulls a potion off the creature.
ICN3: Asa Amir puts away her mace and pulls another potion off of the orc's belt. The orc's body has now been fully looted.

Round 11:
Random Encounter (2): None
ICN1: Ralph Arta puts away the money and moves toward the dungeon exit, deciding that the PC's shouldn't attempt to complete the quest with a man down.
ICN2: Hen Net puts away the potion and moves next to Temp Lar's slain body.
ICN3: Asa Amir puts away the potion and draws her mace, moving 5' toward the dungeon exit.

Round 12:
Random Encounter (3): None.
ICN1: Ralph Arta Temp Lar's spiked chain and puts it in his backpack.
ICN2: Hen Net grabs Temp Lar under the shoulders and drags him five feet.
ICN3: Asa Amir grabs Temp Lar's battleaxe and hangs it on her belt.

Round 13:
Random Encounter (3): None
ICN1: Ralph Arta holds his ground.
ICN2: Hen Net drags Temp Lar another five feet.
ICN3: Asa Amir moves up behind Hen Net to guard him.

Rounds 14-21:
Random Encounter (3-5): None
ICN1-3: All three PC's move 5' per round with Hen Net dragging Temp Lar's body.

Round 22:
Random Encounter (6): 3 Skeletons
Three human warrior skeletons, drawn by the sound of the battle with the orc barbarian, clitter from deep within the dungeon toward the PC's. The skeletons have no skills, so they have no chance of surprising the PC's, and the PC's have nothing to hide behind, so they have no chance of surprising the skeletons.

BEGIN COMBAT

Round 23:
23 Ralph Arta: Steps 5' back toward the skeletons, draws, fires, and misses.
13 Skeletons: The first skeleton charges Ralph Arta, who dodges out of the scimitar's path. The next two skeletons move up to threaten Asa Amir.
07 Hen Net: Continues to drag Temp Lar another 5' toward the exit.
02 Asa Amir: Uses her last turn attempt on the skeletons. All three skeletons take 4 hit points of damage and one of them flees.

Round 24:
Random Encounter (4): None
23 Ralph Arta: Drops his bow and draws a club. The skeleton in melee with him is turned and does not take an attack of opportunity. Ralph Arta smashes a chunk out of the skeleton's skull (1 hp damage).
13 Skeletons: The turned skeleton withdraws from Ralph Arta but still draws an attack of opportunity from Asa Amir. She refrains from attacking it, however, from fear of breaking her successful turn, and it escapes out of sight. The next skeleton steps forward and swings at Ralph Arta, slicing open his sice for 7 points of damage. And the last skeleton attacks Asa Amir, but she deflects its attack with her shield.
07 Hen Net: Drags Temp Lar five more feet.
02 Asa Amir: Strikes at the skeleton attacking Ralph Arta, successfully smashing it to dust (2 hp damage).

Round 25:
Random Encounter (4): Human Commoner Zombie. This dungeon is filled with undead, it seems, for hardly has the skeleton disappeared around the corner before a zombie appears to take its place.
24 Zombie: Moves forward to engage Asa Amir.
23 Ralph Arta: Steps forward and smashes the remaining skeleton to dust with his club (2 hp damage).
07: Hen Net: Tries to attack the zombie with disrupt undead but misses.
02: Asa Amir: Steps back and heals Ralph Arta 7 points to full health (uses command).

Round 26:
Random Encounter (4): None
24 Zombie: Clubs Ralph Arta for 6 damage.
23 Ralph Arta: Delays
07 Hen Net: Drags Temp Lar another 5'.
02 Asa Amir: Drops her mace, draws her kukri, takes a five-foot step, and teleports behind the zombie.
01 Ralph Arta: Comes out of delay to attack the Zombie with his club, finding a weak point in the zombie's skull that splatters maggots onto the wall (1 point damage, 6 points sneak attack damage, 2 hp total after damage reduction).

Round 27:
Random Encounter (5): None
24 Zombie: Swings at Ralph Arta, who avoids the blow.
07 Hen Net: Drags Temp Lar another 5'.
02 Asa Amir: Slices at the zombie with her kukri but misses.
01 Ralph Arta: Hits again for 2 points damage thanks to sneak attack.

Round 28:
Random Encounter (5): None
24 Zombie: Misses Ralph Arta again.
07 Hen Net: Drags the dead fighter another 5'.
02 Asa Amir: Converts bless into cure light wounds, succeeds on casting defensively, and hits the zombie for 5 hp positive energy damage.
01 Ralph Arta: Hits again, but does no damage thanks to DR.

Round 29:
Random Encounter (6): None
24 Zombie: Hits Ralph Arta for 5, dropping him to -2.
07 Hen Net: Drops Temp Lar, moves to the corner, and misses the zombie with another disrupt undead.
02 Asa Amir: Moves 5' and uses stabilize on Ralph Arta

Round 30:
Random Encounter (6): None
24 Zombie: Hits Asa Amir for 8 damage.
07 Hen Net: Finally connects with a disrupt undead for 4 damage.
02 Asa Amir: Connects with her kukri for 3 damage, dropping the zombie.

END OF COMBAT

Post-Combat Analysis: If this were 3.5, Asa Amir would have had plenty of turn attempts left to get rid of both the skeletons and the zombie pretty quickly. Undead appear to be much more difficult opponents in the Pathfinder RPG. On the other hand, if Ralph Arta hadn't been able to sneak attack the undead, the party would have been forced to flee, or the zombie may have tpk'd the party.
Backwards Compatibility: Because zombies and skeletons have no skills, they required no conversion to the Pathfinder rules.

Round 31:
Random Encounter (2): None
ICN 1 Ralph Arta: Unconscious
ICN 2 Hen Net: Moves back to Temp Lar and grabs him again.
ICN 3 Asa Amir: Converts protection from evil to cure light wounds, healing Ralph Arta 2 points and bringing him back to conscoiusness (barely).

Round 32:
Random Encounter (3): None
ICN 1 Ralph Arta: Stands (single actions only).
ICN 2 Hen Net: Drags the dead fighter another 5'.
ICN 3 Asa Amir: Picks up Ralph's bow and slings it over her shoulder.

Round 33:
Random Encounter (3): Yet another zombie appears around the distant corner.

BEGIN COMBAT

8 Ralph Arta: Moves 30' toward the exit.
5 Hen Net: Gives up on the dead fighter, dropping him, exiting the dungeon, and leaving Temp Lar behind.
4 Asa Amir: Exits the dungeon.
1 Zombie: Shambles forward hoping to eat Ralph's brain.

Round 34:
Random Encounter (4): None
8 Ralph Arta: Moves another 30' successfully exiting the dungeon.

END OF COMBAT
END OF QUEST
MISSION FAILURE: The heroes were only in the dungeon for a three and a half minutes before they were driven out, one of their number was slain and they were forced to leave him behind, and they never found the warlord, let alone fought him.

Experience Points: The party of four defeated 2 zombies (CR 1/2 each for a total of 400 xp; 100 xp each). Then the party of three defeated a first-level Orc Barbarian (CR 1 equals 400 xp; 133 xp each), three skeletons (CR 1/3 for a total of 305 xp; 102 xp each), and one more zombie (CR 1/2 equals 200 xp, so 66 xp each). Total XP for surviving characters: 401.
Comparison: Using 3.5 the characters would have only received 325 xp.


Whoops, this should have been in a different forum. My bad, sorry.

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