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Dungeon Crawl 2022 Information Thread

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This thread will compile all current information regarding the 2022 Dungeon Crawl.

Dungeon Crawl 2022 @ EMR Event Park

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When: Friday October 21st through Sunday October 23rd.  
Arrival Time: After 4pm Friday.
Departure Time: By Noon Sunday.
Where: EMR Event Park (https://emreventpark.com/)
Registration Fee: $30
Sign-up by September 4th to reserve a specific crawl
Sign-up from September 5th through 24th and we'll assign you a crawl.
Payment due by October 2nd

Sign-Ups

Sign up by emailing novitaslogistics@gmail.com OR Konwaivers@gmail.com OR messaging Beefriedrice#1650 on Discord OR contacting https://www.facebook.com/ryan.green.73997 on Facebook.

Payment can be made at events, or through the games standard preregistration methods.

When signing up please tell me your preferred crawl number (information to follow).

If you signed up for the 2020 dungeon crawl your enrollment will roll over to the 2022 dungeon crawl.  In the event you signed up for the 2020 dungeon crawl and can't make this, your enrollment will be applied to a standard event instead.

There are no limits on number of players or number of players in each crawl.  Even after the September 4th deadline, registration in the Combat Lite crawl should be available.

Am I Signed Up?

https://docs.google.com/spreadsheets/d/1ucjw_UOENpM5yyzRnyfSXY1VMgrICp_GUrU1gSQj6jY/edit#gid=362030830

Sleeping and Food

Sleeping arrangements and food will not be provided.

You can camp on site, or rent a bunkhouse on site.  Information can be found here: https://emreventpark.com/overnight-private-group/

These are very bare bones bunkhouses.  If you'd prefer to get a hotel room information can be found here: https://emreventpark.com/lodging/

Event Details

The crawls of this event are not like the dungeon crawls of the past.  Because the site is something unique we've never gotten to work with plot is working hard to take full advantage of having a castle.  Instead of personalized group plots, these scenarios will be large and involve multiple groups working together for much larger goals.  Also unlike dungeon crawls of the past don't expect ANY of the crawls to be linear.  Our aim is to set up locations different from normal, that players will get to explore however they want.

The 2022 Dungeon Crawl will be themed around the orc attacks that have been taking place recently during normal KoN events.  Without going into details of the story leading up to the crawl, player characters will be banding together to defeat the orc horde that has been terrorizing the Freelands.

All player characters will be working together to defeat this threat.  Some because they are heroes, others to prove their strength, some will act because the horde threatens their plans or their holdings.  Characters are welcome to speak to their own motives.

The event will consist of 4 crawls, and 4 boss battles.  Each player will get to pick one crawl to participate in, and will be assigned to boss battles based on the shifts they normally play.  Those players who are new or don't have shifts assigned will be assigned temporary shifts for the boss battles.  Players are welcome to NPC the entire weekend if they wish to for any reason.   

Each players will PC for the crawl they picked, get a rest break (if desired) and will be expected to NPC for 2 other crawls.  For the boss battles each player will PC 2 and NPC 2.  On the crawls and boss battles there will be roles available for people who wish to fight and for those who want less to do with combat.

While you are welcome to choose a crawl as a group, it is not a requirement for players to do so, in fact we don't even need to know what group you are part of for sign-ups.

Groups will automatically be together for the Adventures.  However for crawls we recommend you choose the crawl that most suits your interests as a player.

The Crawls

There are 4 crawls to choose from.  Each crawl is going to have impact on the Crawls and Adventures afterwards.  Our aim is to make the crawls very hard, with partial victory conditions.  Normally you either succeed completely on a crawl or fail completely, and most of the time its the former.  Here we are taking the opportunity to make crawls where you can make progress without 100% victory.  Each sub-objective accomplished will have an impact, but we do not expect any group to achieve 100% completion of their sub-objectives.

  • Crawl 1: Recon (Combat Lite)
    • During the first crawl characters will be gathering intelligence on the orc horde, interviewing survivors and refugees, seeking aid from those who can provide it, and puzzling through plans taken from the orcs.  This intelligence will give actionable information and bonuses during the subsequent crawls and boss battles
  • Crawl 2: Sabotage (Stealthy)
    • The second crawl will involve sabotaging an orc camp, hindering them for the rest of the weekend.  Characters will need to sneak past guards to destroy supplies, or poison rations.
  • Crawl 3 Protect the Base (Defense)
    • In the third crawl players will have a defensible position and will protect npcs performing a ritual that will give increasing buffs, based on how long it is performed, to players during the final battles.  This crawl will last until the ritual is stopped, whenever that occurs.
  • Crawl 4 Disrupt the Orcs (Offense)
    • The fourth crawl will involve players attacking an orc supply depot preventing them from getting further buffs.  Controlling key victory points will impact the degree of success.
  • Boss Battles
    • 4 encounters with the tribes composing the orcs, one for each game shift.
    • Each of these will be based on the shift your pc normally plays, written by the GMs of those shifts.  In each you'll see the culmination of the orc theme that has been taking place on that shift leading up to the crawl.  What happens during the 4 crawls will impact these battles.

Tentative Event Schedule

  • Friday:
    • 4pm - Earliest Arrival Time allowed.
    • 4pm-9pm Set up.
    • 9pm-10pm: Recon (Combat Lite)
    • 11pm-Midnight: Sabotage (Stealth)
  • Saturday
    • 10am-11am: Base Protection (Defense)
    • Noon-1pm: Acquire Objectives (Offense)
    • 2pm-3pm: Boss Battle (2nd Shift)
    • 4pm-5pm: Boss Battle (3rd Shift)
    • 6pm-7pm Boss Battle (4th Shift)
    • 8pm-9pm Boss Battle (1st Shift)
  • Sunday
    • 8am: Final clean up
    • After Clean up: Loot Distribution.
    • Noon: Be gone from the site by this time.

 

Sanitary Considerations

Players who need to put contacts in should have access to the medic area to do so.  For the purposes of this event any player who needs to put on special make up for feb feast items (the tattoos from January 2022) will not need to do so.

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Timeline of New Information

  • Prior to the September Event
    • Focus is on sign ups so we can get a head count for planning.
  • September Event Weekend (September 2nd-4th)
    • Last chance to choose which crawl you want when you sign up.
  • After the September Event, before the October Event
    • Chris will post a narrative online regarding current events in and around Maplewood.
  • September 24th
    • Last chance to sign up.
  • October Event (October 7th-9th)
    • Last chance to pay.
  • After the October event
    • Chris will post a second narrative that will explain the story of the dungeon crawl in full.
    • The mechanics of how the crawl will work will get posted.
  • Weekend of October 16th
    • Preproduction for the dungeon crawl is due
  • The DUNGEON CRAWL (October 21st-23rd)
    • Fun is had.
  • October 30th
    • Preproduction for November is due
  • November Event (November 6-8th)

Game Mechanics

Convergence and the Crawl
Players will be allowed to use any number of rituals before the crawls and adventures begin.

Between each crawl and each adventure there will be a convergence, so any power points and per game day abilities will refresh.  Abilities that are X/event (such as on items) will not reset, you'll have to balance them out over the course of the weekend.

Death During A Crawl

During past dungeon crawls if you were dead at the end of the crawl it was a permanent character death (PCD).  These events will be different.  As each of them plays into one another.  If you end a crawl dead and no one takes you with them, there will be the opportunity to be revived during a future section.

More to Come Later
There will be some other mechanic information later, but for now we're focused on getting exact enrollment numbers figured out.  Expect for any special mechanic information to be posted in October.


Update History

  • Adventures A through D were previously labeled as "events" but because the word event has another meaning for our game, I changed the word.
  • To plan the crawls we need to know how many people are going to be in each one. We're sticking to September 24th as the last date to register, however we are closing allowing players to choose which crawl they want the September event weekend (September 4th). After that date if you register we'll assign you to one of the crawls that could use more people.  This has been included in the above information.

  • Originally there was a 5th crawl, there seemed to be no interest at all in it, likely because its the one that sounds the most like a standard event combat. As such, we're cancelling that one at this time (fewer events is a less packed schedule for everyone which is ultimately a good thing). Options 1-4 remain the same.  It has been removed from the information above.

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October 14th Mechanics Announcement

It’s time to fill you in on the mechanics you need to know about.

Gear

Unlike a normal event, players do not need to bring every piece of gear, or item they own into play.  They may choose what comes into play with them when they start a crawl or a battle.  However anything left out of play must stay that way for the duration of that crawl/ battle.

Convergences and Event Durations

The whole Dungeon Crawl counts as 1 single event for any mechanics that care about event duration.

There will be a convergence between each crawl and each adventure.  Players will also be allowed to perform any number of rituals during these times.

Special Mechanics

Reload 

During Crawls 3, 4 and the Adventures, there will be periods where the orc horde will regroup giving everyone a chance to reload.  When you hear an orange hat call “reload!” you (and the orcs) will have 2 minutes to collect ammunition as rapidly as you can, during this time no one is allowed to do things like attack each other, cast spells or take new ground.  Grab your arrows or spell spackets, and then return to where you started as quickly as you can.

Stairs and Ramps

Unfortunately the castle has stairs that are too steep for fighting on (and a bit slippery if its rained recently).  The same goes for the ramps that go to the battlements.  As such DO NOT FIGHT ON THE STAIRS OR THE RAMPS.  During any event taking place at the castle non-combatants should be assigned to the second floor to fire missile weapons, or cast spells, and if an enemy makes it to the base of the stairs they should be allowed to climb up and once on top npcs will not be fighting back, any hit (which will be easy to land) will automatically be a torso wound).  Some encounters may restrict access to these structures.  If you see orange tape across a ramp or stairs they may not be used at all.

The Crawls

Crawl 1 (Recon)

Crawl 1 players will be doing recon.  Your job will be to talk to survivors of the orc horde, rifle through things those survivors stole from the orcs for intel, and to recruit aid from refugees who are in a position to grant it.  These tasks will result in bonuses to other crawls and in the final battles.  You’ll also get information that will help the other crawls.  

Be careful though, not all of the information will be reliable.  Each piece of information gained will come 3 times.  Two of those will match, indicating it is accurate information, one of the 3 will contain misleading or false information.  Collect all 3 and you’ll know which one is wrong.  If you only get 1 or 2 you may not know for sure which one is accurate.  

Thankfully there will also be a limited number of special tokens available that allow you to determine if a statement is accurate or not as a back up plan.  At the end of the crawl everyone will come together with what they’ve gathered and they will be able to pick which statements to use the tokens on.

Crawl 2 (Stealth)

Crawl 2 players will be sabotaging an Orc camp.  Traps will be pre-set up at a variety of locations.  But unlike a normal trap, we are using traps as place holders for your acts of sabotage.  Your job is to INTENTIONALLY set off the traps.  You’ll be able to find them from the light sticks that are attached to them.  None of these traps will have trap tags in them; they will purely be used as noise makers.  A card representing what goal you accomplished will be in the trap.  Be sure to keep it to turn in after the crawl so we know what objectives were achieved.

Setting off a trap represents successfully accomplishing your goal of sabotaging an objective.  After the trap is set off, the orcs will be aware of your presence so you’re going to need to run like hell.

The good news is there will be get-away locations which if you reach successfully you’ll have “escaped” and orcs must stop pursuing you.  After the orcs leave you can go back and move on to a new target.

Why not just fight the orcs?  Because the guards don’t realize they are so vulnerable at this camp.  However for each orc you kill in regular combat we’ll be keeping a tally.  Kill too many and the orcs will recognize the threat and summon the Avatar and the horde.  When this happens the crawl is done.  Nothing further can be accomplished.

Any PC killed by the orcs will be taken to a holding cell in the camp, the orcs have learned to start interrogating enemies instead of just killing them.  They’ll be able to be rescued during this crawl, or failing that they will need to be rescued during their first Adventure.

The PC’s will get some bonuses too though to help them.  If a PC successfully sneaks up on an npc they can make a special call with melee attacks, “Execute” and if the NPC is caught unaware it counts as a torso wound.  These kills do not get added to the tally that ends the crawl.

PC’s will want to have potions on hand for any spells they need… remember incant’s need to be done loudly.

It’s up to the players to decide how to approach the orcs, from what direction, with how many people. 

Crawl 3 (Defense)

Crawl 3 players will be protecting a ritual being performed by allies while it is being assaulted by orcs.  This will be represented by an NPC who must be protected.  If that NPC falls, the ritual stops at the point the NPC died.

Based on how long the ritual goes on, players will get bonuses during the later Adventures (boss battles) which come after the crawls.  These bonuses come every 10 minutes the ritual goes on.  A healers tent will be present during these adventures which will gain access to the following spells.  An explanation of the tent appears later in this post in the section about the adventures.

  • 10 Minutes: Infinite Heal Body

  • 20 Minutes: Infinite Mend Armor

  • 30 Minutes: Infinite Restore Limb

  • 40 Minutes: Infinite Heal Mortal Wound

  • 50 Minutes: Infinite Improved Magic Armor

  • 60 Minutes: Infinite Synchronize

Crawl 4 (Offense)

Crawl 4 players will be trying to disrupt the supplies of the orcs.  The orcs will have 5 strong points, 1 of which is heavily defended, 3 will be in the middle, and 1 will begin under player control.  At each point an orange hat with a stopwatch will be present.  If players control a strong point with no orcs within 5 feet of it the orange hat will run the stop watch.  For each strong point players control for at least 30 minutes the orcs will fail in that objective.  Orcs will get buffs in the boss battles based on how many strong points they held.

 

Adventures (aka Boss Battles)

After the 4 crawls players will then be grouped by their normally assigned PC shift.  The GMs for those shifts will then be running a boss fight based on their shift’s orc theme.  Your job is to clear that portion of the keep.  During the battle a Healer’s “tent” will be located somewhere based on what the gms have in mind for their story.  Each PC who wishes to be stationed there will be able to cast certain spells an unlimited number of times from a specific list based on the results of crawl 3.

  • A character can cast these spells even if they don't know them as if they have access to a slotless tome. 
  • These spells have no power point cost. 
  • Only characters not participating on the front lines get access to this (think of it as giving the non-combatants a role in the fighting).

It would be wise to load up these individuals with scrolls and other consumables to hand out as well, so the fighters never need to waste time rifling through bags.  

It is also possible players will have access to a trebuchet based on Crawl 1.  The trebuchet will be a marked area where players can roll boulders to (you can’t pick them up until you get there, only roll), and then from that location THROW THEM.

Finally the big boss will have a special mechanic.  Whenever he calls out a specific phrase an orange hat nearby him will hold up a flag.  The flag will determine what special abilities he has for as long as that flag is up.  These flags will have symbols on them for colorblind players or as I commonly refer to them the Rules Marshals.  What those abilities are can be learned from the first dungeon crawl.  The flag (and it’s bearer) is not a valid target, it’s just information for people to be able to see what is happening.  Think of it as an aura being given off.

 

Important!

Adventure A corresponds with 2nd shift.

Adventure B corresponds with 3rd shift.

Adventure C corresponds with 4th shift.

Adventure D corresponds with 1st shift.

 

These are happening out of order to keep the night shifts at night.

Loot Distribution

 

Sunday morning after clean up is completely done loot will be distributed. It will be done as follows:

 

Players will form up into adventuring parties if they are in one.  Parties smaller than 4 will need to temporarily grab an independent player to get to 4 people.  Independent players (those without groups) will be asked to form temporary groups of 4.  They can alternately join existing parties if the parties are ok with that.  Each group will get a random bag of group loot to divide amongst themselves.  The bags will all be roughly equal in value.  Groups larger than 4 will get supplemental bags of additional things.  Players who NPC all weekend can join a group like any other player or take a supplemental bag for themselves.

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Last Minute Additions:

During the stealth crawl objectives will be marked by glowsticks which will be color coded based on what future crawl or adventure the objective will impact.  This should help you know where you are sneaking towards.

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Reserved I guess.  Mostly just bumping this over a spam bot.

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