Fourscore & Nevermore
Gunderholfen Session Reports
Session 1 (2025.3.14)
Starring
- Amsa, Magic User.
- Kiki, Elf.
- Lee the Daring, Magic User.
- Wulf, Dwarf.
The Events
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A: First contact.
This is the first room given in the module, and it's fairly scripted: this is the entrance you're pointed at, the only one signposted by a prominent structure on the outside. Inside, the DM is directed to have the kobolds give a warning, then attack. The events of the session were slightly different, but basically followed that pattern. The players went in and encountered the kobold guards, who identified themselves as members of the Monster Alliance. The players asked for passage, and were refused, so they made a brief attempt to identify themselves as other members of the Alliance. I used that an opportunity to introduce the idea that there's an internal conflict within the alliance, and to encourage hostility with the Kobolds. Really, the players have got to be hostile with at least one faction. The module's about killing people in a dungeon.
"Are you working for the goblins? Die, traitor!"
The combat with the guards was short and one-sided. They were defeated, the players stole their faction shields, and hid their corpses behind the statue on the North wall. They didn't even have a chance to flee to their pit trap.
Immediately after the combat, I actually rolled a goblin encounter. They were nonhostile and pleasantly surprised when the players told them that they'd just killed the kobolds the goblins came to attack, so they quickly retreated to tell their captain and take credit for the victory. I had them drop some info about their thoughts on the faction conflict: to be honest I think it was probably quite confusing for the players, to be given so much info about the opinions of these different dungeon groups on session 1. Ideally you want to leave that for a few session in, once everyone's committed to the game. However, one issue that I've experienced in the past is that, if an NPC withholds information because the DM considers it potentially boring or confusing, it can make the NPC come off as hostile and evasive, so these days I try to make everyone quite forthcoming with facts.
B: Big Fight.
In this next room, the players continued to impersonate members of the Monster Alliance, staying out of view of the guards. This involved some light stealth, handled through surprise rolls. Quite different from what I'm used to, not sure if I'm a fan: odds of success are a little low for my liking.
Wulf tricked the kobolds into thinking that they were under attack by goblins, and one guard left to inform the kobold captain about the attack. Well, I suppose they really were under attack! The poor other guard was left alone and deathmogged in short order. The players detoured to explore a side passage, and unfortunately got an encounter. I interpreted this as the kobolds returning. A big combat broke out, six whole kobolds! Terrifying stuff. Lee the Daring threatened them by brandishing a magic rod: several fled deeper into the dungeon. Still, the bodies piled up, and Wulf – having split off earlier to speak to the guards – took the brunt of the assault. We were precariously close to a death here.
C: Side Passages.
The players spent a bit of time investigting the glint of javelins by torchlight (in area 5), and looking for secret doors. They saw and ignored the poo pile (which didn't contain anything useful, very wise).
D: Second Wave.
Here, I rolled another kobold encounter, and the players did some listening to determine which path to take. They switched up their marching order to put Wulf at the center, moved north, away from the kobold shouts. This choice allowed them to avoid another group of six guards. Phew-
E: Pit Shenanigans & Hard Choices.
Here, there are two pre-placed guards. They were surprised, and I interpreted this as them sitting on the edge of the pit with their backs to the door. In combat, they were quickly pushed in and died.
Ahead, this junction is sort of poorly signalled as both passages just lead to similar caves full of mushrooms. There isn't really any motivation to prefer either one (I suppose the enemies in room 25a could potentially give sound cues). My map changes did ameliorate this somewhat, as 25a now has a light shining in due to its connection to the outside.
The players, now trapped by the kobold response, decided to push deeper into the caves in hopes of finding another exit.
F: Press to Pay Respects
Looking for an escape route, they basically bee-lined towards the ghoul in area 23. This path almost loops back round to the exit, but there's no connection. The ghoul here completely fumbled its sneak attack, failing to surprise and losing initiative. Regardless, it's a powerful foe, and managed to kill the character on the first-rank: the honour of first dead goes to Kiki the Elf.
Afterwards, they decided to cut their losses and give up on finding an alternate exit, so they retreated the way they came. As kobolds are slower than humans, fleeing auto-succeeded. I hadn't really put much thought into the chase rules when I read them, but they are kind of strange. I should probably have given the kobolds some attacks, but at this point there was 5 minutes left and I was trying to get the session over with.

Thoughts
The lethality was fine, though the treasure was somewhat lacking. No hoards were found, so I think that's just a case of bad luck.
The linearity was a bit of a problem: There were essentially only two decision points. This was something I spotted prior to the game, in fact I made changes in an attempt to address it, but they weren't actually observable during this session
as they were too large in scale. I jacquaysed the connections between each faction base, but didn't make any changes to the bases themselves.
✍ Adding it to the list.
The first floor of Gunderholfen is VERY linear, and I'd raise this as something that needs to be fixed before running it. Still, the session seemed to be enjoyable overall, and it goes to show that you don't need conform to all the conventional theories of game design to make something that can be run to create fun.
What's more: fair few system fumbles this session, so there's plenty of room for improvement for me as a BX GM.
First Impressions Prior To Play
Analysis
Here are my initial thoughts, from a detailed read of floors 1-3 and a skim of the rest. I'm concerned by the fact that the module gives me chud vibes. Of course, depiction is not endorsement. Regardless, I'm not running this as written, though I think it should be fairly trivial to rewrite. To give a few examples:
1. The module presents a race-essentialist viewpoint: races are described to have a single personality, and it's usually not good. It also provides a number of scripted encounters, and every one I've read so far presents the dungeon's inhabitants as murderous psychopaths.
"He is cruel and spiteful even for one of his race."
2. Reading ahead, there's a general obsession with "breeding", including multiple societies based on a sort of... Gender fascism?
"[Within Nizarian Halfling society] There is a general rivalry between the two sexes and the best way of thinking about their social structure would be to think of their society as containing two hostile camps which are bound together through strict adherence to law, the need to procreate, and the desire to defeat and conquer mutual enemies"
"The [Zathi] race is split along gender lines; red (male) and blue (female). Each side of the race is hostile to the other and engaged in a millennia old war that will not end till one side is destroyed... The race is able to breed due to a common genetic occurrence of hermaphroditism amongst both groups. These hermaphrodites are excluded from normal society and confined to ‘breeding’ dens where their only purpose is to mate with themselves and produce offspring. Due to this situation, the genetic pool of the red and blue Zathi is stagnant and the race as a whole is likely doomed to eventual oblivion [no, none of this lore is used in the module]"
3. Each faction on level 1 (kobolds, goblins, hobgoblins) has children in their lair, who are given attacks. So the expectation seems to be that nits make lice, go commit genocide.
On a less ideological front, the first three levels are very linear. Level 1 is a tree with zero loops, though levels 2 & 3 do have a few. The larger structure of the first three levels is linear too, with only one staircase between each one, with the exception one hidden loop-back. Gunderholfen seems to open up later on, so it may be a deliberate choice. Still, it's unfortunate that it opens with ≈ 30 hours of its weakest material.
Resulting Rewrites
Here's an overview of the changes I've made.
- I've jacquaysed the overall structure of level 1. It's now connected in a loop, and it's possible to go from one base to either of the others, the goblins no longer block the hobgolbins and kobolds from interacting.
- The stairs linking levels 1 & 2 are now placed such that there's one faction between them and each entrance, and this means that every faction can access them (rather than just the hobgoblins). I've placed an additional path linking levels 2 & 3.
- I've given the factions on level 1 names, a history, & conflict beyond resource war, removed the noncombatants: they were formerly a united army (of the Monster Alliance), but descended into chaos after their commander was murdered. The killer was a mysterious hooded figure, and each faction is pointing fingers at the others for the killing.
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