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Playtesting Archons & Armigers

Today some friends and I finally tried playtesting Archons & Armigers. I gathered my main D&D group (the first people I ever played ttrpgs with back in ca. 2012) and ran the Caves of Chaos to get a feel for the character creation, combat system, and dungeon exploration procedures.

Play Report

The first half of the session consisted of impromptu Q&A and character creation. Everyone was receptive to & supportive of the overall idea. Character creation went smoothly, even my brother who had apparently been sleep-deprived for 40 hours beforehand(!?) didn't have any trouble rolling up an adventurer.

The party consisted of an Armiger, a Hierodule, a Thaumaturge, a Versifier, a Mountebank, and a Lemure.

I started them off in the ravine of the CoC rather than at the keep to get going faster. Lairs were reskinned for Antibor as follows:1

Anyways, they ended up poking their heads into lairs A, B, C, D, E, and G. With the kobold/skrog lair, they ended up falling for the tree ambush, but a really high reaction roll let them back off without a fight. In the goblin lair, they were outnumbered and got chased out. They didn't venture into either orc/nylock lair to trigger the traps there.

They decided to attack the Skrog ambushers as they seemed the least organized of the lairs they had checked so far. The player playing the versifier attempted to sedate the silver beasties with the following limerick:

A gaggle of gruff silver scrogs Got too much to drink of some grog The adventurers dared With their scrog foes impaired Now the drink makes them sleep like a log

Cackling, I gave it max on the subjective modifiers, but the roll was too high and the magic didn't take.

The combat went surprisingly well. Nobody had any difficulty with the ridiculous combat matrix, and the d12+damage > 10 to hit system worked really well (also easy to work with in Roll20). The idea of fighting in 'ranks' rather than using grid-based combat was an initial point of confusion, but it went smoothly after a round.

The players killed five skrogs before the defenders fled, and one of the 6 PCs was reduced to exactly 0 hit points. After the combat, three hours had elapsed, and we decided to call it a day.

General Feedback & Plans

Other Thoughts


  1. Details in Tabulated Teratological Taxonomy

#archons-and-armigers #game-design #session-report