Wednesday - Waiting on our TD Volunteer buddy
Our group, consisting entirely of Indy locals that live on the north side, makes a habit of coming downtown Wednesday evening before the con to get the lay of the land, do any administration what-have-you, and get dinner. This particular year we were left waiting for one of our group members to get out of his GM training Wednesday evening. When he finally came out, he had that devious glint in his eyes. We all knew immediately that he could see farther than us, and would bind us with ancient logics. Good things were in store.
Thursday - 6:49, Normal Lycans Afoot (puzzle)
This run consisted of my north-side group (mostly co-workers). We had a tough time with some of the puzzles, ultimately failing at lifting the egg out of the stump due to some considerable lack of coordination. Several of us knew what we needed to do, but pulling it all together proved impossible for us. People keep mentioning a treasure chest inside the stump, but there wasn't one on this particular run.
We failed the rope puzzle as well. We discerned immediately that we needed to make a star, but came to find out Sunday evening that we were missing several ropes when we came through this room, making the puzzle impossible.
We ultimately failed the final room with the elixirs as well. We knew that the statues had something to do with the solution, but at the time we couldn't determine what.
As our group's resident rogue, I had my first surprise of 2013 TD: something was up with the rogue boxes. In the training room of this run, I was noticing that I could set off the red light simply by tapping the stylus into one of the start/end holes. I was able to repeat this anomaly pretty consisting about 1 out of 4 taps, verifying that I wasn't, in fact, touching the sides of the groove. At first I wrote it off as a faulty box in the training room (the coach even stated that they had been having trouble with it). But as I attempted the first box in the run, I had the same issue. And again on the 2nd. And the 3rd. By this point, I was getting frustrated. I've got a pretty steady hand, and I knew I wasn't touching the sides. The GMs were kind enough to allow me to demonstrate my concerns, and I was able to show them that I could get the box to red light without touching any side walls. They seemed as confused as I, and they graciously allowed me to continue as they watched and verified that I could, in fact, get the stylus through the groove without touching the sides. At this point, I was theorizing that some maintenance on the rogue boxes had gone awry.
At the end of this run, we were feeling a little disillusioned as a group. We had a new player filling for one of our group who had a scheduling conflict. She found the experience less than stellar, but that was probably due more to our group dynamic than the run itself (though I will admit a burning hatred for that eagle egg).
During our treasure pulls, one of our newer members pulled a GoFGS. We were really excited, because in the past such a pull was a once-in-a-lifetime kind of thing. We excitedly told him its value and was a great pull it was. At this point, I was pulling for monster bits, blissfully ignorant of the cornucopia of URs and relics awaiting in the equipment bin.
Friday - 7:29, Normal Golembane (puzzle)
Same group, minus the new player. This run turned our collective frowns upside down. We had an amazing time and came out laughing and gleeful. I only wish that we could have had our newbie along on this one so she could had gotten a real taste of how awesome TD is.
We solved every puzzle, though we had at least one buzzer beater (we managed to solve the gear box mere seconds before time was up). The shackled genie was an excellent combat with some puzzle-like elements to it, though I feel like there should have been some bonus for parties with the foresight to free her rather than kill her (perhaps a small amount of healing). Nevertheless, the NPC played her partly marvelously, and accepted our applause with grace.
Our bard's antics and prose kept everyone laughing and having a good time, GMs included. We were tickled to death at GladOS's cameo in the final rooms. The final puzzle required a bit of thinking on our part. Being a group consisting almost entirely of software engineers, a binary Mastermind-esque puzzle was well within our realm of expertise. Unfortunately, our powers of perception were lacking, as we could have discerned the answer without any trial-and-error had we thought critically about what GladOS was saying in the prior room.
I had some trouble with the rogue boxes acting up on this run as well, though not all of them. Again, the GMs were polite and understanding when I was able to demonstrate the odd behavior of the boxes, though we were still at loss to explain it. At this point, I was seriously considering calling it quits on the boxes altogether for the rest of the con, especially considering that I was about to embark on my very first Nightmare run the following evening, and I'd had very little experience with the larger stylus.
During our treasure pulls, I was still pulling for monster bits when several members of my group pulled more relics and URs. At this point, I was suspicious and started asking around. We discovered that the equipment bin was fairly overflowing with purps and blues. I mentally kicked myself for not doing the appropriate research up front and dropping my first 30 pulls on the monster bits bucket (which, by the way.....not many monster bits in the monster bit bucket, apparently).
Saturday - 8:02, Nightmare Golembane (combat)
This run consisted of a few of my normal group, as well as an old friend of mine from way back. Said friend had been doing Nightmare runs for a couple years, so he gave us the rundown on what to expect in terms of difficulty and the kinds of preparation we would need to do. We had the gear, now it was time to put up or shut up.
The rest of the group was filled with singles and pairs, some geared, others new players. We all immediately jumped in to help gear the newbies and help them with any questions they had. Anything to make the coach's job easier, right?
When we got to the training room, I finally discovered the answer to my rogue box dilemma. As I showed the coach the strange behavior of the box, he considered what he was seeing. In years past, my technique has always been to have a low grip on the stylus with my thumb, index, and middle fingers. I then rest my pinky on the top plate of the box to stabilize my hand as I traversed the groove. This had never caused any issues in past years.
After a moment's consideration, the coach asked me to shift my grip higher on the stylus and try again. I did so, and discovered that in order to do so, I had to lift my hand away from the top plate of the box. After a few attempts, I determined that this had solved the issue. The coach then informed me that they had replaced the bottom plates in the boxes with solid brass, and that it was possible that the combination of that and my grip allowed a circuit to be completed through my hand resting on the top plate.
Following that explanation, I had no trouble completing the rogue boxes for the rest of the con, though I did have a few moments of high anxiety when doing the new spiral patterned box.
Ultimately, we got through the Nightmare run with no issues whatsoever, and had a great time doing it. I started pulling from the equipment bucket after this run, but alas, no URs or relics for me.
Sunday - 12:00, Hardcore Lycans Afoot (combat)
This was supposed to be a Nightmare run, but only 5 people showed up. A few minutes before we were to go to the training room, we had a couple of walk-ons, but they had never done TD before. We got them equipped and elected to downgrade to a Hardcore run.
My furious loathing of eagle eggs aside, we had no trouble surviving through the run, though we did get a bit panicked on the Will-o-wisp when we couldn't seem to hurt it quickly enough. Luckily our spellcasters were able to bring it down.
The Shambling Mound fight (at least, I assumed that's what it was) was delightfully hilarious for me. I had taken some push damage from the prior room, the river crossing, since my party apparently decided that they had to wait for me to do the rogue box before they could even start crossing the river (of course, I didn't find this out until I finished the box and turned around to find them all looming over me). It was at this point I discovered that I had left my bag of healing tokens sitting in the previous room next to the rogue box, and had to run back to retrieve them. When I returned, I was hastily pulling out enough stump waters to heal 11 points of damage, when I managed to drop a few tokens. I bent down to retrieve them, and as I was doing so, a creepy voice whispered in my ear.....heeelllloooo. I froze. Then a giant plant beast nabbed me and dragged me over to the corner of the room.
Now, I tend to dislike rooms that take a player and preclude them from doing anything. In years past, I feel like that person kinda gets cheated out of some of their participation in the dungeon. However, this particular NPC made being a captive a hilarious amount of fun. We danced, we sang, we got hit in the junk by my party members on more than one occasion (on the slider board, not literally). He kindly explained to me in hushed tones the deal with the room, and that I wasn't in danger of dying even if my party kept hitting me during combat. All-in-all, I had a great time.
17 more treasure pulls, and still no URs or relics. The rest of my group likewise pulled very little interesting on this run, but overall we got some great stuff. I did have a few moments of jealously that people were getting relics out of a box that I dropped a considerable amount of materials to craft, but ultimately our group will be better for it, so maybe I can convince them to run Nightmare next year.
And just like that, it was over. Another GenCon come and gone, with the same TD fun and excitement I've come to expect. Very well done.
I want to steal his pants....