Playing True Dungeon: LARP, escape room, and D&D campaign all in one

Those Frost Giants really messed us up! 10 feet tall with noses the size of bratwurst and hands like shovels, they towered over us. We would have been OK if we'd left them asleep. "If you talk above a whisper you'll wake them up," our guide told us. I'm fine whispering! We were all fine whispering. But the caged prisoner ruined everything.

"Help me!" she shouted. "Shh!" we all rasped. "Let me out!" she bellowed - and the damage was done. Up woke the giants and all hell broke loose. Our fighters were scooped up like pebbles and thrown into our spellcasters, and soon our bard, wizard and a fighter were dead. We hadn't much left to give. That goblin earlier had hurt us more than we expected, and the ice beast had been no pushover. Out of spells, out of options - and to top it off the giants were insulting us.

Had the horn not sounded signalling the end of the encounter, we'd have perished. As it was, a few of us went on. The dead silently followed.

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