My gaming group has been playing a Rangers of the Shadow Deep module in Sellswords (
AAR here) and as part of that, I wrote some basic dungeon rules for Sellswords. I've been slowly playtested them (I wrote up an earlier playtest on Warbard -
http://www.warbard.ca/2023/12/18/adventuring-in-a-dungeon-in-sellswords-spellslingers/). Yesterday we had a local gaming convention, so a good opportunity to playtest the rules a bit more with some randoms (along with some other bits of Sellswords I've reworked).
We ended up having 4 players - one member of my usual group, one occasional member of our group and 2 board gamers who'd never played Sellswords before. I DM-ed and played characters as other players came and went.
Overall, it went fairly well. We built 2 30 XP characters per player, so a total of 240 XP across the 4 players. We ended with only two dead (mostly due to some truly horrendous dice luck by one player).
As with the the prior run, it was 8 rooms - entrance, 6 random, exit. I shrank the last three pieces of dungeon on the fly as I found what I laid out was too much for the time frame - we were 3 hours in and only halfway.
The monsters ended up feeling a bit "samey" as I only brought skeletons. Definitely need to vary it up. And there was no big bad in the final room, which I think I would change next time. Gives a nice climactic fight to finish the game.
And lastly, I had a new set of event cards with scenario events and complications, plus a whole new traps list. I think these really helped, as default Sellswords can spawn a lot of foes.