Thursday, February 19, 2009
Monster roles vs Player roles
Controller: Offensive characters who specialize in dealing damage to multiple foes or causing status effects.
Defender: High defense and good close up offense. They have powers that make it difficult to ignore them.
Leader: Inspire, heal, aid, and protect your allies, also has good defenses.
Striker: Deal high amounts of damage to a single target at a time.
Monster Roles:
Artillery: Do primarily ranged damage and protected well from ranged attacks.
Brute: High damage, low hit rate. High hit points, low defenses.
Controller: Manipulate enemies and the battlefield, inflict conditions on their adversaries.
Lurkers: Avoids attacks and deals high damage when they attack.
Minion: Cannon fodder.
Skirmisher: High mobility attackers, they are the baseline combat statistics for monsters.
Soldier: Low damage, high hit rate. Average hit points, high defenses. The opposite of Brutes. Have abilities that draw an enemies' fire.
They have three roles that they can have in addition to the others:
Elite: Two times as tough as a regular monster
Solo: Equal opponent of an entire party. Note that even though a Solo monster also has another role, but it must be able to function alone so the role is not as important for a Solo.
Leader: In addition to the functions of its main role, leaders grant bonuses and abilities to their allies. Unlike Elites or Solos, being a Leader does not increase the XP value of a monster.
Some of the player roles have direct analogues in the monster roles. Artillery, Lurkers, Brutes, and Skirmishers are all focused on damage dealing. This makes a lot of sense. Player roles exist as a way to facilitate teamwork. They present clear duties in combat with strengths built into the class. The DM has no need to co-operate with himself so the roles are different. Rather than a role defined as 'deal damage to one target', he should have roles defined by how he is using the monster. His Strikers need to be defined by how they deliver damage.
Defenders are almost a direct analogue to Soldiers. They have the same duties in combat, and some of the same strengths and weaknesses. Interestingly the player role of Controller is shared by Artillery and Controller monsters. The monster Controller says nothing about dealing damage to multiple foes, but instead is more focused on altering the battle in different ways.
Which brings us to Leaders. The player and monster definitions of Leaders are similar, but it is impossible to make a pure leader using the monster's roles. Your monster will be Brute (Leader), or more commonly Controller (Leader). This is unusual to me. If I were to make up an NPC Cleric focused on healing and supporting the other NPC's on his side, he would have to occupy some other role in the scheme before he became a Leader. Even more interesting, if I were to create a monster out of whole cloth that had a Cleric-like feel without using an established monster, I would need to choose one of the other main roles to base his stats on. Attack bonus, Defenses, hit points, these are all based on the six monster roles (excluding minions, of course). Adding a Leader template does not change the base stats at all.
Granted, creating a monster is less about his stats and scores, which can be tweaked to your liking anyhow, and more about the powers you pick. Still, I find it odd that there is no base monster role geared towards support. Say you want to make up a goblin shaman who heals in a different way than the cleric class. You create some cool powers appropriate for his level. He has a basic attack, and a suite of powers that heal and buff his allies. What role is he? By the book he is not a controller. By the book, he doesn't have a role. Your best bet is to call him Artillery or Soldier and ignore it from there.
My point is that the role system is great for finding and categorizing the monsters in the Monster Manual. How you use them, however, does not have to be in a rigid manner prescribed by the book. Just like player roles are flexible, monster roles do not have do define them wholly. Creating fighters who have high damage potential like strikers, or swordmages who have controller like abilities is easy and often done. Breaking the role's rigidity is par for the course, and will become easier as more books are released.
I hope you all excuse this self indulgent rant. A light bulb went off and I felt the need to put into words the mental block I had overcome. Questions or comments are welcome!
Jay
Wednesday, February 18, 2009
2/7 Actual Play: Southember
Sambrielle the Halfling Warlord, played by Jes
Zamir the Genasi Swordmage, played by Chris
This is in addition to our usual crowd:
Therryk played by Jay
Arlarond played by Dan
Lucan played by Colin
Ana played by Colin (Chelsea had something *better* than gaming)
Jesse ran again...
We picked up where we left off last time, having stripped the bodies of anything useful. We were told by Troap to remain where we were until noon. There was some paranoia about a probable attack, but we elected to wait, and give him the benefit of the doubt.
At around noontime a goblin with a hand mirror approached us. When he entered the glade, lightning struck from the mirror to his face, and we saw Troap's face appear over the original goblin's. He told us that we might have some success talking with the gnolls. They are slavers, primarily, and are upset that orcs keep killing what they see as potential slaves. He gave us a claw to show to the gnolls, and the goblin fell to the ground, dead.
We decided to heed his advice, and Scrag leads us to the gnoll encampment. As expected, the gnolls were mistrustful of our intentions at first, but when we showed them the claw they took us to see a leader.
Troap had arranged help for us, two valuable slaves. We are introduced to Sambrielle the halfling warlord and Zamir the genasi swordmage. Sambrielle was part of a unit of guards from fallcrest in the area, and did not think any of her companions had survived. Zamir was a wandering sage, exploring the Fens when he was captured to be sold. While it is understood that we do not intend to keep them in slavery, in order to not upset our hosts, we kept up the illusion that they were our slaves.
We were led to an island of forest in the midst of the gnoll camp. Under the boughs of a large tree a tent had been erected. Inside the tent were the leaders of the gnolls. Much about the nature of the legion is clarified at this point, and we took time to draw out a flowchart in parchment in an attempt to understand the power structures.
Despite our relatively warm welcome, the gnolls were not as willing as the goblins to desert the legion. The told us of the gnome revolt. Some time in the recent past, the gnomes had revolted, believing that the others of the legion would join them when they broke away. Instead, they were slaughtered and the survivors split up as slaves for the remaining factions. The gnolls did not want this to happen to them, understandably.
In an attempt to 'talk shop' with the gnoll slavers, Therryk inadvertently learns of some Eladrin slaves here, in the gnoll camp. The gnolls were holding six Eladrin, one of them a powerful fighter. We negotiated a price for them, and purchased the Eladrin (and one Kobold). We had no real leads on where we should go next, so we felt like this was a good opportunity to return these Eladrin to their home. In order to control them, the gnolls had put their eyes out, and we led the crippled men and women to their home.
The eladrin city, Southember was a shadow of it's former glory. As we approached we saw the ruined fortifications that did not fade into the Feywild with the rest of the city. Even though the swamp had not yet managed to erase the beauty of nature from the city proper, it was abandoned and the outer parts had fallen into disuse and disrepair. We were allowed to speak with Kerlos, and brought into the center of Southember.
They were happy that we had brought their people back, but somewhat disturbed that we had bought them as slaves, giving the gnolls more gold to use in their war effort. The whole approach we were using, of attempting to break the Legion from within, was derided by the Eladrin that we spoke with. They counted 60 of their people missing or killed so far. The efforts to translate the Orcish Prophesy had not been tremendously successful, but there was some talk of a Therming Stone, an artifact supposedly kept in the South, and what we could to to derail the plans of the Red Champion.
We did share what we knew of the power situation with them, and offered our help in protecting the city. Kerlos had a job for us right away, luckily, and the next morning we left in a wagon for an Eladrin outpost. Many of the supply trains had been lost recently, and in attempt to draw the ambushers out we were posing as a lone supply wagon traveling to an outlying hold of the Eladrin.
We got within about 15 feet of the gate when we were ambushed by orcs. As often happens, we got strung out early and spent the fight trying to get back together:
The post-it represents our wagon with all non-eladrin or elf looking folk hiding under the silk canopy (only Eladrin. . .). As soon as the trap is sprung Lucan and Ana charge forward, and Sambrielle climbs up on the wall. The other two defenders are still waiting in the wagon.With us strung out like that the two Hobgoblins fighting Ana shout the signal and slam the gate shut. From it's recess in the wall it slides out and crushes her against the opposite wall. Sambrielle leaps down to protect her friend, and the rest of the party is not far behind. Therryk clambers over the wall and leaps down with an attack to help protect Ana. Zamir places his mark on the other one, preparing to teleport through when he can.
Lucan struggles to get over the wall, but eventually the three defenders get into play and keep the heat off of Ana, allowing her to be pulled from danger. The Orc caster who was on the roof of the building disappears inside, and then appears at a window cursing us constantly with an armor debuff. Another group of orcs charges from the building and engages us. By now we have marginal control of the battle, and Arlarond is able to conjure a huge storm of Ice over the orcs, marked by the blue corners.
The new orcs are not minions like the earlier ones, and do not go down easily. The two hobgoblins (Soldiers) have high enough AC and low enough to hit that Therryk and Zamir spend several rounds whiffing back and forth with them. In that time Lucan dances through the orcs, stabbing with his trident and marking most of them. In a rush to get at Arlarond, who is laying down copious amount of damage, they provoke attack after attack, and only one manages to get through. He gets over the wall and goes after the caster.The orcs begin to fall, and one of the hobgoblins finally goes down, leaving Lucan free to charge into the building at the caster.
Arlarond manages to finish off the orc in his face, and the final hobgoblin drops, leaving the orc in the window facing all of us alone. He is forced from the window by Lucan, but manages to grab the windowsill on his way out. Lucan stabs his trident into his hand and into the wood below it, pinning him there. Zamir's sword flashes with lightning and the caster is forcibly yanked down and across the battlefield to his feet...~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is what I get for waiting too long to do this. 11 days and spotty notes means that much of this may not be exact or as detailed as it could be. We did not play last week due to the Valentine's Day conflict.
I abbreviated a lengthy amount of conversing at the gnoll camp. We went back and forth and over things multiple times, and came away with the sketch I posted here. It may be illegible due to it's rushed nature and cruddy picture, so I'll attempt interpretation:
11 o'clock - Splinterpaw Gnolls, slavers and members of the Legion of the Chimera.
12 o'clock - Gnomes, former members of the Legion of the Chimera and now slaves primarily held by the gnolls.
10 o'clock - Your guess is as good as mine...
8 o'clock - White Hills Goblins, led by Troap, and current members of the Legion of the Chimera
6 o'clock - Lizardfolk, members of the Legion of the Chimera, their numbers and affiliations are unknown.
5 o'clock - Children of the Five - Kobolds, members of the Legion of the Chimera and loyal to the orcs and their cause.
3 o'clock - Bloodspear Orcs - led by the Chunagarat (Red Champion in Orcish), the core of the Legion of the Chimera, they number at least 200.
Center - Drow - members of the legion of the Chimera, their numbers and affiliations are unknown.
2 o'clock - Your guess is as good as mine...
There are other goblin tribes, the total number of goblins is around 400, and the remaining allies number between 500-1000. That is a grand total of 1,100-1,600 in their army.
There was also some discussion about why Therryk wanted to buy a slave. I really tried to approach his alignment from his past as a ne'er-do-well, and as a Paladin of the god of civilization. From *his* prospective, slaves are a necissary evil. For most humanoids slavery is a way of life, and he has no problem as long as it benefits his God's ultimate goals.So he bought a Kobold slave. Nominally to gather info, but also because of a bit of roleplaying. Plus, we now have one more on our list of replacement PC's:
The Graygrinder children
A sailor on the Dragon's Bane
Scrag
Unnamed Kobold
And I do love Kobolds so. The next session should be on the 28th, this week I am running a one-shot low magic first level game with some of the preview classes available. Hopefully it goes well...
Jay
Tuesday, February 3, 2009
1/31 Actual Play: Regime Change
Jay: Therryk, a dragonborn paladin
Dan: Arlarond, a human wizard
Colin: Lucan, an elven fighter
Chelsea: Ana, a half elven cleric
Jesse: Jesse, a human DM
We began the session by releasing the gnolls we interrogated last session. It was decided that we should let someone know of what we have learned, and Therryk somewhat uncharacteristically had a good idea, and we went into town to talk to Arlarond's master about it. Therryk felt that including Lord Markelhay automatically made it official, which might be bad.
The Book that the Gnolls were looking for, The Prophesies of the Orcish Crusades, was not in Lord Markelhay's library. We were able to learn a scrap of information about it, however, that guided our next few decisions. The only known translation out of the original tongue was done by an Eladrin scholar, Solitare. All roads lead to the Eladrin, so that is the next destination for our heroes.
We return to the Moonstone keep with Ana to tell her father that this plot appears to have some real substance. Instead of random marauding orcs, this looks to be an organized movement with clear goals. According to the Gnoll we interrogated, the ultimate success for the Legion of the Chimera would be the eradication of civilized peoples in the Vale.
Lord Markelhay and Kerlos are aware of some of the threat, and Kerlos was already planning on going back to the Fens to help with preparations and to discuss the situation with Fallcrest. He had made an arrangement with Lord Markelhay to allow for labor sharing in the quarries. The two communities would work together pulling stone from the earth to build fortifications. Whether the sides would later try to tear each other's fortifications down will remain to be seen.
Lord Markelhay gives his blessing to journey to the Eladrin city, and we join with Kerlos and his remaining men the next day. The swiftest method is to take a boat downriver and then cross overland through the swamps. We go to our usual boat, and find that it's captain has renamed it Dragon's Bane.
The journey takes days, and the antsy party passes time by maintaining their fighting form with the crew. Kerlos indicates when it is time for us to disembark, and we begin the overland portion of our travels. He is skilled at navigating the treacherous terrain, and the travelling is swift. Two oddities are observed during our travels. The first is odd lights that appear in the sky. We are warned by Kerlos that legend tells that the lights will steal your soul if you stare too long. The other is a shimmering curtain hanging in the air. As we approach, Kerlos tells us that they are what remains of the former beauty of the land, curtained off from the decay by some unknown means. They are rare and shrinking as time wears on. He suggests that as night is falling, it might make a good resting place.
We set up camp in the middle of this island in the muck, and appreciate the quality that allows us to see out and prevents observers from seeing through the shimmering curtain. Partway through the night we are awoken by Kerlos. One of his men scouting the area discovered a small group of goblins travelling past us. We immediately prepare for battle, despite his wish that we just follow them and discover the location of their camp.
Battle is opened with Arlarond fireballing the 5 goblins. It ends there too, as they all drop to the assault and begin sinking in the brackish water. We are able to rescue 3 of them, and bring them back to our camp to question them.
We awaken the seeming leader of the troupe, and begin to ask questions. His name is Scrag, and when he is assured that we have slain his companions (to prevent them from ratting him out for squealing) he was very forthcoming about his intentions and what he knew of the plans of his tribe.
The White Hills Goblins are native to beautiful white hills far to the West. They were directed by the legion to come to the stinking Witchlight Fens. Scrag was not happy with the decision, and was willing to help us return to his camp and possibly allow his people to return home. He holds no position of authority, but was chosen to lead the scouting group simply because of his ability to return home. They were scouting out another goblin camp, not the Eladrin city. It appeared to us that the Legion might be showing a few cracks.
Kerlos and his men took the two surviving goblins back to their city, and we followed Scrag through the swamp for the rest of the night. We began to appreciate the skill with which Kerlos led us through the region. Scrag seemed to find pits of much as deep as he was tall, and briers and brambles. After a brief confusion where we thought he might be lost, we sighted a hill in the near distance, and he pronounced us home. He assured us that showing a white flag was a sign of peace even to goblins, and that we would be given the opportunity to speak if we presented one.
Scrag led the Heroes of Fallcrest into the squalid goblin camp. Aside from a hastily build structure at the peak of the hill, the goblins were all living in tents and other makeshift shelter. Since it was early yet, he offered to let us sleep in his tent until their boss woke up. He cooked us 'soup', which was as disturbing as you can imagine, and pampered us in similar fashion until we are allowed to speak with the goblin boss.
His name is Troap, and he is rumored to be a shaman or sorcerer of great ability. We are led to the building at the top of the hill and led inside. In the corners are four goblins with blank eyes and short swords. The situation begins to fall apart rather quickly. It turns out that the White Hills goblins are led not by one chieftain, but by a few different goblins, and Troap is but one, and this is just his camp of goblins. Each leader has his own camp filled with goblins, and even if Troap were to dislike the Legion as much as Scrag, which he doesn't, he can't speak for the whole tribe.
Redemption comes with a proposition to Troap. If we eliminate the other goblins leaders and allow him to be set up as the sole Chief of the tribe, he agrees to lead them from the Fens. It is decided that we will wait in ambush for a meeting of the leaders of the tribe, and slay them all. We all grab a chain and Arlarond creates the illusion of manacles. We are led from the village by Scrag, apparently to be sold to the Gnoll slavers. In reality, we go to one of the curtained off islands and prepare for an ambush. After nearly a day waiting we are informed via an animal messenger that the meeting is set for midnight.
We set up for the ambush. Arlarond has learned a new ritual that he can ward creatures away with, so we set up with Scrag at the top of a tree, Arlarond below him, and Ana at the base, and ward the whole area against goblins attacking. His ritual is performed beautifully, and we are sure that they will be reasonably protected. Lucan and Therryk climb trees and wait, hiding, for our victims to show up.
This is after the surprise round. The Christmasy character at the top is a Hobgoblin leader who came accompanied by two skeletons. To the right is a goblin fighter with 4 retainers. The fellow in the middle is Troap, who came alone. On the left is a goblin caster with 4 gnomish slaves. Therryk was spotted right away and the surprise round had he and Lucan leaping from their perches to attack the leaders of their respective groups:- The Hobgoblin seemed like the biggest threat so Lucan and Arlarond concentrated on him. He died quickly.
- The warding against our attackers did not protect against undead or fey, so our plan lost some of its appeal when the skeletons walked right past the black line.
- Two of the Gnomes snapped rods in two and a large monster made of muck rose from the swamp. It was a Wichlight Mire Golem.
- From his protected position Arlarond rained down his death in a more efficient fashion than normal. The goblin that Theryyk ended up fighting was accompanied by minions, and Arlarond cleaned them out quickly. He activated his flaming shroud and caught skeletons and the goblin caster who were too close for his liking.
- The caster was rough. He had an insect theme, summoning a scorpion to attack twice, and attacking our minds with visions of swarming, biting bugs.
- Lucan didn't end up straying far from where he started, either. The Hobgoblin went down, and the Golem stepped right up and went toe to toe with him the rest of the fight.
- The Golem had several nasty abilities. He could create mucky difficult terrain right underneath you, and then got a bonus to his melee attacks against enemies in difficult terrain. He went twice a round, too, which might have seemed like a good idea at first but...
- Lucan had his deadly trident aura up, and Ana summoned her Consecrated ground, meaning that twice a round they were doing automatic damage to the Golem.

- The fire shroud killed of the skeletons, and Ana sparred with the last Gnome, but the real battle was the Golem and the Goblin caster.
- Getting the Golem bloodied did not take as long as killing it, and the caster recharged his scorpion power. Ana was keeping Lucan propped up, since he was the focus of most of the hits from both of the big assailants.
- When the Golem went down the caster made a break for it, but the ongoing fire damage from the fire shroud took him down after only a couple rounds of running.
We ended there....
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Once again we derailed the DM's plans pretty fiercely. Luckily this is all part of the joy of playing in a sandboxy game. Jesse handled it super without a hitch, though I think we all knew that no DM plans on his PC's entering into that kind of negotiation with a goblin tribe. That is what made it fun.
The highlight for me was Jesse statting up a Mire Golem like the Gravel Golem that I threw at them a few sessions ago. It is just that kind of internal consistency that makes a world fun to play in. Rotating DM's does not seem to be ruining this at all. If I had to guess, I'd say that we are going out of the way to include stuff from other campaigns, leading to above average internal consistency. That is just my opinion, perhaps other multi-DMed campaigns have suffered the opposite problem.
I am enjoying this chance to get to roleplay Therryk a little better. I still struggle from making him too flat in the beginning. Next level begins the deepening with my second multiclass feat, this one moving me into retraining some Warlord powers. It is 100% clear to me that paragon multiclassing is not more *powerful*, but I am more concerned about depth, at this point. I am willing to sacrifice power for utility, for sure. Strength Paladins suffer a lot with this. Take a look at what I can do right now at 5th level:
- Holy Strike - Radiant Damage
- Valiant Strike - Damage, better chance to hit
- Radiant Smite - Radiant Damage
- Staggering Smite - Damage and push
- Paladin's Judgement - Damage and heal
- Martyr's Retribution - Damage
- Martyr's Blessing - Protect an adjacent ally from damage
I understand that you could make say. . .a ranger that has little else to offer besides damage, my issue is that Strength Paladins have such a dearth of powers to choose from, and the ones they have are bland. Neither At-will has an effect. What is that about?! Bah.
Here's hoping Divine Power fixes this a bit, and that Therryk is still around to benefit from it. That's right, with all my apparent self hatred, I do like playing him, and he is useful as a damage sponge, healer, and off-striker. He has good AC, reasonable HP's considering his mediocre con, lots of surges, and does fancy damage on occasion.
I'll see if Jesse has the stats on that Golem for me to post. Colin and Chelsea took some pics, too, so maybe I'll make a second post, an update to this one later.
Jay
Wednesday, January 28, 2009
Failure is the Spice of Life
I'll wait while you go and read it. Go ahead, it's short.
I really got kind of excited trying to think of a creative answer to his post. His campaign world just got a lot more complicated. While complication does not always directly correlate to excitement, in this case, and in a lot of cases, it can. I began to realize that this is not the only situation where failure was a good thing...
Star Wars
While the original series is full of triumphs for the PC's, it also has it's failures. Half of The Empire Strikes back, my personal favorite, is a direct consequence of Han Solo failing his Mechanics roll and stranding the Millennium Falcon in normal space. The heroes still win in the end.
On the surface, this is not a good example for a role playing hook, but consider the string of failures, starting from Episode I, that I can think of right now:
- Obi-Wan and Qui Gonn fail to defeat the droids and get to the bridge, forcing the trade federation to sign a treaty and forestalling the war.
- Yoda failed in his battle against the Emperor.
- Leia failed to deliver the Death Star plans to Obi-Wan.
- Luke failed his rescue of Han and Leia, and loses a hand.
- The rebels fail in their assault of the shield bunker, and are only saved by the introduction of several key NPC's.
I am only highlighting failures that could arise in a similar situation in a role playing game. Did your players fail an encounter that was a lynch pin of the storyline? Perhaps they will need to take the story in a different direction.
Lord of the Rings
Gandalf's
The largest failure is the encounter where Boromir dies. Admittedly the sheer number of orcs makes me think it is above their level a bit, but regardless it derailed the story somewhat, and split the fellowship. This is the kind of consequence that can destroy a party. The group most likely to be PC's (thanks Shamus!) goes on an entirely different quest to rescue their friends captured in the attack. A perfect resolution for a failed encounter.
The other group fails their skill challenge in traveling through the wilderness and gets captured, and has to succeed in a more difficult skill challenge where they lose one of their PC's. Assuming Gollum is a PC. He is actually representative of a few PC's I have seen...
To avoid this post becoming too long to read I'll stop the movie examples there. Failure is a great opportunity to change the tone of the game, and to bring in an element that you might feel is missing in your games. In our own game which is well documented here, failure could have drastically changed the direction of the game at several key times:
- The first adventure was a success with the defeat of the Necromancer. Had he escaped, the party would have one more powerful enemy in their Rogues Gallery.
- Our fight with the necrotic essence in the strange catacombs under the Giant's Temple could have unleashed a dark presence on the region, had we failed, or exacerbated the problem.
- Our most recent adventure could have ended with a war.
What about you? Any failures that ended up becoming the beginning of a new adventure?
Jay
Saturday, January 24, 2009
1/24 Actual Play: Scooby Doo
Jesse DMed and did not play much of Halma, as will be seen in the write up.
Chelsea playing Ana the Half Elf Cleric
Colin playing Lucan the Elf Fighter
Dan playing Arlarond the Human Wizard
Josh playing Kithieren the Eladrin Swordmage
Jay playing Therryk the Dragonborn Paladin
We picked up right where we left off last session. The party had just defeated the Eladrin in combat and we moved to check for survivors. We were able to subdue 5 of them, and 2 died. The mage who got a thrown axe to the head and the rogue who burned to death both did not make it. Three keep guards were killed as well. Kerlos was obviously disturbed, but resumed his conversation with Lord Markelhay and ordered his guards to keep this quiet for now. The dwarven steward of the keep and one trusted guard moved the fallen out of sight for now and kept watch on the upper level.

The tree line is to the left, with the goblins all massed on the roof of the building to the right. The square is a tower, 30 feet high. Kithieren is the one in front, he just ran to the corner there. Therryk was only able to get partway across in the surprise round. The rest of the PC's have yet to act:
- Kithieren shows off his fey heritage by teleporting to the top of the tower and attacking the goblins there.
- Lucan uses his trident to vault himself up onto the crumbling structure. He is such a badass.
- Arlarond shows off his shiny new spell and fireballs the sleeping goblins. They are now awake and crispy on one side.
- Angry goblins swarm Lucan, surrounding him almost completely. He is delighted, since now he can use *his* brand new daily, one that pokes all the adjacent enemies with his trident.
- Ana keeps to the rear, healing and calling her god's favor down on the increasingly overextended heroes
- Therryk misses pretty much entirely, with both encounter powers and one daily, plus most at-wills. He is a non issue this fight.
- Gnolls appear behind the goblins from their concealment in the rubble. Two gnolls with bows begin shooting arrows at the closest members of the party, who also happen to be the surrounded members of the party, Lucan and Kithieren.
- Kithieren displays his teleportation and elemental mastery by pretty much going where he pleases and attacking multiple enemies.
- One such attack vaporized a goblin and damaged several others, allowing him to teleport to a more advantageous position.
- Ana consecrated a patch of ground and began moving it around the battlefield. Enemies that stayed too long began to get hurt, and hurt allies recovered their strength.
- Arlarond put a sheet of ice on the tower and the stairs, causing two goblins to fall to their deaths when they lost their footing.
- We began to turn the tide, despite Lucan falling and Kithieren becoming close to falling himself. Arlarond's impressive damage and Lucan's deadly aura made it an inevitable win for us.
- Blue rings are Lucan's mark, Orange is Kithieren's, and Pink would be Therryk's, if he had any. Red are bloodied.
- The last goblin bolted, and Lucan and Therryk chased him down. The two gnolls in the tower shooting arrows kept it up, but Arlarond conjured his flaming sphere in the room, and Ana moved her consecrated ground to cover the same area, and the arrows soon stopped.
The only gnolls to survive were the last two. We tied them up and set up camp to rest for the night. During the night one of them woke up and began howling and yelping, waking us up. He was stubborn, but we were able to reach an agreement. He told us all we wanted to know, and we let him go. He was upset with us for killing their goblin slaves. They had come here and sent their slaves into the city to steal some kind of book of prophecy. We discovered that his tribe was working with other tribes who call the Wichlight Fens their home. They made up something called the legion. We went back to sleep, anticipating a trip to the Fens first thing in the morning.
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It is rougher than I thought to do these as a player, coming from a few sessions as a DM. I didn't take the notes I should have...but I got pictures?
So these little notes might be shorter, since I don't have DMing feelings to share. I was disappointed in my character though. Utter fail as a *defender*. He would be a sub-par striker if he could hit with any sort of regularity. I do blame the dice. By the numbers, I should be more effective.
Having seen a swordmage in play for the first time, I am pretty impressed. Very high magic flavor and an effective suite of powers. Like, the opposite of a paladin. Okay, enough sour grapes, I promise. Eladrin seem to be destined to be swordmages, it seemed like Josh had a good time, too. Hope he is able to keep playing with us.
With no DMing in the near future for me, I have been thinking a lot about other aspects of roleplaying. Perhaps if I feel like any of those thoughts are in any way profound I'll post one or two. Perhaps.
Jay
Wednesday, January 21, 2009
1/17 Actual Play: Lots of answers, lots of questions. Kinda like Lost.
Jay: the zombified (due to his DMPC status) Therryk, a Dragonborn Paladin/Warlord
Chelsea: Ana, the Half Elf Cleric of the Platinum God, and bastard daughter of Lord Markelhay
Jesse: Halma the Human Rogue and aged streetrat of Fallcrest
Colin: Lucan the Elven Fighter and self exiled former warrior for the proud elven tribes
Dan: Arlarond, Human Wizard with a back story ripe for exploitation by the DM
We picked things up right where we left off, after a short recap of recent events. The party, thinking to explore the now abandoned mine, approached the only structure there. When they get near it, an Eladrin steps through the Feywild and appears directly in front of them.
He introduces himself declares his intent to kill the party for what they have seen and done. Some back and forth diffuses the immediate tension, but whether or not killing will happen is far from certain. His associates open the door and saunter out of the cabin, and the party now faces 8 well armed and competent Eladrin warriors.
The leader of the Eladrin, who gives his name later as Kerlos, is very calm about informing the party that this quarry was theirs, and that they had no problem allowing the people of Fallcrest to use it for now. Eventually they would come and take what they wanted or needed from them. He agrees to go with the party to Fallcrest to discuss a possible non-violent end to this confrontation.
During the journey several conversations are had:
- Kerlos is not afraid to let the party know some small details about him and his people, as he does not fear them. His people have recently returned from the Feywild after a long absence, and were quarrying material to build fortifications for their city.
- He indicates that in the past his people had been in a conflict with the people of Fallcrest. Though many races make up the population of the city, he and his people refer to them as the Humans.
- In a conversation with an Eladrin wizard, Arlarond is mistaken for his master, indicating that the Eladrin know of him from the previous conflict.
- Kerlos' people aren't too keen on him doing this. They would like to just kill the party and get on with it.
The party makes it to the plains outside Fallcrest after a couple of day's travel and decided to enter the city in the morning. They think that Lord Markelhay might be inclined to harm or discredit the Eladrin, and that bringing them in with a fanfare, escorted by the Heroes of Fallcrest, might bring them some measure of protection.
Three things happen before they get back to Fallcrest:
- Halma sneaks into the city to spread the word that the heroes are returning. He goes straight to the docks and finds the crew of their ship. They are more than willing to help, and split up to cover more ground. He then goes to the Half-moon trading house, the clients that the Guild was recovering the goods for, and is able to determine that their belongings were returned.
- Arlarond is visited by his master and a mysterious outsider. A traveling circle appeared outside the camp shortly after dawn, and Nimozaran the Green and another robed figure step through. They pull Arlarond aside and speak with him. The party doesn't overhear anything, but they do witness the other man pulling his hood back. It is a warforged, with the holy symbol of Ioun emblazoned on his chest. Arlarond shares some of his new knowledge with the party
- While Arlarond is talking with his master, Ana sneaks away. She is conflicted and wants to give her father a heads up. She makes it into town, and is able to speak with her father.
Lord Markelhay is still hosting the Elven Lords that arrived during the Festival. He tells Ana that they have been telling her about the Eladrin returning, too, and that her report is enough to convince him of it's truth. He was certain that the Eladrin had 'sunk below the swamp', but where magic is concerned anything is possible. Ana tells him that the party believes that all the nasties that they have been fighting recently could all be part of a rift that is somewhere in the Wichlight Fens. She thinks that he should at least consider talking with these Eladrin, as Fallcrest can use all the help it can muster if there is another threat on the horizon. The Drow, the Undead cult, these marauding demihumans, and now Eladrin might be too much for Fallcrest to deal with on it's own. He agrees to speak with their leader.
She catches up with the party as they are traveling to the gates of Fallcrest and learns what the rest of the party learned from Arlarond. There is no rift.
At some point more than 30 years ago, but not much, the city of Fallcrest and an Eladrin settlement began fighting. The Eladrin claim that this conflict was because they are entitled to the Nentir Vale. The fighting escalated until the point where some cataclysm happened. The Eladrin completed some ritual designed to win them the war. In response, the wizards of the tower prepared a ritual to rob the Eladrin of their power. As Fey creatures they naturally chose a place to live that was beautiful and close to the Feywild. Nimozaran the Green earned his title be performing a ritual that destroyed the land around the Eladrin city, and shortly after that they disappeared.
Arlarond thinks, as do many who know of this war, that the Eladrin created the plague. His master stressed that there is no evidence of this. The plague is entirely natural, as far as he can tell. Despite their new suspicion they party decides to 'give peace a chance'. The Heroes of Fallcrest are greeted with a roaring crowd. The Lord has managed to get ceremonial guards onto the palisade, and constables keep the road clear enough for the party to make their way to the makeshift stage. The Elven lords are there, as is Lord Markelhay. Nimozaran is absent. Ana speaks first, and welcomes the Eladrin emissaries to their city. Lord Markelhay follows her, and genuinely seems to support the idea of working with the Eladrin. He declares the Fall Festival should continue, and the crowd roars as the whole group of them, Heroes, Eladrin, Elves, and dignitaries, make their way to the Moonstone Keep.
Several party members detect what they feel are unsettling looks and conspiratorial glances between members of Kerlos' retinue. When the whole group gets to the keep, Lord Markelhay and Kerlos begin their talks informally, in his study, and the other groups are led to separate sitting rooms.
Lucan takes the opportunity to speak with the Elf Lords. He had been avoiding them. It is clear that they hold him no ill will, and they begin to speak about recent goblin activities. He tells them of the goblins they have run into, and he finds out that just last night a group of Goblins came over the outer wall and into the courtyard of the Moonstone Keep. These goblins, like the ones Lucan had fought with the party, all had obliterated their ritual scars with ugly brands on the palms of their hands.
His conversation is interrupted by the sound of shattering wood. The Eladrin have made their move. Halma is just getting back from the kitchen, having gone to grab some snacks for the party:
- The upper floor of the Moonstone Keep is not a place for big, epic, open battles. It became a dirty, scary slaughter.
- The dissatisfied Eladrin troops began their assault by kicking in the guard room door outside of Lord Markelhay's study. This attracted the attention of the Elves, who joined in the fight.
- Kerlos was the first one there, and he shouted at them to stop. They did not listen.
- Lucan and Arlarond made up the choke points at the ends of the two halls where the fighting occurred. Arlarond was next to Kerlos, but the sneak on the other side was still able to get some cuts in on him.
- Lucan did a great job of keeping the Eladrin bottled in on his end, despite the teleportation of the Eladrin. By the end of the fight all of them had used their power, yet none got away past Lucan.
- Halma arrived with the food, and did the only natural thing. He flung the pitcher of cheap wine 30 feet down the hall and struck the other rogue with it, drenching her.
- The first round of actual combat was clearly in the party's favor. The Eladrin Warlord died. None of the good guys were seriously hurt.
- The second round all hell broke loose. The two wizards on the other side got off their dailies, and spent action points to shoot off their encounter powers.
- The two rangers did the same, and dropped Lucan and Halma into negatives.
- Ana and Therryk finally made it to the fight after that, Ana just in time to heal her fallen comrades, and Therryk to hurl his axe at the rogue, and then charge her, lighting the cheap liquor on fire with his enchanted axe.
- The focus fire on the rogue killed her before she was able to go again.
- After being on full defense for two rounds, Kerlos finally acted, and his action was to attack the other Eladrin. Two rounds of shouting at them to stop did nothing, so he felt compelled to act.
- Arlarond conjured his fiery orb, and because of the size of the room it shut most of the attempts at escape by the Eladrin down. Unfortunately, it also dropped the just-healed Halma back into negatives.
- The Eladrin were now on the defensive, but the fight was still about even, with 5 of them to the 5 party members and Kerlos. Ana's healing was amped up considerably because of her daily, and both defenders were now in play.
- The only melee fighter left on the other side dropped, and even though the two wizards and two rangers put up a fight, it only took another round or two to finish them off.
We stopped after searching the bodies and recovering more phat lewt. Jesse wanted to pick up right away, and I'm a little nervous...
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My last DMing for awhile. I was reasonably proud of how it turned out. I don't know why it is so hard for me to say, but I have been fibbing about something for awhile now, and it's bugging me, so here it is:
I don't prep for games.
Of course, I sat down at the beginning and wrote out a one page outline, and after I had decided on the 3 story encounters I put together 4 more *random* encounters. I knew what would happen if the party chose to follow the hooks. I knew what I would do if they didn't.
The rest of it was me, standing in the shower, driving to work, falling asleep in church, whenever, just thinking about what I had laid out, and why.
So, when the party decided to talk rather than kill, they were not destroying any sort of carefully planned anything. I had not planned anything. I knew what I knew (Eladrin had a war with Fallcrest!) . I had 5 NPC character sheets and that was all. I ad-libbed everything. I made some things up.
Some of the stuff I had thought about came in handy. I had thought that if the party needed some exposition regarding the whole mission to the quarry, Nimozoran should be the one to do it, in a mysterious, comes at night and goes with a teleportation ritual sort of way. All this stuff was sort of floating in my head, and when it all came out . . . it came out better than I thought it would. I am not trying to convince anyone that this is Shakespeare, just that I was entertained, and hopefully so were my friends, and . . . that’s all?
On to the other stuff. Running NPC's is kind of a pain. Their stat blocks are huge. This is an inverse relationship to their HP, which are small. I never marked with either NPC Fighter. The Rangers only quarried towards the end of the fight. The wizards never used their wands.
In a big field, 1 on 1, the party wins hands down. With superior numbers, the party can still win . . . so far. At higher levels this might change. The thing is, NPC's have no real distinction between Daily and Encounter abilities. They only get to fight once. They might as well (and I hate this phrase) 'go nova' and use daily, action point, and encounter. After that they are just bags of HP. Not very big bags.
My one regret with this storyline is the strain that puts on Eladrin player characters. Were anyone to die and want to try one out, I have just created a good roleplaying reason for everyone to hate them. I don't really want to do that to anyone's character. It might be a non-issue.
I'm out, return next week for more pictures and better combat notes! Hopefully Therryk is cured of his Zombie state! Hurrah!
Jay
Monday, January 12, 2009
1/12 Actual Play: Kill, Kill, Kill
Jay, playing Therryk the Dragonborn Paladin and DMing
Dan, playing Arlarond the Human Wizard
Jesse, playing Halma the Human Rogue
Colin, playing Lucan the Elven Fighter and Ana the Half Elven Cleric
As I mentioned before, the fight was barely won by the PC's and they found a good place to camp for the night. Ana was feeling the pain of repeated focused attacks by the Ettercaps, and was a little woozy when Arlarond's Eyes of Alarm began repeating
"Warning. Warning. Warning. Warning. Warning. Warning. Warning. Warning. Warning...."
Waking to the alarm, the four heard the creak of a wagon approaching. The dim glow of a lantern appeared and the party hid, preparing to spring an ambush.
They were taken aback when they recognized their horse. . .pulling their wagon. Lucan stepped from the shadows, and greeted the driver. It was the captain of their hired ship from earlier. He had heard that the party left with a different crew, and had his ship moved down the falls so that he could take over the duty of ferrying them down the river. He spied the small boat tied up at the bank and sent it back to Fallcrest.
While the party appreciated the gesture, they did not feel that they needed the help. . .at least right now. Lucan volunteered to escort the captain back, and the party all crawled back in their bedrolls.
A few hours later, with Therryk on watch, the three sleeping party members were shaken awake. It was just before dawn, and Therryk had heard something sneaking up from the Southeast. The party had just begun to explore what it might be, when two beefy goblins with battleaxes stumbled into the clearing.
- This fight was a wizard's dream. 2 melee goblins, 2 sharpshooters, 1 hexer, and 12 minions.
- The sharpshooters attempted to stay at range where they had better skill at hitting the party, but Halma closed with them. He enjoys shutting down the ranged element, and did a super job this fight.
- Arlarond's staff rained flame down, missing his allies but scorching all of the goblins within sight of him. Most of the minions dropped dead.
- Lucan and Therryk had the goblins with axes locked down, until both of them maneuvered to flank Therryk and hacked him down, unconscious (2 crits!)
- Ana spent much of her time healing us back up, as the goblins whittled us down.
- The hexer maintained a large area of the battlefield with a thick cloud that hampered melee combat. Unfortunately, with the battle the way it was, most of the damage was being done in other ways.
- Still untouched, the hexer attempted to retreat after the last of the minions and axe wielding goblins dropped. Halma had kept the sharpshooters mostly out of it, and with the goblin's front lines gone, the party quickly overwhelmed and slaughtered them.
More loot was found, and the party decided that the night was over, so they may as well adventure on. Lucan returned shortly after the party struck camp, and they resumed following the wagon tracks East.
After a couple more hours of walking, the party saw a ruin in the distance, and snuck up on a collapsed settlement. Too small to be self sustaining, the stone ruin was most likely an outpost or monastery of some kind. Anymore it was swallowed up by the forest, with thick undergrowth coming right up to the edges of the buildings. The wagon tracks entered the ruin, and they found the empty wagon inside an old building.
Halma did some initial sneaking, and saw that there were a few humanoids lounged in a nearby building. The largest one in the settlement, at some point a large statue or obelisk had collapsed, taking out the majority of the West wall. The roofs of all of these buildings had been destroyed, meaning that the only shelter was to be had in this two story building, as the second story floor protected the lower level from the elements.
Halma climbed onto the second floor and hid, while Ana attempted to parley with them. Hostile from the beginning, the ruffians became more dangerous when it appeared that one of the dragonborn recognized her. All attempts at diplomacy collapsed and cowboy diplomacy ensued.
- 2 Dragonborn Soldiers and 3 Dwarven Bolters faced the party.
- The Soldiers were able to pin the party between a wall and the rubble of the collapsed wall for a few rounds, and the dwarves were able to hit very well.
- Halma dropped down behind one of the soldiers and Lucan charged in. Lucan is very good at moving enemies around and the Soldiers were now the ones pinned in the corner of the room by Lucan, Halma, and the terrain.
- Once Therryk was able to get in on the fight, Halma was able to disengage to attack the dwarves. They had scattered due to an earlier cold attack from Arlarond.
- It was down to two of the dwarves hiding in a storage room, and Arlarond hit them with a less powerful blast of ice, but this one knocked a dwarf down and coated the area in ice. That was the end for them, and the encounter ended.
Searching the storage room, the party found trade goods consistent with what they were looking for. They found some magic items and art objects on the bandits. Halma tied up two of them, a dragonborn and a dwarf, and when he attempted to move them into the rubble something caught his eye. A long overlooked vault that must have been inside the statue. He pried the lid off, and the chest inside held a king's ransom in residuum.
It was decided to send an animal messenger to the crew of their ship and have them bring the wagon. With the wagon loaded with goods and two groggy criminals, the party settled down in the best defensible position around, the bandit hideout they had just cleared out.
The wagon made it's way back to the boat, and the party settled down to wait and relax. Halma, from his position on the second floor, had only a second to warn the party of the approaching orcs before they burst into the ruin. Leading the charge was an 800 lb boar:
- Unfortunately, due to the layout of the party at the time, the boar was able to charge in and attack Ana and Arlarond, the two squishiest members of the party.
- Following them were two orcs with axes, and two more with a brace of handaxes at their waist.
- The whole fight was a condensed mess in the building, with almost all participants crowding in right around the boar, either to hit it, or on the orcs side, to hit the party that had come to hit the boar.
- Without room to charge and gore, it's preferred maneuver, the boar had to shuffle back 5 feet at a time, and charge. He was able to do this only once before the concentrated fire took him down.
- The big orcs were the real threat anyways, and once they were bloodied their battle rage began to inflict some serious damage on the party.
- Once again Halma moved to intercept the ranged element, only to discover that they were just as effective, if not more so, while in melee. Luckily the rest of the party joined him a round or so after they entered melee combat with him
- Another victory for the party, and more gear for them to use.
At this point they were pretty badly beaten, and when the empty wagon returned they elected to remain there over night to nurse their wounds and prepare for more battle. They were surprisingly unmolested all night, and with Ana's knowledge of where to go, they intercepted an old road that wound through the quarries in the area.
It was a beautiful fall day, the party was riding in the back of their wagon, low hills all around, and then something had to go and ruin it all. Of course.
The old road was rounding a bend to the left, and appeared to end in a large quarry with a run down shack. Something was out of place, the party noticed immediately. In the smaller quarries that the party had already passed, nature had reclaimed them to some degree. While the square blocky cuts made to remove stone cannot be erased so quickly, the vegetation had returned in all other cases.
The bare stone was their only warning, as the wagon pierced the illusory bubble protecting the quarry and the party was witness to chaos. A teleportation circle near the wagon was flocked to by a host of people. At first the party could easily mistake them for elves and halflings, but they didn't look quite right. It was Eladrin and Gnomes, working together at the quarry.
With the advance notice that the party was arriving, the squatters at the quarry had made preparations. A handful of Gnomes rushed towards the party, led by two that had rods. As they entered the gravelly region near the road, they snapped the rods in two, and a large creature made of gravel and stone rose almost immediately from the rubble. Riding on his shoulders were the two gnomes, and they controlled him with the rods that were sticking from his body. The rest of the gnomes disappeared in a glamour created by a gnomish wizard, and the golem rushed the party:
- The party had half a mind to talk their way out of combat, but it was clear they would not be allowed the chance.
- It was obvious to everyone that the golem was the real threat, and everyone focused on him. . .except for Halma, who made his way to the other side of the battlefield to combat the wizard and the three other gnomes that had disappeared.
- The golem got to go twice a round, on account of him having two controllers, and he proved his deadliness by unleashing an avalanche on the party, leaving the area covered in debris and badly hurting those caught in the area.
- The other gnomes were much less powerful than the party, and served mostly as a distraction. Upon breaking their hide to attack, they were opened up to much killing by Halma
- It took only a few rounds to bloody the golem, which was signalled by a blow from Lucan killing the gnome nearest him.
- The golem managed to put some serious hurt on the party before it died, bet even then, it was almost to single digit hit points before anyone found out it had reach. They had swarmed it so quickly.
- Arlarond was the one to do the deed, blasting the second gnome from his perch on the shoulder of the gnome with a magic missile.
We stopped there, as any further exploration of the quarry was likely to initiate another encounter...
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So, as predicted by my, I was a bit rusty. I didn't have much creative drive this time at all, and so to me it felt like a series of combats. No real roleplay. In fact, it was so combat heavy we blew through 4 encounters. That is double what I was expecting.
With Chelsea gone, I thought to bring the wagon along. Ana could remain in the wagon while the party did their thing and no oddity would have to occur next week to bring her back to the party. Colin had just planned on playing her as well, so the arrival of the wagon was a bit awkward.
My idea with this sandbox is to have encounters related to the adventure, and encounters that I would put in when I felt they would be. . .entertaining. Or relevant. They are random encounters without the random aspect that I dislike. At this point the party has fought all of the random encounters, and there is only one story encounter remaining. Amazing what skipping all roleplaying will do for the encounters per session ratio. We were at something like 2:1, I'd guess. so four is. . .out there.
Hopefully next week, with the resolution to two 'quests' to get through and a major battle, we will get some good combat and roleplay both, and everyone will have fun.
The Gravel Golem was an invention of mine for this combat. I had toyed with the idea of a de-leveled bulette, but the de-leveling left it weak. I attempted to build a bulette with the creature creation rules in the DMG but didn't really like it. I present the gravel golem to you, warts and all:
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| HP 172; Bloodied 86 | ||||||
| AC 19; Fortitude 21, Reflex 17, Will 18 | ||||||
| Immune Disease, Poison | ||||||
| Saving Throws +2 | ||||||
| Speed 6 | ||||||
| Action Points 1 | ||||||
| M Swat (Standard; at-will) | ||||||
| Reach 2 Target: One creature +9 vs AC 1d6+4 damage and push 1 square Bloodied damage: 1d10+4 | ||||||
| R Boulder (Standard; at-will) | ||||||
| Ranged 5 Burst 1 Target: Each creature in burst +7 vs Ref 1d6+4 damage Bloodied damage: 1d10+4 | ||||||
| c Avalanche (Standard; recharge 6) | ||||||
| Close blast 3 Target: Each creature in blast +7 vs Reflex 3d6+4 damage, 1/2 damage on a miss Bloodied damage: 3d8+4, 1/2 damage on a miss Effect: The area is difficult terrain for the rest of the encounter | ||||||
| Double Actions | ||||||
| A Gravel Golem rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different Gnome. The Golem's ability to take immediate actions refreshes on each of it's turns. | ||||||
| Bloodied Fury | ||||||
| A Gnome is killed when the Gravel Golem is bloodied and the Golem only has one turn each round for the remainder of the encounter. In addition, each of the Golem's attacks now do the bloodied damage. | ||||||
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I really liked how he performed, very brutish. He did not hit a whole lot and was a pretty big and easy target in turn. The one alteration I made while running it. . .and regretted it. . .was that I did not take away his second action once he was bloodied. I felt that they had bloodied him so fast, that he would not be worth his status as an Elite if I did that. Colin asked about it once the session was over, and it would have been a cool thing had I done it. Thinking about this later, giving him tremorsense should have been obvious. Starting him further from the party would be a good idea, too, allowing him to use more than just his basic melee attack.
Next week we finish my adventure and hit 5th level. The rest of the session will be character creation for a Star Trek one shot that Dan wants to run. We are planning on using the FATE system, which I have not used before. Should be interesting.
Jay