United Kobolds of the Living Forgotten Realms

This evening I ran a Living Forgotten Realms game at my friendly local game store, Enchanted Grounds.  The amazing thing is that it wasn’t a big deal.

You might remember my post from July where I ran my first LFR game at the store.  That was a big deal to me.  I spent a month preparing for that game.  I talked on the blog and on EN World, asking for advice about running a game in public.  I had to work to create paper maps and tokens for the bad guys.  I read and re-read the adventure to make sure I understood the ins and outs (even though I had been through it already as a player).  I over-prepared.  And to be fair, I had a blast running the game.

This time I realized at some point over the weekend – oh yeah, I’m running a game on Tuesday!  No problem.  It helps that I had already run this particular adventure at TactiCon and I therefore had all of the files I needed on the laptop in MapTool, ready to run with the projector.  (This is TYMA 2-1 Old Enemies Arise.) Still, I really didn’t stress about it.

Fortunately, I didn’t need to stress.  Aside from my accidental unplugging of the projector during the game (twice – but fortunately never in combat), it all went very smoothly.  The party battled some kobolds by the side of the road.

They met with some farmers to investigate the kobold menace.

They fought in a cave full of spike traps.

And they battled the big bad guy in another part of the cave.

The first battle was fair – the defender took some serious damage, but never dropped.  The spike cave battle was lots of fun – I got to push and pull players into spikes all encounter long, when they weren’t stumbling into them on their own.  The final battle was kind of boring – I really need to find a way to spice up that encounter if I ever run this adventure again.

Part of what I enjoyed about this particular adventure was that two of my players are DMs whom I respect – Rich and Aarun.  You might remember Aarun’s name from my very first experience with Living Forgotten Realms – he was the dungeon master for my first game, and I absolutely LOVED the experience of playing under him.  He mentioned this evening that the blog post where I mentioned his name (with its unique spelling) shows up when you Google that name.  Well, Aarun – here’s another Google hit for you!

Anyway, it’s great to run a game for people you respect and for them to clearly have a good time.  I also hung around the store afterward to chat with Wes, another DM I greatly respect.  I’ve already signed up to play in some LFR games in December, and I specifically sought out games that Aarun and Wes are running.  If I can run a game for that type of person and they have a good time, I feel good about my dungeon mastering!

New campaign: Homebrew all the way!

As I mentioned in my last post, I’ve volunteered to take the next shift as dungeon master with the group I’ve been playing with here in Colorado for most of this year (my first real Dungeons and Dragons experience).  I had considered three options for this campaign:

  • War of the Burning Sky, which I am already running for my online campaign (though I would have to adjust for the fact that the in-person campaign is starting at level 5)
  • An adventure setting from Nevermet Press that I’ve volunteered to playtest (called Brother Ptolemy and the Hidden Kingdom)
  • A total homebrew campaign, based on an adventure I had written but never run for D&D Third Edition

War of the Burning Sky was originally my first choice, but after starting to work on the adjustments I’d have to make for the level issue and after talking to my current players and getting their thoughts on the matter, I decided that it didn’t seem like it would be as much fun for me (even though it would be a LOT less work).

The playtest game intrigues me a great deal, but the adventure would span several sessions, and I really didn’t want to commit to anything like that without having the time to really get to know the material first (the whole document is over 100 pages in length).

The more I thought about it, the more I realized that homebrew was what I really wanted.  Having discovered my adventure from years ago that never saw the light of day, I felt like I had to give it a go.I began by transferring my map of what was originally a goblin stronghold (the adventure was written for first-level characters) into MapTool.  It’s now an orc stronghold, since these characters are higher level.  I kept the geography pretty much the same as I had created it years ago, removing only a couple of pointless storage rooms (I like verisimilitude, but rooms that have no bearing on the adventurers at all should be cut).  I sketched out the whole complex, only making a couple of edits… and then realized that the party wouldn’t be STARTING in the stronghold, but out in a town where they’ll get the chance to find out about this thing.

So, I needed to back up and draw some more.  I started with a tavern, using a Dungeon Tile image.  I called it the Shady Maple Inn and built it around a huge maple tree in the middle of the place.  It was built and owned by an elf who loved the tree and made it part of his establishment (this made me very happy for some reason).  The players had the possibility of meeting some bandits along the road, so I created a bridge encounter map.

There was also going to be an attack by some insects during a night spent camping in the forest, so I put together a forest encounter map with trees and bushes.

This would be everything the party would face, at least for the first session.  I figured that we would get through some decent fraction of the maps I had prepared.  After all, there was a lot to get through in the first session:

  • Character introductions
  • Determining how the party members know one another – past adventures together, etc.
  • Meeting the NPC who would ask for the party’s help
  • Getting from the tavern to the manor house where a minor noble was looking for aid (likely encountering bandits along the way)
  • Meeting the minor noble and learning about the family heirloom that had been stolen
  • Investigating near the manor house to learn more about the thieves
  • Tracking the thieves through the forest
  • Battling creatures overnight in the woods
  • Getting to the stronghold
  • Dealing with the front door defenses
  • Working their way into the depths of the keep

Now, I don’t know if it was the efficiency of running the game in MapTool with the projector or what, but we got through a LOT in one session!

We started playing at about 4:15 this afternoon.  We spent about 30 minutes on character introductions and party backgrounds.  Then the action started, and the players jumped on it.  No gallavanting about, chatting with random NPCs – they heard about a mission, pounced on it without asking questions and started to complete it.  They wisely figured out that they could take a boat up the river to the manor house, which meant that they could skip the bandit encounter at the bridge.  At the manor house, they investigated the theft of the family heirloom efficiently and moved on to the forest.

Here, they were set upon by some creepy crawlies at night.  The luck of the dice had this encounter happen during the first watch, which meant that everyone would be taking an extended rest afterwards (some of them had just started doing so).  This worked out pretty well, actually – since the extended rest was coming, everyone was free to blow daily powers and action points.  The attack came from some centipedes and rot grub swarms (set to appropriate levels for the party, of course).  Even after I brought in some extra centipedes in the second round, the PCs had no trouble beating them all up.

The next morning we had a little skill challenge to continue the navigation through the forest to the orcs’ lair.  The party just barely failed this skill challenge, which made for a cool encounter.  Instead of being able to walk right up to the front door and trying to figure out how to get through, their failure meant that orc archers in the guard tower saw them coming and got a surprise round on them.  This was excellent, because the archers with surprise were pretty darn scary.  Even though these are only level 4 creatures, they have a burst 1 attack (a hail of arrows, basically) that deals d10+6 damage to everyone in the burst that it hits, and I rolled a 9 and a 10 for damage for the two archers who fired into the group.  Suddenly our healer was down to 12 hit points (out of a maximum of 43) and the party was legitimately scared.

Despite the fear, the party had the right tools to handle this problem: Area attacks.  By the rules of the game, an area attack only requires that the spellcaster have line of effect to the origin square of the area burst (which the arrow slit grants), and then enemies inside the tower would not have cover from the area attack because it’s originating inside the tower.  Unleashing a few of these helped bring the archers down before they could raise the alarm.

The door to the stronghold was trapped, and I allowed some active Perception checks to notice the trap before just setting it off on everyone’s heads.  This was a bit generous on my part, but our games haven’t involved a lot of traps in the past and I felt like it was unfair to shock them TOO much by springing a trap when they would never think to look for one.  Now they’ll think about it!

Once inside, the party used some good Stealth to sneak up on the orc minions (two-hit minions, as is usual in my games) in the next room, who were distracted by their dice games.  For this battle, the minions went to the far side of the bridge and pulled it back across, attacking mainly from range (even though they’re not great at range).  I made it clear that the river is nasty and the party does not want to fall into it.  Again, the PCs beat up the bad guys before they could raise a further alarm.

The last battle of the evening took place in the orcs’ sleeping chamber.  This area was dark, as the night shift orcs were sleeping.  One orc was awake – the cook over in the kitchen area, preparing a foul-smelling stew.  The party again made good use of Stealth, letting the party’s Monk get a surprise attack on the cook.

This battle was a little more interesting, as the orcs who had been asleep quickly woke up and did their best to sneak toward the party in the dark.  The Monk ended up bloodied a couple of times, and the Warlock/Sorcerer got a little bit beat-up as well, but since the baddies kept clustering, they were mowed down by burst and blast attacks.  Who says you need dedicated controllers in a party?At this point it was a little after 9:15 PM.  It had been five hours since we had started playing, and we had taken about an hour-long break for dinner in the middle.  We played through four combat encounters, plus the background stuff and some role-playing, investigations and skill challenges.  And this was all with brand-new characters and players who were still figuring out what those characters can do.  I was amazed at how far the party had gotten.  This was as much of the adventure as I had prepared, so we called it a night at that point (playing a few games of Zombie Dice first).

Today was a great start for a new campaign!  I feel like everyone had a good time, and the MapTool / projector combo continues to be a big hit.

DM Lessons

  • Once you’re comfortable as a dungeon master, run your own homebrew games whenever possible.  Time constraints may make this hard, but don’t let a lack of confidence stand in the way.
  • Drop future adventure hooks liberally – even if you haven’t figured out exactly where they’ll lead yet.  See what piques your players’ interest, and run with those, abandoning the others.
  • Preparation is huge.  Know the layouts of combat areas and how the enemies will use them before the battle starts.  If you can do the mapping in advance (such as with MapTool, or even pre-drawing the maps on battle mats or paper) it will save a lot of time at the table.
  • Be prepared for players to come up with ways to skip over combat encounters, and let them do it if they find a way.  Don’t get too attached to a battle.  You can probably find an excuse to use it again at some point in the future!
  • If you’re comfortable with it, technology at the table can automate the boring parts and help everyone get to the fun faster.
http://onlinedm.wordpress.com/2010/08/03/two-hit-minions/

Simultaneous skill / combat encounter: Burning grove

In the second part of my online party’s recent session (part 1 is here), they attempted to help a dragonborn sorcerer remove the magical fire from a dryad’s grove.  This was mainly a skill challenge, with some combat thrown in.
I decided to use lots of color when drawing the map in MapTool, and I’m happy with how it turned out.  My only minor regret is that I used a lot of objects rather than just drawing on the map (the trees and flames are objects, for instance) and that meant a long load time for my players (about 3 minutes for some of them).  Lesson learned: Don’t overload MapTool with too many objects (unless you don’t mind some loading time for the party, which might not be a big deal).  Also, given the way the encounter played out, I would want to move the dryad and her children from the far left side of the map to a spot that’s a bit closer to the center.

When the encounter began, the sorcerer went to the altar in the middle of the grove to begin the ritual.  The players gathered around him, and those with Arcana training attempted to assist.  After a couple of minutes the ritual started to have an effect.  The burning grass died down, and the dryad screamed and started running toward the lake in the lower right corner.  A couple of players went over to assist her and her children, but most stayed near the altar.

Shortly after that, catastrophe struck.  A rift opened near the far left side of the map, separating the children from their now-running mother.  The four big trees surrounding the altar came to life, with vines attacking the players and force barriers going between each pair of trees.  And then the ground directly beneath the altar collapsed, casting the sorcerer down into a cave below.

It was clear to the players that the first priority was rescuing the children – the sorcerer seemed to be unconscious but alive at the bottom of the cave below.  The characters outside the force barriers started to use skills to get to the children and calm them down while those inside started working on the trees.  I was curious to see what they would try, and they ended up using skill checks to try to disable the magic of the angry trees.  Nature and Arcana eventually worked (hard DCs), and a crit on the third tree disabled both it and the fourth one.

Now the whole party was trying to help the children, and they did all right (barely).  Since we were in initiative order, it was a little awkward having the children so far out to the left, since players used their turns double running just to get partway over to them, and then had to do lots of running to get back to the lake.  It was awkward, but I hand-waved some of the distance in the end.

Two of the characters felt like there wasn’t much they could do to help the children, so they started working on rescuing the fallen sorcerer.  One set up pitons and a rope in the ground (good dungeoneering check) and then tied the rope to herself while the other held the rope and lowered her down.  She made it okay, tied the rope to the sorcerer and then moved into hiding (she’s a tiefling warlock who recently multiclassed to rogue).  Unfortunately, as the other character began pulling the sorcerer up, some fungus creatures came out of the darkness and cut the rope.

My favorite part: This is where we ended the session.  I love ending on a cliffhanger. The dryad children have been rescued (though the mother died in the effort), but now the warlock is alone in the lower cave with just the unconscious sorcerer for company and some fungus creatures coming out of the darkness.  I’ve already changed this next encounter up from the published version, and I’m excited to try it out next week!

Fungus and determined fighters

My online party ventured into its ninth session in the War of the Burning Sky campaign last night.  This session involved two skill challenges and really just one combat (though as you’ll see the dedicated fighter in the party tried to stretch that one out).

Deep in an eternally-burning forest, the party comes across a dragonborn sorceror who is studying the magical fire and trying to develop a ritual to put it out.  He asks the adventurers to go to a nearby cave to get reagents for the ritual – mushrooms and flint.

Upon entering the cave, the party is greeted by screeching, howling, screaming noises coming from the small chamber at the bottom left corner of the map.  The fighter nervously tiptoes in and finds that it’s coming from a small hole in a corner.  There’s a gem in the hole, and the fighter breaks a bone off a nearby skeleton and pokes the gem.  Nothing happens.  Eventually the swordmage detects magic and figures out that it’s an Eye of Alarm ritual that’s never been deactivated, so she takes the gem and throws it out of the cave, causing the noise to stop.  Cool roleplaying here.

  • DM Lesson: When there’s a very loud noise, play it up.  Make the characters think about it.  Can they communicate effectively?  Might it temporarily deafen them?

The mushrooms were clearly down in the chamber below, so three members of the party took the downward-sloping bridge at the top of the map while the others just climbed down.  The mushroom and flint hunt was on, and cooperation was the word of the day as the party worked together to try to get the needed reagents.  They noticed a misty tunnel in the upper left corner that seemed to get more active whenever they tried and failed to get the reagents.  The skill challenge ultimately failed, which meant that monsters (fungus creatures) came out of the misty tunnel in a surprise round.

This got a little bit interesting for me as a DM.  My players have generally mowed down most unmodified battles, so I had taken to upping the difficulty of most combat encounters.  I did that here, too, adding a couple of monsters.  After one round, I realized that this battle was way too tough – players were getting badly bloodied, and the monsters were barely scratched (they can essentially share hit points by shifting damage taken to one another).  I made some modifications on the fly:

  • I intentionally “forgot” to use the regeneration ability that several of the bad guys had
  • I nearly halved all of their hit points

This made for a kind of weird battle in the end.  Initially the monsters were nearly indestructable because of their high HP and their damage splitting ability.  Once I lowered the HP (and decided not to use the regeneration), they all dropped in a hurry.  Clearly my on-the-fly adjustments need some work!  But the players seemed to have fun bashing the mushrooms into oblivion, so all’s well that ends well.

The best part was the end of the battle, when all of the monsters were dead.  Before taking even a short rest, the fighter wanted to explore the misty cave.  Okay, that’s his call.  He walks into total concealment and sees some orbs that appear to be the source of the mist.  He almost stumbles into a pit (heavy mist obscured it) but makes the athletics check to catch himself.  He finds a ledge that he can walk around, and while standing on it gets knocked into the pit by attacks from mushroom creatures that he can’t see.  The swordmage then charges in to help, fails her athletics check and falls into the pit on top of the fighter.

  • DM Lesson: When one character falls on top of another, split the falling damage between the two of them (it seemed like fun).

So we have our two defenders prone at the bottom of a pit, with mushroom creatures on the far side attacking them.  The creatures have made it clear that they simply don’t want any intruders and that retreat is an option.  But no, the defenders start attacking (ineffectually) from the pit.  Our druid came in to help, lowering a rope to the pit-bound PCs, and only very reluctantly did they decide to climb out and rest.

After the short rest… the fighter charged back in!  He was immediately attacked at range by things he couldn’t see, and only when it became clear that the rest of the party was not helping did he finally back out.  Honestly, I see this as great roleplaying – that fighter is stubborn and refuses to back away from a fight!

Another great bit of roleplaying came when our shaman discovered an old book while searching for flint.  He flipped through it a little bit and then discarded it on the ground, since he’s not much of a book kind of guy.  He never mentioned it to the rest of the party, and it was only at the end of the session that we realized the book was still lying on the ground in the mushroom cave.  Heh.  Good thing it’s not too important!

The second skill challenge, involving the ritual to extinguish a dryad’s burning grove, will be covered in the next post.

Giving dungeon mastering advice

As my regular readers know, I’m pretty new as a dungeon master.  I only started playing Dungeons & Dragons in early 2010 and my first attempt at DMing was about six months ago.  I regularly make notes in my blog about the lessons I learn from other DMs that I play under.

It was, therefore, a little surprising when I was asked for MY advice from another DM.  This past Saturday I played a Living Forgotten Realms game at my friendly local game store, Enchanted Grounds.  It was a game for level 1-4 characters and I had planned to play a new cleric I had put together using Heroes of the Fallen Lands.  There were already two other healers at the table, though, so I instead played my trusty half-elf paladin, Rhogar, in his last 1-4 adventure (at the end of this session he had reached level 5).

The DM for this adventure was Andy, who had played in the first game I had run with my new projector setup about a month ago (I believe you can see Andy’s elbow on the left side of the picture on that post).  Andy is the one person I’ve met who has told me that he reads my blog, which was a very cool moment for me (Hi Andy!).

The adventure itself was a lot of fun.  Our party got off a ship in a genasi city and was beckoned by an elderly dragonborn to come over and talk to him and his elven companion.  The elf lady was the dragonborn’s ward, and she was very ill.  He was trying to take her to the realm of some elves who lived in some woods far to the south in the hope that they could cure her.  We agreed to help.

Andy ran this whole section really well – the roleplaying was great, and he got everyone around the table involved.  Rhogar decided that, being a noble paladin he couldn’t bear to make the poor elf woman walk all that way, so he rented a horse for her to ride.  Andy was great at improvising the existence of a stable, stablemaster and horse on the spot, even giving the stablemaster and horse some names. None of this made a lick of difference from a mechanics perspective, but it made the adventure come alive.

After about an hour of roleplaying, the party got into three combats.  The first two were tense, interesting affairs while the third was, frankly, a boring solo encounter (no fault of the DM).

At the end, Andy asked for feedback.  I’ve never been asked to give my thoughts on another DM before!  I told him the things I laid out above, and also suggested that he should feel free to modify combat if it makes sense to do so.  For instance, he could have had the solo monster have two initiative rolls if it wasn’t turning out to be much of a challenge, or have some more bad guys come in after a couple of rounds (a few more of those insects that grabbed and immobilized in an earlier encounter would have been vicious!).  But that’s subtle stuff, and a published adventure is supposed to take care of that sort of thing.

Most interesting to me, I realized that I actually felt fine giving dungeon mastering advice.  I didn’t feel like a fraud.  I certainly don’t have all the answers, and I will ALWAYS be looking for more advice on my own DMing, but I’m now a legitimate part of the dungeon mastering community and I have useful things to say.  That’s a good feeling!

War of the Burning Sky Session 8

My online group gathered for its eighth session in the War of the Burning Sky campaign yesterday evening.  Eight sessions for a group of strangers spread across the US plus one person in London – that’s pretty impressive.  I honestly expected when I first gathered folks for an online campaign that people would flake out, drop out, not show up, etc.  But my players are flat-out awesome, and I love them.

The session began with the party having recently entered the Fire Forest.  They had easily defeated some fiery bats, and now found themselves faced with a precarious-looking bridge.The bridge had clearly collapsed in one area, with the wreckage of a wagon visible in the canyon 60 feet below.
None of the players had enough Dungeoneering skill to identify the weak points, so Fudrick the gnome shaman started heading across.  He soon learned that if all of the weak points were stepped on and the monsters living beneath the bridge were revealed, it would look like this:

Fudrick’s reflexes weren’t quick enough to jump out of the way of the collapsing stones, and he fell 60 feet, taking 33 damage. His maximum hit points were only 37.  Ouch.

The bat swarms sleeping under the bridge were alerted by this, but I granted everyone in the party a full round of initiative before adding the bats.  Some of the characters started working together to tie two ropes together to lower to poor Fudrick.  Others moved forward to attack.  Jaks, the minotaur druid, used perception to identify two more fragile squares.  However, on the next round when the swarms moved in, Jaks hit with an attack that let him shift – and he shifted right onto one of those weakened squares!  Down he went, falling unconscious.

It looked grim for a while, but the healers in the party got Jaks up on his feet and out of the canyon while the defenders handled the swarms.  It made for a pretty exciting fight!

Next, the party was confronted by a hell hound who dropped a bone at their feet.  The bone had a message saying that they should “leave the case” (a case of military secrets they were trying to get through the forest) and take the bone if they wanted to escape with their lives.  They quickly discovered a loophole – the message didn’t say the plans had to be IN the case!  This let them avoid combat with the hell hound and his fiery wolf friends and also gave them some quest XP to boot – not bad!After that, the party was confronted by the devil who had written the message on the bone.  He wasn’t happy about the empty case and he attacked, but the PCs beat him up easily before he teleported away.

We ended the session after the gang met a dragonborn sorceror who was researching the magic of the fire forest and agreed to help him collect some mushrooms so that he could complete a ritual to quench the fire in a nearby glade with a dryad.  I hadn’t prepared the next encounter area, so we called it a night a little early.

I definitely am enjoying the fire forest adventure in this campaign.  It allows for a lot of branching and meaningful player decisions.  Most of those choices will come later, but there are some even now.  It helps to have such a great group of players!

D&D Essentials Game Day

I played in one of the D&D 4e Essentials Game Day sessions this morning at my Friendly Local Game Store and thought it might be of interest to my readers.

I had actually signed up for a Living Forgotten Realms game for this morning, but when I learned a few weeks back that today was the Game Day I wanted to switch to the Game Day adventure.  Unfortunately there were barely enough people signed up for LFR to make a playable table, so I felt bad dropping out.  Fortunately, when I got there everyone at the LFR table (including the DM) wished they were playing the Game Day adventure, so we just changed tables.

I chose Ander, the halfling thief, as my player character.  He has two move action “tricks”, one of which lets him shift two squares and adds “knock prone” to his basic melee attack for the turn and the other of which lets him move his speed -2 and walk up walls during the move.  The second one was cool, but I never found a place to make it work.  The shift 2 was nice, of course, though the only time I ever used it and hit it was against a large dragon, which was too big for my small halfling to knock prone.

SPOILERS AHEAD

The adventure itself involved a minimum of backstory and a maximum of butt kicking.  The setup was that we were hired to escort a dwarf sage and his cursed skull to Sunderpeak Temple where the skull could be destroyed by the priests.  There was a bit of discussion about the trip from Fallcrest to Winterhaven and from there to the temple, but once we found the temple in ruins the battle was on.

We first saw two orc archers and their two guard drakes and engaged them in battle.  Partway through the first round the other thief in the party noticed a bandit off to the side and engaged him.  A second bandit revealed himself later on.

The combat was fast and furious, with the characters and the monsters hitting often and hard.  Ander often hit for about 15 damage (d4 + 6 + 2d6 sneak attack + once per encounter an extra d6 for backstab), and there were many hits by PCs for over 20 damage.  Those are some awesome melee basics!

The monsters gave as good as they got, with the orc archers using an at-will area burst 1 attack to dish out a whole bunch of arrow damage to a lot of us at once and the guard drakes doing what guard drakes always do when they’re near their allies (chomping hard).  We did win the day, with most of the party ending up bloodied, one PC dropping unconscious and the warpriest using both of his healing words.

The best moment for me was when one of the wounded bandits tried to run away, and Ander followed him from across the room.  I had enough speed to move and charge, but since I couldn’t actually see exactly where he had gone I wasn’t allowed to charge.  So, I double moved and then action pointed to stab the crap out of the bandit (he was running, so granting me combat advantage), completely overkilling him.  It was disturbingly satisfying.  I decided that Ander was a rather dark character for a hero, a bit like Belkar Bitterleaf from Order of the Stick (though not actually evil – just violent).

The next encounter involved a big orc and his forty million kobold minions (plus two slingers).  The mage took the lead in blowing away minions – Ander didn’t really get to do much in the battle.  I liked the way the two kobold slingers determined their special ammunition by randomly rolling for it.

From there we went down some stairs and into a room filled with orcs – another blasted archer, several minions that dealt 12 damage on a successful charge, and couple of orcs that were harder to kill.  The room was also filled with magic runes that could do bad things to you if you walked across them, but we managed to avoid them.  I think it would have been cool if the bad guys had some abilities to let them push us into the runes, but c’est la vie.

Apparently there was another option here which would have taken us through a room full of undead, but we picked door number 1 with the orcs.

The final encounter found us facing a room with more charging orc minions, a couple of tougher orcs… and a black dragon.  The dragon was SCARY, which was awesome.  He started off with a darkness attack that left all but one character penalized until the end of the encounter with -2 to their attacks and vulnerable 5 acid.  He then action pointed to breathe acid at those same five characters.  Um, ouch?  It hit for 10 (15 with vulnerability) and 5 ongoing (10 with vulnerability).  The darkness effect lasted until the end of the encounter, or until a successful heal check was made on the character as a standard action (unknown DC).  Rough.

This was a very, very hard battle.  Our mage dropped quickly and failed two death saves.  The other thief dropped and failed one death save.  Ander got close to death but the bad guys had some low rolls and missed him.  We did ultimately win, and it felt like a victory we had to EARN.  I liked that.

Ultimately, I was happy with the character and had fun with the adventure.  The thief has no dailies, but I didn’t miss them.  I never felt like I had nothing to do, even though my only options were really to stab something with a dagger or to throw a dagger at something.  I was very focused on getting combat advantage, and the “shift 2” power was helpful for that, as was charging.

The game still felt like 4th Edition Dungeons and Dragons, though I’ll admit that it felt like it was a little bit on steroids!  A LOT of damage was dealt on both sides.  We made it through four serious combats in about three and a half hours with some breaks and plenty of chatting – a pretty good pace for a six-PC party by 4th Edition standards.

I think I’ll personally prefer playing more complex characters most of the time – I like my Avenger and my Paladin, thank you very much – but to mix it up with an Essentials build is fine by me.  I think new players and players of earlier editions will enjoy these builds.  They still feel like 4th Edition, and they still feel like D&D.  Options are good, and my bloodthirsty little halfling was a cool option.

TactiCon Days 3 and 4 (Saturday and Sunday)

The big weekend days of TactiCon were so big and busy that it took me until Monday to be able to write about them!  Thank goodness for the Labor Day holiday.

Here’s the “Too Long, Didn’t Read” summary:

  • Both of the games I ran on Saturday went great – the projector was a big hit.
  • I played in a very cool custom adventure Saturday night with a novice DM – another good experience.
  • I played in one game on Sunday, which was marred by the most annoying player in the world.
  • I got great reviews from my players and walked away with a free D&D book for my time.
  • I’m looking forward to running and playing more games at the next convention in February.

Saturday: Running the first game

Saturday was the day that I was signed up to actually run two games, though I had run an impromptu one the previous night when the need arose.  I got to the venue right at the scheduled 9:00 AM start time, which meant that I was later than a DM should be.  I arrived at the room where I would be running the game, and my players were already there.  I felt a little bit bad for running late, but no one seemed to mind.

The morning session was a repeat of the game I had already run the previous evening at TactiCon and earlier in the week at my friendly local game store: CORM 1-1 The Black Knight of Arabel.  My party of six players was actually a little underpowered compared to most of the parties I’ve played Living Forgotten Realms with, and it was kind of refreshing!  There was one brand-new D&D player (I love that so much!) and several characters that weren’t optimized to the hilt.  It was still a balanced party, though, so there wasn’t a problem.

This party was the first one I’ve seen that decided to go into Arabel after the initial shadow attack, rather than going after the dark rider on a distant hill.  This meant that I got to run the in-town skill challenge for once, and I had fun with it.  The party took on the optional combat challenge in the brewer’s basement to recover the broken obelisk – a better battle than I was expecting.  The final battle was run pretty much as scripted – I didn’t ramp up the difficulty at all, and it was still a good challenge for the party.  They, like the last party to go through that encounter, played “Grab the Baby from the Evil Cultist”, with the party bard eventually putting the baby in a balcony to keep it out of harm’s way.  Interestingly, this party never met the titular Black Knight of Arabel and finished the whole adventure having learned nothing about him.  Weird, but it worked out okay.

I had an hour between games, so I dashed to the hotel restaurant to get a burger to go.  The service was slow, and I was a little bit nervous leaving my laptop and projector set up in the hotel room with no one around, but when I got back everything was just as I had left it.

Saturday: Running the second game

My afternoon game was with a more experienced party, and we were playing the adventure that I was less sure about from a fun perspective: TYMA 2-1 Old Enemies Arise.  The first battle is the hardest one of the adventure, and I basically told the party as much during the battle so that they wouldn’t be too afraid to use daily powers as needed.  This party lacked a true defender, so the warlord played that role and found himself the target of a savage beating, ending the battle with only two healing surges remaining.  The group decided to take an extended rest in town, and since that made sense within the story I decided to allow it.

I ignored most of the scripted skill challenge because it just didn’t make any sense.  The party is supposed to talk to two different farmers outside of the skill challenge to get information about the kobold attacks.  Then they’re supposed to go BACK to town to start the skill challenge of gathering clues about where the attack is coming from, even though they already know at this point.  And this is supposed to require four successful checks.  Stupid.

So, once they knew that the attacks were coming from the west, I moved into a simpler tracking challenge, followed by some checks to narrow down which cave the kobolds were in.

The first cave combat is one that I ran for my online group a week before, and it was only so-so that first time.  I changed it.

  • As written, there are five trapped squares, and whenever any square is triggered, spears pop up from all five squares. This is boring – once the trap has gone off once, the players will just walk around all of the trapped squares, making the trap mostly irrelevant.
  • I upped the number of trapped squares to ten.
  • I also made it so that each square triggers independently, leading to an awesome minefield experience as the PCs tiptoe across the cave.
  • Finally, I gave the trap savant something to do – his crossbow bolt now pushes the target one square on a hit.

This encounter ended up being a lot of fun.  One character charges in and is hit by a trap.  The rest of the players tiptoe carefully, hoping to avoid the traps.  The decoys jeer at the players, trying to pull them onto traps and to hit them with their swords.  The savant shoots bolts from afar, trying to push players onto traps.  The final encounter after that one wasn’t super-interesting, in part because the dailies all came out, but everyone seemed to have a good time overall.

Saturday evening: Playing in the special event

In the evening, the LFR game was a special one written for the Con called In the Blink of an Eye.  All of the tables of all levels were playing in the same setting, but in different parts of it.  Our group scouted for a way to sneak into a castle and ended up going in the royal family’s emergency escape tunnel.  We were attacked by iron snakes that came out of the walls, retreated when bloodied, and reappeared later.  It made for a surprisingly cool fight.

We then dealt with a trapped corridor using skills, at which point we were at the stopping point for the adventure with time to spare.  The DM decided to make climbing some stairs into an athletics check, at which my heavily-armored paladin failed again and again, taking a little damage each time before finally succeeding.  He is now known as Rohgar Stairslayer.

It was fun to play at the table of a new DM.  She knew the rules well enough but was lacking a little in confidence.  I could see a lot of myself from a few months ago in her – a very interesting process.

After the stopping point, a 16th level rogue from another table was sent to join our party (I’m still not sure why) and we fought a hydra.  It was a 6th level solo, but with unloading of dailies we finished it in two rounds (without the high-level rogue having to do anything significant).  I’ve heard complaints about solos, and I understand them now.

Sunday

On Sunday I decided to sleep in, so I only made it in time for one LFR game.  The DM was one I had played under before at Enchanted Grounds, and he had lots of 3D props for the table (trees, bushes, rocks, etc.) which were pretty cool.  I liked the module, too – AGLA 1-1 Lost Temple of the Fey Gods.  The experience, however, was heavily marred by the presence of one player who was totally mechanics-focused and asked endless questions trying to push the envelope (Can I hide here? Can I see around this corner? Will I get anything useful if I use Arcana now? Could we put away our torch, blinding the rest of the party, so I can use low-light vision?).  He was horribly irritating to play with, and I pitied the DM for having to deal with him.  Had I been running the game, I think I would have paused the game, pulled him aside, and explained that he needed to just play rather than trying to squeeze every non-existent advantage out of the game and sucking the fun out of the table.  If he couldn’t do that, I would have removed him from the game.

Wrap-up

At the end of the convention, there was a little ceremony to thank the DMs.  Everyone was given a choice of various RPG products (I picked up the Forgotten Realms Campaign Guide – I figure I should probably take a look at it) and was recognized for their work.  There’s another somewhat bigger convention in February, Genghis Con, which I’m now looking forward to!

Overall, I had a great time at TactiCon.

  • I did get minis for Rohgar and Kern (though nothing for Zaaria) as well as a couple of miscellaneous minis for players to use at my table.
  • I ran three games and got fantastic evaluations – seventeen perfect scores and one score of 9 out of 10.  I’ll take that!
  • The projector setup worked beautifully and the players loved it.
  • I played a bunch of LFR and got Rohgar to level 4 – woo hoo, I can play in H2 adventures now!
  • I discovered a cool board game, Fresco, which I think I might pick up for myself.

I did not get to play any non-LFR RPGs, but I think I’ll remedy that at Genghis Con in February by just signing up for a slot in advance and diving in, most likely into Savage Worlds.  I’d also like to run a few more sessions if possible – maybe 4 or 5 next time.  It should be awesome!

TactiCon Day 2 (Friday)

My blogging of the TactiCon experience continues with day 2: Friday.  This was the first full day of the convention, and I learned that it doesn’t really hit its complete stride until Saturday.

I was up late last night, so I didn’t make it to the convention site until a little after 10:00 this morning.  That ended up working out just fine.  The vendor hall still wasn’t open yet (it turns out that it was opening at 3:00 PM on FRIDAY, not Thursday), so I went down to the RPG area to watch for a bit.  I watched a little bit of a Savage Worlds game, which looked like fun.  I also watched some D&D players whom I knew, playing an LFR game for 7th-11th level characters on a cool pirate ship battlemap with a full model of a ship for them to run around on.

I then went to the registration desk to sign up for an LFR game in the afternoon.  They had one open for the 2:00 PM session, which fit perfectly.  Since it was pretty quiet at registration at the time, I chatted with the lady there, explaining that this was my first convention and that I was looking for suggestions and advice.  She advised me to pick up a couple of generic tickets for future games (either board games or RPGs).

When I asked about miniature painting (I had seen a sign for this), she told me to try the free (!) paint and take activity.  You just sign up for a slot, and they’ll give you a free metal mini, use of their paints, and some tips on how to do it.  The next slot was right away, at 11:00, so I signed up and went right over to miniature painting.

The guy who helped me was a very cool gentleman named Chris.  He gave me a choice of three different metal minis (apparently they’re 95% lead and 5% tin, so it’s too much lead to call them pewter).  I picked the one with armor and a sword, as he seemed like a perfect fit to be Rohgar, my half-elf paladin for LFR games.

The basics of miniature painting, as Chris explained to me, are:

  • Shake your paint pots thoroughly
  • Take some paint out of the pot and onto your styrofoam plate palette using a brush
  • Add a little water and mix to thin the paint
  • Start by painting the interior layers (face, underarmor) and work your way out
  • Have fun!

I ended up with the following mini:

Rohgar is completely and totally awesome-looking now! No, he’s not perfect – you can see where I missed some spots.  But he looks really, really good.  It took me about 90 minutes for the whole process, and I’m surprised to say that I had a good time.  I could definitely see myself painting minis for any character I plan on playing regularly.  I wouldn’t do it for armies of monsters, of course, but for a few PCs, yes, I think I would.

After mini painting, I grabbed a burger in the hotel restaurant. I still had an hour to kill before my 2:00 LFR game, so I dropped into the board game area.  A couple of guys were looking for more players for a game called Fresco, which I had never tried before.  Always being up for a new game, I sat down and learned to play.

I haven’t talked about this much on my blog, but I love board games, especially “Euro games” or “German-style board games” or whatever you want to call them.  Fresco is apparently pretty new, and I like it a lot.  The niftiest part is the mechanic to begin each “day” in the game, where each player decides what time they want to wake up.  If you wake up early (5:00 or 6:00), you get the best selection at the market and first choice of the available parts of the fresco to restore in the cathedral, but you make your apprentices unhappy and one might refuse to work.  If you sleep in, you have fewer market choices and you go last, but it makes your apprentices happy and you may attract another apprentice to work for you.  I also love the mixing of paints to make more valuable works.  It’s a cool game, and I think I might try to pick up a copy for myself at some point.

At 2:00, my afternoon LFR game began.  This one was a lot of fun.  The DM let me play Rohgar as a third-level character even though he was technically 10 points shy of level 3.  This meant that I got to use his +2 Vicious Longsword and his Cloak of Resistance +2 that he’d been carrying around since his first and second sessions, unable to use them until he hit level 3.  Woo hoo! The session was CORE 1-3 Sense of Wonder, which involved being transported into the middle of a bar fight by a gnome who thought he was summoning a living construct called a Gondling.  We then helped the gnome locate a temple of Gond that had been lost beneath the sea and fought our way through the temple, past some vicious guard robots, eventually ending at a very cool little puzzle.  The puzzle involved each player having a vision (written on paper), then comparing visions to figure out the right order to do things in order to open a vault of treasure.  Way fun, and the DM was awesome and enthusiastic.

Also, Timothy and Sheryl, the couple from last night, were at this game as well.  Sheryl was still just watching, but we chatted again.

I then stopped by the exhibitor hall to get some minis. I picked up a few cheap, generic minis that I can use in case a player needs one, but I also got one just for my wife Barbara:

I don’t know exactly what this is supposed to be, but it’s a dual-sword wielding cat creature.  Barbara loves cats – whenever she plays in the Daggerfall/Morrowind/Oblivion universe of video games, she loves to play a Khajiit, and her first D&D 4th Edition character was a Shifter.  She doesn’t have a character like that at the moment, but I’ve already told her that if I run an in-person campaign that she plays in, we can house-rule a Khajiit type of race for her to play.

I popped out to grab some dinner, then came back in time for the 7:00 PM LFR sessions.  I was planning to use my generic ticket to jump into whatever was open, but it became clear that things were getting messy for the organizer, Linda.  I had anticipated that this might happen, so I had brought my projector rig and left it in the car.  I volunteered to run a session of CORM 1-1 The Black Knight of Arabel (the same one I had just run on Tuesday), and Linda gratefully accepted my offer.

A couple of my players helped me get the stuff from my car to the hotel room where we were playing, which was kind of them.  We ended up starting the game around 7:30, and because of the late start I decided to run the battles as written, without making them more difficult.  That ended up being a little bit of a mistake, as the party mowed down everything in their path.  They seemed to have a good time doing it, though, and the role playing was fun, so I’m not complaining.

The best part for me was that Timothy and Sheryl were there again – and Sheryl played in this game! She mostly asked Timothy to drive, but she rolled her own dice.  By the last encounter, where the party came upon the cult leader getting ready to sacrifice a baby on the altar, she made her own decision: Rather than fight or talk, she wanted to move up there and grab the baby.  She ended up needing some help from the wizard, who used Mage Hand to get the baby to her (technically the baby was probably too heavy, but the Rule of Cool applied here), and then they passed the poor kid back and forth like a football, but the good guys won the day.

I’m continuing to have a blast at TactiCon, and I’m looking forward to running two games tomorrow.  I’m hoping I can get Barbara to come at some point, as I’m sure she would love some of the stuff in the vendor hall.  We need to get her a dragonborn mini to paint for Zaaria, her Runepriest.

TactiCon Day 1 (Thursday evening)

As promised, I am blogging about TactiCon.  The convention began Thursday evening, with your intrepid reporter learning a lot about how conventions work.

First, when the brochure says that the Exhibitor Hours begin at 3:00 and registration begins at 5:00, that does NOT mean that the exhibition hall for people to shop in opens at 3:00.  It means that people who are involved in running the convention can start getting set up at 3:00, but there’s nothing for players to do until 5:00.  Oops.

Second, it’s important to sign up for particular events in advance if there’s something in particular you want to play.  I had pre-paid for my badge, and it was waiting for me, which was great.  However, I hadn’t registered for any individual games, and the two low-level Living Forgotten Realms games this evening were already full.  I bought a generic ticket and was told that I might be able to get into a game anyway.

I left the hotel and came home to take my wife to dinner before heading back to the convention, getting there just before the 7:00 PM start time of the evening’s RPG sessions.  There were a total of five players with generic tickets who wanted to play low-level LFR, and the organizer persuaded a guy to run an adventure he had never even read before.  What a trouper!

The game was interesting, to say the least.  We played CORM 2-1 For Crown and Kingdom.  It’s actually a pretty cool module, and for running it completely on the fly I think the DM, Leo, did a nice job.  He ran the skill challenges in the manner I hate, though: “Okay, this is a complexity 1 skill challenge, requiring 4 successes before 3 failures.  You can use Perception, Nature, History…” Ugh.  No role playing, just roll the dice.  But since he had no chance to look over it beforehand, I won’t fault him too much for that. He also let the game get bogged down in some rules discussions – I feel confident that I won’t let that happen at my tables.  If there’s disagreement about a rule I’ll go with what seems most reasonable and move the game onward to the fun parts.

My favorite part of the evening was talking with a pair of other people at the table.  There was an older guy who had never played 4th edition before but who had excitedly rolled up an eladrin wizard and was ready to go.  He brought his wife along, and she had never played an RPG before and really had no interest in playing, either.  Still, she was willing to let me talk to her about the game, trying to give her a basic overview of what she would see and what everyone was doing.  She paid polite attention to the game, and we chatted about music afterward.  She even thanked me.  I don’t think I created a new gamer, but I at least had a positive interaction with someone who clearly was not a fan of role playing games.  Baby steps.

I think I’ll bring my projector setup and leave it in the trunk of my car tomorrow, just in case they need someone to run another ad hoc game.  I mostly plan to play, but I’d be lying if I denied wanting to show off my sweet setup to as many people as possible!  I do want to get at least one more LFR game in as a player, just so I can get my half-elf paladin, Rhogar, up to third level so that he can finally equip the two seventh-level items that he’s carrying around!  Ten XP shy…