Online Dungeon Master

February 5, 2012

Madness at Gardmore Abbey: Session Four

Filed under: 4e D&D, Adventures, DM Lessons, Online games, Play — Tags: , — OnlineDM @ 7:30 AM

Past sessions: Session OneSession Two, Session Three

This is the recap of my fourth session running the Madness at Gardmore Abbey adventure via MapTool and Skype for my family group. As always, SPOILERS AHEAD.

Sora the dragonborn swordmage (played by my wife), Homer the elf hunter (played by my brother in law) and Stasi the half-elf warpriest of Pelor (played by my sister in law) found themselves in the Temple of Bahamut on Dragon’s Roost, having just finished an extended rest under the protection of Sir Oakley. Upon their waking, Sir Oakley offered the party a mysterious object he had found hidden in a niche on the altar to Bahamut: An ivory plate that the party immediately recognized as a second card from the Deck of Many Things, to go along with the Key card they had found earlier.

This card had an engraving of three women – one young, one middle-aged, and one old (with a pair of scissors). Stasi was able to figure out that this represented the Fates. (Note that I’m running the game online and therefore am not handing out the physical cards; I like that the players get to puzzle out what some of the cards represent based on a description that I provide rather than getting to read the names on the cards.) Stasi agreed to carry this card with the other for the time being.

Having escorted Sir Oakley to the Abbey and having helped him defeat the enemies in the Temple itself, the adventurers agreed to help him find the three missing relics that would be necessary for him to perform the needed cleansing rituals. He didn’t know where these relics were, but he knew that they must be somewhere within the grounds of Gardmore Abbey. Sir Oakley ultimately agreed to accompany the group on their search (with a three-PC party, it’s nice to have a companion character along to help with the scaling of battles).

The group decided to start by searching the catacombs. Stasi the warpriest was itching to blast the heck out of some undead creatures (which have been rare in the Essentials adventures to this point). Coming down the stairs, they heard prayers ahead. Homer the hunter stayed back on the stairs while Stasi and Sora accompanied Sir Oakley down to investigate. They found a bunch of humans in armor praying around an altar of Bahamut.

Thus began Encounter 23: Altar of Glory. I’ll say right here that I totally screwed this up, because this was supposed to be the first encounter where my party was to meet The Others – the rival adventuring party. Oops. I forgot all about that, and I hadn’t prepared The Others in MapTool yet anyway. Major oversight on my part, but I have an idea of how I’ll fix this.

My other oversight is that I once again forgot to have the cards from the Deck do anything in combat, but that’s in part because combat was a little weird in starting. This encounter began with a skill challenge for the party to figure out what was going on with these knights praying in the catacombs. Sir Oakley joined in the prayers at the urging of the PCs. A religion check from the warpriest showed that the lead knight was making up some of the prayers as he went along, and the other knights were following his lead. They also noticed that the knights had their scabbards loosened and kept their hands close to their weapons, as though they were expecting a fight. However, they failed to recall any history of the Abbey that might be helpful in understanding the situation, and they twice failed to notice that the knights weren’t casting shadows.

Thus, the skill challenge was failed, and the knights attacked with a surprise round. It soon became clear that these weren’t actual knights – they were pale reavers disguised in the forms they once held in life. I loved describing the first attack, as one of the minions disappeared into a wall, reappeared next to a PC, and then reached for his sword, which somehow transformed into a long mane of hair as the reaver’s true form was revealed.

The fight was challenging with the surprise round and the good initiative roll from the lead reaver, but our warpriest finally got to Smite Undead on the lead reaver, and the group kept him pinned in a corner for much of the fight while they beat up his friends and later focused on him. Some surges were spent, but none were actually drained by the reavers themselves.

Examining the room showed that the altar to Bahamut could infuse a weapon with the one-time ability to deal fire damage, which Homer the hunter was all over. Sir Oakley helped him with the prayers, and the dragon heads on the altar came to life and bathed Homer’s bow in flames, which then died down, leaving the bow warm to the touch. This came in handy in the next fight.

One sarcophagus in this room had been pried open, and the skeleton within was missing its skull. Corruption emanated from this coffin, and the party was able to figure out that the corruption could only be cleansed if the skull could be returned. No skull was to be found in this room, however.

Onward to the east, then! The stone doors opened smoothly enough, revealing a room with a badly damaged ceiling. Roots from above had grown through the ceiling, creating a tangle that extended most of the way to the floor, stopping six feet above the ground. Stasi’s Sun’s Glow showed a good portion of the room, and the party could hear some shuffling footsteps in a far corner and a very faint sound of movement coming from another corner of the room near the ceiling (up in the roots). After Stasi and Sora moved into the room, the light revealed a mummy coming toward them

Encounter 25: Memorial Chamber was under way. Homer won initiative but delayed, staying back in the Altar of Glory chamber. The mummy moved toward the doorway and cursed Stasi, so that she would take necrotic damage every time she tried to hurt the mummy (a brutal but cool ability). Sora figured out that she could yank on the roots in order to bring the fragile ceiling down on the mummy, which worked like a charm (I decided that DC16 Strength would be for a minor action check and DC12 would be for a standard action). That mummy struggled for the next three rounds to free its legs from the rubble (immobilized, save ends).

Knowing that they had heard other movement in the chamber, the party was cautious about moving farther in. Too bad for them, then, when a swarm of rot scarab beetles stealthily crawled through the roots on the ceiling without attracting attention and then rained down onto Sora’s head. This was a wonderfully disgusting moment, leaving Sora the swordmage inside the swarm. Homer eventually jumped into initiative at the end of the round, after Sir Oakley told him that the mummy would catch fire if hit with fire, using Bahamut’s blessing from the previous chamber to light that mummy up.

At the beginning of round two, I remembered that I wanted to use the Deck of Many Things, and I decided later that I actually kind of prefer having the Deck manifest its power after the first round of battle. It feels artificial for the Deck to know exactly when combat is breaking out and to show up immediately; I like the idea that it responds to the stress of actual combat and then manifests.

In this case, the image of the Key appeared next to Stasi as a big glowing light. A minor action Arcana check revealed that someone standing in the Key square could use a move action to teleport 5 squares; pretty cool stuff!

Round two is also when the Flameskull revealed itself from behind a mosaic-covered wall on the far side of the room and dropped a fireball that enveloped three of the PCs plus the mummy and the scarab swarm. Uh oh! The new threat caused some major concern.

Eventually, Sir Oakley ended up charging into the chamber largely to get away from the swarm’s aura and to go after the Flameskull (and because I wanted to make the combat more dynamic than a chokepoint between two rooms). He was left to his own devices for a while as the PCs finished off the mummy and the swarm. Finally, the PCs came to help, rescuing Sir Oakley from unconsciousness and destroying the Flameskull.

When the Flameskull was defeated, the skull’s fires went out, leaving behind a normal skull. The PCs immediately thought – aha, perhaps this is the missing skull from the earlier sarcophagus. Indeed it was, and Stasi the warpriest returned it to its rightful place and used some healing magic to cleanse the corruption – in the process gaining Bahamut’s blessing and the one-time ability to breathe fire.

The Memorial Chamber was revealed to have a secret door to the north (the Perception check beat a 19, but not a 23), which led to a small room with three long-dead knights of Bahamut beneath a mural depicting the Platinum Dragon as a dracolich. Sir Oakley was able to explain that this was a private practice of some worshippers of Bahamut, and that it represented adherents steeling themselves to face death rather than worshipping undeath. Some searching of this secret chapel revealed two other doors leading to other chambers, three topazes that had been taken from the temple, and the fact that these knights evidently closed themselves in this room and starved to death rather than leaving. Interesting stuff. Having Oakley along at this point has been helpful.

From here, the party decided to go through the door on the west part of the north wall of the Memorial Chamber, which revealed a short hallway, beyond which was a room with a fountain – and a couple of skeletons.

Encounter 24: Font of Divine Health began with two skeletal tomb guardians arising and attacking. I once again had Sir Oakley get himself in the middle of things in order to create some movement. A blazing skeleton popped out from a niche to light Stasi on fire.

In round two, the Fates revealed themselves. The new card from the Deck manifested adjacent to Stasi, who boldly stepped into the light and understood that if she were hit by an attack while in the Fates’ square, she could force a re-roll of that attack with a -2 penalty. This power appealed greatly to Homer, the great chicken of the party, who camped in that square for several rounds.

Meanwhile, the tomb guardians were slicing and dicing all over the place, making effectively four attacks per round (a fun mechanic). Some skeletal minons revealed themselves, providing a flank for the guardians. All the while, the blazing skeleton kept burning things from a distance.

The fight ended with Stasi using a daily power, then finishing the final foe in a blaze of holy might. At this point, the mosaic of the head of Bahamut inlaid in the floor glowed brightly, and the whole party regained some free hit points. It was soon discovered that drinking from the fountain in this room would also regain some free hit points, plus grant some necrotic resistance. Good times; I love these alternate, short-term rewards.

Here we stopped for the night, with Homer and Stasi suggesting an extended rest in the secret chamber and Sir Oakley adamant that they must press on and find the holy relics. I hope they do press on; they’re not in severe shape just yet (Oakley is the lowest on surges by far). If they decide to rest in the secret chapel, so be it. It’s possible that their entrance has guaranteed that it will not remain secret indefinitely…

-Michael the OnlineDM

OnlineDM1 on Twitter

December 26, 2011

Madness at Gardmore Abbey: Session Two

Filed under: 4e D&D, Adventures, Play — Tags: , , — OnlineDM @ 7:30 AM

Earlier sessions: Session One

My party of three recovered from their run-in with giant spiders in the feygrove of Gardmore Abbey and continued making their way toward the orc village. Before long, they came upon a spring populated by a number of eladrin warriors. The leader of the eladrin ordered his soldiers to surround the party, which they did via teleportation. The leader demanded to know who they PCs were and what business they had here.

Homer the elf hunter (played by my brother-in-law) quickly explained that the PCs had been sent by Lord Padraig of Winterhaven to scout the orc threat, and they meant the eladrin no harm. Deciding that enemies of the orcs couldn’t be all bad, the eladrin leader introduced himself as Berrian Velfarren and invited the party to come to the spring to join him in a glass of high-quality feywine.

Berrian explained that he had come to the region of Gardmore Abbey in search of his father, but that the trail had gone cold. Making matters worse, his sister Analastra had gone off on her own and hadn’t reported back yet. Berrian said that he would appreciate help in locating her, which the party agreed to do. Berrian explained that he planned to stay by the spring, trying to understand more about its magical properties.

Stasi the half-elf warpriest (played by my sister-in-law) talked to Berrian and examined the fountain and determined that drinking from it could give visions of the history of the region. Only Homer the hunter was brave enough to take a sip, and he experienced a vision of a valorous knight of Bahamut defending himself against an onrushing horde of ten orcs, slaying them all in swift order and emerging victorious. This vision of heroism left Homer with the ability to get some extra minor actions in a future battle.

The party then left the Font of Ioun and moved toward the orc village, eventually coming upon the sounds of struggle in the woods ahead. An eladrin woman was fleeing from a pair of displacer beasts, and the beasts caught up to her and knocked her to the ground, unconscious, as the PCs entered the grove. A dire stirge emerged from a nearby ruined bell tower, and the party moved to attack. Thus began Encounter 11: Bell Tower.

Since there are only three PCs in my party, scaling the battles down is always a little bit tricky. I decided to let this one be a challenge, and I only removed one dire stirge instead of removing a displacer beast (or a displacer beast AND a dire stirge). All I can say is wow, displacer beasts sure are annoying to fight! Rolling a 17 or 19 on the attack die and finding out that you missed is a major bummer.

I scaled things a little bit on the fly. I had a stirge go after a bloodied displacer beast. I had a surge die when it was knocked down to about 10 hit points, and I did something similar with one of the displacer beasts. I was planning on having the other displacer beast flee when it was badly bloodied, but the PCs REALLY wanted to kill that thing (it did eventually escape with 9 hit points). The battle ended with Stasi unconscious (but stable) and Homer only on his feat because he got a 20 on a death save. Whew!

After the battle, the PCs were able to revive Analastra, the fallen eladrin. She thanked them, but was clearly embarrassed to have needed their help. She asked them to come with her to meet her brother, whom the PCs revealed they had already met.

Berrian was grateful to see his sister again, and thanked the party by asking what he could do for them. They mentioned that they wanted information about the orcs, and Berrian obliged by telling them what he knew. He also let the party rest in his grove while his soldiers stood guard and Analastra regained her strength (an extended rest – they needed it!).

In the morning, Analastra escorted the party to the garden hedge maze that marked the end of the feygrove, from which point the party could see much of the orc village for themselves. They also noted the wizard’s tower, and the fact that the keep seemed to be the headquarters for the orcs, based on the foot traffic in and out.

As the adventurers made their way back through the feygrove to head back to Winterhaven, Berrian gave Sora the dragonborn swordmage (played by my wife, and the only PC to have made it through the displacer beast encounter without falling unconscious) with a Giantslayer Broadsword +2. Yay for Mordenkainen’s Magnificent Emporium (the first time I’ve actually used the book).

Back in Winterhaven, the party settled in at Wrafton’s Inn and sent word to Lord Padraig that they were back and ready to report. Padraig came to see them in the inn, and they showed him the map of the orc village they had created with their notes about the strength of the orc troops. I asked the party if they were telling Padraig about the eladrin the feygrove, and they said no.

Padraig expressed dismay at the size of the orc force and said that he would need allies in order to chase off the orcs. Still no mention of the eladrin. He asked about the wooded area on the map. Still mention of the eladrin.

Shrug.

Padraig did at least note that the wizard’s tower the party had seen would probably be of interest to Valthrun the Prescient. He also paid the party some gold as a reward for their scouting report.

After Padraig left, the party was approached by a paladin in full-on shiny armor with the device of Bahamut prominently displayed. He introduced himself as Sir Oakley and said that he had heard that the party had been to Gardmore Abbey. He explained that he was a direct descendant of Gardrin the Hammer, founder of the Abbey, and that he wanted to cleanse the Abbey of evil and set it as a beacon of good in the world before he died.  Also, he knew of a secret stair that would lead straight to the top of Dragon’s Roost, bypassing the orcs. He asked the heroes to help him, and they readily agreed.

They stopped off to talk with Valthrun before leaving town the next day, and he was excited to hear about the tower. He’d been researching the Abbey in the week the party had been gone, and he asked them to be on the lookout for a book bound in white dragon scales, which his research indicated had been owned by the last wizard to use the tower before the fall of Gardmore Abbey.

Thus ends session two. I hadn’t put together the encounters on Dragon’s Roost in MapTool yet, so we had to cut things a little bit short. We should be able to play again before the end of 2012.

Later sessions: Session three, Session four

December 21, 2011

Madness at Gardmore Abbey: Session One

Filed under: 4e D&D, Adventures, Play, Reviews & Culture — Tags: , , — OnlineDM @ 7:30 AM

At Christmas 2010, my wife’s brother and his wife came to visit us for a couple of weeks. During that time, I introduced them to Dungeons and Dragons, and they were hooked right away.

We started off with a Living Forgotten Realms module I had run at my friendly local game store, and they wanted to know what came next. So, I spent the next day crafting an LFR-style adventure that was the sequel (I really should post about my LURU 2-3 sequel one of these days – Deeper Into the Crypts). I ran it that night, and they loved it. I ran them through two or three more adventures that week before they had to go home. Good times.

Once they were back in Texas, they wanted to keep playing. No problem – MapTool to the rescue! I had heard such good things about Reavers of Harkenwold that I decided to run them through it next, followed by Cairn of the Winter King.

Now that we’re on the standard post-Essentials adventure path, I figured I might as well go with the next adventure: Madness at Gardmore Abbey. I got the box months ago, read through the first two books, and started building monsters in MapTool. Once we figured out when we’d actually be able to play again, I re-read the books, formatted the maps from WotC to fit to a 50 pixel grid, and put a few more monsters together. I randomly determined the positions of the cards from the Deck of Many Things and all of the consequences of those positions. And now, off we go!

SPOILERS AHEAD

Session one began with the party in Fallcrest, relaxing after their voyage to the Cairn of the Winter King. A messenger from Winterhaven rode to town, seeking the adventurers whose reputation was growing as problem solvers. Her name was Elaine (though no one asked). She knew the party by name: Sora the dragonborn swordmage (played by my wife), Homer the drow hunter (played by my wife’s brother) and Stasi the half-elf warpriest (played by my sister-in-law). The messenger explained that Lord Padraig of Winterhaven had a bit of an orc problem that needed solving, and his regular troops weren’t up to the task. He’d heard good things about the adventurers, and decided to send the messenger to hire them.

Being the easygoing, “Where’s the next fight?” group that they are, they eagerly agreed to travel with Elaine to Winterhaven. Lord Padraig had arranged for the party to be put up at Wrafton’s Inn at no charge during their time helping the town. They tried to catch a whiff of rumor about the orcs from the patrons who were there in the early afternoon (Rond Kelfem, Valthrun the Prescient, a few peasants and of course Salvana Wrafton), but their Streetwise was lousy. So, they waited for Padraig to show up.

The Lord came to the Inn around dinner time, and waved for Salvana to bring him his regular mug of ale. He bowed slightly to the party with a few words of flattery and asked to sit with them. He explained the orc problem and what he wanted the group to do (the Scout the Abbey quest from page 8 of book 2). Again, they readily agreed.

After Padraig left, the group tried to pick up some more information, which they got from Valthrun and Eilian the Old at a corner table. They learned about the sacking of Gardmore Abbey 150 years prior and the orcs who lived there ever since. Eilian had seen the ruins as a boy, but never ventured too close. Valthrun expressed interest in the grounds – surely there must be some intriguing mysteries within. He asked the party to let him know if they found anything mysterious.

And with that, they set off to Gardmore Abbey. After three days’ travel, they arrived at the place where a path left the King’s Road to head up to the wall around the abbey’s hill. Their keen eyes spotted some orcs manning (well, orcing) the guard towers by the main gate, so they decided to head south, where trees could be seen on the opposite side of the wall. Finding a gap in the wall, they decided to head on through.

At this point, I decided they needed a fight, so I tossed them into Encounter 9 against the spiders (even though they weren’t coming at the Feygrove via the village). The three of them fought off five deathjump spiders without trouble.

During a short rest after the battle, the adventurers noticed an armor-clad skeleton tangled up in some webs in the trees. Armor might mean treasure, so they climbed up and cut the body down. They were able to figure out that this was the body of a paladin of Bahamut, and in addition to a faint magic aura from the paladin’s sword, they also discovered a thin plate of ivory, about the size of the palm of a hand, blank on one side, and with an etched image of key on the other side (which I described as being similar to scrimshaw). Stasi, the Arcana-trained warpriest, was able to figure out that this was a card from the Deck of Many Things, a legendary artifact known as a force for chaos in the universe. She was also able to determine what effect the Key card would have in battle. Intrigued, she decided to hang onto the card.

And thus ends session one. I’m excited about how things have gone so far. It didn’t take much encouragement for my group to decide to check out the Abbey, and now they’ve found one of the cards of the Deck of Many Things. They’re in the Abbey to scout the orcs, but have taken a circuitous route to get there – and that’s okay! Madness at Gardmore Abbey allows for a lot of freedom, which I appreciate.

Now I need to put some more encounters together – I only have 1 through 14 done!

Future sessions:

Session two

Session three

Session four

July 26, 2011

Pathfinder session #2: Fun but fiddly

Filed under: 4e D&D, Editions, Pathfinder, Play, Reviews & Culture — Tags: , — OnlineDM @ 7:36 AM

Last night was the second session in the ongoing Pathfinder campaign I was fortunate enough to be invited to join. As a player who knows D&D 4th Edition well but who’s still learning Pathfinder, it continues to be an enlightening experience.

The GM for the game is awesome, and he’s the reason I jumped at the chance to play (it’s not like I have an overabundance of free time – I’m running a lot of games right now!). We’re playing the Rise of the Runelords campaign path, which everyone tells me is a great adventure (and I agree so far). My character is definitely a real character – Father Beren, a gypsy cleric of Desna (goddess of luck and travel). Kind of a grim hippie. He’s developed in part because of my thinking and writing about a back story and in part because of awesome work by the GM to mention how various things in the game affect him (seeing horrible creatures and places devoted to the god opposed to Desna is repulsive to Beren).

The other players are fun, too – two of them in particular. One is a pensive traveler from afar (a druid with a cat companion) and another is a dwarf with terrible luck who decided to toss his crossbow in the fire at the inn because he was so frustrated with it. Our awesome GM played out a scene the next day where the dwarf went to a weapon merchant to buy a new crossbow. He first swapped a magic dagger for a magical repeating crossbow, but he does not yet have the right feat to use such a crossbow. So, the dwarf asked if the merchant had any regular crossbows for sale. Sure enough, the merchant had just gotten one in the night before… and he pulls out this fire-blackened crossbow that the innkeeper had apparently rescued from the fire after some crazed dwarf had tried to burn it. Classic.

I’m obviously having lots of fun, but it’s due to the other people around the table. What about the system itself so far?

Well, Pathfinder is way more fiddly than 4th Edition. It’s more simulationist while 4e is more gamist. And so far, I think I like my games to be more gamist. The crossbow-wielding dwarf has had such a hard time hitting monsters in part because he’s always shooting into melee, which imposes a steep penalty on the attack until he can take a feat to get around that problem.

Another PC grappled an enemy at one point, which led to a lot of rule lookups. Making and sustaining the grapple wasn’t too complicated (the PC made an attack using her Combat Maneuver Bonus – CMB – against the target’s Combat Maneuver Defense – CMD), but once the monster was grappled we had to do a bunch of searching for the changes to the monster’s attacks and defenses, and oh yeah, there’s a dexterity penalty, so that’s an extra penalty to defenses… or wait, was that already included? Sigh.

I also miss power cards from 4e. I’m not used to using books at the table, but in Pathfinder you have to constantly refer to various books to look up your spells. I suppose you could print them all out on a few pages, but you have a lot more spell choices in Pathfinder. It’s a good thing and a bad thing.

I’ll admit that I’m kind of digging Vancian magic in certain ways. My cleric currently gets:

  • Three first-level spells per day
  • A domain spell
  • Four different orisons (minor at-will spells in 4e parlance)
  • The ability to channel positive energy seven times a day (minor healing or undead fighting)
  • The ability to call on the luck of Desna five times a day (a great ability)

It’s kind of cool to be able to choose those three spells and the domain spell each day, plus occasionally tweaking my orisons. For instance, we encountered a temple to an evil god in which was a small basin of horribly unholy water. Beren wanted to destroy it, but he didn’t have Make Holy Water prepared. So, the next day he prayed to Desna for that spell and came back to start destroying the water. That’s some nice flexibility to have.

I’m also getting used to the fact that I don’t have at-will powers like a 4e cleric exactly. On his turn Beren will either attack something with my starknife or he’ll cast a spell to make his team more effective; not both. I don’t mind playing a support class, because Beren is a pretty great supporter.

I do think that the change to Fortitude, Reflex and Will as defenses in 4e rather than saving throws makes things easier to follow (it’s fiddly to figure out the DC of a saving throw against various abilities), though it leads to interesting situation where ongoing poison, for instance, requires a Fortitude saving throw each turn until you fight it off. Honestly, the 4e saving throw (get a 10 or better on a d20) is a lot simpler and easier to use, though less simulationist. I’m okay with that.

I’m looking forward to continuing to learn Pathfinder and playing with my awesome fellow players and GM. I’m having fun, and I’m reserving judgment on the game until I’ve been playing it for many months and feel like I have some measure of system mastery as I do with 4e. But so far, I think I’m learning that I’m fine with more abstract game mechanics if they make the game go smoothly, and I think 4e does a pretty good job with that.

July 23, 2011

My players are awesome

Filed under: 4e D&D, Adventures, Maps, Play — Tags: , — OnlineDM @ 12:36 AM

I don’t spend enough time writing about my Friday night game. I’m OnlineDM after all, and this is my long-running online game. We’ve just passed our one-year anniversary of playing together. How cool is that?

Anyway, we weren’t able to play for the past two weeks (it felt like forever) because I had other plans on a Friday night and then I had to work late the next week. So this week we got the band back together – six of the seven players were able to make it (though one had to drop out about 40 minutes before the end of the session).

I had done a fair amount of prep work for this session over the past couple of weeks, and then realized in the 30 minutes before we started that there was a whole aspect of tonight’s session that I hadn’t prepared for. I threw that stuff together partly in the few minutes before game time and partly on the fly during the game, and it worked out just fine.

We’re running the War of the Burning Sky campaign saga from EN World. We’re currently in the fourth adventure (spoilers follow). The party had recently helped a noble win a war against his own king who was trying to destroy him. Tonight, the party traveled with the noble to the king’s capitol to talk about peace. They were wary but went along to protect the noble against any funny business.

The peace accords were celebrated with festivities – jousting, food, games, spelldueling, fireworks, etc. These would ultimately be followed by some treachery and combat. I had prepared the treachery and combat. I hadn’t prepared the jousting and spelldueling, so I threw those together quickly.

For the jousting, I drew a quick jousting ring (wood for the border, dirt for the center of an ellipse) and used an existing knight monster with a lance as the opponent. For the spelldueling, I took advantage of my new quick monster creation tool (what a lifesaver!) and whipped up an opponent. While the party talked amongst themselves later, I whipped up a second opponent, based on the first. It worked out great.

The party began with the fighter entering the joust. I ran the first round as an event that started on horseback and finished on foot. That was a mistake – the on-foot part was boring and dragged way too long. When I ran a second round later, I changed the rules so that becoming unhorsed would end the joust (which I ruled would happen when someone took a total of 25 or more damage). That worked much better (even though the fighter lost that round). I think the adventure is supposed to include detailed rules for jousting, but I couldn’t find them.

After the first round of the joust, the party explored the festival. They ran into a halfling cook arguing with a man who clearly didn’t appreciate how special the halfling’s food was. They calmed the halfling down, and he revealed that he was Randas, head cook in the king’s castle, and he was royally pissed at being told to clear out of the castle and cook outside at the festival. Rylos the cleric calmed him down and enjoyed an absolutely amazing bowl of soup. Randas became a favorite, at least of Rylos.

A shell game in an alley followed, in which our sharp-eyed elf seeker was able to follow the coin quite easily. Then we moved on to spelldueling in which the wizard/swordmage and the warlock in the party both vanquished their first-round foes. The other PCs cheered them on.

The good-natured thief in the party joined a game of horseshoes and taught the old man running the game how it was done, earning a round of beers for his skill.

Coming back by the halfling cook’s stall, the party found it empty with some guards clearing it out. The guards didn’t know where the cook was, so the party went on a mission to find him. They tried to talk their way into the castle to talk to the guard captain about the missing halfling, but utterly failed, insulting the head gate guard (Merrick) in the process. They tried again later, with the plan being that the thief would sneak in if necessary, and a better bribe got them the access they wanted. The guard captain told them that the cook had been disturbing the peace and had been locked up for the night to make sure he didn’t cause trouble. The PCs were satisfied with this and left.

Back at the spelldueling area, the warlock and wizard/swordmage had faced off against one another with the hybrid coming out on top. She then faced another spellduelist for the championship and lost in awesome fashion. The hybrid opened up an Arcane Gate leading out of the arena and tried to push the spellduelist through it with Thunderwave. She missed, spent an action point, cast another Thunderwave… and missed again. Whereupon the spellduelist walked around her (opportunity attack missed) and cast a spell that pushed the hybrid through her own Arcane Gate and out of the arena, thus costing her the duel. I felt a little bad that she lost in that way, but it was actually a really cool finish to a cool battle.

Some fireworks soon distracted the PCs; the alchemist who was setting them off asked for help in getting more supplies, as his normal alchemy supply houses had been shut down for a special project for the king for the past three days.

A “test your strength” hammer game proved irresistable for the dwarf fighter, who completely missed the target with his first swing (a natural 1) but shoved the cleric out of the way to take another turn, winning a stuffed polar bear toy that he soon gave to a small child (too sweet!).

While the party watched the action at the hammer event, a dwarf emerged from the crowd to surreptitiously pass on information about some fishy goings-on at the castle. They shared the information with their noble patron, who asked them to investigate. He was on his way to a royal banquet.

Here’s where things went off the rails. Rather than investigating by following the suspicious trail into the castle via the sewers, the party decided to go investigate the closed-up alchemist shops. Improvising completely, I had them go to the alchemy district where the shops were all closed up. They broke into a shop and ultimately found some ledgers that documented big deliveries to the king… for ingredients that could be combined to make a poison that would cause insane, murderous rage.

Uh oh. Time to run back to the castle, where the banquet was in progress. They debated whether to fight through the front gate guards or sneak in through the sewers before finally realizing that they were invited guests and just needed to talk their way in. Easy enough.

The dwarf fighter had grabbed some powder back at the alchemy shop that he believed was flash-bang powder, but knowing nothing about Arcana he wasn’t really sure. He was so excited to burst into the banquet hall and throw down the powder that I just ignored any possible resistance from the guards in the hallway and had him toss down the powder…

Which turned out to be stink powder, enveloping the group in a nasty stink bomb. Feeling that there was no way I could top this with a mere combat, I decided to call it a night at this point.

So, in the end, we had no real fights (just some jousts and spellduels) but all kinds of fun adventures and some advancement of the plot. My players were awesome and creative, getting into the role playing and character interaction and… well, I just can’t say enough good things about them. They clearly had a good time, and I had a blast. I’m really excited about next week’s game!

July 11, 2011

My first Pathfinder game

Filed under: 4e D&D, Pathfinder, Play, Reviews & Culture — Tags: , , — OnlineDM @ 10:44 PM

Well, it’s official – I’m a Pathfinder player!

No, I haven’t abandoned Dungeons and Dragons 4th Edition; that’s still my main game. But I was invited to join an ongoing Pathfinder campaign run by a guy who I know to be a fantastic game master, so I took it as an opportunity to learn a new game.

I’m playing Beren, a human cleric of Desna, the goddess of luck and travel. The way the character came together was sort of funny. I was invited to join a game in a campaign world I knew nothing about. I read through the Pathfinder Core Rulebook and thought that cleric would be a good class for me to play. In looking at the various domains, I liked the luck and travel features of Desna and thought one of her clerics would provide some fun role playing opportunities (she’s very free spirited), so I rolled one up.

Then the GM provided the campaign guide (Rise of the Runelords) and it turns out that there’s a race of humans called the Varisians who are basically gypsies and who commonly worship Desna. Well, that’s an easy fit! So, Beren is a gypsy (although he’s somewhat adrift from his people and has been assimilating into non-Varisian society for several years).

It also turned out that the first session started with a dedication of a new temple of Desna in the town of Sandpoint, so my cleric was very well received. Hey, go with the flow.

The game itself was fun. We fought off a bunch of goblins attacking the town, became known as heroes, went on a boar hunt, got appointed as temporary town guards, and are currently investigating a glassworks that’s been invaded by goblins.

The role playing has been great. We’re all still getting to know our own characters, let alone one another’s, so it’s a slow process, but coming along nicely. The GM continues to be awesome, really bringing the NPCs to life. We made a lot of progress in the adventure itself, with four separate combat encounters already down and the plot beginning to unfold.

Combat is similar in a lot of ways to D&D4e, though there are certainly differences I need to keep in mind. I’ve accidentally cheated at least a couple of times by forgetting that every other diagonal square that you move in Pathfinder costs an extra square of movement. I’ve had to get used to the fact that the cleric’s most useful activities typically replace an attack (doing some healing, making someone’s next attack better) whereas in 4th Edition those things tend to be in addition to making an attack. I’ve gotten the feeling that I’ve probably screwed something up in making the character (he only has 8 hit points at first level, and the other characters seem to have a lot more), but I’m still having fun with him.

So far, I think I’d say I enjoy 4e as a game a bit better, but playing with a great GM is worth it for any system. Pathfinder is kind of fiddly compared to 4e, but it’s more “realistic”. I’ll definitely give it a nice, long try and I’ll have fun doing it. But so far if I had to pick just one game to play, I’d lean toward 4e. We’ll see how my opinion evolves as I get a better understanding of the Pathfinder system and more games under my belt.

May 23, 2011

D&D Encounters Dark Legacy of Evard – Week 2

Filed under: 4e D&D, Adventures, Maps, Play — Tags: , , — OnlineDM @ 8:00 AM

My friendly local game store has set things up so that DMs are alternating weeks of running D&D Encounters this season, rather than having the same DM run the game every single week. That’s fine by me, although since I think I’ll probably want to run this adventure again someday, I’m preparing all of the encounters in MapTool. I’ll  be ready to go any week. As of this writing, I’m prepared through week 5.

But for week 2, I was a player rather than a DM. I threw together a character at the last minute – a dwarf warpriest named Gronk (I know that the table only had one leader last week and I thought a second might help). When I got to the table, we initially had a party of three leaders and three controllers. Okay…

Given that I’m not passionately invested in D&D Encounters as a player, I agreed to run a pre-generated character of a different role, so I ended up playing Brandis the paladin. One of the people who had brought a controller had a striker in reserve, so he switched to that, and off we went.

Week 2 of Dark Legacy of Evard was cool in that the players had a choice – they could either chase after a suspicious halfling who had tried to kill the captain of the guard, or they could try to get monsters out of the town armory so that the townsfolk could equip themselves against the evil onslaught of badness. Our group went with the armory.

The encounter itself turned out to be a fight against some spider swarms, deathjump spiders and shadow minions. I’m really enjoying the “meld with the target” ability of these shadow creatures – very spooky and flavorful. My paladin got the snot beat out of him, as was his job, but the two leaders in the party kept him coming back for more, and we ultimately defeated the enemies.

The new player from week 1 who was running a Hunter and who had only two healing surges after the first week’s combat managed to stay out of the melee and shoot things from afar this time, sustaining no damage. The party worked well as a group, and victory was achieved.

Even though I didn’t end up using the maps I had created for this encounter in MapTool (since I wasn’t DMing), I thought I’d share them here anyway, just in case anyone else would like to use them. There are two different maps – one for the armory and one for chasing the halfling through the woods. Each map is presented both with and without a grid and is formatted to a 50-pixel grid.

Halfling pursuit forest map - with grid

Halfling pursuit forest map - no grid

Armory with bridges map - with grid

Armory with bridges map - no grid

February 21, 2011

Genghis Con 2011 – Day 2 and 3

Filed under: 4e D&D, In-Person D&D, Play — Tags: , — OnlineDM @ 4:24 PM

I’m very grateful that my company gives me Presidents’ Day off work, as I’m exhausted after my weekend at Genghis Con! Don’t get me wrong – it was a ton of fun – but I’m appreciating the day to recuperate.

On Saturday, I spent the entire day playing in a D&D 4th Edition Living Forgotten Realms event – a Battle Interactive called The Paladins’ Plague. I believe they ran this same event at PAX or some other convention a few months back. There were about 12 tables of players, all running the same adventure at various levels. I wanted to play in a level 7-10 table with my 8th-level paladin character, Rhogar, but there were only three players who wanted to play at that level – and all of us had defenders! In the end, someone handed me a character sheet for an 8th-level invoker and I ran two characters all morning. Later in the day some other players showed up, so I was back to running just Rhogar.

The adventure itself was fun, and the convention folks went the extra mile by having people doing some acting for the plot between battles. The encounters were fun to play, and I even liked the one skill challenge.

My only complaint was with the last battle, and the problem with it dated back to an interlude between the second and third battles. During that interlude, the players in the room had to decide whether to donate healing surges to a ritual that would make everyone more effective in the climactic third battle. We agreed to do so, and the benefit was a +1 to all of our rolls in the battle… but if we could get 30 more healing surges donated we could push that to a +2. In the end, Rhogar donated 4 of his 13 daily surges and the invoker donated 3 of his 9. The third battle went well with those +2 bonuses.

Then, during the interlude between the 5th and 6th battle, the big twist was revealed – the NPC who had proposed this surge-donating ritual betrayed the group, and his bad guys came into the room, including a dragon. Okay, that’s cool and exciting – no complaints here. But the kicker was that the NPC canceled the ritual – and every PC who had donated surges lost 10 hit points per donated surge at the beginning of this final showdown. This meant that both of my characters (one of which was now run by another player) started the climactic encounter bloodied.

It became clear that we were heading for a total party kill, at which point our table invoked the Battle Interactive rule that let us raise a red flag to call for help from another table. A 14th-level cleric (multiclassed to Avenger) joined us. The player explained that his party had waltzed through their dragon battle without him using his action point or his daily powers. When his turn came up, he used a sequence of powers that let him deal 183 damage to the dragon, killing it outright. On his second turn, he basically healed the whole party, including the two PCs who were dying. From there, we were fine.

So, huzzah, I guess. This felt very unsatisfying to me. I’m glad a 14th-level super-powered character was available to bail us out, but I’m bummed that we needed to be bailed out. Starting the battle bloodied was not fun, especially when we actually had no healer in our party (at this point we had the three defenders, the invoker and two strikers who had joined later). It felt like an unfair twist. I get that we made the decision to donate the surges and all, but it seemed like we had all the information we needed to make that choice – you get a benefit, but you’re down some surges. In fact, there was a huge hidden extra cost that sucked.

It’s a shame that this was the last encounter of the adventure, because it left a bad taste in my mouth. The rest of the day was fun, but this encounter was not. Oh well.

On Sunday, I finally got to DM. I ran two sessions using my laptop / projector setup. The first was a low-level game and the second was for characters of level 4-7. I’m happy to say that both games went tremendously well. The projector was a hit, as it consistently has been in past convention games, and I had some great players at the table. I was using the bonus point mechanic for good role-playing and creativity, and the players really responded to it. Everyone gave me the maximum scores on the DM review sheet at the end of the session – cool!

I realized in the end that I think I had more fun when I was DMing than when I was playing, at least for my D&D 4e games. I’m considering the possibility of trying to Iron Man TactiCon in September – DMing for all nine sessions of the convention. It’s probably nuts, but with MapTool it’s not that hard – especially if I’m running games that I’ve run before. It’s just food for thought right now, but it might be the most fun way for me to spend the con.

February 13, 2011

Gamma World – My group’s experience

Filed under: Play, Reviews & Culture — Tags: — OnlineDM @ 5:36 PM

The past two sessions with my in-person group have been devoted to playing Gamma World instead of our ongoing D&D 4e campaign. We were at a good pause point in the main adventure, so we decided to try something different.

Normally I’m a very prepared DM. I run my games using MapTool and, for the in-person games, my projector setup. This means that I need to put all of the maps in place beforehand as well as program in all of the monsters. For Gamma World, I intentionally decided to wing it.

The Gamma World box comes with a rulebook, tokens for PCs and monsters, four blank character sheets, poster maps and cards (alpha mutations and omega tech). This gave me enough to run everything without MapTool.

My cat approves of Gamma World, too.

We began with character generation. The best way to do this is to use the interactive character sheet over at Wizards of the Coast’s web site. Begin by randomizing the whole sheet. Then have each player roll a d20 twice to determine their two origins (yes, you could let the sheet handle this part, but it’s more fun to let the players do it). Pick those origins from the drop-downs. Have them tell you what they want for weapons and armor, name the character, and you’re done. It takes literally about a minute.

I’ll note here that the rules let the players pick whatever they want as far as weapons and armor go, though I could see some groups preferring to start players off with fewer weapon and armor choices and then giving them the chance to find better gear as they go through. One player, for instance, decided to have a two-handed heavy ranged weapon (non-gun) and decided it was a trebuchet. That’s awesome for Gamma World – totally gonzo – but it was really powerful compared to some of the other players’ equipment. I could have been tougher on ammo (throwing giant rocks with no reload time… well, maybe I should have been stricter), but I let it all slide.

As for the actual adventure, I ran the one in the Gamma World book. The plot is simple: The PCs live in a village at the bottom of a big hill, and every day for the last week or two a robot would roll down the hill and explode near the village. They go up the hill to investigate. That’s enough plot to go on! From there, it was pretty much an uninterrupted series of combat encounters.

My players (and I) enjoyed the mechanics of Gamma World as a change of pace from our usual game. It goes like this:

  • Each character starts with two at-will powers, one from each of their two origins.
  • In addition, each character can have a melee weapon and a ranged weapon of their choice (and they can describe them however they want).
  • On your turn, you have the usual 4e standard, move and minor actions available to you.
  • Everyone can use Second Wind as a minor action, and it restores the character’s bloodied value worth of hit points (like spending two surges in 4e).
  • There are no healing surges to keep track of – after each combat, everyone heals back to their maximum hit points.
  • Everyone starts with one alpha mutation (wings, flippers, metal skin, etc.) and one piece of omega tech (various guns and doodads from an ancient civilization – ours). Some of these have ongoing properties; most have powers that can be activated.
  • Once you’ve used the activated power on your card, you tap it (turn it sideways) but it stays in front of you and still counts as “readied” (though you can’t use it again).
  • If you roll a 1, you mutate – your alpha mutation goes away and you draw a new one to replace it.
  • At the end of most battles, you’ll find new omega tech cards.
  • Any omega tech that’s tapped at the end of a battle gets a saving throw. If you fail, it goes away. Otherwise, you get to keep it and it recharges.
  • Also at the end of each battle, everyone mutates – pitch the old alpha mutation and draw a new one.

The constantly changing alpha mutations and omega tech were fun. Players don’t have a whole lot of different options in front of them at any one time (unlike 4e), so having one or two new things per battle is fine. (I see this as different from Fortune Cards, by the way, where they’re in addition to a huge number of existing powers and they change every turn.) The simplified healing was good, too, for keeping things moving.

The game is intentionally not well-balanced. Some origins are stronger than others. The Doppelganger origin showed up in our game, and it was quite powerful – that character survived all the way through. The same goes for the various cards – some of them are super-powerful, and some of them are just funny and do very little. That’s okay – they change quickly.

The origins never change per se, but characters are intended to be much less hardy in Gamma World than in 4e. We had five character deaths in eight encounters in our game (with four players), and whenever a character die we had a new mutant rush in to join the battle – the player would roll up a new character, and off we go. If you’re lucky enough to have an origin with Constitution as its stat, you’re ahead of the game just because you have more hit points. You can end up with a Con score of 3 in Gamma World – not a MODIFIER, but a SCORE. Those characters don’t last too long!

At the end of our eight encounters of mayhem spread over two sessions, we were all pretty happy, but also ready to get back to 4e. I like Gamma World as an occasional way to mix up the gaming, but it’s not really intended to be played with a long, ongoing campaign saga. Combat is fast and a little bit silly, and character death is just an opportunity for a new character to come to the rescue. If you’d enjoy that type of game from time to time, you’d probably like Gamma World.

February 12, 2011

Add a new player, and the adventure moves on

Filed under: 4e D&D, Advice/Tools, DM Lessons, Online games, Play — Tags: , — OnlineDM @ 12:06 PM

As I mentioned in my last post, we recently bade farewell to one of the five players who had been in our online War of the Burning Sky campaign since its inception last summer. The player behind Thorfin the dwarven fighter was moving to a time zone that would make it impossible for him to continue with the group, so we needed to find a new addition.

I advertised the open spot here on the blog and over on EN World (where the group originally started). I quickly had one player express interest from the EN World post. He asked about the campaign and the rest of the party, and he soon created a new human fighter, Dorian, complete with a back story that would fit into the game world. He was the first to respond and therefore would have first crack at joining our group. We had to take the next Friday off as I was traveling for work, but we agreed that Dorian could join up for our game last night.

In the mean time, I was contacted by three other people. One was not a good fit, and the other two are on the “waiting list” effectively.

I’m happy to say, though, that it looks like Dorian the human fighter will work out just fine. We got together yesterday evening for our usual game, with three of the four pre-existing characters plus Dorian. I sent the party on a bit of a side quest, just in case things didn’t work out – I didn’t want things to be too plot-heavy if the character who had joined wouldn’t be there in the future.

We did start with some role-playing. The party was invited to try out for an acting troupe. One was flat-out rejected. One was accepted for a small role. One made it onto the stage crew. And an NPC that had been traveling with the party for a little while won a spot in a lead role (she’ll be leaving the party now).

After the audition, the group was contacted by an NPC who had previously traveled with the party. She had taken up with a half-elf woman who was trying to smooth over religious strife among various groups of refugees by starting a pan-theistic temple. The written adventure lays out a skill challenge to talk to the various religious groups to get them to agree to put aside their differences, and we still may run that (though this is a group of non-religious PCs – no divine characters – so I’m guessing we’ll skip it). However, the adventure doesn’t talk about a physical temple building, so I saw an opportunity for a side quest.

The PCs were asked to rid this forgotten temple of the undead monsters who had taken up refuge there. Straightforward battle premise – destroy the undead. I used a map I found online (I was in a hurry) and populated it with a variety of monsters. One monster I chose was the ghast – a monster the party had fought many levels ago, and I was delighted to see them remember the beast with dread.

Since this would be a two-combat day, I ramped up the challenge level, and I think I hit it just about right. The first fight left one PC unconscious at one point and everybody bloodied. The second was less brutal but more fun (the skeleton lord they fought was surprisingly fun to play).

So, it looks like our table is full once more – huzzah! Now I just have to figure out how to handle the fact that the leader in the party wants to switch to playing a striker…

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