The ramblings of a Boston area gamer
Return to Khazad-dum (4E) - Session 3
Posted 26th November 2008 at 03:40 PM by Elodan
A summary of our third session of our Return to Khazad-dum campaign.
In attendance:
Kevin - dm
me - male dwarven warlord (Durin)
Dave - male elven ranger (Loric)
Ed - male human fighter (Grimbold)
Bob - male halfling rogue (Aramis)
Murph - male eladrin warlock (Allorian)
I talked to Kevin during the week and asked if I could change a couple of my powers. He agreed and I swapped out some powers that grant moves to allies for some that do healing and other such things. I think this will be more effective in aiding the party.
It looked like Dave wasn't going to make it but at the last minute was able to escape work. We made it to Kevin's only 15 - 20 minutes later than usual.
The guys have read my blogs and we discuss 4E as we eat. Kevin and Ed are pretty pro-4E, Dave is pretty much pro-3E. I'm ambivalent. Not sure where Bob stands (I think he was busy trying to optimize his character while these discussions were happening). I think Murph will be fine with whatever. The pro-4E folk talk about how much easier the math is. Ed mentions that he really likes the idea that a wizard never runs out of spells. The whole "I shot my spell wad, let me pull out my crossbow" didn't sit well with him. I think he's absolutely right about this. I mention how Pathfinder is attempting to address this. Kevin tells me not to worry, he can add the stuff I think 4E is missing. In fact, I'll be the first to find a cursed item (yay!). I tell him to "wow" me.
Kevin has picked up the King of the Trollhaunt Warrens adventure. He's not going to run it but pick and choose what he wants.
It's takes us a while to get started. First because of our discussions and then because my nephew got gum in his hair (he took the gum instead of the piece of candy he originally showed Kevin he was taking). Murph used WD40 to help get it out (who knew?). I tell Kevin I'm not feeling the "wow" (I still kill me). We'll only get one encounter in tonight.
The heroes awake in the morning to find that Loric has caught up to us. We then spend a quite a bit of time trying to determine which route we want to take to Rhosgobel. Several of us have different ideas on the best route. Eventually, we decide on our path. Kevin asks us several times if we want to pick up additional gear before we move on. None of us do.
Our journey is uneventful until we reach the lands near Ninglorien. In the late afternoon, we come upon several trolls chowing down on a horse carcass. Bob mentions that trolls shouldn't be out in the sunlight. Kevin retorts, "it's cloudy." Even though I love FR (pre-4E, post-4E = not sure yet), I can see why DMs become frustrated with the know-it-all player.
Luckily, the trolls don't notice us. Dwarf, eladrin and halfling move closer to the trolls and dismount. We wait until Grimbold charges in with his horse then move to attack. Loric attacks from the side with his bow. Here we get to see how mounted combat works. Essentially, you and your mount share the actions you can perform on a turn. If you have the feat, you can use any special abilities the mount confers to its rider. In action, it seems to be pretty simple and effective.
Durin is moving up to engage one of the trolls when a creature phases in and blasts us with cold (Durin, Allorian and Grimbold happened to be lined up just right). Since were closest, Grimbold and Durin move to attack the creature. Allorian decides to as well. Next thing we know, Aramis runs over to join us. This leaves Loric all by himself to fight the other 5 trolls. As Bob moves, I say "did we all suddenly forget about the other 5 trolls? We're going to get smacked hard." Bob replies, "we should be ganging up on one at a time." I know he's moved near us so we can set up flanks so he can get his sneak attacks. Of course, the creature phases out and the rest of the trolls take us hard from the side.
We take down the trolls (having 3 strikers helps) but they keep getting back up as they regenerate if they're not damaged by fire or acid. Dave tries lighting his arrows with flint and steel since he doesn't have a torch. The rest of us check our sheets and only Murph has a torch. Guess we should have done a better job gearing up when Kevin asked. It takes several rounds but eventually we take down and burn the trolls.
It's around 11 and Bob leaves for work.
We then notice a wounded human not too far from the horse. I suspect it's the creature. Of course, if I attack it'll be a human and if I don't it'll be the bad guy. I proceed to aid the man. Kevin mentions that the guy seems to be healing much faster than he should be. "Son of a b..." The creature laughs and attacks. It really taunts the party, especially Durin as we battle. We take it down.
It's about 11:30 and I start packing it in. Kevin asks if we want to continue into the town. I decline. He asks if I'm leaving because of the creature's taunting. It has nothing to do with the taunting or having a bad time. I enjoyed myself. For some reason, I'm beat (might be writing up all these summaries at work). If I weren't driving, I probably would have stayed. Plus, Ed looks out of it.
At this point, I had fun but am still ambivalent about 4E. Once Kevin politely told Murph that his idiom was not to run up and hit things with his rod, Murph got the hang of things relatively quickly. Much better than last week. I noticed that was still a lot of dice rolling and addition done, especially when the strikers hit. I guess I just don't get the point about the math being easier.
I'm not sure if it was all the strikers or if Kevin knocked back the bad guys hit points but the combat seemed to neither go by too quickly or turn into a slugfest. I had mentioned seeing the math proved on one of the boards that you could reduce non-minion's hit points by 25 - 30% and still provide challenging encounters. Kevin's response let me to believe he came to the same conclusion. It'll be interesting to see if he did reduce hit points.
On the way home, Dave and I discussed how 4E seems to be missing something. We just can't put our finger on it but it just seems to be lacking something.
I still think I'm going to give the Pathfinder RPG a tryout when it's my turn to DM again. In addition to adapting some of the things I like from 4E, I plan on sticking with the core only plus two books; the Player's Guide to Faerun and Races of Eberron (I really like the races Eberron introduced).
I'm looking forward to the next session.
DM's summary:
After arriving in Edoras, Grimbold meets with the captain of the township guard and informs him of the fallen riders. They are saddened to hear of their loss but grateful for the heroes attempts to save them. They reward them with riding horses for their journey northward.
The morning sun brings a warm autumn afternoon and to the party's surprise, Loric is already in Edoras having tea in the common room when they come down for the morning meal. They tell him about the strange beast they defeated and suggest he get a horse for the ride. Loric politely declines, "I move faster on foot" he declares.
As the sun creeps on into the afternoon, Grimbold, Loric and Durin debate over the best route to take. The journey to Rhosgobel requires crossing several rivers so suitable crossings must be taken. Durin is insistent about staying clear of Fangorn but otherwise not concerned with what trails they follow. Through careful consultation of maps and Loric's knowledge of the area, a satisfactory course is planned. Feeling they possess adequate supplies, the Fellowship eschews purchasing any additional provisions and enjoys some good food an ale before taking to the road again in the morning.
Loric's skills in the wilds have the heroes moving swiftly across the landscape. For several days they follow the trail as planned, leaving the high plains of Rohan far behind. Skirting the edge of Lorien, Allorian recounts tales of his ancestors to help pass the time. Continuing on toward Ninglorien, where they shall make the crossing of the Gladden river, it almost seems the monotony of the road will be the only obstacle to to overcome. The fellowship presses on to reach the town as night falls. Cresting a small hill on the edge of the fens Loric spots a number of foul trolls in the twilight rending the remains of a horse along the road.
Preoccupied fighting over their meal, the trolls fail to notice the heroes moving in to attack. Loric unleashes a hail of arrows as Allorian blasts them with his powerful elven magic. As the trolls stagger back in surprise, Grimbold charges down the hill on horseback followed by Durin and Aramis. The advantage against the trolls is short lived as a burst of cold erupts from out of nowhere and some form of humanoid giant appears next to Allorian. Loric dispatches a troll with a well placed arrow but to his surprise, the creature springs back up to attack again. The battle suddenly focuses on the new adversary as the four of the five heroes head for the newcomer while trolls move in for a better position to strike.
Surprise takes the intrepid adventurers again as the giant vanishes into thin air. The trolls, in their new positions lay a solid beating on the heroes before they have a chance to strike back.
Durin fells a troll, Grimbold another, while Allorian drops a third but they spring up as quickly as they fall. Loric remembers that trolls are able to heal their wounds unless they are harmed by fire or acid and he frantically flicks his flint on a fallen troll to no effect. Allorian manages to light a torch just as the invisible attacker appears again attacking and disappears again. The group manages to finally bring the trolls down with sword and flame and there is no sign of the giant. Durin spots a wounded rider near the remains of the horse and moves to assist while the others keep watch. He gives the man some healing aid and notices the wounds healing more quickly than usual. The dwarf's suspicions are realized when the rider changes back to its true form as the giant and attacks. It unleashes a wicked blow but Durin comes back with a blow of his own. He is taunted by the giant mercilessly as they trade blow for blow. Grimbold gets to the dwarfs side and provides the first strike that leads to Durin delivering the final blow.
After regrouping and catching their breath, the Fellowship makes the last hour of the journey to the town.
In attendance:
Kevin - dm
me - male dwarven warlord (Durin)
Dave - male elven ranger (Loric)
Ed - male human fighter (Grimbold)
Bob - male halfling rogue (Aramis)
Murph - male eladrin warlock (Allorian)
I talked to Kevin during the week and asked if I could change a couple of my powers. He agreed and I swapped out some powers that grant moves to allies for some that do healing and other such things. I think this will be more effective in aiding the party.
It looked like Dave wasn't going to make it but at the last minute was able to escape work. We made it to Kevin's only 15 - 20 minutes later than usual.
The guys have read my blogs and we discuss 4E as we eat. Kevin and Ed are pretty pro-4E, Dave is pretty much pro-3E. I'm ambivalent. Not sure where Bob stands (I think he was busy trying to optimize his character while these discussions were happening). I think Murph will be fine with whatever. The pro-4E folk talk about how much easier the math is. Ed mentions that he really likes the idea that a wizard never runs out of spells. The whole "I shot my spell wad, let me pull out my crossbow" didn't sit well with him. I think he's absolutely right about this. I mention how Pathfinder is attempting to address this. Kevin tells me not to worry, he can add the stuff I think 4E is missing. In fact, I'll be the first to find a cursed item (yay!). I tell him to "wow" me.
Kevin has picked up the King of the Trollhaunt Warrens adventure. He's not going to run it but pick and choose what he wants.
It's takes us a while to get started. First because of our discussions and then because my nephew got gum in his hair (he took the gum instead of the piece of candy he originally showed Kevin he was taking). Murph used WD40 to help get it out (who knew?). I tell Kevin I'm not feeling the "wow" (I still kill me). We'll only get one encounter in tonight.
The heroes awake in the morning to find that Loric has caught up to us. We then spend a quite a bit of time trying to determine which route we want to take to Rhosgobel. Several of us have different ideas on the best route. Eventually, we decide on our path. Kevin asks us several times if we want to pick up additional gear before we move on. None of us do.
Our journey is uneventful until we reach the lands near Ninglorien. In the late afternoon, we come upon several trolls chowing down on a horse carcass. Bob mentions that trolls shouldn't be out in the sunlight. Kevin retorts, "it's cloudy." Even though I love FR (pre-4E, post-4E = not sure yet), I can see why DMs become frustrated with the know-it-all player.
Luckily, the trolls don't notice us. Dwarf, eladrin and halfling move closer to the trolls and dismount. We wait until Grimbold charges in with his horse then move to attack. Loric attacks from the side with his bow. Here we get to see how mounted combat works. Essentially, you and your mount share the actions you can perform on a turn. If you have the feat, you can use any special abilities the mount confers to its rider. In action, it seems to be pretty simple and effective.
Durin is moving up to engage one of the trolls when a creature phases in and blasts us with cold (Durin, Allorian and Grimbold happened to be lined up just right). Since were closest, Grimbold and Durin move to attack the creature. Allorian decides to as well. Next thing we know, Aramis runs over to join us. This leaves Loric all by himself to fight the other 5 trolls. As Bob moves, I say "did we all suddenly forget about the other 5 trolls? We're going to get smacked hard." Bob replies, "we should be ganging up on one at a time." I know he's moved near us so we can set up flanks so he can get his sneak attacks. Of course, the creature phases out and the rest of the trolls take us hard from the side.
We take down the trolls (having 3 strikers helps) but they keep getting back up as they regenerate if they're not damaged by fire or acid. Dave tries lighting his arrows with flint and steel since he doesn't have a torch. The rest of us check our sheets and only Murph has a torch. Guess we should have done a better job gearing up when Kevin asked. It takes several rounds but eventually we take down and burn the trolls.
It's around 11 and Bob leaves for work.
We then notice a wounded human not too far from the horse. I suspect it's the creature. Of course, if I attack it'll be a human and if I don't it'll be the bad guy. I proceed to aid the man. Kevin mentions that the guy seems to be healing much faster than he should be. "Son of a b..." The creature laughs and attacks. It really taunts the party, especially Durin as we battle. We take it down.
It's about 11:30 and I start packing it in. Kevin asks if we want to continue into the town. I decline. He asks if I'm leaving because of the creature's taunting. It has nothing to do with the taunting or having a bad time. I enjoyed myself. For some reason, I'm beat (might be writing up all these summaries at work). If I weren't driving, I probably would have stayed. Plus, Ed looks out of it.
At this point, I had fun but am still ambivalent about 4E. Once Kevin politely told Murph that his idiom was not to run up and hit things with his rod, Murph got the hang of things relatively quickly. Much better than last week. I noticed that was still a lot of dice rolling and addition done, especially when the strikers hit. I guess I just don't get the point about the math being easier.
I'm not sure if it was all the strikers or if Kevin knocked back the bad guys hit points but the combat seemed to neither go by too quickly or turn into a slugfest. I had mentioned seeing the math proved on one of the boards that you could reduce non-minion's hit points by 25 - 30% and still provide challenging encounters. Kevin's response let me to believe he came to the same conclusion. It'll be interesting to see if he did reduce hit points.
On the way home, Dave and I discussed how 4E seems to be missing something. We just can't put our finger on it but it just seems to be lacking something.
I still think I'm going to give the Pathfinder RPG a tryout when it's my turn to DM again. In addition to adapting some of the things I like from 4E, I plan on sticking with the core only plus two books; the Player's Guide to Faerun and Races of Eberron (I really like the races Eberron introduced).
I'm looking forward to the next session.
DM's summary:
After arriving in Edoras, Grimbold meets with the captain of the township guard and informs him of the fallen riders. They are saddened to hear of their loss but grateful for the heroes attempts to save them. They reward them with riding horses for their journey northward.
The morning sun brings a warm autumn afternoon and to the party's surprise, Loric is already in Edoras having tea in the common room when they come down for the morning meal. They tell him about the strange beast they defeated and suggest he get a horse for the ride. Loric politely declines, "I move faster on foot" he declares.
As the sun creeps on into the afternoon, Grimbold, Loric and Durin debate over the best route to take. The journey to Rhosgobel requires crossing several rivers so suitable crossings must be taken. Durin is insistent about staying clear of Fangorn but otherwise not concerned with what trails they follow. Through careful consultation of maps and Loric's knowledge of the area, a satisfactory course is planned. Feeling they possess adequate supplies, the Fellowship eschews purchasing any additional provisions and enjoys some good food an ale before taking to the road again in the morning.
Loric's skills in the wilds have the heroes moving swiftly across the landscape. For several days they follow the trail as planned, leaving the high plains of Rohan far behind. Skirting the edge of Lorien, Allorian recounts tales of his ancestors to help pass the time. Continuing on toward Ninglorien, where they shall make the crossing of the Gladden river, it almost seems the monotony of the road will be the only obstacle to to overcome. The fellowship presses on to reach the town as night falls. Cresting a small hill on the edge of the fens Loric spots a number of foul trolls in the twilight rending the remains of a horse along the road.
Preoccupied fighting over their meal, the trolls fail to notice the heroes moving in to attack. Loric unleashes a hail of arrows as Allorian blasts them with his powerful elven magic. As the trolls stagger back in surprise, Grimbold charges down the hill on horseback followed by Durin and Aramis. The advantage against the trolls is short lived as a burst of cold erupts from out of nowhere and some form of humanoid giant appears next to Allorian. Loric dispatches a troll with a well placed arrow but to his surprise, the creature springs back up to attack again. The battle suddenly focuses on the new adversary as the four of the five heroes head for the newcomer while trolls move in for a better position to strike.
Surprise takes the intrepid adventurers again as the giant vanishes into thin air. The trolls, in their new positions lay a solid beating on the heroes before they have a chance to strike back.
Durin fells a troll, Grimbold another, while Allorian drops a third but they spring up as quickly as they fall. Loric remembers that trolls are able to heal their wounds unless they are harmed by fire or acid and he frantically flicks his flint on a fallen troll to no effect. Allorian manages to light a torch just as the invisible attacker appears again attacking and disappears again. The group manages to finally bring the trolls down with sword and flame and there is no sign of the giant. Durin spots a wounded rider near the remains of the horse and moves to assist while the others keep watch. He gives the man some healing aid and notices the wounds healing more quickly than usual. The dwarf's suspicions are realized when the rider changes back to its true form as the giant and attacks. It unleashes a wicked blow but Durin comes back with a blow of his own. He is taunted by the giant mercilessly as they trade blow for blow. Grimbold gets to the dwarfs side and provides the first strike that leads to Durin delivering the final blow.
After regrouping and catching their breath, the Fellowship makes the last hour of the journey to the town.
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