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Return to Khazad-dum (4E) - Session 5

Posted 5th February 2009 at 02:36 PM by Elodan
A summary of our fifth session of our Return to Khazad-dum campaign (there may be slight spoilers to King of the Trollhaunt Warrens, as Kevin is borrowing some things from that adventure):

In attendance:
  • Kevin - DM
  • Me (Tom) - male dwarf warlord (Durin)
  • Dave - male elf ranger (Loric)
  • Ed - male human fighter (Grimbold)
  • Bob - male Halfling rogue (Aramis Took)
  • Matt - male human fighter (Galiator of Gondor)


I have been assimilated. My consciousness has been added to the 4E collective.

Actually, it's probably more of a "how I stopped worrying and learned to like the 4E."

Due to the weather, schedule conflicts and the holidays, it's been almost two months since our last session. There wasn't a lot of action this week.

We spend quite a while catching up. Again, it's mostly because we hadn't met in a while plus Matt's come to the game for the first time in years. Matt's a friend of Dave's who gamed with us for a while in the early days of 3E (when we played both 3E and HackMaster). Matt's has never played 4E (his other group, which Dave is a part of, plays 2E). I'm looking forward to hearing his thoughts on the game. As I'm placing the food order, I overhear Bob telling Matt that 4E is similar to 3E but simpler and better (or words to that effect, I was talking the pizza guy at the time). At least I finally have an idea of which system Bob seems to prefer. This places the count at:
  • 3 ½ pro-4E (Kevin, Ed, Bob); Lance = ½
  • 1 neutral (Me)
  • 1 neutral, running slightly anti-4E (Dave)

Before we start, I mention to the group a house rule I saw on one of the boards allowing you to spend an action point to recharge an encounter power. I want to use this to help eliminate "the grind." Kevin mentions several paragon paths already allow you to do this so there's no need. I get the feeling Kevin wants to play within the rules for a while before adding house rules. I expect that he'll add them as we decide we really need them.


The party decides that wandering the swamp with a crudely drawn map is probably not a good idea. We decide to head back into town to try and get better information. After a night's rest at the inn, the party comes down to find the innkeeper, Champ, in a much better mood and with a more helpful attitude.

Obviously, Kevin has read my previous posts about non-helpful NPCs. This leads to a discussion of who's NPCs are the biggest jerks. Eventually, I think we all reach the consensus that we have never met a helpful NPC in any of our home campaigns.

Champ tells us that trolls have always occasionally attacked the town; that's why they built the troll wall. He also tells us that the trolls have become more aggressive recently. He then re-introduces us to Baccus while asking if there's anything else we want to ask. (Of course, I forgot to ask the obvious question, how'd he get the nickname, Champ). Baccus, deep in his cups despite the earliness of the hour, tells us how his expedition found the main troll warren before his group was slaughtered. The main warren is not too far from a now-abandoned ancient keep built before the river overflowed and created the swamp. He also mentions that the trolls seem to have a king. We are then told that a sage could probably help us locate the keep and we could find one at the mayor's keep. Grimbold and Galiator head off to procure supplies (torches, we need lots of torches) while the rest of us visit the mayor.

At this point, Matt has to leave. We'll have to wait until another time to get his impressions of 4E.

We meet the mayor and explain our desire to help the town with the trolls. He doubts we can help considering that the baron's son failed, but he's not one to stop us and points us to a sage who is an expert in the old ruins of the area. He's actually within the mayor's keep (how convenient). The sage gives us the history of the keep (it was an outpost of an ancient kingdom, the story was more interesting than that but this is just a summary) and gives us directions to it.

Now this is probably the most role-playing we've done at one time in quite a while. Personally, I'm very shy (I'm surprised I post as much to the few D&D boards I follow as I do). A coworker once told me I'm very quiet until I let you into my circle and then I'm quite sociable. Of course, I'm not shy with the guys but I think because of this, I much prefer to describe my characters actions rather than act out what my character saying; i.e. "Durin introduces himself and his companions to the mayor and offers his party's help with the growing troll aggression." I'm not sure if this helps or hurts when it comes to NPC interactions; considering that the DM may find it more useful to get more "direct from the PC's mouth" type of responses to his questions.

As part of out earlier discussion of NPCs, we find it interesting that the majority of the time my character ends up in the 'leader' role (not in the 4E sense). Especially as I tend to play dwarves so I can be direct (which I am in real life). Ed points out that usually what happens in these discussions is that either my character takes something as a perceived insult and flips out or I get impatient and insult the NPC (calling a baron, "hey f**ko" is usually not a good idea). Kevin points out that a lot of times someone, usually Bob, chimes in and derails the conversation. This generally pushes me into the impatient category. Plus, I'm a butt-kicker at heart and look forward to the action.

Despite a couple of hiccups, these conversations went well. Kevin kept asking me if I had anything else to ask, which made me feel like I was missing something (if we are missing something, don't be afraid to drop a hint Kevin). On the whole, these NPC interactions were actually pretty fun.

The group leaves Ninglorien and heads into the swamp. Thanks to the sage's directions, Loric finds a relatively dry trail leading deeper into the fens. Late in the afternoon, the ranger notices a tree giving off some electrical discharge. Before he can shout a warning, it launches a ball of lighting which hits Durin and Grimbold. At the same time three shambling mounds rise from the swamp. The battle goes swiftly (until certain people's turns) and the shambling creatures are destroyed. The warlord starts to take a short rest and it hit by a lightning ball just as Grimbold reminds everyone about the tree. Moving quickly down the path, the party finds a dry place to camp and takes an extended rest.

I enjoyed the combat against the shambling mounds. My powers seemed so much more effective this combat. Not sure if it was good roles or that I've got a better feeling for the powers themselves. Some highlights: using Hammer and Anvil to give Grimbold a basic attack which he then used to take down a mound (he had something that let him substitute powers for basic attacks). Using Lead the Attack to give Loric a +5 attack bonus against one of the creatures which helped him take it out. Rounds went by fairly quickly until we got to Bob. He would take what seemed like for-ever to decide what to do. Kevin was timing us. Dave, Ed and I were taking on average 30 seconds to decide what to do. Bob came in at over 4 minutes. He's still looking for broken ability combinations.


I still am not a big fan of the powers system (at least not in regards to the martial classes). I tend to hoard my dailies and it sure seems like you get too few encounter powers.

At this point, I realized that, for the most part, I'm having enough fun playing 4E. It's got it's frustrations but they're no worse than any prior version of D&D (and may be better in some cases). The guys (including Dave, again for the most part) seem to be enjoying it as well. I got a chance to skim through the APG and Goodman's Dragonborn books; both of which appear to be excellent. Both made feel better about what you can do within the system. Also, I tried out the beta character generator. From what I've tried, it seems to be pretty powerful yet simple (hmm, maybe this will help Bob figure out his powers better). As long as we're having fun, I'm going to roll with whatever system the DM wants to use

I still plan on using the Pathfinder RPG at the start of the next campaign I run. I have a ton of 3E adventures I'd like to run (Rappan Athuk Reloaded, I'm looking at you) and don't want to do the conversion. Plus, I prefer the direction that system is going over 3.5.

In the near future, Dave is going to run some 3.5. It should be interesting to go back to that system.


Any time these are no longer interesting reads let me know and I'll stop posting them. I want to keep posting our experiences as we continue to learn 4E, go back to 3E and try the Pathfinder RPG.

DM's Summary:

After a good night's rest, the fellowship sets about getting a good breakfast at the inn. Durin speaks to the Champ, the innkeeper about the recent problems with the trolls.

"There's been trolls in the fens there long as anyone can remember. Rumor even has it that there was a troll kingdom there ages ago, that was wiped out by floods. Some say that it was the elves that brought up the river to cause the flooding, even sinking the early settlements of men in the area. The rivers have since rescinded, but there is much death and decay in the area, making it a natural refuge for troll kin."

Champ notes Baccus coming down the stair and begins to pour an ale and place it on the bar next to a plate of breads, jams and cheese. The weary warrior grabs the plate and tankard and retreats to a corner with his breakfast.

"Anyhow, there's also talk of powerful magics there. A remnant of the destruction said to be wrought by the elves and the resting of the one ring for an age after Isildur fell there." The portly innkeeper whispers. "For the last year or so, there have been increasing attacks on the outskirts of town. The road North and South has been attacked infrequently, but the eastern trail has been impassable for near a year. No one that left that way has come out of the fens alive. After we lost an emissary from Esgaroth, the Baron sent a handful of men to rout out the evil. Baccus was one of the six that set out with the Baron's son to the fens and the only one that returned."

Durin thanked Champ for being 'extremely helpful' and then turned his attention to the warrior in the corner. Hoping, he could prove as helpful, the dwarf sat down at the table with him. Baccus had little interest in what the dwarf had to say, preferring to drown his troubles in drink this morning. He did tell the dwarf that they had stumbled upon a large warren of Trolls before they were slaughtered and he had to flee. Baccus even gave a general description of a ruin nearby that marked the location of the warrens. Although the details of how to get there elude him. "We had a tracker but he's dead now. I just kept walking until I found the river and then followed that back to town..."

Allorian suggests visiting a sage to find out more about the rumored ruins. "Oh yeah, we'll do that!" Durin proclaims as he heads to the town keep. Grimbold and Galiator head to the market instead to buy some supplies. They are looking for torches and oil in particular. At the keep, they meet the mayor who tells them that he believes they are foolhardy for trying to venture into the fens, where the Baron's son, considered a great hero, fell. The mayor does offer support when it appears he cannot talk the dwarf out of his desire to help. He points them to the sage's office and bids them good luck.

The sage believes he knows what keep Baccus was speaking of, and draws a rough map to the location. Loric studies it briefly and they thank him for his help. After meeting back up with the rest of the fellowship, they decide to purchase foodstuffs and supplies and head out in the morning.

As dawn breaks, Loric finds the east trail and they head off into the wilds. Sensing where to veer off the trail, the elf finds a passable path and breaks north, deeper into the fens. As the morning wears on, Loric's skills provide a relatively safe path. Galiator and Allorian follow well behind the party after having to stop when the lummox of Gondor twisted his ankle on a root jutting out from the ground.

Late in the afternoon, a strange crackling sound comes to the sharpened ears of the elf. Shortly thereafter a flashing in the trees catches everyone's attention. Like bugs to a flame, the party moves steadily towards the strange lights. With a sudden crack, a flash of electricity jumps from the treetops, striking the heavily armored Durin and Grimbold. The bolt is strong enough to be felt by those nearby as well. Stunned from the blast, Loric fails to notice the vegetation itself seems to come to life and tries to engulf the elf. The strange plants, coursing with lightning, surge towards the heroes whipping them with wicked lashes and even jolts of electricity. The hobbit deftly moved among the thickets, jabbing at the vegetation before making a misstep and being engulfed by one of the strange plants. He barely manages to wriggle free before the aberration courses his body with electricity.

Durin barks instructions, rallying his allies to a victory. It seems after several battles with the dwarf, they are beginning to appreciate his tactical skills and moving in response to his orders. The fellowship takes a short rest before continuing on, allowing Galiator and Allorian to catch up. As dusk begins to creep in, Loric spots the rocky outcroppings of the ruins they seek. Feeling a better sense of security against stone, Durin suggests they set up camp there for the night. After a short debate, they reach agreement and start a fire. In the morning, the group decides to scout for the warrens but keep camp at the ruins. Loric, Durin and Aramis set out following the stream downriver. The elf's logic is that even trolls need water so the warrens are likely near the stream.

A little over an hour later, Loric notes that there appear to be more frequent troll tracks along the banks of the stream, a bad sign unless you're looking for trolls. They head back to the ruins and get the rest of the party. As they make their way back they find a well worn path near the water's edge dominated by troll tracks. The heroes continue to follow the trail. The end of the path is blocked by a sturdy gate of thick timbers anchored to the wall of a cave. To the right of the gate, the stream flows sluggishly through the fang like stone pillars, disappearing into the darkness beyond. To the left, they can see a narrow window slit looking down on the approach to the cave mouth.

"This must be it." Durin declares. "Loric, Aramis and I will investigate. Grimbold, Galiator and Allorian will wait here in hiding until I signal." The dwarf and elf start down the path towards the gate before realizing they are missing someone. Looking back at Galiator, Grimbold and Allorian they call out. "Aramis? Aramis?"

The hobbit is nowhere to be found....

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