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A 4e DND Newbie GM Log
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<blockquote data-quote="Sergeytov" data-source="post: 5244410" data-attributes="member: 91901"><p>Ran the Raid on Loudwater encounter (from the FR Campaign Guide) in the next session. The surprise round the goblins got kept them off guard. The party was level 2 at this point, which meant they had utility powers to help them out. The rogue discovered the greatness that is Tumble (the ability to shift multiple squares at a time being awesome when there's the potential for attacks of opportunity all around).</p><p></p><p>Plenty of minions down, a couple warriors, and the party was certainly sweating with death saves. I also used this opportunity to introduce a companion character (an NPC with a warlord template, and thus inspiring word to heal with), which turned the battle in their favor.</p><p></p><p>I used the raid as a way to give two points of entry to the Barrow of the Ogre King. One was acquiring the Goblin Horn Totem (a +1 dagger) and being asked to find the corresponding Skull Totem (a +1 mace). The other was that another raid in another part of Loudwater captured some local children, and they were asked to find them.</p><p></p><p>The big thing I notice at this point is that the players/characters are greedy. I can't say I blame them, they hadn't been getting rich at this point. The players looked at each other a bit funny as they determined who would get to use the Horn Totem (their first magic item). Eventually it went to the rogue, given he gained the most benefit from it.</p><p></p><p>I also complicate this by adding a countdown timer. They had roughly 15 hours in game time (clearly marked on my giant whiteboard) to find the kids before bad things might start happening to them. This was largely to prevent the 1 fight a day, and see how they fared when their resources were pushed to the limit.</p><p></p><p>So our heroes prepped to go out venturing. I introduce them to rough terrain and wolves. An easy encounter.</p><p></p><p>Finally they reach the opening of the Barrow of the Ogre King. They see the courtyard, and keep making active perception checks to try and find a trap. They kept failing. Finally they trigger the trap (it fails). And they have a lower level with goblins to fight. The terrain makes this difficult, as it's on an upward inclined that they additionally iced with magic (I let the wizard use an encounter power to freeze part of the incline). </p><p></p><p>This battle was far tougher for them. The incline worked against them, as did the ice, as warriors could javelin them at range, and the Goblin Hexer kept firing hexes as long range.</p><p></p><p>My players hate goblin hexers, they've learned the annoyance that is a battlefield controller. The sad thing is I can't even use most of its abilities optimally, it feels like. </p><p></p><p>Anyway, the battle ends. They have a surrendered goblin that they don't know if they should kill or not. This, sadly, causes substantial conflict in the group. Finally some gold coins paid between party members solves the crisis and the second session ends.</p><p></p><p>At this point they have almost 8 hours to get to the bottom of the cavern, and they don't know how deep it goes. (They have two more battles before the bottom where they need to go).</p><p></p><p>Also, the configuration of the current party. At this time they're all level 2.</p><p>1 Wizard</p><p>1 Warlord</p><p>1 Warden</p><p>1 Rogue</p><p>1 Companion with inspiring word.</p></blockquote><p></p>
[QUOTE="Sergeytov, post: 5244410, member: 91901"] Ran the Raid on Loudwater encounter (from the FR Campaign Guide) in the next session. The surprise round the goblins got kept them off guard. The party was level 2 at this point, which meant they had utility powers to help them out. The rogue discovered the greatness that is Tumble (the ability to shift multiple squares at a time being awesome when there's the potential for attacks of opportunity all around). Plenty of minions down, a couple warriors, and the party was certainly sweating with death saves. I also used this opportunity to introduce a companion character (an NPC with a warlord template, and thus inspiring word to heal with), which turned the battle in their favor. I used the raid as a way to give two points of entry to the Barrow of the Ogre King. One was acquiring the Goblin Horn Totem (a +1 dagger) and being asked to find the corresponding Skull Totem (a +1 mace). The other was that another raid in another part of Loudwater captured some local children, and they were asked to find them. The big thing I notice at this point is that the players/characters are greedy. I can't say I blame them, they hadn't been getting rich at this point. The players looked at each other a bit funny as they determined who would get to use the Horn Totem (their first magic item). Eventually it went to the rogue, given he gained the most benefit from it. I also complicate this by adding a countdown timer. They had roughly 15 hours in game time (clearly marked on my giant whiteboard) to find the kids before bad things might start happening to them. This was largely to prevent the 1 fight a day, and see how they fared when their resources were pushed to the limit. So our heroes prepped to go out venturing. I introduce them to rough terrain and wolves. An easy encounter. Finally they reach the opening of the Barrow of the Ogre King. They see the courtyard, and keep making active perception checks to try and find a trap. They kept failing. Finally they trigger the trap (it fails). And they have a lower level with goblins to fight. The terrain makes this difficult, as it's on an upward inclined that they additionally iced with magic (I let the wizard use an encounter power to freeze part of the incline). This battle was far tougher for them. The incline worked against them, as did the ice, as warriors could javelin them at range, and the Goblin Hexer kept firing hexes as long range. My players hate goblin hexers, they've learned the annoyance that is a battlefield controller. The sad thing is I can't even use most of its abilities optimally, it feels like. Anyway, the battle ends. They have a surrendered goblin that they don't know if they should kill or not. This, sadly, causes substantial conflict in the group. Finally some gold coins paid between party members solves the crisis and the second session ends. At this point they have almost 8 hours to get to the bottom of the cavern, and they don't know how deep it goes. (They have two more battles before the bottom where they need to go). Also, the configuration of the current party. At this time they're all level 2. 1 Wizard 1 Warlord 1 Warden 1 Rogue 1 Companion with inspiring word. [/QUOTE]
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