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First playtest today - survey says: good so far (Blindenstone spoilers)
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<blockquote data-quote="zoroaster100" data-source="post: 6125460" data-attributes="member: 8538"><p>We continued our playtest with Blindgenstone again yesterday. The first couple of hours were spent quickly catching up the player who missed the first session and then roleplaying a lot with the priest at the Speaking Stones (and doing the first ritual to learn what must be done to awaken the Stones), and with the quartermaster the supply area and with Burrow Warden Kargien Dissengulp again, who assigned Miglin Crackedquartz to go with them into the Wormwrithings.</p><p></p><p>They liked their guide because they found him funny, as he kept mumbling to himself and when they would speak to him and ask him questions he'd just mumble answers to the stones around him as if they weren't there. </p><p></p><p>They then made their way to the Wormwrithings, facing the kobold net traps along the way, followed by various kobold patrols and ambushes. Finally, they assaulted the kobold lair and faced the kobold chief and priest, and an elemental grue in the temple of Urdlen (I was using the great supplemental ideas for the adventure by Jeremy Murphy at <a href="http://kootenaygamer.blogspot.com/" target="_blank">http://kootenaygamer.blogspot.com/</a> including having a Cult of Urdlen operating secretly in Blindgenstone).</p><p></p><p>In terms of playtesting the rules, overall the players had fun, and the 2e fans were pleased with the number of encounters we were able to have. But the one player who is a 4e fan, and me as the DM, were a bit disappointed in how puny the kobold encounters seemed. The kobolds were able to threaten the characters if they got to go, since they could do decent damage, but the wizard and druid each was able to wipe out all or almost all of each kobold encounter with a single first level spell. Also the saves versus traps were too easy and out of all the traps, only once was one of the players caught by a trap, and she escaped the very next action she took.</p><p></p><p>On the first encounter, party ran into the kobold net trap. One one of the four, the paladin, was caught. She cut through the net in one action, which was fine. The wizard put all the kobolds who jumped out to sleep with a spell.</p><p></p><p>On the next encounter, they ran into a kobold patrol. The wizard killed all of them with a gust of wind spell, even those that made their saves.</p><p></p><p>On the third encounter, they ran into a kobold patrol with a blind ogre pet. At first the players were concerned, but they killed the ogre very swiftly with one raging strike from the barbarian and magic missiles from the wizard (he had restored one spell slot during a short rest).</p><p></p><p>Then they entered the kobold nest, and faced several waves of kobolds. Here there were times when some of the player characters were in real danger when the kobolds focused their firepower on one of them. But they were able to fight through, and reached the chief. The chief and his bodyguard were a disappointment, as the druid killed them all with an entangle before they could act.</p><p></p><p>They had rested by the time they reached the priest, so the wizard was loaded with spells again and killed the priest with a gust of wind before he could act. The elemental grue attacked the barbarian once from below, hurting him, but the rage reduced the grue's damage by half. Then the paladin used divine smite and the wizard used magic missile, which together killed the grue before it could attack or hide again. Even though I added extra regular kobolds to both the chief and priest/grue encounters, they still were slaughtered swiftly. At least the grue encounter provided a brief engagement but, only for one round.</p><p></p><p>The characters leveled half way through the kobold nest. The rules still seem to be working well, essentially, but the monsters seem pretty weak and probably need to be strengthened even at low levels.</p></blockquote><p></p>
[QUOTE="zoroaster100, post: 6125460, member: 8538"] We continued our playtest with Blindgenstone again yesterday. The first couple of hours were spent quickly catching up the player who missed the first session and then roleplaying a lot with the priest at the Speaking Stones (and doing the first ritual to learn what must be done to awaken the Stones), and with the quartermaster the supply area and with Burrow Warden Kargien Dissengulp again, who assigned Miglin Crackedquartz to go with them into the Wormwrithings. They liked their guide because they found him funny, as he kept mumbling to himself and when they would speak to him and ask him questions he'd just mumble answers to the stones around him as if they weren't there. They then made their way to the Wormwrithings, facing the kobold net traps along the way, followed by various kobold patrols and ambushes. Finally, they assaulted the kobold lair and faced the kobold chief and priest, and an elemental grue in the temple of Urdlen (I was using the great supplemental ideas for the adventure by Jeremy Murphy at [url]http://kootenaygamer.blogspot.com/[/url] including having a Cult of Urdlen operating secretly in Blindgenstone). In terms of playtesting the rules, overall the players had fun, and the 2e fans were pleased with the number of encounters we were able to have. But the one player who is a 4e fan, and me as the DM, were a bit disappointed in how puny the kobold encounters seemed. The kobolds were able to threaten the characters if they got to go, since they could do decent damage, but the wizard and druid each was able to wipe out all or almost all of each kobold encounter with a single first level spell. Also the saves versus traps were too easy and out of all the traps, only once was one of the players caught by a trap, and she escaped the very next action she took. On the first encounter, party ran into the kobold net trap. One one of the four, the paladin, was caught. She cut through the net in one action, which was fine. The wizard put all the kobolds who jumped out to sleep with a spell. On the next encounter, they ran into a kobold patrol. The wizard killed all of them with a gust of wind spell, even those that made their saves. On the third encounter, they ran into a kobold patrol with a blind ogre pet. At first the players were concerned, but they killed the ogre very swiftly with one raging strike from the barbarian and magic missiles from the wizard (he had restored one spell slot during a short rest). Then they entered the kobold nest, and faced several waves of kobolds. Here there were times when some of the player characters were in real danger when the kobolds focused their firepower on one of them. But they were able to fight through, and reached the chief. The chief and his bodyguard were a disappointment, as the druid killed them all with an entangle before they could act. They had rested by the time they reached the priest, so the wizard was loaded with spells again and killed the priest with a gust of wind before he could act. The elemental grue attacked the barbarian once from below, hurting him, but the rage reduced the grue's damage by half. Then the paladin used divine smite and the wizard used magic missile, which together killed the grue before it could attack or hide again. Even though I added extra regular kobolds to both the chief and priest/grue encounters, they still were slaughtered swiftly. At least the grue encounter provided a brief engagement but, only for one round. The characters leveled half way through the kobold nest. The rules still seem to be working well, essentially, but the monsters seem pretty weak and probably need to be strengthened even at low levels. [/QUOTE]
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