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Story Hour
The Rise of Felskein [Completed]
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<blockquote data-quote="Iron Sky" data-source="post: 4159923" data-attributes="member: 60965"><p>Session 2 Crunch.</p><p></p><p>Ok, so this is the first time I've ever used a module in one of my DnD games. I had some broad ideas for my game, but when it actually came time to play, I didn't know what I was going to do.</p><p></p><p>Fortunately, I found <a href="http://www.wizards.com/default.asp?x=dnd/we/20030725a" target="_blank">this</a> and thought, <em>Aha! The Ragged Hills have a Hobgoblin kingdom anyway, perfect</em>.</p><p></p><p>I also made a few decisions about this game and how I was going to run it differently from my usual brutal survivalist fare. I was going to actually let the PCs have some downtime. I was also going to let things start out small and expand in scope naturally rather than forcing things into epic-ness too quickly. The result has been extremely rewarding and in all the sessions I've only had 7 player deaths(I'll let you find out who in the narrative <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />) - probably a near-record for me in the last 10 years of DMing both in the # of sessions in a campaign and in the small number of casualties.</p><p></p><p>As for actual crunch I don't remember much, except that Harold continued to rock(though he started a few levels higher than everyone else, won the reduced-stat gamble, and is my "top" powergamer, so I expected it). Ilsa went down twice, once to the dire-apes mauling her and once to a pile of readied arrows the moment she stuck her head out of the outpost enterance shaft. Harold's bluff checks were [sarcasm]amazing[/sarcasm], if I remember correctly.</p><p></p><p>This was Kendrin's first and last session, it being the player's first ever game with us. Not sure why he stopped playing. The rest of the game after this had 4 players present consistantly.</p><p></p><p>I also remember Vuroosk being dissapointing. 4th level with rapid shot and he got maybe 3-4 arrows off before Harold had done so much damage to him that he had to run. I never though that Harold would be willing to risk 3 AoOs - they all missed - to run past the melee and finish him off.</p><p></p><p>Hoortchuc didn't fare very well either, but I had less expectations for him.</p><p></p><p>Ilsa's dragon-shaman auras came in super handy too - every 3.5 group with the PHB II should have some player with 1 level of it just for the auto-stabalize any fallen buddies in 30' and the heal-up-to-half-between-battles-automatically features alone.</p><p></p><p>Anyway, I'll put up session 3 some time next week. We play session 25 on Sunday. </p><p>It'll be interesting to see where they go from here - here being where they'll be in 22 sessions from what I have written...</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4159923, member: 60965"] Session 2 Crunch. Ok, so this is the first time I've ever used a module in one of my DnD games. I had some broad ideas for my game, but when it actually came time to play, I didn't know what I was going to do. Fortunately, I found [URL=http://www.wizards.com/default.asp?x=dnd/we/20030725a]this[/URL] and thought, [I]Aha! The Ragged Hills have a Hobgoblin kingdom anyway, perfect[/I]. I also made a few decisions about this game and how I was going to run it differently from my usual brutal survivalist fare. I was going to actually let the PCs have some downtime. I was also going to let things start out small and expand in scope naturally rather than forcing things into epic-ness too quickly. The result has been extremely rewarding and in all the sessions I've only had 7 player deaths(I'll let you find out who in the narrative :]) - probably a near-record for me in the last 10 years of DMing both in the # of sessions in a campaign and in the small number of casualties. As for actual crunch I don't remember much, except that Harold continued to rock(though he started a few levels higher than everyone else, won the reduced-stat gamble, and is my "top" powergamer, so I expected it). Ilsa went down twice, once to the dire-apes mauling her and once to a pile of readied arrows the moment she stuck her head out of the outpost enterance shaft. Harold's bluff checks were [sarcasm]amazing[/sarcasm], if I remember correctly. This was Kendrin's first and last session, it being the player's first ever game with us. Not sure why he stopped playing. The rest of the game after this had 4 players present consistantly. I also remember Vuroosk being dissapointing. 4th level with rapid shot and he got maybe 3-4 arrows off before Harold had done so much damage to him that he had to run. I never though that Harold would be willing to risk 3 AoOs - they all missed - to run past the melee and finish him off. Hoortchuc didn't fare very well either, but I had less expectations for him. Ilsa's dragon-shaman auras came in super handy too - every 3.5 group with the PHB II should have some player with 1 level of it just for the auto-stabalize any fallen buddies in 30' and the heal-up-to-half-between-battles-automatically features alone. Anyway, I'll put up session 3 some time next week. We play session 25 on Sunday. It'll be interesting to see where they go from here - here being where they'll be in 22 sessions from what I have written... [/QUOTE]
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