D&D 4E JamesonCourage's First 4e Session

MoutonRustique

Explorer
[MENTION=6668292]JamesonCourage[/MENTION]
That is some very nice falling forward!

Good job to you and your players for rolling with the punches and making cool stories out of them. Well done!
 

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JamesonCourage

Adventurer
That is some very nice falling forward!

Good job to you and your players for rolling with the punches and making cool stories out of them. Well done!
Thanks! They're good players. I knew they wouldn't want to end the campaign there, though they were prepared -the Scout has vague ideas of playing a Hexblade if he needs a new character, and the Warpriest actually brought a printed-up Warlord to session just in case.

It was a fun session, though I'll have to adjust to our shorter time. Still, it had some good RP, and was pretty tense throughout. Another thoroughly enjoyable 4e session :)
 



JamesonCourage

Adventurer
Sorry for the delay in the write-up, I've been life-ing pretty hard recently.

Anyways, we had a short 4-hour session, and here's what we got in:
[sblock]The party had just stumbled onto about ten drow (a priestess of Lolth and nine male followers with hand crossbows and scimitars), and I called for a skill challenge to deal with them (since the PCs had indicated that they wanted to talk rather than fight... probably a wise decision). I ran it as a 10/3 skill challenge, and the players had some problems trying to find ways to use their good skills... so they ended up rolling untrained skills a few times, as it made more sense. Anyway, here's about how it played out:

The PCs basically only spoke with the priestess. They first convinced her to listen to them at all as part of the challenge, and then tried to get her to talk to them privately. She refused, but agreed to listen to them in front of her guards. The wilden Scout picked up that one of the guards kept eyeing the priestess, and his hand crossbow would twitch ever-so-slightly towards her every once in a while. He pointed it out to the priestess, who seemed amused by it. She revealed that his family had been fed to the vampires of Vecna that they were working with, and she asked the drow guard if he wanted to kill her. He said yes, and pointed his crossbow at her. She calmly held her arms up and told him to shoot, which he did without hesitation. The dwarven Fighter tried jumping in the way and blocking the bolt, but failed his skill check (the only failure of the skill challenge), and was hit by the bolt. He took some damage and some ongoing poison damage (though his dwarven racial against poison plus his Invulnerable Coat of Arnd artifact armor gave him +7 on the DC 10 check to get rid of the poison, and he saved pretty easily).

The priestess called down a medium-sized spider (from a hidden illusory ceiling) which fell on the drow, biting him and then beginning to wrap him up. The next PC reversed the failure (with a use of an Advantage) and identified the poison, warning the priestess against it. The wilden Scout took the opportunity to transform into a similar spider (he's multi-class Druid) and speak with the spider (via a Wilderness Knack plus a feat that lets him substitute Nature for Insight when interacting with natural beasts, or something like that). He told it to keep an eye open for other threats, and it communicated that it was already doing so on behalf of its biological mother (a Nature check told the Scout that this wasn't normal spider behavior). When the Scout transformed back, the priestess seemed impressed with the ability to communicate with spiders and to masquerade as one, and the PCs laid out their plan to have her usurp the current priestess and take over the drow outpost. The priestess tried to convince the Warpriest of The Raven Queen to perform a quick ritual to blind his god to his activities for the extent of the mutiny, but he refused. One last successful check (a Bluff check by the Elementalist/Bard to convince the priestess that they were only interesting in profit and that they'd be willing to die for her, as shown by the dwarf taking the poison bolt for her), and the skill challenge ended.

The priestess agreed to attempting to overthrow her superior, but she said it would be impossible as long as the priestess was allied with the vampires of Vecna. The vampire leader was located deeper into the caverns, and she asked the PCs to kill him and any patrols / witnesses they found along the way. If they returned back successful, then she would lead them to the drow outpost to overthrow the current high priestess. The PCs agreed, and they started deeper into the caverns with her directions (and a Moderate Dungeoneering check done by the Scout).

It wasn't long before they ran across some familiar faces... their own. The PCs had been party-wiped by their twisted copies in the previous session, and they found them wandering down this rock hallway. There was three copies of the dwarven Fighter, one of the Scout, and one of the Elementalist. The fight was tough, but it was pretty decisive in favor of the PCs (who all felt good finishing off the bad guys who'd killed them once already). They were curious why / how the twisted copies had gotten inside this area and passed the drow, but since they didn't have any answers, they proceeded towards the vampire leader.

The Scout could hear some footsteps up ahead, and it turned out it was a drow patrol. This fight also drained some resources, but after killing the drow leader extremely quickly (a critical hit helped with that) and weathering a round of drow darkness, they took out the minions fairly quickly and then focused down the two standard monsters. They looted the weapons, which were mostly magical (would fire poison bolts), but the Elementalist identified them as poisoning any user who wasn't a drow. They thought about destroying the weapons, but decided to pocket them (in the bag of holding) in case they needed to bribe some drow at some point or something.

Another short rest, and they continued on. The hallway ended at a cave entrance, and the Scout could hear bats inside. He transformed into a medium-sized spider and switched into his Lurking Spider stance (to get a +5 when climbing), and made his way into the cave alone, crawling around the walls and keeping his (many) eyes open. Inside the three-chamber cave, he saw a couple dozen bats and a lot of dead bodies (mostly drow), but no vampires, so he returned to the group, transformed to his natural form, and reported. They decided to explore the cave as a group and check it for magic. While walking in, the Scout (now in his Soaring Hawk stance for +2 Perception, letting him hit a Hard Perception passively) noticed an illusory ceiling just before the cave entrance that he'd missed before (since he was in his Lurking Spider stance). Just as he warned the party, six vampires fell from the ceiling around the party.[/sblock]
Unfortunately, we were out of time, so I called it there. I think the players will immediately attack instead of trying to pry information out first, but we'll see what they do when we play again in about a week and a half. Anyway, it was pretty fun, and I'm glad we're playing again :)
 

JamesonCourage

Adventurer
Alright, another session! This one was four hours long on the dot, because two of us had work right after it ended. It's hard to squeeze in these days, but we're going to keep doing it, damn it!
[sblock]So, the party had just been surrounded by six vampires that had fallen from an illusory ceiling. They were here to kill the head vampire in an attempt to weaken the drow high priestess' support while the newly-convinced drow priestess took over. Unfortunately for them, the vampires had gotten the drop on all but one of them (the Wilden Scout, who saw through the illusion just as it dropped).

The fight was fun for my 9th level party of 4 PCs. It was five level 10 soldier minions and one level 10 elite skirmisher (the head vampire). The first round was a surprise round, and the vampire hit the party pretty hard, and the Scout damaged the head vampire. Starting in the next round, the PCs dispatched the minions pretty (as soon as they figured out they were minions). The head vampire laughed, yelling out "five of mine dead but four replacements; not a bad start." The vampire kept dominating (save ends) the dwarven Knight (and occasionally the wilden Scout, having both a couple of times), making it really hard on the party. He even bit both of his dominated PCs (healing him) during the combat (vampirism again!). While nobody ended up dropping, everyone was in the low double digits by the end, and a couple had hit the single digits during the fight. The Warpriest's daily that did 5 radiant every round (save ends) really helped, as radiant damage disabled the vampire's regen for 1 round. Anyway, the Scout eventually skewered the vampire on his magical rapier, killing it, and the radiant damage ate his body away.

The fight over, they decided to heal up and then check out the vampire cave as a group. They didn't find anything valuable or that was magical (only some older bodies, two of which were wrapped in webs). Since the Scout was the only one that saw through the illusion, only he could pass through it (the illusion acted illusory if you could see through it, otherwise it was real). Since only the Warpriest had a mount (The Sleeper's skeletal warhorse), the dwarven Knight climbed it, and then the wilden Scout climbed up both to get a boost through the illusion. From there, he transformed into a medium-sized spider (to "blend in" more) and switched to his spider stance (+5 to climb) and scouted out the only two paths up there. There was a path that led nowhere, and one that led to a small living space. It had six unused cots, and one slightly open coffin with the holy symbol of Vecna on it. The Scout checked out the inside and found a few personal effects and threw them down to the party. The Warpriest told him to destroy the holy symbol of Vecna. When the Scout dragged his blade across the symbol, he heard a scream from the coffin, but it died down almost instantly. The Scout made sure the symbol was thoroughly wrecked and came back to the party.

The personal effects also had four potions of Cure Moderate Wounds! The PCs were happy to see some potions that were better than what they've had (Cure Light Wounds and Healing Potions). The half-elf Sorceress expressed concern about the two newly-bitten PCs, and the Warpriest used a daily to heal the Scout's disease. They then cleared the vampire bodies away and retreated into the former vampire cave, deciding to take an extended rest (they'd been through four encounters in a row, getting two milestones; one more and the Sorceress would no longer be taking a -1 penalty on rolls from her resurrection sickness).

Five hours into their eight hours of resting (the mul Warpriest always gets two hours first, then stays up on watch for six hours while the others sleep), the drow priestess they'd convinced showed up with her ten followers and told them to stay put until she came to get them. They agreed, finished resting, and were fetched five hours later. They followed her back to the entrance to the drow area, and the priestess said a prayer that made the illusory wall real for everyone, trapping everyone inside. The Warpriest hits a Hard DC on Insight passively, and he knew she wasn't betraying them yet. The priestess told the PCs to give her a five minute lead, and headed towards the drow outpost.

They followed at a distance, and eventually reached the outpost. The priestess was there with five of her followers, and there were two bodies in a mostly empty area around the walled mini-fortress. The priestess gave them directions to get to the high priestess, and told them to hurry. In the meantime, this priestess would be making a distraction, keeping reinforcements from arriving.

The PCs followed her directions into the fortress, arriving in a chamber where they spotted the high priestess. She was standing over a huge altar that had a shroud with the symbol of Vecna draped over it. They were put off by that, but put it aside for now. A drow in armor (a protector of hers) stood from behind the altar as they opened the door, and the PCs decided that they were here to kill her rather than talk, so we rolled initiative.

The PCs ran in, and the Scout made it to her, but that's it. The drow protector tied the others up by using the blocking terrain (bookshelves along the walls and the altar) to his advantage. Oh, that, and the giant (large-sized) spider that dropped down into their midst in the first round of combat. It turns out that the player of my warpriest has a great dislike of spiders (something short of a phobia), and didn't like the spider token I had made specially for this fight. The Warpriest summoned a skeletal warrior (with a magic item) to help the Scout fight the high priestess, and the two fought her while the drow protector and the dwarven Knight traded blows (the drow kept marking the Knight, too, basically locking them into a mini-duel while combat raged on around them). The spider started attacking the wilden Scout, and the Scout started trying to convince it to stop (with a Wilderness Knack). It communicated back that it had to do as it was forced, so the Scout kept trying to convince it all throughout combat. After the high priestess went down (she never got a chance to use her drow cloud ability because the Warpriest had used his daily to deal 5 ongoing radiant [save ends], which also makes her unable to be hidden), the spider started attacking both the Knight and the drow protector. One round later, the spider killed the drow protector (who was low from the Knight and Sorceress taking shots at him), then retreated up the corner of the wall.

The party didn't attack it right away (as they heard the Scout chittering at it throughout the fight before it killed the last drow), and the Scout tried to see what it wanted. The spider wanted out. They let it squeeze through the doorway, but it didn't know how to get out of the outpost, and didn't understand the instructions the Scout tried to give it. He promised to lead it out, and the spider waited for him. The PCs checked the drow for magic or valuables, and found more drow-only weapons, as well as a key ring with two keys on the high priestess; one marked "Gate" and the other "Stables".

The Warpriest approached the shroud, and prayed for guidance from his goddess on what to do with it. He hit a Hard DC Religion, and he was instructed to "lift the shroud and allow Vecna to watch." He did so, and was pleasantly surprised to find a single sheet of paper underneath the shroud on the altar: the Second Truth (from the Book of Five Truths). He read the page in front of the shroud, and the words faded away and disappeared, leaving the document blank. I gave him the Second Truth boon, and told him of what was on the paper: before the existence of the multiverse, there was no such thing as memory. Memory and history belonged to the multiverse, and those who truly understand it can seek to undo it. The Warpriest did not want Vecna to come into any knowledge on this subject, and was glad he got it. When the symbol of the hand and eye on the shroud witnessed this, the hand squeezed shut, splattering the image of the eye on the shroud. The Warpriest then burned the shroud, you know, just in case. I also reminded him that many sessions ago I asked everyone to name a major quest. The Scout's was to find mind flayers (done, and XP already given), and the Knight's was to return the dwarven prince's body (done, and XP already given). The Warpriest had said he wanted to find the Second Truth before Vecna got it, so I awarded XP.

The PCs decided to get the hell out of there before their "ally" priestess betrayed them, not even waiting for a short rest (so no encounter heals for the Warpriest). They decided to make their way to the stables. Getting out was a 10/3 skill challenge, and the first Dungeoneering roll (to navigate a drow outpost) was a natural 20, getting them two successes (a natural 20 is always two successes in my skill challenges if the check would normally succeed). I also gave automatic successes when they needed to enter the stable and when they needed to open a gate (since they'd looted the keys and put them to use).

At the stables, they found many pissed off spiders (thankfully stuck behind wooden boards), and two scared warhorses. The Warpriest calmed them with Nature and the Knight and Sorceress took them. The Scout asked the friendly spider if he could ride it, and it indicated that he would fall off. The Scout got some of the spider gear in the room and asked for permission before equipping it, and then he rode it out alongside the other PCs (who were now all mounted; I gave out the mount stats to the PCs).

A few more successful checks (and awesome rolls) and they had one check left, and had hit the solid wall that led back to the dwarves. An Athletics to break it from the Knight (aided by a Power Strike) ended the skill challenge, getting them out of there. They rode down at a quick pace, and after a while, the wilden Scout barely stopped them before they hit a bunch of webs that blocked their entire path. They quickly determined it was made by one spider (freaking the Warpriest's player out, who was already iffy on the Scout's new mount), and then a large-sized spider made it's way out to confront them.

A bunch of tiny spiders fell off of mama's hide (forming a spider swarm), and four medium-sized spiders also ran up to attack. This combat was tougher, mostly because of lots of ongoing poison damage. The spider was a level 15 elite lurker, so I planned on having it retreat into and out of the webs (with reach 2) to really hurt them. This didn't work due to party tactics, but I'll get to that. The spider swarm was suitably annoying, climbing the walls to avoid the front line and attacking the Sorceress and Warpriest in the back. The four spiders died pretty quickly (minions), and mama was all set to be annoying, but the Sorceress used a daily to place three ice blocks behind her, keeping her from retreating (and dealing 5 cold damage per round, upped to 10 from another daily aura she activated). Still, even with them hamstringing the fighting style of the mama spider, she dished out some major damage (10 ongoing acid and poison damage save ends, and bad save rolls) and had high defenses. They PCs eventually beat her (after a couple dropped), and the Warpriest had had to use his daily heals (no encounter heals since they still hadn't had a short rest. The skill challenge had gotten the Sorceress another milestone, so she had gone into the fight with no penalties, too.

At any rate, they ran from there (after burning the webs down). They made it back to the dwarven city with no issues, and finally relaxed. The king praised them and "gave" them their six items (four enchantments for their castle weren't given here, but the barrel of dwarven ale that refreshed every day and the portrait of holding both were). He had also promised that he'd get an item for one of them that he knew they wanted, and gave a Skeleton Key to the dwarven Knight (use it on a gate, chest, lock, etc. and make a Thievery to open it at +20; nobody in the party has Thievery, so hopefully this comes in handy).[/sblock]
We called session there, as it was a very full four hours (three combats, two skill challenges, and RP). They hit just enough XP to hit level 10 (the combats / skill challenges and the major quest finally being completed). It was a lot of fun, and I have plans for level 10. That's the road that'll lead them to Paragon. Time to put them on it.
 


JamesonCourage

Adventurer
Good stuff. I love seeing this thread being kept alive! :)
Thanks! I'm glad people are still reading it. The thread has over 20,000 views, so hopefully people like the play reports and find some of the discussion useful.

On that note, I'm going to be transitioning my players into Paragon Tier over the next couple of sessions. Anyone have any suggestions or comments on the feel of the game? I was thinking I might use swarms of people now as representatives of groups of people they're fighting all at once, to demonstrate the difference in power. But anything else? I've had one Paragon-level enemy already confront them and things worked differently for him (Votan the death knight, who captured the gnome Monk all those levels ago; when someone attacked him, the weapon just stopped mid-air and fell to the ground when it didn't hit AC).

Anyway, anyone have anything for feel or theme? Scrivener of Doom, @MoutonRustique, @Manbearcat, @AbdulAlhazred, @Campbell, @D'karr?
 

Thanks! I'm glad people are still reading it. The thread has over 20,000 views, so hopefully people like the play reports and find some of the discussion useful.

On that note, I'm going to be transitioning my players into Paragon Tier over the next couple of sessions. Anyone have any suggestions or comments on the feel of the game? I was thinking I might use swarms of people now as representatives of groups of people they're fighting all at once, to demonstrate the difference in power. But anything else? I've had one Paragon-level enemy already confront them and things worked differently for him (Votan the death knight, who captured the gnome Monk all those levels ago; when someone attacked him, the weapon just stopped mid-air and fell to the ground when it didn't hit AC).

Anyway, anyone have anything for feel or theme? Scrivener of Doom, @MoutonRustique, @Manbearcat, @AbdulAlhazred, @Campbell, @D'karr?

Don't have a ton of time but here is a real low-res, top-down view of Paragon. If you've got any questions afterward, I'll try to give you some focused answers.

On Theme

The 4e tier system is predicated on a save the town/village/area (Heroic), save the nation/empire (Paragon), save the world/cosmos (Epic). So, given that, your antagonists and the conflict should be escalating accordingly; eg coven of witches and their vampire overlords secretly hold sway over the three kings of tri-nationville. My last Paragon tier game was very much focused on two things; massed barbarian invasion and the disunity/tribalism of the ranger lodges that were originally constructed to stem the tide of such an invasion + the political corruption within the senate and the navy of a powerful nation and its imperial hubris. Of course, the PCs were tied to various bits and bobs of this via their Paragon Paths, Quests, and general backstory.

My advice would be to solicit their feedback on where they want the game to go, find out what Paragon Paths and Quests they want to pursue (you've done a great job of this in the Heroic Tier - just continue that), and just push play toward the conflicts embedded in those things. Keep a lot of, hopefully player authored, Minor Quests in play to focus each session and Major Quests to focus the tier. If your players are particularly proactive, let them compose an off-screen vignette that will convey the antagonists or thematic conflict that they're interested in engaging with in Paragon Tier. They can convey that to the group at the first session and you can use that to riff off.

On Mechanics

The PCs will become much more hardy, robust and versatile in their suite of abilities. More powerful status effects will become the norm. Their novas will become more potent. You're going to want to:

1) Use more Hazards/Traps to fill out your encounter budget. Stuff that keeps combat dynamic, mobile, threatening and forces the PCs to "deal" without smashing through HPs.

2) Construct some of your important monsters (Leaders/Elites) with some Encounter Power (free action) that let them roll a saving throw at the start of their turn versus a brutal effect.

3) Use Swarms and break them out at Bloodied (as you said).

4) Always use Challenging Terrain, Terrain Powers, and assets that players can stunt off of.

5) Up your standard Encounter Budget by + 1 for normal fights and probably + 2 for tough fights.

6) Make heavy use of Skill Challenges and eat away their Healing Surges on failures. They should have ample opportunities for parlays with powerful enemies, neutral factions that they wish to turn to their side, and appeals to big-time power brokers (kings, etc).

7) Consider using Extended Rests as a narrative feature rather than in-game rationale. Conversely, force them to succeed at Skill Challenges to get them and/or make good use of the Disease Track for Curses/Conditions that may prohibit or "nerf" Extended Rests.


That is all I've got off the top of my head.
 

Scrivener of Doom

Adventurer
Thanks! I'm glad people are still reading it. The thread has over 20,000 views, so hopefully people like the play reports and find some of the discussion useful.

On that note, I'm going to be transitioning my players into Paragon Tier over the next couple of sessions. Anyone have any suggestions or comments on the feel of the game? I was thinking I might use swarms of people now as representatives of groups of people they're fighting all at once, to demonstrate the difference in power. But anything else? I've had one Paragon-level enemy already confront them and things worked differently for him (Votan the death knight, who captured the gnome Monk all those levels ago; when someone attacked him, the weapon just stopped mid-air and fell to the ground when it didn't hit AC).

Anyway, anyone have anything for feel or theme? Scrivener of Doom, @MoutonRustique, @Manbearcat, @AbdulAlhazred, @Campbell, @D'karr?

One thing I do is with respect to common monsters.

A level x standard monster has the same XP value as a level (x + 8) minion. Fighting the minion versions of their former foes can help make the players feel their PCs are badass, especially when they're fighting A LOT of them. That's also an alternative to the swarms... although I also like use swarms in the way you describe.
 

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