D&D 4E Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023

4e fought against you.
Against whom? I mean, it didn't fight against me. I've got a lot of 4e actual play posts on these boards, and I'll put the colour and depth of my group's fiction up against anyone else's. The very first combat encounter I GMed in 4e had a boat, and a raft, and jumping from the boat onto a sandbar, and both PCs and NPCs swimming, and a PC taking lying down in the boat to take shelter from archers, and a climactic duel between Black Peak Halberd wielders. There was never the least doubt as to what was happening in the fiction!
 

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Don't get me wrong, the lore in 4e is pretty good and I have no issue with it taken in isolation. But it really doesn't matter to the game, where the rules trump everything.
Here are a couple of actual play posts:
In our last session, the PCs had escaped into the Mausoleum of the Raven Queen, which had been warded with a Hallowed Temple ritual. Because she is a lich, and hence undead, Jenna Osterneth could not follow them in. Which was good for them, because they were out of encounter powers and had 3 surges across the party, and multiple bloodied PCs including the fighter/cleric on 4 hp.

Their reason for being there was that the Mausoleum of the Raven Queen - like other lost things - had ended up on The Barrens in the Abyss. And Osterneth, as an agent of Vecna, had gone there to try and learn the Raven Queen's true name from her dead (mortal) body. The PCs were there to stop her - but with various degrees of enthusiasm, because they don't all exactly approve of her and her growing divine power. (Even though nearly everything they do seems to increase this!)

The Mausoleum had three areas: an entrance room, with a large statue and modest altar; a set of stairs with slightly elevated ramps on either side leading down to the principal room - very large (about 90' x 50') with a huge statue and two pools of water, corrupted by the Abyss; and then a smaller set of stairs leading down to the burial room, with a large altar and five statues and 4 side rooms (the sarcophagus room, the room with canopic jars, the grave goods room and the treasure room).

The PCs started in the entrance, where they took a short rest. This let them regain encounter powers, allowed the paladin to heal up to full from his ring, and then allowed some healing involving sharing the surges around the party (the ranger-cleric has the Shared Healing feat; our table convention for short rests and healing powers is to allow spending regained encounter healing at the end of the rest). They studied the murals and reliefs in the entrance chamber, which showed the Raven Queen's victories during her life, becoming the most powerful ruler in the world (crushing her enemies, being adulated by her subjects, etc - I told the players to think of Egyptian tomb paintings, Mesopotamian reliefs, and similar).

The invoker/wizard and ranger-cleric (having the best Perception in the party) then heard a slithering sound on the ramp. With his ring that grants darkvision the invoker/wizard could see a guardian naga. And the sphinx then came out, and told them that they must answer a riddle before they could pass further into the Mausoleum. I had mixed together abilities from a MM and MM2 sphinx, so they could either choose between accepting the challenge but suffering a debuff until answering it; or rejecting the challenge but granting the sphinx a power up. They chose to accept.

I wrote the riddle a few weeks ago on the train:

In the green garden, a sapling grows,
In time the tree dies, a seed remains.
In the grim garden shall that seed be sown,
Among the black poplars a new tree, a new name:
Shade shall it cast,
Frost endure,
Dooms outlast,
Pride cure.​

Appropriately enough, it was the player of the ridiculously zealous paladin of the Raven Queen who first conjectured that the subject of the riddle was the Raven Queen herself - first her mortal life, than her life after death in which she took on a new name ("the Raven Queen") and took control of the Shadowfell and death, of winter, and of fate.

When the players had reached agreement on this, they offered their answer. The sphinx accepted it, but insisted that they also tell him whose pride will be cured. After generic answers ("everyone dies"), which did not really satisfy the sphinx, the fighter/cleric answered "Us". The sphinx replied "Well, yes, you," and this was the clue for the player of the invoker/wizard, who answered "The gods" - because the fighter/cleric is now God of Jailing, Pain and Torture (having taken up Torog's portfolio). The sphinx then allowed them to pass down the stairs to the principal room, to venerate the dead queen.

In the principal room, they identified the Abyssal corruptions in the pools, and used a Tide of the First Storm (to summon cleansing water) enhanced by other water-quelling magic (sucked out of a Floating Shield) to purify one, so that they could safely pass it to get to the doorway to the burial room. The mural in the principal room - also a magical hazard if they got too close, which they made sure not to - depicted the mortal queen's magical achievements - including defeating a glabrezu on the Feywild, and travelling to the land of the dead (at that time, a land of black poplars ruled by Nerull).

The paladin looked in the cleansed pool to see what he could see, and saw episodes from the past depicting the Raven Queen's accretion of domains (fate from Lolth, in return for helping Corellon against her; winter from Khala, in return for sending her into death at the behest of the other gods); and then also the future, of a perfect world reborn following the destruction of the Dusk War, with her as ruler.

I also decided a further complication was needed: so I explained to the player of the fighter/cleric (who is now the god of imprisonment, and also has a theme that gives him a connection to primordial earth) that he could sense the Elemental Chaos surging up through the earth of the mortal world (because (i) Torog can no longer hold it back, and (ii) the Abyss, having been sealed, is no longer sucking it down the other way); and as a result, an ancient abomination sealed in the earth had been awakened from its slumber and would soon makes it way up to the surface of the world. I then filled them in on my version of the Tarrasque (the MM version with MM3 damage and a few tweaks to help it with action economy). This created suitable consternation, and was taken as another sign of the impending Dusk War.

At this point there was much debate: at least an hour at the table, I would say. They couldn't agree on what they wanted to do - destroy the body (mabye by bringing in the sphere of annihilation, which had been left outside when they fled into the Mausoleum); perhaps destroy the whole Mausoleum; or, as the fighter/cleric advocated, learn her name first so they could use that to bargain with her and compel cooperation without her getting to acquire new domains.

The guardians - who could understand all this, given their Supernal tongue, and could follow it, given their high INT and WIS and Arcana and Religion and Insight - insisted that no Sphere of Annihilation might be brought into the Mausoleum, and that the remains of the dead queen, and her burial goods, not be disturbed. The PCs weren't wanting to start any conflict at this point, and at least three of them (paladin, ranger-cleric and invoker/wizard) were happy with this in any event. So they with the guardian's permission they went down the last set of stairs to the burial room.

This room had a statue in each of four corners - the Raven Queen mortal, ruling death, ruling fate and ruling winter. The fifth statute faced a large altar, and showed her in her future state, as universal ruler. The murals and reliefs here showed the future (continuing the theme of the rooms: the entry room showed her mortal life; the principal room her magical life, including her passage into death; this room her future as a god). I made up some salient images, based on important events of the campaign: an image of the Wolf-Spider; an image of the a great staff or rod with six dividing lines on it (ie the completed Rod of 7 Parts, which is to be the trigger for the Dusk War); an image of an earthmote eclipsing the sun (the players don't know what this one is yet, though in principle they should, so I'll leave it unexplained for now); an image of a bridge with an armoured knight on it, or perhaps astride it - this was not clear given the "flat-ness" of the perspective, and the presence of horns on the knight was also hard to discern (the players immediately recognised this as the paladin taking charge of The Bridge That Can Be Traversed But Once); and an image of the tarrasque wreaking havoc.

More discussion and debate ensued. Closer inspection showed that where it was possible the queen's name had once been written on the walls, this had been erased. The invoker/wizard decided to test whether this could be undone, by using a Make Whole ritual: he made a DC 52 Arcana check, and was able to do so (though losing a third of his (less than max) hp in the process, from forcing through the wards of the Mausoleum). Which resulted in him learning the name of the Raven Queen. And becoming more concerned than ever that it is vulnerable to others learning it to.

Asking the guardians confirmed that they also know her name, though will not speak it, as that would be an insult to the dead.

The new plan arrived at - now that it seemed that sequestering or destroying the body wouldn't be enough, and would require fighting the guardians also - was to surround the whole thing in a Magic Circle vs "all" while the collapse of the Abyss takes the whole thing. They thought the Circle would have a good chance of keeping out level 40 or so beings (given the invoker/wizard's high Arcana bonus). But this takes 1 minute per square, and a quick calculation showed the circle would need to be about 30 squares radius, for around 3000 squares area, or 50 hours. (I think during the session someone might have mucked up by a factor of 10, because 20 days was bandied about as the time required - either way too long to do without first dealing with Osterneth.)

So the discussion then shifted to defeating Osterneth. The player of the sorcerer had been very keen on the possibility of a magical chariot among the grave goods, and so I decided that there was a gilt-and-bronze Chariot of Sustarre (fly speed 8, 1x/enc cl burst 3 fire attack). They persuaded the guardians to let them borrow it, as the necessary cost of preventing Osterneth coming in and defiling the body.

The sorcerer then powered up the Chariot with a quickened version of his Enhance Vessel ritual, making it speed 10 (he spent extra residuum after a successful DC 32 Arcana check). And they pushed open the doors and launched an assault on Osterneth, who was still waiting outside.

This ended up being fairly quick to resolve and went the PCs' way. The basic strategy was to have the fighter (on the back of the sorcerer-driven Chariot) drive Jenna to the ground with a prone-ing attack, and then to keep her pinned there. (Which he did via a "death from above" charge where, on a hit, I let him add half the 30 damage he took to his attack vs Osterneth.) A crit from each of the ranger-cleric, the sorcerer, the invoker/wizard and the paladin (wielding the Sword of Kas to get bonuses vs a Vecna-ite and former ally) helped things along. The invoker/wizard was dropped to zero, but was able to Reverse Time and come back with more hp than before and another action (because the ability changes position in the initiative sequence).

Reduced to zero hp, Osterneth turned to dust - but will reform in 1 day by her phylactery, the location of which is not known to the PCs.

The other thing the invoker/wizard was doing was trying to call back the Sphere of Annihilation - which had been called down towards the heart of the Abyss. What exactly the effects are, of having the Sphere go to the heart and then be called back, will have to be discovered next session! Though I suspect the session may start with an extended rest.
This is mostly a repost following the crash. I've also added in a couple of bits from the lost Tarrasque thread.

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The current focus of my 4e game - which is now at 30th level, the top end of Epic tier - is the fate of the multiverse: will it be engulfed in an imminent Dusk War, or is there some way of averting such a thing?

Our session on May 29 began with a transition scene (to borrow the MHRP terminology). The PCs erected a magic circle around the Mausoleum of the Raven Queen, in order to prevent anyone from entering it and potentially learning her true name (backstory here); then rested; then scried on the tarrasque, which they knew to have recently begun marauding in the mortal world, identifying its location and noting that it was being observed by maruts. They decided that, to return to the mortal world to confront the tarrasque they would first teleport to their abandoned Thundercloud Tower, and then take that with them through another conjured portal and fly it to where the tarrasque is.

Tarrasque stats here: [sblock]The tarrasque Level 30 solo brute
Gargantuan elemental magical beast XP 95,000

Hp 1420 Bloodied 710 Initiative +23
AC 43 Fort 49 Ref 38 Will 32 Perception +19, blindsight 20
Speed 8, burrow 8, climb 8 (earth walk, forest walk)
Immune charm, fear Resist 10 all
Saves +5 Action Points 2

Traits
Earthbinding: any flying creature within aura 40 has its fly speed reduced to 1 and its maximum altitude reduced to 20 feet (any creature above this altitude at EitsT falls to an altitude of 20 feet)
Terrifying embodiment of wanton destruction: any square it enters become DT
Elder of annihilation: its melee attacks ignore all resistances, if slowed its speed is only halved, and at the end of its turn any one condition on it ends
Eternal slumber: if reduced to zero hp, the tarrasque sinks back into the world’s core and slumbers once again

Standard Actions – at will
  • Piercing bite (melee 3 vs 1 target): +34 vs AC for 2d12+21 and OG 30
  • Rending bite (melee 3 vs 1 target): +34 vs AC for 6d12+21 and -5 penalty to AC til ETarrasque’sNT
Frenzy (only if bloodied; creatures in cl burst 3): as either piercing or rending bite against each target

Move Action – at will
Trample: it moves up to its speed (provoking OAs as normal) and may enter enemy’s spaces (but may not end its move in an occupied space); if it enters an enemy’s space it makes a melee attack: +33 vs Ref for 2d12+25 & knocked prone

Minor Actions – at will
Tail slap (melee 3 vs 1 target not attacked with any bite this turn): +32 vs Fort for 6d12+21, push 4 sq & knock prone Miss: creates a collapsing fissure extending 10 sq from a sq adj to the target, in a direction of the tarrasque’s choosing, that lasts until E of a T in which the fissure makes an attack; if this inc a sq occupied by a Medium creature or if a Medium creature enters a sq, attacks as free action: +32 vs Ref for 2d12+9, restrained & OG 10 (escape DC 32 ends both)

Bite (R5,6 only if not bloodied): make a piercing bite or rending bite attack

Hurl rubble (ranged 20 vs 1 creature): +32 vs Ref for 4d12+19, push 3 sq and knock prone

Triggered Action – at will
Reflective carapace (immediate reaction if a ranged or area attack misses the tarrasque): repeat the attack against another target within 20 sq of the tarrasque

While bloodied, on an initiative of 10+its initiative check, it may use a free action to trample (if it is immobilised, restrained or unable to take free actions, that effects ends instead)


STR 42 (+31) DEX 26 (+23) WIS 18 (+19)
CON 36 (+28) INT 3 (+11) CHA 7 (+13)
Alignment Unaligned Languages –[/sblock]

When the PCs step through the portal from their resting place to the top of the tower, they find that it is not where they left it - on the disintegrating 66th layer of the Abyss - but rather in the palace of Yan-C-Bin on the Elemental Chaos. This brought the PCs, and especially the chaos sorcerer, into discussion with the djinni who had retaken possession of the tower and were repurposing it for the coming Dusk War. Mechanically, this situation was resolved as a skill challenge.

Sirrajadt, the leader of the djinni, explained that the djinni were finally breaking free of the imprisonment they had suffered after fighting for their freedom the last time (ie with the primordials against the gods in the Dawn War), and were not going to be re-imprisoned or bound within the Lattice of Heaven, and hence were gearing up to fight again in the Dusk War. He further explained that only Yan-C-Bin (Prince of Evil Air Elementals) and the Elder Elemental Eye could lead them to victory in the Dusk War.

The PCs both asserted their power (eg the paladin pointed out that the reason the djinni have been released from their prisons is because the PCs killed Torog, the god of imprisonment), and denied the necessity for a coming Dusk War, denouncing warmongers on both sides (especially the Elder Elemental Eye, whom Sirrajadt was stating was the only being who could guarantee the Djinni their freedom) and announcing themselves as a "third way", committed to balancing the chaos against the heavens and ensuring the endurance of the mortal world.

Sirrajadt was insisting that the PCs accompany him to meet Yan-C-Bin, declaring that mercy would be shown to all but the sorcerer. (The reason for this is that the chaos sorcerer - who is a Primordial Adept and Resurgent Primordial - has long been a servant of Chan, the Queen of Good Air Elementals, who sided with the gods during the Dawn War and is resolutely opposed to the Prince of Evil Air Elementals; hence the sorcerer is a sworn enemy of Yan-C-Bin.) As the PCs continued to debate the point and explain their "third way" reasoning (mechanically, getting closer to success in the skill challenge), Sirrajadt - sufficiently unsettled by their claims - invited them all to resolve the matter in conversation with Yan-C-Bin, who moreso than him would be able to explain the situation. The PCs therefore went to meet Yan-C-Bin himself, as guests and not as prisoners - not even the sorcerer.

Yan-C-Bin greeted them, but mocked the sorcerer and his service to Chan. There was some back and forth, and some of the same points were made. Then the PC fighter/cleric Eternal Defender, who has recently taken up the divine portfolio of imprisonment (which position became vacant after the PCs killed Torog), spoke. Both in the fiction and at the table this was the pivotal moment. The player gave an impassioned and quite eloquent speech, which went for several minutes with his eyes locked on mine. (We tend to be quite a causal table as far as performance, in-character vs third person description of one's PC vs out-of-character goes.) He explained (in character) that he would personally see to it that no djinni would be unjustly imprisoned, if they now refrained from launching the Dusk War; but that if they acted rashly and unjustly they could look forward to imprisonment or enslavement forever.

The player rolled his Intimidate check (with a +2 bonus granted by me because of his speech, far more impassioned and "in character" than is typical for our pretty laid-back table) and succeeded. It didn't persuade Yan-C-Bin - his allegiance to the Elder Elemental Eye is not going to be swayed by a mere godling - but the players' goal wasn't to persaude Yan-C-Bin of the merits of their third way, but rather to avoid being imprisoned by him and to sway the djinni. Which is exacty what happened: this speech sufficiently impressed the djinni audience that Yan-C-Bin could not just ignore it, and hence he grudgingly acquiesced to the PCs' request, agreeing to let the PCs take the Thundercloud Tower and go and confront the tarrasque - but expressing doubt that they would realise their "third way", and with a final mocking remark that they would see for whom the maruts with the tarrasque were acting.

The player of the eternal defender had already noted that, when I read out the description of maruts and their contracts earlier in the sessin, the only being actually mentioned by name was the Raven Queen. So he predicted (more-or-less in line with what I had in mind), that the maruts observing the tarrasque would be there at the behest of the Raven Queen (who is served by three of the five PCs), to stop it being interfered with.

When the PCs then took their Tower to confront the tarrasque, that was indeed what they found. Upon arriving at the tarrasque's location they found the tarrasque being warded by a group of maruts who explained that, in accordance with a contract made with the Raven Queen millenia ago, they were there to ensure the realisation of the end times, and to stop anyone interfering with the tarrasque as an engine of this destruction and a herald of the beginning of the end times and the arrival of the Dusk War.

(Why the Raven Queen wants the Dusk War has not fully come to light, other than that it seems part of her plan to realise her own ultimate godhood. One idea I had follows in sblocks.)

[sblock]With Ometh dead, it seems possible that those souls who have passed over the Bridge that May be Traversed But Once might be able to return - repopulating a world remade following the Dusk War and the restoration of the Lattice of Heaven.[/sblock]

I wasn't sure exactly what the players would do here. They could try and fight the maruts, obviously, but I thought the Raven Queen devotees might be hesitant to do so. I had envisaged that the PCs might try to persuade them that the contract was invalid in some way - and this idea was mentioned at the table, together with the related idea of the various exarchs of the Raven Queen in the party trying to lay down the law. In particular I had thought that the paladin of the Raven Queen, who is a Marshall of Letherna (in effect, one of the Raven Queen's most powerful servants), might try to exercise his authority to annual or vary the contract in some fashion.

But instead the argument developed along different lines. What the players did was to persuade the maruts that the time for fulfillment of their contract had not yet arisen, because this visitation of the tarrasque was not yet a sign of the Dusk War. (Mechanically, these were social skill checks, history and religions checks, etc, in a skill challenge to persuade the maruts.)

The player of the Eternal Defender PC made only one action in this skill challenge - explaining that it was not the end times, because he was there to defeat the tarrasque (and got another successful intimidate check, after spending an action point to reroll his initial fail) - before launching himself from the flying tower onto the tarrasque and proceeding to whittle away around 600 of its hit points over two rounds. (There were also two successful out-of-turn attacks from the ranger and the paladin, who were spending their on-turn actions in negotiating with the maruts.)

The invoker/wizard was able to point to this PC's successful solo-ing of the tarrasque as evidence that the tarrasque, at least on this occasion, could not be the harbinger of the end times whom the maruts were contracted to protect, because it clearly lacked the capacity to ravage the world. The maruts agreed with this point - clearly they had misunderstood the timing of celestial events - and the PCs therefore had carte blanche to finish of the tarrasque. (Mechanically, this was the final success in the skill challenge: the player rolled Insight to see what final argument would sway the maruts, knowing that only one success was needed. He succeeded. I invited him to then state the relevant argument.)

That was the end of that session. Due to a conference commitment that I had for June 18, our next session was four weeks later (three weeks ago tomorrow). It was a short session, and it encompassed two events. First, the PCs defeated the tarrasque. With no need anymore to worry about the maruts, and hence focusing all their attacks upon the monster, it lasted maybe three more rounds. The sorcerer/bard unleashed a Climactic Chord, which always tends to bring things to a resolution (just as it says on the tin); and there were multiple crits from the cleric/ranger, a crit from the invoker/wizard, and I think a crit also from the fighter. Another thing I remember was that, for his Climactic Chord attack, the invoker/wizard charged the tarrasque and attacked it in melee with his Rod of Seven Parts (this may even have been the crit).

The other event was a long discussion about what the PCs shoud do next, where they tried to itemise various foes still active, contemplate metaphysical possibilities, and come up with a common plan of action. The paladin of the Raven Queen was arguing for an assault upon Vecna, but found no support for that idea. The final agreement was to travel to Carceri and confront Miska the Wolf Spider (who was sent to that prison plane when the invoker/wizard freed him from the Crystal of Ebon Flame so that Ygorl could be trapped within that artefact instead).

The session ended with the PCs plane shifting their Thundercloud Tower (which was upgraded by the djinni, and now has plane shifting capabilities as well as granting a +2 to lightning and thunder attacks from its control circle). They arrived at the gates of Carceri, and now have to decide how to enter. (One school of thought has it that the Eternal Defender can just demand entrance, as the god of prisons, but this has not yet been tested. We are playing tomorrow, but not everyone will be there so we may end up playing Burning Wheel rather than D&D - so it might be another few weeks before we find out.)

****************************************************

The session with the djinni and the maruts I found pretty interesting. This was the first time that the players (in character) concretely articulated their commitment to a "third way", between a divine victory in the Dusk War that would reinstate the Lattice of Heaven, and a victory for the elemental chaos that would see the mortal world reduced to its constituent parts so that it might be rebuilt.

Relating this to some of the "RPG theory/method" discussions that take place on these boards, this is a very clear example of the players imposing their wills upon the fiction. Their "reading" of certain key setting ideas (eg the Lattice of Heaven, which the players have interpreted as fascistic stasis; the nature of chaos/motion, the natural order, etc, which most of the players have seen as somehow connected to mortal life and wellbeing) is informing the way they respond to challenges and engage key NPCs; and success in these challenges is then vindicating those readings of what the setting is about. They have conceived of a "third way", and have now brought the duergar, the djinni and these maruts into alignment with it.

It's true that the idea of a Dusk War comes from the pre-authored setting material via me as GM. But the players have chosen their PCs' orientations towards that Dusk War via choices both of PC build (class, theme, epic destiny) and via declared actions. Their play of their characters, therefore, is making it true, in the fiction, that those who seek the Dusk War are warmongers; that a god of imprisonment need not be insane (as Torog was); that elemental chaos can be accommodated within the plan for mortals of at least some of the gods (eg Corellon); etc. It also reveals new things about the gameworld, and the metaphysics and ethics of order and chaos.

Also, and from my point of view quite interestingly and impressively, they have manged to hold together as a group despite my various efforts to wedge them apart by playing on various differences of allegiance (to or against the Raven Queen; to or against Erathis's "game of making" which will see the Lattice of Heaven rebuilt; etc).
How is the lore not mattering?

And here are a couple more:
This post complies and adds to some actual play examples I've been giving in recent New Horizons threads. It is long.
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By misadventure, the PCs in my game have ended up in the Underdark. They are looking for the Soul Abbatoir, using a magical tapestry woven in an ancient minotaur kingdom as their map.

Although this is the PCs ultimate goal, they actually entered the Underdark before they had really planned to - two PCs, following a trail left by Orcus cultists they had beaten up in an earlier session, headed down a long flight of stairs deep into the earth and stumbled upon an ancient underground temple to Orcus.

At the same time, the other half of the party was fighting a sphinx in a hidden temple that they had teleported into by reversing an NPC Leomund's Secret Chest. But just as those PCs were about to beat the sphinx they got teleported into the Orcus temple instead, in order to save their friends who had ended up in a fight somewhat out of their depth. (The teleportation was performed by the PC invoker using Astral Step, but enhanced by the sphinx - it conjured a vision of the PCs' friends being beaten up in the Orcus temple, and then happily let the PCs teleport into that scene in order to save itself from them!)

As GM, it hadn't occurred to me to place an Orcus temple until one of the players said that his PC spent time going around town trying to find out where the cultists had come from and what they were up to. But I found a suitable poster map in Death's Reach (the one with the statues, pillars and altar) and had some monsters statted up - immoliths and other demons.

After clearing out the demons and dealing with the Altar of Zealotry in the temple (that had fun dominating the dwarf fighter), the PCs opened the back door behind the altar and could see Moria-like stairs descending further into the depths (the map is from one of the 4e Dungeon adventures, Siege of Bordrin's Watch). As they were checking out the stairs they were attacked by a nightwalker and its bodak servants. The idea of putting the stairs there, and using a nightwalker as a balrog substitute, was something I came up with in the time between sessions. But it was easy to narrate a weakening of the barrier between world and Shadowfell in the vicinity of an ancient Orcus temple. This encounter was quite a bit of fun, as a couple of PCs got knocked off the stairs (but, being 17th level, survived), and I got to use the bodaks' Death Gaze successfully at least once (maybe twice) and also Finger of Death from the nightwalker.

Once the PCs had beaten the nightwalker and bodaks, and were searching around, one of them tried to sense if there was any more shadow energy leeching through. I said that there was, and expected the PCs to try to seal the breach. But instead they took up positions and prepared for combat - so I had a dracolich attended by lost souls (levelled-up wraith figments) come through the barrier. This was another interesting combat - I used the MV rather than the MM dracolich, which included more domination of the fighter - and I got to reuse my poster map!

The PCs then conjured a Hallowed Temple (via ritual) in order to take an extended rest. They commenced the next day still at 17th level, but since then they have completed six encounters and are now 18th level.

After resting in their temple they went down the stairs. I had just got my copy of Into the Unknown, and used a picture in it, of an underdark staircase in a vast cavern, to indicate the general character of their descent. I had statted up some 22nd level death giants as part of general prep, expecting that they might come in handy, and used them - plus an eidolon, levelled up to 17th - to ad lib an encounter (18th level overall) at the bottom of the stairs involving a locked door, and the guardians on the other side of it protecting the sealing away of this ancient Orcus temple complex. I decided that the giants had been placed there by the Raven Queen, under a geas to serve as warders against the servants of Orcus; the eidolon had been created by the Raven Queen and Torog.

I thought the PCs might try to negotiate, and they did, but the dwarf fighter wields a giant-hating dwarven thrower artefact, and the paladin of the Raven Queen is pretty rabid too, so the idea of negotiating peaceful passage in return for lifting the geas on the giants didn't get very far. Combat ensued, although the paladin managed to ensure that only one of the giants was actually killed (the other was knocked out, and will regain consciousness still geased). This encounter also involved the invoker spending a healing surge for a Knock ritual to open the sealed door. On the whole, an easy encounter.

As the PCs continue through the tunnels, I described them coming to a cleft in the floor, and got them to describe how they would cross it. The drow sorcerer indicated that he would first fly over (using 16th level At Will Dominant Winds) and then . . . before he could finish, I launched into my beholder encounter, which I had designed inspired by this image (which is the cover art from Dungeonscape, I think):

[section]
cov_19.jpg

[/section]

I'm not sure exactly what the artist intended, but to me it looks as if the central beholder is hovering over a chasm, with uneven rocky surfaces leading up to it (archer on one side, flaming sword guy on the other). I drew up my map similiarly, including with the side tunnel (behind the tiefling) which on my version ran down into the chasm, and the columns, stalactites, etc.

I didn't use four beholders, only 2 - an eye tyrant (MV version) and an eye of flame advanced to 17th level and MM3-ed for damage. And also a 15th level roper from MV, introduced on a whim when the player of the wizard asked, before taking cover behind a column, if it looked suspicious. (Response to result of 28 on the Perception check before adding the +2 bonus for knowing what he is looking for - "Yes, yes it does!")

Anyway, the terrain was pretty awesome, though hugely punishing for the PCs. I managed to get both ranged strikers down the 200' drop into the stream below early in the encounter - the drow sorcerer made it back up (Dominant Winds again, using his Acrobatics to land on ledges on the cliff at the end of each movement) but the ranger-cleric, after getting about 120' back up on his flying carpet, got knocked back down to the bottom. He still ended up being pretty effective, though, shooting up at long range with Twin Strike.

I failed in my attempt (as an eye tyrant) to use my TK ray to impale the dwarf fighter on a stalactite, and then the PC invoker did that to me instead - twice - using a slide effect from his zone of darkness and cold (Shadowdark Invocation; I resolved the stalactite as 2d8+8 and immoblised (SE), which seemed OK for a 17th level situational but multi-use option). But I did get to petrify one PC (the drow sorcerer) and at one stage had 3 or even 4 PCs taking ongoing 2d20 from my disintegrate ray (paladin, fighter, sorcerer and invoker - all very close together, but maybe only 3 overlapped at once).

Besides reinforcing my fondness for the tactical mobility that 4e generates, it also taught me that 4e beholders are pretty brutal (and play more like control than artillery - especially in combination with the terrain, a lot of action denial). The player of the fighter, in particular, got rather hosed in the fight - moving in close, and therefore vulnerable to the central eye, which is a vs Will attack that limits attacks to At Wills (his Will is not terrible, but his AC and Fort are both better). Which meant he didn't get to use some of his more funky immediate actions, and took a long time, and some effective use of cover while the beholder was trapped in the zone, to get off his close burst that also triggers AoE healing and thereby kept both himself and the invoker in the fight.

This was a level 21 encounter overall, and got the PCs up to 18th.

The PCs had two ways out - the main tunnel, and the side tunnel that the eye of flame had come out of - and decided to go down the latter, as (i) it went down (and they think they want to go down to find the Abbatoir) and (ii) it seemed warm, and for some reason that I now can't remember that appealed to them. There were three minor encounters - a single fungal hazard dealt with by the ranger while expanding an overgrown, abandoned duergar farm, and a couple of skill challenges. The first, which had been commenced back at 17th level and involved navigating through the underdark, failed, and the PC fighter ended up falling through thin stone into the underground river the duergar had relied upon to irrigate their fungi. This then triggered another skill challenge for the party to recover the fighter and regroup successfully in the river, and they succeeded at that.

The regrouping in the underground river had involved the invoker summoning Phantom Steeds, and for a couple of reasons they proceeded downstream, all mounted up. The first reason was that the invoker - whose Sceptre of Erathis (= the Rod of 7 Parts) had already hinted that other pieces of it might be near - felt a very strong urge to head downriver. The second was that the very Bluff-y drow backed him up - I can't remember what the ostensible reason was, though it will have been backed up by a 30+ Bluff result, but the real reason was that he could sense chaotic, elemental power downstream, and he is a a chaos sorcerer who revels in imbuing himself with chaotic energy.

After heading down this underground river for some time, they came onto their sixth encounter of the day. This started as a 21st level enounter - an 18th solo hydra (a flamekiss hydra spawned from the primordial Bryakus) and 3 16th level salamander guards, one of them elite.

Before explaining how this unfolded, however, I need to describe the terrain. The encounter occurred at the point at which the underground river down which the PCs were travelling meets a lava pool. This confluence of elements has led to five distinct terrain "zones":

*The ledge on the non-lave side of the river: safe terrain (if you can fly/climb/teleport up to it), but with lightly obscuring steam between it and the rest of the cavern.

*The river, heated by the lava, that inflicts 10 fire damage when you enter or start your turn in it, and carries you 2 squares downstream.

*The cooled lava adjacent to the river, that is difficult terrain and inflicts 10 fire damage when you enter or start you turn on it. This is where the hydra was.

*The lava itself, that is difficult terrain, inflicts 20 fire damage, plus prone and dazed, when you enter it, plus 20 ongong fire damage and dazed (save ends once you get off the lava), plus a DC 17 End check to avoid falling prone if you start your turn on it. If you are adjacent to it, you take 10 fire damage at the start of your turn.

*The solid (higher melting point) rock beyond the lava. This is safe in itself, but is where the salamanders were.

*Finally, throughout the cavern except (i) on the safe ledge on the far side of the river, and (ii) in one part of the cavern which has a natural vent in its ceiling, there are fumes coming off the lava that require a DC 17 End check at the start of the turn: failure inflicts 5 poison damage, plus Slowed until the end of your turn.​

The encounter began with the heated water destroying the Phantom Steeds at the start of each PCs' turn. The drow flew up to the river ledge, and flew the invoker up likewise, who then teleported the ranger (and maybe fighter?) up. The salamanders "jumped" across the lava (they don't have legs, but are quite big, and I envisaged them using muscular contraction like a snake) to join the hydra, and opened up negotiations "Are you emissaries?" they asked in Primordial. The Bluff-y drow, who speaks Primordial using a Polyglot Gem that he created in an earlier session by imbuing it with the essence of his Air Mephit familiar, spouted some nonsense in reply, and generally kept the salamanders from launching an attack (and they also dissuaded the clearly angry hydra from going at it) while the paladin (a tiefling, so not minding the heat) swam to the cooling lava (using his Shield of Floating as a surfboard). Once the paladin was in position, he engaged the hydra. The invoker (who is a multi-class wizard) meanwhile opened up an Arcane Gate, and the fighter stepped through it (I think - he may also have been swimming, though) and joined the paladin in melee.

(I think this fight had more relevant resistances than any other I've GMed: as well as the tiefling, and obviously all my monsters with their fire resistance, the drow sorcerer had already set his variable resistance to poison (when checking out the fungi), and used fire resistance from his Demonskin Tatoo to reduce the fire damage. The invoker has a Book Imp familiar that gives him some fire resistance too. The dwarf fighter was somewhat punished by the heat, however.)

Anyway, this melee was brutal. The PCs, in the first three or so rounds of combat, delivered about 500 points of damage to the hydra, and took out one of its three salamander guards and bloodied the other two on the way there. Those 500 points were enough to take out two of the hydra's four heads, and at each point the PCs were able to use cold damage (Enfeebling Strike in combination with the Winter Domain feat, and a +1 Frost Arrow that had been retained from quite a lower level) to stop it growing two new heads in lieu. And salamanders were pushed into the lava, and while they have fire resistance they still suffered the conditions - pretty brutal action denial! (The hydra, which has some forced movement from its fire breath, was getting some push too, but into the river rather than the lava.)

But just as the PCs were getting pretty cocky, the hydra managed to finally shake off the various dazing, blinding and other action denial/debuff affects they had placed on it (I used a combination of the MM and MV Many-headed traits, and applied them to blindness also, to give my hydra a chance against my action-denying party), and it was able to spend an action point on its turn for useful effect, getting 6 attacks against the fighter (two times two heads on each standard action, plus two free attacks at the end of the fighter's turn) - four bites for 4d10+10 (critting with one of those for 50 points from that bite alone) and two fire breaths for a bit less than that. And it dropped the fighter from 105 to -62 (just above negative bloodied) with those attacks. (There was also about 30 points of damage from the various environmental effects and ongoing fire damage inflicted by one of the bites.)

The fact that the fighter had half-a-dozen surges left with a surge value of 40 or so each didn't help him!

The invoker was able to slide the fighter out through the Arcane Gate, but that left the paladin alone in melee. And one of the salamanders had called for reinforcements, whom the PCs could see now arriving - two 17th level salamander archers, and 4 archons of 17th and 18th level, taking the level of the whole encounter up to 23rd.

At that point the session had to end mid-fight: the photo of the battlemap is attached below. We took it up two weeks later. I wasn't sure what the PCs would do - the paladin, with better AC than the fighter (plate rather than scale, heavy shield, and meliorating armour one milestone into the day), probably had a better chance in melee, but the hydra still has one action point unexpended! For a party low on surges and dailies after the punishing fight with the beholders, I though they might decide that it is a bit too much, and try to retreat downriver.

Anyway, as is their usual habit they planned tactics via email for 2 weeks (without copying me in - I only get copied into the rules queries and the organisation of time and location for the next session!). And we reconvened for the epic battle.

Their planning was "Dunkirk and then Normandy" - the paladin fell back through the Arcane Gate, so the whole party was on the safe side of the river, and the fighter was brought back to consciousness. But the player of the invoker was worried about the salamander archers - he and the sorcerer are limited to range 10 attacks, and he didn't think the PC ranger could handle a long-range archery duel against the two on his own. So he unilaterally reconfigure the "Normandy" part of the plan: he permanently expended his Ritual Candle in order to shift the location of his already-cast Arcane Gate to another point within range, namely on the "safe" rock on the far side of the lava pool, so that the PCs could go through and lock down the salamander archers in melee. (Success was adjudicated using an Arcana check; the fictional logic was that the character sucked all the power out of the candle in order to use his knowledge of the Linked Portal ritual to close and reopen his Arcane Gate.)

The PCs also planned to use their Fire Horn to strip all the enemies' fire resistance off, and then have a bit of a lava-fest!

But it all somehow went a bit wrong. The archons turned out to be tougher than expected, and the dwarf fighter found himself flanked, cut down, and had to be sent back through the Arcane Gate a second time. He was brought back to consciousness, but spent the rest of the fight on the far side of the river - though not to no avail, as he distracted the hydra and drew the bulk of its attacks (range 10 fire breaths).

Meanwhile, the ranger-cleric came through the Gate, and used the Fire Horn, and then Mantle of Glory (? a clerical push power) to get some lava action going. But this meant he had stopped Twin Striking the hydra (which by now had dropped to one quarter hit points, but had grown two more heads for three in total, because the sorcerer had missed when he tried to stop the regrowth with an acid orb).

The invoker-wizard also came through the gate, in order to Thunderwave some elementals into the lava, but this turned out to expose him to their vicious melee and he, too, got cut down. In desperate straits as he lay on the ground next to his Gate (he was brought back to consciousness via some sort of healing effect), being hacked down by fire archons, he spoke a prayer to Erathis (one of his patron deities). After speaking the prayer, and after the player succeeded at a Hard Religion check, as the PC looked up into the rock cleft high above him, he saw a duergar standing on a ledge looking down. The PC already knew that the duergar revere Erathis (as well as Asmodeus). The duergar gave the Deep Speech hand sign for "I will offer you aid", and the PC replied with the sign for "The dues will be paid". The duergar then dropped a potion vial down to the PC. (I had already decided that I could place a duergar in the cleft if I wanted some sort of 3rd-party intervention into the fight. The successful prayer was the trigger for implementing that prior decision.)

The invoker took himself and his potion back through the Gate, and he too stayed on the far side of the river for the rest of the fight.

The ranger-cleric, with no clerical powers left, pulled out of his Carpet of Flying and took to the air, to take down the hydra and then the elementals via archery.

And the sorcerer, cut off from the other PCs by a pack of archons and salamanders and a pool of lava, practically down to At-Will powers, and low on hit points, called upon the ambient chaotic energies of all those elemental monsters. After an Arcana check good enough to succeed at a Hard level 12 DC, he mustered enough chaotic energy to give himself 12 temporary hit points - but it also activiated the sigils of the Queen of Chaos that are permanently emblazoned on the insides of his eyelids (he is a Demonskin Adept), blinding him, and it had the same effect on his Robe of Eyes, so he couldn't see!

One archon stepped through the Arcane Gate and took up the fight on the other side of the river. It cut down the invoker (again!) but was ultimately beaten in melee by the dwarf fighter and the paladin. The fighter, at some point, got knocked unconscious again (either by the hydra or the archon, I can't remember) but was brought up with a 1st level healing potion (from Mordenkainen's Magnificent Emporium) and saw out the rest of the melee vs the archon on single digit hit points.

Meanwhile, the blinded sorcerer tried to escape down a tunnel at the other end of the cavern as the remaining archons and salamanders focused on the other PCs, but eventually, having no one else to take on, they turned back to him, pursued him and (in the end) knocked him unconscious. The carpet-borne ranger came to his rescue, and so did the paladin - diving into the river, swimming back across on his shield, running over the cooling lava, as he ran past the body of the now-dead hydra picking up the shard of the Sceptre of Erathis that had been embedded in its neck, jumping the lava and falling just short (taking a bit of damage despite his resistance, and a lot of action denial), and then getting into melee.

Two archon ash dicsiples and four remaining salamanders (a lancer, an elite firetail and two archers) were killed, but it turned into a standoff - the last standing archon took the unconscious sorcerer hostage with his scimitar to his throat, while the ranger-cleric sat on his carpet with bow drawn and aimed, and the paladin entered into negotiations, picking up the Polyglot Gem that the archon had thrown to the ground for this purpose.

The archon offered the sorcerer's life in exchange for the shard taken from the neck of the Spawn of Bryakus. The paladin stalled for a bit, and then teleported next to the archon with an unexpected Winter's Arrival (a rare event in the lair of the fire elementals!) and tried to interpose himself between scimitar and throat, but was not quick enough and the sorcerer's throat was cut (fatal coup de grace against the unconscious PC).

The paladin wondered what he could do to help his friend. Removing his Diamond Cincture, he tried to imbue its healing energy into the sorcerer. With a successful Medium Healing check by his player, and channelling his own life force through it, he brought the sorcerer back to life (but still unconscious). But the paladin himself fell into unconsciousness, drained of his own life energy, and the diamond is not going to regain its lustre after anyone's Extended Rest - it is permanently drained. (A Diamond Cincture, at 10th level, actually has the same value as the components for a paragon Raise Dead, which made this particularly easy to adjudicate.)

At the same time, the ranger let loose a volley of arrows, but the archon, after taking a last (but non-fatal) cut against the unconscious sorcerer, grabbed the shard from the paladin's unconcsious body and ran off down the tunnel. The ranger dropped the 70' from his carpet (taking no damage, due to his Acrobatis and his Safewing Amulet) and set off in pursuit. He was able to take two shots at long range against the fleeing archon, and one arrow struck true, killing the elemental. He then returned to his two companions and administered potions of healing to revive them. All three are now crouching low on the floor of the cave, below where the fumes pool (ie no Endurance checks required).

The fighter and invoker, meanwhile, remain on the ledge on the far side of the river, while the shard of the sceptre lies where the archon fell.

So the PCs were victorious, but only just. At the point where the fighter and wizard went back to the ledge, the general mood was of impending TPK, but there is nothing like a flying ranger to turn the tide! The party has pulled off some pretty surprising victories before (eg against Calastryx), but this was probably the most epic yet.

They are now hoping to create a Hallowed Temple and take an extended rest, but (unbeknownst to them) will have to deal with the duergar first. After all, the invoker promised that the dues would be repaid!
The PCs in my 4e game have gone to the Feywild looking for the Glacial Rift of the Frost Giant Jarl, so they can destroy the Frost Giants who are massing, in alliance with Lolth and the Prince of Frost, to start a War of Seasons that will overthrow the Summer Fey and steal control over winter away from the Raven Queen.

In a previous session, they travelled to the Feywild and got directions to the giants.

Since then, a lot of d20s have been rolled.

I'm using photocopies of my old G2 maps, blown up onto A3 paper, with notes on cavern occupants and stats written up where necessary. (I'm not using Chris Perkins' conversion, partly because I got the idea before he had written his conversions, partly because my PCs are mid-Epic and so I would need to convert his conversion anyway, partly because I suspect that his conversion would be a bit encounter-heavy for my taste, and it's already going to be encounter-heavy as it is.)

I have kept some of the occupants the same (eg frost giants in the original get converted to frost giants in my version, with a healthy dose of minions). I kept the remorhaz, and some high-level winter wolves, on the floor of the rift.

In the upper level I also put some eladrin emissaries from the Winter Court, with an eldritch giant friend, and their rimefire griffons and a (huge, roc-sized) frosthawk for the giant. And some Eisk Jaat ("cold dwarves" from the Plane Below) in place of the yetis - they work the rimefire forges for the giants.

The PCs flew into the rift from the south, on phantom steeds. They saw the eladrin and landed. Negotiations opened poorly, with the drow sorcerer proclaiming his allegiance to Corellon and denouncing Lolth and the Winter Fey. The eladrin repsonded with hostilities, and the Bralani (sp?) of the Autumn Winds blasted them with a gust of wind that blew the paladin off the ice ledge down into the rift below. (He now has winged boots, which stop him taking falling damage. These were acquired partly in recognition of the fact that he gets blown over ledges a lot.)

The ranger got blown over too, but used his safewing amulet and Acrobatics to negate the damage, and flew back up on his flying carpet.

Up on the ledge the PC invoker/wizard was able to retaliate by flying to a position behind the eladrin and then using a gust of wind from the Rod of 5 (of 7) Parts to blow a couple of eladrin over. So the combat ended up having three parts: the ranger in the air, fighting flying eladrin plus their steeds; the sorcerer and invoker up on the ledge fighting the eladrin that remained there; and the paladin down on the rift floor, fighting one of the eladrin that survived the fall plus the remorhaz that was attracted by all the activity.

There is a 5th PC, but because his player couldn't attend the session, we assumed that his giant-slaying mordenkraad, Overwhelm, had got the scent of giants and had led him away from the rest of the party to do some solo giant-slaying.

At the end of the session, the eladrin, edritch giant and griffons were all dead, and the invoker had tamed the giant's frosthawk (with a successful Nature check plus some gentle words spoken in elven). The paladin was inside the remorhaz (but, being a tiefling, was mostly enduring the auto-fire damage it does to swallowed creatures). The ranger was still in the air on his carpet.

The next session began with the ranger spotting the 5th PC, the dwarf fighter wielding Overwhelm, in melee with a group of giants on the ledge at the other end of the rift (around areas 16-20, for those who know the module).

The ranger flew off to help on his carpet. The invoker followed on his newly-tamed giant frosthawk, but not before giving the sorcerer a lift down to the rift floor, where he was able to try and free the paladin from the remorhaz.

The remorhaz fight was quite amusing, as it burrowed down into the earth to try and get away from the pesky sorcerer, but got followed through the tunnel being blown up from the outside while the paladin stabbed it from the inside, using second wind (free action for a bloodied Questing Knight) and a couple of Lay on Hands to keep himself alive. Meanwhile, the flying PCs managed to make it down the rift (multiple rounds of fight, as it is a long map even in 10' squares, and so becomes very long when everything gets multiplied by 2), where they helped the dwarf with his giants.

Eventually the sorcerer killed the remorhaz and the paladin was able to cut himself out, but they then had to make it to the other end of the rift. The sorcerer has at-will fly (via Dominant Winds) but that is not very good for two people.

Then a solution suggested itself.

In an earlier session (linked to above), the PCs had helped an eladrin noble deal with a demon that was cursing his apple grove. I told the players that the noble gave them a reward, and gave them licence to choose their own item or items of 28th level or equivalent value. They chose some sensible, eladrin-noble-appropriate stuff (a couple of elfin chain shirts, the winged boots, a ring of regeneration and a surge-boosting belt) but the player of the sorcerer also liked the idea of the 25th level magical vehicle the Thundercloud Tower (from a Dungeon magazine, maybe one of the Giants ones). It seemed unlikely that an eladrin noble had such a thing on-hand to gift to them, so we agreed that the best they got was to learn rumour of its existence on the Elemental Chaos from the noble, while discussing the threat that the Elemental Chaos (especially its giants) poses to the Feywild.

It had already been discussed that the Glacial Rift was very cold (the PCs are under the protection of an Endure Primordial Elements ritual, cast by the sorcerer), infused with the stuff of the Elemental Chaos. And so the player of the sorcerer decided that perhaps the Thundercloud Tower was somewhere here, having crossed over from the Elemental Chaos. This actually wasn't as farfetched as it might seem, because I had already decided that the mad Storm Giant Mirkamaur (sp?), a servant of the Crushing Wave detailed in the Plane Below, was visiting the giants (in the original I think it is a storm giant princess who is in the lower levels), and a Thundercloud Tower seemed like the sort of vehicle that he might travel in.

So the player made a perception check, assisted by the player of the paladin, and indeed they realised that one of the spires of rock half-buried in snow and wind-blown ice was in fact not a natural outcropping at all, but a 30' tall tower. They made their way in, up the stairs and to the top where the drow made an Arcana check to attune himself to the control circle for the tower. The next round they were up and away.

By this time the giants at the other end of the rift had mostly been mopped up, being beaten up by the dwarf as well as sniped by the ranger and blown up by the invoker, but all the PCs were able to rendezvous for a short rest in the flying tower. As they were resting they were able to see the giants running along the ledges, apparently regrouping in the caves at the south end of the rift. The PCs with range 20 attacks were able to get a few hits in (that's the invoker with Mantle of the Infidel, the ranger with Twin Strike, and the sorcerer firing lightning bolts from the tower), and they killed 7 giant minions as around another 30 or so were seen making it into the southern caves.

Then, before the PCs could plan their next step, from that same southern direction, flying out of the snowy sky, came two dragons - a huge Blizzard Dragon, obviously in alliance with the giants, and an ancient White Dragon being ridden by a frost giant chieftain. At first they thought the White Dragon must have been enslaved (given its natural enmity towards a catastrophic dragon) but then when I read them the relevant lore from the Monster Manual, they learned that white dragons will sell their services for diamonds and meat, and they figured the giants might have plenty of meat to go around.

This combat took the form of an aerial assault upon the tower, where the PCs were all in position on the crenellated roof. The PCs with ranged attacks had the initial advantage, as they alll got a round of attacks as the dragons closed in. This proved bad for the blizzard dragon: having the speed advantage over the white, it was closer, and therefore got quarried first, and proceeded to get blasted by two crits from two Twin Strikes, plus a good blow from the fighter throwing Overwhelm (one of its properties is to be a throw-and-return mordenkraad), plus a dose of Demonsoul Bolts from the sorcerer, who adds around +50 to his dice when dealing thunder damage with forced movement.

It got off one round of attacks before being killed.

The white dragon did better, though. It had an aura 5 of 30 cold auto-damage, which was quite effective as it closed in, and a good initial breath did a bit of damage as well. It got blasted with AoEs by the sorcerer (action point for Blazing Starfall, plus standard action Blazing Starfall, plus quickened Blazing Starfall as a minor action, all admixtured with thunder to do a lot of damage), which hit the giant as well, but I had given the dragon a mount ability, to soak half of any burst or blast damage dealt to its rider, so the giant survived.

One of the Starfalls critted, which from a chaos sorcerer knocks the dragon prone, and also blinds it with a Glimpse of the Abyss. So it fell, but was able to recover before reaching the ground (they were about 300' up, and it succeeded at its DC 30 Athletics check after falling 100'), and then under the guidance of its giant rider was able to come up beneath the tower, gaining total cover from any attacks.

The invoker came up with a plan to blast it out of its cover: he conjured his imp (minor action), had it fly down to the base of the tower (move action), activated his third eye (another minor action: the imp has the Eye of Vecna in it, though now no longer under Vecna's influence, and when the invoker activiates his 3rd eye he can see through his imp's eyes and has LoS and LoE from there) and then spent an action point to attack with Thunderwave (encounter power as a multi-class wizard), the plan being to blast the dragon out from beneath the tower, so the ranged strikers could attack it, and to blast the giant of its mount so it would take 25d10 or so falling down to the bottom of the rift.

The invoker is also a Divine Philosopher (and so gets two attack rolls with an action point) and a Sage of Ages (and so gets to roll a bonus d20 at the start of each round, and substitute that into any roll desired). The bonus roll was a 1, so he ignored that. His two rolls against the dragon were a 3 and a 4. He needed a 12 to hits its Fort, and so was 8 short - but he has a d8 for Memories of 1000 Lifetimes, and a +3 from Insightful Riposte. So as long as he rolled 5 or more on his Memories roll he would still hit. So he rolled that, but got a 2. Then he rolled to hit the giant and rolled another 4, missing it.

So a valiant plan came to naught.

Still under the guidance of the giant, the dragon then - on its free action 10 ahead of its normal initiative - flew out from under the tower, and up the side that the invoker was on, and attacked the invoker. Between aura, a hit and a crit he was well and truly bloodied. Though when the giant attacked him the paladin PC retaliated with Eye for an Eye, and so it briefly became a case of the blind leading the blind.

Then on the dragon's actual turn, with its sight back, it encased the ranger in an icy tomb: stunned, immune to forced movement and OG 60 cold (SE all). Various other attacks - a breath weapon, plus more aura damage - were wittling away at the party and it looked like they might be going to lose. But then the players came up with a plan.

The dragon was flying about 2 squares away from the tower. So the fighter ran and jumped onto its back as a charge. The paladin was then able to blast it away from the tower with Strength of Ten, and the sorcerer used his high level Power Jewel to regain Demonsoul Bolts and used them to blast it further away. This got all of the PCs except for the fighter out of its aura. The paladin also used Divine Mettle to give the ranger a save at +8, which was successful, and so the power of the Raven Queen melted away his icy tomb, and he was then able to help himself, the paladin and the sorcerer with a Word of Vigour.

Around this time the dragon got bloodied, and the fighter did more damage to it with a jackal strike. He action pointed and pounded away (including with a Battle Cry which delivered more badly-needed healing), and there were ranged attacks also. The dragon hit him with its claws (including a crit) and got in a couple of bites too (though both did only miss damage), but his Battle Cry plus a Second Wind (2 surges with Cloak of the Walking Wounded) kept him up.

When the dragon tried to fly off carrying the fighter with it, he hit it with an OA which immobilised it (Pinning Strike feat), and then on his turn he hit it with something (I can't remember what) that knocks it prone. So it crashed, and this time - because it was no longer over the open rift but rather the icy ledge - it had no opportunity to recover before crashing. Both the fighter and the dragon took 26 hp from 50' of falling damage. (I gave the player of the fighter the chance to make an Acro check to ride the dragon down - half damage on a success, 1.5 damage on a fail - but he declined, and so they landed 5 squares apart.)

The invoker's turn then came up in the sequence, and he critted against the dragon with Mantle of the Infidel. It took 50-odd damage and had only 10 hp left after the fall, and so lost its chance to fly to freedom. The sorcerer then retook control of the tower, flew it down to the level of the ledge, and the dwarf hopped back on and they took a short rest.

After spending surges, the paladin and sorcerer are at full hp, and the fighter, ranger and invoker just a tad short. The fighter has 3 surges left (of 14), the paladin 8 (of 18 - the ranger, who is also a cleric, has been using Shared Healing to soak the paladin's surges to heal others), the ranger and invoker 2 or 3 each, and the sorcerer 5. (They were all at full surges, or very close to, when they arrived at the Rift.) They still have a reasonable number of dailies left - which they were conserving, somewhat, in anticipation of the giants - but are expecting to find the assault on the giant's defensive position a challenging one. On the plus side, they have just reached 27th level.

The dragon fight itself was only 27th level (so one above the party level of 26th), but played much tougher than that because of the terrain, which greatly favoured the dragon - the defenders weren't able to lock it down until the fighter leaped onto its back, and it used its mobility to good advantage, including exploiting its auto-damage aura. The fact that the ranger's saves to break out of the icy tomb never made it above 9 on the d20 (the successful roll was a 5, with +8 from the paladin's CHA) also helped - he failed the save at the start of his turn (vs the stun component, from Superior Will), failed it again when the invoker used Demand Justice, failed at the end of his turn, and only succeeded when the paladin used Divine Mettle.

For anyone else introducing a Thundercloud Tower into their game, I highly recommend an aerial assault by dragons as a way to break it in!
I don't see how you or @darjr could say that the fiction is not mattering here.
 

The interaction was a a huge difference, IMO. Also, so easy to run for DMs (other than all the reactions, which could be hard, but I miss some of them greatly). I mostly mean from a layout perspective (in terms of ease). And so easy to level up monsters or make your own with their tools. So easy.
That's all due to the designers knowing what they wanted, what rulebooks actually are (technical manuals with maybe some pretty art), and designing the game to be a game.

The whole fiction vs rules thing is weird to me. Fiction is like roleplaying, you can slap that onto just about anything. You can RP your chess pieces if you want to. Fiction is also like story, it is an emergent property of playing the game. In the best games the rules and fiction feed into each other. If you were after a superheroic fantasy adventure game, 4E delivered that in spades. If you were after a gritty dungeon crawler, not so much.

The rules don't prevent you from having fiction. They can't stop you from having fiction. Further, the rules will inevitably produce fiction. The problem is people's preconceived notions of what that fiction should be before engaging with the rules. The rules produce a different fiction than you assumed it would, or should. That's not a rules problem. That's a you made an assumption problem. Preconceived notions of what the game should be is also why I think a lot of people bounced off it. They wanted something different than what 4E delivered. That doesn't make 4E a bad game, just a bad game for you because it didn't deliver what you wanted. For people who wanted what 4E delivered, or learned to accept 4E on its own terms, liked it or even loved it.
 

Against whom? I mean, it didn't fight against me. I've got a lot of 4e actual play posts on these boards, and I'll put the colour and depth of my group's fiction up against anyone else's. The very first combat encounter I GMed in 4e had a boat, and a raft, and jumping from the boat onto a sandbar, and both PCs and NPCs swimming, and a PC taking lying down in the boat to take shelter from archers, and a climactic duel between Black Peak Halberd wielders. There was never the least doubt as to what was happening in the fiction!
It fought against if you weren't interested in playing it in a vanilla narrative style, which I know is how you played 4e.
 

That's all due to the designers knowing what they wanted, what rulebooks actually are (technical manuals with maybe some pretty art), and designing the game to be a game.

The whole fiction vs rules thing is weird to me. Fiction is like roleplaying, you can slap that onto just about anything. You can RP your chess pieces if you want to. Fiction is also like story, it is an emergent property of playing the game. In the best games the rules and fiction feed into each other. If you were after a superheroic fantasy adventure game, 4E delivered that in spades. If you were after a gritty dungeon crawler, not so much.

The rules don't prevent you from having fiction. They can't stop you from having fiction. Further, the rules will inevitably produce fiction. The problem is people's preconceived notions of what that fiction should be before engaging with the rules. The rules produce a different fiction than you assumed it would, or should. That's not a rules problem. That's a you made an assumption problem. Preconceived notions of what the game should be is also why I think a lot of people bounced off it. They wanted something different than what 4E delivered. That doesn't make 4E a bad game, just a bad game for you because it didn't deliver what you wanted. For people who wanted what 4E delivered, or learned to accept 4E on its own terms, liked it or even loved it.
I agree with that. But it was definitely not what I wanted from D&D, so having it replace previous versions of the game that did deliver such caused a lot of resentment.
 

I agree with that. But it was definitely not what I wanted from D&D, so having it replace previous versions of the game that did deliver such caused a lot of resentment.
Absolutely. But note how that stems from your preferences, not the game itself. You want something that 4E does not deliver. That doesn't make the game itself bad. And there's nothing wrong with your preferences, or anyone else's, they just didn't fit with that edition. If you were coming from 3X, there was an easy off ramp in Pathfinder. If you were still having fun with older stuff, no reason to stop. And seriously, it's out of print. It's long gone. Not only has there been another edition in print for nearly a decade, there's a revision of that "new" edition in the offing. Just let other people like something you* don't.

*General you there. Not calling you out specifically. It just gets so old.
 

This issue came up in 4e, and a question was asked about it of the designers. The answer that came back was (paraphrased), "Do what the rules say, and come up with an explanation for it". That's the difference to me. 4e's official stance was that the rules are more important.
To explain this, you have to go back to late 3.5, where there was a definite outcry (at least in online forums) about the balance of the game. Excessive multiclassing, stacking Prestige Classes, and just imbalances between the classes themselves were definitely on WotC's radar.

4e was designed in an attempt to reduce class disparity, and make multiclassing far less friendly- class levels no longer existed as building blocks for your character's final form; you couldn't be a Fighter 2/Wizard 5; instead you either had to commit to a hybrid class or spend feats to gain some abilities of a different class. Balanced rules and character abilities were (at least initially), very important to it's design. The downside of this was that the game was intended to work the way it was made (for the most part) and deviations would cause problems with that design.

As we found out, however, for every person who appreciated this shift in focus, there was at least one person who didn't. DM's who like the freedom to rule on the fly for how things worked were stymied because the game was written from a perspective of "look, there's nothing imbalanced about letting a player hit an enemy for 2 [W] damage, daze them, and slide them 3 squares each combat". There's good and bad in this; obviously, if this results in the game mechanics harming the narrative, that's bad. OTOH, there's a certain breed of game master out there who feels that every action a player makes should be negotiable and subject to alteration or even being denied outright. The kind of person who tends to single out one kind of character over another; magic users should risk having their magic countered or warped. Non-casters shouldn't be allowed to fly, teleport, or do anything that the DM decides is "magical".

We see that to this day in discussions about what characters should be allowed to do based on class and subclass, in fact!

If you have total faith in your game master, having negotiable actions isn't really a big deal. But there's a lot of players who have had reasonable actions denied by a game master not for balance reasons, but due to their sense of verisimilitude (or worse, their whims).

I'm not saying bad game masters are common, but if you've played at a table where the game master will take any opportunity to pin your ears back (as I have, many times), there's merit to this approach, believe me. But like everything else, taken to an extreme, what could be a positive thing can become negative.

The essential conundrum of D&D has always been "how much has this game been designed to suit what I want from it?". So we've seen the pendulum swing quite a bit over the years, as it's become more or less crunchy. With more or less options and restrictions for player characters. Just from this thread, we can see just how the gelatinous cube has changed over the years, from the non-climbing ooze, to the one that could be knocked prone, to the one that couldn't be, and once again losing their climbing ability; just one example of this ever changing paradigm.

4e wasn't designed to be modded. Oh you could create your own monsters, to be sure, but how many people felt comfortable modifying the game itself? And I think every DM has the soul of a tinkerer. You want to be able to make fine adjustments to the product, and every table has house rules, of course. It's been said that no two DM's played the same version of AD&D, for example, and moving from one table to the next could be a nightmare of unlearning and relearning rules.

With 4e, you had two different public play systems, hopefully video games if the licensing could be sorted out, and of course, a VTT which would need to have every power and ability coded into it. Add in a more restrictive OGL (if you can even call it an OGL), and it's easy to see what they were going for- one D&D for all!

Even in 5e, which bends over backwards to be "everyone's D&D", we see differences of opinion and people unhappy with it's direction. Trying to expect everyone to play the same way isn't going to ever be possible. The needs and wants of different groups of players can vary wildly.

And it's also quite possible that, like Snarf, what you desire can change; sometimes maybe you want more order. Sometimes maybe you want less. Getting all that from a single game without extensive changes to what the game was designed to do is a hard sell, to say the least.
 

They do, but, they're also not functionally amorphous like oozes are - gelatinous cubes included despite naturally being in a cubic shape. If you were small enough (or it large enough), could you trip an amoeba? Probably not in any functional way like you could anything with legs. There's no top, bottom, front, or back to them. Most people consider it to be the same with oozes.
I mean, I just ate some jello. It was a nice cube shaped piece. I didn't have much problem flipping it on it's side with a spoon. Now you might say that a gelatinous cube has less surface tension than my black cherry jello, since it engulfs anything it moves onto, but at the same time, it's able to maintain a relatively stable shape and it takes damage from being struck by weapons, so it's obviously not just formless goop either.
 

And all those reasons are fine. My issue isn't that there's no reason that it should work the way 4e says it does (although I don't personally agree with those reasons). My issue is that those reasons are being presented because the priority is making sure the rules work as written, because that's the most important thing. That's my issue, and I stand by it.
True. Making powers work in the fiction would make them much more complicated and/or wordy. 4E thought that hassle wasn't worth the trouble and made the maneuvers happen when the player felt like it.

I blame the people who ignored/disliked the 3E combat maneuver sub systems.
 

4e wasn't designed to be modded. Oh you could create your own monsters, to be sure, but how many people felt comfortable modifying the game itself? And I think every DM has the soul of a tinkerer. You want to be able to make fine adjustments to the product, and every table has house rules, of course. It's been said that no two DM's played the same version of AD&D, for example, and moving from one table to the next could be a nightmare of unlearning and relearning rules.
Great post, but I'm going to take exception to this bit. The game was designed to work out of the box, and they did a lot of work trying to get the balance right. That's not to say it didn't admit of modifications. We heard earlier in this thread that there was a last minute increase to monster HP on initial release that made combat into more of a slog. A common mod to 4E monsters I remember for folks who wanted combat quicker was to reduce monster HP and increase damage, and we saw that monster math got fixed/altered in later monster books after the initial MM. We also know that the initial Skill Challenge math was a bit borked due to rushed development/release, and that needed to be corrected later.

4E was open to house rules. It just didn't NEED them as much as other editions, maybe.

And it's also quite possible that, like Snarf, what you desire can change; sometimes maybe you want more order. Sometimes maybe you want less. Getting all that from a single game without extensive changes to what the game was designed to do is a hard sell, to say the least.
Yup. Or what you desire is different at different times. I've enjoyed several different editions over the past few years, and I'm looking forward to trying 4E and even 3.x again at some point.
 
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