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Story Hour
A 4e DND Newbie GM Log
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<blockquote data-quote="Sergeytov" data-source="post: 5245026" data-attributes="member: 91901"><p>Thankfully, any hard feelings between players cooled off between sessions. Session three started with the issue of, 'what do we do with this captured goblin?' They don't want to kill it, they don't want it to escape, and they don't want it causing trouble deeper in the Barrow.</p><p></p><p>They spend a surprising amount of time on this. Asking about the courtyard previously visited for a place to 'stash' the goblin. After several real life minutes, and a couple players looking a bit bored, I end it not with a firm word, but by going to my giant whiteboard and reducing the 'time left' box. This gets action. Their decision?</p><p></p><p>They tie the goblin up, gag it, and put it on the wizard's back. Yes, they all had plenty of rope for this, and the wizard had enough encumbrance. I shake my head a bit but allow it, since it's in the 'crazy enough to work' category.</p><p></p><p>One of the things I did at the beginning was tell every player to get their characters rope. At least 100 feet. For 2gp it's a great deal. You can never have enough rope, as this proves.</p><p></p><p>So onto the next encounter, the narrow hallway with zombies and a couple goblins. I hated running this encounter. It mostly took place in the 10 foot wide (2 square wide) corridor. No maneuverability made this a rather bland battle, even if it was against zombies (and my players know how to reference zombie apocalypse scenarios reasonably well). This battle wasn't hard, either, it just ate up a couple healing surges.</p><p></p><p>So we have one player with a single surge left, the warden with two surges left, the rogue with a couple more, and the wizard unhit (which means, admittedly, the warden is doing his job in protecting the squishy). They don't know when their next rest is, but they venture on, that clock looming.</p><p></p><p>Approaching 7 hours left.</p><p></p><p>They go into the next area. A nice open room with a magical fountain, a link to the goblin barracks/living area... oh, and a stairway with a chasm that goes down 100 feet, which means falling in would be bad.</p><p></p><p>A touch battle, here. The warlord was out of surges and down to 9 hp. He fled to the back with the wizard. The goblin hexer kept using blindness and movement hexes as appropriate. Lead from the rear made him hard to damage, too.</p><p></p><p>Party members fall and need inspiring word. This is going badly.</p><p></p><p>Finally the climax of the battle comes when the warden decides to make a running jump over the chasm (10 feet wide, mind you). I warn him that failure will very likely kill him. He takes it anyway, jumps across the chasm, and uses his halberd to melee the hexer to 'dead' status. </p><p></p><p>From there it's mopup.</p><p></p><p>One fun thing I do in battles in really bad situations, like where the warden nearly died from hitting negative bloodied status from one round's worth of attacks (he set himself up to take all the attacks that round), was have that player roll their damage. I rolled most of it, but there was one damage set left to roll, and the warden was 7 hp from negative bloodied. I give the dice to the warden's player, everyone watches, he rolls.</p><p></p><p>...and rolls himself 5 damage. He's brought back with inspiring word and leads the climatic charge. There was a minor celebration with this.</p><p></p><p>The adventurers loot the barracks (including a +1 chainmail armor). They also take a rest here (I told them I'd let them get a 'free rest'). I adjust the clock, they get up with less than an hour remaining and need to get down to the bottom. Thankfully they're almost there, just a flight of stairs to go.</p><p></p><p>And my players can't just go down the stairs. The perfectly functional stairs. One asks to wall jump down. Yes, wall jump. I shake my head a bit, "It'd take an athletics roll of 25." *roll* "28." "Okay, you wall jump down." Another rappels. The rest take the stairs. I figure the rule of cool applies to this kind of thing, and, well, no reason to ruin anyone's fun because an idea is crazy.</p><p></p><p>So they meet the goblin shaman at the bottom. A sequence I'll detail in the next post.</p></blockquote><p></p>
[QUOTE="Sergeytov, post: 5245026, member: 91901"] Thankfully, any hard feelings between players cooled off between sessions. Session three started with the issue of, 'what do we do with this captured goblin?' They don't want to kill it, they don't want it to escape, and they don't want it causing trouble deeper in the Barrow. They spend a surprising amount of time on this. Asking about the courtyard previously visited for a place to 'stash' the goblin. After several real life minutes, and a couple players looking a bit bored, I end it not with a firm word, but by going to my giant whiteboard and reducing the 'time left' box. This gets action. Their decision? They tie the goblin up, gag it, and put it on the wizard's back. Yes, they all had plenty of rope for this, and the wizard had enough encumbrance. I shake my head a bit but allow it, since it's in the 'crazy enough to work' category. One of the things I did at the beginning was tell every player to get their characters rope. At least 100 feet. For 2gp it's a great deal. You can never have enough rope, as this proves. So onto the next encounter, the narrow hallway with zombies and a couple goblins. I hated running this encounter. It mostly took place in the 10 foot wide (2 square wide) corridor. No maneuverability made this a rather bland battle, even if it was against zombies (and my players know how to reference zombie apocalypse scenarios reasonably well). This battle wasn't hard, either, it just ate up a couple healing surges. So we have one player with a single surge left, the warden with two surges left, the rogue with a couple more, and the wizard unhit (which means, admittedly, the warden is doing his job in protecting the squishy). They don't know when their next rest is, but they venture on, that clock looming. Approaching 7 hours left. They go into the next area. A nice open room with a magical fountain, a link to the goblin barracks/living area... oh, and a stairway with a chasm that goes down 100 feet, which means falling in would be bad. A touch battle, here. The warlord was out of surges and down to 9 hp. He fled to the back with the wizard. The goblin hexer kept using blindness and movement hexes as appropriate. Lead from the rear made him hard to damage, too. Party members fall and need inspiring word. This is going badly. Finally the climax of the battle comes when the warden decides to make a running jump over the chasm (10 feet wide, mind you). I warn him that failure will very likely kill him. He takes it anyway, jumps across the chasm, and uses his halberd to melee the hexer to 'dead' status. From there it's mopup. One fun thing I do in battles in really bad situations, like where the warden nearly died from hitting negative bloodied status from one round's worth of attacks (he set himself up to take all the attacks that round), was have that player roll their damage. I rolled most of it, but there was one damage set left to roll, and the warden was 7 hp from negative bloodied. I give the dice to the warden's player, everyone watches, he rolls. ...and rolls himself 5 damage. He's brought back with inspiring word and leads the climatic charge. There was a minor celebration with this. The adventurers loot the barracks (including a +1 chainmail armor). They also take a rest here (I told them I'd let them get a 'free rest'). I adjust the clock, they get up with less than an hour remaining and need to get down to the bottom. Thankfully they're almost there, just a flight of stairs to go. And my players can't just go down the stairs. The perfectly functional stairs. One asks to wall jump down. Yes, wall jump. I shake my head a bit, "It'd take an athletics roll of 25." *roll* "28." "Okay, you wall jump down." Another rappels. The rest take the stairs. I figure the rule of cool applies to this kind of thing, and, well, no reason to ruin anyone's fun because an idea is crazy. So they meet the goblin shaman at the bottom. A sequence I'll detail in the next post. [/QUOTE]
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