Essentials Game Day recap

OnlineDM

Adventurer
I played in one of the D&D 4e Essentials Game Day sessions this morning at my Friendly Local Game Store and thought it might be of interest to the EN World community.

I had actually signed up for a Living Forgotten Realms game for this morning, but when I learned a few weeks back that today was the Game Day I wanted to switch to the Game Day. Unfortunately there were barely enough people signed up for LFR to make a playable table, so I felt bad dropping out. Fortunately when I got there everyone at the LFR table (including the DM) wished they were playing the Game Day adventure, so we just changed tables.

I chose Ander, the halfling thief, as my player character. He has two move action "tricks", one of which lets him shift two squares and adds "knock prone" to his basic melee attack for the turn and the other of which lets him move his speed -2 and walk up walls during the move. The second one was cool, but I never found a place to make it work. The shift 2 was nice, of course, though the only time I ever used it and hit it was against a large dragon, which was too big for my small halfling to knock prone.

SPOILERS AHEAD

The adventure itself involved a minimum of backstory and a maximum of butt kicking. The setup was that we were hired to escort a dwarf sage and his cursed skull to Sunderpeak Temple where the skull could be destroyed by the priests. There was a bit of discussion about the trip from Fallcrest to Winterhaven and from there to the temple, but once we found the temple in ruins the battle was on.

We first saw two orc archers and their two guard drakes and engaged them in battle. Partway through the first round the other thief in the party noticed a bandit off to the side and engaged him. A second bandit revealed himself later on.

The combat was fast and furious, with the characters and the monsters hitting often and hard. Ander often hit for about 15 damage (d4 + 6 + 2d6 sneak attack + once per encounter an extra d6 for backstab), and there were many hits by PCs for over 20 damage. Those are some awesome melee basics!

The monsters gave as good as they got, with the orc archers using an at-will area burst 1 attack to dish out a whole bunch of arrow damage to a lot of us at once and the guard drakes doing what guard drakes always do when they're near their allies (chomping hard). We did win the day, with most of the party ending up bloodied, one PC dropping unconscious and the warpriest using both of his healing words.

The best moment for me was when one of the wounded bandits tried to run away, and Ander followed him from across the room. I had enough speed to move and charge, but since I couldn't actually see exactly where he had gone I wasn't allowed to charge. So, I double moved and then action pointed to stab the crap out of the bandit (he was running, so granting me combat advantage), completely overkilling him. It was disturbingly satisfying. I decided that Ander was a rather dark character for a hero, a bit like Belkar Bitterleaf from Order of the Stick (though not actually evil - just violent).

The next encounter involved a big orc and his forty million kobold minions (plus two slingers). The mage took the lead in blowing away minions - Ander didn't really get to do much in the battle. I liked the way the two kobold slingers determined their special ammunition by randomly rolling for it.

From there we went down some stairs and into a room filled with orcs - another blasted archer, several minions that dealt 12 damage on a successful charge, and couple of orcs that were harder to kill. The room was also filled with magic runes that could do bad things to you if you walked across them, but we managed to avoid them. I think it would have been cool if the bad guys had some abilities to let them push us into the runes, but c'est la vie.

Apparently there was another option here which would have taken us through a room full of undead, but we picked door number 1 with the orcs.

The final encounter found us facing a room with more charging orc minions, a couple of tougher orcs... and a black dragon. The dragon was SCARY, which was awesome. He started off with a darkness attack that left all but one character penalized until the end of the encounter with -2 to their attacks and vulnerable 5 acid. He then action pointed to breathe acid at those same five characters. Um, ouch? It hit for 10 (15 with vulnerability) and 5 ongoing (10 with vulnerability). The darkness effect lasted until the end of the encounter, or until a successful heal check was made on the character as a standard action (unknown DC). Rough.

This was a very, very hard battle. Our mage dropped quickly and failed two death saves. The other thief dropped and failed one death save. Ander got close to death but the bad guys had some low rolls and missed him. We did ultimately win, and it felt like a victory we had to EARN. I liked that.

Ultimately, I was happy with the character and had fun with the adventure. The thief has no dailies, but I didn't miss them. I never felt like I had nothing to do, even though my only options were really to stab something with a dagger or to throw a dagger at something. I was very focused on getting combat advantage, and the "shift 2" power was helpful for that, as was charging.

The game still felt like 4th Edition Dungeons and Dragons, though I'll admit that it felt like it was a little bit on steroids! A LOT of damage was dealt on both sides. We made it through four serious combats in about three and a half hours with some breaks and plenty of chatting - a pretty good pace for a six-PC party by 4th Edition standards.

I think I'll personally prefer playing more complex characters most of the time - I like my Avenger and my Paladin, thank you very much - but to mix it up with an Essentials build is fine by me. I think new players and players of earlier editions will enjoy these builds. They still feel like 4th Edition, and they still feel like D&D. Options are good, and my bloodthirsty little halfling was a cool option.
 

log in or register to remove this ad



I played at Games Plus and was given Kothar the Cleric of Storm and Thunder or something or some such.

At the end of the game, I realized that I screwed up. My two at will attacks, one of which granted an ally a bonus to damage and another I could use in palce of a charge, were both written to attack WILL! Amazing.

Interesting bits on the cleric were the use of ONE special divine ability which was either a turn undead or a storm ability that granted a bonus to damage.

Seemed light on healing though with the healing word, for two an encounter, and a daily healing that gave another bonus with it.

Having the human ability to do the heroic thing on a miss for +4 on either an attack or save was nice and I used it every encounter but I don't know if it's better than having a third at will.

The mage was a minion killer. The fighters dished out some serious damage. The rogues seemed competent but seemed to lag in terms of dishing out the damage.
 

I also played Ander the thief in the Game Day I just got back from. We had a blast. We also lost one of our players, the cleric, to the Dragon. He was tough! OnlineDM described the opening of that fight dead on, and it was scary!

Yeah, I never found a use for the wall-climbing ability in that dungeon either, but I was knocking people prone left and right. I don't know if my DM was just being lenient or not, but I knocked the dragon prone twice.

Also, as to the rogue's damage, I only used my backstab power once, but I hit the dragon for 26 points of damage with it. (I rolled three 6s on the extra dice!) I hit him with sneak attack one other time for about 18, and scored the killing blow on the dragon as well with a regular dagger throw for 8 points of damage. So, in our group, the thief did all right.

The tumble skill and halfling's racial power saved my skin a couple times, though. Now that I think about it, I think most of the group got bloodied in just about every battle.

Overall, my group (we only had four) had a lot of fun. Yes, the mage was a minion slayer. Between magic missile and beguiling strands, he was just racking up the kills. The storm cleric was awesome! His powers hit really hard, and he was granting damage bonuses to the rest of us left and right.

It wasn't a very complicated adventure, or one layered in intrigue, but I agree it certainly was a lot of butt-kicking fun.
 

I'll add in my review.

I DM'd for a table of four. I pulled a monster or two of each encounter, as specified in the mod.

Summary: I thought this was an excellent adventure. It was TOUGH! I loved the map design with plenty of alternate entrance points into rooms. The combats were challenging, and the trap skill challenge was slick. 9/10.

Long Version w/ spoilers:
Right at the start, I was in love with the sketch style map. With Encounter 1, It had nice large rooms with multiple points of entry. My players waded right into the middle, leaving the wizard near the entrance where it was "safe". One bandit sneaked out the north east entrance while the other bandit sneaked around the corner. The two then attacked the wizard in a pincer attack and put the fear of bacon into the wizard. I really enjoyed the Orc Archers, I liked the volley of arrows, and used frequently, catching allies in the attacks. It was much fun.

With encounter 2, I was worried about the number of minions all carrying javelins. The halfling thief stealthed forward and warned the party, while the wizard went the other way and botched a stealth roll, alerting the lone kobold who screamed out. I had the Orc order 3 kobolds scout out each side so as to not have so much in one shot. The wizard and the others quickly dispatched the 6 kobolds, when the Orc ordered the others back to take up a defensive position and cover him, taking advantage of the dais.
This was a hard fought batle, with a slayer taking a TON of damage, and being set on fire, immolized, and covered in a jar of Urine (Jarate) from the slingers. To make things fun, I allowed the on fire fighter to set enemies of fire with a charge for 1 ongoing fire damage. The party fought hard and finished off the enemies before moving on.

Encounter 3, this one was fun. The thief searched the door and rolled a crit, which i wasn't going to allow to go to waste, so I said he noticed stoned stacked against the other side of the door from under neath. He slowly opened the door, pushing the stones softly back. This created 2 squares of difficult just inside the door. I gave them a surprise round since the orcs and humans were playing pokemon card game in the back of the room. Once battle was enjoined, I turned it into a mexican standoff with the archers kicking over the table and chairs to use as cover while the party hid behind statues. They quickly noticed the trap tiles and disabled one. The wizard very quickly destroyed the minions with magic missiles. The party then raced across the room to get into melee, at which point the humans pulled halberds out of their back pockets. The cleric was brought down and left in the middle of the room.

Now, I like to roll the death saving throws behind the screen so the players do not know how close to death they get.

The guards put on the hurting the party was hurt pretty good before they defeated the enemy. The cleric had failed 2 death saving throws and a prayer to his deity let him know that a spot in the hall of fallen heroes is being prepared for him. The trap skill challenge was very fun and really added excitement to the encounter. The party cheered when a tile went off under an enemy and zapped him. The wizard sent another enemy sliding over 3 trap tiles. The party watched in amazement as all 3 missed him.

The party healed up, very low on healing surges, and approached the door to encounter 5 (skipping encounter 4).

I can't review encounter 4, since we didn't get to play, but it looks like a solid encounter.

Encounter 5. The party, getting low on resources, moves carefully after disabling the trap. The listen carefully at the door, seeing flickering light (from the braziers) underneath, and hearing the rustling of a very large creature on the other side. They throw opens the doors and roll for initiative. Dragon wins. They are in a nice funnel inside the doorway. The drag races forward, gloom shrouds them and acid breath. Right of the bat, half the party is severly bloodied. The wizard quickly throws out a zone of fire, leaving 1 square of empty space past the door, before slamming the doors shut. With the zone keeping the rest of the enemy back, they heal themselves and shake of the gloom effect. The dragon moves back and around into the hall running between encounter 3 & 4, laying in way for his breath weapon the recharge. The hobos and minions line up a few squares outside the door, readying ranged attacks.

The party, very wisely, comes up with a plan. They delay until they all take turns contiguously. The wizard, being first, throws open the doors and launches some magic missiles to reduce damage some hobos and kill some minions. The others would fire off ranged attacks on their turns, and the cleric would close back up the doors and throw around some healing. This worked a few rounds while the dragon was waiting for his breath to recharge. Finally, they left the doors open, with 2 of them stepped just beyond the doors. The dragon rushed into and unloaded his claw attacked, critting both hits. Down goes a player. Dragon Action Point, claws, down goes the wizard and the whole party is bloodied. At this point, the fire zone ends as the wizard goes down, and the hobos move forward. The minions already dead.

Time for 2 death saves. A miracle happens. I roll the death save for the first player. I lift up the screen, showing a nat 20. Healing surge and the players are now excited. I roll the death save for the wizard. Flabbergasted, I roll another nat 20, lift my screen, and the players go wild! By this point, i'd rolled 5 crits in a row (I'm famous at the flgs for being an evil murdering rat bastard DM with unnatural crit powers, but only as DM, never while playing :( ) They take out one of the hobos and start to pummel the dragon. The fight is brutal, both sides throwing out damage. Unfortunely, a claw attack with a gheto crit downs another player, then the dragon gets bloodied, recharging his breath, which had previously gone un-recharged. Now the dragon is recharging nearly every round, but misses a lot for half damage. The acid blood splash quickly downs 2 more players, leaving the last player to be flanked by the last hobo and the dragon. Another miracle, both the dragon and hobo miss for 2 rounds, but between the acid and the hobo, the last player falls. The last hobo only had 1 hit point, while the dragon was only lightly bloodied. The dragon dined on adventures for the rest of the week.

The players all agreed the last encounter was ridiculously hard, but fun, even after I'd removed a couple enemies for smaller party. They had a great deal of fun, but all agreed they'd rather have used non-essentials characters for the extra options and more optimized builds.

The next table over barely beat the mod, but only because the DM felt pity and allowed the use of LFR reward cards. One player still died there, having been dissolved by acid.

I really enjoyed this module, and it did not have the feel of a grind.

If you haven't played this already, you may want to give it a shot with the essentials characters and see if you can fare better than my players.
 

The new young black dragon you faced has been discussed here. You did a good job beating that thing.

This was a slightly different dragon.

Only level 2 (lower stats and damage output), no devouring, no action recovery, shroud was 1/encounter instead of recharge 6, and no tail sweep. This version also has a corrected stat block, with Claw properly worded, and Acidic Blood as a triggered action (free) instead of trait.
 

Our game day ended in a tpk, and not the fun kind. I felt negative by the end, but maybe I was just hungry. :( Part of this post is a need to vent. Ignore it and its rambling please.

4 people playing 5 characters, I don't think the DM scaled back. (first no dwarf slayer, then after a player death the dwarf joined us)

First encounter, anders the halfing rogue died. I (the cleric) ended unconcsious but stable ( i had been 2nd winded, healed by potion, and healing worded, and my daily, and I still ended up 'sleeping' through alot of the battle) the human slayer did a fair amount of yo-yoing too. Why was there no knight? We really needed a defender. There was no crowd control from the mage. He could slide them or deal 6 dmg, not enough in our situation. After the slide, the archers would just shift away and burst 1 anyone they pleased, usually being me who had just granted a 2nd wind with my heal check, so down we all went again. Why didn't we kill the archers? Because we were always just standing up from being unconscious from the bandits and the archers were 10 squares away laughing at how clustered we were. Any way, one death, me unconscious, everyone else had gone down and up once. Not a great start.

2nd encounter was more like it. Slayers slayed the orc, wizard nuked minions, elf rogue sniped, I never used a heal, but charged around playing storm priest clean up engine, which is what the build was best at anyway.

3rd encounter; again, the way it should be, and this time less easy (which is good). I used my heals, that's because the human slayer was doing the job a defender would have done. In the end,


Dragon hit everyone with both his darkness thing (that gave vulnerablity and required a standard action to be rid of) and dragon breath. We then started dying, not heroically but pathetically, from the fact that everyone had effectively ongoing 10, and angry dragon on top of them AND A ROOM FULL OF OTHER MONSTERS THAT HAD NOTHING BETTER TO DO THEN ATTACK US. The thief never made an attack role, because she tried to get out of the cluster, and heal herself of the darkness thing, because the ongoing would kill her next turn if she didn't (unless she saved;P.S. she didn't) and failed, action point-> fail. Fortunately she was seen by a hobgoblin and taken down before the ongoing got to. I (the cleric) found myself surround by people that were going to all take 10 dmg on their turn, and a front line of slayers that needed healing (again the human was unconscious from one of the other 7 monsters backing up the solo), and a self that was nearly dead. I didn't attack, and spent all actions trying to heal people, except my move which was a strategic retreat to save the rogue. etc. etc. etc. etc. There was no way we could A) heal check away bad stuff (like dying) B) maneuver to out flank the dragon (the other 7 monsters block the way) C) deal significant damage dragon AND the 2 non minion monsters. Once a slayer's done his Power strike they don't deal enough damage by themselves to take something down quickly (especially the dwarf WHY WASN'T HE A DEFENDER!!!!) Like I said, it ended as a TPK, and I felt it wasn't ever going to be anything but. Just the dragon would have been tough, 7 other monsters (5 of them minions, but still, they were a threat and they were amazingly impossible for the wizard to keep them off our throats).


So in the end was a downer for me. Maybe I was hungry, maybe something about the DM just subtly annoyed me (nothing personal, just some dm styles irk me), maybe the party just had bad inititive, and some bad tactics, and some horrible luck. Still i think the lack of a defender was beyond belief, comprehension, and forgiveness, The wizard was cheated out of a much needed at will (should have had one more by the rules, as it was his ability to control was limited entirely to sliding, which isn't always useful) and that a level 3 solo does not need 7 orcs at his back, especially not ones attack you as they die.

Its weird, usually I'm not such a sour grape, so I apologize for posting this, but I feel SOOOOOOOOO much better now. :D see, I'm smiling again! :D
 

Its weird, usually I'm not such a sour grape, so I apologize for posting this, but I feel SOOOOOOOOO much better now. :D see, I'm smiling again! :D

That last encounter was definately a tough one, but i Can see the reasoning of why it was designed the way it was. The Lvl 4 version has a way to mitigate solo grind, where the lvl 2 version does not, and thus relies on a bunch of minions and 2 defenders to draw fire away from itself. Did anyone at your table make the DC 8 heal check to get rid of the acid vuln, -2 atk, and combat advantage?
 

Did anyone at your table make the DC 8 heal check to get rid of the acid vuln, -2 atk, and combat advantage?


Yup, and It cost us some fairly precious standard actions to do so. The rogue failed twice, I got myself and one slayer with an action points. One or two others may have. In the end the heal check ate up at least 5 standard actions, that was five standard actions of not attacking just so we would die immediately rather than attacking the things that certainly weren't taking a break from killing us. I wouldn't be surprised if that loss of action was what killed us.
 

Remove ads

Top