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

Thanks for the reply! I'm trying to stick as close to RAW as I can, so I'll most likely run it as provoking. But I'm not wedded to it. We'll have to see in play.

Also, thanks for pointing out the Passive Perception thing. He'll more than likely sneak it passed the large majority of bad guys (his 20 wisdom helps).
 

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No problem mate! I'm glad to participate in this thread. Its one of the few reasons I come back here at this point.

I'm thinking of writing an essay on 4e about what a different xp paradigm would (a) mean for the ruleset and (b) so we can all discuss that and what we think the reception would have been by 4e detractors and adovcates alike. And if it would have positively or negatively affected its legacy overall. In the next bit of free time I have, I'll write it up and hopefully folks participate.
 

No problem mate! I'm glad to participate in this thread. Its one of the few reasons I come back here at this point.

I'm thinking of writing an essay on 4e about what a different xp paradigm would (a) mean for the ruleset and (b) so we can all discuss that and what we think the reception would have been by 4e detractors and adovcates alike. And if it would have positively or negatively affected its legacy overall. In the next bit of free time I have, I'll write it up and hopefully folks participate.
Sounds good :) Make sure to tag me in it.
 

No problem mate! I'm glad to participate in this thread. Its one of the few reasons I come back here at this point.

I'm thinking of writing an essay on 4e about what a different xp paradigm would (a) mean for the ruleset and (b) so we can all discuss that and what we think the reception would have been by 4e detractors and adovcates alike. And if it would have positively or negatively affected its legacy overall. In the next bit of free time I have, I'll write it up and hopefully folks participate.

Count me amongst the interested parties there. It looks like I might be running 4e again. Initial feedback from my Demon game was mostly positive, but my players are looking for a more action-adventure oriented game, and while Demon excels at more covert conspiracy oriented game play it (by design) does not handle two fisted adventuring very well.
 

Alright, another session! It lasted just shy of four hours, and the Scout player was about an hour late. Since the players just hit level 10 at the end of last session, I told them I was going to transition them into their Paragon Path choices (which I'd asked them all to pick out between sessions). Let's dive in!
[sblock]So, they started off the session talking to the dwarves for a little bit, and having a feast in their honor that was mostly glossed over. After some talk amongst each other about what to do, they decided to wait for a few days and maybe leave with the dwarves back across the sea to their abandoned frost giant castle in the mountains (where the dwarves will be installing several magical items, as well as establishing a permanent teleportation circle between the PCs castle and the dwarven city).

After a couple of days, Loase (the revenant seer of The Raven Queen stretching back all the way to our very first session) showed up. He had been given a vision a couple of months ago to come to the dwarven city and find the Warpriest/Invoker of The Raven Queen. He spoke to the Warpriest alone, saying that The Raven Queen wanted the Warpriest to learn how to project his spirit into the passage between Life and Death, where all souls travel. After a Religion check, the Warpriest got the urge to go from his goddess, and agreed to leave, alone with Loase, about a month into the Underdark. They arrived at holy ground of The Raven Queen (an inter-species graveyard of sorts), and Loase began to teach the Warpriest how to meditate to achieve such a feat.

About a day after the Warpriest left, the remaining PCs were approached by Gortha, the ambassador from Kord Clan (that the dwarven Knight/Paladin of Kord had become a member of back in May, right around page 24). She had crazy good wind, lightning, and thunder powers, as she had been gifted from Kord. She told the Knight that if he wanted to learn how to control Kord's elemental forces (since he had nearly mastered the martial aspect of combat), she could take him back to Kord Clan and teach him how. The Knight ran it passed the Scout and Elementalist, and they had no real problem with it, so he left with her. The local kingdom of Kord Clan was located in a small section on the other side of the mountain they were in, and the Knight arrived there after close to a month.

Not a day after the Knight left, the Scout was contacted by the druid elders back home (via his Whispers in the Willows alternative power). Apparently, a powerful primal spirit of wind had recently been captured and imprisoned. The druids said that this was a wilden matter, and asked that the Scout help them. He agreed, to go, since he was giving small trees out to the other PCs as they left anyway (so he could communicate with them via his Whispers in the Willows power).

Now left alone, the Sorceress asked if she could go back to their frost giant castle (the PCs all still communicated to one another by speaking to the Scout through the small trees and passing messages along through him). None of the PCs objected, of course, as they'd recently told her that she's a full member of the party and their friend. She wanted to go study frost giant magic, and this also allowed her to oversee the dwarves during construction.

With the party all split up, there was a time skip of about seven months. It only took about a month for the Warpriest to master the ability to send his soul into the passage between Life and Death, but it was taking him longer to be able to see the spirits move through it. The huge majority of souls were moving from the light (the mortal world) towards the darkness (after they'd died), but every once in a while some would pass the other direction, often marked for death (from the marks that the Warpriest could see). The Knight was developing wind and thunder/lightning powers, but they only worked within a holy room of Kord in the Kord Clan mountain. The Scout was tracking down the forces that had hidden the primal spirit of wind, but had only found leads so far.

It was then that the Elementalist called for help. She was with the dwarves in the frost giant castle, when a particular sight had scared her: a frost giant was seen in the castle. The dwarves had fled to the teleportation room, but the teleportation circle had been half disabled; people could teleport in, but couldn't teleport out. Luckily, the elementals of Winter and Earth had called for their powerful masters (Yone, a Spirit Guardian of Winter, and Eoh, a Spirit Guardian of Earth, both fought and bested by the PCs beginning as far back as September of last year). The Spirit Guardians had blocked off the entrance with magical earth and ice, stopping the frost giant(s) from reaching them. However, they were trapped in the room, with only the occasional re-supply from the dwarven castle (they'd send a dwarf loaded with supplies, though he'd be stuck too).

The PCs traveled back to the dwarven castle, met up, and teleported into their frost giant castle. The Elementalist was sad that they hadn't brought more help from the dwarven king (the king had expressed that he didn't mind helping send them, but he was waiting to see if they succeeded or failed against the invasion; if they failed, he was going to send his champions to take a shot at acquiring the castle for himself). The PCs went to go find the intruders, and I started a small skill challenge (6/3), but with no advantages available to them (a resource that lets them reverse failures in skill challenges).

The PCs convinced the spirits to let them out, and went exploring through the castle, which was now cold. Ice covered the walls, but not the ceiling or floor. They wracked up two failures pretty quickly, and I told them they were attacked by a young white dragon each time (echoing back to an earlier epic fight back at level 5 that took place in this very castle). The failures cost them 20 hit points each, 6 healing surges each, and a daily of my choice. They scored a few more successes (bluffing the rest of the dragons away from the castle by using Bolstering Speech to mimic a loud giant's voice; using Intimidate to call out to the frost giants, asking them to reveal themselves [a loud voice shook through the walls, rattling the ice off onto the ground, daring the dwarf to come to the throne room). But, they finally hit their third failure (on a group Stealth check into the throne room), taking another 19 damage each (bloodying everyone but the Knight), and giving them a -1 penalty to all defenses going into their final fight.

The PCs made their way into the throne room (the doors opened as they approached, showing their failed Stealth check). In the back on the giant throne sat a giant frost giant, marked for death by The Raven Queen. A couple of checks revealed a few facts about him: he was the leader of the frost giants originally driven out of the castle, and he had been killed before his subjects had retreated. He was also undead, brought back into a lesser form. The Warpriest also recognized him as one of the souls that he had seen travel from Death to Life in the passage, meaning his return was recent.

As they approached him (he called for them to come to him), they noticed two ice elementals hidden behind pillars, as well as an orc frost mage (also undead, and also encountered and killed by the PCs when they took the castle all those months ago). Combat began as the ice elementals attacked. The Scout took them out in round one (one approach and hit took the first out, and an action point and bow shot took out the second). They party was wounded, though, and the frost giant started tearing them up pretty quickly. The frost mage started creating ice walls to separate the Elementalist and Warpriest from the frost giant, Scout, and Knight. The PCs were pretty good at avoiding the tactic, and even trapped the orc frost mage in a few times (with a daily from the Sorceress to conjure elemental guardians to block squares and trapping him against his own ice twice). The Elementalist was basically acting as a controller/leader this fight, as she was taking a -12 to damage from cold resistance (she was only dealing 1d12+9), which also slowed down the combat a little bit.

Though the party dipped low a couple of times, the Warpriest's frantic healing (with a couple of dailies healing spells from the Sorceress/Bard, and the Knight granting 14 THP to his allies) kept everyone but the Sorceress up. She purposefully put herself into damaging or threatening situations multiple times in a row and was dropped, though she had faith that she would be brought back to consciousness before her next turn (to spend a minor to sustain her elemental guardians). Her faith was well-placed, and her tactics helped block the frost mage off while they finished the undead frost giant off, and then trapped the frost mage in place while the Knight and Scout finished him off.

With the invading forces defeated, the Elementalist kept the bodies so she could study them. With the frost giant magic in the castle slightly reactivated, she was sure she could learn something from it before it faded away (she's going into the Blizzard Mage Paragon Path, and this will serve as her segue). After the combat, she was rewarded with the Flickers of Faith alternative reward from the goddess of winter, The Raven Queen.

The PCs split up again. Two months later, the Warpriest was ready to move into the passage physically to be tested, but he knew it would be dangerous. He asked the people he knew would risk their lives for him, the other PCs, if they would assist him. The PCs met him in the Underdark, and we started another skill challenge (6/3, no advantages). They only failed one check this time (taking 21 damage this time, and 3 healing surges each), and made their way to the first of two challenges. A Spirit Devourer sat at the other end, and the Warpriest knew it had to be defeated. They'd previously dispatched in when it was hungry and weakened in the mortal world (months ago, while investigating a cult that was conspiring against The Raven Queen). It was guarded by two large monster spirits with resist 25 all (though any radiant damage disabled it for a round).

The fight would've been a little tougher if not for the Elementalist shining in the first round, dealing 31 damage to both monster spirits and killing them (they were minions). The Spirit Devourer basically ate the Scout for the entire fight, but he was overwhelmed pretty quickly and killed. With the first challenge completed, the PCs took a moment to heal up and then rearrange their healing surges with a ritual.

When they left the room, they entered a 40 foot by 40 foot room. It was a large, spiritual chess board (it had black pieces on one side and white pieces on the other). At the other end of the room was a wraith-like dragon, which the PCs recognized as the young white dragon they had killed when they first took the frost giant castle. They knew it was much more dangerous in this state (I'll go into more on our next session report). On every other square in the room stood a spirit. The party could pass through them (enter their squares without issue), but there was a problem for the Warpriest. In this challenge, he knew he had to protect the souls, and he knew the wraith dragon could consume them to heal itself.[/sblock]
We rolled initiative, but called the session there. We'll pick the fight on the spiritual chess board next session against the wraith dragon, as we complete the mission to transition the Warpriest/Invoker of The Raven Queen towards his Soul Reaper Paragon Path. I'm excited about it, as well as his reward. But we'll get there. And it should be fun :)
 

Action-packed, full-throttled, fast-pacing. I don't know if this is your typical GMing style, or if you've altered your own to fit 4e, but you've really done a good job with pushing the PCs buttons, such that it drives play toward conflict, and making it cohesive.
 

Yeah, its the best way to run 4e I think. I was always much more slow and methodical with my old 2e and earlier campaigns. Some of them were pretty good, but I realized a higher level of play with 4e overall.
 

Action-packed, full-throttled, fast-pacing. I don't know if this is your typical GMing style, or if you've altered your own to fit 4e, but you've really done a good job with pushing the PCs buttons, such that it drives play toward conflict, and making it cohesive.
I definitely run my other campaign (which uses my own RPG) much differently. It's slower, more nuanced, more politically-driven, more in-depth. We might have one combat every two sessions. (Though the game supports completely non-combat characters much better than any D&D system.)

For 4e, I try to keep the action going. There are definitely slower RPing moments, or bits where the players are planning, but the lulls don't last too long, and I always try to tie it in to more action. I want to keep us rolling, and I have plans for level 11, when they finally hit Paragon.

But yeah, thanks for the compliment! I'm really used to bringing past NPCs, events, etc. around to have effects on the current game, so getting a feedback loop going is easy enough. Past play experience drives current play experiences, and all that. And between NPCs, accomplishments, failures, themes, gods, enemies, etc. it makes it all pretty easy. From where I'm sitting, at least.

My players also got a kick out of their party "theme" going into Paragon (since they all chose their Paragon Paths independently, and revealed them this last session). The Warpriest is going Soul Reaper of The Raven Queen (goddess of Winter), the Knight is going Wind Rider (lightning/thunder/wind themed), the Scout is going Spirit Wind's Ally (wind themed), and the Elementalist is going Blizzard Mage (Cold/wind themed). So they have a kind of winter / storm thing going on. Also, the dwarf is part of Kord Clan. Kord's mother was the goddess of Winter, and that while she was fighting the other gods, Kord defended her. Moradin eventually fought Kord to a standstill and convinced him to change sides, and that's when Kord's mother was defeated and The Raven Queen took up the powers of Winter. It also said that Kord and The Raven Queen had some kind of ongoing relationship to this day, but the type was all speculation. So they have that connection going as well.

It's all pretty tied together, and I really like how it's playing out. I'm looking forward to my next session (as always) :)
 

Yeah, its the best way to run 4e I think. I was always much more slow and methodical with my old 2e and earlier campaigns. Some of them were pretty good, but I realized a higher level of play with 4e overall.
I think so, too. From the beginning, I said that I've been trying to play to 4e's strengths, and action-packed is the way to go. We still have RP (as seen in my posts), and we still have planning (plan to usurp the high priestess of Lolth, steal the Second Truth, and get out) / resource management (healing surges, curing vampirism), etc. But they run a little more recklessly than we would in other campaigns, and it makes for some very fun play. Glad I have this game going every other week :)
 

Here we go again! Another 4 hour session, and another play report:
[sblock]So, we ended our last session with initiative rolling against the wraith dragon in the room with the giant spiritual chess board. I described two giant vague humanoid shapes appearing, who proceeded to move the pieces. The white pieces were moved by a vague humanoid that held a large scythe in one hand, with a hood coming down to cover his face from view (it was only dark inside). The black pieces were moved by a silhouetted shape, but the PCs thought it was a woman. A successful Hard Religion from the Warpriest of The Raven Queen revealed that this was an event that had already played out and was being repeated now. The Raven Queen was playing chess against the former god of death (whoever that god had been was lost to time), and the game was now being played in front of them.

In fact, both the white pieces and the black pieces got to move on their own initiative (white started, obviously). The pawns were 5 feet tall (and were blocking terrain) while the power pieces were 10 feet tall (also blocking terrain), and we played the entire combat on a glass chess set I own (instead of the normal battle mat).

The Warpriest knew that this was his second test, and he knew that he was supposed to protect as many souls in the room as possible (every square not occupied by the large-sized dragon, the PCs, and the pieces had a single soul in it). And he knew the dragon could eat souls to recover health. Needless to say, the Warpriest wanted to take down the dragon as quickly as possible. The dragon, for its part, wanted to get revenge on the PCs; this was the same young white dragon that they had killed some time ago when they acquired their old frost giant castle. And, this was a good opportunity for it, since it was significantly powered up: it had regen (and could heal as a minor action by eating a soul within reach), it had phasing, it was higher level (a level 10 solo brute now), and (the best part!) creatures within 2 squares of it couldn't spend healing surges and were treated as in difficult terrain.

So the fight was on, with the pieces moving (I let Moderate Insight checks as a move action guess the next move), and the dragon flying at them. The dragon hovered over the party to gain the advantage of its reach, but the knight started to knock it down (magic item to throw his hammer 1/encounter and get it back + Lightning craghammer for lightning damage + Mark of Storm to slide it down one square). The knight engaged it in melee with just the Warpriest for the first couple of rounds, while the Elementalist stayed back and missed over and over (three natural 2s in a row), and the Scout pelting it with his bow. After a couple of turns (in which the dragon regenerated and ate souls up to full health), with the pieces moving in the center of the board, the wilden Scout started climbing the pieces (with his Spider stance giving him a +5 on his climb checks), hopping from pieces to piece as they captured one another (which required an Acrobatics check).

The dragon started to feel the pain around round 4. The knight kept her locked down (his stance kept it slowed), and the regen was lost (it took radiant damage every turn [which negates the regen for 1 round], since the Knight marked it with his daily Paladin power, and the dragon didn't obey the mark). The Elementalist also started finally hitting (giving out THP on each hit), and using her move action to make Diplomacy checks to command souls to run away from the dragon. The Warpriest used some surgeless healing (he loves taking those powers when they come up), and the PCs overpowered and killed the wraith dragon after a tense fight.

During the combat, as the pieces moved (everything was scripted, as the moves were chosen in advance), they would make attacks if they moved through a creature's square. Each pieces had its own type of attack and damage + rider, and they would always push the creature out of the way. Also, every move for the first few rounds, the gods playing the game would speak to one another. The Raven Queen told the other god that they were playing a game on an entirely different level, but the former god of death said that they were only playing this game, and that's all that mattered at the moment. The Raven Queen agreed with "at the moment" and left it at that, and they played on in silence.

After defeating the dragon, the PCs left through the door they'd entered, and found themselves awake in their bodies again (the Warpriest had transported their souls to the passageway between life and death). The Warpriest felt satisfaction from his goddess (only five souls had been consumed, and many more had been spared), and he decided to roll a Religion on the conversation. He now assumed that The Raven Queen had foreseen his test, and was playing accordingly (moving pieces that might help him during the battle).

Additionally, when the Warpriest woke up, he was holding a magical talisman, and he somehow knew all about it. It was the Talisman of Al'Akbar, an artifact of tremendous healing powers. It's had a great loyalty to Pelor, which confused the Warpriest. He prayed to The Raven Queen, asking why she had sent him the trinket, but was surprised to learn that it wasn't from her. While the Warpriest is a little weirded out by its appearance, he replaced his old magical holy symbol without hesitation.

His test completed, the PCs split up. It took about a month to travel to the dwarven cities (the Knight to Kord Clan's city, and the others to the dwarven city where they'd been doing quests recently). When the dwarven Knight arrived, he was told that Kord was ready to test him (he'd been training to harness control of lightning, thunder, and wind). He called for the other PCs through the wilden Scout's whisper power, and they traveled to him. He had to exit this mountain and travel to the top of it, where he would find the test-giver.

I ran this as a 6/3 skill challenge (with no advantages, so no trying to erase failures). Cutting it short, the PCs owned, and navigated out and up (with Athletics, etc.) with no issues, arriving at the plateau at the top with 5 successes and no failures. It was the Knight's turn, so he used Intimidate to call out the test-giver, yelling that he was ready for anything put before him. A lightning bolt hit the top and steam rolled out but cleared quickly, revealing a storm giant. (The PCs rolled Nature checks, and the Warpriest and Scout both hit a Hard DC, and they knew they couldn't take him).

He said that he was ready to test the dwarf on behalf of Kord. It would be a combat (he produced a magical staff that folded into a greatsword), and he would take all comers. When Kord had been sufficiently impressed, he would tell the storm giant, who would call for the trial to end. He let the PCs position themselves (the plateau wasn't huge, and there were drop-offs that I'd drawn on the map.... first 10 feet, then 20 feet, then 40 feet), and then the Knight yelled to begin.

The storm giant was a level 12 solo controller, and he put up a good fight, and laughed and taunted the PCs quite often as he attacked or took damage (though he gave an encouraging "Kord urges you to keep fighting!" when he was bloodied). He pushed the PCs back with a wind-recharge power (that never recharged), and he had over 500 HP (the highest to date). He fought alongside two floating storm shards (that would blast at the PCs each turn, though the PCs never targeted them), and two thunder clouds floated about. Whenever any creature took any lightning or thunder damage, each cloud would charge 5 damage, and they would move 1 square randomly on their initiative. His aura (if a PC starts within 2 squares, they take 10 lightning and thunder) was very effective at first (and charged the clouds throughout most of the fight), but the Warpriest and Elementalist kept their distance the entire fight, and the Scout ended up running around using his bow (we'll get to that), leaving just the Knight (and his artifact armor gave him resistance 10 to lightning and thunder).

Early on, the storm giant threw a lightning bolt that knocked the Warpriest off the plateau (only down 10 feet, luckily), but it also dazed him, which made getting back up slower. The thunderclouds quickly charged into the deadly range (70+ damage), and it completely changed the tactics of the Scout. He asked if it was possible to somehow push the clouds, and I told him that I'd let a Hard Endurance check make it (he might be able to make it on a natural 20). He seemed disappointed, and asked about firing an arrow from his flame bow through the cloud, and arcing it towards the giant. I told him he could do it with a successful check, but that there'd be cover penalties, like normal, and that the clouds would lose a lot of effectiveness.

After a few rounds, the Scout ran and jumped onto one of the lower levels to get a shot at a cloud. He ended up making it (his Hawk stance reduced the penalty to -2) with one of his shots (he used his Biting Volley power to get two shots against Reflex, and missed with the first). I used the cheat sheet that [MENTION=20323]Quickleaf[/MENTION] made for page 42 damage, and set it at 4d10+5 lightning and thunder damage. He rolled 20 damage total (-10 resistance from the storm giant), and I moved the cloud to near the giant. He moved to the other side of the plateau and took a second shot, but ended up missing the giant's AC, and while he moved the cloud, he missed the damage.

In the meantime, the Warpriest had climbed up, and used a daily to give everyone within a zone 10 free surgeless healing on a hit (sustain minor; also, this power proved very effective against the wraith dragon that didn't allow healing surges, but I forgot to mention it). The Elementalist ran in to tank at one point when the Knight was low on health (and out of range of the Warpriest), and had created a zone that lets people slide 1 extra square.

By now, all the PCs had gathered, and the Knight used his lightning craghammer to slide the storm giant next to the still-charged cloud (1 square slide with Mark of Storm, +1 square for the Elementalist's zone). The Scout charged in with his charging stance, and knocked the giant prone. By the luck of the dice, the cloud moved onto the storm giant, dealing 175 lightning and thunder damage (-10 resistance), and he only had 50 HP before the trial was over.

The storm giant was shocked quite badly. He yelled "I get it! I get it! The trial is over!" to Kord, and the PCs laughed, relieved that they had won. The storm giant informed the dwarven Knight / Paladin of Kord that he had passed his test, and the PCs celebrated. The giant left in the form of a lightning bolt, and the PCs healed up and headed back down the mountain. The Knight was rewarded with a Badge of the Berserker (lets him charge without provoking AoOs due to movement), and he was pretty happy with it.

The PCs split up again, with the Scout traveling on his own to track down the primal wind spirit while the others traveled to the dwarven city to teleport home. I started a skill challenge for the Scout (6/3, no advantages), and he successfully tracked the wind spirit down. It had been imprisoned by a cult, and he needed help going in. The druids gave permission to bring in non-wilden, and he called for his allies, who came to him immediately. They stealthed inside (this was still part of the skill challenge), noting a couple pretty disturbing things. First, there were symbols of the Sleeper, the same cult that they had defeated in some woods a while ago. Second, many of the cultists (about half) were undead, and had the symbol of the Sleeper carved into them. Third, there were traces of magical energy that matched blackflame, which was a magical ability that the Death Knight (who had captured the old gnome Monk PC) used to travel between worlds and attack his enemies. Lastly, there were some symbols of Asmodeus (who the Death Knight served), which set off the Knight's Invulnerable Coat of Arnd (it hates tyranny).

They made their way to cultists of the Sleeper by intimidation (the Knight yelling at them to move, while the Warpriest rode the Sleeper's skeletal warhorse and wore his old cloak). They were stopped by a man with a backbone at a large door inside of a domed compound, and they bluffed their way passed him. He let them through them through the door, and ordered himself and everyone else out of the compound. Inside was a platform about 40 feet wide by 30 feet deep, dropping off who knows how far. Various pillars rose from the ground, forming platforms that one could hop to if they needed to. At the other side of the huge room, chained to the wall with magical chains, was a wind elemental. The PCs moved closer to inspect, keeping an eye and ear out for danger.

The Scout passively hits a Hard Perception, and he noticed something moving through the air towards them -though it was invisible. He immediately told the others, causing it to reveal itself. Floating before them was a full-on beholder (not a gauth, like the last one they'd fought), and it looked pissed. And, on top of that, it was obviously slightly decayed, marking it as undead. It yelled out that it would not be stopped, and the door closed. I said we'd get initiative next session.[/sblock]
The players had a lot of fun, and we, once again, seemed to get a lot into the four hours we had to play. I'm looking forward to next session (where the players, if they win the fight, will move onto level 11 and Paragon), as is the Scout, who hates aberrations.
 

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