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<blockquote data-quote="BlackSeven" data-source="post: 4251349" data-attributes="member: 58677"><p>I was perhaps a bit easy on my PCs. Having read through the module,and this site as well, I was aware that this encounter was going to be rough. Since, for me, this run was an intro to 4e and not a campaign, I took small liberties, warning them about the changes that 4e had wrought, as well as encouraging them to get to know each other's abilities beforehand.</p><p></p><p>What this did was to give them the impression that teamwork would be vital. That, I believe, is what made the difference, Also, dropping Irontooth's name early on helped.</p><p></p><p>Outside the lair, they noticed the kobolds beforehand, and the paladin went straight for the circle, making a ruckus to get attention. He brought the cleric with him, who stayed in the woods for cover, and to get less attention. While this was happening, the rogue, warlord and wizard snuck around, the rogue took out the skirmisher in one hit, and they went for the slinger. When the slinger made his move to run, I did what the book recommended and had him say "Irontooth must be warned." The three who were on his end went all out to take him out, but also knew now that Irontooth was in that cave.</p><p></p><p>They mopped up the outside crew with the inside none the wiser, taking a short rest outside to prepare for the big fight. They also played the inside very well, with the rogue stealthing in to scout the place, and waiting for Irontooth to make his move before coming out, and using her abilities well to move Irontooth into the midts of the party. They knocked him down fast.</p><p></p><p>My point here is that the teamwork, the preparation, and having an idea of what was ahead of them made a huge difference.</p><p></p><p>Of course, they also rolled fairly well, and had both the cleric and the warlord (no one wanted the fighter). I still expect hard times for them later on in the module.</p></blockquote><p></p>
[QUOTE="BlackSeven, post: 4251349, member: 58677"] I was perhaps a bit easy on my PCs. Having read through the module,and this site as well, I was aware that this encounter was going to be rough. Since, for me, this run was an intro to 4e and not a campaign, I took small liberties, warning them about the changes that 4e had wrought, as well as encouraging them to get to know each other's abilities beforehand. What this did was to give them the impression that teamwork would be vital. That, I believe, is what made the difference, Also, dropping Irontooth's name early on helped. Outside the lair, they noticed the kobolds beforehand, and the paladin went straight for the circle, making a ruckus to get attention. He brought the cleric with him, who stayed in the woods for cover, and to get less attention. While this was happening, the rogue, warlord and wizard snuck around, the rogue took out the skirmisher in one hit, and they went for the slinger. When the slinger made his move to run, I did what the book recommended and had him say "Irontooth must be warned." The three who were on his end went all out to take him out, but also knew now that Irontooth was in that cave. They mopped up the outside crew with the inside none the wiser, taking a short rest outside to prepare for the big fight. They also played the inside very well, with the rogue stealthing in to scout the place, and waiting for Irontooth to make his move before coming out, and using her abilities well to move Irontooth into the midts of the party. They knocked him down fast. My point here is that the teamwork, the preparation, and having an idea of what was ahead of them made a huge difference. Of course, they also rolled fairly well, and had both the cleric and the warlord (no one wanted the fighter). I still expect hard times for them later on in the module. [/QUOTE]
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