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<blockquote data-quote="Foundry of Decay" data-source="post: 4347683" data-attributes="member: 846"><p>Six sessions across two campaigns so far. Summer is bad for us to get together on since there are vacations/tournaments/etc. that suddenly spring up.</p><p></p><p>First campaign featured custom races and a couple traditional races. They fit into their roles nicely however we really had to revise how we approach combat. We were too used to being able to rely on trumped up damage due to stats to rampage through everything.</p><p></p><p>Most of the first session was RP related, and getting the group together. It also featured a brawl that proved that unarmed fighters can still defend themselves quite well.</p><p></p><p>Second session surprised me in a good way. The group were investigating a tainted vault where the bones of highly tainted individuals were interred. They found out that raiders had taken up residence and started to raise undead that the could customize as harbingers of terror. It was a four level complex that was cleared out entirely by the party in one go.</p><p></p><p>I've had to take a look at how I create dungeon crawls a great deal. Characters won't be resting after a one or two room search anymore which really was a hit I'd say.</p><p></p><p>Third session was more RP, and figuring out just what was going on with the nearby vaults. An NPC's father had headed to a nearby coastal town since contact was lost with them and reports were coming in about raiders hitting them.</p><p></p><p>Fourth session involved more character based story investigations, meeting up with the final PC, and heading out to find the NPC's father. The group were ambushed by a band of hobgoblins. This is where tactics became much more cohesive. Despite the hobgoblins all being 2 levels higher than the group, and despite it being a tough fight the group made it through.</p><p></p><p>The second campaign was mostly out of the book races with one custom race tossed in. This was an introduction to 4e for one player so I started things off with a bit of a bang. </p><p></p><p>After a series of having the elevator they were in fall, and then get slingshotted through the side of a mortuary airship, the group had to fight their way out of the hold past a large pack undead risen by an artifact the group carried. Much mayhem ensued, one npc was cut down for story/logical reasons more than being outgunned.</p><p></p><p>The wizard character rolled an amazing arcana check and took rudimentary control of the airship, steering it back to a docking area while the rest of the group fought. At one point the cleric leaped into the middle of a pack of undead, and using his turn undead sent a bunch of them flying over the railings of the boat to the depths below. </p><p></p><p>Second session was dealing with bringing the dead npc back to life (There were pretty good story reasons for this), and indebted the party to a rather eccentric little lunatic the group were successful. At the same time they uncovered that the priests and cardinal at the church they were staying at were actually cultists of some kind and were given their first choice in where they could go.</p><p></p><p>I admittedly only had a few notes on the three paths they might have been likely to choose, yet I was still very able to keep things together in a cohesive manner and didn't have the panic of making up npc's whole cloth.</p><p></p><p>The session ended with the group making their way into long dead, though highly arcane lands to seek out the eccentric employer's archeologist brother. I was even able to sneak in a spontaneous crumbling tower in case they wanted to investigate it, however it was late and we decided to call it before going any further.</p><p></p><p>All in all, we had a good time. The only complaints were the lack of the druid class in the core book. Which I agreed wholeheartedly with.</p></blockquote><p></p>
[QUOTE="Foundry of Decay, post: 4347683, member: 846"] Six sessions across two campaigns so far. Summer is bad for us to get together on since there are vacations/tournaments/etc. that suddenly spring up. First campaign featured custom races and a couple traditional races. They fit into their roles nicely however we really had to revise how we approach combat. We were too used to being able to rely on trumped up damage due to stats to rampage through everything. Most of the first session was RP related, and getting the group together. It also featured a brawl that proved that unarmed fighters can still defend themselves quite well. Second session surprised me in a good way. The group were investigating a tainted vault where the bones of highly tainted individuals were interred. They found out that raiders had taken up residence and started to raise undead that the could customize as harbingers of terror. It was a four level complex that was cleared out entirely by the party in one go. I've had to take a look at how I create dungeon crawls a great deal. Characters won't be resting after a one or two room search anymore which really was a hit I'd say. Third session was more RP, and figuring out just what was going on with the nearby vaults. An NPC's father had headed to a nearby coastal town since contact was lost with them and reports were coming in about raiders hitting them. Fourth session involved more character based story investigations, meeting up with the final PC, and heading out to find the NPC's father. The group were ambushed by a band of hobgoblins. This is where tactics became much more cohesive. Despite the hobgoblins all being 2 levels higher than the group, and despite it being a tough fight the group made it through. The second campaign was mostly out of the book races with one custom race tossed in. This was an introduction to 4e for one player so I started things off with a bit of a bang. After a series of having the elevator they were in fall, and then get slingshotted through the side of a mortuary airship, the group had to fight their way out of the hold past a large pack undead risen by an artifact the group carried. Much mayhem ensued, one npc was cut down for story/logical reasons more than being outgunned. The wizard character rolled an amazing arcana check and took rudimentary control of the airship, steering it back to a docking area while the rest of the group fought. At one point the cleric leaped into the middle of a pack of undead, and using his turn undead sent a bunch of them flying over the railings of the boat to the depths below. Second session was dealing with bringing the dead npc back to life (There were pretty good story reasons for this), and indebted the party to a rather eccentric little lunatic the group were successful. At the same time they uncovered that the priests and cardinal at the church they were staying at were actually cultists of some kind and were given their first choice in where they could go. I admittedly only had a few notes on the three paths they might have been likely to choose, yet I was still very able to keep things together in a cohesive manner and didn't have the panic of making up npc's whole cloth. The session ended with the group making their way into long dead, though highly arcane lands to seek out the eccentric employer's archeologist brother. I was even able to sneak in a spontaneous crumbling tower in case they wanted to investigate it, however it was late and we decided to call it before going any further. All in all, we had a good time. The only complaints were the lack of the druid class in the core book. Which I agreed wholeheartedly with. [/QUOTE]
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