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Most cinematic moment?
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<blockquote data-quote="Najo" data-source="post: 4345378" data-attributes="member: 9959"><p>Tonight our party moved down to the second level of Shadowfell Keep, the three hobgoblin rooms (guardroom, barracks and warchief's war room). The party had the pass phrase wrong, which alerted the hobgoblins and sent one of the gaurds running to warn the warchief. Then the two soldiers at the well moved to hold off the party on the stairs. The remaining gaurd went to warn the hobgoblins in the ajoining room and then attempted to let the deathjump spider out of the cage. </p><p></p><p>The fight became intense as they fought the the soliders and killed off the gaurds trying to let the spider out. The hobgoblin patrol was alerted and moved its way into the room, causing the fight to move through the hall up to the second well. </p><p></p><p>The warcaster moved into the melee using his force push to deal with the group's paladin and cleric. The fight at this point ended up with the group fighting the soilders and hobgoblin patrol, ending with the cleric being dropped to -3 hp by the archers shots. The paladin moved up to her and used lay on hands to bring her to 1 hp. Then the paladin pushed forward and backed the archers into the end of the tunnel. The group's wizard moved up, triggered the cleric's second wind and then she healed herself some more. </p><p></p><p>While this happend, the archers yelled out for help from the warchief, his 3 soldiers and 4 grunts. Who hurried up into the fight and joined the fray. As the fighting ensued, the dragonborn paladin was dropped to -5 hitpoints and the cleric rived him with healing and then he used his second wind. With the wizard's area effects and good tactics they pulled it back from two near TPK and made it through the entire hobgoblin chambers and kept any gaurds from going down and warning the cultists of Shadowfell.</p><p></p><p>The party consisted of 3 characters, a dragonborn paladin, elf cleric and human wizard all level 4. I never fudged a single die roll. They successfully took all three encounters without resting as they kept letting a hobgoblin slip into the next encounter, which then alerted the next group of monsters. </p><p></p><p>The fights were awesome. Two of the party dropped to dying and were saved by their allies. The action and the battle swung back and forth, with it looking very bad for the heroes at multiple points. I used the hobgoblins effectively, making sure they used their tactics and class powers well. The fights were complicated and easy to run with 4e rules. </p><p></p><p>4e is an amazing system. Very gritty, tons of tactical action and tense heroic moments. Very great game tonight and all in about 3.5 - 4 hours to do those 3 encounters.</p></blockquote><p></p>
[QUOTE="Najo, post: 4345378, member: 9959"] Tonight our party moved down to the second level of Shadowfell Keep, the three hobgoblin rooms (guardroom, barracks and warchief's war room). The party had the pass phrase wrong, which alerted the hobgoblins and sent one of the gaurds running to warn the warchief. Then the two soldiers at the well moved to hold off the party on the stairs. The remaining gaurd went to warn the hobgoblins in the ajoining room and then attempted to let the deathjump spider out of the cage. The fight became intense as they fought the the soliders and killed off the gaurds trying to let the spider out. The hobgoblin patrol was alerted and moved its way into the room, causing the fight to move through the hall up to the second well. The warcaster moved into the melee using his force push to deal with the group's paladin and cleric. The fight at this point ended up with the group fighting the soilders and hobgoblin patrol, ending with the cleric being dropped to -3 hp by the archers shots. The paladin moved up to her and used lay on hands to bring her to 1 hp. Then the paladin pushed forward and backed the archers into the end of the tunnel. The group's wizard moved up, triggered the cleric's second wind and then she healed herself some more. While this happend, the archers yelled out for help from the warchief, his 3 soldiers and 4 grunts. Who hurried up into the fight and joined the fray. As the fighting ensued, the dragonborn paladin was dropped to -5 hitpoints and the cleric rived him with healing and then he used his second wind. With the wizard's area effects and good tactics they pulled it back from two near TPK and made it through the entire hobgoblin chambers and kept any gaurds from going down and warning the cultists of Shadowfell. The party consisted of 3 characters, a dragonborn paladin, elf cleric and human wizard all level 4. I never fudged a single die roll. They successfully took all three encounters without resting as they kept letting a hobgoblin slip into the next encounter, which then alerted the next group of monsters. The fights were awesome. Two of the party dropped to dying and were saved by their allies. The action and the battle swung back and forth, with it looking very bad for the heroes at multiple points. I used the hobgoblins effectively, making sure they used their tactics and class powers well. The fights were complicated and easy to run with 4e rules. 4e is an amazing system. Very gritty, tons of tactical action and tense heroic moments. Very great game tonight and all in about 3.5 - 4 hours to do those 3 encounters. [/QUOTE]
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