Gargoyle
Adventurer
I ran it for my wife and two boys (11, 14) who played all five characters. The youngest took on the fighter, and the other two split up the others.
I've DM'd and played all sorts of editions since BECMI in 1982. They've primarily played 3e and 4e.
We had a good time, but I think we enjoy 4e more at this point, perhaps due to our style of play.
I presented the adventure with the Find the Heir hook, and with the rumor that the more powerful monsters have claimed caves that are higher and further west.
They set out for the Orc cave, (B) and didn't notice the watcher who came back with more guards. A quick and vicious battle later, the orcs lay dead, mostly by the hands of the wizard's burning hands spell. They ventured west and encountered reinforcements in the banquet hall, and a very cinematic battle erupted on the table. The fighter went down quickly but his companions rallied against the orcs, with the halfling rogue stabbing at their feet and groins from under the table, and the wizard flinging his remaining spells to beat them down.
Healing spells brought the fighter up and they scouted out the common room. At this point, they should have run out. Instead, they set up an ambush for the orcs who were busy putting on armor in the next room. At this point, I knew it was going to be a TPK. They did a great job until then, but I think a combination of knowing that it was a playtest and not having any attachment to their characters and being used to 4e encounter design did them in. 22 more orcs streamed from the two entrances and while a few were cut down with readied actions, they overwhelmed the group.
The rogue and wizard snuck off during the fight while the orcs mutilated the dwarves and human cleric, and since they were cut off from the entrance hid in the supply room. We forgot about the rogue getting a minimum of 10 on Dexterity skill checks and she failed to pick the easy lock, but the wizard used shocking grasp on the door and critted, so I ruled that it busted the lock. He then used ray of frost to seal the door, which held it enough to convince investigating orcs that the door was still locked so they weren't in there. Then they waited a bit, tried to sneak out, and the wizard failed his Dexterity check and so meat was back on the menu for the orcs.
We ran it again with the premise that divinations revealed that the last group sent there investigated the northeastern cave and found no evidence of the missing heir, and so they checked out the kobold cave, and did much better. This time they were too stingy with spells however, and there were nearly a couple of deaths due to that.
The best part of that run was the dwarven cleric in the pit trap, with the dwarven fighter holding the pit door open, and the swarm of rats streaming into the pit. Rolling 2d20 18 times for the rats made the players very nervous, and they laughed pretty loud when I declared that he took 2 points of damage. The cleric rolled a 20 on his Strength check to get out, and so he brushed off the rats before leaping out, and the pit slammed shut trapping the rats within.
The rest of the run featured the rogue scouting ahead, and some decent but boring combats, due to the wizard not wanting to use his spells, and a general lack of deviousness in the design of that part of the dungeon (and possibly lack of creativeness on the part of a tired DM).
My conclusions:
- Advantage/Disadvantage works well.
- I didn't miss the 4e skill system at all.
- Ability checks made the players more likely to improvise.
- A swarm of rats needs to be a single monster. I can only imagine that this was a test of how much dice rolling we can tolerate.
- The fighter was boring and needs a bit more to do. The next time we play, I'm going to add the guardian theme to him as suggested by Mike Mearls.
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Playtest: First Round Overview)
- Heavy armor is something I wouldn't want to use at all in its current form. The fighter didn't have enough protection and couldn't run away if he wanted to because of the speed penalty.
- Theater of the mind was easy for me, not so easy for my players. It's been many years since I've played that way, so for me it was interesting. Setup time was very quick for me without having to draw anything or find a map, or dungeon tiles, and that's a big advantage. Also it took no table space. However, there were a lot of questions about where everyone was. They kept wanting to seek a tactical advantage, and we all missed flanking and attacks of opportunity.
- Players new to Vancian style resource management are going to struggle. The wizard was very powerful when using his spells, but after the first TPK got gun shy and started getting stingy, using only at wills, and this put the party at risk and dragged out combat. We were ok with this, just takes some getting used to without encounter powers.
- We enjoyed AC as the only defense, no healing surges, and the return of real saving throws. I think with the right modules to add some tactical considerations, 5e might be the system for us.
- I loved the spell descriptions. Readability was good and they were short.
- Favorite classes were the wizard and the clerics. I personally liked the rogue, but I think my players just didn't "get it". We all the felt the fighter was missing something.
I'm going to run it again later this week and have them run only one character each, and bump those characters up to 3rd level and see what happens. I might break out a mat for some of the bigger fights, might not, will see how it goes.
I've DM'd and played all sorts of editions since BECMI in 1982. They've primarily played 3e and 4e.
We had a good time, but I think we enjoy 4e more at this point, perhaps due to our style of play.
I presented the adventure with the Find the Heir hook, and with the rumor that the more powerful monsters have claimed caves that are higher and further west.
They set out for the Orc cave, (B) and didn't notice the watcher who came back with more guards. A quick and vicious battle later, the orcs lay dead, mostly by the hands of the wizard's burning hands spell. They ventured west and encountered reinforcements in the banquet hall, and a very cinematic battle erupted on the table. The fighter went down quickly but his companions rallied against the orcs, with the halfling rogue stabbing at their feet and groins from under the table, and the wizard flinging his remaining spells to beat them down.
Healing spells brought the fighter up and they scouted out the common room. At this point, they should have run out. Instead, they set up an ambush for the orcs who were busy putting on armor in the next room. At this point, I knew it was going to be a TPK. They did a great job until then, but I think a combination of knowing that it was a playtest and not having any attachment to their characters and being used to 4e encounter design did them in. 22 more orcs streamed from the two entrances and while a few were cut down with readied actions, they overwhelmed the group.
The rogue and wizard snuck off during the fight while the orcs mutilated the dwarves and human cleric, and since they were cut off from the entrance hid in the supply room. We forgot about the rogue getting a minimum of 10 on Dexterity skill checks and she failed to pick the easy lock, but the wizard used shocking grasp on the door and critted, so I ruled that it busted the lock. He then used ray of frost to seal the door, which held it enough to convince investigating orcs that the door was still locked so they weren't in there. Then they waited a bit, tried to sneak out, and the wizard failed his Dexterity check and so meat was back on the menu for the orcs.
We ran it again with the premise that divinations revealed that the last group sent there investigated the northeastern cave and found no evidence of the missing heir, and so they checked out the kobold cave, and did much better. This time they were too stingy with spells however, and there were nearly a couple of deaths due to that.
The best part of that run was the dwarven cleric in the pit trap, with the dwarven fighter holding the pit door open, and the swarm of rats streaming into the pit. Rolling 2d20 18 times for the rats made the players very nervous, and they laughed pretty loud when I declared that he took 2 points of damage. The cleric rolled a 20 on his Strength check to get out, and so he brushed off the rats before leaping out, and the pit slammed shut trapping the rats within.
The rest of the run featured the rogue scouting ahead, and some decent but boring combats, due to the wizard not wanting to use his spells, and a general lack of deviousness in the design of that part of the dungeon (and possibly lack of creativeness on the part of a tired DM).
My conclusions:
- Advantage/Disadvantage works well.
- I didn't miss the 4e skill system at all.
- Ability checks made the players more likely to improvise.
- A swarm of rats needs to be a single monster. I can only imagine that this was a test of how much dice rolling we can tolerate.
- The fighter was boring and needs a bit more to do. The next time we play, I'm going to add the guardian theme to him as suggested by Mike Mearls.
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Playtest: First Round Overview)
We're thinking about granting fighters two themes at 1st level, so if you want to test that I'd suggest grabbing the dwarf cleric's guardian theme and adding it to this fighter.
- Heavy armor is something I wouldn't want to use at all in its current form. The fighter didn't have enough protection and couldn't run away if he wanted to because of the speed penalty.
- Theater of the mind was easy for me, not so easy for my players. It's been many years since I've played that way, so for me it was interesting. Setup time was very quick for me without having to draw anything or find a map, or dungeon tiles, and that's a big advantage. Also it took no table space. However, there were a lot of questions about where everyone was. They kept wanting to seek a tactical advantage, and we all missed flanking and attacks of opportunity.
- Players new to Vancian style resource management are going to struggle. The wizard was very powerful when using his spells, but after the first TPK got gun shy and started getting stingy, using only at wills, and this put the party at risk and dragged out combat. We were ok with this, just takes some getting used to without encounter powers.
- We enjoyed AC as the only defense, no healing surges, and the return of real saving throws. I think with the right modules to add some tactical considerations, 5e might be the system for us.
- I loved the spell descriptions. Readability was good and they were short.
- Favorite classes were the wizard and the clerics. I personally liked the rogue, but I think my players just didn't "get it". We all the felt the fighter was missing something.
I'm going to run it again later this week and have them run only one character each, and bump those characters up to 3rd level and see what happens. I might break out a mat for some of the bigger fights, might not, will see how it goes.
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