We did the full run today, although they didn't fight the hobgoblins. I'll post the chat and screenshots in the morning, but here's the quick summary:
They used the Paladin, Fighter, Ranger, Wizard, and Warlock. The guy that was going to play the Cleric was sick so he wasn't on.
Kobold Warren:
The paladin & fighter quickly squared off with Ichi-ichi and pressed the attack, while the ranger, wizard and warlock obliterated the first group of minions in round one. As they managed to surprise the kobolds (the ranger made a high perception check at the mouth of the cave, and they all made great stealth checks on their way down), they had killed everyone but Ichi-ichi by round 1 (round 0 being the surprise round). Round 2's wave charged in and scored some minor hits, and Ichi-ichi managed to hit the gong/spring the trap, then he (and the second wave) were slaughtered wholesale, as well. The paladin was using Divine Challenge on Ichi-ichi, then attacking him and shifting back a step. This forced Ichi to either attack the fighter (taking 8 damage) or shift after the paladin (taking the OA from the fighter); brutal synergy.
The ranger and wizard were just picking which minion dies next, while the warlock was demonstrating tactical movement. I don't think there was one time that she didn't have Concealment (oh yes there was--more later), but it was Curse, kill, teleport, move. She was literaly changing sides of the room liberally.
Round 3 Otto-wombo & Pik arrive, and suffer a turn of attacks. The fighter charged and hammered Pik with their Daily (a little early, right?), missed, popped an Action Point and tried again, and critted! Dead Pik in one shot. Otto-wombo missed with a fire-pot then got pulverized by the strikers before fleeing. The fighter missed with the OA so he gets away, and the paladin only moves cautiously after, no chance to catch up.
As everyone was dead at the start of Round 4, I decided Varkaze would not step out to die too, so a quick Stealth check vs their passive Perception had him retreating and prepping for battle. The whole party chases the slinger cautiously (note: NO REST) and moves all the way to Meepo's chamber...
Meepo, King of the Kobolds:
At this point, they took long enough to catch up that Meepo had fled. Because Otto-wombo had 2 hp left, I decided Nightscale ate him for being weak. (And I figured the dragon with Meepo would be bad enough.) Meanwhile the party carefully moves into the room, and Ix death from aboves the paladin for 16 damage. As they collectively




themselves hearing that much damage from a level one hit, they quickly pulverized Ix in a round or two. As they decided to rest this time, I let them surge up a bit, and they went back to loot the kobolds, check the previous chamber, and the ranger searched the throne room. He found the secret door with a 19+7 perception check and they gathered up to move forward. I gave them their action point as they had beat 2 encounter areas, even if it was all at once.
Nightscale's Lair:
Rather than throw Meepo and Nightscale at them together, I decided Nightscale was furious at Meepo for him leading the party to her, so she stayed under the water to let the party deal with him first. The group edged around the lake, unable to spot either Meepo or Nightscale, hiding below the water. Meepo slipped out of the water as they passed and attacked the ranger (back of marching order) and nailed him with a critical hand crossbow sneak attack during surprise, then ran him through with the rapier, taking him to unconscious. The party dealt with Meepo quickly though, and he didn't make it more than like 2 rounds before he was down.
The paladin had healed the ranger back up to standing when Nightscale surfaced and let the first acid breath loose. Wow, that moment was so awesome, hearing all the various exclamations they made! (I decided that the hobgoblins would stay holed up after the carnage they saw in the kobold warren.) Anyway, the first breath yields 4 of the 5 lined up for the shot, and hit 3 of them. They kind of guffawed when it was only 10 damage, but after all the second winds and surges blown trying to recover from the ongoing acid damage, they changed their mind.
The fighter was endlessly frustrated with the dragon--he needed a 18+ to hit and the tail slashes were really urking him. Plus the dragon kept dropping the darkness on him to keep him from Opportunity Attacking and stopping her movement. The paladin kept her challenged, but kept falling back--it kind of reeked of cheese, really. He eventually ran out of line of sight, initially just to recover and shake off the bite acid, but finally he decided to run (east) down past the hobgoblins. He ran by so fast that I actually had them stay put, still hearing the dragon fighting and nervous to come out (and I didn't want the TPK to be THAT easy).
Anyway, this brought up the situation--does Divine Challenge keep working? Because we're testing the rules as they read, we let it keep working, but it felt a little silly.
Ultimately, the warlock did a fair amount of damage to the dragon with Eyebites, the ranger peppered her with some Careful Shots (as he could hit from time to time), the fighter got pulverized, unable to hit and getting hit repeatedly, and the wizard just frustrating wiffed away at her 21 reflex (25% chance to hit). They kept spread out and moving though, and kept her from being able to nail them all at once finally.
At one point she popped the frightful presence, stunning three of them, and dropped the warlock at this point (fighter & warlock down). The paladin at this point has circled back around from the south, and revives the fighter, planning on running away, but the dwarf scooped up her hammer and said, "We ain't done yet!" and charged, missing again.
The ranger (who had started to flee south) returned and managed to put a few more shots on target, but half the damage was coming from the Divine Challenge, honestly. Kind of reeked of cheese, but we were having fun, so went with it. Going forward, I would say that the paladin has to remain within close burst 5 range for the divine challenge to apply. Anyway, eventually the dragon dropped darkness and dove into the water again, and the fighter dove in and smashed her on the head with her hammer (crit!) and she surfaced again (ranger had a readied action to shoot, missing) and she bit the paladin, nearly dropping him, when the mage FINALLY hit with a magic missile, and she hit bloodied. Feeling nice, I had her blow a bloodied breath and flee at that point. Honestly, if she had gone another 50 hp before fleeing, it would have been a TPK. The party left to the south, knowing they weren't up for anymore fighting.
Player Feedback:
They loved the new combat, and we're all looking forward to 4E. Everyone felt like they had a lot to do, and outside of wanting some clarification on little stuff, really enjoyed everything.
Fighter - The battlefield control is awesome, not being able to hit the boss sucked.
Paladin - The synergy with the mark was awesome, and healing while kicking ass was great.
Ranger - The accuracy and deadliness rocked, no complaints.
Warlock - Loved the tactical movement and ability to attack the weakest defense. Will play a warlock in 4E most likely.
Wizard - Choosing how to kill the next enemy was great, but hated his daily powers.
We had fun--they way they raced through the adventure really hurt them, but that's their style. They want to do battle with the dragon fully rested and see how it turns out, so we're going to do that this week. We're also really anxious to see how glaring things like the Divine Challenge can be exploited, or why it hasn't been mentioned in playtests. Also, the warrior's ability to immediately attack a shifting target doesn't READ that it's an Opportunity Attack, so does it stop movement? I mean, who's NOT going to shift away? We ruled that it was an OA.
Fun game, had my group not blown all their dailies before the dragon, they might have performed more solidly (only the warlock still had a daily on Nightscale).
Full Chatlog (no pictures)