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Raiders of Oakhurst: A 4E Fan Playtest Adventure
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<blockquote data-quote="Xorn" data-source="post: 4113764" data-attributes="member: 61231"><p>Ran this again, with a new group of players. I've made one major change, I don't have Meepo flee if he's warned (Meepo + Nightscale is just crazy), and I'm going to switch to 2 soldiers & 1 archer like you mentioned. If you do a "reloaded" I'd be interested as hell.</p><p></p><p>Quick playtest report:</p><p></p><p>Kobold Warren:</p><p>They <em>dismantled</em> this one. Neither side was surprised, but Ichi-ichi went first and rang the gong/sprang the trap, then whiffed away at the paladin. The group started filing in, but the damned wizard <em>obliterated</em> the first wave of minions, taking down three of them off the bat. By turn two the paladin was surrounded by minions but Ichi-ichi still missed, and the party quickly took down most of those kobolds (fighter loved cleaving through them) while Ichi-ichi was getting mauled. Otto-wombo and Pik arrive just in time to get pulverized by the group (they were dealing with each challenge in one round) and the cleric was boosting AC and attack rolls like crazy. Pik dropped first (the ranger and warlock tore into him) while the fighter and paladin laid into Otto-wombo before the wizard dropped him flat. Quick stealth check from Varkaze at "round 4" said he decided to run back for help. (I really don't think he would have escaped the chamber if he'd engaged.)</p><p></p><p>Party searches the room and rests, then the wizard makes a 20 Perception check on the north end of the room--he sees tracks from Varkaze and the group heads north. Lucky Meepo!</p><p></p><p>The party makes fantastic stealth checks on the way up the tunnel, and they knew someone was recently through here, while the hobgoblins are waiting for them. Decided there would be no surprise round, but they sucked it up on Initiative, so the hobgoblins all went first. Varkaze readied to blast the first person to come into range, the archers both fired at the fighter (missing) and Vrak charged into the fight, missing his attack. Then all hell broke loose. The fighter and cleric locked up with the soldier, the cleric boosting the fighter's defense while they tore him down, and the ranger, warlock and wizard bounced around in the backfield, lobbing attacks from the cheap seats up to the archers. The paladin risks the OA and runs past Vrak (who missed), jumps the stream with an 15 Athletics check, and charges Varkaze. His Force Lance misses and Corrin lays into him. He never did much damage, but Varkaze had a heck of a time hitting the little runt, and the archers were now splitting fire, either missing Corrin badly, or missing Kathra badly. Basically it was bad for them all around.</p><p></p><p>Varkaze landed a huge Force Pulse on the paladin, but meanwhile the other strikers slipped past the soldier's blockade, as between the fighter's mark and the cleric boosting their defenses, he couldn't stop them with the flail attack. Next thing you know Varkaze goes down in a heap (I think the paladin threw a damned hammer at his face to finish him), and then the archers fell in short order.</p><p></p><p>They rest up and march down the tunnel to Nightscale next, and she wins initiative. She crashes down in front of them and lets that acid go, nailing every one of them. All of them blew daily powers and action points on the first round, all but two made their acid save, and the cleric managed to get another saved before their next turn. The dragon took a boatload of damage from daily powers, and dropped a globe and retreated to her isle. The group spread out, trying to flank her, but she headed off the melees (paladin had her marked, throwing his first hammer at her), swooping in and letting more acid go (I had great recharge rolls), only catching one person this time (the warlock's eyebite gave her such a defense boost the breath missed!)</p><p></p><p>The fight was heated, but between the paladin and cleric there was <em>just</em> enough healing to keep anyone from dropping, and in the end they were beat up, but the dragon was at 139 damage with no one down yet. I also changed her fight to flee at bloodied, as I think a reoccuring villain (which is how I envision her) should be interested in saving her own neck--get her to 50? You can probably finish her at that point.)</p><p></p><p>Towards the end, the fighter ran up the ledge and dove off, trying to crash her hammer into Nightscale on the way down to the water (giving her a flank, too). I wanted to let it auto-hit for the awesomeness. Still she made the Athletics check, but missed, even with the Charge. However the next round she <em>nailed</em> Nightscale with her daily, who was having a hell of a time hitting the paladin (good thing too, because her last bite was still tearing him up with the acid).</p><p></p><p>She spun around and bloodied breathed her (doing crap damage, and she saved the next turn), and on her next turn took flight (OAs missed) then flew out the tunnel, blowing an action point to Bull Rush the ranger (up there for High Ground) out of her way and escape! It was a great fight, and while they had some nice rolls, so did I. There tactics and synergy (and SPREADING OUT) really made the difference.</p><p></p><p>Most fun I've had with this one yet!</p><p></p><p><a href="http://www.eugee.net/4e_preview" target="_blank">03/17/2008 log for full chatlog</a></p></blockquote><p></p>
[QUOTE="Xorn, post: 4113764, member: 61231"] Ran this again, with a new group of players. I've made one major change, I don't have Meepo flee if he's warned (Meepo + Nightscale is just crazy), and I'm going to switch to 2 soldiers & 1 archer like you mentioned. If you do a "reloaded" I'd be interested as hell. Quick playtest report: Kobold Warren: They [i]dismantled[/i] this one. Neither side was surprised, but Ichi-ichi went first and rang the gong/sprang the trap, then whiffed away at the paladin. The group started filing in, but the damned wizard [i]obliterated[/i] the first wave of minions, taking down three of them off the bat. By turn two the paladin was surrounded by minions but Ichi-ichi still missed, and the party quickly took down most of those kobolds (fighter loved cleaving through them) while Ichi-ichi was getting mauled. Otto-wombo and Pik arrive just in time to get pulverized by the group (they were dealing with each challenge in one round) and the cleric was boosting AC and attack rolls like crazy. Pik dropped first (the ranger and warlock tore into him) while the fighter and paladin laid into Otto-wombo before the wizard dropped him flat. Quick stealth check from Varkaze at "round 4" said he decided to run back for help. (I really don't think he would have escaped the chamber if he'd engaged.) Party searches the room and rests, then the wizard makes a 20 Perception check on the north end of the room--he sees tracks from Varkaze and the group heads north. Lucky Meepo! The party makes fantastic stealth checks on the way up the tunnel, and they knew someone was recently through here, while the hobgoblins are waiting for them. Decided there would be no surprise round, but they sucked it up on Initiative, so the hobgoblins all went first. Varkaze readied to blast the first person to come into range, the archers both fired at the fighter (missing) and Vrak charged into the fight, missing his attack. Then all hell broke loose. The fighter and cleric locked up with the soldier, the cleric boosting the fighter's defense while they tore him down, and the ranger, warlock and wizard bounced around in the backfield, lobbing attacks from the cheap seats up to the archers. The paladin risks the OA and runs past Vrak (who missed), jumps the stream with an 15 Athletics check, and charges Varkaze. His Force Lance misses and Corrin lays into him. He never did much damage, but Varkaze had a heck of a time hitting the little runt, and the archers were now splitting fire, either missing Corrin badly, or missing Kathra badly. Basically it was bad for them all around. Varkaze landed a huge Force Pulse on the paladin, but meanwhile the other strikers slipped past the soldier's blockade, as between the fighter's mark and the cleric boosting their defenses, he couldn't stop them with the flail attack. Next thing you know Varkaze goes down in a heap (I think the paladin threw a damned hammer at his face to finish him), and then the archers fell in short order. They rest up and march down the tunnel to Nightscale next, and she wins initiative. She crashes down in front of them and lets that acid go, nailing every one of them. All of them blew daily powers and action points on the first round, all but two made their acid save, and the cleric managed to get another saved before their next turn. The dragon took a boatload of damage from daily powers, and dropped a globe and retreated to her isle. The group spread out, trying to flank her, but she headed off the melees (paladin had her marked, throwing his first hammer at her), swooping in and letting more acid go (I had great recharge rolls), only catching one person this time (the warlock's eyebite gave her such a defense boost the breath missed!) The fight was heated, but between the paladin and cleric there was [i]just[/i] enough healing to keep anyone from dropping, and in the end they were beat up, but the dragon was at 139 damage with no one down yet. I also changed her fight to flee at bloodied, as I think a reoccuring villain (which is how I envision her) should be interested in saving her own neck--get her to 50? You can probably finish her at that point.) Towards the end, the fighter ran up the ledge and dove off, trying to crash her hammer into Nightscale on the way down to the water (giving her a flank, too). I wanted to let it auto-hit for the awesomeness. Still she made the Athletics check, but missed, even with the Charge. However the next round she [i]nailed[/i] Nightscale with her daily, who was having a hell of a time hitting the paladin (good thing too, because her last bite was still tearing him up with the acid). She spun around and bloodied breathed her (doing crap damage, and she saved the next turn), and on her next turn took flight (OAs missed) then flew out the tunnel, blowing an action point to Bull Rush the ranger (up there for High Ground) out of her way and escape! It was a great fight, and while they had some nice rolls, so did I. There tactics and synergy (and SPREADING OUT) really made the difference. Most fun I've had with this one yet! [url=http://www.eugee.net/4e_preview]03/17/2008 log for full chatlog[/url] [/QUOTE]
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